Over on the Stargate LARP topic Derek raised the question of character skills and to what degree they should be based on player skills.
In some circles this is seen as the great divider of larp types, and indeed larper types. The gung-ho people who want to really act everything out are sneered at by the people who want to do pen-and-paper RPGs standing up, and vice versa. On one side of the fence are people who want to test their own personal mettle and for the larp to feel as immediate as possible. On the other side are people who want to be able to play characters that are completely different to themselves in terms of capability.
There are larps that exist at either end of this spectrum, being largely based on player or character skills. But for the most part, the two approachs exist side-by-side in the same larps and people don’t think about it much.
For example in Mordavia, the Armouring system is entirely a character skill, as there is no player skill component to it (except the decision of when to use it). Magic, Righteous, and Sapping are in the middle ground - you can only do these things if you have the character skill, but reading a scroll quickly and accurately, pointing your holy symbol in the right direction, or positioning yourself to sap someone is to some extent a player skill. Fighting is almost completely based on player skill, although the Tough, Steadfast, and Knock Down advantages can help. For a larp with significant fantasy elements Mordavia is very low on character skill, especially compared to similar games in the UK, USA, and Western Europe. Compared to Nordic no-rules games it’s very character-skill heavy, but they don’t tend to have strong fantasy elements. It’s all relative.
My personal stance is that everything that can be represented by player skills, should be. This results in the kind of immediacy and rule simplicity that I enjoy most in games. I like testing my own abilities in a fictional settings, and I hate dealing with rules when I could be just getting on with a larp.
In fantastic or high-tech settings there may be elements that just can’t be represented by player skills. My first inclination is to drop such skill use from the rules entirely, if that’s possible without destroying the feel of the setting. If not, implement character skills in the least intrusive way possible. Again, that’s just my personal preference.
At the top of my personal hate list would be the use of character skills instead of player skills for social abilities. Why bother roleplaying at all?
Lucky it wasn’t a good suit then huh?
)

