Category: Nordic Larp

  • Website Update 2025

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    Website Update 2025

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    Nordiclarp.org has moved to new, faster and better hosting!

    As you might notice the website looks a bit different than it did yesterday.

    After a long period of high costs, bad performance and technical issues we have migrated the website to a new hosting solution. It’s easier to keep up to date and manage as well as costing less.

    Bare with us as there might be some issues to sort out after the move. I’ve tried my best to get everything moved as smoothly as possible, but as a goal of the migration was to use modern versions of everything and not carry over legacy solutions some small details might be weird at times.

    Please report any bugs you find to admin@nordiclarp.org or just any general technical feedback.

    Both the website and wiki have gotten fresh new looks besides the major upgrades to underlying software versions and hosting. We are using as close to default themes as possible with as few extensions and customizations as possible to avoid long term issues.

    If you are interested in the technical details we have moved from a bare metal VPS solution to a managed containerized platform based on Coolify. The sites are hosted on servers in a Nordic country owned by a company based in an EU country. Public assets like images and cached pages are distributed globally with a CDN but no stored data passes US controlled companies or servers.

    Whenever possible we use free open source software which is why we are staying on WordPress and Mediawiki.

    Enjoy the website, enjoy larps and keep sharing knowledge and experiences!

    Update: By design old users and history was not migrated for the wiki and user registration is not working at the moment, I’m working on it.

    /Johannes Axner, admin & owner

  • What Is Nordic Larp?

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    What Is Nordic Larp?

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    What is Nordic larp? We’ve updated and expanded our text on the subject! You can read it here:
    https://nordiclarp.org/what-is-nordic-larp/

  • Playing the Stories of Others

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    Playing the Stories of Others

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    Larps that treat social issues often aim to create empathy for real people who live in circumstances different from ours by putting us in their shoes. One example is provided by games where players from privileged backgrounds take on the roles of characters from a marginalised group, or experience situations where they are in a marginalised position.

    In the Norwegian larp Europa (Fatland and Tanke et al., 2001), the Nordic countries mirrored the former Socialist Federal Republic of Yugoslavia, and Nordic players spent a week as asylum seekers in a reception centre in a fictitious Balkan country. Another Norwegian larp, Just a Little Lovin’ (Edland and Grasmo, 2011), treats the spreading of HIV in the New York gay community in the 1980’s. Various runs of the game gave many players an idea on what it is to be HIV positive and raised consciousness about queer issues. Killed in the Name of Honor (Samad, Kharroub and Samamreh, 2013), organised by three Palestinian women, was set in a matriarchal culture where young men could face a honour killing if they didn’t adhere to the sexual mores of the community. In the Palestinian-Finnish larp Halat hisar (AbdulKarim, Arouri and Kangas et al., 2013 & 2016), we created an alternative reality where Finland lived under an apartheid regime and occupation similar to real world Palestine (see e.g. Kangas, 2014a and Pettersson, 2014a).

    2013 run of Halat hisar. (Play, Tuomas Puikkonen) 2013 run of Halat hisar. (Play, Tuomas Puikkonen)

    While Killed in the Name of Honor reversed gender roles, Halat hisar turned geopolitical power relations upside down. In the game world, Northern Europe was a conflict zone full of dictatorships, and Arab countries were rich and influential. Finnish players became oppressed people living under occupation, and Palestinians portrayed privileged foreigners. Such a role reversal is in a sense a form of cultural exchange, and it makes for illuminating post-game reflections, which I will discuss in more detail later.

    However, the stories we live in larp are filtered through our real-life selves. In the end, our unconscious reactions and interpretations of events are based on real-life experience. We have been socialised to certain roles and positions of which we are not even fully aware. Therefore it’s difficult to consciously set them aside.

    A good example is Mad About the Boy (Edland, Raaum and Lindahl, 2010), a game designed for women. It is set in a post-apocalyptic world where a mysterious disease has killed all men. The characters belong to three-woman family units hoping to get selected into a government-run artificial insemination program. The applicants go through the last stage of the process at a secret forest location where three government officials, a politician, a physician, and a psychologist, observe and evaluate their behaviour.

    In 2015, a Swedish team made a male version of the game, It’s a Man’s World (Gissén, 2015). It preserved most of the original scenario while switching the genders. Thus, there were, for example, artificial wombs instead of an insemination program. The game became completely different from the original. According to Sandqvist (2016), male players found the basic setting uninteresting: a situation where you are under surveillance and the only way to succeed is to be as perfect as possible. The female players of Mad About the Boy, however, found it easier to relate to such a situation because they had real-life experiences of being under pressure in a patriarchal society.

    Although larp is an excellent vehicle for creating strong emotions, it cannot replicate other people’s experiences. Halat hisar doesn’t teach a Nordic person how it really feels to live under occupation. However, role reversal can shed light on unexplored aspects of ourselves, power structures and our roles in them. In this article, I discuss this based on my experience of having been one of the organisers of Halat hisar in both runs of the game.

    Contextualisation

    Games where people from privileged groups play those who are in a marginalised position rightfully raise concerns of being disrespectful. One concern is that such games, especially if emotionally strong, could create a false sense of sharing the experience of marginalised people. One way to avoid this is to properly contextualise the game. When the contextualisation happens in dialogue with the group whose stories are played out in the game, it can spark fruitful reflection.

    The German organisation Waldritter e.V. runs refugee-themed educational larps with the aim of preventing racism and creating a culture of acceptance. The games end with a moderated discussion. A Syrian refugee took part in one game, sharing his personal story of the journey to Germany (Steinbach, 2016). In the debrief of the 2015 Denmark run of Just a Little Lovin’, HIV, AIDS, and cancer, important topics of the game, were contextualised. Each run of the game has had queer participants, and the 2015 Denmark run also had a cancer survivor.

    Mohamad Rabah designed the debrief for the 2016 run of Halat hisar to include dialogue between international and Palestinian participants. First, the players went through exercises that aimed to detach them from the game experience, such as guided meditation and the like. After that, there was a facilitated discussion in small groups with a Palestinian in each group. The Finnish and international players could ask the Palestinians about their real life experiences and thus put the game events into context. We had a rule that you could ask anything but the discussion would stay in the debrief group—you would not share its contents with outsiders.

    Several participants found this eye opening. A Finnish journalist who participated in the 2016 run wrote in the newspaper Helsingin Sanomat:

    When the game ended, there was a debriefing. As one part of it we were divided into small groups, each of which had a Palestinian player as a part of the group. We could ask them about the game and the reality of Palestine.

    I was naive and thought that the game, as most fiction, was built on exaggerated real-life events.

    The truth in Palestine, however, is worse than the game. In the protests at Birzeit University have seen much more than one student casualty.

    The worst thing was the realisation that after the larp the Palestinian players had to return to their everyday lives, where the game and it’s happenings were a reality.

    I cannot claim that I’d understand what they had to go through. But when I read the news about Palestinians suffering, the human tragedy behind them seems a bit more real.

    Jussi Ahlroth, 2016

    Another Finnish player said that Halat hisar didn’t allow her to understand how it feels to be oppressed, but it did make her realise what it means to be privileged. A Finn can choose whether to take part in the struggle against the occupation of Palestine, but a Palestinian cannot. The larp caused her to reflect on how privilege can be problematic even when combined with good intentions. She said this motivated her to use her privilege to make space for others instead of taking it for herself.

    The Normal and the Abnormal

    2013 run of Halat hisar. (Play, Tuomas Puikkonen) 2013 run of Halat hisar. (Play, Tuomas Puikkonen)

    In international mainstream media, stories about Palestinians are often told from the point of view of foreign journalists or Israelis. Even when the coverage is sympathetic to Palestinians, it does not often let Palestinians narrate their own stories, portraying Palestinians only as victims, as if that was the sum of their existence.

    While this can build empathy for Palestinians, it also makes Palestinians into objects instead of subjects—”others”, rather than us. We begin to expect that someone who is part of us tells the Palestinian story, as if Palestinians couldn’t do it themselves. This affects our attitudes toward Palestinians, and makes us less interested in their personal experiences. One of the goals of Halat hisar is to break this illusion by bringing Palestinians and internationals to play together. After all, in the minds of larpers, others don’t larp.

    However, based on post-game reflections and feedback, Palestinian players themselves also received new insights from the game. In the role reversal of Halat hisar, Palestinians play characters from the rich and democratic Arab League (compared to the EU in the game materials)—journalists, activists, human right workers, etc. Because the game events are close to home, some Palestinian players have found it hard to stay in character (Musleh, 2015). On the other hand, portraying foreign journalists and other internationals allows them to channel their own experiences into useful game material (Pettersson 2014b, Hamouri 2015). Some Palestinian players have also seen their own situation in a new light through the game. One of them described his experience in the 2013 run:

    Sometimes when you’re living in a unique situation, you stop perceiving things that are happening around you and to you as abnormal, you become part of a social blend that is neither natural nor normal. But when you step outside and watch your life as a third party, that is when you’re shocked by the reality that you have been part of most of your life.

    Zeid Khalil, Life under Occupation, 2014

    Oppression is not just about laws and practices nor the physical violence used to enforce them, but also about everyday social dynamics. There are the roles of the oppressed and the oppressors and—certainly in the case of Palestine—various outsider roles. In this hierarchy, those who are oppressed have less power and privileges. When you have lived your whole life in a situation of oppression, things like restrictions of movement, humiliating checkpoint searches and condescending behaviour from foreigners may feel normal.

    In the game, the privileged background of Finnish players created a social environment with dynamics different from those of real-world Palestine. After all, a feeling of normalcy is hard to establish in larps, and no amount of workshopping can equal a lifetime of socialisation. To Finnish players, the game events are unexpected and shocking, and their in-game behaviour occasionally reflects this. For example, a player could be induced to radically change their character’s opinions after encountering violence by soldiers, even though it would be routine for the character. In a sense, the players react in a normal way to abnormal situations.

    The fact that Finnish characters sometimes behave differently than the Palestinian players would do provides fruitful material for the post-game discussion. A Palestinian player from the 2013 run even found the experience empowering:

    For example before this larp, I would have not cut any conversation or expressed any anger in my real life while discussing the Palestinian-Israeli conflict with a foreigner, even if I felt insulted. In the larp I was playing a role of a foreigner and by default I was insulting a Finnish student by trying to “own” her suffering when discussing the Finnish-Uralian conflict. The character I was talking to in that moment screamed at me and cut the conversation. In reflecting on this incident in my real life, I always have the choice to continue speaking with some annoying foreigner, but I have never chosen not to speak with them. This incident made me re-think about a space of choice in deciding with whom to discuss this PalestinianIsraeli conflict with from the people I meet in my life.

    Majd Hamouri, Birth of Larp in the Arab World, 2015

    To the Finnish player, this kind of appropriation wasn’t a routine part of life. She instinctively recognised its abnormality and felt entitled to stand up against it. However, it’s not unusual for internationals visiting Palestine to put themselves in the centre and concentrate on how painful it is for them to see what is happening without considering how Palestinians perceive their statements.

    A Militarised Society

    Like any cultural exchange, a larp where you switch places with others makes you see yourself, your own culture and your own society in a different way. To me as an organiser of Halat hisar, one of the illuminating things has been the military action in the game.

    Before the game, some of the Palestinian participants were worried that the soldiers wouldn’t be portrayed realistically enough. After all, our soldier extras were Finns who don’t live every day under military occupation. Moreover, our extras had never been to Palestine to witness the behaviour of Israeli soldiers. Before the first run of Halat hisar, I was also a bit concerned about this.

    However, you don’t learn to act like a soldier by watching soldiers, but through practice. In the end, portraying a soldier comes down to things like posture, movement, and certain kind of efficiency. Military training has the same basics everywhere. In Finland, there is no shortage of people who have undergone it.

    Most of our soldier extras came from a group of airsoft military simulation enthusiasts. They did not have previous larp experience but all of them had completed military service, and some had been on UN peacekeeping missions. If anything, they were sometimes too professional, considering that most Israeli soldiers serving on the Occupied West Bank are teenage conscripts. We also had a few experienced larpers playing soldiers to add some of the petty oppression and humiliation emblematic of military occupation.

    In both runs, the extras surprised the players by how soldier-like they were. This made me reflect on what a militarized society we Finns live in. In Finland, military service is mandatory for men, and voluntary for women.((It is possible for men to do a community service instead for reasons of conscience. However, a complete refusal will lead to a prison sentence of about six months. Nevertheless, it is relatively easy to get exempt on the grounds of physical or mental health.)) As of 2013, almost 80 percent of Finnish males of at least 30 years of age had completed the military service. (Purokuru, 2013)

    2013 run of Halat hisar. (Play, Tuomas Puikkonen) 2013 run of Halat hisar. (Play, Tuomas Puikkonen)

    Palestinians, on the other hand, don’t have this systemic military training of half the population. Armed resistance to the occupation is secretive and selective in nature, not something everybody is expected to participate in. Thus, it probably doesn’t occur to the Palestinian participants that acting like a soldier comes naturally to many Finns.

    This also reflects different attitudes in our societies about the idea of using violence to resist a hostile army. In Finland, it’s taken for granted that enemy soldiers crossing onto Finnish soil will be shot and killed. A person who questions this idea is not taken seriously in the political mainstream. Even when people advocate reducing military expenses or removing the mandatory service, they don’t promote non-violence in the face of an invasion.

    In Palestine, the relation between violent and non-violent resistance to military occupation is a major topic of debate. For example, Mahmoud Abbas, the acting president of the Palestinian Authority, has repeatedly condemned all violent resistance, even though the armed wing of Fatah, his party, practices it. In addition, the leader of the Palestinian National Initiative party, Mustafa Barghouti, who won 19 percent of the vote in the 2005 presidential election, actively promotes non-violent resistance. (Rassbach, 2012)

    Moreover, the PLO (Palestine Liberation Organization), the official representative of the Palestinian people, renounced violence when signing the Oslo Accords in the early 1990s, although various Palestinian groups have kept using violence. For comparison, the ANC (African National Congress) never abandoned the principle of violent resistance, not even during the negotiations to end apartheid in South Africa. It is also difficult to imagine such a statement from the Finnish government. But why should arguments for non-violence be more outlandish in Finland, living in peace, than in Palestine, which is under daily attacks?

    Cultural Exchange

    I have previously toyed with the idea of larp as experimental anthropology (Kangas, 2014b; 2015). A game that reverses the roles of players from two different cultural or social categories can also be seen as a playful attempt to study culture. In a sense, it is a form of cultural exchange. This aspect is heightened when the game has a contextualising debrief where participants from the two groups share their experiences.

    Culture is often narrowly thought of as something connected to a geographical area, as in the statement, culture is different in Palestine and Finland. Usually, language plays an important role, too; for example, English-speaking countries seem like a connected cultural area, and language minorities within a country are perceived as having their own culture. However, there are cultural spheres inside a country or a language area, and they are sometimes determined by social positions. For example, we can speak of male culture or working class culture. These cultures frequently extend over the borders of national culture and connect people more strongly than it does—we may feel that we have more in common with people who share our educational background than with people who speak the same language.

    In a sense, everybody played their own culture in Halat hisar. Although the political situation of Finland was modelled on Palestine, Finns didn’t try to replicate for example, the ways family relations work in Palestine. The culture in occupied Finland was based on real life Finnish culture, and Palestinian players created the culture of the rich and democratic Arab world. And yet, there were changes. The geopolitical power relations were altered; the roles of the global north and south switched. Arab characters were privileged, and under the occupation, Finns were deprived of their basic human rights.

    One interesting aspect of the game was the interaction between characters from these two worlds. It was sometimes different from real-life communication between Palestinians and foreigners. This is no surprise, since the roles were reversed, and we unconsciously react based on the socio-cultural positions that we have grown used to.

    Reflecting on this after the game can make us question our social roles and positions. It raises the question of to what extent our cultural and social patterns are determined by power politics. How would they change if we were put into a more or less fortunate position in the world than the one we are in right now? Killed in the Name of Honor did the same experiment by reversing gender roles. It would also be interesting to reverse class hierarchies this way in larp.

    In my Nordic Larp Talk on experimental anthropology (Kangas, 2015), I argued that larp can’t really teach us how it is to live in e.g. a hunter-gatherer society, but it can give us valuable perspectives into our own culture. Similarly, playing the stories of others doesn’t make us feel the same way they do or give us the same experiences they have had. However, together with a proper post-game contextualisation, doing so can help us understand their situation better, and build solidarity. At the same time, playing out the stories of others can reveal something about ourselves and make us see our social environments and positions in a new light.

    2013 run of Halat hisar. (Play, Tuomas Puikkonen) 2013 run of Halat hisar. (Play, Tuomas Puikkonen)

    Bibliography


    This article was initially published in Once Upon a Nordic Larp… Twenty Years of Playing Stories published as a journal for Knutepunkt 2017 and edited by Martine Svanevik, Linn Carin Andreassen, Simon Brind, Elin Nilsen, and Grethe Sofie Bulterud Strand.

    Cover photo: 2016 run of Halat hisar. (Play, Tuomas Puikkonen). Other photos by Tuomas Puikkonen.

  • Call for Articles

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    Call for Articles

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    We want your brilliance! Have an idea you want to share? Write for Nordiclarp.org!

    We accept text contributions and you can read more about our process here:
    https://nordiclarp.org/write-for-us/

    If you don’t want to write but contribute in other ways we have some suggestions here:
    https://nordiclarp.org/contribute/

  • Creating a Culture of Trust through Safety and Calibration Larp Mechanics

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    Creating a Culture of Trust through Safety and Calibration Larp Mechanics

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    When Ben Morrow and I decided to offer a College of Wizardry-like experience in North America in April 2015, we knew we had our work cut out for us. Not only did we need to form a larp production company, secure the venue, build the costumes, obtain props, find players, and all the other duties associated with organizing a larp; we also had to write an entirely new magical universe for North America. We had to design the larp for what would be a predominantly American and Canadian audience, players who were not used to playing in the Nordic-style.

    Maury Brown and Ben Morrow, creators of New World Magischola. Photo courtesy of Learn Larp LLC.
    Maury Brown and Ben Morrow, creators of New World Magischola. Photo courtesy of Learn Larp LLC.

    Even if we seeded the game with experienced players of Nordic-style larps, we knew we wouldn’t have what Teresa Axner refers to as “herd competence,”((Miriam Lundqvist, “Making Mandatory Larps for Non-players,” Nordic Larp Talks 2015, YouTube, last modified Feb. 11, 2015, https://youtu.be/xnIKzQlnRuU )) whereby enough players in the game understood and used the Nordic-style of roleplay, thereby bringing along the players who did not. In fact, we knew we would have a herd competence of a different kind. We would have the majority of our players whose only larp experience was playing in the kinds of larps that are mainstream in the US and Canada: campaign boffer larps set in high fantasy, medieval, or post-apocalyptic settings; or Mind’s Eye Theatre White Wolf games, especially Vampire. All of these larps rely on statistics, skill calls, points, levels, and numeric combat resolution, as well as gamemasters and storytellers. New World Magischola would use none of these. Thus, we not only had to pay careful attention to the design of the game, but we also had to teach nearly all of our players — who were primarily either first-time larpers or larpers who had only played numerical mechanics-heavy games — how to play in this style. That meant developing explicit mechanics and pedagogy for some of the techniques that are now an implicit part of the Nordic- style larp culture. It’s also worth noting that the needs of each of these types of players in our primary participant group are different. The safety, calibration, and culture design system had to be flexible enough to work for each player, no matter their experience.

    Because this game and universe was new for North America, we had the opportunity to create a game ethos and community culture from the ground up. For us, this project was always more than making a wizard college. It was about changing larp culture to make one that was based on the feminist principles of value, care, and compassion. So, while the structure of the larp is very similar to College of Wizardry, the community design principles and the magical universe is unique. Larp designers are fundamentally experience designers. Often, we tend to concentrate on the organization aspects of the larp, e.g. logistics and scheduling. By design, we tend to think of lighting, sound, and other aspects of how the story will be told. What is often overlooked in design – or left to the “herd” – is how players will interact with each other, both in- and out-of-character. Since larp is experienced generally between two or more people, it is interesting that we often do not consider designing the community principles, norms, values, and behaviors that are expected of players and characters,((Lizzie Stark, “Building Larp Communities: Social Engineering for Good,” Leaving Mundania: Inside the World of Larp, last modified March 18, 2014. http://leavingmundania.com/2014/03/18/building-larp-communities-social-engineering-good/)) which fundamentally impact the experience of a larp. Yes, as designers we will post mission statements, creative visions, and even conduct policies, but how do we go about naming, modeling, teaching, and enforcing the game ethos and community culture that undergirds, predicates, and indeed makes possible the creative and artistic experience of the larp? This process must be intentional, and it must be designed and practiced by the participants so that they can express it. This article will discuss a system of techniques and mechanics developed or adapted for New World Magischola (NWM), a 4-day Nordic Style larp for 160 people, set in a magical universe specifically written for North America.

    New World Magischola’s design is based on the Opt-In/Opt-Out Design principles espoused by Johanna Koljonen((Johanna Koljonen, “Basics of Opt-In, Opt-Out Design Parts 1 and 2,” Patreon, https://www.patreon.com/posts/basics-of-opt-in-5808793)) and requires the consent of the player to have anything happen to their character. These principles of “no one can do anything to your character without your consent” and “you consent to role-play at the level of your individual comfort because you are in control of your character” are largely unheard of in North American larps pre-NWM, although they have been used and discussed in Nordic Larp communities((Lizzie Stark, “Player Safety in Nordic Games,” Leaving Mundania: Inside the World of Larp, last modified April 26, 2012, http://leavingmundania.com/2012/04/26/player-safety-in-nordic-games/)) for many years. Many North American larps operate on principles that discount bleed((Sarah Lynne Bowman, “Bleed: The Spillover Between Player and Character,” Nordiclarp.org, last modified March 2, 2015,
    https://nordiclarp.org/2015/03/02/bleed-the-spillover-between-player-and-character/)) between player and character, consider discussion about the player during a game to be evidence of bad roleplay or metagaming. Additionally, some players value ambushing and/or betrayal by gamemasters and other characters as the norm of play. Players of these games know that at any moment in any game a more powerful character could flash statistics and end your game, including killing your character. For very real in-game and off-game consequences, these players tend to have their guard up throughout the game, suspicious of the motives and honesty of other characters, and often of the players who portray them.

    Negotiated magical spells in NWM3. Photo by Learn Larp LLC.
    Negotiated magical spells in NWM3. Photo by Learn Larp LLC.

    We set out to create the opposite type of game by building on what College of Wizardry began. CoW uses consent-based spell mechanics, whereby the recipient of the spell decides its effects. The College of Wizardry design document overtly states that wizards have a variety of sexualities, working to normalize a variety of relationships and identities at the game.((Rollespilsfabrikken and Liveform, “College of Wizardry Design Document,” Rollespilsfabrikken, last accessed September 6, 2016, http://www.rollespilsfabrikken.dk/cow/dd/designdocument.pdf (see p. 18, section on “Boys & Girls”).)) To design the game ethos and community culture for New World Magischola, we would:

    1. Use feminist and queer design principles to explicitly write a world and characters that showcases non-masculine, non-heterosexual identities in positions of power;
    2. Write character and player norms that value self-determination, autonomy, and expression of identity, and;
    3. Write mechanics that both establish and reinforce a community of care.
    A vampire and a poltergeist pretend to face off in NWM4. Photo by Learn Larp LLC.
    A vampire and a poltergeist pretend to face off in NWM4. Photo by Learn Larp LLC.

    This article discusses the workshops and mechanics used in New World Magischola to establish and reinforce a baseline culture of empathy and compassion for fellow players.((Maury Brown and Benjamin A. Morrow, “Breaking the Alibi: Fostering Empathy by Reuniting Player and Character,” Wyrd Con Companion Book 2015 (Los Angeles, CA: Wyrd Con), https://www.dropbox.com/s/xslwh0uxa544029/WCCB15-Final.pdf?dl=0 )) This ethos and environment was necessary in order for players to feel safe and able to take the risks that role-play requires, particularly play that is in a completely different style than most of our players were used to experiencing. Subsequent pieces will look at the feminist and queer design principles and how they were aligned through world-building, characters, workshops, and mechanics. These topics are intertwined, but looking at the discrete mechanics created or adapted for New World Magischola demonstrates not only how players accessed the game, but also how they discovered a new way of playing that valued them as individuals and as members of a community collaborating to create a powerful and transformative experience.

    Community Design is a System — with Rules and Mechanics

    First of all, we have to acknowledge that these techniques are game mechanics. We often like to state that Nordic larps don’t have rules or mechanics. It is true that these larps don’t have skill calls and points and hierarchies, what are often referred to as mechanics. But as Johanna Koljonen and John Stavropoulos remind us in a recent Game to Grow webisode on Emotionally Intense Play, Calibration, and Safety,((Maury Brown, Johanna Koljonen, Lizzie Stark, John Stavropoulos, moderated by Sarah Lynne Bowman, “Episode 2: Emotionally Intense Play, Calibration, and Community Safety,” Game to Grow Webisode Project, YouTube, last modified September 1, 2016, https://www.youtube.com/watch?v=3YtRJd5CR2I)) it’s a mistake not to think about safety, calibration, and culture-building tools as mechanics. They are systematized and symbolic actions, norms – and, dare we say, rules – for accessing and regulating play. They are, at their definitional heart, mechanics that govern player and character interaction. It’s time we recognized the tools used to create and moderate safety, play calibration, and community culture as the mechanics they are.

    The mechanics featured in this article and pre- and post-game workshops at NWM were developed by Maury Brown, Sarah Lynne Bowman, and Harrison Greene. They were implemented — and revised and re-implemented based on player and staff input — at the four runs of New World Magischola held in June and July of 2016. Each game had roughly 160 players, so these mechanics were tested and evaluated on approximately 600-700 players who came from 40 US states, several Canadian provinces, and four European countries. The eight safety, culture, and calibration mechanics used at New World Magischola discussed in this piece are:

    1. Normalizing a culture of Player Care: “Players are more important than games”;
    2. Normalizing off-game moments for player negotiations using “Off-game”;
    3. Checking-In with fellow players using the “OK Check-In”;
    4. Slowing or stopping roleplay using “Cut” and “Largo”;
    5. Graceful exits and calibration using “Lookdown”;
    6. Negotiating physical roleplay (aggression and sexuality);
    7. Pronoun Choice, Placement, and Correction, and;
    8. Full opt-out of romantic play using a sticker on the nametag.

    Additionally, this article will discuss the inclusion of the metagame characters of in-game/off-game Counselors, who were responsible for participant care.

    New World Magischola students work together to heal a professor of a previously uncurable curse. Photo courtesy of Learn Larp LLC.
    New World Magischola students work together to heal a professor of a previously uncurable curse. Photo courtesy of Learn Larp LLC.

    New World Magischola had four hours of workshops prior to the game beginning. The workshops used at NWM were explicitly designed to teach the safety, calibration, and opt-in/opt-out mechanics of the game. We would have preferred to have used even more time for workshops, and some player comments in the post-game survey corroborated this preference, but we were managing both player expectations and venue constraints with the four hour timeframe. In North America, with the exception of the small group of people who have experienced Nordic-style or freeform larps either in Europe or in small pockets at conventions in the US, larps do not have either pre-game workshops or post-game debriefs. Participants come to weekend or multi-day larps to play, and the concept of off-game workshops was both new and subject to a great degree of skepticism. We had to work to sell the concept of the workshops and to explain that they were an integral, and indeed mandatory, part of the game experience. ((We had one instance of a player deciding on their own to skip the workshops (unbeknownst to organizers), who then proceeded to have a disastrous first few hours in the game, causing conflicts with several other players. This was directly because they did not know how to play, and their interactions with others were toxic as a result. This incident prompted organizers to create a makeup policy for workshops, barring entry to the game until a player who had missed workshops had met with organizers to learn the ethos and safety techniques described in this article. This doesn’t fully make up for the workshops, since they do not have the opportunity to form relationships with fellow players, but it at least covers the basic game system and ethos. We did not feel we could tell people they could not play the larp at all if they missed workshops, as some were delayed due to travel problems outside of their control. However, in many larp situations, we would support barring playing the game at all if a player does not attend workshops.)) The four hours allowed us to get through much of what we needed to workshop. However, one of the takeaways from the four NWM runs is that six hours of workshops would be preferable in order to expand the negotiated physical role-play portion, both for greater specificity and for more intentional practice and modeling. More time would also have allowed for the additional development of character ties. The larp also featured a designated Sanctuary space where players could go for off-game quiet, rest, refueling, or conversation, as needed.

    Greene running a workshop in NWM 1. Photo by Learn Larp LLC.
    Greene running a workshop in NWM 1. Photo by Learn Larp LLC.

    1. Normalizing a Culture of Player Care

    In many gaming cultures, the game is considered paramount. Players will make decisions regarding their own safety, comfort level, and needs by considering the impact on the game or their characters first, and the impact on themselves second (or even last). Breaking character is frowned upon, as is admitting player needs or emotions, which are seen as interrupting the game. While many larps have procedures for physical safety and mechanics to use if someone breaks an ankle or hits their head, the majority of North American larps do not have systems in place to account for a player’s psychological or emotional comfort and safety. In some cultures, attempts by players to opt-out of certain types of play, or to problematize certain themes — such as sexual violence — as triggering results in in- or off-game consequences, or a perceived assault on the game’s creative vision. Recent changes, such as Mind’s Eye Society’s summer 2016 ban on rape and sexual assault in World of Darkness games, are increasing the discussion around player safety and care within gaming communities and fictions.

    At New World Magischola, we had to introduce, reiterate, and enforce this reversal of importance: Players were the most important element, not the game.((Maury Brown, “Player-Centered Design,” Keynote at Living Games Conference 2016, YouTube, last accessed June 10, 2016, https://youtu.be/oZY9wLUMCPY )) Players were urged to put self-care first. Self-care included physical needs such as sleep and hydration, but also individual psychological and emotional needs. Players were continually told that no one can make them role-play something or participate in something without their consent, and that no one can cause their character to experience something that they do not find interesting. The culture of this larp worked as the reverse of most mainstream North American larps: player autonomy and choice trumped “game needs” and the mechanics both encouraged and enforced this principle. Players faced no adverse in-game or off-game consequences for choosing self-care; in fact, it was celebrated. Once players realized self-care was the norm, they felt more comfortable exercising the other techniques described below, which specifically helped them make self-care calibration choices.

    Students show empathy for a chupacabra in NWM3. The rights of parasapient creatures are a major subject of debate in the larp. Photo by Learn Larp LLC.
    Students show empathy for a chupacabra in NWM3. The rights of parasapient creatures are a major subject of debate in the larp. Photo by Learn Larp LLC.

    2. Normalizing Off-game Moments for Player Negotiations Using the Cue “Off-game”

    This mechanic may seem very simple, but we needed to establish that it was not only okay to pause the game for a moment, but we actually preferred players to do so in order to clarify or negotiate. For many players accustomed to the norms of campaign boffer larps and MES vampire larps, “breaking game” is anathema and players are expected to either guess at levels of interaction, be surprised by them, or to tough through off-game player needs for fear of being derided or ostracized for breaking character and “ruining” someone else’s game. The mere idea of quick off-game negotiations was already a change for our player base, as was the idea that such negotiations were considered normal and helpful, not “bad roleplay.”

    The idea of an off-game symbol was known to most US larpers, where it is often used to pass unmolested through a camp because you are not “in play” at the moment, e.g. you cannot be attacked. We elected to piggyback on a known symbol, raising one’s fist to the forehead to signal “Off-game,” and to use the word “Off-game” to signal that the following conversation was between players and not characters. The hand-signal was intended to be more of a shortcut and to be used to signal at a distance, and the use of the verbal cue “off-game” was more for use during character interactions, but we did not make it as clear as we should have that one could be used without the other. We had to calibrate after the first two NWM runs when some players kept their fists on their foreheads during an entire off-game conversation, which was fidelity to the mechanic, but not necessary. To avoid players having their hands on their heads so often – an action that some found immersion-breaking since it is unusual for “normal” behavior – we clarified that it was a quick signal and then the hand could be lowered or one could simply use the phrase “off-game.” I prefer reliance on the verbal cue, “off-game,” but the hand signal does retain some utility for loud situations or use at a distance. It’s important to think about players’ access to the tools and to have alternative versions, e.g. in case the audible one can’t be heard or the gesture can’t be made due to hands being unavailable.

    A poltergeist disturbs a Magical Theory and Ethics class in NWM4. Photo by Learn Larp LLC.
    A poltergeist disturbs a Magical Theory and Ethics class in NWM4. Photo by Learn Larp LLC.

    NWM piloted two new safety, culture and calibration techniques: a revised version of the “Check-In” with fellow players and the “Lookdown.”

    3. Checking-In with Fellow Players Using the “OK Check-In”

    This technique uses a discreet hand movement of making the “OK” symbol at another player, who is then tasked with responding in one of three ways: thumbs up, thumbs down, or a flat hand/“so-so” gesture. Flashing the “OK” symbol as a gesture to indicate concern for another player appears to have developed as emergent play in some US larp circles in 2009 or 2010. Rob McDiarmid reported using it at a game around that time and Aaron Vanek and Kirsten Hageleit later used the “OK” symbol to check in with each other during larps in Southern California. The Texas game Planetfall has used a version of the Okay symbol for the last couple of years. The current version of this response system — thumbs up, thumbs down, or flat hand — was unique for New World Magischola, although Koljonen writes of its recent use in the American run of the Nordic Vampire larp End of the Line here.

    The Check-In Procedure:

    1. Player 1 flashes the “OK” symbol — with the thumb and index finger touching in an “o” and the other three fingers extended upward — to another player and establishes eye contact. This gesture means “Are you okay?”
    2. Player 2 responds to the signal with one of three responses:
      1. Thumbs-up, which means “Doing fine, no need for follow-up.”
      2. Thumbs-down, which means “I am not okay.” Player 1 should respond by asking if the player needs to see the in-game/off-game counselor or go to the off-game room.
      3. Flat hand, which means “I am not sure.” Player 1 should still respond by asking if the player needs to see the counselor or go to the off-game roomcheckin
      4. Additionally, a player could proactively flash the “OK” signal when displaying strong emotions, taking a break alone, or role-playing choking or a seizure, for example, to let approaching others know this was role-play.

    The “Check-In” by using the OK symbol was beneficial because often it is difficult to tell whether a person is performing convincing role-play, or is in actual physical or emotional distress. Sometimes, a character is sobbing, but a player is having a good time. Sometimes, the player is sobbing because they are triggered or emotionally overwhelmed.((Maury Elizabeth Brown, “Pulling the Trigger on Player Agency: How Psychological Intrusions in Larps Affect Game Play,” Wyrd Con Companion Book 2014 (Los Angeles, CA: Wyrd Con), https://www.dropbox.com/s/3yq12w0ygfhj5h9/2014%20Wyrd%20Academic%20Book.pdf?dl=0 )) If we simply assume that a player is role-playing unless they reach out, then we miss the opportunity to care for a fellow player. Also, players in distress are often too overwhelmed, embarrassed, or afraid to risk reaching out to another player. This proactive mechanic encouraged players to check-in with each other. It was easy to flash an “OK” symbol to the player alone in the corner. This gesture could be done non-verbally, from a reasonable distance, without a full interruption for either player, and obtain a quick mental calibration by the player, who then responds in a similarly discreet and unobtrusive way. It’s designed to be player-to-player communication without causing large breaks in character play.

    Students model "thumbs up" with an ethics professor in NWM4. Photo by Learn Larp LLC.
    Students model “thumbs up” with an ethics professor in NWM4. Photo by Learn Larp LLC.

    Some feedback suggested that the flat hand signal was redundant and not needed, since the result was the same as the thumbs-down signal. While this is true, we elected to keep the three-tiered response due to socialization both within the gaming community and in general society that makes it difficult for many people – particularly women and people from other marginalized groups – to demonstrate distress or ask for assistance. Too often, we will “power through” and state that we are fine, so as not to be a bother, not to admit weakness, or — in the case of some gaming and larp cultures — so as not to be subject to retaliation with direct accusations of not belonging, breaking the game, or needed to be “coddled.” It is far easier to give the “so-so” signal than the thumbs-down; in the absence of the middle option, with only the thumbs-up or thumbs-down choices, too many people would have just defaulted to thumbs-up, figuring they were feeling “not that bad.” When Vanek and Hageleit used the technique, they used it by flashing the “OK” sign, over the heart, and the other player was to respond with the same sign to indicate “I am okay.” In the current system, the responses to the “OK” sign were deliberately not the return of the “OK” sign. This mimicked response can be done reflexively without discernment, like returning a wave to someone. By creating the three responses, we required a thoughtful response from the players to assess their feelings and determine which of the three was appropriate.

    Players began using a hack for this technique in the final two runs: players were proactively using the “thumbs-down” symbol to indicate “I’m not okay,” rather than waiting for another player to check-in with them. This symbol would provoke the same response from another player: breaking play to assist them by escorting them to the counselor or the off-game room. We have now updated the system to include the use of a proactive “thumbs-down” to indicate distress or the need for assistance.

    4. Slowing or Stopping Role-play Using “Cut” and “Largo”

    Borrowing from the Nordic community, where kutt and brems — Cut and Break/Brake — are widely used, New World Magischola, like College of Wizardry, used the “Cut” mechanic. Any player could call Cut if they were in distress or needed play to stop immediately. Cut works like it does on a movie set: all action stops. Other players were instructed to step back and check-in with the player who called for the Cut and to determine if they needed to exit the scene; go to the off-game room or counselor; or address some other need.

    We elected not to use Break or Brake, as is more typical in the Nordic community because it is an imprecise mechanic, at least as typically understood in North America, where there is confusion whether the word means “break” as in stop, or take a break — and is thus confused with “cut” — or “brake” as in slow down, which begs the question to what degree and for how long. We dispensed with brake and used “largo” instead, a word borrowed from musical vocabulary where it means “go slow.” Any player could call “Largo” and the result was that co-players immediately toned it down a notch by lowering the intensity. Calling “Largo” did not require a follow-up check-in like using “Cut” did, nor did it require any explanation, nor should one be demanded. Largo is Largo, and when it was called, the intensity was lowered by everyone with no questions asked.

    A goblin journalist interviews a professor in NWM4. Photo by Learn Larp LLC.
    A goblin journalist interviews a professor in NWM4. Photo by Learn Larp LLC.

    We liked that “Largo” sounded like a spell, since this was a magic school, but we especially liked that it is an unusual word that isn’t used in common vocabulary, so it wouldn’t be lost in a conversation like the word Break can be. Largo was a clear indication that the intensity – whether it was anger, noise-level, flirting, etc. – needed to be lowered and slowed. Some players used it in one-on-one or small-group interactions, while others used it as a control measure in large groups, e.g. players who were talking over each other, or to quiet a boisterous group for more productive conversation and role-play. Feedback from the survey indicates that “Largo” was well-received and perceived as more clear and precise than “Break/Brake.”

    Cut Procedure:

    1. Player 1 calls “Cut.”
    2. Player 2 (or all players within hearing) immediately stop all role-play.
    3. Player 2 checks in with Player 1, focusing on their needs. No one asks for an explanation for why Cut was called, nor makes any comment whatsoever.
    4. Player 1 makes the decision to either exit the scene, return to the scene at a lower intensity, or go to the Sanctuary space.
    5. Play resumes among remaining players.
    A student club in NWM4. Photo by Learn Larp LLC.
    Students in NWM4. Photo by Learn Larp LLC.

    Largo Procedure:

    1. Player 1 calls “Largo.”
    2. Player 2 (or all players within hearing) take a step back, then lower the volume, or otherwise lower the intensity of the scene. No one asks for an explanation or comments. Stepping back was visual confirmation that “Largo” was heard and understood.
    3. Play continues at lessened intensity. It can continue uninterrupted, although an “OK Check-In” may be used to determine if newly calibrated play meets Player 1’s needs.

    5. Graceful Exits and Calibration Using “Lookdown”

    NWM piloted a new mechanic that Johanna Koljonen mentioned in her “Opt-in/Opt-out Safety Systems” keynote at the Living Games Conference in May 2016.((Johanna Koljonen, “Opt In/Opt Out Safety System,” Keynote at Living Games Conference 2016. YouTube, last modified June 10, 2016, https://youtu.be/7bFdrV3nJA8)) Lookdown was originally created by Trine Lise Lindahl and Koljonen in conversation earlier this year as a suggested technique for exiting a scene or conversation((Johanna Koljonen, “Toolkit: Let’s Name this Baby! (Bow-Out Mechanics),” Patreon, last modified May 30, 2016. https://participationsafety.wordpress.com/2016/05/30/toolkit-lets-name-this-baby-bow-out-mechanics/)) without causing as much disruption as calling for Cut, Break/Brake, or Largo. We called this simple gesture the “Lookdown” and it consists of placing one’s hand on one’s forehead, as if shading one’s eyes from the sun, looking down, and then stepping back and walking away. No questions asked, no explanation needed or demanded and no consequences given.((Matthew Webb notes that a similar gesture, exiting a scene by putting the hand on the back of the head and lowering one’s gaze, is used at his larp, Planetfall. However, Planetfall has in place an adjudication system so that if one player feels another player is abusing the bow-out mechanic to avoid in-game consequences, they can see a Gamemaster who will make a ruling and narrate a consequence.))

    Lookdown Procedure:

    1. Player 1 shields their eyes and walks away.
    2. Player 2 (and all other players) continue play as usual.

    We decided to implement Lookdown as a useful calibration and self-care tool for when someone realizes that a topic or scene isn’t going in a direction they want, is something they aren’t interested in playing, or is something that they may find triggering or troublesome. When using the Lookdown, a player isn’t signalling that they need or require assistance, or is any distress. They are simply making a choice to opt-out of the scene at the moment for whatever in- or off-game reason. No explanation will be asked or given, and all other players must accept their departure. Players were instructed, “If you see someone holding their hand over their eyes, ignore them.” This technique was practiced in pre-game workshops.

    Johanna Koljonen patterns an early version the Lookdown method on her blog, Participation Safety.
    Johanna Koljonen patterns an early version the Lookdown method on her blog, Participation Safety. https://participationsafety.wordpress.com

    Leaving a scene can be extremely difficult for many larpers, especially those from marginalized groups. It can be awkward at best, and draw unwanted attention to one’s self or character. It can be an action that one feels they have to explain or defend. Leaving a scene can draw comments or outrage from other players and, as a result, many players choose to stay in situations where they do not feel comfortable. By using the Lookdown, players can gracefully exit, no questions asked, and choose what they wish to play. This mechanic could be used even in situations where there was an in-game imbalance of power between the player using Lookdown and the other players, such as in class. A professor could not penalize a student for exiting class via the Lookdown mechanic. No in-game or off-game consequences of any sort were possible for using the technique. As a result, many players told us that they felt more comfortable being able to choose what scenes they wanted to experience.

    Another use of the Lookdown mechanic was players using it to arrive into scenes rather than exit them, including arriving late to class. Many players told us they had anxiety over being late to an event, scene, or even a conversation. They were afraid of being called out, having to explain themselves in front of the group, or losing House Points. This anxiety was so great that some skipped classes and/or stayed in their dorm rooms out-of-character if they were late, even though they really wanted to go. By using the Lookdown mechanic, a player could arrive to class and the response was the same “no questions asked” as if they had just been there the whole time. Alternately, players could opt-in to roleplay where they could make a scene of being late to class or a meeting (no Lookdown hand). By using the mechanic, they could slip in and choose the role-play they wanted.

    6. Negotiating Physical Role-play (Aggression, Violence, Combat, Sexuality)

    Because this larp operated on the principle of Opt-In with Consent, players needed to negotiate outcomes, desires, and boundaries before entering physical role-play. Negotiation was also required for the results of certain types of magic, such as healing.

    The above video shows the techniques of “off-game” signaling and negotiating so that both players know how to play a scene requiring healing. As demonstrated, without negotiation, the approaching player may have healed the person too quickly when the receiver wanted to role-play being in pain, or otherwise might have ended a scene or surprised the player with an unwanted result.

    Players were coached that when dealing with matters of sexuality, violence, aggression, or combat, they should use the “off-game” cues, take a step back, and discuss what they wanted and were comfortable playing. Only when both parties had agreed on boundaries and outcomes should play resume. If no physical touch was discussed as permissible, then it was not to occur.

    Members of House Laveau in NWM4. Photo by Learn Larp LLC.
    Members of House Laveau in NWM4. Photo by Learn Larp LLC.

    Due to the length of the workshops, we did not provide a specific process for negotiating, although we did give an example negotiation for asking someone to the dance in the Player’s Guide. This process got more specific as the four runs of NWM progressed and we realized that players required a detailed process for negotiation of consent and boundaries. The main issue was that their negotiations were not specific enough. As a hypothetical example, a player might ask, “Are you okay with physical role-play?” and the other player, imagining pushing and shoving perhaps, states “yes.” The first character proceeds to slap the second character in the face, which the second player is not okay experiencing. So, while we found that players were negotiating, without coaching, modeling, and practice of a specific negotiation process, there was opportunity for miscommunication between the parties. These issues were then generally resolved using the other care mechanics, such as OK Check-In. However, by improving the specific nature of the negotiations through workshopping, this mechanic can be improved in future runs. We would like to extend the pre-game workshops by one or two hours primarily for this reason.

    7. Pronoun Choice, Placement, and Correction

    Sara Williamson (here as a Dubois student) and Liz Gorinsky (here as a revived House Ghost) in NWM4, who helped develop the pronoun workshop. Photo by Learn Larp LLC.
    Sara Williamson (here as a Dubois student) and Liz Gorinsky (here as a revived House Ghost) in NWM4, who helped develop the pronoun workshop. Photo by Learn Larp LLC.

    Pronouns matter. A player who is continually misgendered experiences immersion breaks in their role-play at best and triggered gender dysphoria at worst. Sometimes, a player portrays a character with a different pronoun than they use as a player for a variety of reasons. Assuming pronouns for a player or a character can lead to trouble. To avoid pronoun assumption, the triggering effects of misgendering, and the sometimes troublesome process of correcting a misused pronoun, NWM used an intertwined system of four techniques:

    1. All characters were written in the second person with a single initial for the first name and no gender markers indicated. Players could play any character as any gender they chose and pick their own name.
    2. We made “they” the default pronoun of the magical world, which was used unless told differently.
    3. All players had player nametags and character nametags, both with player-chosen pronouns clearly displayed under the name, in a large enough font to be seen at a conversational distance.
    4. A pronoun correction mechanic was modeled and practiced in the workshops, for when mistakes happen.

    Players were asked to assume that other players had the best intentions and were attempting to use the correct pronouns — as was the in-game and off-game norm — and to use those instances to demonstrate a quick, non-judgmental pronoun correction. When someone uses an incorrect pronoun in reference to you or your character, players were taught, “If you make a mistake, and use the wrong pronouns in spite of your good intentions, the best response is to acknowledge the mistake, correct, and continue the conversation.” This technique was used for both in-game and off-game interactions and was developed in consultation with Liz Gorinsky and Sara Williamson, co-authors of the larp See Me Now, which explores queer identities.

    Pronoun Correction Procedure:

    The British sign language P. Photo from British-sign.co.uk.
    The British sign language P. Photo from British-sign.co.uk.
    1. Player 1 accidentally uses the incorrect pronoun to refer to someone.
    2. Player 2 says the word “Pronouns” and shows the P hand signal, derived from the British sign language symbol for the letter P. If the player does not have both hands available, they can just use the verbal cue “Pronouns.”
    3. Player 2 follows the verbal cue and hand signal with the correct pronoun for Player 1 to use.
    4. Player 1 says “Thank you” for the reminder. Play or conversation resumes

    8. Opting-out of Romantic Play Using a Sticker on the Nametag

    By the fourth run of NWM, we realized there were some players there for whom any flirtatious or romantic interactions created player stress, and who preferred not to play on those themes at all. This feeling was for a variety of reasons, including not wanting to have those interactions so they could focus on other plots and themes. We gave players the opportunity to place a 0.5” (13 mm) colored circle sticker on their nametag, which indicated “I am not interested in romantic or sexual interactions.” Players wearing that sticker were not be approached for any role-play that dealt with romance or sexuality. The stickers functioned as a full opt-out of that type of play by the player and were easily visible to others from a distance. Players could point to the sticker as a reminder if mistakes occurred. We heard from some asexual and aromantic players that this practice was particularly inclusive and normalized their identities. However, many players used the sticker to opt-out of romance play, not just those identifying as asexual or aromantic. By having the sticker, a player not interested in romance or sex was spared having to repeatedly use the other mechanics in this system.

    Students take dance lessons with the Chancellor in NWM3. Photo courtesy of Learn Larp LLC.
    Students take dance lessons with the Chancellor. Photo by Learn Larp LLC.

    The Counselors: Metagame Characters Responsible for Participant Care

    Because we knew the majority of our players were either first-time larpers or larpers who had not played in the Nordic-style, we anticipated that players would need access to organizers who could assist them with their logistical, fictional, physical and emotional needs. With 160 players spread out over a 320-acre campus, we recognised that, even without deliberately creating challenging content, we’d have a statistically certain number of players who would have need of some kind of emotional support. In addition, since the result of several of the mechanics listed above was to walk the other player to a counselor, to the Sanctuary space, or to the off-game room, we needed to create additional points of interaction for when the off-game room was a 30-minute walk away, unnavigable for some players even in their best situation.

    In anticipation of these needs, two characters were written into the game to serve as in-game liaisons for players. Written as NPCs at the faculty level, the counselors had free range of any classroom or meeting, and maintained a visible presence throughout the game as people characters could approach if they needed to talk. They functioned in-game as a school and career counselor, roles that make sense in a college environment. In-game, a character could speak with a counselor about their career, classes, a conflict with another character, worry about the dance, or any other life decision. At any moment in the conversation, counselors could switch to off-game conversation if the player required it. Sometimes players visiting the counselor needed to role-play into admitting needing off-game care, so this meta-function eased their transition. It also gave a plausible diegetic reason for being upset or leaving a scene by simply saying “I need to see the counselor.” Exiting a scene that is no longer fun or is making one uncomfortable can be hard to do; having an in-game reason to do so that was accepted by all characters, no matter their in-game power, was a helpful resource.

    The Divination professor (left) helps solve a time magic mystery with the two counselors (Greene and Bowman) in NWM4.
    The Divination professor (left) helps solve a time magic mystery with the two counselors (Greene and Bowman) in NWM4. Photo by Learn Larp LLC.

    Conclusion

    While design visions, larp community guidelines, harassment policies, and codes of conduct help establish norms, they do not help players know how to enact the behaviors required to meet those visions, policies, and norms. Creating mechanics to break down expected behaviors into discrete steps, modeling them, practicing them, and then enforcing them with consequences if they are not used is required to bring a vision of an ethos and norms to life through interactions and play.

    While these techniques and mechanics are neither perfect nor portable to all games, the aggregate toolkit does represent a step forward for systematic design of safety, calibration, and culture in larps. The careful attention to naming, modeling, teaching, practicing, and enforcing behaviors that create the norms that we wished to create for in-game and off-game interactions was a deliberate design choice. Many of these techniques formed the basis of the workshops and safety and calibration techniques we helped design for the End of the Line run at the Grand Masquerade in New Orleans, a White Wolf Vampire: the Masquerade Nordic-style larp organized by Bjarke Pedersen, Juhana Pettersson, and Johanna Koljonen with help from Sarah Lynne Bowman and Harrison Greene. We have heard from other players and designers that they are using some of these mechanics — such as the “OK Check-in” — in their larps, and we have heard from some NWM players that they are using some of these same techniques in their everyday life relationships and jobs.

    Role-playing requires taking risks. Safety and calibration techniques create a measure of assurance, empathy, and trust among players that helps them feel able to take the risks they must to portray a character, feel emotions, and engage with others. Many players remarked that they felt more safe and comfortable with the fellow players of NWM — who they had not known previously — than they do in everyday interactions. Their reasoning is that they knew fellow players would support their boundaries and choices. Others told us they felt more cared from these erstwhile strangers than they do in familial and friend interactions in their everyday life. Having someone check-in to be sure you’re doing OK is powerful. Negotiating consent is powerful. Being able to make choices about one’s own needs without receiving retaliation is powerful. While this may not be the everyday world our participants’ experience, it is the “new world” we wish to create. For the duration of the larp at the very least, players were transported into this new world of magic, not just with their wands and spells, but also because of the way they cared for themselves and others using these safety and calibration mechanics.

    Casa Calisaylá celebrates winning the House Cup in NWM3. Photo by Learn Larp LLC.
    Casa Calisaylá celebrates winning the House Cup in NWM3. Photo by Learn Larp LLC.

    For other articles on this site about New World Magischola, see Tara Clapper’s “Chasing Bleed – An American Fantasy Larper at Wizard School” and Sarah Lynne Bowman’s “When Trends Converge – The New World Magischola Revolution.”


    Cover photo: Casa Calisaylá initiation ritual in NWM3. Photo by Learn Larp LLC.


    New World Magischola

    Date: June 16-19, June 23-26, July 21-24 and July 28-31, 2016

    Location: University of Richmond in Richmond, Virginia, United States

    Duration: 4 days including workshops, play, and debriefing

    Participants: 140-165 per run

    Participation Fee: $375 to $895, $450 for a regular ticket

    Website: https://magischola.com/

    Credits

    Producers: Maury Brown and Ben Morrow, Learn Larp LLC.

    Make-up Lead: Katherine Kira “Tall Kat” McConnell. Prosthetics by Mark Mensch

    Costuming Lead: Derek Herrera.

    Stitchers: Jenny Underwood, Robin Jendryaszek, Jennifer WinterRose, Amber Feldman, Summer Donovan, Michele Mountain, Nancy Calvert-Warren, Jennifer Klettke, Kristen Moutry, Caryn Johnson, Datura Matel

    Music: Original songs (lyrics and music) by Austin Nuckols (Maison DuBois, Lakay Laveau, Casa Calisaylá and House Croatan) and Leah K. Blue (Dan Obeah), lyrics to New World Magischola Anthem by Maury Brown and Ben Morrow, music by Austin Nuckols. Other music and sound by Evan Torner and Austin Shepherd

    Props: Mike Young, Carrie Matteoli, Indiana Thomas, Summer Donovan, Kevin Donovan, Gordon Olmstead-Dean, Jason Morningstar, Matt Taylor, Molly Ellen Miller, Michael Boyd, Moira Parham, Martin John Manco, Ken Brown, Dale, Laura Young, Harry Lewis, Mark Daniels, Michael Pucci, Terry Smith of Stagecoach Theater Productions, Yvonne and Dirk Parham, Jen Wong, Caryn Johnson, Jess Pestlin, Orli Nativ, Kaitlin Smith, The Center for the Arts of Greater Manassas at the Candy Factory, Melissa Danielle Penner, Jess Sole, Liselle Awwal, Nathan Love.

    Helpers and advisors: Anders Berner, Claus Raasted, Christopher Sandberg, Mike Pohjola, Bjarke Pedersen, Johanna Koljonen, Anne Serup Grove, Mikolaj Wicher, Jamie MacDonald, Eevi Korhonen, Markus Montola, Jaakko Stenros, Staffan Rosenberg, Anna Westerling, Michael Pucci, Ashley Zdeb, Emily Care Boss, Daniel Hocutt, Charles Bo Nielsen, Joe Ennis, Kristin Bezio, Rob Balder, Kat Jones, Sarah Lynne Bowman, Harrison Greene.

    Assistance with writing, editing, graphic design, music, art: Frank Beres, Claus Raasted, Richard Wetzel, Bethy Winkopp, Oriana Almquist, Craig Anderson, Zach Shaffer, Erica Schoonmaker, Madeleine Wodjak, Toivo Voll, Marie DelRio, Mike Young, Laura Young, Anna Yardney, Lee Parmenter, Stephanie Simmons, Nancy Calvert-Warren, Jessica Acker, Jason Woodland, Jason Arne, Harrison Greene, Sarah Lynne Bowman, Kristi Kalis, Quinn Milton, Anna Kovatcheva, Browning Porter, Orli Nativ, Rhiannon Chiacchiaro, Miranda Chadbourne, Lars Bundvad, Ffion Evans, David Horsh, Dani Castillo, Frank Caffran Castillo, Dayna Lanza, Sarah Brand, Tara Clapper, Suzy Pop, David Neubauer, Chris Bergstresser, Jason Morningstar, Evan Torner, Peter Woodworth, Peter Svensson, Daniel Abraham, Harry Lewis, Alexis Moisand, Alissa Erin Murray, Jennifer Klettke, Kathryn Sarah, Elsa Sjunneson-Henry, Austin Nuckols, Leah Blue, Joelle Scarnati, Dan Luxenberg, Chad Brinkley, David Clements, Niels Ull Harremoës, Adria Kyne, Emily Heflin.

    Production and logistics: Austin Shepherd, Claus Raasted, Olivia Anderson, Kristin Bezio, Shayna Alley, Mike Young, Zach Shaffer, Dayna Lanza, Derek Herrera, Kristin Moutrey, Jenny Underwood, Jennifer WinterRose, Caryn Johnson, Amber Feldman, Michele Mountain, Summer Donovan, Robin Jendryaszek, Jennifer Klettke, Datura Metel, Amanda Schoen, Mark Mensch, Katherine McConnell, Chris Bergstresser, Christopher Amherst, Holly Butterfield, Uriah Brown, Kyle Lian, Evan Torner, Jeff Moxley, Ashley Zdeb, Thomas Haynes, Mikolaj Wicher, Charles Bo Nielsen, Jamie Snetsinger, Claire Wilshire, David Donaldson, Brandy Dilworth and the staff of the University of Richmond Summer Conference Services office.

  • Bjarke Pedersen – Becoming the Story

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    Bjarke Pedersen – Becoming the Story

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    Danish larp producer Bjarke Pedersen of Odyssé is talking at the Future of StoryTelling conference in New York in 5-6 October 2016. Here is a short talk (3m 26s) where he eloquently and concisely describes what larp is. It’s well worth your time.

  • Support Nordiclarp.org on Patreon

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    Support Nordiclarp.org on Patreon

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    You can now support Nordiclarp.org on Patreon! By giving us a monthly donation through Patreon you can help us keep the site running. Our Patreon page, linked below, further explains how to donate and where the money goes.

    Where Does the Money Go?

    In short we’ll use your money to pay our bills for running the website (domain, hosting and software licenses) and increasing the quality of the content on the website. No amount is too small, every dollar helps. <3

    How Do I Donate?

    You can read more and sign up for donations over at our Patreon page:
    https://www.patreon.com/nordiclarp


    The cover photo is taken by Sebastian Utbult at a larp in the Krigshjärta (Heart of War) campaign in Sweden.

  • Chamber Larps and the Audience Problem

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    Chamber Larps and the Audience Problem

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    Can 2016 be the year we make a breakthrough on the subject of how to deal with audience at chamber larps?

    When attending contemporary theatre performances in the past year, I have been following closely what happens when the actors try to involve the audience in doing something. Even though the audience at these kind of performances should not be alien to some kind of interactivity, the bar seems to be extremely high for people to take part. One example I remember well is when Lisa Lie addressed the audience and invited them to “tap three times” in Blue Motel (Black box Theatre, Oslo, 2015). Not a single spectator responded until she had repeated the request three times, with increasing intensity — and frustration. At last, one spectator simply tapped the floor three times with their shoe, and the show could go on.

    Blue Motel at Trøndelag Teater. Press photo from Trøndelag Teater.
    Blue Motel at Trøndelag Teater. Press photo from Trøndelag Teater.

    The norms of non-participation that separate the audience from the actors in the theatre are extremely strong, at least in Norway. We are afraid of misinterpreting the actor or somehow else making a mistake. Even as a larper I find myself insecure – afraid that a misguided response could ruin the piece. I excuse myself thinking there’s always someone else more qualified than myself to make the response – “The Bystander Effect.” Although the “super-audience” – the people who dare to engage in participation and add the extra flavour to a piece — do exist, they are rare. It seems that providing the safety and alibi necessary for an audience to engage in even the slightest participation is a very difficult hurdle for the artists.

    When it’s hard for the actors to get the spectators at contemporary theatre to take part in very simple and limited interaction, how can we as larp designers ever succeed in reaching out to more people than the few brave enough to start out with taking a full-fledged step into the larp as players?

    How to reach an audience of spectators has been a headache for chamber larp designers for many years.  If we could solve this Gordian knot, it could make larp available to a much wider community and bolster its recognition in other circles of performing arts.

    Approaches to the Audience Problem

    Video

    One of the few people who have both legs inside the art circles and are working with larp, is Brody Condon. He uses larp techniques to create improvised action. One of his pieces is The Ziegarnic Effect , which was exhibited at the Nordic Biennial of Contemporary Art in Moss this summer. To sum it up in two sentences, it was a larp-like roleplay with eight players, taking place in a house while being live broadcast via video link for two days. After the first two days, an edited version of the video was on display.

    Brody told me that in his eyes, what he did was at least three pieces: one piece was the edited video showing during the entire exhibition, another was the live video stream, and the third was the roleplay itself.

    From a larp perspective, the latter piece clearly is the most interesting. But for the outside world, it is the video pieces that count, mainly the edited one., partly because that is a format people are used to, but of course mainly because those are  the only pieces that are  actually available to them. Brody reached his audience with two video pieces, – but in the end, those pieces were not larps, but video installations showing a film of improvised action. The larp piece itself remains an experience that only truly reached the eight players.

    Participate, Don’t Play

    With the development of black box larp, the larp scene has also seen an increased liaison with people from theatre and other performing arts. While the first black box larps could be seen as a step backwards in terms of accessibility, the genre has increasingly experimented with ways to make participation just as easy as being an audience at other regular kinds of performing arts.

    Fragile Souls
    Fragile Souls

    One way of doing this has been by moving away from seeing the target group as players, but rather as an audience in a participatory piece. Plays belonging to this school are minimizing preparations and rather focusing on creating a playing area that facilitates interaction and shapes characters while playing. The Nyxxx Collective in Stockholm are among the people who have explored this borderland between larp, theatre, and performance art the most. In his keynote talk at Knutepunkt, Gabriel Widing, one of the Nyxxx members, described immersion as “the excrement of action,” noting that if you succeed in changing the behaviour of people, they will eventually immerse. A handful of larps have followed this approach to solve the audience problem.

    The Temple of the Blind Beings (2013) is one example. Here, the participants were blindfolded and, after a very brief introduction, entered into a room filled with scenography for tactile interaction. The players could enter or leave at any time, removing the need for a common start and ending.

    In Inside Myself Outside Myself (2014), the participants walked into a black box without any preparations and started to explore objects and non-player characters that it was easy to interact with. This worked very well when I played it, but I am not sure how it would work with only non-larper participants. However, an inexperienced player group would probably work well if there were a few instructed players with larp experience as bellwethers in the group. The bellwethers could pave the way and, by taking space, reduce the anxiety that one’s actions would be “wrong.”

    Pieces of You, Pieces of Me (2015) labels itself as a participatory experience. In short, the story is that you will have your personality upgraded to something better. It’s similar to Inside Myself Outside Myself as the players enter the playing area almost without preparations, and their actions and characters are shaped in the “playground for interaction.”

    Pieces of You, Pieces of Me at Stockholm Dramatiska.

    All these three examples are lowering the practical bar for taking part by removing preparations that can often be demanding and require larp experience. Furthermore, they attempt to lower the psychological bar by not expecting the participants to play a character, but rather allowing them to be just participants who explore an area on their own terms. The question remains to be answered if this approach is enough to lure the participation-anxious (at least in Norway) performing arts audience to join in.

    Consecutive Plays

    Another way to address the audience problem is to have repeated runs of the same play, preferably in a theatre. This approach subscribes to the view that in a larp, the audience and players are the same people. Instead of changing the content, the framework and setting is adapted to make the audience feel safe even though they are actually players.

    Consecutive plays is something we are used to from theatre plays, and it could lower the bar for taking part because as the show runs, more and more people will talk to someone who have already tried it.

    I have been hoping to see this for a long time, and while I am not 100% sure it’s the first example, I was delighted to see that Jamie Harper is running eight consecutive runs of The Lowland Clearances at the Camden Theatre in London in January 2016. I am fortunate enough to be joining their dress rehearsal and I’m excited to see how this project will go.

    Integrated Audience

    A Mother’s Heart
    A Mother’s Heart

    One of the most interesting approaches I’ve seen to the audience problem was at The Fragile Life of Souls Gone Missing at Blackbox Copenhagen last month. There are at least a handful of predecessors where audience “play” audience/spectators, such as A Mother’s Heart, where the larp is about a trial and you can be a spectator to the trial. There are also theatre plays where the audience can move around the site with the actors – such as the Punchdrunk plays Sleep No More or The Drowned Man, – but although labelled “interactive theatre,” the audience does not have any role in the fiction and thus not any agency for true interaction.

    I think The Fragile Life of Souls Gone Missing combined the two in a very elegant way. In this larp, the players are souls that are looking for their mission or purpose, but forever going in circles. The spectators were given a short introduction before entered into the playing area. In the fiction, they were explained as deities. Contrary to the players, the spectators were not required/expected to interact, but they were given the opportunity to do so. Furthermore, the way they could interact was clearly sketched out by specific phrases the deities were allowed to say and specific actions they could do. On the other hand, the players were given the choice of playing along or disregarding the audience.

    This made a clear distinction between the players and the audience and provided the audience with a solid alibi for interaction as well as non-interaction. The opt-in mechanism for the audience and opt-out mechanisms for the players provided a safety net that should prevent any action that could ruin the larp, and hopefully prevent most of the anxiety of doing so. I believe the alibi should be solid enough even for the “regular” participatory-anxious crowd.

    Will We Solve the Audience Problem?

    Early pioneers have given us signposts for different ways to approach the audience problem, and it also seems like the black box scene is growing up – such that, after the first years of euphoria over the format itself, we can focus on making more people able to try out what we create. I believe 2016 has the potential to be the year when this scene makes a breakthrough for the audience problem of chamber larps.

    Thanks to Magnar Grønvik Müller, Eirik Fatland, Jaakko Stenros and Karete Jacobsen Meland for comments.

    References

    • A Mother’s Heart (2010). Christensen, Christina and Fatland, Eirik. Larp.
    • Blue Motel (2013/2015). Lie, Lisa. Theatre performance.
    • Drowned Man, The (2013). Punchdrunk. Theatre performance.
    • Fragile Life of Souls Gone Missing, The (2015). Essendrop, Nina Runa. Larp.
    • Inside Myself, Outside Myself (2014). Björkne, M, Burns C, Dumstrei N, Durkan M, Essendrop N, Holm-Andersen M, Karlsson P, Kiraly Thom, Munthe-Kaas P, Nilsson G, Nøglebæk O, Ryding K, Widing G. Larp
    • Lowland Clearances, The (2016). Harper J.
    • Pieces of You, Pieces of Me (2015). Grønvik Müller M, Pierpaolo V, Nordblom C, Dolk C, Brown M. Larp.
    • Sleep No More (2011). Punchdrunk. Theatre performance.
    • Temple of the Blind Beings (2013). Larp. Peter Munthe-Kaas.
    • Zeigarnic Effect, The (2015). Larp/video installation. Brody Condon

    Cover photo: Pieces of You, Pieces of Me at Stockholm Dramatiska.

  • Play the Gay Away – Confessions of a Queer Larper

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    Play the Gay Away – Confessions of a Queer Larper

    Larping while Queer

    Who’s a Queer

    I guess everybody knows I’m gay, but I don’t think everybody knows I’m a queer, too. I like to incorporate gay culture into my speech and slang, and even used to flaunt my gayness, but I haven’t been able to come to grips with being queer.

    Being queer is to approach life from an oblique angle, to step into the world somehow askance, as an outsider, which is decidedly more difficult (Ahmed 2006, passim). Being left-handed must feel similar. There are all these scissors and tools and techniques out there that everybody can just grab and use, but for you, there’s something amiss. You can’t get a proper hold even if you know perfectly how people go about it. They just pick up the scissors and don’t give any thoughts to the fact that they’re custom-built to suit their take on the world.

    It’s the same for queers as it is for lefties. You find the world wasn’t designed with you in mind. Straight love stories feel like wrong-handed scissors to me. I understand perfectly well – intellectually – what they’re about, but they aren’t immediately accessible to me. I can pick them up and use them, but only awkwardly. Their straightness is foregrounded. I guess stories that happen in queer settings must feel the same for straight people. Guess that’s why they always call them gay love stories. Brokeback Mountain isn’t about cowboys in love; it’s about gay cowboys in something that looks an awful lot like love (except without the emotional impact.)

    Until I played Just a Little Lovin’ this summer (2015), I never understood why straight people were interested in playing love stories. It was abstract and I couldn’t relate to it.

    The Gay Agenda

    Once at the tender age of 16, a female player tried to involve me in a love plot at a Danish fantasy larp; I went along with the midnight moonlit walk in the woods, but felt alienated from the situation – somewhat worried that this would come across as off-game dating.

    Since then love plots were only a source of potential awkwardness for me – either the awkwardness of feigning heterosexuality in-game, feigning interest in heterosexual love stories for fear of seeming unable to immerse, or – above all – the awkwardness I would risk if it looked as though I were steering my game in a romantic direction.

    Imposing my queer agenda on the game for personal gratification seemed like the perfect way to become an outsider. When I was growing up in the Danish fantasy larp scene (c. 2000–2005), the games we played tended not to be accessible to players as queer people because they rarely or never incorporated queer themes directly.

    It is not that people were homophobes; I just do not think it occurred to them that the king could be a big queen, that fierce lady orcs could love each other, or that gender transitioning could be a rite of passage for druids. Orcs were fine, but fairies stretch the imagination.

    The only even remotely queer thing that comes to mind from that time are the cracks about homoelvere (gay elves). I was one, of course. I once received a letter in the post addressed to “Erik, the gayest boy in the world.” Bless the sender, who knows who he is, and bless my parents for not asking questions.

    Any bona-fide queerness in the larp fiction would be something that I would have to introduce out of my own initiative. Maybe not at my own peril, but try telling that to a giddy kid who is only out of the closet when he is at larps. And does not want to fuck things up. What would it say about me if I could not even play a silly game without queerhacking it to accommodate my particular proclivities? When you go to a larp that is not designed for queerness, and you bring up the issue and pursue queer themes, it can feel as if you are imposing your queer agenda on the game. There are not many good reasons for a person to do such a strange thing. Either you are doing it for sexual kinks or you are trying to make a point of it. Other players might not have given any thought to whether there are queer characters in the game or even in the game world. It sounds like reasonable accommodation, but it feels a lot like rocking the boat.

    Queens and Wizards

    Two larps challenged that feeling. The first was close to home – the College of Wizardry (2015, 3rd run), a Harry Potter-esque game about the students and staff that has been making the headlines for the last couple of years.

    I was not intending it to be, but College of Wizardry became queer larp bootcamp for me before I had to go full queer later in the year. It was the first larp I had been to where the organizers had specifically written the existence of queer relationships into the fiction – they dedicated a whole page of the design document (Rollespilsfabrikken 2015) to telling us it’s OK to play gay. I guess they provided an affordance that I have not been used to having. If they had not made that design decision, I probably would not have asked. I mean, there are kids there. Can’t I just get on with the game?

    Luckily, that’s exactly what I got to do. Seeing as I am a larper and love to cry, I wanted to play a mournful widower whose husband had been “scraped off the wall and buried with honors” during the Wizarding Wars. Playing it straight would have been a distraction, would have made it less real. College of Wizardry was a place where the queerness of being gay could be left in the background, and I could just be an angry widower instead.

    Nevertheless, my character was studiously asexual and churlish. Three co-players conspired to tame the shrew and get me out into the world again. I am sorry to say that they succeeded. Once again, I would not have done that on my own. A simple design choice from the organizers reminded me that queer stories were possible topics of play. I did still have to come out of the closet during the game, but that was because my character was an unregistered badger Animagus, not a gay widower.

    And then there was Just a Little Lovin’, which has gotta be the gayest larp ever played. It is almost mythically so – leather men, drag queens, dark rooms, dykes, closet cases, AIDS, Abba, sequins, brotherhood, fisting. The aesthetics are camp and the theme is dead serious. Players portray a social circuit in New York in the 1980s as it is ravaged by AIDS during the years of 1982, 1983 and 1984. The stories that the larp produces are magnificent run after run after run, but for me and from what I know, the transformative part of the game is how it transplants players into a world where gay is the new normal. It was the best game I have ever played and I think that is true for a lot of other people, especially all the other queers.

    Playing Out the Closet

    You would think going to Just a Little Lovin’, the gayest game ever, would be a chance to let my queerness fade into the background. For one, it was my first experience of being in a gay male world outside “the scene” – where I had never felt at home, anyway. I think I am too square for it. Everybody always thinks I am somebody’s awkward straight friend. It sounds poetic, “being a stranger among my own kind”, but when you’re in the situation it just makes you feel even queerer. Finally, my gayness would not set me apart – just my queerness.

    In daily life, it is hard to trace all of the sources of my queerness. As a geek, I am queered once talk goes to mainstream topics I cannot identify with, which I imagine a lot of larpers have experienced. As a perpetual foreigner, as someone who wanders into the deep end of conversations, I am queer for a lot of reasons. I might as well be left-handed.

    After Just a Little Lovin’, I even felt some resentment toward straight players. They get to read and play love stories without all the mental adjustments, caveats, and hypotheticals that gay people need to make in order to relate to them. They get to cringe at and enjoy Hollywood sex scenes for what they are. They get to have their stories served up straight. The rest of us do not have that. It is like we are listening for love songs, but through heavy white noise. Straight people have got it coming in loud and clear.

    In the context of Just a Little Lovin’, it was safe to assume that everyone was either gay or gay-friendly, and the straight characters were an amusing backdrop.

    On the other hand, I was still a very queer character – older, a drag queen, mother, always donning an alter-ego that I could use as a shield. I could be aloof and statuesque if I wanted to, and every time anything became too real, I could escape into a world of my own making. My character, gay guy Nate, could become the Queen of Diamonds. He even escaped death (for a time).

    While Just a Little Lovin’ did offer relief from a single source of my queerness, my orientation toward other men, it could not dispel my inclination. I did not go into the dark room nor participate in orgies. I only had three sex scenes, all of which involved straight players, and I still feel guilty about one of them and awkward about finding them all a bit arousing. Even in a gay larp, there are ways to feel like a big old queer.

    My character’s story once again became a story about being drawn into the world and forced to unqueer myself – but I struggled to fully engage until I was literally grabbed by the hair in a sex scene and brought into the story, incidentally by a straight player, who I imagine has more experience being in the normal world and thus being more accustomed to love stories and play. I was a larp love virgin. For some players, queer had become so normal that they had trouble readjusting to the fact that most people in the world are not. That was not my experience – but I did get to forget my gayness and play around with being queer, and boy did I ever.

    Queer Shame

    Years before I played Just a Little Lovin’, I attended a workshop at Solmukohta 2012 where the sex simulation technique used at the game was demonstrated. Other people have described it better than I can:

    Sexual scenes started with offering another player a pink feather((Not every sex scene in the Just a Little Lovin’ runs has played out like this. Feathers, for instance, are sometimes omitted in favor of diegetic negotiation. I myself am not sure I would have dared do without. For a more in-depth explanation, see Edland (2013).)). If they took the feather then they said yes to playing a sex scene … If you did agree, you took the feather and you walked off a bit from the other players, talked out of character about what sort scene you wanted to do, agreed on how you were comfortable playing it and then you played the sex scene. When you played sex you could touch the other player, as long as you kept your clothes on, and as long as you didn’t touch genital areas and the breasts. … Penetrative sex and any other type of sex that might transmit the virus was played out by touching and stroking and playing with a phallic prop. Phallic prop.

    Dalstål, 2012

    It is hands-on. And it is a great technique, but it is also terrifying – which is why the organizers of Just a Little Lovin’ go to such efforts to couch it in narrative meaning, with a symbolic way of accepting or declining an invitation to have a sex scene, a detailed negotiation beforehand, monologues afterwards, and so on. It is not like you just whip it out and start larp-screwing people.

    The workshop facilitator tried to explain all of this and made an honest effort to make people – me – feel safe about trying the technique, but it did not work. Through the combined efforts of somebody’s toddler being present, casual onlookers passing through the workshop space, and general feeling of exposure, I was doused with buckets of sexual shame that in a way I had not experienced since my Dad once forgot to knock. That is only context, though. What was the proximate cause of my shame? The exposure was bad enough. Worst was the fact that one of the mini-scenes was nice. I ended up snuggling up with a tall, dark and handsome French larper – though somebody older and different than the kind of guy I would usually go for – and stroking a candle. The candle did not do it for me, but the snuggling sort of did. Once again, the fear of exploiting the game situation for sexual gratification. Alongside a platinum wig and hooker shoes, that’s some of the luggage I packed for Just a Little Lovin’.

    A Queer Beauty

    My character at Just a Little Lovin’ was something of an alien. A one-time loner, drag queen, a man with a million pasts, who had swept into town six months before like Dionysus arriving from the east. In the game world, he had screwed his way through half of New York before setting up his nightclub. Par for the course.

    For my own part, I could not see my character as very sexual. Being a gay man, appreciation of women’s beauty and desirability is abstract for me. I know what physical beauty looks like and what bodies are, so to say, attractive, but they do not actually do it for me. I can recognize attractiveness, but it does not arouse me. And although I love drag, I am not particularly attracted to men in drag. I like masculine guys, even though they can be intimidating.

    I also like to think of myself as quite masculine and I dress to maximize that appearance. Even when I wear something more feminine, like a t-shirt with a low neckline, I do it to show off my male strength. The feminine has a strange allure, if only because we grow in a world where men are supposed to be attracted by femininity. It does not matter that you are gay, or that you are a man. Growing up in a culture where the masculine is drawn to the feminine, playing around with femininity feels like playing with fire. On the one hand, there is an excitement to it and some plain relief from not having to perform traditional masculinity; on the other, there is a shame from feminization and a fear of losing your attractiveness as a man, demeaning yourself by being a nancy boy.

    The effeminate is a no-man’s land that you don’t venture into lightly. Even gay men can be bitches toward fems. I mean, nobody wants to be a sissy, right?

    I had not been in drag since I did a rendition of Geri Spice at a school show in the 6th grade. Sassy is fine; sissy is not. The prospect of playing a drag queen was quite intimidating. And the physical sensation of dragging was strange and foreign, but did not come close to the experience of seeing myself full-figure in the mirror and hardly recognizing the visage looking back at me. Queer almost does not cover it. As I wrote a few days later:

    Experiencing [Nate’s story] and creating it as a player gave me a taste of being beautiful and admired in a way I have never been before. It’s a foreign and different and dreamlike kind of beauty you feel as a drag queen of his time and age. It’s made me look at myself, literally, in a different light. (…) I got to stand as a statue and lie half-undressed, makeup smeared, and look at myself in that big, gorgeous mirror in the dressing room. It was bizarre and I don’t know how to square that image of myself with what I otherwise am. Nate might be someone I might have been, had I been born when he was. I don’t know how I feel about that. It feels dangerous and horrifying, but the appeal of his life and his aesthetic is still there.

    Winther Paisley, 2015

    For a straight player, reorienting themselves sexually and socially toward the same sex might have been a powerful source of personal queerness. For me, it was through drag.

    I do not think your personal sexual desire toward a gender can be changed through a game, but I do think your orientation can be. For someone who is oriented toward men, whether sexually, romantically or socially, you read a room in a different way than someone who is “into” women (Ahmed 2006). If you coax yourself into looking toward, cruising for, play-lusting for the other gender, even if you are looking for narrative satisfaction rather than carnal, you can have a reorientation. At least until the curtain drops. When you leave the game, some of the angles of approach you had just begun to become accustomed to suddenly become unavailable. When that happens, the world gets a bit queerer.

    My reorientation toward others came from being perched on heels, wrapped in foam and sequins and painted up like a glamorous old broad. With myself as the main audience, I tested out a new kind of queer.

    The dressing room scenes were especially powerful, not just for the banter, but the undressing, too. You show a lot of yourself when you drag, even as you hide it. You wonder if you look alright – as a player who wants to have a good costume that isn’t silly, and as a person who is vain and does not want to look stupid in a dress. My co-players helped dress me up and down, put on my lashes, and beat my face. I started each show by looking myself over critically in the mirror. The Queen would never ask, but I had to ask if I looked alright. Then I could parade proudly onto the stage to oo’s and ah’s.

    It took a lot of convincing to play that kind of queer for real, not just for laughs. If anything I even distanced myself personally at first in the game. I could become a statue when I wanted to. Majestic mourning is a very safe, insulated place to be. Thankfully it did not last.

    Play It Straight

    Before the second night of the game began, I mentioned in the intermezzo that I did not think of my character as someone who was particularly attractive. I had been channeling an old queen from Paris Is Burning (1991). I felt… sassy, impressive perhaps, but sexually attractive? Somebody disagreed. Shit. That somebody was Mr T – “a perfect embodiment of a successful gay man played by a strikingly handsome Swedish player” as I described him a few days later – who found my character attractive. Maybe he thought I, the player, was attractive, and maybe that was bleeding into how he saw me.

    Even my newfound beauty became a source of awkwardness for me, because I did not know how to handle the foreignness of my character and how to comport myself in this world. I can play gay – well, hell no, but I can try – but being the object of desire in a feminine persona was unrelatable for me, so I retreated into my aloof position as Queen.

    Luckily, Mr T was there to help me shimmy out of my comfort zone. After flirting in the silly, normal ways people do on the dance floor, we took to the dressing room (in exactly the same way as you leave a party to go kiss! In a game!) where he proceeded to help me get undressed. Wig off, then shoes, then half the dress, then most of the persona. We ended up lying next to each other on the floor, looking into the ceiling, and laughing about hooking up for old time’s sake.

    It was normal. Relatable. A scene that I get. Possibly the least queer thing that happened to me during the entire game, but it would not have been possible if the game had not been heavily rigged for queerness. In normal life, I can’t just drop the mask and kiss. I have the option of going into the closet – being outwardly normal, camping out – being outwardly queer, or going on as I usually do – feeling normal, but only until the context re-queers me by reminding me of the ways in which I’m not.

    Walk a Mile in My Shoes

    Photo by Erik Winther Paisley, edited by Jonas Hjermitslev.
    Photo by Erik Winther Paisley, edited by Jonas Hjermitslev.

    It is hard not to have a bit of estrangement and bitterness when, at least in aspects of your life, you are stuck on the outside looking in. Being made to feel queer is something that happens to everybody once in a while, but for those of us whose sexualities, gender identities, or personal orientations are queer, it is a position we can struggle to escape from.

    So, playing an embittered gay badger wizard let me feel normal, while being a gay man among gay men did not. It did more for me – it let me play with an even more fundamental part of my identity, as a queer, in a way that would not have been remotely possible in a game where my gayness had been in the foreground. This let me dig into some deep, dangerous, challenging play.

    I was given a powerful backdrop for the drama that took place later. It was the final night of the game, in 1984 when we all knew, and I had not seen Walter, my in-game lover, for hours, until he found me on the dance floor. He had come to show me the letter from the clinic that said he was HIV positive. We had been living together for a year at the time.

    We wept. We had sex. Just so it wouldn’t matter. I had to have him grab my hair, push me down and drag me out of my isolation. My makeup was smeared and the dress crumpled. It was raw and visceral, and it was over almost before it started. Fittingly. Afterwards I left him and walked back on towering heels to the dressing room and collapsed onto the floor. I was tarnished, but I couldn’t take my eyes off myself.

    After a while my faghag, Diane, came, and she knew, and she helped me take my make-up off. Joani who did my eyes before the shows also knew, and she helped too. I sat still, and was undressed yet another time.

    The scene tore my character out of the world I had spent the game trying to create; and I needed the game to give me a chance to feel something normal before I could let it make me feel such a queer kind of loss. Without Mr T, no Walter. No queer storylines, no universal loss.

    This kind of play is personally rewarding, but it is not a personal achievement. It would not have been possible without the conscious effort of writers, organizers, and co-players to make it so. If players with less experience of queerness want a chance to dig into these themes, I have got just the shoes for the occasion.

    Acknowledgment

    I would like to thank the organizers of the College of Wizardry, the original creators of Just a Little Lovin’, organizers of the June, 2015 run, and my co-players, especially Simon “Walter” Svensson and Arvid “Mr. T” Björklund and my extended drag family, for making this article and the thoughts behind possible.

    Bibliography

    Ludography


    This article was initially published in Larp Politics – Systems, Theory, and Gender in Action which was edited by Jukka Särkijärvi, Mika Loponen and Kaisa Kangas, published by Ropecon and released as part of documentation for the Solmukohta 2016 conference.

    Cover photo: DJ Tony, singer-songwriter Marylou, and Nate, the Queen of Manhattan during the drag/variety show. Photo: Petter Karlsson. CC-BY-NC.

  • Ship Ahoy! Mark your calendar for Solmukohta 2016!

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    Ship Ahoy! Mark your calendar for Solmukohta 2016!

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    On Wednesday the 9th to Monday the 14th of March 2016 it’s once again time for the international roleplaying conference Solmukohta. The conference often known as Knutepunkt is this year in Finland and therefore goes by it’s Finnish name Solmukohta for 2016.

    This Solmukohta will be truly Baltic as the location is a Tallink Silja cruise ship. It takes off from Helsinki in Finland on Wednesday afternoon the 9th of March and the hosts the last night of A Week in Finland. The “A Week” tradition has for many years been a nice way to extend your conference experience and often gives a nice peek into the local role-playing scene of the hosting country.

    The actual conference starts on Thursday afternoon as the cruise ship sails from Stockholm and ends on Sunday afternoon in Helsinki.

    The name Solmukohta is Finnish and means “a meeting point”. In Norway the event is called Knutepunkt, in Sweden Knutpunkt and in Denmark Knudepunkt. This meeting point – melting pot for ideas and inspiration – was first organized in 1997. It has been playing a vital role in establishing the Nordic roleplaying identity and in establishing the concept of “Nordic larp” as an unique approach to live action roleplaying.
    From the Solmukohta website

    You can also read more about the previous Knutepunkt-conferences at the Nordic Larp Wiki.

    We had a chance to speak a bit with Massi Hannula Thorhauge who is of the two main organizers of Solmukohta 2016.

    Massi presenting at the Nordic Larp Talks 2015 in Copenhagen Photo: Mathias Kure Massi presenting at the Nordic Larp Talks 2015. Photo: Mathias Kure

    Hey Massi! Could you present team behind next years Solmukohta?

    As it’s the Finnish Solmukohta, we go with a small team again. We aim to transparency and internationality, which I personally think is shown in the choices of the organizers.

    As a main organizer couple me and Mikko Pervilä have a vast experience in Nordic and international convention organizing. Mikko was the main organizer of Solmukohta 2004, and takes the main responsibility of all the technical matters of the convention with the title Technical director. I, go by the title Artistic Director and take the main responsibility of the communication and content of the event. We let our team to drive with their great ideas and organizational skills and help to keep the package intact.

    Program team in 2016 are two experienced larp designers and organizers Hannu Niemi and Olli Lönnberg. They have already put the wheels turning, and set the call for program due October 2015. You might have seen them in KPs before, Hannu playing his guitar in the parties and Olli taking notes in every possible program item he just could partake.

    Solmu-Economy is in hands of the most experienced convention economist in Denmark, possible the Nordics, but as I am bit bias to brag about my husband’s skills, I would just say, that you cannot get better person for this job. David Thorhauge has experience since the mid 90’s on organizing roleplaying conventions from Fastaval to Knudepunkts in Denmark.

    Information at the venue, or Finnformation, KP/SK goers already met in Denmark 2015. Maiju Ruusunen has long time experience in working Ropecon TSInfo and Solmukohta infos. If you’ve met her, you know, she won’t rest before she has solved your problem. Maiju is joined by Zacharias Holmberg, the head of the board of Fenno-Swedish roleplaying association Eloria and larp designer from the Swedish speaking part of Finland. Zacharia’s calm voice and attitude makes problems vanish, and his vast language skills within the Nordics makes him the perfect partner for Maiju in the Finnformation. We hope to fill out the Info desks with finlandsvenska larpers to make them more visible in the Nordic scene.

    What would be Solmukohta without A Week in Finland? This time it has been given into hands of our Portuguese addition, José Jacomé, or as we call him “the guy who gets sh*it done”. Last summer he took groups of Nordic larpers around Portugal and you might know him from his Zombie Walk events in Helsinki. He knows what you want to do in Helsinki, even the things that we Finns would not think about. With his large network José is going to create a fantastic week of venues, events and parties, I have no doubt.

    And we of course have Solum-books! This year two, which seems to become the standard. The editors team is three great Finnish academics and role-players Mika Loponen, Jukka Särkijärvi and Kaisa Kangas. Mika is Solmukohta veteran, and organized events such as Ropecon and Finncon as the main organizer or as a part of the main organizer team. He knows what’s going on in the scene. Jukka, or you might now him as NiTe, is known from his internationally famous roleplaying blog “Worlds in a Handful of Dice”, where he keeps us all updated on what’s happening in the roleplaying scene world wide. Kaisa was designing the political larp Halat hisar in 2013 in Finland, and her takes on Nordic laps she visit all around the Nordic countries are widely read. The Call for Articles will come out in September 2015, and you can read more about the book themes on our website.

    See the faces of the team and contact details herehe full team on the website.

    Do have any general themes or aims with conference?

    The theme for the 2016 Solmukohta is “Reality check”. This is the 20th Solmukohta/KP and we want to stop, take a deep breath and see what we have created. Where has this small gathering of same minded people taken us in less than 20 years? And we want to look into the future, and think where is this, culture and community we have created, taking us.

    We have grown up. We don’t run around schools in elf ears and cloaks made of shiny spandex (though, that’s fun occasionally too). We want quality and drive ourselves towards even grander achievements. This is why we, the team, want to organize Solmukohta as professionally as we can. We want the Nordic Larp scene to concentrate exchanging ideas, creating together and networking without practical worries.

    There will be some nostalgia, some traditional SK/KP program, socializing, parties, meet-up and so on. The program will explore all the mentioned above and beyond.

    And finally the give question… Why on a boat?

    Why not? I mean, we have been as scene talking about Solmukohta on a boat for more than a decade now. If I am not wrong, someone even looked into it at some point. And to be honest, as a conference venue, it is great, and for networking and socializing the spaces and venues are excellent. It will be bit different, but in my honest opinion more “traditional” Solmukohta than we saw in Denmark 2015.

    Also, I get to wear a cool captain’s hat, which is a reason by itself.

    Thank you Massi, we are looking forward to March!

    Don't miss out on scenic views like this one!
    Don’t miss out on scenic views like this one!

    Want more info about Solmukohta 2016?

    Contact the organizers at info@solmukohta.org

    or via other channels:

    Solmukohta website: solmukohta.org
    Solmukohta 2016 Twitter @solmukohta2016
    Solmukohta 2016 Facebook fb.com/solmukohta2016
    Solmukohta 2016 official hashtag: #solmukohta2016
    Solmukohta 2016 Laivforum: http://laivforum.net/forums/knutepunkt.14/

    See more Solmukohta updates here: http://solmukohta.org/index.php/Main/Updates