Abstract
With Dracarys we wanted to create a good quality, large scale fantasy larp, that could involve non-larpers and old-school Italian fantasy players, without disappointing our typical player base, which has grown to be quite demanding. We worked for nearly a year with a team of more than thirty writers, producers and set designers, to give life to this ambitious, unprecedented larp for the Italian scene. We wrote 330 full characters and their plots. We had four different in-game taverns, where players could buy food and drinks using in-game coins. We built a playable dungeon with tunnels, traps and riddles; a life-sized dragon skull (2 meters long) whose ghost talked to players using voice distortion and light effects; a large medieval encampment, with period-appropriate tents. All our hard work paid off in the end: we got more players than anticipated (about 330, including 15 internationals), and an enthusiastic response from both new and old players.
With Dracarys we wanted to create a good quality, large scale fantasy larp, that could involve non-larpers and old-school Italian fantasy players, without disappointing our typical player base, which has grown to be quite demanding. We worked for nearly a year with a team of more than thirty writers, producers and set designers, to give life to this ambitious, unprecedented larp for the Italian scene. We wrote 330 full characters and their plots. We had four different in-game taverns, where players could buy food and drinks using in-game coins. We built a playable dungeon with tunnels, traps and riddles; a life-sized dragon skull (2 meters long) whose ghost talked to players using voice distortion and light effects; a large medieval encampment, with period-appropriate tents. All our hard work paid off in the end: we got more players than anticipated (about 330, including 15 internationals), and an enthusiastic response from both new and old players.