Revisiting Andie Nordgren's 2008 article on High Resolution Larping.
This manifesto describes our preference for playing, designing, and facilitating larp experiences with the purpose of encouraging transformative impacts.
Choosing to depict rape scenes can have a strong impact. This article discusses the evolution of representations of rape in French and international larps.
Based on personal accounts, this article describes three categories of bleed states as experienced by larpers: emotional, procedural, and memetic.
Larp counseling is the practice of dedicating a staff member to overseeing participant well-being at a live-action role-play (larp) event.
Larpers generally agree that what happens in-game stays in-game. But then there’s the larp crush -- a condition where you and your character get your wires crossed, so to speak. Larp crushes are known to be potentially more intense than…
Larping in a franchise means players are familiar with the material. Yet fan practice may contradict larp's flexibility. How to address these tensions?
Ludo-narrative dissonance seems like a pompous term but actually defines a simple concept that appears when gameplay and narration diverge or oppose.
There are many ways to tell character stories. Nordic larp design often implies that characters are written by the larpwrights. That's not always the case.
Most larp war stories have been provoked by moments of intense experience, of intense emotion. How can we design larps to create these moments?