Archive for September, 2011

Player: Body Language – the Basics

Body language is most neglected aspect of characterization that I see in LARP.  Simple adjustments using hand placement or how you move can make a big difference in how your character is treated.  When you change the body language that you project you differentiate your characters from you and give them emotional weight.  

ST: 5 Pitfalls of Experience

Last article I talked about the purpose of experience, this week I’ll talk about some of it’s pitfalls.  Allowing characters to gain experience in some capacity is usually a good thing, but there are certain pitfalls to the process that most don’t consider.  Below the cut I look at 5 different ways that experience can [...]

Theory: The Purpose of Experience

I’m going to let you in on a little secret: while there may be plenty of reasons for experience to exist its primary purpose is to create loyalty in a storyteller’s product.  In other words experience incentivizes attending and participating in a game.

ST: Retaining New Players

Whenever a new player walks into a game you as a Storyteller have only one game to retain them.   By the end of their first session they will have judged your game, and have decided whether it is worth returning to.  To keep new players coming back I recommend the following:

ST: Min/Max Your Location

 Physical location of LARPs is usually an afterthought for most STs, but few realize the impact that layout can of on how their game will feel.  Use the Three Rooms Theory to optimize your players’ playing experience.  Managing the game space in this way creates continuity, inspires mood and propels people into better roleplaying.