Skip to main content

Smoking on larps

Exactly 1 year ago I stopped smoking. I used to smoke quite a lot - one pack a day for 12 years. When I finally quit it went easier than I expected, and I'm happy now for the decision I made because I feel way healthier than I used to - no more nasty cough, and I rediscovered what things actually taste like.

Anyways, I thought this would be a good day to talk about the subject - smoking on larps. Well, obviously the best advice I could give is: quit smoking and become a nonsmoker. If that's not the road you wish to take, then bear in mind the following six rules:

1. Know where you can smoke

Larp venues may have certain restrictions (e.g. no smoking inside) or outright ban smoking. Make sure you know what is expected of you.

2. Smoke in a historically accurate manner

Cigarettes were not massively available before 20th century. If you're doing medieval larp, please be advised tobacco was not seen in Europe before 1560. Smoking in fantasy settings is usually more relaxed, mostly due to Tolkien and his pipe-weed. Don't smoke cigarettes before 20th century, use pipe if you can - if you can't afford one, use cigars or at least hand rolled cigarettes. Electrical cigarettes should be fine for modern or futuristic settings.

2a - you might actually want to smoke if you're playing a larp set in pre-90s 20th century when smoking was seen as cool, rebellious, desirable or independent thing to do. If you're a smoker, go for it! These are your decades. If you're not a smoker... Well, herbal cigarettes are not healthy either, and they smell distinctively different. They don't work as well in larp as on TV, as the scent is also a part of the immersion.

3. Don't smoke anything illegal, even if it's historically accurate

The title says it all. There's other, legal, historically accurate stuff to smoke, including ghee, fish offal and nail clippings. Try it if you feel adventurous, but it's likely neither good nor healthy.

4. Don't blow smoke in people's faces

Unless invited to. And you probably never will be. The wind, however, will typically blow smoke in a nearest nonsmoker's direction on its own. This is hardly avoidable if they're nearby. In that case, please be considerate and move away.

5. Be sure you're bringing enough for you


The title says it all. On a weekend larp, you'll probably smoke more than usual. Also, you'll probably encounter a person who never seems to have any on him and always smokes your stuff. Don't be that person.

6. Clean up

Cigarette butts are litter. Dispose of them (once they cool down) in trash. Or if you have a campfire or a wood-burning stove purge them in fire (but don't stand in the smoke while they're burning). If you have nothing available, put them away and throw them somewhere safe. You're helping your game organizers to keep the venue that way.

Comments

Popular posts from this blog

The 15 rules of larp

The following 15 rules (warning: strong language) were written some years ago in Great Britain, and have been pretty much generally accepted on the British larp scene. Especially popular is rule 7 - widely known by its number and commonly considered to be the most imortant rule of all (and I agree). Even the biggest British larp forum has taken Rule7 as its name. The rules have been originally created by the Drunken Monkeys and edited by Rick Wynne who added some extra stuff in the explanations to make them more understandable to international audience (it still contains some British larp lingo though), more work-safe and to throw in his two cents. (copy of the original wording is available here ) 1. Don’t play a mighty warrior; play a warrior and be mighty. Don’t label your character. As soon as you say that you are the best swordsman in the land someone will come along and kick your ass. Just get into the mindset of the person and role-play it out. 2. No one cares about you...

It's been way too long without any updates

  I'm just back from PoRtaL XII, which was back in Plovdiv, Bulgaria, 6 years after PoRtaL VI , which is - incidentally - only 3 posts below this one on my blog, and I still remember it like it was yesterday. And this means I failed to review the past two year's PoRtaLs, also excellent. Here's some representation for them. Back during PoRtaL 10 in Krakow, I did a presentation called  Designing larps with intent . It was streamed, and can be found on Youtube. For PoRtaL 10, I also wrote and ran a larp Journey to Tau Ceti - an expanded version of the Arrival at Tau Ceti. I was a mess at documenting it, and it still remains in an unpublishable state. Both of these were run on Friday, which means I haven't really see much else on the convention that day, but I did on Saturday, when I was also able to play Ties that Bind larp by Alexandros Alexiou. I skipped Sunday, as we had to go early to drive home. For documentation purposes, full program listing is here . At next year...

TESC IV: Ebonheart review

TESC is a Croatian Elder Scrolls-inspired larp, started by Marko Zadro and ran by him and his team for more than 4 years so far. During its first two years of existence, four larps were ran (the second was the one actually counted as first, as first larp was counted as playtest) which were well-received, well-visited and raised the visual level of Croatian fantasy larps. Yet TESC IV: Ebonheart was a whole different beast altogether. General ideas were formed by organizers far before the logistics to do them became available, and 2.5 years elapsed between the previous larp of the series and this one. Also, this is the first larp so far directly inspired by the organizer's (and mine) favorite game of the series, Morrowind. Inspired by the European blockbuster castle larps, TESC IV became the first Croatian blockbuster castle larp - although at the far lower entrance price (€85 as opposed to €500+ price typical of those). While this means production values weren't exact...