Over the years I’ve seen a few tabletop roleplayers comment that larp rules need to learn from indie games like Apocalypse World, which use the rules to drive the fiction rather than as a traditional “physics engine”. The big problem with this is that larp isn’t tabletop, and so tabletop-style negotiation of story outcomes doesn’t work well with the immersive immediacy of larp. But there’s an interesting article on Nordic larp on this topic which has a few good thoughts on this:
There’s some good snark in there about how Nordic larps started calling rules “meta-techniques” to avoid the association with games (equals Gamism equals Bad). And they spend a lot of space talking about indies games in case (or on the assumption that) readers are unfamilar with them. But there’s also some concrete design advice rather than the usual vague hype: namely, decide what sorts of thematic things you want to happen in your game, and construct the rules to make it happen. They have a concrete example of a larp focusing around interrogation, with mechanics to produce a sense of tension as secrets are exposed (or not exposed), and that seems eminently stealable. And now I’m wondering if there’s a similar mechanic to emulate Regency (or Wodehousian) romance…