Live action role-playing game
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A live action role-playing game (LARP) is a form of role-playing game where the participants physically act out their characters' actions. The players pursue goals within a fictional setting represented by the real world, while interacting with each other in character. The outcome of player actions may be mediated by game rules, or determined by consensus between players.
The first LARPs were run in the late 1970s, inspired by role-playing games and genre fiction. The activity gained international popularity during the 1980s, and has diversified into a wide variety of styles. Play may be very game-like, or may be more concerned with dramatic or artistic expression. The fictional genres used vary greatly, from realistic modern or historical settings to fantastic or futuristic eras. Production values are sometimes minimal, but can involve elaborate venues and costumes. LARPs range in size from small private events lasting a few hours to huge public events with thousands of players lasting for days.
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[edit] Terminology
LARP has also been referred to as live role-playing (LRP), interactive literature, and freeform role-playing. Some of these terms are still in common use, however LARP has become the most commonly accepted term.[1] It is sometimes written in lowercase, as larp.[2] The live action in LARP is analogous to the term live action used in film and video to differentiate works with human actors from animation.
[edit] History
LARP does not have a single point of origin, but was invented independently by separate groups in the late 1970s and early 1980s.[3] These groups shared an experience with genre fiction or tabletop role-playing games, and a desire to physically experience such settings. In addition to tabletop role-playing, LARP was preceded and possibly influenced by childhood games of pretend, play fighting, costume parties, roleplay simulations, Commedia dell’arte, improvisational theatre, psychodrama, military simulations, and historical reenactment groups.[4]
The earliest recorded LARP group is Dagorhir, which was founded in 1977 in Washington, DC, USA.[5] Soon after the release of the movie Logan's Run in 1976, rudimentary live role-playing games based on the movie were run at US science fiction conventions.[6] In 1981 the International Fantasy Games Society (IFGS) started, with rules influenced by Dungeons & Dragons. IFGS was named after a fictional group in the 1981 novel Dream Park, which described futuristic LARPs.[7] In 1982 the Society for Interactive Literature, a predecessor of LARPA, formed as the first recorded theatre-style LARP group in the US.[8]
LARP quickly spread internationally following the growing popularity of role-playing games in the 1980s. Treasure Trap, formed in 1982 at Peckforton Castle,[9] was the first recorded LARP game in the UK and influenced the fantasy LARPs that followed there.[10] In 1983 the first recorded LARP in Australia was run, a freeform event in the science fiction Traveller setting.[11] In 1993 White Wolf, Inc released Mind's Eye Theatre which is still played internationally and is probably the most commercially successful published LARP.[12]
Today LARP is a popular activity in North America,[13] Europe, Russia and Australasia. Large games with thousands of participants are run by for-profit companies, various LARP books are published and an increasingly professional industry sells costume, armour, and foam weapons intended primarily for LARP.[14]
[edit] Play overview
Players physically portray characters in a fictional setting, improvising their characters' speech and movements somewhat like actors in improvisational theatre.[15] This is distinct from tabletop role-playing games, where character actions are described verbally.[16] The setting, characters, and rules may be defined in a publication or created by the arrangers or players.[17] LARPs may be played in a public or private area, and may last for hours or days.[18][19] There is usually no audience, and bystanders are typically either ignored or treated as part of the fictional setting.[20] Players may dress as their character and carry appropriate equipment, and the environment is sometimes decorated to resemble the setting.[21] LARPs can be one-off events or a series of events in the same setting, and events can vary in size from a handful of players to several thousand.[22][23]
[edit] Fiction and reality
Player actions in the real world represent character actions in an imaginary setting.[16] Game rules, physical symbols and theatrical improvisation are used to bridge differences between the real world and the setting. For example, a rope could signify an imaginary wall. Realistic-looking weapon props and risky physical activity are sometimes discouraged or forbidden for safety reasons.[24]
There is a distinction between when a player is in character, meaning they are actively representing their character, and when the player is out of character, meaning they are being themselves. Some LARPs encourage players to stay consistently in character except in emergencies, while others accept players being out of character at times. Character knowledge is usually considered to be separate from player knowledge, and acting upon information a character would not know may be viewed as cheating.
While most LARPs maintain a clear distinction between the real world and the fictional setting, pervasive LARPs mingle fiction with modern reality in a fashion similar to alternate reality games. Bystanders who are unaware that a game is taking place may be treated as part of the fictional setting, and in-character materials may be incorporated into the real world.[25][26]
[edit] Types of participation
Participants can be involved in a LARP in a number of ways. Events are put on for the benefit of the players, who play characters within the setting. Arrangers called gamemasters (GMs) decide the rules of play and the details of the setting before an event takes place, and facilitate the LARP while it is being played. The GMs may also do the logistical work, or there may be other arrangers who handle details such as advertising the event, booking a venue, and financial management. Participants called the crew may assist the GMs during play.
The players take on roles called player characters (PCs), that they may create themselves or be given by the gamemasters. Players sometimes play the same character repeatedly at separate events, progressively developing the character and its relations with other characters and the setting.
The GMs determine the fictional framework of a LARP, and may also act as referees while an event is taking place.[27][28] Unlike the GM in a tabletop role-playing game, a LARP GM seldom has an overview of everything that is happening during play because numerous players may be interacting in separate physical spaces, especially at larger LARP events. For this reason a LARP GM's role is often less concerned with tightly maintaining a narrative or directly entertaining the players, and more with arranging the structure of the LARP before play begins and facilitating the players and crew to maintain the fictional environment during play.[29]
Crew members assist the gamemasters in setting up and maintaining the environment of the LARP during play, which sometimes involves playing non-player characters (NPCs).[30] NPCs exist to make the LARP more satisfying for the players, and typically receive more direction from the GMs than PCs do. In a tabletop role-playing game a GM usually plays all the NPCs, whereas in a LARP each NPC is typically played by a separate crew member. Sometimes players are asked to play NPCs for periods of an event.
Much of play consists of interactions between characters. Some LARP scenarios primarily feature interaction between PCs, who may be written with connections that encourage interesting interactions. Other scenarios focus on interaction between PCs and aspects of the setting, including NPCs, that are under the direction of the GMs.[31][32]
[edit] Rules
Many LARPs have game rules that determine how characters can affect each other and the setting.[33] These rules may define characters' capabilities, what can be done with various items, and what characters can do during the downtime between LARP events. Because referees are often not available to mediate all character actions, players are relied upon to be honest in their application of the rules.
Some LARP rules use simulated weapons such as foam weapons or airsoft guns to determine whether characters succeed in hitting each another in combat situations. The alternative is to pause role-play and determine the outcome of an action symbolically, for example by rolling dice, playing rock-paper-scissors or comparing character attributes.[34]
There are also LARPs that do without rules, instead relying on players to use their common sense or feel for dramatic appropriateness to cooperatively decide what the outcome of their actions will be.[35]
[edit] Genre
LARPs can have any genre, although many use themes and settings derived from genre fiction.[36] Some LARPs borrow a setting from an established work in another medium (e.g. The Lord of the Rings or the World of Darkness), while others use settings based on the real world or designed specifically for the LARP.[37] Proprietary campaign settings, together with rulesets, are often the principal creative asset of LARP groups and LARP publishers.
LARPs set in the modern day may explore everyday concerns, or special interests such as espionage or military activity. Such LARPs may resemble an Alternate Reality Game, an Assassin game, or a military simulation using live combat with airsoft, laser tag, or paintball markers. LARPs can also be set in historical eras, or have semi-historical settings with mythological or fantastical aspects incorporated.
Fantasy is one of the most common LARP genres internationally, and is the genre that the largest events use.[38] Fantasy genre LARPs are set in pseudo-historical worlds inspired by fantasy literature and fantasy role-playing games such as Dungeons & Dragons. These settings typically have magic, fantasy races, and limited technology. Many fantasy LARPs focus on adventure or on competition between character factions. In contrast, science fiction LARPs take place in futuristic settings with high technology and possibly extraterrestrial life. This describes a broad array of LARPs, including politically themed LARPs depicting dystopian or utopian societies and settings inspired by cyberpunk, space opera and post-apocalyptic fiction.[39]
Horror LARPs are inspired by horror fiction. Popular sub-genres include zombie apocalypse and Cthulhu Mythos, sometimes using the published Cthulhu Live rules. The World of Darkness, published by White Wolf, Inc., is a widely-used goth-punk horror setting in which players usually portray secretive supernatural creatures such as vampires and werewolves.[12] This setting can be played using Mind's Eye Theatre, which is a set of LARP rules also published by White Wolf. World of Darkness LARPs are usually played in a chronicle, a series of short events held at regular intervals, and are also popular at conventions. An international chronicle is run by White Wolf's official fan club the Camarilla.
[edit] Styles
There are a wide variety of LARP styles, with different approaches to settings, rules, and how events are arranged. These styles at times blend into each other, however such categories are widely used to help identify shared expectations for a game. As described above, simple distinctions can be made regarding the genre used, how closely the physical activities of the participants resembles that of the characters, and whether players create their own characters or have them assigned by gamemasters. There are also a number of other common classifications.
LARPs may place a lesser or greater emphasis on artistic considerations such as creating a compelling narrative, encouraging dramatic interaction, or broaching challenging subject matter. Many events focus on more game-like considerations in which players attempt to achieve their characters' goals within a framework of game rules, and entertainment is considered more important than artistic merit. At the other end of the spectrum, some events are considered to be avant-garde or arthaus, these being eclectic events using experimental themes and techniques. Avante-garde LARPs have high culture aspirations, and are occasionally held in fine art contexts such as festivals, art museums or theatres. The themes of avante-garde events are usually relevant to real-world issues of politics, culture, religion, sexuality and the human condition. Such LARPs are common in the Nordic countries but also present elsewhere.[40]
Theatre-style or freeform LARP is characterised by a focus on interaction between characters that are written by the gamemasters, not using simulated weapons for combat, and an eclectic approach to genre and setting. Events in this style are sometimes played at gaming conventions, which they suit well as they typically only last a few hours and require relatively little preparation by players. Some murder mystery games where players are assigned characters and encouraged to roleplay freely also resemble theatre-style LARP.
Some very large events known as fests (short for festival) have hundreds or thousands of participants who are usually split into competing character factions camped separately around a large venue. There are relatively few fests in the world, all based in the UK, Europe, and Canada, however their size means that they have a significant influence on local LARP culture and design. At the other end of the size scale, some small events known as linear or line-course LARPs feature a small group of PCs facing a series of challenges from NPCs, and are often more tightly planned and controlled by GMs than other styles of LARP.[41]
While some LARPs are open to participants of all ages, others have a minimum age requirement. There are also youth LARPs, specifically intended for children and young people. Some are run through institutions such as schools, churches, or the Scouts. Denmark has an especially high number of youth LARPs.[42]
[edit] See also
- Lists
- LARP conventions
- Intercon - several conventions regularly held on the East Coast of the United States.
- Knutepunkt - convention regularly held in several Nordic countries.
[edit] Notes
- ^ (Tychsen et al. 2006:255) "LARP ... is the commonly accepted term in the gaming community."
- ^ (Fatland 2005:1) "The non-Nordic reader should, however, keep in mind that there are some differences between the Nordic and Anglo-American uses of English when talking about larp. Most importantly, we treat 'larp' as a word in its own right, not an acronym (L.A.R.P.), and it is spelt lower-case."
- ^ (Tychsen et al. 2006:256) "LARPs ... appear to have developed based on inspiration from tabletop RPGs such as Dungeons & Dragons, more or less simultaneously in North America, Europe, and Australia sometime during the early 80s. Players from all of these continents claim to have hosted the oldest LARP, however, it appears that LARPs developed independently and with marked cultural differences."
- ^ Morton, Brian (2007). "Larps and their Cousins through the Ages". in Donnis, Gade & Thorup (PDF). Lifelike. Knudepunkt 2007. http://www.liveforum.dk/kp07book/lifelike_web.pdf. Retrieved on 2008-05-21.
- ^ Dagorhir. "The Origins of Dagorhir". Dagorhir website. http://www.dagorhir.com/dagorhir/history.htm. Retrieved on 2007-07-28.
- ^ Muir, John Kenneth. "Logan's Run: The Series". John Kenneth Muir website. http://www.johnkennethmuir.com/JohnKennethMuirsRetroTVFile_LogansRun.html. Retrieved on 2007-10-19.
- ^ IFGS. "History of the IFGS". IFGS website. http://www.ifgs.org/history.asp. Retrieved on 2007-07-29.
- ^ Olmstead-Dean, Gordon (1998). "Theatre Style Live Roleplaying Events". LARP Writing.org. http://www.larpwriting.org/essays/article_ts/ts8.shtml. Retrieved on 2008-05-29. "In 1982, Walt Frietag and some friends at Harvard University "invented" what they called "interactive literature."... Frietag called his group the "Harvard Society for Interactive Literature," which was shortened to "Society for Interactive Literature" the next year."
- ^ "Rob's Bit". Peckforton Post (Treasure Trap) 1. http://www.treasuretrap.net/TTPhoto/displayimage.php?album=4&pos=12. Retrieved on 2007-07-28.
- ^ Hook, Nathan (2006-06-05), "The History of UK LARP", The LARP Magazine Newsletter 2, http://www.larpmag.com/Issue01_April_06/larp_magazine_newsletter_volume02.htm#Section%20IX.%20%20%20%20%20%20%20The%20History%20of%20UK%20LARP,%20Written%20By%20Nathan%20Hook
- ^ "Free Form Role-Playing". Arcanacon I - 83 handbook (Arcanacon) 1: 10. http://www.arcanacon.org/1983/page10.html. Retrieved on 2007-10-21. "...in the pioneering freeform tournament at Canberra Games Convention '83 participating players were members of the crew of the ship 'Sarten Valador'... rather than sitting around a table... the players move about the game environment...".
- ^ a b Appelcline, Shannon (2007-02-01). "A Brief History of Game #11: WHITE WOLF, PART ONE: 1986-1995". RPGnet. Skotos Tech. http://www.rpg.net/columns/briefhistory/briefhistory11.phtml. Retrieved on 2007-11-03.
- ^ Ryan S. Dancey (February 7, 2000). "Adventure Game Industry Market Research Summary (RPGs)". Wizards of the Coast. http://www.rpg.net/news+reviews/wotcdemo.html. Retrieved on 2007-02-23. "According to a 1999 survey in the United States 6% of 12 to 35 year olds had played role-playing games. Half of these had played a live action roleplaying game."
- ^ (Tychsen et al. 2006:258) "Today, LARPing is a widespread hobby, especially within the United States and Europe, and caters to at least 100,000 players worldwide ... Professional, full-time LARP sites also exist ... a small industry has grown-up supplying latex weapons, costumes, theater props, and special effects, and numerous special effects and make-up artists work in the LARP environment for training purposes."
- ^ (Kilgallon et al. 2001:1) "A live action roleplaying game is a cross between a traditional 'tabletop' roleplaying game and improvisational theatre."
- ^ a b (Tychsen et al. 2006:255) "LARPs can be viewed as forming a distinct category of RPG because of two unique features: (a) The players physically embody their characters, and (b) the game takes place in a physical frame. Embodiment means that the physical actions of the player are regarded as those of the character. Whereas in a RPG played by a group sitting around a table, players describe the actions of their characters (e.g., “I run to stand beside my friend”); in an equivalent situation in a LARP, a player would physically run to the appropriate point within the game space."
- ^ (Tychsen et al. 2005:218) "In PnP RPGs and LARPs, the GMs can be responsible for creating the rules, if an existing RPG rules system is not used."
- ^ Salen, Katie; Zimmerman, Eric (2003). Rules of Play: Game Design Fundamentals. The MIT Press. ISBN 0262240459. "Live-Action Role-Playing Games can take place in indoor or outdoor settings, in private or public spaces."
- ^ Widing, Gabriel (2008). "We Lost Our World and Made New Ones: Live Role-Playing in Modern Times". in Markus Montola, Jaakko Stenros. Playground Worlds. Ropecon ry. ISBN 978-952-92-3579-7. "...the participants sustain these temporary worlds for a few hours or several days"
- ^ (Falk & Davenport 2004:128) "...live role-playing games are devoid of the audience concept."
- ^ (Falk & Davenport 2004:131) "The LRP player, like a stage actor, is a person who under-goes a transformation into a character. The character’s costume and accessories, or kit, aids this transformation ... Physical structures may be used as game locations, and sometimes even purposely constructed to enhance the game world ... Players frequently use physical artifacts as props and tools in their role-play, primarily to back up their character roles."
- ^ (Tychsen et al. 2006:259) "Most LARPs are either scenarios (or single-shots) or campaigns (also known as chronicles)"
- ^ (Tychsen et al. 2006:258) "Games range in size from a handful to more than 4,000 players"
- ^ For example, the Mind's Eye Theatre system forbids realistic looking weapons and contact. From the "Basic Rules" section: "#1 - No Touching. This means none whatsoever, even with consent ... #2 - No weapons as props ... real weapons or anything that even looks like a real weapon ... are a definite no-no." (Dansky 1996:136). Similarly, the Rules to Live By system forbids certain sorts of physical action, and recommends against realistic-looking weapons: "A participant should never have to run, climb, or jump over anything... Participants should never, ever use real weapons, even as props. They should be extremely cautious about anything that looks like a real weapon - police get nervous." (Kilgallon et al. 2001:2)
- ^ Markus, Montola; Jaakko Stenros (2008). "Introduction". in Markus Montola, Jaakko Stenros. Playground Worlds. Ropecon ry. ISBN 978-952-92-3579-7. "The third and youngest design ideal is pervasive larp. These pervasive LARPs blur the line between larp and life as the game spills onto the streets. The whole world becomes a playground..."
- ^ Markus, Montola (2007-09-24). "Tangible Pleasures of Pervasive Role-Playing" (PDF). Baba, Akira Proceedings of DiGRA 2007 Situated Play conference: 178-185, The University of Tokyo. Retrieved on 2008-06-04. "Alternate reality gaming is the most widely established subgenre of pervasive gaming, but others are evolving as well."
- ^ (Tychsen et al. 2005:216) "In order to play, the players must have a fictional setting... In essence, the GM creates the magical circle around the game.
- ^ (Tychsen et al. 2005:218) "The GM may or may not be responsible for enforcing the rules between players... The GM can also be responsible of [sic] hunting down cheaters or other rule breakers."
- ^ (Tychsen et al. 2005:218) "[As a result of having many players interacting in various locations in unpredictable ways the GM is] forced to let go of the game and let it take on a life of its own outside his or her control. While based on similar principles, the requirements [are] therefore very different in practice from GMs in PnP RPGs... The GM is generally, unless the LARP is small in terms of number of participants, not responsible for keeping the narrative flow. The GM can however oversee the progress of the game and help or influence where needed... Establishing a hierarchy of GMs and NPCs to monitor the game and ensure everyone is entertained and activated within the shared game space is a typical way of controlling large fantasy LARPS. This structure is usually established before the game commences."
- ^ (Tychsen et al. 2005:216) "The environment needs to be filled out with non-player controlled characters (NPCs)
- ^ (Young 2003:11) The Interaction Axis
- ^ (Tychsen et al. 2005:216) "LARP scenarios can likewise vary from detailed scripts of each participating character, to a loose association of GM-controlled NPCs in a fictional world setting."
- ^ (Tychsen et al. 2005:216) "Rules in RPGs ... focus on 1) How the fictional world operates; 2) How the players interact with the fictional world and its inhabitants and; 3) How the players interact with each other and the GM."
- ^ (Young 2003:8) The Mechanics Axis
- ^ (Tychsen et al. 2006:255) "...a LARP can be very similar to improvisational theater, with only a few guidelines for rules and a very low-powered GM."
- ^ (Falk & Davenport 2004:129) "All LRP games of our definition take place within an agreed upon theme or narrative setting that provides the context for players’ actions and character roles. This theme can be pretty much anything you can imagine; the possibilities are inexhaustible. To give some obvious and common examples, it may be fantasy and involve magic, heroes, and fantastic creatures, much like the game world settings of the classic tabletop role-playing games. Or, it may be realistic, based on historic events or contemporary life. Or it can be futuristic post apocalyptic environments, involving mutants and cyborgian characters dwelling in deserted cities. Or, it can be any combination of these"
- ^ (Tychsen et al. 2006:261) "The world setting or framework for the fictional world in which the game takes place varies greatly in LARPs. Generally, these can be divided into either real-world settings or fictional settings."
- ^ (Tychsen et al. 2006:258) "Exclusively, the large LARPs with hundreds or more players are set in fantasy/medieval world settings, which is the historic genre for LARPs."
- ^ While many of these science fiction LARPs use rules created by the event arrangers, official LARP rules have been published for the popular space opera Star Wars, see (Russo & Heinig 1996)
- ^ (Fatland 2005:5)
- ^ "About the IFGS". International Fantasy Gaming Society. Archived from the original on 2007-12-08. http://www.ifgs.org/about.asp. Retrieved on 2007-12-08.
- ^ "According to the survey, 8% of children had participated in role-playing events in nature during the last month" Morten, Gade (2005). "Danish larp by numbers" (PDF). Dissecting larp. Knudepunkt 2005. http://knutepunkt.laiv.org/Danish%20larp%20in%20numbers.pdf. Retrieved on 2007-07-29.
[edit] References
- Dansky, Richard E. (Developer) (1996). Laws of the Night. White Wolf, Inc.. ISBN 1-5604-506-8.
- Falk, Jennica; Davenport, Glorianna (2004). "Live Role-Playing Games: Implications for Pervasive Gaming" (PDF). Entertainment Computing – ICEC 2004. Lecture Notes in Computer Science. 3166. Springer Berlin / Heidelberg. pp. 127–138. ISBN 978-3-540-22947-6. http://springerlink.com/content/up8k3p2xywdf49ag/?p=c2914626bfa243b299327f78722deb90&pi=1. Retrieved on 2008-10-28.
- Fatland, Eirik (2005). "Knutepunkt and Nordic Live Role-playing: a crash course" (PDF). Dissecting larp. Knudepunkt 2005. http://knutepunkt.laiv.org/kp05/Knutepunkt%20and%20Nordic%20Live%20Role-playing,%20A%20crash%20course.pdf. Retrieved on 2007-07-29.
- Kilgallon, John; Sandy Antunes, Mike Young (2001). Rules to Live by: A Live Action Roleplaying Conflict Resolution System. Interactivities Ink. ISBN 0-9708356-04.
- Niven, Larry; Barnes, Steven (1981). Dream Park. Phantasia Press. ISBN 0-9320960-9-3.
- Russo, Anthony; Heinig, Scott (1996). Star Wars Live-Action Adventures. West End Games. ISBN 0-8743128-3-3.
- Tychsen, Anders; Hitchens, Michael; Brolund, Thea; Kavakli, Manolya (2005). "The Game Master". The Second Australasian Conference on Interactive Entertainment: 215-222, Creativity and Cognition Studios Press. Retrieved on 2008-12-03.
- Tychsen, Anders; Hitchens, Michael; Brolund, Thea; Kavakli, Manolya (July 2006). "Live Action Role-Playing Games: Control, Communication, Storytelling, and MMORPG Similarities". Games and Culture (Sage Publications) 1 (3): 252–275. http://gac.sagepub.com/cgi/content/abstract/1/3/252. Retrieved on 2007-11-04.
- Young, Mike (Editor) (2003). The Book of LARP. Interactivities Ink. ISBN 0-9708356-8-X.