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Running A Magic Horizons Demo
Demos (demonstrations) are a good way to get publicity for Magic
Horizons, and to get publicity at either a convention or a gaming store.
If you're running a convention or game store, and would like a Magic
Horizons demo at your convention, email the
Public Relations Officer with
information about when and where, and he'll see what can be arranged.
- Why Run A Demo?
- What Do I Need To Run A Demo?
- How Do I Run A Demo?
- Important Considerations
Why Run A Demo?
Running a world course LARP requires a certain threshold of people to keep
the game active and viable. Regular players will, over the course of time, move
away, get jobs that conflict with the game, or have family commitments that keep
them from playing.
If a world-course LARP is to survive for the long term, a constant influx of
new players is needed. New players keep the game from stagnating, as they
attempt to carve their own niche in the established order.
The best way to get new players into the game is to give them a taste of the
game, and tell them where the next game day will be.
What Do I Need To Run A Demo?
To run a demo, you need the following items:
- An enclosed space that's large enough to fight in, and marked carefully to
designate the fighting area. Flagging tape is a good idea if you can drive
stakes. Otherwise, a cordon of chairs works well for indoor sites.
- At least a pair, and preferably three, competent fighters who can give the
safety briefing.
- Enough safety-checked weapons for two students per fighter running the
demo.
- Either an enclosure waiver, clearly marked as such, or a stack of
individual waivers. An enclosure waiver can be as simple as signs around the
fighting area that say "Enter at your own risk. The International Fantasy
Gaming Society and the operators abstain from all liability for injury or
personal loss from entering this event. By entering this area, you are agreeing
to these conditions." The stack of individual waivers is (legally) a safer
bet. Safer still is to have both. Depending on the demo, IFGS' insurance may
or may not cover it. Unless you have specifically been told otherwise, assume
that the IFGS' insurance policy doesn't cover it.
- Minors should always have an individual waiver filled out by
their parent or legal guardian. Ideally, their parent or legal guardian should
be there at the demo with them.
- A sign in sheet. Make sure that each person who signs in gives you the
following:
- Their name
- Their mailing address, including zip code
- Their telephone number, including area code.
- Their email address if they have one.
- A flyer, describing what Magic Horizons is, ordering information
for the rulebooks, contact information for the public relations officer, a
schedule of upcoming games, and directions to the game sites. A sample is
provided here, in
ASCII textMicrosoft
Rich Text Format,
Microsoft Word 7.0 For Windows and
Microsoft Word 4.0 For Macintosh. Clicking on
any of these links will download the file to your computer, where they can be
printed out at your liesure.
Minors should always have an
individual waiver filled out by their parents.
How Do I Run A Demo?
The first step to running a demo is to get an audience. The best way to get
an audience is to have the two (or more) fighters spar for about 15 minutes.
This attracts attention.
Once you have an audience, pick out two students per fighter (take adults
before you take children), have them sign into the guest book, then give them
the safety lecture.
Once you've given them the safety lecture, put a weapon in their hand and
let them hit you for calibration shots. A Nerf mace is a good calibration
weapon; it's much easier to find people who'll have problems with force of blows
with that weapon -- and it's better that they hit their trainer too hard than
hit the other students too hard and cause an escalation in blow force.
Take the students into the arena, and let them fight, one on one, or two on
two. The trainers should watch the fighting, and be prepared to stop it on a
heartbeat if they see anything that might even hint at becoming unsafe. For the
start, give all the students 10 hit points and doing base weapon damage.
Once the students are comfortable with calling shots and taking damage, the
trainers should enter the ring and face off against the students, with one
standing outside and working as a marshal. The hit points of the students
should go up; the odds should be balanced such that the trainers will be
winning about 60% of the fights, with the losses being close. People who do
demos to beat on unskilled fighters for the ego boost shouldn't be doing demos.
The object is for the students to have fun, and to make them want to come back.
The best way to get them to come back is to make them feel like they have a
chance.
Once they've had their time through the arena, give each of the students a
flyer, and start on the next batch.
As the day goes on, you'll have repeat customers. If any of them are
getting bored sitting through the safety lecture with each class, have them give
the safety lecture, under trainer supervision. If you have enough students,
consider teaching a few of them incants and spellcasting.
Important Considerations
After each batch of students, check the weapons for safety. Retire or field
repair any weapons which are unsafe. Make sure that weapons don't walk off.
Two weeks before the next game, go through the demo sign-in sheet and send
out post cards to all participants; the post cards should have the address,
times and costs of the next game day on them. If there's a lot of time between
your demo and the next game day, send a card two weeks after the demo, and a
second one two weeks before the next game day.
Problems with the page? Email Ken
Burnside. |