April 2018

Author Archives Kiri Brasseur

About Kiri Brasseur

Kiri is the Editor in Chief of Larping.org. Armed with an extensive knowledge of grammar and voice-enhancement, she aims to wrangle our team to pull larping.org to the forefront of online larp content. She has committed two years, some tears, and a lot of love to larping thus far, has no intention of dropping her weapons, and loves that her passions for larping and writing fit together so well!

“Why should I listen? What makes these people worth defending over the others? Huh?”

 “They are one of us. THAT’S why.”

969646_10151699710598860_1589197385_nIn the world of Dystopia Rising, only one thing matters: Survival. Players are the pieces in an endless game of death, betrayal, and emotion. The Dystopia Rising: Massachusetts Branch takes life in a frontier town and twists it into a horror movie classic. Playing a resident of this fishing, farming town at first does not seem like much that one would need to be afraid of, but that is not the case. Here in this town people learn very quickly that the world attacks from all angles and nothing is what it seems. The Post- Apocalyptic Zombie Genre truly brings out parts of us that we never thought possible. The calm and docile learn to be loud and strong. The selfish become the faithful that fight for their fellow survivors at the cost of their own lives. The weak and cowardly see just how far they will go to save their own hide.

In my three years as a player in the Dystopia Rising system, the one constant is that to truly enjoy the genre you need to lose yourself in it. Morals, pride, and fear all need to be twisted to match what one might feel in the world after the fall of modern society. The idea of personal strength is replaced by the truth of violence and the concept that strength of word, money, or raw power can replace morals. Fear becomes paranoia and doubt. That new comers are treated either with a false smile and greetings as you gauge ones true intentions or with hostility until one has proven themselves in the eyes of those at the top. Unlike other LARPS one does not need to play a character of high birth or stature to become a legend or power player. Money and reputation have their place, but so does the violence and the cleverness of the low-born nobodies. Those who stand high and strong may call respect and power to themselves, but it is at the expense of becoming a target for those already on the top.

530806_10151154457868860_261595450_n“Those who fight monsters would do best to not become them.”

This quote is in fact the opposite of the perspective of Dystopia Rising. Sometimes to fight monsters, one must truly become one. This is one thing I’ve seen; people tend to sway away from their personal moral compass to explore the other side. You have those who hold tight to the moral high ground and a strong will. They believe we can return to the days before the fall where man was civilized and generally good. The other side is those who embrace that have grown beyond human; That the strains of humanity are not so far from the zombies and the raiders against which they fight to hold onto life as they know it.

A few things to remember when trying to decide what type of player you want to be are:

  • What strain are you? How does this strain interact with others? And is that interaction good or bad?
  • Do you have a religion? How will others react to that? Will this affect you positively or negatively?
  • What do you see as your role in the Apocalypse? Crafter? Healer? Fighter? Politician? Entrepreneur?
  • Do you want to focus on combat or character interactions?
  • Do you want to be “Shady” or “On the level”?
  • What matter more….Strength and Power? Or Duty and Morals?


Players in Dystopia Rising have to survive not only the constant threats of raiders, zombies, rabid and mutated animals, but also their fellow survivors. I find it amazing that every time we all come together to start another weekend that we can drop that façade of the real world and fall into a place where generations before us, mankind destroyed the world. That we can replace our logical mind with real fear and disorder to allow the setting to devour us. To really enjoy Dystopia Rising, you have to look at everything, really look, and just let go. Only after you have given in and believe your life is truly at stake can you feel that the world has ended and you are what remain. This game lets you tap into parts of yourself that you normally cannot. The strength of this genre is that players use the strength of emotion and fear to expand the illusion of theatrical disguises to make it real. We become survivors. Through the corruption of the undead infection, we have become stronger in faith, mind, and body. Instead of the monsters and wonders of the world of Fantasy, we see the nightmares and horrors of the apocalypse, and the ghosts of the modern era. We are the spawns of pop culture and horror movies, and the players take these ideas and shape them with the concepts of zombie survival and survival horror.

“Out of suffering have emerged the strongest souls; the most massive characters are seared with scars.” – Khalil Gibran

Players grow each game with life and death situations and the loss of those close to you. A large element with this genre is that we see death differently. Each strain of humanity has a different Infection level. This represents the amount of times we can die before the infection takes us and we join the undead. Because of this, one death does not tend to affect people too much. However, as we continue to die we become more and more deranged and disconnected from life and the people around us. We look for reason to continue on and we lose faith in the world. It is in the culture of the world that once was that helps bring us back and give us reason to pull back from the grave and rejoin the world of the living.

  • 1005512_10151699717583860_502248622_nDoctors and builders do all they can to fix both the people and the structures that keep us safe.
  • The fighters and gunners use creative skill in making weapons out of rusty debris, or scrounging functioning firearms and ammunition to use against the undead. We are unique in that we can use Nerf weapons to portray guns for a weapon that is rare in a world where one’s ability to use a firearm can drastically shift the balance of power in a fight.
  • Farmers and Fishmongers pull from the land and turn it into produce and Herb to make into Medicines, brews, hooch, and other miscellaneous products.
  • Priests and other faith healers of the end of the world give hope and purpose to the lost and help guide them to a life of meaning and devotion.
  • Some have evolved to develop psionic abilities and alter the world around them with a thought. The psionists are capable of doing great harm to their enemies or great good for their allies, depending upon the abilities they develop.

At Dystopia Rising Massachusetts we are mainly farming and fishing town. That means that players often dive into the roles as providers. Our game specializes in raising crops and animals as well as brewing medicines and providing food from the animals and creatures that live around Ripton Falls. But there is another chapter in this story. Most who have ever seen a film in a small town know; we are a family through and through. We are those that live together and die together. We are those who, even in the darkest times, rally together, forget our squabbles, and stand as one. This in-game truth becomes an out-of-game camaraderie that unites our players. In either world we bond as a family that stands strong against anything. Three years of Dystopia Rising has shown me this is not an observation but a fact. People bond through such emotional role-play and become closer in both worlds.

We just finished off our second season and I have to say that I cannot wait for next spring. I will say that there is so much more I could get into. Whether it be the black market or maybe the constant battle over the value of our currency (The chuck buck, the Charlie, etc) and its worth in other settlements. I hope this was enough of a teaser to get you to look deeper. The end of the world is not a portrait, it is a box, with a dark hole you must reach into and feel what is really there.603985_10151802501343095_82983920_n

So come join us. Die with us, play games and fight…Live and grow with us as you learn what it means not to just play a character in a LARP, to play a role but to survive one. To survive in a world which will constantly try to kill you and drag you back to the Gravemind. We are waiting. All you have to do is grab your shovel or bat or rusty sword, throw on that old football armor painted for war with the markings of a long lost religion, and leave your morals at the door.

aracerсоздание продвижение раскрутка сайтовпродвижение в поисковых системахвзлом пароля почты программаiphone по низким ценамяндекс деньги в кредитjogar jogos de slots de 5 tambores gratisdubaiescortsbedava casino poker oynaWilliamhillcasinoтуры на килиманджаро lemoshoпримеры оформления ванной комнаты

Jan 17, 2014

Larp is all about roleplaying.

The first in our ‘Larp is…’ series is Nordic-style larp, featuring Cosmic Joke’s documentary of Panopticorp, ‘the advertisement agency from Hell’. The documentary covers in-game play, how it was set up, and how the larpers created and portrayed their characters.

Nordic larp is much different than boffer larp. There is often no combat, and bleed, experiences from a larp affecting your daily, personal life, is highly prized.

This style of larp is an open door; anything can be larped, from a futuristic fast food shop to a political prison camp.  Most Nordic larps are very free-form and easy to understand from a mechanical standpoint. If you can portray the character, you can play, no weapons, spells, or hours of rules research necessary.

If Panopticorp sounds familiar, you’ve right! Cosmic Joke documented their experience filming this larp in their journal entries (Larp Culture Shock, Panopticorp Opens, The Plot Thickens, and The End). Take a look at them after the video for behind-the-scenes extras!

продвижениизарегистрировать сайт в каталоге яндексaracerвзломать логин и пароль вконтактелучший чехол для ipad miniкредитка банк михайловскийcasino online su tabletthai escorts dubaibedava casino slots oynaRoute planner aa classicтарангире национальный паркдизайн радиаторы отопления водяные

Oct 16, 2013

Guest article by Stephanie Twilley.

This morning I woke up, got dressed, blared the Mad Max soundtrack, then started on my war paint; it was time to get ready for my first day of War With Friends.

I arrived with a group of four friends and fellow LARPers, and we all ended up on the same team, joined by Steven (creator) and some other great guys. I chose the class Knight, and was equipped with a shield, latex war hammer, and chainmail. It was very different from what I am used to, but it was a blast. I never knew live action battle games were such fun!

Having many close friends on my team made playing together a lot easier. We were able to stay well organized and communicated well. It was a ton of fun, and it was great to kick ass with great people.  Next time however, I plan to mix it up and try different classes and teams.

My friends and I talked about the game so much when we left, and I was happy to hear them say that they will definitely come again. I really suggest this game to anyone in the area. If you are looking for a combination of airsoft, paintball, and melee combat, this is for you!

wwf photo

All discussed Rules and Ideas Copyright © 2013 Steven Crawford War With Friends. Anyone may use these rules and game ideas but first must obtain my permission. 


Q: Can you tell me about each class? I see you have: Knight, Pirate, Medic, Thief, Guard, Assassin, Fighter, and Mage.

A: Players often swap their classes between games. There is no limit to the amount of classes per team, they are all meant to be completely equal.

The Knight– This class is an armored juggernaut, he is only damaged to hits to his eye lens, legs, crotch, and butt thanks to his armor. His armor must look like some type of armor to help players identify him. Arm armor and neck protection is also required. Full coverage helps you not accidentally call yourself out when struck in your armor.

The Knight may not throw any weapons or use ranged attacks. He is hard for most classes to kill from any range. At long range a small shield and high grass keeps him safe from projectiles. At close range a shield and lowering your stance can make you extremely hard to damage. Bum rushing from the shadows works great, when enemy players are surprised they will slash away at your armor. The Knight leads the charge, he is the forward offense team leader. He protects his team when the rush in and hacks down many foes that dare face him.

The Pirate– This is the gun class. This is the guy that put an end to hand to hand combat for the most part. His rifle can be effective and extremely accurate up to 150 ft. The gun is also the most painful attack in War With Friends, so people avoid you just because they don’t want to get shot. To balance things the Pirate only has 3 shots per battle. The pirate may use any paintball gun, airsoft gun, or a combination blunderbuss pistol that shoots a huge scattershot of both paintball and airsoft.  The Pirate also gets 6 points for other weapons or equipment besides his gun. The Pirate takes out high value targets at the right time never wasting his ammo. He is a sniper that everyone is very afraid of.

The Medic– Everyone’s best friend when they are bleeding out. The Medic comes equipped with a large number of rubber bands. When a teammate calls for you when they are wounded rush to them. All you have to do is stretch a rubber band out and put it on their wrist. They are instantly revived to full health, this may be done to the same player multiple times. The best part is that it does not count against your team respawn tokens. Medics have just as many points as the other classes for equipment. So technically they can still kick a lot of ass. Or they could go full limb armor & shield turtle style. They are the only class allowed to use the pike since it is supportive in nature. A Medic is best utilized in the back of a large attack party of mixed classes.

The Thief– The Thief has skills, lots of skills. He can steal a weapon from a wounded player, very effective against a pirate! If a guard puts him in jail he can escape as his leisure. If the defending team has a gate blocking a main entrance he can pick the lock. If he comes across any trap lines he can disable them, even if he trips them by accident. He can also hold twice as many objectives as other classes, à la 2 flags at once. His main role is on offense, He can open the most direct entrance, steal 2 flags at once, by-pass any traps, and escape jail if he was caught. When he escapes he can kill the guard and steal his large shield. Perfect for objectives, he really upsets all enemy defense.

The Guard– The master of jail and the large shield. The Guard can take wounded enemy players out of the game for 3 minutes at a time. After that they still die and must respawn. You can really get a major team numbers advantage by putting a few enemy players in jail. Jail happens to be located by the flag box, this makes the Guard a natural flag room defender. If that wasn’t enough he is the only class that can wield a large riot style centurion shield giving him great blocking ability.

The Assassin– Only for the sneakiest players! He gets a full load out of equipment just like everyone else. What makes him special is that he can Backstab with a dagger. Backstabbing basically kills someone really hard. They may not be revived and when they respawn it cost them all of there lives to come back into the game. You can forget trying to capture the flags with this guy. His focus is winning the game by killing the enemy team over and over, depleting their life tokens.

I created this class because I was always back attacking unaware players and wanted a bonus for doing so.

The Fighter– If you want to get brainless and simple you found your class. No skills or abilities, just equipment, twice the starting amount.

Some things when used in mass could really become powerful. You could get 36 paintball for your slingshot, your arms will get tired before you shoot them all. Getting 12 traps could really help create a death funnel.

The Mage– The only anti armor/shield solution in War With Friends. He has 2 reusable tennis balls/fireballs. These wound through armor, heat blocking weapons/shields for 30 seconds or simple wound a soft target. The Knight was just to good at everything and had no natural enemies to fear. The Mage is the anti knight for sure. At the request of several spell casting larper I added bird seed packet magic missiles he can throw. He can have up to 6 and they simply wound like anything else.


Q: What age range usually plays?

A: We have an 8-year-old that always wants a gun, when give him swords for safety. He also wears safety glasses under his paintball mask for a back up. My Uncle, Chetman is kind of a legend in War With Friends. He is in his late 40’s, has full grey hair, and kicks his share of ass. Mostly it is people in their 20’s, sometimes we get a little heavy on the teenagers on occasion.


Q: What is the normal dress for this game?

A: Normal dress would be long sleeves and pants due to thorns and bugs. Camouflage is also somewhat popular, most players just wear a hoodie and jeans. The really fun players dress up in some type of custom garb. It always brings a smile to my face to see a really cool get up for WWF. We have a Black Clad hooded knight and I like to wear anti riot gear with BDUs for a zombie slayer militant look.


Q: Exactly where are you located?

A: 745 Morris Rd, Hiram, GA 30141 at Cross Walk Chapel Church. It is an extremely small church with a large 20 kid youth group (Free food and youth Weds at 6:30). We have a few places we play at on the church property. The main field is an acre and a half maze cut from thick brush. There are many entrances into the enemy base and gates that only thief’s may open. Tons of nooks to hide or trees to climb to snipe, a truly fun field.


Q: Can you describe the game play?

A: In my head it is medieval paintball, it has kind of turned into mad max paintball. Extremely limited ammo for the guns, just enough so that melee & gun combat can flow and exist together.  It is basically attack and defend capture the flag paintball with reinsertions or respawns. Each player has 3 lives pooled together for his team, so dying matters. The defenders have 1 flag for each person on their team and 15 minutes to defend the base. If you are hit with an attack you have 25 seconds before you bleed out and can only call for a medic. If they get to you, you are instantly revived and keep fighting. This is a major part of the game, getting revived does not count against your team respawns and keep you in the action. If your team runs out of lives the game is over. Every class is extremely simple, diverse, and powerful. You have to decide what mix of classes/equipment can help you to win. A nice mix might be a good choice to be well rounded or a team of paintball pirates could keep the other team at bay. It’s up to you to decide!

wwf photo 2

Q: Is there any information you can give me regarding armor in the game? Types allowed, disallowed, common, armor rules if any?

A: Any class can wear some type of armor if they purchase it. Armor in War With Friends makes you invulnerable to the area it covers. Knights have armor covering their torso, upper limbs, neck, and head. They only place they can take damage if they are struck in the eye shield, crotch, butt, or legs. Every other class purchase armor that protects their elbow, forearm, and hand all together. Another option is a piece of leg armor that protects the users knee, shin, and foot from damage.

Any armor is fine for WWF, we have all kinds of scavenged Mad Max style armors I crafted together. Anything store-bought or full on real plate armor or even a bullet proof vest with cardboard strike plates would be fine. The important thing is that when you are smacked with a boffer or shot with a paintball you should not feel pain to that area.

Some armor examples we use: Sports pads, life jackets, cardboard with duct tape panels, pickle barrels, mud flaps, motorcycle jackets and real armor.


Q: What weaponry and weapon reps are allowed or  disallowed, weapon rules?

A: Weapons include: Slingshot(fires paintballs, spell packets, arrows), bow and arrow, water grenade, sword/axe/hammer, dagger, great sword/hammer/axe, spear, pike, morning star, nunchucks, punching knuckle, spell packets, break away trap line, paintball guns, airsoft guns and shields.

Players are given 6 points to purchase equipment at the start of the game, most weapons cost 1 point.

Any padded melee weapon is allowed from the painful high-end sturdy replicas to the old school pvc/duct tape/pipe foam weapons. Dagorhir weapons are preferred, we one day hope to retrofit all of our loaner weapons to their standard of safety.

A controversial weapon we use is a long morning star. It is a doggy chew ball with a 3 ft rope on a handle. This weapon is more of an asian style weapon than a traditional morning star. We have nunchucks and very soon a player is bringing a padded rope dart. Roped weapons are never thrown or used for tripping. They are useful for snaring weapons are bypassing shields.

We use any type of paintball or airsoft gun. They are available to any player but are limited to 3 shots per battle. The airsoft guns have to fire 4 round bursts to count as 1 hit. I also have 2 blunderbuss pistols that fire both a paintball and 30 airsoft bbs at the same time, these are amazing at close range.

Almost any melee weapon is throw-able , you can pick up any found weapons for yourself.

All weapons cause 1 wound, everyone has 1 health to keep it simple. Get hit with something, you are dead.

Pretty much anything is allowed, if a player suggest it or builds it we at least try it out.


Q: How long do you play?

A: We play until we have less than 4 people left or dark. In the summer we start a 4:00 pm and play till 9:00pm any other time we mostly start at noon. Most days we play for 5 or 6 hours. Battles last for 15 minutes and then we take a break in the AC at the church in our staging area. We hydrate, change classes/equipment/teams, and share funny stories about the last battle. As the day goes on the breaks become longer between matches.


Q: Do you supply weapons and armor to players?

A: Hahaha oh yes I do, I’m a one man show, I basically had the idea for War With Friends and started making weapons for around 12 people. I have some of the best friends and family, they were willing to try it almost 2 years ago. All of them had never did any form of larping and only a few played paintball. It was a crazy idea but since it was important to me they tried it. War With Friends has been going on strong since then, people just find it fun. At this point I have enough weapons/armor for a 15 on 15 match, I would need a few more paintball masks. I can’t help but continue to build new and exciting weapons to mix things up. A player once suggested a slingshot and I made a few. This turned out to be a major game changer and one of my favorite weapons.

A big draw for people is that all they have to bring is their self. I provide the paintball mask, the weapons, and the water. It is completely free. Playing paintball at a field is $50 bucks easy, WWF might be a weird form of paintball/larping but you can’t beat free.


Q: Do you define your game as a LARP or more as a live action battle game? (Is there any role playing? Do players have characters?

A: I tell people it’s a paintball LARP to keep it simple. But it is much more of a live action battle game. I would like to have a big 1 day scenario with missions one day. I have been going to other LARPs and paintball scenarios to see how it’s done. Maybe one day we can be more of a LARP, I think it would be more fun.


Q: What are the required/suggested protective wear?

A: Everyone has to have on a paintball mask that fits snug. Extra stuff I encourage is a backwards ball cap, long sleeves, pants, and gloves. If someone gets shot in the eye with a paintball they may very well never see again. I take safety very seriously.

I purchased a chronograph to measure the speed of the paintballs so we can adjust as needed.


Q: Are there types of combat not allowed? Are there any no hit zones?

A: Anything pretty much goes as long as you don’t remove someones face mask. Even shooting someone from point-blank with a paintball is allowed, it happens many times every game. Any place on the body is fine with melee or ranged weapon. I tend to go easy on the head but I will strike their if it is open.

If your arms are armored, a great tactic is to grab weapons or weapon arm. When fighting a pikeman you should grab his polearm shaft to best them. Anything that is going to really hurt someone or put them in danger is not allowed. Grappling is fine, shield bashing counts as a wound, shield kicking is also allowed.

сайтасайт создание продвижение раскруткаdeeoкак взломать webmoney кошелекiphone 5 чехол купитьвзять кредит кредитной картойbra online casino rouletteescort search dubaicasino oyunuMost trusted onlineсафари в парке тарангиреджаз марьино

Sep 24, 2013

Makeup is one of the key elements to immersion in a larp, and when it comes to special effects makeup, stage blood is one of the easiest ways to add detail to an encounter. Imagine a vampire standing from feeding and wiping a trickle of blood from their lips. Picture a zombie shambling into town covered in blood. The instructions below can help you make those images a reality!

Edible Blood Capsules:

Edible Blood 1

What you will need:

  • 3 tsp light corn syrup
  • 6 drops red food coloring
  • 1 drop green food coloring
  • 1 drop yellow food coloring
  • a dash of vanilla or other translucent flavoring (optional)
  • Empty gelatin capsules (whichever size you want, can be found at most health stores)


Edible blood 3

1) Combine the corn syrup and food coloring in a bowl. If you want to make your edible blood a little tastier, add a dash of vanilla or other flavor extract.

2) Remove the top from a gelatin capsule.

Make certain your hands are dry before handling the gelatin capsules.

3) Very carefully fill the bottom portion with the edible blood, then replace the top. The blood should be viscous enough that you can fill them with a spoon and steady hands.

4) Press gently until you feel the top snap into place.

Edible Blood 4

Voila! You’re ready to add a hint of realism to a fist fight or vampire feeding scene. Be careful with timing, though; the gelatin will eventually start to dissolve, so make sure you put the capsule in your mouth relatively close to when you need it!

Low-Stain Stage Blood

stage blood 1

This blood is the best for garb or kit that you don’t want completely stained, but keep this mix away from your mouth.

What you will need:

  • 1/3 cup green dish soap
  • 10 drops red food coloring
  • 1 drop green food coloring

Mix everything together and apply wherever you want blood! The blood here can also be poured into plastic bags (make sure they’re cheap!), tied off, and hidden beneath garb to create live-action bleeding effects. This recipe can easily be multiplied for larger batches, so you can make however much you need.

stage blood 2

Let us know how it goes! If you use this how-to for your game (or Halloween!), share your story and how things went in the comments below.раскруткараскруткарегистрация в яндекс каталогекак взломать страницу одноклассников бесплатночехлы на айподбыстрые деньги займ от 18 летtragamonedas gratis free slotsescort in callmerit crystal cove casinoWilliam hill app downloadaltezza tanzaniaйога братиславская

Sep 17, 2013
  • Join the Larp Community

    larp rss larp tumblr
  • April 2018
    M T W T F S S
    « Mar    

Your Cart