The valley is ringed by mountains, creating a deep basin valley. There is a large, flat placid lake in this valley, near to the center point.
The mountain line creates it own peaks and hollows. The largest and most dramamtic of these hollows frames the moon as it rises for half the year (equinox). This is called Moon Pass, because it lets the moon come from the sky to the world. Other hollows in the mountain line occur at astrologically useful times.
The valley is clear most of the time, so moonrise is fairly spectacular. A full Moon, shines brightly in the dark lake. The Moon and its "Bright Shadow" all in one place.
Because of all the associations with the moon and spirit, the valley is magical in many ways. This valley touches many worlds and fey realms. If you walk in the wrong places at the wrong time, you will find yourself elsewhere.
The only natives to this valley are theriothropes. They live in a style similar to the Tribal Native Americans. Each clan in these tribes are a different animal archetype. Having been driven out of other lands, they are quite protective of the Moon Valley. These tribes can call upon the moon's energy at any time here, so morphing occurs at will. Go to Comment
Single player games are a great deal of fun. It is a duet between you and the GM. In some ways you are also a GM. You add more to the story because you are 50% of the game with the GM being the other 50%.
Sure, you might have to do some NPCs for the GM. You need to pick up some of the slack.
The mini-series and one shot format, taken from comic books works pretty well. The two of you playing out special scenes and sidequests is very successful. It allows you and the GM to bring more back to the table. Go to Comment
This is interesting, but not as interesting as the others in the set. It needs more, like what he might do. Sure it is camelot (a silly place...) and a hopeless love triangle, but what might he do and when might he do it are questions that need to be answered! Go to Comment
Nobody I know has utilized this kind of organization. Mercenary companies (who did do a little delving on the side) is the closest I have experienced. It makes life a little easier for everyone, as there is no weaving of characters. Just one excuse for why they joined the outfit. Then everyone is stuck with each other. Go to Comment
This works only in the starting of a campaign. And only with novices.
Sure you could teach the players a bit about the setting and its culture, but mostly it would be wasted upon them. However, such a training situation does let them "level up" some before they go out and adventure. Go to Comment
When you are "feeling out" the Larp, make sure to set up plot lines with the existing players. This could be mutual interests, mutual dislikes, possible deals, and so on. By walking into the game with some plot lines attached to you, you will get more out of the game.
I seriously push the idea of a wardrobe for your character. Don't wear the same clothes all the time, especially in a modern game. Just like spending money to buy miniatures, books, and other things to enhance you joy at table top, spend some money on a wardrobe for your character. Not only do you get distinctive clothing for your character, you can use them for yourself from time to time. (Since Larp Character's don't die very often, this is not a hard investment.)
If your larp is outdoors, I recomend you do a lot of walking to warm up. By walking to the store or parking in the boondocks and walking into work, you get the exercise you need to "walk all night" for the game.
Larping is a lot of standing and walking. Get over it. Get use to it. Move on.
Bring your friends into the larp once you get started. That way you have people you really like to play with with you.
Lastly: Learn the Rules of the Game. Nothing is worse than a simple event that could of been a five minute thing, distracting from the game as people argue about resolution, call in narrators, and pull others into their problem. Go to Comment
An African tribe called the Ik throws their children out of their homes once they turn 3. They are left to fend for themselves with no help from their parents at all, and to survive, form groups with others their age. These groups only last a few years, and every so often the individual will join a completely different group.