Author: Petra Lindve

  • The Descriptor Model

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    The Descriptor Model

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    This article is related to a presentation that the authors gave at Solmukohta 2024. Here is a link to the slides. It is a companion piece to Defining Nordic Larp.

    We don’t think we are alone in sometimes having created larps where what our participants wanted from the larp was far different from what we had envisioned as organizers. Communication is of course key to get the right participants with the right expectations of a larp, but how do you successfully communicate this? We believe that we have put together a model that can be helpful in classifying and describing larps.

    What we wish to present is The Descriptor Model, a toolkit that can be handy for other organizers when defining their larps and trying to communicate this vision to potential participants. This was first conceived together with the rest of Atropos, Tonja Goldblatt and Kirsi Oesch from Kimera Artist Collective, and Reflections Larp Studio.

    The Descriptor Model defines three types of descriptors that can be used together to communicate the style, atmosphere, and target audience of a larp. It’s good to note that all of these target the player, rather than the character experience. The first of these is the Audience Descriptor.

    Audience Descriptor

    Audience Descriptor
    Audience Descriptor (diagram by the authors)

    An audience descriptor in larp is a term used in larp websites, materials, and promotions to:

    • Target a specific audience
    • Tell prospective participants what kind of co-participants they can expect
    • Communicate other things that are associated with that particular target audience

    In this, we use audience in the traditional meaning of “target audience” for marketing or promoting your larp, not in the theatrical meaning where audience would mean onlookers or passive enjoyers of the larp itself.

    Together with other descriptors, it can be used in larp design to identify and clarify the audience, style, atmosphere, and genre of a larp.

    Some examples of this are: Nordic Larp, Blockbuster, Luxury, Exclusive, International, or phrases starting with things like “You who…” or “Have you…”

    They are firmly targeting an audience. In the examples above people who like what they perceive to be Nordic larp, blockbusters, etc. They can also say something about the crowd that would typically be attracted to the larp.

    To communicate something about how the larp will actually be played, you can use a style descriptor.

    Style Descriptor

    Audience and Style
    Audience and Style (diagram by the authors)

    A style descriptor tells you something about the playstyle of the larp. Examples of this are: Pressure-cooker, Blackbox, Abstract, Slice-of-life, Adrenaline-pumping, and so on.

    It can also be used to describe a regional or national style of larping that has a clearly defined style, for example Mediterranean larping, Romanesque, Southern Way, etc.

    Finally, it can also tell you the rule-based system that will be used, like Vampire MET or boffer fighting.

    The style descriptor can in this way convey the playstyle of the larp, what rules it might use, as well as what to expect when it comes to rules, workshops, and setting. When it comes to the more abstract style descriptors like ‘theatrical’ or ‘surreal’, they instead say something about what the larp is striving for when it comes to feeling, i.e. what the larp’s potential meta techniques, workshops, and characters will try to support when it comes to mood or feeling. They do not tell you the actual aesthetic of the larp.

    With the target audience and larping style defined, we also need something to describe the visual impressions, along with things like sounds or even smells.

    Atmosphere Descriptor

    Sans Gateway
    Audience, Style, and Atmosphere (diagram by the authors)

    An Atmosphere Descriptor explains what the larp will look like. This can include aesthetics, periods of history, or genres. Some examples are: Noir, Futuristic, Vintage Era, Regency, 1950s, and Dark academia.

    However these can also be more narrow. They can describe a moment in time, or an overarching mood of the larp. For example: “Eating noodles in the rain in a near future” and “The festive spirit of Christmas in an assembly line dystopia”.

    The Atmosphere Descriptor is there to give an idea of the visuals of the larp: what people will see as they’re larping. It creates a joint aesthetic vision for the larp that participants can use when putting together their costumes. It can also include music or even smell that contributes to the atmosphere.

    Something to be aware of is that the same word can be used both as a style descriptor and an atmosphere descriptor but mean different things. For example a surrealist style of larping can be different to a surrealist atmosphere or aesthetic. There’s a clear difference between a larp played with abstract aesthetics in a teen drama style, compared to teen drama aesthetics in an abstract style.

    This was the last part of the model, but in our discussions we realized that something was missing. How would we be able to classify the concept larps that used clearly defined existing IPs? So we created a broader term called Gateways.

    Gateways

    Descriptor Model – Full
    Descriptor Model – Full (diagram by the authors)

    Gateways are something broader than a style, atmosphere, or audience descriptor. They are frequently associated with an existing IP, and bring a herd competence when it comes to the setting of the larp: but they also present some difficulties when it comes to communicating the larp vision. Examples of Gateways are Star Wars, Harry Potter, Westworld, Jane Austen, and Twin Peaks.

    Gateways are not just a genre, but function as a big open door to the public. They often have mass market appeal and reach out to people who are not larpers, but feel strongly about the particular IP that the gateway is using. This means that a larp that uses a gateway can see a lot of first-time larpers; and it quickly communicates the atmosphere and style of the larp itself, because most people attending will already understand the aesthetics and tone of the fiction.

    However, like most things it also presents some challenges. It can lead to players having vastly different expectations of how the larp will be played, what they can expect, and what is typical for your story. Some might lack experience entirely, others are veterans of the genre with favorite characters already, while yet others come expecting a Nordic larp because of who the organizers are.

    You also risk losing the co-creative nature of the larp because of preconceived notions about what kind of story you will tell. Sometimes there are clashes between organizers and participants; other times between different groups of participants. People might disagree on what aspects of the known IP is actually being played out, and what role everyone should be playing. There is also a chance that it’ll feel like some people are playing the main characters of the story, while the rest are NPCs in a filmic drama.

    Some Examples

    The descriptor model contains three parts – audience, style, and atmosphere descriptors – as well as the term gateway. Sometimes these are communicated more broadly or in longer text passages, but we believe that many larps out there can be condensed into these three aspects.

    To better illustrate this we have put together some short examples. Hopefully these will paint a clear picture of the type of larp they’re describing:

    • A Nordic pressure-cooker 1950s larp
    • A high drama 1920s luxury larp
    • A surreal vintage-era larp for those who always wanted to be poets
    • A blockbuster adrenaline-pumping cyberpunk larp
    • An exclusive, slice-of-life dark academia larp
      • Audience descriptors in the examples above: Nordic, luxury, “for those who always wanted to be poets”, blockbuster, exclusive.
      • Style descriptors: Pressure-cooker, high drama, surreal, adrenaline-pumping, slice-of-life.
      • Atmosphere descriptors: 1950s, 1920s, vintage-era, cyberpunk, dark academia.

    What we’re hoping by presenting this is that the model can be useful to analyze and document existing ideas and projects, as well as in decisions on how to market or design a larp.

    But How Do I Actually Use It?

    One simple use for the model is to create one-sentence descriptions of your larp, which are beneficial for quick pitches and to market it.

    For example, we frequently describe Love and Duty as “a grimdark regency larp by Atropos and Lu Larpová”.

    • Grimdark=style descriptor. It will not be moving towards happy endings or light stories. “[A] kind of nihilism that portrays right action … as either impossible or futile.” – Liz Bourke
    • Regency=atmosphere descriptor. The visual style is for the most part regency.
    • by Atropos and Lu Larpová=Audience descriptor. People who like Atropos larps will like this. People who like Lu’s projects or want to support her might like this.

    Of course, in practice, ‘grimdark regency’ could also be an audience descriptor. It tells you that you will enjoy this if you enjoy a more realistic regency game without fairytale endings. But, anything could be – after all, we expect participants to sign up for things they will like.

    In the examples above we’re keeping the terms very short and precise, but when actually making a larp website you often use more words to set the scene for the larp that you wish to make.

    The descriptor model can be a good stepping stone when trying to determine the vision of your game. It might start with an atmosphere descriptor like “I want a larp about eating noodles in the rain”. From there you can try to determine what your audience could be: “People who like the mundane parts of futuristic society. People who aren’t scared of low-drama and focus on small human interactions. People who don’t need drama to have a good larp. People who want to explore humanity and dehumanization.”

    And then your next step might be determining the style: “Think Blade Runner and Cyberpunk, but not cool prosthetics and special effects, but instead simple signifiers, with the color scheme as seen through the lens of rain. Where everything becomes duller and less cool.” With all that in place you might have designed an Androids larp inspired by Blade Runner (a gateway), but with enough thought put into the atmosphere, style, and audience that with time little remains of the original movie inspiration, and instead it has become its own concept.

    Essentially it boils down to some simple questions:

    • Who is this larp for? (Audience)
    • How will we play this larp? (Style)
    • How will the larp look? (Atmosphere)
    • What is our main inspiration, if any? (Gateway)

    A question missing here is “How do we want our participants to feel?” or perhaps “What do we want them to experience?” The reason for this is that these things are part of the entire designed experience. The Descriptor Model instead sets out to create a framework for potential participants. When it comes down to what they will internally experience or feel, that is both a part of what you are continuously designing as an organizer, and something that participants need to be co-creative in.

    Sometimes organizers know from the beginning what they want participants to experience. Sometimes they want to create a cool event and see what stories come out of it. In any case, this is something that might change along the process, and that is continuously being worked with.

    In many ways, that is the idea of the larp itself: while the Descriptor Model exists to better provide tools that will prime potential participants on what to expect, and to know if this larp is for them.

    It could also be used to pinpoint early in the process that there might be too many things going on with your larp idea at the same time. For example, if you as a team have multiple styles that are supposed to mesh without having designed a new joint vision, people might get confused about how to play the larp. If you’re targeting multiple audiences without giving tools for how those different groups will play together, you risk the larp splitting into groups with separate experiences. Finally, if you give people too many options for atmosphere, you risk people stressing about costume and what the larp is actually supposed to look like.

    All of these together risk diluting the core idea of what the larp should be about.

    It can also be used to make sure that your organizing team is on the same page about what larp you are designing, instead of finding out down the line that you have envisioned completely different things.

    Nordic Larp and the Descriptor Model

    So what is the relationship between Nordic Larp and the model? Well, as we discuss in our companion article Defining Nordic Larp, the term itself still has meaning to people. ‘Nordic larp’ as a term attracts a certain crowd. This makes it valid as an Audience Descriptor, by attracting people who enjoy the style.

    Adding the word Nordic can also change people’s idea of how a larp will be played. For example, there is a difference between a fantasy or vampire larp, compared to a Nordic fantasy or vampire larp. In that way, ‘Nordic larp’ could also be seen as a Style Descriptor, just like many other regional or national larp traditions. It might communicate that there will be workshops, that there won’t be a lot of rules, and that there will be a play-to-lose mentality. Style descriptors do not have to be unique, as long as there’s a group of connotations connected to it.

    However, we do not think that ‘Nordic larp’ can be used as an Atmosphere Descriptor. Perhaps a case could have been made at one time for it meaning modern-day clothes without a costume aspect to them, but looking at the broad use of the term Nordic larp we surmise that it can have many different types of aesthetics.

    Finally, ‘Nordic larp’ can be used as a gateway. If a community learns about the concept by watching videos or being told about it, then the term itself can be used to recruit broadly without defining the term too specifically. This will lead to the same type of issues as with other gateways, i.e. that people will have different views of what Nordic larp actually is, and therefore be acting according to different ideas and rules.

    Final Words

    That was what we had to offer. We hope this will be helpful to someone, and if you end up using it, let us know! We are available on social media, and are always curious to see if there are any ripples in the water.


    Cover image: Photo by fabio on Unsplash

  • How to Take Care of Your Organizer

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    How to Take Care of Your Organizer

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    [This article is also available in Spanish, at: http://vivologia.es/como-cuidar-de-tus-organizadores/
    Thank you to Vivologia for translating it!]

    The term organizer burnout is once again making the rounds. In essence, it means that the demands on the people who organize larps, often in their free time as a hobby project, are so high that people are burning out and are being discouraged from organizing again. To prevent this, I have put together a handy list on how players can take care of their organizers and help to prevent burnout. This list doesn’t apply to all larps and organizers, but it can hopefully apply to several situations.

    Before the Larp

    1. When signing up for a larp, read through the information available. If you already know that there will be design decisions and policies you do not agree with, it doesn’t give you the right to criticize them after the fact and try to change the organizer’s mind about them. Often, an organizer has a reason for making a decision. You can inquire about the reason, but the organizer is not under any obligation to defend them-self to you. If the policy or decision really irks you, consider if you really want to attend this larp, or if you want to attend your own version of this larp. Respect that the organizer has their own vision for this larp.
    2. Leading up to the larp, use the official channels that the organizers of the larp have asked you to use. If they have asked you to email questions, don’t write to them through social media channels or personal messages.   Respect that some people need to compartmentalize information and that they don’t always have to be available.
    3. Read the information provided before asking questions, especially in the days leading up to the larp. If you struggle with finding information because it is spread out in different places, then you can point this out to the organizers in a nice, unpressurring way. This for example could be asking for a document with links or a thread that collects all information.
    4. If you stumble upon things you really like that the organizer is responsible for, tell them. Make them feel valued.
    5. Preparing for the larp, check the packing list and bring the things listed on it. Make sure that you bring snacks if you know you will need additional food. Read all the information once more.
    6. Consider bringing a present for your organizer if you know them well, like candy or their favorite drink. Otherwise bring hugs, but remember to ask if they want to be hugged first.

    During the Larp / Workshops

    1. Be on time.
    2. Don’t hog the organizer’s time. Remember, there are a thousand things to do just before a larp starts. Always give the organizer a way out of a situation and respect that they have things to do, even if you want to hang out with them.
    3. If you arrive at the event before the specified time, ask if you can help with anything and try to be mindful not to be in the way. The organizer has no obligation to keep you company if you’ve chosen to arrive before the set time.
    4. During the workshops, refrain from making jokes to lighten up the mood. If the organizer asks you to pose questions at the end of a segment instead of when you think of them, write down any questions and do that, instead of thinking that asking your question can’t hurt the flow or timing of the workshop.
    5. Don’t hog the organizer’s time during breaks or in workshops. They have a million things to do. If it is a dear friend, consider saying that you are there and ready to hang out and support them, but only if that’s what they want. Anything other than an enthusiastic yes is a no.
    6. Don’t ask the organizer for special privileges just because they’re your friend (unless they are for health and safety reasons).
    7. Listen during the workshops to understand what function the organizer will have during the game. If they say you can larp with them (for example if they have an NPC function), then you can, but remember to always give them an opportunity to opt out. If they are present only in an off-game capacity, then respect that.

    After the Larp

    1. After the game, thank the organizer either at the larp or afterwards online. Give them appreciation and tell them about things you enjoyed that they were responsible for.
    2. Allow the organizers some time to recover before providing negative comments about the larp. If you want to rant about the game in a way that includes criticism of some sort, check to see if the organizer is nearby. If they are, don’t do it. For an organizer, that sort of criticism is not what they need to hear in that moment. Your criticism during the larp may make it difficult for them to perform their other tasks effectively.
    3. Check in with the organizer after the game, repeat positive things, and wait for them to ask about constructive criticism before giving it. Some organizers request a Week of Stories, in which players should only share their positive stories from the event for the first week after the larp before issuing criticisms. Respect that wish.
    4. If there is a feedback form, fill it in. When filling in longer comments, remember to nuance your answers. Often organizers will clump together the data and the comments separately, which means that even if your data reflects that you have had a good larp, your comments may make it seem like a bad experience.
    5. Remember, you might not have all the information about a design decision. Even if something seems objectively bad to you, there might be reasons for it. Try not to word things as absolutes, but as things you perceived as flaws. Sometimes your own expectations or other outside influences are the reasons you haven’t had a good game. Sometimes it’s the design. Rarely is it because the organizer is a horrible human being.
    6. If you don’t organize on a regular basis, or if you have never organized a larp like the one you attended, have some humility. Remember that this is a person that has put themselves out there in trying to create something. Be nice.

    This is a living document that may be updated to include more tips. I don’t claim to have thought of everything, or that my tips work for everyone, but this is, in my opinion, a baseline with which to start. If you want to add something, including rewording, nuancing, or disagreeing, feel free to use the comment section and expand upon your suggestion.


    Cover photo: Pixabay

    Edited by: Elina Gouliou