Author: James Bardin (---.umsmed.edu)
Date: 01-06-2005 23:30
I thought I'd add a little something extra to the choice in what kind of system to use for a LARP.
Naturally, one of the biggest choices to make is whether the system is "active" (you actually do things physically in real-time), or "passive" (you use some mechanic to arbitrate success or failure). The Active games are NERO and other boffer-weapon games, which use padded weaponry, bird-seed packets, and other methods to actually carry out combat, paranormal powers (spells, psionics, etc.), and other things that might normally happen during the game. This system is best used with an action/adventure type of game, especially when the game can afford or acquire enough F/X to make the abnormal things in the game (magic, technology, etc.) seem as real as possible. The main drawback to Active systems is that they often have to limit certain abilities or actions, for safety or logistical reasons.
Passive games are those like MET, in which the PCs use a certain method (roshambo, playing cards, raw stats, etc.) to determine success or failure. This game is best suited for games involving far more mental challenges or social interaction, and much less emphasis on combat or physical activity. The disadvantage is that the moment more than a very few PCs are involved in resolving physical actions, the game can bog down into a lot of action resolution, that often takes longer than the actions themselves would.
For my part, I prefer Active systems, because role-playing, intellectual challenges, and other such things can happen in such a system. However, it may take game staff (and sensible veteran players) aggressively promoting such activity to keep it balanced with all the fighting and running around going on; there is somewhat of a tendency in Active games to treat it more like a video game, and less like an RPG.
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