Posts Tagged ‘LARP’

Exploiting the Rules

Sunday, April 4th, 2010

There’s a certain class of player behavior in tabletop RPGs and LARPs that often causes issues. It’s when a player notices a way to be really good at something. There are two ways this is done, and they have gained the nasty names “min-maxing” and “rules-lawyering.” But this isn’t actually a bad thing.
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A Global Chronicle

Saturday, February 20th, 2010

I am involved in the Camarilla, which is the White Wolf RPG publishing company’s official fan organization. Among other things, the Cam organizes a global campaign for live action roleplaying, or LARP. This is a “theatrical LARP,” not a “boffer LARP.” We don’t hit each other with foam weapons; instead, we have more social and politically-focused games, and any combat is as heavily abstracted as it is in tabletop roleplaying. The nature of a global campaign raises some very interesting issues in game design.

The Cam is not the only global LARP campaign around; One World By Night is another organization that runs a similar campaign for the old World of Darkness setting, for example. As far as I know, though, the Cam is the largest global LARP around. A global campaign means that local games are connected to games across the US and the world, so that I can go on a trip to California and use the character I play in Charlotte to a Camarilla game there. Events that occur in Alabama can affect nearby locations, and there are periodic conventions where players and characters from all over the world come to play in a single game. This results in all sorts of interesting consequences and annoyances.
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Developing a Territory System: Initial Thoughts

Sunday, January 17th, 2010

I’m going to be running a brand-new LARP of Geist: The Sin-Eaters for my local Camarilla domain. This has a number of challenges, most of which caused by the fact that this game has never really been LARPed before as an ongoing chronicle; it’s only been out for a few months. One of the problems I’m running into is that of the political game, and I’d like some suggestions.
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Character Sheets: An RPG Primer

Wednesday, June 18th, 2008

A very old version of the Dungeons and Dragons character sheet.

I haven’t addressed roleplaying games directly on Ludus Novus much. At first glance, they don’t fit in with video games all that well, and several times I’ve used them as a contrast to video games. However, there’s a distinction that I can make that I think makes them seem less distant.

When people say “roleplaying game,” they are usually referring to a rules system, often combined with a setting. To be clear, I’m referring to “tabletop” or “LARP” roleplaying games here. Dungeons and Dragons. Cthulhu Live. Traveller. Each of these seems so much broader than, say, Half-Life 2. While HL2 only offers one storyline, D&D is limited only by the Game Master and players’ imaginations. However, I think that a better analogue for a video game would be a roleplaying campaign.

I’ve run my short “one-shot” campaign, “The Dead of Apartment 4C,” three times. Each time, a different set of players has run through roughly the same plotline, just like each person who plays Half-Life 2 experiences the same potential narrative. The campaign uses the Fudge system for its rules, and I as Game Master have been the referee. For Half-Life 2, the Source engine is its rule system, and the player’s computer or console is the referee. Roleplaying games and video games look a lot more similar when we match a video game title to a roleplaying campaign rather than a system.

After the break, I’ll do a quick runthrough of some of the RPG theory I’ve picked up.

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