Tag: Documentation

  • The Battle of Primrose Park: Playing for Emancipatory Bleed in Fortune & Felicity

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    The Battle of Primrose Park: Playing for Emancipatory Bleed in Fortune & Felicity

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    Early Spring: Primrose Park, 1800s

    We are all at war, and I fear that only I am hard enough to know it. We send out our children as troops into battle, and they fight for land, money and affection. They murder hearts, minds, and bodies.

    Do these dancing masters even understand? They fill our children with frippery, and we dress for battle. Ostrich feathers, silk, shined boots…uniforms for war. Cannons shoot words, and dances are formations.

    Even greenery is battle.

    We were instructed to bring greenery to the spring monument, and young ladies carried flowers and hope. Things I’ve long left behind.

    General Whiteford, who was serious as sin, carried a nettle. When I remarked that he even held his flower seriously, he responded with perhaps the most intense gaze I have ever received. “It is a nettle, Madam.”

    And so it was…perhaps he has the right idea. Nettles. Greenery that fights back.

    a fan, book, and Fortune & Felicity poster
    Dorothy’s game ephemera.

    I was eight years old when I first read Jane Austen’s Pride and Prejudice. I stole my older sister’s copy and brought it to school, stealthily placing it inside the easy reader the rest of the class was supposed to be looking at. I was thoroughly engrossed in the romance and the social dynamics of it all. I was advanced for my age by quite a bit, but our failing school system didn’t really want to give up a gifted child.

    So I sat with the book, and was eventually caught by my teacher who thought it a comic. She was shocked that I not only was reading it and comprehending it, but that I was enjoying myself. I was left alone to consume Austen, while the other children moved on with more age-appropriate books.

    This is a fundamental moment in my childhood, one I have told many times at many parties. Indeed, Austen’s work and world has intrigued not only me but millions over generations. It is no wonder why I in particular wanted to attend Fortune & Felicity, a truly spectacularly produced 360 degree illusion larp set during the Regency time period and inspired by all of Austen’s works.

    The game itself was billed as a way for players to live in their very own Austen novel, with carefully crafted meta techniques that push gameplay and intensify emotions. Romance, fortune, emotions, and a truly spectacular setting were combined with an intensely detailed system to make sure each person was given a role in the game that not only connected to other players, but to the world.

    For me, Fortune & Felicity seemed a perfect opportunity to not only immerse myself in a unique world with which I had been enamored since I was a child, but to explore my academic interests and add to my fieldwork. Currently, I am embarking on a visual autoethnography studying larp and the phenomenon of emancipatory bleed at New York University’s Gallatin School. In slightly less academic terms, I am using myself and my experiences in a community I am a part of to study the idea that bleed can be steered and used for emancipatory purposes by players who live with complex marginalizations. I believe that players who live with a double consciousness or a fractured identity due to other marginalizations can use larp and the resulting bleed to mitigate the negative aspects if steered with pre-game measures, in-game steering and post-game evaluation.

    Emancipatory Bleed

    The theory of double consciousness was coined by Black American scholar and civil rights activist W. E. B. Du Bois. Du Bois believed that due to the severe history of slavery and constant oppression, Black Americans live with not one self, but many. In his turn of the 20th century ethnography The Souls of Black Folk, he says,

    It is a peculiar sensation, this double-consciousness, this sense of always looking at one’s self through the eyes of others, of measuring one’s soul by the tape of a world that looks on in amused contempt and pity. One ever feels his two-ness, an American, a Negro; two souls, two thoughts, two unreconciled strivings; two warring ideals in one dark body, whose dogged strength alone keeps it from being torn asunder. The history of the American Negro is the history of this strife- this longing to attain self-conscious manhood, to merge his double self into a better and truer self. In this merging he wishes neither of the older selves to be lost. He does not wish to Africanize America, for America has too much to teach the world and Africa. He wouldn’t bleach his Negro blood in a flood of white Americanism, for he knows that Negro blood has a message for the world. He simply wishes to make it possible for a man to be both a Negro and an American without being cursed and spit upon by his fellows, without having the doors of opportunity closed roughly in his face.

    W. E. B. Du Bois, The Souls of Black Folk (New York: Dover, 2015)

    To be a Black American means that one separates their identity to both protect themselves and to nurture themselves, but these two selves remain divided. Everyday choices become about survival, and any interaction is flavored with historical context. It is a near invisible and quite heavy load to carry, and one I believe can be lessened and enhanced through the use of larp and the resulting bleed.

    The Process

    As an autoethnographer, my own experience within the larp community is used as research. This means I must create a set of strict techniques that will allow me to both record my experience, steer in the way I think will provide the liberation, and allow myself to analyze it later. My technique in encouraging this type of bleed involves elaborate character development, and immersive steering. Before attending, I would create a playlist of songs to build ideas about the character, create a costume that was heavily tied to the character, and keep diaries to form a thought process that was unique to the character, fleshing out their mental space and state. During the game, I would keep thorough diaries from the character’s perspective, retain ephemera collected — letters given, tokens found etc. — and steer towards those themes from which I wanted to receive bleed while trying to be as deeply immersed as possible. Afterwards, I would complete a thorough living document including visuals and catalogue the physical objects to be later used in a final thesis exhibit.

    But Why Begin With Fortune & Felicity?

    Mrs. Long (Aina Skjønsfjell Lakou) and Mrs. Smith (Jonaya Kemper). Photo by Aina Skjønsfjell Lakou.

    As a child and young adult, I very much wished to have a hero much like Elizabeth Bennet represent me. I wanted to see myself in that world of quips, balls, and intrigue. Her heroines seemed smart, witty, and uniquely feminist in ways I found empowering. However, as a Black woman, I always felt slightly disjointed from the fiction, as most people are unaware that Austen’s work includes at least one woman of color.((Miss Lambe can be found in an unfinished novel called Sanditon.))

    Though Fortune & Felicity did not include or play on race in any way, I myself knew incoming that intrinsically most larp characters I play are an extension of self. Others did not need to see my character Mrs. Smith as a Black woman during the larp, as her race was not significant to the game, but my race was significant to me as a person. Playing in Fortune & Felicity allowed me to give myself the representation my sister and I did not have as children. Though historically people of color were not only around England in the period, but around and wealthy, one does not see them represented in any media outside of narratives involving slavery. Fortune & Felicity seemed to promise a light and airy experience in which I could explore themes of love, class, and romance in a period where my face is seldom seen.

    Except the experience was less like consuming a light and fragile macaroon at the refreshment table of a ball, and more like Battenburg cake at 3pm in the muggy afternoon heat while you prepare for an intense emotional war.

    Both are enjoyable, but I simply wasn’t expecting the latter.

    Playing the Cards You’re Dealt

    During the casting process, which I was not exactly a part of since I signed up for the waitlist, you could list where to play young or old. I did not particularly care about playing either as I just wanted to experience the larp and see how I could steer myself towards emancipatory bleed. I figured that every character would be dealing with the same themes as everyone else anyway, so it did not matter whether I played young or old.

    I received a last minute drop-out spot, and discovered I would be playing the part of Mrs. Dorothy Smith: a poor, very recent widow, with two grown children in need of spouses.  While I was still upsettingly excited for the larp, this casting sent me into a slight panic. Reading the character description, I was unsure if the organizers knew just how oppressive the experience of a Regency-era widow was let alone a Regency-era poor widow with a wealthy sister. How was I supposed to play a light breezy larp about romance and family when my character seemed to be on the very outskirts of the society into which she was born? In addition to this, she was written to be charming, filled with folly, and ridiculously cheerful at all times while having to quickly find matches for her children with a Sword of Damocles hanging over her head.

    Many of the characters had been written to be directly inspired from Austen’s works. I, a deep-cut Austen fan, could not find my character in a single book I read. When I was told who she was, I realized I didn’t even remember her being in a book. As such, this gave me even more of a desire to give her a fuller richer life, rather than a supporting role.

    Despite my nervousness with the character, I did not decline the spot. For one, I trusted the organizers and their track record with impunity. Secondly, I took a look at the cast list, and found that I would be playing with some people who were good friends at this point and others who I was looking forward to knowing better. Thirdly, it was an experience you couldn’t really pass up if you love Jane Austen. The venue is like living in the book. If I was going to be oppressed by accident, by George, I would do it in style with good company.

    With this in mind, I shifted what I wanted from the larp. This was a perfect excuse to explore the feminist undertones in Austen’s era. I myself dealt with several of the issues Dorothy Smith was having. Though I was not a mother originally born to wealth, I did have to deal with expectations of feminine roles in a strict community, I am aging in a society that idolizes youth, and I know very well what it is like to have to keep up appearances while being rather poor. If I steered her into a narrative about living her best life, could I free myself from the fractured parts of me?

    I wasn’t sure, but I was willing to try.

    fan and book
    Dorothy’s poetry journal, written in pen and ink. Photo by Jonaya Kemper.

    When Good Intentions Go Awry

    In my opinion, Fortune & Felicity is an expertly designed larp that was hamstrung by our current society. Due to a gender imbalance and bleed-in regarding romance, I believe Fortune & Felicity was not as strong in a few places as it was in others. As far as I can tell, the designers did not intend to create a larp in which older characters would be playing a radically different larp than younger players. The pre-larp workshops were lovingly crafted with dancing, gender roles, and relations to society done in Romance and Family groups, but players portraying older characters were not given specialized tools.

    In our Family groups, we talked and discussed our role to our Families and what kind of play we might need. It was here that we created a family identity and each person fleshed out their role collaboratively.  The families seemed to be a solid bond that moved well together despite age differences. Here is where Dorothy first changed from what was written. The family required a fixer in addition to the strong matriarch, and Dorothy just fell into the role.

    It was when Romance was added that we began to see cracks.  As a young character, you of course dealt with social pressures and issues, but game mechanics were skewed heavily in your favor. You were simply able to do more.  This lead to the older players in my romance group to wonder why we were in fact called a romance group. The gender lines were: two men, one of them married, to seven women, two of whom had characters as young as players in the young romance groups. Within twenty minutes of our first workshop, several of us expressed the fact that we felt left out, and like we were NPCs there to move the younger players’ stories along without any story of our own. Many of our characters were not written with romance in mind at all, which was expected from some and came as a disappointment to others.

    In a larp that stressed heteronormativity and the perfection of the Regency era, it was uncomfortable to go through mechanics of intimacy when your group was largely made up of players playing your family. Also, it is hard to practice gender rules when there are only two male characters. I, as a player who was trying to immerse myself as Dorothy, found that the character had to fundamentally change. Frequently, I subbed in for the male roles in dancing, talking, and intimacy exercises. This meant that the character I was playing felt far more bold. This worked out to my advantage, but I can easily see how someone who wanted to play upon stereotypically femininity might feel left out.

    Once play began in earnest, the disparities between age, wealth, and gender only became deeper as we all wore name badges that told everyone our marital status and income. Wearing your worth on your chest for a weekend, is heavier than one might think.

    It’s All in the Dance

    Spring Ball: Primrose, 1800s

    Balls were not nearly so boring when I was a girl. I imagine that I never sat down for more than a minute. My reputation for dancing and conversation was impeccable. Now I look at us in our silks and feathers or, in my case, lawns and pearls. Here we are, surveying the floor in an illusion of choice.

    If it weren’t for the company of Mrs. Long, I would have been utterly likely to have left the children with Frances and spent my evening with a book. Her good cheer and good friendship is the only thing that stops me from constantly screaming.

    If it were up to me, I would show these young girls how free they are. I was weighed down in twice what they wear, in corsets that pinched into my flesh, and large enough skirts that I could have hidden several people under them.

    And the shoes. Oh, those pinching satin mules that clopped everywhere so that we all resembled a military parade.

    Here they are in their satin and silk and flat-bottomed slippers. Try a dance in my youthful shoes and see if you still smirk as you pass the line of widows, my dear.

    We know more about your future than you do. You are just a pawn in this delightful campaign. We are your commanding officers. Lady Creamhill can deny you anything with a smirk. Frances can do the same. Even I, with my limited standing, need only whisper and you will be destroyed.

    Monstrous.

    Husbands may wear the titles, but it is the wives and the widows who wage the real domestic war. And these children don’t even know. They just continue their dance, continue their love.

    The poor fools.

    Lines of dancing characters in Regency attire.
    Opening Ball at Primrose. Photo by Anders Hultman.

    Dancing was a major point in Fortune & Felicity. The larp started and ended with dance. There were not enough partners of mixed genders for everyone to be able to enter the larp with the dance, which is a true shame as I cite it as one of its most defining moments. Fortune & Felicity simply did not have enough men — whether they identified as men or willing to crossplay as such — to fit their mechanics. This issue led to what could have been a slight jostling oppression to be a heavy locked-in feeling for both player and character.

    Every evening ended in a massive ball with live music after we had a sit down dinner. We learned how to dance and convey emotion with the barest ability to touch. Dancing was a way to show interest and allow yourself to be immersed as fully as you can. Our workshops were pleasant and intense. They included live music, and plenty of in-depth instruction. However, when we got to the final workshop, we found that we were not going to be allowed to dance with the same gender. This meant that if you were older and a woman, your opportunities to do anything other than talk at the balls were limited. You could not ask anyone to dance. You were essentially relegated to the sidelines unless a relative asked you, or you had enough status to bully a young man into standing up with you. I had neither youth nor fortune, and as such spent a large part of that evening with a co-player being surprisingly bored until we took play into our own hands.

    Ageism and Romance

    Primrose: Summer, 1800s

    Never had such eyes been set upon me in the dark.

    The lights of the teahouse illuminated his fine form, his dark face. General Whiteford is a dangerous man, and yet… I am now sure I am unafraid of hm or anything else.

    We have shared jests about battle plans and we both agree that Primrose is a War in which we both command troops. He respects me. I know this in the way he looks at me across the young bodies who beg and plead for love and fortune. We have already done this, he and I. We have survived triumphantly, and now I believe we are trying to decide whether we shall enter the fray once more.

    But I think we shall.

    It has been a long time since I looked for anyone in a ballroom, and a longer time since anyone has looked for me. Standing across from him, I realized that everything had fallen away. The strains of the hornpipe seemed distant and I was unsure whether I heard the same strains as I did the first time I was at Primrose, glutted on youth.

    I found myself short of breath, but the dance had not begun. His face was not his usual scowl; he looked pleased. I was stuck for words, and his face disarmed me further. “Why General Whiteford, you look almost pleased.”

    I could have died for my own foolish volley.

    But he not only smiled, her nearly clicked his heels. The young man next to him looked terrified.  “Me, Madame?” He could make the term Madame seem as personal as my own God given name despite it’s crisp clipped tone.  “I’m positively jolly.

    And then we were off.

    The familiar steps leading us through bodies we never paid attention to. I remembered easily what it was like to float through a world of being seen and wanted.

    No one batted an eye at our fingertips touching. Why pay attention to us? We are but ghosts in these living halls. But as we moved down the line, I felt our bones reconnect, and by the time we had his hand in mind gently leading me to the last set, I felt full of flesh.

    He has defeated me with a dance, and never have I been happier to lose.

    Man in Regency-era military uniform
    General Norman Whiteford (Simon Brind) sitting alone. Photo by Kalle Lantz & Frida Selvén.

    The fact that my character had a romance was a fluke, and yet I charge it and her female friendships along with her family play to be the reason why the larp was such a smashing success for me. Most romances written in Fortune & Felicity gave you the option of two partners within your group, but it was not implied or encouraged by all gamemasters to make play outside of that. Many people felt obligated to play out the story rather than forging their own path.

    The game structure was very rigid, with each day starting with church and ending in a ball. In between, there were workshops in structured groups, and several choices for meta games. The schedule provided us with hours of constant activity, but for adults, it meant a flurry of activity with no time for ourselves. As a player, I felt like I had to follow the arc of the larp even though the larp wasn’t necessarily following mine. In the first act, we were all speaking of romantic perfection; in the second, we were supposed to have reality smash down upon us; and in the third act, we were supposed to find some sort of redemption. This was to be spread over a course of days.

    The second day workshops made it clear that as an older person, we were not exactly having the same game opportunities. We talked to our personal gamemasters, and it was all discussed amongst staff. I cannot say enough that they tried very hard to listen and respond immediately to the feedback from players who were playing older characters. Some of these responses worked better — such as making sure older characters got more dancing — than others — such as wearing a red ribbon on your name badge, which made attractive widows accidental pariahs. Only when a few of us banded together to follow our character’s agency and really steer did I feel like I was truly immersed at Primrose.

    And that’s when the magic of the mechanics; the unintentional intense social, gendered, and classist oppression; and meta techniques really shined. For me, character agency was the missing puzzle piece.

    Once I, as a player, felt like I could have true agency to choose my own path rather than what was prewritten, I was not only deeply immersed; I was having one of the best larp experiences of my life. Instead of focusing only on romance, I could follow up with a rewarding relationship with my character’s older sister, support my character’s children, and foster a deep meaningful friendship with a newfound female friend. Those supportive relationships we created on site together were the best moments of my game. Dorothy didn’t become a character on page 222 that you easily forgot. She became the star of her own novel, while showing up in others to share richer game play, provide pressure, and bring Primrose to life.

    Just Because It’s Oppressive Doesn’t Mean It Isn’t Fun

    Late Autumn: 1800s

    They did not know what they asked.

    Family never does.

    I have never asked much from life and it seems the least life could do was allow me to live in love. I have sacrificed everything for my family. I have humbled myself, I have groveled, I have gone hungry, and I have smiled when all I wanted to do was break into a million peices. I have held the line.

    And now they ask me to go to war with Norman just to prove that I can still be loyal. That I can still fix everything. So I dueled the one man at Primrose who never misses.

    He knew it would come, I think. Perhaps it was his last chance to escape redemption.

    Either way, we sat across from each other, our eyes never leaving the other’s face. Our masks were savage and beautiful, a lifetime of practice. I was vaguely aware of Judith behind me, and I squared my shoulders. She is strength, and so am I.

    “You cannot disinherit your sons, my dear.”

    “But I have set them free, Madame.”

    I understood what he meant. They were free from the very tethers that wrapped me to this chair in this sweltering salon with perfectly sliced battenburg cake in front of me. I kept his gaze while moving a particularly large tray of sweets that separated us and let violence drip on my tongue, “It’s heavy…”

    I let the threat linger, knowing he’d understand.

    I was not his first wife, but I would certainly be his last.

    “Shall we do battle over tea, my dear?”

    If I knew better, I think he nearly smiled.

    For me as a player, exploring oppression through play is a pleasure. If done within the confines of a safe game environment with people you trust, you can explore yourself and have an excellent time. As an academic, Fortune & Felicity’s light oppression mechanics and unintentional deep oppression path for older women provided exactly the type of experience I needed to reach a sense of emancipatory bleed.

    The character fought societal pressure, familial pressure, sexism, ageism and class identity in order to find her way in the world. She overcame every obstacle, and ended up being the exact type of heroine I wanted to read about as a child. The bleed from Dorothy has been overwhelmingly positive, not because she succeeded in love, but because she succeeded in finding herself. Dorothy stepped out of an Austen novel, and into her own universe. Through her own liberation, I felt some semblance of my own. Liberation through larp.

    After Fortune & Felicity, I found that I was more confident, less worried about my own mortality and more likely to stand up for myself. Even the way I looked at my own body positivity changed for the better. All direct outcomes from the deep immersion I felt while playing Dorothy.

    gloves, ball dress, and booklet
    Dorothy’s ball attire. Photo by Jonaya Kemper.

    Late Autumn: The Last Service at Primrose

    The couples have filled the church to bursting. There are so many that the pews seem empty. I see our children standing among the the crowd, happily engaged and waiting to be blessed by God.

    I see no reason for us to stand among them, the casualties of war. Let their parents preen over them and their ceremony.

    We sit with Judith, who is too good and true for this space. Her love has yet to be found at Primrose, but it is only because her worth is more than her fortune.

    And of course Norman and I sit with each other, as close as wool and bonnets allow in the Lord’s house. I pretend to follow the Vicar, but the truth is that I have never followed the Vicar. Percy is a Vicar and I’ve never followed him either.

    Instead of being a good Christian woman, I let the feeling of the nettles in my bare right hand and the feeling of Norman’s hand on my left pin me to the moment.

    I smile at him like a cat with a bowl of cream, and we recite the vows the Vicar instructs everyone to abide by.

    The season is over, but the war isn’t.  As a family we shall head to other battlefields, in other places in other times. We will win, and we will lose, but we shall always serve together.

    Fortune & Felicity was an incredibly immersive experience that taught me a lot about myself as a larper, and as an academic studying larp. My theory about emancipatory bleed and the ability to steer immersion towards healing self-identified issues will continue to be honed and crafted as I continue my studies. Due the initial design setbacks, I learned how to ask for the play I want instead of sacrificing myself, and I learned how to work in a cohesive group to create amazing deeply emotional play for others in wide varieties.

    By steering for emancipatory bleed, Dorothy Elizabeth Whiteford truly became the heroine I dreamed of all those years when I hid a battered copy of Pride and Prejudice in an early reader. I can only hope the larp is run again so that others can find their own personal Austen as well.

    Cover photo: Mrs. Long (Aina Skjønsfjell Lakou) and Mrs. Smith (Jonaya Kemper) became best friends who were a force to be reckoned with. Photo by Kalle Lantz & Frida Selvén.

  • Enlightenment in Blood: A Pervasive World of Darkness Nordic Larp

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    Enlightenment in Blood: A Pervasive World of Darkness Nordic Larp

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    It’s not a revolution… it’s an insurrection.

    Anarch catchphrase during Enlightenment in Blood
    A smiling vampire female with visible fangs
    Enlightenment in Blood was a night of celebration for many vampires in the setting. Photo by Tuomas Hakkarainen.

    Enlightenment in Blood was an official White Wolf larp in the Nordic style spanning 10 locations for approximately 200 players in the city of Berlin. The larp lasted five hours and took place in the Friedrichshain district on May 12, 2017. Developed by Participant Design Agency for the World of Darkness Berlin convention, Enlightenment in Blood was created primarily by Juhana Pettersson with help from a team of writers. Tickets were available for convention participants and some local players.

    While a few locations were kept private by security, this game is considered a pervasive street larp in that play takes place in public locations and, in many cases, around non-larpers. In this respect, Enlightenment in Blood is similar to previous city larps, including Prosopopeia Bardo 2: Momentum in Stockholm, Sweden; The Spiral, an ARG-larp hybrid that spanned many European cities; and Neonhämärä (Neon Twilight) in Helsinki, Finland.((See Andie Nordgren, “Prosopopeia Bardo 2: Momentum,” in Nordic Larp, edited by Jaakko Stenros and Markus Montola (Stockholm, Sweden: Fëa Livia, 2010; Bardo AB Facebook Group https://www.facebook.com/bardoab/posts/266925533406299; Jaakko Stenros, “Nordic Larp: Theatre, Art, and Game,” in Nordic Larp, edited by Jaakko Stenros and Markus Montola (Stockholm, Sweden: Fëa Livia, 2010). For more information on pervasive larps, see Markus Montola, Jaakko Stenros, and Annika Waern, Pervasive Games: Theory and Design (CRC Press, 2009).))

    The primary narrative of the larp focused upon the celebratory first night of a successful vampiric Anarch revolution over the traditional Camarilla. However, the larp was cross-genre, meaning players could choose from an array of character types: Camarilla, Anarch, and Sabbat vampires; Technocracy and Tradition mages; changelings; werewolves; kinfolk; ghouls; and mortals. Players were expected to uphold “the Masquerade” both in-character and out-of-character in order to preserve the surprise. Some groups featured supernaturals and mortals of many types, whereas others, such as the Church of Caine, were vampire-specific. These features contributed to an authentic-feeling World of Darkness larp, where characters walked through the streets of Berlin as if denizens of the city and encountered an array of different creatures with unique agendas.

    Though the overall tenor was one of aggression and adrenaline, the larp felt like a large sandbox with multiple locations throughout the city. To reflect this multiplicity of experiences, in addition to my personal account, I collected informal data from 40 participants of the larp, who shared brief descriptions of their experiences. This article will contain some of this information in a consolidated form. For other examples of the variety of experiences, check out Ivan Žalac’s blog post about playing a Gangrel Anarch and the Darker Days podcast, where Mike and Chris discuss playing Technocracy Syndicate mages.((Ivan Žalac, “World of Darkness Berlin and Enlightenment in Blood,” Diary of a Croatian Larper, last modified May 20, 2017. http://www.crolarper.com/2017/05/world-of-darkness-berlin-and.html; “Darker Days Radio Episode #78,” Darker Days Podcast, last modified May 21, 2017. http://podcast.darker-days.org/e/darker-days-radio-episode-78/))

    various vampires posing for photos
    Members of the Church of Caine. Right-hand photo by Tuomas Hakkarainen.

    A Tech-Heavy Larp Experience

    We were the Chosen of Caine and that night we took to the streets. Beset by enemies at all sides, we stood strong and took care of each other.

    Bastian Retzlaff, Malkavian Anarch, Shepherds (Church of Caine), Losers Club

    Enlightenment in Blood featured digital components that enhanced the modern feel of the larp. All character creation took place on an online app called Larpweaver, developed by Matthew Webb from Incognita Ltd. Players selected aspects from a limited list of characteristics: primary groups, secondary groups, short backstory seeds, supernatural types, factions, memories, goals, and basic powers where applicable. In this way, character creation was streamlined by offering the player a limited number of options based upon their previous selections. In many cases, the most important selection players made was their Primary group, as all characters started play with this faction at a particular location.

    a chart with the primary groups from Enlightenment in Blood Enlightenment in Blood primary groups.

    The majority of the plot was seeded through the Larpweaver platform, as the character affiliations with their groups, their stories, and their goals were the primary drivers for interaction within the larp. However, the organizers also offered some major plot points at various times in the evening. Players could choose to chase these plots or instead decide to focus upon their personal interactions.

    While Larpweaver offered character connections through the groups and factions, players were expected to establish independently personal ties such as romances, childe-sire relationships, etc. through Facebook before game. Other players were able to establish these connections at the convention leading up to the event. As with many larps in the collaborative style, this practice meant that players who engaged in extensive pre-play by establishing connections and playing out scenes tended to have more extensive personal interactions within the larp than those who did not.

    Description of the Shadow Enlightenment
    Description of the Shadow Enlightenment primary group in Larpweaver.

    In addition, during the few days leading up to the larp, during play, and for a week afterward, the organizers activated an online social media network called Undernet. Undernet was based upon the Kin framework used for the College of Wizardry larps. The platform had a main channel for all players, private channels for specific groups, and private messaging. While online engagement during a larp can sometimes detract from the in-person interactions, Undernet provided a fast way to spread information to players scattered in 10+ locations. However, some players relied on Facebook for coordination as well, as Undernet access could be spotty in places.

    As the furthest locations were a fifteen-minute walk from one another, having an online means to coordinate proved important for the flow of the game. Players could find out where certain groups were headed and where key plot points were unfolding. Characters also used the Undernet platform to post in-game photos and provide running commentary. As one Brujah Anarch player explained, “Glued to my phone, I managed to network my way through the evening, surprisingly up-to-date on everything happening in the city. I didn’t feel lost at all.” Players were encouraged to take in-game photos, as the documentation team could not reach all locations of the larp. However, the organizers placed strong limitations on the sharing of photos and emphasized the need for consent.

    smiling vampires over a dead body
    Anarchs celebrate the death of the Camarilla sheriff by taking a selfie. Photo by Tuomas Hakkarainen.

    Revolution Comes in Many Forms

    They may have hurt us before. They may have controlled us. But in this moment, we are free. We are beings of love. We are one with the universe.

    Numina, Malkavian Anarch, Shadow Enlightenment, Immanentize the Eschaton

    I played a Malkavian Anarch tantrika named Numina who was part of two groups: the Shadow Enlightenment, who sought ways to cope with the Kindred condition through spiritual means; and Immanentize the Eschaton, a group who believed that spiritual transcendence could occur on earth. Interestingly, while the Shadow Enlightenment opposed the Church of Caine — a hierarchical Anarch religious faction gaining power in the area — Immanentize also contained Church of Caine and other members, so we had some crossover in connections through these groups. In this regard, for some pockets of the larp, the themes of enlightenment and revolution focused primarily on the metaphysical aspects of existence rather than physical revolt.

    a clothed man and woman embracing on a bed in a bar
    Alaric, a Cult of Ecstasy mage, and Numina, a Malkavian Anarch tantrika. at the Camarilla bar. Photo by Suvi Korhonen.

    A trauma survivor, Numina believed in trying to reclaim her Humanity through meditation and connection with others, leading her to run tantra workshops for Kindred and anyone else interested. Her form of anarchy led her to feel vehemently opposed to hierarchies and power structures, believing strongly in personal autonomy and freedom. My larp consisted mainly of trying to extract “misguided” friends from the Church of Caine, leading an in-game tantra workshop to help center other characters in the midst of chaos, and engaging in metaphysical discussions with members of the Shadow Enlightenment and other spiritual seekers. Numina was particularly concerned with saving Metatron, an autistic Malkavian boy with suicidal tendencies who she was worried had been bloodbound by the Church. Her most consistent companions throughout the night were two Cult of Ecstasy mages: Sabine, her mentee posing as her childe, and Alaric, the love of her life for several decades. Alaric was a member of the primary group the Relationship Anarchists, who believed in pursuing non-traditional relationship structures, genders, and sexualities.

    As a writer for the larp, I was able to contribute the two primary groups of the Shadow Enlightenment and the Relationship Anarchists. I was pleased to see these groups unfold in game. Much of the “action” of the larp focused upon the violent uprising against the Camarilla, along with the other supernaturals taking advantage of the chaos, including werewolves and changeling Redcaps. I wanted to provide a space in the sandbox for more philosophical, metaphysical, and romantic play to unfold should players choose those options.

    a group of larpers posing on a Berlin street
    Members of the Shadow Enlightenment. Photo by Sarah Lynne Bowman.

    Stripped Down Mechanics, Increased Safety Tools

    The insurrection is finally here and freedom beckons. We are the merciful bullet to the head of the malignancy that is the Camarilla.

    Viktor Keller, Toreador Anarch, Stirner Group, Berlin Intelligentsia

    The organizers explained game mechanics in emailed preparatory materials and mandatory pre-game briefings held at the convention. While the larp did not have workshops, play started with a pre-game poem and list of questions that players were asked to read ritually at their respective starting locations in order to gradually phase into character.

    text for poem and starting ritual
    Starting ritual and poem for Enlightenment in Blood.

    As the larp was in the Nordic style, the designers stripped down the mechanics to incentivize basic, low-level, playable actions that would enhance role-play. For example, my Malkavian character was able to use a stripped-down version of the Dementation power by touching a character’s clothing and saying “You really, really feel everything intensely” or “You really, really want to make someone happy.” Used in both End of the Line and Convention of Thorns, the “really, really” mechanic signals the enactment of a discipline to co-players in a subtle way. The recipient of the power decides the effect on their character, which should last no more than ten minutes. Larpweaver offered a few options from which to choose among these powers, which allowed us to customize our characters based upon the play we aimed to experience. In practice, we negotiated additional types of powers typical to our particular supernaturals in smaller collaborative groups. However, the system gave us a basic understanding of the limits of our power levels and what aspects we could enact during play.

    Combat skills were similarly minimized to a small score between 1 and 5, with supernatural powers enhancing this number slightly. No combat scores could exceed 5. In the Nordic style, players are encouraged to collaboratively plan the outcome of scenes rather compete. However, if players wished to have a competitive combat, the larp provided a barebone framework for them to determine the winner. The only exception was the Prince of the city, who could be held by five characters, but could only be defeated by ten. These rules were in place in order to demonstrate his superior power level compared to the rest of these low-level denizens of the World of Darkness. While combat was possible at any point, character death was only permissible in the last hour, although presumably players could arrange consensually for character death before that time. Regardless of these combat mechanics, players were still expected to negotiate consent out-of-game for the content of such scenes and make agreements regarding physical enactment.

    Bjarke giving presentation of combat rules
    Bjarke Pedersen explaining the combat rules in the briefing. Photo by Sarah Lynne Bowman.

    Safety and calibration were also emphasized in pre-game briefings with Johanna Koljonen. The larp featured three tools: the Tap-out, a non-verbal means of leaving a scene by communicating through physical touch; the See-No-Evil hand gesture over the eyes, which allows players to bow in and out of scenes without comment; and the Okay Check-In, a way to make sure other players are emotionally comfortable out-of-game.((For more information about these tools and other aspects of larp safety and calibration, see Johanna Koljonen’s blog at https://participationsafety.wordpress.com/)) Players were also asked to step out of game and negotiate physical boundaries in a consensual manner. As the participants came from a large range of larp cultures — those quite familiar with negotiation in the Nordic style, those from a very physically rough play style, and those where touch is not acceptable — workshopping these techniques would have helped standardize their use. Unfortunately, time was limited due to the busy convention schedule.

    Johanna giving a presentation on safety
    Johanna Koljonen explaining the safety tools in the briefing. Photo by Sarah Lynne Bowman.

    Pervasiveness and Engagement

    Walking around in a neighborhood that seems almost immune to Masquerade breaches…

    Ludwig Müller, Toreador Anarch Stirner Group, Losers Club

    As with many larps, player experiences varied depending on location, cohesion of the groups, and interactions with co-players. All primary groups started game in the same location, e.g. a bathroom stall after a Diablerie, a willing ritual sacrifice at the Church of Caine, etc.. Our group, the Shadow Enlightenment, started play at a restaurant, where we discussed matters of metaphysical philosophy, as well as our concerns around the Church of Caine, which would surely rise in power during the revolution. Because we ate together before play and engaged in the starting ritual together, then launching into serious discussion, our group cohesion was strong. Many of us walked together to confront the Church of Caine directly afterward, attempting to extract members about whom we worried. Others splintered off to pursue their own plots, experiencing varying degrees of intensity.

    larpers at a restaurant
    The Shadow Enlightenment at their starting location. Photos by Sarah Lynne Bowman.

    Anecdotes suggest that the cohesion of the primary group was central to this larp, especially for players who did not establish other ties ahead of time or who could not find their other connections in the city. The secondary groups came into play far less frequently. Players were instructed to stick together during play for safety reasons and in order to remain connected to the larp. While some players were frustrated by the distances between locations or felt like they just missed the action, others remarked that role-playing while walking was an exceptionally immersive experience. Ultimately, the degree of engagement depended upon interactions with co-players, as main plot points were few and far between.

    larpers walking on a bridge to a church
    Members of the Shadow Enlightenment walking to the Church of Caine. Photos by Sarah Lynne Bowman.

    While the larp had 10 locations, the three central play areas were: Zwinglihaus, the Church of Caine location in an actual church; Raumklang, the low-key and fancy Camarilla Bar; and Jägerhutte, the gritty Anarch Bar where the game ended, located in the RAW-Gelände arts district. Regarding the atmospheres of the different locations, a Nosferatu Anarch player said, “Loved the Camarilla bar and giving the finger to a few of them, but nothing could match the energy, fear, threat and violence of the Anarch bar.” Despite the fact that many groups had starting locations in more intimate spaces, most participants reported flowing between these three main places during play. Some players suggested that a tour of the various locations would have helped players know their other play options and see more of the sprawl of the larp.

    A larper wearing scarves in low lighting
    A Bone Gnawer Ahroun from the pack After the Wall, Trash Fuckers, Life in Filth. Photo by Tuomas Hakkarainen.

    The pacing was also variable. One Anarch player from the Red Liberation, an anti-Camarilla gang, explained, “The game, for me, was long lulls of uncertainty and cacophony, punctuated by an occasional (and strong) sense of urgency and purpose. But when they came, those moments were very powerful.” Alternately, another player from the Church of Caine faction felt engaged the entire time, stating, “The flow was great, swept me away from the starting ritual onwards right to the end. Complete illusion, full immersion.” A Toreador Anarch player summed up her experience by saying, “I managed to always be in the wrong place at the wrong time to take part in the action. But it’s okay, it was fun roaming the streets.” Larp flow varies from player to player in any game, but the pervasive nature of Enlightenment in Blood made these lulls more punctuated due to travel times and fear of missing out on the “action.” Some players wished the larp was longer in order to explore more of their desired connections.

    a woman with a bloody face gets the attention of a boy in a tie
    Metatrron with another Anarch vampire. Photo by Tuomas Hakkarainen.

    Finally, the pervasive nature of the larp was immersive for some players, but jarring for others. The Friedrichshain district of Berlin is full of colorful nightlife, which meant that roaming gangs of costumed larpers did not draw much attention overall. As one Virtual Adept mage player explained, “It felt very immersive and engaging. Berlin felt like the World of Darkness that night.”

    However, the larp did pique the curiosity of outsiders, particularly in the private location for the Anarch bar, where physicality around feeding and violence was more prominent. We were instructed to keep physically aggressive or transgressive actions limited to these private locations and explain to anyone asking that we were a theatre troupe. While the ambiance of the environment helped some players feel engaged, others were uncomfortable. A Toreador Anarch player shared, “The environment was too rough for me to play; too many players in the same spot and I was afraid of non-players’ reactions to our play.” Another player reported waiting outside an in-game billiard hall, feeling “a little uncomfortable surrounded by non-players.” While this area of Berlin provided an ideal location for the themes, costuming, and atmosphere, not everyone felt at ease with the pervasive qualities of the larp.

    A Changeling Redacap. Photo by Tuomas Hakkarainen.

    Little Pockets of Story

    As mentioned above, although much of play took place at the three central locations, the bulk of the story was distributed throughout the characters through Larpweaver and established through pre-game negotiations between players. As overarching narratives, the Camarilla Sheriff and Prince were killed by Anarchs, the Church of Caine rose to prominence, only to become mostly destroyed at the end, etc. However, the smaller stories ended up providing much of the drama of the larp for players. Therefore, I have included a selection of brief summaries of these stories in order to demonstrate the variety of character experiences. Character names, supernatural types, factions, primary, and secondary groups are listed as identifiers.

    Total devotion for the Church powered by rituals thinning hour by hour as Elijah observed [a failure] in leadership. An attempt to find his place through fighting and aggression aimed at [the] Church’s attackers. Broken blood bonds and a search for a new group to belong to now.

    Elijah Stern, Brujah Anarch, Bene Elohim (Church of Caine), Cryptoanarchists

    Leeches started to kill themselves. We got a bit closer to each other, but stayed and waited for the actual slaughter to start.

    White Spirit, Garou Bone Gnawer Ragabash without a pack, Anticapitalist Culture Center, Life in Filth

    The vampire uprising was a dangerous time for a mage to go out and play, but you gotta take risks to shape your fate! Friends helped her in her quest for Ascension: vampires and mages by coming together in a tantra session and an old Satyr by taking her momentarily to Dreaming in the toilet of a concrete shack.

    Sabine Riedel, Cult of Ecstasy mage, Shadow Enlightenment, Exquisite Agony

    Arguments about whether Marx is German or Russian and other activist banter. Uncertainty when hooking up with the Red Lib, an imposing group of real vampire rebels. Ecstatic about getting to drain the Prince.

    Ron, Brujah Anarch, Anticapitalist Cultural Center, The Prince’s Dogs
    Raelyn, Elijah Stern, both Brujah Anarchs; Myra Redford, a Changeling.

    Going from ‘I’m on top of the world and life is great’ to despair when Nichole realized that it’s not going to stop with the sheriff. Loneliness and fear when her world collided. Realization of the consequences of how she had treated others and diving into emotions locked away.

    Nichole, Ventrue, Camarilla Orthodoxy, Queen Machine Records

    Investigative, observer, looking for the chance to invest in the city. A [larp] that started out focusing primarily on a very human part of the game, but which rapidly spiralled out as the lid was blown off the vampire and werewolf politics.

    Alexander Hurst, Technocracy Syndicate mage, Integral Solutions, Green Action Force

    Woke up, had plans to change things, but saw butterflies and got carried away by distractions. (Satyr life…)

    Hallam Jung, Changeling Satyr, Total Party Explosion, Cryptoanarchists

    I was a hub for information. I was communicating across the city and sowing chaos, leading crazy fae partiers from one chaotic fight to the next. I was one of the Enlightened, breaking something more and more just to see how it fell apart, with no regard for the consequences.

    Sinistar, Virtual Adept mage, Total Party Explosion, Berlin Intelligentsia
    Three Enlightenment in Blood characters
    Hallam Jung, Changeling Satyr; Katherine “Kat” Meridian, Brujah Anarch, photo by Rick Boeve; Bastian Retzlaff, Malkavian Anarch.

    It’s not a revolution, it’s an insurrection and I enjoyed every moment of it. Omg we diablerized my Sire who I tried to find for decades! Wait…I have a blood brother and he is with the Church of Caine?

    Dana van Rijckevorsel, Malkavian Anarch, Stirner Group, The Rabbits

    Mahler had a good time watching his kin fighting the night away. Got some good scares out of people, including one vampire starting to believe he was a true nightmare. It was completely chaotic but good for a Redcap.

    Dirk Mahler, Changeling Redcap, Total Party Explosion, Animal Trainers

    As the Camarilla collapsed, he fought a lone and valiant fight to uphold order and everything he believed in. Was beaten to near final death in front of his siress Katharina Kornfeld, [who] had given up on him, the Camarilla, and the clan (phantastic scene!). Broke his chains and in the end lost everything but his humanity and his personal honor.

    Hamid Mansour, Ventrue, Camarilla Orthodoxy, Berlin Wine Tasting Society

    Fear, fascination, horror, then chaos at the church. Changing locations, making alliances and choosing a way forward. At the Anarch bar, a high of emotions, a flurry of bodies (fighting, loving, conspiring), a Vaulderie of three, drinking liquid sun through the veins of a satyr, and finally being set free from three decades of tyranny by the arranged death of her sire.

    Luise Siegel, Toreador Anarch, Blood Gardeners (Church of Caine), Voice of Reason

    In addition, participants provided three word descriptions of their game, which are summarized in the below word cloud. When viewed together, these emotions help construct a more cohesive amalgam of the chaotic experience of Enlightenment in Blood.

    word cloud
    Emotions and themes collected from Enlightenment in Blood players.

    A Revolution for White Wolf Larp

    Revolution is not an economic and social cause, but an act of free will.

    Isabella Chiaromonte, Malkavian Anarch, Mortal Lovers, The Ethics Committee

    Organizers have run pervasive White Wolf larps from their inception in the ‘90s, playing in public locations such as bars and restaurants. The idea of upholding the Masquerade while among “kine” or “sleepers” resonates well with the themes of the World of Darkness, which emphasize how supernaturals influence reality from behind the scenes and must remain secret to protect themselves. What Enlightenment in Blood did for White Wolf larp was to demonstrate that a high budget pervasive larp spanning multiple locations and utilizing mobile technology is a viable format. Additionally, with mechanics stripped down to their minimum, the physicality of walking between locations and enacting character moves in a collaborative manner helped increase immersion for many players. As a result, Enlightenment in Blood was an ambitious fusion of the World of Darkness content with the aesthetic principles of Nordic larp, creating a truly unique experience for players.

    several larpers posing in a conference lobby
    Pre-game photo of Anarchs. Photo by Sarah Lynne Bowman.

    Enlightenment in Blood

    Participation Fee: €90

    Players: approx. 200

    Date: May 12, 2017

    Location: Berlin, Germany

    Production: White Wolf Publishing and Participation Design Agency

    Lead designer and writer: Juhana Pettersson

    Designer: Bjarke Pedersen

    Writers: Sarah Lynne Bowman, Mika Loponen, and Jesper Kristiansen with David Pusch & Daniel Thikötter

    Producers: Bjarke Pedersen & Johanna Koljonen

    Producer (locations): Zora Hädrich

    Werewolf ritual design: René Kragh Pedersen

    Character creation design: Bjarke Pedersen, Juhana Pettersson & Matthew Webb

    Character creation tool (Larpweaver): Matthew Webb, Samuel Phelps & Riley Seaman / Incognita Limited

    Social Media tool (Undernet): Kin software developed by Thomas Mertz, Per Sikker Hansen, Alena Košinárová, Richard Wetzel, and Daniel Sundström

    Workshop design: Johanna Koljonen & Bjarke Pedersen

    Runtime lead: Johanna Koljonen

    Runtime organizing and NPC coordination: David Pusch

    Runtime organizing and location coordination: Daniel Thikötter

    Runtime organizing: Monica Traxl & Bjarke Pedersen

    Creative consulting: René Kragh Pedersen, Maiju Ruusunen & Sarah Lynne Bowman

    Documentation lead: Brody Condon

    Documentation: Keren Chernizon & Tuomas Hakkarainen

    White Wolf: Karim Muammar & Martin Ericsson

    © 2016 Participation | Design | Agency AB. World of Darkness®, Vampire: The Masquerade®, Werewolf: The Apocalypse®, Mage: The Ascension®, Wraith: The Oblivion®, Changeling: The Dreaming®, Copyright© [2017] White Wolf Publishing AB All rights reserved.


    Cover photo: Isabella Chiaromonte, a Malkavian Anarch from Enlightenment in Blood. Photo by Tuomas Hakkarainen. Photo has been cropped.

  • Balkan Larp: A Sprouting Blossom in the Garden of Larp

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    Balkan Larp: A Sprouting Blossom in the Garden of Larp

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    This piece is written by Niclas Hell, and recounts his and Johan Fors’ common experiences. Johan and Niclas are Swedish edu-larp designers who visited the Portal 5 convention in Zagreb, Croatia, held March 03-05, 2017. Portal is a larp convention organized in Eastern Europe each year. So far, Portal has been held in Croatia and Hungary.In 2018, it is scheduled for Bulgaria. Johan and Niclas are booked to give lectures at Portal 6.

    Matija picked me up at the airport. He smiled and waved with a sign saying ”NICLAS HELL & MADS LUNAU” among the taxi drivers picking people up from the Amsterdam arrivals. After rearranging the sword in his back seat (”HEMA is my hobby”), we were off to the convention in a Zagreb about 15 precious degrees warmer than Stockholm.

    ”About four years ago, our larp scene was basically dead,” Matija explains during the ride. ”In the 90’s, we had about a hundred people coming to a large event each year, and then for a while, we had a bunch of events with fifty, seventy people each year, all fantasy larp. It went downhill. A few years ago, we had only one or two smaller events and some vampire larpers, but those keep to themselves.” He contextualizes the situation of the larp scene in Croatia with the economic crisis. Larp isn’t necessarily expensive — a standard Croatian fantasy larp costs the equivalent of 10-25 Euros — but people started moving out. Even some of the new Croatian larpwrights moved to Ireland to find jobs. These factors might have added to the larp decline some years ago.

    ”So we decided to change that,” he adds with a grin.

    two larpers at a conference
    Johan and Niclas at Portal 5. Photo by Irena Hartmann.

    Terrible Croatians Terrible Creations

    Portal 5 was mainly hosted by the Terrible Creations team. This larp design collective made their first game a few years ago: the Famiglia Bonifacio. This larp awakened something in Croatia. It’s a mafia game running for three hours for 30 people about violence, crime, and backstabbing. Every Croatian larper I meet has played this larp, and the general consensus is that it is a great game. It’s the Croatian blockbuster if there ever was one, inspired by Nordic larp themes and game design. It has let dozens — maybe hundreds — of people in Croatia try larp, or reevaluate what larp can be.

    The success of the Famiglia Bonifacio with newbies and seasoned fantasy larpers alike made the organizers realize there was a market for this kind of product. They are currently in the process of starting a business, after a few successful corporate jobs and lots of playtesting of party larp and edu-larp products. They paid a large portion of the cost for Portal 5, including my plane ticket, from their own pockets.((Niclas’ plane tickets and accommodation were paid for by Portal, because they invited him to speak about edu-larp at the conference. However, this article was spontaneously thought out and written without hints or nudges from the people at Portal. The quotes have been cleared with the quoted, and the people depicted have been asked beforehand. Nothing else has been communicated between Niclas, Johan, and the Portal people about this text.))

    ”We brought you guys here so that we can learn from you, talk to you, befriend you, and know what we’ve missed. Where we can improve,” says Miroslav Wranka, one of the Terrible Creations people. The goals seem to be creating an active dialogue with other parts of the larp world; educating and inspiring the local larpers; and hosting a quality larp convention. ”Hopefully, you’ll learn some things too,” Wranka tells me. I don’t know who he thinks we are, but we surely did.

    Four larpers sit on a bench, one with sword and shield
    Terrible Creations in full regalia. Photo by Matej Čelar.

    The Larps

    We decide to ditch the idea of playing a teaser version of the Famiglia Bonifacio in a black box for six people, since we want to do the real thing some day. Instead, we play a party larp for bachelorette parties called Witches! It’s a simple, fun piece based on a Zagreb legend about the evil Black Queen, a historical person accused of being an actual witch. ”That’s what you get for being an assertive woman in the Middle Ages.” The goal is to find the right potion, and the only way to find it is through trial and error – by mixing drinking them. Needless to say, a considerable amount of the “witch apothecary” consists of off-game alcoholic drinks.

    The game slots did not have the focus of giving participants a digest of the best chamber larps, but rather to playtest Terrible Creations games intended for sale. To put it another way, we played most of the Croatian chamber larps made over the last few years, as Terrible Creations are the only active and the most prolific chamber larp designers in Croatia so far.

    After the games, I expected a little debrief, but we had a longer discussion about the game design. The Witches game ended with a discussion about how to resolve specific game issues for target groups, with Lucija and Matija listening and apparently taking mental notes for the future. I adhere to the “No criticism after the game” principle, but this was quite obviously a game test, and the designers asked for all kinds of comments. The whole convention seemed fitted to give Terrible Creations the maximum outcome of knowledge, game testing, networking, and advertising. I can’t help but admire their dedication to the cause.

    Balkan Style and the Politics of Identity

    Chris Panagiotopoulos speaking into a microphone
    Chris Panagiotopoulos speaking at Portal 5. Photo by Miroslav Wranka.

    A short time before Portal, some lecture slots were still open. That’s when they found Chris Panagiotopoulos, the Balkan revolutionary of larp. He took the remaining slots and hosted a number of different program points from his Greek point of view. His gospel of larp was about what he calls Balkan-style larp. Chris claims that the Balkans make a unique form of larp, coherent throughout the peninsula. He tries to rally the other countries for common larp campaigns or at least better exchange opportunities.

    Most of us went to the bar Valhalla after the lectures, with us Nordics swallowing the blatant cultural appropriation. It seemed to be a joint where larpers often gathered for a beer in Zagreb. A participant even wore a Valhalla shirt every day to the convention. One night at Valhalla, I ask Chris about his theories:

    NH: So, if Nordic style is relationships, 360, and play to lose, and American larp is gamism, symbolic environments, and rules… What is Balkan larp?

    CP: We have a unique model for organizing our larp community. Most of your larps are “one shots.”’ Almost all of our larps are campaign-style fantasy larps. You play the same character every larp and develop it, kind of like a tabletop campaign. And everyone works with that in mind. There are rules for reviving your wounded characters, and actually killing a character is very uncommon. Instead, what you try to do is gain long-term control of the others’ camp or resources. Becoming more powerful in the campaign is the goal; it’s all about power play. You may even go to other organizers’ larps and play the same character. It’s all part of the Balkan contract of how we do larp.

    NH: You’re talking about a German style of larp, too. I haven’t considered German larp to be a specific style before. How do you mean?

    CP: The Germans’ most visible larps are the large larps organized more like a framework for creating your own experience than the Nordic-style individual drama directed by the game texts. The Germans make large fantasy festival-style games where you go to create an interesting story about your group. You wouldn’t go alone to that kind of larp; it wouldn’t make as much sense. The same thing goes for the Balkans.

    NH: You could say that American and Nordic larp focuses on the individual drama, while German and Balkan larp focuses on groups and common experiences, then?

    CP: Exactly.

    NH: So what’s the difference between German style and Balkan style larp, then?

    CP: The strong focus on campaign play, and that you might even play basically the same group in other settings. It might even work in post-apocalyptic larp, which is also organized in several Balkan countries. You’d go to different countries and keep playing the same character in all post-apocalyptic larps.

    NH: As a Nordic larp designer, I’d argue we’ve had that kind of fantasy campaign play for about 25 years in the Nordic countries. To me, it seems like your definition of Balkan larp is more a question of community than actual game design, and I’m inclined to think that game design is what decides what style your larp is. How does your community make your larp style different?

    CP: It affects the whole larp. I’m arguing that we should enable all Balkan larpers to go to each others’ larps. In some Balkan countries, there is only a single middle-size larp every year, and some people in Serbia, FYROM, and other partially-inactive countries are starting to spill over to our larp campaigns. I think that’s a good thing, since our larps are very common – and hence the Balkan style. If I could go from Greece to Bulgaria and develop my character at their larps, the number of available larps would rise from a couple a year into a dozen in a bunch of different countries. The fact that this is even possible, rather than the very diverse scene of the Nordics, makes it a unique way of doing larp at every level.

    Come for the Lectures. Stay for the Fizzy Powder Lemonade

    One of the invited lecturers was the Czech consultant Lujza Kotryová. Her company went from two people designing larps and struggling to get by, to a consulting firm of ten people. I talked to Lujza over a fizzy lemonade drink made by mixing some chemical powder with water, which was offered by the organizers during the conference. I chose the green powder for this particular occasion.

    Lujza Kotryová smiling in a chair
    Lujza Kotryová at Portal 5. Photo by Irena Hartmann.

    NH: So, how come you could grow from two to ten people?

    LK: We developed a business model where, instead of offering a fixed product, we consider what the company actually needs. Sometimes, that’s a larp. Sometimes, that’s gamification. Sometimes, it’s just [consultation] services for development work. Sometimes, they ask us for gamification because it’s cool to do gamification now, but after meeting with them, we get them to realize that’s not what they actually need at this time.

    NH: That sounds like a great idea. Your lecture was kind of an eye-opener for me. I’ve seldom really thought about what the companies I work for actually need, as crazy as it sounds. But wasn’t the point from the start to make larps? Have you abandoned that dream?

    LK: No! But as we realized larps was not actually what everyone needed all the time, we also started making much more money. Now we can afford to pay around 10 full-time employees and also to invest into development of new products. So we are still doing it, although larps are not the most lucrative part of our business. Gamification and other playful solutions are the main part of our work.

    This kind of personal reflection around people’s own professional situation is significant for the lecture schedule. The people invited are professionals working with larp and games from different angles. Professional insights at larp conventions are usually passed over a cup of coffee, while lectures often take a formal, theoretical tone at other conventions and conferences. All the talks by designers, bosses, principals, and teachers gave insights to the different worlds of larp. My own talk was among the most theoretical, quoting philosophers and Eirik Fatland. Though I enjoy gaining that kind of knowledge, the personal touch was a nice middle road between practical sewing workshops and Aristotle and Larp: a New Perspective on The Poetics. Questions were plentiful after most lectures simply because participants became genuinely interested in the people talking.

    So They Have This Little Convention in Croatia. So What?

    First of all, larp is growing. Perhaps it’s not growing as a grassroots movement in Scandinavia anymore, but it is widening, claiming new areas. In a few years’ time, the center of larp may not be firmly based in the communities we know. We’ve seen the Czech and the Polish go global. We’ve seen the Italians make some extremely interesting games, and the Russians are breaking up the prejudice about metal-swords-and-Vikings as we speak. And that’s just naming a few. The Balkan scene(s) has the embryo of a common community: they are developing their larp, they are growing, and they are reaching out for partners.

    The next time your friends are talking about some larp happening in Bulgaria, you will know a few things about the larp scene in Bulgaria. It’s a shame you didn’t already, because you sure knew about that rerun in Denmark. These people are doing original stuff. And you ought to know about that.


    Cover photo: Boffer axes, witches, and metatechniques. Photo by Johan Fors.

  • Knutepunkt 2017: Summary

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    Knutepunkt 2017: Summary

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    The Norwegian edition of the Nordic larp conference Knutepunkt, Knutepunkt 2017, is now over. This post will be continuously updated with links to articles, reports, photo albums, videos, slides, books and other relevant documentation.

    If you have any content you want published but lack a place to host it we will gladly host it here at Nordiclarp.org, please contact us on: contribute@nordiclarp.org


    Last update: 2017-03-13, 23:15 CET


    While not specifically written for Knutepunkt 2017, Elin Nilsen’s guide to handling the post Knutepunkt blues is quite relevant for participants:


    The Knutepunkt 2017 Book

    The official journal for Knutepunkt 2017 is called Once Upon a Nordic Larp… Twenty Years of Playing Stories and was edited by Martine Svanevik, Linn Carin Andreassen, Simon Brind, Elin Nilsen, and Grethe Sofie Bulterud Strand.


    Nordiclarp.org Video Reports

    We made a series of interviews on site during the conference. All 14 of them can be found in this playlist.


    Social Media

    Twitter

    Instagram

    Facebook


    Manifestos


     Talks

    Jaakko Stenros – Keynote: Nordic Larp, NPCs, and the Future

    Suus Mutsaers – Net(e)scape: Playing Hackers in an Escape Room

    Slides are available on the linked page.

    Lizzie Stark & Tor Kjetil Edland – The Player Organizer Contract

    Markus Montola – A Cookbook Approach to Quantitative Larp Evaluation

    Here you can download my cookbook slides, and an example excel sheet showing how to crunch those numbers. On the first page of the excel sheet there’s also a link to my living storage of survey items used so far.

    Markus Montola

    Sarah Lynne Bowman, Maury Brown & Johanna Koljonen – Safety & Calibration Tools in Larps

    Nina Runa Essendrop – Retrospect

    Nina Runa Essendrop – Physical, intuitive workshop design

    Magnar Grønvik Müller – Larp as Part of a Learning Process

    Magnar Grønvik Müller – Why edu-larp?


    Photos

    Casper Skyum Høgh

    Anna Volodina

    Dmitry Samus


    Blog Posts

    Kelsey Desrosiers – An American at Knutepunkt

    Mo Holkar – Knutepunkt 2017

    Jonaya Kemper – An American Buccaneer in Scandinavia: Knutepunkt 2017


    KPTV

  • YouTube and Larp

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    YouTube and Larp

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    A WARNING: This might be a bit more casual than the other essays in this book. From start to finish, my whole journey of success, I have been in way over my head. I have been surrounded by intelligent, capable people that know exactly what they are doing. If you would like to hear from them, check out literally any of the other pages. If you would like to hear my rambling about how I accidentally became a pseudo YouTube celebrity, keep reading and enjoy the ride.

    My dungeons and dragons group made fun of me for going larping. I remember being so excited and talking to them all about the character I was making, and the game I had found, and how much fun I was going to have, and they went to YouTube. I began larping in an age when larp on YouTube was videos of lighting bolt packet throwers and fake looking fight scenes. They went on a marathon to show me how stupid I was going to look, and then we continued to roll dice and describe fighting magic orcs.

    My name is Mo Mo O’Brien, and if there’s one thing you need to know about me it’s that I don’t care what people think, so despite the mockery from my tabletop group, I went larping anyway. It was everything I knew it would be, and so much more. I instantly knew this was going to take over my entire life. I went to more events, and uploaded more pictures to my social media, and more people started asking me questions.

    I had recently started a YouTube channel, and I thought I’d answer all the questions in a video. I called the video “The Basics of larp” and it covered everything from the definition of larp, to the different genres, to what you needed to start playing. That was the video that began it all. My channel now has over 70,000 subscribers, that video now has almost 400,000 views, the comments are flooded with requests for more larp videos, and I can no longer go to any larp without at least one person coming up to me and telling me they were there because of me. My YouTube channel has even taken me to places like panelling at San Diego comic con and being in a popular candy commercial. Since then, larping YouTube channels have been exponentially growing, and are still growing. So, I thought I’d give people some tips for larp YouTube Channels!

    1. Speak to Non-larpers

    You don’t have to tell larpers why larp is awesome. They already know. If you see someone with a t-shirt for a band you like, you don’t walk over to them and try and convince them why that band is awesome. They’re already wearing the shirt. If a larper sees ANYTHING larp related, good chance is they’re probably going to like it regardless of content. Don’t limit your audience. Any video where I talk about larp, I always explain what it is as fast and as simply as I can within the first 20 seconds. How I describe it is “an adult game of make believe.” That seems to cover any genre of larp, no matter how experimental, and everyone can picture it since everyone knows what “make believe” is. Then I proceed to talk about it as if i’m explaining it to a group of veteran larpers, and noobies.((Slang on newbies, for beginners or people without any pre existing knowledge and experience.)) People are all secretly narcissistic and love seeing themselves in things. So, try to make videos that non-larpers could see themselves in. In every video I never assume the viewer knows what larp is, and then explain it in a way that could appeal to everyone. Larp is so broad and so many things, there is always something someone will like about it; costume designing, prop designing, writing, acting, combat. There are styles of larp that incorporate more sport, more tears, more competition, more costume showcasing, more set dressing. There’s a aspect and style of larp for everyone, so make sure everyone knows that. Which means….

    2. Learn How to Tell a Larp Story

    My friend Jamie who runs my main larp campaign once gave me a very long, slightly drunk, speech on how to tell a larp story to non-larpers. First of all: non-larpers do not care about mechanics, skills, or rules. Not at first anyway. When people ask “what was the last book you read?,” their first question will usually always be “What was it about?”, not whether it fit into the three act structure or took a more experimental approach. Do not tell non-larpers that you have a level four fire spell that allows you to hit a monster with 30 health for 10 flame damage. Say “I hit a monster with a fireball.” One of those stories sounds WAY more exciting than the other. Sell your larp adventures for the adventures you had, not the numbers it gave your character sheet. When you’re larping, the emotions are real, so tell the story as if you were ACTUALLY THERE because that’s what larp feels like. Not everyone likes numbers or behind the scenes information, but everyone loves a good story.

    3. Sell Yourself

    This is not as skeezy as it sounds. What i mean by this is just find all the best parts about yourself, and showcase them. YouTubers compared to a lot of other “celebrities” is that we are a far more personal art medium. We do “question and answers” where viewers can learn all about us, vlogs((Video blogs.)) where they can spend the day with us, and it’s a lot less “glitz and glamour” than other beings of well known status. People watch a video for the content, but they stick around and subscribe for the YouTuber. This doesn’t mean invent a new personality. This means find the parts of your personality people like, and electrify them. That goes for your characters as well.

    To expand on this idea, you should check out another YouTuber that’s NOT a larper, but pretty close: Miranda Sings. Miranda is a fictional character with a YouTube channel, created by comedian and singer Colleen Ballinger. In 2008 Colleen started uploading purposefully bad song covers to YouTube as a joke, and Miranda has gained over 7 million subscribers since. As she developed the character of “Miranda” she says she just read her YouTube comments, took note of what viewers found weird or obnoxious, and started to do it even more. Take note of what aspects of your characters and yourself your viewers like, and do it more.

    4. Make It Look Nice

    Sit in front of a lit window or bright light source. Make sure any fans, or air conditioners, or any other machinery making noise is turned off. Make sure your camera isn’t making you look too orange or too blue (you can change this by adjusting your lighting. Natural light gives off a blue tint, unnatural gives off an orange.) Make sure your background looks tidy and nice.

    For a while, I thought none of this really mattered…until I went back and watched my old videos. All these technical things are like the bass line of a song. You don’t notice when it’s there, but OH BOY do you notice when it’s not. So make sure you’re well lit, your sound is good, and your shot is set up nice. Which also means, pay attention to your background. If you want people to pay attention to nothing but your words, consider a blank wall behind you. Talking about costuming? Maybe display some of your pieces behind you. Want people to have a glimpse of your personality? Show your whole bedroom. Let your background tell a story.

    5. Get That Larp Footage

    Just talking to a camera is fine, but when you cut to something else, it makes sure the audience is paying attention, because it gives them some new to look at. Also it saves you the time and effort of trying to do your awesome larp justice. You can just show your audience so they don’t have to imagine it.

    One of the biggest rules in visual storytelling: show, don’t tell.

    Hide your camera, stay out of game for a while, ask for filming privileges in exchange for some pictures of the event, ask the organiser if they can make the camera cannon in the game.

    Even if it’s just pictures someone else took, ask them if you may use the pictures.

    6. Be Picky

    Larp is really hard to translate to video because, a lot of the times it’s not a spectator sport. Its meant to be experienced, not watched for entertainment. So, try and pick the footage that portrays what larp FEELS like, not looks like. Add some music or sound effects to fight scenes, so it doesn’t just sound like latex hitting latex matched with grunting. Pick those intense scenes with dramatic lighting. Remember to market to non-larpers. People don’t want to see a larp, they want to feel it. Choose the footage, and edit it accordingly, that portrays how that moment felt when you were in it.

    When you larp, a lot of the emotions and adrenaline is real, but this is a little harder to translate to film. When you watch a movie, a scene could have a completely different feel or intensity based on the cinematography, the editing, the music, the lighting. Picture a shot of a few kids splashing in the water. Now picture it with happy, upbeat, ukulele music. It’s a fun day at the beach! Viewers are content, and calm, and are reminded of carefree summer days. Now, picture the exact same shot, but with the jaws theme song underneath. Not a carefree beach day anymore is it? Footage provides what the larp looks like, but what you do with it determines how your viewers feel about it.

    I tried to put together all of these things into one of my videos which I called “Lock Stock & Barrel: a five minute larp.” I was dared by another YouTube channel to create a larp that would last 5 minutes, and film it. So I created a simple life or death scenario; 6 people locked in a post apocalyptic shelter that was running out of air, and the maximum inhabitant capacity would drop by 1 every 1 minute. Meaning, in order to survive, one person had to be eliminated or evacuated every minute. They were given items like: booze, poison, water, a gun, bullets, cookies, and other items designed to kill each other. There was an also an exit to the shelter with a 30% chance of survival in the wasteland. This was apparently fun for the players, and they wished it was a little longer. For the sake of a youtube video though, it was the perfect length. Because it was such a short amount of time, it was high energy, panicked, and 5 minutes of intensity. There was no time for spaced out improvised beautiful dialogue. It worked better, because it was messy and all over the place, like the real situation would have been if it was filmed for an audience. I also held it in my own home so I set up my filming lights, I got to set the scene the way I wanted, all with filming this in mind. Like it was an improvised movie.

    But the biggest tip I can give, not just to larp YouTubers, but all YouTubers in general: Just do it! Don’t worry about messing up, or having the right equipment, or not being ready. We all had to start somewhere. Watch the videos you make, figure out what you liked, and what you didn’t, and adjust accordingly. Just figure it out as you go along. Fall into your place. So get going!

    As an addendum to this piece, Simon Brind conducted a brief interview with Mo Mo O’Brien; edited highlights are included here:

    Simon Brind: Would you tell us a little more about the design for the five minute larp? Do the people have characters? Did you pre-write them or did the players do it? Was there a set?

    Mo Mo O’Brien: It was very light rules, basically if they wanted to do anything physically, they just asked out loud and I told them if it went ok. They had characters they decided on themselves. Formed their own relationships and backstories. All the knowledge they were given was they had been in this bunker for almost a year. We made up the characters on the spot in a workshop before the game. The set, was my living room, with a spotlight in the middle. You can watch the whole thing here: https://www.youtube.com/watch?v=jgQFuLhe-ks

    SB: Are there ways that larp could become a spectator sport? or a spectator event? Would it still be larp?

    O’B: If larp was a spectator sport, it would be called improv theatre. If all the mechanics and techniques were designed to entertain an audience and not the player, it would be an episode of whose line is it anyway. Even if there was an audience to an actual larp event, by my definition, it would become improv theatre. Though I’m sure there’s 40 essays out there by people much smarter than me with different theories about it.

    SB: How else could YouTube be used in larp? Could one be played out using YouTube videos and responses do you think? Or as a part of a game?

    O’B: What I would love to see is YouTube being used as a tool in larp. We have all this new technology that I feel could be utilised better. I recently did a game called As we know it that took place entirely, on my own, sitting in a closet, and all the interactions were over text. It was a game about isolation and through technology, perfect isolation was able to be achieved. There’s so much people can do with video, I think it could be used in larp a lot more.

    SB: Can you tell the story of a larp in video? Could the 5 minute experiment scale up to 30 minutes, 3 hours or even 3 days?

    O’B: Could I tell the story of a 3 day larp in a 10 minute video? Absolutely. Especially when it comes to internet media, it is typically more likely to hold someone’s attention. It’s important to find the right balance between rambling, and cutting it short. Say what you NEED to say. Sometimes you need to cut what you WANT to say, which is the most heartbreaking thing about good editing. Take notes before you film. It helps you formulate your thoughts, keeps you from forgetting anything, and will help eliminate nonsense and rambling.

    SB: Nordic larps have done a great job of documenting their games and they are producing some great promotional videos((Promotional videos for Fairweather Manor, Black Friday and the like.)) too. But what else would you like to see from game organisers? How could they improve?

    O’B: Blockbuster nordic larps are EASILY the simplest kind of larp to film, because it is so close to improvised theatre. They usually have the best costumes, props, sets, and scenes since it’s more about characters, than character sheets. Since it’s typically more aesthetically pleasing than a lot of boffer larps, it’s easier to share, and easier to relate to, because you have to worry less about portraying how the experience feels, because it looks so nice from the outside. So I think what the western larp media needs, is to focus on what the western larp community HAS. Focus more on the competitive and self improving nature of western sport style larps, and learn how to translate that feeling of adrenaline and action to film.


    This article was initially published in Once Upon a Nordic Larp… Twenty Years of Playing Stories published as a journal for Knutepunkt 2017 and edited by Martine Svanevik, Linn Carin Andreassen, Simon Brind, Elin Nilsen, and Grethe Sofie Bulterud Strand.

    Cover photo: The author during a video shoot. (Photo: Carol O’Brien). Other photos by Mo Mo O’brien.

  • White Wolf’s Convention of Thorns – A Blockbuster Nordic Larp

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    White Wolf’s Convention of Thorns – A Blockbuster Nordic Larp

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    Convention of Thorns is an official White Wolf Nordic-style Vampire: the Masquerade larp. The first run was held between October 27-30, 2016 at Zamek Książ, a castle in Poland. The larp was a joint collaboration between White Wolf and Dziobak Larp Studios. This scenario plays out a crucial moment in the canon of vampiric history, in which representatives from various cities across Europe, Western Asia, and Northern Africa engage in peace talks at a meeting in Thorns, England in 1493.((For general information, see The Unofficial White Wolf Wiki, “Convention of Thorns,” Whitewolf.wika.com, December 4, 2015. http://whitewolf.wikia.com/wiki/Convention_of_Thorns))

    The Nosferatu Josef von Bauren, one of the Founders of the Camarilla. Photo by John-Paul Bichard.
    The Nosferatu Josef von Bauren, one of the Founders of the Camarilla. Photo by John-Paul Bichard.

    During this time, the Inquisition was purging many of the vampires throughout Europe. The Kindred were involved in a brutal civil war, in which elder members of the Establishment attempted to maintain their power while younger Anarchs rose up to kill and usurp them in a bloody revolution. The Convention represents an attempt to establish a code of rules – or Traditions — as well as to standardize a new form of government called the Camarilla, which is based mainly on Establishment values. In the White Wolf canon, this event leads to the official division between the Camarilla, the Anarchs, the Independent clans, and a new sect called the Sabbat. The latter factions ultimately reject the Camarilla’s authority, with the fledgling Sabbat declaring a war upon the Establishment that endures through the modern nights.

    While larp groups have organized immersive, Nordic style Vampire games before,((Jaakko Stenros and Markus Montola, eds. Nordic Larp (Stockholm, Sweden: Fëa Livia, 2010).)) as well as several one-shots set in the canonical Convention of Thorns, this event marks a historically significant moment in the development of White Wolf larp. This larp represents an effort by White Wolf to embrace the blockbuster style of larp,((Eirik Fatland and Markus Montola, “The Blockbuster Formula – Brute Force Design in The Monitor Celestra and College of Wizardry,” Nordiclarp.org, May 6, 2015. https://nordiclarp.org/2015/05/06/the-blockbuster-formula-brute-force-design-in-the-monitor-celestra-and-college-of-wizardry/)) which features high production values, an expensive location, richly detailed setting information packed into pre-written characters, and some plots or NPCs deployed by the organizers during the game.

    The Tzimisce Irenka Brozek, the White Spider. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.
    The Tzimisce Irenka Brozek, the White Spider. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.

    Blockbuster larps are a form of what one of Convention of Thorns’ designers, Claus Raasted, calls larp tourism, in which players can use time and resources usually reserved for a vacation to larp in an impressive setting and have an immersive experience.((Claus Raasted, “Claus Raasted: Larp Tourism (Produced for Nelco 2015).” YouTube, August 28, 2015. https://www.youtube.com/watch?v=r0Lu9ct_se4)) Such projects draw participants from around the world, are well documented, and garner a remarkable amount of mainstream attention, as witnessed by the media frenzy around the College of Wizardry larps. True to form, Convention of Thorns attracted players from several countries, producing impressive documentation photos of the authentic-looking castle, costuming, and prosthetics from several photographers, including John-Paul BichardPrzemysław Jendroska, and Nadina Wiórkiewicz. These new White Wolf larps such as Convention of ThornsEnd of the Line, and the upcoming Enlightenment in Blood are not intended to replace traditional Vampire games, but rather to augment them, by creating one-shot, uniquely immersive experiences set in the World of Darkness.

    A vampire gives a speech to a large crowd in a ballroom.
    The Camarilla Ventrue Founder Hardestadt addresses the assembled Kindred in the opening scene. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.

    Consent Negotiations, Day Play, and Collaborative Style

    While the blockbuster style is certainly visually impressive, the Nordic roots of these games also represent a departure from White Wolf’s usual type of larps in their embodiment of physicality. The game did feature a few mechanics, most notably in the use of the “really really” mechanic for simulating Discipline use. Originating in White Wolf and Odyssé’s End of the Line, a player could lay a hand on another player and issue a verbal command with the words “really really” to indicate the use of a Dominate, Presence, or Auspex command. However, physical combat was highly discouraged. Unlike most Vampire larps from the Mind’s Eye Theatre tradition, no traits are spent to perform actions and no rock-paper-scissor throws resolve conflict. Instead, Convention of Thorns used a consent-based style of play, in which players negotiate violence, intimacy, and feeding through a scripted off-game consent negotiation workshopped before the game. Developed and piloted at the New Orleans run of End of the Line, these negotiations required players to discuss openly physical and emotional boundaries before engaging in scenes with sensitive content.((For more on the safety and calibration tools developed for End of the Line, see Johanna Koljonen, Safety in Larp: Understanding Participation and Designing for Trust, September 18, 2019. https://participationsafety.wordpress.com))

    Two vampires stare each other down.
    Tzimisce enemies Premislav Aksinin and Piotr Danchina confront one another. In consent-based play, conflict resolution is negotiated off-game with all parties agreeing on the outcome. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.

    Additionally, in consent-based play, all participants agree upon the outcome of an event based upon their out-of-character needs, rather than their character’s abilities, points, or role-play driven motivations. Consent-based play has proven highly successful at creating a culture of safety, play-style calibration, and trust,((Game to Grow, “Game to Grow Webisode Project Episode 2: Emotionally Intense Play, Calibration, and Community Safety,” YouTube, September 1, 2016. https://www.youtube.com/watch?v=3YtRJd5CR2I)) even in role-play environments such as New World Magischola in the United States,((Maury Brown, “Creating a Culture of Trust through Safety and Calibration Larp Mechanics,” Nordiclarp.org, September 9, 2016. https://nordiclarp.org/2016/09/09/creating-culture-trust-safety-calibration-larp-mechanics/)) which attract both new players and larpers from more traditional settings with conflict resolution mechanics. These consent mechanics aligned with the overall goals of the Safety team at Convention of Thorns, of which I was a part: to create an environment where players felt safe to engage in whatever level of intensity of play they desired and, most importantly, felt comfortable disengaging or opting-out of content if needed. Therefore, an hour of workshop time was set aside to practice safety techniques and negotiation.((For the complete Safety workshop instructions, click here: https://docs.google.com/document/d/1yTgK4ZKqg9H9opBKau7nKZC3y5jOqwlo7D4PWCKPB5s/edit?usp=sharing))

    Along these lines, a major point of departure from traditional Vampire larps was the emphasis on transparency in Convention of Thorns. In the Nordic style, the goal of the game is not to succeed or “win” in a traditional sense, but rather to “play to lose,” or “play for what is interesting.” For this reason, all of the character sheets, casting, and Domain relationships were visible to the players before the start of the larp. In a game that centers upon information hoarding, power dynamics, plotting, and secrecy, this design choice was remarkably effective. Similarly, in pre-game planning, participants were able to communicate their interests on Facebook for particular types of play, including posting Looking for Relations requests, creating groups, and asking for specific relationships such as sire/childe, love interests, rivals, etc. Players often aired their character’s secrets in public forums in order to create more drama in game, broadcasting to others what themes they find most interesting to play.

    A vampire in a Renaissance gown
    The Toreador Geneveve Orseau. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.

    For example, I played Geneveve Orseau, an Enlightenment-seeking Toreador co-Harpy in the Domain of Paris. Geneveve ran an art academy and salon, which functioned as a civilizing finishing school for young Kindred. Before game, I created a Facebook group for salon attendees and students, establishing a group of people who may not agree on important topics such as humanity, art, or philosophy, but who had met one another socially in the past.

    Another player created a group called Correspondence in Humanities, for those of us interested in playing on the theme of trying to regain our humanity. In a sense, this group ended up having a double meaning, as the characters within it wrote one another long letters on the nature of vampiric existence, the practicalities of trying to grapple with the inner Beast, and reflections on spirituality that deeply resonated with the humanistic Renaissance setting. This sort of pre-play helped participants locate co-players interested in the same sorts of interactions and themes, establishing ties and creating relationships before arriving on site. In my experience, these ties greatly aid in facilitating excellent scenes with these co-players on-site. For example, the Humanities group developed a secret handshake to indicate their interest in Golconda and also organized a discussion on the nature of Enlightenment around an altar during the larp.

    In addition, while game play took place at night, the daytime hours were reserved for Day Play and collaborative planning. As a player, this element of the game most inspired my participation. Building upon Nordic and American freeform techniques, I co-wrote the Day Play instructions((For the complete Day Play instructions, click here: https://docs.google.com/document/d/1YlYay_h2IctkRQ3Kt6jqXYMK87aMon9Q6d0xyR55qIc/edit?usp=sharing)) with Maury Brown, using a system I originally developed for Planetfall larp in Austin, Texas.((Matthew Webb, “Imagining the Future with Planetfall: Mobile Technology and Hard Science in Science Fiction Larping,” in The Wyrd Con Companion Book 2015, edited by Sarah Lynne Bowman (Los Angeles, CA: Wyrd Con) https://www.dropbox.com/s/xslwh0uxa544029/WCCB15-Final.pdf?dl=0))

    15134545_1259976990731086_393474711662061898_n
    Day Play cards. Photo by Renee Ritchie.

    In Day Play, facilitators led small groups of players through a series of scenes in which they could enact parts of their backstory, fantasies, dreams, or future events. In a game like Vampire, where characters are many decades or even centuries old, past memories and traumas are often formative to the psychological makeup of the Kindred. During Day Play, participants could enact their own characters, NPCs, or simply watch. Some players opted to create their own scenes; others used the card system, where participants drew an emotion and a scenario from two decks. The facilitator would then guide the group through developing the scene, using metatechniques such as angel and demon (a variant of bird-in-the-ear), monologue, rewind/fast forward, Last Line, and Switch.((See Day Play Instructions above for definitions.)) These scenes also contributed to the atmosphere of collaborative play and transparency. Participants witnessed scenes that would normally remain hidden, enabling them to steer toward content during the evening that would inspire deeper scenes. Day Play allowed participants insight into the motivations and emotions of the other characters.

    A veiled woman in white comforts a monstrous-looking vampire.
    The Malkavian Vasantasena comforts the Nosferatu Dáire mac Donnchada. While evening play took place in the castle with full costuming and scenography, Day Play was freeform style in street clothes. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.

    Participation in Day Play was strictly optional and some players opted to eat, socialize, sleep, or plan out-of-character. This relaxed atmosphere also lent to the collaborative style of play. While players did plot, as they often do in between Vampire larp sessions, they mostly did so as large groups. The consent-based play encouraged participants to negotiate and agree upon the outcomes of confrontations off-game.

    Jürgen von Verden, who masqueraded as his sire, Hardestadt. Photo by Jean-Paul Bichard.
    Jürgen von Verden, who masqueraded as his sire, Hardestadt. Photo by Jean-Paul Bichard.

    For example, my character Geneveve had maintained a centuries-long secret love affair with Jürgen von Verden, a Ventrue Crusader. Jürgen was hiding the relationship from his sire, Lord Hardestadt, who became one of the Founders of the Camarilla. A central canonical conceit of Convention of Thorns is that Hardestadt is killed by the Anarch Tyler decades before, and Jürgen must masquerade as his sire in order to keep the dream of the Camarilla alive. In our story line, the two characters had not seen one another since this transformation until the Convention. This relationship dynamic was player-driven rather than established by the canon or the team of writers, representing an alternate history version of events.

    During the daytime hours before the final game session, we collectively planned several major events in our small groups. For example, we plotted the complete destabilization of the Domain of Paris due to the Prince becoming an Anarch and the Seneschal getting killed, as well as the selection of a new Prince, who had been the Sheriff. In addition, we decided that after the clans had voted on their participation in the Camarilla, Jürgen would run off to Paris to live with Geneveve, abandoning his mantle as Hardestadt and retiring from politics, at least temporarily. Many players were informed of this decision and the power vacuum created by Hardestadt’s departure was resolved through out-of-character discussion, with a new Justicar pre-determined to stand in his place. In traditional Vampire games, players would plan such maneuvers secretly, then enact them in game with uncertain results in a competitive style. Alternatively, we had determined these outcomes as larger collective groups, which did not diminish their intensity in play, but rather magnified it.

    Player Agency Trumping Canonical Authenticity

    These examples illustrate some key principles about Convention of Thorns: the emphasis on transparency, collaborative play, and the power of player agency to change canonical endings as their personal stories demanded. We were permitted a certain degree of freedom to play with canonical “truths,” as players were only required to read the Design Document and their character sheets.

    While some political meetings occurred, the majority of social play transpired in the ballroom. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.
    While some political meetings occurred, the majority of social play transpired in the ballroom. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.

    The ability to change the outcome of the Convention was of particular interest to many players. The game was structured around clan meetings, council deliberations, and votes. However, these events were intended to be short and not dominate the social play of the game, which took place mainly in a large ballroom. In this regard, while we could not change the number of Traditions or the scheduled times of the votes, we could alter the wording of the Traditions, which resulted in some surprising departures from canon:

    The Traditions established at the Convention of Thorns larp.
    Photo courtesy of Eva Wei.

    Additionally, clans that were normally considered Independent, such as the Giovanni and the Ravnos, ended up joining the Camarilla.

    In this regard, players felt some flexibility not only to bend canon as desired, but also to bend history. Although the larp was set in the Renaissance, players were not expected to memorize historical facts or dress in strictly period-appropriate costuming.  While White Wolf officially endorsed Convention of Thorns, these canonical changes are not meant to alter the existing timelines, but rather to serve as an alternative history. In future runs of the game, other deviations from established storylines are likely to emerge as players explore their own desired interests, relationships, and themes.

    The Nosferatu confer. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.
    The Nosferatu Andrei Romanovich confers with his Clan. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.

    Variable Degrees of Engagement

    While the castle itself offered a stunning location, complete with a gold-gilded ballroom for the opening scene and character portraits, the scenography team transformed several rooms in the castle to suit various moods and styles of play. The main floor of the castle was the primary area of play, including another ballroom and antechamber, where social and political scenes unfolded. Intact and destroyed areas of the castle were converted to Clan rooms, complete with themed music, special décor, and even unique smells. The top layer of the castle was reserved for players interested in darker, more visceral scenes, including rituals, intimacy, and violence.

    The scenographers individually designed each Clan room. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.
    The scenographers designed each Clan room with an individualized aesthetic. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.

    In this regard, players could choose their desired level of intensity with darker content based upon their location in the castle to a certain degree. NPCs were deployed primarily as monk retainers in service to the Abbey of Thorns or as humans to be fed upon in various ways. The emphasis on feeding served as a reminder of the Bestial nature of the vampiric existence, with the second major scene of the game after the opening speeches being a “feast,” complete with screaming villagers offered to the guests as meals. As my character, Geneveve, fed almost entirely on animal blood as a way to stave off her vampiric side, she completely avoided these screams, finding solace in the small antechamber. Throughout the larp, this space functioned as a makeshift salon and was relatively free of violence. In this way, the physical location and scenographic design afforded players some degree of control over the experiences they wished to explore.

    14939383_1860098347545610_7742096355434986861_o
    The Lasombra Francesca Della Rovere. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.

    Similarly, the game was scaled structurally in terms of power level and intensity. Regardless of their power level, characters could only use low level Disciplines on the first night, medium level ones on the next night, and high ones on the last night. Similarly, characters could not die or be diablerized until the last night, encouraging players to ratchet up the tension and intensity until the climax of the game. Combined with the consent-based play, these techniques assuaged some of the fears of the participants regarding the inequity of power levels and the physicality of the playstyle.

    The Brujah Anarch Tyler reviews the new Traditions. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.
    The Brujah Anarch Tyler reviews the new Traditions. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.

    The organizers encouraged us to think of these peace talks as the equivalent of the vampiric UN — where violence would be rare and unseemly — rather than a battleground. In the final scene, the factions split onto two sides of the ballroom: one in favor of the Camarilla and one against. As many chanted the word “war” while staring at their opponents, the organizers ended the game. Therefore, the intensity of the violent intent remained, while the details of what happened in the future could be negotiated by players as they wished after the game or in Day Play scenes.

    A vampire hissing
    The Toreador Rosado Trastámara. Some Kindred played upon their more monstrous side, whereas others tried to preserve their Humanity. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.
    As a participant who primarily enjoys social, romantic, philosophical, and metaphysical play, I was pleased at the design of Convention of Thorns. The structure, themes, and spatial design were thoughtfully crafted to accommodate a variety of playstyles under the same roof. While the voting, Tradition wording, and meeting structure was a bit too under-designed for the smoothness of play that the organizers intended, the overall experience exceeded my expectations after seventeen years of White Wolf larping.

     

    A Bright Future for the World of Darkness

    Convention of Thorns represents the latest in a series of games developed by White Wolf in conjunction with designers in the Nordic scene. The organizers announced that they will rerun the larp next year, with details forthcoming. Meanwhile, several cities have expressed interest in hosting End of the Line, with two runs scheduled for World of Darkness Berlin, a White Wolf convention that will take place May 11-14, 2017. World of Darkness Berlin will also feature talks, workshops, the new documentary on the history of White Wolf, and the delightful dance-off larp, Dancing with the Clans. Finally, participants can look forward to Enlightenment in Blood, a several hundred person pervasive larp((“Pervasive Game,” Wikipedia, November 13, 2016. https://en.wikipedia.org/wiki/Pervasive_game)) set in modern times that spans multiple locations around the city of Berlin. In short, games like Convention of Thorns point strongly toward a bright future for the World of Darkness.

    White Wolf Lead Storyteller Martin Elricsson narrates future events after the Convention in the final scene, standing between the Kindred battle lines. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.
    In the final scene, White Wolf Lead Storyteller Martin Elricsson narrates future events after the Convention, standing between the Kindred battle lines. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.

    Convention of Thorns

    Participation Fee: €480-530

    Players: 175-190

    Date: October 27-30, 2016

    Location: Zamek Książ, Poland

    Production: White Wolf Publishing and Dziobak Larp Studios, Claus Raasted

    Logistics and Volunteer Coordinator: Agata Świstak

    Lead Character Writer: Edin Jankovic Sumar

    Location: Szymon Boruta

    Costumes: Agnieszka “Linka” Hawryluk, Szymon Boruta, Mikołaj Wicher

    Scenography: Agnieszka “Linka” Hawryluk, Szymon Boruta, Agata Świstak

    Technical Support: Mikołaj Wicher

    Promotion: Fred Brand

    Safety Team: Agata Świstak, Petra Lindve, Sarah Lynne Bowman, Maury Brown, Mila Ingalls, Claus Raasted Herløvsen

    Main Character Writers: Anders Edgar, Jamie Snetsinger, Petra Lindve, Mia Devald Kyhn, Arvid Björklund, Simon Svensson, Frida Selvén, Jørn Slemdal, Anna-Lisa “Muckas” Gustavsson, Magnus Thirup Hansen

    Volunteer Writers: Richard Svahn, Sorcières Cat, Andreas Svedin, Stefan Lunneborg, Freja Lunau, Elina Gouliou, Mathias Oliver Lykke Christensen, Garett Kopczynski, Marta Szyndler, Vilhelmīne Ozoliņa, Nika Anuk

    Day Play Designers: Sarah Lynne Bowman and Maury Brown

    Documentation: John-Paul Bichard, Magdalena Gutkowska, Aleksander Krzystyniak, Przemysław Jendroska, Maciej Nitka, Nadina Wiórkiewicz

    Props: Yoru Kamiko, Marta Szyndler

    Production assistants: Eevi Korhonen, Radek Gołdy, Halfdan Keller Justesen, Joanna Janik, Richard Svahn, Janina Wicher, Joanna Maryniak, Ania Gęborska, Ida Pawłowicz, Ole Risgaard Hansen, Samuel Arnold, Kasper Lundqvist, Johannessen, Freja Lunau, Yleine Aerts, Eva Helene Antonsen, Christine M. Christensen, Linnea Fredin, Katrine Kavli, Louise Svedsen, Kamilla Brichs, Mira Suovanen, Antti Kumpulainen, Lau K Lauritzen, Suus Matsaers, Stefan Lindgren, Casper Gatke, Dracan Dembiński, Herwig Kopp, Piotr “Kula” Milewski, Ola Wicher, Olivier Hoffman, Mila Ould Yahoui


    Cover photo: The Malkavian Celestyn, The Librarian. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.

  • Photo Report: Blodsband Reloaded 2016

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    Photo Report: Blodsband Reloaded 2016

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    Blodsband Reloaded is a Swedish larp campaign inspired by over the top post apocalyptic fiction like Fallout and Mad Max. The event is run once a year and the 2016 edition was played on 16-18 September.

    The larp has a very high costuming standard with many different groups doing different concepts. One group is The Machine Dogs who are vehicle borne raiders.

    Group members Sabina SonningMarta Hansbo and Hans Vrede took some amazing photos at the event and allowed us to publish some of them here:

    You can see the rest of the photos on the Facebook page of The Machine Dogs:
    https://www.facebook.com/themachinedogs/photos/?tab=album&album_id=1271914492861273

    You can read more about Blodsband Reloaded at the larp’s website:
    http://www.bbreloaded.se/

  • Chasing Bleed – An American Fantasy Larper at Wizard School

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    Chasing Bleed – An American Fantasy Larper at Wizard School

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    In June of 2016, I went to wizard school.

    I’m a larper, so that’s kind of an expected thing. But this wasn’t just any larp experience: this was New World Magischola, a Nordic-inspired game on American soil. Like many Americans who participated in the game, I was equal parts excited and intimidated.

    I knew I’d have a once-in-a-lifetime experience, but I wasn’t prepared for the loving and supporting community that would stick with me weeks after the event.

    This article describes how I felt about my experience as someone who comes from an American campaign boffer fantasy larp background.

    My Background as a Larper

    I’ve been participating in live action role playing games for about eight years. I entered the hobby when I attended a PvP (player vs. player) boffer larp called Vanguard (initially Portal II), the sequel to a popular game located in South Jersey in the Northeastern United States.

    After sampling a few other games in similar play style, I joined the staff of Seventh Kingdom IGE to handle the out-of-game responsibility of marketing for the first few years of its run. I marketed the game as more immersive((In a US context immersion usually means something external to the player, what is more often called 360 degree illusion in the Nordic countries. Immersion is mostly understood to be an internal state in the Nordic traditions.)) than other local games. I still play there as a PC (player character).

    Years later, I began attending larps in other genres, such as the sci-fi Mercenaries of the Galactic Frontier Campaign in the Mystic Realms Multiverse, as well as games within the fantasy genre. Most significantly, I began larping at conventions and played freeform games such as those in #Feminism: A Nano-Games Anthology.

    As I started to expand my interest in larps beyond those played primarily in my region, I felt and acted upon a strong desire to blend the styles. When I started attending Double Exposure events and played in This Miracle, a freeform larp by Lizzie Stark and Nick Fortugno focusing on religion and rituals, I asked the other players for permission to take back one of the rituals we’d created and use it as a ritual to an existing god at my home larp.

    When I portrayed my established character in the ritual setting, I brought a more aggressive character and play style more commonly used in American fantasy boffer combat games. It’s my hope that both games benefited from this blend and small exchange, and it’s this satisfaction in doing so that led me to snag a ticket for New World Magischola.

    New World Magischola is a larp all about attending college as a wizard. It relies on North American lore and traditions and is inspired by the massively successful College of Wizardry, which is run in a castle in Poland.

    My Goals at New World Magischola

    Nordic larpers played alongside American larpers at New World Magischola
    Nordic larpers played alongside American larpers at New World Magischola

    Having experienced immersion and bleed((Bleed is when emotions bleed over between player or character, in either direction.)) at my regular game, I looked for an enhanced version of this experience at New World Magischola. So often, American larpers in my region see bleed primarily as a negative consequence of immersion and over-committed role-play, but I enjoy it as a way to learn more about an aspect of myself.

    After I got to know the experienced role-players I’d interact with at New World Magischola via online conversations and Google Hangout sessions prior to the game, I let them know that I was going for some emotionally driven roleplay centered around certain themes.

    This type of play is far from impossible to obtain at my usual fantasy games, I should note – one time I experienced missing someone in character and found the scene a cathartic way for me and others to process the real life sudden loss of a beloved member of our larp community. While this type of play is hesitantly accepted in my usual larp community, it is not the norm. Additionally, other real-life societal expectations sometimes endure in the community. For example, the community may more readily accept a woman crying than a man.

    Goal 1: Immersion

    “Full immersion is dangerous,” one of my friends had told me previously. And he has a point: if you become the character to the point of losing track of the rules in a game involving combat or if you fail to recognize safety words and others’ triggers, immersion could be very dangerous. However, internalizing rules systems – no matter the complexity – has been a safe, useful strategy for me in the past. (This does require either a pre-existing familiarity of the rules system or a game without too many rules).

    Having some experience with immersion, feeling comfortable with other participants, and trusting in the organizers, I decided to play as immersively as possible, even opting for an in-game sleeping space. (At New World Magischola, dorm rooms are considered off-game by default.)

    The character I played at New World Magischola — Minerva — was stern and often angry. She was rarely effusive with positive emotions. This is a stringent contrast to My Seventh Kingdom IGE character (Ceara) – she’s one of the bubblier characters in game. Minerva hid her expressive vocal talent; Ceara thrives on self-expression. I wanted to play a markedly different character and felt that in a Nordic-style game, my character development would be less hindered (as compared to the American fantasy setting) if I chose to play a character who wasn’t inherently happy.

    In real life, I always encounter articles about finding happiness or avoiding negativity. However, life has negative moments. I need to deal with them, not shove them aside. Playing Minerva allowed me to explore this thematically and as a process in a way that the real world does not allow.

    Result of Immersion at New World Magischola:

    I was out-of-game for less than an hour between game on and game off. I began to feel fully immersed less than an hour into the game. I felt or actively went out of game only for:

    • Cut scenes (for emotional safety)
    • To access my phone to check in with my dog sitters
    • Experiencing anxiety about getting lost (I’m horrible with maps and the campus is large)
    • A few selfies to document my experience, which I did off-game only because I smile and my character generally doesn’t
    • Self-care – I had to pause and take a nap; I had to take medication

    Immersion helped me expose and confront many negative behaviors – and play up qualities of myself I wish to show to the world more often. Since the game’s end, I have pursued active bleed for the following positive habits once I noticed them forming as a result of the game experience:

    • Reduction of negative self-talk (“I’m so stupid; I can’t figure out where to find my keys, how can I possibly do anything of significance?”)
    • Asking for help when I need it: I had a support network in-game. We’re in an out-of-game Facebook group together. Today I asked them for support with a trying situation and I got it.
    • Being myself instead of what the world expects of me: Sometimes I’m not happy, and that’s okay. Not going to fake it until I make it – I’d rather just avoid wasting my time worrying about the approval of people who don’t matter.
    • Creative problem-solving: I often feel a loss of control when there is no immediate answer to the problem. How can I use the resources I have to work around that helplessness?
    • Only apologize when necessary: Apologies are more meaningful when they are rare and reserved for sincerity. I’m not going to apologize to someone if they’re standing in my way or talking over me – but I will apologize if I stand in their way or talk over them.
    • Respect for proper pronouns: As an editor of subject matter in different fields and subcultures, I can make an active impact regarding this change. I will not wait for a style book to change the way “they” is used. I’ll just make the change. Small policy, large impact.

    When the game ended, the debriefing materials and counselors asked us to focus on what we’d like to take away and what we’d like to leave behind. I was surprised to find that I wanted to take away so many things.

    Goal 2: Explore Minerva’s Themes: Grief and Loyalty

    Having had a positive, cathartic experience exploring grief among trusted friends at a fantasy game, I elected to explore the topic again here. In everyday life, I feel a pressure to “be strong,” especially since other women in geek culture have confessed to looking at me as an influencer.

    However, I understand that being strong also means being real about strong emotions and coping with them. New World Magischola provided me with an opportunity to explore and resolve issues that were holding me back.

    Grief

    I miss my grandfather a lot. He passed away in 2014. When I received my character sheet for New World Magischola, I noticed that her grandfather was a mundane country musician. When I later had the opportunity to request a scene, I asked that the grandfather’s ghost come to find Minerva at school.

    I noted on the request form that I was going for some closure and intentional bleed here to keep all parties informed for emotional safety. I was confident that the people handling this would have good judgment, and they did.

    The scene created was extremely touching. My character sang to her grandfather and the scene pushed her to accept and process her emotions more readily. I’m extremely grateful to those who helped with the scene, knowing what it meant, and that no one questioned my ability to determine what level of intentional bleed was appropriate for me.

    This scene was part of the reason I felt so much peace after I came home from game.

    Some people, even in the larp scene, find this whole experience weird or think that bleed is only something negative. While I’ve experienced negative effects of bleed, I more commonly utilize it as a very powerful tool for self-discovery and self-improvement. However, I struggle with a lack of validation for that strategy in my usual larp scene.

    Loyalty

    I enjoy being valued. Unfortunately, this can manifest in negative attention-seeking behaviors in the real world, like wanting to be noticed by people who mean to harm or manipulate me and others. I used the game as an opportunity to explore loyalty to an entire group of people (my character’s House).

    Although Minerva had more personal connections with some than others (and although some of those people weren’t necessarily doing things for the good of the world), this was a much healthier way for my character (and myself) to seek positive reinforcement, approval, and loyalty.. As Minerva, I was able to turn that constant approval into positive actions, like making new spells or mentoring a new House initiate with confidence.

    This process is an exemplary one for me to internalize. I don’t want to waste energy on the wrong people, but there are some people in my life who deserve my loyalty. Roleplaying Minerva helped me learn how to differentiate between the two.

    Both Minerva and Ceara are extremely loyal characters. This is one of the more rewarding traits for me to play and makes me feel like I can seek and give approval to others in both settings in an emotionally healthy way.

    New World Magischola

    Exploring a World Without ‘-isms’

    The week before I went to New World Magischola, my website about women in geek culture was hacked. This happened as my site hosted a series of panels about women in geek culture, representation in films, and communities of color and safe spaces at Wizard World Philly, an annual fan convention in Philadelphia.

    The hack may or may not have been coincidental, but the effects were very real: I felt angry, unsafe, and, defeated.

    Going into the game, especially after this, was the challenge of playing in a world without “isms.” I’m white, cisgender, and heterosexual, and I’m aware that I likely project many microaggressions unintentionally towards marginalized people.

    Additionally, as illustrated by the website hack example, I feel disadvantaged as a woman living in a patriarchal society. I wasn’t sure how I could even begin to pretend to live in something else, so I made it a personal challenge to recognize equality as part of the Magimundi: the magical world in New World Magischola.

    I was somewhat accustomed to this in my home larp as my character represents a “might makes right” society. While power matters more than gender in the game setting and the real-world game culture, there are still occasionally some gender dynamics in play (and I willfully explore some of those in-game relationships).

    Without the existence of sexism holding me (the player) back at New World Magischola, I found that my character did not question herself very often, and that other characters challenged her on ideas and associations rather than physical characteristics, appearance, or clothing.

    Being Perceived as Capable

    Minerva was seen as capable as most others in the world because the roleplay mattered more than a preconceived notion of what it meant to be “able.” While I do suffer from chronic pain, it’s usually not visible. I am, however, short in height and frequently talked over by men. Yet within the world, I did not experience this negativity and I was not held back by it.

    From a place of privilege, I also found it immersively easier to think person-first: “they’re a Marshal” or “she’s a member of Dan Obeah” versus seeing differences and disabilities as a primary identifying characteristic. It’s not about defining someone else, but being very aware of how they prefer to be identified and defined (or not). It’s important to recognize how someone else wants to be thought of: is this part of who they are? Do they identify this way as a primary means of definition? New World Magischola caused me to think about these things and have enlightening conversations about them later.

    The game world is all about what you can do, not your real or perceived limitations – and your abilities are based on magical prowess and how you interact with the world, not a character sheet with hit points and skills.

    I found my real-world biases exposed and as a result, I commit to fighting them post-game.

    I also wish to note that the players of the game did explore themes of inclusion allegorically. I made the choice to downplay my character’s biases in certain instances, especially following the recent shooting in Orlando. As my character felt especially close to a vampire hater, I learned that sometimes hate originates from a pain in someone who feels they can’t be healed.

    For further analysis on these themes, please read a queer perspective.

    Game Format and Timing

    The most significant adjustments I had to make in going from an American fantasy campaign boffer larp to New World Magischola involved game format and timing. In most of the games I’ve played, the climax of the story occurs towards the end of the game in a “main mod,” during which the main characters and their NPC (non-player character) allies take on the big bad villain of the month.

    What Is a Larp Module?

    Modules, or “mods.” typically involve planned scenes during which PCs are presented with opportunities to interact with NPCs and environments in a battle and/or roleplay context. An example: a known friendly NPC acts as a “hook,” asking for adventurers to help him get to another location safely. On the way, the group is attacked by waiting monsters (NPCs). While this is typical of American fantasy campaign style, mods can involve only two people and a high level of emotional intensity. The “main mod” is typically inclusive of the entire group and may involve grand melee combat.

    At a game like New World Magischola, this isn’t necessarily the case. The big event at the end is the formal ball. Like classes and meals, it’s built into the schedule of the game. It’s a protected space with wards, so nothing bad can happen there; I got the impression from some College of Wizardry veterans that you should even have your plot wrapped up before the ball.

    Emotionally, I was pleasantly surprised at the way the event worked for me and some members of my character’s House. The game got more emotional for me over time. At one point, my character was upset and there were tears. One of the counselors (who are brilliantly counselors in game, but will also talk to you out of game if necessary) came over to check on me. In the last twenty minutes of the game, I managed to wrap up my plot in a way that prevented too much negative bleed.

    Competition: Playing to Win, Playing to Lose, and the “Magic” Combination

    New World MagischolaIt’s often assumed that:

    • American larpers play to win: competitive play in which the game can be “won;”
    • Nordic larpers play to lose: making choices to create the most interesting or moving scene even if that has negative consequences for their character.

    While I love competitive elements, I’ve also seen them create a destructive or win-focused environment in some games and gaming cultures.

    At New World Magischola, much of the in-game competition was enhanced by personal rivalry. This especially makes sense due to the elaborate pre-game relationship building some wished to partake in.

    In both gaming environments, I have noticed in-game competition taken a little too far — teasing on Facebook about one culture or House being better than another, chants disparaging one group instead of simply promoting one’s own. Overall, I felt like the spirit at New World Magischola was more welcoming, but that could also be due to a “grass is always greener” or honeymoon effect.

    Immersion was prevalent in both styles, though I found myself more frequently and more fully immersed in the Nordic style game. This was due to several reasons:

    • I didn’t have to do math to think about how many hit points I had
    • The setting, while magical, was modern, so things like “mundane cars” didn’t have to be “dragons”
    • Most out-of-game communication took place before the game, very briefly, or through non-invasive hand signals (as opposed to narration or describing things that weren’t actually there)

    Immersion Versus Playing to Lose

    That said, I didn’t embrace “play to lose” as much as some Nordic style gamers do. This is because of immersion. I was always conscious of safety and ensuring others’ comfort as players, but I wasn’t thinking “what will make a more interesting story?” or even “what would my character do?” Instead, I had chosen to play a reactive character and I did.

    In retrospect, there were things I could have done to make more interesting scenes. There were also actions other players took to ensure better scenes for me, but for the most part, I’m glad I stuck to simply being my character and setting her up in a way that encouraged kindness to other players, involving others (not hoarding information), and dramatic, decisive involvement.

    What Others Said: Too Nordic or Not Nordic Enough?

    I have not played a larp in Europe, but I did hear some College of Wizardry vets describe some differences between the two games. I got the impression that there is less hand-holding at College of Wizardry and less attention to various sensitivities.

    As a player, safety is important to me. I need to feel physically and emotionally safe before I can experience immersion, and the rules set in place at New World Magischola made that possible.

    Effects of Bleed: Expected and Unexpected

    Having experienced bleed before in campaign games, I did expect some lasting effects. I’ve had players treat me poorly because they did not agree with or understand something my character did. Some of them did this unintentionally or they would simply not admit to bleed — since it’s such a forbidden thing in some American larp.

    I found that the intentional bleed I sought at New World Magischola was there and it was transformative. Weeks later, I feel like I really dove into the grieving process and gave myself closure by experiencing grief in game.

    What I did not expect was such a strong bond with the other players. Prior to the game, I’d been going through a great deal of personal difficulty and hadn’t been able to connect with other players to the degree I’d wanted, mostly due to real world strain and time limitations. Plus, I thought I’d only be playing this character for a few days: why was it worth it to invest so much time and money into character creation and relationships?

    As I mentioned previously, I did spend time on Google Hangouts with the players of my character’s House presidents and other members of our House before game. I was pretty comfortable with everyone in the Hangouts, so this made me able to hop right into character once we were in game.

    They seemed like cool people and once we started talking about character development, I could tell that they were all very talented and creative.

    What I was not expecting was the out-of-game attachment I’d feel to other players I interacted with in-game. It’s been more than a week since the game has ended and it feels really weird if I don’t talk to the player of my character’s roommate every other day or so.

    There’s also the shared experience: it helps me to know that other people miss me. I feel very validated in all of my emotions and actions surrounding the game.

    I did find that my return to “normal life” happened a bit faster than that of others. This was likely due to:

    • Short travel time (6 hours) and little time spent “in transit” (airports, etc.)
    • Formal and informal debriefing following the game
    • Immediate return to work
    • My own expectations for intentional bleed
    • Being accustomed to returning to work immediately after an intense RP weekend

    The need to remain connected with other players was so intense it was surprising. I found that others in the community were experiencing similar feelings, and once I realized that my feelings were typical for the experience, I accepted them. Now I have New World Magischola friends I’ve already seen in person again and many more that I speak to on Facebook regularly. Aside from the positive bleed (particularly less negative self-talk) I took away from the game, my new friends are the greatest benefit of having played in this community.

    Blending Traditions: Reconciliation and Deliberate Infusions

    Moving forward, I’m prepared to blend styles as much as existing games will allow. I find the “main mod” in campaign larps irresistible — but in Nordic style games, players are empowered to create plot themselves. Having emotional scenes at the end of the New World Magischola game was a highlight for me. There’s no reason I couldn’t have also had a big duel as well.

    I have to accept the fact that there isn’t a big finale, necessarily, in the Nordic style, but that doesn’t mean I can’t work within the format to create something satisfying for myself and others.

    Player empowerment is something I want to bring back with me into Seventh Kingdom. As I play a character in a leadership position, I’m already empowered and expected to do some things for the players and characters in my group. While I don’t want to push the limits of what I’m permitted to do — there’s no making up spells on the fly when there’s a 300 page rulebook —  I realize that I can create customs and traditions for my character’s kingdom, get them staff approved if necessary, and run rituals and other events within the player group.

    During a run of This Miracle at Dreamation in 2014, I wasn’t sure about freeform and Nordic style games. It felt more comfortable for me to play a familiar character, so I played Ceara from Seventh Kingdom. There were not too many character limitations and playing a developed character seemed to help other players as well.

    During the game, we created rituals together. One of the rituals we created reminded my character very much of her culture in Seventh Kingdom. With the players’ permission, I took the ritual back to my home larp and involved them in it at the game. The ritual helped to engage new players by providing them with something to do. In this way, I’ve been blending games and styles naturally and the biggest benefits are:

    • How increasingly comfortable I become in multiple styles
    • How I provide engaging content that helps other players and enhances the storylines of other characters.

    Financial Privilege and Accessibility

    Prior to playing New World Magischola, I had been a bit put off by some players in the Nordic scene. While I was open-minded, some of them didn’t believe that I had achieved immersion in “just a boffer larp.” That’s hurtful, because I’m proud of the intense roleplay that happens at Seventh Kingdom and I work very hard as a player to foster that aspect of the culture at the larp.

    Additionally, there are comments like “you need to play a game in Europe.” That implies a lot of financial privilege. Like most American larpers, I can’t simply afford to fly to Poland on a whim and play in a castle (even though I would love to play College of Wizardry). At best, for most campaign larpers, that would involve sacrificing their home game for a once per year experience. And when your social community revolves around larp and you enjoy larp, that’s a depressing thought.

    Attending New World Magischola was a privilege for me. I made sacrifices to go, as did other members of my household. I’m eating peanut butter and jelly sandwiches for dinner this week because I wanted to have the right props for the game two weeks ago. That’s not the worst thing ever, but it goes to show that not everyone can easily afford to attend. I was only able to go because I snagged a lightning round ticket during the New World Magischola Kickstarter.

    It was worth the equivalent of copay for 19 sessions of therapy that it cost, and was at least as cathartic, providing me with a vehicle for self-affirmation, inclusion, and positivity supported by a loving community.

    Maison DuBois
    House Maison DuBois.

    American Larpers: A Note on Superiority, Elitism, and Guilt

    New World Magischola fell on the same weekend of my beloved Seventh Kingdom IGE. I had no small amount of guilt over heading to another game instead of one I’ve played every month (with one exception, when I was in a car accident) for years.

    I lessened this guilt by taking the opportunity to make sure my kingdom group at Seventh Kingdom had everything they needed, to send in my monthly reports and character letters, and to let the game’s staff know I wouldn’t be around.

    I had major FOMO (fear of missing out) regarding Seventh Kingdom the whole way down to New World Magischola. By the time the game was over, I was so overtaken with the immersive experience and intentional bleed of New World Magischola that I didn’t even think about Seventh Kingdom until my friend asked – and then I checked the phone to make sure my kingdom still existed in the game and that the king still lived!

    The general perception in some international larp communities is that American fantasy boffer larping is pretty low-brow and that Nordic larp experiences are intense, emotional, have less rules, and therefore better. Following New World Magischola, players originating from both styles admitted to these perceptions on Facebook and confessed concern and regret over how it could have affected their play. Most had positive experiences and were so grateful to find that the stereotypes were not entirely true.

    Coming back from my first large-scale Nordic-style game and going back to my core group of friends who larp here, I wasn’t sure how to discuss my experiences with them. It was clear I had fallen in love with the new game and the play style; I harbored guilt that I developed a familial relationship in three days akin to one that had taken three years to develop in a campaign setting. This also extended to my non-larp geek friends. “You had to be there” doesn’t sound welcoming. I’m still trying to think of a way to express my appreciation for both styles without sounding superior in either social group.

    I tried discussing my experiences with a few close friends from the American larp scene. I called Seventh Kingdom a “boffer game” like Nordic larpers do and got an immediate scowl from my friend. I see myself as continuing to enjoy both styles, but expecting different things out of them:

    • Games like Seventh Kingdom let you work over time to earn big achievements, which is extremely rewarding. You can’t just “make yourself” a diplomat in that game, but there are avenues to earn it, for example. I like having to earn something over time.
    • The triumphant feeling of fighting “the Big Bad” at the main mod at the end of the game is exhilarating. I prefer this format of action.
    • Less rules (like at New World Magischola) promotes immersion and prevents rules lawyering.
    • Relationship-building is a crucial aspect of both types of games, so long as they involve collaborative storytelling.
    • Open discussion of bleed, lack of shame, and the unabashed acceptance of the game culture at New World Magischola is refreshing. It’s more than a honeymoon phase, but the fact that it’s new to me only enhances my feelings.

    I’m not going to hide the fact that New World Magischola made me a better larper and a stronger, more confident, and more empathetic person. I want to carry those positive traits over to all of my larping experiences.

    Recommendations for American Larpers

    American larpers attending Nordic games in general and New World Magischola in particular should keep the following in mind:

    • You won’t get accused of being a “special snowflake.” Make a scene request. Enhance a scene. Do something dramatic. It only makes the collaborative storytelling experience better.
    • Some preplanned relationships and player interaction helps, especially if you want to feel more comfortable. There’s no need to put an excessive amount of time into it, though. You can do this online, but connecting in person and at the workshops at the beginning of the game is especially recommended.
    • Wear or do something iconic that is specific only to your character. For me, it was a hat.
    • In some scenes, you’re a supporting character. In other scenes, you’re the star.
    • If you need help improvising or can’t figure out a solution to something, ask in-character. Minerva asked her mentor and professors for help with a spell, which made sense in game.

    These experiences and comparisons are only mine. Given their own backgrounds and individual larp experiences, each player will have different feelings regarding what it’s like to play at New World Magischola. For me, the game was an unforgettable, life-changing, shared experience.

    In the American games I play in the northeastern U.S., admitting to bleed comes with a stigma. At New World Magischola, it comes with the territory. I’d like to see American games adapt a healthier mentality here: it potentially makes role-play and combat more meaningful. New World Magischola wasn’t afraid of empowering players to affect the game world; I’d love to see some of these restrictions similarly lifted in American games. Some do that to a degree — at Seventh Kingdom IGE, characters are encouraged to spend “patronage points” to influence politics behind the scenes. More of that, maybe not dependent on mechanics, would benefit these games.

    At New World Magischola, people were focused on the experience. We were told there is no “world plot” like there often is in American games, and there was no guaranteed awesome “main mod” moment towards the end of the game. New World Magischola could meet more American larpers’ expectations by making a slight adaptation to them. The announcement of the house cup winners did provide some closure to the event and players seemed to understand that it was important to tie up plots if possible, but a final, definitive and dramatic surprise scene involving combat might have improved the closure.

    Going forward, I aim to willfully contribute to the blending of these styles, especially as games and systems allow. As long as safety is considered, I’m not going to hold back the emotional depth of my roleplay at American games; as long as there is the opportunity to create more final and decisive action, I’ll work on initiating larger scenes in Nordic style games.

    My combined experiences in multiple styles and my interactions with game designers have inspired me to pursue larp development. In all styles I’ve experienced, I’ve witnessed sincere community development largely aimed at supporting and caring for other players and the game. I’m inspired – and if I can provide this to others even for a few hours, I will be able to make a positive contribution to the larp community which has changed me for the better.


    Cover photo: Wizards posing for a photo before the student ball (play, courtesy of Learn Larp LLC). All other photos used with permission from Learn Larp LLC.


    New World Magischola

    Date: June 16-19, June 23-26, July 21-24 and July 28-31, 2016

    Location: University of Richmond in Richmond, Virginia, United States

    Duration: 4 days including workshops, play, and debriefing

    Participants: 140-165 per run

    Participation Fee: $375 to $895, $450 for a regular ticket

    Website: https://magischola.com/

    Credits

    Producers: Maury Brown and Ben Morrow, Learn Larp LLC.

    Make-up Lead: Katherine Kira “Tall Kat” McConnell. Prosthetics by Mark Mensch

    Costuming Lead: Derek Herrera.

    Stitchers: Jenny Underwood, Robin Jendryaszek, Jennifer WinterRose, Amber Feldman, Summer Donovan, Michele Mountain, Nancy Calvert-Warren, Jennifer Klettke, Kristen Moutry, Caryn Johnson, Datura Matel

    Music: Original songs (lyrics and music) by Austin Nuckols (Maison DuBois, Lakay Laveau, Casa Calisaylá and House Croatan) and Leah K. Blue (Dan Obeah), lyrics to New World Magischola Anthem by Maury Brown and Ben Morrow, music by Austin Nuckols. Other music and sound by Evan Torner and Austin Shepherd

    Props: Mike Young, Carrie Matteoli, Indiana Thomas, Summer Donovan, Kevin Donovan, Gordon Olmstead-Dean, Jason Morningstar, Matt Taylor, Molly Ellen Miller, Michael Boyd, Moira Parham, Martin John Manco, Ken Brown, Dale, Laura Young, Harry Lewis, Mark Daniels, Michael Pucci, Terry Smith of Stagecoach Theater Productions, Yvonne and Dirk Parham, Jen Wong, Caryn Johnson, Jess Pestlin, Orli Nativ, Kaitlin Smith, The Center for the Arts of Greater Manassas at the Candy Factory, Melissa Danielle Penner, Jess Sole, Liselle Awwal, Nathan Love.

    Helpers and advisors: Anders Berner, Claus Raasted, Christopher Sandberg, Mike Pohjola, Bjarke Pedersen, Johanna Koljonen, Anne Serup Grove, Mikolaj Wicher, Jamie MacDonald, Eevi Korhonen, Markus Montola, Jaakko Stenros, Staffan Rosenberg, Anna Westerling, Michael Pucci, Ashley Zdeb, Emily Care Boss, Daniel Hocutt, Charles Bo Nielsen, Joe Ennis, Kristin Bezio, Rob Balder, Kat Jones, Sarah Lynne Bowman, Harrison Greene.

    Assistance with writing, editing, graphic design, music, art: Frank Beres, Claus Raasted, Richard Wetzel, Bethy Winkopp, Oriana Almquist, Craig Anderson, Zach Shaffer, Erica Schoonmaker, Madeleine Wodjak, Toivo Voll, Marie DelRio, Mike Young, Laura Young, Anna Yardney, Lee Parmenter, Stephanie Simmons, Nancy Calvert-Warren, Jessica Acker, Jason Woodland, Jason Arne, Harrison Greene, Sarah Lynne Bowman, Kristi Kalis, Quinn Milton, Anna Kovatcheva, Browning Porter, Orli Nativ, Rhiannon Chiacchiaro, Miranda Chadbourne, Lars Bundvad, Ffion Evans, David Horsh, Dani Castillo, Frank Caffran Castillo, Dayna Lanza, Sarah Brand, Tara Clapper, Suzy Pop, David Neubauer, Chris Bergstresser, Jason Morningstar, Evan Torner, Peter Woodworth, Peter Svensson, Daniel Abraham, Harry Lewis, Alexis Moisand, Alissa Erin Murray, Jennifer Klettke, Kathryn Sarah, Elsa Sjunneson-Henry, Austin Nuckols, Leah Blue, Joelle Scarnati, Dan Luxenberg, Chad Brinkley, David Clements, Niels Ull Harremoës, Adria Kyne, Emily Heflin.

    Production and logistics: Austin Shepherd, Claus Raasted, Olivia Anderson, Kristin Bezio, Shayna Alley, Mike Young, Zach Shaffer, Dayna Lanza, Derek Herrera, Kristin Moutrey, Jenny Underwood, Jennifer WinterRose, Caryn Johnson, Amber Feldman, Michele Mountain, Summer Donovan, Robin Jendryaszek, Jennifer Klettke, Datura Metel, Amanda Schoen, Mark Mensch, Katherine McConnell, Chris Bergstresser, Christopher Amherst, Holly Butterfield, Uriah Brown, Kyle Lian, Evan Torner, Jeff Moxley, Ashley Zdeb, Thomas Haynes, Mikolaj Wicher, David Donaldson, Brandy Dilworth and the staff of the University of Richmond Summer Conference Services office.

  • The Legend of Percival – Larping in Babylon

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    The Legend of Percival – Larping in Babylon

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    In September 2015, in the city of Rome, the Chaos League organized The Legend of Percival (La leggenda di Parsifal); a pervasive larp which cannibalised reality for a few days by asking its players to play the role of outcasts in search of their own physical and mental place: A search conducted within and without the self. Set in modern times and inspired by the works of Terry Gilliam (The Fisher King, 1991), Jim Jarmusch (Ghost Dog, 1999) and Alan Moore (V for Vendetta, 1982), the event was designed to delve into the concepts of marginality and morality.

    The characters played in The Legend of Percival all shared a painful personal history and were persuaded to be the moral heirs of the legendary knight Percival. Their attempt was to establish a new community – the reborn Camelot – on values such as mutuality, moderation and strict adherence to the inflexible moral code of medieval knights. Plunged into the throbbing heart of a chaotic Rome, they struggled against the annihilation of humanity.

    Needless to say, the underlying objective of this larp was to stimulate an unbiased debate about modern society – overwhelmed by individualistic views and interested only in the accumulation of superfluous objects – through the fictional expedient of larp. The style of play was 360° degrees illusion, without interruption and without use of meta-techniques.

    Collaborative Writing

    First step in Camelot
    First step in Camelot.

    Before actually playing, participants created their characters under the guidance and supervision of the organisers. In outlining their personal traits, players were asked to give special attention to the construction of what was labelled the “pillar collapse”. This meant a traumatic event supposed to be the starting point of a death–rebirth process for each character. In layman’s terms, the “pillar collapse” could be represented by a bereavement in one’s family or by disturbing experiences able to make the characters question everything in which they firmly believed, able to shake their ideas and their way of life.

    Simultaneously, players were asked to begin to follow a training course, which would put them in an exact mental and physical state to face the larp properly. Participants were assigned meditation and breathing exercises (partly borrowed from the Zen tradition), which were to be performed on a daily basis for two weeks before the beginning of the game. For example, some of the assignments were based on selective auditory drills of self-listening and surrounding environment listening, in order to trigger an improved mastery of one’s interior space. The final goal of such training was to prepare players to the rhythms and concepts they would face during the live event, to reduce the impact with a reality very different from their everyday life.

    The third phase of the “diffused game” (a pre-game stage which took place entirely online) introduced characters to the inner workings of the game.

    Players had a series of clues to follow (the so-called “signs”), which showed similarities to a recently discovered ancient prophecy concerning Percival. In these analogies they recognized (or thought they did) their own personal histories. This led them to believe they were the recipients of the prophecy and were therefore called to action.

    Knights dormitory
    Knights dormitory.

    The Signs

    One of the main narrative devices of the game was that of the “signs”. These were enigmatic epiphanies that characters could grasp and freely decipher by virtue of their own peculiarity and eccentricity. Asked to interpret marginalized and cast out people, players were invited to construct their characters as slightly out-of-the-ordinary individuals who could be easily mistaken for hopeless misfits or weirdos in the eyes of the public. Yet, their unconventional behaviour became their strength as they were the only ones able to actually read the “signs” hidden in apparently disconnected fragments of reality. So, for instance, a strange stain of paint turned into a dragon and was interpreted as the coming of an evil creature; an inscription on a wall became a coded message to be cracked; an e-mail announced the advent of a Herald. Almost everything in the outside world – and, more interesting, outside the game – could be re-framed, re-contextualised and re-interpreted in the light of the prophecy, as an alternative reality which ran underneath the conventional reality. Obviously, many of these signs were revealed to be dead leads (in the sense that they were not intentionally placed by organisers), mind tricks which nonetheless fit perfectly in the picture of a quest where knights are expected to learn and where mistakes are part of the process.

    Fighting training
    Fighting training.

    In particular, many characters started to believe in self-induced signs thanks to a great number of off-game coincidences. These turned out to be consistent since the players themselves were trying to make them coherent and consistent with the whole story. This helped to build up the overall context of the game by adding more depth to the narrative and by increasing the ability of players to perceive what surrounded them.

    When considering that the play area was very wide (the city of Rome covers about 1285 square kilometers) and that the game included the possibility to move freely in the city after sunset, one can easily figure out to what extent players were encouraged to stay focused and filter reality through the lens of the game, thus increasing the feeling of self-estrangement. Pushed to the limit of their own psychological capability, they actually reached a new and exceptional awareness which helped them to move smoothly in the urban fabric.

    The Code

    The Knight’s Code of Behaviour that players were asked to follow was partly adapted from the original Medieval Code of Chivalry and partly invented from scratch. It served as a compass to find the way for soul searching and spiritual salvation. Each knight’s duty was to study and apply it to the letter every day. The code not only represented the cornerstone of the community but was the innermost spiritual aspiration all should strive for during the game.

    From a game design perspective, it ensured the focus on aspects deemed interesting and stimulating by the organisers. It included 13 strict rules, of which the following is an extract:

    A piece of the Prophecy written on a wall
    A piece of the Prophecy written on a wall.

    1) I apply myself to loving my brothers and sisters more than myself, and to seeing only the worth of my fellow Knights.

    3) I apply myself to possessing nothing and to living frugally.

    4) I apply myself to training at the first hours of daylight; to exercising the body in the morning and the mind in the afternoon. Only after twilight will I step outside the community walls to face the world.

    5) I apply myself at all times to speaking the truth, no matter what the cost.

    6) I apply myself to talking only if I have something to say.

    12) I apply myself to constantly observing my flaws and to disposing of them.

    Everyday life
    Everyday life.

    The Quest

    Theoretically speaking, the problematization of an issue means to pose the correct opponents as obstacles. In The Legend of Percival the focus was not on the conflicts between players, but rather on the challenge of building a close-knit community which struggles against external forces. On one side, one finds an internal adversary represented by the former “self” of characters; an enemy within, against whom every player was supposed to measure themselves. The strict adherence to the code proved a very difficult test that required sacrifice and self-control in a continuous strife to improve. On the other side, the external opponent was embodied by a corrupt politician who sought to drive the knights out of “Camelot” to build a gigantic shopping centre in the area they inhabited. He epitomised a diseased strain of society and its perverse egotistical dynamics. His strategy was to depict the knights as deviant and dangerous individuals who could possibly harm the general public. Should the knights back down, relinquish their faith in the prophecy and return to their former lives or stand their ground and face the consequences?

    Spaces

    King Arthur speak to her knights
    King Arthur speak to her knights.

    Rome is known worldwide as a city full of ancient monuments and fascinating history. It is, however, also a chaotic, noisy and tortuous metropolis where people are easily marginalized. The Chaos League envisioned it as a modern Babylon in contrast to the peaceful Zen-like sanctuary the warrior-monks were called to recreate in an abandoned train station. Of course, some aspects of the spatial background were exaggerated – above all as regards the degradation and grotesqueness of people and places – in order to create an uncanny and distressing collective imagery of urban life. For instance, one of the highlight scenes of the game took place during a 4000-people rave party with deafening electronic music and blinding lights. Here, surrounded by smoke and sweat, the knights had to look for a man whose face was unknown. Strangers in a crowd, they had to find the missing link to the resolution of their quest. The organisers’ wish was to put players in the unusual situation of estranged beholders of everyday life who are unable to comprehend and come to terms with the contradictions of our shallow Western society.

    Media and Reception

    The White Rabbit Messenger
    The White Rabbit Messenger.

    The Legend of Percival – which received the endorsement of Terry Gilliam in a funny video shot by some organisers attending a conference at which he was a guest – was a successful media event. Professional photographer Andrea Buccella documented the game in an extensive photo-reportage by taking part in the event as a player. Another participant, screenwriter and filmmaker Mariano Di Nardo, recorded a four-episode documentary “from within” which was aired on national radio (RaiRadio3) and heard by a large audience (approximately 530,000 listeners). Many participants praised the event as well. Some were so affected by their mission as knights they went as far as stating that they would be willing to make use of the teachings of the Code in their real everyday life.

    Conclusions

    The Knights looking for someone in a real rave
    The Knights looking for someone in a real rave.

    The Legend of Percival proved an extremely complex larp to manage and organise. It took many months of work and employed the whole team of organisers. When we started sketching the overall game design we did not know how it would go, especially with regard to what the players would be able to grasp and appreciate about the inner search around which the whole larp revolved. Nothing of the kind had ever been attempted in Italy before, and this increased the degree of uncertainty. Yet, at the same time, the knowledge of being the first thus far to research and experiment gave us the resolve and willpower to realise this ambitious project in the end.

    We are very satisfied with what we achieved, even though we are aware The Legend of Percival is not a larp suitable for all tastes (if ever there was one!). It is unquestionably more suitable for people open to self-questioning and to testing their intellectual potentials since it requires an elevated degree of emotional involvement and blending.

    It was nevertheless a successful gamble, although some critical issues emerged which need to be re-examined and sorted out for the future. Reassessment especially concerns how to structure and manage long hours of silence and meditation in the game and how to convey the style of play to newcomers. Critiques aside, The Legend of Percival was a highly demanding, highly intimate game where participants were called to play in all honesty, without exterior barriers or masks. It required dedication and concentration from everyone, above all from our players, the ever-present focus of all our creative endeavours.

    Camelot
    Camelot

    The Legend of Percival

    Credits: The Chaos League

    Date: September 3–6, 2015

    Location: Rome, Italy

    Duration: 4 days

    Participants: 80

    Budget: €13,000

    Participation Fee: €170

    Game Mechanics: Diffused game, pre-game collaborative writing of characters

    Website: http://chaosleague.org/


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

    Cover photo: Shadow over Camelot (Pre-game, Andrea Buccella). Other photos by Andrea Buccella.

  • NEXUS-6 – Narrativist Airsoft

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    NEXUS-6 – Narrativist Airsoft

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    Nordic larp is taking France by slow-motion storm. After experiencing the awesomeness, people are setting up re-runs of classics such as Mad about the Boy and Just a Little Lovin’. The next logical step was to make our own stuff, and NEXUS-6 was one of the first humble attempts.

    The Inspiration

    Ever since I played Monitor Celestra I have been convinced that Blade Runner’s ‘replicants’ are dramatic gold (for those who didn’t get the reference, Nexus-6 are the newest model of replicants in Blade Runner). I’m also fascinated by totalitarian regimes and the insane things they make people do. Then, for some reason, I thought it would be nice to give airsoft a try.

    The result was a retro-future “Battlestar Galactica meets the battle of Stalingrad”, where soldiers fighting a losing war for a North Korea-like state gradually realize that some of them might be replicants planted by the enemy.

    Promo picture. (Photo: Hoog)

    The Mechanics

    Most techniques I stole from other larps (who probably stole them from other productions themselves): shadows from Monitor Celestra, letters from Last Will, colored lanyards from Life is Cheap, monologues from Just a Little Lovin’ and many more, including of course safe-words from just about all Nordic larps. Most of these techniques are not particularly novel but had barely been used in France before, making the game a bit of an experiment.

    The Experience

    I wanted a hardcore game, because that’s one of the things I love playing myself. The players got very little sleep, little food, some action and a lot of psychological pressure. They could tune the pressure level to their taste using the safe-words, lanyards and an off-game area.

    The location was also pretty uncomfortable and haunting: An abandoned 1920s hospital, used as a prisoner camp during the Second World War and surrounded by woods. The place is often used by local airsofters who were very helpful in showing us how to use our rented airsoft weapons (almost none of the participants had ever handled one before).

    To make things extra interesting, there was of course no water or electricity. Much of the experience was recorded by photo- and video cameras (handled by organizers, NPCs or the players themselves, both diegetically and not) – a good thing, especially for the busy organizers who did not get to see much of the actual game!

    Promo picture. (Photo: Hoog)

    The Feedback

    Players and organizers were very much overwhelmed by the intense experience. The larp was physically and emotionally exhausting, and very different from what most participants were used to (this was precisely why most of them signed up in the first place). The “get out of character” workshops and debriefing were well received, and it took days (in some cases weeks) for participants to stop singing the game’s “national anthem” (adapted from a Soviet war-song – another idea I stole from a previous larp; in this case Robota). Some players recorded feedback videos, to be used for the benefit of future players.

    What made this larp a success for me was the balance between hardcore in-game conditions and the safety of the rules and off-game environment.

    Participant who played Soldier DA-X-746

    The Problems

    Everything did not run smoothly, of course. Luckily, the obvious things did not happen: thanks, in part, to a very heavy focus on safety, no one got shot in the eye without their glasses on, and no one broke their neck falling down stairs in the dark. Some airsoft guns did malfunction, though, the local fire brigade had to come back and put out the fire they had started on-site earlier as an exercise, and an unsanctioned airsoft team even turned up in the middle of the night (they were kind enough to leave once they realized what was going on)… Among other miscellaneous mishaps.

    Promo picture. (Photo: Hoog)

    The Airsoft

    Airsoft and larp have been moving closer together for a while in France, and this larp certainly confirmed the potential. First off, the airsoft guns look pretty realistic. Knowing that it will sting if you get shot and hearing BBs hitting the wall right next to you also contribute to the experience. It might seem obvious to some, but we discovered that, handled carefully, airsoft guns are just the same as latex swords for larping purposes. Better yet: Just like latex swords, they fit in just fine with a narrativist approach, since you can simply decide how bad the injury is when you get shot (from a scratch to instant death). As already mentioned, airsofters helped out during the larp, and they were very much impressed by the passion we larpers put into what we do. I would not be surprised if a few of them turn up for a larp in the future!

    The Conclusion

    I humbly feel NEXUS-6 has contributed towards making Nordic larp better known in France. The next step is to organize it again in the summer of 2016, this time in English, to allow more French larpers to interact with foreigners. The road ahead is exciting!

    How was the larp? It was… It was… It was real.

    Participant who played Commissar DC- X-811
    Squad singing the anthem. (Photo: Philippe Carrère)
    Squad singing the anthem. (Photo: Philippe Carrère)

    NEXUS-6

    Credits: Hoog (design and production), Baptiste Cazes (additional design and production), Matthieu Nicolas (production), Aurélien Duchatelle (video documentation), Rémi Dorbais & Philippe Carrère (photo documentation), eXpérience (logistics support), ARCAN (airsoft support)

    Date: July 24-26, 2015; July 30 – August 2, 2015 (two runs)

    Location: Aincourt, France

    Duration: 24 hours + workshops

    Participants: 10 players per run (20 in total)

    Budget: €1,500 for two runs

    Participation Fee: €70

    Game Mechanics: Text-message voting to determine replicants, airsoft weapons, shadows, playing to lose, no character death before last act

    Website: http://experiencejdr.free.fr


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

    Cover photo: Promo picture (Pre-game, Hoog). Other photos by Hoog & Philippe Carrère.