There’s a lot of talk about creating new larps at the mo, but I find one thing is missing from all the discussions: what do the player characters do in the larp?
It’s all very well coming up with interesting races, places, and rules but when the boots hit the grass the PCs can’t be sitting around picking their noses and talking about the weather.
The people writing up settings have probably got something in mind for the players to do. Perhaps, given that many of the settings are generic fantasy, they are assuming that the players will be going on quests designed by the organisers. Killing stuff, looting, getting more powerful, etc. Or at least attempting “missions” that the organisers write.
There’s nothing wrong with that (except that it tends to happen in a linear way, which I personally think is a waste of larp’s interactive potential), but if you’re making that assumption then please say so. That’s what Skirmish is about, that’s what Quest seems to be mostly about, and that’s clear up front with those larps. But some people here may not realise that classic D&D adventure brought to life is what you have in mind. They may have experienced a lot of other sorts of larp, and be assuming a different play style.
The D&D-style fantasy quest is what I think is known in game design theory as a control structure. In terms of larp I prefer to call it an interaction framework, because “control” sounds like you’re telling players what to do, which isn’t really the case.
An interaction framework is whatever gives players reasons to act and interact in a larp, and ensures that those actions and their results are satisfying.
Power Up
In this typical fantasy quest interaction framework, the players are provided with the goal of killing monsters and getting more powerful so that they can defeat even greater evils. The challenge is figuring out how to use your current abilities to beat the baddies. The result is seeing how beating them helps you to improve your character, so that you can beat even bigger ones. Some satisfaction may also be had from the theme of being a hero and helping people, and improving your ability to do so, or from completing missions.
The Mission
If the player characters belong to an organiser-controlled organisation or have highly predictable motives (e.g. “protect the innocent” or “rob the rich”), then they can be sent on missions. The process of attempting to achieve these missions can be complex and fulfilling. However, this type of framework requires constant organiser involvement to keep creating new missions that will maintain the interest of players. D&D-style play often involves a Mission framework alongside the basic Power Up framework.
Now this is all very well, and these frameworks can be applied to a larp as well as tabletop roleplaying - so long as the larp isn’t so big that the adventuring party becomes unwieldy, and so long as you have crew willing to play the opposition.
However, there are many other interaction frameworks that can be used in larp. None of them would work in tabletop role-playing, because they require more players and simultaneous activity than a game-master could facilitate in a room. But if you get everyone to physically embody their character and interact in real-time, then these other frameworks can be very, very successful.
You can’t just take away the Power Up and Mission frameworks, put a bunch of players together, and expect something interesting to come out. There’s a chance that the players are so inventive that they’ll create somethign enjoyable, but it’s unlikely to feel cohesive enough to keep people interested.
Here are some successful interaction frameworks for larp, as I see them. There are probably many others, but I haven’t heard of them. These frameworks can usually be used in conjuction with each other.
The Tangled Web
The player characters are all written to have specially-tailored goals that relate to other player characters and are likely to meet opposition from them. This is a framework often used in larps described as “freeform” or “theatre style”, such as the KapCon larps. Each character usually has secrets and secret objectives, and the players spend the larp interacting with the other player characters, uncovering secrets, figuring out how to achieve their goals, and then trying to achieve them while overcoming opposition from other player characters. There may be special items and places in the larp that can be manipulated to help achieve objectives too.
The Social Jungle
The player character all have places in a complicated social structure, usually with factions and sub-groups within it. Many of them may wish to scale up this structure, although some just wish to serve their superiors or fulfill a specific role, and some may even wish to retire to a lower status which can also have it’s own perils… just ask King Lear. This interaction framework is central to most World of Darkness larps. A character wishing to improve their status will naturally meet opposition from those they wish to displace, and from those who want the same positions. However, they may also find other PCs who can help them, perhaps because they don’t want that position for themselves (or not yet). If a PC achieves a social goal, another PC usually loses out in the process, and this causes a ripple of social effects that changes the environment for everyone, creating a dynamic challenge.
Economies
An economy can provide a loose but highly motivating framework for competition and cooperation between player characters. Players can aquire or create resources, pass them on at a gain, cooperate in trade, and deal with competitors. While fantasy questing also yields material gains, it is not really an economy as the process is unidirectional - acquire money, spend it on stuff. In a real economy the person who you give the money to then has it to spend themselves. While there should be sources and sinks of resources in a real eocnomy (e.g. you can grow wheat and eat it), there must also be transformation and circulation of resources (you can sell the wheat to somebody who turns it into bread and sells it again) to achieve an interesting level of chaos in the system. Put it all together, and you get an endless source of ever-changing challenge.
Ecologies
The points about economies are all true for ecologies too. Player characters can form a kind of ecology, and interact over ecological niches like control of land and resources. In an ecology, everything is related. If you kill off predators, the prey will increase in number and cause problems. Ecologies and economies are closely linked, because the things that are competed over ecologically are often a material resource. However immaterial resources can also be relevant. The Buddhist concept of Karma is an example of a kind of spiritual economy or ecology, and this sort of thing could be supported by rule in a larp. Likewise a magical ecology could be created - an extreme example is the character Sylar in the TV show Heroes, he’s a predator who consumes other characters and takes their supernatural powers. In theory PCs or something else in the setting could also reproduce and create new characters that resemble themselves, thus creating an interesting natural selection effect. However most larps aren’t long-term enough for that kind of ecological consideration
Machines
Machines can provide a similar kind of dynamism to economies and ecologies. There’s an episode of the TV show The Fraggles (this will take you back) where water stops coming out of the pipes that run through their cave, so their pond dries up. This also affects the Gogs (those big ogres), who take water from the pond via a well. The Fraggles have this funny supernatural attitude to the water pipes, with special priests who bang on them to make water come out. But what really fixes the problem is a human turning the water back on in Outer Space (the world outside the cave). This is a simple one-way machine, but a more complex machine with many parts that affect each other in a variety of ways is possible, and it could play a significant role in providing a mystery in a larp to be solved, as well as an ever-changing situation as the machine is tinkered with. Imagine for example a fantasy world with ancient magical areas all over it that all inter-relate and have major effects in the setting in ways that are no longer understood. The PCs could make changes to parts of this magical “machine” that have major results in the setting. Other characters who don’t appreciate those results would be able to try their hand too. The Swamp in Mordavia was an example of a complex Machine interaction framework.
The Mission and the Tangled Web have some advantages in that they can be highly idiosyncratic (i.e. quirky and specific to the interests of the players).
However, the Social Jungle, Economies, Ecologies, and Machines interaction frameworks have a much bigger advantage. They are dynamic, chaotic cause-and-effect systems. When a character does something, they produce a believeable and consistent outcome. That outcome will almost certainly create a new environment that will bring about reasons for that character or other characters to act and interact.
In other words, they are perpetual plot machines.
Like a machine, the Social Jungle, Economies, Ecologies, and Machine interaction frameworks do not need to be built over and over for every event like Missions and Tangled Webs do. They just need a little greasing from the organisers, to make sure that all the actions in one event have their appropriate effects. The organisers can choose to interfere with the larp and add stuff (perhaps for colour or to help with the pace of play), but they don’t have to.
It’s worth noting here that I don’t consider these interaction frameworks to be the point of larp, necessarily. They help provide character objectives, but attempting to achieve your character’s goals is just one appeal of larp. For many people larp is mostly enjoyable for the immersion, the characterisation, or the emotional interactions. A dynamic interaction framework may seem like a dry thing that doesn’t provide these important elements directly. However, what it does provide is an environment that is constantly changing rather than being static, thus greatly increasing the likelihood of interesting interactions occuring that help lead to immersion, characterisation, and emotional play.

