Tag: Larp Design
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Building Player Chemistry
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This article By Nór Hernø, introduces a workshop tool to help build player chemistry before a larp.
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Odysseus: In Search of a Clockwork Larp
Running a clockwork larp is a fool’s errand, because the very point of a clockwork is interdependence, and the very point of a larp is agency. The Odysseus team invested a massive amount of skilled labour to take this paradox head-on.
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The Interaction Engine
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The interaction engine is a specific type of larp design where the primary focus is on enhancing playability by ensuring that every action generates new possibilities and emotional impact.
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For Design
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A response to the recent article ‘Against Design’ by Widing & Nordwall, arguing for the essentialness of design in larp practice.
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The Descriptor Model
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How do you successfully communicate about your larp so as to to get the right participants with the right expectations? Here’s a model for classifying and describing larps.
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Rules, Trust, and Care: the Nordic Larper’s Risk Management Toolkit
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This article discusses how to come to terms with the fact that risks at larps cannot be eliminated, and how to manage them instead.
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How to Do Night Scenes
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There is so much potential in night-time scenes. Who wouldn’t love to be dragged from their bed by a monster, or woken by a ghost’s gentle touch? But, they tend to turn anticlimactic. Here’s a solution that can get these scenes to work for you.
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Strings and Rails: NPCs vs. Supporting Characters
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NPCs are tools for larp designers to set specific events in motion. Sometimes, the presence of NPCs with complex personalities is beneficial.
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Designing the Designer
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Every aspect of larp can be designed for particular effect. This article argues that this applies to the person of the designer as well.
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Player Limitations and Accessibility in Larp
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Accessibility is about looking out for people. Thinking about accessibility signals to players that they are explicitly included.