A live action role-playing ( LARP) is a form of role-playing game where the participants physically portray their characters.(Tychsen et al. 2006:255) "LARPs can be viewed as forming a distinct category of RPG because of two unique features: (a) The players physically embody their characters, and (b) the game takes place in a physical frame. Embodiment means that the physical actions of the player are regarded as those of the character. LARP participants may dress in the costume of their character and carry appropriate physical props (e.g., an 18th century militia LARP participant may wear a military uniform and carry a musket). Whereas in a RPG played by a group sitting around a table, players describe the actions of their characters (e.g., "I run to stand beside my friend"); in an equivalent situation in a LARP, a player would physically run to the appropriate point within the game space." The players pursue goals within a fictional setting represented by real-world environments while interacting with each other in character. The outcome of player actions may be mediated by game rules or determined by consensus among players. Event arrangers called decide the setting and rules to be used and facilitate play.
The first LARPs were run in the late 1970s, inspired by tabletop role-playing games and genre fiction. The activity spread internationally during the 1980s and has diversified into a wide variety of styles. Play may be very game-like or may be more concerned with dramatic or artistic expression. Events can also be designed to achieve educational or political goals. The fictional genres used vary greatly, from realistic modern or historical settings to fantastic or futuristic eras. Production values are sometimes minimal, but can involve elaborate venues and costumes. LARPs range in size from small private events lasting a few hours, to large public events with thousands of players lasting for days.
Arrangers called gamemasters ( GMs) determine the rules and setting of a LARP, and may also influence an event and act as referees while it is taking place.(Tychsen et al. 2005:216) "In order to play, the players must have a fictional setting... In essence, the GM creates the magical circle around the game."(Montola, Stenros & Waern 2009) "Runtime game mastering is the process of influencing the flow of a game in real time."(Tychsen et al. 2005:218) "The GM may or may not be responsible for enforcing the rules between players... The GM can also be responsible of hunting down cheaters or other rule breakers." The GMs may also do the logistical work, or there may be other arrangers who handle details such as advertising the event, booking a venue, and financial management. Unlike the GM in a tabletop role-playing game, a LARP GM seldom has an overview of everything that is happening during play because numerous participants may be interacting at once. For this reason, a LARP GM's role is often less concerned with tightly maintaining a narrative or directly entertaining the players, and more with arranging the structure of the LARP before play begins and facilitating the players and crew to maintain the fictional environment during play.(Tychsen et al. 2005:218) "The forced to let go of the game and let it take on a life of its own outside his or her control. While based on similar principles, the requirements are therefore very different in practice from GMs in PnP RPGs... The GM is generally, unless the LARP is small in terms of number of participants, not responsible for keeping the narrative flow. The GM can however oversee the progress of the game and help or influence where needed... Establishing a hierarchy of GMs and NPCs to monitor the game and ensure everyone is entertained and activated within the shared game space is a typical way of controlling large fantasy LARPS. This structure is usually established before the game commences."
Participants sometimes known as the crew may help the GMs to set up and maintain the environment of the LARP during play by acting as or playing non-player characters ( NPCs) who fill out the setting.(Bestul 2006:26) "Finally, a person may also participate as a type of stagehand. Though not all games will require them, it is occasionally necessary to have a support staff to help coordinate events and NPCs as a stage manager or running crew might."(Tychsen et al. 2005:216) "The environment needs to be filled out with non-player controlled characters (NPCs) Crew typically receive more information about the setting and more direction from the GMs than players do. In a tabletop role-playing game, a GM usually plays all the NPCs, whereas in a LARP, each NPC is typically played by a separate crew member.(Tresca 2010:188) "Where LARPs differ most from tabletop games is in the handling of non-player characters (NPCs). The physical performance necessary to pull off a performance in a LARP makes it impractical for a single person to handle many NPC roles. As a result, there is often a cast of characters who take on the roles of other NPCs. Unlike the players, the NPCs usually know the game's plot and have some idea of the narrative. NPCs, then, are a form of pseudo-player. They play the game, their characters have somewhat more limited goals, but they are ultimately constrained by the plot."
Much of play consists of interactions between characters. Some LARP scenarios primarily feature interaction between PCs. Other scenarios focus on interaction between PCs and aspects of the setting, including NPCs, that are under the direction of the GMs.(Young 2003:11) "The focus of interaction of larp... can be player to player or player to environment."(Tychsen et al. 2005:216) "LARP scenarios can likewise vary from detailed scripts of each participating character, to a loose association of GM-controlled NPCs in a fictional world setting."
The earliest recorded LARP group is Dagorhir, which was founded in 1977 in the United States and focuses on fantasy battles. Soon after the release of the movie Logan's Run in 1976, rudimentary live role-playing games based on the movie were run at US science fiction conventions. In 1981, the International Fantasy Gaming Society (IFGS) started, with rules influenced by Dungeons & Dragons. IFGS was named after a fictional group in the 1981 novel Dream Park, which described futuristic LARPs. In 1982, the Society for Interactive Literature, a predecessor of the Live Action Roleplayers Association (LARPA), formed as the first recorded theatre-style LARP group in the US.
Treasure Trap, formed in 1982 at Peckforton Castle, was the first recorded LARP game in the UK and influenced the fantasy LARPs that followed there. The first recorded LARP in Australia was run in 1983, using the science fiction Traveller setting. In 1993, White Wolf Publishing released Mind's Eye Theatre, which is played internationally and is the most commercially successful published LARP. The first German events were in the early 1990s, with fantasy LARP in particular growing quickly there, so that since 2001, two major German events have been run annually that have between 3000 and 7000 players each and attract players from around Europe.
Today, LARP is a widespread activity internationally. Games with thousands of participants are run by for-profit companies, and a small industry exists to sell costume, armour and foam weapons intended primarily for LARP.(Tychsen et al. 2006:258) "Today, LARPing is a widespread hobby, especially within the United States and Europe, and caters to at least 100,000 players worldwide ... Professional, full-time LARP sites also exist ... a small industry has grown-up supplying latex weapons, costumes, theater props, and special effects, and numerous special effects and make-up artists work in the LARP environment for training purposes." In 2023, Dicebreaker reported that "China has developed its own LARP phenomenon in recent years. Jubensha is far more commercially successful and influential than anything we have seen before even in Nordic countries – and there is a good chance it might change our perception of what live-action roleplaying games are capable of in the future".
Some LARPs stress artistic considerations such as dramatic interaction or challenging subject matter. Avant-garde or arthaus events have especially experimental approaches and high culture aspirations and are occasionally held in fine art contexts such as festivals or art museums. The themes of avant-garde events often include politics, culture, religion, sexuality and the human condition. Such LARPs are common in the Nordic countries but also present elsewhere.(Fatland 2005:5)
In addition to entertainment and artistic merit, LARP events may be designed for educational or political purposes. For example, the Danish secondary school uses LARP to teach most of its classes. Language classes can be taught by immersing students in a role-playing scenario in which they are forced to improvise speech or writing in the language they are learning." Politically-themed LARP events may attempt to awaken or shape political thinking within a culture.(Montola, Stenros & Waern 2009) "Some pervasive larps seek to engage in active dialogue with their social environment. The purpose of such dialogue can be politically or artistically motivated. These games have a message that is aimed either at the players, at bystanders, or society as a whole."
Because LARP involves a controlled artificial environment within which people interact, it has sometimes been used as a research tool to test theories in social fields such as economics or law. For example, LARP has been used to study the application of game theory to the development of criminal law.
There is a distinction between when a player is in character, meaning they are actively representing their character, and when the player is out-of-character, meaning they are being themselves. Some LARPs encourage players to stay consistently in character except in emergencies, while others accept players being out-of-character at times.(Waern, Montola & Stenros 2009:1550) "In the players stay in character continuously (unlike American larp as reported by Lancaster)" In a LARP, it is usually assumed that players are speaking and acting in character unless otherwise noted, which is the opposite of normal practice in tabletop role-playing games.(Tresca 2010:190) "Generally speaking, players in a larp are usually expected to be in character first and then signal their desire to speak or act out-of-character second, the reverse of a tabletop game."
While most LARPs maintain a clear distinction between the real world and the fictional setting, pervasive LARPs mingle fiction with modern reality in a fashion similar to alternate reality games. Bystanders who are unaware that a game is taking place may be treated as part of the fictional setting, and in-character materials may be incorporated into the real world.
There are also LARPs that do without rules, instead relying on players to use their common sense or feel for dramatic appropriateness to cooperatively decide what the outcome of their actions will be.(Tychsen et al. 2006:255) "...a LARP can be very similar to improvisational theater, with only a few guidelines for rules and a very low-powered GM."
Fantasy is one of the most common LARP genres internationally and is the genre that the largest events use.(Tychsen et al. 2006:258) "Exclusively, the large LARPs with hundreds or more players are set in fantasy/medieval world settings, which is the historic genre for LARPs." Fantasy LARPs are set in pseudo-historical worlds inspired by fantasy literature and fantasy role-playing games such as Dungeons & Dragons. These settings typically have magic, fantasy races, and limited technology. Many fantasy LARPs focus on adventure or on conflict between character factions. In contrast, science fiction LARPs take place in futuristic settings with high technology and sometimes with extraterrestrial life. This describes a broad array of LARPs, including politically themed LARPs depicting or societies and settings inspired by cyberpunk, space opera and post-apocalyptic fiction.While many of these science fiction LARPs use rules created by the event arrangers, official LARP rules have been published for the popular space opera Star Wars, see (Russo & Heinig 1996)
Horror LARPs are inspired by horror fiction. Popular subgenres include zombie apocalypse and Cthulhu Mythos, sometimes using the published Cthulhu Live rules. The World of Darkness, published by White Wolf Publishing, is a widely used Goth subculture–Punk ideology horror setting in which players usually portray secretive supernatural creatures such as and werewolf.
LARP is not well known in most countries and is sometimes confused with other role-playing, reenactment, costuming, or dramatic activities. While fan and gamer culture in general has become increasingly mainstream in developed countries, LARP has often not achieved the same degree of cultural acceptability. This may be due to intolerance of the resemblance to childhood games of pretend, a perceived risk of over-identification with the characters, and the absence of mass marketing. In US films such as the 2006 documentary Darkon, the 2007 documentary Monster Camp, and the 2008 comedy Role Models, fantasy LARP is depicted as somewhat ridiculous and escapism, but also treated affectionately as a "constructive social outlet". In the Nordic countries, LARP has achieved a high level of public recognition and popularity. It is often shown in a positive light in mainstream media, with an emphasis on the dramatic and creative aspects.(Fatland 2005) "The popularity of larp in has recently made it a feature of 'common knowledge', so that a Swedish journalist may refer to something unrelated as 'larp-like', Finnish TV produces a teen soap opera about fantasy larpers, and a Norwegian professor of theatre history routinely ends his course by mentioning larp as the 'new theatre'." However, even in Norway, where LARP has greater recognition than in most other countries, it has still not achieved full recognition as a cultural activity by government bodies.
Communities have formed around the creation, play and discussion of LARP. These communities have developed a subculture that crosses over with role-playing, fan, reenactment, and drama subcultures. Early LARP subculture focused on Tolkien-like fantasy, but it later broadened to include appreciation of other genres, especially the horror genre with the rapid uptake of the World of Darkness setting in the 1990s. Like many subcultures, LARP groups often have a common context of shared experience, language, humour, and clothing that can be regarded by some as a lifestyle.
LARP has been a subject of academic research and theory. Much of this research originates from role-players, especially from the publications of the Nordic Knutepunkt role-playing conventions.(Waern, Montola & Stenros 2009:1550) "The community is well documented through annual self-reflective books published by the annual "Nodal Point" events where theorists and practitioners meet to discuss larp" The broader academic community has recently begun to study LARP as well, both to compare it to other media and other varieties of interactive gaming, and also to evaluate it in its own right. In 2010, William Bainbridge speculated that LARP may one day evolve into a major industry in the form of location-based games using ubiquitous computing.
In Denmark, Østerskov Efterskole uses LARP as an educational method of teaching subjects to high school boarding students through interactivity and simulation. LARP groups are also using simulations of current and historical events and topics like refugees and the AIDS crisis to roleplay and explore these subjects.
In China, the script murder game industry (jubensha) has continued to grow since 2015. The New York Times reported that in 2021 "the number of scripted murder enterprises registered in China totaled about 6,500, a more than 60 percent increase from the prior year, according to state-run media". The Agence France-Presse reported that "the live action murder mystery market appears to have captured the imagination of China's urban youth before the Covid-19 pandemic emerged". During the COVID-19 pandemic, "Murder Mystery Game" (MMG) apps allowed people to play jubensha digitally and were "available to millions of people across" China. Dicebreaker reported that following the easing of pandemic restrictions in China, "more than 45,000 jubensha shops" opened with "nearly 10 million active players. It is estimated that soon the Jubensha market will reach 23.89 billion Chinese Yuan". Voice of America commented that, per the Chinese market research firm iResearch, script murder games are "the third most popular form of entertainment for Chinese people, after watching movies and participating in sports".
The popularization of script murder games and industry growth in China has led to both national and governmental attention with the Chinese government considering formal regulation of the industry. In September 2020, the Agence France-Presse commented that "a report on China National Radio last month voiced fears that too many of the scripts relied on murders, violent plots and sexual content, but others see the games as a way to get young people off their smartphones and back interacting with each other in real life". In October 2021, the South China Morning Post reported that "advertisements for script-killing are prominent in China. ... The fact that it is a new industry is precisely the problem in the eyes of the authorities. Since the Covid-19 case that brought 'script-killing' to national attention, the game has been getting mainstream traction, inviting official concerns and possible future regulations". In October 2022, Polygon commented that Chinese "regulators are beginning to take notice of the genre's mature content. A story published Wednesday indicates that municipal and provincial authorities have now begun regulating content and demanding that some retailers remove certain materials from sale. ... As a result, some store owners are now curating their selection to fall in line with government regulation". China Daily, a publication owned by the Chinese Communist Party, reported in April 2023 that China's Ministry of Culture and Tourism was beginning to draft regulations for script murder games and "soliciting public opinions". The draft regulations state that "the contents of such games must not smear the traditional Chinese culture or contain inappropriate materials involving obscenity, gambling, drugs, and other elements that could go against moral standards". The regulations also include additional rules for minors such as not allowing "underage customers on school days" and that "children under the age of 14 must be accompanied by their parents or other guardians".
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