More and more I’m thinking about the challenges of giving players opportunities for lots of combat without reducing the gravity of killing someone.
In big battles I feel there’s an appropriate mood. That sort of combat is scary and intense and I feel like players are presented with a genuine reason to take another life and the fear/adrenaline is usually at a level that’s quite immersive - particularly when you have to keep fighting even though your friends are dropping on the field.
In contrast to this is the casual ‘Oh let’s go kill some bandits’ combat that’s almost light-hearted at times. Sometimes it’s almost done with a casualness that could be interpreted as ‘whee, killing bandits is fun!’
I don’t think most characters would think ‘killing is fun’. I know many characters DO feel justified in killing bandits (or anyone that’s attacking them/their friends), and a few MAY even genuinely enjoy killing jsut for the sake of it. However, I’m also guessing this is an area where the line between OOC and IC blurs a little - because players think larp combat is fun.
I think it presents an interesting challenge for both GMs and players. In the weekend games there will always be some random greeblie attacks to keep people active and engaged and provide an opportunity for combat. So how does one do that while keeping players engaged enough to be thinking and acting ICly in regards to killing?
Note: I appreciate I’m probably in the minority here as many will equate LARP killing with video game killing, which is fair enough! I just thought it an interesting point for discussion. 