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Author Topic: LARP Debate: Evolution of LARP  (Read 1118 times)
MortalisGames
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« on: August 18, 2009, 03:21:59 pm »

Three years ago I wrote a paper (pdf) (yes, I'm pulling out that paper one more time) for some British LARP friends because they were curious about the US LARP Hobby and the state of the hobby here in the US. A recent article by Kevin Tjia entitled "Has LARP Evolved?" got me thinking and I figured it was time to take a critical look at the hobby as it stands today.

Before I get into the meat of this article I feel a need to note a couple caveats: Just as there are those who are wanting to see and are pushing the evolution of the hobby, there are also those who are happy with how things are or have been. Not all LARPers, groups and organizations want or see a need to evolve. I also realize that not everyone shares these opinions and I'm sure there are plenty out there that will likely disagree with me, however I feel that there are also several who do want to see the hobby mature, grow and evolve and this is where I see much of that evolution happening in the future.

I think it's also worth mentioning that I've noticed that overall it's not the large, nationwide groups and organizations (The Alliance (formerly the NERO Alliance) and the Camarilla for examples) that are necessarily pushing this evolution, but the smaller regional and local games. I also feel that it's worth defining evolution so that you, the readers, are aware of exactly how this evolution is being determined. I look at evolution as more than just a rules update, though this is a sign of evolution. In my opinion evolution is a change in the hobby culture and the artifacts of that culture (rule systems, props/weapons, etc) show that change.

With that being said, has the hobby within the US evolved or changed over the past three years? In what ways has it changed, if it has? In what direction do I feel that change needs to go in, in the future?

Within all forms of the hobby I'm noticing a slow, but steady increase in more and more systems going classless thus allowing the players much more freedom to develop their character concept based on their perception of that concept rather than the designers perception of various concepts that are formed into different classes.

I've noticed a drive to be more experimental when designing LARPs (primarily theater style), particularly over on the east coast where LARPA is based and has its main influence.

I think that the hobby has gained greater acceptance by the mainstream, however we're not considered a mainstream hobby by any means at this time. Movies such as LotR and Harry Potter have helped here, some even feel the film Role Models has too (personally I don't think it did as it portrayed the hobby in that nerd/geek reject fashion far too strongly), though we still have a good ways to go.

More and more I'm seeing that those LARPs that are not only well run, but also understand that a degree of professionalism is needed to be successful are those that are thriving and growing. It's no longer just attaching yourself to a big name or a known system that will sustain a group or organization these days.

Within the past few years I've noticed an increase within the live-combat role-playing games to utilize quality latex weapons and the ability to find latex weapons is becoming increasingly easier here in the States. Live combat battle games (to read about how I class these two visit this article) still utilize boffers and I don't foresee them moving to latex weapons given the nature of the game they play vs. the kind of game and stressors that latex weapons are designed to work with.

There have been attempts to organize and create UK fest style LARPs here in the States. An ongoing example I know of down in the Portland, Oregon, area is Devia and there was the ConQuest America attempt by NERO International. This is coupled with an increased drive to grow more of a cohesive LARP community, even a nationwide one culminating in a huge LARP drawing people from all around the nation to a singular game.

Not all change has been positive though. I feel there's been an increase in unhealthy levels of entitlement within games and organizations, to the point I've seen it destroy games. I also feel that MMORPGs such as World of Warcraft have had a negative impact on the hobby too. I feel they've helped lead to an increase in gamist style playing particularly in games that are supposed to have more narativist or simulationist elements to them (GNS Theory for those unfamiliar with it).

At this time I see the hobby here in the States going through a series of growing pains as the hobby strives to decide which direction it wants to grow and then growing and evolving. I see plenty of LARPers within the States looking at our counterparts across the ocean and having a desire to strive for games of those calibers. It's just a matter of these isolated pockets of change coalescing into something larger and greater.

What do you think has changed in the hobby over the past few years? Do you think these changes have been a help or hindrance to the hobby? What changes would you like to see?

The next article will be on the "Business" of LARP. This article will be two weeks out as I won't have a column next week due to being out of town late this week and over the weekend. As always I love to hear feedback and suggestions for further articles. Feel free to leave a comment here at the Mortalis Games site, write Amber at webmaster@mortalisrpg.com or once this goes live on RPG.net, visit the article's forum thread (there should be a link below the article to it) to see what else has been shared or to leave a comment there.
« Last Edit: August 18, 2009, 06:28:22 pm by MortalisGames » Report to moderator   Logged

Amber Eagar
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« Reply #1 on: August 18, 2009, 05:55:55 pm »

Have I told you how much I love you yet? :B

Entitlement has been a big theme at our LARP recently. While there is so much more I would like to respond with, you mentioning it only reconfirms something I think is a big issue... big enough for a whole article someday :B

My favorite "entitlement" quote:

"When a milestone is conquered, the subtle erosion called entitlement begins its consuming grind. The team regards its greatness as a trait and a right. Half hearted effort becomes habit and saps a champion."
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« Reply #2 on: August 18, 2009, 06:14:00 pm »

An ongoing example I know of down in the Portland, Oregon, area is Devia.

Minor note on Devia:
While Devia looks like it will be bouncing down to Oregon for the next game - though - the organizer recently (about two weeks ago) told me that the deisred permenant-as-possible home for the game is the (rather beautiful) Millersilvania camp site - which is inWashington, not Oregon.  It makes sense - it's the sort of site that any 'profesional' game (or anything priced as such) would want to have, because the facilities are so nice.

I also saw a Google-Ad for Devia while using G-mail a week or so back...
...So - yea - looks like he's gone the profesional route. The Ad-Word must have flagged for 'Larp' and 'Washington' or something.

On the note of 'Profesional (For-Profit) games -
I have noticed a distinct current of hostility towards anyone trying to run a 'for-profit' game.
The majority of reactions that I encounter are along the lines of 'gaming is sacred' and attempts to make a buck off of gaming are almost blasphemous.
I have noticed very reasonable people to become a lot less generous and react with unrealisticly raised levels of expectations and a general attitude of  'well, then they can pay me for my services / give me a discount' for just about any minor problem that occurs.
Having said that - I've seen more expensive games that are not 'for profit' both skim more money off the top than the 'for profit' games and not say a word... and otherwise squander thousands of dollars on stupid and innefficient uses of money, rather than use the money cleverly and/or lower the costs for future games for their players... but these games are still given more respect than the 'for profit' games.
Part of me has to wonder if the 'for profit' games are being penalized for being open and transperant about their policies.

This is not to be confused with profesionally run games that run in a way to break-even / reinvest into their own game-stuff. That's just running a game well - and can be done with 'for-profit' or 'non-profit' games.

I would love to see what some folk who run or are on staff of some 'for profit' games have to say. I have never run a for-profit game myself, so I would like to know if my perceptions are exaderating the problem. Or if they are just the tip of the iceberg.

Final thoughts:
I feel that many of the owners of 'for-profit' games are getting a bum wrap of being considered greedy; I feel that people forget that the little costs of running a game over time gets expensive - so - someone 'turning a profit' is highly unlikley to pay them back the expenses they pay out... let alone pay them for the time they put into the game itself. Players that put time and money into a game usually get something for it - their charcter grows, etc.  If a player gives more time or money - they usually get XP or 'goblin points' or something...but the people who own and run the games aren't allowed to recoup losses without being judged as 'greedy' by their own player base.
It's always felt like a double-standard to me.  Even if a game isn't very good... usually the people organizing have put forward considerable time and effort.

Then again - Everything in Moderation - not all game oweners are not greedy.
I know for fact that there are some greedy and irresponsible game-owners that have even gone so far as to draft up legal contracts to rationalize charging large fees to others to become a 'chapter owner' - but then fail to live up to their side of the bargin. Perhaps it is they who have formed a bad reputation on the 'for-profit' pratice and put at disadvantage anyone else who might try more honestly to run a 'for-profit' game
Or maybe it is as I was saying earlier - the idea just rubs most players up the wrong way.

~ C

P.S. - I'd love to hear thoughts on why 'for profit' games might 'rub players up the wrong way' - someone suggested to me that it was becuse we live in the 'free-entertainment-download-MP3-and-watch-YouTube' era... and while that  may ring true for a few people... I don't feel it's is representative of most gamers.
P.S.S. - Does anyone think there is a happy medium - a way to run a for-profit game that keeps players happy with it? 
(I'd think outlining exactly how much money goes to profit, and how much gets reinvested into the game would be a good start - but I don't see it happen often).
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« Reply #3 on: August 19, 2009, 01:32:42 pm »

Entitlement has been a big theme at our LARP recently. While there is so much more I would like to respond with, you mentioning it only reconfirms something I think is a big issue... big enough for a whole article someday :B

Funny you should mention that since I do have an article on entitlement added to my list of topics to write on in the not-so-distant future.

- Amber E.
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« Reply #4 on: August 21, 2009, 02:06:37 pm »

What do you think has changed in the hobby over the past few years? Do you think these changes have been a help or hindrance to the hobby? What changes would you like to see?

Potential changes that would be nice to see:

  • Pervasive Experiences - Games happening in real time, using the real world as a stage.  Event Sites that look less like the local Girl Scout camp and more like some village from Medieval Europe.  Websites that represent an in-game business/entity/concern.  Systems/Rule sets that actively encourage the discovery of the metaverse and underlying mechanics (rather than being just handed a list of spells and skills to pick from during creation)
  • Technology integration - Common Systems that address needs for any staff (registration, experience tracking), tools that enable writing teams to collaborate, tools that can integrate player-driven content into the metaverse of the game, usage of technology such as mspace to further a narrative
  • Social Networking - Wouldn't it be nice to see what games other local players are participating in (and are sharing what their experiences have been so far?)  Better yet, when local games are scheduled so you can plan accordingly?
  • Greater Transparency - Another Wouldn't it...  Wouldn't it be nice to read the transcript or participate in a chat with someone that is the staff or writer or producer of a local LARP?  LARP oftentimes comes across like a black art.  You may always know who the driving creative force is or what their intentions are for the season.  At least with TV, we get some clue as to what the next season entails for a given show (in terms of  primary story arcs)
  • Trailers - I mentioned this in the previous discussion topic.  A trailer is a visualized version of a blurb.  The cost to make them is becoming exceedingly cheaper and easier to use. 

I'll admit I'm tend toward the immersionist side of the equation.  However, I'm also on the side of the equation where players should be empowered to discover the world they are in and contributing to the vibrancy of the world narrative.

 
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« Reply #5 on: August 21, 2009, 02:16:12 pm »

One item I neglected to add, it would be interesting to see the following:

Games integrating Behavioral Science into player profiles.

Where this can be useful is:
1) Awareness of how Staff should communicate or present information to players
2) Awareness of how Staff can integrate players into a particular plot (for a more rewarding experience to the Player)

This isn't about telling players how to play, it is about knowing your audience and how to have a dialogue with them.



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