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STARBASE 1 ADVENTURES

Missions in the Starbase 1 LARP
A Comprehensive Guide
By Starport Industries
version 1.0 [2022 Edition]
 

TABLE OF CONTENTS


Preface. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .      
Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .    
A Note on Consent . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .     
S.E.A.M.S. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   
Organized Chaos:. . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .     
Improvisation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . .    
Planning your own Mission, Start to Finish. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .    
The What . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . .  
The When . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
The How. . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
Logistics and Supply . . . . . . . . . . . . . . . . . . . . . . . . ……….. . . . . . . . . . . . . . . . .
Networking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ………. . . . . . . . . . . .
Conflict Resolution . . . . . . . . . . . . . . . . . . . . . . . . . . . . ………... . . . . . . . . . . . . .
When to Say ‘No’ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ……. . . . . . . . . . 
Putting your Missions in Motion . . . . . . . . . . . . . . . . . . . . . . . . .  . . . . . . . . . . . . . 
Advertising . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . 
Briefing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  . . . . . . . . . . . . . . . . . .
Timing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
Execution . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . .  
Debriefing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  . . . . . . . . . . . . . . . . 
Challenging Themes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
Deception . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
Stealth Missions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
Stealing & Relics . . . . . . . . . . . . . . . . . . . . . . . . . . . .  . . . . . . . . . . . . . . . . . . . . . 
Prisoners & Hostages . . . . . . . . . . . . . . . . . . . . . . . . . .  . . . . . . . . . . . . . . . . . . . 
Quick Reference Sheets . . . . . . . . . . . . . . . .. . . . . . . . .. . . . . . . . . . . . . . . . . . . .


PREFACE

 
When I first began really participating in Missions and Lorefare at Events, it was only my third year at the Starbase 1 LARP (2022 for those counting). I recall picturing a chance to live out scenes from Star Trek or a Firefly Franchise Game. A quiet “man with no name” gun-for-hire type who shuffled into town and is subsequently tasked by the denizens to do the jobs the denizens haven’t the time (or lack of self-preservation) to do themselves. I wanted to be immersed in this post-apocalyptic world, and I didn’t know what awaited me or how I would begin. But I knew despite my shyness, my eagerness could eclipse my anxiety.

I made my way up to the window at the WCC. I’d seen the “help wanted” sign painted on a nearby board and inquired about ‘work’. A husky man with a thick beard nodded warmly and told me that one of the radios they operated was in need of replacement parts, specifically vacuum tubes. The market for such tubes was thin, rumour had it that the Crimson Caravan may have some in store. He handed me a handful of burnt orange bottle caps and told me it should be enough to purchase the part. I was to speak with him when I returned with it.

With caps in hand, I set out to find the Crimson Caravan, invested in seeing my quest through straight away. I had seen the camp sign along Bartertown row, at the time on the South side of the City. I strode up to the open back of the large dome and stopped at the threshold. Within, a shorter fellow stood behind a barter table while his armed Campmate sat across the dome and eyed me surreptitiously. Acknowledging my presence, the shorter man beckoned me in and asked if I’d come for trade. I nodded and entered. He bade me browse the various wares on the table. I scanned the collection and recognized no radio parts. So I asked: do you have any vacuum tubes?

The short man smirked for a moment and asked me if I’d the caps to pay. I held out the 10 or so I’d been given. He looked, and shook his head. “It’s not enough,” he taunted. I, confused, glanced down at the table and the caps in hand. Slowly it dawned on me, realizing, in my naivety, I was being hustled for more caps.

My heart began to race. My left hand extended out the caps, my right moved to my belt and un-snapped the holster of my pistol audibly. I, uncharacteristically bold, asked again “Isn’t it?”. The shorter Caravanner eyed my six gun, and shot a glance to his compatriot across the way. They smiled and we exchanged the part for the caps. I playfully backed, slowly, out of the dome, never taking my eyes off the camp, or the grin off my face.

Eventually I made my way back to the WCC and handed over the dingy, faded cardboard box that held the small glass vacuum tube. Precious technology, lost in the pox-iclipse, in the long long ago. The man behind the counter nodded, thanked me and handed me a custom WCC bottlecap for my services. A trophy! A token reminder. I was enthralled. I resolved later to participate in Missions as often as I could, and to seek out such experiences wherever and whenever they piqued my interest.
My ‘character’ and role may have evolved significantly these past 10 years and my shyness evaporated but never my passion for immersive environments. It is because of this passion, and a desire to create and share missions with others, that I wrote this guide. So that each Member who endeavors to cross the threshold of immersion, finds the Experience Gratifying, Amusing, Exhilarating and Memorable, such as I have these past years. I hope it proves useful, please enjoy.

See You At The Outpost! 
Smitty

INTRODUCTION

 
What follows is a set of Guidelines intended for the Creation and Support of Missions at our Starbase 1 LARP Events. Participation in a well executed Mission, can be an immersive, and entertaining experience. People often participate because they wish to be transported, even temporarily, into a futuristic World full of Excitement, Intrigue and Danger. If you haven’t experienced this kind of activity for yourself, it is critical to try out a few, before trying to Run your own, as they will provide insight to the kinds of Fun you can have. While most of the Audience and Participants are aware that the perceived perils and challenges, aren’t “Real”, efforts to shatter the illusion can likewise shatter the enjoyment of the activity and potentially spoil the efforts of hardworking individuals. Some of that is unavoidable. However, in the spirit of the kind of oath Magicians might keep to ‘never reveal their Secrets’ sometimes you must conceal the behind-the-scenes workings from your Audience to preserve the purpose of the Game. Our Goal is to Create, Propel and Preserve the Magic. Please consider some discretion when using this Guide to plan Missions at the Event, and don’t Share what you’ve Learned & Planned irresponsibly, to preserve the Surprises and Immersion for as many People as possible.


AN IMPORTANT NOTE ON CONSENT

Participation in a Mission is a form of Social Contract. The Parties involved suspend their disbelief to a degree, and pretend to be characters living in a futuristic World. However, the Events are not “Real”, and real Threats to Participants Survival, or Safety should never happen.

Not everyone wants to Play the same kinds of Games, or indeed Play the same Missions in the same way. Everyone has their own ‘House Rules’.

It’s ok (and encouraged) to make Disclaimers on Missions that feature more Challenging, or menacing aspects. Ask your Participants what kind of Mission they are looking for, and allow them to set their own comfort to playing along. Goals where Participants might complete it by Intimidating, Threatening, or Coercing Parties In-Character, should always be Performed in the Open, in Public Spaces wherever possible, Theatrically, respectfully and in the spirit of Good Sportsmanship. It should always be apparent that a Game is taking place, and not a real Health, or Safety Concern.

Consensual Disorder/Unrest is Acceptable so long as it is done Theatrically; acting deliberately, or somewhat exaggeratedly Dramatic for the Performance. And often, with a Smile. Such that any Mission activity could not be mistaken for Real Danger, or imminent Violence, by a casual Observer. Non-Participants should not have reason to believe anyone is really in Trouble, or that they aren’t Safe. Additionally, things like brandished Prop weapons should be kept at safe distances from other participants unless the involved parties have agreed to (or better yet scripted) something otherwise. If the people who chose to be involved or the surrounding audience aren’t having fun, or don’t understand that it’s just for show, you’re probably doing something wrong.
All Gameplay should follow S.E.A.M.S. guidelines (Detailed below). Participants should be actively and enthusiastically consenting to participation in Gameplay. It is always appropriate to ‘break character’ or pause an activity to check if participants are in good order or to address questions or concerns.

Players should never conduct themselves or the Mission in a manner that makes any other participant, non-participant, event personnel or others have serious cause for concern. Harassment of any kind, violation of Codes of Conduct, or breaking of county, state, and federal law will not be tolerated.


WHAT MAKES A GOOD MISSION?

To make things simple when designing, and running your Missions you need to ask yourself: Where are the S.E.A.M.S?
Safe, Enjoyable, Accessible, Memorable, Sustainable. We’ll go over in detail what each of these mean:

S - Safety: Always follow State and Federal law and Event Rules and Guidelines. Is your mission safe to participate in? You may think this would be obvious, that even the most idiot-proof idea would be safe. But idiot-proofing is a perpetual task, so often the best you can do is make something idiot-resistant. Does participating in your mission involve any kind of elevated risk? Does any part of the mission make things difficult for Security or Medical personnel? Are participants likely to encounter situations which may lead to real-life threats or pose health hazards? Does your Missions instructions or goals have room for unsafe or problematic interpretation? Are participants likely to put themselves or others in harm's way in the pursuit of completing the mission? Are unknowing/unwilling audiences going to be caused undue concern or hazard?

E - Enjoyable: Is your mission any fun? Would YOU want to participate in it? Is your mission a foot-slogging/exposition-dumping chore? An annoying series of A-to-B? Is it a lot of “hurry-up-and-wait”? Participants standing about, with no clear timetable or secondary goals. Is it confusing? Two Team leaders in quiet conversation while a room of willing participants mill about with their hands in their pockets. Unable to hear or see the goings-on, distant and disconnected. Would it be fun for a first timer? What about someone who’s done many missions? Is it only fun with one participant? With many? Consider how fun the Mission might be with a variety of participants in a variety of groups and configurations. Is it fun even if they don’t finish or if they fail? What are the stakes? Are there consequences to the Mission not going according to plan? Can it still be fun if the goals change on-the-fly to meet unexpected challenges of the wastes?

A - Accessible: Are your missions possible to do by everyone? Are the goals clear and understandable? Can you do it if you’ve never played before? If you know nothing about the lore or history of the event? As a Mission creator or runner your job is to convey not only how people can participate but why they should care about the goals. Can participants of all ages, sizes, shapes and abilities take part? If your mission requires or would benefit from any special knowledge, resources or abilities you need to establish that in your briefing. Consider how your mission will be interpreted by the audience, try to word it as clearly as possible. It should be easy to learn but difficult to master. If you can’t make it accessible to everyone then be specific when advertising or recruiting for it. Like a job offer, let your participants know upfront and early what is expected of them and let them be the judge of their own abilities. This also goes for those witnessing your Mission in action. Can they understand what’s happening? Can they, to a degree, be ‘in’ on it too? Make your audience a part of what we call “Inclusive Exclusivity” by maintaining the illusion that they are “in” on the ‘exclusive’ action that is technically accessible to everyone.

M - Memorable: Do your participants have the chance to feel immersed? Do participants get to be part of some conflict resolution or bigger-picture plot? Does the mission fit into you or your group's lore? Do they solve a problem or perform a task that you couldn’t somehow do yourself? Does your mission encourage or discourage audience participation? Does the experience hold up as its own reward? Do your participants leave with any reward? The Satisfaction of a job well done? The thanks of the weary Teamsfolk? A position among the ranks of your trusted masses? Team caps? Play-currencies? Unique Loot? What do they take away with them after they complete (or fail) the mission? Not every mission needs some kind of payment, but some participants will be motivated by the idea of ‘earning’ play money by participating.

S - Sustainable: Do you only run the Mission one time or many times? Can it be run only a few hours or through the whole of the event? Do you have backup plans for unexpected or necessary changes? Running a Mission means advertising its availability, having someone available to give the briefing, supplying that mission (if props or play-currencies are changing hands), having someone to give the debriefing and attending to questions and changes that occur. It can be done with as few as one or as many as you have in your group IF everyone is up to speed with what to do. Does your Mission require so much explaining that it’s tough to get participants caught up? Does it require you to spend all your time in camp? Does it cost you lots of money or energy or time to run it? Design with you and your group's needs in mind. Burnout is real and can be very damaging to the otherwise fun and rewarding experience of running missions.

ORGANIZED CHAOS: WHEN THINGS GO WRONG


“SHIT Happens”
When the Event as a whole is a Festival, then Missions are like Festival Games. Always expect a percentage of unpredictable change, and try not to let it disrupt your Fun too much. You might get many interested Participants, you may get none. You might run out of Supplies on the first day, or go Home with extras. You might, for example, organize everything to happen on Wednesday at noon. But then you discover that the Opening Ceremonies have been pushed back an hour, and now are taking place at the same time. Your best Street-Barker/Advertiser may have Car trouble, and can’t make it till Thursday. The ‘W’ (wind) might kick up, and force everyone to take cover for hours. The Team who was supposed to be at the Meeting, got surprised and raided by an Enemy, and couldn’t show. The saying “Shit Happens” applies here. Plan Missions that are adjustable, and plan with the mindset that nothing that goes unused, is wasted. Any Missions, or machinations you didn’t get a chance to use where and when you’d planned are good candidates for use elsewhere. With clever planning, any Mission you didn’t use one day can be folded into the next.

Example: Your Mission is to deliver an item from your Camp, to a distant ally. You discover that due to emergencies the ally camp is now unable to Staff their Camp to receive the item.
Could, instead of abandoning the whole Mission, you find another Team who can accept it? Or perhaps some manner of passive drop-off, wherein the Participants deposit the item in the Ally Camp's improvised Mailbox? Perhaps you send the Participants off to deliver the item in a timeframe knowing the Camp will be empty, and when they return with it undelivered, you thank them for bringing back the valuable information that the Camp is empty, and spin a Story that perhaps some larger treachery is afoot. Perhaps you escort the Item yourself, with Participants in tow, and announce the Mission a success upon arrival. Adapting a Mission to changing circumstances will be invaluable. Planning ahead and keeping backups in mind, will preserve immersion.

"YES... AND"


When you begin to run more complex Missions that intersect with other Groups and Teams, and their own complex Backstories and Motives, you will encounter what, at first, may appear to be Obstacles, but are Opportunities in disguise. Often there may be situations that arise from individuals Actions, clever Workarounds, or Shenanigans that directly conflict with your Plans. Instead of allowing the events to spoil your Work, “Yes, And” them. As a Rule of improvisation: rather than denying the actions as canon, accept what another participant has stated or done ("yes") and then expand on that line of thinking ("and") as often as possible. We often joke that a planned mission, prior to the event might be 70% scripted and 30% improv, but a mission during the event becomes 70% improvised and 30% scripted. It’s ok to have to ‘embellish the story’ or contrive new plot points from time to time to make things work.
Example: Perhaps a ‘rival’ group has decided to also deliver the same kind of item to your ally.

Instead of trying to get the rival group to stop, perhaps work out an arrangement with the other group behind the scenes so that participants in your delivery mission can now confront “rival” group participants for their item in a rock-paper-scissors battle and seek out the reward for delivering both to the ally Team. Perhaps you can arrange a meeting at another group or venue as middlemen and have both opposing Teams meet to work out this territory dispute in-character. What was an obstacle can now be made into a fun lorefare opportunity for multiple parties.
Sometimes participants or other groups will do something that is totally unexpected, which, intentionally or not, totally subverts your mission plan. For Example: a ‘rival’ group has swarmed your camp with dozens of mercenaries and they ‘demand’ you hand over all of your delivery items. You could break character, tell them ‘No’ and probably send them away empty-handed and with an anticlimactic end. But with “Yes...And” you could instead hand over the delivery items vowing theatrically to gather fores to raid their camp in return, or perhaps tell them they are too late and that all the items have been delivered but you’ll exchange some other artifact or some valued information on where they can find more, effectively re-directing them to a sidequest. Events that might otherwise terminate the plot can instead be plot twists.

Other Examples of when Yes...And applies:
Your Team sets out seeking information on the whereabouts of a fabled vault, but only a handful of people know about it’s location. You find one of them but this person has already given away the clue-prop to another vault seeker. Instead of ending the mission right then you and the participants visit other camps and spread the word that you’re putting a bounty out on anyone carrying a clue-prop to the vault.

Example: a group of waste-pilgrims have mistaken your mission [THINGY] for one belonging to another group. They retrieve the [THINGY] and deliver it to Camp B. Instead of reprimanding the pilgrims and just retrieving your item you can shift and open trade with Camp B for return of the [THINGY] or (with a bit of planning and improv) you can visit Camp B for a “Raid” to get the item back with a high-stakes game of cards or Rock-Paper-Scissors.


PLANNING YOUR OWN MISSION, START TO FINISH


Some Teams have an individual Member act as the go-to for organizing, and tracking Missions at the Event, to help keep everyone (relatively) on Schedule, but such a position may not be necessary if you’re just starting out. Whatever your role, it’ll help to write down the important following information when designing a Mission. What, When & How.


PART 1: THE WHAT


What's your Agenda? Think about what you are trying to accomplish with the Mission. Is the goal to:
● Encourage Participants to Explore the Event, or some aspect?
● To Network with other Players, or shared interest Groups?
● To Promote an individual's Cause, or Camps Notoriety?
● To raise awareness for an Event or Activity you Host?
● To convey a Theme or advance a Plot arc?

Or perhaps some combination of any of these. It’s ok if your objective is nebulous, but communicate that to your participants.

PART 2: THE WHEN


Consider your Timetable to Plan your Mission, if possible you should start some Weeks before the Event, to give yourself, and any Groups or Teams you may Partner with, time to work out Details, and prepare. The longer you have, the better prepared you’ll be for when “Starbase 1 Happens”. Some of the more complex Plots begin Planning, and Promoting months in advance, especially if they involve many Groups, Teams or Event-wide Participation. Missions can be totally improvised, and still fulfill S.E.A.M.S, and not every Mission will require planning ahead of time. It's highly recommended that you perform a Review of the Plan, with any participating Groups or Teams, before it takes place at the Event. Have a good idea of the where and when of the mission, how long the mission should take to complete (people will ask) and what to do if the plan has to change. Before finalizing your timetable, have some idea of what other shows or activities may be taking place during that time or day of the Festival.

Your Mission can be a simple 5 minute Task, or a sprawling multi-day Trek. In our experience, starting off with a short straightforward Goal is best. A complex, multi-part Story is easy to lose track of, or to be abandoned. A simple fetch Quest can easily transform into an Event spanning, convoluted Contest when Events intersect. It’s ok to start small and build over time.

PART 3: THE HOW


Logistics and Supply
For every step you add to a Mission the potential for misinterpretation, unexpected changes/consequences grows exponentially. Make time to meet with and review the plan or distribute any props or notes with any contributor parties at the event. Ask them about changes to the plan or schedule (This step could be performed as its own courier mission). If you’re using props consider the Navy Seal idiom that “Two is One, One is None”. Having only one of a particular prop means if that prop is damaged, destroyed or lost your plans may collapse. It’s better, whenever possible, to have 2 or more of any prop, or a substitute.  Props or symbols, with unique, distinguishing marks or names on them are better, so they can’t be confused with other props or decorations in other camps.

Example: Your mission is for participants to go and collect a “gold” bullet casing from another camp. But bullet casings are common as part of outfits or decoration and brassy-gold in color, how are participants supposed to know which one they are supposed to collect? Could they get confused and visit the wrong location? Could they ‘cheat’ the mission (intentionally or accidentally) by turning in just any bullet?

Networking: Involving other Teams and Groups
Pooling resources or labor with other individuals or Teams is a great way to promote and expand your Missions reach. Temporary alliances and ‘truces’ between groups help foster awareness of your Mission as well as theirs and can lead to unexpected (and often hilarious) results. Don’t be afraid of reaching out to other established Lorefare/themed groups to find out what events and activities they may have going on that you can tie into. Start a group chat and communicate your plans with them and their members before an Event to cut-down on the ‘telephone game’ of misinformation. If you have to change or improvise plans during an event, communicate the new changes as clearly and plainly as possible (in writing preferably) to all the parties involved.
Involving other groups also means you’ll probably intersect with whatever their other plans or missions are, sometimes these can disrupt or derail your plans. Diplomacy, and “Yes...And” are indispensable here. Groups are sometimes working at cross-purposes, often there are moments of semi-organized chaos, and breaking character or conferring with other organizers may be necessary. Don’t get too bogged down in the details, you can always contrive a lore explanation when the immediacy of the moment has passed. Preserving the momentum and spirit of an activity is more important to your participants and audience than getting every loose-end tied up neatly.

Conflict Resolution: “Armed” vs. “Unarmed” Missions
In a desolate wasteland all manner of protagonists, factions and antagonists thrive. Often armed war-parties will clash with one another, and your participants can find themselves at the wrong end of a (prop) weapon. This can be thrilling, or tedious depending on how it’s performed and especially how it’s resolved.
Unless everyone intends to shout “pew pew pew” at each other and fall down (which can be comical, if not very immersive) you’ll need a satisfying resolution. That can be achieved in essentially 2 or more ways.
 
If your Mission is “Armed” (assumption of Conflict with Prop Weaponry) then some instruction for Conflict Resolution should be provided in the briefing. For practical purposes, a Challenge Game of Rock-Paper-Scissors suffices as a Gun Fight Stand-in, as it’s familiar to many, and can be performed with no Equipment. However many alternatives exist. Games like: Odds and Evens, Thumb Wrestling, & Footraces likewise can be performed anywhere. More traditional games like: Tic-Tac-Toe, War, Dice or Card Games can be played in short order with very little or no equipment.

Even if your Mission is “Unarmed”, and suppose Participants are only supposed to retrieve something, or acquire information, there is a good chance some manner of conflict could arise. Provide your Participants with some guidance as to what options they have, like Negotiating, Bartering or Charming their way out, or Collaborating with other Teams/Groups/Participants.

Example: Team A is hiring participants to get Team B to stop sending raiding parties after them. Team B could be swayed by a show of force (“Armed”) mission or convinced to target another Team with better prospects for the raids (“Unarmed”). Team A coordinates with Team B beforehand to allow for either option to successfully complete the mission. Team B will ‘back off’ if participants show up with a few well armed mercenaries OR if they send a negotiator to ‘convince’ them to switch targets.

Look for opportunities to create artificial tension, rather than direct Conflict, and allow your Participants Options in resolving the Tension, before it “boils over”. Not every fetch-quest needs to end in a shootout. Many participants won’t be able to muster an armed group large enough to match some Teams. Some participants won’t have any skill at public speaking or being charismatic enough to sway a group. Sometimes circumstances align to make for better stories than what was ‘scripted’ to happen. Don’t overlook eager participants' capacity for creative problem solving. Sometimes giving them the option to come up with the solution is more fun. This usually results in a great opportunity for “Yes...And” when adapting to the aftermath.

KNOWING WHEN TO SAY NO: DECLINING PARTICIPATION


It’s not always easy to turn down people or to exclude someone from an activity especially in a festival atmosphere but as a Mission giver you have a social obligation to ensure that the S.E.A.M.S. are showing. Sometimes you’ll get potential participants who want to engage in missions but repeatedly demonstrate an inability to cooperate, be safe, or adhere to the guidelines. Some may want to unsafely ignore or change important plot points in favor of one of their goals. Some may be too under the influence to pay attention, or some who simply don’t understand it’s a game. Don’t be afraid to withdraw your invitations or decline to interact with them.

The enjoyment and well-being of participants at the event takes precedence and you are not obligated to manage others who can’t or won’t respectfully cooperate.
This is especially important when it comes to participants who demonstrate a disregard for consent or are a bit too enthusiastic about the more menacing aspects of some missions. Use your best judgement when selecting participants but if you have to remind or correct someone about safety, consent, or guidelines more than once, chances are they will do something unsafe or unfair again and you’re better off sending them away or ending the mission.

Example: Team A is “looking for an important relic”, but Team D keeps showing up and lying to everyone that the item of junk they possess is Team A’s important relic. Team A could choose to decline the interaction and politely correct them or just not accept Team D’s ‘relics’ as valid. Team A isn’t obligated to “Yes...and” someone else aiming to spoil their fun.

Example: Team A is offering to pay people to escort them across the Outpost, but Mercenaries from Team C show up, and are so tipsy they can’t walk straight. Team A should politely discharge them and look for other Participants.

PUTTING YOUR MISSION IN MOTION


So you’ve got the What, When and How figured out and you’re ready to start running it at an event. But where to begin?

Advertisement (Before, During and After)
How do people find out about your Mission? Social media posts, images, and videos before the event are a great way to advertise, there are Mission and Team Lore relevant groups and often a list of the accumulated participant-driven activities at that year's event available online. You don’t have to be a skilled social media manager to create a straightforward post about your Missions Context and Lore. A blurb about what’s going on and an image which includes the important stuff (like where to start the Mission, and when) is sufficient. Promotional Posts on Social Media Groups (like Starbase 1's BBS) should be limited typically to at most once every two weeks leading up to the event.

If your intention is to exhibit a plot that unfolds and adds context to your mission then include hashtags and a link to where your audience can find the rest of the posts they may have missed. Lowering the barrier for newcomers to find and understand the ‘story so far’ will open the door to more audience engagement.

Getting the word out can also be fulfilled at an Event with community bulletin boards or by arranging to have some part of it hosted at one of the many Team-venues. Barkers or street advertisements outside your camp or on populated corners can also draw in participants. Ensure the starting location and time of your mission are prominent. Starting in 2022, Teams began the use of the  triangular ‘!’ sign (pictured left) on their Camp Decor, or Costume to indicate that Missions are available at that Camp, or with that Individual. Displaying it prominently will help Guide attentive Participants towards your Mission.

Document your Work! When possible take Photographs of the Mission in progress, or keep track of the number of your Participants, and the feedback Reports or Results. Not only will you be able to use this data to grow and improve your Missions, but you’ll also have a Fun record of your Team's Contribution to the Event. You can use the Data and Photos in Promotional Material for future events. Consider posting an ‘after-action’ report Post Event, to summarize your Mission's outcome, and any memorable Moments, or Contributors.

BRIEFINGS


Unless your Mission is literally as simple as a single sentence of Instruction, you’ll probably want to give out more Information.

When potential Participants arrive where the Mission is taking place, having someone available to greet them, and give a short Briefing, or Documentation on display, for more information is key. Having good diction, is also critical. Unclear, or vague Instructions have, in the past, led to some Fun and Hilarious results, but have also led to misconstrued Actions, and embarrassing or troubling problems for Event goers.
 
In the briefing you’ll want to shortly reiterate:
● Who You, or your Team is
○ Example: “Welcome to [CAMP A], are you here about [MISSION]?”
● Your in-Character Motives for running the Mission
○ Example: “We need Couriers to Transport [THINGY], safely across the Outpost, our Team wants to use the [THINGY] in a trade deal with an ally”
● The specifics Goals of the Participants
○ Example: “Find a [SPECIALLY MARKED THINGY], and return it to [CAMP A], you might find the [SPECIALLY MARKED THINGY] being kept by [CAMP B] ask them about it”.
● What they can do if they need additional information later, or have Questions/Issues, that arise from the unexpected
○ Example: “If you can’t get it from [CAMP B], or if they aren’t around for a long while, we may have another option [Tie-In to another Mission, or Backup Plan], return here, and let us know.”
○ (Optional)Example: “You might be able to find [SPECIALLY MARKED THINGY], at these Camps [Pointing to Event Map on display]
● Potential reward for completion of the mission
○ Example: “If you bring it back we may have more rewarding work for you in the future”
○ Example: “If you bring it back you’ll have our deep gratitude”
○ Example: “If you’re successful there's a few caps in it for you”
● Reiterate the Goal and ask if they’ll accept the mission and if they have questions now
○ Example: “Any questions? Find us that [SPECIALLY MARKED THINGY], and good luck!”

In Theater, Playwrights use an “aside” as a technique for a Character to speak lines that the Audience can hear, but the other Characters on Stage are not aware of. Use something like this anytime you have to temporarily break character, make safety reminders, exposit on confusing details or explain in simple “plain English” terms, what to do.

TIMING

 
Sometimes you’ll plan a mission that requires participants to attend something at a later place and time or to wait for you or one of the various denizens to arrive or a deal to go down. Convey an estimate of the kind of time commitment your participants can expect. Not all participants can or want to commit hours and hours to a mission. You can still offer a complex series of tasks and an epic plot spanning the whole event but your attendance and continuity may suffer.

For activities that take more than 5 minutes say they take 15. It takes time to walk or even drive to and from camps at events. For every additional camp or location they must visit add 15 minutes or so to the estimated time. If they have to wait for someone to return to their camp you may want to add another 5-15 minutes depending on how likely the target is to be in camp and brief your participants on what to do if the target doesn’t show in a reasonable amount of time.

Be prepared for delays, rescheduling, or changes. That’s part of the experience. Sometimes a participant will solve your complex multi-step riddle puzzle in seconds, and sometimes they won’t be able to find their way out of a cardboard box with 2 hands and a flashlight. Have backup ideas and be ready to “Yes...And”.

EXECUTION


When addressing Teams or Groups of more than 4 or 5 Participants, Project. Your. Voice. That doesn't mean you have to shout everything, but be considerate of your Posture, Physical Facing and Pronunciation. Participants who can’t hear or understand what’s going on, will quickly lose interest (and may wander off). We have seen numerous grand Schemes, or Confrontations fall apart because no one understood what was going on or what to do.

Keep your Speeches and Stories relatively short and to the point. Audiences greater than 10 people typically will pay attention for about 3-5 minutes without engagement. Keep your audience engaged with the plot as it unfolds. Audience participation is good.

There will always be participants who accept a mission and quit it halfway through or get frustrated or disinterested/distracted and abandon it. By communicating what to expect you can lessen how often this happens and save potential wasted time, effort and resources for everyone.

If your Mission has a failure-state (a way to ‘lose’ at it) hint at it or make it explicit in your briefing. Not every Mission needs to be easy, but they should be challenging, yet achievable. Partial success should be recognized, and having more than one way to complete the Objectives is best.

Learn to lose gracefully; Winning every Conflict, and coming out unscathed makes for very boring, or Non-Existent Stakes.

DEBRIEFING


When participants are done with the Mission how do they know? Rewarding them upfront works for simpler missions, Returning to the Mission-giver or having some way to verify their participation works for more complex goals. Offering a debriefing will recap how their in-character actions aided in your group's goals and provide the players a sense of accomplishment. It’s also a great chance to tie-into other plot arcs, missions or events. An example debrief:
● Any Kudos due the participants
○ Example: “You did well finding [THINGY]”.
○ Example: “Ah, you found 3 of out the 5 [THINGY] we were looking for” ● Your in-character strategy now that the mission is over. (Tie-ins for other Missions you may want to offer them).
○ Example: “Now that couriers have been transporting [THINGY] safely across the wastes, our trade deal with [CAMP C] can go through later today”
● What the consequences are if they fail. (Tie-ins for other Missions you may want to offer them).
○ Example: “Without [THINGY] we’ll have to give up more goods in our trade deal with [CAMP C], maybe they’ll reconsider if we. . .”
● (Potential) reward for completion of the mission (if applicable) ○ Example: “Give this note to the door-person at [CAMP D] for entry to their VIP lounge”
○ Example: “pick something out from this box of barter goods”
○ Example: “Here's a Team Cap as a token of goodwill”
○ Example: “Here are the [play currency] I promised you”

CHALLENGING THEMES


Themes involving the ‘darker’ aspects of life on an Outpost are difficult, and can downright be triggering for some. They can add Gravity, Tension, and Stakes to a situation but, if done improperly can result in a lot of trouble. We encourage Creators to lean more towards the Festive atmosphere of the Event and choose more Mischief than Menace. It’s important to make Disclaimers about the Content of the Mission prior to sending Participants into the fray. Even so, there are some Topics or Themes that have never, and will never be appropriate to Roleplay at Events (See Starbase 1's Code of Conduct). The following is a list of Topics that have can be Run at Events, and still adhere to S.E.A.M.S Guidelines.

Deception
Sometimes you’ll need your Participants to Lie to Distract, Mislead or lure a Target (or Targets) to accomplish something. This can be Fun, and produce some excellent Ambushes, Comedic Mistakes, and Pretend Treachery. But there are some things that are off-limits to lie or be deceptive about.
Examples:
● Faking Real-Life Medical or Security Emergencies: Don’t Joke about how ‘Grandma is in the Hospital’ or ‘Your tent is on fire’ these can really endanger people.
● Misrepresenting a Member of Staff or Personnel: Don’t Joke about, Impersonate, or include Staff, Event Security or Law Enforcement, as part of your Mission.

Contact the GM's for any Teams/Groups you want to ‘deceive’ beforehand, and elaborate on your Plan. That way you can still run the Missions with those Teams/Groups, but participants (who aren’t “in '' on it) will understand the deception as Lorefare after the activity.

If you’re unsure if something is ok, check it against the S.E.A.M.S. and if you’re still not sure, err on the side of caution and don’t do it.

Stealth Missions
Stealth is a valid alternative to direct confrontation for less combative or more covert types of participants. Consider having participants perform reconnaissance, courier goods behind perceived enemy lines or extract valuable assets from guarded locations. Stealth should be handled with a similar mindset that combat missions follow. If the participant is caught sneaking around, there should be a challenge game or some kind of failure-state. For Example:
● Participants must observe and report on the comings and goings of an enemy camp for a critical few minutes
○ If participants are caught or observed spying, then “the enemy knows we're onto them” and will alter their plans. The intelligence is ‘useless’, the mission failed.
19
● Participants must smuggle a crate/box/prop full of [THINGY] past an enemy patrol or camp.
○ If participants are caught they should play rock-paper-scissors for possession of the [THINGY]. If they win they make their escape with the prop, if they lose they hand the prop over to the enemy and report back that it’s been taken.
● Participants must sneak or go undercover into an enemy camp (being respectful of camp boundaries, hours of operation and marked entrances and exits) and “steal” a relic or [THINGY] from its displayed position.
○ If they are caught in the attempt the mission fails and they may not try again today.
○ If they are caught fleeing with the item they can be confronted and a tense game of Rock-Paper-Scissors/challenge game ensues for possession of the item.
This last example can be the most challenging and the highest stakes but also has the most potential for being misinterpreted. (See below)

"STEALING" THINGS, AND RELICS


Firstly, there are always people who need this repeated often and loudly: DO NOT JUST STEAL THINGS FROM PEOPLE'S CAMPS. THAT IS A VIOLATION OF EVENT RULES AND STATE LAW.

The number of Teams that will create unique items of Cultural significance to their Team or Group the Community referred to as “Relics''. The various factions got into a habit of fighting over possession of the relics as one side or the other would take or capture the item only to ransom it back. Eventually, rules were established to ensure the safe, enjoyable and respectful participation of the other Teams in attempting to essentially play ‘Capture the Flag’ with the Relics. The Items would be marked with a distinct Exclamation Symbol. This Symbol meant the Item could be intentionally ‘Stolen’ from a Participating Camp. The Thieves however have to leave a Calling Card in the item's place, or via Courier; a Note establishing what was taken, who took it, and some indication where to go to find it. Without the Calling Cards, Relics would go missing, and chaotic searches, and accusations would be commonplace. Also without them, the Relics wouldn’t be able to be found and returned until the next year. The practice of marking items with the “Steal This Thing” Symbol continues today, though the items needn’t be Cultural Icons.

Steal This

The Symbol should be largely and prominently displayed, visible from distances of more than a few feet (when applicable). The Item should also have some indicator of its home Team, or Contact Information, so that as it changes hands, it can still be Returned (or Ransomed) back to the Team/Group that brought it at the end of the Event.

Steal This

Its counterpart; the calling card (or note) should contain What was stolen, Who stole it and Where (or what camp) it can be found in. The notes should be left in the place of the item or delivered promptly via courier. Pictured right is an example calling card The Starbase 1 Pirates leave pinned in place of the item. There is more space on the back of the Card for elaborating or leaving additional notes. The front prominently features the Team logo and name, what was stolen and where (usually on the map or cross street) the Outpost Camp is physically. That way the Victims have some indication of the chain of events, and don’t have to chase dead ends if they want to reclaim their Property for Non-Game related reasons. If you’re keeping the item mobile, or on your person, consider Writing some of where you can be commonly found. If Couriers are leaving the Card, explain what it is, and fill it out for them. Instruct them on who and how to deliver it.

Calling
          Card

If you’ve stolen something and left (or delivered) a calling card then consider prominently displaying the stolen item in a public or semi-public trophy space in your camp, unless for scripted reasons you’ve hidden it. If you trade/sell/exchange or lose the item to another Team; get a calling card from them and keep track of where the item changed hands. You wouldn't want your cool prop to get really lost or stolen so be considerate and use your best judgement. Finally: DO NOT JUST STEAL THINGS FROM PEOPLE'S CAMPS. THAT IS A VIOLATION OF EVENT
RULES AND STATE LAW.

PRISONERS AND HOSTAGES


Missions that involve taking ‘prisoners’ or ‘hostages’ should be used sparingly because they require participants to exercise more caution and consent than those involving inanimate objects. Consider using personal tokens to represent “captured” groups. Example: Team A and B face off as part of a conflict. They rock-paper-scissors challenge and Team A loses. Team A gives Team B a symbolic token representing that Team A now has to refrain from participating in the larger conflict until their allies can win against Team B and set them “free”.
In the past “Prisoners” or “Captives” who were captured only role played remaining captive until they could be swiftly returned to the captors camp or a ‘safe’ location. Once there the captives could return to normal activities and go about their day, returning later to continue their role as prisoners when it came time to ‘free’ them or pay the ransom.

Example: Team A has “Captured” Team B’s Leader in a daring raid. Team B’s leader is paraded back to Team A’s camp. Team B’s leader is then released to go about their day's activities or invited to lounge as a guest at Team A’s camp. In the Lore their “character” still imprisoned in Team A’s Camp and Team B must try to free them, but the participant should never physically be required to stay for the length of their ‘imprisonment’ (some enthusiastic participants may wish to stay, you can always ask). Later in the event Team B’s Leader returns to Team A’s camp and returns to the role of captive, just in time for Team B to show up with the goods to pay the ransom or enough guns to free their leader.

If, for plot purposes you absolutely must use live participants as prisoners coordinate with the intended prisoner beforehand. Talk to them about your plan and figure out what schedule works best for them to be ‘captive’ during the plot. If you're capturing the participants at the event, you may want to coordinate a general place and time frame. Any participants in this kind of mission should feel free to role play but must conduct themselves in a manner that makes it apparent that everyone involved is consenting to participation, especially the captives. Do not under any circumstance, attempt to touch, move or restrain attendees without their express permission.

The ‘Restraint and Capture Protocols’ detailed below should make clear the rules for doing so while allowing captives a chance to roleplay escape or resistance and still following S.E.A.M.S. guidelines

RESTRAINT AND CAPTURE PROTOCOLS


● Any Restraints must NEVER be tied or closed in such a fashion as to cause the wearer pain, undue stress, or make it unsafe for them to move in an emergency. Simply wrapping or looping things like Rope or Chain once or twice, is sufficient.
● The Person being restrained, retains Control of their Restraints at all times, they may drop them/shake loose of them at any time to prevent snags, or being dragged anywhere. Do not secure the restraints to the Participant. Do not Pull or Tug on anyone's Restraints without Consent.
● Individuals are considered Captured when they have lost a challenge game and chose to be restrained. Captured persons may remain Captured as long as there is at least (1) Guard within arms reach of the Captive or if there is at least (1) Guard within arms reach of the restraints after they have been restrained. However Captured individuals retain control of their participation in any further Gameplay and may cease being restrained or moved at any time. You don’t actually haul people away against their will! They play along for the fun of it, but can pause, stop or leave anytime.
● As part of Gameplay Captured individuals may Free Themselves when No Guard is present or within arms reach, or they are “tied” to something they can move themselves. Escaping prisoners should count to (90) seconds and pantomime unlocking/undoing the restraints. Example: “Tying” a prisoner to a loose tire means they can roll the tire away to attempt escape. Tying them to a structure means they can only work to free themselves when no guards are watching. Prisoners thwarted trying to escape must cease attempting the escape when the restraints are tagged by a guard. A valid tag is any light touch on the restraints. Prisoners may re-attempt to escape after a tag and a grace period of at least (10) seconds, but must begin the (90) second count again from.
● Breaking a Prisoner Loose is possible whenever there are no guards present. The Jailbreaker should count to (30) seconds and pantomime unlocking/undoing the restraints. If a guard is present and catches someone attempting to free the prisoner they may also attempt to capture the freer. If a guard (or guards) are present and are challenged by freer opponents, each guard should pair off against an opponent in a challenge game (Rock-Paper-Scissors, Odds & Evens, Tic-Tac-Toe). If the Freer loses the challenge they must flee or also be captured. If there are no guards left standing after the challenges the Prisoner is Free!

Quick Reference Sheets
For organizers to use when designing missions on the fly at events
 

CONSENT

Is everyone on board with participation? How are you checking? Is any part of your mission dealing with difficult or triggering topics? Have you made a disclaimer?
Remember the S.E.A.M.S.
Safe for participants.
Enjoyable for everyone, participants and audience alike.
Accessible to ages 18-99 and all shapes, sizes and abilities.
Memorable leave em’ wanting more, but reward what they’ve done. Sustainable Run it once? Or Ongoing? Do your best but, don't get burnt out
Shit Happens Some things (like weather) are out of your control. Do what you can with what you’re given. Expect Delays and rescheduling.

Yes …..and Remember “Yes … and” is critical to continuing the Story. Sometimes it's better to accept what's happened, and move on from there, rather than correct it. Preserving the momentum and spirit of an activity, is more important to your Participants and Audience, than getting every loose-end tied up neatly.

DESIGNING A MISSION


What? What are the Goals of the Mission?
When? When and where does the Mission take place?
How? How do Participants complete the Goals?
Armed or Unarmed? What Options do Participants have?
Props: When it comes to Props “Two is One, One is None”
Networking Involve other Teams, and Groups when possible.
Advertising: Before, during and after the Event
 
Briefing: Give your Participants something to work towards. Explain the Rules.
Execution: Follow through with the Goals, and be prepared for sudden changes.
Debriefing: Summarize what your participants have done and the consequences/results.

Project Your Voice! Participants who can’t hear or understand what’s going on will quickly lose interest (and may wander off).  Keep your audience engaged with the plot as it unfolds. Audience participation is good.

Calling Card:
leave a Calling Card whenever you take an Item or Relic with the “Steal-this-thing-” Symbol on it.
Include: What was taken, Who took it, and Where to find it. (Example Below)
 
CALLING
          CARD

EVENT MISSION REPORT SHEET

 

MISSION NAME: _______________________________________
(To distinguish this Mission from similar ones)
ORGANIZERS/LEADS: _____________________________________________________ (Who is in charge of running this)
WHAT: ______________________________________________________________________
___________________________________________________________________________ (A brief Summary of what the Mission entails)
WHEN & WHERE: _____________________________________________________________ (Dates, Times and Locations)
HOW (Checklist)
PROPS/TOKENS: ___________________________________________________________ (What items are needed to run this Mission)
CAST/SUPPORT: __________________________________________________________ (Who is helping act in/run/facilitate this Mission)
BRIEFING : (Notes)_________________________________________________________
_________________________________________________________

_________________________________________________________
(Notes on what you want to include in the Briefing, the In-Character Summary)


SPECIAL RULES: (Notes) ____________________________________________________

____________________________________________________

(Notes on any Special Circumstances, Game Mechanic explanations, etc. Out-of-Character)

DEBRIEFING : (Notes)_______________________________________________________
_______________________________________________________

(Notes on what you want to include in the Debriefing, the In-Character Summary Report)

REWARD : ____________________________________ (rewards for completion [if any])


This Guide is for Entertainment Purposes only. All links to Copyrighted Material are protected under Fair Use. The Views and Opinions expressed in this Guide are those of the Author, and do not necessarily reflect the Official Policy, or Position of the Starbase 1 LARP, or Starfleet Command-Mojave Outpost. The Author is not responsible for any Errors or Omissions, or for the Results obtained from the use of the information presented in this Guide.


Starport Industries:
Missions in the Starbase 1 LARP.
2022 Starport Industries
 
This Work is licensed under a Creative Commons
Attribution-Non-Commercial-No Derivatives 4.0 International License.

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