Category: Theory
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Larp Design Glossary
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The original version of this glossary was published in the 2019 book Larp Design: Creating Role-Play Experiences. 360° illusion Larp design idea where what you see is what you get. The environment is perceived as authentic, everything works as it should affording participants to engage in authentic activity for real, and participants perform immersive role-play.
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High Resolution Larp Revisited
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Revisiting Andie Nordgren’s 2008 article on High Resolution Larping.
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The Butterfly Effect Manifesto
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This manifesto describes our preference for playing, designing, and facilitating larp experiences with the purpose of encouraging transformative impacts.
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Investigating Types of Bleed in Larp: Emotional, Procedural, and Memetic
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Based on personal accounts, this article describes three categories of bleed states as experienced by larpers: emotional, procedural, and memetic.
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Larp Counselor Code of Ethics
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Larp counseling is the practice of dedicating a staff member to overseeing participant well-being at a live-action role-play (larp) event.
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Larp Crush: The What, When and How
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Larpers generally agree that what happens in-game stays in-game. But then there’s the larp crush — a condition where you and your character get your wires crossed, so to speak. Larp crushes are known to be potentially more intense than pretty much any other experience of bleed.
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Tensions between Transmedia Fandom and Live-Action Role-Play
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Larping in a franchise means players are familiar with the material. Yet fan practice may contradict larp’s flexibility. How to address these tensions?
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Ludo-narrative Dissonance and Harmony in Larps
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Ludo-narrative dissonance seems like a pompous term but actually defines a simple concept that appears when gameplay and narration diverge or oppose.
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Telling Character Stories
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There are many ways to tell character stories. Nordic larp design often implies that characters are written by the larpwrights. That’s not always the case.
