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Starting A New Magic Horizons Chapter
Unlike tabletop RPG's, Magic Horizons cannot be played with just
yourself and a few friends around a table in someone's basement. To play Magic
Horizons requires substantial preparation and numerous participants to be
successful. There are two basic ways to start playing Magic Horizons.
The absolute best way is to join the International Fantasy Gaming Society
(IFGS for short). The IFGS has adopted the Magic Horizons rules under
its umbrella of sponsorship. The benefits of this association are legion - you
have access to a well-founded organization that has years of experience running
and producing LARP games. Your local chapter has numerous members willing and
eager to play. They will have costumes, weapons, props, and usually radios.
Finally, the IFGS provides Liability and Minor Medical insurance for only $2.50
a day per person. You will not get that deal anywhere else. To contact the
IFGS: IFGS, PO Box 3577, Boulder, CO 80307-3577 (303)443-1012 or
IFGS@aol.com. The URL for their web site is
http://www.ifgs.com.
If you can't find an IFGS chapter (or don't want to) you can start your own
chapter. You will need: a) a bunch of people and b) a bunch of money.
Finally, the IFGS provides Liability and Minor Medical
insurance for only $2.50 a day per person. You will not get that deal anywhere
else.
How MANY is a bunch? The smallest game of Magic Horizons needs
about 15 people to run successfully. Bigger is better. By 50 people the game
really begins to show the dynamics that make it work so well - three to four
adventuring teams, a substantial Town community, and enough NPC's and staffers
to keep everyone happy. How you get those people is up to you, but we recommend
word-of-mouth, posters at colleges, game stores and comic stores, and putting on
demos at local conventions.
Once you have a solid core of players, you'll want to consider a policy for
encouraging players to bring in newbies. Southern Wisconsin has done it by
offering 100 SAP for every new player brought into the game by an existing
player. Other options include a lower rate for "spectators", a
lower "first time" fee for new signups and holding a regular game or
practice at a science fiction convention or a gaming convention, with reduced
rates to enter.
How MUCH is a bunch? To start you will need: rule books, enough weapons for
all the players and all the monsters, enough costumes for the NPC's, money (or
some kind of representation of silver and copper), and equipment tags. Magic
Horizons does offer a starting package with all of the books, coins,
paperwork, and equipment tags you need to start, plus enough pre-written games
to keep your players busy for several games. Contact Jayson Gralewicz (jaysongr@mail.execpc.com) for exact
prices and content. Weapons average about $5 each, costumes $3 or so (just use
tabards and headbands to start), money and tags are pretty cheap if you just use
paper. You will need enough money to rent a site (we've used state parks, YMCA
camps, and Boy Scout camps with equal success).
Most importantly, and we cannot stress this enough, you have to have
liability coverage. A standard $1,000,000 policy for a year will run about
$2500 if you can even get it. We recommend using an entertainment insurance
specialist (like Allied Specialty 1-800-282-6776) who will at least have some
idea of what you are doing and can get cheaper coverage.
Once you've got the details down, such as insurance, site fees, props and
the like, you'll need to look at setting fees for people to play the game. You
should anticipate having 30% of the on-course participants being NPCs and 70% of
them being PCs. We recommend that NPCs be charged a lower admission rate than
PCs, as this provides a cheap way to get into the game. (New players should be
encouraged to NPC the first time, and a lower entry fee helps that.) If you set
your break-even numbers per game at 30 players, with 9 of them NPCing and 21
PCing, you probably won't be far wrong, although having a reserve of cash on
hand to put on three to six games at a slight loss is always a sound idea.
Most importantly, and we cannot stress this enough, you
have to have liability coverage.
For actual advice on setting up and running games, the Game Producer's Guide
and Monster Manual is a gold mine of information and practical advice acquired
through years of hands-on experience. It comes with the chapter package, or can
be purchased separately.
Finally, Magic Horizons was never intended to be run as a for
profit enterprise. As a Not-For-Profit you get all kinds of benefits - cheaper
insurance, access to some areas, easier tax reporting. By comparison, a for
profit enterprise suffers from control burnout, basically, the owners of the
company can never leave the game committee (it's their money on the line) and
this leads to all kinds of bad things, such as stifled creativity, sameness, and
rigid gaming.
Problems with the page? Email Ken
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