As I prepare to launch a new boffer LARP group using the Way of the Sword rules, I have been reflecting on ways to recruit new members. And it struck me that our seemingly perfect target audience is not joining our ranks. Consider this - Dungeons and Dragons had record sales in 2019, and then topped it in 2020. Yet even before the pandemic, the ranks of boffer fighters seemed to be dwindling in South Florida. We are just not tapping into the popularity of D&D.
I have some ideas to make the game more palatable to the D&D crowd.
- Call it a LARP, not a sport! Many members of boffer organizations downplay the roleplaying aspect and highlight the athletic aspect of their games. I suspect that the priorities of most D&D players are the reverse. We should emphasize roleplaying, and create more scenarios that accentuate it.
- Run it like a D&D campaign. Boffer events seem to boil down to fight, reset, fight again, etc. In a sense, each fight is like a short sporting match that stands alone. Usually, there is no connection between each fight. And more importantly, there is no story. We should try to create linked scenarios that build to a larger story.
- Embrace fantasy. Add magic and different classes to the mix. Just be careful that magic is not too powerful, or else your warriors will get bored of being fodder.
- Level the playing field. In most boffer games, new members are thrown into the thick of battle with much more experienced members. As a result, they become fodder. This is a downer for a new player who dreams of being a hero. I'm not exactly sure how to mitigate against this, because skill matters. Perhaps we should have more battles with smaller groups, then set up teams to provide support to the new players, and then let them fight other new players. Veterans, don't target the newbies!
- Make the rules more accessible. It's true that boffer rules are available for free online. But you have to be looking for them to find them. We should make our rules visible to people who may be interested but not have heard of the game. They should be on Amazon, Drivethrurpg, and in game stores.
- Focus on the local group rather than big, inter-group battles. This will allow more personal stories.
- I'm thinking the optimal group size should be 7 to 13. There will be one gamemaster and two teams of 3 to 6 players.
- The teams take turns as player characters and non-player characters. For example, in one scenario, team A will be the adventurers sent to rescue the mayor's daughter who has been kidnapped while team B plays the orcs who did the kidnapping.
Anyway, just some thoughts for now. I'll probably elaborate at a later time.
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