Note: This is a guest post from Andrew Seiple, creator and owner of Wastelands. Remember, entries are still being accepted for the LARP Ohio Contest.Hello. My name is Andrew Seiple. I’ve been roleplaying for about 20 years, and LARPing for approximately 15 of them. I started with Vampire LARP, moved on to NERO, and tried various independent LARPS in and around the Ohio area. A few years back I got the idea that led to starting the Wastelands post-apocalyptic LARP, a game that runs roughly quarterly in the western Ohio area. It’s been a hell of a struggle at times, but it’s been very personally rewarding, and I look forward to running it many years to come. But there’s much to do when you want to start a LARP, and I think that by listing a few things that I had to deal with below, folks who want to do their own thing LARP-wise might get a better idea of what’s to come. This isn’t a hugely detailed list, and I am NOT an expert in this subject matter. But I think that it might be of use, so here you go. On to the good stuff…
So. You’ve got it. You’ve got the idea, the dream, the fever, and you gotta try it. You’ve been to NERO, or maybe tried a little Vampire, or done stick-jock time in Amtgard or Belegarth. You think you know how it works, you definitely know when it doesn’t, and you reckon you can do it better! Or differently, or in some way that hasn’t been tried before. You’ve got white-hot mechanics, or a gimmick that’s fun to use, or a plot that would make the late Mr. Tolkien weep in awe.
Or hell, maybe you just want to play a kind of game that isn’t out there yet, and no one else will do it.
For whatever reason, you’ve decided to start your own LARP.
Buckle in, because it’s a bumpy ride…
There are a few things that you need to look at. Call them basic concerns… These are topics that should raise tricky questions, time and again. If you’re not prepared to handle them, then you may want to reconsider running a LARP.