I really couldn’t think of a good name for this topic. It’s about a fundamental aspect of LARPs that doesn’t get discussed much. Who plays which characters when, and who is in charage of what characters get played?
Part the First
In which a simple idea is made to sound strange
There are games where every player plays one character for the whole game (unless their character becomes unplayable, in which case they might get another one). In the UK, what they call “freeforms” are often run this way. In that instance, the characters are usually all written by the organisers, with little or no player input. In Sweden, fantasy games are often run this way - each player plays one character for the whole game. Except, I think they sometimes create their characters themselves.
And then there are games with “NPCs” or “bit parts” or “secondary characters”. In a game like Mordavia, around half the participants play one character for the whole event, and the other half cycle through playing a number of NPCs. In Mordavia the people playing NPCs take some direction from the game organisers about the nature of their character, goals, and sometimes specific actions they should take. They are under the OOC direction of the organisers, and their purpose is essentially to play characters that complement the player’s characters and make the fictional setting believable.
Are there other ways this could be done? How about a game where everyone has a main character, but don’t necessarily play it all the time. Some of the time you play your “main” character, and some of the time you play other “bit part” characters. There’s mention of this approach in this article: thelarper.org/tombstone.html ~ the advantages of this approach are:
- Everyone gets to have a main character that they’re attached to, who is a free agent
- People who enjoy playing multiple roles in a game or taking direction from an organiser get the opportunity
- “Fill in” parts in the game that make it more satisfying but which might not be enjoyable to play for the entire event get someone to play them. This may include low-powered characters who emphasis the importance of the “main” characters and antagonists that aren’t likely to last long. Also known as “local colour” and “mooks”.
- Give players whose characters become unplayable (through something like death, capture, coma, or leaving the game area) something else to do until either their characters become playable again or they create another main character.
Part the Second
In which a new strange idea grows out of the first one
Taking that approach to the extreme, there would be no player/crew division. Everyone would be able to play a main character, but also able to play numerous other parts if they desired to. Some people might spend most of the time playing these bit parts and only occaisionally play their main character. This would enable main characters that just occaisionally pass through the game area to be played believeably. Other players might choose to play their main character all the time.
Logistically, the key to such an approach would be making it as simple as possible to change from one role to another and get briefed (without that briefing being heard by other characters, if you wanted to maintain secrecy). Probably the heart of such simple changes would be having a space set aside for it at the game venue. Dressing/briefing rooms, essentially.
It seems to me that this approach would open up the possibility of player-directed bit part characters. In other words, rather than the game organisers briefing an NPC, a player could brief them on a bit part to play. This would be an extension of the player-created-setting concept that we’ve used in Mordavia. If the players create aspects of the setting, why shouldn’t they also be able to create bit-part characters relating to the setting and put them into play? For instance, if your character’s background is that they have a standing army, you might want members of that army to turn up now and then to take orders. And you might want to brief those characters yourself, or leave a written briefing for them to read.
This could be taken to extremes. For Mordavia players, imagine if the tentacled cultists in the game and all the plot relating to them was actually all directed by a player or set of players. And the same with all the other antagonistic characters - the Vampire Lords and their spawn, orcish warbands, etc. Basically, a game with no GMs where all the plot is created and run by players. The organiser’s role would be to run the logistics of the game and help manage all the information. Perhaps they could also help integrate all the plots, but the actual plot generation would all be up to players.
So, the entire fiction could be created and run by players. It’s an interesting thought, and I’ve never seen it considered anywhere.
