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Review of The Black Hart of Camelot
The Black Hart of Camelot is a 24-player theatre-style larp by Ryan Paddy. Set in King Arthur's court, it allows the players to act out the great stories of the Arthurian cycle - the romance of Lancelot and Guinevere, the treason of Mordred, the intrigues of Mark, and the quest for the Holy Grail - in a little over three hours.

The game is available as a download from RPGNow.

What you get

A zip archive containing PDFs for a player's guide, GM guide, character sheets for 24 characters and prop documents. All but the latter are laid out in landscaped A4, allowing them to be easily printed off and double-sided - quite useful in a larp where you want to keep the amount of paper involved to a minimum. The layout is clean and the artwork unobtrusive. The result is a product which is very easy to read.

The player's guide (9 pages) includes an introduction to Arthur's Britain, the rules, a cast list and family trees. Given the presence of dynastic politics, the latter is particularly useful – it’s always good in a pseudo-medieval game to know who is related to who.

The GM's guide (24 pages) has an overview of the game, its factions, situation and stories, advice on preparation and set dressing, and on facilitating the game in play. It also has a section on inspiration, discussing the components of the Arthurian cycle which informed the characters.

The character sheets (2 pages each) follow the usual pattern for theatre-style larps, detailing character goals, background, who you know and any extraordinary pieces of knowledge. The information is brief, but sufficient.

The story

If you are at all familiar with the mythology of the Arthurian cycle (whether from Mallory or Excalibur), you know the story. Late in his reign, Arthur has summoned his court to discuss an ill omen - the black hart of the title. Meanwhile, his vassal kings are squabbling and on the verge of war, Lancelot's affair with Guinevere threatens to become public, and Morgan le Fey schemes to usurp her brother's throne for their son, Mordred. All of these key storylines are in play, but the outcomes are not predetermined. The kingdom could be saved (for now), and Arthur preserved to come again - or it could collapse into civil war and anarchy. The fate of Britain is in the player's hands.

This being a theatre-style larp, the story isn't controlled by the GM, but instead seeded through the various characters and arises from their interaction. The GM's role is more of a facilitator, organising the game and answering any questions during it. There is some ability for them to push things along, by giving prophesies to Merlin - but these are entirely in reaction to the actions of the players. The story that emerges in play therefore depends on what the individual players decide to focus on - and how.

One flaw which emerged in play is that plot seems unevenly distributed. Both times I have played, some characters have been left wondering what to do near the end of the game as their plots have resolved while others are still going strong. It’s a common enough flaw to this sort of game, and the lack of any natural closing point exacerbates it. The GM will need to pay careful attention to timing, and be ready to bring things to a close when it looks like some people are finished.

The system

In keeping with the theatre-style, the rules are lightweight and designed to be used by the players without GM intervention. Magic is handled through a keyword system, which does not break play and promotes the "360 degree illusion" style. Combat is dealt with via a simple hit point system, using either paper-scissors-rock, or live combat with foam or latex weapons. The combination is simple and effective. Most play of course happens purely by talking, and it’s entirely possible to play the game and never notice the rules at all.

Overall

This is a solid product which does a great job of capturing the key points of Arthurian myth and turning them into a larp. While those stories are likely all known to the players, that doesn't detract in any way - the joy in any Arthurian story is in the twists and interpretations used. While there are some secrets, the game does support replay - I've played it twice now, from different factions, and each time it has been different as the players have made different choices and emphasised some plots over others.

It’s also refreshing to see a larp product which offers an equal number of parts for men and women. Under-providing for female players is a common flaw in published larps, both commercial and otherwise, and risks creating a negative feedback cycle (there are not enough parts for women so there are fewer female players so people write fewer parts for them in future).

The game supports multiple styles of play - intrigue, combat, and romance - and the rules do not get in the way. It fully supports the "360 degree illusion" style, meaning that if attention is paid to costume and props you can have a seamless larp experience. At US$8.99, I think it offers excellent value for money.

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