Tag: BAPHOMET

  • Basics of Efficient Larp Production

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    Basics of Efficient Larp Production

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

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

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

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

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

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

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

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

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

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

    Labor

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

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

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

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

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

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

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

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

    Bang For Buck

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

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

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

    Specialization

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

    This is the absolute worst way to organize larp production.

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

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

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

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

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

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

    System Thinking

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

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

    Always think of characters in terms of groups, not individuals

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

    Recycle

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

    Design interaction engines instead of plots

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

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

    Empower players

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

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

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

    Personal Touch

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

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

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

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

    Writing

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

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

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

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

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

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

    Physical Production

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

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

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

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

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

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

    Kill Your Darlings

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

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

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

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

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

    Casualties

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

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

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

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

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

    Sustainability

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

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

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


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

  • Terror and Warmth

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    Terror and Warmth

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    We step into the ritual chamber wearing our ceremonial robes, the hoods on our heads. We’re at a beautiful estate in the Danish countryside, secluded enough to feel the outside world only as a distant concern. The larp is Baphomet (2015-) and I participated in it in 2019. It details the fall of a vintage era Hermetic cult as they connect with the dark gods Pan and Baphomet.

    As the ritual goes on, we huddle in the middle of the room, backs to each other, facing the walls. A High Templar circles us and intones the ritual while we hum a low, collective sound that feels bigger and deeper than any individual.

    The experience goes beyond the typical boundaries between fiction and reality that superficially define larp. The outwards-facing huddle is a simple formation but it means that my back is physically against other players. I feel the sound vibrate in their bodies. Someone shorter than me is in front and their voice is indistinguishable from mine.

    Our collective hum changes. There are vibrations, emotions, dissonances and shrieks. It feels like an auditory summation of the larp’s emotional state at that point. There are moments of terror and warmth. It’s a profoundly positive experience of togetherness but the larp’s horror themes shine through and fear makes itself manifest.

    The seemingly contradictory experiences of human connection and inner darkness are present at the same time, not as a contradiction but as complementary elements. This is a common theme in a family of larps of which Baphomet is one.

    Others in the same genre are Pan, House of Craving, Inside Hamlet, Libertines, Conscience, and End of the Line. They are defined by an aesthetic of sordid indulgence, dark emotional content, and playground-style design creating opportunities for participants to sin creatively.

    several people in 20's clothing posing outside a manor Baphomet Run 2. Photo by Bjarke Pedersen.

    Communities of Sin

    As is typical of larp, these games create small temporary communities, microcosms in which the participants enable each other to experience the thrills and terrors that draw them in. In my personal experience, the communities of play especially in the smaller larps such as Baphomet and House of Craving (2019) are unusually warm, supportive and positive.

    Indeed, so much so that participants joke about not wanting to go back to the real world and its hierarchies, anxieties and daily oppressions. While the larp’s fictional landscape is full of degradation and injustice, the off-game community is humble, constructive, and ready to listen.

    Of course, no larp experience is homogenous across its player space. There are surely other player experiences as well, especially in the bigger of the larps mentioned. Still, when I’ve left for the airport after the larp, the positivity of the play community has been a topic of conversation with other players in a way that differs from most of my other larp experiences.

    After one of these larps, I lamented with another male player the fact that the easy physical closeness between men would slowly fade in the outside world. It would become more awkward to hug as the repressions of society wore away at us.

    This experience of closeness and community doesn’t happen by accident. Larps all about characters doing terrible things to each other function best when the workshops are geared to build trust and intimacy. When the players feel safe and comfortable they can go to emotional extremes that would otherwise be inaccessible to them.

    Two people on the verge of kissing House of Craving (2019). Photo by Bjarke Pedersen.

    When I think about other types of larps that have featured a similarly close, warm community experience, they’ve tended to be small games which have workshops with similar goals. One such is the Brody Condon larp The Zeigarnik Effect (2015) in Norway. We played characters undergoing gestalt therapy and the workshops were needed to get us accustomed to the game’s unusual mode of communication and interaction.

    Because of the positive nature of the overall emotional experience of these larps I’ve started to wonder whether they’re horror larps at all. The one I worked on, the Vampire: the Masquerade larp End of the Line (2016-), was explicitly conceived as a horror-themed playground designed to enable each participant in a dynamic, personal way. The aesthetic was from horror but the actual experience was made so you’d get to do fun things you can’t do otherwise.

    Designed for Transgression

    There are a few design choices that make this sort of larp possible. They tend to be typical of Nordic larp design in general but are often implemented in specific ways to enable the players to transgress in a fun and safe way.

    Workshopping together to build intimacy, trust and a shared sense of the social space is crucial. The players have to feel that the play community of the larp supports them and is open to their ideas. They have to feel free to express themselves and take creative risks. This is achieved with workshop exercises that build trust and intimacy. In some larps, player selection also plays a part.

    Safety or calibration mechanics that allow the player to stop or adjust play on the fly also play an important part. The presence of such mechanics makes it possible for participants to feel like they can trust their fellow players and the play situation.

    These mechanics can be used for many different reasons, not all of them dramatic. When they work well, they allow the player to navigate around issues that make transgressive content difficult for them to access, whatever those issues might be.

    Two people behind a third person with their hands on that person's shoulders House of Craving (2019). Photo by Bjarke Pedersen.

    While not present in all the larps mentioned in this article, transparency is great for enabling the players. In Inside Hamlet, Pan, Baphomet, and House of Craving, every player can read all characters if they so choose in the preparation for the larp. For some players this makes it easier for them to instigate transgressive game content with other players. They know from their reading that the other player’s character is just as fucked up as their own.

    All together, these design choices work best when they give the player the tools to take responsibility for their own larp experience. A player who feels enabled and in control can more easily engage in play where the character is in the opposite situation.

    Cruelty is Fun

    There’s an overlap in themes, techniques and player base between these larps and BDSM culture. They allow us to enjoy feelings, sensations and emotions that are taboo in normal conversation and polite society. Things that are ordinarily considered wrong, debased, or evil become playful, fulfilling, and fun when enacted within a consensual, supportive context.

    BDSM often features role-play and I don’t think that’s categorically different from larp with erotic or sexual themes. Rather, there’s a sliding scale of different designed experiences from an abstracted larp experience to a fuck session with a light sheen of fiction.

    One example of a thing that’s bad in real life but often fun in play is cruelty. In the right context and with the right people, cruelty can be tremendously sexy.

    Everyday life has limited opportunities to enjoy cruelty in an ethical way because it tends to require a victim. In larp and BDSM the victims are there consensually and they can enjoy the thrill of being subjected to cruelty, safe in the knowledge that they control their own play and can exit it as needed. In this way, being the victim of cruelty can become a fulfilling, profound experience. For a player of a masochistic or submissive bent, all the more so.

    The design of these larps supports the playing of cruelty in much the same way the culture around BDSM scenes supports it. Safety mechanisms and workshopping provide a framework in which taboo impulses can be explored. Character writing and other design elements provides alibi for being cruel. However, personal experience suggests that the most dynamic scenes of cruelty in a larp are expressions of player creativity and energy enabled by the design but not necessarily originating in it.

    Two people in corsets, lounging on a couch
    Members of the Voltemand noble family at Inside Hamlet. Photo by Marie Herløvsen.

    In Baphomet, there was a scene where another character threw me to the ground and kicked me in the balls. Following the rules of the game, the hits and kicks connected only lightly and I play acted to make them seem real. I fell to the ground, groaned, moaned, whimpered. I remember the scene very well because there was a release of energy, a spontaneous burst of power animating those present. Even for someone like me, who’s not masochistic by nature, it was a fun larp scene to be in because of the intensity and release of emotion.

    The over the top spectacle and transgressiveness of cruelty makes it interesting and dynamic even when it doesn’t satisfy a personal kink.

    Sex

    Did I ever tell you about that time I was fucking my dead wife’s sister while moaning my wife’s name in her ear? It was funny because my son was there too. I remember him drawling: “Go Dad!”

    There was also a ghost who was touching his crotch through his pants but that was normal in House of Craving.

    Sex is a huge component of these larps. Sometimes there’s so much fucking that players complain of it becoming boring. It’s larp sex of course but the playstyle is physical. You might not actually engage in genital penetration but you’ll probably end up kissing people, groping them, getting groped, caressing, touching.

    It’s amazing how quickly this sort of sexual interaction becomes normalized. Once everyone has collectively adjusted their perception of what’s normal you find yourself casually grinding with people as easily as you ordinarily shake hands. The way we’re socialized, sexual and flirtatious contact always matters. It always means something. Except after a morning’s larp workshop, it suddenly doesn’t.

    Although this has the effect of banalizing sexual interactions, it also makes it possible to reach new types of sexually inflected play that would otherwise be out of reach. It also feels liberating: It’s fun to be part of a community that has temporarily decided to let go of standards of sexual behavior.

    A person in a white dress with stockings and ballerina slippers holding a cigarette
    A courtier at Inside Hamlet. Photo by Marie Herløvsen.

    Of course, the role of sex in your experience depends on the specific larp and how you choose to play it. In Inside Hamlet (2015-), about the last days of the degenerate court of King Claudius, I played a judgmental priest. I participated in many sex scenes but my role was to denounce the sinners for their moral turpitude. Other times, like in House of Craving, sex becomes such a basic element of the larp’s landscape that you won’t even remember all the fucks you participated in.

    House of Craving is about a family who gets together to remember the dead mother and wife. The malevolent house starts to affect them, ghosts guide them, and finally they fall into an everlasting state of mutually destructive degeneration. As the characters’ sense of reality collapses, so does the need for the larp’s fiction to be coherent. The higher truths of the emotional journey take precedence.

    I have never participated in so many debased larp scenes as I did in that game but it felt quite straightforward when it was happening. The workshops had glued us into a cohesive social unit and we could brutalize each other with casual ease. The play was intense, so much that I took frequent breaks in the off-game area to gather my wits. Often someone else was there too and we enthused together about how great the experience was.

    The approach to sex in the design of these larps is coy despite the graphic nature of the stories they generate. It’s all about the tease, not the actual act of fucking for real. You don’t have sex, you dryhump. From the purpose of larp dynamics this works much better as sexual flirtation drives action but sexual fulfillment doesn’t. The character may be sexually satisfied but the player isn’t and that keeps the player in motion.

    People in a manor house eating food off of a person laying on the table House of Craving (2019). Photo by Bjarke Pedersen.

    Prey

    Baphomet and Pan (2013, 2014, 2020) feature a signature piece of larp design: the necklace mechanic. The way it works is that a player who wears either the Pan or Baphomet necklace is that god. Other characters will worship their god, falling on their knees in manic adoration. They do everything the god says.

    You can wear a necklace for a maximum of half an hour after which you should pass it onto another player. This way, the necklaces travel the larp, organically causing chaos.

    Wearing the necklace is a power trip. It’s fun to be worshiped. There’s more to the experience, however. As a larper, you’re very well aware that the god has to provide content for their followers. It’s fun to tell people what to do but it uses up material pretty fast. There was a moment when I was standing in the middle of a room with perhaps ten people kneeling all around me, waiting expectantly. I drew a complete blank. Couldn’t think of a single thing for them to do.

    Suddenly I heard one of the players vocalizing like you do in that situation, just speaking whatever seems kind of appropriate. They said: “We want to eat you.”

    Blessed inspiration! Feeling great relief, I proclaimed: “Eat my flesh!”

    The others thronged at my feet and started biting my flesh, especially my arms since they were exposed. Not very hard, but hard enough to leave a mark. Still, it was a small price to pay for being spared the terror of failing to provide playable larp material for the expectant crowd.

    Three people in white with pink necklaces lounging on a chair House of Craving (2019). Photo by Bjarke Pedersen.

    Most players pass on the necklace much faster than the 30 minute limit. I don’t think I ever had it for longer than fifteen minutes. That’s just enough time to do one scene.

    The necklace is a wonderful symbol for how these larps work because it shows the fun of both sides of the power equation: the experience of wielding power and of being subjected to power. When players play these scenes, they support each other’s experiences. Neither the god nor the worshippers can experience that role without the other.

    There’s a distinct difference in the power equation in terms of how many people there are in a scene. When I have the necklace and I’m surrounded by ten other people, ostensibly I have the power. However, their expectations as players place great demands on me, effectively constraining how much I can use my game-granted authority. In contrast, when the scene is small, it’s much easier to start choreographing other people. In a smaller scene, I can safely assume that there’s enough to do for the other players, giving me freedom to think about what’s fun for me. Perhaps because of this, my best necklace scenes were small.

    When we made End of the Line, we focused on the basic vampire theme of predator and prey. In the design, we strove to make as many of the characters as possible into both. Depending on the circumstances you could hunt other characters and be hunted in turn.

    A person feeding of another's neck in a room covered in graffiti End of the Line (Finland, 2016). Photo by Tuomas Puikkonen.

    The thrill of being hunted is an essential part of the experience, indeed possibly even more integral as that of being the hunter. You can zoom out from this assertion to a wider characteristic of larp design: Often in larp, villains, enemies, and oppressors are used as supporting characters to generate play. The player characters are the victimized whose experience is subject to a lot of design thought. Against this background, the design in End of the Line was an attempt to systematize this dynamic while also giving the hunter an autonomous play experience that didn’t feel like playing a supporting character.

    After the larp, one player compared the design to primal play found in BDSM culture, where predator and prey-dynamics similarly provide a foundation for the fun.

    Pure Experience

    In many of these larps, especially in Baphomet and House of Craving, the design foregrounds immediate emotional experience and interaction to an extreme degree. As Baphomet comes to a close, the lights are dimmed. This makes it harder to see who has the necklace and who doesn’t. The social dynamics of the game have been running for two days and the participants have fused into a collective madness where elements like character or story become increasingly meaningless compared to the immediacy of the interactive moment.

    In these last moments, we don’t need the game design crutches of the necklace or the fictional frame. We are free floating active agents with full agency to let the impulses created by the larp’s social dynamics dribble out. We don’t play as individuals but as a collective.

    A person holding another person down while another watches on, with a fourth person staring at the camera House of Craving (2019). Photo by Bjarke Pedersen.

    As the larp ends, we gather in the ritual room. The atmosphere is hysterical, people falling to pieces all over the place. Yet as a player it doesn’t feel dangerous at all. Quite the opposite: It feels like a place where you can safely allow the expressions of the experience to flow through you.

    Huddling together, making the ritual hum, feeling it in our bodies, feeling our breath, voice, collective spirit start to tear as the gods Baphomet and Pan manifest. As players we know how this moment goes. We know the meaning of these choices on a game design level. We are mentally prepared to deal with the chaos even as it pulls at us from every direction.

    The larp has two endings, the Pan ending and the Baphomet ending. As a player you can choose which god to follow depending on the themes of your game experience. I followed Pan in a horde of people running to the mansion’s spa area, tearing our clothes off as we went, plunging into the pool.

    We’d had instructions that we should submerge ourselves in silence, without speaking or making a sound, and as we rose from the water we would be out of the game.

    This didn’t happen. Instead as all the followers of Pan were standing in the water we started screaming. I have no idea who started it but suddenly the sound was swelling from inside us in an impersonal collective furor, a meaningless, inhuman wall of noise echoing from the walls of the pool chamber. As we became exhausted by the sound we went underwater and out of the fiction.

    A person in jewels staring at a skull Inside Hamlet. Photo by Marie Herløvsen.

    War Stories

    The larp Inside Hamlet had a rule that after the game you were allowed to talk about your own experience but you shouldn’t talk about what other people were doing. It was okay to say: “I crawled and licked another player’s boots,” but not: “Gustav crawled and licked Annie’s boots.”

    The purpose of this rule is to enable people to play freely with kinky, dark, and extreme subjects without getting outed with non-players who might not understand the context. It’s a community safety mechanism making it easier for players to relax.

    This rule and other similar ones has left us with the result that these larps are often talked about in an euphemistic manner, eliding many of the more outré things that happen in them. Players talk about them face-to-face or in small, closed online groups.

    When it’s only one larp, it doesn’t matter too much, but it’s become a hallmark of the genre. From the outside they’re decidedly opaque, which is especially obvious if you’ve gone to them and witnessed the discrepancy between the reality and the discourse. This is why I chose to write this essay: I wanted to make an attempt at mapping the emotional landscape of these experiences in an open manner without undue coyness.

    Some of the larps mentioned in this essay, especially the bigger ones, feature complex, nuanced narrative elements. Conscience (2018-) modeled its storyworld on that of the TV series Westworld, and our End of the Line used a well-known role-playing game as its basis. Inside Hamlet is based on a famous play.

    A person looking at poetry near the corpse of a person with flowers on them
    Ophelia’s Funeral at Inside Hamlet. Photo by Bret Lehne.

    You can play each of those larps without engaging with the kind of sordid activities celebrated in this essay. Because of the breadth of their design, they can support many different kinds of playstyles.

    This is why I think that while the tendencies of this genre are present in each of those games, they reach their fulfillment in Baphomet and House of Craving. In a sense, these two are not larps of the mind at all. They function on a more primitive, submerged emotional level where the nuances of the fiction don’t matter nearly as much as the emotional landscape of a beautiful larp scene.

    Those moments of emotion are why I’ve played so many of these larps. Those and the warmth of their temporary, fleeting communities.


    Cover photo: A Stormguard and a Companion at Inside Hamlet. Photo by Bret Lehne.

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

    Pettersson, Juhana. “Terror and Warmth.” In Book of Magic, edited by Kari Kvittingen Djukastein, Marcus Irgens, Nadja Lipsyc, and Lars Kristian Løveng Sunde. Oslo, Norway: Knutepunkt, 2021.

  • BAPHOMET – The Road to Damnation

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    BAPHOMET – The Road to Damnation

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    In 1937 all members of The Hermetic Order of Ardor disappeared without a trace. The Order was gathered to motivate its members to ascend to a higher plane of existence. Notes found at their estate suggest that, during one of the summonings run by the Lady Templar, two deities slipped through the cracks in the aether and slowly condemned the members to hell. The larp BAPHOMET was the story of what happened.

    The Idea, Story and Setting

    BAPHOMET was a larp about personal horror with the themes terror, lust, desire, power and loss of control. The story was about what happens when a group descends into madness together. During the larp, the two deities Pan and Baphomet possessed the characters, and their aspects filled the characters and slowly consumed them.

    Drawing done after the larp by Freja Gyldenstrøm
    Drawing done after the larp by Freja Gyldenstrøm

    We wanted to explore a horror-themed larp where the basis of the horror was not external monsters, but how we as human beings are capable of doing horrible things if we are pushed just a little. A larp with nearly no special effects and with a focus on loss of self-control though the use of meta-techniques.

    The Hermetic Order of Ardor that the characters were members of was based on a mix of real hermetic orders from the turn of the 19th century. Teachings of Madame Blavatsky, Aleister Crowley and Danish couple Michael and Johanne Agerskov formed the basis of the world view of the order. The tome mediated by Johanne and written by Michael Agerskov, Vandrer mod Lyset (Walking towards the Light), was used as the main inspiration.

    Rituals were performed in the order to heighten the mental state of the members and initiate them in the next level. It was during one of these rituals that the two supernatural powers of the larp came into the world by mistake and started to corrupt the characters.

    The outcome of the larp was locked from the beginning: Everyone would die at the end as they followed either Pan or Baphomet to their realms. The interesting part was not whether you died, but how your character would get to that horrific end: how a secret order would leave all sense of reason and mental illumination, give in to temptation and dive into madness.

    The larp was set in what we called The Vintage Era. The vintage era looks and feels like somewhere in between 1910 and 1950. We wanted the visual style of the period more than re-enactment. So as long as the player’s outfits, hair and makeup looked and felt vintage, we were happy.

    Sign-up and Characters

    BAPHOMET had three different kinds of characters: Knights of the East and West (regular characters), staff and a chef. Everyone was a member of the order. The ticket prices were different for the three types: 210 € for members of the order, 60 € for staff and the chef participated for free. This was because the staff participants had off-game duties, needed to help with various happenings during runtime, and could not expect to play the larp uninterrupted. The chef had so many duties during the larp preparing the food that time playing was limited.

    Room interior, photo by Andreas Ingefjord
    Room interior, photo by Andreas Ingefjord

    If you wanted to participate as a member of the order, you had to sign up with a partner. The reason for this was that in the larp you would have a very close relationship with another character, and the larp demands a lot of trust between the two.

    We also had a questionnaire you needed to fill in during the signup. The information requested was designed to help us understand the motivations of the player to participate, and to decide what character we would like to cast the player as.

    “When signing up for Baphomet we were asked what we wanted out of the experience. I specified ‘exploring the topic of madness in a safe environment’, and this is one of the most valuable experiences I had during the larp.”
    – Player feedback

    A secret agenda for the couple’s sign up and the questionnaire was to raise the threshold for participation. A larp like BAPHOMET demands a lot from its players, and by making the threshold for participation high we wanted to make sure the participants really wanted to participate, and not sign up and then later drop out. We also assumed that if you had signed up with a partner, the chances for you to drop out would be much lower since the partner also couldn’t participate if you cancelled.

    Production and Location

    Since we were only two people in the production team we wanted the production to be as easy as possible.

    Lungholm Slot, photo by Andreas Ingefjord
    Lungholm Slot, photo by Andreas Ingefjord

    We rented the amazing Lungholm Castle, a pristine estate located in an isolated spot of the countryside and filled with antiques, old paintings and a grand piano. The quality of the location was one of the key elements for the larp to work and the larp was partially written for the location.

    “In my eyes the fantastic location was both the reason that the larp was a splendid experience but also the fault that it wasn’t amazing. Due to the cost of the castle, the amount of participants had to be doubled compared to earlier runs of PAN. This meant that the relation drama-driven design was packed with secrets and intrigues, to a point where it became trivial that someone screamed and cried in the hallway every half hour. It ended up being ten parallel explosions that dimmed each other, instead of five intertwined escalations that fuelled one another.”
    – Player feedback

    The runtime of the larp was done by the organizers from within the larp with big help from the staff and chef characters. To control the flow of the larp the organisers played the leaders (High Templars) of the order and could to some degree control the character’s actions.

    The Game Mechanics

    Since BAPHOMET was about possession and loss of control, we used a modified version of the possession mechanics used for PAN.

    A possession was symbolized by a necklace; one for each god. When the necklace was placed around your neck, your character’s morals and ethics would fade and only the immediate needs and wants of the deity were present. You would be possessed, for the other players to notice and interact with, until you passed the necklace onto another player. The necklaces would move from player to player and leave a trail of intense, frightening and character-altering experiences.

    Glass containers with beads, photo by Andreas Ingefjord
    Glass containers with beads, photo by Andreas Ingefjord

    To keep track of where the characters were on their path down into insanity, each player had a glass container placed on a small altar in the ritual room of the estate. Each time you had been possessed, you went and put a bead in the container. A black bead for Baphomet and a white for Pan. The more beads, the more you were in the deity’s control; and your actions would be controlled even when you weren’t wearing a necklace. We would also in some cases increase the amount of beads in a player’s container if they forgot to do it themselves due to immersion in the game. This was also sometimes done to align the bead-visualisation of the progressing state of possession with the actual pace of the possession in the game.

    To underline the mood of the larp, non-diegetic music played throughout the estate day and night. The music became more and more disturbing as time passed. This was also used at PAN and has shown to be very effective and highly recommendable.

    The Safety Features

    A larp like BAPHOMET, which is very physical and intimate, demands a lot of trust between players. We have to be absolutely sure that players are free to explore the themes of the larp and that they can opt in or opt out of a scene or interaction at any time.

    First we all agreed on not disclosing what happened at the larp to anybody not playing it. This was not done to stop people from discussing or criticizing the larp; it was done to give the participants full freedom to do whatever they felt their character should, or should not do. To remove the element of competition of e.g. who larped the most intensely.

    We then all agreed that the recipient of an interaction was responsible for steering the scene in a direction that was comfortable for them. This was done to remove some of the difficult nonverbal or verbal negotiations you always see in intense scenes. This works very well but needs to be workshopped before play

    We also used the Tap Out mechanic, as a last resort if you were in a situation where you felt your boundaries were met and you didn’t want to play the scene any more. You simply double-tapped the other player with your hand and the scene would stop.

    “The combination of unsettling sound effects, extreme emotional play, and topics that were a little too close for comfort left me close to having to “tap out” on several occasions, but at every turn I was surrounded by caring, experienced players who made it possible for me to deal and explore, rather than fold and admit defeat.”
    – Player feedback

    The Experience

    The larp experience at BAPHOMET was a very intense and unsettling experience. Several participants have reported weird and terrifying dreams many weeks after the larp. When the possessions started the feeling of time and space slowly crumbled and you went from one interaction to the next without any time to rest. This was both good and bad, since the attrition pushed you further, but also diminished the individual experience.

    “BAPHOMET was truly something else. The setting was magnificent, and as I felt that everyone shared this total suspension of disbelief, we trod down the spiral stairway into madness together. To the increasing presence of two malevolent entities possessing us in shifts. Constant immersion. Liberal amounts of champagne. Altogether overwhelming.

    The intense play between the couples was full of tragedy, insanity and heartbreak. And the envisioned horror was very much present throughout. This is one nightmare I long for…”
    – Player feedback

    BAPHOMET will be run again in 2018.

    BAPHOMET

    Credits: Linda Udby (design, production), Bjarke Pedersen (design, production).

    Date: October 5–8 and 8–11, 2015

    Location: Lungholm Gods – Rødby – Denmark

    Duration: 3 days (2 in character)

    Participants: 26 at Run 1 and 28 at Run 2. Players from Denmark, Sweden, Norway, Finland, Germany, England, Ireland, Poland and the US.

    Budget: €4,750

    Participation Fee: €210

    Game Mechanics: Possession mechanics, non-diegetic sound, tap out safety rule.

    Website: http://looking-glass.wixsite.com/baphomet

    This article was initially published in The Nordic Larp Yearbook 2015 published by Rollespilsakademiet and edited by Charles Bo Nielsen, Erik Sonne Georg, et al.


    Cover photo: Character Irene Taylor – Run 2 (photo by Andreas Ingefjord).