Category: Techniques

  • Larp Counselors: An Additional Safety Net

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    Larp Counselors: An Additional Safety Net

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    Many contemporary larps are adopting structures to bolster their players’ feelings of emotional safety, including Codes of Conduct, safety teams, Sanctuary Spaces, special mechanics for signaling discomfort, and consent negotiations. This article advocates for the inclusion in certain larps of the unique role of a counselor, who is part of the safety team and a member of the overall organizing body of the event.

    photo of Alex Rowland and Brodie Atwater embracing
    Alex Rowland and Brodie Atwater as counselors Watson and Whipple, New World Magischola 7.

    The counselor role is considered both diegetic and non-diegetic. In other words, a safety team member is embedded in the fiction as a character. Depending on the type of fiction, this role may be called a “counselor” — as in New World Magischola, Event Horizon, — or may be renamed something else appropriate to the fiction, such as “bartender” or “goddess.” Similar to a Storyteller or non-player character (NPC), while these individuals are immersed in the story, the counselor can also step out of their role in order to tend to the emotional needs of players in distress and help with calibration of play styles. They can help overwhelmed players find the off-game room, Sanctuary Space, or other members of the safety team on staff. Therefore, the counselor role requires a strong degree of sensitivity to the needs of others, flexibility to switch in- and out-of-character with ease, deescalation skills, and willingness to perform emotional labor for the player base and other organizers.

    Counselors are especially useful at bigger larps that are spread over a large area. While the role is present in other larps, such as Lindängen International Boarding School, we are describing the counseling role that we first developed for Run 1 of New World Magischola (2016), where 160+ players were spread over 100+ acres. Since then, Magischola has featured embedded counselors for all eight runs, as well as two Yule episodes. Event Horizon (2016) adopted the role, as has the U.S. run of Just a Little Lovin (2017). Ideally, the counselor job is compensated if the larp budget allows, e.g. expenses, lodging, food, and/or stipends for travel.

    Optimally, counselors serve other roles on the safety team such as leading workshops, de-roling, and debriefing sessions. The staff should introduce costumed counselors at the opening of the game if possible. That way, players can easily identify them as trained safety team members in play. Embedded counselors make safety both visible and pervasive in a larp culture. However, counselors are only one part of the safety culture of the larp. Ultimately, we hope to encourage a community of care, where other players feel motivated to provide support for one another, rather than relying on staff to handle all problems that arise.

    Distinctions from Traditional Therapy

    While we use the generic term “counselor,” we would like to make clear several core distinctions between this member of the safety team and a traditional therapist. While counselors may provide advice for players in- or out-of-character, they do not perform therapy as a psychologist would in an office setting. The counselor’s job is more akin to crisis management than therapy. In a therapeutic setting, a client enters into a relationship with their psychologist in which trust is built over time and personal information is revealed in order to produce meaningful change in the client’s life. In a larp, that relationship has not been established, and neither the space nor time needed for traditional therapy are present. Indeed, such intensive analysis of a player’s psychology could work against the goals of individuals in this role.

    Instead, a larp counselor’s role is to provide players and organizers in need with the following:

    • Immediate support when distressed, triggered, alienated, or overwhelmed
    • Help in re-establishing a feeling of safety
    • Problem solving for emotional difficulties arising from the larp itself, such as plot-related issues and social conflicts
    • Assistance in processing bleed if it occurs
    • Calibrating play in order to help players adjust to one another’s comfort levels
    • Snacks, water, a quiet place to relax, and any other basic comforts
    • In extreme cases, crisis management for abuse, harassment, mental illness episodes, and other serious issues.
    photo of a larp counselor in glasses
    Thomas Whipple (Harrison Greene) in New World Magischola 1.

    Thus, the counselor’s primary goal is to help establish a sense of emotional well-being in the hopes that the participant can re-engage with the larp and social environment with minimal disruption to their experience. Unlike a therapeutic session, where upsetting or traumatizing personal information is often unearthed, the larp counselor only engages with such content if the player spontaneously discloses personal information.

    In this regard, while having trained psychologists on staff is desirable in larp settings, we recognize that emotional distress and even crisis can arise in any social situation. Larp can be particularly intense and place emotional demands upon players in terms of focused attention and intensity. In some cases, larpers experience physical strain, lack of sleep, or insufficient food or water, whether by personal choice or the event’s design. These demands can lead to powerful larp experiences, but can also add psychological strain. These issues can arise even in larps with presumably light-hearted content. In our experience, having a system in place to aid in these situations is important, as other players may not be able to provide care and organizers may be overwhelmed. The counselor serves as a safety net to help player’s process this strain and receive immediate help.

    Thus, while we advocate for counselors to obtain professional development around emotional safety, crisis treatment certifications, and psychological training, we recognize that these requirements are not always practical. We believe the primary skills needed for a larp counselor are empathy, active listening, patience, and the willingness to help others through immediate emotional issues. Counselors should also work well in a team with other safety committee members and organizers, reporting often about the events occurring in the larp and any emotional difficulties that arise in the player base.

    While counselors should strive toward confidentiality, they may need to report serious issues that arise to the larger team, especially if action needs to be taken to stop problematic behaviors such as harassment. Counselors are not subject to the same strict rules of confidentiality that a licensed professional may be, as they are working in service to the larp organizers. However, ethically, restricting who is exposed to sensitive information is extremely important. In issues of alleged harassment, legal repercussions could ensue if counselors reveal the details of a claim. Retaliation against reporters is also a possibility, which reinforces the need for discretion. Counselors should make clear to participants who they will inform about safety issues, particularly in the case of violations, before participants reveal personal details. Counselors can also disclose potential actions the safety team might take. Ideally, such information is contained in their Code of Conduct, Internal Procedures, or other design documents. If your larp needs help developing these procedures, we encourage you to borrow with attribution from the Living Games Conference safety documentation, which also includes professional development exercises for crisis management and empathy training.

    Psychic twin sister counselors Winnie (Alex Rowland) and Raindrinker (Sarah Lynne Bowman) in Event Horizon. Photo courtesy of Event Horizon.

    Ultimately, counselors work to try to resolve issues that happen during the larp, as well as keeping their fingers on the proverbial pulse of the events unfolding, often reporting back to the rest of the staff. We believe that dedicated counselors whose only role in the larp is to provide in-character and out-of-character assistance can not only assist players in need, but can relieve some of the pressure from other organizers, who are often overtaxed by logistical concerns. Thus, safety members in this role should also offer support to other members of staff in need, including each other, in the case of a larp with multiple embedded counselors. While counselors can double as physical safety staff trained in CPR and first aid, the skills required for these two jobs are often different and should not be conflated. Unless a larp is seriously understaffed, we suggest another organizer handle physical safety issues.

    Advantages to Embedded Counselors

    Having a member of the safety team embedded in the larp has several advantages. They are involved in the fiction and can better understand the references made by the characters and players. Counselors may even be present for key scenes and know which events have unfolded. This practice makes it less alienating for the counselor when hearing about larp events, as they understand the context.

    Counselor Whipple (Brodie Atwater) with the Dean (Maury Brown) in New World Magischola 7.

    For example, in New World Magischola, counselors are part of the staff of the school. They have in-character reasons to run administrative events, connect with faculty, and be available for students to express their career or personal issues. In the fiction of Event Horizon, counselors were hired by the corporation hosting the event. These counselors were telepathic twins with empathy powers. In both cases, magic can enhance the in-game counseling role, e.g. by providing flashbacks or future sequences, as one would in a black box, to help process character emotions. Embedded counselors can also work in a socially realistic setting. In the 2017 run of Just a Little Lovin’ in the United States, Joani, a New Age self-help guru character, was adapted to have counseling training.

    The fiction influences the way counseling is portrayed, but provides a convenient reason for players to steer toward emotional processing or a satisfying resolution without breaking immersion. We term these strategies diegetic interventions, or ways to solve in-game problems through magic, psychic powers, role-played therapy sessions, or other creative solutions. Diegetic interventions are powerful because they redirect players to the fiction and that resolution becomes canonical, not just imagined. Players feel like they are getting a special scene, which can raise spirits and help them reconnect with the larp.

    Additionally, embedded counselors can:

    • Monitor the emotional well-being of a person, e.g. with the Okay Check-in System. For example, if a character is crying alone, the counselor can clandestinely check-in and help if needed.
    • Remove a distressed person from play and take them to a safer space, e.g. another in-game location or an off-game room. Ideally, a larger larp has a Sanctuary Space for such a purpose, while small games may have an off-game room.
    • Model checking-in for other players in order to encourage a community of care, such as using the Okay Check-In System, Lookdown, Pronoun Corrections, Largo/Break, Cut, and any other safety mechanics. While players can bring distressed participants to a counselor as needed, we want to encourage participants to care for one another.
    • Serve as the eyes and ears on the ground to help the lead organizers calibrate the game.
    • Coordinate with the team when dispersed over a large play area.
    • Make story adjustments as embedded NPCs with in-character reasons for doing so.
    • Guide players back into character when needed.
    • Help players solve larp-related issues while in play when possible, such as overstimulation, difficulties engaging with plot, uncertainty how to move forward with a storyline, boredom, etc.
    • Offer emotional care while in the fiction, which may allow enough of a release valve that the player need not break in order to regroup.
    • Allows player alibi to seek help, particularly in play cultures where breaking immersion is discouraged.

    Ideally, each larp has at least two counselors, which enables them to tap out if necessary, as well as to emotionally process with one another. Sometimes, counselors may need to check with one another to figure out a course of action. If a participant feels comfortable, having both counselors present to address an issue can be helpful, although some players prefer one-on-one private interactions.

    In the most recent runs of New World Magischola, all counselors were coordinated through the use of walkie talkies, so that they could communicate regardless of their location in play. The Sanctuary Space also had a walkie talkie, which allowed players to page a counselor if needed. Counselors listed their schedule on the door of the Sanctuary Space to identify their approximate location. Sanctuary Spaces also feature water, snacks, blankets, soft music, and coloring books when possible. Ideally, Sanctuary Spaces have a door that can close for privacy. These logistics allow embedded counselors to slip smoothly in and out of play to address issues as they arise.

    Drawbacks to Embedded Counselors

    Embedding counselors into the fiction does have some drawbacks, which we will address in turn. They are:Active counselors in the play space are not always easy to find.

    1. Active counselors in the play space are not always easy to find.
      • Walkie talkies and other forms of communication such as text may help, assuming the technology is working and counselors regularly monitor these devices.
      • Counselors can serve in shifts, where some are in-character while others remain in the Sanctuary Space or off-game room. Downtime may be necessary when performing emotional care, although boredom and alienation may arise if off-game shifts are too long.
    2. Counselors can become involved in major stories or plots through emergent play as part of the fiction.
      • Counselors can become central figures to the play of others due to the emotional bonds formed through the act of sharing, which can lend to player comfort.
      • This engagement can also become negative, if players associate the counselor with a particular plot, player, or social clique that they find undesirable or alienating.
      • Counselors should strive to maintain neutrality and objectivity in plots and social groups when possible as a best practice. Non-embedded members of safety teams are less biased in general, so counselors may direct players to these individuals in specific situations.
    3. When immersed, counselors may show a range of emotions outside of their “professional” role.
      • Counselors should strive to play characters who have a pleasant, welcoming, and empathic demeanor. Preferably, the characters’ default personalities are both engaging and emotionally available. However, these traits are not always possible to maintain when engaged in intense stories or moments.
      • Players should not be afraid to show other ranges of emotions during role-play, but when interactions focus on counseling, this default personality should predominate.
    Counselors Raynar and Traquility Whipple explore a mystery with a Divination professor in Magischola 4. Photo courtesy of Learn Larp LLC.

    Counseling and Self-Care

    Counselors are not superheroes. They cannot help every player or be emotionally available at all times. Just like any member of the safety team, counselors should maintain boundaries with regard to their time and energy. A good rule of thumb is to help a person for a maximum of one hour. Players should not feel that they have unrestricted access to the emotional labor of counselors, so good boundary and expectation setting are necessary. Ideally, these boundaries are mentioned in workshops and enforced by the organizer team.

    Counselors must be extremely vigilant about their own self-care regimen, including getting enough sleep and food. If necessary, a co-counselor, another member of the safety team, or another organizer can relieve them of their duties if self-care is needed. Counselors should feel enabled to self-advocate. For example, they can say,

    • “I feel that I have addressed your issue as best I can. I’m not sure how to proceed from here. Can we figure out a way to help you get back into play together?”
    • “I wish I could help right now, but I am going to need to get something to eat. Do you mind if I introduce you to our other counselor, who may be able to help?”

    Note that while two counselors may decide to help the same player at once, they should avoid enabling players to monopolize their emotional resources by coming to different counselors with the same issue.

    photo of a Divination and Ethics professor
    Divination Professor Ziegler (Kat Jones) and Ethics Professor Hassinger (Evan Torner) also served as counselors at Magischola Yule.

    Additionally, counselors should also remain vigilant of their own emotional capabilities throughout play. Some counselors have their own mental health challenges or trauma triggers. They should make sure that they feel sufficiently rested and comfortable addressing certain issues before engaging. They should also be upfront about their own limitations. For example, a counselor can say,

    • “I don’t deal well with angry people. Do you mind handling this situation? I don’t think I can be of help.”
    • “I just helped six people in a row and am emotionally depleted. Can you take over while I take a nap?”
    • “I am having anxiety today. I should probably avoid crowded rooms. Do you mind covering for me while I eat outside of the main play space?”

    Counselors should not feel responsible for players during off-duty hours. Therefore, it is preferable to set boundaries around when counseling shifts are, e.g. 8am-1am, with breaks in between. The exception to this guideline is in cases of harassment or other serious mental health issues, where counselors may be needed when off-duty.

    Finally, counselors may wish to make themselves available before and after the larp over social media and personal message. Sharing links about bleed, post-larp depression/blues/drop, debriefing, and other resources is helpful, especially the during 72 hours after the larp, or the bleed window, where players are often still transitioning back to their default lives. However, counselors should not feel required to perform additional emotional labor above and beyond their role in the larp unless they wish to do so. Again, boundary setting is necessary. Counselors are not community managers. They should decide upon how much post-larp emotional labor they are willing to provide. Some suggestions:

    • Allowing a player the opportunity to share a bleed issue, but limiting communication to one conversation.
    • Only discussing issues during the bleed window and declining overtures for conversation that occur more than 72 hours after the larp.
    • Redirecting participants to Facebook groups or their co-players for assistance, further reinforcing a culture of care.

    Common Counseling Issues

    Counselors Tullamore and Tranquility Whipple attempt to guide a student away from a dark path in New World Magischola 5.

    In our experience, these problems arise in larp settings, although some are far more common than others:

    • A player needs help figuring out what to do next in-game, due to boredom, frustration, or a character dilemma.
    • A player has anxiety about their own play ability, their own plots, whether they are doing it right, or being good enough.
    • A player feels overwhelmed by the amount of plots or emotional content happening and has trouble deciding which thread to pursue.
    • A player feels shut out of play from other groups due to an exclusive plot, a social clique, or another participant refusing to play upon an established connection. The important thing here is to listen, empathize, and figure out solutions. Embedded counselors can provide play for the person if needed, or introduce them to other possible social groups/plots.
    • A player feels emotionally overwhelmed due to the intensity of a particular scene, be it romantic, violent, embarrassing, etc. The important thing is for the player to be able to express their feelings without feeling judged. Embedded counselors may have been present for the scene and/or able to offer some additional context, advice, etc. Reframing the event together through a more favorable perspective can sometimes be helpful. Note that, later, players might view these scenes as the best parts of their larp when properly reframed and put into context.
    • A player feels uncomfortable with another person’s playstyle, attention toward them, or level of aggression. Focusing on how to help the player feel most comfortable is optimal here. The counselors may want to suggest ways to remove the two people from proximity if possible and suggest in-game reasons for such a change.
    • A player is experiencing bleed due to the fiction connecting to real-life emotions or events. Allowing the person to express themselves without judgment is key. Sometimes, the bleed can be used for positive growth, but a player should not feel obligated to continue to play on a theme or relationship that they find distressing. Give options.
    • A player feels personally harassed by another player or staff member. These issues should be handled on a case-by-case basis according to the Code of Conduct and Internal Safety Procedures. If a larp does not have these resources, the counselor should follow the guidelines established informally in their local larp culture, although we highly suggest establishing a Code of Conduct and set of Internal Procedures. Confidentiality is extremely important in these situations. The player may not want to report the harasser officially and their comfort should be respected as tantamount. Ask questions and offer options, but do not pressure them to make a decision or take action.
    • A player is unable to fulfill personal goals, gain closure, or steer toward their desired trajectory. This problem does not usually led to an agitated state, but rather a deep sense of disappointment or loss. In this case, the goal is not to deescalate, but rather deflate the issue by doing solution-based counseling or introducing a diegetic intervention.

    Diegetic Interventions

    The structure of New World Magischola, with its player-driven scene requests and consent-based play, meant that counselors could take the tools available to players and use them with proficiency. Diegetic interventions allowed players not only to return to the larp, but to resolve their issues through play. Counselors could cancel scenes, make new ones, plan for plot events, or encourage negotiation with other players about closing or opening up storylines. They could use freeform scenes to create canonical content that could have happened in a story in order to justify a new character direction. While anyone can create this content, an embedded counselor can demonstrate proficiency in how a player might use it to transform their play.

    Alex Rowland as Winnie posing
    Counselor Winnie at Event Horizon

    Some example diegetic interventions are:

    Scene requests

    Player: “I had a lot of ambitions for this storyline about my family, but the person playing my sibling brought a bunch of people to the scene and took most of the spotlight.”

    Counselor: “Well, what if we put in a scene request for your character to meet one of their family members again, but on their own this time?”

    Player: “Can I do that?”

    Counselor: “Of course, and you can also talk to that other player to see what they’re trying to get from the plotline, so you can discuss expectations of where the play should lead.”

    Freeform

    Player: “I was really hoping that my character would get arrested before the ball so they could break out of prison to see their date. But there won’t be much play after dinner.”

    Counselor: “What if we checked with the NPCs to see if we can make that scene? If not, we can take some time to act out the scene together, with us playing the marshals who arrested them.”

    Plot Knowledge

    Player: “I’m feeling exhausted by being around so many people.”

    Counselor: “There’s going to be a big scene that draws everyone out into the forest in about an hour. What if you just focused on being in the common room or resting, then looked for other quiet people who weren’t out at the scene, and tried to play with them? There will be someone drawing people to your character’s common room about an hour after they get back, so you can make plans to be gone by then.”

    Future Steps

    While not all larps may require a counselor, we believe that they provide communities with a distinct advantage. For this reason, Brodie Atwater and Alex Rowland — experienced larp counselors, academics, and therapists-in-training — are developing a guide for counselors. This manual will serve as a touchstone for people who want to begin contracting and training counselor roles for their game. Starting from a standardized crisis counseling model, this work will also examine ACA Compliance in order to start synthesizing larp communal wisdom with wider psychological standards. Ultimately, we hope that this work will serve as a foundation for increased professional development and more nuanced safety team design in larps.

    Bibliography

    Bowman, Sarah Lynne. “A Matter of Trust — Larp and Consent Culture.” Nordiclarp.org, February 3, 2017.

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

    Bowman, Sarah Lynne. “Returning to the Real World: Debriefing After Role-playing Games.” Nordiclarp.org, Dec. 8, 2014.

    Bowman, Sarah Lynne. “Social Conflict in Role-Playing Communities: An Exploratory Qualitative Study.” International Journal of Role-playing 4: 4-25.

    Bowman, Sarah Lynne and Evan Torner. “Post-Larp Depression.” Analog Game Studies 1, no. 1.

    Brown, Maury. “19 Truths about Harassment, Missing Stairs, and Safety in Larp Communities,” Nordiclarp.org, March 14, 2017.

    Brown, Maury. “The Consent and Community Manifesto,” Nordiclarp.org, last modified March 17, 2017. https://nordiclarp.org/2017/03/24/the-consent-and-community-safety-manifesto/

    Brown, Maury. “Creating a Culture of Trust through Safety and Calibration Larp Mechanics,” Nordiclarp.org, last modified September 9, 2016. https://nordiclarp.org/2016/09/09/creating-culture-trust-safety-calibration-larp-mechanics/

    Brown, Maury. “Player-Centered Design,” Keynote at Living Games Conference 2016, YouTube, last accessed June 10, 2016, https://youtu.be/oZY9wLUMCPY

    Brown, Maury. “Pulling the Trigger on Player Agency: How Psychological Intrusions in Larps Affect Game Play,” Wyrd Con Companion Book 2014 (Los Angeles, CA: Wyrd Con), https://www.dropbox.com/s/3yq12w0ygfhj5h9/2014%20Wyrd%20Academic%20Book.pdf?dl=0

    Brown, Maury and Benjamin A. Morrow, “Breaking the Alibi: Fostering Empathy by Reuniting Player and Character,” Wyrd Con Companion Book 2015 (Los Angeles, CA: Wyrd Con), https://www.dropbox.com/s/xslwh0uxa544029/WCCB15-Final.pdf?dl=0

    Brown, Maury and Benjamin A. Morrow, “Playing for Empathy Workshop,” Living Games Conference, August 18, 2016.

    Dalstål, Elin. “Self Care Comes First: A Larp and Convention Policy,” Nordiclarp.org, August 17, 2016.

    Game to Grow. “Game to Grow Webisode Project Episode 2: Emotionally Intense Play, Calibration, and Community Safety.” With Maury Brown, Johanna Koljonen, Lizzie Stark, John Stavropoulos. Moderated by Sarah Lynne Bowman. YouTube, September 1, 2016.

    Game to Grow. “Game to Grow Webisode Project Episode 6: Consent Based Play.” With Maury Brown, Johanna Koljonen, Lizzie Stark, John Stavropoulos, and Azzurra Crispino. Moderated by Sarah Lynne Bowman. YouTube, March 26, 2017.

    Koljonen, Johanna. “Opt In/Opt Out Safety System.” Keynote at Living Games Conference 2016. YouTube, June 10, 2016,

    Koljonen, Johanna. “Toolkit: Let’s Name this Baby! (Bow-Out Mechanics).” Safety in Larp: Understanding Participation and Designing for Trust, May 30, 2016.

    Koljonen, Johanna. “Toolkit: The Okay Check-In.” Safety in Larp: Understanding Participation and Designing for Trust, September 18, 2019.

    Living Games. “Living Games Safety Documentation.” Living Games Conference, July 18, 2016.

    Living Games. “Sanctuary Space, Safety Team, and Crisis Management Programming.” Living Games Conference, April 15, 2016.

    Montola, Markus, Jaakko Stenros, and Eleanor Saitta. “The Art of Steering: Bringing the Player and the Character Back Together.” Nordiclarp,org, April 29, 2015.

    Pedersen, Troels Ken. “Your Larp’s Only as Safe as its Safety Culture,” Leaving Mundania, August 4, 2015.

    Stark, Lizzie. “Building Larp Communities: Social Engineering for Good.” Leaving Mundania: Inside the World of Larp, March 18, 2014.

    Stark, Lizzie. “Player Safety in Nordic Games.” Leaving Mundania: Inside the World of Larp. April 26, 2012.

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    Cover photo: Catching the Light by Chi Tranter on Flickr. (CC BY 2.0). Photo has been cropped.

  • Safety Coordinators for Communities: Why, What, and How

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    Safety Coordinators for Communities: Why, What, and How

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    As we continue our discussion about how to apply principles of Community Design to our gaming and larping communities, we have advocated for the creation of a Safety Coordinator and/or Safety Team for your Community. The need for a Safety Coordinator or Team arises out of the recognition that games can make people feel unsafe through their content or mechanics, through other players’ behavior (in- or off-game), and that gaming communities are not safe for all people. In addition, we recognize that creating a safe and inclusive environment is done by design, and a Safety Team or Coordinator is part of these overall strategies. This article will define a Safety Team and its role, look at principles of what makes for a good Safety Team, and offer some advice for creating and maintaining one for your Community.

    What is a Safety Coordinator and a Safety Team?

    In smaller larps or communities, a single member of the organizer team can be designated the Safety Coordinator, and be the point person for safety duties. In larger larps (a good estimate is 30-40 people or more), it is generally better to share the duties among a Safety Team. A Safety Team is comprised of more than one person (three is often a good number), is diverse, and has authority from the other organizers and in the Community.

    A Safety Team is a group of people who are tasked with paying attention to the safety of the community. The Safety Team is an executive level team, with the leader of the team as a members of the main organizer team. The Safety Coordinator/Safety Team Lead should have ready and immediate access to the main organizer(s), and be part of design and logistics decisions. They will voice how other decisions such as game theme, mechanics, location, duration, size, content, etc. will affect community safety.

    orange life preserver hanging on a wall
    Safety by Michael Nugent on Flickr. (CC BY-SA 2.0).

    A Safety Coordinator or Safety Team may do some or all of the following:

    1. Advise the Organizers about safety mechanics such as opt-in/opt-out, consent, and how to stop the gameplay and assist with these design decisions.
    2. Consult with the Organizers about calibration mechanics such as intensifying or decreasing the level of play, levels of access for play (e.g. touching, violence), or leaving a scene and assist with these design decisions.
    3. Collaborate with main organizers to gain and maintain participant trust in order to maximize the feelings of inclusion and safety from participants.
    4. Create an Off-Game Space or Sanctuary for participants to use during the event, particularly after emotionally intense scenes. Responsible for staffing it with team members or other volunteers, and designing the space for comfort. In larger larps, a separate and private room is preferred; in smaller larps it may be designated area.
    5. Design bespoke safety workshops or briefings for participants before the event which include the chosen safety & calibration mechanics, whom to contact, and what to do in the event of a safety concern. The workshops should align with the design decisions for the individual larp.
    6. Design bespoke debrief workshops and/or game-off transitions to be conducted with participants after the event. This may include establishing a buddy system to assist with larp blues, making an online community available, or on-site debriefs, formal and informal, among other strategies.
    7. Write, revise, and communicate a game’s Conduct Guidelines and Harassment Policy, with the main organizers. These include actions taken by the Safety Coordinator or Team when violations occur. These guidelines and policies should be available to all participants.
    8. Is the established contact for participants who have a safety concern. Reports are made to the Safety Coordinator, or, in the case of a Team, to the Team as a whole. Reports made to a single Safety Team member will be shared with the remainder of the team.
    9. Establish channels, such as a Safety Team email, for participants to make contact about safety issues before, during, and after the event.
    10. Staff the Off-Game Space or Sanctuary during an event. Is known to the Community as the people to contact if they have a safety need. May wear a badge or other indicator. Is distinct from medics or those who handle physical injuries and triage.
    11. Write and enforce a reporting procedure for safety concerns, in consultation with organizers.
    12. Convene quickly when a safety concern is received. Interview, investigate, and discuss the presented information, and vote to take an action commensurate with the violation.
    13. Communicate a Safety Decision to the reporter and the community.
    14. May deliver the Safety Decision and action to the accused, in consultation with main organizers, or give the recommendation for the action to be taken to the main organizer, who delivers it to the accused. An action may be a counseling, a change of assignment or duty within the event, or a removal from the event.
    15. Maintain the confidentiality of those who have come forward with concerns, unless the person(s) has given explicit consent to talk with the accused or have their names revealed.
    16. Report trends and findings to the main organizers and recommend additional changes to the policies, mechanics and procedures to continually improve the community feeling of trust.
    life preserver on a post in a field
    Photo by daspunkt on Flickr. (CC BY 2.0).

    Why Should a Community Have a Safety Coordinator or Safety Team?

    You may be asking yourself, why does my larp need a designated Safety Coordinator or Safety Team? Many times, organizers feel that a Safety Coordinator or Safety Team is not needed, or is redundant, since there is already an organizer team. Other times they feel that their community is already safe and there is no need to draw attention to potential problems, or to make people feel unsafe by acknowledging that safety concerns or violations can occur. Sometimes organizers feel that their larp is too small to warrant a designated Safety Coordinator, or that their community is well-established enough that everyone already trusts each other or knows what to do.

    There are good intentions behind these sentiments, but all of them contribute to marginalizing certain voices who may have experienced harassment, abuse, assault, stalking, or other emotional trauma at a game. In addition, these assumptions make it more difficult to understand and communicate appropriate behavior and for participants to report instances of inappropriate behavior. Here are some reasons why a larp should consider having a Safety Coordinator or Safety Team.

    1. Designating someone or a team to be in charge of Community Safety means it gets done. Organizing a larp is a huge undertaking that requires many skills and has a lot of moving parts. It is easy for Community Safety to seem less urgent that other decisions such as how to make the site work, writing characters, or what special effects to use. Community Safety can seem to be in the background, until a violation occurs that brings it to the forefront.
    2. It ensures that someone with Community Safety skills has the job. Not everyone has the training, reputation, emotional stability, empathy, and communication skills to do Community Safety work. Choosing a Safety Coordinator means that you’ll have someone who is able to do the job.
    3. It gives a designated point of contact for community members. Community members feel safer and more comfortable if they know who to go to and what to do in the event of a problem with another player, or if they should find themselves emotionally overwhelmed. When faced with a crisis situation, clear and consistent processes help everyone involved.
    4. It makes for a more streamlined process at the event. Without a designated Safety Coordinator or Team, participants who feel overwhelmed or experience troublesome behavior will be asking around for what to do, leaning on fellow participants and breaking immersion for others, or coming to already very busy organizers, or worse, not coming at all because they don’t want to make trouble for organizers. A clear point of contact makes it easier for everyone.
    5. Having a Safety Coordinator or Team ensures consistency. A single point of contact (whether Coordinator or Team) means that all reports are coming through the same person(s). That means that the Coordinator or Team will be aware of all problems in the Community, and can understand trends and what is working and isn’t working. They can then feel confident that their understanding of the Community’s pulse is truly representative of the Community. Without a Safety Coordinator or Team, some reports may go to different people, and never be shared with other organizers.
    6. A Safety Coordinator or Team ensures equitable treatment. Without a designated contact, different members of the organizing team, or even the same person may respond to safety concerns differently each time. With a Safety Coordinator or Team, the policies and actions are taken fairly, objectively, and transparently each time.
    7. A Safety Coordinator or Team ensures accountability. When the sole job of the Safety Coordinator or Team is to create and maintain Community Safety, then they focus on ensuring that reports are taken seriously, followed up on, and action is taken. Having a Safety Coordinator or Team ensures that your policies or guidelines are not mere lip service.
    8. A Safety Coordinator or Team ensures transparency. Rather than mysterious back-room deals, or sweeping things under the rug, a Safety Coordinator or Team works within the view of the Community, while also keeping details confidential. Numbers of reports received, decisions made, and actions taken are archived, creating important community knowledge. Participants feel better knowing that there is a process, that they can inquire about it, that their inquiries will be answered and that confidentiality will be maintained.
    9. The presence of a Safety Leader shows that your Community values inclusivity and safety. By naming a Safety Coordinator or Team, it shows your participants that you take the issue seriously. It demonstrates that your game or larp design is conscious and that your team is committed to making the space inclusive, safe, and accessible.
    10. It shows that you are aware that Communities are not safe for everyone. Like it or not, geek communities are not safe for everyone, all the time. Women, transgender participants, players of color, young people, and other marginalized identities have been speaking up about the harassment, abuse, assault, racism, sexism, and discrimination they have experienced in larp, game, and geek communities. Declaring that your Community is safe doesn’t make it safe, and in fact can make you lose the trust of your participants, whose personal lived experience is at odds with your declaration. Designating a Safety Coordinator or Team shows that you recognize that different people experience a Community differently, and what may be safe to some participants who hold various kinds of privilege may indeed not be safe to others.
    life preserver in a boat
    Safety by Ian Stannard. (CC BY-SA 2.0).

    What Makes a Good Safety Coordinator and Safety Team:

    Here are some characteristics that a Safety Coordinator or Safety Team needs in order to be successful in their mission:

    1. Respected. A Safety Coordinator or Team needs to have the respect of the community, and known to be fair, approachable, impartial, and deliberate. A Safety Coordinator must be able to rise above personal feelings toward particular participants, and take an objective appraisal and decision that considers the good of the Community.
    2. Full Faith & Authority. A Safety Coordinator or Team must have the full faith and authority of the other organizers and the Community. A main organizer or other member of the team should never undermine the efforts of the Safety Coordinator, and the Safety Team should always be working in concert with the values and goals of the particular larp, game, or community they are in.
    3. Heterogeneous. A Safety Team is a mixed group, with different genders, as well as different ages, and experience. People from marginalized groups often have a harder time coming forward to speak about their experience with people who will have a harder time understanding their experience or perspective. For example, a woman who has been sexually harassed may feel more comfortable speaking to another woman, rather than a man, about what happened. Try to populate a Safety Team with members who come from different social circles so that people feeling unsafe can turn to someone who is not close to the person with a problematic behavior.
    4. Capable. The Safety Team should have the knowledge, social skills and emotional stability (at least as a group) to talk to both the person voicing a safety issue as well as the person who might be the safety issue.
    5. Credible. A Safety Coordinator or Team must be able to be trusted. Members must be beyond reproach. Do not include people on your Safety Team who have had reports made against them in the past. Participants may not feel comfortable with the Safety Team at all if they perceive that one of the members is compromised.
    6. Action-oriented. Participants must be able to trust that reports will be taken seriously and action taken. Do not include people on your Safety Team who have a reputation for not addressing problems sufficiently.
    7. Aligned. The Coordinator or Team’s views of safety issues need to be aligned with those of the organizer team, and the larp, so they can do their task and enforce the policies as intended. Organizers need to trust the Safety Coordinator, and back up their decisions.
    8. Objective. Safety Coordinators need to be prepared to handle a situation where someone tells them about problematic behavior coming from one of their friends, or someone whom they have past personal experience with. They need to be able to recuse themselves from such a report, or be able to set aside personal feelings.
    9. Flexible. Safety personnel need to recognize that their work isn’t always predictable. When there is a need, they will be very busy. When things are going smoothly, they may have spare time. In addition, Safety Team members need to recognize that what is called for on their part differs with every situation. They may simply need to give clarification or reassurance, sit quietly with someone, or they may need to confront someone about their problematic behavior.
    10. Resources: The Safety Coordinator or Team must be given authority and resources by the Organizer team to be able to deliver what is stated in the Safety Plan and other policies. They need to have the time, capacity, space, energy, and resources to do their job when someone comes to them with a safety concern, no matter if it is small question about the rules, or a crisis situation of a serious violation.
    11. Down Time. The work of emotional labor is serious work, and takes a toll on members of a Safety Team. They have to remain calm when others are upset, aggressive, or hysterical. Make sure you have enough Safety Team members to not overwhelm them. They need breaks, too, especially after a tense situation. It’s often a good practice to work in pairs if a Safety Coordinator must confront a problematic person, both to guarantee their own safety as well as to obtain a better collective understanding of what was said, and to corroborate evidence, if needed. After a stressful situation, it is helpful to have others available to allow the Safety Coordinator or Team to have someone to vent with or process their own feelings.

    This article is part of a series of articles about designing for Community Safety. Other articles in this series include 19 Truths about Harassment, Missing Stairs, and Safety in Larp Communities, and The Consent and Community Safety Manifesto.

    Sources Cited and Further Reading

    Bowman, Sarah Lynne. February 3, 2017. “A Matter of Trust – Larp and Consent Culture.“ NordicLarp.org. https://nordiclarp.org/2017/02/03/matter-trust-larp-consent-culture/

    Bowman, Sarah Lynne. 2013. “Social Conflict in Role-Playing Communities: An Exploratory Qualitative Study.” International Journal of Role-playing 4. http://www.ijrp.subcultures.nl/wp-content/issue4/IJRPissue4bowman.pdf

    Brown, Maury Elizabeth. September 19, 2016. “Creating a Culture of Trust Through Safety and Calibration Larp Mechanics.” NordicLarp.org. https://nordiclarp.org/2016/09/09/creating-culture-trust-safety-calibration-larp-mechanics/

    Brown, Maury E. “People-Centered Design.” Living Games Conference. May 2016. https://youtu.be/oZY9wLUMCPY

    Brown, Maury E. “Pulling the Trigger on Player Agency: How Psychological Intrusions in Larps Affect Game Play.” In Wyrd Con Companion Book 2014, edited by Sarah Lynne Bowman, 96-111. Los Angeles: Wyrd Con. https://www.academia.edu/9944082/Pulling_the_Trigger_on_Player_Agency_How_Psychological_Intrusions_in_Larps_Affect_Game_Play

    Brown, Maury Elizabeth. March 14, 2017. “19 Truths about Harassment, Missing Stairs, and Safety in Larp Communities.” NordicLarp.org. https://nordiclarp.org/2017/03/14/19-truths-about-harassment-missing-stairs-and-safety-in-larp-communities/

    Edman, Karin. January 3, 2015. “Safer Larps for Young Larpers.” WonderKarin Blog. http://wonderkarin.blogspot.se/2015/01/safer-larps-for-young-larpers.html?m=1

    Game to Grow Webisode Project: Episode 2. “Emotionally Intense Play, Calibration, and Community Safety.” With Maury Brown, Johanna Koljonen, Lizzie Stark, and John Stavropoulos. Hosted by Sarah Lynne Bowman. Game to Grow. September 1, 2016. https://youtu.be/3YtRJd5CR2I

    Game to Grow Webisode Project: Episode 6. “Consent-Based Play.” With Maury Brown, Azzurra Crispino, Johanna Koljonen, Lizzie Stark, and John Stavropoulos. Hosted by Sarah Lynne Bowman. Game to Grow. March 24, 2017. https://youtu.be/P4NbFI3hRj0

    Hupke, Marlen. “Emotional Labor.” OSHwiki. https://oshwiki.eu/wiki/Emotional_Labor

    Koljonen, Johanna. September 18, 2016. “Toolkit: The ‘See No Evil’ or Lookdown.” Participation Safety Blog. https://participationsafety.wordpress.com/2016/09/18/toolkit-the-see-no-evil-or-lookdown/

    Koljonen, Johanna. September 11, 2016. “Toolkit: The Tap-Out.” Participation Safety Blog. https://participationsafety.wordpress.com/2016/09/11/toolkit-the-tap-out/

    Stark, Lizzie. January 2, 2014. “Organizer Fatigue: Larp’s canary in the coal mine.” Leaving Mundania Blog. http://leavingmundania.com/2014/01/02/organizer-fatigue-larps-canary-coal-mine/

    Stark, Lizzie. March 18, 2014. “Building Larp Communities: Social Engineering for Good.” Leaving Mundania Blog. http://leavingmundania.com/2014/03/18/building-larp-communities-social-engineering-good/

    Stavropoulos, John. “19 Safety Truths that Might be Lies.” Living Games Conference. May 2016. https://youtu.be/sbvp9keGyV4


    Cover photo: Life Jacket Ring by Zsolt Fila on Flickr. (CC BY 2.0).

  • The Blue Ribbon Collective

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    The Blue Ribbon Collective

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    Blue ribbons tied with a safety pinTowards the start of Knutepunkt 2017 in Norway, we organized a workshop, High on KP, for people who were interested in avoiding or limiting their drinking of alcohol during the conference. The reasons for this choice were varied; perhaps they were drawn to using drink as a social enabler, or they felt social pressure to drink.

    This attracted a good mix of people. Some interesting personal stories and strategies were shared. We were also joined, and went on to be approached later, by a number of people who didn’t drink at all themselves but who wanted to help and support those who were avoiding alcohol.

    The project was informed in part by our related work on alcohol at larp and at larp-related social events, and the problems that can sometimes arise from it. It became apparent from responses to our survey that social pressure making people drink more than they were comfortable with was one of the factors causing adverse incidents.

    Two men display the blue ribbons pinned to their badges
    Members of the Blue Ribbon Collective at Knutepunkt 2017.

    As part of the project, we introduced the blue ribbon badge. This symbol is a light-hearted homage to the ribbon worn by those who took the temperance pledge in the 19th century, although our aims for it are rather different. This is what we intend wearing a blue ribbon to signify:

    1. I am sober;
    2. If you would like to stay sober, or to drink no more than you have done already, I can support you in that resolve.

    We anticipate offering blue ribbons and running workshops at future KPs – if organizers are happy with that. And we would be glad to see them being used at other social events where alcohol is generally part of the social structure. They’re not official emblems and don’t have anything special about them; any length of blue ribbon, held by a safety-pin, will send the same message.

    Finally, we should add – to avoid potential misunderstanding – that this project is absolutely not about trying to discourage people from drinking, or to shame drinkers, or to reduce the amount of alcohol at KP. It is simply meant to help people who don’t want to drink, or who don’t want to drink too much.

    The Blue Ribbon Collective

    Blue ribbons tied with a safety pinMoving forward, we are developing a Blue Ribbon Collective of participants who are interested in staying sober at events and helping others with alcohol-related issues. Anyone can be a part of the Collective: that just signifies being aware and supportive of our work. Then if someone chooses to wear a blue ribbon pinned to their clothing at a particular larp event, that signals their sobriety (at that event) to others. Being part of the Collective does not mean you should feel under any pressure to stay sober, or to wear the ribbon. Feel free to contact us if you would like to be included on the list.

    Current members of the Blue Ribbon Collective:

    Frederik Vindal Andersson

    Johannes Axner

    Sarah Lynne Bowman

    Banana Chan

    Jon Cole

    Liz Gorinksy

    Harrison Greene

    Charlie Haldén

    Sanne Harder

    Cleo Hatting

    Mo Holkar

    Kjell Hedgard Hugaas

    Torgrim Husvik

    Antti Kumpulainen

    Janusz Maxe

    Morgan Nuncio

    Stephanie Nudelman

    Tuomas Puikkonen

    Tadeu Rodrigues

    Pedro Rodríguez Marín

    Francesco Rugerfred Sedda

    Liv Kristine Slyngborg

    Susanne Vejdemo

    Melissa Whitlock

    Mila Ould Yahoui

    If you’re interested in the blue ribbon, or in the project generally, or would like to help in future, please get in touch!

    (Edited on 6th March 2019 to clarify details of the Blue Ribbon Collective.)


    Cover photo: A blue ribbon pinned to the lapel of a black leather jacket. Photo by Sarah Lynne Bowman.

     

  • Keeping Volunteers Alive

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    Keeping Volunteers Alive

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    Organising larps is a multi-disciplinary exercise at best. At its worst, you need a witch’s cauldron of different skill sets, and being negligent in one area can mean that no matter how much you shine elsewhere, you still have a failed larp on your hands. A large part of my larp work consists of managing somewhat large (25+) teams of people, most of them volunteers. Doing that for big larp productions like College of Wizardry (Nielsen, Dembinski and Raasted et al., 2014) and Convention of Thorns (Raasted, et al., 2016) has given me some insights that may come in handy for others.

    Pretend It’s a Video Game

    If you think of your helpers/volunteers/team as being human versions of The Sims characters, then you’ll have an easier time managing them. Each of them comes equipped with a number of “status bars” that you need to be aware of. They have to be fed, housed and instructed, if you’re to get anything useful out of them—no matter if they’re at your larp to play the hostile orc army appearing out of nowhere, helping with getting the location ready, or doing cleanup.

    It doesn’t matter much whether you call them helpers, minions, team members or something else. It matters how you treat them, though. To aid you in your larp organising, I’ve compiled a list of tips, structured into three chapters. And while I use these strategies when working with larpers, it’s just as easy to apply this sort of checklist elsewhere.

    And with all that in place, let’s jump right in!

    Health Points

    Health Points represent the physical side of things. If this was a video game, these would be the different status bars that could be boosted using physical remedies. If your helpers are low on health points, it’s very hard to make them do anything (at all).

    • Water. It may seem like a simple thing, but if your helpers don’t have easy access to water, they will suffer. If you’re using an outdoor location, it’s extra critical.
    • Food. People need to eat. Food should be plentiful, nutritious and if possible account for dietary needs and wishes. Both meals and snacks are important.
    • Accommodation. Without a place to sleep, it’s hard to be a hero. Taking care of this can be tricky, since you have to deal with things like snoring, privacy and the general psychological makeup of your helpers.
    • Temperature. I’ve worked on a film project in Abu Dhabi, and I nearly melted. I’ve also frozen my ass off during late Autumn larps in non-heated castles. You need to make sure that either you or your helpers are taking care of making the temperature bearable.
    • Toilets. What goes in must come out, and access to sanitation is vital. One toilet for 50 helpers is not good, and if you’re feeding them well, it’s even worse!
    • Physical safety. To work, we need to be safe—and to feel safe. If you’re doing something in an environment that’s less than friendly to humans, it’s even more important. Enthusiasts will often take risks to make things work. Do your best to make sure that they don’t have to!

    Mana Points

    Mana Points represent the mental state of your helpers. This is slightly harder to quantify, but nonetheless very important. It’s the things that make your well-fed, well-rested work crew put in that extra effort that is necessary to make an event run smoothly.

    • Vision. “The how begins with the why” is a popular phrase. It’s also at least somewhat true. Helpers who know what’s going on and why it’s important are more likely to actually make that vision come true.
    • Motivation. There are many different ways to motivate people, and I’ll not go into details here, but if you don’t manage to motivate your helpers, they’ll slowly degenerate into slow, unhappy shades of themselves. Okay, not that bad, but still bad.
    • Morale. Akin to motivation, but different from it, morale matters when things get tough. When something goes wrong, and you need to ask people to stay an hour extra to dig a ditch or clean toilets, morale is critical. It’s the difference between “Okay, if I absolutely must” and “Yes, let’s do it!”
    • Free time. This is something that I find is often undervalued in projects: the clear communication of when there’s free time, and how it can be used. Are there spaces for resting? Opportunity to hang out with others during free time? Knowing how things work when you’re not working is important.
    • Solidarity. Most of us know that some tasks require heavy lifting while others require less obvious forms of labour. Even so, it can feel very demotivating to see someone watching cat videos on YouTube, while you’re putting the finishing touches on a prop, regardless of whether or not the other person has worked hard earlier. Providing a good feeling of solidarity in the workforce is a key component to creating team spirit.
    • Emotional safety. If we’re stressed and overloaded—or even feeling unsafe and unwelcome, we’re not concentrating on the task at hand. Everyone in your team should feel included and accepted, and creating a culture that supports this is very important—especially when working with diverse teams of strangers.

    Equipment

    Last, but definitely not least, comes the hardware; the things you need to make your highly motivated and cared for helpers actually do the work they’re here for. Inadequate hardware is the most common mistake I’ve come across, and is not just about tools, but also related things.

    • Workspace. Once you’ve gotten someone who can build a dragon, they need a place to build it in, or it’s not going to happen. Having appropriate amounts of space for the work that needs to be done is a necessary component to making things happen.
    • Tools. It may be possible to build a wooden house without hammers and nails, but it’s certainly easier if you have the proper equipment at hand. This can be small things like scissors and pens, or it can be expensive power tools or technical equipment. Often, it’s possible to come up with ad hoc solutions but having the right tools is preferable.
    • Working gear. If you’re working on a construction site, hard hats are often mandatory. If it’s pitch black, lights are pretty much a must. This seems self-evident, but is a place where I’ve seen too many failures.
    • Transportation. Perhaps one of the most overlooked factors when doing projects in locations that are off the beaten path (and yes, castles in Poland fit this category). Just telling people to show up on location doesn’t work that well if your location isn’t easily reachable. Transport solutions take time, and often need to be customised.
    • Physical safety. This is not only about the more obvious aspects of safety, but also about the more tricky ones. Asking if there’s a first aid kit is simple. Remembering that women need lights in toilet spaces because periods are a thing should be simple, but has proven not to be.
    • Emotional safety. Is there a sanctuary to retreat to if you need one? Are there people you can trust who can help you deal with trouble? Larps are often as high-intensity behind the scenes as on stage, and it’s valuable to know if someone is there to make sure that your mental health is taken into consideration.

    Final Words

    This article could easily have been longer, more detailed or more focused on explaining the whys and the hows. Having been a helper at many larps, and being a helper coordinator for larps as part of my professional life, I will be grateful if you can provide everything on this checklist. Time, money and reality often get in the way for that, but it’s a worthy goal, I think. The reason I have chosen to go the video game route is that I’ve discovered two things while working with helpers (and as a helper myself):

    • People are not resources. People have resources, but forgetting to treat them like individual people is not only morally problematic, but also bad for your project.
    • People still have similar needs, and once you learn how to think systemically about some of those needs (as you do with The Sims characters) you get better at managing your helper teams.

    In the end, larps come alive because of the players, but the work done before, during and after larps by organisers and their helpers make the play experience possible in the first place. If handled right, being a helper for a larp can be a very fulfilling experience.

    So let’s do our best to get the basics right!


    Ludography

    • Nielsen, Charles Bo, Dracan Dembinski and Claus Raasted et al. College of Wizardry. Poland: Liveform (PL) and Rollespillsfabrikken (DK), 2014-.
    • Raasted, Claus et al., Convention of Thorns. Poland: White Wolf Publishing and Dziobak Larp Studios, 2016.

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


    Cover photo: Volunteers at College of Wizardry 8.

  • Food for Thought: Narrative Through Food at Larps

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    Food for Thought: Narrative Through Food at Larps

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    Food is an essential part of any culture. Taste and smell may be some of our more abstract senses but they have the power to bring us closer to memories and common experiences than many of the other senses. Anyone who pretends to be an intellectual knows about Marcel Proust and his Madeleine biscuit; how the taste of the Madeleine brought forth memories of the protagonist’s childhood with crystal clear vividity. It is our belief that food has this power. Food is very strongly culturally bound. What is deemed edible or taboo is strongly rooted in us, and often it does not matter that we intellectually know that something is safe or even tasty. If our culture has taught us that dog meat or insects are taboo we will have a very hard time bringing ourselves to try them. Simply put, food is a strong carrier of both memories and common culture.

    Eating food is also often a social ritual. The time during the day when we gather together, and share our experiences with each other. In all these ways food and eating are excellent tools to carry a narrative. To enhance an experience of being in an alien or different culture, or even literally to act as plot-tools. Still it is our experience that a lot of larp designers forget about the power food can hold over the participants experience. Below, we will share our experiences as both organisers and kitchen helpers/volunteers. We hope that our experience and creativity both will bring food to the forefront when it comes to narrative tools but also inspire more larp-designers to use the kitchen staff and the food as narrative tools. If they do it is our belief that they deeply will enhance the larp experience for their participants.

    The Food

    We are very emotional about what we eat. This is natural since we quite literally would die if we did not eat. Getting food when we are really hungry is among the most pleasurable experiences in the world. Likewise the disappointment of realising you cannot get food when you are really hungry can be devastating. There are very clear cultural connections to food. What is supposed to taste good, and what is expensive. Even if we try to pretend that champagne and caviar are really cheap in a certain larp culture the larpers will have a hard time accepting this as truth. Likewise, presentation means a lot for the eating experience. Texture, colours, the way it is presented and plated. If you understand this you can start to really play around with the food to create the feeling you yourself envisioned as a organiser and larpwriter. We will now present some case studies of how we have used the food itself to enhance a narrative and in some instances even created narrative with it. We have made jello to make a larp about American gods feel more American and we have made hundreds of fluffy little cakes to give a mad hatter feeling to a mental ward in fable inspired fairy tale larps. Food is a way to involve another sense into a full body larp experience and we want to tell you a little about the way we have done that in the past.

    Beyond the Barricades — Literally Putting the Narrative in the Food

    Beyond the Barricades (Göthberg and Wei, 2015) was a larp inspired by Les Misérables, it took place during the French Revolution of 1832. The players portrayed the revolutionaries on the barricade and all either deserted the cause or died heroically in the ending scene. The wish was to create a feeling of constant pressure from the outside, both from other barricades to stay strong and from the military to give up. We also wanted to serve very simple food, something that made the characters, all from different socio-economical classes contrast each other. Some saw it as luxury dinner, other as basically inedible garbage. The meals were very simple, a french onion soup without the garnish or quite literally lentils and garlic. It was carried in beyond the barricades by the kitchen staff in buckets and served together with loafs of bread. However, in some of the breads letters from another barricade were hidden. This created hilarious discussions between the NPC players, organisers and kitchen staff regarding how to pace the NPCs dramatic curve alongside the dramatic curve served to the players in the breads, making sure that the NPC’s portraying revolutionaries from the same barricade as the letter inside the breads followed the same narrative curve as the letters we served up for lunch or dinner. It also helped giving a feeling of a meaningful surrounding outside the barricade and created some nice scenes when the bad news of the other barricade falling under the military attacks were delivered in a bread during the last day. The kitchen staff also used the food to guilt the players characters into doubting their commitment to the revolution. By blaming the revolutionaries for cutting off supply lines resulting in less profits for the poor workers that made the food for them, and the further the larp went bringing in more and more meager supplies the food became a symbol for the fruitlessness of the revolution. This was possible to do since there was extra food available in the off-game area, and we also served up a feast on the evening after the larp ended.

    Made in Hessbrand — Starvation and Disgust

    Made in Hessbrand (Zeta, Johnsson, Modin and Isaksson) ran in 2015 and was a part of the long going fantasy campaign, Heart of War. The setting was far away from the war in question. Deep in the countryside of Hessbrand, a country visually and culturally inspired by Ireland in the 14th century. The story was something along social revolt and miserable failure. The players portrayed Hessbrännian workers and a manufacture for buttons or supervisors from an occupation force. During the larp the players made a revolt, barricaded themselves in and finally got completely massacred by arriving soldiers. The feeling the organisers wanted to communicate was one of poverty, sickness, working too much in the factory and oppression. We tried to make that happen through the food serving, but in the same time we wanted to serve tasty food so that people could eat their full. We started of presenting ourselves and the food to the players before game start. We played disgusting and filthy characters. Everyone had probably seen me sneeze in the pots. We asked them to actively play down the food as weird looking and disgusting. The food served was “Fishys mush” which was named after the colour they had, green and yellow. They were served together with honey glazed fried cabbage, bread, hummus, and fried bacon. The compliments were tasty and therefore made it possible for players who have a hard time to stomach the mush on account of them looking almost inedible to still get a decent meal. The green mush was green lentils cooked in garlic and olive oil until it turned into a porridge and the yellow mush was simply mashed potatoes with a mushroom sauce mixed into it which gave it a greyish colour and lumpy texture.

    This meant that the food was very tasty even if it looked horrible. This together with the player actively joking about how disgusting the mushes were and the kitchen staff portrayal of thieving lying entrepreneurs happy to make money out of others misery helped create a feeling of the food as a horrible thing you did not want to touch with a ten foot pole, but the only nutrition to get within walking distance. It increased the players’ feeling of being abused by a system and the feeling of poverty. In the same time the actual food was really tasty and filling.

    Last Will—The taste of something different

    Last Will (Stenler, Strand and Gamero 2014) was a larp set in a dystopian future when Chinese culture had grown in importance together with American. This created a vision of the future where a lot of texts were written in Chinese and Chinese culture was present in name culture and such. Last Will was a larp about modern day slavery and the loss of democratic rights, set in a dystopian future Sweden, in a gladiator stall. The players portrayed slaves of free workers (who lived under slave like conditions). They were not allowed to leave the gym where they lived on plastic mats behind plastic sheet walls. Their whole life circled around making sure the fighters were good enough to survive the gladiator-style fights. Food was served from “upstairs” quite literally as both the in-game administration and the off game organisers were sitting up the stairs from the playing area. The organisers had a clear vision of what they wanted the food to say. It was suppose to speak industry, impersonal, calculated nutrition and Asian. This was very well achieved. The food was simple lentil stews with potatoes and other root vegetables. Added in was also seaweed which gave the food an unpleasant slimy texture and a slightly Asian flavour. It was served in vacuum packed bags of plastic, the food weighed by me and the other helpers to make sure it was more or less the exact amount of an adult’s daily intake or calories, supervised by the cooking organisers. It was then frozen and thawed in water baths before served at the venue. Together with your allotted plastic bag you would get seaweed crackers and some of the characters even got “vitamins” to moderate their health. These “vitamins” and the calculated sizes of the food gave the players a feeling of being under constant supervision and moderation from the people upstairs. The Asian flavours helped create a feeling for the culture that larp was portraying and if you could not stomach the seaweed lentil stew and felt you needed something else to eat the players could go to the off game area where there was plenty of fruits, sandwiches, chocolate and hugs. This made it possible to serve food that was a bit strange in flavour because if the players could not stomach it there was a backup solution.

    Tre Kronor, Lindängen and the luxury of the upper class

    Just as it is hard for players to really immerse themselves in an experience of poverty and hunger if the food offered is a cornucopia of delights, playing on themes of luxury and richness will also be enhanced and helped by the right food. More than that, food can work as a nice divider between rich and poor at larps where different economic classes mingles. Tre Kronor (Linder, Wånngren and Ahlbom, 2012) was a small one night event. The setting a high status upper class freemasonry lodge’s yearly banquet. During the larp the kitchen staff were players as well, but we paid less than those playing upper class. A professional cook planned and executed lavish multiple course dinners for the upstairs crowd that the staff heated and served during the larp. The downstairs staff got simple soup and cheap alcohol. This created a nice division between player groups, a feeling of entitlement in the upper class characters and a feeling of oppression for the downstairs crowd. The kitchen, dressed up in uniform clothing helped to create an atmosphere where any wish or demand was upheld.

    Another larp where the players portrayed the upper class was Lindängen Boarding School (Elofsson and Lundkvist, 2013). In this section I want to concentrate on the food and how it acted to help create a feeling of luxury for the players. Sometimes you might not have the possibility to get a real chef to make the food, but there is a lot you can do to play around with the feeling of more luxurious food for the participants even as a volunteer with no formal training. We will talk more about the different way we choose to portray Lindängen below but there is still some interesting points to be made about the food itself on the different runs. During Lindängen 1 (2013) we opted for classical dishes from Swedish schools but in a fancier setting. Green pea soup with white wine instead of the traditional brown pea soup. Salad served in pretty containers, and homemade bread (cheap and luxurious) gave a feeling of more upper class establishment. During Lindängen 2 (2014) the kitchen chose to be even more upscale, with a lot of energy going into making food from scratch which made it possible to serve food that usually is quite expensive even if it did not cost that much since it was made from cheap ingredients such as gnocchi and stuffed peppers. For Lindängen 3 (2016) the homemade croissants were a hit that gave a quite ordinary breakfast spread a more fancy tone, together with the attention to details such as cheese roses and whipped butter.

    The Fluffy Muffin Plot — When you Cook up Larp Magic

    Sometimes just the presence of the most mundane normal thing will create game for a large group of players. These stories are never planned but happens in the moment. Some might even argue that this is the basic strength of larp as a medium. We are as larpers hyper-aware of any possible storyline and we tend to try and make sense of the random. During Lindängen 3 this happened to great effect in the many twists and turns of “the fluffy muffin plot.” It is—as are so many of these larp stories—too long and too personal to be of a broader interest in its entirety but we will try to give you the boiled down version here, to explain how you can create play with food at larps.

    One player (who portrayed a very stern and scary teacher) asks the organisers one morning for some “fluffy muffins.” He was going to make a psychological experiment. The organisers were a bit confused but asked the kitchen staff to make some fluffy muffins. The thought of a very stern and sadistic teacher playing around with six fluffy muffins generated a lot of laughter in the kitchen. The kitchen obviously made sure to have the windows open and to talk about this very loudly to spread the rumours about the fluffy muffins and their longing to spit in them. By the time the muffins reached the teacher who ordered them, the rumour that the kitchen spat in them was already in motion, and therefore by larp magic became true. The kitchen totally DID spit in them.

    The psychological experiment is done and create an interesting scene for the players and that could have been the end of the fluffy muffins. However there were five muffins left so the teacher served them to the five students with the highest status in the third year. They were of course terrified to accept such gifts from their horrible teacher, but decided after much anguish that to eat them was better than to not eat them. However one of them was so curious about what these muffins actually meant that he sends a younger student to find out about the muffins (since speaking directly to the kitchen was forbidden.) The student who was sent to find out the truth misunderstands him though and just ends up ordering more muffins. Since the kitchen was well staffed it had the time to bake new fluffy muffins and serve them. Through the inner working of status fall and reputation this last serving of the fluffy muffins resulted in the fall from grace of some students, the rise of others and some scenes of oppression. All very welcome at a larp about pennalism and boarding schools.

    At the same larp we also let some students make a hat out of cheese that they used to bully another student. And on earlier Lindängen frozen peas, spinach and at a memorable occasion frozen scones has soothed black eyes of students. The importance of this story is to show how much you can do with food and kitchen staff to create game and dynamic. The so called “Fluffy Muffin Plot” ended up being one of the most retold narratives in the debrief group, and would never have happened had not the organisers planned for a big enough kitchen crew that a person could be spared to make the muffins in the first place.

    The Kitchen

    All larps that provides food for their players needs some kind of kitchen crew. These are often volunteers, or even organisers, who have a huge responsibility to make sure everyone is fed (preferably food that is sufficient in nutrition and quantity and on time ) and who because of that often spends most of their time off game without being a real part of the larp and the story. We would like to propose different ways to use the kitchen as a play area and the kitchen crew as proper characters. People who are responsible for feeding the rest of the larp (as well as with other kinds of practical off game duties) should of course never get involved in the game to an extent where it interferes with those responsibilities but there’s still plenty of room to create characters that contributes to the setting and fills an in-game purpose without interfering with the actual cooking.

    Lindängen — One Larp, Three Different Kitchens

    One larp that has already been mentioned in this article is Lindängen, a larp about an upper class boarding school revolving around themes such as bullying, peer pressure, social status and the never ending upholding of a system that keeps hurting the people within it. It’s been run three times and one or both of us have been a part of the kitchen crew each time. What’s particularly interesting about this larp is that the way the kitchen was used as a play resource and the role it filled in the game varied a lot between the different runs.

    For the first run, we were aiming to create a contrast between the upper class students and teachers of the school and ourselves, as well as offering a safe space for those characters (and players) who suffered the most from the bullying. The kitchen staff were portrayed as working/lower class who sold home made booze and listened to loud socialistic punk music. Being in the bottom when it came to status and influence also created the opportunity to actually question what was going on in the school. The kitchen itself became a place where all the “outsiders,” the ones who didn’t want to play along with the system and those who it affected the hardest, could come to breath or hide out for a moment. Within the kitchen walls, no one could hurt them and to it’s staff they could reveal how they really felt about the school. In the end the kitchen staff also worked as a reminder on how status is the only thing that matters within the system when their attempts to actually make a difference and create some justice miserably failed.

    The kitchen in the second run was rather another tool to uphold the system than a contrast to it. Not only was the food fancier, the kitchen staff themselves had a much more polished and professional approach with more of a personal distance (at least officially) towards the students. The kitchen also played a role in the actual bullying through the use of kitchen duty as a penalty for students that misbehaved. While the kitchen in the first run was a place to hide from oppression it was now a place to be even more oppressed. In a similar way the kitchen during this run amplified the need of upholding a surface. They would be very professional towards the player until they were sent to kitchen duty when the facade would be lowered and the player now forced to mop the kitchen floor had an opportunity to hear conversations between people who came from a different social background and had a different view of the world. This suppressed form of dislike towards the school and its traditions worked well in giving the players a feeling of another world outside of the school, but a world that was judging, different and impossible to be a part of.

    For the third run, the role of the kitchen was pretty much set by the players themselves. During the pre-game workshop they decided that one of the unofficial school rules would be “no personal socialising with the kitchen staff” and even though this rule wasn’t upheld at all times it contributed to an us and them-division between the kitchen and rest of the school. This was even more established through for example a scene where the career counselor used a member of the kitchen staff as an “example of bad character” before a group of students. The kitchen staff was in many ways more looked down upon than in the previous runs but still filled the purpose of being the harmless adults, the ones you can turn to when one of the games has gotten out of hand and someone is actually hurt without risking getting in trouble for it.

    Coven — Increasing the Creepiness

    Coven (Häggström and Falk, 2015) was a larp inspired by the show American Horror Story: Coven and centred around a small coven of witches with the task of both educating people with magical powers as well as hiding them from witch hunters. The larp started with a group of teenagers who had just learned about their powers and the whole existence of the witch community arriving to the coven, their new home. The feeling of the coven was supposed to be eerie, freakish and unpredictable for those who were new to it and one element that was used to create this was, of course, the household staff.
    The household did not only provide the food but also other chores like tidying up the sleeping quarters, making beds and assisting in magical rituals. The kitchen was not only a place where the food was prepared but also the place to go to if you needed to get blood, salt or plastic covers for said rituals. The staff itself were portrayed as emotionless, ageless and it was uncertain even to ourselves if they even were human. We spent a lot of time stone faced staring out the kitchen window, sweeping the same spot of the floor over and over again, making beds extremely neatly, folding the players clothes and reorganising their personal belongings when they weren’t looking, wiping blood of the floor without showing any sort of emotion and so on. We even listened to the same song on repeat in the kitchen throughout the whole larp. For the players this created a feeling of having walked straight into a horror movie. The knowledge that the household always saw you became very powerful, and the players experienced a feeling of loss of personal space when their belongings would be reorganised as soon as they turned their head. The almost mechanical movements of the household, paired with the same song going on repeat really made you doubt if they were real people. It became very effectively a way of entering into a magical circle of belief as the characters tried to accustom themselves to a new reality where magic was real and dangerous.

    The Do’s and Don’ts of Kitchen Work at Larps

    We have during our unofficial career as kitchen volunteers gathered some overall valuable lessons that make life easier for everyone, participants as well as organisers, that are listed below. We hope that these tricks of the trade will help others, organisers and kitchen volunteers alike to make their work easier.

    Three Things You Never Should Do

    • Poison your players.((We have all done it, but try your best and never do the same mistake twice. Like Siri did.)) With this we mean, do not serve food that the player in question is allergic too. Make sure to clearly mark allergy-friendly food, or serve it separately for the larper in question. Most modern settings will allow to mark the food clearly with a name sign using the player’s in game name.
    • Not having enough food to feed everyone. This means that during starvation larps there should be access to food off game that has not gone bad or is disgusting but good, preferably warm, food, ready to help players through a taxing time. If this is not going to be available, clearly communicate this to the players in advance and make sure there is a convenient way for them to stash off game food for themselves if they need sufficient nutrition to handle the larp.
    • Understaff your kitchen. It creates anguish, pain, stress and bad role-playing on behalf of the staff. Mistakes happen more easily when the kitchen staff have not had sufficient sleep. Better to have space in the budget for a person too many than to have too few in the volunteer group. That way you can have some designated to do the actual cooking, one to do last minute shopping (which will happen) and some more focused on creating the right atmosphere and role-playing if you want the kitchen to actually enhance your game.

    Three Things You Should Always Do

    • Appreciate your kitchen staff. Do not underestimate the importance of good kitchen staff. They will be able to help you create the right ambience and make sure organisers and players are well fed. All they want is some cred and maybe some chocolate, energy drinks or other poisons of their choice. Make sure to thank them after the larp and give them a small token of appreciation and they will be happy to go the extra mile for you.
    • Clearly communicate to the players how much food will be served, what kind of special diet you will provide for/not provide for and so on. It’s never okay to let the players discover they won’t have enough to eat after they have paid a full participation fee and arrived to the larp (you can of course serve any food you like but tell the players about it). This means be clear if there will be dietary options available, if there will be off game food in cases where the scenario doesn’t leave room for a lot of food etc.
    • Work with the players special diets instead of against it. Look at the players needs before setting the menu and try to make sure as many as possible will be able to eat as many meals as possible. A lot of vegetarians? Make all food vegetarian! Gluten allergies? Serve rice instead of pasta. If you make the food vegan it will also work for lactose and milk protein allergies. This will most likely save you not only time but also money.

    Conclusion

    We hope this advice will be helpful in your future culinary endeavours. We truly believe food is an essential part of any larp experience. If we allow it to be. Let texture, flavours and presentation play towards the atmosphere of the larp, and make sure to staff your kitchen with enough people so that they will have time to help you create the feeling and game play that truly supports the story you want to tell.

    Bon Appetite!

    Ludography

    • Alma Elofsson and Mimmi Melkersson Lundkvist. Lindängens Riksinternat (run 1). Sweden: 16-20 September 2013. Cooking and serving by Siri Sandquist, Rosalind Göthberg, Samuel Sjöström, Hugo Sandelin, Elsa Broman and Anneli Friedner
    • Alma Elofsson and Mimmi Melkersson Lundkvist. Lindängens Riksinternat 2 (run 2). Sweden: 30 April-4 May 2014. Cooked and served by Siri Sandquist, John Bergström, Rune Nordborg, Mojje Mårtensson, Calle Wickström
    • Alma Elofsson and Mimmi Melkersson Lundkvist. Lindängens Riksinternat 3 (run 3). Sweden: 2016. Cooked and served by Rosalind Göthberg, Lukas Renklint, Elvira Fallsdalen, Erland Nylund, Emil Rogvall
    • Rosalind Göthberg and Eva Wei. Beyond the Barricades. Sweden: 4-6 June 2016. Cooked and served by Siri Sandquist and Lukas Renklint
    • Mia Häggström and Sofie Falk. Coven (run 1). Sweden: 18-20 September 2015. Cooked and served by Rosalind Göthberg, Sara Gerendas, Hannah Merkelbach, Elli Garperian
    • Mia Häggström and Sofie Falk. Coven (run 2). Sweden: 2-4 October 2015. Cooked and served by Rosalind Göthberg, Sara Gerendas, Elvira Fallsdalen, Carl Nordblom
    • Anna-Karin Linder, Oscar Wånngren and Hampus Ahlblom. Tre Kronor 2, Sweden: 2012. Cooking and serving by Siri Sandquist, Frida Karlsson Lindgren, Nicolas Lennman, Jonathan Dahlander, Severin Gottsén, Johannes Harg, Carolina Lindahl och Theo Axner
    • Anna-Karin Linder, Oscar Wånngren and Hampus Ahlblom. Tre Kronor 3, Sweden: 2013. Cooking and serving by Siri Sandquist, Rosalind Göthberg, Frida Karlsson Lindgren, Elsa Broman, Lukas Renklingt, Nicolas Lennman, Johannes Harg, Elin Gissén, Carl Norblom, Malva Tyllström and Severin Gottsén
    • Mimmi Melkersson Lundkvist, Erik Holst and Teresa Axner. Organise Safely. Sweden: 2015 Cooked and served by Rosalind Göthberg and Lukas Renklint
    • Lukas Renklint, Rosalind Göthberg, Elvira Fallsdalen and Eva Wei. Once upon a Time 1. Sweden: 2014. Cooked and served by Rosalind Göthberg and organisers
    • Lukas Renklint, Rosalind Göthberg, Elvira Fallsdalen and Eva Wei. Once upon a Time 2. Sweden: 2015. Cooked and served by Rosalind Göthberg and organisers
    • Lukas Renklint, Elvira Fallsdalen, Rosalind Göthberg and Eva Wei. Sigridsdotter 1. Sweden: 2015. Cooked and served by Rosalind Göthberg and Siri Sandquist
    • Lukas Renklint, Elvira Fallsdalen, Rosalind Göthberg and Eva Wei. Sigridsdotter 2. Sweden: 2016. Cooked and served by Rosalind Göthberg and Siri Sandquist
    • Siri Sandquist, Erland Nylund, Linnea Björklund and Thor Forsell. Dusk of Gods. Sweden: 2015. Cooked and served by Siri Sandquist and Thor Forsell
    • Siri Sandquist, Staffan Fladvad, Johan Nylin and Elin Gissén. It’s a Man’s World. Sweden: 2015. Cooked and served by Siri Sandquist and Fredrik Nilsson
    • Sofia Stenler, Annica Strand and Frida Gamero. Last Will. Sweden: 2014. Cooked and served by organisers and Siri Sandquist and Frida Karlsson Lindgren
    • Sara Zeta, Ola Johnsson, Hanna Modin and Josefine Isaksson. Made in Hessbrand. Sweden: 2014. Cooked and served by Siri Sandquist, John Bergström and Elin Holm

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

    Cover photo: The authors posing with a batch of bread (pre-game, Siri Sandquist).

  • A Matter of Trust – Larp and Consent Culture

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    A Matter of Trust – Larp and Consent Culture

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    Consent culture in larp communities is a subject of great interest in the current discourse. While previous decades have witnessed roaring debates on the superiority of various rules systems, distribution of narrative control, or emphasis on specific themes, several larp communities have shifted their focus to discuss issues of emotional and physical safety. In the last several years, the annual Nordic larp conference has featured panels and workshops on safety. The Living Games Conference 2016 showcased a series of keynotes on Community Management, with presentations from organizers such as John Stavropoulos, Avonelle Wing, Maury Brown, and Johanna Koljonen. Several scholarly and popular articles have emerged on topics such as emotional bleed from player to character and vice versa; triggers and larp; how to calibrate play styles; steering play to maximize role-play potential; the importance of debriefing; post-larp depression/”blues”; and playing for empathy. Other recent panels have focused upon playing intense emotional content more safely; role-playing as potentially therapeutic; and crisis management in communities, including policy, deliberation, and decision making.

    Of central interest in many of these discussions is the rise of consent-based play, where actions within larps must take place according to a collaborative agreement between players. This style of play has gained recent popularity in games such as College of Wizardry, New World Magischola, End of the Line, and Convention of Thorns, although earlier precedents certainly exist. For many participants, consent-based play provides greater degrees of trust between players, personal autonomy over one’s story, and collaboration in the larp community.((See for example Maury Brown, “Creating a Culture of Trust through Safety and Calibration Larp Mechanics,” Nordiclarp.org, last modified September 9, 2016.))

    wizards point their wands at each other
    In consent-based resolution magic systems like College of Wizardry, the recipient decides the effect of a spell. Photo courtesy of Dziobak Larp Studios.

    Controversy around Safety and Consent-Based Play

    Participants in some larp communities express resistance and scrutiny in consent and safety discussions. In the past, any discussion of the social and psychological effects of role-playing was a taboo subject, as religious extremists groups and the mainstream media often portrayed the hobby as psychologically damaging. During the so-called Satanic Panic, many non-players worried that larpers would “lose touch with reality,” commit suicide, or become drawn to the occult.((Lizzie Stark, Leaving Mundania (Chicago, IL: Chicago Review Press, 2012).)) Thus, many role-players prefer to downplay any social or psychological effects, instead emphasizing the alibi of “it’s just a game” and “it’s what my character would do.” Additionally, role-players often claim that their communities are far healthier and more inclusive than mainstream society as a result of many participants feeling marginalized as “geeks” or “nerds” throughout life.((See for example, Sarah Lynne Bowman, The Functions of Role-playing Games: How Participants Create Community, Solve Problems, and Explore Identity (Jefferson, NC: McFarland & Company, Inc., 2010).))

    Two vampire players looking at one another
    In the Nordic vampire larp End of the Line, players use scripted consent negotiations before enacting intimacy. Photo courtesy of Participation Design Agency.

    Meanwhile, academics have begun to study these effects in detail, investigating the ways in which role-playing impacts individual consciousness and community dynamics. For example, I have studied qualitatively the ways in which larp communities are negatively impacted by conflict and bleed, and am conducting a follow-up quantitative study with Michał Mochocki.((Sarah Lynne Bowman, “Social Conflict in Role-Playing Communities: An Exploratory Qualitative Study, International Journal of Role-playing 4: 4-25.)) Diana Shippey Leonard has examined the sociology of larp groups, including their life cycles and the ways in which creative agendas lead to conflict according to Larp Census 2014 data.((Diana Leonard, “The Dynamic Life Cycle of Live Action Role-playing Communities,” in Wyrd Con Companion Book 2013, edited by Sarah Lynne Bowman and Aaron Vanek (Los Angeles, CA: WyrdCon, 2013); Diana Leonard, “Conflict and Change: Testing a Life-Cycle-Derived Model of Larp Group Dynamics,” International Journal of Role-playing 6: 15-22.))

    Similarly, Brodie Atwater has examined the ways in which marginalized people in larp communities report feelings of exclusion and alienation due to their social identities. Gender, sexuality, and race are also at the forefront of the academic conversation, as people from marginalized groups do not always feel that their identities are respected or represented appropriately in role-playing communities. These conversations spill over into discussions on social media networks and are often the cause of much divisiveness when perspectives differ. Some players believe that sexism, racism, and homophobia no longer exist in contemporary society or are not problems in role-playing communities, whereas others cite personal experiences to the contrary. For example, members of some larp groups insist that plots should no longer feature sexual assault or rape in order to avoid triggering abuse survivors in the community, whereas other participants feel that such content is appropriate to the setting and, therefore, permissible.

    While these debates will likely continue for years to come, many designers find their game spaces less accommodating than they would like and are working to develop strategies for more consensual play. Some role-playing groups have methods for players to opt-out of content that they find uncomfortable, such as safe words, whereas others discuss ways to make content more opt-in. For example, some larps feature trigger warnings, content advisories, or ingredients lists to warn players ahead of time about the sorts of themes they will likely encounter.((Organizers like Karin Edman advocate for such lists, also called Content Declarations. See for example “Content Declarations,” Nordic Larp Wiki, last modified October 8, 2015 and the Ingredients list for the Dystopia Rising network.))

    Other larps build consent-based play into the mechanics of the game. For example, in College of Wizardry and New World Magischola, the recipient of a spell determines its effect, not the rules or the initiator. Similarly, End of the Line, New World Magischola and Convention of Thorns have instituted a script for consent negotiations, in which organizers instruct players on how to calibrate with one another when enacting specific physical and verbal content around intimacy, violence, romance, bullying, and other sensitive topics.((For an example, see the consent mechanics from Convention of Thorns: https://docs.google.com/document/d/1yTgK4ZKqg9H9opBKau7nKZC3y5jOqwlo7D4PWCKPB5s/edit?usp=sharing))

    Players in Convention of Thorns must negotiate intimate scenes off-game before engaging. Photo by Przemysław Jendroska for Dziobak Larp Studios.

    Originally developed by Participation Design Agency, these consent negotiations require discussion of specific actions rather than generalities in order to ensure each player understands the agreement. Consent negotiations adjust to the comfort level of the person with the strongest boundaries rather than expecting them to become more flexible with their limits. For example, in a romance, if one player is comfortable kissing, while the other prefers only to verbally flirt, the negotiation would resolve with flirting as the agreement.

    Another emerging aspect of consent-based play is the development of safety and calibration mechanics that allow players to communicate their levels of comfort during the larp. The Okay Check-In is a non-verbal signal for making sure a player is comfortable in a scene; it involves one participant flashing the Okay symbol to another, who can respond with thumbs-up, thumbs-down, or so-so hand gesture. This mechanic, originally developed in the Los Angeles area by Rob McDiarmid, Aaron Vanek, and Kirsten Hageleit, has seen significant recent adoption in New World Magischola, End of the Line, Hidden Parlor Austin, and the Dystopia Rising network. Another new mechanic is the Lookdown or “See No Evil” signal, developed by Trine Lise Lindahl and Johanna Koljonen. With Lookdown, a player shield their eyes with one hand in order to exit a scene at any time without explanation or request that others pretend their character is no longer present. With these tools, the emphasis is on the comfort and emotional safety of the player rather than the importance of the continuity of the scene. The common refrain for these mechanics is, “Players are more important than larps.” Koljonen’s Participation Safety blog features additional information on these tools and others.

    Fairness, Immersion, Competition, and the Cult of Hardcore

    Violence is prenegotiated ahead of time in Convention of Thorns. Photo by John-Paul Bichard for Dziobak Larp Studios.

    While many players laud these innovations as affording them a greater level of comfort to explore sensitive content, common complaints against consent-based play emerge in larp communities. The first centers upon the traditional emphasis on rules in role-playing games, where any form of conflict – including many social interactions – are arbitrated by a rules system and an authority figure, such as an organizer or game master. Many players feel that such rules level the playing field by providing a non-arbitrary method by which a character can succeed in a scenario. These players may perceive the introduction of consent-based play as threatening to their preferred style, as it opens the door for individuals to “avoid consequences for actions” or act unfairly. In spite of these claims, as Planetfall designer and organizer Matthew Webb explains, “In three years of using emotional safety techniques, we’ve never had a complaint of dodging consequences though we explicitly say we will deal with that situation if it arises.” While any rule can be abused, including consent mechanics, few players actually manipulate consensual play to impose their will upon others or “cheat.” On the contrary, many players use consent negotiations in order to orchestrate playing to lose — where something dramatically terrible happens to their character — by planning the scene ahead of time through collaboration. John Wick advocates for this “friendly enemies” approach in his Houses of the Blooded setting.

    Another common complaint against consent negotiations and safety/calibration mechanics is that they negatively impact immersion. Immersion itself is a widely-debated term, with many schools of thought emerging regarding what experiences the concept actually describes.((For recent theories on immersion, see Sarah Lynne Bowman and Anne Standiford, “Enhancing Healthcare Simulations and Beyond: Immersion Theory and Practice” International Journal of Role-playing 6: 12-19.)) For the purposes of this article, immersion will refer to the sense of feeling highly engaged in the narrative, world, or character of a game. Since checking for consent requires brief off-game negotiations, some players protest this practice as “breaking their immersion.” However, immersion is best viewed as a spectrum rather than an on-off switch. A brief check-in may lessen someone’s immersion, but will rarely impede their ability to re-engage. Similarly, discrete off-game consent negotiations that are designed to run smoothly tend to proceed quickly, often without other players noticing. As opposed to disrupting the intensity of play, brief consent discussions can allow larpers to feel more comfortable playing deeply with one another, taking chances they might normally avoid because they established a greater sense of trust.

    satirical comic about the okay check-in breaking immersion
    Satirical comic about some American boffer larpers’ reactions to the Okay Check-In system. Copyright by Paul Scofield.

    Some proponents of competitive play, such as Matthew Webb, suggest that competition brings out the best in people when conducted in a fair manner. Through competition, players are challenged to greater levels of achievement and agency, potentially training social skills in the meantime. Competition also provides motivation for many players, as the system, mechanics, or scenario encourages achievement through challenge and the desire to win.((Matthew Webb, “Let’s Fight – In Defense of Competitive Play, Part 1,Nordiclarp.org, February 2, 2017.))

    These potential benefits make strong arguments in favor of competitive play in certain contexts. For example, students in edu-larp scenarios may find competition inherently motivating, especially in classroom environments where achievement is already encouraged through grades and social status. For players living in what sometimes feels like an unfair world, knowing the rules in a larp space and learning how to succeed in a clear manner are deeply rewarding.

    However, in order for one person to succeed, other components of the larp environment must fail, whether they are the scenario objectives, organizer-generated antagonists such as non-player characters (NPCs), or other players within the game. The latter two styles of play are often called player vs. environment (PvE) and player vs. player (PvP) respectively, although some prefer the term “character” here to distinguish between on- and off-game antagonism. Such a loss is not always perceived as negative; indeed, playing to lose can often feel fun for larpers. Also, losses in the short term can provide learning experiences for winning in the future.

    On the other hand, if a player in a larp has invested a significant amount of time and energy into their character and another person socially humiliates or physically harms that character without consent, the experience can feel unbalanced, unfair, and alienating.  Therefore, while competitive play holds risks that some may find acceptable, these risks can be ameliorated in large part by consent negotiations. Indeed, consent discussions can often enhance antagonistic play, as both parties feel that they have opted-in to the experience. Thus, cooperative competition is also possible as a middle ground approach.

    In End of the Line, the recipient decides how to react if a vampire enacts a Discipline. Photo by Participation Design Agency.

    Finally, a potential problem in role-playing groups of all sorts is the cult of hardcore. Whether in a competitive or collaborative play environment, the cult of hardcore refers to the group imposing a certain degree of emotional intensity or mature content onto its members. In a competitive larp group focusing on interpersonal politics and backstabbing, the cult of hardcore often manifests as pressure to engage in socially antagonistic play. Such antagonism sometimes results in simulated violence or emotional hazing. Even players who attempt to opt out of the political part of such larps may be subject to aggressive play such as economic warfare, the arbitrary use of political power, or forced interactions through role-play.

    In cooperative larp groups with scenarios based on serious themes, the pressure of the cult of hardcore is somewhat more insidious, in that players are often expected to push their own emotional limits in order to preserve the immersion of the rest of the group or keep the story moving. In both competitive and cooperative larps, players can feel coerced into accepting situations that make them feel uncomfortable. The logic of this playstyle is that if a player enters the social space of a larp, they are implicitly accepting the social contract of that space: anything that occurs within that environment is acceptable as long as it adheres to the rules and setting.

    While the cult of hardcore style can produce high intensity, cathartic experiences for many players, it calibrates group play to correspond with the participant who has the more flexible boundaries. In other words, the player who is able to tolerate the most emotional or physical intensity becomes the baseline for the rest of the group, as they will likely play to their own limits. If other players experience discomfort or distress, the common response in hardcore play cultures is that the larp is “not for them.” This statement begs the question: who, then, are cult of hardcore larps for? In general, such larps are designed for people who a) do not often experience emotional distress, b) are willing to experience distress as a means of “toughening up,” or c) are unwilling to risk losing their social status or connections by expressing their distress. Thus, these environments are often problematic for people who are trauma survivors, neuro-atypical, from marginalized groups, or simply prefer lower intensity play.

    New World Magischola students participate in an academic case study competition, trying to earn a job at a major corporation. Competitive play can co-exist with consent culture in larp. Photo by Learn Larp LLC.

    Consent-based play does not negate the possibility for high intensity play to exist within the larp space. If the lessons learned from the BDSM subculture are any indication, consent negotiations actually facilitate more intense brink play, as both parties can discuss limits and steer toward the desired experience. The cult of hardcore can ratchet up the intensity for one another without level-setting the larp for everyone else. Similarly, competition is entirely possible within consent-based spaces as long as limits are discussed between the parties involved. Thus, the notion that consensual play will eradicate intensity or competition is a false dichotomy.

    More Accommodating Spaces

    Diablerie scene from Convention of Thorns. Photo by John-Paul Bichard for Dziobak Larp Studios.

    Ultimately, the goal of consent-based play is to make larp spaces more accommodating and enjoyable for participants. Instead of calibrating the group to the playstyle of the person with the most flexible boundaries, consent-based play allows people with multiple backgrounds and degrees of sensitivity to engage. For example, a veteran with PTSD triggers may have difficulty playing a larp with flashing lights and pyrotechnics. Organizers can make the space more accommodating by disclosing ahead of time that such effects will take place and by limiting them to a particular physical location where players can opt-in to that experience. Thus, organizers can pay careful attention to the scenography and design of the space in order to facilitate different levels of engagement.

    Organizers can also disclose themes by providing content advisories, ingredients lists, or trigger warnings, making the specifics clear to participants ahead of time. Knowing that content will be present in a larp enables players to make informed decisions about their participation. For example, many people feel uncomfortable playing themes of sexual violence due to personal experience or object to designers using the theme as a plot device. However, when these themes are discussed respectfully beforehand with a clear understanding of how the larp will address them, players often feel more comfortable opting-in. Therefore, consent negotiations can engender greater trust within the community and enable more people to feel comfortable participating.

    Finally, thinking about consent-based play as a spectrum rather than an on/off speech is likely to prove more fruitful. In other words, a group need not redesign their entire larp to include consent. Instituting calibration mechanics that seamlessly communicate comfort levels — such as safe words, the Okay Check-In, and the Lookdown signal — can help existing spaces feel more consensual for players. Brief off-game negotiations for sensitive scenes, pre-planning antagonistic interactions, and discussing physical boundaries can enhance trust in even competitive larp environments. Ultimately, as Troels Ken Pedersen has suggested, the techniques themselves do not increase feelings of safety, but the safety culture established within the community does.((Troels Ken Pedersen, “Your Larp’s Only as Safe as its Safety Culture,” Leaving Mundania, August 4, 2015.)) Workshopping and modeling these techniques help establish the safety culture by indicating that the group takes the emotional needs of the individual seriously. The more that players can learn to empathize with one another and adjust play according to one another’s needs, the more cohesive and strong a larp community can become.


    Cover photo: Students dance at the ball at New World Magischola Yuletide Escapade 1. Photo by Learn Larp LLC.

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

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    Creating a Culture of Trust through Safety and Calibration Larp Mechanics

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

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

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

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

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

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

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

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

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

    Community Design is a System — with Rules and Mechanics

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

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

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

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

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

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

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

    1. Normalizing a Culture of Player Care

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

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

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

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

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

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

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

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

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

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

    The Check-In Procedure:

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

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

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

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

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

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

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

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

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

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

    Cut Procedure:

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

    Largo Procedure:

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

    5. Graceful Exits and Calibration Using “Lookdown”

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

    Lookdown Procedure:

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

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

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

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

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

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

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

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

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

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

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

    7. Pronoun Choice, Placement, and Correction

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

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

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

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

    Pronoun Correction Procedure:

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

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

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

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

    The Counselors: Metagame Characters Responsible for Participant Care

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

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

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

    Conclusion

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

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

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

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

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


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


    New World Magischola

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

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

    Duration: 4 days including workshops, play, and debriefing

    Participants: 140-165 per run

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

    Website: https://magischola.com/

    Credits

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

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

    Costuming Lead: Derek Herrera.

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

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

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

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

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

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

  • Self Care Comes First: A Larp and Convention Policy

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    Self Care Comes First: A Larp and Convention Policy

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    Author Elin Dalstål during FjällCon 2016. Photo by Emmelie Nordström.
    Author Elin Dalstål during FjällCon 2016. Photo by Emmelie Nordström.

    In this post I will outline the effects of stressing the importance of self care at larps and gaming events. The post will discuss both the effects on the safety and comfort of the players, as well as how it affects the overall event in other aspects. The post is aimed at larp and convention organizers first and foremost, but also members of the community.

    Why Is Self Care Important?

    Great work is being done in both the larp and gaming convention scene to improve player safety and comfort, but many of the techniques and methods becomes less effective if organizers and the community don’t communicate the importance of self care.

    For example, why should a player use a safeword to break a scene they are uncomfortable with? Unless it is made clear that the player taking care of themselves is more important than not disturbing play, players will be reluctant to use it. They will suffer rather than disturb the scene. Communicating that self care comes first makes players more inclined to actually take care of themselves by using the safety resources the event has to offer.

    By stressing self care you give players a reason and responsibility to use those methods. It tells them why it should be used.

    Background

    Participant doing self care at FjällCon 2016. Photo by Johanna Nyberg Hamren.
    Participant doing self care at FjällCon 2016. Photo by Johanna Nyberg Hamren.

    I started to use the “self care comes first” policy whilst organising some physically demanding larps and gaming conventions that included hiking in the arctic wilderness. During these type of events, safety is important because at times participants may only be reachable by air ambulance if something were to happen. When you’re standing on an arctic mountain, you can’t simply opt out if you become exhausted or get a blister or what have you. You must make the hike back home, no matter what (short of calling an ambulance helicopter or spending the night under the stars). Safety mattered here, and I needed to encourage my players to make smart decisions in order that they could always make that hike back home. So I began to stress that self care comes first.

    It became my mantra and policy for the events. I repeated it over and over until the players started to repeat it among themselves. I stressed that while it is important that we support and help each other, you are the person best suited to take care of yourself. I can’t feel if someone else has a headache coming on. I can’t rest for anyone else. I can’t drink water for anyone else. I can’t feel what anyone else is comfortable with, or be aware when someone else’s existing injury or health condition starts acting up.

    You yourself are most often the person best suited to identify, take care of, and communicate your needs and boundaries. Therefore your first responsibility is self care. Short and simple.

    I also stressed that it is a boring and adult policy. Self care is often boring: skipping fun stuff to prioritize rest when you need it, getting a decent night’s sleep, eating a nourishing meal, putting on a band-aid in time, being mindful of your medical conditions, putting on an ugly sweater when you are cold, opting out of stuff, communicating your needs and boundaries even if the conversation is uncomfortable, asking others for help, and using the support and safety resources that are available. Do whatever is needed to take care of yourself, but if your actions are going to affect other players, talk to them so that you don’t impose on someone else’s well-being by accident.

    Self care is a responsibility and responsibilities aren’t always fun.

    Effects of the Policy

    This policy was intended to improve physical safety during those events, but it soon became apparent that it didn’t just improve physical safety, but it also strengthened my other efforts to make the events safe.

    So what were the effects of the policy? The first thing that really stood out is that people had more naps in the afternoon.

    Participant looking down on the landscape below FjällCon 2016. Photo by Emmelie Nordström.
    Participant looking down on the landscape below FjällCon 2016. Photo by Emmelie Nordström.

    What I saw was that the policy is effective, but the effects seen are typically anticlimactic. Players make smart little decisions in the background, taking more preventive actions – such as having a nap in the afternoon. In turn, this means that players are less likely to break down during the evening or the following day due to stress or exhaustion. Participants tend to think things through ahead of time, opting out of or steering things in other directions, to avoid getting into situations they do not want to end up in. They make an effort to communicate their needs and boundaries ahead of time rather than just in the heat of the moment. There is less crying, crises, and fewer close calls for both physical and emotional reasons.

    The side effects of this policy is that it affects the pacing of an event somewhat. Mainly, that players tend to take it easy or opt out of stuff earlier in the day rather than in the evening. I don’t see this as a bad thing, but at first I had not planned for the lull that came about when more players prioritized rest during the afternoon. Things slowed down at an unexpected time, but that rest period also meant that I had more players present and energetic in the evening instead, when you often plan the climactic scenes during a larp or the evening session at convention. Which I see as a win, but something to be aware of.

    While I noticed the policy affect all participants, I noticed that it had an especially positive effect on a special group of players.

    Altruistic Bastards

    Storyteller giving player shadow instuctions during Vandingen 2014. Photo by Emmelie Nordström.
    Storyteller giving player shadow instuctions during Vandingen 2014. Photo by Emmelie Nordström.

    When you stress that self care comes first, it has a strong effect on altruistic players – the kind and lovely players that routinely put others first even at the cost of their own well being. If you push the message that self care comes first hard enough – those altruistic bastards MIGHT JUST STOP AND THINK FOR A MOMENT before they push themselves too far to be nice to others.

    You know who I’m talking about. You might very well be one of the nice people I am talking about. Most larping and gaming communities have these altruistic bastards, who while they are super nice, can cause problems and set a bad example by pushing themselves too far. Even if they do it for the best of reasons. Because they create a culture where good players, nice players, the players you look up to, push themselves too far. To exhaustion or to where they will be hurt (physically or emotionally) at the event. Because they are good people others will follow their example.

    So, telling your players that self care comes first, while giving those altruistic bastards a good stare down, might just make them think before they do that. That they may care for others, but that it is actually bad for everyone’s safety and well being if they don’t take care of themselves as well. Self care comes first.

    Other Reasons Players Push Themselves Too Hard

    There are other reasons why players may push themselves too hard at events. At some larps and conventions, there is almost a competition about who has slept the least, taken as few breaks as possible, had the most intense play, done the craziest shit, and hurts the most after the game.

    This attitude is stupid. I think you should be allowed to do stupid shit, but when there is a social pressure to see who makes the worst decisions, that is just a race to the bottom.

    Argument between characters at Vandringen 2015. Photo by Emmelie Nordström.
    Argument between characters at Vandringen 2015. Photo by Emmelie Nordström.

    I do think larp and other gaming events can be places where you test your limits and push yourself out of your comfort zone, but I think that should only be by free choice, and that you should only do it after doing a sober risk assessment and taking the necessary self care precautions you need to do it in a sane, safe and responsible way.

    We should create a culture where it might be okay to test your limits in a responsible way at times, but you are expected to do so without neglecting your duty to practice self care. You just can’t leave self care out of the equation when you go outside your comfort zone.

    How to Implement It

    Let’s say you organize a larp or convention, or run a game at a someone else’s convention: how do you implement this policy?

    In general, you can just add the policy to whatever policy that already exists. Saying that self care comes first doesn’t change how you do things – it only tells players how they should prioritize during the event.

    Tell them that self care comes first and communicate, both in text and in person at least once, what you mean by it.

    You could use some variation of this text:

    Self care comes first policy:

    While it is important that we support and help each other, you are the person best suited to take care of yourself. I can’t feel if someone else has a headache coming on. I can’t rest for anyone else. I can’t drink water for anyone else. I can’t feel what anyone else is comfortable with, or be aware when someone’s existing injury or health condition starts acting up.

    You yourself are most often the person that is best suited to identify, take care of, and communicate your needs and boundaries. Therefore your first responsibility is self care. Short and simple. Therefore self care comes first at this event.

    This is a boring and adult policy. Self care can mean skipping fun stuff to prioritize rest when you need it, getting a decent night’s sleep, eating a nourishing meal, putting on a band-aid in time, being mindful of your medical conditions, putting on an ugly sweater when you are cold, opting out of stuff, communicating your needs and boundaries even if the conversation is uncomfortable, asking others for help, and using the support and safety resources that are available. Do whatever is needed to take care of yourself even if it is not exciting. If your actions are going to affect other players, talk to them so that you don’t impose on someone else’s wellbeing by accident.

    Self care is a responsibility and responsibilities aren’t always fun.

    When the policy has been explained once – use repetition to drive home the message. “Self care comes first” is a short four word sentence, so you can repeat it often without it taking up much of your organizers’ precious time. You can add it to the emails you send to the players, write it on the web page, and share it on social media. You can say it a lot during the event at different times and so on. Do it often enough and your players will start repeating it among themselves.

    (Bonus points if you kept count of how many times I repeated  “self care comes first” in this post so far. I really mean it when I say I believe in repetition).

    Conclusion

    While this policy came about for physically and emotionally demanding gaming events at remote locations, I use it for all sorts of events now. My view is that many larps’ and conventions’ safety and support policies could be improved by stressing that self care comes first.

    We can talk all we want about communicating boundaries and respecting each other, but unless people prioritize listening to their own signals and their own needs, there will be nothing to communicate. Everything starts with self care.

    When you stress that your players have a responsibility to see to self care first, you give them the alibi to do just that. It strengthens other safety and support procedures like safewords to calibrate play intensity, encourages players to communicate their needs and feelings, and normalizes opting out as a responsibility not just an option.

    We can have all the safety precautions in place, but we need players to prioritize self care if we want players to actually use them.


    Cover photo: Players hiking in character during Vandringen 2015. Photo by Emmelie Nordström.

  • Creating Play in the Magical Classroom

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    Creating Play in the Magical Classroom

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    Creating Play in the Magical Classroom is a multi-part guide to playing a teacher at the College of Wizardry and New World Magischola larps. While it was written specifically with these events in mind, it can be applied to many other larps and settings.

    The texts in this series are written collectively by (in alphabetical order) Maury Brown, Stefan Deutsch, Johanna Koljonen, Eevi Korhonen, Ben Morrow, Juhana Pettersson, Maria Pettersson, Mike Pohjola, Staffan Rosenberg and Jaakko Stenros. The series is edited by Johanna Koljonen.

    The seven part series is available here:


    This work is distributed under a CC BY-NC-ND 4.0 license. That means you are allowed to use elements of this text beyond the extent of referring and linking to it as long as you credit the original authors and source. It’s not allowed to use parts of this work for commercial purposes, if you are unsure if this applies to your project, please contact us.

    This is not intended as a cut and paste smorgasbord but rather a complete text. Please reference it, but avoid using parts out of context. It’s better to just link the articles where it’s appropriate for use.

  • Creating Play in the Magical Classroom: Part 7

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    Creating Play in the Magical Classroom: Part 7

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    Creating Play in the Magical Classroom is a multi-part guide to playing a teacher at the College of Wizardry and New World Magischola larps. While it was written specifically with these events in mind, it can be applied to many other larps and settings.

    The texts in this series are written collectively by (in alphabetical order) Maury Brown, Stefan Deutsch, Johanna Koljonen, Eevi Korhonen, Ben Morrow, Juhana Pettersson, Maria Pettersson, Mike Pohjola, Staffan Rosenberg and Jaakko Stenros. The series is edited by Johanna Koljonen.

    Part 1Part 2Part 3Part 4Part 5Part 6Part 7

    Part VII: Example/Examples of How to Teach a Spell so That the Teaching Makes It Clear How to Play

    This final part of the series gives practical examples on how to apply the techniques and ideas explained in the previous parts.

    The Opt in/Opt out Truth Serum

    The class brews a babbling beverage that is then tested on a volunteer student.

    The class is told that the potion will force the object to speak out loud anything on her mind for a specific period of time (not too long, 90 seconds for instance), and therefore can be used as a truth serum by asking or tricking the subject to think about specific things (or have an antidote at hand to counter the effect, this is also usable to create an artificial stop to the exercise).

    The class is also told that the point of this exercise is to practice methods of resisting the potion: you can’t stop talking, but you can cover your mouth with your hand (this is good to demonstrate to the class – keep talking but muffle the sound with your hand, so they know what to do), or you can eat something at the same time to make your speech unclear, or try to focus your mind on for instance a strong childhood memory to only tell things that “aren’t secret”.

    All of these instructions are given at least once before students are asked to volunteer, so that the player knows what she is asked to do in front of the class – some will find this specific exercise very easy, others will find it hard to think of things to say and will then opt out by not volunteering.

    Others from the group will be given tasks – to barrage the subject with questions (everyone can do this if the group is not enormous, in which case it can get so loud you’ll need a whistle to silence them), to hand the subject food, to clock the effect on an old-fashioned stopwatch and count down the last ten seconds, etc.

    The test subject player will understand from the teaching (and can be reminded during the experiment by repeating the above) that they can now choose to do different things under the influence of the potion: speak the character’s inner monologue, blurt out secrets to further play, share something very personal about the character that they get to be embarrassed about later – or if they can’t think of anything to say (because it can actually be quite hard to speak non stop for 90 seconds) either clamp their hand in front of their mouth while continuing mumbling, or stuff themselves with cookies while talking and spray everyone with crumbs. Most will do a mixture of the above.

    If the player panics or freaks out or goes completely silent or is struggling to find things to say, you as a teacher will immediately blame the potion, which was clearly not correctly brewed – “Aha! Group one, your potion is not working! As you see here, Ms McNally is sometimes silent for several seconds”, or if the player looks tormented and falters “Group two, Ms McNally manages with an impressive mental effort to resist the urge to speak – the potion works, but it’s not strong enough!”

    The purpose of this is to make sure that the PLAYER can never fail. If you manage to babble for 90 seconds, that’s great play and very entertaining or moving or horrible (depending on what comes out) –  but they don’t, that is still great storytelling because it manufactures a fíctional truth about the quality of the potion. And you can reward the player for volunteering by telling them, honestly, that they did great.

    The groups whose potion works (or might work, if you don’t have time to test them all) can keep them for use in the game. You can urge them as homework to perform the same experiment on each other to practice resisting the potion. Another option is to tell the students that it is absolutely forbidden to take the potion from the classroom and then turn your back to them and give the student an opportunity to steal them.

    The characters now know how to use the potion to get secrets. The players now know how to use the potion to give secrets, and how to brief other players about the potion while playing, so they too can access this experience of functional magic without breaking for briefing. (If the other player doesn’t understand the in-game instruction and do something else, don’t break the game to correct them – clearly the potion was unstable, or dysfunctional, or reacting badly with some other magic the target was using. Your character can wonder at this out loud).

    Torture Curses in Class

    This is an excerpt from Mike Pohjola’s article about playing a Dark Arts teacher at College of Wizardry.

    For the larp I had prepared two lectures, and Bane gave both of them three times. The first one started with a test on their natural learning ability and on theory of the Unforgivable Curses. The second one was all about practicing the Torture Curse on other students.

    He found these great one-use Solberg wands where some anonymous person had already imbued with the unforgivable Imperius Curse. (The Imperius forces the victim to do whatever the caster says.)
 As you know, in a case like this, the legal responsibility for the Torture Curse is on whoever placed the Imperius Curse on the wands, but unfortunately we will never know who that wonderful person is.
 So as you can see, it’s all perfectly legal and moral and educational.

    The students were divided into pairs (“Partner up with someone you will have no trouble hating.” This suited Bane’s character perfectly, and also provided interesting play for the student players.), and each pair was given one of these wands.

    The victim would cast the Imperius Curse on the torturer saying: “Cast the Torture Curse on me for one second.” Then the torturer would torture the victim with their own wand. After this, the victim would tell the torturer what they felt. Then they would switch. (The wand had one use per caster.)
At the end of the class we would discuss our experiences, and figure out ways to use what we have learned for defense.

    In one of these classes Bane had one pregnant student, Norah Asar (Pernilla Rosenberg). She was partnered up with Sebastian Dolohov (Markus Montola).

    Bane did have a soft spot of sorts for protecting babies, and another one for Norah Asar. So he didn’t want the baby hurt.

    Dolohov: “Professor! Can the baby be accidentally hurt when you cast the Torture Curse on the mother?”


    “NOT UNLESS YOU REALLY WANT TO TORTURE THE BABY. BUT THEN YOU WOULD HAVE TO TARGET YOUR HATRED AT THE BABY, WHICH CAN BE DIFFICULT.”


    At this Bane remembered how his own pregnant wife had been taken to Azkaban to be tortured by Dementors.
”BUT REMEMBER CLASS, YOU SHOULD NEVER USE THE TORTURE CURSE ON A BABY, ESPECIALLY AN UNBORN ONE.”


    Class snickers.


    “IN FACT, YOU SHOULDN’T USE THE TORTURE CURSE ON ANY BABY.”


    More snickering.


    “TO CORRECT MYSELF, YOU SHOULD NEVER USE THE TORTURE CURSE AT ALL, SINCE IT IS COMPLETELY ILLEGAL.”


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