Month: July 2016

  • When Trends Converge – The New World Magischola Revolution

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    When Trends Converge – The New World Magischola Revolution

    Be the change! Break the chains! Change the world!

    Dan Obeah motto, New World Magischola Run 2

    New World Magischola is an American blockbuster larp produced by Learn Larp, LLC about students and faculty attending a wizard university in a new North American magical universe. Inspired by the hugely successful College of Wizardry larps at Czocha Castle in Poland, designers Maury Brown and Benjamin A. Morrow decided to bring a version of the larp to the United States. Bolstered in part by the media fervor around the College of Wizardry documentary1 by Cosmic Joke Productions that went viral on multiple media outlets2 and by the designers’ own successful marketing, the Kickstarter for the larp raised an astounding $303,877. These funds went toward establishing the logistics for four runs of the larp in June and July of 2016 at the University of Richmond in Virginia. This article will discuss the first two runs of the game in June, where I served as a staff member and non player-character (NPC) counselor in the first run and House President player in the second.

    While this article will cover some of the content of the game, the focus of this discussion will center upon the culture that has emerged around New World Magischola through intentional design and player contributions. Based upon initial blog posts and Internet discussions, the game appears to be inspiring a paradigmatic shift in many participants about the nature of larp, what sorts of experiences it can produce, and what kinds of community standards a play culture can establish. Therefore, this article will discuss the following topics within these contexts: basic game logistics, my personal narrative as a player, the progressive design goals, the consent-based play culture, and the relative success of introducing Nordic-style larp to a primarily North American audience. I will not discuss specific plotlines in the interest of protecting spoilers for future runs.

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    College of Wizardry producer Claus Raasted as the Chancellor in NWM1.

    While this game stands as a landmark on its own, I invite readers to consider this information as a convergence of trends that have been building for the last several years: increased communication between North American larpers and international players through Facebook, blogs, and other social media channels; innovations in North American indie game design; other cross-cultural collaborations including College of Wizardry; a greater interest in establishing safety, consent, and calibration around play; and the continued development of academic and practical publications including the Nordic larp Knutepunkt books, the International Journal of Role-playing, Analog Game Studies, The Wyrd Con Companion Book, and Game Wrap, etc. Combined with Brown and Morrow’s talents in intentional design and marketing, these factors have culminated in a remarkable experience for many of the players: College of Wizardry veterans, experienced North American larpers, and new participants alike.

    The Setting: Progress, not Perfection

    New World Magischola presents an environment where much progressive social change has occurred, but the result is far from a perfect utopia. Similar to College of Wizardry, New World Magischola is set in a fictional world similar to that of Harry Potter, but with an entirely new lore based in regional history and mystical traditions specific to North America.

    Student attend a late-night club at NWM2. Photo courtesy of Learn Larp LLC.
    Students attend a late-night club at NWM2. Photo courtesy of Learn Larp LLC.

    Players start as either professors, third-year, second-year, or first-year students. Third and second-years are already sorted into one of five Houses with distinct personalities and histories: House Croatan, Maison DuBois, Lakay Laveau, Casa Calisaylá, and Dan Obeah. The larp starts Thursday afternoon with a series of briefings and workshops. Play begins Thursday night with group dining and announcements. Then, House parties take place, where the Houses get to know the first-years and decide who they would like to recruit. Clubs also meet Thursday night. Classes take place during the day on Friday, with the House draft and sorting ceremony on Friday night, as well as clubs. Classes resume on Saturday, with a formal dance that evening. The game ends at around midnight, with structured debriefing on Sunday morning.

    Brown playing an NPC hob. Photo by Learn Larp LLC.
    Brown playing an NPC hob. Photo by Learn Larp LLC.

    With regard to the lore, the designers had to walk a fine line between wedding invented magical elements with real world historical facts and cultures in a way that was respectful, informed, fair, but also honest. The goal of this design was to create a magical universe that did not whitewash history or cherry pick events based upon the stories of the victors, but rather to directly confront the biases, hypocrisies, and violence that stain the American promise of “freedom” while acknowledging the potential embedded in that promise. In this regard, Brown and Morrow consulted with several players of color from diverse backgrounds in order to portray certain cultures respectfully, as they integrated elements into the lore from First Nations, voodoo, slavery, etc. Traumatic moments such as the Civil War are intertwined with invented magical lore to create a universe that feels both grounded in this world and otherworldly.

    While these historical elements exist within the lore, the bulk of the game deals with social issues through this otherworldly lens of metaphor, allowing participants enough distance to engage with topics without triggering real world personal issues of social discrimination. Examples include using werewolves, vampires, “Unsoiled vs. Mundane” blood, and cryptid sapience rights as metaphors for real world social issues. In order to help cement these themes, all students are required to take a Magical Theory and Ethics class where such topics are brought to the foreground.

    A major topic of debate is the rights of sapient creature like the chupacabra. Photo by Learn Larp LLC.
    A major topic of debate is the rights of magical creatures. Photo by Learn Larp LLC.

    Many are assigned to social clubs that meet after class, such as the Sapience Advocacy group. These issues are also interwoven into character concepts in complex ways that avoid stereotypes and demonstrate their multifaceted nature. In the first run, I played a counselor who held an impromptu group therapy session as the result of inclement weather keeping us from leaving a classroom. Within this session, students shared their backgrounds: a Mundane artificer who hates Unsoiled — the higher class in this world — due to discrimination and wishes to break all the things they create; an Unsoiled whose grandparent was killed for defending Mundane rights in court; an ecologically conscious student who wants to take obsolete Mundane technology and recycle it for magical purposes, etc. By the end of this discussion, characters from multiple sides of issues were willing to expand their perspectives. The sophistication of the writing allowed for students to play “dark” or “light” according to their wishes, but to have complex motivations for doing so that often brought important discussions to the foreground.

    As a player in the second run, my personal story involved playing a Light-oriented Astromancer named Sedona Winters who could divine the future and travel the astral plane. Sedona was co-House President of Dan Obeah. Aside from my duties toward my House mates and collaboration with fellow Presidents, my personal plotline involved trying to encourage my estranged ex-boyfriend to avoid committing an act that would land him in Avernus prison. These discussions centered around his feelings of determinism based upon his history in a Mixed Heritage crime family and my more privileged, Unsoiled character’s belief in free will and personal choice. Ultimately, he made the Lighter choice and we attended the formal together, but the play could have gone many ways. As sequels are planned for future runs, this storyline remains open.

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    House Dan Obeah in NWM2. Photo by Learn Larp LLC.

    The progressive intent of the design extends from the themes of the game outward to the practices of casting and the establishment of an inclusive play culture. According to the lore, when their daughter was denied attendance to the Imperial Magischola because of her gender, New World Magischola was founded by Virginia Dare and Maximilian Samson in 1635. In this regard, issues of feminism and social progress are interwoven into the school from the ground up, further reinforced by its current ethos, “New World Magischola strongly believes in diversity – of magical tradition, of gender, of race and ethnicity, etc.– both among students and staff, which has been part of its mission since its founding.”3

    The designers encouraged participants from diverse gender, sexuality, ethnicity, and racial backgrounds to apply for professor and president roles. Photo by Learn Larp LLC.
    The designers encouraged participants from diverse gender, sexuality, ethnicity, and racial backgrounds to apply for professor and president roles. Photo by Learn Larp LLC.

    Brown and Morrow reinforced this ethos by encouraging people from diverse gender, racial, ethnic, and sexuality backgrounds to apply for professor and House president roles. In this way, the design allows for multiple layers of diversity: representation in the lore makes space for the plausible physical embodiment of diverse individuals in positions of authority. In this regard, the progressive mission statement of the school is similar to many real world universities, with some enhancements.  For example, the default pronouns in the Magimundi — the magical universe — are “they/their/them”; players practiced using these pronouns in workshops, as well as gently correcting each other with a P hand signal from British sign language and a verbal “pronouns” reminder. While this practice caused anxiety for some players initially, by the end of both runs, corrections became mostly seamless and the players respected this expectation. Expanding upon principles from College of Wizardry, discrimination based upon sexuality, gender, race, or ethnicity is not acceptable in the game, with the lore conceit that the Magimundi are beyond such biases. This practice allows vampires, werewolves, and other supernatural beings to act as stand-ins for players to explore issues of discrimination without potentially harming players who experience marginalization in real life. This design also encourages characters to feel comfortable exploring non-traditional types of gender presentation, relationship types, and sexual orientation; all characters are gender-neutral by default and character ties aside from family relations are chosen by the players. Finally, the play culture emphasizes strongly consensual opt-in play, as I will describe in the section below.

    Morrow as an NPC in NWM2. Photo by Learn Larp LLC.
    Morrow as an NPC in NWM2. Photo by Learn Larp LLC.

    All of these factors contribute to an environment rife with potential conflicts, but sensitively written and deployed in order to create a more inclusive space for each player, specifically for players from marginalized backgrounds. Anecdotally, this space proved transformative for some players, as evidenced by recent blog reviews of the game: Shoshana Kessock4 discusses her experiences as a queer player in the wake of the Orlando tragedy; Elsa S. Henry5 describes the empowerment she felt as a player with disabilities in the larp; and Tara M. Clapper6 speaks of using bleed in the game to practice interpersonal skills and process grief. Other American players have discussed the psychological impact and transformational nature of the game in a (spoiler-filled) Ace of Geeks podcast interview recorded directly after the second run.7

    The emphasis on metaphorical social issues and discourse embedded in the design led some players to have deeply profound learning moments that I heard echoed by several players after the game. These elements combined with the freeform and consent-based magic mechanics to empower characters to explore issues, find agency, and make change in the magical reality. Brown and Morrow describe this design ethos in more depth in their documents on “Queering the Wizard World & Using Feminist Game Design in NWM,”8 Brown’s “The Trouble with Gender” article in Analog Game Studies,9 and the “Who We Are” section on their website, along with other resources listed in the below sections.

    Magical Ethics in NWM1. Photo by Learn Larp, LLC.
    Magical Theory and Ethics in NWM1. Photo by Learn Larp, LLC.

    The Mechanics: When Nordic Style Meets North Americans

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    Both College of Wizardry and New World Magischola are designed around freeform conflict resolution mechanics that rely heavily on player choice and improvisation; if a character casts a spell on another character, the recipient player decides the effect. The player casting should telegraph the intent of the spell through verbal description, then use a phrase of their choosing to incant while waving their wands. Magical combat is intended to only take place during duels and is therefore not a strong component of the game, although the school teaches both combat and defense. All effects should be physically plausible in a “What You See is What You Get” (WYSIWYG) environment, meaning that setting something on fire would not be plausible as fire is banned on the actual campus, but a spell may produce a burning sensation with no visible effect if the recipient chooses that response. The designers and volunteers of both larps produced a series of informative, short videos on the magic system.

    As many experienced North American larpers are accustomed to complex conflict resolution mechanic systems — sometimes encompassing hundreds of pages of rules — this system was difficult for some players to understand. Most North American resolution mechanics determine for both players who “wins” an encounter, whereas the Nordic style often encourages “playing to lose,” “playing for drama,” or “playing for what is interesting.” In other words, a spell failing can often lead to even more interesting play than its success.

    Special NPC requested by players at NWM2. Photo by Learn Larp LLC.
    Special NPC requested by players at NWM2. Photo by Learn Larp LLC.

    Additionally, this system relies heavily on player-driven plotlines. While some overarching stories in the setting are seeded by the organizers or announced throughout the game, players are enabled to make change in their environment by creating their own side plotlines for people to follow, declaring magical effects have taken place in an environment, and even requesting special non-player characters (NPCs) from the staff to arrive at specific times for a purpose. For example, a character may enlist others to go on a ritual through the astral plane in order to cure their curse, declare everyone in a specific room magically unable to tell a lie, or request a special creature to use for demonstration in a Cryptozoology class. In this regard, professors are considered players, while other staff are considered NPCs with more limited goals. The vast majority of these actions can transpire without organizer assistance, with the exception of ordering NPCs, particular props, or special effects. Such a system relies heavily on “yes, and…” or “yes, but…”  improvisational play, where everyone feels enabled to present options within the environment and others should play along as they wish without shutting the other person down completely. This design allows for many and varied personal story hooks and small group plotlines, as opposed to finding and taking part in an overarching staff-run “metaplot” — the latter being a common component of North American larps.

    While ultimately, the system was successful, play culture differences did emerge, as was anticipated. Organizer-seeded plotlines had a tendency to become major metaplots, as many players prioritized them as more important than personal plotlines. Occasionally, players did report feeling “shut out” of play or other players “hoarding plot.” “Hoarding plot” is a common complaint in many North American systems that include staff-run plotlines to solve, where certain players receive the bulk of the information about the overarching story and keep it for themselves or their smaller social groups. Many players are sensitive to this issue, as they perceive that individuals who receive “more plot” from the organizers hold more social status in the community.

    A student interacts with an NPC ghost. Photo by Learn Larp LLC.
    A student interacts with an NPC ghost. Photo by Learn Larp LLC.

    Discerning the dynamics involved in such situations at New World Magischola is difficult: Did players intentionally exclude others? Did participants not fully realize the extent to which their personal creativity could affect play? Regardless of intentions, for some experienced North American players, a sort of larp “muscle memory” seemed to kick in occasionally, where instincts from other play communities activated. Another example of this tendency is that some players tended to look for faculty or NPCs to provide “answers,” operating under the typical assumption that people who possess in- and out-of-game authority have more information and agency to resolve situations than typical players do.

    Finally, even though players were instructed to wrap up all plotlines before the formal, many left the dance area to pursue plotlines anyway, including a ritual intervention that took place in a classroom on the other side of campus, a public investigation of a student accused of using blood magic, a duel outside, and other personal NPC requests. The tendency of many North American larpers to want to escalate the plotline at the “climax” of the game overtook simply enjoying the social play of the dance for many players, especially since several characters clustered around to watch these activities, drawn to the “action.”

    While some players had trouble adapting to the new mechanics, many embraced the freedom of the creative playstyle. Photo by Learn Larp LLC.
    While some players had trouble adapting to the new mechanics, many embraced the freedom of the creative play style. Photo by Learn Larp LLC.

    Despite these difficulties, the vast majority of players seemed to adapt to the collaborative nature of play, particularly by the second and third days. Interestingly, the new players appeared to adapt easily to the style, leading many of us to become surprised when we learned that they were first-time larpers. Sometimes, previous experience can lead to expectations of play that constrict possibilities rather than enhance them. On the other hand, experienced players may know how to better insert themselves into scenes or create play for others. Future runs with experienced New World Magischola players will likely run more cohesively in this regard, as the group will have a higher herd competency in the Nordic style.

    Opt-In Play: Negotiation, Calibration, Consent, and Safety

    As mentioned above, the larp designers believe strongly in creating a play culture of inclusion, which is evident in the design of the workshops, signaling systems, in-game rituals, and debriefing.10 Harrison Greene and I were honored to help flesh out some of these systems, which borrow heavily from various techniques in other communities.

    Players often created their own rituals, here in NWM1. Photo by Learn Larp, LLC.
    Players often created their own rituals, as seen here in NWM1. Photo by Learn Larp, LLC.

    The design of New World Magischola included explicit instructions for certain components, including the content of rituals, acceptable vs. unacceptable pranks, a form for first-years to fill out their first and last choices for their Houses during the draft, etc. These elements allowed the designers to set clear expectations for tone and appropriate behavior in the hopes of providing a fulfilling experience for the majority of players, rather than leaving this content open to chance.

    House initiation ritual for Lakay Laveau in NWM2. Photo by Learn Larp, LLC.
    Lakay Laveau at a ritual in NWM2. Photo by Learn Larp, LLC.

    Workshops included instruction on how to play in the Nordic style, how to cast spells, how to participate in Houses, status lines for various character aspects, “hot seat” interviewing to establish character beliefs/ties, creating an off-game buddy system, etc. We also practiced the safety metatechniques, which included the standard “cut” for stopping a scene and “brake” or “Largo” for decreasing the intensity of a scene. The game included a version the “okay” symbol system developed by Aaron Vanek and Kirsten Hageleit for clandestinely checking in with other players; players could flash the okay symbol to someone else, with that person responding with a thumbs up, a so-so, or a thumbs down gesture. We also included the aforementioned pronoun workshop with verbal and visual signals for correction, which we developed with assistance from Liz Gorinsky and Sara Williamson, inspired by their groundbreaking game about gender identity See Me Now.11 In addition, we piloted a new technique devised by Trine Lise Lindahl and introduced by Johanna Koljonen12 that we called “Lookdown,” in which a player places their hand over their eyes to duck out of a scene without being followed or questioned. 

    Players could also leave a scene by saying, “I need to do something for the Chancellor…” without repercussions. We integrated the hand-raising technique, where when one person raises their hand, everyone follows suit and becomes quiet, as well as the “deaf applause” from American Sign Language, where people shake their hands in the air instead of clapping loudly. Additionally, players were encouraged to go off-game subtly to negotiate any sort of violence, romance, or physical touch, all of which required opt-in consent by all players involved. While some worried about the sheer amount of metatechniques to remember, players seemed to use them regularly, particularly “lookdown” and the “okay” symbol. By the end of both runs of the the larp, most players were freely asking each other for consent to hug and fluidly using “they” pronouns. Several experienced players expressed a wish to bring these techniques back to their home communities.

    For player safety, the game included counselors, who players could approach in- or out-of-game with concerns. Greene and I performed these roles in the first run, with an NPC ghost serving as a counselor in the second. These roles were important release valves for some players, helping them process emotions or redirect their play. The game also implemented a Sanctuary Space,13 where players could go to decompress in- or out-of-character with a counselor, a friend, or alone. Adapted from Burning Man culture and the recent Living Games Conference 2016, the Sanctuary Space provides a spot for introverted, overstimulated, or physically ill players to relax until they are ready to rejoin play.

    House initiation ritual for Casa Calisaylá in NWM2. Photo by Learn Larp, LLC.
    House initiation ritual for Casa Calisaylá in NWM2. Photo by Learn Larp, LLC.

    Greene and I also helped write a guide for the House Presidents for creating initiation rituals to welcome first-years. These rituals were not to include any sort of hazing or other humiliating play and should create feelings of trust among the House members.

    A member of Casa Calisaylá howls "awoo," the House chant. Photo by Learn Larp, LLC.
    A member of Casa Calisaylá howls “awoo,” the House chant. Photo by Learn Larp, LLC.

    During this ritual, first-years were assigned a second year mentor, giving players an extra connection within the game. Emergent ritual concepts included imbuing one’s intention into an item, puzzle rooms, summonings, finding one’s spirit cryptid in the astral plane, leading first-years blindfolded through a “wall of sound” through instruments and voices, etc. Many players reported having powerful experiences and even moments of catharsis during the House rituals. Additionally, players were warned in workshops against mean-spirited play between House members and Houses themselves. Friendly rivalries were fine, while purposeful ostracization or trash-talking was discouraged unless consensual between all parties.

    All of these techniques encourage what Brown and Morrow call “Playing for Empathy14 and “People-Centered Design,”15 in which the comfort level of members of the community is more important than the story.

    A New World Awaits

    Having played as a professor in College of Wizardry, an NPC counselor in the first run of New World Magischola, and a House President in the second run, I have seen the power of both larps to bring in new players, re-enchant the Mundane world, and produce powerful experiences.

    Players forged new in- and out-of-game friendships, here between two "opposing" House presidents. Photo by Learn Larp, LLC.
    Players forged new in- and out-of-game friendships, here between two “opposing” House presidents after the larp. Photo by Learn Larp, LLC.

    The progressive nature of the themes of New World Magischola in particular produced a powerful sense of belongingness and purpose for many of us in run 2. Our Dan Obeah house motto was “Be the change. Break the chains. Change the world,” a Ghandi-inspired reminder that each of us is capable of social change if we use wisdom and strive toward the greater good. We also developed a five fingered, palm-open salute to show unity between the Houses; characters from other Houses could press palms together to show solidarity. This feeling of collective connectivity was palpable in both runs.

    Preliminary data from a survey designed by Markus Montola suggest that player responses to the first run of New World Magischola are overwhelmingly positive, both when evaluating whether they had a “great game” and whether this was their “best larp experience ever.”  According to the preliminary results, players generally felt “psychologically and emotionally safe,” and almost all of the respondents reported having made new friends as a result of the game.

    How New World Magischola will affect the world of larp in North America remains to be seen, but I hope for great things, as players from previously separated communities come together and experience something unique and magical.

    Cover photo: A first year receives their House tie during the drafting ceremony, courtesy of Learn Larp LLC. All other photos used with permission from Learn Larp LLC.


    New World Magischola

    Date: June 16-19, June 23-26, July 21-24 and July 28-31, 2016

    Location: University of Richmond in Richmond, Virginia, United States

    Duration: 4 days including workshops, play, and debriefing

    Participants: 140-165 per run

    Participation Fee: $375 to $895, $450 for a regular ticket

    Website: https://magischola.com/

    Credits

    Producers: Maury Brown and Ben Morrow, Learn Larp LLC.

    Make-up Lead: Katherine Kira “Tall Kat” McConnell. Prosthetics by Mark Mensch

    Costuming Lead: Derek Herrera.

    Stitchers: Jenny Underwood, Robin Jendryaszek, Jennifer WinterRose, Amber Feldman, Summer Donovan, Michele Mountain, Nancy Calvert-Warren, Jennifer Klettke, Kristen Moutry, Caryn Johnson, Datura Matel

    Music: Original songs (lyrics and music) by Austin Nuckols (Maison DuBois, Lakay Laveau, Casa Calisaylá and House Croatan) and Leah K. Blue (Dan Obeah), lyrics to New World Magischola Anthem by Maury Brown and Ben Morrow, music by Austin Nuckols. Other music and sound by Evan Torner and Austin Shepherd

    Props: Mike Young, Carrie Matteoli, Indiana Thomas, Summer Donovan, Kevin Donovan, Gordon Olmstead-Dean, Jason Morningstar, Matt Taylor, Molly Ellen Miller, Michael Boyd, Moira Parham, Martin John Manco, Ken Brown, Dale, Laura Young, Harry Lewis, Mark Daniels, Michael Pucci, Terry Smith of Stagecoach Theater Productions, Yvonne and Dirk Parham, Jen Wong, Caryn Johnson, Jess Pestlin, Orli Nativ, Kaitlin Smith, The Center for the Arts of Greater Manassas at the Candy Factory, Melissa Danielle Penner, Jess Sole, Liselle Awwal, Nathan Love.

    Helpers and advisors: Anders Berner, Claus Raasted, Christopher Sandberg, Mike Pohjola, Bjarke Pedersen, Johanna Koljonen, Anne Serup Grove, Mikolaj Wicher, Jamie MacDonald, Eevi Korhonen, Markus Montola, Jaakko Stenros, Staffan Rosenberg, Anna Westerling, Michael Pucci, Ashley Zdeb, Emily Care Boss, Daniel Hocutt, Charles Bo Nielsen, Joe Ennis, Kristin Bezio, Rob Balder, Kat Jones, Sarah Lynne Bowman, Harrison Greene.

    Assistance with writing, editing, graphic design, music, art: Frank Beres, Claus Raasted, Richard Wetzel, Bethy Winkopp, Oriana Almquist, Craig Anderson, Zach Shaffer, Erica Schoonmaker, Madeleine Wodjak, Toivo Voll, Marie DelRio, Mike Young, Laura Young, Anna Yardney, Lee Parmenter, Stephanie Simmons, Nancy Calvert-Warren, Jessica Acker, Jason Woodland, Jason Arne, Harrison Greene, Sarah Lynne Bowman, Kristi Kalis, Quinn Milton, Anna Kovatcheva, Browning Porter, Orli Nativ, Rhiannon Chiacchiaro, Miranda Chadbourne, Lars Bundvad, Ffion Evans, David Horsh, Dani Castillo, Frank Caffran Castillo, Dayna Lanza, Sarah Brand, Tara Clapper, Suzy Pop, David Neubauer, Chris Bergstresser, Jason Morningstar, Evan Torner, Peter Woodworth, Peter Svensson, Daniel Abraham, Harry Lewis, Alexis Moisand, Alissa Erin Murray, Jennifer Klettke, Kathryn Sarah, Elsa Sjunneson-Henry, Austin Nuckols, Leah Blue, Joelle Scarnati, Dan Luxenberg, Chad Brinkley, David Clements, Niels Ull Harremoës, Adria Kyne, Emily Heflin.

    Production and logistics: Austin Shepherd, Claus Raasted, Olivia Anderson, Kristin Bezio, Shayna Alley, Mike Young, Zach Shaffer, Dayna Lanza, Derek Herrera, Kristin Moutrey, Jenny Underwood, Jennifer WinterRose, Caryn Johnson, Amber Feldman, Michele Mountain, Summer Donovan, Robin Jendryaszek, Jennifer Klettke, Datura Metel, Amanda Schoen, Mark Mensch, Katherine McConnell, Chris Bergstresser, Christopher Amherst, Holly Butterfield, Uriah Brown, Kyle Lian, Evan Torner, Jeff Moxley, Ashley Zdeb, Thomas Haynes, Mikolaj Wicher, David Donaldson, Brandy Dilworth and the staff of the University of Richmond Summer Conference Services office.

    1. Cosmic Joke UK, “College of Wizardry – Documentary,” YouTube, last modified Dec 9, 2014, https://www.youtube.com/watch?v=oW0bi_XgMY0. See also the promo trailer: Cosmic Joke UK, ““College of Wizardry – Documentary Promo,” YouTube, last modified Dec 2, 2014, https://www.youtube.com/watch?v=qVL-ts38-Rs. ↩︎
    2. Johannes Axner, “College of Wizardry 2014 Round-up,” Nordiclarp.org, last modified Dec 9, 2014, https://nordiclarp.org/2014/12/09/college-of-wizardry-2014-round-up/. ↩︎
    3. New World Magischola, “About NWM – The School,” Magischola.com, https://magischola.com/about-nwm/. ↩︎
    4. Shoshana Kessock, “Orlanda in the Light of Upraised Wands,” Shoshanakessock.com, last modified June 21, 2016, https://shoshanakessock.com/2016/06/21/orlando-in-the-light-of-upraised-wands/. ↩︎
    5. Elsa S. Henry, “Blind Lady Versus New World Magischola,” Feministsonar.com, last modified on June 21, 2016, http://feministsonar.com/2016/06/blind-lady-versus-new-world-magischola/. ↩︎
    6. Tara M. Clapper, “Chasing Bleed – An American Fantasy Larper at Wizard School,” Nordiclarp.org, last modified on July 1, 2016, https://nordiclarp.org/2016/07/01/chasing-bleed/. ↩︎
    7. Contains spoilers. Mike Fatum. “AOG Podcast Episode 197: New World Magischola – The Experience,” Ace of Geeks, last modified on July 1, 2016, http://aceofgeeks.net/aog-podcast-episode-197-new-world-magischola-experience/. ↩︎
    8. Maury Brown and Benjamin A. Morrow, “Queering the Wizard World & Using Feminist Game Design in NWM,” Google Docs, last accessed on July 2, 2016. ↩︎
    9. Maury Elizabeth Brown, “The Trouble with Gender in Larp,” Analog Game Studies, last modified on September 13, 2015, http://analoggamestudies.org/2015/09/the-trouble-with-gender-in-larp/. ↩︎
    10. Sarah Lynne Bowman and Harrison Greene, “Sample Debriefing Exercise,” Google Docs, last modified March 18, 2015, https://docs.google.com/document/d/1RcsSBhlhMw8jlZqsMsQLx5azBXT1a3L9hgx85i6TJVo/edit?usp=sharing. This exercise borrows heavily from debriefing strategies in the Nordic tradition. ↩︎
    11. Liz Gorinsky and Sara Williamson, “See Me Now,” Fastaval 2017, last accessed July 2, 2016, http://www.fastaval.dk/aktivitet/see-me-now-2/?lang=en. ↩︎
    12. Johanna Koljonen, “Toolkit Premiere! Let’s Name A Bow-Out Mechanic,” Participationsafety.wordpress.com, last modified on May 30, 2016, https://participationsafety.wordpress.com/2016/05/30/toolkit-lets-name-this-baby-bow-out-mechanics/. See also Koljonen’s keynote from the Living Games Conference, “Opt-in/Opt-out Safety Systems,” YouTube, modified on Jun 10, 2016, https://www.youtube.com/watch?v=7bFdrV3nJA8. ↩︎
    13. Living Games Conference, “Sanctuary Space, Safety Team, and Crisis Management Programming,” Livinggamesconference.com, last modified on April 15, 2016, http://www.livinggamesconference.com/sanctuary-space-safety-team-and-crisis-management-programming/. ↩︎
    14. Maury Brown and Benjamin A. Morrow, “Breaking the Alibi: Fostering Empathy by Reuniting the Player and the Character,” in The Wyrd Con Companion Book 2015, ed. Sarah Lynne Bowman (Los Angeles: Wyrd Con, 2015), 102-116, https://www.dropbox.com/s/xslwh0uxa544029/WCCB15-Final.pdf?dl=0 ↩︎
    15. Maury Brown, “People-Centered Design,” YouTube, last modified on June 10, 2016, https://www.youtube.com/watch?v=oZY9wLUMCPY. ↩︎
  • Knutepunkt 2017 – Call for Papers

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    Knutepunkt 2017 – Call for Papers

    Knutepunkt 2017 Call for Papers. The next Knutepunkt conference will be held in Norway and now the organizers are asking for papers for next years books.

    Knutebook 2017: “20 years of telling stories”
    Once Upon a Time …

    Twenty years is a very long time. Long enough for legends to be created. Stories are told and retold and grow with each telling. The very act of telling a story goes in and out of fashion. Some believe that it has no place in larp, others that the whole point of larp is to make every single character the protagonist. This year we would like to sit down in a comfortable chair and have a word with ourselves about stories.

    Concept:
    The 2017 Knutepunkt book will look primarily at stories in larp. We’d like to interrogate the process of writing larps. We’d like to understand whether narrative is a dirty word. We want to investigate how larp storytelling can be translated into a political act. We want to look at how we tell stories in larp, how we write them, play them, steer them, shape them and report them. And we want to know what we might do with all of this in the future.

    The book will contain three sections:

    Yesterday – larps that have been run and techniques we have used in the past; looking back over 20 years of KP and 30+ years of larp
    Today – analysis of contemporary methods, cutting edge meta-techniques, really awesome games
    Tomorrow – possible futures, new ideas, wild-eyed dreaming
    We are looking for a multitude of texts for the different sections, both theoretical and practical, opinion pieces with rebuttals, even tidbits, anecdotes and small verses connected to character stories.

    You do not have to be an academic, a writer nor an experienced larper to contribute. We encourage everyone who has an idea to contact us; we would love to hear from you.

    How to contribute:
    We want to make sure we get a good balance of content and articles, so the first thing we need from you is a description of your idea (or an abstract). Send us your idea in 150-300 words with a pitch of what you would like to write.

    The full articles should be between 1,000 – 5,000 words. Feel free to add illustrations, photos and the like. Bring what you have to the table and we’ll help with editing and to fit it into the book.

    Timeline:

    • 2016-07-15 Deadline for pitches
    • 2016-07-31 Accepted pitches will be assigned an editor
    • 2016-09-01 First Draft
    • 2016-11-01 Final draft
    • 2016-12-01 Book goes to print

    Interested?
    Get in touch! We will discuss your idea and help develop it if we can. Start writing. The sooner we have a pitch from you, the sooner we can fit it into the narrative.

    Know anyone who should be writing?
    Feel free to share this call with your friends. Maybe you have a great idea for an article but you aren’t the person to write it? Get in touch with us, we may be able to help!

    Contact
    Any and all questions, ideas and pitches can be directed to knutebook@gmail.com.

    Best regards from the KP book team

    Linn Carin Andreassen

    You can read more on the Knutepunkt 2017 website:
    https://knutepunkt.org/call-for-papers/

  • Chasing Bleed – An American Fantasy Larper at Wizard School

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    Chasing Bleed – An American Fantasy Larper at Wizard School

    In June of 2016, I went to wizard school.

    I’m a larper, so that’s kind of an expected thing. But this wasn’t just any larp experience: this was New World Magischola, a Nordic-inspired game on American soil. Like many Americans who participated in the game, I was equal parts excited and intimidated.

    I knew I’d have a once-in-a-lifetime experience, but I wasn’t prepared for the loving and supporting community that would stick with me weeks after the event.

    This article describes how I felt about my experience as someone who comes from an American campaign boffer fantasy larp background.

    My Background as a Larper

    I’ve been participating in live action role playing games for about eight years. I entered the hobby when I attended a PvP (player vs. player) boffer larp called Vanguard (initially Portal II), the sequel to a popular game located in South Jersey in the Northeastern United States.

    After sampling a few other games in similar play style, I joined the staff of Seventh Kingdom IGE to handle the out-of-game responsibility of marketing for the first few years of its run. I marketed the game as more immersive1 than other local games. I still play there as a PC (player character).

    Years later, I began attending larps in other genres, such as the sci-fi Mercenaries of the Galactic Frontier Campaign in the Mystic Realms Multiverse, as well as games within the fantasy genre. Most significantly, I began larping at conventions and played freeform games such as those in #Feminism: A Nano-Games Anthology.

    As I started to expand my interest in larps beyond those played primarily in my region, I felt and acted upon a strong desire to blend the styles. When I started attending Double Exposure events and played in This Miracle, a freeform larp by Lizzie Stark and Nick Fortugno focusing on religion and rituals, I asked the other players for permission to take back one of the rituals we’d created and use it as a ritual to an existing god at my home larp.

    When I portrayed my established character in the ritual setting, I brought a more aggressive character and play style more commonly used in American fantasy boffer combat games. It’s my hope that both games benefited from this blend and small exchange, and it’s this satisfaction in doing so that led me to snag a ticket for New World Magischola.

    New World Magischola is a larp all about attending college as a wizard. It relies on North American lore and traditions and is inspired by the massively successful College of Wizardry, which is run in a castle in Poland.

    My Goals at New World Magischola

    Nordic larpers played alongside American larpers at New World Magischola
    Nordic larpers played alongside American larpers at New World Magischola

    Having experienced immersion and bleed2 at my regular game, I looked for an enhanced version of this experience at New World Magischola. So often, American larpers in my region see bleed primarily as a negative consequence of immersion and over-committed role-play, but I enjoy it as a way to learn more about an aspect of myself.

    After I got to know the experienced role-players I’d interact with at New World Magischola via online conversations and Google Hangout sessions prior to the game, I let them know that I was going for some emotionally driven roleplay centered around certain themes.

    This type of play is far from impossible to obtain at my usual fantasy games, I should note – one time I experienced missing someone in character and found the scene a cathartic way for me and others to process the real life sudden loss of a beloved member of our larp community. While this type of play is hesitantly accepted in my usual larp community, it is not the norm. Additionally, other real-life societal expectations sometimes endure in the community. For example, the community may more readily accept a woman crying than a man.

    Goal 1: Immersion

    “Full immersion is dangerous,” one of my friends had told me previously. And he has a point: if you become the character to the point of losing track of the rules in a game involving combat or if you fail to recognize safety words and others’ triggers, immersion could be very dangerous. However, internalizing rules systems – no matter the complexity – has been a safe, useful strategy for me in the past. (This does require either a pre-existing familiarity of the rules system or a game without too many rules).

    Having some experience with immersion, feeling comfortable with other participants, and trusting in the organizers, I decided to play as immersively as possible, even opting for an in-game sleeping space. (At New World Magischola, dorm rooms are considered off-game by default.)

    The character I played at New World Magischola — Minerva — was stern and often angry. She was rarely effusive with positive emotions. This is a stringent contrast to My Seventh Kingdom IGE character (Ceara) – she’s one of the bubblier characters in game. Minerva hid her expressive vocal talent; Ceara thrives on self-expression. I wanted to play a markedly different character and felt that in a Nordic-style game, my character development would be less hindered (as compared to the American fantasy setting) if I chose to play a character who wasn’t inherently happy.

    In real life, I always encounter articles about finding happiness or avoiding negativity. However, life has negative moments. I need to deal with them, not shove them aside. Playing Minerva allowed me to explore this thematically and as a process in a way that the real world does not allow.

    Result of Immersion at New World Magischola:

    I was out-of-game for less than an hour between game on and game off. I began to feel fully immersed less than an hour into the game. I felt or actively went out of game only for:

    • Cut scenes (for emotional safety)
    • To access my phone to check in with my dog sitters
    • Experiencing anxiety about getting lost (I’m horrible with maps and the campus is large)
    • A few selfies to document my experience, which I did off-game only because I smile and my character generally doesn’t
    • Self-care – I had to pause and take a nap; I had to take medication

    Immersion helped me expose and confront many negative behaviors – and play up qualities of myself I wish to show to the world more often. Since the game’s end, I have pursued active bleed for the following positive habits once I noticed them forming as a result of the game experience:

    • Reduction of negative self-talk (“I’m so stupid; I can’t figure out where to find my keys, how can I possibly do anything of significance?”)
    • Asking for help when I need it: I had a support network in-game. We’re in an out-of-game Facebook group together. Today I asked them for support with a trying situation and I got it.
    • Being myself instead of what the world expects of me: Sometimes I’m not happy, and that’s okay. Not going to fake it until I make it – I’d rather just avoid wasting my time worrying about the approval of people who don’t matter.
    • Creative problem-solving: I often feel a loss of control when there is no immediate answer to the problem. How can I use the resources I have to work around that helplessness?
    • Only apologize when necessary: Apologies are more meaningful when they are rare and reserved for sincerity. I’m not going to apologize to someone if they’re standing in my way or talking over me – but I will apologize if I stand in their way or talk over them.
    • Respect for proper pronouns: As an editor of subject matter in different fields and subcultures, I can make an active impact regarding this change. I will not wait for a style book to change the way “they” is used. I’ll just make the change. Small policy, large impact.

    When the game ended, the debriefing materials and counselors asked us to focus on what we’d like to take away and what we’d like to leave behind. I was surprised to find that I wanted to take away so many things.

    Goal 2: Explore Minerva’s Themes: Grief and Loyalty

    Having had a positive, cathartic experience exploring grief among trusted friends at a fantasy game, I elected to explore the topic again here. In everyday life, I feel a pressure to “be strong,” especially since other women in geek culture have confessed to looking at me as an influencer.

    However, I understand that being strong also means being real about strong emotions and coping with them. New World Magischola provided me with an opportunity to explore and resolve issues that were holding me back.

    Grief

    I miss my grandfather a lot. He passed away in 2014. When I received my character sheet for New World Magischola, I noticed that her grandfather was a mundane country musician. When I later had the opportunity to request a scene, I asked that the grandfather’s ghost come to find Minerva at school.

    I noted on the request form that I was going for some closure and intentional bleed here to keep all parties informed for emotional safety. I was confident that the people handling this would have good judgment, and they did.

    The scene created was extremely touching. My character sang to her grandfather and the scene pushed her to accept and process her emotions more readily. I’m extremely grateful to those who helped with the scene, knowing what it meant, and that no one questioned my ability to determine what level of intentional bleed was appropriate for me.

    This scene was part of the reason I felt so much peace after I came home from game.

    Some people, even in the larp scene, find this whole experience weird or think that bleed is only something negative. While I’ve experienced negative effects of bleed, I more commonly utilize it as a very powerful tool for self-discovery and self-improvement. However, I struggle with a lack of validation for that strategy in my usual larp scene.

    Loyalty

    I enjoy being valued. Unfortunately, this can manifest in negative attention-seeking behaviors in the real world, like wanting to be noticed by people who mean to harm or manipulate me and others. I used the game as an opportunity to explore loyalty to an entire group of people (my character’s House).

    Although Minerva had more personal connections with some than others (and although some of those people weren’t necessarily doing things for the good of the world), this was a much healthier way for my character (and myself) to seek positive reinforcement, approval, and loyalty.. As Minerva, I was able to turn that constant approval into positive actions, like making new spells or mentoring a new House initiate with confidence.

    This process is an exemplary one for me to internalize. I don’t want to waste energy on the wrong people, but there are some people in my life who deserve my loyalty. Roleplaying Minerva helped me learn how to differentiate between the two.

    Both Minerva and Ceara are extremely loyal characters. This is one of the more rewarding traits for me to play and makes me feel like I can seek and give approval to others in both settings in an emotionally healthy way.

    New World Magischola

    Exploring a World Without ‘-isms’

    The week before I went to New World Magischola, my website about women in geek culture was hacked. This happened as my site hosted a series of panels about women in geek culture, representation in films, and communities of color and safe spaces at Wizard World Philly, an annual fan convention in Philadelphia.

    The hack may or may not have been coincidental, but the effects were very real: I felt angry, unsafe, and, defeated.

    Going into the game, especially after this, was the challenge of playing in a world without “isms.” I’m white, cisgender, and heterosexual, and I’m aware that I likely project many microaggressions unintentionally towards marginalized people.

    Additionally, as illustrated by the website hack example, I feel disadvantaged as a woman living in a patriarchal society. I wasn’t sure how I could even begin to pretend to live in something else, so I made it a personal challenge to recognize equality as part of the Magimundi: the magical world in New World Magischola.

    I was somewhat accustomed to this in my home larp as my character represents a “might makes right” society. While power matters more than gender in the game setting and the real-world game culture, there are still occasionally some gender dynamics in play (and I willfully explore some of those in-game relationships).

    Without the existence of sexism holding me (the player) back at New World Magischola, I found that my character did not question herself very often, and that other characters challenged her on ideas and associations rather than physical characteristics, appearance, or clothing.

    Being Perceived as Capable

    Minerva was seen as capable as most others in the world because the roleplay mattered more than a preconceived notion of what it meant to be “able.” While I do suffer from chronic pain, it’s usually not visible. I am, however, short in height and frequently talked over by men. Yet within the world, I did not experience this negativity and I was not held back by it.

    From a place of privilege, I also found it immersively easier to think person-first: “they’re a Marshal” or “she’s a member of Dan Obeah” versus seeing differences and disabilities as a primary identifying characteristic. It’s not about defining someone else, but being very aware of how they prefer to be identified and defined (or not). It’s important to recognize how someone else wants to be thought of: is this part of who they are? Do they identify this way as a primary means of definition? New World Magischola caused me to think about these things and have enlightening conversations about them later.

    The game world is all about what you can do, not your real or perceived limitations – and your abilities are based on magical prowess and how you interact with the world, not a character sheet with hit points and skills.

    I found my real-world biases exposed and as a result, I commit to fighting them post-game.

    I also wish to note that the players of the game did explore themes of inclusion allegorically. I made the choice to downplay my character’s biases in certain instances, especially following the recent shooting in Orlando. As my character felt especially close to a vampire hater, I learned that sometimes hate originates from a pain in someone who feels they can’t be healed.

    For further analysis on these themes, please read a queer perspective.

    Game Format and Timing

    The most significant adjustments I had to make in going from an American fantasy campaign boffer larp to New World Magischola involved game format and timing. In most of the games I’ve played, the climax of the story occurs towards the end of the game in a “main mod,” during which the main characters and their NPC (non-player character) allies take on the big bad villain of the month.

    What Is a Larp Module?

    Modules, or “mods.” typically involve planned scenes during which PCs are presented with opportunities to interact with NPCs and environments in a battle and/or roleplay context. An example: a known friendly NPC acts as a “hook,” asking for adventurers to help him get to another location safely. On the way, the group is attacked by waiting monsters (NPCs). While this is typical of American fantasy campaign style, mods can involve only two people and a high level of emotional intensity. The “main mod” is typically inclusive of the entire group and may involve grand melee combat.

    At a game like New World Magischola, this isn’t necessarily the case. The big event at the end is the formal ball. Like classes and meals, it’s built into the schedule of the game. It’s a protected space with wards, so nothing bad can happen there; I got the impression from some College of Wizardry veterans that you should even have your plot wrapped up before the ball.

    Emotionally, I was pleasantly surprised at the way the event worked for me and some members of my character’s House. The game got more emotional for me over time. At one point, my character was upset and there were tears. One of the counselors (who are brilliantly counselors in game, but will also talk to you out of game if necessary) came over to check on me. In the last twenty minutes of the game, I managed to wrap up my plot in a way that prevented too much negative bleed.

    Competition: Playing to Win, Playing to Lose, and the “Magic” Combination

    New World Magischola

    It’s often assumed that:

    • American larpers play to win: competitive play in which the game can be “won;”
    • Nordic larpers play to lose: making choices to create the most interesting or moving scene even if that has negative consequences for their character.

    While I love competitive elements, I’ve also seen them create a destructive or win-focused environment in some games and gaming cultures.

    At New World Magischola, much of the in-game competition was enhanced by personal rivalry. This especially makes sense due to the elaborate pre-game relationship building some wished to partake in.

    In both gaming environments, I have noticed in-game competition taken a little too far — teasing on Facebook about one culture or House being better than another, chants disparaging one group instead of simply promoting one’s own. Overall, I felt like the spirit at New World Magischola was more welcoming, but that could also be due to a “grass is always greener” or honeymoon effect.

    Immersion was prevalent in both styles, though I found myself more frequently and more fully immersed in the Nordic style game. This was due to several reasons:

    • I didn’t have to do math to think about how many hit points I had
    • The setting, while magical, was modern, so things like “mundane cars” didn’t have to be “dragons”
    • Most out-of-game communication took place before the game, very briefly, or through non-invasive hand signals (as opposed to narration or describing things that weren’t actually there)

    Immersion Versus Playing to Lose

    That said, I didn’t embrace “play to lose” as much as some Nordic style gamers do. This is because of immersion. I was always conscious of safety and ensuring others’ comfort as players, but I wasn’t thinking “what will make a more interesting story?” or even “what would my character do?” Instead, I had chosen to play a reactive character and I did.

    In retrospect, there were things I could have done to make more interesting scenes. There were also actions other players took to ensure better scenes for me, but for the most part, I’m glad I stuck to simply being my character and setting her up in a way that encouraged kindness to other players, involving others (not hoarding information), and dramatic, decisive involvement.

    What Others Said: Too Nordic or Not Nordic Enough?

    I have not played a larp in Europe, but I did hear some College of Wizardry vets describe some differences between the two games. I got the impression that there is less hand-holding at College of Wizardry and less attention to various sensitivities.

    As a player, safety is important to me. I need to feel physically and emotionally safe before I can experience immersion, and the rules set in place at New World Magischola made that possible.

    Effects of Bleed: Expected and Unexpected

    Having experienced bleed before in campaign games, I did expect some lasting effects. I’ve had players treat me poorly because they did not agree with or understand something my character did. Some of them did this unintentionally or they would simply not admit to bleed — since it’s such a forbidden thing in some American larp.

    I found that the intentional bleed I sought at New World Magischola was there and it was transformative. Weeks later, I feel like I really dove into the grieving process and gave myself closure by experiencing grief in game.

    What I did not expect was such a strong bond with the other players. Prior to the game, I’d been going through a great deal of personal difficulty and hadn’t been able to connect with other players to the degree I’d wanted, mostly due to real world strain and time limitations. Plus, I thought I’d only be playing this character for a few days: why was it worth it to invest so much time and money into character creation and relationships?

    As I mentioned previously, I did spend time on Google Hangouts with the players of my character’s House presidents and other members of our House before game. I was pretty comfortable with everyone in the Hangouts, so this made me able to hop right into character once we were in game.

    They seemed like cool people and once we started talking about character development, I could tell that they were all very talented and creative.

    What I was not expecting was the out-of-game attachment I’d feel to other players I interacted with in-game. It’s been more than a week since the game has ended and it feels really weird if I don’t talk to the player of my character’s roommate every other day or so.

    There’s also the shared experience: it helps me to know that other people miss me. I feel very validated in all of my emotions and actions surrounding the game.

    I did find that my return to “normal life” happened a bit faster than that of others. This was likely due to:

    • Short travel time (6 hours) and little time spent “in transit” (airports, etc.)
    • Formal and informal debriefing following the game
    • Immediate return to work
    • My own expectations for intentional bleed
    • Being accustomed to returning to work immediately after an intense RP weekend

    The need to remain connected with other players was so intense it was surprising. I found that others in the community were experiencing similar feelings, and once I realized that my feelings were typical for the experience, I accepted them. Now I have New World Magischola friends I’ve already seen in person again and many more that I speak to on Facebook regularly. Aside from the positive bleed (particularly less negative self-talk) I took away from the game, my new friends are the greatest benefit of having played in this community.

    Blending Traditions: Reconciliation and Deliberate Infusions

    Moving forward, I’m prepared to blend styles as much as existing games will allow. I find the “main mod” in campaign larps irresistible — but in Nordic style games, players are empowered to create plot themselves. Having emotional scenes at the end of the New World Magischola game was a highlight for me. There’s no reason I couldn’t have also had a big duel as well.

    I have to accept the fact that there isn’t a big finale, necessarily, in the Nordic style, but that doesn’t mean I can’t work within the format to create something satisfying for myself and others.

    Player empowerment is something I want to bring back with me into Seventh Kingdom. As I play a character in a leadership position, I’m already empowered and expected to do some things for the players and characters in my group. While I don’t want to push the limits of what I’m permitted to do — there’s no making up spells on the fly when there’s a 300 page rulebook —  I realize that I can create customs and traditions for my character’s kingdom, get them staff approved if necessary, and run rituals and other events within the player group.

    During a run of This Miracle at Dreamation in 2014, I wasn’t sure about freeform and Nordic style games. It felt more comfortable for me to play a familiar character, so I played Ceara from Seventh Kingdom. There were not too many character limitations and playing a developed character seemed to help other players as well.

    During the game, we created rituals together. One of the rituals we created reminded my character very much of her culture in Seventh Kingdom. With the players’ permission, I took the ritual back to my home larp and involved them in it at the game. The ritual helped to engage new players by providing them with something to do. In this way, I’ve been blending games and styles naturally and the biggest benefits are:

    • How increasingly comfortable I become in multiple styles
    • How I provide engaging content that helps other players and enhances the storylines of other characters.

    Financial Privilege and Accessibility

    Prior to playing New World Magischola, I had been a bit put off by some players in the Nordic scene. While I was open-minded, some of them didn’t believe that I had achieved immersion in “just a boffer larp.” That’s hurtful, because I’m proud of the intense roleplay that happens at Seventh Kingdom and I work very hard as a player to foster that aspect of the culture at the larp.

    Additionally, there are comments like “you need to play a game in Europe.” That implies a lot of financial privilege. Like most American larpers, I can’t simply afford to fly to Poland on a whim and play in a castle (even though I would love to play College of Wizardry). At best, for most campaign larpers, that would involve sacrificing their home game for a once per year experience. And when your social community revolves around larp and you enjoy larp, that’s a depressing thought.

    Attending New World Magischola was a privilege for me. I made sacrifices to go, as did other members of my household. I’m eating peanut butter and jelly sandwiches for dinner this week because I wanted to have the right props for the game two weeks ago. That’s not the worst thing ever, but it goes to show that not everyone can easily afford to attend. I was only able to go because I snagged a lightning round ticket during the New World Magischola Kickstarter.

    It was worth the equivalent of copay for 19 sessions of therapy that it cost, and was at least as cathartic, providing me with a vehicle for self-affirmation, inclusion, and positivity supported by a loving community.

    Maison DuBois
    House Maison DuBois.

    American Larpers: A Note on Superiority, Elitism, and Guilt

    New World Magischola fell on the same weekend of my beloved Seventh Kingdom IGE. I had no small amount of guilt over heading to another game instead of one I’ve played every month (with one exception, when I was in a car accident) for years.

    I lessened this guilt by taking the opportunity to make sure my kingdom group at Seventh Kingdom had everything they needed, to send in my monthly reports and character letters, and to let the game’s staff know I wouldn’t be around.

    I had major FOMO (fear of missing out) regarding Seventh Kingdom the whole way down to New World Magischola. By the time the game was over, I was so overtaken with the immersive experience and intentional bleed of New World Magischola that I didn’t even think about Seventh Kingdom until my friend asked – and then I checked the phone to make sure my kingdom still existed in the game and that the king still lived!

    The general perception in some international larp communities is that American fantasy boffer larping is pretty low-brow and that Nordic larp experiences are intense, emotional, have less rules, and therefore better. Following New World Magischola, players originating from both styles admitted to these perceptions on Facebook and confessed concern and regret over how it could have affected their play. Most had positive experiences and were so grateful to find that the stereotypes were not entirely true.

    Coming back from my first large-scale Nordic-style game and going back to my core group of friends who larp here, I wasn’t sure how to discuss my experiences with them. It was clear I had fallen in love with the new game and the play style; I harbored guilt that I developed a familial relationship in three days akin to one that had taken three years to develop in a campaign setting. This also extended to my non-larp geek friends. “You had to be there” doesn’t sound welcoming. I’m still trying to think of a way to express my appreciation for both styles without sounding superior in either social group.

    I tried discussing my experiences with a few close friends from the American larp scene. I called Seventh Kingdom a “boffer game” like Nordic larpers do and got an immediate scowl from my friend. I see myself as continuing to enjoy both styles, but expecting different things out of them:

    • Games like Seventh Kingdom let you work over time to earn big achievements, which is extremely rewarding. You can’t just “make yourself” a diplomat in that game, but there are avenues to earn it, for example. I like having to earn something over time.
    • The triumphant feeling of fighting “the Big Bad” at the main mod at the end of the game is exhilarating. I prefer this format of action.
    • Less rules (like at New World Magischola) promotes immersion and prevents rules lawyering.
    • Relationship-building is a crucial aspect of both types of games, so long as they involve collaborative storytelling.
    • Open discussion of bleed, lack of shame, and the unabashed acceptance of the game culture at New World Magischola is refreshing. It’s more than a honeymoon phase, but the fact that it’s new to me only enhances my feelings.

    I’m not going to hide the fact that New World Magischola made me a better larper and a stronger, more confident, and more empathetic person. I want to carry those positive traits over to all of my larping experiences.

    Recommendations for American Larpers

    American larpers attending Nordic games in general and New World Magischola in particular should keep the following in mind:

    • You won’t get accused of being a “special snowflake.” Make a scene request. Enhance a scene. Do something dramatic. It only makes the collaborative storytelling experience better.
    • Some preplanned relationships and player interaction helps, especially if you want to feel more comfortable. There’s no need to put an excessive amount of time into it, though. You can do this online, but connecting in person and at the workshops at the beginning of the game is especially recommended.
    • Wear or do something iconic that is specific only to your character. For me, it was a hat.
    • In some scenes, you’re a supporting character. In other scenes, you’re the star.
    • If you need help improvising or can’t figure out a solution to something, ask in-character. Minerva asked her mentor and professors for help with a spell, which made sense in game.

    These experiences and comparisons are only mine. Given their own backgrounds and individual larp experiences, each player will have different feelings regarding what it’s like to play at New World Magischola. For me, the game was an unforgettable, life-changing, shared experience.

    In the American games I play in the northeastern U.S., admitting to bleed comes with a stigma. At New World Magischola, it comes with the territory. I’d like to see American games adapt a healthier mentality here: it potentially makes role-play and combat more meaningful. New World Magischola wasn’t afraid of empowering players to affect the game world; I’d love to see some of these restrictions similarly lifted in American games. Some do that to a degree — at Seventh Kingdom IGE, characters are encouraged to spend “patronage points” to influence politics behind the scenes. More of that, maybe not dependent on mechanics, would benefit these games.

    At New World Magischola, people were focused on the experience. We were told there is no “world plot” like there often is in American games, and there was no guaranteed awesome “main mod” moment towards the end of the game. New World Magischola could meet more American larpers’ expectations by making a slight adaptation to them. The announcement of the house cup winners did provide some closure to the event and players seemed to understand that it was important to tie up plots if possible, but a final, definitive and dramatic surprise scene involving combat might have improved the closure.

    Going forward, I aim to willfully contribute to the blending of these styles, especially as games and systems allow. As long as safety is considered, I’m not going to hold back the emotional depth of my roleplay at American games; as long as there is the opportunity to create more final and decisive action, I’ll work on initiating larger scenes in Nordic style games.

    My combined experiences in multiple styles and my interactions with game designers have inspired me to pursue larp development. In all styles I’ve experienced, I’ve witnessed sincere community development largely aimed at supporting and caring for other players and the game. I’m inspired – and if I can provide this to others even for a few hours, I will be able to make a positive contribution to the larp community which has changed me for the better.

    Cover photo: Wizards posing for a photo before the student ball (play, courtesy of Learn Larp LLC). All other photos used with permission from Learn Larp LLC.


    New World Magischola

    Date: June 16-19, June 23-26, July 21-24 and July 28-31, 2016

    Location: University of Richmond in Richmond, Virginia, United States

    Duration: 4 days including workshops, play, and debriefing

    Participants: 140-165 per run

    Participation Fee: $375 to $895, $450 for a regular ticket

    Website: https://magischola.com/

    Credits

    Producers: Maury Brown and Ben Morrow, Learn Larp LLC.

    Make-up Lead: Katherine Kira “Tall Kat” McConnell. Prosthetics by Mark Mensch

    Costuming Lead: Derek Herrera.

    Stitchers: Jenny Underwood, Robin Jendryaszek, Jennifer WinterRose, Amber Feldman, Summer Donovan, Michele Mountain, Nancy Calvert-Warren, Jennifer Klettke, Kristen Moutry, Caryn Johnson, Datura Matel

    Music: Original songs (lyrics and music) by Austin Nuckols (Maison DuBois, Lakay Laveau, Casa Calisaylá and House Croatan) and Leah K. Blue (Dan Obeah), lyrics to New World Magischola Anthem by Maury Brown and Ben Morrow, music by Austin Nuckols. Other music and sound by Evan Torner and Austin Shepherd

    Props: Mike Young, Carrie Matteoli, Indiana Thomas, Summer Donovan, Kevin Donovan, Gordon Olmstead-Dean, Jason Morningstar, Matt Taylor, Molly Ellen Miller, Michael Boyd, Moira Parham, Martin John Manco, Ken Brown, Dale, Laura Young, Harry Lewis, Mark Daniels, Michael Pucci, Terry Smith of Stagecoach Theater Productions, Yvonne and Dirk Parham, Jen Wong, Caryn Johnson, Jess Pestlin, Orli Nativ, Kaitlin Smith, The Center for the Arts of Greater Manassas at the Candy Factory, Melissa Danielle Penner, Jess Sole, Liselle Awwal, Nathan Love.

    Helpers and advisors: Anders Berner, Claus Raasted, Christopher Sandberg, Mike Pohjola, Bjarke Pedersen, Johanna Koljonen, Anne Serup Grove, Mikolaj Wicher, Jamie MacDonald, Eevi Korhonen, Markus Montola, Jaakko Stenros, Staffan Rosenberg, Anna Westerling, Michael Pucci, Ashley Zdeb, Emily Care Boss, Daniel Hocutt, Charles Bo Nielsen, Joe Ennis, Kristin Bezio, Rob Balder, Kat Jones, Sarah Lynne Bowman, Harrison Greene.

    Assistance with writing, editing, graphic design, music, art: Frank Beres, Claus Raasted, Richard Wetzel, Bethy Winkopp, Oriana Almquist, Craig Anderson, Zach Shaffer, Erica Schoonmaker, Madeleine Wodjak, Toivo Voll, Marie DelRio, Mike Young, Laura Young, Anna Yardney, Lee Parmenter, Stephanie Simmons, Nancy Calvert-Warren, Jessica Acker, Jason Woodland, Jason Arne, Harrison Greene, Sarah Lynne Bowman, Kristi Kalis, Quinn Milton, Anna Kovatcheva, Browning Porter, Orli Nativ, Rhiannon Chiacchiaro, Miranda Chadbourne, Lars Bundvad, Ffion Evans, David Horsh, Dani Castillo, Frank Caffran Castillo, Dayna Lanza, Sarah Brand, Tara Clapper, Suzy Pop, David Neubauer, Chris Bergstresser, Jason Morningstar, Evan Torner, Peter Woodworth, Peter Svensson, Daniel Abraham, Harry Lewis, Alexis Moisand, Alissa Erin Murray, Jennifer Klettke, Kathryn Sarah, Elsa Sjunneson-Henry, Austin Nuckols, Leah Blue, Joelle Scarnati, Dan Luxenberg, Chad Brinkley, David Clements, Niels Ull Harremoës, Adria Kyne, Emily Heflin.

    Production and logistics: Austin Shepherd, Claus Raasted, Olivia Anderson, Kristin Bezio, Shayna Alley, Mike Young, Zach Shaffer, Dayna Lanza, Derek Herrera, Kristin Moutrey, Jenny Underwood, Jennifer WinterRose, Caryn Johnson, Amber Feldman, Michele Mountain, Summer Donovan, Robin Jendryaszek, Jennifer Klettke, Datura Metel, Amanda Schoen, Mark Mensch, Katherine McConnell, Chris Bergstresser, Christopher Amherst, Holly Butterfield, Uriah Brown, Kyle Lian, Evan Torner, Jeff Moxley, Ashley Zdeb, Thomas Haynes, Mikolaj Wicher, David Donaldson, Brandy Dilworth and the staff of the University of Richmond Summer Conference Services office.

    1. In a US context immersion usually means something external to the player, what is more often called 360 degree illusion in the Nordic countries. Immersion is mostly understood to be an internal state in the Nordic traditions. ↩︎
    2. Bleed is when emotions bleed over between player or character, in either direction. ↩︎