LARPs and the LARPing LARPers Who Play Them

The imagined susurration of steel sliding from its sheath. The eldritch chants of the ancient wizard. The flash of fangs in the star-lit smile. The whisper of clothing from another time�or another world. The creak of armor and the sound of political infighting�

Welcome to the LARP.

It is a world where the impossible is done before breakfast and the unthinkable is done before dessert. It is a world where the spells of the magician match forces with the blade of the warrior, and the song of the bard teaches young and old alike. At once it is a game, and yet it is more than a game. It is the LARP.

Much has been written to exalt it. Much more has been written to demonize it. Neither point of view is entirely accurate. Thus, it is time to separate fact from fiction, to dissolve the smoke screens of hyperbole and end the hysteria of the uninformed. As with anything, there are both good and bad aspects.

What is a LARP?

The term LARP stands for Live-Action Role-Play, and can refer to a sizeable number of scenarios. Most LARPs are seen in the context of games or stories in which the actors play out impromptu roles, with no scripts and sometimes only limited direction. Others are used to emulate real-world scenarios, allowing an advance look at potential situations and learning the pitfalls that exist to ensnare the unwary. However, all LARPs share several things in common.

  1. All LARPs utilize a system of rules to create a non-real environment in which potentially dangerous activities may be simulated safely. The complexity and sophistication of these rule systems vary widely from LARP to LARP. In some, the rules can be inscribed on a single sheet of paper. In others, hundred-plus page tomes hold the systems and the variations that allow the fantasy to exist.

  2. All LARPs define boundaries between the fantastical world of the LARP and the everyday real world (generally referred to as “Mundania” by seasoned LARP veterans). These barriers are absolute; actions which breach them are few and frowned upon. Especially flagrant or antagonistic breaches of these boundaries (referred to as “freaking the Mundanes”) render the offender liable to expulsion from the LARP.

  3. All LARPs define rulemakers and enforcers, that is, individuals who, by their position or abilities within the LARP, enforce the rules to allow for fair play and mastermind the central plots or goals of the LARP scenario. The method by which these individuals are designated may differ across LARPs (some groups use elections, some designate by combat, some appoint their leaders, etc.). Infractions of the rules must be dealt with quickly and severely, since failure to follow them can often lead to injury.

  4. By definition, all LARPs require live actors. LARPs are not defined by playing mats, character sheets, dice and statements about what your character may or may not be doing. Nor are they defined by cards or tokens drawn from a deck. The fundamental action of the LARP is the interaction of person with person. Although many LARPs do require character sheets and some may use dice or cards as well, it is the imagination and skills of the players that define the outcome.

LARPs can generally be further refined into several broad categories. The first such category includes those LARPs that mimic reality closely, usually for training purposes. Among other uses, these LARPs allow for training of new staff, for reinforcement of current skills and for future predicament prediction and handling. Some LARPs of this category also recreate historical scenarios, such as paintball-based LARPs with WWII themes or French & Indian war concepts. The games in the second category are those which mimic elements of the real world, but create subtle, usually darker, differences. The most widely-known in this second category is the Vampire LARP, sanctioned by White Wolf Games, Inc. Finally, there are some which mirror worlds of other times or which exist only in the imagination. The LARP activities of the Society for Creative Anachronism and Amtgard are examples of this category.

Why LARP?

If you just can’t see any value in dressing in black, putting white face paint on, wearing false teeth and pretending you’re a creature of the night which needs blood to survive, don’t worry. You’re not alone. The fantasy world of the LARP is hard to grasp at the outset and harder still to integrate with everyday life. After all, realistic views and down-to-earth mentality will take you far in the professional world. Why, then, does anyone LARP?

The simplest answer that is promulgated by opponents of LARPing is that the LARP activity, by its nature, assists with a disconnect from reality. This view goes on to state that there are some people which cannot handle the reality of their situations, the low-paying dead-end job, the mounting debts, the problems with friends and families. For these people, the opportunity to “take a vacation” from reality may prove and overwhelming need. But such is not routinely supported. While it is true that many who are drawn to LARPing are outsiders or misfits, as many more are respected persons in their fields, maintaining careers and close family ties.

A more complex answer (and probably still some distance from the truth) contends that human creativity must be released occasionally to allow each human to thrive. Stagnation within the boundaries of common sense and down-to-earth action ultimately stifles the intellect and destroys the mind. A slow death, to be sure, but death nonetheless. Recent sociological studies have appeared to support this necessity of creative outburst, with two also noting an increased level of negative thoughts and depression among those whose creativity was ultimately stifled or not allowed to flourish.

Perhaps, however, the real answer lies in the fact that LARPing is, at its core, fun. The idea that for a short while an individual can shuck the cares and responsibilities of “real” life and instead take on the mantle of another being is hypnotically drawing. From the earliest ages, children role-play, at first unconsciously, and then, as their minds expand, with conscious choices. Even a five-year-old has an opinion on who the best superhero is, and likely rushes around your house pretending that he or she has become that being.

LARPing can allow the temporary acquisition of that childhood imagination once again.

Whatever the reason, LARPs are here to stay. Current estimates of the number of LARP campaigns (that is, LARPs with a continuous or long-running storyline that occur over multiple sessions) range between 250 and 1000 in the continental alone. Numerous “scenarios,” or stand-alone storylines that have a distinct beginning (and one hopes, a strong ending) are also available, both commercially and on the Internet.

So Why Not LARP?

Perhaps the most dangerous problem encountered by LARPers is the inability to separate the fantastical world of the LARP from the ordinary reality of Mundania. Activities which are anti-social, illegal or downright dangerous can be simulated with ease within the carefully controlled and rule-bound fantasy of the LARP. The problem is trying to replicate those activities outside the LARP environment.

Emotional/reality disconnects (or subversions depending on the psychologist you’re consulting) have given rise to a large number of horrific crimes committed by otherwise normally adjusted persons. It is important to note that the system itself is not the cause of these crimes; to claim otherwise would be equivalent to stating that the baseball broke the neighbor’s window simply because it’s a ball and that’s what balls do. What the LARP does is train the mind subtly to accept the abhorrent within the confines of the game (because, after all, it really is just a game and no one really was injured). But the mind, once trained to accept something, does not evince the revulsion at actually completing the crime that it might once have summoned based on an unflawed moral code.

The number of people to which this problem will occur is admittedly quite small, certainly less than 20% and probably under 5% of the total number of people that will LARP at least once in their lifetimes. And there is no authority, moral or otherwise, for condemning the entire system on the basis of a few aberrancies. However, certain types of individuals seem more likely to evince these problems: individuals with overwhelming personal issues and those with severe mental instabilities are perhaps the most at risk.

There are other potential problems, however. Individuals which hold to strict moral standards, especially those with strong ties to their religion, may violate personal taboos during LARP activities. Devout Christians, for instance, may well have issues with role-playing the part of a vampire under the White Wolf Laws of the Night rules, since, by the rules’ definition, the vampire is cursed of God. Other taboos may exist in the eating/drinking of “blood”, the contemplation of murder or the types of dress and deportment expected from one of your station, class or gender.

Thus it is wisest to investigate not only the LARP and the rules under which it operates, but also to keep a close eye upon yourself and your personal beliefs. LARPing is not for everyone.

Learning More

LARPs exist in every shape and size, from genres as old as the cavemen to far into the future. They include Mystery Room scenarios (where the guests attempt to figure out “whodunit” by talking with participants and obtaining “evidence”), paintball commando-raid scenarios (keep the pilot alive and fly out of here), historical recreations and much more. A short search on the Internet for role-playing in your area, or a quick trip to the local role-playing games distributor will yield a number of contacts as well.

For those people interested in playing in games that interlock across the country, it might be wisest to look into contacting one of a number of national organizations (or the local chapters of said organizations). Both the Society for Creative Anachronism (http://www.sca.org) and Amtgard (http://www.amtgard.com) maintain local chapter in dozens of locations and offer interplay capabilities for all members in any of the chapters. The SCA focuses upon the mediaeval times, recreating the Arthurian Era, while Amtgard focuses upon the “swords and sorcery” of the typical fantasy novel. White Wolf Games, Inc. maintains a massive international group and fan club known as the Camarilla (http://camarilla.white-wolf.com/) which sponsors interplay within dozens of the Mind’s Eye Theater (White Wolf’s LARP system) games across the country. Other regional and national organizations also exist. A trip to the local gamer’s convention is another excellent way to locate LARP enthusiasts.

Be aware that LARPing can be quite costly as well. While few LARP systems have a “play for pay” rule, the cost of costumes, armor, weaponry, accessories and rule manuals may run quite high indeed.

Lastly, during the contacting phase, keep an open mind about the wide variety of LARPs. It may prove true that, while you are uninterested in one genre, another is more to your liking. There is no single “best LARP.” Go with what you’re most comfortable with. Talk to participants in each of the LARPs you consider joining. Get an idea of the costs, the commitments, and the pitfalls of that LARP. If your tastes do not run to what that LARP offers, look elsewhere. Eventually you will find a LARP that suits you.

Good luck, and happy LARPing!

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