LARP Design: The Basics

A while back John Reiher asked me to write a column up on LARP game design. I told him after I got through a busy period of a lot of work that I’d oblige and write down what wisdom I’ve learned thus far. Well, that initial busy period and a few others have come and gone and I’m finally making good on my word to write an article on LARP game design. Much of what he wrote on table-top game design applies to LARP design as well, however there are some differences due to the fact that LARP is a… Continue reading

LARP Design: Less Can Mean More

A short while back I was reading an article and related forum post about rules within LARP gaming. The part that jumped out at me, summed up, stated that rules-heavy systems favored weak role-players and rules-light system favored strong role-players. It also shared that rules-heavy systems were becoming a problem in that people could just fall back on the rules rather than exercise their LARP ‘muscles’ and learn to be a better role-player. Between this article and various scholarly works1 I’ve read from the Knutepunkt conference (LARP related and held up in various Norwegian countries) I realized that the styles… Continue reading

LARP Design: Play … a lot

Welcome to the first of what I hope to be several columns/articles on role-playing providing my views on game theory, design and general advice for those who run or play LARPs and feedback is welcome and desired. This first column is less on theory or design and more general advice. Weather you’re designing your own system or volunteering for an existing group there’s one key thing that a friend told me who once managed a LARP group: Play. Often times an individual gets so caught up in their project or whatever volunteer work that they do that they forget why… Continue reading