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A direct action-play action game ( LARP ) is a role-playing form in which participants physically portray their characters. Players pursue goals in fictional settings represented by the real world while interacting with each other in character. The outcome of the player's actions may be mediated by game rules or determined by consensus among players. Event arranger called gamemasters decide the settings and rules to be used and facilitate play.

The first LARP was run in the late 1970s, inspired by the role-playing table and fiction genre. This activity spread internationally during the 1980s and has diversified into various styles. Play may be very similar to a game or may be more concerned with dramatic or artistic expressions. Events can also be designed to achieve educational or political goals. The genre of fiction used varies greatly, from a realistic or historical setting to a fantastic or futuristic era. Production values ​​are sometimes minimal, but can involve complex places and costumes. The size of LARP is in size from a small private event that lasts several hours to a major public event with thousands of players hanging on for days.


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Terminology

LARP has also been called live role-playing ( LRP ), interactive literature , and free role play . Some of these terms are still commonly used; However, the LARP has become the most commonly accepted term. Sometimes written in lowercase letters, such as larp . The live action in LARP is analogous to the term live action used in movies and videos to distinguish works with human actors from animation. Playing the LARP is often called larping , and doing so is larper .

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Play an overview

The participants in LARP physically portray the characters in a fictitious setting, improvising their speech and character movements somewhat like actors in improvised theater. This is different from the role-playing table game, where character actions are verbally explained. LARP can be played in public or private areas and can last for hours or days. There is usually no audience. Players can dress as their characters and bring the appropriate equipment, and the environment is sometimes decorated to resemble the setting. LARP can be either a one-time event or a series of events in the same setting, and events can vary in size from a handful of players up to several thousand.

Events are given for the benefit of players , which take on a role called player character (PC ) that players can create themselves or provide by gamemasters. Players sometimes play the same characters repeatedly on separate occasions, increasingly developing characters and connections with other characters and settings.

Arranger called gamemasters ( GM ) specifies LARP rules and settings, and may also affect an event and act as a referee while it is in progress. GM can also do logistics work, or there may be other regulators who handle details like event ads, reservations, and financial management. Unlike GM in desk-table role play, a GM LARP rarely has an idea of ​​everything that happens during play because many participants can interact at once. For this reason, the role of GM LARP is often less concerned with strictly maintaining the narrative or directly entertaining the players, and more by organizing the LARP structure before play begins and facilitates the cast and crew to maintain a fictional environment during play.

Participants sometimes known as crews can assist GM to organize and maintain the LARP environment during play by acting as stagehands or playing non-player characters ( NPC >) that fills the settings. Crew usually receive more information about the settings and more directives than GM than the players do. In a role-playing table game, a GM usually plays all the NPCs, whereas in LARP, each NPC is usually played by a separate crew member. Sometimes players are required to play NPC for an event period.

Many games consist of interactions between characters. Some LARP scenarios mainly show interactions between PCs. Other scenarios focus on interactions between PC and regulatory aspects, including NPC, which is under GM's direction.

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History

LARP has no single point of origin, but is found independently by groups in North America, Europe, and Australia. These groups share their experiences with genre or tabletop fiction games, and the desire to experience such a physical arrangement. In addition to playing roles at the table, LARP is rooted in childhood games to make believe, play battles, costume parties, game simulations, Commedia dell'arte, improvisational theaters, psychodrama, military simulations, and historical casting groups such as Society for Creative Anakhronisme.

The earliest recorded LARP group is Dagorhir , which was founded in 1977 in the United States and focuses on fantasy battles. Soon after the release of the film Logan Run in 1976, the role playing game that was still not perfect based on the film run in the US science fiction convention. In 1981, the International Fantasy Gaming Society (IFGS) began, with regulations influenced by Dungeons & amp; Dragons . IFGS was named after the fictional group in the 1981 Dream Park novel, which describes LARPs futuresism. In 1982, the Society for Interactive Literature , the predecessor of the Live Action Roleplayers Association (LARPA), was formed as the first recorded US-style LARP theater group.

The Treasure Trap, formed in 1982 at Peckforton Castle, is the first recorded LARP game in the UK and affects the LARP fantasy that follows there. The first LARP recordings in Australia were run in 1983, using the science fiction setting Traveler . In 1993, White Wolf Publishing released the Mind's Eye Theater, which is still internationally played and is probably the most commercially successful LARP. The first German event occurred around 1994 (another source claimed 1992 or 1991), with LARP fantasy in particular growing rapidly there, so that since 2001, two major German events have been run each year that have between 3000 and 7000 players each and attract players from all over Europe.

Today, LARP is a widespread activity in the international world. The game with thousands of participants is run by a non-profit company, and there is a small industry to sell costumes, armor and foam guns aimed primarily at LARP.

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Destination

Most LARP is meant as a game for entertainment. Fun aspects can include the creation of collaborative stories, attempts to overcome challenges in the pursuit of character goals, and a sense of drowning in a fictional setting. LARP can also include other aspects such as games like intellectual puzzles, and sport-like aspects like fighting with simulated weapons.

Some PARP emphasize artistic considerations such as dramatic interactions or challenging subject matter. Avant-garde events or arthaus have a very experimental approach and high cultural aspirations and are sometimes held in the context of art such as art festivals or museums. Avant-garde theme themes often include politics, culture, religion, sexuality, and human condition. This PARP is common in the Nordic countries but is also present elsewhere.

In addition to entertainment and artistic benefits, LARP events can be designed for educational or political purposes. For example, the Danish high school Elderskole uses LARP to teach most of its classes. Language classes can be taught by immersing students in play-play scenarios where they are forced to improvise speech or writing in the language they learn. LARP events with political themes can try to arouse or shape political thinking within a culture.

Because LARP involves a controlled, artificial environment in which people interact, it has sometimes been used as a research tool to test theories in social fields such as economics or law. For example, LARP has been used to study the application of game theory to the development of criminal law.

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Fiction and reality

During LARP, the actions of players in the real world represent character actions in imaginary settings. Game rules, physical symbols and improvised theater are used to bridge the differences between real-world and settings. For example, a rope can denote an imaginary wall. Realistic weapon weapons and risky physical activity are sometimes prohibited or prohibited for security reasons. Although the fictional timeline within the table RPG often runs within game-time time, which may be much faster or slower than the elapsed time for players, LARP is different because they usually run in real-time, with game time only used in special circumstances.

There is a difference between when a player is in character , which means they actively represent their character, and when the player is out-of-character , which means they become themselves.. Some LARPs encourage players to remain consistent in character except in an emergency, while others accept players who are not characterized at any given time. In LARP, it is usually assumed that the player speaks and acts in character unless otherwise stated, which is the opposite of normal practice in role-playing table games. Knowledge of a character is usually considered to be separate from the knowledge of the player, and acting on the information of unknown characters can be viewed as cheating.

While most LARPs maintain a clear distinction between real-world and fictional arrangements, extends LARPs blends fiction with modern reality in a mode similar to alternative reality games. Bystanders who are unaware that the game is in progress can be treated as part of a fictional arrangement, and ingredients in the characters can be incorporated into the real world.

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Rules

Many LARPs have game rules that determine how characters can affect each other and their settings. Rules can be defined in publications or created by gamemasters. These rules can define character abilities, what can be done with the various objects that are in the settings, and what characters can be done during the downtime between LARP events. Because referees are often unavailable to mediate all character actions, players are relied upon to be honest â € <â €

Some LARP rules call for the use of simulated weapons such as foam guns or airsoft guns to determine if the characters successfully hit each other in combat situations. In the event of Russian LARP, weapons made of hard plastic, metal or wood are used. An alternative to using simulated weapons is to stop role playing and determine the outcome of an action symbolically, for example by throwing a dice, playing paper-scissors or comparing character attributes.

There is also LARP who performs without rules, instead of relying on players to use their common sense or feel for a dramatic suitability to cooperatively decide what the outcome of their actions will be.

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Genre

LARP can have any genre, though many use themes and settings that come from the fiction genre. Some LARP borrow arrangements from assigned jobs in other media (eg, Lord of the Rings or World of Darkness ), while others use settings based on the real world or designed specifically for LARP. Exclusive campaign settings, along with rulesets, are often the main creative assets of the LARP group and LARP publishers.

PARPs installed in modern times can explore everyday problems, or special interests such as espionage or military activity. Such LARPs sometimes resemble Alternative Reality Games, games Assassin , or military simulations that use direct combat with airsoft, laser tags, or paintball markers. LARP can also be set in the historical era or has a semi-historical setting with mythological or fantastic aspects included.

Fantasy is one of the most common LARP genres in the international world and is a genre used by the greatest events. LARPs Fantasy is set in a pseudo-historical world inspired by fantasy literature and fantasy role plays such as Dungeons & amp; Dragons . This arrangement usually has magic, race of fantasy, and limited technology. Many LARP fantasies focus on adventure or competition between faction characters. In contrast, LPP science fiction takes place in a futuristic setting with high technology and sometimes with extraterrestrial life. It describes the various LARPs, including the politically-motivated LARP that describes dystopian or utopian societies and settings inspired by cyberpunk, post-apocalyptic space and post-fiction.

Horror LARPs is inspired by horror fiction. Popular subgenres include zombie apocalypse and Cthulhu Mythos, sometimes using published Cthulhu Live rules. The World of Darkness, published by White Wolf Publishing, is a widely used horror game in which players usually portray secret supernatural beings such as vampires and werewolves. This setting can be played using Mind's Eye Theater , which is a set of LARP rules that are also published by White Wolf. World of Darkness LARPs are usually played in the chronicle, a series of brief events that are held regularly, and are also popular at conventions. International chronicles are run by the official White Wolf fan club, Camarilla .

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Styles

LARP events have a variety of styles that often overlap. Simple differences can be made about the genre used, the presence of simulated weapons or abstract rules, and whether players create their own characters or be assigned by gamemasters. There is also a difference between scenarios that only run once and are designed to be repeated. A number of other general classifications follow.

Theater style, or unique form, LARP is characterized by a focus on the interaction between characters written by gamemasters, not using simulated weapons for combat, and an eclectic approach to genres and settings. Events in this style usually last only a few hours and require relatively little preparation by players and are sometimes played in game conventions. Some murder mystery games where players are assigned characters and are encouraged to play freely also resemble LARP-style theater.

Some very large events known as fests (short for festivals) have hundreds or thousands of participants who are usually split into competing faction characters who camp separately around large venues. There are relatively few fests in the world, all based in Europe and Canada; However, their size means that they have a significant influence on the local LARP culture and design. At the end of the size scale, some small events known as the linear path or line-of-line LARPs feature a small group of PCs that face a series of challenges from the NPC and are often more planned and controlled by GM than any other LARP style.

While some LARPs are open to participants of all ages, others have minimum age requirements. There is also a LARP youth, which is specifically aimed at children and teenagers. Some run through institutions such as schools, churches, or Scouts. Denmark has a very high number of LARP youth.

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Cultural significance

Roleplaying can be seen as part of a movement in Western culture towards participatory art, as opposed to traditional audiences. Participants in LARP discarded the role of passive observers and took on new roles often outside their daily lives and against their culture. The regulators from LARP and other participants act as co-creators of the game. This collaborative process of creating this shared fictional world may be linked to the "geek" culture that is growing widely in advanced societies which in turn is linked to prolonged education, high utilization of information technology and increased leisure time. Compared to the mainstream video-game industry, which is very commercial and often marketed to a male audience, LARP is less a commodity, and women are actively contributing as writers and participants.

LARP is not well known in most countries and is sometimes confused with other roles, reenactment, costumes, or dramatic activities. Although fan culture and gamers have generally become more common in developed countries, LARP often does not achieve the same level of cultural acceptance. This may be due to similarity intolerance to childhood games of faking, the perceived risk of over-identification with character, and the absence of mass marketing. In US films such as the 2006 documentary Darkon, 2007 documentary Monster Camp, and the 2008 comedy Role Model LARP fantasy is described as somewhat ridiculous and escapist, but also treated with affection as a "constructive social outlet". In the Nordic countries, LARP has achieved a high level of public recognition and popularity. It is often featured in a positive light in mainstream media, with an emphasis on dramatic and creative aspects. However, even in Norway, where LARP has greater recognition than in most other countries, it still has not achieved full recognition as a cultural activity by government agencies.

Society has been formed around creation, games, and discussions about LARP. These communities have developed a cross-subculture with roles, fans, reenactment, and drama subcultures. LARP's early subculture focused on Tolkien's fantasy, but later expanded to include an appreciation of other genres, especially the horror genre with the rapid retrieval of the World of Darkness setting in the 1990s. Like many subcultures, LARP groups often have general contexts about shared experiences, language, humor, and clothing that some may consider lifestyle.

LARP has been the subject of research and academic theory. Much of this research comes from role players, especially from the publication of the role-playing convent Nordic Knutepunkt. The wider academic community has recently begun to study LARP as well, both to compare it with other media and various other interactive games, as well as to evaluate in its own right.

It has been speculated that LARP may one day evolve into a major industry in the form of location-based games using ubiquitous computing.

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In popular culture

Film

  • Labirin dan Monster (1982)
  • Model Peran (2008)
  • The Wild Hunt (2009)
  • Lloyd the Conqueror (2011)
  • Knights of Badassdom (2014)

Literature

  • Dream Park (1981)

Dokumenter

  • Darkon (2006)
  • Monster Camp (2007)

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Lihat juga

  • Game pertempuran
  • Cosplay

List

  • List of role-playing groups directly

Conventions

  • Chimera - held in Auckland, New Zealand
  • Intercon - held on the East Coast of the United States
  • Knutepunkt - held in some Nordic countries
  • KOLA - held in Poland
  • MittelPunkt - held in Germany
  • Wyrd Con - held on the United States West Coast

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Reference

Note

Bibliografi

Source of the article : Wikipedia

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