Difference between revisions of "Live Action Roleplaying"

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[[Live Action Roleplaying]] games are built upon unmediated [[Roleplaying]] and - unlike [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] - is played by physical [[Enactment]] of players where they do the actions of their [[Player Characters]]. That players should use [[Diegetic Communication]] as much as possible is a natural continuation of the idea that gameplay should be done by physical [[Enactment]]. It is common in [[Alternate Reality Gameplay]] where both players and [[Dedicated Game Facilitators]] may need to roleplay to fit into the requirements of both the real world and the fictitious narration overlaid on top of it.  
 
[[Live Action Roleplaying]] games are built upon unmediated [[Roleplaying]] and - unlike [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] - is played by physical [[Enactment]] of players where they do the actions of their [[Player Characters]]. That players should use [[Diegetic Communication]] as much as possible is a natural continuation of the idea that gameplay should be done by physical [[Enactment]]. It is common in [[Alternate Reality Gameplay]] where both players and [[Dedicated Game Facilitators]] may need to roleplay to fit into the requirements of both the real world and the fictitious narration overlaid on top of it.  
  
That players act out their [[Player Characters]] actions puts a requirement on designers to consider what actions the players can perform convincingly. In addition, due to the wish for [[Diegetic Communication]] players in [[Live Action Roleplaying]] games need to communicate about things their [[Player Characters]] cannot discuss without breaking [[Diegetic Consistency]]. Various [[Meta-Techniques]] can solve this, with [[Substitute Actions]] as a specific solution that avoids breaking ongoing [[Scenes]] while at the same time allowing [[Diegetic Consistency]] to be maintained. In contrast, [[Meta-Postures]] strain [[Diegetic Consistency]] but put less limitations on what players can do otherwise when performing them than is the case with [[Substitute Actions]].
+
That players act out their [[Player Characters]] actions puts a requirement on designers to consider what actions the players can perform convincingly. In addition, due to the wish for [[Diegetic Communication]] players in [[Live Action Roleplaying]] games need to communicate about things their [[Player Characters]] cannot discuss without breaking [[Diegetic Consistency]]. Various [[Meta-Techniques]] can solve this, with [[Substitute Actions]] as a specific solution that avoids breaking ongoing [[Scenes]] while at the same time allowing [[Diegetic Consistency]] to be maintained. [[Prompting Techniques]] also affect [[Scenes]] but mainly by indicating when one should stop or suggesting that another should start. In contrast, [[Meta-Postures]] strain [[Diegetic Consistency]] but put less limitations on what players can do otherwise when performing them than is the case with [[Substitute Actions]].
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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[[Weapons]]
 
[[Weapons]]
  
==== with [[Meta-Postures]], [[Meta-Techniques]], or [[Substitute Actions]] ====
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==== with [[Meta-Techniques]] ====
 
[[Diegetic Communication]]
 
[[Diegetic Communication]]
  

Revision as of 07:47, 18 July 2014

Roleplaying that is physically enacted.

Roleplaying can be done in several ways in games. Live Action Roleplaying is when players physically enact the actions and attitudes of their characters.

Examples

Live Action Roleplaying grew out of Tabletop Roleplaying Games such Dungeons & Dragons and Basic Role-Playing, not too surprising since live enactment occurs intermittently in these. Speaking in the way one's character would do is the simplest example of this but some players also use gestures and pacing to convey their characters' actions.

Many Live Action Roleplaying games are only staged once: examples of such games include 1942 – Noen å stole på, Dragonbane, and Pelageya. See the list of Live Action Roleplaying Games for more examples. While the rule system for many dedicated Live Action Roleplaying Games are constructed specifically for each production, the Mind's Eye Theatre is a reusable system for create live-action versions of campaigns in the World of Darkness roleplaying setting. Assassin is early than Mind's Eye Theatre but has significantly less roleplaying involved.

Although people playing games are not aware of it, many engage in Live Action Roleplaying portraying a player that is more interested in the outcome of a game instance than they are themselves. This since the shared experience of playing a game is enhanced if all participants are interested in its outcome and some people may exaggerate their interest for both their own and others' benefit.

Using the pattern

Live Action Roleplaying games are built upon unmediated Roleplaying and - unlike Tabletop Roleplaying Games - is played by physical Enactment of players where they do the actions of their Player Characters. That players should use Diegetic Communication as much as possible is a natural continuation of the idea that gameplay should be done by physical Enactment. It is common in Alternate Reality Gameplay where both players and Dedicated Game Facilitators may need to roleplay to fit into the requirements of both the real world and the fictitious narration overlaid on top of it.

That players act out their Player Characters actions puts a requirement on designers to consider what actions the players can perform convincingly. In addition, due to the wish for Diegetic Communication players in Live Action Roleplaying games need to communicate about things their Player Characters cannot discuss without breaking Diegetic Consistency. Various Meta-Techniques can solve this, with Substitute Actions as a specific solution that avoids breaking ongoing Scenes while at the same time allowing Diegetic Consistency to be maintained. Prompting Techniques also affect Scenes but mainly by indicating when one should stop or suggesting that another should start. In contrast, Meta-Postures strain Diegetic Consistency but put less limitations on what players can do otherwise when performing them than is the case with Substitute Actions.

Diegetic Aspects

Taking place in real environments with real people taking the role of Player Characters, games with Live Action Roleplaying typically take special interest in have detailed and plausible game items. This means that a game's Alternative Reality modifies how Live Action Roleplaying can take place, as does the need of complying with the Diegetic Consistency the Alternative Reality stipulates.

Consequences

Live Action Roleplaying is Roleplaying done through Enactment. This means that players are their Player Characters and thereby have First-Person Views. Being physically enacted, Live Action Roleplaying requires that Armor, Props, Tools, and Weapons need to real or look like the real versions.

Non-Diegetic Communication may occur in Live Action Roleplaying unless specific design solutions exists to allow ways for players to discuss things outside the game without breaking Diegetic Consistency.

Relations

Can Instantiate

First-Person Views, Non-Diegetic Communication

Can Modulate

Alternate Reality Gameplay, Armor, Player Characters, Props, Tools, Weapons

with Meta-Techniques

Diegetic Communication

Can Be Instantiated By

Diegetic Communication

Enactment together with Roleplaying

Can Be Modulated By

Alternative Realities, Diegetic Consistency, Substitute Actions, Meta-Techniques

Possible Closure Effects

-

Potentially Conflicting With

Third-Person Views

History

New pattern created in this wiki.

References

-

Acknowledgements

-