Author: Maury Brown

  • Immerton

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    Immerton

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    Immerton (Brown, Bowman, D, Jones, and Nativ 2017) is a four-day immersive larp held in Joshua Tree, California. The larp is designed to explore what it means to be a woman in a variety of contexts and intersectionalities, and to focus on woman’s ways of knowing, doing, being, and relating. Participation in the event is restricted to those who identify as a woman. A broad definition of woman is used, and organizers and participants welcomed and celebrated all expressions of womanhood. Twenty-three women took part in Immerton’s inaugural run in 2017.

    Immerton is a place and a society entirely of women, existing outside of space and time yet with portals or connections to every world and point in time. Across history, women of all races and ethnicities, social classes, cultures, and universes experience a breakthrough and find their way to Immerton. There are no men there, and women may stay as long as they like or need. Immerton is intended to be akin to Themyscira from the Wonder Woman franchise, but with a more multi-faceted approach to womanhood than a society of warriors is. The goal of Immerton was to create a sanctuary for women players without the concerns that many women experience in spaces that include all genders. A socially conditioned behavior for most women is to perform for the male gaze (Mulvey 1975); being in the presence of men changes women’s behavior, as their concerns about their own safety and relative value move to front of their minds. Immerton is an experiment in feminist and woman-centered game design.

    We were keenly aware of the issues surrounding the US run of the Nordic larp, Mad About the Boy (Edland, Raaum, Lindahl 2010), organized by Lizzie Stark in October 2012. The larp received a great deal of criticism for excluding men, and in particular for categorizing men chromosomally and the design element that annihilated all people with the Y chromosome. Immerton was deliberately designed with several key distinctions to Mad About the Boy.

    First, the larp was not about being without men; it was instead about a complete society of women. This is important, because rather than being a larp about loss, about what is missing, it was a larp about the fullness of the society, of what was included: the multitude of women who chose to attend and whose characters were chosen to find Immerton. Second, we did not make a chromosomal distinction that defines men and women, thus being inclusive to women of any biological body and genetic typing. This separated gender from biological sex, and ensured we did not get into arguments (as had happened with Mad About the Boy) about the definition of woman and who could play. It also demonstrated a commitment to trans-inclusion and safe-space for genderqueer women. Giving people the opportunity to search themselves and determine if they fit an identity of woman was more liberating and accepting than an organizer-determined definition of woman. In addition, the all-woman design team included several feminist intersectionalities, which made it easier for women of many identities to feel included. Third, we openly declared that no man would be showing up in the game, which happens in Mad About the Boy. Men exist in characters’ pasts and futures, but during the larp they were off-stage, appearing only in memories, backstories, or narration.

    Design and Playstyle

    The concept and initial design of Immerton was created by Maury Brown, and expanded and brought to life by an all-woman team of organizers and designers. The team included Sarah Lynne Bowman, Quinn D, and Kat Jones who were writers, designers, and runtime organizers. Orli Nativ acted as Art Director for the game, creating masks and costuming, inspiration art, collages, and scenography for the event, as well as assisting with ritual design and runtime game-mastering. Tara Clapper and Caille Jensen assisted with character writing and world building, and Jess Comstock designed a set of sigils that were used for the different vocations that defined character groups.

    Immerton’s design was sandbox-style, allowing participants to make choices about actions and topics to explore. Structuring this open design were scheduled rituals that took place each evening and in the final morning, representing the forces of four goddesses. The site – a remote retreat center in the high desert of southern California – was integral to the other-worldly feel for the game, and was replete with indoor and outdoor spaces for group and private play. Designed by Frank Lloyd Wright and his son, Lloyd, the building was made of natural desert sandstone, and players’ rooms were adjacent to one another and surrounded by a central hall, where altars to the goddesses were assembled and players gathered for meals and other activities. The site also had a labyrinth, a warm and cool swimming pool, groves of cacti, joshua trees and other native plants, and several fountainscapes and water features. The event took place during the full moon, and bonfires were lit each night.

    A design centerpiece was The Goddess Chamber, a converted bedroom suite adjacent to the large main gathering room. While not a true blackbox((Black Box. Nordic Larp Wiki. https://nordiclarp.org/wiki/Black_Box)) chamber as it contained furniture, The Goddess Chamber was a meta room((Meta Room. Nordic Larp Wiki. https://nordiclarp.org/wiki/Meta_Room)) where participants could spend time with other Immerton sisters and meet the goddesses. Players or organizers (who were also player-characters game-mastering from within the game) portrayed or “aspected”((Aspecting. https://moonlightmagick.wordpress.com/2012/01/07/a-is-for-aspecting/)) a particular goddess by donning her mask, and, at times, her robes. In the Goddess Chamber players could gegine and role-play a memory, dream, alternate choice, or future hope. They could call upon a goddess to guide, to encourage, support, chide, or convict, as needed. The design intentionally drew upon mask theory and altered consciousness as introduced by Keith Johnstone (1987) and advanced by Clayton D. Drinko (2013).

    Play focused on personal journeys, relationships, and exploration of womanhood in a polytheistic goddess pantheon. The game used no numerical rules or combat mechanics, but unfolded through role-play, rituals, art and other media, and meta-techniques. The fictional world and the player community emphasized self-care and a celebration of autonomy in a Culture of Care and Trust (Brown 2016). The intention was to make Immerton a sanctuary for women both in and out of character. The game allowed players to choose their own pace of play and level of engagement, reduce feelings of FOMO((Fear of Missing Out (FOMO). (2017).Wikipedia. https://en.wikipedia.org/wiki/Fear_of_missing_out)) or Fear of Missing Out, and slow the frenzied feeling that many highly plot-driven larps can create. It was very possible to play a mostly internal game and have a transformative experience. That said, the larp had a central premise: Immerton had become tethered in space and time as a result of an anomaly, and players could determine the cause and whether or how it should be resolved. Some players identified with this plot element personally, with the idea of being “stuck” or unable to move forward resonating strongly with them. Participants’ collaborative solution involved returning a cast-out Trickster goddess to the pantheon and creating rituals to heal Immerton. Those elements, of being trapped and being cast away, combined with a reclamation of play and child-like qualities that are too-often left behind in adult womanhood, led to a lot of bleed and personal processing of emotions by participants (Jones 2017).

    Characters and Bleed

    The design team encouraged participants to portray characters that shared personality traits or portions of backstory with themselves. We deliberately wanted to make the alibi of character((Alibi. Nordic Larp Wiki. https://nordiclarp.org/wiki/Alibi))   thin, so that participants could explore shadow or repressed aspects of their lives or selves in the safety of the community and role-play. In this way, the game was designed to deliberately chase bleed (Bowman 2015) that would be empowering and revelatory for participants. The character creation team, led by Quinn and consisting of Sarah, Kat, Tara, and Caille, asked participants to complete a casting questionnaire that sought to inspire careful reflection on one’s own past, fears, blockages, hopes, and desires. Each participant had a primary character writer who discussed the character questionnaire with the participant, and together they created the character for Immerton. For example, one player wanted to explore her anger stemming from several recent events in her life. She and her character writer created a lone survivor from a planet that had recently been annihilated, with no home to return to outside of Immerton. The character’s defining trait was rage at this personal and societal destruction, which allowed the player to explore the emotion without reliving details of her own trauma.

    Each character was connected to three others, a Pillar to provide support, a Crowbar to push for change, and another character-specific relationship. The Pillar and Crowbar design element was inspired by Simon Svensson’s Essence/Nihil relationship mechanic, which was also adapted as the Hope/Despair connections in The Quota by Simon Brind, Charlotte Ashby, Helly Dabill, Martine Svanevik, and Rob Williams (2018).

    Items depicting or representing Innara, goddess of creation. Photo by Sarah Bowman.
    Items depicting or representing Innara, goddess of creation. Photo by Sarah Bowman.

    Mythology and World-Building

    Immerton exists in its own mythos, created by Maury Brown with the goddesses expanded by Sarah Lynne Bowman. This choice was made to avoid cultural and religious appropriation and to ensure the goddesses encompassed a multitude of bodies and identities. We were also seeking to move beyond the tropes of woman as defined by their physical beauty and body, and particularly by their reproductive cycles. Not all women have children, and not all women have wombs or vaginas. We chose to move away from the maiden, mother, crone archetypes and instead were inspired by Lasara Firefox Allen’s book, Jailbreaking the Goddess. Women in Immerton may be in the Child/Daughter, Siren, Amma, or Sage stages, which are not about reproduction but about states of mind or wisdom. They are also non-linear, as one can channel or return to any stage at any time.

    The goddesses were created as a synthesis of many mythologies and share some traits of eastern, western, indigenous, and pagan cosmologies. The four goddesses are of four forces: creation, destruction, reclamation, and fortification, which are Innara, Ellishara, Tohtma, and Rahdira respectively. They represent four ways of experiencing the world and forces to invoke when confronted with challenges and opportunities. Each goddess is associated with a season, direction, element, gems, scents, colors, shadow and light aspects, rituals, and tarot suits. Thus, these new goddesses became connected to and evocative of goddesses from other traditions. Ellishara, for instance, has elements of Sekhmet, Kali, Durga, or Hel, but is her own entity. Every character has a primary Devotion, a particular goddess they are most drawn to, but they could also invoke or worship another goddess. One’s primary Devotion may also change throughout one’s life, and some players used a devotional change as a narrative arc for their character.

    Vocations were created in order to break up what is often “woman’s work” and combine callings in interesting ways. Players could choose Warrior, Shaman, Seer, Mender, Tender, Keeper, or Vigilant as a primary vocation. These vocations categorized similar skills or impulses. For example, menders included welders, tailors, and healers, while Keepers include librarians, teachers, historians, or builders. Each Vocation was an impulse or a calling to leave a mark in a particular way, a diverse gathering of women who are driven by similar goals and ways of interacting in the world. The design goal was to break down stereotypes and tropes that can pigeonhole women and femininity by instead exploring a multitude of expressions and intersectionalities.

    Multimedia Experiential Design

    Immerton’s design engaged participants in individual and group-based physical and artistic activities. These included art, mask-making, journaling, hiking, meditation, swimming, dancing, kata practice, and cooking. These were used both as parts of everyday life in Immerton, but also as ways to explore characters and their relationships through more than verbal role-play. The various activities were opt-in and typically framed as “offerings” that a devotee shared with other acolytes. Participants also tattooed each other with the sigil of their vocation, braided each other’s hair, and traded massages as part of group bonding and reciprocal care.

    Of course, larp has featured these activities since the beginning, but often they are ancillary or incidental activities rather than a central focus of the experience. For example, a tailor at a medieval larp might sew to heighten immersion. Such behavior isn’t typically about making clothes, but about appearing to be a tailor. The story at Immerton was told not only through words and actions, but also through artifacts created by participants. Each participant made a mask that they used in at least one ceremony, and participants collectively wrote a scroll that documented their experience. Some participants also wrote poems or journal entries, drew, painted, or created food together. Other artifacts were ephemeral, such as food, ritually made and shared together. Fire and water were used as physical transmutational elements in multiple rituals.

    One participant noted that the art and artifact elements of Immerton, “emphasized creative and nurturing elements as central to play,” while another stated that they felt these design aspects “gave places for people to engage in valuable, alternative ways with themselves, each other, and their characters.” The boundary between player and character grew thin during these immersive activities (Bowman 2017), and occasionally off-game conversations between participants creeped in. These were valuable to community building and were intense moments for some participants in their own right, but were off-putting for others who wanted stronger immersion into character (Bowman 2017; Lukka 2014). One player stated, “This game was not about simple character immersion – it was about creating spaces to reflect, be introspective, and to examine myself and my issues through the lens of my character. The multimedia aspects gave me different tools and experiences that very much enhanced the experience.”

    An acolyte contributes to the scroll, rewriting Immerton history. Photo by Sarah Bowman.
    An acolyte contributes to the scroll, rewriting Immerton history. Photo by Sarah Bowman.

    Woman-Only Space

    Being in an all-woman space was profound for participants and organizers alike. Although the game was not explicitly about gender identity, many of us live and adjust to a society that treats people whom they label as  “men” and “women” differently, with different expectations and burdens. Participants noted that the space of Immerton, since it was specifically all woman-identified, relieved participants of those expectations, or at least made them less important and influential. One participant said: “The space lightened a load I didn’t realize was so heavy; it was freeing, and it was safe. I think it is important to note that I know many wonderful people who are not women in life that I trust, that I feel free around; this isn’t about not-women being unsafe, it’s about the interplay between who is present, and the influence of society’s gender system on all of the participants. It’s about a pervasive system which has so much influence in our lives, and taking a time and a space to try to remove parts of it and see how that feels and develops. And it was powerfully different.”

    Another participant said, “I usually play with wonderful men who are good at giving space to others and are sensitive to their privilege. But, there were conversations that I think just wouldn’t have happened in other spaces. Women were openly talking about their experiences with patriarchy, relationships, menopause, childrearing, trans issues, etc. in ways that I think were afforded by the female-only space. We could discuss these issues both in- and out-of-character and it felt like a supportive and understanding atmosphere, even when women had very different views on these things.” A third participant said, “having a community of women made the space feel much safer for some of the personal exploration that I did during the game,” including “the commonalities and differences in women’s experiences, opinions, etc.”

    Participants ranged in age from 24 to 55 and showcased various expressions of womanhood and an appreciation for their beauty and diversity. They portrayed characters from across cultures and time periods, some of whom, such as Cleopatra and Emma Goldman, were women from history. One participant reflected, “There was freedom there to exist in whatever state you’re in, and a lot of support all around from fellow ‘sisters’ in a shockingly swift-developing community. It wasn’t an environment I can recall being in before, at least not for an extended duration, and I didn’t entirely recognize going in how powerful this would be.” Some participants discussed how their posture changed, how they stopped worrying as much about their personal appearance and body, how they felt they could go without a bra or other shapewear, how they felt they could sit and take up space in ways where they didn’t have to be conscious of whether they were conforming to “proper” or “ladylike” decorum.

    The woman-only community was not without its conflicts. Women disagreed with each other in- and out-of-character, and personalities clashed over sharing space, language, tone, and actions. Since players participants played close-to-home (Piironen and Thurøe 2014), the alibi between player and character was sometimes very thin, and it was difficult to know whether a character or a player was upset — or both. However, one participant noted, “while power dynamics and differentials were unavoidable, it did not have the same character as when men are involved (for instance I never worried that conflicts would result in violence). I was constantly impressed at how we were able to work through or around these conflicts in a way that helped preserve the community.” Some of this was done in-character, other times through group out-of-character calibrations, and other times through one-one in/off-game consultations with organizers.

    Immerton began as, and continues to be, an experiment. We will run a 4-hour exploratory version at several conventions in 2018, using The Goddess Chamber as the central portion of the experience and include an initiation and a closing ritual. Since conventions disallow single-gender games, these runs will be open to all gender identities, as long as players are willing to respectfully engage with the material and with the expectation that they will portray a woman. We are committed to keeping the destination experience for women only, believing that the all-woman space over the duration of the longer event creates many benefits for players. Immerton’s deliberate choice to remove men from the experience allows it to focus on being a woman in a community of women, and by creating a thin boundary between character and player, it provides a chance to explore the self. Immerton represents an uncommon or even unique opportunity for a woman-only larp space and community, one that has its heart in feminist design focusing on choice, collaboration, non-hierarchical spaces and relationships, empowerment, and communication. One of the takeaways was the power of the mask and of speaking as a divine force, speaking truth with force and authority. That central core of aspecting a Goddess will be brought into the convention larp version. Immerton will be re-run in 2018, and we will continue to tweak the design to allow for even better relationship play and exploration of the intersectionalities of woman.


    References

    Allen, Lasara Firefox. (2016). Jailbreaking the Goddess: A Radical Revisioning of Feminist Spirituality. Llewellyn Publications

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

    Bowman, Sarah Lynne. (March 8, 2017).  Immersion into Larp: Theories of Embodied Narrative Experience. First Person Scholar. http://www.firstpersonscholar.com/immersion-into-larp/

    Brind, Simon; Ashby, Charlotte; Dabill, Helly; Svanevik, Martine; and Rob Williams. (2017). The Quota Design Document. https://www.quota.cymru/

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

    Brown, Maury; Bowman, Sarah Lynne; Jones, Kat; D, Quinn; and Orli Nativ. (2017). Immerton. Learn Larp LLC. www.immerton.com. Run: 2017, Joshua Tree, CA.

    Drinko, Clayton D. (2013). Keith Johnstone: Spontaneity, Storytelling, Status, and Masks, Trance, Altered States. Theatrical Improvisation, Consciousness, and Cognition. Palgrave Pivot, New York. pp. 64-91.

    Edland, Tor Kjetil, Raaum, Margrete and Trine Lise Lindahl. Mad About the Boy. 2010. Run: Connecticut, 2012.

    Johnstone, Keith. (1987). Impro: Improvisation and the Theatre. Routledge.

    Jones, Kanane. (October 28, 2017). Immerton: A Fire in the Desert. https://nordiclarp.org/2017/10/28/immerton-fire-desert/

    Koljonen, Johanna. (September, 2016). “Toolkit: the OK Check-In.” Participation Safety Blog. https://participationsafety.wordpress.com/2016/09/09/toolkit-the-ok-check-in/

    Koljonen, Johanna. (September, 2016). “Toolkit: The ‘See No Evil’ or Lookdown.” Participation Safety Blog. https://participationsafety.wordpress.com/2016/09/18/toolkit-the-see-no-evil-or-lookdown/

    Lukka, Lauri. (2014). The Psychology of Immersion: Individual Differences and Psychosocial Phenomena Relating to Immersion. The Cutting Edge of Nordic Larp. Edited by Jon Back.

    Mulvey, Laura. (1975) Visual Pleasure and Narrative Cinema. Screen.

    Piironen, Helene Willer and Kristoffer Thurøe. (2014). An Introduction to the Nordic Player Culture. The Foundation Stone of Nordic Larp. Edited by Eleanor Saitta, Marie Holm-Andersen and Jon Back.

    Stark, Lizzie. (2012). Mad About the Techniques: Stealing Nordic methods for larp design. Wyrd Con Companion Book, Aaron Vanek & Sarah Lynne Bowman, ed. http://www.sarahlynnebowman.com/wp-content/uploads/2017/10/wyrdconcompanionbook2012.pdf


    This article is part of Re-Shuffling the Deck, the companion journal for Knutepunkt 2018.

    All articles from the companion can be found on the Knutpunkt 2018 category.


    Cover photo: Devotees meet with the goddess of destruction, Ellishara, in the Goddess Chamber. Photo by Sarah Bowman.

  • Safety and Calibration Design Tools and Their Uses

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    Safety and Calibration Design Tools and Their Uses

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    Safety & Calibration techniques are important design tools that help diverse players access your larp and create stories together. They are fundamental to building Cultures of Care and Trust, which are essential for encouraging community members to take the risks and vulnerabilities inherent in role-play. Care and Trust allow players to be open to the epiphanies and intense emotions that lead to transformative experiences.

    While Safety & Calibration techniques are an essential design consideration, no single set of tools works for every larp, nor should any tool be used in a larp without consideration for its unique design goals and community norms. This is the fundamental principle of bespoke design, where every larp design should be customized for its players and the experience you want to provide.

    Careful implementation of Safety & Calibration techniques allows designers to accommodate a diverse player group and establish a baseline Culture of Care and Trust that then allows each participant to exercise their own autonomy and boundaries.

    The Culture of Care and Trust through Safety & Calibration Tools

    Overall, Safety & Calibration tools help create Cultures of Care and Trust by overtly signifying that participants take priority over the event. They model the expectations for how community members should behave toward one another. Safety and calibration mechanics actualize formerly implicit norms and empower players to make their own choices about what to participate in. Because they provide a method for quick player-player calibration, their use leads to more satisfying and safer role-play. A participant who feels safe, seen, and acknowledged feels more trust toward other participants and more willingness to engage in the shared experience.

    Safety & Calibration techniques (Koljonen 2016) allow participants to advocate for their own self-care by setting the expectation that one should speak up about one’s needs, lowering the burden of asking for help from others. They also establish an expectation for how players will treat each other in the community — with respect, compassion, and recognition. For example, encouraging players to check-in on each other and commit to using correct pronouns demonstrates care for other players. These tools flatten the community hierarchy and help new, inexperienced, or unconnected players feel less isolated and unsupported, making it easier for them to become a part of the group. They help prevent participants from becoming emotionally overwhelmed and encourage others to aid those who require support. As a result, they help players feel safer and more connected.

    This article offers three Safety & Calibration Tools that have been in use since June 2016 and are now used internationally in a variety of larps, conventions, and even in some workplace and social situations. This article will examine the origins, practicality, and benefits of the OK Check-In, the Lookdown, and the Pronoun Correction tools. These tools can be adapted for various contexts, and are useful and flexible elements for larp or convention organization or design.

    The OK Check-In Safety Tool

    Origin: Early iterations: 2010-2015 in various US larps. Current standardized mechanic: 2016, Maury Brown for New World Magischola (Brown & Morrow, 2016), as part of system of safety mechanics designed by Maury Brown, Sarah Lynne Bowman, and Harrison Greene.

    Using the OK gesture to check with a fellow participant emerged spontaneously in several US larp groups between 2010-2015. In this early format, a player made the OK symbol at chest height to see if a fellow player was all right. The Player would return the OK sign if all was well. It was particularly used in boffer combat after a tough hit, and among subgroups within a larp community who were looking out for each other. Some larps that included this early version include Melodramatic Mysteries organized by Aaron Vanek and Kirsten Hageleit, larps organized around 2010 by Rob McDiarmid, and boffer larps in the New England area.

    The difference between these early iterations of the OK Check-In and the mechanic presented here and being adopted in many larps is four-fold: 1) this mechanic is systematized as a formal game and community rule, modeled and expected of all participants; 2) it has been standardized with a three-tier response that requires active reflection; 3) it includes specific responses that players should use when they receive the “not okay” response; and 4) it is created purposefully to promote a culture of care and inclusion. The name of the tool evokes the skill check nomenclature of tabletop gaming, of “checking” and also “checking in”: the informal usage (typically in the US) meaning to brie y talk with someone to determine progress or obtain new information.

    How to Perform the OK Check-In

    Like its use in SCUBA, the OK Check-In is a “demand-response signal”, meaning that the other person needs to give a response; the lack of a response indicates trouble or distress. Since some physical role-play is extremely convincing, this is a useful tool to separate role-play from reality in situations such as acting out drunkenness, a physical injury, or a seizure. The technique is used when a person notices another person who appears distressed, sad, upset, lonely, etc. Person 1 may be unsure whether Person 2 needs assistance, or whether their distress is role-play or real. Person 1 uses the Check-In to determine if assistance is needed and to show that they care about the other person’s well-being.

    The technique itself is a call and response comprised of the discreet gesture of establishing eye-contact and directing the “OK” symbol toward another player. The gesture asks the question: “Are you okay?” The other player then considers how they are doing, and responds in one of three ways: thumbs up, thumbs down, or a wavy flat hand. Thumbs-up means “Doing fine, no need for follow-up;” Thumbs-down means “I am not okay.” Wavy Flat hand means “I am not sure.” If the response is anything other than a thumbs-up (i.e. no response, thumbs-down, or wavy hand), Person 1 responds by dropping character and offering assistance in the preferred method for the specific larp/ event, e.g. “Can I take you to the off-game room?” An important part of this technique is that the individual event must make known what the person should do in the case of a negative response. For further explanation of the mechanic, see Creating Cultures of Trust through Safety & Calibration Mechanics, the Imagine Nation description, and Johanna Koljonen’s Toolkit: The OK Check-In.

    Larp issues this tool addresses / How it is Useful

    1. Knowing whether a co-player is role-playing or in distress (physically or emotionally).
    2. Alleviating anxiety and uncertainty about whether a fellow player needs help.
    3. Deliberating about whether to interrupt a person if you are concerned.
    4. Clarifying whether someone is/was feeling alienated, upset, or in need.
    5. Alleviating the anxiety of not knowing if something applies to a player or their character.
    6. Modeling a go-to script to help players connect in times of need.
    7. Contributing to actual safety as players who are hurt emotionally or physically are quickly attended to.
    8. Crowdsourcing and dispersing emotional care and safety (especially useful in larger larps).
    9. Requiring players to periodically self-assess their own needs and well-being.
    10. Reducing incidences of players becoming overwhelmed as they reffect and self-monitor.

    Updates and Adaptations of the Mechanic

    Enthusiastic Thumbs-Up: This adaptation was created by Johanna Koljonen to use at End of the Line (Pedersen, Pettersson, & Ericsson 2016) in New Orleans. Proactively using the thumbs-up sign during a scene became a subtle calibration tool that could be ashed to another player, indicating that the player is not only comfortable with, but enjoying the intensity level of the scene. Akin to the calibration mechanic “Harder”, the enthusiastic thumbs-up tells a co-player they can intensify the scene without requiring a verbal utterance.

    Proactive OK. This adaptation resulted from a player wanting to pre-empt a check-in. A player who recognizes that their behavior or demeanor may cause concern for fellow players proactively ashes the “thumbs-up” signal to indicate they do not need assistance.

    Proactive Not-OK/Thumbs Down. Some players began using thumbs-down as a nonverbal way to ask for assistance, rather than waiting for another player to check-in with them. Some people have difficulty articulating when they are angered or upset, especially those who are neurodiverse.

    Concerns

    These gestures are not universal across the world, and if you are using them in a larp context, you will need to consider your audience. It is perfectly fine to state that you are aware the symbol is offensive in some places, but that in the context of your larp, it will mean something different. For example, the “OK” symbol is offensive in Brazil, Germany, Russia, and other countries around the world, because it is used to depict a private bodily orifice. In Australia, Greece, or the Middle East, the thumbs-up gesture means essentially “Up yours!” or “Sit on this!” and is considered offensive.

    Graceful Exits and Calibration using “Lookdown”

    The “Lookdown” technique is a “bow-out” mechanic that allows a participant to disengage, leave a scene, or indicate a lack of interest in interaction. Adding the tool to your game increases player comfort with choosing what scenes they want to be a part of. In turn, this helps players calibrate the type and intensity level of play they desire.

    The Lookdown gives players an alibi to leave a scene without requiring an in-game or off-game explanation. Most importantly, the technique gives players a way to set a boundary and take care of themselves without making a disturbance, interrupting a scene, or requiring that others get involved. This tool empowers players to choose their own experiences, and makes opt-in/opt-out design more tangible.

    The Lookdown enacts a model of continuous consent for players. A player may consent to a scene that they regret or their consent may change as a result of emergent play. The Lookdown provides a tool to exercise that change of consent, no questions asked. It also allows players to more quickly get off-game to tend to their needs (vs. trying to find a good opening to make an announced exit), and it helps players take care of themselves by signalling that they do not want to be stopped by others. Finally, Lookdown ensures a player will not receive any in-game repercussions due to an off-game reason, more clearly separating player and character.

    Origin: The “Lookdown” technique was invented in spring 2016 in a bar in Oslo, Norway during a conversation between Johanna Koljonen and Trine Lise Lindahl, who suggested the gesture. At the Living Games Conference in May 2016, Koljonen mentioned the technique in her keynote. The Lookdown was piloted in New World Magischola in June 2016 and has since been picked up by other games, including End of the Line, where it was known as See No Evil.

    How to Perform the Lookdown

    The Lookdown is a Calibration Technique for exiting a scene or conversation without causing disruption. It consists of placing one’s open hand across one’s forehead, as if shading one’s eyes from the sun, then stepping back and walking away. An important part of the technique that makes it a safety and calibration tool is how other players react when someone uses the Lookdown. Since it is used by the player for off-game reasons to exit a scene, there should be no questions asked, no explanation needed or demanded, and no consequences given — in-game or off — for using the tool. This helps the player feel that their needs and choices are valid and valued, and allows them to choose their level of experience and engagement.

    To perform the Lookdown: Person 1 shields their eyes and walks away. Person 2 (and all other people in the scene or immediate area) ignore Person 1’s exit and continue as usual.

    Larp issues this tool addresses / How it is useful:

    1. Player realization that the topic or scene isn’t going in the direction they want and they want or need to opt-out safely.
    2. When making up a reason to exit a scene is too difficult (e.g. because the player is too distressed or triggered) or would be too disruptive (e.g. would break up the ow of the scene and point the attention to the person attempting to leave).
    3. Exercising self-care when a sudden trauma trigger overwhelms or distresses a player.
    4. When a player’s biological or personal needs require them to leave, but the player doesn’t want to explain or disclose them.
    5. Moving from one place to another without being stopped by another player; quickly signals that a player does not wish to be interacted with.
    6. When staying in or “pushing through” a scene makes a player uncomfortable, and increases the risk of becoming overwhelmed or distressed.
    7. Alleviating feelings of anxiety or FOMO (Fear of Missing Out) for wanting to make a different choice but not knowing how to extricate oneself from a scene or space.
    8. Preventing feeling trapped in a situation, scene, or space.
    9. Assisting neurodiverse players, who more often than neurotypical players have difficulty voicing plausible reasons to leave a scene.
    10. Signaling the difference between a character leaving a scene (which invites commentary from other characters) and a player leaving a scene (which should go unnoticed).

    Pronoun Markers and Pronoun Correction

    Pronouns matter. A continually misgendered player experiences immersion breaks in their role-play at best and gender dysphoria at worst. Assuming pronouns for a player or a character can lead to trouble. To avoid pronoun assumption, the triggering effects of misgendering, and the sometimes difficult process of correcting a misused pronoun, the pronoun markers and correction mechanics were developed. They have been in use in certain larps and communities since 2016.

    Origin: Created in 2016 for New World Magischola by Maury Brown, Sarah Lynne Bowman, and Harrison Greene, with help from Sara Williamson and Liz Gorinsky, co-authors of the larp See Me Now, which explores queer identities. Brodie Atwater contributed to later workshop adaptations.

    Pronouns on Display: Two Methods

    There are two main procedures regarding using pronouns on name badges at larps or conventions. The first approach displays pronouns on all name badges as an expectation or norm; and the second allows participants to add their pronouns to their badges (or wear a separate badge or patch) if they choose. In both cases, players determine their own pronouns, and upon seeing the displayed pronoun, other members of the community are expected to make every effort to refer to each person by the pronoun they have displayed. Read more about how the two methods work in Larp Tools: Pronoun Markers and Correction Mechanics.

    Pronoun Correction Procedure

    All players should assume that their co-players are making their best efforts to use the correct pronouns. All players should also know that the expectation of the community is that those who use the incorrect pronouns will be corrected, and that the responsibility for correcting is shared across the community. The overriding principle for the pronoun correction procedure is: “If you make a mistake and use the wrong pronoun in spite of your good intentions, the best response is to acknowledge the mistake, correct, and continue the conversation.” Over-apologizing and making a big deal out of the mistake derails role-play, making both the person who was misgendered and the person who did the misgendering uncomfortable. This situation can lead the person who was misgendered to feel compelled to reassure the player who made the mistake, which can heighten feelings of dysphoria or alienation. Thus, a simple “thank you” after a correction is considered preferred etiquette and is least anxiety-producing for everyone involved.

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

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

    This procedure can be repeated as often as necessary if the misgendering continues. Sometimes, it is genuinely difficult to change one’s speech habits and use a different pronoun, especially when one is already under the cognitive load of role-play. A person may need several reminders. The expectation is that one is corrected each time, both to help someone pay attention to their language use, and to encourage not letting a misgendering pass without correction. In each case, the response is the same. The person correcting uses the mechanic and simply states the correct pronoun; the person being corrected acknowledges with “thank you.” Needing several reminders can be frustrating for everyone, but repetition is often needed as people learn new habits. If it appears that someone is intentionally misgendering or refusing to abide by stated pronouns, an organizer or member of the safety team should become involved.

    What the Pronoun Correction Mechanic Does / How it is Useful:

    1. Sends a clear message that your community is inclusive to people of all genders.
    2. Formalizes how pronouns are handled in your community.
    3. Reduces the amount of misgendering that occurs for players and characters.
    4. Gives a simple and quick correction procedure that is expected and minimally intrusive.
    5. Opens community members’ eyes to perspectives beyond a gender binary.
    6. Teaches participants how to get better at recognizing and using different pronouns.
    7. Helps trans and nonbinary participants feel more respected and safer.
    8. Allows role-play to continue quickly after a correction, rather than allowing a conversation to derail into obsequies and discomfort.
    9. Shares the responsibility for ensuring that people are called by their proper pronouns to everyone in the community, not just those who use non-gender-binary pronouns.
    10. Opens larps to multiple gender expressions.

    Conclusion

    Because there is a more mobile and international larp community attending games outside of local larp groups, these design tools and mechanics are cross-populating into other larp cultures more readily than before. In some cases, a critical mass of players can introduce a mechanic into a game that the designers or organizers did not officially add to their design. This can be both good and bad. It’s good in that the players found the technique to be useful in solving one or more of the common larp issues it is intended to address and they want to add it to their game to experience those benefits. It can be bad if they do not have the support of the game organizers, who may view the mechanic with suspicion or even derision. Adding a mechanic informally can fracture a larping community into those who use or support it, and those who do not. This division can create community strife and call for a ruling from the organizers about whether to officially adopt the mechanic, which would change the play-style and/or community norms.

    No design tool is universal for every larp, and the same goes with safety and calibration techniques. Larp designers need to evaluate their design goals, their community, and their players to decide which tools will work well for them and that specific larp. A basis of a culture of care and trust is needed to a certain extent for role-play to happen and to be welcoming to a variety of players. Safety and Calibration tools help to establish that culture of care and trust, making for more meaningful and intense role-play. No tool will be one hundred percent perfect one hundred percent of the time for one hundred percent of your players, but designers need to consider the good that the tools do on balance with the annoyance or resistance to change they may encounter. The OK Check-In, Lookdown, and Pronoun Correction tools are useful together or alone in many larp situations, especially ones that bring together diverse players. They are an important addition to the larp designer’s toolbox and can be used when they help you solve the problems in your community or meet your design goals.


    References

    Bowman, Sarah. “A Matter of Trust: Larp and Consent Culture.” Feb. 3, 2017, https://nordiclarp.org/2017/02/03/matter-trust-larp-consent-culture/

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

    Brown, Maury. “Pronoun Markers and Correction in Larps.” December 1, 2017. https://nordiclarp.org/2017/12/01/larp-tools-pronoun-markers-correction-mechanics/

    Brown, Maury. “Player-Centered Design,” Keynote at Living Games Conference 2016, YouTube, last accessed June 10, 2016, https://youtu.be/oZY9wLUMCPY

    Brown, Maury. “Pulling the Trigger on Player Agency: How Psychological Intrusions in Larps Affect Game Play,” Wyrd Con Companion Book 2014 (Los Angeles, CA: Wyrd Con), https://www.dropbox.com/s/3yq12w0ygfhj5h9/2014%20Wyrd%20Academic%20Book.pdf?dl=0

    Brown, Maury, and Ben Morrow. 2016-2017. New World Magischola. Larp. Richmond, VA. https://newworld.magischola.com/

    Imagination Nation, LLC. “OK Check-In System”. http://www.imaginenationcollective.com/okcheckin/

    Koljonen, Johanna. “Opt In/Opt Out Safety System,” Keynote at Living Games Conference 2016. YouTube, last modi ed June 10, 2016, https://youtu.be/7bFdrV3nJA8

    Koljonen, Johanna. “Toolkit: The OK Check-In.” September 9, 2016. https://participationsafety.wordpress.com/2016/09/09/toolkit-the-ok-check-in/

    Koljonen, Johanna. “Toolkit: The “See No Evil” or Lookdown.” September 18, 2016. https://participationsafety.wordpress.com/2016/09/18/toolkit-the-see-no-evil-or-lookdown/

    Koljonen, Johanna. “The Two-Meaning Lookdown & Forcing Your play-style Preference On Others.” September 18, 2016. https://participationsafety.wordpress.com/2016/09/18/the-two-meaning-lookdown-forcing-your-playstyle-preference-on-others/

    Pedersen, Bjarke, Pettersson, Juhana, and Martin Ericsson. 2016. End of the Line. New Orleans, 2017. https://www.participation.design/end-of-the-line

    Stark, Lizzie. “A Primer on Safety in Roleplaying Games.” Feb. 27, 2014. http://leavingmundania.com/2014/02/27/primer-safety-in-role-playing-games/


    This article is part of Re-Shuffling the Deck, the companion journal for Knutepunkt 2018.

    All articles from the companion can be found on the Knutpunkt 2018 category.


    Cover photo: Participants at New World Magischola workshop safety mechanics. Photo courtesy of Learn Larp LLC.

  • Larp Tools: Pronoun Markers and Correction Mechanics

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

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

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

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

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

    Pronouns on Display: Two Methods

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

    Default Pronoun Listing and Default Gender-Inclusive Pronoun

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

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

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

    Separate Pronoun Badges or Patches

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

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

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

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

    Pros and Cons

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

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

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

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

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

    Correcting a Pronoun Mistake

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

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

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

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

    Pronoun Correction Procedure

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

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

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

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

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

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

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

    What the Mechanic Does and Its Usefulness

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

    Conclusion

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


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

    References

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

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


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

  • Safety Coordinators for Communities: Why, What, and How

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    As we continue our discussion about how to apply principles of Community Design to our gaming and larping communities, we have advocated for the creation of a Safety Coordinator and/or Safety Team for your Community. The need for a Safety Coordinator or Team arises out of the recognition that games can make people feel unsafe through their content or mechanics, through other players’ behavior (in- or off-game), and that gaming communities are not safe for all people. In addition, we recognize that creating a safe and inclusive environment is done by design, and a Safety Team or Coordinator is part of these overall strategies. This article will define a Safety Team and its role, look at principles of what makes for a good Safety Team, and offer some advice for creating and maintaining one for your Community.

    What is a Safety Coordinator and a Safety Team?

    In smaller larps or communities, a single member of the organizer team can be designated the Safety Coordinator, and be the point person for safety duties. In larger larps (a good estimate is 30-40 people or more), it is generally better to share the duties among a Safety Team. A Safety Team is comprised of more than one person (three is often a good number), is diverse, and has authority from the other organizers and in the Community.

    A Safety Team is a group of people who are tasked with paying attention to the safety of the community. The Safety Team is an executive level team, with the leader of the team as a members of the main organizer team. The Safety Coordinator/Safety Team Lead should have ready and immediate access to the main organizer(s), and be part of design and logistics decisions. They will voice how other decisions such as game theme, mechanics, location, duration, size, content, etc. will affect community safety.

    orange life preserver hanging on a wall
    Safety by Michael Nugent on Flickr. (CC BY-SA 2.0).

    A Safety Coordinator or Safety Team may do some or all of the following:

    1. Advise the Organizers about safety mechanics such as opt-in/opt-out, consent, and how to stop the gameplay and assist with these design decisions.
    2. Consult with the Organizers about calibration mechanics such as intensifying or decreasing the level of play, levels of access for play (e.g. touching, violence), or leaving a scene and assist with these design decisions.
    3. Collaborate with main organizers to gain and maintain participant trust in order to maximize the feelings of inclusion and safety from participants.
    4. Create an Off-Game Space or Sanctuary for participants to use during the event, particularly after emotionally intense scenes. Responsible for staffing it with team members or other volunteers, and designing the space for comfort. In larger larps, a separate and private room is preferred; in smaller larps it may be designated area.
    5. Design bespoke safety workshops or briefings for participants before the event which include the chosen safety & calibration mechanics, whom to contact, and what to do in the event of a safety concern. The workshops should align with the design decisions for the individual larp.
    6. Design bespoke debrief workshops and/or game-off transitions to be conducted with participants after the event. This may include establishing a buddy system to assist with larp blues, making an online community available, or on-site debriefs, formal and informal, among other strategies.
    7. Write, revise, and communicate a game’s Conduct Guidelines and Harassment Policy, with the main organizers. These include actions taken by the Safety Coordinator or Team when violations occur. These guidelines and policies should be available to all participants.
    8. Is the established contact for participants who have a safety concern. Reports are made to the Safety Coordinator, or, in the case of a Team, to the Team as a whole. Reports made to a single Safety Team member will be shared with the remainder of the team.
    9. Establish channels, such as a Safety Team email, for participants to make contact about safety issues before, during, and after the event.
    10. Staff the Off-Game Space or Sanctuary during an event. Is known to the Community as the people to contact if they have a safety need. May wear a badge or other indicator. Is distinct from medics or those who handle physical injuries and triage.
    11. Write and enforce a reporting procedure for safety concerns, in consultation with organizers.
    12. Convene quickly when a safety concern is received. Interview, investigate, and discuss the presented information, and vote to take an action commensurate with the violation.
    13. Communicate a Safety Decision to the reporter and the community.
    14. May deliver the Safety Decision and action to the accused, in consultation with main organizers, or give the recommendation for the action to be taken to the main organizer, who delivers it to the accused. An action may be a counseling, a change of assignment or duty within the event, or a removal from the event.
    15. Maintain the confidentiality of those who have come forward with concerns, unless the person(s) has given explicit consent to talk with the accused or have their names revealed.
    16. Report trends and findings to the main organizers and recommend additional changes to the policies, mechanics and procedures to continually improve the community feeling of trust.
    life preserver on a post in a field
    Photo by daspunkt on Flickr. (CC BY 2.0).

    Why Should a Community Have a Safety Coordinator or Safety Team?

    You may be asking yourself, why does my larp need a designated Safety Coordinator or Safety Team? Many times, organizers feel that a Safety Coordinator or Safety Team is not needed, or is redundant, since there is already an organizer team. Other times they feel that their community is already safe and there is no need to draw attention to potential problems, or to make people feel unsafe by acknowledging that safety concerns or violations can occur. Sometimes organizers feel that their larp is too small to warrant a designated Safety Coordinator, or that their community is well-established enough that everyone already trusts each other or knows what to do.

    There are good intentions behind these sentiments, but all of them contribute to marginalizing certain voices who may have experienced harassment, abuse, assault, stalking, or other emotional trauma at a game. In addition, these assumptions make it more difficult to understand and communicate appropriate behavior and for participants to report instances of inappropriate behavior. Here are some reasons why a larp should consider having a Safety Coordinator or Safety Team.

    1. Designating someone or a team to be in charge of Community Safety means it gets done. Organizing a larp is a huge undertaking that requires many skills and has a lot of moving parts. It is easy for Community Safety to seem less urgent that other decisions such as how to make the site work, writing characters, or what special effects to use. Community Safety can seem to be in the background, until a violation occurs that brings it to the forefront.
    2. It ensures that someone with Community Safety skills has the job. Not everyone has the training, reputation, emotional stability, empathy, and communication skills to do Community Safety work. Choosing a Safety Coordinator means that you’ll have someone who is able to do the job.
    3. It gives a designated point of contact for community members. Community members feel safer and more comfortable if they know who to go to and what to do in the event of a problem with another player, or if they should find themselves emotionally overwhelmed. When faced with a crisis situation, clear and consistent processes help everyone involved.
    4. It makes for a more streamlined process at the event. Without a designated Safety Coordinator or Team, participants who feel overwhelmed or experience troublesome behavior will be asking around for what to do, leaning on fellow participants and breaking immersion for others, or coming to already very busy organizers, or worse, not coming at all because they don’t want to make trouble for organizers. A clear point of contact makes it easier for everyone.
    5. Having a Safety Coordinator or Team ensures consistency. A single point of contact (whether Coordinator or Team) means that all reports are coming through the same person(s). That means that the Coordinator or Team will be aware of all problems in the Community, and can understand trends and what is working and isn’t working. They can then feel confident that their understanding of the Community’s pulse is truly representative of the Community. Without a Safety Coordinator or Team, some reports may go to different people, and never be shared with other organizers.
    6. A Safety Coordinator or Team ensures equitable treatment. Without a designated contact, different members of the organizing team, or even the same person may respond to safety concerns differently each time. With a Safety Coordinator or Team, the policies and actions are taken fairly, objectively, and transparently each time.
    7. A Safety Coordinator or Team ensures accountability. When the sole job of the Safety Coordinator or Team is to create and maintain Community Safety, then they focus on ensuring that reports are taken seriously, followed up on, and action is taken. Having a Safety Coordinator or Team ensures that your policies or guidelines are not mere lip service.
    8. A Safety Coordinator or Team ensures transparency. Rather than mysterious back-room deals, or sweeping things under the rug, a Safety Coordinator or Team works within the view of the Community, while also keeping details confidential. Numbers of reports received, decisions made, and actions taken are archived, creating important community knowledge. Participants feel better knowing that there is a process, that they can inquire about it, that their inquiries will be answered and that confidentiality will be maintained.
    9. The presence of a Safety Leader shows that your Community values inclusivity and safety. By naming a Safety Coordinator or Team, it shows your participants that you take the issue seriously. It demonstrates that your game or larp design is conscious and that your team is committed to making the space inclusive, safe, and accessible.
    10. It shows that you are aware that Communities are not safe for everyone. Like it or not, geek communities are not safe for everyone, all the time. Women, transgender participants, players of color, young people, and other marginalized identities have been speaking up about the harassment, abuse, assault, racism, sexism, and discrimination they have experienced in larp, game, and geek communities. Declaring that your Community is safe doesn’t make it safe, and in fact can make you lose the trust of your participants, whose personal lived experience is at odds with your declaration. Designating a Safety Coordinator or Team shows that you recognize that different people experience a Community differently, and what may be safe to some participants who hold various kinds of privilege may indeed not be safe to others.
    life preserver in a boat
    Safety by Ian Stannard. (CC BY-SA 2.0).

    What Makes a Good Safety Coordinator and Safety Team:

    Here are some characteristics that a Safety Coordinator or Safety Team needs in order to be successful in their mission:

    1. Respected. A Safety Coordinator or Team needs to have the respect of the community, and known to be fair, approachable, impartial, and deliberate. A Safety Coordinator must be able to rise above personal feelings toward particular participants, and take an objective appraisal and decision that considers the good of the Community.
    2. Full Faith & Authority. A Safety Coordinator or Team must have the full faith and authority of the other organizers and the Community. A main organizer or other member of the team should never undermine the efforts of the Safety Coordinator, and the Safety Team should always be working in concert with the values and goals of the particular larp, game, or community they are in.
    3. Heterogeneous. A Safety Team is a mixed group, with different genders, as well as different ages, and experience. People from marginalized groups often have a harder time coming forward to speak about their experience with people who will have a harder time understanding their experience or perspective. For example, a woman who has been sexually harassed may feel more comfortable speaking to another woman, rather than a man, about what happened. Try to populate a Safety Team with members who come from different social circles so that people feeling unsafe can turn to someone who is not close to the person with a problematic behavior.
    4. Capable. The Safety Team should have the knowledge, social skills and emotional stability (at least as a group) to talk to both the person voicing a safety issue as well as the person who might be the safety issue.
    5. Credible. A Safety Coordinator or Team must be able to be trusted. Members must be beyond reproach. Do not include people on your Safety Team who have had reports made against them in the past. Participants may not feel comfortable with the Safety Team at all if they perceive that one of the members is compromised.
    6. Action-oriented. Participants must be able to trust that reports will be taken seriously and action taken. Do not include people on your Safety Team who have a reputation for not addressing problems sufficiently.
    7. Aligned. The Coordinator or Team’s views of safety issues need to be aligned with those of the organizer team, and the larp, so they can do their task and enforce the policies as intended. Organizers need to trust the Safety Coordinator, and back up their decisions.
    8. Objective. Safety Coordinators need to be prepared to handle a situation where someone tells them about problematic behavior coming from one of their friends, or someone whom they have past personal experience with. They need to be able to recuse themselves from such a report, or be able to set aside personal feelings.
    9. Flexible. Safety personnel need to recognize that their work isn’t always predictable. When there is a need, they will be very busy. When things are going smoothly, they may have spare time. In addition, Safety Team members need to recognize that what is called for on their part differs with every situation. They may simply need to give clarification or reassurance, sit quietly with someone, or they may need to confront someone about their problematic behavior.
    10. Resources: The Safety Coordinator or Team must be given authority and resources by the Organizer team to be able to deliver what is stated in the Safety Plan and other policies. They need to have the time, capacity, space, energy, and resources to do their job when someone comes to them with a safety concern, no matter if it is small question about the rules, or a crisis situation of a serious violation.
    11. Down Time. The work of emotional labor is serious work, and takes a toll on members of a Safety Team. They have to remain calm when others are upset, aggressive, or hysterical. Make sure you have enough Safety Team members to not overwhelm them. They need breaks, too, especially after a tense situation. It’s often a good practice to work in pairs if a Safety Coordinator must confront a problematic person, both to guarantee their own safety as well as to obtain a better collective understanding of what was said, and to corroborate evidence, if needed. After a stressful situation, it is helpful to have others available to allow the Safety Coordinator or Team to have someone to vent with or process their own feelings.

    This article is part of a series of articles about designing for Community Safety. Other articles in this series include 19 Truths about Harassment, Missing Stairs, and Safety in Larp Communities, and The Consent and Community Safety Manifesto.

    Sources Cited and Further Reading

    Bowman, Sarah Lynne. February 3, 2017. “A Matter of Trust – Larp and Consent Culture.“ NordicLarp.org. https://nordiclarp.org/2017/02/03/matter-trust-larp-consent-culture/

    Bowman, Sarah Lynne. 2013. “Social Conflict in Role-Playing Communities: An Exploratory Qualitative Study.” International Journal of Role-playing 4. http://www.ijrp.subcultures.nl/wp-content/issue4/IJRPissue4bowman.pdf

    Brown, Maury Elizabeth. September 19, 2016. “Creating a Culture of Trust Through Safety and Calibration Larp Mechanics.” NordicLarp.org. https://nordiclarp.org/2016/09/09/creating-culture-trust-safety-calibration-larp-mechanics/

    Brown, Maury E. “People-Centered Design.” Living Games Conference. May 2016. https://youtu.be/oZY9wLUMCPY

    Brown, Maury E. “Pulling the Trigger on Player Agency: How Psychological Intrusions in Larps Affect Game Play.” In Wyrd Con Companion Book 2014, edited by Sarah Lynne Bowman, 96-111. Los Angeles: Wyrd Con. https://www.academia.edu/9944082/Pulling_the_Trigger_on_Player_Agency_How_Psychological_Intrusions_in_Larps_Affect_Game_Play

    Brown, Maury Elizabeth. March 14, 2017. “19 Truths about Harassment, Missing Stairs, and Safety in Larp Communities.” NordicLarp.org. https://nordiclarp.org/2017/03/14/19-truths-about-harassment-missing-stairs-and-safety-in-larp-communities/

    Edman, Karin. January 3, 2015. “Safer Larps for Young Larpers.” WonderKarin Blog. http://wonderkarin.blogspot.se/2015/01/safer-larps-for-young-larpers.html?m=1

    Game to Grow Webisode Project: Episode 2. “Emotionally Intense Play, Calibration, and Community Safety.” With Maury Brown, Johanna Koljonen, Lizzie Stark, and John Stavropoulos. Hosted by Sarah Lynne Bowman. Game to Grow. September 1, 2016. https://youtu.be/3YtRJd5CR2I

    Game to Grow Webisode Project: Episode 6. “Consent-Based Play.” With Maury Brown, Azzurra Crispino, Johanna Koljonen, Lizzie Stark, and John Stavropoulos. Hosted by Sarah Lynne Bowman. Game to Grow. March 24, 2017. https://youtu.be/P4NbFI3hRj0

    Hupke, Marlen. “Emotional Labor.” OSHwiki. https://oshwiki.eu/wiki/Emotional_Labor

    Koljonen, Johanna. September 18, 2016. “Toolkit: The ‘See No Evil’ or Lookdown.” Participation Safety Blog. https://participationsafety.wordpress.com/2016/09/18/toolkit-the-see-no-evil-or-lookdown/

    Koljonen, Johanna. September 11, 2016. “Toolkit: The Tap-Out.” Participation Safety Blog. https://participationsafety.wordpress.com/2016/09/11/toolkit-the-tap-out/

    Stark, Lizzie. January 2, 2014. “Organizer Fatigue: Larp’s canary in the coal mine.” Leaving Mundania Blog. http://leavingmundania.com/2014/01/02/organizer-fatigue-larps-canary-coal-mine/

    Stark, Lizzie. March 18, 2014. “Building Larp Communities: Social Engineering for Good.” Leaving Mundania Blog. http://leavingmundania.com/2014/03/18/building-larp-communities-social-engineering-good/

    Stavropoulos, John. “19 Safety Truths that Might be Lies.” Living Games Conference. May 2016. https://youtu.be/sbvp9keGyV4


    Cover photo: Life Jacket Ring by Zsolt Fila on Flickr. (CC BY 2.0).

  • The Consent and Community Safety Manifesto

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    The Consent and Community Safety Manifesto

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    We acknowledge that our larps are not safe for everyone. In particular, women, queer people, people of color, young and/or inexperienced players, and differently abled players and organizers continue to report that they have been sexually harassed, assaulted, and physically or emotionally abused at larps. Their voices have mostly been dismissed. They have been told that their concerns are invalid, proof of their own weakness or unfitness to play, or something they need to deal with themselves. People who insist that their larps are safe and do nothing to address the concerns of other players do so from a privileged position. Just because a larp is safe for one person does not mean it is safe for all people. Race, gender identity or presentation, sexuality, body size, conventional beauty, age, and experience are factors that affect how safe someone is and feels at a larp event.

    Larps must encourage edgy play! Larps must seek to transform participants through the experience. Larps must explore societal norms and taboos. Larps must encourage collaborative co-creation. Larps must be designed as art. Larps must face difficult content. Larps must make us uncomfortable and encourage us to grow! Not every single larp must (or should) do these things, but larping as a whole must continue to do so.

    Community Safety allows for better larps. Community Safety among the players, staff, and organizers is a prerequisite for the transformative, immersive experience of larp. Community Safety allows us to trust, open up, feel vulnerable, explore new options, step outside our comfort zones, face our demons, and share experiences. Community Safety makes the boundaries between character and player more clear, allowing for more intense in-character interactions. Community Safety gives us tools for dealing with bleed and intense emotions, and gives power to individuals to make choices for themselves. Without Community Safety, larps harm some players.

    Community Safety is multi-faceted. Community Safety is much more than taking measures to ensure that participants are not physically hurt by others or elements of the site. Community Safety is more than having evacuation plans, medical teams, and emergency response protocols. It is more than weapons checks or a single stop word, such as “cut.” Community Safety is a state of mind that stems from trust, support, and shared responsibility. When larp participants feel safe at an event, they are able to take the risks and vulnerabilities inherent in roleplay. Some players need more to feel safe than others. This is normal.

    Community Safety is designed. When organizers do not design for Community Safety, their communities are inherently not safe for some people. This is because dominant off-game norms, which may include misogyny, sexism, homophobia, transphobia, ableism, racism, and other oppressive ideals, are repeated or established within the community, where they marginalize those less powerful. This process is seldom conscious and is the result of entire lifetimes of socialisation. It can only be countered by designing for Community Safety.

    Community Safety is both bespoke and universal. Each larp community has its own norms and needs. Community Safety policies and procedures must be designed for the size, composition, and norms of individual groups. However, certain situations are always problematic for Community Safety. Off-game abuse, harassment, or assault of community members can never be tolerated.

    Community Safety is ongoing. In other words, it is continuous, dynamic, and must be maintained. Community Safety is not achieved by establishing a policy and posting it. Community Safety must be recursively examined, tweaked, evaluated, reiterated, taught, reinforced, and upheld by members of the community and its leaders.

    Community Safety is everyone’s responsibility. For a community to be safe, all of its members must: uphold the agreed-upon social contract of respectful behavior; be intolerant of harassment, abuse, and assault within the group; share the duty of monitoring behavior and educating new members; support the decisions of organizers to enforce safety norms; and respect and offer support to those who make reports of safety violations.

    The 10 Principles of Consent and Community Safety

    1. People are more important than larps. Larp organizers and communities must value the safety of their participants as their number one priority.
    2. Each person’s body is their own. They alone may set their boundaries and say what makes them comfortable.
    3. Larps should be designed with transparency of themes, content, and player lists so that people may make their own choices about whether and how to play.
    4. All larps should have a Code of Conduct, harassment policy, designated safety officers, and reporting procedures which suit the larp’s design and are respected and enforced.
    5. Off-game harassment, abuse, or assault of any participant – or using the alibi of character to harass, abuse, or assault a player – should not be tolerated in any larp.
    6. Each participant is responsible for their own actions; for reading, understanding and abiding by the community Code of Conduct; and for the consequences of their actions to others.
    7. Consent must be freely given, vocalized, and considered inviolable. The expectation of consent must be addressed in pre-game workshops and enforced by organizers.
    8. No one should ostracize or retaliate against any community member for setting a consent boundary or for making a report of harassment or abuse.
    9. When someone is harassed, assaulted, or abused at a larp, they must know who to seek out to make a report; be heard with compassion and trust; be given the benefit of the doubt; have their privacy and wishes respected; and have swift and appropriate action taken to solve the problem.
    10. Larps and larp communities that condone off-game harassment of others or that protect known abusers are part of the problem and do not deserve support.

    The 20 Statements of Support for Community Safety

    1. I will give a clear and honest “yes, please” or “no, thank you” when I am asked for my consent, and negotiate more specifics if I feel they are needed.
    2. I will respect the boundaries another person sets and accept that my boundaries may be different from someone else’s.
    3. I will not touch another participant in-game or off-game, without their consent.
    4. I will not tease, gossip about, ostracize, or retaliate against someone who has set a consent boundary.
    5. I will recognize that my life experience differs from another person’s experience, and that they may make different decisions than I would as a result.
    6. I will accept another person’s decision about or expression of their comfort or safety as valid.
    7. I will support those who have come forward with a report of harassment, abuse, or assault by listening, trusting their experience, and offering my assistance.
    8. I recognize that I may harm another community member, whether I intend to do so or not, and that my behavior is my responsibility.
    9. If I am informed that I have harmed someone, I will reflect on my own behavior and seek to change it.
    10. I will not deflect, blame, or become defensive if I am informed that I have harmed someone.
    11. I will confront another community member if I witness them behaving in a manner that is against our community’s Code of Conduct.
    12. I will ask other community members about their well-being if I observe them being sad, distraught, angry, unusually quiet, or otherwise upset.
    13. I recognize that some people have invisible mental or physical disabilities that affect their experience.
    14. I will not continue a behavior that I have been asked to stop.
    15. I will not use alcohol as an excuse for my poor behavior towards another.
    16. I will not use the alibi of roleplay to harm another player.
    17. For character-to-character interactions involving sexuality, romance, or violence, I will negotiate consent with the other player either before or during the larp.
    18. I will not force my feelings, ideas, or desires upon another community member.
    19. I will not use my size, voice, body, or power to deprive another community member of their autonomy or consent.
    20. I will be an ally of victims, an advocate for respectful behavior, and a voice for those who are unable to come forward themselves.

    The 10 Larp Designer Commitments to Community Safety

    1. With my community, I will create and maintain a Code of Conduct that outlines expected, encouraged, and prohibited behavior.
    2. With assistance, as needed, I will create a harassment policy and reporting procedure for my larps which condemns harassment and establishes a clear and confidential way for participants to come forward if it is violated.
    3. I will designate one or more people on my organizer team as Community Safety Coordinators and give these people the resources and respect they need to conduct Community Safety business.
    4. I will require that players of my larps adhere to the Code of Conduct and harassment policy to continue to play.
    5. I will enforce the larp’s Code of Conduct and harassment policy consistently and judiciously, taking into account the facts and context of each situation, but without playing favorites or excusing behavior for some but not others.
    6. I will list content and themes prior to my games, and will make player lists available to other players.
    7. I will support the decisions of my Safety Coordinators and back them up within the Community of my larp and the larger larping Community.
    8. I will ensure that a Safety Coordinator is present and accessible at my larps, and that there is a designated space set aside for people experiencing distress.
    9. I will create appropriate mechanics for players to opt-out of scenes for any reason during the larp. These mechanics will not penalize the player for using them.
    10. I will be a model of behavior for my larp community, I will take seriously any reports of harassment or abuse, and I will advocate for Community Safety within the larger larp community.

    To sign this Manifesto, please comment below and/or share this post on your social media with your personal endorsement.

    © 2017 by Maury Brown. All rights reserved. Contact author for permission to use or translate. Sharing this post is, of course, permitted.


    Cover photo: CC0 on Pixabay via Pexels.

  • 19 Truths about Harassment, Missing Stairs, and Safety in Larp Communities

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    19 Truths about Harassment, Missing Stairs, and Safety in Larp Communities

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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 article presents a Series of Truths about harassment, missing stairs, and community safety that exist in larp communities around the world. Following each statement and explanation is a “Take Action” section, which provides a pledge of encouraged behavior that larpers can make to help stop harassment, abuse, and tolerating missing stairs in their communities.

    To begin, let’s start with the definitions of the three concepts under discussion: harassment, missing stairs (aka broken stairs), and community safety.

    Harassment: systematic and/or continued unwanted and annoying actions of one party or a group, including threats and demands based on racial prejudice, sexual objectification, advances or obscene remarks, or personal malice as an attempt to force someone to do something, to grant sexual favors, gain power, or cause someone to feel fearful or anxious. May be done in person, online, via text or email, or by proxy (by others).

    In the case of larp or role-play, off-game feelings may bleed into the game, and a player may use their character, the game’s mechanics, or their friendship with the organizer or plot team to further off-game harassment in in-game situations. Example: player A is interested in player B off-game, and chooses to have player A’s character stalk, corner, and make rude advances to player B’s character during the game without player B’s consent or despite player B’s wishes.

    a staircase broken Broken stairs by Davide Costanzo on Flickr. CC BY 2.0.

    Missing Stair (Broken Stair): A term coined in 2012 by Cliff Pervocracy that is used to describe a sexual predator who many people know cannot be trusted, but rather than shunning, they respond by trying to quietly warn others. Communities respond to a “missing stair” by worry, warning, watching, and working around, rather than taking action to “fix the stair” by removing the person from the community or scene. The term can also be used to talk about harassment and abuse in addition to predator behavior.

    In the case of larp communities, a missing stair could be someone who uses their in-game or off-game power or social capital to coerce other players, especially new ones, to provide sexual favors in exchange for in- or off-game gain (similar to the concept of the Hollywood Casting Couch, whereby someone obtains a better role, plot, or esteem if they agree to give sexual favors to a person in charge). It may also be those players who troll for “new blood” on the scene, and experienced members of the scene attempt to warn those new players about the person(s) who see them as a conquest. The missing stair problem compounds as the larp scene internationalizes, is that missing stairs can move from one community to another, where no one in the new community is aware of their predatory, harassing, or abusive behavior, until someone gets hurt.

    Community Safety: An umbrella term that means not only the physical safety of participants, but especially the sense of trust in fellow members of the community to behave responsibly, ethically, and consensually toward other community members. Community Safety is designed and created through community norms, conduct policies, workshops, mentoring systems, and other strategies to welcome participants, help them understand what behaviors are prohibited, tolerated, and encouraged in the community, and to regulate participant behavior when the norms or expected behaviors are breached. Community Safety is an ongoing and dynamic process among community members, organizers, and outsiders.

    An example from a larp community is the creation of a Code of Conduct which explicitly bans harassment, abuse and predatory behavior, and requires mutual consent between two adults before a player-to-player interaction can occur. A player sexually assaults another player, and then is defensive when confronted about it, claiming the victim is exaggerating, or that it was an in-character interaction that wasn’t intended to be to the player. Unapologetic and unrepentant, the player is removed from the game for violating the community norms against sexual assault, obtaining consent, and learning from one’s mistakes. This action is taken to keep the community of trust for all participants and to remove the person who violates the social contract for play established in the community.

    With those background definitions and examples established, here are the 19 Inconvenient and Uncomfortable Truths about Harassment, Missing Stairs, and Community Safety in our larp communities.

    1. Off-game Norms Seep into Our Games

    Many people don’t want to think about this radical truth. People want to believe that games are fictional realms that exist separately from the cultures that exists in society. However, games are products of culture, and are played by people who bring their beliefs and norms into them. Unless we very consciously and actively design our games and our communities against these norms, they will be a significant part of our games and communities. Even with design and community norming, the effects of outside cultural norms are still felt. In international larps, we also have people from significantly different cultures meeting and playing together in intimate spaces. We must consider these inevitabilities in our design and do more than merely accept them. Games and gaming communities need to establish their own norms, and communicate, model, and enforce them.

    Take action: I pledge to be aware of how off-game norms affect my design and play, and to actively steer against off-game norms that replicate oppression.

    2. Harassment Is a Problem in Geek Culture. Harassment Is a Problem in Larp Communities

    We may not like to admit it, especially if we were bullied or harassed for being geeks or nerds, but inside geek culture there exists ongoing harassment. We often excuse harassing behavior as being socially awkward, and we have empathy for those who appear to simply not know how to behave toward others, particularly those they may feel attracted to. Sometimes it is a case of education. Other times the disbelief and shock and saying they are unaware is part of a strategy to continue doing harm.

    In addition, people are vulnerable at larps. Strong emotions, close proximity, the presence of alcohol, and the potential lack of authoritative oversight are factors that can increase harassment.

    Take Action: I pledge to not harass others, to report harassment whenever I see it, and to stand up for those who have been harassed.

    3. We Live in a Culture of Toxic Masculinity, Toxic Masculinity and Female Socialization Makes This More Difficult

    Men are typically socialized in ways that make it difficult for them to understand that their own behavior may be problematic to others. Toxic masculinity requires that they defend themselves and not appear weak. It may also make it more difficult for them to speak up on behalf of women or victims of abusers, because of fear of losing credibility with their peers, who are also performing masculinity. Many men are taught that displays of dominance, aggression, and overt sexuality are appropriate displays of their virility, maleness, and desirability.

    Asking men to examine or change those behaviors can be difficult and painful, particularly since doing so may play directly into a toxic narrative that they are no longer displaying strong, heroic, autonomous male-defined behavior. For many of us who are not prisoners of toxic masculinity, the call to speak up or to adjust behavior seems simple, but we need to recognize that these decisions are fraught within the performance of masculinity and that making these changes requires courage and comes at a cost. Until the masculine code itself is changed or thrown off, applauding the efforts of men who make changes and speak up will help them gain credibility that they may lose among male peers as well as encourage them to support calls to change behavior.

    Women are also often socialized not to show sexual desire, or are slutshamed if they do. Therefore, they may be taught to say no, which encourages men to read no’s as yes’s. At the same time, a woman is also typically conditioned not to say no outright, because of pressure to let men down easy or not reject them harshly. This confusing language sends mixed signals and contributes to miscommunication as well as harassment and assault. Clear communication about consent helps break down this system, but that must be taught, modeled, expected, and enforced in communities.

    I pledge to be aware of how men and women are socialized, and how these performances of gender can contribute to harassment and abuse. I pledge to resist toxic culture whenever I can.

    a woman in striped tights descends a staircase Stripes & Stairs by Thomas Leuthard on Flickr. CC BY 2.0.

    4. Organizers Are Sometimes Complicit in the Harassment, Either Overtly or Covertly

    Some organizers simply do not have the time nor the training to deal with the issues of harassment complaints. Many do not want to get in the middle of player disputes, and many feel both overwhelmed and ineffectual in dealing with the situations. Rather than getting embroiled in “drama” or trying to arbitrate a “he said/she said” dispute, many organizers simply fall back on involving the law as the only option. If a player feels they were wronged, then they are told to go to the police for recourse. However, going to the police can be incredibly difficult to do and may reinforce the trauma and contribute to victim blaming. Not only is going to the police the wrong option for many, it also is a convenient abdication for the organizers.

    Larps are private functions and the organizers of those functions have not only the right but the duty to “police” their own function by setting the norms and expecting their guests to follow them. Many behaviors that are wrong, uncomfortable, and harassing may not rise to the level of criminal harassment, nor should an organizer attempt to make the hard choice of going through a formal criminal complaint for someone else. Furthermore, we only contribute to an overly legalistic and litigious society if the only recourse is to involve the police.

    Take Action: As an organizer, I pledge my commitment against harassment and abuse in my communities, to learn how to deal with it effectively, and to actively implement policies to prevent it and address it.

    Take Action: As a player, I will hold larp organizers responsible for dealing with issues of harassment and abuse in their communities.

    5. The Composition of an Organizer Team Matters

    Who is on the organizer team of your larp always matters, but the team composition has particular relevance in matters of community safety. If an organizer is known to have crossed boundaries before, used their position of power to gain sexual attention or favors, or harbored or turned a blind eye when players or friends have displayed abusive or harassing behaviors, then a member of your community will not feel able to come forward to the organizers on these matters. If your organizing team is composed entirely of men, people of all genders may not feel comfortable reporting abuse and assault. This sad fact isn’t a personal impression of specific men, but relates to social norms, gender performance, and toxic masculinity.

    At the same time, women should not be responsible for handling all “emotional” or “safety” issues that arise. The responsibility for safety should be shared among all organizers and community members. We should not delegate safety to one person, least of all a woman who can then be “thrown under the bus” for speaking out about safety while the men gather and state that “those women” have to be placated, so simply do this for now, and then let’s continue as before. Ideally, an organizer team and/or safety committee will have a cross-section of different genders, sexualities, races, religions, classes, etc. Special attention should be paid to how these intersectionalities affect both the incidences of reporting and the responses.

    Take Action: As an organizer, I pledge to be sensitive to the composition of the organizer team, and to strive for diversity among the leaders of the larp community. I pledge to hold other members of the organizer team accountable for their behavior. I pledge not to collaborate with organizers who use their power to harass or abuse others, or who continue to tolerate abusers and harassers in their communities.

    Take Action: As a player, I pledge to hold organizer teams accountable for a lack of diversity and for a lack of designated safety policies, mechanics, and committees.

    6. Some Games Lead Themselves to Harassment More Easily, by Design

    Games with mechanics like seduction, presence, or power can incentivize harassing behaviors that may cross the line from consent by the character to unwanted advances by the player. Games without Codes of Conduct, safety mechanics, or that have a culture of hard core (in which speaking up about feelings, harassment, or individual needs can be frowned upon) can also be more accessible to predatory or harassing behavior. Furthermore, larps that allow alcohol during the event or after-party have increased risks. Many studies have shown a correlation between the presence of alcohol and increased sexual harassment and assault for both psychological and pharmacological reasons. Organizers or players in games like these should be aware of the greater risk and consider taking steps to mitigate it.

    Take Action: I pledge to be more aware and considerate of how a game’s design may encourage harassment and abuse and to steer away from those behaviors even if they are incentivized in the game.

    rusty stairs Spiral Stairs by oatsy40 on Flickr. CC BY 2.0.

    7. Predators Use the Alibi of Roleplay to Do Harm

    The alibi of roleplay separates a player from a character, and sets up a social contract whereby two or more characters may interact consensually through acting or roleplay. It is understood that the feelings, behaviors, vocal accent, affectations, etc. are not “real” but are being portrayed as character performance. Predators, however, see alibi as a legitimized way to push and breech boundaries, being able to claim afterward that it was simply in the course of roleplay. Whether roleplaying or not, if a person does something repeatedly and nonconsensually that makes another person uncomfortable or in danger, that is harassment or assault. When someone approached about their behavior uses the alibi of roleplay as an alibi for their behavior, it is cause for concern. People who are not trying to harm others tend to be reflective, upset, and apologetic if they are confronted about having done something that another person disliked enough to report. These same traits are seldom demonstrated by those who either have intentional motives, or who realize they have been caught. These people tend to deflect, defend, re-accuse the victim, split hairs, display shock and outrage at having been suspected, and to fall back on the alibi of roleplay: “that wasn’t me, that was my character.”

    Take Action: I pledge not to use my character to cause another player to feel off-game uncomfortable.

    8. False Reports Are Very Very Rare

    Several studies of false accusations to reporting agencies have shown the percentage of false accusations to be 7% or less. Think about that for a moment: 93% or more of accusations are in fact founded. Not only does the law require giving the benefit of the doubt to the accuser in each case, but the evidence backs up the fact that the vast majority of people do not make false allegations.

    A fear of false allegations is perpetuated by those who want to keep decision makers so worried about making the mistake of sanctioning an innocent person that they take no action at all when facts may be disputed. In addition, the rhetoric behind false accusations is a classic blame-shifting technique, to garner empathy for the accused and to distract the focus of an investigation or conversation. Furthermore, the accused may also attempt to create solidarity with a false “what if” scenario? It goes like this: “Hey, you’re a person who is like me. You’re (tall, white, handsome, charismatic, a good roleplayer, etc.). This situation of a false accusation and being treated poorly by the organizers can just as easily happen to you. This community is unsafe for people like us.” Once again, this is a tactic to distract from the issue at hand: that the community is unsafe for others who have come forward with accusations, and to make the “real” or “true” victim those who have been falsely accused and have been aggrieved by the organizers’ actions to remedy it. Because the fear of false accusations can be very real, especially the more it is repeated, a predator can tend to garner some measure of support from others by using this tactic.

    Take Action: I pledge to believe people who come forward with stories of being harassed or abused. I pledge to give the benefit of the doubt to the victim and to act in good faith on their report.

    9. Fear of Reporting and Fear of Reprisal Are Real

    women on a staircase Stairs by Seniju on Flickr. CC BY 2.0.

    It is very difficult to report harassment or assault. There is tremendous social pressure not to do so, especially in insular communities such as larp groups, or even geek culture as a whole. Many vulnerable players do not want to “rock the boat” or “cause problems.” Some blame themselves when they have been victimized. Some are afraid of being made fun of for appearing weak, or not able to handle it themselves. Many fear that they will be the target of gossip, or be ostracized by the organizers or other members of the community. In some cases, especially if the person they are accusing is someone with a great deal of social capital, they are afraid of blowback or further harassment. Studies have shown that the way people react to someone who comes forward with reports of abuse or harassment has an impact on their recovery from the trauma.

    Some people with a history of harassment are also known to retaliate against those who speak up against them or those who support the person or people who came forward. That retaliation can be during the game, on social media, in off-game social interactions, or a combination. Some game organizers or storytellers have been known to actively punish people they dislike by keeping plot from them, sending negative plot after them, or adjudicating against their character, sometimes even to the point of killing a character. It is difficult to speak up. Believe and support those who do and have empathy for those who have not because they made a calculation that it was not worth the likely hits to their safety, sanity, or social circles.

    Take Action: I pledge to support those who wish to report abuse or harassment, and to actively resist those who would attempt to retaliate against them.

    10. Your Experience Is Not Everyone’s Experience

    If your only interactions with the accused have been positive, or at least not-problematic, learning of an accusation or action taken against that person will cause you to experience cognitive dissonance. Your own experience doesn’t match up to the reports of another person’s experience. You may feel incredulous, in shock, or even betrayed. You may find it especially difficult to process or believe that:

    1. Your opinion of the accused could be wrong or in need of revision;
    2. The accused could be multi-faceted and display one type of behavior to one person and a different type to another;
    3. That you could have misjudged the accused’s character, or
    4. That you could have been, or continue to be in danger.

    People tend to defend their own experience, and to want to believe any plausible explanation other than that they may be wrong. It is somehow far easier to believe that until-now reasonable organizers have suddenly become overzealous and discriminatory than to believe that they made a necessary decision based on credible information. Steadfastly holding to your own preconception and blaming the organizers or the victims relieves the cognitive dissonance but does not require reflection, examination, or trust. Accepting that you may have made an error of judgment is not only difficult, but requires further action to relieve the feeling of betrayal and hurt. It is far easier for someone to believe your personal experience than the experience of another, and far easier for you to dismiss experiences that do not negatively affect you, especially if that gives you a net positive gain from the accused or from the community.

    When you hold your own experience as more “true” or “real” than those who have come forward with reports, it continues to harm those who were already harmed. By insisting that your experience is the only possible one, you discount or negate the victim’s experience, and contribute to their fears of reprisal and the exaggerations of false allegations.

    Take Action: I pledge to accept that my personal experience is not universal, and to understand and accept another’s experience as true and valid, even if it contradicts my own experience.

    11. There Is Some Information You Will Never Know

    Much to an organizer’s dismay, the information they will have to act on will likely be imperfect. This is the same as in workplace harassment situations, which dictate that in cases of confusion, one must believe the accuser and act upon that information. Organizers should consider the reports they receive, corroborate them with other evidence from other players, from feedback surveys, from facts in the report, from their own conversation with the accused, from their own knowledge of and history with the accuser and accused, and their general experience dealing with these situations. They may consult with others for advice, and rely on policies in place, but the decision is ultimately that of the organizer(s). Unless it is a situation where an organizer witnessed something first-hand, the wish for more information will always be present, since the desire to make the right call is so strong.

    Players or potential players of the larp who learn about an action taken against someone, are likely going to want more information than the organizer can or will provide. You will have a strong desire to know for sure, in order to both deal with your own cognitive dissonance but also to make a judgement about the organizers’ actions. Players must accept that they will not likely get the information they seek, due to privacy concerns for the accused, but especially due to confidentiality for those making the reports. Organizers have both a legal and a moral responsibility to maintain confidentiality, since those who made a report can become the target of ostracization or retaliation.

    Take Action: I pledge to protect the privacy of those who have come forward with stories of abuse or harassment and not to engage in public speculation that may compromise the victim’s safety or well-being.

    lighted angular staircase DSC_3171 by fernando butcher. CC BY 2.0.

    12. There Is No Burden of Proof Required

    A larp organizer is not a judge or an attorney. Bringing forward a report of harassment, abuse, or assault does not mean that the accusation must be “proven” “beyond a reasonable doubt.” A larp organizer is the host of a private function, and can remove anyone at any time for any reason. In many places, a staff member of a larp is employed or volunteers at-will, meaning they may be fired or removed at the discretion of the organization, who does not have to provide a reason. Victims should not fall into the trap of feeling that since something cannot be proven without a reasonable doubt, they should not bother to come forward. Likewise, organizers should not feel that because something can never be determined with absolute certainty they should take no action at all. The existence of another possible explanation does not make the action taken by the organizers wrong. As an organizer, it is easy to become paralyzed by the fear of making a mistake, or the worry about the fallout your action will have on the community.  Abusers and predators will try to call for the standard of beyond a reasonable doubt as a way to deflect the focus from themselves and create the paralyzing or contentious situations that they can exploit.

    Take Action: I pledge to accept decisions that are made by organizers and not to contribute to a culture of victim blaming or inaction by demanding irrefutable proof of allegations.

    13. Some People Cannot Be Reformed

    We all want to believe in the human capacity for change. We all want to believe that someone who does harm would change if they could. It is much easier for us to rationalize harassing and abusive behavior to think that the person simply needed to understand or be given an opportunity to grow and do better. In addition, many of us in the gaming or larping communities were made fun of, ostracized, or bullied in our youth or in our daily lives, and we do not want to do that to another. This creates a Geek Fallacy: that to be inclusive you must include everyone, even those whose behavior is ongoing and harmful. This is patently false.

    Inclusivity does not mean harming the community for the sake of including a single person, or a small group. Consider this: we would feel less shame in removing someone who punched another or who stole from the community than we would removing someone who has engaged in stalking, verbal harassment, inappropriate touching, or repeated intimidation. Some of these missing stairs have years, even two decades of reports against them. That confluence of information is important. If these behaviors have lasted this long, and continue to be reported, that is strong evidence of an unwillingness or inability to be reformed. Multiple reports about the same person over time creates a pattern of behavior that is a red flag to be addressed.

    Take Action: I pledge to recognize when a person does not want to, or is not able to change their behavior, to set a hard boundary of acceptable behavior, and to take action to remove them from the group when that standard is not met.

    14. The Right of the Community to Be Unharmed Outweighs the Right of One Person to Play

    Metal staircase Industrial Stairs by Bridget Coila on Flickr. CC BY-SA 2.0.

    No one wants to ban someone. No one wants to believe that a person they have known and maybe even trusted is harmful. Everyone wants to give second and third and fourth chances. Everyone hopes that the person has finally learned their lesson. However, we can easily fall into a trap of appeasement, giving more concessions to the predator or abuser in order to keep them from doing more harm. The problem with appeasement, as nations in Europe learned leading to World War II as one example, is that the person (or nation) being appeased gains more and more power, and those appeasing lose theirs. In addition, the longer a behavior goes on, the more normalized it gets, and the harder it is to change.

    Ultimately, you have to decide who is more important: the one person whom a lot of people may like, who may be a great role player, who may be an integral part of the group, or those who have been harmed by that one person in the past, along with all those who are at risk for further harm by this person’s continued presence. Removing a person is hard. Letting them stay to harm others continues to enable them, devalues others, and makes you complicit in the future harm.

    Take Action: I pledge to value the safety of the community over an individual who has done harm.

    15. Lip Service Is Not Enough

    Saying you are going to do something is not the same as doing something. Listening to and even hearing the complaints of others is a step, but it leaves the problem in place. Policies which clearly state that this larp community will not tolerate sexual harassment are not enough if the organizers do not enforce those policies. Applying policies variably if someone has more social capital is also a form of lip service. Furthermore, it is far too easy for organizers and community members to excuse problematic behavior as merely a product of culture. Larp communities must state the behavior expected, make it known that participants are responsible for complying, and then act if those expected behaviors are ignored. The excuse that they didn’t understand the local culture needs to stop. The culture needs to be defined, communicated, expected, and regulated.

    Take Action: I pledge to set the behavior standard, model and teach it to community members, to hold everyone in the community accountable for meeting the expected behaviors, and to take meaningful action when the standards are violated.

    16. Missing Stairs Resist Fixing and Have Supporters

    a woman climbing a staircase Photo by darkday on Flickr. CC BY 2.0.

    The way someone has become a missing or broken stair is by being very, very good at diverting attention from the need to have the stair fixed (e.g. have action, especially banning, taken against them). When confronted with an allegation or concern, the missing stair often responds by giving something to the community — a prop, scene, volunteer time, or duty. This is a way to distract from the concern you have brought forward, attempt to ostensibly make amends, but it does not actually address the behaviors you raised. It sets up a false equivalence whereby they make themselves even more entrenched and valued in the community, social capital they will call on should you take action regarding allegations or concerns . Missing Stairs not only choose victims, they also choose allies to defend them staunchly when accused. They tend to be polarizing figures whom people either love or hate, depending on what behavior of theirs you have encountered and what role you play in their narrative.

    When you remove a broken stair, your community will suffer initially. There will be shock and outrage. There may be some defectors, who find it easier to believe that the organizers have lost their minds than that their friend is in any way culpable. People may form splinter groups, and discuss on backchannels. It is important to the Missing Stair that they appear to have been unfairly attacked, so that they may marshal their armies of defenders.

    Take Action: I pledge my strength, solidarity, and support to the organizers and community when an action must be taken against a person who has harassed or abused a community member.

    17. By Taking Action, You Will Become a Target

    It is critical to the narrative of a missing stair that they are blameless, and the target of persecution. They will almost always state that they would have been happy to have changed their behavior if they had only known. They may try to state that they were never informed of wrongdoing, knowing that the organizers will not be able to give proof as they are protecting the privacy of those who came forward. They will complain that the decisionmakers were too harsh, they will state that the community is actually not safe for cis/het/white/males or some combination. They may call you a feminazi. They may tell others not to go to your games because you are aggressive and overzealous in your harassment policy. They will cite their own awesomeness as proof of your persecution. They will position you as hurting the community and position themselves as defenders of it. They will seek attention for the pain you have caused them. They may make accusations about you personally, or claim that you harassed them with your decision. They may make a public spectacle on social media. They may cost you players, money, and mental health. It is their goal to make this so difficult that you will wish you hadn’t taken the decision and that maybe others would think twice before doing so in the future.

    Take Action: I will support organizers who have taken tough action against predators to keep their communities safe. I will stand up for them against persecution and retaliation.

    18. The Charismatic Predators Are the Hardest Ones

    They are very, very good at what they do. They are also very good at roleplaying. These things go hand-in-hand. They groom supporters. They make people feel special. They put themselves at the core of many scenes and draw attention to themselves. They show everyone how concerned they are about others. They may even stand up for others in a public demonstration of their graciousness. Then, the choose their targets, those who are vulnerable, or new, or don’t have a strong support system, or lack confidence, or are overly tired, or whom they have given a lot of alcohol. And those people see a different side. A charismatic predator can quickly switch from magnanimous to abrasive, from encouraging to abusive, from safe to unsafe, from protecting boundaries to aggressively crossing them, from being a friend to using their power for their own gain, from building someone up to tearing them down, from friendly to shaming and manipulative, from consensual to coercive. If a person who has been victimized by a charismatic predator’s abusive side then speaks up about it, their story and personal experience will be counter to so many others’ experiences that they will be often be discredited. It’s insidious. And it is very real. Nonetheless, no matter how charismatic, handsome, popular, or great at roleplay a person is, no one has the right to buy themselves access to victims for predatory behavior, abuse, harassment, or assault.

    Take Action: I pledge to pay attention to the inconsistent and manipulative behaviors that charismatic predators display, and to recognize that wildly different reports of a person’s behavior among a group is a sign of something wrong.

    green and red staircase Spiral staircase by Chris McClanahan on Flickr. CC BY-SA 2.0.

    19. This Isn’t over, It Is a Recurrent Ongoing Problem

    I am disheartened that I continue to hear stories from people within geek communities around the world who share these problems. It isn’t one community, it isn’t one type of geek, it isn’t a particular region or country. It’s everywhere. Geek culture is rife with it. It may be because the norms inside of geek culture strive to be inclusive. Acceptable behavior tends to be a wider spectrum, and while that can be liberating, it can also open avenues for predation and abuse.  Whatever the reason for it, we have to acknowledge the elephant in the room: harassment, abuse, and missing stairs are a problem in larp communities and the large geek culture.

    Take Action: I pledge to continue to work to make our communities safe from predators and abusers, and to support others who are committed to this goal.

    This is a real problem. There is no easy solution. There is no single solution. But there are solutions. First we have to acknowledge the problem and commit to working together to fix it. Let’s take that first step, and then talk about solutions. And then not just talk. But do it. The follow-up article to this piece will contain some suggested things to look for and actions to take.

    Each larp community is different and will take a localized approach to this problem. This is encouraged! But the baseline that predators should not be given harbor in a larp community must remain if we value the safety and trust of our players, and wish to open our communities to more diverse participants.

    a spiral staircase with lights hanging down
    Heal’s Spiral Staircase by Matt Brown. CC BY 2.0.

    References

    © 2017 by Maury Brown. All rights reserved. Contact author for permission to use or translate. Sharing this post is, of course, permitted.


    Cover photo: Layers by Arden on Flickr. Photo has been cropped. CC BY-SA 2.0.

  • Creating a Culture of Trust through Safety and Calibration Larp Mechanics

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    Creating a Culture of Trust through Safety and Calibration Larp Mechanics

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    When Ben Morrow and I decided to offer a College of Wizardry-like experience in North America in April 2015, we knew we had our work cut out for us. Not only did we need to form a larp production company, secure the venue, build the costumes, obtain props, find players, and all the other duties associated with organizing a larp; we also had to write an entirely new magical universe for North America. We had to design the larp for what would be a predominantly American and Canadian audience, players who were not used to playing in the Nordic-style.

    Maury Brown and Ben Morrow, creators of New World Magischola. Photo courtesy of Learn Larp LLC.
    Maury Brown and Ben Morrow, creators of New World Magischola. Photo courtesy of Learn Larp LLC.

    Even if we seeded the game with experienced players of Nordic-style larps, we knew we wouldn’t have what Teresa Axner refers to as “herd competence,”((Miriam Lundqvist, “Making Mandatory Larps for Non-players,” Nordic Larp Talks 2015, YouTube, last modified Feb. 11, 2015, https://youtu.be/xnIKzQlnRuU )) whereby enough players in the game understood and used the Nordic-style of roleplay, thereby bringing along the players who did not. In fact, we knew we would have a herd competence of a different kind. We would have the majority of our players whose only larp experience was playing in the kinds of larps that are mainstream in the US and Canada: campaign boffer larps set in high fantasy, medieval, or post-apocalyptic settings; or Mind’s Eye Theatre White Wolf games, especially Vampire. All of these larps rely on statistics, skill calls, points, levels, and numeric combat resolution, as well as gamemasters and storytellers. New World Magischola would use none of these. Thus, we not only had to pay careful attention to the design of the game, but we also had to teach nearly all of our players — who were primarily either first-time larpers or larpers who had only played numerical mechanics-heavy games — how to play in this style. That meant developing explicit mechanics and pedagogy for some of the techniques that are now an implicit part of the Nordic- style larp culture. It’s also worth noting that the needs of each of these types of players in our primary participant group are different. The safety, calibration, and culture design system had to be flexible enough to work for each player, no matter their experience.

    Because this game and universe was new for North America, we had the opportunity to create a game ethos and community culture from the ground up. For us, this project was always more than making a wizard college. It was about changing larp culture to make one that was based on the feminist principles of value, care, and compassion. So, while the structure of the larp is very similar to College of Wizardry, the community design principles and the magical universe is unique. Larp designers are fundamentally experience designers. Often, we tend to concentrate on the organization aspects of the larp, e.g. logistics and scheduling. By design, we tend to think of lighting, sound, and other aspects of how the story will be told. What is often overlooked in design – or left to the “herd” – is how players will interact with each other, both in- and out-of-character. Since larp is experienced generally between two or more people, it is interesting that we often do not consider designing the community principles, norms, values, and behaviors that are expected of players and characters,((Lizzie Stark, “Building Larp Communities: Social Engineering for Good,” Leaving Mundania: Inside the World of Larp, last modified March 18, 2014. http://leavingmundania.com/2014/03/18/building-larp-communities-social-engineering-good/)) which fundamentally impact the experience of a larp. Yes, as designers we will post mission statements, creative visions, and even conduct policies, but how do we go about naming, modeling, teaching, and enforcing the game ethos and community culture that undergirds, predicates, and indeed makes possible the creative and artistic experience of the larp? This process must be intentional, and it must be designed and practiced by the participants so that they can express it. This article will discuss a system of techniques and mechanics developed or adapted for New World Magischola (NWM), a 4-day Nordic Style larp for 160 people, set in a magical universe specifically written for North America.

    New World Magischola’s design is based on the Opt-In/Opt-Out Design principles espoused by Johanna Koljonen((Johanna Koljonen, “Basics of Opt-In, Opt-Out Design Parts 1 and 2,” Patreon, https://www.patreon.com/posts/basics-of-opt-in-5808793)) and requires the consent of the player to have anything happen to their character. These principles of “no one can do anything to your character without your consent” and “you consent to role-play at the level of your individual comfort because you are in control of your character” are largely unheard of in North American larps pre-NWM, although they have been used and discussed in Nordic Larp communities((Lizzie Stark, “Player Safety in Nordic Games,” Leaving Mundania: Inside the World of Larp, last modified April 26, 2012, http://leavingmundania.com/2012/04/26/player-safety-in-nordic-games/)) for many years. Many North American larps operate on principles that discount bleed((Sarah Lynne Bowman, “Bleed: The Spillover Between Player and Character,” Nordiclarp.org, last modified March 2, 2015,
    https://nordiclarp.org/2015/03/02/bleed-the-spillover-between-player-and-character/)) between player and character, consider discussion about the player during a game to be evidence of bad roleplay or metagaming. Additionally, some players value ambushing and/or betrayal by gamemasters and other characters as the norm of play. Players of these games know that at any moment in any game a more powerful character could flash statistics and end your game, including killing your character. For very real in-game and off-game consequences, these players tend to have their guard up throughout the game, suspicious of the motives and honesty of other characters, and often of the players who portray them.

    Negotiated magical spells in NWM3. Photo by Learn Larp LLC.
    Negotiated magical spells in NWM3. Photo by Learn Larp LLC.

    We set out to create the opposite type of game by building on what College of Wizardry began. CoW uses consent-based spell mechanics, whereby the recipient of the spell decides its effects. The College of Wizardry design document overtly states that wizards have a variety of sexualities, working to normalize a variety of relationships and identities at the game.((Rollespilsfabrikken and Liveform, “College of Wizardry Design Document,” Rollespilsfabrikken, last accessed September 6, 2016, http://www.rollespilsfabrikken.dk/cow/dd/designdocument.pdf (see p. 18, section on “Boys & Girls”).)) To design the game ethos and community culture for New World Magischola, we would:

    1. Use feminist and queer design principles to explicitly write a world and characters that showcases non-masculine, non-heterosexual identities in positions of power;
    2. Write character and player norms that value self-determination, autonomy, and expression of identity, and;
    3. Write mechanics that both establish and reinforce a community of care.
    A vampire and a poltergeist pretend to face off in NWM4. Photo by Learn Larp LLC.
    A vampire and a poltergeist pretend to face off in NWM4. Photo by Learn Larp LLC.

    This article discusses the workshops and mechanics used in New World Magischola to establish and reinforce a baseline culture of empathy and compassion for fellow players.((Maury Brown and Benjamin A. Morrow, “Breaking the Alibi: Fostering Empathy by Reuniting Player and Character,” Wyrd Con Companion Book 2015 (Los Angeles, CA: Wyrd Con), https://www.dropbox.com/s/xslwh0uxa544029/WCCB15-Final.pdf?dl=0 )) This ethos and environment was necessary in order for players to feel safe and able to take the risks that role-play requires, particularly play that is in a completely different style than most of our players were used to experiencing. Subsequent pieces will look at the feminist and queer design principles and how they were aligned through world-building, characters, workshops, and mechanics. These topics are intertwined, but looking at the discrete mechanics created or adapted for New World Magischola demonstrates not only how players accessed the game, but also how they discovered a new way of playing that valued them as individuals and as members of a community collaborating to create a powerful and transformative experience.

    Community Design is a System — with Rules and Mechanics

    First of all, we have to acknowledge that these techniques are game mechanics. We often like to state that Nordic larps don’t have rules or mechanics. It is true that these larps don’t have skill calls and points and hierarchies, what are often referred to as mechanics. But as Johanna Koljonen and John Stavropoulos remind us in a recent Game to Grow webisode on Emotionally Intense Play, Calibration, and Safety,((Maury Brown, Johanna Koljonen, Lizzie Stark, John Stavropoulos, moderated by Sarah Lynne Bowman, “Episode 2: Emotionally Intense Play, Calibration, and Community Safety,” Game to Grow Webisode Project, YouTube, last modified September 1, 2016, https://www.youtube.com/watch?v=3YtRJd5CR2I)) it’s a mistake not to think about safety, calibration, and culture-building tools as mechanics. They are systematized and symbolic actions, norms – and, dare we say, rules – for accessing and regulating play. They are, at their definitional heart, mechanics that govern player and character interaction. It’s time we recognized the tools used to create and moderate safety, play calibration, and community culture as the mechanics they are.

    The mechanics featured in this article and pre- and post-game workshops at NWM were developed by Maury Brown, Sarah Lynne Bowman, and Harrison Greene. They were implemented — and revised and re-implemented based on player and staff input — at the four runs of New World Magischola held in June and July of 2016. Each game had roughly 160 players, so these mechanics were tested and evaluated on approximately 600-700 players who came from 40 US states, several Canadian provinces, and four European countries. The eight safety, culture, and calibration mechanics used at New World Magischola discussed in this piece are:

    1. Normalizing a culture of Player Care: “Players are more important than games”;
    2. Normalizing off-game moments for player negotiations using “Off-game”;
    3. Checking-In with fellow players using the “OK Check-In”;
    4. Slowing or stopping roleplay using “Cut” and “Largo”;
    5. Graceful exits and calibration using “Lookdown”;
    6. Negotiating physical roleplay (aggression and sexuality);
    7. Pronoun Choice, Placement, and Correction, and;
    8. Full opt-out of romantic play using a sticker on the nametag.

    Additionally, this article will discuss the inclusion of the metagame characters of in-game/off-game Counselors, who were responsible for participant care.

    New World Magischola students work together to heal a professor of a previously uncurable curse. Photo courtesy of Learn Larp LLC.
    New World Magischola students work together to heal a professor of a previously uncurable curse. Photo courtesy of Learn Larp LLC.

    New World Magischola had four hours of workshops prior to the game beginning. The workshops used at NWM were explicitly designed to teach the safety, calibration, and opt-in/opt-out mechanics of the game. We would have preferred to have used even more time for workshops, and some player comments in the post-game survey corroborated this preference, but we were managing both player expectations and venue constraints with the four hour timeframe. In North America, with the exception of the small group of people who have experienced Nordic-style or freeform larps either in Europe or in small pockets at conventions in the US, larps do not have either pre-game workshops or post-game debriefs. Participants come to weekend or multi-day larps to play, and the concept of off-game workshops was both new and subject to a great degree of skepticism. We had to work to sell the concept of the workshops and to explain that they were an integral, and indeed mandatory, part of the game experience. ((We had one instance of a player deciding on their own to skip the workshops (unbeknownst to organizers), who then proceeded to have a disastrous first few hours in the game, causing conflicts with several other players. This was directly because they did not know how to play, and their interactions with others were toxic as a result. This incident prompted organizers to create a makeup policy for workshops, barring entry to the game until a player who had missed workshops had met with organizers to learn the ethos and safety techniques described in this article. This doesn’t fully make up for the workshops, since they do not have the opportunity to form relationships with fellow players, but it at least covers the basic game system and ethos. We did not feel we could tell people they could not play the larp at all if they missed workshops, as some were delayed due to travel problems outside of their control. However, in many larp situations, we would support barring playing the game at all if a player does not attend workshops.)) The four hours allowed us to get through much of what we needed to workshop. However, one of the takeaways from the four NWM runs is that six hours of workshops would be preferable in order to expand the negotiated physical role-play portion, both for greater specificity and for more intentional practice and modeling. More time would also have allowed for the additional development of character ties. The larp also featured a designated Sanctuary space where players could go for off-game quiet, rest, refueling, or conversation, as needed.

    Greene running a workshop in NWM 1. Photo by Learn Larp LLC.
    Greene running a workshop in NWM 1. Photo by Learn Larp LLC.

    1. Normalizing a Culture of Player Care

    In many gaming cultures, the game is considered paramount. Players will make decisions regarding their own safety, comfort level, and needs by considering the impact on the game or their characters first, and the impact on themselves second (or even last). Breaking character is frowned upon, as is admitting player needs or emotions, which are seen as interrupting the game. While many larps have procedures for physical safety and mechanics to use if someone breaks an ankle or hits their head, the majority of North American larps do not have systems in place to account for a player’s psychological or emotional comfort and safety. In some cultures, attempts by players to opt-out of certain types of play, or to problematize certain themes — such as sexual violence — as triggering results in in- or off-game consequences, or a perceived assault on the game’s creative vision. Recent changes, such as Mind’s Eye Society’s summer 2016 ban on rape and sexual assault in World of Darkness games, are increasing the discussion around player safety and care within gaming communities and fictions.

    At New World Magischola, we had to introduce, reiterate, and enforce this reversal of importance: Players were the most important element, not the game.((Maury Brown, “Player-Centered Design,” Keynote at Living Games Conference 2016, YouTube, last accessed June 10, 2016, https://youtu.be/oZY9wLUMCPY )) Players were urged to put self-care first. Self-care included physical needs such as sleep and hydration, but also individual psychological and emotional needs. Players were continually told that no one can make them role-play something or participate in something without their consent, and that no one can cause their character to experience something that they do not find interesting. The culture of this larp worked as the reverse of most mainstream North American larps: player autonomy and choice trumped “game needs” and the mechanics both encouraged and enforced this principle. Players faced no adverse in-game or off-game consequences for choosing self-care; in fact, it was celebrated. Once players realized self-care was the norm, they felt more comfortable exercising the other techniques described below, which specifically helped them make self-care calibration choices.

    Students show empathy for a chupacabra in NWM3. The rights of parasapient creatures are a major subject of debate in the larp. Photo by Learn Larp LLC.
    Students show empathy for a chupacabra in NWM3. The rights of parasapient creatures are a major subject of debate in the larp. Photo by Learn Larp LLC.

    2. Normalizing Off-game Moments for Player Negotiations Using the Cue “Off-game”

    This mechanic may seem very simple, but we needed to establish that it was not only okay to pause the game for a moment, but we actually preferred players to do so in order to clarify or negotiate. For many players accustomed to the norms of campaign boffer larps and MES vampire larps, “breaking game” is anathema and players are expected to either guess at levels of interaction, be surprised by them, or to tough through off-game player needs for fear of being derided or ostracized for breaking character and “ruining” someone else’s game. The mere idea of quick off-game negotiations was already a change for our player base, as was the idea that such negotiations were considered normal and helpful, not “bad roleplay.”

    The idea of an off-game symbol was known to most US larpers, where it is often used to pass unmolested through a camp because you are not “in play” at the moment, e.g. you cannot be attacked. We elected to piggyback on a known symbol, raising one’s fist to the forehead to signal “Off-game,” and to use the word “Off-game” to signal that the following conversation was between players and not characters. The hand-signal was intended to be more of a shortcut and to be used to signal at a distance, and the use of the verbal cue “off-game” was more for use during character interactions, but we did not make it as clear as we should have that one could be used without the other. We had to calibrate after the first two NWM runs when some players kept their fists on their foreheads during an entire off-game conversation, which was fidelity to the mechanic, but not necessary. To avoid players having their hands on their heads so often – an action that some found immersion-breaking since it is unusual for “normal” behavior – we clarified that it was a quick signal and then the hand could be lowered or one could simply use the phrase “off-game.” I prefer reliance on the verbal cue, “off-game,” but the hand signal does retain some utility for loud situations or use at a distance. It’s important to think about players’ access to the tools and to have alternative versions, e.g. in case the audible one can’t be heard or the gesture can’t be made due to hands being unavailable.

    A poltergeist disturbs a Magical Theory and Ethics class in NWM4. Photo by Learn Larp LLC.
    A poltergeist disturbs a Magical Theory and Ethics class in NWM4. Photo by Learn Larp LLC.

    NWM piloted two new safety, culture and calibration techniques: a revised version of the “Check-In” with fellow players and the “Lookdown.”

    3. Checking-In with Fellow Players Using the “OK Check-In”

    This technique uses a discreet hand movement of making the “OK” symbol at another player, who is then tasked with responding in one of three ways: thumbs up, thumbs down, or a flat hand/“so-so” gesture. Flashing the “OK” symbol as a gesture to indicate concern for another player appears to have developed as emergent play in some US larp circles in 2009 or 2010. Rob McDiarmid reported using it at a game around that time and Aaron Vanek and Kirsten Hageleit later used the “OK” symbol to check in with each other during larps in Southern California. The Texas game Planetfall has used a version of the Okay symbol for the last couple of years. The current version of this response system — thumbs up, thumbs down, or flat hand — was unique for New World Magischola, although Koljonen writes of its recent use in the American run of the Nordic Vampire larp End of the Line here.

    The Check-In Procedure:

    1. Player 1 flashes the “OK” symbol — with the thumb and index finger touching in an “o” and the other three fingers extended upward — to another player and establishes eye contact. This gesture means “Are you okay?”
    2. Player 2 responds to the signal with one of three responses:
      1. Thumbs-up, which means “Doing fine, no need for follow-up.”
      2. Thumbs-down, which means “I am not okay.” Player 1 should respond by asking if the player needs to see the in-game/off-game counselor or go to the off-game room.
      3. Flat hand, which means “I am not sure.” Player 1 should still respond by asking if the player needs to see the counselor or go to the off-game roomcheckin
      4. Additionally, a player could proactively flash the “OK” signal when displaying strong emotions, taking a break alone, or role-playing choking or a seizure, for example, to let approaching others know this was role-play.

    The “Check-In” by using the OK symbol was beneficial because often it is difficult to tell whether a person is performing convincing role-play, or is in actual physical or emotional distress. Sometimes, a character is sobbing, but a player is having a good time. Sometimes, the player is sobbing because they are triggered or emotionally overwhelmed.((Maury Elizabeth Brown, “Pulling the Trigger on Player Agency: How Psychological Intrusions in Larps Affect Game Play,” Wyrd Con Companion Book 2014 (Los Angeles, CA: Wyrd Con), https://www.dropbox.com/s/3yq12w0ygfhj5h9/2014%20Wyrd%20Academic%20Book.pdf?dl=0 )) If we simply assume that a player is role-playing unless they reach out, then we miss the opportunity to care for a fellow player. Also, players in distress are often too overwhelmed, embarrassed, or afraid to risk reaching out to another player. This proactive mechanic encouraged players to check-in with each other. It was easy to flash an “OK” symbol to the player alone in the corner. This gesture could be done non-verbally, from a reasonable distance, without a full interruption for either player, and obtain a quick mental calibration by the player, who then responds in a similarly discreet and unobtrusive way. It’s designed to be player-to-player communication without causing large breaks in character play.

    Students model "thumbs up" with an ethics professor in NWM4. Photo by Learn Larp LLC.
    Students model “thumbs up” with an ethics professor in NWM4. Photo by Learn Larp LLC.

    Some feedback suggested that the flat hand signal was redundant and not needed, since the result was the same as the thumbs-down signal. While this is true, we elected to keep the three-tiered response due to socialization both within the gaming community and in general society that makes it difficult for many people – particularly women and people from other marginalized groups – to demonstrate distress or ask for assistance. Too often, we will “power through” and state that we are fine, so as not to be a bother, not to admit weakness, or — in the case of some gaming and larp cultures — so as not to be subject to retaliation with direct accusations of not belonging, breaking the game, or needed to be “coddled.” It is far easier to give the “so-so” signal than the thumbs-down; in the absence of the middle option, with only the thumbs-up or thumbs-down choices, too many people would have just defaulted to thumbs-up, figuring they were feeling “not that bad.” When Vanek and Hageleit used the technique, they used it by flashing the “OK” sign, over the heart, and the other player was to respond with the same sign to indicate “I am okay.” In the current system, the responses to the “OK” sign were deliberately not the return of the “OK” sign. This mimicked response can be done reflexively without discernment, like returning a wave to someone. By creating the three responses, we required a thoughtful response from the players to assess their feelings and determine which of the three was appropriate.

    Players began using a hack for this technique in the final two runs: players were proactively using the “thumbs-down” symbol to indicate “I’m not okay,” rather than waiting for another player to check-in with them. This symbol would provoke the same response from another player: breaking play to assist them by escorting them to the counselor or the off-game room. We have now updated the system to include the use of a proactive “thumbs-down” to indicate distress or the need for assistance.

    4. Slowing or Stopping Role-play Using “Cut” and “Largo”

    Borrowing from the Nordic community, where kutt and brems — Cut and Break/Brake — are widely used, New World Magischola, like College of Wizardry, used the “Cut” mechanic. Any player could call Cut if they were in distress or needed play to stop immediately. Cut works like it does on a movie set: all action stops. Other players were instructed to step back and check-in with the player who called for the Cut and to determine if they needed to exit the scene; go to the off-game room or counselor; or address some other need.

    We elected not to use Break or Brake, as is more typical in the Nordic community because it is an imprecise mechanic, at least as typically understood in North America, where there is confusion whether the word means “break” as in stop, or take a break — and is thus confused with “cut” — or “brake” as in slow down, which begs the question to what degree and for how long. We dispensed with brake and used “largo” instead, a word borrowed from musical vocabulary where it means “go slow.” Any player could call “Largo” and the result was that co-players immediately toned it down a notch by lowering the intensity. Calling “Largo” did not require a follow-up check-in like using “Cut” did, nor did it require any explanation, nor should one be demanded. Largo is Largo, and when it was called, the intensity was lowered by everyone with no questions asked.

    A goblin journalist interviews a professor in NWM4. Photo by Learn Larp LLC.
    A goblin journalist interviews a professor in NWM4. Photo by Learn Larp LLC.

    We liked that “Largo” sounded like a spell, since this was a magic school, but we especially liked that it is an unusual word that isn’t used in common vocabulary, so it wouldn’t be lost in a conversation like the word Break can be. Largo was a clear indication that the intensity – whether it was anger, noise-level, flirting, etc. – needed to be lowered and slowed. Some players used it in one-on-one or small-group interactions, while others used it as a control measure in large groups, e.g. players who were talking over each other, or to quiet a boisterous group for more productive conversation and role-play. Feedback from the survey indicates that “Largo” was well-received and perceived as more clear and precise than “Break/Brake.”

    Cut Procedure:

    1. Player 1 calls “Cut.”
    2. Player 2 (or all players within hearing) immediately stop all role-play.
    3. Player 2 checks in with Player 1, focusing on their needs. No one asks for an explanation for why Cut was called, nor makes any comment whatsoever.
    4. Player 1 makes the decision to either exit the scene, return to the scene at a lower intensity, or go to the Sanctuary space.
    5. Play resumes among remaining players.
    A student club in NWM4. Photo by Learn Larp LLC.
    Students in NWM4. Photo by Learn Larp LLC.

    Largo Procedure:

    1. Player 1 calls “Largo.”
    2. Player 2 (or all players within hearing) take a step back, then lower the volume, or otherwise lower the intensity of the scene. No one asks for an explanation or comments. Stepping back was visual confirmation that “Largo” was heard and understood.
    3. Play continues at lessened intensity. It can continue uninterrupted, although an “OK Check-In” may be used to determine if newly calibrated play meets Player 1’s needs.

    5. Graceful Exits and Calibration Using “Lookdown”

    NWM piloted a new mechanic that Johanna Koljonen mentioned in her “Opt-in/Opt-out Safety Systems” keynote at the Living Games Conference in May 2016.((Johanna Koljonen, “Opt In/Opt Out Safety System,” Keynote at Living Games Conference 2016. YouTube, last modified June 10, 2016, https://youtu.be/7bFdrV3nJA8)) Lookdown was originally created by Trine Lise Lindahl and Koljonen in conversation earlier this year as a suggested technique for exiting a scene or conversation((Johanna Koljonen, “Toolkit: Let’s Name this Baby! (Bow-Out Mechanics),” Patreon, last modified May 30, 2016. https://participationsafety.wordpress.com/2016/05/30/toolkit-lets-name-this-baby-bow-out-mechanics/)) without causing as much disruption as calling for Cut, Break/Brake, or Largo. We called this simple gesture the “Lookdown” and it consists of placing one’s hand on one’s forehead, as if shading one’s eyes from the sun, looking down, and then stepping back and walking away. No questions asked, no explanation needed or demanded and no consequences given.((Matthew Webb notes that a similar gesture, exiting a scene by putting the hand on the back of the head and lowering one’s gaze, is used at his larp, Planetfall. However, Planetfall has in place an adjudication system so that if one player feels another player is abusing the bow-out mechanic to avoid in-game consequences, they can see a Gamemaster who will make a ruling and narrate a consequence.))

    Lookdown Procedure:

    1. Player 1 shields their eyes and walks away.
    2. Player 2 (and all other players) continue play as usual.

    We decided to implement Lookdown as a useful calibration and self-care tool for when someone realizes that a topic or scene isn’t going in a direction they want, is something they aren’t interested in playing, or is something that they may find triggering or troublesome. When using the Lookdown, a player isn’t signalling that they need or require assistance, or is any distress. They are simply making a choice to opt-out of the scene at the moment for whatever in- or off-game reason. No explanation will be asked or given, and all other players must accept their departure. Players were instructed, “If you see someone holding their hand over their eyes, ignore them.” This technique was practiced in pre-game workshops.

    Johanna Koljonen patterns an early version the Lookdown method on her blog, Participation Safety.
    Johanna Koljonen patterns an early version the Lookdown method on her blog, Participation Safety. https://participationsafety.wordpress.com

    Leaving a scene can be extremely difficult for many larpers, especially those from marginalized groups. It can be awkward at best, and draw unwanted attention to one’s self or character. It can be an action that one feels they have to explain or defend. Leaving a scene can draw comments or outrage from other players and, as a result, many players choose to stay in situations where they do not feel comfortable. By using the Lookdown, players can gracefully exit, no questions asked, and choose what they wish to play. This mechanic could be used even in situations where there was an in-game imbalance of power between the player using Lookdown and the other players, such as in class. A professor could not penalize a student for exiting class via the Lookdown mechanic. No in-game or off-game consequences of any sort were possible for using the technique. As a result, many players told us that they felt more comfortable being able to choose what scenes they wanted to experience.

    Another use of the Lookdown mechanic was players using it to arrive into scenes rather than exit them, including arriving late to class. Many players told us they had anxiety over being late to an event, scene, or even a conversation. They were afraid of being called out, having to explain themselves in front of the group, or losing House Points. This anxiety was so great that some skipped classes and/or stayed in their dorm rooms out-of-character if they were late, even though they really wanted to go. By using the Lookdown mechanic, a player could arrive to class and the response was the same “no questions asked” as if they had just been there the whole time. Alternately, players could opt-in to roleplay where they could make a scene of being late to class or a meeting (no Lookdown hand). By using the mechanic, they could slip in and choose the role-play they wanted.

    6. Negotiating Physical Role-play (Aggression, Violence, Combat, Sexuality)

    Because this larp operated on the principle of Opt-In with Consent, players needed to negotiate outcomes, desires, and boundaries before entering physical role-play. Negotiation was also required for the results of certain types of magic, such as healing.

    The above video shows the techniques of “off-game” signaling and negotiating so that both players know how to play a scene requiring healing. As demonstrated, without negotiation, the approaching player may have healed the person too quickly when the receiver wanted to role-play being in pain, or otherwise might have ended a scene or surprised the player with an unwanted result.

    Players were coached that when dealing with matters of sexuality, violence, aggression, or combat, they should use the “off-game” cues, take a step back, and discuss what they wanted and were comfortable playing. Only when both parties had agreed on boundaries and outcomes should play resume. If no physical touch was discussed as permissible, then it was not to occur.

    Members of House Laveau in NWM4. Photo by Learn Larp LLC.
    Members of House Laveau in NWM4. Photo by Learn Larp LLC.

    Due to the length of the workshops, we did not provide a specific process for negotiating, although we did give an example negotiation for asking someone to the dance in the Player’s Guide. This process got more specific as the four runs of NWM progressed and we realized that players required a detailed process for negotiation of consent and boundaries. The main issue was that their negotiations were not specific enough. As a hypothetical example, a player might ask, “Are you okay with physical role-play?” and the other player, imagining pushing and shoving perhaps, states “yes.” The first character proceeds to slap the second character in the face, which the second player is not okay experiencing. So, while we found that players were negotiating, without coaching, modeling, and practice of a specific negotiation process, there was opportunity for miscommunication between the parties. These issues were then generally resolved using the other care mechanics, such as OK Check-In. However, by improving the specific nature of the negotiations through workshopping, this mechanic can be improved in future runs. We would like to extend the pre-game workshops by one or two hours primarily for this reason.

    7. Pronoun Choice, Placement, and Correction

    Sara Williamson (here as a Dubois student) and Liz Gorinsky (here as a revived House Ghost) in NWM4, who helped develop the pronoun workshop. Photo by Learn Larp LLC.
    Sara Williamson (here as a Dubois student) and Liz Gorinsky (here as a revived House Ghost) in NWM4, who helped develop the pronoun workshop. Photo by Learn Larp LLC.

    Pronouns matter. A player who is continually misgendered experiences immersion breaks in their role-play at best and triggered gender dysphoria at worst. Sometimes, a player portrays a character with a different pronoun than they use as a player for a variety of reasons. Assuming pronouns for a player or a character can lead to trouble. To avoid pronoun assumption, the triggering effects of misgendering, and the sometimes troublesome process of correcting a misused pronoun, NWM used an intertwined system of four techniques:

    1. All characters were written in the second person with a single initial for the first name and no gender markers indicated. Players could play any character as any gender they chose and pick their own name.
    2. We made “they” the default pronoun of the magical world, which was used unless told differently.
    3. All players had player nametags and character nametags, both with player-chosen pronouns clearly displayed under the name, in a large enough font to be seen at a conversational distance.
    4. A pronoun correction mechanic was modeled and practiced in the workshops, for when mistakes happen.

    Players were asked to assume that other players had the best intentions and were attempting to use the correct pronouns — as was the in-game and off-game norm — and to use those instances to demonstrate a quick, non-judgmental pronoun correction. When someone uses an incorrect pronoun in reference to you or your character, players were taught, “If you make a mistake, and use the wrong pronouns in spite of your good intentions, the best response is to acknowledge the mistake, correct, and continue the conversation.” This technique was used for both in-game and off-game interactions and was developed in consultation with Liz Gorinsky and Sara Williamson, co-authors of the larp See Me Now, which explores queer identities.

    Pronoun Correction Procedure:

    The British sign language P. Photo from British-sign.co.uk.
    The British sign language P. Photo from British-sign.co.uk.
    1. Player 1 accidentally uses the incorrect pronoun to refer to someone.
    2. Player 2 says the word “Pronouns” and shows the P hand signal, derived from the British sign language symbol for the letter P. If the player does not have both hands available, they can just use the verbal cue “Pronouns.”
    3. Player 2 follows the verbal cue and hand signal with the correct pronoun for Player 1 to use.
    4. Player 1 says “Thank you” for the reminder. Play or conversation resumes

    8. Opting-out of Romantic Play Using a Sticker on the Nametag

    By the fourth run of NWM, we realized there were some players there for whom any flirtatious or romantic interactions created player stress, and who preferred not to play on those themes at all. This feeling was for a variety of reasons, including not wanting to have those interactions so they could focus on other plots and themes. We gave players the opportunity to place a 0.5” (13 mm) colored circle sticker on their nametag, which indicated “I am not interested in romantic or sexual interactions.” Players wearing that sticker were not be approached for any role-play that dealt with romance or sexuality. The stickers functioned as a full opt-out of that type of play by the player and were easily visible to others from a distance. Players could point to the sticker as a reminder if mistakes occurred. We heard from some asexual and aromantic players that this practice was particularly inclusive and normalized their identities. However, many players used the sticker to opt-out of romance play, not just those identifying as asexual or aromantic. By having the sticker, a player not interested in romance or sex was spared having to repeatedly use the other mechanics in this system.

    Students take dance lessons with the Chancellor in NWM3. Photo courtesy of Learn Larp LLC.
    Students take dance lessons with the Chancellor. Photo by Learn Larp LLC.

    The Counselors: Metagame Characters Responsible for Participant Care

    Because we knew the majority of our players were either first-time larpers or larpers who had not played in the Nordic-style, we anticipated that players would need access to organizers who could assist them with their logistical, fictional, physical and emotional needs. With 160 players spread out over a 320-acre campus, we recognised that, even without deliberately creating challenging content, we’d have a statistically certain number of players who would have need of some kind of emotional support. In addition, since the result of several of the mechanics listed above was to walk the other player to a counselor, to the Sanctuary space, or to the off-game room, we needed to create additional points of interaction for when the off-game room was a 30-minute walk away, unnavigable for some players even in their best situation.

    In anticipation of these needs, two characters were written into the game to serve as in-game liaisons for players. Written as NPCs at the faculty level, the counselors had free range of any classroom or meeting, and maintained a visible presence throughout the game as people characters could approach if they needed to talk. They functioned in-game as a school and career counselor, roles that make sense in a college environment. In-game, a character could speak with a counselor about their career, classes, a conflict with another character, worry about the dance, or any other life decision. At any moment in the conversation, counselors could switch to off-game conversation if the player required it. Sometimes players visiting the counselor needed to role-play into admitting needing off-game care, so this meta-function eased their transition. It also gave a plausible diegetic reason for being upset or leaving a scene by simply saying “I need to see the counselor.” Exiting a scene that is no longer fun or is making one uncomfortable can be hard to do; having an in-game reason to do so that was accepted by all characters, no matter their in-game power, was a helpful resource.

    The Divination professor (left) helps solve a time magic mystery with the two counselors (Greene and Bowman) in NWM4.
    The Divination professor (left) helps solve a time magic mystery with the two counselors (Greene and Bowman) in NWM4. Photo by Learn Larp LLC.

    Conclusion

    While design visions, larp community guidelines, harassment policies, and codes of conduct help establish norms, they do not help players know how to enact the behaviors required to meet those visions, policies, and norms. Creating mechanics to break down expected behaviors into discrete steps, modeling them, practicing them, and then enforcing them with consequences if they are not used is required to bring a vision of an ethos and norms to life through interactions and play.

    While these techniques and mechanics are neither perfect nor portable to all games, the aggregate toolkit does represent a step forward for systematic design of safety, calibration, and culture in larps. The careful attention to naming, modeling, teaching, practicing, and enforcing behaviors that create the norms that we wished to create for in-game and off-game interactions was a deliberate design choice. Many of these techniques formed the basis of the workshops and safety and calibration techniques we helped design for the End of the Line run at the Grand Masquerade in New Orleans, a White Wolf Vampire: the Masquerade Nordic-style larp organized by Bjarke Pedersen, Juhana Pettersson, and Johanna Koljonen with help from Sarah Lynne Bowman and Harrison Greene. We have heard from other players and designers that they are using some of these mechanics — such as the “OK Check-in” — in their larps, and we have heard from some NWM players that they are using some of these same techniques in their everyday life relationships and jobs.

    Role-playing requires taking risks. Safety and calibration techniques create a measure of assurance, empathy, and trust among players that helps them feel able to take the risks they must to portray a character, feel emotions, and engage with others. Many players remarked that they felt more safe and comfortable with the fellow players of NWM — who they had not known previously — than they do in everyday interactions. Their reasoning is that they knew fellow players would support their boundaries and choices. Others told us they felt more cared from these erstwhile strangers than they do in familial and friend interactions in their everyday life. Having someone check-in to be sure you’re doing OK is powerful. Negotiating consent is powerful. Being able to make choices about one’s own needs without receiving retaliation is powerful. While this may not be the everyday world our participants’ experience, it is the “new world” we wish to create. For the duration of the larp at the very least, players were transported into this new world of magic, not just with their wands and spells, but also because of the way they cared for themselves and others using these safety and calibration mechanics.

    Casa Calisaylá celebrates winning the House Cup in NWM3. Photo by Learn Larp LLC.
    Casa Calisaylá celebrates winning the House Cup in NWM3. Photo by Learn Larp LLC.

    For other articles on this site about New World Magischola, see Tara Clapper’s “Chasing Bleed – An American Fantasy Larper at Wizard School” and Sarah Lynne Bowman’s “When Trends Converge – The New World Magischola Revolution.”


    Cover photo: Casa Calisaylá initiation ritual in NWM3. Photo by Learn Larp LLC.


    New World Magischola

    Date: June 16-19, June 23-26, July 21-24 and July 28-31, 2016

    Location: University of Richmond in Richmond, Virginia, United States

    Duration: 4 days including workshops, play, and debriefing

    Participants: 140-165 per run

    Participation Fee: $375 to $895, $450 for a regular ticket

    Website: https://magischola.com/

    Credits

    Producers: Maury Brown and Ben Morrow, Learn Larp LLC.

    Make-up Lead: Katherine Kira “Tall Kat” McConnell. Prosthetics by Mark Mensch

    Costuming Lead: Derek Herrera.

    Stitchers: Jenny Underwood, Robin Jendryaszek, Jennifer WinterRose, Amber Feldman, Summer Donovan, Michele Mountain, Nancy Calvert-Warren, Jennifer Klettke, Kristen Moutry, Caryn Johnson, Datura Matel

    Music: Original songs (lyrics and music) by Austin Nuckols (Maison DuBois, Lakay Laveau, Casa Calisaylá and House Croatan) and Leah K. Blue (Dan Obeah), lyrics to New World Magischola Anthem by Maury Brown and Ben Morrow, music by Austin Nuckols. Other music and sound by Evan Torner and Austin Shepherd

    Props: Mike Young, Carrie Matteoli, Indiana Thomas, Summer Donovan, Kevin Donovan, Gordon Olmstead-Dean, Jason Morningstar, Matt Taylor, Molly Ellen Miller, Michael Boyd, Moira Parham, Martin John Manco, Ken Brown, Dale, Laura Young, Harry Lewis, Mark Daniels, Michael Pucci, Terry Smith of Stagecoach Theater Productions, Yvonne and Dirk Parham, Jen Wong, Caryn Johnson, Jess Pestlin, Orli Nativ, Kaitlin Smith, The Center for the Arts of Greater Manassas at the Candy Factory, Melissa Danielle Penner, Jess Sole, Liselle Awwal, Nathan Love.

    Helpers and advisors: Anders Berner, Claus Raasted, Christopher Sandberg, Mike Pohjola, Bjarke Pedersen, Johanna Koljonen, Anne Serup Grove, Mikolaj Wicher, Jamie MacDonald, Eevi Korhonen, Markus Montola, Jaakko Stenros, Staffan Rosenberg, Anna Westerling, Michael Pucci, Ashley Zdeb, Emily Care Boss, Daniel Hocutt, Charles Bo Nielsen, Joe Ennis, Kristin Bezio, Rob Balder, Kat Jones, Sarah Lynne Bowman, Harrison Greene.

    Assistance with writing, editing, graphic design, music, art: Frank Beres, Claus Raasted, Richard Wetzel, Bethy Winkopp, Oriana Almquist, Craig Anderson, Zach Shaffer, Erica Schoonmaker, Madeleine Wodjak, Toivo Voll, Marie DelRio, Mike Young, Laura Young, Anna Yardney, Lee Parmenter, Stephanie Simmons, Nancy Calvert-Warren, Jessica Acker, Jason Woodland, Jason Arne, Harrison Greene, Sarah Lynne Bowman, Kristi Kalis, Quinn Milton, Anna Kovatcheva, Browning Porter, Orli Nativ, Rhiannon Chiacchiaro, Miranda Chadbourne, Lars Bundvad, Ffion Evans, David Horsh, Dani Castillo, Frank Caffran Castillo, Dayna Lanza, Sarah Brand, Tara Clapper, Suzy Pop, David Neubauer, Chris Bergstresser, Jason Morningstar, Evan Torner, Peter Woodworth, Peter Svensson, Daniel Abraham, Harry Lewis, Alexis Moisand, Alissa Erin Murray, Jennifer Klettke, Kathryn Sarah, Elsa Sjunneson-Henry, Austin Nuckols, Leah Blue, Joelle Scarnati, Dan Luxenberg, Chad Brinkley, David Clements, Niels Ull Harremoës, Adria Kyne, Emily Heflin.

    Production and logistics: Austin Shepherd, Claus Raasted, Olivia Anderson, Kristin Bezio, Shayna Alley, Mike Young, Zach Shaffer, Dayna Lanza, Derek Herrera, Kristin Moutrey, Jenny Underwood, Jennifer WinterRose, Caryn Johnson, Amber Feldman, Michele Mountain, Summer Donovan, Robin Jendryaszek, Jennifer Klettke, Datura Metel, Amanda Schoen, Mark Mensch, Katherine McConnell, Chris Bergstresser, Christopher Amherst, Holly Butterfield, Uriah Brown, Kyle Lian, Evan Torner, Jeff Moxley, Ashley Zdeb, Thomas Haynes, Mikolaj Wicher, Charles Bo Nielsen, Jamie Snetsinger, Claire Wilshire, David Donaldson, Brandy Dilworth and the staff of the University of Richmond Summer Conference Services office.