Good morning, people of Brink! We hope you’re getting excited for Event 2. In preparing for that, there’s a few things we’d like to mention in terms of logistics, community, and repord card feedback. Apologies for this being such a long post; this is a lot of small stuff we’re grouping together.
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Registration for E2 should be happening soon. We’re still working out some last-minute technical details. Thanks for your patience.
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It turns out that the kitchen sink in the Priory building doesn’t actually have a drain, but just runs into a bucket under the sink. Whoops. Please don’t dump stuff in that sink! We’ll try to have a sign there at E2.
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Starting at Event 2, the wooded fire circle on staff side of camp (often referred to as the “Duster Circle”) will no longer be considered part of “staff side”, and will be open for people to hang out at (but not open for tenting). Staff is looking to set up an in game location in that area to give players a reason to go there. We know that there are some players who are also interested in setting up in game locations; if you would like to do so please email staff and we’ll coordinate with you what location it should be placed in and ways to make sure other players have a reason to visit it.
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In general, we ask that people try to remain as in-character as possible while in public spaces at game. Please refrain from out-of-character conversations, and try to keep OOG containers/objects (like soda bottles) disguised while in view of others. If you’re in your own cabin/tent with others who don’t mind breaking character, feel free to do so, but otherwise we are aiming for as much immersion as possible during events. (We’ve realized that the rulebook is not especially clear about what we’re aiming for there, we’re hoping to have a more expanded set of guidelines there in the future.) Thanks!
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On the flip side of that, there are certain aspects of real life that, in LARPs, are inevitably going to come through by necessity. Some people need real-life glasses to see, and those glasses might not be “in period” for the game’s setting. Some people have real-life tattoos that aren’t always going to be covered by costuming. We’d ask that you consider these sorts of things as unremarkable in-game unless the person who has them explicitly tells you otherwise in or out of game.
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Verbal calls themselves (“Crushing Dark”, “Stun by Fire”) are not considered loud in game; if someone is hiding and makes a call without any other noise, it should not (generally) alert others to their presence. We understand that on a few occasions last game, NPCs treated calls as loud when trying to find hiding players; we’ll be trying to better inform our NPCs on that kind of thing in the future.
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As a note: With plot, you may not always know exactly what you’re getting into. There may be times an NPC gives some indication of what you might encounter - either through prophesy, or that NPC knowing the situation - But even then, the situation may change. A plot that seemed to be puzzle-related might go south and involve combat, or the key to defeating a tough foe might unexpectedly require some puzzle-solving. Occasionally this will simply be a result of miscommunication on staff side but often this is entirely intentional. We are willing to sacrifice game clarity in order to create dynamic and memorable narrative shifts because DI is, first and foremost, a narrative experience.
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Finally, we’ve attached a document of Tips for Playing an Abrasive Character. It can be fairly difficult to balance playing a mean, contrary, or negative character without letting those actions translate into negative OOG actions. This document goes over some tips that may be useful in playing that sort of character with regards to the Be Cool rule and balancing OOG cooperation with a character that normally wouldn’t be inclined to do so. Have a look through if you think that kind of thing would be useful to you!
Tips for Playing an Abrasive Character