Skip to main content

Start a LARP 3: Preparing and running an event

This is the third article in the Start a LARP series. If you have followed us so far, great! You know already that the best way to start a LARP is simply to do it. Grab a few buddies, choose a location, agree upon the ruleset and go.

A location can be one of the following:

  • A park
  • Convention grounds
  • Forest
  • Backyard
  • Basement
  • Really anything
Only things limiting you are: How much are you willing to suppress modern details? And how much action do you want to have? Obviously, the less you need to suppress modern details, the better. Immersion is a powerful tool in any LARP, and the better the illusion the better the experience. Good costuming, props and no visible signs of any modern stuff can make for a quite powerful experience, but it's better to consider it a goal than to consider it a requirement. Many first-time LARPs are barely deeper than tabletop roleplaying experience - but that's OK too. Jumping from blankets & boffers to period accurate & Calimacil is visually quite large, but can be over a hundred times more expensive. Start on a level which is comfortable to you and your buddies.

Obviously, you'll need to prepare your gear. Which will vary depending on the type of LARP which you'll have. An indoor LARP based on character interaction (which you can do in your basement) can have different requirements than the LARP where you run in woods.

As an organizer, you're supposed to provide two things: the game itself (the GM part) and the logistics (transportation, food, water, toilets, trash disposal etc). If five people come to play at your house for your LARP, you probably don't need to worry much about logistics. If you're organizing a camping weekend for several dozens of people, you do. As a game master, you'll be expected to provide your players with content. There's plenty of rpg and larp theory about what makes good content, but in short you should provide your players with a good story that they can influence, some challenges, ways to build their characters, and some new experiences.

Create a story. Create a world. Give it some meaning. And make it fun for your players. If you're doing your first LARP, it can be something really simple (but do try to keep it consistent and logical), it will be fun for your players - first LARPs are always remembered fondly.

How you can organize a LARP:
  • give each character a set of goals, or a personal quest
  • make a timetable of the events to happen on a LARP
  • try causing in-character conflict between the players
  • try unifying the players against the common cause
  • any combination of the above
  • anything else that would make players react
Almost everything is a fair game. You can make a game NPC heavy or purely player-run. Really. How you write a story is up to you, as long as it works for you and your players. Don't over-prepare, don't over-think. Perfection is the goal, not the requirement, especially if you're a new group starting from scratch. The most important part is just to run it. Whether it lasts an hour or a weekend. Because once you run your first game, you'll have just started your first LARP.

Get your friends together. Start a LARP.

Comments

Popular posts from this blog

The 15 rules of larp

The following 15 rules (warning: strong language) were written some years ago in Great Britain, and have been pretty much generally accepted on the British larp scene. Especially popular is rule 7 - widely known by its number and commonly considered to be the most imortant rule of all (and I agree). Even the biggest British larp forum has taken Rule7 as its name. The rules have been originally created by the Drunken Monkeys and edited by Rick Wynne who added some extra stuff in the explanations to make them more understandable to international audience (it still contains some British larp lingo though), more work-safe and to throw in his two cents. (copy of the original wording is available here ) 1. Don’t play a mighty warrior; play a warrior and be mighty. Don’t label your character. As soon as you say that you are the best swordsman in the land someone will come along and kick your ass. Just get into the mindset of the person and role-play it out. 2. No one cares about you...

Mind's Eye Theatre: Werewolf The Apocalypse rulebook review

Available on DriveThruRPG Just under three years ago I wrote a review for  Mind’s Eye Theatre: Vampire the Masquerade rulebook . It was the first book published by By Nights Studio, and a year later I reviewed one of its supplements - Storyteller Secrets . Now, after a long period of work, after the success of their kickstarter campaign, By Night Studios finally released the full version of the new larp rules for Werewolf the Apocalypse setting. This was preceded by various alpha, beta, gamma, delta and omega slices - each containing a different playtest version of the rules, slowly released from September last year until July this year. First impressions were that the artwork is very cool, and that the book is HUGE. Numbering at 762 pages, that's over 200 pages more than Vampire the Masquerade. But before I start going in-depth, I'd like to mention that this blog's readers come from various backgrounds - and I'll adjust my review accordingly. I assume I'...

TESC IV: Ebonheart review

TESC is a Croatian Elder Scrolls-inspired larp, started by Marko Zadro and ran by him and his team for more than 4 years so far. During its first two years of existence, four larps were ran (the second was the one actually counted as first, as first larp was counted as playtest) which were well-received, well-visited and raised the visual level of Croatian fantasy larps. Yet TESC IV: Ebonheart was a whole different beast altogether. General ideas were formed by organizers far before the logistics to do them became available, and 2.5 years elapsed between the previous larp of the series and this one. Also, this is the first larp so far directly inspired by the organizer's (and mine) favorite game of the series, Morrowind. Inspired by the European blockbuster castle larps, TESC IV became the first Croatian blockbuster castle larp - although at the far lower entrance price (€85 as opposed to €500+ price typical of those). While this means production values weren't exact...