Быть Монахом(Being а Monk) was a larp simulating the life of a Benedictine monastery in the Pyrenees during Holy Week of 1202. The organizers were inspired not only by history and art, but also by their personal experience. The Duende larp held in 2010 in the Urals, where this larp’s organizers were players and part of the monastery team, proved that life in a monastery could provide interesting play. Another source of inspiration was the experience of pilgrimage on the Spanish Way of Saint James (Camino de Santiago). Thus an idea of a larp about a monastery on a pilgrim route was born.
Unity of Place and Time
Brother James preaching to the birds (Play, Irina Abzalova)
The core idea of the larp was to:
show the monastery structure as a hermetic microcosm;
make possible a unique and rich gameplay on religious subjects which are seldom touched;
make the monastery represent a moment in the history of the whole European religion; the Church’s decline and crisis at the beginning of the 13th century.
The larp was focused on the idea of an individual within the structure, not on the structure itself – that is why the larp is titled Being a Monk, rather than, for instance, “The Monastery”. The Middle Ages were obsessed with the questions of essence and existence, and the existential aspect was crucial to the larp.
Why 1202? The idea of the Church on the edge of change was an important issue for us. The Franciscans and Dominicans were just about to appear, but their presence in the larp would make the answer too simple. The question was where the Western Christian world would go. Thus, the Benedictine monastery became the symbol of the Catholic Church; its inner problems, the distemper of all Christians; and the participants’ answers defined the subsequent destiny of the Church.
Why the Pyrenees? It was important that the monastery was situated on a pilgrimage route, and the Camino de Santiago was chosen. Vivid Basque culture created another plotline, throwing together Christians and pagans.
A Rose Is a Rose Is a Rose Is a Rose
The key sources of inspiration were Umberto Eco’s The Name of the Rose and Postscript to The Name of the Rose. However, the larp was based not on the books themselves, but on their sources: on the archetypal plots and conflicts. A monastery (though in another region than Eco’s), theological treatises, historical facts and legends, Benedictine regulations – it all formed the larp according to the spirit of the sources.
The process of building of Saint James’s Cathedral was a plot-defining event of the entire larp. The major conflict of the larp was a struggle (an ideological one rather than military) between Catholics and several groups of heretics and pagans. All those groups aimed to build the Cathedral according to their ideology. The construction combined an actual building process with the inclusion of the symbols corresponding to the sides of the conflict.
An integrated and hermetic universe was an important part of the game. The monastery was planned as a closed system with no participants outside, and as a self-contained system of in-game knowledge. Not everyone is an expert in the Middle Ages, so there had to be a set of information adequately comprehensive, yet concise. The monastery had to be an entire microcosm for everyone who lived in it. The organizers selected a limited set of in-game information available to any character, and that information was collected in the Library available before the larp and later in-game. Any references to other texts and sources were “prohibited” off-game. Thus the participants could be sure that they had access to everything they could need for fully developed play.
Spirit and Body
Burning a witch (Play, Alexandra Koval)
Asceticism, both physical and mental, was another significant part of the game. It did not use any specific larp techniques, but rather authentic monastic practices that have been working very well for many centuries. Among them there was a daily session in which each character spoke about his sins in front of his brothers, as well as an obligatory confession.
The monk’s day was divided into “hours”, and his daily schedule included five prayer services, even nightly ones. Lenten fare was used to influence the physical bodies of the participants. Large pre-game introductory texts of liturgy, history and game rules aimed to submerge the participants in the text traditions of those times, as well as serving as part of the asceticism. Even the larp’s length of three full days was chosen on purpose to immerse the participants into the monastery’s rhythm of life, as the rhythm was a defining element.
Gender issues are unavoidable in such a strongly male-centric game world. Many female larpers wanted to have this unique experience of being a male monk. There is quite an old tradition of crossplay in Russian larp community (mostly with female larpers portraying male characters), but, although the number of crossplaying participants is usually strictly limited, in this case we allowed all interested female players to play monks.
The larp had 19 sets of rules, several simulated crafts and spiritual/heresy regulations known only to some of the participants. The most important rules were devoted to:
Spirituality
These rules contained the doctrines of each of the conflicting groups. Following their dogmas, the characters could gain spiritual power. Obtaining spiritual experience was one of the most important game points for some of the characters. The most advanced characters were especially active in the ideological struggle for the Cathedral. Those who, however, had no interest in this field, were free to avoid this part of the larp.
Crafts/Cathedral construction
These rules connected the Cathedral with spirituality. Three main arts – mosaics, stained glass and murals – were a collective work of the majority of the monks. At a fixed hour, all participants created the concept of a future work, filling the template with symbols, which was an important opportunity for heretics to show what they were thinking. For example, by the end of the larp all the frescos in the Cathedral had turned out heretical (gnostic).
Imagining the Cathedral
Rendering of the draft project (Pre-game, Vasily Zakharov)
We should mention that there are many differences between Russian and Nordic larp traditions. Nordic 360° illusion means “everything or nothing” – if you can’t show something for real, don’t even try. Most Russian larpers consider this a needless limitation. They are ready to accept a certain (and rather substantial) extent of conventionality if it suits a particular larp.
The construction of the Cathedral was therefore first and foremost a symbolic action, and there’s a huge difference between playing in the real cathedral and building a cathedral with your own hands. We thus needed something that could actually be constructed during the larp and by the participants themselves.
Things that inspired us were gothic architecture itself, and the novels The Spire by William Golding and The Pillars of the Earth by Ken Follett, both of which were, in their turn, inspired by Salisbury Cathedral in England.
Our limitations when making the project of the Cathedral were the following:
The in-game building was to house and protect from rain all the participants (about 100 people) during the Easter mass at the end of the larp.
The style and structure of a gothic cathedral needed to be recognizable.
It was to be constructed by the participants and NPCs without any help from professional builders.
The time allowed for construction was 3 days before the larp plus 3 days during the larp.
The use of modern tools was to be minimized during the larp.
It was OK not to finish the building, as in reality cathedrals took centuries to build.
By the end of the larp the Cathedral was to be decorated inside with frescoes, stained glass windows, mosaics, sculptures and handmade candles.
We decided to construct the building from 25 mm wooden planks, and to cover the walls with cloth and the roof with tarpaulin.
Southern transept (Post-larp, Olga Vasilyeva)
This approach is typical for Russian larps, but this particular project was different from the others not only because of the size of the building, but because it was really much more complicated than anything done by Russian larpers before.
Our main limitation was scarcity of time and people, so the task had to be simplified as much as possible. We therefore decided not to make a second floor in the building, and to play only on the ground.
Initially the 3D-model of Salisbury cathedral was taken from Google Earth and used as a reference. Then 1-millimeter precise project was created in Trimble SketchUp. A professional engineer was called upon to verify the project’s feasibility and safety, and his suggestions were adopted.
Finally, a three-nave basilica with a transept and a tower above the crossing was projected (see the plan). The final dimensions of the building were: 19 meters in length, 8 meters wide and 9 meters high.
In order to speed up the process we decided to assemble the roofs, facades and the tower on the ground and then raise them up as a whole using ropes and poles – yeah, not historically correct for sure, but definitely dramatic. The projected lift weight of the tower (with the spire) was about 111 kg.
Raising the Walls
There was an in-game architect who overlooked the whole process and could take a look (in his personal room where other participants couldn’t see him) at the 3D-model on his laptop. Looking at the model he made sketches by hand on pieces of paper and gave those sketches to the building foremen who oversaw the construction. Foremen further distributed the tasks to workers who performed them using the sketches, and the architect monitored that everything was cut and assembled correctly.
The participants who were actually building the Cathedral therefore didn’t need any specific knowledge or skill except for the ability to climb a stepladder while wearing a frock and using an electric screwdriver. Those who didn’t know how to do it were taught on-site. In this way, everyone whose characters wanted to work got the chance to do so.
To make the building process look more authentic during the larp we invented historical designations for all the materials and instruments we were going to use. We pretended planks were stone blocks, the electric screwdriver was called a brace, etc.
Decoration
The crucifix, completed (Play, Olga Vasilyeva)
All the interior decoration of the Cathedral was created during the larp. The participant who played the head of fresco painters was a professional painter (the only professional of all of us!) The statues of the Virgin and St. James were made of parts of a torso mannequin and a head mannequin with the addition of some insulating foam, plasticine and paint.
The crucifix was made of plasticine and painted; the crosses above the Cathedral and the baldachin above the crucifix were covered with copper and brass foil respectively. The floor mosaic at the crossing was made of mosaic pieces for bathrooms, on a plywood base. The simple campanile was constructed near the Cathedral and was fitted with brass bells 3 to 20 cm in size, brought by some of the participants from their homes.
The culmination of the larp was to be at the Easter mass at night, so the stained glass windows didn’t seem like a good idea for that: but we desperately wanted to make something with the same visual effect. In the end we suspended a bright hand-made stained glass lamp in the centre of the Cathedral, highlighting the entire building in colorful shades.
As a final note, we should say that we used about 3 m³ of timber, and the budget of the construction was about 2500 euros – thanks to the fact that almost all the expensive tools were borrowed from our friends for free. The photos pretty much say the rest.
Still working at night (Pre-game, Irina Abzalova)
Being а Monk
Credits: Anastasiya “Domenica” Sarkisyan, Liudmila “Var” Vitkevich, Alexander “Gray” Orlov (Design & Production); Vasily “Jolaf” Zakharov (Cathedral design and construction management).
Date: May 6–10, 2015
Location: Rented summer houses near Moscow, Russia
Blodsband Reloaded is a Swedish larp campaign inspired by over the top post apocalyptic fiction like Fallout and Mad Max. The event is run once a year and the 2016 edition was played on 16-18 September.
The larp has a very high costuming standard with many different groups doing different concepts. One group is The Machine Dogs who are vehicle borne raiders.
Group members Sabina Sonning, Marta Hansbo and Hans Vrede took some amazing photos at the event and allowed us to publish some of them here:
When Ben Morrow and I decided to offer a College of Wizardry-like experience in North America in April 2015, we knew we had our work cut out for us. Not only did we need to form a larp production company, secure the venue, build the costumes, obtain props, find players, and all the other duties associated with organizing a larp; we also had to write an entirely new magical universe for North America. We had to design the larp for what would be a predominantly American and Canadian audience, players who were not used to playing in the Nordic-style.
Maury Brown and Ben Morrow, creators of New World Magischola. Photo courtesy of Learn Larp LLC.
Even if we seeded the game with experienced players of Nordic-style larps, we knew we wouldn’t have what Teresa Axner refers to as “herd competence,”1 whereby enough players in the game understood and used the Nordic-style of roleplay, thereby bringing along the players who did not. In fact, we knew we would have a herd competence of a different kind. We would have the majority of our players whose only larp experience was playing in the kinds of larps that are mainstream in the US and Canada: campaign boffer larps set in high fantasy, medieval, or post-apocalyptic settings; or Mind’s Eye Theatre White Wolf games, especially Vampire. All of these larps rely on statistics, skill calls, points, levels, and numeric combat resolution, as well as gamemasters and storytellers. New World Magischola would use none of these. Thus, we not only had to pay careful attention to the design of the game, but we also had to teach nearly all of our players — who were primarily either first-time larpers or larpers who had only played numerical mechanics-heavy games — how to play in this style. That meant developing explicit mechanics and pedagogy for some of the techniques that are now an implicit part of the Nordic- style larp culture. It’s also worth noting that the needs of each of these types of players in our primary participant group are different. The safety, calibration, and culture design system had to be flexible enough to work for each player, no matter their experience.
Because this game and universe was new for North America, we had the opportunity to create a game ethos and community culture from the ground up. For us, this project was always more than making a wizard college. It was about changing larp culture to make one that was based on the feminist principles of value, care, and compassion. So, while the structure of the larp is very similar to College of Wizardry, the community design principles and the magical universe is unique. Larp designers are fundamentally experience designers. Often, we tend to concentrate on the organization aspects of the larp, e.g. logistics and scheduling. By design, we tend to think of lighting, sound, and other aspects of how the story will be told. What is often overlooked in design – or left to the “herd” – is how players will interact with each other, both in- and out-of-character. Since larp is experienced generally between two or more people, it is interesting that we often do not consider designing the community principles, norms, values, and behaviors that are expected of players and characters,2 which fundamentally impact the experience of a larp. Yes, as designers we will post mission statements, creative visions, and even conduct policies, but how do we go about naming, modeling, teaching, and enforcing the game ethos and community culture that undergirds, predicates, and indeed makes possible the creative and artistic experience of the larp? This process must be intentional, and it must be designed and practiced by the participants so that they can express it. This article will discuss a system of techniques and mechanics developed or adapted for New World Magischola (NWM), a 4-day Nordic Style larp for 160 people, set in a magical universe specifically written for North America.
New World Magischola’s design is based on the Opt-In/Opt-Out Design principles espoused by Johanna Koljonen3 and requires the consent of the player to have anything happen to their character. These principles of “no one can do anything to your character without your consent” and “you consent to role-play at the level of your individual comfort because you are in control of your character” are largely unheard of in North American larps pre-NWM, although they have been used and discussed in Nordic Larp communities4 for many years. Many North American larps operate on principles that discount bleed5 between player and character, consider discussion about the player during a game to be evidence of bad roleplay or metagaming. Additionally, some players value ambushing and/or betrayal by gamemasters and other characters as the norm of play. Players of these games know that at any moment in any game a more powerful character could flash statistics and end your game, including killing your character. For very real in-game and off-game consequences, these players tend to have their guard up throughout the game, suspicious of the motives and honesty of other characters, and often of the players who portray them.
Negotiated magical spells in NWM3. Photo by Learn Larp LLC.
We set out to create the opposite type of game by building on what College of Wizardry began. CoW uses consent-based spell mechanics, whereby the recipient of the spell decides its effects. The College of Wizardrydesign document overtly states that wizards have a variety of sexualities, working to normalize a variety of relationships and identities at the game.6 To design the game ethos and community culture for New World Magischola, we would:
Use feminist and queer design principles to explicitly write a world and characters that showcases non-masculine, non-heterosexual identities in positions of power;
Write character and player norms that value self-determination, autonomy, and expression of identity, and;
Write mechanics that both establish and reinforce a community of care.
A vampire and a poltergeist pretend to face off in NWM4. Photo by Learn Larp LLC.
This article discusses the workshops and mechanics used in New World Magischola to establish and reinforce a baseline culture of empathy and compassion for fellow players.7 This ethos and environment was necessary in order for players to feel safe and able to take the risks that role-play requires, particularly play that is in a completely different style than most of our players were used to experiencing. Subsequent pieces will look at the feminist and queer design principles and how they were aligned through world-building, characters, workshops, and mechanics. These topics are intertwined, but looking at the discrete mechanics created or adapted for New World Magischola demonstrates not only how players accessed the game, but also how they discovered a new way of playing that valued them as individuals and as members of a community collaborating to create a powerful and transformative experience.
Community Design is a System — with Rules and Mechanics
First of all, we have to acknowledge that these techniques are game mechanics. We often like to state that Nordic larps don’t have rules or mechanics. It is true that these larps don’t have skill calls and points and hierarchies, what are often referred to as mechanics. But as Johanna Koljonen and John Stavropoulos remind us in a recent Game to Grow webisode on Emotionally Intense Play, Calibration, and Safety,8 it’s a mistake not to think about safety, calibration, and culture-building tools as mechanics. They are systematized and symbolic actions, norms – and, dare we say, rules – for accessing and regulating play. They are, at their definitional heart, mechanics that govern player and character interaction. It’s time we recognized the tools used to create and moderate safety, play calibration, and community culture as the mechanics they are.
The mechanics featured in this article and pre- and post-game workshops at NWM were developed by Maury Brown, Sarah Lynne Bowman, and Harrison Greene. They were implemented — and revised and re-implemented based on player and staff input — at the four runs of New World Magischola held in June and July of 2016. Each game had roughly 160 players, so these mechanics were tested and evaluated on approximately 600-700 players who came from 40 US states, several Canadian provinces, and four European countries. The eight safety, culture, and calibration mechanics used at New World Magischola discussed in this piece are:
Normalizing a culture of Player Care: “Players are more important than games”;
Normalizing off-game moments for player negotiations using “Off-game”;
Checking-In with fellow players using the “OK Check-In”;
Slowing or stopping roleplay using “Cut” and “Largo”;
Graceful exits and calibration using “Lookdown”;
Negotiating physical roleplay (aggression and sexuality);
Pronoun Choice, Placement, and Correction, and;
Full opt-out of romantic play using a sticker on the nametag.
Additionally, this article will discuss the inclusion of the metagame characters of in-game/off-game Counselors, who were responsible for participant care.
New World Magischola students work together to heal a professor of a previously uncurable curse. Photo courtesy of Learn Larp LLC.
New World Magischola had four hours of workshops prior to the game beginning. The workshops used at NWM were explicitly designed to teach the safety, calibration, and opt-in/opt-out mechanics of the game. We would have preferred to have used even more time for workshops, and some player comments in the post-game survey corroborated this preference, but we were managing both player expectations and venue constraints with the four hour timeframe. In North America, with the exception of the small group of people who have experienced Nordic-style or freeform larps either in Europe or in small pockets at conventions in the US, larps do not have either pre-game workshops or post-game debriefs. Participants come to weekend or multi-day larps to play, and the concept of off-game workshops was both new and subject to a great degree of skepticism. We had to work to sell the concept of the workshops and to explain that they were an integral, and indeed mandatory, part of the game experience.9 The four hours allowed us to get through much of what we needed to workshop. However, one of the takeaways from the four NWM runs is that six hours of workshops would be preferable in order to expand the negotiated physical role-play portion, both for greater specificity and for more intentional practice and modeling. More time would also have allowed for the additional development of character ties. The larp also featured a designated Sanctuary space where players could go for off-game quiet, rest, refueling, or conversation, as needed.
Greene running a workshop in NWM 1. Photo by Learn Larp LLC.
1. Normalizing a Culture of Player Care
In many gaming cultures, the game is considered paramount. Players will make decisions regarding their own safety, comfort level, and needs by considering the impact on the game or their characters first, and the impact on themselves second (or even last). Breaking character is frowned upon, as is admitting player needs or emotions, which are seen as interrupting the game. While many larps have procedures for physical safety and mechanics to use if someone breaks an ankle or hits their head, the majority of North American larps do not have systems in place to account for a player’s psychological or emotional comfort and safety. In some cultures, attempts by players to opt-out of certain types of play, or to problematize certain themes — such as sexual violence — as triggering results in in- or off-game consequences, or a perceived assault on the game’s creative vision. Recent changes, such as Mind’s Eye Society’s summer 2016 ban on rape and sexual assault in World of Darkness games, are increasing the discussion around player safety and care within gaming communities and fictions.
At New World Magischola, we had to introduce, reiterate, and enforce this reversal of importance: Players were the most important element, not the game.10 Players were urged to put self-care first. Self-care included physical needs such as sleep and hydration, but also individual psychological and emotional needs. Players were continually told that no one can make them role-play something or participate in something without their consent, and that no one can cause their character to experience something that they do not find interesting. The culture of this larp worked as the reverse of most mainstream North American larps: player autonomy and choice trumped “game needs” and the mechanics both encouraged and enforced this principle. Players faced no adverse in-game or off-game consequences for choosing self-care; in fact, it was celebrated. Once players realized self-care was the norm, they felt more comfortable exercising the other techniques described below, which specifically helped them make self-care calibration choices.
Students show empathy for a chupacabra in NWM3. The rights of parasapient creatures are a major subject of debate in the larp. Photo by Learn Larp LLC.
2. Normalizing Off-game Moments for Player Negotiations Using the Cue “Off-game”
This mechanic may seem very simple, but we needed to establish that it was not only okay to pause the game for a moment, but we actually preferred players to do so in order to clarify or negotiate. For many players accustomed to the norms of campaign boffer larps and MES vampire larps, “breaking game” is anathema and players are expected to either guess at levels of interaction, be surprised by them, or to tough through off-game player needs for fear of being derided or ostracized for breaking character and “ruining” someone else’s game. The mere idea of quick off-game negotiations was already a change for our player base, as was the idea that such negotiations were considered normal and helpful, not “bad roleplay.”
The idea of an off-game symbol was known to most US larpers, where it is often used to pass unmolested through a camp because you are not “in play” at the moment, e.g. you cannot be attacked. We elected to piggyback on a known symbol, raising one’s fist to the forehead to signal “Off-game,” and to use the word “Off-game” to signal that the following conversation was between players and not characters. The hand-signal was intended to be more of a shortcut and to be used to signal at a distance, and the use of the verbal cue “off-game” was more for use during character interactions, but we did not make it as clear as we should have that one could be used without the other. We had to calibrate after the first two NWM runs when some players kept their fists on their foreheads during an entire off-game conversation, which was fidelity to the mechanic, but not necessary. To avoid players having their hands on their heads so often – an action that some found immersion-breaking since it is unusual for “normal” behavior – we clarified that it was a quick signal and then the hand could be lowered or one could simply use the phrase “off-game.” I prefer reliance on the verbal cue, “off-game,” but the hand signal does retain some utility for loud situations or use at a distance. It’s important to think about players’ access to the tools and to have alternative versions, e.g. in case the audible one can’t be heard or the gesture can’t be made due to hands being unavailable.
A poltergeist disturbs a Magical Theory and Ethics class in NWM4. Photo by Learn Larp LLC.
NWM piloted two new safety, culture and calibration techniques: a revised version of the “Check-In” with fellow players and the “Lookdown.”
3. Checking-In with Fellow Players Using the “OK Check-In”
This technique uses a discreet hand movement of making the “OK” symbol at another player, who is then tasked with responding in one of three ways: thumbs up, thumbs down, or a flat hand/“so-so” gesture. Flashing the “OK” symbol as a gesture to indicate concern for another player appears to have developed as emergent play in some US larp circles in 2009 or 2010. Rob McDiarmid reported using it at a game around that time and Aaron Vanek and Kirsten Hageleit later used the “OK” symbol to check in with each other during larps in Southern California. The Texas game Planetfall has used a version of the Okay symbol for the last couple of years. The current version of this response system — thumbs up, thumbs down, or flat hand — was unique for New World Magischola, although Koljonen writes of its recent use in the American run of the Nordic Vampire larp End of the Line here.
The Check-In Procedure:
Player 1 flashes the “OK” symbol — with the thumb and index finger touching in an “o” and the other three fingers extended upward — to another player and establishes eye contact. This gesture means “Are you okay?”
Player 2 responds to the signal with one of three responses:
Thumbs-up, which means “Doing fine, no need for follow-up.”
Thumbs-down, which means “I am not okay.” Player 1 should respond by asking if the player needs to see the in-game/off-game counselor or go to the off-game room.
Flat hand, which means “I am not sure.” Player 1 should still respond by asking if the player needs to see the counselor or go to the off-game room
Additionally, a player could proactively flash the “OK” signal when displaying strong emotions, taking a break alone, or role-playing choking or a seizure, for example, to let approaching others know this was role-play.
The “Check-In” by using the OK symbol was beneficial because often it is difficult to tell whether a person is performing convincing role-play, or is in actual physical or emotional distress. Sometimes, a character is sobbing, but a player is having a good time. Sometimes, the player is sobbing because they are triggered or emotionally overwhelmed.11 If we simply assume that a player is role-playing unless they reach out, then we miss the opportunity to care for a fellow player. Also, players in distress are often too overwhelmed, embarrassed, or afraid to risk reaching out to another player. This proactive mechanic encouraged players to check-in with each other. It was easy to flash an “OK” symbol to the player alone in the corner. This gesture could be done non-verbally, from a reasonable distance, without a full interruption for either player, and obtain a quick mental calibration by the player, who then responds in a similarly discreet and unobtrusive way. It’s designed to be player-to-player communication without causing large breaks in character play.
Students model “thumbs up” with an ethics professor in NWM4. Photo by Learn Larp LLC.
Some feedback suggested that the flat hand signal was redundant and not needed, since the result was the same as the thumbs-down signal. While this is true, we elected to keep the three-tiered response due to socialization both within the gaming community and in general society that makes it difficult for many people – particularly women and people from other marginalized groups – to demonstrate distress or ask for assistance. Too often, we will “power through” and state that we are fine, so as not to be a bother, not to admit weakness, or — in the case of some gaming and larp cultures — so as not to be subject to retaliation with direct accusations of not belonging, breaking the game, or needed to be “coddled.” It is far easier to give the “so-so” signal than the thumbs-down; in the absence of the middle option, with only the thumbs-up or thumbs-down choices, too many people would have just defaulted to thumbs-up, figuring they were feeling “not that bad.” When Vanek and Hageleit used the technique, they used it by flashing the “OK” sign, over the heart, and the other player was to respond with the same sign to indicate “I am okay.” In the current system, the responses to the “OK” sign were deliberately not the return of the “OK” sign. This mimicked response can be done reflexively without discernment, like returning a wave to someone. By creating the three responses, we required a thoughtful response from the players to assess their feelings and determine which of the three was appropriate.
Players began using a hack for this technique in the final two runs: players were proactively using the “thumbs-down” symbol to indicate “I’m not okay,” rather than waiting for another player to check-in with them. This symbol would provoke the same response from another player: breaking play to assist them by escorting them to the counselor or the off-game room. We have now updated the system to include the use of a proactive “thumbs-down” to indicate distress or the need for assistance.
4. Slowing or Stopping Role-play Using “Cut” and “Largo”
Borrowing from the Nordic community, where kutt and brems — Cut and Break/Brake — are widely used, New World Magischola, like College of Wizardry, used the “Cut” mechanic. Any player could call Cut if they were in distress or needed play to stop immediately. Cut works like it does on a movie set: all action stops. Other players were instructed to step back and check-in with the player who called for the Cut and to determine if they needed to exit the scene; go to the off-game room or counselor; or address some other need.
We elected not to use Break or Brake, as is more typical in the Nordic community because it is an imprecise mechanic, at least as typically understood in North America, where there is confusion whether the word means “break” as in stop, or take a break — and is thus confused with “cut” — or “brake” as in slow down, which begs the question to what degree and for how long. We dispensed with brake and used “largo” instead, a word borrowed from musical vocabulary where it means “go slow.” Any player could call “Largo” and the result was that co-players immediately toned it down a notch by lowering the intensity. Calling “Largo” did not require a follow-up check-in like using “Cut” did, nor did it require any explanation, nor should one be demanded. Largo is Largo, and when it was called, the intensity was lowered by everyone with no questions asked.
A goblin journalist interviews a professor in NWM4. Photo by Learn Larp LLC.
We liked that “Largo” sounded like a spell, since this was a magic school, but we especially liked that it is an unusual word that isn’t used in common vocabulary, so it wouldn’t be lost in a conversation like the word Break can be. Largo was a clear indication that the intensity – whether it was anger, noise-level, flirting, etc. – needed to be lowered and slowed. Some players used it in one-on-one or small-group interactions, while others used it as a control measure in large groups, e.g. players who were talking over each other, or to quiet a boisterous group for more productive conversation and role-play. Feedback from the survey indicates that “Largo” was well-received and perceived as more clear and precise than “Break/Brake.”
Cut Procedure:
Player 1 calls “Cut.”
Player 2 (or all players within hearing) immediately stop all role-play.
Player 2 checks in with Player 1, focusing on their needs. No one asks for an explanation for why Cut was called, nor makes any comment whatsoever.
Player 1 makes the decision to either exit the scene, return to the scene at a lower intensity, or go to the Sanctuary space.
Play resumes among remaining players.
Students in NWM4. Photo by Learn Larp LLC.
Largo Procedure:
Player 1 calls “Largo.”
Player 2 (or all players within hearing) take a step back, then lower the volume, or otherwise lower the intensity of the scene. No one asks for an explanation or comments. Stepping back was visual confirmation that “Largo” was heard and understood.
Play continues at lessened intensity. It can continue uninterrupted, although an “OK Check-In” may be used to determine if newly calibrated play meets Player 1’s needs.
5. Graceful Exits and Calibration Using “Lookdown”
NWM piloted a new mechanic that Johanna Koljonen mentioned in her “Opt-in/Opt-out Safety Systems” keynote at the Living Games Conference in May 2016.12 Lookdown was originally created by Trine Lise Lindahl and Koljonen in conversation earlier this year as a suggested technique for exiting a scene or conversation13 without causing as much disruption as calling for Cut, Break/Brake, or Largo. We called this simple gesture the “Lookdown” and it consists of placing one’s hand on one’s forehead, as if shading one’s eyes from the sun, looking down, and then stepping back and walking away. No questions asked, no explanation needed or demanded and no consequences given.14
Lookdown Procedure:
Player 1 shields their eyes and walks away.
Player 2 (and all other players) continue play as usual.
We decided to implement Lookdown as a useful calibration and self-care tool for when someone realizes that a topic or scene isn’t going in a direction they want, is something they aren’t interested in playing, or is something that they may find triggering or troublesome. When using the Lookdown, a player isn’t signalling that they need or require assistance, or is any distress. They are simply making a choice to opt-out of the scene at the moment for whatever in- or off-game reason. No explanation will be asked or given, and all other players must accept their departure. Players were instructed, “If you see someone holding their hand over their eyes, ignore them.” This technique was practiced in pre-game workshops.
Johanna Koljonen patterns an early version the Lookdown method on her blog, Participation Safety. https://participationsafety.wordpress.com
Leaving a scene can be extremely difficult for many larpers, especially those from marginalized groups. It can be awkward at best, and draw unwanted attention to one’s self or character. It can be an action that one feels they have to explain or defend. Leaving a scene can draw comments or outrage from other players and, as a result, many players choose to stay in situations where they do not feel comfortable. By using the Lookdown, players can gracefully exit, no questions asked, and choose what they wish to play. This mechanic could be used even in situations where there was an in-game imbalance of power between the player using Lookdown and the other players, such as in class. A professor could not penalize a student for exiting class via the Lookdown mechanic. No in-game or off-game consequences of any sort were possible for using the technique. As a result, many players told us that they felt more comfortable being able to choose what scenes they wanted to experience.
Another use of the Lookdown mechanic was players using it to arrive into scenes rather than exit them, including arriving late to class. Many players told us they had anxiety over being late to an event, scene, or even a conversation. They were afraid of being called out, having to explain themselves in front of the group, or losing House Points. This anxiety was so great that some skipped classes and/or stayed in their dorm rooms out-of-character if they were late, even though they really wanted to go. By using the Lookdown mechanic, a player could arrive to class and the response was the same “no questions asked” as if they had just been there the whole time. Alternately, players could opt-in to roleplay where they could make a scene of being late to class or a meeting (no Lookdown hand). By using the mechanic, they could slip in and choose the role-play they wanted.
Because this larp operated on the principle of Opt-In with Consent, players needed to negotiate outcomes, desires, and boundaries before entering physical role-play. Negotiation was also required for the results of certain types of magic, such as healing.
The above video shows the techniques of “off-game” signaling and negotiating so that both players know how to play a scene requiring healing. As demonstrated, without negotiation, the approaching player may have healed the person too quickly when the receiver wanted to role-play being in pain, or otherwise might have ended a scene or surprised the player with an unwanted result.
Players were coached that when dealing with matters of sexuality, violence, aggression, or combat, they should use the “off-game” cues, take a step back, and discuss what they wanted and were comfortable playing. Only when both parties had agreed on boundaries and outcomes should play resume. If no physical touch was discussed as permissible, then it was not to occur.
Members of House Laveau in NWM4. Photo by Learn Larp LLC.
Due to the length of the workshops, we did not provide a specific process for negotiating, although we did give an example negotiation for asking someone to the dance in the Player’s Guide. This process got more specific as the four runs of NWM progressed and we realized that players required a detailed process for negotiation of consent and boundaries. The main issue was that their negotiations were not specific enough. As a hypothetical example, a player might ask, “Are you okay with physical role-play?” and the other player, imagining pushing and shoving perhaps, states “yes.” The first character proceeds to slap the second character in the face, which the second player is not okay experiencing. So, while we found that players were negotiating, without coaching, modeling, and practice of a specific negotiation process, there was opportunity for miscommunication between the parties. These issues were then generally resolved using the other care mechanics, such as OK Check-In. However, by improving the specific nature of the negotiations through workshopping, this mechanic can be improved in future runs. We would like to extend the pre-game workshops by one or two hours primarily for this reason.
7. Pronoun Choice, Placement, and Correction
Sara Williamson (here as a Dubois student) and Liz Gorinsky (here as a revived House Ghost) in NWM4, who helped develop the pronoun workshop. Photo by Learn Larp LLC.
Pronouns matter. A player who is continually misgendered experiences immersion breaks in their role-play at best and triggered gender dysphoria at worst. Sometimes, a player portrays a character with a different pronoun than they use as a player for a variety of reasons. Assuming pronouns for a player or a character can lead to trouble. To avoid pronoun assumption, the triggering effects of misgendering, and the sometimes troublesome process of correcting a misused pronoun, NWM used an intertwined system of four techniques:
All characters were written in the second person with a single initial for the first name and no gender markers indicated. Players could play any character as any gender they chose and pick their own name.
We made “they” the default pronoun of the magical world, which was used unless told differently.
All players had player nametags and character nametags, both with player-chosen pronouns clearly displayed under the name, in a large enough font to be seen at a conversational distance.
A pronoun correction mechanic was modeled and practiced in the workshops, for when mistakes happen.
Players were asked to assume that other players had the best intentions and were attempting to use the correct pronouns — as was the in-game and off-game norm — and to use those instances to demonstrate a quick, non-judgmental pronoun correction. When someone uses an incorrect pronoun in reference to you or your character, players were taught, “If you make a mistake, and use the wrong pronouns in spite of your good intentions, the best response is to acknowledge the mistake, correct, and continue the conversation.” This technique was used for both in-game and off-game interactions and was developed in consultation with Liz Gorinsky and Sara Williamson, co-authors of the larp See Me Now, which explores queer identities.
Pronoun Correction Procedure:
The British sign language P. Photo from British-sign.co.uk.
Player 1 accidentally uses the incorrect pronoun to refer to someone.
Player 2 says the word “Pronouns” and shows the P hand signal, derived from the British sign language symbol for the letter P. If the player does not have both hands available, they can just use the verbal cue “Pronouns.”
Player 2 follows the verbal cue and hand signal with the correct pronoun for Player 1 to use.
Player 1 says “Thank you” for the reminder. Play or conversation resumes
8. Opting-out of Romantic Play Using a Sticker on the Nametag
By the fourth run of NWM, we realized there were some players there for whom any flirtatious or romantic interactions created player stress, and who preferred not to play on those themes at all. This feeling was for a variety of reasons, including not wanting to have those interactions so they could focus on other plots and themes. We gave players the opportunity to place a 0.5” (13 mm) colored circle sticker on their nametag, which indicated “I am not interested in romantic or sexual interactions.” Players wearing that sticker were not be approached for any role-play that dealt with romance or sexuality. The stickers functioned as a full opt-out of that type of play by the player and were easily visible to others from a distance. Players could point to the sticker as a reminder if mistakes occurred. We heard from some asexual and aromantic players that this practice was particularly inclusive and normalized their identities. However, many players used the sticker to opt-out of romance play, not just those identifying as asexual or aromantic. By having the sticker, a player not interested in romance or sex was spared having to repeatedly use the other mechanics in this system.
Students take dance lessons with the Chancellor. Photo by Learn Larp LLC.
The Counselors: Metagame Characters Responsible for Participant Care
Because we knew the majority of our players were either first-time larpers or larpers who had not played in the Nordic-style, we anticipated that players would need access to organizers who could assist them with their logistical, fictional, physical and emotional needs. With 160 players spread out over a 320-acre campus, we recognised that, even without deliberately creating challenging content, we’d have a statistically certain number of players who would have need of some kind of emotional support. In addition, since the result of several of the mechanics listed above was to walk the other player to a counselor, to the Sanctuary space, or to the off-game room, we needed to create additional points of interaction for when the off-game room was a 30-minute walk away, unnavigable for some players even in their best situation.
In anticipation of these needs, two characters were written into the game to serve as in-game liaisons for players. Written as NPCs at the faculty level, the counselors had free range of any classroom or meeting, and maintained a visible presence throughout the game as people characters could approach if they needed to talk. They functioned in-game as a school and career counselor, roles that make sense in a college environment. In-game, a character could speak with a counselor about their career, classes, a conflict with another character, worry about the dance, or any other life decision. At any moment in the conversation, counselors could switch to off-game conversation if the player required it. Sometimes players visiting the counselor needed to role-play into admitting needing off-game care, so this meta-function eased their transition. It also gave a plausible diegetic reason for being upset or leaving a scene by simply saying “I need to see the counselor.” Exiting a scene that is no longer fun or is making one uncomfortable can be hard to do; having an in-game reason to do so that was accepted by all characters, no matter their in-game power, was a helpful resource.
The Divination professor (left) helps solve a time magic mystery with the two counselors (Greene and Bowman) in NWM4. Photo by Learn Larp LLC.
Conclusion
While design visions, larp community guidelines, harassment policies, and codes of conduct help establish norms, they do not help players know how to enact the behaviors required to meet those visions, policies, and norms. Creating mechanics to break down expected behaviors into discrete steps, modeling them, practicing them, and then enforcing them with consequences if they are not used is required to bring a vision of an ethos and norms to life through interactions and play.
While these techniques and mechanics are neither perfect nor portable to all games, the aggregate toolkit does represent a step forward for systematic design of safety, calibration, and culture in larps. The careful attention to naming, modeling, teaching, practicing, and enforcing behaviors that create the norms that we wished to create for in-game and off-game interactions was a deliberate design choice. Many of these techniques formed the basis of the workshops and safety and calibration techniques we helped design for the End of the Line run at the Grand Masquerade in New Orleans, a White Wolf Vampire: the Masquerade Nordic-style larp organized by Bjarke Pedersen, Juhana Pettersson, and Johanna Koljonen with help from Sarah Lynne Bowman and Harrison Greene. We have heard from other players and designers that they are using some of these mechanics — such as the “OK Check-in” — in their larps, and we have heard from some NWM players that they are using some of these same techniques in their everyday life relationships and jobs.
Role-playing requires taking risks. Safety and calibration techniques create a measure of assurance, empathy, and trust among players that helps them feel able to take the risks they must to portray a character, feel emotions, and engage with others. Many players remarked that they felt more safe and comfortable with the fellow players of NWM — who they had not known previously — than they do in everyday interactions. Their reasoning is that they knew fellow players would support their boundaries and choices. Others told us they felt more cared from these erstwhile strangers than they do in familial and friend interactions in their everyday life. Having someone check-in to be sure you’re doing OK is powerful. Negotiating consent is powerful. Being able to make choices about one’s own needs without receiving retaliation is powerful. While this may not be the everyday world our participants’ experience, it is the “new world” we wish to create. For the duration of the larp at the very least, players were transported into this new world of magic, not just with their wands and spells, but also because of the way they cared for themselves and others using these safety and calibration mechanics.
Casa Calisaylá celebrates winning the House Cup in NWM3. Photo by Learn Larp LLC.
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, Charles Bo Nielsen, Jamie Snetsinger, Claire Wilshire, David Donaldson, Brandy Dilworth and the staff of the University of Richmond Summer Conference Services office.
Miriam Lundqvist, “Making Mandatory Larps for Non-players,” Nordic Larp Talks 2015, YouTube, last modified Feb. 11, 2015, https://youtu.be/xnIKzQlnRuU↩︎
Maury Brown, Johanna Koljonen, Lizzie Stark, John Stavropoulos, moderated by Sarah Lynne Bowman, “Episode 2: Emotionally Intense Play, Calibration, and Community Safety,” Game to Grow Webisode Project, YouTube, last modified September 1, 2016, https://www.youtube.com/watch?v=3YtRJd5CR2I↩︎
We had one instance of a player deciding on their own to skip the workshops (unbeknownst to organizers), who then proceeded to have a disastrous first few hours in the game, causing conflicts with several other players. This was directly because they did not know how to play, and their interactions with others were toxic as a result. This incident prompted organizers to create a makeup policy for workshops, barring entry to the game until a player who had missed workshops had met with organizers to learn the ethos and safety techniques described in this article. This doesn’t fully make up for the workshops, since they do not have the opportunity to form relationships with fellow players, but it at least covers the basic game system and ethos. We did not feel we could tell people they could not play the larp at all if they missed workshops, as some were delayed due to travel problems outside of their control. However, in many larp situations, we would support barring playing the game at all if a player does not attend workshops. ↩︎
Maury Brown, “Player-Centered Design,” Keynote at Living Games Conference 2016, YouTube, last accessed June 10, 2016, https://youtu.be/oZY9wLUMCPY↩︎
Johanna Koljonen, “Opt In/Opt Out Safety System,” Keynote at Living Games Conference 2016. YouTube, last modified June 10, 2016, https://youtu.be/7bFdrV3nJA8↩︎
Matthew Webb notes that a similar gesture, exiting a scene by putting the hand on the back of the head and lowering one’s gaze, is used at his larp, Planetfall. However, Planetfall has in place an adjudication system so that if one player feels another player is abusing the bow-out mechanic to avoid in-game consequences, they can see a Gamemaster who will make a ruling and narrate a consequence. ↩︎
Hinterland was set a few years in the future: a future in which war has destroyed much of society and the infrastructure of modern civilization. Millions of Swedes now live in overcrowded refugee camps scattered around the countryside, at the mercy of ad-hoc crisis authorities, whose resources are stretched way too thin. Life in the camps is harsh and many die of disease, malnutrition, or violence. But there is nowhere else to go.
The real disaster is yet to come, however. A few years into the crisis, a new disease starts spreading. The overpopulated camps and their malnourished inhabitants have no chance. Over the course of six months, almost the entire population of Sweden has succumbed to the disease, whether in camps or elsewhere. Hinterland was about a group of refugees from such a camp, who have fled in panic as the disease burned through the population. With nothing but the clothes on their bodies, and weakened by years of malnutrition, abuse, and trauma, they have marched off into the wilderness, hoping to get away from the disease.
We designed Hinterland to challenge the basic comforts most of us are used to at larps. We wanted the game to be physically challenging and really uncomfortable, and we told the players to bring as little as possible, even removing a few items from players before the larp. We actively encouraged players to steal things, even items like sleeping gear or food. The idea was to make the players feel like they didn’t have any resources at all, and to force them into scavenging from the start. The game area was an old farm in the middle of nowhere, where we had hidden items that they could make use of: things like food stashes, blankets, and tools.
To reach the farm, which was unknown to the players before the larp, they had to walk a few kilometers down a country road. That was how the larp started: a gruelling walk on empty bellies.
Our idea was to have the players scrounge around the farm once they reached it, and to have them ration or divvy up the resources. They also had to figure out whether they could build or improve the farm for an extended stay, or if they should just take what they could use and move on. Would players hoard or hide resources, or would they pool them together to give everyone a chance to survive? Would they fight over food? Would the characters that thought of themselves as “good” act in a selfish way, and vice versa? Would they act as a collective or would they divide into groups? What would happen to the traumatized refugees once they found relative security, a hot meal, and time to process their experiences? And what would happen once one of them started showing symptoms of disease?
During the larp, we had a few NPC scenes. One was an unexpected visit by a group of thugs who rolled in with guns and dogs and stole anything lying around, including food and blankets. The idea was for the players to feel a bit better about their situation once they had found some food and other items, only to have it brutally taken away from them again. Another NPC scene was when two visitors from a farm a few miles away came by to check in on the former inhabitants of the farm, who were now dead from the same disease running rampant in the camps. The larp ended with a group from the remnants of the local authority arriving to perform quarantine duties (at which point many players ran off into the woods).
It amazed me how quickly the condition of our clothing and general appearance deteriorated. We all looked pretty disgusting in the end, but I still felt like a person on the inside. The point is that we looked very much like the people I see begging outside my local food store, and the tarp we put up for shelter during the larp looked like the shelters built by the people who come here to beg to provide for their families. So, today, when I see someone begging, or see the refugees arriving with all their belongings in a plastic bag, I remember this disturbing discrepancy between my outside and my inside and I figure it must be similar for them – the feeling that the people who are clean and well fed will not be able to see who I am behind the dirt and grime, they will not be able to respect me for my achievements or envy me my talents, because those things are invisible to them.
Eva Meunier, participant
Creating Survivors
Character creation was left up to the players, in a process where they would answer around twenty specific questions about their character’s life before, during, and after the war. The questions were designed to streamline the character creation process and to get the participants thinking about the same issues, while leaving out things that weren’t relevant to the story to be told. “Where were you when the war came?” “What kind of person were you before the war?” “Have you done anything to survive that you are not proud of?” Players then asked to have their character reviewed and accepted. Players could request coaching if they felt they needed input or direction. In some cases, organisers did not approve of a suggested character. In these cases, players got an assigned coach to help them build a more suitable character.
Players were also required to create a few background relationships, shared memories, and a skjebne or fate, for their character. All of this was available through an online system, and players could read each other’s approved characters and build internal relationships. Players were encouraged to let their character design be completely transparent, but they could choose to keep some parts of their background accessible only to themselves and to the organizers. Some players choose this option for a few details of their characters. All fates were by design fully transparent, so as to increase the likelihood of them coming true.
Today, as I’m eating breakfast and listening to the news of refugees being treated like shit in Libya, or when I see Facebook posts about beggars needing money in order to get home to their countries, I realize what this larp has really given me. Not awesome immersion and a heavy larp experience, but an aftertaste that leaves me defenseless when I hear about refugees and is now making me act instead of closing my eyes. Hinterland seems to have actually done what I was hoping it would do – making me more empathic (and acting on that empathy) to people in similar situations to what I’ve experienced. For me, there’s nothing better or greater this larp could have achieved than nudging people like me out of my comfort zone.
Sofia Bertilsson, participant
Game Mechanics
Hinterland was light on rules. We decided not to have any boffer weapons, instead using a combination of blank-firing guns – of which there was only one available to the larpers, with a total of two rounds of ammunition – and blunt weapons, such as rocks, hammers, etc. Weapons were used to pre-determine the outcome of a confrontation, similar to the Monitor Celestra rule of “the one with a gun controls the situation,” with our take being “the one with the largest rock controls the situation.”
As for violence, we wanted to avoid pointless fighting for its own sake, and instead made violence have consequences. We also suggested and workshopped a system in which fighting was mostly about postures, escalating to a point where someone backs down, or brawls on the ground. Furthermore, players were made aware that their characters were weak from malnutrition and lack of sleep, and hence would not be able to take a beating. Our game was loosely divided into acts, where any violence used got increasingly more dangerous as the larp progressed. You could choose to die whenever you wanted to, but you were not allowed to kill other players until the last act.
As the disease was a major plot element – “Am I infected?” “Is anyone else and how do we treat them?” – we devised a system in which a group of randomly selected players were picked from a list and flagged as “infected.” All the players received a small ziploc bag containing a pill – or three pills, at the second run – to take during the larp. If the pill contained salt, you started manifesting the disease, at which point you could go to the lavatory and apply red powder makeup to your armpits or chest, which symbolized the red rashes you got from the disease. This technique gave a lot of players a sense of dread when taking the pill, and for many who were infected, the taste of salt felt like a physical blow.
The raiders have left, taking most of our scavenged food and blankets with them. Now a group is checking everyone for the disease. I’m slowly removing my stinking shirt and jacket when I see it, the tell-tale symptom: a bleeding rash on my stomach. God, please, no…
JC Hoogendoorn, participant
Because of things overlooked at the first run, we decided to let a few players from the first run play run two as well, with the off-game responsibility to “hack” or push players out of situations where we thought the game might get stuck. For example, players could hack instances where they saw a power dynamic or consensus in the game that killed off avenues of play to explore. An example was when everyone agreed on the most sane and rational solution early on and stuck to it, in a way that didn’t feel like decisions made by people who had been subjected to years of misery, were cold, exhausted, hungry, and afraid.
Why?
We have always been interested in “end of the world” scenarios, but also contemporary politics. Far-right and anti-immigrant ideologies are on the rise in Sweden, and we wanted to counter that in some way. One way in which we know we could attempt this was to have people experience just a tiny sliver of the life of a refugee for a short while. We didn’t believe that our larp would be anything close to the horrors that refugees encounter, but we hoped that giving players a tiny taste of the situation experienced right now by millions of people out there would give a better understanding of the hardships that war, and fleeing from war, can entail. We also wanted to make something that was “hardcore” in areas that usually go unchallenged at larps: like personal property, comfort, and basic stuff like food and sleeping quarters. And, finally, an aim of this project was to donate the proceeds of the larp to a Swedish organisation that helps refugees already rejected by the system: the paperless or underground refugees that are sometimes called “illegal.” This was our intent from the start, and something we were open about. In the end we managed to raise around €2,000 for that cause; an amount that we are very happy with.
I just can’t stop thinking of the events and feelings I experienced this weekend and the events and feelings that the real refugees experienced at the same time. It’s hard to grip. And there is more than one million refugees for every participant at the larp. I’d like to thank everyone for this larp that made me think and feel so much. Now I have to make something of those thoughts and feelings. What that will be I do not yet know.
Martin Gerhardsson, participant
Hinterland
Credits: Sebastian Utbult, Olle Nyman, Erik Stormark, with the help of Karin Edman, Simon Svensson, Ida Eberg, Andreas Sigfridsson and others.
Date: May 8–10 & May 22–24, 2015.
Location: Rifallet, Sweden
Duration: Around 40 hours, plus workshop.
Participants: 40–45 per run (two runs total).
Budget: €7,000
Participation Fee: €50–€250 depending on income.
Game Mechanics: Blunt weapons (representative), “phys-larping” violence, optional meta scene room, escalation/ de-escalation techniques, disease system, playing to lose, act structure.
Danish larp producer Bjarke Pedersen of Odyssé is talking at the Future of StoryTelling conference in New York in 5-6 October 2016. Here is a short talk (3m 26s) where he eloquently and concisely describes what larp is. It’s well worth your time.