As much larping goes in the direction of freeforms and one-shots, design documents have become an essential part of larp design, but still aren’t things discussed much in the greater North American community. I’d argue that EVERY larp could use a well written, ten page design document which sets up the basic play style, themes, player expectations, and any other must-haves. For those unfamiliar with a design document (and for the purposes of this blog because it actually could be defined a lot of other ways), I consider it an essential guide to any given game which introduces the players to what they should expect in the larp, how they fit in the game, how to interact with the world, and main themes of the story. A player should be able to click on a game’s website, open the design document, and know within a few pages if this game is for them or not.
Not many people are ready to deal with death in their real lives. It takes an incredibly strong, self-aware, and reflective individual to have prepared themselves for what we all inevitably face. Therefore, facing it in your hobby rarely creates a safe and enjoyable space for the person who has lost a long-term part of their life. No, it’s not the same as losing a friend or family member to the great beyond, but campaign characters are years-long fictional companions which the player has usually poured in a great amount of time, money, thought, and emotional space. I even wrote a piece about giving yourself the permission to grieve when losing such character relationships, but it didn’t really touch on how players and game runners design to better handle death. Frankly, it’s something a lot of games and player don’t handle well, so it’s worth examining.
Death is not a subject I’ve managed to find my comfort with yet. I think most people live in the same ‘pretending it’s not going to happen’ bubble that I do, and yet we participate in games where it’s something we need to face on a semi-regular basis. From long term campaign larps where there is a possibility of permanently killing a character in unplanned fashions, to events like Inside Hamlet, where the goal of many players is to create the most epic death possible, it’s a theme we often explore in larp. For game designers, deciding on how to handle death in your event is a pivotal design choice and one that will make or break a player’s experience if it’s handled well.
After the End is an intimate game in rural northern Tennessee which challenges its players to live up to the standards of radical trust. It explores what it means to be human after the world ended, but digital immortality still exists in a wastes-and-wild-west landscape.
(Featured Photo by Shelby Carosella. Models: Ericka Skirpan, Jamie Buonocore, and Michelle Stagnitta.) Women in gaming are exhausted. Even with all the progress we’ve made, it sucks to be a woman in larp right now. From the gamer-girlfriend stereotype, to being criticized at EVERY TURN (women are NOT allowed to make mistakes), women are walking … Continue reading It Sucks to be a Woman in Gaming…
(Featured photo by Monica Silva on Unsplash.) This was quite a year. I’m going to share some stats because I am both shocked and proud of the amount this blog has done. Since its launch in June 2018, 83,683 words have been written on the Space Between Stories. Those words span 33 blogs written by … Continue reading The Past and the Future for Space Between Stories
(Photo by Andreas Rønningen on Unsplash.) ‘Tis the season, as you all know. If you’re asking what season, well, it’s the time of year that North Americans are surrounded by the inescapable pressure to celebrate capitalism, families, and Christian culture with some doses of minority celebrations thrown in for color (forgive the salty pun.) Even … Continue reading Not So Happy Holidays: Designing Larp for the Season