This post is, in short, absolutely not what I should be working on right now, but I have to get it out of my head and onto your screen before I can make myself work on anything else, so here we are. My friends who have been deeply involved in […]
This is one of those posts that I’ve talked about writing for awhile now, and I expect that a whole lot of people will disagree most vehemently with everything I say – in one direction or the other. It’s fine, folks. My comment section welcomes you as long as we all […]
This post is a bit different from most of my LARP design talk, because I’m thinking through how to handle something from the player side. In this particular case, there’s neither Plot direction nor formal game mechanics at stake. In Altera Awakens, magic has just reawakened after quite a long nap, […]
This post comes out of countless conversations with Kainenchen about Flight Rising and other, similar games with active economies. I’ve written about trying to build functional game economies for LARPs before, and though that post is somewhat dated now, it’s still a foundation for this one. The point of this […]
In a tabletop game, “traditional” mechanical traps are awkward to include in a dungeon, and that is a real shame. I commented briefly on the problem of traps in my post on module construction, but now I want to dig into that topic more deeply and propose a new solution […]
In response to this post, +Matt Lichtenwalner asked: LARPing’s not my bag, but I am curious about the module building and how it relates to ‘traditional’ module building.
There’s been a lot of discussion lately in Eclipse‘s Rules Forum about invisibility and powers that counter invisibility. This is a very complicated topic in LARPing; we spent the better part of a year (off and on) discussing it while designing DtD, and I’m going to try to summarize the […]