Designers of larps with a real-world setting face questions about how to deal with prejudice. This article looks at three possible approaches.
Revisiting Andie Nordgren's 2008 article on High Resolution Larping.
Larping in a franchise means players are familiar with the material. Yet fan practice may contradict larp's flexibility. How to address these tensions?
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Abstract From the Julio Plaza’s proposition that, based on the concept of open work of Umberto Eco, categorises the relationship author-work-reception in three degrees, and the division in cultural events in reception, interaction and participation, seen in the research of…
Organising larps is a multi-disciplinary exercis. A large part of my larp work consists of managing large (25+) teams of people, most of them volunteers.
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.
This text is a reply to a response from Martine Svanevik to an earlier text by Charles Bo Nielsen. First thing I will address is the point of freedom for a murder mystery larp. First of all I would look…
This text is a response to an earlier text by Charles Bo Nielsen. He has in turn written a reply to this text. I agree with many of the suggestions Charles B. Nielsen makes in Loyalty to Character. It is…