I bought some sea shell necklaces to wear around my neck and maybe like a circlet in my hair, but I decided I looked better without them. Showing cleavage is not my preferred form of sexy dressing, but given the style of the dress I figured what the hell, just this once. Might as well enjoy the one benefit of gaining weight. However, I discovered a dress that's held on only with tied ribbons is not the most stable, and I found myself adjusting it to preserve good taste quite a bit. I should probably look into some body tape for next time I wear it. I decided to wear my beloved Bast sandals with it, and was pleased that they remained comfortable for the entirety of the game. I must have gotten twenty compliments on the look and felt very good.
The game itself was wonderful, but in a very strange way. As I mentioned, when I read my character sheet there was next to nothing in it. Some personality, very little plot. I heard other players found the same in theirs. But when we got into game, it took a little digging and faking it until we made it, but there was quite a bit of plot that existed in the world-- it's just that very little of it got into the character sheets. It helped that it was very strongly based in Greek mythology that, being geeks, we were all pretty familiar with. But I had a wonderful time, particularly interacting with the other excellent larpers, without whom the game would not have worked at all-- it takes active, creating player to dig up plot out of the ether like that. Highlights included
Also, one of my fellow GMs Danielle pointed out how susceptible this game is to becoming derailed by issues of Maslow's heirarchy of needs. We want the players to be thinking of higher-order issues, that's what the story's about, but the game's setting suggests threats to safety and physical well-being that human nature tends to want to attend to first because you can't do anything if you're dead. We need those threats to exist in a vague sense to maintain the atmosphere, but we really need to manage how pressing they are so as not to distract players from the real, emotional issues we want them to explore. We struck a good balance in this run, but I remember how previous runs have been stalled simply by questions of "But will we be safe if we do X?" that resulted in a reluctance to move forward into the unknown.
I left early on Sunday to catch the last show of Titus, which I'm glad I did, but still, I was sorry I couldn't spend more time socializing. Intercon is one of the most important moments of my year, and I love how it surrounds you with creative, interesting people. I was happy to hear that Jared and EB's game House of the Rising Sun ran great, as did The Prince Comes of Age by Kindness, Matt, and Bernie. Congratulations to everyone who brought their artistic labors, and thanks to everyone who helped make this con so wonderful.