Category: Techniques
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Food for Thought: Narrative Through Food at Larps
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Food is an essential part of culture. Taste and smell may be more abstract senses but they have the power to bring strong experiences, no less so in larp.
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Creating a Culture of Trust through Safety and Calibration Larp Mechanics
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When Ben Morrow and I decided to offer a College of Wizardry-like experience in North America in April 2015, we knew we had our work cut out for us. Not only did we need to form a larp production company, secure the venue, build the costumes, obtain props, find players, and all the other duties…
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Self Care Comes First: A Larp and Convention Policy
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Great work is being done in both the larp and gaming convention scene to improve player safety and comfort, but many of the techniques and methods becomes less effective if organizers and the community don’t communicate the importance of self care.
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Creating Play in the Magical Classroom
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Creating Play in the Magical Classroom is a multi-part guide to playing a teacher at the College of Wizardry and New World Magischola larps. While it was written specifically with these events in mind, it can be applied to many other larps and settings.
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Creating Play in the Magical Classroom: Part 7
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This final part of the series gives practical examples on how to apply the techniques and ideas explained in the previous parts.
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Creating Play in the Magical Classroom: Part 6
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Most of the larp (but especially the last six hours of the game, when every remaining plot-line is culminating at the same time) will be great for students riding their respective plot trains, and an incoherent mess for anyone with some overview of the situation. (That’s people like you, because students will run up to…
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Creating Play in the Magical Classroom: Part 5
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In this series, we have had lots of examples of what is encouraged play for professors. Here are a few examples of discouraged play. Professors sit in a position of authority and players (and characters) will be conditioned to obey them. This is good to an extent — the game needs to function and having…
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Creating Play in the Magical Classroom: Part 4
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Magic school professors are inevitably strong characters. Whatever they are, they are to the extreme. Super wise, or bitter, or dotty, or eccentric. Actually, most of you can be eccentric, that just adds to the game.
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Creating Play in the Magical Classroom: Part 3
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As discussed in the previous section, a good class will provide players with something useful for the game as a whole: a deeper understanding of their own character, an opportunity to develop the relationships between their characters, knowledge or gossip that is actionable in the game, or a tool or a skill to bring into…
