LARPs?

Yep, I play in the occasional larp. I'm personally not into the live-combat stuff. And while I've seen a few good Mind's Eye Theatre games, most of them aren't my deal either. So, I find other "theatre style" games.

Last weekend, it was Tales of Pendragon

March 12th-14th, there will be a larp convention in the Boston area - Intercon D
 

log in or register to remove this ad

Kriskrafts and I along with one other couple ran a great Star Trek based LARP back in 1995. It was set on Deep Space Nine shortly after the film Star Trek: Generations, and the forty playing characters were the casts from TNG, DS9, Voyager, several from Classic Trek and over a dozen aliens that had appeared over the years.

The plot cocerned a treaty of unification of all Alpha Quadrant races. The game had lots of fun elements - including having all of the engineers work together on an engineering puzzle (building a DS9 replica out of Lego blocks) and all of the doctors working together on a medical puzzle (which was a real puzzle).

A 145-year-old Bones McCoy (played wonderfully by PirateCat) gave a great closing speech, something along the lines of "You want the Alpha Quadrant to be one big happy family. Well I wish that Jim were here. He'd say that was all a pile of crap. Then he'd shoot the Klingons and then run off with some green girl."
 
Last edited:


I've never actually played in a LARP, but there is a vampire LARP that goes on every Saturday evening in the student center of my university. I've observed it on occasions, but it just doesn't seem to be my thing. However, if I could get a group together to play Hunters(tm) and shake things up a little... :D
 

G'day

I gave it a go, playing a bishop in a Fading Suns LARP. I can't say I enjoyed it, and I'm pretty sure I made it less enjoyable for others. But I still have the cassock and biretta I made, and the violet shirt and the clerical collar. I also tried designing a freeform (that's what we call LARPs in Aus) to run at CanCon one year, but it didn't work very well either.

Not my bucket, evidently.

Regards,


Agback
 

I used to do a Minds Eye LARP, and it sucked to the high heavens. I'll grant that it was just a sucky game and not anything endemic to the genre.

The problem with overly political games is that unless it's strictly invitation-only, it suffers even moreso than your average open game does. And boffer-combat games can be fun if that's your thing, but I'd be wary calling that "roleplaying". That's just an excuse to hit other people with heavy things.
 

My LARP experience has been extremely limited--basically attending a local V:tM LARP twice. Not much fun the 1st time, & the 2nd time was a waste of it for me. My g/f has had more exposure to said V:tM LARP & its regulars than I have, & it was a very bad experience for her overall (mainly from dealing with the people who played & how they handled the game).

Now, what I'm about to say is merely IMHO, & I'm quite sure there's some good LARP groups out there which will provide a positive experience for newcomers. However, what few observations & experiences that I've had (& the tales of terror my g/f can provide) hopefully can serve as information to better inform a prospective player to detect a potentially bad LARPing experience.

WARNING: Personal opinions & observations ahead. May be deemd objectionable to some readers. Reader discretion is advised.

In essence, it seemed to me that the particular V:tM LARP I was exposed to was nothing more than a live-action version of (the original/1st version of) Ultima Online--a fair amount of conniving & player-killing, with very little left to do for newcomers since the veterans had pretty much done it all.

It also seemed that this LARP batch reeked of high school-esque cliques (though the LARPers varied in ages from teens to adults), acting as a social elite in a setting where they could claim to be so (possibly having suffered from being deemed as outsiders/"freaks" during those high school years), esp. their characters. As a result, there seemed to be a sense of elitism present that wasn't inviting (way to go for inviting newbies!), and IMHO, built upon a very false & ficticious foundation. It also seemed to be a place where those who didn't receive much positive attention/acceptance/approval IRL sought it--and it seemed, for some, to make the line between "player/real person" and "character/fictional person" a perforated one.

And, like any other sort of group of people, it had its own batch of personal politics & issues woven throughout that made it even less inviting, and which inevitably manifested in-game one way or another. Apparently there was a fairly, um, "hedonistic" attitude prevalent in this batch of LARPers, as well.

So, it was a large group of people where the veteran players tended to dominate the game & attention of others, wasn't very inviting/welcoming to new players (esp. those who were ambivalent about it beforehand), and reeked of high school-esque clique-ishness, personal politics/melodrama, & to a certain extent, a certain lack of common sense/politeness all in the name of a "good time" for the individual. IMHO, it was comparable to a very badly-written collaborative anthology series of books, basically equating to nothing more than a continuous literary version of King of the Hill (the game, not the TV show).

And, IMHO, the high # of people merely increased the chances of problem players (the ones likely to be shunned from other, smaller RPG groups) being participants in the game.

It apparently wasn't the best LARP group around, & those few former members that I knew who stopped attending tend to concur.

However, this was my only (limited) experience with one LARP group. It proved to be a bad experience for me. I don't think all LARPs are like this at all--if I did, then that'd be just as bad as thinking all RPGs & their participants were portrayed exactly in "Mazes & Monsters." I'm sure that there are good groups out there. However, the experience has helped me be content with sticking to tabletop gaming on the weekends, playing CRPGs, & otherwise dealing with the pending issues of my real, mundane life.

Well, I hope this serves as a useful additional to your knowledge/perspective of things regarding LARPs. My experience definitely isn't the be-all, end-all regarding LARPs, but hopefully it can alert you to some of the negative potential that any LARP (or any game in general) could have.
 

I play NERO fairly regularly (www.nerolarp.com) and love it. Some people aren't into boffer larps, but I really like the immersion it brings. A setting played across 37 chapters in the US and Canada for 15 years can really do that.

It is a little expensive. The chapter I play at most often (www.warweb.org) charges $25 a year for membership (which largely is there to cover insurance, since accidents can happen while running around on a campsite with padded weapons for a weekend), and the events run $40 for a typical weekend event. Padded weapons, costumes and such can be expensive, but when compared to other hobbies, it's less expensive to get into as D&D when you add up all those book costs. I've seen people get into NERO from things like SCA or Historical Reenactment groups, and remark that it is cheaper than both of those. Admittedly, some chapters are better than others, but I've had good luck over the 5 years I've played the game with enjoying NERO.

Don't think that just because a LARP is played out with padded weapons it isn't about roleplaying and just about beating people up. I've seen some games like that, yes, but they all aren't like that. There are rivalries, plotting, politics, and plenty of roleplaying. The game involves a lot of combat, yes, but so does a typical tabletop game, and at least in a boffer larp combat flows quicker than in MET. Some characters rarely, if ever, get involved in combat.

There is a vampire larp I play in every fortnight as well. I agree that the MET rules, well, suck. Combat is horribly boring (when characters should be feeling danger and the rush of combat, players feel the dread of another multi-hour battle of standing around and throwing paper/rock/scissors), the "status" system for reputation is a total joke, disciplines are imbalanced and the V:tM setting is really, really poor for a large LARP (since all important information is hoarded by a small clique of elders/primogen who are so powerful in both authority and powers that lesser characters are powerless against them, leaving lesser characters to mill around and be extras). I mostly play in it for a chance to hang out with some friends.

LARPing got a bad name because of a few idiots. The sad thing is that some gamers, who should know about being persecuted for their hobby, love to look down their nose at LARP players.
 

Well, since I've been running regular WoD LARP games since '96 or so I guess I should throw in here. In essence, I think it comes down to the same with just about any other game- the quality of the game is going to depend on the people involved.

Unfortunately, I can say that I've seen a lot of what AFGNCAAP is talking about in our game as well. Especially with the more experienced players. There definately does seem to be some sort of Rubicon in which formerly-good roleplayers get too big for their character sheet and start throwing their weight around IC. The clique-ish type feel to it at times, especially when real life friends just draw up a variety of characters that have no real reason to be together ("Wait, why is the Seelie Troll acting as a hitman for the Prince? This makes no sense...")

Even though we run an ongoing game, we only run at conventions (say 2-3 times a year), so the setup is a bit different from a lot of typical ongoing games. One thing this does for us is ensures that we get a fair amount of new players, people who just came to the con and wanted to play a LARP. This helps stir things up as well, since it's not just a case of older players and groups brining in their friends to help shore up their numbers. I personally think that the way the organizers handle the incoming new players is one of the biggest deciding factors in a LARP. I've only actually been in a few as a player myself, but in every case I was pretty much lost in the shuffle with all the ongoing plots that the veteran players had. That's why we try to ensure that new people coming in will get hooked into the action in a way that won't get them immediately killed.

Aside from ST-generated plots, such as "bad Pentex guy comes to town", we try to keep things as player-motivated as possible. Unfortunately, this does mean that problems can occur, like overpowered characters dominating the game, or people doing disruptive things because "it's what my character would have done" (this has got to be the most common excuse for twinkish behavior that I hear). But it also means that PCs can go for things they couldn't in tabletop, such as becoming Prince. We've had one regular game that's been only PC princes and primogen for a few years now, and even if the Princes do tend to be short-lived, there's still plenty of people trying for the position.

We don't do this through any sort of status system (which is really what turned me off to the Camarilla's setup)- in fact, we don't have any social mechanics at all. If someone wants to get a favor done, or get a Primiogen position, or unite two different camps or whatever, then they have to go out and do it in the game. They aren't going to just show up and declare themselves Prince due to being strongest gen or something (though we've had people try; they were universally ignored). They have to convince other people to support them for Prince, and make sure that the guy who is in charge doesn't get wind of it. Really, it's almost a simulationist type of setup; this is probably one of the main reasons that I like running it, just sitting back and seeing how things play out. Again, all this can lead to old political problems, but at least they're generated by the players in the game, as opposed to ST politics and favoritism (which has been a problem in just about- no, I take that back, in every Cam game I've been too).

If nothing else, I can take pride in the fact that we don't use MET. :p And, now that the WoD is ending, we won't be using that any more either, since we wanted to neither restart the game nor put it on hold for a year while WW gets their new books out. As someone who's had to take things like Mage and Changeling 1st eds and work them into the game, I can honestly say that it's a major pain to try and get everything to gel (and, after Changeling, we just didn't bother any more).

Well, I think that's about all I've got for now. I'd say that if someone is wanting to try a LARP, but is put off by the some of the more negative stories, the best bet is to try a one-shot game, such as is generally run at conventions. Find some acquaintances who know the scene, and can give you an idea of what to expect. Also, talk to the people running it, sound them out and see what kind of vibe you get off them, same as if you were looking for a new tabletop group. All this should at least give you some idea of what you'll be getting into.
 

Hooray for NERO...

I also played in a NERO campaign for a couple of years (www.wildlandssouth.com) and really enjoyed it. I was attracted to the physcial aspects and building an organization "in-game". Pitched battles, mutli-event power struggles and immersive plot-lines kept it fun...plus I just like beating on people with sticks :p!

~ Old One
 

Remove ads

Top