Editors Note: This post is not suggesting the use of any kind of real firearm at a LARP. Real firearms are not toys.For more discussion on the subject, listen in to my guest appearance on the Mid-Level Crisis Podcast.While we've got a ton of high fantasy LARPs around, there tends to be a lack of more modern or post apocalyptic LARPs, at least in the US. I find that the biggest reason for that is that
adding a gun mechanic to the game makes scaling a lot more difficult.Currently, I know of three different games that use guns, and each approaches it differently than the others. Those LARPs are
Rising,
Exiles, and
Wastelands.
Rising uses NERF guns for the gun mechanic in their game. The base damage of guns is only slightly higher than the base damage of weapons, and ammunition is severly limited. The common zombie in that game would normally take three shots (or one aimed shot) or five melee strikes. The big benefit of range is the severity of damage in that game (if they get through your armor, you're a one-hit wonder).
Their design is even damage with melee with limited ammunition.Exiles uses rubber band guns. They do a pretty decent job of portraying the inaccuracy of weapons at that time, and bands are pretty safe. In-game, guns are the great equalizer. Even measly pistols do 20 damage (much more than most people can handle.) In addition, every shot carries a stun effect that knocks you out of the fight for five minutes, unless you're revived or you purchase a very expensive skill. Guns are IG items, and you can't fire them very fast unless you have a very nice gun. Finally, if you're hit in the gun with a melee weapon, you have to drop it.
Their design is extreme damage with unreliable weapons with externally limited firing speed.Wastelands uses nerf and rubber band guns, but they also use Airsoft guns. Guns in that game carry a smaller stun effect (1 minute) and do less damage than Exiles, but far more than rising. They have many limiters on what guns can come into game for safety sake (spring and electric airsoft guns, less than 250 fps, no post-factory mods), and you can only fire your guns once a second. Also, there are zones where you cannot fire your guns and you can never fire at individuals that are within 5 feet of you.
Their design is increased gun tech and reduced effectiveness of guns, compared to Exiles.All of these games have a tough time scaling around the gun mechanic. This is mostly due to the fact that guns are so much more effective (but not necessarily more powerful) than melee weapons in real life, and we have a hard time getting over the real life perceptions of weapons when designing our games. But I also think they've each got some clever ways of equalizing the game around firearms.
So how do we get past this?