Or, When Good LARPS Go Bad
by Jim MacDougal
(WARNING: SPOILER ALERT! The following contains information about the game
"Uberman's Wake" which is still periodically re-run. If you believe you may
someday play "Uberman's Wake" you might not want to read this).
My first game, "Uberman's Wake", takes place in Harry Worcestershire's bar and grill, where all of Manhattan's superheroes hang out. The game was quite well received, but it contained a number of interesting continuity errors.
The game includes something called a "Vampiric Recharger." The thief who stole the Recharger understood how to work it quite well. But the mad scientist who invented the device was also in the game. No mention of a "Vampiric Recharger" appeared anywhere in her character sheet. A GM had to whisper frantic instructions in the player's ear at a crucial part of the game.
One of the "Uberman's Wake" characters is a 14-year-old superhero who has been sneaking out of the house to fight crime after her curfew. Both of her parents are characters in the game, and their daughter does not know they are also costumed superheroes. The stage is set for some amusing interaction as the family of supers discovers each other, but there was a problem. There was no mention of a child in either of the parents' character sheets.
This error was corrected for a second run of the game, but only in the mother's character sheet.
Finally, "Uberman's Wake" has a neat bit of set dressing we called "Harry's Big Honkin' Gun." This is an impressive looking weapon in a glass case behind the bar; on the case is a sign stating "In Case Of Emergency Break Glass." None of the characters knows what the Big Honkin' Gun does; it could be a movie prop or it could be the ultimate weapon. Originally, no one knew where the Big Honkin' Gun came from. Unfortunately, this included Harry, who was presumably the character who found the thing in the first place. (In later editions of the game, Harry found the Big Honkin' Gun in an alley; since he is afraid to fire it, he still doesn't know what it does).
Would you like to know what happens if you fire the Big Honkin' Gun? You will have to play "Uberman's Wake." This is the only way to find out. Really! But I'll let you in on a little secret right here: the GMs do not decide what the Big Honkin' Gun does until someone uses it during a game. At that point, it does the most interesting thing the GM can think of at the moment.
It's time for True Confessions: Have any other game writers ever made a Big Honkin' Continuity Mistake? Please tell us about it. Go on, it's OK, the game's over now and we can all laugh about it. We might even learn something about game construction (maybe, but mostly we'll just laugh).
Write to "Ooops" at ooops@thelarper.org
and let us know what you did wrong.