Yoinked from Game rules that would fit in a tweet
, so as not to jack the thread.
The most complex game I play in is a pervasive, immerse, trans-media ockult horror larp that runs 24/7 for 2 months. (Post Mortem)
This is the entirety of the game rules.
"The campaigns rules are simple, we show respect towards non-participants and we use safe words if needed."
Cool, Elin! How do you communicate setting and character constraints though? Those are rules. Was there any discussion before play about what the setting would be? I mean, your description of it as a "pervasive, immerse, trans-media ockult horror larp that runs 24/7 for 2 months" is, itself, a rule that sets:
* scope (pervasive, 24/7)
* duration (2 months)
* setting (occult horror)
* play style (live action role-play)
* play goals (immersion)
* technical goals (trans-media)
That's a lot packed in one sentence! How did that get communicated to players? Was there other setting information shared, or did that stuff just get decided after play started?
I'm imagining that a whole bunch of people get together with the intent to do some kind of role-playing, but without /any other direction/. Someone tells everyone, "The campaigns rules are simple, we show respect towards non-participants and we use safe words if needed." That's it. People start role-playing, and it /turns into/ an occult horror LARP that /happens/ to continue 24/7 for two months, and because of that, /ends up/ being immersive and pervasive, and because it's so immersive and pervasive, /becomes/ trans-media... is that how it happened?