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  • Culture, Community, and Layers of Reality: Playing Allegiance

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    Culture, Community, and Layers of Reality: Playing Allegiance

    By

    Juhana Pettersson

    The larp Allegiance ended at a statue in a small park commemorating the end of the Second World War. We played diplomats and their support staff from different countries in 1970, listening to the Norwegian Foreign Minister’s speech about war and peace.

    The minister talked about her own experiences in the aftermath of the Nazi occupation of Norway. She quoted the Norwegian king Håkon the Seventh: “Higher even than peace, we place the right of self-determination.”

    The reactions in the crowd to the speech came from all the different histories and emotions our characters had. But they also sprang from the reality we live in as players. The themes of war and peace feel immediate in the context of Russia’s invasion of Ukraine, which had impacted the lives of many players concretely and all players at least indirectly.

    At the end of the speech, the minister’s words were not of the glory of victory but the necessity of rebuilding all that was lost.

    Diplomats socializing at the American Party. Photo by Martin Østlie Lindelien (cropped).

    Allegiance was a pervasive larp (Montola, Stenros, and Waern 2009) about the Cold War and the diplomacy needed to stave off nuclear Armageddon. Spies, betrayals, defections, and diplomats trying to carve space for themselves and maybe even for their countries. It was played in the streets of Skien in Norway and included over a dozen locations open to play over the weekend.

    I played the military attaché at the Finnish embassy, a war veteran scarred for life in the Winter War and the Continuation War. Much of my larp was about old friends, relationships, and meeting people I used to know in new circumstances.

    The larp’s core question was made plain in its name: Allegiance. During play, our characters had to interrogate who or what they were really loyal to. Country, ideology, personal self-interest? In the beginning of the larp my character seemed quite straightforward: He was a patriot loyal to his country, trying his best to keep it out of another war.

    As play progressed, I found myself with other loyalties too. Helping old friends even when they were technically on the side of the enemy. Concocting secret plans to extend Project Gladio to Finland in direct contravention to Finnish government policy.

    Community

    The production model for Allegiance placed a heavy emphasis on community. Each country represented in the larp had a designer of its own recruited from that country’s larp community. This country designer created the characters and play design for their embassy. The country designers worked together on connections and events that happened between the embassies and in the wider fiction of the larp.

    Thus, my character had close connections to people from the Swedish and East German embassies and the Norwegian foreign ministry. My main social context was the Finnish embassy, designed by Maria Pettersson.

    Ida Foss and Martin Nielsen were the project leads of the larp but their role was more that of a producer, facilitator, shepherd who guides the collective efforts of the country designers and makes it possible for their work to be realized in the larp.

    This design approach was very much in tune with the larp’s wider political and social vision, which emphasized coming together across national boundaries to forge a path towards a better world. The players whose characters staffed the Soviet embassy came from Belarus, Ukraine, and in a few cases, Russia. Some of them experienced significant difficulties in making their way to Norway for the larp due to Russia’s invasion of Ukraine and the increasingly repressive regimes in power in some of these countries, as well as the stringent travel bans and border closures enacted by almost all of the European countries sharing a border with Russia.

    Much of the simple pleasures of the larp had to do with cultural exchange and discovery. In a pervasive larp spread across a number of venues it’s always fun to discover new places. The first night, there was a party hosted by the American embassy, with hot dogs. The venue was a real bar, a place you might have used in real life for a party for diplomats.

    One of the larp’s design ideas was the use of Moments. They were pre-planned scenes between characters reminiscent of fateplay (Fatland 2000). The important difference here is that the Moment is defined as a scene with a starting point. It was up to us as players to take it somewhere interesting. One of my Moments was with an East German embassy official who I’d recognized from the war. We met at the Finnish sauna boat and talked about the war and how different our lives had become.

    The second night, we took an antique, 70’s era bus to a mansion outside town where the East German embassy was holding a reception. In the pacing of the larp, this was the time when we resolved dangling plotlines and extended earlier prompts into something with more depth and meaning. We also discovered an actual secret door in the mansion’s library, not part of the larp’s design at all.

    Bus with the word Pizzaria on it and two people in vintage clothing inside
    The larp featured an antique, period-appropriate bus. Photo by Kai Simon Fredriksen.

    Language

    I’m from Finland. Finnish is my native language. I’m writing this in English, a language I learned in school and from the media. Almost all international larp in Europe happens in English and because of this, the majority of my larp experience in the international context has been in a foreign language.

    International larps and related events such as the Knutpunkt conference have a social convention where everything should be in English so that the events are accessible to all. This of course assumes that everyone can speak English.

    Allegiance made the extremely unusual choice of having a different design around language and nationality. The larp was made so that as a player, if you wanted to play in the embassy of a specific country, you needed to speak the language and have relevant cultural experience and understanding. To play in the Finnish embassy, you needed to speak Finnish and grasp Finnish cultural references.

    This meant that the larp was primarily accessible to Norwegians, Swedes, Finns, Danes and Germans as well as larpers from the U.S., the U.K., the Czech Republic, Slovakia, Ukraine, Russia, and Belarus. Players from these countries had an embassy they could easily play in. The U.S. and U.K. embassies ended up having more relaxed policies, especially because player drop outs led to new participants having to come in at short notice. In their case, language skills and some understanding of the culture was deemed enough.

    Image of a person in vintage '70s clothing at a work desk
    Maria Pettersson designed the Finnish embassy and played the secretary, a supporting role designed to facilitate the running of the larp. Photo by Juhana Pettersson.

    All larps feature design choices that make the event more accessible to some players and less accessible to others. This was the case with Allegiance as well. It was obviously less accessible to the Spanish or the Greeks because they didn’t have a place in it. It was more accessible to players from its represented countries who didn’t speak perfect English because the design was much more forgiving in that sense than typical international larp.

    During the larp, you played in the language that made most sense in the moment. At the Finnish embassy I spoke Finnish and at international meetings I spoke English. At an important meeting concerning the multilateral reduction and limitation of nuclear weapons, the Soviet ambassador spoke through a translator in a beautifully awkward and authentic way, obviously choreographed by the players involved to create a very specific cultural expression.

    Personally, when I played in the Finnish embassy, I realized how rare and unusual it was for me to be able to play my own language and culture in an international larp. The fidelity of cultural representation was very high because everyone at the embassy was able to play with shared background and references.

    Image of a cartoon in Finnish
    A culturally specific reference from the Finnish embassy. Photo by Juhana Pettersson.

    We had jokes about Ahti Karjalainen and a bottle of Puolustuslaitos-branded booze. We had period comic strips by Kari. I played a former politician from the Keskusta party whose family came from Savo and who was personal friends with Kekkonen. When we got a diplomatic note from the Soviet Union, all players had the deep cultural background needed to grasp the enormity of such an event.

    My character was involved with the grassroots project of hiding weapons in farms and barns in case of a future Soviet invasion after Finland lost the Continuation War. They were to be used in guerrilla warfare. In real life, my family also has a connection to this same phenomenon.

    Historically, Finland is famous for sauna diplomacy. To make it happen in the larp, we had a sauna boat where we could host meetings. It demonstrated the difference between two aspects of playing on your own culture. The internal play at the embassy ran on deeper cultural nuances while the internationally facing sauna diplomacy was simpler, made legible for foreign consumption but also fun because of the cultural exchange involved.

    The use of English and the focus on cultural elements that can be shared between people from different countries are necessary elements of international larp and will remain so in the future. Still, I deeply appreciated the chance Allegiance gave me to play on my own background for once, and see the Czechs, the Swedes, the Danes and others doing the same.

    As an international larp, Allegiance attempted to build bridges between player communities to an unusual degree. A typical international larp operates on a policy where anyone can join in as long as they speak fluent English. The doors are open. In Allegiance, the backgrounds of players were more limited. It was open to people from the former Czechoslovakia, Soviet Union, Scandinavia, Finland, Germany, U.K. and the U.S. However, from many of those larp communities, the project actively sought to involve participants and designers to a much greater degree than international larps usually do

    In this sense, Allegiance swapped a passive open doors policy for proactive bridge building.

    A person at a desk in period clothing and glasses conversing with another person
    The designer of the Czechoslovakian embassy Dominika Kovacova. The embassy designers played supporting roles as secretaries who could be relied on to transfer information reliably. Photo by Kai Simon Fredriksen.

    Manufacturing Reality

    Physical reality consists of the material world around us, the tables and walls, air and water. Our bodies and their biological function. Social reality encompasses all the fictions we’ve built for ourselves to organize our existence: money, government, corporations, titles, countries, borders.

    When we organize a larp, we create a temporary alternative social reality and then live within it for a set period of time, with tools to take a break from it when needed.

    Allegiance featured two parallel sets of meetings about important international agreements, NORDEK and MALART. The latter concerned reductions and limitations for nuclear weapons programs and I was involved in it in my capacity as a military attaché.

    Sitting in the meetings, I felt like I was engaging with the construction of social reality on a double level. Playing a larp means I’m constantly manufacturing social reality with my co-players to keep the fiction consistent and playable. My character, as a diplomat, is participating in a painstaking process of creating social reality by the way of treaty negotiations which decide where nuclear weapons can be placed, who can have them and how the materials of their manufacture can be sold.

    The social reality of larp is temporary and ceases to exist once the larp is over. The social reality of diplomatic negotiations has much broader consequences because we as a society have decided that the results of such negotiations are “real.” Nevertheless, they’re also made up and diplomats are the people who hammer out the specifics.

    The way we ordinarily understand things, larp is fake and diplomacy is real. Yet there is something similar in the minutiae of how the processes are negotiated that emphasizes how our social reality is constructed. The social reality of diplomacy eventually becomes physical reality as nuclear missiles are dismantled or new bases capable of firing atomic warheads constructed.

    A person in a suit seated and reading a document.
    The Finnish Ambassador visiting the Danish embassy. Photo by Martin Østlie Lindelien.

    From this viewpoint, politics is the process through which we decide the rules of the social reality in which we live. On a national and global level, the process of politics can lead to extremes such as war. Allegiance examined the international political processes created to produce the opposite result, peace.

    Allegiance is a political larp beyond its subject matter. It happens in a specific political context, that of Russia’s invasion of Ukraine. On the level of community, the vision behind Allegiance is that of transnational work towards peace and against authoritarianism. As borders are closed, refugees turned away, and visas rescinded, it seeks to present a vision of coming together against the dark forces of nationalism, hate, and war.

    At the afterparty, I talked with a Belarusian player I’d shared a scene with. She said that all of her friends back home in Minsk had either emigrated or were in jail.

    The Ghost of History

    In 1970, the Nobel Prize for Literature was awarded to the Soviet writer Aleksandr Solzhenitsyn. His The Gulag Archipelago is a powerful indictment of the Soviet prison system. The first major event I participated in during the larp was a reception held in honor of Solzhenitsyn’s award. The diplomats came together at an art gallery and there was tension in the air because the representatives from the East Bloc countries obviously didn’t much care for the Nobel Committee’s choice.

    In real life, the Nobel Peace Prize was awarded while the larp was running. The 2022 award went to the human rights advocate Ales Bialiatski from Belarus, the Russian human rights organization Memorial, and the Ukrainian human rights organization Center for Civil Liberties. The choice of recipients from each of these countries symbolically emphasizes the necessity of civil society to come together across borders to fight against war and repression. When I saw the news during the larp, it felt like the reasoning of the real life Peace Prize and the larp’s creative agenda were perfectly aligned.

    Photo of people in vintage suits with drinks in their hands at an event
    The author of this article contemplating a speech in honor of the Nobel Prize for Literature of Aleksandr Solzhenitsyn.
    Photo by Martin Østlie Lindelien.

    For my character, the larp Allegiance ended in a classic scene from Cold War spy stories. I tried to help my East German friend defect to the West but in the last few minutes of the larp, during the speech, he got arrested. We’d made plans to meet in Tromsö but my character would wait alone for a friend who would never come.

    The ending was appropriate. As the larp went on, I became worried things were going too well for me but this injected a necessary element of melancholy.

    Just before we took a taxi to the airport the day before the larp, I was helping to print some of the papers and documents needed for the play at the Finnish embassy. I had printer trouble with no time to resolve it so I left the mess as it was and finished printing with a laptop.

    On Sunday night after the larp when we came home, I turned on my computer. My printer came alive, spontaneously printing out a diplomatic note from the Soviet Union.

    Three antique cars parked near trees Period cars used by the East German embassy in an in-game photo. Photo by David Pusch.

    Credits

    Project Leads

    Ida Foss and Martin Nielsen

    Country Designers

    Czechoslovakia: Dominika Kovacova
    Denmark: Jesper Heebøll Arbjørn
    East-Germany: Christian WS
    Finland: Maria Pettersson
    Norway: Grethe Sofie Bulterud Strand
    Soviet Union: Masha Karachun
    Soviet Union: Alexander Karalevich
    Soviet Union: Zhenja Karachun
    Sweden: Anders Hultman
    Sweden: Susanne Gräslund
    U.K.: Mo Holkar
    U.S.A.: Julia Woods

    Other Designers

    Martine Svanevik
    Kari KD
    Sanne Harder

    Kitchen

    Tor Kjetil Edland
    Jørn Slemdal
    Frida Sofie
    Thomas Frederick Hozman Tollefsen

    Backstage

    Jahn Hermansen
    Frida Lines
    Salme Vanhanen
    Ronja Lofstad

    Red House And Retro House, Runtime and Designing Embassies

    Adilya Rakhimova
    Stine Mari Haugen

    Rigging
    Tatsiana Smaliak
    Jorg Rødsjø
    Katharina

    Safety and Runtime

    Freja Gyldenstrøm

    Drivers

    Olav Borge Bondal
    Margo Raaum

    Theme Song and Live Music at Villa Ekeli

    Thomas Herlofsen

    Theme Song Production

    Olav Stahl

    Photographers

    Martin Østlie Lindelien
    Kai Simon Fredriksen

    ID Cards, Paper Props and Website Sound

    Nina Tunge-Kvamme

    Assistant, UD

    Bjørn

    Locations

    Skien Bibliotek
    Bakgaarden
    Skien Kulturskole
    Telemark Kunstsenter
    Ibsenhuset
    Skien Nanbudoklubb
    Telemarkskanalen
    Megafon
    Kontorbygg AS
    Torjerd Sofie Strand Moripen

    Antique cars

    Grenland Veteranvognklubb

    Supporting Organizations

    Ravn
    Nordisk kulturfond – Globus
    Fantasiforbundet
    Norsk Kulturråd

    References

    Fatland, Eirik. 2000. “The Play of Fates (or: How to Make Rail-roading Legal).” Amor Fati. 

    Montola, Markus, Jaakko Stenros, and Annika Waern. 2009. Pervasive Games: Theory and Design. Routledge.


    Cover photo: During the day, diplomats attend meetings and craft policy. At night, the work continues at parties, such as the one hosted by the East German embassy. Photo by Kai Simon Fredriksen. Image has been cropped.

  • Leading With Larp Magic

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    Leading With Larp Magic

    By

    Moa Rönnåsen

    To write larps and invite people to take part in your story is to be a leader.

    It’s a responsibility and a privilege to make people part of your vision. It requires a flexible mindset and a good understanding of how to make people engage to make people feel included and safe enough to open up to real collaboration. As a larper you have the opportunity to use the strengths you’ve learned in this amazing community in your role as a leader.

    A lot of what I do in my professional role I’ve learned in the larp community. I’ve worked with building and leading teams towards a common vision for almost 15 years and been a part of the larp community, as a participant and creator, for a good part of three decades. It’s interesting to distill what I’ve learned in the community and how I can use that as an organizer or leader in other contexts. 

    So, what is it that we do so well? I’m gonna tell you the big secret right away: It’s about making collaboration possible by creating the prerequisites for successful human interactions. 

    For me, the key to any great creative outcome, no matter if it’s a larp or a new software feature, is people collaborating towards a common goal. To get people to invest their time, effort and feelings in a project isn’t easy, but it’s the most powerful tool in making awesome stuff. Larping is in itself built on the mechanics of engagement. When I’ve drilled down on that idea, I have found three key things about how we do it in the larp community that you can use with intent to make successful interaction and collaboration possible in any context.

    • Build your magic circle to help people engage and collaborate.
    • Be transparent and help people feel safe with where you’re going.
    • Help people lift each other and play to each other’s strengths.

    When you use these keys you have the possibility to build something unique and very powerful. In a team we might call it flow, in a larp it might be that elusive thing we call larp magic.

    Help People Engage – Build Your Magic Circle

    The more people there are who care about a project, the better. It will make your life, and the execution of your vision, easier if the people around you care as much as you do. Build a community around your idea; build your magic circle. 

    The idea of magic circles comes from play theory and basically means to create the framework in which we can collaborate, to build an arena in which we meet on the same terms. 

    The magic circle is created by a set of rules and to be able to participate you have to agree to those rules. Larps in themselves are magic circles and the rules guide the setting we’re in and how that fictional world works. Putting people together in a group doesn’t make a magic circle by itself. You create the magic circle by getting the people invested in the group, co-creating what is important, how they interact and what makes this particular group a “we.” Both the rules guiding how we interact and work together, and the small, unofficial things that make us feel like a unique unit, are part of that “we.”

    Large magic circles must have more clearly stated rules, vision and strategy to function well. A larp has a setting and rules that govern its world. Done right, an organization might work as a large magic circle. In those large circles there is the possibility of a multitude of smaller circles, and you can be part of several magic circles at the same time. To keep a magic circle alive over time you have to put routines in place that work as a reminder of the rules and why this group of people has a common purpose.

    Diagram of magic circle of the larp and the organization

    Build And Maintain Your Magic Circle

    • Work together on the vision and the guiding star of your project. Look at the vision from different angles and try the idea from different perspectives. This will allow the team to get to know, shape, and feel invested in the vision and make it part of your magic circle. 
    • Run a workshop (or several) to create consensus in the team about what’s important to make your collaboration work. Look at formal rules that you want to follow, like the way you want to check in, communicate and share progress. If you have worked together for a while you might also make a map of the things that bind you together, the unspoken things that create a “we” out of the group.
    • Continuously revisit the conditions of your circle. Schedule time to look at your rules and ask yourself “are we living by this?” If not, what do we have to change to make it work better?
    • Talk about how you foster security in the team. For example, how do you handle mistakes and failures? How does the group pick up and help each other forward? Make this part of the rules in your circle. 
    • Have fun together! The best projects are created by people having fun doing it.

    Help People Feel Safe – Transparency 

    For people to be able to step into and co-own a project or product, they have to feel secure with where we’re going. Uncertainty is the death of collaboration. The best way to help people care about a vision, and feel safe with it, is to invite them in to share the vision with you.

    In the larp community we talk about levels of transparency, and people have different preferences. To be able to collaborate you have to know that you share an understanding of what you are doing. That you are aiming at the same goal. Otherwise the risk is high that you will be going in different directions. 

    In a larp context this might entail having a super clear dramaturgical curve where  everyone knows how the ending will be. From a player perspective, a high level of transparency is important even in the least transparent larp designs. In every scene you have to show your intent, where you are going and why, to make it possible for your co-larpers to buy into your idea and help you play it out.

    Things That Help Us Be Transparent

    • Impact maps – work together with your team to define the goal, the impact you’re looking for and how you get there.
    • Visualization – keep eyes on the prize by having the vision and goal in plain sight. Write it on a wall, name your chat with your vision or print it on t-shirts! 
    • As a leader, be open with decisions that affect the team and the team’s work.
    • Make space for people to talk about fears, obstacles and difficulties and how we can address them to make positive change.

    Diagram of the overlap of transparency between clear directions, a humble approach, and continuous communication

    Help People Be Awesome – Play To Lift

    To succeed with collaboration, during a scene or when building something cool together, help each other be as awesome as possible. Focus on the common achievement instead of the individual.

    Play to Lift is a common concept in the larp world, but do it in your everyday life and you might reach unexpected heights!

    Interaction and co-creation is about giving and taking. It is about giving space and making space for each other’s skills and roles and helping each other to succeed as well as possible. There is something un-dramatizing in focusing on lifting others instead of focusing on oneself. It becomes not about my own achievement but about helping my co-players or teammates shine. So, play to lift works both as a way to relax and let go of your own performance anxiety, and to work together to find and highlight the most interesting and important aspects in the roles played or the project you create.

    How We Play To Lift

    • Give space to the expert and ask others for insights, knowledge and participation.
    • Work with teams with different competencies and make the most of that by inviting different competencies into all parts of the process. 
    • Make it a part of your routine to acknowledge each other’s work, input and achievements. 
    • A method is only as good as how it works for the people using it. Make sure your methods are useful by choosing them with care, focusing on the outcome you want. Adapt the method to your needs. 
    • Evaluate your process continuously –  ask yourself what went well and what we can improve.
    • Ask for help! Use others’ awesomeness when you’re stuck.

    Diagram on play to lift, including invite people to build on ideas, make people feel safe, support their ideas, and help them be awesome

    The Goal

    So what’s the end goal? 

    The most immediate answer is co-ownership, not only for the creative outcome and experience but also in terms of responsibility. When people feel responsibility for the outcome they tend to make an effort to make things move along and pitch in when things go south instead of sitting back and complaining.

    The second benefit is engagement. Helping people go from passive on-lookers to active participants, nudging them to help create momentum instead of waiting for someone else to start something.

    And third, a common feeling of wanting the best for each other. A friendly environment where it’s okay to mess up because your friends will pick you up and help you along and you will do the same for them.

    To lead is both to invite collaboration and to give a clear direction. Using these techniques that you know from larp to help people care, engage and lift each other helps you do just that. And as an extra plus, your vision will probably turn out even more awesome than you imagined!


    Cover image: Image by stevenunderhill on Pixabay. Image has been cropped.

    This article is published in the Knutpunkt 2022 magazine Distance of Touch and is published here with permission. Please cite this text as:

    Rönnåsen, Moa. 2022. “Leading with Larp Magic.” In Distance of Touch: The Knutpunkt 2022 Magazine, edited by Juhana Pettersson, 100-104. Knutpunkt 2022 and Pohjoismaisen roolipelaamisen seura.

  • Larp as a Player, Larp as a Character

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    Larp as a Player, Larp as a Character

    By

    Alessandro Giovannucci

    Engaging with the larp as a character and as a player.

    We are all in an abusive relationship, and we all love this so much. It’s the core of almost every larp, and it’s an asymmetrical relationship between a human being – the player – and a pseudo human: the character. The two interfaces theory is a way to reflect about identity and agency from a new perspective, drawing from posthuman and object-oriented ontology studies.

    When we larp we use two interfaces:

    1. The character, which is our way to engage with other participants. Through the mask of an alter ego we interact with the others, put ourselves in the fictional world and follow the in-game narrative. Sometimes characters can be “guided” by different people during the same larp (by the plot, other players, supporting characters, designers, and so on).
    2. The player, the “real” person who is living the experience that affects us more individually, usually through the body. We are more aware of this interface while alone (walking in the location, going off-game, doing solitary tasks). 

    Sometimes we mix up those two interfaces. We slide from one to another without always being aware of it. But this theory also implies a certain degree of merging between the two interfaces. Can we say that a character is just a set of indications on a document? Or are they rather living creatures that we need to deal with? And are players sometimes just larp tools, instruments fulfilling the design?

    Each one of the two interfaces have their own needs, drives, and goals, which sometimes collide. In a larp we can limit the agency of our character, and vice versa. Since the character is a pseudo-human, they can fail and be hurt in all kinds of ways: they just don’t feel anything. Characters won’t pay the consequences for their actions. Players will. This is why this relationship can be seen as abusive.

    We like to think that we are always in control of the two interfaces. But objects have a will, and offer resistance. Characters are the first “person” we have to negotiate with. In a larp with pre-written characters, they are a negotiation between us and the designer. When we write our own, then it’s a negotiation between ourselves and what we think the larp will be.  

    And there is where the big conflict lies: characters need danger, players need to be safe. For now we use safety and steering to mediate between reality and fiction, between characters and players, what we want and what we need. In larp there is much more than just us. Let’s listen and incorporate.


    Cover photo: Alessandro Giovannucci in the larp Brightfield. Photo by Luca Tenaglia.

    This article is published in the Knutpunkt 2022 magazine Distance of Touch and is published here with permission. Please cite this text as:

    Giovannucci, Alessandro. 2022. “Larp as a Player, Larp as a Character.” In Distance of Touch: The Knutpunkt 2022 Magazine, edited by Juhana Pettersson, 51-54. Knutpunkt 2022 and Pohjoismaisen roolipelaamisen seura.

  • Beyond Cracking Eggs

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    Beyond Cracking Eggs

    By

    James Lórien Macdonald

    JM: Now that we have more people talking about larp, a lot of people say “larp taught me that I could be another gender.” That’s a great conversation that we’ve now had a few times, so what is the next conversation? What’s next after “larp can teach me that I can be different”?

    ES: I would say that it can teach you how to be different. Gender is a thing we do, and having an environment where we can actually learn — I mean, my first Inside Hamlet was the first time I ever tried to perform that specific kind of high femininity.

    AN: I was thinking about skills. It can take years to feel comfortable with the most basic skills of performing the gender role that you want to be reflected as.

    JM: I’m what, eight years in? And I’m finding that I don’t feel like I’m getting so much more comfortable with the skills as much as getting comfortable with feeling uncomfortable. There are definitely people and situations where I still have no idea how to interact.

    ES: It gets easier. There are still things that feel weird and fraught—but there are so many things that I’ve also stopped noticing are skills; I don’t realize they’re learned anymore.

    AN: But there’s also some danger to larp being talked about in this sense. How do we talk about what it is that we do? Because there’s no way to make that immune from someone saying “well, this is just an act” – reducing it to clothing and skills. We didn’t just put on the dress or the suit, we put on the skills, and they don’t want environments where people can learn these skills and become comfortable with them. They don’t want us to exist. Maybe let’s not get too depressing here, but I think that’s what is radical about larp spaces: they can be a place where you can learn.

    JM: Most people don’t actually want that liberation.

    ES: To that I would say they’re going to try to kill us regardless, so making ourselves smaller isn’t going to stop it. My answer to that is to ignore it, and even to be explicit about this — here is the fraught thing, and we choose to ignore it. But skills are an interesting frame because body language isn’t a skill. You’re literally restructuring your peripheral nervous system to have different kinds of reflexes, right? You could argue that performance plus time is part of physical transition.

    JM: Like fluency?

    ES: Deeper than that, it’s physiological.

    JM: Maybe similar to the way when you start to think in a new language and react in that language – you don’t forget your original one, but for a long time they can get mixed up.

    *****

    SS: As a player, I find it useful to have access to queer history and other queer experiences. And to play your own oppression, because it can be very liberating to fuck with it. But as the backlash against queer people has been growing, our queer games have become more sanitized; people don’t want to play on things they experience in real life. People playing the oppressors are scared of playing the oppressors.

    JM: If you can’t have the oppressors in these games, you also lose out on the possibility for liberation.

    SS: Exactly, and that’s what’s been bugging me. One of the things larp can do is let us see the oppression and act against it.

    AN: We have to workshop people to get them to play mean and nasty!

    JM: In The Future is Straight I played the head of the conversion camp and used this very nuanced, caring kind of normative oppressor — the counselors and I would do these horrible scenes and then meet up in the kitchen to cry. But at the end I didn’t feel horrible, I felt intensely grateful to anyone who had done any of that work, who had stood up to this in the past and now. But can trans liberation and larp overlap?

    ES: I mean, we know larp is a very bad tool for doing politics because it doesn’t scale. But learning history in a very deep way is one of the places where it can be useful. Like, this is what it meant to come out as trans 15 or 20 years ago. Or the fight between the leather dykes and the conventional pride ecosystem in 1980 and ‘81. Understanding how we survived previously and how we fought is a direct survival mechanism.

    JM: But are the kids even interested in history yet?

    ES: Larp lets us create scripts for talking across generations. We don’t really have scripts for talking to our elders because they died, or went stealth.

    JM: And there’s an active campaign to prevent us from interacting with young people.

    *****

    JM: Sometimes I go into a larp thinking I want to consciously play with a particular part of myself, or to try something out, and to cis people it might not be a characteristic or personality that is obviously gendered, but for me it’s inescapably gendered.

    ES: I mean, as a trans person, can you actually imagine a version of yourself without thinking about the gendered implications of it?

    JM: No, exactly.

    *****

    SS: One of the reasons I larp is that sometimes when I’m larping, I can forget that I’m trans, and I crave that so much.

    JM: Do you reflect yourself as cis, or do you just forget that transness is a thing?

    SS: I don’t know. I forget that I am trans. Not that it exists, but the inhabitation of another character can sort of reinscribe a bodily understanding of myself.

    ES: I remember that specifically from Just a Little Lovin’, this physical weirdness of interacting with my own body after the game, like wait, what is this?

    JM: I’m going to take a different direction. Obviously Just a Little Lovin’ was the larp that made my omelet more than cracked my egg, and it was jarring to leave that character body, but not just the body; the way that people behaved around that body. And like, in real life when I walk into a new social situation, especially a non-queer one, I’m always looking for my failure modes and the social and gendered awkwardness have real consequences. But in a larp, people are so ready to paper over your “mistakes.” I experience some of the usual anxiety of performing in the larp, but I have a lot less anxiety about just being in a social situation at all. And I wonder if this is the liberatory element; like, I would like to live in a society where I feel like that all the time.

    ES: To be in a room where you’re guaranteed a kind reading.

    AN: Also something about the fact that everybody has a layer of performance.

    JM: Yeah, and they know it!

    ES: Everyone is aware.

    JM: Because we all do this all the time.

    ES: I feel like we should ask some cis people about whether they have that understanding that they’re performing all the time.

    AN: They don’t!

    SS: Some do, but yeah.

    AN: That’s the problem! But larp is an equalizer in that way, right? That’s why there’s safety in a larp pack and why we party so well at Knutepunkt — even if you’re not trans, everyone has some kind of understanding that reality is a stack and you can play with it, and at the base layer we’re all performing something.

    JM: So larp levels the playing field when it comes to the creation of the self?

    ES: There’s also something about the ensemble thing, though, right? Because we’re not just aware that everyone is performing. There’s this explicit trust and co-performance relationship that’s happening. And you know that everybody kind of knows that.

    AN: Everybody is performing and everybody needs to support everybody else in that performance.

    ES: And if you say that you’re X, of course I’m going to take that at face value, because why wouldn’t I?

    AN: That’s why it’s so hard to lie at larps; we interpret everything so kindly.

    JM: And then in the real world, in the office, people are deeply invested in not doing this.

    *****

    SS: You said something that made me think — about making explicit the gender play in every role. That would do a lot, forcing people to think about it, because the privilege of cisness is that you don’t have to think about gender.

    JM: We often write very gendered characters in the backstory, but we’re not explicit about it.

    AN: And now a lot of larps now have gender-neutral casting —

    JM: Not a fan.

    ES: I hate it!

    AN: Because all this is taken out, right?

    JM: I realize I don’t really play cis characters, but I don’t really play trans characters, either. I’m just kind of this guy

    ES: I know what you mean.

    JM: And it’s not gender-neutral, but it’s somehow resisting or even escaping the categories. But here’s a conversation: When you larp, is your body your body? Are your scars your scars?

    SS: It’s complicated.

    JM: Yeah, me too. I feel like I have a bit of a Schrödinger’s body.

    SS: I mean, the facts of our bodies are by and large inescapable. We can change them but that’s not really something we do for larp. How we physically access this world is a fact, though we might experience the liminality in that particular larp moment.

    ES: Obviously I acknowledge that I’m playing the character with the same body as I have otherwise, but it would never occur to me to think of any of the specificity of my body as belonging to the character. Almost like something that I have to do to play the character is to step away from the history of the body, because it’s so bound up with identity — and not just identity, but path dependency and time and interaction with gatekeepers and all of this specific body history. For me to play a character it can’t be the same body. It has to be, at the very least, read through a soft focus.

    *****

    JM: Could we ever make a trans liberationist larp that cis people would get?

    ES: What does liberation mean?

    JM: [struggling] … with this sort of idea baked into it that… I have to describe it negatively — no gatekeeping, no violence, no prejudice on the basis of a trans identity.

    ES: That just sounds like freedom from oppression. That feels like a really low bar.

    JM: Yeah, it does. I’m not going to fall into the trap of saying it’s liberation from gender because I like gender and I think it’s a nice flavor. But I could imagine something where fluidity is actually assumed for everyone?

    ES: I don’t want to play that game.

    JM: Okay, not fluidity. But I somehow want the society I would like to see modeled in a larp, though I don’t think it’s so important to model the exact society so much as get something right in the design about the interaction. Why do we interact with gender and each other in a particular way?

    AN: Another answer for a trans liberatory larp would be one that’s for trans people, one that actually leaves the concerns of cis people behind. I don’t know what that looks like  —

    ES: Me neither, but I would play that. Trans utopia sounds nice. I’ve never played a larp that is as queer as my life is.


    Cover photo: Photo by Jasmin Egger on Unsplash.

    This article is published in the Knutpunkt 2022 magazine Distance of Touch and is published here with permission. Please cite this text as:

    MacDonald, Jamie. 2022. “Beyond Cracking Eggs.” In Distance of Touch: The Knutpunkt 2022 Magazine, edited by Juhana Pettersson, 51-54. Knutpunkt 2022 and Pohjoismaisen roolipelaamisen seura.

  • Participatory Ritual Vocalization

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    Participatory Ritual Vocalization

    By

    Juhana Pettersson

    How to use vocalization to create a sense of shared ritual?

    Redemption was a larp about the last days of the Romanovs before the revolution changed everything, at a retreat organized by a breakaway Orthodox sect who believed that to achieve redemption one must sin. The larp’s sound design was created by Anni Tolvanen who also came up with the larp’s signature ritual technique, participatory ritual vocalization.

    The core team for the larp consisted of Maria Pettersson, Massi Hannula, and myself. I was particularly happy with the vocalization technique Tolvanen created because it was accessible even to somebody like myself with no singing ability. As long as I was able to hum O or A, I was able to participate.

    Here, Tolvanen answers a few questions about how this technique works.

     

    Anni, what are the design reasons behind this technique? What’s the effect it’s intended to have?

    The main goal of the technique was to create an inclusive and intuitive way for all participants to join in on or run their own rituals during runtime. The technique aims to give everyone the feeling of “doing it for real,” without requiring time-consuming pre-runtime practice, or previous experience in ritualistic singing or chanting. The technique is designed to blend into the general soundscape of the larp; to become part of it and add to it in a diegetic manner.

    Each participant has equal agency to impact the ritual’s mood and content through their personal contribution to the shared soundscape. One is not merely allowed to accompany an appointed ritual leader, but to improvise their own content within the parameters of the technique.

    The technique forms an intuitively understandable frame around a ritual scene. By joining the technique you are joining the ritual.

     

    Can you explain how participatory ritual vocalization works? What do people do?

    All participants are free to start using the technique at any time. When someone starts praying or chanting, other participants taking part in the scene find a shared note to hum. This hum provides the anchor – the drone – to the ritual recital. The drone is collectively carried on throughout the ritual, and does not stop until the ritual ends.

    The drone acts as a musical base for the ritual leader or leaders. They can recite and improvise text either by sticking to the same note, or by freely chanting or speaking on top of it. In the workshop for the technique participants practiced a simple musical scale of 2-4 notes while acting as ritual leaders – but sticking to the scale is obviously not mandatory.

    Ritual leaders are not meant to be solo performers: Participants doing the drone are also invited to improvise content, for example by repeating particular words or sentences of the leaders, shouting inspired remarks, or making the drone change in intensity, volume, and tone color.

    When the ritual leader wants to end the ritual, they end their recital with an emphasized end phrase (in Redemption, “Amen”). This phrase or word is then repeated by everyone in the scene, after which the drone stops, and the ritual is over.

     

    What’s the deeper musical thinking and history behind the technique?

    Using one’s voice to contribute to a soundscape is an ancient and deeply human activity to take part of. While singing or chanting with others, we do not merely join into making music. We also sync our expression, our internal pacing, and even our breath with others around us. It is a powerful experience, which forms its own temporary magic circle: You join the circle by adding your voice to the soundscape.

    Musically speaking, the core benchmarks for the technique are the use of drone notes, improvised recital on top of the drone, and (optionally) the simplistic scale used by ritual leaders. At Redemption, the latter was modeled after the medieval theme “Dies Irae” – a particular four note scale which is nowadays used by composers all around the world to communicate tension, ardor, and fatality. (In other words, it’s a musical meme.)

     

    How does the technique work if people have wildly varying levels of musical skills? Some have none, others are great singers.

    For practical purposes, singing skill does not have a meaningful impact on the technique. It is in fact advisable to instruct more experienced singers to stick to the basic drone and recital, and avoid more complex musical improvisation.

    The power of the technique comes from its simplicity. Most people can find and stick to a drone note, and even if they can’t, doing things “correctly” is not nearly as relevant as following the collective ebb and flow of the ritual. Everyone’s voice contributes to the soundscape, and the soundscape creates the magic circle for the ritual.

     

    How does the technique interact with the broader soundscape of a larp?

    The auditory streams from the ritual (the drone and the recital) communicate to participants in different spaces that a ritual is taking place. The ritual becomes part of the larp’s soundscape and impacts the mood of the larp as a whole. At the same time, any pre-existing soundscape (for example, background music, other participants’ activities, other rituals) impacts the soundscape of the ritual.

    When implementing background music in particular, some sound design ahead of time is needed. Background noise and ambient music may lower the threshold for using the technique, as participants can lean onto other sounds to find a coherent, shared drone, and get the ritual going. On the other hand, too dominant background music may make it harder for participants to use the technique freely, as music will set boundaries to what kind of sounds make sense during the ritual.


    Cover photo: Anni Tolvanen at the larp Redemption (2021). Photo by Kai Simon Fredriksen. Photo has been cropped.

    This article is published in the Knutpunkt 2022 magazine Distance of Touch and is published here with permission. Please cite this text as:

    Pettersson, Juhana. 2022. “Participatory Ritual Vocalization.” In Distance of Touch: The Knutpunkt 2022 Magazine, edited by Juhana Pettersson, 51-54. Knutpunkt 2022 and Pohjoismaisen roolipelaamisen seura.

  • “Never Give Up, Never Surrender”

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    “Never Give Up, Never Surrender”

    By

    Inge-Mette Petersen

    Or why Galaxy Quest is the perfect larp.

    In 1999, just before the millennium, the movie Galaxy Quest was released. In the movie, you follow a group of actors as they try to save the world of the Thermians by becoming the heroes they were in the TV show Galaxy Quest. But there is a caveat to this – when the Thermians saw the show, they thought they were watching a documentary, and they recreated everything from the spacecraft to the uniforms.

    So, try to put yourself in the mind and body of the clueless actor: You are transported eight lightyears into space and are now on a working space craft, the Protector II. So how do you become the hero of the story, when you know absolutely nothing about how to fly a spacecraft or negotiate with an alien enemy?

    When you larp you are often expected to do just that. But what can help you as a player to enter that space in your mind where everything becomes real? Is it the design, the space, the scenography – or something else entirely? To answer this question, I talked to Esperanza Montero of NotOnlyLarp, and player/designer, Sandy Bailly.

    Photo of Inge-Mette Petersen
    Inge-Mette Petersen at the larp Demeter. Photo by Larson Kasper.

    I first met Esperanza Montero in 2018, when I played her Westworld-inspired larp Conscience in Fort Bravo, Almeria, Spain. Conscience is a large sprawling monster. Montero called it five larps in one with layers of reality that can be switched by a few select players, who play the plot writers that make the stories wanted by the guests happen. Playing an android host, the powerless doll in their plot, you are totally at their mercy. Conscience deals with the consequences of the choices you make on a political, moral, and ethical level, something that interests me. This is not a coincidence as Montero has a long experience as an LGBT+ activist and Pride organizer.

    The next year, 2019, I went to Matera in Italy to play The Trial of the Shadowcasters, an urban larp by Bjarke Petersen and Mike Pohjola dealing with history and philosophy. Matera is a very special place, partly a cave city, so the scenography was a big part of the larp. I played with Sandy Bailly there in the caves and on the streets. I talked to her about the importance of locations for the players, and she had some interesting thoughts about this.

    Both Fort Bravo and Matera are fascinating locations. But the perfect location does not exist. A larp can be built around a location or the location can be adopted to fit the larp design. The location and scenography can help the story and the players. A castle with lots of nooks and crannies is perfect for larps with a lot of secrets and politics. A small room for meetings is great for building up tension. And as Bailly says – it is great to have a space where you can see the world go by as your character. I have certainly done that.

    The location is not enough, no matter how magical it is. A designer needs collaborators – prop makers, character writers and safety personnel. They need the organization for logistics and production, for catering, and administration. They need supporting characters to help move the story along. And they need to make the players understand the vision and the ideas behind the larp before they arrive on the scene. Then the larp starts, the players arrive – and all the plans of the organizers change. Bailly interprets larp as a framework for co-creation. If it is clear and well defined you can let people loose in it, so they can move around in it much more freely and securely.

    Montero has a similar definition – larp is a collaborative art form where you all have a story to tell together. The players always have the power. The moment they get their character they start to make backstories, playlists, costumes, and relations. All that will also be part of the final game. But when the location, the design and the vision, and the characters as they are portrayed by the players all converge, larp magic happens. You truly believe in the story you are telling together.

    And then the larp ends – or does it? For an organizer like Montero there is important work to do after the larp. Every aspect must be evaluated, the persons who have helped in realizing the project must be credited and the experience gained before, during, and after must be collected. Maybe the organizer wants to reiterate it, to take the players on the journey again.

    The larp has been documented by photographers that captures a fleeting moment in the game. This picture becomes part of the players’ memory. Montero found it interesting how larp inspires creative people. She has seen essays, short stories, songs, comics, and even videos done by players after the larp has ended, a testimony to how real the story has become to them. For some it has been a deep personal experience that has changed their outlook on life. For others it was a great rollercoaster ride. And when they meet again at a larp, a convention, or a party, they will share memories. Maybe a catchphrase (“By Grabthars Hammer….”) or a ritual will be repeated. And why not – just as the actors in Galaxy Quest, they have been on a journey together and survived.

    And maybe you want to join them. If you do – may you live long and prosper.


    Cover photo: Image by Nathan Duck on Unsplash.

    This article is published in the Knutpunkt 2022 magazine Distance of Touch and is published here with permission. Please cite this text as:

    Petersen, Inge-Mette. 2022. “‘Never Give Up, Never Surrender’.” In Distance of Touch: The Knutpunkt 2022 Magazine, edited by Juhana Pettersson, 116-117. Knutpunkt 2022 and Pohjoismaisen roolipelaamisen seura.

  • Pandemic Larp Improvisation

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    Pandemic Larp Improvisation

    By

    Evan Torner

    Larp organizers have learned a thing or two about organizing scenarios. How have we applied those skills during the COVID-19 pandemic?

    If nothing else, larping means engagement. Players invest themselves in bringing made-up characters to life, mapping a fictional world onto our real world. During the ongoing COVID-19 pandemic of the past several years, engagement became a scarce commodity.

    Every organization, be it schools or businesses or governments, wanted to re-engage with its constituency who, through pandemic isolation and general neoliberal precarity, had understandably become detached from society and lacked the necessary motivation to do most activities of institutional benefit. You know: all of us.

    Ironically, just as we ourselves as larpers could no longer gather – since our events are natural super-spreaders of any number of diseases, including COVID-19 – my own larp expertise began to be called upon as an asset and skillset. I started getting messages from Fortune 500 companies and major news outlets about this thing called “larp,” which could then be leveraged to win back – you guessed it – engagement from their customers, students, and volunteers.

    My tales of pandemic-era collaborations in non-larp and larp-adjacent contexts highlight both the very special medium (of larp) with which we work, as well as the limitations of such collaborations.

    Image of players in costume in an online video conference
    Screenshot of the crucial Zoom call in which University of Cincinnati students role-played cardinals electing a pope.

    Temptemus Papam

    The 1492 Papal Election was an absolute shitshow, and I ran it as an online larp for a history class at my university.

    The conversation began in fall 2020 when Dr. Susan Longfield-Karr in the History department at the University of Cincinnati reached out to me as Director of the UC Game Lab about running a “papal election larp” called Temptemus Papam that famous SF author and historian Ada Palmer ran at University of Chicago in 2018. I took one look at the materials as a larpwright and was overwhelmed: over 50 character sheets 6-12 pages in length, with many different overlapping subsystems for combat, intrigue, religious favors, economics, and inheritance. Hundreds upon hundreds of pages lay before me, all during a time when my own patience for this much reading was stretched to its natural limits. I agreed to do the project on one condition: I would need to substantively pare down the material and scope of the game, in addition to adapting it to a remote experience rather than an in-person one. Dr. Longfield-Karr agreed. The UC Papal Election Game was born.

    We transformed Temptemus Papam into a correspondence game, like the old play-by-mail Diplomacy runs. Over the course of 8 weeks, player-characters would exchange virtual letters with each other while sending “orders” for any character action to me. Every week, a video would be posted online with updates and the results of the previous week’s orders, giving the players a sense of agency and impact. All of these videos and the letters would be stored in a shared online folder, from which the passive players taking on the roles of historians could assemble the history of this particular election based on player-generated “primary documents.”

    Dr. Longfield-Karr and I tapped into 2 different funds available to us and hired ourselves a larp team: history student Matthew Photides made hundreds upon hundreds of shared folders to deposit letter correspondence, Erich Pfingstag made the videos, and Felicity Moran assisted with student communication. We had intrigue, kidnapping attempts, and even a few cat-and-mouse murders as letters flew.

    Several faculty playing NPCs got very involved in their characters, leading me to believe that participant safety is equally important for non-players. Two Zoom meetings let us first conduct the papal election, and then inaugurate the new pope, who turned out to be Rodrigo Borgia, the very person actually elected pope in 1492.

    Image of a computer directory with character names
    One of the many shared online folders containing letter correspondence in the UC Papal Election Game.

    D&D Speed Dating

    Shared-folder correspondence was only one form of online larping I organized. Another was in the long-standing virtual community Second Life, as part of the event SLarpFest organized by Celia Pearce and Jenn Frank in 2021 at the IndieCade island. The game I ran was Marc Majcher’s First Impressions, a Dungeons & Dragons-style speed-dating larp from his book Twenty-Four Game Poems.

    The premise of the game is simple: a group of fantasy adventurers go on a series of “dates” to determine whom they’d like to include in their questing party. Players get to embody fairly basic fantasy stereotypes while also deepening their own relationships with each other –– often role-players whom they’ve just met. In-person at conventions, I can run the game for 8 people in about an hour. The reason why I run it at conventions is also the reason why it worked well in Second Life: it’s short and it helps people navigate an awkward social situation. Most of our players knew either Second Life or larp, but almost no one knew both well. They’d switch partners maybe 3 or 4 times, with me calling them back to the tavern each time.

    Players felt safe enough to experiment with their avatars and their roleplay without too much worry about the stakes or consequences. First Impressions in fact served as a “warm-up” larp for other, more intimate and serious SLarpFest games: Angel Falls, a funeral larp inspired by Wim Wenders’ Wings of Desire (1987) by Pearce, Frank, and Annika Waern, Athena Peters’ Regency matchmaking game Romancing Jan, and The Sleepover by Julia B. Ellingboe and Kat Jones from the Honey and Hot Wax anthology, which deals with teen queerness and sexuality.

    All of us at SLarpFest were veteran larp organizers, and thus understood the relationship of comfort, safety, and community-building even in an online space: seemingly “silly” games like First Impressions build the trust necessary to take further role-play risks. Many of us have been running games on Discord, Zoom, and now Second Life for several pandemic rules, and our previous in-person larp experience directly applies to building necessary trust and competence in online spheres.

    Ongoing and Upwards

    Organizing continues! Jones and I have joined the writing team for JEWEL, a 2-day interactive experience for Jewish teens in Cincinnati. We’re using the larp design toolbox to help plan an event in which the participants experience Moses’ teachings and then mourn at his funeral. JEWEL is intended to reconnect Jewish youth with the social-justice meanings and embodied nature of their beliefs. But it is also an opportunity. JEWEL lets us take part in an exciting new world of event planning, in which larp activities can be integrated into broader community events with large constituencies and deeper pockets.

    “Larping exists in various other activities besides larps,” wrote J. Tuomas Harviainen in his 2011 article “The Larping that is Not Larp.” This persistent fact is solace during a time in which we’ve all become radically separated from one another and larps themselves are endangered by logistical and pandemic-level uncertainties. Our own generation of larpwrights are now, voluntarily or not, performing what Rudi Dutschke called “the long march through the institutions”: the incorporation of larping into whatever organizations we serve, with whomever will take a chance on our vibrant and evolving form.

    These organizations have, at last, discovered that engagement isn’t to be taken for granted. We as larpwrights can now choose to engage, too.

    References

    Harviainen, J. Tuomas. 2011. ”The Larping that is Not Larp.” In Think Larp: Academic Writings from KP2011, edited by Thomas D. Henriksen, Christian Bierlich, Kasper Friis Hansen, and Valdemar Kølle. Copenhagen, Denmark: Rollespilsakademiet.


    Cover photo: SLarpFest attendees hang out in the tavern on the IndieCade island in Second Life. Photo by Celia Pearce. Image has been cropped.

    This article is published in the Knutpunkt 2022 magazine Distance of Touch and is published here with permission. Please cite this text as:

    Torner, Evan. 2022. “Pandemic Larp Improvisation.” In Distance of Touch: The Knutpunkt 2022 Magazine, edited by Juhana Pettersson, 78-82. Knutpunkt 2022 and Pohjoismaisen roolipelaamisen seura.

     

  • Not All Black And White

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    Not All Black And White

    By

    Anna Erlandsson

    How it is to be a woman of color in the larp scene?

    Dear non-Person of Color (PoC) larpers. 

    We are not here to give you all the answers on how to solve racism.  Neither will we be able to give you one coherent answer for you to use on questions on how to make the larp community better.

    We are four Women of Color (WoC) with different backgrounds and different reasons for why we love larping.

    We are not the same but we have one thing in common: we all want to see the larp community change for the better and be a bit less oblivious towards racist structures.

    With this article, we invite you to sit with us, listen, and remember our words and stories.

    Photo of Anna Erlandsson
    Anna Erlandsson at the larp Witches of Ästad Farm. Photo by Anna Erlandsson

    So, who are we and what do we do when we are not larping?

    Aina: My name is Aina Skjønsfjell. In my everyday life, I work as a translator and have done for 10 years now. I have a degree in languages and linguistics. Oh, and I live in Norway!

    Liselle: I’m Liselle Awwal, and I live in Denmark. I am a self-employed crafter with a webshop with a lot of nerdy things!

    Jonaya: My name is Jonaya Kemper and I’m a Nebula Award winning game designer and an instructor of game design at Carnegie Mellon University in the US. In addition to that, I am known for some of my theories on identity transformation using role-playing games.

    Anna: I’m Anna Erlandsson from Sweden. I work with digital games and have a burning passion for making the gaming culture more inclusive.

    The four of us have larped for over 20 years and it‘s breathtaking to think that we have done this hobby for so long. But what made us start larping?

    Anna: For me, it was a longing to play fantasy for real. I read a lot as a kid and I was drawn to the fantasy bookshelf in the library. I read these magical stories and so wanted to be a part of them myself.  When I was a teenager, I discovered that there was a thing called larp and as soon as I turned 18, I went to my first one. I have never looked back.

    Liselle: Just as Anna, I was an avid reader from childhood, particularly of fantasy books. Once I got online in the early nineties, I started role-playing online. It was a random segment on television, just before the turn of the century, which revealed the larp world to me: a brief clip of a fantasy larp in a forest. I was immediately obsessed, and upon discovering that my cousin was a larper, introductions were made.

    Aina: I wanted to be a goth vampire and wear vampire clothes! My goth friend told me that she and her goth boyfriend played Vampire: the Masquerade not too far from where I lived and that I should absolutely join. So I had my grandmother sew me an all black, medieval-inspired “period” piece of the finest polyester fabric and off I went to drink red wine and look pretty.

    Jonaya: I love to dress up and play pretend, and I have trained for my entire life in improvisational theater. A very close friend of mine, Noxweiler, suggested I give it a try as he loved it. I always said no to larping, because as a Black person in the U.S. we don’t tend to go to a secluded area unless we trust everyone involved. I know it sounds absurd, but this is very true. There is a real pattern of Black people dying on innocuous trips. Many large U.S. based larps are boffer campaigns taking place in forested areas, and this isn’t always accessible or safe.

    I trusted Nox, but not everyone involved. Nox basically had to show me that no one would try to murder me, in order for me to go. He actually had to say: “There will be other Black people.”  It worked, and here I am today. Dr. Diana Shippey was actually the first person I saw there and it made me feel a lot more relaxed.

    Photo of Aina Skjønsfjell (left) and Jonaya Kemper in Regency clothing with lace fans
    Aina Skjønsfjell (left) and Jonaya Kemper at Fortune and Felicity. Photo by Kalle Lantz.

    Over the years, we have tried a lot of different styles of larp, from Nordic larp to blockbuster larps and we all have different types of characters we prefer to play.

    Liselle: Ohh, I very deliberately try to bounce between characters that are very different, but I often have the most fun with scheming manipulators.

    Aina: It depends on the larp, I enjoy playing a leader a lot, or a villain. That being said, I have greatly enjoyed playing Thug #3, The Mad Scientist, and even The Vapid (but pretty) Princess. I can find joy and fun in almost any character if I can play with good people at a good larp

    Jonaya: In general I like to play any character I can learn from or learn things with. Or the ones I am most disallowed from being in actual society. My favorite role genuinely was an NPC. I played Death in the U.K. run of Just a Little Lovin’, and this was perhaps my favorite role of all time.

    Anna: I either like to be very different from myself, like a visual pretty teenage princess or super cool ranger, or I like to create a lot of pain and drama for my co-players – with full consent of course! In the latter case, I love playing characters that are in the background but at the same time have all the power.

    Photo of Liselle Awwal in a fur hat.
    Liselle Awwal at a scene in The Last Song, by Avalon Larp Studio & Yxengaard. Photo by Henrik B. Hansen.

    Besides being larpers, we have done different things in our communities and on the international level that we will now brag about!

    Aina: I am proud of being a name many people recognise in the world of larp, both as a larper (some even say that I’m good – I am one of those people) and as a voice for larpers of color. The fact that people have come to me for advice on inclusivity is always something I’m proud of and grateful for, even if I don’t always have the ability and/or spoons to help out.

    Jonaya: Despite the actual psychological harm it caused to me personally, I would say my biggest achievement is fighting as much as I can for the inclusion of people of color in fantasy, which led to me coming up with my theory of emancipatory bleed. I didn’t know how much the theory has helped people, but I think I am more proud of this than any of my other work. I love helping people.

    Liselle: There are larps I have organized that I am proud of, but I am also proud to have developed my crafting skills to a level where I can monetize them. The making of things is the fun part, and selling them enables me to spend as much time crafting as I want.

    Anna: I feel so proud over how much I speak up for inclusion for PoC in larp and in the gaming hobby. That I have also been able to push this on a national level and talk about it abroad gives me hope that perhaps it will make it easier for other PoC after me.

    We are from different countries, Anna from Sweden, Liselle from Denmark, Aina from Norway and Jonaya from the U.S. What are our experiences when larping in our home countries and being a Woman of Color?

    Liselle: Oh god, it is frequently exhausting, being one of less than a handful of PoC in my local community, and frequently at larger international larps or events. Sometimes lonely, if difficult debates surrounding marginalization are attempted, as it is very easy for my voice to be drowned out by a multitude of dismissive ones.

    Jonaya: While I am grateful for the people who have helped me find success, for me, it has been genuinely awful. If I did not truly believe that larp was an excellent tool for liberation I would stop. I have many privileges being a U.S. citizen, but it was very difficult to get death threats for my work and to be accused of perpetrating “cancel culture.” I have been doxxed. I have been lied to. I have had other larpers scream in my face while running larps. It can be very exhausting honestly, and I am one of the more well-known faces. Marginalized people also face representational burnout, i.e. we have to be a perfect presentation of a human and any slip up can toss us out. So there’s a feeling that we must present perfectly while facing enormous scrutiny.

    Anna: In the beginning, I did not think about it so much, mostly cause I was so happy to be able to larp. But it has been exhausting at times to both be one of the few WoC and a very loud voice about diversity and inclusion. I have mostly gotten small “well-intended” comments but it is the ignorance towards racist structures and how… white the larps hobby is in it’s thinking that really drains me.

    Aina: Well, it is better now, as I am older and meaner and give fewer forks. But you rarely escape a “well-intentioned” “compliment” or an action/question that is a micro-aggression. They’re [at] least daily at events.

    Photo of Anna Erlandsson in period costume holding a flyer
    Anna Erlandsson at Fairweather Manor 5. Photo by Nadina Dobrowolska.

    There are few PoC in our larp scenes and we four found each other in recent years. Have we felt supported by other PoC in the larping community during the years?

    Aina: I think the larp community as a whole is too big with too many cultures to say only yes to that. Obviously not all PoC will support me, as I probably will not support all PoC. And I don’t always need support. But I try to focus more on the support I get from the people around me than the support I don’t get.

    Anna: I have felt so much support from other PoC in larp during the years but at the same time, we come from such different backgrounds that it is impossible for us to agree on all things. I have way different experiences and opinions from some PoC and that is just as it should be and sometimes, the clashes are real.

    Liselle: Yes, and no. Several years ago, I joined the newly created “Larpers of Color” group on Facebook. It was purportedly a global network, but since the vast majority of members were U.S. larpers, my experience was that my perspective as a European PoC was often ignored or dismissed. I was excited for such a group to exist in theory, but in reality it became a stressor to the point that I left.

    I have felt very supported by PoC – from all over the world – I have met through larps and related events, and I have heavily relied on especially a handful of other WoC for support and encouragement.

    Jonaya: Yes and no. I have a thriving and amazing community that supports me and I can dialogue with, but there have been a few noticeably bad actors who do their level best to close the door behind them by appealing to a “status quo.” There are certain PoC who have done real damage by perpetuating stereotypes and causing lateral violence. Even so, I think I have become a better person by learning from and dialoguing with many people of color, especially from outside of the U.S.

    Photo of Aina Skjønsfjell in a half-mask wearing a fur coat
    Aina Skjønsfjell. Photo by Kamil Wędzicha

    PoC are in a clear minority when it comes to larp and all four of us are in agreement that larping is a very white hobby. But why?

    Jonaya: This is something we need to look at systemically. I don’t believe any one ethnicity is intrinsically disposed to a hobby, but that their lives allow them to do it. From a U.S. standpoint white people have a systemic upper hand and have more leisure time, unless they are lower class. It’s quite hard to think of larping when you do not have your fundamental everyday needs met. In the international larp scene as well, many of the participants are middle class and have large degrees of mobility and disposable income. If you don’t have to worry about healthcare and vacation days, then you can sign up for every game. There’s also the point that if you don’t see anyone that looks like you who larps, you may believe you don’t belong there. This happens frequently.

    Liselle: We have to remember that not only is larp a white hobby. For example, Denmark is a pretty ethnically homogenous country. Even so, there should be more POC larping, but I fear that the experience of being one of the few larpers of color may have scared many off over the years.

    Aina: I see the same in Norway, it’s a white hobby. The way larp is portrayed in the media, showing white people doing white nerdy things. The lack of representation will lessen any interest for the few non-white people who are interested in trying, because if you already are a little geeky, chances are you are ostracised in your current communities already. Not everyone is up for finding a new community where you will once more be the odd one out. Then when no PoC joins, including them for representation is harder, and thus the spiral continues.

    Anna: From a Swedish point of view, this is an expensive hobby and you need to know someone that can point you to larps and help you with the first steps, from equipment and transport to friends. The lack of PoC is another thing that I think scares away people. It is not easy to go into a hobby where you are not represented and you have to worry about racism.

    I think it’s a serious issue when we take larp as an example of an inclusive hobby. In Sweden, the larp scene is so good at welcoming women and queer people but white larpers tend to stop there and think that this is good enough. “Well, if more PoC would like to larp, they can just join us.” They completely forget about the previously mentioned barriers for PoC when it comes to larp.

    Jonaya: Yes, I think the biggest barriers for getting more PoC into larp are time, money, and relevance.

    Aina: And the lack of visibility and representation.

    Liselle: This is an important thing. Because if the first thing potential newcomers encounter when they look at the larp scene is a wall of dismissiveness along the lines of “larp is for everyone, we do not see color, learn to separate fantasy and reality,” that is not reassuring or actually inclusive. We need to trust that our concerns will, at the very least, be taken seriously or listened to, rather than mocked, belittled and brushed off.

    Photo of Aina Skjønsfjell in a black robe and gloves holding a person's hand
    Aina Skjønsfjell at a larp organized as part of a friend’s wedding. Photo by Nadina Dobrowolska and Maciek Nitka.

    Without getting into details, we have had bad experiences when it comes to being a WoC in the larp community. How has that affected us?

    Liselle: I spent too many years afraid of rocking the boat before I decided it was vital I raise my voice and object when I encountered issues. When I met other PoC in the international scene, it gave me confidence. The realization that me not speaking up on certain issues might mean no one would was also a deciding factor.

    Anna: I started to speak up when I met another WoC and realized that she have had the same experience. That it was a structure and not just me. From then I just continued to “make a mess” and being the one that made trouble. I wanted it to be better for PoC that came after me. But dear god, it can be so exhausting.

    Aina: Yes, it can often make me tired, and feel like I am “that person” who always has to bring up “that thing.” On good days it makes me proud that I am and can be, but mostly it makes me want to give up because I still have to.

    But I see that times may be changing. Some people are trying more, making more effort. The larp community isn’t doomed or hopeless, but it looks like it will take a lot more time than I should like.

    Photo of Liselle Awwal
    Liselle Awwal at The Last Song, by Avalon Larp Studio & Yxengaard. Photo by Henrik B. Hansen.

    While it has become better, some big mistakes have nonetheless been made by white larpers when it comes to inclusion that still make us want to facepalm.

    Liselle: A common mistake is to make assumptions about what PoC want or need without actually consulting us. I realize inclusion can be difficult to navigate, but it is frequently not enough to glance at the opinion of a single PoC on social media and then decide that this must be the universal truth. What is needed or wanted for a larp in Denmark may be entirely different from what PoC larpers in the U.S. require.

    Jonaya: Totally agreeing on not listening to their local populations!  As much as many of us are connected, we are different. I don’t know anything about being Ghanaian and Danish, so I don’t know what that community needs exactly. Listen to what the racialized people in your community need first.

    Anna: The idea that all PoC are one big happy family is so weird, since we all have different backgrounds and experiences. I honestly get pissed off when it‘s assumed that we need to think the same way and give one answer, for inclusion to be allowed to happen.

    Aina: Non-PoC larpers need to listen more when you are being told something is problematic. Do not dismiss it because you wouldn’t do that. Chances are, you might. Speak up if you see others do problematic things. Stand with us. Don’t make us seem like the only “those people” who always and only have to talk about “those things.” Be one of “those people” with us. If everyone is “those people,” none of us are.

    Liselle: And make sure to elevate PoC voices. Listen attentively if attention is called to something being an issue, even if it is one you – or even your personal PoC friends – have not experienced to be an issue.

    Anna: I feel that white people can be offended very quickly when they are pointed towards racist things, or even problematic people that are using racial slurs. That is one thing I would like to improve. And not having to argue why actual Nazis should not be allowed at larps…

    Jonaya: And we need to rethink how the community uses “cancel culture” and “woke.”  Oftentimes organizers may fear being canceled or complain about wokeness if a PoC player comes to them with an issue. Instead of listening, they use these phrases exactly like far-Right politicians, and that stops the growth of larp. I wouldn’t feel comfortable at a larp where an organizer reacts to feedback that way.

    Photo of Anna Erlandsson in a fur shawl
    Anna Erlandsson at the larp Vedergällningen. Photo by Anna Erlandsson.

    One question that we have gotten during the years is: “Why do we keep on larping if things are so horrible?” There are some reasons, apart from the fact that we love larp.

    Liselle: To discover and bond with other WoC in recent years has been wonderful. It´s a special feeling to experience solidarity when we are meeting. Just to support each other in chats has been novel and delightful. There has been an uptick in allied voices of support trying to amplify my own to ensure it is heard on issues that affect me, for which I am thankful.

    Jonaya: Another one of my favorite experiences is being a visible PoC in order to help other visible people of color. I played the Headmistress for the first run of Forbidden History, and had an amazing scene in which I was able to acknowledge oppression and power, and open a door for a player who played a student.

    Aina: I love that I have met other WoC that I would not have met elsewhere. It has been really good, it is like we have our own little community within a community. To see how similar and yet different our experiences are, comparing “war stories,” and to really know that we are not an entity; usually most of these women have vastly different opinions on everything and I love us for it.

    Anna: I have loved to find my voice in the community and be part of the change I’ve seen happen during these years. It goes slowly but it happens, and that gives me hope. Not to mention that I have met so many wonderful WoC that have become dear friends. They are people that I can reach out to and share experiences with as a WoC and that has been invaluable for me.

    Photo of Jonaya Kemper in action with a wand
    Jonaya Kemper at Avalon. Photo by Nadina Dobrowolska.

    We will be larping for at least 20 years more and sometimes, we will be very loud when it comes to inclusion. For all non-PoC, here is some advice from us to you on how to get more PoC into larp. 

    Liselle: Invite PoC larpers into your projects, and not solely as inclusivity consultants but fully fledged collaborators. This is so important. Do not expect us to work for free.

    Jonaya: Continue to support PoC in making their own stories and uplifting them, especially in their own communities. There are many racialized individuals living in Nordic countries who need their voices amplified in the ways that only they know how to explain. I would love to play in the worlds they create.

    Anna: Support PoC in your community and accept that we have different opinions. Yes, it will get complicated but it is the road forward. Accept that larp is not so inclusive as of now, and that it is not enough to just say that “everybody is welcome.” Collaborate with organizations and schools to open up the door to larp for young PoC.

    Aina: In short: Listen to us.


    Cover photo: Aina Skjønsfjell at the larp Avalon. Photo by Nadina Dobrowolska. Photo has been cropped.

    This article is published in the Knutpunkt 2022 magazine Distance of Touch and is published here with permission. Please cite this text as:

    Erlandsson, Anna. 2022. “Not All Black and White.” In Distance of Touch: The Knutpunkt 2022 Magazine, edited by Juhana Pettersson, 15-23. Knutpunkt 2022 and Pohjoismaisen roolipelaamisen seura.

  • Play on Lies

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    Play on Lies

    By

    Julia Greip

    We’ve all been there – “Is this character lying, or is the player just not being very believable?”

    The Problem

    Early on in my larping career, I was very interested in playing on lies. Back then, I really enjoyed fiction focussing on intrigues and scheming, like renaissance politics and Game of Thrones. I quickly learned that there were problems when it came to lying in larps: since larp means collectively pretending, collaborating in telling the same “lie”, it is much more difficult to decide if a character is lying or not, and knowing what is actually true in the reality of the larp.

    In everyday life, we have a lot of different tools at our disposal to decide if someone is being truthful or lying:

    The Unlikely Statement. If the suspected liar makes a statement that seems highly unlikely, it feels very probable that they are lying. However, in a larp context we can never be certain that our co-players have read all of the material explaining the fiction of the larp, that they remember it correctly or that they understood it in the same way we did. There are also a lot of aspects of the fiction that are not detailed in the fiction documents, where we as players need to fill in the blanks. We can never be certain that we have a joint view of what is probable and believable. As good co-players, we usually opt to “yes, and…” the improvisations of others.

    Verifying the Truth. When someone makes a statement, it is usually possible to verify it – for example by investigating directly. In larps, this is difficult, as we often need to play on a lot of things that are not in fact there, and are not verifiable.

    Conflicting Statements. If you were to talk to different characters about something that they have a joint knowledge of, you might get a lot of conflicting statements. In reality, this would be a pretty sure sign that some or all of them are lying. In larp, however, it might just be a sign that they are all trying to improvise, and have not had a chance to decide off-game what the truth is.

    Signs of Uncertainty. When someone is lying, especially if they are not very good at it or are in a very difficult situation, they usually show signs of uncertainty. They might wring their hands, bite their lips, glance off to the sides, stutter or even change what they are saying during the conversation. However, things like this are also signs of nervousness, and often occur when we are finding it difficult to improvise something believable.

    It is possible to broadcast that we are lying to our co-players. The surest way to do this is by overdoing the signs of uncertainty, and not needing much pressure to give away the lie. This is useful when playing a bad liar – smooth, polished lies are more difficult (but of course not impossible) to signal. This usually requires a high-resolution play-style, in which you are able to communicate much with very subtle gestures and variations, and having co-players who are able to read these hints.

    The Poker Face

    At the recently played larp The Future is Straight (2021) I found myself wanting to play a capable liar, while still being able to signal to my co-players what was true and what was a lie, and at times invite them to challenge the lies and call me out as a liar. Inspired by this need, after the larp I came up with the Poker Face meta-technique.

    The Poker Face is used to signal if something is true, if it is a convincing lie, or if it is an obvious lie. This is done through the positioning of one’s hands when making a statement.

    The technique is best suited for dialogue between two people sitting down, with their hands free and visible to each other. It can be used in situations with more people involved, and it is possible to use while standing up. It can be used by all players present in a scene, or just by the one currently in focus (for example, in an interview or interrogation). To make the technique more easily recognizable, both hands should be used.

    The technique uses three hand positions:

    Palms facing upwards: This statement is true. The character is being honest.

    Seated person with open hands resting on legs
    Photo by Patrik Åkervinda.

    Palms facing downwards, hand is open: This statement is a lie, but it is told smoothly and convincingly. It should only be called out if there is a good reason for it.

    Image of a seated person with open hands resting on their legs
    Photo by Patrik Åkervinda.

    Hands closed into fists: This statement is a lie, and it is not told very convincingly. The player welcomes the co-players to call out the lie.

    Image of seated person with closed fists resting on their legs
    Photo by Patrik Åkervinda.

    This is the technique in its most basic form. In addition to this, I have two suggestions that you may or may not want to use, depending on the design of your larp:

    Palms together, directed at interviewee: If the Poker Face technique is available as a tool at the larp, players may nevertheless forget to use it. If a player would like to know whether a recent statement is true or false, they can put their palms together and point them at the person they’re talking to, and ask “Really?”, “Is that so? Tell me more!” or something along these lines. The co-player is reminded to use the technique, and can give the requested meta-information while continuing to talk about the same subject.

    Image of seated person with open hands pressed together in front of them
    Photo by Patrik Åkervinda.

    Hand half-closed, palm facing downwards: You may come to decide that the difference between the smooth lie (palms down) and the obvious lie (fist) is too stark, and that you would like to have a middle-ground. This is one more gesture for your players to remember, but the scale from open hand to closed fist is intuitive if workshopped.

    The design of the hand-signs is connected to our views of how lying looks in our natural body language. Open, visible palms are understood to signal openness and honesty, while hidden palms are not. The reason fists signal a bad lie is because a bad liar is likely to look tense and uncomfortable. Someone who lies well is more likely to have a relaxed, natural posture, hence the relaxed hands with palms facing downwards.


    Cover image: Photo by Patrik Åkervinda. Photo has been cropped.

    This article is published in the Knutpunkt 2022 magazine Distance of Touch and is published here with permission. Please cite this text as:

    Greip, Julia. 2022. “Play on Lies.” In Distance of Touch: The Knutpunkt 2022 Magazine, edited by Juhana Pettersson, 142-144. Knutpunkt 2022 and Pohjoismaisen roolipelaamisen seura.

  • We Were Always Here: Representation, Queer Erasure, and Use of History in Larp

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    We Were Always Here: Representation, Queer Erasure, and Use of History in Larp

    By

    Anneli Friedner

    I’ve been openly queer for about as long as I’ve been a larper. After my first trembling steps on the Swedish sandbox fantasy scene back in 2004, I was hooked, and have played about a hundred larps since then. And like many larpers, I enjoy historical larps. Still, I often struggle with the feeling that historical larps aren’t really made for people like me.

    There are a few reasons why. One approach to historical larping is a conservative perspective on history where the focus is on “male narratives” and Great Men of Power. It is the larps about soldiers, kings, and politicians, often told in a way where women are simply not present at all. These larps were a staple of my first decade as a larper, and many of my first feminist battles on the larp scene was about whether female players could be kings and soldiers too.

    Another approach is larps with a women’s history perspective, where designers chose to keep the narrow gender roles and sexist fiction, but focus on “female narratives” centered around private matters, marriage, and housekeeping. Both of these uses of history tend to make me, a queer female player, feel deeply alienated, because people like me rarely exists in either of them. In this essay,  I make an attempt to explore how it affects players like me and why that is actually a problem. Both because it is problematic larp design, and because it is a problematic use of history.

    Part One: Were There Any Women in History?

    The first thing we need to remember is that there is no neutral history. If this thought is new to you and you want to explore it in more depth, check out this great article by Mo Holkar about class and gender representation, which includes a toolbox for how to do it in historical larp. A quick summary is that everything we know about history is filtered through the views of the people who wrote the sources, and more often than not they were people of power, focusing on what they themselves found meaningful to tell about.

    But this is also true for historians: what aspects of history that get the focus in research, what you learn in school, watch in fictionalised forms on Netflix, or that is considered important is also heavily biased from the perspective of the people who made that research, those textbooks, or movie scripts. Thus, even when we just try to get a brief overview of a historical subject through some hits on Google, a high school textbook, or a Wikipedia overview, we will probably get a pretty conservative version of history, filtered through the lens of men in power. And this has bigger consequences than you might be aware of at first sight.

    In her feminist classic The Second Sex from 1949, Simone de Beauvoir argues that the core of the female experience is that of being percieved as the Other in relation to men. Man is the norm, Woman the exception. As most of us are probably aware, gender roles are arbitrary and change with time and culture, and thus answering the question of what it essentially means to be a Woman is almost impossible. According to Beauvoir, Woman is a socially constructed role — you aren’t born a woman, you become one — and what defines this role is largely that she is not a man.

    What this means is that we as a culture have a tendency to assume that women are whatever men are not. If men are brain, women are body. If men are professional, women are private. If men are violent, women are nurturing and so on. This tendency is also commonly seen in history books as well as in daily conversations and Wikipedia articles, where men are more likely to be described by professional roles (king, soldier, professor, author, farmer, shoemaker, doctor, priest) while women get defined through their private relationships to men (wife, daughter, mother, sister, spinster, courtesan, mistress). Thus it can sometimes be easy to read a history book and think that there simply were no women involved in economy, technology, or the political conflicts of the past. And if we make larps about women historically, it must be something different than making historical larps about men.

    This is not necessarily true. In her book Mother of Inventions (2021), Kathrine Marcal explores how this othering of women has the consequence that many great ideas are overlooked because we live in a sexist society that gives men more credit than women, and generally considers men’s achievements more important to tell about than women’s. Female inventors, working women, women’s ideas and needs get overlooked because of the male hegemony in our society, where being a woman must be something different, and less interesting, than being a human.

    I believe that if we reproduce the idea that women simply did not do anything of historical importance, we buy into this sexist myth. The natural counter-argument is of course that “women were more oppressed a few hundred years ago, so unfortunately they didn’t have as much agency as men did,” but it is not like this focus on men is absent in today’s society. I can simply look back at experiences from my own youth as a larping woman. I have seen many competent women being credited as “helpers” after doing just as much work as the male “organisers” of larps. I have also met many female larpers being introduced as someone’s girlfriend, while male larpers who just happen to be in a relationship with a larping woman for some reason still get to be defined with their name or what larps they are associated with. Since we are in fact aware that women exist and do creative work in the larp scene today despite these sexist patterns, is it really so hard to imagine the same about women in the past?

    Another important point that Marcal makes is how our tendency to take arbitrary character traits and assign them the label feminine hurts everyone. Her book is full of examples of men being forced to prove that they are real men by e.g. carrying their suitcases instead of rolling them, or driving loud and dirty petrol cars instead of silent and clean electric ones, as the latter were considered feminine. Treating women’s experiences as something inherently different and separate from men’s experiences also forces men to distance themselves from a big part of what it means to be human. By this logic, we can consider e.g. romance plots or an interest in fashion and costuming girly, despite the fact that all men wear clothes and all heterosexual love stories contain at least one man.

    Changing the Perspective

    Conservative history, with its focus on white men of power, has been challenged throughout the 20th century in academia as well as outside of it. Women’s history draws attention to different roles women have played throughout the times and focuses on female narratives; people’s history focuses on the ordinary people instead of the upper classes; queer theory deconstructs ideas of gender and sexuality; and postcolonial history switches the perspective from the colonisers to the colonised. The above mentioned article by Mo Holkar gives plenty of examples of larps in this tradition, re-telling historical events from the perspectives of women or the working class. I am borrowing terminology and ideas from all of these fields, even though my primary focus in this article is my perspective as a queer woman.

    But re-writing history with the Other as the protagonist comes with its own challenges. Part of why Othering is such a powerful oppression strategy is because it allows dominant groups to clump all people who do not fit the norm together into the marginalised position of the Other, and define them by what they are not instead of what they are. As we try to switch the perspective and tell the story of the Other, a common trap is to still treat them as the homogenous group they never were, keeping the variations within the group invisible. And so we get stories about upper class women to challenge those about upper class men, or stories about colonised political leaders challenging the colonisers.

    It is easy to say that we should be aware that there were other people in history than heterosexual white men of power. It is also easy to describe someone as non-male, non-white, non-rich, and non-heterosexual. Unfortunately, a larp character described like that will also be non-playable, as there is nothing in there explaining how they would independently view themself. In Marxist and post-colonial theory, these people are known as subaltern – people excluded from the hierarchy of power and institutions of society, denied agency and their own voices.

    In her 1985 article Can the Subaltern Speak?, Gayatri Spivak challenges the idea that it is even possible to re-write history from a subaltern perspective. Despite our best attempts to understand what life was like for marginalised people throughout history, we can not know for certain. Their voices are absent from most of the historical source material, and our stories about them, if they even exist, are filtered through the perspectives of people with power.

    The tragedy of the lost subaltern voices struck me pretty hard at a recent larp, Snapphaneland (Göthberg, Elofsson Edgar & Lundqvist 2022), which was set in a village during the 1660s Scanian War. My character, Stine, had multiple marginalised identities, all of which were understood through these negative definitions. A middle-age unmarried housemaid, she did not have any family or home of her own. The female gender role was defined through being a wife and mother, which left Stine as somewhat of a non-woman. She was non-heterosexual – not interested in relationships with men, and did not have a strong sense of national identity, thus being both a non-Dane and a non-Swede in the political conflict between the countries. And while I admit she was a hard character to play, I am also not sure I can blame the organisers for this. There must have been plenty of people like Stine in Skåne in the 1600s, excluded from most of the institutions of society. And their voices are lost to us. Maybe the most fair thing I can do to do them justice is to admit that I have no idea how they thought about themselves and their lives? I can guess, but I actually have no idea.

    Part Two: Collective Memory and the Danger of the Single Story

    The year is 2003 and I, a baby queer, often go to the public library after school. I am 13 and LGBTQIA-representation in mainstream media is not a thing, but I have learnt how to search for tags in the library catalogue. I read every single young adult book tagged with homosexuality. Almost all of them center around the fear of coming out, getting socially ostracized, harassed, or abused. As a young teenager, my Single Story about queerness is that it is very, very difficult.

    The Danger of the Single Story is a phrase by Nigerian author Chimamanda Ngozi Adichie from her 2009 TED Talk. Adichie says that human lives and cultures are made up from a multitude of stories, and that when we only get to hear one of them, we easily reduce people into stereotypes. She argues that the problem with the Single Story is not that it is incorrect (queer people sure are more likely to be subjected to violence, and women sure have less power than men in a patriarchy), but that it is incomplete. When we reduce the many stories of a person or a group into a Single Story, it strips them of their dignity and their right to be seen as full human beings. The Single Story focuses on differences, making it harder to relate to other people as humans like ourselves.  An effective way to oppress subaltern people is to tell a single story about them, and make that the only story.

    In my first decade or so of larping, queerness is generally not present at all. And when it is, it is usually through variations on the same single story. Queer equals gay, and it is off-game to be gay, because gay people didn’t exist in the Old Days. Sexuality is all about making babies, so of course homosexuality doesn’t exist. Or, we want to make this fictional culture a bit more evil and gritty, so let’s add a death penalty on being gay. You can play gay anyway, of course, but if anyone finds out you will be ostracized, harassed, and abused.

    In 2012, two of my heterosexual friends have just fallen in love and play a couple in the larps we attend. Me and my girlfriend never get to play a couple. Because of these homophobic larp fictions, we chose to play straight characters. After one larp I write a blog post about the amount of microaggressions I’ve felt forced to play the entire larp, because in this kind of setting, it is a matter of life and death to prove that one is not homosexual, and how this has affected me as a queer player. The blog post causes a 250 posts long thread on the larp campaign’s Facebook page, most being aggressive comments directed towards me. The most baffling criticism is the way too common “all larps can’t suit your personal taste, Anneli.” At that time, I have still never gotten to play a queer story without the violent oppression narrative. The Single Story about queerness hides the multitude of other possible queer stories we could tell instead.

    “But, maybe,” you think, “This has nothing to do with contemporary homophobia. That is just how it was historically. Organisers can’t be blamed for writing sexist and homophobic narratives into the fiction when history was in fact sexist and homophobic.”

    Well actually, no. As queer activist and historian Samuel Sjöberg (2019) has shown, the attitudes to LGBTQIA people throughout Swedish history are much more complex. The stories about abuse and oppression are there, and I know that there are players who enjoy them, but they should not be treated as the single story.

    In recent years more larps focus on queer people in historical settings, a development I love that gives us more opportunities to play a multitude of stories. Some examples are Häxorna på Ästad Gård (Edman 2016) and Vedergällningen (Edman 2019), Oss Imellom (Hatlestrand & Edland 2015), Cabaret (Arvidsson, Fladvad, Sandrén & Waern 2014) and Violetas (NotOnlyLarp 2022). Still, these don’t seem to be considered “mainstream” historical larps. Still, queer history is something different from human history, just like women’s experiences are still considered something different than human experiences.

    And in actual fact, this has everything to do with contemporary homophobia. As French sociologist Maurice Halbwachs argues, our collective memories about history are actually not about the past but about ourselves. We use history not to remember any random past, but to form group identities (on a macro level like national or class identities, but also on a micro level by identifying with e.g., a subculture or a family) based on a shared history.

    Kaisa Kangas makes a similar point about larping other cultures in her talk Experimental Anthropology. These games do not give us the experience to live in another culture, just like historical larps does not teach us about the actual past. But through juxtaposition, they can give interesting new perspectives on ourselves and our own culture, what we are and what we are not.
    When we are aware that history has the function of building group identities, what we choose to remember and to forget, whom to include and exclude, is a highly political choice.

    I think this is probably why the fact that I can rarely play queer female characters with relateable plot lines in historical larps affects me so strongly. It doesn’t only say that people like myself did not exist in history (which they did), but also that our contemporary understanding of meaningful stories and our shared group identity as historical larpers does not include people like me. And that is why I so often feel like the Other, or frankly like an alien, after historical larps.

    Part Three: We Were Always Here

    So, what is there to win when we do historical larps without diminishing women and erasing queers? The time has come for me to address Just a Little Lovin’.

    In his article Play the Gay Away – Confessions of a Queer Larper, Eric Winther Paisley describes the strong experience of playing Just a Little Lovin’ (Groth, Jacobsen, Edland & Grasmo, 2015). By putting gayness in the foreground, he describes how the game instead allowed him to play around with other aspects of his queerness, creating challenging, deep and emotionally fulfilling experiences. I was at the same run of JaLL 2015, and for me it was a transformative and mind-blowing experience.

    By centering LGBTQ-narratives and offering a multitude of ways to portray them, Just a Little Lovin’ was the first larp that allowed me to play a character that was queer in a similar way to how I myself am queer. I have played it twice, both times as bisexual polyamorous women in the Saratoga friend group, and it has given me the chance to explore aspects of my own queerness that I’ve never seen anything even close to depicting in other larps. These larps have created a sense of belonging and strong positive feelings in me, something along the lines of relief, validation, and empowerment. This is not the article for delving deeper into how these can be achieved, but I recommend Jonaya Kemper’s works on emancipatory bleed, The Battle of Primrose Park and Wyrding the Self, as they are really interesting and useful further reading.

    I think part of what makes Just a Little Lovin’ such an important game for many queer players is that it is a historical larp that offers us to be part of that collective memory. On the surface, JaLL is a story about the HIV/AIDS crisis in 1980s New York, but in reality, it is a story about the queer community. For players like myself, and many others I have spoken with in the growing group of alumni, it offers us a sense of belonging by placing our current lives and identities in the context of a queer community and a queer history. It tells a story that takes place a decade before I was born, yet it feels like a story about people just like me. The result is magical.

    When players with marginalised identities are offered a place to exist within the historical larp setting, we get reminded that people like us have actually always existed. And this is not just about painting a truer picture of history by distancing ourselves from the limiting perspective of men of power, but about allowing our identities and our stories to be included in the universal experience of being human.

    Conclusion: Let Go of the Conservative Narratives

    Historian Howard Zinn (Holkar 2017) writes that when we see the history of any country presented as the history of a select privileged few, it conceals fierce conflicts of interest between the people with power and the people without it. These can be executioners and victims; masters and slaves; capitalists and workers; dominators and dominated in race and sex. Zinn argues, in the words of Albert Camus, that in such a world it is the job of thinking people not to be on the side of the executioners.

    One of the beauties of larp is that we can embody a character and see the world through their eyes for a short time. But that makes it even more important to consider whose eyes we chose to view the world from; whose narrative we reproduce when we make historical larps; and what parts we chose to erase. I believe that when we reproduce conservative uses of history in larps in which men of power are the obvious protagonists; women are tied to the home and children; queer people and people of colour either don’t exist at all or are reduced to the Single Story of being the oppressed Other; we risk ending up on that wrong side.

    I have tried to show you that just because women and queer people have been silenced throughout history, it doesn’t mean that we never existed or did anything worth remembering. But more importantly, I have tried to show you the importance of representation and why it matters, to avoid the dehumanising and one-dimensional Single Stories.

    I love historical larps, and I wish more players like me got to enjoy more of them without feeling alien or erased afterwards. And of course I do not speak for all women or queer larpers, but I have had that conversation with many more people after larps than anyone should be comfortable with. When we make historical larps we shape our collective memories of the past. We chose what is important and not, whom to include and exclude, and what stories to treat as universally human instead of Other. And these are highly political choices that have very real consequences.

    References

    de Beauvoir, Simone. 1972 [1949]. The Second Sex.  Trans. H. M. Parshley. Penguin.

    Holkar, Mo. 2017. History, Herstory and Theirstory: Representation of Gender and Class in Larps with a Historical Setting. In Once Upon a Nordic Larp… Twenty Years of Playing Stories, edited by Martine Svanevik, Linn Carin Andreassen, Simon Brind, Elin Nilsen, and Grethe Sofie Bulterud Strand, 161-166. Oslo, Norway: Knutepunkt.

    Kangas, Kaisa. 2015. Experimental Anthropology. Nordic Larp Talks. February 12.

    Kemper, Jonaya. 2017. The Battle of Primrose Park – Playing for Emancipatory Bleed in Fortune & Felicity. Nordiclarp.org, June 21.

    Kemper, Jonaya. 2020. Wyrding the Self. Nordiclarp.org, May 18.

    Marçal, Katherine. 2021. Mother of Inventions: How Good Ideas Get Ignored in an Economy Built for Men. William Collins.

    Ngozi Adichie, Chimamanda. 2009. The Danger of a Single Story. TED. YouTube, October 7.

    Paisley, Eric Winther. 2016. Play the Gay Away – Confessions of a Queer Larper. Nordiclarp.org, April 15.

    Sjöberg, Samuel. 2019. Att Queerläsa Historia. Lecture at Prolog, February 26, 2019.

    Spivak, Gayatri Chakravorty. 1988. Can the Subaltern Speak? In Marxism and the Interpretation of Culture, 271-313. Macmillan Education: Basingstroke.

    Ludography

    Snapphaneland. 2022. Mimmi Lundqvist, Alma Elofsson Edgar & Rosalind Göthberg.

    Häxorna på Ästad gård. 2016. Karin Edman aka WonderKarin.

    Vedergällningen. 2019. Karin Edman aka WonderKarin.

    Oss Imellom. 2015. Tor Kjetil Edland and Fredrik Hatlestrand.

    Cabaret. 2014. Siri Arvidsson, Staffan Fladvad, Alexis Sandrén and Annika Waern.

    Violetas. 2022. NotOnlyLarp

    Just a Little Lovin’. 2015. Written by Tor Kjetil Edland and Hanne Grasmo. Produced by Anna Groth and Fleming Jacobsen, 2015.


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