Live Wires: Dispatches From the Live-Action Front
PYRAMID SCHEMES
Scott LynchJune, 2000
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PYRAMID SCHEMES Abraham Maslow was a Chicago psychologist deeply interested in understanding the roots of human motivation. In 1943 he published an eloquent and widely-respected theory on the “hierarchy of motivation”- often referred to as Maslow’s Hierarchy of Needs. This simple tool, which many of you were probably introduced to at least briefly in high school and college, contains a formula which live-action game coordinators (as well as tabletop gamemasters!) can and should use to keep their gamers happy and coming back for more.
The Hierarchy has five levels, with each level describing a different
type of human requirement. Maslow argues that the higher levels cannot
be effectively satisfied and will not be sought until the lower levels
have been satisfied first. The levels are, descending from highest to
lowest: Self-Actualization (Arts & personal expression) Esteem (Ego-driven needs for respect and attention from self and others) Social (The need for affection, interaction with others, and a sense of belonging) Safety (The need for all levels of security, protection from physical and emotional harm) Physical (The most basic and instinctive needs for food, shelter, sustenance, reproduction, etc.) In other words, you can’t expect a person to compose you a symphony while they’re naked and starving in the middle of a desert. They have other things on their mind, needs that must be satisfied first. Supply that person with a lean-to shelter, a water fountain, a pen and some paper, a box of doughnuts, and a radio to listen to the outside world, and they might be a bit more receptive to your request for some music. The really keen thing about Maslow’s Hierarchy is Maslow’s statement that the dominant need is continually shifting. For example, if Picasso became hungry, he would probably stop painting. Once Picasso went off and got himself a hearty dinner, self-actualization (painting) needs would again become dominant over physical needs, and food wouldn’t be an issue for some time. However, as far as LARP goes, the Hierarchy laid out above will suit our needs just fine. LARP gamers are people with the same needs as any other people, and as the more basic requirements are met their enjoyment of and involvement with each game can increase. “Self-actualization,” the highest level, can be defined for our purposes as “total immersion in the game without thought or care toward more mundane worries.” In other words, having fun. Let’s look at the needs a good game coordinator has to help meet:
Physical Needs (Level One, the Base of the Pyramid) If a coordinator can’t secure a supply of water, at the very least, then they really shouldn’t be running a game. Even if it’s just a cast-iron drinking fountain dating back to the time of the Spanish-American War that spits water the color of Oldsmobile rust, it’s better than nothing. Gamers will, without fail, become dry-voiced and thirsty from their hot costumes and hours of speaking. Next, coordinators must secure restroom facilities that are up to the task of handling their gaming crowd. If a group is using public facilities, this is almost never a problem. If a coordinator is considering using a location that does not have safe or convenient restroom access for your players, they must find another location. Last, it is in the coordinator's best interests to supply, at the bare minimum, at least one form of inexpensive snack for their players. Even Vampire games can use food- just keep it red and low-key. Not only will this make them look great in the eyes of their players, it can be just enough to keep hungry gamers satisfied until they can get something more substantial following the game. Even a handful of pretzels and a cold paper cup of Kool-Aid are better than empty air and bad feelings.
Safety Needs (Level Two) Also, gamers need certain guarantees of emotional security- these guarantees are provided by the game rules. Players need to feel that the rules are fair, equitable, and enforced by the coordinators without bias. Players who feel cheated, discriminated against, or misled will give the coordinators a noisy and embarrassing problem, and if their concerns are legitimate the coordinators will deserve it.
Social Needs (Level Three)
Esteem Needs (Level Four)
Self-Actualization (Level Five, The Apex of the Pyramid) No. Meet those needs, coordinators. You’ll look great, your gamers will have fun, and everyone will win. It’s as simple as that. Running a good game really doesn’t have to be any more complicated than Maslow’s little pyramid. Keep it in mind. Game well, game often, but don’t game on the electric fence.
Cheers,
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