Author: Sarah Lynne Bowman

  • Post-larp Depression

    Published on

    in

    Post-larp Depression

    Written by

    This text was originally featured in Analog Game Studies: http://analoggamestudies.org/2014/08/post-larp-depression/

    Larp occupies a unique place among analog games, for it demands as much from players’ bodies as it does from their minds. It comes then as no surprise that many players find themselves in the situation of feeling confused, exhausted, and emotionally raw after a larp event.((Eirik Fatland, “Debriefing Intense Larps 101,” The Larpwright, July 23, 2013; Peter Munthe-Kaas, “Post-Larp,” Munthe-Kaas.dk/blog, October 23, 2013; Tobias Bindslet and Pernille Schultz, “De-Fucking,” Playground Magazine 2, 2011, pp.30-33.)) In fact, larpers frequently exhaust themselves in advance through the leisure labor of planning their costumes, character actions, possible outcomes, and interactions. Subsequently, the event itself often features what some would describe as “intense content” – dramatic interpersonal dynamics, improvisational comedy, combat, political struggles, problem solving, etc. Intense content is there by design in order to maximize the emotional impact of the game. The sheer amount of emotional intensity experienced in a short time frame can impact any given larper, regardless of whether or not they found the experience enjoyable.((Fatland; Sarah Lynne Bowman, “Bleed: How Emotions Affect Role-playing Experiences,” Nordic Larp Talks Oslo, 2013.))

    As with any high, the comedown can often feel shocking and depressing.

    According to many larpers, the return to the “real world” can feel deflating. The mind must divest itself from the vivid social reality of the larp, and attempting to communicate with outsiders about the events of game can feel alienating. Petri Lankoski and Simo Järvelä have argued that role-playing immersion and emotional bleed between the character and the player are, in fact, cognitive processes and “natural consequences” of how “the brain works.”((Petri Lankoski and Simo Järvelä, “An Embodied Cognition Approach for Understanding Role-playing,” International Journal of Role-Playing 3, 2012, pp.18-32.))

    The emotional highs of game most likely have a hormonal component; endorphins, adrenaline, dopamine, serotonin, and oxytocin levels shift as the result of game stimuli. As with any high, the comedown can often feel shocking and depressing.

    In-game photo: A former slave grapples with the emotions arising from the arrival of an arrogant slaver in town and a potential slave auction. In-game photo: A former slave grapples with the emotions arising from the arrival of an arrogant slaver in town and a potential slave auction.

    Post-larp depression is a common phenomenon and should not cause players excessive concern. Indeed, participants report similar experiences after attending events at fan conventions, conferences, kink scenes, festivals, and so on.((Beth Dolgner, “Post-Con Depression: Its Symptoms and Treatment,” Beth Dolgner: Writer, Editor, September 4, 2012; Munthe-Kaas.)) The BDSM community in particular has developed strategies for aftercare, referring to the depression participants experience after a scene as “crash” and “drop.”((Gregg Norris, Glossary of BDSM (Bondage, Discipline, Dominance, Submission, Sadism, Masochism, Brian Phillippe, 2010.)) Both scholars and practitioners have noted the connection between BDSM and role-playing scenes,((J. Tuomas Harviainen, “Sadomasochist Role-playing as Live Action Role-playing: A Trait-Descriptive Analysis,” International Journal of Role-playing 1, pp.59-70; Hanne Grasmo, “Taking Care” Playground Magazine 2, 2011, pp.28-29.)) indicating that the phenomenological mental processes are probably similar. Mental illness and role-play are not necessarily interrelated,((Fatland.)) but the drop after an intense event may trigger imbalances already in place. This article describes strategies some larpers employ for transitioning between the game to the “real world” and coping with post-larp depression. By mobilizing these diverse techniques, larpers recognize the larp as a non-trivial intervention in their daily emotional lives.

    The drop after an intense event may trigger imbalances already in place.

    One of the most common strategies is to tell war stories and/or hold a debriefing afterwards, both of which constitute a reframing of the larp material. Larpers often process the experiences they had by sharing memories of what transpired in the game with one another. War stories tend to valorize, intellectualize, or make humorous moments that occurred in game, whereas debriefing tends to take emotional content seriously in order to process and move through it.((Fatland; Lizzie Stark, “How to Run a Post-Larp Debrief,” Lizzie Stark.com, December 1, 2013.))

    Both forms of “reframing” are important for larpers, allowing them to validate their experiences in the eyes of others. Storytelling also permits larpers to structure the oft-chaotic experience of a larp, drawing together a cohesive narrative that is easier to master.((Johanna Koljonen, Peter Munthe-Kaas, Bjarke Pedersen, and Jaakko Stenros, “The Great Player Safety Controversy,” Panel at Solmukohta 2012,  Nurmijärvi, Finland, April 13, 2012; Johanna Koljonen, “The Second Great Player Safety Controversy,” Presentation at Knutepunkt 2013, Haraldvangen, Norway, April 19, 2013.))

    War stories can be found anywhere there are larpers. However, those who choose to debrief are perhaps best able to do so in small groups with trusted friends and/or in a structured fashion with a moderator. Some larpers also assign each other debriefing buddies, who promise to contact each other in some fashion later. These debriefing buddies are expected to remain available to each other long-term as they share feelings that come up days, weeks, or months after the larp.((Fatland; Stark.))

    In-game photo: In the zombie survival game Dystopia Rising, a character comforts a couple who just experienced a miscarriage. Such experiences can leave lasting emotional impacts. In-game photo: In the zombie survival game Dystopia Rising, a character comforts a couple who just experienced a miscarriage. Such experiences can leave lasting emotional impacts.

    Adapted from psychotherapy, some larp circles also employ the process of deroling to recover from larpers’ adoption of an alternate persona for long periods of time, which requires a different frame of reference. Regardless of whether a larper’s “real” persona is similar, pleasant and unpleasant in-game memories, thoughts, and emotions persist long after the larp has ended. Such thoughts, emotions, and experiences may bleed-out into one’s daily life.((Markus Montola, “The Positive Negative Experience in Extreme Role-playing.” Proceedings of DiGRA Nordic 2010: Experiencing Games: Games, Play, and Players, 2010; Sarah Lynne Bowman, “Social Conflict in Role-playing Communities: An Exploratory Qualitative Study,” International Journal of Role-Playing 4, 2013, pp.17-18.))

    Some larpers thus perform de-roling rituals to avoid problematic forms of bleed. These de-roling rituals vary in activity and scope, but include: taking off a piece of one’s character’s costume and placing it in a circle, saying goodbye to the character for a time;((Stark.)) thinking of one or more aspects of one’s character that one admires and “taking” it with them; thinking of one or more aspects of one’s character one dislikes and wishes to leave behind;((Munthe-Kaas; Sarah Lynne Bowman, ed. The Book of Mad About the Boy (2012 US Run): Documenting a Larp Project about Gender, Motherhood and Values, Copenhagen, Denmark: Rollespilsakademiet, 2012.))

    speaking about one’s character in the third person during war stories or debriefing to emphasize a sense of distance;((Stark.)) and making sure to interact with all the people from a larp both in-character and out-of-character to emphasize the distinction.((Stark.))

    Socializing with one’s fellow larpers actually tends to increase the feelings of emotional safety in the larp space

    Other larpers forego the angst and throw a party instead. Oftentimes, relaxing pre- and post-game social events unaffiliated with the game fiction help players connect with one another and relieve post-game depression. These social events include MeetUps, “afters,” dinners, parties, coffee dates, online discussions, etc.((Fatland; Bowman, “Social Conflict,” p.19; Stark.))

    Socializing with one’s fellow larpers actually tends to increase the feelings of emotional safety in the larp space, so that players get to know one another well and can better distinguish between in-game and out-of-game actions. Also, interacting in new contexts tends to deepen bonds of friendship that already get forged at the game. Social events give larpers the space to have conversations with one another that might not otherwise take place, working through conflict and increasing trust.

    Some players further emphasize nurturing their physical and emotional well-being after a larp, taking care of mind and body. They insist upon players sleeping, eating, bathing well, and not pushing themselves too hard. Human touch is also said to be helpful, if one feels comfortable with hugs.((Fatland; Bowman, “Social Conflict,” p.19.))

    Return to the everyday. Photo by Ali Edwards CC BY-NC-ND. Return to the everyday. Photo by Ali Edwards CC BY-NC-ND.

    Depending on the intensity of the larp, sometimes people can take days to recover. For the mind, some players find it helpful to write about their experiences after events. Players may share these memories or keep them private. The mere act of committing events to paper helps individuals externalize and order their experiences in a meaningful way.((Fatland)) Players may also seek to simply distract themselves, moving from one immersive activity to another: watching a few episodes of a television show, reading a book, playing another role-playing game, and so forth. Transporting the frame of reference from one to another may smooth the transition for some players.

    Lastly, one effective strategy to ease the transition back to the mundane world is the act of showing gratitude to the other larpers and the organizers themselves. This act of storytelling can boost morale. It dignifies the presence of all involved, and lets everyone know that they mutually enhanced each other’s experience. The organizers in particular expend a great deal of time and energy to create a fulfilling experience, and players who acknowledge that effort may find the overall experience of returning to life less deflating.

    Not all players experience post-larp depression, however. Some fluidly transition back to their daily lives. Other participants have noted an inverse phenomenon called “post-larp charisma,” in which players are fueled with an abundance of creative energy.((Fatland.)) Others still object to the use of psychological terms such as “depression” or the more conversational phrase “post-larp blues,” preferring to refer to the phenomenon as “post-larp” to avoid the connotations of mental dysfunction.((Søren Ebbehøj, “The Great Player Safety Mess,” Presentation at Knutpunkt 2014: Sharpening the Cutting Edge, Gullbrannagården, Sweden, April 4, 2014.)) Responses to intense game events can vary and no one strategy works for all people. The most important point remains, however: the effects of larp on the players are often too significant to ignore, as are the impact of the techniques outlined here.


    Featured image borrowed from Liqueur Felix @Flickr.

  • Returning to the Real World

    Published on

    in

    Returning to the Real World

    Written by

    Debriefing After Role-playing Games

    Debriefing is a somewhat controversial topic in role-playing communities today. While some individuals feel that games
    should remain distinct from the mundane world and debriefing is an unnecessary complication, many role-players have
    grown concerned about difficulties in the process of transitioning between intense game experiences back to mundane
    life.((Sarah Lynne Bowman and Evan Torner,
    “Post-Larp Depression,” Analog Game Studies 1, no. 1
    .)) As part of our Nordiclarp.org series on emotional
    safety and conflict resolution in role-playing communities, this article analyzes the various formats, benefits, and
    drawbacks of post-game debriefing after a role-playing experience. Though debriefing is most often discussed in larp
    circles,((Eirik Fatland, “Debriefing Intense Larps 101,” last modified July 23, 2013, The Larpwright, http://larpwright.efatland.com/?p=384; Peter Munthe-Kaas,
    “Post-Larp,” last modified October 23, 2013, Munthe-Kaas.dk/blog, http://munthe-kaas.dk/blog/?tag=post-larp; Tobias Bindslet and Pernille Schultz, “De-Fucking,” Playground
    Magazine
    2, 2011, 30-33
    ; Lizzie Stark, “How to Run a Post-Larp Debrief,” last modified December 1, 2013,
    Lizzie Stark.com, http://leavingmundania.com/2013/12/01/run-post-larp-debrief/.))
    the process can also be useful in tabletop role-playing.

    Ritualized Post-game Activities

    Several scholars have noted that the role-playing experience is similar to a ritual

    Several scholars have
    noted that the role-playing experience is similar or identical to a ritual, in which participants engage in a
    liminal experience.((For a few examples, see Christopher I. Lehrich, “Ritual Discourse in Role-playing Games,”
    last modified October 1, 2005, The Forge, http://www.indie-rpgs.com/_articles/ritual_discourse_in_RPGs.html;
    J. Tuomas Harviainen, “Information, Immersion,
    Identity: The Interplay of Multiple Selves During Live-Action Role-Play,” Journal of Interactive Drama: A
    Multi-Discipline Peer-Reviewed Journal of Scenario-Based Theatre-Style Interactive Drama
    1, no. 2 (October
    2006): 11
    ; Sarah Lynne Bowman, The
    Functions of Role-playing Games
    , Jefferson, NC: McFarland, 2010, pp. 15, 48-53
    ; J. Tuomas Harviainen and Andreas Lieberoth,“The Similarity of Social
    Information Processes in Games and Rituals: Magical Interfaces,” Simulation & Gaming (April 10, 2011):
    528-549
    .)) Liminality describes an in-between, amorphous, and ephemeral space where the social rules of
    reality are changed and new roles are inhabited for the purposes of the ritual. Drawing upon Arnold van Gennep’s and
    Victor Turner’s theories, role-playing scholars note the ways in which just as in religious or other social rituals,
    role-players experience a preparation, liminal, and return phase.

    In the preparation phase, individuals engage in various activities to transform themselves physically and emotionally
    for the ritual. In the case of larp, for example, preparation might include creating a backstory, assigning points to a
    character sheet, crafting a costume, memorizing game rules, or building character ties with other participants. Recent
    larp practitioners have advocated for workshopping as another powerful tool during the preparation phase,((Jesper Bruun, “Pre-larp Workshops as Learning
    Situations – Matching Intentions with Outcome,” in Think Larp: Academic Writings from KP2011, edited by Thomas
    Duus Henriksen, Christian Bierlich, Kasper Friis Hansen, and Valdemar Kølle (Copenhagen, Denmark: Rollespilsakademiet,
    2011), 194-215
    ; The Workshop Handbook, last modified July 29, 2005, http://workshophandbook.wordpress.com/.)) in which players have the
    opportunity to build trust with other participants, develop their character backstories through scenes, and try out
    mechanics or techniques that may come up in the game.

    Photo by Johannes AxnerSimilarly, role-playing groups have several informal
    activities for the return phase of the ritual that have emerged in various communities as needed. Examples of solitary
    post-game activities include in-character and out-of-character journaling, which players may choose to share with others
    as game memories or keep private. Immersion into other games, narratives, or work activities can also help people switch
    gears to another mental and emotional framework. Many post-game activities are more social in nature, such as dinners or
    parties, often called afters. In recent years, post-game social activities often take place on the Internet, as
    players post on social media sites such as Facebook, Google+, blogs, and forums about their experiences and connect with
    other participants. We can consider these emergent activities forms of informal debriefing.

    The bulk of the content of these forms of sharing involves war stories, in which participants narrativize events
    from game as their character experienced them.((Stark, “How to Run a Post-Larp Debrief.”)) War
    stories often have a humorous or excited tone regardless of the subject matter of the story, as the process of retelling
    is often experienced as exhilarating. During war stories, players do connect with their characters by reliving their
    experiences, but they also are able to create a form of distance by telling the story in a humorous or otherwise
    distanced way. This distance is quite healthy for the psyche by allowing for reframing. Reframing is a way for
    the psyche to make sense of the amorphous, confusing, and ephemeral experiences that transpire within the liminality of
    role-playing by creating a linear, controlled narrative of that gets committed to memory with each retelling. War
    stories also work to reinforce social ties between others who were part of the experience as they are allowed to hear
    events from the perspective of others.

    Photo by Johannes Axner

    Ultimately, war stories are most pleasurable for the players telling the stories; their experiences are validated when
    others listen and retelling allows them to relive the intensity of both high and low moments in the game in a positive
    framework. However, war stories rarely allow players to express some of the deeper emotional content that they
    experienced in the game. The format of the war story focuses on “awesome” experiences and emphasizes a sort of
    exhilaration in the retelling. If a player is experiencing a negative response to the game, the war story format is
    generally not compatible with a more serious expression of sharing, which might feel like a “buzzkill” to other gamers.

    Recent discussions in experimental groups such as the Nordic larp and freeform communities about emotional safety in
    role-playing((Johanna Koljonen, Peter Munthe-Kaas, Bjarke Pedersen, and Jaakko Stenros, “The Great Player Safety
    Controversy,” Panel at Solmukohta 2012,  Nurmijärvi, Finland, April 13, 2012; Johanna Koljonen, “The Second Great Player
    Safety Controversy,” Presentation at Knutepunkt 2013, Haraldvangen, Norway, April 19, 2013; Johanna Koljonen, “Safety in
    Larp,” Presentation at the Larpwriter Summer School 2013, Vilnius, Lithuania, last modified Aug. 1, 2013, YouTube,
    Fantasiforbundet, https://www.youtube.com/watch?v=Qho9O_EMG34;
    Johanna Koljonen, “Emotional and Physical Safety in Larp – Larpwriter Summer School 2014,” Presentation at the
    Larpwriter Summer School 2014, Vilnius, Lithuania, last modified Aug. 3, 2014, YouTube, Fantasiforbundet, https://www.youtube.com/watch?v=g-cPmM2bDcU.)) emphasize the
    need for these deeper, serious forms of sharing, especially in powerful games where physical and emotional limits are
    tested. Such forms of testing can produce the experience of bleed – where a player’s emotions, thoughts,
    relationships, and physical states bleed over into the character and visa versa – which can often produce lasting
    emotional impacts after the game.((Markus Montola, “The Positive Negative
    Experience in Extreme Role-playing,” Proceedings of DiGRA Nordic 2010: Experiencing Games: Games, Play, and Players,
    2010
    ;
    Sarah Lynne Bowman, “Bleed: How Emotions Affect Role-playing Experiences,” Nordic Larp Talks Oslo, 2013
    ; Sarah Lynne Bowman, “Social Conflict in
    Role-playing Communities: An Exploratory Qualitative Study,” International Journal of Role-Playing 4, 2013:
    17-18
    .)) For example, if one’s character dies or the life of a loved one is threatened in game, a player may
    experience those emotions of fear and grief after the game is over. Similarly, if a character has a negative interaction
    in the game such as a physical or social attack, they may experience confusing feelings of anger or frustration toward
    both the character and the player in question.

    The alibi of the game allows players to distance themselves from any events that take place in-character and in-game

    While the informal debriefing strategies described above may create space for people
    to express these feelings and contextualize them, players may feel uncomfortable sharing, especially if the play culture
    does not encourage such types of discussion. Some communities strongly emphasize the difference between player and
    character, which role-playing theorists call alibi.((Markus Montola and Jussi Holopainen, “First
    Person Audience and Painful Role-playing,” in Immersive Gameplay, edited by Evan Torner and William J. White
    (Jefferson, NC: McFarland, 2012).
    )) The alibi of the game allows players to distance themselves from any events
    that take place in-character and in-game. Classic statements reinforcing alibi include: “It wasn’t me, it’s what my
    character would have done,” “It’s just a game,” and “You can’t separate fantasy from reality.” While alibi does exist in
    that role-players are distinct from their characters, statements such as these are often used to minimize or invalidate
    the experiences of others in distress. If someone wishes to express their feelings in a culture where such statements
    are common, they are often seen as “taking the game too far,” “having no life,” or needing to “walk it off.”

    Formal Debriefing as an Alternate Strategy

    A formal debrief is integrated into the game as part of the experience

    As a result
    of these issues, individuals in communities such the Nordic larp and American freeform traditions((Lizzie Stark, et al.,
    “How to Debrief a Freeform Game,” last modified on July 15, 2012, Lizziestark.com, http://lizziestark.com/tag/freeform-debrief/)) have started
    implementing formal debriefing into their games. A formal debrief – as opposed to an optional afters — is often
    integrated into the game as part of the experience and is sometimes complemented by a pre-game workshop session. This
    practice was adopted from theatre, educational games, and military exercises; though the learning connotation is not
    emphasized as strongly in the leisure activity of role-playing, formal debriefs can certainly encourage an atmosphere of
    learning from one’s experiences within the game. In a formal debrief, participants take turns sharing their experiences
    from the game in a serious tone, focusing on deeply emotional moments, both positive and negative. Ideally, each player
    is given the opportunity to have equal sharing time in a formal debrief and no one person should dominate the
    conversation. Thus, a moderator is often necessary to maintain the debriefing format. This moderator need not be one of
    the game organizers, who are often overwhelmed with other logistics, but should have at least some experience leading
    group exercises.

    Formal debriefs are often confused with other formalized post-game activities that have emerged in some communities.
    Examples include game wraps after one-shot games, in which each player explains what secrets their character kept
    from others and their true motivations,((Fair Escape, “Game Wraps,” last modified August 1, 2012, Fair Escape: LARPing
    Thoughts from a LARPer Fair, http://fairescape.wordpress.com/2012/08/01/game-wraps/.))
    or MVP Awards, in which each player nominates another for enhancing their experience in a significant way.
    Alternately, players may critique game design or implementation in such formal settings, providing feedback to
    organizers. Again, while these activities are technically formalized, they often do not allow space for individuals to
    share troubling emotions and usually resemble war stories more than formal debriefs. Games that feature “lighter”
    content or greater degrees of fantasy are sometimes considered safer emotionally and assumed to not need a debrief.
    However, in some instances, these sorts of games take people by surprise in terms of the depth of their emotional
    responses, particularly if they experienced a trigger to some past emotional trauma unrelated to the game.((Shoshana Kessock, “Ethical Content Management and the
    Gaming Social Contract,” in The Wyrd Con Companion Book 2013, edited by Sarah Lynne Bowman and Aaron Vanek (Los
    Angeles, CA: Wyrd Con, 2013), 102-111
    ; Maury Elizabeth Brown, “Pulling the Trigger on Player Agency: How
    Psychological Intrusions in Larps Affect Game Play,” in The Wyrd Con Companion Book 2014, edited by Sarah Lynne
    Bowman (Los Angeles, CA: Wyrd Con, 2014). In press for December publication.))

    Photo by Johannes Axner

    No one formula exists for the length, content, or number of participants in formal debriefs. Based on personal
    experience, an optional two-hour debrief after a three-day campaign game in groups of 3-6 has proven beneficial,
    although we also eat dinner during this time period, which serves the purpose of afters as well. During these debriefs,
    we first ask players to share the most profound emotional experiences they had in-game for one or two rounds, then ask
    participants to share their happiest moment for one round in order to end on a positive note. Alternately, two Larps from the Factory instructional
    videos detail a 2-3 minute debrief one-on-one followed by a thirty second debrief to the group, in which all players
    must limit their discussion to a succinct statement.((Larps from the Factory, “Debrief: Make a Round, ‘Runda’ – Part01,”
    last modified Oct. 25, 2013, YouTube, EidZemVideo, https://www.youtube.com/watch?v=K11k5toOScA&index=8&list=PL5ZRxNgrfrSEx6sRyJLeiFv1TvWjVmMPC.))

    Other games, such as the U.S. run of the Norwegian game Mad About the Boy, featured a
    multi-tiered debrief, in which individuals shared one-on-one, in small groups, in larger groups, and then as a big group
    over the course of a couple of hours.((Lizzie Stark, “Mad About the Debrief,” last modified October 22, 2012, Leaving
    Mundania: Inside the World of Larp, http://leavingmundania.com/2012/10/22/mad-about-the-debrief/.))
    After this debrief, compulsive sharing took place over the group mailing list for at least a week, which was compiled in
    a documentation book.((Sarah Lynne Bowman,
    ed., The Book of Mad About the Boy (2012 U.S. Run): Documenting a Larp About Gender, Motherhood, and Values
    (Copenhagen, Denmark: Rollespils Akademiet, 2013).
    )) Mad About the Boy also featured de-roleing
    buddies
    : groups of three players who exchanged email addresses and made themselves available for serious
    discussion in the future.

    De-roleing strategies are helpful at the start of the debrief as a formal transition

    Other de-roleing strategies include symbolically placing a personal item of the character’s into
    the center of the group; describing one quality that the player likes about the character and wants to keep with them;
    and admitting one quality that the player dislikes about the character and wishes to leave behind. These strategies are
    helpful at the start of the debrief as a formal transition. Additionally, players can make an effort to use third-person
    language to describe their character’s feelings and actions during the debrief,((Stark, “How to Run a Post-Larp Debrief.”))
    which can create additional distance from the role and diffuse negative dynamics with others.

    Players should also take care to avoid saying “you” when addressing other players, especially in an emotionally charged
    context. After all, alibi still exists, and the character performed the action, not the player. Some advocate for
    separating players in debriefing groups who have experienced emotionally-charged dynamics in games – such as victim and
    villain, or lovers experiencing a difficult quarrel — allowing individuals to feel free to express themselves without
    inhibition. Others suggest keeping the debriefing space open for all participants to hear, as such sharing might help
    people learn from one another’s perspectives and develop empathy. In this case, the multi-tiered option might be most
    beneficial, allowing players to share as little or as much as they like in small or large groups. Additionally, game
    organizers may also need a formal debrief with one another, which can help curtail issues of burn-out, feelings of
    under-appreciation, and exhaustion.

    Critiques of Formal Debriefing and Possible Solutions

    Formal debriefing is not without its detractors

    Formal debriefing is not without its
    detractors. Some individuals dislike having others reframe their experience by feeling compelled to listen to another
    person’s sharing. Others prefer to process their feelings independently, reaching out to others when they feel ready.
    Others have felt that the formal debriefing process is too long, taking away from valuable game, cleaning, or travel
    time. Some feel that debriefing encourages a “culture of victimhood,” in which individual players’ negative emotions are
    disproportionally featured over the positive experiences they and other members of the group have had, which colors the
    whole experience. Some feel they do not need to debrief and others dislike feeling compelled to speak.

    Such problems are not, in my view, reasons to discard the debriefing process completely. Much of these issues are
    resolvable through sufficient moderation. Players should be allowed to opt-out of formal debriefing, but also highly
    encouraged to participate as an important part of the ritual process. They should not feel compelled to speak;
    moderators should open space for individuals to share, but allow them to pass if necessary. Moderators can use a timer
    to make sure that each individual has enough time to share. They should remind players to “cut to the emotional chase”
    in terms of avoiding long war stories and addressing the core emotional components of the event.

    Photo by Johannes AxnerModerators should intercede if a debrief becomes too
    heated or accusatory, as debriefing should feel like a safe space for everyone to share. Encouraging third-person
    address for participants is a helpful strategy for reducing negative bleed, i.e. “My character felt scared when your
    character screamed at her” rather than “you yelled at me, which made me feel scared.” Ultimately, encouraging players to
    end debriefing with happy stories helps each individual remember why they enjoy playing the game. “Happy” stories may
    include stories with darker content, i.e. “It was so awesome when your character yelled at my character! I was laughing
    inside, but she was so scared!” However, ideally, “happy memories” might include moments of connection with other
    people, such as, “My character was so scared, but it felt so encouraging when Johnny’s character placed a hand on her
    shoulder in support.” Finally, formal debriefing should not be viewed not the only method to resolve emotional reactions
    after a game, as players can also process in informal debriefs, one-on-one, or in a solitary fashion.

    Feeling Heard

    Ultimately, the goal of any sort of post-game sharing — be it war stories, critiques of the game, or debriefing — is
    for players to feel heard. Often, groups can avoid long-standing grudges, loss of players from a community,((Bowman, “Social Conflict in Role-Playing
    Communities.”
    )) or post-larp depression((Bowman and Torner, “Post Larp Depression.”)) if
    they simply provide space for others to share their feelings. Return to the mundane world can feel alienating after the
    intensity of experiences within a game. The other players who participated in that shared fiction are often the best and
    most qualified individuals to help one another transition. Formal debriefing establishes a play culture in which
    emotional experiences are considered valid and speaking about these moments is not only acceptable, but normative. The
    more debriefing is practiced in games, the less strange or undesirable serious sharing will seem to players unfamiliar
    with the process.