Not counting White Wolf (where Changeling the Lost and Geist the Sin-Eaters were written as if they intended for larp), I would have to point to the Eberron campaign setting, which I think would be the only D&D setting with the political chops to handle larp really well.
Coincidentally, I ran the first of my Lloegyr troupe larp. When I see you guys at DDC, there will be mucho stories to tell.
I thought about White Wolf as I was putting up the post - it does seem as though nearly everything that they create for the TT environment is a smooth transition to the LARP environment, and I'm sure that it intentional.
I am completely unfamiliar with the Eberron setting, I've heard people talk about it, but I really don't know anything about it. Still, I think that there are a wealth of untapped source material in all of these systems (D&D, HERO, RuneQuest etc. The key is mining that material in such a way that translate effectively without shooting yourself in the foot.
Now I'm earger to hear the Lloegyr stories...just remember to stand by protocol and start each story with "No shit, there I was..."
I'm not sure. Depending on the kind of following RuneQuest has, it may be a genre which will bring people out of the woodwork, or it may just be an obscure setting which would have to be explained to all the players in little tomes.
I also think there are some tabletop RPGs that are just too much of a hassle to convert to LARP format, namely because of the tactical granularity of the combat and magic systems which tend to be integral to the game experience. I was concerned about the Forgotten Realms LARP at KublaCon, but it went off alright. But every player ability was a compromise. Even dedicated D&D LARP things I've seen online had to trade away a lot of the D&D flavor in order to fit the LARP mold.
I would also advise caution about making this LARP a direct continuation of our tabletop game.
I - presumably, we - would totally dig playing live versions of our existing roles, but for those who AREN'T in the tabletop game, there is the real risk of inadvertently making them feel like they are NPC extras in "our" game. I've heard grumblings from people who found themselves in "second fiddle" roles because the GM was basically running an extended version of an ongoing private game.
Plus, the temptation to go "I could do X in the tabletop game - can I do it here?" will always be there.
Good Point...camino_volareJuly 20 2012, 23:10:32 UTC
I've done a bit of research and it seems that LARP versions of RQ have been done at conventions across the country. I do agree however, that it could be overwhelming to some that don't know the world setting of Glorantha. But at the sametime, the WarHammer fantasy LARP worked just fine with a little historical perspective. Players are very adaptable in my experience, they will figure out how to navigate nearly any setting if you give the tools to do it.
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Coincidentally, I ran the first of my Lloegyr troupe larp. When I see you guys at DDC, there will be mucho stories to tell.
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I am completely unfamiliar with the Eberron setting, I've heard people talk about it, but I really don't know anything about it. Still, I think that there are a wealth of untapped source material in all of these systems (D&D, HERO, RuneQuest etc. The key is mining that material in such a way that translate effectively without shooting yourself in the foot.
Now I'm earger to hear the Lloegyr stories...just remember to stand by protocol and start each story with "No shit, there I was..."
Reply
I also think there are some tabletop RPGs that are just too much of a hassle to convert to LARP format, namely because of the tactical granularity of the combat and magic systems which tend to be integral to the game experience. I was concerned about the Forgotten Realms LARP at KublaCon, but it went off alright. But every player ability was a compromise. Even dedicated D&D LARP things I've seen online had to trade away a lot of the D&D flavor in order to fit the LARP mold.
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I - presumably, we - would totally dig playing live versions of our existing roles, but for those who AREN'T in the tabletop game, there is the real risk of inadvertently making them feel like they are NPC extras in "our" game. I've heard grumblings from people who found themselves in "second fiddle" roles because the GM was basically running an extended version of an ongoing private game.
Plus, the temptation to go "I could do X in the tabletop game - can I do it here?" will always be there.
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