Category: Documentation

  • The Online Larp Road Trip

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    The Online Larp Road Trip

    Written by

    With: Sandy Bailly, Brian Bors, Debbie, Raúl Peña Fernández, Evie Hartman, Steve Hatherley, Sydney Mikosch, Will Osmond, Inge-Mette Petersen, Gerrit Reininghaus, Amalia Valero, and Wibora Wildfeuer

    The pandemic was catastrophic for physical larp but also acted as the catalyst for the development of online larp.

    Larp has been heavily affected by the pandemic. For a long time physical larps weren’t an option so people started trying online experiences. It felt like we were taking a (digital) road trip to see what was possible, tourists in this thing called online larp.

    And what a trip it has been already! Obviously, online larps existed way before the pandemic hit, but it still felt like witnessing a creative revolution. With little to no experience in running games online in the case of most, designers started experimenting and creating new games.

    Even the name seemed to be up for discussion. The artform has been called “laog” (live action online game), digital larp and online larp, among other things.

    Game For a Year

    The experiments resulted in a wide range of games. For example, games were created with a playtime ranging from one hour to months (continuously). You could be sitting behind a laptop, or walking around, or be guided through the story through music, or lie on the ground in something akin to guided meditation. It could be video, with or without sound, or text only or voice only, or a combination of these options.

    The creators of the larp could send emails before the larp, or use websites, or send letters or complete packages to your home address. The themes could be anything: serial high-fantasy, dystopian future, or current day slice of life. It could deal with very serious matters, or could be comedy and slapstick. The player could be the same as the character so what you see is what you get, or players could be represented by an avatar with a fake background. You could create art, or cook and eat together, or take a bath, make music, solve puzzles, and write fiction.

    It made for a wide range of options available for interested players. 

    A player online in fantasy clothing with a scar on their face
    Elina Gouliou playing the online larp Meet at the Tavern, by Omenstar. Image by Elina Gouliou.

    Lessons For Designers And Players

    It was a lot of experimenting, and not everything worked. The players learned how to dress up when your costume is only visible for the top half and from the front. Some people would stay behind their laptop unless there is explicit room to take a break, so bio breaks needed to be specifically added. It’s not easy seeing if someone is ok if they’re only visible on a screen, or not visible at all, so safety became more important. And having an online larp with 25 people in the same call for a longer period of time is not the best option, so designers created smaller groups.

    The tech and internet wouldn’t always work properly, and drop offs needed to be taken into account. And not all technology could be used by everybody, so people were limited in what to use. 

    Of course, technology created part of the experience and took a huge leap during the pandemic as well. The amount of new apps becoming available, or existing apps changing or adding new features, meant a whole lot of new options. Discord, Teams, Zoom and Jitsi were used to create online worlds. Proximity chat apps like Gather and SpatialChat were used to mimic the feeling of walking around and talking to other players. Adding a virtual background became a thing. Snapchat was used to alter player appearance. 

    Online larp has come a long way the last couple of years. So let’s see some of the sights we have witnessed along the way!

    Image of 5 larpers online on Jitsi.org
    A screenshot from a run of Make Up Moments. Image by Gerrit Reininghaus.

    Sightseeing 1: Start From Home

    From offline to online.

    Gerrit Reininghaus started with online larps when he moved to Central America because no other options were available. He started by translating physical larps like Winterhorn to the online larp format.

    Converting from off- to online is something that happened a lot at the start of the pandemic. Debbie joined the online version of the larp Empire. When the pandemic started, they were playing tabletop roleplaying games but found it lacked the connection with the character. They also missed the interaction with the players from Empire.

    The bards from Empire, basically the musicians who would perform during Empire in the live games before the pandemic, created online evenings for song and story time. Everybody could join, in costume, and act like they would normally do at the physical larp around the campfire. A couple of people could sing or tell a story, using Twitch, and the audience could listen or comment using text.

    Regular evenings would have 20 to 30 performers. It was a great reminder of what the characters were about, although it was less playing a character and more hanging around. People did get creative and did things that wouldn’t have been available during the physical larp. For instance, a performance with a green screen and puppets, including recordings of the puppets which were played during the song.

    Bots

    Steve Hatherley turned the physical games he designed into online games at the start of the pandemic. He discovered that the usage of bots is an advantage for running games.

    Murder mystery was already a usable format for online so it didn’t need must adjustment. People were starting to get together using Zoom and freeform games could be played the same way. It did have limits for the amount of people that could play and the length of the game. Normally a weekend game with 60 to 70 people was possible but the online format meant adjusting this to a maximum of 25 people. The duration had to be capped at a couple of hours. 

    Debbie also joined the Glasgow Vampire larp, their first time larping online. It was a physical larp campaign turned online, mostly using only voice and a picture of the character but no video. Separate channels represented physical rooms.

    The channels contained a description of the location and made it possible to play in a wide range of places. For Debbie, online made it possible to join the game because they don’t live near the physical game location. It was easier to join the campaign as an online player.

    After adapting physical larps for online play, Reininghaus started thinking about the real possibilities of online. One of the online larps Reininghaus created, Make Up Moments, was first run in 2018 and uses the camera as a mirror. It’s for up to four players, and lasts one to two hours. Players put on makeup while talking to other players, in preparation for a big event.

    Players see themselves in a mirror and other players can see them through the video. It ends with a selfie shared with others. This is something that wouldn’t have been possible in a physical larp, and there are other technical and safety possibilities to explore as well. Reininghaus says he enjoys the accessibility, being able to do things you couldn’t or wouldn’t do offline. It’s empowering.

    Online turned out to be a safe environment where you can get a larp experience.

    Image of 2 online larpers with a spaceship interface
    A screenshot of players playing The Space Between Us. Image by Elina Gouliou.

    Sightseeing 2: The Space Between Us

    Designed to be replayed.

    The Space Between Us is, without a doubt, the most run online one shot larp during the pandemic. The designer Wibora Wildfeuer created a complete design document which made it easy for others to run the game, and they have.

    With translations into many languages, people playing it multiple times, the estimate is that it’s been run over 50 times. Wildfeuer herself ran it 17 times. Sydney Mikosch ran the larp 15 times, and described the experience as shutting your mind off for a couple of hours and being in another world with other people. They found it to be a very immersive larp, offering the possibility to create an experience together that sticks. 

    Wildfeuer didn’t have any experience with online larps before the pandemic and played just a couple before she created The Space Between Us. She guesses that its success can be attributed to replayability and the pandemic.

    “It wasn’t written for Covid on purpose, but it has themes that coincide with Covid. Everybody wanted to larp, and it mirrors all the stuff that was happening in real life.” The basic story has five family members, each in their own spaceship, trying to find a new Earth. The players don’t have to prepare except by reading their pre-written character which includes a separate secret role and the setting background. The larp contains a couple of different scenes and starts out without much interference by the organizer. Just the characters interacting with each other.

    Wildfeuer designed the larp so that players as well as characters interact only via video. The larp is limited to five players and has a fixed amount of scenes. This created a structure and a setting where each player got the same amount of play time, but wasn’t on screen the whole larp. Wildfeuer explained that she designed the characters as a family to make sure that the players felt a close connection, so the larp is mainly about the relationships and their past.

    More

    You can learn more about Wibora Wildfeuer’s work here: Instagram.com/wiborawildfeuer

    The Space Between Us is available here: wiborawildfeuer.itch.io

    Sightseeing 3: I’ll Have What They’re Having

    Let’s eat.

    It’s special to have dinner together eating the same food, face to face or online. I’ll Have What They’re Having was a larp where you are eating together online, created by Sandy Bailly. The dinner wasn’t brought to your table, you still had to cook it yourself, but all players were having the same dinner and were eating together. As member of the larp’s crew Amalia Valero explained, it had a physical component while still being a digital larp.

    The larp was a slice of life story with prewritten characters for 16 players set in a near future dystopia. You couldn’t eat in a physical restaurant so you had dinner online with the food being brought to your home. The players got the recipes in advance and could cook the food between the in-game acts

    You formed a duo with another player and had dinner together with another duo. The people in the group swapped so you would have dinner with different people each time. It used Discord with different channels to simulate different restaurants. 

    The recipes gave people an option to try some new things. Players Will Osmond and Sydney Mikosch both still cook the food that was part of the larp. Osmond considers it a great experience, going beyond the obvious. Mikosch thought it was great fun to cook the food with the recipes provided during the breaks, and says cooking it now still brings up memories from the larp.

    Bailly got the idea for the larp while watching the tv-series Midnight Diner: Tokyo Stories. Its stories revolve around food, and seemed really larpable. Eating food together forms a connection between people, even when you’re not at the same location. The food you were eating could always be a subject to talk about. Unintentionally, it turned out as a feelgood larp.

    The breaks were used to cook food, but also made sure that screen fatigue wasn’t a thing, with enough time between two dishes. 

    The result was a low key slice of life larp, which brought people together and let them co-create the story. Just eating food together and having a good time.

    Many different plates of food
    A collage of the food made by the players during I’ll Have What They’re Having. Photos by Elina Gouliou, Patrik Bálint, Will Osmond, Andrea Vaghi, and Ylva Otting.

    Sightseeing 4: Hack From the Damn

    Hack the planet.

    Hack From The Damn was an online larp based on the idea that in the near future quantum computers allow quantum hacking. It centered around a broker server where four different collectives could join an auction every week to bid on jobs and then have the rest of the week to prepare and run the jobs by hacking a server.

    The mechanics for hacking were based on the board game Space Alert, and were basically a puzzle that needed to be solved in 10 minutes. The jobs generated cryptocurrency and a better reputation when they succeeded, and cost money and reputation if they didn’t. The collectives could also interact with each other, the client who provided the job, or just hang out on the server. 

    The larp used Discord, with different channels for the different groups and clients. It had 2 bots, to keep track of the money and skills for every player, and to run the actual hack. Github was used to set up the challenge with a random generator. People communicated through text chat and voice on Discord. Google Drive was used to share all documentation. 

    Brian Bors came up with the idea and started the larp after the first lockdown began. All physical larps he was running or playing shut down so he had nothing to do all of the sudden. He started asking people to form a larp team before having an explicit design. This resulted in a huge organizer team since other people didn’t have much to do either.

    The setting and rule system were created in a couple of days, with the expectancy to run the larp for a couple of weeks. Instead, the larp ended after six months. 

    Both players and organizers worked together creating the bots, the story, the background and the jobs, making short films and writing characters. After a couple of weeks the game was set up and the first auction and jobs were run. It wasn’t part of the design to let the game continue 24/7. There was just the idea that the servers didn’t have to be shut off after the auction and the hack. The result was that the players continued playing when they wanted. The game ran continuously from April 2020 to June 2020, then introduced breaks until it definitively ended in September 2020.

    Bors said that the game was a joy to run and play, but wouldn’t set up something like this again. The fact that the game ran continuously for so long made it too heavy for the organizers.

    Text of a computer interface inviting characters to become hackers
    Part of the message inviting players to Hack From The Damn. Image by Ylva Otting.

    Sightseeing 5: So Much To See, So Little Time

    An explosion of creativity.

    As with any road trip, there is so much more to see but not enough time to see it all.

    Tavern Quests

    Each Tavern Quest game is titled according to the same format: Meet At the Dungeon, Meet at the Space Station, Meet at the Shipwreck and so on. They have different formats but the same design and tech. The story and characters are different for every meet, so characters can be meeting in a dungeon, or a tavern, or a space station. The play time is a couple of hours, and it’s run on Discord, with the different channels being used for different rooms. It’s a lighthearted drama where, as player Will Osmond explains, you try to do the worst thing possible and want to create as much chaos as you can.

    The Loop

    The Loop is a weekend long larp where you play a character, or a catfish that is played by a character. It is a contest where characters are voted to leave a couple of times during the larp and then can reveal if they were who they said they were. It is text based, played on Discord. Player Amalia Valero commented that: “People are completely free to play whatever they want, not limited by their bodies.”

    After Dark

    After Dark is about people sitting behind their webcam trying to communicate with each other without making noise, since it seems that noise is what attracts monsters that roam the streets. It can be played with for instance Zoom, and lasts a couple of hours. The relationships in the larp are a family, so it’s easy to feel a deep connection with the other players.

    Together Forever

    Together Forever has different formats but is basically a weekend larp on Discord. You create a character, the relationships are created by the organizers, and you have a date in a near future dystopian future where you can’t meet other people in person so you have to meet online. An AI will decide who you should be matched up with. Inge-Mette Petersen played most of the formats and thinks the larp is easier to play online than offline. It’s a co-creative world where ideas from the players are incorporated into the story. 

    Zoe’s Christmas Task Force For Personal Betterment / Zoe’s Easter Egg Experience

    A weekend larp inspired by TV series like The Gilmore Girls. It’s a romcom. People find love, get married, break up, get sick. It used Discord and had channels to represent all the different locations: the bar, character’s houses, the park and so on.

    Props on a table including flowers and a stuffed bunny
    Props and background for Elina Gouliou playing Zoe at Zoe’s Christmas Task Force ​For Personal Betterment‘s first run, by Karolina Soltys, Patrik Bálint, Will Osmond and David Owen. Photo by Elina Gouliou.

    The Road Ahead

    Beautiful things to come!

    Now that we’ve seen the sights along the road that brought us so far, it’s time to look ahead at what we might expect in our future travels. 

    We can start with the question of what are we going to call the opposite of online larp? Offline larp? In person larp? Physical larp? Or bluntly flesh larp, as suggested by Will Osmond

    In person, offline games are back on the table and up and running again, which has already resulted in declining interest in online larp. There are fewer online larps available, fewer players want to play online larps and fewer new larps being created. Online larp designer Gerrit Reininghaus expects online play to continue because the financial advantages and the option to play internationally are such obvious advantages. Designer Sandy Bailly suggests it will experience a resurgence in winter when there are less physical larps. 

    The Advantages of Online

    Online larps still have the same advantages as before, being more accessible for people with physical issues, affordable, easy and environmentally friendly because players don’t have to travel. You can meet players from all over the world.

    Osmond thinks that relationships during online play can be very intense, more so when the story is congruent with sitting behind a screen. Using channels or other options only available in a digital space also means that it’s easier to switch between conversations, leave chats when things get overwhelming while still being able to continue to play.

    Digital representation can make it easier to create a world and digital effects can be used. It can be just as immersive, or immersive in a different way, as in-person larp. Sydney Mikosch discovered that the online larpers seemed to have formed a strong community and think it will keep going. It can be fun to just play a more lighthearted short online game, when you want to socialize with other people. As Amalia Valero pointed out, online larp tells stories you can’t tell in a physical medium: “It’s not going to be the huge thing it was during the pandemic, but it is its own medium and will tell its own story.”

    Person on chair in long dress holding a champagne glass
    Inge-Mette Petersen playing Marina Daulnoy in The Loop. Photo by Inge-Mette Petersen.

    Hybrid Forms

    One interesting avenue of exploration is hybrid larps, where parts of the larp are in person and parts are online. The in-game experience can be divided between in person and online, as seen in the German larp Healing, where some participants played online and others in person.

    The same larp can have an online and an offline version, such as in the case of Together Forever. It started as an online larp, but has a physical run coming up in 2023. 

    Some things work better online than offline. Switching rooms, finding people, creating a spotlight for everyone, watching people without them watching you, turning your screen upside down, using bots to count money, creating spaces that are accessible for specific groups, asking for play and a ‘dear diary’ mechanic  where you can explain to other players what your character is feeling.

    The technology which will also advance. Evie Hartman is working on a website to compare the different options available (gvguide.com) and is also working on ways to compare the 150+ different (proximity) chat options available. According to Hartman, the spatial chat options are not yet perfect but they’re getting there. The experience from the past couple of years is that platforms can be changed if people want it. She wants us to be louder as a community so we can help change the platforms. As she explained it: “Things developed for games will develop because people think it’s fun.” 

    Hartman thinks that the tallest mountain top to climb will be Augmented Reality (AR), when it becomes possible for instance to find objects in AR and not have to look for cards or other representations of those objects.

    Online larps were an option before the pandemic, the pandemic caused lots of new stories and options to be added to the online experience and now we’ll see where the artform goes next.


    Cover photo: Players using backgrounds to great effect in The Space Between Us. Image by Amalia Valero.

    This article is published in the Knutpunkt 2022 magazine Distance of Touch and is published here with permission. Please cite this text as:

    Otting, Ylva. 2022. “The Online Larp Road Trip.” In Distance of Touch: The Knutpunkt 2022 Magazine, edited by Juhana Pettersson, 100-104. Knutpunkt 2022 and Pohjoismaisen roolipelaamisen seura.

  • Culture, Community, and Layers of Reality: Playing Allegiance

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    Culture, Community, and Layers of Reality: Playing Allegiance

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    The larp Allegiance ended at a statue in a small park commemorating the end of the Second World War. We played diplomats and their support staff from different countries in 1970, listening to the Norwegian Foreign Minister’s speech about war and peace.

    The minister talked about her own experiences in the aftermath of the Nazi occupation of Norway. She quoted the Norwegian king Håkon the Seventh: “Higher even than peace, we place the right of self-determination.”

    The reactions in the crowd to the speech came from all the different histories and emotions our characters had. But they also sprang from the reality we live in as players. The themes of war and peace feel immediate in the context of Russia’s invasion of Ukraine, which had impacted the lives of many players concretely and all players at least indirectly.

    At the end of the speech, the minister’s words were not of the glory of victory but the necessity of rebuilding all that was lost.

    Diplomats socializing at the American Party. Photo by Martin Østlie Lindelien (cropped).

    Allegiance was a pervasive larp (Montola, Stenros, and Waern 2009) about the Cold War and the diplomacy needed to stave off nuclear Armageddon. Spies, betrayals, defections, and diplomats trying to carve space for themselves and maybe even for their countries. It was played in the streets of Skien in Norway and included over a dozen locations open to play over the weekend.

    I played the military attaché at the Finnish embassy, a war veteran scarred for life in the Winter War and the Continuation War. Much of my larp was about old friends, relationships, and meeting people I used to know in new circumstances.

    The larp’s core question was made plain in its name: Allegiance. During play, our characters had to interrogate who or what they were really loyal to. Country, ideology, personal self-interest? In the beginning of the larp my character seemed quite straightforward: He was a patriot loyal to his country, trying his best to keep it out of another war.

    As play progressed, I found myself with other loyalties too. Helping old friends even when they were technically on the side of the enemy. Concocting secret plans to extend Project Gladio to Finland in direct contravention to Finnish government policy.

    Community

    The production model for Allegiance placed a heavy emphasis on community. Each country represented in the larp had a designer of its own recruited from that country’s larp community. This country designer created the characters and play design for their embassy. The country designers worked together on connections and events that happened between the embassies and in the wider fiction of the larp.

    Thus, my character had close connections to people from the Swedish and East German embassies and the Norwegian foreign ministry. My main social context was the Finnish embassy, designed by Maria Pettersson.

    Ida Foss and Martin Nielsen were the project leads of the larp but their role was more that of a producer, facilitator, shepherd who guides the collective efforts of the country designers and makes it possible for their work to be realized in the larp.

    This design approach was very much in tune with the larp’s wider political and social vision, which emphasized coming together across national boundaries to forge a path towards a better world. The players whose characters staffed the Soviet embassy came from Belarus, Ukraine, and in a few cases, Russia. Some of them experienced significant difficulties in making their way to Norway for the larp due to Russia’s invasion of Ukraine and the increasingly repressive regimes in power in some of these countries, as well as the stringent travel bans and border closures enacted by almost all of the European countries sharing a border with Russia.

    Much of the simple pleasures of the larp had to do with cultural exchange and discovery. In a pervasive larp spread across a number of venues it’s always fun to discover new places. The first night, there was a party hosted by the American embassy, with hot dogs. The venue was a real bar, a place you might have used in real life for a party for diplomats.

    One of the larp’s design ideas was the use of Moments. They were pre-planned scenes between characters reminiscent of fateplay (Fatland 2000). The important difference here is that the Moment is defined as a scene with a starting point. It was up to us as players to take it somewhere interesting. One of my Moments was with an East German embassy official who I’d recognized from the war. We met at the Finnish sauna boat and talked about the war and how different our lives had become.

    The second night, we took an antique, 70’s era bus to a mansion outside town where the East German embassy was holding a reception. In the pacing of the larp, this was the time when we resolved dangling plotlines and extended earlier prompts into something with more depth and meaning. We also discovered an actual secret door in the mansion’s library, not part of the larp’s design at all.

    Bus with the word Pizzaria on it and two people in vintage clothing inside
    The larp featured an antique, period-appropriate bus. Photo by Kai Simon Fredriksen.

    Language

    I’m from Finland. Finnish is my native language. I’m writing this in English, a language I learned in school and from the media. Almost all international larp in Europe happens in English and because of this, the majority of my larp experience in the international context has been in a foreign language.

    International larps and related events such as the Knutpunkt conference have a social convention where everything should be in English so that the events are accessible to all. This of course assumes that everyone can speak English.

    Allegiance made the extremely unusual choice of having a different design around language and nationality. The larp was made so that as a player, if you wanted to play in the embassy of a specific country, you needed to speak the language and have relevant cultural experience and understanding. To play in the Finnish embassy, you needed to speak Finnish and grasp Finnish cultural references.

    This meant that the larp was primarily accessible to Norwegians, Swedes, Finns, Danes and Germans as well as larpers from the U.S., the U.K., the Czech Republic, Slovakia, Ukraine, Russia, and Belarus. Players from these countries had an embassy they could easily play in. The U.S. and U.K. embassies ended up having more relaxed policies, especially because player drop outs led to new participants having to come in at short notice. In their case, language skills and some understanding of the culture was deemed enough.

    Image of a person in vintage '70s clothing at a work desk
    Maria Pettersson designed the Finnish embassy and played the secretary, a supporting role designed to facilitate the running of the larp. Photo by Juhana Pettersson.

    All larps feature design choices that make the event more accessible to some players and less accessible to others. This was the case with Allegiance as well. It was obviously less accessible to the Spanish or the Greeks because they didn’t have a place in it. It was more accessible to players from its represented countries who didn’t speak perfect English because the design was much more forgiving in that sense than typical international larp.

    During the larp, you played in the language that made most sense in the moment. At the Finnish embassy I spoke Finnish and at international meetings I spoke English. At an important meeting concerning the multilateral reduction and limitation of nuclear weapons, the Soviet ambassador spoke through a translator in a beautifully awkward and authentic way, obviously choreographed by the players involved to create a very specific cultural expression.

    Personally, when I played in the Finnish embassy, I realized how rare and unusual it was for me to be able to play my own language and culture in an international larp. The fidelity of cultural representation was very high because everyone at the embassy was able to play with shared background and references.

    Image of a cartoon in Finnish
    A culturally specific reference from the Finnish embassy. Photo by Juhana Pettersson.

    We had jokes about Ahti Karjalainen and a bottle of Puolustuslaitos-branded booze. We had period comic strips by Kari. I played a former politician from the Keskusta party whose family came from Savo and who was personal friends with Kekkonen. When we got a diplomatic note from the Soviet Union, all players had the deep cultural background needed to grasp the enormity of such an event.

    My character was involved with the grassroots project of hiding weapons in farms and barns in case of a future Soviet invasion after Finland lost the Continuation War. They were to be used in guerrilla warfare. In real life, my family also has a connection to this same phenomenon.

    Historically, Finland is famous for sauna diplomacy. To make it happen in the larp, we had a sauna boat where we could host meetings. It demonstrated the difference between two aspects of playing on your own culture. The internal play at the embassy ran on deeper cultural nuances while the internationally facing sauna diplomacy was simpler, made legible for foreign consumption but also fun because of the cultural exchange involved.

    The use of English and the focus on cultural elements that can be shared between people from different countries are necessary elements of international larp and will remain so in the future. Still, I deeply appreciated the chance Allegiance gave me to play on my own background for once, and see the Czechs, the Swedes, the Danes and others doing the same.

    As an international larp, Allegiance attempted to build bridges between player communities to an unusual degree. A typical international larp operates on a policy where anyone can join in as long as they speak fluent English. The doors are open. In Allegiance, the backgrounds of players were more limited. It was open to people from the former Czechoslovakia, Soviet Union, Scandinavia, Finland, Germany, U.K. and the U.S. However, from many of those larp communities, the project actively sought to involve participants and designers to a much greater degree than international larps usually do

    In this sense, Allegiance swapped a passive open doors policy for proactive bridge building.

    A person at a desk in period clothing and glasses conversing with another person
    The designer of the Czechoslovakian embassy Dominika Kovacova. The embassy designers played supporting roles as secretaries who could be relied on to transfer information reliably. Photo by Kai Simon Fredriksen.

    Manufacturing Reality

    Physical reality consists of the material world around us, the tables and walls, air and water. Our bodies and their biological function. Social reality encompasses all the fictions we’ve built for ourselves to organize our existence: money, government, corporations, titles, countries, borders.

    When we organize a larp, we create a temporary alternative social reality and then live within it for a set period of time, with tools to take a break from it when needed.

    Allegiance featured two parallel sets of meetings about important international agreements, NORDEK and MALART. The latter concerned reductions and limitations for nuclear weapons programs and I was involved in it in my capacity as a military attaché.

    Sitting in the meetings, I felt like I was engaging with the construction of social reality on a double level. Playing a larp means I’m constantly manufacturing social reality with my co-players to keep the fiction consistent and playable. My character, as a diplomat, is participating in a painstaking process of creating social reality by the way of treaty negotiations which decide where nuclear weapons can be placed, who can have them and how the materials of their manufacture can be sold.

    The social reality of larp is temporary and ceases to exist once the larp is over. The social reality of diplomatic negotiations has much broader consequences because we as a society have decided that the results of such negotiations are “real.” Nevertheless, they’re also made up and diplomats are the people who hammer out the specifics.

    The way we ordinarily understand things, larp is fake and diplomacy is real. Yet there is something similar in the minutiae of how the processes are negotiated that emphasizes how our social reality is constructed. The social reality of diplomacy eventually becomes physical reality as nuclear missiles are dismantled or new bases capable of firing atomic warheads constructed.

    A person in a suit seated and reading a document.
    The Finnish Ambassador visiting the Danish embassy. Photo by Martin Østlie Lindelien.

    From this viewpoint, politics is the process through which we decide the rules of the social reality in which we live. On a national and global level, the process of politics can lead to extremes such as war. Allegiance examined the international political processes created to produce the opposite result, peace.

    Allegiance is a political larp beyond its subject matter. It happens in a specific political context, that of Russia’s invasion of Ukraine. On the level of community, the vision behind Allegiance is that of transnational work towards peace and against authoritarianism. As borders are closed, refugees turned away, and visas rescinded, it seeks to present a vision of coming together against the dark forces of nationalism, hate, and war.

    At the afterparty, I talked with a Belarusian player I’d shared a scene with. She said that all of her friends back home in Minsk had either emigrated or were in jail.

    The Ghost of History

    In 1970, the Nobel Prize for Literature was awarded to the Soviet writer Aleksandr Solzhenitsyn. His The Gulag Archipelago is a powerful indictment of the Soviet prison system. The first major event I participated in during the larp was a reception held in honor of Solzhenitsyn’s award. The diplomats came together at an art gallery and there was tension in the air because the representatives from the East Bloc countries obviously didn’t much care for the Nobel Committee’s choice.

    In real life, the Nobel Peace Prize was awarded while the larp was running. The 2022 award went to the human rights advocate Ales Bialiatski from Belarus, the Russian human rights organization Memorial, and the Ukrainian human rights organization Center for Civil Liberties. The choice of recipients from each of these countries symbolically emphasizes the necessity of civil society to come together across borders to fight against war and repression. When I saw the news during the larp, it felt like the reasoning of the real life Peace Prize and the larp’s creative agenda were perfectly aligned.

    Photo of people in vintage suits with drinks in their hands at an event
    The author of this article contemplating a speech in honor of the Nobel Prize for Literature of Aleksandr Solzhenitsyn.
    Photo by Martin Østlie Lindelien.

    For my character, the larp Allegiance ended in a classic scene from Cold War spy stories. I tried to help my East German friend defect to the West but in the last few minutes of the larp, during the speech, he got arrested. We’d made plans to meet in Tromsö but my character would wait alone for a friend who would never come.

    The ending was appropriate. As the larp went on, I became worried things were going too well for me but this injected a necessary element of melancholy.

    Just before we took a taxi to the airport the day before the larp, I was helping to print some of the papers and documents needed for the play at the Finnish embassy. I had printer trouble with no time to resolve it so I left the mess as it was and finished printing with a laptop.

    On Sunday night after the larp when we came home, I turned on my computer. My printer came alive, spontaneously printing out a diplomatic note from the Soviet Union.

    Three antique cars parked near trees Period cars used by the East German embassy in an in-game photo. Photo by David Pusch.

    Credits

    Project Leads

    Ida Foss and Martin Nielsen

    Country Designers

    Czechoslovakia: Dominika Kovacova
    Denmark: Jesper Heebøll Arbjørn
    East-Germany: Christian WS
    Finland: Maria Pettersson
    Norway: Grethe Sofie Bulterud Strand
    Soviet Union: Masha Karachun
    Soviet Union: Alexander Karalevich
    Soviet Union: Zhenja Karachun
    Sweden: Anders Hultman
    Sweden: Susanne Gräslund
    U.K.: Mo Holkar
    U.S.A.: Julia Woods

    Other Designers

    Martine Svanevik
    Kari KD
    Sanne Harder

    Kitchen

    Tor Kjetil Edland
    Jørn Slemdal
    Frida Sofie
    Thomas Frederick Hozman Tollefsen

    Backstage

    Jahn Hermansen
    Frida Lines
    Salme Vanhanen
    Ronja Lofstad

    Red House And Retro House, Runtime and Designing Embassies

    Adilya Rakhimova
    Stine Mari Haugen

    Rigging
    Tatsiana Smaliak
    Jorg Rødsjø
    Katharina

    Safety and Runtime

    Freja Gyldenstrøm

    Drivers

    Olav Borge Bondal
    Margo Raaum

    Theme Song and Live Music at Villa Ekeli

    Thomas Herlofsen

    Theme Song Production

    Olav Stahl

    Photographers

    Martin Østlie Lindelien
    Kai Simon Fredriksen

    ID Cards, Paper Props and Website Sound

    Nina Tunge-Kvamme

    Assistant, UD

    Bjørn

    Locations

    Skien Bibliotek
    Bakgaarden
    Skien Kulturskole
    Telemark Kunstsenter
    Ibsenhuset
    Skien Nanbudoklubb
    Telemarkskanalen
    Megafon
    Kontorbygg AS
    Torjerd Sofie Strand Moripen

    Antique cars

    Grenland Veteranvognklubb

    Supporting Organizations

    Ravn
    Nordisk kulturfond – Globus
    Fantasiforbundet
    Norsk Kulturråd

    References

    Fatland, Eirik. 2000. “The Play of Fates (or: How to Make Rail-roading Legal).” Amor Fati. 

    Montola, Markus, Jaakko Stenros, and Annika Waern. 2009. Pervasive Games: Theory and Design. Routledge.


    Cover photo: During the day, diplomats attend meetings and craft policy. At night, the work continues at parties, such as the one hosted by the East German embassy. Photo by Kai Simon Fredriksen. Image has been cropped.

  • Pandemic Larp Improvisation

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    Pandemic Larp Improvisation

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    Larp organizers have learned a thing or two about organizing scenarios. How have we applied those skills during the COVID-19 pandemic?

    If nothing else, larping means engagement. Players invest themselves in bringing made-up characters to life, mapping a fictional world onto our real world. During the ongoing COVID-19 pandemic of the past several years, engagement became a scarce commodity.

    Every organization, be it schools or businesses or governments, wanted to re-engage with its constituency who, through pandemic isolation and general neoliberal precarity, had understandably become detached from society and lacked the necessary motivation to do most activities of institutional benefit. You know: all of us.

    Ironically, just as we ourselves as larpers could no longer gather – since our events are natural super-spreaders of any number of diseases, including COVID-19 – my own larp expertise began to be called upon as an asset and skillset. I started getting messages from Fortune 500 companies and major news outlets about this thing called “larp,” which could then be leveraged to win back – you guessed it – engagement from their customers, students, and volunteers.

    My tales of pandemic-era collaborations in non-larp and larp-adjacent contexts highlight both the very special medium (of larp) with which we work, as well as the limitations of such collaborations.

    Image of players in costume in an online video conference
    Screenshot of the crucial Zoom call in which University of Cincinnati students role-played cardinals electing a pope.

    Temptemus Papam

    The 1492 Papal Election was an absolute shitshow, and I ran it as an online larp for a history class at my university.

    The conversation began in fall 2020 when Dr. Susan Longfield-Karr in the History department at the University of Cincinnati reached out to me as Director of the UC Game Lab about running a “papal election larp” called Temptemus Papam that famous SF author and historian Ada Palmer ran at University of Chicago in 2018. I took one look at the materials as a larpwright and was overwhelmed: over 50 character sheets 6-12 pages in length, with many different overlapping subsystems for combat, intrigue, religious favors, economics, and inheritance. Hundreds upon hundreds of pages lay before me, all during a time when my own patience for this much reading was stretched to its natural limits. I agreed to do the project on one condition: I would need to substantively pare down the material and scope of the game, in addition to adapting it to a remote experience rather than an in-person one. Dr. Longfield-Karr agreed. The UC Papal Election Game was born.

    We transformed Temptemus Papam into a correspondence game, like the old play-by-mail Diplomacy runs. Over the course of 8 weeks, player-characters would exchange virtual letters with each other while sending “orders” for any character action to me. Every week, a video would be posted online with updates and the results of the previous week’s orders, giving the players a sense of agency and impact. All of these videos and the letters would be stored in a shared online folder, from which the passive players taking on the roles of historians could assemble the history of this particular election based on player-generated “primary documents.”

    Dr. Longfield-Karr and I tapped into 2 different funds available to us and hired ourselves a larp team: history student Matthew Photides made hundreds upon hundreds of shared folders to deposit letter correspondence, Erich Pfingstag made the videos, and Felicity Moran assisted with student communication. We had intrigue, kidnapping attempts, and even a few cat-and-mouse murders as letters flew.

    Several faculty playing NPCs got very involved in their characters, leading me to believe that participant safety is equally important for non-players. Two Zoom meetings let us first conduct the papal election, and then inaugurate the new pope, who turned out to be Rodrigo Borgia, the very person actually elected pope in 1492.

    Image of a computer directory with character names
    One of the many shared online folders containing letter correspondence in the UC Papal Election Game.

    D&D Speed Dating

    Shared-folder correspondence was only one form of online larping I organized. Another was in the long-standing virtual community Second Life, as part of the event SLarpFest organized by Celia Pearce and Jenn Frank in 2021 at the IndieCade island. The game I ran was Marc Majcher’s First Impressions, a Dungeons & Dragons-style speed-dating larp from his book Twenty-Four Game Poems.

    The premise of the game is simple: a group of fantasy adventurers go on a series of “dates” to determine whom they’d like to include in their questing party. Players get to embody fairly basic fantasy stereotypes while also deepening their own relationships with each other –– often role-players whom they’ve just met. In-person at conventions, I can run the game for 8 people in about an hour. The reason why I run it at conventions is also the reason why it worked well in Second Life: it’s short and it helps people navigate an awkward social situation. Most of our players knew either Second Life or larp, but almost no one knew both well. They’d switch partners maybe 3 or 4 times, with me calling them back to the tavern each time.

    Players felt safe enough to experiment with their avatars and their roleplay without too much worry about the stakes or consequences. First Impressions in fact served as a “warm-up” larp for other, more intimate and serious SLarpFest games: Angel Falls, a funeral larp inspired by Wim Wenders’ Wings of Desire (1987) by Pearce, Frank, and Annika Waern, Athena Peters’ Regency matchmaking game Romancing Jan, and The Sleepover by Julia B. Ellingboe and Kat Jones from the Honey and Hot Wax anthology, which deals with teen queerness and sexuality.

    All of us at SLarpFest were veteran larp organizers, and thus understood the relationship of comfort, safety, and community-building even in an online space: seemingly “silly” games like First Impressions build the trust necessary to take further role-play risks. Many of us have been running games on Discord, Zoom, and now Second Life for several pandemic rules, and our previous in-person larp experience directly applies to building necessary trust and competence in online spheres.

    Ongoing and Upwards

    Organizing continues! Jones and I have joined the writing team for JEWEL, a 2-day interactive experience for Jewish teens in Cincinnati. We’re using the larp design toolbox to help plan an event in which the participants experience Moses’ teachings and then mourn at his funeral. JEWEL is intended to reconnect Jewish youth with the social-justice meanings and embodied nature of their beliefs. But it is also an opportunity. JEWEL lets us take part in an exciting new world of event planning, in which larp activities can be integrated into broader community events with large constituencies and deeper pockets.

    “Larping exists in various other activities besides larps,” wrote J. Tuomas Harviainen in his 2011 article “The Larping that is Not Larp.” This persistent fact is solace during a time in which we’ve all become radically separated from one another and larps themselves are endangered by logistical and pandemic-level uncertainties. Our own generation of larpwrights are now, voluntarily or not, performing what Rudi Dutschke called “the long march through the institutions”: the incorporation of larping into whatever organizations we serve, with whomever will take a chance on our vibrant and evolving form.

    These organizations have, at last, discovered that engagement isn’t to be taken for granted. We as larpwrights can now choose to engage, too.

    References

    Harviainen, J. Tuomas. 2011. ”The Larping that is Not Larp.” In Think Larp: Academic Writings from KP2011, edited by Thomas D. Henriksen, Christian Bierlich, Kasper Friis Hansen, and Valdemar Kølle. Copenhagen, Denmark: Rollespilsakademiet.


    Cover photo: SLarpFest attendees hang out in the tavern on the IndieCade island in Second Life. Photo by Celia Pearce. Image has been cropped.

    This article is published in the Knutpunkt 2022 magazine Distance of Touch and is published here with permission. Please cite this text as:

    Torner, Evan. 2022. “Pandemic Larp Improvisation.” In Distance of Touch: The Knutpunkt 2022 Magazine, edited by Juhana Pettersson, 78-82. Knutpunkt 2022 and Pohjoismaisen roolipelaamisen seura.

     

  • Documentation of Larp Design

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    Documentation of Larp Design

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    Background

    Working with larp professionally for 10 years has forced me to think a lot about structure, communication and documentation. When writing larps that are supposed to be run multiple times and by multiple people, it needs to be documented.  You then need a language to talk about what that documentation is. What parts does it consist of and what do we call the different parts? This has been relevant for me in my previous job as one of the founders and larp pedagogues at Lajvbyrån and in my new position as part of the Transformative Play Initiative at the Department of Game Design at Uppsala University. Both on a practical level and on a theoretical level. I have also seen discussion about this showing up online in larp communities and I would like to address this. 

    Procedural Documentation

    As I see it there are eight main design relevant documents that need to be talked about that are aimed at different audiences and have different purposes. These documents can be either finished edited documents or living documents that get updated regularly for example on a web page. You probably won’t need all of them but instead will choose the versions that are relevant for your larp. The first part is the part that is aimed at the players, then we have the part aimed at facilitators/game masters and organizers, and the last part is aimed at the organizers only. I will now go through the different parts and the documents. 

    For Players

    Player Handbook

    The player handbook is all the info that the players need. That means both things that are sent out and info on the webpage. It can include; practical info like time and date, safety info like content warnings and safety person, narrative info like the setting and the vision, dress code info, meta techniques, transparency and so on. 

    For Facilitators/Game Masters

    A facilitator/game master is someone running the game but not necessarily organizing it. An organizer has more responsibilities that also include things like production. For example a facilitator could be someone running a game in a convention where the organizers would be the ones renting the place for the convention and making the schedule with slots where the individual facilitators/game masters would run games.

    In this category we have a number of different documents. You will probably only have some of these since they overlap and sometimes entail each other. Which ones you need depend on your design and who will be reading the documents.

    Gameplay Design Document

    A gameplay design document contains what is relevant for the players interactions and agency. This would include things like characters (if pre-written), groups, relations, meta techniques,  and what happens during the playtime. It would not include any type of framing such as pre- or post-game activities or any planned activities during off-game breaks mid-game. This is a helpful document to look at the design of the game itself, how it all fits together and what the players will be able to do during the larp.

    Runtime Script

    The runtime script contains what happens during the runtime of the larp. That is what happens from the players go into character until the game is over. This is without any pre- or post-game parts but including mid-game parts. It also wouldn’t contain characters, groups or relation since that happens outside of the runtime. This is a helpful document to look at what happens once the larp starts until it ends. It could be something that you might want to have available in a game master room during the run. Another reason to have a separate run time script could be that you have a design that has three small larps on a theme that are interchangeable but where the framing for the games are the same. 

    Larp Script

    The larp script entails what you have in the gameplay document and runtime document and also the full framing including pre-game and post-game activities. So this includes things like any kind of workshops, deroleing and debrief. This is what you would need to have to facilitate/game master the larp. It also includes annotations with comments about how to facilitate/game master the larp and minor preparations like moving chairs, starting a fire or hiding the secret potion recipe. It can be done in different ways from as simple as overarching headings to really meticulous with exact timestamps for every little part. This is a helpful document to cover the whole design from the facilitators/game masters perspective.

    Complete Schedule

    This is something that is not needed most of the time. It is for those times where you might want to run several small larps as part of a bigger theme but have workshops and other things that are overarching. Then it can make sense to separate out the parts specific to the small larps from the overarching experience. For example, at Lajvbyrån we had a larp experience focused on the industrial revolution for school classes. During one day a school class had lectures, got visits from historical persons and got to play two shorter larps. Everything during the day is facilitated by the larp pedagogues. Half the class will play one of the larps before lunch and then the other after lunch. The other half does it the opposite way around. Both classes have the lectures and the other parts together. Here it was a lot easier to have an overarching script for the whole day with the specific exercises in there and then just a header saying “Larp 1” for the first larp slot but no further info in there. Then we could have one GM running the same larp twice and having the larp script for that specific larp in the assigned larp location while having the overarching script in the main room. In this case each larp would have  its own framing and then there would be a broader, more overarching debrief and after discussion for the full day in the main room with the full class. 

    Campaign Design Document

    The campaign design document is only relevant for larger campaigns that have many larps running as part of it. Here you have the overarching information that goes for all the larps in the campaign. It can include world info, systems for fighting or economy, what you are allowed to change or not in the setting, visual guidelines, and so on. A lot of the info in the player’s handbook would be found here if you are running a campaign larp. This is a helpful document to have a coherent world but still have many larps run by different organizers. 

    Design Document

    The design document contains everything you need to facilitate/ game master the entire larp experience.
    It includes (Some or all of the following): 

    • The player handbook – or all the info from it
    • The gameplay design document
    • The runtime/larp script
    • The complete schedule
    • The campaign design document 
    • Annotations: Extra comments relevant for running the larp and info like the target audience that might not be relevant for the players. This might also be included in a larp script but is more common in a design document and therefore gets an extra highlight here.

    So what is the difference between a larp script and a design document if both contain what you need to facilitate the larp? A lot of the time a larp script is a design document. But as mentioned you might have a situation where you are doing a larger larp experience with more than one larp as a part of it so you also have a complete schedule. In that case the design document would contain the complete schedule and maybe two or three larp scripts. 

    For Organisers

    Design Bundle

    The design bundle contains everything you need to organize/re-run a specific larp. It includes the design document but will also include things like production info, a list of necessary props to have, promotion material, and maybe a budget. It could also include relevant articles about the larp. By giving someone the design document they would be able to run the larp with only this information. This also means the design bundle often is less of a document and more of a folder with multiple documents in it.

    Examples

    The Hobbyhorse Scenario
    by Nynne Søs Rasmussen

    This is a 3 hour short scenario larp that is available to print and play. It contains everything you need to know to run the scenario. From in-game info that could go into a gameplay design document like the scenes, to the broader parts that could go into a larp script like workshops. It also contains things that are relevant only to the facilitators/game master like how to game master the scenario and how to prep the room. Since it’s a free form scenario that means the players don’t have to read anything before. That means there is no need for a player hand book. All the players would need would be a blurb, a time and a place but the general info found in a player guide is still available for the facilitators/game masters. Since it’s a scenario larp for one game master it is a larp script as well as a full design document. But since there are no document with more overarching info I would call it a design document. 

    Krigshjärta (Warheart)

    Krigshjärta is a campaign that has been running for many years in Sweden. Like most campaign larps it has one overarching fictional universe but many different individual larps. It also has many different organizing groups that run larps in this fictional universe. A game design document here would need to include a campaign design document, a larp script for the specific larp, a player handbook and probably annotations. A runtime script or a gameplay design document could be included but are not necessary. Here the facilitators/game masters would probably also be the organizers. But this would not be a design bundle since each run is different and can have very different content and therefore the production parts and the larps script will be very different for each larp. If you would do a rerun of one of the larps, then you would instead create a design bundle.

    Just a Little Lovin’ Book

    by Anna Emilie Groth, Hanne “Hank” Grasmo, and Tor Kjetil Edland.

    This book is actually called Just a Little Lovin’ – the Larp Script. I would say this is not a larp script, it is more, it is a design bundle. It contains everything you need to organize the larp. Runtime design, framing, music, food, sleeping arrangements, articles and so on. It also has a list with checkboxes to tick off as you go along.

    Why Do We Need All These Versions and What is the Purpose of Them? 

    I would say a lot of the time we do not need to have all of these. Many larps are for example one offs and then you don’t need to put hours and hours into writing a design document that should be understandable by someone else. But for making a larp re-runnable you will need to document all of it in some form. You will probably never need all 8 but will pick what level you need depending on the larp. Many times you don’t need a freestanding overarching script with separate larp scripts for example. But there are also times when it can be very good to have it. Like when me and my colleague were supposed to run a larp while I was working at Lajvbyrån and I got sick and lost my voice the evening before. Then it was super good to have a larp script and an overarching script because then we could just ask someone to read one of the larp scripts and they could jump in. They didn’t need to read or know the overarching script since that could be handled by my colleague that also ran the other larp in parallel.

    The reason to separate the player info is because your players should get all the info they need but not more. If you give them all the info it will be hard to find what is actually relevant for them. If you have a plot written about finding a treasure you don’t give them the location because that is what the whole plot is about. The players also might not need to know the exact price of the rentable toilets because that is not what’s important to their experience (even if the fact that there are toilets there absolutely are). Even in games with full transparency not all players need to beforehand read exactly what workshop exercise that will be run pre-game and in what order. That just leads to information overload. And as a game master/facilitator you might want to have some freedom to run different workshops depending on how the group feels and what they need and then it can be better if not everyone has expectations on what should happen. 

    On the other hand there might also be information that needs to be in more than one place. Info about the world might be available in many places. This means that you might have to change info on multiple places if you do any changes late in the process which lead to extra work. My experience is that even if it can be a bit of extra work it is worth it. Having a clear structure helps with knowing where to make the changes and each document has a different purpose.

    So to conclude, depending on how you interact with the game you will need different information. As a head organizer there is a lot of info that you need that a runtime game master or a player doesn’t need. By having different documents it’s easier to share the relevant information with the right people. 

    References

    Krigshjärta. https://krigshjarta.com/

    Groth, Anna, Emilie, Hanne, “Hank” Grasmo, and Tor Kjetil Edland. 2021.  Just a Little Lovin – the Larp Script. Volvemál Grasmo.

    Rasmussen, Nynne Søs. 2018. Hobbyhorse. Available at: https://stockholmscenariofestival.files.wordpress.com/2018/11/hobbyhorse_english.pdf


    Cover Photo: Image by KOBU Agency on Unsplash.

  • Dance Macabre Blueprint

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    Dance Macabre Blueprint

    Dance Macabre was a dancing larp based on the larp In Fair Verona((In Fair Verona is a tango-larp-love story made by Tue Beck Saarie (Olling) and Jesper Bruun for 30 players. The game explores different love relationships between male and female characters. The focus of the game is the individual character’s emotions and the attempt to overcome problems and fears around the subject of love. In this larp the dancing is the medium of storytelling and we found that very inspiring. For more information check the website: http://www.danceaffair.org/in-fair-verona/)) by Tue Beck Saarie and Jesper Bruun, and on one chapter of Neil Gaiman’s The Graveyard Book. We initially conceived the game as an experiment to find out whether Czech larpers would even be interested in this style of larp, and whether the Nordic larp approach in general would be welcomed in the Czech Republic. We also wanted to identify the scope of adaptations required to make the Nordic larp-like game attractive for the Czech larp community. This article sums up the concept of the game, the mechanics used and the experience gained from the creation and organization of the game.

    Dance Macabre has long been an open wound for me – but I mean that in the positive sense of the word, if there even is such a thing as a positive sense of the word. Now it’s become a strong memory, an emotional experiment that I was glad to have experienced. You don’t need to know any dancing; you just have to be willing to leave a bit of yourself in the game.
    Ciri – player

    This form of the larp was largely inspired by a workshop presenting In Fair Verona at Knutepunkt 2011. After starting the preparations for Dance Macabre in summer 2011, we also attended the run of the In Fair Verona larp in Stockholm 2012, and used the in-game and workshop experience, especially some of the character creation techniques, the dancing and game design techniques, to fine tune the design of our game. We also created an Icebreaker workshop and added elements and techniques focused on nonverbal playing in all the workshops. We outline the main differences between Dance Macabre and In Fair Verona in the text to follow.

    The setting and the plot of the game were inspired by the Danse Macabre chapter of Neil Gaiman‘s The Graveyard Book, particularly by the idea of a rare mystical occasion where the living and the dead have the opportunity to meet and communicate. Just as in the book, the location and the time of the game were of no particular importance and none too specific. The personal stories pursued in the game involved the crossing of the border between the living and the dead, and opened up issues such as how to achieve emotional closure, how to say last words before the final departure, how to move on with one’s own life or how to find a peaceful rest at the end of things. An example of story in the game might be possibility to meet and say farewell to your deceased love and find the courage to go on with your life with new hope for better tomorrows or your new love. In the game it was possible to seek revenge through fight (played out symbolically in a dance), but it was impossible to kill – although you could choose death for yourself.

    Dance Macabre, photo by Šárka Růžičková
    Dance Macabre, photo by Šárka Růžičková

    Pre-Game Workshops

    I think a lot of thought went into the making of the game – any kind of game or preparation, though it may seem pointless at the time, proves to be useful in other part of the workshops.
    Iva Tatranová – player

    One of the important lessons of our experience with In Fair Verona is that we enjoyed the pre-game workshops as much as the game itself. The workshops for Dance Macabre were four times longer than the game, it was therefore necessary to make them interesting and playful to ensure good, comfortable and friendly mood between players for the later parts of the game. We could see from the players’ hesitant behavior before the event that some were not quite comfortable with not knowing how to play the game and what was expected, so we made it our goal to make the workshops as smooth and easy-going as possible, encouraging players to ask for help whenever they lost track or became insecure about anything. The eight-person organizational team was at hand throughout the workshops, ready to step in, assist or answer any questions. We believe this helped the players to get ready for the game as smoothly as possible.

    The 14-hour workshops combined dancing lessons, icebreaking activities, and training in non-verbal expression techniques, as well as lessons on how to create strong and enduring characters and stories. Speaking of which, the methods used to create characters and pursue their individual stories were also strongly inspired by In Fair Verona and applied plenty of similar techniques such as props, short concepts of characters, challenges for the character, or relationships with others as the means to deal with character challenges.

    To make the game more interesting, we also included a part of the relationship workshop where players were asked to create and experience a same-sex relationship. A relationship with a person of the same sex was also a compulsory part of every character’s relationships in the game as our way of familiarizing players with all possibilities of the dance and game.

    The dancing lessons were inspired by the larp In fair Verona too, but they were arranged in accordance with the preferred approach of each teacher (in four different runs of the game, we cooperated with three different pairs of dancing teachers), although all accounted for the specific needs of the game. The first part of the dancing lessons was incorporated in the Icebreaker workshop on Friday evening in order to introduce players early on to the basics of the specific tango motion and the lead-follow principle. The Saturday morning workshop was focused on tango technique only, while in the afternoon we teach people how to express different emotions and attitudes through dance, and how to use dance to establish relationships between characters. The Sunday morning workshop aimed to imprint the underlying nature of each character in the players’ dance and to teach players when and how to break tango rules to better express their character through dance. In all the workshops we demanded frequent alterations of couples and important part of workshops included change of lead-follow roles and dancing in same sex couples.

    Dance Macabre, photo by Šárka Růžičková
    Dance Macabre, photo by Šárka Růžičková

    We used many of the traditional techniques of dramatic education in our Icebreaker workshop and to a certain extent in other workshops too. In the Icebreaker, we thought the players to get used to being in close physical contact with each other, and to engage emotionally in the game. The technique drills also proved to be beneficial in helping the players to improve the quality of their character engagement in the game by giving them access to simple but effective range of movements to express different emotions and to connect different parts of the entire experience into a single whole. We think this was a very important part of the workshops because it helped players find and learn to express their characters even before they start dancing. Some of the techniques were presented at KP2013 in the workshop Shut your mouth and play it out :-).

    To help participants remember the rather extensive quantity of information presented in the workshops, we sticked notes on the walls of the room with inspirational texts and important dancing tips or leads.

    Just as at In Fair Verona, we reserved the Saturday evening for the Jam (dance party), where the participants may practice their dancing skills or just relax and party with others.

    Game Design

    The strongest moment for me was when the bell struck for the twelfth time and the whole evening was coming to an end. Death was walking around us and taking the dead back. And when she was approaching us and I saw her catch a sight of us from the distance, we looked each other in the eye; that made me shiver.
    Estanor – player

    Through the workshops the players acquired the basic understanding of the character they were about to portray (to the extent of the information important for the game), its in-game point of departure and motivations, and the background relationships with other characters. This provided the players with the content for the first half of the game. Most players agreed to have their endings resolved through the process of the game, but some might feel uncomfortable about not knowing how it will all end up, so we gave them a chance to arrange their endings ahead of time. This arrangement also gave couples an opportunity to end up with each other without having to resort to steering the game. In the absence of a strict script, we found it important to give the players a precise timeframe to work with, especially considering that each player is in charge of his own game individually. For this purpose, we divided the game into 3 acts, each consisting of 3 sets, called tandas, and each tanda of 4 songs. From the gameplay perspective, the whole game takes place in the short while that it takes the bells to toll midnight. As a result, the ringing of bells divided the tandas, and bells were also used to mark the beginning and the end of each act, and the beginning and the end of the whole game too. Throughout the game, we used large clocks to identify individual tandas and give the players a good sense of how much time they have left to bring their story to its end.

    Dance Macabre, photo by Roman Hřebecký

    The acts were divided by short intermissions to give players some rest from dancing the whole time. We did not use a proprietary scenography in our workshop but rather follow the design inspired by In Fair Verona played in Stockholm 2012. Unlike in In fair Verona we decided not to include creation of the scenography in the workshops, but it was created by organizers because characters were more archetypal concepts without any occupation or social status and we wanted to save some time in the time schedule of the whole weekend. The set was conceived as a town square surrounded by buildings that are important for expressing various in-game emotions. The buildings were marked only by lines drawn on the dance floor; we also included certain inspirational props that could be used in the dance (scarf, cards etc.).

    The figure of Death, the Grey Lady, played an important part of the game plot. Acted by an organizer, she escorted the deceased into the land of the living, and then guided them back to the land of the dead at the very end of the game. While the characters could not kill each other during the game, the Grey Lady might decide to collect a life during the game for some good reason. The characters were also free to dance with her if they wish to settle any old issues, for example ask why she took someone close to them. According to the players, dancing with the Grey Lady was one of the most intense experiences they ever had.

    It should be noted at this point that the dancing aspect of the game, which combines argentine tango and contact improvisation, was not used in the game for its own sake, however enjoyable it may be, but rather as the means to an end, an instrument of personal expression of the player’s character and its story. Players in Dance Macabre were encouraged to play the whole game in silence and only through nonverbal communication. Unlike in In Fair Verona players did not talk to each other in the game at all. Even though we had doubts whether it will provide range of expressions wide enough to experience the story in its’ complexity, we were happy to see that it actually intensified the whole experience. The nonverbal aspect of the game made the entire experience considerably more intense and players tended to experience stronger bleed than they usually do from other larps.

    After the Game

    I was very pleased that the organizers did their best to create good after-game mental hygiene. They were aware the game can be difficult to cope with, that the aftereffects can be long and problematic and so they prepared for it and I think they did everything they could to help us, so that we wouldn’t leave as emotional wretches, but had mostly positive experiences and memories instead.
    Genevieve – player

    Dance Macabre is (for me) like good whisky. First it’s bitter and doesn’t taste like much, but the flavor gradually improves and you start to really appreciate it. The final reflection came too soon for me – I drank too much of that whisky and was still a bit drunk.
    Maník – player

    Dance Macabre, photo by Šárka Růžičková
    Dance Macabre, photo by Šárka Růžičková

    The game ended on Sunday afternoon and it was followed by short period of deroleing and debriefing. As in In Fair Verona, players were encouraged to discuss their experience and their characters’ stories. The first run of the game revealed that players tended to be very emotional after the game, so we added some techniques to help the de-roleing process (i.e. naming the character, talking about it like about a stranger, a short game reminder about their personalities). The game appeared to exert a rather strong bleed effect on many participants, but regrettably, the timeframe available for the game did not allow for more post-game activities.

    Summary

    Four steps to a brilliant game: a step to the right, a step to the left, forwards and backwards. Death, love, hatred, forgiveness.
    Sindor – player

    The purpose of Dance Macabre was to introduce nonverbal and dancing techniques as viable in-game communication methods to the Czech larp community, and also to present some of the other interesting features of the Nordic larp-like games. For us as organizers, the experience opened up a whole new host of gameplay possibilities and taught us a valuable lesson on how to work with players who lack previous experience of some of the more novel larp concepts, as well as a lesson about the importance of the deroleing process, and the great impact of the nonverbal aspects on the emotional experience of the game. We are also happy to report that the Czech larp players seem very excited about the game concept and that we have plenty of new prospective players willing to participate in the next runs of the game, as well as old players who wish to re-visit the experience.

    Dance Macabre, photo by Šárka Růžičková
    Dance Macabre, photo by Šárka Růžičková

    One of the most important things we learned was the importance of de-roleing and the deepness of nonverbal communication, which has a great emotional impact on the player, because due to the lack of verbalization it sometimes bypasses the rational parts of the brain and influences emotions of the player directly. For me personally, Dance Macabre was also an important lesson about the differences between games played in Prague and outside of the city, about the impact of location on group dynamics and its influence on the game itself.

    Additional Note

    The game has now been run eight times. There had been four runs before this article was originally written (2012–2014) and four more afterwards (2016–2019). The last two runs were played in English; one of them took place in the Czech Republic with international players (2018), and the other one was made in the UK in cooperation with local players and organizers, who took care of the production and invited the game designers to run the game there (2019). Neither of the English-language runs set any gender-related rules or content in the game. Players signed up in couples consisting of one leader and one follower, and all the content focused only on the dancing roles, i.e., the same-sex relationship mentioned above became a same-dance-role relationship.


    Dance Macabre

    Credits: Mikuláš Bryan, Kateřina Bryanová, Kateřina Holendová, Monika Kadaňková, Pavel Mejstřík, Pavlína Mejstříková, Šárka Olehová, Jana Pouchlá, Petr Růžička, Petr Urban, Caminito.Cz, Buenos Aires Tango, Ondřej Vicenik, Van Ahn Nguyenová, Iva Vávrová

    Date: 2012–2019 (eight runs in total)

    Location: Praha, Vanov u Telče, Svatý Ján pod Skalou, Lipník, Zámek Veltrusy, Krasnice Czech Republic; near Cambridge, UK

    Length: game – 3 hours, workshops – 14 hours

    Players: 40

    Participation fee: €50–80€ in CZ

    Proofreading: Iva Vávrová

    Web:

    http://dancemacabre.tempusludi.cz/ (in Czech), http://dancemacabre-en.tempusludi.cz/ (in English)

    Facebook page:

    https://www.facebook.com/dance.macabre.larp

    Photos:

    https://www.facebook.com/media/set/?set=a.419887498033165.90900.127279253960659&type=1

    https://www.facebook.com/media/set/?set=a.483878351643640.119048.283565981674879&type=1

    https://www.facebook.com/media/set/?set=a.569528713069042.1073741828.127279253960659&type=3

    https://www.facebook.com/media/set/?set=a.658602907494955.1073741834.127279253960659&type=1

    https://www.facebook.com/media/set/?set=a.2231212786900618&type=3

    https://www.facebook.com/media/set/?set=a.1441025652586006&type=3

    https://www.facebook.com/media/set/?set=a.658602907494955.1073741834.127279253960659&type=1

    Short Dancing Video: https://www.youtube.com/watch?v=GoAGdNaGMtQ&ab_channel=VegaProduction

    Video documentary (with English subtitles): https://www.youtube.com/watch?v=wk95Bb5hF2A&ab_channel=VegaProduction


    Cover photo: Image by Šárka Růžičková

  • Czech Chamber Larp Through the Years, Part 2

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    Czech Chamber Larp Through the Years, Part 2

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    This article, by Petr Kuběnský, was initially published in Czech on Larpy.cz on 27th August, 2020. It was translated into English there on 8th June 2021 by Iva Vávrová, and now appears here with the approval of the author and translator and with the permission of Larpy.cz.

    This half of the article ends our story about the evolution of chamber larp in the Czech Republic (and Slovakia). I started writing this essay as a by-product of the recent larp book Check Larps because I thought it was high time for reflecting on the past before the details vacated my mind for good. In the first part, I covered the first six years and the way the genre transformed from its first timid steps to an era when we had a chamber larp festival on every corner.

    The Golden Years (2011–2013)

    I ended the last part of the article with the 2010 larp Rocker and I noted that its controversial nature was not as important as some conscious design choices made by the author, Lujza Kotryová. There are a few things to add to that. Firstly, at that time, publicly saying “this game works with realistic erotic physical contact” was scandalous to an unprecedented degree. It made the larp’s popularity skyrocket, and I believe that it still counts as the best known and most frequently run chamber larp, alongside Moon. Basically everybody also had an opinion on the game, whether they’d played it or not. This was the first time the Czech community talked about issues that are still being debated now, at a time when we have the first larps working with people having sex as part of the game (such as Dekameron): Should larps have erotic content? Won’t the realistic nature of eroticism destroy the illusion of “playing at something”? Will it make us distort pre-written dramatic relationships through steering?((The term “steering” refers to players influencing the in-game reality for off-game reasons, according to Jaakko Stenros. An example might be preferring an in-game romantic partner who is off-game attractive to us to others.)) And most importantly, is it socially acceptable to say that we were just doing that “in character”?

    In any case, the taboo on real alcohol and real physical intimacy that had been in place before was broken. In the following years, this trend was replicated in larps such as Salon Moravia, Samael, Byznys a baroko (Business and Baroque) and (even stronger) the adaptation of the Nordic larp Kink and Coffee, which was run at one of the last Larpvíkends.

    Now the next thing, what we call conscious design. Around 2010–2011, the Czech larp community was already quite large, but it was still quite interconnected. Local communities were interlinked with personal relationships. The hard core of players and organizers was around a few hundred people strong and they all knew each other from different festivals around the country. They exchanged design know-how and that subconsciously set certain norms on design and quality.

    This was naturally helped a lot by the abovementioned Odraz conference and its publications. It is telling, after all, that Pavel Gotthard’s article ‘Píšu dobrý komorní larp a vím o tom‘ (I’m writing a good chamber larp and I know it) is still the most quoted source in Czech diploma theses focused on larping. That’s no mean feat considering it was published after the conference in 2011! It is sad that there are still no newer relevant sources on larp design in Czech, but we also have to admit that the main concepts in the article (the unique feature, topic, and framework of a larp) are still valid even today. After all, the author mentions the need for testing a larp before it is run and that only became common practice in recent years.

    The environment where almost everyone knew everyone did not last long. Within a few years, the community grew rapidly, and we might say that Court of Moravia’s old dream of making larp mainstream finally came true. Some new players saw it as an experience for one night or one weekend and had no desire to continue playing or start making their own larps. Other newbies, however, stayed and became the main pillars of the following developments. Naturally, other players would later find they had enough of the format and pick other larp types.

    When looking at the games themselves, the striking feature is especially the jump in the number of new larps. My (incomplete) records that I have been keeping for a few years show that a record number of 39 new pieces was written in 2011. That is triple the number of chamber larps that the Czech scene larps had produced only three years back. With this number, it is a bit hard to look for clear trends, but let’s try.

    Bleed, Experiment, and Legend

    Bukanero (photo: Filip Drirr Appl)
    Bukanero (photo: Filip Drirr Appl)

    I have already mentioned the popularity of the so-called ”Czechoslovak jeep”. After 2012, the number of larps in this genre went through the roof. At the same time, the form became more worn and shallower. “Czechoslovak jeep” larps were often relationship or family dramas, and rather than creative takes on the format, the games were often reduced to a railroad with scripted scenes. The original freedom and experimental nature innate to jeepform could therefore only be found in translated larps from abroad that we started running (Drunk, Fat Man Down). Still, I believe that we have been through this jeep madness: both because of the handful of truly excellent games that this gave rise to, and because this scenic structure was carried on to other larps that would shed its theatrical nature (Cien Años de Soledad), or emphasize it in a creative way (Telenovela, Bucañero).

    Why are we talking about the “golden years”, though? Well, it’s not just about the sheer number of new larps and the adaptation of design principles. Most importantly, something changed the games themselves and the way they worked. We got the first truly good larp comedies, like Telenovela, Škola (School), or FK Perseus, where the players took the roles of a football team. I actually still believe that comedy is one of the most difficult genres to convey through the medium of larp and Kamil Buchtík, the author of two of the three larps mentioned above, deserves a Golden Globe (of larp) for his contributions.

    Telenovela (photo: Karel Křemel)
    Telenovela (photo: Karel Křemel)

    We also did a lot of translating and adapting. If we count translated chamber larps, the number of new larps in these years would be even more striking.

    There were a lot of them, but I’ll mention at least Doubt. The first runs in Brno were done by Michal Havelka and Vanda Staňková in 2012, and a lot of players left it with a profound feeling of “what the hell”. Things that were especially hard for Czech players to wrap their heads around at the time included stuff like: “OMG, somebody forgot to write half the larp!” or “Do you seriously expect us to drag our own romantic screwups to light here?” And then at the end: “Did we really spend eight hours here?” I’d say that while the term “bleed” had only been known by a few larp theorists a few years before, now with Doubt, it gained very clear dimensions.((You can find out more about how the larp developed and how it was received in Czechia in Michal Havelka’s article http://larp.cz/?q=cs/clanek/5952/doubt-aneb-pribeh-jednoho-larpu))

    We also picked up a very peculiar habit: we started experimenting… Although of course if we look back at the early years, we could technically say that everything was an experiment, because no paths had been trodden before. Jakub Balhar wrote The Strings, a larp in which the players got tangled in a complex web of laws and clauses, while also getting tangled in a very real web of strings that tied the participants to special harnesses. Zuzana Hrnčířová designed a chamber larp that happened in the darkness. Her Terapie tmou (Darkness Therapy) was also remarkable because she got funded by a grant that allowed her to make the first ever tour of the Czech Republic with her larp. I also cannot leave out the crazy computer game adaptation Kytky versus Zombie (Plants vs. Zombies). Lesser-known games worth mentioning also include the crazy crossover Don Juan aneb strašlivé hodování (Don Juan or a terrible feast), which combines a telenovela aesthetic with dancing, plucking feathers, and absurd theatre.

    Last but not least, there are three striking larps that must be mentioned. What they have in common is that, like the owls in Twin Peaks, they are not what they seem. I cannot avoid major spoilers, but since the larps are all quite old and in Czech, I don’t think it really matters. All these games have a sort of a second plane, a major revelation that completely changes their meaning in the end.

    At first glance, I speak only da truth looks like the twin of the dirty cop drama Odznak, mentioned in the previous part of the article. The interesting thing is that the players are divided into gang members and police officers in the beginning and the groups spend most of the game in separate rooms. The real revelation only comes in the final credits (yes, there are real credits), when the participants find out that the whole story is a biblical allegory, in which a dead mobster plays the role of Christ.

    Moon, a western space opera and the larp with the most reruns in the Czech Republic, is a similar case. While Only da truth was inspired by The Wire, Moon draws on the super popular TV show Firefly. But again, it’s not primarily about the stories of space cowboys – the story is a clever parallel to the dilemma that Czechoslovakia faced in the aftermath of the Munich Agreement before World War II – do we surrender our home or face an insurmountably more powerful enemy against terrible odds?

    Eliška Applová and Rado Hübl approached this method slightly differently. While for a short time, their Samael took up the mantle of scandal after Rocker, the message was completely different. The larp contained realistic physical intimacy, real alcohol, and even some (relatively) realistic violence, but at the end, the wild party feel is drowned out by an epilogue containing the statistics on sexual assault in the Czech Republic, which is also the secret underlying the main storyline of the whole piece.

    Samael (photo: Tomáš Felcman)
    Samael (photo: Tomáš Felcman)

    All three of these games count amongst legends of the chamber larp scene of old. Other legendary pieces include Iure, Hranice (Border), L-World, Never let me go and many of the games that I have already mentioned. This clearly shows that in these years, authors were often drawing on experience from designing older games. That helped them know what motives to accentuate and how to design their pieces to create the right experience.

    The Harbingers of a New Age

    The period of 2011–2013 also gave rise to a very significant sort of momentum that would impact the future of chamber larp in the Czech Republic profoundly: The onset of high-production content larps (even though we didn’t call them that yet). Let’s look at how it happened…

    Some of the chamber larps of this time were already signalling a slow shift towards better production value. Moon, El día de Santiago, and Bucañero for example could no longer make do with your standard classroom and the costumes that players can supply. The Pirate larp Perla Karibiku (Pearl of the Caribbean) even had a VIP version, which added good food and drink on top of its splendid production. Still, these were quite isolated cases.

    Things had already been set in motion a bit before that, with the creation of Projekt Systém (2009) by Court of Moravia. Suddenly we had a serious larp about a totalitarian regime, with robust plot design and game mechanics, and pre-written characters, which took place over three days in the realistic venue of a recreation camp from the Communist times. Costumes, full production, all-day catering, and mental terror all included.

    In 2010, Central Bohemian designers came with Ardávské údolí (The Ardávia Valley), and a year later they ran their larp Porta Rossa, set in a renaissance town during a plague epidemic, which had almost film-like production values. From that point onwards, the machinery of big, high-production games was unstoppable. However,… when I say big, I don’t necessarily mean the number of players. Many high production larps of this type were actually quite hard to categorize. Skoro Rassvet, Salon Moravia, or Dance Macabre, for example, had between 3 and 8 hours of game time and (except for Dance Macabre) they did not have that many players, so we could technically easily classify them as chamber larps. But the experience as a whole also included workshops and in some cases an afterparty, so taking part in them usually took up an entire weekend.

    This new trend also went hand in hand with more frequent and louder talk about the importance of pre-game preparation and the post-game phase (a debrief, reflection, and taking care of player safety in general). The aforementioned concept of “bleed” was in the foreground of this debate, though the meaning had shifted a bit.((Czech larpers still use “bleed” or “bleeding” to denote a player feeling sad or blue during or after the larp. In larp theory, the term “bleed” is more nuanced and refers to the transfer of (any) emotions between the character and the player.)) We started having discussions over whether the then common approach of “I want to feel emotionally shattered after the larp” was healthy. All this suddenly permeated the sphere of chamber larp as well, even though up to that point the common thing was to drown emotions in a pint of beer at the festival afterparty and limit reflection to questions like “what was your strongest experience in the game?”

    It also seems undeniable that high-production content larps owe much to chamber larp. Their authors generally started in the chamber larp environment and tried out the fundamentals of design on making chamber larps. In the last period that we will mention, large-scale games with pre-written characters started pushing out the demand of chamber larps more and more. It is worth mentioning that most current content larp authors over 30 started writing and playing chamber larps around the period of 2011–2013 at the latest.

    In the beginning of this article, I mentioned how interconnected the community was around 2011. I should also say that as the chamber larp scene rapidly grew, the situation became less clear. New towns started their own festivals: Plzeň, Pardubice, Lipník, or Ostrava. These attracted new young authors who took their first designer steps in their own little communities. The side effect of the increase in new debuts was, as could be expected, that a number of them were only run a few times.

    I speak only da truth (photo: Trojité Ká)
    I speak only da truth (photo: Trojité Ká)

    Knowledge sharing and theoretical reflection slowed down a bit once again. The reasons are simple: the pioneers of larp theory who stood at the start of the chamber larp boom were slowly leaving the scene, which paralyzed projects that had served for these exchanges up to that point. This buried the work on the Czech larp wiki, Larpedia; Larpy.cz experienced a long hiatus; and the last Odraz conference took place in 2012.

    But not everything was sad and in decline. 2012 also saw the start of Larp Database, and the first Czech larp podcast, Role, was launched only a little later. We also got new chamber larp initiatives, such as Hraj larp (Prague) and Hraju larpy (Brno). They took up the mantle of Court of Moravia and started organizing a chamber larp run every week or two. That reminds me: we also got our first chamber larp “assembly lines”. The first was Larpworkshop in Česká Třebová, while Brno even got a larp design course, Škool, that stayed active for several years. It was also a time when the first chamber larp authors passed their scenario on to a new organizing team. The honour belonged to the most famous chamber larp of the time: Moon.

    The Swan Song (2014–present)

    I have to admit the last period could probably be divided into multiple parts. If we look at the chart of new original larps in Czechia, we can see that the boom of the previous era lasted for several years, before the numbers plummeted. Yet the new trend of players slowly shifting their interest to large content larps is clear. The truth is I succumbed to it as well, so I only played around fifteen chamber larps from this period myself.

    Chart of new larps (diagram: Petr Kuběnský)
    Chart of new larps (diagram: Petr Kuběnský)

    When I mentioned the shift, I didn’t mean just the players; organizers were part of this trend as well. The most famous figures of the past five years started this era by producing new weekend-long content larps, rather than chamber larps. These included Legion: Siberian Story or De la Bête. Figuring out why this happened doesn’t seem hard: The high-production, 360° illusion of an authentic, wide-ranging world was no doubt more attractive than larping in Mrs. Currywinkle’s basement. The fact that the target group got older definitely also played a role. Spending a weekend away once every three months started feeling easier than scuttling around Prague every week for two hours of larping.

    The further development of chamber larp therefore fell mostly in the hands of newcomers and the Larpworkshop patrons. As most traditional festivals fell into decline, the main marketplace for chamber larps shifted to events organized by the Hraj/u larpy weekly initiatives in big cities. An interesting opportunity for targeting players who’d never larped before was the annual Gamecon, which gradually broadened its larp selection.

    While the chamber larp community grew smaller and more fragmented, we still got local communities now and then, centred around dedicated larpwrights who kept pushing the train onwards: EH Games in the Slovak Košice, StopTime in South Bohemia, or the not-so-new Crex in Ostrava.

    Chamber larps also entered completely new environments where they could address completely new target groups, for example libraries or art galleries: such as Vendula Borůvková’s “art larps” Nový Eden (New Eden) and Člověkohodina (Man-hour). They also turned out to be useful in education: the historical project Post Bellum ran workshops in schools, Josef Kundrát created edu-larps to teach practical applications of science. Reflective experiential learning also found its intersection with chamber larp, in the form of projects like V kůži pacienta psychiatrické léčebny (In the Shoes of a Psychiatric Hospital Patient) and Cesta za snem (Pursuing a Dream).

    It is also no surprise that in recent years, the larp medium got into contact with the theatre world. We could see that in the larp adaptation of Pomezí (Borderlands), originally a successful immersive theatre performance, which took place at the original theatre set, as well as in recent performances by Janek Lesák’s company The Game and Městečko Palermo usíná (Mafia).

    I remember that, once it had become clear that the heyday of chamber larp was past, I predicted that the format could become a sort of experimental laboratory that would serve for testing new, bold concepts. That turned out to be an overly idealistic and mistaken idea, which did not suit the interests of both participants and authors. After all, unconventional, non-traditional larps had quite a lot of trouble finding players (such as Cien Años de Soledad).

    Nevertheless, we did get interesting new takes, mainly because seasoned organizers wanted to make something original. That gave rise to the non-verbal Čí sny sníš (Whose Dreams Are You Dreaming), the abstract and improvisation-based Figurky (Pawns), or the civil larp Nejdelší zpoždění (The Longest Delay) where four out of six players take the roles of the protagonists’ thoughts. Orlov, in return, represented an interesting fusion of larp and computer game, with a spaceship crew dealing with their internal struggles and external threats, while also flying their ship using a computer simulation.
    My favourite chamber larp from this period is the narrativist Karavana (Caravan), an intentionally non-dramatic game inspired by Arabian Nights. A group of people sitting around the fire in a tent in the desert tell stories based on the organizers’ input.

    We also kept translating lots of larps from other countries, and this period also gave rise to a number of comedies, often with quite bizarre topics. These allowed you to try out the roles of Greek gods, sardines, or preschoolers: Medvídek Pú (Winnie-the-Pooh), Poprask na Olympu (A Scandal at Mt. Olympus), Prom, Pískoviště (Sandbox), Ryby (Fish), Výjimeční vyšetřovatelé 2 (Incredible Investigators 2). Chamber larps also started breaking out of the conventional mould more frequently: Some were not played in one room (such as the outdoor Stezky šamanů (Paths of the Shamans), or lacked pre-written characters and plots – Figurky, Hrací skříňka (Music Box), Poprask na Olympu, etc.

    This is no Theatre, My Boy…

    Almost every chapter of this article mentions an article by Pavel Gotthard, so this one won’t be an exception. In 2013, he published a provocative debut novel Léky smutných, a lovingly teasing commentary on larp escapism. A year later, he wrote his essay ‘Není pravda‘ (Not true), a call for authenticity and understated acting. He sees potential for that both on the side of the player, who can use these to make their performance deeper and more believable, and on the side of the author, who can be challenged to look for deeper motivations for character conflicts. If we learn to observe everyday details and behaviour patterns, we’ll improve our ability to generalize our own experience to give a broader account of interpersonal relationships.

    Prom (photo: Tomáš Felcman)
    Prom (photo: Tomáš Felcman)

    I believe the author’s view was informed by larps oriented on an everyday setting, such as Samael or Doubt. In a previous chapter, “It’s alive”, I mentioned that in the previous periods, a “good, dramatic scene” was closely linked to a slightly overdramatic, exaggerated acting style. Pavel’s article suggests the direction in which the scene had moved since then. This was not only due to the players, but the larps themselves. Building shallow plots around “you want something from Frank, and you hate Henry because he stole your girl” was suddenly not enough anymore. This desire for nuance and authenticity was later also reflected in larger dramatic larps, such as spolu/sami (together/alone) and Příliš krátká neděle (Sunday Ends Too Soon). In chamber larp, it became the signature look for larps by Lucie Chlumská and Zuzana Hrnčířová.

    Zuzana became a pioneer of new approaches, which often toed the line between larp and experiential psychological games. Her larps intentionally blur the boundaries between player and character by making the participant answer difficult questions, such as: “Are you happy with where your life is going?” The one-person larp Probuzení (Awakening) can answer that. “How do you communicate in your relationships?” Explore that in My dva (The Two of Us). If there is somebody we can point to as a larpwright who developed their unique auteur style over the years, it’s definitely Zuzana.

    Lucie Chlumská’s name, on the other hand, gradually became a mark of quality. The success of her L-World was followed by the social drama Takové hodné děti (Such Good Kids) and most importantly her hit piece Příběhy hříchu (Stories of Sin), set in an Irish Magdalene Laundry. Příběhy hříchu had two remarkable elements: Firstly, its scene design was unique and resembled a film mise-en-scène. The space where the player was standing determined whether they were in the dominant part of the scene or in the background. Secondly, the larp also confirmed a trend of the previous few years and showed how the demographics of the audience had changed. The game had solely female roles, to be played by women – although there were also several all-male crossgender runs. If we look back at the older games, for example those by Court of Moravia, mentioned in the previous part, we can see that in most cases, only a third of the roles at best were for women.((It was, and to some extent still is, customary that characters were either male or female and people picked them based on their gender. Over time, as the proportion of women in the community grew, this meant a strong push for writing more and more interesting female characters. Crossgender play (people playing character regardless of their gender), as well as characters outside of the binary, have only become somewhat common in recent years.))

    Now it seems the time has come to conclude my piece. I have to admit I don’t know exactly how to do that without sinking into nostalgic rambling. The thing I was thinking about the most as I was writing was how much we had progressed in both larp design and how we play larps in those fifteen years. We no longer have to teach Paul not to act as Paul in the game, but as the character he is playing. (Almost) nobody is shocked that larping is not just a specialized hobby for a handful of nerds, but an activity that’s accessible to anyone. We are not surprised that there are think-pieces on larp national weeklies and that larps get their own documentaries. We don’t clutch our pearls at sometimes getting served real whiskey in the in-game saloon, rather than apple juice. We know how to show in-game emotions by means other than screaming our lungs off. We understand what words like design and metatechnique mean. And I could go on forever…

    The truth is that chamber larp has become an endangered species and there’s no point crying about that; it’s just the times that are changing. But before it started singing its swan song, it had given us a lot. When I look back, I also see another thing that we should perhaps take away from its history: Its boldness. The courage to go where no one has gone before. To try entirely new paths, even at the risk that you will hit a dead end.


    Cover image: Pomezí (photo: Michal Kára)

  • Czech Chamber Larp Through the Years, Part 1

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    Czech Chamber Larp Through the Years, Part 1

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    This article, by Petr Kuběnský, was initially published in Czech on Larpy.cz on 25th June, 2020. It was translated into English there on 16th March 2021 by Iva Vávrová, and now appears here with the approval of the author and translator and with the permission of Larpy.cz.

    Last year, a team of authors published a Czech collection of chamber larp scenarios called Check Larps. I wrote the introduction, focused on the specific features of the Czech approach to this format, and in the process, I realized that it would be interesting to look back on the history of Czech chamber larps in general. I was interested in looking at major shared features and intersections in their development, as well as important milestones. After all, there was a time when chamber larp was one of the main drivers of innovation in Czech larp and would often massively determine the shape of larp as a medium in the Czech Republic overall.

    I will start my story in 2004 – in a moment. If I am to truly delve under the surface of history, I first need to make a short introduction of how we got to that point. I will not go into too much detail about the predecessors of larps in Czechia (others have already done that for me), so I’ll just mention the basics: Larp became a thing in the Czech Republic soon after the fall of the Iron Curtain, around the beginning of the 1990s.

    At first, this mostly meant battle-larps or DnD party-style fantasy games, both outdoors and in urban environments, with participants going through sets of clearly given quests. Around the end of the 1990s, the first open world sandboxes appeared – larps which gave their players quite a lot of freedom in deciding what to do or not to do. This meant quite a mindset shift: It suddenly wasn’t enough to wait until the adventure and plot found the player; players had to look for it actively.

    The first years of the new millennium saw a rise in political games and intrigue. This was especially salient in urban larps, where it was somewhat influenced by the prevalence of the World of Darkness setting, but outdoorsy sandbox larps were influenced as well. Production value and maintaining an all-around illusion of the larp world also became more and more important. And, perhaps in contrast to political larps where the point was to climb as high as possible in the game’s hierarchy, some authors decided to make their larps less gamist and focus on narrative experience.

    As you’ll soon see, this trend went hand in hand with the birth of chamber larp – a format that markedly broadened the genre spectrum of Czech larp and made experience design much more conscious and deliberate than ever before.

    The Czech Way

    I will just add one more caveat related to the specific features of Czech chamber larp, in order to make sure international readers have the chance to be on the same page. Until the first chamber larps were created, there were basically no larps in the Czech scene that would have multiple re-runs. On the other hand, chamber larps were almost always designed to be rerunnable and some of them had over a hundred runs.

    Since its very beginnings, chamber larps were always seen as works that belonged to their authors and that would be run almost exclusively by these authors. Publishing notes, content, and methodology to allow others to run them was extremely rare. Cases where authors would intentionally pass their larp to other larp runners were just as unusual.

    A typical Czech chamber larp is non-transparent in its design. Roles are pre-written by the authors and do not change between runs, which allows the authors to control how the story developed. In the beginning of the game, participants have no idea about the goals and motives of other characters or future story developments, which allows them to play with secrets and surprise. The game runner generally does not participate in the game – at most they help the plot progress through non-diegetic (announcing new chapters of the story structure etc.) or diegetic entries (short-term entries into the game as an NPC).

    Exploring the Format (2004–2006)

    Chamber larp is just like any other kind of larp: we generally understand the label in similar ways, but any strict delimitation will always be imperfect. For example, if we look at the definition used by the Czech Larp Database, we can see that chamber larps are “larps that are generally played in one or two rooms, take up to eight hours and have up to 20 participants”.

    Needless to say, there are chamber larps that break one or more of these rules. But most importantly… wouldn’t this definition also fit to the Mafia/Werewolf party game? Or educational games, like Humanus by the Czech Lipnice Summer School?((Humanus was a lightly structured production, with a group of characters, sheltering in a bunker after a nuclear incident, who had to deal with a variety of issues (what to do with a survivor from the outside who wants to get in the bunker, what to do when one of the characters has an infectious disease, and so on).)) And even if we stick to larp in terms of the authors’ intention, I don’t doubt that someone could find an old-school sandbox from way back in the day that would fit these parameters.

    To be a bit more specific, we could add another condition: pre-written characters and plots. That symbolized a real milestone. In the first years of the new millennium, it was not at all common for an organizer to prepare the characters for their players. Let’s set aside questions such as how long the character needs to be or whether all the games we’ll mention really adhere to this tradition without any controversy. We simply need a starting point for our purposes. That doesn’t mean a perfectly accurate definition, but rather a point where this set of conventions started being formed and established. What we’re talking about is influence – the epicentre that ripples started spreading from. For us, this point in time will be 2004.

    At that time, the organizer group Veselý Kopeček, formed by Tomáš Kopeček and Jindřich Stejskal translated Fire at Midnight, a murder mystery larp, and modified it for the Czech community. Its story was connected to the popular RPG Vampire the Masquerade, since its target audience was the community around urban larps organized by Court of Moravia (CoM), a Czech larp association based in Brno. A year later, the same pair of authors came up with their own sequel, and the Veselý Kopeček group also produced another mystery larp Překvapivý podezřelý (The Unexpected Suspect) written by Lukáš Veselý.

    Pandora IX, 2007 (photo: Tomáš Kopeček)
    Pandora IX, 2007 (photo: Tomáš Kopeček)

    All of these had several runs and in 2006, small-scale larps were already getting created in several places in Czechia and Slovakia – even though finding any connection or causality between them is difficult. VUML, a Southern Bohemian larp group, wrote a larp adaptation of a Czech mystical musical Tajemství (Secret). In Brno, a larp group called LED even ran their Bunkr Eugenika (Eugenics Bunker) in a real underground bunker. What both these games had in common was treading the line between larp and Experiential Education and the characters were quite minimalist, if there even were any. A Slovak group, Osobné Kakavo Production, organized a 12-player larp Gebäude 9 in 2006. It was set during the Nazi occupation of Slovakia and while it took place in a specific building by the Danube, an equal part of it was spent outdoors. There were also almost as many organizers and NPCs as players – which was in fact common with early chamber larps at this time.

    Rodinná oslava (photo: Karel Křemel)
    Rodinná oslava (photo: Karel Křemel)

    Most importantly, in 2006, the abovementioned Court of Moravia took over the mantle of pioneers of the genre: first they created the fantasy larp Cela (The Cell) and soon after also Rodinná oslava (A Family Celebration). Cela could in fact easily serve as a case study to list the most common pitfalls that appeared in many chamber larps in the following years:

    1. Create an environment the characters cannot escape (prison, shelter from an external threat, locked doors, etc.)
    2. Revolve the plot around a murder mystery. If possible, add interrogations.
    3. You need several pages of information for everyone; most of them useless. The players should get it all at the beginning. No worries about giving it to them gradually.
    4. Add special skills. If no skills, at least have skill numbers for attack that people have to compare.

    The point here is not to mock Cela; just to illustrate that in the beginning, we all kept copying one another and reinventing the wheel.

    Picking up Speed (2006–2007)

    In the fall of 2006, the M6 manifesto was published, outlining the basic features of the chamber larp era. Its points include a mention of pre-defined roles, and a shift of the main focus from outdoors action to roleplaying and story (co-)creation. To illustrate what role-playing looked at the time (though naturally not always): the most interesting parts of the manifesto show that at this time, organizers do not automatically expect that the player and the character are two separate entities and that the character has their own goals, motivations, and attributes.

    The first generation of Court of Moravia’s games show quite nicely how attention gradually shifted to playing and immersing in one’s role. The lion’s share of the credit for this definitely goes to Jana Hřebecká, who came into Court of Moravia without much knowledge of vampire larps, but with experience from her studies at JAMU (Janáček Academy of Music and Performing Arts Brno). She was one of the main drivers behind the kitchen sink drama that was Rodinná oslava. Its story revolves mainly around airing one family’s dirty laundry at a multi-generational celebration. This emphasis on dramatic relationships and ambiguous characters was also typical for CoM’s later games, often in combination with a specific genre.

    Looking back, it seems as if the group of authors centred around Petr Pouchlý decided to make one game for everyone: “Do you want a tough Tarantino-style flick? Play Kořist (Loot). Prefer a modern political drama? Ok, here you go: Sestup (Descent). Or something more mystical? Well, then you want Seance. A decadent conversational Victorian larp? We can offer Klub sebevrahů (Suicide Club)…” This genre diversification gave chamber larp the kick it needed to find its place in the sun.

    Chamber larps were played in very diverse, often improvised settings. Komorní Lipník 2010 (photo: Regina Konířová)
    Chamber larps were played in very diverse, often improvised settings. Komorní Lipník 2010 (photo: Regina Konířová)

    The main driving force of CoM was its desire to make chamber larp into a reasonable alternative to spending the night in the theatre or the cinema. Naturally, that meant opening the format up to the broader public, outside of the larp scene. I still remember how at some point in 2009, I was on the tram and saw colourful ads for the Larpvíkend chamber larp festival, promising a strong, “cinematic experience”. The first Larpvíkend had taken place three years earlier.

    Court of Moravia’s transition from urban vampire larps to chamber larp helped stabilize the format. There was more production value, though it all still had to fit in one box, as well as a general “take and play” approach. Every player got a basic costume. Character sheets were divided right before the larp started. The larps generally took place in one room, and while organizers tried to seek out venues at least generally similar to the setting (a bomb shelter to represent a submarine cabin), it was extremely common to play in classrooms and clubhouses.

    The wheels were truly in motion. Thanks to the Larpvíkend festivals, we can probably talk about a ripple effect starting somewhere around this point. The Veselý Kopeček group escalated their efforts and created a fairly authentic space station simulation, including a computer interface – Pandora IX. At the same time, new larp groups took to the stage: No Happyend Team from Northern Moravia, and Prague groups such as Mad Fairy with their Tak zpíval Listopad (Thus, November sang) and Lorem Ipsum with Bunkr (Bunker), which had quite a lot of reruns.

    It’s Alive! (2008–2010)

    The time had come. The chamber larp mania struck Prague with full force. Prague by Night, an association of older organizers, rolled up their sleeves and added their own pieces to the puzzle. Mention-worthy works include Petra Lukačovičová’s slow and atmospheric adaptation of O’Neill’s angsty dysfunctional family drama Cesta dlouhým dnem do noci (A Long Day’s Journey Into Night) and the ambitious Derniéra (Closing Night) set in a theatre company, played both on the stage and behind the scenes. In Derniéra, Petr Maleček created something that remains unique in the Czech scene to this day, by mixing the medium of larp with theatre, its older sibling.

    Derniera (photo: Michal Kára)
    Derniera (photo: Michal Kára)

    In 2008, Prague started its own chamber larp festival tradition with the Prague Larpvíkend, organized by Prague by Night. Gradually, more and more young organizers joined in and made their first larps. That was no accident: Prague by Night had intentionally decided to launch a young talent incubator by organizing a larpwriting course for people around 18 in the local Youth Centre. The course participants’ debut was the above-mentioned Bunkr and while its story was not exactly stellar (but anyone could probably say that about their first larp), it opened the floodgates for a slew of other games by other young Prague by Night members. An example of their work would be the melancholic fanfic-y adaptation M*A*S*H by Radek Morávek and Zdeňka Vojtíková.

    Midsummer´s Night (photo: Radovan Wulf)
    Midsummer´s Night (photo: Radovan Wulf)

    In the meantime, Court of Moravia continued in their crusade for promoting chamber larp in public. Their Larpvíkend festivals in Brno would occasionally be visited by journalists, and while that probably won’t wow you now, back in the day, it seemed like an incredible feat. Around this time, they also started the tradition of inviting international authors to come run their larps – which might be a good point for a slightly more in-depth analysis.

    In 2007, the people around CoM and Veselý Kopeček started attending Knudepunkt, which at that time had overwhelmingly Nordic participants. The appearance of larp creators from Central Europe was therefore a bit of a sensation at first. Most importantly, Knudepunkts helped CoM establish a useful network of contacts. The 6th Brno Larpvíkend saw its first guests from Poland and Hungary and in the following years, international larps became a regular occurrence (T. Wrigstad, F. Berg etc.). Czech authors also started to adapt and translate international larps, such as A Midsummer Night’s Dream or Club Felis.

    Klub Felis, Komorní Třebíč Festival 2010 (photo: Veronika Kuběnská)
    Klub Felis, Komorní Třebíč Festival 2010 (photo: Veronika Kuběnská)

    Court of Moravia’s later works followed the previous trend of creating a diverse portfolio – though sometimes at the cost of discovering dead ends. For example, their conversational larp Versus Bůh (Versus God), inspired by the film 12 Angry Men, had no pre-written characters. At the beginning, players would choose one aspect of their character from a pre-written set and in the following rounds, they would add more attributes on a “first come first served” basis. This sometimes gave rise to extremely bizarre combinations. Their wild concept of a gamist supervillain larp, Zlouni (Bad Guys), which revolved around solving puzzles and riddles more than role-playing, was not much of a hit either.

    On the other hand, their Hollywood-style rom-com Star was quite the success. If I’m not mistaken, it was also the first larp to feature the Ars Amandi mechanism for simulating intimate contact. In the following years, larps where couples snuggled each other’s arms in dark corners started cropping up at every corner, which just goes to show that everybody was copying everybody else at that time.

    The Slovak Wildstyle and the Regions

    When I talked about “international larps”, I intentionally avoided mentioning Slovakia. But Slovak creators are important, because for a short time, they became a major innovation drive for the Czech scene. The Slovak larp group ERA first piqued the Czech community’s interests with their larp Subkultúra (Subculture). Its run in Nitra was attended by members of Court of Moravia, who then invited ERA to run their (still fairly conventional) mystery chamber larp Bytovka (Tenement) in Brno. Later, in 2009, Lujza Kotryová, Aleš Svoboda, and Tomáš Kozlík also came to the 6th Brno Larpvíkend with their two larps inspired by the Nordic jeepform, Minulosť s.r.o. (Past inc.) and Dva svety (Two Worlds). The reason I’m mentioning them is that these runs were extremely influential, and the Czech scene was soon flooded by larps with scripted scenes.

    Czechoslovak Jeep

    I’ll now go off on a bit of a tangent to explain how exactly this came to be. In the spring of 2010, I ran my surrealist jeep drama Lunapark život (Carnival Life) for the first time, at a festival in Třebíč. This raised the awareness about this new type of larp in the Czech scene. But at the same time, it also confused the terminology a bit.

    The Nordic jeepform is a relatively free and extremely transparent form, which does not use scripted scenes or work with non-transparency and secrets at all. The ERA authors were aware of that, but they also believed (and I think they were correct) that the Czech audience would not accept a larp like that. What the Slovak authors did like, however, was that jeepform was narratively oriented, allowed for cuts and scene jumps, and intentionally used symbolism in working with the space and props (after all, at that time larps were often played in classrooms and random underground spaces).

    In any case, around this time, this category of larps was labelled “jeep”, later specified at least a little bit more as “Czechoslovak jeep”.((For more details on the differences, see Kamil Buchtík’s http://www.larp.cz/?q=cs/clanek/5882/jeep-vs-ceskoslovensky-jeep (in Czech))) Since Dva svety, Lunapark Život and Zbyněk Štajer’s extremely popular Sen o múze (Dream of a Muse) all had quite a lot of runs, Czechoslovak jeep became a very widespread format for many years. I would just note that while both Dva svety and Lunapark were fairly loosely structured games, quite open to interpretation, later Czechoslovak jeeps went down the path of a high level of scripting and abandoning the symbolic scenography. I’d say the absolute pinnacle of this development was probably the high production (almost theatrically scripted) larp El día de Santiago.

    Slovakia and the others

    Now, let’s go back to Slovakia. ERA were not the only ones massively inspired by Nordic larp. In 2009, the Bratislava group Nový pohľad (New Outlook) was established. They were so ahead of their time that they openly declared they “saw larp as a full-fledged interactive medium”. Unheard of! More importantly, Tomáš Dulka and Andrej Tokarčík were making games that intentionally challenged the conventional mould of Czech design (even though design in itself was not a particularly common term in relation to larps). For example, the existential larp Cez mŕtvoly (Over Dead Bodies) had no pre-written story, only a set Kafkaesque theme of persecution. In Otcova rola (Father’s Role), the key character of the father transforms into an archetypal “shadow” in the second part of the game and influences the decisions of the central protagonist, the son. Nový pohľad’s larps were always a sort of provocation, which, after all, would not always get a warm welcome.((This just confirms what I mentioned in relation to ERA: Most of the Nový pohľad larps were similar in form to the Nordic jeepform, which generally felt too abstract and insufficiently immersive to Czech and Slovak players.))

    At this time, chamber larp was spreading incredibly fast. This was naturally helped by festivals. I’ve mentioned three of them so far, but there were several others, including new regional ones. Its organizers wrote several chamber larps and later disappeared from the scene. In the meantime, the Buchtík brothers entered the chamber larp scene with their police procedural Odznak (Badge), which made its mark by combining a gamist investigation plot with the dense atmosphere of a corrupt cop drama.

    Noir (photo: Radovan Wulf)
    Noir (photo: Radovan Wulf)

    The last thing worth mentioning might be that in 2009, Court of Moravia tried to make two truly high production larps in the hopes of a commercial success. In both cases, we’re talking about quite borderline cases of “chamber” larps. Noir did only have 5 players, but it included travelling in a limo around different locations in Brno, while Oka nezamhouříš (You Won’t Close Your Eyes) was a site-specific horror experience built around the venue of an abandoned mill. Both larps aimed outside of the larp community, but they failed to find an audience willing to pay a market price for them.

    Chamber Larp Crisis

    To conclude this part, I should just add something to summarize what the chamber larps of this era were really like and what conditions influenced them. Czech players who played any of the above-mentioned larps (or any unmentioned ones from the same period) in recent years generally noticed that they have a very outdated feel. In most cases, they lacked any sort of design structure leading to gradual escalation. Typically, players would have to make whatever they started with last them the whole game. At best, they might get a few story-building hints from a letter or a voice over the radio. These larps would already use (more or less inventive) mechanics, but did not have much in the way of holistic experience design.

    But even that slowly started to shift. In 2008, the first Odraz larp conference took place and the larpy.cz website started filling with (mostly international) theory and larp reviews. At the third Odraz, Pavel Gotthard for example talked (and published an article) about dramatic structure and tension triggers in chamber larp.

    Star, Larpvíkend V. (2008) (photo: Radovan Vlk)
    Star, Larpvíkend V. (2008) (photo: Radovan Vlk)

    Since a lot of new organizers jumped onto the rolling bandwagon, there was suddenly a huge number of debuts, which rarely astonished with their quality. But the immense hunger for new games meant we all devoured even these first works with gratitude. After all, at this time it was generally still possible for one person to manage to play all of the new games in a given year. Later on, that possibility vanished, never to return. The genre spectrum became much more diverse, although generally speaking, we could say that it was relatively dominated by fantasy, sci-fi and kitchen sink dramas.

    Last but not least, chamber larps became more dynamic. There were fewer conversational games focused on huddling over a candle, even though it was still very common to build a larp around making the players decide who is guilty, who will go outside, or who they’re going to kill.

    Looking back, I feel that the acting in moments of crisis was much more dramatic and seemed more over the top than in the later years. For example, it was fairly common that at the end of a larp, a player would grab a gun and start shouting that they’d kill themselves or somebody else. Later on, similar displays became less common – though that was caused in equal measure by the fact that players learned to be a bit more subtle in their role-playing and by design progress (there were fewer plots revolving around having one gun in the room). A lot of the chamber larps of this generation were only run a few times before they disappeared into the void. Only a few better, resistant pieces remained, and many were later reworked. After all, at this time, testing larps was not particularly common.

    Finally, when talking about this period, we must mention Tomáš Kopeček’s provocative article, ‘Komorová krize‘ (Chamber Crisis) from the beginning of 2009, which asked the question “Is the chamber format dead?” When looking at the roughly 30 games that had been created by then, it seems a bit ridiculous that this was even on the table at the time. However, the main point of the article was somewhat justified.

    At that time, the author mainly criticized the fact that chamber larps mostly meant “parlour larps”, focused on conversation, and that they worked with a much lower level of player participation: the player became a passive consumer of content without having any responsibility over co-creating the story. He argued that organizers simply mechanically copied the format as a template that seemed simple and undemanding in terms of preparation, instead of first deciding what type of larp they wanted to make and what goals they wanted it to achieve. The author believed that a reflection like that must precede any creative decisions on the style, genre, and format.

    While the article is quite vague in its definition of player participation, many of its points seem to be true in retrospect. CoM, which had a hegemonic role in the community and a massive influence, intentionally made larps that were easily accessible, since its agenda was centred around making larp a part of the mainstream culture. Most new organizers, then, were generally enthusiasts without much experience, who often simply mechanically copied existing know-how. As a slight overstatement: every larp had some less significant characters that could be omitted if not enough players signed up; violence was resolved by comparing attack numbers; and erotic play was dealt with by using Ars Amandi. All that seems a little funny from the point of view of the current Czech community.

    The game-changer was Rocker, which came in 2010. From today’s perspective, its major contribution was not any amazing design or that it had “scandalous” content; it was mainly that the author, Lujza Kotryová, set all templates aside and gave the larp what she believed it needed: a party feeling, real alcohol, and the first design that used realistic portrayals of erotic content. And she did that in a way that accomplished the goals of the larp (portraying a wild rock band party).

    Rocker will be the end of this part of my reflection. In the next part, I’ll look at the golden years of Czech chamber larps and on the reasons why this chapter of Czech larp later subsided. Don’t be mistaken, though! While chamber larps have become scarcer today, many new Czech small-scale works are still worth playing and have interesting, fresh design approaches.

    On that note, I’ll just summarize some chamber larp collections that have been published so far:


    Cover image: Rocker (photo: Karla Štěpánová)

  • Terror and Warmth

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    Terror and Warmth

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    We step into the ritual chamber wearing our ceremonial robes, the hoods on our heads. We’re at a beautiful estate in the Danish countryside, secluded enough to feel the outside world only as a distant concern. The larp is Baphomet (2015-) and I participated in it in 2019. It details the fall of a vintage era Hermetic cult as they connect with the dark gods Pan and Baphomet.

    As the ritual goes on, we huddle in the middle of the room, backs to each other, facing the walls. A High Templar circles us and intones the ritual while we hum a low, collective sound that feels bigger and deeper than any individual.

    The experience goes beyond the typical boundaries between fiction and reality that superficially define larp. The outwards-facing huddle is a simple formation but it means that my back is physically against other players. I feel the sound vibrate in their bodies. Someone shorter than me is in front and their voice is indistinguishable from mine.

    Our collective hum changes. There are vibrations, emotions, dissonances and shrieks. It feels like an auditory summation of the larp’s emotional state at that point. There are moments of terror and warmth. It’s a profoundly positive experience of togetherness but the larp’s horror themes shine through and fear makes itself manifest.

    The seemingly contradictory experiences of human connection and inner darkness are present at the same time, not as a contradiction but as complementary elements. This is a common theme in a family of larps of which Baphomet is one.

    Others in the same genre are Pan, House of Craving, Inside Hamlet, Libertines, Conscience, and End of the Line. They are defined by an aesthetic of sordid indulgence, dark emotional content, and playground-style design creating opportunities for participants to sin creatively.

    several people in 20's clothing posing outside a manor Baphomet Run 2. Photo by Bjarke Pedersen.

    Communities of Sin

    As is typical of larp, these games create small temporary communities, microcosms in which the participants enable each other to experience the thrills and terrors that draw them in. In my personal experience, the communities of play especially in the smaller larps such as Baphomet and House of Craving (2019) are unusually warm, supportive and positive.

    Indeed, so much so that participants joke about not wanting to go back to the real world and its hierarchies, anxieties and daily oppressions. While the larp’s fictional landscape is full of degradation and injustice, the off-game community is humble, constructive, and ready to listen.

    Of course, no larp experience is homogenous across its player space. There are surely other player experiences as well, especially in the bigger of the larps mentioned. Still, when I’ve left for the airport after the larp, the positivity of the play community has been a topic of conversation with other players in a way that differs from most of my other larp experiences.

    After one of these larps, I lamented with another male player the fact that the easy physical closeness between men would slowly fade in the outside world. It would become more awkward to hug as the repressions of society wore away at us.

    This experience of closeness and community doesn’t happen by accident. Larps all about characters doing terrible things to each other function best when the workshops are geared to build trust and intimacy. When the players feel safe and comfortable they can go to emotional extremes that would otherwise be inaccessible to them.

    Two people on the verge of kissing House of Craving (2019). Photo by Bjarke Pedersen.

    When I think about other types of larps that have featured a similarly close, warm community experience, they’ve tended to be small games which have workshops with similar goals. One such is the Brody Condon larp The Zeigarnik Effect (2015) in Norway. We played characters undergoing gestalt therapy and the workshops were needed to get us accustomed to the game’s unusual mode of communication and interaction.

    Because of the positive nature of the overall emotional experience of these larps I’ve started to wonder whether they’re horror larps at all. The one I worked on, the Vampire: the Masquerade larp End of the Line (2016-), was explicitly conceived as a horror-themed playground designed to enable each participant in a dynamic, personal way. The aesthetic was from horror but the actual experience was made so you’d get to do fun things you can’t do otherwise.

    Designed for Transgression

    There are a few design choices that make this sort of larp possible. They tend to be typical of Nordic larp design in general but are often implemented in specific ways to enable the players to transgress in a fun and safe way.

    Workshopping together to build intimacy, trust and a shared sense of the social space is crucial. The players have to feel that the play community of the larp supports them and is open to their ideas. They have to feel free to express themselves and take creative risks. This is achieved with workshop exercises that build trust and intimacy. In some larps, player selection also plays a part.

    Safety or calibration mechanics that allow the player to stop or adjust play on the fly also play an important part. The presence of such mechanics makes it possible for participants to feel like they can trust their fellow players and the play situation.

    These mechanics can be used for many different reasons, not all of them dramatic. When they work well, they allow the player to navigate around issues that make transgressive content difficult for them to access, whatever those issues might be.

    Two people behind a third person with their hands on that person's shoulders House of Craving (2019). Photo by Bjarke Pedersen.

    While not present in all the larps mentioned in this article, transparency is great for enabling the players. In Inside Hamlet, Pan, Baphomet, and House of Craving, every player can read all characters if they so choose in the preparation for the larp. For some players this makes it easier for them to instigate transgressive game content with other players. They know from their reading that the other player’s character is just as fucked up as their own.

    All together, these design choices work best when they give the player the tools to take responsibility for their own larp experience. A player who feels enabled and in control can more easily engage in play where the character is in the opposite situation.

    Cruelty is Fun

    There’s an overlap in themes, techniques and player base between these larps and BDSM culture. They allow us to enjoy feelings, sensations and emotions that are taboo in normal conversation and polite society. Things that are ordinarily considered wrong, debased, or evil become playful, fulfilling, and fun when enacted within a consensual, supportive context.

    BDSM often features role-play and I don’t think that’s categorically different from larp with erotic or sexual themes. Rather, there’s a sliding scale of different designed experiences from an abstracted larp experience to a fuck session with a light sheen of fiction.

    One example of a thing that’s bad in real life but often fun in play is cruelty. In the right context and with the right people, cruelty can be tremendously sexy.

    Everyday life has limited opportunities to enjoy cruelty in an ethical way because it tends to require a victim. In larp and BDSM the victims are there consensually and they can enjoy the thrill of being subjected to cruelty, safe in the knowledge that they control their own play and can exit it as needed. In this way, being the victim of cruelty can become a fulfilling, profound experience. For a player of a masochistic or submissive bent, all the more so.

    The design of these larps supports the playing of cruelty in much the same way the culture around BDSM scenes supports it. Safety mechanisms and workshopping provide a framework in which taboo impulses can be explored. Character writing and other design elements provides alibi for being cruel. However, personal experience suggests that the most dynamic scenes of cruelty in a larp are expressions of player creativity and energy enabled by the design but not necessarily originating in it.

    Two people in corsets, lounging on a couch
    Members of the Voltemand noble family at Inside Hamlet. Photo by Marie Herløvsen.

    In Baphomet, there was a scene where another character threw me to the ground and kicked me in the balls. Following the rules of the game, the hits and kicks connected only lightly and I play acted to make them seem real. I fell to the ground, groaned, moaned, whimpered. I remember the scene very well because there was a release of energy, a spontaneous burst of power animating those present. Even for someone like me, who’s not masochistic by nature, it was a fun larp scene to be in because of the intensity and release of emotion.

    The over the top spectacle and transgressiveness of cruelty makes it interesting and dynamic even when it doesn’t satisfy a personal kink.

    Sex

    Did I ever tell you about that time I was fucking my dead wife’s sister while moaning my wife’s name in her ear? It was funny because my son was there too. I remember him drawling: “Go Dad!”

    There was also a ghost who was touching his crotch through his pants but that was normal in House of Craving.

    Sex is a huge component of these larps. Sometimes there’s so much fucking that players complain of it becoming boring. It’s larp sex of course but the playstyle is physical. You might not actually engage in genital penetration but you’ll probably end up kissing people, groping them, getting groped, caressing, touching.

    It’s amazing how quickly this sort of sexual interaction becomes normalized. Once everyone has collectively adjusted their perception of what’s normal you find yourself casually grinding with people as easily as you ordinarily shake hands. The way we’re socialized, sexual and flirtatious contact always matters. It always means something. Except after a morning’s larp workshop, it suddenly doesn’t.

    Although this has the effect of banalizing sexual interactions, it also makes it possible to reach new types of sexually inflected play that would otherwise be out of reach. It also feels liberating: It’s fun to be part of a community that has temporarily decided to let go of standards of sexual behavior.

    A person in a white dress with stockings and ballerina slippers holding a cigarette
    A courtier at Inside Hamlet. Photo by Marie Herløvsen.

    Of course, the role of sex in your experience depends on the specific larp and how you choose to play it. In Inside Hamlet (2015-), about the last days of the degenerate court of King Claudius, I played a judgmental priest. I participated in many sex scenes but my role was to denounce the sinners for their moral turpitude. Other times, like in House of Craving, sex becomes such a basic element of the larp’s landscape that you won’t even remember all the fucks you participated in.

    House of Craving is about a family who gets together to remember the dead mother and wife. The malevolent house starts to affect them, ghosts guide them, and finally they fall into an everlasting state of mutually destructive degeneration. As the characters’ sense of reality collapses, so does the need for the larp’s fiction to be coherent. The higher truths of the emotional journey take precedence.

    I have never participated in so many debased larp scenes as I did in that game but it felt quite straightforward when it was happening. The workshops had glued us into a cohesive social unit and we could brutalize each other with casual ease. The play was intense, so much that I took frequent breaks in the off-game area to gather my wits. Often someone else was there too and we enthused together about how great the experience was.

    The approach to sex in the design of these larps is coy despite the graphic nature of the stories they generate. It’s all about the tease, not the actual act of fucking for real. You don’t have sex, you dryhump. From the purpose of larp dynamics this works much better as sexual flirtation drives action but sexual fulfillment doesn’t. The character may be sexually satisfied but the player isn’t and that keeps the player in motion.

    People in a manor house eating food off of a person laying on the table House of Craving (2019). Photo by Bjarke Pedersen.

    Prey

    Baphomet and Pan (2013, 2014, 2020) feature a signature piece of larp design: the necklace mechanic. The way it works is that a player who wears either the Pan or Baphomet necklace is that god. Other characters will worship their god, falling on their knees in manic adoration. They do everything the god says.

    You can wear a necklace for a maximum of half an hour after which you should pass it onto another player. This way, the necklaces travel the larp, organically causing chaos.

    Wearing the necklace is a power trip. It’s fun to be worshiped. There’s more to the experience, however. As a larper, you’re very well aware that the god has to provide content for their followers. It’s fun to tell people what to do but it uses up material pretty fast. There was a moment when I was standing in the middle of a room with perhaps ten people kneeling all around me, waiting expectantly. I drew a complete blank. Couldn’t think of a single thing for them to do.

    Suddenly I heard one of the players vocalizing like you do in that situation, just speaking whatever seems kind of appropriate. They said: “We want to eat you.”

    Blessed inspiration! Feeling great relief, I proclaimed: “Eat my flesh!”

    The others thronged at my feet and started biting my flesh, especially my arms since they were exposed. Not very hard, but hard enough to leave a mark. Still, it was a small price to pay for being spared the terror of failing to provide playable larp material for the expectant crowd.

    Three people in white with pink necklaces lounging on a chair House of Craving (2019). Photo by Bjarke Pedersen.

    Most players pass on the necklace much faster than the 30 minute limit. I don’t think I ever had it for longer than fifteen minutes. That’s just enough time to do one scene.

    The necklace is a wonderful symbol for how these larps work because it shows the fun of both sides of the power equation: the experience of wielding power and of being subjected to power. When players play these scenes, they support each other’s experiences. Neither the god nor the worshippers can experience that role without the other.

    There’s a distinct difference in the power equation in terms of how many people there are in a scene. When I have the necklace and I’m surrounded by ten other people, ostensibly I have the power. However, their expectations as players place great demands on me, effectively constraining how much I can use my game-granted authority. In contrast, when the scene is small, it’s much easier to start choreographing other people. In a smaller scene, I can safely assume that there’s enough to do for the other players, giving me freedom to think about what’s fun for me. Perhaps because of this, my best necklace scenes were small.

    When we made End of the Line, we focused on the basic vampire theme of predator and prey. In the design, we strove to make as many of the characters as possible into both. Depending on the circumstances you could hunt other characters and be hunted in turn.

    A person feeding of another's neck in a room covered in graffiti End of the Line (Finland, 2016). Photo by Tuomas Puikkonen.

    The thrill of being hunted is an essential part of the experience, indeed possibly even more integral as that of being the hunter. You can zoom out from this assertion to a wider characteristic of larp design: Often in larp, villains, enemies, and oppressors are used as supporting characters to generate play. The player characters are the victimized whose experience is subject to a lot of design thought. Against this background, the design in End of the Line was an attempt to systematize this dynamic while also giving the hunter an autonomous play experience that didn’t feel like playing a supporting character.

    After the larp, one player compared the design to primal play found in BDSM culture, where predator and prey-dynamics similarly provide a foundation for the fun.

    Pure Experience

    In many of these larps, especially in Baphomet and House of Craving, the design foregrounds immediate emotional experience and interaction to an extreme degree. As Baphomet comes to a close, the lights are dimmed. This makes it harder to see who has the necklace and who doesn’t. The social dynamics of the game have been running for two days and the participants have fused into a collective madness where elements like character or story become increasingly meaningless compared to the immediacy of the interactive moment.

    In these last moments, we don’t need the game design crutches of the necklace or the fictional frame. We are free floating active agents with full agency to let the impulses created by the larp’s social dynamics dribble out. We don’t play as individuals but as a collective.

    A person holding another person down while another watches on, with a fourth person staring at the camera House of Craving (2019). Photo by Bjarke Pedersen.

    As the larp ends, we gather in the ritual room. The atmosphere is hysterical, people falling to pieces all over the place. Yet as a player it doesn’t feel dangerous at all. Quite the opposite: It feels like a place where you can safely allow the expressions of the experience to flow through you.

    Huddling together, making the ritual hum, feeling it in our bodies, feeling our breath, voice, collective spirit start to tear as the gods Baphomet and Pan manifest. As players we know how this moment goes. We know the meaning of these choices on a game design level. We are mentally prepared to deal with the chaos even as it pulls at us from every direction.

    The larp has two endings, the Pan ending and the Baphomet ending. As a player you can choose which god to follow depending on the themes of your game experience. I followed Pan in a horde of people running to the mansion’s spa area, tearing our clothes off as we went, plunging into the pool.

    We’d had instructions that we should submerge ourselves in silence, without speaking or making a sound, and as we rose from the water we would be out of the game.

    This didn’t happen. Instead as all the followers of Pan were standing in the water we started screaming. I have no idea who started it but suddenly the sound was swelling from inside us in an impersonal collective furor, a meaningless, inhuman wall of noise echoing from the walls of the pool chamber. As we became exhausted by the sound we went underwater and out of the fiction.

    A person in jewels staring at a skull Inside Hamlet. Photo by Marie Herløvsen.

    War Stories

    The larp Inside Hamlet had a rule that after the game you were allowed to talk about your own experience but you shouldn’t talk about what other people were doing. It was okay to say: “I crawled and licked another player’s boots,” but not: “Gustav crawled and licked Annie’s boots.”

    The purpose of this rule is to enable people to play freely with kinky, dark, and extreme subjects without getting outed with non-players who might not understand the context. It’s a community safety mechanism making it easier for players to relax.

    This rule and other similar ones has left us with the result that these larps are often talked about in an euphemistic manner, eliding many of the more outré things that happen in them. Players talk about them face-to-face or in small, closed online groups.

    When it’s only one larp, it doesn’t matter too much, but it’s become a hallmark of the genre. From the outside they’re decidedly opaque, which is especially obvious if you’ve gone to them and witnessed the discrepancy between the reality and the discourse. This is why I chose to write this essay: I wanted to make an attempt at mapping the emotional landscape of these experiences in an open manner without undue coyness.

    Some of the larps mentioned in this essay, especially the bigger ones, feature complex, nuanced narrative elements. Conscience (2018-) modeled its storyworld on that of the TV series Westworld, and our End of the Line used a well-known role-playing game as its basis. Inside Hamlet is based on a famous play.

    A person looking at poetry near the corpse of a person with flowers on them
    Ophelia’s Funeral at Inside Hamlet. Photo by Bret Lehne.

    You can play each of those larps without engaging with the kind of sordid activities celebrated in this essay. Because of the breadth of their design, they can support many different kinds of playstyles.

    This is why I think that while the tendencies of this genre are present in each of those games, they reach their fulfillment in Baphomet and House of Craving. In a sense, these two are not larps of the mind at all. They function on a more primitive, submerged emotional level where the nuances of the fiction don’t matter nearly as much as the emotional landscape of a beautiful larp scene.

    Those moments of emotion are why I’ve played so many of these larps. Those and the warmth of their temporary, fleeting communities.


    Cover photo: A Stormguard and a Companion at Inside Hamlet. Photo by Bret Lehne.

    This article will be published in the upcoming companion book Book of Magic and is published here with permission. Please cite this text as:

    Pettersson, Juhana. “Terror and Warmth.” In Book of Magic, edited by Kari Kvittingen Djukastein, Marcus Irgens, Nadja Lipsyc, and Lars Kristian Løveng Sunde. Oslo, Norway: Knutepunkt, 2021.

  • Through Someone Else’s Eyes: A Confession

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    Through Someone Else’s Eyes: A Confession

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    [This article is also available in Spanish, at: http://vivologia.es/a-traves-de-los-ojos-de-otra-persona-una-confesion/
    Thank you to Vivologia for translating it!]

    Magician took me near the water, where the others were, put his hands on my shoulders while facing me and said: “you made me look at things in a different way before, and I’m thankful for that. So here’s my gift to you.” His voice and posture started to change, shifting effortlessly from a casual, conversational tone to a solemn, ritualistic one. “I will give you my own eyes”, he chanted as he put a blindfold on his face, “so you can look at the world from a different view, so you can see and take pictures that you would not see and take. I will be blind so you can see.” For about an hour, I went around and took pictures trying hard to imagine what Magician would see and react to.

    Blindfolded person touching another person's face on the beach
    Photo by Stefano Kewan Lee as the character Gaze in the larp La Sirena Varada (2017).

    Of course, I failed. This was only my second time taking pictures at a larp, and my very first time trying to do so in character. The larp was the third and final run of Somnia’s La Sirena Varada (2017), and I had the opportunity to play it as a photographer character who could take all his pictures in-game. Coming into the larp I was eager to try that experience and curious to see how it would work out. I usually play for immersion and, like many others, had quite a few deep and transformative experiences while inhabiting the mind and physical space of a fictional character. Getting to do that while also indulging in my newfound photography hobby seemed like too good an opportunity to pass up.

    During the larp itself though it became clear to me that things were not working out at all. I was constantly switching back and forth from “character mode”, where I would be actually immersed in Gaze (my photographer character), and “photographer mode”, where I would feel instantly pulled back to my usual self and took pictures in the best way I knew how, but without any thought of how would Gaze take them. As the larp progressed I felt increasingly frustrated by the fact that I was indeed failing to take full advantage of the opportunity that I was given. No wonder I couldn’t honour Magician’s gift. How could I see the world through his eyes when I couldn’t even see it through Gaze’s eyes?

    When I got back and developed the film, I had a very clear confirmation of what I experienced at the larp: as much as I loved taking them and printing them, those pictures were mine and reflected the way I as a player saw the larp while it had nothing to do with Gaze’s outlook and personality.

    Moreover, what I experienced was so clear and definitive that it felt inevitable to me: you can either immerse yourself in a character, or you can focus on the exacting job of taking pictures the best way you can. There can be no middle ground, and at the point a perfect synergy between the two mindsets, where you end up fully experiencing a character and at the same time producing pictures that fully reflected that character’s personality, that was borderline unthinkable for me.

    All the experiences I had in the following larps only strengthened my conclusion. I would usually just take pictures out of character, but was occasionally offered a NPC or a full fledged character to play with as I took pictures. And every time I would experience the very same back-and-forth between the two states of mind. After a while it was clear to me that this was how things worked (or rather, failed to work) for me. Others might be able to pull it off, but I was not among them, and I made my peace with it.

    Then SALT happened.

    The larp SALT (2018) focuses on a small group of civilians, normal people trying to find shelter and survive during a civil war that has ripped their country apart. In order to keep things as 360 as possible it’s not unusual for larp designers and organisers who want a photographic documentation of their larp to include, when the setting allows for it, one or more characters that will take pictures while not jeopardising immersion for everyone else. SALT had similar goals so I got offered a character that knew his way around a camera and was willing to use it.

    Experience told me that I should expect some variation of the journalist/reporter type that I usually get, but I was wrong. What a character Vincenzo was! A weirdo who would obsessively collect useless trinkets and give them human names, a loner who would rather write in his own diary rather than talk to the people around him. He was indeed a photographer by trade, but his job was to take pictures of dead people at the morgue. He took me by surprise, and forced me to really think about how I could approach not  just the usual elements of character interpretation and immersion (posture, voice, language, etc.) but also his photography. At that time I was still convinced that it was impossible for me to produce work while in character though, so the only thing I could do was to pack a longer lens than usual. I usually favour moderate wide to normal lenses; this time I chose a moderate telephoto lens, hoping it would at least change things up a little on a purely visual level.

    Playing cards on the floor next to a bare mattress
    Photo by Stefano Kewan Lee as the character Vincenzo in the larp SALT (2018).

    The larp itself was for me an excruciating exercise in isolation and incommunicability as it was almost too easy to slip into Vincenzo’s shoes. And when it came to taking pictures, the only deliberate thing I did was to avoid some of the most obvious shots I would normally take while looking for action, character and narrative. Instead I tried to let Vincenzo take the lead and guide my hand and eye. So I took pictures of objects, of empty rooms, and when I did include people, it was always from a place of distance, both physical and emotional. Because I almost never take still life pictures, and when I do they are always very bad, when the larp was over and I packed things up, I was not at all sure of what I actually got.

    It turns out I didn’t have much, as one of the rolls of film got jammed in the camera and was completely ruined. What I did manage to salvage was very surprising to me. Sure, I did remember taking those pictures of scattered playing cards, empty tin cans and empty rooms. But they were very different from my previous attempts at still life. They had a quality to it that really reflected Vincenzo’s personality and attitude, and that I wouldn’t know how to replicate by myself. It appeared that for once I did manage to be immersed in a character and at the same time produce work that actually reflected that character’s gaze, and not my own. I was not expecting that at all, and wondered if I had to revise my ideas on the matter. It didn’t take long for me to realize that SALT as a larp had a profound effect on me, and more importantly that Vincenzo was far removed from a simple documentarian character. He was so specific, and so far removed from my usual methods, that no wonder I was able to make something very different. “This is the exception that proves the rule,” I said to myself. “You’ll go back to the usual mindset switching with the next reporter character that you get.” There was no doubt about it in my mind.

    Two chairs with blankets on them next to two empty cans.
    Photo by Stefano Kewan Lee as the character Vincenzo in the larp SALT (2018).

    A few months later I took pictures at the international run of Desaparecidos (2019). The larp is set at a center of detention for political dissidents during Pinochet’s regime in Chile, and tells the dramatic stories of the people detained there. At first the organisers just wanted an out of game photographer, but a few days before the larp I was also asked to be an in-game reporter non-player-character (NPC) for a few hours. This was strictly for plot reasons and I did not have a full fledged character. My task as an NPC was to kiss the authorities’ asses while secretly trying to help the dissidents to get some messages out of there. Having done that, I would once again go out of character and be my usual “invisible” presence at the larp. Almost on a whim, I decided to bring my period appropriate film camera in addition to my digital one so I could look the part while taking pictures as an NPC. My expectation was to end up with essentially one big set of pictures, where some happened to be in colour, and some in black and white.

    What I was not expecting at all is that when I acted as a reporter and the players reacted to my presence, this NPC character who barely had a name started to take hold on me, and I felt genuinely concerned about the prisoners, and I was genuinely faking smiles while pretending to interview the colonels and dignitaries, and was genuinely worried that they might find out I was not just taking pictures of their boardrooms and dinner parties, but also of things I was not supposed to see, like the way the prisoners were treated, much less to document them.  All of that disappeared when I went out of character and the players stopped reacting to my presence, so while I was there it mostly felt like business as usual: switching back and forth between taking pictures and playing a character, keeping the two separate.

    Three people behind bars
    Photo by Stefano Kewan Lee as a NPC photographer in the larp Desaparecidos (2019).

    When I went home and started working on the pictures it became clear that I had two different sets in my hands. The colour set reflected my usual way of taking pictures at a larp, trying to communicate the mood and the narrative of the event while focusing on scenes as a whole, more than single character portraits. The black and white set that I mostly took in-character was… puzzling. It felt like I was looking at the work of someone who had been there with those people and was actually trying to document what he could so the world could know about them. Yes, the two sets clearly shared their style rooted in the documentary genre, but their visual language was also somewhat different. And it was not just the difference between colour and black and white. The set I took while in character had less action, but the action was more stark and direct, while the colour set was more dramatic and almost theatrical. The black and white set had way more portraits, and the people were looking directly in camera, while the colour set hardly had portraits and no one was ever looking in camera. More importantly, the in-character black and white set had a sense of empathy and urgency that the colour, out of character set simply lacked.  It was clear that the NPC reporter somehow took hold of me, forced me to immerse in his experience, and that I took pictures as someone other than myself without even realising it.

    I was supposed to take pictures in game as an NPC only on part the first day, while being out of game both at the beginning of the larp and for the whole second (and last) day. And of course this is what I did, but because I still had a few rolls of film to use, I decided to keep using both cameras while I was taking pictures. Imagine my surprise when I could still see that all the black and white photos belonged to the reporter, even those I thought I was taking while out of character! For some reason the simple act of raising to my eye the same camera that I used as a character was enough for me to unknowingly slip back in the mind of that reporter. What was going on? How was it possible that something that had mostly eluded me so far (with the exception of SALT, sure, but that didn’t count, right?) could suddenly sneak up on me like that, with a NPC reporter of all characters? I had to revise my ideas on taking pictures while larping! It was time to dig deeper, but I needed the right larp for that.

    Two people sitting at a table holding hands, with one leaning on the other's shoulder
    Photo by Stefano Kewan Lee as a NPC photographer in the larp Desaparecidos (2019).

    Walpurgis is heavily inspired by old witchcraft movies and the psychedelic ‘60s and ‘70s. It plays like a bad dream, where members of a coven create from themselves a surreal and nightmarish where being inconsistent and wrong is not just tolerated: it’s the name of the game. My character, named Marcello, was a controversial filmmaker known for his provocative yet striking visual style. Even more importantly, a key game technique was the Second Sight, where every character could see anything that was happening in front of them in a different way, one that suited their vision, worldview or intuition, and use that to create content and enrich interactions while playing. This combination of emphasis on the surreal aspects of vision and explicit permission to mess things up provided the perfect opportunity to explore this idea of producing work while being someone else in a more explicit, deliberate way without worrying too much about having to come up with something conventionally usable as a larp photography product. Of course, as I do for every larp that I take pictures at, I did my homework and studied the iconography and visual style and language of the sources of inspirations for the larp itself. During that process I came across the idea of using crystals and prisms in front of the lens in order to create kaleidoscopic, fragmented images. So I bought some of those and made a couple of tests at home, with lackluster results. As I left for the larp, with a bag full of stuff that I didn’t really know how to use and a head full of confused ideas on what I wanted to achieve, I felt as clueless and in over my head as I could possibly be. Given the nature of the larp, that was probably a good thing.

    Psychedelic image of figure in a red robe looms over a person in black kneeling before them, with people in the background in an outside location
    Photo by Stefano Kewan Lee as the character Marcello in the larp Walpurgis (2019).

    As I let Marcello take over and immersed myself in the world of Walpurgis, I would occasionally catch myself drifting out of the game and making decisions that made sense photographically but not necessarily for my character. “Hey, those witches look like they’re up to something interesting. Join them and take pics, even though you have no in game reason to,” and so Marcello did. “Hey, I know you really want to keep interacting directly with this scene, but you should really document it.” And so on, you get the picture.

    The final result reads to me like a collaboration between Marcello and myself. The most striking aspect of this collaboration is how the images where I used the crystals turned out just fine. I as a photographer never used them before, and certainly never touched them since. But I had decided that a fragmented, kaleidoscopic imagery was part of Marcello visual’s style, and it seems like he knew very well how to use them to full effect, in ways that I could not anticipate. With the flick of a wrist he could evoke a hallucinatory feeling, or ghostly presences, or even demonic, infernal flames. I promise I could not replicate those results if my life depended on it. Mission accomplished then? Not quite yet. As I hinted above, there was still the occasional drift out of character, and as much as many of the images are unquestionably Marcello’s, overall the choice of subject was still mine, so it felt like I failed to take the experience one step further. On the other hand, what I got was enough to make me further question my belief that being a character and taking pictures don’t mix, and I was looking forward to the next opportunity to go even deeper.

    Psychedelic photo in red of a shirtless person leaning backward and smiling
    Photo by Stefano Kewan Lee as the character Marcello in the larp Walpurgis (2019).

    Our Last Year is a larp loosely inspired by Lars Von Trier’s Melancholia, and follows a year in the life of a group of survivalists as they prepare for an asteroid that may hit planet Earth and make its surface inhabitable for a generation.  Laurie, my character, had a terminal illness that made him think and act a little weird. He also had a strong drive to live life at its fullest, and to make meaningful, enriching connections with the people around him. Oh and of course, he was a hobbyist photographer. While the character in general was very clear to me, I was not sure how to approach my photography to the larp. The visual references for the larp didn’t really align with the character concept, so I have to admit that this time I did the least amount of research and preparation before packing for the event. I had this vague idea of trying to focus on the characters more this time, but that was it.

    It was only towards the end of the larp that I realised that… I never drifted out of character! I had allowed Laurie to take pictures in a way that made sense to him without me trying to go art director on him. And for better or worse, this was very much reflected in the resulting pictures.

    people laughing and playing with red balloons outside
    Photo by Stefano Kewan Lee as the character Laurie in the larp Our Last Year (2019).

    On one hand, I was disappointed. This was definitely not a very strong set of images. They mostly looked like snapshots from someone’s holiday, and I was hoping for a little more than that. On the other hand, these looked like snapshots from someone’s holidays! And that’s not my way of taking pictures ever, not even during my own holidays! The focus on the characters was even stronger than in Desaparecidos, and there was a feeling of simple, spontaneous intimacy that I never managed to evoke before. Even more surprisingly, when I showed the pictures some of the players commented that while they could see their faces in the photos, they didn’t see themselves at all, but only (and fully) their characters. This is one of the best compliments that I as a larp photographer could ever hope for, and I finally got it after allowing myself to take slightly crappy photos through someone else’s eyes.

    Was I done then? Had I cracked the code? Not by a long shot. Both before and after Our Last Year I took pictures at larps where I could not achieve that level of immersion, so I had to decide between playing a character and being a photographer, as usual. But the experience did finally show me that I had been wrong in my conclusions before, and that it is indeed possible and maybe sometimes even desirable to let your character take over and do the work in ways that you could not do by yourself. How to attain that state reliably? I still don’t know. But maybe being clueless about it is exactly what it takes. It’s not just a matter of focus and concentration. I need to let myself be open and to give up control in order for this kind of magic to happen.

    I can’t wait to hand over the camera to the next character, and see what happens.


    Photo credit: Stefano Kewan Lee as the character Laurie in the larp Our Last Year (2019).

    This article will be published in the upcoming companion book Book of Magic and is published here with permission. Please cite this text as:

    Lee, Stefano Kewan. “Through Someone Else’s Eyes: A Confession.” In Book of Magic, edited by Kari Kvittingen Djukastein, Marcus Irgens, Nadja Lipsyc, and Lars Kristian Løveng Sunde. Oslo, Norway: Knutepunkt, 2021. (In press).

     

  • Dragonbane Memories

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    Dragonbane Memories

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    Content Advisory: Statutory rape, sexual abuse, organizer negligence, manipulation

    A Finnish man is dragging his luggage behind him as we approach a subway station in Rome. We both have wheeled suitcases with long handles, and while I carry mine down to the station, he drags his along the stairs. Bump, whirrr, bump, whirrr, bump, whirrr, bump…

    “Aren’t you worried you’ll break your suitcase?” I ask him.

    “No,” T replies, “if it breaks, it was a bad suitcase. I don’t want a bad suitcase.”

    Little did I know, during the production of Dragonbane, I would become that suitcase.

    Two people with long hair next to a map of Sooma
    Heiko and Mike at Sooma. © 2006 Dragonbane Team.

    The First Meeting

    Fifteen years ago, Dragonbane was played in Sweden. I was in the three-person team who begat it all, three years prior. I was the second, and the one responsible for the story, setting, and name of the larp.

    The other two were Fýr Romu and T. My first book, the roleplaying book Myrskyn aika (“Age of the Tempest”) was about to be published when T came to the door of my studio apartment in Turku one day with a proposition. I have chosen not to use his full name.

    “I am going to make a larp about a mechanical dragon. I want to set it in the world of Myrskyn aika, and I want you as the creative lead on this larp.”

    (They might have used the word “main designer,” or “head writer,” but the meaning was the same.)

    I knew T from before, us both having taken part in each others’ larps since the mid 90s. He was not a close friend, but I dare say we knew each other quite well. And knowing him, I had my doubts about his leadership style. His earlier big projects, the Wanderer larps, were known for bad management and burnouts.

    “Yes. There were problems, but I have learned my lesson,” T told me in his deep voice. His deep, convincing voice.

    Then he showed me their plans. A Finnish forestry company has an experimental six-legged logging machine. Like a robotic ant the size of a truck. With the published book giving us a professional status, we would convince them to loan that machine for the larp. Before that, we would recruit Fýr to build an animatronic dragon around it, and we could have it walk around in the larp. The dragon would be able to turn its head, make facial expressions, and even breathe fire. T and Fýr were both interested in pyrotechnics.

    A mechanical contraption in the forest, alongside an image of a red dragon drawn over the image
    Prototype and concept art for the dragon. © 2006 Dragonbane Team.

    We did, indeed, soon recruit Fýr who, like me, was studying in Turku. He had a crooked smile and a ginger ponytail. I believe he would not object to me calling him a mad inventor. I did not know him then, but we are still connected now fifteen years later. I am still not sure if Fýr is younger or older than me.

    Myself, I was a young artist and writer struggling with burnout, depression, and tendonitis. I believed larp is an art form and a medium, and wanted to prove this to the world. My professional writing career was just getting started, Myrskyn aika being a major breakthrough since it was published by a proper book publisher and sold in book stores. I was young enough to still be looking for mentors, but experienced enough in the larp scene to be wanted as a mentor by others.

    Together, we set to work creating the coolest fantasy larp ever.

    Plans and Realities

    This was a time when the Nordic larp scene was still in its infancy. We had met foreign larpers at Knudepunkts, and taken part in some of their larps, but this was going to take all that to the next level. We would recruit an international team and create a mega-larp for 1200 players with pre-written characters. And the animatronic dragon.

    Now, we did not have the dragon yet. We had our eyes set on a prototype made by Plustech, a Finnish subsidiary of the multinational corporation John Deere which makes tractors and forestry machines. But, T convinced me, once they see our plans, they would be idiots to say no. After all, what a prototype needs most of all is visibility, and that we could promise them. Imagine going to a forestry trade show with a dragon!

    We had crazy plans. We would transform fantasy larp forever. We would have players from dozens of countries, making this by far the most international larp at the time. We would create the best larp in the world. Through pyrotechnics, magic would really work! The village would have bespoke wheat fields to reap, which would be sown months in advance. The budget would be one million euros. Every off-game item from cell phones to underwear would be forbidden. We would utilize experimental augmented reality technologies. Our trailer would feature Eddie Murphy and be shown in film theatres.

    We quickly started to recruit teams of builders, designers, writers, and producers. T made plans for getting us sponsors and backers, Fýr started drawing blueprints for the dragon, and I went to work on coming up with a concept for the larp.

    The recruiting process was a strange one to say the least. People found out they had been recruited when they started receiving messages from an e-mail list they had no idea they were on. Communication and leadership were chaotic, and I probably share some of the blame for that.

    My own notes on who is working in what capacity are odd reading now, eighteen years later. We very quickly recruited Christopher Sandberg into the production team since we knew him as the hotshot producer of the Hamlet larp. The next time his name is mentioned in my notes, he is running the writing team together with me. Eventually he replaced me as the creative lead.

    People in costuming with a blonde bearded person checking a cell phone
    Christopher Sandberg post-game. © 2006 Dragonbane Team.

    Mikko Rautalahti wrote in the Finnish Larppaaja magazine about how unflattering the project seemed from the outside. This rant was published in early 2004 so a long time before the larp actually happened:

    The organization behind the project was constantly in flux … Communication between the different teams didn’t work, so for example the costume team made their plans based on an already obsolete player count without checking with the people in charge of the plot. As a cherry on top, some French harebrain decided to post a good portion of the project’s inner discussions online for the whole world to see, which obviously created even more confusion among organizers as well as the public.

    The project checked all so-called [T] boxes. Even though the creative lead of the project is Mike Pohjola who has written Myrskyn aika and is known for the groundbreaking inside:outside, and has often demanded for more emphasis in larp writing, the producer [T] kept doing his own thing, recognizable by stunningly ambitious plans and a completely haphazard execution.

    On the other hand, [T] is also known as a man who spits in his hands, takes the scarily big bull by its horns, and wrestles that monster to the ground regardless of how many people are standing by, saying it can’t be done.

    One can’t help asking, does the game really have to be this big? Is the content such that realizing the vision really needs more than a thousand players – or is the true reason for the size simply the need to seem important?

    Translated by myself for this essay.

    This sort of feedback simply made us more determined to prove this could be done.

    The Story

    I had written a Middle-Earth tabletop roleplaying scenario for the Finnish roleplaying magazine Magus (published in 2001 in the magazine’s 50th and last issue). It was about beornings and dragon worshippers journeying into the Grey Mountains to encounter a dragon, and then, perhaps attack it, or bargain with it, or betray the others to it. I had written plenty of history for the dragon worshippers, and even added a note saying the adventure could be turned into a larp.

    People in costume with a large mechanical dragon A dragon ritual in Cinderhill. In-game. © 2006 Dragonbane Team.

    That became the first seed for the story of Dragonbane. The first brief went like this:

    Two ancient peoples have been at war for longer than anyone can remember. It all began with a Dragon, god to some, enemy to others. Now, the dragon worshippers have almost won, and the last remnants of the once proud people have set a call for heroes: Who will slay the dragon?

    The last few days have seen the arrival of several chivalric orders, a handful of mysterious sorcerors, and many strange travellers from lands afar. Some are there to contest for the right to slay the dragon, others (like the dragon worshippers) are present to argue against the slaying. And, of course, many people are there just to take advantage of all the foreign dignitaries.

    What secrets does each hero carry inside them? What is your dragon? When it comes down to an epic battle of Good and Evil, you must decide what you think is Good. And pray to your gods you got it right.

    That is where the project got the name Dragonbane from. (Later on, Christopher and I would try to change the name to the more appropriate Dragontide, but T deemed it too late.)

    As the story was developed further, we listened to feedback from different team members, most prominently the country coordinators and the writers. Christopher and I talked endlessly on the phone about how to tackle the different creative issues we would face with having a thousand players from very different larp cultures with no time to get to know each other beforehand. The idea to use Finnish style pre-written multi-page character descriptions was soon scrapped.

    The village of the dragon worshippers soon became Cinderhill. But it was not until later when Christopher was the main designer when we switched the approaching adventurers into the dragontamers and the witches. Those two groups, along with the dragon worshippers of Cinderhill, constituted the character mega-factions in the larp.

    My plan was that Cinderhill would not be the typical feudal-capitalistic pseudo-medieval village of fantasy larps, but something like a religious cult and a Soviet commune. One of our Estonian team members had grown up in a Soviet commune, and did not see this as a very positive thing, but I tried to convince her Cinderhill would be a utopian version of that.

    person in red costume sitting in a doorway One of the players just before the larp. © 2006 Dragonbane Team.

    Italy

    I, as a published author, was T’s trump card, and he took me to many meetings with sponsors and local authorities to show that he had a professional writer in the team. I would typically pitch the story of the larp to the potential partners, and then on the way home, write a letter we could send to our teams and the existing partners. In fact, much of my early work was writing these press releases instead of designing the larp.

    Here’s one such letter, written to invite fantasy larpers into the project:

    While larp is a fun hobby everywhere, there’s all the time more and more people saying it doesn’t have to be just fun, it can be an earth-shattering, world-changing miracle. Some larps in Northern Europe have made a stab at this. In the last few years, we’ve had larps like Europa, Panopticorp, inside:outside and Hamlet.

    Until now, fantasy has been over-looked by the larp creators who wish to take the medium forward. Fantasy has long been stagnating into a tired collection of Tolkien clichés, but Dragonbane will reinvent fantasy for the 21st century.

    We see larp as a medium very close to shamanism, magic and fantasy. With Dragonbane we aim to renew not only fantasy, but larping, as well.

    Quite soon after we had announced the project, we were already on the way to Italy to be guests at Lucca Comics & Games Fair. I am still not sure whether we were really guest of honor, or if the local larpers just told us that. The “other” guests of honor included Larry Elmore and Margaret Weis, and we were quite starstruck.

    We flew to Rome, T dragged his suitcase to the metro, and we took a train to Pisa, from where we were driven to Lucca. The local mayor cut an actual ribbon at the opening ceremonies of the convention.

    We had two talks Friday, one about Nordic larp (which was called larp in Northern Europe back then) and the other one about Dragonbane. Everything we say was translated into Italian so the audience could understand us. We wondered at how these people could larp fluently in English.

    In the evening I ran a small larp, I Shall Not Want, which was focused on subdued character immersion at murdered businessman’s wake. For many of the Italian participants this was their first non-fantasy larp, and the first one where the focus was on character immersion.

    We did our best to network with the local larpers, and T put me to work writing lots of material for Dragonbane.

    One morning at breakfast we noticed Larry Elmore was sitting alone at another table, eating his eggs. We knew him as the biggest fantasy artist of our childhoods, having made the cover of the Dungeons & Dragons red box we grew up with. T wanted to recruit him, I advised against it. Nevertheless, we went to his table, and introduced ourselves. Larry assumed we were random fans. He smiled politely and said hello.

    Without blinking an eye, T started an unsolicited pitch on Dragonbane with his very strong Finnish accent. “And we will actually have a real animatronic dragon! Now, do you think that’s pretty cool or what?” Larry kept nodding politely, but it was obvious he did not believe a word we were saying, and wanted to be left alone. T took this as his cue to ask him to create original dragon art for us. Larry said something vague like “Sounds real interesting,” and promised to get back at us. He did not, of course. We were just two European crazies who interrupted his breakfast.

    Later on, with a similar pitch, T did manage to attract the Argentinian dragon artist Ciruelo. The art on the poster was made by him.

    "Advertisement

    The Rabbit Hole Method

    Christopher Sandberg, a passionate Swedish larp designer and producer, delivered several long game design documents which included everything from the setting to costume design of the individual groups. We discussed the topics day after day, week after week, and finally came up with what we saw as a breakthrough: The Rabbit Hole Method.

    The larp would start with the players in their regular clothes, suffering complete amnesia. They would not know who or where they are. Walking around in the woods, they would find clothes that feel much more appropriate, and slowly start to remember that they are, in fact, a dragon worshipper from the village of Cinderhill, or a witch, or a dragontamer. They would change into their real clothes, i.e. the costume. They would remember their new name, and find friends and family that they know quite well but they are also meeting for the first time.

    This would take a few hours, and then they would arrive at the village or some other group location, where they would already be in character, and dream-like go about their business making paper or fetching water or starting fires. And then the larp would go on like a regular larp.

    The Rabbit Hole would solve so many issues, mainly the players not knowing each other beforehand, and being able to play in their own languages as well as whatever English they can muster. Nowadays we would have workshops instead of trying to solve these issues in-game.

    Unbeknownst to me at the time, Rabbit Hole is also a metaphor for taking hallucinogenic drugs. Some people did pick this up, and it again was a blow on the public image of the project.

    We felt this was an ingenious solution. But our Danish country coordinator who had promised us fifty Danish teenagers said this was way too experimental for them. The kids liked to beat orcs in the woods, not take part in strange ritual dramas. (I am sure many of those former kids are running full-blown ritual drama larps now.)

    Christopher and I felt we could convince the Danish teenagers, or forget about them. But T was worried about our player base. This was a thousand-person larp. We must have those teenagers! So, the Rabbit Hole was scratched, and we started to look for a more traditional approach.

    People in a large circle with people in the center wielding fire Fire magic was created by real fire. In-game. © 2006 Dragonbane Team.

    Estonian Bog

    We still did not have a location for the larp, but we did not want it to be in Finland. The neighboring countries Estonia and Sweden seemed good options.

    The team got in contact with Estonian larpers and a location scouting team left Finland on a ferry.

    T brought along his legendary Humvee which was known as “The Finnish Bar” in many Knutepunkts since he held unofficial parties there with lots of booze. I never went, but knowing he was later incarcerated for sex crimes, it is hard to know how much grooming happened at those parties.

    Nevertheless, the car came in handy driving to the Soomaa national park in south-western Estonia. Sometimes we would cross bridges that were only barely able to carry the car’s weight, and all the passengers would have to get out and walk.

    Local larpers took us to explore Soomaa on boats. It is a vast area of bogs, forests, and meandering rivers, where Estonian freedom fighters and bandits used to hide. The area that on the map had seemed suitable, proved to be completely impossible. It was a virtual jungle, and in the summer would be full of rapid animals and violent boars.

    Several people in two canoes on water
    The team exploring Soomaa. © 2006 Dragonbane Team.

    The evening was reserved for workshops. The production people including T and Mikko Pervilä held their own meeting in one part of the house we were using, while I talked with some of the writers. Fýr ran a third meeting for the Estonians who were present, and their job was to come up with a name for the dragon. I had no idea such a key element of the fiction was being crowdsourced, and when later that evening I was told she is called “Beautiful Death,” I simply thanked them for the input. This, obviously, got them quite irate, having just spent hours coming up with a good name. (And it was good.)

    I went to visit the production meeting and I discovered a very drunk T angrily explaining to Mikko Pervilä about how he does not understand the project like T himself does. And Mikko, exasperatedly trying to get some point across. The Estonians probably did not get a very good impression of us.

    The next day T took me to meet the director of the National Park. He was polite and interested, and promised to stay in touch. (He did.) He also suggested a different location, parts of which were on privately owned land, and could be built on.

    The new location was idyllic, you almost expected to find a hobbit village somewhere. The area was mostly plains or dried swamp, with small forested areas providing contrast. A beautiful river ran slowly through the plains, providing an interesting in-game obstacle for anyone needing to cross it. There was a ruined farm house with just the chimney remaining, and a wild orchard in the yard. Berry bushes and apple trees had started to spread in the nearby lands.

    We figured we could build our village right on the outskirts of the national park. T envisioned a grand main hall for the village that he could then use as his personal summer cabin after the larp. “And I’m sure some envious larpers will twist that around to sound like I’m only using free labor to build myself a huge cabin! But after a project as huge as this, I think I’m entitled to something for myself.” Another possibility would have been to testament the cabin to the whole team or to one of the organizations behind the larp, but these were not mentioned.

    For some reason, there was no room in the Humvee for me on the way back, so I had to take a series of Soviet-era buses to get to Tallinn and the ferry. This gave me time to do some of the writing tasks T had given me, including writing a letter about the successful Estonian scouting trip for our team and sponsors. Typing on a laptop in a bouncing bus, hands hunched like a vulture’s feet, was not good for my tendonitis.

    The bus-ride turned out to be a blessing in disguise, as I later found out T’s Humvee had broken down on the country road he had been driving. I was not there, but I remembered his comments about the suitcase in Italy. “It broke down, so it was a bad car. I don’t want a bad car.”

    Humvee at Soomaa. © 2006 Dragonbane Team.

    Still struggling with stress, depression and the wrists, I was starting to suspect, if I would break down, too, before all this was over.

    After we had publicly announced that we had chosen Soomaa as the location, the Estonian authorities did, indeed, contact us again. They said we absolutely cannot use the National Park since many of the things we have planned are directly against the rules of the park and the laws governing it.

    T and I were both quite angry and disappointed at the Estonians. If someone had made sure of this a few months earlier, we would have saved hundreds of hours of labor, by skipping the whole trip. In retrospect, it was us, the main organizers, who should have made sure of that.

    Suspect Parties

    Many of the bigger project meetings took place at T’s home in the countryside between Turku and Helsinki. There were also several other people there, some from T’s larp organization, some his friends, others just people hanging around. Or maybe they were all involved in Dragonbane. I discovered Fýr was now employed by T’s company.

    The workshop weekends included meetings and commonly prepared meals, but also lots of extracurricular activities, including clearing the garden of dried shrubs. I did not take part in that. I was also a teetotaler at the time, so I could not fully participate in the other program which mostly consisted of drinking games in the sauna, drinking games in the pool, and drinking games wrapped in towels.

    There were always teenaged girls around, and these older men wanted to get them drunk. I did not know the girls, maybe they were involved with one of them, maybe they were just working on the project, maybe something more sinister was happening. It was hard to tell, and knowing what I now know, I should have spoken out more clearly. Today, I would characterize the atmosphere as toxic.

    We writers did have actual productive meetings, though, although sometimes they felt more like seance sessions, with us trying to decipher what Christopher was saying over a long-distance phone call on speakerphone.

    The rumors and the strange mood and the “use them until they break” style of management obviously led to many, many people burning out, quitting or just quietly disappearing. This meant we had to constantly find new people to take on those positions. People kept coming and going. Christopher as creative lead was replaced by others before the project was over.

    For Solmukohta 2004, Juhana Pettersson and I designed the art larp Luminescence, produced by Mikko Pervilä. It is known as “the flour larp,” since we had a room filled with 750 kilos of wheat flour. Plenty has been written of that larp in other articles, but cleaning up after the larp was quite a hassle.

    T wanted me to be in some Dragonbane meeting, while I was expected to be cleaning the room. “No problem,” he said, and ordered two teenaged volunteers to go clean the flour room while I took part in the meeting. Needless to say, the volunteers simply left the project, and I later got an angry call from the janitor.

    A person with an outstretched arm bathed in flour and green light, with another person watching and sitting on the ground
    Luminescence. Photo by Juhana Pettersson.

    At a later stage in the project, a larper woman I was dating told me T had asked her to join Dragonbane‘s music team. Having seen what was going on at those project workshops, I did not feel them to be a safe environment for someone I cared about. (Again, I should have worked harder to protect also those I did not know.) I asked her not to participate in the project, and she got mad at me at first, but then agreed.

    Since we were constantly struggling to recruit new people, and I as one of the key organizers had just worked against that goal, I finally started realizing I could not be involved in Dragonbane much longer.

    Everything Goes Wrong

    I was sitting in the audience at an ice hockey stadium listening to a pyramid scheme recruiting event. T was convinced we should have them as our financing partners, and had sent myself, and some of the production people to take part in the event, and then later on try to meet some of the key people in their dressing rooms.

    The whole thing was obviously a scam. Obvious to me, but others in our team were not as skeptical.

    We managed to get an audience with one of the speakers, and explain our case. Dragonbane could be officially branded by the pyramid scheme, and they would get lots of publicity for their business. They promised to think about this.

    When Mikko Pervilä heard about this, he said he would quit immediately, if Dragonbane went through with this. So, the cooperation was cancelled. I am grateful to Mikko for that. (He later quit anyway.)

    We had long since forgotten about getting Eddie Murphy for the trailer. Then we found out we would not get the Plustech forestry machine, either. How could we have Dragonbane the great dragon larp if we have no dragon?

    The project went through constant changes. The location was switched from Estonia to Sweden, the targeted player number was cut and cut again from 1200 to 400. Fýr’s dragon building crew were hard at work making plans on a new kind of dragon built on top of a truck, but without Plustech, they could not keep up with the schedule.

    Christopher and I realized there was no way for the larp to happen in 2005, and managed after long, painful debates to convince T to postpone it by a year. He opposed the change because once he promises to do something, he does it. But, we told him, his promise could not be kept in 2005, but it could be kept in 2006.

    Around that time, T decided he had to change his leadership style. This is how he comments on the topic in the documentation book Dragonbane: The Legacy:

    “As the project progressed, it became increasingly evident to all participants that the only viable decision making model was a military style one. The more idealistic version proposed early in the game just did not produce results and in a project of this size and with this little time it is not a good alternative. There are reasons why corporations and businesses do not operate on committee or democracy basis.

    A smaller, less international project could have succeeded with less dictatorial management, but with Dragonbane the more authoritative style should have been adopted even earlier. In hindsight, it is easy to see that the year we lacked could have been saved by choosing army style project management from day one.”

    I wanted out. I was very stressed and felt I would soon break like the suitcase and the car and so many other people in the team before me. But explaining this to a person who does not take no for an answer was not easy.

    I told T I needed to do some paying work since Dragonbane was taking up all my time. “How much do you need?” he asked. He proposed I come work for him. Having seen how Fýr was already in a position of T having economic power over him, and now with militaristic style, this was not what I wanted to hear.

    In the end I just had to tell him I could not work in the project under any circumstances. “Fine,” he said. “I hope you won’t turn against us and start badmouthing us.” I promised I would not. And I have not written or spoken about my experiences publicly, until now.

    After that I became a broken object, someone T did not want around.

    People working on a large animatronic dragon in the woods The dragon crew making sure their creation works. © 2006 Dragonbane Team.

    The Larp Happened

    A year later the larp was actually about to happen in the forests of Bumfuck, Sweden. (Actually Älvdalen in Dalarna County.) I could not take part in the larp as my mandatory civilian service would start immediately after and if I was late, I would be punished. Travel to and from Älvdalen took so long I could not risk it, but I wanted to be there at the start.

    I had read online about how the players who had arrived early had met angry organizers and been forced to work on building the village. The dragon’s neck had broken and it was being repaired at a vocational institute in Finland. Nothing was ready, and there was not enough food for the involuntary volunteers.

    Fundin, a Dragontamer player from Sweden had this to say:

    Mistakes were made, and I think the main one was not trusting that the players could fix things for themselves, less promises would have made a better game.

    Had we been told to bring tents, cooking gear, food and taming tools the game would have been better. There were few who couldn’t bring tents for example, no problem, then only a few tents would have had to be made = less work for the organisers.

    I asked about making taming tools and was told to go to Finland or southern Sweden for a workshop… I would have been able to make them at home if that had been cleared beforehand..But *No* was the general answer to any Idea, everything had to be specially made for DB, that was the big problem, and you were not allowed to make anything by yourself without an organiser or a workshop.

    Quoted from the book Dragonbane: The Legacy.
    Line of people in red costuming unloading food from a truck Players in costume stocking the kitchen before the larp. © 2006 Dragonbane Team.

    When I arrived, the mood among the organizers in “The Bootcamp” was, indeed, hostile. At the time I thought it was because I was seen as a traitor, having quit the project. Now I have found out the mood was hostile towards everyone so it could have simply been lack of sleep. That ten people who should have been there to help were repairing the dragon had taken its toll.

    It was clear everything was badly organized and there were not enough people to do everything that had to be done. And not enough cars to get people from the Bootcamp to the larp village to build it. On the other hand, there were a huge number of incredibly beautiful props, fabrics, and such.

    I did odd jobs. I cooked a hearty vegetarian meal for the people at the Bootcamp. I remember T being very happy that I took carnivores into account, not realizing the sauce was soy grit instead of minced meat. I helped dye scrolls with strong tea. I helped the players build the village. I held the opening brief for the players in the witch group.

    The players and volunteers I met were exhausted and almost delirious. One of them, Tonja Goldblatt, looked at me, unbelieving, when I arrived at the village. They had not eaten or rested properly, and had to work in the poorly organized work camp. When I had wanted Cinderhill to resemble a Soviet commune, this was not what I had in mind. It was certainly no utopia.

    Two people talking near a ladder
    Mike and Tonja in Cinderhill. © 2006 Dragonbane Team.

    Tonja later wrote:

    I wasn’t part of any main organizing team, but I ended up working my ass off for this project and I burned out. It was no small feat and it did manage amazing things, but Dragonbane broke me for years. For years it was really hard for me to talk about the whole project because of the bitterness. It was my first international larp and turned me away from Nordic Larping for years.

    I only caught rumors of the larp itself from the Bootcamp, and then I had to leave. As I was ready to depart, the dragon arrived. They had driven it to a ferry, sailed it to Sweden, and driven it from the ferry to Älvdalen. Its neck was still broken, but it could move.

    At the last moment T decided to replace the person who had prepared to play the voice of the dragon. He replaced him with himself. Even though the fancy software could turn everyone’s voice into the dragon’s voice, it could not change his very recognizable accent.

    Aftermath

    For the longest time I was ashamed of the project. I assumed almost everyone had a really bad time. And sure, many people did. Many burnt out. But for others this was every bit the magical experience we had set out to create. Friendships were forged and sense of wonder essential to fantasy created lasting memories.

    In the book Nordic Larp, Johanna Koljonen’s and Tiinaliisa T’s article on the larp starts with these atmospheric words:

    I heard the dragon give out a heart-rending shriek. The sky exploded, and pillars of fire shot up behind the temple. The Dragon died – and at that moment it became truly real. The odd angle of the head looked like the twisted position of one who has expired in pain. And its skin, when I rushed in, wailing, towards it, felt slightly warm to the touch.

    In the same book, an anonymous Cinderhillian player comments:

    We indeed had a working village! When we bakers found out we had bread and cheese, but nothing to slice the cheese with, one of the village smiths made us a perfectly good cheese-slicing tool!

    Charles Bo Nielsen recently reminisced on the group Larpers BFF:

    I would like too add that as someone who was 18 at that larp, it was an amazing experience, first major international larp for me. So heavily coloured from that perspective.

    There were some really interesting things about the larp. It was insanely ambitious, especially for the times, it had a really really big budget, due to being heavily funded, beyond the player tickets of 130 euroes, which back in 2006 was considered quite the sum for going to a larp.

    From my point of view it ended up really grumbling under its own hype, the organizers ended up promising everything and certainly not delivering everything.

    Person in long red costume and a dragon mask encircled by other costumed people
    A dragon priest telling the story of the dragon. In-game. © 2006 Dragonbane Team.

    In Denmark spinoff larps were run, continuing the story of the dragontamers.

    The village that was built was robbed soon after the larp, and then left in the woods to decay. Later on, the local municipality burned it down.

    Essi Santala, who worked with Fýr on the dragon, wrote: “I would not be who I am today without Dragonbane. I know it was a devastating project for some people but for me it meant major friendships, togetherness, overcoming obstacles and a sense of awe over what we accomplished over the course of the project. I spent two years part of Dragonbane. It was awesome. Was it a good larp? The question, to me, is irrelevant.”

    I would still stay in contact with Christopher, and a year after Dragonbane we would found a company together. Fýr is studying filmmaking in Prague. Mikko has produced many other big events including Solmukohtas.

    In 2015, T was sentenced to two years and eight months in prison for statutory rape and sexual abuse, and he quit the larp scene.

    It is bittersweet to think back on Dragonbane now. Thanks to those who worked for and took part in our visions. Apologies to those that were hurt or broken. I hope young organizers and designers of today are more aware of toxic environments and what to do about them.

    I would invite everyone who has memories or questions of Dragonbane to discuss the topic further with me and others.


    Cover photo: Much of the crew after the larp. © 2006 Dragonbane Team.