During a couple of discussions some of us have referenced large LARP organisations. When you belong to one of those, it will have an impact on how you view rules. A good impact, a bad impact, or just an impact? Shrug. That's the ultimate "your mileage may vary" thing.
When you belong to those groups, you show up at a game and there's 20+ people there. Some games routinely have 30+, others have 50+.
Who are these people? Some of them you know well. They are the friends that drew to the LARP or the friends you've made since you joined the LARP.
Others - you may only know their character's name. You wouldn't recogise that guy when he's out of costume. You have no real connection to him.
Different RPers try to get different things out of RP. There are the "I'm in Character" types who get together to act like their PCs. They are there to talk, to scheme, and rarely enter challenges (i.e. rarely have physical conflicts or use their powers offensively). Then there are those who like throw down with their enemies. And then there are some who want to WIN. Yes, I used all caps. There's a reason for that - they don't want to win, they want to WIN and rub losing into the loser's face.
The people running the game try to handle all styles of play, but there's nothing stopping someone from making a new "I'll play him for tonight and see if I like him or want to keep playing my old PC" type character, making him a one trick combat pony, and trying to kill the character that someone has been playing for the last three years (with XP being spent in ways that increase his RP, not combat, potential). The in game fallout from that death would be great, but the asshole is really only planning to play the PC for one night so he can spoil someone else's fun.
When you look at the rules the group uses, you have to look all those players - including the ones you would never invite into your home for a table top game. At
http://wiki.white-wolf.com/camwiki/index.php?title=Global_Addendum you will find page after page after page of house rules for WW's LARP games. They have undergone countless revisions, and (with very few exceptions) every one of those rules exist because of a problem that came up.
One of those rules is:
If you know that something is not the intent of the Camarilla’s interpretation of the books, departs drastically from common sense, or is otherwise wrong but appears to be technically possible due to vague wording or legal loophole, don’t do it. Don’t be that guy (or gal).
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Because it had to be spelled out. Funny thing - that's not the original wording of the rule. The original one didn't mention the group's name so someone showed up at a game with an email from a freelancer that worked on a book, claiming that a power should work in a power monkey way. After the wording was changed that author (who was on one of the lists) sent the original, non-edited email to a few people, mainly to show that he wasn't a crackhead tripping on acid.
Yes, to get around a "don't exploit something when you know it's not the intent" rule, someone contacted an author and "edited" the answer he got.
You play with a group like that and for a while and you start seeing how rules can be abused or misused because you've met people who want to misuse rules so that they can WIN at role playing.
Being involved with that, it has an impact.
Richard