Article:
LARP Plot Tips: Multiple Fronts

Written By: Bill T
Date: 3 Feb 2010

Every plot member dreams of the immersive, intense fight at the end of the event where every player is involved. Normally, the fight is in the town, but sometimes the plot requires a fight to be in the module area.

One of the biggest problems we run in to on those modules is that the characters' abilities, both on their character sheet and in skill, vary widely. If you make the fight tough, the newer chararacters with lower ability often feel like they're not helping. If you make the fight easier, veteran players can steamroll the module. Mixing enemies simply stretches your NPCs too much and one high level player can kill all of the low level enemies. Scaling can be very difficult.

There is a better way. Create a module with multiple fronts.

Having characters in two different locations fighting at the same time for a united goal can really improve the way a module works.  If you split your NPC group appropriately, you won't see any drop in the player/NPC ratio.  You can, however, make it more dangerous and more exciting for the players.  Here are some of the benefits of having a multiple front module.

Everyone is important
Imagine a group of players are storming a stronghold on another plane. The high level characters advance to the stronghold (away team) while the lower level characters defend the portal for a safe trip back (home team.) Both groups are having a visible effect on the success of the module, and thus it's easier for all the players to really get immersed in the game.

Scaling is easier
Now, you have two different fights and you don't have to worry about scaling for a wide level base. The away team in the example above would be up against the toughest denizens of that particular plane, where the home team could defend the portal against base elementals - a much more appropriate enemy. And now that the groups are split, you don't have to be worried about a single high level player trivializing the low level enemies.

Players race the clock
Performing on two fronts at the same time can get player's hearts racing and put an indirect timer on the module. The away team might be telling themselves that they need to move quickly lest the home team gets overrun. This keeps players from lingering longer than is necessary and keeps them focused on the goal of the module. This is yet another factor that keeps them immersed in the game.

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