Tag: Emotion

  • Emotionally Pacing for Larps – How To Get the Best Rollercoaster Ride

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    Emotionally Pacing for Larps – How To Get the Best Rollercoaster Ride

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    Editorial note: This article was originally published in the Knutepunkt 2025 book Anatomy of Larp Thoughts, a breathing corpus. It has been reprinted from there with the editors’ and authors’ permission. It has not been edited by Nordiclarp.org.

    We larp because we want intense emotional experiences. We want to shiver with fear, cry over tragedies, give in to the rage, and laugh with joy. Yet such feelings are not sustainable without crashing afterwards. Intense emotions might come in waves, but they leave exhaustion in their wake.

    In contrast to those feelings we also need less intense, more subtle feelings. Worry, annoyance, companionship or gentleness for example. Less intense feelings offer just as rich play experiences and are needed to contrast and complement the more intense emotional spectra.

    In addition we need emotional downtime, to reflect, recover, and rest – particularly during a longer larp – as larping is emotionally, mentally and sometimes physically demanding. This enables players to have the energy to really engage with the story.

    This article is about how you both as a player and organizer can plan and execute your larp for maximal emotional impact as well as emotional sustainability. So how do you do it?

    My suggestion is that you draw a squiggly line, but we will get to that later.

    How intense do you want the larp?

    First, consider how emotionally intense you want the larp. As a designer this is a big choice that will affect all players. Choose baseline intensity to fit the overall design, but be aware that there will be players both above and below whatever baseline you chose. When you make this choice as a player, you make it in relationship to whatever baseline the larp design aims for. Some larps are low-key by nature, and some larps strive for the most intense experience possible. No matter what, I think all larps benefit from some variation in intensity. Even a low-key experience about baking bread needs some variation, even if it is just an acknowledgement that some stages of baking bread are more stressful than others.

    It is easy to imagine that “more intense = better”, as if larp was an extreme sport about always climbing the tallest mountain possible. It is not. Sometimes you might want to climb a tall mountain, but sometimes you just want to go on an easy hike and enjoy nature, and sometimes you might want to visit a specific site. Striving for maximal intensity is a valid agenda, but only one among many.

    Decide what you want for the larp you are going to, or the larp you are designing. What mix of high and low intensity play do you want? What range of experiences would make you happy? This might be a bit hard to think about, so let me help you.

    Four levels of intensity

    One way to think about this is dividing the emotional intensity into four rough levels, and that is how I am going to talk about it for the rest of the article. This scale is not absolute but relative to the playstyle at the larp. At a very low-key bread-baking larp “high intensity” might mean harsh words being spoken, while at a super-dramatic save-the-world larp it might mean the possible end of humanity.

    High intensity

    These are the most intense scenes. If a character is angry they are as angry as they get, if they are sad they are a heartbroken mess, and if they are happy their joy couldn’t be greater. The absolute highs and lows.What this looks like might differ, as we as people express and experience emotions differently. But this might be weeping uncontrollably over your father’s lifeless body, or the primal scream of rage and betrayal, or absolute fucking panicked horror.

    Mid intensity

    In this one emotions and activity level might be a bit heightened, for example your character might be pissed off, but they are not raging. A character might be curious but not desperate in their search for knowledge, for example. Much of a larp might be happening on this level, because many of us want to spend most of our play at this level.

    Low intensity

    Here things are even more chill. There will be emotions, but the emotions are not pressing. Here you find characters that are relaxed, or a bit thoughtful, or “meh”, or displeased about something. A lot of meaningful play can be found here in the form of deep and meaningful conversations. They are just not emotionally intense.

    Recovery

    At this level players are actively resting. Either in character, or out of character. It might mean having a nap, doing some task like chopping firewood or going on a walk to clear their head. Or doing some very low-key relaxing play, for example I had wonderful scenes laying half-dozing in a tent next to my in game companions listening to musicians play. Some players might need to go out of character (at least mentally) to disengage from the feelings of their character to recover, either because they can’t fully relax in character or because what is going on in character is too intense to allow them to relax. As a designer you don’t always plan for this level, because this is something the player must choose to do for it to happen. But you can communicate to players when they have a chance to rest without missing out. It might be something as simple as communicating “after meals there will be a bit of a lull, so if you need to rest or go out of character it is a good time to do so”.

    Check out other media

    One way to help you with this analysis is to watch a movie, especially a movie with a lot of intense feelings, and try to keep track of the emotional tension in the scenes that play out. You will see that the emotional intensity comes in waves. Even a horror movie that is all about causing intense feelings will have low intensity scenes interlaced with the more tense ones, as contrast and to not exhaust the watcher emotionally and make them disengage. Try to identify where on the scale different scenes fall.

    Length of the larp

    Secondly, consider the length of the larp. The shorter a larp is, the less of an issue emotional sustainability is. All larps can benefit from giving some thought to emotional pacing, but a short larp faces less risk of exhausting the players. For an 1-2 hour larp many of us can maintain maximum intensity and come out on the other side of it without ever having to pull on the brakes. You probably won’t need to recover emotionally during the larp because the experiences will be over soon and the natural ebb and flow of the game will offer enough micro pauses in itself.

    The longer a larp gets, the more you have to think about emotional sustainability. Already at a 3-5 hour larp you probably need some variation in the intensity of play, because very few of us can keep playing the same level of emotional intensity for hours. We want and we need some variation at this point.

    Anything longer than that, especially multi-day events, larps need an emotional pacing to create the best possible experience. We will want high intensity, mid intensity and low intensity scenes and some chances to recover to be able to best engage with the story.

    Draw a squiggly line

    Thirdly, draw a squiggly line. Do it before the larp as a player, or during the design stage as a designer. Divide a paper into two axes. One is time, and one is intensity. On the intensity scale divide it into four zones. High intensity, mid intensity, low intensity and recovery. Then map out the larp roughly.

    You are striving for waves of intensity. Ebb and flow. The map should look like a mountain landscape with peaks and valleys, where you switch between the different zones (high, mid, low and recovery) and don’t stay all the time in one zone. Like this for example:

    Diagram by Elin Dalstål
    Diagram by Elin Dalstål

    As an organizer

    Depending on the style of larp it might be possible to make a very detailed outline or a very rough one. For a sandbox larp, where you have a lot of factions acting independently, it can be very hard to guess what and when things are going to happen both as a player and as an organizer. Just make a rough guess based on what you know. It is helpful to plan around meals, as their timing is something you generally know. Often you can make an educated guess at the meal’s intensity as well. (Breakfast is usually a low intensity meal, while a banquet with entertainment might be a high intensity scene.)

    On the other end of the spectrum you can, as an organizer, plan the curve almost down to the minute, if you have a lot of planned events and probable outcomes. Here I zoomed in on the Friday in the previous example to show what a very detailed curve might look like, dividing the two big waves into even smaller ones.

    If you have a different group of characters at a larp that will have very different larp experience with different timings, draw separate curves for those groups and see how they play out.

    Diagram by Elin Dalstål
    Diagram by Elin Dalstål

    Of course, whatever line you draw, it won’t work out that way. There will be delays and things happening out of sync. Every individual player will on top of that follow their own dramatic curve due to all the small events and interaction that make up a larp. Also they will find different things emotionally intense. That is natural. Going through the trouble of having drawn this squiggly line will help you troubleshoot your larp design and create at least a rough plan for the pacing.

    Try to pace the low intensity scene so that if the players want to withdraw to rest they can do so at those occasions without missing out on much.

    As a player

    When you are a player, there are usually a lot of unknowns. You might have no idea what the organizers or your co-players are planning. I still think it is best that you draw a squiggly line to make a rough game plan. For example, try to kick off strong on Friday, round off with some calmer play late at night, head to bed, start out strong Saturday morning, try to find some time to rest on Saturday afternoon, go hard again until you head to bed and go for low or mid intensity play on Sunday because you have a long drive home.

    That is still a plan that might help you get the best possible experience out of the larp. If you made a plan you can also figure out if there is anything you want to communicate with your coplayers. In this example you might want to tell them that you plan to take it a bit easy on Sunday because you have a long drive home, so the big dramatic confrontation might happen on Saturday evening instead.

    Diagram by Elin Dalstål
    Diagram by Elin Dalstål

    Go for variety

    While we larp it can be tempting to just go for the high drama, the high intensity all the time both as designer and as players.. Chasing the next high until we run off a cliff or into a wall. Unless the larp is very short, don’t do it. Be a boring adult and pace yourself. Remember that less intense play is just as meaningful and rewarding. It is not always the most dramatic scenes that are the best ones. On top of that you need some less intense scenes to give meaning and contrast to the dramatic scenes. Unless you establish your character’s relationship by having scenes where you just hang out and talk about nonsense, your friend’s dramatic death won’t mean as much to you if it happens later. The low-key scenes are instrumental to give the high intensity scenes meaning.

    At the same time others have a tendency to hold back. Always staying at low to mid intensity, playing it safe and never getting into the strong feelings also means that they are missing out. Having a squiggly line plan can help some players actually go for more intense play without being afraid of crashing afterwards.

    Either way, pace yourself and go for variety in the emotional intensity.

    Abandon the squiggly line!

    Lastly, no plan survives contact with the enemy. Once play starts, throw your carefully made plan out of the window, or at least revise it. You never know how things are going to play out during a larp.

    Revise your plan and create a new squiggly line. As a player, if you had low intensity play, jump at the next chance to up the intensity. If you had very intense play, seek out something more low key or go have some rest. Feel your energy levels and plan ahead.

    As an organizer feel out the pacing of the game. If things just unexpectedly exploded, then create space for more low key play. If there has been a long lull, see if you can turn up the heat.

    Closing words

    Pace yourself and pace your design. Intense emotional experiences become more available to you and more sustainable if you have variety to the intensity of your play, both as a designer and as an individual player. Enjoy the whole intensity range, low intensity scenes can be just as beautiful and captivating as high intensity scenes.

    Draw a squiggly line to create a plan for the larp, and abandon your squiggly line when it doesn’t work out but still try to pace your play based on the new circumstances.

    I hope this mindset helps. Pace your larps however works for you, because variety in how we design and play larps is just as important as any other type of variety.

    Cover image: Photo by Gino Crescoli from Pixabay.

  • Grief in Larp: Bleeding Through Two Lives

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    Grief in Larp: Bleeding Through Two Lives

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    Editorial note: This article was originally published in the Knutepunkt 2025 book Anatomy of Larp Thoughts, a breathing corpus. It has been reprinted from there with the editors’ and authors’ permission. It has not been edited by Nordiclarp.org.


    For Mike, may he rest well.


    When I learned that a dear friend and mentor had passed away, I was at home, scrolling through social media. In that moment, a part of me that usually stays quiet—my other self, the character I embody in another world—rose to the surface, refusing to remain in the background. My grief seemed to split in two. As myself, I mourned the loss of a kind and dedicated man who had spent years creating a space where imagination thrived. As my character, I froze, feeling the absence of a mentor who had guided me, encouraged me, and helped shape the person I had become in that world. I did not know Mike for as long as others, but he always had a smile and an open ear for me. Our fantasy and real-life selves often shared a space at the same time; while he mentored my character as a ritualist and taught her how to command a circle, he also mentored me—ensuring that I would not be lost under the weight of others’ wants and needs.

    Even now, as I write this, I can still feel myself trying to hold back tears. Two selves wrestle for control of my thoughts: one grounded in reality, and the other still standing at my mentor’s wake, deep in a forest, where a tree now grows in his honour. The UK larp community lost a very good man the day he passed; a man who pushed the boundaries of what could be in a game, yet even when he was busy, he always gave more than just a moment of his time for others.

    It wasn’t the first time I had encountered death in this hobby, but it was the first time the loss felt so permanent. There would be no new character bearing his face with a different name, no scholar sipping tea near the College of Magic, no kind smile waiting at the Watchers’ table to open the circle for me. I miss his smile.

    This death was quiet. Those of us who loved Mike gathered to mourn. His closest friends shared stories of how he had helped shape Curious Pastimes; a UK larp that has been running since 1996, and currently runs four mainline events a year set in its game world. We listened, sometimes laughing in remembrance, but mostly sitting silently on the late summer grass, holding hands, hugging, crying, and honouring a man who had given so much and asked for so little in return.

    The memorial was meant to be entirely out of character. We came together, ostensibly as ourselves, to grieve him. Yet, looking around, I noticed most of us weren’t dressed as ourselves. We wore the clothes of our other selves—the characters Mike might also have met through his own alter ego. It was an unusual wake, held during a time when the event itself was in full swing, laughter echoing through the trees on the hillside. But in that space, we were caught in a strange in-between, neither fully in-character nor fully out of it. Two selves occupied one body, coexisting in shared grief.

    I did not walk to the wake alone, and I am forever grateful for that. A friend—a brother, really, as he has been to my heart for many years now—walked from our faction’s camp with me. I am, by nature, an emotional person, but I—perhaps foolishly—hoped that I could witness this event with the strength of an unbending face. Instead, I found strength in those around me who also allowed themselves to feel this loss.

    I remember my heart-brother taking my hand as I cried. In that instant of vulnerability, he was every version of himself I had known, and I was every version of myself he had known. New friends, old friends—the Claw and his cub, the brother and sister—all of them were present in the way only this community could allow. Letting him wrap his arm around me brought far more comfort than forcing a brave face or pushing any part of myself aside. He has long been a safe place, across so many lives.

    The Emotional Complexity of Larp

    Death is a frequent part of larp, but it is rarely permanent. In Al’Gaia, one of the factions in Curious Pastimes, the primary belief is that when someone dies, they return to the cycle—the eternal loop of life, death, and rebirth. While the specifics vary depending on the character’s beliefs, path, and connection to the deities of Al’Gaia, the core idea remains the same. For many, this belief offers comfort, something often reiterated by those in positions of authority during in-character funerals.

    When someone in Al’Gaia dies, their body is carried back to camp and laid to rest in the glade where we set up our shrine at the start of the event. We gather, sometimes packed tightly into that sacred space, mourning the loss of one of our own. Yet, we are always reminded not to grieve but to rejoice—because the departed has returned to the cycle, and we will meet them again in another life.

    I’ve always found it a complicated kind of comfort to hear those words.

    I’ve attended many larp funerals. In both of the larp games I play—Curious Pastimes and Wilde Realms—I’ve taken part in these ceremonies as both an active and passive participant; someone who was directly affected by a loss and spoke on the individual whose spirit was now in the stars, and as a listener there to pay my respects to another that I may not have known as well. I’ve sung beneath the trees with others as fallen comrades “disappeared” (stepped out of play). I’ve stood with my herd, setting fields of the dead ablaze with violet fire. I’ve stood among the bodies, pleading with my in-character family to remember the fallen and continue the fight in their name.

    Death in real life is not as dramatic, but it is just as deeply emotional. I cry the same tears, hold the same hands, and think the same thoughts in both of my lives. The key difference is that death in larp is not supposed to be permanent. You mourn a character as though they were a real person—because, in many ways, they were. They had a family, a personality, a story. You fought beside them, bled with them, and waited anxiously for their return after a battle. It feels almost cruel to experience loss so frequently in larp, knowing it’s temporary, yet still feeling the full weight of grief as if it were real.

    This is, perhaps, one of the limitations of the magic circle—the invisible boundary that separates the world of play from the real world. (Huizinga 1938, 10) In larp, though we grieve our loved ones, we eventually see their face again in another body and continue living with them. In real life, death is final. My friend will not return.

    This stark difference can intensify the phenomenon of “bleed”; a concept I am deeply familiar with, originally coined by Emily Care Boss in 2007 at Ropecon. In ‘Bleed: The Spillover Between Player and Character’, Sarah Bowman defines this concept by writing that “role-players sometimes experience moments where their real-life feelings, thoughts, relationships, and physical states spill over into their characters’, and vice versa.” (Bowman 2015) Bowman states that bleed can occur intentionally or unintentionally, and its effects range from catharsis to profound emotional devastation.

    Bleed can be observed in three ways:

    • Bleed-in: when the player’s emotions, thoughts, or experiences affect their character.
    • Bleed-out: when the character’s emotions, thoughts, or experiences affect the player.
    • Bleed feedback loop: when the boundary between player and character dissolves, especially in overwhelming emotional moments. (Bowman 2015)

    What I experienced during Mike’s wake—and even when I first heard the news of his passing—was undeniably a bleed feedback loop. I could not tell you who I was as I sat listening to his dearest companions recount their memories. I entered the wake as myself, but my body was dressed as another, and the distinction between the two identities blurred. Or perhaps they didn’t blur at all. Perhaps they simply merged, becoming one.

    I often say that playing at larp is a way to explore and embody facets of yourself—ideals, dreams, or fragments of your personality that you bring to life. In moments like these, the boundary between the player and the character collapses, creating an experience that is simultaneously beautiful and overwhelming.

    The Fragility of the Magic Circle

    The magic circle in larp serves as a boundary between fiction and reality, creating a space where players can safely embody characters and explore narratives. Central to maintaining this boundary is the concept of alibi; originally discussed by Markus Montola, Jaakko Stenros, and Annika Waern in 2009 in ‘Philosophies and strategies of pervasive larp design’, in Larp, the Universe and Everything, (Montola, Stenros, Waern 2009, 214). It is further deliberated by Bowman in her work on bleed from 2015, and again by Bowman and Hugaas in their 2021 article ‘Magic Is Real: How Role-Playing Can Transform Our Identities, Our Communities, and Our Lives’. Alibi acts as a psychological shield for players, allowing them to place blame for their actions directly on their character when engaging in situations that might otherwise feel emotionally or morally fraught. (Bowman 2015) (Bowman and Hugaas 2021)

    But although alibi allows for emotional and mental distance between a player and their character, this tool of detachment is not infallible. The strength of alibi can vary depending on the story’s proximity to the player’s real life—playing a character who experiences grief, love, or loss that mirrors the player’s own can weaken the alibi, making it harder to maintain a sense of separation. In these cases, bleed—where the emotions, thoughts, and experiences of the player and character intertwine—becomes almost inevitable.

    This fragility became glaringly apparent at Mike’s wake. I entered the space carrying the raw weight of personal grief but dressed as someone else entirely—a character who also mourned. My usual reliance on alibi, the assurance that my emotions were distinct from my character’s, crumbled. Instead, my two selves began to blur. My character’s performed grief became my own, and my own feelings deepened their reaction. It didn’t matter that my character hadn’t been “let out to play” yet, I could feel their emotions just as solidly as my own. They were just as real. The magic circle, meant to protect and isolate, instead amplified the collision between fiction and reality.

    This breakdown of alibi wasn’t simply jarring—it was transformative. The safety net of the magic circle exposed me to an emotional intensity that might not have been as deeply felt outside of it. I wasn’t sure where I ended and my character began. I didn’t just mourn for Mike as myself—I mourned for him through my character. This merging of identities exemplifies how bleed can erode the structures we rely on in larp, creating profound, often overwhelming emotional experiences.

    The Duality of Grief and Bleed

    Grief within larp exists on a unique emotional spectrum, heightened by the phenomenon of bleed. Bleed, as players know, blurs the line between character and self—emotions from one spilling into the other. This becomes particularly pronounced during moments of grief, where the loss of a character or even a fellow player can create a shared sense of vulnerability among participants. We all felt it when we lost Mike; we weren’t alone in that field, listening to his dear friends talk about him. We were together in our grief, whether we knew each other personally or not, that moment connected us; Mike connected us. In ‘Why Larp Community Matters and How We Can Improve It’, Laura Wood highlights how larp evokes intense emotions and provides spaces for connection, amplifying empathy and deepening bonds. These spaces allow grief to feel communal and cathartic but can also make players more emotionally exposed. (Wood 2021)

    Grieving alongside others in a larp setting can strengthen a sense of belonging, as moments of vulnerability bring participants closer. However, this same openness can exacerbate emotional overwhelm when grief spills over, especially if the loss feels personal on both in-character and real-world levels. Without adequate support, these heightened emotions may lead to unintended consequences, leaving players feeling isolated in their dual mourning.

    Promoting Safety and Awareness

    Mike ensured that I knew I was more than a ritualist with powers for others to use. He spoke to me about the importance of saying “no”, and helped me manage my anxiety about being in such a prominent position. Because of Mike, I learned to be powerful and powerless; my job was to lead the players in the circle, but the outcome of a ritual was not up to me. He was my touchstone in the Watcher’s box; someone I could count on to be fair, but to encourage me with positive criticism. He was, in my opinion, the best Watcher that Curious Pastimes had. He looked beyond the play and saw the player, and I think that is something that is missing now.

    We may have lost Mike, but we haven’t lost his beliefs or his words. I can do my best to advocate for myself at larp and encourage others to do the same. Together, we can create an element of larp culture that is dedicated to wellbeing, we can manage the challenges of subjects like grief and bleed, we can understand that safety—physical, emotional, and mental—must become a cornerstone of our games. Wood’s call to normalise safety tools like safe words and exit mechanics are just the start. (Wood 2021) These tools allow players to protect themselves without disrupting the experience for others, making it easier to process complex emotions such as grief. Educating both organisers and players about these tools—and creating environments where their use is encouraged and introduced to players before a game and during pre-game briefings—can help safeguard everyone’s emotional well-being.

    Self-awareness is crucial when engaging with grief in larp. Players should understand their emotional limits and approach topics thoughtfully, recognising that their fellow participants may be carrying their own burdens. Community-wide education on managing grief and bleed—through workshops, post-game discussions, or even casual conversations—can create a culture of care and responsibility.

    By weaving empathy, safety, and self-awareness into the fabric of larp, participants can transform grief from an overwhelming experience to an opportunity for collective healing and deeper connection. As Wood suggests, this is the magic of community: learning to protect each other’s vulnerability while embracing the shared humanity that grief uniquely reveals. (Wood 2021) I can’t help but feel that Mike would share the same sentiment.

    Bibliography

    Huizinga, Johan. 1938. Homo Ludens: A Study of the Play-Element in Culture. Angelico Press. 10.

    Bowman, Sarah Lynne. 2015. “Bleed: The Spillover Between Player and Character.” Nordic Larp. https://nordiclarp.org/2015/03/02/bleed-the-spillover-between-player-and-character/.

    Montola, Markus, Jaakko Stenros, and Annika Waern. 2009. “Philosophies and Strategies of Pervasive Larp Design.” In Holter, Matthijs, Fatland, Eirik & Tømte, Even: Larp, the Universe and Everything. The book for Knutepunkt 2009. Knutepunkt. p214.

    Bowman, Sarah Lynne, and Hugaas, Kjell Hedgard. 2021. “Magic Is Real: How Role-Playing Can Transform Our Identities, Our Communities, and Our Lives.” Nordic Larp. https://nordiclarp.org/2021/03/09/magic-is-real-how-role-playing-can-transform-our-identities-our-communities-and-our-lives/.

    Wood, Laura. 2021. “Why LARP Community Matters and How We Can Improve It.” Nordic Larp. https://nordiclarp.org/2021/03/22/why-larp-community-matters-and-how-we-can-improve-it/.


    This article is republished from the Knutepunkt 2025 book. Please cite it as:
    Greenwood, Lyssa. 2025. “Grief in Larp: Bleeding Through Two Lives.” In Anatomy of Larp Thoughts, a breathing corpus: Knutepunkt Conference 2025. Oslo. Fantasiforbundet.


    Cover image: Photo by Wouter from Pixabay