Once you understand what you can and can’t do, want and don’t want to do, it becomes easier to have good larp experiences and to co-create them with others.
This article outlines a framework for analyzing how players decide on their actions moment to moment, as well as on longer time scales throughout the larp.
The original version of this glossary was published in the 2019 book Larp Design: Creating Role-Play Experiences. 360° illusion Larp design idea where what you see is what you get. The environment is perceived as authentic, everything works as it…