Rule Lite and WYSIWYG LARP

 

SevCol is a WYSIWYG LARP. WYSIWYG stands for What You See Is What You Get, which means that everything you see in the game really is part of the game. These kinds of LARPs are also known as 360° LARPs, because the aim is to create a complete immersion into the game world.

For example, while in some LARP settings, a rope may be used to indicate a wall in the game, in SevCol, a rope always is a rope. A computer that does not work in reality also does not work in the game. Of course we cannot create perfect immersion; i.e. walls will still be made of stone instead of metal, and if a door is opened on the spaceship not everyone will get blown into the vacuum. Despite these practical shortcomings, we ask everyone to help create as much immersion as possible in the game and the setting, by handling the WYSIWYG-concept to your own best ability, and staying in your character during time-in.SevCol is a WYSIWYG LARP. WYSIWYG stands for What You See Is What You Get, which means that everything you see in the game really is part of the game. These kinds of LARPs are also known as 360° LARPs, because the aim is to create a complete immersion into the game world.

Rule-Lite

To support the WYSIWYG approach, SevCol has a Rule-Lite system, which simply means that there will be only a few basic rules, rather than an elaborate, extensive and complex system. For example, there is no pickpocket rule as can be found in other LARP systems. Rather, if you want to pickpocket somebody, just go ahead and do it (and hope your victim does not notice). There also is no repair rule; if something breaks, grab a screwdriver, tape, glue etc. and go fix it! Furthermore, someone just starting a new character can use exactly the same weapons as someone who has been playing for five years (whether someone would give a big machine gun to a new recruit is another matter).

This rule-lite system means that that you can use your own knowledge and skills within the game. For example, if you are a trained surgeon in real life, you can choose to play a medic in the game, and use your real-life professional experience to add depth and flavor to the character you are playing. If you happen to have developed some real-life pick pocketing skills (purely as a hobby, we assume), you are entirely free to use this in the game. However, it is still important to separate your own knowledge (Out-of-character knowledge, OC) from your character’s knowledge (In-Character knowledge, IC). For example if you are a licensed physician in reality, but you play a trader in-game, think about whether or not your trader character would really interfere with ongoing heart surgery. Or, if you work at a nuclear power plant in reality and your character is a diplomat, it may be wise to ask yourself if it really is logical for your diplomat character to spend your whole day in the engine room, rather than at the round tables, engaged in long negotiations. To facilitate this separation there is a simple skill system in SevCol. For more information, see the skill section in Chapter 4, Character.

There are some rules for person to person combat, to make this both fun and challenging. Apart from that, most of the challenges you will encounter in the game can be overcome with active role-play and by doing actual, in-game research or experimentation. Note that this aspect is certainly different from pen-and-paper role-play; not only because no one will roll any dice. Active role-play will lead you to discover interesting plot lines and background information, as well as to experience higher immersion, and improved ability to interact with other participants. Here are some examples about how you could potentially solve challenging situations in SevCol. This does not mean that these are the only good solutions, it is just an indication of how you can go about things.

Problem: The ship is in combat with a pirate vessel, the engine has been hit.

Not the solution: Find an “engineer level 2”, and tell the game master that you fix the engine.

The solution: Grab a voltmeter, a screwdriver and a few cables and find out how the damage can be repaired or circumvented.

Problem: A very angry pirate is standing in the hold and wants to take your ship.

Not the solution: Shoot at each other, using your “+2 spirit and nuclear” supergun, hoping the pirate will run out of hitpoints before you do.

The solution: Take cover, and try to hit him with your NERF gun before he hits you. Alternatively, you could try talking or bribing him out of shooting.

Problem: Unidentified piece of wreckage emits a lot of energy and you’re curious.

Not the solution: Ask the game master : “I have science level 3, do I know what this wreckage is?”

The solution: Take your multi-scanner (we will enable you to use real-life equipment like smartphones for this purpose) and scan the wreckage. Read the information and look up things you don’t know in the ship’s computer.

Problem: Someone’s been shot / stabbed.

Not the solution: Use your automagical healer or tie a piece of cloth over his pants and she gets a hit point back.

The solution: Bandage the wound realistically (this may take 2 or 3 rolls of bandage), and send him to the infirmary for actual healing

Problem: You think a trader is lying about the rarity of an object.

Not the solution: Use magic powers or a skill that forces him to speak the truth.

The solution: Use your brains, or find another merchant.

 

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