Hosting a LARP within a LARP world

From Caduti to London Falling.

Written by Nikita.
In October 2022, just 8 months into the first season of Caduti di Napoli, I decided I wanted to run a ‘weekender’ event set in the universe I had created. This started with an idea my husband had; that it would be the gathering of Princes [leaders of vampiric groups] across Europe on a yacht in the middle of the ocean. 

Admittedly it didn’t take me long to take that idea, run with it, and shake off the things I felt didn’t make sense [which he was none too pleased with, let me tell you.] and before long I was submitting a game request for this event that I hoped would introduce some interstate players, and give my current players a new perspective on the world. 

What I didn’t expect was the sheer difference in the amount of planning for what was now a 12 hour game compared to my regular 4 hour monthly game, and the things I’d have to do to make it beginner friendly.

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Running Dark Scenes

Sometimes you’ll have plans for dark scenes in a tabletop game or a LARP that really evoke horror or despair and it’s important to check in with your players first to be sure they are okay with that. Unfortunately, if you don’t give enough examples of what you mean they might, as happened to me, say “oh, anything and everything,” thinking only of their character being tortured, seeing torture, seeing gore FX or encountering jump scares and knowing that themes of sexual assault were banned in the game.

They hadn’t thought of the scenario I was planning, though. Thankfully as I mulled over the scene, I thought that the scene was unexpected enough that it was worth getting explicit consent on. The scene involved them being forced at gunpoint by evil scientists to commit cruel science against a beloved NPC that I was portraying. It was LARP, too, so they would get to physically get to play it out (though obviously without actually causing any harm – it was all pretend).

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The Heart of the Matter

Whether tabletop or LARP, comedy or tragedy, there are three main things that most players want in a game.  So it’s important for Game Masters to create opportunities for these three things to happen, and for players to make character design and in-play game decisions that will help them achieve these needs.

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Playing a Political LARP

So you’ve signed on to play a political game where multiple characters, and often factions, compete to achieve their objectives through social manipulation and acquiring, and putting to good use, important resources. What are some of the ways you can stay occupied and have a good time in the political field?

Have a goal.  This is essential because political LARPs tend not to have consistent intrusive plots that force your attention and give you something to do.  Instead there’s space for you to champion your own in-game agenda, undermine your enemies, uplift your allies and aim for positions of power (or simply try to boost an ally into that seat). 

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Designing Political LARPs

Political LARPs are games where the focus is on characters championing their goals against other character’s opposing goals. This could involve attempts to increase one’s own status and power, reduce another’s status and power, actual governance activities to change the world at large and convincing others to agree with your preferred course of action.

Political LARPs can primarily involve individuals working against each other’s interests and forming short-term alliances (suitable for small to mid-sized groups) or factions that each have their own goals to achieve (suitable for mid-sized to large groups). Size matters because as the numbers rise, it becomes increasingly difficult to make an impact without substantial allies, meaning that even if the game doesn’t start with factions, it will need to develop them to get any stability.

Games with a focus on individual politics are improved by court or organisation positions that are achievable through political striving.  This could include appointed positions such as a CEO appointed by a board of directors or elected positions such as a sheriff chosen by villagers.  These positions give people something to strive for and often provide a degree of power within their sphere of influence.

When creating factions, it’s important to think of the average number of characters you want in each faction and the amount of stability and predictability you want in the game. A two-faction political game will more quickly end with one side or the other winning completely or they will be forced to ally to achieve their goals which causes stagnation. A third faction will help stabilize matters as the factions can each ally and oppose each other as the situation changes.

Remember if you want at least 5 players per faction, and you only have 20 players, it’s unwise to have seven factions. And games that have 15 factions of 10 – 20 players each are likely to end up forming mega-factions as they group together to form power blocs to achieve their goals.

When creating factions, or accepting applications for factions, it’s wise to ensure each faction has some sort of theme that creates a set of overarching goals and style of interacting.  A faction that contains too many oppositional goals within itself is unlikely to be very successful in its goals and might even become frustrating to those who spend more time politicking within faction than between factions. To an extent, within-faction politicking can add complexity and interest, however, too much of it will prevent the factions from being a real force of nature.

Finally ensure there is a solid social contract with strong guidelines on what is, and is not, fair play, otherwise you may get players annoyed at each other for what they perceive to be either cheating or bad sportsmanship.  Is it appropriate to negotiate rivalries, nemesis arrangements and allies partially out-of-character and then play it out in-character?  Or should such arrangements arise completely organically in play?  Should I check in with you to see how intense you want in-character aggression or is that actually cheating because I may then be more attuned to my friend’s preference and therefore won’t play as strongly with others?

Setting standards and guidelines really helps people come together to play the game with a shared understanding of what to expect.

So what advice do you have for creating a political LARP?  What have you done, or seen done, before?