What do you want in an ideal LARP

topic posted Thu, May 6, 2004 - 2:57 PM by  Jim
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My Ideal LARP will have a definate element of fiction, be it wizardry, monsters, or what-have-you. I am not going to play a game of reality in a different setting. That isn't LARP, its Improv Theatre, which is all good if you like that, but, LARP's to me are Games.

In Games there is a point and purpose. A mechanic aspect, hopefully not too cloying or complex, but not vacant either. I want to have to use my imagination when viewing my fellows. If a 5' 2" woman wants to play a 7' tall male Troll I say strike the balance...sheetrocker stilts, padded clothes, and blue makeup IS enough for me, and I don't care is she can run. I do not know how it is elsewhere, but we don't, in my experience, in my area (the Pacific NW USA...about twice the size of the UK) have a LARP held in an area where running was going to happen at all (including Cons) anyway. We do have a guy who does exactly as I have described.

I DO want skills, backgrounds, and abilities roleplayed and researched. Don't claim to be a Elizabethan scholar if you don't even know who Shakespeare is. Don't play a doctor unless you can tell my arm from my ass. Now, some have a greater fudge factor than others. In the previous example, a doctor is easier, because I don't expect surgery to be the center of the game. That can be handled off stage just fine. But if your going to argue the angst of Macbeth versus the angst of Hamlet, don't give me some OOG bullshit about your Academics traits. It slows the game to a crawl and kills it for me. Use some sense. Any skill you want to claim, at least read the damn encyclopedia :-)

I don't expect a wired stage so that players can fly. I DO want props and such...even boffo ones would be keen.

I want adults interested in RP, not combat fests. BUT, I want the occasiomnal combat where I can pretend I am Bruce Lee, Conan, and the Terminator all rolled into one :-)

I want a story...continuous. I want history and a future. I want mystery and intrigue...problem solving and such.

Finally, I want to be able to shut it off on occasion and have a beer.

Thanks
posted by:
Jim
offline Jim
Washington
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  • Re: What do you want in an ideal LARP

    Thu, May 6, 2004 - 6:57 PM
    My ideal larp would have more than an element of fiction. Superheroes, villains, monsters, magic, mental powers, aliens.... combinations of the above. I want to play a game with a good story, intrigue, fights, derring-do!

    I don't want to spend an hour and a half getting costuming and make-up together and then everyone else is wearing jeans and t-shirts. I don't want to be forced to spend my monthly income getting snappers and props to be the components for spells or some such. Something in between would be nice.

    I don't want someone playing a 19 yr old cheerleader-- you know, the vacuos eye-candy variety?--who suddenly claims a 17 skill in medicine. Unless the background of the character justifies that that cheerleader image is a facade. Every character should, in my opinion have a background.

    I want intelligent adults interested in a multi-faceted game. I want there to be politics, intrigue, combat, sabotage, etc. The nights I've had the most fun have been the ones where I have almost lost my character, or have lost it. Not necessarily through combat, but through politicking. I do want combat fests occasionally, it helps get out my aggressions in a harmless fashion... but if every night I can count on a 9 o'clock monster appearing that will take exactly 5 hits to kill its BOOOOORING.

    And, as Jim said, please I want to go out to dinner or come home and play with my kids, or go out with the other gamers and have a beer.

    The people I regularly game with are forgiving in one sense-- they played around my pregnancy, they ignore the 5 month old that I'm holding and play with the character instead. Hooray!
    But in another sense they never forget. My first character when I moved here turned into a betrayer. Now the character I currently play is very loyal, has done everything she could for others, including when it endangered her. But everyone thiks of her as the bad guy, is waiting for the betrayal. Thats very frustrating for me.

    I want to be able to play a bitch or a sweetie, a smart lady or a bimbo. I want to know that I'll be killed for story reasons, not because someone doesn't like ME as a player or because I wore purple tonight.

    And I think I've prattled enough. :)
    • Re: What do you want in an ideal LARP

      Fri, May 7, 2004 - 6:48 AM
      I guess what I want is:

      A well-defined background that creates plenty of opportunities for conflict of interest between different groups, and is flexible enough that people can create new and interesting characters. At the same time, an emphasis on group play is preferable for me as well.

      It should also tell people what they can and cannot play, because I'm sick to death of people playing stupid ideas that don't fit into the world they're meant to be in even remotely. Someone may well have spent hundreds of pounds on a costume for manga convention, but Bubblegum Crisis doesn't fit into a swords-and-sorcery campaign. It would be cool in a cyberpunk campaign, but that's different.

      A rules/mechanics system that tells me pretty succinctly what I can and cannot do, without me needing to refer to complex, difficult to remember rules, or having to enter into complicated or disruptive mechanics every time I use those rules. Having to shout a word each time I use a weapon or casta spell is absolutely the most disruptive thing I want to do.

      That said, a skills system is necessary. An opportunity for progression would be ideal as well.

      A downtime system. I used to think that this was pretty pointless, but now I think that they're cool.

      I'd like to see a minimum costume standard at events I attend. It doesn't have to be much, because as long as you have one, people seem to try and out-do it by a long way. A good event has a standard (ie tunic and dark trousers, no white trainers), and if people are struggling to meet it,helps them out a bit (IE lends them a tabard or something). Setting minimum standards at, say, museum-quality replica costume would be just silly, though I've got no problem with people wearing that sort of thing.

      Also, magic systems hould be simple to understand and phys-rep.

      Ditto backgrounds. Ever group should have one, and refs should be given a copy. If a player doesn't fill one out, then they could be assumed to just fit into the group backstory somehow. Ideally, everyone should know how they ended up in the group. Their personal objectives can be set out this way.

      I want to emphasise player-player interaction over the running of pre-written plotlines. It's OK to feed objectives to players, but I don't like that 'oh, so this time the uber baddie is THIS guy, and we need to find THIS to kill him, and...oh. An NPC just did it all for us.' Plotlines tend to degenerate into un-interactive events that players stop being participants to, and instead end up just observing.

      A player-player game tends to develop all the elements in play that I want; physical and political conflict, treaty-making and deal-brokering, rumour-mongering and espionage.

      In terms of people roleplaying skills; sure, it's great. I don't expect a surgeon to actually OOC know what he's doing, but I would prefer him to pretend; IE act like he's stitching me up etc in the open. If it's things like tactics that they're meant to be good at; well, sure in that case it'd be nice if he or she had a basic understanding of that kind of thing.

      I've got plenty of time to drink beer and sleep the rest of my life. I don't care too much if the game is demanding; though ask me again in 10 years time! However, beer, mead and a good tune go down well whatever the event. In fact, one of the first things we ever try to do is write IC songs. I'm working on 'The Glory of New Mill-En' at the moment...otherwise, proper folk tunes are cool, like 'the Dead Man's Shilling' or 'the Bonny Black Hare'.

      And finally, I think that Miriam's point is very important; IC grudges should be dropped once someone starts a new character. OOC grudges should not affect the game. If people can't manage that then they should stay at home. It's simple enough, and not everyone gets along all the time; fact of life. If it's really that bad , keep out of each other's way.

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