The success of a LARP is usually measured in its attendance. If 60 people show up to your game on a regular basis, you are successful beyond your wildest dreams. If 30 people show, you're doing really well. If 15 people are your regular attendees, you're not doing half bad. If 6 people come, you might as well pack up and start a table top game
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Whether that story be the characters, the coteries, the game or the world.
I guess thats the reason I don't lik MMORPG's. Its not very easy to impact and progress a game with so many other people attempting to achieve the EXACT same goal. (Find specific treasure a. Slay monster b. Save princess c.)
This is of course for the rare instances I get to play. Because 9/10 games I'm in I run. So I feel obligated to try and speak as a Storyteller when I say that fun for me also comes from weaving a successful story. Painting an engaging tapestry. Creating missions, themes, and an overarching plot that players can interact with and complete with a sense of accomplishment.
Ultimately, i think every game's fun comes down to the quality of roleplay, dedication to a setting, and the sense of progress or conflict that comes with decisions and actions.
The tragedy is that far too many games sacrifice one or more of the above for the sake of another.
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