Author: Kamil Buchtík

  • together/alone – Searching for a Soulmate in Summer Prague

    Published on

    in

    together/alone – Searching for a Soulmate in Summer Prague

    Written by

    spolu/sami (in English: together/alone) was a game about ordinary people in present-day Prague. The larp
    was lyric, melancholic, atmospheric, and authentic.  It was about friendship, love, life, and things that really matter.
     The characters were asking themselves “Can we be happy when we find our soulmate?” The game was created through
    workshops during one weekend and played on the following weekend.  It used the whole city as a scene – streets, parks,
    cafés, and flats. The game had neither a main plot, nor events common for all characters, except for the ending
    location. We gave players guidance through the workshops, a theme, structure, and most importantly the feeling of the
    game.

    There is an English version of the Design Document and a Workshop
    manual published
    with this article. That is everything you need to run the larp and we will be truly pleased if
    you use them. And even happier if you let us know about it. Please keep the difference between Czech play culture and
    yours in mind and adapt the materials accordingly.

    Collective Creation

    The decision to create the game through workshops was based on several reasons. Firstly, we wanted players to play the
    characters as everyday people in everyday situations. It is easier to do this with close-to-home characters created by
    the players themselves to suit them. Secondly, we were aiming at authenticity. We supported players in including their
    experiences into their own characters or inspiring other players. Also, as the game mechanics were rather hardcore, it
    was important for the players to meet each other before the game. This gave them the opportunity to design the
    relationships of  their characters with respect to the other players and their personal sympathy.

    Saša’s last text message to Pavel after he broke up with her. She pushed his hand off when he
    tried to hug her on their last meeting.

    “I don’t remember when you hugged me last time. I would like to remember it.”

    It was important to us to ensure that the players would leave the workshops with a clear picture of their characters,
    relationships, and plots . Therefore we prepared the Book which contained worksheets for a number of workshop exercises.
     It helped players to note, concretize, and stabilize their ideas. The game on the second weekend was played completely
    in-character. No further metagame communication, except of safety techniques, was allowed.

    Everyday Play

    We believe that the designers should not only give content to the players (it doesn’t matter if they create it directly
    or provide tools for its creation), but they should also tell them how to play the game. A few words of instructions are
    able to change a larp entirely. Just imagine what would happen with the last game you have played, if the author told
    the players before it started “It is a comedy larp. Play it that way.”

    We went even further in spolu/sami. We instructed players not only how to play the game but also how to act
    within it. We used a concept of everyday play which perfectly suits the vision of this particular larp. We believe that
    everyday play brings both esthetical and functional quality. It is challenging for players in all forms: as actors, as
    creators, and as spectators. As actors they are asked for subtle, natural, detailed acting (high resolution). Everyday
    play leads players to use all existing means of expression. As creators they have to work out how to portray characters
    and their stories in hints only. The aim was to avoid literality. The players were continuously deciding what to say and
    what should stay untold. The things you don’t say are often more important than what you do say. As spectators they need
    to read between lines and to interpret the behavior of other players.

    In-game photo by Dominika Kovarovičová
    In-game photo by Dominika Kovarovičová

    We believe that everyday play looks more authentic and it supports immersion of players. The game itself is set in an
    absolutely authentic setting. Almost everything could be (and should be) interpreted within the game. We believe that
    the most vulnerable place which may break a player’s immersion is interaction with another player, in this particular
    game. And everyday play makes the interface between the game and the reality as seamless as possible.

    Of course, there are limitations connected to this approach. The player is able to play only things which he is able to
    portray authentically. The player can’t fake a cry –  a fake cry is still a fake cry in the game reality. And we put
    further limitations within the game ourselves because of safety (intimacy techniques) or playability (key partner rule).

    Freedom

    The players alone were responsible for the believability and consistency of the characters. We emphasize the freedom of
    creation and possibility to change any aspect of the character anytime. As mentioned above, the players created the
    character, its development or meetings with other characters, in workshops. But everything could be changed to better
    suit the actual situation within the game. If anything pre-agreed didn’t make sense, the player could simply leave it
    out or alternate it.

    Night talks on Messenger with a friend.

    Šimon: Well, I have been on a night walk with Saša. Do you know her?

    and and

    well

    I kind of ran away, you know

    I mean

    I am really attracted to her

    but I can’t do that because of Nikola

    but Nikola is supposed to be home like now

    and she still didn’t come

    (…)

    Alžběta: Well, Nikola was sitting in the subway next to Karel and it seemed to me that the party was just
    about to begin.

    (…)

    Alžběta: Are you okay? You say that you are okay at first but you are silent now and that’s not a good
    sign.

    She went for a drink with him and she pulled out a bottle of wine, I don’t think that she is cheating on
    you

    But I know it still can make you miserable”

    Everything that the co-players do during the second weekend is interpreted as an action of the character, not the
    player. If a player didn’t come to a pre-agreed meeting, the character is blamed, not the player. The co-player may send
    them an angry text message or call another character worrying about them. Everything what happened or did not happen
    affects the game that follows.

    Internal Conflict and Key Partner

    It is easy to get lost in such large creative freedom. Therefore, we provided the players with a clear guide and game
    development structure. We set the main topic of the game: “Can we be happy when we find our soulmate?” Based on the
    topic, each player set an internal conflict of the character, which we called the Problem. The Problem affects the
    character in everyday life, no matter if they know about it or not. It was crucial that the conflict was truly internal
    and independent of external impulses. We wanted characters to struggle with themselves, not with each other or the game.

    The manifestations and changes of the Problem were prepared by the players during the workshop weekend as well. The
    changes of the Problem were shown (directly or indirectly) in interaction with the Key Partner.  The rule of the Key
    Partner was the only concession we made on players’ freedom. The game was so fluid that we worried about its
    playability. We wanted to avoid a situation in which the player is not able to play the game. Or more precisely, a
    situation in which there is nobody to play the game with. Therefore, each player chose one Key Partner who had  to
    follow their crucial pre-game agreements and meetings. The rule enabled playing the game in rough contours even if
    everything else were to go wrong.

    Facebook Interlude

    The players created a closed Facebook network with their characters and relationships, between the first and the second
    weekend.  They  were asked to set up the character’s profile, the character’s key life moments, and write at least one
    post every day. They could also comment on the posts of their in-game friends. All Facebook communication was in-game as
    well.

    Our goal was to bridge the gap between weekends and give the players a reason to think about the character every day. It
    worked great. The in-game digital microcosmos was quickly established. It allowed players to internalise who is who, how
    they behave, and who knows whom. Facebook was used during the second weekend for in-game communication as well.
    Unexpectedly, it also became the most important source of information about the game for us, the organizers.

    Intimacy

    In-game photo by Markéta Haladová
    In-game photo by Markéta Haladová

    Intimacy is an inseparable part of the vast majority of romantic relationships. We knew that it would be an important
    part of the game. We had done a lot of research about intimacy mechanics before the game. The authenticity of the larp
    brought us naturally to the option with minimum simulation techniques. The majority of intimate expressions were used as
    they are. A kiss was a kiss and a French kiss was a French kiss. We introduced a technique for simulation of sex which
    was a French kiss in a situation where the partners are shirtless (corsets, bras and similar stay on). The players’
    safety and comfort was crucial for us. And because  the mechanics were rather hardcore we set several safety rules.

    Safety Mechanics

    We distinguished four intimacy levels: kiss on the cheek (starting level), kiss on the lips, French kiss and sex. If
    players wanted to move up a level, they asked a partner for permission by double-tapping them with a hand. If the
    partner agreed, they responded by another double-tap. It was necessary to get this agreement for every increase of
    intimacy level, and separately for every intimate contact.

    The players registered themselves in groups of four. This rule should ensure that everybody had co-players with whom are
    ok to play the mechanics. As the relationships were created in the workshops, the players could easily chose what they
    will play with whom. Of course, the players had to discuss their personal intimacy levels and preferences: and they were
    able to lower the intimacy mechanics’ levels.

    Argument on Messenger, after a live argument.

    Šimon: dead phone, it was ringing when I called at half past two

    I wish you wouldn’t pull the wool over my eyes

    Nikola: And if I told you that I just wanted to be switched off? Would it be better for you?

    Šimon: and you just want to be switched off?

    just go away at night

    without me

    However, it was forbidden to raise the level of intimacy. We have strictly forbidden real sex during the game even
    between real off-game partners. The rule should prevent the hypothetical situation when the game partner believes that
    manifestations of affection are real and they would want more. The no sex rule is clearly saying that such behavior
    cannot be considered as a part of the game (it is out of the magic circle) and it has to be stopped. Last but not least,
    the Cut safety rule could be used.

    Based on the after-game questionnaire, we can say that the intimacy mechanics worked quite well. A number of players
    appreciated the possibility to agree on other than the default mechanics with a specific partner. In several cases
    players didn’t need to use any mechanics in the game. At least three players used the sex mechanic as it was designed
    and they were happy with it. Several players mentioned that they stopped using the double-tap rule during the game with
    a specific partner. But they used it again if they played intimacy with another player.

    Acknowledgement

    We would like to thank many people. The players, translators, photographers… But also, we want to thank a number of
    people who inspire us by their work. Who spent a tremendous number of hours writing articles, editing books and
    websites, sharing their thoughts on conferences, and talking in pubs with foreigners. The following ones inspired us
    deeply: Dance Macabre (which was inspired by In Fair Verona), On the Road and a great chat with
    Kamil Bartzak. Of course, The Workshop Handbook and also Blue-print of Agerlund by Jesper
    Heebøll-Christensen, article on High Resolution Larping by
    Andie Nordgren and many, many others.

    Thank you. It makes sense.

    Aftermath

    If you are interested in a player’s view on spolu/sami, you can check the review by Jakub Balhar.

    We are thrilled that Rolling will use the adapted workshops of the larp for Zusammen/ Sami/ Sudetenland.


    spolu/sami (together/alone)

    Authors: Kamil Buchtík, Lucka Chlumská
    Translation: Zevla Zevlová, Kamil Buchtík and others
    Proofreading: Crian Shields
    Date: first run June 11-12 and 17-18, 2016
    Location: Prague, Czech Republic
    Length: 27 hours 1st and 25 hours 2nd weekend
    Players: designed for 16 to 36 players, played by 21 players
    Budget: CZK 6,300 (EUR 230)
    Participation Fee: CZK 300 (EUR 11)
    Website: http://spolusami.larpy.cz/

    Ludography

    Kamil Bartczak and Aleksandra Ososińska, On the Road (Poland: 2015).

    Tue Beck Saarie and Jasper Bruun, In Fair Verona (Denmark: 2010).

    Mikuláš Bryan, Kateřina Holendová, and Monika Kadaňková, et al., Dance Macabre (Czech Republic: 2012).

    David František Wagner, Lucie Chlumská, and Severin Rast, et al., Zusammen/ Sami/ Sudetenland (Czech Republic,
    Germany: 2017).

    Jesper Heebøll-Christensen, Elisabeth Nørresø Haase, and Sanne Harder, Agerlund (Denmark: 2009).

    Peter Schønnemann Andreasen, Kristoffer Thurøe, and Mathias Kromann, et al., Totem (Denmark: 2007).


    Cover photo: together/alone (promo photo by Hana Maturová)

  • The Cure for the Stuffed Beast

    Published on

    in

    The Cure for the Stuffed Beast

    Written by

    The unexpected problems of a game stuffed  with themes and plots and their working solutions.

    113_9714We made the most expensive game in Czech larp history, we had worked hard on it for a year and we had prepared almost 100 detailed pre-written characters. After the first two runs of the larp a lot of people said “It was alright.” This article is about searching for changes which would make the game better than “alright”.
    De la Bête was a larp inspired by the French legend about the Beast of Gévaudan. It captures 97 characters of hunters, prisoners, soldiers, merchants, scientists and nobles in 18th century France. Our goal as the authors was to make a  two-day-long dramatic larp with minimum downtimes, a game with interesting plots, twists and dilemmas for each character. To assure this will indeed take place, we decided to use pre-written characters and design almost only personal plots, few group plots and no global plot  with impact on all characters in the game. As a result we have written 110 plots, each directly involving on average four characters .
    Pre-written characters and game filled  with personal plots is in the Czech Republic a usual game design for chamber larps and is also quite common for dramatic larps up to 40 players. But it has never been consistently used for a game of such scale. The chosen design approach and the amount of content brought about several unexpected problems. We knew, that the number of personal plots will let us to a multi-thematic and also multi-genre game. In De la Bête you could find horror plots about the  price for knowledge and secret societies, adventure haunting plots about friendship and rivalry as well as a romantic storyline about a young noble love triangle. We thought that the game is big enough to hold all the genres if all the players walk down the same (purely dramatic) road of the three way model. Well, basically we were right about the ability to hold the genres, but not about the way how to do it.

    The Unexpected Complications

    After the first two runs of the game we decided for a massive redesign. But firstly we had to analyse what were the weak spots of De la Bête. Among others, we found these problems to appear during the game.

    Incoherent Plots

    Each character was involved in app. 5 plots. Couple of players considered the plots and the character itself as incoherent. All motivations of character were clear for us, because we spent a lot of time sharpening them. But we hadn’t been able to communicate them correctly to all the players. And they didn’t ask. This lead to omitting of a few plots which players found unfitting. Of course, the character’s input to the plot was missing to other players.

    Shallow Play

    Few players had more plots than they were able to play. They ignored some of them as in previous case. But more often this lead the players to shallow play. They were more “doing” and less “acting and feeling”: Declare love, checked. Business meeting, checked. Confront the rival in love, checked. Break up, checked…

    Inconsistent Subjective World

    The design based on  a huge number of plots resulted in inconsistent subjective game worlds. Basically, the players were overwhelmed by topics they came across during the game. Players thought: “It is fine that there is a haunted castle and night hunts, but a society of Freemasons? Come on… This is too much.” We didn’t realize during the game development how many personal plots will go public and that the players will have a problem to incorporate them to their subjective diegesis.

    Out of Context

    Even the scenes in the best movies could look stupid without proper introduction and when you don’t know the context. It is the same in a larp.

    A short personal story follows: Once, I was watching O’Connor’s Warrior and I was moved by the final fight scene. Suddenly, my wife came and she started laughing because she found the scene cheesy. She couldn’t get how emotional it is when Joel Edgerton strangles Tom Hardy while saying “It’s alright. I love you.” Even the scenes (or the whole topic) in the best movies could look stupid without proper introduction and when you don’t know the context. It is the same in a larp. We found how big problem this is when the end of the game was coming and most plots were going through catharsis. The players were shouting at each other, duelling, declaring love and dying. Everything in public as is expected from dramatic players. It led to over-escalated scenes without context, feeling of deaths inflation and no time to feel the impact of anything. This would not happen in a design with a global plot, where the catharsis touches every character.

    New Game Style

    113_3858Most of the problems rose from the unfitting game approach. At the beginning of the game development we thought that the game style of De la Bête would be the same as for drama larps for 40 players. Honestly, we didn’t think a lot about it, we considered it as a clear thing. In Czech a “typical” drama player is someone who tends to : 1) play to lose, 2) tell the character’s secret to as many other players as possible, 3) play the tense scenes in front of as many other players as possible and 4) whose goal is to make each separate scene as dramatic as possible. It works very well in most larps, especially chamber ones.

    We didn’t notice during the development that the approach wasn’t suitable for De la Bête and that it would cause the complications mentioned above. So we grabbed the chance to change it for the third run. The new approach was our guiding principle for all pre-game documents and workshops and we did an extensive review of all game content because of it.The new idea was that De la Bête should be played as a novel. More specifically a big French historical novel such Dumas, Balzac or Hugo wrote. Every player is telling the story of the main character through the game. There will be a number of subplots and supporting characters, but the player shall focus on the development of the character’s overall story,  where the character’s main theme plays  a crucial role.

    Main Theme

    The theme was in some form a part of the characters from the beginning, but we decided to formulate it explicitly. This is an actual in-game example of a character’s theme:

    Her main theme is the clash between responsibility to the community and personal happiness. She has to cope with the role of a moral authority, which is a new deal for her. New responsibilities and  expectations are brought in her life. What it means to be the chosen one? How could she combine  the responsibilities, which are arising from her position, and ordinary human happiness? And is it possible to love every creature of God and be fully committed to only one man at the same time?

    The theme unified the character’s plots and brought depth to the game. The players were guided to think about the overall character’s story all the time: What my character did and how is it connected to my theme? How is my theme developing and where is my character aiming? The overall storyline of a character in De la Bête was more important than separate scenes. Therefore, the scene itself can be less intense and dramatic, but the overall feeling will be way more coherent and impressive (and also immersive). A part of this game approach was also the ability to incorporate everything in the game to one´s own personal story (and theme) or discard it as useless for the character’s storyline. It can be labelled as subjective narrativism, which would be a subset of dramatical approach.

    The players were guided to think about the overall character’s story all the time.

    In the first two runs there were free organizers in the field ready to deal with players’ queries. For the third run we encouraged the players to talk about the story development with the organizers a couple times per day or at least to find the time to think about it. More frequent consultations were beneficial in several ways: 1) the players thought over their character story and theme, 2) we knew what was happening in the game, 3) we were able to discover  mistakes (i.e.  wrong times of meetings), 4) we had a chance to identify bored players in time and 5) we partially oversaw  the psychological comfort of players. After a day of the game we named the consult room as the Heaven (because the organizers were in contact with thrilled and excited player) and the backstage as the Hell (where the organizers had to deal with problems).

    In the pregame documents and workshops we tried to teach the players when, where and most importantly with / for whom they should play the catharsis of a character’s storyline. It should be the players who know the context and know what preceded the tense scene. During the 3rd run significantly less scenes took place in public and for example, deaths took place in family circles.

    Outcome

    113_3971According to the post-game questionnaire there were in the first two runs 32 % of excited players, 40 % of satisfied ones, 13 % of players who considered the game average, 11 % below average and 1 % as a bad one. The third run has much better rates : 71 % of excited players, 27 % of satisfied players with only 2 % of players considering  the game as average.  Nobody labelled the game below average or bad. Of course, there are more aspects than the redesigning itself, but we believe that these changes significantly helped the game and solved the “unexpected complications”. The theme connected character’s plots and pointed out interesting thoughts in individual storylines. The “novel approach” helped the players recognise what, when and with whom should the game be played and it brought about a strong feeling of game integrity to them.

    The problems raised in the first two runs are obvious to  us now, but we had to work hard to discover them. And even if the “novel approach” originated as a secondary solution for this specific game, I believe that it could be successfully used in other larps.


    All photos in this article by Lukáš Makovička.


    De la Bête

    Used Concepts: Pay and Play, Pre-written characters, traces of Fateplay, Act Structure, Persistent play, Aspiring to 360º illusion
    Credits: Adam Pešta (chief of production); David František Wagner (chief of game design and writing); Kamil Buchtík, Ondřej Hartvich, Lucie Chlumská, Mikuláš Pešta, Petr Turoň (game design and writing); Alice Ďurčatová, Slaven Elčić, Iva Vávrová (PR); Tomáš Bazala, Eva Mlejnková (costumes); Vít Filipovský (website); Alena Kučerová (accounting); Michal Olbert (pre-game photos); Rosenthal o.s., Rolling and another 30 people.
    Date:: 25–29 September 2013 1st run; 2–6 October 2013 2nd run;  28–31 May 2014 3rd run
    Location: Valeč Castle, Czech Republic
    Length: 2 days + 1 day of paralarp
    Players: 97 per game
    Budget: 1,000,000 CZK (36,000 €) for 3 runs
    Participation Fee:: 1,800 – 2,600 CZK (65 – 95 €)
    Website: www.delabete.cz
    Photos: http://makovicka.net/galerie.php?lang=cs&g=140709 and http://makovicka.net/galerie.php?lang=cs&g=131025 and http://pwx.rajce.idnes.cz/De_La_Bete/