As the lead creator for LoCRPG I would like to take a moment to express what values of design I hold near and dear.
By no means is this a complete list of everything I care about, but I want to let you know what I strive to bring to all games that I design.
Games are for Everyone
It is my role as a creator to design spaces where folks are safe to have fun.
This means folks of all genders, sexualities, races, nationalities, and abilities are welcome and encouraged to participate and will receive support from staff and the community to ensure the game is available.
Creators have Accountability
I am human. I am flawed. I have and will make mistakes.
I want my games to improve, which means accepting feedback and criticism with an open mind and open heart. I will not be tormented, but I will take action. When I have done harm it is my job to learn and do better. If this is something I can not do, I can not achieve a safe and fun environment for all.
Games are a product
I am creating a product intended for consumption. It is my role as creator to design a game that offers value for money. I must respond to the needs of my community in order to be successful, which means I am responsible for the experience of my players.
Less Abstract Principles
Intersectional Plot Design
When building plots it's important to create overlap. I don't like it when players have to pay hundreds of dollars to build their own game. While many people enjoy this, it reduces accessibility for people who are busy, or struggle with text based communication. Personally I hate using Facebook or similar platforms to try and coordinate plots and character relationships months in advance. Rather I would like to offer players a chance to receive a character that meets their needs and play a game that has enough intersectionality to ensure interaction with other players in a meaningful way.
The emphasis of games on pre-planned plots often gets in the way of emergent play. It is my hope to create the trust needed to allow players to arrive and allow the game to unfold, rather than feeling the need to preplan the weekend.
The difference between LARP and Interactive Theater, to me, is how players interact with the story. I do not want to force a specific series of actions for each character, but rather to build a world characters can engage with. Engagement means the characters change the world as the world changes the characters.
I don't want to know how the weekend ends when we start the game. I want to design a series of events that will give characters a chance to surprise each other, themselves, and me.