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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 first LARPs were run in the late 1970s, inspired by role-playing games and genre fiction. The activity gained international popularity during the 1980s.
LARP groups have highly varied approaches to rules, costume, degree of physical acting out, participation, focus of character activity, and genre. LARPs range in size from small private events lasting a few hours to huge public events with thousands of players lasting for several days.
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LARP has also been referred to as live role-playing (LRP), interactive literature, freeform role-playing, interactive drama (indrama), and wide game. 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. 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.
Players physically portray characters in a fictional setting, improvising their characters' speech and movements somewhat like actors in improvisational theatre. This is distinct from tabletop role-playing games where character actions are described verbally.[2] The setting, characters, and rules may be defined in a publication or created by the arrangers or players. LARPs may be played in a public or private area,[3] and may last for hours or days.[4] There is usually no audience, and bystanders are typically either ignored or treated as part of the fictional setting.[5] Players may dress as their character and carry appropriate equipment, and the environment is sometimes dressed to resemble the setting.[6] LARPs can be one-off events or a series of events in the same setting,[7] and events can vary in size from a handful of players to several thousand.[8]
Player actions in the real world represent character actions in an imaginary setting.[2] Game rules, physical symbols and theatrical improvisation are used to bridge any differences between the real world and the setting. For example, a rope could signify an imaginary wall.
There is a distinction between when a player is in character (IC), meaning they are actively representing their character, and when the player is out of character (OOC), meaning they are being themselves. Some LARPs encourage players to stay consistently IC except in emergencies, while others accept players being OOC 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.
LARPs can have any setting, although many use themes and settings derived from genre fiction.[9] 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.[10] Proprietary campaign settings, together with rulesets, are often the principal creative asset of LARP groups and LARP publishers.
Some LARPs have game rules that determine how characters can affect each other and the setting. These rules may define characters' capabilities, how those capabilities can change over time, what can be done with various items in the setting, 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. 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.[11]
LARP rules are used to represent characters' actions and determine whether they succeed or not. The rules can be classified by verisimilitude, i.e. how closely the player's action resembles the fictional action being performed.[12] This difference is most clearly visible when comparing LARPs that use physical combat and those that use symbolic determination of combat. However, the same principle applies to social influence and intellectual problem solving, which can also be based on the actual skills of the player or handled by symbolic rules.
LARPs with physical combat rules use foam weapons, airsoft guns, laser tag guns and similar, to represent weapons, and are often known as boffer or live combat[13] LARPs. Sometimes relatively harmless versions of real weapons such as blunt metal swords or firearms loaded with blanks are used as representations. In LARPs with physical combat the physical skills of the player play an important role. On the other hand, symbolic rules involve momentarily pausing role-play in order to determine the outcome of an action, for example by rolling dice, playing rock-paper-scissors or comparing character attributes.[14] In symbolic combat systems weapons may be represented by cards or physical replicas. Sometimes realistic weapon props and physical contact between players are not allowed.[15]
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 GMs determine the fictional framework of a LARP, influence the type of interaction via the characters that they allow or author and the conflicts they place between characters, and may also affect the setting while an event is taking place. Unlike the GM in a tabletop role-playing game, a LARP GM seldom has an overview of everything that is happening during play. 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.[16]
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). NPCs exist to make the LARP more satisfying for the players, and crew members typically receive more direction from the GMs than the players do. In a tabletop role-playing games 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.
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. Some LARPs primarily feature interaction between PCs. Others focus on interaction between PCs and aspects of the setting, such as NPCs, that are controlled by the GMs.[17]
LARP does not have a single point of origin, but was invented independently by several different groups in the late 1970s and early 1980s.[18] What these groups had in common was 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 exercises, and historical reenactment groups.[19]
The earliest recorded LARP group is the physical combat Dagorhir Outdoor Improvisational Battle Games, founded in 1977 in Washington, DC, USA.[20] Soon after the release of the movie Logan's Run in 1976, rudimentary live role-playing games based on the movie were run at many US science fiction conventions.[21] In 1981 the physical combat 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.[22] In 1982 the Society for Interactive Literature, a predecessor of LARPA, formed as the first recorded theatre-style LARP group in the US.[23]
LARP quickly appeared internationally following the growing popularity of role-playing games in the 1980s. Treasure Trap, formed in 1982 at Peckforton Castle,[24] was the first recorded LARP game in the UK and influenced many of the physical combat fantasy LARPs that followed there.[25] In 1983 the first recorded LARP in Australia was run, a freeform event in the science fiction Traveller setting.[26] In 1993 White Wolf, Inc released Mind's Eye Theatre: The Masquerade which is still played internationally and is probably the most commercially successful published LARP.[27]
Today LARP is a popular activity in North America,[28] 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.[29]
LARP rules and play cover a wide variety of different styles that blend into each other. There are some categorizations that are widely used and in broad terms help identify shared expectations for a game.
Common in the Nordic countries[30] but also present elsewhere, avant-garde or arthaus LARPs are 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, settings and characters of avante-garde LARPs are usually relevant to real-world issues of politics, culture, religion, sexuality and the human condition.
A fest (short for festival) LARP has hundreds of participants, 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.
Some LARP events feature a small group of PCs facing a series of challenges from NPCs. Such linear events are often more tightly planned and controlled by GMs than other styles of LARP. The International Fantasy Games Society calls such events line-courses.[31]
Pervasive LARPs mingle fiction with modern reality in a fashion similar to Alternate Reality Games.[32][33] Bystanders who are unaware that a game is taking place may be treated as part of the fictional setting. In-character materials such as websites may be actually hosted on the internet with fictional people registered as the creators.
Theatre-style or freeform LARPs are characterised by symbolic combat, an eclectic approach to genre and setting, and a focus on interaction between characters that are written by the gamemasters. They 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.
Youth LARPs are 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 fantasy and medieval youth LARPs.[34] Other varieties of youth LARP include some set in the Harry Potter universe.
LARPs can be in any genre, however certain genres are especially common.
Espionage LARPs are inspired by spy fiction. Some leverage the real world as a venue or real player identities as characters in a manner similar to Assassin or alternate reality games. These usually avoid physical combat and real-looking weapons which could attract unwanted attention from the public and authorities.
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 use physical combat and focus on adventure and/or competition between character factions. Fantasy is one of the most common LARP genres internationally, and is the genre that the largest events use.[35]
Historical 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, in both fictional content and physical props and costume, is often prized in these LARPs, and there are similarities with Historical reenactment.
Horror LARPs often use horror fiction as inspiration. LARPs with a horror theme can be set in any era, often crossing over historical or science fiction genres. Common sub-genres include zombie apocalypse and Cthulhu Mythos, sometimes using the published Cthulhu Live rules.
Military simulation (mil-sim) LARPs focus on military operations, often in modern or futuristic settings. Many include live combat with laser tag, airsoft or paintball markers. Some mil-sims have a hard-core approach and attention to detail that resembles police exercises or war games conducted by the military. Players may take on combat roles or play non-combatants such as civilians or VIPs.
Published by White Wolf, Inc., this is a goth-punk setting in which players usually portray secretive supernatural creatures such as vampires and werewolves. This setting can be played using Mind's Eye Theatre, which is a relatively complex symbolic LARP system also published by White Wolf. These 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. The World of Darkness is one of the most commonly-used LARP settings internationally.
Mythology LARPs are set in a semi-historical era with legendary aspects of that time. For example, a Celtic mythology LARP might include features of Celtic myth such as Druids with powers from the gods and goddesses, or legendary creatures and monsters such as the Tuatha Dé Danann or the banshee.
Science fiction LARPs take place in futuristic settings with high technology and possibly extraterrestrial life, but usually without supernatural themes. This describes a broad array of LARPs, including politically themed LARPs depicting dystopian or utopian societies, combat-oriented events played with laser tag weaponry, and settings inspired by cyberpunk, space opera and post-apocalyptic fiction. Official rules have also been published for popular science fiction settings such as Star Wars.[36]