Category: Theory

  • Performance and Audience in Larp

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    Performance and Audience in Larp

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    Editorial note: This article was originally published in the Knutepunkt 2025 book Anatomy of Larp Thoughts, a breathing corpus. It has been reprinted from there with the editors’ and authors’ permission. It has not been edited by Nordiclarp.org.


    Introduction

    Definitions – what is meant by ‘performance’ and ‘audience’

    Many artforms have a distinction between ‘performer(s)’ and ‘audience’. The performer(s) enact the artform, and the audience members witness it as an experience. In arts such as theatre, there is (usually) a formal distinction between those people who are giving the performance, and those people who are being part of the audience. Generally, the audience are passive: art may happen within them, and may be affected by their reaction to the performance, but they are not usually actively contributing to it.

    In larp, though, there is rarely a performer/audience distinction for the duration of the larp: it is thought of as an artform where these terms are not relevant. In this article, however, we will argue that there are times when we might be closer to performing while larping; and times when we might be closer to an audience role.

    We aren’t suggesting that these are permanent states that participants may be in throughout the larp. It may be something that happens briefly during a short scene: the role of performer or audience may be with a given larper only for a short time, and they may be in both roles at different times during the larp.

    What has been said about larp, performance, and audience?

    Michael Such (2016) sees theatre as a special case of larp, in which performance and audience are present:

    “[T]heatre is a larp with a specific set of roles. These are split into those defined as ‘the performers’ and ‘the audience.’ The audience is a role because there are certain things they should not do such as walk on stage or talk. Having an audience role means two big things — that the experience is for the audience and the audience watches the performers.” (Such, 2016)

    Other commentators are more forthright about the absence of these roles in larp:

    “Live-action role-playing, then, just removes the passive spectator from the equation, so that all participants are performing simultaneously. It is improvisational and not just performed for an audience…” (Emma, 2013)

    “In all larps there’s an expectation of a high level of participation and interactivity. Larp ‘customers’ are active players, not audience members.” (Stenros and Sturrock, 2024)

    It seems clear that from the larp side and also from the theatre/performing arts side, people draw this distinction of function: larp does not have performers and audience, and that is what makes it different from the other related arts.

    But is that true?

    Our argument is that during much larp activity there will be times when one or more participants are ‘performing’, and others may be de facto ‘audience’ to them.

    Note that we’re not talking here about when one or more characters are performing to characters who are diegetically their audience – for example, playing music, singing, giving a sermon or a speech, performing an in-game play. That situation may happen to fall under our argument, but we have a different canvas.

    Rather, we are considering the broad case when a participant carries out an action in the larp with the consideration that other participants will be witnessing them. This may be conscious steering – “I’m about to do a cool thing, I will do it in a place where there are other people who will be able to see it happen” – or more at a subconscious level – “My character seems to be naturally gravitating towards a bunch of other people before doing the next interesting-to-watch thing on their journey” – but either way, during that action, one person is doing something watchable, and other people are watching.

    And perhaps, at a later stage, the roles will be reversed: you are watching someone else’s cool action, as a de facto audience to their de facto performance. At most larps, participants will be moving fluidly into and out of these roles during the natural course of play.

    We say that this should be considered as a performance/audience dynamic, even if it’s not the same clear-cut and ongoing separation of roles that are present in theatre.

    How performance and audience operate in larp

    As noted above, we aren’t in this article discussing diegetic performance during larp; nor are we considering ‘larps with an audience’ which are deliberately designed to have observers. When we talk about performance here, we are considering actions or scenes of the larp that are played for the benefit of being viewed by other participants, for a non-diegetic reason. This may be with the aim of conveying something about the character played, or to introduce a dramatic element into a scene: with a level of intentionality. An example might be an argument between two characters, played out in public so as to convey information about their relationship and about the matter under dispute, and to express drama, to other participants who are present. If it had been played out in private, the argument might have taken quite a different form.

    Someone being observed during a larp is not necessarily performing: however, someone acting in a way which encourages others to watch and respond may be considered as performing, even if in practice no-one actually is watching. For example, in many larps a death scene in a public place could be considered a performance, if the setting was chosen to draw attention. A death scene that happens to be played out in a public place because of venue layout, or because of the way that the scene evolved, might not be considered a performance, because the protagonist may have had no such intention: they were constrained to play the scene that way. Therefore, we need to consider that there are different levels of ‘performativity’ possible.

    Conversely, participants who are currently observing a particular larper with the intention of watching or possibly reacting, but who aren’t playing an active role in the scene or don’t have particular reason to be involved in it, may be considered as an audience. For example, a number of players might be an audience to the public death scene, passively watching it unfold, even when their characters might not have a reason to be particularly interested. If they are interested in it, they might still be considered as an audience, but they are more likely to want to react in some way. Or, the larp design might mandate participants to witness a particular scene, and might import constraints on what they are allowed to do while watching it. So, we also need to consider that there are a range of different levels of audience passivity.

    ‘Passivity’, here, can also vary considerably. Two participants might be silently and motionlessly watching the same scene playing out, but one is just casually spectating, while the other is deeply emotionally involved and experiencing intense internal play. So, a low level of passivity for the audience doesn’t mean just the power to disrupt the scene or to impose one’s own direction upon it. It is a broad spectrum of agency which can take many different forms.

    The two scales

    We suggest two scales which a participant can be considered to be on, in different places throughout the run time of a larp.

    The performativity scale is about intention or value in being seen while your character is performing a particular action. For example, if someone is deeply immersed in a character who is sweeping a room as a mundane part of their daily life, and would be acting just the same if they were alone, then they would probably be low on the performativity scale. Someone playing a cult leader about to lead the cult in summoning a demon at the climax of a larp centred around a cult summoning a demon will probably be at the higher end.

    The passivity scale considers how much agency the participants witnessing the scene have. If the audience has lots of agency to act and interrupt then they will be quite low on the passivity scale. If they are intended to be passive observers then they will be quite high.

    There is not a direct correlation between the two scales – it is not always the case that the more performative the action is, the more passive the audience must be. For example, a character performing a mundane part of their daily life may not in practice be very interruptible (eg. if they are performing an act of religious devotion, if they are performing a task of importance to the community, if they are a very high status character). Equally, there may be many participants who wish to interrupt the demon summoning, maybe because their character wants to summon a different demon, or because they want to be cult leader, or for any other reason: so at least some of the other participants in that scene might be quite low on the passivity scale. Also, the audience may be ‘playing to lift’ the performing larper in a more or less passive way.

    Performativity vs passivity, diagram by Laura Wood and Mo Holkar
    Performativity vs passivity, diagram by Laura Wood and Mo Holkar

    Examples

    • Demon summoning – high performativity for the cult leader and anyone else directly involved in the ritual. High passivity for people who are just watching and waiting; lower passivity for people who might be resentfully wishing that they were the cult leader; lowest passivity for people who are going to unexpectedly summon a different demon into the circle.
    • Sweeping the room as a mundane daily action – low performativity. Probably low passivity for most other people, as they can readily interrupt it. But maybe higher passivity as discussed above.
    • Public execution – high performativity for the monarch, the executioner, and the victim. High passivity for someone casually spectating; still quite high for someone who is seeing it as a demonstration of the power of the king, but doesn’t feel particularly moved one way or another. In the middle, the child of the victim, who has internal play around the execution and is probably also playing externally (deliberately not showing emotions, or acting as if they support the monarch, or supporting family, etc. They can’t stop the action or diegetically leave the scene but they can act within it.) Then at the low-passivity end, the rebel faction who are planning to disrupt the execution and overthrow the king.
    • Public conversation between two characters – low performativity if carried out at normal volume. Most likely high passivity, because by default others are not going to involve themselves in it. But some may want to listen in (less passive); and others may want to intervene, or to break it up (low passivity).

    Conclusion

    We are rarely entirely immersed all the time: and, while steering, we often think about what it is that we are conveying to co-players. We want to be aware of what we are portraying more widely about our character; we want to find a good time and place to interject something dramatic; or, we want to ensure that we don’t leave co-players at the high end of the passivity scale for longer than is interesting.

    When we larp, some of the time we are in a performing role, and some of the time in an audience role. And that is ok! It’s the same in real life, after all. We shouldn’t see this as larp falling short of an aesthetic ideal in which such concepts don’t apply. Larp doesn’t have to be ‘better’ than theatre etc in this way.

    Acknowledging that some of the time we are watching others, with a greater or lesser degree of passivity – and some of the time we are putting ourselves on show, with a greater or lesser degree of performativity – doesn’t at all detract from larp’s collaborative characteristics, or from its distinction from other forms. And perhaps retaining an awareness of the role of performance and audience in larp, rather than being in denial of it, will help us to make meaningful choices and so to enjoy larp even more.

    Bibliography

    Emma. “Nordic Larp: What It Is And Why It Matters (Part I)”. Applied Sentience, 12 April 2013. https://appliedsentience.com/2013/04/12/nordic-larp-what-it-is-and-why-it-matters-part-i/ (last accessed, Nov 2024)

    Stenros, Jaakko, and Ian Sturrock. “Spotlight on: Larp”. Immersive Experience Network, March 18, 2024 https://immersiveexperience.network/articles/spotlight-on-larp/ (last accessed, Nov 2024)

    Such, Michael. “Being in Two Cults: What Can Improv Learn from Larp?” Medium.com, 6 April 2016. https://medium.com/@shadeinshades/being-in-two-cults-what-can-improv-learn-from-larp-b04d1df38b3b (last accessed, Nov 2024)


    Cover image: Photo by Kai Simon Fredriksen, from the larp Spoils of War.

  • The Art-Larp Paradox

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    The Art-Larp Paradox

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    Editorial note: This article was originally published in the Knutepunkt 2025 book Anatomy of Larp Thoughts, a breathing corpus. It has been reprinted from there with the editors’ and authors’ permission. It has not been edited by Nordiclarp.org.


    The art-larp paradox refers to the tensions between the development of larp as an artform in its own right and adapting to institutionalised arts spaces, compromising on the essence of what makes it art in the first place. Drawing on my experience of Situationist practices and democratised participation models, I will argue that in adapting larp practices to be suitable for artistic spaces and audiences, embodiment, and player agency is susceptible to compromise – potentially sacrificing the artistic essence of larp itself. In order to be more artistic, larp should be less like art and more like larp.

    The term ‘art-larp’ is a bit of a red herring. Generally it refers to larp which experiments with form, has a social relevance, or works interdisciplinarily with other artistic genres. Nordic style larp practice often falls into one of these categories, yet sometimes we are reluctant to acknowledge this. As influence flows between larp practices and artistic practices of audience-based media, larp conforming to artistic spaces is fraught with the danger of compromising key aesthetic values.

    Art has a tendency to subsume other practices to be included in its definition. If we think of art as an aesthetic form for its own sake which allows the opportunity to think, feel, and experience something outside of the everyday, then it will be undoubtedly rapacious in its appetite of feeding itself from practices which are close to it, including larp.

    Art’s habitude for subsumption does not negatively impact larp. However, in combination with the lack of widespread established institutions to legitimise larp and the prevalence of commodification within late-stage capitalism, larp’s cross-pollination with more established artistic practices has the potential to compromise the artistic essence of larp. The closer larp becomes to neighbouring practices, the more susceptible it becomes to compromising on player agency and the physical embodiment of a first-person audience.

    Art-larp has a tendency to be pulled towards presenting to non-playing audiences, as viewers. Whether a live audience of non-players with any degree of interactivity in the case of immersive theatre, or a secondary audience who will engage with photography or video work at a later date, both have a similar effect; by creating a passive distance of spectatorship between artwork and viewer, the simultaneous production and reception of a first-person audience is disrupted.

    In the case of larp, artworks which modify the mode of engagement to passive reception through visual images mediate the social interaction of larp. This is present in visual media works which use larp such as video art, film, and theatre, as well as photo documentation of larp. The simultaneous production and reception of larp as media with a first-person audience – a personal embodied experience as part of a collective experience – is in danger of being compromised or sacrificed when we also consider the aesthetic experience of a secondary audience. Visual aesthetics possess an immersive function in larp to help players access the fiction more easily, although in cases where artistic design choices serve a secondary audience first and foremost, it is the primary ‘audience’ experience which is jeopardised; the players of the larp.

    In their essay ‘On The Commodification of Larp’ (2019), Usva Seregina mentions the trends within larp to document through photography and film. In doing so, there is a shift in the ephemeral nature of the work which lives through the documentation as ersatz representation, thus beginning ‘to condense and fragment the live performance, freezing it in time to concretize its meaning’. This is not to say it happens more or less with the disputed genre of ‘art-larp’, but visual documentation is a form of social capital which can be encouraged by presenting work in both overlapping contexts as art and as larp.

    According to Seregina, this is a more subtle form of commodification, eclipsed by how we engage with larp as consumers more generally. Seregina’s view is that individualising a collective experience becomes synonymous with consumer choice. The processes of individualisation and the mediation of larp through visual representation appear entangled, potentially having a far more detrimental consequence upon the collective social relations of larp.

    In thinking critically about in-game social interaction altered through the consideration of aesthetics designed for secondary audiences, there are social effects beyond the magic circle. Larp is a reality when it is played, albeit temporary within the social frame of larp (Järvelä p.23). This is an important framing; how we interact in the reality of larp has sociological implications.

    Considering this, larp’s ephemeral state of performance to a first-person audience is altered by aesthetic interactions with the larp which are outside the scope of participating as a player with the fullest agency to affect outcomes. Rescinding agency to visual modes results in a process of alienation: interaction is mediated through the aesthetic, the viewer as a passive consumer is susceptible to being alienated from the real aesthetic of larp – improvised and embodied co-creation. Primarily this affects in-game interaction but in the sense that we are the characters we play, this also has repercussions beyond the magic circle.

    A confrontation and resistance to the process of alienation in the field of art is integral to theory and practice of the Situationist International (SI). In Society of the Spectacle, Guy Debord (1967) argues that passive spectatorship commodifies social roles and relations, and social interaction becomes mediated through visual images.

    The dogmatic approach in the manifesto of the Situationist International (SI) describes the active construction of ‘situations’ as a tool for the liberation of everyday life (Debord, 1957). What the SI aimed for in the transformative process of the ‘situation’ was a reaction against the alienation of life, concerning work, private property, and the reception of cultural media. In the case of the latter, a passive state of engaging with visual media means the viewer is estranged from cultural life; the theory borrows heavily from Marx’s theory of alienation. In contrast, the embodied experience of situations were liberatory – simultaneously a rehearsal in the social frame of aesthetics and an embodied reality. This prefigures progressive ways of organising and relating, in art and life. The parallels of Situationist and larp practice that I wish to draw attention to are: the temporary suspense of social norms, physical embodiment of the practice through empowered social agency, and the rejection of forms of spectatorship.

    Claire Bishop espouses a critique of non-hierarchical participatory art in her book Artificial Hells – rather prioritising aesthetics of ambiguity and antagonism. I do not believe that spaces in which art happens are somehow magically exempt from critique of power structures. Paulo Freire’s writings on education in Pedagogy of The Oppressed is useful in considering how agency matters. He writes and practices in opposition to a banking model of education, where students are empty vessels to be filled up, rather than independent agents of their own destiny, as they are in democratic learning models. This should sound familiar to anyone who has participated in larp activity; this is the agency of co-creation and often greater than the sum of its parts. Just like the passivity of the banking model of education, I believe viewership of larp in other forms of artistic media: visual arts/film/theatre denies the key aesthetics of social agency and co-creation and risks commodifying meaningful social relations of larp activity.

    For better and for worse, larp doesn’t have the same institutionalised infrastructure as more established artforms. Its position as a subculture also allows artistic freedom which does not have to follow institutionalised taste patterns. Institutionalisation does allocate time and financial resources towards art making, but at a cost. Larp institutionalising itself usually must fit in the existing model of art reception which rewards artworks that can be commodified, distancing itself from the ephemeral nature of larp, and compromise the social agency of players as co-creators of the artwork. Can these practices still claim to have the liveness which larp’s foundations are built upon? Does the ‘live’ of live action role play then become redundant?

    The ‘liveness’ of larp is not only about being present. Those present should be trusted and empowered to have a share in the authorship of their own actions. As players embody the work and the emotional closeness of the experience, they simultaneously create and feel it. The aesthetics of larp are inherently social; they are performative ephemeral interactions which exist between players, (inter-)acting within the diegetic frame, referred to as inter-immersion (Pohjola, 2004). When an artist triangulates to another focus point – to a viewing audience – the reception of larp moves from the result of co-created interaction to a passive alienated state.

    Here we arrive at the art-larp paradox. In trying to be more like art – by adapting to existing artistic institutions and familiar modes of audience spectatorship – larp loses its aesthetic value of embodied co-creation. The point of creation and reception – the immediacy of social relations as building blocks of the artwork – become diluted. The immediate emotional reception of the work through the first-person audience is compromised at the cost of a passive relationship to the play aesthetic. Rather than larp activity being simultaneously created and received in a constant state of dynamism, the representation of the larp experience creates concretised meaning, a finished product whose meaning can no longer be in dialogue with its audience.

    Nordwall and Widing lament the design optimisation of larp practice in their article ‘Against Design’. They view the well-designed experience product as failing to be in dialogue with wider culture (p.16). I understand their concerns of design related thinking dominating the discourse, but I don’t believe one negates the other: larps can be artistically designed, by means of an open-ended dialogue between larp designer and participants, to address contemporary societal questions. One suggestion they encourage is innovation of the form, which should be handled with care so as not to commodify the experience via means of spectatorship. How can artistic form innovate – continuing the development of art-larp and its relevance to society and institutionalised art spaces – but without giving up the intrinsic aesthetics of co-creation and social agency? What are the conditions for broader artistic experiments which have less of a risk of compromising agency?

    A participatory artform occupying this space, which I would find intriguing to move towards, is socially engaged art – or what Grant Kester describes as a ‘dialogical aesthetic’. A key element is ‘a redefinition of the aesthetic experience as durational rather than immediate’ (Kester, p.12). This requires rethinking how we engage with character play, both as players and artistic larp designers, with durational relationality to larps as artworks. This might look like a series with themes that respond to societal issues, coupled with practices of integration. More broadly, integration is understood to be the awareness and openness to affecting change in our lives, beyond the larp itself (Bowman and Hugaas, 2019).

    Resisting the art-larp paradox might look like a campaign or series with deeper critical reflection or integration built-in to the work. Maiju Tarpila’s ecological larp trilogy, ‘Kaski’, achieves this successfully by using a durational form, co-creating over a 5 year period. The players revisit the same fiction as a means for exploring ecological attitudes and values of the players (Leppä, 2024). In this approach, it centres the players as active citizens beyond the fiction who are enabled to affect change. As a larp practitioner who feels frustration with the limits to critical reflection and integration of ecological themes in blackbox and chamber larp spaces, allowing time for these processes like in Tarpila’s larps is an attractive prospect.

    The art-larp paradox has created diversions for larp’s aesthetics when adapting to existing modes of viewership. Through priviness to the effects of commodification when presenting work to secondary audiences, and being aware of consumer behaviours challenging co-creation, we open up possibilities to affect long-term change. By embracing larp as an artform in its own right, staying strong to co-creation aesthetics and advancing the inclusion of integration models – potentially through durational and dialogical methods – there are means for the paradox to be broken.

    References

    Bishop, Claire. 2012. Artificial Hells: Participatory Art and the Politics of Spectatorship

    Bowman, Sarah & Hugaas, Kjell Hedgard. 2019. Transformative Role Play: Design, Implementation and Integration

    Debord, Guy. 1957. Report on the Construction of Situations

    Debord, Guy. 1967. Society of the Spectacle

    Freire, Paulo. 1970. Pedagogy of the Oppressed

    Järvelä, Simo. 2019. ‘How Real Is Larp?’ In Larp Design: Creating Role Play Experiences, edited by Joanna Koljonen, Jaakoo Stenros, Anne Serup Grove

    Kester, Grant. 2004. Conversation Pieces: Community and Communication in Modern Art

    Leppä, Elli. 2024 ‘Seeds of Hope: How to Intertwine Larp and Ecological Activism’. In Liminal Encounters in Nordic and Nordic Inspired Larp, edited by Kaisa Kangas, Jonne Arjoranta and Ruska Kevätkoski. Helsinki, Finland. Ropecon ry.

    Lukacs, Georg. 1923. History and Class Consciousness

    Marx, Karl. 1844. Economic Manuscripts of 1844

    Nordwall, Andrea and Widing, Gabriel. 2024. ‘Against Design’. In Liminal Encounters in Nordic and Nordic Inspired Larp, edited by Kaisa Kangas, Jonne Arjoranta and Ruska Kevätkoski. Helsinki, Finland. Ropecon ry.

    Pohjola, Mike. ‘Autonomous Identities. Immersion as a Tool for Exploring, Empowering and Emancipating Identities’. In Beyond Role and Play: Tools, Toys and Theory for Harnessing the Imagination, edited by Markus Montola and Jaakko Stenros. Ropecon.

    Tarpila, Maiju. 2021-24. Kaski trilogy: Roihu, 2021. Tuhka, 2022. Verso, 2024.


    Cover image: Photo by Engin Akyurt from Pixabay

  • Together, Apart: Dyadic Play in Larp

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    Together, Apart: Dyadic Play in Larp

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    Nordic larp thrives on intimacy. Whether through whispered conspiracies at a dinner table, a dramatic breakdown in an argument with a sibling or silent devastation in a lover’s embrace, the magic of larps often hinges on the connections between players. For me, relations between characters are at the core of what enables connection when it’s narratively driven and not purely based on player chemistry.

    This article started as a reflection on why I design relations the way that I do. You may also  already write relations. I hope this article serves as an inspiration piece for one of the very interesting ways to enable intense relations in a larp: dyadic play. In this framework, characters are designed in pairs and two people are locked into a singular dynamic which shapes the experience around them.

    What is Dyadic Play?

    Dyadic play is a larp design structure where two players embody characters deeply entangled with each other (Bowman, 2024). This pair can take many forms: lovers, enemies, siblings, rivals, or even two halves of the same character. Dyads are not always romantic; friendships, rivalries, and toxic dynamics are equally valid. For me, the defining element is that their narratives and/or experience are not just intertwined but interdependent

    Two people hold a ball of light in front of a statue
    The Inspired of Comedy, Christian Schönburg, and the Muse of Comedy Thalia at Helicon. Photo: Bjørn-Morten Gundersen.

    Variations

    Some larps, like Baphomet (2015), have used dyadic play to explore themes of marriage and partnership, ensuring that each player always has a deeply connected co-player. Delirium (2010) went even further by requiring five workshop days where pairs who signed up together built their shared culture, relationships, and character dynamics before stepping into the game itself. 

    Many blackbox larps and chamber larps have also used an intimate pairing where you could for example be a ghost of a deceased family member following the character around or the internal monologue of the person. In larps where one character exists in a liminal state – such as a ghost tethered to their living counterpart – this dual perspective also provides a unique means of influencing the external world without direct interaction.

    Photo of two people seated with wine glasses in front of them.
    Cecilia, the snake, and Professor Rowan McMillen at Daemon showing different sides of the professor. Photo: Bjørn-Morten Gundersen.

    In Daemon (Wind, 2021-) I wanted to both push the dyadic design element to its extreme and detach it from the conventional themes of romance and sexuality. The dyadic structure forms the vision and the core of the experience by casting players as two facets of the same person: daemon and human. All other design choices tie to this vision of experiencing being two people who together play the whole character. The daemon, manifested in an animal form, embodies the human’s subconscious and deeper self: the soul. A key design priority for me was ensuring that both players were physically present within the diegesis and that communication between them remained fully audible and intelligible to all participants. This is coherent with the novel series that inspired the larp, His Dark Materials (Pullman 1995-2000). 

    Daemon also adds enforced physical proximity: players in a dyad can never be more than two meters apart. This heightens both the narrative tension and the interdependence between the two parts of the character. I added a further mechanic to enhance the complexity and special form of dyad by introducing a physical taboo — it is absolutely a transgression to touch another person’s daemon — making the dyad create even more narrative weight in the larp. I call this extreme form of dyadic play symbiotic which was also the term I used for years when describing the core mechanic of Daemon before I learned of the term dyadic

    A beautiful part of playing two aspects of the same character is the transformation of internal monologue into external dialogue both through conversation between human and daemon and externalised through the daemon’s actions. This mechanic particularly appeals to players like myself, who prefer collaborative, spoken roleplay over introspective play. Obviously, these aspects can exist within the same experience, but I have often felt alone and bored with too much time without verbal or non-verbal contact with other players, and the symbiotic dyad-mechanic ensures that this never happens. 

    Diegetically, the humans can hear everything the daemons are saying and vice-versa but we practice to not treat everything too literally. If two daemons are fighting on the floor while the humans are having a pointed but polite conversation, it is more a sign that the humans don’t like each other than the daemons actually wanting to kill each other. It is very hard to describe this subtlety in writing and it is always an intuitive understanding that has to be built with exercises before the larp and by practicing during the first hours of Daemon.

    Two people sit with serious expressions, while those behind them laugh. House of Craving. Photo: Martin Lindelien.

    With this extreme form of dyadic structure, even moments of inactivity become opportunities for co-creation; if one player feels disconnected from the action, they still have a partner with whom to discuss their next move, react to the unfolding story, or voice their character’s internal dilemmas. Because of this complete interdependence, in Daemon I would never offer that you can sign up without a partner and I then cast people together; for me there needs to be a pre-existing agreement between the players and a firm wish to play together like this. In other dyadic larps, I do offer to connect people who don’t sign up together or even know each other. 

    The players are encouraged to talk about their dyadic relation beforehand and we workshop the dynamic at the location, doing connection enhancing eye contact exercises and using two-meter-long strings to explore proximity and connection. More about this later. 

    In Helicon (Wind and Pettersson, 2024-), we choose a version of a dyadic structure somewhere in the middle of the extremes and assign characters in pre-designed duos, exploring power imbalances, control, exploitation, and inspiration through enforced dynamics. Unlike the mutual relationships of a marriage in Baphomet, Helicon pairs players in a non-consensual pact — a human Inspired in a drug-like dependency with their enslaved Muse, mirroring themes of artistic obsession, addiction, and subjugation. We strive to create a deep narrative cohesion between the dyadic characters as they both represent the same artform/science/leadership type. Rituals reinforce the hierarchical bond, deepening the emotional weight of the connection. You could call it a co-embodied narrative. As Sarah Lynne Bowman describes in her analysis of the larp (Bowman, 2024), these relationships highlight the tension between devotion and control.

    There can also be options for playing with something like this in a very close ensemble with more than two people. In Helicon, we have a triad where two Inspired siblings share a Muse. However, for the rest of the article, I will only describe this kind of dynamic as dyadic. 

    A person with a cane places it underneath the chin of a person in white
    Prime minister of Britain and the Inspired of Politics, Percy Shaw, and his Muse of Politics, Kallistrate. Photo: Kai-Simon Frederiksen.

    How to determine “how dyadic” you want your larp

    The chart below shows Axes of Attachment and is intended to provide some clarity of how different larps work regarding character relations (see Figure 1). It attempts to provide a way you could think about how and why you design certain kinds of relations. It’s basically about seeing the larp as a room: how do you place the players inside of the room together with the mechanics, space, physical conditions, setting etc.? 

    Figure 1. The Axes of Attachment model charts intersections of relative degrees of relational interdependence and shared identities in dyadic play.

    X-axis (Dependency → Independency): How much a character’s arc depends on their dyadic partner-character. This could be emotional, practical, physical, narrative, or social dependence. How dependent are you on the other person being present? How closely do we bind the characters and to how many (it doesn’t have to be two). 

    Y-axis (Shared identity/concept -> Individual identity/concept): How closely the characters are tied internally. How much are your characters the same being? For example, Daemon has two people playing one character, while Helicon has two distinct characters with connected fates and arts. So both are more “shared” than completely individual, but Daemon is more extreme.

    All larps on the left side of the figure have in my opinion some kind of dyadic design. 

    Another example is House of Craving (Edland, Wilson, Jansen and Pedersen 2019-). On the first day, you are playing a character and then on the second day, the same character but as a ghost in the house who is very attached to your own living person’s story.  As a ghost, you can affect your own human and the others more and more as the larp moves further, and since you have the same identity as the human, you have preferences as to what they should do — and try to push them there. You could call this dynamic parasitic more than symbiotic. But the reason why I chose to define it as slightly less shared than Daemon is that you are not playing the character together and you can still walk away from each other not having to share most specific scenes. They also don’t share a consciousness. There is also a very interesting dyad complexity in House of Craving in the fact that you are knit tightly together in smaller groups as humans where the experiences are actually dependent without you sharing an identity or concept. 

    A person holds another person from behind
    The Inspired of Dance, Danielle Lafontaine, holding her Muse of Dance Terpsichore during a ritual at Helicon. Picture: Kai-Simon Frederiksen.

    Interestingly, it has been hard to find examples that fit into the top right quadrant where you are relationally and narratively independent but share the same identity or concept. Gothic is a good example, however, as it has a form of shared concept and identity of the characters even though it isn’t designed specifically for dependency between two characters. The two are dependent as you have just played the poet the day before and then you play the servant of the same poet the day after. As lead designer Simon Brind notes in a personal conversation (2025): “The characters were written as reflections of the poet, looking at the flaws of the poets and playing them back in different ways. Byron’s servant – Tita – is everything that Byron wants to be for example.” Simon also mentions that there is a one way dependency from the poet to the servant later in the larp as the servant has influence over the fate of the poet. So in my purely analytical opinion, you share more of an identity in Gothic (also because of off-game affiliation to a character you just played yourself) than a dependency on the individual experience, which places this experience in the top right quadrant. And this is interesting, because maybe off-game factors can also make some play experiences dyadic. If you provide the option of signing up together with someone, and you offer a lot of dependency with mechanics and/or pre-designed character relations, you might not have shared identity and/or concepts, but you move the experience further to the left on the x-axis, getting it closer to dyadic play. 

    Most larps will be in the bottom right quadrant and not have any dyadic play in the design. That doesn’t mean that you can’t have intense relationships without dyadic play. The chart is just meant as a help to conceptualise which kinds of relations you provide in your larp. 

    You might be thinking, “But you can just write a dyadic relation yourself with a friend in a larp where you write your own characters.” Yes, you could and maybe you already have. You could get some kind of a dyadic experience even playing a larp with almost no pre-written ties between characters and nothing in the design to support it. You don’t even have to sign up together for it to be a dyadic experience. However, in this article, I am more interested in the design-heavy Nordic style of thinking through coherent design on many levels and creating a clearly communicated larp experience. So while I describe here a specific philosophy for designing relations in a whole larp, you can use these strategies as individual player preferences as well. 

    Two people gazing at each other, one with animal ears.
    Lady Evelyn Wiltshire and her snow fox daemon Atlas at Daemon. Photo: Bjørn-Morten Gundersen.

    The next part of the article shares the experiences I have made by adjusting my larps along the two axes in the chart. There are also some things I haven’t adjusted. So here are the vulnerabilities and what you win by engaging in dyadic character relation design.

    The power of playing in pairs

    Dyadic play is a purposeful design choice that serves multiple functions:

    1. Guaranteed connection

    Unlike most larps where relationships emerge organically or are written but dependent on player chemistry (Nøglebæk 2023), dyadic play ensures that each participant has a deeply connected co-player. This prevents isolation and guarantees intimate interaction throughout the larp. If there is an option to sign up together, you are also guaranteed to play closely with someone you really want to play with, which is devastatingly hard to be able to in lottery based larps. 

    2. Catering to specific themes

    Certain themes — dependency, rivalry, obsession, or supernatural bonds — are, in my opinion, best explored through tightly structured relationships. Daemon exemplifies this by requiring players to act as two entities within the same being, forcing them into an intricate push-pull dynamic.

    A person standing next to someone in a chair.
    From Baphomet. Photo: Carl Nordblom

    3. Physical and emotional presence

    Dyadic play externalises internal struggles, turning them into performative, tangible elements in the diegesis depending on the degree of dependency on each other for the larp experience. In Daemon, the constant physical presence of one’s partner heightens the sense of being truly two minds in one body. Many players report that they accelerate their closeness with their co-player exponentially and that they quickly get used to the closeness. Even though the Muse has a bit more free range in Helicon, the Muse’s lack of autonomy and physical proximity required by the narrative — that Muses have to stay within 100 m of where their Inspired commands them to be — creates an embodied experience of control and restriction, which are core themes of that larp. 

    4. Built-in narrative depth

    Pre-established relationships provide immediate emotional stakes. The weight of history between the characters and expectation add layers to every interaction, making the experience feel dramatic from the outset. Non-dyadic relations can do this as well but dyadic relations enhance the probability of it actually happening in practice at the larp.

    5. Emotional safety

    Navigating intimacy in larp can be complex. Dyadic play provides a structured framework where trust is central, making high-intensity scenes safer and potentially more rewarding. In the most extreme versions of dyadic relations like Daemon, you will always be at least four people when you have a conversation with another character and you will physically have experienced almost exactly the same scenes as your dyadic partner. This design makes it much easier to connect off-game over the more difficult aspects of your larp experience like an interaction with a co-player you didn’t like or feeling ostracized in the larp. Dyadic design might even make it a good experience for newer larpers as they will be able to lean on their dyadic partner and are never left alone.

    6. High stakes drama

    When your character’s fate is intertwined with another’s, every action becomes consequential. A betrayal isn’t just a plot beat — it’s devastating. A declaration of love isn’t just a moment — it’s a turning point. This goes for all kinds of dependencies; they are guaranteed to a higher degree with dyadic play. 

    7. Carrying the story together

    You are not alone in developing and experiencing a narrative in dyadic play. When you run out of ideas, there is another person to carry the story onwards. The ghost version of you in House of Craving might push you as a human to do something in your story that you didn’t anticipate. The Daemon version allows an excellent excuse to portray an energetic or extroverted character even though you aren’t such a person off-game if your co-player is portraying it for both of you. 

    A person holds another person on the ground by the neck.
    The Inspired of Dance, Danielle Lafontaine, trying to strangle her Muse of Dance Terpsichore during Helicon. Picture: Kai-Simon Frederiksen.

    Challenges and potential pitfalls

    1. The risk of isolation

    The intensity of dyadic play can create an insular bubble. If the game world revolves too much around the pair, broader interactions may suffer. Daemon players, for example, may become so immersed in their internal struggle that they disengage from external narratives. It’s not often that I have seen it happen, but it is a potential issue to be aware of in dyadic play. This is more risky the more dependent the relation is. If the dyad does not have a fulfilling dynamic for both players, that can also be further isolating especially when witnessing other dyads highly engaged together in enjoyable play. 

    2. Strain in the sign-up process

    If you have to sign up together, finding the right partner can be stressful. Some larps allow players to sign up together, while others assign partners based on casting. The latter requires trust in organizers to balance chemistry and compatibility of wishes for the experience. You also have to make sure that you agree on energy levels and that you are okay with the playstyle the other person wants. 

    3. Unequal Investment

    Not all players engage at the same level with specific activities or themes. If one seeks deep psychological introspection while the other prefers a light dramatic arc, friction can arise. Establishing expectations beforehand is essential — much more so than if you are free to flow through the larp to engage with whatever you find the most interesting. 

    4. Limited Agency

    Solo players can pivot their stories at will. Dyadic players, however, must consider their partner’s trajectory. This can feel restrictive if the dynamic doesn’t align with evolving personal goals. In a completely solo experience, you can be affected by other players, your own exhaustion, etc. But the other person’s tiredness is an immaterial factor. The characters are closer than other relations in the network. Several times during Daemon, the partner had to leave. What do you do? What are the rules? 

    A person holds another person in a garden
    Douglas Eden and his cat daemon Haze at the Belgian run produced by Sandy Bailley. Photo: Ork De Rooij.

    5. Relationship Bleed

    The depth of dyadic play can be emotionally overwhelming. The sustained investment in one relationship can lead to burnout if not managed well. Ironically, there can also be disappointment if you don’t have that close feeling with your play partner afterwards. Some of this can be attributed to relationship bleed in which aspects of social relationships bleed between player and character. Romantic bleed (Waern 2010; Harder 2018; Bowman and Hugaas 2021) is the most frequently discussed subtype (Bowman qtd. in Hugaas 2024). For example, some characters in both Daemon and Helicon are rewritten with pre-existing and complicated romantic entanglements that have the potential to enable romantic bleed. 

    Many dyadic larps, including Daemon, Helicon and House of Craving, integrate voluntary debriefing and aftercare to help players process their experiences.

    6. Predators and safety

    As with all larps where we try to be brave, safety is of the essence. Preventing predators from accessing such a vulnerable type of relation requires a strong safety set-up from the organisers as well as a responsible group of players (Rotvig and Wind 2019 in Wind 2019; Brown 2017a; 2017b). This is not any different from larps with sensitive themes in general but you have to be aware that the dyadic play design choice exposes players to specific risks of emotional impact, which can be taken advantage of by problematic people. 

    Making dyadic play work: Expectation management,  mechanics and workshops

    Designing an effective dyadic experience requires structured preparation, ensuring that players feel safe, engaged, and emotionally attuned to one another. Here are key methods I use to make it work. 

    1. Consider which kind of experience you would want the players to have with your dyadic design

    There are different ways to create dyadic experiences. So consider what you actually want to design into. Is it: 

    • A shared physical experience? 
    • A shared narrative? 
    • An intensely interdependent emotional bond? 
    • A shared consciousness?
    • All of the above? (Not always possible). 

    One or more of these factors may appeal more to you than others, so consider carefully what you design for. 

    2. Expectation management between the players before the larp

    A person holds an unconscious person in their arms. The Devil You Know. Photo: Daniel Andreasson.

    One of the most critical steps in dyadic play is ensuring that both players are on the same page about their engagement levels. Besides communicating specifically that this is a larp with dyadic play and what that means, players should discuss a few specific things before signing up together or playing together in an organiser-determined dyadic relation: 

    • Emotional intensity comfort levels: Are both players interested in exploring deep emotional drama, or do they prefer lighter interactions?
    • Scene preferences: What kind of interactions (conflict, care, degree dependence) are desired?
    • Narrative flexibility: How much improvisation is expected versus structured interactions?
    • Off-game communication plans: Establishing ways to check in during the game without breaking immersion on the level that both prefer. 
    • Energy levels: How do you usually function during a larp to have the best experience? There could also be health reasons for you needing breaks from the larp. Should your co-player be aware of these needs?

    By clarifying expectations in advance, dyads can avoid misalignment that might disrupt immersion during play.

    3. Mechanics to reinforce dyadic interaction

    You can choose to implement a dyadic dynamic simply by writing a dependent narrative for the characters and possibly some degree of shared identity. However, some larps integrate mechanics that actively support the dyadic dynamic. It is a general design point of mine that mechanics provide more tools for the toolbox of the player to experience emotional impact from the written material (Wind, 2025). Here are some examples:

    • Physical proximity rules: In Daemon, players must remain within a two meter radius, reinforcing their reliance on each other. In Helicon, Muses need to stay within 100 m. of where their Inspired commands them to be. This doesn’t create a physical proximity in the larp experience itself but it creates an experience of imprisonment.
    • Shared resources or abilities: In Helicon, Muses can only give Inspiration to their own Inspired unless allowed otherwise, ensuring that their power remains tethered to the dyadic relationship.
    • Same character identity: In House of Craving, as a ghost, you can affect your own human and the others more and more as the larp moves further, and since you are the same identity as the human, you have preferences as to what they should do — and try to push them there. 
    • Restricted autonomy: Preventing one character from making major decisions without the other’s involvement (e.g., Inspired in Helicon dictate where Muses can go).
    Two people up against glass
    From the larp Thyself. Photo: Kai-Simon Frederiksen.

    4. Workshops to build trust and connection

    I have a very strong sentiment that when we act (that is: do something), we experience. The ability to play in a dyadic way is emergent, so we have to just try to play in our dyads, and then our perception of the dynamic forms when we do it. For example, I stress at Daemon that we practice the first day and that it is okay if the dynamic is wonky. We have to try it out. Before play begins, workshops can help partners develop their dynamic and understand the expectations of their shared experience. Effective exercises include:

    • Eye contact exercises: Building comfort with intimacy and presence. They really have to be longer than you think!
    • Movement mirroring: Practicing responsiveness and fluidity in interactions.
    • Physical boundaries training: Establishing safe ways to express physical connection or distance.
    • Practicing the dyadic specific mechanics.

    In Daemon, for example, players use a two-meter string during workshops to simulate the forced closeness of their characters, gradually adjusting to the physical restrictions of the play experience. In Helicon, we practice the core mechanic of taking/giving Inspiration in Helicon in the workshop by  using a sash that is the representation of the transferral of Inspiration, which the players will also use during the larp. 

    5. Safety and debriefing measures

    In general in many Nordic larps, we are offering people the opportunity to participate in an emotional extreme sport. Therefore, I think we have a responsibility to at least think of what we offer regarding emotional safety in general. But specifically for dyadic play I have found that it can touch a lot of people in an impactful way. Here are some suggestions for how you could handle it. 

    Two people embracing in a courtyard
    The witch and broken war hero Loviisa Raisanen and her peacock daemon Kaligas. Photo: Bjørn-Morten Gundersen.

    Safety regime: I find we sometimes forget that the feeling of safety is not only important for its own sake. The right safety regime helps us feel brave; makes us less afraid to play on challenging themes. I often find that safety mechanics that are not designed or introduced in a good way are more restrictive, frustrating, and meaningless. They don’t create a good feeling about daring to make brave choices. Especially in Nordic larp, many people are very considerate and careful, and while you need safety measures, I often find it equally important to remind people that if you are worried about doing something, it is better to do it than not to do it, so you don’t regret it after the larp. The safety measures are just there to ensure that you know within which boundaries you can explore this larp experience. Feeling safe is particularly important for dyadic play to work. I do it by building what I call “The House of Bravery.”

    In practice, I introduce this concept in one way or the other in all my larps by building the foundation of the house before the larp with the flagging process, transparency, expectation management, and an explicit code of conduct on the website. I also provide a floor of the house: “This is what you should at least be okay with” and the ceiling of the house: “This is the most you can encounter here.” I publish this on the website and then build on it during the safety workshop. In larps, experience designers often only actually provide a “ceiling” OR a “floor.” I have observed that the greatest houses of bravery are built when people feel more free because they know the whole boundary of the house. So just be considerate about which measures you put in place to create a sense of safety and be a bouncer to keep predators out of the house. 

    Structured debriefs: Facilitated discussions to reflect on the experience in order to address lingering discomfort can be a good way to get out of a very bleedy experience. I think that debriefs should mostly be voluntary, as you can easily feel out of place if you are not bleedy or didn’t have a mind blowing experience (Pedersen 2017). I realise that not all organisers want their participants to get out of the bleed but I think it is responsible to at least offer the tools if the players would like to. Then they can choose for themselves if they want to take the offer. 

    Buddy check-ins: Encouraging dyads to support each other after play, discussing what worked and what felt challenging. Specifically, I always ask players to check what their dyadic partner needs right after the larp and encourage them to try to find common ground. Some might want a lot of hugs, and others might want a shower and alone time. I also ask players to contact their partner in the next couple of days. Most will do so, but some are just completely over a larp right away and wouldn’t necessarily contact their co-player a few days after the larp. You can read more about after care needs in the article “Leaving the Magic Circle: Larp and Aftercare” by Anneli Friedner (2020) and other resources about how to deal with post-larp emotions.

    After party: It is an organiser’s choice if you want to offer as much larping time as possible and running the event right until everyone has to leave the venue. I prefer to offer time for common off-game socialising after the larp — preferably with an extra night before leaving the venue. For dyadic partners, I have often found it beneficial for their experience of the whole event and for aftercare that time is provided for hanging out out of character after the larp ends. 

    Decompression exercises: Movement exercises, journaling, or lighthearted interactions to transition out of character. (Note: I never use any of these myself, but they are resources you can use).

    Four people embracing each other.
    Two connected dyads. The married human couple basically share two Muses. The Inspired of Music, Maximillian Stern holding his Muse Euterpe while Sophia Newton, the Inspired of Sculpure is being held by her Muse Athanasia at Helicon. Photo: Bjørn-Morten Gundersen.

    Conclusion: The beauty of togetherness

    For those willing to embrace the intensity of a dependent narrative, the rewards can be unforgettable. So, the next time you sign up for a larp, ask yourself: Who do you want to be — and who do you want to be with?

    Dyadic play can offer a uniquely immersive experience using strong narrative tools, but it isn’t for everyone. Before committing, also ask yourself:

    • Are you comfortable with emotional intensity and intimacy?
    • Do you trust your partner (or trust the organisers to pair you well)?
    • Are you okay with a storyline that depends heavily on someone else’s choices?
    • Do you prefer restricted narratives, or do you like to explore more freely?

    Dyadic play isn’t just about roleplaying with another person—it’s about exploring the fundamental truth that we are deeply influenced by our relationships. Whether soulmates, rivals, or two halves of a whole, these larps remind us that no one stands alone.

    Two people on a couch watch two individuals embracing.
    The two lovers, Lord Alistair Dormer and the commoner born star scientist Yosaphine Darling observe their daemons Luca and Ramchii showing what is going on beneath the facade of the humans. Photo: Bjørn-Morten Gundersen.

    Bibliography

    Bowman, Sarah Lynne. 2024. “Helicon: An Epic Larp about Love, Beauty, and Brutality.” Nordiclarp.org, January 26.

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

    Brown, Maury. 2017. “The Consent and Community Safety Manifesto”. Nordiclarp.org, March 14.

    Friedner, Anneli. 2020. “Leaving the Magic Circle: Larp and Aftercare”. Nordiclarp.org, April 15.

    Hugaas, Kjell Hedgard. 2024. “Bleed and Identity: A Conceptual Model of Bleed and How Bleed-Out from Role-Playing Games Can Affect a Player’s Sense of Self.” International Journal of Role-Playing 15 (June): 9-35. https://doi.org/10.33063/ijrp.vi15.323

    Nøglebæk, Oliver. 2023. “The 4 Cs of Larping Love”. Nordiclarp.org. November 15. 

    Pedersen, Troels Ken. 2018. “Tears and the New Norm”. Nordiclarp.org, February 13.

    Rotvig, Klara, and Katrine Wind. 2019. “Tryghed.”Larping Out Loud podcast, March 29.

    Wind, Katrine. 2025. “River Rafting Design.” In Anatomy of Larp Thoughts: A Breathing Corpus, edited by Nadja Lipsyc et al. Knutepunkt Conference 2025. Fantasiforbundet.

    Ludography

    BAPHOMET (2013-2019): Denmark, Linda Udby and Bjarke Pedersen. 

    Daemon (2021-2025): Denmark, Belgium, USA, UK. Katrine Wind. Daemon Larp

    Gothic (2023, 2024): Denmark.  Simon Brind, Anna Katrine Bønnelycke, Maria Østerby Elleby, Halfdan Keller Justesen, Laurie Penny, Martine Svanevik, and Sagalinn Tangen.  Gothic Larp

    Helicon (2024-2025): Denmark. Maria Pettersson and Katrine Wind. Helicon Larp

    House of Craving (2019-2023): Denmark. Tor Kjetil Edland, Danny Wilson, Frida Sofie Jansen, and Bjarke Pedersen

    Spoils of War (2019-2025). Denmark. Katrine Wind. Spoils of War


    Cover photo: War hero Sgt. Theresa Williams and Nico, her antelope daemon. Photo by Bjørn-Morten Gundersen.

  • The General Problem of Indexicality in Larp Design

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    The General Problem of Indexicality in Larp Design

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    A frequently told origin story of larp goes as follows: A group of people was playing Dungeons & Dragons (1974), when someone asked: “Wouldn’t it be cool to do this for real?” In that moment of eureka, with these imaginary people standing up from around the table, live-action role-playing was born from tabletop role-playing. This apocryphal origin story captures the central aesthetic of larp that remains prevalent even today: doing things for real in an embodied manner is, for many people, preferable to the improvised verbal storytelling of tabletop role-playing. However, when things are done “for real” there is always some confusion on how real is real, as there are numerous different levels of simulation, representation, and performance.

    In larp we dress up as our character, use our bodies as our character, and inhabit the space that stands in for the fictional world. Sometimes larping is symbolic, abstract, and gestured, and the difference to tabletop role-playing performativity is only in standing up and moving around a bit. However, it is also possible to strive for the aesthetic of authenticity, where characters, actions, props, and sites look, feel, and function as they would in the fictional world. In larp – specifically Nordic larp – there are long standing aesthetic traditions that value this kind of “realness” (see e.g. Koljonen 2007, Stenros & Montola 2010). These are aesthetic traditions that encourage fidelity, authenticity, and actuality. While the dream of a comprehensive illusion of a fantasy world is seldom a goal in larp design or play, the longing for “more real”, whatever that means, does influence creating and enacting larp.

    Yet, how do we portray skills such as sword fighting or dancing in a larp, if as players we are not nearly as good at it as our characters? What does it mean to create a fantastic-looking, broken and dirty, yet machine-washable, outfit for a post-apocalyptic larp campaign? How are these questions connected to the challenges of portraying oppression inspired by the real world, and the questions relating to what player bodies are allowed to stand in for what fictional entities?

    We can never completely “do things for real” in a larp. It is an interesting and alluring design goal to create “fully real” props, costumes, actions, bodies, and sites, but it can never be achieved. The level of representation is always uneven – some things always have a more authentic representation than others, partly because some representation is impossible (magic is not real), partly because we do not want some things to be fully real (we do not want to harm other players), and partly because symbolic representation is sometimes more powerful in allowing players to engage with an experience.

    Being fully real can be cumbersome, expensive, dangerous, and socially unacceptable: and it leads to countless barriers of entry around players’ resources, skills, minds, bodies, and lived histories. When representation is uneven, it means that there will be more inconsistencies in players’ interpretations of what is happening. Even so, the longing for the real and the aesthetic of authenticity often guide choices made by both larp designers and players.

    In this article we aim to make sense of larp in practice. We put into writing common structures of larp that “everyone already knows”, examine them, and explain why these features have the effects that they have. To do this, minimal tools from semiotics are borrowed. We discuss this aesthetic of doing things for real from the angle of the general problem of indexicality: all strategies for representation in larp carry inherent trade-offs in terms of what can be presented, how, by whom, to whom, with what likely interpretations, and under what circumstances. Since the (general) problem of indexicality has two sides – the difficulty of similar enough interpretations, and the deeply contextual assigning of meaning – we first look at why uniform interpretations are hard to foster, and then move on to the practical challenges of striving for authenticity in larp locations, setting, actions, knowledge, and finally the living bodies of the players. On the way, we also discuss indexicality as an explicit design ideal.

    The way we outline the general problem of indexicality sheds light on what we perceive as a root cause of many critiques of Nordic larps and Nordic larping we have read over the course of the last few years relating to conflicts in player cultures, accessibility, and differences in design aesthetics. The article does not attempt to solve the problem, or even propose strategies to negotiate it, but seeks to articulate this foundational challenge of larp, and to explore some specific trade-offs that have caused problems. While the problem of indexicality is general, affecting everything from props to bodies and from actions to histories, there unfortunately is no general answer to the difficulties it creates – even ditching the entire ideal of indexicality is no solution.

    Indexical Representation in Larp

    Fundamentally, role-playing can be seen as a practice of creating a world together with other people, and then enacting changes to that fictional world in a way that produces narrative content (cf. Montola 2012). Give a kid a tabard and a sword, and she can pretend to be a knight in a fictional world. When others also start to pretend that she is a knight, and possibly pretend to be adversaries for her to encounter, a shared world starts to emerge. This joint pretense, inter-immersion (Stenros 2015; originally Pohjola 2004), is the cornerstone of sociodramatic role-play. As the knight and the adversary fight or hug, a sequence of events takes place that can be narrativized after the fact, while also producing meaningful consequences – emotion, identification, simulation, and so forth.

    In larp theory, this fiction is called diegesis (cf. Montola 2012), a highly subjective understanding of an individual player about the state of the co-created fictional world. Larp theory has long used philosopher Charles S. Peirce’s second trichotomy of symbols, icons, and indices (Peirce & Wiener 1958; Everaert-Desmedt 2011) as an analytic framework to understand how real-world material signifies fictional things in the diegesis (Loponen & Montola 2004). These categories help in understanding how the shared imaginative space is constructed.

    Symbols are signs that refer to their objects through arbitrary convention. In larp theory, symbolic representation happens when players use agreed-upon symbols to signify things about the diegesis. For example, an off-game symbol can be marked on an object to signify that it does not exist in the diegesis, or a metatechnique can indicate that a player doing a particular gesture may speak out her inner thoughts without her character actually doing so in the fiction.

    Icons are signs that refer to their objects through similarity. A foam sword covered in duct tape counts as a sword because it resembles one. A player with green makeup counts as an orc, as she resembles the earlier portrayals of fictional orcs in popular culture.

    Finally, indices are signs that refer to their objects through a direct connection. For Peirce, a pointing finger refers to its target through the direction of the pointing, and a weather vane refers to the direction of wind through its causal orientation. In larp theory, indices refer to their fictional objects by being the same thing. A ballpoint pen is a ballpoint pen in fiction simply because it is a ballpoint pen.

    Players’ interpretation of the symbols, icons, and indices are not identical. Thus being a symbol, an icon, or an indice is not a property of an object, but an interpretation a person does of the relationship between the sign and what it is seen as pointing toward. There is always variation, and as new information emerges, players tune their interpretation. Each player has their own reading of the diegesis. However, for the shared imaginary space to remain playable, the interpretations need to be similar enough. They need to be equifinal (Montola 2012), meaning that even if the routes to interpretation vary, the consequences are indistinguishable enough that material conflicts in the interpretation of reality do not derail play. For example, when two characters talk about “their past poker games” during the larp, only for the players to realize that one was talking about Texas Hold’em and the other about Five Card Draw, the interpretations during play are equifinal enough without being identical. Indeed, it is common for players to speak broadly about characters’ shared past to make room for this. On the other hand, if one player believes their character is holding a gun, and the other player believes their character sees a gun-shaped piece of wood, there is an equifinality conflict and coherent play cannot continue.

    Superficially, indexicality appears simple. When things stand for themselves in the fiction players need the least amount of context and little imagination, and misunderstandings are seemingly rare. However, a closer look reveals a far more complicated reality.

    First, it is often not simple to determine whether something was intended as an index or an icon – or in what sense some object is an index or an icon. For example, if a player uses chemicals to produce a worn sweater for a post-apocalypse larp, the sweater is probably intended to be read as an indexical representation of a sweater that has been used through an apocalypse and beyond, but not as an indexical representation of a carefully crafted shirt with acid and paint stains. A participant might choose to wield a metal sword for its indexical qualities, but still make sure it is properly dulled to avoid dangerous situations. This renders it into an icon of a sharpened blade.

    Second, icons can appear more real than indices. Kent Grayson and Radan Martinec (2004) studied the consumer perceptions of authenticity in the home museums of William Shakespeare and Sherlock Holmes. Their surprising finding was that the highly indexical Shakespeare museum was sometimes perceived as less authentic than the completely iconic home museum of Sherlock Holmes. Similarly, the reason why creating a dirty sweater for a post-apocalypse larp is often done with paints and chemicals, is that mere ordinary dirt would not make it visibly dirty enough to convey the proper Mad Max aesthetic. Choosing paints and chemicals over dirt also allows gear to be washed between larps while remaining iconically dirty.

    Third, indexicality might imply more or less of the object’s sociocultural history. The item in question is not just like the item, or even that item in general, but that very specific item with the exact history. In the pervasive larp Prosopopeia Bardo 1: Där vi föll (Sweden 2005, Eng. Prosopoeia Part 1: Where We Fell), it was intended that fictional objects were not only materially identical to their indexical signifiers, but they were intended to be the very same objects. “[E]ven though in a regular urban larp a jacket may signify a perfectly identical jacket, in Prosopopeia the jacket signified the exact same jacket owned by the exact same person” (Montola & Jonsson 2006). This is most obvious when it comes to locations. If a larp takes place in a castle, it can take place in a castle, in that specific castle, that specific castle with an altered history, or even that very castle with its exact same history.

    While indexicality can support the feeling of “being there” and “doing things for real”, it can also hinder it if there is confusion as to how and what exactly does an object represent and signify. In larp we are aware that symbols and icons are not specific in their signification and require negotiation. An action, object, site, or body can be presented with some vagueness; often a sketch is enough to communicate the underlying idea, as we are competent in filling in the gaps to achieve an equifinal result. However, with indices there may be a false sense of clear signification when in fact indices also require negotiation.((A note on semiotics. We are knowingly operating here with a concise, even reduced, toolset. In the field of semiotics, and in literature and cultural studies more generally, there is a wealth of tools that could be brought to bear on reading larp. We could dwell further into Peirce’s work, beyond his first trichotomy. Alternatively, we could begin the analysis with Ferdinand de Saussure’s signified and signifier and continue to tease apart the literal meaning (denotation) and the meaning given by community (connotation) as outlined by Louis Hjelmslev (Barthes 1964). Indeed, we could dwell much deeper in interpretation: What work does the reader do to fill in gaps in the larp text or performance? We could unpack this with the works of Marie-Laure Ryan (1991), go further into untangling the creation of coherent fantastic diegeses as outlined by Matt Hills (2002) and Michael Saler (2012), and the help provided by paratexts as outlined by Gérard Genette (1987). Juri Lotman’s (2005) concept of semiosphere could probably be usefully mobilized to bring some clarity to challenges of cultural contexts, just as Judith Butler’s (1993) citationality might be an interesting addition to this discussion, and obviously Stuart Hall’s (1997) work on representation and stereotype could also be applied on larp signaling.

    However, we have consciously chosen a sharp focus in this article: we have set out to describe the general problem of indexicality in larp with as little theory as possible. Our idea is that by describing the general problem in the abstract and with contextualizing examples, we render this foundation feature of larp communication clearly visible. Thus our project here is more semiotic than discursive: “the semiotic approach is concerned with the how of representation, with how language produces meaning – what has been called its ‘poetics’; whereas the discursive approach is more concerned with the effects and consequences of representation – its politics” (Hall 1997, 6). The two cannot be fully separated in practice, but in this article, we lean towards poetics, not politics.))

    The general problem of indexicality is that all design strategies for direct representation within a larp carry inherent trade-offs in what can be represented. Thus far we have concentrated on the side of the interpretation. Now we move to the other side, assigning meaning.

    Indexicality as a Design Ideal

    The aesthetic of indexicality seems to allow for a powerful suspension of disbelief of being able to inhabit the world (and “immerse” into the character) without disturbance. This kind of ideal has been often celebrated and endorsed as a desirable aesthetic within the Nordic larp movement (e.g. Fatland & Wingård 1999, Pohjola 2000, Montola & Jonsson 2006, Pettersson 2018; Koljonen et al. 2019). Sometimes the ideal is rooted in indexicality, while at other times strong iconicity suffices, allowing spaceship interiors to be constructed from warships, through a mixture of partially being the real thing and partially just looking-the-part with high production values and perfectionist fidelity.

    The clearest expression of striving for indexicality can be found in the 360° illusion design ideal, formulated by Johanna Koljonen (2007; see also Waern, Montola & Stenros 2009). This design ideal stipulates that the surroundings in the larp should look, feel, and function in full accordance with the fiction. This means that the larp location should look like the diegetic location, the players should look, act, and react like their characters, and all the props should be functional.

    However, a fully indexical larp is impossible. To quote Alfred Korzybski (1958/1933), “the map is not the territory”: A larp that aims to ‘reproduce’ a fictional world fully, and aims for a 1:1 representation, is bound to fail, since the players would then also have to be exactly who they are. The concept of role-play is lost without pretending. Indeed, if larp is viewed as a simulation, and a simulation is a representation and a simplification of another system, it is this gap between the real and the representation that allows for pretend play.((Indexicality is not the same thing as simulationism, although they do share a number of similarities. Simulations and simulationism are about modeling real world situations, events, or behavior, and simulation always requires simplification. Indexicality is representation and signification that is connected to the thing being signified or represented.)) We believe that you cannot actually larp in a fully indexical situation.

    Larps set in or near the present day can aim for historical indexicality, except for the characters. This is the level of detail already suggested by the Dogma 99 manifesto, which stated that “No object shall be used to represent another object ”, used by larps such as 13 til bords (Norway 2000, Eng.13 at the Table), which is a very minimalistic larp about thirteen characters eating dinner and having an improvised conversation. As there are no instructions to the contrary, there is nothing preventing players from bringing in all the history of material objects, except when they relate to the player characters. As long as the characters do not want to do anything that the players are not willing or able to do, the actions of the characters can also be indexical.

    However, when we move away from realistic larps in contemporary settings, we can, at most, aim for material indexicality without historical or character indexicality. In the highly indexical aesthetic of the larp 1942 – Noen å stole på (Norway 2000, Eng. 1942 – Someone to Trust), portraying the German occupation of Norway, the organizers did recommend using authentic gear from the WW2 era – but a pair of authentic army boots were not intended to carry their vintage status as artifacts from the previous century. While 1942 perhaps did not reach an extreme degree of material indexicality (it was played in present-day homes after all), historical re-enactments played in the wilderness can reach this state with enough focus on authentic artisanship.

    Finally, larps with supernatural content can at most have partial material indexicality without historical or character indexicality. An extreme example of a larp aiming for indexicality was Parliament of Shadows (Belgium 2017). The larp addressed lobbying for and against the legislation establishing the European Travel Information and Authorization System at the European Parliament. The larp was played in the actual European Parliament building, with members of the European Parliament, lobbyists, and other parliament staff. The ETIAS legislation is also real, and the larp used the actual documents. Indeed, Parliament of Shadows was particularly strongly connected to reality, using the actual contested issues, places of power, and people of influence to stand in for themselves. Yet Parliament of Shadows was also an official Vampire: The Masquerade fifth edition (2018) larp that features all sorts of supernatural beings – who obviously were not indexical. The level of indexicality need not be homogenous through the design of a larp.((It is important to note that the 360° illusion and the drive toward indexicality, while strong design ideals in Nordic larp, are not universal. Other ideals are, for example, clarity and material independence (Stenros, Andresen, & Nielsen 2016). Larps that aim for clarity tend to reduce the complexity of fictional elements, having for example only three elaborate chairs and a beautiful table. Such larps also tend to have very little visual noise, and are often played in empty, monochromatic rooms. Clarity as a design ideal is strongly associated with the genre of blackbox larps (e.g. Koljonen et al. 2019). While actions may still be strongly indexical, the environment and the player bodies and costumes are not.

    >Material independence as an ideal is most strongly connected to tabletop role-playing games, where the physical environment does not matter for the fictional world. In larps this is common in chamber larps run at conventions and in the Fastaval freeform tradition. As such, role-play is mostly symbolic and iconic, with possible moments of indexical speech or action, the problems of indexicality are not an issue here.

    To explain this using the map metaphor, larps aiming at a 360° illusion want to have a map that is the world, maps that have 1:1 reference. Larps aiming for clarity want maps akin to the most beautiful transit maps; the map is very useful for a very specific purpose, more so than a 1:1 map, but for most things it is useless. Larps that aim for material independence have maps that look like maps, but they are more like artistic interpretations of the terrain.))

    As these examples show, the problem in assigning meaning starts to emerge here. While it is work-intensive and possibly very expensive, it can be possible to have indexical items and locations. However, once we populate these sites with characters, connected to culture and history, the general problem of indexicality can no longer be ignored. Next, we move on to considering how compatible indexicality is with character bodies, actions, and histories.

    Being Real (Enough)

    There is an old larp rule: “Kan man, så kan man”, if you can, you can. KMSKM is intended as a shorthand for rules-light larps describing what characters are able to do in the fiction. If you can run, climb, and fight, then your character can do so as well. This is a foundational element of indexical play. However, the downside of this indexical model is obvious: If you can’t, you can’t.

    When indexical representation is the goal, then the player’s skills and abilities set the limits for their possible actions. Most people cannot play indexical archers or indexical hackers, or pull off performances as indexical rappers or indexical gourmet chefs. Most people do not want to larp indexical penetrative sex or face the legal ramifications of indexical use of intravenous drugs, even if they could perform the necessary actions. Sex, violence, and wealth are areas where simulation is frequently used to allow groups to tell stories where the consequences of indexical representation would inhibit play.

    Sometimes indexicality is not desired, as it might damage the larp on a structural level. A canonical example is indexical lying in larps. It is difficult for a player to have their character tell a lie in a game that is not obviously verifiable as a lie. So much of the diegetic reality of a larp is created through speech acts, that good lying is much more likely to generate equifinality conflicts than interesting plot twists.

    We are also not only limited by what we cannot do, but also by the things that we can. Many skills and abilities are very hard to turn off. This is most obvious when thinking about social skills, such as attractiveness, charisma, and oratory skills, that are hard for a player to leave outside a character performance. As each player is unique, with a personal history, a specific set of skills, knowledge, and experiences, each player will also interpret the larp differently. A professional entertainer may feel alienated by incongruent nuances of backstage banter in a cabaret larp. A professional banker may have a hard time in a larp where the control of a company becomes an issue but the co-players are oblivious to the intricacies of equity and power in publicly held companies. When players have conflicting, non-equifinal readings of the shared imaginary space, we have interpretive friction.

    Furthermore, when players are limited by what they can actually do, they tend to fall into familiar patterns. Play can end up being less imaginative. Indexicality enforces real-world behavior (see Stenros, Andresen, & Nielsen 2016), and it can also reduce interpretive friction if it is extreme enough. If all orcs in the game world are strong and scary, and all players cast as orcs are selected to be taller than any of the non-orc players, the limbic systems of non-orc players will likely manage the diegetic interpretation of emotional response to orcs, when the game material makes the reputation of the orcs clear. This limbic response reduces the interpretive friction around non-orc players’ reaction to the orcs, at the expense of rigid casting requirements.

    The rush of larp is in doing things for real, in pretending to be something you are not: but at the same time the player and the character cannot and will not be the same, unless the circumstances are exceptional. Indexical representation also means that not only do the players need to be able to do a thing, but they must actually do it. They need to speak Quenya, they need to convince another character, and they need to cook a gourmet dinner. Some actions are not only hard, time-consuming, or dull, but can also be dangerous or undesirable.

    Doing things for real requires practice. Pre-larp work is the non-play-time preparation, which includes things like costuming, the establishment of in-game character relationships, and workshops or skills training. For example, a player might train every other weekend for a year for a larp with boffer combat in which they will play the king’s champion. Similarly, a spymaster might memorize the names and backgrounds of all characters in a game, trying to produce an indexical portrayal of creepy omniscience.

    Authentic Gear

    The drive toward making props as indexical as possible is strong in some low fantasy or historical reenactment larps. Authentic gear, making it, finding it, and taking care of it, is an important aspect of the hobby for many people. Striving for indexicality as an ideal can be useful, but the idea that all props, costumes, equipment, and locations must be real – or at the very least they should look, feel, and act as if they were real – carries endless challenges. Some props are dangerous (weapons), others are expensive (jewelry), difficult to find (antiques), impossible (warp drive), or very time-consuming to make (period clothing done with period methods).

    Experienced indexicality is a function of the perception of the player: If a player has never touched or seen a real gun before, an aluminum replica might pass as an indexical representation. On the other hand, if the player has carried a service weapon every day for years, a replica is unlikely to feel real, even if other players do not notice and it does not affect play. Historically military gear feels more authentic if you know it to be actual army surplus from the 1940s.

    The indexicality of any object is evaluated in the context of its surroundings. An object that is significantly more or less indexical will attract specific attention. Introducing an indexical object into an otherwise symbolic experience makes those objects seem more real than their surroundings, allowing focus to be shaped. In a sufficiently indexical environment, iconic objects will be more difficult for players to ignore – an obvious Nerf gun symbolizing a real gun in a contemporary café will be hard to take seriously. The more familiar the players are with an environment, the larger the experiential breach of non-indexical objects. Hence, high-resolution contemporary environments tend to have the highest bar for indexicality.

    Since neither full indexicality, nor uniform reading of signification cannot be achieved, negotiation of representation is always necessary. Interpretive problems can happen in both directions: an act or a prop can be read as more indexical than it is (imperfect make-up on a character interpreted as intended to be diegetically imperfect make-up and not just make-up), or it can be read as less indexical (a replica gun is read as a gun when it is meant as a replica).

    Like any strict propping standard, a requirement of indexicality easily turns into a question of classist gatekeeping. The requirement of a high-fidelity royal ball gown would prevent some players from signing up to a larp, or make them choose to play lower status in order to avoid costuming expenses. Participants with less money, time, network, and social and cultural capital can have a hard time participating.

    Labor and money can be traded off against each other for indexical propping, and most games using it see a variety of player strategies. However, if a player wants to indexically represent, say, a perfectly fit post-apocalyptic tribal warrior and run for miles to perform the gamemaster-given quests of that larp, they have to actually participate in a pre-larp training regime; there is no monetary shortcut to indexical abilities.

    We can analytically divide pre-game work into labor in the world (earning money, making objects), labor on the self (learning skills, physically changing one’s body), and labor on the game (rehearsing metatechniques, studying the fiction). Different players often have preferences among the different kinds of pre-game work and may see some as presenting a higher barrier to participation than others.

    Players in Context

    The ultimate limit for the players is not their knowledge or skills, nor even their monetary means. The practical limit is the physical, living player body. This is also the area that is often most contested as it can be very painful to individual players. Tall people cannot be indexically short, just as young people cannot be indexically old. If the requirement of indexicality increases, the possible roles available to players shrink.

    To a certain degree, all larp is inherently ableist. Opting for non-symbolic representation always places at least some players at disadvantage. When we choose to do things for real, we must acknowledge that there is virtually nothing that all of us can do for real.

    Furthermore, a player body does not float as a tabula rasa in a vacuum, but it is situated in a specific culture with histories of meaning and interpretation. The further you choose to map the player’s body to the character’s body, the closer you venture towards sexism, ageism, racism, colorism, transphobia, and other discrimination (see e.g. Kemper 2017). Indexical representation tends to reproduce real-world power structures. When players are physically identical to their characters, diegetic body shaming, racism, or misogyny touches the players as well as their characters.

    Some larps specifically forbid diegetic insults targeting players’ or characters’ bodies (or other attributes that the character might share with the player) to avoid this – which can in turn make it difficult to meaningfully portray some character identities that have been shaped by oppression in ways that are important to players who share those identities (Saitta and Svegaard 2019). For example, if a larp world is designed as egalitarian in regards to sexual orientation – if there is no significant difference between being straight, gay, bi, or pan – then lived experience connected to the pressures of staying in the closet and coming out becomes largely meaningless (cf. Stenros and Sihvonen 2019). It is hard to construct a fictional world that is free of oppression, yet renders identities shaped by oppression in a legible manner.

    Talking about the body of a player as a brute fact, as something that has a specific, historical, and physical existence is uncomfortable. Yet that is very much the point here. When attempting to design a larp that is accessible and inclusive, yet also contains visual, physical cues rooted in the actual players (appearance, gestures, actions), we cannot ignore the body of the player. In that design work, we must attempt to address the problems inherent in the body as an indexical object, separated from the player as a whole. This abstracted perspective can be dehumanizing, yet ignoring it means we also ignore the very real challenges relating to the indexicality of bodies in larp. We lack polite language for this because we often go through a lot of effort to not see this, to overlook it; in part because of the harm caused early in the history of the medium when communities were still understanding this territory. It can be uncomfortable to look at these issues as they are distinctions that are tied to violence, trauma, and shame, both inherited and personal. However, when we construct ways of seeing that let us not reproduce this trauma, they may obfuscate problems. When we play, we react both to the other embodied player, and we react to our conception of this other player. Both matter.

    Let us break down some of the power structures that have an impact on the people who participate. First, the bodies of players are always present in the larp in some form, but not always indexically. A player might play a character with their exact physical appearance, or they might play a character whose body their body only represents, as an icon. For instance, a young person might play an old character, or the character might be a supernatural being. In all cases, however, the player is present in their specific, living, breathing actual body. When the body of a player becomes a representation of the character’s body, some translation, interpretation, and negotiation is needed.

    Humans carry their history in their bodies. As a particularly important and complicated example, trans bodies might require accounting for or explaining marks such as scars, tattoos, and surgery within the larp – or agreeing to omit them from the fiction. Even when a trans body represents itself as a biological index, the production of that body is intricately tied to a specific history, specific power relations, technologies, and legislation. For the body to be indexical, the player and designers would need to create a parallel set of fictional structures. While this is possible, it is rarely done, as accounting for diegetic oppression would be a major task of world-building that most larp designers are not equipped to carry out. Even if it were done, the result would not always be desirable for players who might want to avoid oppression by playing with an iconic body instead. Consequently, the labor falls onto trans players, who bear the burden of rereading their bodies in such a way that they can fit into the game while performing the character, re-establishing their existing relationship with their body afterwards, and managing the reactions of other players to a non-indexical body throughout.

    Secondly, the player and the character body unavoidably share physiological emotional responses to events. A player can portray emotional responses that do not exist in their body, representing them iconically in the game. Without this the sociodramatic pretend play that is larping would be very hard. However, when emotions are performed iconically, the physiological response to portraying an emotion will (at least for most players) lead to the body feeling some degree of the portrayed emotion. This is one of the roots of bleed: indexical sorrow is real sorrow, which does not simply vanish because the players step out of the liminal space.

    Often, players choose to steer for the emotional responses of which they want an embodied experience. Attraction between players is a key example here. Portraying an intimate relationship with a player with whom you have no chemistry is hard emotional labor, often resulting in a flat portrayal. On the other hand, allowing the responses of the players’ bodies to filter into the game can result in stronger portrayals. Karete Jacobsen Meland, Ane Marie Anderson, and others have even experimented with a smellcasting technique, where players would be cast into intimate relationships based on their preferences of each other’s body scent – evaluated blindly based on anonymous white T-shirts (see Anderson 2015).

    Thirdly, representations also carry specific histories. While from a formalist point of view all signs that point to a meaning are equally valid, some signs have very loaded cultural histories attached to them (see Hall 1997). The obvious example here is blackface, the act of painting a face with a dark color to signify that a white person is portraying a black person. However, this abstract description of blackface is almost useless in practice, as blackface has a history of use as a tool of ridicule and oppression that is so strong, especially in North American context, that players cannot be expected to interpret it benevolently. In the last few years there have been endless discussions on social media about the use of black face paint to portray fantasy races, such as the Drow from Dungeons & Dragons. People who advocate the use of black paint for Drow tend to see this as an iconic representation of dark elves, where they attempt to create a specific visual surface. However, the practice of painting one’s face to look like a dark elf is the same as doing blackface – indeed, Drow make-up is (usually) white people in blackface. Today, blackface is widely considered unacceptable even when used to portray fantasy races, and consequently many larps in the United States require Drow makeup to be blue rather than black or brown.((However, it is important to recognize simultaneously that histories of representation are always culture specific. Assuming the universality of, for example, a United States based reading erases all other local cultures and histories. That said, the discourse on blackface in particular is broadly understood in similar ways across the Nordic region too.)) In some cases, white players’ unfamiliarity with the history of the practice have caused conflict with those who live with that history, and sometimes insistence on ignoring that history has become a form of racist gatekeeping.

    Other representations that carry history include stereotypical camp narratives for queer characters, representations of sex work grounded in Victorian moralism (and equally, Victorian pornography) rather than lived experience, the antisemitic portrayals of treasure hoarding goblins in fantasy fiction that can be traced back to Shylock in The Merchant of Venice (1605), and indeed most traditional racialized monsters in fantasy fiction (see Loponen 2019, also Hall 1997).

    Some of these aspects of the general problem of indexicality fall under the header of social justice. This is because in larp we are dealing with actual, individual people, and not abstract, ideal players. If the design goal is to create a formalist larp where players are interchangeable, it may make more sense to go for symbolic representation. Indexicality and “doing things for real” requires that actual players are considered.

    The challenge of indexicality can be restated as a friction in larp design “between wanting to be real and wanting to be meaningful”. This is how Stenros, Andresen, and Nielsen (2016) formulated one of the two key challenges in larp design in an article about the Mixing Desk of Larp:

    “The second key aspect is the negotiation between, on the one hand, naturalism, plausibility, immediacy, and authenticity, and, on the other, structure, curation, predictability, and artificiality. The larp experience should be as real as possible – without having the drawbacks of reality, such as being boring for long stretches of time, being very exclusionary based on skills and appearance, and being not only dangerous but often devoid of meaning. Indeed, it is important to remember that realism is an “-ism.” It is an artistic movement dating back to the 19th century. Similarly, simulation is never complete, or it stops being a simulation.” (Stenros, Andresen & Nielsen 2016)

    Striking a good balance between symbols, icons, and indices is about striving to be visually pleasing, immediate and immersive, and satisfying of the aesthetics of authenticity, while still being legible, accessible, and practical within the production frame chosen for the event. If larp is about doing things for real, then the question is how to be and to do “real enough”.

    Specific and Communal Solutions

    At the heart of the general problem of indexicality lies the inherent drive for authenticity. Authentic props, sites, and actions are a practical challenge. In the search for an indexical environment, we must make choices that ensure that the larp remains understandable and playable. And this, at the very latest, is the point where interpretation becomes an issue as well. Actual players are not interchangeable, but they have different skills, bodies, and lived experiences. Player backgrounds strongly influence what we read as authentic: pretending to be a stage magician is very different for a person who has never done a magic trick in front of an audience, and for a person who does that for a living.

    Players come to a game with a variety of backgrounds and of both real-world and player skills. This results in them reading an identical representation in different ways. This happens with played actions as much as with props or characters. The fidelity of the experience is thus also a key ingredient – and the related problems cannot be solved without considering the actual players of the larp.

    The general problem of indexicality does not have a general answer, just situation-specific, contextual answers. Design, larp design included, is always about making choices within constraints. While the general problem of indexicality cannot be escaped, there are numerous ways to address it. Indeed, each larp addresses the problem in its own way, often guided by design traditions. Each larp will present its own partial solutions to the problem, creating a field where different kinds of experiences are available.

    Unfortunately, there are areas that are seldom addressed, the black hole areas of design, such as when the drive for indexicality always ends up creating a barrier of entry for the same people: adherence to a narrow reading of historical gender roles is a recurring problem for women in larp, and wheelchair accessibility is a recurring problem in authentic historical palaces.

    The only way the general problem of indexicality can be tackled is communally. No larp can solve the problem, but every larp can choose parts to solve and parts to accept – and in a healthy larp culture, different larps choose different parts of the puzzle, providing play to everyone.

    Acknowledgements

    The making of this article has been partially supported by the Academy of Finland-funded Center of Excellence in Game Culture Studies (CoE-GameCult, 312395). Special thanks to Aaron Trammell.

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    Eleanor Saitta and Sebastian F. K. Svegaard (2019) Designing for Queer and Trans Players. In Larp Design: Creating role-play experiences, edited by Johanna Koljonen, Jaakko Stenros, Anne Serup Grove, Aina D. Skjønsfjell, and Elin Nilsen. Landsforeningen Bifrost.

    Jaakko Stenros (2015): Playfulness, Play, and Games: A Constructionist Ludology Approach. University of Tampere.

    Jaakko Stenros, Martin Eckhoff Andresen, and Martin Nielsen (2016): The Mixing Desk of Larp: History and Current State of a Design Theory. Analog Game Studies 3(6).

    Jaakko Stenros and Markus Montola (Eds.) (2010): Nordic Larp. Fëa Livia.

    Jaakko Stenros and Tanja Sihvonen, Tanja (2019): Queer while Larping. Community, Identity, and Affective Labor in Nordic Live Action Role-Playing. Analog Game Studies 6(4).

    Annika Waern, Markus Montola, and Jaakko Stenros (2009): The Three-Sixty Illusion: Designing for Immersion in Pervasive Games. Proceedings of CHI 2009.

    Ludography

    13 til bords (2000): Norway. Kristin Hammerås and Solveig Malvik.

    1942 – Noen å stole på (2000): Norway. Margrete Raaum, Ståle Johansen, Anita Myhre Andersen, Oyvin Wormnes, Magnus Alvestad, Hilde Bryhn, Bjorn Kleven, Tor Kjetil Edland, Håvar Larsen, Hein Bodahl, Henrik Bohle, Jostein Hassel, and Espen Nodeland.

    Dungeons & Dragons (1974): United States. Gary Gygax & Dave Arneson

    Five Card Draw (poker) (trad.)

    Parliament of Shadows (2017): Belgium. Maria Pettersson, Juhana Pettersson, Bjarke Pedersen, Johanna Koljonen, Tom Boeckx, Anne Marchadier, Wim Peeters, Tonja Goldblatt, and Tuomas Puikkonen.

    Prosopopeia Bardo 1: Där vi föll (2005): Sweden. Martin Ericsson, Staffan Jonsson, Adriana Skarped, Holger Jacobsson, Linus Andersson, Emil Boss, Jonas Söderberg, Karl-Petter Åkesson, Pär Hansson, Martin Lanner, Johan Eriksson, and Henrik Esbjörnsson

    Texas Hold’em (poker) (trad.)

    Vampire: The Masquerade, fifth edition (2018): Sweden and United States. Kenneth Hite, Karim Muammar, Karl Bergström, Martin Ericsson, Matthew Dawkins, Juhana Pettersson, and Mark Rein•Hagen.


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

    Stenros, Jaakko, Eleanor Saitta & Markus Montola. 2024. “The General Problem of Indexicality in Larp Design.” In Liminal Encounters: Evolving Discourse in Nordic and Nordic Inspired Larp, edited by Kaisa Kangas, Jonne Arjoranta, and Ruska Kevätkoski. Helsinki, Finland: Ropecon ry.


    Cover photo: Photo by Tim Mossholder on Pexels.com

  • The Interaction Engine

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    The Interaction Engine

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    I am lying on the big double bed in the middle of the living room, all clad in white. A glass of whisky in hand and Ray-Ban Aviators on to conceal where I am looking. The memorial for Lena who committed suicide earlier that year, is ongoing. Her widower Wilhelm is giving a tear-ridden speech about how wonderful a wife and mother Lena was.

    House-Wilhelm, a ghost-character portraying both the House they are in and a previous incarnation of Wilhelm, is forcing the fingers of his son down his own throat, trying to throw up as a comment to the speech given by his human counterpart. In between, he screams that Lena was never supportive of him and that he hopes she burns in hell. None of the human characters react to this. They can not see or hear the twelve House-ghosts that are in the room with them.

    The ghosts, on the other hand, applaud Ghost-Wilhelm’s effort to throw up and laugh scornfully when he fails. He falls sobbing to the floor in front of his human counterpart while repeating “I am sorry, Lena!” over and over.

    The human characters step over him and go to get coffee and cake in the adjoining room. This scene will repeat itself in new and equally exciting ways for the next seven days when the human characters will be absorbed into the house by midnight and become the House-ghosts for the new family that will come to stay in the house.

    What I((Although the article has two authors, it is written from Bjarke Pedersen’s perspective.)) just described is a scene from the erotic horror larp House of Craving (Denmark 2019). I was there playing one of the House-ghosts as a non-player character. The larp was created by Danny Meyer Wilson, Tor Kjetil Edland, Frida Sofie Jansen and myself. Eighteen runs have been played since the premiere, and the original freeform (Længslernes Hus, 2017) has run countless times since its premiere at Fastaval in Denmark. The larp runs for eight days straight, with twelve new participants arriving each day, reiterating the story lived by the characters. On the first day, you play as the family who has come to spend time at a haunted house. Around midnight, your character is absorbed into the House, and the next day, you play a House-ghost version of your character.

    Each run is uniquely different but feels much the same. The structure of the larp is based around a few repeating fate play scenes each day that gather people together. One of them is a memorial service for Lena, the mother who has committed suicide. The fate play scenes and the ending for both the Family and the House characters are predetermined. Everything else is created by the participants on the fly, together as an ensemble. There are no quests and little connected narrative or story per se. The participants are encouraged to prepare as little as possible besides reading the larp materials and getting their costumes. The larp becomes better without preparation. With less preparation, there will be fewer assumptions about what the larp will be, and the participants are better equipped to react in the moment.

    This works because the larp is designed around what I call an interaction engine. The interaction engine is a specific type of larp design where the primary focus is on enhancing playability by ensuring that every action generates new possibilities and emotional impact. Other larp design styles may foreground structured narratives, fighting simulations, or realism, for example. These can exist in engine-driven games, but they are always in the background. The main focus in an engine larp is on what creates interactions between participants. Specifically, interactions that intensify the larp experience – the aim is not to create intensity for the sake of it, but intensity that moves both the individual and the ensemble experience in the direction of the themes of the larp. This way, the journey through the experience by the player will be way more dynamic than a plot or narrative written months before the participants arrive at the location. Scenes and experiences that players create themselves on the fly will fit better into their context and into what they want to experience.

    The interaction engine will help the players create engaging interactions that are both emotionally and physically intense, and that always lead to more interactions rather than fewer. The goal is to get the players to connect with the themes of the larp in as many ways as possible, so their actions resonate with not only their own dreams and desires but also with their cultural identity, experiences in their own lives, and how they see themselves.

    I came to this design method out of frustration. Early on in my design career, I realized that a big part of the work that my team or I had done was never used. If it was a plot or story, then the players went in another direction than I anticipated. Or if it was character relations, then the chemistry of the players was off, or the relationship was not something that was interesting for the people involved. All the hard work creating what I felt was good content for the larp, was wasted time I could have used on other aspects of the larp.

    The most scarce resource you have in larp is the organizers’ time, closely followed by the participants’ time. When a large part of the material created for the larp is not used, you have wasted both. What I realized was that to create the best possible larp and not waste time, you need to let go of the narrative control and hand it over to the participants. Instead of controlling their narrative journey in great detail, an interaction engine guides the players to understand what the themes they are supposed to explore are, and the chosen larp mechanics help them to do that in the best available way. You could say that an interaction engine larp controls the emotional arc of the character’s story, rather than the narrative arc.

    When you design a larp, you often start working on the parts that are the most exciting to you. While this can be rewarding and motivating, the design of an Interaction Engine larp needs to begin with laying down a core foundation that must form the basis of all your future decisions. In an engine design approach, you have to start with the theme or themes for your larp. You then map out the actions that your participants can do that support the exploration of those themes from as many angles as you can think of. By actions, I mean very specifically the things that the players actually will be doing during the larp. What verbs describe the actions in the best possible way? For House of Craving, some of the verbs are flirting, controlling others, lounging, and masturbating.

    These actions define the focus of your larp. All other design choices should be made to support them. If you want flirting, then flirting needs to be front and centre in the workshop, to be sure people trust each other and are comfortable with each other – and even more trust and comfort are needed when it comes to masturbation. For House of Craving, we had a masturbation mechanic that included clear jelly dildos as penis replacements, and we workshopped it extensively before the larp. The ghost-penises as they were fondly called by the players, could be used by the players no matter their character’s gender. We also instructed the players to always bring a ghost-character with them if they went to their room to masturbate. The actions we wanted to see were supported by the mechanics of the larp and the workshop design, helping the players play with otherwise private and intimate actions that are very difficult to do without support from the design.

    There are larps with themes where an interaction engine is probably not the best fit. You need the themes to be focused on emotional and relational actions for the interaction engine to truly shine. An example of a larp where an interaction engine would be less ideal could be a larp centred around detail-oriented and rules-heavy diplomacy, where the actions have to follow a predetermined structure to achieve connection to the themes.

    Building a larp around an engine demands that all elements, from scenography and food to characters, relations, and motivations, are aligned toward the themes and actions of the larp. Everything else should be removed from the design. When done well, this makes the theme of the larp accessible and playable for all. The player does not have to be at the right place at the right time to access the important plot – they can create access for themselves at any given time by being in the setting and engaging with the design and mechanics.

    When designing a larp this way, any main plot steps into the background and the potential for meaningful encounters between characters is brought to the foreground. When all the verbs or potential actions available to the players are clearly defined and understood, the players can choose the ones that make the most sense to them at any given time. If the participants understand the themes, and it is clear how the verbs connect to the themes, all the participants are able to steer their experiences in the same direction, each individually choosing the best possible path for themselves.

    The larp mechanics allow the participants to push their actions (described by the verbs) beyond what is possible without mechanics. Moreover, the mechanics make it easier and faster for the participants to take the actions described by the verbs. Thus, the mechanics work as tools to create or support powerful moments. Giving participants the responsibility and trust to follow their own desires (through the lens of their characters’ motivations) as to what to explore gives room for their imaginations to shine. Given space, they will tell far more gripping stories than you as a designer can ever create for them.((To be clear, gripping and meaningful are not always the same thing engine-driven larps do away with a lot in the pursuit of engagement. That said, in my experience more games have failed because the players have been disengaged than because the deeper meaning of the larp did not resonate deeply enough in the lives of the players.))

    This, of course, demands a lot from the players. A high level of herd competence is required for the engine to run smoothly. With less experienced players, more workshop time is needed for a smooth larp experience. The extra workshop time should primarily be used to create trust within the ensemble and to help individual players calibrate with the norms of the ensemble. Another use for it is to ensure that the players understand what they are personally comfortable with and what they are interested in experiencing.

    Juhana Pettersson writes in his excellent article Engines of Desire:

    “When I conceptualize the process of larp design, I see it as working with the players to give them the desires required by the design and help them get in touch with their own desires so they can use them to drive action. When a player does something they’ve always wanted to do, they bring energy and power to the larp. You can see it in the way people play, carry themselves, speak, act. It’s a powerful thing and generates so much meaning.” (Pettersson 2021)

    The most important thing for an engine-based larp is to create a space where the participants feel safe and seen and where they feel they have the possibility to explore and engage with the themes of the larp without fear of being ridiculed or having their boundaries breached. In this mind-space, the participants feel empowered, with all possibilities open for them to choose. Many of my participants have told me that being in this space feels both overwhelming and totally safe. In these moments, larp can be transformative. You learn something new about both yourself and the world when you dare to step up to the edge of your safe interaction space and into unknown territory.

    That the participant feels like they have all possibilities open to choose from is of course an illusion created by well-crafted larp and participation design. This design starts way before the participants arrive on site.

    “Everything is a designable surface” is the mantra for all of my design work. It was coined by Johanna Koljonen (2019), and it means that all the design decisions you make or that are made for you by e.g. time or monetary constraints, a protected historical location, or anything else beyond your control, will have an impact on the success of your larp. For instance, if the temperature in a room is a few degrees too cold the characters will not take their coats off or sit still for very long, and your well-planned physical boudoir interaction space goes out the window – as happened in a 2018 run of Inside Hamlet.

    As a designer, you literally need to think of everything – or, more practically, you need to accept that you are responsible for all aspects of the larp even if they are out of your control. At any given moment when designing or running a larp you should ask yourself the question “What are the consequences of making this decision and not another one?”

    Use the themes you have set for your larp as a guide. If all of your decisions are aligned to support the themes, you are well on your way to creating an interaction engine larp.

    But what is the interaction engine? Can you point at it? Just like a real engine, an interaction engine is made of hundreds of parts (which we don’t have room to describe exhaustively), and no one part can be said to be the whole thing. To start identifying the core of your engine, ask yourself the following question: “What is the main part of the design that drives participants to actions that are connected to the themes of the larp?”

    The answer to this question is the core of the engine, and you should put your design effort here to support this part of the design in as many ways as possible. The more time and energy you use here, the easier your design decisions will be.

    To be able to answer the question above, you need to analyze the themes of your larp and describe them in detail – an example will follow below. With your themes locked down, you then need to figure out what design elements will most efficiently drive your participants to perform actions that connect directly to those themes. This is the core of your interaction engine.

    Once you have the core of the interaction, you need to iterate through all aspects of the design with your themes and the core engine in mind. This means looking at your larp mechanics, your set and spatial design, costume guidelines, your workshop structure, how food is served, the website, participant communication, and everything else. All of these should be focused on supporting the themes and the core engine to drive participants to take actions during the larp that explore the themes in the ways that you think will be most worthwhile. As you make new decisions about different parts of the larp, you need to continually cross-reference with all the other decisions you have made to ensure that you do not make choices in one place that push players toward an action that you have made harder for them in another place.

    As you are doing this, you may identify actions that your design pushes participants to do that are not connected to the themes of the larp. In a few specific cases, these might feel necessary to make the larp feel coherent to some players, allowing them to access the rest of the game, but this is rare, and almost without exception you should remove them from your larp. If you do not, these actions will feel disconnected from the rest of the larp and be uninteresting to engage with for your participants and may lead to participants falling out of play or being confused about the things that they should be doing.

    For example, if you are making a larp about a decadent court and some of the characters are guards designed to stand still and guard the court, then you will have a group of characters that are not able to engage with the themes of the larp. At Inside Hamlet, we solved this challenge by making the royal guard more like celebrities that the members of the court wanted to become or to bed. These celebrity guards did not need to stand guard at all.

    An Example: PAN

    PAN (Denmark 2013) is an example of an engine-based larp. A group of couples from various walks of life are at a couple’s therapy workshop retreat run by a new-age husband and wife. Over the course of a weekend, the participants go through various exercises trying to save or improve their relationships. In one of the more new-age exercises, the workshop leader does a seance, trying to connect with people from the other side. This fails spectacularly when the Great God Pan enters our reality and possesses her. Pan then starts to jump from person to person over the next few days until all notions of reality and identity are stripped from the characters and all characters are willingly destroyed.

    The themes of PAN are an exploration of self-actualization in a couple structure, what ethics, morality, and being civilized actually mean, and what happens when this is stripped away. What is then left of a person’s humanity? Some of the actions that are connected to the themes are possessing, indulging, taking control, losing control, being shameful, being fearful, exploring the self, and destroying your relationship, among others.

    The core of the engine in PAN is the possession mechanic. The Great God Pan is symbolized by a necklace. The necklace is only visible to participants, not their characters. Wearing the necklace, and seeing someone else wearing it, both have specific interaction scripts.

    When you are wearing the necklace, you become possessed by Pan and must pursue your biggest basic needs as soon as possible – if you are hungry you must eat and if you are horny you must find release. Pan does not care for what is proper or in good taste.

    If you see someone wearing the necklace, your character will ignore everything around themselves, and the possessed person becomes the single most interesting thing in the world. You will do anything at all to get their attention, to have them see you, touch you.

    This leads to mayhem. The necklace leaves broken and embarrassed characters in its wake, with each possession adding a new and different layer of emotional chaos to the characters impacted by it. Every possession is unique, driven by what the participant wearing the necklace wants and desires from the larp at that moment. The agency goes both ways, too – if a participant around the possessed doesn’t find their desires in the interactions around the necklace, that participant leaves the room and pursues play somewhere else.

    The only planned scenes in the larp are the seance where Pan enters the world and the ending where everyone follows the god into oblivion. All scenes that arise because the necklace travels from participant to participant are unscripted. They evolve and change in each iteration like a beautiful fractal pattern. This way, the participants tell stories that we the designers never could imagine in our wildest dreams.

    Conclusion

    Creating a larp designed around an interaction engine demands more design work at the beginning of the process, but it pays off later by giving you a guiding light for every decision you make. When you identify the core themes and verbs for your larp it helps you focus on the actions and larp mechanics you should be designing, leading your participants to do engaging and coherent things together.

    Finally, this essay includes some of the questions you can ask yourself to help you design an interaction engine larp. As an example, I will in the next section answer some of the relevant questions for my larp PAN. Please add your own questions to the list as you work with this design style:

    • What are the core themes of your larp idea?
    • How would you describe each theme in such a way that every participant will be able to understand it?
    • Why these themes and not other ones?
    • What actions explore the theme? How many different types of actions can be used to do so?
    • Are there any actions currently in the larp design which do not connect to the themes? Can they be removed?
    • How can you support the core actions by planning secondary actions around them?
    • Are the core actions accessible to all characters and participants? If not, why?
    • What affordances in the design, site, mechanics, characters, or costumes are required to make those actions possible and legible to participants?
    • How can you design all aspects of the physical space to support the actions that you want and make them desirable to participants?
    • How can you shape the use of time, either the participants’ time on site or before the larp or the structure of time inside the larp, to support those actions?
    • What communication strategy will best support the interaction engine?

    The origins of PAN

    The design of PAN began when my co-designer Linda Udby and I were sitting and complaining that there were no larps to sign up to that we were interested in. After some time we ended with a conclusion that I can highly recommend: we decided to make our own damn larp!

    I was really interested in exploring the, at the time, new idea that you need an alibi to be able to play a larp that is intense and outside your comfort zone, and that you can design such an alibi. We wanted to make something quick and dirty that would not take a year to design and produce nor require endless preparation from the participants. This restricted what kind of larp we could make in many ways. For example, we needed a location that we could use as it is without having to build or dress.

    I had just read the gothic horror story The Great God Pan (Machen 1890) and was fascinated with the idea that there was merely a thin veil protecting us from a reality so alien that seeing it would shatter our morals and beliefs and drive us insane. With these restrictions and ideas, we came up with the core idea for PAN. The larp is set in the present day since this choice made it easier for us to find a location and to produce the larp and easier for the participants to find costumes. We chose a summer house as the location. The number of characters in the larp was decided based on the number of beds at that summer house.

    Back in 2012 when we designed PAN, I would have answered the (relevant) design questions from the previous section as follows (as far as I can remember).

    What are the core themes of your larp idea?
    Exploration of self-actualization in a couple structure; what ethics, morality, and being civilized actually mean, and what happens when this is stripped away.

    How would you describe each theme in such a way that every participant will be able to understand it?
    The experience of PAN will take your character through working on your relationship in a new age therapy weekend in a group with people you have never met. Suddenly you will be face to face with a god that will slowly strip you of everything you know. You will end up betraying yourself and your partner in the most heinous and terrible ways.

    Why these themes and not other ones?
    They fit this specific larp very well, they are themes that I am very interested in right now, and they will expand my knowledge of designing and running larps. Moreover, the themes can be explored within the time and production restrictions we have set.

    What actions explore the theme? How many different types of actions can be used to do so?
    The actions available are grouped into two different categories. The first is a group of actions that are connected to the self-actualisation and therapy part. Here the verbs are going to be: engage with therapy, argue, expose shame and lust, meditate, perform relationships, help others to open up, etc. The second group of actions are the ones that the god forces upon the participants via the game mechanics and instructions on what to do when possessed or seeing someone who is possessed. Here the verbs are indulge, scream in terror, give in to lust, and abuse others and yourself.

    How can you support the core actions by planning secondary actions around them?
    Since the larp was so small (8–12 players), there was little room for secondary actions. Each couple in the larp had their own story that had some secondary actions embedded. It was not a priority to make this consistent across all characters during the design process (the larp would be better for it, though).

    What affordances in the design, site, mechanics, characters, or costumes are required to make those actions possible and legible to participants?
    To play PAN, you had to agree to play the larp in a very physical style, and you needed to understand that you are not in control of the character’s journey. Even if the ending of the larp was predetermined, neither the participant nor we the designers were in control of what would happen during the larp. This was due to the chaotic narrative the possession mechanic enforced on the larp.

    How can you design all aspects of the physical space to support the actions that you want and make them desirable to participants?
    The location needed to be open and small, with few places to hide and be private. We needed to be able to hear where the participants were and where the participant that was currently possessed by Pan was moving.

    How can you shape the use of time, either the participants’ time on site or before the larp or the structure of time inside the larp, to support those actions?
    The biggest challenge in a larp like PAN is to make the participants feel safe enough to fully engage in the actions the larp is aiming for. This is why we decided to use more time in the workshop to create trust amongst the participants than in many other larps. It also meant a quite harsh casting process. You needed to sign up with the person you would play partner with. We did this to make sure that there would be trust between the players of couples already right from the beginning.. The whole ensemble was chosen based on a signup form where you had to motivate why you wanted to participate.

    What communication strategy will best support the interaction engine?
    We had a simple website with enough information to understand what the larp was about and what was required from the participants. We deliberately avoided creating hype around the larp, since we wanted to make sure that only people who were truly interested in the themes and actions would sign up.

    Bibliography

    Arthur Machen (1890): The Great God Pan. Whirlwind magazine.

    Johanna Koljonen (2019): An Introduction to Bespoke Larp Design. In Larp Design: Creating Role-Play Experiences, edited by Johanna Koljonen & al. Kopenhagen: Landsforeningen Bifrost (Knudepunkt 2019), p. 25–29.

    Juhana Pettersson (2021): Engines of Desire in Engines of Desire: Larp As the Art of Experience, p 247. Pohjoismaisen roolipelaamisen seura.

    Ludography

    Inside Hamlet (2015): Denmark. Participation|Design|Agency

    Pan (2013): Denmark. Linda Udby & Bjarke Pedersen.

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


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

    Pedersen,Bjarke & Eleanor Saitta. 2024. “The Interaction Engine.” In Liminal Encounters: Evolving Discourse in Nordic and Nordic Inspired Larp, edited by Kaisa Kangas, Jonne Arjoranta, and Ruska Kevätkoski. Helsinki, Finland: Ropecon ry.


    Cover photo: Photo by Hoover Tung on Unsplash

  • Six Levels of Larp Participation

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    Six Levels of Larp Participation

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    Introduction

    This is an attempt to provide some theoretical structure to the different, but in practice often intermingled, levels of larp participation. While some of these levels possess a more readily available terminology – like distinguishing between player and character – the corresponding expectations, responsibilities, purposes, and activities often still remain unspoken. Other levels are still most often overlooked, or maybe not even recognized as a part of the design and experience, much less discussed or communicated. By sorting and clarifying these different levels we hope that our framework can be a useful intellectual tool for both participants and organizers.

    As for all models, our framework is clearly a simplification: an attempt to separate concepts, actions, and ideas where no clear boundaries actually exist, where cultures, play styles, and preferences overlap, shift, and are context-dependent. Since larp as a cultural expression continually breaks the norms and often tests the established boundaries of the format, it isn’t hard to find examples that not only contradict the framework but also do this as a central design choice. This is only natural for a work such as this that tries to be very generic.

    The framework

    A framework is the more or less collective definition that participants in an activity have of the situation. According to Goffman (1961, 1986) it is the unspoken answer that participants could give to the question: what is going on here?

    The meaning of things like an object or something you say or do is dependent on which frame is currently established. When Fine (1983) looked at role-playing games he ended up with three different frames. The first was everyday life, the second was the game level where your actions were affected by the rules such as whose turn it is, and the third was the fantasy frame that we would call ‘in-game’ in larping.

    When talking about larps we realized that there is more going on within each frame. By looking at what the individual does, why they do it, and for whom they do it, we could identify six different levels of larping. As we see it, levels 1 and 2 both go into Fine’s first frame, levels 3 and 5 go into his second frame, and levels 4 and 6 match his third frame. These levels interact and influence each other, providing opportunities and limitations. We found that the levels are not only descriptive: there is also a hierarchy to them. In general, the lower-numbered levels have a higher priority than the higher-numbered ones. By level, they provide the groundwork that the following levels rely on to work and to be meaningful. Below you see a table overview of the framework with its different parts, and short examples.

    Table of the levels of the six levels of larping. Important terms are capitalized. Read the table as “On level 2, The participant acts as an Attendee to Perform a Task for the organizers”.

    Level Who
    The Participant acts as a/an […]
    Action
    to […]
    Purpose
    […]
    Beneficiary
    for […]
    Example
    1. Person Take care of Off-game Needs themselves sleep enough
    2. Attendee Perform (a) Task the organizer/s cook food
    3. Co-creator Uphold (the) Shared Fiction (and play culture) the other Roles use in-game names, only play in-game songs
    4. Role Provide Functions the other Players be the bully everyone fears
    5. Player Steer (their) Experience (through the character) themselves solving the plot,
    all the drama
    6. Character Portray their Personal Fiction themselves, other Characters and Players dress to stand out, swear and challenge norms

    The levels

    First, let’s start by taking a look at the different levels of the framework. We will describe each level and also give some tips to think about for participants and give some insights into what this can mean for an organizer. You can probably come up with many more examples yourself.

    Level 1 Off-game Needs

    ‘The Participant acts as a Person to Take care of Off-game Needs for themselves.’

    As a Person signed up for a larp, you have to make sure that your basic requirements will be met. This might include things like warmth, food, medicine, sleep, security, and trust. These are things that you also would need to take care of outside of a larp. If at any point higher levels challenge your ability to fulfill your Off-game Needs to your own person, the Needs should take priority. They are more important than narrative and character coherence or the Functions your Role is Providing. This doesn’t mean that you should drop everything immediately because you are getting tired, but pushing yourself over your limits because “the plot demands it” isn’t the right thing to do. If you have an Off-game Need to handle that will affect higher levels such as Function (level 4), then please make sure to tell affected organizers and co-players, and maybe help them find a working solution to your absence.

    To think about

    Go through what you need to have your Off-game Needs filled, and see what the organizers take care of and what you should handle yourself. Remember that we can have different Off-game Needs. Some people work great even on very little sleep, while others can’t operate at all. It can also be good to have backup things if someone else forgot, like an extra blanket for warmth or some energy bars.

    For the organizer

    Be clear with what you can offer and what you expect participants to take responsibility for themselves. Are there off-game sleeping areas for people if they need them? Will you accommodate all dietary demands or only some? Also, be clear about what is part of your design and what is not: maybe scarcity of food is part of the larp, and you want participants to also be hungry off-game.

    Level 2 Task

    ‘The Participant acts as an Attendee to Perform a Task for the organizer.’

    On the 2nd level, we have the Tasks that an organizer asks you as an Attendee at their larp to Perform. This may be cooking food, waking everybody up, making sure no one stands in the wrong place when the pyrotechnics go off, letting the organizers know what the council decides, and so on. In many cases, if these Tasks are in some way vital to the larp, they are performed by a non-player character or an organizer with a thin cover character, but it’s not uncommon to see these kinds of Tasks handed out to regular Attendees. It can be hard to know how to prioritize these if there arises a conflict with other Purposes without clear instructions. For example, can your character get fired from the kitchen, or quit voluntarily to go join another group? Can they be taken prisoner? Since working in the kitchen might be a Task you (hopefully) agreed to Perform, your obligation is to the organizers who asked you. In this case, you must check with the organizers before abandoning the Task. If the obligation is to yourself for level 1 reasons – maybe you need to get dry clothes or handle an off-game situation – you should still inform the organizers, if it can affect the Task in a significant way.

    To think about

    Give some thought to what the Tasks that the organizer asks you to Perform will entail, both for your gameplay and for your Experience of the larp. Consider how much time they will take, and how much energy they will require. Are there reasonable backup plans in place if things don’t go as intended? How crucial are the Tasks assigned to you, for the larp to Function at all? Will you be able to carry them out while managing your other commitments to the gaming group and fellow Players? Can you foresee a conflict of interest? Will the Task bring you out of the central playing area or isolate you from the action, and is this something you are fine with?

    For the organizer

    As an organizer, you should consider how crucial the Tasks that you assign to the paying participants are, since they will also anticipate a fulfilling game Experience. Also, consider whether there are alternative solutions if things don’t go as planned, and whether you have clearly communicated your expectations to the participants in question. It’s not automatically evident that the Role of a “guard” entails actual patrols and being on fire watch, or that a “principal” should prepare and lead recurring teacher meetings as a crucial part of the design.

    Level 3 The Shared Fiction

    ‘The Participant acts as a Co-creator to Uphold the Shared Fiction for the other Roles.’

    Level 3 is about how you, as a Co-creator, Uphold the Shared Fiction and play culture. Here we find things like the game’s genre, mood, and type of play. If the game is a horror larp, then playing it like slapstick will not be suitable. In a game about a harsh oppressing system, can you start treating everyone equally? While some things might be very obvious, others might not be, and this can also vary between different play cultures. Is it ok to play a well-known off-game ballad in-game? Will it help with setting the mood or will it break the immersion? Can you invent a witch-lord in a fantasy world if none is mentioned in the background fiction? And what consequences will this have for other Players, their Experience, and their Roles/Characters? In short, what can you do without shattering the world and the make-believe you create together?

    To think about

    Read the necessary material to understand the expectations.Try to consider the broader implications that may arise when you introduce changes or modifications to the narrative. Engage in discussions with other Players about their perspectives on the larp’s theme and the Experiences they desire. Be mindful of whether any forms of discrimination are inherent to the larp’s design, and which ones the organizer has explicitly stated as unacceptable within the larp. If you’re uncertain, you can always verify with an organizer.

    For the organizer

    Ensure your communication is explicit. This includes elements like a checklist outlining the anticipated types of gameplay, what is not desired, content summaries, mood boards, and references to other elements of popular culture. Clearly specify whether specific sensitive topics will be incorporated into the gameplay, and whether there are any that Players can expect to be protected from encountering. If you prefer greater transparency, be sure to clearly articulate what is planned to occur, including any external boundaries for fictional events. Can Characters die during the game? Can they be exiled? Is revolution a conceivable aspect of the gameplay?

    Level 4 Function

    ‘The Participant acts as a Role to Provide Functions for the other Players.’

    At level 4, there are two aspects that can sometimes be separated, but in most cases are so closely interconnected that we handle them together here: Role and Function. Role refers to the social position in the fiction that your Character occupies – a title, profession, or distinct trait – which Characters can refer to and discuss. Examples include “captain of the hockey team”, “the new student”, or “village elder”. Function, on the other hand, is about the possible play opportunities your Role creates for the other Players, within the game. Examples include “the bully others should fear” or “the one who leads the council and makes sure everyone has their say”. As you see, these are implicit positions in a social interaction, perhaps an integral part of the experience design of the larp. It’s not a given that the captain of the team is a dangerous bully; that Function could be fulfilled by someone else. However, it’s likely within the formal responsibilities of the village elder to convene the council. A Role can provide several separate Functions, and a given Function can be provided by several characters. Things are not clear-cut, and ambiguity in this area paves the way for misunderstandings and gaps in the design.

    What is needed for the story/scene/situation to work? If, at a larp about oppression and a dog-eat-dog environment, enough Players of high-status Roles don’t fill their Function to bully others, the power dynamics of the whole larp will change. This leads to problems both with the Characters not being bullied, and thereby the Players not getting the Experience they were after (level 5), and Upholding the fiction of a competitive world getting harder (level 3). Another example is if you said you would fill the Function of love interest for another Player, and then during the larp you focus on other things, leaving your co-Player with an unfilled Function. As seen here, you as a Player can have more than one Function at the same larp. You can have different Functions in different groups and situations, or towards individual Players.

    Having a responsibility to fill with your Function doesn’t mean that you can’t change what your story is about, or go for other gameplay if you wish to: but you need to make sure that the Functions you are assigned will be handled in some other way. It is usually good to start by talking to the affected Players. Maybe the Player you were going to play a romance with is happy about their gameplay, or has already found someone else they would like to play it with instead? Then your dilemma is already solved. But if the change has an impact on a larger group, it might be good to check with the organizers. They might have someone else who can fill the Function in a good way to still make it work. Maybe they know that the Function is already covered by other Players and you don’t need to worry. Either way, you should make sure that your Functions will be handled adequately, and not just leave other Players, that are depending on you to Provide a Function, hanging.

    To think about

    Understand the Role and Functions you Provide, either by reading instructions from the organizers if they have clearly articulated such, or by conversing with your fellow Players and aligning expectations. Keep in mind that a small personal relationship can be a part of a larger design where it’s intended to contribute to gameplay for many others, like the romantic plot of Romeo and Juliet, for example.

    Level 4 is closely connected to the personal skills of ensemble play and “reading the game” To learn more about this we recommend the articles Do You Want to Play Ball (Westborg & Nordblom, 2017) and Ensemble Play (Tolvanen & Macdonald, 2020).

    For the organizer

    Carefully consider the Roles your larp features and requires, along with the Functions they Provide, whether explicitly stated or implied. Can they be communicated more clearly? Are some Functions particularly vital and demanding of a substantial amount of time or energy? If a Function is particularly vital, it can be good to divide it among multiple Players. This way, the design can more easily withstand absences, distractions, or other instances where a Player might not fulfill their intended Function. Alternatively, it might be necessary to elevate a particularly significant Function to a Task, and assign it to an instructed Player or NPC.

    If there are Roles within the larp’s structure that involve stepping into another social Role or occupation in the event of a vacancy, such as a crown prince or second-in-command, do you, as the designer, hold such expectations of the Players too? Be clear in your communication about this. Should they, as Participants, prepare in the same manner as their Roles are expected to? Should they even anticipate that type of gameplay, since it’s very different to play the Role of an heir to the throne biding their time, or one that during the game is thrust into the Role of a ruler and the Functions that entails?

    Level 5 Experience

    ‘The Participant acts as a Player to Steer their Experience for themselves.’

    At level 5 we find the Experience of the larp. Just like in level 1 (Off-game Needs), this level is about the requirements for the individual. But where level 1 concerns itself with the Needs that also exist outside of the larp, level 5 is about desires that are specific to the larp. It’s connected to the participant’s playstyle and wishes about their Experience. Do you want to Experience solving the plot, playing out big drama, running around doing physical things, exploring the world, or having a deep relationship with your Character? What type of gameplay do you like and how can you get it? We use the term steering (Montola & al. 2015) here since it guides your character towards the kind of play you are looking for. This might be playing with another specific participant because you find them interesting, even though your Character does not really have a strong motivation for speaking with them. Or it might be going on all the quests, since you find solving problems and puzzles very thrilling and rewarding.

    To think about

    Be honest with yourself and be clear about what you want from your Experience, and take responsibility for making this happen. Coordinate with other Players to get the best Experience you can. Remember to check with other participants about how they prefer to communicate about this: maybe they like to do an off-game check-in each morning, or maybe they prefer to talk it through before the game. Try to accommodate each other. Approach the organizer if things aren’t working, or if you feel stuck. If you sense that your Character’s personality and internal logic are hindrances to your game, contemplate the changes needed and execute them. However, also consider the Experience of other Players and any commitments you have toward them that still need to be fulfilled. Your desire for a specific Experience shouldn’t lead to neglecting assigned Tasks, the Shared Fiction, or your Role’s Functions.

    For the organizer

    As an organizer, you can help by asking Players at signup what type of gameplay they are after, and then try to match that to the groups or Characters.

    It helps to be explicit about the types of Experiences that might be available and how Players can ensure they either engage in or avoid them. You can also assist participants by being accessible off-game during the larp to support those who might find themselves stuck in gameplay they don’t enjoy, or who are unsure of where to find the kind that they are seeking. By matching Players’ desires with each other, you can guide them towards someone who would likely appreciate that particular type of gameplay they are looking for.

    Level 6 Personal fiction

    ‘The Participant acts as a Character to Portray their Personal Fiction for themselves, other Characters and Players.’

    The 6th level is about the Characters inside the story. Where level 5 is about the Players and their experiences, level 6 is all about the Characters. Here we find things like the inner coherence of your Character, aesthetics, personalized movement, and quirks. It can also mean latching on to well-known archetypes, or deviating from them. “Does this make sense for my Character?” and “What would my Character do in this situation?” are relevant questions at this level. It’s not just about filling a Function or Upholding the Shared Fiction, it’s also about making that Shared Fiction into something intimate, emotional, and unique, about adding your personal flair to it, your interpretation of your Character, and to an extent also the other Characters.

    The 6th level is often closely connected to and restricted by the 4th level (Function), but doesn’t have to be.

    The Character Kim holds the Role of the village elder and is Tasked with the Function of equitably distributing the floor in the council, ensuring all Players have a chance to speak. If the Player finds that the inner coherence and narrative of Kim leads them towards Portraying that Kim has an internal crisis that leads to Kim stepping down as village elder, this works fine on level 6. But it will have consequences on level 4 (Function) that need to be handled, since there is not only the Role of the village elder that should be addressed but also the Function of leading the council. This Function and what it entails has to be communicated clearly to any intended replacement, to prevent the larp’s council from being affected in a manner that the organizers have expressly attempted to avoid.

    To think about

    This level is where you create and Portray your Character. It is where you add your personal twist and go deeper into what the Character would do. It encompasses everything else not defined or confined by the foundational lower levels. However, even here, it’s beneficial to reach out to the organizer and co-participants before and also during the larp for inquiries regarding your Character, calibrating Portrayal, and visual representation.

    Let’s say you have planned to Portray (level 6) a punk rocker with clear aesthetics that break the norm because the Experience you are Steering (level 5) towards is to be alternative and an outsider. If it then turns out that several other participants also choose that their Characters will be punk rockers, you risk not getting the Experience (level 5) you desire. You don’t need to change your level 5 priorities, since a change of direction at level 6 can solve the problem. Maybe playing a very religious Character now seems to be the more alternative choice.

    For the organizer

    This level is mainly relevant to the individual participants, but things you could do as an organizer include running workshops to help participants develop their Characters, adding guidelines on how to Portray the Character to the Character text, and being available and open to questions from the participants.

    Examples

    Here we will give two short examples of how you can apply the framework as a participant. By thinking about the different levels you can analyse what choices are available and assess what consequences these choices might have. There isn’t one right choice; it depends on the situation and what change you are striving for, but the framework might help guide you with your decision.

    Example 1: Theodora the head chef

    The Character Theodora is the head chef and is responsible for the distribution of the food on the ship. Every mealtime she keeps order in the line, shouting threats and insults to the crew, making sure everyone gets some food and no one gets too much, reminding them that they are critically short.

    What part of this situation is the Participant (playing the Character of Theodora) free to change and what can she ignore or add to when next the mealtime comes around? Can she choose to serve food at a different time? Start rationing the food even more so everyone goes hungry? Start being nice and lovely, telling everyone that everything will be ok? Give up the position of the head chef and join the marines instead?

    By applying the framework, we can deduce that distributing food is a Task (level 2) that the organizers have asked the Attendee to do. Therefore it has a very high priority. Unless there are pressing Personal Off-game Needs (Level 1), food distribution according to the schedule designed by the organizers shouldn’t be disrupted. Serving less food than agreed upon would also mean changing the Task, impacting the Off-game Needs of many participants. Even if there are very good Fictional reasons (level 3), like that the food storage of the ship has been damaged, any change in the Task should only be implemented once it’s been checked with the organizers.

    Theodora’s reminding of the dwindling supplies is part of the Shared Fiction (level 3), while her harsh attitude and jargon towards others is a Function to Provide a feeling of military discipline and a tough oppressive command system (level 4). There might be good reasons for Theodora to change these behaviours. Maybe because the Player (level 5) got tired of being a bully and would like to feel well-liked instead, or maybe the Character (level 6) found a new way of dealing with her insecurities and worries by being much more positive. No matter the reason, if the designers placed Theodora in that Role with the explicit Function of being dominant and harsh and reminding people of how rough the times ahead will be, the Player of Theodora should ensure that these things will still happen, probably by someone else shouldering the Function, even if the Role of head chef is not transferred. Or they should at least check in with the organizers to see if the game has reached a point where that Function does not need to be Provided anymore.

    Example 2: a high-status character

    It is not uncommon to be anxious about playing a high-status Character that will work in the larp, say a king or a high-rank officer. The fear is about blocking play for others, or maybe disrupting the larp by not being believable enough. Let’s now apply the framework to break this down.

    Blocking play is connected to level 4, Function. One of the most common Functions to have as a high-status Role is play distribution. Being high up in the hierarchy, a lot of information and many decisions end up in your lap. If you keep all the information to yourself and want to make all the decisions, you will create a bottleneck where everyone else is waiting for you and their play is blocked. You might also block others by having long meetings and not being available. High-status roles often have the responsibility to see that the Function of distributing play is fulfilled, either by you or by someone else.

    The next fear is about disrupting the larp, which is a concern at level 3, Uphold the Shared Fiction. This is a responsibility everyone shares. All Co-creators have the responsibility to by default treat others as would be fitting for their position. It’s not one Co-creator’s job to make everyone else treat them in a certain way. As long as you try to treat everyone else’s Characters in a fitting manner, like inviting the most prestigious people when you are holding court, you have done your part. Also, note that the Shared Fiction isn’t static and can change during the larp. If a war is declared, or an attempt on the life of the king is made, the Functions of the Role would change as the Shared Fiction adjusts to accommodate this new development. Holding court would probably be canceled, as handling the new threat demands focus.

    The last part of the fear is about not being believable enough. That is level 6, Character. Many people think that they must Portray their character with authority and realistic mannerisms in order to get others to listen to them. But as we just established, having others listen to you is part of Upholding the Shared Fiction. How you Portray a Character can be done in many different ways and is not crucial for whether the larp will work or not. As long as you fill your Function, in this case, distributing play and holding court, you don’t have to be demanding and authoritative. You can also Portray your Character as confused and incompetent, stating things like “My head hurts from all these words, let the oracles decide”. Both could work equally well.

    By using the provided framework we see that Portraying a Character is not nearly as important as Providing the Functions of the Role.

    Conclusion

    What we have shown here is a hierarchy of things for you as a participant to do and take care of for the larp to work and for all the participants to have the Experience they want. The levels are not separate: they interact and interfere with each other.

    Diagram by the authors. Graphic design: Sara Kannasvuo.
    Diagram by the authors. Graphic design: Sara Kannasvuo.

    Even though we spent most of this article talking about the levels and what they entail, what we find most important is not what level something belongs to, but the consequences of the choices we make in larps.

    We find that adding new initiatives, making changes, and handling problems would benefit from considering the framework to better assess the available scope of action and possible solutions. Since the lower levels (1–4) affect many participants and/or your personal off-game wellbeing, they need to be prioritized. This doesn’t imply that changes or initiatives on the higher levels (5–6) should be sidelined, but rather that players should make sure that these do not generate large undesired effects on lower levels before implementing them. If you do not consider this, you might commit one or more of the cardinal sins of larp (Koljonen 2021). You do not want to break the trust placed in you, just like you do not want others to break the trust you have in them. Nordic larp is not about rules, it is all about trust.

    Bibliography

    Gary Allan Fine (1983): Shared Fantasy: Role-Playing Games as Social Worlds. University of Chicago Press.

    Erving Goffman (1961): Encounters: Two Studies in the Sociology of Interaction. Bobbs-Merrill.

    Erving Goffman (1986): Frame Analysis: An Essay on the Organization of Experience. Northeastern University Press.

    Johanna Koljonen (2021): Cardinal Sins of Larp. Knutepunkt 2021. [Video] Youtube. https://youtu.be/d5tztYfEbcU?si=JkoFWMS9aavy0zCd

    Markus Montola, Jaakko Stenros and Eleanor Saitta (2015): The Art of Steering – Bringing the Player and the Character Back Together. In The Knudepunkt 2015 Companion Book, edited by Charles Bo Nielsen and Claus Raasted. Rollespilsakademiet.

    Josefin Westborg and Carl Nordblom (2017): Do You Want to Play Ball? In Once Upon a Nordic Larp, edited by Martine Svanevik, Linn Carin Andreassen, Simon Brind, Elin Nilsen and Grethe Sofie Bulterud Strand, 130-140. Knutepunkt 2017.

    Anni Tolvanen and James Lórien Macdonald (2020): Ensemble Play. In What Do We Do When We Play, edited by Eleanor Saitta, Johanna Koljonen and Jukka Särkijärvi. Solmukohta 2020.


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

    Westborg, Josefin, Janusz Maxe, and Gabriel March. 2024. “Six Levels of Larp Participation.” In Liminal Encounters: Evolving Discourse in Nordic and Nordic Inspired Larp, edited by Kaisa Kangas, Jonne Arjoranta, and Ruska Kevätkoski. Helsinki, Finland: Ropecon ry.


    Cover image: Photo by geraldo stanislas on Unsplash

  • The Descriptor Model

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    The Descriptor Model

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    This article is related to a presentation that the authors gave at Solmukohta 2024. Here is a link to the slides. It is a companion piece to Defining Nordic Larp.

    We don’t think we are alone in sometimes having created larps where what our participants wanted from the larp was far different from what we had envisioned as organizers. Communication is of course key to get the right participants with the right expectations of a larp, but how do you successfully communicate this? We believe that we have put together a model that can be helpful in classifying and describing larps.

    What we wish to present is The Descriptor Model, a toolkit that can be handy for other organizers when defining their larps and trying to communicate this vision to potential participants. This was first conceived together with the rest of Atropos, Tonja Goldblatt and Kirsi Oesch from Kimera Artist Collective, and Reflections Larp Studio.

    The Descriptor Model defines three types of descriptors that can be used together to communicate the style, atmosphere, and target audience of a larp. It’s good to note that all of these target the player, rather than the character experience. The first of these is the Audience Descriptor.

    Audience Descriptor

    Audience Descriptor
    Audience Descriptor (diagram by the authors)

    An audience descriptor in larp is a term used in larp websites, materials, and promotions to:

    • Target a specific audience
    • Tell prospective participants what kind of co-participants they can expect
    • Communicate other things that are associated with that particular target audience

    In this, we use audience in the traditional meaning of “target audience” for marketing or promoting your larp, not in the theatrical meaning where audience would mean onlookers or passive enjoyers of the larp itself.

    Together with other descriptors, it can be used in larp design to identify and clarify the audience, style, atmosphere, and genre of a larp.

    Some examples of this are: Nordic Larp, Blockbuster, Luxury, Exclusive, International, or phrases starting with things like “You who…” or “Have you…”

    They are firmly targeting an audience. In the examples above people who like what they perceive to be Nordic larp, blockbusters, etc. They can also say something about the crowd that would typically be attracted to the larp.

    To communicate something about how the larp will actually be played, you can use a style descriptor.

    Style Descriptor

    Audience and Style
    Audience and Style (diagram by the authors)

    A style descriptor tells you something about the playstyle of the larp. Examples of this are: Pressure-cooker, Blackbox, Abstract, Slice-of-life, Adrenaline-pumping, and so on.

    It can also be used to describe a regional or national style of larping that has a clearly defined style, for example Mediterranean larping, Romanesque, Southern Way, etc.

    Finally, it can also tell you the rule-based system that will be used, like Vampire MET or boffer fighting.

    The style descriptor can in this way convey the playstyle of the larp, what rules it might use, as well as what to expect when it comes to rules, workshops, and setting. When it comes to the more abstract style descriptors like ‘theatrical’ or ‘surreal’, they instead say something about what the larp is striving for when it comes to feeling, i.e. what the larp’s potential meta techniques, workshops, and characters will try to support when it comes to mood or feeling. They do not tell you the actual aesthetic of the larp.

    With the target audience and larping style defined, we also need something to describe the visual impressions, along with things like sounds or even smells.

    Atmosphere Descriptor

    Sans Gateway
    Audience, Style, and Atmosphere (diagram by the authors)

    An Atmosphere Descriptor explains what the larp will look like. This can include aesthetics, periods of history, or genres. Some examples are: Noir, Futuristic, Vintage Era, Regency, 1950s, and Dark academia.

    However these can also be more narrow. They can describe a moment in time, or an overarching mood of the larp. For example: “Eating noodles in the rain in a near future” and “The festive spirit of Christmas in an assembly line dystopia”.

    The Atmosphere Descriptor is there to give an idea of the visuals of the larp: what people will see as they’re larping. It creates a joint aesthetic vision for the larp that participants can use when putting together their costumes. It can also include music or even smell that contributes to the atmosphere.

    Something to be aware of is that the same word can be used both as a style descriptor and an atmosphere descriptor but mean different things. For example a surrealist style of larping can be different to a surrealist atmosphere or aesthetic. There’s a clear difference between a larp played with abstract aesthetics in a teen drama style, compared to teen drama aesthetics in an abstract style.

    This was the last part of the model, but in our discussions we realized that something was missing. How would we be able to classify the concept larps that used clearly defined existing IPs? So we created a broader term called Gateways.

    Gateways

    Descriptor Model – Full
    Descriptor Model – Full (diagram by the authors)

    Gateways are something broader than a style, atmosphere, or audience descriptor. They are frequently associated with an existing IP, and bring a herd competence when it comes to the setting of the larp: but they also present some difficulties when it comes to communicating the larp vision. Examples of Gateways are Star Wars, Harry Potter, Westworld, Jane Austen, and Twin Peaks.

    Gateways are not just a genre, but function as a big open door to the public. They often have mass market appeal and reach out to people who are not larpers, but feel strongly about the particular IP that the gateway is using. This means that a larp that uses a gateway can see a lot of first-time larpers; and it quickly communicates the atmosphere and style of the larp itself, because most people attending will already understand the aesthetics and tone of the fiction.

    However, like most things it also presents some challenges. It can lead to players having vastly different expectations of how the larp will be played, what they can expect, and what is typical for your story. Some might lack experience entirely, others are veterans of the genre with favorite characters already, while yet others come expecting a Nordic larp because of who the organizers are.

    You also risk losing the co-creative nature of the larp because of preconceived notions about what kind of story you will tell. Sometimes there are clashes between organizers and participants; other times between different groups of participants. People might disagree on what aspects of the known IP is actually being played out, and what role everyone should be playing. There is also a chance that it’ll feel like some people are playing the main characters of the story, while the rest are NPCs in a filmic drama.

    Some Examples

    The descriptor model contains three parts – audience, style, and atmosphere descriptors – as well as the term gateway. Sometimes these are communicated more broadly or in longer text passages, but we believe that many larps out there can be condensed into these three aspects.

    To better illustrate this we have put together some short examples. Hopefully these will paint a clear picture of the type of larp they’re describing:

    • A Nordic pressure-cooker 1950s larp
    • A high drama 1920s luxury larp
    • A surreal vintage-era larp for those who always wanted to be poets
    • A blockbuster adrenaline-pumping cyberpunk larp
    • An exclusive, slice-of-life dark academia larp
      • Audience descriptors in the examples above: Nordic, luxury, “for those who always wanted to be poets”, blockbuster, exclusive.
      • Style descriptors: Pressure-cooker, high drama, surreal, adrenaline-pumping, slice-of-life.
      • Atmosphere descriptors: 1950s, 1920s, vintage-era, cyberpunk, dark academia.

    What we’re hoping by presenting this is that the model can be useful to analyze and document existing ideas and projects, as well as in decisions on how to market or design a larp.

    But How Do I Actually Use It?

    One simple use for the model is to create one-sentence descriptions of your larp, which are beneficial for quick pitches and to market it.

    For example, we frequently describe Love and Duty as “a grimdark regency larp by Atropos and Lu Larpová”.

    • Grimdark=style descriptor. It will not be moving towards happy endings or light stories. “[A] kind of nihilism that portrays right action … as either impossible or futile.” – Liz Bourke
    • Regency=atmosphere descriptor. The visual style is for the most part regency.
    • by Atropos and Lu Larpová=Audience descriptor. People who like Atropos larps will like this. People who like Lu’s projects or want to support her might like this.

    Of course, in practice, ‘grimdark regency’ could also be an audience descriptor. It tells you that you will enjoy this if you enjoy a more realistic regency game without fairytale endings. But, anything could be – after all, we expect participants to sign up for things they will like.

    In the examples above we’re keeping the terms very short and precise, but when actually making a larp website you often use more words to set the scene for the larp that you wish to make.

    The descriptor model can be a good stepping stone when trying to determine the vision of your game. It might start with an atmosphere descriptor like “I want a larp about eating noodles in the rain”. From there you can try to determine what your audience could be: “People who like the mundane parts of futuristic society. People who aren’t scared of low-drama and focus on small human interactions. People who don’t need drama to have a good larp. People who want to explore humanity and dehumanization.”

    And then your next step might be determining the style: “Think Blade Runner and Cyberpunk, but not cool prosthetics and special effects, but instead simple signifiers, with the color scheme as seen through the lens of rain. Where everything becomes duller and less cool.” With all that in place you might have designed an Androids larp inspired by Blade Runner (a gateway), but with enough thought put into the atmosphere, style, and audience that with time little remains of the original movie inspiration, and instead it has become its own concept.

    Essentially it boils down to some simple questions:

    • Who is this larp for? (Audience)
    • How will we play this larp? (Style)
    • How will the larp look? (Atmosphere)
    • What is our main inspiration, if any? (Gateway)

    A question missing here is “How do we want our participants to feel?” or perhaps “What do we want them to experience?” The reason for this is that these things are part of the entire designed experience. The Descriptor Model instead sets out to create a framework for potential participants. When it comes down to what they will internally experience or feel, that is both a part of what you are continuously designing as an organizer, and something that participants need to be co-creative in.

    Sometimes organizers know from the beginning what they want participants to experience. Sometimes they want to create a cool event and see what stories come out of it. In any case, this is something that might change along the process, and that is continuously being worked with.

    In many ways, that is the idea of the larp itself: while the Descriptor Model exists to better provide tools that will prime potential participants on what to expect, and to know if this larp is for them.

    It could also be used to pinpoint early in the process that there might be too many things going on with your larp idea at the same time. For example, if you as a team have multiple styles that are supposed to mesh without having designed a new joint vision, people might get confused about how to play the larp. If you’re targeting multiple audiences without giving tools for how those different groups will play together, you risk the larp splitting into groups with separate experiences. Finally, if you give people too many options for atmosphere, you risk people stressing about costume and what the larp is actually supposed to look like.

    All of these together risk diluting the core idea of what the larp should be about.

    It can also be used to make sure that your organizing team is on the same page about what larp you are designing, instead of finding out down the line that you have envisioned completely different things.

    Nordic Larp and the Descriptor Model

    So what is the relationship between Nordic Larp and the model? Well, as we discuss in our companion article Defining Nordic Larp, the term itself still has meaning to people. ‘Nordic larp’ as a term attracts a certain crowd. This makes it valid as an Audience Descriptor, by attracting people who enjoy the style.

    Adding the word Nordic can also change people’s idea of how a larp will be played. For example, there is a difference between a fantasy or vampire larp, compared to a Nordic fantasy or vampire larp. In that way, ‘Nordic larp’ could also be seen as a Style Descriptor, just like many other regional or national larp traditions. It might communicate that there will be workshops, that there won’t be a lot of rules, and that there will be a play-to-lose mentality. Style descriptors do not have to be unique, as long as there’s a group of connotations connected to it.

    However, we do not think that ‘Nordic larp’ can be used as an Atmosphere Descriptor. Perhaps a case could have been made at one time for it meaning modern-day clothes without a costume aspect to them, but looking at the broad use of the term Nordic larp we surmise that it can have many different types of aesthetics.

    Finally, ‘Nordic larp’ can be used as a gateway. If a community learns about the concept by watching videos or being told about it, then the term itself can be used to recruit broadly without defining the term too specifically. This will lead to the same type of issues as with other gateways, i.e. that people will have different views of what Nordic larp actually is, and therefore be acting according to different ideas and rules.

    Final Words

    That was what we had to offer. We hope this will be helpful to someone, and if you end up using it, let us know! We are available on social media, and are always curious to see if there are any ripples in the water.


    Cover image: Photo by fabio on Unsplash

  • Defining Nordic Larp

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    Defining Nordic Larp

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    This article is related to a presentation that the authors gave at Solmukohta 2024. Here is a link to the slides. It is a companion piece to The Descriptor Model.

    Over the last few months we have both been in many discussions about if ‘Nordic larp’ means anything anymore. Points that have been raised are if it has simply become a regional description, i.e. a larp from the Nordics, as well as if it has any connotations at all or if it is now too broad to have meaning. Another talking point has been what using the term ‘Nordic’ means to players, and how a larp becomes specifically Nordic, rather than using some other clearer terms.

    These discussions led to the basis of this talk, and the definition of a model that has become its own article: The Descriptor Model.

    A Brief History

    The history of Nordic Larp and its definitions is a long and tangled one. Lizzie Stark wrote about it in 2013’s Leaving Mundania, with a resulting discussion where the stylistic elements of Nordic Larp were brought up by multiple people commenting: Immersion, communal storytelling, 360 degrees ideals, or simply that Nordic larp was nothing but nordic larp – larp made in and by the Nordic countries.

    Soon thereafter, Jaakko Stenros attempted to define the term in his keynote from 2013: “A larp that is influenced by the Nordic Larp tradition or contributes to the ongoing Nordic larp discourse.”

    It was at that time also defined as a term that contained some expectations of the playstyle and content, though these aspects were not necessarily unique to Nordic larp. Jaakko Stenros again:

    “A tradition that views larp as a valid form of expression, worthy of debate, analysis and continuous experimentation, which emerged around the Knutepunkt convention. It typically values thematic coherence, continuous illusion, action and immersion, while keeping the larp co-creative and its production uncommercial. Workshops and debriefs are common.”

    In 2016, Steve Deutsch went through the various definitions but found them all lacking to some degree, while concluding that no-one knows what Nordic Larp is, and yet we recognize it when we see it.

    In 2017, Jaakko Stenros again discussed the concept, where he stated that the label was no longer as useful as it had been. Just as movements in art fluidly ended, Nordic Larp was no longer the exciting thing. He brought up some newly spawned traditions as well as some other regional terms such as “Castle larps”, “Ninaform”, “Southern Way”

    He stated: “I’m not ready to declare Nordic larp dead. But as a label it is not particularly useful when thinking about the present, and certainly not when designing the future. However, as a term referring to a historical moment, one that has all but passed, it is practical.”

    In 2018 Shoshana Kessock wrote the article “Your larp is not a Nordic larp, and that’s okay”. In it she points out the increased market value of ‘Nordic Larp’ or ‘Nordic-inspired’ in international markets, and cites cases of how it is used in the US to distinguish itself from local larp traditions.

    She writes: “‘Nordic-inspired’ games are the fusion food of the larp world, considered pretty trendy, attention-grabbing and fun. Fusion is sexy, it’s mysterious: what can this combination create, bringing together the best of both worlds for something we’ve never seen before.”

    The post discusses a rift between the US larp scene and the Nordic label, and warns about the dangers of devaluing local scenes and traditions.

    Halfdan Keller Justesen also published a video titled “What even is Nordic larp” in 2024, discussing the term Nordic Larp and its value. The points raised in the video are, among others: a focus on the styles common in Nordic larp, and the fact that Nordic larp can be used as a definition to attract people who like Nordic larp.

    Of course many others have theorized about the subject, but this is a quick overview of some of the discussions of the last years’ discourse.

    A photo by Karin Källström from the larp Love and Duty by Atropos and Lu Larpová. A larp about generational trauma, social realism, and societal expectations.
    A photo by Karin Källström from the larp Love and Duty by Atropos and Lu Larpová. A larp about generational trauma, social realism, and societal expectations.

    Why Do We Want to Talk about Nordic Larp?

    So with this brief history in the back of our minds, why do we specifically want to talk about Nordic Larp? Well, this is in part due to a number of people claiming that the term no longer has any meaning. And we do agree that the meaning is hard to pinpoint and that the concept of Nordic Larp has become diluted over time, and especially with an increased knowledge of other traditions and playstyles. However, that does not mean that the concept of Nordic Larp is irrelevant.

    Continuing with this article we need to first establish why we think the term still is relevant, and after talking it through it has boiled down to this. It is relevant:

    • Because it is used
    • Because it still has meaning
    • Because those who belong to the Nordic larp tradition see meaning in discussing it

    This made us start looking at different websites to see if what we believed was actually true. Was the term still being used, and did it have meaning?

    Observations

    By looking through some larp websites we were able to see how ‘Nordic larp’ and affiliated terms were used today. The first thing we saw was that a number of websites actually use the term ‘Nordic Larp’ to describe their larps. Some examples of this are: The Circle, Midwinter Revisited, The Future is Straight, Love and Duty, Sunkissed Affairs, Spoils of War, Mad about the Boy, and many more.

    On top of this, many larps outside of the Nordic countries use either affiliated terms like ‘in the Nordic tradition’ or ‘Nordic inspired’, or the term ‘Nordic Larp’. Some examples of this are Shattered Sanctuary (UK), Blankspace (Germany), Together at Last (UK, taking place in the Netherlands), Ultimate Football League (France), Fracture (US), The Last Supper (UK).

    There were however a number of larps that could be considered Nordic Larps, that did not use the term on their websites, such as: Daemon, Gothic, Forbidden History, and Dollars & Nobles. They all shared the following traits: Predominantly Nordic designers, sharing the most common stylistic elements associated with Nordic Larp, and by people who have been active and visible on the Nordic Larp scene (through the KP/SK tradition and/or through other larps that have used the term).

    Finally, we saw quite a few examples of larps instead using the terms blockbuster or “international larp” to describe the larp on their websites. Examples of this: Charmed Plume Productions (Meeting of Monarchs, Dawn at Kaer Seren, Heirs of the Dragon), College of Wizardry, Poltergeist Larps, and more. Very few of these had predominantly Nordic designers, if any, and many of them had their roots in multiple non-Nordic countries.

    So, just from these observations it seems that the term is deliberately used on some websites, and deliberately not used in other cases, which brings us to the question: When do you actually want to use the term ‘Nordic Larp’?

    When Do You Use the Term?

    We tried to think of a few times when using the term ‘Nordic Larp’ makes sense while promoting your larp, and actually changes the view of the larp based on this term. Some of the things we came up with were:

    • If your larp is NOT implicitly placed in the Nordic Larp tradition by association. For example, there is a difference between a Nordic fantasy larp and a fantasy larp, and a Nordic vampire larp compared to a regular one.
    • If you are seeking to make a different kind of larp from the ones you might normally be associated with. Perhaps you usually make rules-heavy larps and want to signal that this will be different.
    • If you think that the people who’d find your larp would understand it better if it was described as Nordic-inspired or even Nordic.
    • If you are trying to establish yourselves as Nordic Larp designers and approach the Nordic Larp crowd.

    Of course, you can also use it out of habit, either because you are from the Nordic countries or because you mainly make what you would classify as Nordic larps.

    Is Nordic Larp an Ad?

    The idea of Nordic Larp as an ad, a commercial for the larp using the term, is something akin to what Jaakko Stenros said in his keynote speech in 2013, and what dozens have said after that as well. It’s simply a label you put on in order to market your larp. A commercial. It is used to tell your prospective participants some things about your larp, and hopefully attract people, and the right people to the larp.

    But is it really an ad?

    We would argue not.

    Nordic larp is too wide a term to easily define, and contains a lot of different assumptions. Some examples of this could be: Few rules, that there will be pre-larp workshops, few mechanics, and some cultural connotations when it comes to playstyle and a play-to-lose/play-to-lift mentality.

    But those things are often shared by other traditions, larp cultures, and even larp styles. They are not unique to Nordic Larp. They might be accurate, but you could replace ‘Nordic Larp’ with many different international styles and the same would apply.

    Is Nordic Larp an AD?

    Instead we want to make the case for Nordic larp being an A.D., an audience descriptor, which is one of the bases in our Descriptor Model.

    An audience descriptor targets the intended audience and participants of a larp. In this case it can be used to:

    • Target a specific audience (People who like Nordic larp).
    • Tell prospective participants what kind of co-participants they can expect (People who go to other Nordic larps or are interested in them).
    • Give people an idea of the styles and preferences that the others at this larp will be familiar with or prefer, or what the organizers expect of them.
    • Place oneself in the Nordic tradition and discourse.

    In this, we use audience in the traditional meaning of “target audience” for marketing or promoting your larp, not in the theatrical meaning where the audience would be onlookers or passive enjoyers of the larp itself.

    A photo by Carl Nordblom from Club Inferno by Atropos. The Androids larps are in part about the feeling of eating noodles in the rain.
    A photo by Carl Nordblom from Club Inferno by Atropos. The Androids larps are in part about the feeling of eating noodles in the rain.

    So, What Else is Nordic Larp?

    ‘Nordic Larp’ can also be used to describe the style of larping. One thing to remember here is that multiple styles can have the same associations to them. So while ‘Nordic Larp’ does say something about the expected playstyle of the larp, it does not do so in ways that are unique and not shared by other traditions. Many styles of larping include workshops for example, as well as meta techniques, collaborative larping, and a play-to-lose/play-to-lift mentality. But the term ‘Nordic Larp’ does come with a lot of these cultural connotations, and can therefore be used to signal this, just like some other traditions might have similar connotations.

    ‘Nordic Larp’ can also be a Gateway. If people in your community have heard about Nordic Larp as a concept and want to try it, then you can attract a broad group of people to your larp simply by labeling it as Nordic. This could for example be what has happened when the concept has been exported to other countries and continents, including the USA.

    Our Personal Reasoning

    As designers for Atropos we have made a lot of larps and consider ourselves to be Nordic Larp designers. However, it has often been a conscious choice to include the term ‘Nordic Larp’ on some of our websites. Perhaps this could help illustrate what we mean.

    Love and Duty is a grimdark, realistic regency larp. It is played in Germany and includes the term ‘Nordic Larp’ to describe it. The reasoning behind this is that many regency larps are lighter in mood and center on Austenesque romance. Using the term ‘Nordic’ signals that there will be more of a focus on realism and consequences, rather than a rosy romance story. Since the larp is also played in Germany, we wanted to signal both that parts of the organizing team would be from the Nordics and that it was distinct from the German larp traditions. In this, we primarily use it as an audience descriptor and secondarily for its style associations.

    It was a deliberate wording in order to better set the expectations of the larp.

    The Forbidden History is a dark academia larp set at an elite college in 1986. It is about friendship, discovery, and the search for the sublime. The website does not use the term ‘Nordic Larp’ to describe it, even though we would absolutely consider it a Nordic larp. The reasoning behind this is that using the term ‘Nordic’ does not actually change the meaning of anything on the website. We already describe the playstyle, and what players can expect, and with our pictures, testimonials, and words we already set the tone. It was not a conscious design choice but rather an act of omission, illustrating how firmly entrenched it is in our own reading of it as a Nordic Larp. Even so, we see no reason to change it – using ‘Nordic Larp’ would not distinguish it further. Unlike Love & Duty, there is no established style for this kind of larp, nor is there a geographical association. Thus, we do not need to contrast it against anything, which is one of our primary uses for the term ‘Nordic Larp’.

    Summary

    ‘Nordic Larp’ as a term has not only survived since the debates of the early 10s but has also remained useful and frequently used. It remains useful for many outside, where the implicit assumption is that larps are not Nordic. There, it is used to both communicate what their larps are, and what they are not, often using ‘Nordic inspired’ rather than ‘Nordic’.

    In the Nordics, it is used to get away from genre assumptions (compare “A high fantasy larp” with “A Nordic fantasy larp” and the associations you get), it is used to signal a commitment to being part of the Nordic tradition, or to set you aside from the other local scenes (particularly when the larps are played in the local language).

    ‘Nordic Larp’ can be used as an audience descriptor, a style descriptor, and a way to tie your larp to cultural and geographical larp traditions or contrast with them.

    As such, ‘Nordic Larp’ has a function. It still signals something to the public. These things might not be unique, or they might have other equivalents within other traditions, but to participants it still says something. Many associations with ‘Nordic Larp’ can help to define it more concretely, but local communities might disagree on if those things are actually universally Nordic.

    Since different national styles tie into the Nordic term, there might be contradictions within it. For example, is Nordic larp highly transparent? The Finnish larp community might not agree with this. Is it light on mechanics? Well, not if you ask the people who include a lot of meta techniques. Does being from the Nordics make you a Nordic larp designer? Well, the people who organize fantasy larps, vampire larps, and rule-based scenarios would not necessarily feel at home in that definition.

    Perhaps the solution to using the term ‘Nordic Larp’ in regards to your own creation is to also define what that means for you, and to communicate that to your public. Otherwise you risk people having very different ideas of what it entails, which can cause unnecessary misunderstandings. But that doesn’t mean that the term doesn’t have any meaning, just that it might include contradictory meanings at the same time, just like many art and literary movements. Defining what ‘Nordic Larp’ means to you as a designer might also help create a broader definition in the future, as some scholar could use a birds-eye view and find the similarities and differences in people’s different takes on the term.


    Cover image: Photo by Carl Nordblom from Lord of Lies, by Atropos. Lord of Lies is a larp about trying and failing to be a satanic sex cult in 1950s America.

  • Against Design

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    Against Design

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    Larp in general, and Nordic style larp in particular, is often claimed to be an artistic practice, a frontier of participatory arts. However, discourse on larp by larp organizers, larp participants and game studies researchers has, in recent years, started to frame larp making primarily as a design practice. By that logic larps are now designed by larp designers using larp-specific participatory interaction design methods. Discussions on these design methods have become the mainstay of larp conferences such as Knutpunkt/Solmukohta. Let’s discuss what this hegemony of design thinking does to our practice.

    The overall project of design thinking is constructive. Design has lowered the thresholds of participation as well as enabled and structured larp organizing. In the best case, larp designers evaluate best practices and share methods. Although every step in this direction seems like a small success of self-understanding and self-improvement, we argue that the long-term consequences do not necessarily benefit larp as a culture nor as an artistic form. The current hegemony of larp as design does the groundwork for an ongoing reification and commodification of larp. Design transforms larp participants into larp consumers.

    New larp projects are now pitched to participants with methods catering to various larp audiences (or rather intended target groups). Post-mortems of past projects serve the function of user experience (UX) evaluation examples to optimize the design of future projects. The design methods are reevaluated based on past successes in relation to informally segmented target groups (such as fantasy-chillout, dystopian-play-to-lose, or post-apocalypse-over-the-top larp consumers), combining setting with interaction style to form specific and recurring audiences. These target groups can then be matched to tried and tested larp design methods to successfully form an iterative and recursive feed-forward UX loop. In practice, this leads to repeating ideas and design elements that have proven to be successful, at the expense of new innovation.

    In their marketing, larps can “attach” themselves to commercially successful and well-known IPs and franchises to pitch projects with similar names, using brand recognition to drive participance, forming a secondary volunteer-run streaming service experience. The success of this strategy indicates an environment where even the overall set and setting for a larp is purposefully used as a design method to drive interest in and communicate intended participation. Adopting commercially successful mass media culture is the optimal strategy for producing predictable participance.

    There was a time when mass media enviously glanced at the rich culture and engagement surrounding Nordic larp. By now, the roles are reversed. When larp designers take turns riding on various commercial successes in mass media, larp becomes a cecum of Hollywood film and streaming culture. Such an approach would be highly unusual in artistic fields, where originality merits artistic value.

    We argue that larp as a form is being restricted by its own success as a participatory design practice and that innovation in larp is over (other than sporadic and local). We see several reasons why larp as design practice hampers larp innovation.

    Firstly, design thinking avoids conflict at all costs to deliver a product. Any kind of conflict or disagreement is considered a failed interaction design. But culture can be nurtured by conflict, and we would argue that Nordic larp developed through cultural and subcultural clashes, not through consensus-based “everything is okay as long as you know what you want” design thinking. Bring back dialectics; it’s not smooth, but it’s also not harmful.

    We are concerned that larp as a field at this point is emulating some of the worst aspects of experience design commodity culture: start-up ambitions among organizers (including burn-out syndrome) and reification of participants’ social interactions: social interaction becomes a “product” that is delivered by the larp through strategic employment of larp design methods.

    The idea of clarity of purpose that design brings makes larp a “readerly” practice – a practice where interpretation (and interaction) is “prepared” for the participant, rather than a “writerly” or artistic-oriented practice, open for the plurality of interpretation (and potential conflict). Clarity of interpretation is optimal for designing and delivering predictable and serviceable interaction for a defined target group. This results in predictable and shallow cultural practices and artifacts.

    Remember, there are many ways to make larps. Norwegians use the word lage, a verb that could be utilized for larp making as well as for cooking a soup. Larps can be written, created, organized, dreamt up, or they can be born from artistic practice. We want to encourage a plurality of ways of creating larp.

    Think about larp as a culture. It has been said that design is “the opposite of tradition.” Then maybe it’s time to value some of our subcultural traditions, the mutual knowledge of gathering and making stories come alive through our community. Here, we have to understand the limits of design thinking. For example, one of the key features of Nordic larp is trust. We have developed trust in our subculture by nurturing it for many years and events, to the point where we can say trust is part of our tradition. This makes some scenarios possible that would otherwise not be possible. However, you can not replace the tradition of trust by design. The harder you try, the further you fall when something goes wrong.

    We argue that larp should not be reduced to a streamlined, well-designed experience product, but rather nurture an aesthetic field, an artistic form in dialogue with the participants as well as the culture at large. The reason larp fails to claim a culturally relevant position is because the primary focus on design optimization reduces our capacity to form an aesthetic or artistic field in dialogue with the wider culture. As an artistic form, larp makers should look for autonomy and integrity in our practice.

    Stop using experience product delivery as the primary factor when evaluating larp projects. Instead, focus on how it innovates the form and how it can reshape culture by doing so. The latter is not necessarily realized through “good design”, but through good art.

    Know that there is a difference between feedback and critique. We know how to give and get the former, not the latter. When engaging in society, larp will become criticized for how it, as a participatory form, approaches important issues. Be ready for, welcome, and enable criticism, not just on how well participatory methods worked out or whether the experience delivered quality time, but on how the form of larp itself can interpret and address cultural issues relevant to society in a wider context. Instead of targeting cultural and societal matters, larp has become a recursive product design improvement loop that is increasingly optimized for a decreasingly creative field.

    If we consider larp-making as an artistic creation process, it does not necessarily involve problem-solving or a user-centered approach. Larps can happen through community building, collaborative creation, or even serendipity.


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

    Nordwall, Andrea, and Gabriel Widing. 2024. “Against Design.” In Liminal Encounters: Evolving Discourse in Nordic and Nordic Inspired Larp, edited by Kaisa Kangas, Jonne Arjoranta, and Ruska Kevätkoski. Helsinki, Finland: Ropecon ry.


    Cover photo: Image by Andrea Nordwall.

  • Readdressing Larp as Commodity: How Do We Define Value When the Customer Is Always Right?

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    Readdressing Larp as Commodity: How Do We Define Value When the Customer Is Always Right?

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    At the end of 2019, I wrote an article on the commodification of larp (Seregina 2020), suggesting that larp has become a commodity and analysing the activity from a commodification point of view. The topic felt timely and sparked a lot of interesting and important discussions. In this article, I return to the topic of larp as a commodity, taking a look at it in a context that is defined by numerous crises. We are at a point in time where financial resources are becoming scarce for many, while a need for communal activities is high.

    Before delving any deeper, it is central to note that the development of larp into a commodity is, in many ways, a logical development within contemporary society, a society which largely functions around consumption-oriented logic. This forms what is commonly referred to as consumer culture (see Slater 1997; Baudrillard 1998; Bauman 2001; Cohen 2003). Hence, the commodification of larp, in itself as a development, is neither good nor bad. It merely follows the development that has become commonplace within contemporary society. In fact, commodification comes with many positive aspects. 

    For example, a commodified larp becomes more accepted and legitimised in wider society, as it takes on familiar legal and financial forms, as well as clearer producer and consumer roles. Thus, in reflecting structures common in society and taking on a financial element, larp becomes a more ‘acceptable,’ ‘worthwhile’ use of one’s time. Commodified larps also gain more streamlined production processes, as elements become optimised and repeatable. Hence, creation and production of larp can become easier and faster (for more on this, see Seregina 2020). However, it is important to be aware of what these developments do to larp as a practice in its entirety, as the positives do not come without the negatives (no matter how hard we try).

    The terms consumer and commodity can often feel cold and removed, and hence larpers often do not want to think about their beloved hobby as part of the market economy. However, ignoring the fact does not address any of the issues that the development of larp into a more commodified form brings with it, and may potentially even make them worse. While I do not believe commodification in itself is bad, I do believe that it can result in negative outcomes for our community if left unchecked. Hence, I would like to re-address the topic of larp as a commodity and reflect on what it means for larpers to become consumers. 

    Co-Creation of a Commodity

    What exactly does larp as a commodity mean? Commodification is often incorrectly equated with paying money for something, as well as with passively interacting with something. However, it is more about the form of and attitude toward a thing (Campbell 1987; Slater 1997): larp becomes a commodity, as it becomes a resource within the exchange economy. In other words, it becomes valued not for what it is, but for what capital (whatever form this may take) it provides in exchange for people engaging in it. This capital is aimed at fulfilling a want or need, and can be financial, but also cultural or social capital, such as status or experience. The latter would be more common in the context of larp.

    Following the above, co-creation or active participation does not exclude something being a commodity. Commodification rather becomes an issue of what participants (or now consumers) expect from the activity, and what their attitude toward it is. In fact, many traditional commodities are becoming co-created or gamified, as it has been shown that an actively interacting consumer is more engaged and thus more invested (for example, Oli Mould (2018) talks about the commodification of creativity overall). In that sense, larp fits perfectly into how contemporary markets are progressing.

    As I explain in my 2020 article, larp has developed into a commodity via various characteristics and circumstances, including increased media coverage, rising growth and demand, as well as inclusion of elements from the market economy (such as catering, cleaning services, etc.). The latter ties into the idea of us ‘buying back’ our leisure time in order to use our time and resources more efficiently (following Frayne 2015). In essence, many convenience commodities, such as microwave meals or cleaning services, allow us to free up the time we would normally use to engage in their creation (such as cooking or cleaning). While ‘buying back’ time allows organisers and participants of larps to focus more on the larp itself instead of all the chores that come with it, it also means that we engage less materially with the practicalities of the event, thus tying larp into consumerist norms. In other words, as we ‘make’ less of the larp ourselves and together, it becomes created for us and thus removed from us as a commodity functioning through forms and structures of consumer culture. 

    Another important aspect of how larp becomes a commodity is rooted in how we talk about it. The past years have seen us change a lot of terminology and description of larp toward a more commodified and consumerist logic. Society in general is extremely performative, in that social meanings exist merely because we have decided to collectively give them these meanings, repeating the same meanings over and over (following Austin 1962, Turner 1987). Coming from this logic, things have meaning and status and value because we actively give them that meaning and status and value. For example, something is posh or stylish only because we have collectively decided that these things are posh or stylish. Hence, when we call  larp participants “customers” or when we call sign-ups to larp “ticket purchases”, we further instill the essence of consumerism onto larp through wording it as such.  

    Multiple shopping carts stacked together
    Photo by Pixabay, Pexels

    The Customer is Always Right

    If an activity becomes approached as a commodity, its user naturally takes on a consumer or customer role. This is a role that we are extremely accustomed to in today’s society, as we are acculturated into it within consumer culture, and take it on in many contexts (such as service and shopping situations, but also governance, education, and culture). Hence, we slip into the role of a consumer very easily, without necessarily recognising it as such.

    The consumer role comes with its own preset modes of interaction with the service provider (in this case, the larp organiser), other service users (other larp participants), and the product itself (the larp). A consumer is driven by their wants and needs, and fulfills these by consuming products (Campbell 1987). While attending a larp may have a multitude of underlying goals (which I will not go into here), we could roughly sum these up as the want to have a good experience (whatever that is classified as). However, the consumer is only driven by their own needs and wants. This does not mean consumers become passive or exclusionary: as I mention above, a consumption experience can be very interactive and co-created. However, the end-goal of such an experience will always be one’s own experience, with other participants becoming a part of the background or potentially even seen as service providers along with the larp organiser. The co-creation will thus not be on equal terms, but rather as a consumer and producer, with the former holding a lot of power over the latter in terms of expectations and demands. 

    At the same time, the consumer relinquishes any responsibility over the product (following Slater 1997; Ritzer 2001; Cohen 2003). The product is created by the service provider, and hence its value is created during its production. However, the complex issue with larp is that its production and consumption are, in many ways, overlapping processes that cannot be distinguished or disentangled. We create larp as we consume it; forever an ephemeral process. As I noted in my 2020 article, in the long run, this loosening of responsibility may lead to collapse of communal larping as everyone merely focuses on their own experiences.

    In itself the consumer role is in no way problematic, as long as it does not undermine the organiser and the other players. However, one big issue I see arising is what happens when someone has a bad time. Obviously, if it’s a safety concern or another similar matter, these need to be dealt with properly by the organiser. But what happens when someone does not have an experience that has lived up to their expectations? Or they don’t feel they’ve got their money’s worth? From a commodification point of view, the organiser should be fully responsible for the consumer having a good time, yet this is not necessarily feasible in the way larp is set up now. I address this further below.

    Moreover, who will be seen as the producer? A larp organiser naturally falls into this role, even as they may not have as much power in it as a producer would traditionally. But what about the crew and the volunteers? And potentially even more active players participating alongside? This set-up may result in some players falling into the role of a service provider without actually having anything to do with the organisation of the larp, skewing power relations in dangerous ways among participants.

    Pressure to Professionalise

    Multiple stacked shopping carts
    Photo by Albin Biju.

    There has been a strong push to organise larp more professionally and to view larp organisation as work (not to be confused with labour). This is, once again, a very logical development in contemporary consumption-oriented society, in which work is the ultimate form of status and legitimisation. No matter whether we like it or not, work is how we largely define our identities and our value within contemporary capitalist society (Frayne 2015; Mould 2018). Consequently, many fields such as larp that are initially not commercialised see a movement toward ‘careerisation’ of their practices (Seregina and Weijo 2017). When something becomes work, it also becomes more productive and profitable, and hence a more legitimate use of time. Simultaneously, the product of this activity also becomes more legitimised and a valuable use of one’s resources in the eyes of others. It is important to talk about professionalisation of an activity in the context of its commodification because consumption and work are two sides of the same coin, with one pushing the other. 

    Professionalisation can be seen in a few main ways within larp. Firstly, many directly want to turn larp-organising into a job. Secondly, professionalisation emerges in higher production value and use of support services. This includes a higher level of scenery, lighting, catering, and costuming, among other things. Lastly, larp is more and more often documented and merchandised. A lot of events are photographed and sometimes even filmed, and we also see a rise in possibilities of buying add-on products like t-shirts that advertise the event and/or can be used in-game. Such elements solidify what is otherwise an ephemeral performance, making it more of a produced material entity.

    The result of professionalisation can be higher-value events, which can create amazing experiences for participants and organisers alike. The processes involved in it can further help make larp organisation easier, putting it into an easily and conveniently reproducible form. 

    At the same time, professionalisation of larp in many ways presents the activity as a commodity to those planning to attend. This means that (mostly indirectly) participants are getting the message that they should be approaching the event as a commodity, altering their expectations and attitude toward it. If larp organisation is presented as a for-profit job and larp takes on easily reproducible, mass produced characteristics, we cannot expect participants not to approach the event as something with which they have customer expectations and consumer rights. As a result, it becomes natural for the participant to focus only on their own experience and demand that the experience matches what was promised, cementing larp’s place as an element of market exchange within a capitalist system.

    Professionalisation further requires streamlining and standardisation of activities, repeatability of events (or elements of events), as well as higher larp ticket costs in order to become economically viable. The first characteristics are central for pushing down costs for the organiser in order to attempt to make a profit, but run the risk of changing the nature of larp as quite ephemeral, interpersonal events. The latter is necessary to be able to pay organisers and crew for labour that is now their work. In reality, however, organisers and crew are rarely paid a wage, especially a fair one, often because of budgeting reasons. Hence, even for-profit larps largely rely on volunteers or low-pay workers, which, in turn, creates ample possibilities for misuse of labour (as well as potential legal issues with taxation and labour laws), once again skewing power relations within the community.

    When organising a larp, it is important to reflect on how the event itself as well as the forms of production that it has involved impact larp as a community. The professionalisation of specific larp events reflects on the community as a whole, raising standards and expectations for all future events. This growth and expectations that come with it puts an immense amount of pressure onto larp organisers to provide events up to par, potentially creating organiser stress and burnout (something discussed a lot previously; see e.g., Lindve 2019, Pettersson 2022). 

    The Value of a Larp

    In the above described context, monetary value becomes extremely complicated and potentially problematic. To begin with, higher cost of a larp easily becomes interpreted as the event providing a ‘better experience’ to the larper. In a consumer culture context, higher cost is generally associated with higher value and higher demand in our society. Moreover, limited access to larp in general makes the activity a scarce commodity, immediately making it intrinsically more valuable. This results in higher expectations on personal experience: participants feel that they are investing more financial capital and hence are entitled to reap more social and cultural capital from it. 

    The issue for larp specifically in this setup is that the organiser, in the long run, has limited capacity in making sure the player’s experience is of high value, as I’ve already noted. A good larp experience can depend on a large number of ever-changing elements, including but not limited to personal investment, engagement, and preparations; other participants and their contribution; weather, terrain, the venue, and associated travel. In a professionalised set-up, the service provider becomes responsible for all of this despite having little control over many elements that feed into a good experience. 

    Moreover, because larpers as consumers relinquish much of their responsibility over the event, they are more likely to focus on their own experience rather than aid others’. Hence, the inherent value that we gain from larp in some ways can be seen to actually go down in a commodified form because a good experience in larp largely relies on the interaction among and support of other larpers. In focusing solely on our own experiences, we expect more, but also give less. Other larpers easily become seen as a part of the commodity we are consuming, while organisers as well as any crew, volunteers, and NPCs will become seen as service providers.

    Financial Inaccessibility

    A single shopping cart in shadows
    Photo by Evgeni Lazarev.

    With raised costs of larping, a big issue that arises is financial inaccessibility. This is an extremely difficult subject, especially in light of everything else discussed, such as fair labour, and thus easily becomes the elephant in the room. Moreover, we, in many ways, have little control over rising costs, as overall rise in cost of living undoubtedly has its effects on larp organisation as well, reflecting in the prices of venues and catering to name a few things. Yet because any inaccessibility is viewed as bad, we seem to steer away from this conversation as a community. 

    It is important to stress that a costlier larp should not in any way be seen as bad. Most of the time, the attendance costs are merely covering any investment organisers have put in, which is only fair to ask for. However, if someone’s choice of whether or not to attend a larp is mainly or even solely dependent on the costs associated with that larp, that is, indeed, textbook financial inaccessibility. And we should not ignore that.

    Many support systems already exist for financial inaccessibility, such as discounted and tiered tickets or payment in installments. These are definitely helpful and make larp more accessible to those with lower means. However, costly larps will remain costly (and most likely become even costlier); oftentimes even discounted tickets remain inaccessible. Sadly, there is little we can do about high costs, as I already noted. What we can do and what we need to do is be able to discuss these issues.

    In line with a commodity point of view, a more expensive larp easily becomes viewed as better. Following this, those attending costlier, larger, better advertised, and thus ‘higher value’ larps can easily become seen as ‘better larpers,’ which creates problematic hierarchies and power structures within the community. Larps with higher production value also come with more hype, more discussion, and more coverage in media and social media, and thus, inadvertently, more social and cultural capital. Simply put, those who go to costlier larps and those who create costlier larps accrue more capital within the community (be it cultural, social, financial). Thus, while the fact that we pay more for larp does not directly make it a commodity, the fact that we reap more capital from costlier larps and use that capital within our community does.

    At the same time, we see a certain subsection of larpers becoming priced out of the activity. More and more people are having to limit how many events they attend, or even stop going to larps entirely, due to financial reasons. We also see more and more of those from lower economic strata crewing and volunteering at events. While this is a great way to make an event financially accessible, if these roles are seen as service provider roles that attendees can demand from and take their frustrations out on, it will further skew power relations among larpers. Hence, financial inaccessibility runs the risk of creating wildly different ways people with different economic means can access larp, and they may be unable to access it at all.

    Concluding Thoughts

    Following my brief analysis of larp as a commodified activity, I’d like to wrap this article up with a few thoughts and suggestions. I want to begin by reiterating what I stressed in my 2020 article. Commodification in itself is not good or bad. However, we cannot reap its positive qualities without its negative characteristics, as many seem to try. Hence, we should question why we structure things the way we do – as larp organisers and as larp participants. As organisers, we should consider: what kinds of audiences do we reach, and what audiences will be able to access our larp? How are participants viewing the larp? How do they view their own role as part of the larp, and how do they view others attending the larp? What does commodification of larp bring to the event specifically? Is it valuable to you? And to the players attending, as well as the wider larp community? 

    As participants, we should similarly reflect on our role within the event. How am I taking part in the larp? How am I taking into consideration the organisers? The crew? Other players? What do I want to get out of the experience, how am I obtaining that, and who do I think is responsible for that?

    We should also reflect on why we are pushing for professionalisation and thus commodification of larp. What is the purpose of this? Is it to create better events? Is it to gain legitimisation within wider society? Is it to create jobs?

    Two shopping carts, one with red details, and one with blue, side by side.
    Photo by Sora Shimazaki.

    In 2020, I noted a fear of fragmentation of our community. Today, I definitely see more economic, social, and cultural inequalities within larp, as well as a growing divide between high cultural capital and low cultural capital events. I think we need to push hard for giving value to different kinds of larp, independent of their cost and production value or ‘type’ of larp (be it so-called Nordic larp, boffer larp, international larp, or localised larp groups, among various other types). We are running the risk of creating a hierarchy of larps in terms of what are seen to be ‘better’ larps than others: something that, at this point, often coincides with the market and production value of the event. In other words, costlier larps are currently associated with being higher culture and thus better than lower culture, cheaper larps.

    Along with this divide, we bring growing class differences and potential skewed power relations among those attending and those who are organising; among those attending different types of events; among those who are attending on different terms (be it different ticket types; as volunteers, crew, players). We are already a very white, very middle-class activity, but with the cost of living crisis we are becoming even more so. Hence, it is critical to be aware of, reflect on, and aim to address these issues in organising larp. What’s more, all of the discussed issues will further tie into the acculturation of new larpers. What kind of community are we welcoming them into, and what kinds of roles will they be learning to take on?

    Reflecting on one’s roles and actions can be difficult, especially for topics of commodification, which come to us quite naturally and unintentionally, yet can feel alien and cold, with people tending to push away or disassociate from them. But denying these issues does not remove consumption as a central structuring force of contemporary society. Its ideology remains, reinforced by our own actions. The aim of the reflexive actions I am suggesting is not to judge anyone, but rather to get larpers to understand their own choices when engaging in larping. Perhaps the reflection will not change anything, perhaps it will only change things a little, and perhaps it will change someone’s approach entirely. But I believe that by being conscious and aware of what we are doing as well as how our actions affect the activity of larping and the larp community as a whole, we will create a more inclusive and communal entity. 

     

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

    Seregina, Usva. 2024. “Readdressing Larp as Commodity: How Do We Define Value When the Customer Is Always Right?” In Liminal Encounters: Evolving Discourse in Nordic and Nordic Inspired Larp, edited by Kaisa Kangas, Jonne Arjoranta, and Ruska Kevätkoski. Helsinki, Finland: Ropecon ry.


    Cover photo: Photo by Sora Shimazaki.