When things are done “for real” there is always some confusion on how real is real, as there are numerous different levels of simulation, representation, and performance.
The interaction engine is a specific type of larp design where the primary focus is on enhancing playability by ensuring that every action generates new possibilities and emotional impact.
A hierarchy of things for you as a participant to do and take care of for the larp to work and for all the participants to have the Experience they want.
How do you successfully communicate about your larp so as to to get the right participants with the right expectations? Here's a model for classifying and describing larps.
'Nordic Larp' has a function. It still signals something to the public. These things might not be unique, or they might have other equivalents within other traditions, but to participants it still says something.
What is it larp designers actually design? How do players actually respond to design decisions? Are there any truths that apply to all the different kinds of larp design? Eirik Fatland presents his unpublished yet influential mid-level theory.