The Evolution of Fantasy Role-Playing Games - Michael J. Tresca [122]
Creator Roles
Nonplayer Character
Where LARPs differ most from tabletop games is in the handling of nonplayer characters (NPCs). The physical performance necessary to pull off a role in a LARP makes it impractical for a single person to handle many NPC roles. As a result, there is often a cast of characters who take on the roles of other NPCs. Unlike the players, the NPCs usually know the game’s plot and have some idea of the narrative (Branney and Leman 20).
NPCs, then, are a form of pseudo-player. They play the game, their characters have somewhat more limited goals, but they are ultimately constrained by the plot. Because LARPs are generally free-form, these players need direction as to how to continue with the plot when events don’t go as planned— which is inevitable in a less controlled environment.
Referee
Most LARPs have at least one referee, although some live action games are moderated by a small group of players. In Darkon, players with at least 31 battle credits are eligible to become referees, a system similar to the player/wizard advancement of MUDs. Darkon’s referees are referred to as Elders. Every country must offer at least one member to act as an Elder at each event. Each Elder is identified by his plain white tabard with the word “Elder” printed on the front. Elders adjudicate battlefield events and combat and can levy penalties for infractions.
There are analogues to the referee in the “puppet masters” of alternatereality games (ARGs). In ARGs, players experience “power plays,” games in which strangers are brought together to perform certain acts in public at the puppet master’s behest. The title is apt; puppet masters are often anonymous, posing questions, riddles, and challenges without directly interacting with the players (McGonigal 2007:252).
Marshal
In Darkon, marshals are volunteers that help with the administrative duties. Marshals have a variety of distinct duties—there is a Head Marshal and several assistants. Marshal specialties include armor, coin, costume, land, poison, potion and scroll, relic, spell, and weapon.
Stagehand
Because of the level of staging necessary to conduct a live action roleplaying game, there are also stagehand roles. These people are not active participants in the game but support staff necessary to coordinate the events, handle props, and otherwise ensure that the non-interactive aspects of the game run smoothly.
In elaborate LARPs, these stagehands are also special effects crews who perform everything from pyrotechnics to makeup artistry. They can make people look wounded or remove wounds, conjure smoke at the appropriate time, or animate monster props that dispense riddles.
Participant Roles
Matthijs Holter explains what makes immersion in a role feasible (2007:21): Characters and setting should be believable and detailed; the story’s flow should be well-paced with smoothly incorporated game mechanics; and players should have time to visualize and think ahead as well as be experienced with immersive play. He also listed elements that can break immersion: consulting the rules often, resorting to them frequently, or mechanics that don’t directly translate into game-world descriptions; games that are too fast-paced or that force players to make snap decisions for their characters; and players talking about things outside the game or using meta-game thinking to make character decisions.
I experienced all of these elements in my first LARP experience at ICON. It was a science fiction setting wherein everyone in the room was considered in-character, and anything outside of the room was considered out-of-character. Different characters were seated throughout the