Layers and Layers
While I started this blog with the intention of writing about all game design topics that interested me, I must admit I expected to write a lot about LARPing. I envisioned a blog where posts about LARP would be easy and plentiful, while posts about tabletop and MMO design would be harder to write. In practice I am finding it to be just the opposite.
Each time I begin to write down my thoughts on some LARP concept the advice quickly demands some tangential discussion that is well beyond the scope I had planned for the initial point. That's the nature of something as complicated as LARPing, but it doesn't make it any less frustrating to have a growing number of half finished LARP essays lurking about waiting for attention.
One issue seems to be that no matter how good I consider some piece of LARP advice to be, there is someone somewhere who had a positive LARP experience that is counter to that advice. This is because the art of running a LARP is really about managing player expectations. As such, each piece of advice comes with a myriad of exceptions and special cases. To put it another way, the very fact that a piece of LARPing advice is sound and good is the exact reason why a rare encounter that ignores it is memorable.
As I struggle with these concepts, and as I work on creating written pieces dedicated to LARP theory, the one constant piece of advice I can give about LARP advice is this:
When running a LARP, know when to ignore advice and common wisdom.