Tag: calibration

  • So, We’re Gonna Play Together

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    So, We’re Gonna Play Together

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    When cast in a relationship with another player, — meaning any kind of relationship, such as family, friendship, enmity etc., as well as romantic/sexual relationships —  it is customary (but usually not mandatory) to reach out and calibrate before the larp. At times like these, there are a few questions I usually ask my co-player. A friend recently mentioned that she found my questions very helpful, and always used them when calibrating. At first I thought that they were nothing special, probably everyone used questions more or less the same? But, pre-game calibration definitely is a skill that can be developed and refined, just like most other parts of larp. So, perhaps in this text you can find some tool that will help you in your pre-game calibrations.

    These questions are based on a larp designed with a Nordic, collaborative playstyle, prewritten characters and prewritten relationships. Usually, characters are available for all players to read, and it is common to read at least parts of your co-players’ character descriptions. The questions work for other design choices as well, but may have to be adapted accordingly.

    It is of course not necessary or expected that you always ask all of these questions every time you do pre-game calibrations with someone. They are to be considered as a tool-box, and you yourself will notice which ones will seem most useful, depending what larp you are going to, what kind of relationship you have been cast in, and what you know about your co-player beforehand.

    Question: How much time and energy do you have for calibration, and what methods of communicating work best for you?

    Why it is useful to ask: Some people have very busy lives, and many larps lined up. Others have a lot of time, and want to spend weeks or months planning and discussing play. Calibrate this first, and try to find what works for both of you. If there is less time and energy, you might have to focus on only the most important questions. 

    Question: What are your hopes and wishes for this larp?

    Why it is useful to ask: This will give you the chance to understand your co-player better: their playstyle, why they signed up for this particular larp and what kinds of scenes they enjoy. It may also offer insights into how you can create rewarding play for them within the character relationship.

    Question: What is your understanding of the relationship between our characters?

    Why it is useful to ask: An important early step is to have a shared idea of what kind of relationship you are going to be portraying. This is especially relevant if you have not been reading the same texts (e.g. if you have only been reading your own character descriptions, and the relationship described from their point of view). But even reading exactly the same texts, interpretations may vary. If you do not have the same idea about what the characters’ relationship is (at least at the start of the larp), it may make things much more frustrating, both to calibrate and play.

    Question: What themes and aspects of this relationship are most interesting to you?

    Why it is useful to ask: Partially, this question allows you to delve deeper into the relationship, to analyse it deeper. But, more importantly, it is how you start to make the relationship your own, focusing on the things that appeal to you both. Hopefully, you have shared interests, and want the same things – but if not, this is also a good time in the discussion to politely tell your co-player if you are uninterested or uncomfortable with certain areas of the relationship. This can be hard, but hopefully you will be able to create something that appeals to you both, and fits in the framework of the larp and relationship.

    Question: What are your worries and fears going into this larp?

    Why it is useful to ask: Playing together is also taking a level of responsibility for one another. If you know what your co-player worries about, you might help make sure that their fears do not come true – especially if this relates to the relationship between your characters. And, if doing anything about them is out of your power, then it can sometimes be good to just share your fears with someone. 

    Question: Do you have any triggers, or anything else I should be mindful of?

    Why it is useful to ask: This one is self-explanatory. We do not want to distress our co-players off-game, if it can be avoided.

    Question: What level of physical play are you generally comfortable with?

    Why it is useful to ask: If there is a possibility that we might play scenes with violence, romantic/sexual intimacy or platonic closeness, having a rough idea of what to expect is a good thing. However, this reply is not about how you will be playing (see below).

    Why it is good to ask in this particular way: We usually know what level of physical play we are normally comfortable with, and if we have any boundaries that we never cross. However, I do not think it is good practice to decide beforehand, days or weeks before the larp and with someone you have not played with before, what is ok and what is not. What might have felt good when planning, might not seem at all good when the larp is about to start. It might be due to how you are feeling on the day, how it feels when you actually meet your co-player, or some other reason. I therefore think it is best to not commit to anything, but rather talk about what usually works, and then do more calibration on the day of the larp. 

    How not to respond: If your co-player says ”I don’t have any boundaries, you can do anything!”, I think it is fully reasonable to say ”Oh, okay, so can I break your arm?” We all have boundaries of some sort. Some people who do not state boundaries simply have not considered things that might happen at the larp. Personally, I only feel safe with co-players who state some sort of boundaries – at the very least, ”Don’t do anything that leaves lasting damage on my body”. You might think, ”But this is obvious, you shouldn’t have to say that!”, but that’s just the thing. There are very different cultures and norms in different larp communities. To some, it may be just as ”obvious” that you would never play out a realistic-looking sex-scene, or do things that are actually painful to others; those are common elements of some larps. So, try to be explicit, think about what your boundaries are, and be comfortable communicating them. 

    Question: What level of emotional intensity do you generally prefer?

    Why it is useful to ask: Some larpers want to feel deeply when larping, and feel that larp is best when it breaks their heart, and they can immerse deeply into feelings for the entire larp. Others have a playstyle focused more on cool scenes, interesting plots, or simulating an alternate reality, and are not very interested in having their hearts roughed up in the process. Although it can be difficult to specify what is a high or low level of emotional intensity, it might be relevant to calibrate if you are unsure.

    Why it is good to ask in this particular way: Just as with physical play, we can never know for certain what we want or need during an upcoming larp. It is also not always possible to plan how intensely you are going to feel during the larp. 

    Question: What is your preference when it comes to transparency?

    Why it is useful to ask: Transparency refers to learning the other characters’ thoughts and motivations, or possible things that might happen at the larp. Since it is part of the tradition I larp in, I think transparency is a very good thing. Lack of transparency usually just makes it more difficult to pick up on things. The transparency of reading others’ characters is generally very useful. However, I do love a good curveball from time to time. If my co-player springs an unexpected scene on me, or reveals a hidden corner of their character’s mind, it can be a very impactful experience. However, not everyone enjoys this. So, discuss with your co-player what level of transparency you prefer.

    When to ask: This question might be one you want to ask very early in the conversation, or it might only feel relevant later on. This, of course, depends on how many non-transparent secrets there are that might become relevant, and you should be able to assess this based on the information you have. Ask before disclosing in-game information that is most likely unknown to your co-player!

    Question: What are your preferences on if/when/how to be off-game?

    Why it is useful to ask: We have very different needs in this regard. Some players want to be in-game all through a larp, while others have a need for little breaks to decompress, laugh a bit, or rest. If larping in very close proximity with someone (for example, sharing a room) and having very different styles, this can prove problematic – especially if unaware of your different needs beforehand. If you find that you have differing needs, discuss how to deal with this. 

    There are of course countless more questions that can be asked, focusing on the specifics of the characters and how they relate to each other, and it is probably neither possible nor useful to try to list them all here. These questions usually tend to arise as the conversation continues, and your shared understanding deepens.

    Why do pre-game calibrations?

    Do you have to do pre-game calibrations? No, you don’t. Some people do not have any need or desire for it – others simply don’t have time. Usually, it works out alright. However, pre-game calibrations have many potential benefits. 

    • Building trust: Having talked to someone, getting an idea of them as a player and person before diving into the larp and your characters, makes it easier to feel comfortable and trust them. You have an idea about the person behind the character, and have established an atmosphere of wanting to collaborate for a good experience. 
    • Being careful: It happens from time to time that one is cast in a relationship with a person we don’t click with, or whose style of communicating, larping, or similar is incompatible with our own. Sad as it is, it happens, and it is better to notice this before the larp, than in the middle of it. You can then decide how to work around it, or if you need help dealing with it. 
    • Less stumbling in the dark: Without calibration, the risk is greater that we spend valuable larp time not quite feeling like we’re getting our money’s worth. We might spend time doing small-talk, not quite knowing where the scene is going, or be brought out of immersion because we are confused about important parts of the characters’ shared story. Good calibration means that we are more likely to know how to engage with the relationship from the beginning, and what to focus on for an enjoyable and impactful experience.
    • Get to know your own character: Talking about the relationship isn’t only about the relationship. It also gives you plenty of opportunity to think about your own character – how they think and feel, how they behave in various situations, and so on. Getting to know and understand your character makes it more likely that you will feel connected to it during the larp.

    A final word on responsibility (and feminism)

    Many women larpers of my acquaintance mention that they are usually the ones who initiate calibrations with male co-players, and that they are the ones that take responsibility for asking questions and directing the conversation. This is an experience I definitely share. Although there are of course many great and responsible male larpers, the trend is there. I would like to encourage men to take on more of the responsibility, to take initiative and to be the ones asking questions. With the toolbox provided in this text, perhaps it might be slightly easier. 


    Cover photo: Players at Fairweather Manor: The Titanic Prelude (2024). Photo by Nadina Dobrowolska.

  • Together at Last: Romantic Paradox in a Not-Quite-Dystopian Future

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    Together at Last: Romantic Paradox in a Not-Quite-Dystopian Future

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    This article is the third in a series on Larping Intimacy and Relationships.

    Content advisory: Dysfunctional relationships, domestic violence, murky consent, grooming, virginity, incest, pregnancy and parenting, potential spoilers

    Last week, I had the pleasure of participating in Together At Last, February 15-18, 2024 in Berg en Dal, the Netherlands. Together at Last is a larp focused on romantic play by Reflections Larp Studio, designed and organized by Karolina Soltys, Patrik Bálint, David Owen, Lu Larpová, Marie-Lucie Genet, and Phil D’Souza. Based on the Black Mirror episode “Hang the DJ” and, to a lesser extent, the film The Lobster, the larp is set in a governmental facility in which volunteers are matchmade three times in order to find their Perfect Match. The larp originated online during the pandemic and was run 15 times as Together Forever, then transitioned to in-person play for 4 runs, with 2 additional runs planned for 2025. This run of the larp had 40 players, including 4 organizer-run characters.

    Photo of two people in hazmat suitsThe original setting made use of the actual pandemic and social isolation conditions players experienced to maximum effect; in this near-future scenario, humans cannot leave the house or socialize with others outside of hazmat suits without facing instant death from the mutated virus unless living in the same household as a family. Once a person decided to leave home, they must live alone, as proximity was too risky. As physical contact and companionship was deemed necessary by the government for human thriving, the Together Forever program was designed in order to allow people to date. At the end of the program, the system decides which characters are matched together, as well as which characters will remain unmatched. The matched participants are married in a perfunctory mass ceremony. Participants must choose to marry their “forever match” assigned by the algorithm at the end of the program; otherwise, they forfeit their right to ever go through the program again. Their alternatives were to beg this person to reject them or to run off into the wilderness to become part of the Banished, a group of people living in dangerous conditions outside of society. Divorce was possible long after the match was made, although that was deemphasized in play.

    A once-per-lifetime vaccine giving 3 day immunity neutralized the virus enough to allow the participants to temporarily be physically co-present with multiple people, which for most characters meant the first time they had ever experienced physical intimacy in-person instead of VR; in other words, even if VR technology had become advanced in this near-future world, most characters were physically virginal for all intents and purposes. This chip was “new,” as previous versions of the program occurred online. In practice, this meant that play was punctuated by the strangeness of being physically co-present with so many people, able to go outside without a hazmat suit for the first time, etc. We actually started the game with a hazmat suit and mask on, waiting in line to be sanitized and processed, before we could change into our first “date” clothes and experience our first match. This contrast between the sterile government facility and the nightlife vibe was also emphasized in our costuming requirements for daytime, in which we were only permitted to wear white, grey, or light pastel comfortable clothes, including the optional Together at Last t-shirt with the program’s logo.

    People in hazmat suits bathed in blue lights
    The sanitization process. Photo by Marlies. Image has been cropped.

    The characters were jointly designed by the players and the organizers through an extensive in-game and off-game online form. The majority of the character’s personality arose from player inputs, with the relationships designed for us to link these disparate characters together. My character, Hope Novak, was one of the few who had experienced the program before, having been successfully matched for twelve years before her husband died. 

    While much could be said about the design of Together at Last, this article will focus upon several tensions I noticed — some which are embedded in the design and some I consider byproducts of it — which I will label paradoxes for dramatic effect. To be clear, none of these paradoxes are bugs of this brilliantly-designed larp, but rather features when exploring the difficult nuances of interpersonal intimacy. I enjoyed myself immensely at the larp and had incredibly powerful experiences with my co-players, in part because of the brilliant design. That being said, I think foregrounding these tensions is important due to the sensitive nature of the subject matter, especially when discussing a larp framed as aiming for play on a spectrum between absurdist comedy to realism to melodrama.

    Photo of person in black on a couch
    Photo by Bianca Eckert.

    The Paradoxes of Consent, Rejection, and Monogamy

    Like many Nordic-inspired international larps, Together at Last normalized queer play, as many of the matches would end up being queer in terms of gender and sexuality. Such a rule is not controversial in this play community, as many players identify as queer and/or polyamorous, or at least identify as allies. However, diegetically polyamory was not permitted in the program and was stigmatized, although the designers explained afterward that the intention was for this stigma to arise from logistical reasons based on the “laws of virology” rather than the “oppressive society.”

    As players can sometimes experience discrimination due to physical appearance in such games (van der Heij 2021), we were not allowed to play upon lack of physical desire for the other person, but were instead given an impressive list of other playable reasons to reject them. This list ended up super helpful as a personal steering and mutual calibration tool, to the point that I think an article about “how to reject a character in a mutually beneficial way for players” is warranted. Furthermore, the larp was explicitly framed as not erotic (Grasmo and Stenros 2022), meaning that we were not allowed to be nude or engage in overly physical play during sex scenes. While players could ultimately choose their level of contact, the organizers recommended calibrating different representational modes of physical intimacy, e.g., using stage kissing and exaggerated movements; fading to black; or discussing what happens. Ideally, the scenes would be short and obvious, letting others clearly know what happened so they could react dramatically.

    Image of two people posing for a camera
    Photo by Lea-Maria Anger.

    Diegetically, in-game pregnancy was not possible due to contraceptives in the water supply, although in my run, one character was permitted to join the larp pregnant somehow by another character. Instead, the government would assign a certain number of babies, which would be vat-grown and delivered via drone to the married couple’s home at some point in the future. This conceit allowed play on sexuality to be a bit more free. Instead of traditional conception, the algorithm determined if a character was permitted to have children based upon their behavior in an in-game parenting workshop; they were assessed based upon their care for a pretend baby made of flour over several hours, among other factors. 

    Furthermore, during each date, each match was made to fill out a form in which they discussed important topics related to marriage, including how to decorate their small government-provided apartment, how many children to have, what types of sexual kinks they would like to explore, etc. Diegetically, these forms all contributed to the “data” that led to the final “perfect match” selection. Thus, while engagement with childrearing was technically optional in-game, in practice, the theme became pervasive throughout the larp, e.g., topically in the forms, visually with play around the flour babies.

    Photo of two people in makeup and black clothing

    The larp emphasized consent-based play and consistent calibration. We engaged in bullet-time consent (Koljonen 2016a) for physical play and were encouraged to calibrate liberally off-game with other participants. Workshop time was devoted to calibrating with each of our three matches, which was extremely important, because we spent the better part of an entire day playing closely with each of them in turn. However, once runtime was happening, I would have preferred to have time reserved for calibration with matches before each date off-game rather than relying on ad hoc side discussions. 

    While we had other social connections and plots, we were under instruction in-game and off-game to make sure we interacted with our dates the majority of the time (80%). This rule was in place explicitly to avoid an issue that sometimes arises in larp: some players will ignore romantic plotlines that are central to play because they are not attracted off-game to the player, which can lead to a terrible experience for the other person. Furthermore, players should avoid filling up their “dance card” with known relations ahead of time and should be open to playing with unknown players, especially when the larp relies upon it (Tolvanen 2022). This principle was especially important in Together at Last, as we did not sign up in pairs, a recommended practice in other larps featuring dyadic play, see for example Helicon (2024), Daemon (2021-), Baphomet (2015-), etc.

    Photo of two people embracing and holding a pretend flour baby
    Parenting class.

    However, consent becomes a bit tricky in situations like these. Yes, we technically opted-in to playing closely on romance with three people — likely off-game strangers. But chemistry can be a difficult thing to predict even when not considering physical or emotional desire (Nøglebæk 2016, 2023); for example, incompatible playstyles can be a bad fit in such close, mostly-dyadic play (Bowman 2024). We are essentially responsible for another person’s positive experience in ways that can feel a bit like labor (Koulu 2020), which is not an inherently bad thing for me: I often prefer to play characters with a support role (Fido-Fairfax 2024, in press), which is why I played one of the game’s few in-game coach/counselors. 

    But that responsibility for another’s play experience is quite heavy especially when engaging with romantic and sexual intimacy. In such games, we expose some of the most vulnerable parts of ourselves to others, even through the alibi of the character. We may think the alibi is strong for many reasons — trust among co-players, a rather light-hearted and sometimes absurd setting, strong distinction between player and character personality, etc. But the emotions we experience are often all-too-familiar, and may have spectres of previous relationship memories attached to them, reemerging unbidden before, during, or after play. From a transformative play perspective, these emergences can be viewed as positive, in that they show us areas that need healing in ourselves (Hugaas and Bowman 2019), but not everyone attends leisure larps interested in or prepared for intensive personal transformation.

    Emotions around rejecting others or being rejected are especially potent and are inherent to this setting. Needs for love and belonging and fears of ostracization drive much of human behavior as matters of survival, and are especially sensitive with romantic and sexual relationships. These themes were inherently present in the larp, whether or not each individual player experienced them or not.  

    Photo of two people in white sitting on the floor, one with a head on the other's shoulder
    Polaroid photo by Karolina Soltys.

    The first date was meant to feel like an evening. Then, the chip went into “Turbo mode,” meaning Dates 2 and 3, which were only one day in this run, felt to the character like a several month relationship. This design combined with the enforced monogamy meant that rejection would likely happen in-game on some level. For example, while we could still pine for our last match, diegetically we risked being reported and kicked out of the program if we did not adhere to the rules, such as not talking to our exes without a “chaperone.” While off-game, we were encouraged to bend the rules, in practice, this rule meant that at least some of the time, many of our characters were likely to feel insecure or rejected as we watched our potential “perfect match” playing closely with others.

    The angst around these feelings was also tied to the fact we had no actual power to choose who we married in the end or whether we got married at all, leaving our fate up to the “algorithm” and for us to “trust the process.” Interestingly, as players, we had much more influence over the outcome than our characters; we were instructed to fill in calibration forms at the end of each match, sharing our in-game feelings for our current match (and others at the program). We were also permitted to share our personal desires for an ending as an off-game request; some players wanted a happy ending, others wanted a terrible match, and others let the organizers decide the ending. This last option seemed the most risky to me, as unsuspecting players might be sideswiped by emotional (Montola 2010) and romantic bleed (Boss 2007; Waern 2010; Bowman 2015; Hugaas 2022) from past triggers or current desires dashed. 

    Person in pink wig and shirt holding a sign that says love next to a red heart shaped balloon
    The HelpBot.

    Furthermore, the game setting itself was inherently murky consent-wise. While were instructed not to play on sexual violence of any kind, there were in-game consequences for rejecting our current match. Yes, technically we all opted-in to the program, but we had literally no other choice if we wanted to live with another person. We could live alone or with our families, some of which we wrote to be highly dysfunctional and even abusive. We were not required to engage in sexuality with our matches, but we would be forced by the program to live with them for a certain length of time before divorcing, or be alone. And since polyamory was forbidden, we were expected to somehow make it work with this person. Off-game, this rule was here in part to provide angst for the characters, who would likely have feelings for multiple people, but also to try to prevent the players from solving their character’s dilemmas in this not-quite-dystopia by becoming poly. The HelpBot, a non-sentient robot who helped run the program, who played by one of the organizers, would inform us that 97.5% of matches ended up “perfect”… even if it took 10 years for the couples to realize it.

    My character Hope was a 45 year-old intimacy coach who made her living by teaching people ways to connect in online environments. She also had the visceral memory of living harmoniously with someone for much of her recent life; indeed, her “perfect match.” However, Hope was also polyamorous, which was highly frowned upon in this setting, meaning she was one of the few people critical of what she viewed to be compulsory monogamy forced upon the program participants. Indeed, one of the reasons her previous husband, Paul, was “perfect” was that he supported her online relationships with other people and provided stability while she was on the turbulent rollercoaster of dating.

    The game had an overarching Panopticon feel, as all interactions were fed through our chips to the system as “data.” Our matches were read over a loudspeaker by a robot voice each time they occurred, with dramatic pauses for us to react within our Support Groups, which were set up for us by the program. Almost all of us were matched with one or more exes. For Hope, this practice was initially problematic, as her ex had left because she wanted a monogamous relationship. While we were instructed by our character sheet and the rules to be excited to see these exes at the program, Hope immediately worried if this forced interaction would be unwelcome, which thankfully it was not. 

    Furthermore, Hope found out in-game that her ex was almost twenty years younger than her and a virgin (like most characters), while my character had previously been married and had many online relationships. (Note that before the game, I asked the organizers to be paired with players closer to my age to try to avoid these issues, which thankfully was arranged). This fact led to extensive discussion between our characters about the ethics of such a relationship, a conversation also echoed in Hope’s second match, Serena, who Hope believed was her soul mate. Serena had been married before but had never experimented with polyamory. In both cases, my character’s polyamory could be experienced as non-consensual non-monogamy by the other characters, leading to rocky emotional waters in-game and discomfort for me off-game.

    Person in wedding dress and veil with arm around another person.
    Siblings preparing for the mass wedding. Photo by Linnéa Cecilia.

    Another oddity was the inclusion of family members in the setting. As players, we were expressly directed not to engage in incest. Yet, in practice, to engage in group activities such as the sex education, burlesque, and neo-tantra workshops (which I ran), characters were asked to consider sexual themes in close proximity with their parents, siblings, or cousins. On the plus side, this factor also led to deep play around protectiveness and family-building; two of the Dates featured a Meet the Family meal, in which various configurations of participants found themselves testing the waters of each new family constellation. 

    Finally, while the setting enforced monogamy, it was also paradoxically a polyamorous — or at least serial monogamist — environment. As an intimacy specialist, Hope found this setup to be irresponsible at best and sadistic at worst. Not only were characters forced into relationships with their previous exes, but they also had new exes after every match all together in the same space. They were forbidden diegetically from openly loving or desiring others, although of course transgressions of these rules were off-game encouraged. No one had any time to process the relationship they just left and were forced into another relationship immediately, a recipe for drama and dysfunction — which, of course, makes for excellent larp fodder. 

    Inherent to this design was the “Singles Night” embedded in the program after Date 2, in which characters were temporarily single. While they were discouraged from interacting with their exes, of course this rule was repeatedly broken and new connections were formed, many of which did not align with Date 3 the next day. Hope interpreted this more licentious setup as entirely intentional on the part of the program — any connections that night fed the algorithm more “data” regarding who might actually make a good match and how characters might behave given liberty. 

    Photo of two people
    Serena and Hope before the wedding.

    Thus, the compulsory monogamy of the program was challenged at each stage of the process in fascinating ways. Regardless of how each character felt about their previous matches, they were likely to have strong feelings of some kind that caused complications in the future relationships. Hope viewed these complications as a test of her integrity as an openly polyamorous person: could Hope have compersion and be happy for her soul mate if she fell deeply in love, had incredible intimate experiences, or ended up married to someone else? Wrestling with this inner dilemma was intense enough for me to feel that I had not “solved” the larp through poly as a player.

    When the robot voice announced who Hope would marry — thankfully, her second match and “soul mate,” Serena — the joy Hope felt was immediately tempered when she considered the feelings of her two exes in the room, including her third match, who also happened to be in her Support Group watching her reaction. Fortunately, the two had come to a mutual understanding, but still the drama of the moment was high for all characters. Furthermore, Hope had difficulty feeling joy when her other loved ones in the room were visibly distressed by their matches. The Group Wedding final scene was bittersweet, as the matched characters lined up in their fancy wedding clothes for the mass ritual, while the Unmatched watched on in their hazmat suits, preparing for more time physically separated from intimacy with others. Conversely, some  characters were devastated by their pairings, yearning instead to be with someone else.

    Again, this complicated ending was engineered for maximum larp drama, and even steered toward by many of the players to get their desires met for their version of good play (Pettersson 2021). 

    The Paradoxes of Physicality, Tone, and Genre

    A game like Together at Last is difficult to classify in terms of traditional larp genres. While we the genres of romantic comedy and drama are well-known in film, such genres have yet to be established fully in larp. In part, this limitation is due to taboos historically in more traditional play communities around romantic, sexual, and physical play, which often lead play groups to deny  acknowledging that romantic bleed is a natural phenomenon that can happen to anyone (Bowman 2013). Even in the Nordic community, larps focused on oppression dynamics are far more common than settings focused entirely on romance, to the point where the designers had to explicitly signpost on the website to manage player expectations (Koljonen 2016a) that Together at Last: 

    is a story about attempting to have romantic relationships with a variety of people, some better suited to you than others, about growing as a person and looking for true love, whatever that means. It is not intended to be ‘misery porn,’ though there may be some difficult themes in the character backstories (e.g. depression, bullying, emotionally abusive parents). (Reflections Larp Studio, 2024)

    That is not to say that larps centered upon romance do not exist; notable exceptions are Regency-based larps such as Fortune and Felicity (Harder 2017; Kemper 2017) and many UK freeforms, but rather that they are not nearly as common, and thus the play culture surrounding them is not fully solidified in terms of conventions around physicality and tone. Therefore, I would say that romance-based larp is an emerging genre — one that is developing alongside erotic larp, but is not necessarily synonymous, just as sexual and romantic attraction do not always coexist (Wood and D 2021). I would say JD Lade’s Listen 2 Your Heart (Bowman 2023) also fits the romantic genre, whereas larps like Just a Little Lovin’ (2012-) or Helicon (2024) may or may not depending on the way the characters are written and enacted.

    Photo of a person sitting on a couch, with another person on the floor embracing their wig.
    Former members of the Banished reintegrating into the main society through the program. Photo by Marlies.

    As a developing genre, norms need to be established and made clear by the organizers about what the game is and is not. Otherwise, players tend to rely on their larp muscle memory (Bowman 2017), unconsciously driving play toward genre expectations that are more familiar to them, or inserting genre conventions that were not intended as themes. This tendency is not in itself necessarily a bad thing, but it can lead to wildly different expectations of play, interpretations of content, and spreading of themes that were not necessarily intended by the designers. For example, as I have described with Listen 2 Your Heart (Bowman 2023), the last minute addition of vampires to an otherwise romantic game might lead some to find the content appealing, whereas others might find it troubling (e.g., Edward’s problematic behavior in Twilight). 

    As mentioned above, at Together at Last, we were instructed to play along a spectrum of absurd comedy, realism, and melodrama. However, I noticed people bringing in conventions from the gothic horror and noir detective genres, which caused a bit of cognitive dissonance for me. For example, behavior that might be gritty and normative in a noir film (or even in a BDSM context) might be considered abusive in a light romance context without calibration. A normal reaction to psychological terror in a gothic horror book may look like a psychotic break in another context, something my counselor-type character found especially concerning. In both cases, I was able to successfully calibrate with the players in question, which was a relief, but the experiences were jarring. It can also be difficult to tell if such actions were fully calibrated off-game with other players involved, which can lead to concern, especially when role-players are very immersed in the drama and convincing. We were encouraged to break game to check in with other players, but I found myself wishing we had workshopped the Okay Check-In (Brown 2016) or something similar to practice in an embodied fashion.

     I often noted what I could only describe as “hate walking”: characters experiencing something emotionally upsetting and hate walking away up and down the halls, sometimes in packs, with one or more characters hate-walking alongside as emotional support. Of course, larp is a physical activity, and such behavior added to the dynamism of the environment, but it also added a sense of volatility. At the afterparty, the organizers shared that this run was particularly “dark,” with the previous one ending up far more “wholesome.” I suspect part of the shifting dynamics between larp runs has to do with the player-written characters, as different inserting kinds of content can radically impact the game, i.e., the domino effect (Bowman 2017). 

    Interestingly, I have noticed that these romantic larps that have been run several times tend to develop a devoted following, especially if the setting allows for a unique experience each time the game is played. Both Listen 2 Your Heart and Together at Last had an active Discord before, during, and after the game. Such channels lead to an intriguing blend of in-game and off-game light-hearted banter and pre-game play (Svanevik and Brind 2016) that often impacts dynamics in-game. The character sheets were all transparent, meaning we could read them before play, leading some players to have a strong in- and off-game familiarity with all of the characters; some even seemed to ship some duos over others coming into the game, meaning they had preferences for who should end up together and not. The Together at Last Discord was active many months before the larp and though I could not participate in it due to time constraints, I found it oddly reassuring to see people connecting so excitedly around larp. The Discord also became a needed lifeline after play, as we emerged from this 3-day experience back into life (see e.g., Bjärstorp and Ragnerstam 2023). Now, in the post-larp transition, it feels good to continue to be connected to my co-players.

    Diegetically, the Discord was used in interesting ways as well. We all had our own in-game social media timeline upon which people could post, as well as several channels for special interests our characters would have had online, e.g., simulators for farming or raising AI children. One of the reasons this run was particularly intense was that many of the characters were celebrities, so actions that happened in-game would become news stories on Discord, thus raising the stakes. The organizers also used the Discord to communicate key logistical things that we were expected to do, such as filling out the forms. Many players fluidly switched between the online engagement on their phones and the in-person play, but I found it difficult not to get sucked into my off-game responsibilities, so I used it sparingly until after the game. Ultimately, the larp was a paradoxical hybrid of virtual and physical, especially considering the newness of physicality compared to the relative comfort the characters had with virtual encounters. 

    In-game celebrities made for an active Discord with extensive online play.
    In-game celebrities made for an active Discord with extensive online play.

    Romantic Realism

    I appreciated that Together at Last made space for happy endings for players who wanted to have that experience (as I did). I also really enjoy being part of the ongoing online community around these intense romantic larps. I have had some deep and potent scenes, as well as debriefs, with the players. I feel very lucky to have been a part of these experiences. Each larp had moments of brilliance in its design, leading to a feeling of safety when playing with these emotionally fraught themes.

    That being said, after each of the larps in this series, I keep wondering what it might look like to play a multi-day romantic larp focused entirely on a realistic exploration of healthy intimacy. I have played several short Nordic freeform scenarios on romantic relationships, although they usually focus on issues of breakups (En kærlighedshistorie, Ellemand and Nilsson 2012), infidelity (Under My Skin, Boss 2010), and other critical issues rather than on trying to develop and maintain a functioning loving relationship. I realize that content might be boring for some players, but in my view, even relatively healthy relationships have plenty of inherent conflict to work through — for example, insecure attachment styles or trauma recovery. 

    Photo of two people embracing
    Hope and Serena.

    If larps help us develop skills in a deeply embodied way, which I believe they are capable of doing, what are we practicing when we return to dysfunction as a source of drama? What lessons are we experiencing in our bodies about love in times of conflict? What catharsis is happening? And what takeaways can we distill from these dynamics that we can infuse with our daily lives afterward, whether as cautionary tales or breakthroughs, our own intimate relationships, or our relationship with our own vulnerable, human hearts?  

    Together at Last

    Designed and organized by: Karolina Soltys, Patrik Bálint, David Owen, Lu Larpová, Marie-Lucie Genet, and Phil D’Souza

    Cost: 300€

    Location: Berg en Dal, the Netherlands

    Players: 40 

    Bibliography

    Bjärstorp, Sara, and Petra Ragnerstam. 2023. “Live-action Role Playing and the Affordances of Social Media.” Culture Unbound 15, no. 2: 66-87.

    Boss, Emily Care. 2007. “Romance and Gender in Role-playing Games: Too Hot to Handle? Presentation at Ropecon 2007.” Black and Green Games.

    Boss, Emily Care. 2009. Under My Skin. Black and Green Games.

    Bowman, Sarah Lynne. 2013. “Social Conflict in Role-playing Communities: An Exploratory Qualitative Study.” International Journal of Role-Playing 4: 17-18. 

    Bowman, Sarah Lynne. 2018. “The Larp Domino Effect.” In Shuffling the Deck: The Knutpunkt 2018 Color Printed Companion, edited by Annika Waern and Johannes Axner, 161-170. Pittsburgh, PA: Carnegie Mellon University: ETC Press.

    Bowman, Sarah Lynne. 2023. “Listen 2 Your Heart Season 8: An Unexpectedly Bleedy Experiment.” Nordiclarp.org, November 20.

    Bowman, Sarah Lynne. 2024. “Helicon: An Epic Larp about Love, Beauty, and Brutality.” Nordiclarp.org, Feb. 25, 2024.

    Brown, Maury. 2016. “Creating a Culture of Trust through Safety and Calibration Larp Mechanics.” Nordiclarp.org, September 9.

    Fido-Fairfax, Karolina. 2024, in press. “Strings and Rails: NPCs vs. Supporting Characters.”  In Liminal Encounters: Evolving Discourse in Nordic and Nordic Inspired Larp, edited by Kaisa Kangas et al., 38-40. Helsinki, Finland: Ropecon ry.

    Harder, Sanne. 2017. “Fortune & Felicity: When Larp Grows Up.” Nordiclarp.org, June 13.

    Ellemand, Jonas, and Ida Nilsson. 2012. En kærlighedshistorie. Alexandria.dk.

    Grasmo, Hanne, and Jaakko Stenros. 2022. “Nordic Erotic Larp: Designing for Sexual Playfulness.” International Journal of Role-Playing 12: 62-105.

    Hugaas, Kjell Hedgard. 2022. “Bleed and Identity: A Conceptual Model of Bleed and How Bleed-out from Role-playing Games Can Affect a Player’s Sense of Self.” Master’s thesis, Uppsala University.

    Hugaas, Kjell Hedgard, and Sarah Lynne Bowman. 2019. “The Butterfly Effect Manifesto.” Nordiclarp.org, August 20.

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

    Koljonen, Johanna. 2016a. “Basics of Opt-In, Opt-Out Design Pt 3: What They Need to Know at Signup.” Participation Safety in Larp, July 5.

    Koljonen, Johanna. 2016b. “Toolkit: The Tap-Out.” Participation Safety in Larp, September 11.

    Koulu, Sanna. 2020. “Emotions as Skilled Work.” In What Do We Do When We Play?, edited by Eleanor Saitta, Johanna Koljonen, Jukka Särkijärvi, Anne Serup Grove, Pauliina Männistö, and Mia Makkonen, 98-106. Helsinki: Solmukohta.

    Montola, Markus. 2010. “The Positive Negative Experience in Extreme Role-playing.” In Proceedings of DiGRA Nordic 2010: Experiencing Games: Games, Play, and Players. Stockholm, Sweden, August 16.

    Nøglebæk, Oliver. 2016. “The 4 Cs of Larping Love.” Olivers tegninger om rollespil, August 18.

    Nøglebæk, Oliver. 2023. “The 4 Cs of Larping Love.” Nordiclarp.org, November 14.

    Pettersson, Juhana. 2021. Engines of Desire: Larp as the Art of Experience. Pohjoismaisen roolipelaamisen seura ry.

    Reflections Larp Studio. 2024. “Together at Last: Playstyle.” Togetheratlast.weebly.com.

    Svanevik, Martine, and Simon Brind. 2016. “‘Pre-Bleed is Totally a Thing.’” In Larp Realia: Analysis, Design, and Discussions of Nordic Larp, edited by Jukka Särkijärvi, Mika Loponen, and Kaisa Kangas,  108-119. Helsinki: Ropecon ry.

    Tolvanen, Anni. 2022. “A Full House Trumps a Dance Card – Anni Tolvanen.” Nordic Larp Talks. YouTube, September 11.

    van der Heij, Karijn. 2021. “We Share This Body: Tools to Fight Appearance-Based Prejudice at Larps.” Nordiclarp.org, June 14.

    Waern, Annika. 2010. “‘I’m in Love With Someone That Doesn’t Exist!!’ Bleed in the Context of a Computer Game.” In Proceedings of DiGRA Nordic 2010: Experiencing Games: Games, Play, and Players. Stockholm, Sweden, August 16.

    Wood, Laura, and Quinn D. 2021. “Sex, Romance and Attraction: Applying the Split Attraction Model to Larps.” Nordiclarp.org, February 22.


    Cover photo: Polaroid by Karolina Soltys. Image has been cropped.

  • How I Learned to Stop Faking It and Be Real

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    How I Learned to Stop Faking It and Be Real

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    In my opinion, one of the most important things in being a good larper is to have self-awareness. This means knowing one’s strengths and weaknesses and being able to provide play for other players – but also knowing what one wants out of a larp and how it aligns with the vision and themes of the larp.

    After larping for some years, I thought I had a good perception of my strengths and weaknesses. For example, I knew that I was lousy with directions, so I should not try to play Aragorn. However, I knew that I was really good at organizing things and playing a leader, so I thought I should actually try to play Aragorn.

    It all came down to balance and knowing that I could play most of the characters I wanted to as long as I tweaked them, had trusted friends around, and communicated well with the organizers. In addition, I was very good at making sure that my body was strong enough to carry heavy things at a larp if a character demanded it and letting the organizers know if there was something that needed to be adjusted or not played on. For example, I could tell them that I am really bad when it comes to close combat since I am short and lazy.

    Over the years, I learned more about what kinds of characters I could give the most for and what characters I could grow into. But while I was great at communicating about my practical skills and all my larp needs related to them, I was not up to par with being transparent about my health. Or rather, my mental health.

    As all people, I had ups and downs. But to tell it bluntly, there were some years when I was in a downward spiral. While I had been very outspoken to my friends about my mental health and the importance of self care, I was adamant that it would not impact my larping.

    Woman in white in a white room near a painting with a finger over her mouth
    The author at the larp House of Cravings (2023). Photo by Martin Østlie Lindelien.

    Mental health issues can range from depression and PTSD to anxiety, self harm, and eating disorders (to only mention a few examples). All of these should be taken seriously and treated as reasons to get help. It does not matter what my mental health issues were. What is important is how they impacted my larping. The biggest thing they brought to me was shame over feeling the way I did and having the issues I had.

    I wanted to play pretend in my hobby and to be strong without letting my issues bleed over to my co-larpers. And I was hesitant to communicate what I needed to my co-larpers since I did not fully know what I needed. Was it sympathy? Maybe concrete hands-on help if I would not be able to play out a scene? Understanding if I needed to break the game for a time? Underneath these thoughts there was a fear of being rejected. What if people thought I was too broken to play with?

    With that, I made a promise to myself to basically take care of myself, to be a great larper and be open in every way – but not when it came to what I needed from my co-larpers and organizers with my trauma and mental health issues.

    Of course, in retrospect, that was a horrible idea.

    When things got hard or triggered something in me, I had to hide it. I rather pushed it down than caused trouble. I pushed myself to the breaking point when it came to organizing and being available to my co-players – just to prove that I was not broken. I did not cancel a single larp, but in the end, I played for my co-players, not for myself. I tried to make sure that they had fun but ended up having less fun myself.

    On the other hand, I was adamant in advising my friends and co-larpers to do the opposite of what I was doing. I always encouraged them to be open with all their needs and health issues. I was the one who took people aside to sit down and have a chat. I was the one who offered a shoulder to cry on during larps.

    Then something happened a couple of years ago. It was a standard larp with no hard themes — and played with trusted friends. I was responsible for a small group and all was well. Apart from that it was not. Around this time in life, I was struggling more than ever. I wanted to stay at home all the time and the only thing that pushed me to the larp was the knowledge that I had people relying on me.

    There was a scene, some larp fight – and suddenly I blacked out with over ten minutes of which I have no memory of. People told me that I did a great scene with screaming and fighting, and that they were surprised over seeing me get that physical.

    I have no memory of this. The next thing I remember is sitting in the darkness by a lake and silently crying my eyes out. I felt so ashamed and broken. Most of all, I did not know how to handle this or how to reach out to friends. So I cried a bit more and then went back into the tent and took care of my group.

    The big change came only recently. I had gotten used to hiding how I felt at larps or conferences and just faking it all the way. Always smiling, always acting like I did not care, doing my best to be the steady port for others.

    I thought I had a great system for handling myself in the larp community. And then came a larp when it just did not work anymore. I had, again, the responsibility for a small group. I should have been able to keep it together, so I just ignored the feeling of terror. But for the first time, I could not push myself anymore.

    I contacted my group. I told them that I had limited energy and told them to make sure to steer their larp away from relying on only me. I told them that I would need breaks but that I could handle it.

    Then I contacted the organizers. I told them everything. On how I was at my limit but that I really wanted to give the larp a try. I told them what could be done, both for me and my group. They were wonderful in assuring that things were ok and that I was welcome with limited energy and all my brokenness.

    The larp was a bit of a blur. I was really tired and had to rest a lot. I cried off-game in an organizer’s arms. I was sitting and resting on a friend’s lap and had her pat my hair until I could breathe again. But I had the energy to give my everything and to feel into myself. I created magic for my co-larpers and for myself. And for the first time in years I felt I was larping for myself. 

    I went home from that larp with a sense of sadness and peace. Sadness over how easy it had been and how many years I had robbed from myself. Peace in knowing that it would be so much easier from now on.

    That experience changed larping for me. I no longer take on responsibilities for groups alone. I put myself first when it comes to how I travel to, sleep, and eat during larps. I share my needs before and after a larp, both with organizers and with my friends. I try to be open with my co-players if things are hard. When they ask how they can support me, I answer their questions honestly. 

    Woman in Viking gear sitting in the woods
    The author in Viking garb (2021).

    During any larp, I take the time to rest, and I step off-game when I need to. If I feel I don’t have the energy for something, I cancel it and try to do it in good time. After a larp, I take the time to land. I might not always succeed in it but I do my best. And I give myself that time. 

    A while ago, I went to a very challenging larp. Even before the larp, my sleep pattern was non-existent and I had mental health issues that were acting up. I opened up to a co-larper when she asked if I needed anything and that helped a lot. Then after the first part of the larp, I just crashed. There were no triggers or bad things involved. I had just pushed myself too hard and too much.

    The main takeaway was that I could accept the help from organizers who just sat together with me in a dark room while I cried. I managed to explain my needs and reached out to a loved one who came and held me. And with those small means of accepting help, speaking about my needs and just being honest, I could breathe and pick myself up for the rest of the larp. Looking back, I have come very far in how I handle myself, and I try to make sure to take care of my needs. Does it make me feel better? Absolutely not. I feel more vulnerable than in years and so broken. But I hope that it will pass in time. I will rather do this than go through another 20 years faking it.


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

    Erlandsson, Anna. 2024. “How I Learned to Stop Faking It and Be Real.” In Liminal Encounters: Evolving Discourse in Nordic and Nordic Inspired Larp, edited by Kaisa Kangas, Jonne Arjoranta, and Ruska Kevätkoski. Helsinki, Finland: Ropecon ry.


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

  • Helicon: An Epic Larp about Love, Beauty, and Brutality

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    Helicon: An Epic Larp about Love, Beauty, and Brutality

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    This article is the second in a series on Larping Intimacy and Relationships.

    Content Advisory: Enslavement, oppression, domestic abuse, sexual abuse, addiction, dysfunctional relationships, plot spoilers

    From the Heliconian Muses let us begin to sing, who hold the great and holy mount of Helicon, and dance on soft feet about the deep-blue spring and the altar of the almighty son of Cronos…  — Hesiod’s Theogony

    Helicon is a larp by Katrine Wind and Maria Pettersson. The first run was held January 5-7, 2024 in Broholm Castle, Denmark, with a second run scheduled for February 16-18. The larp focuses upon a group of artists, leaders, and scientists in the early twentieth century with various specialties who have discovered and enacted an occult ritual in their university years together. This ritual enables them to call forth the Muses of Greek antiquity, children of Zeus and Mnemosyne, goddess of Memory. The artists ensnare the Muses into servitude such that the Muses are spiritually bound into conferring their Inspiration to the artist who summoned them (their “Inspired”) and are not allowed to Inspire others without a direct order. They are also no longer free to leave the vicinity in which their Inspired has ordered them to stay; through the course of the larp, this vicinity was Helicon Manor, a far cry from the Mount Helicon of antiquity where they normally go for replenishment. Helicon deals explicitly with themes of artistic inspiration, addiction, emotional turmoil, power, restrictions on freedom, and dysfunctional relationship dynamics.

    If you are planning to play a future run, please be mindful that this article will share spoilers about the details of the design and the ending.

    Physical and Spiritual Subjugation

    And, when they have washed their tender bodies in Permessus or in the Horse’s Spring or Olmeius, make their fair, lovely dances upon highest Helicon and move with vigorous feet…

         — Hesiod’s Theogony

    In Helicon, each Muse has a specific theme that infuses their Inspiration and guides play:  Comedy, Dance, Epic poetry, History, Love poetry, Music, Painting, Philosophy, Politics, Psychology, Sculpture, Song, Spiritual inspiration, and Tragedy. While the power dynamics within the dyads (and in one case, triad) are complex, the Muses are essentially enslaved to their Inspired. They can be drained dry of Inspiration, which the Inspired can use to fuel great deeds or waste as they wish. They can be separated from their siblings: the only beings who can truly understand their divine nature and the millennia of memories they share. They can be physically, emotionally, and spiritually abused by their captors. Even in the kindest of pairings, they must endure the renewal ritual of binding every year, witnessing all of their siblings undergo the process of losing their free will once more. Muses are required to wear only white and gold, with their clothing chosen by their Inspired.

    A person in white with a flower crown seated as a person embraces them from behind.
    Omorfia and Philip Frost, Muse and Inspired of Painting. Photo by Bjørn-Morten Gundersen.

    The Muses can also exert influence over their human captors. When their captors experience their Inspiration, whether given consensually or forcibly taken by the Inspired, the experience is akin to being high on drugs and vulnerable to the Muse emotionally such that promises can be extracted. However, whether or not the Inspired chooses to honor those promises depends entirely on their own integrity: not a common trait written within these characters. While the Inspired have different attitudes toward the binding ritual and its problematic ethics, they still willingly or grudgingly participate in subjugating the Muses each year for their own gain.

    This subjugation is particularly painful within the context of the epic setting. Because the Muses are forced to give Inspiration only to one (or two) humans, the rest of the world is starving and wasting away. For millennia, the Muses were deities that evoked worship and vulnerable surrender in order to receive their blessings. They could freely give Inspiration and leave at will as befits their nature; now, they were forced into servitude. At the center of this dynamic is the frailty of the human ego: how even the “best” in the world still struggle with needing to feel recognized and important, and how such insecurities lead people to cause brutal harm to others in order to extract their vital energy and love.

    The larp is a mixture of the mundane and the extraordinary, with the interactions taking on a significance not only within these interpersonal dynamics, but upon the world stage and even within the realm of gods. For this reason, I classify the experience as epic play, not only because of the context of Greek epic poetry from which it emerges, but also due to the heightened significance of these actions and the strong emphasis on great artistic production arising out of pain. To subjugate a person in order to extract their vital energy is tragic; to subjugate the Muse of Tragedy is tragic on an epic level. 

    Melpomene (standing), Taylor Montgomery (left), and Thomas Montgomery (right), Muse and Inspired of Tragedy. Photo by Bjørn-Morten Gundersen.

    The white and gold attire worn by the Muses gave them an ethereal, otherworldly quality that contrasted sharply with the Vintage Era clothing of the artists. The website describes the Vintage Era as encompassing “any time from the late 19th century to the middle of the 20th century” (Wind and Pettersson 2023). In contrast to this vaguely modern era, diegetically, the Muses have existed for millennia. Despite this eternal quality, however, the Muses tend to “live in the present.” This meant in practice that we may have fragments of memories from bygone eras of having inspiring historical or legendary mythic figures at will, but such memories would be less important than the present moment experience. For me, this awareness led to a strange contrast between being trapped in a mundane human experience of time and its day-to-day concerns, while also mentally leaping to other times and places, adding to the eerie and unnatural nature of the Muses’ servitude. Such elements added a sense of epicness to play.

    The concept of epic play is not intended to reduce the importance of larps focusing on oppression, intimacy, and other dynamics occurring amongst “mere” humans, but rather to describe an aesthetic quality about the larp that sets it apart from larps about the mundane world. To be captured as a Muse meant we could not Inspire others, such that our lack of involvement due to our enslavement was creating ripples in reality not only inside Helicon Manor, but outside of it. The Inspired could trade or even gamble away the Muses’ Inspiration, which can be seen as a mixture of their vital essence and their labor the Muses no longer had liberty to use as they wished.

    This epic aesthetic quality can also be ascribed to certain storylines within fantasy larps and themes in other games that feature a supernatural component. Epicness relies upon the ensemble of players committing to underscore the epic significance of the actions performed within play. I have had epic play experiences in other settings, such as at the Vampire: the Masquerade (1991) larp Convention of Thorns (2017) as well as within chamber larps and tabletop RPGs of various genres; indeed, this epic quality is likely what draws many people again and again to Dungeons & Dragons (1974-), which is still the most popular tabletop setting in the world.

    What made Helicon exemplary in this respect was the care put into the communication, design, structure, and safety surrounding the experience such that this epic quality — and the tragic  predicament within which these characters were ensnared — was emphasized. This article will focus on these design and implementation practices, providing theoretical context from my perspective as a player-researcher enacting a Muse character where appropriate.

    Circles of Trust and Betrayal

    Thence they arise and go abroad by night, veiled in thick mist, and utter their song with lovely voice, praising… 

         — Hesiod’s Theogony

    The larp designers fostered trust among the player base in a variety of ways. The website clearly communicated not only the themes of the larp, but also its structure and which sorts of experiences the players were encouraged and discouraged to enact. Players were not expected to demonstrate expertise in their respective arts or to perform during the larp, which lowered the perceived barrier to entry of performance anxiety. Despite the intimate nature of many of the relationships, the designers detailed that this larp is not intended to be an erotic larp in which public displays of sexuality are encouraged and are often a central design feature (Grasmo and Stenros 2022). While such larps can be experienced as liberating for participants (Juhana Pettersson 2021b), explicit sexuality can distract from the more subtle relationship dynamics and interactions that this larp sought to foster. Regardless of the chosen themes, expectation setting is important in creating a shared culture before signup even begins (Koljonen 2016a), provided of course that the players adhere to this established social contract. 

    Similarly, the website described the structure of scenes that would occur, which included a form of fateplay (Fatland 2000) of certain scenes framing each act. It described the pre-larp scene of the Muses attempting and failing at escape, only to be dragged back to Helicon Manor: in achingly strong contrast to the real Mount Helicon, where they would gather for connection and renewal as siblings before their enslavement. 

    Photo of a person in a black robe
    Stella Wilson, Inspired of Spiritual Inspiration, led the rituals. Photo by Bjørn-Morten Gundersen.

    The larp was framed with a beautifully epic theme song composed by Anni Tolvanen, which ushered us in and out of play. Tolvanen also curated a soundscape of dramatic music that echoed through the halls during the larp. The first Act began with a ritualized Punishment scene while standing in a circle, in which the Inspired enacted consequences on their Muses for their escape attempt, also forcing the Muses to punish each other. I have also utilized this technique of starting the larp by dropping characters directly into ritual space when co-designing Immerton (2017) and Epiphany (2018). I find it a particularly helpful practice to emphasize the core themes of the game, help players quickly get past the awkwardness of the first hour of the larp, and create intensely meaningful role-play moments from the beginning that can feed play later. (For further reading on these larps, see Jones 2017; Brown et al. 2018; Kim, Nuncio, and Wong 2018). 

    In our discussions after the larp, Wind referred to this design technique as part of a concept she calls frontloading, which she will further describe in an upcoming article. For Katrine, this term referred to the structure and pacing in terms of intensity, which puts a lot of structured and tense content earlier in the larp. This term also resonated with Maria, who described frontloading as designing  extensive and complex character relations with focus on high playability in the larp itself, a common strategy in Finnish design. Wind explained:

    This combination gives players something to immediately play on and react to that has specific relevance for their character and gives them “something to talk about immediately.” It also provides alibi to jump right into relations that might take a lot of time to ramp up and cause everything in the larp to culminate at the same time in the last few hours. . . 

    If there is one or more crescendos in the beginning of the larp itself, culminations and intensity [are] spread out over the whole playtime because you can be sure that some things will only culminate in the last hours of the larp anyway.

    In the next group scene, we were then instructed to go to the dining hall. The multi-course dinners and lunches were catered and high quality. What made these dining scenes particularly epic were the statues and bas reliefs decorating the room that portrayed scenes from Greek mythology. The metatechnique that guided play in these scenes was dinner warfare, also featured in Wind’s larp Daemon (2021-). Unlike the intensely visible brutality in the Punishment ritual, we sat in circles masterminded by assigned seating to maximize drama. We pretended to be members of polite society while delivering passive aggressive verbal barbs, whether about art, the Muses’ confinement, class, or any number of other dynamics. (Gender, sexuality, and race/ethnic discrimination was explicitly forbidden in the larp, but class was very much embedded in the character design). This juxtaposition of high boiling intensity in the beginning directly to a low simmer punctuated the themes of the larp quite sharply: the epic alongside the banal, the fragility of human egos, the need to control in order to feel important, the subtle bids for freedom within enforced servitude, etc. According to the designers, traditions such as arranged seating were diegetically upheld as necessary, both due to affiliation to the Inspired’s prestigious university and the necessity to keep the ritual intact. Wind told me, 

    Alibi for the seats being like this was provided by the diegetic fact that the Inspired needed the repetition to make sure they could renew the Binding year after year, so they didn’t dare change the seating. It was simply, and naturally, a tradition. This meant that divorced couples and former friends were awkwardly seated close to each other for hours.

    Danielle Lafontaine, Inspired of Dance, and Christian Schönburg, Inspired of Comedy, engaged in dinner warfare. Photo by Bjørn-Morten Gundersen.

    The first Act ended for Muses with a touching final circle: a purification ritual. Diegetically, the Muses would return to Mount Helicon every 15 years to reconnect through this ritual; since we were not permitted to return to Mount Helicon or see one another at will for the last 15 years, we made do in the Manor with these stolen moments. We huddled for warmth in the dark attic, gently comforting one another through touch as we did throughout the larp. We each took water from a bowl and cleansing the Muse next to us, which felt like a ritual blessing. Then, we each shared a Secret — some revealed shameful feelings or actions, such as taking someone else’s Inspired as a lover or alerting one’s Inspired of the escape plans. While we all witnessed these admissions, the purification ritual added an element of forgiveness to the circle. At least for my character, the understanding that we were taking action under complicated situations of duress made it easy to let such admissions go, although others did hold resentments. 

    People standing around a circle as a robed woman holds a glass above her head.
    The Inspired awaiting the arrival of the Muses in the first Binding, the beginning of Act 2. Photo by Bjørn-Morten Gundersen. Image has been cropped.

    The second Act began with a flashback scene in which we enacted the initial binding ritual. This ritual also occurred in a circle within the same room, imbuing the physical space with a certain repeated significance. This scene was particularly effective because we already had the experience of being subjugated by these relationships the night before. We then began play with a brief experience of freedom, worship, and a pure desire to Inspire outside of such subjugation, only to be bound and betrayed. This worship was especially desired by the Muses because of its unusualness in the modern world, where few still prayed to the old gods; thus the pain of betrayal was manifold.

    At the end of Act 2, the characters engaged in another important informal ritual called the Party, which was also upheld every year due to tradition. In the Party, the artists drained their Muses of all Inspiration in a moment of selfish gluttonous intoxication, doing absolutely nothing of worth with these gifts. The Muses were expected to participate in the Party as celebrants as well, which we interpreted in various ways. This sort of peer pressure to maintain appearances was present in all of the rituals, with Inspired and Muse characters alike having various degrees of internal and external conflict around these traditions.

    Photo of a man in a suit holding a book and a woman in a white dress with a circlet on her head, both have a statue behind them
    Henry Wilson and Clio, Inspired and Muse of History. Photo by Bjørn-Morten Gundersen.

    Close to the end  of Act 3 was the yearly renewal of the binding ritual, with a twist: the ritual was disrupted afterward by a scroll that contained a sort of counter spell, in which the Muses were offered the opportunity to make a “Choice.” The Muses could choose to stay with their captors in servitude, or leave, which would entail them to become mortal, losing their supernatural abilities, and eventually dying. The design allowed for us to spend quite a bit of in-game time focused on this Choice and its ramifications. The power dynamics were suddenly flipped: the Muses could now decide to freely go (albeit with twisted ramifications and not at all prepared for human life), or stay within the dysfunctional dynamic of enslavement, lending to the air of tragedy. 

    I was cast as Clio, the Muse of History, who had a comparatively consensual dynamic with her Inspired, historian Henry Wilson, in part due to intense Stockholm Syndrome. Though Clio’s entrapment was relatively kind, she was appalled at the indignities forced upon her siblings. During the Choice, Henry wanted Clio to stay to help him uncover lost cities like Troy, which had earned him great fame with her Inspiration as an impetus. However, he had chosen to marry another human Inspired, which reinforced to Clio this sense of indignity.

    The other dyads and triad had similarly complex interpersonal dynamics, which led to the Choice being difficult to make; certain characters, who experienced some of the worst oppression in the larp chose to remain enslaved. This choice mirrors human dysfunctional relationships, but was intensified by the epic quality of the larp; the Choice had far-reaching ramifications, not only to the characters present, but the world at large. In Henry and Clio’s case, they chose a third option, presented to them by Erato, the Muse of Love Poetry, and her Inspired: the artists would publicly release us from our binding, assert our independence to leave at will, and permit us to Inspire others. The questions then became: Would Clio return of her own free will to Inspire Henry, even though he was now engaged to a mortal woman? Could Henry retract this declaration at will, leaving her to be bound again? Thus, even this “easier” third option was still riddled with emotional complexity.

    A group of people mostly in white seated with one standing
    The Choice. Photo by Bjørn-Morten Gundersen.

    Circles of Safety and Calibration

    Come thou, let us begin with the Muses who gladden the great spirit of their father Zeus in Olympus with their songs, telling of things that are and that shall be and that were aforetime with consenting voice…

         — Hesiod’s Theogony

    The larp featured a pre-game call a month before the larp and extensive workshopping before the game in which we were briefed on aspects of the world and practiced specific play techniques. Most of us signed up in pairs (or triads), meaning that we likely already had developed a certain degree of trust with our main co-player(s) in the Inspired/Muse dynamic. We were instructed that we must calibrate with these co-players at least before the game, and ideally also the other relations mentioned in our character sheets. We were also instructed to check-in with our dyad or triad players after the larp. These instructions emphasized the need for emotional care for co-players, acknowledging the intensity of the experience and making it part of the shared culture of the game to tend to one another. On the other hand, we were also reminded that we are responsible for our own experience, meaning we should communicate if needs arrive and do what is necessary to care for ourselves.

    Two women in white with golden headdresses embrace.
    Calliope, Muse of Epic Poetry, and Thalia, Muse of Comedy. Photo by Bjørn-Morten Gundersen.

    Pre-game workshops are often quite awkward experiences, especially whenpreparing to play larps of this nature. Players often feel a certain degree of social anxiety about their own role-playing abilities and their skills at interpersonal interaction (Algayres 2019). They may feel worried about costuming, physical touch, their own attractiveness, or any other number of insecurities and uncertainties. To establish trust early on, we were instructed to sit closely with our dyad or triad and touch in some way during the briefing, such as a casual touch on the arm, cuddling, holding hands, etc. Physical touch can release oxytocin (Zak 2011) and provide an experience of trust between players, although it can also backfire for participants who feel hypervigilant or triggered when touched. The website communicated that players needed to be willing to experience casual touch: “A good baseline of what you should be okay with could be a stranger touching your arm, shouting at you, holding your hand or kissing you on the cheek” (Helicon website, n.d). We also workshopped eye gazing between Muses and Inspired, which deepened the connection and helped relieve a bit of the awkwardness. Eye gazing is a simple, yet quick and effective technique for people to see others beyond the masks each of us wear in social life, as well as to feel truly seen in a short amount of time.

    We also had times within the workshop to calibrate with many of our written relationships, which from my perspective provided a solid groundwork of a “home base” between player-characters within play. In my view, creating time for such calibration is critical to the success of such larps. Many players do not have the time or inclination to reach out before the larp and find it difficult to remember names, faces, and the specifics of written dynamics during play. Creating contact before the game and encouraging players to discuss what each person wants (and doesn’t want) from the dynamic is very helpful.

    Woman dancing around with a sash above her head, next to a man in white and gold on a chair
    Danielle Lafontaine after draining Terpsichore at the Party (Inspired and Muse of Dancing). Photo by Bjørn-Morten Gundersen.

    We also workshopped a scene involving the drawing of Inspiration. The metatechnique involved a white and gold sash with the Muse’s name written upon it, which we would use in some way to signify giving Inspiration. The sash could be used in many ways ranging from gentle and consensual to violent and non-consensual. We were instructed to hand over one of our three precious Inspiration ribbons placed on our name tags and transfer them to the Inspired’s name tag. The ribbons were a non-diegetic way to communicate how full or empty of Inspiration each character was, as well as who had drawn Inspiration from whom, as each Muse had different colored ribbons. We could decide to act upon this extra-diegetic information as a form of steering (Montola, Stenros, and Saitta 2015). The designers explained that they did not want Inspiration to turn into a statistic like in other role-playing games, but it still influenced play for some of the larpers. 

    Another workshop emphasized playing to lift (Vejdemo 2018), meaning we took turns boosting the importance of the other characters in terms of their personality or accomplishments using “Yes, And” to build upon what others were improvising. For example, a character could say, “My recent art work has received quite a lot of positive reviews…” which we would then reinforce with added comments. Since the larp also dealt with the fragility of artists’ egos, we also practiced playing each other down, which would be initiated by the person wanting that sort of play, for example, “Lately, I’ve really been struggling to get critics to care about my work…” The co-players would then “Yes, And” to make the character feel even worse about their artistic block or lack of public recognition. This metatechnique was particularly interesting as it provided an impetus for drawing Inspiration and seeking validation from others through dysfunctional means. 

    We were instructed to use “off-game” in order to quickly calibrate and negotiate consent during play or leave the space for more extensive discussion. We went off-game between acts and the default for sleeping quarters was off-game as well. Right before the larp began, we workshopped violence, including tapping out when we wanted a certain interaction to slow down or stop, as well as escalating slowly through bullet-time consent (Koljonen 2016b) to give other players a chance to opt-in or out. This practice ended up important for the first Punishment scene that we were soon to play. 

    A person embracing someone with a flower crown.
    Omorfia and Philip Frost, Muse and Inspired of Painting in the first Binding. Photo by Bjørn-Morten Gundersen.

    Calibration was also emphasized in the workshops between acts in effective ways. We were given time for one-on-one discussions, but we also circled up with each player sharing a short sentence of what they would like to experience within this Act. Then, other players could raise their hand and volunteer to deliver that sort of play, which added an element of accountability to one another. Following Juhana Pettersson’s (2021a) assertion that players are engines of desire, being able to openly express one’s wishes in a group without shame is a powerful experience. For example, I tend to prefer subtle scenes and was drawn to the larp due to the emphasis on discussions of art and the creative process; through this process, I was able to ask others to approach me with those kinds of discussions if desired. It was remarkable to me the way a briefly stated request could redirect the flow of play for individual players, and thus the ensemble: a form of group steering.

    Epic Dyadic Play as a Genre

    Unwearying flows the sweet sound from their lips, and the house of their father Zeus the loud-thunderer is glad at the lily-like voice of the goddesses as it spreads abroad, and the peaks of snowy Olympus resound, and the homes of the immortals… 

         — Hesiod’s Theogony

    At times in Helicon, I felt like I was experiencing something quite new, but I could not put my finger on why. Oppression dynamics and dysfunctional relationships are hardly new themes; indeed they are the bread and butter of many Nordic or Nordic-inspired larps. Epic storylines and supernatural abilities are hardly new either, as RPGs as a medium have featured those elements from their inception. 

    A woman in white standing behind a man playing the piano with her hand on his arm.
    Euterpe and Maximillian Stern, Muse and Inspired of Music, attempting to compose. Photo by Bjørn-Morten Gundersen.

    At one point, I looked around the room during dinner warfare, surveying the artists with their Muses, thinking, “Oh! We are in a really good Toreador larp” — the Toreador being the artistic clan in Vampire: the Masquerade. In Vampire, the undead take “retainers” who are bloodbound to them, meaning supernaturally addicted to their blood and compelled to obey. Retainers bound by Toreador are often highly talented in their own right, ensnared by the vampire’s wish to keep their retainer’s talents for themselves — an especially potent theme considering many vampires lose the potency of their own talents when turned to the undead. This larp was different in many ways, of course, especially considering the retainers were mystical eternal beings. The emphasis on artistic creation as an important theme of the larp led to a depth of discussion that I often craved as a long-time Toreador player, enhanced by the setting of the beautiful castle and its art.

    Man in glasses and a suit talking to a woman in black with a hat and sunglasses.
    The initial binding ritual was initiated by Henry Wilson, Inspired of History, and Stella Wilson, Inspired of Spiritual Inspiration. Photo by Bjørn-Morten Gundersen.

    At another point, I saw characters huddled in corners trying to solve various plots related to the occult rituals: the Inspired were trying to figure out ways to stop the Muses from being able to flee, whereas the Muses were trying to figure out a way for the Escape ritual to work. I thought to myself, “Oh, we’re in a Call of Cthulhu larp and those are the occult researcher characters.” As with Cthulhu (1981), Helicon’s setting is clearly playing to lose on some level; whether freedom is attained or the Muses continue to be bound, loss is embedded. But the sense of supernatural horror that pervades Cthulhu was not the emphasis here; instead, we focused on the interpersonal dramas inherent to these characters being locked in this non-consensual pact. Indeed, the occult components felt like an aberration, while the “natural” state would be to let the Muses free to choose who to Inspire. The occult components did not seem to be a goal to attain or a puzzle to solve. Rather, they were elements calling to mind the Spiritualism of the early twentieth century, as well as storytelling devices providing alibi to engage in intense rituals, which tend to amplify play. From my perspective, these spells were more of a conceit than a quest, although I steered away from play involving them so cannot speak for other players.

    People standing around a circle with sashes in front of them, looking at a woman reading from a book.
    The final Binding ritual. Photo by Bjørn-Morten Gundersen.

    I keep returning to this emphasis on dyadic (or triadic) play, which is also not new. The Nordic larp Delirium (2010), about oppression within a mental institution, relied on players signing up as couples and used dyadic play to explore themes of love and failed attempts at resistance (Pedersen 2010; Andreasen 2011). Personally, I have had particularly strong experiences playing Here is My Power Button (2017), an American freeform about users purchasing an android from a company as part of a scientific experiment. What made Power Button potent was a toggling back and forth between one-on-one user/android scenes in the same room and group scenes, in which all users would interact in one room and all androids in the other. Helicon had a similar structure: we had large group scenes that were also one-on-one scenes, giving a sense of collective experience along with intimacy. We also had activities such as the Muse ritual in which we were all together and able to share about our paired experience. 

    Woman in white crouched in front of a man in white.
    Phren, Muse of Psychology, and Athanasia, Muse of Sculpture. Photo by Bjørn-Morten Gundersen.

    This epic dyadic structure is also present in Linda Udby and Bjarke Pedersen’s PAN (2013-) and BAPHOMET (2015-), which feature occult storylines and supernatural content in the form of possession from godlike entities (Pedersen and Udby 2017; Nordic Larp Wiki 2019). Another dyadic larp is Wind’s Daemon (2021-), which is based upon Philip Pullman’s His Dark Materials (1995-2000) series. In Daemon, characters have animal entities attached to them that represent their souls enacted by other players. I have not yet played Daemon, but have read many play accounts that have emphasized the powerful nature of this dyadic setup. In practice, the structure at Daemon meant that characters are instructed to stay physically close to one another at all times (Wind 2021): not exactly the same as our experience in Helicon, but was a clear inspiration. 

    A woman in white huddled next to a person in a suit.
    Melpomene and Taylor Montgomery, Muse and Inspired of Tragedy. Photo by Bjørn-Morten Gundersen.

    In reflecting upon the larp, I am now considering the combination of epic play and a dyadic (or triadic) structure as a particularly potent combination: perhaps an emerging genre of play as more and more larps are produced in this format. Helicon required a strong degree of trust between players in dyads (and triads), as well as a degree of commitment: we were expected to continue to role-play and check-in with our co-players and not abandon them, even if we wanted to steer the story into a new direction. Most characters had several other interesting and playable character relations, which helped interweave the larp into more of an ensemble (Tolvanen and MacDonald 2020), rather than incentivizing isolated play between groups of 2-3. While players may have differing experiences of the larp, my perception is that this dyadic epic play combined with emphasis on the ensemble led to a special magic of interconnectedness not always present at larps. 

    I finally settled on, “Oh, we’re in a Neil Gaiman larp,” at least thematically; we were epically-infused characters with all-to-human quirks engaged in interpersonally meaningful play tinged with sadness about humanity’s flaws. Gaiman’s (2018) words describe his work well:

    A world in which there are monsters, and ghosts, and things that want to steal your heart is a world in which there are angels, and dreams and a world in which there is hope.

    However, from discussions of the designers, “Calliope” was not a primary inspiration, so to speak, and the character relations were meant to be far more nuanced, which I definitely experienced. I look forward to seeing what larps are spawned as this type of design and experimentation continues to evolve.

    A man in white observes a woman in white eating grapes.
    Polyhymnia, Muse of Spiritual Inspiration, and Helica, Muse of Architecture (Wind). Photo by Bjørn-Morten Gundersen.

    Acknowledgements

    My deepest gratitude to Katrine Wind, Maria Pettersson, Elina Gouliou, Mo Holkar, and Mike Pohjola for giving feedback on this article.

    Helicon

    Designers: Katrine Wind and Maria Pettersson, Narrators, Inc.

    Participation Fee: €630

    Players: 29

    First Run: January 5-7, 2024

    Second Run: February 16-18, 2024 (upcoming)

    Location: Broholm Castle, Gudme, Denmark

    Music: Anni Tolvanen 

    Photography: Bjørn-Morten Vang Gundersen

    Safety: Anna Werge Bønnelycke (Jan. 5-7) and Klara Rotvig (Feb. 16-18)

    Website: Katrine Kavli 

    Graphics: Maria Manner

    Sparring and Ideas: Emil Greve, Elina Gouliou, and Markus Montola

    Character Writing Assistance: Søren Hjorth

    Website Proofreading: Malk Williams

    References

    Algayres, Muriel. 2019. “Not Good Enough: On Larp and Systemic Anxiety – Muriel Algayres.” Nordic Larp Talks. YouTube, February 11.

    Andreasen, Peter Schønnemann. 2011. “Fabricating Madness – Peter Schønnemann Andreasen.” Nordic Larp Talks. YouTube, March 1.

    Bowman, Sarah Lynne. 2016. “White Wolf’s Convention of Thorns – A Blockbuster Nordic Larp.” Nordiclarp.org, December 6.

    Bowman, Sarah Lynne, Russell Murdock, and Rebecca Roycroft. 2017. “Epiphany Design Document version 3.0.” Google Docs.

    Brown, Maury, Sarah Lynne Bowman, Quinn D, Kat Jones and Orli Nativ. 2018. “Immerton: A Society of Women.” In Shuffling the Deck: The Knutpunkt 2018 Color Printed Companion, edited by Annika Waern and Johannes Axner, 41-52. ETC Press. 

    Davis, G., et al., 1991. Vampire: the Masquerade. Stone Mountain, GA: White Wolf.

    Fatland, Eirik. 2000. “The Play of Fates (or: How to Make Rail-roading Legal).” Amor Fati. 

    Gaiman, Neil. 1991. “Calliope.” The Sandman: Dream Country, no. 17. DC Comics.

    Gaiman, Neil. 2018. “BRAND NEW! Second printing of Chris Riddell & Neil’s HOPE print! Limited edition.” Neverwear, September 23.

    Grasmo, Hanne, and Jaakko Stenros. 2022. “Nordic Erotic Larp: Designing for Sexual Playfulness.” International Journal of Role-Playing 12: 62-105.

    Gygax, Gary, and Dave Arneson. 1974. Dungeons & Dragons. TSR, Inc.

    Helicon website. N.d. “Practical.” Helicon.narrators.eu.

    Hesiod. 1914. “The Homeric Hymns and Homerica.” Theogony. Trans. Hugh G. Evelyn-White. Cambridge, MA: Harvard University Press.

    Jones, Kanane. 2017. “Immerton: A Fire in the Desert.” Nordiclarp.org, October 28. 

    Koljonen, Johanna. 2016a. “Basics of Opt-In, Opt-Out Design Pt 3: What They Need to Know at Signup.” Participation Safety in Larp, July 5.

    Koljonen, Johanna. 2016b. “Toolkit: The Tap-Out.” Participation Safety in Larp, September 11.

    Kim, Yeonsoo Julian, Morgan Nuncio, and Jen Wong. 2018. “Epiphany – A Collaborative Mage: the Ascension Larp.” Nordiclarp.org, February 1.

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

    Nordic Larp Wiki. 2019. “Playing to Lose.” Nordic Larp Wiki, September 3.

    Nordic Larp Wiki. 2019. “Pan.” Nordic Larp Wiki, April 2.

    Pedersen, Bjarke. 2010. “Delirium: Insanity and Love Bleeding from Larp to Life.” In Nordic Larp, edited by Jaakko Stenros and Markus Montola, 288-297.

    Pedersen, Bjarke, and Linda Udby. 2017. “BAPHOMET – The Road to Damnation.” Nordiclarp.org, November 15.

    Petersen, Sandy. 1981. Call of Cthulhu: Fantasy Role-Playing in the World of H.P. Lovecraft. Chaosium.

    Pettersson, Juhana. 2021a. Engines of Desire: Larp as the Art of Experience. Pohjoismaisen roolipelaamisen seura ry.

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

    Pullman, Philip. 2000. His Dark Materials Complete Trilogy. Ted Smart. 

    Tolvanen, Anni, and James Lórien MacDonald. 2020. “Ensemble Play.” In What Do We Do When We Play?, edited by edited by Eleanor Saitta, Johanna Koljonen, Jukka Särkijärvi, Anne Serup Grove, Pauliina Männistö, and Mia Makkonen. Helsinki: Solmukohta.

    Vejdemo, Susanne. 2018. “Play to Lift, not Just to Lose.” In Shuffling the Deck: The Knutpunkt 2018 Color Printed Companion, edited by Annika Waern and Johannes Axner, 143-146. Pittsburgh, PA: Carnegie Mellon University: ETC Press.

    Wind, Katrine. 2021. “Daemon: What We Learned from Playing Two Parts of the Same Character – Katrine Wind #knutepunkt2021.” Nordic Larp. YouTube, October 11.

    Wind, Katrine, and Maria Pettersson. 2023. “The Experience: Setting.” Helicon.narrators.eu.

    Zak, Paul. 2011. “Trust, Morality – and Oxytocin.” TED Talks. YouTube, November 1.


    Cover photo: Patrick and Phren, the Inspired and Muse of Psychology. Photo by Bjørn-Morten Gundersen. Image has been cropped.

  • The 4 Cs of Larping Love

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    The 4 Cs of Larping Love

    Written by

    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.

  • Larping Before the Larp: The Magic of Preparatory Scenes

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    Larping Before the Larp: The Magic of Preparatory Scenes

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    This article is going to discuss a workshop tool: the use of short in-character larped scenes. These are scenes involving larp participants, in which they play their character. They take place during the pre-larp workshop, as a structured activity designed-in by the organizers, before the actual larp has started. They are being referred to here as ‘preparatory scenes’.

    What are preparatory scenes like?

    • A small number of characters are in the scene, often just two.
    • A scene usually lasts for maybe five or ten minutes.
    • Each participant might play just one such scene, or a series of them.
      • (If a series of scenes, then those might be with the same other participant(s), or with a mix of different people.)
    • The other participants might be watching, or they might be involved in scenes of their own, in parallel.
    • Usually these scenes don’t involve the scenography, and other immersive material, that will be used during the larp itself: maybe not even costume.
    • Usually they will happen towards the end of the workshop, so that their factual and emotional content is fresh in the minds of the participants as they start the larp.

    Note, this is considered as separate from ‘preplay’ – which is in-character activity that participants undertake together without direct supervision from organizers, usually according to their own preferred structure or in an open-ended way, often quite some time before the larp. While preplay may have some of the same purposes and effects as preparatory scenes, it’s not being covered here: Kyhn((Mia Kyhn, “Preplay,” What Do We Do When We Play? (2020). )) has a discussion.

    What types of preparatory scenes can be used?

    • Backstory – participants can play out part of their characters’ shared backstory together. Perhaps a key point, such as ‘our first date’, or ‘the time A saved B’s life’ – to establish exactly what happened, and who said what to who.((For example, at On Location, character relationships are outlined in their briefings in terms of events from the past. During the workshop, the players will play through these scenes, to find out and agree together what exactly happened.))
    • Relationship – participants can establish the details of how their characters are when with each other – this can be illustrative, such as ‘this is how we spend a typical day/meal/mission/murder together’.((At Just a Little Lovin’, the in-character ‘social groups’ eat a meal together, during the workshop. This helps them explore how they relate to each other as a group during a regular day-to-day activity.)) Or it might be exploratory: the characters meet in a cafe – what might they start chatting about?
    • Group dynamics – how does a group of linked characters function together? What are their dynamics of communication, of sharing space, of hierarchy, etc?((At De la Bête, characters live together in social groups of mixed status. During the workshop each group of participants designed and played out, with the other participants as audience, an extended scene that showed the group’s internal hierarchy and social dynamics.))
    • Reaction – how do the characters react (individually, and together) when placed into a particular situation? For example: if the two characters were seated together in a bus that came under gunfire, what would they say/do? When one of them finds a letter that the other has received from an ex-lover, what might happen? (This would usually be an imaginary episode; not drawn from their actual backstory – because its purpose is to explore ‘what if?’.)

    And they could be:

    • Emotional – intended to get into the insides of the relationship: how these characters feel about each other, and how those feelings are expressed. ((At Dawnstone, participants were encouraged to together identify and play out a backstory scene that explored or established a key emotional dynamic between them: that set the tone for how they would relate to each other emotionally during the larp.))
    • Physical – getting the feeling of interactions within the relationship into the participants’ bodies. How do the characters use touch, distance, height, movement?
    • Factual – making sure that the characters’ memories of the details of the event being depicted match each other.
    • Different ways of doing things – trying out a scene a few times in succession, with variations in content or expression – or varying the character portrayal from one part of the scene to the next.

    What’s the point of this?

    Calibration! Preparatory scenes are a great tool for developing a shared understanding among participants. Nielsen((Martin Nielsen. “Culture Calibration.” In Pre-Larp Workshops (2014). )) explains why calibration is such an important task prior to larping together. And this can be a very effective way to help achieve it.

    Calibration via preparatory scenes can be particularly valuable when participants themselves have had some responsibility for character (and even, world) creation.((In Brudpris, during the workshop the players determine the details of the culture that their characters inhabit, around a skeleton design: its rituals, behaviours, and the key ways in which families interact. It’s then valuable to play through some of these in pre-larp scenes)) They can show each other what they have created/added; and they can explore together what they have jointly decided.

    What might participants get from it?

    • The chance to try out different ways of playing their character, before having to commit to it in the actual larp.
    • The chance to agree key details of backstory with the other participants who are involved.
    • Feeling the backstory as lived, rather than just as text that they’ve read.
    • The chance to explore relationship dynamics, and tweak them if necessary, in collaboration with the players of the counterpart characters.
      • (Potentially, the chance to discuss with those people how the relationship might evolve, and what might happen between the two characters, during the larp – if the larp design permits this, and time hasn’t been allocated for it elsewhere in the workshop.)
    • The chance to develop trust and shared understanding with fellow-participants – particularly important with those with whom they’ll be playing closely.
    • A step towards emotional safety – from having had a ‘dry run’ of the relationship, and having set and tested boundaries.

    What might organizers get from it?

    • Participants on the same page – ensuring that they have covered the key things that are needed to be covered.
    • Participants sharing in creation of material – giving them the chance to bring their own creativity to the larp preparations as well as the larp itself, even when the characters are fully predesigned.
    • Participants energized – larping a scene is the best way of preparing minds and bodies for larping a larp. If preparatory scenes take place shortly before the start of the larp proper, they can help participants hit the ground running. (This is good for the participants themselves, too, of course.)
    • Participants feeling safer and more able to trust – because they have been able to explore their behaviour together in a much lower-pressure and lower-stakes framework than within the larp itself.

    There might also be other reasons or functions to use preparatory scenes. For instance, some participants might value having a ‘lived experience’ of the backstory, rather than it just being written in the character sheet. Or they might find that it helps them to physically embed memories as though they were their characters’. These psychological angles are beyond the scope of this article, but might repay some study.

    How are they organized?

    Organizers may just leave a time window for participants to decide and run their own preparatory scenes, but more usually there will be some sort of plan. Most efficiently, this will be a rota arrangement, telling each participant with whom they are to play a scene, when, and also where to do it (to save time trying to find an empty room/corner while everyone else is doing so too). The idea will generally be to play at least one scene with each of your character’s most important relationships: what kind of scene will depend upon the details of the backstory and of the connection that they have together. The Spanish organization Not Only Larp call this ‘speed-larping’, by analogy with speed-dating. One of their larps that used it is No Middle Ground.

    A participant’s schedule might look something like this:

    Timeslot 1: with character A, in location X, play out the scene when you first met and became friends.

    Timeslot 2: with characters B and C, in location Y, play out your drinks together last night that decided you to join this mission.

    Timeslot 3: take a break.

    Timeslot 4: with character D, in location Y, play a typical family holiday from your childhood together.

    Timeslot 5: with characters A and D, and player Q acting as an NPC, play the scene of your parent dying in hospital.

    … with more details given for what’s expected to happen in each scene, as required.

    (Breaks are sometimes needed if it’s not possible to occupy everyone in every timeslot, because of some scenes involving different numbers of people.)

    The transitions between timeslots will usually be signalled by ringing a bell, or something like that. That tells everyone to end the current scene, and move to the location where their next one will be happening.

    One approach used in Harem Son Saat was to use preparatory scenes as a transition into play: as the very last phase of the pre-larp workshop. It started with one-on-one and small-group scenes (from backstory), then progressed into three large groups segregated by gender (this segregation was an important aspect of play in the larp) containing the whole set of participants – and then the larp itself started. The larp designer, Muriel Algayres,((Muriel Algayres. Personal communication with the author. (2020). )) explains that the intention is to progress throughout the workshops to being more and more in-character, and then to move from in-character scenes directly into play so as to have the participants as ‘warm’ as possible.

    Of course, for this to work, everyone had to already be in costume, and the usual final-briefing notes had to have already been given. It won’t be appropriate for all larps, or for all participant groups. But it was effective at supporting Harem Son Saat’s theme of a community whose present is overshadowed by its history (open and secret) and by its customs and patterns of behaviour.

    So where does the magic part come in?

    Think of the traditional ‘magic circle’ model of play.((Katie Salen and Eric Zimmerman, Rules of Play: Game Design Fundamentals. (2004). )) In this model, preparation for the larp and other para-larp((‘Para-larp’ is that activity around the larp that is not the larp itself. See Johanna Koljonen, ‘Designing Your Thing, Their Experience and Our Culture’ (2016).)) activities take place outside the circle: then at the start of the larp, participants cross into the circle, and start play under the different rules of reality, etc, that apply there.

    Preparatory scenes are a way of bringing some of the magic out of the circle, into the pre-larp. They allow calibration activities to take place in-character, with all the benefits for remembering and feeling that can bring. They allow participants to try out ways of relating their characters to one another, without the commitment to consistency that will be required in-play.

    By using preparatory scenes, you can make the magic of larp fresher, stronger, and just all-round generally magicker.

    References

    Algayres, Muriel. Personal communication with the author. 2020.

    Koljonen, Johanna. “Designing your thing, their experience and our culture.” Nordic Larp Talks 2016, Oslo. YouTube, https://youtu.be/yKZAeVAVfoE?t=422

    Kyhn, Mia. “Preplay.” In What Do We Do When We Play?, edited by Eleanor Saitta, Johanna Koljonen, Jukka Särkijärvi, Anne Serup Grove, Pauliina Männistö, and Mia Makkonen. Helsinki: Solmukohta, 2020. https://nordiclarp.org/2020/12/24/preplay/

    Nielsen, Martin. “Culture Calibration in Pre-larp Workshops“. Nordiclarp.org, 2014. https://nordiclarp.org/2014/04/23/culture-calibration-in-pre-larp-workshops/

    Salen, Katie, and Eric Zimmerman. Rules of Play: Game Design Fundamentals. Cambridge, MA: The MIT Press, 2004.


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

    This article is published in the companion book Book of Magic: Vibrant Fragments of Larp Practices and is published here with permission. Please cite this text as:

    Holkar, Mo. “Larping Before the Larp: The Magic of Preparatory Scenes.” In Book of Magic: Vibrant Fragments of Larp Practices, edited by Kari Kvittingen Djukastein, Marcus Irgens, Nadja Lipsyc, and Lars Kristian Løveng Sunde. Oslo, Norway: Knutepunkt, 2021.

  • In Defence of Selfishness: And the Beauty of a No

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    In Defence of Selfishness: And the Beauty of a No

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    Imagine this: It’s the afterparty of a larp, and you run up to a co-player who facilitated a scene that was the highlight of your larp to rave about how cool it was, and they just shrug and say, “Well that’s great, I just wanted to make sure you all had fun.” Doesn’t that kind of suck? Wouldn’t you rather have them go, “I know, right? It was SO cool when we all pooled our powers to get that MacGuffin.” Players shouldn’t just create things solely for the sake of other players. Such an approach is for organisers; I want players to be selfish creatures who take care of their own experience first and foremost. That will lead to better play for everyone.

    And yes, there are exceptions and caveats and all those things. Do I want players to steamroll each other in a sort of ego-driven cage fight? No, of course not. I still think we should be considerate, open, and generous as players, but we can be all those things while still keeping our own wants and needs in mind. I sometimes hear players proudly state that they’re mainly at a larp to create play for others, or that the plot they created was mostly for the sake of other people’s enjoyment. Honestly, I think it’s bad form for players to approach plot in that way. It’s a hollow feeling to know the people you had a wonderful time with weren’t really enjoying themselves that much. I don’t want to play with those people; I want to play with people who are enthusiastic about it and loving the experience as much as I am. If I’m a part of a player-created plot I want all players to enjoy it, including the creators.

    It is of course great to be considerate of your co-players while playing or planning, but make sure to create an experience that you will enjoy yourself too. If you want to be the hero, you absolutely should get that opportunity; just make room for other people to be heroes along with you. I think the best plots are the ones everyone is excited for, and so I think we should shift our focus when creating play from “making cool things for other people” to “making cool things for myself with room for other people.” Excitement can be felt, and it rubs off on other people. The best things I have done in larps have often been things I did chiefly for my own benefit and then dragged other players into. The passion and the enthusiasm for some play you truly want to have yourself too: that’s what makes co-creation come to life; that’s where the magic happens. Taking responsibility for other people’s fun is for organisers; as players we need to take responsibility for ourselves. I want my co-players to trust that I know what I want, and I extend that same trust to them. To butcher an old cliche: Create a cool scene for a new player, they have one cool scene. Help a new player create their own cool scene, all their larps will be cool (and you can get to enjoy their work as well).

    The art of saying no covers some of the same territory. I want to play with people who want to play with me. When I approach people I never think to myself, “I really hope they say yes”; I think, “I really hope they want this.” It’s a subtle difference, but it is a difference, and too often we fall into the pitfall of saying yes just to be polite or inclusive. “No” is a very difficult word, but I really think we need to practice both saying and receiving nos. A no doesn’t have to be a closed door, you can still come up with compromises and alternatives. It could be,  “I’m not up for romance, but I would love to be old friends” or “Saving the world isn’t really my jam, but I’ll totally be there for interrogating the bad guy” or whatever weird thing you have going on. A “no” should, in many cases, be an invitation to work out a solution together. “No, but” is just as powerful for creating play as the famous “yes, and.” We should talk more about that. It’s easy to say yes to someone just because you don’t want to hurt them, but ultimately a mismatch in engagement and enthusiasm can hurt even more.

    Co-creation is such a beautiful aspect of larp. All of us are creating something together, for all of us, but that means everyone has to be creating for themselves too. It demands openness and flexibility, but that doesn’t mean you have to sacrifice your own fun. I believe that the best thing you can do for other people’s fun is to have fun yourself. In most larps we’re all adults; we can take care of ourselves. Trust your coplayers to build great experiences for themselves and others, and do the same for yourself, then everyone will have great experiences!


    Cover photo: Image by Kulbir 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:

    Kyhn, Mia. “In Defence of Selfishness: And the Beauty of a No.” In Book of Magic, edited by Kari Kvittingen Djukastein, Marcus Irgens, Nadja Lipsyc, and Lars Kristian Løveng Sunde. Oslo, Norway: Knutepunkt, 2021. (In press).