Somewhere in a field this weekend, a woman in a patched cloak is talking a nervous stranger out of drawing his sword. Neither of them is an actor, and both of them will be back next month. That’s LARP: Live Action Role Playing. You create a character, and then instead of describing what they do, or doing it through a screen, you go and physically do it: in costume, in person, in real time, alongside other people doing the same.
If you’ve played a tabletop RPG, it’s that, standing up. If you’ve played an RPG video game, it’s that, in real life. If you’ve done improv, it’s that with no audience, because everyone there is in the scene with you. The word LARP covers an enormous range, from quiet conversation-driven games in a rented hall to weekend-long immersive adventures in the woods. This page is about the second kind.
Here’s what LARP looks like in practice: You show up at the site on Friday, check in, pick a cabin, get dressed as your character (or come dressed up), and once the event starts, the place stops being a summer campsite and becomes a town on the edge of something dangerous. Staff, volunteers, and other attendees play everyone who lives there and everything that comes out of the trees, whether it’s a simple peasant, a shady shopkeeper, some crooked guards, terrifying monsters, or a messenger arriving with bad news.
You spend the event doing what your character would do. Some of that is heroic or brave, while some of it is sneaky during the dead of night. A lot of it is talking: making deals, chasing rumors, gambling away the few coins you came into town with, arguing with your friends about what to do next. The world doesn’t pause between scenes, either. If you wander off to the tavern, the tavern is running. If you stroll through the woods, there are herbs to be picked, trees to be cut down, and lore to be discovered.
The fighting is real in the sense that you are genuinely swinging, and completely unreal in the sense that the swords are made out of foam. Weapons are built to a published spec: foam over a flexible core, never metal, wood, or dangerous; and every single weapon is inspected before it’s allowed into play.
Once a weapon passes inspection, it’s tagged with a wristband around the hilt, so you can tell at a glance that everything on the field has been checked. There are limits on how hard you’re allowed to swing, and there’s a call anyone can make that pauses the game instantly if someone gets hurt or something goes wrong.
Fighting is also an option rather than an entry fee. Plenty of people play characters who have never drawn a weapon and don’t intend to. And for those who are medically or otherwise incapable or prefer not to fight at all, you can wear an orange headband to show that you are a non-combat player, and no one will engage in physical combat with you.
In our experience, the thing that actually stops most people from trying out LARP isn’t the rules. It’s the worry that they’ll feel ridiculous. You will, a little, for about an hour. Then you see everyone else present dressed up, or someone in a mask hands you a problem you have to solve, and suddenly, you stop feeling as self-conscious.
You don’t need to be an actor. You don’t need to be athletic, or extroverted, or quick with a comeback. Everyone at that event was new once, and most of them remember exactly how it felt, which is why new players tend to get adopted into friend groups or by veteran players quickly.
Starting takes less than you’d think: a character idea, clothes that look like they belong, and a ticket. You don’t have to build a weapon or sew a costume before your first event, and you certainly don’t have to read the entire wiki of setting lore first.
Before the Event starts, our New Player Marshal runs an orientation for all new players: the Marshal goes over the rules, how everything works, and can answer any questions you might want to ask. Think of the orientation like a game manual being explained to you, questions welcome.
Then at the start of the Event, you and all of the other new players will enter the world together through a module written specifically for newcomers. Consider this module the “tutorial level”: low stakes, some roleplay, some fighting, and usually a thread of the weekend’s story that gives the rest of the town a reason to come find you.
Beyond that, most of the world gets explained to you while you’re standing in it, and your character wouldn’t know half of it anyway.
If this sounds like something you’d like to try, click below to learn more about what Thrune LARP is, where it’s set, what’s going on there, and what makes it different from any game you’ve ever played or purchase tickets for our next event.