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/cgl/ - Cosplay & EGL

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>> No.7843578 [View]
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7843578

The group becomes it's own undoing.

While i don't discourage people from making their own games, (as that is how all larps really started after all) I can share some of the pitfalls i have encountered over the 20 some odd years i've done this sort of thing.

Group identity, is hard to establish. you can make a Larp setting, plan and write hundreds of pages of text but you come up against a wall when you look at finding people to play this game you've created.

Realize that trying to please everyone will lead to pleasing no one. You can't make the combat monkeys happy and the role players happy. You cant turn the game into a "boffer sport" and expect them to not fight like flailing tards.

If you want to start a more RP based game establish rules that make it harder to be a twink. like "You must have on garb, no obvious mundane shoes, no fun noodle weapons." the aforementioned fun noodle sword is all weapons in the ultra light, tube shaped omni blade, "dick sword". They are not representative of any real or fantasy weapon and only exist to offer physical advantage in a boffer combat game. Your weapon must look like the weapon it's supposed to represent.

Use or demand latex larp weapons, there are lots to choose from, they lend better to role play than boffer tag.

Avoid complicated armor rules, magic rules, anything involving immersion breaking math that has to be yelled out or a laundry list of enchantments to recall. If you're going to include magic make it simple and somewhat physical in nature.

The only way to win or advance in any way is to solve problems in the game, complete storys, interact and well.. role play.. Absolutely no advancement of any tangible measure should be given through strictly combat. This means that you could be the fastest, best fighter on the field and that won't get you anywhere if you don't participate in the story
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