Tonnin stiflat is a Finnish larp campaign played in Helsinki in 2014. Consisting of three games, it was organized by the veteran city game designers Niina Niskanen and Simo Järvelä.
The setting is Helsinki in the year 1927, and the subject matter crime, prohibition, working class life and the violent legacy of the civil war. The characters were bootleggers and policemen, struggling artists and their sybaritic patrons.
Niskanen and Järvelä have edited and published a documentation book about the larps in English. It’s downloadable here, for free, and definitely worth a look.
The book is especially welcome as Finnish larp has traditionally been something of a poor cousin in the milieu of Nordic larp. There have been interesting games aplenty, but documentation has been scarce and Nordic attention usually limited to the games that Finnish writers have pushed the hardest, like Ground Zero.
City games played in an open urban environment have traditionally been a Finnish strong suit, and Niskanen and Järvelä are masters of this form. It’s especially nice to see this type of game documented in book form and in English, as the games that tend to receive this treatment are usually one-weekend affair played in a closed environment, such as Kapo and Mad About the Boy.
Tonnin stiflat (the title is an expression for very expensive shoes in the traditional Helsinki slang) benefits greatly from the fact that it’s been documented by the Finnish larp photographer Tuomas Puikkonen. His photos are all over the book, and you can see the full set here.
There are many good larp photographers in the Nordic countries, but Puikkonen distinguishes himself by his ability to be in the moment and capture the subjective feeling of the player.
The only real complaint that I have for this book is that it’s so short. I could’ve read more about this stuff.
Cover photo from Tonnin stiflat by Tuomas Puikkonen. Other photos by Tuomas Puikkonen.
Genre: Rock opera
Theme: Utopia and its Fall
Setting: Rock’n’Roll festival in the late 1960’s, US
Sources: Aldous Huxley ‘The Island’, Jesus Christ Superstar, Platoon, Hair.
The Messiah has been gone for two millennia. The times of rock star messiahs ended half a century ago. We have mass communication galore, but the same questions still stand. In this larp we hoped to find some answers. Many say Jesus Christ Superstar is the best rock opera ever written. Perhaps that’s because the USA of the 1960’s was very much like Judea of the 0’s. In both, the paradigm of the System, the Society, the ‘You are what you do’, the Leader, was being replaced by the paradigm of the Individuum, the Human, the ‘I Do What I Am’, the Messiah. Both approaches have their pros and cons, and Russia nowadays is a battleground for the two (again).
In JCS, the story of Christ is rewritten as a story of the individual; a story of a idealistic madman who dies, not for idea(l)s but because of other people. By his death he declares his ideals, becoming the iconic representation of these ideals in the minds of people. His personality and deeds are erased, replaced by him as a personification of his ideals. Incidentally, this is as true of Judas as it is of Christ. That story of sacrifice and ascension has been retold in innumerable stories: Hair, Platoon, One flew over the cuckoo’s nest, etc. and played out in many larps. In our larp, we wanted to create a rare opportunity to “strip away th e myth from the man”, experience them in their full complexity, play their stories, and see how myths are created.
Visions of Utopia
In a sense, the game was set in the USA of the end of the 1960’s and the start of the 1970’s, at a hippie festival; at the same time, it was also set in biblical Judea, and, in more than one sense, in modern day Russia.
The game space was centered on The Stage. Before the Stage the Saint Summer community radiated out in a rainbow of seven groups. Behind the Stage stood the Wall, beyond which was the System. Between the Stage and the Rainbow, there was a large open space. Completely by accident, in the middle of that space stood a single apple tree, which became, more or less by itself, the Tree of Eden. We placed a toy snake in it. The players then put a haystack under it, and it became the place of much merrymaking.
There were seven character groups, representing the colors of the rainbow. Each group was historically accurate as to 1960s USA, and each strove towards a different ideal of Utopia.
This, on one hand, created the conflict, and drove the game forward. On the other, all these teams fit together and, between them, fulfilled every need a society could have.
Red was the New Left and Socialists. For them, Utopia was social justice, freedom and human rights.
Orange was Brahmins. They sought Utopia through personal transformation, enlightenment through study, meditation and the teachings of gurus.
Yellow, the Diggers, were the smallest group. They saw Utopia as the absence of suffering and hunger, and they fed, clothed, and cured everyone.
Green, the largest group, were the Free Communes, the Flower Children, the iconic hippies: Utopia as eternal childhood, Never-Never land.
Cyan were gonzo journalists. Utopia was the Truth, and all the truth. For everybody.
Blue. Bikers. Utopia as freedom. Urban nomads.
Purple were the followers of Timothy Leary and Ken Keasy, they called themselves the Brotherhood of Happiness. They saw Utopia as a transcendence, and the freedom to do whatever you desire with your consciousness.
This rainbow was opposed by the Grays and Blacks of The System, a grotesque, cynical, and very efficient instrument of oppression: Police, Army, State Propaganda, and The Asylum. They, of course, had their own vision of Utopia: order, conformism, stability, sanity, victory.
Tools and Rules: Sex, Drugs and Rock-n-Roll
After silence, that which comes nearest to expressing the inexpressible is music.
Our game, as many Russian larps, was relatively rules heavy. Still, all the rules were carefully tailored to produce the theme and style of play we wanted. Without going into all the details, we’d like to outline the central game design elements that, in our eyes, ‘made the game’:
Sex, Drugs and the Space Beyond the Wall.
Music was the central medium of the game: everything, all the game rules, from sex to fighting to drugs, involved music. In contrast to other games with a musical engine, e.g. Дом в котором Мир звучит/Dom v Kotorommir Zvuchit/The House where the World Sounds… (2012), where every character was enclosed in their own soundtrack, we made music a uniting experience. It was loud, coming from The Stage, as well as being created by the players, and it was as ”Woodstocky” as we could make it.
Free love was of course an indispensable part of Saint Summer. Russian larpers are quite shy, and most larp restrict diegetic sex or make it taboo. But not here.J
To express the pervasive nature of free love, the rules defined that anything creative done with music could be considered as having sex, if the participants so decided.
To express love as sharing, after the deed the players were told to exchange tokens of affection. These depended on the character’s group: hippies gave bead bracelets, leftists pin buttons with slogans, bikers tattoos, etc.
Drugs came in three types of in-game drugs (we did not count the other stuff). The simplest, weed, was simulated by incense sticks, and it was everywhere. To ‘light up’, one put some appropriate music on, and lit the incense, and anyone could join if they wanted. The players were expected to behave more emotionally and be more emphatic when high, but also to react more emotionally if things went bad. Personal chemical hallucinogens were modeled using play buttons; small MP3 players that looked like pin-buttons with the game logo. Each play button contained a 10-30 minute story that guided the player down the rabbit hole.
About a dozen such tracks were recorded: a combination of music, sound effects, descriptions of what a character sees, as well as direct orders to do something, and a ”post/after” effect. Everyone could get a button from a Purple group dealer.
Lastly, every night a shared trip on the Stage, led by the GM’s and joined by everyone, set the atmosphere and, in some sense, agenda for the next day. The first night’s trip, “Celebration of Misbehaving”, was all about breaking free from The System.
It started as a humiliating lesson in a boarding school, and then morphed into a concert, where four deities: Jesus (accidentally female but it worked perfectly), Shiva, Bacchus, and a native American spirit, led the crowd in a Beatles singalong, sharing wine and chocolates.
The second shared trip, “Armageddon” focused on the fears of the 1970’s. It started with everyone playing a competitive game of tag, with loud, somewhat aggressive music playing.
Gradually the game changed: the ones tagged were told to play dead, and increasingly violent clips were projected onto the Wall: Disney cartoons, then 1970’s street riots, then Vietnam war, and lastly nuclear explosions. At the end everyone dropped dead, the video showed the aftermaths of nuclear war, and the theme song from the Requiem for the Dream was playing.
Whenever a character crossed the Wall, they momentarily left the game and went into a meta-game ‘limbo’ where player, as an actor, decided with the GMs, as scriptwriters, where to take the character.
That was done because, in our experience, when the game changes drastically to the worse, many players either drop out of character or lose their motivation to play, and we wanted to give the players a moment to stand back, reset, and look at their character from a narrativist, not simulationist, perspective. We think it worked, because there was very intense game-play beyond the Wall. Some players, however, hated this ‘limbo’, partially because a similar system was used in the larp Стоимость Жизни / Stoimost’ Jizni / The Value of Life (2011), a powerful art-house larp about consumerist society that left many players with a very bad aftertaste.
Prison, Asylum and Vietnam, locations beyond the Wall, were run by the GM team, providing “Passions”; hard moral choices for the character, pushing them to become either a Messiah or a Traitor (or, in one rare case, both). Those who chose sacrifice got a white rose and died; those who chose betrayal got a red rose and returned to Saint Summer. Players who did not choose at all returned as well, telling stories.
Of those, especially Vietnam was successful. We invited a dedicated group of players who, for the last seven years, have run a Vietnam war larp. They brought with them full Vietnam war kit, but more importantly, they brought the right atmosphere; the war mentality, the disgust of the hippies. From the start in the ‘Fort Summer’ boot camp, heavy use of obscenity in marching songs stressed the harsh, masculine, polarized world of the war as opposed to the soft and inclusive Saint Summer.
Endspiel
At the end of the third day, the police raided and razed Saint Summer; the bulldozers mowed the Wall and the ‘art installation’ barricades. Many left before that. Most groups had traitors. Others stayed. The overt message of the larp was that Utopia is impossible because humans are made to fall. But the victory of the Utopia starts from its ruin. Messiah crucified, paradise lost, Woodstock ended, but in their destruction they create the dream, and the seed of hope.
To make the players feel this victory from the ruins, to feel this faith that is stronger than facts, we made the ending ambiguous: in-game, in the finale the police laid down their weapons, while the last news flash, released after the game, said that the police shot down everyone who stayed in Saint Summer. Many players did not believe the news flash, and argued passionately. That is exactly the moment we were driving for. The moment of belief that there is no death, that Jim Morrison still sings, that once in history, the Summer is forever.
Святое Лето/Sviatoe Leto/ Saint Summer
Credits: Olga ‘Shaggy’ Shovman, Ekaterina ‘Freexie’ Godneva, Elena ‘Mirish’ Khanpira, Anna ‘Shakty’ Shekhova, Maria ‘Lotta’ Grubaya, Dmitry ‘Mityaj’ Gruby, Xenia ‘Xenyaka’ Kuznetsova, Seraphima ‘Arnaksha’ Melnikova, Mark ‘Qwerty’ Shovman. Date: June 13-15, 2014 Location: Empty field in the Moscow Region. Length: 3 days Players: 97 Budget: ~€2,000 Participation Fee: ~€25
Cover photo: “Roses are blue, violets are green / where will you be when the acid kicks in?” (music drugs) (Play, Roman Vorontsov). Other photos by Roman Vorontsov and Dalia Kochneva.
Since 1995, the Danish non-profit organization Einherjerne has made one large fantasy larp in the summer with 100-300 participants. Every larp has built on the experiences of the earlier years, with core elements of the larp being a village surrounded by a magical forest inhabited by mythical creatures. This is the Nemefrego larp series, that is continuously being rewritten with each new instalment, and which functions as a melting point between organizers striving to renew and participants trying to replay the previous game. An organiser using the brands “Einherjerne” or “Nemefrego” sets certain expectations. This can be a two-edged sword. The story of Nemefrego 2014 is about four of those edges.
Nemefrego 2014 Overview
The Nemefrego 2014 storyline was centered around the election of a king from five great families. Nemefrego larps happen in roughly the same setting and family names are often reused, but just about everything else changes. The reason for this is to make new players feel that they’re entering a brand new larp instead of “the middle of a series”. Some of the larps aren’t even called Nemefrego, though they are part of the tradition. This time, the players were divided into two distinct geographical locations. Most players lived in the town and the tents near it, while a portion of the players were in the forest portraying various mythic creatures. And when we say town, we actually mean something quite close.
A Pre-fabricated Village
The people in Einherjerne have built pre- fabricated larp houses, that can be stored in large ship containers since the early 00’s. These can be stored in containers and then quickly be assembled when needed for a larp. This has been perfected to a point where a whole village, including a two-story building and several buildings the size of dining halls are neatly fitted into 40’ ship containers, packed tight from floor to ceiling.
The containers can be moved by truck and sometimes they are leased or lent to other projects such as Aarhus Medieval Festival or other larps. A mobile medieval town is quite a resource, and several other larp organisations – including the Danish boarding school Østerskov – ha ve copied the Einherjerne idea and now have their own pre-fab buildings.
Intrigue Play vs. Status Play
One of the central pieces of Nemefrego 2014 had to do with getting conflicts and plots out in the open, where they would include as many people as possible. This could include gift spending, intimidating, great speeches and the like. The goal was simple: steering the characters towards slowly escalating conflicts and tension, while avoiding resolve until the final hours of the game where conflicts would play out and conclude as publicly as possible.
We call this play style; “status play”. The opposite, which we call; “intrigue play”, is a style where problems are resolved as quickly and discreetly as possible.
I empty my mug and placed my purse on the table. “How about a game of dice?” My fellow soldiers encourage the closest prey to participate. A man is about to stand but we all look at him with piercing eyes.“So you think our game is not good enough for you?”. He hesitates and then replies: “but I have no dice”. I smile: “No problem, I have dice you can borrow.”. He sits down, and I extend my arm around his shoulders: “by the way, there are a few special rules concerning the borrowing-dice. Nothing much…”. He stiffens but notices I have a hand on my dagger, and lets go of a sigh.
Player
We had many great examples of status play that worked and players who enjoyed it. One thing we experienced however, was that without a central town square, we saw status play reduced to only include small segments of the participants, rather than the majority. A town crier was implemented at some point in the game and made a big difference, since this brought information of various conflicts to many more people. Utilizing a central square seems optimal for this type of play, though. And however much we tried to get conflicts out into the open, we still encountered an old friend of a problem; sleeping bag murders.
The Sleeping Bag Murder Paradox
In Danish larps where conflicts are sometimes resolved with violence, and in which the players sleep on location, there is a risk of characters being killed during their sleep. This is a time-honoured (but despised) tradition in Danish larps known as “sleeping bag murders”, due to the fact that most players sleep in sleeping bags. At Nemefrego 2014 it was explicitly stated in the written game material that this was forbidden, but one player did it anyway – bringing several other characters down with him in the vendetta that followed.
I remember slowly becoming aware of my surroundings. I heard steps and instantly knew someone was in the tent. I also knew I slept with an in-game dagger just out of old habit. But just before I opened my eyes I hesitated. I thought this is stupid. The rules were specific; no sleeping bag murders. Then someone shakes me and I open my eyes and see the weapon in his hand. Seconds later the whole family including us guards were slaughtered.
Player
Organizers and participants, whose roles were dead, had a constructive dialogue afterwards and players were reinstated where it was a agreed the story needed it the most. When play styles and rules/ participants clash, having a short break followed by open dialogue including all sides can prove fruitful, as it did in this case. The optimal thing is if things don’t happen when they’re not supposed to, but sometimes it’s also good to have a “what if” plan if going up against tradition.
A Mythic Forest
Surrounding the town, in which the majority of roles lived, was a magical forest, inspired by dark mythological folklore. It was meant to spawn stories of gloomy tragedy as well as heroic deeds. Unlike many other Danish larps, which utilize an organizer controlled NPC group – the creatures inhabiting this forest were portrayed by a group of players, with great freedom to incorporate magic and mythic creatures in their stories and roles (some even played multiple roles).
There were no rule restrictions on the group, and the forest group would continue playing in the forest whether town players would come out or not. Forest creatures would not always agree amongst themselves and they had many power struggles – something town players often ended up being pawns in.
The forest group’s goal was simple; the creation of great stories featuring a small selection of the other players: Namely those who would understand the genre and play along with the terms set by the forest. The majority of players did not interact directly with the forest- but only hear rumors – creating a mythic feeling of insecurity and a lack of knowledge of what actually happened in the woods.
Some players were frustrated by this and felt left out because the forest play was not easily available to everyone, but many liked the uncertainty and enjoyed not directly interacting with the magical elements of the forest. Those who entered the forest and actively contributed to the mythic storytelling had a wonderful experience. The town and the forest were in effect two play zones with different visions, rules and narrative styles, even though they were very much part of the same larp.
Trade in the forest would be conducted in magical promises rather than in coin. Receiving help from the forest meant that you would be bound by a magical promise – something the characters were not always aware they had accepted, even though the players knew it. These could be small actions; accepting a gift could mean you had also accepted a price, even if nobody had you informed of the “cost” of the gift. The price would always be high (relative to the one having to pay it) and the forest would make sure you never forgot your promise. The consequences for breaking a promise were devastating.
The forest witch and I stared intensely at each other while one of her kin played a flute to keep the faun enthralled in it’s trancelike state. The witch drew a knife (a really nice one, one from this swiss army knife list) from her pocket and offered it to me. I broke eye contact and looked at the metal knife. She asked me if I needed it for my first knight trial. I hesitated but knew she was right.
I had to bring some of the fauns beard to pass the first test. I took the knife and gazed at the blade reflecting the playful light from the nearby bonfire. The witch cracked a gruesome mocking laughter and only then I realized that by taking the knife – I had also accepted a bargain. She could ask whatever she wanted since I had already accepted. My first born was now promised to the forest…
Player
The forest was primarily active at night and most creatures did not go near the town. This enhanced the mystery surrounding the forest. There were certain unwritten rules when entering the forest. The most prominent was that you should not bring metal into the woods since many otherwise peaceful creatures would react aggressively to weapons – and some of these creatures were beings of pure magic and thus immune to mundane steel.
Ironically one type of creatures would always be hostile – and could only be handled with weapons. This greatly supported the vision of the forest being a dangerous place far outside any town character’s comfort zone.
This was especially the case for members of the five great families who had to leave their status symbols – swords, which they were the only ones who were allowed to carry – behind. The end effect was of a seducing, intriguing and mystical forest, and those characters who went there never came back unchanged.
Nemefrego 2014
Credits: Einherjerne Date: July 17 – 20, 2014 Location: Forlev Spejdercenter, Skyggelundsvej 3, 8660 Skanderborg, Denmark Length: Afternoon Thursday to evening Saturday. Players: 112 Budget: €13,000 Participation Fee: €110 Game Mechanics: Status play, simple combat rules, Website:http://nemefrego.dk/
Cover photo: Bakker-Hviide, one of the great families plotting to seize the crown. (Play, Mai Isager Nielsen). Other photos by Mai Isager Nielsen and Christian Niclas.
Morgenrøde (Morning Red) was our take on the Danish hippie movement. Through three acts, 31 players portrayed the peak of the Danish hippie community and their endeavors to establish Denmark’s first grand commune: Morgenrøde – the utopia of their dreams.
Spanning the late 60’es and the early 70’es, the game showed the communes rise and fall. From an initial summer of love to the grinding frustrations of clashing ways of life to a final collapse, when the distance between Marxist revolutionary and flower power protagonist became too great.
Our aim was never to re-enact the heyday of the Hippie, or give the players an experience of actually being there. Rather, Morgenrøde was focused on the overarching story. We tried to sketch out a social movement and – more importantly – the consequences for the people who lived that movement.
A Dialogue with Parents and Traditions – Making Morgenrøde
We had many reasons for making Morgenrøde. First and foremost, we shared a fascination of the time. Most of our parents were young when the rebellion against everything established was driving the counter culture forward. Some were a part of the struggle. Others watched from the outside.
But none of them can escape the influence stretching from The Summer of Love over the hazy days of Woodstock and all the way to the present. In all their handicraftiness, the hippies made a permanent mark on our culture, which we wanted to explore with equal parts love and critique. We love living in a world of freedoms won by the pioneers of past generations, but we do not agree with all their ways of changing the world. In that way, Morgenrøde was a personal game for all of us.
Furthermore, we were very much inspired by both recent larps from the Nordic scene – such as Just a Little Lovin’ – and by the Danish free-form tradition, as it is seen at the convention Fastaval. We did not start with the intention of making a hybrid between the two scenes, but that is more or less what we ended up with. The game was split into acts with workshops before, after and in-between, something that has been seen many times before in the Nordic scene.
We started two of the acts with a free-form scene, meant to capture the vibe of a joint meeting in the commune, where every minute detail of daily life was discussed and voted on. These scenes were run by an organizer who assumed the role of a game master not present in the fiction of the game. By mixing and matching the two traditions, we sought to make a game with the narrative focus of a Fastaval free-form game and the immersive and physical qualities of a Nordic larp.
Morgenrøde was thus created as a dialogue between both the world of our parents and the present, and between different schools of larp and role-playing.
Love, Liberation and Revolution – The Themes of Morgenrøde
The more we dug into the time period and the counterculture the more we realized that the hippies were far from one group. It was a far-ranging movement of everything from Marxist revolutionaries over flower-power spiritualists to bra burning feminists fighting for women’s right to equal opportunity.
Most spoke about a revolution, but what that meant ranged from the violent seizure of the means of production to the dawning of the Age of Aquarius and New Age of spirituality. We chose to limit the themes of the story to love, liberation and revolution, which still gave a number of different interpretations of the purpose of Morgenrøde. The characters were all pre-written and the themes – and clashes between them – were thus worked into the very core of the game. In the end, it was these differences that tore the commune apart.
One Pill Makes You Larger… – The Mechanics and Design of Morgenrøde
We tried to make our triad of themes as pervasive as possible. We kept love, liberation and revolution as the guiding principles for all design decisions. In our game design, this led us to designing a series of mechanics, which should enable the players to act out the three themes.
One common thread with these mechanics was a high degree of voluntarism. The players could choose which mechanics to use when, which in turn helped them steer their game experience towards one of the three themes.
For the political theme we applied house rules for Morgenrøde which the political characters could enforce, mostly via self-criticism, inspired by a quite vicious form of social control, practiced by the Maoists of the time.
We tried to give the die-hard political a micro society to shape and manipulate. The rules were modified during the free-form scenes of the joint meetings and applied to the inhabitants of Morgenrøde as guidelines on how to live their lives. The three basic rules, which we wrote pregame, were:
Love your fellow inhabitants of the commune.
Fight capitalism in all its forms, together with your comrades.
Expand your mind, and always be ready to experience new things, together with the rest of the commune.
Seeing as hallucinogenic drugs became somewhat popular among the hippies, we chose these as the game mechanic backbone for the spiritual theme. In our experience, pretending to use drugs during a larp, whether it is snorting powdered sugar or eating candy that symbolizes pills, and trying to fake the high afterwards, never really works all too well. Thus we needed a way for the characters to take LSD without the players having to fake the following high. This became the Drug Box.
We decided that marijuana and anything like that was recreational and as such would have no effect on the characters, just as drinking a beer (which was nonalcoholic). All other substances were equal to LSD, symbolized by small squares of eatable paper with a white rabbit print on it. Taking LSD was never done alone and affected the relationship between the two or more characters taking part.
The trips themselves were played out in the Drug Box – a black-box with a white sheet wall which had psychedelic visuals projected on to it and a matching soundscape. An organizer played a spirit guide and game mastered the session.
The essential thought was that a trip could be good or bad, and that the nature of the trip would decide how the personal relation which the players brought into the trip, would be affected. The art for the spirit guide was to match the psychedelic story of the trip to the changing relationships. This ended up including, but far from limiting itself to: Deer grassing in a grove, two souls trapped in a cellar being flooded, a mother-of-the-revolution carrying her child across the ocean in a train and some forty-odd trippier scenes.
For the theme of personal liberation we implemented two game mechanics. One was the option for the players to be undressed during the game (with some limitations). This was very optional and not treated as a game mechanic as such. Rather, we tried to create a safe atmosphere, where it was possible for those who wanted to explore that part of the movement. Then there was the “love room” where characters could always go to have sex.
Many of the original hippie communes actually had these love rooms and as such it seemed like the obvious choice, but it also provided a way for the players to play out sex scenes in relative public, without it being frowned upon. As such we hoped for the sexual liberation to add to the stories.
Three Things We Learned from Morgenrøde
To us, Morgenrøde was a success. We were happy with the outcome and loved the look and feel. But that, we suppose, is what most organizers would say. So instead of the usual anniversary speech-style finale, here are three things we learned as game designers:
Continue to explore the crossovers. The free-form and Nordic larp-scenes have been merging for some years now. Find the interesting interactions and try the impossible. For us, this meant free-form scenes with thirty players and a highly specialized (and we dare say awesome) way of simulating drugs.
Remember that history is also last year. Historical games are hard and demanding when it comes to gear and accuracy. Games about contemporary cultural history are easier and the players’ knowledge can be a lot more nuanced than is the case with most of the medieval counterparts. We are certainly not the first, but more and more games are exploring recent history. It’s worth it.
Clash of playing culture should concern you. Perhaps the Nordic larp scene is becoming so homogeneous, that we’ve stopped to consider it. But a lesson is that you should always be very clear about how a game is played, the characters should be read and what can be expected when combining players from different national and/or international scenes.
Morgenrøde
Credits: Anders Lyng Ebbehøj, Astrid Andersen, Silas Boje Sørensen, Troels Barkholt-Spangsbo, Søren Lyng Ebbehøj, Klaus Meier Olsen and Jonas Trier-Knudsen. Date: August 12-15, 2014 Location: Græsrodsgården, Kalundborg, Denmark Length: 2 days Players: 31 Budget: €6,900 Participation Fee: €110 Website:http://morgenrode.dk/
Cover photo: One of the joint meetings where everyone was present to discuss everything from buying a saw to taking away the right of individuals to their own body (Play, Jonas Trier-Knudsen). Other photos by Jonas Trier-Knudsen and Bjarke Pedersen.
In 2014, I conducted a survey about attitudes towards photography and video in larp. I got nearly 500 responses from many different countries, and while I would love to publish the full results here, they’re a bit long for the scope of this KP book. The numbers are available at ars-amandi.se instead, and they’re really quite interesting, so I suggest you take a look if you’re organising or photographing any time soon. What I will do here is outline some of the different arguments and thought processes concerning the way we play and the way we document.
Images and the Nature of Larp
For good, bad, or ugly, we’ve all been photographed in larps. Someone has managed to catch that moment where your costume looked brilliant and you’re screaming at someone, and damned if you don’t look like a movie star. As organizers, we’ve also probably felt the crushing stupidity of not having recorded anything at a larp, and about three months later finding out that nobody cares about our larp if there aren’t pics.
We take images, share images, store images, publish images, broadcast images, and print images, in both still and moving form. So we should talk about images in larp.
Particularly in larp, because as it happens, larps are semi-private (and sometimes transgressive) events. One feature of larp that allows us to play some very interesting things is that the larp is a contained and (ideally) safe space, both physically and temporally.
Our collective understanding seems to be that transgressive play is at times fun and desired, so we make it possible through a space that is contingent – it only exists here and now, and in the context of a game. You might even wonder whether larp is safe so it can include transgression, or if larp became transgressive because it was “safe”.
The contingency of a larp is an important feature for many kinds of play, but also for many kinds of people.
What one player considers transgressive may be less remarkable to another player, and this may simply be a matter of life experience or taste, but can also relate to one’s situation in real life. A schoolteacher may want to play a murderer; a politician might want to play a coked-up rock star; a person in a committed relationship may want to play a fantasy romance; a judge might want to play a slave owner. Larp can offer some freedom of expression and play not only for transgressive or illegal acts, but it offers this to people whose real world lives impose restrictions on what they’re publicly allowed to consider “fun”.
We like to ask “what if” our world had different norms – for violence, sexuality, social structure, or pretty much anything else we can imagine. I, for one, am an artist and frankly can be photographed doing pretty much anything and it will only help me.
But I have seen people do things in larps that, if taken out of context, would ruin their career. I have seen people standing next to other players who were doing things that, if photographed, could ruin that person’s career. A third of the survey respondents reported that some in-game photos could cause trouble for them.
(Speaking of standing next to someone, one of the reasons why Facebook’s own facial recognition software is more accurate than the CIA’s is because Facebook knows who you know, and recognizes who you’re likely to be standing next to.
Just a fun fact for anyone who thinks that not tagging people by name on Facebook is sufficient to protect anonymity.)
Larp, as we have been doing it, is not a public performance; everyone present is complicit in the course of action and has both interest and agency in where the story goes. When you sign up, you might have a ballpark idea of what you’d like to do and what kind of activities you’ll indulge in, but I think most players would agree that if you knew beforehand exactly what was going to happen, there would be no point to larping at all.
Combine this with larp’s famous alibi for indulging in things we can’t do in real life, and this makes most players likely to do or say things that they can’t vet beforehand, and which might not be palatable if taken out of context – in part because the whole point of the larp was to create a context that would not be possible or morally defensible to live out in our real lives. This makes organizers responsible for at least some degree of privacy.
It’s not exactly a completely private event, either: we trust others – some of them near strangers – with our play. We work towards building this trust in person. And yet, we trust people who are potentially hostile with our images. Images do a great deal of violence to the safeness of a larp. They bring something from within the frame of the larp, outside that frame. They are objects that expand the agreed safe space in a way that is not predictable.
They have the potential to expand it very far geographically as well as temporally, and they very quickly collapse the context. They take a private-ish event and bring it into public consumption.
One recent example of this is the Czech larp Hell on Wheels, the first few runs of which included players who darkened their skin to play characters of African descent. This was largely unremarkable until photographs reached the larp community in the United States, where putting dark makeup on white skin to play a black person is inescapably racist and very offensive indeed.
The ensuing conversation saw accusations of racism towards the Czechs, imperialism toward the Americans, and rather a lot of publicity for the larp in a way that the Czech organisers likely never even considered.
Was the dialogue useful? Hard to say. On one hand, it often takes an outsider to an in-group to point out where your blind spots are. On the other, can the piece be condemned on the strength of its images alone, without hearing how the topic was handled in-game? Expect this issue to show up again:
72% of respondents said they’re okay with photos of themselves playing a different social group, class, or culture.
The Public Image of Larp
It’s curious that photographs from a larp get taken out of context so quickly – it almost seems as though people are waiting to find something. But perhaps that’s human nature. A photograph of the larp only recalls the event for someone who was actually there; for anyone else, the context stands only on the weight of what is visible in the picture.
The public does not (yet) understand larpers to be like actors. If Brad Pitt plays a Nazi, we all understand that Brad Pitt is a very cool guy for playing such a hardcore character; in interviews he can even discuss the humanity and interestingness of that role, and we will still understand Brad Pitt to be a pretty cool guy. However, Prince Harry dressing up as a Nazi to go to a costume party is apparently a problem, because for some reason the public feels that it sends an ambiguous message as to how he feels about Nazis; after all, he dressed up as one for fun.
Larpers seem to fall somewhat more on the Prince Harry side at the moment. If you are photographed playing a person dying of AIDS, or wearing black-face, the photograph does not in itself convey any information as to whether this photograph was cultural production (i.e. art) or “fun”, and the overwhelming impression seems to be that you will give off an air of endorsement. And then there’s the Daily Mail (see below):
Ironically, headlines like this one are exactly why photographs and videos from larps are also needed. The popular view of larps (sorry, ‘LARPS’), which to this day retains the hint of Satanism it’s enjoyed since the 1980s, is one in which a bunch of well-meaning but sadly broken people get together in the woods and push each other psychologically until they can’t tell what’s real anymore.
Then someone dies, and it’s the plot of a blockbuster movie.
There will always be a misrepresented “popular view” for those who are outsiders of any activity, just as there is one for contemporary art (“My six year old could’ve painted that”) or sport (“Team sports are just a sublimation of the war impulse”). All of these are created by a combination of images and ignorance. Larp could benefit from having more images in the public – good images, attached to positive advocacy.
Interestingly, Cosmic Joke’s teaser and 18 min. documentary about College of Wizardry (2014) seemed to attract the “right” kind of press: admiration for a job well done, cool costumes and setting, and respect for the sheer crazy guts to put 120-200 people (depending on which article you read) in a castle for 2-5 days (depending on which article you read) to play as Harry Potter/in Hogwarts/in the Potterverse/in the Polandverse (depending on which article you read).
It appears to be the first single larp to get global media attention – and what’s more, positive media attention. The trailer and teaser combined had over one million hits on YouTube, among them Warner Brothers execs who had a few words to say about intellectual property – but that’s another essay entirely.
It should be noted that even the “wtf-type” attention garnered by the documentation of Panopticorp (2013) also caught the eye of people internationally who were interested in running the game; so clearly larpers know how to read between the lines of the Daily Mail. It seems that video documentation in particular is useful for getting media attention, and media attention is, we assume, good for the larp scene. It is certainly helpful for getting venues, financing, and interest for one’s next big project.
What to Record, When, Why, and How
It’s quite clear that players love photographs of themselves and their friends; particularly in the 48-or-so hours directly after a larp, players cry out for the visual proof that tells them yes, they were really there and they looked beautiful with all that snot running all over their faces after all their friends died and they had a desolate epiphany about their own existence. Most of us are guilty as charged here.
No organizer I spoke to would dream of letting a larp go un-photographed. For grant money, for pitches, for clout, for academic research, for being able to contribute to the ongoing creation of the Nordic larp canon, evidence is simply essential. It’s participation.
Video is a bit more fraught. Most respondents are okay with or enthusiastic about video so long as they know beforehand that it’s going to be there. My biggest beef here is that video crews and larpers aren’t used to each other – the boom operator will put a mic in the middle of a scene, and half of the larpers will shut up because it suddenly feels like filming a TV show and they don’t want to mess it up, or they’ll move out of the shot because they don’t want to be on camera. Video crews can literally alter the plot this way.
But either way, larp documentation is here to stay. So I’ll finish up with a little bit of advocacy and again invite you to check out the survey.
Should I Have In-game Photographs?
Yes, in general. People love them. If you want to be a bit sensitive and avoid affecting play, only photograph public scenes – or have your photographers playing characters, so we can interact with them, pose for them, or tell them to go away.
Should I Have Off-game Photographs?
Even better. A surprising number of people (67%) reported they were willing to recreate scenes afterwards for the purposes of photography. I would love to see an organizer design for this – it’s opt-in, and to anyone who wasn’t there, it’s not likely to make a lick of difference. Also, players are often quite happy with one or two decent character portraits.
When Should My Photo and Video Plans Be Communicated to the Players?
Before sign-up. A quarter of respondents reported they’d been photographed in-game without knowing there would be cameras present. The same amount agreed that we need photography policies as part of the sign-up process.
How Many Photographs Do I Need for Documentation?
I think there’s such a thing as too many photographs. If you want to make a film, go make a film. If you want to make a larp, for goodness’ sake leave players alone and let them play.
Should My Photographers and Video Crew Be In- or Off-game?
Respondents slightly favor in-game, by a factor of about 20%.
Can I Photograph Sensitive Scenes?
Ask your players. Maybe agree that interrogations or sex scenes won’t be photographed. Don’t assume everyone has the same common sense. Players (60%) reported their immersion gets really interrupted by the presence of a camera in a tough scene.
Is It the Player’s Responsibility to Tell a Photographer to Go Away?
Tricky. Some players will not want to go off-game to do this. Some will be playing characters of low agency, and this can affect the agency they take as a player.
Can I Use Hidden Video Cameras or Gopro’s to Be Less Intrusive?
Merlin’s Beard, no. Unless you’ve communicated it to your players and they either know where the cameras are, or they are totally okay with playing with hidden cameras, don’t do this. Always allow players to review hidden camera footage.
Can I Post to Instagram During Run-time?
No. Unless it’s part of your design, no no no.
Do Players Really Need to Vet Pictures Before They’re Published?
It’s a pain in the ass, but it’s their face you’re using, and you might not know what’s okay for them. It’s polite to do so.
But I Want to Do a Larp Where Photography Is Part of the Meta/rules/world!
Of course! Most players (78%) would love to play something where photography works as a game mechanic.
Photos and videos have the power to delight us, make our larps better, improve the scene and help us convince outsiders to take us seriously. Because of the nature of what we sometimes do together, photos and videos – and even just the act of taking them – have the power to violate the trust we place in each other. Larp is not a public performance – 69% of you agreed with this statement. It’s up to us to find ways to keep our hobby dangerous while we show it to the world.
How we created a Firefly larp, not exactly about Firefly
One day the world became too small for all of us. Then we started to settle other planets. Terraformation begun. Things changed. Lot of us became adventures, seeking freedom and independence. But with great power comes great responsibility… None of us had an idea of what the “Alliance” would be capable of…
Take my home, take my land,
take me where I cannot stand.
I don’t care, I’m still free,
you can’t take the sky from me…
Words from The Ballad of Serenity, the Firefly theme song.
What is Moon?
Moon is a chamber larp (3 hours + 1 hour debrief) for 10 players, situated in the Firefly universe. But the essence of the game lies in something else than in a cool sci-fi/western setting, and knowledge of Firefly is not necessary for playing the game.
After nearly four years of running Moon, we have decided that it’s time to capture moments from the life of this game. From the first idea that came to mind, to the last weekend when we put our grown-up child in the hands of other teams. This will not be a complete walk-through of the game, but an outline of useful tools for other game designers. We’ll try to describe features in enough detail that anyone can copy them.
Game Design & Tricks
First of all, we wanted to write a game not only to entertain people but also to make them think about a certain topic. That is why the whole Firefly setting is just scenery for our metaphor. Beyond a cool surface there is a very-much-discussed topic; the decision made by the Czechoslovakian president Edvard Beneš after the Munich Conference in 1938 (where he decided not to fight against Hitler and to let the country be occupied).
We wanted to show this difficult decision- making process as it applies to everyday life (“Would I risk the life of my spouse?”) at macro-level political circumstances. Players were not aware of the parallel before playing the game.
This is also the backbone storyline of the larp which drives the flow of the game and makes it cohesive, but it is followed by a number of smaller relationship-based plots. There were also three time points in the game which served as bottleneck for the players.
All of these were speeches, which redefined the situation and focused characters back on the main story plot. In the last one, the governor could choose one of the pre- written texts to decide whether the Moon colony would go to war or accept the occupants. That is the way we ensured a dramatic ending of the larp.
To make the game more authentic all the speeches were based on real historical materials (the Munich Agreement for example). It was a kind of easter egg for players, just like the names of the characters, which referred mainly to important Czechoslovak politicians or characters from well known books of the given period. This was surprisingly highly appreciated by a number of players afterwards.
The second interesting game design aspect is the storyline itself.
The whole scenario contains five smaller compact chapters linked together mainly by interpersonal stories and the history of the Moon colony itself.
Each character took part in 4 of 5 chapters. From the game designers’ perspective it worked well. It was easier to indicate if a certain character had enough content to deal with during the game, and the plot lines were logically coherent.
We accomplished coherence by a quite simple trick. There was a rule for adding any object or person to the plot: It has to be connected to as many characters as possible. So, for example there were messengers who were carrying important medicine and some message was given to them. But they were killed by another character, who stole both: the message and the medicine.
There were also someone ́s friends, who were furious about their death. Finally, the fate of the messengers was important for every character. And this brought to the game a sort of complexity where unintended conflicts and links between characters emerged (we used this technique in a more developed way in our newer games).
However, the chapters and connections were used only as a game design tool; for the players they were invisible. We wrote all the characters in the form of a story. As they were quite long (about 5 – 10 pages), each storyline or important information was repeated at the end of the text.
Meta-techniques in Moon
Our intention wasn’t to have a game full of rules, but some game tricks were necessary. After some discussion we picked three (four, after few reruns) of them.
First of all, there was an “intro” made of three scenes, which were written by us, and so became more like coordinated drama scenes. The reason, why we have decided to use this was in our experience of slow booting of chamber larps in that period and we didn’t want to have a game with a slow beginning.
This sadly proved that we probably weren’t able to manage them in the right way anyway, because in almost every run of the game, there was someone, who failed to do what was asked. It is possible that just writing a set of non-specific instructions on a piece paper and leaving the rest to the players wasn’t such good idea. The basic problem was probably in the strong chain of specified actions spread among different players.
A second meta-technique was special costume props. Aside from flags, hats, and so on, we had grey berets and brown pelerins. According to the Firefly universe (and our intention) there are two opposing sides of the conflict, and we needed players to have the possibility to show their affinity to the Browncoats or the Alliance explicitly. Anyone, who was wearing one or another, was for that moment publicly declaring “I am on side of…” This was also used to escalate conflicts between players subconsciously (and was also pretty and cool).
A third special rule was using a bit of music. For the whole runtime, there was music playing in the background (we’ve spent a significant amount of time picking music that would be fitting – surprisingly using the “shuffle” mode during the first few runs came up with mind-blowing scenes combining tough situations with precise lyrics). And when we wanted to intervene in the game (like radio broadcasts and booting scenes) we’d just turn the volume up, which intuitively made the players listen up for what would come next.
A fourth added technique was the rule of non-specific informations. It turned out, that players were forced by the large amount of information we had given them to investigate issues in detail. But that wasn’t our intention. So we added a simple rule of “the character who is the expert in a certain field is always right in discussions about that field”. So when the players were talking about something we did not write into the game, it was up to them. We wanted a dramatic game, not an investigation of specific actions in an exact time and space.
The last specific thing was running a beta test of Moon. We weren’t sure, if everything would go right or not, so we needed feedback to improve the game.
We picked a group of selected players we knew and ran it in small clubhouse. These players were chosen to fit the characters we’d written and also by their ability to give us the feedback we needed. Thus we were able to improve the game after the beta test.
Reflection / Feedback
The structured feedback was divided into two parts. The first was rather quick. Each player got a chance to briefly summarize their current impressions and emotional state. This simple step helped the players to concentrate themselves on the next parts, as they were given space to express what was close to their hearts.
This step also served as the first psychological safety check for organizers. More detailed questions followed. We focused on the highlights of the game:
”What was the most interesting scene that they did not take part in?”, “When did the character reach the final decision?”, “What was the key argument?”.
The second part reflected the topic of the game. We created a line, where the ends represented the two poles of a decision: war against a much stronger enemy or acceptance of occupation. Participants were at first asked to choose their character’s place and then their own. Usually it was followed by a spontaneous (but mediated) discussion where a lot of arguments and points of view were mentioned. The last activity was a structured discussion in couples to ensure everyone got time to formulate his or her opinion.
Afterwards the participants responded that this experience was far away from the prevalent rational historical discussions about what Edvard Beneš should have done at that grave moment of Czech history. It brought before them a completely new perspective to the problem, as they were forced to make a decision themselves in the context of arguments which were all around them. We ha ve never mentioned it explicitly, but as you could see above we implemented a number of indices into the game.
Moon Release Session
After approximately 30 runs of Moon we came up with an idea of releasing the game to the public. When we started out, we had decided not to, but time changes things.
We had been enthusiastic about doing more and more re-runs of the game. But at some point the next year this enthusiasm left us. So we decided, that we’d send it into the world, but not just by uploading it online. That was the birth of the “Moon release session”.
The idea was to get some fans and capable promoters together and teach them how to work with Moon. We had written an article about what we were up to, and published it on the website larp.cz (and of course pushed it through Facebook).
We had enough applicants to choose from. Finally, there were 12 people from across the whole of the Czech Republic who learned how to promote Moon. The whole thing took place in a cottage, where we had prepared several activities. From learning the story background, to diving into the game mechanics; both game design and technical stuff. And partying, of course!
We did not have any proper timetable for running the game, so the participants also had to make their own notes about timing, and how to do it all (the fact that there was no timing for the game was one of the reasons, why we did the weekend session, since none of us wanted to write that terribly long instruction manual).
Costumes were discussed, and now there is more than one set of the props in existence in the republic. After this session, there have already been several re-runs of Moon not done by us. Which means we’ve reached our goal – the game lives on.
Conclusion
We are proud that Moon is still able to compete with newer chamber larps, because the Czech chamber larp scene is evolving a lot and dozens of chamber larps have been written in the last four years. So far, more than forty runs have been done.
And it’s still flying.
Moon
Credits: Martin “Pirosh” Buchtík, Jindřích “Estanor” Mašek, Petr “Drrak” Platil, Filip Kábrt and Roman “Gordhart” Čech. Date: February 2011 – till now (more than 40 runs in total) Location: Various Length: Game 3 hours, debriefing 1 hour Players: 10 per run Budget: ~€6,500 Participation Fee: €2 – €7 Website:http://moon.madfairy.cz/
Cover photo: Despair and frustration. That’s the impact of those situations. (Play, Martin Buchtík). Other photos by Kristýna Nováková and Martin Buchtík.
Our story took place aboard the M/S Lyckan, a former German navy freighter with a horrific history of atrocities. A research expedition to Kirkenes in Norway had unearthed a strange statuette, which was brought on board during M/S Lyckan’s last journey out of Kirkenes for the winter. Aboard were the expedition, the crew and captain, a group of workers, a doctor and nurse, a group of dilettantes and adventurers and a few others.
Mare Incognitum was a larp set in Lovecraft’s Cthulhu Mythos, aboard the decommissioned destroyer HMS Småland. We wanted to create a claustrophobic horror larp that relied more on atmosphere and “slow pressure” than shock and jump scares; more on subtle, personal horror than on monsters and gore. We chose, unconventionally, to do a 1950’s Lovecraft larp rather than the classic 1920’s setting, both because it fit the actual ship better, but also to be able to use the Second World War as a tapestry for much of the background, something we think worked out very well.
We realized early on that we were going to have to do multiple runs of the larp in order to be able to finance it properly, and we decided on doing three runs of the larp for 26 players each game. Wise from the experiences of our last Mythos larp Terra Incognita we tried our best to have a fifty-fifty ratio of women to men, and to let chance dictate who got the spots for the larp (with a few exceptions).
This strategy proved to be successful, both in terms of equal representation and in terms of players we didn’t personally know – you can get comfortable as an organizer and mostly cast people already known to you. Most of the final participants were from Sweden, but we also had participants from Denmark, Norway, Finland, Estonia, Great Britain, the US and Spain.
We also tried to have at least 20 percent beginners at the larp. However, quite a few of the beginners dropped out before the larp, so the 20 percent was not fully realized.
Creating a Horror Story
The location, the ship, made many decisions about the story for us, which is how we like to work – do something within a set of limitations. It was going to be claustrophobic and dark, and the players were going to be cut off from the outside world; all great components for creating horror. We first decided on the basic outline of the story: first some normality onboard the ship, followed by the ship getting stuck in the ice, then taking away comforts like lights and food, a slow escalation of weirdness, clues, handouts and events leading up to a crescendo in which the players are confronted with their doom.
It was quite a challenge writing twenty-seven interesting, multifaceted characters and fitting them all together in the story, making sure to give all the players both agency and internal logic. It was important to us that we created characters that would be fun to play even if we completely removed the horror and supernatural elements. We had utilized skjebner (fate-play) before, and for Mare Incognitum we gave all the characters several fates and triggers (“if x happens, do this/react in this way”) in order to create hooks for the players nudging towards insanity or to create potential for scenes or conflict. Once we had assigned players to the characters we tweaked those characters who were not Swedes (different background texts).
Characters were divided into groups; an expedition of scientists, a group of workers, a group of dilettantes and adventurers and their servants, etc. A big help here was a drawing board, where you could connect the different characters and how they related to each other in order to visualize possible plots, twists and subgroups.
As we said earlier, we used the Second World War as a background for many of the characters, and the war itself was used as an underlying subplot; the ship had previously been the stage of some atrocities during the war, and many documents, letters and signs produced for the larp and spread around the ship contained info on this backstory which we think added another layer of horror underneath the Mythos horror.
This also offered us the opportunity to treat the ship itself as a character in the drama and the ship’s history was lent physical form as shadows from the past via odd messages on the radio but also as actual Shadows (NPCs giving suggestions or insights to the players, but being invisible to the characters).
Producing Horror
Early on, we decided to aim for a creeping, slow horror rather than “in-your-face” jump-scares. As is the key to most Mythos horror, the horror is ancient, does not care at all about humanity, and is more or less impossible to understand – and there can be no defeating the horror, only a short respite.
The key things that made this larp were, we think, the ship itself (i.e “the stage”), the handouts (handwritten diaries, letters, photos, documents, etc) that gave background and increased the sense of horror onboard, the characters (pre-written and designed for drama, conflict and a slow descent into madness) and a combination of creative NPCs and on-the-spot game-mastering.
The sound system used onboard greatly helped in creating mood and atmosphere. Having great players also helped a lot.
Creating horror, we believe, is a very delicate and sensitive thing.
Pace it too slow or too fast and you burn out the players or destroy the narrative, show too much of the horror and you risk it losing it’s power. Give the players too much to do – like reading handouts and completing tasks – and they can become too focused on doing and not feeling.
But on the other hand, if you give the players too little to do the sense of “developing” story or of getting anywhere might be lost and the players may become tired or bored.
Our larp had its fair share of pacing issues (which we tried correcting during subsequent runs), and as an organizer you have a hard time gauging what the players are feeling or currently doing, and you might panic, thinking the players are bored, and start doing things that screws up what might be an excellent atmosphere for the players.
We had a radio room, where the players diegetically could speak to other ships in the area as well as the coast guard, and we think it worked out better than we had imagined.
At first it functioned as a source of information and safety for the players (there was always an “external party” they could talk to), but as the game progressed the voices on the radio increased the feeling of isolation and the problematic situation the passengers were now in – coastal stations reporting that the storm was gaining in intensity, ships reporting that they could not reach them to help, etc.
Players in the radio room could also experience semi-meta gameplay; strange voices from the past, weird monster sounds, voices speaking to them from beyond the grave etc, which worked really well – especially so since the room was rigged with a night vision camera so we could identify players and simultaneously read up on their back-stories as we spoke to them.
Lessons Learned
Gender Roles and Equality
We put some effort into making sure all the characters for the larp were as gender neutral as possible. Any character should be playable by anyone without any (or very little) modification. We were also very strict in keeping the ratio 50/50 between (self-identified) males and females. We realize that we need to actively work more to create a game with actual equality in regards to gender, and this is something we’ll have to keep discussing and working on.
Tech
Tech never works flawlessly. It will break, or you’ll have great problems getting it to work right. Always plan for that if you intend to have a tech-enhanced larp. Keep an “analog” option for your players. Also make sure tech is dead simple to understand, then dumb it down even further. Test the tech in extreme conditions. Try everything beforehand, multiple times, to find the glitches. Our sound system gave us extreme headaches until we managed to get it working right.
Railroading
We railroaded the end too much, which felt weird and out of place. This is bad design. Try to avoid that unless you have a kick-ass ending that you feel works no matter what state the players are in.
New Blood
Bring in new players, and people you’ve never worked with before. Don’t be afraid. You might just be amazed (like when the new blood don the wellingtons, and take on the monumental task of cleaning out the poop floating all over the kitchen). Make sure you have a great team of NPCs and functionaries to back you up when you get tired or busy.
Don’t Be Afraid to Break the Diegesis
We are somewhat stuck in the 360 design model, and we were sometimes hesitant to break the diegesis in order to spook players or use meta techniques to further the game, but once we did it was universally well received and really worked out well. We need to stop being afraid of breaking the 360 illusion.
Information
Keeping players up to date is very hard, even if you just choose one single channel for that information (email for instance). Do NOT rely on Facebook at all, but also keep in mind that players will miss emails and will not read all your text. Be very, very clear in writing, and repeat everything that is important several times.
The Verdict
In the end we’re happy to have created the larp together with the kick ass participants and our excellent crew, to have run three fairly different runs. The participants humble us with relevant feedback, making us wanting to continue, and also letting others learn from our mistakes (and successes). It was a great larp for most, but it could have been better, and we’ll work on that until next time!
Mare Incognitum
Credits: Olle Nyman, Sara Pertmann, Sebastian Utbult, Andreas Sjöberg and Simon Svensson. Crewed by 15 additional NPCs and deckhands. Date: November 28-30, 2014 Location: HMS Småland, Gothenburg, Sweden Length: 10 hours Players: 78 (26 per run) Budget: ~€6,500 Participation Fee: €65 – €110 (depending on income) Game Mechanics Diegetic Game Mastering, Honour System, Slow take- off, Slow Landing, Soundtrack, Pre- written characters,Shadows, Narrative Voice-Over, Playing to lose, Brems, Kutt, Pre-larp Workshop Website:http://iäiä.se/
So far, Nordic larp has produced two games that have become international news stories that all kinds of sites cannibalize and copy from each other: the Danish 2013 rerun of Panopticorp, and the Polish-Danish Harry Potter game College of Wizardry. In both cases, the attention was fueled by solid documentation and good video from the game.
In both cases, your private larp experience of co-creating and having fun with your friends suddenly had an audience literally in the millions. Even if only as a glimpse in a video on the website of the Daily Mail. If you don’t document games, they become forgotten ephemera that will live on only in the memories of the participants. If you do document and publish, private experiences can become public in increasingly impressive ways.
The documentary filmmakers Cosmic Joke were present at College of Wizardry. Participants reported after the game that the game was changed and people played differently because of the cameras. Video footage and good photos are essential for fueling mass media coverage, but they also influence the game as it is being played.
Secret Larp
Identlos was a Finnish larp held in Helsinki on the 26th of October, 2014. It was organized by Jamie MacDonald and Petri Leinonen. The larp was about identity in the modern surveillance society. One of my most interesting experiences as a player was leaving my cell phone home.
The last time I was without my cell phone was in the spring of 2013. It fell on the sidewalk and the screen cracked. The superfast, express repair took an hour. An hour I had to spend phone-less. The time before that was in 2009.
I was in North Korea for a week, and left my phone and other electronics in a strongbox at a hotel in Beijing.
I never forget my phone. I get jittery if I have to be without something to do for longer than three minutes. When I have my phone with me, I’m completely trackable to any surveillance entities or curious phone company employees who might be interested. The phone can be used to listen to me remotely. Its list of contacts is a straightforward run through of everyone I associate with.
Because of all this, going to Identlos was a no-brainer for me. It was a game about some of the most pressing issues of our time. It was also an interesting contribution to the discussion going on in the Nordic larp scene concerning documentation. Identlos wasn’t a secret game in the sense that it was hard to find out about it. It was advertised for potential players. Rather, all documentation during the event was forbidden. No photos, no video. Because of this, it’s secret in the sense that it’s hard for a person who wasn’t there to find out how it was. This is part of the design of the game.
Meta
In Identlos, most of the characters had escaped the surveillance networks of modern society, or wanted to do so. To do this, they had to leave behind most of the electronic niceties of the world we live in: social media, cell phones, massive media access.
During the larp, the characters in the organization called Identlos did not have their phones with them, or credit cards or similar items connected to a network. Because of this, the players had to do without as well. We had to pay cash if we wanted to go to the bar.
Despite the ban on documentation, apparently even radical anti-surveillance games are subject to the demands of the outside world. The game was held as part of the arts festival Mad House Helsinki. A photographer unconnected to the larp set up shop directly outside the main game area, separated from the action only by a curtain. We ran past him all the time, and many chose to participate in his portrait project, including myself. Considering the theme and the rules of Identlos, his presence seemed supremely ironic.
Technically, his presence wasn’t against the rules, since he wasn’t in the game area. To the best of my knowledge, the ban on photo documentation of in-game action held.
As a player, I couldn’t but help noticing that this also changes the power dynamics of how we talk about the game afterwards. Centrally-controlled photo policy and documentation is a useful tool for organizers who wish to influence the life their game has after it’s over. In the case of Identlos, no such tool exists. The only records are the words of the players and the impressions of the organizers.
On Display
Baltic Warriors: Helsinki was probably the opposite of Identlos when it comes to documentation and how exposed the players were to outside view. It was the first in a projected series of larps under the wider Baltic Warriors transmedia project. The principal design of the game was by Mike Pohjola. I did additional design and practical production.
The game was played in the center of Helsinki in an outdoor cafe area on the 30th of August, 2014 in the middle of a Saturday afternoon.
The characters were politicians, lobbyists and activists talking about ecological issues related to the Baltic Sea, unaware of a zombie threat that would soon emerge.
The public could just walk into the game area. The game was documented in the photos of random passerby, by journalists we had invited, and by our own documentation team. In short, it was total documentation anarchy. A picture from our game could be anywhere, and we had little control over it.
In Baltic Warriors, this maximalist attitude towards documentation was mandated by the political nature of the project and the demands of making a game in this particular location with these particular partners. In future games, we will probably experiment with different kinds of photo and privacy policies, depending on the individual demands of each game.
Our lax attitude towards being in public was criticized by some players after the game, especially regarding the political speeches that characters made on stage. Since the setting was contemporary and the issues real, larp could easily be mistaken for reality. At least until the zombies attacked. Baltic Warriors: Helsinki demonstrated that privacy and control over documentation are deal-breakers for many players. I have heard from many people who were fascinated by the project, but decided not to participate in what was essentially a public performance.
You Have to Write
Nowadays it’s not enough to play in a larp. You also have to write a 30.000 character essay about it, with original thoughts and profound reflection.
Halat hisar was a political game. As organizers, we wanted to use it to get media attention for issues in Palestine, in addition to creating a meaningful game experience. The political side of the project made documentation a no-brainer. While the game itself would be played in a secluded location away from the public, it would be photographed. There would be video. After the game, we published a documentation book and a short documentary film.
Our photographers Tuomas Puikkonen and Katri Lassila did excellent work documenting the game, but individual player experiences are essential for any true effort to understand what happened. That requires some effort on part of the players.
I spent a lot of time after Halat hisar hounding our players into writing about the game and appearing on camera talking about it. Because of its political content, Halat hisar might be an extreme case, but ordinary ambitious Nordic games have these demands too. As a participant, you have the artwork lodged inside your brain after the game is over. For history to know what happened, that experience has to be drilled out.
Of course, when the documentation effort is led by an organizer, like with Halat hisar, its content is also controlled by the organizers. As the person mainly responsible for the documentation, I tried to be honest, but all documentation entails choices of what to include and what to leave out.
Documentation always has an angle and a perspective: What to shoot during the game? Whom to ask to get something written material about it? What to include in edited versions of the material, such as books and films?
The Danish larp KAPO is an example of a game where the documentation was a player-led process. The documentation book published for the game was curated by a player, and though the organizers supplied photos and some words for it, they had no control over it.
This is a great thing to happen to a game, but personal experience suggests that normally, a documentation effort has to be led pretty aggressively for it to happen. The motivation to do this tends to default to the organizers.
So here’s the question: Is writing about your experience, appearing in photos and on video, part of the responsibility of playing in a game? Do you as the player have to accept the task of framing and expressing your inner processes for the consumption of a wider, non-playing audience?
Reach
In Identlos, I played a successful indie game designer apparently modeled after someone like Minecraft’s Markus Persson. I had escaped normal society because of the amount of hate among videogame fans. I lived in the secluded and small Identlos settlement, still making games but with a much smaller audience and less resources than before. I was happy with this.
In some ways, the difference between what my character had left behind and what he had now was similar to experiences from my own life. I have personally felt the difference by making television for mass audiences and making larp for a small scene.
Getting into character, I thought about how it would feel like to go from an audience of millions to an audience of hundreds. In some ways, the change would be small: You would still get your best feedback and comments from your friends. At the same time, it was hard to see how it wouldn’t be disappointing. Having a mass audience means you get to be part of the conversation on a wider level. You matter. Of course, making games for a limited audience means you still matter to those people. But scale is seductive.
Scale is a classic problem of larp design. Given the extremely personal nature of larp, how to scale it up? How to reach a mass audience? These questions are further complicated by issues of safety and privacy. In Identlos, my character had chosen safety over reaching a mass audience. He had limited his horizons because he didn’t want to live in a world with no privacy. It was an interesting dichotomy, because usually in modern political discourse safety is presented as the result of obliterating privacy. The larp argued the opposite, or at least complicated the issue.
Memory
Due to the lack of photos, Identlos only exists in the memory of its participants. Since there has not been any text-based documentation either, the story of what the game was is left to the underground of folklore in the player community.
When I started larping in the mid- Nineties, this was normal for all larps. There was very little documentation, even photos. Nowadays, it seems to me there’s photos from most larps, at least to some extent. What would have been normal in 1995 is experimental now that it was done by Identlos in 2014.
That’s a facile statement, of course, since Identlos’ choices were informed by a larger political and theoretical apparatus about issues of privacy. Still, the result can be the same: Identlos can join the legions of games that will not be remembered. Does it matter if it’s by design or not, if the end result is the same?
In terms of penetration into larp culture, my most influential game was probably Luminescence, which I organized with Mike Pohjola. I still see jokes about flour games in the most surprising places. It seems to me that the idea of the game, the “flour larp”, has become a meme of sorts, divorced from the original context. I suspect something similar happens when games like Panopticorp and College of Wizardry go through the distorting lens of global mass media.
With political games like Baltic Warriors and Halat hisar, the goal is to change the world. Documentation and publicity are necessary parts of the project. But Identlos is a political game too. It’s just that it prioritizes its art over its politics, and makes us ask the question:
Livsgäld, translated roughly as “the price you pay for your life”, was a low-fantasy larp held in November, 2014, in Halmstad, Sweden. The larp was played in Swedish, had 40 participants, three non-player characters and four organizers. The spots for the players were given out through a lottery process, where participants first signed up over the span of a week after which a draw was made to see whom among the players would receive spots. The larp used two criteria to divide the various players into different pools – we first divided the player group into self identified men, women and non-binary individuals, with a goal of as many self identified men as women in the player group. After this division was made, we went on to divide by age. Ten spots were reserved for the 25% who were youngest of the player group, twenty spots were reserved for the 50% in the middle and ten spots for the oldest 25% of players.
Despite our efforts to achieve this balance, when drop-outs were taken into account, we did not have enough reserve players among men in the latter stages of the process and the actual game ended up with a skewed ratio, with more women than men attending.
Setting
The setting for the larp was a world known as Xaos, constructed by organizer Simon Svensson.
The larp itself was centered around an isolated culture that had been existing on its own for hundreds of years in a single village. The culture entirely lacked a social sex-based gender, the focus was instead on four elements that were seen as part of your biological entity in the same way as gender is for us today. The concepts ‘man’ or ‘woman’ did not exist, even if the members of the culture were physically identical to us.
Story
The story played with themes of survival, both literal in avoiding starvation, but also cultural survival when the old ways did not work as they used to. The food stores were low and for many years, the fields had gotten more barren, the hunting had diminished and tensions were on the rise. During the larp, the People, as they were called, had to confront whether they would rely on the extremely conservative foundations of their entire people, the cultural values they held sacred, or brave the dangers of the unknown.
The unknown also held the mythological threat from a civilization that once held the people as slaves and were said to roam the wilderness in search for them.
The culture was one of shame and guilt, where the personality traits that are often seen as good today were considered destructive and bad (bravery, creativity, being outspoken, self-confidence), while atypical leader abilities – intuition, empathy, carefulness and cowardice – were seen as positive and constructive traits. Conflicts were solved by smoothing over and handling the fallout rather than the cause.
If the main storyline was the food crisis, the actual focus of play was the social pressure that was a natural part of such an isolated society; a society where the equilibrium rests on shame and the silencing of dissenting voices. When the crisis became more outspoken, all the tension that was stored in the various dynamics between the collectives (the family units of the game), individuals and between element-genders rose up to the surface. Love was lost, forbidden love was uncovered and the young members of the village were initiated into their collectives, to live with them for the rest of their lives.
During the larp, three unknown spirits also appeared, brought into the village by some of the fire-gendered, the most oppressed of the four elements. These spirits turned out to have different agendas that they tried to pursue through affecting the people and their ways.
In the end, a choice was made. Their existence doomed, they refused to go quiet into the night and fade away. The village abandoned their ancestral home to face the unknown on a great exodus, knowing well that most of them would not make it.
Designing Livsgäld
Calm gazes with the power to silence loud voices. Tears that are swallowed, hidden away to uphold the illusion of well-being. A collective where everyone is included. Yet, some are still left outside, isolated. Love filled with demands exists side by side with the search for acceptance. To be loved, not for the person who I am but despite of it. Livsgäld. One larp, many emotions followed by important insights. I was not poor when I went there but I left richer than I was before. My new found riches are thoughts and a new way to view the world.
Player, Air-gendered
These thoughts by one of the players include some of our core design elements. When we created Livsgäld, we had three major design goals. They were:
A gender-equal larp
Reversing fantasy stereotypes
Narrow focus
The first point was one of the first that we decided on and our philosophy towards gender was based around the thought that, in order to achieve gender equality in a larp, you could not simply remove gender inequalities and otherwise keep the same traditional fantasy or modern setting. We would still have hidden patterns and behavior that were modelled on inequality. Instead, you have to remove them and replace them with something else that could take their place. This philosophy guided us as we created the Livsgäld world.
The second idea was based on the observation that fantasy worlds are often inherently conservative. They are worlds where uprisings are bad, where feudalism works, where power is rightfully inherited and where loyalty to authority is something noble.
They are worlds where individual bravery and vigilantism is held as the norm of heroic behavior. We wanted to challenge these concepts and show a world that worked differently from how we expected a fantasy world to work. We knew this would be a challenge for our players since we had already removed so many other familiar points from the players’ horizon of expectations and recognition, but we did not want to create a gender-equal world only to reproduce the normative, traditionally masculine traits as superior.
The third point, narrow focus, was something we’d learned from the countless fantasy games that exist out there in the more mainstream fantasy genre. Many of them present a whole fictional world for the prospective larper with nations, maps, cultures and religions all presented in short written format, easily overwhelming their players. We wanted Livsgäld to exclusively present relevant information for the players, where every piece of information was something that had an impact for the People and the experience at the larp.
Inspirations from the Nordic larp tradition were games such as Mellan himmel och hav, for a different way to construct gender and personality traits, Hemligheten, for the way it portrayed a low-key fantasy setting, and Brudpris for handling a culture of shame and invisible barriers.
Reactions
There were many things that did not happen as planned or expected and there were many story elements that were identified as flawed or working in an unintended way. Even as the game came to a close, we had already learnt a lot. After the game, the players were asked to give the organizers a week of stories, a week where feedback and criticism could wait.
When this week had passed, a document was published with our the organizers’ design thoughts, containing thoughts on what had gone wrong and what could be improved, along with a feedback form for the players. We felt that this approach helped players focus on areas that we had not already reflected over.
The feedback form received answers from roughly half of the participants. The most widespread reaction which was echoed by nearly every feedback form, was that the participants had experienced a sense of leaving their own social gender behind. No longer did they feel the internal or external pressure to act their gender.
Despite of this, several individuals noted that actual behavioral patterns still conformed to those they had been taught all their lives. It is not surprising that players did not adapt entirely new patterns of behavior simply from two days gametime and a day of workshop.
However, it is noteworthy that the expectations to behave in the same ways were perceived as lacking. It was more out of comfort and habit that the players acted out their off-game gender identity, rather than a feeling of pressure or expectation.
Another common point of feedback was that the elements had felt like castes, rather than gender. There had been a lack of sexualization or the tension that exists between genders attracted to each other and they had felt like ‘roles’ in society, rather than something natural you were born to.
Many felt that a workshop for translating typically gendered behavior, like flirting, sex and attractive stereotypes, into the Livsgäld world, would have been a boon to the larp. That was, according to the players, the most difficult part of the setting.
The biggest lesson we learned was to trust in the setting and the characters to provide the content. An element was introduced early on that was meant to be kept low-key: the three foreign spirits. However, their occult nature and mystery quickly spiraled it up to the top and it became a major plot. Many players reacted as if they had to solve it, rather than use it as background material. Had we informed everyone about the element beforehand and kept its function transparent, we feel that it would have filled its function more properly.
We are glad that we created Livsgäld and in many ways, it felt like a success. However, it also felt like a game that explored relatively unknown territories and in doing that, left a lot of room for improvement.
Closing Thoughts
Everything points to the fact that Livsgäld changed the way people thought about gender, if only for a little while. In this, we hope that Livsgäld can be an inspiration to others and that we will see more games exploring similar themes.
As a closing statement, here are some thoughts from one of the participants, taken from their blog post about the larp:
It was scary, in a way, to see how effectively we changed our way of thinking and behaving over a mere weekend. It showed me how easy it is to create oppression on completely arbitrary grounds, and how real those feelings provoked can be even though you know it’s just play-pretend. But most of all it gave me hope. If we could change our way of thinking and behaving so easily over such a short period of time I have no doubts about that it can be done on a much larger scale. All it takes is that most of us play along.
Player
Livsgäld
Credits: Kajsa Seinegård (main organizer), Simon Lindman Svensson (co-organizer), Carl Nordblom (co-organizer) and Jennie Nyberg (co-organizer) Date: October 30 November 2, 2014 Location: Primus Vicus medieval village, outside Halmstad, Sweden Length: 60 hours in-game, 16 hours pre-game workshop Players: 40 Budget: ~€5,000 Participation Fee: €70 standard fee, €50 for low income participants and €90 for high income participants Website:http://projekt-xaos.zaramis.se/
In the end they will lay their freedom at our feet, and say to us, “ Make us your slaves, but feed us.
Last Will is a larp on the subject of a fading human dignity in a world run by money and consumption in which people can be bought and sold as commodities. The larp is set in a future where debt and poverty breeds slavery and slavery perpetuates poverty.
The larp was run by the organization Ursula, and the story was set in the gladiator-stable Jericho, with six fighter-teams as well as an administrative staff running it all. The larp depicts some twenty hours in Jericho. The trainers and the coach prepare the fighters for gladiator fights, the doctor and psychiatrist evaluate the fighters and other team members, the pleasers perform their duties towards the fighters, as do the physiotherapists while the guards make sure everyone does what they should do and only the right people slips in the showers.
All the while lives and relationships go on. Some of the people in Jericho are free workers, having contracts that allow them a salary and a little more freedom but also the risk of being let off with no further notice.
Others have signed a life contract, which gives them the security of food and a roof over their heads, but no say on almost everything else. It is the day before the national election to parliament, but only the free workers needs to decide if they should take the risk to sign up to vote or not. The lifers need not worry; they no longer have the right to vote.
Last Will revolves around hope in a hopeless situation, where the desire to create a future battle with constant fighting against fear and hunger. In a time when freedom is weighed against security and survival every day the question echoes – What is my value?
Inspiration: “I Owe My Soul to the Company Store”
Slavery – the word makes us think about chains and whips, blood and colonialism. But the system of humans as commodities is even more widespread today, wrapped in inhuman working contracts and debt that is passed down from generation to generation. We wanted to show what losing self determination does to a person and that it can be done with a piece of paper just as much as with chains of iron.
India: The forced labour of women and girls has become known as the “Sumangali system”. It affects unmarried girls and women aged between 13 and 18 years old who work on three-year contracts, often in mills that operate 24 hours a day, using three shifts. The workers are not only required to work any shift but also to carry out unpaid overtime. The girls are confined to the mills, sleeping in hostels, during their contract period and are rarely, if ever, allowed out during that time.
We wanted to create this larp to look at modern slavery through the lens of a fictional future. We can not claim to give a true portrait of a sweatshop in China or a mine in Africa, but by taking bits and pieces from different places and putting them together in Jericho, we can give our participants a feel for what life is like when agency has been taken from you, and what it does to you when you feel that you have no value. And what it makes you do to other people. We hope that experiencing something with your whole body will make you take something home from it.
The setting of a gladiator-stable was a design choice we made to incorporate play on the loss of bodily integrity. We wanted people to sell their bodies to be used by others, for pleasure, entertainment or profit, but we didn’t want to portray a brothel.
Reactions: “Now I Know What It Is Worth.”
As you read this, Last Will will have been run two times, and as we write this, we are preparing for the second run. We decided on doing a second run after the preliminary sign-up for the then only run had over a hundred people sign up in less than a week. The larp was massively hyped, and the first run sold out in only eight (8) minutes.
For the second run we used a different sign-up system than first-come-first-serve, and a hundred people signed up to let us draw lots for the 44 spots on the game. It is strange to arrange a larp with such a hype. Thrilling, but scary.
Will we be able to deliver what all these people fervently wants us to?
What exactly was it that they thought they would experience? Had they really all read the participation contract? And if so, why were they surprised when we told them that they would not get eight solid hours of sleep? The sleeping schedule was a big issue, and something we will re-design for the second run. Having two runs and an extensive questionnaire after the first run gives us this chance of re-evaluating our design choices.
Based on the questionnaire and our own evaluation, we have decided to change some things in the pre-larp workshops and post-game debrief and the above mentioned sleeping schedule, as well as little things as the amount of in-game drugs already present on the game floor at the start of the larp.
In all, we wanted people to get a feeling of how poverty deprives you of your agency. Participants telling us things like this makes us believe we came quite close to our goal:
You felt like an animal, in your head. Everything but the here and now disappeared. You were stripped of your agency and told to shut up when you had opinions. Zero discretion, zero authority. All actions were reactions. Your initiatives were very few and usually caused by something that happened in the past and had the purpose of keeping up appearances.
Player
It was overwhelming, overpowering and scary; my first reaction was that I never wanted to expose myself to anything like that again, but when the experience settled with me a bit, I realized that it had developed me – I realized that I was actually grateful that I am free and I have a healthy and loving family. This is how Ursula really succeeded: rarely have I been so submerged in dystopia. Every little thing played its part, from the crowded gym that served as venue for the event to a clogged drain, the violence, the horrible vacuum-packed food. I felt hopelessness, like a serf and completely lost.
Player
Perspective: “You Used Larp to Tell an Important Story.”
We have been asked why we think this larp got so hyped, and while we can think of several possible explanations for it; we had a very nice presentation package, the setting and roles intrigued many people, and we offered an intense experience without an overwhelming amount of preparations or money needed – we also got another explanation from a friend:
It was the Hardcore larp of the year, and there was a demand to fill.
To be honest we hadn’t really thought about it as hardcore ourselves when we designed it. We focused on the story we wanted to tell. We wanted our players to live and feel the horror, frustration and degradation of their roles. We did not see this as a game for everyone, nor an experience that anyone would want to have.
We did have some players that were fairly new to larping. That was not a problem, though. Like in most games of this type we put a lot of effort into introducing the players to the world, making them feel safe with each other and providing a safe space in which they could indulge in some horrible play.
What we worked for, and hope we succeed with – at least for some – was to leave an impression on our players that would help them see and think about slavery and poverty from a new perspective.
Stories: “The Cruelty and the Pressure Hit Me Hard and My Eyes Start to Water.”
These are some snapshot images from Last Will, told by participants of the first run:
The player of Jericho’s Coach gives us a snapshot from the darktime:
I open my eyes and stare out into the darkness with eyes hurting with the lack of sleep. At the same time thoughts grind and grate. They are always the same thoughts. I am thinking about how it would be if I wasn’t in this sour sweat-musk of Jericho. I am thinking about what I would have done if I had not signed that lifetime-contract.
As always I cannot form a picture in my mind of a different kind of life and I come to the conclusion that I can’t because I have been here for so long that I have forgotten what it is like out there, in freedom. At least I am not hungry. /…/ When the lights come on and the morning buzzer sounds I am nauseous from having gotten too little sleep. The Lifer collar has made an indent into my neck and I casually scratch it as I pack away my sleeping gear.
The player of the fighter Eli tells us this story from not long after she and her teammate have been in the pit fights:
The doctors came by the Team 2 sleeping area and injected Eli and Milo with pain relieving drugs to make them able to impress during the owners’ visit, despite them having been badly beaten up and injured in the arena just hours before.The words with which this was done made it perfectly clear that Eli and Milo were regarded as no more than animals: “There’s going to be hell to pay for this later, but they’ll be fine during the visit.
Another fighter gives us a snapshot from her game:
The time before my fight was quite extraordinary, and coming back from the fight, too.You really felt like a broken star.” /…/ ”The second time the lights went out, when Mitsuki’d been walking back and forth outside the toilets to wait for the painkillers to set in, and finally went to sleep, and just lay there and stared into the ceiling, and felt that this was her entire world, her entire life. It was breathtakingly horrifying.
The player of one of the psychiatrists tells us about a memorable moment:
The rape of Ataru was incredibly strong. As I imagine a real rape in war or a concentration camp. It was so deliberate, so well planned. Not in any way about sex, just power. Ataru sat there, extremely passive, eyes staring straight down at the floor. Never said “no” or “stop” but just sat there. Silent. Motionless.
The player of Team 6’s pleaser tells us about an impression from the game:
Cleaning the shower room from blood after love interest JT6FIL’s suicide. It was horrible but also became a very private way of saying goodbye.
Last Will
Credits: Frida Gamero, Annica Strand and Sofia Stenler Date: August 15 – 17, 2014 and January 2 – 4, 2015 Location: Stockholm, Sweden Length: 23 hours game time, 3 days total Players: 44 Budget: ~€3,000 per run Participation Fee: €73 regular price, €37 subsidized price Game Mechanics: Not described. Website:http://lastwilllarp.com/