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.
Thomas B covers some larp-like events. Mélanie & Michael co-wrote The Lost Generation, an immersive theatre party focused on seamless narrative design.