This article is based on a presentation I made at the Nordic larp conference Knutpunkt 2018 in Lund, Sweden. It is based on my own experiences as well as conversations with larp crushed people.
There must be more to it. That’s what I’ve always thought.
Larpers generally agree that what happens in-game stays in-game. This idea is known as an alibi — as described by e.g. Markus Montola (2010). Just because your larp character is a sadistic tyrant does not mean that you are. The same goes for relationships: Your sister is not your actual sister, your friend is not your actual friend, and your lover is not your actual lover.
Right?
But then there’s the larp crush. It sounds like a little blip on your romantic radar — something you laugh at and quickly shrug off. But as it turns out, that is often a misconception. In the words of a young lady who approached me after my talk at Knutpunkt: “It’s called larp crush because your heart is crushed afterwards.”
Defining the Larp Crush
What is a larp crush? If you are not sure whether you have had one, you can rest assured: You have not. It is not the kind of experience that goes unnoticed.
A larp crush is a condition where you and your character get your wires crossed, so to speak.
It is a close relative to larp bleed, which Sarah Lynne Bowman (2015) defines as “moments where […] real life feelings, thoughts, relationships, and physical states spill over into [the players’] characters’ and vice versa.”
However, larp crushes are known to be potentially more intense than pretty much any other experience of bleed.
In order to examine the larp crush, I have been looking into how actors deal with the equivalent of bleed. According to professor of media psychology Dr. Elly A. Konijn, actors rarely get confused about their identity (Konijn 2000). In my experience, the same goes for role-players. However, they do get affected by their character’s emotions and behaviour. Just like actor Jim Carrey was affected by portraying Andy Kaufman in the biopic Man on the Moon, so do role-players get affected by their character’s emotions.
This is my definition of a larp crush:
A larp crush is a variant of bleed, which means that you are having trouble separating your real world emotions from your character’s.
You know that you have a larp crush when you feel an inexplicable desire to spend time staring into another person’s eyes for unreasonable amounts of time.
It is only a larp crush if you felt no prior attraction to the person in question. You might have thought they looked nice, but you didn’t see them in a romantic light. If you did, it’s not a larp crush — it is a regular crush!
It is only a larp crush if it was triggered by your in-game relationship. Finding out at an afterparty that you really like each other is not a larp crush — it is a regular crush.
Echo and Narcissus (1903) by John William Waterhouse.
Immersion into Character
In Nordic larp as well as in most Hollywood films, realism is by far the most prevalent genre. This means that being able to reproduce realistic emotions is considered “good role-playing.”
Our approach is much like that of actor and theatre practitioner Konstantin Stanislavski’s work.
Early Stanislawski method acting claims that the actor should give themselves up, and become one with the role. Furthermore, you should use emotional recall to create believability.
Recalling genuine emotions not only creates the expression of those emotions; it also makes you relive them. Because of the potential danger of this method, Stanislawski later distanced himself from it. However, it was too late: Hollywood had already embraced it. Some of the most famous actors, from Dustin Hoffman to Heath Ledger, used this method.
When larping, so do I.
Becoming emotional or being moved by a performance appears to be one of the most important criteria an audience uses to judge the impact of a performance. The same is the case for participants larping in the Nordic style (Bowman 2017).
Unless we get emotionally involved, we do not get the catharsis feeling that the ancient Greeks used to describe the feeling of being emotionally purged — of having gone through a great ordeal, and coming out on the other side.
As a side note: For some larpers, emotional identification with the character never happens. However, many people are able to create an emotional bond with their character some of the time, although not always. Because Nordic larpers often see character immersion as an indicator of success, larp without immersion into character is often considered a failure and a disappointment.
Actors agree that the ticket to an emotional bond with your character is preparation. You must know all about your character — where she comes from, her status, her character, her habits, her life goals or lack thereof. You must know enough that you are able to build “an inner model,” or as psychologists describe it, a theory of mind.
Limerence
Larp crushes feel like falling in love. They consist of a mixture of obsession and compulsion. You are constantly thinking about the object of desire, and you can’t help but interpret everything he or she says or does and what that means for your relationship.
While doing research for this article, I stumbled on the term limerence. It was coined by psychologist Dorothy Tennov in 1979. It is an often involuntary state in which you are emotionally attached to another person to the point of obsession. Although it involves physical attraction, it goes much further than just the wish to have sex. You might call it an extreme version of romantic love. As Tennov (1979) describes, “Limerence is first and foremost a condition of cognitive obsession.”
According to Tennov, never experiencing limerence is just as natural a state as experiencing it. However, people who have never gone through limerence are prone to think it is a myth. It is not, but it is a bit of a unicorn that some people go their entire life without ever seeing. Larping is excellent at inducing this state.
The limerent person — that is, the person experiencing a full-on crush — becomes extremely attentive to little signals, such as body language, wording, or actions.
Being limerent is like that moment in The Wizard of Oz when the doors open, and you step out of Kansas and into Oz. It is like an awakening. You are high on energy, and everything is doubly intense.
The Wizard of Oz (1939). Photo by Insomnia Cured Here on Flickr. CC BY-SA 2.0.
According to scientists, an MRI brain scan of a person in love looks a lot like the brain of a person under the influence of cocaine (Fisher, Aron, Brown 2018). Over the years, it has in fact been debated whether being in love should be classified as a mental disorder (Tennov 1979). There is no doubt that limerence is a very powerful physical condition as well as a state of mind. Also, while you are going through it, you have as little power over the chemical reactions that are going on in your brain as if you were on drugs.
Limerence is not the product of human decision: It is something that happens to us. Its intrusive cognitive components, the obsessional quality that may feel voluntary at the moment but that defies control, seem to be the aspect of limerence in which it differs most from other states. (Tennov 1979)
Larp crushes make you feel alive. Everything is coated in meaning. For better or worse, whether you are drowning in misery or over the moon with joy, you are incredibly tuned into the world around you.
We all have a generalized longing for union with the beautiful and the excellent. Limerence is a pure manifestation of that longing.
Are Larp Crushes “Real?”
The answer I have currently arrived at is: Yes and no.
Larp crushes are definitely real experiences of being in love. Larp crushes are real in the sense that the barrier between you and your character’s emotions are eroded to the point where you really, truly are going through limerence.
However, larp crushes are “created” because you deliberately place yourself in a situation where you are balancing between hope and uncertainty. Placing yourself in a state where you are constantly balancing hope and uncertainty feeds the limerence. That is what is referred to as The Bungee Method in Charles Bo Nielsen’s (2017) article “Playing in Love,” which is intended as a guide to playing romantic relationships in Nordic larps.
Often, when you experience a larp crush, you have no idea about the person behind the character. But actually, that lack of knowledge does not set larp crushes apart from other kinds of crushes: There is no need to know the person who becomes the object of limerence. People often describe falling in love at first sight.
Tristan and Isolde Sharing the Potion (1916) by John William Waterhouse.
According to Tennov, the best way of getting rid of limerence is if it is revealed that the limerent object is highly undesirable. However, since most people are decent enough, this approach is not very reliable.
Tennov estimates that the average limerent reaction lasts approximately from 18 months to 3 years. However, a few may last a lifetime, while others might wear off more quickly. There seems to be a connection between exposure and duration.
There are three efficient ways of getting rid of limerence:
Consummation: you get together and have a relationship. (No, sex is not enough)!
Starvation: you never see this person again.
Transference: you somehow manage to transfer your feelings to a third person.
Staying in touch is most certainly not the way to go, if you want to get rid of unwanted feelings. However, Tennov believes that the person who is at the receiving end has an ethical obligation to help diminish the pain that the limerent person is undergoing.
Also, if the limerence is not reciprocated, the suffocating attention from the limerent person can be an unpleasant experience, which needs to be dealt with. What both parties need is a very clear statement from the object of limerence (the person whom the limerent person is in love with) that they are not interested. Otherwise the limerent person will continue to nurse the embers of hope.
Can you Make Your Body Fall in Love?
According to Konijn, there is only slight evidence that performing specific physical exercises, such as staring into each other’s eyes, will make you fall in love (Konijn 2000). However, separating the character’s feelings from your own is a different story.
Konijn explains how it is rare that even method actors become affected by a character’s emotions while actually acting. It is during rehearsal and while preparing for the character that they wind up being affected. However, larpers are in a different situation — our performance is significantly more immersive, if not for any other reason, then because we do not have to remember lines, and we are not standing on a stage.
Scientists Arthur Aron et al. (1997) wanted to find out if intimacy between strangers can be accelerated by carrying out “self-disclosing” and relationship-building tasks. The tasks would gradually escalate in intensity. Indeed, self-disclosure turns out to be linked to establishing intimacy and feeling close. The conclusion was that under the right conditions, and with the right pairings, intimacy can be accelerated.
In my experience, larping has a similar effect: Having lived through strong emotions together, you feel intimate afterwards. However, while I don’t doubt the sincerity of the feelings, the idea that you truly get to know a stranger on a deep level after spending a few days together, I find dubious at best.
The emotional “shortcut” to feeling intimate with strangers that larp provides is perhaps best considered a stepping stone to get to know each other. You may have opened the door, but the actual relationship building comes after — and needs to be done, so that you do not wind up in a relationship with someone with whom you are not compatible.
Still, larp crushes are not that different from falling in love at first sight. While most people are most likely to be nice, you may be falling in love with someone with whom you cannot connect long-term.
Have I Fallen for a Real Person, or for a Fictional Character?
You have fallen for a fictional character. However, there is nothing new about this. People do it all the time, when they fall in love with Mr. Darcy, John Snow, or Lara Croft. Just because the object of your desire is fiction, your feelings are not.
Elizabeth Bennett and Mr. Darcy in Pride and Prejudice (2005). Photo by Peter Pham on Flickr. CC BY 2.0.
Limerence is very often built on fiction. When people talk about “falling in love at first sight,” what they fall for is obviously not a deep knowledge of each other’s character, but rather a fantasy of who they assume this person might be.
According to sexologist John Money, everyone carries a blueprint for our ideal partner. Love maps are fairly complex — they both have to do with fulfillment and upbringing. When you fall in love at first sight, what happens is that you find someone onto whom you are able to project your lovemap. Money (1986) continues, “That is to say, the person projects onto the partner an idealized and highly idiosyncratic image that diverges from the image of the partner as perceived by other people.”
Of course, that projection is in itself a fictitious character.
The question you need to ask yourself is not whether your feelings are real — of course they are — but rather: Do I want this? Depending on the degree of compulsion/obsession, a larp crush can disrupt your everyday life to a degree where it becomes destructive. Tennov (1979) explains, “Limerence for someone other than one’s spouse can cause major disruption to the family, and when frustrated, limerence may produce such severe distress as to be life threatening.”
However, limerence can also be a positive, transformative experience that helps you reevaluate your life in a constructive manner.
Controlling Your Larp Experience
According to psychology professors Thalia Goldstein and Ellen Winner (2012), there are three psychological skills that help an actor create a strong characterization: theory of mind, affective empathy, and emotion regulation.
Theory of mind is the ability to understand what others are thinking, feeling, believing, and desiring. Being able to see through someone’s actions and understanding their intentions is integral to creating a strong character, because those are the skills that character creation require. Some people have strong theory of mind, while others find it difficult. Reading fiction, and — of course — larping, trains this skill.
Affective empathy — as opposed to cognitive empathy — is the feeling you get in response to someone else’s emotion. It is sometimes referred to as “emotional contagion.” It could be sadness for someone’s grief, joy for someone’s happiness, etc. Being happy and shedding tears of joy at someone else’s wedding counts as affective empathy. Letting yourself be affected by your character’s emotions does too.
Finally, a good larper needs emotional regulation skills. You need to be able to decide whether you want to feel the emotions of your character or not, or to what extent. This is not just a skill for when you are larping; from an early age, we all learn to regulate our feelings, because sometimes it’s inappropriate or inconvenient to show them.
To be able to control your larping experience, you need emotional regulation skills. Being able to play a romantic relation without getting larp crushed — or the opposite, deliberately getting larp crushed — all comes down to this particular skill.
Detail of Romeo and Juliet (1884) by Frank Dicksee.
Tools for Emotion Regulation
Emotion regulation is currently not something that is emphasized in the Nordic larp vocabulary. Interestingly, though, in other larp scenes the idea of being fully immersed in your character is seen as stigmatizing.
This stigmatization is something that Tennov (1979) also describes in relation to limerence, stating, “Many societies have attempted to prevent love or, more often, to control it in some way.“
She even describes how Stendhal, a 19th century author who is often quoted for his philosophical thoughts on love and beauty, was embarrassed at the thought of being discovered as someone who could be taken over by feelings of passion. She ascribes this reaction to society generally being more inclined to reward rational behaviour than emotional.
While Nordic larp generally praises character immersion, larp crushes seem to be trivialized. The idea that we need tools for handling too much immersion does not seem to have taken root.
Larp crushes are not trivial fiction. They are real emotions, and they should be treated as such. With regard to finding the tools that will help us get better at creating the experiences we want, we still have far to go. Becoming aware of these emotional responses, and admitting their impact on us, is a first step.
Fisher, Helen E., Arthur Aron, Lucy L. Brown. 2006. “Romantic Love: A Mammalian Brain System for Mate Choice.” Philosophical Transactions of the Royal Society B: Biological Sciences 361, no. 1473 (December): 2173–2186.
Nielsen, Charles Bo. 2017. “Playing in Love.” In Once Upon a Nordic Time, edited by Martine Svanevik, Linn Carin Andreassen, Simon Brind, Elin Nilsen, and Grethe Sofie Bulterud Strand, 176-184. Oslo, Norway: Knutepunkt.
This years Nordic Larp Talks are out! You can watch them all in the embedded playlist below, or go over to Nordic Larp Talks to get some more context and background.
Nordic Larp Talks Oslo 2017
As a bonus, we can also present Nordic Larp Talks Oslo 2017! They are all in the embedded playlist below, and can also be found on the Nordic Larp Talks website.
Enjoy these and keep an eye out for our own video documentation from Knutpunkt 2018.
Larp is the experience and telling of a common story together through improvisation, creation and immersion.
To tell a common story together you need:
Framework
A story, a purpose or a direction of where the participants are expected to take the larp. Otherwise they can impossibly tell the same story. Each plot, intrigue and interaction should reflect back to this overall story the larp is trying to tell or portray.
Transparency. All participants need to know what story they are telling. Otherwise they cannot possibly tell the same story. If a gamemaster is present at all times and takes responsibility for the story and its direction, transparency for the players is not necessary.
To meet. The design of the larp needs to enable meetings between the players where larp can happen. These meetings should not unnecessarily be prevented by practical things such as distance, darkness or cold, nor by in-game status hierarchies, language or schedules.
Individuals
The characters. All characters are created and played with the purpose of being a part of the story.
Responsibility. All players need to take responsibility for telling the story together. Both by including other players and playing according to the story the organisers have communicated.
Earnestness. The story should be taken seriously and played according to the story’s own logic.
Information
All is known. The organisers need to make sure all the relevant information to tell the story reaches all of the participants. If it doesn’t reach the the players it will not be in the story.
Excess. Surplus and excessive information that the players do not take the time to learn is not a part of the story. It will only make some players hesitant to improvise and others annoyed at the less knowledgeable. Excess in information will result in it not being part of the story and the larp, since it is not known to all players.
Practice. To tell the participants something with words alone isn’t enough, anything that isn’t practiced will be forgotten by many and hence isn’t in the story.
Groups
Ensemble. The story is told by us together, hence we need to know who we are. Before the game the entire cast needs to see and meet each other at least once.
Co-creating. A larp is created by many people together telling a story. The workshop before the game needs to reflect that. The majority of workshop time should be many-to-many communication, and not one-to-many.
Core groups. Larp consists of smaller groups telling parallel stories together, hence the group management is an essential part of the design. To make sure all are heard core groups shall never be larger than eight people. Each group should be led by someone who is assigned and able to take responsibility for the group process. This ensures that the group is doing the right thing according to the story, and the inclusion and safety of all its players.
Embodied fiction has an annoying habit of taking on a life of its own. Real events in larp surge into fictional constructs like waves on a beach, altering its surface. Why then do we need to separate fiction and reality in our larp theory? Larp has been re-framed a number of times since its proper inception in the early 1980s: as a medium of pure escapism, as an artform, as a powerful means of immersion, as a form of interaction design. My goal here is to re-frame it yet again, this time in terms of a theory that combines narrative and play, in-game and out-of-game experiences.
Despite decades of talking about tensions between larp narratives and larp experiences, we remain dissatisfied with our theory on the topic. Larpwright Juhana Pettersson (2017) recently posed the question: “What do we mean when we talk about story in larp? … [The] concepts we have for talking about the experience of story are weak” (83-84). The aesthetic framework for us to address what designers and players witness as the “experience of story” requires further articulation, which this essay provides. Specifically, it dwells on three ritualistic concepts: emergence, iteration, and reincorporation.((Almost immediately, one is prompted to think of studies of religious rituals. Indeed, there is a productive framework to be found in larps as rites of passage. Victor Turner, referring to Arnold van Gennep, talks of rites of passage as being divided into “separation, transition, and incorporation.” There is not space here to delve into ritual theory, but this author confesses that, indeed, a pregnant relation between narrative, ritual, and larp does indeed persist.))
Theorists and practitioners of role-play often use the verb “emerge” to describe what happens to both narrative and player activity during a game: that the larp design elements and player embodiment enable the emergence (McGonigal 2003) of a thing both not wholly unexpected and nevertheless intensely engaging. Yet this basic synthesis itself remains underexamined. We use the verb “emerge” and the adjective “emergent” as though these were natural processes, rather than carefully cultivated within the design. Furthermore, the spontaneity of emergence in larp remains in dialogue with its counterpart: iteration, or the rhythmic repetition and slight variation of the same element throughout a game. Iteration permits the emergent content to interact productively with the intended themes of the larp. Finally, one can attribute much of the emotional impact of a given game or campaign when an emergent or iterative element from a previous part of a larp returns in a transformed state at a much later point, what I call reincorporation. Together, these three processes form a basis on which we might aesthetically appraise a larp: How did its design facilitate the production of new, unpredictable, thematically appropriate content? What story and/or embodied elements built upon each other to reinforce the themes or content of the larp? How was a component of the larp reincorporated in a narratively satisfying way?
Some Examples
Rather than get too esoteric too quickly, I would like to invoke a few play examples for reference. The first example involves a pervasive game of Steve Jackson’s Killer (1982), known to some as Assassin, which I ran in early 2000 in Iowa City, IA, USA for a group of 12 high-school students. Each player had the thinnest of characters: a terrorist cell and an Interpol squad trying to stop them. Every day, the terrorist cell had to drop off fake bomb components at a location, and every day, Interpol agents would follow me, as the gamemaster, to the spot for the handoff. The game correspondingly led to actual car chases, trespassing, and several close-calls with the law and authorities, although none of the above were intended. The second example involves a 2001 Vampire: The Masquerade larp of an auction among vampires of a living statue. Halfway through the runtime, a player got bored and ran off with the primary artifact in question. Early accusations regarding who stole it faded into player consternation about what had happened to the bored player and, indeed, why they had chosen to ruin many larpers’ evening, concluding in the scapegoating of the bored player’s character for most of the ills troubling that particular vampire community. The third example involves the 7th run of magic school larp New World Magischola (2017) in Williamsburg, VA, USA. One of the wizard professors unleashed, as a plot device, so-called “murder furniture,” including a “murder chair” that attacked people. NPCs quickly took a liking to the idea, and the plotline got so far as a player dressed up as a “murder lamp” being a character’s date to the closing ball. The fourth example involves the first 2015 run of international Nordic larp Inside Hamlet, in which my character Colonel Perdue, leader of the Stormguard –– the castle peacock regiment –– was killed by the head of the Companions –– the castle courtesans –– for choosing to stay and guard the castle but not King Claudius… and not run away with her. She in turn was killed by a fellow Stormguard member as revenge for being slighted earlier, which my character had misunderstood in his final gasping moments as showing loyalty to him. Each example above demonstrates relatively simple instances of player and character outcomes being affected by not entirely predicted paths of play. The rest of this essay is devoted to finding a language to apprehend those outcomes.
Emergence
Larp design incentivizes human behavior to produce some level of story out of the inherent messiness of human interaction and information distribution. To many, it looks like chaos. As Andrew Rilstone (1994) reminds us, however, “from this chaos, a more or less well realized story emerges” (11). The verb “to emerge” means to move out or away from something else. In the case of larp, embodied play of characters in a fictional reality produces a constantly shifting field of dynamics that move the game in countless directions away from not only the initial game state, but also within and beyond the scope of designer intention. In fact, the main way we can appraise emergent play is by seeing if it is both unexpected yet fits the design and themes of the game as implicitly agreed upon between the players and the organizers, but does not escalate into dangerous physical, mental, or legal territory. My taxonomy poses the following four questions of each distinct moment of embodied larp play as the game unfolds:
Does the emergent play directly coincide with the themes, tropes, and even design intentions of the larp while staying within bounds of player safety?Cultivated emergence is emergent play delivering what is promised and expected within the game’s design.
Does the emergent play generally fit the themes & tropes of the larp but doesn’t stem directly from the design? Uncultivated emergence is unexpected by all parties involved, frequently including the players themselves. It prioritizes the impact of free play over the design itself, while still holding to the agreed-upon themes of the game.
Does the emergent play distract and diverge from the themes & tropes of the larp while not endangering anyone?Divergent emergence divorces itself from much of the intended content of the larp, often as the result of overt player action.
Does the emergent play, regardless of fitting the design and themes, actively escalate potential real-life dangers to the players? Unleashed emergence is the classic depiction of play getting “out of hand,” from the Hollywood-spun delusions of Mazes and Monsters (1982) to the in-game bullying that escalates to actual bullying.
Players constantly negotiate the results of their own play with respect to the design of the larp. The fictional alibi of terrorists and Interpol in the Killer example led to parents real-life scolding their children and said children hiding from the police. This is unleashed emergence: incentives of the game escalated its stakes beyond designer intention and player safety to the detriment of all involved.((Although not necessarily outside the established themes of the larp. Indeed, real stakes heighten the sense of risk already inherent in the fictional scenario. What is endangered, of course, are players’ physical bodies and records with the law.)) The Vampire: the Masquerade example is a banal instance of divergent emergence: when an event produces story and player effects that do not align with any of the themes or intentions of the larp, for good or for ill. The NWM example could be construed as uncultivated emergence: murder furniture taking on a life and plotline of their own fits within the valence of Harry Potter-esque fictional tropes and provides play opportunities and adversity for larpers present. Inside Hamlet delivers what one might even call cultivated emergence: the larp was specifically designed for characters to kill each other in the final Act –– and not before –– thanks to tragic misunderstandings and doomed choices made during play beforehand.
This emergence model is agnostic as to whether or not events are diegetic or non-diegetic –– there are only events –– or whether one is talking about an individual character’s story or the whole story of the larp, as everything is presumed to feed into everything else. A larp’s events do not so much demarcate diachronic passage through time (as with coming-of-age rituals, weddings, funerals, etc.) than create spaces of synchronic play that offer commentary on the game and players. Within a delineated 10-day period, as in Killer, players engage themselves in an elaborate cat-and-mouse game of murder, and then their in-game and out-of-game actions are consigned to a murky, inaccessible past. My character’s epic Act III death in Inside Hamlet re-framed my player memory of a lackluster Act I to be actually prefiguring later player-character experiences. Events in a larp fit into complex systems–– systems that are “unpredictable but non-random” (Montola 2004) –– that then produce fuzzy narrative, physical, play, and social outcomes. But whereas Montola (2004) frames role-playing as oscillating between order and chaos –– integrative and dissipative –– I see emergence as a pragmatic aesthetic phenomenon concerned with designer vision and the affordances and safety of a specific larp design. Events emerge from a larp during runtime, and players steer (Montola, Stenros, and Saitta 2015) their play in their encounters with a mixture of diegetic and non-diegetic material, between interpretations of the design rules and personal whims.
Iteration
The design of a larp does not stop at emergence, however. Simply instigating and being surprised by both diegetic and non-diegetic events does not lend structure to a larp. That’s what iteration does. The repetition of a process or utterance, iteration takes emergent diegetic and non-diegetic facts and continues to bring them back in slightly different forms, so that player-characters can begin to narratively structure and even analyze emergent content. Players need reliable touchpoints and benchmarks to make sense of their play, with rituals and their variation critical to the flow and processing of information (Harviainen and Lieberoth 2011). Iteration from both the design and the players provides these touchpoints. Here, Eleanor Saitta’s (2012) temporality models of expansion, compression, and periodicity are useful: the rhythms of the larp design involve accentuating certain moments, shortening time in others, and “the manipulation of time that evokes the rhythms of everyday life, allows them to build, and then highlights how those rhythms change or break down.” (126) Iteration means such temporal repetition and manipulation become fine-tuned by both the designers and players over the course of the larp, with the latter often seeking the sort of variance to produce suspense and plot turning points, the former often seeking repetition as a maintenance of the larp’s core rhythms. Killer featured varied bomb-drop points, but the ritual of the drop-off remained refreshingly similar: a public space, an ambiguous package, a quietly watching terrorist player. Variations on the space and whether or not an Interpol player had also been following the drop-off became the main points of iteration on the emergent narrative. Sometimes the drop-off was quiet, introspective, and on a sunny day; other times leading to an intense gun battle at the drop of a hat. NWM iterated on the murder furniture, introducing it as an element and antagonist again and again until it became a central node in many players’ plotline. In each case, the reintroduction of the element or ritualization of a routine allowed player perspectives to form and in-game character strategies to coalesce.
At its aesthetic core, iteration must maintain a delicate balance. Elements such as scenes, tropes, or characters can be repeated with variation, but too many times will instantiate the elements as an in-joke, rather than a weighty narrative component. Iterate too few times, however, and the elements in question do appear to be merely at the whim and caprice of the players and scenario, not the core experience of the larp. Iterating with little variation produces the effect of routine and ritual, whereas iterating with much variation produces outcomes of exception and arbitrariness. Good iteration allows designers and players alike to play with the themes of the larp without letting such thematic exploration deviate from a core, planned experience. Emergence with well-thought-out iterative mechanisms––act structures, daily routines, regular meta-scenes, recurring character motifs––gives the player space to chart their path through the story as it unfolds. But even themes and variation won’t clinch a narrative for a player without a sense of resolution.
Reincorporation
Reincorporation, or making something part of something else once more, remains one of the simplest and least appreciated aspects of role-playing aesthetics. As I’ve recently argued with respect to the literary-inspired PC game Planescape: Torment (Torner, forthcoming), reincorporation brings prior player actions and diegetic facts into meaningful dialogue with such actions and facts much later in the game’s runtime. Players feel as though they have had an impact on the narrative; that their decisions mattered. To reincorporate material from earlier in a larp into a later section is to create an arc that bridges over the chaos of emergence. Actual play could have been as messy and repetitive as one might expect, but the re-appearance of a disappeared letter, the familiar line from the beginning of the game delivered in different context, the fulfillment of a prophecy –– these tropes help structure and fulfill certain “promises” delivered earlier in the larp. Keith Johnstone’s Impro: Improvisation and the Theatre (1979) remains a core reference regarding reincorporation:((See: http://story-games.com/forums/discussion/6122/games-that-actively-support-reincorporation)) improv actors regularly find common ground with role-players in creating meaning amidst the chaos of human collaborative creativity by taking statements or details from earlier and citing or re-casting them at the end.
Larp reincorporation can appear in a plethora of forms, In Killer, reincorporation happened when two players of the game knew of each other’s secret identity from the very beginning of the game, but chose not to reveal what they knew until they were the very last two characters alive. A fact known to the players and game masters alike was then redeemed by a satisfying fake public gun battle. Vampire: the Masquerade could provide no satisfying reincorporation: there was to be an auction, and then emergent events decreed that there was none. We struggled to give the experience meaning as a result. NWM saw the murder lamp as a date to the school dance, a redemption of the complexity of the murder furniture, thought to be merely lethal mundane objects. Inside Hamlet took the slighted soldier’s anger from Act 2 and channeled it into a murder that would have ripple effects during the final hours of Elsinore. Each larp mentioned had to engage with the simple logic of whether or not objects and events from early on would then appear in the final stages of the larp.
Conclusion
The model proposed above allows participants and designers to analyze their narrative progression in a larp, whilst also being able to pass aesthetic judgments on the overall experience. Emergence tracks against the flexibility of any given larp design, iteration and the rhythms thereof pin down emergent properties through routinizing and varying them, and reincorporation parses the stories told by reintroducing the familiar into a dramatically different game state of a given larp. Without having to distinguish reality from fiction, play from boredom, in-character events from out-of-character events, this model sees larp as a complex information system, “code that runs on humans” (Steele, 2016), and seeks nevertheless to give players the tools to make aesthetic sense of their experiences. The different forms of emergence allow game masters to calibrate the experience for the players, and players are aware that repeating and then sometimes varying an activity allows them to give form to the chaos that is larp. In order for us to expand upon and improve larp as a medium, it is high time that we use our aesthetic judgment to evaluate as many relevant characteristics of what we consider to be a larp’s “story,” and the tools offered here are but one way to spark that judgment. Other models exist and new ones are welcome to emerge, but the story architecture of a given larp event lends itself to so many diverse readings that there is merit in pinning down the basics for posterity.
References
Harviainen, J. Tuomas and Andreas Lieberoth (2011). “Similarity of Social Information Processes in Games and Rituals: Magical Interfaces.” Simulation & Gaming 43 (4): 528–49. doi:10.1177/1046878110392703.
Johnstone, Keith (1979). Impro: Improvisation and the Theatre. New York: Faber & Faber.
Montola, Markus (2004). “Chaotic Role-Playing. Applying the Chaos Model of Organisations for Role-Playing.” Beyond Role and Play, edited by Markus Montola and Jaakko Stenros. Helsinki: Solmukohta: 157-173.
Montola, Markus, Jaakko Stenros, and Eleanor Saitta (2015). “The Art of Steering: Bringing the Player and the Character Back Together.” The Knudepunkt 2015 Companion Book, edited by Charles Bo Nielsen and Claus Raasted. Copenhagen, Denmark: Rollespilsakademiet: 106-117.
Pettersson, Juhana (2017). “Hamlet, Vampires, and the Italian Alps.” Once Upon a Nordic Larp… 20 Years of Playing Stories, edited by Martine Svanevik, et al. Oslo, Norway: Knutepunkt: 79-84.
Rilstone, Andrew (1994). “Role-Playing Games: An Oveview.” Inter*Action 1: 10-15.
Saitta, Eleanor (2012). “It’s About Time.” States of Play: Nordic Larp Around the World, edited by Juhana Pettersson. Helsinki: Solmukohta: 124-128.
Steele, Samara Hayley (2016). “The Reality Code: Interpreting Aggregate Larp Rules as Code that Runs on Humans.” International Journal of Role-Playing 7: 30-35.
Torner, Evan (forthcoming). “Planescape: Torment Immersion.” How to Play Video Games, edited by Nina Huntemann and Matthew Payne. New York: New York University Press.
Turner, Victor (1982). From Ritual to Theatre: The Human Seriousness of Play. New York: PAJ Publications.
In 2017 I was the business operations lead for the Roadtrip “rock band” larp that traveled across the United States, and never before have I dealt with such unique operations related complications in my life. The Roadtrip Experience was a joint project between the Imagine Nation Collective and Dziobak Larp Studios. In this pervasive larp / freeform experience the participants travelled from Chicago, Illinois to Santa Monica, California down the historic highway Route 66. The experience lasted for 7 days and six nights total. The participants took on the personas of a touring rock band and its entourage for the duration of the trip. The story of the event included four band members, one relative, a drug dealer, spiritual guide, life coach, a conservative Christian who got on the wrong van, a video team, and a team of others made up a believable if far-fetched group. The larp also made use of “non-agency characters” and heavy steering woven into the experience.
Genesis
The project originally was genesis as a 1960’s Woodstock Tour larp concept created by Mikolaj Wicher, Jeff Moxley and myself. As the idea developed the group of three discussed the initial concept with Claus Raasted and the initial idea began to morph and change into a modern homage to rock and roll and Americana. Before the teams parted ways in Poland, the initial concept for the event was solidified and we each returned to our respective teams to start design work and schedule a number of international meetings. The Imagine Nation Collective began the design and development while the Dziobak larp studios team began working on character development and media.
With the event concept solidified and the teams dedicated to working on the project, each individual leg of the development design crews went to work. Jeff Moxley, as both the branch operations manager for Dystopia Rising larp Network as well as the front man on a number of bands and independent music projects began to work with Jessie Elsinger, an independent band booking manager from Connecticut, to begin virtually scouting potential tour date locations for the Roadtrip experience.
Within a month, the web page was created for the event, initial videos were developed, content copy was produced, and documentation was created for the experience. We followed best practices of transparency, open communication, and open engagement regarding this experience due to the fact that we were unaware of anyone who had created anything of this scope, scale, or nature before. Fortunately for us we found that the public was just as excited for this experience as we were, and within a few weeks we were funded.
Creating the Band and its Tour
As funding came in the initial design and research that we had done needed to be translated to bookings, reservations, and confirmations. This leg of the development brought up the first unique situation we had to address regarding our Roadtrip operations planning: getting real clubs and bars to agree to let our fictional band of larpers perform at their venues. While our European counterparts encouraged that we should just “say it’s a larp” we here in the United States had a long standing negative history dealing with a culture of outsider distrust for the hobby. Booking sites as a larp would require us explaining the hobby to each venue booker, would increase the perception of chance they were taking (which is saying a lot about perspective in the US since the standard reliability that clubs deal with is musicians), and would potentially endanger the experience. Without wanting to explain the nuances of the situation each time we talked to a potential venue the decision was made to invest heavily into our social media presence for our fictional band, The Runaway Sound. While it was true that the individuals brought together for the “Runaway Sound” were for all extensive purposes a newly formed band, our existing social media connections and trans-media experience was able to generate hundreds of followers and Facebook “likes” for the “Runaway Sound” on social media before their first public performance. People saw that we liked a new band, saw the participants in the band, and responded by feeding the Facebook page with a startup positive social media presence. As the participants were working with the event staff to develop the experience, the media and creations team were farming music and event videos from music projects that some of the participants had been a part of in the past and creating an online narrative. The same way that new bands often refer to prior music projects to build a following for new projects, we were generating interest in a newly formed band by utilizing our existing social media presence and fan base. By the time that we were looking to book events The Runaway Sound had over 300 followers, a few video clips, audio samples, and even mockup album covers. In truth, the line between “a fake band” and “a real band” became very blurred as the participants came together in person and online to practice their intended set list.
With a few months left until the event our combined marketing and media teams continued to work the promotion of the event to gain a few more participants for the Roadtrip experience. The majority of the “fictional” band was organized by Jeff Moxley to choose their setlist and practice before the event. When possible, members of the Runaway Sound would get together in person to have practice sessions in person. When physical face to face interactions were not possible due to distance and time, participants would do the best they could to practice together online or by themselves. As the band practiced, the teams assisted the participants in choosing the narrative that they wanted for their experience and build new “stage personas” that would take the place of traditional larp characters. As the shared narrative was finalized Jamie Snetsinger took care of last minute character development needs for the participants and communication of potential issues and solutions came from each branch of the event management team.
With us having our story design, route, and gigs booked for the event experience the next step was to confirm the booking of the hotels for the event, to haggle prices for group rates, and to book the transportation that would carry us for the entire duration of the experience. Our videographer team was being flown into the area to not only record the event for future prosperity, but also to participate in the experience as the bands videographer and documentation team. The Runaway Sound had a video and audio team to record the live events, to document the experience on the road, and to eventually shoot a music video. In the last days, our event staff settled out (with a few participants falling in and a few falling out as needed), and surprisingly the organization of the event was relatively smooth.
Behind the Curtain
What made the event operations, the organization, and the development of this experience work out the way it did was all of the moving parts unseen by the participants. To the event participants it appeared that less than half a dozen individuals worked together to create (and manage this experience). However, for every person that was an up-front and present persona that directly engaged the participants there were one or two people supporting the experience that never made it to the tour busses. Our character writer Jamie was on call to assist if there were any narrative changes that needed to be handled on the fly. Our booking assistant Jesse was on call in the instance that venue had a complication or if we needed to adjust our booking schedule. The entire Imagine Nation team that wasn’t actively at the event were on call to assist with any issues that might have happened on the road. Seeing how few “faces” organized this event, others might be tempted to organize a similar event with a limited staff. However, given the potential for this experience to “go off the rails” even our veteran team (with decades of experience) needed nine in-house team members working on the project, three outside consultants (band bookers, media moguls, and professionals from the music industry), and roughly a few hundred manpower hours put into the project.
As the event operations organizer, I was able to have the individual pieces of this experienced handled by professionals in each respective field, with very little concern that the individual components of the development would fall through. Zero volunteers were used for this experience, and the entire event from initial concept to completion was organized, written, and implemented by professionals in the field. Each staff member for this event has had over a decade of experience professionally running events, events media, and publication development. The only hurdle was that this project included two separate companies with different procedures, expectations, and practices coming together to work for the first time. Seeing this as the largest potential hurdle, the majority of my job involved organizing the individual team members to be able to work well together, to design functional budgets for each branch of operation to prevent overspending, to review and manage booking and rental contracts for the event, licensing music rights for our commercials, and to keep our in-house expectations high but realistic. While the ticket price for a Roadtrip experience was higher than the average US weekend long larp, the operations cost of the experience was also much higher than most living game experiences. With the costs of multiple van rentals, six nights of hotels, food, and material costs we felt the need to provide a life altering experience unlike any other larp experience in the world without implying more than we were fundamentally able to afford to provide. Expectations were already high for this experience event, in part due to the teams that were working on the experience together and the unique nature of the narrative, so we needed to be sure that what we promised the participants was as accurate as possible to what we provided.
Lessons Learned
There were a number of opportunities for improvement that we saw from on the road that we will take advantage of for future runs of the Roadtrip experience. There were also a number of small mistakes that we made that can easily be addressed for future runs of the experience as well to make the experience better for the participants and the operational teams.
The first oversight for the project was the scope of how many live events a new band could play on a week-long tour. Our event designer and booking team treated the experience as you would treat a real traveling band and booked five performances over a seven-night stretch. While this schedule is doable for most road-grizzled veterans of the music industry, we did not completely consider the fact that the participants would come with more of a “I’m on vacation” mindset than a “I’m looking to make it big right now” mentality. For many of us who were organizing the event, we commonly spend months at a time on the road working conventions and events without stopping. It is not uncommon for us to be doing development work on two new projects while on the road overseeing the operation of a project that is running live. Our perspective of what is “pushing it” on the road was much different than what our participants had as their desired effort level. With the difference in purpose from the participants we ended up changing our gig schedule from five booked shows to three performances. This allowed much more time for the travel experience of the event, and allowed much more time for side adventures.
The second mistake in event planning was an oversight in budgeting that will be easily addressed for future events. Our budget for the event included lodging and food for all of the participants. While it seems like a no brainer that you need to include costs for the staff food and lodging as well, with our history of running one location events where we do not manage meals for the participants, I failed to factor in the cost of hotels and food for the staff. With three operations team members and two videographers wracking up as many expenses as our participants, we needed to expand our budget to include covering the expenses for ourselves. In hindsight, an obvious oversight and one that is easily corrected in the future.
One of the biggest successes of the event blossomed from something we feared might be an issue. In not planning each detail of each day during the experience, and purposely allowing for more time for in the field improvisation we were able to change plans on the fly as needed. During this experience, we originally planned on doing five booked shows, to have the band travel and stay true to the rock star experience, and to create a completely immersed living experience for our participants. We were very successful in doing this, but where we had some degree of limited forethought is in the following truth: Rock stars and larpers often both abhor schedules and keeping to itineraries.
This ended up being adjusted while the larp was ongoing, and became one of the strong points of the experience. Changing the flow of the event and the bookings based on the overall desire and direction of the participants lead to some amazing (unplanned) adventures. The participants got to shoot a rock video at the Cadillac Ranch. The entire team spent part of a day partying in Uranus, Missouri (which was exactly as kitschy as it should have been) filming a music video and shooting guns. I planned a side trip to Meow Wolf in Santa Fe, New Mexico which turned out to be exactly as close to a religious experience as I had hoped. In the day leading up to the larp, our film crew came to us with a request to detour to Las Vegas so they could be married by Elvis which our participants in turn all but demanded happen. This became an adjustment we were thrilled to make to both make our participants happy, and to be a part of an amazing life experience for two great people. This went so far that we cancelled two of our planned gigs, literally took a right turn in Albuquerque New Mexico, and ending up in Vegas where they were married by an Elvis impersonator at the Little White Chapel. For real.
As we often joke, no larp plan survives first contact with the players. The ability and willingness to adapt made the experience more potent than we could have hoped for. Traveling with a large group of larpers for hundreds of miles is going to lead to dozens of unplanned side adventures, so you should plan the extra time to allow these things to happen. Events will cost more than you anticipate, in ways you cannot expect, and you must set aside a larger budget than you anticipate you will need.
Was it a Larp, or a Tour?
In closing there was a unique consideration that came from the Roadtrip larp that borders more on philosophical debate than operational design. Was Roadtrip a larp, or was it a tour? In the experience design we developed personas for the participants to embody, but the most earnest and rawest experiences from the road came when the real person completely bled into the persona they were portraying. The “fictional band” actually performed on stage for audiences, shot a music video, and really traveled down route 66 on tour. We had a professional media team, were interviewed by bloggers and radio personalities, and actually lived the life on the road. All of the issues that we handled as larp experience were issues that are commonplace in the music industry. Getting instruments, lodging, food, gigs, and hotels for the band. Working with music companies to get rights to use songs, dealing with complications at live venues, and dealing with inter-band drama (be it fabricated for the purposes of story or naturally occurring from the road) are all details that a band manager deals with for real bands. With all of the organization, development, and design work that went into creating the larp experience to be as realistic as possible we had to stop and ask “when did it just become reality?”
The philosophical question of “when does it stop being pretend” provides us with the strongest development tool for the creation of events. If as designers we want to create experiences that are realistic, engaging, and powerful as event organizers we need to approach the experience from the same direction that real world event organizers would approach it. When we approach our Roadtrip larp design, we need to approach the development of the experience as close as we could to the same way that a real-world band manager would. In realistic development and design we should take advantage of the years of knowledge, experience, and trial and error experiences for event developers that came before us. This resource of experience and knowledge relating to people who work in the music industry relating to booking and band management is far more extensive than what exists in larp development archives, and as a business event manager, provides infinitely more insight in regards to successful event management. While there were hurdles that we needed to overcome due to the living experience nature of the Roadtrip larp, the vast majority of the potential difficulties we could have run into on the road were preemptively avoided by researching and following in the steps of professional tour managers. While larp documentation may help you manage the bleed, transparency, and expectations of participants we found that learning tour management help us much more when wrangling tour participants who decided to run naked through a cut corn field, or dealing with club owners pulling a bait and switch once we arrived at the venue.
Immersive experience designers have been inspired by Ida Benedetto’s 2017 design reference work Patterns of Transformation (Benedetto 2017). The multi-part essay is the result of Benedetto’s personal involvement creating transgressive events such as The Night Heron (Sextant Works, 2013) coupled with her research on sex parties, wilderness survival treks, and unconventional funerals. She discovered similarities within all of these endeavors, and suggests these patterns catalyze personal transformation. She states in her introduction:
In previous eras, social gatherings and ritual experiences were the domain of religious institutions, cultural organizations, or the state. Now, they increasingly fall within the realm of design as it expands to address challenges of human emotion and connection. Experience design offers a possible solution to our very human craving for connection and meaning in the face of increased isolation and diminishing social cooperation.
Benedetto, 2017
Undergoing a risky experience can be personally rewarding on a fundamental level far beyond an amusing narrative or fostering a friendship. For experience designers, there may be no higher calling than the possibility of healing humanity through one self-improved person at a time. Oftentimes government and business interests regulate our interactions with the world and other people. It may befall the artists and craftspeople who, through unpredictable experiences such as larp, break the artificial restrictions continuously plastered over us and allow our spirit to breathe again. But transformative experiences are both delicate and wild, easy to ruin and inherently uncontrollable. Like fire that can devastate a city or fuel a moonshot, risk is a powerful instrument that should not be bound and buried in the creative tool box. We hope this essay will cultivate a respect for risk and reveal the possibilities for healthy individual growth through intentionally risky adventures.
What is Risk?
All of life is risk. Living without taking risks is not really living. That would be half-living, under a spiritual anesthesia. This high-security society that is developing sees in risk a declared enemy, but in doing so, allows a sort of gangrene to develop. The idea that we can achieve zero risk is not only collectively harmful, but also toxic for individuals.
Anne Dufourmantelle interview in Le Monde
According to Benedetto, “risk is any threat to one’s current state that offers the potential to destabilize the way things are. Higher order risks can include financial, political, and legal risks. Primal risks threaten our emotional, social, or physical well-being.” (Benedetto, 2017). We will concentrate on the primal risks.
An emotional risk jeopardizes one’s sense of self, a deeply-held belief, motivation, confidence, or one’s composure. Harm to your emotional state can lead to depression, anger, or compulsive thinking. It can leave psychological scars that can impact a person’s quality of life. The concept of bleed is a strong indicator of emotional changes, but change is not inherently negative. Benedetto suggests that facing risks can strengthen “one’s emotional range and resilience.” (Benedetto, 2017). Like physical exercise, we can use designed experiences to toughen our “ego muscles” through stressful exertion.
Benedetto’s explanation of a social risk is “a threat to one’s standing with a group. A social risk could damage one’s image, sever one’s connections with others, or bruise one’s sense of self-worth. Confronting social risks can give someone new tools for creating and maintaining connections with others.” (Benedetto, 2017).
A social risk can for example mean being judged and found guilty of something by peers. In larp, this can come from role-playing a character close to your real self. You can potentially reveal truths about yourself to others who may not accept them, resulting in ostracization and, thanks to social media and whisper networks, banishment from other events. Playing a villainous character may also be a social risk, even if that character was pre-generated. People might mistake the player for the character, and be negatively biased against the player. This risk increases if you play the same character or type of character repeatedly. You may also be judged for the actions your character takes, as others may ascribe “poor” choices to the player. Social risk often appears in larp communities that create and enforce a code of conduct. The energy and impetus that causes the community to form is also the energy that creates a social risk of exile from the group. When someone causes harm to another—intentionally or not—they may be banned from the community. Benedetto researched a sex party curated by The Dirty Gentleman (TDG), or Mr. Gentleman, containing high social risk. This excerpt may sound familiar to campaign larpers:
When it comes to sexually permissive events, the risk is not only in being hurt but in doing the hurting. Enacting harmful behavior creates the social risk of shame and ostracization. “There is a term for deciding certain people are good or bad which is ‘Voting People off the Island’,” says Mr. Gentleman. “The idea is that you can be in this world until you do something wrong, and then you are dangerous and bad and need to go away.” The severity of a ‘Voting People Off the Island’ model is exactly what The Dirty Gentleman is designed to counter. The gathering focuses on social etiquette so that behaviors, rather than the individual participants, are the focus of potential improvement.
Benedetto, 2017
A physical risk is harm to one’s body. In the most extreme case, this results in death. Taking physical risks is common in mainstream activities such as skydiving, bungee-jumping, and most sports. Boffer larps feature physical risk and utilize many rules to mitigate it, e.g., no head or groin shots, maximum bow draw weight, weapon checks, etc. Benedetto writes “Confronting physical risk can reframe one’s sense of vulnerability in day-to-day life and change our relationship to the constructed environments we inhabit every day.” (Benedetto, 2017)
It must be acknowledged that Benedetto stresses that any risk should be roughly equal between the participants, especially social risk. Reacting to a recent Vanity Fair article about Silicon Valley sex parties that enable stereotypical heterosexual male fantasies, she opines “If all participants do not need to risk rejection equally, and those least empowered to leverage their personal boundaries are those most likely to suffer consequences outside the party, you have a recipe for coercion and abuse.” (Benedetto, 2018). Further inquiry into the effects of imbalanced risk among participants is needed. For our purposes, we assume that any risk is generally the same for all involved, possibly including the designers and organizers.
Each of these three types of risk can be actual or imagined, and this is not a duality but a spectrum. Our subjective perception can deceive participants into thinking risk
exists when it does not or is minimal, e.g., afraid of embarrassing oneself with “poor” role-playing among a group of supportive larpers.
is greater than it actually is, e.g., touching another person on the shoulder without their consent.
is less than it actually is, e.g., shooting an old padded arrow from a bow with 30-pound weight at 28” draw at a person when they aren’t looking (LARP Haven Facebook group query, based on over 60 responses, 2018).
does not exist when it does, e.g., getting food poisoning from a novice food preparer, or being unaware of the presence of bees and whether or not you are allergic to their sting.
Unknown actual risks are the most perilous, and discovering the risk after the fact can be exhilarating or traumatic; the danger was unnoticed, survived by someone unprepared for the challenge.
It is critical that experience designers understand the difference between actual and imagined or mis-perceived risk. This difference is particular to each participant as well—someone with an acute nut allergy has a greater actual risk in eating unidentified foods compared to someone who does not. Following a recommended transparency of expectation (Torner, 2013) the designers have a moral and possibly even legal obligation to inform the participants about the experience before undertaking it, whether it involves illegal trespassing, like Benedetto’s The Night Heron, or violence, like the Blackout Experience (Josh Randall and Kristjan Thor, 2009). Both events were up front in their marketing; The Night Heron was an intimate experience in a building’s empty water tower (without authorization to be there), and Blackout involves a single participant going through a series of scenes where they are grabbed, shoved, and choked by the actors (NPCs). Keeping actual risk hidden from participants means the designers are taking on their own undue risk, which may not be the purpose of the activity.
There is considerable opportunity, however, in playing off the perceptions or misperceptions of the participants. Benedetto describes risk perception as “Relying on our unconscious to steer us away from risks makes life manageable, as long as we can trust our unconscious to properly identify the risks. Occasionally waking up from our unconscious steering can put us back in touch with something enriching and transformative.” (Benedetto, 2017). Competition, for example, is an easy method of suggesting risk—the characters might lose the battle and die—while controlling the actual amount of danger faced by adjusting the power level of the opponents. In a controlled, specific manner, duplicity can be quite effective in setting up the conditions for a transformation. More about deception is in the tips section.
What is Transformation?
Risk is a kairos, in the Greek sense of the decisive moment. And what it determines is not only the future, but also the past, behind our horizon of waiting, in which it reveals an unsuspected reserve of freedom.
Éloge du risque, Anne Dufourmantelle
Benedetto defines transformation as:
A transformation is a fundamental change. The change can be big or small, but what makes it transformational is how close the change is to what makes someone who they are. Not all transformations are equal, and not all transformations come about in the same way. Transformation is hard if not impossible to measure because most measurements track the effects of the transformation, not the transformation itself. Sometimes whatever is worth measuring about the transformation isn’t evident until the transformation is well under way.
Benedetto, 2017
The main criteria for transformation is that it is personal. It is an interior redecorating of your psyche. Although any immersive, interactive experience can change your social circle, hobbies, discretionary income or vacation destination, those are not part of personal transformation. A personal transformation converts the human being through the process of the human doing. It can shatter parts of the previous self, and reconstruction takes time. Benedetto reminds us:
If the experience is successful in delivering transformative potential, the participant cannot fully wrap their mind around what has happened; they cannot satisfactorily tame the splendor of the experience with serious judgment about what happened to them. Leaving an experience in a state of disoriented awe allows for the participant to reorder their world view and sense of self in order to make meaning out of what they went through. Transformation is an unraveling, followed by a slow and sometimes prolonged stitching back together.
Benedetto, 2017
Benedetto describes three ways that we can be transformed via a designed experience: acute, repetitive, and dramatic.
Acute transformation is produced by a change that is imposed on someone without warning, against their will, or otherwise beyond their control. In this case, the purpose of the experience is to help the participants adjust to the change that has happened in their world and get past the shock of the change. Not transforming would mean being stuck as the world leaves them behind, often to their detriment.
Benedetto, 2017
Avant-garde funeral directors specialize in acute transformation because they design a ceremony unique to the aggrieved. Acute transformational larps are a minority of larps—possibly, too, of designed experiences in general. This is because of the time and care necessary to create something meaningful for a specific audience who already encountered something overpowering. Other people, especially strangers, may not understand or want to participate in something so personal to one or a few. Nevertheless, experiences have been designed as a reaction to an unexpected event, and it may be the creator who seeks transformation themselves. Siobahn O’Loughlin’s Broken Bone Bathtub (2015) is “an immersive theatre project taking place inside a bathtub, in an actual home. After a serious bike accident [the acute catalyst], a young woman musters up the courage to ask for help, and shares her story, exploring themes of trauma, suffering, human generosity, vulnerability, and connection. The audience takes on the role of Siobhan’s close friends; not only in listening but sharing in their experiences, and assisting the cast-clad artist in the actual ritual of taking a bath.” In this 2018 Knutpunkt Companion, larpwright Shoshanna Kessock describes her larp scenario, Keeping the Candles Lit, which became tied to an acute experience, the loss of her mother. Even as the creator, this fabricated experience (scenario) provided Kessock with a lifeboat to weather an unexpected tragedy. (Kessock, 2018)
Repetitive transformation happens through repeat exposure to something over a series of experiences. The shift in the participant may be gradual or sudden but it comes about through habituating an experience that incrementally moves the transformation forward.
Benedetto, 2017
Benedetto refers to The Dirty Gentleman’s quarterly escapades as an example of repetitive transformation. For larps, clearly, these are our episodic events. There are many examples of people who have changed, often for the better, through recurring larp campaigns; enough that we assume this is prima facie.
Benedetto defines the third type of transformation:
Dramatic transformation happens at the end of a dramatic arc that has built the participants up to a change. A dramatic transformation happens as a result of an intense and concentrated experience. While dramatic arcs are often associated with fiction, they can happen in experiences of a profound confrontation with reality, too.
Benedetto, 2017
The likeliest larp candidate for this type of change is a weekend-long, one-shot event. Yet designed experiences can reach profound intensity within hours or even minutes, depending on the design and the participants. For example, Tobias Wrigstad’s formidable and transgressive larp Gang Rape (2008), which uses the fiat system wherein consenting participants (the rapists) verbally describe the physical act of rape to the victim, who verbally describes the emotions the rapist is feeling, lasts 45-90 minutes. By putting players in a highly-relevant, high-stakes, high-risk and pre-defined arc, it reduces the opportunity to escape from the serious subject matter of sexual assault, creating opportunity for dramatic transformation.
Following the analogy of an ego gymnasium, acute transformation is like physical therapy after an injury, repetitive transformation would be daily jogging, and dramatic transformation would be a short but intense training regimen before a race or triathlon. Akin to what physical exercise can do for your body, so designed experiences can do for your soul.
Experience
Risk Type
Risk Veracity
Structure
Transformation
Just a Little Lovin’
Emotional
Actual, depending on history with subject
Exploratory
Acute
Vampire: The Masquerade (campaign)
Social
variable
variable
Repetitive
Legion: A Siberian Story
Physical
Actual
Progressive
Dramatic
Examples of different larps and their risk/transformative categories.
Why Design a Risky Experience?
In an interview with Kathryn Yu for the No Proscenium podcast #130, Benedetto states that “transformation requires risk. And real risk. And that it’s only in having the supportive structure of an experience, especially if it involves other people that you can go through it with, that you can even approach [a] risk that is too chaotic and too threatening to deal with outside the context of that experience. But by confronting that risk, some part of you reconfigures itself or becomes more alive.” (Nelson-Yu, 2017)
This may be overstating the case. Transformation, at least an intentional transformation, i.e., change consciously desired by the individual, is possible without risk, real or imagined. Overcoming alcohol or nicotine addiction, for example, carries less risk, in most cases, than maintaining your dependence. However, Patterns of Transformation presents a strong case for using risk to make personal transformation easier. Her quote suggests that it is a shared experience that an intentional personal transformation requires, not necessarily a risky one—though that helps.
The power of designed experiences, and larps especially, is their ability to create a space for the mind, body, and emotional self to work out in a controlled manner. Experience designers are like weight trainers and spotters for our spirit. They are there to help us better our ability to operate in a tumultuous era, and, consequently, better the world for everyone. This is a noble endeavor. Benedetto calls this “human enrichment.” (Benedetto, 2017)
It is also probable that the designer will benefit from creating these experiences for others, either physically, mentally, emotionally, and financially. They, too, take a risk in the act of creation.
Why Play a potentially Transformative Experience?
Benedetto says “A lot of the transformation I looked at, where the transformation’s desirable in some way, is because we have been estranged from something, somehow […] I think the transformation gets you back in touch with something that you’ve been estranged [from], and that changes your relationship to the world in your everyday life. That can be super enriching.” (Nelson-Yu, 2017)
An intense designed experience can create the psychological state known as “flow,” coined in 1975 by Mihály Csíkszentmihályi. It refers to a mental point in which a person undertakes a challenge that they understand and lies within their skill competency. When someone reaches this state, they become fully immersed and focused on the experience, losing their sense of space and time. It is innately enjoyable and yields long-lasting and positive after effects. He writes “the experience itself is so enjoyable that people will do it even at great cost, for the sheer sake of doing it.” (Csíkszentmihályi, 1990)
Designed experiences just outside one’s comfort or skill level, too, are the basis for Lev Vygotsky’s (1896-1934) zone of proximal development and scaffolding pedagogy. By presenting a risk that seems insurmountable, yet including the tools or people in the experience that helps the individual complete the task fosters deep cognitive and emotional learning.
According to one of the first attendees of the Blackout Experience, Allison F., “it was almost like they were tailoring every scene towards some type of issue to trigger somebody.” (personal interview, 2018) Going through Blackout by yourself, a participant can expect to experience abuse, torture, and sexual assault—depending on your perspective.
Yet Russell E., also a repeat attendee, explains how repetitive visits affected him:
Since Blackout is a show that adapts to each audience members’ emotional response, the shows became more intense each time I went. In my opinion, the creators and cast were able to recognize patrons who were “getting it” and sometimes altered a scene’s pacing or content to personalize the event and make it even more affecting… I often found myself contemplating my own emotional responses in real life to scenarios explored within Blackout scenes. It seemed to me I was discovering more compassion and more strength within myself than I had previously realized. By exploring heavy, troubling scenarios within an intense theatrical presentation, I found myself approaching everyday turmoil from a stronger foundation…I became [a] stronger person as a result of this exploration.
Personal interview, 2018
Allison shares the same sentiment: “…it’s extremely empowering for me to know that I still have that survival instinct or, for lack of better terms, I have it in me to survive…” (personal interview, 2018)
It is important to note that transformative experiences are not for everyone, and not at every point in their lives. Benedetto says “Constantly being in transformation [makes] you lose sense of who you are, and it’s hard to establish things or gain momentum.” (Nelson-Yu, 2017) Although there should be a larp or designed experience for everyone, not every larp is for everyone, nor should they be. Not everyone always wants or needs to undergo a risky interactive or immersive experience. It is also true that not everyone always wants or needs to participate in a safety-stuffed event.
It is beneficial, every once in a while, to reconnect with our estranged passions, to transform through a risky, designed experience.
Guidelines for Designing Risky and Transformative Experiences
Here are some tips on managing risk in a designed experience to create favorable conditions for personal transformation. Ida Benedetto outlined the first seven design steps in Patterns of Transformation. Due to space considerations, they are not reprinted here in full. It is strongly recommended you read these in detail on the Patterns website. We have included some examples from larping that we felt matched Benedetto’s terms and ideas. Following are our additional thoughts and ideas on the topic.
For our purposes, a “designed experience” is any kind of planned real-world experience involving participant interactivity and engagement—things like alternate reality games (ARGs), immersive theater, escape rooms, extreme haunts and, of course, larps. Note that all three of the experiences Benedetto researched do not have a fictional component, i.e., at the sex party, funeral, or survival adventure you are YOU, really doing that real action in the real world. Yet the patterns Benedetto identified can also be applied to experiences that rely on fiction and role-playing.
Before the experience (planning):
Identify the Risk – “Drill deep and get as specific as possible about the risk facing the people you are designing for.”(Benedetto, 2017)
Distill what is worthwhile in the Risk – “Be mindful of cultural mores, life stages, and personal agendas (yours and theirs) when taking this step.” (Benedetto, 2017)
Commit to an Experience Structure (see below, with larp equivalent terms)
Exploratory – freeform, sandbox, undefined goals
Progressive – linear, railroad, pre-defined goals
Cyclical – repetitive scenes, rituals, or actions, like boffer combat in battle larps (Benedetto, 2017)
During the experience (runtime):
Construct the Magic Circle (two types) – The “Magic Circle” is a concept inspired by Johan Huizinga’s (1872-1945) book Homo Ludens: A Study of the Play-Element in Culture (1938) and popularized by Katie Salen and Ryan Zimmerman in Rules of Play: Game Design Fundamentals (2003). A magic circle is a shared space and time mutually created by participants where things and people bounded by that time and space are not necessarily what they really are; it a sacred liminal space where play, and change, can happen. Benedetto describes two types:
Conditioned – this type of Magic Circle includes the majority of larps where we learn rules, character backgrounds, etc. The Magic Circle comes into being due to our willing imposition of belief, e.g., a birdseed-filled packet is really a lightning bolt. (Benedetto, 2017)
Embraced – “A Magic Circle is embraced when it is drawn around an existing reality that is too overwhelming to engage without the supportive structure of a designed experience. The magic circle helps participants embrace a reality they otherwise avoid or are estranged from.” (Benedetto, 2017). This type of Magic Circle, although rare, appears in response larps that address a difficult concept such as GR (2008), Active Shooter (Tim Hutchings, 2014), or A Mother’s Heart (Christina Christensen & Eirik Fatland, 2010). Here, a slight fiction (the larp, the Magic Circle) is imposed over a troubling reality. Embraced magic circles can also occasionally appear in immersive theater, flash mobs, 1960s Happenings, and Benedetto’s primary example, bespoke funeral ceremonies. Dublin2 (JP Kaljonen, Johanna Raekallio & Haidi Montola, 2011), a pervasive larp reaction to EU’s asylum seekers policy, was held in one of Helsinki’s main plazas where real people sometimes interacted with the participants. Interestingly, an embraced Magic Circle coupled with an acute transformation is largely unexplored territory for experience designers, or at least larp designers. Imagine designing a bespoke larp for someone who was recently laid off that directly addresses that issue using few fictional elements.
Hold the space for transformation – Organizers need to respectfully maintain the liminal space to allow the time for transformation, recognize when more time is needed, when it is time to close, and when something is going wrong and it needs to close.
Close the Magic Circle – There are many examples of rituals and symbolic actions from larps that represent the closing of the Magic Circle. In some respects, a debrief after a larp can be considered part of this closing. Running debriefs the same day as the end of the larp should accept, though, that if it was a transformational experience, participants might be confused and shaken, their sense of self, tattered. They might not have the words or ability to join or participate in the meeting.
After the experience:
Check in – This should happen days or even weeks after the event, and this is where the effects of the transformation can be identified, after the individual has had time to process the experience.
From a larp design perspective, we propose the following additions to Benedetto’s seven design steps. We believe these techniques, some for designers, some for participants, heighten the transformative potential of an experience.
Identify the type of transformation desired “The first step with figuring out your strategy for care is to identify what the nature of the transformation is. How are you going to about it? That helps you construct the Magic Circle, that helps you figure out what the experience structure is.” (Nelson-Yu, 2017). Besides identifying the risk, decide if the conditions for transformation should be acute, dramatic or repetitive. A typical dramatic larp is a one-shot, and repetitive usually indicates an ongoing event. Consider flipping those so a campaign leads to one final intense conclusion, and a one-shot repeats the same action or scene in its limited time.
Once the risk is identified (tip #1) and the worthwhile part of risk determined (tip #2), minimize or eliminate all other risks. If you design towards a dramatic transformation through emotional risk, ensure that participants are shielded from social and physical risks. These other elements can detract from the power of transformational risk.
Promote ideal conditions and encourage participants to transform themselves (tip #5), but do not force players into a transformational state, nor dictate to them what their new “self” should be. The more emphasis a designer imposes on participants to become or behave a certain way, the more the experience resembles a cult. The movie and book Fight Club (Chuck Palahniuk, novel, 1996, David Fincher, director, movie, 1999) is a fictive example of how physical risk presented as a transformative experience is deliberately used as a vehicle for creating an anarchist army. Organizers should only extrinsically set the conditions for transformation to occur; the actual act of transformation must be intrinsically activated.
When marketing the experience, do not claim that it is or will be transformational. Let others do that for you with testimonials. It is hubris to think that your daring design will work every time for everyone. If you label it transformational in your marketing, someone may go in demanding that, and become upset if the experience fails to deliver. But do let people know about the risk (see point below on deception).
Establish trust. “Trust is a prerequisite for enabling transformation.” (Benedetto, 2017). Constructing trust between participants, designers and facilitators is rightfully difficult. Once you have it and a community surrounds the experience, the bonds are often hard to break (Douglas, 2016). Additionally, greater trust facilitates the use of greater risk in the experience—though not necessarily greater transformative potential. To achieve the trust of participants before an experience has run, use different levels of transparency. For example, if participants sign waivers, have a “spoiler” and a “no spoiler” version for them to choose to read and sign. The spoiler waiver would include detailed descriptions of the risk, such as “you will unexpectedly have a cloth hood thrown over your head.” The no spoiler version would only mention physical contact, darkness, helplessness.
If you have designed previous experiences, mention those. Be honest about the use of risk in the experience, but not necessarily exactly what the risk is, for some people are attracted to chancy, mysterious events. If there is some kind of independent group that can vouch for your experience (Southern California has a nascent organization called LEIA: League of Experiential & Immersive Artists that may do just this), contact them and let them know about your production; perhaps applying a seal of approval. This may be unwise if it’s a government entity; would The Night Heron have been as profound an experience if everyone had permission to be in the water tower? Benedetto suggests it would not. Conversely, funeral directors, even avant-garde ones, cannot legally operate without license. This is where your previous decisions about the worthwhile risk and transformative type are relevant—is it worth being an underground, unlawful experience, or would the imprimatur of officiality allow attendees easy access into and a lengthy stay within the Magic Circle?
The H.P. Lovecraft Historical Society (HPLHS), an informal collective that created a number of legendary larps, made a point to let all participants know that nothing the organizers asked the players to do the designers had not done themselves. In his Master’s thesis, J. Michael Bestul describes The Mistress of Nyarlathotep (The H.P. Lovecraft Historical Society, Andrew Leman, 1991), a larp run by the HPLHS where players had to jump off a roof through a fabricated temporal gate not knowing what, if anything, would catch them on the other side.
Only when a keeper can earn the trust of players are events like this possible. Under normal, everyday circumstances, a person would not jump off a roof into a prop time portal. They would most likely consider it an insane proposition. But, in a game setting, where the keepers have earned the players’ trust, that insane option is now a likely choice. The investigators, properly motivated, would jump in; the players, knowing the keeper would never ask them to do something exceedingly dangerous, can jump in.
Bestul, 2006
As an experience creator, too, you have to trust your players that they will engage to the best of their abilities. In larps, organizers entrust their players to carry out a plot and to role-play their characters as best they can. If you are designing for transformation, you also have to trust that the players will make themselves open and vulnerable.
Paying the designers/organizers money can alter the risk and transformative power. One of the keys to The Night Heron was its exclusivity and price point: “The Night Heron was very much inspired by a design principle that we had hit on in doing our previous events, which was this notion of generosity. We looked at what we were doing as a gift to the guests or the participants. We never charged for tickets because we were doing this all illegally […] as soon as we had a ticket relationship with the guests, it felt like we were going to be in nebulous legal territory. The positive byproduct of doing that is that people were even more over the moon that this was this weird thing they got invited to and was spectacular. Because it had such a profound emotional effect, it ended up informing how people got to The Night Heron […] you could only come as a gift of somebody who had already been.” (Nelson-Yu, 2017)
Similarly, the HPLHS usually did not charge their players money to play in their larps. “On the whole the Cthulhu Lives games [larps] we produced were never staged as for-profit enterprises and the Keeper would generally bear the cost of producing his/her own event. It’s possible that there may have been a couple of games where a Keeper asked players to chip in a few bucks to help defray expenses, but that usually wasn’t the case. Most of our Keepers would design their LARPs so they could be executed within the resources available to the Keeper.” (personal correspondence with Sean Branney of the HPLHS, 2018)
Asking for money alters the relationship between organizer and participant. It does not eliminate the risk or transformative nature, but gaining the trust of others might be easier if the organizers also take a financial risk. Conversely, paying a higher fee could also prime people towards personal transformation; they are already taking a financial risk. The immersive play YOU by Hall & Mirrors costs $5000 for one night of bespoke performance and interaction. The high cost can influence our reaction (“Britt”, 2008). The monetary cost of a transformative experience should not be treated lightly. Benedetto says one of the core questions to consider is “What’s the risk, and what’s the gift?” (Nelson-Yu, 2017)
Deceiving the participants: How much information do participants really need to know? Can you obfuscate parts of the adventure? In most experiences, certainly larps, there is a chaos factor that even the best-prepared organizers cannot expect. Since participants are by nature unpredictable, and more so in a risky, potentially transformative state, all variables cannot be accounted for and stated up front. But organizers owe it to their participants to inform them of at least the generalities expected in the experience. Do not forget that for first iterations or first-time participants, no precedent has been set, no foreknowledge provided, and that itself indicates a risk. Use this to your design advantage. An example from an immersive theater experience playing with transparency comes from Annie Lesser’s A(partment 8) (2016), the first chapter of The ABC Project. Although the waiver mentions nudity, physical contact, and darkness it did not put those together to say (spoiler alert) “participants with shut eyes will be kissed by a naked woman.” You can lose trust if you deceive too much, but if you have trust from the participants, there is a level of mendacity that you can use to a transformative advantage. Even with deception, any opt-out rules such as safe words should be apparent and honest; although this dictum has already been challenged by Frederik Berg Østergaard’s Fat Man Down (2009), which has a fake safe word and a real safe word. Where and when the safe words are usable should be carefully considered. How many positive personal transformations were ruined because someone took an early exit instead of breaking through to the other side? And of course, in some experiences it might be too late, e.g., using a safe word after you jumped out of the airplane.
Give up control. As an organizer, you need to loosen the bonds of any agenda or plan that you have made. But be ready to intervene if a crisis occurs. Being prepared to interrupt might be enough, too. Some participants, knowing safety rules are in place, may be more willing to push themselves further than if they do not know where the line lies between reckless endangerment and regulated hazard. Others may not push themselves far enough.
As a participant, you may need to relinquish control over your social, emotional, or physical safety to either the organizers, your own subconscious, or random chance. The latter two might be the most frightening of all. Be vulnerable.
Lack of epiphany does not mean failure. It may come to pass that after everything a participant has gone through, they have not been altered in any demonstrable fashion. That is OK. Maybe they were not fully committed to the event. Maybe they were not the right person for this particular experience. Maybe the Magic Circle could not wait for one last person. It could be a design flaw. Hopefully the participant still had a satisfactory or enjoyable experience. Keep the discussion channels between designers and participants open, be honest, and compare the reflections of all attendees. If you followed the tip about marketing, you never promised a metamorphosis.
For participants, avoid major decisions for approximately a month. Assuming the experience was transformative, you are different. The way things were in your former life will probably seem strange when viewed with a new perspective—and you might not like the way they look. While you put your pieces back together, refrain from making other major changes or decisions. You could lose a connection you may, years later, have wanted to keep. This sound advice is given at the end of Legion: A Siberian Story (Rolling, 2016), a Czech larp based on the historical past of Czechoslovakia’s army trapped in the Russian Revolution.
Limitations on Safety and Consent
The most stunning commonality among these experiences is that the risk posed to the participant also poses a chaotic and uncontrollable element to the guide that, if fully tamed, destroys the transformative potential of the experience.
Safety and risk are obviously related. Risk can be increased simply by decreasing safety, but without corresponding conscious decisions regarding the risk, participants can be unintentionally hurt. Even if safety is elevated, serious risk can still lurk in an experience. In this section we explore some of the limits of safety and some conditions where safety inhibits the experience and its potential. For more information on safety techniques and calibration, read this manifesto, this article, these four posts, or thesetwo entries from the 2018 Knutpunkt Companion. All qualities of larp safety techniques should be considered when deciding which mechanisms to adopt or eschew.
Consent-Based Play Reshuffling
While the word “consent” suggests that anything else is “non-consensual”, it is instead one of many social contracts that can be adopted by a group of people. Consent-based play moves the cognitive overhead of coordinating playstyle from the design and planning stage by the organizers to the players during run-time. This removes the possibility of errors in calibration, but it requires more work to be done during the larp itself.
This is an approach many people enjoy and find freeing, but it is not a universal response. Communication and coordination take effort. We do not often think of emotional effort the way we count walking far or carrying heavy items, but it is work. In low-coordination, high-calibration larps where the rules of engagement and interaction are pre-set, this work is not undertaken, and playing takes less emotional effort. For example, larps that have established no-touch policies remove player deliberation during the larp on whether or not a particular instance of touch is comfortable: the pre-larp external calibration replaces run-time player coordination.
Alliance, a New England sports larp organization, encourages players to be invested in their characters and play the same persona in many different games, with little to no preparation or specific connections. It is possible to travel across America to another chapter and drop in to play on a whim. This is supported because all Alliance events share a common rules system and constraints on the level of risk and reward, topics that are out-of-bounds, and elements of world design. Players who choose to play are opting in to a set of understood external requirements, and so dozens of strangers can play without so much as an introduction. Run-time calibration between players and a lengthy pre-larp workshop is not required.
Calibration and Coordination Issues
Although some people enjoy or find it easier to participate in run-time coordination rather than playing larps with a risk of mis-calibration, expecting players to be skilled in this effort limits the potential pool of players. If a game is designed such that one can play with people one wouldn’t trust to communicate accurately and effectively in the game (IG), there are far more people you can play with. Casual low-trust events are especially useful for reaching audiences who otherwise wouldn’t be exposed to larp at all. Adding mechanics and categories of interactions raises the barrier of entry for participation, and few non-larpers or untrained improvisation actors are used to an ongoing negotiation of play.
Consent and safety mechanisms are sometimes presented as a matter of accessibility. Instead, they are a question of competing access needs: there is no design that will accommodate and enable everyone to play. Some people with mental health or physical concerns find that consent-based play enables them to safely participate. For other people who struggle with communication and coordination, consent-based play can require forms of interaction they find difficult or impossible, making the events inaccessible. Often consent mechanisms are built to serve those with the emotional intelligence to recognize when, for example, check-ins should happen, and who are able to easily swap from in-character (IC) and out-of-character (OOC) considerations.
Someone with a nonverbal learning disability may have trouble interpreting facial expressions and body language (Petti et al., 2003). The expectation that they are responsible for successfully negotiating playstyle on the fly can be anxiety-provoking. This can be especially true with mechanisms such as the OK check-in that are exclusively visual, rather than audio and visual combined. Since this is an invisible disability, it is possible that someone who flashed a missed signal might think that the other person was unsafe to play with, even though they could safely play in systems that rely on expectations or verbal game interrupts to negotiate playstyle.
Additionally, slipping in and out of a check-in is much easier for people with strong working memories and executive processing. People with Attention Deficit Hyperactivity Disorder can be easily distracted and find interruptions or context-switching more disruptive than neurotypical people (King et al., 2007). Requiring coordination or task switching can reduce the probability of flow and the general enjoyment of players with ADHD. According to Pattern Language for Larp Design by J Li and Jason Morningstar (2016), “A typical person can only keep track of 5-6 unrelated things at a time, with concentration. Without concentration, that number is closer to 3-4. When trying to keep track of a set of potentially complex dynamics, a typical person will get lost if the set has more than 4 elements.” Combining consent-based play, where interactions are negotiated outside the Magic Circle, plus a litany of safety mechanics such as OK check, look-down, tap-out, cut, brake/largo, and pronouns can be overwhelming even for neurotypical individuals. These memorizations are layered atop your character’s life, your IC relations, the world setting, and real world considerations such as who the GMs are and where the bathroom is.
This does not necessarily exclude neuroatypical players from playing emotionally risky larps where consent mechanisms mitigate risk, but such experiences may be less appealing or more challenging for such people. On the other hand, physically risky games that minimize the kind of work they find difficult may make transformative experiences more accessible to players with such difficulties. Remember to identify the worthwhile risk and eliminate or reduce the others. There is no single answer for “the most accessible” experience.
Safety Mechanics and Play Styles
Are we truly increasing safety by using risk-reducing mechanics? As described in Target Risk 3 by Gerald J.S. Wilde, humans tend to maintain “risk homeostasis”. He says
…in any activity, people accept a certain level of subjectively estimated risk to their health, safety, and other things they value, in exchange for the benefits they hope to receive from that activity […] In any ongoing activity, people continuously check the amount of risk they feel they are exposed to. They compare this with the amount of risk they are willing to accept, and try to reduce any difference between the two to zero. Thus, if the level of subjectively experienced risk is lower than is felt acceptable, people tend to engage in actions that increase their exposure to risk. If, however, the level of subjectively experienced risk is higher than is acceptable, they make an attempt to exercise greater caution.
This means that simply adding safety mechanisms does not inherently change the level of risk in a game. If a mechanic makes an experience safer, people are likely to adjust the level of risk they take to compensate.
Calling these “safety mechanics” can suggest that larps with them are safer than those without, but that is not necessarily true. If a larp is not designed for risky play that would be padded by safety mechanics, adding unnecessary safety mechanisms can push people to adopt more risky play than the game as a whole supports. The context in which safety mechanics are seen as universally appropriate and universally adopted is one in which the riskiest possible play is seen as a goal, and every experience is expected to support such play.
It can be disappointing for players if they are prepared to experience risky play that safety mechanisms inherently advertise and instead find themselves in low-risk play where the mechanisms were not needed. This could encourage players to circumvent or ignore safety mechanics, reducing their effectiveness when they would be useful.
Additionally, with a consent-based larp where no consequence befalls a participant unless they agree to it, there is reduced possibility for growth because there is no conflict, struggle, or resistance. Our muscles grow due to tissue rebuilding after experiencing micro-tears (Goussetis, 2015). Emotions, like muscles, may need to be damaged in order for personal growth.
Although designers usually desire a safe experience, safety mechanics and consent conflict resolution are not the only nor necessarily the best tools to use in all instances for all people. For example, using instead deception to suggest, or to actually include a risk higher than one participants feel comfortable with may make the experience safer—as participants adjust their role-playing to their acceptable risk tolerance—without an undue burden of excessive safety mechanics.
As the philosopher Anne Dufourmantelle says, “We want intensity without risk. That’s impossible. Intensity is jumping into the unknown, that which was previously unseen, which has not yet been written, yet which is however attainable within us.” (Dufourmantelle, 2011)
Caveats to Using Risk and Designing for Transformation
The element of risk we discussed relates to that which is specifically embedded into the design. Risk outside the experience, such as the potential for harm to or from an experience or negative contact betwixt players and organizers between episodes, was not addressed.
Designing an experience to be risky when the participants only expect entertainment can be extremely hazardous and should be avoided.
Risk does not guarantee a transformative experience. Great peril can be faced, yet the person walks away unfazed.
A risk-based transformation may not always end positively. It could cause trauma and lead to a stress disorder, anxiety, physical injury, even death.
Not all larps should be made for personal transformation. It is infeasible and impractical to plan every one of your designed experiences to rewire every participant. For players, it is a fool’s errand to expect every experience you participate in be created with the purpose of transformation.
Greater risk does not always correlate with greater transformation. Although the prospect certainly exists for “more risk means more change,” it is not a guaranteed formula.
Transformative experiences are no substitute for psychological therapy, and should not be used as such nor made with that intent. They can be palliative, cathartic, eye-opening, self-consciousness expanding and perception shifting, but they cannot replace a licensed therapist or medically-trained psychiatrist.
Objectively, risk-laden larps are no better nor no worse than risk-averse larps. The enjoyment, appreciation, or qualitative transformative benefit is purely subjective.
Conclusion
Risk scares people. It is a natural human response to perceived danger. But avoiding or blocking all risk in a designed experience, as in life, is like chasing rainbows, an uncatchable illusion. Designing to limit risk through safety mechanisms can exclude some people and overwhelm others. Reducing risk curbs the participants’ ability to attempt personal transformation in the experience. While risky endeavors and personal revelations are not and should not be the norm of designed experiences, it behooves all creators to not only look at safety mechanisms but also risk, and to use both in their creative vision. Ida Benedetto’s landmark work, Patterns of Transformation, provides an excellent guide for these bold, daring adventurers.
In the first essay of the landmark Nordic Larp book (2010), “The Paradox of Nordic Larp Culture,” Jaakko Stenros and Markus Montola list four ways that larp can be used: to escape, to explore, to expose, to impose. Perhaps a fifth way should be added: to transform.
Benedetto, Ida. 2018. “Patterns of Transformation Q&A 6: What about those f’ed up parties in Silicon Valley?” Group email, accessed January 24, 2018.
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