The criticality idea is neat, it’s a great way of conceptualising a non-linear larp design. Some larps have a “plot” with known waypoints, but many others are a whole vortex of whirling stuff happening and no way of knowing where anything will land.
Another similar thing is this article on chaos theory in larp design (page 157, Montola, 2004). That’s something that also chimes with how I think about larp, not just as a narrative but as a dynamic system rather like an ecology.
I’m a bit of a simulationist/immersionist, truth be told, but I learned long ago that most larpers want things to “make sense” and “end nicely” and “not kill my character for no apparent reason” so I tend to temper my urges for unbridled chaos.