A little while ago, a friend of mine started a conversation in G+ about the Next Big Evolution in LARPing, without getting into specifics of what he thought that change might represent. The idea has been knocking around in my head since then, and I've come up with a number of different directions that boffer LARPing in the South could go. I'm not saying that these are good things - I'm trying to avoid value judgments here altogether, because it really is
just a thought experiment. Also, these things may already be in evidence in other parts of the world - boffer LARPing in the South tends toward various kinds of heroic fantasy or heroic sf without a lot of attention given to the more avant-garde stuff, especially since the more avant-garde stuff is done in salon-LARP style.
It may be that I'm thinking too much "inside the box," but I think a safe starting point for exploration of ideas is to describe what we have right now, and then imagine a negation of each of those points. To that end, I might describe boffer LARPing as:
A combination of combat, puzzles and unscripted in-character interaction that takes place primarily in state parks. A character's material possessions are represented in a simulationist manner: you have a pile of tags, gems, and coin reps instead of a Resources stat, or you have a directly-developed history of connections with PCs and NPCs rather than a Politics stat. (Then there's also a lot of back-end stuff I want to talk about.)
Combat
A game with combat emphasized at the expense of all other kinds of gameplay is admittedly, something that has been done in the past; it's pretty much how the whole hobby got started, and the introduction of puzzles and character interaction came along later.
Let's face it: presented with two padded swords, almost any two people of my generation or generations near mine will pick them up and at least spar lightly. The same goes for NERF guns.
Because of my own ignorance, I don't know how much games like
Amtgard and
Dagorhir resemble competitive team sports. I can, in any case, imagine LARP combat formalized into something more like competitive fencing, with referee scorekeepers (or electronic scoring), leaderboards, and the like. I don't mean to take any credit for the idea - it's one I heard through the grapevine from another friend. This could certainly involve terrain complications just as paintball does, and it's
remarkably less stupid than
some sports people are playing these days. It's also a less-lethal version of Extreme Jousting. Alternately, the competition could be scored and timed completions of "dungeons," staffed by an NPC team or in split-module format.
Puzzles
Wildlands South and Shattered Isles were both pretty heavy on puzzles; Wildlands in particular makes puzzles and puzzle-solving a central part of its world-laws, as part of its extended lift of Earthdawn. (This isn't criticism. The WLS staff roster and playerbase had several names in common with the Earthdawn credits list.) I don't mean to say that WLS or SI started this - they're just the ones I know about. Puzzles have been a pretty steady component of gameplay throughout the years, whether we're talking about wooden block puzzles, riddles, decryption, or the like. DtD's and
2nd Dawn's (independently developed) Ritualism systems both rely on solving puzzles during play: dominoes for DtD and mazes for 2nd Dawn. DtD has also begun exploring research that is supported by puzzle completion and other kinds of skill challenges.
I can still imagine a game with
more of its gameplay shifted into puzzle-solving, whether we're talking about abstract puzzles (such as DtD and 2nd Dawn use) or more direct things. This concept would be easiest to describe as
Myst: the LARP, I guess. This really works best as a one-shot or short-run game, since a lot of the emphasis on traditional narrative and fighting the Bad Guys falls by the wayside in exchange for pure exploration of a space. The prep time involved in
creating enough density of puzzles to entertain anywhere from ten to sixty players for a weekend (and this would work really well as a low-population game) means that you'd need a large number of full-time content creators working in disparate fields of puzzle creation.
The flow of this theoretical game goes something like this: On going into play, players begin exploring the site, looking around for anything that is out of place, odd, or represents an obvious puzzle. Maybe there are marshals to make rules-parsing easier, or maybe all of the puzzles are functionally self-marshaling. Some puzzles can be completed based on what's immediately obvious, while other puzzles require clues gained from puzzle completion, which might be in place to encourage character interaction. (A state park
can work for this, since each cabin represents a discrete location for a puzzle, but if combat is taking a back seat, maybe all fights can be staged in one combat-approved room of a building.) As the weekend goes on, players learn more and more about the mysteries of the setting, through the context of the puzzles. The climax of the event is a series of timed puzzles or a series of skill challenges (probably de-emphasizing physical skill).
As mentioned above, the workload of content creation for solvable puzzles is a major challenge here. The committee behind such a game would need to develop shortcuts, I suspect, to generate a large number of puzzles with interwoven clues. It's a skill, certainly, and they'd get faster at it as they went; certainly there are people at MIT who more or less do this kind of thing every year, and manage to include through-line stories. The big
advantage that this kind of game would enjoy is that, depending on how thoroughly boffer combat was de-emphasized, the game becomes much more accessible to those with physical disabilities, and more work can go into outlandish costumes and set design (since they don't need to be things you can fight in or around). Also, such a game could put a lot of emphasis on computer-based puzzles developed in Flash, and could release small amounts of content between events. Of course, that means getting a Flash developer to work for-the-love, which is not necessarily easy.