Compared to free player-driven contact creation, contact design by the organisers is a stronger promise to me and other players struggling with uncertainty on whether we too will be relevant and included.
Running a clockwork larp is a fool’s errand, because the very point of a clockwork is interdependence, and the very point of a larp is agency. The Odysseus team invested a massive amount of skilled labour to take this paradox…
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.
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.
There is so much potential in night-time scenes. Who wouldn't love to be dragged from their bed by a monster, or woken by a ghost's gentle touch? But, they tend to turn anticlimactic. Here's a solution that can get these…