Having some experience with LARP but a lot of experience GMing Juna and I were able to make some interesting LARP rules that makes Airsoft even more interesting and simulative of warfare.
Airsoft LARP, levels the playing field a bit and grants role-themed perks when people “play” the game. After leveling the playing field: by making BB velocity appropriate to certain guns (from SMGs, PDWs, Carbines, Assault Rifles, Battle Rifles, DMRs, SPRs, SAW, LMGs and Sniper Rifles) and creating a Trade off with regards to Mags: 1 Hicap is equal to 3 Midcaps or Unlimited Lowcapss, the emphasis becomes Role-playing.
Rewarding Role-playing and the simulationist sense, only certain roles can take advantage of certain perks. Perks come in the form of having the privilege to perform and do certain actions. Only Medics have the power to respawn team mates, Team Leaders can play Tactical Coupons (that give them earlier starting time, better starting placement), only Grenadiers can use special grenades, and only Automatic Riflemen can use LMG or SAWs. But each perk has their own special cost: Medics really have to be equiped medics and take care of team safety, Grenediers need to make their own grenades, Team leaders have to really represent the group, etc.
There is some level advancement, perks for being in a team and having identifiable colors, and room for personalization through earning patches for special heroic actions. In an airsoft larp you play a character, and so does your team. Missions are given more context, so that people can role-play certain judgement calls: like priority of mission success vs complicating circumstances.
Participating Airsoft Groups and Sites, get to add more bragging rights to their airsoft stories. Marshal Action reports become pretty interesting, and given the context of a Real world Event.
Mooks. They have to wear monster or Halloween masks. they get to respawn or have multiple lives (showing a Kill by discarding their mask and putting on a new one). Playing Mooks is fun because of the respawn and being the neutral party everyone wants to kill. Playing the monsters can be fun, and in return teams who play the mooks earn coupons or advancement of perks.
Rewards and Honor System. The only rewards are in the form of bragging rights, perks, and honor.
Honor points are basically reputation score, granted by other teams to each other. Site Marshals grant Honor Points for players who act as expendable mooks and opposing forces can give Honor points to other teams by giving it to the marshals. They are granted also to teams that offer good will by participating in the events to make the experience better for everyone. Honor points are given anonymously after a game, consisting of the team captain of a group to the marshal. It is a way to reward teams who work hard in playing fair.
There are NO Demerit Honor Points. Its like the “Like” in a facebook item. A more lax in honor a team is, the slower its accumulation of Points. There is only a very indirect way for a team to show for a bad history of play.
Important is applying Behavioral economics intel regarding Honesty.
Scouts. Scouts have no special advantage as a regular rifle man. I guess they can choose 1 perk, in a list. Probably an extra mag or higher FPS cap.
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