Writing rules and lore for your own game: four decisions that shape how players experience live action roleplay
SaveWriting rules for a LARP game means deciding what structure your players need and what freedom they deserve. A rulebook sets the boundaries; lore gives the world texture. Fantastical Quests walks you through the choices that make a game playable, from safety calls to character creation, and shows how lore supports the experience without overwhelming it. You'll leave with a framework you can adapt to the game you want to run.
Rules exist to protect players and keep the game moving
Your rulebook is not fiction. It tells players what they can do, what will happen if they try something risky, and how disputes get resolved on site. Write it as a reference document, not a story. Every rule should answer a question a player or marshal will ask during the event.
Start with safety. Define the physical contact allowed, the calls that stop play, and what happens when someone uses a safe word. These rules come first because they matter most. A player who does not feel safe will not engage with your lore, however rich it is.
Next, cover the mechanics players use repeatedly: how combat works, how abilities resolve, what happens when a character takes damage. Keep the core loop simple. If a player needs to consult the rulebook during a tense scene, the system is too complex.
Lore shapes the world, but players shape their stories
Lore is the history, geography and culture of your game world. It gives players context for their characters and helps them understand what conflicts exist. Write enough lore to make the world feel coherent, then stop. Players do not need every trade route mapped or every minor noble named.
Focus on the elements that affect play. If your game centres on a war between factions, write the history of that war: who started it, what each side wants, and what ordinary people have lost. If your game is about a city under quarantine, describe the disease, the authorities enforcing the lockdown, and the black market that has grown in response.
Leave gaps. Players fill them with their own backstories, and those contributions make the world feel lived-in. A setting where everything is already decided is a museum, not a playground.
Character creation rules set expectations before the first event
Your character creation system tells players what roles are possible and what the game rewards. If you want political intrigue, make sure the rules support characters with social influence, not just combat skills. If you want exploration, give players reasons to travel and tools to survive the journey.
Set clear boundaries. List the character types that do not fit your game, and explain why. A player who arrives with a concept the game cannot support will feel let down, and rewriting a character at the gate wastes everyone's time.
Provide examples. Show a few sample characters with different goals, abilities and backgrounds. Examples clarify what you mean faster than a paragraph of abstract rules ever will.
Safety calls and out-of-character signals need consistent wording
Every player must know the words that pause or stop play. Write a short list of calls, define what each one means, and require everyone to learn them before their first event. Common signals include a raised hand for out-of-character questions, a specific phrase to halt combat, and a safe word that ends a scene immediately with no questions asked.
Test these calls during your first few events. If players hesitate or misunderstand a signal, rewrite it. Clarity matters more than tradition. A system borrowed from another game is only useful if your players can remember it under pressure.
Combat rules balance excitement with safety
Combat rules must be detailed enough that no one gets hurt and simple enough that players can follow them while swinging foam weapons. Define legal target areas, forbidden strikes, and the force allowed. State what happens when a rule is broken, and make sure marshals enforce it.
Damage systems vary. Some games use hit points, others use location-based wounds, and some rely on player judgement. Pick a system that matches your setting and your players' experience. A complex damage system works for a group of returning players who know each other; a simple one works better for open events with newcomers.
Write weapon construction standards if you allow players to bring their own. State the materials permitted, the core diameter, the strike surface thickness, and how marshals will test each weapon before it is used. Refer to weapon safety checks for detail on what inspections cover.
Non-combat abilities need resolution mechanics that feel fair
Not every challenge resolves with a sword. Players will try to pick locks, persuade guards, brew potions, and heal wounds. Your rules should cover these actions without bogging down play. Decide whether your game uses skills, items, or pure roleplay to resolve non-combat tasks.
If you use skills, list them and explain what each one lets a character do. A vague skill description leads to arguments. If you use items, define what each type of item represents in the world and what it costs to make or acquire. If you rely on roleplay, accept that outcomes will be inconsistent and make peace with that before your first event.
The rulebook is a living document, not a finished manuscript
Your first draft will have gaps. Players will find edge cases you never considered, and some rules will slow play instead of supporting it. Plan to revise the rulebook after each event. Gather feedback from players and marshals, test changes between events, and communicate updates clearly.
Version your rulebook. Mark each edition with a date or number so players know which version applies. When you change a rule, explain why. Players accept revision more easily when they understand the reasoning behind it.
Steps to write your first playable rulebook
- Write the safety section first. Define contact rules, safe words, and marshal authority before anything else.
- Draft the core mechanic. Explain how players resolve the action they will take most often, whether that is combat, negotiation, or investigation.
- Add character creation guidelines. List the roles available, the boundaries that apply, and the questions a player must answer before their first event.
- Create a one-page reference for marshals. Summarise the calls, the contact rules, and the steps to resolve a dispute, so marshals can act quickly on site.
- Test the rules with a small group. Run a short scenario and watch where players hesitate, argue, or ask for clarification. Rewrite those sections immediately.
Lore documents work best when organised by need
Separate your lore into tiers. The first tier is what every player must know: the name of the world, the current conflict, and the major factions. The second tier is what players in specific roles need: the structure of the church for a priest character, the trade laws for a merchant. The third tier is background detail for those who want it.
Publish the first tier as a short introduction, available before character creation. Offer the second tier as supplementary documents, each focused on one faction or region. Keep the third tier as notes for yourself and share it only when a player asks a question that requires it.
| Lore tier | Who needs it | Length |
|---|---|---|
| Essential | Every player | A single page |
| Role-specific | Players in certain factions or professions | A few paragraphs per topic |
| Deep background | Players who ask | As much as you enjoy writing |
Balancing structure and improvisation
A tight rulebook gives players confidence; room for improvisation gives them ownership. The balance depends on your group. A game for newcomers needs more structure, because unfamiliar players rely on rules to guide their decisions. A game for experienced players can afford looser rules, because those players improvise well and negotiate outcomes between themselves.
Watch your first few events. If players keep asking marshals for rulings, your rules are too vague. If players never deviate from the prescribed actions, your rules are too rigid. Adjust accordingly. Making roleplay feel believable often depends on this balance.
Common pitfalls when designing your own system
Overcomplication is the most common mistake. Designers add subsystems for crafting, reputation, resource management, and territory control, then wonder why players ignore them. Every system you add is a burden. Include only the mechanics your game absolutely needs.
Ambiguity is the second. Rules that rely on phrases such as "use common sense" or "roleplay it out" shift the burden onto players and marshals. Write clearly, define terms, and test every rule with people who did not help design it.
Ignoring feedback is the third. Players who take the time to explain what confused or frustrated them are handing you a roadmap for improvement. Listen to them, even when their suggestions conflict. The pattern in their complaints is more valuable than any single proposed fix.
Start small and grow the game with your players
Your first event does not need a complete world. Run a single-day game with a limited setting, a handful of characters, and a focused plot. Test the rules that matter most and leave the rest for later. Different event styles suit different stages of a game's development.
Gather your players after the event and ask what worked. Revise the rules before the next session, add lore where it supports the emerging stories, and repeat. A game that grows with its players feels cohesive, because the system develops in response to actual play rather than hypothetical scenarios.
If you are nervous about running your first event, calming techniques help organisers just as much as they help players. Preparation builds confidence, but so does accepting that not everything will go perfectly.
#Beginner tips #Game masters #Event rules #DIY armour
Download PDF: Your First LARP Rulebook: Design Checklist PDF, 30 KB
Further reading
Frequently asked questions
What is the difference between rules and lore in a LARP game?
Rules explain the mechanics players use to resolve actions, such as combat or skill checks. Lore describes the world, its history, and the conflicts that give characters context for their decisions.
How much detail should a LARP rulebook include?
Include enough detail that players and marshals can resolve common situations without guessing. Safety rules, core mechanics, and character creation need clarity; rare edge cases can be handled by marshal judgement on site.
What should I do if players find a problem with my rules during an event?
Make a temporary ruling to keep the game moving, note the issue, and revise the rule after the event. Communicate the change to all players before the next session.