Month: December 2017

  • Tenement 67: Tales from the Tenements

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    Tenement 67: Tales from the Tenements

    By

    Simon Brind

    How a UK larp’s take on dystopian cyberpunk is learning from Nordic larp design principles

    One day you will see the truth, you will learn to understand the patterns and numbers in the data. When God left the analogue world they left us a trail to follow, a path to enlightenment and a way to see the demons all around us.

    Tales from the Tenements
    Hooded woman with makeup-streaked cheeks drinking
    Emma from T67. Photo by Ara McBay.

    As William Gibson’s Sprawl Trilogy was coming to an end, I was spending a fair amount of my time in underground nightclubs listening to angry electronic music. A lot of people wore black; there was a hint of illegal stimulants and the threat of violence that entails It was a world of rainy streets, strobe lights, and laser noodles from styrofoam containers. I once received a 1.44MB floppy disc with a pirated C compiler on it in a basement of a bar in central London; that same night a woman with a pet python tried to persuade me to run away and join the circus, and I learned why you should never let a friend attempt an intimate piercing with a piercing gun, whilst drunk, in a cloakroom.

    man in hoodie, glowing glasses, and green collar
    Merc from T67. Photo by Ara McBay.

    My liminal relationship with cyberpunk((Cyberpunk is a sub-genre of science fiction that tends towards telling the story of the underclass in a highly technological post-industrial dystopia. Gibson’s Sprawl Trilogy (1984-1988) is probably the most cited text, but John Brunner’s (1975) Shockwave Rider is arguably the first.)) fiction did not end there. One of the descriptions of Cyberspace in Gibson’s Mona Lisa Overdrive runs like this,

    That’s White’s,’ Tick was saying, directing her attention to a modest gray pyramid, ‘The club in St James.’ Membership registry, waiting list…

    …building that database for White’s of St James’ was actually my first freelance software contract after university.

    As a result I have always steered very clear of cyberpunk larp. I worried that it would not have the razor sharp edge of what had come before. And so we must fast forward, like a console cowboy through the consensual hallucination that is cyberspace, through thirty odd years to the present day…

    Broken Dreams is a UK larp company that has produced a number of games that have started to subvert the formula of UK LRP1 systems. T67: Tales from the Tenements (“T67”) is a rules light larp that rejects the hegemony of character development via skills or points. Instead, this larp focuses on the stories of characters living within a near future dystopia that is both cynical and slightly too close for comfort.

    Helly from T67. Photo by Ara McBay.

    The fictional world of T67, written over the period of a few months by UK larp designer Rob Williams, exists as a series of short snippets of fiction. As an exercise in world building, he’s adopted a “sketch-based-design” approach. There is information that is canon here, but players don’t have to learn a whole new language or remember the details of a world. It is trope rich in places. T67 borrows heavily from the cyberpunk genre, but that makes the experience more comfortable and rounded for players. There is just enough backstory for the world to be defined and the result is an immediately accessible fiction in which to play.

    It was this combination of easy access to both the game mechanics and the game world that attracted me to the larp.

    The first event, set during a block party for one of the tenement buildings in 2040, featured a live DJ playing a soundtrack of industrial and electronic music. It was loud, and at times the music made conversation harder in the central parts of the larp site than was desirable. As a design feature, the loud music tended to force conversations out towards the edges of the site, which I found slightly isolating. I spent a lot of my formative years in and around clubs playing this sort of music and find that (in nightclub settings) the bleed from my misspent youth tends to detract from the larp experience. In this instance, however, the music was diegetic. Moving around the periphery fit both the character and the setting; I was not forced to go to an off-game space to reconnect with the larp.

    I arrived about an hour after the larp had started. There was no pre-game briefing or workshop, and I was escorted from the lift in the warehouse where the larp was taking place to the game area and just started to play. The location is specifically used for airsoft, larp, and similar activities. A series of wooden walls — many painted black — formed rooms and corridors in the fictional Tenement building. There was limited scenography — I saw a bar, the dance floor area, and an operating theatre for cyber implants — so the setting was representational rather than going for the 360 degree illusion.

    Person in white coat adorned in glowing lights
    Kat from T67. Photo by Ara McBay.

    Characters were written by the players, but needed to fit into certain predefined groups. These were staples from the cyberpunk genre: gang members, hackers, street samurai, outlaw journalists etc. I was offered a high society (corporate) character. However, in an attempt to play low-status characters rather than high status ones, I ended up as “The Reverend,” a street preacher in the Church of the Digital Mother. The Reverend was a burnt out hacker turned religious leader. I wore a liturgical dog collar made from a reflective band and found that the agency this piece of costume gave me to talk to anyone, to be — up to a point — trusted, and to go anywhere was most liberating.

    Photo of Simon Brind
    The Reverend, held at gunpoint and considering his next six moves. Photo by Ara McBay.

    The details of the Church were shaped by the players via pre-game emails and conversations. Much of it we made up as we went along. Indeed I spawned two new religions along the way, the Reverend being there to provide platitudes to those that needed them in whatever form was most appropriate. The character creation process relied a lot upon players writing backgrounds and creating relations themselves, which is normal for UK games. But beyond a Facebook group where everyone seemed to know each other, there was little support or guidance for players on how to develop characters and connections. It may be that less experienced players got more input or guidance from the organisers, but the assumption that this process would work without organiser input was a slight weakness in the larp design.

    Traditional UK larp would have skills — a hacker would have some things that they could do, or not do, specified in some detail by the system rules. In T67, we could — via a role-play process — do pretty much whatever we wanted. In some cases, actions required the input of a game master; in other cases, they gave us access to a laminated card that could be torn open and a code revealed inside. However, in most cases, if a player said they were doing something, everyone went with it.

    Part of what the hackers needed to do was to break a code. In doing so, and by interfacing with various bits of cyber-technology found within the game location, the game plot was revealed. This process was slightly unwieldy. We unearthed sequences of binary code numbers by hacking into things and opening up the laminated cards attached to them. We then had to work out which letter of the alphabet the binary number referenced. By decoding the entire sequence, we got a meaningful message in English. Typing sequences of binary into a spreadsheet and then converting them to a letter in the dark was time-consuming, and yet still strangely satisfying. We broke the code very quickly, but needed to validate and confirm it was right. The job felt edgy and slightly dangerous, mainly because of the risk of discovery. Its flaw is that it is not scalable or repeatable. Subsequent T67 larps using the same mechanic risk an arms race of cryptology and a group of players locked away trying to break codes rather than role-playing. However, the original plan for this part of the larp was going to use an IRC (Internet Relay Chat) server with backchannels for hacker characters, so I’d expect something very different for subsequent events.

    However, via some shady deals, clever hacking of implants, and some binary maths, the Church made some important discoveries. I learned that crouching in shadows frantically writing (VBA) code to help decrypt binary messages was fun.

    a group of characters confer in a dystopian setting
    Photo by Ara McBay.

    Other rules were very light. The larp used an escalation and opt-out meta-technique for physical interactions and a simple “largest group wins” for conflict (with a modifier for characters with cybernetic implants). The escalation mechanic was the “Is that all you’ve got?” phrase that originated with Black Friday. The opt-out mechanic was the Lookdown, devised by Johanna Koljonen and Trine Lise Lindahl. Workshopping these mechanics would have been beneficial — particularly to those who have never used them before in other larps — because it is a very different approach to what most UK players are used to. Death and injury were up to the victim, but with a strong suggestion that players should let their characters die where appropriate. Alternative pre-written characters were available to those players whose characters died early.

    two people with glowing adornments huddle close
    Cass and Weaver from T67. Photo by Ara McBay.

    Overall, the style of play was very generous. It mixed a “play for maximum drama” style with the desire to stay on trope. Particular kudos to “Zee,” the insufferable corporate clone who everyone wanted to punch, but nobody wanted to get on the wrong side of their bodyguard. This was a larp that balanced character driven narrative with carefully interwoven organiser seeded plot. There was a crew of NPCs, but they were seamlessly integrated into the larp and it was never clear whether a character was a player or an NPC.

    I am not a fan of campaign games, i.e. those with a continuing storyline where players play and develop the same character, often over a period of several years. T67 is episodic, but has been designed in a way that the stories are not necessarily chronological; whilst they may be linked, there is no imperative to play the same characters from one game to another, and no material benefit for doing so. Nevertheless, I can feel the setting getting its hooks into me in a way that a UK game has not done for a decade or more.

    Does this larp mark a turning point in the style of game offered in the UK? The “system” based larp — with points/skills based character creation — has been popular since the early 1980s and shows little sign of decline. There seem to be more larp systems in the UK than there are players to sustain them. Some fail to run even one event because of a lack of players or the NPC “monster” crew that they inevitably require. With that in mind, Tales from the Tenement makes a brave choice to try something different and it does it well. If other larps follow the lead. I think it will lead to an overall growth in the number of larpers in the UK simply because this style of game is collaborative rather than competitive, and that is significant.

    I no longer sport the battered leathers, mohawk haircut, and mirrorshades of an early 1990s cyberpunk, but it was interesting to both revisit my past and also to play in a dark future that seems to be getting ever closer. I didn’t even have to get on a plane!

    a man with goggles and a metal mohawk
    Charlie from T67. Photo by Ara McBay.

    T67: Tales from the Tenements

    Location: Grange Live Gaming, Birmingham, UK

    Cost: £30

    Duration: 6 hours

    Designer: Rob Williams

    Players: 55

    Details: https://rob8153.wixsite.com/t67-tales


    1. The majority UK larp organisers use the acronym LRP — for Live Role Play — rather than the word larp. ↩︎
  • Larp Tools: Pronoun Markers and Correction Mechanics

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    Larp Tools: Pronoun Markers and Correction Mechanics

    By

    Maury Brown

    In role-play, players and their characters do not always use the same pronouns. Some players use role-play to explore personal questions of gender identity, using the alibi of the character to give them a chance to try on a new identity and experience being known, seen, and referred to as that gender. Others are simply more interested in experiencing a particular game from the point of view of a gender that is not their own, often because they desire the challenge of the play, or because they feel that the roles of a specific gender are more intriguing or important. Others still are gender non-conforming in some way and experience misgendering in and out of games.

    More and more larpers are coming out as transgender — meaning that their gender is different from what they were assigned at birth — or non-binary, in which their gender doesn’t fit within the gender binary of male or female. As a result, the way larps and larp communities use pronouns, casting, and references to gender role-play also needs to adapt in order for a larp to be accessible and inclusive to participants of any gender. Terms like “cross-play,” which has typically meant to play the opposite of your own gender become problematized when moving beyond a gender binary. Casting based on what gender one presents as or passes as, instead of what gender one wishes to play is also something to question, and can sometimes feel at odds with the design goals of the larp or the ideals of immersion.

    A sign on a public wall that says "Gender Grammar: Never Assume Someone's Pronouns" with a person walking byGrammar Wars #2: ‘Never Assume Someone’s Pronouns’” by David Bleasdale on Flickr. (CC BY 2.0).

    These important considerations are beyond the scope of this article, though, which deals solely with player and character pronoun markers and the introduction of a pronoun correction mechanic to use at larps. These tools are designed to allow players to ensure their pronouns are known and used for themselves off-game and for the characters they are playing. The goal is to minimize the amount of misgendering, to expose participants to the variety of gender identities people may hold, to create the norm that pronouns matter, and to implement a procedure for correcting a pronoun mistake. All of these are in place to establish a Culture of Care and Trust, as well as to make our games and communities safer and more inclusive spaces for all bodies, genders, and identities.

    Pronouns matter. Misgendering someone is a big deal that causes them discomfort and pain. A misgendered player experiences immersion breaks in their role-play at best and gender dysphoria at worst. Misgendering contributes to negative bleed and emotional distress. Assuming pronouns for a player or a character can lead to trouble. To avoid pronoun assumption, the triggering effects of misgendering, and the sometimes difficult process of correcting a misused pronoun, the following pronoun statement and correction mechanics were developed. They were created in 2016 for New World Magischola by Maury Brown, Sarah Lynne Bowman and Harrison Greene, with help from Sara Williamson and Liz Gorinsky, co-authors of the larp See Me Now, which explores queer identities. Brodie Atwater contributed to later workshop adaptations. Pronoun markers are now in use in several large larps and larp conventions, and the pronoun correction mechanic is in use at Learn Larp, Event Horizon, and Double Exposure events.

    Pronouns on Display: Two Methods

    There are two main procedures regarding using pronouns on name badges at larps or conventions. The first approach displays pronouns on all name badges as an expectation or norm; and the second allows participants to add their pronouns to badges (or wear a separate badge or patch) if they choose. In both cases, players designate their own pronouns, and upon seeing the displayed pronoun, other members of the community are expected to make every effort to refer to each person by the pronoun that they have displayed.

    Default Pronoun Listing and Default Gender-Inclusive Pronoun

    New World Magischola (2016-) and Event Horizon (2017-) display player pronouns on player badges and character pronouns on character badges as a default. Players are asked to list their preferred pronouns on the document or database prior to the game, and nametags are printed from that source. The expectation set by this choice is that pronouns matter and cannot be assumed. Participants check the nametag to give all co-players the courtesy of correctly gendering them. In the absence of knowing someone’s personal pronouns, the default pronoun is “they,” which may be corrected to another pronoun using the procedure below or by checking the name badge.

    A New World Magischola badge listing pronouns
    Badge for a professor in New World Magischola with pronouns. Photo by Learn Larp, LLC.

    Putting preferred pronouns on all nametags normalizes listing pronouns. This practice recognizes their importance for player safety and inclusion, and makes it a generally accepted practice to see them for everyone, not just those folks who are gender non-conforming. It brings awareness to the existence of other ways of identifying and includes those who identify beyond the gender binary. If pronoun markers are a choice, it can single out those who choose to wear the badge, and draw attention to them as different from the “norm” or somehow “needing” a badge more than someone else. It can also be more difficult for a trans participant to have to decide whether to make their pronoun choice explicit (sometimes outing themselves), or attempt to pass by deciding whether to use a pronoun badge. Such a practice can make them feel that they are different from the rest of the community by needing to wear one, since their presenting gender may not “adequately conform” to their preferred identity. When pronouns are listed by default, it removes this decision from any participant, as it’s just a matter of course that all participants’ pronouns will be visibly stated. All players display their pronouns on player nametags and all characters display their pronouns on character nametags. The font is large enough to be seen at a conversational distance.

    Separate Pronoun Badges or Patches

    The large networked North American post-apocalyptic boffer campaign Dystopia Rising added pronoun patches in late 2016 and the Polish-Danish perennial castle larp College of Wizardry added pronoun badges in 2017. Badges and patches are a way for players to self-select displaying their pronouns on their in-game costumes or off-game attire. DR made official patches that are sold through their company store, and made rules about wearing them to ensure that subcultures in their game network could not discriminate against them or ban their use. In addition, the singular design would be recognized across their many-game network, and the guidelines for displaying them helped to universalize where to look. Prior to creating their official badges, some players had been making their own, or writing pronouns on another part of their costume, and there had been dissension in the community about whether this was proper. The official patches were intended to end those arguments. She/her, he/him, and they/them patches exist.

    Dystopia Rising’s pronoun patches. Photo courtesy of Eschaton Media Productions.

    In their fall 2016 and spring 2017 games, College of Wizardry introduced pin-on buttons/badges, which they made available for free at the beginning of the larp, as players pick up their robes and ties. The badges have three choices of pronoun options available (He/Him, She/Her, and They/Them) and they are optional to wear and use. These 1” badges are generally pinned near the name badge and are in a font that is easily readable. While primarily intended for use in-game, some players also use them at the after-party as well, especially if their off-game gender differs from their in-game one. Many College of Wizardry students wear various badges already — such as a House crest pin, or a pin to show support for an activist cause or membership in a club — so the use of a pin-on badge makes sense in the world.

    In both cases of Dystopia Rising and College of Wizardry, any player may choose to wear a badge, but no player is required to do so. Some cis players choose to wear one to bring awareness to pronouns and help normalize their use in game. Some players, including trans and nonbinary players, do not want to make their pronouns explicit, so they choose not to wear a badge. Trans and nonbinary players have noted that this self-selection process can require them to out themselves in a way that may not be safe or desired. Some genderfluid players do not want to choose a specific pronoun, so they may choose to wear two or more of the badges. In either game there is no mechanic for a default pronoun. Players in both communities have expressed thanks that the patches and badges were introduced and used.

    Pros and Cons

    In either method of pronoun marker, it is important that the stated and enforced community norm be that a participant’s stated gender is accepted at face value and without question. Comments such as, “it’s difficult for me to call you [pronoun] because you so clearly look like [gender]” are harassing, unwelcome, and should not be tolerated.

    Not every game will want to use a name badge for characters in-game, or use pronoun markers of any kind. An immersive historical larp where everyone is in period costumes, for example, may find the name badges or pronoun badges to be disruptive to immersion. If you are using name badges, placing the pronouns on the badge itself is typically least disruptive, as there is only one article that is “out of place” on the Regency ball gown or the pirate couture, for example. Organizers should make a careful and calculated decision about using name badges and/or pronoun badges. They are weighing player comfort and safety against an immersion ideal. Whatever choice is made, they will have to justify it to themselves and their participants. Choosing not to include visible pronouns may make certain participants feel uncomfortable, especially if they worry about being repeatedly misgendered, which can disrupt their own immersion.

    a pile of pins with the pronoun "they"
    College of Wizardry pronoun pins. Photo courtesy of Dziobak Larp Studios.

    Listing pronouns on name tags as a default is not the same as mandating wearing a separate pronoun badge or ribbon. Separate badges are extra items to wear or attach, and requiring everyone to add them begs the question of “but what if I don’t need one, because my presentation is obvious” or “I don’t want these progressive politics introduced into my game” or “adding the badge breaks my immersion.” Leaving them as an option can create these conversations and invite these arguments, which can be difficult for genderqueer participants to hear and be part of. Making pronouns a part of a regular nametag normalizes them as an essential piece of information, not an option, and stops deliberation about whether they should be used. This practice also raises awareness for correct pronoun usage outside of the larp.

    However, sometimes the act of choosing, especially for a genderfluid person, creates discomfort. The design choice of having the default gender neutral pronoun, “they” can reduce that concern, as “they” is used if a pronoun is not indicated. Using “they” signals a lack of reliance on the gender binary, as “they” is neither expressly male or female. Without the default pronoun of “they” participants tend to fall back on the binary, which is already normalized. The default of “they” instead changes the norm, but allows gender binary pronouns to co-exist within it.

    Correcting a Pronoun Mistake

    Being misgendered is a big deal, and it should not be tolerated. Many people who use incorrect pronouns do so despite good intentions and are genuinely mortified when they make a mistake. While being misgendered causes negative and hurtful feelings and is in some cases used as a form of deliberate harm, aggression, or violence toward trans and nonbinary people, when seeking to create a safety tool to contribute to a culture of care and trust, it is important that all participants give each other the benefit of the doubt. The benefit of the doubt means that everyone in the community will do their very best to use each person’s correct pronouns, and that there is a shared responsibility for correcting someone who makes a pronoun mistake, promptly and matter-of-factly.

    A pronoun sticker with Ted's pronouns listed as he, him
    A name and pronouns sticker from the Human Rights Campaign. “2017.06.08 Pride DC People and Places, Washington DC USA 6108” by Ted Eytan on Flickr. (CC BY-SA 2.0).

    When a person is corrected, they should accept it graciously, thank the person who is helping them use the proper pronoun, and treat their co-players with respect. The overriding principle is: “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.” Over-apologizing exaggerates the mistake, derails the role-play and makes both the person who was misgendered and the person who did the misgendering uncomfortable. This situation can lead the person who was misgendered to feel compelled to reassure the player who made the mistake, which can heighten feelings of dysphoria or alienation. Thus, a simple “thank you” is considered preferred etiquette and is least anxiety-producing for everyone involved.

    To enact this norm, the following pronoun correction procedure was created and implemented in New World Magischola beginning in June 2016. A similar procedure is used at Event Horizon larp and at Double Exposure conventions (DREAMATION, DEXCON, and Metatopia). Providing a mechanic that includes a script both normalizes and standardizes the correction. This makes it second-nature and ensures that a considerate correction/response is used and expected.

    Pronoun Correction Procedure

    If a misgendering occurs, participants are taught and expected use the following quick, non-judgmental pronoun correction mechanic. This technique is used for both in-game and off-game interactions:

    1. Person 1 accidentally uses the incorrect pronoun to refer to someone. The person who was misgendered can be the person you are speaking to or someone you are speaking about.
    2. Person 2 notices the incorrect pronoun use and says the word “Pronouns” and shows the P hand signal. This can be one of two signals: the British sign language symbol for the letter P (which requires two hands) or the American Sign Language symbol for P (right hand only). If the player does not have one or both hands available, or chooses to, they can simply use the verbal cue “Pronouns.”
    3. Person 2 follows the verbal cue and/or hand signal with the correct pronoun for Player 1 to use. e.g. “Pronouns. They.”
    4. Person 1 says “Thank you” for the reminder and repeats the correct pronoun. Play or conversation resumes.
    cartoon hands make a P
    The British sign language symbol for P. Photo by british-sign.co.uk.

    Person 1: “We were leaving class at the same time, but I didn’t get a chance to talk to her.”

    Person 2: [Makes a P symbol] “Pronouns. They.”

    Person 1: “Thank you. I didn’t get the chance to talk to them.”

    This procedure can be repeated as often as necessary if the misgendering continues. Sometimes it is genuinely difficult to change one’s speech habits and use a different pronoun, especially when one is already under the cognitive load of roleplay. A person may need several reminders. The expectation is that one is corrected each time, both to help someone pay attention to their language use, and to encourage not letting a misgendering pass without correction. Anyone who notices the pronoun mistake is encouraged to speak up; it can be much easier for a friend to correct on behalf of someone misgendered than the person themselves. In each case, the response is the same: the person correcting uses the mechanic and states the correct pronoun and the person being corrected acknowledges with “thank you” and repeating the pronoun. Needing several reminders can be frustrating for everyone, but repetition is often needed as people learn new habits. If it appears that someone is intentionally misgendering or refusing to abide by stated pronouns, an organizer or member of the safety team should become involved. Deliberate misgendering or dismissal of the importance of using a person’s preferred pronouns is harassment and should be dealt with accordingly.

    Drawing of a hand performing the ASL P
    American Sign Language symbol for P. Photo courtesy of Pixabay.

    What the Mechanic Does and Its Usefulness

    1. Sends a clear message that your community is inclusive to people of all genders.
    2. Formalizes how pronouns are handled in your community.
    3. Reduces the amount of misgendering that occurs for players and characters.
    4. Gives a simple and quick correction procedure that is expected and minimally intrusive.
    5. Opens community members’ eyes to perspectives beyond a gender binary.
    6. Teaches participants how to get better at recognizing and using different pronouns.
    7. Helps trans and nonbinary participants feel more respected and safer.
    8. Allows role-play to continue quickly after a correction, rather than allowing a conversation to derail into obsequies and discomfort.
    9. Shares the responsibility for ensuring people are called by their proper pronouns to everyone in the community, not just those who use gender binary conforming pronouns.
    10. Opens your game to multiple gender expressions.
    Pink gender pins with he, she, they, and "ask me!" pronouns
    Pronoun Pins for XOXO Art and Technology Festival in Portland, Oregon. “Gender Recognition Pins” by sarahmirk on Wikimedia Commons. (CC BY-SA 4.0).

    Conclusion

    Pronouns markers and gender in games are a topic that needs further study in larp communities. Trans and gender-noncomforming players have stated that having a method for indicating and correcting their pronouns makes them feel more welcomed and included. Having one’s pronouns respected helps players feel safe and able to trust their fellow participants. Implementing a pronoun correction mechanic shares the responsibility for ensuring that correct pronouns are used with everyone in the community. Trans and gender-nonconforming participants have stated that it can be exhausting and difficult to continually correct others themselves, and that they appreciate it when others correct and advocate for proper pronoun use on their behalf. Many larpers and people in general society have little experience with people who identify beyond the gender binary, and tend to default to language or behavior that often is harmful to genderqueer co-players. Designers and organizers can put tools and techniques such as these in place to improve awareness of how default gender norms marginalize nonbinary and trans participants; to take steps to improve marginalization and toxic behavior within game communities; and to model better behaviors outside of the gamespace. While these tools do not solve the systemic issues that trans, nonbinary, and genderqueer people face in larps and everyday life, they make a visible and important step toward inclusion.


    Special thanks to Alex Rowland, Brodie Atwater, and Dani Higgins for feedback on early versions of this article.

    References

    Bowman, Sarah Lynne. “Bleed: The Spillover Between Player and Character. March 2, 2015. https://nordiclarp.org/2015/03/02/bleed-the-spillover-between-player-and-character/

    Brown, Maury. “Creating a Culture of Trust through Safety and Calibration Larp Mechanics.” September 9, 2016. https://nordiclarp.org/2016/09/09/creating-culture-trust-safety-calibration-larp-mechanics/


    Cover Photo: “2016.07.01 Nametags with Pronouns – Avery 5392_nonbranded” by Ted Eytan on Flickr. (CC BY-SA 2.0). Photo has been cropped.