Tag: Black box

  • Extinction Now: Coming to Terms with Dissolution in End(less) Story

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    Extinction Now: Coming to Terms with Dissolution in End(less) Story

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    We live in an apocalyptic age. The collapse of highly developed and precariously connected civilisation is a recurrent feature in human history; examples range from Bronze Age Middle East to Mesoamerica in the Classic Maya era. Today the disaster is global, and the unfolding climate catastrophe and newfound affection for nuclear weapons bring the terror of disintegration closer to home week by week. The blackbox larp End(less) Story (Norway 2022) by Nina Runa Essendrop taps into this mortal dread unapologetically and with compassion.

    Image of people in black bent over writing on the floor in an area divided by strings
    The writing room. Photo from The Smoke larp festival.

    The participants (the larp is designed for 6–15 people) play the spirits of the last humans. The characters gradually remember fragments of their life and grapple with their foregone death, which also marks the end of humanity. The characters’ means of interacting with each other, always personal and ever ambiguous, first grow as their minds open up. They are then severed as the spirits approach either oblivion or the unknown beyond, the memory of our species erased or transformed with them.

    The larp pointedly leaves the cause of extinction unspecified: climate catastrophe, war, asteroid impact or other terminal events are for the players to inject if they so choose. Short larps – End(less) Story is four hours long, including workshop and debrief – necessarily leave a lot of background to the players’ discretion, which can result in loss of coherence in the shared world and mutual narrative.

    Photo from The Smoke larp festival.

    End(less) Story sidesteps the problem by denying the players verbal communication. The larp is played in three rooms. In the first room, where the characters awake, the players can converse with each other by body expression, touch and movement. As lights turn on in the second room, the players can go there and interact by shadows cast on white fields with hands and sundry objects. The third room, which opens last, has a large sheet of paper with a single sentence written on it. The players can process the characters’ sensation by writing, but must incorporate a word already on the page, and cannot directly reply to or address each other. This elliptical linguistic intercourse makes for a creative contrast with the unmediated sensation of connecting by touch and movement.

    Communication by touch is well adapted to the theme, as it steers the players to build a narrative on emotive currents rather than precise events. Absence of verbalisation also enables scenes that are significant for the story arc, but whose narrative meaning can radically differ from character to character, as the players individually frame their own story on the structure prepared by the organiser.

    The rooms become dark and close off one by one, starting with the text area, and the spirits are forced back to their starting position. There they must relinquish their tenuous existence, whether or not they have been able to come to terms with their past history and immediate condition in this short time.

    Interactions in the shadow play room. Photo from The Smoke larp festival.

    The entire experience is supported by an informally ritualistic soundtrack of non-verbal Meredith Monk pieces. Three times her voice is punctuated by shots of loud brown noise, during which the characters recall their destruction with increasing clarity.

    It’s a beautiful design, neatly implemented. After playing End(less) Story at the Grenselandet larp festival in Oslo in 2022, I was deeply moved and left with admiration for the composition. But reflection led to doubt.

    Apocalypse and coming to terms with mortality are themes nearly as old as recorded fiction, featuring prominently already in the Epic of Gilgamesh. In the 1970s, post-apocalyptic fiction had particular resonance due to fear of nuclear devastation from runaway superpower competition. Climate anxiety of the 2000s is a more persistent variety of trauma, as now impending destruction is contingent on evident societal inaction, not on possible misaction by a handful of leaders.

    This is reflected in works of art shifting their focus from life after the apocalypse to accepting the end of the world. For example, while the 2021 film Don’t Look Up may have been intended to coax people into action, its climax features the characters accepting their fate as they are annihilated together with the rest of humanity. In End(less) Story, the apocalypse is equally total, with no one left to pick up the pieces. This heightens the somewhat transcendental experience of the larp, but also raises questions.

    Human extinction is inevitable. But collective conduct will determine whether it comes soon or waits in the far future. Art is made from the material of its day, and End(less) Story lives in the troubles of our era.

    End(less) Story may be effective as desensitisation therapy for climate anxiety, helping either to resist paralysis in the face of insurmountable odds or to remain unperturbed in the face of extermination. Interpretation of larp is arguably more subjective than other narrative art forms, especially with a figurative work like End(less) Story. I felt End(less) Story to carry the message that even if you rage, the light will die, and wise people at their end know dark is right. Tranquillity in the face of personal deadly disease or lethal injury may be a philosophical virtue, but granting people the serenity to simply accept the things they could change is a different lesson altogether.

    The question that hangs over End(less) Story is whether terminal illness is an apt metaphor for the present state of civilisation. As a counterpoint we may note that climate catastrophe is already here, it’s just not evenly distributed. Human existence is ending on a day-to-day basis, and we can make things worse or better.

    The British politician Tony Benn famously said that progress is made because there are two flames burning in the human heart: the flame of anger against injustice and the flame of hope that you can build a better world. We should pause before reaching for the extinguisher.

    People on the floor in a black room divided by white curtains
    The extinction room. Photo from The Smoke larp festival.

    Bibliography

    Don’t Look Up (2021), directed by Adam MacKay, Hyperobject Industries and Bluegrass Films.

    Myths from Mesopotamia: Creation, Flood, Gilgamesh, and Others (1989). Oxford University Press.

    Ludography

    End(less) Story (2022): Norway. Nina Runa Essendrop.


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

    Räsänen, Syksy. 2024. “Extinction Now: Coming to Terms with Dissolution in End(less) Story.” In Liminal Encounters: Evolving Discourse in Nordic and Nordic Inspired Larp, edited by Kaisa Kangas, Jonne Arjoranta, and Ruska Kevätkoski. Helsinki, Finland: Ropecon ry.


    Cover photo: Photo from The Smoke larp festival. Image has been cropped.

  • Fortune & Felicity: When Larp Grows Up

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    Fortune & Felicity: When Larp Grows Up

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    I wish you could have been at Primrose.

    It is spring. Tonight there is a ball on. The women have gone back to the parlors to change out of their day dresses and into their extravagant silk gowns. A pair of soldiers are loitering outside the clock tower, discussing race horses, and paying little mind to the rather exquisite sunset in the background.

    As the young ladies emerge on the porches, the soldiers click their heels together and emit simultaneous “Ah!”s of admiration.

    And these virginal rose buds of spring certainly are a sight for sore eyes: Long, gloved fingers wrapped about their father’s arms. Faces half hidden behind the shades of the bonnets. Silk slippered feet on the gravel path. In the evocative words of the poet, “She walks in beauty, like the night.”

    And off they all go — to dance the night away at the ballroom. Surely tonight they will meet that certain someone.

    I wish you could have been there. My description does not do it justice.

    The author in costume for Fortune & Felicity. Photo by Sanne Harder.

    Fortune & Felicity was a larp held at the beautiful spa village of Medevi Brunn in Sweden. The larp lasted from May 25-28, 2017. It was based on the works of classic writer Jane Austen and set somewhere around 1810. The idea was to create a Nordic larp with a 360 degree illusion setting and strong plot lines that were inspired by Jane Austen’s literary works.

    It’s been over a week since I got back from Fortune & Felicity and the dust is finally settling.

    I’m sure we can agree that there are different kinds of larp experiences: There are the plain awful ones, where you have no chemistry with the other players and you never manage to connect with either the narrative or your character. You wind up feeling like the other players are having all the fun.

    There are the OK ones and there are the good, but not that memorable experiences. Those will be part of your future reference sheet when you meet other larpers, but they are not exactly mind-altering.

    Finally, there are the mind-blowing experiences that leave you euphoric for weeks on end. My experience with Fortune & Felicity was one of the latter. So asking me to write anything objective is rather a tall order. I think of this article as more of an attempt to order my thoughts, hopefully making some valuable deductions and recommendations for organizers and players to consider.

    Pushing the Boundaries for Larp

    Ten years ago, a larp like Fortune & Felicity would have been pretty much unthinkable. The sheer level of ambition would have seemed unrealistic. However, since then, we have seen Nordic larps play out at castles, submarines, and similarly ambitious settings, which would previously have seemed to be one-off experiences negotiated by organizers with special connections and budgets. Larpers are maturing and with student loans now payed off and full-time jobs, we are able to afford more expensive settings.

    In addition to that, “chamber larping” has bridged the previous gap between intricately designed freeform games and the hitherto more brute force designs of larps.While the later years have offered the kind of settings that dreams are made of, Fortune & Felicity is one of the first larps of its size to draw upon the kind of metatechniques that you otherwise mostly encounter at a Blackbox festival. These are techniques that enable players to tell stories that are more intricate than the usual straightforward chronological ones that larpers are used to. I would like to summarize some of the metatechniques the larpwrights of Fortune & Felicity utilized.

    Dramatic Monologue Poetry

    a woman with a fan looking outside a doorway
    Photo by Kalle Lantz & Frida Selvén.

    Fortune & Felicity was a very subtle game. Usually, larping is about broadcasting your intentions as loudly as possible so that other players can pick up on them. But in this larp, everything had to be read as a subtext. This posed a challenge for the players; if the lady I am trying to impress is hiding her face behind her fan, does it mean that she is embarrassed or does it mean that she does not want people to see her blush with delight?

    In order to help players interpret each other’s intentions correctly, the larpwrights gave us a metatechnique that I have dubbed dramatic monologue poetry. The tool was incredibly simple, yet very effective. At any point in the larp, it was considered comme il faut to recite poetry. The poem could be learned by heart or it could be read aloud from a book. Poems were also distributed at poetry workshops. After reading a few lines of the poem, the reader would start revealing the character’s internal dialogue, thus giving the audience an insight into character motivation and intentions.

    This metatechnique worked extremely well. Specifically, I had the opportunity to recite a poem by Shakespeare in front of my fiancée’s family. Since his family were neither as rich nor as accomplished as the one my character came from, I took the opportunity to give them my opinion in full. The stiff smiles on the players’ faces were priceless!

    Amusingly, one of the players picked up on the insult and confirmed my character’s opinion by acting exactly according to my prejudices. This created great play for us both.In other words, the technique was an excellent solution for helping players to read between the lines.

    Subtle Courting

    Before the larp, all players were instructed thoroughly in how to behave when in the company of the other sex. No touching except between family members. No being alone unless if you were engaged. And no eye contact.

    So how does one flirt under those circumstances?

    For the ladies, the answer was simple: you do not. But basically you could assume that if a gentleman was giving you attention, it was because you had caught his interest. There were three sure signs that a gentleman was serious about courting you; if you were receiving flowers, found yourself witnessing poetry readings, or got asked to dance repeatedly, then a proposal was probably afoot.

    However, as in Jane Austen’s books, there were gentlemen out there who did not play by the rules. Those gentlemen would lead you astray just for sport!

    One of the lead designers, Anna Westerling, discussing the intersections between freeform and larp at the Nordic Larp Talks 2014.

    The Fortune Teller

    At Fortune & Felicity, there was a fortune teller. The fortune teller was in fact a team of talented game masters who took interested players off to a Blackbox room to play alternative scenes.

    The Blackbox larp is the direct opposite of the 360 degree illusion larp. There is no setting other than the blackness of the room and usually participants are dressed in neutral clothing. Blackbox larps have no physical restrictions. You can play achronological sequences. The scene can take place on a space station, during the Jurassic times, or anywhere else your imagination might take you — much like with any pen and paper RPG. In that sense, it is a hybrid form of role-playing.

    At Fortune & Felicity, the blackbox was used to elaborate character relationships. Personally, I played out several scenes with my fiancée that showed us much of our future. Among other things, I found out that if I were to go ahead and marry my true love, we would most likely end up rather impoverished. Obviously, this knowledge added much to my “present day” play.

    Blackbox defies physical space and time — and therefore makes it possible to garnish the larp with the kind of literary tricks that we usually only encounter in books and films.

    The Art of Mansplaining

    In Fortune & Felicity, the responsibility of carrying on a conversation lay with the gentlemen. This major obstacle was not really a metatechnique, but it still deserves mentioning because it was a very elegant way of emphasizing the gender disparity of that time.

    Some gentlemen found it difficult, while others enjoyed taking the lead. As someone who was playing a women, I found it somewhat frustrating, but only in the sense that it helped me imagine what life would have been like for my gender in 1810.

    Luckily, the game masters offered the women a possible out: when conversation got too boring, the woman could signal to the player of the male character by mentioning her journey to Primrose. “Oh, the roads are rather muddy this time of year,” for example. I used this trick a few times, but generally found that the male characters around me were quite apt at carrying on an interesting conversation!

    Ladies and gentlemen in amused conversation
    Photo by Kalle Lantz & Frida Selvén

    Based on Established Literature

    All the stories in Fortune & Felicity were directly inspired by Jane Austen’s works. The most visible way in which the writers had incorporated this inspiration was in the character descriptions and relationships.

    The larp had pre-written characters. The characters were long enough for people with knowledge of Austen’s works to recognize them as characters from her books, but short enough that the players could easily build on the written material and make them their own.

    For me, it was immediately clear that my character was inspired by Miss Marianne Dashwood from the novel Sense and Sensibility. She is a somewhat melodramatic and rather naïve girl, who falls deeply in love with one of the more memorable Austen villains, Mr. John Willoughby. At first, I actually found the task of portraying her a bit daunting, but after having watched Ang Lee’s film from 1995, I found that I could draw on actress Kate Winslet’s brilliant performance. Having her version of Marianne in the back of my head, I felt like there was a richness of inspiration I could access that I have seldom experienced otherwise.

    Although many of the participants knew Jane Austen’s works, other did not. I believe being a fan of Jane Austen added to the experience, but I do not have the impression that not having these references subtracted anything from the game. I love how classically Austenesque the different plots played out, but on the other hand, they could certainly stand alone too.

    Lines of dancing characters in Regency attire.
    Photo by Anders Hultman.

    Setting the Bar High

    Sunday morning in Primrose. The young couples are gathering outside the village church. They are waiting to declare their engagements in front of the congregation. As the doors open, they file inside in pairs — clasping each other’s hands and sharing shy sidewards glances. The parents and the rivals sitting in the pews bear witness as the vicar proclaims the engagements.

    And then, abruptly, the larp comes to an end. Anna and Anders in their pristine Regency outfits reap their accolades. We clap and clap. For the game masters, for the live band. For each other, even.

    I return to the 21st century. Shell shocked. Elated. The way you feel when you have had one of those really strong larp experiences.

    But also deeply grateful to be home. To be me, and not Miss Marianne. Quite frankly, Miss Marianne would never even dream of a life such as mine. It would have been beyond her otherwise vivid imagination.

    My hope for the future of the larp scene is to see more ambitious scenarios like Fortune & Felicity, where organizers and larpwrights become more aware of developing game design that supports the content and theme of the larp. Like previous vessels of fiction have done it, I hope that larp has a future where we can explore not just genres, but also more advanced forms of storytelling.

    For now, we’ve only just begun.

    A man lifting a woman up as if dancing in a forest
    Photo by Kalle Lantz & Frida Selvén.

    Fortune & Felicity

    Production and design: Anna Westerling & Anders Hultman

    Design: Jennie Borgström, Susanne Gräslund, Elsa Helin, Anders Hultman, Frida Karlsson Lindgren, Gustav Nilsson, Martin Rother-Schirren, Anna Westerling & Joel Grimm with Jeppe Bergmann Hamming & Maria Bergmann Hamming.

    Characters:

    Overall design: Jennie Borgström, Sabina Sonning and Anna Westerling

    Clubs: Rosalind Göthberg & Mimmi Lundkvist

    Hearts: Jeppe Bergmann Hamming & Maria Bergmann Hammingg

    Diamonds: Ylva Berry, Jennie Borgström & Jacob Ordeberg

    Spades: Susanne Gräslund & Daniel Linder Krauklis

    Game Masters:  Alex K Uth, Anders Hultman, Anna Westerling, Arvid Björklund, Elin Gissén, Elina Andersson, Elsa Helin, Frida Karlsson Lindgren, Frida Selvén, Gustav Nilsson, Jakob Jacob Ordeberg, Jennie Borgström, Joel Grimm, Kalle Lantz, Lizzie Stark, Martin Rother-Schirren, Mimmi Lundkvist, Peter Edgar & Ylva Berry

    Orchestra: Elsa Helin, Henrik Summanen, Niclas Hell & Susanne Gräslund

    Soundtrack composed by: Henrik Summanen

    Trailer: Sara Fritzon

    Costume: Anders Hultman & Mikaela Lindh

    Photo: Kalle Lantz & Frida Selvén

    Design and illustration: Anna Westerling, Janetta Nyberg & Lotta Westholm

    PR: Mia Häggström & Anna Westerling

    Editing: Lizzie Stark, Jason Morningstar & Sarah Lynne Bowman


    Cover photo: Photo by Kalle Lantz & Frida Selvén. Photo has been cropped.

  • The True Norwegian Blackbox Manifesto

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    The True Norwegian Blackbox Manifesto

    Status Quo

    It is known that the blackbox larps of today are still caught in a juvenile and immature state. The blackbox larps of today are created because the blackbox is “cool”.

    And it is known that the blackbox larps of today would rather impose a specific world view on their players than leave room for interpretation. The blackbox larps of today hold little artistic merit.

    And it is known that the blackbox larps of today are vessels for the story of the author, not spaces for players to tell their own. The blackbox larps of today are cages and shackles.

    And it is also known that the blackbox larps of today do not use the blackbox. The blackbox larps of today could be moved into any room and nothing of essence would be lost.

    The exceptions to this are exceptions

    Without ideals, the blackbox will never be more than a passing trend
    Without ideals, nothing will be lost when the blackbox is forgotten
    Without ideals, nothing forces a larp into the blackbox
    Without ideals, the blackbox serves no purpose

    And so, to rescue blackbox larp I put forward these nine simple rules:

    1. True blackbox design always starts with a question, and never gives an answer
    2. True blackbox is never explicit

       If there is nothing to interpret all thinking was finished before the larp had even begun
    3. True blackbox actively confronts and challenges the player

       If there is no reflection, there is nothing of consequence and nothing was put at stake
    4. True blackbox allows nothing to be a direct representation of the theme of the larp

       If the theme is death, nothing is allowed to be death
    5. True blackbox allows no concept to be represented by more than one thing

       An hourglass running out of sand and fading lights cannot both be the passing of time
    6. True blackbox brings nothing into the empty space without reason

       The complexity of the story should rise from the simplicity of its tools
    7. True blackbox is designed for player agency not pretty pictures
    8. True blackbox never spends more time on workshops than runtime
    9. True blackbox is never designed for an audience

    Anything that does not adhere to these rules is a chamber larp in a blackbox, not a true blackbox larp

    Magnar Grønvik Müller, Oslo – 31.03.2017

    With opposition, challenges, input, and disagreement from Carl Nordblom, Erik Aarebrot, Jaakko Stenros, and Nina Runa Essendrop.

    This manifesto was originally published by Magnar Grønvik Müller and was reprinted here with permission:

    http://emptiest.space/manifesto/

    A printable version can be found here:

    http://emptiest.space/manifesto/manifesto.pdf