Live Action Role Play can be applied to any and all major works of literature as well as almost any content area (scientific inquiry, mathematical reasoning, stage play, history). The rules you make are your own or by others. In my gamification question I have learned more about LARPs and realize that much of the theater and reenactment we do in our classroom is Live Action Role Play. To heighten the stakes, engagement, and learning I was part of a workshop with the Kennedy Center and ArtsEdge Games. Here are some basic elements to get started in your classroom:
The participants –
The Game Master – These are the facilitators of the game.
The Players – These individuals have active participation in the story, inhabiting a player character. Note that not all players have equal roles, some have different strengths and weaknesses.
How to Play –
Player characters interact with the created world by declaring an action and then determining if that action is successful through the rolling of dice. This process is called an Encounter. Think of an encounter as a conflict between two entities, typical in any good story. Typical conflicts in literature include person vs. person, person vs. nature, person vs. society, and person vs, self. It also includes action and reaction.
Much like the story itself, a proper game attempts to tell a story through a succession of events, both heroic and tragic. Sometimes these events seem like random fortune, other times karma is at work, serving the player character he or she deserves.
An important part of role-playing is understanding your particular character’s motivations and what drives them to do what they can do. Certain characters are driven to their goals so deeply that a part of their consciousness is forever devoted to that cause. The goal with character creation is to design and shape a player-character that not only represents their persona in the subject text but also that fits into the structures of the game itself.
For example, Odysseus of the famed Odyssey – a man of great cunning and ingenuity, uses his intellect to overcome the many obstacles in reaching his home in Ithaca. However, Odysseus is merely a man and thus not without fault. As the greater mind of his era, Odysseus gains Advantage when using non-weapon tools or machines to overpower, kill, or deceive. At the same time one of Odysseus is tantalized by the pursuit of adventure and prestige. If faced with the possibility of fame, fortune, or the protection of his price, and he chooses against it, he gains disadvantages. Every merit is balanced with a flaw. A flaw is simply being an effect that grants disadvantage. Characters are incentivized to use inherent character traits and behave like the characters in the text. For Odysseus, his most common and frequent intent is simply to protect his men from the dangers of adventure. As the book is a “journey home” Odysseus’ standard goal is to make it back to his kingdom in Ithaca.
Inventory is an enhancement in the game. Inventory are usable items that can represent anything from money, to weapons, to social and spiritual representations. The crown of a king represents more than just ornate wealth, it is the very key to ruling people, governing, and influencing. Inventory doesn’t just add items to a player character, it might unlock events or areas, restrict behaviors of characters, change a character or change the surroundings.
LARPs can be open-ended adventure and are open to interpretation. Of course, there are more elements that you can add and build into the game and I have just give you some basics to begin game play in your classroom. For more information about ArtsEdge Games and resources, click here.