Forms of LARPs |
Forms of LARPs |
There is a very large number of different styles of LRP/LARP but they can be divided into two general styles depending on the techniques used to resolve combat/conflict. The first major category is live combat games which use specially made safe swords, laser guns and sensors or some similar system to represent combat. The other major category is abstract combat where a game mechanism similar to those used in normal roleplaying games is used to resolve combat. There has been much debate over the correct terms to use for these two types of game and no final solution has been decided upon although the terms live combat and interactive literature are often used for the two styles. |
There is a very large number of different styles of LRP/LARP but they can be divided into two general styles depending on the techniques used to resolve combat/conflict. |
A form popular in the US typically involve a group of people getting individual folders with background on their characters, and cards explaining their abilities and possessions. Players then play that character in the situation set out for them by the gamemaster(s), who introduces new situations and determines results as necessary. Dice are rarely used. |
Live Combataka "boffer style", "LC" |
The games published by [White Wolf]? under the brand name [Minds Eye Theater]? has been influential on the LARP-hobby in the last five years or so. Theese games make use of many props, such as character forms and cards representing the supernaturual powers of the creatures most participants play. |
The first major category is live combat games which use specially made safe swords, laser guns and sensors or some similar system to represent combat. They usually have a simplified "hits" system where blows do certain amounts of damage. This can be resolved by trust (i.e. the player keeps track of his damage) or by having a regular "battleboard" where a refereree marks down the damage on a character sheet that keeps track of damage. Games are generally held on private sites (scout sites are popular in the UK). |
The form practiced in Sweden is usually without a gamemaster, and based on an [honor system]? when it comes to rules. Dice are never used, and settings tend to be immersive, with as few anachronism?s and out of play elements (off-elements) as possible. The setting and roles are given to the participants by the organizers (often after a dialogue with the player). When the game starts it lives its own life, wholly directed by the players (some predetermined events are often scheduled). A typical game lasts three days (Friday, Saturday and Sunday) and has an average of about 200 participants. Rules are designed for combat injury simulation and normally emphathize roleplaying of damage rather than abstract hitpoints (though this was not always so), featuring either padded weapons or live steel. Each gaming organization uses custom rules, but similarities make this less cumbersome than it would at first seem. |
Live Combat games are generally based around a free-running plot which developes over time where the players play their characters over several "Adventures" and/or freeform events and develop them as they get improve. |
History |
Interactive Literatureaka "card waving" This category cover games where combat (when it occurs) is resolved by some non-physical means. Examples of combat resolution include simplified dice systems, action cards or paper-scissors-stones. Interactive literature games are typically one-shot games. They are quite popular at conventions. Usually they involve a group of people getting individual folders with background on their characters, and cards explaining their abilities and possessions. Players then play that character in the situation set out for them by the gamemaster(s), who introduces new situations and determines results as necessary. Murder Mystery parties could be argued to be a form of "Intercative Literature". The games published by [White Wolf]? under the brand name [Minds Eye Theater]? has been influential on the LARP-hobby in the last five years or so. Theese games make use of many props, such as character forms and cards representing the supernaturual powers of the creatures most participants play. Although there is a strict non-physical contact rule "Vampire" games are usually plot bassed and evolve campaigns over several events with long running characters. The form practiced in Sweden is usually without a gamemaster, and based on an [honor system]? when it comes to rules. Dice are never used, and settings tend to be immersive, with as few anachronism?s and out of play elements (off-elements) as possible. The setting and roles are given to the participants by the organizers (often after a dialogue with the player). When the game starts it lives its own life, wholly directed by the players (some predetermined events are often scheduled). A typical game lasts three days (Friday, Saturday and Sunday) and has an average of about 200 participants. Rules are designed for combat injury simulation and normally emphathize roleplaying of damage rather than abstract hitpoints (though this was not always so), featuring either padded weapons or live steel. Each gaming organization uses custom rules, but similarities make this less cumbersome than it would at first seem. History |
LinksMust find an upto date copy of the rec.games.frp.live-action FAQ and post it here! /Talk? |