Siege
of Troy
by
Steve Hatherley
Siege
of Troy is a 60 player, weekend-long freeform (or theatre-style larp - I
use the term freeform as that's what we use here in the UK) written by
Nickey Barnard, Nathan Richards, Richard Salmon and Richard Perry. It was
first run in November 2004, in Retford, England.
Siege
of Troy takes place during the 10th year of the Greek siege of the city of
Troy. A truce has broken out as Achilles has been slain by Hector, and
funeral games are to be held in Achilles' honour. On top of that, add all
the Greek myths you can think of - Jason and the Argonauts, Theseus and
the Minotaur, Hercules, the gods, Hades, the titans and so on and so on.
Characters include the Greeks and the Trojans, various neutral powers
(kings and queens), a motley selection of Heroes (Heracles, Perseus,
Jason, etc), various priests, and of course the gods (Zeus, Hera, Hermes,
etc).
I
played King Midas, he of the golden curse. Midas is a neutral, aiming to
be on the winning side between Greece and Troy. He was also trying to get
rid of his curse and achieve the usual number of impossible goals. (It's a
freeform after all...)
During the game (a game-year compressed into a weekend) there were
prophecies, skirmishes, the wooden horse was built and Troy... Troy
survived and the Greeks were repelled.
Siege
of Troy was held at the West Retford Hotel, which now almost feels like an
old friend. We've been holding freeforms at the West Retford for nearly 10
years now, and although it's not England's greatest hotel by a long way,
it is comfortable, they do put up with us and it is (for England),
relatively affordable.
Game Locations
The
main locations for Siege of Troy were the Plains of Troy, the neutral
ground between the city of Troy and the Greek Stockade. Everyone was free
to wander the plains in (relative) safety. The Greek Stockade and the city
of Troy were the home of the Greeks and the Trojans respectively. If you
weren't in either of those factions, you could only enter with permission.
These areas were all on the ground floor, close to the hotel bar and where
the games and other events were held.
At
the top of the hotel were, appropriately enough, Mount Olympus and the
gods. I have absolutely no idea what went on up there - the gods were
playing their own game. (One of the things I like about Siege of Troy is
that I feel there were several aspects that I didn't really touch upon -
and that's one of them. I'd have no problem playing it again.)
The
first floor contained the wilderness area (more of which below), plus a
couple of extra rooms that we had available that were very useful for
conducting secret meetings and the like.
Mechanics
As
with most weekend long freeforms, Siege of Troy had it's fair share of
game mechanics. Here are just a few of them...
Personal combat was carried out using rock-paper-scissors and a raft of
abilities, but that's pretty much all I can remember. I was a king, I had
people to do my fighting for me - if you want personal combat, remember to
sign up to be a Hero. Massed combat was simpler - rulers and leaders had
armies with a military rating. The sides added up their military ratings,
added hero points and priest points and the side with the most points
trashes the other.
Heroes won their hero points by doing heroic things - going on quests in
the wilderness, competing in the games, that sort of thing.
The
wilderness was laid out in the form of a series of locations taped to the
floor with various routes (sea, land, mountainous) laid down in tape
between them. (When Arabian Nights was run over here, it had a similar, if
rather more confusing, mechanic.) Most of the locations and routes had
envelopes on them and when you met an envelope you had to open it. The
envelopes contained encounters that sometimes were to your advantage, but
more often were not... It was generally unwise to venture into the
wilderness without a Hero to help you fight the lions and Cyclopes and
gorgons and other foes lurking in every other envelope.
Strictly, Siege of Troy didn't include money. However, there was a
currency in the form of bullocks. Bullocks were important to the priests
and priestesses as they were sacrificed to their god. At certain points in
the game these sacrifices were totaled so that everyone knew the standings
of the various gods. I gather that the gods thought that the sacrifices
were important - and if the gods think they're important, everyone thinks
they're important.
At
the time of the sacrifices, the priests would call upon their gods to
bestow a blessing or a curse upon individuals. (Generally, the more
bullocks you sacrificed, the more likely you'd be blessed.)
Which
brings me to curses, in which I had lots of experience as King Midas
starts the game with two curses, and I picked up more as the game
progressed...
Frankly, the curses handed out by individual gods and the time of
sacrifices were trivial compared to being "cursed by the gods" generally.
Being cursed by the gods meant that you had been really bad - you had
broken a truce or an oath, that sort of thing. An individual god's curse
merely lasted one game period - but you really had to work to remove being
cursed by the gods.
Here's what you had to do:
#1 -
Find a priest and admit that you're sorry. (For some reason, I had real
difficulty with that one. Having lots of bullocks helped as many priests
were open to bribery.)
#2 - Once they've agreed that you're really sorry, they open their
"atonement" envelope, which sets a little task - inevitably finding a
couple of hard-to-find items and then a trip into the wilderness.
#3 - Find those hard-to-find items. Some of them were very hard to find.
#4 - Find someone willing to accompany you into the wilderness.
#5 - Go into the wilderness, fully aware that at any moment you will
encounter something that will steal an item at random and potentially set
you back hours...
#6 - Succeed in task and leave Wilderness as fast as possible.
#7 - Try not to get re-cursed.
Phew!
From a role-playing point of view, those cursed were supposed to be
spurned and ignored (a bit like the "scandalized" mechanic in other
games), but frankly only a little of that occurred.
Other
mechanics in Siege of Troy included prophecies, the funeral games, romance
and more - which I'm not going to describe here and if you want to learn
more you'll just have to sign up for the next time Siege of Troy is held.
So
that's the basic game concept out of the way, now what did I actually like
about Siege of Troy?
Good points
Home grown: Siege of Troy is the first weekend-long freeform
LARP (in the style of games like Cafe Casablanca - there are other weekend
LARPs) that has been completely written in the UK. Hurrah for Nathan,
Richard, Richard and Nickey.
Lots to do: The game contained an impressive amount of stuff to
do. At one point on Saturday afternoon I thought that apart from getting
rid of my curse and a secret meeting of the worshippers of Dionysus (not
that secret in the end, which is why I mention it here), I could retire to
the bar. As if! In end it was pedal to the metal and I wasn't done until
after midnight.
Costumes: Three cheers to everyone with a great costume - and
that was almost everyone. There had been some concerns voiced over
potential costume disasters before the game. (If you've seen Troy the
movie you'll know what I mean. I mean, Brad Pitt and Sean Bean might look
mighty fine in sarongs and kilts, but the average male free-former isn't
so, er, pretty. Or well lit.) But the costumes were great - and special
thanks to Sue Lee who ran "instant toga" lessons beforehand for the
costume-impaired.
Venue: I know the West Retford Hotel gets quite a lot of
criticism from the UK free-formers, but I quite like it. I know the food
isn't anything special, and it can be harder to reach if you're in the
wrong part of the country, but they do put up with us and we do have the
hotel more-or-less to ourselves, which counts for a lot.
Areas for Improvement
But
it wasn't all roses. As with any game, there were areas that could do with
a bit of improvement.
Tape Wilderness: There were a couple of problems with the tape
wilderness. The first was that on the Friday night it was so popular that
at one point almost everyone in the game was on the map. That resulted in
some GM headaches, so for the rest of the game there was a limit on the
number of people travelling the wilderness. However, that also caused
problems as that meant there was invariably a queue. (For the next run of
Siege of Troy, I believe the GMs are refining the wilderness.)
Character: A slightly more rounded character would have been
nice. Most of my background was a list of events that had happened - I
wasn't really sure what role the GMs thought that King Midas should play.
Of course that means I could play Midas any way I wanted, but personally I
prefer a little more guidance and character.
More GMs: During the funeral games, the various activities took
all the GMs and lasted 90 minutes. As I wasn't participating, and didn't
have much interest with the outcome, I would have much rather gone into
the Wilderness and sorted out my curse. However, I couldn't as there were
no GMs available. Another GM would have been good.
(In
fact, there were only four GMs so they did an excellent job considering
that I wouldn't want to run a game that size with fewer than six GMs.)
Player Cooperation: Siege of Troy suffered from the eternal
problem that players are too friendly. By Saturday evening, the Greeks and
the Trojans seemed to have settled their differences without bloodshed.
And although we did have a mighty battle at the end, it did take some
effort by the GMs to make sure we didn't scupper their climax. I'd be
interested to know if anyone has solutions to this problem as it seems to
be endemic (as witness the relatively bloodless revolutions in Torch of
Freedom). Perhaps we're all just too considerate!
So
overall then, I thoroughly enjoyed Siege of Troy. If I can get there, I
will definitely sign up for it again (as a god this time, I hope), and if
I can't play then I'll be helping the GMs.
Steve
Hatherley is a keen freeformer in the UK and has set up
www.freeforms.org.uk. He also sells freeform-style murder mystery
games at
www.freeforms.com. (Also see
www.mysterygames.co.uk and
www.great-murder-mystery-games.com) |