Category: Theory

  • The 4 Cs of Larping Love

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    The 4 Cs of Larping Love

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    This article was originally published on Olivers tegninger om rollespil blog on August 18, 2016.

    So Karin Edman published a wishlist from the ladies of the Swedish Larp Women Unite (LWU), who wished more men would be interested in playing romantic relationships with them, which has spawned a lot of interesting discussion in the larposphere on Facebook.

    I’ve had a lot of fun out of romantic storylines in a lot of different larps, it’s a really powerful area to explore. There’s so many possibilities for intense emotions and meaningful stories:

    I’ve played Romeo and Juliet in a prison camp, a can’t-live-with-you-can’t-live-without-you story in utopia, been set up in an arranged marriage doomed to tragedy and been magically drawn back to life by my true love.

    I’d like to share my observations on what I think makes for good romantic play (or any intense interpersonal drama, really).

    Just to be catchy and bloggy, I’m basing it on four pillars: Context, Consent, Communication and Chemistry.

    Context

    No man is an island; neither does two make an archipelago. So if you are making the romance from scratch, explore the context of the whole larp to see what relationships are possible and encouraged. Find an angle that supports the intended experience of the larp; don’t just go for fulfilling your personal fantasies.

    Also make sure the play has room in between the other stuff you’re doing, I’ve seen so many romances neglected by players too busy to focus on them and an equal amount of players stuck with only the romance to play on and no one at the other end.

    Find someone to play with who has a genuine desire to be the other half, who has the possibility to prioritize the play with you, so you don’t end up disappointed.
    Oftentimes your character comes with a romantic story attached and you just have to make the best of it. Here the best approach is to try and see what function the plot has in the larp and where you get to decide yourself in the relationship.

    The players around you are also an important part of the relationship. Find ways for your relationship play to contribute to their experience as well, and see that they have meaningful positions in regards to the relationship. Romeo and Juliet are boring without the Capulets and Montagues.

    Consent

    I have this thing where I cannot engage with play if the other person is not actually into it – call it neurotic. If I sense they are not enjoying themselves, my body has ways of shutting it all down.
    Seriously though, consent is a basic requirement for me. If I don’t feel that the other person is excited about playing romantically with me, I steer clear of that play. I don’t just want a lukewarm “okay, that sounds fine.” I need enthusiastic consent and shared ownership if I am to play it at all.
    I’m also aware of giving my own enthusiastic consent early and often; I’d rather be overbearing than not get the conversation started. You should at least have a vague idea about your personal lines. Saying “I’m not sure exactly where my lines are with physical play” is a good start; “I don’t have any lines” shows that you are an idiot.

    Personally I have used the last many larps to develop an elevator pitch about my personal limits, to get started:

    I really enjoy bringing physicality and touching into play, so I’m good with most normal stuff as long as you stay away from groping the swimsuit area. You can give me a slap or light physical molestation if that becomes relevant. I have a weak immune system, so anything with mucus membranes and bodily fluids is out, that means actual kissing, spitting, fingers in the mouth and such. But Ars Amandi works wonderfully for me, so I suggest that for intimacy, but if you prefer something else, I’m sure we can make that work too.

    I also need to have consent reaffirmed during play. Especially when thing get heavier. If I can’t tell that you are enjoying play, I’m not going to take it further. This means we go off-game and check in, and preferably also talk about where we want play to go. Blackbox scenes are a good excuse.

    If you fail to build the relationship on mutual off-game consent, you’re bound to end up in territory where you or someone else feels violated or unsafe. The stuff we play with in romantic scenes is the natural habitat of trauma, so we need the extra care not to trigger old scars or create new injuries. Sometimes we do so by accident, in which case it is going to be a lot less horrible to work out, if you have already shown that you care about consent.

    Communication

    Talk. With. Each. Other. A lot. You can’t really consent if you don’t know what is going on. Also there’s a lot of layers and meanings we might miss when it comes to intense relations, so it’s good to know what the other side is focusing on and what is making them excited. Talk about the type of scenes you’d be into. Talk about the kinds of stories you love. Talk about the kinds of affection that work for you. Talk about your characters. Talk about what you want to go wrong. Talk about which songs you could have as theme song for the relationship. Make up pointless bits of backstory.

    And once play starts, you keep the lines open. You take time to listen to each other and sense what works for the other. You go off-game and check in. You tell how you feel as a player.

    I’ve enjoyed using meta room or blackbox play to calibrate with my partner, we’ve done abstract scenes with stuff like inner monologues and free association to communicate our thoughts and feelings in ways that open up for new and more nuanced play afterwards.

    I nearly always follow the basic model of mutual escalation in order to keep it feeling safe all the way through. Make a move, wait for the other to respond and reciprocate before moving on. If you get positive feedback, move up the intensity, if not you step back to a safe place and try something else.
    If you want to be discreet, you can do things in-game and then check if the other player plays into the move or around and get useful info. If someone isn’t actively playing reactions to your play, you’re better off going for something else. You can tell a lot from the level of engagement.

    Chemistry

    This is actually the most important bit: You need personal chemistry to play love. Without chemistry, play becomes a sucky chore. You need at least a spark of connection. And it better be mutual. Also, it has infinitely less to do with what makes your pants tingle, than it does with subconscious trust and genuine interest in the other person.

    You can’t force it. But you can grow it, if both of you are willing to open up – it takes a little work and communication to build up mutual trust and connection.

    Chemistry is also awfully fragile. So many things can ruin it, so you have to put in the work, to be someone people can connect with. A lot of the points in the list from LWU is personal deal breakers that ruin the chemistry. You can’t guarantee that it works, but you can start it up.

    Also, chemistry is impossible to detect without meeting in person. You might have great fun on skype before play, but once you meet a wrong pheromone can break the spell. Likewise, sometimes you build up an incredibly meaningful thing out of 15 minutes at a workshop. It’s a bit of a lottery really, so you just go to try an up your odds and hope for the best.

    If you’re stuck larping a romance without any chemistry, you’re gonna want to minimize the damage. A good place to start is to acknowledge the awkward with your partner and talk about what to do about it. If possible, simply play the relationship to a breaking point and end it. Go your separate ways. Otherwise see if you can transform the relationship into something you’re both comfortable with. Going through the motions should be a last resort.

    How to Get Started

    You ask. Ask out aloud in the Facebook group of the larp, if anyone is up for a romance. Suggest it to someone personally. Be prepared for rejection, so don’t just aim for one perfect relationship – that is a losing strategy. Be open to whatever comes up and be prepared to shape it yourself.

    The big problem is that for a lot of us, asking someone to play out romantic stuff is pretty much the same terrifying prospect as asking someone on a date in real life. The rejection is very much the same punch in the gut. There’s no big trick here, but to make it start out as low stakes for everyone involved. I’d suggest starting out talking about play in general, move onto your characters relationship potential in general, before asking about adding a romantic layer. Worse case scenario is you might get a rejection, but still an interesting potential for play.

    Be honest about what you want. Don’t just go along with what you get offered, take ownership of your half of the play. It’s a lot more attractive when it comes to building the intense stuff we all want. Romance is really not that different from most other play, at the end of the day.

    And my pet peeve:

    Don’t you dare hook up with the other player. You’re failing to larp if you do. You’re putting your own base needs ahead of community safety.

    I can’t count the number of times I’ve had to give up on opening romantic play, because the other person assumed I was only into if to get into their pants. I usually make a point of mentioning my off-game partner during introductory talks, to discreetly position myself.

    The reason I’ve managed to get to some insanely intense levels of intimacy in larp, is the simple fact that off-game there is nothing but friendship awaiting us. Even if we feel like we connect on soul-level or hormones rage during Ars Amandi. Off-game we’re not going to pursue this further. That’s part of the contract and the magic circle.

    At least keep your pants on through play and the after party, if you can’t wait that long, you are not grown up enough to larp.


    Cover photo by Filipe Almeida on Unsplash.

  • Elements of Larp Design

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    Elements of Larp Design

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    What is it larp designers actually design? How do players actually respond to design decisions? Are there any truths that apply to all the different kinds of larp design? Eirik Fatland presents his unpublished yet influential mid-level theory of what the big picture in larp design looks like. An updated re-run of a classic KP presentation.

    Cover Photo: screenshot from the video. Photo by KP SK on YouTube.

  • Living the Dream: Larp as a Transformative Practice

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    Living the Dream: Larp as a Transformative Practice

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    Regardless of your level of ability, there is an expectation that young people from poor backgrounds will fall into certain patterns in their lives. The dream of social mobility relies heavily on people’s ability to imagine being able to take the first step in that direction. Young people playing football against a wall in their council estate have aspirations towards playing for a major football club one day. If they have a hunger and a talent for the game, they find out everything they can about the process. They know all about talent scouts and training schedules and what level of ability is required in order to be considered to have a chance. 

    The same is true for music. Young musicians are encouraged to get their music out there and be heard. They know about A&R, talent scouts and recording studios. They know the names of the people who managed to make a name for themselves from a background of poverty and imagine themselves doing the same. It is clear that for some people it becomes possible to turn that dream into a reality. The ability to imagine it coming true fuels the desire to pursue it to its fruition. The overwhelming majority do not make it, but for the few who do, it started with a passion and a dream. 

    Every part of the larp process functions as a safe place to try out new experiences and see for ourselves how comfortable they can be. When we research a new role, we expose ourselves to new ideas and new concepts. We purchase and try on the clothes and paraphernalia associated with a new role, and get a chance to see how comfortable we are with the image that portrays. We get the opportunity to try out the mannerisms and activities that are associated with lifestyles that we would otherwise never get to see, and discover for ourselves if this is something that we can do. 

    Larping provides us with a first step on the road to pursuing our dreams. It extends the idea beyond wistful thinking and idle daydreams, and starts the process of turning ideas into a physical manifestation. We can experiment with new concepts and see how easily they come to us, and if it does not work out the way that we intended, larp enables us to brush off the old character and try on something new. Along the way, we can choose to keep the aspects of the characters that we enjoyed, while discarding those elements that are unhealthy or unappealing.  

    From the moment of casting, we are encouraged to open our mind to new possibilities and stretch ourselves. We look at roles that seem interesting and exciting and wonder what it would be like to live in those shoes for a few days. Larp gives us an alibi to explore areas of research that we may not ordinarily know where to begin to access. If you grow up in an environment where everyone is involved in the same line of work, or where many of the people you know do not work, it can be difficult to understand where to even begin finding out how to do something different. 

    Once the process of researching the role has begun, we also begin to see how well we look when we try to fit into that role. There is something wonderful about standing in a locked, run down bathroom with the sounds of shouting and construction just outside while trying on a tuxedo and black tie for a high class larp. When I did this I guarded that bag containing my tux with my life! It was mine, it fitted me and it fitted well. The last thing I needed was someone throwing up on it or running off with it. 

    What this meant was that when invited to places where tuxedos were worn, I already looked comfortable in it and I already fitted in. I don’t need to perform my poor background in real life, its truth is self-evident. When attending black tie dinners for charitable organisations, it was clear that I was already comfortable in those surroundings. This made it easier to help potential others feel comfortable when discussing the issues affecting my neighbourhood because I wasn’t tugging at my bow tie every three minutes like I was at the larp. 

    Perhaps more importantly, when I was at a Black Tie larp, other larpers who were no strangers to wearing tuxedos were more than willing to help me wear it properly. All of the things that would have social impact in a real world situation were managed and helped in a supportive and safe environment. Everyone wanted to help me play my role well, and I did what I could to reward them with a well played role. The larp environment proved to be a much more supportive environment than the reality of making an impression at a charity dinner. 

    When we take on a role it is far more than simply dressing up. By interacting with other people in character, we have an opportunity to experience what it feels like to live the day to day life of those characters. The small rituals and activities that are associated with different lifestyles become key parts of the characterisation and have a profound effect on how comfortable we feel performing them in other aspects of our life. We get to contextualise the activities and learn how to apply them in different situations. 

    While the technical skill of a character role is often abstractly represented, knowing when to apply those skills is not, and by having the opportunity to play these characters, we can become more confident in our ability to apply these skills in the right environment. Even if we do not play the character convincingly, we can at least appreciate whether or not we enjoy the activity itself. If it is something that we can do and that we enjoy doing, we can look into the prospect of incorporating it into our lives. 

    Practical experience and enjoyable memories of that experience give us the confidence to try new things and explore new possibilities. Even if we do not go on to explore in real life any of the characters that we have played, the activity of exploration through play is a transformative one in and of itself. We develop our ability to imagine ourselves in alternative situations and in doing so can become more open to alternative life choices. We no longer need to be defined by our family and immediate society and can choose which aspects of life we want to explore more fully. 

    Being able to imagine yourself in new situations lets you realise what parts of your life are in your hands to change, and gives you the confidence to change them. In addition to this, larp provides you with a safe space in which you can explore aspects of yourself that you wish to try on for size. This is not limited to occupations and class, but also to sexuality, gender expression, and how you engage with the world around you. Once you realise that you can change the way you engage with the world, you are one step away from being comfortable making the changes needed to transform your circumstances.


    Cover photo: Photo by Hani Pirzadian on Unsplash. Photo has been cropped and filtered.

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

    Ford, Kol. “Living the Dream: Larp as a Transformative Practice.” In Book of Magic, edited by Kari Kvittingen Djukastein, Marcus Irgens, Nadja Lipsyc, and Lars Kristian Løveng Sunde. Oslo, Norway: Knutepunkt, 2021.

  • Wielding the Magic of Anticipation

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    Wielding the Magic of Anticipation

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    Maximizing the emotional impact of anticipation for better play.

    “I see you shiver with antici-

    -pation”

    – Rocky Horror Picture Show

    The sweet moment when you close your eyes full of expectation while your lips get closer and closer to another person’s lips for the first time. So close that you can already feel their breath caressing your cheek… when you can sense the warmth of their body close to yours. This seemingly endless moment when your heart starts beating a tiny bit faster and when you do not yet know if your and the other’s lips are really going to touch.

    Isn’t this moment of sweet anticipation often more intense than the kiss itself?

    Or the last moments of a desperate bunch of rebels before the attack of an overpowering group of stormtroopers. Waiting to stand their ground for the last time and defend their base with their lives. The last glimpses they might exchange, someone patting a friend on the shoulder. Fear and hope in conflict with each other. Final encouraging words by a leader.

    Isn’t this moment of gloomy, yet heroic anticipation much more interesting than the following fight? 

    Is it not those moments when events are yet to happen that spark our excitement and that send our emotions on a rollercoaster ride? No matter whether can foresee the outcome or not, these moments of anticipation hold a bewitching power. 

    Skillful authors use these moments to build up suspense in their novels and also to forge a stronger bond between you, the reader, and the novel’s characters. Screenwriters use them to hook you to their shows and movies while displaying their characters’ virtues and flaws. 

    Some of us larp folk instinctively use moments of anticipation to develop intense scenes during larps. However, not all larpers and larp designers are aware of the magic of anticipation, let alone of how to wield this magic. So let us quickly look at one or two things that you can do to start using the magic of anticipation to enhance your own experience as a player.

    First – and this is the most important rule of all – don’t rush to the anticipated event!

    Learn to relish moments of anticipation. Like in the first example with the kiss, you might be eager to take the next step in a chain of events. Maybe you feel like you cannot wait until the anticipated event is going to happen but learn to endure this suspense! Dive into this sweet kind of excitement in order to fully unlock its potential.

    Second, use those moments to delve into your character’s unique personality!

    Use the moment of anticipation to dive even deeper into your characters’ hopes and fears. In these moments the anticipated event is like Schrödinger’s cat. Every outcome is possible which allows you to portray and experience different aspects of your character’s personality. Imagine the worst possible thing to happen and let your character react to it! Or let your character dream of the best possible outcome and share it with somebody to play on hope! Maybe old memories from your background story surface or maybe something that happened earlier during the larp acquires new gravitas.

    Third, let your emotions flow!

    Moments of anticipation are often moments when emotional waves become massive, when feelings can’t be held back anymore. Use your whole body to feel and portray those emotions. This might be a shivering breath before you kiss or shakily grasping your best friend’s hand before you storm out into battle. It might be a long thankful smile at your mentor before you climb the stage to hold a speech.

    Fourth, focus on your co-players too!

    As we all know, larp is a co-creative medium and we all want to have a good experience when playing. So try to find a good balance between exploring your character during moments of anticipation and giving the floor to other players. Those moments of anticipation are a perfect opportunity to learn more about others’ characters and to develop your character’s relationship to them further. You can also use the things you learn from such moments about others’ characters later in the game to create intense personal scenes.  

    Now, let’s briefly take the designer’s perspective.

    If your larp is a complete sandbox, you probably don’t have much influence over moments of anticipation. However, if you have at least some rough cornerstone events planned for your larp, then you should definitely add enough occasions and time for your players to savor the anticipation.

    Of course, sudden surprises and unexpected turns of events have their own magical charm but don’t forget to add opportunities of anticipation. Let your players wait before a big event is finally happening and give them hints about what they can expect to spark the flame of their imagination. You can drop allusions with the help of supporting characters or in-game materials such as a newspaper. Or you can simply use transparent design where your players know off-game where the story arc is going.

    The imagination of your players is a powerful tool! Just think of a horror movie as an example – usually, we are far more frightened when we haven’t seen the monster. When we know that there is something lurking, some eerie imminence, our imagination fills in the gaps and often our imagination does it far more effectively than any creature designer. 

    Give your players time to envision the worst or the best before you actually let it happen. If you want, you can even guide their imagination by using sound effects, music, lighting, and so on. Just read up on how to use those things when designing larps to get some inspiration. A good starting point is the article “The Fundamentals of Sound Design in Larp” by Anni Tolvanen and Irrette Melakoski (2019) published in the book Larp Design.

    No matter if you look at anticipation from a player’s perspective or from a designer’s – relishing moments of anticipation can definitely create intense scenes. Let’s all be more aware of the magic that lies within anticipation and let’s use it more consciously!

    References

    Tolvanen, Anni, and Irrette Melakoski. 2019. “The Fundamentals of Sound Design for Larp.” In Larp Design: Creating Role-play Experiences, edited by Johanna Koljonen, Jaakko Stenros, Anne Serup Grove, Aina D. Skjønsfjell and Elin Nilsen. Copenhagen, Denmark: Landsforeningen Bifrost.


    Cover photo: Illustration by Nina Mutik.

    This article is published in the Knutpunkt 2022 magazine Distance of Touch and is published here with permission. Please cite this text as:

    Fischer, Olivia. 2022. “Wielding the Magic of Anticipation.” In Distance of Touch: The Knutpunkt 2022 Magazine, edited by Juhana Pettersson, 105-107. Knutpunkt 2022 and Pohjoismaisen roolipelaamisen seura.

  • Leading With Larp Magic

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    Leading With Larp Magic

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    To write larps and invite people to take part in your story is to be a leader.

    It’s a responsibility and a privilege to make people part of your vision. It requires a flexible mindset and a good understanding of how to make people engage to make people feel included and safe enough to open up to real collaboration. As a larper you have the opportunity to use the strengths you’ve learned in this amazing community in your role as a leader.

    A lot of what I do in my professional role I’ve learned in the larp community. I’ve worked with building and leading teams towards a common vision for almost 15 years and been a part of the larp community, as a participant and creator, for a good part of three decades. It’s interesting to distill what I’ve learned in the community and how I can use that as an organizer or leader in other contexts. 

    So, what is it that we do so well? I’m gonna tell you the big secret right away: It’s about making collaboration possible by creating the prerequisites for successful human interactions. 

    For me, the key to any great creative outcome, no matter if it’s a larp or a new software feature, is people collaborating towards a common goal. To get people to invest their time, effort and feelings in a project isn’t easy, but it’s the most powerful tool in making awesome stuff. Larping is in itself built on the mechanics of engagement. When I’ve drilled down on that idea, I have found three key things about how we do it in the larp community that you can use with intent to make successful interaction and collaboration possible in any context.

    • Build your magic circle to help people engage and collaborate.
    • Be transparent and help people feel safe with where you’re going.
    • Help people lift each other and play to each other’s strengths.

    When you use these keys you have the possibility to build something unique and very powerful. In a team we might call it flow, in a larp it might be that elusive thing we call larp magic.

    Help People Engage – Build Your Magic Circle

    The more people there are who care about a project, the better. It will make your life, and the execution of your vision, easier if the people around you care as much as you do. Build a community around your idea; build your magic circle. 

    The idea of magic circles comes from play theory and basically means to create the framework in which we can collaborate, to build an arena in which we meet on the same terms. 

    The magic circle is created by a set of rules and to be able to participate you have to agree to those rules. Larps in themselves are magic circles and the rules guide the setting we’re in and how that fictional world works. Putting people together in a group doesn’t make a magic circle by itself. You create the magic circle by getting the people invested in the group, co-creating what is important, how they interact and what makes this particular group a “we.” Both the rules guiding how we interact and work together, and the small, unofficial things that make us feel like a unique unit, are part of that “we.”

    Large magic circles must have more clearly stated rules, vision and strategy to function well. A larp has a setting and rules that govern its world. Done right, an organization might work as a large magic circle. In those large circles there is the possibility of a multitude of smaller circles, and you can be part of several magic circles at the same time. To keep a magic circle alive over time you have to put routines in place that work as a reminder of the rules and why this group of people has a common purpose.

    Diagram of magic circle of the larp and the organization

    Build And Maintain Your Magic Circle

    • Work together on the vision and the guiding star of your project. Look at the vision from different angles and try the idea from different perspectives. This will allow the team to get to know, shape, and feel invested in the vision and make it part of your magic circle. 
    • Run a workshop (or several) to create consensus in the team about what’s important to make your collaboration work. Look at formal rules that you want to follow, like the way you want to check in, communicate and share progress. If you have worked together for a while you might also make a map of the things that bind you together, the unspoken things that create a “we” out of the group.
    • Continuously revisit the conditions of your circle. Schedule time to look at your rules and ask yourself “are we living by this?” If not, what do we have to change to make it work better?
    • Talk about how you foster security in the team. For example, how do you handle mistakes and failures? How does the group pick up and help each other forward? Make this part of the rules in your circle. 
    • Have fun together! The best projects are created by people having fun doing it.

    Help People Feel Safe – Transparency 

    For people to be able to step into and co-own a project or product, they have to feel secure with where we’re going. Uncertainty is the death of collaboration. The best way to help people care about a vision, and feel safe with it, is to invite them in to share the vision with you.

    In the larp community we talk about levels of transparency, and people have different preferences. To be able to collaborate you have to know that you share an understanding of what you are doing. That you are aiming at the same goal. Otherwise the risk is high that you will be going in different directions. 

    In a larp context this might entail having a super clear dramaturgical curve where  everyone knows how the ending will be. From a player perspective, a high level of transparency is important even in the least transparent larp designs. In every scene you have to show your intent, where you are going and why, to make it possible for your co-larpers to buy into your idea and help you play it out.

    Things That Help Us Be Transparent

    • Impact maps – work together with your team to define the goal, the impact you’re looking for and how you get there.
    • Visualization – keep eyes on the prize by having the vision and goal in plain sight. Write it on a wall, name your chat with your vision or print it on t-shirts! 
    • As a leader, be open with decisions that affect the team and the team’s work.
    • Make space for people to talk about fears, obstacles and difficulties and how we can address them to make positive change.

    Diagram of the overlap of transparency between clear directions, a humble approach, and continuous communication

    Help People Be Awesome – Play To Lift

    To succeed with collaboration, during a scene or when building something cool together, help each other be as awesome as possible. Focus on the common achievement instead of the individual.

    Play to Lift is a common concept in the larp world, but do it in your everyday life and you might reach unexpected heights!

    Interaction and co-creation is about giving and taking. It is about giving space and making space for each other’s skills and roles and helping each other to succeed as well as possible. There is something un-dramatizing in focusing on lifting others instead of focusing on oneself. It becomes not about my own achievement but about helping my co-players or teammates shine. So, play to lift works both as a way to relax and let go of your own performance anxiety, and to work together to find and highlight the most interesting and important aspects in the roles played or the project you create.

    How We Play To Lift

    • Give space to the expert and ask others for insights, knowledge and participation.
    • Work with teams with different competencies and make the most of that by inviting different competencies into all parts of the process. 
    • Make it a part of your routine to acknowledge each other’s work, input and achievements. 
    • A method is only as good as how it works for the people using it. Make sure your methods are useful by choosing them with care, focusing on the outcome you want. Adapt the method to your needs. 
    • Evaluate your process continuously –  ask yourself what went well and what we can improve.
    • Ask for help! Use others’ awesomeness when you’re stuck.

    Diagram on play to lift, including invite people to build on ideas, make people feel safe, support their ideas, and help them be awesome

    The Goal

    So what’s the end goal? 

    The most immediate answer is co-ownership, not only for the creative outcome and experience but also in terms of responsibility. When people feel responsibility for the outcome they tend to make an effort to make things move along and pitch in when things go south instead of sitting back and complaining.

    The second benefit is engagement. Helping people go from passive on-lookers to active participants, nudging them to help create momentum instead of waiting for someone else to start something.

    And third, a common feeling of wanting the best for each other. A friendly environment where it’s okay to mess up because your friends will pick you up and help you along and you will do the same for them.

    To lead is both to invite collaboration and to give a clear direction. Using these techniques that you know from larp to help people care, engage and lift each other helps you do just that. And as an extra plus, your vision will probably turn out even more awesome than you imagined!


    Cover image: Image by stevenunderhill on Pixabay. Image has been cropped.

    This article is published in the Knutpunkt 2022 magazine Distance of Touch and is published here with permission. Please cite this text as:

    Rönnåsen, Moa. 2022. “Leading with Larp Magic.” In Distance of Touch: The Knutpunkt 2022 Magazine, edited by Juhana Pettersson, 100-104. Knutpunkt 2022 and Pohjoismaisen roolipelaamisen seura.

  • Larp as a Player, Larp as a Character

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    Larp as a Player, Larp as a Character

    Engaging with the larp as a character and as a player.

    We are all in an abusive relationship, and we all love this so much. It’s the core of almost every larp, and it’s an asymmetrical relationship between a human being – the player – and a pseudo human: the character. The two interfaces theory is a way to reflect about identity and agency from a new perspective, drawing from posthuman and object-oriented ontology studies.

    When we larp we use two interfaces:

    1. The character, which is our way to engage with other participants. Through the mask of an alter ego we interact with the others, put ourselves in the fictional world and follow the in-game narrative. Sometimes characters can be “guided” by different people during the same larp (by the plot, other players, supporting characters, designers, and so on).
    2. The player, the “real” person who is living the experience that affects us more individually, usually through the body. We are more aware of this interface while alone (walking in the location, going off-game, doing solitary tasks). 

    Sometimes we mix up those two interfaces. We slide from one to another without always being aware of it. But this theory also implies a certain degree of merging between the two interfaces. Can we say that a character is just a set of indications on a document? Or are they rather living creatures that we need to deal with? And are players sometimes just larp tools, instruments fulfilling the design?

    Each one of the two interfaces have their own needs, drives, and goals, which sometimes collide. In a larp we can limit the agency of our character, and vice versa. Since the character is a pseudo-human, they can fail and be hurt in all kinds of ways: they just don’t feel anything. Characters won’t pay the consequences for their actions. Players will. This is why this relationship can be seen as abusive.

    We like to think that we are always in control of the two interfaces. But objects have a will, and offer resistance. Characters are the first “person” we have to negotiate with. In a larp with pre-written characters, they are a negotiation between us and the designer. When we write our own, then it’s a negotiation between ourselves and what we think the larp will be.  

    And there is where the big conflict lies: characters need danger, players need to be safe. For now we use safety and steering to mediate between reality and fiction, between characters and players, what we want and what we need. In larp there is much more than just us. Let’s listen and incorporate.


    Cover photo: Alessandro Giovannucci in the larp Brightfield. Photo by Luca Tenaglia.

    This article is published in the Knutpunkt 2022 magazine Distance of Touch and is published here with permission. Please cite this text as:

    Giovannucci, Alessandro. 2022. “Larp as a Player, Larp as a Character.” In Distance of Touch: The Knutpunkt 2022 Magazine, edited by Juhana Pettersson, 51-54. Knutpunkt 2022 and Pohjoismaisen roolipelaamisen seura.

  • “Never Give Up, Never Surrender”

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    “Never Give Up, Never Surrender”

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    Or why Galaxy Quest is the perfect larp.

    In 1999, just before the millennium, the movie Galaxy Quest was released. In the movie, you follow a group of actors as they try to save the world of the Thermians by becoming the heroes they were in the TV show Galaxy Quest. But there is a caveat to this – when the Thermians saw the show, they thought they were watching a documentary, and they recreated everything from the spacecraft to the uniforms.

    So, try to put yourself in the mind and body of the clueless actor: You are transported eight lightyears into space and are now on a working space craft, the Protector II. So how do you become the hero of the story, when you know absolutely nothing about how to fly a spacecraft or negotiate with an alien enemy?

    When you larp you are often expected to do just that. But what can help you as a player to enter that space in your mind where everything becomes real? Is it the design, the space, the scenography – or something else entirely? To answer this question, I talked to Esperanza Montero of NotOnlyLarp, and player/designer, Sandy Bailly.

    Photo of Inge-Mette Petersen
    Inge-Mette Petersen at the larp Demeter. Photo by Larson Kasper.

    I first met Esperanza Montero in 2018, when I played her Westworld-inspired larp Conscience in Fort Bravo, Almeria, Spain. Conscience is a large sprawling monster. Montero called it five larps in one with layers of reality that can be switched by a few select players, who play the plot writers that make the stories wanted by the guests happen. Playing an android host, the powerless doll in their plot, you are totally at their mercy. Conscience deals with the consequences of the choices you make on a political, moral, and ethical level, something that interests me. This is not a coincidence as Montero has a long experience as an LGBT+ activist and Pride organizer.

    The next year, 2019, I went to Matera in Italy to play The Trial of the Shadowcasters, an urban larp by Bjarke Petersen and Mike Pohjola dealing with history and philosophy. Matera is a very special place, partly a cave city, so the scenography was a big part of the larp. I played with Sandy Bailly there in the caves and on the streets. I talked to her about the importance of locations for the players, and she had some interesting thoughts about this.

    Both Fort Bravo and Matera are fascinating locations. But the perfect location does not exist. A larp can be built around a location or the location can be adopted to fit the larp design. The location and scenography can help the story and the players. A castle with lots of nooks and crannies is perfect for larps with a lot of secrets and politics. A small room for meetings is great for building up tension. And as Bailly says – it is great to have a space where you can see the world go by as your character. I have certainly done that.

    The location is not enough, no matter how magical it is. A designer needs collaborators – prop makers, character writers and safety personnel. They need the organization for logistics and production, for catering, and administration. They need supporting characters to help move the story along. And they need to make the players understand the vision and the ideas behind the larp before they arrive on the scene. Then the larp starts, the players arrive – and all the plans of the organizers change. Bailly interprets larp as a framework for co-creation. If it is clear and well defined you can let people loose in it, so they can move around in it much more freely and securely.

    Montero has a similar definition – larp is a collaborative art form where you all have a story to tell together. The players always have the power. The moment they get their character they start to make backstories, playlists, costumes, and relations. All that will also be part of the final game. But when the location, the design and the vision, and the characters as they are portrayed by the players all converge, larp magic happens. You truly believe in the story you are telling together.

    And then the larp ends – or does it? For an organizer like Montero there is important work to do after the larp. Every aspect must be evaluated, the persons who have helped in realizing the project must be credited and the experience gained before, during, and after must be collected. Maybe the organizer wants to reiterate it, to take the players on the journey again.

    The larp has been documented by photographers that captures a fleeting moment in the game. This picture becomes part of the players’ memory. Montero found it interesting how larp inspires creative people. She has seen essays, short stories, songs, comics, and even videos done by players after the larp has ended, a testimony to how real the story has become to them. For some it has been a deep personal experience that has changed their outlook on life. For others it was a great rollercoaster ride. And when they meet again at a larp, a convention, or a party, they will share memories. Maybe a catchphrase (“By Grabthars Hammer….”) or a ritual will be repeated. And why not – just as the actors in Galaxy Quest, they have been on a journey together and survived.

    And maybe you want to join them. If you do – may you live long and prosper.


    Cover photo: Image by Nathan Duck on Unsplash.

    This article is published in the Knutpunkt 2022 magazine Distance of Touch and is published here with permission. Please cite this text as:

    Petersen, Inge-Mette. 2022. “‘Never Give Up, Never Surrender’.” In Distance of Touch: The Knutpunkt 2022 Magazine, edited by Juhana Pettersson, 116-117. Knutpunkt 2022 and Pohjoismaisen roolipelaamisen seura.

  • We Were Always Here: Representation, Queer Erasure, and Use of History in Larp

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    We Were Always Here: Representation, Queer Erasure, and Use of History in Larp

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    I’ve been openly queer for about as long as I’ve been a larper. After my first trembling steps on the Swedish sandbox fantasy scene back in 2004, I was hooked, and have played about a hundred larps since then. And like many larpers, I enjoy historical larps. Still, I often struggle with the feeling that historical larps aren’t really made for people like me.

    There are a few reasons why. One approach to historical larping is a conservative perspective on history where the focus is on “male narratives” and Great Men of Power. It is the larps about soldiers, kings, and politicians, often told in a way where women are simply not present at all. These larps were a staple of my first decade as a larper, and many of my first feminist battles on the larp scene was about whether female players could be kings and soldiers too.

    Another approach is larps with a women’s history perspective, where designers chose to keep the narrow gender roles and sexist fiction, but focus on “female narratives” centered around private matters, marriage, and housekeeping. Both of these uses of history tend to make me, a queer female player, feel deeply alienated, because people like me rarely exists in either of them. In this essay,  I make an attempt to explore how it affects players like me and why that is actually a problem. Both because it is problematic larp design, and because it is a problematic use of history.

    Part One: Were There Any Women in History?

    The first thing we need to remember is that there is no neutral history. If this thought is new to you and you want to explore it in more depth, check out this great article by Mo Holkar about class and gender representation, which includes a toolbox for how to do it in historical larp. A quick summary is that everything we know about history is filtered through the views of the people who wrote the sources, and more often than not they were people of power, focusing on what they themselves found meaningful to tell about.

    But this is also true for historians: what aspects of history that get the focus in research, what you learn in school, watch in fictionalised forms on Netflix, or that is considered important is also heavily biased from the perspective of the people who made that research, those textbooks, or movie scripts. Thus, even when we just try to get a brief overview of a historical subject through some hits on Google, a high school textbook, or a Wikipedia overview, we will probably get a pretty conservative version of history, filtered through the lens of men in power. And this has bigger consequences than you might be aware of at first sight.

    In her feminist classic The Second Sex from 1949, Simone de Beauvoir argues that the core of the female experience is that of being percieved as the Other in relation to men. Man is the norm, Woman the exception. As most of us are probably aware, gender roles are arbitrary and change with time and culture, and thus answering the question of what it essentially means to be a Woman is almost impossible. According to Beauvoir, Woman is a socially constructed role — you aren’t born a woman, you become one — and what defines this role is largely that she is not a man.

    What this means is that we as a culture have a tendency to assume that women are whatever men are not. If men are brain, women are body. If men are professional, women are private. If men are violent, women are nurturing and so on. This tendency is also commonly seen in history books as well as in daily conversations and Wikipedia articles, where men are more likely to be described by professional roles (king, soldier, professor, author, farmer, shoemaker, doctor, priest) while women get defined through their private relationships to men (wife, daughter, mother, sister, spinster, courtesan, mistress). Thus it can sometimes be easy to read a history book and think that there simply were no women involved in economy, technology, or the political conflicts of the past. And if we make larps about women historically, it must be something different than making historical larps about men.

    This is not necessarily true. In her book Mother of Inventions (2021), Kathrine Marcal explores how this othering of women has the consequence that many great ideas are overlooked because we live in a sexist society that gives men more credit than women, and generally considers men’s achievements more important to tell about than women’s. Female inventors, working women, women’s ideas and needs get overlooked because of the male hegemony in our society, where being a woman must be something different, and less interesting, than being a human.

    I believe that if we reproduce the idea that women simply did not do anything of historical importance, we buy into this sexist myth. The natural counter-argument is of course that “women were more oppressed a few hundred years ago, so unfortunately they didn’t have as much agency as men did,” but it is not like this focus on men is absent in today’s society. I can simply look back at experiences from my own youth as a larping woman. I have seen many competent women being credited as “helpers” after doing just as much work as the male “organisers” of larps. I have also met many female larpers being introduced as someone’s girlfriend, while male larpers who just happen to be in a relationship with a larping woman for some reason still get to be defined with their name or what larps they are associated with. Since we are in fact aware that women exist and do creative work in the larp scene today despite these sexist patterns, is it really so hard to imagine the same about women in the past?

    Another important point that Marcal makes is how our tendency to take arbitrary character traits and assign them the label feminine hurts everyone. Her book is full of examples of men being forced to prove that they are real men by e.g. carrying their suitcases instead of rolling them, or driving loud and dirty petrol cars instead of silent and clean electric ones, as the latter were considered feminine. Treating women’s experiences as something inherently different and separate from men’s experiences also forces men to distance themselves from a big part of what it means to be human. By this logic, we can consider e.g. romance plots or an interest in fashion and costuming girly, despite the fact that all men wear clothes and all heterosexual love stories contain at least one man.

    Changing the Perspective

    Conservative history, with its focus on white men of power, has been challenged throughout the 20th century in academia as well as outside of it. Women’s history draws attention to different roles women have played throughout the times and focuses on female narratives; people’s history focuses on the ordinary people instead of the upper classes; queer theory deconstructs ideas of gender and sexuality; and postcolonial history switches the perspective from the colonisers to the colonised. The above mentioned article by Mo Holkar gives plenty of examples of larps in this tradition, re-telling historical events from the perspectives of women or the working class. I am borrowing terminology and ideas from all of these fields, even though my primary focus in this article is my perspective as a queer woman.

    But re-writing history with the Other as the protagonist comes with its own challenges. Part of why Othering is such a powerful oppression strategy is because it allows dominant groups to clump all people who do not fit the norm together into the marginalised position of the Other, and define them by what they are not instead of what they are. As we try to switch the perspective and tell the story of the Other, a common trap is to still treat them as the homogenous group they never were, keeping the variations within the group invisible. And so we get stories about upper class women to challenge those about upper class men, or stories about colonised political leaders challenging the colonisers.

    It is easy to say that we should be aware that there were other people in history than heterosexual white men of power. It is also easy to describe someone as non-male, non-white, non-rich, and non-heterosexual. Unfortunately, a larp character described like that will also be non-playable, as there is nothing in there explaining how they would independently view themself. In Marxist and post-colonial theory, these people are known as subaltern – people excluded from the hierarchy of power and institutions of society, denied agency and their own voices.

    In her 1985 article Can the Subaltern Speak?, Gayatri Spivak challenges the idea that it is even possible to re-write history from a subaltern perspective. Despite our best attempts to understand what life was like for marginalised people throughout history, we can not know for certain. Their voices are absent from most of the historical source material, and our stories about them, if they even exist, are filtered through the perspectives of people with power.

    The tragedy of the lost subaltern voices struck me pretty hard at a recent larp, Snapphaneland (Göthberg, Elofsson Edgar & Lundqvist 2022), which was set in a village during the 1660s Scanian War. My character, Stine, had multiple marginalised identities, all of which were understood through these negative definitions. A middle-age unmarried housemaid, she did not have any family or home of her own. The female gender role was defined through being a wife and mother, which left Stine as somewhat of a non-woman. She was non-heterosexual – not interested in relationships with men, and did not have a strong sense of national identity, thus being both a non-Dane and a non-Swede in the political conflict between the countries. And while I admit she was a hard character to play, I am also not sure I can blame the organisers for this. There must have been plenty of people like Stine in Skåne in the 1600s, excluded from most of the institutions of society. And their voices are lost to us. Maybe the most fair thing I can do to do them justice is to admit that I have no idea how they thought about themselves and their lives? I can guess, but I actually have no idea.

    Part Two: Collective Memory and the Danger of the Single Story

    The year is 2003 and I, a baby queer, often go to the public library after school. I am 13 and LGBTQIA-representation in mainstream media is not a thing, but I have learnt how to search for tags in the library catalogue. I read every single young adult book tagged with homosexuality. Almost all of them center around the fear of coming out, getting socially ostracized, harassed, or abused. As a young teenager, my Single Story about queerness is that it is very, very difficult.

    The Danger of the Single Story is a phrase by Nigerian author Chimamanda Ngozi Adichie from her 2009 TED Talk. Adichie says that human lives and cultures are made up from a multitude of stories, and that when we only get to hear one of them, we easily reduce people into stereotypes. She argues that the problem with the Single Story is not that it is incorrect (queer people sure are more likely to be subjected to violence, and women sure have less power than men in a patriarchy), but that it is incomplete. When we reduce the many stories of a person or a group into a Single Story, it strips them of their dignity and their right to be seen as full human beings. The Single Story focuses on differences, making it harder to relate to other people as humans like ourselves.  An effective way to oppress subaltern people is to tell a single story about them, and make that the only story.

    In my first decade or so of larping, queerness is generally not present at all. And when it is, it is usually through variations on the same single story. Queer equals gay, and it is off-game to be gay, because gay people didn’t exist in the Old Days. Sexuality is all about making babies, so of course homosexuality doesn’t exist. Or, we want to make this fictional culture a bit more evil and gritty, so let’s add a death penalty on being gay. You can play gay anyway, of course, but if anyone finds out you will be ostracized, harassed, and abused.

    In 2012, two of my heterosexual friends have just fallen in love and play a couple in the larps we attend. Me and my girlfriend never get to play a couple. Because of these homophobic larp fictions, we chose to play straight characters. After one larp I write a blog post about the amount of microaggressions I’ve felt forced to play the entire larp, because in this kind of setting, it is a matter of life and death to prove that one is not homosexual, and how this has affected me as a queer player. The blog post causes a 250 posts long thread on the larp campaign’s Facebook page, most being aggressive comments directed towards me. The most baffling criticism is the way too common “all larps can’t suit your personal taste, Anneli.” At that time, I have still never gotten to play a queer story without the violent oppression narrative. The Single Story about queerness hides the multitude of other possible queer stories we could tell instead.

    “But, maybe,” you think, “This has nothing to do with contemporary homophobia. That is just how it was historically. Organisers can’t be blamed for writing sexist and homophobic narratives into the fiction when history was in fact sexist and homophobic.”

    Well actually, no. As queer activist and historian Samuel Sjöberg (2019) has shown, the attitudes to LGBTQIA people throughout Swedish history are much more complex. The stories about abuse and oppression are there, and I know that there are players who enjoy them, but they should not be treated as the single story.

    In recent years more larps focus on queer people in historical settings, a development I love that gives us more opportunities to play a multitude of stories. Some examples are Häxorna på Ästad Gård (Edman 2016) and Vedergällningen (Edman 2019), Oss Imellom (Hatlestrand & Edland 2015), Cabaret (Arvidsson, Fladvad, Sandrén & Waern 2014) and Violetas (NotOnlyLarp 2022). Still, these don’t seem to be considered “mainstream” historical larps. Still, queer history is something different from human history, just like women’s experiences are still considered something different than human experiences.

    And in actual fact, this has everything to do with contemporary homophobia. As French sociologist Maurice Halbwachs argues, our collective memories about history are actually not about the past but about ourselves. We use history not to remember any random past, but to form group identities (on a macro level like national or class identities, but also on a micro level by identifying with e.g., a subculture or a family) based on a shared history.

    Kaisa Kangas makes a similar point about larping other cultures in her talk Experimental Anthropology. These games do not give us the experience to live in another culture, just like historical larps does not teach us about the actual past. But through juxtaposition, they can give interesting new perspectives on ourselves and our own culture, what we are and what we are not.
    When we are aware that history has the function of building group identities, what we choose to remember and to forget, whom to include and exclude, is a highly political choice.

    I think this is probably why the fact that I can rarely play queer female characters with relateable plot lines in historical larps affects me so strongly. It doesn’t only say that people like myself did not exist in history (which they did), but also that our contemporary understanding of meaningful stories and our shared group identity as historical larpers does not include people like me. And that is why I so often feel like the Other, or frankly like an alien, after historical larps.

    Part Three: We Were Always Here

    So, what is there to win when we do historical larps without diminishing women and erasing queers? The time has come for me to address Just a Little Lovin’.

    In his article Play the Gay Away – Confessions of a Queer Larper, Eric Winther Paisley describes the strong experience of playing Just a Little Lovin’ (Groth, Jacobsen, Edland & Grasmo, 2015). By putting gayness in the foreground, he describes how the game instead allowed him to play around with other aspects of his queerness, creating challenging, deep and emotionally fulfilling experiences. I was at the same run of JaLL 2015, and for me it was a transformative and mind-blowing experience.

    By centering LGBTQ-narratives and offering a multitude of ways to portray them, Just a Little Lovin’ was the first larp that allowed me to play a character that was queer in a similar way to how I myself am queer. I have played it twice, both times as bisexual polyamorous women in the Saratoga friend group, and it has given me the chance to explore aspects of my own queerness that I’ve never seen anything even close to depicting in other larps. These larps have created a sense of belonging and strong positive feelings in me, something along the lines of relief, validation, and empowerment. This is not the article for delving deeper into how these can be achieved, but I recommend Jonaya Kemper’s works on emancipatory bleed, The Battle of Primrose Park and Wyrding the Self, as they are really interesting and useful further reading.

    I think part of what makes Just a Little Lovin’ such an important game for many queer players is that it is a historical larp that offers us to be part of that collective memory. On the surface, JaLL is a story about the HIV/AIDS crisis in 1980s New York, but in reality, it is a story about the queer community. For players like myself, and many others I have spoken with in the growing group of alumni, it offers us a sense of belonging by placing our current lives and identities in the context of a queer community and a queer history. It tells a story that takes place a decade before I was born, yet it feels like a story about people just like me. The result is magical.

    When players with marginalised identities are offered a place to exist within the historical larp setting, we get reminded that people like us have actually always existed. And this is not just about painting a truer picture of history by distancing ourselves from the limiting perspective of men of power, but about allowing our identities and our stories to be included in the universal experience of being human.

    Conclusion: Let Go of the Conservative Narratives

    Historian Howard Zinn (Holkar 2017) writes that when we see the history of any country presented as the history of a select privileged few, it conceals fierce conflicts of interest between the people with power and the people without it. These can be executioners and victims; masters and slaves; capitalists and workers; dominators and dominated in race and sex. Zinn argues, in the words of Albert Camus, that in such a world it is the job of thinking people not to be on the side of the executioners.

    One of the beauties of larp is that we can embody a character and see the world through their eyes for a short time. But that makes it even more important to consider whose eyes we chose to view the world from; whose narrative we reproduce when we make historical larps; and what parts we chose to erase. I believe that when we reproduce conservative uses of history in larps in which men of power are the obvious protagonists; women are tied to the home and children; queer people and people of colour either don’t exist at all or are reduced to the Single Story of being the oppressed Other; we risk ending up on that wrong side.

    I have tried to show you that just because women and queer people have been silenced throughout history, it doesn’t mean that we never existed or did anything worth remembering. But more importantly, I have tried to show you the importance of representation and why it matters, to avoid the dehumanising and one-dimensional Single Stories.

    I love historical larps, and I wish more players like me got to enjoy more of them without feeling alien or erased afterwards. And of course I do not speak for all women or queer larpers, but I have had that conversation with many more people after larps than anyone should be comfortable with. When we make historical larps we shape our collective memories of the past. We chose what is important and not, whom to include and exclude, and what stories to treat as universally human instead of Other. And these are highly political choices that have very real consequences.

    References

    de Beauvoir, Simone. 1972 [1949]. The Second Sex.  Trans. H. M. Parshley. Penguin.

    Holkar, Mo. 2017. History, Herstory and Theirstory: Representation of Gender and Class in Larps with a Historical Setting. In Once Upon a Nordic Larp… Twenty Years of Playing Stories, edited by Martine Svanevik, Linn Carin Andreassen, Simon Brind, Elin Nilsen, and Grethe Sofie Bulterud Strand, 161-166. Oslo, Norway: Knutepunkt.

    Kangas, Kaisa. 2015. Experimental Anthropology. Nordic Larp Talks. February 12.

    Kemper, Jonaya. 2017. The Battle of Primrose Park – Playing for Emancipatory Bleed in Fortune & Felicity. Nordiclarp.org, June 21.

    Kemper, Jonaya. 2020. Wyrding the Self. Nordiclarp.org, May 18.

    Marçal, Katherine. 2021. Mother of Inventions: How Good Ideas Get Ignored in an Economy Built for Men. William Collins.

    Ngozi Adichie, Chimamanda. 2009. The Danger of a Single Story. TED. YouTube, October 7.

    Paisley, Eric Winther. 2016. Play the Gay Away – Confessions of a Queer Larper. Nordiclarp.org, April 15.

    Sjöberg, Samuel. 2019. Att Queerläsa Historia. Lecture at Prolog, February 26, 2019.

    Spivak, Gayatri Chakravorty. 1988. Can the Subaltern Speak? In Marxism and the Interpretation of Culture, 271-313. Macmillan Education: Basingstroke.

    Ludography

    Snapphaneland. 2022. Mimmi Lundqvist, Alma Elofsson Edgar & Rosalind Göthberg.

    Häxorna på Ästad gård. 2016. Karin Edman aka WonderKarin.

    Vedergällningen. 2019. Karin Edman aka WonderKarin.

    Oss Imellom. 2015. Tor Kjetil Edland and Fredrik Hatlestrand.

    Cabaret. 2014. Siri Arvidsson, Staffan Fladvad, Alexis Sandrén and Annika Waern.

    Violetas. 2022. NotOnlyLarp

    Just a Little Lovin’. 2015. Written by Tor Kjetil Edland and Hanne Grasmo. Produced by Anna Groth and Fleming Jacobsen, 2015.


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

  • Creating Aura

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    Creating Aura

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    This article, by Thomas Munier, was initially published in French on ElectroGN on February 8th, 2021. It was translated into English for publication here by JC, with the approval of the author and with the permission of ElectroGN.

    Introduction

    For alibi to really help the participant play their role freely, an aura of legitimacy needs to be built. In other words, a social, narrative and game system needs to be established that legitimizes the participant in their role. This aura reinforces alibi and allows them to play roles that are independent from their social constraints or individual capacities, while still feeling credible. The aura also validates to the group the participant’s legitimacy to play their chosen role. To this end, we propose a number of tools, ranging from larp design, to roleplaying, to an encouraging group attitude, to a global system supporting alibi from pre-larp briefing to post-larp debriefing.

    How do we build an aura?

    In the previous article, ‘It Wasn’t Me’, we established that the concept of alibi (“It’s not me, it’s my character”) is what allows larps to be wonderful spaces for expression and experiencing self and otherness. By allowing participants to let go, alibi allows them to meet their character, and temporarily free themselves of the place and limits society has assigned them.

    There are times when this implicit tool works perfectly. But alibi can sometimes be fragile. Alibi alone is sometimes not enough for participants to feel that they can legitimately play their role. Others sometimes use alibi as a pretext for abusive behavior. The group sometimes doesn’t respect our alibi. And we can never completely escape other people’s judgement.

    If we want to ensure that a participant can experience another perspective, they need to be able to give in to their alibi, and the group needs to give it legitimacy. In other words, the participant must feel empowered by an aura that makes them, if not credible, at least accepted or acceptable in their role.

    Building the aura is thus a conscious and explicit process that supports alibi, which is implicit. This involves the larp’s design, but also both the participant’s and the group’s attitude.

    Character Sheets

    Alibi must be written into character sheets. This goes both ways: if you are playing the Viking chief, your character description should mention that you are feared and respected, but the character descriptions of all Vikings (with perhaps one or two exceptions) should mention this too. These other character sheets participate in the inception of the chief’s aura of fear. Depending on the character relationships, love, hate, trust, etc. can also be mentioned.

    The character sheet’s literary quality is also important: it immerses the participant in their role, which they will then be able to play more confidently. The romanesque larp style uses character sheets that are often 30–80 pages long, so that all characters already know how fearsome the Viking chieftain is when they approach.

    But a long character sheet, written like a novella, can also make the message less clear. And the length can contribute to the cognitive overload mentioned in the previous article. In any case, long character sheets of this type are mainly suited to larps based on secrecy and revelations.

    Larp creators don’t all have to go that far.  However, it is always important to pay attention to one’s writing style to allow the participant to establish an emotional connection with their character, understand their relationships with other characters, and be ready to go before the larp starts. Even if one doesn’t write a novella for each character, it’s important to pay attention to supporting alibi, for example by describing relationships.

    Larp Design

    The way in which larps are designed plays a big role in the creation of aura and in the compensation of any human errors. Reinforcing a larp’s design is less risky than depending only on participants’ good will, because that good will might be lacking in certain larp cultures.

    As mentioned previously, character sheets are larp design tools. But other tools exist to be used when participants come together.

    Workshops

    Before the larp, workshops can help to build aura by encouraging participants to act in a way that is coherent with their role, and with the way their character feels about other characters.

    For example, gender expression workshops can be organized like this: the participant attempting to play a character of a gender other than their own will work on their physical and verbal expression, while others will practice talking about them, and discuss their vision for the character, using the character’s gender (not the participant’s gender).

    Circles are another, more usual example of workshops that work for most larps. Participants take turns standing in the center of the circle. Each person then states what their character thinks of the character of the person standing in the center of the circle. The participant can also answer questions from the circle about their character, or present their character to the circle.

    Briefing

    The briefing is another indispensable tool to remind everyone of specific roles, but also to encourage everyone to show understanding and avoid judging. I can, for example, imagine that in the briefing of a larp including characters expected to do artistic or acrobatic feats, it would be crucial to reassure participants who were going to do live performances. It’s important everyone understands it’s not a talent contest. Reminding participants to have fun rather than looking for the perfect performance seems like an important aspect of creating aura.

    Stats

    I would also like to rehabilitate a larp technique that has often been despised by “freeform” or “immersionist” larpers: character stats. A character that is capable of inflicting huge amounts of damage, another with an outstanding charisma or negotiation stat: these are simple tools for building aura.

    Photo by JD Hancock on Flickr
    Photo by JD Hancock on Flickr

    Freeform Techniques

    Other, more freeform, techniques can replace stats. For example, in a larp with a strong hierarchy, “inferior” characters can be directed to freeze in place and must await instructions as soon as a “superior” character touches them on the forehead.

    The larp Les Sentes goes further, with two rules: “Believe anything you’re told” and “Do anything you’re asked to.” This relieves participants of any pressure to be persuasive. Participants can further their character’s objectives by getting others involved in them, without the need for convincing role-playing.

    Artistic Direction

    Smart overall larp pacing can also ensure that character narratives don’t all peak at the same time, since this tends to create a cacophony where no one is interested in other characters’ grandiose or tragic destiny. For example, the Harry Potter-inspired short larp Seven Years in Poudlard is divided into acts, and the last act focuses on the crucial actions of two characters. Participants don’t know in advance who these two characters will be, but they know that the other characters will be of secondary importance. This formula works: when the two characters are identified and do their thing, all eyes are on them, with a definite aura effect. Other larps could learn from this example to give each participant their 15 minutes of fame. (In the context of heavily scripted larps, where lots of organizer input into the dramatic curves of each character.)

    That said, a larp’s dramatic climax does not necessarily need to happen publicly. It can also be “decentralized,” where each small group (or even each individual) gets a separate climax. This is frequent in “improv larps,” where the larger meta-plot often takes a back seat to people’s “little stories.”

    Hand and Verbal Signals

    Meta-techniques, such as hand signals, are a language that can grease the wheels of larp. For example, crossing your fingers means “It’s my character thinking/saying/doing this, not me,” allowing one to yell at another character while indicating it’s the character that is upset, not the participant. I also like the converse technique, where for example saying “really really” indicates that it’s the participant speaking, not the character.

    Paradoxically, the possibility to clearly differentiate between participant and character without fully breaking immersion allows one to use alibi more fully, since you can dissipate any ambiguity for others. This works even when you yourself are unable to totally separate participant and character, for example when trying to reassure another participant while experiencing intense bleed.

    Third Place and Magic Circle

    But the main role of larp design is larger: to establish a “third place” (not home, and not the workplace) where ordinary social conventions no longer apply. In the larp Le Lierre et La Vigne, polyamory is the norm. In the larp Les Sentes, everyone suffers from amnesia and identity is a very fluid concept. In the larp The Quota, participants play migrants. Ritualizing the act of entering and leaving the magic circle that marks the limits of this third place in time and space allows everyone to truly let themselves go to alibi, without social norms holding them back.

    Overall, meta-techniques can act as a substitute for the participant’s role-playing performance, making them credible in roles that society or their own capabilities would not allow. By organizing space and time, a virtuous larp design facilitates role-playing by limiting cognitive overload and creating an area of non-reality and new possibilities.

    The Participant’s Performance

    Does this mean that, with a good larp design, participants don’t need to make any role-playing efforts? Yes and no.

    Yes, because I believe reducing the stress associated with role-playing is one of the prerequisites for liberation. Larping is not theatre and participants are not competing for an acting prize.

    To larpers doubting their legitimacy, either because they are a beginner or because their character is far from their actual social status or comfort zone, I would recommend that they just go with the flow of events without aiming for theatrics or the group’s assent. This seems like a good way for them to have fun, feel part of the group, and meet their character.

    However, I would recommend the larper stay somewhat grounded in role-play. To meet your character, you have to take at least a step in their direction and find at least some convergence, be it through costume preparation, mannerism work, or memorising goals.

    If a participant wants to sing during the larp, rehearsing the song three or four times will surely help, especially if they want to sing without reading the lyrics off a piece of paper. But beyond this bare minimum, alibi takes over. Making more of an effort should only result from the participant’s desire to come closer to their character, not from social pressure. To clarify: social pressure can sometimes help a participant to push their limits, but it’s a source of stress for those who suffer from social anxiety. Therefore, design document statements such as “we expect your larping to be strongly motivated” or “we expect a high level of role-playing” are fine for some larps, but should not be considered as inclusive.

    It seems to me that the right balance to strike stems from self-knowledge. You can tell the other participants before the larp that you will be playing their leader but that you are not good at shouting. Or you can adapt your role-playing to your abilities by playing a cold type of leader rather than a shouty one. Aura will do the rest.

    Photo by LauriePinkham, public domain
    Photo by LauriePinkham, public domain

    The Mirror That Others Hold Up for You

    No larp design or participant effort will make your alibi legitimate if the others don’t do their part. They need to go beyond judging performance and fully participate in creating aura. This starts a virtuous circle that will enable all participants to fully live their role. The group’s mission is to create aura instead of judging.

    The Audience-Participant and the Performer-Participant

    We often hear that in RPG or larp the other participants are an audience. While useful in many ways, this idea is risky for two reasons: one is that participants may be discouraged from playing their character for fear of falling short of the audience’s expectations, and the other is that participants may become mere consumers of others’ role-playing.

    To avoid these two risks, we must deconstruct the idea of ourselves as an audience: in larp, we are not just an audience, but an engaged audience.

    When trying to impersonate someone else, the desire to do well can run into the impossibility to do well, either because we don’t know the other perspective well enough, or because we think we don’t. Take for example Alquen, a heterosexual cis-male. Even though he is open-minded about the characters he is willing to play, he is reluctant to play cis women or trans characters because he feels he doesn’t know enough and is afraid he will play them badly. I don’t think this type of reluctance can be overcome with a simple “it’s just another character with another gender.” The group needs to make the person feel legitimate and be indulgent, accepting that they will make mistakes or even be stereotypical. Workshops and debriefs can help the person to do better next time. With this indulgence, I think we are limiting people who, in good faith, are trying to be open to a greater variety of roles.

    Play to Lift

    We larp to encourage others in their performance and to respond to it, not to evaluate it or to profit from it.

    That is where play to lift comes in. This way of larping is different from “play to win” or “play to lose,” which are both centered on one’s own character. Play to lift means using one’s character to make others shine. In this context, the character is seen as a tool to provide an ideal antagonist or associate to another character, in order to make them look good. A few “play to lift” participants in a larp greatly increase the aura of the other characters. Furthermore, when a majority of participants play to lift, everyone becomes a support or  spotlight for everyone, which creates a constructive and harmonious larp dynamic.

    Play to Serve and Playing Impact

    In her blog JenesuispasMJmais (IamnotGMbut), Eugénie introduces two notions inherited from improv theatre that strongly contribute to aura: play to serve (my character is at the service of other participants and the plot) and playing impact (through my reactions, I show that other characters’ actions have an impact on bodies and minds).

    Eugénie also has a gesture that I would include in “playing impact”: making a heart-shape with your hands (other, more immersive equivalents exist, such as striking your heart with your fist) to signal to other participants that you enjoy what is going on. It’s important to turn as you are making the gesture, so that everyone can see it. This is exactly the type of validation that can make an alibi legitimate, as long as you accept the meta side of this technique. It seems that performances (including artistic ones) are objectively better when the audience gives the performer signs of approval. This same mechanic operates with the heart-shaped fingers: more than simply positive thoughts, it really has a positive impact on the quality and intensity of people’s role-playing.

    It seems to me that being a fan of the other characters and cultivating indulgence towards other participants, instead of considering we are here to “be a good role-player,” leads to a more fulfilling role-playing experience for everyone.

    • To go further:
      [Article] ‘Play to serve‘, by Eugénie, on the JenesuispasMJmais blog
      [Article] ‘Playing impact‘, by Eugénie, on the JenesuispasMJmais blog

    Maintaining Trust

    The Meta Prerequisite for Character Immersion

    The concept of playing to serve, described above, creates a meta paradox. For people to have confidence in their alibi, participants need to trust each other out-of-character. You need to be socially confident to be able to forget the participant and focus on the character. This brings us back to the importance of the “OK Check-in” mechanic, where you ask other participants if they are OK out of character with a hand signal, and ask them what you can do for them if they are not OK.

    Emotional Safety Techniques

    Emotional safety techniques protect both the participant’s emancipating alibi and psychological well-being by putting limits on alibi. One person’s alibi stops when it infringes on another person’s emotional comfort. Inside this limit, you are totally free and legitimate. Emotional safety techniques such as safewords help us to go beyond this limit and also to protect us from the most clumsy or toxic participants.

    • To go further:
      [Article] ‘Emotional safety‘, by Muriel Algayres, Marianne Caillous, Hoog & Skimy, on the Electro-GN blog

    Mid-Larp Debriefings

    As soon as a larp lasts longer than two hours (outside of briefing/debriefing), it seems interesting to me to add in intermediary debriefing phases. In the larp Les Sentes, we ask before the larp for one volunteer per group to represent said group in these out-of-character intermediary debriefings. This person explains how the participants in the group are doing, what is going well and what is going wrong. The volunteers then look for a solution together. In the “Nuclear Winter” session of the larp Les Sentes, these intermediary debriefings allowed participants to identify an issue: the Militia group wasn’t scary enough, which was a problem for all groups. Together, we reminded everyone of the leadership tools that the Militia had, and encouraged participants from other groups to increase their dealings with the Militia.

    • To go further:
      [Larp debriefing] ‘Nuclear Winter‘, by Thomas Munier

    Note that none of these tools is enough by itself to create the necessary aura. But they all help in creating the feeling of trust, where we see that we all want the same thing: that everyone can play their character to the fullest.

    It seems to me that we all face the same difficulties when trying to let alibi take over and express ourselves: we are afraid that others will think we are crazy, ridiculous, or boring. I think these fears can disappear once trust is established and maintained.

    Clarity of Information

    None of the prerequisites for aura creation seem possible to me without clarity on the social contract during pre-larp communication. Being clear on what to expect (and, even more importantly, on what not to expect) is key in letting alibi take over.

    Transparency techniques (i.e. giving participants information that their character doesn’t know about) can also help: it’s easier to play to serve if you know what is expected of you, and it’s easier to fully immerse in a scene when you know exactly what it is about.

    Transparency is not a sine qua non condition, but it does favor co-creation and trust, and also saves time. A larp based on secrecy will take more effort with regards to briefing and meta-techniques.

    The Importance of Gratitude

    “Thank you” seems like a good final contribution to building trust. “Thank you for taking part” is a great phrase during briefing and debriefing. It’s more a “Thank you for being here” than a “Thank you for your larping”: it’s the participant’s presence that is appreciated. We leave the characters alone: we are not here to judge them; they are part of the untouchable world of transgression. It seems to me that, in order for characters to keep their aura, we have to not expect too much from the participants, whatever happens. People want to perform most when performing is optional.

    Conclusion

    Yes, alibi offers a great pretext to experience and to experiment with oneself through a character. But it only works if the participant has an aura that makes them feel legitimate to themselves and to the other participants. This aura can be built through larp design, through a certain approach to role-playing, through a benevolent attitude by the group, and through a general atmosphere of trust. When all these factors are present, we get what kF calls creative de-responsibilisation, when the creative task in front of us seems just right: not too large, not too small, but just the right challenge to get us to jump into the unknown.

    Creating aura is part of attaining “alibi for all.” This makes aura a useful tool for anyone aiming to live or produce an immersive and inclusive experience.

    Ludography

    L’association Ludique des Gnistes Rennais. Harry Potter L’héritage: 7 ans à Poudlard. ALGR, 2019.

    Avalon Larp Studios & Broken Dreams. Le Quota. eXperience, 2019.

    Clairence, Lille. Le Lierre et la Vigne: retour à Intimatopia. eXperience, 2017.

    Munier, Thomas. Les Sentes. 2019.


    Cover illustration: Photo by Brian, on Flickr

  • A Plot to Bomb the Magic Circle: Chaos Magic in Urban Play

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    A Plot to Bomb the Magic Circle: Chaos Magic in Urban Play

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    [This article is also available in Spanish, at: http://vivologia.es/un-complot-para-bombardear-el-circulo-magico-la-magia-del-caos-en-el-juego-urbano/
    Thank you to Vivologia for translating it!]

    The magic circle is a metaphor for a mutually agreed space for play. By playing larps, we willingly enter into these contracts with boundaries of where, how and when play is permitted in consensually agreed terms or social frame (Järvelä 2019). Through urban and pervasive styles of play, I’m exploring the possibilities arising from disrupting the social frame of the magic circle, particularly through the practice of chaos magic.

    Psychogeography is often practiced as a pseudo-scientific study of the city, particularly in its early forms. Beginning in the 1950s from the Lettrist movement and in the following years with the Situationist movement, psychogeography is a ‘study’ or exploration of the range of emotions and behaviours that an urban landscape determines upon its inhabitants or participants. Considering the actively playful nature of urban landscapes as seen through the psychogeographic lens, it could be considered that a city’s inhabitants assume the role of participants, simply by taking part in everyday life. Psychogeography is characterised by the rejection of convenient forms of traversing a city in favour of more experimental forms of navigation, usually by walking to actively work against the intended purpose of urban design, as an act of playful resistance. It redefines the function of the architecture as tools for play, to be dissected and reassembled through the act of walking and reimagining what the city might be. The Situationist practice of blurring the boundaries between art and life is ever present in the form of a drift (in French: dérive) where a purposeless, playful interaction with the urban landscape through a journey creates possibility for chance encounters. The active participation of the drift, in contrast to passive consumption, creates the same levels of player agency desirable in most larp practices.

    Psychogeography is not without its challenges. As a documented practice it can lack inclusivity by getting lost in opaque language and esotericism (obscure forms of knowledge). However, the active participation of the body situated in the space means that it has to be experienced in order to be understood.

    Through encounters with cities in constant flux, moments of chance and serendipity are what I want to focus on, as well as the magic created through these experiences.

    Since the 1990s, British psychogeography practitioners have borrowed more and more from esoteric and occult practices, particularly in London and Glasgow. Chaos magic is an accessible introduction to this crossover with urban play, with or without larp. The term ’chaos magic’ is easier to understand as ‘success magic’ or ‘results magic’. I don’t want to explain it away, but as this is the purpose of this piece of writing, please forgive me as I do precisely this.

    Serendipity

    Serendipity is similar to luck or good fortune, but not the same. We can view serendipity as the process of allowing unlikely chance findings to happen and accepting that what is found is not necessarily what is being looked for. Chaos magic relies on serendipity as a salient feature, and, this is the important bit, it uses the psychology of only celebrating successful results. (If this sounds like cheating, that’s because it is cheating. But you must immediately forget that I have written this, and this section should be détourned or ripped out and eaten).

    Through the adventures of the city, you ordinarily encounter so much that is immediately forgotten. However, during a drift, you can become hyper attuned to your surroundings and pay attention to the brilliance of all details. Coming across buildings, signs, street furniture, and found objects that you might have ignored before offers infinite possibilities for play. It is these details which begin to build your magic. The Baader-Meinhof phenomenon gives a name to the psychological effect of coming across something new and then encountering it again in quick succession. This effect is similar to what can happen through the process of a  drift. By paying attention to the details of the urban environment, it is inevitable that some will be more interconnected than others, even showing repeated motifs in the way the Baader-Meinhof phenomenon might make us believe we are encountering incredible repetition, yet it is the process of being more susceptible to your own motifs that will make them stand out. These connections are the moments of serendipity that will shape a narrative and look like they are made for you.

    Painted image of a crossing sign with person in green walking and the word "Flashing" above it

    Facilitating play

    In this context of psychogeographical chaos magic, urban play requires the practitioner to engage in a dialogue with the landscape. Reading the environment is similar to reading a tarot draft: it is an exercise of interpretation, of connecting ideas to create meaning. This allows you to approach the play with a problem that you want to solve or an unanswered question, either predetermined or found through the play itself. The process of being open to allowing events to happen is paramount, so don’t get too hung up on specific questions that do not bear fruit, and be prepared to give your playful journey enough time for symbols, clues, and answers to present themselves.

    If you make a few predictions or choose a few overlapping threads of narratives, the odds stack up in your favour. It’s always an experiment, and some questions will be answered through the magic; some questions, if you allow them to continue outside of the magic circle, will be left hanging like an unresolved cadence for years. And some will be complete wild goose chases that leave you wondering if, in fact, you are the goose. For me, this is definitely part of the appeal.

    Drift as larp as chaos magic?

    To introduce a drift in larp terms, we could imagine the urban environment as a freeform sandbox larp without a spatial border to the agreed area of play. We can still create a fictive setting, and a narrative arc such as a question or prompt to be answered on the journey.

    In Green Basilisk (2019), an environmental disaster takes place and time travellers from different eras come together to decide what happened through a collective drift. “Green Basilisk” refers to the disaster, the collective prompt for players is to interpret clues from the landscape, but without saying what actually happened. In the workshop, players create their characters who come from 3 fixed points in linear time and interact with real objects in the landscape as props for play in the fiction. The props (buildings, found objects) can be used diegetically or non-diegetically as the players feel appropriate. This contributes to a sense of being situated in the landscape at the same time as playing in the storyworld. When encountering a church, for example, players are permitted to use their own player knowledge of what the function of the building is, or they can create a new meaning for it, such as a spy headquarters or fallout shelter. Characters from different eras might have conflicting views on the function of buildings, which creates opportunities for play. The contradiction between eras, as well as moving between the ‘real’ and fictional interpretations of objects, creates a blurring of time boundaries. This allows players to experience a more fluid interpretation of the relationship between cause and effect of events through play. There is no set route in the larp, this is decided by players as they go, which is important for serendipitous activity to allow the process of a narrative to build through unexpected discoveries. In urban areas (and especially London, where this larp has been played), there are enough signifiers of consumer capitalism for the play to veer towards capitalism as theme and cause of the disaster but this setting could just as easily allow the players to take the narrative in other directions!

    Bomb the Magic Circle

    The magic circle as a boundary is not one that larp designers and players should give up on lightly. It expands possibilities by providing an alibi for the development of narrative and relationships, within a social contract which is predominantly safe for play. However, I want to encourage forms of urban play where the magic circle exists as a membrane, one which is permeable to the everyday world in both directions.Through this process, the blurring of “art” and “life” or play experiences with wider society, provides an opportunity to occupy space with play whilst maintaining a firmer connection with the everyday world. By taking up space for its own sake in the context of a city where privatised and monetised areas dominate, we can détourne the landscape to one that can be shaped by the imagination of the players. We can view it as an act of resistance and confrontation, it gives agency simultaneously in the play and the everyday, where players can imagine and prefigure hopeful futures for the city through the active reclamation of public space.

    In urban play, particularly with the temporal stretching of play in psychogeographical scenarios, in which case it can be restarted at short notice out of the everyday, it is helpful to us to think about the 2 worlds layered on top of each other, or co-existing. For larp to be accessible in the broadest sense this method allows a process that keeps an openness for porosity and for serendipitous moments. If the magic circle exists as sacred without allowing the porosity of worlds in both directions, it has the possibility to only work as a privileged space for the same people. At the risk of hyperbole, if you think that larp has an opportunity to change the world, then the porosity of worlds in urban play is where the magic happens.

    Crossing lamp with green illuminated person walking and a building in the background
    Photo by cottonbro on Pexels. Image has been cropped.

    Suggestions for DIY Chaos Magic in Urban Play

    People: 1-6 players (3 is literally the magic number, as you tend to move as one unit). You don’t necessarily need characters for play, although fine to do so (they should relate to your problem as below).

    Time: 1.5-2 hours at least. If you’re inclined to stretch the limits of spatio-temporal boundaries confining to ‘play’ and ‘not play’, then 1.5-2 years.

    Prompts: Think of a collective problem you want to answer, or a prompt. This can be something based in reality: “How do we banish cars from city centres?,” something based in a fiction which still relates to the everyday world: “How do we escape the masked warriors?” or something more cryptic: “What happened to red?”

    Location/direction: There should be no set route decided in advance. I would recommend following signs or clues which relate to your prompt (it is fine to choose a direction, e.g. north, although this can be limiting). In general, you should follow the route that looks the most interesting. You can also set rules in advance for wayfinding such as rolling a die, though instinct is the best guidance. Pay attention to the surroundings, and the more ground you cover without rushing, the more you will see.

    Objects: Take cues from the surroundings in order to guide the journey. Use signs, symbols, words, buildings, street furniture, behaviour of people, or anything else you come across. Found objects are going to be particularly valuable.

    Chaos magic: Try to loosen the idea of cause and effect and disrupt a sense of linear time. This will make events connect easier and create more possibilities for play. Remember that chaos magic is a process through which you will not find answers straight away. The questions that you first thought of may become dead-ends, don’t be disheartened by this. Be open to new suggestions from the landscape as you come across them, it’s fine to follow multiple threads of clues at the same time. Try to be situated in both the fiction and reality and consider how they feed into each other, how the magic circle is permeated, or in fact, bombed.

    Bibliography

    Järvelä, Simo. 2019. “How Real is Larp?” In Larp Design: Creating Role Play Experiences, edited by Johanna Koljonen, Jaakko Stenros, Anne Serup Grove, Aina D. Skjønsfjell and Elin Nilsen, 22. Copenhagen, Denmark: Landsforeningen Bifrost.


    Cover photo: Jos van Ouwerkerk on Pexels. Photo has been cropped.

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

    Brown, Alex. “A Plot to Bomb the Magic Circle: Chaos Magic in Urban Play.” In Book of Magic, edited by Kari Kvittingen Djukastein, Marcus Irgens, Nadja Lipsyc, and Lars Kristian Løveng Sunde. Oslo, Norway: Knutepunkt, 2021. (In press).