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Forum Home > Rules Discussion and Ideas > Trying to balance the bias.

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Trying to apply this to the system. Should be interesting: "If you breakdown the LARP acronym and think of each system having a higher bias to one of those parts than another you can see how different armour mechanics fit. L - live. Armour has to be worn and can't be conceptual. The more realistic it looks and feels the better. Systems that have a high 'live' bias may have repair mechanics that involve forges or leather working. It's all about making things look real. Features such as visible refs, and battle boarding are a no no as they break the sense of realism or intrude on the suspension of disbelief. Re-enactment is the extreme end of this concept. A- Action. Physically fighting and dramatic action is the most important thing in systems that bias this aspect over others. Armour mechanics will be structured to allow as much action to happen during an event as possible. Quick repair mechanics and armour protection balanced to allow players to get stuck in as possible but without fights becoming a walk in the park. This is also where the Game aspect comes in very strongly. Mechanics and Referees will address the 'bang bang your dead/no I'm not' dispute not individual player judgment. Wearability over realism is important. String mail for example is a better choice that real chain mail for a action biased game such as a; 20 encounter overland linear adventure of which 15 encounters are combat. For the more physically fit, full contact is an option. Then safety over wearability is key. Real armour made to a grade that gives real protection is used. Battle boarding and visible refs are often a feature of high action bias games. RP - Roleplaying. This is very broad brush but to generalise I find armour mechanics minuscule or absent in games that have a strong bias in Roleplaying. Individual player judgement is used to settle the 'bang bang your dead/no I'm not dispute'. Armour is there as a prop to help the individual player get into character. Repairing armour is encouraged if it generates roleplay and interaction with other players. It's ignored if has no dramatic value in the story at that time. If armour is conceptual, e.g a badge worn that says 'armour' instead of a prop worn or real armour. Then mechanics might exist as theatrical conventions to guide the players when to roleplay wounds.E.g scissors, paper, stones. Minds Eye Theatre is an example. Nordic LARP is the extreme end of this or any kind of improvised theatre. A good LARP system recognises its own bias and ensures that all mechanics fit accordingly. Bad systems try and cover everything in equal measure and end up being bland or at worse, an unworkable mush mash that satisfies no one." Thank you Adrian!
February 15, 2015 at 12:54 PM Flag Quote & Reply

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