Larp counseling is a unique personal / professional relationship
that empowers diverse individuals and groups to pursue their own conceptions of
mental health, wellness, exploration, and fun through play. Larp counseling is
the practice of dedicating a staff member to overseeing participant well-being
at a live-action role-play (larp) event. We defend the title as evocative of a
camp counselor: a supervisory role meant to connect the player with the
intended fun of an event, rather than suggesting therapeutic intent. Ideally,
the event should financially support individuals in these roles, who operate
outside of the logistical organizational staff.
Larp counselors have a unique definition of and relationship to
professionalism. Firstly, play is usually not the intended mode of player
interaction and most conceptions of professionalism do not account for it as
setting or mode. Conceptions of professionalism shared across various helping
professions do not account for scenarios in which, within the lifetime of the player-counselor
relationship, multiple personas / realities exist, and diegetic role reversal
is expected. Classic conceptions of professionalism also fail us by assuming
the nature of the counselor / player relationship is purely professional and
not of a different foundation that is more likely to be fostered in organized
play. Due to the privilege and authority inherent to the larp counselor role,
there are still strict standards to which to adhere and lines which never
should be crossed.
Standardized values are an important way of living out an ethical commitment. The following are core values of larp counseling:
1. enhancing human development;
2. honoring diversity and embracing a multicultural approach in support of the worth, dignity, potential, and uniqueness of people within their social and cultural contexts;
3. promoting social justice;
4. safeguarding the integrity of the counselor–player relationship; and
5. practicing in a competent and ethical manner.
These values provide a conceptual basis for the ethical principles enumerated below. These principles are the foundation for ethical behavior and decision making. The fundamental principles of ethical behavior are:
• autonomy, or fostering the right to control the direction
of one’s life;
• nonmaleficence, or avoiding actions that cause harm;
• beneficence, or working for the good of the individual
and society by promoting mental health and well-being;
• justice, or treating individuals equitably and fostering fairness
and equality;
• fidelity, or honoring commitments and keeping promises,
including fulfilling one’s responsibilities of trust in our ethical
relationships; and
• veracity, or dealing truthfully with individuals with whom counselors come into professional contact.
1. The Code sets forth the ethical obligations of larp
counselors and provides guidance intended to inform the ethical practice of
larp counselors.
2. The Code identifies ethical considerations relevant to
larp counselors and larp counselors-in-training.
3. The Code enables the community to clarify for current
and prospective counselors, and for those served by the community, the nature of the ethical responsibilities held
in common by its members.
4. The Code serves as an ethical guide designed to assist
the larp counselors in constructing a course of action that best serves those
utilizing counseling services and establishes expectations of conduct with a
primary emphasis on the role of the larp counselor.
5. The Code helps to support the mission of fighting for
social justice and fostering safe play.
I. Professional Conduct
a. It is always necessary to act in good faith, and without coercion or misrepresentation. Larp counselors must know and stay within the laws of the country in which they are practicing.
b. It is good, ethical practice for larp counselors to be clear with players about their professional status and training.
c. Larp counselors must be aware at all times that they are not mental health professionals and should NEVER to attempt to perform psychotherapeutic interventions beyond valuable micro-skills.
d. Larp counselors use their professional work to benefit players and not primarily to satisfy their own needs.
e. Larp counselors seek ways of increasing their personal and professional awareness and development.
f. Larp counselors must maintain standards of practice by monitoring and reviewing their work alone, with peers, and by seeking supervision when necessary.
g. Larp counselors must openly and clearly explain the possible presence of observers, recorders, and auxiliary-ego co-therapists. They must make any limits of confidentially aware to the players being helped.
h. It is not the decision of a larp counselor to decide if players are (i) fit to play and (ii) fit for the specific group in which it is proposed to place them. If they are perceived as not fit, the counselor must indicate that to the player and may suggest alternative courses of action, but they must not prevent someone from engaging in play for this reason.
i. In order to be fit to practice, larp counselors should maintain an adequate balance of emotional and physical health. This standard should be maintained as a model for other colleagues and trainees. They should not knowingly practice if their mental or physical poor health is liable to have a detrimental effect on their players. This includes the misuse of substances that may be detrimental to professional practice. Notions of health are both personal and cultural, and such connotations should be heavily weighted in this assessment.
j. Larp counselors should be aware of and respect the cultural expectations of the community in which they work.
k. Larp counselors should be aware of and respect the cultural mores of their players, trainees, and colleagues.
a. Counselors’ guarantees on confidentially extend as far as themselves. While counselors should always be expected to maintain confidentiality in almost all cases, if other players, organizers, or bystanders are present for counseling, there can be no guarantee of privacy. It is a larp counselor’s duty to inform all parties of any limitations to confidentiality. Diegetic encounters between counselor and player character-selves are assumed to be part of play and thus have no promise of confidentiality or privacy.
b. Larp counselors shall treat as private all information received from the player whether this is during a session or during other situations when they might be communicating delicate non-diegetic information; unless the player specifically agrees that this information is generally communicable. Comment: For best practices please see the Reporting chapter.
c. Larp counselors must not use information received in the course of their relationship with players or trainees for personal gain.
d. Larp counselors undertake to set out clearly and without prejudice a verbal contract with players before play begins and to reiterate relevant facets (i.e., confidentiality or the limits thereof) during play. They must almost remember that consent is an ongoing process.
e. Larp counselors will give attention to the physical environment in which they work with players in order to provide a safe and secure space for play.
f. Larp counselors should be aware of the professional boundaries with players and trainees. Larp counselors should be aware of the possibilities of role confusion, which can damage the interpersonal and/or training relationship. It is the duty of the counselor to maintain an understanding of the power dynamic, from their own point of view, as well as the players, both diegetically and out-of-character.
g. At no time should a larp counselor enter into a sexual and or romantic relationship with a player or organizer during the course of play. Pre-existing relationships of this kind between counselors and players/ organizers should be bracketed. If possible, counselors should avoid moderating conflicts or engaging in sessions with these individuals, but not at the expense of anyone’s safety. Comment: For best practices, please see the Dual Relationships/Conflicts of Interest Section in our forthcoming guide book.
h. Larp counselors should inform players of the use of videotape or other recording systems, where it is possible such a factor could upset the nature of the confidential relationship. At all times, the counselor is obliged to obtain clear, informed consent from all participants involved in any recording and to inform them that they have a right to withdraw their consent at any time.
a. When dealing with sensitive intimate issues that arise in play, larp counselors should treat them with appropriate caution. The use of diegetic techniques should be carefully considered in order to minimize the possibility of compounding the abuse.
b. When approached by organizers for work or consultation, larp counselors should present a clear unambiguous statement of intention of the services they offer.
c. Larp counselors have the responsibility to acknowledge research undertaken during an event and, where appropriate, initiate, assist, or participate in the process of informing and seeking the consent of players when they are involved. Players used as research subjects should give informed consent to participating in the nature of the research being undertaken.
d. Larp counselors have an educative role in the larp community as well as a helping one and should seek to continue their own education. Larp counselors have the responsibility to continue their own development by being an active member of the larp safety community.
e. Larp counselors subscribe to the principles of anti-discriminatory practice, freedom of speech, and human rights; they should take positive steps to promote them.
IV. Relationship with Play
a. Character immersion should never be prioritized over the counselor’s vigilance. Counselors acknowledge that their embedded role is explicitly for the benefit of players and always follow the Prime Directive. Counselors forgo intensive immersion in favor of a perspective that prioritizes their ability to vigilantly perform their duties. Comment: The Prime Directive refers to the counselor’s responsibility to the well-being of players, and the limitations of their involvement within the diegesis: No intentional interference with the development of plot. No protracted relationship with a player-character.
b. A larp counselor’s character self should exhibit characteristics and behavior becoming of a counselor. Players should always feel comfortable engaging with counselor characters.
c. Larp counselors only disrupt another’s immersion for the express purpose of resolving issues relevant to their position.
d. Larp counselors always consider the culture of play in which they exist before acting. However, such considerations should never jeopardize the well-being of players. Counselors are always assessing and reassessing their notions of “well-being” in the context of the players and environment.
e. Larp counselors should always reserve the ability to stop/ start and relocate play as well as declare in-game areas as temporarily out-of-game to facilitate their duties. Caution should be used when exercising these abilities; counselors should consider the impact upon player experience as well as the urgency of the situation.
f. If organizers have agreed to allow counselors the authority to use diegetic devices, counselors may do so within the context of the Prime Directive (i.e., directive abilities should never affect the plot beyond a single or small group of characters).
g. Diegetic devices are to be used only when the counselor believes they will have a positive impact on the player’s experience and well-being.
h. If a larp counselor’s character-self is a psychotherapist or an adjacent position, they may role-play psychological interventions. Caution should be taken to ensure these interactions stay within the realm of fiction and fulfill the needs of play.
i. Counselors should take care to explicitly articulate when play ends and begins.
Alex Rowland and Brodie Atwater as counselors Watson and Whipple, New World Magischola 7.
The counselor role is considered both diegetic and non-diegetic. In other words, a safety team member is embedded in the fiction as a character. Depending on the type of fiction, this role may be called a “counselor” — as in New World Magischola, Event Horizon, — or may be renamed something else appropriate to the fiction, such as “bartender” or “goddess.” Similar to a Storyteller or non-player character (NPC), while these individuals are immersed in the story, the counselor can also step out of their role in order to tend to the emotional needs of players in distress and help with calibration of play styles. They can help overwhelmed players find the off-game room, Sanctuary Space, or other members of the safety team on staff. Therefore, the counselor role requires a strong degree of sensitivity to the needs of others, flexibility to switch in- and out-of-character with ease, deescalation skills, and willingness to perform emotional labor for the player base and other organizers.
Counselors are especially useful at bigger larps that are spread over a large area. While the role is present in other larps, such as Lindängen International BoardingSchool, we are describing the counseling role that we first developed for Run 1 of New World Magischola (2016), where 160+ players were spread over 100+ acres. Since then, Magischola has featured embedded counselors for all eight runs, as well as two Yule episodes. Event Horizon (2016) adopted the role, as has the U.S. run of Just a Little Lovin’ (2017). Ideally, the counselor job is compensated if the larp budget allows, e.g. expenses, lodging, food, and/or stipends for travel.
Optimally, counselors serve other roles on the safety team such as leading workshops, de-roling, and debriefing sessions. The staff should introduce costumed counselors at the opening of the game if possible. That way, players can easily identify them as trained safety team members in play. Embedded counselors make safety both visible and pervasive in a larp culture. However, counselors are only one part of the safety culture of the larp. Ultimately, we hope to encourage a community of care, where other players feel motivated to provide support for one another, rather than relying on staff to handle all problems that arise.
Distinctions from Traditional Therapy
While we use the generic term “counselor,” we would like to make clear several core distinctions between this member of the safety team and a traditional therapist. While counselors may provide advice for players in- or out-of-character, they do not perform therapy as a psychologist would in an office setting. The counselor’s job is more akin to crisis management than therapy. In a therapeutic setting, a client enters into a relationship with their psychologist in which trust is built over time and personal information is revealed in order to produce meaningful change in the client’s life. In a larp, that relationship has not been established, and neither the space nor time needed for traditional therapy are present. Indeed, such intensive analysis of a player’s psychology could work against the goals of individuals in this role.
Instead, a larp counselor’s role is to provide players and organizers in need with the following:
Immediate support when distressed, triggered, alienated, or overwhelmed
Help in re-establishing a feeling of safety
Problem solving for emotional difficulties arising from the larp itself, such as plot-related issues and social conflicts
Calibrating play in order to help players adjust to one another’s comfort levels
Snacks, water, a quiet place to relax, and any other basic comforts
In extreme cases, crisis management for abuse, harassment, mental illness episodes, and other serious issues.
Thomas Whipple (Harrison Greene) in New World Magischola 1.
Thus, the counselor’s primary goal is to help establish a sense of emotional well-being in the hopes that the participant can re-engage with the larp and social environment with minimal disruption to their experience. Unlike a therapeutic session, where upsetting or traumatizing personal information is often unearthed, the larp counselor only engages with such content if the player spontaneously discloses personal information.
In this regard, while having trained psychologists on staff is desirable in larp settings, we recognize that emotional distress and even crisis can arise in any social situation. Larp can be particularly intense and place emotional demands upon players in terms of focused attention and intensity. In some cases, larpers experience physical strain, lack of sleep, or insufficient food or water, whether by personal choice or the event’s design. These demands can lead to powerful larp experiences, but can also add psychological strain. These issues can arise even in larps with presumably light-hearted content. In our experience, having a system in place to aid in these situations is important, as other players may not be able to provide care and organizers may be overwhelmed. The counselor serves as a safety net to help player’s process this strain and receive immediate help.
Thus, while we advocate for counselors to obtain professional development around emotional safety, crisis treatment certifications, and psychological training, we recognize that these requirements are not always practical. We believe the primary skills needed for a larp counselor are empathy, active listening, patience, and the willingness to help others through immediate emotional issues. Counselors should also work well in a team with other safety committee members and organizers, reporting often about the events occurring in the larp and any emotional difficulties that arise in the player base.
While counselors should strive toward confidentiality, they may need to report serious issues that arise to the larger team, especially if action needs to be taken to stop problematic behaviors such as harassment. Counselors are not subject to the same strict rules of confidentiality that a licensed professional may be, as they are working in service to the larp organizers. However, ethically, restricting who is exposed to sensitive information is extremely important. In issues of alleged harassment, legal repercussions could ensue if counselors reveal the details of a claim. Retaliation against reporters is also a possibility, which reinforces the need for discretion. Counselors should make clear to participants who they will inform about safety issues, particularly in the case of violations, before participants reveal personal details. Counselors can also disclose potential actions the safety team might take. Ideally, such information is contained in their Code of Conduct, Internal Procedures, or other design documents. If your larp needs help developing these procedures, we encourage you to borrow with attribution from the Living Games Conference safety documentation, which also includes professional development exercises for crisis management and empathy training.
Psychic twin sister counselors Winnie (Alex Rowland) and Raindrinker (Sarah Lynne Bowman) in Event Horizon. Photo courtesy of Event Horizon.
Ultimately, counselors work to try to resolve issues that happen during the larp, as well as keeping their fingers on the proverbial pulse of the events unfolding, often reporting back to the rest of the staff. We believe that dedicated counselors whose only role in the larp is to provide in-character and out-of-character assistance can not only assist players in need, but can relieve some of the pressure from other organizers, who are often overtaxed by logistical concerns. Thus, safety members in this role should also offer support to other members of staff in need, including each other, in the case of a larp with multiple embedded counselors. While counselors can double as physical safety staff trained in CPR and first aid, the skills required for these two jobs are often different and should not be conflated. Unless a larp is seriously understaffed, we suggest another organizer handle physical safety issues.
Advantages to Embedded Counselors
Having a member of the safety team embedded in the larp has several advantages. They are involved in the fiction and can better understand the references made by the characters and players. Counselors may even be present for key scenes and know which events have unfolded. This practice makes it less alienating for the counselor when hearing about larp events, as they understand the context.
Counselor Whipple (Brodie Atwater) with the Dean (Maury Brown) in New World Magischola 7.
For example, in New World Magischola, counselors are part of the staff of the school. They have in-character reasons to run administrative events, connect with faculty, and be available for students to express their career or personal issues. In the fiction of Event Horizon, counselors were hired by the corporation hosting the event. These counselors were telepathic twins with empathy powers. In both cases, magic can enhance the in-game counseling role, e.g. by providing flashbacks or future sequences, as one would in a black box, to help process character emotions. Embedded counselors can also work in a socially realistic setting. In the 2017 run of Just a Little Lovin’ in the United States, Joani, a New Age self-help guru character, was adapted to have counseling training.
The fiction influences the way counseling is portrayed, but provides a convenient reason for players to steer toward emotional processing or a satisfying resolution without breaking immersion. We term these strategies diegetic interventions, or ways to solve in-game problems through magic, psychic powers, role-played therapy sessions, or other creative solutions. Diegetic interventions are powerful because they redirect players to the fiction and that resolution becomes canonical, not just imagined. Players feel like they are getting a special scene, which can raise spirits and help them reconnect with the larp.
Additionally, embedded counselors can:
Monitor the emotional well-being of a person, e.g. with the Okay Check-in System. For example, if a character is crying alone, the counselor can clandestinely check-in and help if needed.
Remove a distressed person from play and take them to a safer space, e.g. another in-game location or an off-game room. Ideally, a larger larp has a Sanctuary Space for such a purpose, while small games may have an off-game room.
Model checking-in for other players in order to encourage a community of care, such as using the Okay Check-In System, Lookdown, Pronoun Corrections, Largo/Break, Cut, and any other safety mechanics. While players can bring distressed participants to a counselor as needed, we want to encourage participants to care for one another.
Serve as the eyes and ears on the ground to help the lead organizers calibrate the game.
Coordinate with the team when dispersed over a large play area.
Make story adjustments as embedded NPCs with in-character reasons for doing so.
Guide players back into character when needed.
Help players solve larp-related issues while in play when possible, such as overstimulation, difficulties engaging with plot, uncertainty how to move forward with a storyline, boredom, etc.
Offer emotional care while in the fiction, which may allow enough of a release valve that the player need not break in order to regroup.
Allows player alibi to seek help, particularly in play cultures where breaking immersion is discouraged.
Ideally, each larp has at least two counselors, which enables them to tap out if necessary, as well as to emotionally process with one another. Sometimes, counselors may need to check with one another to figure out a course of action. If a participant feels comfortable, having both counselors present to address an issue can be helpful, although some players prefer one-on-one private interactions.
In the most recent runs of New World Magischola, all counselors were coordinated through the use of walkie talkies, so that they could communicate regardless of their location in play. The Sanctuary Space also had a walkie talkie, which allowed players to page a counselor if needed. Counselors listed their schedule on the door of the Sanctuary Space to identify their approximate location. Sanctuary Spaces also feature water, snacks, blankets, soft music, and coloring books when possible. Ideally, Sanctuary Spaces have a door that can close for privacy. These logistics allow embedded counselors to slip smoothly in and out of play to address issues as they arise.
Drawbacks to Embedded Counselors
Embedding counselors into the fiction does have some drawbacks, which we will address in turn. They are:Active counselors in the play space are not always easy to find.
Active counselors in the play space are not always easy to find.
Walkie talkies and other forms of communication such as text may help, assuming the technology is working and counselors regularly monitor these devices.
Counselors can serve in shifts, where some are in-character while others remain in the Sanctuary Space or off-game room. Downtime may be necessary when performing emotional care, although boredom and alienation may arise if off-game shifts are too long.
Counselors can become involved in major stories or plots through emergent play as part of the fiction.
Counselors can become central figures to the play of others due to the emotional bonds formed through the act of sharing, which can lend to player comfort.
This engagement can also become negative, if players associate the counselor with a particular plot, player, or social clique that they find undesirable or alienating.
Counselors should strive to maintain neutrality and objectivity in plots and social groups when possible as a best practice. Non-embedded members of safety teams are less biased in general, so counselors may direct players to these individuals in specific situations.
When immersed, counselors may show a range of emotions outside of their “professional” role.
Counselors should strive to play characters who have a pleasant, welcoming, and empathic demeanor. Preferably, the characters’ default personalities are both engaging and emotionally available. However, these traits are not always possible to maintain when engaged in intense stories or moments.
Players should not be afraid to show other ranges of emotions during role-play, but when interactions focus on counseling, this default personality should predominate.
Counselors Raynar and Traquility Whipple explore a mystery with a Divination professor in Magischola 4. Photo courtesy of Learn Larp LLC.
Counseling and Self-Care
Counselors are not superheroes. They cannot help every player or be emotionally available at all times. Just like any member of the safety team, counselors should maintain boundaries with regard to their time and energy. A good rule of thumb is to help a person for a maximum of one hour. Players should not feel that they have unrestricted access to the emotional labor of counselors, so good boundary and expectation setting are necessary. Ideally, these boundaries are mentioned in workshops and enforced by the organizer team.
Counselors must be extremely vigilant about their own self-care regimen, including getting enough sleep and food. If necessary, a co-counselor, another member of the safety team, or another organizer can relieve them of their duties if self-care is needed. Counselors should feel enabled to self-advocate. For example, they can say,
“I feel that I have addressed your issue as best I can. I’m not sure how to proceed from here. Can we figure out a way to help you get back into play together?”
“I wish I could help right now, but I am going to need to get something to eat. Do you mind if I introduce you to our other counselor, who may be able to help?”
Note that while two counselors may decide to help the same player at once, they should avoid enabling players to monopolize their emotional resources by coming to different counselors with the same issue.
Divination Professor Ziegler (Kat Jones) and Ethics Professor Hassinger (Evan Torner) also served as counselors at Magischola Yule.
Additionally, counselors should also remain vigilant of their own emotional capabilities throughout play. Some counselors have their own mental health challenges or trauma triggers. They should make sure that they feel sufficiently rested and comfortable addressing certain issues before engaging. They should also be upfront about their own limitations. For example, a counselor can say,
“I don’t deal well with angry people. Do you mind handling this situation? I don’t think I can be of help.”
“I just helped six people in a row and am emotionally depleted. Can you take over while I take a nap?”
“I am having anxiety today. I should probably avoid crowded rooms. Do you mind covering for me while I eat outside of the main play space?”
Counselors should not feel responsible for players during off-duty hours. Therefore, it is preferable to set boundaries around when counseling shifts are, e.g. 8am-1am, with breaks in between. The exception to this guideline is in cases of harassment or other serious mental health issues, where counselors may be needed when off-duty.
Finally, counselors may wish to make themselves available before and after the larp over social media and personal message. Sharing links about bleed, post-larp depression/blues/drop, debriefing, and other resources is helpful, especially the during 72 hours after the larp, or the bleed window, where players are often still transitioning back to their default lives. However, counselors should not feel required to perform additional emotional labor above and beyond their role in the larp unless they wish to do so. Again, boundary setting is necessary. Counselors are not community managers. They should decide upon how much post-larp emotional labor they are willing to provide. Some suggestions:
Allowing a player the opportunity to share a bleed issue, but limiting communication to one conversation.
Only discussing issues during the bleed window and declining overtures for conversation that occur more than 72 hours after the larp.
Redirecting participants to Facebook groups or their co-players for assistance, further reinforcing a culture of care.
Common Counseling Issues
Counselors Tullamore and Tranquility Whipple attempt to guide a student away from a dark path in New World Magischola 5.
In our experience, these problems arise in larp settings, although some are far more common than others:
A player needs help figuring out what to do next in-game, due to boredom, frustration, or a character dilemma.
A player has anxiety about their own play ability, their own plots, whether they are doing it right, or being good enough.
A player feels overwhelmed by the amount of plots or emotional content happening and has trouble deciding which thread to pursue.
A player feels shut out of play from other groups due to an exclusive plot, a social clique, or another participant refusing to play upon an established connection. The important thing here is to listen, empathize, and figure out solutions. Embedded counselors can provide play for the person if needed, or introduce them to other possible social groups/plots.
A player feels emotionally overwhelmed due to the intensity of a particular scene, be it romantic, violent, embarrassing, etc. The important thing is for the player to be able to express their feelings without feeling judged. Embedded counselors may have been present for the scene and/or able to offer some additional context, advice, etc. Reframing the event together through a more favorable perspective can sometimes be helpful. Note that, later, players might view these scenes as the best parts of their larp when properly reframed and put into context.
A player feels uncomfortable with another person’s playstyle, attention toward them, or level of aggression. Focusing on how to help the player feel most comfortable is optimal here. The counselors may want to suggest ways to remove the two people from proximity if possible and suggest in-game reasons for such a change.
A player is experiencing bleed due to the fiction connecting to real-life emotions or events. Allowing the person to express themselves without judgment is key. Sometimes, the bleed can be used for positive growth, but a player should not feel obligated to continue to play on a theme or relationship that they find distressing. Give options.
A player feels personally harassed by another player or staff member. These issues should be handled on a case-by-case basis according to the Code of Conduct and Internal Safety Procedures. If a larp does not have these resources, the counselor should follow the guidelines established informally in their local larp culture, although we highly suggest establishing a Code of Conduct and set of Internal Procedures. Confidentiality is extremely important in these situations. The player may not want to report the harasser officially and their comfort should be respected as tantamount. Ask questions and offer options, but do not pressure them to make a decision or take action.
A player is unable to fulfill personal goals, gain closure, or steer toward their desired trajectory. This problem does not usually led to an agitated state, but rather a deep sense of disappointment or loss. In this case, the goal is not to deescalate, but rather deflate the issue by doing solution-based counseling or introducing a diegetic intervention.
Diegetic Interventions
The structure of New World Magischola, with its player-driven scene requests and consent-based play, meant that counselors could take the tools available to players and use them with proficiency. Diegetic interventions allowed players not only to return to the larp, but to resolve their issues through play. Counselors could cancel scenes, make new ones, plan for plot events, or encourage negotiation with other players about closing or opening up storylines. They could use freeform scenes to create canonical content that could have happened in a story in order to justify a new character direction. While anyone can create this content, an embedded counselor can demonstrate proficiency in how a player might use it to transform their play.
Counselor Winnie at Event Horizon
Some example diegetic interventions are:
Scene requests
Player: “I had a lot of ambitions for this storyline about my family, but the person playing my sibling brought a bunch of people to the scene and took most of the spotlight.”
Counselor: “Well, what if we put in a scene request for your character to meet one of their family members again, but on their own this time?”
Player: “Can I do that?”
Counselor: “Of course, and you can also talk to that other player to see what they’re trying to get from the plotline, so you can discuss expectations of where the play should lead.”
Freeform
Player: “I was really hoping that my character would get arrested before the ball so they could break out of prison to see their date. But there won’t be much play after dinner.”
Counselor: “What if we checked with the NPCs to see if we can make that scene? If not, we can take some time to act out the scene together, with us playing the marshals who arrested them.”
Plot Knowledge
Player: “I’m feeling exhausted by being around so many people.”
Counselor: “There’s going to be a big scene that draws everyone out into the forest in about an hour. What if you just focused on being in the common room or resting, then looked for other quiet people who weren’t out at the scene, and tried to play with them? There will be someone drawing people to your character’s common room about an hour after they get back, so you can make plans to be gone by then.”
Future Steps
While not all larps may require a counselor, we believe that they provide communities with a distinct advantage. For this reason, Brodie Atwater and Alex Rowland — experienced larp counselors, academics, and therapists-in-training — are developing a guide for counselors. This manual will serve as a touchstone for people who want to begin contracting and training counselor roles for their game. Starting from a standardized crisis counseling model, this work will also examine ACA Compliance in order to start synthesizing larp communal wisdom with wider psychological standards. Ultimately, we hope that this work will serve as a foundation for increased professional development and more nuanced safety team design in larps.