Post by robertsconley on Dec 17, 2018 12:50:51 GMT -6
Here how I found all the accounts of the genesis of tabletop roleplaying familiar.
Back in the early 1990s I got involved in Live Action Roleplaying in a major way. Basically D&D in the woods using foam weapons and soft beanbags for magic spells. If you want the details of the rules, the rulebook can be gotten for free from here (http://nerolarp.com/page.php?12)
There been other attempts at live action roleplaying prior to NERO in the United States but they invariably had something missing or too many compromises to truly be a free-form D&D in the woods that NERO was. The closest was Dagorhir and the International Fantasy Games Society.
The problem with Dagorhir was it was the Society of Creative Anarchonism (a major medieval reenactment group) with fantasy and foam weapons. A chilled out version of what the SCA tries to do.
IFGS does do live action roleplaying but it is esstentially a guided curated experience. You show up in costume, you have to have a guide and the adventure (they call it a line-course) is a linear series of scenes and/or encounter. Very stilted for the most part.
Then at the tail end of the 80s, Ford Ivey, a Massachusetts game store owner, took a little bit of Dagorhir, a little bit of IFGS, and his own imagination and came up what became NERO. NERO was a free form fantasy LARP that was designed so that a player can check into an event and basically have the run of the site doing whatever they want as their character. There was an event staff that ran the NPCs and other stuff that was happening in the background that generated adventures and encounters.
Ford Ivey's method became a template that spread thoughout the US in the 1990s. And some of that fed back into Dagorhir and IFGS as well. Although there still bitter debates over who originated what in LARP.
Having firsthand experienced SCA, Dagorhir, IFGS, and finally NERO, there was something very different and liberating in the combination methods the Ford Ivey pioneered. Despite that nearly all of the elements were used prior to his first event. But his combination allow people to run this sprawling live action in the time and budget one has for a hobby. It not quite as low overhead as a tabletop roleplaying campaign but if people are interested it was very doable.
I get the same sense from reading over the early days of the hobbies as I do from my firsthand experience with LARPS. A lot folks trying and experimenting with different things, most of which are fun to play. But then one guy (Ivey, Arneson) figures out a new combination and add some things in of their own creation and a "AHA!" moment arrives and people start to go. "You know now I see how it can be done.". And a new fun hobby starts developing.
Back in the early 1990s I got involved in Live Action Roleplaying in a major way. Basically D&D in the woods using foam weapons and soft beanbags for magic spells. If you want the details of the rules, the rulebook can be gotten for free from here (http://nerolarp.com/page.php?12)
There been other attempts at live action roleplaying prior to NERO in the United States but they invariably had something missing or too many compromises to truly be a free-form D&D in the woods that NERO was. The closest was Dagorhir and the International Fantasy Games Society.
The problem with Dagorhir was it was the Society of Creative Anarchonism (a major medieval reenactment group) with fantasy and foam weapons. A chilled out version of what the SCA tries to do.
IFGS does do live action roleplaying but it is esstentially a guided curated experience. You show up in costume, you have to have a guide and the adventure (they call it a line-course) is a linear series of scenes and/or encounter. Very stilted for the most part.
Then at the tail end of the 80s, Ford Ivey, a Massachusetts game store owner, took a little bit of Dagorhir, a little bit of IFGS, and his own imagination and came up what became NERO. NERO was a free form fantasy LARP that was designed so that a player can check into an event and basically have the run of the site doing whatever they want as their character. There was an event staff that ran the NPCs and other stuff that was happening in the background that generated adventures and encounters.
Ford Ivey's method became a template that spread thoughout the US in the 1990s. And some of that fed back into Dagorhir and IFGS as well. Although there still bitter debates over who originated what in LARP.
Having firsthand experienced SCA, Dagorhir, IFGS, and finally NERO, there was something very different and liberating in the combination methods the Ford Ivey pioneered. Despite that nearly all of the elements were used prior to his first event. But his combination allow people to run this sprawling live action in the time and budget one has for a hobby. It not quite as low overhead as a tabletop roleplaying campaign but if people are interested it was very doable.
I get the same sense from reading over the early days of the hobbies as I do from my firsthand experience with LARPS. A lot folks trying and experimenting with different things, most of which are fun to play. But then one guy (Ivey, Arneson) figures out a new combination and add some things in of their own creation and a "AHA!" moment arrives and people start to go. "You know now I see how it can be done.". And a new fun hobby starts developing.