Moot 1 hots & Nots

May 09, 2013 11:26

Proper report may follow at some point.

Good things:
Our heater! We got a heater (and a CO detector, just in case) for our tent and it was a lifesaver.
 - Liquid Keen was remarkably popular and seemed to provide a fair bit of entertainment on Friday.
 - Celestial turned up, was dramatic, knighted a bunch of people, then helped us set up our tent.
 - Seeing the Alchemist guild coming up to camp, and nipping up to my tent to mix up some cocktail in the crystal skull.
 - Kanak's ritual. Apparently he went so close to the line the watchers were just waiting to hammer him, but he got off with a warning and it was hillarious. Also Bliquis helpfully chiming in from outside to confirm that it was fine to murder the demon as he was arguing for his life.
 - Changes to the way alchemy works. It’s simpler, smoother, more likely to give you what  you want, and even more awesome!
- Joining the scouts guild. Of all the guilds I've joined ever they were the most friendly and actually recognised me when I came back, which made me feel a lot less awkward than I usually do going down to guilds.
- Mike’s dealing with plot stuff - I had a lot of questions after last event and it was fantastic to get full and clear answers on everything that was reasonable for me to get.
- Loads of new sheriffs signing up. Some of whom I didn’t even have to entrap into it!  :-)

Bad things:
 - Didn't seem to do a great job acting up as high sheriff, need to work out why and improve on it. Or bully Rob into coming back sooner. Or both, since being bad at something bugs me.
 - Freezing at night - I very rarely go to bed before time out but I could barely think for cold on Sunday evening.
 - Changes to the sliding special initiation: a year of being non-com with no notice that was going to happen is not cool, particularly given that that's as well as the coin toss/potential death at the end of it, and that you can't remove the curse by the time you get to find out what it is.
- The situation with the Harts. While I love the idea of a plotline which involves living as refugees and trying to take back their land, it does now seem that a number of the Harts were originally told they were folding and it was discouraged to start a new Hart character at the event. Hopefully it will end up at the epic end rather than the sad end.
- I’m not sold on the heavily top-down leadership direction of the faction - council meetings being supervised seems a step backwards and I remain to be convinced by this new charter and strict job description method. But it may well be just the way it comes over at the moment, I remain optimistic. And come the Gath it's Rob Stevenson's problem anyway.
- Someone asking to join the sheriffs when I was running off to do something, and then not finding him again for the rest of the event. I didn’t even get his name, he’s just down in the book as “green and chainmail guy”

Things:
- Analysing the event in retrospect, I’m fairly sure I spent most of Saturday and Sunday with mild heatstroke. However I mainly just ended up being oddly cheerful, a bit disconnected, and buying a pointy stick, so all in all it could be a lot worse.
- Sid The Sheriff, while it does sound disturbingly like a comic strip character, does have the advantage of being quite memorable.
- A situation came up, I assigned the sheriff that seemed best suited to deal with that sort of thing. It was only later he pointed out that he had been the 4ic who started that plotline.
- And then I did it again.

larp

Previous post Next post
Up