Musings from Bristol #10: Information Flow
Musings from Bristol
Consider the in-game area of your larp as a semi-closed bubble; Game theorists might term this the ‘magic circle,’ which is a concept I’ll be discussing further in a future article.
When your larp begins, the player characters start off with information from various sources:
- Their own personal character briefings, either written by the player or the organiser.
- ‘Group briefings.’ e.g. in a fantasy larp, all characters from a certain culture may get a briefing about their culture, or otherwise get a brefing based on some attribute of their character
- General briefing material about the setting; some players will have read this, and some may not have bothered to.
- Player assumptions about the setting, including knowledge brought in from elsewhere. e.g. Orcs may be assumed by players to be warmed blooded mammals, even if this is not stated in the briefing material. If you describe a culture as ‘feudal,’ players may assume that a baron outranks a count and inheritance passes down the male line, even if you haven’t even mentioned such things in your setting.
- New characters enter with information. Classically this means NPCs, but could also include late arriving players, or players making new characters partway through the event.
- Information from items that arrive or are found. e.g. hidden in the location is a character’s diary, which when the players find it explains the backstory behind what is going on.
- Deduction. By putting together different pieces of information, they players might determine new facts. This is the classic basis of a murder mystery plot.
One possible problem that may arise is information may get hoarded, lost, ignored or never found. Be aware of the possibility of this happening. Points to consider:
- Is it a problem at all? Sometimes it’s not ‘important’ that the information is shared, or you might want to stress the puzzle solving element of investigation by allowing for failure. If playing for drama however, you might feel it not dramatic if a key point never comes out.
- Will the information simply remain unknown, or will conflicting facts gets assumed? Is that a problem?
- How many times and in what ways is the information put into the bubble? If it only enters in one place, it’s easy for it to be lost or covered up. If you want to make sure something comes out, you may want to insert the information more than once.
- It may help to think in advance how you handle this situation if it does arise. A Simulationist organiser needs to plan and prepare accordingly when designing the scenario; They can still react, by having intelligent characters (including those off-screen) react to developments. Those less concerned with maintaining setting integrity can ‘fudge’ things on the fly.

