Behind the Scenes: A Look into Event Holding
By Steven Matulewicz
Event: Good Old Fashioned Entrepreneurial Recovery (The
Dragon’s Den)
Date: Sunday, June 28, 2015.
Subject: Event Production (Article 3 of 3)
Date: Sunday, June 28, 2015.
Subject: Event Production (Article 3 of 3)
So…. We were as ready as we would ever be. Time to see if we could walk the walk.
Phase 5: last minute panic
One of the things we had been relying on had been trying to
use pre-existing dungeon pieces for Terrain.
We had been trying to track down the various people and places that had
Dungeons.
Turns out, most of the ones we had hoped to use were in
disrepair. In the end, we had the “boat
anchors”, which were used for the Bedlam boat event, and some dungeon
triangles, which I had not used before.
So in the days leading up to the quest, we also discovered
that while we wanted to start unloading and building day of at 8pm, we had
accidentally reserved the room for 9am.
So when we got in at 9, we did not have enough time to put together the
dungeon triangles. Also, the Boat Anchor
Walls we had thought out really needed more support in order to hold up a wall
successfully (the weight of the walls could not be held up by the rope tension
alone).
We are VERY thankful that the PCs in the first run were
willing to come in and help us with the walls.
Our delay was only 30 minutes.
Phase 6: The Event.
I think the easiest way I can describe what we did is to
mimic the Walkthrough, and explain the nuances of each run. Again, one goal was to give each group
similar experiences, but not so similar that one group would not influence or
need to influence the next group.
Anything found or used on any given quest was not needed on any of the
others.
Room 1: the Entrance.
When people arrived, the start and
end of the quest was outside. We brought
easy- up tents to make sure people had either shade, or protection from
rain. The Baby Dragon was there to prep
them in more detail what was going on.
During the signups, we asked them what weapon styles they were bringing
in. This list had a dual purpose. One was so we could make sure people got
their stuff back, since weapons were stealable.
The second was so that we could alter some of the rooms, to make sure
that we didn’t put out monsters that no one on site could kill. Remember: multiple win scenarios for any encounter.
Room 2: “The Spider Room”
The point of the Spider Room is
transition. We sent people in the side
entrance to Riley Hall, both because it was traditionally different that going
in via the main door, but also it allowed us to set up a space to move them
from the Mundane-ish world to the one we were setting up. We added a skeleton, torn clothes and some
old weapons to this room, to indicate failed adventurers… and for a bit of
mood. We also had a stereo system going
with some mood music. Again, anything
you can add to a transition/ Immersion scenario helps: sight, sound, touch even smell and taste.
We made it so this room was
magically accessible, to get in and out of the dungeon (i.e. the Baby Dragon
had enough magic that it could allow the PCs access to the out. And the bathrooms.) This gives people an anchor point in the
quest, but with some obstacles (spiderwebs are annoying that way). It was up to the group how fast or how slow
the party moved. We wanted that, if
people were left behind, it was more a matter of PC choice, rather than because
the time was up. If they wanted to quit,
if people got there late, getting in or out of the quest was not an issue from
a plot perspective.
We dimmed the lights. I could have made it completely dark…. But
that would have created a few other costume issues. Also, I decided after the first two rooms to
put the lights up for safety (the string for the center wall could not be moved
easily, so running around in the dark actually became a problem).
Room 3: The Statue Room.
This was a room with 10
statues. Little to no loot, because
anyone adventuring really could get this far.
Each Statue had a puzzle to solve.
There were three lit gateways.
PCs had to solve the puzzle, which produced a piece, then they had to
assemble them in one of the gateways.
The trick was, once the puzzle piece was obtained, shortly after, the
statue would come to life and try to get the piece back. Once the puzzle was assembled in one of the
gateways, the lights on the gateway went off, and this opened a corridor to the
next area.
There were multiple Win scenarios
for this room. There were 10 statues,
enabling an average of 2 people per statue.
The group had to work together to succeed (i.e. try to enagage as many
people as you can in a given scenario).
However, there was also a “fighter” solution. Each statue was affected by a different
weapon combination. The weapons that
affected them were drawn at random and were based on the LIST from Room 1. One possibility was, if you knew what weapons
affected which, you could destroy a statue while it was immobile. But we expected it was more likely people
would try to kill them while they were active, or try to assemble the puzzle
before they activated.
A long time ago, I discussed what I
called “the illusion of choice”. It is
important that the PCs feel their decisions will affect the outcome. And most of the time they do. However it is not always possible money-wise,
space wise, or scenario- wise, to accommodate different solutions. “illusion of Choice” is an EH option where
you need to set up a room/ space beforehand, but you still want the PCs to feel
their choice is changing the story.
Again, this really is about immersion.
The more engaged someone is in a scenario, the more invested they are,
and that allows for possible Moments.
The Gates we had were not a “true”
Illusion of Choice, in that they had to choose one and that would take them to
the next scenario. It did not matter
which they chose, only that they would choose. But the reason for the 3 gates
was a subtle way to tell the PCs that there WERE going to be differences for
each group. For each following group,
less Gates were lit. So the last
scenario didn’t have a choice of gates.
It is also important to note that
Riley at this point was split in half by a plastic wall, held up by the “boat
anchors”. Originally we were going to
open a different part of the wall,, wherever the gate was. Because of all the problems putting up the
walls, there really was only one way through.
So in the end, it was just a mechanism.
Decide how to solve the puzzle, choose a gate, if you have a choice, and
go.
Also, in order to give the Statues
time to change for the next scenario, we needed to put a countdown/ delay on
the gate opening. A 20 second delay was
ok in my book, and having someone counting down to an unknown outcome adds
tension.
Room 4: the Goblin Room
So if this is a volcano that blows
every 3 hours, why are there goblin villages INSIDE the dungeon? Actually, this was something that could be
discovered. The Baby Dragon’s parents,
who originally set up this cave, worked
with the Goblins and GAVE them the spells necessary to have Resurrection
Circles. The Goblins essentially kept
out the riff-raff, and gave the Dragons a source of food.
This scenario set up the rest of
the adventure. Each Tribe was
essentially the same ( a chief, a shaman, a bunch of goblins, a cook and
prisoner). However the “Win” scenario was
different for each. For each group, a
different NPC type would lead them to the Dragon. Each group, the scenario for killing the
Dragon was different. We tried to cater
the scenario to the group, anticipate what would make them want to essentially
hire a guide for the rest of the journey.
This room, and the next few rooms,
PCs moved through faster than originally anticipated. This is because, without the Terrain/ dungeon
pieces, we could not create more difficult bottleneck/ fighting scenarios. The advantage was that the scene changes
could move as quick as the PCs. In the
end, I liked the accidental outcome. It
fed into our goal of “no downtime”. But
this means our calculations of the speed of each room was now off.
While this room was running, the
build Team prepared the next section. We
moved the anchor walls in Room 1, which at that time framed the room, out to a
corridor distance from the wall.
Room 5: the Corridor.
This room was designed to give
people a fight while we prepped the rest of the room. They were compressed into a corridor width
that went along the outside of the room.
Up until this point, fighting was ramping up. This space was meant to engage everyone in
full combat.
Again, this section went much
quicker than expected, but the advantage to the new situation was that we could
simulate a corridor collapse. They got
to the end and had to perform a ritual.
That ritual (virgin blood being spilled) allowed them into the next
scenario, while at the same time pushing them back down the corridor they were
supposedly in. A change of direction,
with fighting, to add confusion.
While this is going on, we pulled
down the half wall in the center. The
collapse allowed us to move the boat anchors back against the wall, eliminating
them interfering with the next room.
Room 6: The Bat Room: Lava Room.
This room was designed to be a
point battle. Tap lights on the floor
had to all be lit to advance. Any items
stolen or lost in previous rooms would end up in this room. Unfortunately, this room was far more sparce
than intended, again due to lack of dungeon pieces.
We had had giant bats running
around this event. Their goal was to
steal as much stuff as possible. Again,
keep in mind that the Dragons designed this maze to keep people out, and to
help them horde. The bats are there both
as a distraction and to add challenge to the pcs.
This room was the Bat’s home, and
they don’t like light. So their goal,
along with some other monsters who live there, was to keep the lights off.
Once they lights were lit, we
flooded half the room with lava. This
was a makeshift red tarp. Some
elementals came out and goaded the PCs into playing their game, being chuck the
fireballs into their “buckets. The trick
was you needed to be able to hold the red fire balls to throw them back.
This room also gave the NPCs some
time to get into the Dragon costume. It
takes 9 people to man the whole thing, so we needed to make sure that they had
enough of a rest to be ready.
The build crew both set up the
lava, and when the game was done, helped the lava recede/ get put away. They also helped get the Dragon properly
costumed.
Once the Fire Imps had their game
played, the lava receded.
Room 7: The dragon.
From the opposite end of the hall
the PCs came in, the Dragon made its way down the steps. It was 30’ long, had a 15’ wing span, four 6’
claws, and it was completely mobile.
…and we had a string for the
separating wall in the way. The NPCs
were careful, but I had hoped to allow them to move at a slightly faster
speed. Heck a good team can run with
that costume.
The other thing was, I had designed
the costume sections to be worn with faceless masks. That way the people looked like bumps in the
dragon costume. For safety and because
we could not retract the rope, I opted for people to not have faceless
masks. I think in the end the fighting
was better, but the immersion was slightly detracted.
Room 8, the Horde Room
This room was the goal. We wanted people to get in this room and be
overloaded with Loot Lust. The build
team monitored and updated this room, which was also the prep room to get the
Dragon together. Again, what people
consider Treasure can actually vary widely.
We tried to make sure that not only was there enough stuff for everyone
to come away with items, that most people will come away with items they feel
was worth the quest. Again, I want to
thank everyone who made donations to this: it was spectacular.
“Room” 9: Downtime.
We had set up 30 minutes between
scenarios to make sure NPCs got food, and that there was time to reset the
dungeon. It was important to us,
especially with the 12 hour day of non- stop activity for the NPCs, to make
sure they had rest, had food, and had the proper food for the various dietary
restrictions to be able to be ready for the next scenario.
Conclusion:
This event went so very well from my EH perspective. Despite all the problems, despite the last
minute issues, we had a great team that could think on its feet and was able to
roll with whatever the PCs, the site or the staff would have issue with. I feel the amount of attention we made to
moving from room to room, making sure we had a dedicated build team, and
everyone knowing their function, led to us being able to give people an amazing
experience.