|Mechanics: What, When, Why, and How to Design Them|
|Carlisle - Thu, 22:00 - 23:00|
Presenters: Lise Fracalossi*, Alan De Smet, Stephen Balzac, Dave Kapell, Peter Litwack
All larps have mechanics -- some more than others. Love 'em or hate 'em, they give us something to role-play over, they let us resolve conflicts between players, and they let our players do things that can't be done safely, legally, cheaply, or publically in the world outside the game. When should you mechanic a behavior? What mechanic should you use? How do you design a novel mechanic to allow and encourage that behavior in your particular game? And how do you communicate a mechanic to your players?