top of page

Beginner's Guide to LARP

So you’re curious about Live Action Role Playing (LARP) - that’s great! Here’s a guide about what to expect, especially as you navigate the site and consider what your next great adventure will be. 

Common LARP Terminology

LARP (Live Action Role-Playing)

A game where players physically act out characters in a shared story, using costumes, props, and rules.

 

Character (PC – Player Character)

The fictional person you play in the game.

 

NPC (Non-Player Character)

A character played by organizers or volunteers to help run the story (villagers, monsters, villains, etc.).

 

In-Character (IC)

Anything said or done as your character. If you’re acting, speaking, or reacting as them, you’re IC.

 

Out-of-Character (OOC)

Anything said or done as yourself. Used for rules questions, safety checks, or breaks.

Calibration

The process of negotiation, adjustment, and discussing the intensity, style, and safety of a scene with another player prior to the scene/play beginning.

Safety Mechanics

Structured, agreed-upon tools and techniques designed to establish boundaries and ensure emotional and physical safety in order to manage the intensity of scenes.

Character Connections

Ties between characters that can (but do not necessarily have to be) explored during play. This can include relationships, past exposure, etc. 

Flagging

The process of alerting the team producing the LARP of any potential issues with other individuals that are currently set to participate in the game. 

Casting

The process of assigning the pre-written characters to the confirmed players in the game. This process is done by use of the application form that would have been submitted at the start of the process.

Tap-out

A safety mechanic and communication tool that allows a participant to signal they need to stop, pause, or reduce the intensity of a scene immediately without using words. 

In-game vs off-game

In-game refers to the time period when you are in character fully immersed in the experience - you are acting, speaking, and making decisions as that character would, rather than yourself. Off-game, by comparison, is the time period in which you revert back to yourself, and you are no longer the character. The expectation is that either format is happening for everyone for that specific time frame. 

Types

This is a non-exhaustive list of different types, but is intended to give you a high level idea of what you might get into.

 

Blockbuster LARP

A high-production, multi-day event designed for a large number of participants - typically 100 or more. 

Parlor LARP

Also known as a Chamber LARP, this is a story-driven, low-combat game often held in a single room. It focuses on intensive character interaction, social plotting, and secrets, rather than physical activity, and lasts a few hours. 

Fantasy LARP 

Theme: Medieval or mythic worlds

Gameplay: Combat with foam weapons, magic systems, quests

What it’s like: You might fight monsters, negotiate with nobles, or cast spells using verbal calls or props.

Historical LARP

Theme: Real-world history

Characters: Vikings, Roman soldiers, Renaissance nobles, etc.

Gameplay: Often less magic (or none), more focus on politics, social roles, and period-accurate behavior.

What it’s like: You act within historical constraints - class, laws, and customs matter a lot.

Modern / Contemporary LARP

Theme: Present-day or near-present settings

Gameplay: Usually low or no combat, strong emphasis on roleplay, mystery, and social interaction.

What it’s like: Think improv acting in a realistic scenario - solving problems through conversation and choices.

 

Sci-Fi LARP

Theme: Futuristic or space-based

Gameplay: May include prop tech, rules for hacking, energy weapons (often simulated), and moral dilemmas.

What it’s like: More puzzles and story-driven scenes than physical combat.

 

Horror LARP

Theme: Fear, tension, survival

Characters: Investigators, survivors, or monsters

Gameplay: Low combat, high atmosphere. Rules support suspense rather than power.

What it’s like: You might be sneaking, hiding, or making tough decisions under pressure. Safety rules are especially important here.

 

Political / Social LARP

Theme: Power, relationships, influence

Characters: Nobles, council members, leaders, factions

Gameplay: Very little combat. Most conflict is social.

What it’s like: Great for players who enjoy acting, strategy, and dialogue.

 

Nordic / Freeform LARP

Theme: Deep emotional or artistic stories

Gameplay: Minimal rules, no visible mechanics, strong focus on immersion and feelings.

What it’s like: Feels more like collaborative theater than a game. Not about winning, it's about experiencing the story.

 

Boffer LARP

Theme: Warfare and physical skill

Gameplay: Lots of fighting, clear rules, simple characters.

What it’s like: Fast-paced and physical. Roleplay exists, but combat is the main draw.

 

Educational LARP

Theme: Teaching or short stories

Characters: Pre-written roles

What it’s like: Great for beginners—short, structured, and focused on learning or teamwork

One-Shot

Theme: Could be any theme

Characters: Pre-written roles

What it’s like: Great for beginners—short, structured, and brief glimpse into a world and story.

Terminology & Types
The Mooney Bin Experience

Play to Flow

Games are designed to offer you the chance to experience life as your character, albeit during a short period of time, and in a controlled environment. It will be a successful experience if you flow with what happens to your character and lift the play of your coplayers. There are no objectives that will cause you to win or lose. The only thing we ask of you is to be in your character’s shoes, to connect with what they feel, to think the way they would think, and behave in the way they would behave, all the while allowing your character to make their own decisions. That’s what we call "flow" or "letting go". 

Some of the details below you may have seen in other LARPs, but others may be unique to MBE. This is intended to help you get ready for a LARP with us!

 

Self Storytelling

You are your own game master, of course within the limitations of the game- and safety rules. We trust our players to be involved in the whole process, from the character creation phase to the end of the event. That’s why, once the game starts, you don’t need to ask us permission to do something or to decide if your character would think or do something.
 

Slow Escalation

Slow escalation is the way to consensually negotiate physical scenes without stopping the roleplay by slowly stepping up the gestures you are doing with someone, giving them the opportunity to tap out at every level, and gain non-verbal permission to escalate the scene. No physical escalation should be a surprise. This will be gone over and practiced in workshops.

 

Character Flexibility

Your character sheet is yours. We are happy with players changing their character sheets following some rules: calibrate changes with your coplayers, don’t change the sign of the relationship that you want to change (positive or negative), don’t change events from the past and if you are not going to play or you want to change a plot, please let us know before doing so.
 

Story Flexibility

Pre-calibration and some pre-planning is okay! However, flexibility is important, as no plan survives impact with players/game. Playing to flow is embracing the story in front of you, and pivoting when unexpected obstacles get in the way of what you planned/expected.

 

We encourage players to play with the flow of the game over any pre-planned scenes.

 

WYSIWYG

What you see is what you get. What you see will be part of the game and you will have to deal with the consequences. Respect other people’s experiences and safety: avoid any behavior or attitude that can hurt the immersion or the experience of other players but also keep in mind that safety comes first.

 

“Candidly”

This is a term that can be used in game to establish a truth in a diegetic fashion, or ask for guidance without breaking character. This is somewhat of an exception to the WYSIWYG rule above.

 

"Candidly, I've got blood all over my outfit." This establishes that, despite the lack of props, there is blood all over the outfit.

 

"Candidly, have we always had this procedure?" This lets folks know the player is confused, but should know the information in-game, and is asking for a gentle in-game reinforcement of what they are expected to know.

Electronics

The Off-Game use of any kind of electronic devices (tablets, phones, computers, etc) during game should be discussed with the organizers. However, devices expected for in-game use are fine! 

Game Balance

You'll see charts added to each of the games that identify certain elements of the overall game, so you can best gauge if it's for you. These include:

  • LARP Atmosphere: This talks about whether or not the general atmosphere is written to be more relaxed and laid back, or if it's more intense. 

  • Conflict Level: This describes how much conflict (ie. arguments, fights, disagreements, etc.) is intended for the game

  • Physical Action: This describes how physical the game is - this can vary from needing to travel/walk large distances, but also can go to physical combat.

  • Transparency: Transparency refers to how much information an individual player knows (versus what their player knows). Low transparency/secrecy means the player is kept in the dark about most things so it is left as a surprise. Full transparency means the player is aware of everything that is happening, so they can prepare themselves and their character's reaction. 

  • Player Agency: This refers to a player's ability to make meaningful choices that directly influence the game's story and/or their character development. 

  • Location & Scenography: This refers to where the game is physically set - do you need to use more theater of the mind and imagine what's around you, or does the location lend itself to the experience/illusion?

  • Game Content Tone: This refers to whether the game is more on the light-hearted/cheery side for content, or if it is of a darker, heavier nature. In the case of the latter, the game will often come with content warnings so you are fully aware before you engage. 

Experiences
Other Resources

©2018 by Sean Mooney. Proudly created with Wix.com

bottom of page