Non-Player-Characters (NPCs) and Playmakers
NPCs (non-player characters) can experience just as intense and exciting game play as (free) players. Though they have a fixed set of rules for the appearance, behavior and history of their roles. You help the organizer to bring the intended plot to life, set the framework for the players and provide the desired atmosphere at the event. That is why we are gradually starting to call them “play-makers”. Because through their own play they make the game possible for others.
There are battle intensive NPC factions (Undead Flesh, Black Ice, Skargen) and NPC factions that incorporate intense roleplay with less fighting elements (Tribes, Guilds, Atteron, etc…).
Read on to find out more!
Background and Style
Extensive game manuals and style guides tell the story of the NPC/playmaker factions and explain how we imagine the appearance of a member of the respective army or group. We always start with the minimum required. Based on this, suggestions or ideas for expansions of the concept are offered.
In LARP every character wears a costume that fits to the setting and represents the background of the character. For example, a mage often wears long robes with ornaments, while a knight wears armor and a tabard. For you, this means that when creating the costume or robe, you should keep in mind the corresponding character and story. You can also start with the costume and then design the character’s story. Perhaps it’s best to remember that it’s your costume that’s the first thing people see about you. What kind of first impression do other participants get of you? Is this the impression you intended to achieve?
Keep in mind that objects or materials that do not fit into the setting should not be used or covered up. For example, a plastic raincoat would be disturbing in a medieval setting.
Every story has its plot. In LARP there is a starting point from which the story begins and then further develops. The actions that players perform and the decisions they make have an impact on the course of the game. The consequences are usually recorded in the plot of the event. The NPCs are our guiding actors of this story. There are guidelines about what can and will happen, but how the story unfolds is basically up to the players and their efforts.
Battle NPCs are a central element of one of the most impressive aspects of ConQuest – the huge battle simulations with several thousand participants at once! If you are one of them, you play for the story, for the experience of the players, and to enrich the whole setting with your presence and play. Battle NPCs are tireless, great “supporting roles” that help turn players into heroes and provide them a counterpart for their game. The threatening, adventurous scenario would not be possible without them!
They go on patrols, they fight in battles and they enliven the IT camp of the NPC factions. Their game is for the players and participants, they don’t take cling to the center of attention and instead set the stage for the big picture.
When you are not on “duty”, you can choose to have a real OT break or continue to roleplay in a more relaxed way. Eager participants are of course allowed to jump into other roles and go even deeper into the story. This can be specified in a questionnaire in advance or decided at the event. Of course it is important to have enough break, to eat, drink and sleep so you are ready for new battles and plots. In order to make this work, there is a schedule plan.
The OT NPC camp is usually out of sight of the players and therefore does not need to be camouflaged. It is also allowed to have cooking utensils or sleeping places that look completely “non-ambient”. If you want to contribute to the IT camp as a battle NPC, please contact us – we are happy for each and everyone who wants to do so! This is still quite new, so please contact us directly (firstname.lastname@example.org).
Playmakers are exactly what the name suggests: it is their job is to “make” or “push” the game along. They are NPCs who act as guided player characters, as they dedicate their entire game to the goal of the plot and the event. How they do this in detail is up to them. Playmakers transport plots, quests and atmosphere. They are the supporting roles to the players, or sometimes the enemy factions, whom you can hate with fervor. They are the damsel in distress, or the great sorceress from whom one can learn. You are a mentor or servant, a failed knight, or a queen who makes the right – or exactly the wrong – decision, depending on what the deepest, best, most dramatic, or most exciting experience brings out in the participants. Outside of the game, they always know the goal of the event and help the players along the way. If possible, they play in a way that automatically pulls participants along and provide what is needed for other players to find their way into the game. They also experience deep emotional moments with the participants within the game, which makes their task particularly fulfilling and exciting. Both playmaker himself, as well as for everyone around him. They invisibly direct the action and ensure maximum immersion, i.e. the setting in which the participants’ game takes place.
The Skargen are an army of northerners, which incorporates both historic and fantastical elements. They are also the newest NPC army of Mythodea! The Skargen are mostly blue and petrol colored. As a Skargen, the Skargen collar is an obligatory garment element, write to the Skargen coach to purchase one (email@example.com). Think of dark, mysterious Vikings when you think of the Skargen!
Information about the Skargen can be found in the Facebook group (Die Skargen – Eine Mythodea NSC Fraktion), NSC Ning (after buying a ticket you can register there, write us at firstname.lastname@example.org) and via mail (email@example.com).
The Black Ice
The Black Ice (German short SE) is the oldest NPC army at ConQuest. Dressed in black and blue, the SE often marches into battle heavily armed. The SE will experience interesting changes over the course of the campaign!
Information about the Black Ice can be found in the Facebook groups (Essence of the Black Ice, Mythodea NSC), NSC Ning (after buying a ticket you can register there, write us at firstname.lastname@example.org) and via mail (email@example.com).
The Undead Flesh
The Undead Flesh
The Undead Flesh (German short UF) is a kingdom that has become undead. Stylistically, the UF is based on England around the 12th and 13th century with a portion of fanatical, undead fantasy. Imagine undead knights, soldiers and peasants in dark colors. Make-up is a must, as are many broken layers of clothing and rusty armor.
Information about the Undead Flesh can be found in the Facebook Lairdom groups (Silent Hill, Corpsedale, Barrenbay and Flowerfield, Mythodea NSC), in the NPC Ning (after buying a ticket you can register there, write us at firstname.lastname@example.org) and via mail (email@example.com).
The Pestilence and the Army of Doubt
The Pestilence and the Army of Doubt (sometimes called Ratio) are two very small NPC battle groups. The Pestilence are the infected, who walk the battlefield and inspire fear among players with their weaponized fluids. The Army of Doubt are oriental warriors. Together, these two small groups tell a new, tragic and exciting story. Be a part of it from the beginning!
Information about this exciting and tragic new NPC chapter can be found on Facebook (Family of Doubt), NPC Ning (after buying a ticket you can register there, write us at firstname.lastname@example.org) and via mail (email@example.com).
Similar to a group of partisans, the Freischärler fought for years in the undead lands against the troops of Terra Ankor. The eternal hardships of life behind enemy lines have shaped them into a rough and hardy troop, which is constantly on the hunt for the heads of their enemies. The Freischärler is the right place to be when it comes to taking out individual villains in a targeted manner and also to act out odd dark secrets. Whether nobleman or day labourer, bounties can be collected by anyone as long as the rules of the Freischärler are followed. The Freischärler will be one of the new links between the city game and the battlefield over the next few years.
If you are interested, write an email to their coach (firstname.lastname@example.org).
Atteron is a playmaker faction that accompanies players on their move to the southern continent. The kingdom of Atteron is ruled by Queen Jocelyn and is based on historic England (around 800-1400 AD). Outside of their homeland, the Atteronians are usually led by one of the queen’s six sons, with knights (both men and women) and high lords and ladies from the six counties of Atteron at their sides. They are joined by a retinue of servants, cooks, maids, scholars, squires and soldiers.
If you are interested, write an email to the coaches (Vb.email@example.com).
The Crimson Company is a powerful trading organization in the game, comparable to the East India Trading Company. Like the Banner of Knights, the Company is a separate themed camp. The colloquial language in the camp is English and the focus is on providing international participants with as easy and deep an introduction to the Mythodea world and plot as possible. The Company’s camp offers special game opportunities for different character classes within an open structure. Of course, international participants are still free to stay in any other camp.
If you are interested, write an email to the coaches (firstname.lastname@example.org).