There are many many many ways to run a good LARP. This is good, because most LARPers would get bored going on the same adventure week after week. My favourite will always be the Parody larp, or Lesser MetaLarp. Baseing your Larp on another, well known story with all the adaptions, comedy and roleplay that comes with that.
The important thing in any Larp is the Story. Some people think its the Plot, but it's not. The Plot is an essntial part of the Story, but so are the Characters, the Pace and the sideplot.
Creativity is where you make it. The trick might be to make small changes per Larp, establish a precedent that everyone doesn't mind, and move forward from there. The club, like most democracies, fears and resists change, and the larger the change, the stronger the knee jerk reaction.
Of course, this _is_ easy for me to say. I've hung around the club for eight years like a bad penny, and we are a cliche club of similarly minded people.
I run Larps (or try to) to the spirit of the rules as I see them. One result is that I rarely have character death. I think I average less than one per Larp. Which might imply (to me) that I am a soft GM. I also rarely stick to the bounds of the Rules. I usually have a 'wibble' effect or two kicking around the Larp to keep things interesting. I would be bored if I went on Larps with only 16 types of Monster... so I don't run them either. Um. Healing encounters. It used to be [old] that we had about one healing encounter to every two fights [/old] partly because player parties rarely hit double figures so you probably had one person with healing. Now they aren't necessary, but they are 'nice.' Anyway. things to do. [\soapbox kicking]
/kicks soapbox
The important thing in any Larp is the Story.
Some people think its the Plot, but it's not. The Plot is an essntial part of the Story, but so are the Characters, the Pace and the sideplot.
Creativity is where you make it. The trick might be to make small changes per Larp, establish a precedent that everyone doesn't mind, and move forward from there. The club, like most democracies, fears and resists change, and the larger the change, the stronger the knee jerk reaction.
Of course, this _is_ easy for me to say. I've hung around the club for eight years like a bad penny, and we are a cliche club of similarly minded people.
I run Larps (or try to) to the spirit of the rules as I see them. One result is that I rarely have character death. I think I average less than one per Larp. Which might imply (to me) that I am a soft GM. I also rarely stick to the bounds of the Rules. I usually have a 'wibble' effect or two kicking around the Larp to keep things interesting. I would be bored if I went on Larps with only 16 types of Monster... so I don't run them either. Um. Healing encounters. It used to be [old] that we had about one healing encounter to every two fights [/old] partly because player parties rarely hit double figures so you probably had one person with healing. Now they aren't necessary, but they are 'nice.' Anyway. things to do.
[\soapbox kicking]