LIVE ACTION ROLE-PLAYING
The game, the drama and the experience
During a Larp event, do you ever wonder why some moments are unforgettable and why you want to forget other moments as soon as possible? In the book 'Live action Role-Playing: The game, the drama and the experience', I provide answers to this question.
In this Larp book, I have compiled 99 insights into playing, writing and organising Larp events. I have gained these insights over the past 20 years as a player and organiser. By sharing this knowledge, I want to create the best experience by and for Larp participants.
This Larp book is aimed at anyone involved in Larp; whether you are organising, writing or playing a Larp event. In addition, this book offers game designers and experience designers a way to design experiences that take advantage of the specific characteristics of the medium Larp.
'Dare to lose', 'Say yes to game offerings', 'Game goes before non-game' and 'Better good copied than bad invented'. Statements you will come across in the chapters Game, Game World, Game System, Scenario, Players, Game (leaders) and Production.
To optimise the experience of Larp, it helps to look at other disciplines. Aspects from (Improvisational) theatre, puzzles and escape rooms, sociology or re-enactment can be borrowed to give your Larp that extra something you are looking for.
I look at the insights shared from various perspectives: players, writers, game leaders, organizers and the other audiences that Larp events face.
Want to add another insight into Larp and win something with it? Have a quick look at Wat is jouw inzicht?
And what did readers think?
I have read the book. Handsome piece of work. Plenty of points to discuss, but across the board much more than 'an opinion', a good broad view of the multitude of aspects involved in traditional Larpen.