Author: Charles Bo Nielsen

  • Reply to Martine Svanevik

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    Reply to Martine Svanevik

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    Disclaimer: The opinions expressed herein are those of the authors and do not necessarily reflect the official policy or position of Nordiclarp.org or any larp community at large.

    This text is a reply to a response from Martine Svanevik to an earlier text by Charles Bo Nielsen.


    First thing I will address is the point of freedom for a murder mystery larp.

    First of all I would look at the design and see how I could work around it. I would argue it is to fragile a larp design if it can fall about from characters making change. The best mystery larp I ever played was “Sankt Elisabeth,” which was a haunted hospital, where we had to explore the rooms for clues and hints. The main antagonist of the larp was revealed through the larp and not through the background story of the characters. The stuff you shouldn’t change was the actual clues in the hospital. The characters all had relations to people who had died at the haunted hospital, but these relations was build up through play with NPC ghosts of former patients. The true brilliance came from the design being so steady, I and another player was 45 minutes late to the larp and got a shorter briefing and got introduced later to the larp, but it didn’t effect the experience that much, because we still got to explore through the hospital to find clues and meet up old patients.

    Had we had super tightly written characters, with a near scripts like part of story bits we needed to reveal from our backstory to the other characters, all sorts of things could have gone wrong and often does in horror/psychological thriller larps.

    Long answer short: Challenge yourself as a designer and work around it. Make a horror larp, not horror movie.

    Martine Svanevik points out there are two solutions if there are not carefully crafted character plots. Either independent plots with no direct ties to characters or a transparent design, so everyone can share and follow the changes they do. I had a great conversation about the claiming that transparent design leaves no room for surprise in the larp with a Russian larp designer Di Villiers about this at GNiales. It is all about getting that “aha! moment”—which for Svanevik and Di Villiers is when a intricate string of neatly folded surprises are revealed. But the “aha! moment” also happens in a very open transparent larp. In a open design larp you put out lots of ideas and plan with your co-players, when suddenly you create the great larp moments, you only put out as dreams, not by a well planned and playout script, but by everyone coming together and playing each other up to reach those strong immersive moments we all play larp for. The payoff for feeling that you as a player achieved greatness is just as rewarding if not more as getting it served on a silver platter.

    “Reacting dynamically to unexpected events” I would say is quite an romanticisation of railroaded larps. While I will acknowledge that it is a goal that is often achieved, I also often end up in a situation where it feels to be constructed or that I can see it coming before it happens. With a more natural story developed through play during the larp, you actually have no idea where the larp will take you. But with a railroaded experience—and especially if you know the creators—you start to realise the patterns, even more so if you are also a designer yourself.

    Then Svanevik brings up: “players have a tendency to repeat the same tropes.” This I believe to be a very valid critique. Because it is very true that with little external control, we will end up falling back to default ideas and positions, pursue the story we think we want, rather than the story someone else might have in store for us. So if you design your larp with much player freedom in mind or you play a larp like this, be aware of the tropes and challenge yourself to rethink your ideas and not go with the first and the best thing that pops into mind. And as organisers help player creativity along, through workshops, preparing for the larp, teach them something new about society, culture or play styles, so they get new impressions they can get inspired by.

    As a larp designer you should help your players see the potential of your larp and together go beyond and above, what would be possible if only one part did all the creative work.


    Ludography

    • Kaoskompaniet., Sankt Elisabeth. Kaoskompaniet. Denmark: 2013.

    This article was initially published in Once Upon a Nordic Larp… Twenty Years of Playing Stories published as a journal for Knutepunkt 2017 and edited by Martine Svanevik, Linn Carin Andreassen, Simon Brind, Elin Nilsen, and Grethe Sofie Bulterud Strand.

  • Loyalty to Character

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    Loyalty to Character

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    Disclaimer: The opinions expressed herein are those of the authors and do not necessarily reflect the official policy or position of Nordiclarp.org or any larp community at large.

    Ask not what you can do for your character, ask what your character can do for you?

    The Problem

    I have worked with character creation for many years and making characters fit both the larp and the players at the same time has always been a struggle. The player of the character might change, new ideas for relations pop up down the road, how the player understands the character might be completely different than what you had thought. The larp is most likely going to develop in a direction you were not able to predict, because that is what larps do. They do not follow a script, they adapt, they bend, twist and turn. Some smaller, heavily scripted larps, might have a certain amount of control over the characters and players, but the bigger the larp, the less you can predict or control the course of the action. So instead of insisting to try and keep tabs on everything, work with the character as a starting point, not a script for a character you need to play out like in a theatre. It is your character and your experience that matters.

    Some larps introduce workshop-created characters to get the player involved at an early stage in and allow designers and players to collaborate to create a shared vision of the character and that solves many problems. I think an easier solution is a change in player mentality. With both College of Wizardry (Nielsen, Dembinski and Raasted, 2014-) and Fairweather Manor (Boruta, Raasted and Nielsen et al., 2015) we tried to communicate that characters were meant to serve as inspiration for the players, not a chain around their necks. We told players explicitly that they were free to change what needed to be changed so the character could fit the experience they as players sought from the larp. Obviously while still being mindful of others and communicating with their co-players. But the idea to take a character sheet and change as much of it as you want is alien to many larpers and it requires a shift in both player mentality, and in larp design. In this article, I’ve outlined my thoughts on how you as a player should approach your characters, not to tell the story the organisers envisaged, but to make the characters your own and through that create the most amount of game.

    You Are Not an Actor

    Larp is not acting, there is not a tightly written script you have to read out aloud where every part of your character’s journey is dependent on you staying entirely true to your character. Larps are (mostly) dynamic and flexible, stories and actions are (mostly) improvised. For your character to always function in this exercise of mass improvisation, your character needs to be flexible as well.

    We Wrote the Character for You!

    Now, when I advise you to only stick to the character for as long as it works, it is not because I want you to disregard the tireless work of character writers, but because the designers wrote the character for you to have a good experience. Be aware of when it stops working, when you start crying not due to: “talking about your sister’s suicide while peeling potatoes in the mud”((Knudepunkt TV video (Thank you Karolina and Stina): A journey in to Swedish larping”: https://www.youtube.com/watch?v=TyrLndFJBfs)) but because you as a player feel stuck. You have very likely been there yourself; the character just did not make sense, either for you or with the direction that the larp had taken your character. Realise and adapt.

    When I sat in the organiser room of CoW and Fairweather Manor, I met players crying their eyes out because they didn’t know what to do, they were simply unable to act out their character and have a good experience at the same time. This is a moment to “CUT,” “BRAKE,” and “STOP.” Take a deep breath and sit down, and ask yourself: “What do I as a player want to experience at this larp, why did I come here in the first place?” When you have figured that out, try figuring out how to get there.

    My advice is always to consider this before going to a larp. Spend time acknowledging why you want to play a specific larp and a specific type of character, to adapt your expectations to when you meet the larp. If you do not know what you want, then try something you would find enjoyable in other larps—being it eating cakes or drowning people in a lake (I’m not here to judge). Do it. Just do it. After you have done it as your character, try and rationalise why: “I just did this, what the fuck just happened?.” This also happens in the real world, sometimes we just do something stupid we never wanted to do, and then afterwards we try to rationalise it. It works perfectly fine in real life, so it can in larp too. Real people don’t consider everything they do: they do stuff. Often it takes a while before they realise why they did it. This is a perfect excuse to change directions for your character at a larp. Use it.

    Contradictions Are Interesting

    You see it all the time in real life, and in fiction. When someone contradicts their own beliefs or actions, it can make for interesting storytelling. So whenever you ask yourself: “What would my character do?,” also ask: “What would my character never do?” Then ask yourself as a player, what would be the most interesting story? The protective knight that lost his temper and beat up the beggar on the street, the thief that returned the stolen goods, the doctor who ended up killing his patient, the enemies who suddenly became best friends? Sometimes playing against stereotypes can provide better stories and more intense experiences than playing a character as written.

    Just like Falling in Love

    Think of it as falling in love. Sometimes we just do stupid shit for love. That is your motivation. Now ask yourself, what or who is it that your character loves? Then do that stupid unthinkable thing to get closer to it. “My character do not fall in love,” well maybe you just did anyway? Or maybe you did something stupid to protect someone? Love is the perfect illogical explanation for lots of potential play. Again, obviously be mindful of your co-players, never use spontaneous love as an excuse to stalk someone you as a player like out-of-character. Use it to start new interaction and if you feel stuck with no direction for your character.

    “I Suddenly Remember All about This Trauma from My Past?”

    Remember your 1-10 pages of character is not a full life story. People who have written diaries as teenagers has hundreds of pages of dribble and if you read it all, there would still be more teenage angst to go. Maybe there was something that wasn’t mentioned in your character? Like in real life, you also suddenly remember something from your past, that gets triggered. This could also happen to your character. Be creative and don’t panic, there is almost always a way to get a back into a larp and mold a poor experience into a great experience. I have dozens of boring or just poor larp experiences, where I went out-of-character and went for a walk to reconsider my options, sometimes asking real life friends at the larp for help. If they are your friends, they would prefer you tell them of your struggles, than just try and brush it off, even if you interrupt five minutes of their weekend larp. Who knows, maybe they are also confused and together you can solve each other’s lackluster experience.

    Sharing Is Caring

    This brings us to yet another approach. Instead of thinking about what you as a player want, think about what you could do to enhance the experience of others. If someone else looks bored, try to play with them. It might so happen that they then do the same for you when you get bored. Maybe someone is trying to keep a secret? Expose it to everyone, see what happens. Maybe someone else wants to be beaten or wants to win, let them, others will mimic your collaborative play. Look outwards and become a playmaker for others. The best stories are created together and sometimes you can get a great experience yourself by delivering one for someone else. Maybe you can deliver someone’s poems or collect their taxes, maybe someone is sitting with to much to do and you can lift part of that burden. You might break ranks a bit or upset norms in the setting, but if someone is struggling with their position anyway, their experience might already suck, so breaking a bit of the immersion of hierarchy is often the lesser of two evils.

    Reinventing the Wheel

    I am not trying to reinvent the wheel, steering was a term introduced a few years ago at Knudepunkt. I strongly recommend you read: The Art of Steering by Markus Montola, Eleanor Saitta and Jaakko Stenros (2015). What I advocate is to actively steer your character. Take charge of your experience. It is even more important today, where you have likely gone to a larp in a foreign country that cost a fortune. Try one or more of the techniques I suggested above and if you’re in doubt, always come and ask the organisers, they might not know everything, but they could have a good idea on how you could adapt your character.

    Going Out-of-character

    There is a lot of debate about whether or not it is okay to leave character. In the 90s’, it was clearly considered the biggest achievement to stay in character as long as humanly possible. Today, things are changing, while immersion is still an important goal, we want to be more aware about consent and opting in / opting out. For you to be able to play with informed consent and be able to opt out, you need to on some level to feel comfortable with stepping out-of-character and asking your co-players “is this okay?” as well as saying: “NO!” (or “Yellow Penguin,” if that is the agreed safeword).

    Nordic larps often have safewords as a default, and creating comfortable off-game awareness can be done in different ways, which I am not going to go into in this article. What I can say is that when it works, it is usually quite easy to fall back into character, surprisingly easy in fact, at least in my experience, whenever someone takes you off-game. We always think that immersion is slowly being built up. I would argue it can be kickstarted. Think of when you watch a powerful movie, some movies take you right into the action with a single chord or one camera shot. I have experienced the same in larp. If you have doubts, go off-game and ask, and then agree on a way to reboot the scene and do it.

    Kickstarting Immersion

    There are many techniques you can use to kickstart immersion, most of which are inspired by methods from theatre and may require a bit of practice. At Fairweather Manor, playing the role of the butler required the player—Daniel Sundström— to go into the off-game room to get updates about the programme for the larp. Each time Sundström entered, he would do a specific modern hand gesture (Going out-of-character) and when stepping back into the larp he would stand up straight and take a deep breath as if he was about to jump into a swimming pool (Going into character.) What he did was giving physical signals to his body, when going from off to in-game. I recommend you find a distinct physical trait for your character, which you stop doing if you go out-of-character and restart doing as you try to immerse yourself. It can be a specific voice, a way to fold your hands, a tipping with your fingers, favouring one leg—you see it in movies all the time, the really immersive character have these physical traits that completely changes the actor.

    The Actor Daniel Day-Lewis is famous for the way he changes his physicality. If you watch a few of his movies in a row, you will notice that he almost always changes his jaw position when he acts to helps with accents and changing his facial structure. I’m not saying you need to be an Oscar level performer to larp, but let yourself be inspired by it.

    Generally what you want is very clear physical behaviour transformation and have some odd physical action while going out-of-character, making it clear for your mind and body, that you are leaving the magic circle.

    Another approach is setting a scene. Every player involved should agree, off-game, on who starts the conversation and then you jump in. It is best to pick a scene that is powerful and can get your adrenaline going, like a fight, running or going onto stage to perform. Demanding immediate action from your character turns the focus away from your “off-game self,” you focus on the task instead of your own thoughts. Basically, you want to distract your mind, it is a bit like trying to fall asleep, if you think too much about it, it only becomes harder.

    Lastly, music. If you are running a black box larp I strongly recommend using music or lights to signal immersion. Just like in a movie, using our senses can trigger us to get into character, out-of-character, or evoke emotional responses which are often a great distraction from off-game thoughts. This is also why black box larps can be so powerful in just one hour of play. It can get as intense in one hour as a weekend in a castle. Because just like a castle evokes emotional responses by having the smell, the feel and the look right—a well designed black box larp can play with your senses to empower immersion.

    We Can Negotiate Violence, Why Not Characters?

    At the Swedish boarding school larp about bullying, Lindängen (Elofsson and Lundkvist, 2016), my biggest regret was the scene I did not cut. It was a scene where one character was group pressured into slapping another character. It was a powerful scene, but the player doing the slapping was only giving “fake slaps” as the crowd shouted: “Hit harder,” “hit harder.” I could see the group pressure bleeding over from the character to the player as well. Fortunately, the player stood firm and did not escalate, but after the scene ended I realised that I should have said cut, stopped the scene and let us find a way to play up the intensity of the fake beating rather than playing it down.

    We make these realisations when it comes to scenes being too violent or intimate, and we agree to change them without blinking. We should give our characters the same courtesy. If something isn’t working, go off and agree with your co-players or organisers how to improve it. Worst case, you ruin one good scene but you save an entire larp experience.


    You can read a response to this text by Martine Svanevik here:
    https://nordiclarp.org/2017/02/21/response-charles-b-nielsen/

    You can read a reply from Charles Bo Nielsen to the reply here:
    https://nordiclarp.org/2017/02/21/reply-martine-svanevik//


    Bibliography

    Ludography

    • Nielsen, Charles Bo, Dracan Dembinski and Claus Raasted et al. College of Wizardry. Poland: Liveform (PL) and Rollespilsfabrikken (DK), 2014-.
    • Boruta, Szymon, Charles Bo Nielsen and Claus Raasted et. al., Fairweather Manor. Mozna, Poland: Dziobak Studios, Rollespilsfabrikken (DK) and Liveform (PL), 2015.
    • Elofsson, Alma and Mimmi Lundkvist. Lindängen International Boarding School. Organised by Alma Elofsson and Mimmi Lundkvist. Malmköping, Sweden: 2016.

     


    This article was initially published in Once Upon a Nordic Larp… Twenty Years of Playing Stories published as a journal for Knutepunkt 2017 and edited by Martine Svanevik, Linn Carin Andreassen, Simon Brind, Elin Nilsen, and Grethe Sofie Bulterud Strand.

  • SHOWTIME – How a Silly Joke Turned into an Experimental Larp

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    SHOWTIME – How a Silly Joke Turned into an Experimental Larp

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    During a Christmas dinner last year, my friend (and then boss) Claus Raasted got drunk and played “truth or dare”. He ended up getting dared to announce a larp that same evening. Being of a minimalist nature, he got the idea of announcing a larp with absolutely no information, except for a title, some organizers and a date. People had to sign up and pay without knowing anything more than that.

    His original thought was that when people signed up, he would send them their money back and tell them not to trust such a silly scam. For better or worse, he put my name as co-organizer together with Anders Ebbehøj (who had bought the rights to be named as main organizer at a Rollespilsfabrikken larp years back – but that’s another story). Claus and I were at the time high on College of Wizardry madness, so it seemed natural that he’d just put my name on a weird project without asking.

    Unlike him, I didn’t wanna pass up the chance to actually make a larp, though. Especially not when my name was on a mysterious website about said larp! So I ended up telling Claus: “Fuck your plan! We are going to do this! I will write a draft for it!”

    We stuck to the idea of running a larp in complete secrecy. Participants had to pay 250 DKK (35€) up front, with no knowledge whatsoever of the content. Even the location was just listed as “somewhere in Copenhagen”.

    Piling on the Silliness

    Once we agreed on doing it and on keeping it silly and fun, the ideas we threw into the pile had no end. “How about if the main game mechanic is players drinking champagne?”, “We’ll make a gimmick out of Anders Ebbehøj being the only actual organizer and being super pretentious!”, “Let’s have players meet up on a public bar and hand them a letter and say we know nothing!”, “There should be a real prize for winning the larp. 1000 DKK sounds right!”

    I hadn’t had this much fun creating a larp since I created a parody larp making fun of Swedish Jeepform. It was called We Åker Jeep – The game, but it was a lot more fun than it sounded. Anyway, this was even more fun than that. We basically laughed every time we got new ideas and said yes to everything

    A Highly Competitive Larp about Pretentious Larp Organizers

    We – that is me and Claus, and definitely NOT Anders, whose role will be explained later – ended up creating a five act larp about a group of pretentious organizers meeting up after the first College of Wizardry; dedicated to making a better larp than that mess. It was heavily inspired by Martin Jordö’s, Stina Almered’s and Karolina Staël’s comedy larp from 2014 about pretentious Nordic larpers; The Alpha Elite Larp of All Times. Except ours was even more outrageous and self-congratulatory.

    Every act started with them opening a bottle of champagne and ended when it was empty. At the end of every act, they had to rate each other on their larping. We gave no rules for how to rate people, only that everyone had to give one of the other players a sticker for being an awesome larper. At the end, the one with most stickers would get a grand prize of 1000 DKK. Yes; real money. Also, it was about half our budget. The other half was spent on champagne. The third half we spent on pizza, thereby blowing our budget.

    Anders Ebbehøj Presents

    We decided early on that it would be Anders’ larp. Anders had no intention of working on it, though, but neither Claus nor I saw this as a particular hindrance. In fact, this was even more fun. So Anders’ role in the project was simple – he would be the star in an instructional in-game (oh, sorry, diegetic, you pretentious fuckers!) video that we put together, and we were to be his henchmen. He would be the diva of the production; showing up for our filming session and reading from an already-prepared script while dressed in various silly outfits. For the actual larp he’d do nothing but appear at the after party and get the war stories and fame. Just as planned.

    No Organizers on Site

    We (Claus and I; NOT Anders) met the players at a bar and gave them a letter with a map and keys to the location. They asked a lot of questions, but we told them that we didn’t know anything either. It was all part of Anders’ brilliant design and we were just the messengers. We also bought them beer. Then we wished them good luck and prayed for the best. On location we had prepared bottles of champagne and the video with Anders explaining the larp and how it should be played. What could possibly go wrong!?

    They Nearly Sent Away the Pizza Man

    None of us were on site for the larp itself, but “Anders” had ordered pizza for them. They weren’t aware of this, so when the pizza guy arrived with pizzas that were already paid for, they almost sent him away. Luckily, one of the players did a “Oh, wait, I ordered pizzas for everyone!” and let her character take the credit for it. More on credit-hogging later.

    Rerunnable Larp

    Since the complete design of the larp is described in the self-explanatory video we made in English, the larp can easily be run again by anyone interested in something crazy and fun.

    This larp is clearly not for everyone, but when we met up with the players later after the larp, they didn’t know what was up and down and had had a quite funny experience. Our only German player won, and walked home with a 1000 DKK cash prize, and of course we had players complaining about how they should have won instead, but played to lose. Beautiful.

    Game Mechanics

    The Rule of I

    In SHOWTIME you only talk about yourself, and never say “we”. This is about your achievements and contribution. (This was a mechanic meant to create alibi for even more outrageous competitive play.)

    Sounding Important is More Important than Being Important

    This is a larp about being pretentious and sounding pretentious, so you should play according to that, by focusing more on sounding important than on actual results.

    Fear

    Since this is a competitive larp, you should embrace your fear of losing and use that fear as a motivator to outplay the other participants.

    Conclusion

    There are a few things I take with me from creating SHOWTIME.

    1. If you have fun while organizing, your players are more likely to do the same.
    2. Sometimes it’s great to just create a larp, without overthinking it.
    3. Videos with a person explaining what is going to happen actually work!
    4. Intentionally breaking with the rules of good design can be a great learning experience.
    5. Watching the video one year later is hilarious.

    https://www.youtube.com/watch?v=HmeNVsuF2Y8

    SHOWTIME

    Credits: Anders Ebbehøj and co. (Charles Bo Nielsen and Claus Raasted).

    Date: January 17, 2015

    Location: Rollespilsakademiet, Denmark

    Duration: 1 evening

    Participants: 13

    Budget: €435

    Participation Fee: €35

    Game Mechanics: “The Rule of I”, “Sounding important is more important than being important”, “Fear”


    This article was initially published in The Nordic Larp Yearbook 2015 published by Rollespilsakademiet and edited by Charles Bo Nielsen, Erik Sonne Georg, et al.

    Cover photo: Anders giving instructions (Still from the YouTube video).