Tag: Czech Republic

  • Dance Macabre Blueprint

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    Dance Macabre Blueprint

    Dance Macabre was a dancing larp based on the larp In Fair Verona((In Fair Verona is a tango-larp-love story made by Tue Beck Saarie (Olling) and Jesper Bruun for 30 players. The game explores different love relationships between male and female characters. The focus of the game is the individual character’s emotions and the attempt to overcome problems and fears around the subject of love. In this larp the dancing is the medium of storytelling and we found that very inspiring. For more information check the website: http://www.danceaffair.org/in-fair-verona/)) by Tue Beck Saarie and Jesper Bruun, and on one chapter of Neil Gaiman’s The Graveyard Book. We initially conceived the game as an experiment to find out whether Czech larpers would even be interested in this style of larp, and whether the Nordic larp approach in general would be welcomed in the Czech Republic. We also wanted to identify the scope of adaptations required to make the Nordic larp-like game attractive for the Czech larp community. This article sums up the concept of the game, the mechanics used and the experience gained from the creation and organization of the game.

    Dance Macabre has long been an open wound for me – but I mean that in the positive sense of the word, if there even is such a thing as a positive sense of the word. Now it’s become a strong memory, an emotional experiment that I was glad to have experienced. You don’t need to know any dancing; you just have to be willing to leave a bit of yourself in the game.
    Ciri – player

    This form of the larp was largely inspired by a workshop presenting In Fair Verona at Knutepunkt 2011. After starting the preparations for Dance Macabre in summer 2011, we also attended the run of the In Fair Verona larp in Stockholm 2012, and used the in-game and workshop experience, especially some of the character creation techniques, the dancing and game design techniques, to fine tune the design of our game. We also created an Icebreaker workshop and added elements and techniques focused on nonverbal playing in all the workshops. We outline the main differences between Dance Macabre and In Fair Verona in the text to follow.

    The setting and the plot of the game were inspired by the Danse Macabre chapter of Neil Gaiman‘s The Graveyard Book, particularly by the idea of a rare mystical occasion where the living and the dead have the opportunity to meet and communicate. Just as in the book, the location and the time of the game were of no particular importance and none too specific. The personal stories pursued in the game involved the crossing of the border between the living and the dead, and opened up issues such as how to achieve emotional closure, how to say last words before the final departure, how to move on with one’s own life or how to find a peaceful rest at the end of things. An example of story in the game might be possibility to meet and say farewell to your deceased love and find the courage to go on with your life with new hope for better tomorrows or your new love. In the game it was possible to seek revenge through fight (played out symbolically in a dance), but it was impossible to kill – although you could choose death for yourself.

    Dance Macabre, photo by Šárka Růžičková
    Dance Macabre, photo by Šárka Růžičková

    Pre-Game Workshops

    I think a lot of thought went into the making of the game – any kind of game or preparation, though it may seem pointless at the time, proves to be useful in other part of the workshops.
    Iva Tatranová – player

    One of the important lessons of our experience with In Fair Verona is that we enjoyed the pre-game workshops as much as the game itself. The workshops for Dance Macabre were four times longer than the game, it was therefore necessary to make them interesting and playful to ensure good, comfortable and friendly mood between players for the later parts of the game. We could see from the players’ hesitant behavior before the event that some were not quite comfortable with not knowing how to play the game and what was expected, so we made it our goal to make the workshops as smooth and easy-going as possible, encouraging players to ask for help whenever they lost track or became insecure about anything. The eight-person organizational team was at hand throughout the workshops, ready to step in, assist or answer any questions. We believe this helped the players to get ready for the game as smoothly as possible.

    The 14-hour workshops combined dancing lessons, icebreaking activities, and training in non-verbal expression techniques, as well as lessons on how to create strong and enduring characters and stories. Speaking of which, the methods used to create characters and pursue their individual stories were also strongly inspired by In Fair Verona and applied plenty of similar techniques such as props, short concepts of characters, challenges for the character, or relationships with others as the means to deal with character challenges.

    To make the game more interesting, we also included a part of the relationship workshop where players were asked to create and experience a same-sex relationship. A relationship with a person of the same sex was also a compulsory part of every character’s relationships in the game as our way of familiarizing players with all possibilities of the dance and game.

    The dancing lessons were inspired by the larp In fair Verona too, but they were arranged in accordance with the preferred approach of each teacher (in four different runs of the game, we cooperated with three different pairs of dancing teachers), although all accounted for the specific needs of the game. The first part of the dancing lessons was incorporated in the Icebreaker workshop on Friday evening in order to introduce players early on to the basics of the specific tango motion and the lead-follow principle. The Saturday morning workshop was focused on tango technique only, while in the afternoon we teach people how to express different emotions and attitudes through dance, and how to use dance to establish relationships between characters. The Sunday morning workshop aimed to imprint the underlying nature of each character in the players’ dance and to teach players when and how to break tango rules to better express their character through dance. In all the workshops we demanded frequent alterations of couples and important part of workshops included change of lead-follow roles and dancing in same sex couples.

    Dance Macabre, photo by Šárka Růžičková
    Dance Macabre, photo by Šárka Růžičková

    We used many of the traditional techniques of dramatic education in our Icebreaker workshop and to a certain extent in other workshops too. In the Icebreaker, we thought the players to get used to being in close physical contact with each other, and to engage emotionally in the game. The technique drills also proved to be beneficial in helping the players to improve the quality of their character engagement in the game by giving them access to simple but effective range of movements to express different emotions and to connect different parts of the entire experience into a single whole. We think this was a very important part of the workshops because it helped players find and learn to express their characters even before they start dancing. Some of the techniques were presented at KP2013 in the workshop Shut your mouth and play it out :-).

    To help participants remember the rather extensive quantity of information presented in the workshops, we sticked notes on the walls of the room with inspirational texts and important dancing tips or leads.

    Just as at In Fair Verona, we reserved the Saturday evening for the Jam (dance party), where the participants may practice their dancing skills or just relax and party with others.

    Game Design

    The strongest moment for me was when the bell struck for the twelfth time and the whole evening was coming to an end. Death was walking around us and taking the dead back. And when she was approaching us and I saw her catch a sight of us from the distance, we looked each other in the eye; that made me shiver.
    Estanor – player

    Through the workshops the players acquired the basic understanding of the character they were about to portray (to the extent of the information important for the game), its in-game point of departure and motivations, and the background relationships with other characters. This provided the players with the content for the first half of the game. Most players agreed to have their endings resolved through the process of the game, but some might feel uncomfortable about not knowing how it will all end up, so we gave them a chance to arrange their endings ahead of time. This arrangement also gave couples an opportunity to end up with each other without having to resort to steering the game. In the absence of a strict script, we found it important to give the players a precise timeframe to work with, especially considering that each player is in charge of his own game individually. For this purpose, we divided the game into 3 acts, each consisting of 3 sets, called tandas, and each tanda of 4 songs. From the gameplay perspective, the whole game takes place in the short while that it takes the bells to toll midnight. As a result, the ringing of bells divided the tandas, and bells were also used to mark the beginning and the end of each act, and the beginning and the end of the whole game too. Throughout the game, we used large clocks to identify individual tandas and give the players a good sense of how much time they have left to bring their story to its end.

    Dance Macabre, photo by Roman Hřebecký

    The acts were divided by short intermissions to give players some rest from dancing the whole time. We did not use a proprietary scenography in our workshop but rather follow the design inspired by In Fair Verona played in Stockholm 2012. Unlike in In fair Verona we decided not to include creation of the scenography in the workshops, but it was created by organizers because characters were more archetypal concepts without any occupation or social status and we wanted to save some time in the time schedule of the whole weekend. The set was conceived as a town square surrounded by buildings that are important for expressing various in-game emotions. The buildings were marked only by lines drawn on the dance floor; we also included certain inspirational props that could be used in the dance (scarf, cards etc.).

    The figure of Death, the Grey Lady, played an important part of the game plot. Acted by an organizer, she escorted the deceased into the land of the living, and then guided them back to the land of the dead at the very end of the game. While the characters could not kill each other during the game, the Grey Lady might decide to collect a life during the game for some good reason. The characters were also free to dance with her if they wish to settle any old issues, for example ask why she took someone close to them. According to the players, dancing with the Grey Lady was one of the most intense experiences they ever had.

    It should be noted at this point that the dancing aspect of the game, which combines argentine tango and contact improvisation, was not used in the game for its own sake, however enjoyable it may be, but rather as the means to an end, an instrument of personal expression of the player’s character and its story. Players in Dance Macabre were encouraged to play the whole game in silence and only through nonverbal communication. Unlike in In Fair Verona players did not talk to each other in the game at all. Even though we had doubts whether it will provide range of expressions wide enough to experience the story in its’ complexity, we were happy to see that it actually intensified the whole experience. The nonverbal aspect of the game made the entire experience considerably more intense and players tended to experience stronger bleed than they usually do from other larps.

    After the Game

    I was very pleased that the organizers did their best to create good after-game mental hygiene. They were aware the game can be difficult to cope with, that the aftereffects can be long and problematic and so they prepared for it and I think they did everything they could to help us, so that we wouldn’t leave as emotional wretches, but had mostly positive experiences and memories instead.
    Genevieve – player

    Dance Macabre is (for me) like good whisky. First it’s bitter and doesn’t taste like much, but the flavor gradually improves and you start to really appreciate it. The final reflection came too soon for me – I drank too much of that whisky and was still a bit drunk.
    Maník – player

    Dance Macabre, photo by Šárka Růžičková
    Dance Macabre, photo by Šárka Růžičková

    The game ended on Sunday afternoon and it was followed by short period of deroleing and debriefing. As in In Fair Verona, players were encouraged to discuss their experience and their characters’ stories. The first run of the game revealed that players tended to be very emotional after the game, so we added some techniques to help the de-roleing process (i.e. naming the character, talking about it like about a stranger, a short game reminder about their personalities). The game appeared to exert a rather strong bleed effect on many participants, but regrettably, the timeframe available for the game did not allow for more post-game activities.

    Summary

    Four steps to a brilliant game: a step to the right, a step to the left, forwards and backwards. Death, love, hatred, forgiveness.
    Sindor – player

    The purpose of Dance Macabre was to introduce nonverbal and dancing techniques as viable in-game communication methods to the Czech larp community, and also to present some of the other interesting features of the Nordic larp-like games. For us as organizers, the experience opened up a whole new host of gameplay possibilities and taught us a valuable lesson on how to work with players who lack previous experience of some of the more novel larp concepts, as well as a lesson about the importance of the deroleing process, and the great impact of the nonverbal aspects on the emotional experience of the game. We are also happy to report that the Czech larp players seem very excited about the game concept and that we have plenty of new prospective players willing to participate in the next runs of the game, as well as old players who wish to re-visit the experience.

    Dance Macabre, photo by Šárka Růžičková
    Dance Macabre, photo by Šárka Růžičková

    One of the most important things we learned was the importance of de-roleing and the deepness of nonverbal communication, which has a great emotional impact on the player, because due to the lack of verbalization it sometimes bypasses the rational parts of the brain and influences emotions of the player directly. For me personally, Dance Macabre was also an important lesson about the differences between games played in Prague and outside of the city, about the impact of location on group dynamics and its influence on the game itself.

    Additional Note

    The game has now been run eight times. There had been four runs before this article was originally written (2012–2014) and four more afterwards (2016–2019). The last two runs were played in English; one of them took place in the Czech Republic with international players (2018), and the other one was made in the UK in cooperation with local players and organizers, who took care of the production and invited the game designers to run the game there (2019). Neither of the English-language runs set any gender-related rules or content in the game. Players signed up in couples consisting of one leader and one follower, and all the content focused only on the dancing roles, i.e., the same-sex relationship mentioned above became a same-dance-role relationship.


    Dance Macabre

    Credits: Mikuláš Bryan, Kateřina Bryanová, Kateřina Holendová, Monika Kadaňková, Pavel Mejstřík, Pavlína Mejstříková, Šárka Olehová, Jana Pouchlá, Petr Růžička, Petr Urban, Caminito.Cz, Buenos Aires Tango, Ondřej Vicenik, Van Ahn Nguyenová, Iva Vávrová

    Date: 2012–2019 (eight runs in total)

    Location: Praha, Vanov u Telče, Svatý Ján pod Skalou, Lipník, Zámek Veltrusy, Krasnice Czech Republic; near Cambridge, UK

    Length: game – 3 hours, workshops – 14 hours

    Players: 40

    Participation fee: €50–80€ in CZ

    Proofreading: Iva Vávrová

    Web:

    http://dancemacabre.tempusludi.cz/ (in Czech), http://dancemacabre-en.tempusludi.cz/ (in English)

    Facebook page:

    https://www.facebook.com/dance.macabre.larp

    Photos:

    https://www.facebook.com/media/set/?set=a.419887498033165.90900.127279253960659&type=1

    https://www.facebook.com/media/set/?set=a.483878351643640.119048.283565981674879&type=1

    https://www.facebook.com/media/set/?set=a.569528713069042.1073741828.127279253960659&type=3

    https://www.facebook.com/media/set/?set=a.658602907494955.1073741834.127279253960659&type=1

    https://www.facebook.com/media/set/?set=a.2231212786900618&type=3

    https://www.facebook.com/media/set/?set=a.1441025652586006&type=3

    https://www.facebook.com/media/set/?set=a.658602907494955.1073741834.127279253960659&type=1

    Short Dancing Video: https://www.youtube.com/watch?v=GoAGdNaGMtQ&ab_channel=VegaProduction

    Video documentary (with English subtitles): https://www.youtube.com/watch?v=wk95Bb5hF2A&ab_channel=VegaProduction


    Cover photo: Image by Šárka Růžičková

  • Czech Chamber Larp Through the Years, Part 2

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    Czech Chamber Larp Through the Years, Part 2

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    This article, by Petr Kuběnský, was initially published in Czech on Larpy.cz on 27th August, 2020. It was translated into English there on 8th June 2021 by Iva Vávrová, and now appears here with the approval of the author and translator and with the permission of Larpy.cz.

    This half of the article ends our story about the evolution of chamber larp in the Czech Republic (and Slovakia). I started writing this essay as a by-product of the recent larp book Check Larps because I thought it was high time for reflecting on the past before the details vacated my mind for good. In the first part, I covered the first six years and the way the genre transformed from its first timid steps to an era when we had a chamber larp festival on every corner.

    The Golden Years (2011–2013)

    I ended the last part of the article with the 2010 larp Rocker and I noted that its controversial nature was not as important as some conscious design choices made by the author, Lujza Kotryová. There are a few things to add to that. Firstly, at that time, publicly saying “this game works with realistic erotic physical contact” was scandalous to an unprecedented degree. It made the larp’s popularity skyrocket, and I believe that it still counts as the best known and most frequently run chamber larp, alongside Moon. Basically everybody also had an opinion on the game, whether they’d played it or not. This was the first time the Czech community talked about issues that are still being debated now, at a time when we have the first larps working with people having sex as part of the game (such as Dekameron): Should larps have erotic content? Won’t the realistic nature of eroticism destroy the illusion of “playing at something”? Will it make us distort pre-written dramatic relationships through steering?((The term “steering” refers to players influencing the in-game reality for off-game reasons, according to Jaakko Stenros. An example might be preferring an in-game romantic partner who is off-game attractive to us to others.)) And most importantly, is it socially acceptable to say that we were just doing that “in character”?

    In any case, the taboo on real alcohol and real physical intimacy that had been in place before was broken. In the following years, this trend was replicated in larps such as Salon Moravia, Samael, Byznys a baroko (Business and Baroque) and (even stronger) the adaptation of the Nordic larp Kink and Coffee, which was run at one of the last Larpvíkends.

    Now the next thing, what we call conscious design. Around 2010–2011, the Czech larp community was already quite large, but it was still quite interconnected. Local communities were interlinked with personal relationships. The hard core of players and organizers was around a few hundred people strong and they all knew each other from different festivals around the country. They exchanged design know-how and that subconsciously set certain norms on design and quality.

    This was naturally helped a lot by the abovementioned Odraz conference and its publications. It is telling, after all, that Pavel Gotthard’s article ‘Píšu dobrý komorní larp a vím o tom‘ (I’m writing a good chamber larp and I know it) is still the most quoted source in Czech diploma theses focused on larping. That’s no mean feat considering it was published after the conference in 2011! It is sad that there are still no newer relevant sources on larp design in Czech, but we also have to admit that the main concepts in the article (the unique feature, topic, and framework of a larp) are still valid even today. After all, the author mentions the need for testing a larp before it is run and that only became common practice in recent years.

    The environment where almost everyone knew everyone did not last long. Within a few years, the community grew rapidly, and we might say that Court of Moravia’s old dream of making larp mainstream finally came true. Some new players saw it as an experience for one night or one weekend and had no desire to continue playing or start making their own larps. Other newbies, however, stayed and became the main pillars of the following developments. Naturally, other players would later find they had enough of the format and pick other larp types.

    When looking at the games themselves, the striking feature is especially the jump in the number of new larps. My (incomplete) records that I have been keeping for a few years show that a record number of 39 new pieces was written in 2011. That is triple the number of chamber larps that the Czech scene larps had produced only three years back. With this number, it is a bit hard to look for clear trends, but let’s try.

    Bleed, Experiment, and Legend

    Bukanero (photo: Filip Drirr Appl)
    Bukanero (photo: Filip Drirr Appl)

    I have already mentioned the popularity of the so-called ”Czechoslovak jeep”. After 2012, the number of larps in this genre went through the roof. At the same time, the form became more worn and shallower. “Czechoslovak jeep” larps were often relationship or family dramas, and rather than creative takes on the format, the games were often reduced to a railroad with scripted scenes. The original freedom and experimental nature innate to jeepform could therefore only be found in translated larps from abroad that we started running (Drunk, Fat Man Down). Still, I believe that we have been through this jeep madness: both because of the handful of truly excellent games that this gave rise to, and because this scenic structure was carried on to other larps that would shed its theatrical nature (Cien Años de Soledad), or emphasize it in a creative way (Telenovela, Bucañero).

    Why are we talking about the “golden years”, though? Well, it’s not just about the sheer number of new larps and the adaptation of design principles. Most importantly, something changed the games themselves and the way they worked. We got the first truly good larp comedies, like Telenovela, Škola (School), or FK Perseus, where the players took the roles of a football team. I actually still believe that comedy is one of the most difficult genres to convey through the medium of larp and Kamil Buchtík, the author of two of the three larps mentioned above, deserves a Golden Globe (of larp) for his contributions.

    Telenovela (photo: Karel Křemel)
    Telenovela (photo: Karel Křemel)

    We also did a lot of translating and adapting. If we count translated chamber larps, the number of new larps in these years would be even more striking.

    There were a lot of them, but I’ll mention at least Doubt. The first runs in Brno were done by Michal Havelka and Vanda Staňková in 2012, and a lot of players left it with a profound feeling of “what the hell”. Things that were especially hard for Czech players to wrap their heads around at the time included stuff like: “OMG, somebody forgot to write half the larp!” or “Do you seriously expect us to drag our own romantic screwups to light here?” And then at the end: “Did we really spend eight hours here?” I’d say that while the term “bleed” had only been known by a few larp theorists a few years before, now with Doubt, it gained very clear dimensions.((You can find out more about how the larp developed and how it was received in Czechia in Michal Havelka’s article http://larp.cz/?q=cs/clanek/5952/doubt-aneb-pribeh-jednoho-larpu))

    We also picked up a very peculiar habit: we started experimenting… Although of course if we look back at the early years, we could technically say that everything was an experiment, because no paths had been trodden before. Jakub Balhar wrote The Strings, a larp in which the players got tangled in a complex web of laws and clauses, while also getting tangled in a very real web of strings that tied the participants to special harnesses. Zuzana Hrnčířová designed a chamber larp that happened in the darkness. Her Terapie tmou (Darkness Therapy) was also remarkable because she got funded by a grant that allowed her to make the first ever tour of the Czech Republic with her larp. I also cannot leave out the crazy computer game adaptation Kytky versus Zombie (Plants vs. Zombies). Lesser-known games worth mentioning also include the crazy crossover Don Juan aneb strašlivé hodování (Don Juan or a terrible feast), which combines a telenovela aesthetic with dancing, plucking feathers, and absurd theatre.

    Last but not least, there are three striking larps that must be mentioned. What they have in common is that, like the owls in Twin Peaks, they are not what they seem. I cannot avoid major spoilers, but since the larps are all quite old and in Czech, I don’t think it really matters. All these games have a sort of a second plane, a major revelation that completely changes their meaning in the end.

    At first glance, I speak only da truth looks like the twin of the dirty cop drama Odznak, mentioned in the previous part of the article. The interesting thing is that the players are divided into gang members and police officers in the beginning and the groups spend most of the game in separate rooms. The real revelation only comes in the final credits (yes, there are real credits), when the participants find out that the whole story is a biblical allegory, in which a dead mobster plays the role of Christ.

    Moon, a western space opera and the larp with the most reruns in the Czech Republic, is a similar case. While Only da truth was inspired by The Wire, Moon draws on the super popular TV show Firefly. But again, it’s not primarily about the stories of space cowboys – the story is a clever parallel to the dilemma that Czechoslovakia faced in the aftermath of the Munich Agreement before World War II – do we surrender our home or face an insurmountably more powerful enemy against terrible odds?

    Eliška Applová and Rado Hübl approached this method slightly differently. While for a short time, their Samael took up the mantle of scandal after Rocker, the message was completely different. The larp contained realistic physical intimacy, real alcohol, and even some (relatively) realistic violence, but at the end, the wild party feel is drowned out by an epilogue containing the statistics on sexual assault in the Czech Republic, which is also the secret underlying the main storyline of the whole piece.

    Samael (photo: Tomáš Felcman)
    Samael (photo: Tomáš Felcman)

    All three of these games count amongst legends of the chamber larp scene of old. Other legendary pieces include Iure, Hranice (Border), L-World, Never let me go and many of the games that I have already mentioned. This clearly shows that in these years, authors were often drawing on experience from designing older games. That helped them know what motives to accentuate and how to design their pieces to create the right experience.

    The Harbingers of a New Age

    The period of 2011–2013 also gave rise to a very significant sort of momentum that would impact the future of chamber larp in the Czech Republic profoundly: The onset of high-production content larps (even though we didn’t call them that yet). Let’s look at how it happened…

    Some of the chamber larps of this time were already signalling a slow shift towards better production value. Moon, El día de Santiago, and Bucañero for example could no longer make do with your standard classroom and the costumes that players can supply. The Pirate larp Perla Karibiku (Pearl of the Caribbean) even had a VIP version, which added good food and drink on top of its splendid production. Still, these were quite isolated cases.

    Things had already been set in motion a bit before that, with the creation of Projekt Systém (2009) by Court of Moravia. Suddenly we had a serious larp about a totalitarian regime, with robust plot design and game mechanics, and pre-written characters, which took place over three days in the realistic venue of a recreation camp from the Communist times. Costumes, full production, all-day catering, and mental terror all included.

    In 2010, Central Bohemian designers came with Ardávské údolí (The Ardávia Valley), and a year later they ran their larp Porta Rossa, set in a renaissance town during a plague epidemic, which had almost film-like production values. From that point onwards, the machinery of big, high-production games was unstoppable. However,… when I say big, I don’t necessarily mean the number of players. Many high production larps of this type were actually quite hard to categorize. Skoro Rassvet, Salon Moravia, or Dance Macabre, for example, had between 3 and 8 hours of game time and (except for Dance Macabre) they did not have that many players, so we could technically easily classify them as chamber larps. But the experience as a whole also included workshops and in some cases an afterparty, so taking part in them usually took up an entire weekend.

    This new trend also went hand in hand with more frequent and louder talk about the importance of pre-game preparation and the post-game phase (a debrief, reflection, and taking care of player safety in general). The aforementioned concept of “bleed” was in the foreground of this debate, though the meaning had shifted a bit.((Czech larpers still use “bleed” or “bleeding” to denote a player feeling sad or blue during or after the larp. In larp theory, the term “bleed” is more nuanced and refers to the transfer of (any) emotions between the character and the player.)) We started having discussions over whether the then common approach of “I want to feel emotionally shattered after the larp” was healthy. All this suddenly permeated the sphere of chamber larp as well, even though up to that point the common thing was to drown emotions in a pint of beer at the festival afterparty and limit reflection to questions like “what was your strongest experience in the game?”

    It also seems undeniable that high-production content larps owe much to chamber larp. Their authors generally started in the chamber larp environment and tried out the fundamentals of design on making chamber larps. In the last period that we will mention, large-scale games with pre-written characters started pushing out the demand of chamber larps more and more. It is worth mentioning that most current content larp authors over 30 started writing and playing chamber larps around the period of 2011–2013 at the latest.

    In the beginning of this article, I mentioned how interconnected the community was around 2011. I should also say that as the chamber larp scene rapidly grew, the situation became less clear. New towns started their own festivals: Plzeň, Pardubice, Lipník, or Ostrava. These attracted new young authors who took their first designer steps in their own little communities. The side effect of the increase in new debuts was, as could be expected, that a number of them were only run a few times.

    I speak only da truth (photo: Trojité Ká)
    I speak only da truth (photo: Trojité Ká)

    Knowledge sharing and theoretical reflection slowed down a bit once again. The reasons are simple: the pioneers of larp theory who stood at the start of the chamber larp boom were slowly leaving the scene, which paralyzed projects that had served for these exchanges up to that point. This buried the work on the Czech larp wiki, Larpedia; Larpy.cz experienced a long hiatus; and the last Odraz conference took place in 2012.

    But not everything was sad and in decline. 2012 also saw the start of Larp Database, and the first Czech larp podcast, Role, was launched only a little later. We also got new chamber larp initiatives, such as Hraj larp (Prague) and Hraju larpy (Brno). They took up the mantle of Court of Moravia and started organizing a chamber larp run every week or two. That reminds me: we also got our first chamber larp “assembly lines”. The first was Larpworkshop in Česká Třebová, while Brno even got a larp design course, Škool, that stayed active for several years. It was also a time when the first chamber larp authors passed their scenario on to a new organizing team. The honour belonged to the most famous chamber larp of the time: Moon.

    The Swan Song (2014–present)

    I have to admit the last period could probably be divided into multiple parts. If we look at the chart of new original larps in Czechia, we can see that the boom of the previous era lasted for several years, before the numbers plummeted. Yet the new trend of players slowly shifting their interest to large content larps is clear. The truth is I succumbed to it as well, so I only played around fifteen chamber larps from this period myself.

    Chart of new larps (diagram: Petr Kuběnský)
    Chart of new larps (diagram: Petr Kuběnský)

    When I mentioned the shift, I didn’t mean just the players; organizers were part of this trend as well. The most famous figures of the past five years started this era by producing new weekend-long content larps, rather than chamber larps. These included Legion: Siberian Story or De la Bête. Figuring out why this happened doesn’t seem hard: The high-production, 360° illusion of an authentic, wide-ranging world was no doubt more attractive than larping in Mrs. Currywinkle’s basement. The fact that the target group got older definitely also played a role. Spending a weekend away once every three months started feeling easier than scuttling around Prague every week for two hours of larping.

    The further development of chamber larp therefore fell mostly in the hands of newcomers and the Larpworkshop patrons. As most traditional festivals fell into decline, the main marketplace for chamber larps shifted to events organized by the Hraj/u larpy weekly initiatives in big cities. An interesting opportunity for targeting players who’d never larped before was the annual Gamecon, which gradually broadened its larp selection.

    While the chamber larp community grew smaller and more fragmented, we still got local communities now and then, centred around dedicated larpwrights who kept pushing the train onwards: EH Games in the Slovak Košice, StopTime in South Bohemia, or the not-so-new Crex in Ostrava.

    Chamber larps also entered completely new environments where they could address completely new target groups, for example libraries or art galleries: such as Vendula Borůvková’s “art larps” Nový Eden (New Eden) and Člověkohodina (Man-hour). They also turned out to be useful in education: the historical project Post Bellum ran workshops in schools, Josef Kundrát created edu-larps to teach practical applications of science. Reflective experiential learning also found its intersection with chamber larp, in the form of projects like V kůži pacienta psychiatrické léčebny (In the Shoes of a Psychiatric Hospital Patient) and Cesta za snem (Pursuing a Dream).

    It is also no surprise that in recent years, the larp medium got into contact with the theatre world. We could see that in the larp adaptation of Pomezí (Borderlands), originally a successful immersive theatre performance, which took place at the original theatre set, as well as in recent performances by Janek Lesák’s company The Game and Městečko Palermo usíná (Mafia).

    I remember that, once it had become clear that the heyday of chamber larp was past, I predicted that the format could become a sort of experimental laboratory that would serve for testing new, bold concepts. That turned out to be an overly idealistic and mistaken idea, which did not suit the interests of both participants and authors. After all, unconventional, non-traditional larps had quite a lot of trouble finding players (such as Cien Años de Soledad).

    Nevertheless, we did get interesting new takes, mainly because seasoned organizers wanted to make something original. That gave rise to the non-verbal Čí sny sníš (Whose Dreams Are You Dreaming), the abstract and improvisation-based Figurky (Pawns), or the civil larp Nejdelší zpoždění (The Longest Delay) where four out of six players take the roles of the protagonists’ thoughts. Orlov, in return, represented an interesting fusion of larp and computer game, with a spaceship crew dealing with their internal struggles and external threats, while also flying their ship using a computer simulation.
    My favourite chamber larp from this period is the narrativist Karavana (Caravan), an intentionally non-dramatic game inspired by Arabian Nights. A group of people sitting around the fire in a tent in the desert tell stories based on the organizers’ input.

    We also kept translating lots of larps from other countries, and this period also gave rise to a number of comedies, often with quite bizarre topics. These allowed you to try out the roles of Greek gods, sardines, or preschoolers: Medvídek Pú (Winnie-the-Pooh), Poprask na Olympu (A Scandal at Mt. Olympus), Prom, Pískoviště (Sandbox), Ryby (Fish), Výjimeční vyšetřovatelé 2 (Incredible Investigators 2). Chamber larps also started breaking out of the conventional mould more frequently: Some were not played in one room (such as the outdoor Stezky šamanů (Paths of the Shamans), or lacked pre-written characters and plots – Figurky, Hrací skříňka (Music Box), Poprask na Olympu, etc.

    This is no Theatre, My Boy…

    Almost every chapter of this article mentions an article by Pavel Gotthard, so this one won’t be an exception. In 2013, he published a provocative debut novel Léky smutných, a lovingly teasing commentary on larp escapism. A year later, he wrote his essay ‘Není pravda‘ (Not true), a call for authenticity and understated acting. He sees potential for that both on the side of the player, who can use these to make their performance deeper and more believable, and on the side of the author, who can be challenged to look for deeper motivations for character conflicts. If we learn to observe everyday details and behaviour patterns, we’ll improve our ability to generalize our own experience to give a broader account of interpersonal relationships.

    Prom (photo: Tomáš Felcman)
    Prom (photo: Tomáš Felcman)

    I believe the author’s view was informed by larps oriented on an everyday setting, such as Samael or Doubt. In a previous chapter, “It’s alive”, I mentioned that in the previous periods, a “good, dramatic scene” was closely linked to a slightly overdramatic, exaggerated acting style. Pavel’s article suggests the direction in which the scene had moved since then. This was not only due to the players, but the larps themselves. Building shallow plots around “you want something from Frank, and you hate Henry because he stole your girl” was suddenly not enough anymore. This desire for nuance and authenticity was later also reflected in larger dramatic larps, such as spolu/sami (together/alone) and Příliš krátká neděle (Sunday Ends Too Soon). In chamber larp, it became the signature look for larps by Lucie Chlumská and Zuzana Hrnčířová.

    Zuzana became a pioneer of new approaches, which often toed the line between larp and experiential psychological games. Her larps intentionally blur the boundaries between player and character by making the participant answer difficult questions, such as: “Are you happy with where your life is going?” The one-person larp Probuzení (Awakening) can answer that. “How do you communicate in your relationships?” Explore that in My dva (The Two of Us). If there is somebody we can point to as a larpwright who developed their unique auteur style over the years, it’s definitely Zuzana.

    Lucie Chlumská’s name, on the other hand, gradually became a mark of quality. The success of her L-World was followed by the social drama Takové hodné děti (Such Good Kids) and most importantly her hit piece Příběhy hříchu (Stories of Sin), set in an Irish Magdalene Laundry. Příběhy hříchu had two remarkable elements: Firstly, its scene design was unique and resembled a film mise-en-scène. The space where the player was standing determined whether they were in the dominant part of the scene or in the background. Secondly, the larp also confirmed a trend of the previous few years and showed how the demographics of the audience had changed. The game had solely female roles, to be played by women – although there were also several all-male crossgender runs. If we look back at the older games, for example those by Court of Moravia, mentioned in the previous part, we can see that in most cases, only a third of the roles at best were for women.((It was, and to some extent still is, customary that characters were either male or female and people picked them based on their gender. Over time, as the proportion of women in the community grew, this meant a strong push for writing more and more interesting female characters. Crossgender play (people playing character regardless of their gender), as well as characters outside of the binary, have only become somewhat common in recent years.))

    Now it seems the time has come to conclude my piece. I have to admit I don’t know exactly how to do that without sinking into nostalgic rambling. The thing I was thinking about the most as I was writing was how much we had progressed in both larp design and how we play larps in those fifteen years. We no longer have to teach Paul not to act as Paul in the game, but as the character he is playing. (Almost) nobody is shocked that larping is not just a specialized hobby for a handful of nerds, but an activity that’s accessible to anyone. We are not surprised that there are think-pieces on larp national weeklies and that larps get their own documentaries. We don’t clutch our pearls at sometimes getting served real whiskey in the in-game saloon, rather than apple juice. We know how to show in-game emotions by means other than screaming our lungs off. We understand what words like design and metatechnique mean. And I could go on forever…

    The truth is that chamber larp has become an endangered species and there’s no point crying about that; it’s just the times that are changing. But before it started singing its swan song, it had given us a lot. When I look back, I also see another thing that we should perhaps take away from its history: Its boldness. The courage to go where no one has gone before. To try entirely new paths, even at the risk that you will hit a dead end.


    Cover image: Pomezí (photo: Michal Kára)

  • Czech Chamber Larp Through the Years, Part 1

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    Czech Chamber Larp Through the Years, Part 1

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    This article, by Petr Kuběnský, was initially published in Czech on Larpy.cz on 25th June, 2020. It was translated into English there on 16th March 2021 by Iva Vávrová, and now appears here with the approval of the author and translator and with the permission of Larpy.cz.

    Last year, a team of authors published a Czech collection of chamber larp scenarios called Check Larps. I wrote the introduction, focused on the specific features of the Czech approach to this format, and in the process, I realized that it would be interesting to look back on the history of Czech chamber larps in general. I was interested in looking at major shared features and intersections in their development, as well as important milestones. After all, there was a time when chamber larp was one of the main drivers of innovation in Czech larp and would often massively determine the shape of larp as a medium in the Czech Republic overall.

    I will start my story in 2004 – in a moment. If I am to truly delve under the surface of history, I first need to make a short introduction of how we got to that point. I will not go into too much detail about the predecessors of larps in Czechia (others have already done that for me), so I’ll just mention the basics: Larp became a thing in the Czech Republic soon after the fall of the Iron Curtain, around the beginning of the 1990s.

    At first, this mostly meant battle-larps or DnD party-style fantasy games, both outdoors and in urban environments, with participants going through sets of clearly given quests. Around the end of the 1990s, the first open world sandboxes appeared – larps which gave their players quite a lot of freedom in deciding what to do or not to do. This meant quite a mindset shift: It suddenly wasn’t enough to wait until the adventure and plot found the player; players had to look for it actively.

    The first years of the new millennium saw a rise in political games and intrigue. This was especially salient in urban larps, where it was somewhat influenced by the prevalence of the World of Darkness setting, but outdoorsy sandbox larps were influenced as well. Production value and maintaining an all-around illusion of the larp world also became more and more important. And, perhaps in contrast to political larps where the point was to climb as high as possible in the game’s hierarchy, some authors decided to make their larps less gamist and focus on narrative experience.

    As you’ll soon see, this trend went hand in hand with the birth of chamber larp – a format that markedly broadened the genre spectrum of Czech larp and made experience design much more conscious and deliberate than ever before.

    The Czech Way

    I will just add one more caveat related to the specific features of Czech chamber larp, in order to make sure international readers have the chance to be on the same page. Until the first chamber larps were created, there were basically no larps in the Czech scene that would have multiple re-runs. On the other hand, chamber larps were almost always designed to be rerunnable and some of them had over a hundred runs.

    Since its very beginnings, chamber larps were always seen as works that belonged to their authors and that would be run almost exclusively by these authors. Publishing notes, content, and methodology to allow others to run them was extremely rare. Cases where authors would intentionally pass their larp to other larp runners were just as unusual.

    A typical Czech chamber larp is non-transparent in its design. Roles are pre-written by the authors and do not change between runs, which allows the authors to control how the story developed. In the beginning of the game, participants have no idea about the goals and motives of other characters or future story developments, which allows them to play with secrets and surprise. The game runner generally does not participate in the game – at most they help the plot progress through non-diegetic (announcing new chapters of the story structure etc.) or diegetic entries (short-term entries into the game as an NPC).

    Exploring the Format (2004–2006)

    Chamber larp is just like any other kind of larp: we generally understand the label in similar ways, but any strict delimitation will always be imperfect. For example, if we look at the definition used by the Czech Larp Database, we can see that chamber larps are “larps that are generally played in one or two rooms, take up to eight hours and have up to 20 participants”.

    Needless to say, there are chamber larps that break one or more of these rules. But most importantly… wouldn’t this definition also fit to the Mafia/Werewolf party game? Or educational games, like Humanus by the Czech Lipnice Summer School?((Humanus was a lightly structured production, with a group of characters, sheltering in a bunker after a nuclear incident, who had to deal with a variety of issues (what to do with a survivor from the outside who wants to get in the bunker, what to do when one of the characters has an infectious disease, and so on).)) And even if we stick to larp in terms of the authors’ intention, I don’t doubt that someone could find an old-school sandbox from way back in the day that would fit these parameters.

    To be a bit more specific, we could add another condition: pre-written characters and plots. That symbolized a real milestone. In the first years of the new millennium, it was not at all common for an organizer to prepare the characters for their players. Let’s set aside questions such as how long the character needs to be or whether all the games we’ll mention really adhere to this tradition without any controversy. We simply need a starting point for our purposes. That doesn’t mean a perfectly accurate definition, but rather a point where this set of conventions started being formed and established. What we’re talking about is influence – the epicentre that ripples started spreading from. For us, this point in time will be 2004.

    At that time, the organizer group Veselý Kopeček, formed by Tomáš Kopeček and Jindřich Stejskal translated Fire at Midnight, a murder mystery larp, and modified it for the Czech community. Its story was connected to the popular RPG Vampire the Masquerade, since its target audience was the community around urban larps organized by Court of Moravia (CoM), a Czech larp association based in Brno. A year later, the same pair of authors came up with their own sequel, and the Veselý Kopeček group also produced another mystery larp Překvapivý podezřelý (The Unexpected Suspect) written by Lukáš Veselý.

    Pandora IX, 2007 (photo: Tomáš Kopeček)
    Pandora IX, 2007 (photo: Tomáš Kopeček)

    All of these had several runs and in 2006, small-scale larps were already getting created in several places in Czechia and Slovakia – even though finding any connection or causality between them is difficult. VUML, a Southern Bohemian larp group, wrote a larp adaptation of a Czech mystical musical Tajemství (Secret). In Brno, a larp group called LED even ran their Bunkr Eugenika (Eugenics Bunker) in a real underground bunker. What both these games had in common was treading the line between larp and Experiential Education and the characters were quite minimalist, if there even were any. A Slovak group, Osobné Kakavo Production, organized a 12-player larp Gebäude 9 in 2006. It was set during the Nazi occupation of Slovakia and while it took place in a specific building by the Danube, an equal part of it was spent outdoors. There were also almost as many organizers and NPCs as players – which was in fact common with early chamber larps at this time.

    Rodinná oslava (photo: Karel Křemel)
    Rodinná oslava (photo: Karel Křemel)

    Most importantly, in 2006, the abovementioned Court of Moravia took over the mantle of pioneers of the genre: first they created the fantasy larp Cela (The Cell) and soon after also Rodinná oslava (A Family Celebration). Cela could in fact easily serve as a case study to list the most common pitfalls that appeared in many chamber larps in the following years:

    1. Create an environment the characters cannot escape (prison, shelter from an external threat, locked doors, etc.)
    2. Revolve the plot around a murder mystery. If possible, add interrogations.
    3. You need several pages of information for everyone; most of them useless. The players should get it all at the beginning. No worries about giving it to them gradually.
    4. Add special skills. If no skills, at least have skill numbers for attack that people have to compare.

    The point here is not to mock Cela; just to illustrate that in the beginning, we all kept copying one another and reinventing the wheel.

    Picking up Speed (2006–2007)

    In the fall of 2006, the M6 manifesto was published, outlining the basic features of the chamber larp era. Its points include a mention of pre-defined roles, and a shift of the main focus from outdoors action to roleplaying and story (co-)creation. To illustrate what role-playing looked at the time (though naturally not always): the most interesting parts of the manifesto show that at this time, organizers do not automatically expect that the player and the character are two separate entities and that the character has their own goals, motivations, and attributes.

    The first generation of Court of Moravia’s games show quite nicely how attention gradually shifted to playing and immersing in one’s role. The lion’s share of the credit for this definitely goes to Jana Hřebecká, who came into Court of Moravia without much knowledge of vampire larps, but with experience from her studies at JAMU (Janáček Academy of Music and Performing Arts Brno). She was one of the main drivers behind the kitchen sink drama that was Rodinná oslava. Its story revolves mainly around airing one family’s dirty laundry at a multi-generational celebration. This emphasis on dramatic relationships and ambiguous characters was also typical for CoM’s later games, often in combination with a specific genre.

    Looking back, it seems as if the group of authors centred around Petr Pouchlý decided to make one game for everyone: “Do you want a tough Tarantino-style flick? Play Kořist (Loot). Prefer a modern political drama? Ok, here you go: Sestup (Descent). Or something more mystical? Well, then you want Seance. A decadent conversational Victorian larp? We can offer Klub sebevrahů (Suicide Club)…” This genre diversification gave chamber larp the kick it needed to find its place in the sun.

    Chamber larps were played in very diverse, often improvised settings. Komorní Lipník 2010 (photo: Regina Konířová)
    Chamber larps were played in very diverse, often improvised settings. Komorní Lipník 2010 (photo: Regina Konířová)

    The main driving force of CoM was its desire to make chamber larp into a reasonable alternative to spending the night in the theatre or the cinema. Naturally, that meant opening the format up to the broader public, outside of the larp scene. I still remember how at some point in 2009, I was on the tram and saw colourful ads for the Larpvíkend chamber larp festival, promising a strong, “cinematic experience”. The first Larpvíkend had taken place three years earlier.

    Court of Moravia’s transition from urban vampire larps to chamber larp helped stabilize the format. There was more production value, though it all still had to fit in one box, as well as a general “take and play” approach. Every player got a basic costume. Character sheets were divided right before the larp started. The larps generally took place in one room, and while organizers tried to seek out venues at least generally similar to the setting (a bomb shelter to represent a submarine cabin), it was extremely common to play in classrooms and clubhouses.

    The wheels were truly in motion. Thanks to the Larpvíkend festivals, we can probably talk about a ripple effect starting somewhere around this point. The Veselý Kopeček group escalated their efforts and created a fairly authentic space station simulation, including a computer interface – Pandora IX. At the same time, new larp groups took to the stage: No Happyend Team from Northern Moravia, and Prague groups such as Mad Fairy with their Tak zpíval Listopad (Thus, November sang) and Lorem Ipsum with Bunkr (Bunker), which had quite a lot of reruns.

    It’s Alive! (2008–2010)

    The time had come. The chamber larp mania struck Prague with full force. Prague by Night, an association of older organizers, rolled up their sleeves and added their own pieces to the puzzle. Mention-worthy works include Petra Lukačovičová’s slow and atmospheric adaptation of O’Neill’s angsty dysfunctional family drama Cesta dlouhým dnem do noci (A Long Day’s Journey Into Night) and the ambitious Derniéra (Closing Night) set in a theatre company, played both on the stage and behind the scenes. In Derniéra, Petr Maleček created something that remains unique in the Czech scene to this day, by mixing the medium of larp with theatre, its older sibling.

    Derniera (photo: Michal Kára)
    Derniera (photo: Michal Kára)

    In 2008, Prague started its own chamber larp festival tradition with the Prague Larpvíkend, organized by Prague by Night. Gradually, more and more young organizers joined in and made their first larps. That was no accident: Prague by Night had intentionally decided to launch a young talent incubator by organizing a larpwriting course for people around 18 in the local Youth Centre. The course participants’ debut was the above-mentioned Bunkr and while its story was not exactly stellar (but anyone could probably say that about their first larp), it opened the floodgates for a slew of other games by other young Prague by Night members. An example of their work would be the melancholic fanfic-y adaptation M*A*S*H by Radek Morávek and Zdeňka Vojtíková.

    Midsummer´s Night (photo: Radovan Wulf)
    Midsummer´s Night (photo: Radovan Wulf)

    In the meantime, Court of Moravia continued in their crusade for promoting chamber larp in public. Their Larpvíkend festivals in Brno would occasionally be visited by journalists, and while that probably won’t wow you now, back in the day, it seemed like an incredible feat. Around this time, they also started the tradition of inviting international authors to come run their larps – which might be a good point for a slightly more in-depth analysis.

    In 2007, the people around CoM and Veselý Kopeček started attending Knudepunkt, which at that time had overwhelmingly Nordic participants. The appearance of larp creators from Central Europe was therefore a bit of a sensation at first. Most importantly, Knudepunkts helped CoM establish a useful network of contacts. The 6th Brno Larpvíkend saw its first guests from Poland and Hungary and in the following years, international larps became a regular occurrence (T. Wrigstad, F. Berg etc.). Czech authors also started to adapt and translate international larps, such as A Midsummer Night’s Dream or Club Felis.

    Klub Felis, Komorní Třebíč Festival 2010 (photo: Veronika Kuběnská)
    Klub Felis, Komorní Třebíč Festival 2010 (photo: Veronika Kuběnská)

    Court of Moravia’s later works followed the previous trend of creating a diverse portfolio – though sometimes at the cost of discovering dead ends. For example, their conversational larp Versus Bůh (Versus God), inspired by the film 12 Angry Men, had no pre-written characters. At the beginning, players would choose one aspect of their character from a pre-written set and in the following rounds, they would add more attributes on a “first come first served” basis. This sometimes gave rise to extremely bizarre combinations. Their wild concept of a gamist supervillain larp, Zlouni (Bad Guys), which revolved around solving puzzles and riddles more than role-playing, was not much of a hit either.

    On the other hand, their Hollywood-style rom-com Star was quite the success. If I’m not mistaken, it was also the first larp to feature the Ars Amandi mechanism for simulating intimate contact. In the following years, larps where couples snuggled each other’s arms in dark corners started cropping up at every corner, which just goes to show that everybody was copying everybody else at that time.

    The Slovak Wildstyle and the Regions

    When I talked about “international larps”, I intentionally avoided mentioning Slovakia. But Slovak creators are important, because for a short time, they became a major innovation drive for the Czech scene. The Slovak larp group ERA first piqued the Czech community’s interests with their larp Subkultúra (Subculture). Its run in Nitra was attended by members of Court of Moravia, who then invited ERA to run their (still fairly conventional) mystery chamber larp Bytovka (Tenement) in Brno. Later, in 2009, Lujza Kotryová, Aleš Svoboda, and Tomáš Kozlík also came to the 6th Brno Larpvíkend with their two larps inspired by the Nordic jeepform, Minulosť s.r.o. (Past inc.) and Dva svety (Two Worlds). The reason I’m mentioning them is that these runs were extremely influential, and the Czech scene was soon flooded by larps with scripted scenes.

    Czechoslovak Jeep

    I’ll now go off on a bit of a tangent to explain how exactly this came to be. In the spring of 2010, I ran my surrealist jeep drama Lunapark život (Carnival Life) for the first time, at a festival in Třebíč. This raised the awareness about this new type of larp in the Czech scene. But at the same time, it also confused the terminology a bit.

    The Nordic jeepform is a relatively free and extremely transparent form, which does not use scripted scenes or work with non-transparency and secrets at all. The ERA authors were aware of that, but they also believed (and I think they were correct) that the Czech audience would not accept a larp like that. What the Slovak authors did like, however, was that jeepform was narratively oriented, allowed for cuts and scene jumps, and intentionally used symbolism in working with the space and props (after all, at that time larps were often played in classrooms and random underground spaces).

    In any case, around this time, this category of larps was labelled “jeep”, later specified at least a little bit more as “Czechoslovak jeep”.((For more details on the differences, see Kamil Buchtík’s http://www.larp.cz/?q=cs/clanek/5882/jeep-vs-ceskoslovensky-jeep (in Czech))) Since Dva svety, Lunapark Život and Zbyněk Štajer’s extremely popular Sen o múze (Dream of a Muse) all had quite a lot of runs, Czechoslovak jeep became a very widespread format for many years. I would just note that while both Dva svety and Lunapark were fairly loosely structured games, quite open to interpretation, later Czechoslovak jeeps went down the path of a high level of scripting and abandoning the symbolic scenography. I’d say the absolute pinnacle of this development was probably the high production (almost theatrically scripted) larp El día de Santiago.

    Slovakia and the others

    Now, let’s go back to Slovakia. ERA were not the only ones massively inspired by Nordic larp. In 2009, the Bratislava group Nový pohľad (New Outlook) was established. They were so ahead of their time that they openly declared they “saw larp as a full-fledged interactive medium”. Unheard of! More importantly, Tomáš Dulka and Andrej Tokarčík were making games that intentionally challenged the conventional mould of Czech design (even though design in itself was not a particularly common term in relation to larps). For example, the existential larp Cez mŕtvoly (Over Dead Bodies) had no pre-written story, only a set Kafkaesque theme of persecution. In Otcova rola (Father’s Role), the key character of the father transforms into an archetypal “shadow” in the second part of the game and influences the decisions of the central protagonist, the son. Nový pohľad’s larps were always a sort of provocation, which, after all, would not always get a warm welcome.((This just confirms what I mentioned in relation to ERA: Most of the Nový pohľad larps were similar in form to the Nordic jeepform, which generally felt too abstract and insufficiently immersive to Czech and Slovak players.))

    At this time, chamber larp was spreading incredibly fast. This was naturally helped by festivals. I’ve mentioned three of them so far, but there were several others, including new regional ones. Its organizers wrote several chamber larps and later disappeared from the scene. In the meantime, the Buchtík brothers entered the chamber larp scene with their police procedural Odznak (Badge), which made its mark by combining a gamist investigation plot with the dense atmosphere of a corrupt cop drama.

    Noir (photo: Radovan Wulf)
    Noir (photo: Radovan Wulf)

    The last thing worth mentioning might be that in 2009, Court of Moravia tried to make two truly high production larps in the hopes of a commercial success. In both cases, we’re talking about quite borderline cases of “chamber” larps. Noir did only have 5 players, but it included travelling in a limo around different locations in Brno, while Oka nezamhouříš (You Won’t Close Your Eyes) was a site-specific horror experience built around the venue of an abandoned mill. Both larps aimed outside of the larp community, but they failed to find an audience willing to pay a market price for them.

    Chamber Larp Crisis

    To conclude this part, I should just add something to summarize what the chamber larps of this era were really like and what conditions influenced them. Czech players who played any of the above-mentioned larps (or any unmentioned ones from the same period) in recent years generally noticed that they have a very outdated feel. In most cases, they lacked any sort of design structure leading to gradual escalation. Typically, players would have to make whatever they started with last them the whole game. At best, they might get a few story-building hints from a letter or a voice over the radio. These larps would already use (more or less inventive) mechanics, but did not have much in the way of holistic experience design.

    But even that slowly started to shift. In 2008, the first Odraz larp conference took place and the larpy.cz website started filling with (mostly international) theory and larp reviews. At the third Odraz, Pavel Gotthard for example talked (and published an article) about dramatic structure and tension triggers in chamber larp.

    Star, Larpvíkend V. (2008) (photo: Radovan Vlk)
    Star, Larpvíkend V. (2008) (photo: Radovan Vlk)

    Since a lot of new organizers jumped onto the rolling bandwagon, there was suddenly a huge number of debuts, which rarely astonished with their quality. But the immense hunger for new games meant we all devoured even these first works with gratitude. After all, at this time it was generally still possible for one person to manage to play all of the new games in a given year. Later on, that possibility vanished, never to return. The genre spectrum became much more diverse, although generally speaking, we could say that it was relatively dominated by fantasy, sci-fi and kitchen sink dramas.

    Last but not least, chamber larps became more dynamic. There were fewer conversational games focused on huddling over a candle, even though it was still very common to build a larp around making the players decide who is guilty, who will go outside, or who they’re going to kill.

    Looking back, I feel that the acting in moments of crisis was much more dramatic and seemed more over the top than in the later years. For example, it was fairly common that at the end of a larp, a player would grab a gun and start shouting that they’d kill themselves or somebody else. Later on, similar displays became less common – though that was caused in equal measure by the fact that players learned to be a bit more subtle in their role-playing and by design progress (there were fewer plots revolving around having one gun in the room). A lot of the chamber larps of this generation were only run a few times before they disappeared into the void. Only a few better, resistant pieces remained, and many were later reworked. After all, at this time, testing larps was not particularly common.

    Finally, when talking about this period, we must mention Tomáš Kopeček’s provocative article, ‘Komorová krize‘ (Chamber Crisis) from the beginning of 2009, which asked the question “Is the chamber format dead?” When looking at the roughly 30 games that had been created by then, it seems a bit ridiculous that this was even on the table at the time. However, the main point of the article was somewhat justified.

    At that time, the author mainly criticized the fact that chamber larps mostly meant “parlour larps”, focused on conversation, and that they worked with a much lower level of player participation: the player became a passive consumer of content without having any responsibility over co-creating the story. He argued that organizers simply mechanically copied the format as a template that seemed simple and undemanding in terms of preparation, instead of first deciding what type of larp they wanted to make and what goals they wanted it to achieve. The author believed that a reflection like that must precede any creative decisions on the style, genre, and format.

    While the article is quite vague in its definition of player participation, many of its points seem to be true in retrospect. CoM, which had a hegemonic role in the community and a massive influence, intentionally made larps that were easily accessible, since its agenda was centred around making larp a part of the mainstream culture. Most new organizers, then, were generally enthusiasts without much experience, who often simply mechanically copied existing know-how. As a slight overstatement: every larp had some less significant characters that could be omitted if not enough players signed up; violence was resolved by comparing attack numbers; and erotic play was dealt with by using Ars Amandi. All that seems a little funny from the point of view of the current Czech community.

    The game-changer was Rocker, which came in 2010. From today’s perspective, its major contribution was not any amazing design or that it had “scandalous” content; it was mainly that the author, Lujza Kotryová, set all templates aside and gave the larp what she believed it needed: a party feeling, real alcohol, and the first design that used realistic portrayals of erotic content. And she did that in a way that accomplished the goals of the larp (portraying a wild rock band party).

    Rocker will be the end of this part of my reflection. In the next part, I’ll look at the golden years of Czech chamber larps and on the reasons why this chapter of Czech larp later subsided. Don’t be mistaken, though! While chamber larps have become scarcer today, many new Czech small-scale works are still worth playing and have interesting, fresh design approaches.

    On that note, I’ll just summarize some chamber larp collections that have been published so far:


    Cover image: Rocker (photo: Karla Štěpánová)

  • together/alone – Searching for a Soulmate in Summer Prague

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    together/alone – Searching for a Soulmate in Summer Prague

    Written by

    spolu/sami (in English: together/alone) was a game about ordinary people in present-day Prague. The larp
    was lyric, melancholic, atmospheric, and authentic.  It was about friendship, love, life, and things that really matter.
     The characters were asking themselves “Can we be happy when we find our soulmate?” The game was created through
    workshops during one weekend and played on the following weekend.  It used the whole city as a scene – streets, parks,
    cafés, and flats. The game had neither a main plot, nor events common for all characters, except for the ending
    location. We gave players guidance through the workshops, a theme, structure, and most importantly the feeling of the
    game.

    There is an English version of the Design Document and a Workshop
    manual published
    with this article. That is everything you need to run the larp and we will be truly pleased if
    you use them. And even happier if you let us know about it. Please keep the difference between Czech play culture and
    yours in mind and adapt the materials accordingly.

    Collective Creation

    The decision to create the game through workshops was based on several reasons. Firstly, we wanted players to play the
    characters as everyday people in everyday situations. It is easier to do this with close-to-home characters created by
    the players themselves to suit them. Secondly, we were aiming at authenticity. We supported players in including their
    experiences into their own characters or inspiring other players. Also, as the game mechanics were rather hardcore, it
    was important for the players to meet each other before the game. This gave them the opportunity to design the
    relationships of  their characters with respect to the other players and their personal sympathy.

    Saša’s last text message to Pavel after he broke up with her. She pushed his hand off when he
    tried to hug her on their last meeting.

    “I don’t remember when you hugged me last time. I would like to remember it.”

    It was important to us to ensure that the players would leave the workshops with a clear picture of their characters,
    relationships, and plots . Therefore we prepared the Book which contained worksheets for a number of workshop exercises.
     It helped players to note, concretize, and stabilize their ideas. The game on the second weekend was played completely
    in-character. No further metagame communication, except of safety techniques, was allowed.

    Everyday Play

    We believe that the designers should not only give content to the players (it doesn’t matter if they create it directly
    or provide tools for its creation), but they should also tell them how to play the game. A few words of instructions are
    able to change a larp entirely. Just imagine what would happen with the last game you have played, if the author told
    the players before it started “It is a comedy larp. Play it that way.”

    We went even further in spolu/sami. We instructed players not only how to play the game but also how to act
    within it. We used a concept of everyday play which perfectly suits the vision of this particular larp. We believe that
    everyday play brings both esthetical and functional quality. It is challenging for players in all forms: as actors, as
    creators, and as spectators. As actors they are asked for subtle, natural, detailed acting (high resolution). Everyday
    play leads players to use all existing means of expression. As creators they have to work out how to portray characters
    and their stories in hints only. The aim was to avoid literality. The players were continuously deciding what to say and
    what should stay untold. The things you don’t say are often more important than what you do say. As spectators they need
    to read between lines and to interpret the behavior of other players.

    In-game photo by Dominika Kovarovičová
    In-game photo by Dominika Kovarovičová

    We believe that everyday play looks more authentic and it supports immersion of players. The game itself is set in an
    absolutely authentic setting. Almost everything could be (and should be) interpreted within the game. We believe that
    the most vulnerable place which may break a player’s immersion is interaction with another player, in this particular
    game. And everyday play makes the interface between the game and the reality as seamless as possible.

    Of course, there are limitations connected to this approach. The player is able to play only things which he is able to
    portray authentically. The player can’t fake a cry –  a fake cry is still a fake cry in the game reality. And we put
    further limitations within the game ourselves because of safety (intimacy techniques) or playability (key partner rule).

    Freedom

    The players alone were responsible for the believability and consistency of the characters. We emphasize the freedom of
    creation and possibility to change any aspect of the character anytime. As mentioned above, the players created the
    character, its development or meetings with other characters, in workshops. But everything could be changed to better
    suit the actual situation within the game. If anything pre-agreed didn’t make sense, the player could simply leave it
    out or alternate it.

    Night talks on Messenger with a friend.

    Šimon: Well, I have been on a night walk with Saša. Do you know her?

    and and

    well

    I kind of ran away, you know

    I mean

    I am really attracted to her

    but I can’t do that because of Nikola

    but Nikola is supposed to be home like now

    and she still didn’t come

    (…)

    Alžběta: Well, Nikola was sitting in the subway next to Karel and it seemed to me that the party was just
    about to begin.

    (…)

    Alžběta: Are you okay? You say that you are okay at first but you are silent now and that’s not a good
    sign.

    She went for a drink with him and she pulled out a bottle of wine, I don’t think that she is cheating on
    you

    But I know it still can make you miserable”

    Everything that the co-players do during the second weekend is interpreted as an action of the character, not the
    player. If a player didn’t come to a pre-agreed meeting, the character is blamed, not the player. The co-player may send
    them an angry text message or call another character worrying about them. Everything what happened or did not happen
    affects the game that follows.

    Internal Conflict and Key Partner

    It is easy to get lost in such large creative freedom. Therefore, we provided the players with a clear guide and game
    development structure. We set the main topic of the game: “Can we be happy when we find our soulmate?” Based on the
    topic, each player set an internal conflict of the character, which we called the Problem. The Problem affects the
    character in everyday life, no matter if they know about it or not. It was crucial that the conflict was truly internal
    and independent of external impulses. We wanted characters to struggle with themselves, not with each other or the game.

    The manifestations and changes of the Problem were prepared by the players during the workshop weekend as well. The
    changes of the Problem were shown (directly or indirectly) in interaction with the Key Partner.  The rule of the Key
    Partner was the only concession we made on players’ freedom. The game was so fluid that we worried about its
    playability. We wanted to avoid a situation in which the player is not able to play the game. Or more precisely, a
    situation in which there is nobody to play the game with. Therefore, each player chose one Key Partner who had  to
    follow their crucial pre-game agreements and meetings. The rule enabled playing the game in rough contours even if
    everything else were to go wrong.

    Facebook Interlude

    The players created a closed Facebook network with their characters and relationships, between the first and the second
    weekend.  They  were asked to set up the character’s profile, the character’s key life moments, and write at least one
    post every day. They could also comment on the posts of their in-game friends. All Facebook communication was in-game as
    well.

    Our goal was to bridge the gap between weekends and give the players a reason to think about the character every day. It
    worked great. The in-game digital microcosmos was quickly established. It allowed players to internalise who is who, how
    they behave, and who knows whom. Facebook was used during the second weekend for in-game communication as well.
    Unexpectedly, it also became the most important source of information about the game for us, the organizers.

    Intimacy

    In-game photo by Markéta Haladová
    In-game photo by Markéta Haladová

    Intimacy is an inseparable part of the vast majority of romantic relationships. We knew that it would be an important
    part of the game. We had done a lot of research about intimacy mechanics before the game. The authenticity of the larp
    brought us naturally to the option with minimum simulation techniques. The majority of intimate expressions were used as
    they are. A kiss was a kiss and a French kiss was a French kiss. We introduced a technique for simulation of sex which
    was a French kiss in a situation where the partners are shirtless (corsets, bras and similar stay on). The players’
    safety and comfort was crucial for us. And because  the mechanics were rather hardcore we set several safety rules.

    Safety Mechanics

    We distinguished four intimacy levels: kiss on the cheek (starting level), kiss on the lips, French kiss and sex. If
    players wanted to move up a level, they asked a partner for permission by double-tapping them with a hand. If the
    partner agreed, they responded by another double-tap. It was necessary to get this agreement for every increase of
    intimacy level, and separately for every intimate contact.

    The players registered themselves in groups of four. This rule should ensure that everybody had co-players with whom are
    ok to play the mechanics. As the relationships were created in the workshops, the players could easily chose what they
    will play with whom. Of course, the players had to discuss their personal intimacy levels and preferences: and they were
    able to lower the intimacy mechanics’ levels.

    Argument on Messenger, after a live argument.

    Šimon: dead phone, it was ringing when I called at half past two

    I wish you wouldn’t pull the wool over my eyes

    Nikola: And if I told you that I just wanted to be switched off? Would it be better for you?

    Šimon: and you just want to be switched off?

    just go away at night

    without me

    However, it was forbidden to raise the level of intimacy. We have strictly forbidden real sex during the game even
    between real off-game partners. The rule should prevent the hypothetical situation when the game partner believes that
    manifestations of affection are real and they would want more. The no sex rule is clearly saying that such behavior
    cannot be considered as a part of the game (it is out of the magic circle) and it has to be stopped. Last but not least,
    the Cut safety rule could be used.

    Based on the after-game questionnaire, we can say that the intimacy mechanics worked quite well. A number of players
    appreciated the possibility to agree on other than the default mechanics with a specific partner. In several cases
    players didn’t need to use any mechanics in the game. At least three players used the sex mechanic as it was designed
    and they were happy with it. Several players mentioned that they stopped using the double-tap rule during the game with
    a specific partner. But they used it again if they played intimacy with another player.

    Acknowledgement

    We would like to thank many people. The players, translators, photographers… But also, we want to thank a number of
    people who inspire us by their work. Who spent a tremendous number of hours writing articles, editing books and
    websites, sharing their thoughts on conferences, and talking in pubs with foreigners. The following ones inspired us
    deeply: Dance Macabre (which was inspired by In Fair Verona), On the Road and a great chat with
    Kamil Bartzak. Of course, The Workshop Handbook and also Blue-print of Agerlund by Jesper
    Heebøll-Christensen, article on High Resolution Larping by
    Andie Nordgren and many, many others.

    Thank you. It makes sense.

    Aftermath

    If you are interested in a player’s view on spolu/sami, you can check the review by Jakub Balhar.

    We are thrilled that Rolling will use the adapted workshops of the larp for Zusammen/ Sami/ Sudetenland.


    spolu/sami (together/alone)

    Authors: Kamil Buchtík, Lucka Chlumská
    Translation: Zevla Zevlová, Kamil Buchtík and others
    Proofreading: Crian Shields
    Date: first run June 11-12 and 17-18, 2016
    Location: Prague, Czech Republic
    Length: 27 hours 1st and 25 hours 2nd weekend
    Players: designed for 16 to 36 players, played by 21 players
    Budget: CZK 6,300 (EUR 230)
    Participation Fee: CZK 300 (EUR 11)
    Website: http://spolusami.larpy.cz/

    Ludography

    Kamil Bartczak and Aleksandra Ososińska, On the Road (Poland: 2015).

    Tue Beck Saarie and Jasper Bruun, In Fair Verona (Denmark: 2010).

    Mikuláš Bryan, Kateřina Holendová, and Monika Kadaňková, et al., Dance Macabre (Czech Republic: 2012).

    David František Wagner, Lucie Chlumská, and Severin Rast, et al., Zusammen/ Sami/ Sudetenland (Czech Republic,
    Germany: 2017).

    Jesper Heebøll-Christensen, Elisabeth Nørresø Haase, and Sanne Harder, Agerlund (Denmark: 2009).

    Peter Schønnemann Andreasen, Kristoffer Thurøe, and Mathias Kromann, et al., Totem (Denmark: 2007).


    Cover photo: together/alone (promo photo by Hana Maturová)

  • Content Larp Manifesto

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    Content Larp Manifesto

    The Content Larp Manifesto was originally presented on the Content Larp Manifesto website. We have re-printed it with their permission without editing the language.


    In this text, we, the undersigned, would like to present the current position of content larp; the key rules of its design; and its characteristic features.

    The term was coined in the Czech Republic to describe a specific type of larps in the Czech scene, which is typical by focusing primarily on pre-written content provided by the organizers. However, we do not want to limit the term to one national scene and we think it can be used for any game that fits the description, regardless of what scene it comes from. We see content larp as an independent and specific style of larping, both within the Czech larping scene and in a wider international context.

    While the larps that fall within this category are quite diverse, they are linked by several basic features, which distinctly distinguish them from other Czech and international larps. In our opinion, this difference makes it necessary to create at least a rough outline of content larp and to present it as an independent style of larping.

    Roots

    We see content larp as a historically separate and relatively coherent movement. The individual works that belong in this category are primarily inspired by other, preceding content larps and only secondarily by other impulses. Content larp has originated from the Czech larping tradition and we see it as a strong part of the Czech larp culture.

    While the final form of individual content larps can resemble that of some works of the Nordic scene, the design principles used to achieve that form are based on a different ideological and cultural framework. We therefore do not want to be seen as a part of the Nordic larp((Not even when taken according to the broader definition formulated by Stenros. [Stenros, Jaakko. 2014 “What Does ‘Nordic Larp’ Mean?.” Pp. 147-156 in: Back, John (ed.). The Cutting Edge of Nordic Larp. Knutpunkt.])) movement, although we fully respect it and see it as an interesting form and a valid source of inspiration.

    We think that we are only one of many streams of diverse national larping traditions, which were mostly passed down only orally or documented in their respective national languages, which limited the possibilities for international reflection. We hope that this manifesto will be a step that might contribute to a change: to an emergence of an international theoretical discourse, in which content larp will only be one of many design approaches.

    Specific Features of Content Larp

    1. A larp is prepared primarily by the organisation team. Apart from practical aspects of organization, the team is also responsible for creating a robust game design and complex characters for the players, which have enough content (plots, relationships, goals) for the whole time of the game. That means that the player’s role is not to co-create content before the larp, but to develop and interpret the pre-written content.
    2. Until the larp itself, the character is fully separate from the player. The player does not participate on creating their role (they do not prepare their own plots, relationships, etc.) and no role is designed by the organizers for a specific participant. In principle, that means that a role in content larp is quite close to a role in a theatre play: The participant can identify with the character and interpret it, but its purpose in the story and the boundaries that limit it do not change. That means that in case of a rerun, any other player can play the character just as well.
    3. Every character can be interpreted as the leading one. Every character has its indispensable place in the story and enough game content to place it in the centre of a specific segment of plotlines((We are aware of the issues that games, which work with many dramatic arches and plotlines, necessarily face; such as a superfluous amount of storylines or a lack of thematic unity. However, we think that the advantages of this approach outweigh the problems.)). The goal of content larp is to give every player in any role the same richness of experience.
    4. In key moments, the players’ freedom of decision is limited, in order to make it possible to achieve dramatically strong moments. The participant is not robbed of the opportunity to make important decisions, but the designer limits the range of their choices to those that have an interesting effect on the story and other players’ characters((There is naturally also some limit on situations where the decision of one player could significantly and unproductively disturb the play of others: for example by a drastic change of the story’s development or by removing another character from play prematurely. For these cases, larps generally employ some set of corrective measures; be they diegetic (e.g. the characters respect the decisions of a leader, who can step in, in character, in case there is a danger of an undesirable development) or meta-game (e.g. a rule stating that character’s injury can only cause death in the last part of the game).)). Because of that, the larp design can use a pre-planned structure of difficult choices and meaningful consequences, which support a dramatic and emotionally strong story.
    5. A content larp offers a prepared, dramatically strong story. Both the larp’s overarching story and the individual characters’ stories have pre-scripted arches, twists and key themes in a content larp. The form prefers this pre-designed and interconnected structure to open improvisation or a pure simulation of a life in a different reality.
    6. One of the goals of content larp is to be seen as a form of art. We believe, that the designer’s intent is embodied in the larp’s content and design, but we are also aware that, as is the case with many other performative activities, the final work of art can only appear with the players’ participations. We therefore see players as respected partners in creation.

    We want to make our games accessible to players from outside of the Czech scene; we want to play international larps and we want to be inspired by other larp traditions. We do not wish to become isolated and we do not see content larp as a more valuable form than any other larp styles in the Czech Republic and in the international scene. However, we do see it as an independent category both in the Czech and in the international scene, which is what we want to express by this manifesto.

    Signed:

    • Filip “Drirr” Appl
    • Kamil Buchtík
    • Martin “Pirosh” Buchtík
    • Pavel Gotthard
    • Michal Havelka
    • Petr Kuběnský
    • Jindřich “Estanor” Mašek
    • Jakub Míšek
    • Tereza Staňková
    • Jiří Rosol
    • Iva Vávrová
    • David František Wagner
  • Hell on Wheels – Experience the Wild West

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    Hell on Wheels – Experience the Wild West

    The Hell on Wheels larp is a dramatic game for 54 players that takes place in Stonetown, a western settlement in the Czech Republic. It draws its inspiration from the US AMC TV series of the same name. It borrows certain characters and introductory plots from the series, but handles them freely and places them into a broader context of the transcontinental railroad construction in 1866. The game takes approximately 20 hours and is preceded by roughly 5 hours of pre-game workshops and gun handling training.

    Our journey to the western-like larp started in 2013 and went through different concepts. Eventually, we chose to convey a dramatic, film-like experience to the players. We decided to make a genuine western stuffed with all the clichés, character archetypes, and scenes people remember from their favourite movies.

    There were gun fights, duels, brawls, prostitutes, Indians on horseback galloping across the plain, boxing matches, cancan in the saloon, whiskey… all emphasised by dramatic music, both recorded and live. On the one hand, the game was based on visually interesting dramatic scenes: on the other, it gives the players room to experience relationships, intrigue, powerful stories, personal dilemmas, and intimate scenes.

    Hell on Wheels is mainly about a film-like experience; nothing too psychologically complex. Everything is done for effect, the inspiration coming from the Hell on Wheels Season 2 is palpable, one cliché follows another – but it’s a damn western! They’ve given me exactly what they promised and what I wanted. Duels on a muddy street, brawls in the shadows, the howling of the Injuns riding past… What more could I ask for? Although it’s not completely shallow. Racial hatred, the machinations surrounding the election of the mayor and the personal tragedies of the Native Americans living in a white town, all that adds credibility and pathos to the story.

    Karel Cernín, player

    Production

    Negotiation with Indians.
    Negotiation with Indians.

    Since realistic scenery and the visual aspect were our priorities, finding an appropriate location for the game was crucial. We managed to find a western town: it is small, but perfect for our purposes since it is period enough. There is a saloon with a brothel, an office, a telegraph station, a store, a barbershop, a sheriff’s house. At the same time, there are sufficient conveniences: Players are accommodated in themed log cabins and modern sanitary facilities are available.

    By establishing a balance sheet, we found out that if we incurred a moderate debt, we would be able to overcome the chief obstacle and get realistic-looking, working guns that we found essential for the game. Horses are also involved. They are mainly mounted by the NPCs and their presence greatly contributes to the movie-like ambience of the larp. The ambience is also significantly enhanced by the use of pyrotechnics. It makes wells blow up and covers the town in smoke and fire after shoot-outs. Players had to get their own costumes and an overwhelming majority of them prepared their costumes with care and improved the overall visual level of the game.

    The first run was successfully held in the autumn of 2013. Visual promotion turned out to be crucial for a dramatic genre larp; stunning photos were one of the reasons why the game got plenty of the hype that enveloped the following Czech-language runs. When our game even started being mentioned abroad, we decided to risk additional time and resources and have an English-language run. The international run gave rise to several difficulties following from the blending of various larping cultures and different views of some of the delicate topics, namely racism and the gender question.

    We decided to make minor concessions in depicting racism – instead of dark make-up, the freedmen were marked symbolically – and to expand the pre-game workshops that allowed us to better transmit our notion of the game‘s principles, topics, and modes of playing. The players came from 12 different countries, mainly Italy, Denmark, and Sweden. For many of us, hearing English in the Hell on Wheels western town was the one last thing needed for our movie-larp dream to come true.

    By now, one international and four Czech runs have been played, endowing us with enough experience to assess the mechanics and topics employed. In the following sections, we will mention the principal ones.

    A prostitute flirting with railroad workers.

    Topics of the Game

    The game is set in 1866 in Nebraska, USA, and revolves around the construction of the transcontinental railway by the Union Pacific Railroad company. The tent camp of the workers and those who follow them – appropriately called the Hell on Wheels – is slowly turning into Durantown, a new settlement. Some of its inhabitants are getting ready to follow the construction when it moves further: the company is hurrying to build the railway line up to the target point before its competitor. Others, though, prefer to start a new life in the town, and there are also strangers whose intentions are unknown. On top of that, the company leadership abounds with intrigues, the threat of an open war with the local Cheyenne tribe is growing, and everything is influenced by a number of personal relationships ranging from love, faith, and friendship to revenge, racism, and madness.

    Upon the preparation of the game, we decided to make a single main story that involved everybody in one way or another. We worked together with a group of people who are involved in Native American re-enactment: they represent a major external danger that became a thread of the story. The main storyline was naturally densely bound with other plots – such as “the Indians know where the gold lies,” or “there is oil on the Indian land” – and with personal stories of individual characters, such as “a specific Indian killed my husband.”

    Animosity between different nations and ethnic groups constitutes a source of internal tension. Germans hate the Irish; Americans hate the Germans and the Irish; everybody scorns prostitutes and hates freedmen and Indians. This includes racism, the most controversial feature of the game for many players, specifically the play of the freedmen group and the Native American characters. It was not so much about enjoying a western movie, but rather about an inward experience of a racist environment. What was our goal? To transmit through personal experience the concept of racism and the way it works, and to stress its negative effects.

    Lazy afternoon on a porch.

    Focus on Drama

    Before describing the game mechanics we employed, it needs to be stressed that we decided to subordinate almost everything else to the effect brought about by drama and ambience. We aimed at creating a profoundly convincing atmosphere of the Wild West for the participants, so that they would – as one of them said – “go home with the feeling that they know what the Wild West was all about.”

    This is why we chose realistic guns – gas guns with acoustic ammunition – that behave like the real ones and also legitimately give the feeling of danger. For duels, we chose to base our game mechanics on body stances. Every gunslinger is given a number that determines the initial posture they start the fight in. The stances are known to all players, so each of the fighters knows before the duel whether they are going to win or lose. The shoot-outs were based on a dramatic acting out of the injury, according to the players’ own preferences with regard to the logic of a particular scene. Brawls and fights with padded cold-steel dummy weapons worked in a similar way.

    The larp also included a group of prostitutes and a number of romantic plots. Obviously, we had to find a way to act out sex scenes. We eventually chose the symbolism of pressing cheeks against each other and unbuttoning or removing a part of the costume or a costume accessory. We also set a mechanic for how both players can agree on a different and more daring way of acting out the scene without going off-game.

    The game is structured into four chapters. The first chapter starts with scripted scenes and for each of the following three chapters, several major events are prepared in which almost all the characters can be involved, actively or passively. These events are usually related to the main storyline or some of the smaller storylines of particular groups or characters. When we were writing the personal stories of the characters, we made sure that each character has a specific issue to tackle in every chapter: every player had a meta-game booklet with instructions for the beginning of each chapter that offered them ideas on what and how to play or simply assigned them a specific scripted scene.

    During the creation, we intertwined the storylines and prepared NPCs to intervene in the story if necessary. At the same time, there were several NPCs acting as normal player characters, serving to push the story forward or to help move plots that became stuck.

    We also used the mechanic of “barbers”: two organisers were available for players throughout the whole game to consult about their characters, the development of the story, etc. If a player needed to consult an important in-game decision with the organisers, did not know what to do, was bored, or needed to access a new plot, they could “go to the barber’s.” There, they could go off-game and discuss the matter with the organisers.

    Finally, I would like to mention one more concept: double characters. Some players’ characters were intended to stay in the game only for half of the game. In the second part, the players arrived to town as new characters. The aim was to make some conflicts escalate in the middle of the game and, at the same time, enable some players to play two different characters, somehow indirectly, but meaningfully related to each other, thereby offering the player the opportunity to approach an issue from two different points of view. The idea received a favourable response, and it turned out that it might be an interesting alternative for players who don‘t mind a limited space for developing their plot and a scripted end of their first character.

    It’s not wheels that make it hell
    Just hear the song of the preacher’s bell
    Clouds are brown like cowboy’s spit
    Welcome to this hellish pit

    Tom Tychtl, player

    Indians attacking the town.

    Hell on Wheels

    Credits: Filip Appl, Tereza Staňková, Tomáš Dulka, Ondřej Staněk, Jan Zeman, Jaroslav Dostál, Veronika Dostálová, Tomáš Felcman, Jana Isabella Růžičková, Jan Teplý

    Dates: 5 runs in the years 2013-2015

    Location: Stonetown near Humpolec, the Czech Republic

    Duration: 2 days

    Participants: 54

    Budget: €3,600 for each Czech-language run, €6,200 for the international run

    Participation Fee: €60/€80 Czech-language run, €145 the international run (due to translation of the texts)

    Game Mechanics: Body postures in duels, meta instructions in players’ booklets

    Website: http://HowLARP.cz/


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

    All photos provided by the Hell on Wheels organizers.

  • Legion – Trans-Siberian Railroading

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    Legion – Trans-Siberian Railroading

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    The Great War, or the first World War, was a massive, horrible massacre on a truly industrial scale, and it is one of the wars I find most fascinating. I’ve read so much about it it, know so much trivia and still I had almost no knowledge of the Czech Legion in Siberia. Walking a few miles in the shoes of those legionnaires not only opened my eyes to a very important piece of history most of us probably have no knowledge of, but also brought me new friends and some very emotional memories.

    NOTE: This article is purposefully vague on the actual events during the larp, in line with the organizers wishing to keep story and plot spoiler free for coming runs.

    Legion, or Legie as it is called in its original language, is a Czech larp that had already had six runs by the time the international run was played, and is a game for 54 pre-written characters, both soldiers and civilians. The story is based on (very well researched) historical accounts of the Czech Legion as they found themselves in Siberia, unable to return west to their newly proclaimed state after the collapse of Imperial Russia. It is a rather complex history, one that I highly recommend you at least look up in Wikipedia, but basically they were stuck for years along the Trans-Siberian Railway fighting or negotiating to evacuate to Vladivostok and go home to Czechoslovakia.

    The Story of the Legion

    When signing up for the larp, players got to describe their views on what they wanted out of the game etc, even writing about a person that they would identify with or be inspired by, and I take it all of this was taken into account when the organizers decided on what characters to offer the different players. Once that process was done players were offered three characters (with a short synopsis) and told to rank them in preference, and down the line you were handed one of them to play.

    Characters were really diverse and spanned thematically very well over the different aspects the organizers wanted us to relate to; there were soldiers naturally, both idealistic volunteers and less enthusiastic ex-prisoners of war, there were nurses and civilians, wives and followers, and a few local guides. The character material was hefty, quite a few pages of back-history, motivations, relationships etc and you could tell the organizers had spun a very thick and wide net of relationships, potential drama and friendships (and animosity). All in all I think I had some 80 pages to print in total, including history, character, player notes, practical info etc, so quite a lot to read but very well produced and meaningful.

    As stated earlier, the organizers asked us to be mindful of the game not being transparent, and since I don’t want to spoil the game for players who have not yet played it, I’ll just say that the plot itself really felt cinematic but at the same time realistic. There were all kinds of emotions and motivations flying around – love, hate, community, survival, morality vs pragmatism, democracy vs chain of command etc – and I found that it worked really well, especially since the journals pushed most characters into changing or evolving during the game, sometimes in grand ways, sometimes very discreetly. The game has really grown on me once I had time to process it, there was just so much going on and so many emotions to handle that it took time to process it once out of the grueling march.

    Photo by Hana Maturová

    Dial up the Hardcore

    Right from the start we knew Legion was going to be a hardcore larp. Uniforms and gear would be provided. Blank firing guns too. It would be played in the dead of winter in the Czech countryside (one night march the temperature was twenty below zero centigrade), we were going to be marching quite some distance (as it turned out, 25 kilometers through snow and ice, up and down some pretty steep and slippery slopes), we were going to be hunted and harassed and boy, did the larp deliver. For many of us, it was the most physically challenging larp we have ever played, and some players (myself included) came close to the breaking point at one point or another – but I don’t think anyone actually reached the point where they had to stop. I must say I was very impressed by the preparations and care given by the organizers here, which made us feel very safe and able to keep going.

    The focus on the physical – the marching, the cold weather and the rest – really brought you into the mindset of being a soldier (or nurse, or prisoner) in a really shitty situation, a taste of what it must be like forcing yourself to go on taking one step after the other or just falling down and giving up. Many of us found the marching and physically challenging environment really helped getting “inside the head” of your character.

    Railroading and Larp Culture

    Going to an event where there is another larp culture than you’re used to is an interesting experience. Culture clashes will inevitably happen, and I think most of us had that in mind going there. We were not sure exactly what the conventions were or how the play style would be, but the organizers were very clear on two things: the larp would be heavily railroaded and there would be very little transparency and lots of secrets. This is, coming from the nordic larp sphere, a bit unusual but I think most of us just accepted the premise and went along with it – when in Rome…

    Photo by Hana MaturováAs it turned out, the format of Legion was in some ways similar to what you’d expect a nordic larp to be, and in other ways contrary to current nordic larp trends. One example of the latter is players not being aware until mid-game that their characters had a scripted death scene and that they would be given an new character for the remainder of the game. That the game was heavily railroaded made sense; if we’d just been let loose in the icy countryside the larp wouldn’t have worked, and some other aspects were both interesting and useful, like the fateplay instructions in players journals or the combat/damage/healing system, but some design issues felt like they could use some improvement.

    I think the biggest problem, at least for me, was the sheer amount of stuff to be done once the legion was stationary at a location. There was a conflict between playing soldierly duties (standing guard for instance), resting and recuperating, larping with your co-players and playing out the suggestions or orders in your journal. For some of the locations it felt as if you either had to drop the soldier character to do relationship drama, or vice versa – this however got better once we got deeper into the story. There were other things in the written suggestions that felt a bit weird or off track compared to where you were in the game as well, which kind of made me “hack” the game a bit (even though I tried respecting the rules and vision of the game). Unfortunately, for me and a few other players, the plotlines that had to do with romance came at a time when I was just physically too exhausted to really play them out.

    As usual, we had some problems with what I refer to as “larp democracy”, the situation in which your game can become bogged down in debate and making compromises and making sure everyone gets to speak up. We also had the all too common problem of players (as a collective) smoothing over or trying to solve conflicts arising, instead of letting them play out to their conclusion. This was however not the fault of the organizers per se, but a common occurrence at almost every larp (regardless of where), and I think there needs to be instructions, workshops or just talks about it before the game unless that concept is actually part of your design.

    In hindsight, the game could have really benefited from an hour or two workshopping how to act as a soldier (lining up, saluting, chain of command, passing orders down the line, marching etc). Because of delays in transporting players to the site etc time ran a bit short.

    Czech Your Privilege

    Having said all that, I realize I was a guest at one specific event with its own history, norms and culture, and I come from a larp scene where we just have different experiences, different dos and don’ts, so instead I’ll end this short summary with the things I think the organizers did really well. The logistics, information and production values were very, very high – some of it much better than I’m used to from the nordic scene. The organizers had a huge, committed team and they really inspired trust and enthusiasm in me and my co-players. There was so much cool gear, everything was so well planned and executed, and we felt really well taken care of. Very inviting and hospitable atmosphere. I can imagine just how much work went into creating this experience for us. Also, I have never seen a more beautiful larp site than the one we trekked across, and some of the locations were just marvellous.

    The NPC team did a marvellous job as well, keeping the pressure up and really populating the locations we visited. You really felt as if the entire team gave their very best performance for us to enjoy. But, maybe the biggest takeaway from Legion is that we were given a story that just grows on you, and makes you realize there is a whole country and its history that you know so very little of smack in the middle of Europe. I now have a burning interest to learn more.
    Brothers, sisters, if there is another international run of Legion, don’t hesitate. Sign up. I’ve had maybe one the most powerful and interesting larps I’ve had in a very long time.

    Photo by Karel Křemel

    Legion: Siberian Story

    Date: January 18 – 21, 2016
    Location: Czech Republic
    Length: ~38h game time
    Players: 55 players + NPCs
    Website: http://legion.rolling.cz


    Cover photo: Soldiers of the legion charging over a field (play, Karel Křemel). Other photos by Karel Křemel and Hana Maturová.

  • Salon Moravia – Cabaret for Women Only

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    Salon Moravia – Cabaret for Women Only

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    "A new age..." (Play, Jiří Dukát)

    The door shut and he was gone. At that moment, Evžénie forgot his rank. But she would never forget his short moustache waving over her, how the lips under it were feverishly mumbling something in that repulsive language. How he snorted when he humped. She slid down to the floor. Her back against the wall, she lighted a cigarette and again read the letter with a brief and clear instruction. She spilled the powder from the little vial to the General’s glass. Was he the same man with whom she slept that night? Evžénie did not know that. Everything blurred together, she saw everything through a fog…

    Salon Moravia was the first larp in Czechia organised for women only. A total of 40 players attended, and according to their ratings on the Czech and Slovak larp database, it was the best chamber larp in the Czechia and Slovakia.

    It was a scripted narrative dramatic game set during World War II. The players could experience the ambiance of an exclusive brothel, the difficult role of women, and the burden of that historic era. Each player could influence the story by a series of decisions.

    "For your sweet memories..." (Play, Michal Kára)Salon Moravia had a detective plot which was the primary focus in the first two runs, but we gradually de-emphasized it. Starting from the third run, we included more political, national and social plots. We also emphasized the terror of inhumane actions. The conflicts among the players characters and between the characters and NPCs were expanded, concentrated and more strongly intertwined wherever player feedback showed us any weak spots.

    In six (seven in case of the last two runs) approximately one-hour-long chapters, we followed the characters through six years of the duration of World War II in Czechoslovakia, and we gradually transformed the mood in the brothel using inputs (from NPCs and letters to characters).

    We started out with an impression of luxury, carelessness and light flirting mood of the 1930’s and gradually tightened the mood by the gradual disappearance of Jewish and Czech characters and the appearance of German soldiers during the occupation, and by messages from the characters’ relatives about events in the country.

    The diversity of Salon Moravia‘s employees reflected the diversity of the inhabitants of the Czechoslovak Republic at that time, including their nationalities (Czech, German, Slovak, Jewish), education (from illiterate to higher education and even business experience), social position (poor village girls as well as ladies originating from upstanding urban families), and even political ideas (from complete disinterest to excitement for the ideas of national socialism or communism).

    "Peace in our time" (Play, Jiří Dukát)

    I really thought that their killing of one of us would be the worst that could happen… And then I saw another girl on the verge of collapsing to the ground… her face… I came to her and asked what was wrong. She handed me the letter and the attached yellow Jewish star. My mouth went dry. No. Not again. I cannot bear to lose another girl. I cannot let it happen. I quickly wiped her tears, took the letter, and told her: “Come with me. It won’t happen again. We won’t hear another shot from behind a closed door spelling death. This time, it will be different.

    Before the Game

    "Dear sister, I must go and protect the right of everyone to live in freedom. I hope you understand." (Play, Jiří Dukát)The format was inspired by the lack of similar games around us and the apparent shallowness of female characters in various games we had played. We wanted to challenge ourselves to create believable, interesting and strong female characters.

    We assigned the prepared roles according to a questionnaire wherein the players marked preferred types of experience, their comfort limits concerning intimacy and violence. They also prioritised preferred characters, marked interest in key game topics (romantics, violence, rape, betrayal, collaboration, death). According to feedback it would be preferable to update the comfort limits just before the game.

    After selecting our players we would actively continue to work with them online. We had a dedicated Facebook group for each run and in the months and weeks before the game we would discuss any issues concerning the game itself, their clothing (which they had to arrange themselves), make-up, hair styling, etc. A useful technique for verifying the players’ engagedness in the pre-game online activities was asking them to “like” it to confirm that they had read and acknowledged it.

    In the entire game we strived to create a 360° illusion of authenticity, but we did not maintain historic accuracy; our aim was only to represent the ambiance of the era. We therefore focused on selecting the right location and supplied a lot of material to the game: paper money, uniforms, handwritten letters, photos, and various other items. In all possible extent we also modified the locations to minimise modern features (although we were obviously limited to reversible changes).

    We decided not to use Ars Amandi or any other representation of eroticism to keep our game as technique-less as possible.

    Our solution was simple and relied on our NPC players’ responsibility. As a player would approach her intimacy limit, she could use the safe word “decadence” (selected so that it would not disturb the game). One could also encourage her partner to be more courageous using another key word. We used a similar technique for alcohol – when ordering a drink the players could order “as usual” to get water. This technique was inspired by the Skoro Rassvet larp.

    "Rose-tinted glasses?" (Play, Jiří Dukát)After the second run we also modified and expanded most characters focusing on their political and nationalist ideas. Before each run we expanded the NPC team from the original six to the final thirteen people who represented more than twenty characters. We also added a new expendable player character to further tighten the mood in the game by killing her off after about a third of the game. This deeply impacted the other players as this “cuckoo” player would register, engage in pre-game activities and played the first third as one them.

    The players much appreciated our selection and management of the NPC players. We always chose people people we knew personally to be responsible, which was necessary to make sure that no NPC would surpass any player’s comfort level. Most of them were even willing to shave mid-game to better separate the different NPCs they portrayed.

    We designed the conclusion by escalating all plots before the arrival of looting revolutionary militia and Soviet soldiers who punished virtually the entire staff of the brothel for collaboration with the Germans. This punishment was deliberately inadequate and unfair to drive forward the point of injustice and randomness of certain historic events. The game ended with us turning off the lights mid-scene, and one of us would read aloud the outros for all the player characters and major NPCs, reflecting the players’ choices.

    Tears… tears everywhere. How many girls did I have to console? How many trickles flowing down their cheeks did I have to wipe? I had to pretend everything was alright and that it would end soon… But it won’t. I realised that after that Kraut led me downstairs, humiliated me and took me roughly and violently. We are all collaborant whores. Nothing more, our pride, honour and conscience, everything gone.

    "My dear daughter..." (Play, Jiří Dukát)I see his face in front of me, feel his hands taking me and hear his voice talking to me. Does it make it any better that I did it for her so that she has enough money for her baby girl? I doubt it. I fall to the floor, pulling my hair with one hand and helplessly slapping the wall with the other. One of the girls appears. She pushed a glass in my hand and she said precisely what I always said.”It’s going to be alright.” Does she know that it never will?

    The post-game responses were generally very favourable, while providing us with useful feedback especially in the first two runs. We realised that people were expecting a more mature and terrifying game than we initially envisioned. Some of the players were also very creative and provided us with post-game stories from the characters’ perspective, initiated an after-party a few weeks later and even filmed video confessions. We would like to provide some space for the players’ own comments from the Czech and Slovak larp database.

    The game is very well thought-out. For the entire time I felt my decisions are my own, that I can choose and that nothing in the organisation manipulates me, and even so they could steer my story where they needed. As much as I can tell each player’s story was full and intensive, everyone was a main character with enough to do, and each experienced their own burdens.

    "Who could pay more?" (Play, Jiří Dukát)

    The NPCs were crucial for this, there were more of them than players, and most played several roles over time, which was expressed by very different costumes and roleplaying. Most conflicts in game therefore were not between the players, but occurred due to the need to respond to external inputs (speeches in the radio, letters and NPC plots) which nevertheless felt very natural.

    Katerina Midori, player

    Count Druck von Linke has just met the ladies. (Play, Michal Kovář)

    …I salute the organisers because in this topic I am quite sensitive to excessive tear-jerking and historic lapses, and I encountered none of that here. In contrast, most big topics in the game were presented in a very believable manner and not black-and-white, which I appreciated a lot. For me was tense, dramatic, well-escalated and full of strong emotions. I would like to give extra praise to the NPCs – the gentlemen were awesome and perfect…

    Mivka, player

    "Don't be shy!" (Play, Jiří Dukát)

    Before the first run I was a little worried about characters designed without prepared relations and clearly defined goals, but it was a pleasant surprise how such “incomplete” characters developed directly in-game under the pressure of external inputs. Each character has scenes prepared just for her which I really appreciated.

    Lujza, player

    "Good evening, sir" (Play, Michal Kára)


    Salon Moravia

    Credits: Radim Bondy, Veronika Bondyová, Jan Fiala, Blanka Hanzlová, Sära Komasová, Anežka Müller
    Date: November 17, 2012; February 02, 2013; November 16, 2013 and November 22, 2014
    Location: Brno, Czech Republic (and Slavkov u Brna for the last run)
    Length: 6 – 7 hours + one hour pre-game workshop
    Players: 10 players, 6-13 NPCs
    Budget: €1,000
    Participation Fee: €17 per player (average)
    Game Mechanics: Minimal, only safe words for intimity, violence and alcohol.
    Website: http://www.pojd.name/salon


    This article was initially published in The Nordic Larp Yearbook 2014 which was edited by Charles Bo Nielsen & Claus Raasted, published by Rollespilsakademiet and released as part of documentation for the Knudepunkt 2015 conference.

    Cover photo: “If you don’t tell, take a good look in the mirror so you remember what you looked like.” (Play, Michal Kovář). Other photos by Michal Kovář, Jiří Dukát and Michal Kára.

  • Moon – A Firefly Larp Not Exactly about Firefly

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    Moon – A Firefly Larp Not Exactly about Firefly

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    How we created a Firefly larp, not exactly about Firefly

    One day the world became too small for all of us. Then we started to settle other planets. Terraformation begun. Things changed. Lot of us became adventures, seeking freedom and independence. But with great power comes great responsibility… None of us had an idea of what the “Alliance” would be capable of…

    Take my home, take my land,
    take me where I cannot stand.
    I don’t care, I’m still free,
    you can’t take the sky from me…

    Words from The Ballad of Serenity, the Firefly theme song.

    What is Moon?

    Moon is a chamber larp (3 hours + 1 hour debrief) for 10 players, situated in the Firefly universe. But the essence of the game lies in something else than in a cool sci-fi/western setting, and knowledge of Firefly is not necessary for playing the game.

    After nearly four years of running Moon, we have decided that it’s time to capture moments from the life of this game. From the first idea that came to mind, to the last weekend when we put our grown-up child in the hands of other teams. This will not be a complete walk-through of the game, but an outline of useful tools for other game designers. We’ll try to describe features in enough detail that anyone can copy them.

    Game Design & Tricks

    Hard decisions have to be made. (Play, Kristýna Nováková)

    First of all, we wanted to write a game not only to entertain people but also to make them think about a certain topic. That is why the whole Firefly setting is just scenery for our metaphor. Beyond a cool surface there is a very-much-discussed topic; the decision made by the Czechoslovakian president Edvard Beneš after the Munich Conference in 1938 (where he decided not to fight against Hitler and to let the country be occupied).

    We wanted to show this difficult decision- making process as it applies to everyday life (“Would I risk the life of my spouse?”) at macro-level political circumstances. Players were not aware of the parallel before playing the game.

    This is also the backbone storyline of the larp which drives the flow of the game and makes it cohesive, but it is followed by a number of smaller relationship-based plots. There were also three time points in the game which served as bottleneck for the players.

    All of these were speeches, which redefined the situation and focused characters back on the main story plot. In the last one, the governor could choose one of the pre- written texts to decide whether the Moon colony would go to war or accept the occupants. That is the way we ensured a dramatic ending of the larp.

    To make the game more authentic all the speeches were based on real historical materials (the Munich Agreement for example). It was a kind of easter egg for players, just like the names of the characters, which referred mainly to important Czechoslovak politicians or characters from well known books of the given period. This was surprisingly highly appreciated by a number of players afterwards.

    The second interesting game design aspect is the storyline itself.

    The whole scenario contains five smaller compact chapters linked together mainly by interpersonal stories and the history of the Moon colony itself.

    Each character took part in 4 of 5 chapters. From the game designers’ perspective it worked well. It was easier to indicate if a certain character had enough content to deal with during the game, and the plot lines were logically coherent.

    We accomplished coherence by a quite simple trick. There was a rule for adding any object or person to the plot: It has to be connected to as many characters as possible. So, for example there were messengers who were carrying important medicine and some message was given to them. But they were killed by another character, who stole both: the message and the medicine.

    There were also someone ́s friends, who were furious about their death. Finally, the fate of the messengers was important for every character. And this brought to the game a sort of complexity where unintended conflicts and links between characters emerged (we used this technique in a more developed way in our newer games).

    However, the chapters and connections were used only as a game design tool; for the players they were invisible. We wrote all the characters in the form of a story. As they were quite long (about 5 – 10 pages), each storyline or important information was repeated at the end of the text.

    Meta-techniques in Moon

    Our intention wasn’t to have a game full of rules, but some game tricks were necessary. After some discussion we picked three (four, after few reruns) of them.

    First of all, there was an “intro” made of three scenes, which were written by us, and so became more like coordinated drama scenes. The reason, why we have decided to use this was in our experience of slow booting of chamber larps in that period and we didn’t want to have a game with a slow beginning.

    This sadly proved that we probably weren’t able to manage them in the right way anyway, because in almost every run of the game, there was someone, who failed to do what was asked. It is possible that just writing a set of non-specific instructions on a piece paper and leaving the rest to the players wasn’t such good idea. The basic problem was probably in the strong chain of specified actions spread among different players.

    A second meta-technique was special costume props. Aside from flags, hats, and so on, we had grey berets and brown pelerins. According to the Firefly universe (and our intention) there are two opposing sides of the conflict, and we needed players to have the possibility to show their affinity to the Browncoats or the Alliance explicitly. Anyone, who was wearing one or another, was for that moment publicly declaring “I am on side of…” This was also used to escalate conflicts between players subconsciously (and was also pretty and cool).

    A third special rule was using a bit of music. For the whole runtime, there was music playing in the background (we’ve spent a significant amount of time picking music that would be fitting – surprisingly using the “shuffle” mode during the first few runs came up with mind-blowing scenes combining tough situations with precise lyrics). And when we wanted to intervene in the game (like radio broadcasts and booting scenes) we’d just turn the volume up, which intuitively made the players listen up for what would come next.

    A fourth added technique was the rule of non-specific informations. It turned out, that players were forced by the large amount of information we had given them to investigate issues in detail. But that wasn’t our intention. So we added a simple rule of “the character who is the expert in a certain field is always right in discussions about that field”. So when the players were talking about something we did not write into the game, it was up to them. We wanted a dramatic game, not an investigation of specific actions in an exact time and space.

    The last specific thing was running a beta test of Moon. We weren’t sure, if everything would go right or not, so we needed feedback to improve the game.

    We picked a group of selected players we knew and ran it in small clubhouse. These players were chosen to fit the characters we’d written and also by their ability to give us the feedback we needed. Thus we were able to improve the game after the beta test.

    Reflection / Feedback

    "This looks photoshoped" - review of the characters. (Play, Kristýna Nováková)The structured feedback was divided into two parts. The first was rather quick. Each player got a chance to briefly summarize their current impressions and emotional state. This simple step helped the players to concentrate themselves on the next parts, as they were given space to express what was close to their hearts.

    This step also served as the first psychological safety check for organizers. More detailed questions followed. We focused on the highlights of the game:

    ”What was the most interesting scene that they did not take part in?”, “When did the character reach the final decision?”, “What was the key argument?”.

    The second part reflected the topic of the game. We created a line, where the ends represented the two poles of a decision: war against a much stronger enemy or acceptance of occupation. Participants were at first asked to choose their character’s place and then their own. Usually it was followed by a spontaneous (but mediated) discussion where a lot of arguments and points of view were mentioned. The last activity was a structured discussion in couples to ensure everyone got time to formulate his or her opinion.

    Afterwards the participants responded that this experience was far away from the prevalent rational historical discussions about what Edvard Beneš should have done at that grave moment of Czech history. It brought before them a completely new perspective to the problem, as they were forced to make a decision themselves in the context of arguments which were all around them. We ha ve never mentioned it explicitly, but as you could see above we implemented a number of indices into the game.

    Moon Release Session

    After approximately 30 runs of Moon we came up with an idea of releasing the game to the public. When we started out, we had decided not to, but time changes things.

    We had been enthusiastic about doing more and more re-runs of the game. But at some point the next year this enthusiasm left us. So we decided, that we’d send it into the world, but not just by uploading it online. That was the birth of the “Moon release session”.

    The idea was to get some fans and capable promoters together and teach them how to work with Moon. We had written an article about what we were up to, and published it on the website larp.cz (and of course pushed it through Facebook).

    We had enough applicants to choose from. Finally, there were 12 people from across the whole of the Czech Republic who learned how to promote Moon. The whole thing took place in a cottage, where we had prepared several activities. From learning the story background, to diving into the game mechanics; both game design and technical stuff. And partying, of course!

    We did not have any proper timetable for running the game, so the participants also had to make their own notes about timing, and how to do it all (the fact that there was no timing for the game was one of the reasons, why we did the weekend session, since none of us wanted to write that terribly long instruction manual).

    Costumes were discussed, and now there is more than one set of the props in existence in the republic. After this session, there have already been several re-runs of Moon not done by us. Which means we’ve reached our goal – the game lives on.

    Conclusion

    We are proud that Moon is still able to compete with newer chamber larps, because the Czech chamber larp scene is evolving a lot and dozens of chamber larps have been written in the last four years. So far, more than forty runs have been done.

    And it’s still flying.

    John Raw, old badass waiting for fulfilment of his old mission (Play, Martin Buchtík)


    Moon

    Credits: Martin “Pirosh” Buchtík, Jindřích “Estanor” Mašek, Petr “Drrak” Platil, Filip Kábrt and Roman “Gordhart” Čech.
    Date: February 2011 – till now (more than 40 runs in total)
    Location: Various
    Length: Game 3 hours, debriefing 1 hour
    Players: 10 per run
    Budget: ~€6,500
    Participation Fee: €2 – €7
    Website: http://moon.madfairy.cz/


    This article was initially published in The Nordic Larp Yearbook 2014 which was edited by Charles Bo Nielsen & Claus Raasted, published by Rollespilsakademiet and released as part of documentation for the Knudepunkt 2015 conference.

    Cover photo: Despair and frustration. That’s the impact of those situations. (Play, Martin Buchtík). Other photos by Kristýna Nováková and Martin Buchtík.

  • De la Bête – An Expensive Beast

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    De la Bête – An Expensive Beast

    The beast I saw resembled a leopard, but had feet like those of a bear and a mouth like that of a lion. The dragon gave the beast his power and his throne and great authority.

    Revelations, 13:2, the Bible (New International Version)

    De la Bête (About the Beast) was a larp for 95 players, running over 48 hours, with 12 hours workshops before and some extra three hours post-larp workshops.

    It was probably the most expensive game in the history of Czech larps. We will go more into detail about size and realizations about using gender specific characters in the end. But first: What was the larp all about?

    Background and Theme

    For a Czech person, old France, the ‘Ancien Régime’, is always a place of great books and great stories. Dumas ́s brave Three musketeers, de La Fontaine ́s social critique and wisdom transformed into fables, and Balzac ́s fervent drive to describe all aspects of life in his novels, intrigue and romance of de Laclos ́s Dangerous liaisons. And of course Moliére ́s drama and the great works of Rousseau and Voltaire.

    Our imagination is maybe even more fired up by real-life events: the legend of Joan of Arc, countless stories of endless rivalry between France and Britain and the horrifying difference between the splendor of Versailles and the poverty of the common man.

    We feel that all those stories describe the human condition from really interesting angles – and we found the one story that enabled us to pull all that together in one story.

    The story of the Beast.

    Setting

    Huguenot service, viewed from the roof of the chapel. (Play, Ondra Pěnička)The game is not set in a specific year, but rather it attempts to depict the height of the French Ancien Régime in the second half of the 18th century as a historical phenomenon.

    That means that the absolutist and infallible King of France is Louis, without a given number. Technical innovations progress only very slowly, the Church plays a very important role in matters of the world, and volunteers are returning from the war in America.

    The key theme of the game is a conflict between different ways of thought. We see the collision between rationality and sensitivity, scientific and superstitious views, Catholics and Huguenots.

    These and other lines reflect one of the game’s features – it has several layers of interpretation, which are, from a strictly positivist point of view, mutually exclusive.

    Most events in the game can therefore be viewed from several different angles – and all of them can be right. After adding the element of character themes to the game, this feature proved to be very valuable, and the varying interpretations stimulated the game, rather than killing it.

    The setting also clearly showed how the advantage of having weapons which the characters could use in conflicts that turned bloody; these being blank firing pistols and steel weapons – mostly different kinds of knives, swords and rapiers, provided by us.

    Story

    While the rest of the town is feasting, there is a secret mass in the church... (Play, Ondra Pěnička)The game does not have one story that unifies all the players. It takes place in a region suffering under the attacks of the Beast, and although many plots are linked to the hunt for the Beast, many others, based on religious conflicts, witchcraft or schemes at the court, are just as important to the game.

    The game begins and ends with symbolic moments (return of the veterans from the war, a speech by the baron de Morsange, followed by individual epilogues, which we will discuss later in more detail). It is divided into acts which outline the game’s framework, both from the point of view of rules (increasing use of violence) and the story. The game works not only with natural escalation of the stories and their setting by us, but also with explicit meta-game information – some of the conflicts, decisions etc. are limited by “You have to solve this before XY”.

    This timing allows for quite sophisticated work with the game’s dramaturgy, and very accurate use of plot twists, fakes, double climaxes, etc. In the third run, we also solved the dramaturgic problem of many dramatic games: too many plots reaching their peak in the same time almost leads to comedy, where a tragic love story reaches its climax right next to a young scientist turning mad, while only a few meters away, an unjustly sentenced convict decides to take his revenge.

    To players who do not know their plots this naturally seems like random groups of people who are suddenly making dramatic gestures and dying in various ways, without any reason. Our solution used more significant stratification of the content, which caused some plots to reach their climax sooner than others.

    The fact that one character always had a role in more than one plot meant that even after the end of one plot the players still had enough content to keep their game going, because they could engage in another plot. We have also changed our approach to scenography and attempted to use the space as effectively as possible, offering various spaces for various uses to the players.

    We actively promoted suitable locations for different types of scenes, and from the beginning the players were informed of that: “This romantic pond can be used for a rendezvous, this courtyard for a duel and this table for an argument.” We also tried to support the story’s progress using musical intermezzos between acts, which moved from period tunes (introductory cheerful military march, deliberately used to create contrast with the destitute unit) to unsettling modern ambient.

    The lack of a central story served to untie our hands in many aspects, and we were able to work with three levels of plots (according to the number of characters involved):

    1. Mass plots, concerning tens of characters, based on a specific feature – for example a problem concerning all local Huguenots. These plots provided more of a framework and points of reference: in reality, the players did not spend that much time with them, and the emphasis was on the other two categories.
    2. Group plots, which were meant for groups of 4 to 8 players, from obvious and official (families, hunting groups), to unofficial ones (gambling societies, collectives of veterans) and secret ones (conspiratorial organizations). The goal was to have every character involved in at least 3 – 5 such plots (depending on their intensity – being a member of the Freemasons generated a lot of content in itself). Various private groups were meant to provide sufficient interconnection between character groups and create a believable, and above all interesting network of relationships, which allowed the player to see different parts of the game and play out scenes in different contexts.
    3. Personal plots, which included a small number of characters. This category included personal goals and motivations of the characters, which correspond to the characters’ themes if possible, and support them. The theme of a character was the most significant game design element of De la Bête.

    The market gave a chance to swap goods, information and favors. (Play, Ondra Pěnička)

    The Character As a Novel

    Each character has its theme, problem, and main question that is usually phrased in a rather general way: “What boundaries does scientific knowledge have?”, “What does it mean to become an adult?”. These are reflected in concrete situations in the game: “Is it morally tolerable to carry out an autopsy, though the relatives are against it?”, “Can I steal to provide for my siblings?”.

    The theme also provides the main interpretative angle of the game: everything the players encounter in the game can be integrated in their theme, or overlooked because it does not support their story.

    An important creative shift for us was to explicitly acknowledge the theme on a meta-level, right in the character text. The text of the role, which the player received, contained a brief summary of the character’s life story, clearly stated goals, relationships, and values, and an explicitly described theme of the character.

    Apart from that we also added a song to each character, which served as an inspiration and which we thought depicted some aspect of the role (we used a great variety of songs and tunes, from classical music, to Stairway to Heaven, to Polish and French mutations of Still Alive from Portal).

    This approach to the characters also significantly influenced the ways the game was played. Inclusion of individual scenes into one’s own story led to a situation when emotional scenes are not perceived as the pinnacle of the game, but rather the scene submits to the general storyline, which conforms to a general message and meaning.

    The game style, which presented individual scenes as means to piece together the story and let the whole game be interpreted through the prism of a character theme, was completely new in the Czech Republic. We will later present a more detailed explanation of how it was created in a specialized article, The cure for the stuffed Beast. But for now, the key factor for the game was that this style of gameplay did not require any kind of sophisticated training – only an outline of the general direction for the players during the workshops.

    During the game itself, there was a specially designated room in the pub in which the players had the possibility to consult with organizers. The organizers were trained for this purpose, had a complex overview of the game, and also performed basic evaluations of the players’ mental state and problems (we assign great importance to mental hygiene).

    The players were openly instructed to visit them at least once every act, to talk about their plans and options, or at least to reflect on how they had progressed in the game using the available information, additional texts and such. The idea was to get detached from the role for a short time, in order to come back to the game with a better idea how to advance and perhaps even a new perspective.

    The epilogues, which concluded the game, have the form of one clearly phrased question which the player answers not from the point of view of their character, but rather the author of a novel. These questions were not necessarily the same as in the original text of the theme in the character sheet, but they could address the theme from an unexpected angle.

    It is answering these questions that really ends the game. A secondary goal of this system of game conclusion is to support an important design plan: we tried to write the characters without using classical archetypes or dramatically functional division to good and bad, or one-dimensional. We used the system of varying groups and plots to show different sides of the characters’ personalities, and a void one-sided archetypes, such as “mother”, “mistress”, “murderer”, etc.

    Realization

    Nothing says "intrigue" like soldiers holding a lantern. (Play, Ondra Pěnička)We spent quite a long time deciding whether it would be reasonable to write a game from a period, where costumes would create a challenge for most players. In the end we decided to avoid the problem by providing all costumes, weapons and other props for the game.

    Despite the non-simulationist nature of the game, we decided to invest as much effort as possible into the setting, props and scenery. The logical result was to create three organizer teams, connected by two main organizers and other links.

    The PR team was involved in communicating with the players, promotion, photographers, managing payments and so on.

    The realization team had four permanent members, who worked together with the creative team throughout the whole year. Their responsibilities included creating props, coordinating volunteers, logistics and production. At times, there were over fifty volunteers participating on the production of the event.

    For maximal optimization, we had ten people dedicated to scene setting, cooking and packing up the game throughout the whole weekend, and a number of others, who were involved only for some time (players, working before and after the game for a discount on the fee, stagehands, who went off to play a short-term role for a while, and vice versa).

    From the point of view of total costs, it was probably the most expensive game in the history of Czech larps, with the total costs slightly exceeding one million crowns. The only game with higher costs is the forthcoming larp The Legion: A Siberian Story. But it was well received, though costly, and we plan to run the game again in 2015.

    We are considering translating it into English, and if there are enough players interested in participating, we would start working on it in March.

    The game uses a vast amount of texts, and requires high-quality literary translation.

    Size

    The time for the game itself is 48 hours, adding approximately 12 hours for pre-game workshops and half an hour for the compulsory after-game workshops, and potentially also 2 hours for facultative after-game workshops.

    The game is for 95 players, with 57 male characters and 38 female ones. Our choice to use strictly set gender of roles was quite instinctive: it is completely traditional in the Czech Republic, and during the first phases of creating the game, the thought of the possibility of using gender unspecified or cross-gender roles didn’t even occur to us.

    Reasons for gender specification of roles:

    We still believe that dividing the characters into clearly male and female ones and lack of cross-gender playing is important for the game and for us, for reasons concerning not only the historical setting and costumes that we provide for the game.

    There are many multigenerational family plots in the game, and we aim to present stories of people who go beyond the place traditionally assigned to them by society.

    Uncovering of a conspiracy results in public trial. (Play, Ondra Pěnička)These themes are especially strong with women, who for instance take a strong stance against their family and the demands that it places on them (e.g. an illegitimate daughter de Portefaix, hardly tolerated at the court), become significant moral authorities (e.g. Claire Gravois, a saint), or disturb the order of the society in general (e.g. the galley prisoners – it should be mentioned here, that the inner social order of the galleys includes two male prisoners, who are, however, at the bottom of the prison hierarchy).

    We see these kinds of stories as substantially more interesting and natural in the game when the roles are clearly identified as male or female. We have dismissed the option of casting female players for roles of men and vice versa for the above mentioned reasons, and in order to maintain the visual illusion of a historical world.

    Conclusion

    De la Bête is a game, which tries to connect classic larp elements (including action, shooting, fencing and running around) with novels (including romance, mystery stories and huge family sagas) and philosophy (attempting to depict a great number of contemporary schools of thought, which we see as interesting and topical even in the present).

    And we think that when the Beast howls in the forest, even we, the authors, will shiver for a long time to come…


    De la Bête

    Credits: Adam Pešta (chief of production); David František Wagner (chief of game design and writing); Kamil Buchtík, Ondřej Hartvich, Lucie Chlumská, Mikuláš Pešta, Petr Turoň (game design and writing); Alice Ďurčatová, Slaven Elčić, Iva Vávrová (PR); Tomáš Bazala, Eva Mlejnková (costumes); Vít Filipovský (website); Alena Kučerová (accounting); Michal Olbert (pre-game photos); Rosenthal o.s., Rolling and another 30 people.
    Location: Valeč castle, Czech republic
    Length: 2 days + 1 day of pre-larp
    Players: 95 per game
    Budget: €12,000 per run
    Participation Fee: €65 – €95
    Game Mechanics: Pre-scripted characters, pre game workshops, rules for combat, act structure
    Website: http://delabete.cz/


    This article was initially published in The Nordic Larp Yearbook 2014 which was edited by Charles Bo Nielsen & Claus Raasted, published by Rollespilsakademiet and released as part of documentation for the Knudepunkt 2015 conference.

    Cover photo: Philosopher stands trial (Play, Ondra Pěnička).