LARP Guru?
I have been LARPing for 12 years now, in many different forms and many differnet venues. I'll go over them in brief...
1) LIONE Rampant. This is the first LARP I played, and I liked it so much, I bought the company! (Sort of...)
In truth, the game began in 1992, but in 1998 the original Board of Directors announced that they were giving up the ship and that it would be their last year. Seven friends and I got together, and put together a proposal to buy LIONE. We have been running the game now since 1999, but 2003 is going to be the final year of Campaign 2. Campaign 3 is beginning in 2004, with Four people from the current Board and four new directors. The campaign setting of LIONE Rampant has developed into the "Twin Crowns" setting by Living Imagination, and LIONE, LLC is the company that spawned LI. My d20 "career" would not exist without LARPing.
LIONE is a high-fantasy, boffer-style LARP set in a time period similar to the Age of Exploration.
You can check out the LIONE website
here.
Pros & Cons of Boffer LARPS:
Pro -
1) Live the action! You never get the same exhileration from rolling a natural 20 as you do actually fighting off two or three monsters at once. A 4 or 6 hour session is nothing compared to 2-3 days of complete immersion.
2) Exposure to exercise and the great outdoors, something that gamers stereotypically do not get all that often.
3) Wide interaction. At a table with 6 people is a lot different than out at a campsite with 80. There's always people to talk to and roleplay with, dozens of plotlines going on at once, and for the "stick-jocks", always monsters to fight. If you want to go off and do something alone, or with just 2 or 3 people, you can do so without holding up the other half of the gaming group as the DM has to pay attention to only you.
Con -
1) Distance. LARPs are traditionally located "off the beaten path", so late-night battle screams and cries for help do not attract real-world attention. This causes them to be pretty far from where most people live. If you're within 30 minutes of a LARP site, you're very lucky. (I travel 60-75 minutes to LIONE, and I'm one of the "close" ones)
2) Expense. While gaming books aren't cheap, they're a one-time expense. Boffer LARPs typically cost $30-$75 per weekend (LIONE chimes in at $65 to play), ten times per year. Then there's costuming, weapons, supplies, etc. It can be costly.
3) Downtime. While the events last from Friday at 9pm to Sunday at 2pm, there are certainly lulls in the action that can sometimes cause 1-2 hours of nothing happening. Sometimes there's stuff going on, but doesn't involve you, so you end up sitting around the tavern for a few hours. For the "instant gratification" gamer, this can really break their interest.
4) Weather. LARPs happen rain or shine, and it seems that 7 out of 10 events end up with bad weather. Rain, snow, sleet, sub-zero temperatures, 100+ temperatures... you name it, we've played through it.
2) Vampire: The Masquerade
My Vampire LARP career began when I bought the original Mind's Eye Theater boxed set. I read it and hated the concept of Rock-Paper-Scissors after being a boffer LARPer. Then I played in a small LARP in Hartford that used playing cards, numbered 1-10, as their combat resolution system. I liked it much better than MET, but the LARP died after only one session. A friend of mine and I decided to start our own Vampire LARP. This one lasted 5 years, playing once per month. We used the card system at first, then switched to another system that essentially took the tabletop rules directly to the LARP. It was alright, and given the low-combat nature of Vampire (lots of social interaction, politicking and double-dealing), it suited our purposes. Since all of our players were also LIONE veterans, it was hard to overcome the boffer instinct when combat broke out, and the card system left us all feeling a bit flat. We basically all unconsciously avoided combat for that reason, but still had a blast.
Pros & Cons of Vampire/MET LARPs:
Pros -
1) Wide social interaction. Like any LARP, a group of 20-30 (generally smaller than Boffer LARPs) will generate a lot more role playing than 4-6. In addition, it's excellent when the Prince, Primogen, Elders, Whip, Seneschal, Sherriff and Sabbat members are actually all played by different people, rather than all by your Storyteller.
2) Low (No) Impact Conflict. For the less physically-minded, 95% of MET/Vampire LARPs allow no physical contact, instead resolving combat through other methods.
3) Machiavellian Intrigue. Almost a sub-set of Pro 1, when you're playing a game of double-dealing and political maneuvering, having 20 or 30 people to talk to is amazing. There is no ST that knows all of your conversations, so you literally can surprise the people that run the game with wonderful execution of months of carefully planned intrigue.
Cons -
1) Limited Venue. Due to the nature of the game, you typically can't "take over" a camp site like a boffer LARP and have your own run of the place. Vampire LARPs typically take place in church halls, VFW Halls, hotel conference rooms, and people's houses. Sometimes it's just harder to suspend disbelief, and three random people walking into your conclave can really break the mood.
2) Low (No) Impact Conflict. Both a Pro and a Con, for the people like me, this style is just flaccid. You want to be able to fight someone off, not have your untimely death dictated you by the luck of the draw.
3) Stigma. There is no subculture of gamers more feared and reviled than MET/Vampire LARPers. The Gothic movement, combined with freaky news stories about cult activity and people going out in public wearing black latex and lace with fake fangs is just too much for some people to handle. Announcing you're a Vampire player to most gamers is akin to saying to a bunch of Trekkies that you prefer DS:9 over ST:TNG and the original series. You're a wierd subculture of wierd subculture.
3) Convention-Style, one-shot LARPing.
I have played in one-shot LARPs of many flavors and styles over my convention-going career, from Deadlands to Vampire to Call of Cthulu. I always have fun, even when the game itself isn't going so well.
Pros & Cons of One-Shot LARPing:
Pros -
1) Instant Gratification. A one-shot LARP will usually last a few hours, so there's not much build up before the fun starts. You pretty much dive in to character and roll with it.
2) Acceptable Image. In fantasy and vampire LARPs, there's no quicker way to be branded a newbie than to not look the part. If you show up to a fantasy, boffer LARP in jeans & a Metallica T-shirt, you'll pretty much be looked at strangely. Vampire's a bit more lenient, but if you look "normal", your character better have a damn good reason to. At Cons, people know that you don't carry tons of costuming around with you. If you just spent the whole day dressed as a pirate in the dealer room, and then show up for a Call of Cthulu LARP wearing your Captain's Coat (like I did at GenCon last year), people will pretty much accept it at face value.
3) Short & Sweet. Because of the shorter sessions, you don't have to worry about ongoing plot, submitting updates to the people that run the game, or hours of character development. You go, you play, it ends, you leave.
Cons -
1) Linear Story. There's not much room for improvisation on the part of the GM's in a one-shot LARP. They have their sequence of events, and you interact with it. Oftentimes you feel as if you're more part of an elaborate play rather than a game where you can actually affect the outcome. Too often the session runs like "scene, react, wait for next scene", rather than a flowing immersive world.
2) Severe Lack of Venue. Convention LARPs are just that - run at the convention. Whether it be in one of the gaming rooms, one of the hotel rooms, or all around the con, you're still at the con. You're surrounded by hundreds, or even thousands of people that want nothing to do with your game, and are just wondering why you're dressed funny. It is very difficult to suspend disbeleif sometimes in situations like this.
3) No Room for Error. When you have a 4-hour timeslot and 15 players, any mistake the GM's or players make becomes painfully obvious very quickly. It has to run like a well-oiled machine or else there's a gaffe you simply can't cover up because there's no time to.
4) No Impact Conflict. Unlike the Vampire LARPs, you're now playing with a bunch of strangers rather than people from an pngoing campaign, and even incidental contact is frowned upon. Also, many LARPs try to write their own conflict resolution system (like dice, cards, marbles, rock-paper-scissors, staring contests, thumb wrestling, etc.) that may not exactly work well. If you get stuck in an inherently dysfunctional or unbalanced system, you become quickly frustrated. At least it's only a few hours.
I think that's all I can say at this point. If anyone has any questions for me, or about what I wrote, you can
email me directly or just reply here.