Category: Documentation

  • I Stepped into the Eternal Circle, Animus: the Larp

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    I Stepped into the Eternal Circle, Animus: the Larp

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    Animus: the Eternal Circle — a Transmedia Larp is an online game.((Sometimes called a LAOG, see Reininghaus (2019).))  It has been run four times over the course of 2020 and included 288 players. The designers, a team originated from Italy with helpers all over the world, Chaos League, describe Animus as:

    A story in which ordinary people with their doubts, weaknesses, and fears, are confronted with a greater destiny. It talks about our lives and what we might have been in another time and space. Other lives. In search of our own self. In search of the people we are connected to.

    Inspired by Sense8 and The OA, Animus is about friendship, courage, hard choices. About what we were and what we still are deep inside. Animus is a larp that speaks to our emotions. It’s a journey to discover who we really are.

    Animus takes place nowadays and tells of the past and present lives of a group of special people bound by destiny. (Chaos League)

    I participated in both Run 2 on 23-24 May 2020 as a player, and in Run 4 on 13-14 June 2020 as an NPC and facilitator.

    In this article, I will present the larp Animus: The Eternal Circle, discuss its mechanics, and  share how the different tools used in designing this game have contributed to my good experience both as player and facilitator. I will first describe why my own story as a larper Animus was so appealing.

    Preparing the Leap of Faith: Before the Game

    I started larping in 2012. Before that, I was used to tabletop games and forum role-play. I first played locally in France, but went exploring in the international scene in 2018, taking part in the larp Suffragette! 

    I am attracted to larp because the magic circle is one of my specific interests, as is storytelling. I love all kinds of larps as long as I can share a wonderful, transformative experience with my co-players and organisers. I’ve been a Wachowski fan since The Matrix, so when I first heard about Chaos League’s Sense8-inspired transmedia piece, I had to have a look for myself. Sense8 (2015-2018) is a television show about 8 people across the world who are linked together psychically and empathically.

    Enough to get me on board, indeed, but what made me stay after and enroll myself as NPC?

    Animus was not my first online larp. During the lockdown, I was lucky enough to try several.  For example, Mo Holkar’s After Dark, which was workshopped and played on Jitsi, is a game in which you play the last reunion of a family over visio-conference before their emotions get the better of them and they die of an unknown virus. I also played Are You There?, a Discord-based online larp by Mia Welander. The game follows a forum chat by a group of survivors after a deadly virus killed ninety-nine percent of the population at the beginning of 2020.

    While I loved delving into Type 2 fun,((“Type 2 is a strange beast, because it isn’t actually fun at the moment. In fact, it feels much like suffering. It’s only after the event, and in reflection, that you come to realize you actually had fun” (Peck 2017).)) Animus with its hopeful story seemed like the breath of fresh air I needed. As I saw lockdown in France persisting, I signed up to play it.

    Although the game is mostly “Discord-based,” it is a transmedia experience.((Wikipedia (n.d.) describes Transmedia in the following way: “Transmedia storytelling (also known as transmedia narrative or multiplatform storytelling) is the technique of telling a single story or story experience across multiple platforms and formats using current digital technologies.))

    In Animus, the players use audio files, Google docs, a website, and a musical soundtrack, all of which make the play richer and all the more stimulating. The play, scattered across different media, tells one beautiful story.

    After my sign-up, I received a form with a short description of each character. The files were well-made and the short description included the themes, keywords, and triggers relevant to each character. We were asked to choose four characters out of six in our order of preference.

    Later on, we received specific files for our final character including their past, present, how they were perceived by others, and the first feelings and impressions that strike them when meeting the other characters at the beginning of the game.

    The Lines of the Circle

    Background

    The larp was set in the present in the midst of the Covid-19 pandemic in an international lockdown. The characters were a group of people getting online self-guided group therapy to treat their compulsive fantasy disorder, also known as maladaptive daydreaming, a condition that they first dealt with using beta-blockers.((In Sense8, beta-blockers are a type of medicine that characters take to shut down their psychic link with others.))

    Setting

    The seven pre-written characters: Alexis, Camille, Elliot, Jackson, Sasha,  Robyn, and Hayden (NPC) are complete strangers when they get acquainted through a self-analysis platform, The Beacon, and are grouped together as a Circle by a team of online therapists. They’re all from different places in the world, from different age groups, ethnicities, genders, and backgrounds with the very same goal: stopping the worsening of their condition, which is starting to wreak havoc into their life and impeding them from enjoying it fully.

    Little do they know they are linked to one another.

    During two days and three therapy sessions, each of them is expected to share with their peer group their fears, their hopes, the content of their daydreams, and most of all, their secrets. In revealing these things, they will unveil a bond that goes beyond what is written in stone or the stars.

    The game is based on two strong pillars: 1) emotional play and interactions of characters mixed with 2) discoveries and mystery solving. The characters tell a story while working together, hoping to bring the hidden truth to light.

    Despite this search for truth, the game is also an exercise based on trust, fostered by an off-game workshop where the principle of “no false bottom” was introduced and developed. No false bottom means that the key facts of the premise, the therapy, the beta-blockers, and the psychological condition contain no twists or surprises; there is no team of evil doctors nor secret scientist programs like in Sense8. The secrets lie inside the character’s lives, their present, past, and future.

    Structure

    The game was divided between official time slots (the group therapy sessions) and two free time slots.

    The therapy sessions and workshop were played over video conference, a new feature that the platform Discord added to their vocal channels and released within the first day of lockdown. During the free slots, the players were welcome to use the text channel as well as the video/vocal ones.

    After a short workshop meeting with our facilitator on Friday night, we started the game in character the next day to engage in the first of the three therapy sessions.

    The sessions always followed the same structure: each character took the floor and revealed one secret, unveiling their link as they did so, while the other characters listened, offered advice, support, and care.

    The players were encouraged to fill in a diary: a shared document on Google Drive. In the fiction, the characters were asked to write in the diary for the therapists, explaining the content of the session,  their feelings, and the questions each character harbors for their peers, etc. Furthermore, the diary being available to all, everyone had an opportunity to play on the other characters’ feelings, to flesh out their relationships, and to make them evolve with each session.

    The structure was repetitive, but that was a good thing, setting up an atmosphere of comfort and familiarity.

    This structure meant that by the time of the third session, despite the tension of the game, we knew what we had to do. The group was closer and everybody’s role in it was clear.

    Photo of 7 players in a Discord larp called Animus
    Run 2 of Animus larp. Photo by LolV Peregrin.

    Entering the Circle as Player

    A Perfect Trust

    I first entered the Circle playing Sasha. Written as a burned-out humanitarian who has been working in a convenience store for the last ten years, I interpreted him through my prism: of someone living with PTSD. Based on my own perception of my syndrome, Sasha was on edge — a bundle of good intentions and very raw, very intense emotions. A soul still marked by his experience and the horrors he witnessed after the earthquake in Haiti.

    He was shy, lonely, but sweet and eager to connect with these new people and to try to get better. He was starting to have enough of his convenience store life: safe, comfortable, a bit boring, but not happy.

    Sasha wanted to stop waiting and start acting again, but without losing himself this time. He wanted to reclaim himself and start protecting others in doing so.

    During the game, he tried to help to the best of his capacity, sometimes coming close to losing faith: faith in himself, in others, in his belief that a moment — his moment — will come.

    He was supported, cared for, and helped through his tough time by his Circle members. When allowed, during the very peculiar and secret circumstances of the end of the game, to leave a message that will outlive him, he wrote:

    I’m not afraid anymore. I have found myself. I have found something to protect. I am ready to enter the Circle with a perfect love and a perfect trust.

    A thought that he shared with his friends before they made a big decision together, a leap of faith.

    My time with Sasha was good, but not great. My experience was beautiful, but complicated. I confess that I bled heavily; Sasha’s struggles and mine overlapped in too many places to not feel uncomfortable and uneasy when our time together was cut short at the end of the game.

    In lockdown, away from friends and family, I had no means to fix my problems, and I had a huge amount of larp-blues to deal with atop of that.

    I tried to enjoy our departure stepping out of the Circle and I wished Sasha well for his future, for he deserved it; but at first, I wanted to never hear about him again.

    I sent my feedback to Chaos League, expressing some of the issues I encountered. The form also included the following question: “Would you be willing to help organize/facilitate a future run of Animus: the Eternal Circle?” I answered positively because, no matter my own feelings toward Sasha, I still felt mostly positive about the game, and I was enthusiastic and curious about the prospect of facilitating. I was longing for the friendship and closeness I got to explore in my run as a player while aiming for a bit of emotional distance by playing an NPC.

    Coming back to the Circle as a Facilitator

    A Perfect Love

    I returned to Animus for the 4th run as facilitator and NPC. I played Hayden. Hayden who worked with AI in a big company but who looked like a rock star. Hayden who felt too much but was hiding from it the best he could, channeling it, conceptualizing it, distancing himself from it. The boy who loved stories and hides in music. Hayden who managed to live through his anxiety attacks but was now dealing with severe maladaptive daydreaming. Hayden who didn’t even want to do therapy but was chosen by the team from the Beacon, among his Circle members, to facilitate the group therapy session.

    As a player, I felt a strong connection to Hayden; yet his way of processing, addressing, and dealing with his emotions was sufficiently distinct from mine that I didn’t feel like the situation was too close to home.

    I already knew the themes, the plot, the characters, and what was expected from me. Entering the Circle felt like coming back to someplace familiar.

    Indeed, as a facilitator, I had access now to several new channels, including one where I was navigating the ambiance of the therapy session. I had to deal with a bit of code and a bot every now and then, mostly to start the audio tape and the soundtrack made by the organizers. Even though this felt alien, I had help when I slipped up, no grudge was held, and no player was the wiser since, after all, larp is a good chunk of improvisation and adaptability.

    Playing Hayden as an NPC, making sure we were on time, fostering closeness between the characters, and supporting the players was easy. Facilitating the weight of the secrets of the game in my hands felt comfortable.

    The only wild card was the players. I was deeply afraid of messing things up for them and for the Chaos League, of not being “good enough” as a facilitator. But by the time the third therapy session rolled in, thanks to the amazing players in my Circle (which was named Hadar), and the tightly linked and supportive organizers team, I felt as if Hayden and I were coming home.

    Conclusion: Leaving the Circle?

    Entering the Circle was not always easy but it was, for me, a teaching, transformative experience. I made new friends, I learned, and I grew from it.

    Talking about coming home, even though I’m still unable today to write a letter to Sasha, I’m enthusiastic at the idea of coming back to the Circle as a player in a few weeks; this time in Animus 2: In Search of Sky.

    The Circle is a Never Ending one, opening the ways for stories of friendship, support and connection across the world. It was Chaos League’s goal, and personally, I think they have succeeded.

    Useful Links

    Bowman, Sarah Lynne. 2015. “Bleed: The Spillover Between Player and Character.” Nordiclarp.org, March 2.

    Bowman, Sarah Lynne, and Evan Torner. “Post-Larp Depression.” Nordiclarp.org, January 19.

    Nilsen, Elin. 2015. “A Beginner’s Guide to Handling the Knudeblues.” Nordiclarp.org, February 17.

    Peck, Tim. 2017. “What Are the Three Types of Fun?” Go East, January 6.

    Reininghaus, Gerrit. 2019. “A Manifesto for Laogs – Live Action Online Games.” Nordiclarp.org, June 14.

    Animus Larp Credits

    Production: Chaos League

    Character Design: Andrea Giovannucci, Mikhail Sustersic

    Character Writing: Chiara Cappiello, Livia Blasi, Fabio Garbo,  Mikhail Sustersic

    Music and Sound Design: Stefano D’Arcangelo, Alessandro Giovannucci

    Video: Daniele Bergonzi

    Technical Support: Fabio Garbo, Melania Esposito, Davide Ruscica, Andrea Giovannucci

    Promotion: Fred Brand

    Safety Team: Alessandro Giovannucci, Chiara Cappiello, Mikhail Sustersic

    Documentation: Daniele Bergonzi, Chiara Cappiello, Andrea Giovannucci

    Website: https://animus.chaosleague.org/


    Cover photo: Image by Gerd Altmann on Pixabay. Photo has been cropped.

    Editing by Elina Gouliou.

  • Together Forever: A Larp about Dating in a Dystopian World

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    Together Forever: A Larp about Dating in a Dystopian World

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    Together Forever (2020) is an online larp designed by Karolina Soltys, Patrik Bálint and David Owen, which focuses on romantic relationships and dating in a near-future dystopia. Social distancing is the norm, everybody stays inside due to the infection that started in 2020 and mutated uncontrollably. 

    The larp took place from 20-21 June 2020 and was played entirely via discord. The characters were created by the players, altered and connected by the larp creators. Most of the time players were matched together in one on one interactions, but they also had friendship and work connections with other participants as well as belonging to  small in-game support groups. The players were matched together on three different dates.For those who wanted it was possible to stay in-game the whole time. The participants could stay in touch with each other via video chat, texting or they could use a fake Facebook profile on discord. An in-game HelpBot that was played by the creators helped the players and gave them helpful information.

    The Game World 

    photo of the character Aeryn
    The author as Aeryn Cicelli.

    The larp was set in a world 40 years from today where social distancing is the norm. It was inspired by the movie The Lobster and the Black Mirror episode “Hang the DJ.” In the reality of Together Forever people live at home, either with their families or alone. Meeting other persons in the physical space is very rare and physical interactions only occur when it is absolutely necessary, e.g. seeing the doctor. Workers who are required to perform their work outside have to wear a hazmat suit for protection. Most activities are done by computer and VR. Professions which require leaving the house are much more hazardous and are considered blue collar work, which means they are underpaid and considered less desirable.

    It is possible to leave your family and live together with another person in a romantic relationship, but to do that you must go through the Together Forever programme to get matched. In game, the programme is specifically designed for people, who want to interact in actual physical romantic relations to find the perfect match.The Together Forever programme is a once in a lifetime opportunity to live physical relationship. The matches spend at least several hours together, chatting over video calls. After the calls, you will hopefully be matched with the match chosen by the Together Forever  programme and the two of you will live happily ever after. The choice is final and cannot be altered.

    The Playstyle and Accelerated Time 

    The theme for the larp was playing on romance, so that was the key focus of the game. The players spend a few hours in one-on-one interactions played via Discord video chat.  The game operates on the concept of accelerated time, which means  that several months are played in just a few hours. This gives the opportunity for the players to play a long lasting relationship while focusing on the important and intense moments.

    The Idea Behind It

    The creators of Together Forever wanted to create an online larp that centered on one-on-one interactions. According to Karolina Soltys, that is “usually where most drama stems from” so “online dating was an obvious choice.” The creators wanted the players to experience intense relationship drama while they have several dates with multiple people. Their pitch was “a story about attempting to have romantic relationships with a variety of people, some better suited to you than others, about growing as a person and looking for true love, whatever that means.” 

    The creators wanted to recreate that tone of dating in dystopian worlds, where the characters perceive the world to be their  “normal.” In the casting form they asked the players what they would like to experience and arranged the dates, the family meetings, and the support groups according to their wishes. 

    Aeryn Ciccelli: A Failure of the System Looking for Her True Love 

    As usual, every player in a larp has a different story to tell. And here I would love to share mine:

    Aeryn Ciccelli, 32, social worker specialized in children’s rights, was participating in the Together Forever Programme for the third time, which is unusual, because the programme has a 99.5% chance to match the perfect couple together and the programme accepts rarely second time candidates. For this reason she was pretty embarrassed from the beginning. The character’s background was that she was matched and married in her early twenties. When she found out back then that she had a severe and rare genetic mutation preventing her from having children (even vat-grown), her husband divorced her. Two years ago, she joined the programme again. Due to her trust issues she wasn’t matched with anyone in the end, even though she had found a person she really liked. So, she now joined again knowing that it would be her last chance to find her “Together-Forever-love.” 

    Aeryn’s Matches and Inner Conflict

    In-game photo of Genesis Samson
    Aeryn’s first match and long-term best friend. Photo by Sarah Clelland.

    Aeryn was no stranger to the programme and knew some other participants, including her best friends, Genesis Samson and Kira Alder. When she was matched with Genesis, she was excited. She helped her through the trauma of losing a loved one and was also Aeryn’s secret crush. Their time was limited to 12 hours and they video chatted and talked all through the night. It felt natural to talk with Gen, and she was so relieved that she was matched with someone she already knew and secretly loved. Gen was so understanding when it came to Aeryn’s insecurity about having children. It was all  perfect. In the morning they had to say goodbye. They were not supposed to have contact over the next 18 months, but they promised that they would keep in touch anyway. 

    Aeryn’s next match was Cosma Lodoni, also a person she already knew from her therapy group and loved to spend time with. Cosma had gained custody over their niece Carlotta, because her dad, Jordan, could not take care of her after the death of Carlotta’s mother, who was Cosma’s sister. Cosma was afraid of losing custody over their niece and Aeryn pulled all strings in her position as a social worker for children rights to ensure that this wouldn’t happen. She also defended Cosma in front of Carlotta’s father and felt like a knight in shining armor. After nine months she really loved Cosma and dreamed about taking care of Carlotta together with them. Still, the inner conflict grew due to Aeryn’s feelings towards her first match. 

    In-game photo of Kira Alder by a window with a building in the background
    Aeryn’s wine and chat buddy and former activist friend, Kira Alder. Photo by Serena Barney.

    After she had to say goodbye to Cosma, Aeryn briefly wanted to quit the programme. She had already undergone turmoil and to spend another 9 months with a  stranger was something she didn’t want to endure anymore. But her faith in the programme pushed her to continue. She didn’t want to be in the 0.5% that would fail the programme again. Her last match was Kira’s brother Darius Alder.Even if Kira, Aeryn’s friend, seemed to be supportive and happy about it, Aeryn still felt a lot of pressure. T When she saw Darius for the first time, she was immediately reminded of Tom, her ex-husband. The hair, the smile, the voice… and even though she tried not to, she absolutely fell in love with him in the first few minutes. 

    The chats with Darius were always sweet and nice, but Aeryn knew that he wanted to have kids. So she told him that she would lot be able to have any. He reacted so tenderly, so immensely understanding, that she started to cry. She was so relieved when he said he didn’t care. But she started to doubt.  But what if he divorces her again? What if he finds out that he wanted to have children after all? Would he leave her? Would he confirm her being a failure? After a while she started to doubt if the programme would really match her with Darius and she proposed that they run away together into the Wilderness.

    He sweetly talked her out of it, telling her to have faith in the programme. Aeryn confessed her love to Darius and she hoped that her faith in the programme would pay off.

    The Final Match

    In-game photo of Darius Alder posing with his hand on his chin.
    The final match and Aeryn’s together-forever-love, The final match and Aeryn’s together-forever love, Darius Alder. Photo by Jesper Kjær.

    During a support group meeting the final matches were announced. Aeryn received following message: “We hope you enjoyed your time in the Together Forever programme. The algorithm has now assigned you your Together Forever match: Darius Alder. Feel free to share the joyful news with the rest of your support group.” Finally, she had made it. Finally, she was no failure anymore. But then her joy was overshadowed by the reactions of the others. Nobody else in her support group was happy about their matches; one participant even didn’t get matched at all. Her phone pinged and she got a message from Gen. He claimed it was all a conspiracy, that the programme was rigged. But Aeryn didn’t want to hear it. It could not be true. It SHOULD not be true. The HelpBot told her that a taxi will wait for her outside to bring her and her match in their new home. Aeryn sat silent. Her phone pinged, one message after the other, Gen asking her to join a rebellion. She turned off the computer and put on her hazmat suit. Tears were running down her face when she looked at the last conversation with Gen. 

    Genesis Samson: “I am sorry.”

    Aeryn: “Don’t do anything stupid!”

    Genesis Samson: “Goodbye.”

    Aeryn: “Gen…don’t…GEN! No, you are my best friend! Gen… please… don’t”

    Aeryn dried her tears, closed the suit, put her phone on the kitchen table. The doorbell rang, she smiled. Everything started burning around her, her friends started a rebellion. But Aeryn didn’t care. She and Darius would be happy together. No failure. Just love. And opened the door. 

    My Experiences as a Player

    It was my second immersive online larp during the COVID-19 pandemic and though I struggled first with the romantic aspect due to some previous bad experiences in larp romance, I was really excited. The whole buildup for the game started a few days before, with people posting captions and pictures on their fake Facebook wall and I also started to chat with some connections off-game a few hours before the game started. I felt the excitement of my character, so I tried three different outfits for my first date. 

    During the workshop the organisers briefed us the safety rules which were short and fitting: use the expression “off-game” if anything is up or you want to have a break in the game. You can also use this as a safe word. And don’t play on someone’s physical unattractiveness. 

    Even if we were 36 players, I always felt that the organizers always had good contact with us, helping us out where it was possible. The timetable seemed to me a little bit too complicated at first, but it was no problem to follow and the schedule was perfect for me. The one-on-one conversations were never too long or too short and though I am not used to playing with accelerated time, it turned out to be very easy and felt natural. Karolina said that the schedule was one of the hardest nuts to crack: 

    In-game photo of Cosma Lodoni with headphones on.
    The second match and member of Aeryn’s therapy group Cosma Lodoni. Photo by Lolv Peregrin.

    “Judging by experience, this is much harder to do in online larps, where people tend to get ‘stuck’ in a particular conversation and find it awkward to leave. This is one of the reasons why we needed to enforce particular durations for the scenes. We found it quite hard to guess what durations would work best, as it would depend a lot on individual player preferences and the chemistry between the players.” 

    The thing that astonished me the most was the story and how it was told. I was one character and just got a little glimpse of all what was going on: the Facebook, my connections who told me about other people, the support group, and the family meetings. All of that gave me the impression of a big and diverse world. Especially at the end where my story basically found a happy end, it became bittersweet because I experienced the feelings of all the other participants and that there was a rebellion going on. That gave my ending the perfect Black Mirror feeling.

    It was an amazing experience to play a subtle tone with my matches. I sat there for several hours in front of the computer, and it was an emotional ride. I really didn’t expect that kind of immersive and intense play via video chat. 

    Together Forever was a very well-constructed and player-focused online larp with a lot of thought that was put into the design, the schedule, and the player experience. The larp gave the possibility to play romantic and intense dating scenes in a world bigger than just the one-on-one dates. 

    More About Online Larps (also known as LAOGs)

    Together Forever was one of the online larps that were organised during the pandemic and was very positively received. I also played Animus – the Inner Circle created by Chaos League, which ran four times and also will return for a second season in September and October.  Together Forever and Animus alike stand out for their intense and immersive player experience, even if you just sit in front of the computer. 

    If you want to know more about online larps / LAOGs, you can find here Gerrit Reininghaus’ Manifesto for LAOGs

    Together Forever was scheduled to run again with two runs already played in August and more runs currently planned. For more information, please click this linked site.


    Cover photo: In-game photo of Together Forever by Lolv Peregrin.

  • Overview of Edu-Larp Conference 2019

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    Overview of Edu-Larp Conference 2019

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    Edu-larp can be described as implementing live-action role-playing games in formal or informal educational contexts, “used to impart pre-determined pedagogical or didactic content” (Balzer & Kurz 2015). The aim of the Edu-larp Conference 2019 was to present and discuss recent international research as well as share best practice examples or innovative formats of edu-larp.The first edu-larp conference was held in 2014 in Sweden, organized by Carolina Dahlberg. From single workshops at the Nordic Larp Conferences Knudepunkt dealing with edu-larp, Carolina took to actually making a separate conference, taking place before the main event. In consecutive years, the edu-larp conference has been running every year since and will again in Finland 2020. Edu-larp conferences have also been hosted in the United States in a similar setup as the ones in the Nordic countries. They have taken place the day before the Living Games Conference, the US larpers’ version of Knudepunkt, and were hosted in 2016 (Austin, Texas) and 2018 (Boston, Massachussetts).

    The Edu-larp Conference 2019 was held at Ungdomshuset in Odense (Denmark) on 7 February 2019 from 9-17. The organizers (Muriel Algayres, Charles Bo Nielsen, and Katrin Geneuss) had sent out an open call for papers via social media and all proposals were accepted. There were eight presentations in total, spanning research and development projects, as well as reports on specific ways of facilitating edu-larps and of implementing future projects. Furthermore, three workshops were held (described below) and the program included an optional trip to Efterskolen Epos, a boarding school that uses edu-larp as one of its teaching tools.

    This article contains summaries of presentations, workshops, and the trip to Efterskolen Epos.

    Photo of Josefin Westborg
    Josefin Westborg

    Summary of the Eight Presentations

    Josefin Westborg presented results from her bachelor’s thesis in a talk entitled “Who Sees What? Perceived Learning Areas After Participating in an Edu-larp.” Applying the model of Hammer et al. (2018), she handed out an existing survey using the constructs 1) portraying a character, 2) Manipulation a fictional world, 3) Altered sense of reality, and 4) Shared imagination. Further, she conducted qualitative interviews with four edu-larp participants who had different functions in the games. Their perceptions about learning from edu-larps are similar, regardless if they were a student or a teacher. The important factor seems to be how immersed a participant is in the larp. Based on her work, Westborg suggests adding the constructs agency and personal growth to the model of Hammer et al. (2018).

    Carola Nebe from the German association Waldritter e.V. presented a short film which was produced to explain the method of edu-larp to an audience who might not be familiar with the technique. It can be found here.

    Photo of Carola Nebe
    Carola Nebe

    Olivia Fischer from the College of Teacher Education in Vienna (PH Wien) presented a format for how to introduce edu-larp as a teaching method in teacher education. In short, she first explains edu-larp as a concept and then lets students participate in edu-larps with different purposes and focuses relevant to education. She proposed among other things that edu-larps holds potential for raising student self-efficacy, which concerns “people’s beliefs in their ability to influence events that affect their lives” (Bandura, 2010, p. 1) and contributing to “Bildung,” which refers to a tradition of self-cultivation, personal maturation, and identity development, which only to a certain extent can be translated with “literacy.”

    Photo of Olivia Fischer
    Olivia Fischer

    Katrin Geneuss presented parts of results from her PhD thesis “Die waren ja mittendrin! Ganzheitliches Lernen im Rollenspiel EduLARP” (Geneuss 2019). She focused on difficulties associated with using edu-larps during regular lessons of German, History, and Philosophy in Bavaria. Through semi-narrative interviews, she found that pedagogues were concerned with the perceived effort/result-ratio, meaning that edu-larps take a lot of time to design and to facilitate, but the learning outcome is difficult to measure. This connects to another challenge, which is how to set grades on the student’s performance. To meet the teacher’s needs and to decrease the time of preparation, it would be of help to offer ready-to-play material, as can be found here. Despite those and other minor concerns, the thesis reported that due to the high degree of motivation and active involvement of the students, the STARS-project in Munich is appreciated by teachers and pupils alike.

    Photo of Katrin Geneuss
    Katrin Geneuss

    Muriel Algayres presented the results of the introduction of a role-playing game activity for secondary class students in History (Algayres 2019). She compared intrinsic and self determined motivation (see Ryan & Deci 2017) for a group of students involved in the activity with a control group. Though the quantitative levels of intrinsic and self-determined motivation were higher for the group of students involved in the activity, the sample of students was too small to establish statistical significance. However, based on the positive results, she highlighted the potential for educational role-playing games to increase intrinsic motivation in students.

    Photo of Andrea Castellani
    Andrea Castellani

    Andrea Castellani and Matteo Bisanti gave an overview over the Italian larp conference Edularp.it, which in its first year featured talks by 13 different speakers. Further, they presented Il Congegno di Leonardo, which is an edu-larp organization in Italy. Initially focusing on edu-larps for science education in secondary schools, they are currently expanding activities into other subjects and other target groups (primary school pupils, larpers, the general public, etc).

    Photo of Matteo Bisanti
    Matteo Bisanti

    Jannick Trolliet introduced the audience to how edu-larp is used in Swiss holiday camps with youths. He pointed out that the remote location invites children and young adults to explore the natural environment as well as physical interaction.

    Qla Zetterling from the Swedish company Lajvverkstaden summarized the project From Russia with Love in Belarus, where he facilitated edu-larps to teach sexual education in orphanages. Edu-larp can be a necessary vehicle to talk about topics that are socially not accepted or taboo otherwise.

    Photo of Qla Zetterling
    Qla Zetterling

    Workshops

    Between the sets of presentations, the participants were offered three mid-day workshops. On the workshop on research, which was led by Sarah Lynne Bowman and Katrin Geneuss, participants worked together on definitions and terminology, as well as on making a map of participant research intentions and methodologies. This workshop showed that from a research perspective, edu-larps as a field of research is diverse and fragmented both in terms of the topics and methods used, when applying edu-larp in formal or informal settings. Furthermore, qualitative research in edu-larp makes use of a variety of theoretical and methodological perspectives, for example, thematic analysis (see Braun & Clarke, 2006), grounded theory (see Strauss & Corbin 1997), action research (see Stringer 2008), ethnography (see Balsiger & Lambelet 2014), motivation theory (see Ryan & Deci 2017), and network analysis (see Bruun & Evans 2018). These are some of the perspectives in use to answer equally diverse research questions. Many participants were in the beginning of their research careers and/or had edu-larps as one of many research interests. As can be expected from a budding field, researchers seem to bring in the theories and methodologies they know from other more or less related fields.

    sticky notes on a whiteboard brainstorming the academic field of edu-larp

    Another workshop was lead by Olivia Fischer, and was concerned with implementing drama techniques and edu-larps in teacher education. This workshop featured many hands-on exercises for the participants, several of which were inspired by improvisational theatre. A third workshop on edu-larp design was lead by Charles Bo Nielsen. The workshop to the format of what can be called “a larp jam:” Starting with a brainstorm of ideas from common “idea points,” the workshop participants proceeded to team up and develop ideas further. As an end product, the developed ideas were narrowed down by participants to finalized pitches, which were presented to the overall audience of the conference.

    Visit to Efterskolen Epos

    The conference had an optional add-on: the audience was offered a trip to the Danish boarding school Efterskolen Epos. It is one of two secondary schools in Denmark using role-playing games as an integrated part of their teaching strategy. The trip was co-organized by Esben Wilstrup and Charles Bo Nielsen. At Efterskolen Epos, participants engaged in joint discussions with pupils as well as teachers from the school. This gave different perspectives on how the school utilizes both pupil and teacher resources when designing games from which students may acquire knowledge, skills, and competencies required by the Danish school system (grades 9 – 10). In Denmark, an “efterskole” (the literal translation from Danish is “after school”) is a government-funded institution that acts as a transitional boarding school to prepare lower secondary students (8th, 9th, and 10th graders in the Danish school system) for upper secondary school. An “efterskole” usually has a focus, often related to particular fields of interest, such as sports, music, outdoors, or larp. This focus is often accompanied by a pedagogical vision and practice. As a government funded school, Efterskolen Epos follows the standard educational regulations of 9-10th grade including regulations for exams and grades.

    participants brainstorming in the edu-larp workshop 2019
    Participants in a workshop at the Edu-Larp Conference 2019. Photo by Anders Berner

    Outlook

    The variation of the contributions to the edu-larp conference indicates that larp as an educational tool is applied in many different contexts, ranging from holiday camps to courses at colleges for teacher education. These formal and informal learning and teaching strategies demand well-trained teachers and facilitators, which is why multiple programs need to be developed. Research in edu-larps may be seen as a new bud in the young fields of game-based learning and gamification. As such, research in edu-larps is diverse both in terms of research questions and methods. Furthermore, research in edu-larps seems to be intimately tied to teacher practice and development of unique edu-larps, rather than investigations of standard materials. Finally and linked to the last point, the field has a great and diverse interdisciplinary potential, both in terms of research and design. As mentioned previously, this potential of edu-larp among others touches the fields of performative studies, drama education (Heathcote & Bolton 1995), and psychology, as well as interdisciplinary teaching, where edu-larps may help link, for example, the Humanities and the Sciences.

    References

    Algayres, Muriel. 2018. “A Study of Active Learning in Educational Roleplaying Games and Students’ Motivation.” Proceedings from the TAL2018 Conference, Syddansk University, 2018.

    Balsiger, Philip, and Alexandre Lambelet. 2014. “Participant Observation.” In Methodological Practices in Social Movement Research, edited by Donatella Della Porta, 144-172. Oxford: Oxford University Press.

    Balzer, Muriel, and Julia Kurz. 2015. “Learning by Playing. Larp as a Teaching Method.” Nordiclarp.org. Last modified March 4.

    Bandura, Albert. 2010. “Self‐efficacy.” In The Corsini Encyclopedia of Psychology 1-3.

    Braun, Virgina, and Victoria Clarke. 2006. “Using Thematic Analysis in Psychology.” Qualitative Research in Psychology 3, no. 2: 77-101.

    Bruun, Jesper, and Robert Evans. 2018. “Network Analysis as a Research Methodology in Science Education Research.” Pedagogika 68, no. 2: 201-217.

    Geneuss, Katrin. (2019). „Die waren ja mittendrin!“ Ganzheitliches Lernen im Rollenspiel EduLARP. Grundlagen – Wirkungen – Einsatz im Deutschunterricht. Elektronische Hochschulschriften: Ludwig-Maximilians-Universität München.

    Hammer, Jessica, To, Alexandra, Schrier, Karen, Bowman, Sarah Lynne, and Geoff Kaufman. 2018. “Learning and Role-Playing Games.” In Role-Playing Game Studies: Transmedia Foundations, edited by José P. Zagal and Sebastian Deterding, 283-299. New York: Routledge.

    Heathcote, Dorothy, and Gavin M. Bolton. 1995. Drama for Learning. Portsmouth, NH: Heinemann.

    Ryan, Richard M., and Edward L. Deci. 2017. Self-Determination Theory: Basic Psychological Needs in Motivation, Development, and Wellness. Guilford Publications.

    Strauss, Anselm, and Corbin, Juliet M. 1997. Grounded Theory in Practice. Sage.

    Stringer, Ernie T. 2008. Action Research in Education. Upper Saddle River, NJ: Pearson Prentice Hall.


    Cover photo: Muriel Algayres in the foreground, Katrin Geneuss and Charles Bo Nielsen presenting.

    Editor: Elina Gouliou

  • Vedergällningen, the Vengeance: a Viking Horror Larp

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    Vedergällningen, the Vengeance: a Viking Horror Larp

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    Vedergällningen was a Viking horror larp focusing on the relationships between humans, and between humans and the gods. It was played in the Berghem larp village in Sweden, on 1-3rd November 2019. Vedergällningen was created by Karin Edman under the brand Wonderkarin. The larp was run in English, with players from both Sweden and abroad, totalling about 85 participants, including both players and crew.

    The larp world was set in a fictional Viking age and time where magic exists and works, the gods walk the earth, and supernatural beings roam the forests. The larp itself was set in the village of Astfanginn, a village where völvas, their disciples, and thralls lived and worked. A völva is a person who knows sorcery, or as it is called in this world, magic “seidr”. The seidr are magic rites to make something happen, from healing someone, to giving someone power in battle, to calling down the gods to the earth. The völvas are usually female, but sometimes they can be male. What sets this village apart from other villages is that in this village the residents have settled based on their merits in seidr, and then the followers who are attracted to the residents also settled there.

    people in Viking larp discussing communally
    The followers of Gyrid communing in the forrest, Gyrid being to the right. Photo by Hanna Olsson.

    There was a set hierarchy in the village. The Council are firmly in the top, a group of völvas so senior they seldom leave the village. Then there were five travelling völvas, and then the followers of the travelling völvas. In the larp, there were also three different groups of vikings. At the bottom of the hierarchy are the thralls, also within their own group.

    This all sounds a bit complex, so I will take myself as an example. My character was Halldora and I was part of the group The Followers of Gyrid consisting of me, Hjördis, Geirlaug and Hjerka and our leader Gyrid who was one of the travelling völvas. I had a mentor in the Council, Ljufu. I was also assigned a friend, Ranveig, in the Followers of Järngerd. This meant I had plenty of connections both to other characters and to other groups, creating an alibi for play. The other characters had a similar network of connections to explore. Each group also had their own house to sleep in, meaning it was relatively easy to find each other, even though it was dark after 9 pm and rained quite a bit.

    This design worked very well for me, especially since I had signed up to the larp by myself without knowing too much who else had planned on going. And although I knew some people there off-game, I played with them very little, as I had so much play with my assigned connections. This design also meant that both I and most other players that I know of also had plenty of threads to follow, which in turn generated more play. It also created a feeling of the village being lived in, and relationships being established and being changed.

    There were a number of set events within the larp; the vikings would arrive, the Vedergällningen ritual would be held calling down the gods, and the ending scene of the larp. This level of transparency gave me as a player room to steer my game and time the experience which I enjoyed.

    Ingame, one dark and stormy night, Vikings arrived to the village to seek help as their ships had been destroyed, and they were in need of physical, mental and magical healing. Before the first night was over, the völvas became victims of a horrible crime. To get vengeance, the völvas called the gods for answers and aid. This did not go exactly to plan, and now the humans had to face both Loki and their beasts, as well as themselves.

    Our group “The followers of Gyrid” believed in the goddess Idunn. Idunn was the goddess of youth and fertility; her symbol is the apple. Our magic powers were focused on rituals for healing and youth, using food and drink. I talked with the gods and sometimes got answers. Gyrid, the three other disciples, and I worked and lived in a small hut and this was also where I spent most of my time playing.

    Person with facepaint holding up a cup
    Gyrid Eirikdottir. Photo: Hanna Olsson.

    If you were the person in need, something like this would have happened to you:

    You stand outside our hut, in the dripping wet and cold November night. The door opens and you see lights and feel the warmth streaming out.

    ‘Welcome, come in, what ails you?’ we ask, inviting you in. You sit down on the warm blankets and pelts on the floor, sweet smell in the air. Gyrid sits behind you, directs her disciple with small gestures and eye contact. On the chest over there you see a bowl of berries, the spine of a big animal, and cup of mead. You lean back and when you look up into the ceiling, it is covered with hanging apples and branches; the lovely smell permeates the air. Hjördis sets the tune with her staff, the rhythmic sound reverberating in the hut. Geirlaug, then takes up the tune and Hjerka and Halldora soon chime in too. The song is about Idunn and how her power is granted to them. At first it is only pleasant, the song and soft touches and small nibbles fill you; then it turns darker and the soft touch turns into restraint; and the nibbles are not so delicious anymore and you don’t want to eat it but you are forced to swallow. But it is for your own good and soon, so soon, you will feel better. The song fills the hut, the smells and the screams. And then it is over; you are healed. What do you have that you can pay with? Maybe the price was a bit more steep than you first bargained for. What is the bitter pill you have to swallow? Is it a year and a day as a thrall, or losing the ability to ever have children, or simply the rage that helped you keep your men in check that you lost? But we all know, before long, you will be back again. Now out again with you, out into the rain and cold; there’s a line waiting.

    This was my most hedonistic larp this far. If you’re imagining November in the Swedish forest to be a bit cold and drab, you are completely right. But despite the surrounding setting, I slept well, ate well (including eating a mallard!), danced, sang a lot, and had a lovely time performing rituals with players I had never met before and not really talked to before either; still we managed to form a very well functioning group by just the exchange of a few words, our expectations and wishes, and setting up the hut together.

    Viki
    Skadulf facing the Völvas of Astfangin. Photo by Cajsa Lithell.

    I didn’t spend time thinking of how I looked or how I acted but could just follow my character and what my character was up to. I think this was largely due to the fact that the larp was explicitly queer friendly and lesbian-themed. Most positions of power were held by women, and there were overall a lot of female and nonbinary players, compared with relatively few men. This ensured that I could relax and just enjoy myself and go with it. I also appreciated the relatively high average age in this larp, and the maturity of the players. The calibrations ensured that I had time setting up scenes and following threads, allowing me to steer the experience.

    Another factor that added to my feeling of immersion was how little time I spent talking and how much time I spent doing. There’s something special about carrying water, plucking mallards (so soft feathers!), stroking and touching and restraining other players, singing and feeding and eating. Running scared through the wet forest, beasts close by. Relishing the feel of wood, and bone, cold water on the hands and hot coffee in the stomach. The sound of the other villagers, the smells of wet fur and leather. Tip-toeing around Loki and their beasts as not to spite them. All my senses were activated and my body moved most of the time. Engaging the body and the senses so much gave me a deeper relation to the larp and it is something I will steer towards in the future more than I have done before.

    What made Vedergällningen good to me was that there was so much room for different experiences, such as playing with power, being scared, being used and owned as a thrall, feeling like an outsider, being a witch, being a warrior and so on. Having different gender expressions and tastes. Lots of sex (in-game of course) or none at all, go for what you like.

    What made me take the step from thinking of writing up this piece was two fold. I often wish larps that I did not attend had accompanying documentation pieces, so I offer this work as a contribution to others. Secondly, Vedergällningen is being run again and I wanted to let a broader audience know about it. If you’re curious, have a look at https://vedergallningen.wordpress.com for more information. (Disclaimer: I have no affiliation with Wonderkarin; I just had a good experience).


    Cover Photo: Skade cursing out the Viking who killed the First of the Council. Photo by Cajsa Lithell.

    Editors: Elina Gouliou and Mo Holkar

  • From Winson Green Prison to Suffragette: Representations of First-Wave Feminists in Larps

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    From Winson Green Prison to Suffragette: Representations of First-Wave Feminists in Larps

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    In this article, I present feedback on my experience playing and writing on suffragettes in larps set in early 20th century Europe. I present the diverse angles through which the theme and characters were approached in these larps and contrast their differences. These games are set up at a time period with clearly separated gender roles, developing narratives around female archetypes and roles in society. As such, any mention of gender in this article will be set along the line of a strict binary division of male-female gender, which was used within the historical context of those games, and obviously does not represent the full extent of gender spectrum, identity, and expression. I examine which themes were mostly presented through these games and the challenges they created.

    The Games

    I have chosen to focus on these three games because they all focus on first-wave feminism by having all or most characters being actively suffragettes, which allows for interesting parallels and comparisons. While many games handle feminism or gender:

    1. Winson Green Prison is a game written by Siri Sandquist and Rosalind Göthberg in 2016, for up to 20 players and 4 hours of play. It sets up a group of women locked in the titular prison after being arrested during a protest march, as well as the men who have the legal authority over their lives (husbands, fathers, brothers) waiting for them to be released. The game starts by having the participants workshopping the characters as pairs, and then separates them for the entirety of the game except for their reunion during a brief epilogue scene. The game allows both groups to play in parallel, but at times only one of the groups play, letting the other group observe the opposite gender’s dynamics.

    2. Sorority is part of the Belle Epoque trilogy, a series of games I wrote in 2017 questioning gender and class inequalities in early 20th century France. It plays for 8 to 12 players over 4 hours. The characters in Sorority are all women, and the game features them in three different time periods: in 1913 when patriarchal control is in full swing; in 1916 when the context of World War I has unexpectedly given women more opportunity to work and act independently; and in 1919 when, after the war, women are being pressured to return to traditional roles while the demand for suffrage gets stronger. The larp allows for the characters to evolve and change their opinions since it is played over a long period in game.

    3. Suffragette! is a game created in 2014 by Susanne Vejdemo, Siri Sandquist, Daniel Armyr, and Cecilia Billskog. It originated in Sweden and was rerun in the summer of 2018 for an international audience, adding four groups of foreign visitors to the original Swedish cast. It played for 70 players over a 12-hour period. The characters are all women meeting in Stockholm for the International Women’s Union conference and preparing for the protest march, which is supposed to take place in the morning.

    A sign that reads Vote for Women, a fan, a glass, and other props
    Post-game picture from Sorority by the author

    The Hopes of Sorority

    The three games all focus on female characters grouping together at the time when women didn’t have voting rights and were usually under the authority of their fathers or husbands. They all question the social dynamics of a non-mixed female group. They all support implicitly or explicitly the ideas that solidarity and union between women can really be a positive force for change, and that women should be more supportive of each other in the face of pressure from patriarchal structures.

    In this regard, Winson Green Prison was especially powerful, since being imprisoned together in the same space instantly sets the stakes for the female characters very high. Trying to support each other and not break down in panic, within the context of being imprisoned, immediately felt important. For some characters, having been arrested meant the possibility of punishments at the hands of the men, when others had participated in the march against their express orders. In that context, those fears played as very real.

    Sorority starts with a group of diverse women coming together over the years. They are clearly divided at first, especially along class lines, but solidarity between the women eventually manages to gain traction, when they are all able to take part together in a protest march. As such, the game is meant to be a metaphor of the collapse of old social structures after WWI, and to illustrate how solidarity can appear among women.

    Suffragette presents a variety of women coming from diverse organizations or foreign countries. Being part of an organization or a specific group was definitely the frame wherein support was the strongest: the solidarity between the French group was a strong part of my personal experience. Solidarity was also quite apparent in the socialist and anarchist groups of the game, who were an active minority that seemed very supportive of their members. With a bigger player base, the sense of companionship worked more within small groups, or during specific activities such as the suffragitstu — a model of self-defense lessons developed specifically for women. On a larger scale, the game presented more the fracture lines around some controversial subjects such as prostitution, the status of natural children, and access to contraception.

    Dozens of suffragette characters holding signs and posing
    Post-game picture of Suffragettes! by Herman Langland / Big Picture Larping

    The Pitfalls of Division

    This part of the experience will obviously differ according to each individual player’s personal narrative. However, I do feel that all games show the limits of female solidarity. They could sometimes have a bittersweet ending in the sense that there were limitations to what women could really accomplish and change, in the world as well as in themselves. Sometimes, the trappings of society and social conditioning just got the better of the characters.

    In Winson Green Prison, the context of the women being arrested is the main conflict: for some of the prisoners, being in prison carries serious consequences, punishment, or social exclusion. In Sorority, the division comes from the class conflicts. In the beginning of the game, there is a strong class divide between the rich ladies and the working-class women. After the Great War, the richer characters get ruined and the class divisions start changing, though they do not disappear completely. As a consequence, some characters decided to leave the group before the final march, feeling that they didn’t belong and were not sufficiently integrated with the others.

    The divisions become even more pronounced in Suffragette, possibly because the game was longer and had a larger number of participants who represented conflicting ideologies. Suffragette is a highly political game, with a significant part of the running time devoted to committees where the participants discuss various subjects such as voting rights, contraception, sex work, and the marching order of the morning march. The end of Suffragette brings together the whole audience to listen to two closing speeches. While to some extent uplifting and unifying, the speeches also emphasized the fact that in reality not much was accomplished, as the divisions remained significant.

    As such, all three games question the difficulties of bringing different feminist views together, and show how solidarity can sometimes be difficult to achieve. It resonates with contemporary issues: there are a variety of feminist approaches and divisions and conflicted views and political takes do exist.

    The Debate: Men Playing Female Narratives

    Interestingly, Suffragette also raised issues regarding the participation of male players in what are clearly female and feminist narratives. This section will focus mostly on this issue  regarding mostly cis-gendered males in light of social expectation and gender roles, which will be the group I will subsequently refer as “men” for this writing.

    All games allowed for any participant to sign up, regardless of player gender. In my opinion, the integration of male participants (as female characters) was made easier in Winson Green Prison and Sorority, as the context of playing in larp conventions involves more abstraction and no costume and setting. Therefore, suspension of disbelief felt easier to achieve. In Suffragette, male players wore women’s costumes, but there were no specific workshops or demands regarding accuracy.

    While the number of male participants playing female characters remained limited, the choice to allow male participants was motivated by expanding interest in sharing female narratives, and promoting the idea that female narratives can and should be of interest to people regardless of their gender. The educational value of playing a different gender as oneself can also be a motivation.  As one of the male players of Sorority wrote to me afterwards,

    “Seeing all the issues and learning more about the situation in France was eye-opening. It would be another 25 years before women secured the right to vote in France — and I’m glad I played it and was made to feel welcome by the other players.”

    However, concerns were expressed regarding the fact that male players could end up taking the space in female narratives, especially if playing high-profile characters such as Emmeline Pankhurst, a role that was played by a man in Suffragette. Some argued that casting men in leading female roles would restrain opportunities for women to play powerful female narratives. Others argued that if female narratives are to be opened and embraced by all regardless of gender, then all roles should be also accessible to all regardless of gender. This is a legitimate issue and, while I support and hope to see more men play female narrative, the conditions to make them more accessible remain to be discussed. This debate is, therefore, still ongoing.

    Conclusion

    These games provide an interesting insight into different approaches to exploring the same theme. They demonstrate the tension in feminist narratives between promotion of sorority ideals and the reality of the conflicts and divisions inherent to any political movement. They also question the place of male players in female and feminist narratives, which, while an unresolved debate, is an interesting aspect of design to take into consideration for any who write and promote female narratives.


    Cover photo: Winson Green Prison by Vicki Pipe for the Smoke Festival 2017.


    Editing by Elina Gouliou.

  • Knudepunkt 2019: Summary

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    Knudepunkt 2019: Summary

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    The Danish edition of the Nordic larp conference Knutepunkt, Knudepunkt 2019, is now over. This post will be continuously updated with links to articles, reports, photo albums, videos, slides, books and other relevant documentation.

    If you have any content you want published but lack a place to host it we will gladly host it here at Nordiclarp.org, please contact us on: contribute@nordiclarp.org


    Handling the Knudeblues

    While not specifically written for Knudepunkt 2019, Elin Nilsen’s guide to handling the post Knutepunkt blues is quite relevant for participants:
    A Beginner’s Guide to Handling the Knudeblues: An Inside Perspective


    The Nordic Larp Community on Facebook

    Want to talk to other Knudepunkt goers about your experience there, or just other Nordic larp related topics? Join the Nordic Larp Community group on Facebook.


    The Knudepunkt 2019 Book

    For the conference a book named Larp Design: Creating Role-play Experiences was published. It was edited by Johanna Koljonen, Jaakko Stenros, Anne Serup Grove, Aina D. Skjønsfjell and Elin Nilsen.


    Social Media

    Twitter

    Instagram

    Facebook


    Collaborative Notes


    Manifestos

    Larp Safety Manifesto

    https://nordiclarp.org/2019/02/15/larp-safety-manifesto/


    Talks

    The Problem with the Words Immersion and Fun – Francesco Rugerfred Sedda

    Slides: The-problem-with-the-words-Immersion-and-Fun-Knudepunkt-2019.pdf (source, fetched 2019-02-12)

    Slides

    How Do We Create Larp Mechanics in Russia – Anna Volodina & Leonid Tsarev

    Some ideas of Алексей Кулаков (Kulakov Aleksey) and Дмитрий Забиров (Dmitry Zabirov) were also used to prepare this presentation.

    Complexity Rules Everything around Me – Eleanor Saitta

    Creating Meaningful Environments – Carl Nordblom

    Costume Patterns, Construction and Changes – Carl Nordblom

    Uniforms for Larping – Mads Havshøj

    Why Duct Tape Sucks – Mads Havshøj

    Give Me That Sweet Drama: A Method for Relation Building – Liv Hernø-Toftild

    Memetic Bleed: A Tool for Societal and Political Change – Kjell Hedgard Hugaas

    Good Edu-larp Concept is Born – Lujza Kotryová

    Conscience: Layers of Reality – Esperanza Montero

    Plot and Character Design – Laura Kröger

    Community Larp: Techniques, Purposes and Inclusivity – Alessandro Giovannucci

    Emotional Safety Manifesto – Eva Mærsk, Linnéa Cecilia, Anders Berner and Klara Rotvig

    First Timers Guide to Knudepunkt – Kristoffer Thurøe


    KPTV 2019

    Norway

    https://www.youtube.com/watch?v=hHTvwUou7Ls

    Nordic Larp Talks Odense 2019

    Not Good Enough: On Larp and Systemic Anxiety – Muriel Algayres

    Slides and more information: https://nordiclarptalks.org/not-good-enough-on-larp-and-systemic-anxiety-muriel-algayres/

    Designing Larp for Multicultural Participants – Qla Zetterberg

    Slides and more information: https://nordiclarptalks.org/qla-zetterberg-designing-larp-for-multicultural-participants/

    Ars Rego: A technique for physical magic and control – Maria and Jeppe Bergman Hamming

    Slides and more information: https://nordiclarptalks.org/ars-rego-a-technique-for-physical-magic-and-control-maria-and-jeppe-bergman-hamming/

    Intergenerational Storytelling – Sagalinn Tangen

    Slides and more information: https://nordiclarptalks.org/intergenerational-storytelling-sagalinn-leo-tangen/

    Designing for the Somatic Imagination – Susan Ploetz

    Slides and more information: https://nordiclarptalks.org/designing-for-the-somatic-imagination-susan-ploetz/

    Lost in Love: From DJ to GM – Simon Brind

    Slides and more information: https://nordiclarptalks.org/lost-in-love-from-dj-to-gm-simon-brind/

    Fleshing the Skeleton: How to Empower Players to Make Characters Their Own, Without the Risk of ‘breaking the Larp’ – Mo Holkar

    Slides and more information: https://nordiclarptalks.org/fleshing-the-skeleton-how-to-empower-players-to-make-characters-their-own-without-the-risk-of-breaking-the-larp-mo-holkar/

    Two Tools to Structure a Larp – Kaisa Kangas

    Slides and more information: https://nordiclarptalks.org/two-tools-to-structure-a-larp-kaisa-kangas/

    Costumes for Real Bodies – Anne Serup Grove

    Slides and more information: https://nordiclarptalks.org/costumes-for-real-bodies-anne-serup-grove/

    The Piss Room – Juhana Pettersson

    Slides and more information: https://nordiclarptalks.org/the-piss-room-juhana-pettersson/

  • D8 – Fascinating Paradox

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    D8 – Fascinating Paradox

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    When I heard some first mentions about the idea behind D8, I felt it’s going to be a really interesting thing. Knowing them personally, I occasionally drifted in each conversation towards this larp, to learn more. A design document for this larp got to me in a phase of small fixes and editing. It evoked a lot of questions and doubts, but mainly – it fascinated me.

    Let’s be honest here, we like what we know. It’s not in a human nature to experiment. We dealt here with a typical experiment on a large scale: a formula that hasn’t been tested before, huge expectations from players and responsibility on their side, a huge logistic machinery on site, and a specific setting. So many things to go wrong! Still, it was clear to me that these guys know what they were pursuing. Moreover, it was hard to say that they don’t have a vision, they knew how to sell themselves, and what came up next – they knew how to bring their idea to life. These three things (vision, selling point, action) are sadly not that obvious and common in Polish larp community.

    I was bought by the game’s structure – it resembled TV series, being divided by episodes and scenes. A vision of a pilot episode and 8 following episodes with precisely designed scenes was very appealing. I always loved that we can watch TV series characters in many situations and moments of their lives. Some of them are iconic, being the same throughout the whole series, some of them change drastically. Each character has better or worse moments. There’s a space for showing them in non-obvious roles and contexts. It’s hard to achieve that in movies as there’s simply not enough time – the plot has to run straight to a narrative climax and resolution. Each TV series episode has its own climax point, sometimes it ends with a cliffhanger. Still, all episodes are bound with a narrative arch that all characters follow in the whole series.

    Here’s a cherry at the top – in D8 the creators leave the role of a director to players. They get the option to choose their own arch by being allowed to choose each scene. They don’t need to follow a script, they don’t need to ask anyone if this is a scene where they should be, or even tell anyone that they go to a particular scene. We did a simple math a day after the game – D8 can be played in hundreds of thousands of ways! It puts enormous trust into players’ choices, but it’s not burdening them with all the work to come up with their characters’ stories, because there’s an arch called a director’s cut – it’s a predefined set of scenes that is suggested to particular characters. You can follow it, but you don’t have to. You don’t even have to look at it. Players have their own choices to make but they are not left to just roam around, not being sure what to do. The director’s cut option shows precisely that creators care about each character that enters their world.

    The whole thing was so fascinating that I got over the fact that it was a serious post-apocalyptic game (that I don’t really like) and eventually turned out to be a catalyst for a game about people and relations. I even got over a necessity of creating your own character and relations through Facebook groups. I can’t lose the feeling that it’s a bit lazy of creators to have done it. I like to play characters that are pre-written, put into the core of the world and plot. My doubts were gone after the first stage of creation, because Mikołaj and Jakub prepared the whole system of creating a character, they supervise, but not interfere too extensively. The system they used allows you to put as much effort as you want and can. If you give a lot – you’ll be rewarded. In many moments you can come across your ideas throughout the game. If you don’t have the time or ideas, you get a strategically placed cog in a working mechanism.

    The whole process, in its establishment, reminded me of the old Grimuar style, only without tons of text. It was so intuitive, that it seemed my character was created not by me, but by all other players characters and relations – it fit like the last piece of puzzle. It didn’t take much time or skill, I struggled the most, as usual, with deciding about the name of my hero. I exchanged some e-mails, used some stock photos, made some fake Facebook posts (which was the most fun, I guess), collected my YouTube playlist and Pinterest board, added some posts in other groups, and joined some Messenger conversations. The biggest obstacle was buying a coffee in Starbucks with a proper name on it (in the end I had to do it myself), to make some hipster photos. A few weeks before the game I knew my character thoroughly, his outlook, his way of thinking, speaking, even some bad jokes he used to say. I knew why he is at the beginning of the game and what he was doing there.

    I spend a lot of time for visuals. Usually, I tend to rent some costumes from a theater and get a haircut, but this time I decided to do my best. D8 let me go with the flow even more than “New Age: From Louisiana With Love/New Age: Yesterday Never Dies” (a dieselpunk larp where I played an interpretation of Gatsby) where all characters can change even a few times per hour. In D8 we look at characters in different moments of their lives, sometimes with a few years chasm in between. A character has the time for evolution or revolution, if the player decides. It turned out that my character went through a revolution that I wasn’t prepared for (even if I decided to cut my hair during the game), but fortunately I managed to collect a cool outfit for a renegade.

    Why wasn’t I prepared? Well, after how I was guided in a preplay, after some of the moments really surprised me (positively), I put my trust in the organizers and decided to go with the director’s cut for my character. It surprised me but only because the episodes proposed to me were really close to what I had been planning to pick. What happened at the scenes? This is totally different. A living world throttled by different events, groups’ motivations, and each character’s will makes that one scene, one fact, or one sentence can lead you to a very different corner of this larp. Nobody in 2022 knows what will happen in 2030, right? It was the biggest paradox of this game – the more I directed, the more it surprised me.

    One more thing was something unexpected for me. All the things that could’ve gone wrong, actually went quite smoothly and well – at least from my perspective. I’ve been to chamber larps that had hours of delay! Here – in 2 days they ran about 40 chambers, between 3 and 6 simultaneously! Each of them started on time, except for those that didn’t have an audience – then it was just omitted. D8 crew, people that volunteered to run, be NPC, and organize each scene, were like Swiss clock makers. The creators looked like they were on vacations, sometimes chit-chatting with players about the weather.

    Of course, if the players had time.

    In the breaks between scenes they had to learn if it was true that something happened in a particular scene, check the scene summary, ask where other players were going next (to go with them or to avoid the scene), catch up with some plots, do the black-box or gather their faction, change clothes, make the jacket look older, shave head after the plague, eat dinner, drink beer, take some nap. So many options, so little time. Players made the world actually live. Wired in during the pre-play, they accelerated with each episode, becoming more and more curious and bold with their directing decisions. It ended with the 9th special episode – one of the groups asked for it the second day and it happened right after the epilogue.

    I was wondering what could’ve gone differently. Would it be possible to get similar, intense, butt-clenching, smart story with a very poignant finale? For a moment, I wanted to play the same character during the second run and choose a completely different path of episodes. But for me, D8 – like the best HBO productions – ended up with a cliffhanger and I strongly hope that second season will come soon. Beside the character I played, I had yet another idea to bring to life into the apocalypse in the Ruined States of America, AD 2018.

    Can’t wait for these alarm signals.

    This text was translated by Grzegorz Wozniczko and was originally published here:
    http://lublarp.pl/d8-fascynujacy-paradoks-marcin-slowikowski/

  • Nordic Larp Talks Malmö 2018

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    Nordic Larp Talks Malmö 2018

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    This years Nordic Larp Talks are out! You can watch them all in the embedded playlist below, or go over to Nordic Larp Talks to get some more context and background.


    Nordic Larp Talks Oslo 2017

    As a bonus, we can also present Nordic Larp Talks Oslo 2017! They are all in the embedded playlist below, and can also be found on the Nordic Larp Talks website.


    Enjoy these and keep an eye out for our own video documentation from Knutpunkt 2018.

  • Epiphany – A Collaborative Mage: the Ascension Larp

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    Epiphany – A Collaborative Mage: the Ascension Larp

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    Epiphany was a collaborative larp based loosely on Mage: The Ascension that took place December 15-17, 2017 in Tiny T Ranch outside of Austin, Texas. The larp was an ATX Larp Productions event designed by Sarah Lynne Bowman, Russell Murdock, and Rebecca Roycroft. It was not affiliated with any official White Wolf Publishing club and was a one-shot event set during a weekend-long spiritual retreat where mentors help initiate mages navigate their Awakenings and come into their power. Playing close to home was strongly encouraged, and characters were designed to resemble their players in personality and background. There were roughly thirty players from different parts of the United States and Canada at the event. This article presents reflections from three of those players: Clio Yun-su Davis, Morgan Nuncio, and Jen Wong.

    The barn space at Tiny T Ranch transformed into a magical retreat over the course of a weekend. Photo by Jen Wong.

    The majority of characters were at the initiate level, the first and most introductory power level of this system, with a handful of people playing more powerful and experienced mentor characters. For the purposes of this scenario, power was demonstrated through imparting wisdom and guidance in workshops and conversation rather than displays of magical dominance or manipulation. Epiphany used consent-based mechanics, so if a spell was cast on another character, the recipient decided if and how it affects them. The outcome of magic-use in general was determined by consent negotiations and not abilities or any kind of character sheet statistics.

    The larp did not focus on the mechanics, politics, and performance of the magical spheres in the Mage setting. Instead, it pointed a spotlight on the metaphysical aspects and the exploration of the players’ inner lives through their characters. While the larp incorporated the Mage concepts of Traditions, Avatars, Consensual Reality, Spheres, and Paradox to name a few, these were used purely as tools to aide in discussions on paradigm, faith, death, the afterlife, personal transformation, and acceptance. Additionally, Epiphany incorporated player-run Avatar characters who were, in this larp, spirits fueling the character’s magic. Avatars could offer subtle suggestions through the bird-in-the-ear metatechnique or players could explore more intensive Avatar scenes in the blackbox, described in more detail below. For further details on the design document, you can view it directly here.

    Woman in a cloak near a tree
    An Akashic mentor finds peacefulness in nature. Photo by Sarah Lynne Bowman.

    Tiny T Ranch, which has regularly hosted larps for the past two years, is a somewhat remote rural location where there is no chance of crossing paths with anyone who is not part of the larp or is not at least aware of it and comfortable with being around larpers. The site is home to two horses and a number of chickens, and is distant enough from light pollution that you can see the Milky Way at night. Since Epiphany is primarily a What You See is What You Get (WYSIWYG) larp, it was important for it to be hosted somewhere peaceful and picturesque, as many real-life spiritual retreats are, with little risk of interruption or distraction by out-of-character happenings. Tapestries and multi-color lights were hung in many of the spaces, with color-changing lamps in the bedrooms. Players ate meals in a decorated communal dining area, with most meals taking place in-character. Altars could be found throughout the premises, including the main altar in the living room of the main building. The barn was transformed with colorful curtains and rows of hanging lights with one half designated a ritual space and the other designated for sleeping.

    A Hermetic altar provided by a player-character for Epiphany. Photo by Sarah Lynne Bowman.

    Jen discovered that setting foot on the ranch immediately instigated immersion. While it was beautiful to look at, the open expanse was a reminder of how miniscule and alone a single person can feel in the larger picture of the universe. This environment may have required some players to recalibrate their senses and ground themselves; however, this shift in perception also encouraged them to reach out to each other and begin exploring the questions of why they were there, both as a person and a character, and how they could begin to help each other. Jen recognized it as the feeling of coming home.

    Person reaching out to pet a horse
    Tiny T Ranch featured onsite horses, chickens, dogs, and cats.

    Playing in White Wolf’s Mage: The Ascension by essence draws many parallels to other larps and role-playing games that inhabit the World of Darkness universe. As such, Epiphany draws much from larps such as End of the Line, a larp based on the Vampire: The Masquerade setting, and White Wolf’s first official dip into Nordic style larp. Specifically, the use of the blackbox as a closed space for smaller scenes in Epiphany is similar to the use of the meta rooms in End of the Line and other larps. In Epiphany, these scenes could be dream sequences, memories, delving into a character’s mind, journeying into the Umbral and other realms, or interacting with one’s Avatar.

    Additionally, Epiphany’s blackbox mechanics resemble those from the Nordic larp about the AIDS crisis in the ‘80s, Just a Little Lovin’. In Epiphany, when someone wished to invite another character to a blackbox scene, they offered them a small crystal or stone, similarly to how a feather would be offered in Just a Little Lovin’. The main difference was that the object color did not indicate any particular type of blackbox scene, only that the offer was being made with details to be discussed out of character. If accepted, whoever was invited either went to the chapel (which was the designated blackbox space), or to any of the back rooms if the chapel was occupied. The chapel was outfitted with a projector, a speaker, and color-changing lights so that players could create the appropriate atmosphere for their scenes if desired.

    A Dreamspeaker mentor leads a channeling ritual. Photo by Sarah Lynne Bowman.

    The design for Epiphany also relates to Just a Little Lovin’ in that it provided a steady stream of rituals that were created to engage meaningfully on both a character and player level. Epiphany diverges from Just a Little Lovin’ though, in that the vast majority of the content for rituals was written by people playing mentors with guidance from the larp designers, which means that, were the event to have another run, the rituals could be incredibly different.

    Epiphany also shares elements with New World Magischola, as one of the designers worked closely with Learn Larp LLC to develop their consent and safety workshops. Many of the tools and vocabulary are shared, including the OK check-in, the look-down, pronoun correction, and consent negotiation mechanics, which have also been used at End of the Line and Convention of Thorns. Workshops and mechanics of note that were updated include methods for better player inclusion into scenes and for players to interact more with other players who they do not already know. Through these exercises, organizers encouraged players to engage in new interactions, creating a space that allowed for players to open up to each other and share potentially vulnerable aspects of their characters and themselves. As with New World Magischola, Caretakers were present to assist players struggling emotionally both an in- and off-game capacity, and as with several larps, an off-game sanctuary space was provided for players who needed it.

    Playing for Spiritual and Philosophical Discussion with Paper-Thin Alibi

    One of the unique elements of Epiphany was the gathering of characters (and players) who held wildly different beliefs about spirituality and philosophy, but were all present specifically to speak about these differences with respect, honesty, and vulnerability. For instance, Clio occasionally found herself in a state of existential angst when in the company of people who had a wealth of knowledge on spiritual, magical, and scientific subjects and held beliefs that sometimes fully contradicted her own. However, it was the satisfying, productive existential angst of having to reevaluate why one believes what they believe. The larp served to nudge participants out of their comfort zones at times, and it was valuable in that it removed them from an echo chamber while keeping them in a safe space where the intention was that everyone’s feelings were to be accepted as valid.

    a male mage guides a workshop for several seated initiates
    An Akashic mentor guides initiates through a workshop to help change their restrictive attitudes and beliefs. Photo by l.p.lade.

    The character creation process played a crucial role in this balance. A few months prior to the larp, a character creation questionnaire was sent to players that asked them to list three close-to-home characteristics from their personality or background that they wished to be incorporated into their characters. Additionally, they could add optional three far-from-home characteristics, though many players chose not to insert fiction into their backstories in this way. Players were also asked about their personal experience with magical concepts, be it ritual work, research, or any sort of training, and about their personal knowledge of the concepts related to their chosen Tradition. Descriptions of one to three defining moments from the character’s backstory were requested, and these were meant to be similar to the player’s own history as well. One of the more challenging parts of the questionnaire was having to describe your character’s Awakening, as it was simultaneously an intensely personal question while also being potentially difficult to write in a close-to-home way. Players were strongly encouraged to reach out to the designers for help with any of this process. Additionally, the questionnaire asked players to list metaphysical or existential questions they wanted to explore in the larp. The Storytellers gave the following examples: “What is the nature of time?” “What happens after death?” and “Is consciousness singular or collective?” The designers used this information to write the character sheets and made adjustments based on further conversations with players as needed. These character sheets offered the characters a name, a catchphrase, a Tradition, 3-4 primary Spheres, a brief summary of their lives, a description of at least one Awakening experience, an explanation for how they found Epiphany Retreat, and fill in the blank questions about their philosophies and relationship to the universe.

    Initiates prepare to be led through a Dreamspeaker shadow work ritual. Photo by l.p.lade.

    Some people were playing with magic as a symbolic force that represented power in several different archetypal forms: the power of science, the power of being able to influence others, the power of creation, the power of destruction. Others were playing with magic as a real force that could shape reality through willpower, emotion, and ritual. Some bounced back and forth in a sort of agnosticism, and coping with uncertainty emerged as a prominent theme. This range of viewpoints yielded fertile ground for conversation and debate on topics not usually broached in daily life even, even if they consistently loom over us on a day-to-day basis.

    The essence of Epiphany was one of internal rather than external conflict. The intentional absence of an overarching plot left players with no arbitrary goals into which to throw themselves and no problems to solve that were created to exist within the world of the larp alone. It was forbidden to speak of the Technocracy at the Retreat in-game in order to emphasize this insistence on internal focus. Instead, there was a gathering of people who were itching to discuss metaphysics, death, the afterlife, their struggles with (and sometimes loss of faith in) the religion in which they grew up, and the darkest, most hidden aspects of their personalities.

    A Dreamspeaker mentor retrieves their item from the altar and narrates their character’s Epilogue. Photo by Sarah Lynne Bowman.

    Over the course of the event, Clio developed the distinct impression that many of the players did not normally have opportunities to speak about these topics freely in their lives. There is a very real kind of magic that occurs when people feel safe enough to reveal their innermost thoughts, fears, and hopes regarding these subject matter when they’ve been holding them in for years. Being able to witness these transformations was an experience unlike any she’d had in either a larp or in a real-life spiritual workshop. When role-playing, even when playing close to home, we are often far away enough from ourselves to be able to firmly distinguish our character’s experiences from our own. When attending a spiritual retreat or workshop, many of the participants have already spent a great deal of time processing and speaking about their beliefs, and everyone possesses only their one identity (or at least pretends to), so anything they say is coming solely from that identity. In Epiphany, the thin layer of alibi afforded enough comfort to allow players to be more adventurous in their conversations, and in many ways, more truthful.

    A woman shrugging to two people holding books
    A Society of Etherite initiate discusses magical philosophy with two Hermetics. Photo by Sarah Lynne Bowman.

    Because playing close to home also discouraged wild displays of cultural appropriation, there was an unusual ease in players when interacting with people who they had not previously known. In the design document, this principle was referenced as “What You Know is What You Know,” meaning that the character’s knowledge base and background remained identical to yours with maybe a few extra years of training or experience added to your character. Cultural appropriation is particularly complicated when it comes to religion and spirituality, as the lines between appropriation and exchange are often blurred. In a world where it is not uncommon for players to use elements of religious practices as casual costume pieces, fetishize cultures and people, create characters based on ethnic stereotypes, and claim vast knowledge of cultural subjects about which they have only barely skimmed the surface, Clio noted that this measure explicitly provided more protection against these pitfalls than any other larp she had played. Since real people and cultures were prioritized over fictional characters, there was a level of trust attained immediately that allowed deep, meaningful connections to form quickly.

    Mages at Epiphany Retreat relax with a few rounds of Tarot Speed Dating in the evening.

    Collaborative Play and Player-Created Content

    The only rigidly set scenes for all participants in Epiphany were the following: a silent opening ceremony, in which players took turns placing an item onto the altar that represented their character (a worn journal, a pair of headphones, a statue of a goddess, a wind chime); the small-group Awakening scenes directly after; and the closing ceremony where players retrieved their items, name tags were switched back to player names, and players narrated short epilogues for their characters. The majority of the larp was composed of workshops led by mentors, rituals, social events, and other exercises led by a mix of mentors and initiates. These scheduled rituals were required to feature in-game debriefs for characters to more smoothly transition back into the more “mundane” game world. In addition to mentor-led workshops, initiate players were encouraged to create content for the larp before and during the event, leading to a combination of structured and improvised activities.((For more on race and cultural appropriation in larp, see Lizzie Stark’s articles in the Bibliography below.))

    The Epiphany altar, containing items for each Tradition and personal items from each participant of the Retreat. Photo by Sarah Lynne Bowman.

    Morgan and Lily’s Epiphany

    Morgan participated in these activities primarily as a learner, but also had the chance to instruct and guide. Her character was Lillian “Lily” Rivera, a Cult of Ecstasy initiate whose underlying concept was “Wherever the Wind Blows,” a phrase meant to resonate with her real life approach to navigating the world. Playing close to home led to powerful new insights and realizations about herself, as well as some heart shattering, emotionally numbing moments. Members of the Cult of Ecstasy tradition are known for living “in the moment,” and Morgan embraced this philosophy in part by being the first one up each morning, making sure the kitchen was in order and preparing coffee and water for tea as one of the cooking volunteers.

    Lily (Morgan Nuncio) after her ecstatic dance ritual. Photo by Sarah Lynne Bowman.

    Morgan felt at ease in a mindfulness meditation workshop run by an Akashic mentor early Saturday morning. However, when it came to the Dreamspeaker-run shadow work workshop, both the character and player felt emotionally vulnerable and exposed. In the shadow work, characters embodied and spoke with the voice of their darkest selves as they tried to come to terms with it while supported by 2-3 others in the group. The shadow she pulled from the depths within her left both character and player feeling wounded, afraid, and uneasy, but it did make her think about how to stop repressing the shadow and work with it instead. Because there was a heavy emphasis on players supporting one another and not competing or playing for drama, she felt safe enough to proceed with this deep self-exploration. The in-character exercise served as a catalyst for confronting her out-of-character greatest fear: being alone.

    A group meditating crosslegged on the floot
    Initiates and Mentors in a morning Mindfulness workshop led by an Akashic. Photo by Sarah Lynne Bowman.

    Lily then went on to spend an hour and a half in an impromptu death salon put into motion by a Euthanatos initiate, listening, lending support, and speaking about all aspects of death and dying. The salon continued for three hours, but with Lily’s barriers weakened from before, she decided to leave halfway through so that she could shift into a different mindset. She organized an Ecstatic dance session for the evening when there were no official workshops scheduled, something she had been preparing for long in advance of the larp. Ecstatic dance is a five rhythms movement where nonverbal expression is set to the beats and sounds played around you. The music starts soft, with meditation or soft drums, and crescendos into dance or club music, only to wind back down into meditation music, bringing dancers back down from the high. Ecstatic dance, for Morgan, is a spiritual experience. Ecstatic dance, for Lily, was not only a spiritual experience, but how she was originally Awakened. On a player level, Morgan found the experience of sharing this part of herself with the others there to be humbling. Having so many people participate in the dancing and movement and learn about one of the many ways Cult of Ecstasy folks develop their powers held great emotional significance to her that continues to impact her a month after the event.

    Morgan constructing art during the Reflection hour after Epiphany. Photo by Sarah Lynne Bowman.

    These lingering feelings of overwhelming love and gratitude have been reported by many players in post-game conversations both in-person and on social media; they are often coupled with what has been described as the inability to fully articulate those feelings and the thoughts that accompany them. This reaction may be in part because these emotions are due in large part to bleed. However, because everyone was essentially playing a slightly different version of themselves, it is difficult to conceptualize them as bleed in the traditional sense. In Epiphany, “real life” and the world of the characters were more difficult to distinguish than in most other larps, so emotions could not be attributed to one or the other in a straightforward way. However, because the design steered players towards positive connections, players speak about this sort of bleed warmly.

    Jen and Naomi’s Epiphany

    For Jen, the two set framing altar scenes, as well as the Awakening rituals performed immediately after the opening ceremony, were the most powerful moments for her character, Naomi Takahashi, whose concept was “The Light at the End of the Tunnel.” In essence, Naomi was a lone Euthanatos mage, struggling to understand herself, her powers, and her place in the world around her. She was quickly losing faith in both herself and the good in humanity as she saw more of the struggles and injustices around her.

    two people on a couch smiling
    A Euthanatos (Jen Wong) and a Dreamspeaker bond before the death salon.

    The opening scene for the larp was silent but intense as players moved into embodying their characters, and one by one, rose to their feet and placed a personal item on the group altar for the event. Naomi’s item was a wristwatch – intricate, delicate and beautiful. However, it’s time had stopped, much like she had. She was stuck without guidance through her visions and manifestations of power, and was caught in a struggle between her fear and compassion.
    After entering the barn area, players were surrounded by airy fabrics and colored string lights before stepping into a large ring of chairs. As people finished laying their items on the altar, the chairs in the barn filled until the last of the players and hosts stepped into the circle. This ceremony eased the group into transitioning out of their “real world” selves, giving structure to slipping into character.

    Immediately after gathering in the circle of chairs, small numbers of initiates broke off with mentors to experience an Awakening ritual. Jen’s group consisted of two other initiates and their Hermetic mentor. As an Order of Hermes ritual, this Awakening scene was highly structured, but Jen found that the intimate nature of such a small group, as well as the ritual structure being simple and repetitive, allowed them all to be pulled into the present moment and to connect in ways that they were not anticipating. Small but anticipated, almost pedestrian touches (clasping hands), and taking the time to really take in the whole of someone as you looked at them opened an awareness of each other in the players, as well as a new awareness of themselves. Even long after the ritual was over, Jen found herself mindful of and looking out for those who had participated in the ritual with her. She felt a strange closeness that would normally require a significantly longer amount of time to build with someone who had previously been a total stranger due to this process.

    The Order of Hermes mentor who led Naomi’s Awakening helps initiates find their names and words of power. Photo by Sarah Lynne Bowman.

    One of the most powerful moments of this ritual for her and her character were the words spoken right at the beginning: “Your experience is valid, your impressions are valid. You are not crazy. Most importantly, you are not alone.” Jen thinks that perhaps these statements resonated so strongly with her because so many people spend their daily lives being told almost exactly the opposite, and therefore it can come as a shock to be instantly validated. This shock is especially true when someone has spent a long time trying to reconcile their reality with the reality that the rest of the world is trying to impress upon them. This concept was an ongoing theme for the entire retreat, as characters joined in respectful discussion and exploration of topics that often spark heated debates in other settings.

    Through several mentor-led exercises such as the shadow work exercise and the impromptu scenes that sprung up — the 3 hour discussion about death for instance — Naomi found support and a path forward, even if her greater understanding of magic remained somewhat static. This change in her brought out more openness, a willingness to be vulnerable, and general optimism that she thought had been long lost. Jen felt that the closing scene, where characters retrieved their personal items from the group altar, served as a reminder of that change. When each player turned to face the others, their token in hand, and reverted back to their player selves to speak a few sentences about what their character went on to do after the retreat and how it may have transformed them, it gave some measure of closure for the weekend’s worth of role-play.

    Clio and Dylan’s Epiphany

    Clio as Dylan Lee, a Verbena. Photo by Sarah Lynne Bowman.

    A great deal of Clio’s time at Epiphany was spent preparing for another player’s blackbox scene that she had been casually helping to plan for months in advance. The gist of her character, Dylan Lee, was that she belonged to the Verbena, the Tradition that embraces life, but also felt a strong pull to Euthanatos, the Tradition that focuses on death and karma. This theme was articulated in her character concept phrase “The Ambivalence of Corporeality.” It is also worth noting that she chose to forgo almost any fictional element during the character creation process and was one of the many people playing with the least amount of alibi.

    What Clio learned in workshops, especially the ones focused on shadow work and spirit channeling, proved to be instrumental to the execution of the anticipated blackbox scene. In the spirit channeling workshop, characters split into pairs consisting of one channeler, who became a vessel for a deity or other spirit, and one person communicating with and directing the channeling of the entity. The blackbox scene was a ritual involving Dylan and three other people channeling goddesses who would accept or decline the symbolic willing sacrifice of a character’s life in his archetypal role of son-consort.

    One proposed iteration of the ritual was centered on death and mourning, but, in part because of Dylan’s influence, it eventually became much more about the dedication of one’s life to a purpose than the ending of a life. The outcome of Dylan’s inner game of tug-of-war between Verbena and Euthanatos was decided, which Clio as a player found the most personally valuable experience. As a result, both Dylan and Clio went into the ritual seeking an affirmation of life rather than a confirmation of the certainty of death.

    The son-consort supplicates himself to his goddesses during a blackbox scene. Photo by Dani Higgins.

    There were about nine characters who were present for the ritual itself: the person going through the ordeal and offering himself as a sacrifice; the four people channeling the goddesses who were being petitioned; the in-game facilitator; and others who were there to ground and support the group. Sitting in the quorum of goddesses was the most empowering moment of the larp for Clio, and embracing the physicality of larp and ritual helped to give the scene weight and impact. The participants were anointed with salt water as part of the cleansing. Dylan used a knife to cut a lock of hair from the head of the person offering himself. At the climax of the ritual, she held a tiny spear to his throat from a goddess statue meaningful to him and asked if he was truly ready to submit to the goddesses in what was essentially an extreme, metaphysical lie detector test. His answer was yes, the goddesses gave their final words of guidance and instruction. Then, they held an off-game mini-debrief for the scene, as the players felt the intensity of it warranted one.

    woman holding a small spear to a man's throat in a church
    Dylan, channeling a goddess, demands a symbolic sacrifice from the son-consort. Photo by Dani Higgins.

    Clio found that holding rituals within a larp, which in and of itself is a ritual, fostered a particularly peaceful and cohesive flow when bouncing back and forth between meta-awareness and experiential consciousness. Usually during moments of heightened tension in larps, she would find the movement between the two states of awareness was more rapid and occasionally disorienting. However, these thought patterns were perfectly in tune with the themes of awakening to the knowledge of something greater than oneself and channeling an entity with an expanded consciousness. She was able to relax into the scene and accept her awareness of all three versions of herself: the player, the character, and the entity that character was embodying.

    The Labyrinth

    At the end of the larp just before the closing ritual, an Akashic mentor led a group of people in creating a labyrinth by laying down tarot cards in winding paths on the barn floor. Inspired by a Celestial Chorister character’s desire for self-discovery, the labyrinth was a place in which many versions of every character existed, as it tied together all realities in the multiverse and timestream. Players were instructed to enter the labyrinth one by one and follow the paths until they found a card that called to them. The card they picked up would represent how they would be transformed once they left the maze.

    tarot cards face down on a concrete floor
    Tarot cards were arranged to represent possible life paths character could take in the Umbral Labyrinth. Photo by Heather Oslund.

    Most of the players participated in the labyrinth, with several taking on the role of guides who helped to clarify the meaning of the cards, support those who were struggling to choose one, or were challenged by the one they had chosen. Clio and Jen both played guides, while Morgan’s character Lily entered the labyrinth. Earlier on in the larp, this same Akashic mentor facilitated a workshop on identifying and understanding desires and using that information to let go of old negative habits to form new positive habits. This involved a deep examination of internal blocks, memories of events that might have shaped these problematic habits, and making a vow to change the unwanted behavior. This workshop had been outlined in advance, while the labyrinth was created on the spur of the moment. Though it was a last minute decision to make the labyrinth and the exercise was designed on the fly as the mentor had not expected so many people to attend, it has become one of the defining scenes of the larp for many players. Both examples attest to the value of player-created rituals in games.

    Directly after the larp’s closing ceremony, players spent one Reflection hour in silence while decompressing and creating an artifact to take home. Many players worked on an art piece using various mediums from the provided supplies. Others wrote reflections by hand or by typing, while some chose to walk around the ranch, hugging trees, meditating, or petting the horses. Morgan found this period particularly helpful because it gave her time to collect her thoughts and channel them into a creative outlet before having to dive into the discussion portion of the debrief.

    An initiate chooses her life path in the Labyrinth. Photo by l.p.lade.

    A Minimal Judgment Zone

    A Society of Etherite player enjoying the blackbox chapel space. Photo by l.p.lade.

    As a whole, Epiphany proved itself to be a far more personal and enlightening experience than what many players had envisioned walking into it. It was a space where people on different paths and of different faiths could convene to talk about a myriad of subjects that we avoid for any number of reasons, including a desire to avoid conflict, to protect those raw parts of us, or to shield ourselves from possible judgment regarding our beliefs. It created an ambience and culture of safety that allowed us, not only as characters, but as players, to explore, challenge and question the things we normally sweep under the rug, such as our shadow selves, and see how others view spirituality, philosophy, and other areas of metaphysical significance. For many people, being able to speak about these topics without shame or judgment is an incredibly rare opportunity. In this way, many players unsuspectingly found in Epiphany a weekend of transformative experience on many levels.

    When Jen now thinks back to the small ranch with its knobby trees, scattered farmlife, open skies, and the shared experiences there, she wonders if perhaps this is truly something that we should be striving to recreate for ourselves in the real world rather than relegating it to a fond memory. Having discovered such a supportive and community-oriented group of players brought together by this event, many participants left with clearer eyes, more open hearts, lighter spirits, and a hope to reunite with this experience again in the future.

    Credits

    Participation Fee: $75-95

    Players: 31

    Date: December 15-17, 2017

    Location: Del Valle, TX

    Consulting: ATX Larp Productions

    Larp Design: Sarah Lynne Bowman, Russ Murdock, Rebecca Roycroft

    Original Mage Design: Stewart Wieck with Chris Earley and Stephen Wieck

    Mage 20th Anniversary Edition Design: Satyros Phil Brucato, Brian Campbell, John Snead, Rachelle Sabrina Udell

    Documentation: l.p.lade, Sarah Lynne Bowman, Heather Oslund, Dani Higgins, William Nichols, Jen Wong, Jess Pestlin, Morgan Nuncio, and Clio Yun-su Davis.

    Food: Lee Foxworthy, Rebecca Roycroft, Ross Cheung, Harrison Greene

    The Epiphany altar featured stones for players to use to invite one another to the blackbox as a metatechnique. Photo by l.p.lade.

    Bibliography

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

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

    Bowman, Sarah Lynne. “Epiphany Design Document version 3.0.” Google Docs, last accessed January 31, 2018. https://docs.google.com/document/d/1HBcuDARPA1XFoRH1qY0bz08D3sjnzbc0BtgQ3A_Ci7k/edit?usp=sharing

    Bowman, Sarah Lynne. “Love, Sex, Death, and Liminality: Ritual in Just a Little Lovin’.” Nordiclarp.org, July 13, 2015. https://nordiclarp.org/2015/07/13/love-sex-death-and-liminality-ritual-in-just-a-little-lovin/

    Lehrich, Christopher I. “Ritual Discourse in Role-playing Games.” The Forge, last modified October 1, 2005, http://www.indie-rpgs.com/_articles/ritual_discourse_in_RPGs.html

    Schooler, Jonathan W. and Jason M. Chin. “Meta-Awareness.” Encyclopedia of Consciousness, vol. 2. Elsevier: 2009. pp. 33–41, labs.psych.ucsb.edu/schooler/jonathan/sites/labs.psych.ucsb.edu.schooler.jonathan/files/pubs/meta-awareness.pdf.

    Stark, Lizzie. Race in Larp: Some Initial Musings.” Leaving Mundania, January 4, 2014. http://leavingmundania.com/2014/01/30/race-in-larp-initial-musings/

    Stark, Lizzie. “Race in Larp Checklist: What to think about.” Leaving Mundania, March 24, 2014. http://leavingmundania.com/2014/03/24/race-in-larp-what-to-think-about/


    Cover photo: A small chapel served as the blackbox for Epiphany. Photo by Jen Wong.

  • Tenement 67: Tales from the Tenements

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    Tenement 67: Tales from the Tenements

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    How a UK larp’s take on dystopian cyberpunk is learning from Nordic larp design principles

    “One day you will see the truth, you will learn to understand the patterns and numbers in the data. When God left the analogue world they left us a trail to follow, a path to enlightenment and a way to see the demons all around us.”
    Tales from the Tenements

    Hooded woman with makeup-streaked cheeks drinking
    Emma from T67. Photo by Ara McBay.

    As William Gibson’s Sprawl Trilogy was coming to an end, I was spending a fair amount of my time in underground nightclubs listening to angry electronic music. A lot of people wore black; there was a hint of illegal stimulants and the threat of violence that entails It was a world of rainy streets, strobe lights, and laser noodles from styrofoam containers. I once received a 1.44MB floppy disc with a pirated C compiler on it in a basement of a bar in central London; that same night a woman with a pet python tried to persuade me to run away and join the circus, and I learned why you should never let a friend attempt an intimate piercing with a piercing gun, whilst drunk, in a cloakroom.

    man in hoodie, glowing glasses, and green collar
    Merc from T67. Photo by Ara McBay.

    My liminal relationship with cyberpunk((Cyberpunk is a sub-genre of science fiction that tends towards telling the story of the underclass in a highly technological post-industrial dystopia. Gibson’s Sprawl Trilogy (1984-1988) is probably the most cited text, but John Brunner’s (1975) Shockwave Rider is arguably the first.)) fiction did not end there. One of the descriptions of Cyberspace in Gibson’s Mona Lisa Overdrive runs like this,

    “’That’s White’s,’ Tick was saying, directing her attention to a modest gray pyramid, ‘The club in St James.’ Membership registry, waiting list…”

    …building that database for White’s of St James’ was actually my first freelance software contract after university.

    As a result I have always steered very clear of cyberpunk larp. I worried that it would not have the razor sharp edge of what had come before. And so we must fast forward, like a console cowboy through the consensual hallucination that is cyberspace, through thirty odd years to the present day…

    Broken Dreams is a UK larp company that has produced a number of games that have started to subvert the formula of UK LRP((The majority UK larp organisers use the acronym LRP — for Live Role Play — rather than the word larp))systems. T67: Tales from the Tenements (“T67”) is a rules light larp that rejects the hegemony of character development via skills or points. Instead, this larp focuses on the stories of characters living within a near future dystopia that is both cynical and slightly too close for comfort.

    Helly from T67. Photo by Ara McBay.

    The fictional world of T67, written over the period of a few months by UK larp designer Rob Williams, exists as a series of short snippets of fiction. As an exercise in world building, he’s adopted a “sketch-based-design” approach. There is information that is canon here, but players don’t have to learn a whole new language or remember the details of a world. It is trope rich in places. T67 borrows heavily from the cyberpunk genre, but that makes the experience more comfortable and rounded for players. There is just enough backstory for the world to be defined and the result is an immediately accessible fiction in which to play.

    It was this combination of easy access to both the game mechanics and the game world that attracted me to the larp.

    The first event, set during a block party for one of the tenement buildings in 2040, featured a live DJ playing a soundtrack of industrial and electronic music. It was loud, and at times the music made conversation harder in the central parts of the larp site than was desirable. As a design feature, the loud music tended to force conversations out towards the edges of the site, which I found slightly isolating. I spent a lot of my formative years in and around clubs playing this sort of music and find that (in nightclub settings) the bleed from my misspent youth tends to detract from the larp experience. In this instance, however, the music was diegetic. Moving around the periphery fit both the character and the setting; I was not forced to go to an off-game space to reconnect with the larp[1].

    I arrived about an hour after the larp had started. There was no pre-game briefing or workshop, and I was escorted from the lift in the warehouse where the larp was taking place to the game area and just started to play. The location is specifically used for airsoft, larp, and similar activities. A series of wooden walls — many painted black — formed rooms and corridors in the fictional Tenement building. There was limited scenography — I saw a bar, the dance floor area, and an operating theatre for cyber implants — so the setting was representational rather than going for the 360 degree illusion.

    Person in white coat adorned in glowing lights
    Kat from T67. Photo by Ara McBay.

    Characters were written by the players, but needed to fit into certain predefined groups. These were staples from the cyberpunk genre: gang members, hackers, street samurai, outlaw journalists etc. I was offered a high society (corporate) character. However, in an attempt to play low-status characters rather than high status ones, I ended up as “The Reverend,” a street preacher in the Church of the Digital Mother. The Reverend was a burnt out hacker turned religious leader. I wore a liturgical dog collar made from a reflective band and found that the agency this piece of costume gave me to talk to anyone, to be — up to a point — trusted, and to go anywhere was most liberating.

    Photo of Simon Brind
    The Reverend, held at gunpoint and considering his next six moves. Photo by Ara McBay.

    The details of the Church were shaped by the players via pre-game emails and conversations. Much of it we made up as we went along. Indeed I spawned two new religions along the way, the Reverend being there to provide platitudes to those that needed them in whatever form was most appropriate. The character creation process relied a lot upon players writing backgrounds and creating relations themselves, which is normal for UK games. But beyond a Facebook group where everyone seemed to know each other, there was little support or guidance for players on how to develop characters and connections. It may be that less experienced players got more input or guidance from the organisers, but the assumption that this process would work without organiser input was a slight weakness in the larp design.

    Traditional UK larp would have skills — a hacker would have some things that they could do, or not do, specified in some detail by the system rules. In T67, we could — via a role-play process — do pretty much whatever we wanted. In some cases, actions required the input of a game master; in other cases, they gave us access to a laminated card that could be torn open and a code revealed inside. However, in most cases, if a player said they were doing something, everyone went with it.

    Part of what the hackers needed to do was to break a code. In doing so, and by interfacing with various bits of cyber-technology found within the game location, the game plot was revealed. This process was slightly unwieldy. We unearthed sequences of binary code numbers by hacking into things and opening up the laminated cards attached to them. We then had to work out which letter of the alphabet the binary number referenced. By decoding the entire sequence, we got a meaningful message in English. Typing sequences of binary into a spreadsheet and then converting them to a letter in the dark was time-consuming, and yet still strangely satisfying. We broke the code very quickly, but needed to validate and confirm it was right. The job felt edgy and slightly dangerous, mainly because of the risk of discovery. Its flaw is that it is not scalable or repeatable. Subsequent T67 larps using the same mechanic risk an arms race of cryptology and a group of players locked away trying to break codes rather than role-playing. However, the original plan for this part of the larp was going to use an IRC (Internet Relay Chat) server with backchannels for hacker characters, so I’d expect something very different for subsequent events.

    However, via some shady deals, clever hacking of implants, and some binary maths, the Church made some important discoveries. I learned that crouching in shadows frantically writing (VBA) code to help decrypt binary messages was fun.

    a group of characters confer in a dystopian setting
    Photo by Ara McBay.

    Other rules were very light. The larp used an escalation and opt-out meta-technique for physical interactions and a simple “largest group wins” for conflict (with a modifier for characters with cybernetic implants). The escalation mechanic was the “Is that all you’ve got?” phrase that originated with Black Friday. The opt-out mechanic was the Lookdown, devised by Johanna Koljonen and Trine Lise Lindahl. Workshopping these mechanics would have been beneficial — particularly to those who have never used them before in other larps — because it is a very different approach to what most UK players are used to. Death and injury were up to the victim, but with a strong suggestion that players should let their characters die where appropriate. Alternative pre-written characters were available to those players whose characters died early.

    two people with glowing adornments huddle close
    Cass and Weaver from T67. Photo by Ara McBay.

    Overall, the style of play was very generous. It mixed a “play for maximum drama” style with the desire to stay on trope. Particular kudos to “Zee,” the insufferable corporate clone who everyone wanted to punch, but nobody wanted to get on the wrong side of their bodyguard. This was a larp that balanced character driven narrative with carefully interwoven organiser seeded plot. There was a crew of NPCs, but they were seamlessly integrated into the larp and it was never clear whether a character was a player or an NPC.

    I am not a fan of campaign games, i.e. those with a continuing storyline where players play and develop the same character, often over a period of several years. T67 is episodic, but has been designed in a way that the stories are not necessarily chronological; whilst they may be linked, there is no imperative to play the same characters from one game to another, and no material benefit for doing so. Nevertheless, I can feel the setting getting its hooks into me in a way that a UK game has not done for a decade or more.

    Does this larp mark a turning point in the style of game offered in the UK? The “system” based larp — with points/skills based character creation — has been popular since the early 1980s and shows little sign of decline. There seem to be more larp systems in the UK than there are players to sustain them. Some fail to run even one event because of a lack of players or the NPC “monster” crew that they inevitably require. With that in mind, Tales from the Tenement makes a brave choice to try something different and it does it well. If other larps follow the lead. I think it will lead to an overall growth in the number of larpers in the UK simply because this style of game is collaborative rather than competitive, and that is significant.

    I no longer sport the battered leathers, mohawk haircut, and mirrorshades of an early 1990s cyberpunk, but it was interesting to both revisit my past and also to play in a dark future that seems to be getting ever closer. I didn’t even have to get on a plane!

    a man with goggles and a metal mohawk
    Charlie from T67. Photo by Ara McBay.

    T67: Tales from the Tenements

    Location: Grange Live Gaming, Birmingham, UK

    Cost: £30

    Duration: 6 hours

    Designer: Rob Williams

    Players: 55

    Details: https://rob8153.wixsite.com/t67-tales