I actually see it as an ideal, but I disagree with them that existing larp conventions are incompatible with the desire for the immersive, convincing games they seek.
"No main plot"
This makes a lot of sense to me. Life has no main plot until you (the character) decides a main plot for it to have. And you choose from an infinite number of possibilities every time. In other words, I think you can have a main plot, but it isn’t up to the organisers.
“No physreps”
(“No object shall be used to represent another object.”)
This one grinds me. I can see where they’re coming from and WHY (oh hell why) but I think what I’d prefer is just BETTER physreps. By better I mean:
Looks damn close to what it is
Acts damn close to what it is
Its use needs no governing rules, even if it requires suspension of disbelief and player buy-in.
"Game mechanics are forbidden"
I love the idea of no rules. No mechanics is too far for me. In May Day, which had no rules, there were a set of obvious, simple in-game mechanics and they totally made the game. For example, everybody knew that at 9pm a bomb would go off in the Skytower - so it was easy for everyone to imagine it together at the same time.
To answer the general criticism here which seems to be “Hey but I want magic and shit!” - I think it’s possible to achieve this closer to the dogme 99 style (an “ideal”), it just takes a different way of thinking about creating the game. They’re right that we’ve inherited yucky things from our table-top cousins like solving problems by writing them into the rules. Rules are great when you’re a computer.
I definately think that when we create larps we should remember that we are creating larps not movies or table top games or miniature battle figures or computer programs. I think that’s one of the main points here. Larps have their own features inherant to larping that aren’t anything like other “media”.
I think there are still solutions to the problems we currently fix with rules (and assume there’s no other way) like sword-fighting and healing (hat-tip to Ravenholme’s interesting take on healing - just do it). When we finally do those combat trials with different rules systems I’d really like to do two trials:
- No rules whatsoever, rely on role-playing.
- No set rules, but a general understanding that you can only take one or two decent blows before your life is on the line, armour counts for something, mostly relying on role playing.
In creating Nibelungen I’ve held this as an ideal, but gone completely against it in that I’m creating a sci-fi larp that requires its fair share of disbelief suspension (eg. the space-ship is carpeted… live with it.) It’s loaded with phys-reps (although I’m doing my damnedest to make them all “do” what they “do”), there are a LOT of secrets (and I’m not telling you any), … they’d kick me out of their club in a flash (arrogant pricks).
SAIL’s similar. No rules-as-such, relies on role-playing, but the environment is ultimately not going to be perfect. There’ll be farmland and (hell) maybe even animals to ignore. It’s challenging and competitive so there’ll probably be simulated violence generated between players. And we’re fine with that, it’ll just be “pretended” to a different level.
Ultimately, I think they do seek the “liberation of larp” by removing the barriers that detract from … well, larp. I think it’s worth imagining a world of the fantastical beyond conventions like rules and “main plot”. I don’t think it’ll be easy… but I do think it’s ideal.