From
oxfordgirl 's blog:
'I find it hard to get into tabletop RPGs. Especially since I discovered and identified exactly the sort of high-immersion, character-driven adrenaline-junkie all-IC-all-the-time LARPing that really hits the spot for me, I've been wondering if the style simply... wasn't for me. A nice way to spend an evening, but on a par with "
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Again -- there are ways around it (were I running an LRP event in a setting of my own devise, I'd be sure to rule that oil and/or canvas weren't flammable enough for that to work -- attempts to referee setting fire to tents never work well).
And, again, in a well-run LRP game, it's *very* rare that you need to make that kind of interruption -- certainly it should happen less often than (say) a tabletop game gets interrupted by loo breaks, tea breaks, etc...
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I've had fun with both, but the biggest disadvantage of the LARP form (in my experience) is that it takes place in real time: there's no fast forwarding, rewinding, or skipping over the scene-changing bits. In a short game that isn't a problem, but in a MIT Assassin's Guild 10-day-long-24-hours-a-day game, you notice. Oh brother, you notice.
Plus, what everybody else has said about imagination vs the constraints of real life. Implementing rocket packs, aerial dogfights, burning Zeppelins, or fights on top moving trains is far more difficult (and potentially dangerous) in LARPs.
I think a really well run game in either format can be a lot of fun.
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