The first time I participated in Krigslive in 2011, I was 16 years old, and despite the mud, the bruises, and the bad sleep, it was one of the best and most immersive larp experiences of my life. I was enraptured by the thrill of the battlefield. The adrenaline and bloodlust made me fearless to storm players twice the size of my short, skinny teenage self alongside my likewise skinny, teenage brothers and sisters in arms. At that larp, in those moments, I forgot the real world, and I was at one with the experience of a warrior in battle.
The author (centre) at Krigslive 7 in 2011, unknown photographer
Today I am 28 (which in the Danish larp community is ancient). I have organised one Krigslive by myself and co-organised the most recent (in 2023) with my 19-year-old co-organiser, Tobias Ritzau, for a record-breaking number of participants. My favourite larp of all time is older than ever, and alive and kicking.
What is Krigslive?
Krigslive is a Danish battlelarp, that was first organised in 2006 by Thomas Aagaard (but there were other similar smaller events preceding and inspiring this event). Since then, it has been organised approximately yearly, and Krigslive XVIII took place in 2023.
A battlelarp is a larp where battles and fighting with boffer weapons takes center stage and is the main source of entertainment and action. Other examples of battlelarps are DrachenFest and Conquest of Mythodea in Germany, Krigshjärta (Eng. War Heart) in Sweden and Sotahuuto (Eng. War Cry) in Finland.
A number of things make Krigslive unique as a battlelarp. It is inspired by the Warhammer Fantasy tabletop miniature games, and the rules of Krigslive reflect that. The rules are revised each year by the new organisers, effectively making it a collective creation in its 18th iteration. The rules are the core of the Krigslive formula, as the setting of the larp can change (although it is most often Warhammer Fantasy). They were contained in a few pages in the beginning and have by now developed into a text of 16+ pages. They centre the principle of “fighting in formation”; that all members of a unit must stay within an arm’s reach of each other during battle. If you are separated from your unit and cannot immediately rejoin, you are demoralised and destroyed. If a unit is split in two, the part that stands with the banner survives and the other is destroyed. If a unit falls below five people (including bannerman) they are demoralised and destroyed. Everyone in a unit must carry the same weapons and armour, be visually distinguishable as a unit, and they have the same hit points from the onset of the battle. Everyone is individually responsible for counting their own hit points as they diminish. These rules structure the battles and promote cooperation within the groups.
The rules are published on the website prior to the game, and also sent out in participants’ letters. At the last Krigslive a simplified one-page version of the rules was made and posted on the inside of the bathroom stalls. Many veteran players have developed a strong memory of the rules. Krigslive organisers have less agency to design their event because players have such a strong sense of ownership over the concept. A common disagreement (and source of organiser stress) between organisers and players is the introduction of new rules or alteration of old ones. Likewise, a common disagreement between players is when old rules from old iterations are thought to still be in use.
General von Liebwitz, played by Carl Munch (22), Krigslive 18 in 2023, photo by Rekografia
The larp focuses on portraying soldiers at war; usually there are two enemy camps at the location, and there has thus far never been an in-game town. Krigslive is organised as a relay within the Danish larp community; different larp organisers from different Danish larp organisations take turns organising Krigslive. Newer organisers are prioritised over ones that have organised Krigslive before. To date there are more than 20 former Krigslive organisers (sadly, two have passed away). I love this relay structure because it gives everyone the opportunity to organise Krigslive, and it gives the whole community ownership. However, it has been difficult at times to recruit new organisers, or any organisers at all, and it is sometimes a very stressful experience to be a Krigslive organiser. Although the organiser(s) do not need to spend a lot of time on recruitment, they do have to navigate a community that has very strong and sometimes conflicting expectations of what Krigslive and its rules should be.
Krigslive has no individual characters. Everyone participates as part of a group, and groups organise all their tents, costumes, transport, weapons, armour, background story, and usually also their food.
What Krigslive has meant to the Danish larp community and what the community has meant to Krigslive
Krigslive has been a sizeable part of the Danish larp community for so long that it has shaped the community itself. The most obvious way is that by knowing that Krigslive will be around every year, always, Krigslive has made it easier for people to invest in more expensive larp gear. At least two different larp organisations, one a feminist larp organisation, Piger i panser (Eng. Girls in Armour) and its sequel-in-spirit Feminister i rustning (Eng. Feminists in Armour) (see Eriksen 2015), and another organisation from southern Denmark, also started out as player groups at Krigslive. Less obvious probably is that Krigslive has provided a way for players all across Denmark, from many different larp organisations, to meet and connect. In that way it has fostered a sense of national community for the Danish larp scene.
Picture from Krigslive 1 in 2006, unknown photographer
The community has also shaped Krigslive. The first Krigslives strived for a high level of realism. Battle plans were made on location in-game, and there was little to no off-game communication or coordination between the opposing sides. In time, this was changed to pre-planned battle plans and set schedules to cut down on waiting time and time lost searching for the enemy, as well as allowing players more rest and downtime. At the latest Krigslive, battle plans were shown to the generals beforehand, so the only task at the larp was to decide which units would do which tasks. A schedule for the larp with times for battles, meals, setup, and game ending etc. was published beforehand, sent out to all players, and printed and hung on the inside of bathroom stalls.
Krigslive is unique among Danish larps. It is the longest running larp in Denmark. It averages 300 players every time, with some Krigslives reaching 350 or 400 players, and hitting 530 players in 2023.
Estimates for number of signed up players Krigslive 1–18
Setting of that Krigslive
Krigslive 1
200
Warhammer Fantasy
Krigslive 2
250
Warhammer Fantasy
Krigslive 3
180
Warhammer Fantasy
Krigslive 4
400
Warhammer Fantasy
Krigslive 5
460
Warhammer Fantasy
Krigslive 6
400
Warhammer Fantasy
Krigslive 7
400
Warhammer Fantasy
Krigslive 8
400
Crusaders vs. Vikings
Krigslive 9
300
Warhammer Fantasy
Krigslive 10
440
Warhammer Fantasy
Krigslive 11
300
Vikings
Krigslive 12
350
Warhammer Fantasy
Krigslive 13
300
Warhammer Fantasy
Krigslive 14
290
Game of Thrones
Krigslive 15
No data – but probably 300
Warhammer Fantasy
Krigslive 16
300
Warhammer Fantasy
Krigslive 17
277
Age of Sigmar
Krigslive 18
530
Warhammer Fantasy
The biggest Krigslive ever
Krigslive XVIII in 2023 was absolutely record-breaking in terms of number of participants, and that was not anticipated by anyone, not even the organisers. The larp was to be in mid-May, and in April, we realised that we would reach at least 400 players, and that sent us into a weekend-long crisis about the weight of expectations, joy over success, and worry about our logistics. Two weeks later, the signup sprinted past 450 (another crisis), and one week after that we closed the sign-up with 530 (yes, another crisis). Why did this happen?
Krigslive 18, photo by Rekografia
My first instinct is to credit my co-organiser, Tobias Ritzau, for it and refer to what I call the Ritzau effect. I feel that Tobias Ritzau is a wunderkind, and everything he touches overperforms. This is an irrational idea but I want to believe it is true because I support my friends. For a more rational explanation, my theory is that three things happened.
First, we made a number of lucky decisions. We reduced ticket prices for a number of groups, including one travelling from Poland. Completely by chance, we scheduled the event so it did not coincide with events in Denmark or Poland. Krigslive usually does not have an age limit, only a restriction on how old you must be to participate on the battlefield. We lowered this age by two years from 16 to 14. We managed (again mostly by luck) to have good teamwork with the group leaders who organise the participating groups. We had a popular choice of setting and set-up. For the setting we chose Empire vs. Empire in the Warhammer Fantasy world. Most potential players have the landsknecht-inspired costumes that characterise Empire soldiers, which lowers their cost of participation. Also, most Krigslives have been set in the Empire in Warhammer Fantasy, so it is a familiar setting, and a lot of Krigslive traditions have been built in that setting. For a setup we chose a training camp, instead of war between two enemy armies. This allowed everyone to camp in the same location, so that all players could easily interact with each other. We made an open call for two players to portray the generals for each side, and the players we chose, Nikoline Gilså and Carl Munch, were popular choices and good at building hype.
General Eisenfaust, played by Nikoline Gilså (29), Krigslive 18 in 2023, photo by Rekografia
Secondly, we were generally lucky. We had players who did most of the hype for us by making videos and memes. We had some great group leaders, who recruited people in unprecedented numbers. This luck was not limited to just getting signups. Many situations made me think that the universe seriously conspired in our favour (Ritzau effect again).
Finally, Krigslive is an evergreen, robust concept, and we are getting ever better at showing the game to the world by having some seriously awesome photographers at the event.
Conquest of Mythodea (2004 -): Live Adventure Event GmbH, Germany.
DrachenFest (2001 -): Drachenfest UG. Germany.
Krigslive (2006-): Denmark. Organisation changes every year.
Sotahuuto (2005-): Finland.
Warhammer Fantasy (1983): United Kingdom. Games Workshop.
This article has been reprinted with permission from the Solmukohta 2024 book. Please cite as:
Budolfsen, Astrid. 2024. “17 Years, 18 Runs, Broken Records – Why Krigslive Just Won’t Quit.” In Liminal Encounters: Evolving Discourse in Nordic and Nordic Inspired Larp, edited by Kaisa Kangas, Jonne Arjoranta, and Ruska Kevätkoski. Helsinki, Finland: Ropecon ry.
Cover photo: Krigslive 18 in 2023, photo by Rekografia
When every part of a larp is a designable surface, we as designers are faced with both the opportunities and the responsibilities that this implies (Koljonen, 2019). As a wide age range exists in the larp community, it is essential to design for softening up the impacts that off-game power dynamics born from participants’ age and experience level can have on the interactions. This article deals with why and how you design balanced power dynamics between adult and child participants. This design approach is practice-based, utilized at the mythical fantasy larp campaign Fladlandssagaen (Denmark 2006-, Eng. The Flatland Saga) as well as the edu-larps and leisure larps I have run at Østerskov Efterskole in 2023.
Why design spaces that allow children to influence the larp?
As a co-creative, collaborative medium, larp becomes breathtaking when its participants experience co-ownership as the larp unfolds. In larp, different age-groups’ perceived areas of agency and social legitimation to participate in the activities of the larp are formed by our design choices – absence of design maintains status quo and ensures that those with the off-game social power to define acceptable social behavior will do so in-game as well; in this context, adults will define the larp’s social frame for children. Counteracting this requires conscious design of in-game spaces in which the children have agency and power to influence the larp, without alienating the adults. I recognize that there are differences between adults and children, and that adults ultimately bear off-game responsibility for everyone’s safety and experience throughout the larp. I argue, however, that we can create a framework in which children can be allowed to explore, lead, mentalize and be taken seriously, to let them expand their social skill set and experience being a part of the associated community.
Fladlandssagaen (2023). Photos by Susse Kobberø Chapman.
A framework for designing balanced power dynamics
The following section reviews the design strategies I use to create balanced power dynamics in larp. Each design step describes how, and is followed by an example, marked with an arrow, from the player-group Umbrafalkene (Eng. The Umbra Falcons) at Fladlandssagaen (Denmark 2006-, Eng. The Flatland Saga):
The participants play former soldiers and children of former soldiers, who try to make a new life for themselves in a troubled area. Throughout their storylines and plots, the players face situations wherein they learn to deal with anger, sorrow, loss and a craving for revenge. The themes were selected because our young players find it difficult to recognize and deal with the associated feelings in their own lives.
The author (left) at Fladlandssagaen (2023). Photo by Susse Kobberø Chapman.
1) Set concrete design goals for the power dynamics and social interactions in the larp. Define and formulate the intention, so you can communicate, measure, and test your choices.
The goal was to create a dynamic in which the children address the team’s difficulties through collaboration, their courage to be honest and their willingness to act together, while the adults escalate the problems through their old habits and stubborn beliefs.
2) Designate a coordinator that knows how to work with children. The person needs to be introduced early and be readily available, so that the children know where to find them in case they need help. It is advantageous if the person discreetly checks in on the children during the larp, asks about their experience and offers to help them reflect on their experiences.
We usually have multiple coordinators who share the responsibility. When we have the resources, we divide the children into smaller groups so we can interact with them on their terms and facilitate play accordingly: one of us has the youngest players (4-8 years), one has the slightly older children (9-12), and one has the teenagers (13-15 years).
The author (center).
Fladlandssagaen (2023). Photos by Susse Kobberø Chapman.
3) Then, design the overall narratives and dynamics. The narrative reasoning and legitimation for the dynamics must be experienced as meaningful and authentic to play on for both the adults and the children. Significant design areas that you can focus on are, among others, defined standards for social interactions that grant both agency and alibi, rites of passage, easily usable safety measures, and formed spaces. Within these spaces the players can explore their chosen themes by themselves or with each other, without excluding or invalidating the focus of other players. Design who wields the social power, as well as when and how the characters handle in-game conflicts across age groups so it doesn’t break immersion nor default to the off-game power dynamics. Remember both groups’ needs.
The children are staged as experts in how to live peacefully as a part of a community, while the adults are staged as experts in conflicts and making tough choices. The children wield the social power to de-escalate situations, while adults steadily escalate scenes towards the point where weapons must be drawn. Furthermore, the children are the only ones who can handle the mythical creatures living in the nearby dangerous magical forest, while the adults are the only ones that can carry titles and be punished by law.
Fladlandssagaen (2023). Photo by Susse Kobberø Chapman. Image has been cropped.
4) Create character development, plots, and tasks that support, maintain, and necessitate the chosen dynamic in basic routines, keeping both adults and children in mind. Players need meaningful activities during the larp that serve a purpose in the larp as a whole (Kangas 2019). Here, you shape the children’s areas of agency; their plots and actions must be important for the overall larp with consequences they can take responsibility for and react to during the runtime. It is essential to prioritize explanation of the context and consequences of a scene, so the children understand their agency and choices, for example through a narrative voice where the facilitator meta-communicates what will happen if they follow through with their actions. This teaches the children how they can navigate and decode a scene. Creating an alibi for making the choices together and sharing the responsibility, connected to an explanation of why the adults cannot help, is beneficial.
The Umbra Falcons had been asked to help in a nearby battle. The children were in doubt. Before they made a decision, one of the adults, who was their facilitator and knew that there would be fighting in that plotline, said: “If we go to battle, it will be dangerous. Maybe, there will be fighting, in which case we could die. But our help is needed, and we do not have time to find others instead. What should we do?” Here, the theme and the impending actions were meta-communicated to the children, so they knew what they were getting into if they chose to follow through with the plot.
Plotlines created specifically to our teenagers and adults are played on when there are no children around. When a child joins a scene, everyone will adjust their playstyle to make room for the child’s perspective, rather than forcing the child to adopt a grown-up perspective on matters. In-game, the narrative explanation is that the adults try to protect the children from the darker aspects of the world – they will get to know it in time. This clearly marks the space for adult plots.
Fladlandssagaen (2023). Photo by Susse Kobberø Chapman.
5) Communicate the design before, during, and after the larp through both shared and divided briefings, workshops, intro-scenes, and debriefings. This makes it easier to form consensus and calibrate collectively, while ensuring safe spaces wherein both adults and children can express their thoughts and difficulties and practice the dynamics among peers while supervised by a facilitator. Debriefings and post-play activities, in which everyone can reconnect, reflect and recuperate their experience together (Brown, 2019) and establish a narrativized tale are essential factors in building a sense of community afterwards.
We have a collective briefing for all players and a briefing for The Umbra Falcons in which we coordinate the day together. Sometimes, rules are mentioned again (for example that children, who don’t understand that game masters dressed in black are invisible, can interact with them as their “imaginary fantasy friends”, while the invisible spirits are ignored by the rest of us).After the play, we do a follow up talk with the children individually or together with their parents.
The most important thing you can do when you design these larps is to focus on building a trusting culture in which your participants can play and explore together. It requires respect, patience, and curiosity from everyone involved, but if we as designers design a safe space, adults and children will conjure up larp magic together.
Fladlandssagaen (2023). Photos by Susse Kobberø Chapman.
Bibliography
Kangas, Kaisa. 2019. “Functional Design.” In Larp Design: Creating Role-play Experiences, edited by Johanna Koljonen, Jaakko Stenros, Anne Serup Grove, Aina D. Skjønsfjell, and Elin Nilsen. Copenhagen, Denmark: Landsforeningen Bifrost.
Koljonen, Johanna. 2019. “An Introduction to Bespoke Larp.” In Larp Design: Creating Role-play Experiences, edited by Johanna Koljonen, Jaakko Stenros, Anne Serup Grove, Aina D. Skjønsfjell, and Elin Nilsen. Copenhagen, Denmark: Landsforeningen Bifrost.
Brown, Maury Elizabeth. 2019. “Post-Play Activities.” In Larp Design: Creating Role-play Experiences, edited by Johanna Koljonen, Jaakko Stenros, Anne Serup Grove, Aina D. Skjønsfjell, and Elin Nilsen. Copenhagen, Denmark: Landsforeningen Bifrost.
Ludography
Fladlandssagaen (2023):Denmark. The organizer team of Fladlandssagaen.
This article has been reprinted with permission from the Solmukohta 2024 book. Please cite as:
Høyer, Frederikke Sofie Bech. 2024. “Designing Power Dynamics Between Adults and Children in Larps.” In Liminal Encounters: Evolving Discourse in Nordic and Nordic Inspired Larp, edited by Kaisa Kangas, Jonne Arjoranta, and Ruska Kevätkoski. Helsinki, Finland: Ropecon ry.
Cover photo: Fladlandssagaen (2023). Photo by Susse Kobberø Chapman. Image has been cropped.
Content Advisory: Statutory rape, sexual abuse, organizer negligence, manipulation
A Finnish man is dragging his luggage behind him as we approach a subway station in Rome. We both have wheeled suitcases with long handles, and while I carry mine down to the station, he drags his along the stairs. Bump, whirrr, bump, whirrr, bump, whirrr, bump…
“Aren’t you worried you’ll break your suitcase?” I ask him.
“No,” T replies, “if it breaks, it was a bad suitcase. I don’t want a bad suitcase.”
Little did I know, during the production of Dragonbane, I would become that suitcase.
Fifteen years ago, Dragonbane was played in Sweden. I was in the three-person team who begat it all, three years prior. I was the second, and the one responsible for the story, setting, and name of the larp.
The other two were Fýr Romu and T. My first book, the roleplaying book Myrskyn aika (“Age of the Tempest”) was about to be published when T came to the door of my studio apartment in Turku one day with a proposition. I have chosen not to use his full name.
“I am going to make a larp about a mechanical dragon. I want to set it in the world of Myrskyn aika, and I want you as the creative lead on this larp.”
(They might have used the word “main designer,” or “head writer,” but the meaning was the same.)
I knew T from before, us both having taken part in each others’ larps since the mid 90s. He was not a close friend, but I dare say we knew each other quite well. And knowing him, I had my doubts about his leadership style. His earlier big projects, the Wanderer larps, were known for bad management and burnouts.
“Yes. There were problems, but I have learned my lesson,” T told me in his deep voice. His deep, convincing voice.
Then he showed me their plans. A Finnish forestry company has an experimental six-legged logging machine. Like a robotic ant the size of a truck. With the published book giving us a professional status, we would convince them to loan that machine for the larp. Before that, we would recruit Fýr to build an animatronic dragon around it, and we could have it walk around in the larp. The dragon would be able to turn its head, make facial expressions, and even breathe fire. T and Fýr were both interested in pyrotechnics.
We did, indeed, soon recruit Fýr who, like me, was studying in Turku. He had a crooked smile and a ginger ponytail. I believe he would not object to me calling him a mad inventor. I did not know him then, but we are still connected now fifteen years later. I am still not sure if Fýr is younger or older than me.
Myself, I was a young artist and writer struggling with burnout, depression, and tendonitis. I believed larp is an art form and a medium, and wanted to prove this to the world. My professional writing career was just getting started, Myrskyn aika being a major breakthrough since it was published by a proper book publisher and sold in book stores. I was young enough to still be looking for mentors, but experienced enough in the larp scene to be wanted as a mentor by others.
Together, we set to work creating the coolest fantasy larp ever.
Plans and Realities
This was a time when the Nordic larp scene was still in its infancy. We had met foreign larpers at Knudepunkts, and taken part in some of their larps, but this was going to take all that to the next level. We would recruit an international team and create a mega-larp for 1200 players with pre-written characters. And the animatronic dragon.
Now, we did not have the dragon yet. We had our eyes set on a prototype made by Plustech, a Finnish subsidiary of the multinational corporation John Deere which makes tractors and forestry machines. But, T convinced me, once they see our plans, they would be idiots to say no. After all, what a prototype needs most of all is visibility, and that we could promise them. Imagine going to a forestry trade show with a dragon!
We had crazy plans. We would transform fantasy larp forever. We would have players from dozens of countries, making this by far the most international larp at the time. We would create the best larp in the world. Through pyrotechnics, magic would really work! The village would have bespoke wheat fields to reap, which would be sown months in advance. The budget would be one million euros. Every off-game item from cell phones to underwear would be forbidden. We would utilize experimental augmented reality technologies. Our trailer would feature Eddie Murphy and be shown in film theatres.
We quickly started to recruit teams of builders, designers, writers, and producers. T made plans for getting us sponsors and backers, Fýr started drawing blueprints for the dragon, and I went to work on coming up with a concept for the larp.
The recruiting process was a strange one to say the least. People found out they had been recruited when they started receiving messages from an e-mail list they had no idea they were on. Communication and leadership were chaotic, and I probably share some of the blame for that.
My own notes on who is working in what capacity are odd reading now, eighteen years later. We very quickly recruited Christopher Sandberg into the production team since we knew him as the hotshot producer of the Hamlet larp. The next time his name is mentioned in my notes, he is running the writing team together with me. Eventually he replaced me as the creative lead.
Mikko Rautalahti wrote in the Finnish Larppaaja magazine about how unflattering the project seemed from the outside. This rant was published in early 2004 so a long time before the larp actually happened:
The organization behind the project was constantly in flux … Communication between the different teams didn’t work, so for example the costume team made their plans based on an already obsolete player count without checking with the people in charge of the plot. As a cherry on top, some French harebrain decided to post a good portion of the project’s inner discussions online for the whole world to see, which obviously created even more confusion among organizers as well as the public.
…
The project checked all so-called [T] boxes. Even though the creative lead of the project is Mike Pohjola who has written Myrskyn aika and is known for the groundbreaking inside:outside, and has often demanded for more emphasis in larp writing, the producer [T] kept doing his own thing, recognizable by stunningly ambitious plans and a completely haphazard execution.
…
On the other hand, [T] is also known as a man who spits in his hands, takes the scarily big bull by its horns, and wrestles that monster to the ground regardless of how many people are standing by, saying it can’t be done.
…
One can’t help asking, does the game really have to be this big? Is the content such that realizing the vision really needs more than a thousand players – or is the true reason for the size simply the need to seem important?
Translated by myself for this essay.
This sort of feedback simply made us more determined to prove this could be done.
The Story
I had written a Middle-Earth tabletop roleplaying scenario for the Finnish roleplaying magazine Magus (published in 2001 in the magazine’s 50th and last issue). It was about beornings and dragon worshippers journeying into the Grey Mountains to encounter a dragon, and then, perhaps attack it, or bargain with it, or betray the others to it. I had written plenty of history for the dragon worshippers, and even added a note saying the adventure could be turned into a larp.
That became the first seed for the story of Dragonbane. The first brief went like this:
Two ancient peoples have been at war for longer than anyone can remember. It all began with a Dragon, god to some, enemy to others. Now, the dragon worshippers have almost won, and the last remnants of the once proud people have set a call for heroes: Who will slay the dragon?
The last few days have seen the arrival of several chivalric orders, a handful of mysterious sorcerors, and many strange travellers from lands afar. Some are there to contest for the right to slay the dragon, others (like the dragon worshippers) are present to argue against the slaying. And, of course, many people are there just to take advantage of all the foreign dignitaries.
…
What secrets does each hero carry inside them? What is your dragon? When it comes down to an epic battle of Good and Evil, you must decide what you think is Good. And pray to your gods you got it right.
That is where the project got the name Dragonbane from. (Later on, Christopher and I would try to change the name to the more appropriate Dragontide, but T deemed it too late.)
As the story was developed further, we listened to feedback from different team members, most prominently the country coordinators and the writers. Christopher and I talked endlessly on the phone about how to tackle the different creative issues we would face with having a thousand players from very different larp cultures with no time to get to know each other beforehand. The idea to use Finnish style pre-written multi-page character descriptions was soon scrapped.
The village of the dragon worshippers soon became Cinderhill. But it was not until later when Christopher was the main designer when we switched the approaching adventurers into the dragontamers and the witches. Those two groups, along with the dragon worshippers of Cinderhill, constituted the character mega-factions in the larp.
My plan was that Cinderhill would not be the typical feudal-capitalistic pseudo-medieval village of fantasy larps, but something like a religious cult and a Soviet commune. One of our Estonian team members had grown up in a Soviet commune, and did not see this as a very positive thing, but I tried to convince her Cinderhill would be a utopian version of that.
I, as a published author, was T’s trump card, and he took me to many meetings with sponsors and local authorities to show that he had a professional writer in the team. I would typically pitch the story of the larp to the potential partners, and then on the way home, write a letter we could send to our teams and the existing partners. In fact, much of my early work was writing these press releases instead of designing the larp.
Here’s one such letter, written to invite fantasy larpers into the project:
While larp is a fun hobby everywhere, there’s all the time more and more people saying it doesn’t have to be just fun, it can be an earth-shattering, world-changing miracle. Some larps in Northern Europe have made a stab at this. In the last few years, we’ve had larps like Europa, Panopticorp, inside:outside and Hamlet.
…
Until now, fantasy has been over-looked by the larp creators who wish to take the medium forward. Fantasy has long been stagnating into a tired collection of Tolkien clichés, but Dragonbane will reinvent fantasy for the 21st century.
…
We see larp as a medium very close to shamanism, magic and fantasy. With Dragonbane we aim to renew not only fantasy, but larping, as well.
Quite soon after we had announced the project, we were already on the way to Italy to be guests at Lucca Comics & Games Fair. I am still not sure whether we were really guest of honor, or if the local larpers just told us that. The “other” guests of honor included Larry Elmore and Margaret Weis, and we were quite starstruck.
We flew to Rome, T dragged his suitcase to the metro, and we took a train to Pisa, from where we were driven to Lucca. The local mayor cut an actual ribbon at the opening ceremonies of the convention.
We had two talks Friday, one about Nordic larp (which was called larp in Northern Europe back then) and the other one about Dragonbane. Everything we say was translated into Italian so the audience could understand us. We wondered at how these people could larp fluently in English.
In the evening I ran a small larp, I Shall Not Want, which was focused on subdued character immersion at murdered businessman’s wake. For many of the Italian participants this was their first non-fantasy larp, and the first one where the focus was on character immersion.
We did our best to network with the local larpers, and T put me to work writing lots of material for Dragonbane.
One morning at breakfast we noticed Larry Elmore was sitting alone at another table, eating his eggs. We knew him as the biggest fantasy artist of our childhoods, having made the cover of the Dungeons & Dragons red box we grew up with. T wanted to recruit him, I advised against it. Nevertheless, we went to his table, and introduced ourselves. Larry assumed we were random fans. He smiled politely and said hello.
Without blinking an eye, T started an unsolicited pitch on Dragonbane with his very strong Finnish accent. “And we will actually have a real animatronic dragon! Now, do you think that’s pretty cool or what?” Larry kept nodding politely, but it was obvious he did not believe a word we were saying, and wanted to be left alone. T took this as his cue to ask him to create original dragon art for us. Larry said something vague like “Sounds real interesting,” and promised to get back at us. He did not, of course. We were just two European crazies who interrupted his breakfast.
Later on, with a similar pitch, T did manage to attract the Argentinian dragon artist Ciruelo. The art on the poster was made by him.
The Rabbit Hole Method
Christopher Sandberg, a passionate Swedish larp designer and producer, delivered several long game design documents which included everything from the setting to costume design of the individual groups. We discussed the topics day after day, week after week, and finally came up with what we saw as a breakthrough: The Rabbit Hole Method.
The larp would start with the players in their regular clothes, suffering complete amnesia. They would not know who or where they are. Walking around in the woods, they would find clothes that feel much more appropriate, and slowly start to remember that they are, in fact, a dragon worshipper from the village of Cinderhill, or a witch, or a dragontamer. They would change into their real clothes, i.e. the costume. They would remember their new name, and find friends and family that they know quite well but they are also meeting for the first time.
This would take a few hours, and then they would arrive at the village or some other group location, where they would already be in character, and dream-like go about their business making paper or fetching water or starting fires. And then the larp would go on like a regular larp.
The Rabbit Hole would solve so many issues, mainly the players not knowing each other beforehand, and being able to play in their own languages as well as whatever English they can muster. Nowadays we would have workshops instead of trying to solve these issues in-game.
Unbeknownst to me at the time, Rabbit Hole is also a metaphor for taking hallucinogenic drugs. Some people did pick this up, and it again was a blow on the public image of the project.
We felt this was an ingenious solution. But our Danish country coordinator who had promised us fifty Danish teenagers said this was way too experimental for them. The kids liked to beat orcs in the woods, not take part in strange ritual dramas. (I am sure many of those former kids are running full-blown ritual drama larps now.)
Christopher and I felt we could convince the Danish teenagers, or forget about them. But T was worried about our player base. This was a thousand-person larp. We must have those teenagers! So, the Rabbit Hole was scratched, and we started to look for a more traditional approach.
We still did not have a location for the larp, but we did not want it to be in Finland. The neighboring countries Estonia and Sweden seemed good options.
The team got in contact with Estonian larpers and a location scouting team left Finland on a ferry.
T brought along his legendary Humvee which was known as “The Finnish Bar” in many Knutepunkts since he held unofficial parties there with lots of booze. I never went, but knowing he was later incarcerated for sex crimes, it is hard to know how much grooming happened at those parties.
Nevertheless, the car came in handy driving to the Soomaa national park in south-western Estonia. Sometimes we would cross bridges that were only barely able to carry the car’s weight, and all the passengers would have to get out and walk.
Local larpers took us to explore Soomaa on boats. It is a vast area of bogs, forests, and meandering rivers, where Estonian freedom fighters and bandits used to hide. The area that on the map had seemed suitable, proved to be completely impossible. It was a virtual jungle, and in the summer would be full of rapid animals and violent boars.
The evening was reserved for workshops. The production people including T and Mikko Pervilä held their own meeting in one part of the house we were using, while I talked with some of the writers. Fýr ran a third meeting for the Estonians who were present, and their job was to come up with a name for the dragon. I had no idea such a key element of the fiction was being crowdsourced, and when later that evening I was told she is called “Beautiful Death,” I simply thanked them for the input. This, obviously, got them quite irate, having just spent hours coming up with a good name. (And it was good.)
I went to visit the production meeting and I discovered a very drunk T angrily explaining to Mikko Pervilä about how he does not understand the project like T himself does. And Mikko, exasperatedly trying to get some point across. The Estonians probably did not get a very good impression of us.
The next day T took me to meet the director of the National Park. He was polite and interested, and promised to stay in touch. (He did.) He also suggested a different location, parts of which were on privately owned land, and could be built on.
The new location was idyllic, you almost expected to find a hobbit village somewhere. The area was mostly plains or dried swamp, with small forested areas providing contrast. A beautiful river ran slowly through the plains, providing an interesting in-game obstacle for anyone needing to cross it. There was a ruined farm house with just the chimney remaining, and a wild orchard in the yard. Berry bushes and apple trees had started to spread in the nearby lands.
We figured we could build our village right on the outskirts of the national park. T envisioned a grand main hall for the village that he could then use as his personal summer cabin after the larp. “And I’m sure some envious larpers will twist that around to sound like I’m only using free labor to build myself a huge cabin! But after a project as huge as this, I think I’m entitled to something for myself.” Another possibility would have been to testament the cabin to the whole team or to one of the organizations behind the larp, but these were not mentioned.
For some reason, there was no room in the Humvee for me on the way back, so I had to take a series of Soviet-era buses to get to Tallinn and the ferry. This gave me time to do some of the writing tasks T had given me, including writing a letter about the successful Estonian scouting trip for our team and sponsors. Typing on a laptop in a bouncing bus, hands hunched like a vulture’s feet, was not good for my tendonitis.
The bus-ride turned out to be a blessing in disguise, as I later found out T’s Humvee had broken down on the country road he had been driving. I was not there, but I remembered his comments about the suitcase in Italy. “It broke down, so it was a bad car. I don’t want a bad car.”
Still struggling with stress, depression and the wrists, I was starting to suspect, if I would break down, too, before all this was over.
After we had publicly announced that we had chosen Soomaa as the location, the Estonian authorities did, indeed, contact us again. They said we absolutely cannot use the National Park since many of the things we have planned are directly against the rules of the park and the laws governing it.
T and I were both quite angry and disappointed at the Estonians. If someone had made sure of this a few months earlier, we would have saved hundreds of hours of labor, by skipping the whole trip. In retrospect, it was us, the main organizers, who should have made sure of that.
Suspect Parties
Many of the bigger project meetings took place at T’s home in the countryside between Turku and Helsinki. There were also several other people there, some from T’s larp organization, some his friends, others just people hanging around. Or maybe they were all involved in Dragonbane. I discovered Fýr was now employed by T’s company.
The workshop weekends included meetings and commonly prepared meals, but also lots of extracurricular activities, including clearing the garden of dried shrubs. I did not take part in that. I was also a teetotaler at the time, so I could not fully participate in the other program which mostly consisted of drinking games in the sauna, drinking games in the pool, and drinking games wrapped in towels.
There were always teenaged girls around, and these older men wanted to get them drunk. I did not know the girls, maybe they were involved with one of them, maybe they were just working on the project, maybe something more sinister was happening. It was hard to tell, and knowing what I now know, I should have spoken out more clearly. Today, I would characterize the atmosphere as toxic.
We writers did have actual productive meetings, though, although sometimes they felt more like seance sessions, with us trying to decipher what Christopher was saying over a long-distance phone call on speakerphone.
The rumors and the strange mood and the “use them until they break” style of management obviously led to many, many people burning out, quitting or just quietly disappearing. This meant we had to constantly find new people to take on those positions. People kept coming and going. Christopher as creative lead was replaced by others before the project was over.
For Solmukohta 2004, Juhana Pettersson and I designed the art larp Luminescence, produced by Mikko Pervilä. It is known as “the flour larp,” since we had a room filled with 750 kilos of wheat flour. Plenty has been written of that larp in other articles, but cleaning up after the larp was quite a hassle.
T wanted me to be in some Dragonbane meeting, while I was expected to be cleaning the room. “No problem,” he said, and ordered two teenaged volunteers to go clean the flour room while I took part in the meeting. Needless to say, the volunteers simply left the project, and I later got an angry call from the janitor.
Luminescence. Photo by Juhana Pettersson.
At a later stage in the project, a larper woman I was dating told me T had asked her to join Dragonbane‘s music team. Having seen what was going on at those project workshops, I did not feel them to be a safe environment for someone I cared about. (Again, I should have worked harder to protect also those I did not know.) I asked her not to participate in the project, and she got mad at me at first, but then agreed.
Since we were constantly struggling to recruit new people, and I as one of the key organizers had just worked against that goal, I finally started realizing I could not be involved in Dragonbane much longer.
Everything Goes Wrong
I was sitting in the audience at an ice hockey stadium listening to a pyramid scheme recruiting event. T was convinced we should have them as our financing partners, and had sent myself, and some of the production people to take part in the event, and then later on try to meet some of the key people in their dressing rooms.
The whole thing was obviously a scam. Obvious to me, but others in our team were not as skeptical.
We managed to get an audience with one of the speakers, and explain our case. Dragonbane could be officially branded by the pyramid scheme, and they would get lots of publicity for their business. They promised to think about this.
When Mikko Pervilä heard about this, he said he would quit immediately, if Dragonbane went through with this. So, the cooperation was cancelled. I am grateful to Mikko for that. (He later quit anyway.)
We had long since forgotten about getting Eddie Murphy for the trailer. Then we found out we would not get the Plustech forestry machine, either. How could we have Dragonbane the great dragon larp if we have no dragon?
The project went through constant changes. The location was switched from Estonia to Sweden, the targeted player number was cut and cut again from 1200 to 400. Fýr’s dragon building crew were hard at work making plans on a new kind of dragon built on top of a truck, but without Plustech, they could not keep up with the schedule.
Christopher and I realized there was no way for the larp to happen in 2005, and managed after long, painful debates to convince T to postpone it by a year. He opposed the change because once he promises to do something, he does it. But, we told him, his promise could not be kept in 2005, but it could be kept in 2006.
Around that time, T decided he had to change his leadership style. This is how he comments on the topic in the documentation book Dragonbane: The Legacy:
“As the project progressed, it became increasingly evident to all participants that the only viable decision making model was a military style one. The more idealistic version proposed early in the game just did not produce results and in a project of this size and with this little time it is not a good alternative. There are reasons why corporations and businesses do not operate on committee or democracy basis.
A smaller, less international project could have succeeded with less dictatorial management, but with Dragonbane the more authoritative style should have been adopted even earlier. In hindsight, it is easy to see that the year we lacked could have been saved by choosing army style project management from day one.”
I wanted out. I was very stressed and felt I would soon break like the suitcase and the car and so many other people in the team before me. But explaining this to a person who does not take no for an answer was not easy.
I told T I needed to do some paying work since Dragonbane was taking up all my time. “How much do you need?” he asked. He proposed I come work for him. Having seen how Fýr was already in a position of T having economic power over him, and now with militaristic style, this was not what I wanted to hear.
In the end I just had to tell him I could not work in the project under any circumstances. “Fine,” he said. “I hope you won’t turn against us and start badmouthing us.” I promised I would not. And I have not written or spoken about my experiences publicly, until now.
After that I became a broken object, someone T did not want around.
A year later the larp was actually about to happen in the forests of Bumfuck, Sweden. (Actually Älvdalen in Dalarna County.) I could not take part in the larp as my mandatory civilian service would start immediately after and if I was late, I would be punished. Travel to and from Älvdalen took so long I could not risk it, but I wanted to be there at the start.
I had read online about how the players who had arrived early had met angry organizers and been forced to work on building the village. The dragon’s neck had broken and it was being repaired at a vocational institute in Finland. Nothing was ready, and there was not enough food for the involuntary volunteers.
Fundin, a Dragontamer player from Sweden had this to say:
Mistakes were made, and I think the main one was not trusting that the players could fix things for themselves, less promises would have made a better game.
Had we been told to bring tents, cooking gear, food and taming tools the game would have been better. There were few who couldn’t bring tents for example, no problem, then only a few tents would have had to be made = less work for the organisers.
I asked about making taming tools and was told to go to Finland or southern Sweden for a workshop… I would have been able to make them at home if that had been cleared beforehand..But *No* was the general answer to any Idea, everything had to be specially made for DB, that was the big problem, and you were not allowed to make anything by yourself without an organiser or a workshop.
When I arrived, the mood among the organizers in “The Bootcamp” was, indeed, hostile. At the time I thought it was because I was seen as a traitor, having quit the project. Now I have found out the mood was hostile towards everyone so it could have simply been lack of sleep. That ten people who should have been there to help were repairing the dragon had taken its toll.
It was clear everything was badly organized and there were not enough people to do everything that had to be done. And not enough cars to get people from the Bootcamp to the larp village to build it. On the other hand, there were a huge number of incredibly beautiful props, fabrics, and such.
I did odd jobs. I cooked a hearty vegetarian meal for the people at the Bootcamp. I remember T being very happy that I took carnivores into account, not realizing the sauce was soy grit instead of minced meat. I helped dye scrolls with strong tea. I helped the players build the village. I held the opening brief for the players in the witch group.
The players and volunteers I met were exhausted and almost delirious. One of them, Tonja Goldblatt, looked at me, unbelieving, when I arrived at the village. They had not eaten or rested properly, and had to work in the poorly organized work camp. When I had wanted Cinderhill to resemble a Soviet commune, this was not what I had in mind. It was certainly no utopia.
I wasn’t part of any main organizing team, but I ended up working my ass off for this project and I burned out. It was no small feat and it did manage amazing things, but Dragonbane broke me for years. For years it was really hard for me to talk about the whole project because of the bitterness. It was my first international larp and turned me away from Nordic Larping for years.
I only caught rumors of the larp itself from the Bootcamp, and then I had to leave. As I was ready to depart, the dragon arrived. They had driven it to a ferry, sailed it to Sweden, and driven it from the ferry to Älvdalen. Its neck was still broken, but it could move.
At the last moment T decided to replace the person who had prepared to play the voice of the dragon. He replaced him with himself. Even though the fancy software could turn everyone’s voice into the dragon’s voice, it could not change his very recognizable accent.
Aftermath
For the longest time I was ashamed of the project. I assumed almost everyone had a really bad time. And sure, many people did. Many burnt out. But for others this was every bit the magical experience we had set out to create. Friendships were forged and sense of wonder essential to fantasy created lasting memories.
In the book Nordic Larp, Johanna Koljonen’s and Tiinaliisa T’s article on the larp starts with these atmospheric words:
I heard the dragon give out a heart-rending shriek. The sky exploded, and pillars of fire shot up behind the temple. The Dragon died – and at that moment it became truly real. The odd angle of the head looked like the twisted position of one who has expired in pain. And its skin, when I rushed in, wailing, towards it, felt slightly warm to the touch.
In the same book, an anonymous Cinderhillian player comments:
We indeed had a working village! When we bakers found out we had bread and cheese, but nothing to slice the cheese with, one of the village smiths made us a perfectly good cheese-slicing tool!
Charles Bo Nielsen recently reminisced on the group Larpers BFF:
I would like too add that as someone who was 18 at that larp, it was an amazing experience, first major international larp for me. So heavily coloured from that perspective.
There were some really interesting things about the larp. It was insanely ambitious, especially for the times, it had a really really big budget, due to being heavily funded, beyond the player tickets of 130 euroes, which back in 2006 was considered quite the sum for going to a larp.
From my point of view it ended up really grumbling under its own hype, the organizers ended up promising everything and certainly not delivering everything.
In Denmark spinoff larps were run, continuing the story of the dragontamers.
The village that was built was robbed soon after the larp, and then left in the woods to decay. Later on, the local municipality burned it down.
Essi Santala, who worked with Fýr on the dragon, wrote: “I would not be who I am today without Dragonbane. I know it was a devastating project for some people but for me it meant major friendships, togetherness, overcoming obstacles and a sense of awe over what we accomplished over the course of the project. I spent two years part of Dragonbane. It was awesome. Was it a good larp? The question, to me, is irrelevant.”
I would still stay in contact with Christopher, and a year after Dragonbane we would found a company together. Fýr is studying filmmaking in Prague. Mikko has produced many other big events including Solmukohtas.
In 2015, T was sentenced to two years and eight months in prison for statutory rape and sexual abuse, and he quit the larp scene.
It is bittersweet to think back on Dragonbane now. Thanks to those who worked for and took part in our visions. Apologies to those that were hurt or broken. I hope young organizers and designers of today are more aware of toxic environments and what to do about them.
I would invite everyone who has memories or questions of Dragonbane to discuss the topic further with me and others.
Since 1995, the Danish non-profit organization Einherjerne has made one large fantasy larp in the summer with 100-300 participants. Every larp has built on the experiences of the earlier years, with core elements of the larp being a village surrounded by a magical forest inhabited by mythical creatures. This is the Nemefrego larp series, that is continuously being rewritten with each new instalment, and which functions as a melting point between organizers striving to renew and participants trying to replay the previous game. An organiser using the brands “Einherjerne” or “Nemefrego” sets certain expectations. This can be a two-edged sword. The story of Nemefrego 2014 is about four of those edges.
Nemefrego 2014 Overview
The Nemefrego 2014 storyline was centered around the election of a king from five great families. Nemefrego larps happen in roughly the same setting and family names are often reused, but just about everything else changes. The reason for this is to make new players feel that they’re entering a brand new larp instead of “the middle of a series”. Some of the larps aren’t even called Nemefrego, though they are part of the tradition. This time, the players were divided into two distinct geographical locations. Most players lived in the town and the tents near it, while a portion of the players were in the forest portraying various mythic creatures. And when we say town, we actually mean something quite close.
A Pre-fabricated Village
The people in Einherjerne have built pre- fabricated larp houses, that can be stored in large ship containers since the early 00’s. These can be stored in containers and then quickly be assembled when needed for a larp. This has been perfected to a point where a whole village, including a two-story building and several buildings the size of dining halls are neatly fitted into 40’ ship containers, packed tight from floor to ceiling.
The containers can be moved by truck and sometimes they are leased or lent to other projects such as Aarhus Medieval Festival or other larps. A mobile medieval town is quite a resource, and several other larp organisations – including the Danish boarding school Østerskov – ha ve copied the Einherjerne idea and now have their own pre-fab buildings.
Intrigue Play vs. Status Play
One of the central pieces of Nemefrego 2014 had to do with getting conflicts and plots out in the open, where they would include as many people as possible. This could include gift spending, intimidating, great speeches and the like. The goal was simple: steering the characters towards slowly escalating conflicts and tension, while avoiding resolve until the final hours of the game where conflicts would play out and conclude as publicly as possible.
We call this play style; “status play”. The opposite, which we call; “intrigue play”, is a style where problems are resolved as quickly and discreetly as possible.
I empty my mug and placed my purse on the table. “How about a game of dice?” My fellow soldiers encourage the closest prey to participate. A man is about to stand but we all look at him with piercing eyes.“So you think our game is not good enough for you?”. He hesitates and then replies: “but I have no dice”. I smile: “No problem, I have dice you can borrow.”. He sits down, and I extend my arm around his shoulders: “by the way, there are a few special rules concerning the borrowing-dice. Nothing much…”. He stiffens but notices I have a hand on my dagger, and lets go of a sigh.
Player
We had many great examples of status play that worked and players who enjoyed it. One thing we experienced however, was that without a central town square, we saw status play reduced to only include small segments of the participants, rather than the majority. A town crier was implemented at some point in the game and made a big difference, since this brought information of various conflicts to many more people. Utilizing a central square seems optimal for this type of play, though. And however much we tried to get conflicts out into the open, we still encountered an old friend of a problem; sleeping bag murders.
The Sleeping Bag Murder Paradox
In Danish larps where conflicts are sometimes resolved with violence, and in which the players sleep on location, there is a risk of characters being killed during their sleep. This is a time-honoured (but despised) tradition in Danish larps known as “sleeping bag murders”, due to the fact that most players sleep in sleeping bags. At Nemefrego 2014 it was explicitly stated in the written game material that this was forbidden, but one player did it anyway – bringing several other characters down with him in the vendetta that followed.
I remember slowly becoming aware of my surroundings. I heard steps and instantly knew someone was in the tent. I also knew I slept with an in-game dagger just out of old habit. But just before I opened my eyes I hesitated. I thought this is stupid. The rules were specific; no sleeping bag murders. Then someone shakes me and I open my eyes and see the weapon in his hand. Seconds later the whole family including us guards were slaughtered.
Player
Organizers and participants, whose roles were dead, had a constructive dialogue afterwards and players were reinstated where it was a agreed the story needed it the most. When play styles and rules/ participants clash, having a short break followed by open dialogue including all sides can prove fruitful, as it did in this case. The optimal thing is if things don’t happen when they’re not supposed to, but sometimes it’s also good to have a “what if” plan if going up against tradition.
A Mythic Forest
Surrounding the town, in which the majority of roles lived, was a magical forest, inspired by dark mythological folklore. It was meant to spawn stories of gloomy tragedy as well as heroic deeds. Unlike many other Danish larps, which utilize an organizer controlled NPC group – the creatures inhabiting this forest were portrayed by a group of players, with great freedom to incorporate magic and mythic creatures in their stories and roles (some even played multiple roles).
There were no rule restrictions on the group, and the forest group would continue playing in the forest whether town players would come out or not. Forest creatures would not always agree amongst themselves and they had many power struggles – something town players often ended up being pawns in.
The forest group’s goal was simple; the creation of great stories featuring a small selection of the other players: Namely those who would understand the genre and play along with the terms set by the forest. The majority of players did not interact directly with the forest- but only hear rumors – creating a mythic feeling of insecurity and a lack of knowledge of what actually happened in the woods.
Some players were frustrated by this and felt left out because the forest play was not easily available to everyone, but many liked the uncertainty and enjoyed not directly interacting with the magical elements of the forest. Those who entered the forest and actively contributed to the mythic storytelling had a wonderful experience. The town and the forest were in effect two play zones with different visions, rules and narrative styles, even though they were very much part of the same larp.
Trade in the forest would be conducted in magical promises rather than in coin. Receiving help from the forest meant that you would be bound by a magical promise – something the characters were not always aware they had accepted, even though the players knew it. These could be small actions; accepting a gift could mean you had also accepted a price, even if nobody had you informed of the “cost” of the gift. The price would always be high (relative to the one having to pay it) and the forest would make sure you never forgot your promise. The consequences for breaking a promise were devastating.
The forest witch and I stared intensely at each other while one of her kin played a flute to keep the faun enthralled in it’s trancelike state. The witch drew a knife (a really nice one, one from this swiss army knife list) from her pocket and offered it to me. I broke eye contact and looked at the metal knife. She asked me if I needed it for my first knight trial. I hesitated but knew she was right.
I had to bring some of the fauns beard to pass the first test. I took the knife and gazed at the blade reflecting the playful light from the nearby bonfire. The witch cracked a gruesome mocking laughter and only then I realized that by taking the knife – I had also accepted a bargain. She could ask whatever she wanted since I had already accepted. My first born was now promised to the forest…
Player
The forest was primarily active at night and most creatures did not go near the town. This enhanced the mystery surrounding the forest. There were certain unwritten rules when entering the forest. The most prominent was that you should not bring metal into the woods since many otherwise peaceful creatures would react aggressively to weapons – and some of these creatures were beings of pure magic and thus immune to mundane steel.
Ironically one type of creatures would always be hostile – and could only be handled with weapons. This greatly supported the vision of the forest being a dangerous place far outside any town character’s comfort zone.
This was especially the case for members of the five great families who had to leave their status symbols – swords, which they were the only ones who were allowed to carry – behind. The end effect was of a seducing, intriguing and mystical forest, and those characters who went there never came back unchanged.
Nemefrego 2014
Credits: Einherjerne Date: July 17 – 20, 2014 Location: Forlev Spejdercenter, Skyggelundsvej 3, 8660 Skanderborg, Denmark Length: Afternoon Thursday to evening Saturday. Players: 112 Budget: €13,000 Participation Fee: €110 Game Mechanics: Status play, simple combat rules, Website:http://nemefrego.dk/
Cover photo: Bakker-Hviide, one of the great families plotting to seize the crown. (Play, Mai Isager Nielsen). Other photos by Mai Isager Nielsen and Christian Niclas.
Livsgäld, translated roughly as “the price you pay for your life”, was a low-fantasy larp held in November, 2014, in Halmstad, Sweden. The larp was played in Swedish, had 40 participants, three non-player characters and four organizers. The spots for the players were given out through a lottery process, where participants first signed up over the span of a week after which a draw was made to see whom among the players would receive spots. The larp used two criteria to divide the various players into different pools – we first divided the player group into self identified men, women and non-binary individuals, with a goal of as many self identified men as women in the player group. After this division was made, we went on to divide by age. Ten spots were reserved for the 25% who were youngest of the player group, twenty spots were reserved for the 50% in the middle and ten spots for the oldest 25% of players.
Despite our efforts to achieve this balance, when drop-outs were taken into account, we did not have enough reserve players among men in the latter stages of the process and the actual game ended up with a skewed ratio, with more women than men attending.
Setting
The setting for the larp was a world known as Xaos, constructed by organizer Simon Svensson.
The larp itself was centered around an isolated culture that had been existing on its own for hundreds of years in a single village. The culture entirely lacked a social sex-based gender, the focus was instead on four elements that were seen as part of your biological entity in the same way as gender is for us today. The concepts ‘man’ or ‘woman’ did not exist, even if the members of the culture were physically identical to us.
Story
The story played with themes of survival, both literal in avoiding starvation, but also cultural survival when the old ways did not work as they used to. The food stores were low and for many years, the fields had gotten more barren, the hunting had diminished and tensions were on the rise. During the larp, the People, as they were called, had to confront whether they would rely on the extremely conservative foundations of their entire people, the cultural values they held sacred, or brave the dangers of the unknown.
The unknown also held the mythological threat from a civilization that once held the people as slaves and were said to roam the wilderness in search for them.
The culture was one of shame and guilt, where the personality traits that are often seen as good today were considered destructive and bad (bravery, creativity, being outspoken, self-confidence), while atypical leader abilities – intuition, empathy, carefulness and cowardice – were seen as positive and constructive traits. Conflicts were solved by smoothing over and handling the fallout rather than the cause.
If the main storyline was the food crisis, the actual focus of play was the social pressure that was a natural part of such an isolated society; a society where the equilibrium rests on shame and the silencing of dissenting voices. When the crisis became more outspoken, all the tension that was stored in the various dynamics between the collectives (the family units of the game), individuals and between element-genders rose up to the surface. Love was lost, forbidden love was uncovered and the young members of the village were initiated into their collectives, to live with them for the rest of their lives.
During the larp, three unknown spirits also appeared, brought into the village by some of the fire-gendered, the most oppressed of the four elements. These spirits turned out to have different agendas that they tried to pursue through affecting the people and their ways.
In the end, a choice was made. Their existence doomed, they refused to go quiet into the night and fade away. The village abandoned their ancestral home to face the unknown on a great exodus, knowing well that most of them would not make it.
Designing Livsgäld
Calm gazes with the power to silence loud voices. Tears that are swallowed, hidden away to uphold the illusion of well-being. A collective where everyone is included. Yet, some are still left outside, isolated. Love filled with demands exists side by side with the search for acceptance. To be loved, not for the person who I am but despite of it. Livsgäld. One larp, many emotions followed by important insights. I was not poor when I went there but I left richer than I was before. My new found riches are thoughts and a new way to view the world.
Player, Air-gendered
These thoughts by one of the players include some of our core design elements. When we created Livsgäld, we had three major design goals. They were:
A gender-equal larp
Reversing fantasy stereotypes
Narrow focus
The first point was one of the first that we decided on and our philosophy towards gender was based around the thought that, in order to achieve gender equality in a larp, you could not simply remove gender inequalities and otherwise keep the same traditional fantasy or modern setting. We would still have hidden patterns and behavior that were modelled on inequality. Instead, you have to remove them and replace them with something else that could take their place. This philosophy guided us as we created the Livsgäld world.
The second idea was based on the observation that fantasy worlds are often inherently conservative. They are worlds where uprisings are bad, where feudalism works, where power is rightfully inherited and where loyalty to authority is something noble.
They are worlds where individual bravery and vigilantism is held as the norm of heroic behavior. We wanted to challenge these concepts and show a world that worked differently from how we expected a fantasy world to work. We knew this would be a challenge for our players since we had already removed so many other familiar points from the players’ horizon of expectations and recognition, but we did not want to create a gender-equal world only to reproduce the normative, traditionally masculine traits as superior.
The third point, narrow focus, was something we’d learned from the countless fantasy games that exist out there in the more mainstream fantasy genre. Many of them present a whole fictional world for the prospective larper with nations, maps, cultures and religions all presented in short written format, easily overwhelming their players. We wanted Livsgäld to exclusively present relevant information for the players, where every piece of information was something that had an impact for the People and the experience at the larp.
Inspirations from the Nordic larp tradition were games such as Mellan himmel och hav, for a different way to construct gender and personality traits, Hemligheten, for the way it portrayed a low-key fantasy setting, and Brudpris for handling a culture of shame and invisible barriers.
Reactions
There were many things that did not happen as planned or expected and there were many story elements that were identified as flawed or working in an unintended way. Even as the game came to a close, we had already learnt a lot. After the game, the players were asked to give the organizers a week of stories, a week where feedback and criticism could wait.
When this week had passed, a document was published with our the organizers’ design thoughts, containing thoughts on what had gone wrong and what could be improved, along with a feedback form for the players. We felt that this approach helped players focus on areas that we had not already reflected over.
The feedback form received answers from roughly half of the participants. The most widespread reaction which was echoed by nearly every feedback form, was that the participants had experienced a sense of leaving their own social gender behind. No longer did they feel the internal or external pressure to act their gender.
Despite of this, several individuals noted that actual behavioral patterns still conformed to those they had been taught all their lives. It is not surprising that players did not adapt entirely new patterns of behavior simply from two days gametime and a day of workshop.
However, it is noteworthy that the expectations to behave in the same ways were perceived as lacking. It was more out of comfort and habit that the players acted out their off-game gender identity, rather than a feeling of pressure or expectation.
Another common point of feedback was that the elements had felt like castes, rather than gender. There had been a lack of sexualization or the tension that exists between genders attracted to each other and they had felt like ‘roles’ in society, rather than something natural you were born to.
Many felt that a workshop for translating typically gendered behavior, like flirting, sex and attractive stereotypes, into the Livsgäld world, would have been a boon to the larp. That was, according to the players, the most difficult part of the setting.
The biggest lesson we learned was to trust in the setting and the characters to provide the content. An element was introduced early on that was meant to be kept low-key: the three foreign spirits. However, their occult nature and mystery quickly spiraled it up to the top and it became a major plot. Many players reacted as if they had to solve it, rather than use it as background material. Had we informed everyone about the element beforehand and kept its function transparent, we feel that it would have filled its function more properly.
We are glad that we created Livsgäld and in many ways, it felt like a success. However, it also felt like a game that explored relatively unknown territories and in doing that, left a lot of room for improvement.
Closing Thoughts
Everything points to the fact that Livsgäld changed the way people thought about gender, if only for a little while. In this, we hope that Livsgäld can be an inspiration to others and that we will see more games exploring similar themes.
As a closing statement, here are some thoughts from one of the participants, taken from their blog post about the larp:
It was scary, in a way, to see how effectively we changed our way of thinking and behaving over a mere weekend. It showed me how easy it is to create oppression on completely arbitrary grounds, and how real those feelings provoked can be even though you know it’s just play-pretend. But most of all it gave me hope. If we could change our way of thinking and behaving so easily over such a short period of time I have no doubts about that it can be done on a much larger scale. All it takes is that most of us play along.
Player
Livsgäld
Credits: Kajsa Seinegård (main organizer), Simon Lindman Svensson (co-organizer), Carl Nordblom (co-organizer) and Jennie Nyberg (co-organizer) Date: October 30 November 2, 2014 Location: Primus Vicus medieval village, outside Halmstad, Sweden Length: 60 hours in-game, 16 hours pre-game workshop Players: 40 Budget: ~€5,000 Participation Fee: €70 standard fee, €50 for low income participants and €90 for high income participants Website:http://projekt-xaos.zaramis.se/
We’ve received a tip about a fantasy larp in Serbia in May this year. The organisers sent us this information:
It is biggest larp event we have in Serbia. It is placed in Serbia/Vladimirovac. Vladimirovac is north-east of capitol city Belgrade. Place is big and have GREAT capacity. We have Serbian, Croatian, Bulgarian and soon Turkey larpers. Every year number of larpers is growing and this year there is 400 persons that wants to come. Everything is free, and all you need to bring it is your own shelter, tents and food. You do not need to pay for participation. Every year we have more new larpers so we set simple rules. There is only three class to choose. Priest, Mage and Warrior but you can choose any race and outfit. You must have safe weapons
Simbelmyne is a swedish larp set in Tolkiens Middle-Earth, around 500 years before the War of the Ring. The organisers describes it as such:
“Good and evil have not changed since yesteryear, nor are they one thing among Elves and another among Men. It is a man’s part to discern them, as much in the Golden Wood as in his own house.”
— JRR Tolkien, The Two Towers
Simbelmyne is a larp about good and evil – not the goodness of heroic deeds or the evil of dark lords, but the goodness of a kind act or the evil of greed, selfishness or small mindedness. Fictionally Simbelmyne takes place among the Éothéod, the ancestors of the Rohirrim, as they gather to elect a new thegn, a chieftain of sorts, as the old one has passed away – and to tell tales, share news from all corners of the Mark and to eat, drink and honour the ancestors.
Where: Moriaberg, in Tumba near Stockholm When: 6-9 June, 2013 Cost: 600 SEK (approximately 72 EUR or $92 USD) including food and lodging Language: Game primarily in Swedish, but Danes and Norwegians are very welcome!
Krigshjärta (Heart of War) is a Swedish low fantasy larp campaign centered around a large scale conflict. Though it is combat heavy, it’s quite different from American style combat heavy fantasy larps. Check out their campaign trailer here: