Live action role-playing game
A Live Action Role-Playing Game, or LARP, as it is commonly known, is a form of Role-playing game where the participants perform some or all of the physical actions of the characters they play the role of.
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2 History 3 Research and Theory 4 External links |
In classic RPGs a player usually frames the words or actions of his or her character with introductory statements such as "My character says..." or "My character does..." In LARP, since the actions of a player become the actions of the character, a special distinction must be formed between actions a player takes as himself, (out of character, or OOC actions) and actions a player takes as his character (in character, or IC actions). There are often symbols, such as cards, ribbons, or gestures, to symbolize that a player is out of character so the other players know not to interpret his actions as actions of a character.
This distinction is also sometimes called "On-role" and "Off-role," or "In Game" and "Out of Game."
In classic RPGs conflicts are usually resolved with complicated systems using charts, graphs, and dice to produce a random outcome. In LARPs many players feel that dice-based systems interrupt the flow of the game, and use a variety of creative methods to replace them.
One major method to resolve combat is to use actual physical combat. Boffer weapons, usually made of PVC with foam-rubber coating, are used in many such systems in order to ensure safety. The object is never to hurt the opponent, but to score hits, which deal fake damage often quantified based on the type of weapon used in the attack. Where applicable, players of magic-using characters throw "spell-packs" at opponents - usually small bean bags. Games using this method are often known as "Boffer LARPs."
The other major method is to use symbolic combat. Sometimes a system like Odds and Evens or Rock, Paper, Scissors, where two players throw hand symbols to generate a random outcome, is employed. In other cases, cards or dice are used, although one major advantage of symbolic combat is that you don't need any physical objects to do it. Another benefit of symbolic systems like this is that many more conflicts besides physical combat can potentially be resolved using symbolic methods.
LARPs can have as many genres and settings as novels, plays, or movies. However, there are some very common genres that comprise the most common LARPs.
Fantasy genre LARPs are set in sword and sorcery worlds that are ultimately derived from Tolkien's The Lord of the Rings. These settings generally have very low technology, high magic, and non-human species based on animals or legends. Examples include Elves, Dwarves, Orcs, Faeries, etc.
Sci-fi genre LARPs are a little less common but take place in futuristic settings with high technology and aliens but without magic.
Historic LARPs take place in our world, at some point in history. They can vary from a 1930s murder mystery to a feudal Japanese Samurai story. Historical accuracy is often prized in these LARPs.
Gothic-Punk LARPs bear mention because they are so popular and account for the spread of LARPing in America. Published by White Wolf Game Studio under the brand name Mind's Eye Theater, Gothic-Punk setting LARPs take place in a world much like our modern world, but with a few important differences. Supernatural creatures, like Vampires, Werewolves, Wraiths, Mummies, and Changelings are real in the Gothic-Punk settings, and are in fact the roles taken on by the players. White Wolf also publishes a number of Historic Gothic-Punk style games, such as Dark Ages Vampire and Wild West Werewolf.
The history of LARPs has not been the subject of historical analysis.
It seems likely, however, that the first LARP was played out in conjunction with the first published RPG (Dungeons & Dragons) in the 1970s, although some extreme free form theatre groups may have preceded that. One of the earliest UK clubs was Treasure Trap formed in 1982.
The history of live-action roleplaying in the US can be mostly traced to New England. Around the Boston area in the early 1980s, a group called NERO - the New England Role-playing Organization - was founded. Using a very complex rules system mostly based on the Dungeons and Dragons worlds, NERO now has chapters all over the country.
Other LARPs have since emerged, most notably those in Massachusetts using a new system called nTeraction, which has simplified the rules significantly. Some of these LARPs are: Madrigal, Atlas II, Aralis, Hexe, Valiant and Hope's Crossing.
At the same time Swedish LARP-group Gyllen Hjorten started their campaign that is still going strong.
The form practised 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 anachronisms 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 emphasize 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.
Notable Finnish LARPs are the Nordarak saga (1989 - 1996), VanerikreivitÃÂär (1997), .laitos (1997), Wanderer I-III (1997 - 1998)...
Notable Danish LARPs are En Saga fra Evighenden I-IV, Legendernes Tid I-VI, Nemefrego and [e-project]. More information on Danish larp can be found at LiveForum and LLR.
The German LARP history is most easily found, by going to the German Larp calendar at Larp Kalender
The First LARP that has been cataloged is:
Samhain's Quest II on April, 14th of 1995
The first in a series of annual LARP congresses taking place in the Scandivian countries, Knutepunkt, was organised in Oslo, Norway in 1997. The name of the convention varies with the organizing country (the meaning of the name being 'nodal point' in the language of the hosting country).
Nordic larp theory is mainly bound to the annual Knutpunkt conventions. For an introduction to Nordic larp theory see the following publications:
LARP Basics
In character vs. Out of character
Physical vs. Symbolic combat
Genre and Setting
History
American History
Nordic History
Notable Norwegian LARPs are Europe (2001)...German History
Research and Theory
Knutepunkt
Nordic LARP Theory
External links