Author: JC

  • NEXUS-6 – Narrativist Airsoft

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    NEXUS-6 – Narrativist Airsoft

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    Nordic larp is taking France by slow-motion storm. After experiencing the awesomeness, people are setting up re-runs of classics such as Mad about the Boy and Just a Little Lovin’. The next logical step was to make our own stuff, and NEXUS-6 was one of the first humble attempts.

    The Inspiration

    Ever since I played Monitor Celestra I have been convinced that Blade Runner’s ‘replicants’ are dramatic gold (for those who didn’t get the reference, Nexus-6 are the newest model of replicants in Blade Runner). I’m also fascinated by totalitarian regimes and the insane things they make people do. Then, for some reason, I thought it would be nice to give airsoft a try.

    The result was a retro-future “Battlestar Galactica meets the battle of Stalingrad”, where soldiers fighting a losing war for a North Korea-like state gradually realize that some of them might be replicants planted by the enemy.

    Promo picture. (Photo: Hoog)

    The Mechanics

    Most techniques I stole from other larps (who probably stole them from other productions themselves): shadows from Monitor Celestra, letters from Last Will, colored lanyards from Life is Cheap, monologues from Just a Little Lovin’ and many more, including of course safe-words from just about all Nordic larps. Most of these techniques are not particularly novel but had barely been used in France before, making the game a bit of an experiment.

    The Experience

    I wanted a hardcore game, because that’s one of the things I love playing myself. The players got very little sleep, little food, some action and a lot of psychological pressure. They could tune the pressure level to their taste using the safe-words, lanyards and an off-game area.

    The location was also pretty uncomfortable and haunting: An abandoned 1920s hospital, used as a prisoner camp during the Second World War and surrounded by woods. The place is often used by local airsofters who were very helpful in showing us how to use our rented airsoft weapons (almost none of the participants had ever handled one before).

    To make things extra interesting, there was of course no water or electricity. Much of the experience was recorded by photo- and video cameras (handled by organizers, NPCs or the players themselves, both diegetically and not) – a good thing, especially for the busy organizers who did not get to see much of the actual game!

    Promo picture. (Photo: Hoog)

    The Feedback

    Players and organizers were very much overwhelmed by the intense experience. The larp was physically and emotionally exhausting, and very different from what most participants were used to (this was precisely why most of them signed up in the first place). The “get out of character” workshops and debriefing were well received, and it took days (in some cases weeks) for participants to stop singing the game’s “national anthem” (adapted from a Soviet war-song – another idea I stole from a previous larp; in this case Robota). Some players recorded feedback videos, to be used for the benefit of future players.

    What made this larp a success for me was the balance between hardcore in-game conditions and the safety of the rules and off-game environment.

    Participant who played Soldier DA-X-746

    The Problems

    Everything did not run smoothly, of course. Luckily, the obvious things did not happen: thanks, in part, to a very heavy focus on safety, no one got shot in the eye without their glasses on, and no one broke their neck falling down stairs in the dark. Some airsoft guns did malfunction, though, the local fire brigade had to come back and put out the fire they had started on-site earlier as an exercise, and an unsanctioned airsoft team even turned up in the middle of the night (they were kind enough to leave once they realized what was going on)… Among other miscellaneous mishaps.

    Promo picture. (Photo: Hoog)

    The Airsoft

    Airsoft and larp have been moving closer together for a while in France, and this larp certainly confirmed the potential. First off, the airsoft guns look pretty realistic. Knowing that it will sting if you get shot and hearing BBs hitting the wall right next to you also contribute to the experience. It might seem obvious to some, but we discovered that, handled carefully, airsoft guns are just the same as latex swords for larping purposes. Better yet: Just like latex swords, they fit in just fine with a narrativist approach, since you can simply decide how bad the injury is when you get shot (from a scratch to instant death). As already mentioned, airsofters helped out during the larp, and they were very much impressed by the passion we larpers put into what we do. I would not be surprised if a few of them turn up for a larp in the future!

    The Conclusion

    I humbly feel NEXUS-6 has contributed towards making Nordic larp better known in France. The next step is to organize it again in the summer of 2016, this time in English, to allow more French larpers to interact with foreigners. The road ahead is exciting!

    How was the larp? It was… It was… It was real.

    Participant who played Commissar DC- X-811
    Squad singing the anthem. (Photo: Philippe Carrère)
    Squad singing the anthem. (Photo: Philippe Carrère)

    NEXUS-6

    Credits: Hoog (design and production), Baptiste Cazes (additional design and production), Matthieu Nicolas (production), Aurélien Duchatelle (video documentation), Rémi Dorbais & Philippe Carrère (photo documentation), eXpérience (logistics support), ARCAN (airsoft support)

    Date: July 24-26, 2015; July 30 – August 2, 2015 (two runs)

    Location: Aincourt, France

    Duration: 24 hours + workshops

    Participants: 10 players per run (20 in total)

    Budget: €1,500 for two runs

    Participation Fee: €70

    Game Mechanics: Text-message voting to determine replicants, airsoft weapons, shadows, playing to lose, no character death before last act

    Website: http://experiencejdr.free.fr


    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: Promo picture (Pre-game, Hoog). Other photos by Hoog & Philippe Carrère.

  • Hinterland: Design for Real Knives and Misery

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    Hinterland: Design for Real Knives and Misery

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    Hinterland was a Swedish post-apocalyptic larp about refugees and disease. It was language-neutral, in effect meaning that people did their best to switch to whichever language was most inclusive for the players present in any given scene. What follows is my personal take as a player on some aspects of its design, and in particular on the way it used real weapons and real physical misery.

    The raiders have left, taking most of our scavenged food and blankets with them. Now a group is checking everyone for Rosen (“The Rose”, the deadly infectious disease spreading among the refugees). I’m slowly removing my stinking shirt and jacket when I see it, the tell-tale symptom: a bleeding rash on my stomach. God, please, no…

    Physical Misery

    Refugees sleep in an abandoned house (play, Sebastian Utbult).
    Hinterland was pretty hardcore. In it, players took on the roles of exhausted refugees in a post-nuclear war, plague-ridden Sweden for 48 hours. They could not bring any food with them, and organizers provided very little. Even this was partly taken from them by NPC raiders, along with most of their blankets (temperatures dropped to about 5°C at night). Characters then fought over what was left, stealing anything unguarded.

    Organizers encouraged those who felt that digging for one meal a day and shivering in their dirty rags wasn’t hardcore enough to “play to lose harder,” for example by finding an excuse to sleep in a leaky barn instead of staying in the main house. As a result, many players were actually cold, hungry and tired.

    This was of course the whole point, as I perceive that one of Hinterland’s aims was to make participants experience the life of a refugee for two days. This facet of the larp was akin to agendas of other games, such as Last Will (where you can play a slave) or Just a Little Lovin’ (where you can play a gay person). Even though the organizers more or less explicitly stated their objective (in particular during the debrief discussion topics), one didn’t have to engage in political discussion around the larp to enjoy it. Personally though, I found it a pretty cool and effective way of getting the point across.

    Players milling around after the game (post-game, Sebastian Utbult).But back to the misery! So how do you get people to play along so far into hardcore-land? The trick, I feel, is the presence of a safety net: if at any time, a player felt they had had enough (too cold, hungry, stressed), they could just head off to a designated off-game area for a meal and warm bed. Apart from a few caffeine-addicts, no one actually made use of this possibility on the run I attended (the larp was played twice). But knowing it was there made many of us feel safe when “playing to lose our food” or stealing someone’s blanket.

    The system is not foolproof, of course. Just like safety words, all sorts of things can still go wrong. But I personally found the safety-net approach to hardcore misery to be simple and effective. Not only did people agree to get pushed into something closer – if naturally not equivalent – to what a refugee might experience, but it also created an improved framework for dramatic play. Things which are powerful topics for conflictual scenes, but are in many larps not to be messed with (especially not all at the same time), were fair game here, knowing yourself and the other player had this safety net to fall back on: getting thrown out of the only warm place to sleep, hiding a can of rice while others are hungry, etc.

    As I stumble towards the barn, coughing blood, I notice the sign planted in the middle of the road. On the torn-off plank, the moonlight reveals crude letters hastily drawn in charcoal: ROSEN. All I can do is stand there and stare at it, shivering in my dirty blanket.

    So, No Boffer Weapons, Huh?

    A sign warning about Rosen (The Rose), the plague killing off  the refugees (play, Sebastian Utbult).Most weapons used by the characters were knives or tools, such as old pitchforks for example. Real, sharp ones, that is, not the boffer versions. This made for a very immersive experience; after all, nothing looks more like a rusty blade or a metal club than the actual thing.

    Of course, this meant that anything beyond threats was almost impossible, for safety reasons. Armed fighting needed to be very carefully planned, and even then, it was limited to things like “a deadly stab in the back.” This, in turn, meant that weapons in Hinterland were more a way to control or influence people and situations than actual fighting tools, thus serving the larp’s narrativist agenda. It might seem surprising, but when properly workshopped, real knives mean more drama.

    It’s been some time since I’ve traded our last scraps of food for painkillers. People are leaving, saying goodbye, while someone strokes my hair. Dying bodies lie crumpled on the ground. Enya, how I wish you were here… I’m floating away…

    Conclusion

    Having a safety net allows players to “go harder”. This can be interesting for its own sake. It’s also a smart design move for larps that rely on getting participants out of their comfort zone to make a political point. Hinterland is a prime example of this, making people experience some of the hardships faced by refugees.

    The other main design lesson for me here was the use of real weapons. While initially surprising, it’s a great way of shifting a larp’s focus from actual fighting to drama; with the added bonus of looking good.

    Workshop to let go of character (post-game, Sebastian Utbult).

    Hinterland

    Credits: Main designers and producers were Olle Nyman, Sebastian Utbult & Erik Stormark, for Berättelsefrämjandet. Co-produced by Karin Edman & Simon Svensson, with the help of Andreas Sigfridsson, Helen Stark and Ida Eberg.
    Date: May 8–10, 2015 & May 22–24, 2015
    Location: Private land (abandoned 19th century farm) near Kopparberg, Sweden
    Length: 40 hours of play, 3–4 hours of workshop (per run)
    Players: 83 (max 50 per run) + NPCs
    Budget: ~€7,000 (Proceeds were donated to Ingen människa är illegal/No One is Illegal)
    Participation Fee: €50–€250 (depending on income), €80 for a standard ticket
    Game Mechanics: Honor System, playing to lose, safewords, pre-larp workshop, act structure, blank-firing firearms & blank weapons, meta-techniques (opt in).
    Website: http://beratta.org/hinterland


    Cover photo: Bandits raid the refugee camp (play, Sebastian Utbult).