One of the things that really attracted me to LARP was the story--the ability to create a character and enact their actions in real life. It's a bit like walking into a novel or movie. There's the suspension of disbelief as you watch everyone around you act out their own small chapter in a larger narrative.
By that same token, I always viewed LARP rules as a way to facilitate the larger story. Conflict will happen--it's a story. I'd go so far as to say that conflict is inevitable and helps drive story at LARP. This means that having rules to help resolve that conflict and show what the outcome would be are useful.
But at the end of the day, they're still rules. They're just a very, very small part of LARP. It's not fun arguing over a rules call. What is fun, though, is running through the woods as a NPC is chasing you, lying face-first on the ground as an entire contingent of troops passes you by without seeing you, screaming on the ground as your limbs are severed from your body with lots of fake blood, or sitting around a campfire, laughing and sharing stories as you drink hot coffee to stay warm.
Rules are there to facilitate action. Yes, they should be followed. Yes, they are needed (depending on the LARP system in place), but you don't need to nitpick at the language. You don't need to read the same rule again and again and again, hoping to glean some hidden meaning from it. (If you do, it's a bit like analyzing a text for hours. Sometimes "Can you pick up milk on the way home?" really is just asking whether you can stop at the store to pick up milk.)
It's possible that trying to nitpick at the language of a rule book to find a way to abuse a rule or find a way around a rule is, in some ways, "winning" for a person. But the fact is that you can't win at LARP. No matter how many items you get, no matter how "powerful" your character is--your character will die or the LARP story itself will end. And you won't "win." Winning in LARP is crafting a story with others and enjoying that story. Winning is not figuring out how many skill calls you may or may not be able to do during a conflict.
Now I come to the meat of the matter. Most rules are meant to be part of the "spirit of the rules." If a rules call is made in the field, roll with it! If your character dies and you feel like it was a bad rules call, bring it up at ops. If it was egregious and you would have definitely survived, people may work with you. If you would have likely died anyway because you were being swarmed by 6 people, then take the death and be a badass coming out of the morgue.
Stop focusing on the technicalities. Stop saying "well, if I had done this and this or if this rules call had been clearer, then this wouldn't have happened." The fact is: It did happen. It happened, and your character changed--for better or worse. It happened, and it helped drive your character's story forward. Death, in LARP, is only the beginning.
LARP is a story. It's a wonderful mish-mash of narrative and gameplay and conflict and relationships. It's becoming a persona that you can shrug on and off as easily as a well-worn jacket. It's creating new personas for new narratives. It's raw and poignant and lovely. But it's still a LARP. And rules are not the point of the LARP. Rules are only there to facilitate the LARP.
At the end of the day, it's about the stories we share. And I'm looking forward to sharing many, many more.