Tag: Debrief

  • The Hated Children of Nordic Larp – Why We Need to Improve on Workshops and Debriefs

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    The Hated Children of Nordic Larp – Why We Need to Improve on Workshops and Debriefs

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    In Nordic and Nordic inspired larp, we do love our workshops. However, it feels like there’s a trend to workshop for the sake of workshopping. At the same time, there seems to be a lot less love and attention for debriefs. Both in workshops and debriefs, we tend to stick to the same exercises without giving it any further thought. Instead, we could come up with some specific exercises that fit the larp and the experience we want to create. Workshops and debriefs have the potential to become more valuable elements in our game and experience design than they currently often are.

    Workshops as building blocks

    Workshops are principally used as tools to familiarise our players with the techniques and playstyles of our larps. Because this is their main purpose, we tend to easily resort to known formulas and fixed ways of workshopping. However, I hope more of us would dare to step out of this almost traditional way of doing things and think about designing a flow of workshops that would also contribute to setting the mood of the game. Then, the workshops would become a seamless part of the larp experience and at the same time help the participants get into the right mindset for the larp. A good example of this is how the workshops for the larp Daemon (Denmark 2021) gradually build up the intensity and trust in the connection between the pair of players who would be playing two parts of the same character together. This was done through different exercises that varied in physicality and emotional and physical intimacy.

    Additionally, setting the mood like this can be an integral part of managing the expectations for a larp. Workshops have the advantage of offering a moment of direct dialogue between the facilitator(s) of a game and its participants, which is an opportunity for making sure expectations are set and mitigated. In addition to explaining the setting and the intentions of a game, workshops can be used to create a space where expectations are shared and negotiated, and where feedback is shared with an open mindset. 

    Finally, workshops can also be used to make a larp more accessible. The tendency to fall back on known formulas for workshops bears the risk of falling into the trap that we keep designing workshops for the same returning audiences. This raises the threshold for people from outside of that audience. For example, line-up exercises can seem easy to many larpers but they are not simple for people who do not know them. When I used them in coachings, I at times had to do more explaining than I expected. Moreover, it seems that they are sometimes added to larp workshops just because they are seen as one of the “standard” exercises, while they are also easily taken over by the participants and turned into overly long discussions instead of the planned five minute exercise. So, honestly, does your larp really benefit from yet another line-up exercise? 

    Simple and easy to understand workshops that contribute to the game and absorb the participants into the whole of the larp should be an aim, and not just an option. Moreover, accessibility for larps can easily be increased with simple measures, like having a moment of stating the agenda of the entire larp before starting the rest of the workshops, or by having a short moment to put people’s minds at ease if they are non-native speakers playing a larp in English or if they are playing a Nordic style larp for the very first time, etc.

    Debriefs as tools for closure

    To the same extent in which we overuse workshops and at times make them redundant by resorting to well-known workshops which don’t necessarily fit the intentions behind our larps, we tend to underuse and underdesign debriefs in our larp design. Debriefs have the potential to improve the experience as a whole, as they can become anything from a soft landing spot to a space for venting and leaving behind negativity, or a last resort for expectation calibration. 

    If we want to consider framework design an essential part of larp design, then it is a logical consequence to consider closing that framework in the form of a debrief as essential. This doesn’t mean that we should (re-)turn to extensive debriefs with a whole array of exercises, as that risks falling into the same trap as we do in our workshops. However, leaning on some basic exercises that are repeated and never questioned neglects giving the experience a sense of closure.

    In the same way workshops are the building blocks in shaping the larp experience, debriefs are the place where we give the experience a sense of closure, and hence, where we wrap up and tie everything together. It serves to look at debriefs as more than just an optional emotional safety tool. They can serve as a tool for making the flow of the larp end coherently and in a way that fits the whole of the experience, rather than leaving the participants hanging in a space of tension and unfinished business.

    If we neglect our debriefs, we not only neglect the emotional safety of the players but also fail to hold on to our engagement to design the entirety of an experience for them. We have brought our participants to a high point by bringing them to the end of the game and the story but we are not catching them after. We have to be there to offer them a way and a space to land, and to wrap up their experience and take home only the parts they wish to.

    For the chamber larp Equinox Retreat (United Kingdom 2021), I designed a slow visualisation and breathing exercise that gives players time to digest emotions and to remember a positive moment in the larp experience. Such an exercise can be a valuable last part of a debrief and help people get in an energy and mindset to step out of the larp and into the everyday world again. Hiding ourselves behind optional debriefs with the same exercises that are constantly repeated and never improved or designed specifically to fit the design and experience of the game does not serve our players and their experience.

    Workshops and debriefs as evolving toolboxes for designing the larp experience

    If we want to employ workshops and debriefs as elements that help building the larp experience as a whole, we need to rethink how we tackle them and put adequate care in designing the right workshop and debrief tools that fit our larp, instead of leaning on our current perceived traditions of doing things and instead of going for the hype of the moment. We shouldn’t just be maintaining our existing toolboxes, but we should strive to also make them more accessible and easy to find. Moreover, we have to dare to add to them and to experiment more with the format, and to be more open to new approaches. 

    If we want to attain this point of creating big workshop and debrief toolboxes for designers to roam in freely for the creation of their larps, we also need to be more open to share and exchange best practices and lessons learned. We need to have more willingness to share as well as to reflect about what worked and what didn’t, as well as an openness to take inspiration from each other and to offer this inspiration to others. Moreover, we need to accept that these tools can be tweaked in function of the designs that are being created instead of holding on too rigidly to already established formats.

    Workshops and debriefs shouldn’t become inert holy houses that we stick to for the comfort of it. They have the potential to be an engine of creativity, care and change in the larp design process. 

    Ludography

    Daemon (2021). Denmark. Katrine Wind.

    Equinox Retreat (2021). United Kingdom. Sandy Bailly.


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

    Bailly, Sandy. 2024. “The Hated Children of Nordic Larp – Why We Need to Improve on Workshops and Debriefs.” In Liminal Encounters: Evolving Discourse in Nordic and Nordic Inspired Larp, edited by Kaisa Kangas, Jonne Arjoranta, and Ruska Kevätkoski. Helsinki, Finland: Ropecon ry.


    Cover photo: Photo by Priscilla Du Preez 🇨🇦 on Unsplash.

  • How to Take Care of Your Organizer

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    How to Take Care of Your Organizer

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    [This article is also available in Spanish, at: http://vivologia.es/como-cuidar-de-tus-organizadores/
    Thank you to Vivologia for translating it!]

    The term organizer burnout is once again making the rounds. In essence, it means that the demands on the people who organize larps, often in their free time as a hobby project, are so high that people are burning out and are being discouraged from organizing again. To prevent this, I have put together a handy list on how players can take care of their organizers and help to prevent burnout. This list doesn’t apply to all larps and organizers, but it can hopefully apply to several situations.

    Before the Larp

    1. When signing up for a larp, read through the information available. If you already know that there will be design decisions and policies you do not agree with, it doesn’t give you the right to criticize them after the fact and try to change the organizer’s mind about them. Often, an organizer has a reason for making a decision. You can inquire about the reason, but the organizer is not under any obligation to defend them-self to you. If the policy or decision really irks you, consider if you really want to attend this larp, or if you want to attend your own version of this larp. Respect that the organizer has their own vision for this larp.
    2. Leading up to the larp, use the official channels that the organizers of the larp have asked you to use. If they have asked you to email questions, don’t write to them through social media channels or personal messages.   Respect that some people need to compartmentalize information and that they don’t always have to be available.
    3. Read the information provided before asking questions, especially in the days leading up to the larp. If you struggle with finding information because it is spread out in different places, then you can point this out to the organizers in a nice, unpressurring way. This for example could be asking for a document with links or a thread that collects all information.
    4. If you stumble upon things you really like that the organizer is responsible for, tell them. Make them feel valued.
    5. Preparing for the larp, check the packing list and bring the things listed on it. Make sure that you bring snacks if you know you will need additional food. Read all the information once more.
    6. Consider bringing a present for your organizer if you know them well, like candy or their favorite drink. Otherwise bring hugs, but remember to ask if they want to be hugged first.

    During the Larp / Workshops

    1. Be on time.
    2. Don’t hog the organizer’s time. Remember, there are a thousand things to do just before a larp starts. Always give the organizer a way out of a situation and respect that they have things to do, even if you want to hang out with them.
    3. If you arrive at the event before the specified time, ask if you can help with anything and try to be mindful not to be in the way. The organizer has no obligation to keep you company if you’ve chosen to arrive before the set time.
    4. During the workshops, refrain from making jokes to lighten up the mood. If the organizer asks you to pose questions at the end of a segment instead of when you think of them, write down any questions and do that, instead of thinking that asking your question can’t hurt the flow or timing of the workshop.
    5. Don’t hog the organizer’s time during breaks or in workshops. They have a million things to do. If it is a dear friend, consider saying that you are there and ready to hang out and support them, but only if that’s what they want. Anything other than an enthusiastic yes is a no.
    6. Don’t ask the organizer for special privileges just because they’re your friend (unless they are for health and safety reasons).
    7. Listen during the workshops to understand what function the organizer will have during the game. If they say you can larp with them (for example if they have an NPC function), then you can, but remember to always give them an opportunity to opt out. If they are present only in an off-game capacity, then respect that.

    After the Larp

    1. After the game, thank the organizer either at the larp or afterwards online. Give them appreciation and tell them about things you enjoyed that they were responsible for.
    2. Allow the organizers some time to recover before providing negative comments about the larp. If you want to rant about the game in a way that includes criticism of some sort, check to see if the organizer is nearby. If they are, don’t do it. For an organizer, that sort of criticism is not what they need to hear in that moment. Your criticism during the larp may make it difficult for them to perform their other tasks effectively.
    3. Check in with the organizer after the game, repeat positive things, and wait for them to ask about constructive criticism before giving it. Some organizers request a Week of Stories, in which players should only share their positive stories from the event for the first week after the larp before issuing criticisms. Respect that wish.
    4. If there is a feedback form, fill it in. When filling in longer comments, remember to nuance your answers. Often organizers will clump together the data and the comments separately, which means that even if your data reflects that you have had a good larp, your comments may make it seem like a bad experience.
    5. Remember, you might not have all the information about a design decision. Even if something seems objectively bad to you, there might be reasons for it. Try not to word things as absolutes, but as things you perceived as flaws. Sometimes your own expectations or other outside influences are the reasons you haven’t had a good game. Sometimes it’s the design. Rarely is it because the organizer is a horrible human being.
    6. If you don’t organize on a regular basis, or if you have never organized a larp like the one you attended, have some humility. Remember that this is a person that has put themselves out there in trying to create something. Be nice.

    This is a living document that may be updated to include more tips. I don’t claim to have thought of everything, or that my tips work for everyone, but this is, in my opinion, a baseline with which to start. If you want to add something, including rewording, nuancing, or disagreeing, feel free to use the comment section and expand upon your suggestion.


    Cover photo: Pixabay

    Edited by: Elina Gouliou

  • Returning to the Real World

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    Returning to the Real World

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    Debriefing After Role-playing Games

    Debriefing is a somewhat controversial topic in role-playing communities today. While some individuals feel that games
    should remain distinct from the mundane world and debriefing is an unnecessary complication, many role-players have
    grown concerned about difficulties in the process of transitioning between intense game experiences back to mundane
    life.((Sarah Lynne Bowman and Evan Torner,
    “Post-Larp Depression,” Analog Game Studies 1, no. 1
    .)) As part of our Nordiclarp.org series on emotional
    safety and conflict resolution in role-playing communities, this article analyzes the various formats, benefits, and
    drawbacks of post-game debriefing after a role-playing experience. Though debriefing is most often discussed in larp
    circles,((Eirik Fatland, “Debriefing Intense Larps 101,” last modified July 23, 2013, The Larpwright, http://larpwright.efatland.com/?p=384; Peter Munthe-Kaas,
    “Post-Larp,” last modified October 23, 2013, Munthe-Kaas.dk/blog, http://munthe-kaas.dk/blog/?tag=post-larp; Tobias Bindslet and Pernille Schultz, “De-Fucking,” Playground
    Magazine
    2, 2011, 30-33
    ; Lizzie Stark, “How to Run a Post-Larp Debrief,” last modified December 1, 2013,
    Lizzie Stark.com, http://leavingmundania.com/2013/12/01/run-post-larp-debrief/.))
    the process can also be useful in tabletop role-playing.

    Ritualized Post-game Activities

    Several scholars have noted that the role-playing experience is similar to a ritual

    Several scholars have
    noted that the role-playing experience is similar or identical to a ritual, in which participants engage in a
    liminal experience.((For a few examples, see Christopher I. Lehrich, “Ritual Discourse in Role-playing Games,”
    last modified October 1, 2005, The Forge, http://www.indie-rpgs.com/_articles/ritual_discourse_in_RPGs.html;
    J. Tuomas Harviainen, “Information, Immersion,
    Identity: The Interplay of Multiple Selves During Live-Action Role-Play,” Journal of Interactive Drama: A
    Multi-Discipline Peer-Reviewed Journal of Scenario-Based Theatre-Style Interactive Drama
    1, no. 2 (October
    2006): 11
    ; Sarah Lynne Bowman, The
    Functions of Role-playing Games
    , Jefferson, NC: McFarland, 2010, pp. 15, 48-53
    ; J. Tuomas Harviainen and Andreas Lieberoth,“The Similarity of Social
    Information Processes in Games and Rituals: Magical Interfaces,” Simulation & Gaming (April 10, 2011):
    528-549
    .)) Liminality describes an in-between, amorphous, and ephemeral space where the social rules of
    reality are changed and new roles are inhabited for the purposes of the ritual. Drawing upon Arnold van Gennep’s and
    Victor Turner’s theories, role-playing scholars note the ways in which just as in religious or other social rituals,
    role-players experience a preparation, liminal, and return phase.

    In the preparation phase, individuals engage in various activities to transform themselves physically and emotionally
    for the ritual. In the case of larp, for example, preparation might include creating a backstory, assigning points to a
    character sheet, crafting a costume, memorizing game rules, or building character ties with other participants. Recent
    larp practitioners have advocated for workshopping as another powerful tool during the preparation phase,((Jesper Bruun, “Pre-larp Workshops as Learning
    Situations – Matching Intentions with Outcome,” in Think Larp: Academic Writings from KP2011, edited by Thomas
    Duus Henriksen, Christian Bierlich, Kasper Friis Hansen, and Valdemar Kølle (Copenhagen, Denmark: Rollespilsakademiet,
    2011), 194-215
    ; The Workshop Handbook, last modified July 29, 2005, http://workshophandbook.wordpress.com/.)) in which players have the
    opportunity to build trust with other participants, develop their character backstories through scenes, and try out
    mechanics or techniques that may come up in the game.

    Photo by Johannes AxnerSimilarly, role-playing groups have several informal
    activities for the return phase of the ritual that have emerged in various communities as needed. Examples of solitary
    post-game activities include in-character and out-of-character journaling, which players may choose to share with others
    as game memories or keep private. Immersion into other games, narratives, or work activities can also help people switch
    gears to another mental and emotional framework. Many post-game activities are more social in nature, such as dinners or
    parties, often called afters. In recent years, post-game social activities often take place on the Internet, as
    players post on social media sites such as Facebook, Google+, blogs, and forums about their experiences and connect with
    other participants. We can consider these emergent activities forms of informal debriefing.

    The bulk of the content of these forms of sharing involves war stories, in which participants narrativize events
    from game as their character experienced them.((Stark, “How to Run a Post-Larp Debrief.”)) War
    stories often have a humorous or excited tone regardless of the subject matter of the story, as the process of retelling
    is often experienced as exhilarating. During war stories, players do connect with their characters by reliving their
    experiences, but they also are able to create a form of distance by telling the story in a humorous or otherwise
    distanced way. This distance is quite healthy for the psyche by allowing for reframing. Reframing is a way for
    the psyche to make sense of the amorphous, confusing, and ephemeral experiences that transpire within the liminality of
    role-playing by creating a linear, controlled narrative of that gets committed to memory with each retelling. War
    stories also work to reinforce social ties between others who were part of the experience as they are allowed to hear
    events from the perspective of others.

    Photo by Johannes Axner

    Ultimately, war stories are most pleasurable for the players telling the stories; their experiences are validated when
    others listen and retelling allows them to relive the intensity of both high and low moments in the game in a positive
    framework. However, war stories rarely allow players to express some of the deeper emotional content that they
    experienced in the game. The format of the war story focuses on “awesome” experiences and emphasizes a sort of
    exhilaration in the retelling. If a player is experiencing a negative response to the game, the war story format is
    generally not compatible with a more serious expression of sharing, which might feel like a “buzzkill” to other gamers.

    Recent discussions in experimental groups such as the Nordic larp and freeform communities about emotional safety in
    role-playing((Johanna Koljonen, Peter Munthe-Kaas, Bjarke Pedersen, and Jaakko Stenros, “The Great Player Safety
    Controversy,” Panel at Solmukohta 2012,  Nurmijärvi, Finland, April 13, 2012; Johanna Koljonen, “The Second Great Player
    Safety Controversy,” Presentation at Knutepunkt 2013, Haraldvangen, Norway, April 19, 2013; Johanna Koljonen, “Safety in
    Larp,” Presentation at the Larpwriter Summer School 2013, Vilnius, Lithuania, last modified Aug. 1, 2013, YouTube,
    Fantasiforbundet, https://www.youtube.com/watch?v=Qho9O_EMG34;
    Johanna Koljonen, “Emotional and Physical Safety in Larp – Larpwriter Summer School 2014,” Presentation at the
    Larpwriter Summer School 2014, Vilnius, Lithuania, last modified Aug. 3, 2014, YouTube, Fantasiforbundet, https://www.youtube.com/watch?v=g-cPmM2bDcU.)) emphasize the
    need for these deeper, serious forms of sharing, especially in powerful games where physical and emotional limits are
    tested. Such forms of testing can produce the experience of bleed – where a player’s emotions, thoughts,
    relationships, and physical states bleed over into the character and visa versa – which can often produce lasting
    emotional impacts after the game.((Markus Montola, “The Positive Negative
    Experience in Extreme Role-playing,” Proceedings of DiGRA Nordic 2010: Experiencing Games: Games, Play, and Players,
    2010
    ;
    Sarah Lynne Bowman, “Bleed: How Emotions Affect Role-playing Experiences,” Nordic Larp Talks Oslo, 2013
    ; Sarah Lynne Bowman, “Social Conflict in
    Role-playing Communities: An Exploratory Qualitative Study,” International Journal of Role-Playing 4, 2013:
    17-18
    .)) For example, if one’s character dies or the life of a loved one is threatened in game, a player may
    experience those emotions of fear and grief after the game is over. Similarly, if a character has a negative interaction
    in the game such as a physical or social attack, they may experience confusing feelings of anger or frustration toward
    both the character and the player in question.

    The alibi of the game allows players to distance themselves from any events that take place in-character and in-game

    While the informal debriefing strategies described above may create space for people
    to express these feelings and contextualize them, players may feel uncomfortable sharing, especially if the play culture
    does not encourage such types of discussion. Some communities strongly emphasize the difference between player and
    character, which role-playing theorists call alibi.((Markus Montola and Jussi Holopainen, “First
    Person Audience and Painful Role-playing,” in Immersive Gameplay, edited by Evan Torner and William J. White
    (Jefferson, NC: McFarland, 2012).
    )) The alibi of the game allows players to distance themselves from any events
    that take place in-character and in-game. Classic statements reinforcing alibi include: “It wasn’t me, it’s what my
    character would have done,” “It’s just a game,” and “You can’t separate fantasy from reality.” While alibi does exist in
    that role-players are distinct from their characters, statements such as these are often used to minimize or invalidate
    the experiences of others in distress. If someone wishes to express their feelings in a culture where such statements
    are common, they are often seen as “taking the game too far,” “having no life,” or needing to “walk it off.”

    Formal Debriefing as an Alternate Strategy

    A formal debrief is integrated into the game as part of the experience

    As a result
    of these issues, individuals in communities such the Nordic larp and American freeform traditions((Lizzie Stark, et al.,
    “How to Debrief a Freeform Game,” last modified on July 15, 2012, Lizziestark.com, http://lizziestark.com/tag/freeform-debrief/)) have started
    implementing formal debriefing into their games. A formal debrief – as opposed to an optional afters — is often
    integrated into the game as part of the experience and is sometimes complemented by a pre-game workshop session. This
    practice was adopted from theatre, educational games, and military exercises; though the learning connotation is not
    emphasized as strongly in the leisure activity of role-playing, formal debriefs can certainly encourage an atmosphere of
    learning from one’s experiences within the game. In a formal debrief, participants take turns sharing their experiences
    from the game in a serious tone, focusing on deeply emotional moments, both positive and negative. Ideally, each player
    is given the opportunity to have equal sharing time in a formal debrief and no one person should dominate the
    conversation. Thus, a moderator is often necessary to maintain the debriefing format. This moderator need not be one of
    the game organizers, who are often overwhelmed with other logistics, but should have at least some experience leading
    group exercises.

    Formal debriefs are often confused with other formalized post-game activities that have emerged in some communities.
    Examples include game wraps after one-shot games, in which each player explains what secrets their character kept
    from others and their true motivations,((Fair Escape, “Game Wraps,” last modified August 1, 2012, Fair Escape: LARPing
    Thoughts from a LARPer Fair, http://fairescape.wordpress.com/2012/08/01/game-wraps/.))
    or MVP Awards, in which each player nominates another for enhancing their experience in a significant way.
    Alternately, players may critique game design or implementation in such formal settings, providing feedback to
    organizers. Again, while these activities are technically formalized, they often do not allow space for individuals to
    share troubling emotions and usually resemble war stories more than formal debriefs. Games that feature “lighter”
    content or greater degrees of fantasy are sometimes considered safer emotionally and assumed to not need a debrief.
    However, in some instances, these sorts of games take people by surprise in terms of the depth of their emotional
    responses, particularly if they experienced a trigger to some past emotional trauma unrelated to the game.((Shoshana Kessock, “Ethical Content Management and the
    Gaming Social Contract,” in The Wyrd Con Companion Book 2013, edited by Sarah Lynne Bowman and Aaron Vanek (Los
    Angeles, CA: Wyrd Con, 2013), 102-111
    ; Maury Elizabeth Brown, “Pulling the Trigger on Player Agency: How
    Psychological Intrusions in Larps Affect Game Play,” in The Wyrd Con Companion Book 2014, edited by Sarah Lynne
    Bowman (Los Angeles, CA: Wyrd Con, 2014). In press for December publication.))

    Photo by Johannes Axner

    No one formula exists for the length, content, or number of participants in formal debriefs. Based on personal
    experience, an optional two-hour debrief after a three-day campaign game in groups of 3-6 has proven beneficial,
    although we also eat dinner during this time period, which serves the purpose of afters as well. During these debriefs,
    we first ask players to share the most profound emotional experiences they had in-game for one or two rounds, then ask
    participants to share their happiest moment for one round in order to end on a positive note. Alternately, two Larps from the Factory instructional
    videos detail a 2-3 minute debrief one-on-one followed by a thirty second debrief to the group, in which all players
    must limit their discussion to a succinct statement.((Larps from the Factory, “Debrief: Make a Round, ‘Runda’ – Part01,”
    last modified Oct. 25, 2013, YouTube, EidZemVideo, https://www.youtube.com/watch?v=K11k5toOScA&index=8&list=PL5ZRxNgrfrSEx6sRyJLeiFv1TvWjVmMPC.))

    Other games, such as the U.S. run of the Norwegian game Mad About the Boy, featured a
    multi-tiered debrief, in which individuals shared one-on-one, in small groups, in larger groups, and then as a big group
    over the course of a couple of hours.((Lizzie Stark, “Mad About the Debrief,” last modified October 22, 2012, Leaving
    Mundania: Inside the World of Larp, http://leavingmundania.com/2012/10/22/mad-about-the-debrief/.))
    After this debrief, compulsive sharing took place over the group mailing list for at least a week, which was compiled in
    a documentation book.((Sarah Lynne Bowman,
    ed., The Book of Mad About the Boy (2012 U.S. Run): Documenting a Larp About Gender, Motherhood, and Values
    (Copenhagen, Denmark: Rollespils Akademiet, 2013).
    )) Mad About the Boy also featured de-roleing
    buddies
    : groups of three players who exchanged email addresses and made themselves available for serious
    discussion in the future.

    De-roleing strategies are helpful at the start of the debrief as a formal transition

    Other de-roleing strategies include symbolically placing a personal item of the character’s into
    the center of the group; describing one quality that the player likes about the character and wants to keep with them;
    and admitting one quality that the player dislikes about the character and wishes to leave behind. These strategies are
    helpful at the start of the debrief as a formal transition. Additionally, players can make an effort to use third-person
    language to describe their character’s feelings and actions during the debrief,((Stark, “How to Run a Post-Larp Debrief.”))
    which can create additional distance from the role and diffuse negative dynamics with others.

    Players should also take care to avoid saying “you” when addressing other players, especially in an emotionally charged
    context. After all, alibi still exists, and the character performed the action, not the player. Some advocate for
    separating players in debriefing groups who have experienced emotionally-charged dynamics in games – such as victim and
    villain, or lovers experiencing a difficult quarrel — allowing individuals to feel free to express themselves without
    inhibition. Others suggest keeping the debriefing space open for all participants to hear, as such sharing might help
    people learn from one another’s perspectives and develop empathy. In this case, the multi-tiered option might be most
    beneficial, allowing players to share as little or as much as they like in small or large groups. Additionally, game
    organizers may also need a formal debrief with one another, which can help curtail issues of burn-out, feelings of
    under-appreciation, and exhaustion.

    Critiques of Formal Debriefing and Possible Solutions

    Formal debriefing is not without its detractors

    Formal debriefing is not without its
    detractors. Some individuals dislike having others reframe their experience by feeling compelled to listen to another
    person’s sharing. Others prefer to process their feelings independently, reaching out to others when they feel ready.
    Others have felt that the formal debriefing process is too long, taking away from valuable game, cleaning, or travel
    time. Some feel that debriefing encourages a “culture of victimhood,” in which individual players’ negative emotions are
    disproportionally featured over the positive experiences they and other members of the group have had, which colors the
    whole experience. Some feel they do not need to debrief and others dislike feeling compelled to speak.

    Such problems are not, in my view, reasons to discard the debriefing process completely. Much of these issues are
    resolvable through sufficient moderation. Players should be allowed to opt-out of formal debriefing, but also highly
    encouraged to participate as an important part of the ritual process. They should not feel compelled to speak;
    moderators should open space for individuals to share, but allow them to pass if necessary. Moderators can use a timer
    to make sure that each individual has enough time to share. They should remind players to “cut to the emotional chase”
    in terms of avoiding long war stories and addressing the core emotional components of the event.

    Photo by Johannes AxnerModerators should intercede if a debrief becomes too
    heated or accusatory, as debriefing should feel like a safe space for everyone to share. Encouraging third-person
    address for participants is a helpful strategy for reducing negative bleed, i.e. “My character felt scared when your
    character screamed at her” rather than “you yelled at me, which made me feel scared.” Ultimately, encouraging players to
    end debriefing with happy stories helps each individual remember why they enjoy playing the game. “Happy” stories may
    include stories with darker content, i.e. “It was so awesome when your character yelled at my character! I was laughing
    inside, but she was so scared!” However, ideally, “happy memories” might include moments of connection with other
    people, such as, “My character was so scared, but it felt so encouraging when Johnny’s character placed a hand on her
    shoulder in support.” Finally, formal debriefing should not be viewed not the only method to resolve emotional reactions
    after a game, as players can also process in informal debriefs, one-on-one, or in a solitary fashion.

    Feeling Heard

    Ultimately, the goal of any sort of post-game sharing — be it war stories, critiques of the game, or debriefing — is
    for players to feel heard. Often, groups can avoid long-standing grudges, loss of players from a community,((Bowman, “Social Conflict in Role-Playing
    Communities.”
    )) or post-larp depression((Bowman and Torner, “Post Larp Depression.”)) if
    they simply provide space for others to share their feelings. Return to the mundane world can feel alienating after the
    intensity of experiences within a game. The other players who participated in that shared fiction are often the best and
    most qualified individuals to help one another transition. Formal debriefing establishes a play culture in which
    emotional experiences are considered valid and speaking about these moments is not only acceptable, but normative. The
    more debriefing is practiced in games, the less strange or undesirable serious sharing will seem to players unfamiliar
    with the process.