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.
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.
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.
From the Julio Plaza’s proposition that, based on the concept of open work of Umberto Eco, categorises the relationship author-work-reception in three degrees, and the division in cultural events in reception, interaction and participation, seen in the research of Kristoffer Haggren, Elge Larsson, Leo Nordwall and Gabriel Widing, this study plans to compare three works called The Road Not Taken: a 1916’s poem by Robert Frost, a 2008’s larp by Mike Young and a 2014’s music piece by André Mestre. Besides that framework, this research uses the notion of game from communication and culture theorist Vilém Flusser, which divides them between open and closed. In open games, the translation process would be seen as a modification of the structure of rules in a given game. From this theoretical basis, the objective is to draw a relationship between the open work and open game. In this context, the poem would stand as receptive work, the music piece as interactive work and the larp as participatory work.
Three Different Roads Not Taken: A Brief Presentation of the Works
In 1916, the US poet Robert Frost (1874- 1963) published a collection of poems called Mountain Interval. The opening poem was called The Road Not Taken. In general, the four stanzas of the poem make up the story of a traveller who finds himself at an impasse after the initial event in which “two roads diverged in a yellow wood”. (Frost, 1916, p. 9) After watching each of the paths, the traveller chooses one. However, he keeps thinking about the other. The end of the poem perpetuates a puzzling atmosphere, since the poem ends complementing the initial starting sentence, pointing that “two roads diverged in a yellow wood, and I – I took the one less traveled by, and that has made all the difference”. (p. 9)
In 2008, the larp The Road Not Taken was created by US game designer Mike Young, described by him as “a game of emotions and decision” (Young, 2008, p. 3). In his script, designed for six to twelve players, each one will be the main character in a scene of about ten minutes, where he or she will be in a moment of critical decision. The other participants represent voices that indicate different views or decisions to the protagonist. According to the author,((Although the relationship with the Frost poem is not made clear in the larp script, it was clarified by Young in an email conversation on 05.03.2016.)) the influence of Frost occurs since both the poem and the larp are about decision making, so it seemed appropriate to give an eponymous title.
In 2014, the Brazilian composer André Mestre writes The Road Not Taken, an “open piece for two instrumentalists” (Mestre, 2014, p. 2). It is clear that Frost inspired more than merely the title, since:
(…) The two voices contained in the work poetically represent the path taken and the path that could have been. One acts upon the other as a shadow, a memory, an anxiety. It is my hope that the spirit of the poem can also be extended to alllevels of decision-making of the piece, especially those pertaining to performance. Contemplate the multitude of options at every moment, take the road less traveled.
Mestre, 2014, p. 2
Mestre’s proposal extends beyond the literary sphere and the musical sphere to the imagery sphere, since the very music score escapes from a more orthodox pattern to merge itself with the poem and the wood’s image where (in Frost’s poem) the decision was taken, as seen in Figure 1.
In order to immerse the instrumentalists deeper in the experience of playing the roles of path taken and path that could have been, Mestre suggests the use of live electronics, as pointed out by indicating that the piece:
(…) makes use of two electroencephalogram headsets, to be used in real time by the performers. These headsets are responsible for measuring and monitoring focus levels and performative efforts. This data is then used to process and trigger recordings that are constantly being made during the performance. Both performers should be microphoned. Each of them, however, can only access the other’s recordings — “playing” the other on the level of the mind. It is a poetic metaphor for our constant pursuit of alternatives, of “what ifs?”, of trying to go beyond our fate of always having to choose one instead of the other.
Mestre, 2014, p. 3
Thus, we present here (although superficially) three different works. Two of them, despite being made to other artistic platforms (music and visual elements in the case of Mestre, the larps’ dramatisation in the case of Young), derived from the Frost poem.
Figure 1 – Excerpt from The Road Not Taken music score. Source: Mestre, 2014.
A Road Less Travelled in Translation
For the scholar Vilém Flusser (1920-1991), a Jewish Czech who spent 32 years of his lifein Brazil, the game is a comprehensive concept, considered “all systems composed of elements combined according to rules” . (Flusser, 1967 p. 2) Flusser (1967) calls repertoire the set of game elements, while the set of rules is called structure. Competence in this case would be “all the possible combinations of the repertoire in the structure” (p. 2), while the universe of the game would be all of such combinations already performed. In games where repertoire and structure are unchangeable, “competence and universe tend to coincide. When this happens, the game is over”. (p. 3) Once defined, Flusser’s relevant terms for this study (repertoire, structure, competence and universe), it is observed that:
The game’s competences, although specific, given their disposal, tend to interpenetrate themselves. There is a tendency for anthropophagy between games. In spaces of anthropophagic interpenetration of competences there is the possibility of translation, and does not exist outside of these spaces. And the translation is always a modification of structures.
Flusser, 1967, p. 5
In this manner, one arrives at one of the focal points of this study: the notion of translation. In the works cited, understanding that we are dealing with three different formats (literature, music and larp), there is a translation process. The common element in all of them is the notion raised by taking a road. Each of the works (or each of the games, adopting Flusser’s term) fits the elements to its structure, thus creating a completely different game, yet with elements that refer to each other. Thus, from the element taking a road, it allows to relate the polysemy of the poem both the decision-making of performers and visual presentation of the musical play score as in the creation process of a narrative in larp.
This position could be supported by a separate definition. For the Spanish multimedia artist Julio Plaza (1938-2003), the translation process between the three briefly outlined works could be considered an Intersemiotic translation, a term supported by the Russian linguist Roman Jakobson (1896-1982), which defines it as the interpretation of a sign system to another (Jakobson apud Plaza, 2003a). Plaza extends the concept of Jakobson, because for him the Intersemiotic translation would be an artistic practice, since it is:
(…) a critical and creative practice in the historicity of the means of production and re-production, such as reading, metacreation, action over event structures, dialogue of signs, synthesis and rewriting of history. It means, as thought in signs, such as tra c of meanings, as transcreation forms in historicity.
Plaza, 2003a, p. 14
The common point between both hypotheticals is that the translation would refer not only to an adaptation of one language to another. Because they have different rules, they form different games.
The (Gradually) Open Works: Reception, Interaction and Participation
Although not the aim of this study, exhausting or even encompassing the myriad of possibilities related to the concept of translation, the notion presented here allows us to bring to light the second of its focal points: the concept of open work. Coined by Italian philosopher and semiologist Umberto Eco (1932-2016), open work refers to the idea of a text that conveys not only one interpretation. In these works, “a plurality of meanings coexist in one significant”. (Eco, 1991, p. 22)
The concept of Eco concerns the subjectivity of enjoyment, and not the objective structure of a work. Thus, while closed (in the sense of finished) as an author creation, Eco points out that:
(…) in the act of reaction to the web of stimuli and understanding of their relations, each spectator brings a concrete existential situation, a particularly conditioned sensitivity, a determined culture, tastes, trends, personal biases, so that the understanding of original form is found in an individually designed perspective.
Eco, 1991, p. 40
Plaza (2003b) starts on this definition of Eco to demonstrate three different degrees of openness in the work. To Plaza, the fruition of the work would have different degrees of participation of the spectator, following a designed pathway between passive participation, active participation, perceptive participation and interactivity.
In this logic, the first degree of openingwould be the open work advocated by Eco, characterised by polysemy, ambiguity, multiplicity of readings and wealth of meanings (Plaza, 2003b). The second degree of opening, in turn, was unrelated to the ambiguity, which is related by Plaza with a passive participation. Instead, counts with the active and/or perceptive participation of the viewer, aiming to bridge the gap between creator and viewer, using as tools playful participation, randomness and creativity of the viewer (Plaza, 2003b). Flourishing as a counterpoint to the mass culture, this “art of participation” (Plaza, 2003b, p. 14) understand the perception of the spectator as a re-creation of the work, as opposed to the polysemy of the first degree of opening. Finally, the third degree of opening would refer to the interactivity, placed by Plaza as the art related, above all, to contemporary technologies. Here, artists were “more interested in the processes of artistic creation and aesthetic exploration than in the production of finished works” (Plaza, 2003b, p. 17), so that both the artist and the work “only exist for effective participation the public” (Plaza, 2003b, p. 19). Because of this requirement of a receiver so that there is the author and the work, Plaza also gives this degree of opening the name of communicational art as it “allows a creative communication based on the principles of synergy, constructive collaboration, critical and innovative”. (Plaza, 2003b, p. 17)
Synthetically, the different degrees of openness proposed by Plaza could then be called in accordance with the inclusion of the viewer in the work on:
First degree of openness: passive participation;
Second degree of openness: active/ perceptive participation;
Third degree of openness: interactive participation.
However, polysemy also affects the very theoretical concepts that underlie it. This is the case of the positioning of Swedish researchers Kristoffer Haggren, Elge Larsson, Leo Nordwall and Gabriel Widing. Similar to Plaza, they divide the arts according to therelation author-work-reception in three different categories.
The first artistic category would be spectative art, assuming that “to spectate an event is to subject an individual to a solitary internal mental process: our senses perceive stimuli, we interpret them and create an experience for ourselves” (Haggren et al, 2009, p . 33). For the authors, the works of art encompassed by this category would occupy the space of thinking, had here as the “potential experiences that a certain sensory stimulation can bring up at a certain time in a certain observer” (Haggren et al, 2009, p. 36), including that spectrum “all possible thoughts, emotional reactions and associations that the subject can connect to the stimulation of the work” (Haggren et al, 2009, p. 36).
The second category is the interactive art, which “can be described as a perception of stimuli driven by choice” (Haggren et al, 2009, p. 39), since the works in this category “gives the observer the possibility to choose which sensory input will be exposed “(Haggren et al, 2009, p. 40). Here, although the authors show that the vast majority of works generate a space of potential thinking, we also have the space of choice, or “the range of all possible stimulus where the viewer can choose” (Haggren et al, 2009, p. 41).
The third (and last) category would be participative art. Participation in this context is understood as “the process by which individuals produce and receive stimuli to and from other subjects in the framework of an agreement that defines how these exchanges will be performed” (Haggren et al, 2009, p. 43). Here, the viewer’s notion breaks down, since he becomes a participant, a simultaneous consumer and producer of stimuli. The rules of stimuli exchanges make up a pillar of the participative art, since they give to this agreement a social meaning and, therefore, communication. It comes as the space of action, that “indicates to participants subsidies and restrictions to act communicatively”. (Haggren et al, 2009, p. 46)
The main difference between these two theories are in the meaning employed to the word interactivity. While, in Plaza’s research, interactivity refers to the “reciprocal relationship between the user and an intelligent system” (Plaza, 2003b, p. 10), showing the position of the author of that interactivity is related to “issue of technical interfaces with the notion of program” (Plaza, 2003b, p. 17), for the Swedish authors interactivity refers to the notion of choice. From this concept, the categorisations of both are distinguished by creating distinct incremental positions.
In this respect, this study is based on the second theory, marked by the apparatus notion viewed in Flusser (2002; 2007): the apparatus would be the producer of information, or non-things (as opposed to tools and machines that perform work or, in Flusser’s terminology, produce things), always subjected to a program. The person operating the apparatus (or that for it is operated, if we take the servant’s notion mentioned by Flusser) seeks to exhaust the options already pre-prescribed in the program. In this sense, it points to a connection between the use of the term interactivity both by Plaza and by the Swedish authors: interactivity would occur for a series of choices resulting from the user’s relationship with the program. The participation, however, is part of a more complex level: a deprogramming of the apparatus, namely the freedom to incorporate noise as part of the repertoire (Flusser, 1967) of the apparatus. The American media researcher Henry Jenkins also points to this sense of insubordination to the apparatus as ulterior to the interactivity, under the name of participatory culture (Jenkins, 2009). Explaining: only a culture that has dominated the apparatus, as seen in some contemporary groups, could insubordinate themselves as the way we see in the Jenkin’s participatory culture that deprogram the apparatus moved mainly for entertainment and pleasure.
In short, the spectative art is a first degree opening, polysemic, where there is a dependence of an viewer on a finished work by an author. In interactive art, the third degree opening restricts the dependence between author and spectator just to one program mediating the process, and no longer to a work. Finally, participative art, the relationship between the participants (a second degree opening in Plaza studies) is given by an agreement.
Open Work and Open Game
Once demonstrated, the three aspects that make up this study (i.e. the aforementioned works of art, the concept of translation, and the opening of the work), this research reaches its central point: the relationship between opening of the game and opening of the work. It is evident that by opening the game means the increase or decrease of the repertoire and/or modification of its structure (Flusser, 1967). The increase or decrease in the repertoire would occur by the transformation of noise in game elements, and vice versa, understanding noises like “elements that are not part of the repertoire of a particular game” (Flusser, 1967, p. 4).
In Frost’s poem, the original((Despite the use of the term original, it is assumed that even the poem can be considered a possible translation of Frost’s thoughts, memories, perceptions and interpretations.)) of which the other two works has operated translations, could be admitted an opening of the first degree, or a spectative art. The possibilities of game openness are limited to the repertoire of each spectator, i.e. the set of elements, in this case the meanings, that he can give to the work. However, the structure of the game/work remains unchanged.
In Mestre’s music piece, the translation, or modification of structure (an openness in the game), incorporate different elements to Frost’s poem. The usual score’s pentacle is replaced by a structure that unfolds in the image of a tree, in allusion to the point where the roads diverged in the poem. The two musicians take on the role of the possible paths, invited to improvise on the suggestions of musical notes that they may possibly take from such subjective musical notation. The very distinction between the two demonstrated interactivity concepts here have their place: on one hand there isthe third degree opening, the interaction between user and program, seen as changing the music through the capture of concentration and relaxation states of the performer (hereinafter also receiving the output of the other performer) by electroencephalogram (EEG).((This study highlights the metagame played by Mestre, who incorporates a noise to the electroencephalogram repertoire, which could be understood, in Flusser’s terms, as a deprogramming of the device in question.)) On the other hand, the relationship with the possible choices, based on the music feedback returned to each of the performers, suggests a second degree opening.
Finally, in Young’s larp, the very perception of the participants on the few lines describing each scene and each role is the heart of the matter, because it allows them to create, in every execution, a completely different work for producing and receiving completely distinct stimuli.
Which Road to Take Forward?
Although Mestre never played Young’s larp, he has been a role-player for several years. To which degree would the immersion in a participative art affect the production in other (and sometimes less opened) artistic structures?
Larps have been around for a while: about 20 years as an artistic expression, if you take the nordic larp slope; about 40 years if you take a common origin with the tabletop role-playing games; or even millennia, if you take the relationship between larps and Roman Saturnalias, as pointed out by Brian Morton (2007).
Eco stays in the metaphor of a wood to the narrative. The Italian semiologist, with this term, honours the Argentine writer Jorge Luis Borges (1899-1986), for whom:
(…) a wood is a garden of diverging roads. Even when there are not well-defined paths in a wood, everyone can draw their own path, deciding to go to the left or tothe right of a particular tree and, in every found tree, choosing this or that direction.
Borges apud Eco, 1994, p. 12
Using this metaphor, the narratives, whether they be literary, imagistic, musical or ludic, would be composed of options all the time. Eco even compares the fruition of a work to a game, given the relationship between the author and the spectator, whom he defines as “someone who is eager to play” (Eco, 1994, p. 16). As pointed out by the Brazilian communicologist Monica Martinez, human expressions, even over the millennia and innovation of techniques, relied on “new interpretations layer overlaps on the same content”. (Martinez, 2015, p. 4)
Thus, passed this literature review, it is suggested that a possible road to be taken in the future would be to research, learn and absorb how a participative art, as is the case of larps, could contribute (or already contributes) to the choice of new layers to overlap the elements contained in different artistic expressions and/or structures.
Bibliography
Eco, Umberto. Obra aberta [The Open Work]. São Paulo, Brazil: Perspectiva. 1991
Eco, Umberto. Seis passeios pelos bosques da ficção [Six Walks in the Fictional Woods]. São Paulo, Brazil: Companhia das Letras. 1994
Haggren, Kristoffer, Elge Larsson, Leo Nordwall and Gabriel Widing. Deltagarkultur [Participatory Culture]. Göteborg, Sweden: Bokförlaget Korpen, 2009 [date of access: 03/05-2016] http://download.deltagarkultur.se/Deltagarkultur.pdf
Jenkins, Henry. Cultura da convergência [Convergence Culture]. São Paulo, Brazil: Aleph, 2009
Martinez, Monica. “Imagens que (nos) devoram: reflexões sobre tigres, jornalismo cidadão e coberturas jornalísticas. [Devouring Images: reflections on tigers, citizen journalism and news coverage]”. In: XXIV Encontro Anual da Compós, 2015 Brazil: Universidades de Brasília e Católica de Brasília, 2015 [date of access: 08/01- 2016] http://www.compos.org.br/biblioteca/monicamartinez_2883.pdf
Morton, Brian. “Larps and their cousins through the ages”. In Lifelike. Edited by Jesper Donnis, Morten Gade and Line Thorup. Copenhagen, Denmark: Projektgruppen KP07, 2007. p. 245-259. [date of access: 10/05-2016] https://nordiclarp.org/wiki/Lifelike
Cover photo: Allison Balcetis and Manuel Falleiros performing The Road Not Taken (Mestre, 2014) at University of Campinas in 2015. Photo by Luciene Mourige.