Understanding Larp
Understanding Larp
Understanding Larp
introduction. ...........................................................................2
part one
Defining an Art Form.............................................................................4
Strengths and Weaknesses of LARP................................................ 13
part two
The Variations in Form of LARP (The Spectrum)...................... 15
LARP Content, Types, and Genres. ................................................. 22
part three
The Future of LARP.............................................................................. 24
Conclusion............................................................................................... 29
INTRODUCTION
DEFINING LARP
So what exactly is
Live Action Role-Playing?
I think it is a distinct, unique Art Form.
Let that sink in for a second. The online
Encyclopedia Brittanica defines art as: the use of skill
and imagination in the creation of aesthetic objects,
environments, or experiences that can be shared with
others. I think thats a pretty good definition, so Im
going to use it. Lets focus on the last thing in that list:
experiences.
I contend that Live Action Role Playing is the use of
skill and imagination to create an aesthetic experience.
Larp as Art
So what kind of art is larp? Lets look at some examples
of art and artistic play and see how Live Action Role
Playing mixes or diverges from them.
Please note that this section is where most people like
to chime in with exceptions and peculiarities. Dont
forget that this is all my opinion, and you are more
than welcome to disagree with my conclusions. Ill try
to explain my rationale for the comparisons, but in
all honesty, I think its fun to see how these pastimes
fit or dont into the puzzle of larp. If you look at them
too closely, it might be hard to see where one ends and
larp begins, and I think thats part of the power of Live
Action Role Playing.
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STRENGTHS AND
WEAKNESSES
All art forms have their strengths and weaknesses.
These are qualities inherent to the medium that can
either work for or against it in shaping an aesthetically
pleasing experience for those involved. For example,
literature is best at getting inside the head of the
character, hearing their thoughts. However, literature
is slow, and it doesnt have the immediacy of a striking
visual image or the reverberations of an electric guitar
solo.
This is not to say that specific works in any medium
cannot overcome their weaknesses, nor that they are
always successful in utilizing their strengths, but this is
where the talent of the artist(s) come into play. And this
is not to say that one art is superior to another, simply
that they are different, and its wonderful that they are.
I think its a testament to the beauty of humanity that
we have so many different ways of expressing ourselves.
Lets look at what the Art of Live Action Role
Playing does well and poorly.
A Democratic Art
Larp is one of the most democratic of arts because of
the shared power over narrative storyline. Yes, GMs
typically have greater control than players, however, it is
not total. Most art forms, with the exception of games,
have a degree of passivity attached to them: the audience
sits back and lets the artist entertain them. In the case
of literature, some work is required: you need to move
your eyes, turn the page, and let the words activate your
imagination. But for a larp, a player can drastically
shift the best-laid plans of GMs into new territory,
something the original creators didnt expect. And for
the participants, they may never know that that new
direction was unintentional. That particular larp story
went that way, and the other participants can go with it,
push it along, try to stop it or shift the direction. What
other art form can so easily handle the creative input
of dozens or even hundreds of people simultaneously,
while the experience is occurring? What other art
form excels and flourishes with the activities of all the
audience members, or that can completely surprise even
the originators (GMs) on every performance?
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Time
A Live Action Role Playing scenario can run for a few
minutes to a week or longer. This is the continuous
duration of the bubble without breaking (or minimal
breaking). Its the length of time that the participants
remain in character and the imaginary world is active
and operating. The majority of Enigma larps last from
5-6 hours, while many fantasy-based larps run for a
weekend.
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Actual or Representational?
Mechanics have two parts, both of which are
variable. The first runs from actual to representational.
Actual means you really do it: you really jump over a
pit, you really hit someone with intent to harm, you
really read a book and try to memorize the words
and actions for a spell. Representational means that
action is abstracted through something else. In tabletop role-playing, representational means rolling some
dice after narrating I jump over the pit. In larp, the
representational actions can also be dice rolling, or
using rock-paper-scissors, or drawing a playing card
from a deck. The variety, ingenuity and complexity of
representational actions in larp is really amazing.
Again, this is a spectrum. Hitting someone
with a boffer (foam sword) is much closer to actual
than representational, but its still not a real sword.
Conversely, drawing a card from a deck and adding a
skill bonus to the number and using math to compare
it to your opponents number to determine the victor
in combat is pretty far removed from swinging a
haymaker punch at someone, i.e. very representational.
No matter where a mechanic rests on the actual/
representational spectrum, the participant is still
doing something instead of narrating their action,
although I concede that speaking is doing something.
A pure representational action could be narrating that
action, thus putting that mechanic (but perhaps not
the whole larp) into the realm of table-top role-playing.
Most representational mechanics are still some
kind of physical action, e.g., throwing a foam ball at
someone. They just arent the impossible or dangerous
actual actions, like summoning an air elemental or
launching a fireball from a catapult.
Simple or Complex?
In addition to being actual or representational,
the mechanics can be simple (pulling the trigger on
a squirt gun) or complex (reciting memorized lines,
solving puzzles). Some larp groups have rulebooks
that are 200 pages or longer, many of them devoted to
Byzantine mechanics detailing the workings of magic
for a fantasy setting. A complex system of mechanics
has different actions for different effects; in other
words, casting an invisibility spell involves a different
action than casting a binding spell. In a simple
mechanics system, one action can work for both; say,
using rock-paper-scissors against an opponent. If
they lose, the spell works, no matter if its Sleep or
Lightning Bolt or Shrinking.
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The Familiar
Most of the larp events that I have seen outside Enigma,
especially in the United States, roughly fall into two
major categories. The first is fantasy-based larp, which
resembles the Dungeons & Dragons table-top role-playing
game. Participants of these larps, which are usually called
games, can expect swords and sorcery, trolls and ghouls,
clerics and thieves, dark forests and open fields, gold and
jewels. D&D is easily the most known of all role-playing
games, and at the height of its popularity in the late 70s,
it wasnt much of a leap for players to begin dressing
up as their characters and begin to play their games in
the flesh. Most of the major established larp groups in
America (NERO, IFGS, Shattered Isles, Darkon, Dagorhir,
Realms of Conflict, etc.) have a continuous campaign in a
fantasy-based bubble.
If not for these groups and others running their larp
on a regular basis, constantly bringing in new people to
the larp art, it is highly doubtful whether Live Action
Role Playing would be as known or practiced as much as
it is today. Although I believe that larp would still exist,
since it has been around before written language, it
wouldnt be seen as anything more than childish playpretending, and remain perpetually in its infancy. We
all owe a great deal of debt to those who have pioneered
larp by taking their D&D games beyond the table.
On the other hand, fantasy-based larp is so
ubiquitous it is often confused for the art form itself.
When non-larp people hear someone say Im going to
a larp this weekend, they probably think that person is
going to put on elf ears and re-enact scenes from J.R.R.
Tolkeins books in a park. Fantasy is to larp like superheroes are to comic books: thats what normal people
think of when you mention the term. But the art form
is so much greater than one genre or aspect of it. Until
Live Action Role-Players and creators can differentiate
between form and content, larp will remain stuck
in its adolescence. Rather than making assumptions
about elf-ears, our outsider should be wondering what
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Adaptation or Original?
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THE FUTURE
OF LARP
What will happen to larp in the future, if it really is
an art form? Can it be a big thing, or will it always be
a small thing wedged between the much more known
and profitable media of theater and table-top roleplaying games?
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Larp as Research
A famous psychological experiment (or infamous,
rather) from 1971 was the Stanford Prison Experiment,
led by psychologist Philip Zimbardo. He wanted to
study the effects of becoming a prisoner or a prison
guard, so he and his staff of graduate students selected
24 male college students to role-play in a prison for
two weeks in the basement of the schools psychology
building. The participants role as a prisoner or guard
was determined by a coin toss. The experiment was
called off after six days due to abusive behavior
perpetrated by the guards. Worse, Zimbardo realized
he was allowing the abuses to happen under his watch.
Reading the accounts of the experiment and watching
the videos associated with it, it seems to me that the
experiment was Live Action Role Play, but in a dark,
damaging way that continued for too long. Rather
than a larp where the students reacted to (and against)
obstacles created by the GM, Zimbardo, this was a
participant vs. participant larp.
Despite the notoriety associated with the
experiment, the medium of larp is not the culprit, any
more than any other medium (movies, music, comic
books, video games) that is blamed for delinquency.
Larp as Preparation
Early in 2009, Southern California held a large scale,
city-wide earthquake drill. Using data generated from
geological supercomputers, many people and city
agencies tested their responses to an imaginary 7.8
magnitude earthquake. This drill is close to larp, and
demonstrated how unprepared most of the region is for
a temblor of this size.
Other government and social services are using larp
for training and preparation services, such as a possible
terrorist attack (with a nuclear or biological agent) and
routine police calls. Politicians use the techniques of
larp to run mock town hall debates or debate sessions.
In late July 2008, the Center for a New American
Security (CNAS) staged a war game that brought
together scientists, national security strategists, former
policymakers, military officers, environmentalists and
private sector individuals from around the world for a
mock summit on global climate change. The idea was
to see what the obstacles are likely to arise in an actual
meeting of world powers to address the issues of energy,
economy, and the environment. It didnt go well, but it
was only a simulation. Maybe more larps will unlock
the key to a solution.
The advantage of a larp simulation is the ability to
demonstrate the unpredictability of human behavior.
Government leaders and EMT workers can predict
many things based on past experience, but, as most
larp GMs can assert, you can never prepare for every
eventuality that a group of larp participants can come
up with once you give human beings some degree of
control over the narrative. Larp is one of the best ways
to give those who are charged with protecting our lives
experience in situations that are erratic. Moreover,
these simulations can include more personal details
than hauling weighted mannequins around. What
if the police officer in a larp isnt playing themselves,
but someone who has been on the force for years and
receives an in-bubble text message that their significant
other is leaving them just as they are called to handle
a simulated domestic dispute? Or a fireman who
pretends to be someone who recently lost a relative
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Revisions
Whats Next?
Live Action Role Playing is a powerful art form, capable
of creating amazing experiences that cant be obtained
through other art media. If you concur, I need you to
spread the word. Go forth and multiply. Join a larp
group, or form your own. Start or participate in a larp
yourself. You may already be doing this. If so, try to
examine the form of your larp events. See if there are
areas to improve, or perfections that could be shared
with others. Most of all, tell people about it. Dont be
embarrassed. Tell your local newspaper or art magazine.
Get Ira Glass to do a larp piece on This American Life or
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CONCLUSION
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Links
These are the latest links I could find for many of the larp groups and events I have mentioned. Some may have
expired. But with some diligence, you can probably discover anything you want about larp through some keen
Internet searching.
History of Live Action Role Playing Games (Wikipedia):
http://en.wikipedia.org/wiki/History_of_live_action_role-playing_games
Knutepunkt: http://en.wikipedia.org/wiki/Knutepunkt
Knutepunkt Publications:
As LARP Grows Up: http://www.laivforum.dk/kp03_book/
Beyond Role and Play: http://www.darkshire.net/jhkim/rpg/theory/solmukohta/
Dissecting LARP: http://knutepunkt.laiv.org/kp05/
Role, Play, Art: http://jeepen.org/kpbook/
Lifelike: http://www.liveforum.dk/kp07book/
Larp, the Universe, and Everything: http://knutepunkt.laiv.org/2009/book/
Live Action Role Players Association (LARPA) they have a free game bank of larps: http://larpaweb.net/
Tamara by John Krizanc: http://www.amazon.com/Tamara-Play-John-Krizanc/dp/0773751955
I Love Bees and NIN Year Zero ARGs (42 Entertainment): http://www.42entertainment.com/default.html
Minds Eye Theater (White Wolf): http://www.white-wolf.com/met/index.php
NERO: http://www.nerolarp.com/
Live Effects: http://www.onlineeffects.net/main/
IFGS: http://www.ifgs.org/
Darkon: http://www.darkon.org/
Dagorhir: http://www.dagorhir.com/
Adrian Empire (Middle Ages re-enactment): http://www.adrianempire.org/
MIT Assassins Guild: http://www.mit.edu/~assassin/
Society for Interactive Literature (west): http://www.silwest.com/
New England Interactie Literature: http://www.interactiveliterature.org/
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