Category: Techniques

  • Creating Magical Romance Play

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    Creating Magical Romance Play

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    Discovering that you will be having romantic play in your larp, is something that almost always causes a certain reaction amongst larpers. One of panic, stress, worry, joy, relief, or anything else not mentioned here. It is clear that having romance in your character and relations is something that can be very impactful for your entire larp. So, how do we take this romantic play and feel safe to run with it? How do we turn something that so often is frightening for a lot of players into something that establishes and deepens a character? How do we create an engaging story about emotions that enriches play for all parties involved, without it having to go further than that? How do we play on romance without it becoming play on sexuality? How do we bring the magic into our romantic play in a larp?

    Creating a safe framework

    Having the right safe space is an essential component to romantic play. It allows you as well as your co-player(s) to dive deep into your romantic relationship, regardless of whether it’s a prewritten one or one that you have created yourself. Especially as romance play tends to often go deeper and become more emotional than a lot of other relations in a larp, it is key to make sure that everyone involved feels that it’s safe enough to jump into this play and trust each other to build a beautiful story.

    Discuss your boundaries before the larp

    Having a discussion on boundaries before the larp will help in creating a safer environment for everyone involved in a prewritten or pre-negotiated romance. Make sure this talk isn’t just about physical boundaries, but also about emotional and narrative ones. It’s important not to stay overly superficial or get stuck in generalisations; it pays off to go into specifics. This doesn’t just provide a wider area to play in once you rule out the specifics, but also gives you a sense of security, because you have trusted each other with these specifics. If, e.g., you don’t like being tickled on your right thigh, or hate your nose being touched because of insecurities, this is the moment to mention it. If there are any emotions you do not like to play on, like grief, if there are any stories you prefer not to tell, or if you have any important triggers that might come out during play, these are also worth mentioning to someone you will be sharing intense and deep play with. Don’t be afraid to be vulnerable towards each other, and don’t be judgemental about each other’s boundaries. Creating a safe space starts here, by creating a safe and trusting atmosphere in which to discuss your boundaries together.

    Manage everyone’s expectations

    Along with a talk about your boundaries, it is equally important to also discuss expectations, and to manage them. There are as many expectations from a larp as there are participants in it, and it is important to make sure your expectations aren’t completely opposite to those of your co-player(s) for your romantic play when you step into the game. Before starting up this conversation, remind yourself that you will probably have different expectations, and that it will mainly be a question of communicating and getting your expectations aligned with each other, so that you can flow from there.

    You can start up this conversation by stating the type of (romantic) play you like and dislike, and what you are or are not willing to play on. Also think about your preferred directions for the story and state them, but be open for the story to go differently, or for your co-player(s) to have completely different ideas or intentions. This is also a good moment to discuss potential conflicts for your romantic relationship. You can talk about whether or not and how much of it you would like. Additionally, you can also come up with some potential sources of conflict beforehand, which makes it easier to play them up during the larp. Furthermore, make sure to be clear on how much or how little play you would like to get out of your romance. And, above all: be flexible in your expectations, and if needed, make it clear to your co-player(s) that they should be, too. In case you notice that your expectations and those of your co-player(s) are very far apart, don’t hesitate to start up the conversation on how to bring them closer to each other. It’s better to do this before the larp than to be disappointed during play.

    Be open for calibration during play

    We all know larp is unpredictable, and so is your romantic relation in it. Which is why it’s better not to stick to one outcome, but to be ready for whatever is thrown in your direction instead. This also means it’s good to be ready to check up off-game with your co-player(s) whenever things seem to be going in a very different direction than originally planned or expected. If, for example, you feel like you are not getting a lot of play from your romantic relationship, or not the type of play you had expected, it is worth it to have a quick calibration about this situation. Your co-player(s) may have been unaware, or they may have been stuck with the same issue as well. However, always keep in mind that your co-player(s) can say no to your requests, as you can to theirs. In the end, a short calibration in case of play going into a direction that you would like to see differently will at least help you to know what to do next or what to expect, instead of possibly heading towards disappointment.

    Similarly, boundaries may change during a larp, too. This can happen for many reasons, which you do not need to state to your co-player(s). However, do inform them about these changes if this is important for the situation or for possible future situations you may find yourself in. For example, if you have become more comfortable with your co-player and you do not mind them kissing you on the forehead while this would have crossed a boundary before, do not hesitate to quickly tell them about this off-game.

    Furthermore, romantic play can at times happen spontaneously during a larp, without it having been preplanned or prewritten. For these spontaneous romances, it is equally important to be open for calibration, if you want to allow for this kind of play to flow. Look for a moment to go off-game and discuss boundaries if you feel the need for it, and make it clear to your co-player(s) that you are open for them to communicate their boundaries to you as well. Even with people who know each other well, it is important to make it clear that the door is always open for this conversation, so that you are sure to create that space of safety and trust despite not having had any negotiations before the larp. Lastly, if you feel the direction you want to take the story in is unclear, or you’re all steering in different directions, make sure to calibrate together, so that this spontaneous story doesn’t fall through or burn up halfway through the larp – unless this is exactly what you want to happen.

    Check up on each other after the larp

    After the larp ends, it is also important to end your story together and to manage your bleed together. Find a moment when you and your co-player(s) feel alright to talk through the larp and the story together. This can be right after an event, or a week after. Just make sure you find a moment you agree on. During this conversation, take care to give each other compliments and positive feedback: state what elements you liked that the other(s) brought to your story, what you think they did amazingly, which moments you particularly enjoyed, etc. Then, carry on to differentiate yourself from your character. Ask each other about differences and similarities between the player(s) and the character(s). Be there for each other and be supportive for each other. Remain open to talk about bleed to each other, as you may have different moments or different ways of experiencing it. Also embrace the idea that it is equally fine if there is no bleed at all. And last but not least: do not become stuck in going through and drawing each other into bleed over and over again. Keep an eye open for warning signs, such as: starting a conversation over and over again about specific in-character memories; continuing to send each other messages/files/… that remind you of your character’s emotions or their story together; steering conversations to be about the larp more often than not; ending up in a long lasting, time absorbing post play; etc. When you notice warning signs for lasting bleed, take care to take breaks, to do things that distract you from the bleed. Talk about it to your co-player and be honest about the lingering bleed, but also consider taking distance if they are facing the same issue. Working through bleed together is ok, but make sure you also end your story together and move on from there. Keeping your memories and talking about them is a good thing, but clinging to them and to the emotions involved can become problematic.

    Making the romance part of your entire story

    Just like other relationship dynamics can influence your character and be part of their story, you can allow your romance to shape your character, without necessarily having your entire story and play become exclusively about the romance. This means that you can make the romance meaningful while also making sure your character is still interesting enough without the romance. A romance can be impactful to your character’s story without being their only story: it can be a character’s biggest internal motivator, their largest driver for change, their biggest setback, etc. Romantic play can influence a character, it can push and pull their narrative in a lot of ways, and you can even pace a romantic story along with the rest of your narrative to create a whole. If you manage to find a middle ground between being too dependent or too independent of your romantic story, it can become a beautiful and meaningful part of your story in its entirety.

    Having your romantic play and your other relations interact

    A first step for making sure your larp romance isn’t just a loose part of your character’s story is having your romantic interest(s) interact with your character’s other relationships. This can happen both directly and indirectly.
    Direct interactions are the interactions that take place directly between two characters, without a middle man. A very straightforward example of this is an actual spoken conversation between two characters, but it can also be an exchange of letters or notes, a brief exchange of glances, etc. The most straightforward way to establish this is by introducing your romantic co-player(s) to your other relationships. Any excuse can serve to this end, and you can even go as far as to literally introduce them as the person(s) you fancy. There are obviously less straightforward ways to establish this as well: your character can ask their best friend or servant to deliver a note to their romantic interest, you can suggest to your sibling to ask your romantic interest for advice in a certain matter, etc. The idea here is that you get your romantic interest(s) to interact directly with other characters that hold a relationship to your character and story.

    Lastly, you can also establish indirect interactions between your romantic connection and your other relationships, which can obviously turn into direct ones over the course of the larp. With indirect interactions, I refer to interactions where the characters interact and know about each other without talking to each other directly. This is, for example, established by having characters gossip about each other, by having your character confide in their relationships about their romantic feelings, by having them complain, ask for help, or anything else you come up with. Similarly, your character can also talk to their romantic interest(s) about their other relationships, about their friends, their enemies, and their family, and state their opinion about them to their romantic partner(s). This way, you establish a good basis for these characters to look out for each other, or to just talk about each other and establish a certain relationship in this way.

    Be open to possible consequences of all of these interactions catching up with your character in the course of the game, and be ready to interact with those as well. It often works well to have different types of direct and indirect interactions going on, as these can all help shape your romantic story.

    Pacing a romance along with your character story arc

    Tying into the above, next to having your different relations interact with your larp romance, you can also have your romance interact with your character story arc, and vice versa. In essence, pacing your romance and the rest of your story together is a case of allowing them to affect and bleed into each other.

    Whenever a part of your general story affects your character and accelerates or slows down your story, or moves it in a new direction, this change of pace can equally be reflected in your romantic story. Use that momentum to create a similar change in your romantic relationship – either internalised or externalised. If your character is, for example, rapidly becoming more independent because of certain events in the game, have them rethink their dependence on or independence of their romantic relationship as well, and show it in their behaviour, or bring it up in conversation, or simply use it as an internal motivator. What matters is that a change in your story arc also affects your romantic story. Changes in pace have a bigger impact if they cause ripples in other stories your character is living through as well, and having these changes influence your romantic play often makes the relationship more realistic as well as more meaningful.

    In the same way, impactful changes in your character’s romantic relationship(s) can equally influence the pacing of the rest of their arc. For example, if your romantic interest is slowly changing your character’s opinion on certain matters, take these subtle changes of opinion and reflect them in conversations or opinions you share with other relationships. Act upon the changes your romantic relationship(s) install in your character, and allow them to flow slowly and subtly, instead of having a sudden change of heart from one extreme to the other with no in between. A gradual change in worldview paced along with a gradual evolution in a romantic relationship is a beautiful example of how the whole of a story can be paced and have an impact. Having changes of rhythm in your romantic story affect your other stories, and then having the consequences of these changes in their turn impact your romantic relationship, makes for a better paced whole.

    Keeping the romance small yet impactful

    A misconception I often find is that in order for a romantic relationship to matter, it needs to be big and visible. I would argue for exactly the contrary. In order for your romance to be impactful, it often works better if it’s small. As so often in larp, it isn’t the big gestures, the big declarations or speeches that leave an impact. It’s the small gestures, the hidden conversations and the stolen moments that affect your character’s world.

    As building small, meaningful moments together makes for a more realistic romantic relationship than only having a few grand gestures as shared memories, it is worth looking for them in your larp. You can achieve this in a lot of ways, going from a quick exchange of glances or a slight touch every time you and your romantic interest(s) encounter each other, to actively seeking them out whenever you need a short conversation with them about what’s happening to your character, and asking for their advice. Actively create small moments of togetherness: have your characters check up on each other every so often, share little jokes, send each other small notes, be supportive of each other in moments shared with a group, go and have a drink together and talk about random things … Find small shared interactions that work in your romantic relationship and play on them, repeatedly if you like. Creating small, tender, genuine moments will make your romantic relationship feel a lot more real than only relying on big gestures and declarations of love.

    Keeping an open story and an open romance

    As with any other larp story or relationship, keeping your romantic play open makes for a more versatile and often more interesting experience. If you want to be able to weave your romantic story into your overall story, both need to be flexible and open enough to be influenced by each other. It does not serve your play to stick rigidly to a desired outcome, and even less so when it no longer makes sense in the given reality of your story. If you are open to not sticking to one fixed goal or storyline, you allow for your different stories and relationships to influence each other even more, thus resulting in a more coherent whole that shapes all of your character. Being open for all the elements in your story, both the expected and the unexpected ones, to influence and shape your character and their story will more likely result in a wholesome and realistic narrative arc for your character to go through.

    Having romantic play without it becoming play on sexuality

    Romantic play becomes powerful by being small and intimate, and hence, it can be so much more meaningful and rewarding to play exactly on these romantic feelings and this (physical and/or emotional) intimacy for the entirety of your larp. Intimacy comes in many forms and can thus also be achieved in many ways through play, none of which need involve play on sexuality or even physicality. On the contrary, an actual romantic relationship isn’t necessarily shaped by its sexuality, so a romantic relationship in a larp shouldn’t be, either.

    Setting boundaries and discussing intimacy

    As I’ve argued before, discussing your boundaries with your romantic co-player(s) is an important part of making romantic play work in a larp, as it helps create that vital safe space for us as players to jump into. As a part of this discussion, setting boundaries for not having sexual play with your co-player is equally important. Dare to state this boundary, and be accepting if you ever have a co-player stating this boundary.

    When stating this hard limit for sexuality, make it clear that while you are less or not interested in sexual play, you are more so in intimate play. It’s important to make it clear to your co-player that a hard boundary on play on sexuality does not mean there can be no interesting play on the relationship, but rather the contrary. Make it clear that instead of sexual play, you want to play on a romance in which the feelings and/or the small gestures themselves become the focal point.

    When shifting your focus from sexuality to intimacy, you should also be ready to discuss what kind of intimate play you desire most. Think about whether you are open for play on intimate physicality, like eg. holding hands, accidental touches, gently brushing each other’s face… or whether you would rather only play on emotional intimacy, e.g. having deep conversations, supporting each other, seeking each other out for advice, having a lot of small one on one talks… Any option or anything in between can create a lot of play and closeness, so don’t be afraid to discuss it and go into detail if needed.

    When you trust each other in stating these boundaries, a whole range of other interactions opens up. With the hard limit of no play on sexuality, you can explore which types of intimacy you would like to play on together.

    Being open for different types of love and relationships

    When talking about romantic play in larp, we often assume this is centred around a certain normative type of romantic attraction and interaction. However, there are many different kinds of love and attraction, so it’s important to also be open to discuss and play on this variety of possible relationships.

    It is worthwhile starting this conversation when negotiating your romantic relationship, either before play or during. If you have a desire to play out your relationship more as a platonic love relationship, or if you would like for your character to be asexual and/or aromantic, state this to your coplayer. Be open for other players to inform you about their preferences as well. If during this talk, any clarification is needed – ranging from “what is ace?” to “how would you like us to express our platonic love in a non-physical way?” – be open and willing to ask as well as to offer an explanation. Additionally, normalise these different types of love and relationships, both in your negotiations about them as well as in your play during the larp. Be accepting when a co-player asks not to play on certain types of attraction, or if they suggest a non-romantic kind of love relationship, and don’t lose yourself in assumed problems for this type of play, but think of ways it can enrich your larp experience instead. Being in a polyamorous relationship or feeling a deep love for an aromantic character should, for example, not be the main source of conflict in these relationships. Be willing to talk about and jump into different types of romantic play without making this matter the focal point of your conversation or your play together.

    Reinforcing the importance of the relationship

    If you make every interaction count, I am also convinced there is less need for play on sexuality. If you treat a romantic relationship less like a romance bound for sexuality and more like a meaningful, character shaping relationship, then every moment has an impact. By keeping it small, you also allow for everything to be meaningful and impactful. A small conversation, a short glance, a desire to help them out,… all of this can motivate your character to do things, to evolve, to take actions outside of the romantic relationship that then again reflect back into the relationship.

    A lot of play can happen on an evolving relationship, on words and gestures, on interpretations, on characters growing closer or apart, on characters changing and their dynamics changing along with them, but also on physical intimacy – a touch, a glance, a gentle stroke of the cheek, a smile… As I discussed before, you can create very intimate and important moments with very little. Create moments where you give all your attention to your romantic interest. Have stolen moments, hidden conversations no one else noticed or knows about, ask them for their opinion often and follow their advice (or not), granting each other influence on your stories. Always save some extra kindness, some extra time, a brief glance, a short moment of attention (e.g. asking them specifically for their opinion when talking with a group…) for your romantic interest. Show them they are special and meaningful in the small, unnoticed (by others) moments. Be aware that this kind of play between just the two of you creates a wonderful and deep level of intimacy, and embrace that.

    Relationships can become a lot deeper and more important if you dive into the mindset that your characters can inspire each other, that their presence and interactions can influence and forward each others’ stories. A romantic story isn’t necessarily only about one character meeting another and them falling head over heels in love. It can be a story about unwavering support for each other, about being an inspiration for each other to change, to realise their own strength, etc. It takes away from a relationship to only focus on the aspect of romantic attraction when it can be about so much more. Be open to give each other leverage and impact in your stories, and be ready to build a fuller and richer story from there.

    Postponing the words “I love you”

    It is, however, also perfectly fine to have (part of) your story revolve around the romance. If you choose to go for this type of play, there is a lot to gain from building an arc of evolving towards each other in conversation, not immediately admitting your feelings but showing them in small actions, to then eventually evolve to some (sometimes reluctant) confessions, or finally daring to give in to feelings towards the end of a game, with a simple holding of each other’s hand, an intimate hug, or stating “I love you”. It is worth having a think about the different possible positive or negative resolutions of your romantic relationship, but even more so, it is worth postponing getting to that resolution and focusing on the way you get there. There is more play in getting to that final stage of knowing where the romantic relationship is at, than there is in already reaching that point early on in the event – unless you then play on conflict or a change of the status quo.

    At first glance, this seems to be a course of action that mainly works well for new and/or young romances. However, I would like to put forward that this type of play on postponing confessions works for any type of romantic play. You can have an established romantic relationship drift on the same longing for a confession, on the same unspoken (positive or negative) feelings. Your character can, for example, find it problematic that their partner never states their love for them, and have your entire play together evolve around their pushing and longing for those words, or around their wanting to leave for a lack of them. The evolution of the story doesn’t necessarily have to be towards each other, it can also be away from each other, striving for postponing the words “I don’t love you (anymore).” Whichever the case, and whichever the romantic relationship(s), it’s clear that postponing the resolution and playing on the journey there, and the possible (interpretations of the) feelings involved is another way to steer more for play on the relationship, the feelings and the intimacy, and less on the sexuality.

    Conclusion

    In this article, I hope to have established a good basis for people to turn to when their larp takes them into romantic play. While my own focus was on emotional safety, on making the romance part of your story, and on non-sexual play, throughout all this it remains clear that communication and openness are two key components for any type of play on romance in larp. I hope this article helps players to realise that play on romance doesn’t need to be scary, or forced, or negative, as long as you step into it with an open mindset, ready to communicate, and willing to see it flow within your story in whichever way works for everyone involved.


    Cover photo: Image by truthseeker08 on Pixabay. Photo has been cropped.

    This article is published in the companion book Book of Magic: Vibrant Fragments of Larp Practices and is published here with permission. Please cite this text as:

    Bailly, Sandy. “Creating Magical Romance Play.” In Book of Magic: Vibrant Fragments of Larp Practices, edited by Kari Kvittingen Djukastein, Marcus Irgens, Nadja Lipsyc, and Lars Kristian Løveng Sunde. Oslo, Norway: Knutepunkt, 2021.

  • Basics of Efficient Larp Production

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    Basics of Efficient Larp Production

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    This article was originally published in Juhana Pettersson’s collection of larp essays, Engines of Desire. The book is available here: https://www.nordicrpg.fi/store/tuote/engines-of-desire-print-edition/

    [This article is also available in Spanish, at: http://vivologia.es/fundamentos-de-la-produccion-eficiente-de-vivos/
    Thank you to Vivologia for translating it!]

    When I started organizing larps, there was only one way to run a production. For the purposes of this essay, I’ll call it the Infinite Hours model. Under this model, a fairly large team of volunteers puts in a massive amount of work to realize a labor of love. Leadership is focused on making the larp as amazing as possible through the brute expedient of work, work, and more work. People are motivated by the desire to make as much cool stuff as humanly possible.

    In productions like these, ambition rules. Some of the greatest larps of the Nordic tradition have been made like this. If you count work hours and calculate what they would have cost if anybody got paid, you get incredibly high figures. Because of this, larps made under the Infinite Hours models often punch far above their weight in production quality.

    Infinite Hours can lead to great work but they also have a cost. Under this model, people burn out. Organizers don’t sleep. Stress accumulates and makes people leave the scene entirely rather than subject themselves to another round of self-sacrifice.

    I’ve made larp like this too. Almost every veteran organizer in the Nordic larp scene has.

    The goal of this article is to lay out an alternate mode of production. I call it efficient larp production; and it’s important to ask, efficient in terms of what?

    This is not about saving money. Rather, I’ll lay out a production method by which organizer stress is minimized and the effectiveness of a single work hour is maximized. The purpose of making the work more efficient is to allow for more rest, sleep, and leisure. The goal is that by the time the larp is over, organizers feel energized and happy, not worn out.

    You can make great larps using the Infinite Hours model and terrible larps using the efficient model, or vice versa. How good a larp you create depends on your creative vision and design, not the choice of production model. This is about the wellbeing of the people who make larp, not the quality of the work. That’s a separate discussion.

    photo of a trailer with a bag hanging off of it
    A detail from Death By a Thousand Cuts, created using the guidelines in this article. Photo by Tuomas Puikkonen on Flickr. CC BY-NC 2.0.

    Labor

    There are three principal ways to structure the labor of a larp production. Counterintuitively, if nobody gets paid you can demand much more from them. Often they also demand much more from themselves. If people are paid, either all or some, questions of fairness and distribution of workload tend to arise because the project takes on the character of professional, paid work.

    The all-volunteer model is the most traditional way to make Nordic larp. Full volunteer teams are often large, as people excited by the project join in. Project leads often work extremely hard for long periods of time, taking on hands-on work on top of coordination. It’s not uncommon for people to drop out during production because of stress so new volunteers come in to replace them. This can happen at all levels of the production.

    Under the semi-volunteer model some organizers get paid while others work as volunteers. At the professional end of larp organizing this is quite common. Participation Design Agency, the makers of larps such as Baphomet and Inside Hamlet, has made productions like this. I’ve also used this model in larps like Enlightenment in Blood and Tuhannen viilon kuolema (Death By a Thousand Cuts).

    Typically, in a semi-volunteer model organizers who work on the larp over a long period of time get paid, as well as those with specialized skills not available on a volunteer basis. Unpaid volunteers are used especially during the actual runtime of the larp event. The model is similar to that used at film and music festivals in many countries.

    The challenge of running a semi-volunteer production is to ensure that everyone feels fairly treated. The people who get paid should carry the responsibility and the stress while the volunteers should get to participate in an interesting, meaningful way. This means that it’s harder to justify having volunteers shoulder the kind of extreme workloads you encounter in all-volunteer productions.

    Finally, in a professional model everyone gets paid. The realities of bespoke Nordic larp design are such that this is very hard to do, because even big productions have small budgets. Perhaps this will change if subsidizing larp production by the state or cultural foundations becomes more common.

    In a fully professional work model, the available resource pool in terms of people and work hours is the smallest. Since people are paid for their work, and work must be fairly compensated, the amount of work everyone does must remain reasonable. An increase in workload must come out of the budget, and the budget is always limited.

    a person in a suit standing next to another seated person with pieces of art behind them
    A wealthy character at an art gallery in Death By a Thousand Cuts. Photo by Tuomas Puikkonen on Flickr. CC BY-NC 2.0.

    Bang For Buck

    A design choice is efficient if it produces the maximum amount of meaningful larp action with the minimum amount of organizer work. This can be understood quite broadly: A beautiful prop that everyone in the larp sees which energizes their commitment to the setting is equally as good as a great innovation in character design that makes them motivate players to new heights of spontaneity at half the pagecount. What matters is that most choices made in the production follow the basic calculation of bang for buck. Or if not buck, then work hours and stress.

    You need to start each larp production by doing an analysis of the idea from the perspective of efficiency. Does the overall larp idea seem like it’s possible to realize within the model presented in this article? It’s important to note that the answer may well be no. Some larp ideas are possible to organize efficiently, others are not. Some larps can only be made with Infinite Hours. For example, if the concept involves a large number of individual, distinctly different, custom-tailored player experiences, it’s probably impossible to make under the aegis of efficiency.

    Maximizing the efficiency of an organizer work hour makes it possible to organize big larps with small teams. This is especially helpful for those organizers who are trying to make larps professionally and aspire to a sensible hourly wage. There are two ways to be paid properly for the work you do as a professional organizer: Higher pay and less work. Since the economics of larp organizing often mean that money is tight, it makes sense to see if hours can come down instead.

    Specialization

    “In our production, everyone does a little bit of everything.”

    This is the absolute worst way to organize larp production.

    Each individual organizer has resources that are spent at varying rates. Time, mental capacity, stress. Time is the easiest of these to measure and allocate but running out of mental capacity and accruing too much stress leads to burnout and long-term mental health problems.

    The reason I strongly prefer larp organizations where everyone has a clear job title is that it makes it much easier to manage stress. If everyone does a little bit of everything, everyone is also responsible for everything. Everyone must stress about everything.

    In contrast, in a team composed of specialized organizers, everyone is only responsible for their own sector. If everyone has food, the cook can sigh in relief and doesn’t have to think about whether the workshops are running properly. This way, an individual only has to stress about the work they control and understand.

    A team of specialized organizers is only possible with the help of coordinators whose job is to make sure everything gets done by someone. These roles are typically those of producer, creative lead, or similar. Ideally, the coordinator delegates instead of doing practical work themselves.

    In ideal circumstances, a larp organizer has wide autonomy to take care of their own responsibility while trusting others in the organizing team to do their part. Coordinators take care of problems and deficiencies in work allocation. This results in an efficient management of stress, since the number of things you have to stress about is minimized.

    photo of a person holding a serving tray with champagne glasses while someone checks their phone in the background Death By a Thousand Cuts was a simulation of Finnish class society in the shadow of climate catastrophe. Photo by Tuomas Puikkonen on Flickr. CC BY-NC 2.0.

    System Thinking

    Efficient larp organizing requires systems thinking. Ideally, you don’t engage with the larp at all on the level of an individual playable character. Rather, you design interaction systems that provide the desired types of experiences for as many characters as possible. If an idea benefits only several characters, it should be discarded.

    There are several tactics that can be employed to keep your thinking on the system level:

    Always think of characters in terms of groups, not individuals

    You can set a minimum group size, such as six for a smaller larp or ten for a bigger larp, to make sure you don’t accidentally start fiddling with individualized content.

    Recycle

    You can use the same idea over and over again as long as it’s not experienced repeatedly by the same players. For example, the larp has three secret societies. In the fiction they are different but no player will be in more than one of them. This means you can use the same rituals for all three. It might make the fiction incoherent from a top-level vantage point, but that’s not where the players are experiencing the larp from. The chaos and co-creation of larp will give each society a different texture even if they’re the same on paper.

    Design interaction engines instead of plots

    A plot is a handcrafted sequence of events. It’s very labor-intensive and thus bad for efficient larp design. An interaction engine is a mechanism in the larp that creates action. A single well-designed engine can create massive amounts of playable content in the larp thus freeing the organizers from writing bespoke content.

    I learned this framework from working with Bjarke Pedersen. In the larp Baphomet, there’s a necklace. If you wear it, you are the god Baphomet and people will react to you according to specific interaction rules. The necklace roams the larp, worn by different people, generating action. It’s very simple but results in a vast variety of action.

    Empower players

    This is not the same as outsourcing elements of organizing to players. Rather, you want to give the players as much creative agency as possible so that they engage with your design in a robust, active way. This means that all content that you create naturally reaches more people who use it more thoroughly. Typical design choices that encourage this are transparency and a robust fiction that won’t break if the players start improvising.

    Once you see the entire larp as a system, it’s easier to grasp which parts can be junked, which copied and repeated, and which must be handcrafted. Systems thinking has the additional advantage of helping you recognize blind spots in the larp’s design. For example, let’s say that you’re making a larp about love. If you design character experiences individually, it’s easy to get sidetracked and accidentally make a character who’s not connected to the theme of love. Designing on a system level helps avoid this because love is present as a systemic element.

    photo of people in black working near a table with snacks, with one listening to headphones
    We built a live radio station for Death By a Thousand Cuts, called Murder Radio. Photo by Tuomas Puikkonen on Flickr. CC BY-NC 2.0.

    Personal Touch

    All design that requires one-on-one consultation between an organizer and a player must be cut if at all possible. Ideally, an organizer relates to players and characters as groups, not individuals, during the preparatory stages of a larp production. This changes during runtime when taking care of individual needs becomes important for each player to have a good experience.

    For example, a character creation process where a player makes their character together with an organizer is unacceptable because it requires the organizer to custom-tailor content for an individual player. This is extremely work-intensive and thus inefficient. In contrast, a process where the players create characters in organizer-run workshops is fine because a single organizer can handle a large group of participants.

    The time between signup and runtime is when players have the largest amount of individual demands on the organizers. In my experience, 5% of players are responsible for 95% of questions and other requests for organizer time. To discourage this, I’ve found it best to try to cultivate a strong understanding of the larp’s vision and fiction among the participants, so that they feel comfortable making their own choices without having to consult an organizer.

    Note that as with all the guidelines presented in this article, there are always special cases. In my own experience, working with participants with disabilities to help them have a good experience is a sensible use of organizer time even if it’s only for one person.

    Writing

    The number of words that have been written for a larp is never, ever an indicator of quality. More text doesn’t make a larp better.

    Indeed, the opposite is true. Players are human beings and because of this they have limited cognitive capacity. Their ability to retain information from text is bound by their human nature. This means that the goal with larp writing must be to communicate as much as possible with as few words as possible. Information must be clear, concise, and immediately understandable. This way, players grasp it quickly, and organizers avoid the work of producing unnecessary textual mass.

    Personally, using the character software tool Larpweaver revolutionized my larpwriting because it makes it possible to have complex characters with much less text than before. It automatizes a lot of tedious labor. However, Larpweaver also requires an unorthodox approach to how characters are designed so it may not suit everyone.

    Other methods for reducing writing labor are character-building workshops where the labor of character-making is transferred to the players, and larp design that’s not very character based and thus doesn’t require long character texts.

    In my experience, transparent design often makes it possible to eliminate labor that’s not strictly writing but adjacent to it. An example is character sendout, a truly tedious task that can be removed if you can dump the character texts into a Google Drive folder and allow players access to all of them.

    Photo of a Volkswagen Westfalia van parked on a city street with an open door.
    A portable venue used for Death By a Thousand Cuts. Photo by Tuomas Puikkonen on Flickr. CC BY-NC 2.0.

    Physical Production

    When considering efficiency in a larp’s physical production, it’s important to note that this doesn’t mean compromising quality and comfort. Rather, it’s a question of how to allocate resources effectively so that the maximum number of players get to enjoy each feature.

    Using existing locations, props, and infrastructure is probably the greatest single trick to efficient physical production. If you find the right castle for your magic school, you don’t have to spend so much time decorating it. What you need is already there. This is one of the areas where consideration of the larp’s concept and the realities of production most overlap. It’s a recurring topic among larp organizers: “I’ve found this great location. Now I only need to come up with a larp that works there.” That’s efficient larp production!

    Efficiency favors relatively homogenized design where all participants either have similar experiences or one of a very small set of different experiences. In terms of physical design this means favoring props and scenography for big scenes and large groups of people. Beautifully decorated meeting halls, big showy props, and dramatic lighting are all examples of efficiency.

    In the Finnish larp Proteus, the production team built a combat simulation in an airplane hangar, a spectacular set piece with smoke, lights, cars, and guns. The story of the game was built so that all characters got to experience it in small groups. The simulation was a repeating instance. This way a labor-intensive showpiece benefited the maximum number of participants.

    Note that there are circumstances where it does make sense to put effort into physical production even if it only benefits a small number of players. Efficiency is not an absolute. One example is the dietary restrictions of individual players. Catering to them may be time-consuming, but it’s also necessary for the purposes of making the larp accessible.

    people discussing a topic around a table, some seated, some standing, with a surfboard behind them
    Airbnb is a great place to find interestingly furnished venues for urban larp. Photo by Tuomas Puikkonen on Flickr. CC BY-NC 2.0.

    Kill Your Darlings

    Imagine this scenario: The night before the larp, the creative lead sleeps only an hour because they’ve stayed awake sculpting a cool prop by hand.

    Never do this. Unless the task at hand is literally a matter of success or failure for the larp, you should cut features that require giving up sleep immediately before the larp’s runtime. Rested organizers are better organizers.

    Killing your darlings is important at all stages of larp development, but especially so in the late stage of the production when it becomes clear how far your resources stretch. And remember, sleep and stress are resources. You should aim to have an efficient, rested crew during runtime; and sometimes that requires cutting away cool things at the last minute.

    In my experience, the cool thing is often a custom-built technological solution that would be so awesome if it worked. At some point, you have to decide that you will live without it instead of wasting resources on troubleshooting that will lead to nowhere. Indeed, existing off-the-shelf technological solutions are nearly always better than unique prototypes, because of their reliability.

    Here it’s important to remember that the players won’t miss features they never knew about. If you didn’t tell them there would be a scale model of a spaceship in the main atrium, they won’t be disappointed that it was never finished.

    Casualties

    There are some things you lose in the search for efficiency. A lot of larpmaking is driven by a love for detail, cool props, and interesting individual characters. If you want to go to the extremes of efficiency, there’s no place for those things. You only design what you need, nothing more.

    Personally, I’ve never gone quite that far. Once the production machine is running efficiently, sometimes you’ll find the time to add a few little details, fun easter eggs that only benefit a few players. The important thing is to do these with your surplus energy, not by cutting from your own wellbeing.

    When talking about efficient larp production, a common protest to the ideas presented here is that efficiency removes all the things that make it fun to make larp. If you’re running a larp production with volunteers, this is something to keep in mind: Why are these people helping you? Ideally, you can organize the work so that they can create the features that make it all worthwhile for them while cutting elements they’re less passionate about.

    Happily, if you do this right, the larp benefits, as people are often at their creative best when making something they believe in. As a coordinator, you may sometimes have to cut one of your own favorite features so that a volunteer can have theirs.

    A person grabbing another person's arm while a third person watches in shock Death By a Thousand Cuts ended in murder. Photo by Tuomas Puikkonen on Flickr. CC BY-NC 2.0.

    Sustainability

    My hope is that over the long term, efficient larp organizing makes it possible to sustain a larp community where people don’t get permanently burned out. Instead, they’ll hopefully be able to continue organizing for years to come. Similarly, for some of us this model makes it possible to make larp professionally, thus leading to more larps that people can play.

    Another word for efficiency might be sustainability. The goal is that after a larp production is over, the organizers feel good, perhaps a bit tired, but still basically ready to do it again. This way, experience accrues in the community, great projects get made and people feel good about working on larps.

    Perhaps even so good that at the afterparty of one project they’ll already start thinking about the next one!


    Cover photo: We invited our funder Finnish Cultural Foundation to participate in the larp by providing a venue and one of their staff for a scene. Photo by Tuomas Puikkonen. Image has been cropped. CC BY-NC 2.0.

  • The Magic of the Silicon Screen

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    The Magic of the Silicon Screen

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    The digital world is a place of magic. It is a liminal space that can connect your home with other realms, gives you the power to summon things, grants you access to vast stores of knowledge and ideas, and allows you to be anyone and anything you choose.

    Since the Covid-19 pandemic, mainstream larp has ventured into the magic of modern technology and what it has to offer. Many larp writers have begun to discover ways to use the varied online mediums and availability of transmedia technology to bring the extraordinary into bedrooms and living rooms. Digital larp has proven that it can be:

    • Immersive
    • Largely accessible
    • Profitable (when desired)
    • Transformative
    • Social
    Photo of a laptop
    A laptop on a desk, screen up and waiting

    Yet this is a medium which has long been used by larpers who have frequently found themselves unable to access the magic of in-person larps. Barriers of cost, time, distance, and mobility have led many people with caring or parental responsibilities, disabilities, or chronic conditions to seek alternative ways to larp through the use of online games. Through the magic of their computer screens, people have been quietly creating and transforming their own sacred spaces (Clapper 2018).

    In this article, we seek to recognise the enchantments of these accessible spaces and some of the reasons why you should consider using the silicon screen to create and share the magic of larp.

    1. Portals

    Digital larp refers to online roleplaying experiences where the majority of the interaction is character-to-character; i.e. non-narrated (Clapper 2019). For larpers with accessibility needs, digital larp can be a necessary gateway to social gaming – and one often dismissed by some able-bodied larpers, especially prior to the pandemic.

    There are some who combat the use of the word larp to describe digital larping (also known by other monikers such as online larp, remote larp, and e-larp). Game designer Gerrit Reininghaus invented and popularised the term LAOG (Live Action Online Games), viewing digital larp as enough of a distinctive format to merit a new term (Reininghaus 2019). While there are potential advantages to using a different label to highlight the features of the online experience, many who oppose online larping consider it a less legitimate format, which we feel provides an ableist perspective.

    Photos of players in a virtual larp
    Screenshot of contestants in the Astrovision Song Contest (2020) about to perform

    Digital larp can be used to create an immersive portal into another realm. In Dealmakers and Dreamers (2018), the computer screen represents the dream world, and players use masks and dreams to create an ethereal atmosphere. In both CHARIOT (2017) and ViewScream (2013), the screen is integrated into the worldmaking itself, becoming a video screen on a spaceship. As in in-person larp, participants of video-based games will usually wear appropriate costumes for immersion. It is also common for participants to either rearrange the objects they choose to be in view, or to make use of background images to show scenes that would be more difficult to re-create in-person.

    Photo of person in blue makeup larping online
    In CHARIOT (2017) characters on starships speak through screens, making the computer diegetic

    2. Magic Mirrors

    During the COVID-19 pandemic of 2020 onwards, larpers around the world gained extra accessibility requirements due to the loss of safety in in-person gatherings, additional difficulties with travel, and higher financial strain (Ebuenyi 2020). In addition to the expanded accessibility options in other features of life such as an increased capability to work at home, our societies discovered that while different, it is entirely possible to larp at home. The use of digital larp expanded significantly, leading to many new digital designers to experiment with different ways of using the online medium. For many seeking remote work status and advocating for digital larp as a means of physical accessibility, their needs suddenly became the world’s needs, and therefore more acceptable. As a result, many such gamers have found themselves with many more opportunities to take part in larp.

    Digital larp designers have played with the idea of using the features of video chat clients to provide different visual experiences. In Makeup Moments (2019), participants use the mirror-like image of themselves on the call to mimic an actual mirror as their characters get ready for a night out. Players in The Batcave (2020) turn their cameras upside down to create the appearance of a colony hanging from the roof of a cave. Outscored (2019) uses changes in the screen image to visibly alter the lighting in a dark room, varying players’ light levels as a way to visually reflect their respective social standing.

    Photo of four people larping online
    Screenshot from Outscored; the game mechanic causes lighting to vary, a visual reminder of character scores.

    3. Scrying

    Your digital screen is a crystal ball that allows you a glimpse into another location. Its use allows digital larps to span countries and continents, granting distant players who do not have easy access to transportation a chance to play. Larpers facing disabilities, chronic illnesses, and mental health concerns have been historically prominent users of digital larps, as most digital larps only require the participant to remain stationary in a chair or bed.

    Like most scrying devices, the screen grants a limited view. This grants a potentially enticing feature: it is possible to imply events taking place ‘off screen’. In Disconnected (2020), players are encouraged to ”vanish off screen and return to report something strange, and blame technical glitches on the breaking reality”. Tale As Old As Space (2020) instructs players to ”move to different spots if you are able, or otherwise find different camera angles, letting your camera angles change wildly as your character runs to reach the next spot before you are caught”.

    Person larping online in a spaceship setting
    Screenshot of The Inhabitant in Tale As Old As Space making use of costume and backgrounds.

    4. Hearth and Home

    A digital larp brings the game into the protective circle of hearth and home. For some players this can allow them to create a safe space containing their own accessibility devices. The ability to switch off video or microphone at any time and the control over their space is helpful for people with anxiety disorders or sensory issues. Additionally, in some areas of the world, it is not always possible for every player to feel moderately safe at physical larp locations, particularly for marginalised participants.

    A number of digital larps have taken advantage of the integration with the home circle to create a sense of intimacy. Sanctuary Avalon (2020) used ritual and guided meditation to invoke spirituality and allow participants to explore themselves within the safety of their own spaces. In Live Online Raptor Experience (2020), players who are able may use their devices while walking through a house or other location, creating a mobile ‘on the scene’ effect.

    Photos of people larping online
    Participants in Sanctuary Avalon performing a ritual and guided meditation.

    5. Time Travel

    Scheduling and travel time are difficult for many larpers, but digital larps can take place in one or more sessions in front of the computer. This makes larp more accessible for some parents and caregivers, who are disproportionately more likely to be of marginalised genders. It offers a shorter, more manageable time commitment for people with chronic health conditions or limited energy.

    The House (2012) was one of the earliest digital larps, based on reality TV shows where contestants compete to be the last remaining inhabitant of a shared household. In this game, players record daily videos in which their character speaks to the audience about their experiences and their opinion of the other contestants, allowing for asynchronous play and looser time constraints. Uneasy Lies The Head (2020) is another vlog-based game with flexible timing; characters post vignettes as short video blogs which can then be commented on as other players speculate on answers to questions and rumours.

    Photo of a text-based role-play session
    Characters in text-based game Thread explore links between theology and the labyrinth.

    6. Fairy Gold

    Digital larps are typically free or inexpensive, especially when compared to in-person larps. Even when run for a profit, digital larps require lower overhead and less resources; for example, there is no need to hire a venue, feed players, or purchase site-based insurance. This can make them more accessible for players with lower incomes.

    Digital larps can make use of inexpensive or even free technologies and resources to supplement the main game. Animus: The Eternal Circle (2020) uses a mixture of bots and websites to provide a puzzle element that unlocks extra plot and allows players to discover literal virtual connections to weave a feeling of connection to a larger force. Thread (2020) utilises background soundtracks and philosophical bots to invoke ancient myth and play with existential questions intrinsically linked to the online medium. And Tale As Old As Space includes password-protected files that are gradually opened to provide new information during the course of the game.

    7. Telepathy

    While in-person interaction favours personalities who are more extroverted and confident, a recent study found that online communication favoured more organised goal-oriented types (Purvanova et al. 2020). Other studies have found that gender can also be a factor; female-presenting people are more able to be assertive in virtual negotiations (Stuhlmacher et al. 2007). The differences in communicating online could mean that quieter players, who struggle to have their spotlight moment in in-person larp, get a chance to shine.

    Video is not the only medium for digital communication. Tankers (2020) uses audio-only while players lie in a dark room to create an experience simultaneously intimate and set in the vastness of space. As We Know It (2015) is a game played entirely by text message as survivors of an alien invasion try to connect with each other. Another  possibility is to use video and text communication for different purposes; for example, After Dark (2020) allows dead characters to communicate by text chat after their video is turned off, and Disconnected uses text chat as a method for the facilitator to pass out-of-game guidance to the players during video-based scenes.

    8. Running out of Spell Slots

    While digital larping is generally more accessible for larpers with disabilities, some have reported challenges. For players with visual impairments or hearing loss, over-reliance on either sound or images can create extra difficulties. Ideally, game designers should ensure that information can be accessed in other ways; use image descriptions and use text that can be read by text readers. In video play, ask players to display strong emotional signals and show their mouth clearly when speaking.

    Larpers with autism, ADHD, and auditory processing difficulties have noted that video platforms or fast scrolling text can challenge their ability to focus and comprehend. Neurotypical players can also find sustained engagement challenging: “Video chats mean we need to work harder to process non-verbal cues like facial expressions, the tone and pitch of the voice, and body language; paying more attention to these consumes a lot of energy” writes Manyu Jiang (2020) for BBC. This means that digital larps must be run, if not designed, with video chat fatigue in mind.

    9. Divination

    The use of technology in larp and games containing partial digital experiences has been increasingly used in recent years (Segura 2017), and it is possible that this trend will continue towards integration with digital larp design, allowing some players to take part entirely remotely.

    Larp studios aren’t the only organizations pivoting towards online experiences in the wake of the pandemic; theatres, escape rooms, and other immersive experiences have moved to online environments in creative ways. And there are many others who play with the construction of identity online to create larp-like experiences, though most of these would not call this larp (Manavis 2019). As these experiences become more widespread, there may be a cross-pollination of ideas and techniques.

    It is our hope that digital larp experiences will continue, following the cessation of the global pandemic. Now that more players have experienced larping on digital platforms, it’s time to normalize the legitimization of digital larp and to recognize the considerable flexibility and accessibility digital larps provide to many participants.

    References

    Clapper, Tara M. 2018. “5 Things I Learned about Running Digital Larps.” TGI. https://geekinitiative.com/digital-larp-experiences/

    Clapper, Tara M. 2019. “What is Digital Larp?” TGI. https://geekinitiative.com/tgilarps /what-is-a-digitallarp-faq/

    Ebuenyi, Ikenna D., Emma M. Smith, Catherine Holloway, Rune Jensen, Luc´ıa D’Arino, Malcolm  MacLachlan. 2020. “Covid-19 as Social Disability: The Opportunity of Social Empathy for Empowerment.” BMJ Global Health 5, no. 8: e003039.

    Jiang, Manyu. 2020. “The Reason Zoom Calls Drain Your Energy. BBC, April. https://-www. Bbc com/worklife/article/20200421-why-zoom-video-chats-areso-exhausting

    Manavis, Sarah. 2019.Why Young People are Turning to Online Live-action Roleplay.” New Statesman (July).

    Purvanova, Radostina K., Steven D. Charlier, Cody J. Reeves, and Lindsey M. Greco. 2020. “Who Emerges into Virtual Team Leadership Roles? The Role of Achievement and Ascription Antecedents for Leadership Emergence Across the Virtuality.” Journal for Business And Psychology (June): 1-21.

    Reininghaus, Gerrit. 2019. “A Manifesto for LAOGs Live Action Online Games.” Nordiclarp.org, June 14. https://nordiclarp.org/2019/06/14/a-manifesto-for-laogs-live-action-online-games/

    Segura, Elena Marquez, Katherine Isbister, Jon Back, and Annika Waern. 2017. “Design, Appropriation, and Use of Technology in Larps” In Proceedings of the 12th International Conference on the Foundations of Digital Games, FDG ’17, New York, NY, USA. Association for Computing Machinery.

    Stuhlmacher, Alice F., Maryalice Citera, Toni Willis. 2007. “Gender differences in virtual negotiation: Theory and research.” Sex Roles 57, no. 5-6: 329-339.


    Cover photo: Photo by Ales Nesetril on Unsplash.

  • Atypical: Journeys of Neurodivergent Larpers

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    Atypical: Journeys of Neurodivergent Larpers

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    Being neurodivergent often means walking into the world with misunderstanding as a certainty. Everyone expects you to respect and abide by rules unstated and unknown to you. As an autistic person, larp has brought me places where the rules are shared and I can have the same language as others. And for someone who didn’t have a voice for so long, being able to communicate, feel, and create with others is more than just a little magic.

    Through a series of testimonies illustrated by drawings we hope to raise awareness and bring acceptance in our larp communities on the difficulties encountered by the neurodivergent players both in life and in play. Here we have chosen to focus on people who have been diagnosed with ASD and/or ADHD. 

    While all neurodivergent experiences are different, you might find these testimonies are quite similar to each other. These correspondences demonstrate our deep similarities, the needs and traits that must be highlighted for neurotypical players and organizers to reach understanding and recognition of their neurodivergent counterparts. I’m also aware that those testimonies are personal statements that don’t account for all of neurodivergent players’ ways to relate and feel toward the larp experience.

    What is the core of the neurodivergent players’s experience of larp?

    What can we learn from each other?

    What can we teach to neurotypical players and organizers? 

    What do we need from them?

    drawing of a person imagining different kinds of shoes

    Finding Magic in the Dark

    LolV Peregrin

    The autism spectrum encompasses a range of neurodevelopmental conditions, generally known as autism spectrum disorders (ASD). Individuals on the autistic spectrum experience difficulties with social communication and interaction and also exhibit restricted, repetitive patterns of behavior, interests, or activities.

    –Wikipedia, “Autism Spectrum”

    I grew up difficult. I was a difficult child and a difficult teenager.
    The world was a maze. I felt I was the only one without a map.
    Everyone seems to have figured their way out.
    So I built my own world, full of all the things I liked.
    I had an interest in magic, spells, witches. A specific one.
    I’ve been labeled unhinged and crazy.
    Because
    I thought animals were better than people,
    I walked bare feets,
    My face was strange,

    Because I looked for magic.

    I felt too much, or not enough.
    I am autistic, not a puzzle, therefore I can’t fit or be solved.

    I hate unpredictability,
    I wanted to be in control somehow, to understand what was happening.

    To switch the narrative.
    To find magic, dreamt and remembered.

    My strong emotions,
    my intense personality,
    my ability to mask and interpret roles constantly:
    It made larp the perfect environment for me.

    A place where while we all wear masks I could finally forsake mine.

    Role-play and Larp have brought me places where the rules are shared
    and I can have the same language as others. Finally.

    And for someone who didn’t have a voice for so long, being able to communicate, feel
    and create with others is more than just a little magic.

    drawing of person in superhero costume with ADHD on their helmet

    My ADHD

    Charlie Haldén

    I instantly think of how my ADHD partly turns into something that makes me great at larping — that larp is a world that my brain is perfectly suited to (in ways), and how that is magic. My impulsive traits, spontaneity, the superpower of being totally in the moment – stuff that can make life outside difficult but fits perfectly with larp.

    Always Playing a Role

    Lea Elias

    Many people on the autism spectrum feel obliged to pretend not to have autism. They invest considerable effort daily in monitoring and modifying their behavior to conform to conventions of non-autistic social behavior. This phenomenon has come to be called masking, compensation and pretending to be normal. Masking is exactly what it sounds like, simply putting on a metaphorical mask. In many cases of the autism spectrum, that mask is a neurotypical (“normal”) one. It is when someone on the spectrum either consciously or subconsciously hides the telltale signs they are on the autism spectrum.

    — Bahar Ateş, “Masking in Autism: Social Camouflaging”((Ateş, Bahar, “Masking in Autism: Social Camouflaging,” Good Autism School, last retrieved April 17. 2021 from https://goodautismschool.com/autism-masking/ ))

    drawing of a chameleon

    As an autistic person, I am, in a way, always playing a role.

    It’s an experience not unique to people on the autism spectrum, but I’ve never met a neurotypical person who understood just how tiring it is to be born into a world where the way you express yourself is completely nonsensical to other people.

    And vice versa, that the way other people express themselves, through tone, body language, and facial expressions, makes no sense to you, while pretty much everyone else appears to have an instinctual understanding of what the hell is going on. 

    To survive in that world, you need to become very adept at studying and copying the behavior of other people. In order to appear acceptable, I’ve developed into a chameleon; In seconds I can change my tone of voice, sense of humor, dialect, mannerisms et cetera.

    While tiring in my day-to-day life, it’s proved very useful in larps, and I’ll often joke that the main difference between real life and larp is for me that having a character sheet makes the process of figuring out what role I’m expected to play much simpler.

    drawing of person surrounded by masks and holding a mask

    Many Differences…

    Cecilia Dolk

    There are many differences between people that are on the spectrum, just as we are all different human beings. What is a struggle for me can be something that another person the spectrum has no problem with – at all. 

    As a producer and being diagnosed as an adult with both ADHD and autism, I finally can understand why some parts of producing feels natural and easy for me. It also makes so much more sense why I feel so much more comfortable visiting and participating in a larp and then going to a dinner party, birthday party, or just traveling to a new place.

    Why, you may wonder?

    The rules and expectations are equal within a larp since I don’t have an autopilot when it comes to social rules or boundaries, a larp setting – before – during, and after – is giving me the opportunity to participate on the same starting point as a person that is not on the spectrum.

    photo of a person surrounded by rainbow colors and the words: language, motor skills, perception, executive function, and sensory
    Photo by Rebecca Burgess of Autism Spectrum.

    To explain how my mind may be a bit different than yours, I don’t think in words, I think in pictures. My mind is like “google for images” and I attend to details – I mean all the details. Let me give you an example – If someone asks you to think of a shoe, your mind thinks of a generic one. Instead, my mind thinks of specific ones, one at a time or as a video that shows stuff on YouTube.

    When it comes to new information and making decisions, my mind is like an international airport but I don’t have a staff running it. I have to manually do everything on my own, while for most other people it’s on autopilot. This happens so quickly in my mind and it makes me exhausted quickly and suddenly sometimes when I’m in a new situation. 

    I also feel sounds, I feel structures, but it isn’t scary or uncomfortable it can just be too much.

     

    So, now you know a little bit of how my mind works, and many of these traits make me a kick ass as a producer – mostly because I remember details and not making assumptions on things. I run all different versions of the outcomes in my mind while I even may be talking to someone! 

    I can see and feel a budget work or not in my mind, logistics, and timetables – it’s like it’s there on my own internal whiteboard.

    drawing of person with many objects in front of them

    There is something that you can help your fellow larper with if they are on the spectrum, this is things that help everyone but for me, it’s the thing that decides on how much energy I will have during the larp. These things are often the difference for me on how much I can participate until I’m crashing and need to rest.

    • Clear schedules – with times and what will happen during that time.
    • Clear expectations – what do I need to do and when.
    • Pictures and signs – an emoji next to a text can help our minds so much!
    • Knowledge beforehand – show pictures of the venue and describe where I will have my sleeping quarters. 

    Also — sometimes it’s more comfortable being NPCs just because we get a clear picture of the run time schedule! Take that in consideration if you can offer that to some people before the game

    • A place to recharge if the sleeping quarters are being in-game at all times.
    • A clear structure of the website and if there is much information to read, it’s not a bad thing to have someone do an audio recording or be there to read it with a person. I know it’s much to ask – but maybe a volunteer can help with that and make it accessible for more people to join. 
    • Friendly reminders – if you have a deadline coming up and ask if they need any help!
    • Be clear with changes before, during, and after, over explain is better than vague.
    • Arrange someone in the coordination staff that can be a safe person and/or a person to ask questions that is focused to help people on the spectrum. It’s helped me tremendously to have someone that understands since the stigma and misunderstanding are making us mask and try to fit in.
    • Ask – ask – ask. Ask us if you can do something to help, but also be clear that we may say “no”.If you do not have knowledge of how to adapt and create more accessible – ask for help – we will be so grateful to contribute knowledge that we have to create a better experience for us all.

    Bibliography

    Ateş, Bahar, “Masking in Autism: Social Camouflaging.” Good Autism School. Last retrieved April 17, 2021. 

    Wikipedia. “Autism Spectrum.” Last retrieved February 21, 2021.

  • More Than A Few Funny Words: Designing Magic Systems That Convey Challenge & Rigour

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    More Than A Few Funny Words: Designing Magic Systems That Convey Challenge & Rigour

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    Introduction: A Difficult & Demanding Magic

    In a sense, representing “magic” in larp is an exercise in futility. How does one imbue the principle of “live action” to a phenomenon that, by its very definition, breaks the laws of nature? Barring expensive special effects technology, such reality-bending is difficult to reify.

    As such, most larps treat magic not as something to simulate with photorealistic accuracy, but as an aesthetic; the concern becomes one of transmitting the feel of performing and witnessing magic. As Salen and Zimmerman write in Rules of Play, “It is possible to say that the players of a game are “immersed”—immersed in meaning…this kind of immersion is quite different from…sensory transport…”((Zimmerman, Erik and K. Sale, Katie, “Chapter 27: Games as the Play of Simulation,” in Rules of Play: Game Design Fundamentals, MIT Press, 2003.))

    Complicating matters is that there is no unified definition or even sense of the word “magic”, no agreement of what this “feel” is. Is it mysterious and miraculous, such as the great spells of Merlin and Morgan Le Fay? Is magic methodical, empirical, and academic, such as the scholarly magic of Susanna Clarke’s novel Jonathan Strange and Mr Norrell? Is it something even more bizarre, such as the highly specific abilities granted by swallowing minute quantities of metal alloys, such as in Brian Sanderson’s Mistborn books?

    As a result, when “magic” is included in a larp, it is necessarily coloured by the designer’s vision of what is “magical”. For instance, Susanne Vejdemo introduces a method of creating “cool magicky-feeling rituals”,((Vejdemo, Susanne, “Group Improvisation of Larp Rituals,” Nordiclarp.org, 27 February 2018.)) but this magic has a distinct aesthetic: group based, energetic, and involving mysterious, otherworldly forces. By contrast, New World Magischola (2016-2020) features a freeform system of magic that players can take in many different directions, from labour-intensive to potions, to quick, comedic hexes, to dark and deadly rituals.((Bowman, Sarah Lynne, “When Trends Converge – The New World Magischola Revolution,” NordicLarp.org, 4 July 2016.))

    Larps such as New World Magischola and College of Wizardry (2014-) embody a particular sub-genre of fantasy: that of the “school of magic.” Genre tropes include elements typical to an academic environment applied to the study of magic: rigorous homework, difficult tests, complex projects requiring long hours in the library, and the like. Designers of these types of games typically envision magic as challenging, necessitating years of study and practice. Unlike the wonders of myths and legends, this magic is learnable, masterable, theorizable, and debatable.

    While the aim of such larps is to convey a scholarly atmosphere, this is rarely achieved via the systems of magic employed in the games. Rather, the larps rely on character interactions, lore, set dressing, and other elements to communicate that, yes, magic is difficult and demanding. Players perform challenges, and reinforce each other’s performance through the process of what Mike Pohjola calls “inter-immersion”((Pohjola, Mike, “Autonomous Identities,” in The Foundation Stone of Nordic Larp, Knutpunkt, 2014, pp. 113-126.)): players communicate to each other through their actions and words that magic is arduous business, and thus it is so. The game system contributes little in this regard.

    Indeed, the works that provide inspiration for these larps themselves rarely spend little narrative real-estate contending with the academic nature of magic at a system level. Even in a sprawling set of books such as J.K. Rowling’s Harry Potter series, we witness students of magic spending endless hours on homework and study, only to cast magical spells by muttering a few words and waving a wand. We’re rarely given a glimpse into what the study is and why it’s required.

    There is power in attempting to communicate the desired aesthetic via procedure and mechanics. As Hunicke, Leblanc, and Zubek theorize, “aesthetics set the tone, which is born out in observable dynamics and eventually, operable mechanics.”((Hunicke, Robin, LeBlanc, Marc, & Zubek, Robert “MDA : A Formal Approach to Game Design and Game Research,” in Proceedings of the Challenges in Games AI Workshop, Nineteenth National Conference of Artificial Intelligence, 2004.)) A larpwright can use the very system of magic itself to evoke many of the aesthetics noted above.

    In this essay, I outline a method of creating a system of magic that can achieve many of the desired aesthetics of complexity, challenge, and scholarship. Since our concern is one of process, I attempt to make my argument by building a hypothetical system of magic. I then use a real-world case study to demonstrate how such a system can function within an actual game.

    Assumptions

    To begin with, we must assume that the larp we’re working with desires to achieve the feeling of “difficult magic”, and that magic plays a big role in the larp. For simplicity’s sake, since the genre is familiar to many, let’s assume we’re designing a “magic school” larp, where the majority of players are students attempting to master the supernatural. Our aim is for magic to feel academic and complicated, and to make students work to cast spells.

    As an initial, base system, let’s say that players can cast whatever spell comes to mind: they simply have to verbally indicate what they’re attempting to do, wave their hands in a vaguely mystical gesture, and voilà, the game assumes that magic occurs.

    It is immediately apparent that this very freeform system, while appropriate for some games, does not fit our task of reinforcing the academic aesthetic of magic at a systems level. Let’s start by making magic a little bit harder.

    Player Effort

    “Any slight error in the movement or in the incantation would weaken, negate, or pervert the spell.”

    — Lev Grossman, The Magicians

    The first step might be to ensure that players have to voice a specific “magic word” or incantation to produce a magical effect:

    >>Yelling the word “Fire” produces in-game flames

    This is a start. However, in order to evoke a feeling of real challenge, we can modify our magic system to make players apply non-trivial, analytical effort in order to cast a spell. Effort is non-trivial if the player can simply perform magic without any thought. Yelling a desired effect out in English is a fairly trivial bit of effort.

    On the other hand, if one needed to memorize the word for “fire” in Sanskrit, this would constitute non-trivial effort:

    >>Yelling the word “Agni” produces in-game flames.

    Effort might be analytical if it is not wholly creative, and requires some degree of analysis. If a spell asks a player to recite a lyrical description of its effect, this effort is non-trivial (but in this case, not very analytical):

    >>Reciting “Flames of the earth, rise to my call, obey the heat of my command!” produces flames.

    If on the other hand, the player must yell out the first and last letter of the force they are conjuring, this effort is analytical, but probably fairly trivial:

    >>Crying out the letters “F E” produced a flame.

    The combination of the two properties, non-triviality and analysis, results in magic that feels challenging and logical (and thus, worthy of traditional academic study). A designer can produce a system that is both non-trivial and analytical in a variety of ways. For example, this effect could be achieved by using a set invented set of words to represent verbs and nouns, out of which players must select a combination. Let us say that the designer has put forth the words “Creatarus” , “Desctrucio”, “Fireflammus”, and “Glaciola” to stand in for spells that “create” or “destroy” “fire” or “ice” respectively. Now, a player will have to take a moment to remember and then select the right two-word combination for the situation at hand:

    >>Thinking about the desired outcome to “create” an affect which is related to “fire”, the player intones “Creatarus Fireflammus” to produce in-game flames

    This process of recalling the right words is non-trivial, while that of selecting the correct words for their current task is analytical.

    While workable, this “list of magic words” system lacks depth. If all magic were about studying and combining two words, then in order to become a skilled practitioner a single hour’s worth of lecture, followed by solo memorization for however long it takes would probably suffice. There would be no need for a complete course of study; a well-stocked “name library” would be enough. What this system needs is a more complex set of operations.

    Rulesets & Operations

    “Words are powerful. And they become more powerful the more that they’re said and read and written, in specific, consistent combinations.”

    — Rainbow Rowell, Carry On

    An entire magic system consisting of memorizing word lists would likely be rather dull in an academic setting (and probably a game setting). The challenge of “which word should I use?” would quickly lose its shine. To spice up this system, a designer can add more complex operations to their existing rules.

    For instance, we can add complexity by bringing in other parts of a player’s physicality. In our current system, let’s add gestural components to our spells:

    >> To create flames using “Creatarus Fireflammus”, the player must make a pointing gesture with their hands,

    >> To extinguish flames using “Destrucio Fireflammus”, players must form a fist.

    The addition of the gestural components to spells adds complexity; yet, this isn’t significantly better than the magic words. While the physical element adds interest, the player is now simply memorizing gestures in addition to words. If instead, the gestural act is added to the spell based on a formal, internally consistent rule, we have an “operation”.

    Let’s modify our ruleset. Let’s say, when casting any spell on an inanimate object, the player must make a pointing gesture, while when casting any spell of creation on a living target, the player must make a fist. So:

    >> “Creatarus Glaciola” while pointing can be used to freeze a glass of water.

    >> “Creatarus Glaciola” while making a fist might be used to deep-freeze an animal specimen for later study.

    Here each time the player casts a spell, they must analyse the intended effect, and modify their spell in order to satisfy the rules of magic. While this system still relies on memory, it now also includes a pattern. By linking the kind of gesture to the target of the spell, we’ve succeeded in adding a more complex, internally consistent practice based on a rule, giving us an “operation”.

    This serves to flesh out our magic system. Additionally, and crucially, this system still allows for player creativity. If, as designers, we’ve created a sufficiently robust ruleset with a broad vocabulary of possible actions, then we’ve likely left room for players to create their own permutations, to try novel forms that designers haven’t accounted for. Of course, this might be a big “if”, one we’ll tackle later in this essay.

    We now have processes and rules of magic which must be learned, practised, and internalised. Players should feel that magic can be studied, or even mastered. As a next step, we can attempt to provide this system of magic with a more theoretical feel, offering room for (in-fiction) scholarly articles and careful experimentation, for debate and discourse.

    Lore, Terminology & Style

    “There are threads to the One Power, and each person who can channel the One Power can usually grasp some threads better than others. These threads are named according to the sort of things that can be done using them—Earth, Air, Fire, Water, and Spirit—and are called the Five Powers… While Spirit was found equally in men and in women, great ability with Earth and/or Fire was found much more often among men, with Water and/or Air among women.”

    — Robert Jordan, The Eye of the World

    It is an undisputed fact that larps make use of lore, backstory and scenic design in order to reinforce desirable themes and aesthetics. Such a principle can be applied on a micro level to our system of magic. A larpwright can make their magic more memorable by creating their own terminology or by inventing fictional reasoning behind their operations and rulesets.

    For instance, in the system we’ve been working with, one might ask, “Why are different gestures needed for different classes of targets?” Is it because a different geometry of energy flow is required to engage with a living system? Is it because magic was invented by the gods, whose very gestures changed the world? Or is it merely a mental construct that allows the mind to focus its energies differently? Indeed, posing such questions but keeping the answers somewhat open-ended might stimulate interesting in-game discussions and exciting play.

    The way in which we teach players how to use our magical system is an area ripe for such fictional adornment. Many larps find it simple and practical to teach game system to players would be to instruct them during a pre-game, out-of-character workshop. Providing them with the incantations, rules, and time to practice casting spells, allow most players to begin grasping the basics of the system. By contrast, one can imagine a more “immersive” way of teaching the system: instruction in-character.

    Instead of a pre-game workshop on magic, perhaps a professor, or mentor figure can tell player-characters about the principle of using incantations, about the rules of gestures, and how to use them, and have them practice their spells with each other. Allowing players to take notes and ask questions might further involve them in the learning processing, enhancing not only the atmosphere of academia, but improving their ability to recall the rules of magic.

    Taking this a step further, we can integrate the setting and lore of the world at the systems-level. Perhaps, in addition to learning from a teacher figure, players must search through and cross-reference various scrolls to learn what the incantation for “fire” is, mimicking the real process of research. Perhaps, there are disputed theories about which hand is best for performing magical gestures, and both theories are presented to players in their “reading”; players can then perform an empirical “test” to creatively “discover” which method works best for their characters. They may even have to interact with other characters to gain access to these scrolls, and to practice rooms to try their experiments. While neither of these examples are particularly novel, they represent ways in which players’ actions directly affect their ability to engage with the game’s magic system. An inventive game designer could dream up even more interesting ways players can learn about magic, perhaps leaving some room for player creativity, as we shall discuss below.

    Thus, the process of learning and performing magic becomes intrinsically tied to the players’ stories, not just because the players decide that it’s the direction they want the characters to go, but because the system itself prohibits them from performing magic until they complete these tasks.

    The manner in which the information is presented can also do much to enforce the setting and tone. Burying incantation across multiple academic papers with titles such as “Ignis & Agni: Towards a Unified Theory of Thermal Manipulation”, papers which must then be accessed from an in-game library, would contribute to a stuffy, academic tone. By contrast, hiding the incantation within the illuminated marginalia of a lavish scroll recounting the story of “Ye Deʃtructionne of Ye Greate Dragonne” might be suitable for an epic fantasy quest. In both cases, the presentation of the information about the system of magic and the manner in which it is accessed have been leveraged for play.

    Leaving Room for Gaps

    “Great mages have wasted their lives trying to get at the root of magic. It is a futile pursuit, not much fun and occasionally quite hazardous.”

    Lev Grossman, The Magicians

    It is possible to over-define the rules for magic, to create a complete, ironclad system that leaves no room for interpretation. This is useful if we are preoccupied with the puzzle-like nature of magic, with questions of correct and incorrect.

    Most larps, however, are more concerned with creating interesting play than in verifying correctness of magic. While rules and systems can help immerse players in specific moods and aesthetics, we might want to leave gaps in our system. Perhaps not every possibility is explored, or maybe there are ambiguities within the system itself.

    If there exists an ongoing debate about which hand to use when forming magical gestures, for instance, enterprising players can explore this debate as part of play, and colour their own spellcasting with the questions posed. As another example, reference books might describe the incantation “Fireflammus” as “pertaining to the movement of excessive heat”. A creative player could use this ambiguity to invent an analogue to our ice spell “Glaciola”, using “Fireflammus” to siphon away from an object and freeze it solid. In a collegiate game, such an activity might even become the topic of one’s homework assignment, or dissertation.

    Creating space for players to propose their own theories of magic and have them validated by fellow players or facilitators might make for a powerful motivator for immersive play. A thesis defence, a grand tournament of magic, or a midnight “show-&-tell gathering” witches might be ideal scenarios for such experiments.

    A gap in our magic system allows player ingenuity to emerge, and permits a deeper exploration of the system and the narrative. As Frank Lantz declared in his talk on the Immersive Fallacy, no doubt foreshadowing our present context, “This gap is where the magic happens.” [6]

    A Question of Player Skill

    “A rock is a good thing, too, you know. If the Isles of Earthsea were all made of diamond, we’d lead a hard life here. Enjoy the illusions, lad, and let the rocks be rocks.”

    — Ursula K. Le Guin, A Wizard of Earthsea

    In our quest to create a magic that feels rigorous and academic, we have devised the rudiments of a system where players’ fictional actions (researching, studying, and casting spells) and their real world activities (researching, studying, and performing gestures and sounds) are closely mapped. Where mundane effort is used to simulate its magical analogue is where we begin to see an issue of inclusivity.

    This system clearly favours players with certain skills over others. Those practiced with logical thinking, data analysis, and puzzle-solving will likely find the system of magic easier to grasp. If the aim of the larp is to provide a fantasy of academic magical rigour to those who are inexperienced with such academic tasks, skills other than these must also be valued in the larp.

    The role of creativity, of filling out the “gaps” in the system of magic might be emphasized, giving players more options to invent their own magical acts within the existing framework. There could be many ways of doing this, from those that are more “cosmetic”—asking players to name certain acts, or invent parts of the lore—to those that are more “systemic”—inviting players to invent their symbols or rules that pertain to casting spells.

    Alternatively, the game designers could encourage the cooperative discovery and performance of magic at the systems level. Perhaps many people are needed to actually carry out the research for a spell, since parts of it are scattered throughout many sources. This would work even better if these sources required different sources of interaction; maybe the research of a spell requires someone to look through a text, another player to recognize patterns in an image, and a third to ask a mentor a question. Moreover, the casting of a spell could itself be a cooperative act, requiring multiple individuals to carry out different, simultaneous tasks. Such design decisions might go a long way in making the larp, and it’s magic, accessible to a wider audience.

    Using Real World Symbolic Systems: A Case Study

    Earlier on, we considered the prospect of designing a magic system that is “sufficiently robust”. Obviously, designing a complete, complex, analytical, rule-based, and story-rich system is challenging. One method is to rely on real-world analytical or symbolic systems. A designer can select an ordered system such as the Periodic Table of Elements, the geometric properties of regular polygons, or a computer programming language, upon which to base a magic system.

    The advantages of using such a system are potent: such systems contain built-in complexity suitable for analysis, consistent rules and operations will not have to be devised from scratch, and terminology (and perhaps even areas of ambiguity) that can be borrowed from the real-world discipline of study. Additionally, the players might come away from the larp with real-world knowledge. While the effort spent engaging with a game system might in of itself constitute a pleasurable act needing no justification or “end goal” outside the game (an anti-capitalist concept vehemently put forth by designers such as Paolo Pedercini),((Pedercini, Paolo, “Videogames and the Spirit of Capitalism,” Molleindustira, 2014. [Online]. Available: https://www.molleindustria.org/blog/videogames-and-the-spirit-of-capitalism/.)) it might be comforting to some players that their outside the “magic circle” of the larp

    I will illustrate an example using as a case-study Basic Principles of Incantation by Sharang Biswas (myself, the author of this essay) and Max Seidman, an hour-long, playful, live-action experience first exhibited at the “Game Night #5” showcase at the Denny Gallery in Manhattan.((Biswas, Sharang, “Basic Principles of Incantation,” [Online]. Available: https://sharangbiswas.myportfolio.com/basic-principle-of-incantation.)) Since then, the piece has undergone numerous changes, and has been performed at Living Games 2018, as a fully produced interactive theatre piece for Sinking Ship Creations in 2019, as an online show for Mirrorworld Creations in 2020, and in other smaller venues.

    Note that while we, the designers, do not consider the piece to be a fully realized larp, the live action elements lend it a larp-like nature, and the conclusions from this analysis can be applied to many forms of games and interactive performance.

    In Basic Principles of Incantation, players take on the role of Victorian students in a tutoring session where they are to learn the basics of magic. In this game, magic is performed using very specific, calculated incantations, and the system of magic is based on real-world Linguistics, in particular, phonetics, phonology, and morphology.

    While detailing the complete system is impractical, a few points can be noted:

    1) Non-Trivial Effort: Part of the challenge of each incantation is the pronunciation. Consonants and vowel sounds from a variety of languages were included in spells, meaning that participants who primarily spoke English had to practice the words multiple times in order to sound them out correctly.

    text describing a magic spell

    2) Analytical Effort: Each incantation had a tripartite morphological structure. Key words needed to be appended with a prefix, suffix, or in-fix, depending on whether the spell to be cast was one of creation, destruction, or modification. These affixes had to additionally be chosen from printed tables, depending on external factors (such as the time of day, or month of the year etc.)

     

    text describing a magic spell

    3) Complex operation: Once affixes were chosen for a magic word, vowel or consonant shifts were made based both on external features and phonological rules. A table of vowel shifts (listing real-world tongue positions for various vowels) was provided, telling players exactly how to modify the vowels in their spell.

    text describing a magic spell

    4) Lore & Style: Magic was never referred to as “magic” but as the “Esoteric Arts”. Rules, tables, and words were all found in a specially written textbook, written in the style of a 19th century pamphlet, complete with theoretical chapters and footnotes with references. Players had to hunt through this book, cross-referencing tables, charts, and explanatory paragraphs with each other in order to arrive at their spells. This textbook was essential to maintaining the tone of the game. As Edward Mylechreest wrote in his review on No Proscenium:

    “Perusing the pages, I quickly feel completely out of my comfort zone. It is classic academia, with hard to understand wording and the feel of being lectured at by a 19th-century professor. It reads exactly like a historical tome, plucked out of a sorcerer’s library, and now sitting on my lap. I am immediately transformed into the role of student wizard, although perhaps I feel more like a Neville than Hermione.”((E. Mylechreest, “Getting All Magicked up in ‘Basic Principles of Incantation’ (Review),” No Proscenium, 23 October 2019. [Online]. Available: https://noproscenium.com/getting-all-magicked-up-in-basic-principles-of-incantation-review-f2e4e9e6755d.))

    5) Gaps Were Permitted: The role of infixes (as opposed to prefixes or suffixes) was only hinted at. Players were repeatedly told that the rules they were learning were “oversimplifications”, and that the true, complex rules were for advanced study. Questions were often met with the answer of “it depends”, and the instructor was able to fictionalize debates and theories of magic.

    Basic Principles of Incantation revealed a few more advantages of using the protocol outlined in this essay:

    a) Players were deeply engaged in group-play. Because magic took on a puzzle-like nature, players cooperated and built on each other’s answers and theories, often in-character. Even players who believed themselves to be less skilled in the puzzle-solving aspect of the game were drawn into the challenge and contributed to the team in different ways, such as searching the classroom for the relevant texts, listening to and transcribing the spells intoned, and writing out theories and possibilities on the blackboard.

    b) The volume of information in the text book created the illusion of a deep, fully realized world.

    c) Since the basis of the system was actual Linguistics, real-world skills and knowledge was taught: pronunciation and the classification of vowels and consonants, some basics of the International Phonetic Alphabet, a little morphology, and more.

    In summation, all these features created an atmosphere of studious focus, and a world where magic was challenging, slow, and, frankly, impractical as a solution to most problems. This was precisely the tone we, the designers, were aiming for.

    Next Steps

    This essay modelled a way in which a larp designer can infuse the practice of magic with an element of rigour and challenge. By calibrating the effort required for magic on behalf of the player, by constructing a system of internally consistent and appropriately complex rules, and by introducing suitable lore elements and story trappings, all while maintaining some degree of ambiguity for players to build upon, the larp wright can be confident that their game enforces their desired tone through the game mechanics themselves.

    Of course, much of this essay relies on a conjectured system: “If one were to…”, “Perhaps if we…” While a case study is presented, it is for a short, puzzle-like experience with only a light narrative, that relies on skilled facilitators to arbitrate the correctness of spells.

    For a full larp with narrative richness, much more thought and playtesting needs to go into a system of magic such as the example created using the ideas in this essay. Can such a system work without the eagle eye of an assiduous game master, allowing players to check themselves and each other on the correctness of their magic? Can we balance the time it takes to learn and cast a spell with the pacing of the game? Does our system remain engaging after a few hours of play? Do players become far more pre-occupied with puzzle solving with to the detriment of character interactions and narrative creation? When using the framework presented in this essay, these are questions a larpwright will need to address.

    Ultimately, my aim was not to present a “best” way to create a system of magic, but to provide aspiring designers with tools that can help them achieve a certain aesthetic, and inspire them to experiment with how magic is portrayed in their game.

    Bibliography

    Biswas, Sharang, “Basic Principles of Incantation,” [Online]. Available: https://sharangbiswas.myportfolio.com/basic-principle-of-incantation.

    Bowman, Sarah Lynne, “When Trends Converge – The New World Magischola Revolution,” Nordiclarp.org, 4 July 2016.

    Hunicke, Robin, LeBlanc, Marc, & Zubek, Robert “MDA : A Formal Approach to Game Design and Game Research,” in Proceedings of the Challenges in Games AI Workshop, Nineteenth National Conference of Artificial Intelligence, 2004.

    Lantz, Frank, Writer, The Immersive Fallacy. [Performance]. Game Developer’s Conference, 2005.

    Mylechreest, Edward, “Getting All Magicked up in ‘Basic Principles of Incantation’ (Review),” No Proscenium, 23 October 2019. [Online]. Available: https://noproscenium.com/getting-all-magicked-up-in-basic-principles-of-incantation-review-f2e4e9e6755d.

    Pedercini, Paolo, “Videogames and the Spirit of Capitalism,” Molleindustira, 2014. [Online]. Available: https://www.molleindustria.org/blog/videogames-and-the-spirit-of-capitalism/.

    Pohjola, Mike, “Autonomous Identities,” in The Foundation Stone of Nordic Larp, Knutpunkt, 2014, pp. 113-126.

    Vejdemo, Susanne, “Group Improvisation of Larp Rituals,” Nordiclarp.org, 27 February 2018.

    Zimmerman, Erik and K. Sale, Katie, “Chapter 27: Games as the Play of Simulation,” in Rules of Play: Game Design Fundamentals, MIT Press, 2003.


    Cover photo: Image by RODNAE Productions on Pexels. Photo has been cropped.

    This article is published in the companion book Book of Magic: Vibrant Fragments of Larp Practices and is published here with permission. Please cite this text as:

    Biswas, Sharang. “More Than A Few Funny Words: Designing Magic Systems That Convey Challenge & Rigour.” In Book of Magic: Vibrant Fragments of Larp Practices, edited by Kari Kvittingen Djukastein, Marcus Irgens, Nadja Lipsyc, and Lars Kristian Løveng Sunde. Oslo, Norway: Knutepunkt, 2021.

  • Tarot for Larpers

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    Tarot for Larpers

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    The best prop I can have at a larp is a deck of tarot cards. They’re pretty; they’re powerful; they’re mystical. I love going to occult themed larps where they can be brought in for pretty much any reason, but if it makes sense for your character they can make sense in almost any larp. Tarot readings are great because they are fundamentally narrative in nature and shape themselves to any kind of situation. And the kind of skills a con artist uses in real life can be used to deepen and intensify the experiences of your co-players. So I’d like to give a little guide to getting started with tarot and how to make the most of it at a larp. The concepts can be used for pretty much any kind of divination, but tarot is just so dang evocative and iconic, it’s hard to beat if it’s an option. But if rune stones, animal entrails, or the I-Ching are a better fit for a given larp, the same basics go for them.

    On Magic

    There’s no actual magic in tarot cards beyond what we invest in them. They’re just an older form of regular playing cards that later got used by occultists, latter day witches and spiritualists as a tool or trick. But that doesn’t mean they can’t be used for powerful stuff. The names and images on them have been refined to touch on very strong universal themes in the human experience that we can tap into and they’re surrounded by a mystical story that we can use to make them more serious than they really are. Especially in a context like a larp, where we allow ourselves to believe in magic and the power in things just a little more. Tarot cards tap into the power of ritual in all the best ways on a scale that’s quick and easy to use in a larp setting. They’re fundamentally a narrative device, which is why they’re a perfect complement for role-playing. They tap into our subconscious and our brain provides patterns and explanations to make them speak meaningfully. There really is no magic, but when we allow ourselves to believe, there is.

    But let’s get started with the practical side of things.

    photos of anime tarot cards
    Photo by YAGO_MEDIA on Pixabay.

    Choosing your deck

    There are a ton of different tarot decks. You can get pretty much any kind, theme, and quality. It’s really all about finding one that speaks to you. And in the case of larp: one that fits into the fiction you’ll be playing in. I have two recommendations: The first is to go for the classic Rider-Waite-Smith or Universal Waite-Smith decks gorgeously illustrated by Pamela Colman Smith. It’s the one you’ve seen used a hundred times with the iconic pictures. It fits nicely into a wide range of time periods and people know exactly what it is. The iconography is quite evocative and pretty easy to work with. You hardly ever go wrong with a classic Rider-Waite-Smith. The second, and my personal favourite, is the Thoth Tarot designed by Aleister Crowley. It has a few twists on the classic deck and is more modern looking, but the cards are more abstractly expressive in the art and each comes with a label that drips drama. But if you go to the shop and find that the panda tarot deck really speaks to your next character, go for it. Just make sure the cards can inspire you when you use them. A good beginner trick is to ditch the Minor Arcana of Swords, Wands, Cups, and Pentacles and just focus on the Major Arcana with the big hitters like The Devil, The Tower, or The Lovers, until you are more comfortable with the cards.

    Setting the Mood

    Tarot really benefits from doing just a little bit of work on setting the mood before using them. Use a tablecloth; the cards are easier to pick up and it looks nicer. Light up a few candles; the flickering light will make the artwork come alive. And maybe place the deck on a nice plate rather than pulling it straight out of the pack. Be super obvious and ritualistic about how you shuffle them. Craft a little space where you, the cards, and the person you are reading them for are in tight focus. Tarot requires focus and a little drama to work their best. And get the recipient to contribute too: have them formulate a definite question they want inspiration for. Never offer clear answers, though. Just that you’ll help show them what lies ahead. Have them pick out a card to represent themselves if you have the time. If you’re the dramatic sort, a few invocations or ritual phrases might also be a good addition, but always play them as seriously as you can.

    Dialogue

    You can do a tarot reading like a show, talking all the way through the process while the recipient is just an audience member, but you’re much better off thinking of it as a dialogue. Both for their immersion and for making it easier on yourself. I like to get myself very calm, speaking slowly and as if I am teaching the person across from me to read the cards themselves, rather than as divine inspiration through me. I like to leave a bit of uncertainty and magic in just exactly how I know the things I say and how the cards reveal them. And I give the other person plenty of time and silence to think and react if they need it. Shape it to your own personal style, your character and the person you are reading for. It’s a one-on-one kind of show, so play into the strengths that it gives.

    photos of tarot cards on a burgundy background Photo by GerDuke on Pixabay.

    Cold Reading

    Con artists have two main techniques when doing these kinds of things out in the real world that you’ll find useful in larps as well: cold reading and hot reading. Cold reading is basically using the person you are talking to, to reveal things about themselves. It’s the same skill you’d use to guess which cards people have at the poker table, or when your friend is grinning ear to ear, but won’t tell who they kissed last night. With a little practice you’ll quickly notice which of your words impact them and which you need to skip past. Throw a lot of stuff out and see what sticks; they won’t likely remember the misses. See when their ears prick up, when their eyes become unfocused, or their attention zooms in. Try to shape moments where they’re the ones talking and you’re just confirming. The human brain is trash at remembering who said what, so odds are they’ll remember you telling them something they revealed themselves. It can be a little tricky to do while juggling the cards at first, but really fun when you get it working. There’s no reason to rush, so take your time to observe your audience.

    Hot Reading

    Hot reading is when you know things about the person they don’t know that you know about them. Con men will do a background check on their targets and then pretend angels told them, but in larp we can just read their character sheet beforehand or notice what kind of drama they’ve been in recently, or even have an offgame chat before the reading to lay out the themes. It’s where you can really help someone’s play by pushing them at choices their character has to make or realizations they’re just about to make. Bringing in characters they’re in conflict with or want to seduce. It’s a great steering tool or just a super fun way to mess with their heads. I like to leave most of it unspoken between us. I’ll hint at the thing, but never name it, to preserve the magical feeling. If I saw them have a big row with their brother earlier, I’ll start talking about how the cards mean family and the great price of loving someone, and see if they pick up on that. If they’re the ones making the realizations themselves, it’s often much more dramatic.

    Card Manipulation

    If you have the dexterity to pack the deck beforehand, you can choose which cards come up during the reading. It’s rarely subtle, but it can definitely be impactful. I personally have too many thumbs for it, so I can’t really give any practical tips; my skills are more in the area of making the most of the cards as they fall. That also keeps the magic alive a bit even after the larp is over, but that’s a matter of taste.

    Layouts

    You can do a tarot reading by just drawing a single card, but you get a lot of synergy out of having several in a layout on the table. Don’t go overboard; more cards aren’t better. The sweet spot is usually between three and five cards total. How you place them on the table is up to you. It’s a fun way to shape the dialogue beforehand. The classic is the Celtic Cross where you make a cross with the recipient’s chosen signifier in the middle and there’s a card for the past, the future, what’s working against them, and what’s helping, but you really can do any pattern. I like a Y-shape if someone is facing a choice or laying a wall if someone is up against a challenge. Or a circle if they want to know where they stand. It’s up to you. Just give each card position a clear metaphorical meaning when you lay down the card. I like to lay all the cards except the first out facedown in their place and then turn them over during the reading as needed.

    Tarot cards decorates witth stained glass spread over a colorful embroidered cloth
    Photo by MiraCosic on Pixabay.

    Layers of Meaning

    The last skill is the “actual” interpretation of the cards. This is where most beginners feel intimidated, but just remember that there is no right answer for any card. It’s all about how well it connects to the target. Just keep bringing forth meanings until you strike gold.

    Depending on the deck you have, there will be various amounts of things to work with on each, but every card will always have a couple of these:

    • What is the immediate feeling the card inspires?
    • What does the picture show? Who are the people in the picture to the recipient?
    • What is the colour of the card? What emotion does that bring out?
    • What is the value of the card?
    • What suit is the card?
    • What name does the card have?

    You don’t need to use all of them, just whatever seems to fit best in the situation. These are usually obvious enough to get started talking and seeing what the other person reacts to, if not try another aspect of the card and so on. If you have a hard time, leave it and go on to the next card; maybe the pattern will make more sense later. As more cards are revealed so does your recipient reveal things about themselves that might be brought back to previous cards.

    You can also invoke some of the structures behind most decks with a bit of practice. For example, the four suits usually align with the four elements:

    • Cups are Water, Pentacles are Earth, Swords are Air, and Wands are Fire.
    • Cups and Pentacles are usually feminine, while Swords and Wands are masculine.
    • Placement on the table matters; you can have axes of time, positives and negatives, good and evil.
    • All cards of course also always hold their own opposites within them.
    • Sometimes The Devil is in the details. It might really be the figure in the background the card is about.
    • There’s also often a structure to the values of the cards that you can play with. I won’t get into it here, but check out the Sefiroth of Kabbalistic tradition if you’re into mathematical magic.
    • Thematic decks can also have even more layers.

    But all of that isn’t necessary to get started. Just go with an intuitive reading with a strong dose of confidence and you’re good. In addition, tarot decks often also come with a booklet that details each card, but there’s really no need to memorize or buy books on tarot. In the end, it’s all a subjective artform and not an accurate science. If you’re feeling uncertain, try imagining a situation in play and draw a couple of cards and think of how you’d make them relevant to that situation as practice before play.

    Taror cards on a colorful cloth
    Photo by MiraCosic on Pixabay.

    Role-playing Opportunities

    Once you get comfortable with the basics, you can start to add layers on top. Maybe your character has an agenda and wants to twist the reading in a certain direction? Or they’re inspired by a demonic entity that loves sex, so the cards always points towards carnality? Or a theme of the larp is lost hope, so the readings tend to be cold on comfort. You can do a lot with the framing and what you emphasize in the cards to drive play in a fun direction. But all that’s for later. For now, just go get started.

    I hope this makes it less intimidating to pick up a deck and bring it to your next larp. It’s a super fun tool to have. Or if someone else has brought their deck, don’t be afraid to ask for a reading or for them to show you how it’s done; I’ve had a ton of great play moments teaching acolytes the art of the tarot. It really is what you make of it and tarot tends to pay back big dividends for the effort put into it.


    Cover photo: Photo by Jean-Didier on Pixabay.

  • Larping Before the Larp: The Magic of Preparatory Scenes

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    Larping Before the Larp: The Magic of Preparatory Scenes

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    This article is going to discuss a workshop tool: the use of short in-character larped scenes. These are scenes involving larp participants, in which they play their character. They take place during the pre-larp workshop, as a structured activity designed-in by the organizers, before the actual larp has started. They are being referred to here as ‘preparatory scenes’.

    What are preparatory scenes like?

    • A small number of characters are in the scene, often just two.
    • A scene usually lasts for maybe five or ten minutes.
    • Each participant might play just one such scene, or a series of them.
      • (If a series of scenes, then those might be with the same other participant(s), or with a mix of different people.)
    • The other participants might be watching, or they might be involved in scenes of their own, in parallel.
    • Usually these scenes don’t involve the scenography, and other immersive material, that will be used during the larp itself: maybe not even costume.
    • Usually they will happen towards the end of the workshop, so that their factual and emotional content is fresh in the minds of the participants as they start the larp.

    Note, this is considered as separate from ‘preplay’ – which is in-character activity that participants undertake together without direct supervision from organizers, usually according to their own preferred structure or in an open-ended way, often quite some time before the larp. While preplay may have some of the same purposes and effects as preparatory scenes, it’s not being covered here: Kyhn((Mia Kyhn, “Preplay,” What Do We Do When We Play? (2020). )) has a discussion.

    What types of preparatory scenes can be used?

    • Backstory – participants can play out part of their characters’ shared backstory together. Perhaps a key point, such as ‘our first date’, or ‘the time A saved B’s life’ – to establish exactly what happened, and who said what to who.((For example, at On Location, character relationships are outlined in their briefings in terms of events from the past. During the workshop, the players will play through these scenes, to find out and agree together what exactly happened.))
    • Relationship – participants can establish the details of how their characters are when with each other – this can be illustrative, such as ‘this is how we spend a typical day/meal/mission/murder together’.((At Just a Little Lovin’, the in-character ‘social groups’ eat a meal together, during the workshop. This helps them explore how they relate to each other as a group during a regular day-to-day activity.)) Or it might be exploratory: the characters meet in a cafe – what might they start chatting about?
    • Group dynamics – how does a group of linked characters function together? What are their dynamics of communication, of sharing space, of hierarchy, etc?((At De la Bête, characters live together in social groups of mixed status. During the workshop each group of participants designed and played out, with the other participants as audience, an extended scene that showed the group’s internal hierarchy and social dynamics.))
    • Reaction – how do the characters react (individually, and together) when placed into a particular situation? For example: if the two characters were seated together in a bus that came under gunfire, what would they say/do? When one of them finds a letter that the other has received from an ex-lover, what might happen? (This would usually be an imaginary episode; not drawn from their actual backstory – because its purpose is to explore ‘what if?’.)

    And they could be:

    • Emotional – intended to get into the insides of the relationship: how these characters feel about each other, and how those feelings are expressed. ((At Dawnstone, participants were encouraged to together identify and play out a backstory scene that explored or established a key emotional dynamic between them: that set the tone for how they would relate to each other emotionally during the larp.))
    • Physical – getting the feeling of interactions within the relationship into the participants’ bodies. How do the characters use touch, distance, height, movement?
    • Factual – making sure that the characters’ memories of the details of the event being depicted match each other.
    • Different ways of doing things – trying out a scene a few times in succession, with variations in content or expression – or varying the character portrayal from one part of the scene to the next.

    What’s the point of this?

    Calibration! Preparatory scenes are a great tool for developing a shared understanding among participants. Nielsen((Martin Nielsen. “Culture Calibration.” In Pre-Larp Workshops (2014). )) explains why calibration is such an important task prior to larping together. And this can be a very effective way to help achieve it.

    Calibration via preparatory scenes can be particularly valuable when participants themselves have had some responsibility for character (and even, world) creation.((In Brudpris, during the workshop the players determine the details of the culture that their characters inhabit, around a skeleton design: its rituals, behaviours, and the key ways in which families interact. It’s then valuable to play through some of these in pre-larp scenes)) They can show each other what they have created/added; and they can explore together what they have jointly decided.

    What might participants get from it?

    • The chance to try out different ways of playing their character, before having to commit to it in the actual larp.
    • The chance to agree key details of backstory with the other participants who are involved.
    • Feeling the backstory as lived, rather than just as text that they’ve read.
    • The chance to explore relationship dynamics, and tweak them if necessary, in collaboration with the players of the counterpart characters.
      • (Potentially, the chance to discuss with those people how the relationship might evolve, and what might happen between the two characters, during the larp – if the larp design permits this, and time hasn’t been allocated for it elsewhere in the workshop.)
    • The chance to develop trust and shared understanding with fellow-participants – particularly important with those with whom they’ll be playing closely.
    • A step towards emotional safety – from having had a ‘dry run’ of the relationship, and having set and tested boundaries.

    What might organizers get from it?

    • Participants on the same page – ensuring that they have covered the key things that are needed to be covered.
    • Participants sharing in creation of material – giving them the chance to bring their own creativity to the larp preparations as well as the larp itself, even when the characters are fully predesigned.
    • Participants energized – larping a scene is the best way of preparing minds and bodies for larping a larp. If preparatory scenes take place shortly before the start of the larp proper, they can help participants hit the ground running. (This is good for the participants themselves, too, of course.)
    • Participants feeling safer and more able to trust – because they have been able to explore their behaviour together in a much lower-pressure and lower-stakes framework than within the larp itself.

    There might also be other reasons or functions to use preparatory scenes. For instance, some participants might value having a ‘lived experience’ of the backstory, rather than it just being written in the character sheet. Or they might find that it helps them to physically embed memories as though they were their characters’. These psychological angles are beyond the scope of this article, but might repay some study.

    How are they organized?

    Organizers may just leave a time window for participants to decide and run their own preparatory scenes, but more usually there will be some sort of plan. Most efficiently, this will be a rota arrangement, telling each participant with whom they are to play a scene, when, and also where to do it (to save time trying to find an empty room/corner while everyone else is doing so too). The idea will generally be to play at least one scene with each of your character’s most important relationships: what kind of scene will depend upon the details of the backstory and of the connection that they have together. The Spanish organization Not Only Larp call this ‘speed-larping’, by analogy with speed-dating. One of their larps that used it is No Middle Ground.

    A participant’s schedule might look something like this:

    Timeslot 1: with character A, in location X, play out the scene when you first met and became friends.

    Timeslot 2: with characters B and C, in location Y, play out your drinks together last night that decided you to join this mission.

    Timeslot 3: take a break.

    Timeslot 4: with character D, in location Y, play a typical family holiday from your childhood together.

    Timeslot 5: with characters A and D, and player Q acting as an NPC, play the scene of your parent dying in hospital.

    … with more details given for what’s expected to happen in each scene, as required.

    (Breaks are sometimes needed if it’s not possible to occupy everyone in every timeslot, because of some scenes involving different numbers of people.)

    The transitions between timeslots will usually be signalled by ringing a bell, or something like that. That tells everyone to end the current scene, and move to the location where their next one will be happening.

    One approach used in Harem Son Saat was to use preparatory scenes as a transition into play: as the very last phase of the pre-larp workshop. It started with one-on-one and small-group scenes (from backstory), then progressed into three large groups segregated by gender (this segregation was an important aspect of play in the larp) containing the whole set of participants – and then the larp itself started. The larp designer, Muriel Algayres,((Muriel Algayres. Personal communication with the author. (2020). )) explains that the intention is to progress throughout the workshops to being more and more in-character, and then to move from in-character scenes directly into play so as to have the participants as ‘warm’ as possible.

    Of course, for this to work, everyone had to already be in costume, and the usual final-briefing notes had to have already been given. It won’t be appropriate for all larps, or for all participant groups. But it was effective at supporting Harem Son Saat’s theme of a community whose present is overshadowed by its history (open and secret) and by its customs and patterns of behaviour.

    So where does the magic part come in?

    Think of the traditional ‘magic circle’ model of play.((Katie Salen and Eric Zimmerman, Rules of Play: Game Design Fundamentals. (2004). )) In this model, preparation for the larp and other para-larp((‘Para-larp’ is that activity around the larp that is not the larp itself. See Johanna Koljonen, ‘Designing Your Thing, Their Experience and Our Culture’ (2016).)) activities take place outside the circle: then at the start of the larp, participants cross into the circle, and start play under the different rules of reality, etc, that apply there.

    Preparatory scenes are a way of bringing some of the magic out of the circle, into the pre-larp. They allow calibration activities to take place in-character, with all the benefits for remembering and feeling that can bring. They allow participants to try out ways of relating their characters to one another, without the commitment to consistency that will be required in-play.

    By using preparatory scenes, you can make the magic of larp fresher, stronger, and just all-round generally magicker.

    References

    Algayres, Muriel. Personal communication with the author. 2020.

    Koljonen, Johanna. “Designing your thing, their experience and our culture.” Nordic Larp Talks 2016, Oslo. YouTube, https://youtu.be/yKZAeVAVfoE?t=422

    Kyhn, Mia. “Preplay.” In What Do We Do When We Play?, edited by Eleanor Saitta, Johanna Koljonen, Jukka Särkijärvi, Anne Serup Grove, Pauliina Männistö, and Mia Makkonen. Helsinki: Solmukohta, 2020. https://nordiclarp.org/2020/12/24/preplay/

    Nielsen, Martin. “Culture Calibration in Pre-larp Workshops“. Nordiclarp.org, 2014. https://nordiclarp.org/2014/04/23/culture-calibration-in-pre-larp-workshops/

    Salen, Katie, and Eric Zimmerman. Rules of Play: Game Design Fundamentals. Cambridge, MA: The MIT Press, 2004.


    Cover photo: Image by Natalia Y on Pixabay. Photo has been cropped.

    This article is published in the companion book Book of Magic: Vibrant Fragments of Larp Practices and is published here with permission. Please cite this text as:

    Holkar, Mo. “Larping Before the Larp: The Magic of Preparatory Scenes.” In Book of Magic: Vibrant Fragments of Larp Practices, edited by Kari Kvittingen Djukastein, Marcus Irgens, Nadja Lipsyc, and Lars Kristian Løveng Sunde. Oslo, Norway: Knutepunkt, 2021.

  • 10 Steps for Integrating Transformative Experiences

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    10 Steps for Integrating Transformative Experiences

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    Whether you’ve been through a larp, a work of magic, a psychedelic experience, or all of the above, they all have a huge transformative potential. For all of them, integration roughly works the same way. This list is partly inspired by a course about integrating psychedelic experiences that I followed in 2019.

    What is integration? Integration is the process of absorbing the experience you had and its consequences as a part of your life and yourself. Making it not a separate element but a part of a whole, and acting towards the changes that might be needed for that.

    A lot of what follows might sound like common sense – and well, it kind of is. It’s not done that frequently though. I myself more often than not didn’t follow all of these bits of advice (and not knowing them played a part in that). Read it not as a set of rules, but as guidance. The chronological order is supposed to make sense, but it could also be relevant to go back to some of the tips several times or to explore them in a different order. It doesn’t have to be linear.

    1. Create some archives.

    Write a report of what you’ve been through. Focus on what’s been important for you rather than on getting every detail right. If writing’s not your thing, draw, take pictures, dance or talk and record it.

    Don’t get analytical for now. Just gather material to go back to later.

    This should be done within two days after the experience, and as soon as possible. We forget and/or transform our memories very quickly. It’s like remembering a dream when you get out of bed: if you don’t catch it quick enough, it’ll dissolve into your day – maybe you’ll remember parts of it later, but maybe not. Do not be too afraid to forget things though: you will and it will be okay.

    2. Rest.

    For real. Take time to recover. Get some days off if you can. Eat as healthy as possible for you. Sleep enough.

    If you can, spend some time in nature, move your body in ways that are enjoyable for you.

    If you’ve been shaken, take time to assess if you might have been through a traumatic experience. Seek help if needed.

    Resting also means not getting involved in other things with a transformative potential for a while. If you just keep going, you risk, first, fatigue, second, encountering the same kind of experience and its potential difficulties again, because you didn’t integrate them the first time. As Alan Watts wrote: “When you get the message, hang up the phone”.

    3. Avoid making any big decisions.

    Avoid making big decisions for several weeks or even months, depending on the impact of the experience. Take the time to integrate. If it’s deeply true now, it will still be in two or six months.

    This might include: change of relationship status, moving to another city or country, deciding to become a parent, leaving your job…
    If you’ve been stuck in a situation for a long time and the experience gives you the impulse to get out, it’s understandable if you decide to use it. Still, strive to avoid brutality.

    4. Pay attention to your dreams.

    Pay attention to your dreams in the following days and even weeks. Write them down in the morning, draw them or record yourself telling them. Do you notice any change in patterns, themes, characters or elements that appear? Do you see any links with what you recently experienced? You could find interesting clues there about the ongoing transformations.

    5. Go back to what you experienced physically.

    Were there specific emotions or sensations? Where were they located in your body?

    How did you react to them then? How do you react to them now when you think about them? And if you try to recall, recreate them? Do these sensations trigger or evoke specific memories, or other sensations? Do they call for specific movements or physical practices? If yes, can you try it out? You might need someone else to help you with the physical work, maybe to push or massage some parts of your body. It could also just be a need to be held or hugged. Please ask people close to you or if it’s not an option for you, think about asking a professional.

    6. Meaning’s weaving.

    What were the messages you were given? The themes present during the experience? It’s time to go back to the raw data you collected, to create links, meaning, hypothesis. How can you connect what you experienced with other parts of your life?

    If you have tools you feel at ease with for creating meaning, use them. For example, you could do a tarot spread about what was conveyed by the experience, what you need to learn, and so on.

    If this was a shared experience – and I guess it will often be the case, especially for larps – it’s a good time to exchange with people who lived it with you. Do you have something specific you wanna tell them? What was different and what was similar for them? How do you all feel about what you shared? Does it have a specific meaning for you? Is it the same for the others, or not? Do you need or want to make any change in your relationships after that?

    Creating meaning often leads to creating a story. You will probably tell stories about what you experienced in the future, often in the same way. You might want to stay open to new angles, new ways to approach the experience over time. It’s also important to acknowledge and accept that people who shared the experience with you will all have their stories: expect that they might be quite different from yours, don’t project what you experienced onto others’ experiences.

    7. Look out for parts of you that might want to resist transformation.

    It’s extremely normal to be, at least on some levels, afraid of change. We know what’s there now but not what is to come. There’s safety in knowing, even in uncomfortable situations. Treat the parts of you that could be afraid or want to block the process with respect. You can try to identify them through, to name a few, feelings of uneasiness, closing of the body, or procrastination, and give them a shape in your mind. Try to bring understanding, compassion, rather than brute force to bear on them. What would they need to accept the change you want to bring (or the change that’s already there)? You could try inner dialogues, symbolic acts or emotional reassurance in imagination.

    8. Picture yourself in one year.

    Set a time to do this, maybe 30 minutes, maybe more, dedicated to the question. How do you want this experience to have affected your life in one year? How are you different? What did you do during the year to reach that place? What bodily sensations are present? Which emotions? Express it through your preferred medium. If you record it in one way or another, go back to it from time to time during the year.

    9. Which voices do you need at the moment?

    Find out which artists, writers, thinkers, influencers et cetera could help you move forward, could bring more food for thoughts, or could echo your experience. Get inspired. See how you’re – hopefully – not alone.

    10. Time for action.

    What can you do to go in the direction of the transformation that the experience pointed towards?

    Pick one action you can do in the two following weeks.

    Is there one small promise to yourself you could follow every day from now on?

    This could also be the time to express yourself, whether by creating art, writing a testimony to share, and so on. If you didn’t find any echo in the step #9, this might be especially important. You could be the voice some other people need.


    Cover photo: Image by Activedia on Pixabay.

    This article is published in the companion book Book of Magic: Vibrant Fragments of Larp Practices and is published here with permission. Please cite this text as:

    Teteau-Surel, Leïla. “10 Steps for Integrating Transformative Experiences.” In Book of Magic: Vibrant Fragments of Larp Practices, edited by Kari Kvittingen Djukastein, Marcus Irgens, Nadja Lipsyc, and Lars Kristian Løveng Sunde. Oslo, Norway: Knutepunkt, 2021.

  • Immersion through Diegetic Writing in Character

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    Immersion through Diegetic Writing in Character

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    Background

    I wrote my first poem when I was seven or eight years old. It was during a late dinner, I had just seen Carmen at the opera and was bored during dinner with my mother and my grandfather. On a napkin I scribbled a short poem. Thinking back, I don’t believe it was a coincidence that the creation of this first poem happened in close relationship to a very strong theatrical experience. Of course I had been in love with language long before that. Making up poems before I could even write, enjoying the feeling of stringing words together, making something beautiful. That this first actual written creation happened after my child self had experienced a very strong artistic performance made sense. I was filled with emotions I hardly understood, that needed to be expressed, and in that vacuum, poetry happened.

    As I grew older I would write poetry based on my own strong emotional experiences, a way of process perhaps? I would change my creative outlet from poetry to larp creation. Sometimes letting years go without writing a single poem. But it was always there as a way to gather my thoughts in moments of emotional turmoil, and strong emotional dissonance.

    Thankfully my life is not that filled with traumatic emotional experience these days, so my poetry writing has become much more rare. The most drama I experience these days is as a character at larps. However, I missed writing, and so I started experimenting with playing characters that expressed themselves through poetry. I quickly noticed that this was not only an excellent way to fuel my creativity, it also made my voice different. I might be the same person, but my style of poetry is not the same style as that of my characters, even if some similarities are unavoidable.

    Even more interesting, writing as a character, in-game meant I could sit alone in a room with a notebook, completely immersed in my character. Finally, I understood Finnish immersion closets; all I needed was some paper and a pen!

    I started to wonder, what happened there, in the meeting between me as a creator and the character? Could the written text change and influence play, but maybe more interestingly, could my character influence my own writing and creativity? Was this something more than I had experienced?

    In this little essay I will both use examples of my own writing, case studies of characters I played and how the diegetic poetry influenced the larp, but also of how the character influenced the writing style. I have also collected testimonies from other writing larpers or larping writers, since I wanted to know if this was more than a personal experience, asking them to reflect around their own diegetic writing experiences.

    Lastly I will talk a bit about larping through text, and how – if at all – using the writing medium changes the way we can interact, and the importance of writing style in our play.

    Feather quill in a gold pot near glass and metal containers
    Photo by cottonbro on Pexels.

    Three Examples from My Own Larping Career

    Below I will give three examples of larp characters I played and poetry they created. My focus will be on how creating these poems:

    • Felt in the moment
    • Changed the projection or story line of my character
    • Differed from my ordinary writing style

    I will also ask:

    • Did the larp experience change my normal writing?
    • Did design choices affect my use of writing in the larp?

    The Princess

    At Harem Son Saat (2017), I played the princess Samara. The larp designed by Muriel Algayres in itself did encourage writing. As a part of the larp all players got a small diary in which we were told to write either as our characters, or make small off game notes if needed. For me playing the sheltered young princess of the Harem, poetry became a natural way of self expression within the frames of female culture portrayed in the Harem of 1913.

    Harem Son Saat is a larp of the Romanesque tradition mixed with techniques from nordic larp. The romanesque larp style is much more narrative in its design elements, Muriel explains:

    [In] the French romanesque tradition . . . characters are quite frequently given as subjective diaries (and almost always written in the first person). This is in keeping with the literary origins and inspirations of this specific scene (tapping a lot in serialized novels of the XIXth century and Victorian melodrama), and also presents the characters through their subjective views, which allows for misunderstandings, play on prejudice, different readings of situations, etc.((Nast Marrero. 2016. “The Last Hours of the Harem.” Medium, June 26.))

    As a part of the design the players received a small diary for their character. It both contained subjective notes prewritten by the organizers but did also contain empty pages for the players to fill out in character during the larp. It was also to be saved afterwards as memorabilia of the larp experience if you wished.

    That we were given this physical artefact that encouraged us to do diegetic diary entries made it an easy choice for me to also start to write poetry in it, since poetry was one of the acceptable ways for my character to self express in a more or less safe way. The art of poetry became an alibi for her to speak her mind.

    Calligraphy pen writing in cursive on a page
    Photo by Aaron Burden on Unsplash.

    Preparing for the larp I also read a lot of Rumi, a famous mystical Turkish poet from the 13th century, to try and get some of the flavour of Turkish and Ottoman poetry, a style very far from my own personal writing. I also wrote poems in advance, marking important situations in her backstory.

    As the story of the princess born into a Harem longing for modernized western society progressed the poetry she wrote started to tell her story in it’s own way. Pivotal scenes documented in-game by her poetry. As a woman in the Harem she had limited possibility to communicate with men, even her father. She did however have the possibility to declare poetry or sing a song after dinner. This she did, as a way to communicate with her father and brothers.

    These are some examples:

    I am but a tool in my fathers hand
    Please God make me sharp and strong
    I am but the fruit of my fathers land
    Please God keep me sweet and young
    My heart is a sparrow small
    It flutters when I hear his call
    I step with care on burning coal
    Please grant me peace within my soul
    Purge my yearning, purge my dreams
    Drench this restlessness in my fathers streams

    Samara (A poem written earlier the same evening after a serious talk with her grandmother about Samara’s impending marriage, read out loud to her father the night of the 19th)

    A daughter’s duty is a rock in the ocean
    I will not be carried on the waves
    Your mightiness will overflow me
    Your current guides my night and days

    Samara (trying very hard to write a nice poem to her father for the competition 20th of June)

    But sometimes when the moon shines
    A lost ray will wander and shed some light,
    Reminding the rock that time
    will surely return it too the world

    Inayat, played by Jean-Damien Mottott (Answering by finishing Samara’s poem for her. She carried that close to her heart afterwards.)

    In this example Samara tries to make amends after some arguments about her future with her father, by writing this poem to declare to him during a poetry competition. Her secret lover Inayat, touched by her feeling of hopelessness, continued the poem with a verse of his own which he smuggled to her. A lot of this love story took its place in smuggled poetry and hidden glances.

    To sit and write the love poems, or the poems to my father in character helped me channel my character. It was a truly immersive experience helped along by the game design in itself that encouraged this type of diegetic writing.

    Old desk with pen and feather quill in a pot
    Photo by Clark Young on Unsplash.

    The Runaway Mother

    Another example of a larp were writing poetry in character had a huge impact both on my way of understanding my character, my characters self expression and my immersion is The Quota that ran in the UK in 2018, organised by Avalon Larp Studios and Broken Dreams larp. The larp takes place in a dystopian future where refugees try to get from England into Wales. It is set at the holding facility for refugees seeking asylum in Wales.

    In The Book of The Quota: A Larp about Refugees,((Elina Gouliou, ed. 2020. The Book of The Quota: A Larp about Refugees. Avalon.)) you can read more about the projects as well as several texts written by players both in and off game. There you can find all poems I wrote in character as the political poet, alcoholic Amanda Marks. Signing up for the larp, you got to choose between different archetypes, then one I got was “The Poet.” In preparation for the larp I knew I wanted her to try and leave England in the dystopian future the larp portrayed because she had written political poems, so I did create a couple beforehand. However the bulk of the poems were written ingame, drawing inspiration from what I saw and experienced there. I noticed how sneaking out for a smoke by myself (a moment that usually brings me off game and makes me reflect on the experience) became deeply immersive as what I saw while smoking would inspire poems I then would hurry in to write.

    The poetry also became acts of rebellion, creating play for others. I would hang them on the walls of the venue, and others would read them and get emotional. At one point I even delivered a poem to the overseer of the holding facility who responded with an intense scene of physical and emotional violence. Still most of the poetry was written for me. I would spend down time in the larp (which there was a lot of since it circled a lot around waiting and feeling powerless) writing and expressing myself through my poetry. At those moments I could become even more immersed than in actual scenes were I played with other larpers.

    I count the days until judgment
    Knowing the odds are against me
    There must be a better way out he said,
    Fresh eyes, hopeful smiles
    The key to survival is to survive the boredom
    and when you cannot wait anymore find a quick death
    Not too messy, think of the cleaners
    You can count many things in a prison
    Your friends, your enemies, your sleepless nights
    your pointless fights
    And when you run out of counting
    spread your wings and fly into a grey sunset
    without regret

    The silent scream is the loudest
    The yawn of desperation
    “You are not a good mother” they said
    Well you are not a good motherland
    I mean not to offend, but you need to amend
    Your view on humanity
    Bring back a little sanity
    A little decency, a little love
    I am not fooled by your rethorics
    I know your true nature mother England
    You eat your children, I only left mine

    Amanda’s poetry was a way for her to process her experience and after the larp I felt very little need for debrief writing, something I often do otherwise during an intense larp experience. I believe this was because I had already been processing the experience through words as it happened.

    The language also is a bit harder than in the case of Princess Samara. The subject is quite similar, both characters were women confined in space, by circumstances outside their control, and both characters had a rebellious streak, using poetry to not conform. Still Samara operated with her poetry within the confines of her situation, and it is in a way seen in the way her poetry is more bound by rhymes and rhythm, where Amanda’s poetry is more like spoken word, and flow rather than a set form.

    The Waiting Woman

    Feather quill in a pot on a desk with wooden drawers behind
    Photo by Chris Chow on Unsplash.

    When Covid-19 made larping in real life impossible this year, I started up a letter larp called My Dearest Friend (2020), running from the 1st of April to the 30th of November 2020. The setting and the idea was simple. Taking place in the middle of the First World War it centered around a boarding school for girls, and the men in their close acquaintance, many of them off at war of course. The parallels between the feeling among people during the beginning of 2020 and the characters in 1916 were deliberate. There was a feeling of life being thrown upside down. A new strange normalcy, the eager following of the news for updates. The feeling of being separated from loved ones as we practiced social distancing. For many participants the letters sent became something to look forward to in the dull normalcy of self isolation, much in the same way they would have been for the characters. In this larp I play several different characters but one of them, Millicent Struthers, writes poetry. This was something that I started on a whim, but as the larp has progressed the poems of Millicent have been a great way for me to process intense feelings of bleed in character.

    Though the format is low intensity, since you only are in character in your head while writing the letters it has for many become an intense experience where the borders between character and player easily get muddled due to the longevity of the larp. On top of that, many of the players, including myself, have introduced chat play as a part of the larp experience. It is not unheard of that I play my character on low intensity in these chats for weeks on end, without much break. This means that the immersion into character, although low in realism, becomes very emotional. By writing a poem when my character has a strong emotional response to a letter she received, or a situation in a chat, I can sort of debrief continuously while still in character.

    The style of Millicent’s poetry is romantic, on verse, and a bit naive just as her character is. One example is “I Have to Try and Go Alone,” written as an homage to her twin brother missing in action.

    Where are you; my brother now?
    In foreign land an unmarked grave
    In mud and rain and twilight gloom
    Where only foreign flowers bloom
    They cannot whisper any tales
    Of dear old britain’s glens and dales
    Where is that little daisy pray
    I gifted you to make you stay?
    Where is your smile, your beating heart?
    Your liquid tongue always so smart?
    Why were we so torn apart?

    My darling where are all your jokes?
    Your teasing and your ruthless mind?
    Where is that soft and tender side
    That so sorely hurt your pride?
    How am I to now be strong and bold?
    To laugh and live and then grow old?
    How am I to learn anew
    to be a person without you?
    I hear your voice as you scold me
    You are alive, you are set free!
    I am wherever you will be!

    But darling brother, life is hard
    When every step you ever walked
    Was hand in hand with you so dear
    Together always brave no fear
    Those unsaid words that still you knew
    Those dreams you wanted to come true
    Your reckless way of always running
    You complete lack of thought or cunning
    Your way that made me feel allowed
    To be strong, and clever and proud
    To stand tall and be unbowed

    I know you want for me to smile
    To live and love for both of us
    I try to find my heart again
    A tender voice a loving friend
    I listen to your voice these days
    You scold me in familiar ways
    And wild grass grows above your head
    And all the words we left unsaid..
    Your dear beloved smile is gone
    I have to try and go alone
    I have to try and go alone

    These poems were very different from my personal writing style, and much more dramatic and filled with adjectives.

    In the larp the poetry has been a good way to address hard subjects without saying things straight out, subtlety being much harder in a larp only taking place as a written media. The poem about the dead brother was for example sent to another character whose brother was missing in action, in an attempt to get him to open up about his grief.

    Summary of my Experiences

    In all three examples above gathered from my own larping experience there are some common threads. The writing was all influenced by the character and the setting when it came to both style and quality.

    The moments I wrote diegetically made immersion stronger, sometimes creating a feeling of flow more pure than while larping with other people. At times I felt like I was more channelling the character’s voice more than anything else, and seldom did I have to consciously alter my writing style to fit the setting or the character’s voice.

    I do believe that the diegetic writing has in all instances influenced the narrative of my larp, albeit not changed it completely. With Samara the ways she could communicate through poetry with her father and her love interest definitely steered the overall narrative arc in a certain direction. With Amanda her poems being put up on the walls of the prison became a way to rally the other detained refugees, but also created a sub plot of conflict between her and the management that created an even stronger tension and friction between her and the confines she was living under. I don’t believe the poetry has been as strong an influence in the letter larp with Millicent. Perhaps because it is hard to see what effects a choice like sending a poem has with your co-player’s story when you don’t see them react to it. Instead it becomes more like all the other letters sent out into the void, a way of communicating equal to any other mean used.

    I don’t think in-game writing influences my off-game writing much except for being an inspiration to write more. As a way of processing emotions created by bleed, or as a way to use the allegory of the larp to process my own emotions in real life. However I do believe it does make me a better writer, as the skill to intuitively change voice in your writing is very useful.

    How a larp is designed can also of course influence how useful ingame writing is in developing narrative or deepening the relationships between characters.

    In Harem Son Saat, not only were we given diaries and encouraged to use them, but the way female and male characters were separated and forbidden to communicate with each other that then in very structured ways meant that the use of poetry as secret communication was a natural development. Having a prompt to make the character creative, such as the archetype Poet that was given in The Quota also makes it a natural choice to make the character creative.

    However I was interested in finding out if other larpers who write diegetically had the same experience or if this was just me.

    Pot of ink with a swan decoration and feather quill
    Photo by Pierre Bamin on Unsplash.

    Other Testimonies

    Preparing to write this article about diegetic writing and its power for immersion I asked any larper that wanted to send in their answers and reflections around my basic questions of reflection as well as these four questions:

    1. In what way do you write creatively as yourself?
    2. How many larps have you on purpose incorporated your writing into your character?
    3. Did writing diegetically change how you immersed into your character?
    4. Did your style of writing change in regard to the type of character you portrayed?

    My real question was of course, does writing diegetically change your larping experience, and does your larping change your written expression? It seemed like this was the case. Out of the ten people that replied some common denominators could be found.

    All but one stated they wrote different kinds of lyric or fiction outside the larp realm as well, many in a professional capacity as poets, authors or journalists. It makes sense after all, that people who already express themselves through writing would feel inclined to use that medium to bot process and create emotional intense experiences in-game.

    Writing is how I as a player process my feelings and observations, so writing in-character brings me closer to my character. Writing in-character fosters a more introverted style of playing, as otherwise I might pour my feelings more outward; it produces a less extroverted character interpretation.

    Elli Leppä

    For others it wasn’t so much the writing in itself that contributed to the larp experience but more the act of embodying a writer with the added alibi for interaction that gave ingame:

    Did writing diegetically change how you immersed into your character?

    Not, I think, so much the writing as much as being the writer, whose driving force in both instances became a) meeting the deadline and b) finding the next thing to report. Interviewing people for colour pieces was good for engaging with new people and the newspaper was good for disseminating information of major events to people who weren’t there.

    Jukka Särkijärvi

    How often was more varying, some had only consciously done it once, others had a hard time remembering the amount of larps where diegetic writing had been a prominent part of their experience. Sometimes this had been designed into the characters, and helped propelling the plot. At other times it was a private decision. In some instances it is actively used as a tool for deeper immersion into the character:

    I find it easier to immerse through the written word, so the act of writing as my character diegetically – particularly as an introspective act – helps to cement who they are within the diegesis.

    Simon Brind

    I found that sitting with my notebook made me feel more comfortable sitting alone and also made it easier to sit near people and join the conversations. Writing lullabies for rain – her dead and then returned daughter made the grief and longing and the need to believe in her being there far more real and immersive.

    Laura Wood

    [I]t makes it seem [a] bit more ‘real’ if you write a report, a ritual, a letter a story, song, poem etc as your character.

    Woody J. Bevan

    I felt that having this extra dimension of immersion into the character was very effective. When writing as them, I could think as them and feel as them, perhaps more powerfully than I could have done without it.

    Mo Holkar

    This was not true for everyone though. Toril Mjelva Saatvedt said that the writing in character didn’t change the way she immersed herself. However the act of writing, and the product of that writing added to the character embodiment and became a tangible part of who they were. It was something that could be performed in character, or something that could be shown to other players, a way of portraying the character’s thoughts and feelings.

    Another part of diegetic writing is when the larp in itself takes place through a written medium.. In some larp communities pre-larp in text chat is implemented. Another example of larp performed in the written medium is letter larping, a genre that is quite common and has had an upswing during the Covid-crisis when physical larps have had to be cancelled or postponed. Chris Hartford talked about the impact of pre larp in order to get a stronger connection to characters and plot:

    I think writing helps to embed the character in yourself — you get a feel for their reactions and limits – as well as providing an emotional connection, both for myself and co-players. Often there is an off-game chat alongside the text RP, and on more than one occasion I’ve had co-players say those scenes solidified the game and concepts. For example, at one [College of Wizardry (2014-)] a co-player said, ‘and if you wondered, that was the point [the character] thought it could work” and before Odysseus, a short (600 word) preplay scene turned a dry on-and-off-relationship into a living and breathing (but challenging) romance.

    Chris Hartford

    However it is an important distinction here. Preplay is not diegetic writing. It is written in a meta space, where you describe actions and conversations in written form. It is not written from the headspace of the character. The resulting text is not a prop that can be used ingame. Letter larps on the other hand is a larp solely played out through diegetic writing. Where the words filtered through the characters is the only means of communication between characters and therefore play. In this format the diegetic writing becomes the playing, and the creations of poetry or diary notes outside of the letters might be a way to develop your own emotional connection to the character. Especially since the letters written diegetically might not always be as honest as a conversation, since the character has time to filter through what will be said, and how it will be said.

    In the interviews Lolv Pelegrin addressed a very important question when it comes to diegetical writing on the international larp scene. When discussing if the writing style changed in regard to the type of character they played, they reflected that it did, but that the change was bigger if they wrote in their native language. However, with English being their third language meant that the nuances in the writing were less prominent. This is an interesting point that is important to note. In our international community, fluency of language does create an invisible barrier between player and immersion. Not only in diegetic writing, but in larping in general. If you are not comfortable with the English language the fluidity of immersion will always be hindered as the player will need to struggle to formulate themself in a foreign language. Diegetic writing will therefore naturally not be as beneficial for immersion as it would be for someone fluent in the language.

    Calligraphy pen next to pink flowers
    Photo by John Jennings on Unsplash.

    Conclusion

    Writing diegetically at larps seems to be a way to enhance immersion and get closer to the characters inner feelings for most of the people who have done so. Most likely this would not be true for players who aren’t naturally inclined to write in their everyday as well. It takes a predisposition to express oneself through the writing medium for this to be a seamless action that enhances play. However, for those that already use the written language to process emotions and thoughts, writing as a character will often not only immerse the player on a deep level but also inspire the player to create in a different way than normally. In many instances the act of writing in itself can create meaningful moments for the player, even without the input of other players in that moment. It also is useful as a way to communicate a character’s emotion openly even when the setting or the character traits means that such displays of strong emotion are inappropriate. Diegetic writing can also when done as an active choice and displayed to the other players as in Jukka’s journalist that gave him an alibi to interact with other players, or in my own examples described above, influence the larp on a bigger level. Creating moments of emotional connection, and meetings between characters who might not have communicated in that way with each other without the written text.

    Even though diegetic writing is something you as a player easily can implement in almost any setting, there are things that will make this choice more natural. Characters that are already written as prone to creative writing is of course a motivator to take that route. Perhaps more so is when the organizers themself press upon the written medium as a way to communicate and self reflect continuously through the larp experience such as the diaries and the poetry competition at Harem Son Saat.

    When it comes to larp that singularly takes place through the written medium, such as letter larps, this creative writing might be a good supplement to process emotions within the character that cannot be expressed in letters addressed to others. It might help in immersion and in processing emotions diegetically although letter larps by nature have low levels of immersion due to the format.

    The skill of larping in your own head, the finnish immersion closet is hard for many players that need the input from others in order to completely let go of their off-game meta reflections. By forcing oneself to write in character you engage your character’s thoughts and feelings in a lonely environment. It’s a tool that can help you get to grip with what the character really is feeling and thinking that can enrich both your own larp experience and by extension, in spreading the written text, the larp experience of others.

    As a writer, or someone who enjoys writing in their everyday life it can also act like a motivator to explore different formats and styles of writing. By channeling the character’s voice you push yourself to experiment with tone, format and voice. It is a playful act in and of itself, in stretching your creative muscles. The writing itself becomes its own kind of documentation of the larp experience, and a memorabilia of an experience that often is hard to capture by other means. Although pictures are a good way of capturing the larp from the inside. The written text becomes a documentation of the larp from the inside, and can be saved and relished for a long time afterwards as you as a player look back at the larp experience.

    However it is a tool that is not easily accessible to all players. It depends a lot both on the aptitude for writing in the player as well as their comfort level with the language used at the larp; something you might want to keep in mind if you want to try it out yourself.

    References

    Gouliou, Elina, ed. 2020. The Book of The Quota: A Larp about Refugees. Avalon.

    Marrero, Nast. 2016. The Last Hours of the Harem. Medium, June 26.


    Cover photo: Image by Digital Content Writers India on Unsplash. Photo has been cropped.

    This article will be published in the upcoming companion book Book of Magic and is published here with permission. Please cite this text as:

    Sandquist, Siri. Immersion through Diegetic Writing in Character. In Book of Magic, edited by Kari Kvittingen Djukastein, Marcus Irgens, Nadja Lipsyc, and Lars Kristian Løveng Sunde. Oslo, Norway: Knutepunkt, 2021. (In press).

  • We Share This Body: Tools to Fight Appearance-Based Prejudice at Larps

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    We Share This Body: Tools to Fight Appearance-Based Prejudice at Larps

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    [This article is also available in Spanish, at: http://vivologia.es/compartimos-este-cuerpo-herramientas-para-combatir-los-prejuicios-basados-en-la-apariencia-en-el-rol-en-vivo/
    Thank you to Vivologia for translating it!]

    Disclaimer: In this text, the word “relationship” never purely alludes to romance. It could be any connection between characters: from co-workers to soldiers and commanding officers to siblings or bitter enemies. This article compiles discussions with dozens of people spanning hundreds of hours in total. It is very possible that I quote something verbatim and not even remember that you gave me that idea. No harm is intended in any way.

    I was at a beautiful international larp. A big, raucous party was in full swing. People were flirting, drinking and fighting. And somehow, no matter how hard I tried, I could not find a way into the play. My attempts at provocation were brushed off, and my attempts at flirting fared even worse. My character was supposed to be powerful, but I certainly did not manage to evoke that feeling.

    After a while, I noticed that several other people were also drinking wine in chairs in the corner, all by themselves. Most of them seemed, like me, otherwise outgoing participants who had seen most of their relations fall flat. The one thing I had in common with my fellow wallflowers was that all of us were either older, overweight, or both. It is possible this was a coincidence. It did not feel like it.

    Later, at the 2017 Knutepunkt, I was dragged into a large conversation about casting and in-game status, and how those things are often determined by the way the participants look, either consciously or subconsciously. This discussion resonated with me, and, during that event, I asked many people about their personal experiences with their real life appearance influencing how they were treated at larps.

    The year after that, I hosted a programme item about appearance-based prejudice with a very diverse panel. This panel received a lot more attention than I had expected, and I kept getting approached about it during that Knutepunkt and long after. There were tears and powerless anger, loss of faith in co-participants and in the community, and so many stories. Once the stories started coming out, they never stopped. And I realized that discrimination based on physical appearance was even more commonplace than I thought. I also realised that we do not speak about it often enough.

    Larp usually strives to create settings, situations and relations, often involving total strangers, that feel completely real on an emotional level from the moment the larp starts. Most people will tap heavily into lived experiences and emotions to achieve this. That also means that unless the participant is very good at keeping themselves separate from their character, bleed((Sarah Lynne Bowman, “Bleed: The Spillover Between Player and Character,” Nordiclarp.org, March 2, 2015.)) will happen and those same instincts, preconceptions and frameworks that we use for fast immersion are also applied to our co-participants and our perceptions of them.

    In itself, this is not a problem, but it can turn ugly very fast when those perceptions are built on negative biases. Gender, ethnicity, age, able-bodiedness, body type and many more aspects of our co-participants influence how we interact with them at larps. Most people are hardly, if at all, aware of these biases, as they are often unconscious.((Much has been written about this, but Mahzarin R. Banaji and Anthony G. Greenwald’s “Blindspot: Hidden Biases of Good People” (2013) is an accessible read. You can test your own implicit biases at https://implicit.harvard.edu/implicit/takeatest.html)) For example, we may associate middle-aged people with being less active, overweight people with being less smart, or people with mobility issues with being frail, and adjust our interactions based on that. The good news is that once we are aware of our biases, we can train ourselves to actively work against them.

    This piece is mainly written to put a spotlight on a problem that many of us are only too familiar with from personal experience, so that it becomes something we can keep addressing as a community. I have mainly spoken to people who have experienced fatphobia, ageism, and rejection based on perceived attractiveness, and have personally experienced the same. Most of my examples will thus be based in those types of prejudice.

    Of course, many other biases exist. PoC and queer writers have been writing about appearance-based discrimination for years, for example in last year’s KP-book with Jonaya Kemper’s excellent “Wyrding the Self” and Kemper, Saitta, and Koljonen’s “Steering for Survival” in the same volume.

    What Forms Does Appearance-Based Prejudice Take?

    The people I have spoken to over the years mainly report the following behaviors of other participants based on their out-of-game looks:

    1. (Aspects of) their characters not being taken seriously, reactions being different from how the character should be treated, for example when playing leaders, soldiers or famous people.
    2. Rejection from in-game relationships, especially romantic ones.
    3. Not being involved in the plot or other aspects of the larp. This is for example often the case with older or less able-bodied participants when the plot involves action.

    These behaviours allow us to discern several forms of rejection.

    Rejection Surrounding Desirability

    This mainly happens with romantic relationships, but can also pertain to certain types of characters, for example being the ingenue at a party that everyone wants to be around according to the game material.

    Rejection Surrounding Status and Fame

    This mainly happens with people portraying celebrities, heroes or people of importance to a setting, when they are not treated as such by their co-players.

    Rejection Surrounding Authority and Power

    Shorter participants for example are often not taken seriously in commanding positions and have to work harder to be listened to, as do younger and/or female-presenting participants.

    Rejection Surrounding Expertise

    Skills that are not taken seriously, for example with older participants portraying hackers.

    Rejection Surrounding Athleticism

    Less able bodied or heavier participants may be given a hard time when portraying athletes or soldiers.

    Of course, we can never know why certain play did not happen for a certain participant. Maybe there was something else going on: it is always best to assume that people do not operate from bad faith. But for quite a lot of participants, the problems they encounter are too systemic to dismiss as bad luck.

    As said before, most people are simply unaware of the many cognitive biases they have. So when we engage with complex and stressful social situations like larp, it only makes sense that those biases partially take over. But not being deliberate does not make discrimination any less of a problem.

    Why This is Everyone’s Problem

    Lifting the characters in a larp is a collective responsibility, because the quality of the larp depends on it. Lifting the participants should also be a collective responsibility, because the quality of our communities depends on it.

    People who larp are vulnerable. We open up to other participants in many ways, and we have expectations of the experience that are often directly tied to aspects of our out-of-game personality.

    This close connection can make in-game rejection, mockery, or being left out of parts of the larp very hurtful, even more when the rejections are based on aspects of the participant’s appearance that are also a struggle or sometimes even a source of trauma in real life. This can create very bad bleed situations or triggers that may cause people to drop out of a larp (or even out of the community altogether) and perceive it in a very negative light afterwards.

    The loss of confidence can be long-term. For example, it took me years to regain the confidence to play a severely underprivileged character again after being mocked for “certainly not looking hungry” over and over again during a larp.

    This downward spiral will lead those rejected participants to be skeptical towards others attempting to engage with them, and to approach any new in-game relationship very warily. Consequently, they can come across as closed-off, resulting in even more rejection from the other participants for seeming passive. Internalised oppression is powerful, and negative feedback loops are easily entered. Many people I have encountered see themselves as a “lost cause” for certain types of play, for example playing on romance or leadership, and they will self-cast themselves away from it, even when they would find it interesting. It will take conscious effort and support from the community to undo that.

    Apart from the personal pain, basing in-game reactions to certain characters on the way the participant looks, as opposed to what would make sense for the character, will often hurt the larp as a whole.

    This has to do with the responsibility to play to lift.((Susanne Vejdemo, “Play to Lift, Not Just to Lose.” In Shuffling the Deck, edited by Annika Waern and Johannes Axner, 143–46. Carnegie Mellon University: ETC Press, 2017.)) When we do not treat our co-participants in a way that makes sense for their characters, we are not lifting. Not only that, but the human tendency to copy social behavior will mean that others may follow suit, and eventually everyone is rolling their eyes as soon as the Duchess gives an order – no matter how competent and powerful she is established as being in the fiction. Sidelining character agency in this way undermines the plot and setting for all participants.

    Rejected relationships can be equally damaging to a larp, especially if the relationship is very central to the plot: if nobody wants to marry the king’s eligible bachelorette daughter, a lot of the tension will drop for the whole story, and not just for the participants involved.

    Counterpoints

    A counterpoint that has some merit to it is that you cannot force people to play with certain co-participants. First and foremost: you should of course never have to play with participants who make you uncomfortable, for example romantic play with a significant age gap, or participants you have a bad history with.

    However, if you are likely to refuse certain types of play due to out-of-game preferences, it is best to not rank those types of play as high priorities on a casting form – because you’re choosing not to play the pre-scripted relationships may threaten not just the experience of your co-participant but the structure of the whole larp. It doesn’t mean that you have to renounce (for example) playing romances, as it is usually possible to create that type of connection with someone you feel comfortable with during the larp itself, but you will avoid being cast in a huge dramatic romance with someone you will end up ignoring.

    That being said: try not to let yourself get away with your biases. As with everything in life, it is important to acknowledge our prejudices in larp and actively try to work against them. We should take a chance on playing with someone we do not immediately feel drawn to every now and then. They usually turn out to be awesome.

    Another good point is that chemistry is elusive and cannot be forced. Of course chemistry is real and valid, and a wish to play on that chemistry equally so. But chemistry is a somewhat vague concept, and we often decide too soon that it is absent. I think part of the reason for that is that chemistry is often confused with attraction, especially physical attraction, and players may decide there is none based on that. Chemistry is definitely something that can be built on and created to some extent. A famous example of “artificially” created chemistry are the “36 Questions” that will cause people to fall in love.((Arthur Aron, et al., “The Experimental Generation of Interpersonal Closeness: A Procedure and Some Preliminary Findings,” Personality and Social Psychology Bulletin (1997): 363-377.))

    For individual larpers, it can be a delicate task to balance the need to play with somebody with whom they feel chemistry with giving all co-participants a fair chance at the interactions they need to play their character. Like with many things in larp, being conscious of why we play in a certain way is half the battle: when we favour play with someone we know we have chemistry with instead of working to build that chemistry with a newcomer (or someone that we might not feel immediately drawn to), this should be a conscious decision.

    Many larpers have told me over the years that it is immersion-breaking for them when people look different from how they would expect their character to look. The key here is, of course, in the word “expectations.” Expectations are learned and cultural, and very much a product of the other stories we consume through media. And because they are learned they can also be unlearned, and adjusted in the fictional worlds we create so that larps can be more inclusive and empowering.

    But even in cases where there is an objective physical disconnect between participant and character, such as older participants portraying teenage characters and the other way around: people are always more important than larp. Nobody wants to be limited by their body and only be allowed to play certain characters because of it. It is sometimes telling how the same people who easily accept that someone with green paint on their face is a goblin struggle to treat the 50 year old participant as a young princess.

    Another Way of Thinking: Individual Participant Responsibility

    I believe that larp is full of unwritten social contracts. As a community, we should keep stressing that in-game relationships are an example of such a contract, whether written by ourselves in pre-play or by the larpwrights.

    Doing our best to approach other participants based on their character’s attributes instead of their real life attributes is also a social contract.

    People can be very dependent on their co-participants for enabling their play, and we are all at least partially responsible for each other’s larp. If we abandon a relationship during the runtime, or if we ignore the behaviors we should embody towards a character, there will usually be very little opportunity for that person to replace it. In other words, their larp will suffer immensely from our rejection or passivity.

    So my opinion is that when we create larps as well as when we play, we should keep in mind that:

    1. You owe it to your fellow participant to at least try to play the relationships as designed, of course barring safety issues.
    2. You owe it to them to communicate clearly and early if you really cannot play on the relationship as designed any further for whatever reason, so they do not waste their precious playtime needlessly pursuing it.
    3. You owe it to them to try to play something with them. If it turns out there is no way to be a loving, caring father-figure to them, is there anything else they could use? Could the relationship turn harsh and bitter? Could you become an ideological advisor in their political career? This way you at least spend some of your play-energy on co-creating their experience, which is part of what the relationship is about.
    4. You owe it to them to take them and their characters seriously.

    Managing the way participants interact, and finding solutions when something goes wrong, is a shared responsibility between the individual participant, the co-participants and the organizers. If one of these three does not do their part, the problem will persist.

    Of course all these things also apply to lifting others’ play in general and not just to people struggling due to the biases of co-participants. But if we all try to make it cool to play on the character instead of the participant, those biases will get way less of a foothold.

    Now that we have outlined the issue, let’s look at what we can actively do to improve our larps and behaviour. The following sections are a compilation of advice and ideas gathered over the years, both for organizers and for participants.

    Tips for Organizers: How to Limit Physical Discrimination at Your Larps

    Design and Casting

    • When designing a larp, think about the form that concepts like being important, being in charge, and being desirable take in your fiction, and how that may be expressed. It is very possible that this form will roughly be the same as in current Western society (youth is beautiful, being loud is being powerful, etc.) but it should not be an automatic choice.

    Maybe being quiet is seen as being thoughtful and thus important in your setting. Maybe age is attractive because it shows experience as a lover.

    If you have ideals about making the larp empowering for everyone, changing some of these expectations may be a tool to achieve that. It then must become an integral part of the design: if this is not clearly communicated before the larp and in the characters, and the active expressions related to it are not workshopped, participants will probably default to what they know.

    • When casting for a larp, take a chance on certain participants. It is tempting to cast people who seem like a perfect fit appearance-wise, but try to focus on who really wants to play on the character’s attributes. This precaution won’t help the people who have grown too afraid to even ask for certain types of play, but it is a step towards being more inclusive. If you find it hard to keep biases out of the picture, consider enlisting help to blind-cast based purely on participant motivations. When the organizers ignore participant appearance in casting, this will stress that inclusivity is a value of the larp and the participants are more likely to follow suit. Your casting has the power to be hugely empowering for participants, not in the least because it will provide the alibi they may need to take a leap of faith and play a challenging character.
    • The promotional materials should reflect the desired situation. If all photographs from previous runs that are picked for the website only show conventionally attractive participants, the idea that the larp is mainly meant for them will settle in the minds of the participants and make the larp harder for those that do not look like that.
    • Organizers should make it explicit in all aspects of the design that participants are expected to lift each other. Luckily, it is increasingly common to include a clause against discrimination based on out-of-game features, or texts like on the Inside Hamlet (2014-) website:((Participation Design Agency, “Is this Larp For Me?” Inside Hamlet, last accessed January 20, 2021.)) “All genders, sexualities and bodies are invited to act wicked and be beautiful at this larp.”

    However, a single written mention is not enough. Consider: are you also bringing attention to this issue in the workshops? Do people know if it is something they can contact the organizers about, and how? In short, how is the ideal “enforced” during the larp itself?

    Remember that most of the time, participants’ behavior is way more subtle than outright discrimination, and is often not a conscious decision. As an organiser, you have the power to raise your participant’s awareness by reminding them that the group expects fair, non-discriminatory play, and that they ought to keep an open mind.

    • Keep in mind that certain play cultures can greatly value “realism” in looks. When creating a larp with participants from many different cultures, this may influence their attitude towards other participants right from the beginning of the larp. It then becomes even more crucial to manage expectations and clearly communicate your values, especially when the designers’ own play culture is more aimed at inclusivity, which can lead to unspoken norms.
    • Make sure to also (or mainly) design platonic relationships. If romance and desire are not central to the themes and story of the larp, do not make it the central vector of the relationships you write.
    • Another tool for larpwrights, if workable with the design, is to refrain from defining the relationship too precisely. A way to do this is to stress what the characters do together instead of what they are to each other, and let them fill in the blanks: is the relationship romantic or a different form of closeness and intimacy?

    This freedom makes it much easier to make the relationship work. This method has been successfully used at larps like the Androids trilogy.((Do Androids Dream? (2017), When Androids Pray (2017), and Where Androids Die (2018) by Atropos Studios.))

    • Make sure to write multiple relationships with enough variation in their nature, both so participants have sturdy fallbacks when facing potential rejection, and so that the participants have examples of other types of relationships that do work for them, and that they can possibly turn the one that is not working out towards.
    • Communicate to the participants that playing a type of relationship (romance, for example), can take many forms. Romance doesn’t necessarily mean physically close or overly affectionate, and can always be shaped in a way all participants are comfortable with.

    Workshops and Preplay

    Good workshops are essential, especially if a larp is strongly based on pre-written relationships. Line-up workshops can help to make participants alert that for example character age does not always match participant age. If your larp involves a lot of authority relationships, practice how to play those. Even if romance is not central to the larp, it is still a good idea to create workshops around romance and, if applicable, touch.

    This will give people a chance to get to know their co-participants and get comfortable with each other. It is an opportunity to discover chemistry with strangers and to discuss expectations. If people are more relaxed with each other, they are more likely to try to make the larp better for those co-participants.

    If you really cannot integrate those types of workshops, at the very least make certain that there is sufficient time before the larp to get to know each other, and encourage your participants to talk to each other about their expectations.

    Whether it is an informal conversation or part of a workshop, explicit discussion among co-participants on what they expect and want to play creates confidence and makes it easier to hold each other accountable.

    • Chemistry is definitely something that can be workshopped. There are many workshops in use to build levels of comfort and understanding for larp, though not all of them well-documented. WILT (2019)((WILT (2019) by Karete Jacobsen Meland and Mads Jøns Frausig.)) is a larp with good examples of these workshops and is available online.

    If you want to invite your participants to develop physical chemistry, you can workshop around finding beauty in one another: for example to take one thing they find attractive about the other person and focus on that. Including these types of workshops stresses the fact that chemistry and play compatibility are to some extent malleable, and giving the participants ample time to find that connection increases the chance it will work out.

    On the Styx,((On the Styx (2019-) by Evolution Events.)) a relationship-heavy larp, is another example of a game with a set of workshop-exercises specifically dedicated to creating chemistry between the participants of characters in intense relationships. They involve a combination of extended eye contact, physical touch, and looking at and appreciating things about the other, and participants have reported a lot of benefit from those.

    If you want to invite your participants to develop general chemistry, you can workshop around what makes the characters fond of each other. For instance, as someone taught me, you can create a workshop to develop character relationships based on statements such as “you like/love me because…” (i.e. “You love me because I always remember to buy you a present after a business trip”). This is a technique that I now personally use in my own larps.

    I found that it neatly works around the physical because participants are the ones making decisions about their own characters’ desirable traits, which ultimately makes it easier for them to steer the focus away from their looks.

    •  If your larp is more of a sandbox, be aware that your participants are likely to be more nervous to step out of their typecast due to lack of alibi, and that many, if not most, will revert to personal preferences when picking co-participants for relationships and allegiances.

    Unfortunately there is no perfect way to create inclusive relations: having pre-written relationships means there is a chance for lack of chemistry or outright rejection that can hurt a lot, and letting participants make relationships during the workshops or preplay will make for more comfortable play but usually favor the well-connected and conventionally attractive participants.

    Keep these things in mind when designing and running team- and relationship-building workshops or other pre-larp activities. Try to take steps to mitigate this effect and address it directly, multiple times if needed: ‘it makes sense to write your character with your friends in mind, but please keep an open mind and involve participants you do not yet know as well. Do not underestimate the power of explicitly communicating values such as openness and personal responsibility to your participants.

    • Using badges, ribbons or other markers to opt in or out of play types has become somewhat commonplace over the years.

    Consider also using physical signifiers for characters to visibly convey meta-information about for example desirability or fame, so the participants are less likely to fall back on their own opinions instead of those of their character.((For example in Dangerous Liaisons (Muriel Algayres, 2019), where a ribbon signified physical attractiveness. For added fairness, the participants were unaware which characters had the physical attractiveness trait when choosing them.))

    • Be available to mediate if needed. Participants should know that being ignored by their relationships is something the organizers and/or safety persons are here to help with. Making sure there is a culture of trust on your larp is always important, but because voicing these types of concerns feels incredibly vulnerable, it will be tougher for them to trust you with this. By actively checking in with participants and asking them how it is going and how the relationships are working out, you can make it much easier for them to talk about difficult play rejections.

    Try to find a sweet spot between helping people change relationships that do not work for them, and making sure they give it a fair chance.

    Tips for Participants: How to Be a Decent Co-participant to Everybody

    Once the larp starts, the responsibility mostly switches to the participants. Here are some tips on creating positive and inclusive play.

    During Runtime

    • Keep calibrating and communicating with your co-participants. By expressing that a situation makes you nervous, should it be because you are afraid you will not be cool, smart, or pretty enough to do it justice, you can make people more alert and supportive. Give them a chance to help you.
    •  If you do get rejected, take a step back and get support from your co-participants or organizers. Try to not let the feeling fester, and focus on the fact that the rejection says more about them than about you, even if it often doesn’t feel like it: try to actively bring to mind larps in which a similar relationship went well for you.

    Then get help from the organizers to find the play aspects you needed from that person in another participant (for instance respect, someone to bully in-game, someone who admires you, etc.), or go to a trusted friend. If you wait until after the larp, it is too late to turn the experience towards the positive again.

    • Co-participants: be on the lookout for ways to be a fallback for what others drop. I am a big fan of the article “Do You Want To Play Ball” by Josefin Westborg and Carl Nordblom (2017), and even though this framework mostly addresses narrative play propagation, it is applied to characters as well.

    When looking for someone to swindle during the soiree it makes sense to immediately go to the charismatic boisterous man in the centre of attention, but is there also someone more in the fringes and does their name tag peg them as a wealthy industrialist? Not immediately going for the easy option is also a skill that can be trained. You can make someone’s larp and who knows, maybe you will discover your new favorite co-participant?

    • If bad chemistry persists, it can be a good choice to just play the relationship as written anyway, of course depending on the larp specifics and how much it will negatively influence your own larp. Sometimes, making a relation more performative and less intimate can work: the relation can be publically played out, which will lift your co-participant without putting you in a setting that might make you uncomfortable. You might be able to trick your mind and discover that, through performing the relation, you can actually develop an emotion or chemistry, even if it is not entirely based on the other person.
    • Remember that it is alright if some things just don’t fully work out, as long as you give everybody a chance to have enough good play. We sometimes put so much stock in building that overwhelming, highly immersive experience, that we forget that it doesn’t have to be perfect.
    • What if the participant of, for example, your very important boss, simply can not pull it off? It is important to still give them the appropriate reaction and lift them as far as is needed for their character to work. If you were really looking for a certain type of play from the relation, for example having an authority figure to look up to, you can then seek some of that play with other characters, rather than undermining your predesigned relation by counterplaying. If we are never given a chance to play something, we are never given a chance to grow and learn.
    • Depending on play culture, immersion can be valued over co-creation, or the other way around. And when different play cultures come together, misunderstandings arise. Do not assume that the other character understands you are, for example, ignoring them because your character is depressed and you want to immerse in that. It is better to have an extra out-of-character check-in than to have them wonder if your in-game lack of enthusiasm has to do with one of their perceived out-of-game qualities. This can also be a good moment to check how you can help them find other play, which is in this case even more a shared responsibility.
    • In a panel discussion, one of the participants suggested workshopping a non-intrusive phrase, similar to how we use and workshop safety- or escalation phrases. This phrase should communicate to a co-participant that they seem to be interacting based on the participant’s attributes instead of the character’s, or that they are ignoring an aspect they should lift. Their suggestion was to interject with the sentence “Don’t you know me/them, I am/they are…”, and remind them of the attribute they are ignoring. For example, “Don’t you know me? I am the commanding officer of this unit!” This, or a similar phrase, can be a way to make people aware of their behaviour without interrupting the larp
    • In larps that use a physical messageboard of sorts to request certain types of play, that board can be made explicitly available for asking people to adjust their attitude towards your character.

    It is not always easy to differentiate between what people would like (“I would like to have more torture scenes”) and what they need to be able to play their character (“people need to stop disobeying my orders or I can’t play the general”). However, it is essential to train that skill and stress the difference during workshops: the first is a soft offer that can be negated by, for example, the oppressor participants being out of energy, while the second is quite essential to the larp and should not just be dismissed.

    After the Larp

    Like with many other aspects of the larp, debriefings are important. Talking after successful in-game relationships in terms of what worked for you and why, can change future larp relationships for the better. You can use this information to get valuable insights in how you personally create chemistry with your co-participants and how you can turn the play around when you are struggling. As part of your individual after-larp process, try to reflect on what made it easy or hard to respect certain roles in terms of status and expertise. Be honest with yourself if that was (partially) to do with how the participant looked.

    In Conclusion

    Recently, the discourse about larp seems to shift from being very design theory-focused to putting more thought towards participant skills and what happens when we play. I think that is for the better for multiple reasons, not in the least because it stresses that a good larp is a shared responsibility between participants and designers.

    To find appropriate tools to approach a complex subject such as participant exclusion, we need to keep talking. We need to keep talking as participants, so that the fear and experience of being excluded can be something that is openly discussed, and so that we can watch out for each other. And we need to keep talking as designers, and make the existence of appearance-based prejudice one of the parameters when making design choices for our larps.

    By communicating clearly about desired behavior and values, we can work to truly make our larps as welcoming and empowering as we always hoped they were.

    Bibliography

    Aron, Arthur, et al. “The Experimental Generation of Interpersonal Closeness: A Procedure and Some Preliminary Findings.” Personality and Social Psychology Bulletin (1997): 363-377.

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

    Banaji, Mahzarin R., and Anthony G. Greenwald. Blindspot: Hidden Biases of Good People. Delacorte Press, 2013.

    Kemper, Jonaya. “Wyrding the Self.” In What Do We Do When We Play?, edited by Eleanor Saitta, Jukka Särkijärvi, and Johanna Koljonen. Helsinki, Finland: Solmukohta, 2020.

    Kemper, Jonaya, Eleanor Saitta, and Johanna Koljonen. “Steering for Survival.”  In What Do We Do When We Play?, edited by Eleanor Saitta, Jukka Särkijärvi, and Johanna Koljonen. Helsinki, Finland: Solmukohta, 2020.

    Meland, Karete Jacobse, and Mads Jøns Frausig. 2019. “WILT.” Google Drive, last accessed April 24, 2021.

    Participation Design Agency. “Is this Larp For Me?” Inside Hamlet, last accessed January 20, 2021.

    Vejdemo, Susanne. 2017. “Play to Lift, Not Just to Lose.” In Shuffling the Deck, edited by Annika Waern and Johannes Axner, 143–46. Carnegie Mellon University: ETC Press.

    Westborg, Josefin, and Carl Nordblom. “Do You Want To Play Ball?” In Once Upon a Nordic Larp, edited by Martine Svanevik, Linn Carin Andreassen, Simon Brind, Elin Nilsen, and Grethe Sofie Bulterud Strand, 130-142. 2017.


    Cover photo: Image by johnhain on Pixabay.

    This article will be published in the upcoming companion book Book of Magic and is published here with permission. Please cite this text as:

    van de Heij, Karijn. “We Share This Body: Tools to Fight Appearance-Based Prejudice at Larps for Participants and Organizers.” In Book of Magic, edited by Kari Kvittingen Djukastein, Marcus Irgens, Nadja Lipsyc, and Lars Kristian Løveng Sunde. Oslo, Norway: Knutepunkt, 2021. (In press).