The Big Bad City: Running Urban Larps
This post is going to cover how to run games in cities, I don’t mean pub games but rather games that use the urban landscape itself as site. City Larps offer a unique game experience. Because you are larping in the real world, they create a level of immersion that is difficult in other games, and they allow for the integration of real world places.
City games lend themselves very well to investigation and social games but very poorly to combat.
City games need to be handled carefully though, because they take place in public spaces there are a lot of things that need to be considered that aren’t necessarily a problem in other types of games.
OC Logistics
The first major consideration when running a city larp is not causing any sort of incident with the police. You must let them know that you are planning on running something and you need to consider how your system will interact with normal people. Give the police a time frame (we will be running from 10am to 5pm) and a way of recognizing the people in your game (everyone involved will have circuit board tattoos on their face) and a brief idea of what people will be doing (if your local police department is unfamiliar with larp it might be easier to describe your game as a costumed scavenger hunt or something of that ilk).
It is also worth asking permission of anywhere that you think will be used a lot over the day. Make sure they are ok with you using their space. Try to be as non-disruptive as possible. If its a coffee shop or the like make sure you are spending money while you are in there so they are not losing business.
Combat
City games take place in public. In the interest of not getting in trouble or causing incidents with the police combat either needs to be heavily scaled down or not part of your game. DO NOT ALLOW THE USE OF ANY WEAPONS THAT LOOK REAL. Seriously. Make sure your players understand the importance of not causing public disturbances. It is perfectly valid to run city games with no combat system, in fact I would recommend it. But if you *do* want combat in your system there are a couple ways to integrate it which minimize problems with the public
1) At risk of being repetitive. Make sure any weapons are obviously fake. Brightly colored nerf guns are what I would recommend.
2) Adding rules about where and when combat can be used is worthwhile. For instance combat can only be used in places where there are no witnesses. This makes combat difficult, but retains the threat of it. It also makes sense in the context of setting a game in a city, because murder is not something you would commit in a public setting
3) Consider having a non standard combat system that doesn’t look like combat from the outside. For instance trying to get stickers or clothes pegs on people without them seeing.
An Open World and What This Means for Planing
City games don’t have a set location per-say. When your site is a large area with lots of people this means that finding players can be very difficult, especially since the entire point of a city game is to integrate the real world urban setting into your game. In practical terms this means you need to integrate modern technology such as phones into your system and that realistically you need to use pre-written characters with minimal (re:no) crew.
If players are comfortable with the idea I would suggest having a database of mobile phone numbers so any character can get in contact with any other character. At the very least players should ALL be able to get ahold of refs who should be able to get ahold of any single player. This means players can set up meetings with one another and pass information.
In terms of crew, since you will almost never know where any of the players are at any given time it is best to set it up so that almost all of the plot enters play with the players, and that they are in competition with each other so that you do not need to provide monsters or antagonists of any sort. Reffing city games is a relatively hands off affair consisting mostly of making sure you can answer your phone and setting up the occasional drop of information.
Do think about hiring out a small amount of space if you want to create any sets (a fake crime scene or a lab full of dubious materials for example). Just because a city game takes place over a wide space doesn't mean you cant have important locations
Plot
Obviously the specifics of plot will be down to whatever sort of game you decide to run, but city games do lend themselves to specific sorts of plot. The first question you should ask yourself is What will the players be doing in uptime? Each player should have at least three things to be involved in and do in uptime. Plot should interweave so they involve multiple players and players should have a mix of shared goals and mutually exclusive goals inorder to foster both teamwork and conflict. Making sure there is enough plot is vital in city games because it is almost impossible to add anything in after the game has started. However, since your game *is* going to run in a public space its worth making sure that your plots do not lend themselves to extreme reactions which may cause a public disturbance (this a mistake I have made in the past).
Plots which work well in city games:
Investigation: clues can be scattered both in players backgrounds and props such as newspapers or pen drives as well as sets (fake crime scenes or notes left in books in the library). Subsets of investigation can include: Blackmail, what really happened?, professional investigation
Hiding the Truth: The other side of investigation plots. For evey secret someone wants to find out there should be someone whos main interest is hiding it.
Social: Awkward reunions, enemies forced to work together and close friends in need. There is alot of mileage to be had out of social situations in city games.
An example of a character background and accompanying plots from a film noir based city game can be found here (Written by Ellen Green and William Thorley)
Costuming
It is important to have some element of costuming that sets your players apart from the population. This is firstly so they can recognize who is and is not part of the game and also so that outside bodies (such as the police or any cafes or shops that you have gotten permission to run in) can recognize your players. It doesn’t have to be something very big, but it should be noticeable.
A Final Note on the Importance of Briefing your Players
I would always argue for briefing your players on OC things before games, no matter what sort of game you are running, but it is doubly important when you are running city games. Players need to understand that they are playing in public spaces, and as such some behaviors are unacceptable. It is very important that everyone is on the same page and that players know how to contact a ref.














