Category: Clubs

Tools, tips and tricks for players. Part of a collection of articles written as companion pieces to the larp conference Knutpunkt 2018.

  • Group Improvisation of Larp Rituals

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    Group Improvisation of Larp Rituals

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    The aim of this article is to equip you with all the practical knowledge you need to run good, impactful fake rituals for larps. We present a 30-minute workshop which will teach a group of larpers to on-the-spot improvise cool magicky-feeling rituals.

    This article does not aim to discuss larp rituals from a theoretical perspective – for a more theoretical take on larp rituals, see Bowman (2015).  The suggested workshop is based on workshops run in connection with several larps, including Coven (Häggström and Falk 2015) and Ekdahl 1995 (Fallsdalen and Holgersson 2017). The authors have run the workshop many times in several countries, and other larpers have run similar workshops for many years in the Nordic countries – see for example Fatland (2015).

    Larp rituals can create not only temporary psychological effects but also bleed. The human brain and its emotions are eminently hackable, and one way this can be done is through rituals, both everyday rituals and religious rituals (for more on human rituals, see Bell (2009). Even if we know that something is fake, the act of doing it can have a true impact on your psyche and your body (see Charlesworth et al 2017; Pierre 2017).

    Rituals are experience enhancers: they can take the emotional theme of the larp and dial up the impact factor. Think of them as dramatic loudspeakers, and use them carefully.

    Overall workshop structure

    The workshop is performed in seven (7) steps:

    Step 1: The anatomy of a ritual: explain the common core.

    Step 2: The ritual toolkit

    Step 3: Practice your first ritual

    Step 4: Roles in the ritual: ritual leaders and followers

    Step 5: Try another ritual

    Step 6: Post-ritual theory

    Step 7: (If there’s more time) More practice in small groups

    Step 1: The anatomy of a ritual: explain the common core.

    In order to make it easier to improvise rituals, this workshop works with one specific, set, core structure for all rituals. Explain this structure to the workshop participants. We suggest that you make this structure – diegetic: this is how all the rituals in the larp world in question works.

    A ritual consists of three main phases (in boldface below) and two optional phases (in italics).

    Make a circle((Why circles? This workshop relies strongly on the effect of circles. Standing in a circle makes us focus on the others in the circle. It creates a small, temporal world with special rules. We feel more connected and are able to easily play off of each other’s actions and reactions.))

    • E.g. with people holding hands, or salt, or rope, or draw it, or place bones in a circle around the participants. Whatever is most appropriate for the context, as long as it is a circle.
    • The ritual leader may state “The circle is now complete” to make certain that all participants are aware of this.
    • A circle protects those within from evil outside, and also protects the outside from evil inside.

    Summon forces (optional)

    • This is optional but usually adds a cool feel.
    • Summon appropriate forces for the scenario/larp. In one larp it might be the four elements, in another it might be an ancient Egyptian god, in another it might be a fantasy creature. These will aid you and you can play on receiving power from them in the Main Act.

    Main act

    • Before creating a ritual, it is important to know that the ritual is about. This should be clear in the main phase, which should bring the group together and create a cool experience by chanting, movement, light, but also acts and proclamations that make the narrative of the larp move forward. For example, you might be filling a protective amulet with forces or maybe you are summoning the dead to talk to them. Maybe you have a possessed person who you want to exorcise. Use props like incense, fake blood, candles, tarot cards, draw symbols on the floor (make sure you can remove them afterwards).

    Thank the summoned forces (optional)

    • If you summoned forces and forgot to thank them, then that is an excellent source for cool drama. What would the consequences be?

    Break the circle

    • Break the circle by removing a part of the salt, erase the pencil drawing, remove the rope etc. etc.
    • Again, this needs to be announced clearly so that all players are aware of this.
    • It is potentially very dangerous to leave a ritual before a circle is properly broken – use this as a potential source of drama.
    • Another good drama source is if the circle is broken incorrectly or too soon! Forces might be rushing in or out. Anything might happen.

    Step 2: The Ritual Toolkit

    There is a single basic rule in creating rituals: the more magic it feels, the more magic it is in the larp.

    We want to create the illusion that there is magic afoot.

    We want to create a joint experience of this magic

    We want to create something that looks cool and feels cool.

    We want to make all participants feel like they are involved.

    In step 2, introduce the tools below to your larpers. Tell them that things will become clearer in STEP 3, where you will practice making a ritual using these tools.

    • A foundational soundscape, created by the participants. Everyone in the circle mimics the ritual leader to create the basic soundscape. This soundscape can include:
      • A sustained tone that the group starts and maintains.
      • Whispers (maybe the dead are talking?), hushes, vibrating hummings (this can turn into words very easily).
      • Song (a simple and repetitive song works best)
      • Rhythmic clapping or finger snapping
    • A basic movement of the group / position in the room
      • Its simplest form is just people standing in a circle.
      • Or they could be moving in the circle, walking around.
      • They can also be repeating the same gesture (tearing power from the object in the center maybe?) over and over.
    • Supplementary sounds that illustrate the magic (and thereby create the magic) achieved by the ritual.
      • A single person sings a higher sustained note than everyone else, or moves up and down a scale.
      • A single person starts snapping their fingers
      • A single person starts talking in tongues
      • A single person blows air (maybe because they are channeling an air elemental?) or hisses (a water elemental?)
      • Supplementary movements that illustrates the magic and thereby creates the magic.
      • A single person claps their hands, stomp their feet, presses life force into someone else.
      • Use props! Stones, incense, bones, papers with words of power, wind chimes, bells etc. Remember – if it feels magical it is magical.

    Step 3: Practice your first ritual

    1. Put an object on the floor – tell the players that you are going to bless it.
    2. Tell them that this will feel ridiculous. That’s ok! Encourage them to let it be ridiculous. (You will do a more serious thing later)
    3. Tell everyone that once you start making sounds, they should mimic you to create the basic soundscape. That soundscape should then be kept going throughout the ritual.
    4. Tell them that when you point to a single person, they should add something of their own as a supplementary sound or movement atop the basic soundscape.
    5. The others don’t need to mimic them, but they MAY do so if it feels right.
    6. Tell them that you are doing a small ritual – only the three main stages (make circle, main act, break circle).
    7. Alright – now put them in a circle, make them hold hands. Stay inside the circle. Say “the circle is now complete”.
    8. Create the basic soundscape. E.g. a single buzzing tone and then a rhythmical clapping. The others will mimic you.
    9. Vary the basic soundscape, make the group feel the power and how fun it is to make noise together.
    10. Point to a single person, who starts doing a gesture or sound. Point to some others.
    11. Raise the intensity of the basic soundscape.
    12. Start pushing power (with gestures) into the object in the middle.
    13. Raise the intensity of the basic soundscape to a crescendo. Stop it with an abrupt shout and/or movement.
    14. Say “it is done”, and break the circle of hands.
    15. Alright – you’ve done your first ritual. It had three parts – repeat them for the participants. Ask them how that felt.
    Circles are core components of rituals.
    Circles are core components of rituals.

    Step 4: Roles in the ritual: Ritual leaders and followers

    In this step, you make your participants aware of two different roles in a ritual, and how those roles can be used to aid in improvising a ritual or make it more complex.

    Leader of the ritual

    • Has an out of game responsibility to help the ritual feel cool and magicky.
    • This responsibility can be shared among two or more people, but it’s usually easiest to do it alone.
    • Since the leader will be in control of what happens during the ritual, it might be necessary to go out of game to talk to participants out of character before the ritual is run. Depending on the larp tradition you come from, more or less transparency in this will be needed.
    • To determine (via game mechanics or pre-determined choice) if the ritual will succeed or not.
    • To determine if something particular is going to happen.
    • Is responsible for being clear during the ritual about what is happening so that the players can make their characters react accordingly. For example, the leader is very clear about making and breaking the circle, and informing participants about how to understand the ritual. For instance: “now, if she falls to the floor that means that we fail and the demon wins”.
    • May be a game master.
    • Has to be prepared to change the ritual on the spot if a participant adds something unexpected to the mix (“I sacrifice my life blood to do X…”). Roll with the punches – it’s fun!
    • Has to be able to defend the ritual from TOO MANY changes brought on by improvising participants (by saying “No!”, that usually works).
    • “Repeat after me” is a very good tool to make everyone feel connected and safe.

    Followers

    • Add to the ritual by sounds and movements and cool ideas that they interject
    • It’s both your right and your obligation to help create the ritual
    • Help make the narrative go forward through the ritual
    • Respect the decisions of the leader – there might be a grand plan that you’re not aware of.
    • If you get confused during the ritual, don’t hesitate. Ask! Either in character or out of character.

    Step 5: Try another ritual

    Practice making another ritual in which you are the leader. Tell the participants to look at you and to enhance what you are doing. This will be a ritual with the goal to create some particular magic that you have decided on in advance. The participant’s task is to illustrate the magic that you indicate with the way you roleplay. Then do this set exercise:

    1. Tell them that you are doing all five parts of the ritual (repeat them) to create a magic portal to another world.
    2. Remind them that first the group will create a soundscape, then you (as the leader) will point to individuals. They should add something to the sound or the movement.
    3. Make the circle with you inside it. Start the soundscape.
    4. Get four people to help you call on the four elements.
    5. Say “I call on EARTH”, point to one of them – they’ll improvise something. Do the other elements.
    6. Channel elements into a point in the circle. Let the chanting increase to a crescendo (indicate this with your own voice and with hand movements.
    7. Start sounding uncertain (oh no! I’m losing focus! No!) – the group will now, of its on, follow you and illustrate this with frantic sounds. (You should not need to tell them this, at this point, most larpers have the hang of this and will improvise beautifully in concert).
    8. Fall out of the circle, breaking it!
    9. Go “out of character” and remark that that wasn’t too good for these characters – you broke the circle. What are possible consequences – ask them!
    10. If you have some other magic you want to focus on, feel free to replace the portal with something else.

    Step 6: Post-ritual theory

    Talk to your players about Consequences!

    • What are some ways that characters can feel after a ritual? Tired, nauseous, giddy, high?
      • Did the ritual fail? Or succeed? How do I know?
      • The ritual leader can (often should) make this very clear. State it afterwards.
      • Or the ritual leader makes it clear that it is not clear what happened. The players can spend the next few hours worrying, and game masters can plan future events around this.
      • Usually if it FELT like the ritual succeeded, it succeeded. Other things to weigh:
    • Was the ritual interrupted? That might be bad.
      • Did you thank the summoned forces?
      • Did you make and break the circle correct?
      • What would give the most amount of cool play?
      • Did it feel magical? Then it was magical.
    • Clean up after yourself
      • Blow out any candles
      • Remove salt
      • Remove fake blood quickly
      • Use a plastic sheet if you know it’s going to get messy.
    • Summary. Remind your participants about what you’ve been doing the last half hour.
      • Make a circle
      • Summon forces
      • Main act
      • Thank forces
      • Break circle
      • Everyone contributes
      • The role of the leader of the ritual
      • Did you succeed?

    There is no absolute right or wrong in creating play pretend rituals. Go with your imagination! Use the dramatic power of consequences.

    Step 7: (If there’s more time) More practice in small groups

    Divide participants into small groups (around 5 in each group)

    Give them scenarios to improvise rituals around. Some suggestions:

    • Make an amulet that carries a blessing from each of you.
    • Let a ghost possess a character to reveal its murderer.

    Tell them that it’s better to OVERACT than UNDERACT. If they get that out of their system now, they’ll feel freer during the actual larp.

    If there is time, have them redo the ritual, but this time with less overacting and more serious.

    Some Final Thoughts

    Many typical rituals seen in larps mirror religious rituals. This might make some participants uncomfortable and might lead to unintentional bleed. Make sure your participants are aware that there will be rituals, and be prepared for the possibility that some of them will choose to opt out before or during the ritual. As in all other aspects of the larp, make sure that there are safety words and procedures that will let them leave discreetly and feel empowered enough to do so.

    Finally, let us reiterate that the goal of this workshop is to create fake rituals for theatre purposes. If you are reading this for any other purpose, this is not the text for you. For the rest of you, we wish to quote Granny Weatherwax from Pratchett’s books: “It doesn’t stop being magic just because you know how it works.”

    AcknowledgementsThe authors wish to thank all the wonderful organizers and participants who have had a hand in developing this workshop through the years. A special thank you to Annika Waern for very insightful editing and feedback on the final version of this article.

    Tarot cards can be good props.
    Tarot cards can be good props.

    References

    Bell, C. 2009. Ritual Theory, Ritual Practice. Oxford University Press: NY. Available at http://web.vu.lt/rstc/a.pazeraite/files/2014/09/Catherine-Bell-Ritual-Theory-Ritual-Practice-Oxford-University-Press-USA-2009.pdf  (Accessed December 8 2017)

    Bowman, S. L. Love, Sex, Death, and Liminality: Ritual in Just a Little Lovin’. Available at https://nordiclarp.org/2015/07/13/love-sex-death-and-liminality-ritual-in-just-a-little-lovin/ (Accessed December 8 2017)

    Charlesworth JEG et al. Effects of placebos without deception compared with no treatment: A systematic review and meta-analysis. J Evid Based Med. 2017;10:97–107. https://doi.org/10.1111/jebm.12251 (Accessed December 8 2017)

    Fallsdalen, E and C. Holgersson. 2017. Ekdahl 1995. Larp. http://ekdahl1995.wixsite.com/lajv (Accessed December 8 2017)

    Fatland, E. 2015. Notes on Ritual Improv. Available at: http://larpwright.efatland.com/?p=600 (Accessed December 8 2017)

    Häggström, E and S. Falk. 2015. Coven. Larp. https://www.coven.nu/ (Accessed December 8, 2017)

    Pierre, J. 2017. The Healing Power of Placebos: Fact of Fiction. In Psychology Today. Available at: https://www.psychologytoday.com/blog/psych-unseen/201705/the-healing-power-placebos-fact-or-fiction (Accessed December 8 2017)


    This article is part of Re-Shuffling the Deck, the companion journal for Knutepunkt 2018.

    All articles from the companion can be found on the Knutpunkt 2018 category.

     

  • Play to Lift, not Just to Lose

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    Play to Lift, not Just to Lose

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    [This article is also available in Spanish, at: http://vivologia.es/jugar-a-elevar-y-no-solamente-jugar-a-perder/
    Thank you to Vivologia for translating it!]

    One of the best-known larp techniques (and/or buzzwords) to come out of the Nordic Scene is “Play to Lose”. It has been met with both enthusiastic welcome and wary scepticism in other larp communities – in the latter case, larpers often question how you would get dramatic potential from everyone just trying to make their characters as miserable as possible.

    I find that in order to explain how this technique is effectively used in practice, it is very helpful to mention another technique, which I have named “Play to Lift”.

    Play to Lose

    First off – what is “Play to Lose”? This is the definition from the Nordic Larp Wiki((Nordic Larp Wiki: Playing to Lose. Accessed 18 November 2017. https://nordiclarp.org/wiki/Playing_to_Lose)):

    Playing to lose is a technique or concept used by a player to create better drama by not trying to win, letting their character lose. It is used in a collaborative play style rather than a competitive play style

    A very similar definition can be found in Willer Piironen & Thurøe (2014, pp 35-36):

    When a player plays to lose she actively sets her character up to fail. (…). This strategy is used by many Nordic players to create interesting conflicts and personal drama in games. The concept is often used in opposition to a gameist player strategy where the player treats the larp as a contest that can be won through the character’s achievements, often at the expense of emotional depth in the story.((For a definition of “gameist”, see (Bøckman 2003).))

    “Play to lose” is thus when your main focus as a player is to create better drama. Your character is always ‘playing to win’ as the character understands a win: e.g. they don’t want their horrible secret to come to light, they don’t want to be drafted into the army, they don’t want to be discovered underneath their lover’s bed. By playing to lose you, the player, look for good chances to let your character lose, in a way that creates better drama. So you forget your character’s diary on the porch, you get drunk and stumble into the drafting party, you make a sound so that your lover’s wife notices that you are hiding under the bed.

    Play to Lift

    In practice in Nordic Larps, however, I find that a lot of the great play that seems to be generated by Play to Lose is often in fact a product of when Play to Lose is coupled with “Play to Lift”. Play to Lift means that the responsibility for your drama and your character also rests on all your co-players. You have to _lift_ each other. You don’t, off game, have to worry about delivering the best speech ever just because everyone knows that your character is the best orator in the country. The reason that you don’t need to worry is because the other players will lift your character up, and applaud loudly – they will give you a win. An alternative name to Play to Lift might actually be: “Play to Let Others Win”.

    Why is this so effective? Well, it is much easier for a particular individual to lose than to win. And it is much easier for me to give you a win (I happen to spill my secret in the middle of our heated argument) than for you to carve out a win (You must out-of-game-cleverly manipulate me into spilling my secret). The drama that we both want rests on the secret coming out, however – and the easiest way for us to ensure that to happen, is for me to lift you. So trust that the other players will lift you to wins, and you can focus on losing.

    Note that the win we are talking about is a win for the player, not for the character. It may very well be that I recognize that you clearly want your tragic character to fail horribly at the public speech she is giving. Well, then the way I would Play to Lift you is to throw a (verbal) rotten tomato at you and boo your character off the stage.

    Do not people sometimes read each other wrong, when it comes to what they want? Certainly. Just as in a dance, you can sometimes step on your partner’s toe or twirl him when he was really expecting something else. Just as in a dance, you get better at it with practice.

    The Principle of Shared Responsibility for Co-Creation

    Another worry that I have often encountered in non-Nordic larp communities is that these kinds of techniques will make larps boring.  If people’s horrible secrets are discovered, they’ll just be forced to sit, shunned, in the corner and no one will want to talk to them.

    It is true that both Play to Lift and Play to Lose need something else to work effectively. They are both fed by a social contract to co-create the best narrative. To make co-creation of drama and experience a shared responsibility. Sometimes Play to Lift and Play to Lose work seamlessly when two players click and just get each other’s needs – but often a bit of off game discussion doesn’t go amiss to compare notes on what kind of drama is wanted.

    Now, if you are sitting shunned and shamed and friendless in a corner, another player will be along to pull you into other, new drama – because they have to. Because that is what being a competent larper means according to this social contract – you take shared responsibility for the entire drama. Not everywhere all the time – but when you can.

    Acknowledgements

    A special thank-you to Charles Bo Nielsen for hunting down Play to Lose references and Mo Holkar for superb content and editing advice.

    References

    Bøckman, Petter. (2003) The Three Way Model: Revision of the Threefold Model. In Gade, Thorup, Sander. When Larp Grows Up – Theory and Methods in Larp. Pp 12-16. https://nordiclarp.org/w/images/c/c2/2003-As.Larp.Grows.Up.pdf

    Willer Piironen & Kristoffer Thurøe. 2014. An Introduction to the Nordic Player Culture. In Saitta, Holm-Andersen & Back: The Foundation Stone of Nordic Larp, pp 33-36. https://nordiclarp.org/w/images/8/80/2014_The_Foundation_Stone_of_Nordic_Larp.pdf


    This article is part of Re-Shuffling the Deck, the companion journal for Knutepunkt 2018.

    All articles from the companion can be found on the Knutpunkt 2018 category.


    Cover illustration: André-Jean-Jacques Deshayes as Achilles (being lifted) and James Harvey d’Egville as Mentor (lifter). Painting by Antoine Cardon, 1804. Cropped. New York Public Library.

  • Playing Nasty Characters

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    Playing Nasty Characters

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    In this article, I will address some things to keep in mind when playing certain types of characters: villains, cruel bastards, heartless manipulators, unsympathetic types, mighty evil overlords or schoolyard bullies. For simplicity’s sake, I will just call them nasty characters. You might want to play such characters for various reasons, because the story needs an evil emperor as well as heroic rebels, or because you want to explore the psychology behind cruel actions. Or perhaps just because it’s a fun acting challenge.

    Playing Nasty – Easy for Some, Hard for Others

    Before writing this article, I asked around among online and among my friends about their insights into playing nasty characters. Something that came up is that people experience it very differently. For some people playing a nasty role was no different than playing any other type of role, for others it was an emotional struggle or downright impossible.

    I can’t speak for those who find it a torment to play an evil character, because for me it comes easy. When I was five I jumped at the opportunity to play the evil knight Kato from Astrid Lindgren’s “Mio, my son” in the school play. I generally always enjoy playing a nasty character.

    But I can say that it is common to be uncomfortable playing nasty characters. In some cases that doesn’t change no matter how much practice you get. If you notice that playing a villain isn’t for you, then there is no need for you to torment yourself. It is okay to not be comfortable playing nasty characters. But if you want to play a nasty character, here some of my best tips.

    Actions and/or Personality

    What defines a nasty character? Their actions or their personality? On the one hand, it is possible to play a charming and pleasant character that does horrible things. On the other hand, it’s just as possible to play a character with a personality as repulsive as a maggot-infested wound that still manages to do good things.

    I regard both character types as nasty characters, at least for the purpose of this article, because they face similar challenges in how you as a player are meant to stir up negative emotions in other players without going overboard.

    A character that is pleasant but does horrible thing tends to make others feel rage, hate, betrayal, disgust and fear when it becomes clear that the character does horrible things. Other characters may react with denial if their trust and liking of that character goes too deep. A character that seems nice but isn’t will often stir up lots of intense and personal emotions.

    While an unsympathetic, mean, or repulsive character that does good things tends to have others first react with negative feelings, that might lessen over time or be mixed up with some sort of grudging respect as it becomes clear that the character, no matter how nasty they appear, does good things.

    Yet, most nasty characters fall between these extremes. They seldom have a 100% repulsive personality, nor is every action they take pure evil. What differentiates them from more sympathetic characters is that their unsympathetic sides are more predominant compared to other characters.

    How Nasty Can You Play?

    So how horrible, unpleasant, cruel, violent or mean can you play during a larp? To get an answer to that question there are three perspectives to take into account: the organizers, other players and your own.

    The first thing to figure out is what the different perspectives WANT. Ask them what sort of nastiness they want and would like. Ask yourself that too. That is the sweet spot you are looking for. After you figure out what people want, you can begin asking yourself and others what their limits are, what they would or wouldn’t be okay with. Aim for the wants and avoid the limits.

    Before the larp read the game materials and get in touch with the organizers. Try to get a feel for what sorts and levels of nastiness they want for the game. Try to have concrete discussions, with concrete examples. For example: “Is systematic bullying something they want for their game? Is violence? How do you want it to be done? What safety techniques will be used? “ And so on.

    If you have the opportunity you can talk with other players before the game and ask them what sort of interactions they want, and then if there are some things they would want you to avoid.

    Try to sort out what you want and what your limits are too. Often it is easy to think that you want to try to take it as far as you can, but that often means that your character will be so extreme that you miss out on nuanced interactions.

    No matter what sort of answers you get, keep in mind people might change their minds and have every right to do so. People might realize that they want something else, or that they are not okay with something they thought would be fine. This goes for the organizers, other players and yourself.

    People might back out of scenes and relationships you planned together with them before the game. You need to be okay with that. Sometimes because the subject is uncomfortable, people will back out of it in weird ways, for example by hiding from you out of character. If you get a sense that someone is trying to avoid something you planned, you can try giving them a way to gracefully back out of it. For example, by out-of-character asking them if they want to take play in another direction than you planned. Or just by giving them the space to keep avoiding you.

    Aim for giving yourself and others the level of nastiness they want, but always adjust your level of nastiness so that everyone involved is okay with it. One approach to this is to start low and then work up towards to the desired level.

    No matter what people said before the game, you need to be very attentive to other player signals during the game. If you are unsure if someone is uncomfortable in or out of character, ease up and see how they react; or check in if they are okay out of character. If the game uses safety or calibration rules, use them.

    Things to Avoid

    There are a few things you should try to avoid when playing a nasty character, almost no matter what.

    • Never attack out of character traits. For example, someone’s body shape, appearance, real-life disabilities etc.
    • Don’t behave recklessly around children. No scene is so great that it is worth traumatizing a child.
    • If your gut tells you something is wrong, don’t ignore it. Be on the safe side.

    If you often play nasty character you might once in while fuck up. You won’t listen to your gut, you will say something that was hurtful out of character, and if you play around children you will realize the kids weren’t as far away as you thought during your evil scene. If that happens, go out of character, apologize and tell them it was out of line. You can do this right away, or wait a little while if it’s hard to do right away. Even if you make a mistake people will often be okay with it if you take responsibility and apologize.

    Erica Kolppanen as a vampire. Photo by Emmielie Nordström, Lajvlabbet photoshoot 2014. Erica Kolppanen as a vampire. Photo by Emmielie Nordström, Lajvlabbet photoshoot 2014.

    Aspects of the Character to Consider

    When you play, create, or are given a nasty character there are some aspects to keep in mind. These aspects will affect how other players experience your character as well as your own experience. Consider how the behaviors used to portray your character may affect other players. Consider whether those behaviors may cause discomfort to players who have experienced similar behaviors before.

    Close to Home or Not?

    One of those aspects is how close or far from home the character is. By close to home I mean the type of character many of us have personal experiences of. Schoolyard bullies, abusive partners or parents for example. Far from home are characters you don’t have, and perhaps no one has, personal experiences of. For example, evil necromancers and murderous aliens.

    When you play something far from home, let’s say an evil necromancer, it is unlikely that anyone will have personal painful memories and traumas related to necromancy. People expect an evil mage to say vile and nasty things and often take it less personally. As a rule of thumb people are less sensitive to far from home villains and their actions.

    But if you play a character closer to home, let’s say a bully, it is likely that other players have out-of-character traumas relating to bullying. Because of this, you should be more watchful how your words and actions might be more painful due to real-life traumas.

    One thing to watch out for is if you play a character that you didn’t consider close to home, but might be close to home for other players. Maybe you don’t have any experiences of gang-related violence, but it might be a subject that is close to home for other players. So please consider if anyone might have personal experience of the type of character you portray.

    Enemy or Team Member?

    Something to consider when you play a nasty character is whether you will be considered an enemy or a member of the group. This greatly affects how people will feel about your actions. If some enemy calls you “a useless piece of shit” it may not bother you, because you expect an enemy to insult you. But when someone on your side says the same thing it stings a lot worse.

    When you play a nasty character, it is good to be aware of this dynamic. An unsympathetic friend, team or family member’s actions feels differently than those of an enemy. If you play in a game with rival factions you might do both: be a member of one group and the enemy of another.

    The Social Situation

    When playing a nasty character, the social context matters. We larp with others, and for your own gameplay’s sake it is important to consider the social situation your character will face. Talk, if possible, with your fellow players before the game about what sort of social dynamic you want. Here are some common examples of social situations that you can use.

    Lonely: Unsympathetic bastards don’t make a lot of friends, so one of the common social situations for nasty characters is to end up in is being pretty lonely. Other characters might want to avoid you and you might end up spending much of the larp alone. Being loathed and lonely can be an awesome experience as well, but it doesn’t suit all players. If you don’t want to spend much of the larp alone you might consider other options.

    With like-minded companions: Birds of a feather flock together. If you are a gang, or a few nasty characters, it can be natural for you to hang out together. It also turns you into a powerhouse of nastiness when there is a whole group of you. You can also support each other out of character. This is an option that I would recommend to newbies.

    Part of the team or part of the family: Every family has their black sheep. If you play a nasty character that is a member of some kind of group that won’t kick you out at the first opportunity, you can have a very social larp even if you play a pain in the ass. Especially if you are in a position of power in the group. Group membership also creates a situation where you can play a nasty character in general but having a few genuine positive relationships in the group.

    Well liked and total bastard: Then there is the final option, which is really hard to pull off. To be well liked and nasty at the same time. For this to work, you really need to be able to do it, because even if you ask other players to play to lift and play up that your character is both charismatic and unsympathetic as hell, it tends to fall at and just feel like the other characters are just sucking up.

    You need to make players and characters alike both love and hate the character. But if you can make it work it is amazing. It takes a bit of daring to try to pull it off, and it won’t always work. You might end up being passionately hated instead, or not coming off as vile as you wanted. This means you might end up playing a different character in a different social situation than you hoped for, which might still give you a great experience. But it is worth trying if you are okay with the risk of it failing.

    Nasty Towards A few Targets or the Whole Larp?

    Will your character be nasty to a large portion of the characters, or single out just a few? It will make a huge difference emotionally; both for the targets of the nastiness and for yourself.

    If you are nasty to just a few characters it means that you can have a lot of positive relationships towards other characters too. On the other hand, people often find it a lot crueler, and feel more vulnerable, when a nasty character singles out a few targets. You also have to make sure it is not experienced as off-game bullying.

    While if you are a bastard towards everyone you will have no or very few positive relationships to other characters; and because everyone has negative interactions with you, other characters will take the things your character does less personally.

    Bleed and Aftercare

    When you play an unsympathetic character bleed and aftercare are important topics to consider.

    After the larp, players of characters who spent the whole time fearing, hating and loathing your character might have some lingering negative bleed towards you. That bleed doesn’t entitle them to behave badly towards you, but you should respect that it might be there. After the game, be nice, go and talk to players who had negative interactions with your character. Check in with them to see if they are okay, talk to them about the scenes, and give them a chance to get an out-of-character impression of you. Changing your look also helps others get over that bleed. Put on some other clothes, change your hair and makeup, wear a silly hat… The less you look like your character, the better. Tell them that you are actually nice, but that you totally understand if they are still feeling some negative bleed.

    Then there is your own bleed and aftercare to deal with. Some people experience guilt after playing a nasty character. Some people who spent the larp being emotionally detached will feel a need to emotionally connect, be part of the group and hear that they did a great job. Some people will feel a need to apologize. Others want to get a distance from the character by fooling around and making fun of their own character.

    Often playing a perpetrator is emotionally harder than playing a victim. Do whatever self-care you feel that you need, as long as it doesn’t affect others badly.

    You might after the larp have to remind other players that even if you played a nasty character, you have the same aftercare needs as everyone else. It might be that you need to feel that you are part of the group out of character, you might feel a need to talk about the larp and be listened to, or need just as many hugs as everyone else. It is easy for other players to forget that, after you have been playing their enemy. It is okay to remind them.

    Don’t Defend the Cruel Things Your Character Did as Right

    There is one more thing that is important after the larp. Don’t defend the nasty things your character did toward other characters. Bullying is a horrible thing to do to another person. Torture is even more so. And so on. While you on some level might need to empathize with your character to understand why they took that kind of action, that doesn’t change what they did. Out of character you have a responsibility to acknowledge that fact. Own it. Admit it. Don’t defend shitty things your character did to other characters. Maybe they did so because they were emotionally fucked up, forced to do it or were socialized into thinking it was right. Maybe your character did some nice things too. That doesn’t matter.

    In many cases, it will be important for your fellow players to hear you acknowledge what your character did to theirs, without you trying to justify and defend it. Be clear that your character did things that caused harm, and while you might understand why the character did so, that doesn’t change anything. By acknowledging that your character caused harm, other players will feel more secure around you when you play unsympathetic characters.

    In Conclusion

    There are many ways to play a nasty character, and I hope that this article has given you some tips on what to keep in mind when playing them. By now you have probably noted that this article didn’t give you any concrete tips on exactly what to do, what to say, how to push people around and so on. That is because there is too much diversity. I can’t give advice that would work both for an orc war leader, and a jealous snobby ex-partner. This aim of the article is to give you categories to consider and keep in mind when you are playing a nasty character.

    If you have questions or want to discuss the article please get in touch with me on social media or send me an email.

    The author Elin Dalstål playing the nasty character Agnes. Photo by Emmelie Nordström, På Gott och Ont photoshoot 2016. The author Elin Dalstål playing the nasty character Agnes. Photo by Emmelie Nordström, På Gott och Ont photoshoot 2016.

    This article is part of Re-Shuffling the Deck, the companion journal for Knutepunkt 2018.

    All articles from the companion can be found on the Knutpunkt 2018 category.


    Cover photo: Näcken. Photo by Emmelie Nordström, På Gott och Ont photoshoot 2017.