I’m back from waging guerrilla warfare from deep in the Swedish woods, desperately trying to keep Scania under the rightful Danish King and not the usurper Swedish crown at the larp Snapphaneland, by Rosalind Göthberg, Mimmi Lundkvist and Alma Elofsson Edgar.
Pew pew, yours truly and his trusty musket – Photo by Tindra Englund 2024
The scenario was based on a very dark period in Scandinavian history, building on actual events, but set in a fictional place. A small farming village in the woods, trying to survive being caught in the middle of a fight between armed “Snaphane” resistance fighters and occupying soldiers. Taking place in two acts of increasing paranoia and brutality as the fight becomes more desperate for both sides.
It took place at Berghem, a primitive village built by larpers, specifically for larping, out it in the gorgeous Swedish woods. It ran from thursday morning to saturday afternoon, plus cleanup and afterparty. Thursday was half workshopping and preparations before play itself started. Friday afternoon there was also an act break to calibrate and escalate. So two full days of ongoing play time, with planned start and end scenes, but otherwise open, autonomous structure.
Organizers Rosalind, Alma & Mimmi brief the players before play – Photo by Tindra Englund 2024
The style of play here, is one of ongoing calibration and a focus on making sure the other players are having a good time with where the story is going, by taking a moment to talk offgame if an inflection point needs it, plus a few classical tools for quicker signaling. Combined with everyone knowing how the overall story will turn out and some directions on how to handle things, in each of the two acts, it is a matter of individual stories being driven by both chance and intent.
It featured a cast of characters, that is divided between a dozen Swedish soldiers, two handfuls of rebels and the rest of the eighty or so participants being villagers caught in the middle. In a lot of ways it was three quite different larps in each of the groups, villagers playing out stories of powerlessness to proctect themselves and their loved ones; soldiers trying desperately to take control while outnumbered and out of their depth; and the rebels fighting a losing battle to retain the loyalty of the villagers and evict the occupiers. My personal story was with the rebels in the woods, I played as Klaus, an outcast drunkard from the village, who had no other choice but join with them.
Some light plundering of the starving families in town – Photo by Tindra Englund 2024
The game took place in Swedish and Danish languages, the soldiers all being Swedish players, the Snaphaner all Danes and the villagers were a mix of the two. There was minor troubles at times, with getting the details right across the language barrier. But as the languages are mostly the same and a lot of us Danes have picked up a good deal of Swedish, it worked rather well overall. I also know a bunch of players chose to take language lessons ahead of play, which is a lovely commitment. I personally love the additional nuance you get from people playing in their mother tongue and can heartily recommend it as a design choice for Scandinavian games.
The experience
It’s been nearly two decades since I last went on a multi-day action scenario in the woods and I must admit that I was in doubt if I was in fact too old for this shit. But I already had the perfect costume, from a previous larp, Den Utan Synd. And this felt like a once in a lifetime opportunity, so I had no choice but to go. I signed up for any kind of character, since all three of the groups had themes I would love to explore, but luckily I got cast as a Snaphane and was able to take part in the experience for which the larp was named.
Hard choices all around – Photo by Tindra Englund 2024
That meant a whole lot of time out in the woods. Most of the other rebels had opportunities to spend time in the village during the first act, but my character was a known drunkard and troublemaker. So I only had five minutes, before I had my ass literally kicked out of town by my brother in law. But then again, the woods were absolutely amazing to spend time in. We had a primitive camp hidden in a thicket, but also a walled off section of town that functioned as an undiscoverable hideout where we could go to warm up and sleep in doors if needed, but quite a few of us chose to sleep it rough (or in my case on a field bed under a modern tarp and mosquito netting, middle age does come with concessions).
Snaphaner out on patrol – Photo by Tindra Englund 2024
Besides some lovely camp play, our main activity was sneaking through the woods to harass the occupiers. We mostly had the woods to ourselves, as the soldiers tended to stay in town where it was safer and reinforcements were quick to arrive. They only came out to stomp about in large patrols or when we provoked a response. In the first act the villagers were mostly on our side, helping hide and feed us, but in the second act (after a timeskip of two months) the majority had turned against us and would call us out if seen and help the Swedes instead.
As the pressure went up, fractures grew everywhere, including among the partisans. Drama and desperation increased along with the realization that we could do nothing to help the villagers, except try to hurt the soldiers, which would in turn lead to retaliation against the civilians. But by then the rain was coming down constantly and our big attempt at a three pronged attack was partially defeated by confusion and wet powder in the guns. We scattered into the woods. A lucky few escaped, some died ugly deaths in the woods and others were captured. The last of us made it back to camp, only for it to be surrounded and all of us taken prisoner. The larp ended soon after with a set scene where we were mercifully lined up and shot (real history is a lot uglier to partisans), our collaborators in town strangled and a third of the men in town killed as punishment, because the village had “helped” us.
Moments before the end – Photo by Tindra Englund 2024
The game was capped by the organizers retelling how the historical resistance ended and the bigger political motions afterwards, followed by light structured debriefs in smaller groups and general socializing into the night. I was soaked, tired and the rest of my ride home also wanted to get a head start on going home, so we left early. Anyways, I’m no good with extended socializing in large groups right after larps, a long ride home and the smell of the sea is the best reset for me, once I’ve had a chance to look everyone in their real eyes.
A man of the woods
Trekking through the woods turned into the largest part of my fun. I wasn’t sure how well I’d handle it, being a chubby, middle-aged nerd. But I’ve worked as a landscape gardener these last few years and it turned out it has given med a wonderful range of skills to traverse rough terrain: Automatically ducking under branches, sure footing, spotting animal trails and even at one point tracking a group through the undergrowth by reading broken bracken and flattened grass. I was able to outpace my compatriots and outrun the soldiers. It’s been a long time since I felt physically awesome and it was in amazing surroundings. Most of the terrain around the village was wet and hilly pine forest. Some sections were rocky, some open woods, some swampy ground and a large hill had been cut clear recently. It was wonderfully varied and spacious enough to be able to actually hide our movements and our camp out there. I really enjoyed having uninterrupted time in nature without modern distractions and all my senses in play, I kind of want to find a way to larp like this again.
Tension among the Snaphane partisans – Photo by Tindra Englund 2024
Bearing arms
Another thing that impressed me, was how well the guns worked (and how well they didn’t!) They were all prop guns, made to work with various loud things from pop caps to starter pistol rounds. They were impractical to load and especially to keep loaded as you stumbled through the woods. Often they would stop working in the rain, just like guns would, back in the day. The loud bangs were such a thrill and truly scary at times. Everyone would stop and listen tensely as they went off somewhere out in the woods. And hearing them go off behind your back, as you ran for your life was terrifying. Having guns did wonders for how fighting worked. You’d most often engage at a distance from a couple to a dozen meters depending on terrain and surprise. Since you’d likely only get one shot off, or the other side could score a lucky hit, there was always a reason to try and end the fight before it began. This led to some very tense moments of shouting and intimidation. Game rules were that the person being shot at, decided if they got hit and how. Any injuries had to be played on at the very least until the end of the act, so there was a lot of surrendering or fleeing instead, but it didn’t reach unrealistic dimensions. I loved how this form of fighting replaces the offgame skill and athleticism of boffer fighting, with a much more roleplay and story based form. I knew that a fight would only be humiliating or heroic, if I chose to make it so myself, not because of offgame factors.
Soldiers ransacking a home – Photo by Tindra Englund 2024
On a song and a prayer
The players of the Danish soldiers who were part of our guerilla force added a little bit of ritual in camp, where we’d be read scripture, pray and sing a patriotic song, before we went out on our operations in the woods. It really elevated the feeling of fighting for something, of believing in the fight, God and our divinely appointed monarch. Without this, it would have been pretty much indistinguishable from just playing bandits or robbers. Which we probably ended up being, more or less, in act two. But there was something more to it for us. I normally zone out during rituals and have little skill at singing, but this wasn’t the drawn out thing that usually plagues larp. The same went for the big town scenes where the evil Swedish overlord, Gyllenstierna, could have monologued us all to death, but instead the scenes went on with brutal efficiency instead. It’s one of the many ways my co-players made great choices, that always had the enjoyment of everyone else as the ultimate goal.
They got me… – Photo by Tindra Englund 2024
As things escalated in act two, I caught myself growing a slow offgame anxiety attack. The woods had gone from a fun playground to a terrifying hunting ground and the consequences of getting caught were so much worse. I took a long solo hike circling far around the village to get my thought in order and the thing that really pulled me back down, was realizing that the players of my enemies would always want to steer any scene in a direction that I was part of choosing, as they had done all through act one. With this in mind, I tracked down my compatriots and got back in the game, fully confident in my co-players.
This war of ours
While all the running through woods and shooting muskets was very romantic and fun, it was also futile. We could do little to actually help our friends and family in the village. And so very much more to hurt them. Mostly we could just lay at the edge of the woods and impotently watch them be mistreated by the occupiers. I had a handful of interesting relationships in town, that I wanted to play on. But since my character was a well-known outcast, so I only managed three heart-pounding and heart-breaking stealthy forays, hiding under houses waiting and hoping for my sister or lover to be home alone. Others had better opportunities to play in town. And while my special situation made for some great scenes in other ways, I just wished I could’ve had that direct play too.
A flogging in the town square, for example – Photo by Tindra Englund 2024
But what really stuck with me, was the hopelessness and powerlessness of the situation. How there was no real way to stop the soldiers, someone who operates with overwhelming force and sees no value in you. How this was the exact same dehumanization, genocide and wanton cruelty that crushes the best of us, throughout all of history. And does so still, so many places in the world. How everything we played out, to reenact our history from 350 years ago, is happening right now, somewhere to someone, with just as little choice or reason. I don’t think I can ever really be black-and-white about those civilians, who end up supporting rebels, occupiers, or both, ever again.
Civilians always end up with the short end of the stick – Photo by Tindra Englund 2024
But I also take a hope with me, from having done this: These people were our direct ancestors, we came from both sides of the war we reenacted (from the two countries in the world, that have fought the most wars against each other). And we came to explore our shared past with sensitivity and gentleness. Together. To see the humanity of everyone involved. To grieve what innocence was lost in these dark days. But also to see, that through who we are now, there is a chance to end the cycles.
Civilians always end up with the short end of the stick – Photo by Tindra Englund 2024
FACT BOX:
Larp Name: Snapphaneland
Designer(s)/Studio: Bröd och Skådespel
Dates: 6th to 9th of june 2024
Location: Berghem Lajvby, Sweden
Price: 1200 SEK (800 subsidised)
Website: https://snapphaneland.org/
Credits: Rosalind Göthberg, Mimmi Lundkvist and Alma Elofsson Edgar
This was the second and most likely last run, according to the organizers. The premiere was supposed to be June of 2020, but was pushed to 2022 due to the pandemic.
The larp sits solidly in the “Swedish Misery” subgenre of Nordic Larp, it can be seen as a sequel to Den Utan Synd ([He] Who Is Without Sin) by the same organizers, set in the same period and place, but focused on the peculiar horrors of the Scandinavian witch trials. Swedish Misery larps tell tragic stories of people and communities under unreasonable pressures. Like this larp, they are often inspired by history. They are expressly feminist and often centre the experiences of women and other groups without power, but with a focus on playable verisimilitude, self-direction and collaboration between players of oppressors and oppressed.
Cover image: Soldiers and villagers – Photo by Tindra Englund 2024
A version of this article was originally published in the Knudepunkt 2023 underground book ‘larp truths ready to be heard’.
I’ve seen things you people wouldn’t believe… Larp forum threads on fire off the shoulder of phpBB… I watched instamatic photos glitter in albums near the Immersionist Gate. All those… moments will be lost in time, like tears in rain. Time… To die.
I’m old, so this might come across as old_man_yelling_at_cloud.gif, but hear me out: we suck at documenting our larps these days. There are no central larp calendars for what larps have been run and which ones are upcoming. Photos end up not in public larp galleries or forums but in personal photo albums on social media sites or closed places like invite-only events on Facebook, Discord servers etc. Discussions take place on personal social media walls or feeds, or in said closed larp events/groups or chatrooms. Amazing larps (and disastrous ones) come and go, and the only traces they leave are scattered on the social media platform breeze.
Don’t believe me? As an exercise, (without doing a shoutout on your Facebook wall) try to come up with a list of 10 larps organized in your country from a couple of years ago, let’s say 2019. Or even 2022. How do you do it? Where do you look for information? How to find out who organized those larps, at what venues were they run? What did they cost? Where are the stories from that larp, or discussions about what happened there, the interesting techniques used or the bad design choices? Try finding photos from those larps. Where are they, and how do you find them?
I’ve done this exercise over and over, trying to piece together clues and compiling the scant information into lists. It’s exhausting work that requires not only extensive research and time, but also for you to reach out (often on social media) to complete strangers – who may or may not even get notified about your message or may even miss it completely in the constant algorithm maze that is social media these days – to get a hold of even the basics: who organized the larp? Did it even happen or was it cancelled? What was the larp about?
Believe it or not, but this task is much easier for larps way back – even from back in the dark 1990s, before everyone had internet, you can still find archived forum threads, cached web pages and paper fanzine articles, that allow you to study larps that few have ever heard of. The larps of 2023? Who knows, it’s all lost in the Facebook fog of war (or even worse, buried deep in an endless stream of text on some Discord server or another). After 2012 it gets progressively harder to find information about larps, and after 2020 it’s basically a black hole. Plot the information available on a graph and you’d think larp basically died out in 2018.
So, who cares, you might ask yourself. What do I care about photos from that Finnish viking larp back around 2018, or about who organized that nordic noir slash fae power struggle larp in Copenhagen last fall? Well, we should care about our history – not only the “old” history from the 1990s or the early 2000s when “everything” happened, we should care about writing our history today for the decades to come – or it will just be a blank spot on the map, a gaping hole in the traditions and evolution of this strange hobby of ours. We should care about where we’ve been, what we’ve tried and experienced, and not only that – we should be proud and celebrate all of our larps – the good, the bad, the ones that pushed the limits or expanded the borders of our hobby, the ones that tried but failed, and the ones that perhaps didn’t leave a mark in the halls of fame but still reside in the collective memory of their participants.
We should care, and we should find a way to not only preserve that history, but to make it publicly available. How do we do this? I don’t exactly know, but since we are a smart and entrepreneurial group of weirdos, we should be able to come up with solutions. Don’t let these tears be washed away in the rain.
Existing initiatives to archive larps
https://alexandria.dk – An extensive archive of (primarily) role-playing scenarios and conventions, but also larps, fanzines etc.
This article has been reprinted with permission from the Solmukohta 2024 book. Please cite as:
Utbult, Sebastian. 2024. “Tears in the Rain.” In Liminal Encounters: Evolving Discourse in Nordic and Nordic Inspired Larp, edited by Kaisa Kangas, Jonne Arjoranta, and Ruska Kevätkoski. Helsinki, Finland: Ropecon ry.
Last week, I had the pleasure of participating in Together At Last, February 15-18, 2024 in Berg en Dal, the Netherlands. Together at Last is a larp focused on romantic play by Reflections Larp Studio, designed and organized by Karolina Soltys, Patrik Bálint, David Owen, Lu Larpová, Marie-Lucie Genet, and Phil D’Souza. Based on the Black Mirror episode “Hang the DJ” and, to a lesser extent, the film The Lobster, the larp is set in a governmental facility in which volunteers are matchmade three times in order to find their Perfect Match. The larp originated online during the pandemic and was run 15 times as Together Forever, then transitioned to in-person play for 4 runs, with 2 additional runs planned for 2025. This run of the larp had 40 players, including 4 organizer-run characters.
The original setting made use of the actual pandemic and social isolation conditions players experienced to maximum effect; in this near-future scenario, humans cannot leave the house or socialize with others outside of hazmat suits without facing instant death from the mutated virus unless living in the same household as a family. Once a person decided to leave home, they must live alone, as proximity was too risky. As physical contact and companionship was deemed necessary by the government for human thriving, the Together Forever program was designed in order to allow people to date. At the end of the program, the system decides which characters are matched together, as well as which characters will remain unmatched. The matched participants are married in a perfunctory mass ceremony. Participants must choose to marry their “forever match” assigned by the algorithm at the end of the program; otherwise, they forfeit their right to ever go through the program again. Their alternatives were to beg this person to reject them or to run off into the wilderness to become part of the Banished, a group of people living in dangerous conditions outside of society. Divorce was possible long after the match was made, although that was deemphasized in play.
A once-per-lifetime vaccine giving 3 day immunity neutralized the virus enough to allow the participants to temporarily be physically co-present with multiple people, which for most characters meant the first time they had ever experienced physical intimacy in-person instead of VR; in other words, even if VR technology had become advanced in this near-future world, most characters were physically virginal for all intents and purposes. This chip was “new,” as previous versions of the program occurred online. In practice, this meant that play was punctuated by the strangeness of being physically co-present with so many people, able to go outside without a hazmat suit for the first time, etc. We actually started the game with a hazmat suit and mask on, waiting in line to be sanitized and processed, before we could change into our first “date” clothes and experience our first match. This contrast between the sterile government facility and the nightlife vibe was also emphasized in our costuming requirements for daytime, in which we were only permitted to wear white, grey, or light pastel comfortable clothes, including the optional Together at Last t-shirt with the program’s logo.
The sanitization process. Photo by Marlies. Image has been cropped.
The characters were jointly designed by the players and the organizers through an extensive in-game and off-game online form. The majority of the character’s personality arose from player inputs, with the relationships designed for us to link these disparate characters together. My character, Hope Novak, was one of the few who had experienced the program before, having been successfully matched for twelve years before her husband died.
While much could be said about the design of Together at Last, this article will focus upon several tensions I noticed — some which are embedded in the design and some I consider byproducts of it — which I will label paradoxes for dramatic effect. To be clear, none of these paradoxes are bugs of this brilliantly-designed larp, but rather features when exploring the difficult nuances of interpersonal intimacy. I enjoyed myself immensely at the larp and had incredibly powerful experiences with my co-players, in part because of the brilliant design. That being said, I think foregrounding these tensions is important due to the sensitive nature of the subject matter, especially when discussing a larp framed as aiming for play on a spectrum between absurdist comedy to realism to melodrama.
Photo by Bianca Eckert.
The Paradoxes of Consent, Rejection, and Monogamy
Like many Nordic-inspired international larps, Together at Last normalized queer play, as many of the matches would end up being queer in terms of gender and sexuality. Such a rule is not controversial in this play community, as many players identify as queer and/or polyamorous, or at least identify as allies. However, diegetically polyamory was not permitted in the program and was stigmatized, although the designers explained afterward that the intention was for this stigma to arise from logistical reasons based on the “laws of virology” rather than the “oppressive society.”
As players can sometimes experience discrimination due to physical appearance in such games (van der Heij 2021), we were not allowed to play upon lack of physical desire for the other person, but were instead given an impressive list of other playable reasons to reject them. This list ended up super helpful as a personal steering and mutual calibration tool, to the point that I think an article about “how to reject a character in a mutually beneficial way for players” is warranted. Furthermore, the larp was explicitly framed as not erotic (Grasmo and Stenros 2022), meaning that we were not allowed to be nude or engage in overly physical play during sex scenes. While players could ultimately choose their level of contact, the organizers recommended calibrating different representational modes of physical intimacy, e.g., using stage kissing and exaggerated movements; fading to black; or discussing what happens. Ideally, the scenes would be short and obvious, letting others clearly know what happened so they could react dramatically.
Photo by Lea-Maria Anger.
Diegetically, in-game pregnancy was not possible due to contraceptives in the water supply, although in my run, one character was permitted to join the larp pregnant somehow by another character. Instead, the government would assign a certain number of babies, which would be vat-grown and delivered via drone to the married couple’s home at some point in the future. This conceit allowed play on sexuality to be a bit more free. Instead of traditional conception, the algorithm determined if a character was permitted to have children based upon their behavior in an in-game parenting workshop; they were assessed based upon their care for a pretend baby made of flour over several hours, among other factors.
Furthermore, during each date, each match was made to fill out a form in which they discussed important topics related to marriage, including how to decorate their small government-provided apartment, how many children to have, what types of sexual kinks they would like to explore, etc. Diegetically, these forms all contributed to the “data” that led to the final “perfect match” selection. Thus, while engagement with childrearing was technically optional in-game, in practice, the theme became pervasive throughout the larp, e.g., topically in the forms, visually with play around the flour babies.
The larp emphasized consent-based play and consistent calibration. We engaged in bullet-time consent (Koljonen 2016a) for physical play and were encouraged to calibrate liberally off-game with other participants. Workshop time was devoted to calibrating with each of our three matches, which was extremely important, because we spent the better part of an entire day playing closely with each of them in turn. However, once runtime was happening, I would have preferred to have time reserved for calibration with matches before each date off-game rather than relying on ad hoc side discussions.
While we had other social connections and plots, we were under instruction in-game and off-game to make sure we interacted with our dates the majority of the time (80%). This rule was in place explicitly to avoid an issue that sometimes arises in larp: some players will ignore romantic plotlines that are central to play because they are not attracted off-game to the player, which can lead to a terrible experience for the other person. Furthermore, players should avoid filling up their “dance card” with known relations ahead of time and should be open to playing with unknown players, especially when the larp relies upon it (Tolvanen 2022). This principle was especially important in Together at Last, as we did not sign up in pairs, a recommended practice in other larps featuring dyadic play, see for example Helicon (2024), Daemon (2021-), Baphomet (2015-), etc.
Parenting class.
However, consent becomes a bit tricky in situations like these. Yes, we technically opted-in to playing closely on romance with three people — likely off-game strangers. But chemistry can be a difficult thing to predict even when not considering physical or emotional desire (Nøglebæk 2016, 2023); for example, incompatible playstyles can be a bad fit in such close, mostly-dyadic play (Bowman 2024). We are essentially responsible for another person’s positive experience in ways that can feel a bit like labor (Koulu 2020), which is not an inherently bad thing for me: I often prefer to play characters with a support role (Fido-Fairfax 2024, in press), which is why I played one of the game’s few in-game coach/counselors.
But that responsibility for another’s play experience is quite heavy especially when engaging with romantic and sexual intimacy. In such games, we expose some of the most vulnerable parts of ourselves to others, even through the alibi of the character. We may think the alibi is strong for many reasons — trust among co-players, a rather light-hearted and sometimes absurd setting, strong distinction between player and character personality, etc. But the emotions we experience are often all-too-familiar, and may have spectres of previous relationship memories attached to them, reemerging unbidden before, during, or after play. From a transformative play perspective, these emergences can be viewed as positive, in that they show us areas that need healing in ourselves (Hugaas and Bowman 2019), but not everyone attends leisure larps interested in or prepared for intensive personal transformation.
Emotions around rejecting others or being rejected are especially potent and are inherent to this setting. Needs for love and belonging and fears of ostracization drive much of human behavior as matters of survival, and are especially sensitive with romantic and sexual relationships. These themes were inherently present in the larp, whether or not each individual player experienced them or not.
Polaroid photo by Karolina Soltys.
The first date was meant to feel like an evening. Then, the chip went into “Turbo mode,” meaning Dates 2 and 3, which were only one day in this run, felt to the character like a several month relationship. This design combined with the enforced monogamy meant that rejection would likely happen in-game on some level. For example, while we could still pine for our last match, diegetically we risked being reported and kicked out of the program if we did not adhere to the rules, such as not talking to our exes without a “chaperone.” While off-game, we were encouraged to bend the rules, in practice, this rule meant that at least some of the time, many of our characters were likely to feel insecure or rejected as we watched our potential “perfect match” playing closely with others.
The angst around these feelings was also tied to the fact we had no actual power to choose who we married in the end or whether we got married at all, leaving our fate up to the “algorithm” and for us to “trust the process.” Interestingly, as players, we had much more influence over the outcome than our characters; we were instructed to fill in calibration forms at the end of each match, sharing our in-game feelings for our current match (and others at the program). We were also permitted to share our personal desires for an ending as an off-game request; some players wanted a happy ending, others wanted a terrible match, and others let the organizers decide the ending. This last option seemed the most risky to me, as unsuspecting players might be sideswiped by emotional (Montola 2010) and romantic bleed (Boss 2007; Waern 2010; Bowman 2015; Hugaas 2022) from past triggers or current desires dashed.
The HelpBot.
Furthermore, the game setting itself was inherently murky consent-wise. While were instructed not to play on sexual violence of any kind, there were in-game consequences for rejecting our current match. Yes, technically we all opted-in to the program, but we had literally no other choice if we wanted to live with another person. We could live alone or with our families, some of which we wrote to be highly dysfunctional and even abusive. We were not required to engage in sexuality with our matches, but we would be forced by the program to live with them for a certain length of time before divorcing, or be alone. And since polyamory was forbidden, we were expected to somehow make it work with this person. Off-game, this rule was here in part to provide angst for the characters, who would likely have feelings for multiple people, but also to try to prevent the players from solving their character’s dilemmas in this not-quite-dystopia by becoming poly. The HelpBot, a non-sentient robot who helped run the program, who played by one of the organizers, would inform us that 97.5% of matches ended up “perfect”… even if it took 10 years for the couples to realize it.
My character Hope was a 45 year-old intimacy coach who made her living by teaching people ways to connect in online environments. She also had the visceral memory of living harmoniously with someone for much of her recent life; indeed, her “perfect match.” However, Hope was also polyamorous, which was highly frowned upon in this setting, meaning she was one of the few people critical of what she viewed to be compulsory monogamy forced upon the program participants. Indeed, one of the reasons her previous husband, Paul, was “perfect” was that he supported her online relationships with other people and provided stability while she was on the turbulent rollercoaster of dating.
The game had an overarching Panopticon feel, as all interactions were fed through our chips to the system as “data.” Our matches were read over a loudspeaker by a robot voice each time they occurred, with dramatic pauses for us to react within our Support Groups, which were set up for us by the program. Almost all of us were matched with one or more exes. For Hope, this practice was initially problematic, as her ex had left because she wanted a monogamous relationship. While we were instructed by our character sheet and the rules to be excited to see these exes at the program, Hope immediately worried if this forced interaction would be unwelcome, which thankfully it was not.
Furthermore, Hope found out in-game that her ex was almost twenty years younger than her and a virgin (like most characters), while my character had previously been married and had many online relationships. (Note that before the game, I asked the organizers to be paired with players closer to my age to try to avoid these issues, which thankfully was arranged). This fact led to extensive discussion between our characters about the ethics of such a relationship, a conversation also echoed in Hope’s second match, Serena, who Hope believed was her soul mate. Serena had been married before but had never experimented with polyamory. In both cases, my character’s polyamory could be experienced as non-consensual non-monogamy by the other characters, leading to rocky emotional waters in-game and discomfort for me off-game.
Siblings preparing for the mass wedding. Photo by Linnéa Cecilia.
Another oddity was the inclusion of family members in the setting. As players, we were expressly directed not to engage in incest. Yet, in practice, to engage in group activities such as the sex education, burlesque, and neo-tantra workshops (which I ran), characters were asked to consider sexual themes in close proximity with their parents, siblings, or cousins. On the plus side, this factor also led to deep play around protectiveness and family-building; two of the Dates featured a Meet the Family meal, in which various configurations of participants found themselves testing the waters of each new family constellation.
Finally, while the setting enforced monogamy, it was also paradoxically a polyamorous — or at least serial monogamist — environment. As an intimacy specialist, Hope found this setup to be irresponsible at best and sadistic at worst. Not only were characters forced into relationships with their previous exes, but they also had new exes after every match all together in the same space. They were forbidden diegetically from openly loving or desiring others, although of course transgressions of these rules were off-game encouraged. No one had any time to process the relationship they just left and were forced into another relationship immediately, a recipe for drama and dysfunction — which, of course, makes for excellent larp fodder.
Inherent to this design was the “Singles Night” embedded in the program after Date 2, in which characters were temporarily single. While they were discouraged from interacting with their exes, of course this rule was repeatedly broken and new connections were formed, many of which did not align with Date 3 the next day. Hope interpreted this more licentious setup as entirely intentional on the part of the program — any connections that night fed the algorithm more “data” regarding who might actually make a good match and how characters might behave given liberty.
Serena and Hope before the wedding.
Thus, the compulsory monogamy of the program was challenged at each stage of the process in fascinating ways. Regardless of how each character felt about their previous matches, they were likely to have strong feelings of some kind that caused complications in the future relationships. Hope viewed these complications as a test of her integrity as an openly polyamorous person: could Hope have compersion and be happy for her soul mate if she fell deeply in love, had incredible intimate experiences, or ended up married to someone else? Wrestling with this inner dilemma was intense enough for me to feel that I had not “solved” the larp through poly as a player.
When the robot voice announced who Hope would marry — thankfully, her second match and “soul mate,” Serena — the joy Hope felt was immediately tempered when she considered the feelings of her two exes in the room, including her third match, who also happened to be in her Support Group watching her reaction. Fortunately, the two had come to a mutual understanding, but still the drama of the moment was high for all characters. Furthermore, Hope had difficulty feeling joy when her other loved ones in the room were visibly distressed by their matches. The Group Wedding final scene was bittersweet, as the matched characters lined up in their fancy wedding clothes for the mass ritual, while the Unmatched watched on in their hazmat suits, preparing for more time physically separated from intimacy with others. Conversely, some characters were devastated by their pairings, yearning instead to be with someone else.
Again, this complicated ending was engineered for maximum larp drama, and even steered toward by many of the players to get their desires met for their version of good play (Pettersson 2021).
The Paradoxes of Physicality, Tone, and Genre
A game like Together at Last is difficult to classify in terms of traditional larp genres. While we the genres of romantic comedy and drama are well-known in film, such genres have yet to be established fully in larp. In part, this limitation is due to taboos historically in more traditional play communities around romantic, sexual, and physical play, which often lead play groups to deny acknowledging that romantic bleed is a natural phenomenon that can happen to anyone (Bowman 2013). Even in the Nordic community, larps focused on oppression dynamics are far more common than settings focused entirely on romance, to the point where the designers had to explicitly signpost on the website to manage player expectations (Koljonen 2016a) that Together at Last:
is a story about attempting to have romantic relationships with a variety of people, some better suited to you than others, about growing as a person and looking for true love, whatever that means. It is not intended to be ‘misery porn,’ though there may be some difficult themes in the character backstories (e.g. depression, bullying, emotionally abusive parents). (Reflections Larp Studio, 2024)
That is not to say that larps centered upon romance do not exist; notable exceptions are Regency-based larps such as Fortune and Felicity (Harder 2017; Kemper 2017) and many UK freeforms, but rather that they are not nearly as common, and thus the play culture surrounding them is not fully solidified in terms of conventions around physicality and tone. Therefore, I would say that romance-based larp is an emerging genre — one that is developing alongside erotic larp, but is not necessarily synonymous, just as sexual and romantic attraction do not always coexist (Wood and D 2021). I would say JD Lade’s Listen 2 Your Heart (Bowman 2023) also fits the romantic genre, whereas larps like Just a Little Lovin’ (2012-) or Helicon (2024) may or may not depending on the way the characters are written and enacted.
Former members of the Banished reintegrating into the main society through the program. Photo by Marlies.
As a developing genre, norms need to be established and made clear by the organizers about what the game is and is not. Otherwise, players tend to rely on their larp muscle memory (Bowman 2017), unconsciously driving play toward genre expectations that are more familiar to them, or inserting genre conventions that were not intended as themes. This tendency is not in itself necessarily a bad thing, but it can lead to wildly different expectations of play, interpretations of content, and spreading of themes that were not necessarily intended by the designers. For example, as I have described with Listen 2 Your Heart (Bowman 2023), the last minute addition of vampires to an otherwise romantic game might lead some to find the content appealing, whereas others might find it troubling (e.g., Edward’s problematic behavior in Twilight).
As mentioned above, at Together at Last, we were instructed to play along a spectrum of absurd comedy, realism, and melodrama. However, I noticed people bringing in conventions from the gothic horror and noir detective genres, which caused a bit of cognitive dissonance for me. For example, behavior that might be gritty and normative in a noir film (or even in a BDSM context) might be considered abusive in a light romance context without calibration. A normal reaction to psychological terror in a gothic horror book may look like a psychotic break in another context, something my counselor-type character found especially concerning. In both cases, I was able to successfully calibrate with the players in question, which was a relief, but the experiences were jarring. It can also be difficult to tell if such actions were fully calibrated off-game with other players involved, which can lead to concern, especially when role-players are very immersed in the drama and convincing. We were encouraged to break game to check in with other players, but I found myself wishing we had workshopped the Okay Check-In (Brown 2016) or something similar to practice in an embodied fashion.
I often noted what I could only describe as “hate walking”: characters experiencing something emotionally upsetting and hate walking away up and down the halls, sometimes in packs, with one or more characters hate-walking alongside as emotional support. Of course, larp is a physical activity, and such behavior added to the dynamism of the environment, but it also added a sense of volatility. At the afterparty, the organizers shared that this run was particularly “dark,” with the previous one ending up far more “wholesome.” I suspect part of the shifting dynamics between larp runs has to do with the player-written characters, as different inserting kinds of content can radically impact the game, i.e., the domino effect (Bowman 2017).
Interestingly, I have noticed that these romantic larps that have been run several times tend to develop a devoted following, especially if the setting allows for a unique experience each time the game is played. Both Listen 2 Your Heart and Together at Last had an active Discord before, during, and after the game. Such channels lead to an intriguing blend of in-game and off-game light-hearted banter and pre-game play (Svanevik and Brind 2016) that often impacts dynamics in-game. The character sheets were all transparent, meaning we could read them before play, leading some players to have a strong in- and off-game familiarity with all of the characters; some even seemed to ship some duos over others coming into the game, meaning they had preferences for who should end up together and not. The Together at Last Discord was active many months before the larp and though I could not participate in it due to time constraints, I found it oddly reassuring to see people connecting so excitedly around larp. The Discord also became a needed lifeline after play, as we emerged from this 3-day experience back into life (see e.g., Bjärstorp and Ragnerstam 2023). Now, in the post-larp transition, it feels good to continue to be connected to my co-players.
Diegetically, the Discord was used in interesting ways as well. We all had our own in-game social media timeline upon which people could post, as well as several channels for special interests our characters would have had online, e.g., simulators for farming or raising AI children. One of the reasons this run was particularly intense was that many of the characters were celebrities, so actions that happened in-game would become news stories on Discord, thus raising the stakes. The organizers also used the Discord to communicate key logistical things that we were expected to do, such as filling out the forms. Many players fluidly switched between the online engagement on their phones and the in-person play, but I found it difficult not to get sucked into my off-game responsibilities, so I used it sparingly until after the game. Ultimately, the larp was a paradoxical hybrid of virtual and physical, especially considering the newness of physicality compared to the relative comfort the characters had with virtual encounters.
In-game celebrities made for an active Discord with extensive online play.
Romantic Realism
I appreciated that Together at Last made space for happy endings for players who wanted to have that experience (as I did). I also really enjoy being part of the ongoing online community around these intense romantic larps. I have had some deep and potent scenes, as well as debriefs, with the players. I feel very lucky to have been a part of these experiences. Each larp had moments of brilliance in its design, leading to a feeling of safety when playing with these emotionally fraught themes.
That being said, after each of the larps in this series, I keep wondering what it might look like to play a multi-day romantic larp focused entirely on a realistic exploration of healthy intimacy. I have played several short Nordic freeform scenarios on romantic relationships, although they usually focus on issues of breakups (En kærlighedshistorie, Ellemand and Nilsson 2012), infidelity (Under My Skin, Boss 2010), and other critical issues rather than on trying to develop and maintain a functioning loving relationship. I realize that content might be boring for some players, but in my view, even relatively healthy relationships have plenty of inherent conflict to work through — for example, insecure attachment styles or trauma recovery.
Hope and Serena.
If larps help us develop skills in a deeply embodied way, which I believe they are capable of doing, what are we practicing when we return to dysfunction as a source of drama? What lessons are we experiencing in our bodies about love in times of conflict? What catharsis is happening? And what takeaways can we distill from these dynamics that we can infuse with our daily lives afterward, whether as cautionary tales or breakthroughs, our own intimate relationships, or our relationship with our own vulnerable, human hearts?
Together at Last
Designed and organized by: Karolina Soltys, Patrik Bálint, David Owen, Lu Larpová, Marie-Lucie Genet, and Phil D’Souza
Cost: 300€
Location: Berg en Dal, the Netherlands
Players: 40
Bibliography
Bjärstorp, Sara, and Petra Ragnerstam. 2023. “Live-action Role Playing and the Affordances of Social Media.” Culture Unbound 15, no. 2: 66-87.
Bowman, Sarah Lynne. 2018. “The Larp Domino Effect.” In Shuffling the Deck: The Knutpunkt 2018 Color Printed Companion, edited by Annika Waern and Johannes Axner, 161-170. Pittsburgh, PA: Carnegie Mellon University: ETC Press.
Fido-Fairfax, Karolina. 2024, in press. “Strings and Rails: NPCs vs. Supporting Characters.” In Liminal Encounters: Evolving Discourse in Nordic and Nordic Inspired Larp, edited by Kaisa Kangas et al., 38-40. Helsinki, Finland: Ropecon ry.
Koljonen, Johanna. 2016b. “Toolkit: The Tap-Out.” Participation Safety in Larp, September 11.
Koulu, Sanna. 2020. “Emotions as Skilled Work.” In What Do We Do When We Play?, edited by Eleanor Saitta, Johanna Koljonen, Jukka Särkijärvi, Anne Serup Grove, Pauliina Männistö, and Mia Makkonen, 98-106. Helsinki: Solmukohta.
Svanevik, Martine, and Simon Brind. 2016. “‘Pre-Bleed is Totally a Thing.’” In Larp Realia: Analysis, Design, and Discussions of Nordic Larp, edited by Jukka Särkijärvi, Mika Loponen, and Kaisa Kangas, 108-119. Helsinki: Ropecon ry.
Writing about larps is hard. They are ephemeral co-creations that exist both in a measurable, physical reality, and in the participants’ imagination. The participants’ experiences are not just different receptions of the same work as in passive art, but they include objectively different content. Oftentimes, no one, not even the organisers, has seen the entire piece. Finally, participants process these experiences extensively, after runtime, alone and as a group, whether on the spot through debriefs and after-party discussions — leading to ”the post-game lie” (Waern 2013) or weeks later, through in-group online chats and photo uploads.
These challenges have been eloquently discussed by Nordic larpers for over 15 years, with people alternatively referring to public larp feedback as reviews, criticism, or critiques. However, these categories may not always translate well to certain countries (Ahlroth 2008). In a series of educational articles, North American larpers used passive art definitions to define what would be larp critique vs. criticism vs. review (Roberts & Stark 2017a, 2017b, 2017c, 2017d). A critique focuses on one particular aspect of a larp and frames it in its artistic context, and it is more aimed at scholars. Criticism would be rather aimed at providing feedback to the designers/organisers (I’ll use “organisers” for short). A review would talk more about the writer’s own global experience at the event and be aimed at potential future players. In the latest Nordic article on the topic, Kangas (2022) mentions larp critique in the title, but also extensively covers challenges of reviews, pointing out the lack of both. And yet, in spite of these well thought-through pieces, in 2024, there is still no comprehensive repository for larp feedback that would be:
public and easily accessible (neither requiring sign-up to a closed Facebook group or Discord, nor having to search for each individual larper’s blog)
in English (international larps have a global audience)
online (not everyone can afford to travel to Solmukohta to hear feedback in person)
free from organiser control.
There are no print larp magazines with global reach, and there is not enough space in a single Knutebook per year to review a significant portion of the scene. The Nordic Larp website (nordiclarp.org) is receiving more submissions (see below), but it is still nowhere near a RottenTomatoes / GoodReads / TripAdvisor / Google Reviews of larp. The last two are indeed not art review websites: in my opinion, a larp event cannot just be a work of art, it is also a real-life physical experience, often paid for, and should also be reviewed as such.
If you end up being beaten by a cast member at an immersive theatre experience that advertised “no physical contact”, poisoned by a chef in a restaurant, or if your AirBnB had bed bugs, your review would probably mention it. All three can happen in a larp, and could therefore be in the scope of any public larp feedback. Most larp organisers are not paid professionals, and this should be taken into account, but neither are many AirBnB hosts. The monetary transaction to an unknown party can make larp a different activity than just “doing art with friends”.
One of the reasons there is so little public larp feedback is that these articles may have unintendedly discouraged some players from writing any. First by emphasising intrinsic challenges overtly, second by using passive art criticism as a benchmark. For example, the requirement to put things in context of the artform bans any first time larpers from writing a critique – and might discourage them from writing a review. Even an old fart like myself cannot be bothered with carefully referencing other games in his reviews or thinking about his reader’s cultural environment, and thus the messy walls of text stay in friends-only Facebook posts. As Kangas (2022) writes, larp criticism is a “thankless process”, and the final straw is the fear of retaliation. No novelist can prevent reviewers from reading their next book once it’s published. A larp organiser can totally ban a reviewer for life.
But why would anyone want to review larp events anyway?
For both Ahlroth and Kangas, the main ethical conundrum around larp reviews is that, to fully experience the larp, the reviewer needs to participate, hence will be a co-creator, the “violinist reviewing the orchestra’s performance”. Kangas also discussed the effects of active decisions from one participant that may not even have been part of the larp’s initial design (e.g. steering). But both authors concluded that larp critique is really required for larp to be taken seriously as an art form.
I do not care whether larp gets taken seriously as an art form. What I do care about is participants – they matter more than the games. Right now the discourse is controlled by only one type of participant: organisers. From pre-game online material to sign-up/casting process, to highly curated audiovisual content (sometimes posed, off-game photos, or highly edited video clips), organisers control most channels. Even talks at Solmukohta about specific larps are usually given by the organisers themselves. When players are invited to speak, they are usually sandwiched between two organiser speeches in which the organisers get to introduce and reframe the testimonies.
In private conversations with organisers and unrecorded Knutepunkt presentations by larp scholars, I have heard about structured before/after assessments in two famous Nordic larps that were intended to be transformative. One was found to be no more effective than a dance class, and the other one was sometimes actually detrimental to the values the larp intended to foster. The organisers just did not include this key player feedback in their post-game communication. For a scene that prides itself on transparency and free speech, there sure is a strong culture of omertà.
But I don’t want to be trashed as an organiser!
First, this is not about you. If you want private feedback as an organiser, read Waern’s (2017) great article on this very topic. This is about players. I have been both a player and an organiser. As a player, I have given candid feedback to larp organisers, in person, by private email, and in public blog posts. As an organiser, my larps have been both praised and trashed by their players, to my face while still at the game site, in private emails, and online. I know full well that organising larps can be extremely taxing physically, mentally, and financially. Any negative feedback about something you have invested so much of yourself in can feel extremely painful.
Does that mean organisers should get away with everything? With lying in their pre-game communication? With unethical behaviour during runtime? There will always be people who comment negatively on events, so it might as well be people who were actually there. Looking back at 10 years of Knutebook articles, it seems acceptable for authors to comment at length on larps that they did not attend, that were run in countries that they have never visited, and that were played in languages that they do not speak. Would we accept all three from a book or opera critic? Sometimes these authors have not even talked to any of the larp’s actual players: they based their articles only on curated audiovisual documentation and on the organisers’ word.
To level the playing field, player feedback should be available on a platform where it could be useful for both organisers and future players, who can then decide if they want to participate in reruns or in new events run by the same team. Consent is only truly consent when it is informed.
Some organisers have said that if such a central repository existed, they would stop organising. I do not want anyone to quit, but the current situation of hidden backchannels to obtain candid reviews reinforces cliqueishness, in-crowd phenomena that excludes newcomers. This is far from the oft-professed Nordic goal of inclusivity and learning as a community.
But it’s not objective!
There are several ways to document things that actually happened. Both Waern (2013) and Kangas (2022) describe ways of taking notes during breaks in the runtime, while Axiel Cazeneuve describes how they mentally put themselves in “recording mode” during runtime and write everything down afterwards (Cazeneuve & Freudenthal 2021). But technology can also help. Tiny cameras are now affordable, and they can be used to unobtrusively photograph or film an entire short game if other participants provide informed consent.
Years ago, I time-lapsed Le Masque de Boba Fett (Switzerland 2015, Eng. Boba Fett’s Mask), a Star Wars larp, with a tiny GoPro, from arrival on site to post game chats. The photos not only made for fun memories, but they also showed me how much I drank, and how alcohol affected my experience – positively in this case. I was also wearing a research-grade medical device that tracked my movement, blood pressure, heart rate, and sweating. This allowed me to confirm that tense scenes (even when immobile) triggered objectively measurable stress responses, but that my pre-game period was actually even more tense than runtime (B. 2016).
Nowadays, consumer-grade smartwatches can refine this data collection through unobtrusive experience sampling. I am not saying that all reviewers should always revisit hours of play on a screen without the magic of imagination, nor that they should wear wireless electroencephalograms. But both handwritten notes and recording devices can help verify whether fast-paced action was actually as constant as advertised – or whether most of the game actually consisted in boredom/quiet reflection?
Even without any technology, if people leave the game before its planned end, it is an objective event that I want to hear about as a potential player of a rerun, especially if any of these were ragequits. Objectivity can also be positive: these Star Wars larp photos showed me details I had no memory of. And even if photos do not quite look like how you remember a scene, that very difference is part of the effect of the larp. What made it different from the raw visual?
Non-anglophone examples of public larp feedback
Before it was killed by the rise of social networks, the website Au Fil du Jeu (Eng. In the Course of the Game; Aufildujeu.ch) acted as a main portal for the French-speaking Swiss larp scene. Organisers would announce their games, and participants would often write post-game feedback under the initial post. While post-event debates sometimes got heated, they were extremely useful to me, a newcomer in the Swiss larp scene. Was it really a big deal for me that some non-player characters were unkillable, or that there wasn’t enough roasted boar for every player? Maybe not, but it allowed me to learn about the local organisers and their game styles.
In France, the largest larp review site is L’univers du huis clos (Eng. Chamber Larp Universe), a repository of more than 170 larp scripts. People who have downloaded and played a script sometimes write public feedback in the comments section of its page. Some reviews are very short, others provide details about how actual runs went, but they remain mostly written by organisers rather than players.
For a more thorough journalistic review site, the French website Electro-GN (Eng. Electro-larp) provides both larp previews by organisers, and reviews of games by players. As many of these larps are rerun regularly, reading about how the organisers’ vision actually panned out is extremely valuable. These reviews help me assess the odds of having a satisfactory experience after taking a day off from work and 8 hours of travel to a remote game site to co-create with people I have never met.
The Czech website Larpová Databáse (Eng. Larp Database) is a larger review repository, in which larpers can comment on games. I do not find the 1-10 rating feature informative, but the most reviewed game, De la Bête (Czech Republic 2014, Eng. Of the Beast), has 192 written comments of various lengths from individual players. Now compare this to Parliament of Shadows (Belgium 2017), a high profile international larp with so few public reviews that the most sobering one is available only in Polish and on a Polish website (Skuza, 2017).
So, are such sites reserved to larpers from fiery Romance or Slavic debating cultures? Can people raised with protestant moderation under Jante’s law do it in English for the whole world to see?
Elements I would appreciate in a larp review
First of all, there is a lot of excellent advice in English out there. The recommendations that Waern (2013) provides for larp historians are also useful for reviewers:
PLAY!
Talk to both players and designers (and game masters)
Collect multiple views on key events
Collect media
Unlike Waern, I am not looking for neutral larp history. I do want to know what you, as a player, liked, what you did not like, and why was that. I do want to hear whether the larp was run as advertised. Kangas provides additional tips and tricks, such as using a pen name or providing group feedback. Stark and Roberts proposed a structure for larp critique, but it could be useful for any larp feedback: “Theme, Setting, Tone, Pre-game activities, Structure, Techniques/Rules/Mechanics, Facilitation/GM Role, Post-larp activities”. They also advise to show compassion, assume the best and avoid snark. However, I think some snark is OK, especially if the organisers treated you badly.
It seems like the Nordic Larp website has also noticed that meeting art critique standards may be one of the reasons they have not been receiving much reviews, and thus they decided to call this public feedback “larp documentation”, specifying:
Does it have to be a critique/criticism/review? No. We are very happy to publish those, for sure, but what we mostly want is straightforward accounts of people’s experiences. We don’t need you to say what you thought was wrong about the larp, or to suggest how to improve it, or so analyse it within some critical framework. Just what it was like, and how it was for you, will be perfect.
Should I write a long narrative about my character’s journey? A documentation piece is not a long account of your character’s narrative arc, but rather discussion about your overall experience and your reflections about it. Ideally, you will be able to provide some details about the basics about the larp setting, themes, and organisation, along with a brief account of your experience, and any takeaways. Bonus points if you can connect the larp to other texts, larps, or theories in the discourse, but this is not required. (Nordic Larp 2023)
Since participants matter more than the games, I would also love to read about player well-being.
Corporeal well-being
A book may give you paper cuts and move you emotionally, but a larp will by definition affect your body, potentially up to bodily harm. Players’ pre-game health affects their experience and could be relevant to it. I started The Monitor Celestra (Sweden 2013) with gut issues and cut my scalp open on a doorway – literal pre-game bleed. An eye infection at Conquest of Mythodea (Germany 2004) required immediate antibiotic treatment, making me miss a full day of game. To avoid sweat dripping into my eye, I could not wear the silicone mask that fully covered my entire head and neck, and therefore had to change character, which affected my experience.
Quite often, organiser choices affect players’ physical well-being, so it makes sense to write about those experiences in a review. One example is hygiene: were there enough bathrooms for everyone? Could people change their sanitary products and contact lenses in the bathrooms? Also, did you get accurate information about the conditions where you would be living and playing? For example, pre-game information about De la Bête mentioned that I would sleep in a castle, but not that it would be so dusty that my black costume would become grey every day. It was honestly not a big deal, but it could be relevant for future players. When discussing health related issues, you should obviously only share what you are comfortable with, what is relevant to your experience at the game, and you should always respect the privacy of other participants.
Emotional well-being
In Fat Man Down (Denmark 2009), a 2-4 hour jeepform/freeform scenario originally designed for the Fastaval festival, players consent to roleplaying scenes from the life of a fat man and the people making his life miserable. Just before going in character, players are told by the organiser (without the player of the “fat man” hearing) that his use of the safeword should be ignored. Meanwhile, the player of the “fat man” is given the real safe word and will therefore get to observe the other players breaking a game rule.
This constitutes bait and switch as the players did not consent to participate in an experiment testing their willingness to break agreed-upon rules and to potentially abuse a co-player. In a scientific setting, this type of “forced insight” experiment, without the oversight of an external ethics committee, would get the organisers fired or disbarred. But in the Nordic larp scene, several larpers have told me: “Sure it’s a bit unethical, but it’s an innovative design! It’s great art, so it’s OK!” Parts of the Nordic freeform/larp scenes may have moved on from this “provocation first, people second” approach, but how many players have signed up for this game without even having the option to read player feedback?
People often joke about Type II fun and extreme emotional sports, but do larpers sign up to get abused? I need to see whether limits are clearly announced on a larp’s website, but I would also like to hear whether they were actually respected. Not just by the organisers, but also by supporting casts and co-players. And if all of the above was perfectly healthy and safe, well, that’s a great thing to know for future players too!
Financial well-being
Since the advent of international blockbuster larps, sign-up fees have been getting closer to the median monthly income of several European countries. It would be only fair to get some accurate information about the larp before spending such an amount of money (plus costume and transportation). Furthermore, personal time investment for larps that rely heavily on co-creation by the players can mean allocating weeks into online pre-play. Before investing these resources, it would be great to be able to check whether the game is a good fit for the player, and not have to rely solely on the organiser’s website. An ageing population of players may have more money, but also less free time. Between raising children and minding their carbon footprint, a lot of people are ready to larp less – if they can larp better.
Creative well-being
Once all of the above have been considered, I want to hear about the game itself, but not just in a neutral, descriptive manner. Did the themes come to life as communicated? How? Did cheesy aliens with green antennae crash the Dangerous Liaisons larp that was announced as historically accurate? Did the much-touted lavish set and prop design live up to the hype?
If your own character’s plot was not satisfactory, what happened? Do you think it was because of your own playing, a confusing character text, or other players refusing to play to lift? Or did an interdimensional demon portal “main plot train” run over the intimate love stories that were supposed to be the core of your experience? Conversely, if you had ecstatic, life-changing scenes, how did they happen? Did they resonate with your own, pre-game interests, or did you discover an entire new side of your personality? And what about the other players? Did they seem bored or did they seem to get more out of the larp than you did? Any of this information could be useful. And the best part is that you do not have to actually include any of it for your public written feedback to be more valid and useful than the current silence.
Just do it. Please.
Two of the Nordic Larp website’s latest player “documentation pieces” perfectly illustrate the value of ignoring the strict requirements of artistic critique. In his “documentation” of Gothic (Denmark 2023), Juhana Pettersson (2023) discusses his past personal interest in the topic, takes a behind-the-scenes look at specific aspects of the design, and describes some key scenes and his feelings about it all. Simon Brind’s (2023) documentation of the erotic horror larp House of Craving (Denmark 2019) is self-described as “a gonzoid attempt to make sense of what the fuck just happened”, but both pieces are really useful.
These two are great examples of reviews/testimonies/public larp feedback, and we need more (including on the very same games, even the very same runs) to hear more perspectives. We especially need reviews by people who are less known in the Nordic larp scene and may suffer from impostor syndrome.
If none of the advice above helps, you can always start by just writing down three things you liked, three things you didn’t, and then explain why you did or did not like them. That would already be better than the current situation. Other future participants would thank you, and again, they, like you, matter more than the games.
References
Ahlroth, Jussi. 2008. “Leave the Cat in the Box: Some Remarks on the Possibilities of Role-Playing Game Criticism.” In Playground Worlds, edited by Jaakko Stenros and Markus Montola. Jyvaskyla, Finland: Ropecon ry.
B., Thomas. 2016. “Your Brain on Larp: Questions and Tools for Neuroludology.” Presentation at Solmukohta.
Electro-GN (Eng. Electro-larp). 2024. Electro-GN.com.
Kangas, Kaisa. 2022. “Possible, Impossible Larp Critique.” In Distance of Touch: The Knutpunkt https://leavingmundania.com/2017/05/30/why-larp-critique-is-awesome/2022 Magazine, edited by Juhana Pettersson. Knutpunkt 2022 and Pohjoismaisen roolipelaamisen seura.
Waern, Annika. 2019. “How to Gather Feedback from Players.” In Larp Design: Creating Role-play Experiences, edited by Johanna Koljonen, Jaakko Stenros, Anne Serup Grove, Aina D. Skjønsfjell, and Elin Nilsen, 373-388. Copenhagen, Denmark: Landsforeningen Bifrost.
Ludography
Conquest of Mythodea. 2004. Live Adventure Event GmbH, Germany.
De la Bête. 2014. Rolling, Czech Republic.
Fat Man Down. 2009. Frederik Berg Østergaard, Denmark.
Gothic. 2023. Avalon Larp Studio, Denmark.
House of Craving. 2019. Participation Design Agency, Denmark.
Le Masque de Boba Fett. 2015. Nugerôle, Switzerland.
Parliament of Shadows. 2017. Participation Design Agency in collaboration with Oneiros and White Wolf Entertainment, Belgium.
The Monitor Celestra. 2013. Alternatliv, Bardo and Berättelsefrämjandet, Sweden.
This article has been reprinted with permission from the Solmukohta 2024 book. Please cite as:
B., Thomas. 2024. “This Larp Sucked – and Everyone Should Get to Read About It.” In Liminal Encounters: Evolving Discourse in Nordic and Nordic Inspired Larp, edited by Kaisa Kangas, Jonne Arjoranta, and Ruska Kevätkoski. Helsinki, Finland: Ropecon ry.
Content Advisory: This article may contain plot spoilers for the larp Odysseus.
This is a slightly tweaked version of the original post I put on Facebook on Sunday July 21, 2019, regarding my thoughts on the second run of the Finnish larp, Odysseus, that ran over July 4-6 2019 in Helsinki.
“It’s not enough to survive, one has to be worthy of survival”.
Commander Adama, Battlestar Galactica
This article discusses my experience of participating in the 2019 run of the Finnish larp Odysseus, which was organized by Laura Kröger, Sanna Hautala and Antti Kumpulainen (backed up by a huge crew). This was my first time at a larp of this nature (I’ve been playing and running larp’s since the early 1990s) but I should also mention I had lost my love of larp by this point due to some extremely negative experiences so it was with some trepidation I would eventually go to this game with a view to it being my swansong. I didn’t really know what to expect or how I should play it.
TL;DR, I had an amazing time at the very best larp I’ve ever been to.
What was Odysseus?
I’d been looking for a large European “mega-larp” (for lack of a better term) for a while but if I was going to spend roughly £500+ on a game, I wanted it to be something that was in my sphere of interest. A good friend of mine who had previously gone to Lotka-Volterra, sent me the link for this one and it seemed to tick all of the boxes that I was looking for. As I think the team behind Odysseus freely admitted, the game background was very much Battlestar Galactica with the serial numbers filed off. The background to the game was that a colony of humans who left Earth hundreds of years ago were wiped out in a surprise attack by sentient machines (so very much the beginning of Battlestar Galactica). The game was set in the immediate aftermath of that attack. We were on the ECS Odysseus, one of the last surviving battleships of the colonies. As players we would be playing members of the crew of that ship, as well as survivors who had been picked up either before the game started or would be as the game progressed.
Photo by James Bloodworth
Pre-game
The game was cast from pre-written characters, which meant that instead of writing up your own character’s backstory and fitting it in with the game universe, you filled out a questionnaire as to your preference of play styles and then the GM’s “cast” you into a role they thought lined up with your answers. The questions were such as how much you enjoy a certain play style, if you like having secrets, if you like romance plots, etc. For example, I remember one question asking which of the character groups I was interested in; I put down either Engineer, Scientist, or Bridge Officer.
Seemingly at odds with my wishes, I was cast as a Marine, a soldier. Between laser tag and larp, I have played an awful lot of military-type roles over the years and had been hoping for something different. It seemed I wasn’t alone in being unhappy with my given character and we were offered an alternative; we could put in for a swap and see what happened, and I very nearly did. In the end, however, I thought playing another soldier-type character after doing it so many times would actually be an aid to my roleplay as I would be going into relatively unfamiliar larp territory and having some idea how to play in a military manner might be beneficial.
We got the main character briefs in May 2019 and by that stage there was a touch of anxiety creeping in about the game in itself, to the degree that I put off properly reading it for a couple of weeks. I think what was bothering me was the fact that I was flying to another country to play a game with people I had never met before. It had been a while since I’d done anything like that and I guess it was the fear of the unknown getting to me. When I finally did open and read it, it all seemed relatively straightforward and nicely written, a rounded character with a few nuances I was fairly confident I would be able to pull off. I was able to condense key items into roughly half a page of bullet points. The only document I would need to refer to during the game was the universe timeline and that was mainly for dates.
I would be playing Kerrie Ray, Petty Officer 2nd Class, Alpha team Marine, ESS Odysseus. He was an orphan who had defied his adoptive parents’ wishes by enlisting in the Marine Corps as they had wanted him to be a doctor. He was training to be a combat medic as a nod to this. When I read the character, his true parentage was a mystery.
Making contact with the players of other characters mentioned in my character briefing was encouraged and I did my best to do just that. Some were mysterious (as I would learn before their briefing). I can’t thank our team leader enough for setting up an Alpha team Facebook chat group; that helped a lot with getting the team bonding.Truth be told I was incredibly happy at how well and quickly the team did bond once the game got going; it really did feel like we’d been serving together for months, both our team and the rest of the crew. I arrived in Helsinki the day before the game started. As you could stop by at the game site the night before the game, it was how we got our first glimpses into what only a few weeks ago had been a junior high school. Thursday brought a day of workshops where we figured out where we would be sleeping, got a more extensive tour of the “ship”, and an introduction to some of the tech/equipment we would be using. In addition we went through some off game rules of the game, the ideals behind it, etc. I was quite taken by the “play to lift” (Vejdemo 2018) and “empty chair” concepts, and I was also inspired to incorporate them into my own larps.
Photo by James Bloodworth
The game
Time In happened at around 18:00 on Thursday with the playing of the national anthem of the colonies (a specially commissioned piece by Hannu Sinerva and Helena Haaparanta) and when that finished, the larp started. A core element of the game to those who were part of the ship’s crew, was the shift system, divided into Solar and Lunar. Solar shift was 04:00 to 12:00 and then 16:00 to 20:00 and Lunar the inverse. Alpha team was on Solar and Beta on Lunar. You were encouraged to be mindful of your own welfare and to sleep/eat when you were meant to, and also to keep hydrated. The shift system meant that at least half of the ship’s crew would be awake at any one time although realistically it was more than that. I estimate that over the 48 hours duration of the larp I slept for maybe 5-6, if that. My team was roughly similar but the thing was (as I think we commented at one stage) we didn’t feel tired, probably due to the adrenaline (and copious amounts of coffee). Food was served around the clock and there was always lots of it.
One issue that arose was that nearly all of the officer stations were duplicated between shifts with a couple of exceptions, one of them being the chief of security (who was also in charge of the marines). At one stage he had been on his feet for so long that we finally got him to take a couple of hours rest in the brig (comfiest bed in the whole ship) where we could try and make sure he wasn’t disturbed. I’d have put in a nominated second and tried to ensure there was some kind of handover between shifts. As it was, agreed tasks got lost between shifts – like I said to him at one stage, “Next time you want us to arrest a senator, just leave a post-it on one of the monitors!”
As the marine team we had several duties to perform when on our shift:
Watch the security room and look for and investigate suspicious activity on the cameras
Guard the brig and ensure prisoner security/comfort
Patrol the ship
Defend the ship in case of any incursion (like that was never going to happen!)
Participate in Away Missions as required
Photo by James Bloodworth
That last part was one of the highlights of the game for me. As a marine team we got to go in the shuttle (a minibus where all the windows were blacked out) to somewhere in the Finnish woods looking for ancient beacons (these would take the form of locked metal boxes that the science team back on the ship would open and decipher). It was hoped that these would eventually lead us back to Earth. These ground missions were definitely something I was familiar with in terms of larp as I’ve run around a lot of woods in my time! On the missions we had one trooper with a custom vest/helmet with a GoPro camera mounted on the front so a live feed could be transmitted back to the Bridge. In addition, the feed was also shown on the huge projector screen in the mess hall back on the ship so everyone else could see what we were doing. This would turn out to be a double edged sword on our first mission.
Our first mission was to track down one of the aforementioned ancient beacons. We managed to find it, but to get to it we had to scale a loose shale hill in the rain, on which it was being guarded by some local inhabitants. My character wasn’t sure who they were, criminals, lost colonists, etc. Ultimately, whoever they were didn’t matter to us. They were overtly belligerent, they had something we needed and they were heavily armed. One of our team (Leone) had been attempting to flank their left side, which she did beautifully, but as she popped up ready to fire, the battery powered Nerf gun she was carrying failed. It started to spin up and then died, resulting in her being taken hostage.
Speaking of NERF, I wouldn’t have advocated using Laser-Tag indoors (although with the recent data refinements this might work now). Outdoors however, NERF-darts were being tossed in the wind so you needed to practically get to point blank, and the battery powered guns failed at more than one critical moment. Using something like Laser-Tag would have made that combat much more intense, but I can appreciate why we had what we had.
Looking back it was never going to end diplomatically as once we all got to the top and were trying to negotiate with them, they then started to make ever more outrageous demands in exchange for the beacon they had found that we wanted. Their primary demand seemed to be for food and medical supplies, so I said I had both. As I slowly opened my belt pouch with my gun lowered; their leader shouted something and opened fire, meaning that we then had to start shooting or engage them in hand to hand combat. Hunter (the team leader) would then be shown on live feed dispatching the fallen. Not a great look, and I was worried that would come back to haunt us so I gathered the team afterwards and made sure we had our stories straight in case it did. Ultimately nothing did happen and there were no consequences from this incident, was this a missed chance? Potentially, I’ve done court martials in larps before and they can be very intense for those involved, but there probably wouldn’t have been time within the game to allow for it.
This encounter was perhaps the first hint that the larp was built as a railroad scenario; we had to get the beacon to find out where to go next in order to progress, and this is something that would be repeated. The ship would jump, the duty marines would undertake a mission to retrieve the beacon, the science team would then decode it.
Both Alpha and Beta teams would engage in various land missions throughout the course of the larp. Sometimes they were short (where we just went to a cargo container/bunker) other times we would need to go out in anti-radiation gear and go for a long march in the Finnish forest. As alluded to earlier, going on missions into a forest is something I’ve done a lot of, so I was completely comfortable with this part of the game. It’s always thrilling and immersive walking through the trees, weapon in hand, trying to look in all directions for any potential threat.
Photo by James Bloodworth
Of course shipboard duties and land missions as a marine was only half of the game. I also had my actual character background to explore and resolve as well. Ultimately, through the course of the game when I wasn’t on duty, I would discover I was a Royal Bastard who had potentially the best claim to the currently empty throne. I told my best friend who then introduced me to her senator sister, who immediately suggested an alliance, then marriage, and then babies all in the space of about 15 minutes.
The marriage proposal came at the end of a whole series of revelations about my character which came as one hit after another to the extent I went off and hid in the engine room for a while (laying down next to a Jump Drive Reactor is surprisingly soothing). It also led to a state of decision paralysis which I’ve experienced a few times at larps. Now, to my mind this is where my character is presented with a choice but is hesitant to proceed in one direction or the other as the player is worried about the ramifications to other players. Basically, I was out of character worried that if I accepted the proposal I might be breaking someone else’s game. I have to thank a friend for his advice as he came over at one stage to check how things were going and after I told him what had happened, he gave me some advice in the form of three words: “Embrace the chaos”. I did.
In short, I got married, tried to assume my throne, only to have my claim (temporarily) thrown out. It felt just like the episode of Game of Thrones where Ned Stark was clutching Robert Baraetheon’s last will and testament only to have it thrown in his face by Cersei Lannister, an incredibly tense scene, well played by all involved. I’ve mentioned before how play-to-lift was emphasized during the initial workshops and this scene is one of my favorite moments, even though my character came out the other side broken. There was an intensity I’ve only encountered a few times, helped by the great costumes, the scenography and proppage and the previously mentioned sound and light effects, it’s times like this you really become the character in the situation.
That senate meeting, coupled with a few other things, meant that the character was at a low ebb when the red alert sounded followed by the announcement we were being boarded. I did what any marine would do: I shook myself down and got ready for combat. Getting to the armory there were no protective vests left, so I picked up a second gun and went looking for the enemy machines. We knew they were coming, but we had no idea where. For one of the few times during the game I reverted back to being me for a second and wondered: if I was doing this (I’ve both staged and helped to stage similar attacks in the past), where would I launch my attack?
Part of the transformation from the school to the spaceship involved blocking off thoroughfares and creating false walls. I think I figured it out a few seconds before I saw the red lights on the mesh grill on the ceiling. They were going to come from a corner of the mess hall. I dashed over there and stood ready on the staircase facing it, shouting at the civilians to get back. The false door opened and out they came. Now I had two Nerf guns, a springer and a battery powered. Typically the battery powered Nerf gun jammed on the second or third shot so I was left with the springer which I then used to dispatch one of the mechanical monstrosities, but I was peppered with their shots and fell dramatically to the floor.
The attack was repulsed and I then got dragged to med-bay and hauled onto the diagnostic table, where I was laying in the warm (fake) blood of the previous patient. The doctors got me patched up and I got moved onto a normal bed as there were a lot of customers that day.
Photo by James Bloodworth
It was quite hard to die in the game unless you wanted to and then you would talk to the GMs, who would organize it for you. Maybe that had been in the back of my mind when going to fight the machines, maybe I was volunteering to get shot, to go down in a blaze of glory. I did consider killing the character at that stage and it was still something I was considering.
I closed my eyes for a moment and then I heard a voice say, “I thought I told you not to die”. I looked up into the eyes of my new wife, and explained how I thought that my dying would have solved a few problems for people, including her. Whilst seeing my point of view she argued I would be much more use alive.
Re-invigorated I sat up and whilst talking to a doctor I saw Lee Savage (a fellow marine on Beta Team) laying on one of the beds. I asked how she was doing, and the doctor just shook his head. As I looked back, they were covering her body in a sheet and taking her away on a stretcher. Part of my character brief had been to break up Leone and Lee (who I thought had been stringing Leone along on false pretenses) and I had achieved this relatively early on. So when Lee died and they then found an engagement ring in her pocket, it just hit me like an emotional slice of lemon, wrapped around an atomic powered freight train. I have cried before at larps, but not for a while and not with this much power. I solidly lost it for a good few minutes.
I was trying to clean myself up when Abrankowitz (security chief and in charge of the Marines) came in and told me he needed all hands. The sleeve of my jacket was still wet from all the tears but I picked myself up, walked into security, grabbed a gun and asked where the situation was.
The finale
A long time ago I gave a presentation about larp on how as a writer/GM I structured my games, and one of the things I touched upon was that I considered a larp to often have a three-act structure (not unlike a lot of films) with each part as important as the other, the three parts I mean are:
The Setup (everything before the larp)
The Chase (The larp)
The Pay Off (The ending of the larp)
Players can have a great game but a rubbish ending and vice versa and how the game ends can color your memories of the game as a whole.
The game came to an end when an attempt at a diplomatic solution with the machines failed and a suicide mission was launched which took out the machine primary “nerve centre” with a large nuke, followed by one last jump. As players we had committed genocide in the name of self defence against another sentient species, albeit one that was trying to exterminate us first.
I know some players have taken issue with how we survived (e.g., Bergstresser 2022). Apparently there were three potential endings we could have achieved but all were mostly variations on a theme. I know some players aren’t happy that it seems diplomacy never had a chance, and I have seen Odysseus referred to as a “railroad larp”, meaning that we could take any number of decisions on the journey but we were always going to get to the same destination. There was some variance but it was always going to boil down to a decision no-one was going to want to make.
I’m genuinely torn on this. As a character, I was completely happy with the decision to wipe the machines out, as they’d tried to kill me and everyone else earlier in the day and wipe out our civilization. As a GM and writer of larps, I’m really very torn. I like giving my players choices, forcing them to debate the moral quandary over their actions before they have to make a decision. I’ve read some of the Facebook comments from the GM team about how the game was always driving us to make this ultimate choice. It seems there was no winning here, just degrees of losing. In effect, no “happy ending”. In a lot of ways this is completely in line with the Battlestar Galactica (2003) TV series that this game was inspired by.
I’ve since learned that the ending was apparently premature and we should have had a little longer to try and resolve any outstanding plot lines. For me though, personally speaking, this was a good place to end. I loved my last scene where I found myself unexpectedly with my “wife” and whilst I would have liked to try and resolve my royal plot line more it felt like it was still wide open should there ever be any opportunity to take that forward in the future.
Photo by James Bloodworth
Post game
After the game we broke down into small groups for a character debrief with a GM where we talked about both the positive and negative aspects of our characters and how we related to them. Once this was complete we then broke into our larger profession groups (for me this was the rest of the Marines and security team) and we then discussed aspects of each other’s characters that we had liked and respected.
This depth of retrospection so soon after a game was a first for me but it led to an overwhelming positive feeling that I’ve rarely experienced before, to the extent that we were one of the last groups to finish this exercise as we all had so much to say. We then had the after party (although alcohol free as we were still on school grounds) and it was great to finally talk to people as opposed to their characters.
Analysis
I had heard this game referred to as a “Clockwork larp”, roughly translating as multiple individual parts, moving independently on a loop to drive the larger machine forward. This is probably as good a description as I could give. I never thought 360 degree immersion was possible in a larp, let alone in a sci-fi setting, but the level of immersion was just astounding.
So many different facets from set construction, make up, sound, lighting, all worked together in a synchronicity I’ve only ever seen in professional productions costing much more than this did. The project management on this was incredible but it felt flawless; if this was clockwork larp, then it was supported by a clockwork crew.
The technical achievements were many and varied:
A functional Bridge set (with view screens, controls, maps, etc.
Laptops liberally sprinkled around the ship with access to a news/mail system so you could send other characters messages
Engine room systems based on a NASA software framework
Integrated lighting, you knew when it was Yellow/Red/Jump alert
RFID tags on the walls and on the props that could be scanned by smartphones running a custom app with which you could do tasks
The aforementioned helmet cam that went on the away missions
The soundscape that changed in different areas of the ship and through jumps
Photo by James Bloodworth
As a friend said to me, any one of these systems would have been noteworthy in a game, but to have all of them integrated in the way that they were is still an achievement I’m in awe of. There was the occasional glitch but it all worked! I work in IT professionally, and know how much tech they must have had to drive all of this and then some.
Then there was the crew, roughly the same number as the players (over 100) and yet always where they needed to be, when they needed to be, with absolute precision. I’ve often equated running a larp with being akin to keeping plates spinning on sticks, but over 100 players were effectively and efficiently herded and I have problems doing that with 20 players.
They also had a 24 hour safety team and a time-out room where you could go if the game was getting too much for you. There was so much emotion in the game: we had tears and laughter, joy and pain, comedy and drama, we ran the full spectrum. The intensity of the collaboration between players was something I’ve rarely encountered but hope to again.
What did Odysseus mean to me?
A new love of larp, which was something I thought I’d lost.
New friendships made with people I hope to see/larp with again in the future.
A new appreciation for the Finnish/Nordic style of larp. I’ve read a lot about it but this was probably my first proper exposure. In particular the concept of “Play to Lift” (Vejdemo 2018) and “empty chair” (this is where at any gathering you make sure there is at least one empty chair so a newcomer can join in).
A drive to try another larp, maybe on a pirate ship, maybe a magic school, maybe something else, but I want to do more on this scale.
Final thoughts
Odysseus was bold in vision and execution and (for me) delivered on every single one of its promises and then some. I was changing into my outdoor boots before an away mission and one of the GM’s asked me how the game was going and I responded; “This isn’t a game, it’s a f****** experience” and I still hold to that.
Name of the larp: Odysseus Dates: Run 1 (Finnish), June 27-30 2019, run 2 (English) July 4-7 2019, run 3 (English) July 9-12 2019 Location: Helsinki, Finland Organizers: Laura Kröger, Sanna Hautala and Antti Kumpulainen (backed up by a huge crew) Price: €200-€300 (some characters also had additional costume rental €20-€40) Website: https://www.odysseuslarp.com/
“Odysseus Theme (2019)” (theme music/national anthem for the larp). 2019. Soundcloud. Composed by Hannu Niemi & Helena Haaparanta, lyrics by Hannu Niemi & Mia Makkonen, vocals by Helena Haaparanta: https://soundcloud.com/hannusinerva/odysseus-theme
Vejdemo, Susanne. 2018. “Play to Lift, not Just to Lose.” In Shuffling the Deck: The Knutepunkt 2018 Color Printed Companion, edited by Annika Waern and Johannes Axner, 143-146. Pittsburgh, PA: Carnegie Mellon University: ETC Press.
Cover photo: Picture of the larp scenography, the Bridge. Photo by James Bloodworth.
In the Knutepunkt scene there is a history of larp designers and producers giving retrospectives, where they discuss all of their work. In this talk, here presented in two parts, Dr Stenros takes that format and expands it to other aspects of the community. He gives an overview of the work he has done around larp relating to documentation, community, and research during the past 25 years.
Part 1:
Part 2:
Cover Photo: screenshot from the video. Photo by KP SK on YouTube.
PLUS ONE, n. (+) The drug is quite certainly active. The chronology can be determined with some accuracy, but the nature of the drug’s effects are not yet apparent.((Shulgin and Shulgin 1990.))
For some larps it is easy to write about the experience in a way that will make sense to those who were not there. I can describe the events of the larp as a narrative, perhaps focussing on some of the significant set piece moments of the experience, and this will enable others to get a sense of what happened because of a shared context and shared experiences. Even for non-larpers we can explain some of the things that happened in a way that will persuade them to say, ‘That sounds amazing!’ Of course the experience is subjective. Of the various people I know who have played the various runs of Odysseus (2019) over the last week, for example, despite playing ostensibly the same larp, with some overlap, their narratives will be similar, but their reactions to it will be personal. Just as it is with people who have played College of Wizardry, or Inside Hamlet, or any larp that has been re-run. For my UK friends who are unfamiliar with this concept, it is when you run the same larp – usually with the same characters (but different players) – multiple times. It is not a campaign, but literally the same game being repeated. You can play the same larp multiple times, but with very different outcomes.
But I played House of Craving and it was different, and yet I am struggling to articulate how it was different and why. And so this is neither a review, nor a critical summary, but rather a gonzoid attempt to make sense of what the fuck just happened.
A recently widowed man discovers that his wife owned the house where she grew up and that she has left it to him in her will. He decides to spend the summer there – with his extended family and friends – in order to try to come to terms with her death. The characters are all broken in different ways: Some of them aren’t terribly pleasant, others are self-absorbed, others still are so damaged that they would be better suited to be anywhere but in close proximity to these others. Of course this terrible potential for conflict is what powers the engine of larp. But the house is beautiful, the cooking staff are geniuses, and there is a pool, and plenty of champagne, so what could possibly go wrong?
Over time it becomes apparent that these twelve people are not alone. The ghosts of the house object to this family’s presence and, as the day progresses they will influence, manipulate, and then finally control the living family to play out a cycle of tragedy and abuse. Eventually the family will be absorbed by the house, and as the old ghosts move on – into the darkness – they replace their ghosts to become the ghosts for the next family to arrive. And then the cycle will repeat itself. Again and again.
PLUS TWO, n. (++) Both the chronology and the nature of the action of a drug are unmistakably apparent. But you still have some choice as to whether you will accept the adventure, or rather just continue with your ordinary day’s plans (if you are an experienced researcher, that is). The effects can be allowed a predominant role, or they may be repressible and made secondary to other chosen activities.
The stories of this larp – and those who played it – are interlinked and overlapping. A story written in an earlier run may persist as an artifact to be discovered by those who came after. A drawing or a photograph of Jacob may affect a different Jacob when he comes across it in a future run. A short story written by Monica in run 3 could be read aloud by Monica in run 5, but she has no memory of having written it.((Metalepsis, again.)) There are other echoes too, like a twisted game of Chinese Whispers, some stories are retold as remembered or as experienced by the players. Those of us playing run 5 do not know what happened in run 1, but some of that narrative surely became plot to drive our own story. Who are the authors of our fates? Those who played as ghosts in run 1? The others? Ourselves? I cannot say.
This larp is a horror story, it unravels as a descent into madness and death. From the player’s perspective, we think we will have an (un)easy revenge on the next set of family players; but we do not, because the true horror, and the fear is yet to come, as we discover what happens to our ghosts and the approaching darkness that will devour them. And worse still the human’s play back at you. After all this is larp not some Punchdrunk loop. Their agency is real.
House of Craving is an immensely physical larp. You play it with your whole body in a way that I find terrifying; there is little abstraction, and more touch in this larp than I have experienced before; largely because of the proximity and influence of the ghosts. But as ever you retain autonomy, the option to tap out or to invite escalation exists.((I tap out once during the larp. I have one quiet regret for not tapping out a second time. I attempted to escalate but the mechanic – lightly scratching a co-player – does not work for those who bite their fingernails!)) Despite the ability of ghosts to eventually control humans, as players we remain responsible and accountable for ourselves and our own experience. We are instructed to steer for our own play, rather than to focus on the experiences of others. It is a bold undertaking, and a risky one if the players are not all on the same page. But for our run, we are all on the same page! We had an evening together before the larp: our players met for dinner in Odense and then had some self-guided workshops (with wine) at the venue. Here is the point I knew it would work. So much of what we do as larpers is subliminal. If you know your fellow players already it helps, but sometimes a group or an individual just does not gel. Our core-group of four players whose plots and backstory were intertwined clicked. Understanding that this group were all looking for similarly intense experiences really helped; we know even before the larp starts that we’ll be able to cooperatively play ourselves deep into the madness that is to follow. The word often used is chemistry, but perhaps it is more reasonably alchemy.((Or possibly pharmacology.))
The first morning consists of a series of workshops; these are designed to teach you how to play the larp. This is not simply an explanation of meta-techniques and an info dump of rules, but rather a set of subroutines that reprogramme the players to conform to the new social norms of the story world. We, the new players, are slightly nervous and slightly hungover, watching the players who had been the family the previous day. It is interesting. They smile, they hold eye contact for longer, they are unafraid, have no concept of personal space, and carry with them a nervous joy that permeates the black and white checked ballroom, empty but for a candelabra and a few chairs. I want to opt out of at least one of the proffered workshops, but force myself to take part; I am so far beyond my comfort zone that it becomes Brechtian. The sessions are physical; I am strong, used to fighting back; part of the exercise here is to give up control. The ghosts always win. Pushed to the floor with ghosts whispering in my ear I take a deep breath and relax, becoming one with the checked tiles beneath my cheek and I am not afraid anymore.
The larp starts with a nap. The characters have fallen asleep before lunch and all awake in different parts of the house. They amuse themselves for an hour before lunch – Jacob and Wilhelm do “masculine things” in the garden, the homoeroticism of wrapping someone’s hands before putting on boxing gloves is lost in front of an audience sipping champagne – and then at lunchtime, things start to get weird. At six thirty the humans are utterly under the control of the ghosts, and by midnight they are destroyed and devoured by the house. The whole experience is ten to twelve hours of intense play but the following day the cycle repeats except the human players of the previous day are now their own ghosts and a new set of humans come in – as the same characters – to repeat the day. All except for the first run, where the ghosts are NPCs, and the last run, where the family players do not get to play ghosts. I played the penultimate run.
PLUS THREE, n. (+++) Not only are the chronology and the nature of a drug’s action quite clear, but ignoring its action is no longer an option. The subject is totally engaged in the experience, for better or worse.
But when it comes down to it, I can’t begin to describe what happened. Individual events and scenes taken out of context may sound challenging, confusing, or simply make no sense, and the contexts are subjective. Instead I am going to have to resort to the obvious analogy. Larp is sometimes thought of as a consensual hallucination, and this one was more hallucinogenic than most.
The Shulgin scale – quoted throughout this piece – looks at the experience of a chemical over time, and describes the physical and mental effects of the experience on a positive scale of plus one to four (Shulgin and Shulgin 1990). As I am typing this, another player on a backchannel chat is describing the mental state of the players, four days after the larp, as like a comedown after 48 hours of MDMA. Their description is valid. Except there is no crushing bleakness for me. I am still on a high. I am mainly frightened that it will wear off and what it will feel like when it does. Other players have described this process already. Perhaps this is a part of the horror of this game, having to look in the mirror and realise that the larp is over and the magic circle is no more?
House of Craving was a solid plus three for me. It is important to note that this is not a rating scale. A high number is not objectively the goal of larp, or the bestthing. One cannot argue that any larp that fails to achieve it is a failure – because most larps don’t, indeed hardly any larps do, nor do they intend to. House of Craving was a horror larp, but there were no moments of blind terror or jump scares and it did not feel dangerous. The fear was the slow realisation of creeping entropy juxtaposed with beauty, and this juxtaposition made the fear feel much worse. My run produced two of the most beautiful larp moments of the 34 years I have been larping, including one which was so eye-wateringly incredible that it makes me gasp to think about it. I am not going to tell you what they were. It would be like describing the effects of 2,5-Dimethoxy-4-chloroamphetamine((DOC, a hallucinogenic amphetamine first synthesised in Canada in 1972 (Shulgin and Shulgin 1990).)) to someone who had not taken it. I can’t offer you details, only impressions.
I played towards not some sort of death, but towards oblivion. My character’s ending was a ceding of control to the unknown by a character who was willfully in control of himself and his environment up to that point. He did not allow himself to feel physical fear or pain, he kept it inside, until – at the end – only fear remained. The only thing that scared him was the loss of his wife. His litany “without you, I am nothing” became the poem that ended the larp, as he slipped away from her and the lights went out. (Here I literally move away from my fellow players and end the larp alone in the darkness, I feel their hands reach out to find me, but I am gone.) “Without you I am nothing. Without you I am nothing. I am nothing. Nothing. (nothing).”
The patterns and the layers of the piece is what made it work; the ultimate form of intertextuality, stories tied into intricate and beautiful knots, held tight against willing skin. As a piece of ontological design which constructs a narrative and performative space – a larp if you like – House of Craving is a masterpiece of the form. It is a dramatically and personally profound piece of capital A-Art. Given the right players, a little bit of larp magic, and a prevailing wind, it can be life changing. It is certainly life affirming, sexy as hell, and really rather scary.
PLUS FOUR, n. (++++) A rare and precious transcendental state, which has been called a “peak experience,” a “religious experience,” “divine transformation,” a “state of Samadhi” and many other names in other cultures. It is not connected to the +1, +2, and +3 of the measuring of a drug’s intensity. It is a state of bliss, a participation mystique, a connectedness with both the interior and exterior universes, which has come about after the ingestion of a psychedelic drug, but which is not necessarily repeatable with a subsequent ingestion of that same drug.
There is a point on the Shulgin Scale above plus three. Plus four, however, is a state of being which is profound by definition and by effect, but it can also be terrifying and dangerous. The experience of playing House of Craving was a powerful one yet it remained safe. But the fall out is even more fascinating. I feel fantastic; as though the loved-up effect of MDMA has persisted long after the chemical has worn off. My body image issues, whilst probably not gone for good, are certainly in abeyance; I went into the larp as someone who would describe himself as “old” “fat” “bald” “ugly” ”haggard”; I have come out of it with a healthy dose of “fuck that.” Do you know that we are all beautiful – all of us – and that is the truth, everything that tells you different is merely advertising? I have no religious conviction that this state of affairs will persist, but the larp has produced a profound effect on how I perceive who I am, and this is plus four, and it is wonderful.
If a drug (or technique or process) were ever to be discovered which would consistently produce a plus four experience in all human beings, it is conceivable that it would signal the ultimate evolution, and perhaps the end, of the human experiment.
— Alexander Shulgin and Ann Shulgin, PIHKAL: A Chemical Love Story (pp. 963–965).
In high school, I had a phase where I was really into the Romantic poets. I read about Percy Bysshe Shelley in particular and was struck by his “The Masque of Anarchy,” a rabble-rousing political poem:
And many more Destructions played
In this ghastly masquerade,
All disguised, even to the eyes,
Like Bishops, lawyers, peers, or spies.
Percy Bysshe Shelley is one of the most famous poets of the Romantic period. I found the world of the Romantics fascinating. In the biography Shelley: The Pursuit by Richard Holmes I read about his personal life, which even as a high schooler I understood to be a truly amazing trainwreck.
Gothic is a 2023 larp by Avalon Larp Studios inspired by the Ken Russell movie of the same name, featuring the Romantic poets in a story of gothic horror. I signed up and got lucky, playing first Percy Bysshe Shelley and then the servant William Fletcher.
This was because Gothic was based on an unusual production model pioneered by another intimate horror larp, House of Craving. There are five overlapping runs of the event. Played in a mansion in the Danish countryside, the larp runs continuously as a repeating one-day instance which each player experiences twice, first as a poet and then as a servant.
When I was playing Percy, the person who had played Percy yesterday was now my manservant. The next day, I was the servant and a new player was portraying Percy.
Photo by Simon Brind.
Horror Stories
At any given time, Gothic only has five poet characters and five servant characters. The ensemble is small and tight. The division between the social positions of the characters meant that the focus of play is on the five players who arrive together each day. When I was Percy Bysshe Shelley, my primary focus was on my co-players who played Mary Shelley and the others, and when I was Fletcher, I interacted most with my fellow servants.
This allowed for nuanced, interesting social and internal play. The schedule keeps things moving with events such as afternoon tea, a séance and dinner but there is space to explore ideas and build scenes together.
The fact that they share a design structure made me initially compare Gothic to House to Craving, a larp known for its extravagant, depraved madness. During play, I realized that Gothic was quite a different experience, more focused on the depth of the themes, characters and the setting than the visceral, bodily experience of House of Craving. The Romantic poets allowed for an unusually thorough examination of the various ideas connected to the larp because the characters themselves were quite capable of both discussing and implementing them.
The poets were intellectually ambitious, and that meant we as players could explore things like the difference between an ideal and reality, or conversely the problems caused by strict, heedless application of ideals to reality.
In the fiction, the larp was set in Villa Diodati where Lord Byron famously stayed in the summer of 1816, spending three days together with Dr. John Polidori, Mary Shelley, Percy Bysshe Shelley and Claire Claremont. The time spent by the poets at Villa Diodati is famous for Lord Byron’s challenge that each should come up with a horror story. It is this prompt that gave Mary Shelley the push to come up with her idea for Frankenstein, a landmark work of horror literature.
Our group of poets approached this task diligently, each of us coming up with a story. This meant that not only was gothic horror the genre of the larp, we as characters were also telling each other horror stories in the dimly lit, creaking mansion in the middle of the night. There were layers upon layers of horror, building to an escalating level of unreality as the night progressed.
The themes of artistic legacy and creative immortality influenced my play strongly. There was an unusual space for playing on the complex real-life legacy of the characters because the design facilitated it, key details brought into focus in the excellent character writing. To prepare for the larp, I’d read Miranda Seymour’s excellent biography Mary Shelley and was surprised how directly applicable it was, especially in the surreal late night scenes where talking about the future was as sensible as talking about the past. I’d done extracurricular reading beyond what was suggested by the organizers because I enjoy it, but it paid off.
There was an interesting creative tension between the themes of poetic and creative immortality for the characters, a group of legendary artists, and larp as an artform. Larp is ephemeral by its very nature. Mary Shelley’s Frankenstein lives on although she and even the society she came from have disappeared.
A larp lives on in the memories of its players, and shadows persist in documentation such as photos and this essay. Otherwise, it’s lost the moment it ends. Yet what larp loses in the pursuit of immortality it gains in the immediacy of the experience.
Photo by Simon Brind.
Noises in the Dark
When you go to international larps, you end up staying at a lot of mansions available for rent in different countries across Europe. They’ve been built to the specifications of a certain culture of servants and masters. The living quarters of the family in residence are separate from the discreet, narrow staircases and attic rooms of the servants needed to keep the household functioning.
Playing Gothic was the first time I experienced an old mansion through the social context it was actually made for. Since the larp had a number of partially overlapping runs, the players of each run had to arrive discreetly so as not to disturb ongoing play. Thus, a taxi left me and several other players outside the grounds of the Danish country manor where the larp took place and an organizer came to fetch us, guiding us discreetly to a servant’s entrance. This way, we’d be as invisible as possible to the players who were at that moment gazing forlornly out the windows as the poets.
We spent the evening doing workshops and then retired for the night, all on the basement floor of the expansive building. The next day, we had more workshops before we’d start play at 14:00 as the poets.
Lord Byron and Percy Bysshe Shelley were both aristocrats. As the poets, we’d be sleeping in the magnificent first floor bedrooms so before play started, we bundled up our linens and carried them up the stairs to where we’d sleep the second night, in grand style. We moved from the servant side to the public facing side.
Our third day onsite, our second day of play, it was our turn to play the servants. Thus, we bundled up the linens from our beds again. Most of the servant’s rooms were in the attic. We shifted back to the servant side both inside the fiction and physically inside the mansion.
At night, the mansion was extremely atmospheric. Waking up to go to the bathroom, I was walking the corridors alone, listening to the strange sounds of the building, pitch black doorways and creaking windows looming over me.
It’s a common human experience that when you wake up, your brain misconstrues something you see in the dark. The shape of a coat hanging from a doorframe looks like the silhouette of a human. For one reason or another, I’m very prone to this. It happens all the time and I don’t really get an emotional reaction from it anymore. Seeing something looming in the dark just after waking up, I know it’s just my brain being stupid again. The vision goes away when I turn on the lights.
I was sleeping in my room the third night, on my side cradling a pillow with my left arm, my hand resting against my face.
As I woke up, I saw a hand holding my hand.
Turns out, I wasn’t quite as blasé as I’d thought. It took a while to fall asleep again after I’d frantically grabbed for my cellphone light.
Who Is Remembered
One of the key moments of the larp is a séance involving prophetic statements about the futures of the poets. The themes of who gets remembered and who’ll have a legacy are brought into the open.
As players we knew the statements were true and we knew which applied to which character. This meant that the unfairness of how these people’s lives proceeded was integral to the experience, both in terms of character history and future fate.
The Romantic poets are long dead and the versions we play are fictional, calibrated to the questions we are interested in exploring. From the biographies I knew the larp’s take on history was surprisingly faithful. Perhaps the poets had led such dramatic lives that it was easier to adapt them to the purposes of the larp’s design. Still, I also knew the versions we played were romanticized and exaggerated to make the larp function.
Photo by Simon Brind.
The question of who is remembered and how was explored both explicitly and implicitly. It was an ongoing topic of conversation for our characters who operated on what they knew at that moment: Lord Byron was famous, while the others were unknowns, although Percy Bysshe Shelley had written poems that could go somewhere. Other works, like Frankenstein, were still in the future.
Our characters didn’t know that in terms of popular impact, Mary Shelley would in time be the most enduring of the writers present. Although Lord Byron and Percy Bysshe Shelley both continue to be read, it’s no exaggeration to say that Frankenstein is in a completely different category. As players we knew this and were able to play on it, even as it remained outside the frame of the fiction.
From her biography, I knew that Mary Shelley’s relationship with success was complicated. Her creative career was overshadowed by the difficult fact that her biggest hit was her first book. She wrote many others but never managed to capture lightning again.
Percy Bysshe Shelley was never particularly popular during his lifetime. His poems became iconic only after his death, and one person who put a lot of work into making that happen was Mary Shelley. You could almost say that the idea of Percy Bysshe Shelley as the archetypal ethereal elf-poet was created by Mary as she curated and contextualized his work.
A play based on Mary’s Frankenstein made her novel a pop culture phenomenon already during her lifetime and accelerated sales of the book. After Percy’s death, she exercised significant control over how his legacy should be remembered. In all this, although she suffered many indignities and setbacks made worse by 19th century gender discrimination and the travails of being a professional writer, she also exercised power of her own. She was an active participant in the shaping of literary memory.
Of the poet characters in Gothic, I find the most tragic to be Claire Clairmont and Dr. Polidori. The latter was the only one alongside Mary who actually completed the story he came up with during those fateful days at Villa Diodati, called The Vampyre, a progenitor of the romantic vampire genre. Although not as famous as Frankenstein, it too has remained in the canon of horror literature.
Dr. Polidori based the vampire of his story on Lord Byron and when he got it published, the publisher decided to attribute it to Byron instead of its true author. Although Byron himself demanded that his name be removed, this and other setbacks eventually depressed Polidori so much that he took his own life at the age of 25.
The author as the servant Flecher. Photo by Juhana Pettersson.
Working people barely get remembered at all. The servant characters were also based on real people at least to some degree, but the problem is that records about their lives are limited. The servant I played, William Fletcher, was probably the one of whom the most complete picture is available from historical sources because he stayed with Byron for such a long time and enjoyed a very close relationship with him.
As each day of play ended, we received letters informing us of the future fates of our characters. Percy’s letter didn’t have a significant effect on me because I already knew his fate. Reading Fletcher’s letter was a much more emotional experience. Although he might have felt an inkling of power and control amidst the terror-infused chaos of midnight at Villa Diodati, in the end he was just a poor man living in an age that wasn’t very kind to those without money, title and connections.
In the end, all the famous people around him failed to take care of him.
This was the fate of Claire Clairmont too, a lover of Lord Byron and Percy Bysshe Shelley who ended up betrayed by both and having to make her own way in a cold, uncaring world. Still, some of her perspective remains. Even before the larp, I’d already become familiar with her voice because her writings were used extensively as source material in the Mary Shelley biography.
Living Words
Playing a famous poet is intimidating for those of us not capable of writing great poetry on demand and Gothic had a clever solution for this problem: The off-game room had a stack of poems and you could grab one and just decide that it was something your poet had just created.
As a player, you had what you needed to make a scene work.
That was my experience of the larp in general. The production model of overlapping small runs used in Gothic is difficult to pull off and requires that everything runs smoothly. This was the case and if there were any hiccups backstage, you didn’t really see them.
Similarly, I was blessed with a cohesive group of co-players who shared similar priorities for what we wanted to do. You could sign up for the larp either as an individual or a group. The run I played in was the only one composed of individual sign ups while the other runs were groups who had signed up together. Due to luck or good casting, I felt our group shared a similar level of interest in exploring the mythology of the Romantic poets and their legacies.
Emotionally, the heaviest scenes were all when I was playing Percy Bysshe Shelley. I got confronted with my failures as a man, a poet, a husband, a lover and a radical, but all that is much easier to deal with when you’ve spent the day as a poet of immortal genius.
The most meaningful scene I played was at the culmination of a game of hide and seek instigated fairly late at night. I ran after Mary, thinking that we could hide together, but the hiding place she chose in the servant’s quarters was for one person only. Realizing I needed a place of my own, I used the same hiding place that had worked for me the last time I’d played hide and seek, probably thirty years ago: Behind the door.
Lord Byron’s hired companion Tita rushed into the room with a baying crowd and noticed Mary. Someone even banged on the door I was hiding behind, but they didn’t notice me and eventually left the servant’s quarters altogether, leaving behind Mary and her maid.
I revealed myself and Mary, supported by the maid Elise, let me have it, all the poison in our relationship, everything that was wrong, pouring out in one powerful, eloquent torrent. I was staggered by it and needed a moment to take it all in. At that point, Elise left, leaving me and Mary alone. I sat on the bed and the conversation continued, slowly shifting gears until it’d moved from the emotional fireworks of gothic horror into a more realistic emotional register.
My key to playing a Romantic poet was that they were very young, precocious teenagers given agency by status and wealth. Lord Byron came across as an elder statesman and he was just four years older than Percy Bysshe Shelley. How come the poets were so irresponsible, so extra? Well, they were barely adults!
When I had my Percy Bysshe Shelley phase, I was at an arts high school where you had a lot of peer support if you wanted to be dramatic. The first time I got drunk in my life, it was with absinthe smuggled from Portugal by my grandmother. (It was illegal in Finland at that time.) We did the whole ceremony with a friend and I got so wasted, I couldn’t take the bus home in the morning without puking on the sidewalk.
Who knows, if I’d had the wealth and fortune of a Percy Bysshe Shelley or a Lord Byron, what heights of folly I would have managed at that age?
Food Design: Anna Katrine Bønnelycke and Maria Østerby Elleby.
Playtesters: Lars Kristian Løveng Sunde, Jørn Norum Slemdal, Frida Sofie, Danny Meyer Wilson, Tor Kjetil Edland, Aina S. Lakou, Ingrid G. Storrø, Kerstin Örtberg, Halfdan Keller Justesen, Kol Ford, Emmer Felber, Rebel Rehbinder, James De Worde, Dominika Kovacova, Jorg Rødsjø, Martine Svanevik, and Charlie Ashby.
Onsite Crew: Maria Kolseth Jensen, Sascha Stans, and Søren Werge.
The larp Allegiance ended at a statue in a small park commemorating the end of the Second World War. We played diplomats and their support staff from different countries in 1970, listening to the Norwegian Foreign Minister’s speech about war and peace.
The minister talked about her own experiences in the aftermath of the Nazi occupation of Norway. She quoted the Norwegian king Håkon the Seventh: “Higher even than peace, we place the right of self-determination.”
The reactions in the crowd to the speech came from all the different histories and emotions our characters had. But they also sprang from the reality we live in as players. The themes of war and peace feel immediate in the context of Russia’s invasion of Ukraine, which had impacted the lives of many players concretely and all players at least indirectly.
At the end of the speech, the minister’s words were not of the glory of victory but the necessity of rebuilding all that was lost.
Diplomats socializing at the American Party. Photo by Martin Østlie Lindelien (cropped).
Allegiance was a pervasive larp (Montola, Stenros, and Waern 2009) about the Cold War and the diplomacy needed to stave off nuclear Armageddon. Spies, betrayals, defections, and diplomats trying to carve space for themselves and maybe even for their countries. It was played in the streets of Skien in Norway and included over a dozen locations open to play over the weekend.
I played the military attaché at the Finnish embassy, a war veteran scarred for life in the Winter War and the Continuation War. Much of my larp was about old friends, relationships, and meeting people I used to know in new circumstances.
The larp’s core question was made plain in its name: Allegiance. During play, our characters had to interrogate who or what they were really loyal to. Country, ideology, personal self-interest? In the beginning of the larp my character seemed quite straightforward: He was a patriot loyal to his country, trying his best to keep it out of another war.
As play progressed, I found myself with other loyalties too. Helping old friends even when they were technically on the side of the enemy. Concocting secret plans to extend Project Gladio to Finland in direct contravention to Finnish government policy.
Community
The production model for Allegiance placed a heavy emphasis on community. Each country represented in the larp had a designer of its own recruited from that country’s larp community. This country designer created the characters and play design for their embassy. The country designers worked together on connections and events that happened between the embassies and in the wider fiction of the larp.
Thus, my character had close connections to people from the Swedish and East German embassies and the Norwegian foreign ministry. My main social context was the Finnish embassy, designed by Maria Pettersson.
Ida Foss and Martin Nielsen were the project leads of the larp but their role was more that of a producer, facilitator, shepherd who guides the collective efforts of the country designers and makes it possible for their work to be realized in the larp.
This design approach was very much in tune with the larp’s wider political and social vision, which emphasized coming together across national boundaries to forge a path towards a better world. The players whose characters staffed the Soviet embassy came from Belarus, Ukraine, and in a few cases, Russia. Some of them experienced significant difficulties in making their way to Norway for the larp due to Russia’s invasion of Ukraine and the increasingly repressive regimes in power in some of these countries, as well as the stringent travel bans and border closures enacted by almost all of the European countries sharing a border with Russia.
Much of the simple pleasures of the larp had to do with cultural exchange and discovery. In a pervasive larp spread across a number of venues it’s always fun to discover new places. The first night, there was a party hosted by the American embassy, with hot dogs. The venue was a real bar, a place you might have used in real life for a party for diplomats.
One of the larp’s design ideas was the use of Moments. They were pre-planned scenes between characters reminiscent of fateplay (Fatland 2000). The important difference here is that the Moment is defined as a scene with a starting point. It was up to us as players to take it somewhere interesting. One of my Moments was with an East German embassy official who I’d recognized from the war. We met at the Finnish sauna boat and talked about the war and how different our lives had become.
The second night, we took an antique, 70’s era bus to a mansion outside town where the East German embassy was holding a reception. In the pacing of the larp, this was the time when we resolved dangling plotlines and extended earlier prompts into something with more depth and meaning. We also discovered an actual secret door in the mansion’s library, not part of the larp’s design at all.
The larp featured an antique, period-appropriate bus. Photo by Kai Simon Fredriksen.
Language
I’m from Finland. Finnish is my native language. I’m writing this in English, a language I learned in school and from the media. Almost all international larp in Europe happens in English and because of this, the majority of my larp experience in the international context has been in a foreign language.
International larps and related events such as the Knutpunkt conference have a social convention where everything should be in English so that the events are accessible to all. This of course assumes that everyone can speak English.
Allegiance made the extremely unusual choice of having a different design around language and nationality. The larp was made so that as a player, if you wanted to play in the embassy of a specific country, you needed to speak the language and have relevant cultural experience and understanding. To play in the Finnish embassy, you needed to speak Finnish and grasp Finnish cultural references.
This meant that the larp was primarily accessible to Norwegians, Swedes, Finns, Danes and Germans as well as larpers from the U.S., the U.K., the Czech Republic, Slovakia, Ukraine, Russia, and Belarus. Players from these countries had an embassy they could easily play in. The U.S. and U.K. embassies ended up having more relaxed policies, especially because player drop outs led to new participants having to come in at short notice. In their case, language skills and some understanding of the culture was deemed enough.
Maria Pettersson designed the Finnish embassy and played the secretary, a supporting role designed to facilitate the running of the larp. Photo by Juhana Pettersson.
All larps feature design choices that make the event more accessible to some players and less accessible to others. This was the case with Allegiance as well. It was obviously less accessible to the Spanish or the Greeks because they didn’t have a place in it. It was more accessible to players from its represented countries who didn’t speak perfect English because the design was much more forgiving in that sense than typical international larp.
During the larp, you played in the language that made most sense in the moment. At the Finnish embassy I spoke Finnish and at international meetings I spoke English. At an important meeting concerning the multilateral reduction and limitation of nuclear weapons, the Soviet ambassador spoke through a translator in a beautifully awkward and authentic way, obviously choreographed by the players involved to create a very specific cultural expression.
Personally, when I played in the Finnish embassy, I realized how rare and unusual it was for me to be able to play my own language and culture in an international larp. The fidelity of cultural representation was very high because everyone at the embassy was able to play with shared background and references.
A culturally specific reference from the Finnish embassy. Photo by Juhana Pettersson.
We had jokes about Ahti Karjalainen and a bottle of Puolustuslaitos-branded booze. We had period comic strips by Kari. I played a former politician from the Keskusta party whose family came from Savo and who was personal friends with Kekkonen. When we got a diplomatic note from the Soviet Union, all players had the deep cultural background needed to grasp the enormity of such an event.
My character was involved with the grassroots project of hiding weapons in farms and barns in case of a future Soviet invasion after Finland lost the Continuation War. They were to be used in guerrilla warfare. In real life, my family also has a connection to this same phenomenon.
Historically, Finland is famous for sauna diplomacy. To make it happen in the larp, we had a sauna boat where we could host meetings. It demonstrated the difference between two aspects of playing on your own culture. The internal play at the embassy ran on deeper cultural nuances while the internationally facing sauna diplomacy was simpler, made legible for foreign consumption but also fun because of the cultural exchange involved.
The use of English and the focus on cultural elements that can be shared between people from different countries are necessary elements of international larp and will remain so in the future. Still, I deeply appreciated the chance Allegiance gave me to play on my own background for once, and see the Czechs, the Swedes, the Danes and others doing the same.
As an international larp, Allegiance attempted to build bridges between player communities to an unusual degree. A typical international larp operates on a policy where anyone can join in as long as they speak fluent English. The doors are open. In Allegiance, the backgrounds of players were more limited. It was open to people from the former Czechoslovakia, Soviet Union, Scandinavia, Finland, Germany, U.K. and the U.S. However, from many of those larp communities, the project actively sought to involve participants and designers to a much greater degree than international larps usually do
In this sense, Allegiance swapped a passive open doors policy for proactive bridge building.
The designer of the Czechoslovakian embassy Dominika Kovacova. The embassy designers played supporting roles as secretaries who could be relied on to transfer information reliably. Photo by Kai Simon Fredriksen.
Manufacturing Reality
Physical reality consists of the material world around us, the tables and walls, air and water. Our bodies and their biological function. Social reality encompasses all the fictions we’ve built for ourselves to organize our existence: money, government, corporations, titles, countries, borders.
When we organize a larp, we create a temporary alternative social reality and then live within it for a set period of time, with tools to take a break from it when needed.
Allegiance featured two parallel sets of meetings about important international agreements, NORDEK and MALART. The latter concerned reductions and limitations for nuclear weapons programs and I was involved in it in my capacity as a military attaché.
Sitting in the meetings, I felt like I was engaging with the construction of social reality on a double level. Playing a larp means I’m constantly manufacturing social reality with my co-players to keep the fiction consistent and playable. My character, as a diplomat, is participating in a painstaking process of creating social reality by the way of treaty negotiations which decide where nuclear weapons can be placed, who can have them and how the materials of their manufacture can be sold.
The social reality of larp is temporary and ceases to exist once the larp is over. The social reality of diplomatic negotiations has much broader consequences because we as a society have decided that the results of such negotiations are “real.” Nevertheless, they’re also made up and diplomats are the people who hammer out the specifics.
The way we ordinarily understand things, larp is fake and diplomacy is real. Yet there is something similar in the minutiae of how the processes are negotiated that emphasizes how our social reality is constructed. The social reality of diplomacy eventually becomes physical reality as nuclear missiles are dismantled or new bases capable of firing atomic warheads constructed.
The Finnish Ambassador visiting the Danish embassy. Photo by Martin Østlie Lindelien.
From this viewpoint, politics is the process through which we decide the rules of the social reality in which we live. On a national and global level, the process of politics can lead to extremes such as war. Allegiance examined the international political processes created to produce the opposite result, peace.
Allegiance is a political larp beyond its subject matter. It happens in a specific political context, that of Russia’s invasion of Ukraine. On the level of community, the vision behind Allegiance is that of transnational work towards peace and against authoritarianism. As borders are closed, refugees turned away, and visas rescinded, it seeks to present a vision of coming together against the dark forces of nationalism, hate, and war.
At the afterparty, I talked with a Belarusian player I’d shared a scene with. She said that all of her friends back home in Minsk had either emigrated or were in jail.
The Ghost of History
In 1970, the Nobel Prize for Literature was awarded to the Soviet writer Aleksandr Solzhenitsyn. His The Gulag Archipelago is a powerful indictment of the Soviet prison system. The first major event I participated in during the larp was a reception held in honor of Solzhenitsyn’s award. The diplomats came together at an art gallery and there was tension in the air because the representatives from the East Bloc countries obviously didn’t much care for the Nobel Committee’s choice.
In real life, the Nobel Peace Prize was awarded while the larp was running. The 2022 award went to the human rights advocate Ales Bialiatski from Belarus, the Russian human rights organization Memorial, and the Ukrainian human rights organization Center for Civil Liberties. The choice of recipients from each of these countries symbolically emphasizes the necessity of civil society to come together across borders to fight against war and repression. When I saw the news during the larp, it felt like the reasoning of the real life Peace Prize and the larp’s creative agenda were perfectly aligned.
The author of this article contemplating a speech in honor of the Nobel Prize for Literature of Aleksandr Solzhenitsyn. Photo by Martin Østlie Lindelien.
For my character, the larp Allegiance ended in a classic scene from Cold War spy stories. I tried to help my East German friend defect to the West but in the last few minutes of the larp, during the speech, he got arrested. We’d made plans to meet in Tromsö but my character would wait alone for a friend who would never come.
The ending was appropriate. As the larp went on, I became worried things were going too well for me but this injected a necessary element of melancholy.
Just before we took a taxi to the airport the day before the larp, I was helping to print some of the papers and documents needed for the play at the Finnish embassy. I had printer trouble with no time to resolve it so I left the mess as it was and finished printing with a laptop.
On Sunday night after the larp when we came home, I turned on my computer. My printer came alive, spontaneously printing out a diplomatic note from the Soviet Union.
Period cars used by the East German embassy in an in-game photo. Photo by David Pusch.
Credits
Project Leads
Ida Foss and Martin Nielsen
Country Designers
Czechoslovakia: Dominika Kovacova
Denmark: Jesper Heebøll Arbjørn
East-Germany: Christian WS
Finland: Maria Pettersson Norway: Grethe Sofie Bulterud Strand Soviet Union: Masha Karachun Soviet Union: Alexander Karalevich Soviet Union: Zhenja Karachun Sweden: Anders Hultman Sweden: Susanne Gräslund U.K.: Mo Holkar U.S.A.: Julia Woods
Other Designers
Martine Svanevik Kari KD Sanne Harder
Kitchen
Tor Kjetil Edland Jørn Slemdal Frida Sofie Thomas Frederick Hozman Tollefsen
Backstage
Jahn Hermansen Frida Lines Salme Vanhanen Ronja Lofstad
Red House And Retro House, Runtime and Designing Embassies
Ravn Nordisk kulturfond – Globus Fantasiforbundet Norsk Kulturråd
References
Fatland, Eirik. 2000. “The Play of Fates (or: How to Make Rail-roading Legal).” Amor Fati.
Montola, Markus, Jaakko Stenros, and Annika Waern. 2009. Pervasive Games: Theory and Design. Routledge.
Cover photo: During the day, diplomats attend meetings and craft policy. At night, the work continues at parties, such as the one hosted by the East German embassy. Photo by Kai Simon Fredriksen. Image has been cropped.
Working with larp professionally for 10 years has forced me to think a lot about structure, communication and documentation. When writing larps that are supposed to be run multiple times and by multiple people, it needs to be documented. You then need a language to talk about what that documentation is. What parts does it consist of and what do we call the different parts? This has been relevant for me in my previous job as one of the founders and larp pedagogues at Lajvbyrån and in my new position as part of the Transformative Play Initiative at the Department of Game Design at Uppsala University. Both on a practical level and on a theoretical level. I have also seen discussion about this showing up online in larp communities and I would like to address this.
Procedural Documentation
As I see it there are eight main design relevant documents that need to be talked about that are aimed at different audiences and have different purposes. These documents can be either finished edited documents or living documents that get updated regularly for example on a web page. You probably won’t need all of them but instead will choose the versions that are relevant for your larp. The first part is the part that is aimed at the players, then we have the part aimed at facilitators/game masters and organizers, and the last part is aimed at the organizers only. I will now go through the different parts and the documents.
For Players
Player Handbook
The player handbook is all the info that the players need. That means both things that are sent out and info on the webpage. It can include; practical info like time and date, safety info like content warnings and safety person, narrative info like the setting and the vision, dress code info, meta techniques, transparency and so on.
For Facilitators/Game Masters
A facilitator/game master is someone running the game but not necessarily organizing it. An organizer has more responsibilities that also include things like production. For example a facilitator could be someone running a game in a convention where the organizers would be the ones renting the place for the convention and making the schedule with slots where the individual facilitators/game masters would run games.
In this category we have a number of different documents. You will probably only have some of these since they overlap and sometimes entail each other. Which ones you need depend on your design and who will be reading the documents.
Gameplay Design Document
A gameplay design document contains what is relevant for the players interactions and agency. This would include things like characters (if pre-written), groups, relations, meta techniques, and what happens during the playtime. It would not include any type of framing such as pre- or post-game activities or any planned activities during off-game breaks mid-game. This is a helpful document to look at the design of the game itself, how it all fits together and what the players will be able to do during the larp.
Runtime Script
The runtime script contains what happens during the runtime of the larp. That is what happens from the players go into character until the game is over. This is without any pre- or post-game parts but including mid-game parts. It also wouldn’t contain characters, groups or relation since that happens outside of the runtime. This is a helpful document to look at what happens once the larp starts until it ends. It could be something that you might want to have available in a game master room during the run. Another reason to have a separate run time script could be that you have a design that has three small larps on a theme that are interchangeable but where the framing for the games are the same.
Larp Script
The larp script entails what you have in the gameplay document and runtime document and also the full framing including pre-game and post-game activities. So this includes things like any kind of workshops, deroleing and debrief. This is what you would need to have to facilitate/game master the larp. It also includes annotations with comments about how to facilitate/game master the larp and minor preparations like moving chairs, starting a fire or hiding the secret potion recipe. It can be done in different ways from as simple as overarching headings to really meticulous with exact timestamps for every little part. This is a helpful document to cover the whole design from the facilitators/game masters perspective.
Complete Schedule
This is something that is not needed most of the time. It is for those times where you might want to run several small larps as part of a bigger theme but have workshops and other things that are overarching. Then it can make sense to separate out the parts specific to the small larps from the overarching experience. For example, at Lajvbyrån we had a larp experience focused on the industrial revolution for school classes. During one day a school class had lectures, got visits from historical persons and got to play two shorter larps. Everything during the day is facilitated by the larp pedagogues. Half the class will play one of the larps before lunch and then the other after lunch. The other half does it the opposite way around. Both classes have the lectures and the other parts together. Here it was a lot easier to have an overarching script for the whole day with the specific exercises in there and then just a header saying “Larp 1” for the first larp slot but no further info in there. Then we could have one GM running the same larp twice and having the larp script for that specific larp in the assigned larp location while having the overarching script in the main room. In this case each larp would have its own framing and then there would be a broader, more overarching debrief and after discussion for the full day in the main room with the full class.
Campaign Design Document
The campaign design document is only relevant for larger campaigns that have many larps running as part of it. Here you have the overarching information that goes for all the larps in the campaign. It can include world info, systems for fighting or economy, what you are allowed to change or not in the setting, visual guidelines, and so on. A lot of the info in the player’s handbook would be found here if you are running a campaign larp. This is a helpful document to have a coherent world but still have many larps run by different organizers.
Design Document
The design document contains everything you need to facilitate/ game master the entire larp experience. It includes (Some or all of the following):
The player handbook – or all the info from it
The gameplay design document
The runtime/larp script
The complete schedule
The campaign design document
Annotations: Extra comments relevant for running the larp and info like the target audience that might not be relevant for the players. This might also be included in a larp script but is more common in a design document and therefore gets an extra highlight here.
So what is the difference between a larp script and a design document if both contain what you need to facilitate the larp? A lot of the time a larp script is a design document. But as mentioned you might have a situation where you are doing a larger larp experience with more than one larp as a part of it so you also have a complete schedule. In that case the design document would contain the complete schedule and maybe two or three larp scripts.
For Organisers
Design Bundle
The design bundle contains everything you need to organize/re-run a specific larp. It includes the design document but will also include things like production info, a list of necessary props to have, promotion material, and maybe a budget. It could also include relevant articles about the larp. By giving someone the design document they would be able to run the larp with only this information. This also means the design bundle often is less of a document and more of a folder with multiple documents in it.
Examples
The Hobbyhorse Scenario by Nynne Søs Rasmussen
This is a 3 hour short scenario larp that is available to print and play. It contains everything you need to know to run the scenario. From in-game info that could go into a gameplay design document like the scenes, to the broader parts that could go into a larp script like workshops. It also contains things that are relevant only to the facilitators/game master like how to game master the scenario and how to prep the room. Since it’s a free form scenario that means the players don’t have to read anything before. That means there is no need for a player hand book. All the players would need would be a blurb, a time and a place but the general info found in a player guide is still available for the facilitators/game masters. Since it’s a scenario larp for one game master it is a larp script as well as a full design document. But since there are no document with more overarching info I would call it a design document.
Krigshjärta (Warheart)
Krigshjärta is a campaign that has been running for many years in Sweden. Like most campaign larps it has one overarching fictional universe but many different individual larps. It also has many different organizing groups that run larps in this fictional universe. A game design document here would need to include a campaign design document, a larp script for the specific larp, a player handbook and probably annotations. A runtime script or a gameplay design document could be included but are not necessary. Here the facilitators/game masters would probably also be the organizers. But this would not be a design bundle since each run is different and can have very different content and therefore the production parts and the larps script will be very different for each larp. If you would do a rerun of one of the larps, then you would instead create a design bundle.
Just a Little Lovin’ Book
by Anna Emilie Groth, Hanne “Hank” Grasmo, and Tor Kjetil Edland.
This book is actually called Just a Little Lovin’ – the Larp Script. I would say this is not a larp script, it is more, it is a design bundle. It contains everything you need to organize the larp. Runtime design, framing, music, food, sleeping arrangements, articles and so on. It also has a list with checkboxes to tick off as you go along.
Why Do We Need All These Versions and What is the Purpose of Them?
I would say a lot of the time we do not need to have all of these. Many larps are for example one offs and then you don’t need to put hours and hours into writing a design document that should be understandable by someone else. But for making a larp re-runnable you will need to document all of it in some form. You will probably never need all 8 but will pick what level you need depending on the larp. Many times you don’t need a freestanding overarching script with separate larp scripts for example. But there are also times when it can be very good to have it. Like when me and my colleague were supposed to run a larp while I was working at Lajvbyrån and I got sick and lost my voice the evening before. Then it was super good to have a larp script and an overarching script because then we could just ask someone to read one of the larp scripts and they could jump in. They didn’t need to read or know the overarching script since that could be handled by my colleague that also ran the other larp in parallel.
The reason to separate the player info is because your players should get all the info they need but not more. If you give them all the info it will be hard to find what is actually relevant for them. If you have a plot written about finding a treasure you don’t give them the location because that is what the whole plot is about. The players also might not need to know the exact price of the rentable toilets because that is not what’s important to their experience (even if the fact that there are toilets there absolutely are). Even in games with full transparency not all players need to beforehand read exactly what workshop exercise that will be run pre-game and in what order. That just leads to information overload. And as a game master/facilitator you might want to have some freedom to run different workshops depending on how the group feels and what they need and then it can be better if not everyone has expectations on what should happen.
On the other hand there might also be information that needs to be in more than one place. Info about the world might be available in many places. This means that you might have to change info on multiple places if you do any changes late in the process which lead to extra work. My experience is that even if it can be a bit of extra work it is worth it. Having a clear structure helps with knowing where to make the changes and each document has a different purpose.
So to conclude, depending on how you interact with the game you will need different information. As a head organizer there is a lot of info that you need that a runtime game master or a player doesn’t need. By having different documents it’s easier to share the relevant information with the right people.