Category: Reviews

  • Searching for Meaning in House of Craving

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    Searching for Meaning in House of Craving

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    In the past decade there has been an upsurge of sensual content in larps, brought to spotlight by international productions such as Just a Little Lovin’ (Norway 2011), Inside Hamlet (Denmark 2015), Baphomet (Denmark 2018), and others. With this focus, the sensual has at times eclipsed the intellectual, and House of Craving (Denmark 2019) provides an example.

    The larp has a trim structure. Twelve characters are friends and family who retire to a newly inherited summer house for a few relaxed days. Unknown to them, the house is self-aware, and evokes twelve ghosts to control the characters. The ghosts vicariously play out carnal desires and delicate disappointments through the humans for a few hours, until their personalities are broken and the house absorbs the humans into itself, remaking them into ghosts.

    On the next day, the same human characters freshly arrive into the house again, portrayed by new players. The previous characters continue as ghosts of who they were, locked into repetition, haunted by echoes of life, and driven by regret. Their players now embody the manipulative house, as the ghosts try to make good their lives through the humans, before facing final passage into darkness.

    The ghost players are dressed in white, and their characters are wholly invisible to the humans. They can take hold of and move human players and objects. The humans can only initiate interaction with the ghosts by treating them as objects of the house, or as participants in their masturbation fantasies.

    With six consecutive runs, the players (first and last set aside) get to experience the same day and the same characters twice: first from the point of view of the victimised humans, then as the shattered ghosts. It is a clever composition that, for me, tapped into the l’esprit de l’escalier of larp: regret born from realising too late what I should have said and remorse over how I should have played. In the House of Craving this self-reflection is sublimated into the emotive mechanism of the ghosts who revisit their lives, hopelessly trying to repair the fragments.

    The instrumentalisation of the humans also has a slapdash side to it, as the ghosts exploit them for instinctive ends. In a set-piece scene, the ghosts interject themselves into human affairs for the first time over formal lunch. My run featured a competition of ghosts over which human could eat the fastest when food is stuffed into its unwilling mouth.

    The scene highlights how House of Craving used physical play to depict the horror of being manipulated, being violated, the horror of taking actions that are not your own, whether in the course of eating or sex. The small group of characters makes for an intimate game, and the larp earned its place in the self-described genre of erotic horror.

    Although the larp sported a surfeit of sex, there was also some gravitas in the proceedings. The human characters were rather shallow in personality and interest, and the ghosts had more substance to highlight very human horrors. The ghosts enter the larp in a fractured state, and there is something frightfully moving in their sterile replay of old scenes, reaching out for closure and meeting only the encroaching dissolution of memory and sense.

    Compared to the setup for erotica, the existential horror sadly received little attention in the game materials and the workshop. The designers – Danny Meyer Wilson, Tor Kjetil Edland, and Bjarke Pedersen – instructed the players that the larp is ”mainly designed to be an entertainingly horrible experience. A premise for this, is that we all agree that we are doing this for the fun of it, and that it isn’t more serious than that.”

    These words curtail and contextualise the erotic elements in the larp to build a safe environment, but they also speak of an abridgment of ambition. There is no shame in entertainment, but House of Craving had material for a more meaningful enterprise.

    Especially when playing as a human, the sexual content often felt like an end unto itself, too unmoored from things of import to have the impact it deserved. Existential horror can enhance erotic elements, providing context and counterpoise and turning them from the default mode of play into meaningful trespasses. More than that, looking not only into the body but also at a wider context could make for a more intellectually satisfying engagement.

    For example, if the new family are real people, does that mean that the ghosts’ memories of last night are false, and the ghosts are echoes of people yet alive? Or do the ghosts remember true, and the family are only untamed memories of the recent dead? If the player takes their character down this road, they will soon run into the edge of the narrative set by the organisers. There is a limit to how far players can inject meaning into a larp designed just for fun.

    The problem is that the setting has been manufactured as a vehicle for social dynamics and an alibi for physical interaction, not as something to stimulate the intellect or support reflection. The casually instrumental approach to setting may be a counter-reaction to old-fashioned plot-centred writing, but the pendulum swings both ways. Superficiality of story invites the haunting question of meaning: what is it that the designers want to convey?

    Building a setting with intellectual depth that players can seriously engage with is hardly a new idea, but it has rarely been artfully mixed with the strong bodily experience design seen in larps like House of Craving. Inside Hamlet attempted this, although, as I have written elsewhere (Räsänen 2016), not with unreserved success.

    In contrast, Just a Little Lovin’ provides an example of a robust design in this regard (with quite a different take on physicality). One reason for the effectiveness and lasting impact of that larp is, I would argue, the balance between its physical, social, and intellectual elements. The design approaches the themes of friendship, desire, and fear of death from multiple points of view, and the game facilitates exploration in any direction: not with a set of answers to be discovered, but with a full-bodied setting to interact with and reflect on.

    One critic characterised the author Yukio Mishima’s lesser stories as “fine gems roughly polished”, a comparison that also encapsulates my feelings about House of Craving. There is untapped potential for more multi-faceted work, more comprehensive immersion that would not sacrifice meaning on the altar of sensation.

    Bibliography

    Syksy Räsänen (2016): “These but the trappings and the suits of woe”: tragedy and politics in Inside Hamlet. In Larp Politics: Systems, Theory, and Gender in Action, edited by Kaisa Kangas, Mika Loponen, and Jukka Särkijärvi. Ropecon ry.

    Ludography

    Baphomet (2018): Denmark. Linda Udby and Bjarke Pedersen. Participation Design Agency.

    House of Craving (2019): Denmark. Danny Meyer Wilson, Tor Kjetil Edland, Frida Sofie Jansen & Bjarke Pedersen. Participation Design Agency.

    Danny Meyer Wilson, Tor Kjetil Edland, Frida Sofie Jansen & Bjarke Pedersen.

    Inside Hamlet (2015): Denmark. Martin Elricsson, Bjarke Pedersen et al. Odyssé.

    Just a Little Lovin’ (2011): Norway. Tor Kjetil Edland and Hanne Grasmo.


    This article has been reprinted with permission from the Solmukohta 2024 book. Please cite as:

    Räsänen, Syksy. 2024. “Searching for Meaning in House of Craving.” In Liminal Encounters: Evolving Discourse in Nordic and Nordic Inspired Larp, edited by Kaisa Kangas, Jonne Arjoranta, and Ruska Kevätkoski. Helsinki, Finland: Ropecon ry.


    Cover image: Photo by Nick Magwood from Pixabay

  • Review of Larp Design: Creating Role-Play Experiences

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    Review of Larp Design: Creating Role-Play Experiences

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    In 2006, I was 18 years old, and I organized my first larp: a three day fantasy larp set in the ongoing campaign of Gyllene Hjorten (Eng. The Golden Deer). All things considered, it went well, for the most part thanks to the players, who made sure they had fun. We did make one mistake that I still remember. We had failed to foresee that once the group of evil soldiers got their hands on the magical ring everyone was looking for, they might leave the area. This made sense for their characters to do. We, the designers, had failed to provide a reason for them to stay on site. We were lucky and this happened on the last night of the game, which meant it did not disrupt the larp too much. If Larp Design: Creating Role-Play Experiences had been around at the time, could we have avoided this mistake?

    The Larp Design book is gorgeous, with a striking cover and clean design. It is also massive with its 428 pages. Edited by Johanna Koljonen, Jaakko Stenros, Anne Serup Grove, Aina D. Skjønsfjell and Elin Nilsen, it contains a collection of essays about designing Nordic-style larp. With 66 authors from 10 different countries, it is an impressive feat. The stated goal is that the essays should be practical and useful for beginners as well as experienced designers.

    The content is divided into five parts:

    1. The Foundations of Larp Design, where the basics of larp design are introduced.
    2. Designing What Happens Before Runtime, which contains advice on things such as communication before an event and how to run workshops.
    3. Designing the Runtime. This part makes up the bulk of the book and deals with a wide breadth of topics from character design to questions of signaling consent.
    4. After Runtime. This is a short section covering post-play activities and how to gather player feedback.
    5. How to Export Nordic Larp. The final part is also very short, covering Nordic larp in other larp and art traditions.

    Front cover of the Larp Design book with an artistic background

    The book starts off with an introduction to the foundations of larp design. It then goes on to outline how to design what happens before, during, and after the runtime of a larp. The final part is a discussion of how Nordic larp can interact with other larp traditions, and how to collaborate with other art forms.

    The essays range from offering concrete advice to providing perspectives to consider. An example of the former is the essay on “How to Schedule the Participants’ Time on Site” by Alma Elofsson. How long are people able to stay still and listen? About 30 minutes. How often do you need to serve coffee to Nordic players? The answer is every 3 to 4 hours. While these questions might seem trivial, when they are botched, it can drag down an otherwise excellent larp experience.

    An example of an essay exploring perspectives on a more complex issue is “Designing for Queer and Trans Players” by Eleanor Saitta and Sebastian F. K. Svegaard. Here, the authors offer up questions to consider to make your larp more inclusive to queer and trans players, rather than offering clear cut answers to those questions. For example, they explore how statements like “this larp will not feature homophobia or transphobia” can be troublesome. While signaling inclusion, it also risks erasing the erasing the identities they are meant to include. It does so by removing the structures that created those identities to begin with. These questions are complex and this essay offer a starting point for thinking about them.

    Together the two examples above show the breath of questions explored in this book. There is so much great stuff in this book that it is difficult to decide what to highlight. Nevertheless, I would like to bring up three of my personal favorites. The first is “Basic Concepts in Larp Design” by Jaakko Stenros and Markus Montola. This is a succinct and elegant summary of the subject and its terminology. As part of the introductory chapter of the book and to the field as a whole, it is indispensable. For those that have read the existing literature surrounding Nordic larp, such as the Knutepunkt books, much of this will be familiar. However, for someone just getting acquainted with larp design, inter-immersion, steering, and herd competence, may be new concepts. Readers can see the entire glossary for the book here.

    The second one is “Functional Design” by Kaisa Kangas. This essay states that “a functional larp design is one where the players have meaningful things to do during the larp, and where those things serve a purpose in the larp as a whole” (p. 143) whereby Kangas manages to capture the crux of larp design in one sentence. How can designers make sure that the things that the characters do in the fiction are actually doable in the larp? How can they balance playability vs. plausibility? The essay explores these questions with the help of a well-selected set of examples.

    Finally, I very much enjoyed “Spatial Design for Larps” by Søren Ebbehøj, Signe Løndahl Hertel, and Jonas Trier-Knudsen. This essay opened my eyes in a new way to how the space in which a larp is set shapes play. For example, they suggest that using a smaller space will catalyze tensions and facilitate play focused on relationships and interpersonal conflict. And this comes with the added benefit of saving money on rent. What is there not to like?

    A number of practical anecdotes are mixed in with the essays. In these, larp designers tell a story and make a judgment on whether they “nailed it” or “failed it.” Most of these are absolute gold, especially the ones describing failures. For the novice, there is plenty to learn there, and I am sure there are many veteran larp designers smiling at how they themselves made the same mistakes.

    The Larp Design book in front of a bookshelf

    There are a few minor things to grumble about. There are some unfortunate typos, and I find the sans-serif font in the section introductions difficult to read. My main criticism of this book is that, at least at the time of writing, it is very difficult to get a hold of. To fulfill its full potential this book needs to reach people outside of those that attended the Knudepunkt 2019 conference. Otherwise it risks primarily preaching to the choir. The good news is that according to the editors, while the book is currently out of print, it will be made available in 2020. To be kept up to date on release information, sign up by clicking this link

    Is anything missing? To my mind, there are two things. The first one is an essay about writing larp scripts. In an age when more and more larps are run more than once, and often by different people, advice on how to efficiently document the organizing materials for a game would be useful. The second thing I miss is a discussion about running a series of connected larps. Others will certainly find other things they would have liked to see included — with that said, this book covers a lot, and leaves few stones unturned.

    Larp Design sets out to be a practical book and it hits the mark. For absolute beginners, it might be a little bit too much to chew off. I imagine it would be a lot to take in for someone with no practical design experience. That said, I do think this is a book that has plenty to offer for anyone interested in larp design, from the beginner to the experienced. I sincerely hope it will be more easily available. That way, future 18 year-olds might realize how to make the evil soldiers stay on-site.

    Credits

    Editors: Johanna Koljonen, Jaakko Stenros, Anne Serup Grove, Aina D. Skjønsfjell and Elin Nilsen

    Complete list of contributors

    Cover artist: Anne Serup Grove

    Country: Denmark

    Language: English

    Published: 2019

    Publisher: Landsforeningen Bifrost

    Pages: 428

    References

    Johanna Koljonen, Jaakko Stenros, Anne Serup Grove, Aina D. Skjønsfjell, and Elin Nilsen, eds. 2019. Larp Design: Creating Role-Play Experiences. Copenhagen, Denmark: Landsforeningen Bifrost.

  • A Refreshing Take on Larp in Film: Review of Treasure Trapped

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    A Refreshing Take on Larp in Film: Review of Treasure Trapped

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    Treasure Trapped (2014), directed by Alex Taylor, is a documentary about larp made by the UK company Cosmic Joke. In a short article in the Wyrd Con Companion Book 2012, the filmmakers describe the background of the film’s journey. The movie started as an exploration of modern day fantasy larp in the UK and its roots in the seminal 1981 larp Treasure Trap, in which players engaged in a dungeon crawl-type adventure wearing full costume in a castle. The filmmakers summarize their work as such:

    “Whilst making our documentary, Treasure Trapped, we have been trying to focus on the unexpected twists and turns in the development of larp—not least that, in the Scandinavian world, it has become a method of teaching, something completely unheard of in the UK. No matter how far our journey takes us into the intricacies and developments of modern larp, we always unearth the same core values: ideals of warmth and community spirit; jokes and eccentricities; language and rules; all of which have stayed with the hobby since a group of people set out to acquire a Victorian folly in Thatcher’s Britain and could only have dreamt of what they’d create.”((Alex Taylor and Michael Surman, “In the Beginning: Treasure Trap – Opening the Pandora’s Box of Larp,” in Wyrd Con Companion Book 2012, edited by Sarah Lynne Bowman and Aaron Vanek (Los Angeles, CA: Wyrd Con), 55.))

    Treasure Trapped

    Expectations for the documentary have been high based on the lofty scope, especially with the inclusion of Nordic larp and edu-larp placed in conversation with more mainstream forms like fantasy boffer and post-apocalyptic genres.

    Many readers may already find Cosmic Joke’s work familiar, as they recently produced the documentation footage for the Polish-Danish Harry Potter-inspired larp College of Wizardry (2014), which transpired in a gorgeous castle in Poland. The footage went viral last year, reaching dozens of media outlets((Johannes Axner, “College of Wizardry 2014 Round-up,” Nordiclarp.org, December 9, 2014.)) and placing high-quality, immersive larp at the forefront. At the time of this review, the trailer for the College of Wizardry documentary has reached almost a million views, with the longer documentary itself at over 64,000 views.

    Previous to this footage, mainstream audiences were likely only familiar with the infamous “Lightning Bolt!” video (2005), in which an American boffer larper throws lightning bolt packets at a foe, which became a viral sensation and a rallying point for the mocking of larpers. The movie Role Models (2008) was one of the only other mainstream representations of larp, which emphasized boffer combat and the social ineptitude of the players engaged in the activity. Even before these representations, role-playing games have faced extreme stigma and moral panic since their inception in the ‘70s and ‘80s, with parents terrified that their children would engage in occult activities or “lose touch with reality.”((Lizzie Stark, Leaving Mundania: Inside the Transformative World of Live Action Role-playing Games (Chicago: Chicago Review Press). You can read Lizzie’s review of Treasure Trapped here.))

    While the College of Wizardry videos may not reassure parents on either of these points, the high production values of the larp in the video footage ignited the excitement of Harry Potter fans around the world who have always dreamed of having the opportunity to attend a school like Hogwarts. More importantly, perhaps, the footage made mainstream viewers more aware of the term “larp” and its potential as an art form. As Claus Raasted, one of the College of Wizardry organizers, explains in an article about a Nordic larp documentary featured on the Discovery Channel, “I don’t think we benefit from having ‘Lightning Bolt! Lightning Bolt!’ as one of our strongest media representations. If we don’t do something to change it, we’ll never move past that image.”((Claus Raasted, “Taking Nordic Larp to Discovery Channel,” in Wyrd Con Companion Book 2013, edited by Sarah Lynne Bowman and Aaron Vanek (Los Angeles, CA: Wyrd Con), 65.))

    Due to the early hype around the film, even before this newer footage went live, many of us waited in anxious anticipation for the release of Treasure Trapped. Never sure if journalistic representations will mock or otherwise misunderstand larp, the production of a new documentary tends to arouse emotions of both excitement and apprehension for researchers and practitioners. Fortunately, Treasure Trapped does not disappoint, offering a series of examples of high production quality larps interspersed with excellent interviews from experts like UK scholar Laura Mitchell and several larpers in the UK, Scandinavia, and Germany. Many of the interviewees are familiar faces in the Nordic larp scene, such as Cecilia Dolk, Mads Lunau, Eirik Fatland, Claus Raasted, Astrid S. Andersen, and Jamie MacDonald, among many others.

    The movie starts with the filmmakers seeking out their first larp experience by shooting the last session of a 6-year run of Maelstrom in the UK, a larp run by the company Profound Decisions. Maelstrom is notable for featuring elaborate props and costumes, as well as a large player base. They then travel to other local larps, including the post-apocalyptic themed Wasteland. While we do see the filmmakers’ confused reactions to these initial experiences and hear the confusion common to outsiders trying to understand larp, their attitudes are more curious than scornful. Eventually, they dip their toes into larping themselves, taking up foam swords at a boffer practice.

    Interested in seeking out other forms of larp, the filmmakers journey to Sweden, where they film the first run of Monitor Celestra (2013), the Battlestar Galactica-inspired larp that took place on a real historical warship. The filmmakers explain Nordic larp in broad strokes, then offer detailed footage of the Danish rerun of PanoptiCorp (2013) and the Danish all-larp boarding school Østerskov Efterskole. The filmmakers had released these vignettes previously on YouTube; I found watching them edited together in their entirety quite special, especially when streamlined with more traditional styles of larp to demonstrate the wide spectrum of the form.

    Overall, the film does an excellent job of presenting larp at its best, emphasizing high production values, its educational potential, strong community bonds, and the potential for psychological transformation. The footage is visually gorgeous and carefully spliced with thoughtful interviews from a nice variety of sources, such as experts on larp and students at the school. Particularly touching are the interviews with original Treasure Trap attendees speaking about how much the larp changed their lives and their nostalgic yearning for that past experience. I was especially pleased to see workshopping and debriefing shown in the film in the Nordic section, including scenes with Norwegian larp designer Eirik Fatland leading players through rituals to start and end the PanoptiCorp larp.

    Despite the excellence of the content, notable inclusions to the documentary would have enhanced the finished product. I would have liked to have seen the high quality British theatre-style games, such as the Regency larps that take place in nineteenth century period costumes and locations. Brief footage of mainstream fantasy larps in Sweden or Denmark would have provided a larger picture, as Nordic larp is but a small subset of overall larps in those regions. Ideally, the film also would have touched upon the freeform scene and filmed at Fastaval or the Stockholm Scenario Festival, although admittedly freeform is less visually stimulating than full-costume larps.

    Portrait PosterThe film would also benefit from a brief explanation about larp around the world. Though Grand Expedition founder Rick Wynne discusses the worldwide scope a bit, a sense of the history of larp in other locations from a scholarly perspective would add to the utility of the film as an introduction point for uninitiated viewers. Alternately, the filmmakers could explain that their scope is limited to the UK and Scandinavia and is not representative of all larp. These are minor critiques, however, and did not detract from my enjoyment of the film.

    In summary, I highly recommend Treasure Trapped as an excellent larp documentary. The inclusion of various styles — from fantasy boffer to educational to Nordic larp — gives a much broader view than other documentaries to date. The interviews are thoughtful and deep, while cute animated graphics and editorial comments by the filmmakers add a bit of levity to the piece. From a big picture perspective, the documentary provides a refreshing counterpoint to many of the notably shallow representations of larp in past films.

    From what I understand, aside from film festivals, the documentary is currently only available if groups set up a special screening through Tugg, though the film should see wider availability at the end of 2015. I definitely suggest setting up a screening if your local community can draw enough people to buy tickets, as the visual imagery and sound quality is worth seeing on the big screen.