When I first started Constantine, it was a vision of inclusion, which included working for a better steampunk tomorrow for all audiences, not just our group. Formed initially out of Alistair Elijah De La Barge, engineer, and Sir Edward Michael Ellington, tactical officer, we were set to the task to develop an airship, its history, and it's mission. One must first start with a goal, an objective, and then a plan to develop from there. The mission, the idealism is the beginning of technical development. We developed our ship, or at least, the outline of it, against the backdrop of a post-apocalyptic future. The words flowed easily as I wrote the story, my own rebellious tendancies revealed themselves. It became a vision of a realistic future that reflected my own anarchistic thought.
The next step seemed to be to figure out our crew. No doubt that, Airship Isabella's Captain Whittaker had a tremendous influence on our formation when we were deciding roles. Joining SCARS, we decided each member's role would have to function in some real life crew duties similar to their crew role and would be required to actually understand and be able to enact the mechanics of their position for their LARPing characters. This meant that we could not preach about aether, alchemy, and airship structure without knowing when, where, and how it would be used.
Examples:
Captain: Vivienne Eeva Valentina-->Activities coordinator, propoganda, planning, and ultimate decision maker
Engineer: Alistair Elijah de La Barge--->technology fanatic, robot engineer, second-choice major
Surgeon/Minister: Renaldo Chimalli Panalucia-->nursing student, aspires to retire to be a minister in the Methodist Church
Carpenter/Ambassador: Callista Rose Valentina-->well-established theatre tech, tremendously memorable that led us to more than one friend
The heirarchy was, then, not just fictional, but, also, as a real life role to make our ship function on a daily basis. You'll see similar rankings in the crew of the Isabella, who maintain a systematic structure everywhere they go. Respect, loyalty, and for the good of the whole group are primary codes that each crew must learn to follow.
This brings us to the next realm of airship development: the characters, their stories, personalities, and how one was to create the fictional realm of Constantine. We realized that after working our outline, it was easier to mold out our characters and how they would function through a given circumstance. Particularly having a mission in mind, has allowed us to LARP our character's knowing what our group is expected to do. This is seperate from the group's mission statement, but instead, our conceptual world's objective. A rebel ship fighting against the corrupt governments that were establishing itself against the will of the masses, who were becoming the victims of power's violent and discriminatory might. Each crew member was assigned to create their own history and their own country. The story may never be fully developed, because often, worlds have whole subaltern tales untold, so additions will continue to immerse. One such example was the addition of alchemy and a religious underground, which changed the realm of Constantine's world forever. With each new member, we can add something new to these stories, our world, and our home, it's story, and the life we'd come to know.
Now, to the technical details. One thing that Captain Whittaker will always stress is communication and the inevitable dawning of drama. We have just implemented biweekly meetings. What with work, school, and various other activities, it has become difficult to accomodate everyone's schedule, but with these meetings the hope is that at least one in 10 can attend every once in awhile. These meetings are vital to address any issues, future events, financial matters, membership, and furthering group development. There must be a time set aside for that, because information is everything with a travelling and constantly moving group. Fun events, online groups, and other such interactions are other ways to meet and is especially important in making each crew member feel essential to the group's progress, regardless of their role. Most importantly, remembering people's everyday lives is vital to their enjoyment of their extra-curricular activities. Supporting each other through every faction of life builds bonds, stronger group relations, and experiences. It emulates the airship experience, making a far more valuable project become an experience of a lifetime. Even though the world you created is fictional, through time and work, this crew can become your second home, family, and lifetime friends if you take care of them.
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-Vivienne Eeva Valentina
Airship Constantine
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