@surreality
All this is well and good, but...
- This requires players to understand that they CAN do this and NOT be bothering staff, and a willingness to do so.
- It requires staffers to actually be present, around and able (or in some cases, WILLING) to adjudicate these situations.
How often do we have whinging about both points on this forum? Staff availability is the biggest culprit, from what I see.
@Ganymede
And yet, the whole 'match of wits and writing,' on a game that has a social stat system, then turns right back around into 'Roleplaying Stats Not On Your Sheet' which I think the majority of us have said we find bad sport. And again, we swing back around to devaluing the purchase and, to be blunt, purpose of those skills and stats.
If Player A's stats posit them as a socially mousy guy with no oratory skills, that should be their default mode; if Player B's stats posit them as a social powerhouse with a silver tongue equivalent to Frank Abagnale, Jr. then you should TRY to RP that, and our stats should be used appropriately to back up your concept.
@Ghost
I agree there re: 'playing the player'. This is also why I try to preach 'good metagaming,' which boils down to OOC player trust and willingness to compromise between players, even to a character's loss.
@Arkandel
Re: 'three types of systems'
Eh, this won't get rid of metagaming; it'll just drive the people who metagame and handling loss other ways, vis a vis murderface.
@Thenomain
Well, I had read some interviews and saw some youtube videos of LARPers who went to the Nordic-style LARPs that were based on WoD (Convention of Thorns, and End of the Line) and I spoke briefly with a friend who does a variety of Nordic-style parlor LARPs a long time ago about the ones she plays in. Here are some things that are commonplace between all of them:
- The biggest concept of the game style is collaboration. People coming into these Nordic LARPs come in to build and collaborate on interesting stories, and come in on the same mindset to do so. It's a mindset that drives how people act, even when they are opposed in game.
- There is a great attempt to manage Bleed and metagaming. For EotL, one of the things that was reportedly done was a pre-game 'I am <player> and I will be <character>' in order to sort of center yourself as 'the Character,' and the reverse was done at the end of the game with 'I was <character> and now I am <player>'. Great attempts were made to keep IC as IC.
- The core mechanic of the entire game could really be boiled down to: If everyone involved agrees that something goes down a certain way, that’s the way it goes down. Again, we swing back to collaboration.
- Mechanics were mainly used to: Emulate some facet of the world that is entirely un-actable or ensure the comfort and safety of all participants. In mechanical comparisons in EotL, it was 'highest stat wins' and collaboration on the outcomes. In CoT, it was very similar, along with how you verbally presented. To Dominate someone, you would tell the person 'I really want you to X' and you changed your verbiage to show your capability with the power.
Too Long... here's the article in question from a LARPer who attended: https://aeriondyseti.com/2016/09/08/end-of-the-line-part-one-introduction-liminality-and-mechanics/
The biggest takeaway? Collaboration and cooperative methodology is the key point of all of these things. Even the weird stuff like the Dr. Who LARP, or the 1940's housewife LARP, or the Not-Harry Potter LARP functions on this. It's why I don't forsee it being a good buy for a MUSH, because for every two people that are awesome about the collaboration, you have one person who is In It To Win It.