How American larp both reflects and is influenced by American values. Notes for my talk, given at Solmukohta 2012, Gen Con 2012, and Wyrd Con.
The BBC films a segment on Leaving Mundania, and a great review from Geekadelphia.
Does the idea of larp fascinate you or pique your interest? Do you live in New Jersey? Do you play Knight Realms, Dystopia Rising, or another local game? Been to the DREAMATION and DEXCON conventions? Are you friends with a certain Rutgers
“Larp” sounds weird and gets a bum rap from pop culture. But you should use it anyway. Viva la “larp”!
It’s all about the pockets. Why you should vacuum in costume and other tips from the fourth installment of the first timers’ guide to larp.
That in-game emotions sometimes spill over into the out of game world is one of the hazards of LARPing. Say someone kills your character in-game, knowing that in doing so, they’re causing your character to lose stats. Would you bear them ill-will once the event is over? I always thought my answer would be no. After all, it’s the risk of conflict, penalty and the unknown plot point that makes LARP exciting. But a few months ago I learned otherwise.
I love the idea behind LARP and tabletop role-playing — that a group of people are getting together to collaboratively tell a story. But whenever someone explains the mechanics of a game to me, my eyes glaze over in seconds and I start thinking about what kind of hat my character would wear.
I’m at work on a narrative nonfiction book about Live Action Role Play, also known as LARP. The book, tentatively titled Leaving Mundania, is the story of LARPers, self-described geeks who come from a variety of backgrounds and occupations.