Nordic larp is taking France by slow-motion storm. After experiencing the awesomeness, people are setting up re-runs of classics such as Mad about the Boy and Just a Little Lovin’. The next logical step was to make our own stuff, and NEXUS-6 was one of the first humble attempts.
The Inspiration
Ever since I played Monitor Celestra I have been convinced that Blade Runner’s ‘replicants’ are dramatic gold (for those who didn’t get the reference, Nexus-6 are the newest model of replicants in Blade Runner). I’m also fascinated by totalitarian regimes and the insane things they make people do. Then, for some reason, I thought it would be nice to give airsoft a try.
The result was a retro-future “Battlestar Galactica meets the battle of Stalingrad”, where soldiers fighting a losing war for a North Korea-like state gradually realize that some of them might be replicants planted by the enemy.
The Mechanics
Most techniques I stole from other larps (who probably stole them from other productions themselves): shadows from Monitor Celestra, letters from Last Will, colored lanyards from Life is Cheap, monologues from Just a Little Lovin’ and many more, including of course safe-words from just about all Nordic larps. Most of these techniques are not particularly novel but had barely been used in France before, making the game a bit of an experiment.
The Experience
I wanted a hardcore game, because that’s one of the things I love playing myself. The players got very little sleep, little food, some action and a lot of psychological pressure. They could tune the pressure level to their taste using the safe-words, lanyards and an off-game area.
The location was also pretty uncomfortable and haunting: An abandoned 1920s hospital, used as a prisoner camp during the Second World War and surrounded by woods. The place is often used by local airsofters who were very helpful in showing us how to use our rented airsoft weapons (almost none of the participants had ever handled one before).
To make things extra interesting, there was of course no water or electricity. Much of the experience was recorded by photo- and video cameras (handled by organizers, NPCs or the players themselves, both diegetically and not) – a good thing, especially for the busy organizers who did not get to see much of the actual game!
The Feedback
Players and organizers were very much overwhelmed by the intense experience. The larp was physically and emotionally exhausting, and very different from what most participants were used to (this was precisely why most of them signed up in the first place). The “get out of character” workshops and debriefing were well received, and it took days (in some cases weeks) for participants to stop singing the game’s “national anthem” (adapted from a Soviet war-song – another idea I stole from a previous larp; in this case Robota). Some players recorded feedback videos, to be used for the benefit of future players.
What made this larp a success for me was the balance between hardcore in-game conditions and the safety of the rules and off-game environment.
Participant who played Soldier DA-X-746
The Problems
Everything did not run smoothly, of course. Luckily, the obvious things did not happen: thanks, in part, to a very heavy focus on safety, no one got shot in the eye without their glasses on, and no one broke their neck falling down stairs in the dark. Some airsoft guns did malfunction, though, the local fire brigade had to come back and put out the fire they had started on-site earlier as an exercise, and an unsanctioned airsoft team even turned up in the middle of the night (they were kind enough to leave once they realized what was going on)… Among other miscellaneous mishaps.
The Airsoft
Airsoft and larp have been moving closer together for a while in France, and this larp certainly confirmed the potential. First off, the airsoft guns look pretty realistic. Knowing that it will sting if you get shot and hearing BBs hitting the wall right next to you also contribute to the experience. It might seem obvious to some, but we discovered that, handled carefully, airsoft guns are just the same as latex swords for larping purposes. Better yet: Just like latex swords, they fit in just fine with a narrativist approach, since you can simply decide how bad the injury is when you get shot (from a scratch to instant death). As already mentioned, airsofters helped out during the larp, and they were very much impressed by the passion we larpers put into what we do. I would not be surprised if a few of them turn up for a larp in the future!
The Conclusion
I humbly feel NEXUS-6 has contributed towards making Nordic larp better known in France. The next step is to organize it again in the summer of 2016, this time in English, to allow more French larpers to interact with foreigners. The road ahead is exciting!
How was the larp? It was… It was… It was real.
Participant who played Commissar DC- X-811 Squad singing the anthem. (Photo: Philippe Carrère)
NEXUS-6
Credits: Hoog (design and production), Baptiste Cazes (additional design and production), Matthieu Nicolas (production), Aurélien Duchatelle (video documentation), Rémi Dorbais & Philippe Carrère (photo documentation), eXpérience (logistics support), ARCAN (airsoft support)
Date: July 24-26, 2015; July 30 – August 2, 2015 (two runs)
Location: Aincourt, France
Duration: 24 hours + workshops
Participants: 10 players per run (20 in total)
Budget: €1,500 for two runs
Participation Fee: €70
Game Mechanics: Text-message voting to determine replicants, airsoft weapons, shadows, playing to lose, no character death before last act
A couple of months ago, I received my copy of #Feminism: A Nano-Game Anthology. It took me only two days to read all the games, and I was very excited about testing a lot of them.
So, first of all, I needed to figure out how to set up a time and place where we could play. I realised that some of the games are written to be played by only women but others required the presence of men for play to be the most interesting. The second problem was choosing a space. We (as Producciones Gorgona) don’t have a meeting place so, we needed to find one.
After thinking a lot about it, we highlighted the characteristics of the place we need:
Two or more rooms (so we can play at least two games at the same time).
Intimate
Places we could sleep
So, finally, to avoid paying a lot of money, I decided to offer my parents’ house in the countryside. We could sleep there, it was big enough, and it was intimate. In addition, we decided to go for a whole weekend of feminism games, where Saturday and Saturday night would be for women only, and the Sunday the men would be welcome.
And we did so last weekend (May 14-15, 2016). We loved all the games we had time to test. So, I will not focus this review on the anthology as a whole, but on our experiences of running the games we chose.
Reviewing #Feminism: A Nano-Game Anthology
Selfie
Selfie is a game written by Kira Magrana. It’s part of the section called ‘The Digital Age’. We consider it a very good way to create trust and to form a new group (we knew each other but not very well). And it worked quite well!
The game consists of taking some selfies and trying to guess what feelings we wanted to convey. I’m not going to explain it here (you’ll have to get the amazing book for that). But I want to give you some advice if you’re going to run it.
If you decide to use the soundtrack proposed by the author, you can find it already prepared in my Spotify account so you don’t have to make it again.
During the game, we discovered that it was funnier if we not only tried to guess the feeling by naming it, but also tried to build the history behind them by using hashtags.
We played it with 7 players (not the 3 to 5 recommended in the book), and it worked smoothly. So don’t be afraid to increase the number to adapt to the group you have.
After lunch, we divided into two groups to play simultaneously. Three of us (myself included) played My Sister Malala (me included) and the other four went to the other terrace to play Mum, I Made This Sex Tape.
My Sister Malala
My Sister Malala is a game designed by Elsa Helin. It’s a free form for only three players. In this game, you play one of three Pakistani teenagers who can use the Internet in their schools, and the different lives they experience. Each of them has two scenes: a Facebook state and its conversation, and a short live-role playing scene.
We only made two changes to the original design. The first one was starting the Facebook conversation with an actual written status just below the Facebook page we designed in the workshop (we decided not only to describe the photos, but also to draw them). We think that helps to reenact how a real Facebook post is. After that, we continued the conversation orally, as described in the game.
The second change was to the short scenes. According to the designer, all the players have to decide together how the scene will end. In Spanish larp culture, this is a very strange concept. We prefer playing the larps without knowing the ending, going with the flow of events. So we agreed to adapt it. Before the scene began, the other two players (non-protagonists ) talked about how they would play their characters and how they wanted to finish it. The entire scene was therefore a surprise for the main character, in the same way that it would have been for a real teenager. I think this change worked marvelously.
Overall, I think the design is very solid. The way in which it creates a scale of tension and identification with the different girls was amazing. I totally recommend playing it if you can.
Mum, I Made This Sex Tape
The other four girls played Mum, I Made This Sex Tape, designed by Susanne Vejdemo. I can’t review this larp completely, as I didn’t play it. One of the players who did provided this review:
Four of us decided to play this game due to the topic, which is funny and taboo at the same time. The game is designed for 3-5 players with pre-written characters. One of them is a girl who has made a sex tape and is proud of it but she wants to know the opinions of other female members of her family.
It is a good way to know the evolution of feminism from its beginnings, through the role of the grandmother, until today thanks to the role of the girl. All the characters are strong in their convictions about the way women should live and think about sex and porn.
If you want to play this game, here are some tips:
-With 4 players, it is better to include the aunt rather than the sister. It will be very refreshing and good support for the girl.
-Don’t create tense relationships. Mother and aunt should be sisters, not sisters-in-law.
-We played for 20 minutes and it was too short! We could have played for at least 10 more minutes.
-And most importantly: enjoy every moment and have fun.
Janire Roldán
Mentioning the Unmentionables
After two hard games, we decided to play something more light-hearted; our choice was Mentioning the Unmentionables by Kajsa Greger. It was the funniest game I’ve ever played, especially the first two parts.
As with the other games, we wanted to play all together, so we adapted the game for seven players. It wasn’t a problem for the two first games (“Vulvas” and “Dying for a cup of coffee”) but it was for the last one (“Just Put Some Salt on It”). Since you have to replay each scene three times, the game can run very long if you play with more than five people.. As the games can be played separately, I highly recommend to playing the first two with more people if you like, but not the third one.
“Vulvas” is an easy game, but so much fun. We nearly doubled the number of objectives, so we were very happy about it (afterwards, we continued with it all day long when we remembered a new film). For Spanish speakers that want to play this game, we translated the word “vulva” for “vagina” as the meaning in Spanish is funnier (The Spanish tend to be more open about saying some words, such as “coño” (c***) – and “vulva” is like a high level word for us).
I’m not going to say much about the other two games, as they should be played without knowing the twists they have. However, if you need a game that is funny but at the same time addresses important issues , Mentioning the Unmentionables is your choice. It is time for women’s anatomies, problems and needs to be called by their true names.
Glitzy Nails
Later, we came together again and decided to play Glitzy Nails, designed by Kat Jones. Glitzy Nails explores the relations between women of different social classes, and how their problems are not only different but also they separated them in the fight for women’s rights.
Drawing made by Sky as we were playing Glitzy Nails.
The larp is for 2 or 4 players, but we decided to play with 6 (3 clients and 3 workers). Moreover, as we were 7, two of them played as one (one played the immigrant and the other the executive). Also, it is not a problem to increase the number of players in pairs (2, 4, 6, 8…), I highly recommend not playing it in pairs; it is more interesting if you can play both roles.
We decided to make other changes to the settings. According to the design, you must play it at a table, as manicures are done in most Western countries. But, based on our experiences visiting countries in Southeast Asia such as Vietnam and Cambodia, we put out three armchairs for the clients and we did the manicures on our knees. It increases the feeling of humiliation and the differences between the roles. It worked very well (even all of us had pain in our legs the day after).
For me, this game was one of the better designed in the book. It was well thought-out, well written, and it was even better when we played it. We could totally understand how women lose everything when they leave their native countries to find a new life.
Flesh
Writing about Flesh is, maybe, the hardest thing I’ve ever done. Flesh is designed by Frederik Berg, Rebecka Eriksson and Tobias Wrigstad, and it turned out to be the strongest experience of the weekend – even a life-changing one for most of us. Trying to write a review without telling personal histories thus becomes difficult.
First of all, Flesh it’s not a larp. It’s more like therapy. And it’s only for women (trans or cis), at least the way we played it. It requires a private space and a certain level of trust between the players. We weren’t exactly sure about how to play it (if we had to do it all together, the timing of each action…).
This is why we adapted the game in a way we think it could work. Maybe, when you read it, you will realise we were totally wrong about it. Yes, we admit that.
We played it in turns. Each of us chose a song that really meant something to them so they could – literally – bare their bodies and souls. Once we did that, we wrote on our bodies the problems we have with them, and our strengths. We objectified ourselves to the point of being nothing but a body. After that, the other players erase our writing for us while explaining why it is not important, letting us be only flesh.
It was wonderful, and terrifying. We discovered things about ourselves that we had never realised before. We opened our souls, and let others in. We became broken, but managed to rebuild ourselves in a newer, stronger way.
6066
Writing about 6066 after Flesh is hard, because they are two totally opposite experiences. 6066 is a comedy larp written by Elin Nilsen. We played it on Sunday morning, once some guys and other girls had shown up. Even if it’s supposed to be from 3 to 6 players, there were 11 of us. I think it is a larp that can be scaled up, but I don’t recommend more than 8 (there were too many people for some of the actions).
I have to admit that it was one of the most appealing larps for me. As a PhD in archaeology, I’m personally interested in how you can know a society by the things they left behind. In that way, using a soap opera was a really amazing way to highlight the gender role problems we are leaving behind.
On the other hand, it was hilarious to play. We were inspired by the South American soap operas (the most common in Spain) and we translated the title as: “Amor, Lujuria y Desconfianza”. One of our friends composed the entire song for the credits, and we were singing it for days.
I have to confess that we played it for nearly two hours, but it was so much fun. The mechanic of changing between the soap opera and the students seeing it, and being able to stop, pause and rewind was very well designed. Totally recommended.
Conclusion
We found all the games of #feminism that we played very interesting. It was a pity we didn’t have more time on Sunday to play more of them (we wanted to test Catcalling and A Friend in Need with the guys). So we decided two important things: first of all, we’ll have to play them another day; second , the girls will meet once a year, alone, to enjoying this amazing experience. We hope to design our own games next time.
It was an incredible experience for us (the girls who spent the whole weekend). After that, we have become like sisters; we have shared too much to not having real bonds – something special. And that’s something that money cannot buy.
The desperation of tomorrow fuels the joy of today. Self-destructive choices don’t seem so bad when there’s no future.
from the End of the Line introduction document
End of the Line is the first official Nordic larp under the One World of Darkness produced by White Wolf and Odyssé since the intellectual property was purchased by Paradox Entertainment in October 2015. While the owner Tobias Andersson Sjogren and creative lead Martin Elricsson have announced that they do not plan to alter significantly most of the existing games or associated production companies, they do plan to create a One World of Darkness under which all of the existing content falls.((UlissesSpiele, “Tenebrae Noctis: White Wolf – One World of Darkness (uncut, audio repaired),” YouTube, last modified Dec. 15, 2015, https://www.youtube.com/watch?v=LlA6LKUNDWs&list=PLYW0RCU4vh23ZoQC26d8D0O-zvMDrGlQn)) Additionally, they plan to run Nordic-style larp events, which differ significantly from the way traditional Vampire larps are played. These larps are meant to exist in addition to the other larp experiences available, rather than replace them or compete with them in any way. This article will cover the first larp from these official events, entitled End of the Line, which took place in Helsinki, Finland on March 7, 2016 for six hours.((Jussi Ahlroth, “Blood and Close Contact in Illegal Raves — Vampire Larp Played in Helsinki,” HS, last modified Mar. 9, 2016, http://www.hs.fi/kulttuuri/a1457497605103#)) Bjarke Pedersen, Juhana Pettersson, and Martin Elricsson created the larp, running it in the week leading up to the Nordic larp conference, Solmukohta.
Martin Elricsson, Lead Storyteller for White Wolf. Photo by Tuomas Puikkonen.
End of the Line took place in an abandoned mental asylum in central Helsinki.((For a complete photo album, see Tuomas Puikkonen, “End of the Line (larp),” Flicker, last accessed Mar. 17, 2016, https://www.flickr.com/photos/darkismus/sets/72157665084152550)) While the main building was used for briefings, preparation, and off-game facilities, the play space was a multi-storiedbuilding off to the side of the hospital that recently housed squatters. The organizers and volunteers spent a considerable amount of time preparing the space for play, making it relatively clean and safe considering its recent inhabitants. Bonuses of the space included an abundance of gorgeous graffiti and an upstairs loft, which the organizers turned into a rave club. This rave felt authentic thanks to ongoing music provided by the Suicide Club, as well as fantastic lighting, visuals, and scenography by Marcus Engstrand, Anders Davén, and Aleksander Nikulin.
Lighting, Sound, and Scenography
Lighting and sound were integrated into the larp design. The first and last fifteen minutes of the larp were spent in a communal rave “workshop,” in which we all slowly glided in- and out-of-character through dance. This technique proved especially useful in enhancing the visceral physicality that was central to the intention of the larp, as discussed in more detail below; we were encouraged from the beginning to inhabit our bodies rather than view the larp as an intellectual or strategic experience. While many of us admitted to feeling uncomfortable dancing under normal circumstances, our characters regularly frequented these types of underground raves. Therefore, the technique helped put us in the mindset of a group of lowlifes coming together for a shared, not-quite-legal experience.
The Suicide Club kept the dance party going throughout the larp. Photo by Tuomas Puikkonen.
In terms of the lighting, the larp was organized in three acts according to colors, which each represented a specific theme. Red represented Lust/Passion, Green represented Selfishness/Envy, and Blue represented Control/Power. As we transitioned into these phases, which all lasted 1.5-2 hours, we were encouraged to direct our play toward these general themes. However, the colors themselves were only visible from the dance floor, which made it difficult to assess when the themes were active without revisiting the upstairs. Still, having a general idea of the narrative arc toward which we should push helped guide play.
Color was also used in the three meta rooms, sometimes called blackbox rooms in the Nordic scene. As with the Acts, the three rooms were themed and colored Red, Green, and Blue. In these rooms, players could enact flashbacks or hypothetical futures, although we could use the rooms for whatever we chose. In practice, this ambiguity led to some confusion as to whether or not scenes happening in these rooms were transpiring in real time, especially since the Red room featured an eye level hole in the wall through which players could watch. Despite this ambiguity, having experienced both the Red and Green rooms, the themes definitely contributed to the types of play enacted within them.
Traditional Vampire Themes, Setting, and Mechanics
Outdoor shot of the location of the larp, which took place at an abandoned asylum in Helsinki, Finland. The Blue, Green, and Red rooms are visible. Photo by Tuomas Puikkonen.
This larp was functionally different than any Vampire game I have played in the past. As an active participant in both Mind’s Eye Society and troupe games from approx. 1997 to 2010, as well as a researcher who has studied conflict and bleed in White Wolf games, I found this larp appealing to try precisely because we would experience events differently.((Sarah Lynne Bowman, “Social Conflict in Role-playing Communities: An Exploratory Qualitative Study,” International Journal of Role-Playing 4, 2013, pp.17-18. http://www.ijrp.subcultures.nl/wp-content/issue4/IJRPissue4bowman.pdf)) Below is a breakdown of the primary differences I noticed in the design and play of this larp as opposed to traditional Camarilla-based Vampire games.
Most Vampire games center upon the events during and surrounding the vampiric court. The premise of the game is that a secret cadre of immortal creatures who feed on human blood are running the city through a variety of forms of influence, both supernatural and social. For example, a vampire may have control over the Opera House because they have used their supernatural powers to make the owner fall in love with them, which affords them a certain amount of Influence. Similarly, a vampire may have control over a gang in the area or own an underground club where other denizens of the World of Darkness frequent for feeding, seduction, or secret meetings. In general, very few of the humans involved in these exchanges have any idea that vampires exist, as they might become angry and hunt them. Thus, vampires must remain secret and preserve a concept called The Masquerade in order to pretend to be human and avoid detection. Court is one of the only places where vampires can openly show their nature, although they are expected to follow certain social conventions that resemble Renaissance courtier politics as described in Machiavelli’s The Prince. Breaches of the Masquerade are kept to a minimum, as they may result in punishment or death by the reigning ruler.
A Ventrue and another vampire consult one another in a private corner. Photo by Tuomas Hakkarainen.
Since the majority of play happens at court, while gaining these forms of external Influence may take place through role-play, they are represented most often through mechanical abstractions on a character sheet, e.g. Street 2, High Society 1, Herd 3, etc. Players can use these types of Influence to enact some sort of advantage through interaction with the Storyteller. For example, vampires generally attend court having fed upon humans beforehand, which may be represented by their scores in Herd, Manipulation, or Seduction. Feeding allows some mechanical advantages in terms of use of powers, while lack of feeding can lead to dire consequences in terms of loss of control of the beastial nature of the vampire character. In other words, some vampires have an inherent advantage over others in the seductive feeding part of the game, whereas other characters may excel at having Street level contacts that give them access to drugs, gangs, or information that may become useful in play. As mentioned before, this Influence system usually comes into play most often during downtime actions between games or while interacting with a plot through the Storyteller. For example, a player might ask, “I have Street 2. Do I know anyone involved in this gang associated with this plot?” The Storyteller may choose to embody that non player-character (NPC) briefly or simply deliver information gained from that Influence.
While influence actions often take place during downtime in conventional Vampire larps, the players embodied interactions between vampires, street thugs, and feeding victims during End of the Line. Photo by Tuomas Hakkarainen.
Similarly, all sexual, violent, or supernatural activities generally take place off-game or through mechanical interventions such as rock-paper-scissors. For example, if a character tries to seduce another, they may role-play out the dialogue leading up to the attempt, then use rock-paper-scissors to resolve whether or not the seduction was successful. Depending on the comfort level of the participants, they may verbally describe what follows or “fade to black,” but actual physical touch is discouraged in violent, sexual, or supernatural contexts. Players may mime the feeding of blood, but are not encouraged to actually bite one another. A character may direct a slow punch toward another character for dramatic effect, but these actions are rarely meant to feel or look real. Indeed, in the official larp rules for the game, the writers imposed a no-touch rule from the beginning. This rule served many purposes, notably making players feel more comfortable engaging in edgy content and reassuring mainstream authorities that no “real” feeding, sex, or violence was occurring. Depending of the comfort level of the play group, these rules are sometimes bent, but the larp system as is features a large amount of abstracted rules to arbitrate these activities. For example, if combat breaks out in a group with several characters present, each person in the area must declare their actions, which can sometimes take hours to resolve due to the multiple tests involved.
End of the Line flipped the script on traditional Vampire role-playing in many ways, at least as represented by the official rules. Instead of taking place at court surrounded by vampires, the game setting was an underground party. I should note that some Vampire larps do take place in semi-public settings such as nightclubs amongst non-larpers where characters attempt to maintain the Masquerade. Thus, this article should be viewed through my experience with these games, which overwhelmingly took place in private homes or reserved public spaces and focused upon court politics.
In short, my experience of End of the Line was that we role-played out the activities usually handled before game or through game mechanics. As mortals, we embodied those Street and Herd contacts normally represented numerically or briefly embodied as NPCs by Storytellers. We physically played out biting, seduction, brawl, drug use, and partying. While some Camarilla politics took place behind the scenes – Ventrue, Brujah, Toreador, and Malkavians were present – I was able to play the larp as a mortal mostly unaware of these secret conversations and fully feel engaged. Another theme was that at various points of the larp, each of us would feel equally predator and prey. For my character, at least, I felt quite empowered as my drug dealer hipster mortal; sometimes, I was the seductress or corrupter rather than the prey, as was written into my character.
Vampiric feeding and Discipline use sometimes took place in the open, despite the Masquerade rule. Photo by Tuomas Puikkonen.
To clear up potential miscommunication from the outset, no real blood drinking or drug use was present in this larp. Fake drugs consisted of sugar and calcium pills. Fake blood was made of water, powdered sugar, cocoa powder, cornstarch, and red dye. Alcohol was served in small amounts. No fake guns or knives were permitted. Physical fights were permitted with negotiation of intensity, but fighting in general was discouraged in order to preserve the “all is love” rave atmosphere. Sexuality was negotiated ahead of time and was represented by activities ranging from verbal descriptions to dry humping and making out. Players could bite one another, but should do so slowly with clear visual signs of advance facing the front of their victim. Players could tap out of any scene that made them feel uncomfortable.
Themes, Setting, and Mechanics
In End of the Line, the activities that are usually relegated to mechanical representations were enacted physically. The larp did feature some mechanics – actually, a large amount by Nordic standards – but those mechanics often involved physicality. One of Martin Elricsson’s goals in introducing the Nordic style of larp to the larger White Wolf community was to steer away from the “talking heads” larps. In other words, one goal of End of the Line was “show, don’t tell.” Thus, the mechanics were designed as guides toward enacting the physical aspects of play in a consensual way agreed upon by the group, as well as means to conceptualize the character’s goals and typical behaviors. Also, the game featured pre-written characters, which is not usual for Vampire campaign play, but sometimes happens in traditional convention one-shots. Players were asked to fill out a short questionnaire on the type of play desired, as well as email a picture for casting to the organizers. Characters were given at least three ties with other characters and at least two larger subcultural groups to which they belonged.
A millionaire hanger-on; my character’s girlfriend; me as drug dealer and party organizer Carolina Kaita; and my in-game best friend. All three ties in my character sheet worked well for me in the larp. Photo by Tuomas Puikkonen.
Some additional descriptions of the themes and mechanics present in End of the Line:
Play for What Is Interesting
Vampire is promoted as “a game of personal horror” that explores the trauma of losing one’s humanity to one’s increasingly beastial nature. However, because the mechanics of the game are focused upon leveling and win conditions for challenges, play often becomes more about what has colloquially been called “superheroes with fangs.” White Wolf designers such as Eddy Webb have encouraged the concept of Playing to Lose,((Onyx Path Publishing, “Playing to Lose — Atlanta By Night 2012,” YouTube, last modified Dec. 3, 2012, https://www.youtube.com/watch?v=hrkGTnYjbuM)) in which allowing your character to have some sort of failure can lead to more dramatic scenes, although the impact of long-term play and character investment sometimes make this style of play difficult. Nordic larps, on the other hand, often feature one-shot, intensely immersive experiences where Playing to Lose((“Playing to Lose,” Nordiclarp.org, last modified on May 29, 2014, http://nordiclarp.org/wiki/Playing_to_Lose)) is a normative part of the play culture.
In the briefing for End of the Line, Bjarke Pedersen suggested we Play for What Is Interesting, or Play for Drama, as losing is not always the most accurate description of this style of play. This direction allowed me to feel enabled to have a surprise, in-character engagement and marriage in the middle of the Vampire larp, as it made sense based upon the way play unfolded, but would not normally be classified as “losing.”((For additional photos of the larp, including the engagement and wedding, see Singen Sternenreise, “End of the Line: A White Wolf Larp,” in Exposure, last modified Mar. 15. 2016, https://singen.exposure.co/end-of-the-line)) Of course, my new wife was turned into a vampire thirty minutes later without consulting me, so loss happened regardless, which added more interest to the larp for me. Ultimately, the one-shot format and the fact that the characters were all written to be terrible people allowed for greater alibi,((Sarah Lynne Bowman, “Bleed: The Spillover Between Player and Character,” Nordiclarp.org, last modified Mar. 3, 2015, http://nordiclarp.org/2015/03/02/bleed-the-spillover-between-player-and-character/)) meaning that I did not have to feel terribly emotionally connected to my character or responsible for her unethical actions.
Play for What Is Interesting gave participants permission to take the story in whatever direction they found thematically appropriate. Photo by Tuomas Puikkonen.
Masquerade
Out of around 66 players, only one third were vampires. The rest of the characters were mortals or ghouls, i.e. servants of vampires. As players, we were not aware of who was playing each group and were encouraged to keep this information secret. In this way, the game was — in a meta sense — about enacting the Masquerade, but also about breaking it, as we were encouraged to do with abandon. Unlike traditional Camarilla Vampire games where breaches of the Masquerade are considered treasonous and often punishable by final death, in this game, we were encouraged to play the weaknesses of mortals and immortals alike. When breaches of the Masquerade occurred, mortals were instructed to view them as “drugs gone bad,” “abuse,” or “people pretending to be vampires,” rather than escalating to “vampires exist!” This guideline helped us preserve the Masquerade theme of the game without the larp breaking down.
As a mortal character, I was fed upon once, offered the chance to become immortal, and proffered fake blood to drink from a wrist while in a dazed state, which I eventually declined in favor of asking my girlfriend to marry me. As directed, I played only having a vague recollection of this scene as a “weird drug experience” that let me “see my future,” as the events transpired in the Green meta room.
A potential breach of the Masquerade. The organizers encouraged players to act with greater abandon than in a traditional Vampire larp. Photo by Tuomas Puikkonen.
Stats
Characters were given three base stats that had absolutely no mechanical effect, but rather served as guides to role-play. Some players found these stats pointless, although I thought they preserved the original feel of the character sheet while not limiting my character’s agency. My stats were Using People 3, Cruelty 3, and Jaded 1. Each of us had custom stats based upon the design of the character.
Vampires also had supernatural abilities such as Presence, Obfuscate, Fortitude, Potence, and Celerity, although the disciplines were significantly pared down from the original rules. Presence worked by placing a hand gently on the back of someone’s neck and saying, “You really, really want to do X.” Some examples are “You really, really feel in love with me” or “You really, really want to leave now.” The character under these effects chose how to interpret the command, but was expected to follow it for 10 minutes with no after-effects or memory. Disciplines worked on other vampires as well. From what I understand, Celerity and Potence merely added a bonus to Brawl. Interesting, vampires also could only use certain Disciplines if they fed upon characters that had specific emotional states. For example, “feeding from a forgotten, lonely or homeless person fuels Obfuscate,” while “drinking deep from someone that lusts or loves fuels Presence.”
A player uses the “You really, really….” mechanic for Presence by placing his hand on the back of another participant’s neck to indicate supernatural persuasion. Photo by Tuomas Puikkonen.
Brawl allowed for a mechanical representation of who would win in a fight if winning was desirable. While some players might choose to simply lose, Brawl stats were compared by flashing the number to one another, then discussing how the fight would play out before enacting it. While fighting was discouraged in the overall setting, I did see some fights break out that looked quite physical, as is the norm in many Nordic larps. Players could negotiate how close to real violence they wished to get, from miming to close-to-real physical strength.
Scents
Players were instructed to spray themselves with one of three scents at the start of game: coconut, citrus, or floral. These scents were appealing to vampires in that order from highest to lowest, which most of us did not know until the end. This mechanic was an interesting way to integrate multiple senses into the larp, although practically speaking, it was sometimes difficult to tell who smelled like what scent in close quarters.
Feeding
The feeding mechanic involved the vampire squirting fake blood into their mouth, biting the player with varying degrees of intensity, and licking the wound to heal it. Similarly, players could squirt blood on their wrists or neck and allow players to feed on them, which was experienced as ecstatic by all parties. Similar to the Presence mechanic, the effects of the blood lasted for ten minutes and resulted in feeling dazed and confused about what happened, at least for mortals.
Feeding scene in the Blue room. Photo by Tuomas Puikkonen.
Players were instructed to do all feeding slowly and from the front, although a couple of us experienced being bit and having our neck sucked hard as a surprise from behind while in the process of a slow scene. As the tap-out mechanic puts the onus on the recipient to opt-out if uncomfortable, such a practice led in our cases to feeling uncomfortable with these scenes, as tapping-out at that point would have been too late. However, several of the vampires asked for consent before biting and made sure to act slowly and visibly, which seemed to work well in most contexts. Additional workshopping of the mechanics before the game would have helped everyone feel more comfortable about the expectations ahead of time, as I will discuss in a later section.
Sexuality
As mentioned above, the sexuality rules were the most variable and also, in some ways, the most vague. Sex could be played through activities ranging from narratively explaining what happens to dry humping and making out based upon the comfort level of the participants. While nudity was possible, I did not personally witness much in the rooms in which I frequented. Hypothetically, real sex was possible, though not encouraged explicitly by the organizers.
Physical intimacy was negotiated between players based on individual comfort levels. Photo by Tuomas Puikkonen.
Dance
Players were encouraged to dance through the intro and outro scenes and the DJs played throughout the larp. One interesting metatechnique involved dancing. If a player was looking for interaction, they could enter the dance floor and attempt to engage in eye contact with another player, inviting a scene between the characters. While I did not use this technique often, other players reported it working seamlessly. Also, being able to dance when not engaged in role-play was a nice release for some players.
The dance floor played rave music throughout the night. Locking eyes on the dance floor was a metatechnique for starting a scene with a new person. Photo by Tuomas Puikkonen.
Death or Embrace
Players could determine if and when they wanted to die. A character could be fed upon multiple times with no negative consequences except those the player choose to role-play. Some characters were offered the opportunity to become vampires – i.e. the Embrace — which they would role-play out. I witnessed one character undergo this transformation, role-playing out the proceeding hunger and traumatic delirium post-Embrace quite convincingly. A couple of characters died during the game, with one playing a corpse in the closet for at least thirty minutes at the end of the larp.
Alibi and Agency
The characters in End of the Line were all written to be horrible people, regardless of their status as mortals, ghouls, or vampires. These characters represented the lowlifes of the streets and underground culture. As stated by organizer Martin Elricsson during a pre-game briefing, each character would experience being both predator and prey at some point. My character was specifically written to be a sociopathic hipster party organizer and drug dealer who sometimes messed with people because she was bored. Fortunately, this character was quite similar to my long-running Vampire character in her early days, so she was an easy default for me to inhabit. Other players reported having a more difficult time enacting the darker parts of their character’s nature.
What this design produced is a sense that all people have their inner monster and that vampires are merely a supernatural expression of that inhumanity, a theme that I have always felt was central to Vampire and often overlooked in traditional play. We do not need to look far in actual humanity to see the Beastial nature within us, nor do we need to invent supernaturally creative ways to be cruel and selfish. The metaphor of feeding and domination is useful to play out in this circumstance, but in reality, is no different than how people treat one another emotionally in their darker moments. For more information on this concept, depth psychologist Whitney Strix Beltrán has academically explored this expression of the players’ inner Shadow through Vampire and other games.((Whitney Strix Beltrán, “Shadow Work: A Jungian Perspective on the Underside of Live Action Role-Play in the United States,” in The Wyrd Con Companion Book 2013, edited by Sarah Lynne Bowman and Aaron Vanek (Los Angeles, CA: Wyrd Con, 2013), 94-101. https://dl.dropboxusercontent.com/u/1793415/WCCB13.pdf)) As one of the players, Bob Wilson, summarized for World of Darkness News, “Emotionally, people manipulated, lied, and did all the other terrible things people do to each other.”((Harlequin, “‘End of the Line’ LARP Interview,” World of Darkness News, last modified on Mar. 16, 2016, http://www.worldofdarkness.news/Home/TabId/56/ArtMID/497/userid/2/ArticleID/15/End-of-the-Line-LARP-interview.aspx))
Characters in End of the Line often embodied some of the worst parts of human nature, whether vampire or mortal. Photo by Tuomas Puikkonen.
Some of the mortal players did find themselves lacking sufficient agency toward the end of the game, although we were instructed to make our own role-play scenes, also known as “bringing your own basket” to the picnic. One of the problems in traditional Vampire larp is the structural inequalities built into the game, where higher-level players with more status get more access to secret meetings, powers, plots, etc. While the beginning of End of the Line featured an equilibrium of play between mortals and supernatural characters, by the end of the larp, player-characters not involved with secret Camarilla meetings or getting Embraced as vampires sometimes felt excluded from play, as is often experienced by Neonates in traditional Vampire larp. Perhaps adding some sort of element to engage the still-mortal toward the end would help these players maintain engagement and their sense of agency, such as dealing with a police raid or some other type of plot.
Consent, Workshopping, and Debriefing
As mentioned above, the main opt-out mechanic of the larp was tapping-out. This mechanic places the onus on the person receiving the action to be cognizant enough of their own experience to remember to tap-out, to be comfortable enough with their co-players to not feel shamed for not being “hardcore” enough, etc. The organizers did a good job of trying to alleviate concerns around consent in the pre-game social media groups, assuring us that we could exit any scene without repercussion and that actions such as feeding would happen slowly, from the front, and with plenty of opportunity to tap-out. In practice, this rule was not always followed.
In my view, both the aggressor and the recipient should be equally responsible for consent in a scene. Briefly stopping play to check in with another player or negotiate the degree of intensity may cause a short break in immersion, but offers the net gain of allowing players the sense that their personal boundaries are important and will be respected by the other players. This comfort level can often lead to greater intensity if trust is established.
Because of the lack of space in the main building and time constraints, we were only given a thirty minute briefing rather than the usual workshopping often associated with Nordic larps.((The Workshop Handbook, Workshophandbook.com, last accessed Mar. 17, 2016, https://workshophandbook.wordpress.com/)) Similarly, we were not offered a chance for structured debriefing,((Sarah Lynne Bowman, “Returning to the Real World: Debriefing After Role-playing Games,” Nordiclarp.org, last modified Dec. 8, 2014, http://nordiclarp.org/2014/12/08/debrief-returning-to-the-real-world/)) as the organizers needed to clean the site and close it to the players. Some players convened for an after-party off-site, but I was unable to attend due to a conference in the morning.
Organizer Bjarke Pedersen running the pre-game briefing. Space and time constraints made extensive workshopping infeasible. Photo by Tuomas Puikkonen.
I believe that when playing with physically intimate scenes that feature feeding, violence, and sexuality, workshopping serves many important purposes. It helps players build trust before inhabiting their characters; offers opportunities to model and practice the mechanics; and opens up opportunities for players in their assigned groups to negotiate boundaries. We did some of these activities in our small groups over email, but recognizing each other at the venue was sometimes difficult and not everyone in the larp communicated boundaries beforehand. While I respect the fact that logistics for such an event can be difficult, one thing I learned from the Nordic larp Just a Little Lovin’ was the importance of off-game negotiation and workshopping in facilitating the ability to play intimacy more safely.((Sarah Lynne Bowman, “Love, Sex, Death, and Liminality: Ritual in Just a Little Lovin’,” Nordiclarp.org, last modified July 13, 2015, http://nordiclarp.org/2015/07/13/love-sex-death-and-liminality-ritual-in-just-a-little-lovin/)) Additionally, Just a Little Lovin’ featured clear negotiation before sexual scenes and ritualized this play in a way that allowed player input to influence the scene, not just character desires. This practice cut down on ambiguity.
Similarly, debriefing is important when processing the events that happen in such a game. While some individual players felt comfortable speaking informally after the game, a structured debrief – perhaps in small groups – would have allowed people the chance to de-role and speak seriously about their experience. I especially would have appreciated a structured opportunity to speak with the individuals with whom I had intimate scenes, insulted, or threatened in-character. I do think such debriefing sessions should be offered by organizers, but I also think they should be optional for individuals who wish to take part. It was difficult for some players inexperienced with Nordic larp and/or Vampire to transition quickly back to their daily consciousness and not perceive themselves or others as predators, an issue that can be ameliorated in part with a debrief.
The organizers of the larp plan to adjust the next run according to these critiques, with greater variability of options for physical play, negotiation between players, workshopping, and debriefing. In essence, this run showed excellent proof of concept with refinements that should and will be made for future iterations.
The Future of White Wolf and Nordic-style Vampire Larp
The Helsinki run of End of the Line is just the first of several events planned for the next two years. The organizing team plans to rerun a version of this larp at the Grand Masquerade in New Orleans in September 2016.((“The Grand Masquerade,” Masqueradebynight, last retrieved on Mar. 17, 2016, http://www.masqueradebynight.com/)) Potential players should note that based upon feedback, the above-mentioned mechanics and structure may change in the next iteration. Interested players can subscribe to the End of the Line mailing list here. Additionally, this team plans to runEnlightenment in Blood as a pervasive larp spanning many locations in Berlin in 2017 as a part of a multi-day World of Darkness festival.((“World of Darkness Berlin 2017: Enlightenment in Blood,” Enlightenmentinblood.com, last retrieved on Mar. 17, 2016, http://www.enlightenmentinblood.com/))
Finally, Liveform and Rollespilsfabrikken plan to run a White Wolf-endorsed larp calledConvention of Thorns between October 27-30, 2016.((“White Wolf Presents Convention of Thorns,” Cotlarp.com, last retrieved on Mar. 17, 2016, http://www.cotlarp.com/)) This larp will provide an alternate history account of the famous 15th century event in White Wolf history in which the Camarilla organizing body was formed. Notably, this historical larp will take place in a Polish castle and will focus upon interactions between vampires of various power levels, from Neonate to Methuselah. While some of the mechanics will resemble those from End of the Line, the two productions will offer different takes on the genre. In short, World of Darkness players interested in trying Nordic-style larps have several options coming soon.
To summarize, these larps are not intended to replace or alter existing Vampire larps, but rather to add additional experiences for players interested in this style. The physicality of the Nordic approach will likely not appeal to certain players, which is understandable. For potential players unused this style, I suggest fully reviewing the content of this article and other documentation before signing up for one of these games in order to understand the expectations of the play culture. I also suggest being clear from the outset with yourself and your co-players about your boundaries via email or other forms of communication. Players should feel enabled to negotiate those limits before, during, and after play and tap-out of any scene that makes them uncomfortable. In my view, physical play in larp is certainly possible — indeed, some of the organizers of End of the Line started role-playing in traditional Vampire larps before exploring other forms of embodiment — but should be done with careful consideration of the off-game needs of other players.
End of the Line
Participation Fee: €25 Players: 66 Date: March 7, 2016, 6 hours Location: Helsinki, Finland Created by: Bjarke Pedersen, Juhana Pettersson & Martin Elricsson Production: José Jácome & Mikko Pervilä Characters: Elin Nilsen, Jørn Slemdal & Mika Loponen Decor: Marcus Engstrand, Anders Davén & Aleksander Nikulin Documentation: Tuomas Hakkarainen, Tuomas Puikkonen, Julius Konttinen & Joona Pettersson Catering: Kasper Larson & Aarne Saarinen Production assistants: Outi Mussalo, Tia Carolina Ihalainen, James Knowlden, Bob Wilson, Irrette Cziezerski, Jukka Seppänen & Ville-Eemeli Miettinen Featuring: Suicide Club (Gabriella Holmström & Ossian Reynolds) Produced by: White Wolf Publishing and Odyssé with Solmukohta and Inside Job Agency
Cover photo: Part-larp, part-rave, End of the Line provided a unique and authentic World of Darkness experience, in game photo by Tuomas Puikkonen. Other photos by Tuomas Puikkonen.
The Finnish edition of the Nordic larp conference Knutepunkt, Solmukohta 2016, 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
Last update: 2016-04-12, 09:30 CET
While not specifically written for Solmukohta 2016, Elin Nilsen’s guide to handling the post Solmukohta blues is quite relevant for participants:
In this larp we didn’t have restrictions. We just wanted to organize the coolest larp ever played in Italy. At least, that’s what I wanted.
Chiara Tirabasso, Black Friday larpwright
Chiara Tirabasso is one of the many larpwrights behind Black Friday. She perfectly sums up two elements of the organizing team: a great ambition on quality for this larp and a strong authorship.
The game was played two times in November 2014 and totalled 140 players. Looking at reactions and feedback from all of them based upon surveys on player satisfaction, one can be pretty sure that Black Friday was a remarkable larp for the Italian scene for many reasons.
First of all, it was a high-budget larp written in the Nordic tradition, which is getting more and more attention, but is still quite uncommon in Italy. The larp was also heavy on technology and scenery. But the most important feature in its design was the organizing team, which comprised people from very different associations and traditions, as well as “lone wolves” and even newbies to larpwrighting. For this reason, this article will discuss this larp through the voices of some of the people behind it in interview style.
The Beginning
“It all started during Larp Symposium 2013,” explains Francesco Pregliasco the project coordinator. Larp Symposium is a yearly meeting of larpers and the Italian equivalent of Knudepunkt. “Some organizers from Chaos League, Cronosfera, and Terre Spezzate met and realized that everyone was interested in working together. There was mutual respect.”
Mario Di Cintio elaborates, “On the occasion of Larp Symposium, I had the chance to know a lot of different associations. Each of them sees larp in a different way than mine. But still, everyone had the will to share their experiences. Hadn’t there been that meeting for knowing each other, I’d never had the grounds to think this project feasible.”
Aladino Amantini continues, “We wanted to accomplish something new. Something that could raise the quality level from the larps that we had organized until that moment. At least in my case, enthusiasm brought me to the synergy.”
But why look for new partners in organizing such a high expectations event? Wouldn’t it be easier to rely on a well-established team?
Alessandro Giovannucci, explains, “Matching with other people helps you [find] new ways. You can get inspiration from every source, but larp is a performative art like music or theatre, so it also needs practice. And you can improve it only by doing things together. You learn jazz by taking part in jam sessions, not reading books. That said, theory must not be overshadowed: most of the bad larps had too few [thoughts] behind them. My organizing team, Chaos League, has more than 20 years of experience, with a strong identity in style. But working with others is very interesting, useful, and funny. I [taught] and I learned. I hope that in Italy, we’ll have more projects like that. It’s a hard way and not many people went through it before, but the renewal of the national larp scene can begin also here.”
Francesco Pregliasco continues, “For a long time, I had the ambition to make a particularly well-crafted larp in [collaboration] with others, so that we could get the support from [the] skills, energy, and contacts that we wouldn’t have on our own. This ambition has never been satisfied – I didn’t know other teams or [a] single people who could organize events even remotely near ours, quality-wise. Also, a few months [before], I played Monitor Celestra, that incredible Battlestar Galactica Swedish larp. It was a colossal [event] organized by several larp groups cooperating together, and I was very impressed by that.”
Mario Di Cintio elaborates, “Personally I sensed, since the beginning, that this project would have enhanced larp development in Italy and contributed to [writing] a piece of its history. For a long time, I hoped [for] the chance of doing something choral. Something different from usual larps and, most [importantly], disconnected from the dynamics of the biggest larp events in Italy.”
Themes, Plot and Organization
Black Friday defined itself as a “technology enhanced thriller.” It was set in a mining town during an emergency – the authors begged us not to disclose which kind of emergency, in order to avoid spoilers. The themes explored in this larp were the deprivation of civil liberties, struggling with the great fears of the modern world, and choosing between “peace and violence, ethics and progress, individualism and common good, protection and freedom.”
As Francesco Pregliasco describes, “The very first idea of Black Friday was, something went wrong in a small American mining town – but what’s behind [it]?’ I think it was an idea from Fabio Bracciolini during an evening where we were chatting about interesting concepts for larp. Fabio had never organized nor written a larp.”
Chiara Tirabasso elaborates, “Even before forming the team, I was already liking a lot of the themes that we developed [earlier]. I think that once we agreed on the main idea, the themes just sprung [up] naturally. The first time we wrote down a list of TV series and movies for inspiration, it seemed like we had already reached a previous agreement! We were absolutely [attuned]. The winning choice was to put together writers and crew so that we could cover all the very different skills we needed to set up Black Friday. Not only character, scenario, and plot writing; but also webmastering; filming dozens of videos; programming a database and other diegetic software; and so on.”
Lorenzo Giannotti states, “I’m very proud. Black Friday was thought [out] with a complex structure with different game styles for each of the player groups. Miners, scientists, and law enforcers had very different rhythms and dynamics, and all of them merged into a whole, synergic storytelling. The scientists had [a] frenetic pace, repetitiveness, pressures from above, and moral choices. The miners had a more ‘classic’ game, mostly made of drama and experiences; they were scarred by suffering, oppression, [the] search for answers, and glimpses of hope. They also had most of the backstory, [which] the other group could understand with interrogations or searches. The law enforcers, finally, played a more physical game or an investigation game, depending on the role of each character in team; their drama was given by steady pressure from above, so that they could have moral dilemmas. Somehow, they were three different but synergic larps. A lot of players said that they’d like to play again in a different group.”
Obviously, putting together a complex project like this requires a strict organization of the team.
Aladino Amantini explains, “We had different groups. Mine had to write characters and plots; others worked on scenery, supervised the logistics, controlled the budget, worked on promoting the event. There’s been a strong supervision so that the groups could match their deadlines and give all the results to proceed with the overall job.”
Alessandro Giovannucci continues, “The project had two complimentary souls, at least to me. The community brainstorm one — magmatic and chaotic – and the rigid one, where we divided into groups with hard deadlines. Every member of the team was both chaotic and rigid. This allowed us to put together ideas and suggestions, but at the same time to put them into practice. The larp development was based on the purpose of a mature and entertaining event that could leave a lasting impression on the players. And to the organizers, too!”
Chiara Tirabasso states, “We worked on this larp since January. Softly in the first months, than speeding up while we were getting closer to the gaming date. I think that [this has] been the right time and pace to agree on the themes; otherwise it wouldn’t have been the same thing. We indulged in having only choices [that] we agreed upon, like we were a well-adjusted team instead of a completely new one.”
Technology Advancements
As said above, one of the main features of the game was technology. This choice added verisimilitude, but also a further level of complexity.
Francesco Pregliasco elaborates, “A truly unique feature for basically every player was the abundance of gadgets to interact with, and the quality of scenery and props. Our comparatively high budget, the hard work from the scenery team, and some [rentals] allowed us to have a remarkable bunch of computers, uniforms, walkie-talkies, cars, special fx, telephones, cameras, microscopes…”
Marco Ascanio Viarigi agrees. “We had very high production values. We put into the game interactive videos, interfaces where players could enter data (and have a response), pre-registered communications… During the larp, we used technology to let some phone [calls] arrive from the outside. There were also “satellite video chats” with fake backgrounds that let us introduce characters not physically there, but still in game through the screen.”
Chiara Tirabasso recounts, “In the first run, the bad weather struck our scientists’ lab. The computer we had in there broke and the strong wind nearly uprooted the whole lab! We had to move it in the heart of the night, as part of the game, thanks to help from scientist characters and staff members disguised as lab technicians. In a few hours, it all went well, but how exhausting!”
Michele Pupo elaborates, “One of the criticalities was science. On one hand, we had to have a strong plot, scientific enough to be believable. On the other hand, the story had to be playable without too much procedural accuracy. We did a lot of [research] and tweaks; the purpose was to make every procedure actually playable and entertaining. The second challenge about science was having scientists as player characters, which unavoidably generated criticisms. We had to try and make believable scientists with players [who] hadn’t studied the subject…their whole life. We had workshops and written texts to give them at least the basic information and the right jargon, but a lot of work came from the players themselves who studied in advance! The result was quite good. Of course, someone noticed that a scientist or two dropped some nonsense… but I think you can’t overcome this without…yearly preparation. In fantasy larps, this isn’t a problem, while we find it in contemporary settings. In fantasy games, meeting highly specialized characters is very rare, and usually our basic [knowledge is] enough. Conversely, every contemporary larp has problems with highly specialized roles. Even…so, I think we managed to operate very well.”
Technology was crucial also in internal communication between staff members during the game. The location of the larp was divided into two areas: Pole Creek Lodge and Liberty Town. During the game, the staff members were split into three teams. There was someone always in game, both as a non-player character and as a fake player characteri.e. “partners in crime” of the staff members, but introducing themselves as regular players. Another team was in Pole Creek Lodge, almost always inside an apartment with all the technology to make video chats. They portrayed government officials calling from faraway, so they were more or less always available to players. The third staff team was inside a hut in Liberty Town and had the duty of making phone calls, delivering active gaming direction, giving instructions to other staff members, and so on.
Aladino Amantini elaborates, “Coordination during the larp was crucial. We had two different directing teams that had to synchronize and keep up to date very frequently.”
Mario Di Cintio continues, “The basic concept was to let the organizers themselves be part of the game. A turnover that allowed everyone to contribute, both behind the curtain and acting a character. We didn’t want someone to be always hidden while someone else was in the game.”
Great Expectations
Communication was very important also before the larp itself.
Luca Tenaglia explains, “It’s a non-trivial feature where I think Black Friday shone. Months before the game, we weren’t sure that this setting could raise interest. After all, we had to persuade 140 players to pay a high fee for a new kind of larp. In the end, we came very [close] to [selling] out. This, and the comments on players’ part, let us understand that even in a niche world like larp, we shouldn’t underestimate the originality and quality of the communication.”
Speaking of communication before the event, it must be noted that part of the success of a larp comes from forming the right expectations. To achieve this purpose in Black Friday, the organizers had to tune very finely the mood. After all, they all came from different styles of gaming.
Mario Di Cintio elaborates, “We, from Abruzzi, are mostly into a realistic style with high verisimilitude. We have a preference for events and plot turns that are more likely to occur in the real world. Others, like Terre Spezzate, had a more ‘fiction’ approach. But with after some discussion, and evaluation of pros and cons, we came to an agreement. That’s where the ‘cinematographic’ style of Black Friday came from. Before the larp, the players received a [guide], where we showed the basic concepts about the event and the kind of play style we were expecting from the players. Also, the event on social networks was a showcase for the game and its values, but also let us give clarifications to the players.”
Alessandro Giovannucci continues, “Having different players was one of the main purposes of the project. It was very exciting to see players coming from different gaming circles and traditions, and discover if the creative feedback would become a further strength.”
The Budget
Black Friday was a non-profit larp. The whole budget sums up to 16k euros, which is quite high for Italian larp standards. Half of that sum was invested in toy guns, cameras, hifi, prints, gadgets, and scenery. The rest covered the gaming place, the meals, car rentals, and so on.
Apart from that, it can be considered a high value production because of the human time spent in the project: up to 17 people during 8-10 months.
Chiara Tirabasso explains, “I didn’t keep track of the hours spent [on] the project, but I’d like to stress the fact that it’s not possible to produce events like this if you’re paid as writer or scenographer. At least, it could be possible, but the admission fee would be madly high. There’s so much attention behind this project…only passion and artistic ambition can support this.”
Conclusion
Francesco Pregliasco summarizes, “There have been in the past even broader collaborations between larp associations. But they didn’t really work, probably because they lacked a strong idea. They were just ‘meetings’; their style was towards compromises among the groups, so they were soulless and uninteresting for the players.”
Alessandro Giovannucci concludes, “The Black Friday experience was exhausting, but very positive. I’d do it again for sure with other people, given that we begin from the same open matching. Also, I’d really like to see more initiatives like this.”
Thanks to Aladino Amantini, Marco Bielli, Fabio Bracciolini, Daniele Dagna, Mario Di Cintio, Lorenzo Giannotti, Alessandro Giovannucci, Francesco Pregliasco, Michele Pupo, Luca Tenaglia, Chiara Tirabasso, and Marco Ascanio Viarigi.
Many thanks to Federico Misirocchi for sharing his post-game interviews.
Ludography
Black Friday, Mountain village of Lusernetta, Turin (Italy), November 2014.
Cover photo by Alessandro Vizzarro. Other photos by Alessandro Vizzarro, Luca Tenaglia and Marcello Corno.
A new Polish book about larp is out, this is what the authors has to say about it:
From the intense 5-players chamber larp to the post-apocalyptic week-long larp festival for almost 600 people. Polish larp scene is diverse and is rapidly evolving. In the first documentation book about polish larp scene you will have a look at 64 larps portrayed at 176 pages. Have a look beyond the blockbuster castle larps and discover variety of experiences created by Polish larp scene.
The Book of Polish Larp by more than 40 authors who in the short texts describe the games they created. Brought together by Mikołaj Wicher, one of the creators of College of Wizardry, published by Rollespilsakademiet.
The book is a glimpse of a certain period in Polish larp history. It does not strive to be not objective, or complete for that matter. However, it is a wonderful image of the Polish larp milieu.
I thought I’d write up a game summary about my experience playing Fairweather Manor, as there seems to be some interest. My background is as an American larper with some-to-moderate larp experience in the American scene, whose first international larp was College of Wizardry earlier this year.
Fairweather Manorwas set in early 1914, and the larp was run at Moszna Castle, a period-appropriate residence. An international crowd of roughly 150 players participated. The premise was that Sir Edward Fairweather, Duke of Somerset, was celebrating his 60th birthday and had invited many of the disparate branches of the family together to celebrate.
My Character
I was playing Richard Wayward-Fairweather, the patriarch of the American branch of the family. The American branch was represented by myself and my in-game family consisting of my wife, my daughter, my sister-in-law and my niece. Our background was that the American plantation — we named it Wayward Hall — was mismanaged horribly by my elder brother, who had died two years before. It was starting to recover, but still suffered under an extreme amount of debt. My primary goal in the larp was to find investors to restore the manor, possibly by finding a rich suitor for my daughter.
The characters were well-written, but there needed to be more information shared across characters. As an example, my wife had information about our dead son which didn’t make it into my packet. Also, my character had invited someone else to the manor, but I was unaware of it until I was approached by them at the larp.
It would have been very helpful to have a “family background” packet that shared all the relevant common information about the family, then allowing the individual packets to fill out the private information on a character-by-character basis.
Schedule
The game ran from Thursday to Saturday. Thursday we arrived, had about 90 minutes to get to our rooms, change into costume, and play a brief in-character scene. This included picking up our costumes if we chose to rent them. I was staying in a room with the other members of the American branch; noble families were housed together, and this was a great idea, as the rooms were large enough to comfortably accommodate everyone and it provided a way for families to communicate.
After arrival, after everyone had unpacked and arranged their costumes, players broke into small groups for workshops and dinner. The first scene, which was filmed for the documentary, was all the guests arriving at the manor at night, greeting the family, and heading into the great hall for a brief address by the Duke.
Friday and Saturday began with everyone waking up in game. There was generally a servant available in the morning to help us get dressed, which was extremely helpful, as a number of women in my room were wearing corsets. Then breakfast, followed by a brief homily in the chapel. Following that, there were various activities around the manor; examples include a poetry reading, a political discussion, and a scene from a play. This was followed by lunch, another round of activities, some speeches, and an hour to dress formally for dinner. The evening started with dinner, then men and women separated into two groups for discussions. Finally, each night ended with a formal ball: a Servant’s Ball on Friday and a Grand Ball on Saturday.
Meals, with the exception of breakfast, were served for all the nobles at once; servants ate at different times. There was assigned seating and the servants would serve each course to the table in order. Some people complained about the pace of the meals — they ended up taking a significantly longer time than predicted — although to some extent, this was an artifact of the period.
What Worked Well
By far the biggest reason the larp worked as well as it did is the setting, followed closely by the care and effort the players put into their characters and costumes. Moszna Castle is stunning, and filled with servants and nobles, it’s very easy to imagine you’ve been transported back in time.
Another strength for me was the “brute force” design. Some of the hallmarks of brute force design are having many subgroups with different agendas, having members within each subgroup disagree with one another, and seeding power imbalances and secrets through the character writeups. Rather than have specific plots or events woven through the weekend, characters were free to play out their stories naturally, and players were given the agency to create their own game. This allowed a number of different play styles and themes to coexist. Some players lived out a gothic tragedy, others a Belle Époque romance, still others a Remains of the Day-style elegy. This was obviously more work for players, but it accommodated a wide range of approaches.
What Needed Work
There’s only one thing that requires serious attention: the servant/noble mechanics. They are sufficiently complex that I discuss them in more detail below. Otherwise, there were some fairly minor issues to address.
When we arrived Thursday, we were rushed to get dressed for the workshops and the opening scene. I felt like the day could have been structured better. I was hoping to start playing on Thursday rather than just having one short scene, and some of the workshops could have been more focused on specifics like etiquette, rather than the more general information. As an example, a number of nobles found it difficult to get out of the habit of thanking servants when they did something, which struck many people as jarring and out-of-character. Some explanation and practice beforehand could have alleviated those problems.
In casting and plotlines, it seemed like there were a lot of women looking for eligible bachelors, but not very many young men looking for women. This created some frustrating play for some people.
Meals were assigned seating, which I thought was a great idea as it provided an opportunity to interact with people whose characters wouldn’t normally interact. Unfortunately, there could have been more thought put into the rotation; I found myself frequently at the same table with many of the people I had sat with for different meals. Others commented on the same thing.
Servants and Masters
The biggest challenge for the larp, though, was the relationship between the nobles and the servants. While most of the nobles really enjoyed the game, the players to whom I talked who played servants had much more varied opinions. They certainly had a lot more demands placed on them: their day started several hours earlier than the nobles, they were constantly pulled away from their stories to serve the whims of upstairs, and they often had no opportunity to sit down or relax at all.
There were also times — like the servant’s mealtimes, or when they were preparing for their ball Friday night — when it wasn’t possible for nobles to find servants.
I think it comes down the fact that there are essentially two separate and fundamentally different larps running simultaneously, with only a few points of connection between them. I’m not sure that’s a bad thing, but it does require being up front about the experience you should expect as a player. One suggestion, which may or may not be feasible, is to raise the price for nobles, while dropping the price for servants; that makes it more clear what the expectations of each role should be. Increasing the number of servants, as well, would reduce the burden on each individual player while increasing their availability.
Overall
In short, this was a largely successful iteration of the “blockbuster” formula, and a particularly interesting one, proving that it works even for genres which don’t rely on action or adventure to drive their plot mechanics. These games are ambitious and difficult to pull off, owing to their expense, logistics, and reliance on a fully engaged player base to generate play. But when they work, they provide an impressive amount of latitude in the play they can generate, and can be uniquely engaging to their participants.
Ludography
Fairweather Manor (2015). Agata Swistak, Agnieszka Linka Hawryluk-Boruta, Akinomaja Borysiewicz, Alexander Tukaj, Beata Ploch, Charles Bo Nielsen, Claus Raasted, Dracan Dembinski, Ida Pawłowicz, Janina Wicher, Krzysztof “Ciastek” Szczęch, Krzysztof “Iryt” Kraus, Maciek Nitka, Mikołaj Wicher, Nadina Wiórkiewicz, Szymon Boruta. Rollespilsfabrikken and Liveform. Moszna, Poland. http://www.fmlarp.com/
All photos are exclusively licensed for use by John-Paul Bichard. Contact him for use of these and other photos from Fairweather Manor.
The Great War, or the first World War, was a massive, horrible massacre on a truly industrial scale, and it is one of the wars I find most fascinating. I’ve read so much about it it, know so much trivia and still I had almost no knowledge of the Czech Legion in Siberia. Walking a few miles in the shoes of those legionnaires not only opened my eyes to a very important piece of history most of us probably have no knowledge of, but also brought me new friends and some very emotional memories.
NOTE: This article is purposefully vague on the actual events during the larp, in line with the organizers wishing to keep story and plot spoiler free for coming runs.
Legion, or Legie as it is called in its original language, is a Czech larp that had already had six runs by the time the international run was played, and is a game for 54 pre-written characters, both soldiers and civilians. The story is based on (very well researched) historical accounts of the Czech Legion as they found themselves in Siberia, unable to return west to their newly proclaimed state after the collapse of Imperial Russia. It is a rather complex history, one that I highly recommend you at least look up in Wikipedia, but basically they were stuck for years along the Trans-Siberian Railway fighting or negotiating to evacuate to Vladivostok and go home to Czechoslovakia.
The Story of the Legion
When signing up for the larp, players got to describe their views on what they wanted out of the game etc, even writing about a person that they would identify with or be inspired by, and I take it all of this was taken into account when the organizers decided on what characters to offer the different players. Once that process was done players were offered three characters (with a short synopsis) and told to rank them in preference, and down the line you were handed one of them to play.
Characters were really diverse and spanned thematically very well over the different aspects the organizers wanted us to relate to; there were soldiers naturally, both idealistic volunteers and less enthusiastic ex-prisoners of war, there were nurses and civilians, wives and followers, and a few local guides. The character material was hefty, quite a few pages of back-history, motivations, relationships etc and you could tell the organizers had spun a very thick and wide net of relationships, potential drama and friendships (and animosity). All in all I think I had some 80 pages to print in total, including history, character, player notes, practical info etc, so quite a lot to read but very well produced and meaningful.
As stated earlier, the organizers asked us to be mindful of the game not being transparent, and since I don’t want to spoil the game for players who have not yet played it, I’ll just say that the plot itself really felt cinematic but at the same time realistic. There were all kinds of emotions and motivations flying around – love, hate, community, survival, morality vs pragmatism, democracy vs chain of command etc – and I found that it worked really well, especially since the journals pushed most characters into changing or evolving during the game, sometimes in grand ways, sometimes very discreetly. The game has really grown on me once I had time to process it, there was just so much going on and so many emotions to handle that it took time to process it once out of the grueling march.
Dial up the Hardcore
Right from the start we knew Legion was going to be a hardcore larp. Uniforms and gear would be provided. Blank firing guns too. It would be played in the dead of winter in the Czech countryside (one night march the temperature was twenty below zero centigrade), we were going to be marching quite some distance (as it turned out, 25 kilometers through snow and ice, up and down some pretty steep and slippery slopes), we were going to be hunted and harassed and boy, did the larp deliver. For many of us, it was the most physically challenging larp we have ever played, and some players (myself included) came close to the breaking point at one point or another – but I don’t think anyone actually reached the point where they had to stop. I must say I was very impressed by the preparations and care given by the organizers here, which made us feel very safe and able to keep going.
The focus on the physical – the marching, the cold weather and the rest – really brought you into the mindset of being a soldier (or nurse, or prisoner) in a really shitty situation, a taste of what it must be like forcing yourself to go on taking one step after the other or just falling down and giving up. Many of us found the marching and physically challenging environment really helped getting “inside the head” of your character.
Railroading and Larp Culture
Going to an event where there is another larp culture than you’re used to is an interesting experience. Culture clashes will inevitably happen, and I think most of us had that in mind going there. We were not sure exactly what the conventions were or how the play style would be, but the organizers were very clear on two things: the larp would be heavily railroaded and there would be very little transparency and lots of secrets. This is, coming from the nordic larp sphere, a bit unusual but I think most of us just accepted the premise and went along with it – when in Rome…
As it turned out, the format of Legion was in some ways similar to what you’d expect a nordic larp to be, and in other ways contrary to current nordic larp trends. One example of the latter is players not being aware until mid-game that their characters had a scripted death scene and that they would be given an new character for the remainder of the game. That the game was heavily railroaded made sense; if we’d just been let loose in the icy countryside the larp wouldn’t have worked, and some other aspects were both interesting and useful, like the fateplay instructions in players journals or the combat/damage/healing system, but some design issues felt like they could use some improvement.
I think the biggest problem, at least for me, was the sheer amount of stuff to be done once the legion was stationary at a location. There was a conflict between playing soldierly duties (standing guard for instance), resting and recuperating, larping with your co-players and playing out the suggestions or orders in your journal. For some of the locations it felt as if you either had to drop the soldier character to do relationship drama, or vice versa – this however got better once we got deeper into the story. There were other things in the written suggestions that felt a bit weird or off track compared to where you were in the game as well, which kind of made me “hack” the game a bit (even though I tried respecting the rules and vision of the game). Unfortunately, for me and a few other players, the plotlines that had to do with romance came at a time when I was just physically too exhausted to really play them out.
As usual, we had some problems with what I refer to as “larp democracy”, the situation in which your game can become bogged down in debate and making compromises and making sure everyone gets to speak up. We also had the all too common problem of players (as a collective) smoothing over or trying to solve conflicts arising, instead of letting them play out to their conclusion. This was however not the fault of the organizers per se, but a common occurrence at almost every larp (regardless of where), and I think there needs to be instructions, workshops or just talks about it before the game unless that concept is actually part of your design.
In hindsight, the game could have really benefited from an hour or two workshopping how to act as a soldier (lining up, saluting, chain of command, passing orders down the line, marching etc). Because of delays in transporting players to the site etc time ran a bit short.
Czech Your Privilege
Having said all that, I realize I was a guest at one specific event with its own history, norms and culture, and I come from a larp scene where we just have different experiences, different dos and don’ts, so instead I’ll end this short summary with the things I think the organizers did really well. The logistics, information and production values were very, very high – some of it much better than I’m used to from the nordic scene. The organizers had a huge, committed team and they really inspired trust and enthusiasm in me and my co-players. There was so much cool gear, everything was so well planned and executed, and we felt really well taken care of. Very inviting and hospitable atmosphere. I can imagine just how much work went into creating this experience for us. Also, I have never seen a more beautiful larp site than the one we trekked across, and some of the locations were just marvellous.
The NPC team did a marvellous job as well, keeping the pressure up and really populating the locations we visited. You really felt as if the entire team gave their very best performance for us to enjoy. But, maybe the biggest takeaway from Legion is that we were given a story that just grows on you, and makes you realize there is a whole country and its history that you know so very little of smack in the middle of Europe. I now have a burning interest to learn more.
Brothers, sisters, if there is another international run of Legion, don’t hesitate. Sign up. I’ve had maybe one the most powerful and interesting larps I’ve had in a very long time.
Legion: Siberian Story
Date: January 18 – 21, 2016 Location: Czech Republic Length: ~38h game time Players: 55 players + NPCs Website:http://legion.rolling.cz
Cover photo: Soldiers of the legion charging over a field (play, Karel Křemel). Other photos by Karel Křemel and Hana Maturová.
Fairweather Manor is a historically-inspired international larp for 140 whose first run took place in Zamek Moszna, Poland, on the 5-8th of November 2015. It was created by the Liveform/Rollespilsfabrikken team already behind the creation of College of Wizardry. As such, the format, creative team, and overall design of the larp connects Fairweather Manor to the previous games considered as following the Blockbuster Formula, while also having its own, unique identity.
This article will therefore try to analyze how we might examine the design choices of Fairweather Manor in this light, how this larp also might differ singularly from those others, and which elements pertaining to the Brute Force design may also apply to Fairweather Manor.
In the Grand Scheme of Things
In the continuity of The Monitor Celestra and College of Wizardry, Fairweather Manor utilizes the full potential of running a game in a truly breathtaking location and of using both the setting and players’ efforts to create a spectacular 360° illusion. The Castle of Moszna possesses a variety of small sets whose exploration works as a perpetual incentive and makes for the possibility of a variety of scenes. A grand staircase, the dining area opening on the Winter Garden in the Orangerie, the chapel, the grounds, and Graveyard were all spectacular settings. On the upper floors, the big suites of the Castle served as family rooms for the nobles, making them a little less accessible, but giving some players the opportunity for other grand scenes.
The sheer size of the game — 140 players divided into three character-type groups — and the collective efforts of the players ensured that the experience would be a descent into 1914. Players could offer activities, such as a fencing lesson, an open stage, a play rehearsal, concerts, or speeches, which would become part of the frame for the larp. You could go on a car or a coach run, and then discuss the comparative merits of the two. You would meet different people at dinner and hone your skills at small or big talk.
The larp, like its predecessors, also benefited from the established world material factor. Historical resources on the period are numerous and, by claiming only a loose historical accuracy, the larp allowed for some flexibility on that ground. For the dramatic side, knowledge of the inspirational television series Downton Abbey was certainly an incentive for most of the players and the melodramatic aspect of the series’ narrative combined with the play-to-lose approach of the larp ensured that the play style of the participants, even when they came from a lot of different nationalities and backgrounds, would remain sensibly the same. These elements ensured that, overall, the game presented itself as a flowing, immersive experience with an extremely high production value.
Characters at Play: The Legacy of the Brute Force Design
However, Fairweather Manor seems to differ from the previous blockbuster models in regard to context, background, and the way it would influence the characters’ agenda. In a context such as those larps, which were inspired by Battlestar Galactica and Harry Potter, the incentive comes from the universe in itself. In other terms, the context drives the plot. In Battlestar Galactica, there is a (space)ship to run for the sake of the preservation of humanity and duties to be fulfilled. In the Harry Potter-verse or any magical equivalent, the combination of school routines and a general sense of exploration, fun, and adventure is more than enough to drive any narrative. In the confines of the strict hierarchies and overall lack of universe or plot-driven incentives, however, the narratives of Fairweather Manor had to rely mostly on characters.
Following heavily the character template established by College of Wizardry(CoW) — albeit with a little more room for pre-established character interactions — the characters of Fairweather Manor followed the same logic, aiming at giving the players something very flexible with which to play. Characters could be changed and exchanged at will, and players had to prepare as much interactions and development by themselves as they could. However, where the location and structure of College of Wizardry makes this type of flexibility fairly easy with most characters being students in the same location, the same cannot be said of Fairweather Manor, where characters came with established gender, age groups, family ties, social functions, etc. This design was a necessity to establish the society ofFairweather Manor in a credible way, but also, combined with a rather arbitrary distribution of characters between players, it limited the liberty that some players would have to transform their character at their will. Furthermore, the characters had gone through a variety of approaches in the writing process, making them extremely diverse. Some characters were, within the confines of the CoW model, more detailed, with pre-established storylines. Some were more constrained within their social function; some would prove fairly difficult to enact. Furthermore, Fairweather Manor, while run by a substantial staff of organizers, chose to dispense entirely with NPCs. While the purpose was obviously to make the larp completely self-sufficient and self-contained, it meant that Fairweather Manor would not have the leeway that College of Wizardry would have when it came to letting players create their own storylines. As such, most of the character work had to be done upstream when it was needed, the margin for freeplay being much more reduced once onsite. Therefore, as is often the case with the huge sandbox type these games prove to be, any character would only be as good as the way each player chose to handle them and co-create their own narrative.
When characters worked, however — and a significant number of them did — they provided the frame for a lot of deep, emotional interactions. In keeping with the social norm — and thanks to the rather clever technique of “think of the family” (an in-game expression that would also work on a meta-level to incite the player to keep secrets hidden) — most of the interactions were kept low-key, avoiding for the most part the risk of expansive melodrama or plot overload that can happen in this type of format. Lastly, we might underline the fact that two elements associated with the Brute Force design also came very much into play in that regard: secrets, and conflicting characters’ agenda.
Although the approach of the larp was fairly transparent, with all characters published in a common folder, players did not have to read them if they did not want to do so. Existing storylines often included personal or familial secrets, and pre-game preparation between players also tended to include secrets of the backstory that would come to fruition over the course of the game. A lot of players wrote letters addressed to or sent by their characters, which would be used to put their secrets in the open. Again, in keeping with the play-to-lose approach, secrets were used only as hooks for big reveals and intense conflicts. Whether this aspect makes for interesting role-play or not is of course a matter of personal preference, but seems necessary to a design such as Fairweather Manor, where (dysfunctional) family values really came out as an overarching theme.
Conflicting characters’ agenda were also present, a matter for which players expressed some concerns, for fear that these would hijack the sense of narrative and become a competitive gameplay. Issues pertaining to the Duke’s inheritance, matrimonial strategies, the search of patrons for the artist, the opportunities for better employment, or improving one’s situation for servants, for example, relied on characters’ agenda, and sometimes caused oppositions, but they also were played in a low-key, mostly narrative manner. Although it was not explicitly stated in such a way, most players seemed to choose that any accomplishment in that regard would come with strings attached, or at some cost, which worked well enough, as a valid take on these issues.
The existence of social hierarchies and subgroups — family groups, artists and intellectuals, higher and lower servants — also appear as a legacy of the Brute Force design. They were used, however, less to create conflict than as a backdrop for the enacting of social conventions and constraints. These, however, could have been more forcefully enforced, especially in regard of what would be considered proper and acceptable or not, and what the cost of deviation from the norm would be. More workshops on these issues, manners, and body language might have been useful. At the in location, briefings tackled essentially the subjects of play style, location, safety, and ideologies of the time period. A slot devoted to behaviors and cultural calibration could have been helpful to some, but was probably left out by design.
Players’ Duties and Sequencing
Like College of Wizardry, Fairweather Manorwas based on a strictly timed structure — activities and meals being used to structure the daily lives of the residents — relying on some players’ duties.
Most were taken voluntarily: players wanting to host an activity registered to do so ahead of the larp, providing the entertainment fit for a high-end reception. Artist characters, of course, were very much encouraged to do so. This aspect, combined with a general sense of goodwill in the audience, ensured that the setting always felt active and alive.
The main branch of the nobles — the characters who were the hosts of the reception — were hand-picked and cast way ahead of the lottery. These players did a lot of work pre-game and in-game to ensure that the reception would be running properly, and that information about timing and activities were properly delivered. How heavy a duty that was and how much the larp came to rely on these characters is hard to clearly evaluate, but it certainly should be emphasized that the structure of the larp needs this core group of characters as its foundation.
Then, there is the matter of the servant characters. A huge amount of work has been put to make them operate as a corps, some players being directly involved in the writing of the servants’ handbook. However, if the standing ovation the servant group received at the end of the game is any indication, it is quite obvious that the servant group took upon themselves a much bigger workload than was originally announced or expected of them. In addition, the higher servants — butler, housekeeper, and their seconds — obviously held a great many organizational tasks as well. Could the communication on these aspects have been clearer? Most certainly. But this point also shows how Fairweather Manor worked in no small part through the willful commitment of the participants, and managed to stir their passions, in combination with what remains a grand production design.
A Story about Love?
To quote from the second teaser, “Being at Fairweather Manor, that’s love.” I would believe that; for all the complexity and issues that are always raised by the grand scope of a blockbuster larp such as this one, it managed to hold up through the love that so many of its actors put into it. This sense of affection is perceptible in the show that inspired it: Downton Abbey is, in my opinion, a nostalgic, benevolent took at a Time that Was, while overlooking its obvious limitations and gruesome inequalities. Likewise, Fairweather Manor displayed all the outdated charm of the period that was called in France La Belle Epoque the Beautiful Era — before the upheaval brought by the war transformed all of society, for better or worse. The high-grade staff production, combined with a significant volunteer work and player commitment to the larp was considerable, its undeniable success as a result, and the surest testimony of the way it succeeded in engaging its participants wholeheartedly in its construction. While being clearly connected to the blockbuster model, Fairweather Manor also managed to be quite unique in distilling elements of the Brute Force in its own narrative. Whether other larps and future runs will manage to follow and improve on the same delicate balance will surely be interesting to contemplate.
Fairweather Manor (2015). Agata Swistak, Agnieszka Linka Hawryluk-Boruta, Akinomaja Borysiewicz, Alexander Tukaj, Beata Ploch, Charles Bo Nielsen, Claus Raasted, Dracan Dembinski, Ida Pawłowicz, Janina Wicher, Krzysztof “Ciastek” Szczęch, Krzysztof “Iryt” Kraus, Maciek Nitka, Mikołaj Wicher, Nadina Wiórkiewicz, Szymon Boruta. Rollespilsfabrikken and Liveform. Moszna, Poland. http://www.fmlarp.com/
All photos are exclusively licensed for use by John-Paul Bichard. Contact him for use of these and other photos from Fairweather Manor.
A visit to Russian “Larp-poem 1905” to do living history and dream of changing the past
Have you heard about the Russian revolution of 1905? Don’t be embarrassed if you haven’t, it’s not that well known, not even Russians talk much about it. Yet, it was an interesting and decisive time in Russian history and, as it turned out, a great theme for a larp. A larp with an impressive scale and ambition, a cavalcade of beautiful costumes, and highly complex mechanics.
The event was called “Игра-поэма 1905“, translated to ”Larp-poem 1905”, and was set up by a group that has done some of the world’s biggest larps. It is also one of few Russian groups with the capacity to invite foreign participants. We ended up being two Scandinavians at the game. Erik played Finnish-Swedish nationalist Konni Zilliacus, a historical character who was active in politics at this time and who has been described as a “Monseigneur cowboy”. Frida took the shape of Anja Sjö, a journalist with communist sympathies. They were in Saint Petersburg to support Russian revolutionaries, undercover as a newspaper tycoon and a cultural reporter.
Life the Saint Petersburg Way
It was astounding to see at what rate the old Soviet era children’s camp, in the woods south of Moscow, was turned into a larp version of Saint Petersburg. There were lots of restaurants, bars, cafés, a casino, opium joints, hairdressers, hat makers, an opera/ballet house, an amateur theatre, photographers, telegraph and post station, and several newspapers. The hundred-headed game master (GM) team, together with the five hundred participants, managed to raise most of it in a day. It was a town where you could get a hair-do and a new hat, eat in restaurants, have tea in a café, see a theatre play in the evening, and much else – all for in-game money.
Not only did these options exist, but many were of remarkable quality. The restaurants and cafés were serving good food, cake and tea most of the day. Each newspaper was told to print two daily issues, which they did, apparently they had more than enough of material. The telegraph station gave the option to send letters and telegraphs to other players as well as to the GMs. From the station some twenty telephone lines spread out, leading to houses all over town. The players could thereby communicate over the phone, through an old fashioned switchboard in the telegraph station, operated by a person constantly on duty.
Perhaps the most impressive was the “Mariinsky theatre”. It had new ballets and operas each night, which were one to two hours long. The quality of these were almost as you would expect when going to a real opera house. It was way, way beyond any acts we’ve seen before at larps. The singers and dancers were professional or semi-professional, but had not all met before the game. They created the four evening shows in a week, starting with rehearsals on Monday and did the final act on Saturday. The music was playback but most of the singing, and of course the dancing, were original acts.
The game had a very well working economy. The fact that there were so many things to spend in-game money on meant that all players had good reasons to acquire and hold on to money. The bills and all kinds of paperwork – there was huge amounts of paperwork – were good looking. For one thing, everybody had their own passport, and you better hold on to it. After the first larp day there started to be inflation, a planned design feature from the GMs. While at first we hadn’t cared much about costs, when the price of restaurant food went up three-fold we were forced to think more economical.
The producers had successfully created a strict hierarchical system with large gaps in income; rich people had thousands or roubles while poor workers were dealing with kopek coins. The rich people who had property would receive a daily income, while workers were given a petty salary. Although anyone could enter any district, workers were in most cases effectively excluded from play with the higher classes. It seems a focus of the game was the experience of the unjust class system. Having an excluding game design can in some cases be problematic for the players that are excluded, but less so in this game, because with 500 participants you have more than enough play within your own ranks.
Plastic Fantastic
So how do you build a city in a matter of a few days? One thing is certain, it cannot be done with the 360 degree “what you see is what you get” realism of Nordic games. At larp-poem 1905, small wood buildings became pompous embassies, a school theatre was turned into an opera house and tent structures were palaces. The popular method of creating the transformation was to put a giant plastic tarp in front of a building or tent, with a photo-realistic image of the building it resembled. For example, the Winter Palace had a photo banner of the actual palace outside it. Although superficial, it did create a good game space where one could get the feeling of walking around in a city rather than camp grounds. If anyone finds it laughable, consider the fact that Nordic larpers use tape on the floor of classrooms for the same purpose. Fact is, the printed banner technique could be seen in other places in Russia, even in central Moscow, where giant tarps with imagery were put in front of buildings under construction to hide the building platforms.
If one could get used to the symbolic buildings there were, however, other aspects of the physical environment that were more difficult to understand. It was seemingly a haphazard which things that were put a great effort to make in-game and which things that no-one cared to bother with. While most players had put a tremendous effort into their costumes and personal gear, there were plenty of non-character GMs walking around, in plain sight, wearing very off-game clothes. One even had a big toy moose on his shoulder. There were other GMs who had put on in-game clothes so it apparently depended on personal preference, and which part of the huge Russian larp culture that they came from. Similarly, there could be a gathering of people sitting around a café table with wonderful cutlery, fine cakes and very authentic documents on, but in the middle would be modern soft drink bottles and candy wrapped in plastic. While some restaurant served their food and drink on fine china, others had single-use plastic for the purpose.
Next Stop: Far East
A particular aspect of the larp was that it spanned a much greater time and space in the fiction than in reality. The in-game town symbolised all of Saint Petersburg. It was divided into different districts, separated by rivers that were manifested by bright blue or white plastic tarps. The only way to pass between the districts was over wooden “bridges”. These would be drawn at some instances, some predicable and others less so, hence effectively preventing characters to get to other districts. The fact that one could get stranded in a district created openings for social game play, such as when two dancers from the ballet sat in our house for an hour or two in the middle of the night, sharing a drink and waiting to get home to their sleeping quarters.
Russia was at this time in war with Japan, a conflict that took place in Manchuria in the Far East. It was possible to go there as well, by taking the Trans-Siberian railway. The producers had actually built a train car out of wood, painted it nicely and added speakers with sounds to give an atmosphere. The train only left three times a day in each direction, so a trip to Manchuria took most of the day. We decided we wanted to try a trip to Manchuria, so Konni and Anja embarked the train as war reporters. After thirty minutes of mingling in the economy class, we arrived to the Far East. The exit was on the other side of the train car. Our whole group was led past the parking lot and into the forest. There we got to a separate camp, built with tents and plastic tarps. It was mainly a military camp but also had a large field hospital and “oriental cafés” with red rice paper lanterns to add an exotic atmosphere.
The war in Manchuria was played out at a battle front of sand bags close to the camp, where volunteers from the GM team playing “Japanese troops” would regularly show up for a fight. Konni jumped into the action at one of the battles and was shot in the arm. They had an interesting system at the game where the weapons used, which were real or well-looking replicas, were armed and shot soft felt bullets. It didn’t hurt to get shot, but it was noticeable.
One thing that was completely new for us Nordic players was the constant fast-tracking of time. In the larp, one day for the player was three months in-game. Not by using act breaks, but by the clock running constantly during game time. In this way, politics could speed forward and it was possible to cover a larger range of events. It made some things more logic, like the fact that it took a months to go to Manchuria and back, while other aspects were confounding. When we were told something like “I’ll have your hat ready for tomorrow” they usually meant the next day for us as players, not for our characters.
Five Is a Crowd
Russian larps work a lot with symbolism and larp-poem 1905 was not an exception. Not only in the physical environment, like the tarp resembling canals, but also in the game play. Most of it was rule-bound. For instance, if five or more players gathered in a public place, carrying placards and handing out flyers, they were counted as a revolution. That would activate other rules, like that it was possible to kill other characters more easily. The larp never got to a “revolutionary situation”, however, because the police were very effective in stopping the opposition from mobilizing.
We saw some very fine examples of symbolism one night, when Anja and Konni were led to an opium joint by the actors from the Mariinsky theatre. They served the drug as beautiful origami art, on which instructions could be read when it was unfolded. The instructions were very precise: 10 minutes of hallucinations and then 30 minutes of joyfulness. There was also a rule that anyone who took three or more doses of opium on the larp became an addict. Luckily, for our characters, we stayed on the safe side of that limit.
Konni and Anja risked their life and health in other ways, by engaging with the opposition. Anja participated in worker’s gatherings and established contacts with the leaders of worker’s movements. They were connected with Konni, who had a printing press in Stockholm. Letters were sent and some hours later – a few weeks in-game time – a GM arrived with fresh propaganda material. Konni had just delivered it to the distributors, when the police stormed in to catch them. Konni got away on the closest possible call, but the police were on his tail. After evasive manoeuvres, including hiding in the German embassy to avoid Russian law, the gendarmes caught him. He was locked into a prison cell in one of the houses, together with other political prisoners. The window was open and they could just climb out, but the rules would not allow it, because in-game they were on a high floor. The only way to get out was if someone on the outside found a ladder and helped them escape. Anja actually managed to do that, with the help from some students, but when they came to save Konni he had been taken to interrogation and it was too late.
The symbolism, together with the possibility to extent time and space, opened a lot of possibilities. It was possible to create a full, functional city and get a good coverage of a large and complex historical event. However, it also created some ambiguity. For one thing, the shooting in Manchuria could be heard in St Petersburg, which was a bit confusing, particularly since shooting was also possible within the parameters of the city. We could occasionally see people asking the GMs questions like “that thing over there, can my character see it?” The many rules required much GM intervention. Still, it was beautiful to see the intricate mechanics that were created for the game. There were so many details. For one example, if someone interrupted the workers in the factories, who were making the felt bullets, or stopped an arms shipment with the train, then the soldiers at the front would have nothing to shoot with and have to fight hand-to-hand in the battles.
Happily Lost in Translation
How was it then to play with Russian larpers? One thing is certain, they take larping very seriously. There is apparently much effort put into the role creation. Many of those we interviewed or talked with had well developed characters, where we could dig deep with questions and keep on discovering interesting views and traits. There was also a great focus on playing one’s function. A telegrapher worked hard to send and deliver telegraphs, the police really tried to stop political radicals and terrorists, and the priests put much effort into doing the rituals right. One restaurant owner who served us in his expensive establishment on the English embankment was flawless in clothes, manner and English. We noticed our neighbours, the German ambassadors, sitting up a full night just to sort out their paper work. The clockwork of the game was ticking well.
The dedication that players put into their functions gave many good moments of play. Being checked by police forces before and during train journeys meant some really intense experiences. When Konni got injured in Manchuria, there was a long sequence in the field hospital that was probably the best example of realistic medical play we have ever experienced. The operating scene in itself was some 20-30 minutes long and involved a surgeon and two nurses in intense, immersive play with a lot of different tools and procedures. There was also much energy put into enacting scenes like trials, university classes, and of course the theatre plays.
What we saw less of was emotional play. There were quite few who took the opportunity to play out their grief of losing a husband or friend, their fear of going to the front, anger towards unjust laws, strong friendship between friends, passionate new-found love, and so on. One GM told us that many view a high degree of acting out as “fake”. It appears that subtle or spontaneous reactions are better received. It was apparent that what many wanted with their larping was to do a good re-creation of the time, their character and the events, and preferably make their character succeed in what he or she was doing. We could see players laughing while demonstrating or lying wounded in the hospital. One larper told us that “we just want to larp to have fun“. That said, the Russian larp scene is huge and there are many different larp styles.
Over the board, there seemed to be no great emphasis on staying in character. Players frequently broke game play to discuss something with GMs or one another. In the evenings, when people gathered for some joyful drinking and to sing Russian folk songs, staying in-game was not always that stringent. Many also went off-character to ask us how we were experiencing the game, as it is uncommon to see non-Russian speaking players at Russian larps. They could also stop to explain who their historical character was – a very kind gesture, but a bit difficult to incorporate with the immersive role play that we are used to. In these cases, the language was a saviour. Much of the off-game talk passed us by completely, simply because we did not understand what people were saying.
The fact that we were playing on a foreign language was both difficult and very rewarding. Since many players were not that fluent in English, we had to have our two interpreters around in most cases. One situation where it worked out very well was in the medic scene, since the surgeon and the nurses could bullshit anything and it would seem very realistic, only because they were talking in a credible tone. Talking through an interpreter, when you really don’t know what the other person is saying, creates some dynamics that were fun to investigate. The fact that the interpreter can withhold some information can do lots for the game play; not passing on off-game things is just one of the benefits. It would have been a great situation to play out a romantic relationship, with the interpreter in between, so we hope to do that next time. What works less well with the foreign language is to view theatres and public announcements, to interact socially with large groups and to eavesdrop. It would have been almost impossible to understand what was going on and interact with the Russians without our interpreters.
The Dream of Unity
The larp ended with a scene where a parliament was elected, one person representing each of the classes in society. The emperor voluntarily gave up some of his powers, for the benefit of his people and to avoid revolution. One member of the game master crew described this as a symbolic ending, where the characters played out what they – or the players – wished had happened. Like HC Andersen’s “The little match girl”, the players light a match together and, for a fleeting moment, saw their dream of a happy, inclusive nation being born.
The main game master declared that the game was a way to urge people to learn from history and not repeat stupid mistakes over and over. That we should instead understand each other, think about things carefully before we spring into action, and then move forward – because getting stuck in history is not a good option.
How did it end for Konni and Anja? They did not spark the revolution as they had hoped. Konni was still in prison when the final gathering was held. We know that, IRL, he was caught and deported from Russia in 1903. It’s reasonable to think that he did not fare much better in our alternative history. And Anja? We think she found her way back to Sweden and took an important place in Konni’s newspaper, to take a stance for worker’s rights and the liberation of the Finns. She did get the communist revolution that she wanted, in 1917. The rest is history.
Larp-poem 1905
Credits: Main designers and producers were larp organizing group “Stairway to Heaven” led by Vladimir “Nuci” Molodych.
Our personal thanks to Vladislav Rozhkov with family, who helped us get to the larp, with gear and housing, and Olga Vorobyeva who helped us with translations, interpretation and knowledge about the Russian larp scene. Date: July 29 – August 2, 2015 Location: Former children camp, near Stupino, south of Moscow, Russia Length: 3 days (active game time) Players: About 500 Website:http://1905.rpg.ru/
Cover photo: Demonstration in front of the royal palace (play, Frida Aronsson). Other photos by Erik Pihl and Frida Aronsson.