Perhaps it is the idea of bashing your friends with foam weapons, dressing up and being whisked away to another world, or simply looking for a fun way to spend an afternoon, "LARPing" has caught your attention. It seems straightforward enough...
Mail order yourself a weapon... foam, obviously, because you're not stupid...
"It looks so real!"
...find yourself a game...
...Seems legit.
...and go dominate!
Given the wide array of information on the internet about LARPing, most of it is aimed at people that already have an idea as to what they are doing. They have some idea of what kind of games are out there, and which they are interested in joining. This brings me to my first point...
*1. Not All Games Are Created Equal
Even amongst games of the same genre, rules and overall gameplay can vary widely. Just because a game is "fantasy" doesn't mean that you should bring your pointy hat and robe.
"Hey guys, I couldn't remember if we were playing Knights or Zombies today... so I brought both."
Some games utilize what is called a "boffer" weapon. These are constructed at home with a solid "core" of either PVC or Graphite. While the rules for construction vary, there is generally less emphasis on realism, and more emphasis on safety. Guidelines usually state that no part of the boffer (save for the hilt) be able to fit through the plastic rings that hold 6 packs together. No foolin', that's their standard. Boffers usually have their foam overlaid with a layer of clear tape to keep out moisture and prolong the life of the foam (I wont pretend to know the science, but it works), and are then covered with a layer of cloth to prevent "tape slap", the bite of plastic thwacking against bare skin.
Good boffer...
...bad boffer
Boffers are often utilized when a game is going to be fast-paced or full(er)-contact. Since the weapons are fundamentally safe, hits can be delivered with more gusto, and feeble or "weak" shots can be discounted. Generally, these games use a system similar to "Army Dodgeball" to track hits, where you lose limbs as they are struck. These kinds of games go extremely quickly for the players, who suffer real-time penalties for being injured (try fighting with one leg on the ground!)
Oh, and you can forget that "hop on one leg" garbage from the film "Role Models". That mess would be utterly unsafe.
Some games encourage "Latex Weapons". These are the weapons you see that "look incredibly real". They may even have a glint and sheen to them that make them look like steel. There is certainly an air of awesome about them, but they come with a slew of problems for new players... but that is a whole other post.
Games that permit Latex Weapons tend to be somewhat slower in pace, with a heavier emphasis on "roleplay" than combat. When combat does occur, it happens at less than full speed ("2/3" speed, or a "safety pace") since pommels, crossguards, and blade tips are all smaller than the aforementioned soda ring (and could, therefore, poke eyes). These games have rules that govern a player's "skillset" which represent things that would be difficult or cumbersome to do in real life. Do you remember arguing over whether you shot your friend when you played Cowboys and Indians as a kid? You knew YOUR aim was impeccable, and he knew that you couldn't hit the broadside of a barn... so who wins? If you're negotiating a peace treaty with an Orc King, and he wants to flatten your tiny human settlement, who wins? These kind of games are more about that sort of thing.
Players have "Hit points", and "Mana" and "Skill Rings" and "Character Cards" in this sort of game... and if you're just expecting to go and have a fun afternoon, that can be rather daunting.
While appropriate weapons are a VERY big part of a given game, knowing any "special rules" that differentiate one game from the next can be very helpful when walking in. "Dagohir", for instance, permits a player to kick another player's shield... but only in a certain fashion. "Amtgard", however, does not. No kicking shields of any sort for them. Both are boffer-based games, with a heavy emphasis on safety... and yet, shield kicking?
Some LARP games even permit grappling. Full-on joint locking and dagger-combat!
"I just wanted to try this oooouuut!"
*2. "Spells and incantations for those with the talent to cast them"
Most LARP games that center around fantasy themes have some sort of magic-system that allows players to become spell-slinging Wizards or mysterious Druids. For some, walking onto the field and being slapped with a thirty page rulebook detailing all of the different spells in the game can be intimidating. Lord knows I certainly was when I first started out...
How well do you know your spells?
The typical reaction is "but I don't want to play a Wizard...?". However, everyone has to have a working knowledge of any magic system in the game so that play doesnt have to stop and explain every charm or fireball to you. Typically, this system has a rhyme and reason to it. There is some sort of "flow" to most of it, and for the most part boil down to little more than a complicated game of freeze tag.
*3. When in doubt, ask.
Most parks are extremely friendly, and are more than willing to try and help you get started. Parks thrive on new comers, who are often too intimidated to even ask about a game, much less give it a try. Just be patient with the regulars, as they know what they are trying to say, but have been likely doing it so long that they've forgotten what it's like to be new... but they do mean well. Ask ahead of time what you should bring, what kind of weapons they use, and if there is anything special that you should know before coming in.
This is very cool. I run a LARP in Japan and have seen a growth of LARP groups forming. Most games are played inside, in rented spaces. My group plays outside in space I bought.
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What kind of a LARP is it? You guys are so fortunate to have a dedicated play space! :D
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We are doing Underworld LARP, a franchise LARP from Canada.
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