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…
What is it larp designers actually design? How do players actually respond to design decisions? Are there any truths that apply to all the different kinds of larp design? Eirik Fatland presents his unpublished yet influential mid-level theory.