Little Brother
teenagers, boys and girls, fighting the Friday night traffic, swapping stories, playing handheld games, showing off for hours. Then debarking to stand in the grass before a group of older men and women in bad-ass, home-made armor, dented and scarred, like armor must have been in the old days, not like it's portrayed in the movies, but like a soldier's uniform after a month in the bush.
These people were nominally paid to run the games, but you didn't get the job unless you were the kind of person who'd do it for free. They'd have already divided us into teams based on the questionnaires we'd filled in beforehand, and we'd get our team assignments then, like being called up for baseball sides.
Then you'd get your briefing packages. These were like the briefings the spies get in the movies: here's your identity, here's your mission, here's the secrets you know about the group.
From there, it was time for dinner: roaring fires, meat popping on spits, tofu sizzling on skillets (it's northern California, a vegetarian option is not optional), and a style of eating and drinking that can only be described as quaffing.
Already, the keen kids would be getting into character. My first game, I was a wizard. I had a bag of beanbags that represented spells — when I threw one, I would shout the name of the spell I was casting — fireball, magic missile, cone of light — and the player or "monster" I threw it at would keel over if I connected. Or not — sometimes we had to call in a ref to mediate, but for the most part, we were all pretty good about playing fair. No one liked a dice lawyer.
By bedtime, we were all in character. At 14, I wasn't super-sure what a wizard was supposed to sound like, but I could take my cues from the movies and novels. I spoke in slow, measured tones, keeping my face composed in a suitably mystical expression, and thinking mystical thoughts.
The mission was complicated, retrieving a sacred relic that had been stolen by an ogre who was bent on subjugating the people of the land to his will. It didn't really matter a whole lot. What mattered was that I had a private mission, to capture a certain kind of imp to serve as my familiar, and that I had a secret nemesis, another player on the team who had taken part in a raid that killed my family when I was a boy, a player who didn't know that I'd come back, bent on revenge. Somewhere, of course, there was another player with a similar grudge against me, so that even as I was enjoying the camaraderie of the team, I'd always have to keep an eye open for a knife in the back, poison in the food.
For the next two days, we played it out. There were parts of the weekend that were like hide-and-seek, some that were like wilderness survival exercises, some that were like solving crossword puzzles. The game-masters had done a great job. And you really got to be friends with the other people on the mission. Darryl was the target of my first murder, and I put my back into it, even though he was my pal. Nice guy. Shame I'd have to kill him.
I fireballed him as he was seeking out treasure after we wiped out a band of orcs, playing rock-papers-scissors with each orc to determine who would prevail in combat. This is a lot more exciting than it sounds.
It was like summer camp for drama geeks. We talked until late at night in tents, looked at the stars, jumped in the river when we got hot, slapped away mosquitos. Became best friends, or lifelong enemies.
I don't know why Charles's parents sent him LARPing. He wasn't the kind of kid who really enjoyed that kind of thing. He was more the pulling-wings-off-flies type. Oh, maybe not. But he just was not into being in costume in the woods. He spent the whole time mooching around, sneering at everyone and everything, trying to convince us all that we weren't having the good time we all felt like we were having. You've no doubt found that kind of person before, the kind of person who is compelled to ensure that everyone else has a rotten time.
The other thing about Charles was that he couldn't get the hang of simulated combat. Once you start running around the woods and playing these elaborate, semi-military games, it's easy to get totally adrenalized to the point where you're ready to tear out someone's throat. This is not a good state to be in when you're carrying a prop sword, club, pike or other utensil. This is why no one is ever allowed to hit anyone, under any circumstances, in these games. Instead, when you get
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