Tag: Documentation

  • Through Someone Else’s Eyes: A Confession

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    Through Someone Else’s Eyes: A Confession

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    [This article is also available in Spanish, at: http://vivologia.es/a-traves-de-los-ojos-de-otra-persona-una-confesion/
    Thank you to Vivologia for translating it!]

    Magician took me near the water, where the others were, put his hands on my shoulders while facing me and said: “you made me look at things in a different way before, and I’m thankful for that. So here’s my gift to you.” His voice and posture started to change, shifting effortlessly from a casual, conversational tone to a solemn, ritualistic one. “I will give you my own eyes”, he chanted as he put a blindfold on his face, “so you can look at the world from a different view, so you can see and take pictures that you would not see and take. I will be blind so you can see.” For about an hour, I went around and took pictures trying hard to imagine what Magician would see and react to.

    Blindfolded person touching another person's face on the beach
    Photo by Stefano Kewan Lee as the character Gaze in the larp La Sirena Varada (2017).

    Of course, I failed. This was only my second time taking pictures at a larp, and my very first time trying to do so in character. The larp was the third and final run of Somnia’s La Sirena Varada (2017), and I had the opportunity to play it as a photographer character who could take all his pictures in-game. Coming into the larp I was eager to try that experience and curious to see how it would work out. I usually play for immersion and, like many others, had quite a few deep and transformative experiences while inhabiting the mind and physical space of a fictional character. Getting to do that while also indulging in my newfound photography hobby seemed like too good an opportunity to pass up.

    During the larp itself though it became clear to me that things were not working out at all. I was constantly switching back and forth from “character mode”, where I would be actually immersed in Gaze (my photographer character), and “photographer mode”, where I would feel instantly pulled back to my usual self and took pictures in the best way I knew how, but without any thought of how would Gaze take them. As the larp progressed I felt increasingly frustrated by the fact that I was indeed failing to take full advantage of the opportunity that I was given. No wonder I couldn’t honour Magician’s gift. How could I see the world through his eyes when I couldn’t even see it through Gaze’s eyes?

    When I got back and developed the film, I had a very clear confirmation of what I experienced at the larp: as much as I loved taking them and printing them, those pictures were mine and reflected the way I as a player saw the larp while it had nothing to do with Gaze’s outlook and personality.

    Moreover, what I experienced was so clear and definitive that it felt inevitable to me: you can either immerse yourself in a character, or you can focus on the exacting job of taking pictures the best way you can. There can be no middle ground, and at the point a perfect synergy between the two mindsets, where you end up fully experiencing a character and at the same time producing pictures that fully reflected that character’s personality, that was borderline unthinkable for me.

    All the experiences I had in the following larps only strengthened my conclusion. I would usually just take pictures out of character, but was occasionally offered a NPC or a full fledged character to play with as I took pictures. And every time I would experience the very same back-and-forth between the two states of mind. After a while it was clear to me that this was how things worked (or rather, failed to work) for me. Others might be able to pull it off, but I was not among them, and I made my peace with it.

    Then SALT happened.

    The larp SALT (2018) focuses on a small group of civilians, normal people trying to find shelter and survive during a civil war that has ripped their country apart. In order to keep things as 360 as possible it’s not unusual for larp designers and organisers who want a photographic documentation of their larp to include, when the setting allows for it, one or more characters that will take pictures while not jeopardising immersion for everyone else. SALT had similar goals so I got offered a character that knew his way around a camera and was willing to use it.

    Experience told me that I should expect some variation of the journalist/reporter type that I usually get, but I was wrong. What a character Vincenzo was! A weirdo who would obsessively collect useless trinkets and give them human names, a loner who would rather write in his own diary rather than talk to the people around him. He was indeed a photographer by trade, but his job was to take pictures of dead people at the morgue. He took me by surprise, and forced me to really think about how I could approach not  just the usual elements of character interpretation and immersion (posture, voice, language, etc.) but also his photography. At that time I was still convinced that it was impossible for me to produce work while in character though, so the only thing I could do was to pack a longer lens than usual. I usually favour moderate wide to normal lenses; this time I chose a moderate telephoto lens, hoping it would at least change things up a little on a purely visual level.

    Playing cards on the floor next to a bare mattress
    Photo by Stefano Kewan Lee as the character Vincenzo in the larp SALT (2018).

    The larp itself was for me an excruciating exercise in isolation and incommunicability as it was almost too easy to slip into Vincenzo’s shoes. And when it came to taking pictures, the only deliberate thing I did was to avoid some of the most obvious shots I would normally take while looking for action, character and narrative. Instead I tried to let Vincenzo take the lead and guide my hand and eye. So I took pictures of objects, of empty rooms, and when I did include people, it was always from a place of distance, both physical and emotional. Because I almost never take still life pictures, and when I do they are always very bad, when the larp was over and I packed things up, I was not at all sure of what I actually got.

    It turns out I didn’t have much, as one of the rolls of film got jammed in the camera and was completely ruined. What I did manage to salvage was very surprising to me. Sure, I did remember taking those pictures of scattered playing cards, empty tin cans and empty rooms. But they were very different from my previous attempts at still life. They had a quality to it that really reflected Vincenzo’s personality and attitude, and that I wouldn’t know how to replicate by myself. It appeared that for once I did manage to be immersed in a character and at the same time produce work that actually reflected that character’s gaze, and not my own. I was not expecting that at all, and wondered if I had to revise my ideas on the matter. It didn’t take long for me to realize that SALT as a larp had a profound effect on me, and more importantly that Vincenzo was far removed from a simple documentarian character. He was so specific, and so far removed from my usual methods, that no wonder I was able to make something very different. “This is the exception that proves the rule,” I said to myself. “You’ll go back to the usual mindset switching with the next reporter character that you get.” There was no doubt about it in my mind.

    Two chairs with blankets on them next to two empty cans.
    Photo by Stefano Kewan Lee as the character Vincenzo in the larp SALT (2018).

    A few months later I took pictures at the international run of Desaparecidos (2019). The larp is set at a center of detention for political dissidents during Pinochet’s regime in Chile, and tells the dramatic stories of the people detained there. At first the organisers just wanted an out of game photographer, but a few days before the larp I was also asked to be an in-game reporter non-player-character (NPC) for a few hours. This was strictly for plot reasons and I did not have a full fledged character. My task as an NPC was to kiss the authorities’ asses while secretly trying to help the dissidents to get some messages out of there. Having done that, I would once again go out of character and be my usual “invisible” presence at the larp. Almost on a whim, I decided to bring my period appropriate film camera in addition to my digital one so I could look the part while taking pictures as an NPC. My expectation was to end up with essentially one big set of pictures, where some happened to be in colour, and some in black and white.

    What I was not expecting at all is that when I acted as a reporter and the players reacted to my presence, this NPC character who barely had a name started to take hold on me, and I felt genuinely concerned about the prisoners, and I was genuinely faking smiles while pretending to interview the colonels and dignitaries, and was genuinely worried that they might find out I was not just taking pictures of their boardrooms and dinner parties, but also of things I was not supposed to see, like the way the prisoners were treated, much less to document them.  All of that disappeared when I went out of character and the players stopped reacting to my presence, so while I was there it mostly felt like business as usual: switching back and forth between taking pictures and playing a character, keeping the two separate.

    Three people behind bars
    Photo by Stefano Kewan Lee as a NPC photographer in the larp Desaparecidos (2019).

    When I went home and started working on the pictures it became clear that I had two different sets in my hands. The colour set reflected my usual way of taking pictures at a larp, trying to communicate the mood and the narrative of the event while focusing on scenes as a whole, more than single character portraits. The black and white set that I mostly took in-character was… puzzling. It felt like I was looking at the work of someone who had been there with those people and was actually trying to document what he could so the world could know about them. Yes, the two sets clearly shared their style rooted in the documentary genre, but their visual language was also somewhat different. And it was not just the difference between colour and black and white. The set I took while in character had less action, but the action was more stark and direct, while the colour set was more dramatic and almost theatrical. The black and white set had way more portraits, and the people were looking directly in camera, while the colour set hardly had portraits and no one was ever looking in camera. More importantly, the in-character black and white set had a sense of empathy and urgency that the colour, out of character set simply lacked.  It was clear that the NPC reporter somehow took hold of me, forced me to immerse in his experience, and that I took pictures as someone other than myself without even realising it.

    I was supposed to take pictures in game as an NPC only on part the first day, while being out of game both at the beginning of the larp and for the whole second (and last) day. And of course this is what I did, but because I still had a few rolls of film to use, I decided to keep using both cameras while I was taking pictures. Imagine my surprise when I could still see that all the black and white photos belonged to the reporter, even those I thought I was taking while out of character! For some reason the simple act of raising to my eye the same camera that I used as a character was enough for me to unknowingly slip back in the mind of that reporter. What was going on? How was it possible that something that had mostly eluded me so far (with the exception of SALT, sure, but that didn’t count, right?) could suddenly sneak up on me like that, with a NPC reporter of all characters? I had to revise my ideas on taking pictures while larping! It was time to dig deeper, but I needed the right larp for that.

    Two people sitting at a table holding hands, with one leaning on the other's shoulder
    Photo by Stefano Kewan Lee as a NPC photographer in the larp Desaparecidos (2019).

    Walpurgis is heavily inspired by old witchcraft movies and the psychedelic ‘60s and ‘70s. It plays like a bad dream, where members of a coven create from themselves a surreal and nightmarish where being inconsistent and wrong is not just tolerated: it’s the name of the game. My character, named Marcello, was a controversial filmmaker known for his provocative yet striking visual style. Even more importantly, a key game technique was the Second Sight, where every character could see anything that was happening in front of them in a different way, one that suited their vision, worldview or intuition, and use that to create content and enrich interactions while playing. This combination of emphasis on the surreal aspects of vision and explicit permission to mess things up provided the perfect opportunity to explore this idea of producing work while being someone else in a more explicit, deliberate way without worrying too much about having to come up with something conventionally usable as a larp photography product. Of course, as I do for every larp that I take pictures at, I did my homework and studied the iconography and visual style and language of the sources of inspirations for the larp itself. During that process I came across the idea of using crystals and prisms in front of the lens in order to create kaleidoscopic, fragmented images. So I bought some of those and made a couple of tests at home, with lackluster results. As I left for the larp, with a bag full of stuff that I didn’t really know how to use and a head full of confused ideas on what I wanted to achieve, I felt as clueless and in over my head as I could possibly be. Given the nature of the larp, that was probably a good thing.

    Psychedelic image of figure in a red robe looms over a person in black kneeling before them, with people in the background in an outside location
    Photo by Stefano Kewan Lee as the character Marcello in the larp Walpurgis (2019).

    As I let Marcello take over and immersed myself in the world of Walpurgis, I would occasionally catch myself drifting out of the game and making decisions that made sense photographically but not necessarily for my character. “Hey, those witches look like they’re up to something interesting. Join them and take pics, even though you have no in game reason to,” and so Marcello did. “Hey, I know you really want to keep interacting directly with this scene, but you should really document it.” And so on, you get the picture.

    The final result reads to me like a collaboration between Marcello and myself. The most striking aspect of this collaboration is how the images where I used the crystals turned out just fine. I as a photographer never used them before, and certainly never touched them since. But I had decided that a fragmented, kaleidoscopic imagery was part of Marcello visual’s style, and it seems like he knew very well how to use them to full effect, in ways that I could not anticipate. With the flick of a wrist he could evoke a hallucinatory feeling, or ghostly presences, or even demonic, infernal flames. I promise I could not replicate those results if my life depended on it. Mission accomplished then? Not quite yet. As I hinted above, there was still the occasional drift out of character, and as much as many of the images are unquestionably Marcello’s, overall the choice of subject was still mine, so it felt like I failed to take the experience one step further. On the other hand, what I got was enough to make me further question my belief that being a character and taking pictures don’t mix, and I was looking forward to the next opportunity to go even deeper.

    Psychedelic photo in red of a shirtless person leaning backward and smiling
    Photo by Stefano Kewan Lee as the character Marcello in the larp Walpurgis (2019).

    Our Last Year is a larp loosely inspired by Lars Von Trier’s Melancholia, and follows a year in the life of a group of survivalists as they prepare for an asteroid that may hit planet Earth and make its surface inhabitable for a generation.  Laurie, my character, had a terminal illness that made him think and act a little weird. He also had a strong drive to live life at its fullest, and to make meaningful, enriching connections with the people around him. Oh and of course, he was a hobbyist photographer. While the character in general was very clear to me, I was not sure how to approach my photography to the larp. The visual references for the larp didn’t really align with the character concept, so I have to admit that this time I did the least amount of research and preparation before packing for the event. I had this vague idea of trying to focus on the characters more this time, but that was it.

    It was only towards the end of the larp that I realised that… I never drifted out of character! I had allowed Laurie to take pictures in a way that made sense to him without me trying to go art director on him. And for better or worse, this was very much reflected in the resulting pictures.

    people laughing and playing with red balloons outside
    Photo by Stefano Kewan Lee as the character Laurie in the larp Our Last Year (2019).

    On one hand, I was disappointed. This was definitely not a very strong set of images. They mostly looked like snapshots from someone’s holiday, and I was hoping for a little more than that. On the other hand, these looked like snapshots from someone’s holidays! And that’s not my way of taking pictures ever, not even during my own holidays! The focus on the characters was even stronger than in Desaparecidos, and there was a feeling of simple, spontaneous intimacy that I never managed to evoke before. Even more surprisingly, when I showed the pictures some of the players commented that while they could see their faces in the photos, they didn’t see themselves at all, but only (and fully) their characters. This is one of the best compliments that I as a larp photographer could ever hope for, and I finally got it after allowing myself to take slightly crappy photos through someone else’s eyes.

    Was I done then? Had I cracked the code? Not by a long shot. Both before and after Our Last Year I took pictures at larps where I could not achieve that level of immersion, so I had to decide between playing a character and being a photographer, as usual. But the experience did finally show me that I had been wrong in my conclusions before, and that it is indeed possible and maybe sometimes even desirable to let your character take over and do the work in ways that you could not do by yourself. How to attain that state reliably? I still don’t know. But maybe being clueless about it is exactly what it takes. It’s not just a matter of focus and concentration. I need to let myself be open and to give up control in order for this kind of magic to happen.

    I can’t wait to hand over the camera to the next character, and see what happens.


    Photo credit: Stefano Kewan Lee as the character Laurie in the larp Our Last Year (2019).

    This article will be published in the upcoming companion book Book of Magic and is published here with permission. Please cite this text as:

    Lee, Stefano Kewan. “Through Someone Else’s Eyes: A Confession.” In Book of Magic, edited by Kari Kvittingen Djukastein, Marcus Irgens, Nadja Lipsyc, and Lars Kristian Løveng Sunde. Oslo, Norway: Knutepunkt, 2021. (In press).

     

  • Six Magickal Techniques

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    Six Magickal Techniques

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    Six magickal larp techniques were designed for “Walpurgis” (2018) and refined for its second run (2019). They were created to reinforce psychedelia, confusion and messing with dark undercurrents in a Psychedelic 70’s, Eurotrash surreal setting. Magickal techniques are specific and alternate ways to engage with oneself, with each other character, and with the environment in larp.

    The techniques were created by Juan Ignacio Ros and José Castillo Meseguer, working together as Somnia. They were intended to be a complete set: inclusive (for all magick went through them) and prescriptive (for they had to be followed if the character was performing magick and no magick was performed outside them). They were intended as approaches to follow and not definite “spells”, and similar outcomes could be achieved by many of them. They were all about how to do magick, how to be immersed while performing, and results were secondary.

    The techniques were also designed to enhance Somnia’s preferred style of seamless immersion and to avoid any blatant stepping out of the illusion to negotiate outcomes – play to flow. For that same reason, the techniques are autonomous and don’t require supervision, decisions or judgement from the larp organization. It was not an aim of the design to enable power fantasies, and we focused on psychological horror.

    The esoteric and occult make-up of the magic enacted by the characters through the techniques was seen a secondary concern, or a non-issue, but they enhanced the mood. These techniques benefit vastly if three principles are also followed:

    There are no masters” – Even if characters think they are masters of the Occult, they are not, according to these techniques. There is no certain outcome for their performance and rituals.

    You cannot be wrong” – While the actual performance could be compromised, characters are confident in their works – the same as in any movie with obvious silly rituals that are taken seriously nonetheless. As long as the participant put an effort delivering their “magick”, it was accepted and slight deviations are welcomed.

    Outcomes flow along with the larp running course” – If a character wants to set up a specific situation or opportunity in advance, that is fine, but if the “magick” involve other participants’ characters, they are the ones who decide the intensity and persistence of the effects as they find them interesting. Attempts to perform them in a casual manner, to automatize or to exploit them can be seen as bad form and ignored, for these techniques are played to flow, to see what happens next, and not to abuse other participants’ goodwill.

    Lastly, a desired outcome could be irrelevant or going against the larp desired experience or the larp specific phase, flow or limits, so it is expected that participants restrain themselves if such is the case.

    Second Sight

    The Second Sight is seen as the foundation technique, for it is a requirement before performing the rest of them. It is an active technique to enhance the larp experience by engaging through the inner turmoil and phantoms of the portrayed character.

    The key issue is the conscious distortion of perception, and should always be done through the character’s mindset.

    A recipe for workshops follows:

    Stop for a moment, look inside and try to see what is unseen, the hidden meaning behind what is happening, a subtle level beyond the evident reality of what you see. Let any image, impression or idea manifest in your imagination and hold unto it. Take your insight as the truth or vision your character is perceiving, within the worldview of the larp, however irrational or outrageous it could be, and go with it, act upon it.

    The Second Sight is intended to be used as often as possible for inspiration, or to decide if what another character is saying or doing is true, or to look for hints or motivations for anything, but also as a preamble to any act of magick, to “measure“ and ”perceive” hidden forces.

    It is a way to generate content for the larp experience in an unilateral way.

    Comment: We designed the Second Sight as a “symbolic mode” to engage the larp in a different approach than regular perception allows. We often felt that the standard portrayal of magic in larp relies too often on props, special effects and external actions. The inner action and symbolic significance of performing magick is too often overlooked or not considered, so we used this technique as a prerequisite and threshold for all participants to help them find subjective meaning in sometimes absurd and illogical actions that have sense within themselves.

    We stressed the importance of the Second Sight for the second run of Walpurgis, as we found it under-used during the first run.

    This technique encouraged participants to tap into their visions and ideas for the larp, situations and characters “in media res” and forge new paths of action.

    Divination

    This technique is performed to deliver indirect suggestions for a character ‘s next actions or path, by looking into the blurry past and the hidden present. It could be performed by a character on another, or by the character alone over themselves, as a form for diegetic steering. It requires a divination tool, but anything could be used if it makes sense for the larp itself.

    When a seer performs the reading on another, they require a framework for the interpretation of the signs, and it can be as vague or specific as the consultant wants.

    The answers from the divination should include situations the character who asks for the divination will most surely come across (or have the delusion of encountering), as proofs or triggers behind the divination messages.

    Comment: Divination is best for “soft” influences and suggestions. Anything goes with it, and any vague statements and inaccuracies make it very fitting for the “consultant”character to fill up the blanks. It is taken for granted that the “seer” character will start any reading after they enter the Second Sight.

    Sorcery

    There is no subtlety in sorcery, a blunt and direct technique to exert power and obtain results and alterations in the outer world and in others. It is defined as engaging through forceful commands and overt manipulation.

    The effects on other characters depend a lot on the dramatic abilities of the performer, for they are delivered mostly through personal influence.

    Examples of sorcery execution could be the ritual delivery of a charm, talisman or potion with the intent of a direct change on another; the use of gestures, looks and words to convey psychic manipulations or cursing; the composition of some sort of semblance or doll, etc. All of them are tied to let the target character know about the intent.

    There are many ways of performing sorcery, but with each one the sorcerer is sending a clear message: the character wants a specific result or course of action, is not afraid to force it, and the consequences be damned.

    Comment: Successful use of sorcery goes through the principle of “play to flow” for all involved participants: go along if it is well delivered and makes sense, display resistance even if the character is going to lose, let the circumstances and the specifics of your character decide.

    By design, subtle and indirect influences, charms and enchantment were not considered for “Walpurgis”, as we aimed for overt and dramatic interventions.

    Journey

    The technique for Journey was designed to enable travelling through other worlds, alone or in company. It is also seen as engaging through delusions and mindscapes.

    It comes in two modes: a mind trip and a physical walk, and both can be performed alone or with company, and take for granted the Second Sight is being used. As a mind trip, the character sits and navigates through a predefined inner landscape of the larp, using the guidance of another character who takes the lead and suggests (but not describes) what is happening or following their own path.

    As a physical walk, the character moves through a path after night falls, but projects the inner landscape they should be navigating in the outer world. It can also be performed with another character leading the path and suggesting the zones they are travelling through.

    This technique has worked better when performed with some aim or purpose of what the character wanted to find, and dressed up with rituals, music, candles or special lights.

    Comment: “Walpurgis” had a predefined inner landscape – the Underworld – for the characters to travel. It was broad and based on Mediterranean otherworlds (specially the Greek Hades) and the larp location, a group of cave houses in Southern Spain, was well suited to it.

    Implementing this technique in a larp would require to define an inner landscape or otherworld with the principles that operate inside and the kind of experiences that the Journey might provide. Otherwise, it could end in aimless wandering and complete disconnection.

    Evocation

    Evocation is intended as the conjuring of otherworldly beings to interact with them for information, exchanges, dealings and pacts. The technique was conceived as engaging through the perspective of a third person with an inhuman mindset: The Other, a character that is played through another character. Different kinds of Others could be conceived: long dead people, personifications of a specific emotion or complex entities who could be conscious but utterly alien.

    Evocation requires two characters, the one who calls forth, and a companion who helps and will serve as the basis for the Other.

    The evocation ritual is performed in a dramatic way by the one who calls, and conveys to the companion all the information they require: titles, powers, attitude, quirks and demeanor. At the climax of the ritual, the companion embodies the Other. Outwardly, there are no changes, but the magician can see them through the Second Sight.

    Then follows a power play between the Other and the magician, who are constantly testing each other’s power and will through their interaction and exchange, trying to gain the upper hand. The entity could ask for prices, obedience, tasks or information. At the end of the interaction, the entity departs by its own volition or when it is banished, and the companion has some distant memories of the interaction.

    A particularly dangerous – yet intense – variation is the summoning of a being of desire for the magician, a “demon lover”. The demon lover embodies the qualities and possess the gender the character finds most attractive. The companion embodies the demon lover and interacts – there could be words, touch, a playful exchange, violence, slight gratification or any kind of interaction, but there should be no fulfillment. Whatever interaction develops, it should be unsatisfying and frustrating at the end, but it might be insightful.

    Comment: Consent and safety are paramount when playing with Evocation, and particularly if any kind of intimacy is going to be enacted. It is understood the participants would have negotiated before the larp their interaction limits and are able revoke them at any point. To implement this technique, it should be also stressed that whoever plays the companion character could return to their normal character even if they don’t feel threatened, but don’t like how the interaction is developing, stating that the entity has gone.

    That all interactions were unsatisfying was a design feature for “Walpurgis”, but it could be different for another larp. However, we thought it was better to avoid power fantasies and any kind of wish fulfillment.

    Metamorphosis

    The technique for Metamorphosis is the process of becoming the alien Other, engaging inwards through a self-inflicted change of the character.

    It allows to change the character by direct ritual action during the larp, to discover new or vestigial aspects unknown before or to fumble and mess with oneself in a horrible and permanent way, whatever seems more interesting. Altering character traits, mindset or basic social functions, like substituting words for humming or rhythmic clapping, or losing the capacity to express some thought or emotion could be some examples.

    Tools for Metamorphosis are meditation, concentration, devotion, the invocation and absorption of god forms and specific actions undertaken as a means of transformation.

    Comment: As “Walpurgis” themes were horror, confusion and lack of identity, Metamorphosis was the way to go for radical transformations and experimentation, never to “improve” the character or give them an advantage over others, but to make them different from normal human beings by becoming the Other. Metamorphosis was intended as a permanent change, for a passing influence was the purview of other techniques such as Sorcery.

    An important point of note was that Metamorphosis was sought after by the character, and it was always personal. This could change for another larp in which a character could alter others’ core identities by sorcerous means.

    Additional comments

    The techniques were intended as a whole, but they allow for ample experimentation using only a couple of them. For instance, a short chamber larp – “δαίμων” (Daimon, 2019 and 2020), written by Juan Ignacio Ros for Somnia – has used only a streamlined version of Evocation. Other magickal techniques could be designed for specific larps, considering the needs, the design and how they would enhance the way the characters could interact.

    We made slight adjustments on the techniques for the second run to explain them better, but they stayed mostly the same.

    The biggest changes were connected to Evocation, to offer a more practical approach about it and establish better that the technique should be used with a companion who would perform the entity evoked.

    We altered Sorcery so it was understood only as “brute psychic force” and not as a general guidance and manipulation, for we felt it was needed to avoid vagueness and convey the coercive nature of such magicks.

    The definition of Metamorphosis was confusing for the first run, according to several participants, so we stressed that the Otherness that took over the character was inhuman, alien, unknown: connected to the chthonic and titanic nature of the Dark Gods that the characters followed.

    For the second run of “Walpurgis,” an online session was set up before the larp to give examples, describe and comment on how a participant could produce their larp content through these tools. Extended workshops would be also highly advisable to practice the techniques if participants are not familiar with them.

    These tools required engagement and a bit of preparation, but were designed to flesh out and guide interactions in a “magical” mindset, and to enrich the larp experience when Occult and ritual magic are considered.


    Cover photo: From the second international run of Walpurgis. Photo by Stefano Kewan Lee.

    This article will be published in the upcoming companion book Book of Magic and is published here with permission. Please cite this text as:

    Ros, Juan Ignacio. “Six Magickal Techniques.” In Book of Magic, edited by Kari Kvittingen Djukastein, Marcus Irgens, Nadja Lipsyc, and Lars Kristian Løveng Sunde. Oslo, Norway: Knutepunkt, 2021. (In press).

  • I Stepped into the Eternal Circle, Animus: the Larp

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    I Stepped into the Eternal Circle, Animus: the Larp

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    Animus: the Eternal Circle — a Transmedia Larp is an online game.((Sometimes called a LAOG, see Reininghaus (2019).))  It has been run four times over the course of 2020 and included 288 players. The designers, a team originated from Italy with helpers all over the world, Chaos League, describe Animus as:

    A story in which ordinary people with their doubts, weaknesses, and fears, are confronted with a greater destiny. It talks about our lives and what we might have been in another time and space. Other lives. In search of our own self. In search of the people we are connected to.

    Inspired by Sense8 and The OA, Animus is about friendship, courage, hard choices. About what we were and what we still are deep inside. Animus is a larp that speaks to our emotions. It’s a journey to discover who we really are.

    Animus takes place nowadays and tells of the past and present lives of a group of special people bound by destiny. (Chaos League)

    I participated in both Run 2 on 23-24 May 2020 as a player, and in Run 4 on 13-14 June 2020 as an NPC and facilitator.

    In this article, I will present the larp Animus: The Eternal Circle, discuss its mechanics, and  share how the different tools used in designing this game have contributed to my good experience both as player and facilitator. I will first describe why my own story as a larper Animus was so appealing.

    Preparing the Leap of Faith: Before the Game

    I started larping in 2012. Before that, I was used to tabletop games and forum role-play. I first played locally in France, but went exploring in the international scene in 2018, taking part in the larp Suffragette! 

    I am attracted to larp because the magic circle is one of my specific interests, as is storytelling. I love all kinds of larps as long as I can share a wonderful, transformative experience with my co-players and organisers. I’ve been a Wachowski fan since The Matrix, so when I first heard about Chaos League’s Sense8-inspired transmedia piece, I had to have a look for myself. Sense8 (2015-2018) is a television show about 8 people across the world who are linked together psychically and empathically.

    Enough to get me on board, indeed, but what made me stay after and enroll myself as NPC?

    Animus was not my first online larp. During the lockdown, I was lucky enough to try several.  For example, Mo Holkar’s After Dark, which was workshopped and played on Jitsi, is a game in which you play the last reunion of a family over visio-conference before their emotions get the better of them and they die of an unknown virus. I also played Are You There?, a Discord-based online larp by Mia Welander. The game follows a forum chat by a group of survivors after a deadly virus killed ninety-nine percent of the population at the beginning of 2020.

    While I loved delving into Type 2 fun,((“Type 2 is a strange beast, because it isn’t actually fun at the moment. In fact, it feels much like suffering. It’s only after the event, and in reflection, that you come to realize you actually had fun” (Peck 2017).)) Animus with its hopeful story seemed like the breath of fresh air I needed. As I saw lockdown in France persisting, I signed up to play it.

    Although the game is mostly “Discord-based,” it is a transmedia experience.((Wikipedia (n.d.) describes Transmedia in the following way: “Transmedia storytelling (also known as transmedia narrative or multiplatform storytelling) is the technique of telling a single story or story experience across multiple platforms and formats using current digital technologies.))

    In Animus, the players use audio files, Google docs, a website, and a musical soundtrack, all of which make the play richer and all the more stimulating. The play, scattered across different media, tells one beautiful story.

    After my sign-up, I received a form with a short description of each character. The files were well-made and the short description included the themes, keywords, and triggers relevant to each character. We were asked to choose four characters out of six in our order of preference.

    Later on, we received specific files for our final character including their past, present, how they were perceived by others, and the first feelings and impressions that strike them when meeting the other characters at the beginning of the game.

    The Lines of the Circle

    Background

    The larp was set in the present in the midst of the Covid-19 pandemic in an international lockdown. The characters were a group of people getting online self-guided group therapy to treat their compulsive fantasy disorder, also known as maladaptive daydreaming, a condition that they first dealt with using beta-blockers.((In Sense8, beta-blockers are a type of medicine that characters take to shut down their psychic link with others.))

    Setting

    The seven pre-written characters: Alexis, Camille, Elliot, Jackson, Sasha,  Robyn, and Hayden (NPC) are complete strangers when they get acquainted through a self-analysis platform, The Beacon, and are grouped together as a Circle by a team of online therapists. They’re all from different places in the world, from different age groups, ethnicities, genders, and backgrounds with the very same goal: stopping the worsening of their condition, which is starting to wreak havoc into their life and impeding them from enjoying it fully.

    Little do they know they are linked to one another.

    During two days and three therapy sessions, each of them is expected to share with their peer group their fears, their hopes, the content of their daydreams, and most of all, their secrets. In revealing these things, they will unveil a bond that goes beyond what is written in stone or the stars.

    The game is based on two strong pillars: 1) emotional play and interactions of characters mixed with 2) discoveries and mystery solving. The characters tell a story while working together, hoping to bring the hidden truth to light.

    Despite this search for truth, the game is also an exercise based on trust, fostered by an off-game workshop where the principle of “no false bottom” was introduced and developed. No false bottom means that the key facts of the premise, the therapy, the beta-blockers, and the psychological condition contain no twists or surprises; there is no team of evil doctors nor secret scientist programs like in Sense8. The secrets lie inside the character’s lives, their present, past, and future.

    Structure

    The game was divided between official time slots (the group therapy sessions) and two free time slots.

    The therapy sessions and workshop were played over video conference, a new feature that the platform Discord added to their vocal channels and released within the first day of lockdown. During the free slots, the players were welcome to use the text channel as well as the video/vocal ones.

    After a short workshop meeting with our facilitator on Friday night, we started the game in character the next day to engage in the first of the three therapy sessions.

    The sessions always followed the same structure: each character took the floor and revealed one secret, unveiling their link as they did so, while the other characters listened, offered advice, support, and care.

    The players were encouraged to fill in a diary: a shared document on Google Drive. In the fiction, the characters were asked to write in the diary for the therapists, explaining the content of the session,  their feelings, and the questions each character harbors for their peers, etc. Furthermore, the diary being available to all, everyone had an opportunity to play on the other characters’ feelings, to flesh out their relationships, and to make them evolve with each session.

    The structure was repetitive, but that was a good thing, setting up an atmosphere of comfort and familiarity.

    This structure meant that by the time of the third session, despite the tension of the game, we knew what we had to do. The group was closer and everybody’s role in it was clear.

    Photo of 7 players in a Discord larp called Animus
    Run 2 of Animus larp. Photo by LolV Peregrin.

    Entering the Circle as Player

    A Perfect Trust

    I first entered the Circle playing Sasha. Written as a burned-out humanitarian who has been working in a convenience store for the last ten years, I interpreted him through my prism: of someone living with PTSD. Based on my own perception of my syndrome, Sasha was on edge — a bundle of good intentions and very raw, very intense emotions. A soul still marked by his experience and the horrors he witnessed after the earthquake in Haiti.

    He was shy, lonely, but sweet and eager to connect with these new people and to try to get better. He was starting to have enough of his convenience store life: safe, comfortable, a bit boring, but not happy.

    Sasha wanted to stop waiting and start acting again, but without losing himself this time. He wanted to reclaim himself and start protecting others in doing so.

    During the game, he tried to help to the best of his capacity, sometimes coming close to losing faith: faith in himself, in others, in his belief that a moment — his moment — will come.

    He was supported, cared for, and helped through his tough time by his Circle members. When allowed, during the very peculiar and secret circumstances of the end of the game, to leave a message that will outlive him, he wrote:

    I’m not afraid anymore. I have found myself. I have found something to protect. I am ready to enter the Circle with a perfect love and a perfect trust.

    A thought that he shared with his friends before they made a big decision together, a leap of faith.

    My time with Sasha was good, but not great. My experience was beautiful, but complicated. I confess that I bled heavily; Sasha’s struggles and mine overlapped in too many places to not feel uncomfortable and uneasy when our time together was cut short at the end of the game.

    In lockdown, away from friends and family, I had no means to fix my problems, and I had a huge amount of larp-blues to deal with atop of that.

    I tried to enjoy our departure stepping out of the Circle and I wished Sasha well for his future, for he deserved it; but at first, I wanted to never hear about him again.

    I sent my feedback to Chaos League, expressing some of the issues I encountered. The form also included the following question: “Would you be willing to help organize/facilitate a future run of Animus: the Eternal Circle?” I answered positively because, no matter my own feelings toward Sasha, I still felt mostly positive about the game, and I was enthusiastic and curious about the prospect of facilitating. I was longing for the friendship and closeness I got to explore in my run as a player while aiming for a bit of emotional distance by playing an NPC.

    Coming back to the Circle as a Facilitator

    A Perfect Love

    I returned to Animus for the 4th run as facilitator and NPC. I played Hayden. Hayden who worked with AI in a big company but who looked like a rock star. Hayden who felt too much but was hiding from it the best he could, channeling it, conceptualizing it, distancing himself from it. The boy who loved stories and hides in music. Hayden who managed to live through his anxiety attacks but was now dealing with severe maladaptive daydreaming. Hayden who didn’t even want to do therapy but was chosen by the team from the Beacon, among his Circle members, to facilitate the group therapy session.

    As a player, I felt a strong connection to Hayden; yet his way of processing, addressing, and dealing with his emotions was sufficiently distinct from mine that I didn’t feel like the situation was too close to home.

    I already knew the themes, the plot, the characters, and what was expected from me. Entering the Circle felt like coming back to someplace familiar.

    Indeed, as a facilitator, I had access now to several new channels, including one where I was navigating the ambiance of the therapy session. I had to deal with a bit of code and a bot every now and then, mostly to start the audio tape and the soundtrack made by the organizers. Even though this felt alien, I had help when I slipped up, no grudge was held, and no player was the wiser since, after all, larp is a good chunk of improvisation and adaptability.

    Playing Hayden as an NPC, making sure we were on time, fostering closeness between the characters, and supporting the players was easy. Facilitating the weight of the secrets of the game in my hands felt comfortable.

    The only wild card was the players. I was deeply afraid of messing things up for them and for the Chaos League, of not being “good enough” as a facilitator. But by the time the third therapy session rolled in, thanks to the amazing players in my Circle (which was named Hadar), and the tightly linked and supportive organizers team, I felt as if Hayden and I were coming home.

    Conclusion: Leaving the Circle?

    Entering the Circle was not always easy but it was, for me, a teaching, transformative experience. I made new friends, I learned, and I grew from it.

    Talking about coming home, even though I’m still unable today to write a letter to Sasha, I’m enthusiastic at the idea of coming back to the Circle as a player in a few weeks; this time in Animus 2: In Search of Sky.

    The Circle is a Never Ending one, opening the ways for stories of friendship, support and connection across the world. It was Chaos League’s goal, and personally, I think they have succeeded.

    Useful Links

    Bowman, Sarah Lynne. 2015. “Bleed: The Spillover Between Player and Character.” Nordiclarp.org, March 2.

    Bowman, Sarah Lynne, and Evan Torner. “Post-Larp Depression.” Nordiclarp.org, January 19.

    Nilsen, Elin. 2015. “A Beginner’s Guide to Handling the Knudeblues.” Nordiclarp.org, February 17.

    Peck, Tim. 2017. “What Are the Three Types of Fun?” Go East, January 6.

    Reininghaus, Gerrit. 2019. “A Manifesto for Laogs – Live Action Online Games.” Nordiclarp.org, June 14.

    Animus Larp Credits

    Production: Chaos League

    Character Design: Andrea Giovannucci, Mikhail Sustersic

    Character Writing: Chiara Cappiello, Livia Blasi, Fabio Garbo,  Mikhail Sustersic

    Music and Sound Design: Stefano D’Arcangelo, Alessandro Giovannucci

    Video: Daniele Bergonzi

    Technical Support: Fabio Garbo, Melania Esposito, Davide Ruscica, Andrea Giovannucci

    Promotion: Fred Brand

    Safety Team: Alessandro Giovannucci, Chiara Cappiello, Mikhail Sustersic

    Documentation: Daniele Bergonzi, Chiara Cappiello, Andrea Giovannucci

    Website: https://animus.chaosleague.org/


    Cover photo: Image by Gerd Altmann on Pixabay. Photo has been cropped.

    Editing by Elina Gouliou.

  • Together Forever: A Larp about Dating in a Dystopian World

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    Together Forever: A Larp about Dating in a Dystopian World

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    Together Forever (2020) is an online larp designed by Karolina Soltys, Patrik Bálint and David Owen, which focuses on romantic relationships and dating in a near-future dystopia. Social distancing is the norm, everybody stays inside due to the infection that started in 2020 and mutated uncontrollably. 

    The larp took place from 20-21 June 2020 and was played entirely via discord. The characters were created by the players, altered and connected by the larp creators. Most of the time players were matched together in one on one interactions, but they also had friendship and work connections with other participants as well as belonging to  small in-game support groups. The players were matched together on three different dates.For those who wanted it was possible to stay in-game the whole time. The participants could stay in touch with each other via video chat, texting or they could use a fake Facebook profile on discord. An in-game HelpBot that was played by the creators helped the players and gave them helpful information.

    The Game World 

    photo of the character Aeryn
    The author as Aeryn Cicelli.

    The larp was set in a world 40 years from today where social distancing is the norm. It was inspired by the movie The Lobster and the Black Mirror episode “Hang the DJ.” In the reality of Together Forever people live at home, either with their families or alone. Meeting other persons in the physical space is very rare and physical interactions only occur when it is absolutely necessary, e.g. seeing the doctor. Workers who are required to perform their work outside have to wear a hazmat suit for protection. Most activities are done by computer and VR. Professions which require leaving the house are much more hazardous and are considered blue collar work, which means they are underpaid and considered less desirable.

    It is possible to leave your family and live together with another person in a romantic relationship, but to do that you must go through the Together Forever programme to get matched. In game, the programme is specifically designed for people, who want to interact in actual physical romantic relations to find the perfect match.The Together Forever programme is a once in a lifetime opportunity to live physical relationship. The matches spend at least several hours together, chatting over video calls. After the calls, you will hopefully be matched with the match chosen by the Together Forever  programme and the two of you will live happily ever after. The choice is final and cannot be altered.

    The Playstyle and Accelerated Time 

    The theme for the larp was playing on romance, so that was the key focus of the game. The players spend a few hours in one-on-one interactions played via Discord video chat.  The game operates on the concept of accelerated time, which means  that several months are played in just a few hours. This gives the opportunity for the players to play a long lasting relationship while focusing on the important and intense moments.

    The Idea Behind It

    The creators of Together Forever wanted to create an online larp that centered on one-on-one interactions. According to Karolina Soltys, that is “usually where most drama stems from” so “online dating was an obvious choice.” The creators wanted the players to experience intense relationship drama while they have several dates with multiple people. Their pitch was “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.” 

    The creators wanted to recreate that tone of dating in dystopian worlds, where the characters perceive the world to be their  “normal.” In the casting form they asked the players what they would like to experience and arranged the dates, the family meetings, and the support groups according to their wishes. 

    Aeryn Ciccelli: A Failure of the System Looking for Her True Love 

    As usual, every player in a larp has a different story to tell. And here I would love to share mine:

    Aeryn Ciccelli, 32, social worker specialized in children’s rights, was participating in the Together Forever Programme for the third time, which is unusual, because the programme has a 99.5% chance to match the perfect couple together and the programme accepts rarely second time candidates. For this reason she was pretty embarrassed from the beginning. The character’s background was that she was matched and married in her early twenties. When she found out back then that she had a severe and rare genetic mutation preventing her from having children (even vat-grown), her husband divorced her. Two years ago, she joined the programme again. Due to her trust issues she wasn’t matched with anyone in the end, even though she had found a person she really liked. So, she now joined again knowing that it would be her last chance to find her “Together-Forever-love.” 

    Aeryn’s Matches and Inner Conflict

    In-game photo of Genesis Samson
    Aeryn’s first match and long-term best friend. Photo by Sarah Clelland.

    Aeryn was no stranger to the programme and knew some other participants, including her best friends, Genesis Samson and Kira Alder. When she was matched with Genesis, she was excited. She helped her through the trauma of losing a loved one and was also Aeryn’s secret crush. Their time was limited to 12 hours and they video chatted and talked all through the night. It felt natural to talk with Gen, and she was so relieved that she was matched with someone she already knew and secretly loved. Gen was so understanding when it came to Aeryn’s insecurity about having children. It was all  perfect. In the morning they had to say goodbye. They were not supposed to have contact over the next 18 months, but they promised that they would keep in touch anyway. 

    Aeryn’s next match was Cosma Lodoni, also a person she already knew from her therapy group and loved to spend time with. Cosma had gained custody over their niece Carlotta, because her dad, Jordan, could not take care of her after the death of Carlotta’s mother, who was Cosma’s sister. Cosma was afraid of losing custody over their niece and Aeryn pulled all strings in her position as a social worker for children rights to ensure that this wouldn’t happen. She also defended Cosma in front of Carlotta’s father and felt like a knight in shining armor. After nine months she really loved Cosma and dreamed about taking care of Carlotta together with them. Still, the inner conflict grew due to Aeryn’s feelings towards her first match. 

    In-game photo of Kira Alder by a window with a building in the background
    Aeryn’s wine and chat buddy and former activist friend, Kira Alder. Photo by Serena Barney.

    After she had to say goodbye to Cosma, Aeryn briefly wanted to quit the programme. She had already undergone turmoil and to spend another 9 months with a  stranger was something she didn’t want to endure anymore. But her faith in the programme pushed her to continue. She didn’t want to be in the 0.5% that would fail the programme again. Her last match was Kira’s brother Darius Alder.Even if Kira, Aeryn’s friend, seemed to be supportive and happy about it, Aeryn still felt a lot of pressure. T When she saw Darius for the first time, she was immediately reminded of Tom, her ex-husband. The hair, the smile, the voice… and even though she tried not to, she absolutely fell in love with him in the first few minutes. 

    The chats with Darius were always sweet and nice, but Aeryn knew that he wanted to have kids. So she told him that she would lot be able to have any. He reacted so tenderly, so immensely understanding, that she started to cry. She was so relieved when he said he didn’t care. But she started to doubt.  But what if he divorces her again? What if he finds out that he wanted to have children after all? Would he leave her? Would he confirm her being a failure? After a while she started to doubt if the programme would really match her with Darius and she proposed that they run away together into the Wilderness.

    He sweetly talked her out of it, telling her to have faith in the programme. Aeryn confessed her love to Darius and she hoped that her faith in the programme would pay off.

    The Final Match

    In-game photo of Darius Alder posing with his hand on his chin.
    The final match and Aeryn’s together-forever-love, The final match and Aeryn’s together-forever love, Darius Alder. Photo by Jesper Kjær.

    During a support group meeting the final matches were announced. Aeryn received following message: “We hope you enjoyed your time in the Together Forever programme. The algorithm has now assigned you your Together Forever match: Darius Alder. Feel free to share the joyful news with the rest of your support group.” Finally, she had made it. Finally, she was no failure anymore. But then her joy was overshadowed by the reactions of the others. Nobody else in her support group was happy about their matches; one participant even didn’t get matched at all. Her phone pinged and she got a message from Gen. He claimed it was all a conspiracy, that the programme was rigged. But Aeryn didn’t want to hear it. It could not be true. It SHOULD not be true. The HelpBot told her that a taxi will wait for her outside to bring her and her match in their new home. Aeryn sat silent. Her phone pinged, one message after the other, Gen asking her to join a rebellion. She turned off the computer and put on her hazmat suit. Tears were running down her face when she looked at the last conversation with Gen. 

    Genesis Samson: “I am sorry.”

    Aeryn: “Don’t do anything stupid!”

    Genesis Samson: “Goodbye.”

    Aeryn: “Gen…don’t…GEN! No, you are my best friend! Gen… please… don’t”

    Aeryn dried her tears, closed the suit, put her phone on the kitchen table. The doorbell rang, she smiled. Everything started burning around her, her friends started a rebellion. But Aeryn didn’t care. She and Darius would be happy together. No failure. Just love. And opened the door. 

    My Experiences as a Player

    It was my second immersive online larp during the COVID-19 pandemic and though I struggled first with the romantic aspect due to some previous bad experiences in larp romance, I was really excited. The whole buildup for the game started a few days before, with people posting captions and pictures on their fake Facebook wall and I also started to chat with some connections off-game a few hours before the game started. I felt the excitement of my character, so I tried three different outfits for my first date. 

    During the workshop the organisers briefed us the safety rules which were short and fitting: use the expression “off-game” if anything is up or you want to have a break in the game. You can also use this as a safe word. And don’t play on someone’s physical unattractiveness. 

    Even if we were 36 players, I always felt that the organizers always had good contact with us, helping us out where it was possible. The timetable seemed to me a little bit too complicated at first, but it was no problem to follow and the schedule was perfect for me. The one-on-one conversations were never too long or too short and though I am not used to playing with accelerated time, it turned out to be very easy and felt natural. Karolina said that the schedule was one of the hardest nuts to crack: 

    In-game photo of Cosma Lodoni with headphones on.
    The second match and member of Aeryn’s therapy group Cosma Lodoni. Photo by Lolv Peregrin.

    “Judging by experience, this is much harder to do in online larps, where people tend to get ‘stuck’ in a particular conversation and find it awkward to leave. This is one of the reasons why we needed to enforce particular durations for the scenes. We found it quite hard to guess what durations would work best, as it would depend a lot on individual player preferences and the chemistry between the players.” 

    The thing that astonished me the most was the story and how it was told. I was one character and just got a little glimpse of all what was going on: the Facebook, my connections who told me about other people, the support group, and the family meetings. All of that gave me the impression of a big and diverse world. Especially at the end where my story basically found a happy end, it became bittersweet because I experienced the feelings of all the other participants and that there was a rebellion going on. That gave my ending the perfect Black Mirror feeling.

    It was an amazing experience to play a subtle tone with my matches. I sat there for several hours in front of the computer, and it was an emotional ride. I really didn’t expect that kind of immersive and intense play via video chat. 

    Together Forever was a very well-constructed and player-focused online larp with a lot of thought that was put into the design, the schedule, and the player experience. The larp gave the possibility to play romantic and intense dating scenes in a world bigger than just the one-on-one dates. 

    More About Online Larps (also known as LAOGs)

    Together Forever was one of the online larps that were organised during the pandemic and was very positively received. I also played Animus – the Inner Circle created by Chaos League, which ran four times and also will return for a second season in September and October.  Together Forever and Animus alike stand out for their intense and immersive player experience, even if you just sit in front of the computer. 

    If you want to know more about online larps / LAOGs, you can find here Gerrit Reininghaus’ Manifesto for LAOGs

    Together Forever was scheduled to run again with two runs already played in August and more runs currently planned. For more information, please click this linked site.


    Cover photo: In-game photo of Together Forever by Lolv Peregrin.

  • Solmukohta 2020 Summary

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    Solmukohta 2020 Summary

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    Solmukohta 2020 is over and you can find all the talks here! This years Finnish edition of the Nordic larp conference Knutepunkt was held online, as the Covid-19 pandemic made physically meeting up impossible.

    The program was streamed as video and we’ve gathered all recordings of talks here, together with transcripts and slides where available.

    If you want to talk to others about the program content we suggest joining the Facebook groups Nordic Larp Community and Larpers BFF, as well as the #solmukohta2020 hashtag on Twitter.

    Keynotes

    Solmukohta 2020 Keynote speakers: Kjell Hedgard Hugaas, Sarah Lynne Bowman, Usva Seregina and Jonaya Kemper.

    Sarah Lynne Bowman – Integrating Larp Experiences

    In this keynote, Dr. Sarah Lynne Bowman will discuss the importance of integration practices for concretizing and completing transformative processes after larps end and daily life resumes. She will present different techniques for integrating transformative experiences into our off-game lives, including creative expression, intellectual analysis, emotional processing, mindful transitioning to daily life, interpersonal processing, and community building.

    Transcript:
    https://nordiclarp.org/2020/04/10/solmukohta-2020-keynote-sarah-lynne-bowman-integrating-larp-experiences

    Article associated with the talk:
    https://nordiclarp.org/2019/12/10/transformative-role-play-design-implementation-and-integration/

    Kjell Hedgard Hugaas – Designing for Transformative Impacts

    In this keynote, Kjell Hedgard Hugaas will make the case for why we should design larps that invite the potential for transformative impacts on players. He will discuss the importance of transparency and intentionality when designing for impacts in domains such as emotional processing, social cohesion, educational goals, and political aims.

    Transcript:
    https://nordiclarp.org/2020/04/10/solmukohta-2020-keynote-designing-for-transformative-impacts

    Slides:
    Designing for Transformative Impacts — Kjelll Hedgard Hugaas (Solmukohta 2020)

    Link to article mentioned in talk:
    https://nordiclarp.org/2019/12/10/transformative-role-play-design-implementation-and-integration/

    Usva Seregina – The Future of Larp as a Commodity

    Jonaya Kemper – Building on Our Own Ashes: Larp as a Decolonization Tool

    Futurespectives

    It’s a retrospective – from the year 2040! Six speakers tell us what’s happened in their world of larp “in the past 10 years”.

    Solmukohta 2020 Futurespective speakers: Erik Winther Paisley, Eleanor Saitta, Eirik Fatland, Johanna Koljonen, Sharon Underberg and Karolina Fedyk.

    Futurespective: Eirik Fatland

    Futurespective: Johanna Koljonen

    Futurespective: Karolina Fedyk

    Futurespective: Sharon Underberg

    Transcript:
    https://nordiclarp.org/2020/04/10/solmukohta-2020-futurespective-sharon-underberg

    Futurespective: Eleanor Saitta

    Futurespective: Erik Winther Paisley

    Other

    Janina Kahela – The Inbetweeners – Teens in Larps

    Larps and larp related events have started to become more common for children, but there’s a gap between ages 12 and 18. They’re not children anymore, yet not old enough to attend adult-themed larps. We are at risk of losing this age group if there are no games for them, when there’s often no big reason to exclude them. Janina Kahela has organized several larps for children and separately for teens as participants of “grown up larps”. After a short intro the program will host open discussion in the comment section on the subject.

    Kaisa Kangas – Seaside Prison – Designing Larp for Wider Cultural Audiences

    Seaside Prison is a blackbox larp financially supported by Finnish Cultural Foundation, about life in Gaza. Lately, art and entertainment in general have been going towards interactive and immersive dimensions, and there has been interest towards the larp toolbox among, for example, performance artists. However, wider cultural audiences often find traditional larps hard to approach since they take a lot of time and require preparation. One of the ideas behind Seaside Prison is to create a package that is easier to approach. The larp is run in a theatre environment and employs sound, light, and video projection. Could this be a joint future for larp and theatre? In this talk we discuss how the larp was created, its aims, and the possible futures for larp in the culture establishment.

    Q&A from the original viewing at Solmukohta 2020 Online event:
    https://nordiclarp.org/2020/04/10/solmukohta-2020-kaisa-kangas-seaside-prison-designing-larp-for-wider-cultural-audiences

    Mátyás Hartyándi – Larp – Oddity, Hypernym or what?

    A talk about the future and self-definition of larps for those who are interested in overlapping activities and/or multidisciplinary cooperations. As the meaning and praxis of Nordic larps evolved and expanded during the last two decades, some of its larps became nearly indistinguishable from other established forms of role-playing (e.g. process drama or socio drama). Is this a bug or a feature? What type of relations can enrich larp? And (how) should we react to these changes? Larp has the potential to become a new, inclusive, and all-encompassing umbrella movement, but inbred ignorance in its circles might also limit its recognition in favor of more established forms. How can the larp movement stay geniune yet be open to change? And what kind of role should larping take in the eyes of outsiders?

    Slides:
    Larp_ Oddity, Hypernym or What_ (SK2020)

    Q&A from the original viewing at Solmukohta 2020 Online event:
    https://nordiclarp.org/2020/04/10/solmukohta-2020-matyas-hartyandi-larp-oddity-hypernym-or-what

    Julia Greip – Safewords for Brave Spaces

    Content warning: sexual assault

    In this talk, the speaker will offer an overview and typology of different kinds of safewords and gestures currently in use, a consideration of what requirements and parameters need to be taken into account in choosing safewords for a larp, and an evaluation of benefits, risks and problems that might arise with different types of safewords.

    The focus is on finding safewords that contribute to the creation of a “brave space”.

    Alessandro G. – Designing Nostalgia – Techniques for Larp about Memory and Ageing

    In this talk we will explore how larp design can deal with memory, past, and ageing. Is it possible to use those factors to enhance our larp experience? Are there specific techniques? Can we use nostalgia as a design tool? We will explore these themes and present design solutions and case studies based on sound, non-linear timelines, smell, objects, character writing and transpartent design. Expect a dynamic and enaging talk, open to questions.

    Charles Bo Nielsen – Bad Romance

    Content warning: sexual assault, violence

    How to use bad romance to play more comfortably with people you have less chemistry with. It can often be easier to play romance that doesn’t work out well, because it gives a good excuse to keep intimacy to a minimum while still having a lot of meaningful relational play. This talk will also include more non-binary examples, after some well founded critisism of that lacking in an earlier talk on romance. Expect lots of awkward romance memes!

    Jost L. Hansen – Solmukohta TV

    Solmukohta TV (also SKTV, KPTV, or SK-KPTV) is a sketch show about larpers, made by larpers. SK/KPTV is a tradition that started at Knudepunkt 2015 in Denmark. The show used to involve just the four host countries, but last year we opened up so any country can submit their videos to include even more people in the fun. This new tradition will continue at SK20. Come and watch whatever madness participants have come up with!

    Usva S. – Living or Larping Consumer Culture? Exploring the Commodification of Larp

    In the recent years, we have witnessed a definitive growth of the larp community and a growth in recognition of larp in wider culture as a legitimised activity. As larp begins to be more present in society, the wider culture also penetrates the social structures of larp as a community and an activity, one of the central outcomes of which is the commodification of larp. In this talk, I discuss how larp is becoming commodified, what that means, and what the repercussions of this development are for specific events as well as the community at large.

    Q&A from the original viewing at Solmukohta 2020 Online event:
    https://nordiclarp.org/2020/04/10/solmukohta-2020-living-or-larping-consumer-culture-exploring-the-commodification-of-larp

    Asya Volodina, Elena Ashmarina – Russian Roulette

    Content warning: loud noises

    Russians love mechanics and philosophy. In this talk, we’ll tell you about some best practices in Russian larp mechanics, and also explain how they work to enlighten these larps’ ideas or to move the story forward.

    Using music for fighting, origami for science, duct tape for flashbacks, pins for sex… we can continue this list forever!

    Mikko Heimola, Nino Hynninen, Jukka Seppänen – Shearing Sheep and Holding Ballots – Community Building in a Post-Apocalyptic Campaign

    Content warning: pandemic

    Second Year (Toinen vuosi) was a 4-part larp campaign about building a community of survivors immediately following an apocalyptic pandemic. The larp focused on community building and practical aspects of survival – how a group of strangers coordinates their interests, how norms and institutions develop over time, and how consultants build a chicken coop. The presentation discusses pros and cons of this setting for a larp and what aspects should be given special attention in larp design.

    Q&A from the original viewing at Solmukohta 2020 Online event:
    https://nordiclarp.org/2020/04/10/solmukohta-2020-shearing-sheep-and-holding-ballots-community-building-in-a-post-apocalyptic-campaign

    Eleanor Saitta, Johanna Koljonen, Martin Nielsen – Maps, Loops, and Larps

    Have you ever thought about what you actually do when you larp? How you understand the game around you and decide what to do next? Have you thought about that awkward period at the start of a game where nothing connects yet? In this talk, Johanna, Martin, and Eleanor will try to make sense of the way we manage information and make decisions during play.

    Slides:
    Maps, Loops, and Larps

    Q&A from the original viewing at Solmukohta 2020 Online event:
    https://nordiclarp.org/2020/04/10/solmukohta-2020-eleanor-saitta-johanna-koljonen-martin-nielsen-maps-loops-and-larps

    Elzbieta Glowacka, Karolina Fedyk – Never Prepared, Always Ready

    Numerous larps, particularly sandbox larps, give the players the opportunity to engage in preplay – be it short scenes in the form of play-by-forum rpg, memes, quizzes, or letters to and from the characters. Not all playing styles are conducive for preplay. While such tools can improve the experience, they are not for everyone, and in certain rare cases they might even affect the larp negatively. In our talk, we’d like to share our thoughts on how to recognise such situations and approach preplay, or lack thereof, in ways that will be beneficial for all the larp participants.

    This presentation aims to address alternative approaches to sandbox larp preparations and techniques of getting in character for people who can’t or don’t want to engage preplay in forms mentioned above, and more. It covers both exploration of one’s role and outward-oriented means of getting to know your character through costume, practical tools to approach character creation and designing character arcs. Finally, it addresses FOMO and ways of alleviating it, to make the game as enjoyable and memorable as possible. Might also contain topics of attention and focus, simple mnemotechniques, tools for relation building like mind maps, and onions.

    Lindsay Wolgel – Larp/Theatre Crossover in NYC

    This is a talk about the larp/theatre crossover work currently emerging in NYC, based on the projects Lindsay has been a part of in the past year as a professional actor in New York. Productions include Sinking Ship Creations’ Off-Off Broadway show The Mortality Machine, Calculations by Caroline Murphy of Incantrix Productions, OASIS Travel Agency (an immersive theatre/nightlife/alternate reality game blend with participatory elements by Silver Dream Factory) and more! Discussion includes the experience of being a hired facilitator/actor in these pieces as well as the trend of commercial “immersive experiences” in NYC.

    Read more: www.TheMortalityMachine.com

    Q&A from the original viewing at Solmukohta 2020 Online event:
    https://nordiclarp.org/2020/04/10/solmukohta-2020-lindsay-wolgel-larp-theatre-crossover-in-nyc

    Eevi Korhonen – Using Social Media in Larps

    From Twitter and Facebook to custom-created platforms, social media has been used in larp both in- and off-game. This talk looks at the various social media platforms, their pros and cons, and how they have been employed or faked in various larps. We also take a peek at the future of social media in larp.

    Kol Ford – Mind the Gap: Barriers to larping for people from backgrounds of structural poverty

    Larpers that come from a background of structural poverty face significant barriers when attempting to fully participate in larps. This talk looks at the challenges faced by such individuals both as participants and as organisers as well as presents the strategies developed by poorer larpers. By looking at the strategies that are already being adopted, we can see what we can all do as a community. Existing larp structures, such as subsidised tickets and crewing, work really well, but a lot more can be done!

    The talk is aimed at larpers who are interested in doing what they can to help larpers from poor backgrounds to participate. The goal is to open a discussion about what we can do to help more people feel welcome and included in our hobby. We will talk openly and frankly about the difficulties that we face as participants and organisers, as well as explore ways in which larpers are already addressing the above described problems. We will further explore common barriers faced by the various types of poverty, the unique problems faced by their different circumstances, and the benefits of widening participation to include people from poor backgrounds.

    Josefin Westborg, Anders Berned, Kol Ford, Mike Pohjola – 500 Magic Schools for Children and Youth

    This programme item brings together the NGOs, companies and other entities that run magic schools for kids and youth. Each organisation will be presented with a focus on what they have in common, what they do differently and why, and how they can inspire each other. The aim is to create knowledge exchange and inspire others to start up magic schools. One goal in the programme is to agree on when we would like to have 500 magic schools for kids in Europe (and how to get the funds to start it up).

    Q&A from the original viewing at Solmukohta 2020 Online event:
    https://nordiclarp.org/2020/04/10/solmukohta-2020-500-magic-schools-for-children-and-youth

    Mika Loponen – Turku Manifesto 20 Year Memorial Burnin’

    20 years after the first Solmukohta of the Millennium, we gather to celebrate the first great political act of Finnish larp: the publishing of The Turku Manifesto – and it’s subsequent burning as an act of political vandalism. Loved and loathed for two decades, the proponents and the opponents of the manifesto agree on one thing: no larp related work prior to the manifesto has affected the art form as deeply – nor has been discussed as heatedly and widely. At the 20 year memorial burning, we delve deeply into the uncompromising vision of the publication – and then burn the hell out of it. Hosted by Mika Loponen, the original arsonist, with A VERY SURPRISING SURPRISE GUEST!

    Chris Bergstresser – Peacock – a Global Larp Clearinghouse

    Getting information about larps in the hands of players is an ongoing struggle for organizers. And finding out what larps are being run is equally challenging for players. I have a proposal — and a prototype — for a larp clearinghouse named Peacock. It includes standards for larp data and a website to share that information.

    This talk will show the basic features of the system, along with the design decisions, to be followed by a discussion about the remaining steps to reach a public beta.

    Q&A from the original viewing at Solmukohta 2020 Online event:
    https://nordiclarp.org/2020/04/10/solmukohta-2020-chris-bergstresser-peacock-a-global-larp-clearinghouse

    Thomas B., Mélanie Dorey, Michael Freudenthal – Is Immersive Theatre the Future of Larp?

    Content warning: sexual assault

    Thomas B. is an opinionated connoisseur of larp, dilettante larpwright, and immersive theatre debutante. While repeatedly ranting about the word “immersive”, Thomas will cover highlights of larp-ish events such as Assassin’s Creed in Napoléon’s mausoleum, costume parties in Versailles, a murder mystery in the prison cell of the Marquis de Sade, physically chasing the plot train in NYC, and larping with unprepared actors in theatre basements. Mélanie & Michael co-wrote The Lost Generation, an immersive theatre party focused on seamless narrative design. They will present a vision from the field as well as examples from their design. All attendees welcome, no prior experience necessary.

    Q&A from the original viewing at Solmukohta 2020 Online event:
    https://nordiclarp.org/2020/04/10/solmukohta-2020-is-immersive-theatre-the-future-of-larp

    Herwig Kopp – Life As Bad Larp Design

    Content warning: loud noises, violence

    Late contribution. This video was not part of Solmukohta 2020 online programme.

    Let’s take a larp design perspective on our current (Western) life/culture, analysing the roles we get offered to play in our contemporary societies as if it were a Nordic Larp. What world design are we exposed to? Which factions, which campaigns can we choose? What conditions, items, and degrees of freedom are we given? Can we influence the narrative, goals, or ending? Through a game design perspective we might gain a deeper understanding of our agency, rewards, and challenges.

    All Talks

    You can also fin all talks in this YouTube playlist:


    Update 2020-05-01: Added “Life As Bad Larp Design” by Herwig Kopp.

  • Solmukohta 2020: Is Immersive Theatre the Future of Larp?

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    Solmukohta 2020: Is Immersive Theatre the Future of Larp?

    Written by

    Thomas B. is an opinionated connoisseur of larp, dilettante larpwright, and immersive theatre debutante. While repeatedly ranting about the word “immersive”, Thomas will cover highlights of larp-ish events such as Assassin’s Creed in Napoléon’s mausoleum, costume parties in Versailles, a murder mystery in the prison cell of the Marquis de Sade, physically chasing the plot train in NYC, and larping with unprepared actors in theatre basements. Mélanie & Michael co-wrote The Lost Generation, an immersive theatre party focused on seamless narrative design. They will present a vision from the field as well as examples from their design. All attendees welcome, no prior experience necessary.

    Thomas B., Mélanie Dorey, Michael Freudenthal

    [CW] sexual assault

    Q&A from the original viewing at Solmukohta 2020 Online event

    PART 1:

    Anonymous 1:n OK, what /is/ eläytim… Something?

    Thomas B: immersion in character

     

    Anonymous 2: What’s an example of a non-immersive party?

    Michael F: Smoking outside? (Nah, that’s still peripheral participation)

     

    PART 2:

    Anonymous 3: Looks fascinating! i imagine it’s played in French?

    Melanie Dorey: Yes it’s played in French for now but we are thinking about opening an English speaking version 🙂

     

    Anonymous 4: plateauwriting I would call “devicing”

    Melanie Dorey: Oh okay thanks !

     

    Anonymous 5: I like this production process overview timeline but what happens after Showtime 😀 #experiencedesign

    Melanie Dorey: We’re not covering in so much in the talk but can talk about it after in the live chat if you are interested 😀

    Michael F: Pretty much it’s a party. People are talking about themselves, about each others views on fun things like war or artistic creation, then later yelling at each other, or supporting each other. Just a party. But Melanie will put it differently!

     

    Melanie Dorey That allowed the cast to differentiate participants and for the actors to know what interaction to do with the participants

     

    Melanie Dorey Note : all types of interaction are the same price

     

    ANON5: I wonder how this would work with my aversion to larping with NPC:s? I always experence them as being “empty” because they aren’t played by a fellow player who wants things for themselves and that they should stop wasting time on me and go play with someone who appreciates them.

     

    Thomas B: you could avoid talking to them and talk to the other guests instead

     

    Thomas B: some other attendees were basically larping, others more shy and just an

     

    Anon6: Would love the name of the book and the auther about queer games and degamification

     

    Anon7: I believe it is this one:

    Ruberg, Bonnie, and Adrienne Shaw, eds. Queer game studies. U of Minnesota Press, 2017.‏

    Michael Gyr Yes and Video-Games Have Always Been Queer!

     

    Anon8: A very mudane question to this amazing project: What did the tickets cost? Did you get support/sponsing from other sources?

     

    Melanie Dorey We don’t really cover that in the talk but can talk about it after in the live chat

     

    Melanie Dorey Very briefly : all the costs were covered by tickets

     

    Melanie Dorey And we didn’t have any support or sponsoring

     

    Michael Gyr The tickets were 55€ (early bird) to 65€ but the next production budget needed more to cover the cost and make a small margin, and got to 68€ – 78€.

     

    Hanne Grasmo Michael Gyr OK, that is not much: I paid like 290 dollars for similar experience in NYC.

     

    Michael Gyr The Paris immersive scene is just starting. Also, we would like to be as accessible as possible and it’s a bummer because the production costs a lot. Kol Ford’s talk this year was inspiring in that light.

     

    Jenny M. Nordfalk The definition of being a professional is that you get paid, I guess? maybe there should be a third group in between the actors and the audience? We went to an immersive interactive murder mystery last year and I had a lot of guests coming up to me after and thanking me along with the actors..

     

    Michael Gyr We had people mistook for actors AND actors mistook for audience. That was the intent of blurring the lines alright 🙂

     

    Anon9: Who’s your photographer? This all looks gorgeous.

     

    Melanie Dorey It’s Les Garçonnes Studio !

     

    Anon10: How many hours did the actors use for preparations? Where they paid for all of that???

     

    Melanie Dorey We had about 10 full days of workshops and rehearsals with the actors (which is not a lot), we didn’t have the budget unfortunately for the rehearsals but all the show nights were paid

     

    Anon11: What were the buzz words given to the most interactive participants, and hiow did they work?

     

    Melanie Dorey They were secret phrases about the characters personal lives (like something you would know if you were an acquaintance)

     

    Melanie Dorey Like “How was summer in the Riviera, Zelda ?”

     

    Anon12: Were they different for different players and towards different characters, was it like giving the players relationships with the actors characters?

     

    Melanie Dorey Players had different characters but each character had only one secret code

     

    Anon12: Did the actors then take extra responsibility for those players? making them part of their group?

     

    Melanie Dorey Yes those participants were part of their “crew” for the night

     

    Anon12: Perfect, how many players did every actor have in their crew? and as it only the most intersctive feathers or did all players take part in a crew?

     

    Melanie Dorey Yes it was for the most interactive feathers only (as it included more intense interactions), and each character had from 5 to 7 members of the “crew”

     

    Anon14: Was it possible for the participants to change their feather during the performance?

     

    Michael Gyr Very good one. No it was not. But if you were to talk with the cast while wearing a “I don’t want direct interaction” feather, they would adapt their behaviour towards you, and talk with you (with a little caution). Also, all feathers all looked nice (golden, black with a golden tip, red with a golden tip).

     

    Anon13: If possible would you implement that feature for a rerun or was it best as it was?

     

    Melanie Dorey I think it could be a possibility to include that feature in our out of game safe zone !

     

    Anon15: What was the number of involved people in the team overall? Light, sound, production design, actors, concierges etc. On your team and from the rented location if any

     

    Melanie Dorey We had overall a team of 15 people for the staff (production, filming, venue, bar,…)

     

    Melanie Dorey 2 people from the venue

     

    Anon12: How many actors?

     

    Melanie Dorey 7 actors, 3 musicians, 2 bartenders, 3 people from production

     

    Anon16: What major things did you change from run 1 to run 2?

     

    Melanie Dorey We changed : set design (moved furniture), lighting, acting direction (by prepping to better answers to participants and implementing yesterday’s successes and mistakes)

     

    Melanie Dorey Mostly the change of the set design was a huge improvement because it allowed participants to feel more legitimate in the space

     

    Anon16: Did you as designers had a vision for content (not only aestetics) before you started researching and designing?

     

    Melanie Dorey We wanted something that was truly interactive and felt like a legitimate party for everyone (cast AND participants) : we didn’t want to have a frontal story with pieces of interaction but really a sandbox for everyone.

     

    Melanie Dorey That determined the party format before anything else.

     

    Anon17: Thank you so much, it was super-interesting!! 2 Questions: Was there a mechanism to step interaction up or down during runtime? Did you use safe-words or tap out to signal something is too much?

     

    Michael Gyr Good question, thanks! Besides training with the actors (which was not enough, considering errors have been made), there were three levels of “human safety nets” for audience participants. All were on the production side.

    The opener was the person to go to if you needed something during the show (they wandered around and checked up with people, in character), the bar was the place you go if there was any kind of problem or behaviour to report, and there was a saf(er), more quiet place where we would check up on the audience, or bring them if needed.

     

    Anon18: What info did participants get beforehand? Did they get a 30 second rules brief at the door or a document with the ticket or website?

     

    Michael Gyr Hi! By mail they got information on what was expected of them in terms of dressing up and more importantly, a quite short and explicit “accepted behaviour”. Thomas pointed out it looked inspired by SK/KP, which it was. There we mentioned, among other things, that racist or sexist historical (or not) talk will not be accepted by audience participants, with examples.

     

    Michael Gyr The onboarding was quite thought of and showed the rules of interaction for the evening, to make the audience participant understand they can role play, talk to us, laugh with us and so on. The process could be another 30mn talk.

     

    Anon18: Did you bring them in in groups you briefed or a short one-by-one thing?

     

    Michael Gyr Haha as I said, a whole new talk. The briefing was short and simple, with a very small group (4-5 people). It was more of an in-character scene including practicalities, setting the tone and announcing the ending (like Thomas said about opening and closing the “magic circle”, the blurry boundaries of play).

     

    Thomas Be Also, importantly the emails were sent well in advance, so you had time to prep, as opposed to most other immersive experiences that really send info last minute. I’m all for last-minute reminders, but the ground rules should be laid early on, a bit how we do in larps with design documents etc.

     

    Anon18: What made you decide on theme? Location or story or something else?

    I see both negative and positive aspects of the 20’s aesthetic as it has been done (at least in Sweden) as Great Gatsby parties that seem very directed to a non-interactive crowd.

     

    Melanie Dorey A few things made us decide on the theme :

    – We always create site-specific work, and we were inspired by this particular historical location.

    – We used on purpose the 20’s aesthetic to go in the opposite direction that is generally portrayed in “Gatsby parties”, and therefore to write about : femininity, masculinity, post-war trauma, abusive relationships, closeted queerness… All these themes portrayed by the characters we chose.

    – This “twist” (in the expectations) was something we wanted for participants experience, even though we did a lot of disclaimers about themes addressed in the experience.

    – We didn’t notice any negative effects coming from the audience because the party format and the types of interaction were giving the choices to everyone of how they wanted to live the experience. So you could have a nice themed party with your friends or chose to dive in the heart of the story and influence it.

    – Globally, we thinks that the Roaring Twenties are such an interesting period to write about because it can be layered so much in writing and is reflective in many ways of the times we live today.

     

    Thomas Be Also stuff I had to cut down due to time: check out the binaural-audio-in-the-dark work of Darkfield http://www.darkfield.org/ , I attended “Play” in Edinburgh and “Flight” in Melbourne and both are super interesting. No agency, but amazing audio/installation work.

     

    Thomas Be For another “glorified treasure hunt in a cool location”, check out Inside Opéra, in Paris’ Opéra Garnier: https://www.inside-infos.fr/opera/en/index.php

     

    Thomas Be And for another immersive theatre play, this time set in a fictitious Parisian brothel with various design issues (pay to play, favouring the loud, and super uncomfortable masks) check out Close: https://www.bigdrama.fr/

     

    Thomas Be For an immersive theatre version of Hamlet, clearly inspired by Sleep No More but with Shakespearean text (in French) instead of dancing, check out out Helsingor: https://chateauhamlet.jimdofree.com/

     

    Thomas Be And thanks to Le Musée du Fake for the reminder, other things I cut out due to time: if you’re wondering about what an immersive poetry event could look like, check your local Poetry Brothel, or Le Bordel de la Poésie in Paris, by L’assaut des poètes: https://www.lassautdespoetes.com/

     

    Anon19: I like this slider. Do/did you have in France what’s sometimes called “environmental theatre”? It’s perhaps a cousin of what is now usually described as “immersive”, and started in the 1960s with a movement to consciously minimise the role between actor and audience. In the 90s “environmental theatre” also sometimes referred to theatre where you as the audience walked around the space, like shows where you go from room to room to see different scenes and put it all together.

    I’m just wondering because I suspect this slider has even more words between these ones.

    Oh heck I just realised this is a talk that should be done.

     

    Michael Gyr A talk that should be done, yes! Anna & I put together a spreadsheet to gather examples (but that can be improved)

     

    Thomas Be There’s a lot of other types of participatory thingies “proper theatre” from theatre of the oppressed to I-cant-remember, no idea how much was done in France. I know a French larper who wrote a paper about it long time ago

     

    Thomas Be the article (unpublished so far I think) by is by Saetta Des CanonsdelaButte (not part of group), a larper and proper academic, about theatre of the oppressed https://en.wikipedia.org/wiki/Augusto_Boal , we actually have one in Paris: http://www.theatredelopprime.com/


    This was part of the Solmukohta 2020 online program. https://solmukohta.eu/

  • Solmukohta 2020: Chris Bergstresser – Peacock – a Global Larp Clearinghouse

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    Solmukohta 2020: Chris Bergstresser – Peacock – a Global Larp Clearinghouse

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    Getting information about larps in the hands of players is an ongoing struggle for organizers. And finding out what larps are being run is equally challenging for players. I have a proposal — and a prototype — for a larp clearinghouse named Peacock. It includes standards for larp data and a website to share that information. This talk will show the basic features of the system, along with the design decisions, to be followed by a discussion about the remaining steps to reach a public beta.

    Q&A from the original viewing at Solmukohta 2020 Online event

    Anonymous 1: I suppose you just need a system like the escape rooms or the delievery-fooderies have (BOX, Escapeall, E-food, Walt, etc), with a small % if you get your players from there.

    Problem is, do you want your larp to exist in a platform with another 100/200/500 “competitive” larps?

     

    Anonymous 2: I would like is one very useful feature for producers and designers: A call for last minute participants, when there is people jumping off – with info on if it is paid for or not etc. And participants could have profiles where they list if they are “a last minute player”. This feature would maybe make larps wanna be on the site.

     

    Anonymous 3: Are there many other services that work like this?

    Chris Bergstresser: Federated services are fairly common in computing.

    Anonymous 3: Uhm, I am not aware of any public service like this one. Everything I’ve used or seen requires logging into the central interface to modify data. This rocks.

     

    Anonymous 4: Ah, automatic currency conversion, that’s convenient (and prevents using free-form text fields for prices, but I see that multiple prices are allowed). One suggestion though: Annotate prices with a description (e.g. “Player”, “NPC”, etc.) to make it a bit clearer?

    Chris Bergstresser: Great ideas, but it’s part of the complexity of offering more than one price. The more complicated, the harder to understand. Fairly simple technical problem, somewhat less so UI/UX problem.

     

    Anonymous 5: Looks really useful! One suggestion is to have the Location on the filter show the country instead of the address

     

    Anonymous 6: What’s your code sharing model? Will this be a GitHub thing?

    Chris Bergstresser It’s on GitHub. I’m willing to open source it, but we need to think through licensing.

    Chris Bergstresser I’m more concerned the API is well-documented, so it can be replicated by others without needing the code.

     

    Anonymous 7: Chris Bergstresser I am not sure how much and in which way I can contribute, but this looks interesting. How should I contact you to get involved?

    Chris Bergstresser Chat on Facebook is probably easiest to get started.

     

    Anonymous 8: I also have some ideas and feedback already based on the talk and the documentation online, what would be the best place for that? Here in the comments allows others to react, but it is easy to lose it, of course.

    Chris Bergstresser I’ve created this Google Form to sign up to contribute: https://forms.gle/AB1sMG1XWAaMQmPZ8

    For feedback, I think here is an okay place to start the discussion. Better to start than wait for the right place, I’ve found.

     

    Chris Bergstresser I created a Google form to sign up if you’re interested in contributing: https://forms.gle/AB1sMG1XWAaMQmPZ8

     

    Sindre Punsvik Thank you! Sounds very interesting, in particular as an UX designer. Not sure if I will have capacity to help more than bouncing ideas

     

    Anonymous 9: I saw the idea is to put YAML in `<script>` tags in webpages. I’m all for YAML, but I’m not sure a `<script>` tag is the right place. Doesn’t HTML have something more semantically applicable for this?

    Also, it is nice to just put it into an event website (probably easy enough for novice webmasters too), but at first glance that would mean that each event must be registered in the system separately. It would be interesting to have just a single URL to be polled for an organization that can list all events (though I guess the current design could actually do that).

    ALso, isn’t there some kind of existing annotation system (RDF springs into my mind) from the “semantic web” corner that could be used as a base for annotations?

    Chris Bergstresser: The initial idea would be to register a root domain, and spider all the pages to gather all the larps for a given organization. That’s a little complicated, though, which is why it’s not in the initial prototype.

    As for a better HTML container for this data, I’m not aware of one. <script> tags have the advantage there’s all sorts of special coding around them (since they have to be able to handle Javascript, which contains < and & characters) so they’re safe in all browsers for embedding the information.

    I stole the idea from Mustache, which does things like:

    <script id="template" type="x-tmpl-mustache">
    
    Hello {{ name }}!
    
    </script>

    Anonymous 9: Spidering could indeed work, but does make things more complicated maybe. Thinking from our own organisation, we have a single registration system (which is *almost* ready) that knows about all our events and could easily export all needed into on a single URL. I guess both single-URL and spidering approaches could co-exist, of course.

    As for the script tags, I’m slightly worried that browsers will try to execute javascript as a fallback if they do not know the type (not sure if that happens in practice, maybe only with ancient browsers) and that all kinds of systems might end up stripping script tags.

    OTOH, I guess that stripping script tags can be a feature: If someone can publish script tags on a domain, they will have some authority on this domain (e.g. you will not be able to fake event data using a comment on a website since script tags will usually be stripped). Another approach could be to only look at the <head> tags and not the <body>, but that could complicate publishing data in typicaly CMS’s mayb e.

    Anonymous 9: The proposed YAML format does not list a format version number, which is probably good to add to facilitate format changes in the future (and think a bit on how that would work as well).

    Chris Bergstresser: There is one coded, but if it’s missing we assume it’s version “1”. I’m hoping most changes can be accomodated in a backwards-compatible fashion, but we’re safe if it can’t be.

    Anonymous 9: In my experience, requiring (or at least encouraging) an explicit version number is always a good idea, since it leaves less room for interpretation. But indeed, a default of 1 could work as well.

    Anonymous 9: One thing to think about is how to *remove* an event from the list. Removing it from the original webpage could work, but that means that normally events should be listed there indefinitely (which might not happen in practice as people clean up their websites or websites go offline, without any intention of being removed from the archive).

    Chris Bergstresser: We need to think through how events age through the system. If events disappear before they happen we assume they were canceled (you took down the web page before it happened, must not be happening) but after that point I think we assume they ran.

    But there’s weirdness there. What if people reuse the id? Do we allow people to remove events after the fact? What if people say they attended a canceled larp?

    Anonymous 9: I also think that the list of URLs to scrape metadata from might be one of the biggest assets in this system and might need to be separately managed and published (e.g. a github repo with URL lists per country maybe?). Making this list separate makes i…See

    Chris Bergstresser: One of the eventual things should be a way for federated systems to share routes to poll with each other, so you can register a route with any given aggregator and they’ll all learn about it. Seems overkill at this point in the design.

    Google avoids the problem by just indexing every web page in the universe. Which must be nice.

    Anonymous 9: Using Google to find these tags could be nice (maybe require including some unique string in the metadata), but that also opens up a lot of possibilities of dataset poisoning because it removes the step of explicitly adding routes to the dataset and thus also the implicit review process in that.

    Chris Bergstresser: Oh, I wasn’t suggesting using Google to find them. Just that, if we were Google, this problem is solved through brute force.

    Anonymous 9: I know, but your comment made me realize that Google *could* be used to find them, which is interesting in itself.

     

    Anonymous 10: Is there a status field? For signup open, cloSed, waitlist, in design

    Chris Bergstresser: Yes. By default it’s “active” which is why it’s left off many of the examples.


    This was part of the Solmukohta 2020 online program. https://solmukohta.eu/

  • Solmukohta 2020: 500 Magic Schools for Children and Youth

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    Solmukohta 2020: 500 Magic Schools for Children and Youth

    Written by

    Josefin Westborg, Anders Berned, Kol Ford, Mike Pohjola

    This programme item brings together the NGOs, companies and other entities that run magic schools for kids and youth. Each organisation will be presented with a focus on what they have in common, what they do differently and why, and how they can inspire each other. The aim is to create knowledge exchange and inspire others to start up magic schools. One goal in the programme is to agree on when we would like to have 500 magic schools for kids in Europe (and how to get the funds to start it up).

    Q&A from the original viewing at Solmukohta 2020 Online event

    Anon 1: I love the idea to create your own IP for the magic school based on the local culture, folk tales and myths. I’d love to know more about the Finnish magic school.

     

    Anon 2: Agree! I run an ‘edularp’ for 4 Hungarian students weekly which is set in the HP universe and it uses the Hungarian Pálos rend (Order of Saint Paul the First Hermit) as a background

     

    Anders Gredal Berner Anon 2: Sound awesome! What age group is the students?

     

    Anon 2: 11-12yo. One of them already had tabletop RPG experience .

     

    Mike Pohjola We’ve used local customs and beliefs when applicable. Like using an Easter tradition to create monsters (trulli) and a way to defeat them (Easter whips) for a larp played in Easter.

    The school Houses are loosely inspired by different parts of heritage of this area, but that’s not something we’ve explained to the kids yet. Mostly they’re based on different personality traits.

    Then many of the words we’ve created based on really old Finnish words, like marto (=dead) for a non-wizard. (Just to be different than Potterverse.)

     

    Anon 4: Would be interesting to do a magic school intirely based on folklore

     

    Anon 5: In magic school you can play out your wildest fantasy of going to school where the classes aren’t boring

     

    Anon 6: I just listened to some of the interviews from last autumn about Finnish Velhokoulu, and some of the kids love stealing candy while invisible and teasing the teachers, so basically making things happen with “magic” in a very simple way

     

    Anon 7: I would love to throw on (I work in a non profit association as game facilitator and children educator) but truly I don’t know where to begin. I have children from 6 to 15

     

    Anders Gredal Berner Anon 7: Sound awesome. We had a long discussion after the recording, also touching on how to help others to starting up. Im sure the rest of the panel is also up for helping -And your very welcome to get our materiales, guides ect.

     

    Anon 7: I would love that if it’s ok with you. :O

    :

    Anon 3: Anders I would like that very much.

     

    Anon 6: And kids love adults reacting to the magic the students perform

     

    Anon 2: Do you think its ‘just’ the power of empowerment or is there something else in it?

     

    Anon 6: I think it’s both: it’s also immersion, and having adults play with them in this imaginary world that to some feels very real and they keep playing their characters even at home with friends and family

     

    Anon 2: They keep playing at home? THAT sounds interesting!

     

    Mike Pohjola Essentially we teach them new children’s games. Like if you put your hands like this you’re invisible. Or this is a new version of catch-me-if-you-can that is the magical effect of the monster.

     

    Anon 6: Velhokoulu.fi is the Finnish website, it’s all in Finnish at the moment but you can find a description and pictures of our houses there. Also video links and Instagram was recently added

     

    Anon 5: magic schools have no homework

     

    Anon 8: A side note, Josefin’s outfit is a blast <3

     

    Anon 9: also yay for gender-neutral terms!

     

    Anon 6: In general I like to use the work “taikoja” so a “magic user”, since I feel velho is more a boy term still but that’s mainly because in the books Harry Potter is a velho/wizard and Hermione is a noita/witch.

     

    Mike Pohjola Yeah, that’s an Anglicism. In Finnish tradition they’re both gender neutral.

     

    Anon 10: The adults keeps the world more real for the children, being a part of the immersion and magic. It’s easier for the children to be a part and take a part of the game as their characters when the adults encourages them in their characters. The younger the player, the more important it is.

     

    Anon 7: It’s cool that things happen in the magic world. Like it’s not just a background and can be played anywhere

     

    Anon 6: We have 40min class then 20min break where they can invade the teachers’ lounge, talk to creatures and explore.

     

    Anon 6: Classes usually have handcrafts or taming magical creatures or spell tag

     

    Anon 10: Not sure if I missed this, but (about) how many players you have in one game? Since we have about 50players a game in Velhokoulu.

     

    Anon 6: Good question!

     

    Anders Gredal Berner Our magic school is up to 50 participant + teachers, helpers, monsters.

     

    Josefin Westborg In the library larp we have they meet famous children story characters from books that they need to help. One of them are Loki the Norse god. Last time we had a child that asked who I was when I showed up as Loki. I didn’t answer but mumbled something about that I needed to get back at my brother Thor. Then he looked at me and got wide eyes and said: Oh, no. I know who you are. You are Loki! I’m not gonna help you, I’m on your brothers side”. And then he walked away.

     

    Anon 6: I like this test idea :OOO we could have that too in Ropecon etc!

     

    Mike Pohjola Totally stealing it! 😀

     

    Anon 5: does anyone ever fail anything in schools of magic?

     

    Anon 6: If I understood correctly, I’d say the characters are not perfect in what they do, so the teacher will assist them during class and they will get better during the class

     

    Anders Gredal Berner Anon 5: Yes 🙂 both on a personal level and plotlines – you can fail at our magic schools. But its a kids activities for 8 to 13 years and with a visions about producing better humans – so there is somethimes the PC takes over 😉

     

    Anon 11: I remember a kid from my latest Velhokoulu who had a character who failed all the spells they tried until the end when they finally suceeded, they seemed to enjoy it a great deal

     

    Mike Pohjola The most common failure is being too shy to participate or scared of our monster. Then we try to help them overcome this.

    But of course they can also fail in, for example, translating ancient runes into modern alphabet.

     

    Josefin Westborg Anon 10:: In the shortest little drop in larp we can run it with just 1 player but max 12. For the libraries, we have 1-16 and for the school one we take around 30. We have made a special version where we do it as a pleasure larp and not an edularp and then we can have up to 40 players.

     

    Anon 6: We raised the prices since our expenses have risen, storage and book keeper have come into the picture. Also the locations are tricky to find within a reasonable price range as we need to run two games in one weekend for it to be financially smarter.

     

    Anon 12: Hope you get City funding Mike. The entrance fee is a lot of money for many people. Not for what they get (a long, wonderful experience) but as a sum. The threshold for many people for applying for free admittance is high I think. Hope you reach that group of people, too. Perhaps channels/contacts with for example some children’s organisations might help in this?

    Velhokoulu’s rock! <3

     

    Anon 6: I’m envious of your cheap prices as I fear we’ll be unreachable for some players soon, even if we have the “discount ticket” of 10€ available as we can’t give it to everyone (so far we have managed to take everyone in who needs the discount ticket though)

     

    Anon 2: Thats interesting because only 1 of my students from 4 wanted to have wizard parents!

     

    Anon 2: I think you have a larger sample size, Josefin. I have to ask my students why do they like muggle parents 🙂

     

    Josefin Westborg This is mainly in the school larps. It’s not as much with the slightly older students when we do it for leisure. The school larps are mandatory for the students. So that might be part of it. That the kids who come to magic school larps out of free will have another relation to it.

     

    Anon 6: Our kids have an option to be part creature too. So far we’ve had one half-dragon, one son of Zeus (allegedly, he had no proof) and one half-Pigglet.

     

    Mike Pohjola Oh yeah, I forgot to mention this! We added this option because so many wanted to be NPCs since then they could be magical creatures. But we didn’t want random 8-year olds as NPCs. 😀

     

    Anon 6: We started a YouTube channel, we’re hoping to create content there that will amuse our players and will hopefully reach new players too.

     

    Anon 3: Mike, is it possible to pool resources somehow?

     

    Mike Pohjola I’m sure it would be!

     

    Mike Pohjola I mean, yes! That’s one of the points of having this talk. In physical Solmukohta we would have had a bigger gathering after it.

     

    Anon 6: I feel that after this presentation I’m actually feeling the real disappointment of not being able to see you all and discuss face to face :((((

     

    Anon 6: Oh well, next time then!

     

    Anders Gredal Berner We are creating a network of magic schools – both to inspire each others and especial to help others to start up their own magic schools for kids and youth.

    Why to start a magic school for kids:

    – Give the kids a good xp and change the world one step at the time

    – Create stabel income for your larp NGO

    – Create jobs for young larpers as instructors and larp runners

    You can contact us at Orker@rollespilsfabrikken.dk or you can write here at FB :).

    All Love

    Anders Berner

    Project Coordinator

    Rollespilsfabrikken

    +4550573390


    This was part of the Solmukohta 2020 online program. https://solmukohta.eu/

  • Solmukohta 2020: Lindsay Wolgel – Larp/Theatre Crossover in NYC

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    Solmukohta 2020: Lindsay Wolgel – Larp/Theatre Crossover in NYC

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    This is a talk about the larp/theatre crossover work currently emerging in NYC, based on the projects Lindsay has been a part of in the past year as a professional actor in New York. Productions include Sinking Ship Creations’ Off-Off Broadway show The Mortality Machine, Calculations by Caroline Murphy of Incantrix Productions, OASIS Travel Agency (an immersive theatre/nightlife/alternate reality game blend with participatory elements by Silver Dream Factory) and more! Discussion includes the experience of being a hired facilitator/actor in these pieces as well as the trend of commercial “immersive experiences” in NYC.

    www.TheMortalityMachine.com

    Q&A from the original viewing at Solmukohta 2020 Online event

    Q, Anon1: My question on all participatory theater is: How much agency do you think counts as agency? I’ve only been to something like three pieces, and none of them gave me any. (Sleep No More gave me the least.)

    A, Lindsay Wolgel: So I wouldn’t consider Sleep No More participatory theatre! I would only call that Immersive theatre, but I agree, I felt the same way when I saw it!

    Anon2: I think that’s evolving in a lot of different ways – some companies like PunchDrunk have their own audience literacy, but at the same time it’s no longer the only participatory company out there

    Anon3: I would say punchdrunk is mostly interactive, while our pieces are more participative 🙂

    Anon1: Whats… the difference, Anon3?

    Lindsay Wolgel: In sleep no more, your choices don’t affect the show at all!

    Anon4: And not even all that interactive honestly, at least based on Sleep no More and the Drowned Man

    Anon5: Be Agreed, in SNM you move the camera and sometimes get easter egg, but you don’t create or influence anything

    Anon6: The Camera Anon5 is talking is about – its to my understanding what the broader fin art scene – see as interaction and interactive art

     

    Lindsay Wolgel: Reacting would be living in the given circumstances of your character – aka acting! Yes anding is more of an improv term- where you accept a piece of story someone is offering and you say okay and build on it!

    Anon9: Yeah, if I remember, reacting is where you as the actor are able to behave as though this is happening for the first time, because you are attentive to the other actors around you, and the circumstances of the play. It’s a way to get actors to get out of the habit of pre-planning all of their feelings and how they will say things, to try to be reactive in the moment even though you know what the text is. Otherwise you’re just painting by numbers.

    Yes and is more of a tool to prevent people from shutting down ideas, so instead of saying no, I don’t want to, you say yes, and I will add THIS to make it mine, too.

    Ryan Hart: Anon9 really did a good job with it.

    I don’t remember if Lindsay got into it, but when we talked for this piece, I mentioned we really go for a presentational style of acting and roleplay, as I think it’s very accessible to our audience. Which means we want people going through “as if” they were in that situation (usually with an “alibi” in the form of a character) and reacting as they would using their lifetime of experience.

    What *I* (not speaking for anyone else here) is that people have to come in and co-create. These experiences are expensive, and run pretty quick, and need to accommodate all experience levels, so I don’t want people to get in there have to make up a story or context. They still have agency in how they deal with the situation, and they still have to take advantage of the opportunity to enjoy the experience, but I don’t want someone to come in and have to do the beginning of an improv class to enjoy the experience.

    “Yes, and…” is a great technique, but there’s more to improv, and this particular technique tends to get heavy into content creation. We also lose sight of it’s purpose (again, as Anon9 pointed out) which is to get past the “no” response.

    All of this ties into the difference between a facilitator and a participant.

    Lindsay Wolgel: Ryan Hart I didn’t – I ran out of time to go into everything, so that was a piece that didn’t make it in! I love this extended response

    Ryan Hart: So, i’m going to speak for how I use the terms, and I use them very specifically. It’s not like this carries any weight

    First, I don’t use the term “player” in theatrical larp. I use the verb “to play” because a “player” can “play” a game, and an “actor” can “play” a role, but a player doesn’t really play a role and an actor doesn’t really play a game. This isn’t a statement about larp, it’s about how I, as a native English speaker, construct those sentences. “Player” implies “Game.” For a variety of reasons (focused mostly on win/lose) conditions, I don’t use the term player, I use the term “participant.” So if a person is playing in the larp, they’re a participant.

    *SOME* participants are paid to be there, and involved in the design. They’re still playing a role, but they have to bring the design to the participants on whom the experience is focused. If some is a facilitator, they’re there exclusively for other people. I hope they have a good time, and I’m obligated to treat them well, but I’m not asking them “how did you like it.” I call those individuals “facilitators.”

    From a design perspective, there’s two big things:

    1. Not all participants are facilitators, but all facilitators are participants. So things like safety, code of conduct, and character design (see below) all apply to the facilitators.
    2. Specific beats general. Certain things apply directly to facilitators that don’t apply directly to participants. So the design has to be parsed out with that in mind.

    When you have that split: a group of people who are all playing characters, and some of those people are professionals who are there to express the design to the others, the facilitator / participant terminology works very well.

    Ryan Hart: With all that said, we don’t have NPCs… because we don’t have “Non-Participants.” An NPC refers to a character, and all our character design has to be fundamentally similar… we can alter the method of delivery (a facilitator does not need the same materials as other participants) but the character played by a facilitator should be indistinguishable in interaction from other participants (this is part of our 360 design). For example, for Scapegoat, a 4 day, 120 participant larp that happened all over NYC, about 20 of those participants were facilitators, and with two exceptions, none of them changed characters.

    So we don’t have “PCs” or “NPCs” in this design, we just have “characters.” The people who play them are participants, and some facilitators.

    Anon10: It sounds like facilitator covers more or less the original intent of an NPC, i.e. a character in place to influence the experience of the non-facilitating participants, but that the updated nomenclature is more descriptive of the current situation.

    Anon11: With a non-larper audience it’s really important how you name things for the participants, too. They take what they’re called and run with it, not having that much information to build on. So it’s a big difference if you call them players/participants/audience/characters/initiates/whatever. Usually – don’t let them know what you’re calling them behind the scenes!

    Ryan Hart: Anon11 That’s exactly why we stopped using the term player.

    We also had to, after our first review, explicitly tell people “this is not an escape room.”

    Tommy Honton did a great design on TMM, and did exactly what we asked, but if I could make one change it would have been to remove the biggest “puzzle.” We were worried people wouldn’t have enough to do, and so we literally locked up elements of the narrative, and then prominently placed those locks in front of people. They always got the locks open, and generally loved the way they accessed the narrative, but it did put some people into problem solving mode.

    Q, Anon12: But Lindsay Wolgel wasn’t the 1 on 2 expereince much less taxing? In my exp the 1 on 1 mean I’m included in everything, there’s no breaks.

    Lindsay Wolgel: I couldn’t say! I’ve never done a 1 on 1 larp experience! It was hard in some ways to split my attention between the two participants but there were definitely times where they would be dealing with each other more than me. Two groups actually asked me to give them some privacy while they sussed out what to do 😅

    Ryan Hart: I think the 1 on 2 is less taxing, except if one of the 2 is a child. Then it’s my personal version of hell.

    It also depends on the phase. Something we’ve gotten really good at is onboarding in role (it’s why I want to take the smaller version of TMM to KP). It’s very hard, when you have a list of bullets in your head you have to hit, in order, with specific phrases, to manage that and a three or four way conversation. It’s much easier to onboard 1 person.

    The conflict management and resolution? Easier with multiple people, because if you get a “fish” (a person who just isn’t doing anything, just flopping around) you have other people to play off of. Plus if you get someone who gets the design, it’s really pleasureable.

    I actually instruct facilitators to avoid talking to one person for more than five minutes without a “reason.” That’s because actors love people who give them good responses, and if left to their own devices, facilitators will gravitate towards strong roleplayers and have amazing scenes. But I’m not paying for them to give amazing scenes to experienced people who can probably get there on their own… I need them to work with the entire group.

     

    Q, Anon13: Hey, thanks again for this. I watched it again with better concentration. In the title you speak of “Larp/Theatre crossovers.”

    Content-wise, these seem like 100% larps to me. Would that be correct?

    (I understand that for marketing you might says they are “Participatory Theatre” or “Immersive Theatre” or something.)

    Anon14: From what I’ve gathered, it’s rather low on roleplay component.

    Lindsay Wolgel: Yes! Calculations was written as a larp where the only thing changed when it became a commercial theatre experience was the addition of one audience member and it being set in a hotel room. The content of the larp is exactly the same! And The Mortality Machine belongs in the genre which Ryan is naming Theatre Larp! So yes, I think participatory theatre is just a naming device that can place these in the theatre world. And to me, they are so much more than immersive theatre so I would never name them immersive theatre alone.. I’d probably add more descriptives to the title!


    This was part of the Solmukohta 2020 online program. https://solmukohta.eu/

  • Solmukohta 2020: Eleanor Saitta, Johanna Koljonen, Martin Nielsen – Maps, Loops, and Larps

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    Solmukohta 2020: Eleanor Saitta, Johanna Koljonen, Martin Nielsen – Maps, Loops, and Larps

    Written by

    Have you ever thought about what you actually do when you larp? How you understand the game around you and decide what to do next? Have you thought about that awkward period at the start of a game where nothing connects yet? In this talk, Johanna, Martin, and Eleanor will try to make sense of the way we manage information and make decisions during play.

    Slides: Maps, Loops, and Larps

    Q&A from the original viewing at Solmukohta 2020 Online event

    Anon 1: I love it that some people joined hearing Joc just ask random questions: “Where am I? Am I hungry?”

     

    Anon 2: Very important questions.

     

    Johanna Koljonen Essential to larp! 😀

     

    Anon 3: The map is not the territory 🙂

     

    Anon 4: That’s basically the OODA loop, right?

     

    Johanna Koljonen Anon 4: yes, exactly

     

    Eleanor Saitta Yes.

     

    Anon 4: Cool!

     

    Eleanor Saitta Like most OODA-loop versions applied to practice, we tweak ours for the task at hand

     

    Anon 5: If you don’t know much about OODA loop, yes. If you know a lot, then no. 🙂

     

    Anon 6: as a cognitive neuroscientist, I’m very happy with the concepts of map and loop <3

     

    Anon 7: Enjoying this a lot so far.

     

    Eleanor Saitta Infinite love to Anon 8: for doing a huge amount of work editing this video for us. <3

     

    Anon 8: Part of the hyper-realistic SK experience of panic-finishing a talk an hour before it goes live <3

     

    Anon 1: I think Anon 9: might know what you’re talking about.

     

    Anon 9: Hey, I’m now rendering the final version, 1min50sec to go, and then uploading, still 56 minutes of ample time left! 😀

     

    Anon 1: What could possibly go wrong?

     

    Anon 10: Yes, Im just playing w changing the word larp to life? so curious of it there are differences

     

    Johanna Koljonen not very much difference, if I remember my cognitive semiotics classes correctly 🙂

     

    Johanna Koljonen But the fact that these are temporary and categorized as fictional is a big difference of course!

     

    Anon 10: i use the kind of similar concept to describe some art experiences, and then the differences are about framing or just what you pay notice to. larping as a way of paying attention to life Johanna Koljonen

     

    Johanna Koljonen Yes! Of course this has the difference that the art form typically relies on our building equifinal maps, since we’re also co-creators.

     

    Anon 10: Johanna Koljonen what do you mean by equifinal maps? do it together?

     

    Anon 5: Equifinal = leading to equal (indistinguishable) outcomes.

     

    Johanna Koljonen Sorry I forgot I cut it from the talk! Equifinal maps are close enough that the differences don’t matter in practice

     

    Anon 10: So the art form relies on the players ability to build maps thy can be shared, and make actions, makes it different from other art forms.

     

    Anon 11: Okay, this is excellent. Thank you for giving me words for what I think, again <3

     

    Anon 12: Finally some larp theory that me the geographer feel a bit “in” on. 😛

     

    Anon 13: I’m so glad i’m watching this <3

     

    Anon 14: This is so cool! As a psychology student currently studying cognitition, this is so relevant to my interests.

     

    Eleanor Saitta There’s an 8400 word version of it coming your way soon, if you want it in much, much, much more detail 🙂

     

    Anon 15: I’m autistic, and thinking about how that influences how my map is (re)created.

     

    Anon 2: Oooooh, now I understand heuristics!

     

    Johanna Koljonen I am so relieved that you recognize your play in this! 😂 Otherwise we would have worked so many hours for nothing.

     

    Anon 16: I’m really looking forward to the article in the book to learn more about this 🙂

     

    Johanna Koljonen Looking forward to talking about it and your challenging it too! 😀

     

    Anon 17: might be language differences, but the ‘you’ format in most of this makes me not as good at listening to the content 😮

     

    Eleanor Saitta It’s because in the book, we address “you” as a player throughout; we kept the same framing here without even really thinking about it

     

    Anon 17: ok. Sitting alone at home at watching this, i think the effekt is probably different then when ill read it

     

    Anon 18: If you kill another player, co-players will perceive you stepping outside of the fiction. 😀

     

    Anon 19: Important point about affordances there

     

    Anon 5: One thing I hope we’ll have a LOT of conversation afterwards is this:

    Htf is it so hard to make a map out of a larp before you are on-site, compared to how easy it is during the first 10 minutes of the larp.

    That gap is a source of 95% of my stress prior to larp. I don’t know how this is going to work. But ten minutes into it, it all always clicks together (although not necessarily in a way I’d like.)

     

    Johanna Koljonen So true

     

    Anon 17: percieved reality versus reality?

     

    Eleanor Saitta So we didn’t write the design paper about this, but I think we haven’t been designing for map warmups

     

    Eleanor Saitta or for pre-game map sketching

     

    Eleanor Saitta I don’t know that we can totally fix it, but

     

    Anon 20: Sometimes it feels like the map gets a major revision 10 minutes after the larp ends.

    Let’s go again, now I know how to do this!

     

    Anon 13: Remind me to get back, I have ideas I can’t articulate now

     

    Anon 5: When you enter a space, physically, you immediately figure out most of its constraints and affordances.

    When an organiser says “characters will live in a camp”, you still have NO IDEA of anything.

     

    Anon 17: NAME i would love to – at some point- dive into what things you (and others) persieve as the important information needed before the larp. My guess is that there is something in how many ppl prep that gives them a somewhat useless luggage to bring

     

    Anon 21: Designing for this could both be 1) giving the players a better picture of the map before the larp (but we are already trying to do that and it’s difficult, and besides some of the on-site larp that will happen is as as much a mystery to the organisers as the players before the larp) and 2) designing time/space to do this mapping after the larp has started and you have some real observations to do the mapping from.

     

    Anon 5: I suspect most larp organisers (51%+) don’t understand their own maps before they start physically building on-site.

    If even then.

    Also note: Map is also temporal. So issues of space and affordance is not all there is to it; also “what should I be expect to be doing 11pm Friday night”.

     

    Anon 21: Anon 5:. During runtime of House of Craving I thought about this more than I have previously when running larps. Very significant parts of this larp is a mystery to me and it’s as much an exploration for me to try to map this as for the players.

     

    Anon 20: On the other end of that, a 100% accurate map would be immediately hacked.

    When I think of pregame frustrations they are often very basic: What will be doing when we are idle?

    How will this idea work when everyone has so many layers of clothes?

    Etc.

     

    Anon 7: Great work all, I’m going to have to watch this many times

     

    Anon 1: Thank you! Tactical loop and strategic loop… Do these terms come from some field of science? Or did you develop them specifically for this?

     

    Eleanor Saitta So, “strategic” as the top-level timescale, and “tactical” as a finer-grain time scale is a standard construction in military doctrine, which is also where the OODA loop comes from. Adding the “performative” loop as the finest timeframe, and the “act”, “scene”, and “phrase” as names for iterations of the loops are from larp/my head.

     

    Anon 1: Right!

    Cause I come from a fairly different background, and would have maybe used words like dramaturgical or structural. Depends on where you look at it from, I guess.

    To me those words sounded slightly gamist as in, you are trying to make the best choice strategically. (The explanations didn’t carry this stigma.)

     

    Anon 10: I read tactical and strategical more as in the moment vs making plans ahead

     

    Eleanor Saitta Sure — I guess in part because the loop model came from OODA, we took other bits of that language with us. But you can substitute “act-scale” for strategic, “scene-scale” for tactical, and “phrase-scale” for performative. Basically, each one is an increasingly short-term set of thoughts, where you also think about things more practically and in more detail.

     

    Anon 20: These words are also prevalent in company lingo, the tactical scale being about our immediate operations, running teams, etc, and the strategic being about larger business choices.

    I’m not a fan but it’s readily understandable from that vocabulary as well, which I am sure also comes from military doctrine.

     

    Anon 4: I’ve recently come across this quote from Gerald Abrahams, a chess player: “The tactician knows what to do when there is something to do; whereas the strategian knows what to do when there is nothing to do”.

    Which gives me the idea for the following distinction in larp: strategy is about deciding what goals you want to achieve, while tactics is about doing things to achieve these goals.

    Goals, in this case, can either be something like “take over the rival kingdom” in a political larp, or it can be things like “explore how I handle a painful breakup”.

    (Just a half-baked thought.)

     

    Anon 19: I now really really want the book.

     

    Anon 22: Thank you so much for this wonderful and thought provoking talk. I have so many questions, in the best possible way.

     

    Anon 23: My takeaway:

    In a competitive game, “In order to win, we should operate at a faster tempo or rhythm than our adversaries—or, better yet, get inside [the] adversary’s Observation-Orientation-Decision-Action time cycle or loop.” (Boyd)

    In a cooperative game, we need to make our loops accessible to other players on all levels, especially on the performative level.

     

    Johanna Koljonen interesting!

     

    Eleanor Saitta This is a super-useful comment, thank you.

     

    Anon 17: So where did this version of Affordance theory come from? Within my field of tool/human interaction the concept is more narrow.

     

    Eleanor Saitta It is late and I am probably not being entirely clear, but can you expand on the difference? Like, yes, I think we’re using it broadly, but not in a way which is outside the spirit of the meaning.

     

    Anon 17: To me there is a diffence between actions ‘ affordances are the actions you can do’ and affordances as something that happens in relation to something. To me, affordances is something _something_ has/is percieved to offer.

     

    Johanna Koljonen I can’t answer this late but e use affordance as a design term and I’m pretty sure design theory is where constraints comes from as well.

     

    Anon 17: no need to reply this late but it would be lovely to get it elaborated at some point

     

    Anon 20: I understand the use of affordance here to be the conventional use in interaction design, i.e. what does the environment (in this case the larp situation as a whole) offer that I perceive as possible.

    And likewise, constraints are then limitations on these affordances, for example game mechanics or social convention.

    I think constraint is used somewhat broadly here. In interaction design, constraints guide the user to useful actions. As I understand them used here they also provide outer bounds.

    In this way of laying it out, a constraint will always be a boundary (“do not go past the red building” tells you not to bother the neighbours) and will sometimes be a guide (“secrets may only be discussed in places where you are likely to be overheard” tells you that this is a larp where we spill our beans).

    Says Joc: “Affordances is what you can do and what are the costs and risks for you of doing that thing”

    I would nitpick that affordance is cost/risk-agnostic. If something is perceived possible, it is afforded.

    In these terms I see risk/cost as a factor in mapping affordance to agency, making them soft constraints.

    Agree? Disagree? Am I misunderstanding something?

     

    Anon 18: I’ve read the article this talk is based on and I seem to recall that the concept of affordable used there is compatible with Gibson’s formulation, although obviously, since this is dedign-adjecent, Norman is also an influence.

     

    Anon 17: Anon 18-> Super! Then it is just the quick use in the video that ended up being a bit off? 🙂 – I think the important part of the concept of affordance is that it is something that something has. Not the person experiencing it (or not if designissue) but the thing itself. That the perception of an affordance makes me able to take an action makes it easy to say that it is all about me, but that – as i know it- is not the point with the concept.

     

    Anon 18: Hm. My understanding is that affordance is a relationship between an object and an organism in a specific ecology. It varies depending the thing, the user, and the site.

     

    Anon 17: Anon 18- > Im happy with that definition 🙂

     

    Anon 24: I thought the use of “affordance” was a bit different from the way it’s normally used, but it was a useful stretch of the definition.

    There’s a very interesting question about what the “affordance of a LARP” is: that is, if we import the term “affordance” into LARP, what would that mean? The classic use of “affordance” applies to a tool like a hammer: it “affords its use”, because the design makes it clear that you pick it up using the handle and hit with the head. The idea of a LARP “affording its use” must be different, because it’s not a physical object, so the definition needs to stretch.

    (Just to be clear, I know that there has been work on “affordance” within LARP before, and I’m not forgetting that. I’m really just making the point that the definition of “affordance” needs to stretch if we bring it into LARP.)

     

    Anon 17: Anon 24: i think that stretching the term is…counter productive compared to importing it. Talking about a character texts persieved affordances would be a good investigation for example. The same goes for the setting and the physical setting of a larp

     

    Anon 24: Anon 17: I think that’s a fair argument: I often think that “affordance” is used in a way that stretches the term beyond usefulness. For me, I liked the way it was used in this video: that was a useful stretch for me. (Although maybe not for you!)


    This was part of the Solmukohta 2020 online program. https://solmukohta.eu/