LARP Design Principles, Part 1

I figured I’d talk a little about how my existing player base and LARP history informed some of my later decision making when creating a new LARP campaign. You see, I’d run a few dice-heavy theatre LARPs in the Vampire: the Requiem setting and I had a number of players who didn’t come from a boffer background. I didn’t want to lose them, and I didn’t feel that I needed to. I also knew how much fun you can make from adventure-style games involving clues and NPCs despite a dice-based combat system and figured that surely I could use some of the lessons there to make the Multiverse campaign even better.

I also didn’t have any co-GMs in mind so I had to build it in such a way that it could be largely self-run.  I’d likely get the occasional person willing to run a module or two, but nothing more intensive than that.  All the GMs I did know had their own LARPs to run or would prefer to be a player in this one.

So I had a few design principles in mind as I refined the rules:

Continue reading “LARP Design Principles, Part 1”