Finished with this last night. Here's my initial thoughts:
This is one of my favorite "non-design" readings so far. It just had a lot of cool things to think about, and I thought the structure was great for quick reading. It didn't dwell too long on any given LARP - it had just the right amount of info for most of them (I would've liked a bit more on a few of them that seemed complicated). Each LARP was interesting in its own right, and there was so much variety I was always curious about the next one. Overall - not knowing the topic beforehand, I felt it was a great introduction and brief survey of the field.
A few of them - like the decommissioned submarine where players roleplayed it as a starship! - really tickled my brain. That's one I would've loved to participate in, but even more I'd love the challenge of designing for it.
I don't really know much about LARPing in general, so I would've liked a companion piece that just explained how they worked. Instead I pieced together a lot from commentary on the various LARPs. For example, the focus on character workshops, the lack of formal mechanics (in favor of dramatic ones? not sure the best term), and the huge role that writers had for many of the LARPs. I still don't entirely know what sets the Nordic LARP scene up separately from other ones like North America - I assume the NA scene is derived from tabletop games, less focus on empathy roleplay and more on win/lose gaming. Since I have a huge interest in narrative-focused games, the LARPs themselves didn't really challenge too many previous conceptions I had about what games are/can be - but the character and drama-driven settings did give me a lot of food for thought on more ways to approach narrative structures in videogames.
I also feel like I need a companion piece to help square away a lot of questions I had about ethics and responsibilities as designers (and, to an extent, players). A lot of situations they put people in had some element of danger - whether it was psychological (like the four-gendered utopia setting, where all the players broke up with their SO's afterwards) or physical (the 1k person LARP that lasted a week). They mentioned things like dealing with consent, the importance of debriefings after LARPs, some methods developed to deal with intimacy LARPing, rules about pervasive games where the boundary between real world and game world was deliberately blurred, etc. I felt like there was a lot more information hiding under the surface, not directly addressed by the book but leaving me lacking some important context for the LARPs.
The Nordic LARP wiki links to a bunch of books with free downloads -
https://nordiclarp.org/wiki/Category:Books. I'm going to try to fit in "States of Play" (mentioned above by Nick, thanks!) and "Playground Worlds" sometime this year to help round out my knowledge, and will check out the book on Russian LARP mentioned above too!