I’m finding the multiple discussions going on right now about system generations, and how skills are tested and conflicts resolved to be fairly uninteresting, mostly because these aspects are all really toggles and switches - the different options appear in greater and lesser degrees in both live and tabletop games depending on the priorities of the game designers.
What does interest me about Larp as distinct from a tabletop game is how the information moves around. In tabletop games the default is for everyone to witness everything that happens. People usually have the option of taking the GM off for a quiet chat, but this has the deleterious effect of breaking up gameplay or messing up someone’s social life when used in extremes. This means that in normal situations everyone knows what external events are going on and with the best intent in the world, this open information structure affects how people play.
In Larp its completely the opposite. Information moves in waves around the group, and may never reach some people because they weren’t physically present when an event happened and nobody saw fit to tell them. They’re restricted not by the GM’s description but by what they can actually observe. The information structure is very closed. I have no especial conclusions to make about this, just that I thought it was cool.