Creating LARP Rules Pt 7

Typical Rulebook Progression

Naturally different rulebooks are designed for different purposes but typically there will be a flow from general knowledge to more specific knowledge. So if there’s information *everyone* needs to know, it should typically be put at the front. If there’s information only some folks need to know, or which will be rarely spoken about, you can put it toward the end.

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Creating LARP Rules Pt 6

Revision Tricks

When revising your rulebook, it’s important to give yourself adequate time between revisions so you have fresh eyes. Most revisions will do with around 2 weeks break between them but your last revision should be around 8 weeks as you’ll need to a decent gap so you can better notice any issues.

So what are some revision tricks?

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Creating LARP Rules Pt 2

Should the skill stay or go?

Ultimately, this is up to you and the style of game but please remember that every mechanic adds an extra layer of complexity to the game. It takes brain power to remember the mechanics, identify the signifiers that the mechanic is coming into effect, and then respond accordingly.

If the skill is super intuitive (I shoot you with a NERF gun and if the pellet hits you act like you’ve been shot) than the brain power needed is less than if it’s unintuitive (I shoot you with a NERF gun and if the pellet hits you than you are super hungry for Weetbix if the light in the room is green or chocolate if the light in the room is red).

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Creating LARP Rules Part 1

As simple as it can be. As complex as it has to be. You can get a system with very few rules — that somehow all manage to get in the way — or which fails to provide mechanical support for something that is needed for that particular game. Or you could have a 100 page rules system where every rule is pivotal to the style of the game. So try to keep things as simple as you can, trim the fat, but bear in mind that what is simple for YOUR game’s needs will vary from someone else’s.

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LARP Trap Ideas

I haven’t used some of these trap ideas myself, yet, but over the course of years of perusing various different LARP rulebooks and reading articles on their mechanics I’ve managed to gather together a variety of different trap ideas. Of course most traps involve some combination of wire and noise-maker (or mousetrap) and if you trip the wire than you take a certain amount of damage.

Acid Reservoir: This is placed within a lock box and will destroy all items within the chest if it is opened.  The Trap Card for an Acid Reservoir will instruct any would-be thieves to rip it in half to show that someone has tampered with it and that you have no goodies left.  Some lock boxes will make the acid reservoir clearly marked so that people don’t attempt to break it open.  An Acid Reservoir can also be indicated by a water balloon though be mindful not to use these in any areas that have water-soluble items.

Contact Poison: You can use petroleum jelly on an object to create a contact poison that will affect anyone who touches it.  The poison tag must be kept nearby and within sight so that the players knows how to roleplay the poison.

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