Thursday, December 3, 2009

A note for the unenlightened.

I realised that I've been talking about LARPing for a while and haven't even said what it is.
Mostly because I have been writting for myself and people in the know.

But as I am giving the blog's address to people who might not know what I am talking about, here is a description.


LARP: Live Action Role-Playing, (the rest will be shamelessly stolen from wikipedia and edited as I see fit since I can't be bothered to pull a description out from my ass)

A live action role-playing game (LARP) is a form of role-playing game where the participants physically act out their characters' actions. The players pursue goals within a fictional setting represented by the real world, while interacting with each other in character. The outcome of player actions may be mediated by game rules, or determined by consensus among players. Event arrangers called gamemasters decide the setting and rules to be used and facilitate play.


The first LARPs were run in the late 1970s, inspired by role-playing games and genre fiction. The activity spread internationally during the 1980s, and has diversified into a wide variety of styles. The fictional genres used vary greatly, from realistic modern or historical settings to fantastic or futuristic eras. LARPs range in size from small private events lasting a few hours to huge public events with thousands of players lasting for days.



Playing a LARP is often called larping, and one who does it is a larper.

LARP does not have a single point of origin, but was invented independently by separate groups in the late 1970s and early 1980s. These groups shared an experience with genre fiction or tabletop role-playing games, and a desire to physically experience such settings. In addition to tabletop role-playing, LARP was preceded and possibly influenced by childhood games of pretend, play fighting, costume parties, roleplay simulations, Commedia dell’arte, improvisational theatre, psychodrama, military simulations, and historical reenactment groups.

Today LARP is a popular activity in North America, Europe, Russia and Australasia. Large games with thousands of participants are run by for-profit companies, various LARP books are published and an increasingly professional industry sells costume, armour, and foam weapons intended primarily for LARP.

Players physically portray characters in a fictional setting, improvising their characters' speech and movements somewhat like actors in improvisational theatre. This is distinct from tabletop role-playing games, where character actions are described verbally. The setting, characters, and rules may be defined in a publication or created by the arrangers or players. LARPs may be played in a public or private area, and may last for hours or days. There is usually no audience, and bystanders are typically either ignored or treated as part of the fictional setting. Players may dress as their character and carry appropriate equipment, and the environment is sometimes decorated to resemble the setting. LARPs can be one-off events or a series of events in the same setting, and events can vary in size from a handful of players to several thousand.

Player actions in the real world represent character actions in an imaginary setting. Game rules, physical symbols and theatrical improvisation are used to bridge differences between the real world and the setting. For example, a rope could signify an imaginary wall. Realistic-looking weapon props and risky physical activity are sometimes discouraged or forbidden for safety reasons.

There is a distinction between when a player is in character, meaning they are actively representing their character, and when the player is out of character, meaning they are being themselves. Some LARPs encourage players to stay consistently in character except in emergencies, while others accept players being out of character at times. Character knowledge is usually considered to be separate from player knowledge, and acting upon information a character would not know may be viewed as cheating.

The players take on roles called player characters (PCs), that they may create themselves or be given by the gamemasters. Players sometimes play the same character repeatedly at separate events, progressively developing the character and its relations with other characters and the setting.

The GMs (gamemasters) determine the fictional framework of a LARP, and may also influence an event and act as referees while it is taking place. Unlike the GM in a tabletop role-playing game, a LARP GM seldom has an overview of everything that is happening during play because numerous players may be interacting in separate physical spaces, especially at larger LARP events. For this reason a LARP GM's role is often less concerned with tightly maintaining a narrative or directly entertaining the players, and more with arranging the structure of the LARP before play begins, facilitating the players and crew to maintain the fictional environment during play and who handle details such as advertising the event, booking a venue, and financial management

Crew members assist the gamemasters in setting up and maintaining the environment of the LARP during play, which sometimes involves playing non-player characters (NPCs). NPCs exist to make the LARP more satisfying for the players, and typically receive more direction from the GMs than PCs do. In a tabletop role-playing game a GM usually plays all the NPCs, whereas in a LARP each NPC is typically played by a separate crew member. Sometimes players are asked to play NPCs for periods of an event.

Much of play consists of interactions between characters. Some LARP scenarios primarily feature interaction between PCs, who may be written with connections that encourage interesting interactions. Other scenarios focus on interaction between PCs and aspects of the setting, including NPCs, that are under the direction of the GMs.

Many LARPs have game rules that determine how characters can affect each other and the setting. These rules may define characters' capabilities, what can be done with various items, and what characters can do during the downtime between LARP events. Because referees are often not available to mediate all character actions, players are relied upon to be honest in their application of the rules.

Some LARP rules call for the use of simulated weapons such as foam weapons or airsoft guns to determine whether characters succeed in hitting each another in combat situations. The alternative is to pause role-play and determine the outcome of an action symbolically, for example by rolling dice, playing rock-paper-scissors or comparing character attributes.

There are also LARPs that do without rules, instead relying on players to use their common sense or feel for dramatic appropriateness to cooperatively decide what the outcome of their actions will be.

LARPs set in the modern day may explore everyday concerns, or special interests such as espionage or military activity. Such LARPs may resemble an Alternate Reality Game, an Assassin game, or a military simulation using live combat with airsoft, laser tag, or paintball markers. LARPs can also be set in historical eras, or have semi-historical settings with mythological or fantastical aspects incorporated.

Fantasy is one of the most common LARP genres internationally, and is the genre that the largest events use. Fantasy genre LARPs are set in pseudo-historical worlds inspired by fantasy literature and fantasy role-playing games such as Dungeons & Dragons. These settings typically have magic, fantasy races, and limited technology. Many fantasy LARPs focus on adventure or on competition between character factions. In contrast, science fiction LARPs take place in futuristic settings with high technology and sometimes with extraterrestrial life. This describes a broad array of LARPs, including politically themed LARPs depicting dystopian or utopian societies and settings inspired by cyberpunk, space opera and post-apocalyptic fiction.

Horror LARPs are inspired by horror fiction. Popular sub-genres include zombie apocalypse and Cthulhu Mythos, sometimes using the published Cthulhu Live rules. The World of Darkness, published by White Wolf, Inc., is a widely-used goth-punk horror setting in which players usually portray secretive supernatural creatures such as vampires and werewolves. This setting can be played using Mind's Eye Theatre, which is a set of LARP rules also published by White Wolf. World of Darkness LARPs are usually played in a chronicle, a series of short events held at regular intervals, and are also popular at conventions. An international chronicle is run by White Wolf's official fan club the Camarilla.

In the Nordic countries, LARP has achieved a high level of public recognition and popularity. It is often shown in a positive light in mainstream media, with an emphasis on the dramatic and creative aspects. However, even in Norway where LARP has greater recognition than in most other countries, it has still not achieved full recognition as a cultural activity by government bodies.

 
 
There! Now you are all enlightened and I can go back to posting about interesting stuff!
 
Yes. I am shameless.
 
and Evil.

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