When you go to a LARP are you going for some entertainment and a chance to hang out with friends? Are you going to be part of a larger project that you take partial responsibility for? Is it the GMs job to entertain you? Is it your job to entertain your fellow players?
ambug666's YaYoG (You Are Your Own Gamemaster) idea explores these questions, as
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The kind of game you like is a matter of taste, of course, and I think it will be interesting to see how larpers react to a structure like this. I do think that there is a cost to immersion, and larpers in general seem to value immersion even more highly than tabletoppers do. The main benefit, to my mind, is a greater likelihood of evolving a story that interests all of the participants. A nice sub-benefit is that it decreases the amount of prep work required by the GM substantially. (This last part is true for tabletop; again I'm not sure how it maps to larp exactly.)
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I wonder if the same game can appeal to Imemersionists and Participantists.
Please forgive my lame attempts at coining terms.
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(I think that there's a side issue that indie games will never achieve the same level of financial success as d20 or GURPS, since most are not really set up to fit a publishing model which supports selling lines of supplements to the main game. Since larps are all money-pits anyway, this diversion shouldn't concern us unduly. :-) )
I don't want to extend the analogy further than it deserves, though. There's no guarantee that a similar sort of phenomenon will hold true in larp. But I think it's exciting to think about.
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But those few we've managed to snag have always been excellent roleplayers.
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I don't think it's unreasonable to suppose that Doug could say to Jim, "Hey, Jim - I know your character is an incredibly strong but thick-headed bully, and you know my character is a conniving rogue. How about you catch him trying to pickpocket you and throw me around the bar some? You get to show off your strength to the other players, and I might get some sympathy that will let me advance my romance plot with Mike over there." To some extent, I believe that this is done in many games already, but perhaps on a different timescale, such as between games. Simple narrativist techniques can be as straightforward as that, and needn't involve any other players.
That's not the whole of narrativism, of course, just a quick example. But if it results in more fun for the people who are doing it, then others might try experimenting with the technique as well. All it takes on the part of the GMs is establishing that this sort of behavior is considered "okay" and not "cheating".
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That being said I'd be very hesitant to attempt this with someone who I don't have that level of trust with. A pure-immersion player will hate me for even thinking about it and a pure gamist player will take advantage of me for having said it.
To get that to work throughout an event it would have to be invite-only and probably not much bigger than a dozen people. Finding a group larger than that to be so completely coherent seems... difficult.
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As with many things in larp, it comes down to setting expectations properly. I know players who are deeply into immersion who also happen to enjoy playing Betrayal at House on the Hill in a gamist fashion. I believe that if the structure of the game were made clear to participants in advance, with appropriate illustration, that it's not beyond most players to switch modes to a narrativist larp. Granted, it may be easier to test these concepts in a smaller sandbox first, but I think it's premature to rule out all other applications.
It seems the same sort of objection that might have been leveled at the idea of simulated combat, back when larps were largely boffer. And yet the introduction of simulated combat techniques allowed a great variety of larps that would not have been possible otherwise, albeit larps that were substantially different from the mainstream at that point. (I'm stretching a bit here on the history, and wouldn't be surprised to find that this sequence wasn't wholly accurate.)
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