TUCSON BY NIGHT: THE OOC HISTORY OF THE GAME


Ah, yes, the dear dim days of yore. I wasn't there myself, you understand, but I'm informed they were dear, and knowing the participants, I'm sure they were dim. They used paper-and-pencil character sheets and everyone carried dice. The Masquerade books were a mere gleam in Mark Rein-bjork-Hagen's wallet. Looking back, it may seem primitive, but remember the first time you LARPed? I bet it sucked, but you're still here, because it's addictive and no matter how bad the first time is, you always come back for a second. The idea of an ongoing LARP in Tucson was born out of a single one-shot Vampire game, which wasn't even set in Tucson...it used the Chicago: By Night setting and even characters! Sounds so strange to say it now...

Ben was the first Storyteller during those wild, savage and untamed days. We sent loads of cash and information to the "official" Camarilla and got bupkis in return. The game tottered, as the Camarilla continually promised us things like rules for Generation and errata sheets that would bring the Masquerade books to at least a small level of literacy. Players began to leave. Ben stepped forward, and the character database was created, making the administrative end of the game absurdly easy and far more organized than anything that is essentially an excuse to dress funny and goof off should be.

At the end of Ben's term, Scott stepped in as Storyteller. The Funky Sheet for character development and background development followed quickly, and the Event Sheet and Result Sheet followed close behind, turning the LARP from a series of episodes to a (reasonably) smooth progression of events. The order of the day was increasing communication between players and Storytellers. The First Edition LARP Rules were written for TusCon 21, and adopted with many kudos. It became clear that the Camarilla wasn't going to come back. John arrived, bearing tau.lpl.arizona.edu, an Internet site with accounts and assistance for everyone. The character database expanded significantly, and mass amounts of NPCs for convention games and one-shots were created.

Scott got a job in Phoenix (he has since returned to us), and the reins passed to Chris, who further developed the "game world", and incorporated many innovations, including codifying the Thaumaturgy rules, inventing Backgrounds, and formulating long-term plots. James was brought in to help, and then Joe was recruited so that the Result Sheets would be sent out on time. The Second Edition LARP Rules were written, and the first edition of the Mythical Part Fnord.

Chris used his extensive experience as a Storyteller to make his tenure our longest-lasting, and James took over the database after we had a catastrophic crash and a number of confusing transfers-of-data. Our newsletter distribution was also taken over by James and made into a relatively stable process. Both also undertook to organize the Storytelling materials into something usuable, something which can't be overlooked, since a lot of people thought it was impossible. (It wasn't, as it turned out. They're good at doing the impossible, these two.)

Chris and James came to the end of their tenure, finished up their plots as quickly as they could, and transitioned to a team of Scott and Joe, which brings us pretty much to the present day.


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Jason Corley -- corleyj@chronic.lpl.arizona.edu