When designing “The Mearian Empire,” our primary focus was ensuring a unique and player-driven experience. Boffer LARPs too often rinse and repeat the same ole concept of Medieval Fantasy, without players being the driving force behind change. Everything in the Border Lands campaign is influenced by player choice. This is exampled by the Nobles being executed with agreement from players of status, to Guilds recruiting and grooming players to take over the higher positions. Eventually, the Border Lands will be an entirely player-run economy or still managed by Plot staff through dedicated NPCs. The players have made the majority of these decisions based on their own morals and internal compass.
Conflict is not always designed by Border Lands staff either. Players can become villains based on a few bad decisions, or the ambition to be a powerful individual. For example, any character can always choose to align themselves with an enemy NPC and work as a spy to attempt to thwart the town’s plans. Every choice whether you decide it to be “Good” or “Evil,” matters.
Naturally, the other players may also respond by reporting this to town officials if any are available in-game (“See plot,” or seek out specific in-game NPCs at events to report crimes), and depending on the NPC’s moral alignment, the spy character could be tried for treason, fined, executed, or worse. Player characters can also try to take matters into their own hands to seek vengeance or justice or enlist help from other PC and NPC contacts if no “town official,” is available or interested.
We ask that players respond to in-game conflict (ex. being robbed in-game) with in-game action(ex. reporting the crime, or asking other characters for help in-game) to help maintain immersion and allow Border Lands to continue to remain a LARP chapter with intriguing character complexity.