When things are done “for real” there is always some confusion on how real is real, as there are numerous different levels of simulation, representation, and performance.
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 Eirik Fatland presents his unpublished yet influential mid-level theory.
Have you gone to a larp requiring more work than your day job? Have you done work in a larp and been compensated with fictional resources rather than money?
The experiences we make in larping are collective. However, no two players share the same exact experience, even when playing in the same scene together.
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.