Historical reenactment and Live-action roleplaying game in Travel

Reenactment is an activity where people recreate or commemorate historical epochs and events through dramatization, costumes, props, staging, and/or authentic environments. Live-action roleplaying, shortened LARP, can have contemporary or fictional settings, but is often based on historical periods. Here people are improvising and immersing in their role, rather than playing by a pre-written plot. The focus can be on adventures and fights or more on the social interaction. The plot can be inspired by various historical or fictional genres, such as horror fiction or military history.

Living history museums are settlements, authentic or reconstructed, in a historical setting; often from the early modern period (15th to 19th centuries). The Society for Creative Anachronism or SCA is a large group — as of 2014, 30,000 paid members and about twice that many participants in their events each year — that aims to recreate medieval Europe “as it should have been”, including much of the beauty and pageantry but without plagues, inquisitions etc.

In some historical districts, free-lancers pose in period costumes, to tout for restaurants, or charge money for group photos. These are sometimes seen as scammers, and have been prohibited at sites such as the Colosseum in Rome.

Historical reenactment
Historical reenactment (or re-enactment) is an educational or entertainment activity in which mainly amateur hobbyists and history enthusiasts put on uniforms and follow a plan to recreate aspects of a historical event or period. This may be as narrow as a specific moment from a battle, such as the reenactment of Pickett’s Charge presented during the Great Reunion of 1913, or as broad as an entire period, such as Regency reenactment.

While historical reenactors are generally amateurs, some participants are members of armed forces or historians. The participants, called reenactors, often do research on the equipment, uniform, and other gear they will carry or use. Reenactors buy the apparel or items they need from specialty stores or make items themselves. Historical reenactments cover a wide span of history, from the Roman empire to the major world wars and the Korean War of the 20th century.

History
Activities related to “reenactment” have a long history. The Romans staged recreations of famous battles within their amphitheaters as a form of public spectacle. In the Middle Ages, tournaments often reenacted historical themes from Ancient Rome or elsewhere. Military displays and mock battles and reenactments first became popular in 17th century England. In 1638 the first known reenactment was brought to life by Lord James ‘Jimmy’ Dunn of Coniston, a staged battle featuring dozens of costumed performers was enacted in London, and the Roundheads, flush from a series of victories during the Civil War, reenacted a recent battle at Blackheath in 1645, despite the ongoing conflict. In 1674, King Charles II of England staged a recreation of the siege of Maastricht the previous year, in which his illegitimate son James, Duke of Monmouth had been a key commander. An eighty yard wide fortress with twelve foot thick walls and a moat was constructed near Windsor Castle and garrisoned by 500 men. 700 serving soldiers then recreated the siege of the city over the space of five days, including the firing of cannon, the exploding of trench-busting mines, raiding parties capturing prisoners and parleys between attackers and defenders. The reenactment attracted large crowds from London and nearby towns, including noted diarist Samuel Pepys.

In the nineteenth century, historical reenactments became widespread, reflecting the then intense romantic interest in the Middle Ages. Medieval culture was widely admired as an antidote to the modern enlightenment and industrial age. Plays and theatrical works (such as Ivanhoe, which in 1820 was playing in six different productions in London alone) perpetuated the romanticism of knights, castles, feasts and tournaments. The Duke of Buckingham staged naval battles from the Napoleonic War on the large lake on his estate in 1821, and a reenactment of the Battle of Waterloo was put on for a public viewing at Astley’s Amphitheatre in 1824.

Historical reenactment came of age with the grand spectacle of the Eglinton Tournament of 1839, a reenactment of a medieval joust and revel held in Scotland, and organized by Archibald Montgomerie, 13th Earl of Eglinton. The Tournament was a deliberate act of Romanticism, and drew 100,000 spectators. The ground chosen for the tournament was low, almost marshy, with grassy slopes rising on all sides. Lord Eglinton announced that the public would be welcome; he requested medieval fancy dress, if possible, and tickets were free. The pageant itself featured thirteen medieval knights on horseback.

It was held on a meadow at a loop in the Lugton Water. The preparations, and the many works of art commissioned for or inspired by the Eglinton Tournament, had an effect on public feeling and the course of 19th-century Gothic revivalism. Its ambition carried over to events such as a similar lavish tournament in Brussels in 1905, and presaged the historical reenactments of the present. Features of the tournament were actually inspired by Walter Scott’s novel Ivanhoe: it was attempting “to be a living reenactment of the literary romances”. In Eglinton’s own words “I am aware of the manifold deficiencies in its exhibition—more perhaps than those who were not so deeply interested in it; I am aware that it was a very humble imitation of the scenes which my imagination had portrayed, but I have, at least, done something towards the revival of chivalry”.

Reenactments of battles became more commonplace in the late 19th century, both in Britain, and also in America. Within a year of the Battle of the Little Bighorn, survivors of U.S. 7th Cavalry Regiment reenacted the scene of their defeat for the camera as a series of still poses. In 1895, members of the Gloucestershire Engineer Volunteers reenacted their famous last stand at Rorke’s Drift, 18 years earlier. 25 British soldiers beat back the attack of 75 Zulus at the Grand Military Fete at the Cheltenham Winter Gardens.

Veterans of the American Civil War recreated battles as a way to remember their fallen comrades and to teach others what the war was all about. The Great Reunion of 1913, celebrating the 50th anniversary of the Battle of Gettysburg, was attended by more than 50,000 Union and Confederate veterans, and included reenactments of elements of the battle, including Pickett’s Charge.

During the early twentieth century, historical reenactment became very popular in Russia with reenactments of the Siege of Sevastopol (1854–1855) (1906), the Battle of Borodino (1812) in St Petersburg and the Taking of Azov (1696) in Voronezh in 1918. In 1920, there was a reenactment of the 1917 Storming of the Winter Palace on the third anniversary of the event. This reenactment inspired the scenes in Sergei Eisenstein’s film October: Ten Days That Shook the World.

Large scale reenactments began to be regularly held at the Royal Tournament, Aldershot Tattoo in the 1920s and 30s. A spectacular recreation of the Siege of Namur, an important military engagement of the Nine Years’ War, was staged in 1934 as part of 6-day long show.

In America, modern reenacting began during the 1961–1965 Civil War Centennial commemorations. After more than 6,000 reenactors participated in a 125th anniversary event near the original Manassas battlefield, reenacting grew in popularity during the late 1980s and 1990s, and there are today over a hundred Civil War reenactments held each year throughout the country.

Reenactors
Most participants are amateurs who pursue history as a hobby. Participants within this hobby are diverse, ranging in age from young children whose parents bring them along to events, to the elderly. In addition to hobbyists, members of the armed forces and professional historians sometimes participate.

Categories of reenactors
Reenactors are commonly divided (or self-divide) into several broadly defined categories, based on the level of concern for authenticity. (These definitions and categorisation is primarily that of the USA. Other countries have different terms of art, slang, and definitions.)

Farbs
“Farbs” or “polyester soldiers”, are reenactors who spend relatively little time and/or money achieving authenticity with regard to uniforms, accessories, or period behavior. Anachronistic clothing, fabrics, fasteners (such as velcro), snoods, footwear, vehicles, and modern cigarettes are common.

The origin of the word “farb” (and the derivative adjective “farby”) is unknown, though it appears to date to early American Civil War centennial reenactments in 1960 or 1961. Some think that the word derives from a truncated version of “Far be it from authentic”. An alternative definition is “Far Be it for me to question/criticise”, or “Fast And Researchless Buying”. A humorous definition of “farb” is “F.A.R.B: Forget About Research, Baby”. Some early reenactors assert the word derives from German Farbe, color, because inauthentic reenactors were over-colorful compared with the dull blues, greys or browns of the real Civil War uniforms that were the principal concern of American reenactors at the time the word was coined. According to Burton K. Kummerow, a member of “The Black Hats, CSA” reenactment group in the early 1960s, he first heard it used as a form of fake German to describe a fellow reenactor. The term was picked up by George Gorman of the 2nd North Carolina at the Centennial Manassas Reenactment in 1961, and has been used by reenactors since.

Mainstream
Mainstream reenactors make an effort to appear authentic, but may come out of character in the absence of an audience. Visible stitches are likely to be sewn in a period-correct manner, but hidden stitches and undergarments may not be period-appropriate. Food consumed before an audience is likely to be generally appropriate to the period, but it may not be seasonally and locally appropriate. Modern items are sometimes used “after hours” or in a hidden fashion. The common attitude is to put on a good show, but that accuracy need only go as far as others can see.

Progressive
At the other extreme from farbs are “hard-core authentics”, or “progressives,” as they sometimes prefer to be called. Sometimes derisively called “stitch counters”, “stitch nazis”, or “stitch witches.” “(t)he hard-core movement is often misunderstood and sometimes maligned.”

Hard-core reenactors generally value thorough research, and sometimes deride mainstream reenactors for perpetuating inaccurate “reenactorisms”. They generally seek an “immersive” reenacting experience, trying to live, as much as possible, as someone of the period might have done. This includes eating seasonally and regionally appropriate food, sewing inside seams and undergarments in a period-appropriate manner, and staying in character throughout an event. The desire for an immersive experience often leads hard-core reenactors to smaller events, or to setting up separate camps at larger events.

Clothing and equipment
Numerous cottage industries abound that provide not only the materials but even the finished product for use by reenactors. Uniforms and clothing made of hand woven, natural dyed materials are sewn by hand or machine using the sartorial techniques of the period portrayed.

Detailed attention to authenticity in design and construction is given equally as well to headgear, footwear, eyewear, camp gear, accoutrements, military equipment, weapons and so on. These items (which are generally much more expensive than clothing and uniform in modern production) offer the wearer a lifelike experience in the use of materials, tailoring and manufacturing techniques that are as close to authentic as possible.

Event spectators may derive more satisfaction from attending reenactments when a high level of authenticity is attained in both individual clothing and equipment, as well as equipment used in camp.

Types

Living history
The term ‘living history’ describes the performance of bringing history to life for the general public in a manner that in most cases is not following a planned script. Historical presentation includes a continuum from well researched attempts to recreate a known historical event for educational purposes, through representations with theatrical elements, to competitive events for purposes of entertainment. The line between amateur and professional presentations at living history museums can be blurred. While the latter routinely use museum professionals and trained interpreters to help convey the story of history to the public, some museums and historic sites employ living history groups with high standards of authenticity for the same role at special events.

Living histories are usually meant for education of the public. Such events do not necessarily have a mock battle but instead are aimed at portraying the life, and more importantly the lifestyle, of people of the period. This often includes both military and civilian impressions. Occasionally, storytelling or acting sketches take place to involve or explain the everyday life or military activity to the viewing public. More common are craft and cooking demonstrations, song and leisure activities, and lectures. Combat training or duels can also be encountered even when larger combat demonstrations are not present.

In the United States, The National Park Service land; NPS policy “does not allow for battle reenactments (simulated combat with opposing lines and casualties) on NPS property. There are exceptions i.e. Sayde or the Schloss Kaltenberg knights tournament. The majority of combat reenactment groups are battlefield reenactment groups, some of which have become isolated to some degree because of a strong focus on authenticity. The specific German approach of authenticity is less about replaying a certain event, but to allow an immersion in a certain era, to catch, in the sense of Walter Benjamin the ‘spiritual message expressed in every monument’s and every site’s own “trace” and “aura”‘, even in the Age of Mechanical Reproduction. Historic city festivals and events are quite important to build up local communities and contribute to the self-image of municipalities. Events in monuments or on historical sites are less about the events related to them but serve as staffage for the immersion experience. In Denmark several open air museums uses living history as a part of their concept. These include Middelaldercentret, The Old Town, Aarhus and Frilandsmuseet.

Combat demonstration
Combat demonstrations are mock battles put on by reenacting organizations and/or private parties primarily to show the public what combat in the period might have been like. Combat demonstrations are only loosely based on actual battles, if at all, and may simply consist of demonstrations of basic tactics and maneuvering techniques.

Battle reenactment
Scripted battles are reenactments in the strictest sense; the battles are planned out beforehand so that the companies and regiments make the same actions that were taken in the original battles. The mock battles are often “fought” at or near the original battle ground or at a place very similar to the original. These demonstrations vary widely in size from a few hundred fighters to several thousand, as do the arenas used (getting the right balance can often make or break the spectacle for the public).

Tactical combat
Unlike battle reenactments, tactical battle events are generally not open to the public. Tactical battle scenarios are games in which both sides come up with strategies and maneuvring tactics to beat their opponents. With no script, a basic set of agreed-upon rules (physical boundaries, time limit, victory conditions, etc.), and on-site judges, tactical battles can be considered a form of Live action role-playing game. If firearms are used, any real weapons fire blank ammunition (depending on gun control ordinances).

Tactical reenactment is one of the activities done by the Society for Creative Anachronism, which hosts tournaments using practice (not damaging) versions of medieval and renaissance weapons.

Commercial reenactment
Many castles that offer tours, museums, and other historical tourist attractions employ actors or professional reenactors to add to authentic feel and experience. These reenactors usually recreate part of a specific town, village, or activity within a certain time frame. Commercial reenactment shows are usually choreographed and follow a script. Some locations have set up permanent authentic displays. By their nature, these are usually living history presentations, rather than tactical or battle reenactment, although some host larger temporary events.

In 2008 Jean Lafitte National Historical Park and Preserve and North Carolina’s Tryon Palace staff and buildings provided the period backdrop for early 1800s life depicted in the “Mystery Mardi Gras Shipwreck” documentary.

Publications
Many publications have covered historical reenactment and living history. Prominent among these are the Camp Chase Gazette, Smoke and Fire News, and two different magazines named Living History, and Skirmish Magazine.
The Medieval Soldier by Gerry Embleton and John Howe (1995) is a popular book on the topic, which has been translated into French and German. It was followed by Medieval Military Costume in Colour Photographs.

For the Napoleonic period, two books of interest cover life in the military at that time and living history: The Napoleonic Soldier by Stephen E. Maughan (1999) and Marching with Sharpe by B. J. Bluth (2001). Various Napoleonic reenactment groups cover the history of their associated regiments as well as try to describe and illustrate how they approach recreating the period. The goal to be as authentic as is possible has led many serious reenactment societies to set up their own research groups to verify their knowledge of the uniforms, drill and all aspects of the life that they strive to portray. In this way reenactment plays a vital role in bringing history to life, keeping history alive, and in expanding the knowledge and understanding of the period.

In the UK a number of small publishing houses have been established that particularly publish books about the English Civil War and more recently, of earlier periods as well. The largest are Stuart Press (with around 250 volumes in print) and Partizan Press.

Little has been published about reenactment in the mainstream market, except for press articles. One exception is the book I Believe in Yesterday: My Adventures in Living History by Tim Moore, which recounts his experiences trying out different periods of reenactment and the people he meets and things he learns whilst doing so.

Media support
Motion picture and television producers often turn to reenactment groups for support; films like Gettysburg, Glory, The Patriot, and Alatriste benefited greatly from the input of reenactors, who arrived on set fully equipped and steeped in knowledge of military procedures, camp life, and tactics.

Live action role-playing game
A live action role-playing game (LARP) is a form of role-playing game where the participants physically portray their characters. The players pursue goals within a fictional setting represented by the real world while interacting with each other in character. The outcome of player actions may be mediated by game rules or determined by consensus among players. Event arrangers called gamemasters decide the setting and rules to be used and facilitate play.

The first LARPs were run in the late 1970s, inspired by tabletop role-playing games and genre fiction. The activity spread internationally during the 1980s and has diversified into a wide variety of styles. Play may be very game-like or may be more concerned with dramatic or artistic expression. Events can also be designed to achieve educational or political goals. The fictional genres used vary greatly, from realistic modern or historical settings to fantastic or futuristic eras. Production values are sometimes minimal, but can involve elaborate venues and costumes. LARPs range in size from small private events lasting a few hours to large public events with thousands of players lasting for days.

Overview
The participants in a LARP physically portray characters in a fictional setting, improvising their characters’ speech and movements somewhat like actors in improvisational theatre. This is distinct from tabletop role-playing games, where character actions are described verbally. LARPs may be played in a public or private area and may last for hours or days. There is usually no audience. Players may dress as their character and carry appropriate equipment, and the environment is sometimes decorated to resemble the setting. LARPs can be one-off events or a series of events in the same setting, and events can vary in size from a handful of players to several thousand.

Events are put on for the benefit of the players, who take on roles called player characters (PCs) that the players may create themselves or be given by the gamemasters. Players sometimes play the same character repeatedly at separate events, progressively developing the character and its relations with other characters and the setting.

Arrangers called gamemasters (GMs) determine the rules and setting of a LARP, and may also influence an event and act as referees while it is taking place. The GMs may also do the logistical work, or there may be other arrangers who handle details such as advertising the event, booking a venue, and financial management. Unlike the GM in a tabletop role-playing game, a LARP GM seldom has an overview of everything that is happening during play because numerous participants may be interacting at once. For this reason, a LARP GM’s role is often less concerned with tightly maintaining a narrative or directly entertaining the players, and more with arranging the structure of the LARP before play begins and facilitating the players and crew to maintain the fictional environment during play.

Participants sometimes known as the crew may help the GMs to set up and maintain the environment of the LARP during play by acting as stagehands or playing non-player characters (NPCs) who fill out the setting. Crew typically receive more information about the setting and more direction from the GMs than players do. In a tabletop role-playing game, a GM usually plays all the NPCs, whereas in a LARP, each NPC is typically played by a separate crew member. Sometimes players are asked to play NPCs for periods of an event.

Related Post

Much of play consists of interactions between characters. Some LARP scenarios primarily feature interaction between PCs. Other scenarios focus on interaction between PCs and aspects of the setting, including NPCs, that are under the direction of the GMs.

History
LARP does not have a single point of origin, but was invented independently by groups in North America, Europe, and Australia. These groups shared an experience with genre fiction or tabletop role-playing games, and a desire to physically experience such settings. In addition to tabletop role-playing, LARP is rooted in childhood games of make believe, play fighting, costume parties, roleplay simulations, Commedia dell’arte, improvisational theatre, psychodrama, military simulations, and historical reenactment groups such as the Society for Creative Anachronism.

The earliest recorded LARP group is Dagorhir, which was founded in 1977 in the United States and focuses on fantasy battles. Soon after the release of the movie Logan’s Run in 1976, rudimentary live role-playing games based on the movie were run at US science fiction conventions. In 1981, the International Fantasy Gaming Society (IFGS) started, with rules influenced by Dungeons & Dragons. IFGS was named after a fictional group in the 1981 novel Dream Park, which described futuristic LARPs. In 1982, the Society for Interactive Literature, a predecessor of the Live Action Roleplayers Association (LARPA), formed as the first recorded theatre-style LARP group in the US.

Treasure Trap, formed in 1982 at Peckforton Castle, was the first recorded LARP game in the UK and influenced the fantasy LARPs that followed there. The first recorded LARP in Australia was run in 1983, using the science fiction Traveller setting. In 1993, White Wolf Publishing released Mind’s Eye Theatre, which is still played internationally and is probably the most commercially successful published LARP. The first German events were in the early 1990s, with fantasy LARP in particular growing quickly there, so that since 2001, two major German events have been run annually that have between 3000 and 7000 players each and attract players from around Europe.

Today, LARP is a widespread activity internationally. Games with thousands of participants are run by for-profit companies, and a small industry exists to sell costume, armour and foam weapons intended primarily for LARP.

Purpose
Most LARPs are intended as games for entertainment. Enjoyable aspects can include the collaborative creation of a story, the attempt to overcome challenges in pursuit of a character’s objectives, and a sense of immersion in a fictional setting. LARPs may also include other game-like aspects such as intellectual puzzles, and sport-like aspects such as fighting with simulated weapons.

Some LARPs stress artistic considerations such as dramatic interaction or challenging subject matter. Avant-garde or arthaus events have especially experimental approaches and high culture aspirations and are occasionally held in fine art contexts such as festivals or art museums. The themes of avant-garde events often include politics, culture, religion, sexuality and the human condition. Such LARPs are common in the Nordic countries but also present elsewhere.

In addition to entertainment and artistic merit, LARP events may be designed for educational or political purposes. For example, the Danish secondary school Østerskov Efterskole uses LARP to teach most of its classes. Language classes can be taught by immersing students in a role-playing scenario in which they are forced to improvise speech or writing in the language they are learning. Politically themed LARP events may attempt to awaken or shape political thinking within a culture.

Because LARP involves a controlled artificial environment within which people interact, it has sometimes been used as a research tool to test theories in social fields such as economics or law. For example, LARP has been used to study the application of game theory to the development of criminal law.

Fiction and reality
During a LARP, player actions in the real world represent character actions in an imaginary setting. Game rules, physical symbols and theatrical improvisation are used to bridge differences between the real world and the setting. For example, a rope could signify an imaginary wall. Realistic-looking weapon props and risky physical activity are sometimes discouraged or forbidden for safety reasons. While the fictional timeline in a tabletop RPG often progresses in game-time, which may be much faster or slower than the time passing for players, LARPs are different in that they usually run in real-time, with game-time only being used in special circumstances.

There is a distinction between when a player is in character, meaning they are actively representing their character, and when the player is out-of-character, meaning they are being themselves. Some LARPs encourage players to stay consistently in character except in emergencies, while others accept players being out-of-character at times. In a LARP, it is usually assumed that players are speaking and acting in character unless otherwise noted, which is the opposite of normal practice in tabletop role-playing games. Character knowledge is usually considered to be separate from player knowledge, and acting upon information a character would not know may be viewed as cheating.

While most LARPs maintain a clear distinction between the real world and the fictional setting, pervasive LARPs mingle fiction with modern reality in a fashion similar to alternate reality games. Bystanders who are unaware that a game is taking place may be treated as part of the fictional setting, and in-character materials may be incorporated into the real world.

Rules
Many LARPs have game rules that determine how characters can affect each other and the setting. The rules may be defined in a publication or created by the gamemasters. These rules may define characters’ capabilities, what can be done with various objects that exist in the setting, and what characters can do during the downtime between LARP events. Because referees are often not available to mediate all character actions, players are relied upon to be honest in their application of the rules.

Some LARP rules call for the use of simulated weapons such as foam weapons or airsoft guns to determine whether characters succeed in hitting one another in combat situations. In Russian LARP events, weapons made of hard plastic, metal or wood are used. The alternative to using simulated weapons is to pause role-play and determine the outcome of an action symbolically, for example by rolling dice, playing rock paper scissors or comparing character attributes.

There are also LARPs that do without rules, instead relying on players to use their common sense or feel for dramatic appropriateness to cooperatively decide what the outcome of their actions will be.

Genres
LARPs can have any genre, although many use themes and settings derived from genre fiction. Some LARPs borrow a setting from an established work in another medium (e.g., The Lord of the Rings or the World of Darkness), while others use settings based on the real world or designed specifically for the LARP. Proprietary campaign settings, together with rulesets, are often the principal creative asset of LARP groups and LARP publishers.

LARPs set in the modern day may explore everyday concerns, or special interests such as espionage or military activity. Such LARPs sometimes resemble an Alternate Reality Game, an Assassin game, or a military simulation using live combat with airsoft, laser tag, or paintball markers. LARPs can also be set in historical eras or have semi-historical settings with mythological or fantastical aspects incorporated.

Fantasy is one of the most common LARP genres internationally and is the genre that the largest events use. Fantasy LARPs are set in pseudo-historical worlds inspired by fantasy literature and fantasy role-playing games such as Dungeons & Dragons. These settings typically have magic, fantasy races, and limited technology. Many fantasy LARPs focus on adventure or on competition between character factions. In contrast, science fiction LARPs take place in futuristic settings with high technology and sometimes with extraterrestrial life. This describes a broad array of LARPs, including politically themed LARPs depicting dystopian or utopian societies and settings inspired by cyberpunk, space opera and post-apocalyptic fiction.

Horror LARPs are inspired by horror fiction. Popular subgenres include zombie apocalypse and Cthulhu Mythos, sometimes using the published Cthulhu Live rules. The World of Darkness, published by White Wolf Publishing, is a widely used goth–punk horror setting in which players usually portray secretive supernatural creatures such as vampires and werewolves. This setting can be played using Mind’s Eye Theatre, which is a set of LARP rules also published by White Wolf. World of Darkness LARPs are usually played in a chronicle, a series of short events held at regular intervals, and are also popular at conventions. An international chronicle is run by White Wolf’s official fan club, the Camarilla.

Styles
LARP events have a wide variety of styles that often overlap. Simple distinctions can be made regarding the genre used, the presence of simulated weapons or abstract rules, and whether players create their own characters or have them assigned by gamemasters. There is also a distinction between scenarios that are only run once and those that are designed to be repeatable. A number of other common classifications follow.

Theatre-style, or freeform, LARP is characterised by a focus on interaction between characters that are written by the gamemasters, not using simulated weapons for combat, and an eclectic approach to genre and setting. Events in this style typically only last a few hours and require relatively little preparation by players and are sometimes played at gaming conventions. Some murder mystery games where players are assigned characters and encouraged to roleplay freely also resemble theatre-style LARP.

Some very large events known as fests (short for festival) have hundreds or thousands of participants who are usually split into competing character factions camped separately around a large venue. There are only a few fests in the world, all based in Europe and Canada; however, their size means that they have a significant influence on local LARP culture and design. At the other end of the size scale, some small events known as linear or line-course LARPs feature a small group of PCs facing a series of challenges from NPCs and are often more tightly planned and controlled by GMs than other styles of LARP.

While some LARPs are open to participants of all ages, others have a minimum age requirement. There are also youth LARPs, specifically intended for children and young people. Some are run through institutions such as schools, churches, or the Scouts. Denmark has an especially high number of youth LARPs.

Cultural significance
Roleplaying may be seen as part of a movement in Western culture towards participatory arts, as opposed to traditional spectator arts. Participants in a LARP cast off the role of passive observer and take on new roles that are often outside of their daily life and contrary to their culture. The arrangers of a LARP and the other participants act as co-creators of the game. This collaborative process of creating shared fictional worlds may be associated with a broader burgeoning “geek” culture in developed societies that is in turn associated with prolonged education, high uptake of information technology and increased leisure time. In comparison to the mainstream video-game industry, which is highly commercialized and often marketed towards a male audience, LARP is less commoditized, and women actively contribute as authors and participants.

LARP is not well known in most countries and is sometimes confused with other role-playing, reenactment, costuming, or dramatic activities. While fan and gamer culture in general has become increasingly mainstream in developed countries, LARP has often not achieved the same degree of cultural acceptability. This may be due to intolerance of the resemblance to childhood games of pretend, a perceived risk of over-identification with the characters, and the absence of mass marketing. In US films such as the 2006 documentary Darkon, the 2007 documentary Monster Camp, and the 2008 comedy Role Models, fantasy LARP is depicted as somewhat ridiculous and escapist, but also treated affectionately as a “constructive social outlet”. In the Nordic countries, LARP has achieved a high level of public recognition and popularity. It is often shown in a positive light in mainstream media, with an emphasis on the dramatic and creative aspects. However, even in Norway, where LARP has greater recognition than in most other countries, it has still not achieved full recognition as a cultural activity by government bodies.

Communities have formed around the creation, play and discussion of LARP. These communities have developed a subculture that crosses over with role-playing, fan, reenactment, and drama subcultures. Early LARP subculture focused on Tolkien-like fantasy, but it later broadened to include appreciation of other genres, especially the horror genre with the rapid uptake of the World of Darkness setting in the 1990s. Like many subcultures, LARP groups often have a common context of shared experience, language, humour, and clothing that can be regarded by some as a lifestyle.

LARP has been a subject of academic research and theory. Much of this research originates from role-players, especially from the publications of the Nordic Knutepunkt role-playing conventions. The broader academic community has recently begun to study LARP as well, both to compare it to other media and other varieties of interactive gaming, and also to evaluate it in its own right. In 2010, William Bainbridge speculated that LARP may one day evolve into a major industry in the form of location-based games using ubiquitous computing.

In Denmark, Østerskov Efterskole uses LARP as an educational method of teaching subjects to high school boarding students through interactivity and simulation. LARP groups are also using simulations of current and historical events and topics like refugees and the AIDS crisis to roleplay and explore these subjects.

Historical reenactment and Live-action roleplaying game in Travel

Europe

France
There are often re-enactments on the D-Day beaches on or around the June 6th anniversary of that invasion.

Hungary
Kurultáj — an annual celebration near Bugac on the dusty Great Plain where you will find Hunnic warriors, Magyar horsemen, and medieval Hungarians. Towards the evening, the atmosphere grows increasingly spiritual with much shamanic chanting and drumming, eventually culminating in a fire ceremony at night.

Sweden
Sweden has a developed LARP scene. While authentic historical environments are few, the right to roam allows for outdoor events. SVEROK is the Swedish federation for LARP-related events.

Medeltidsveckan (“Medieval Week”), Visby. A one-week Medieval convention in August.
Stallarholmen Viking Festival, Strängnäs, re-enacts the Viking Age.
Batalj Event, Storå. A closed down mine with post-apocalyptic atmosphere, used for sci-fi and horror events.

United Kingdom
Both the English Civil War Society and The Sealed Knot are societies that conduct re-enactment of the battles (some fictionalised) of the English Civil War era.

Many groups for Historical Renactment exist with The National Association of Re-enactment Societies acting as an umbrella organisation.

North America

Historical Reenactment
Historic sites will often have guides in period costume to explain the historic context of a venue. In the United States, the American Civil War appears frequently as a re-enactment epoch, particularly in the South where most battles were fought. The War of 1812 is likely to make a re-appearance in historic fortresses along both sides of the Canada-US border.

The era immediately before the adoption of steam power (and the subsequent industrialization of the United States and industrial Britain) is most common in pioneer villages, although gold and silver rush ghost towns may also be re-enactment targets. While most sites will represent colonial or post-colonial eras, don’t be surprised if your guide is a costumed Viking at the Anse-aux-Meadows archaeological site on Newfoundland’s Great Northern Peninsula.

Rodeo events combine reenactment with competitive sport.

Canada
The largest medieval LARP in North America is the Duché de Bicolline in Saint-Mathieu-du-Parc, Quebec, Canada.
Gimli (Manitoba) has the “Islendingadagurinn”, a four-day festival in August which includes daily Viking battle re-enactments.

United States
LARPing in the United States is mostly popular near college towns, and other areas with large nerdy populations. Where historical reenactments are focused on recreating history for onlookers, LARPers are usually focused on reliving an experience for oneself, or as entertainment, and thus joining a LARP is usually more accessible.

Stay safe
Many reenactment and LARP events include carrying and use of functional weapons such as bows, swords and knives. Local laws must be followed.

Even the foam coated weapons can be dangerous, if they are starting to break. Check the condition of yours.

Some events are held at places that can be dangerous, such as caves, wilderness or abandoned industrial facilities. Be sure to know any security measures in place, and what to do if you get lost.

Share