Tag Archive | LARPing

LARP Bullies

A while back I wrote about How To Win A LARP, and one of the first steps is to Be A Colossal Jerk. While people trying to win a LARP are almost always colossal jerks, there are other people there that simply want to push people around. I’ve identified three different types of LARP Bullies and described them below, though I’m sure there are plenty of other categories we can point out.

The Immersion Snob

Before I start in on this one, I will say that I do like a high level of immersion in my LARPs, but I also believe that immersion goes beyond costuming and props. I can also maintain my own sense of immersion while others are talking OOG, or eating a bag of chips in the open in a fantasy LARP. The Immersion Snob is the opposite. They put a lot of work into their costuming, make-up and props (which is to their credit), but they also demand the same from everyone else. If your costume or props are not up to their level, prepare for a lot of vitriol coming from them. Eat a granola bar, get ready to hear how you can’t eat that because they didn’t exist back in the Middle Ages. They expect you to bend over backwards, with no return on your investments or time and effort, so that they can have a good time.

While they want immersion, they often don’t add to the immersion beyond a superficial level. Sure their costumes are great, but they simply act like themselves instead of portraying a character. A player who acts out a character far beyond their own personality, but doesn’t have an outstanding costume adds way more to an immersive game environment than someone who has a great costume but acts as themselves the whole time.

The problem with the Immersion Snob is that it can be intimidating getting into a LARP for the first time. Rules can be daunting, everyone around you has great costuming, and so forth. That’s hard enough to get used to without someone coming up to you and telling them that what you’re doing is all wrong and that it’s ruining their time. It’s a very self-serving point of view that doesn’t help anyone, and can chase new players away.

The solution I’ve found is to point out that LARPing is indeed a game, and that not everything comes down to the accuracy of the setting. After all, most combat LARPs use weapons made from plumbing supplies and duct tape, and magic is often represented by bean bags. Camp sites often have at least some electricity, and therefore have power cables running along roads. Many cabins have plumbing and flush toilets on a septic system. There are plenty of things to point out, so maybe not having your nerf gun painted isn’t such a bad thing when all of these modern comforts are surrounding you. When you point this out, they’ll leave in a huff, often because they don’t want to admit that they’re behaviour only leaves to hurt feelings and new LARPers leaving.

The Brute

This person is simply terrifying. They play heavy combat characters, and really REALLY want to pick a fight with anyone they can. Largely because they want to do it in real life, but there are laws about that sort of thing, and prison is filled with people that are bigger, stronger, and tougher than they are. So they do the next best thing: do it through a pretendy fun-time game. They want to intimidate and physically bully everyone else around them in order to make themselves feel superior. It’s the classic depiction of the school-yard bully, but while pretending to be a Viking or an orc or whatever.

I shouldn’t have to point out the problems with these cretins, but let’s go over them anyway. Just like I stated above, LARPing can be intimidating for new players. Having a Brute try to push them around, especially early into a first event, can send new players packing. There’s also very serious behavioural problems that the Brute obviously has. Rageaholic isn’t the technical term, but it is a real thing, and it could be that the Brute has it or any number of underlying psychological problems that cause him to take it out on others. Add in the fact that most simply do not fight safely in combat LARPs, and you have a big, lumbering can of newbie repellant.

LARP operators have to be on the look for people like this. A LARP should be a welcoming place for new players, and having a Brute is detrimental to said environment. Personally, if I could, I’d ask the Brute to either take an anger management class or not come back. Barring that, I’d just ask them not to return at all.

The Sociopath

Far more dangerous than the Brute, the Sociopath doesn’t try to push you around physically. Instead, the Sociopath tries to elevate themselves through the coercion and manipulation of other players. They have no regard for the feelings of others, but will feign empathy if they know it will advance their goals. They treat others as objects, things to be manipulated rather than people. They will ruin an event or a LARP as a whole or another player for personal gain, with no regard for anyone else. They do not take responsibility for any of their actions, making fake excuses or throwing others under the bus, most often the victim of the Sociopath’s behaviour.

I don’t have to tell you that this person is bad for a LARP, or anyone playing it regardless of experience, or, frankly, anyone at all. This is a person that is definitely trying to win a LARP, and will do anything to do it. Cheating, targeting, lying to directors, backstabbing, the sky is the limit. This person gets their jollies from making others suffer, and it needs to be stopped before it starts, if possible.

The solution? The Ban Hammer. Get rid if this person immediately. Just like in any organization, this toxic individual can only do long-term harm to a LARP. Luckily, these people are few and far between, but as they say, one bad apple spoils the bunch.

The Puzzle Monster

Whoa! A post not exclusively about LARPing on a site about Game Design! Wow!

Ok, that’s out of the way. On to the topic at hand!

A puzzle monster is an encounter in a game in which the standard beat it to death with your choice of death-dealing method doesn’t work, or is very ineffective, but has a weakness or strategy the player must discover on their own. You find these often with boss enemies in video games.

Puzzle monsters can be done very easily, but they can be also done badly. A good puzzle monster is one that can be defeated by any player, regardless of any skills or abilities the player may possess at the time.

E.V.O. The Search For Eden for the SNES has a simple puzzle monster at the end of the first chapter (if you’ve never played it, I recommend getting a SNES emulator and playing it. Great game). You are a fish at that point, and the boss is a Great White Shark. It charges at you often, and if it gets close enough to you, it bites you for massive damage. If you try to bite it normally, it will either bite you back or smack you with its tail, also for large amounts of damage.

The trick is to stay near one of the cave walls where the Shark dwells, and wait for it to charge, then move out of the way. The Shark will hit the wall, and become stunned, giving the player an opening to attack the Shark. Repeat a few times, and the Shark explodes into large portions of fish sticks (sorry if I spoiled this one for anyone, but later bosses are a LOT harder). Because of this strategy, you didn’t necessarily need to have all of the cool evolutions to beat the monster.

A bad puzzle monster, however, can endlessly frustrate the player. A couple of years ago, I attended a LARP which had a REALLY bad Head of Plot. Among many of his poor choices were puzzle monsters which had a very specific weakness, all of which were in the form of a skill in the rule book. A specific kind of magic spell or the like. If a character did not possess this skill, they had no possible way of defeating the puzzle monster. This led to a lot of frustrated players, especially less experienced players that left simply because the difficulty curve was just made too high as a result.

It doesn’t have to be hard to design a puzzle monster, regardless of what kind of game you’re designing it for. Simple examples include:

  • A monster that can only be damaged while standing in a specific area
  • A monster that can only be damaged while the player is standing in a specific area
  • A player must stand in a certain spot for a certain time to gain a sort of buff that allows the character to damage the monster, but has a very short time span, so the player must go back to that spot repeatedly.
  • The monster has a weak point that the player must hit in order to affect the monster in any way

Even a simple puzzle monster like the examples above can be rewarding for a player just for defeating it. Giving loot or the like as a reward isn’t always necessary as a result, depending on the difficulty level of the encounter. The player can walk away knowing that they took down something that was seemingly impossible to defeat with their own abilities, not being held back by the numbers on their character sheets.

Puzzle monsters can be challenging and rewarding, but if you design them badly, all you end up with is a bunch of pissed off players. Designing puzzle encounters around circumstances that anyone can pull off, regardless of the skills of the character a player is playing, will be far more rewarding than loading it up with skill immunities, and I guarantee it!