David
>Most of the ones I have been involved in have been run in one big
room over 2 to >4 hours.
All but the Gloranthan ones I've played in lasted 48 hours, and had most of an entire hotel or old house to play in. I'm sure my experience has differed from Dave's as a result.
>TTRP has the strength that literally anything can happen.
With proper preparation, the same is true of LARPs (the kind I'm talking about -- we call the rubber-sword crew Live Roleplaying).The following occurrences all happened in LARPs. They are not particularly unusual.
>There are no bounds of set or casting or danger to worry about - the
>Bolivian army can teleport in, the players can dangle from the
guard rail
>of flying warcraft thousands of feet above the ground, etc. Whereas in
>in freeforming, you are restricted to very minimal interaction
with the >environment,
The environment is a crucial part of a good LARP. You _must_ travel from place to place to get things done. You are _required_ to leave your doors open a crack in the hotel rooms when you are doing game activities within, so that other players can eavesdrop (of course, you can post guards). In Cafe Casablanca, any non-native player trying to travel through the Casbah was in serious danger of mugging. In The Titanic, sets of chairs were grouped to symbolize lifeboats. Etc.
> most of the same casting problems as LARP.
In games with unusual characters, serious casting problems are handled by means of a simple button -- reading "I Look Unusual". Sometimes accompanied by another button with a picture of what you "really" look like. Admittedly it takes imagination, but heck, if you lack _that_ you may as well go back to TV. Sandy
End of Glorantha Digest V2 #555
WWW material at http://hops.wharton.upenn.edu/~loren/rolegame.html
Powered by hypermail