LARP design


LARP Design: Five Field Battle Models 4

It’s been a long time since I’ve talked LARP design. Quarantine has of course put games on hold for the last year, though as vaccines roll out, we might be stirring again from that long slumber. Anyway, in this post I’m talking about field battle models and implementation guidance for […]


LARP Design: Wandering Monster Design 5

Oh, wow, I haven’t written about LARP design since December, how about that! Anyway, even before that when I talked about active locations in boffer LARPs, I knew I wanted to talk about how to design good wandering monsters for LARPs. Creature narrative, costuming, powers, and deployment are major elements […]


How to Write a Boffer LARP Module 4

Treasured Patreon backer Ryan McCorkle asked for a guide to writing modules for boffer LARPs. Since I freely acknowledge that there are others out there who can do better at this than I can, I hope the comments section will become a useful resource in its own right. For readers […]


LARP Design: Wandering Monsters and Active Locations 5

In a boffer LARP campaign, it does a lot of good for the wandering-monster gameplay experience if the players have a steady supply of reasons to move around the game site in small groups. That is, it both improves the experience of being a wandering monster (and yes, people playing […]


Death in Roleplaying Games 6

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 […]


LARP Economics: Collectibles

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 […]


Villain Design in Dust to Dust

I’ve talked about villain design in this blog before, but now that the Dust to Dust campaign is over, I want to use them as case studies in that conversation. In my view, DtD’s major villains were one of the most-right things that we did. This is not “in comparison […]