Designing for LARP

I may or may not be heading out in a few minutes to drive across snow-covered Charlotte to do the first character-creation session for the Geist: the Sin-Eaters LARP I’ll be running. Designing for LARP is very different than designing for tabletop or for a digital game; it’s really more about logistics than creativity.

The most common player issues in LARP are issues of boredom and organization. There either isn’t enough to do, or the player can’t find a GM to run a scene. The solution to the first is to foster inter-player-character conflict and interaction, and the solution to the second is to have enough GMs for everyone. Of course, neither of these things is easy.

The reason why Vampire: the Requiem has so much political maneuvering is, in part, because it’s something with which to occupy the players while the GM is off running more externally-motivated scenes. With Geist, I need to craft this sort of system from scratch. I also need to deal with the added complexity of having each PC have an NPC that is literally attached to them: an alien creature that is in a symbiotic relationship. There’s also the Underworld, a whole other dimension which PCs can enter without much fuss.

It’s going to be tricky to get this off the ground and flying straight. I’m looking forward to it.

2 thoughts on “Designing for LARP

    1. There are plenty! The LARP I’m running is hosted by the local chapter of the Camarilla, White Wolf’s fan club. If you’re interested in checking the cam out, you can e-mail me at and I can put you in touch with the coordinators.

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