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	<title>Aliens in the Desert &#187; LARPs</title>
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	<description>One woman's life in games and the continuing search for E.T. in the desert.</description>
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		<title>LARPing 101</title>
		<link>http://www.aliens.jetgirl.net/2009/01/05/larping-101/</link>
		<comments>http://www.aliens.jetgirl.net/2009/01/05/larping-101/#comments</comments>
		<pubDate>Mon, 05 Jan 2009 21:33:29 +0000</pubDate>
		<dc:creator>Jetgirl</dc:creator>
				<category><![CDATA[LARPs]]></category>

		<guid isPermaLink="false">http://www.aliens.jetgirl.net/?p=121</guid>
		<description><![CDATA[I am considering running a seminar on LARPing for beginners at this year&#8217;s Dundracon.  It&#8217;s something I&#8217;ve wanted to do for a little while now, and since I have a little time on my hands, now seems like a good opportunity.
My thought was to first do an intro to LARPing that would run about a [...]]]></description>
			<content:encoded><![CDATA[<p>I am considering running a seminar on LARPing for beginners at this year&#8217;s Dundracon.  It&#8217;s something I&#8217;ve wanted to do for a little while now, and since I have a little time on my hands, now seems like a good opportunity.</p>
<p>My thought was to first do an intro to LARPing that would run about a half hour and basically go over the LARPing FAQ: What is a LARP? Why do people do this? Are there any safety rules or guidelines? Is there any LARPing ettiquette? What do all those LARPing &#8220;gang-signs&#8221; mean?</p>
<p>After that, the fun part.  A one hour &#8220;micro-Larp&#8221; where the newbs can try LARPing with other newbs in a safe and guided environment.  I will try to have one or two extra people there to help out guiding the newbies if they feel lost or disoriented.  Encourage them to ask questions like &#8220;uhm&#8230;what should I do now?&#8221;</p>
<p>Finally a half-hour cool down and Q&amp;A period.</p>
<p>The micro-LARP is the part that I am most excited about.  I&#8217;ve got a few thoughts on how that would go.  I think the name of the scenario will be &#8220;Who&#8217;s got the thingie?&#8221;.  The goal  of all the players will revolve around the &#8220;thingie&#8221;.  The thingie will need to change hands; some people will want it, some won&#8217;t, etc.  Maybe some people will want parts of it.</p>
<p>For characters, I am thinking of providing something very simple: A simple name: &#8220;Susan&#8221;, a contact list of no more than a couple people: &#8220;You like John, you hate George&#8221;, a couple personality traits: &#8220;melancholy, melodramatic, eager to please&#8221;, and a simple goal: &#8220;get the thingie&#8221;.</p>
<p>Another thought that just occured to me is to do something a bit &#8220;Whose Line is it Anyway&#8221; and give the new players personality traits and then the main goal is for everyone to guess who has  which traits.  Or goals whatever.  Each player will get &#8220;points&#8221; if other people can guess their traits.</p>
<p>Ooh: Yet another idea!  A &#8220;parlor&#8221; room scene like from a mystery story.  The GM plays the detective and interviews all the characters about the role they had in the murder.  This has the advantage that it can be run in a short amount of time, and it gives a very communal type role-playing environment, but on the other hand people get to interact less one on one with each other.  But maybe that&#8217;s ok for this kind of thing.</p>
<p>Some exciting ideas.  Not sure which way I&#8217;ll go yet.  Suggestions and opinions are much appreciated!</p>
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