Supportive Play

You probably already heard of our campaign called "LARP mit!" (we usually don't translate it but it means something like "participate!" or "Roleplay along!"). This campaign propagated our wish to have continuous in-game-play at all our events, meaning to remain IC

Gameplay and rules

Hopefully, you also have heard about the to fundamental ideas or rulebook is based on. They are basically:
  • Participate. If someone presents you with a chance to interact with them, you should react. It does not matter how but stay in character and respond to this offer.
  • Tolerate. Do not expect specific reactions to what you offer others. Accept whatever their reaction is and continue with what you got.

What does "supportive play" mean?

That being said there still is the question: What does "supportive play" mean?


In general, we try to minimize a GM method called "telling". "Telling" means situations, when a GM tells you what happens because it can not be visualized by NPCs, props or the scenery. Sometimes, telling is not that bad and does not disturb your immersion. A good example for acceptable telling would be in case of a mage doing some magical analysis. A GM/SL usually reacts by whispering the result to the player.

Should it ever happen (and legend has it, that it has before), that a GM/SL runs through the player-camp shouting "You all witness fire reigning from the heavens!" - you can be assured that this is (in our opinion) the most awkward way a GM/SL could behave on a sunny Friday afternoon.

So where's the thin line between helpful and excessive? In general, we believe that a perfectly prepared GM/SL should be able to completely abstain from telling. Sadly, this "perfect situation" is not always an option. This leads to compromise with regard to effort/cost in preparation (or visualization).

What we need YOU for!

And that's where you come in! We expect every player (including NPCs) to help carry the scenario. An example: the GM/SLs put up signs in the woods labled "Beware: Swamp!". What you should do, although there obviously is no real swamp there: play along and act, as if there were a dangerous and probably unaccessible area in the woods.

The same goes for threats that only exist outside what actually happens on site. Again an example: a reliable source confirms, that 50.000 undead soldiers are marching to attack your camp and they might be here within the hour. What you should NOT do: keep having a picknick, stating "that's never going to happen since I know, that the GM/SLs only have like 200 NPCs!"


Participate and have fun doing so. React to the other players and try, to include their actions into your own experience. This might need some creativity and flexibility but that's what LARP is all about, right?

Let your character be terrified, if the situation seems desperate and seek comfort with others, if the night seems all too dark. Even if you know, that your car is only parked a couple of minutes away