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In a LARP, you want to be especially careful not to overplan! Decisions need to be made instantly and with as little down time as possible (ideally none). When planning the campaign, everything needs to be concise, easy to communicate and understand, and flexible (easily changed depending on players' actions).
Focus on milestones & information, not specific plot items or outcomes. (The players will create the actual story. This is the “interactive” part of interactive storytelling.)
There are many ways to design a campaign. This page describes one way to approach it, but other approaches are possible.
Situation: one sentence that describes the plot line (but not the resolution). Example: “A group of necromancers are revolting against the king for outlawing their craft.”
Each session should lead to the next in some way with some “token”, which is a piece of the situation (part of the sentence). Players shouldn't have the full situation until the end of the next-to-last session. The last session is where the situation gets resolved.
Example: