Tag: Featured

  • Let Me Look into Your Future

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    Let Me Look into Your Future

    By

    Suus Mutsaers

    A few years ago, I was cast as a character linked to the paranormal in a Victorian game played over several instalments. The organisers allowed us to choose our own preferred play-style and specialisation. I quickly decided that I wanted to play a character who led seances. I was interested in exploring themes of real mysticism against fake seances. I wanted to use a very visual way of running the scenes and decided that I wanted to do something using fortune-telling cards or tarot.

    Playing the expert

    My character was supposed to be an expert on the subject of card readings. She did both real readings with the intention to actually help the subject and fake ones, which were merely used to tell the rich customers what they wanted to hear. Initially, I thought to bring a regular tarot set to the game, but I quickly stepped away from that idea for two reasons;

    1. I was not an expert on tarot. It would have been an option to study regular tarot cards very thoroughly, but I knew that there would likely be more knowledgeable players around.
    2. Many people object to the use of real tarot sets at games. After all, for many people tarot actually serves a purpose akin to religion so it is not necessarily right to bring a real tarot set to a game. I wanted to respect this.

    For a while, I debated whether a store-bought card set would work fine for my purposes, but I eventually decided against taking something that was readily available.

    Building my own cards

    That brought an entirely new challenge: building my own set of cards and making them suitable for the game. I’ve researched existing fortune-telling methods and came to realise that the perfect number for cards was somewhere between 30 and 50. It would mean there would be enough variation to not draw the same card every single time I’m but it would also mean that I didn’t have to learn the meaning of too many cards and I could make it look like my character actually knew exactly what she was doing.

    To figure out what to put on the cards, I contacted the organizers to learn more about this Victorian setting with a hint of Steampunk. I wanted to know how present those elements would be and if they would be represented in cards that were made to fit the world. I tried to find items that were very ambiguous meaning wise, so they could be explained in many different ways.

    I ended up photographing 40 different items that were appropriate for the setting, like an hourglass, a Venetian mask and a pearl necklace. I then edited the photographs to look like paintings and had the set of cards professionally printed.

    Interpreting

    I love making small-talk before a card reading, especially if I don’t know the other character. It gives you some hints on what to play with, much like actual fortune-tellers do. While drawing cards onto the table I’d attempt to watch the other person’s body language. It’s often hard for the person across from you to suppress their initial reaction to a card. Sometimes characters (and even players) would clearly display surprise, shock or excitement when you drew a card that they had strong feelings about.

    Once I laid out the cards I would always ask the other character for a quick interpretation. I’d ask them whether any cards stood out to them or whether they believed the spread was ‘’right’’ for them. They’d often start talking about topics relevant to them which then gave me very easy hooks to progress the conversation with.

    After that, I’d spend some time interpreting the card spread as a whole. Sometimes it would be very easy to make up a story on the go and sometimes I needed to check my booklet which contained example card spreads and interpretations of each card. I created the booklet primarily for my own peace of mind, so I could have consistent interpretations and always had something ready to go even when I was low on inspiration.

    I’d often intentionally fall quiet during interpretation, which meant that the other player would likely start to talk a little bit more about what they were seeing. I’d weave those verbal and physical cues into my story as well. As the game progressed card readings became easier to do, I knew quite a lot of the characters and had an idea of what made them tick, which made it easier to actually give them a relevant story.

    The magic of the game

    The cards ended up being way more popular during the game than I had initially expected. I thought that at most I would be doing one or two readings each time but people actually really loved the idea and requested seances and card readings constantly. This was partially due to the fact that the paranormal themes of the game were much more physically present in play than most players initially expected. Many characters struggled with feelings of uncertainty and anxiety about the “unknown factors” and were desperately seeking some sort of comfort and direction.

    As the story of the game unfolded I discovered that the items were much more suitable than I could have imagined. Some items on the cards turned out to be present in the game in their most literal sense. In one case there was a tiny boat that would lead us to an island in the middle of the lake – which we were forbidden from accessing. While determining our strategy for the upcoming days we kept drawing the card with the sailing boat and eventually, the characters decided they could no longer ignore their destiny and to just break the rules, so they did row to the island anyway.

    Even though it was, especially in such circumstances, sometimes hard to resist, I never forced a hand of cards or prepared a card layout. Part of the fun of playing with the cards was allowing myself to be surprised and challenging myself to spin an appropriate interpretation.

    There was even one reading where a player went to check with the organizers afterward. They were so surprised by the reading they were wondering whether I had read their (secret) background.

    Staying flexible

    One of the best parts about having my own cards meant that nobody knew the rules that applied to them. I decided early on to allow myself total creative freedom and whenever I had a fun idea I would just execute it.

    Throughout the game I’d whip out the cards for advice, like drawing a single card to determine whether something was a good idea or not. On one occasion a new character who seemed to have some shady business going on appeared. As we tried to figure out whether or not to trust them we drew a card. The card indicated they had noble intentions so we as characters decided to trust them completely.

    Or I’d ask people to just draw me a card and then analyze their personality based on that card. Characters who were close to my character became more familiar with the cards and their meaning and I would sometimes ask them to interpret for me or pick cards for specific situations. This led to a lot of play as I could constantly adjust the flow of the readings and adjust their length and severity to what I thought the game or the player needed or wanted on an out-game level.

    That freedom also became visible in the option to re-interpret cards on the fly. In one case my character decided that a card with a pearl necklace stood for monetary riches as the character was a rich factory owner even though that was originally not a noted interpretation. My character lied about the meaning of the card as she believed that it was what the man whom she feared greatly wanted to hear. It led to a much more consistent story as a whole and a character (and player) who was convinced that I had stacked the deck to get a specific outcome.

    Looking back on the game now and the role the cards played in shaping the journey of not only my own character but also that of those around her, I dare to say there was definitely “magic” in play. Some of it was created by us as the players as we read the stories in the cards but a large part of it was more serendipitous. We wouldn’t have the stories we have now about crazy adventures in boats fueled by a random card draw if we hadn’t opened ourselves up to that.


    Cover photo: Image by cottonbro on Pexels. Photo has been cropped.

    This article is published in the companion book Book of Magic: Vibrant Fragments of Larp Practices and is published here with permission. Please cite this text as:

    Mutsaers, Susan, and René van den Berg. “Let Me Look into Your Future.” In Book of Magic: Vibrant Fragments of Larp Practices, edited by Kari Kvittingen Djukastein, Marcus Irgens, Nadja Lipsyc, and Lars Kristian Løveng Sunde. Oslo, Norway: Knutepunkt, 2021.

  • 10 (+1) Tips for Larpers Over 35

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    10 (+1) Tips for Larpers Over 35

    By

    Elektra Diakolambrianou

    [Editorial note: This article is intended as a parody. Please read it as such].

    1. Use your ageing body

    So you got some wrinkles now. Some grey hair. A sore back that doesn’t allow you to stand for too long. And a bad knee that doesn’t allow you to run. Instead of weeping over the past glory of your once young body, why not embrace the “war scars” and make them part of your backstory? And no, that does not mean that you are now obliged to play only older characters. What if the wrinkles are part of an ageing spell a witch once cast on you for trying to steal her partner? What if your hair turned prematurely grey overnight when your best friend died trying to save you from an assault? What if the bad knees are not due to age, but an “accident” you had while horse riding when a rival aristocrat sabotaged your stirrups to steal your seat in the council? Punchline: Less make-up on the face, more make-up on the backstory!

    2. Revamp older ideas

    Parthenogenesis rarely occurs in any form of art, larp included. That means larpers and larp designers often will “borrow” ideas from other forms of fiction, and that’s okay; but when the majority of larp enthusiasts have the same pop culture influences, things can and often will get repetitive. Well, guess what? You can actually bring some “innovation” into the fictional “gene pool”, merely by going further back into the past: Remember that old cartoon you were watching when you were 5, that youngsters these days haven’t even heard of? That series of comic books that are now out of print? That old b-movie that even its protagonist doesn’t remember having made? Dig up all the daguerreotypes and clay tablets from your back yard and borrow ideas from there… And have fun watching younger larpers get excited over how innovative and creative your imagination is!

    3. Stranger than fiction

    Another invaluable source of inspiration for characters and plots: Your own life. It might be a cliché, but life is stranger than fiction, and you’ve had a bigger share of life than most of the younger larpers (hence the wrinkles and “war scars” mentioned in Tip #1). So, go ahead and honour those wrinkles: Looking for a good villain character inspiration? How about that boss at your summer job when you were 19? Erratic character? How about that veteran hippie barista in the local pub of your old neighbourhood? Cunning character? How about that classmate of yours at university that managed to get a degree without ever opening a book? Epic adventure material? How about that camping weekend in the summer of 1989? Unfulfilled love material? How about that person from high school, remember their name? Yes, yes, of course you remember…

    4. Sit down noob, you’re in for a tale

    You were there when it all began. When the local larp community was first established in your area. When the first larp was run in the local park, and someone called the police on you. When the first article on larp appeared in the local newspaper and your relatives started making concerned phone calls to your parents after seeing your picture. You were there long before the younger larpers, and the stories you can share with them are wilder than their imagination (and probably funnier). Do share them! It will give them a more profound perspective on their beloved hobby, bond the community around its shared history, and make you look like a respected war veteran in their eyes. So go ahead, put that “I was there, Gandalf…” look on your face and mesmerize them!

    5. Back in my day…

    …However, beware of the trap of the glorious veteran: Just share the tales. Do not turn them into a lesson. Yes, of course back in your day things were different. Things felt different, sounded different, tasted different, were done differently… And yes, maybe some things were better back then. Maybe times were more innocent, less digitalized, less complicated, or more complicated… But that does not mean things are less meaningful now. Allow evolution to take place. Yes, even in your favourite hobby. Experience its innovation and creativity. And if not, well, then at least let the younger larpers enjoy it without judging them.

    6. Take your youth supplement

    George Bernard Shaw said that “we don’t stop playing because we grow old; we grow old because we stop playing”. Wise words that probably do not scare any larper! Larping is keeping us young, and all larpers probably have a very good relationship with their inner child. However, do you know what else can help keep us young, apart from larp itself? That’s right, hanging out with younger larpers. And not just hanging out to share our epic tales of yore (see Tip#4) or, even worse, tell them how things should be done (see Tip #5). Just hanging out to listen. To learn. To gain a more fresh perspective on things. To understand how the newer generations are thinking. Just hanging out… and absorbing the fresh, revitalizing air of youth. Or the fresh, revitalizing blood of youth, if you’re into vampire larps.

    7. Keep up with the lingo

    If you follow the advice of Tip #6, you will probably very soon face an unforeseen problem: You may very well not comprehend a substantial part of what they are saying! Depending on the age difference and the general amount of time you spend with young people in your everyday life, the percentage of unknown words may vary between 20% and 70%. Especially if you also communicate with them via texts and chats, you will also be faced with incomprehensible abbreviations that look more like secret codes or commands in some unknown programming language. This point is crucial: Do not get disappointed and do not give up! If you feel comfortable, ask for a translation. If not, Google is your friend. In any case, soon you will be proficient in a whole new world of slang, meta pop-references, memes and cool ways to feel 10 years younger when you’re texting.

    8. Don’t be everyone’s parent

    Another trap to be aware of if you end up forming close relationships with younger larpers. Do you want to form friendships? Great! But beware… no matter what you do… no matter how much you end up caring for these people… do yourself (and them) the favour of not becoming their parent! It may sound funny at first, but it’s a tricky balance to keep. Because, let’s face it. They don’t have your experience. They probably don’t have your maturity. And they may be vulnerable, still at a phase in their lives where they’re struggling to make sense of themselves and life in general. They can probably use all the care and love you are willing to genuinely give them. But becoming their babysitter will not allow them to grow, and will not allow you to enjoy your hobby. If you ever feel you may have fallen in this trap, consider saving a stray cat or dog instead, or get yourself some house plants.

    9. Larpers and larps growing old together

    Larp is, by definition, a hobby created by us, for us. As we grow older, more mature, and more experienced, or simply as we evolve and become different people than those we were yesterday, it is up to us to make sure our hobby can keep up with our development. The characters you are used to playing don’t feel meaningful anymore? Time for new character development. The larps you used to enjoy don’t thrill you anymore? Maybe it’s time for exploring new themes. Are you a larp designer, or are you in close contact with one? Contribute to creating new larps that speak to the psyches of the gradually maturing larp community. And if that means adding a little bit more of existential dread, grief and loss, and contemplations on the passing of time in the equation, so be it! We were never here only for the joyous themes, right?

    10. Energy management

    Approaching the end of this list, a message from your local physician: Take care of your body while larping. That is of course true for younger larpers as well, but, you know, they are still at the phase where they think they are invulnerable. Take care of yourself, so that you can keep enjoying your favourite hobby for many more years to come. Take breaks if you’re in a multiple-day event or festival. Take your vitamins if the gameplay is demanding. Don’t push yourself over your limits, not even the greatest larp of your life is worth you collapsing at the end. And lastly, don’t forget to hydrate!

    11. And for the end, the obligatory cliché…

    Just be yourself, enjoy larp, and make sure others enjoy it too. It may be a cliché, but it is timeless and ageless, just like you. 😉


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

    This article is published in the companion book Book of Magic: Vibrant Fragments of Larp Practices and is published here with permission. Please cite this text as:

    Diakolambrianou, Elektra. “10 (+1) Tips for Larpers Over 35.” In Book of Magic: Vibrant Fragments of Larp Practices, edited by Kari Kvittingen Djukastein, Marcus Irgens, Nadja Lipsyc, and Lars Kristian Løveng Sunde. Oslo, Norway: Knutepunkt, 2021.

  • Elements of Larp

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    Elements of Larp

    By

    Berber Wierda

    First Element

    As we stood
    there by the vine-covered
    tree, solemn,
    tangible forest around
    intangible, skin-covered words, created
    in our own image, we left behind
    our cocoon, the forest was real
    and so were we, in this moment
    where the seed was
    planted in our name
    and we watered it.

    Second Element

    Was there a wall here
    sometime before and have we
    forgotten it or torn it down
    because it limited our view
    of who we could be?
    The roofs are gone as well and we
    drenched as we are, is it rain
    that has wetted our faces and
    our backs, is it us, are we
    the ones whose silhouettes
    suspended in a silent narrative
    still stain the stone?

    Third Element

    I don’t remember who
    among us did the melting; you
    or me, or both, but here we are
    liquid as ever, marbling together
    forgetting our own colours; if
    they were yours or mine
    or never ours to begin with as
    the heat of the moment forges us
    together and forces us
    to think as we never
    thought before it –
    behind this line that someone
    drew in the scorched earth
    blood may run thicker than
    water, but we run thin
    into each other.

    Fourth Element

    I opened up my veins
    to let you in, to let you breathe your life
    into me as my aspirations filled
    your lungs so full of warmth that we took flight
    of fancy; our parts multiplied
    by more than one and less than two, a fraction
    of who I was before you became me
    like fragments of a language that connects us
    unspoken to the voices in our mind
    of all the ones that we have been before
    tomorrow someone else will flow
    through you.

    Fifth Element

    What are the parts that make up
    the sum of what we can be and more –
    when we subtract ourselves and don’t lose
    count, something still is left
    that wasn’t there when we began
    to take root inside our own bodies
    to sculpt our own river clay
    to harden in the fire of our dreams
    to breathe the air we occupied
    and open its mouth to sing;
    what strange new songs will it begin
    to make of us?


    Cover photo: Image by EchoGrid on Unsplash. Photo has been cropped.

    This article is published in the companion book Book of Magic: Vibrant Fragments of Larp Practices and is published here with permission. Please cite this text as:

    Wierda, Berber. “Elements of Larp.” In Book of Magic: Vibrant Fragments of Larp Practices, edited by Kari Kvittingen Djukastein, Marcus Irgens, Nadja Lipsyc, and Lars Kristian Løveng Sunde. Oslo, Norway: Knutepunkt, 2021.

  • Creating Magical Romance Play

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    Creating Magical Romance Play

    By

    Sandy Bailly

    Discovering that you will be having romantic play in your larp, is something that almost always causes a certain reaction amongst larpers. One of panic, stress, worry, joy, relief, or anything else not mentioned here. It is clear that having romance in your character and relations is something that can be very impactful for your entire larp. So, how do we take this romantic play and feel safe to run with it? How do we turn something that so often is frightening for a lot of players into something that establishes and deepens a character? How do we create an engaging story about emotions that enriches play for all parties involved, without it having to go further than that? How do we play on romance without it becoming play on sexuality? How do we bring the magic into our romantic play in a larp?

    Creating a safe framework

    Having the right safe space is an essential component to romantic play. It allows you as well as your co-player(s) to dive deep into your romantic relationship, regardless of whether it’s a prewritten one or one that you have created yourself. Especially as romance play tends to often go deeper and become more emotional than a lot of other relations in a larp, it is key to make sure that everyone involved feels that it’s safe enough to jump into this play and trust each other to build a beautiful story.

    Discuss your boundaries before the larp

    Having a discussion on boundaries before the larp will help in creating a safer environment for everyone involved in a prewritten or pre-negotiated romance. Make sure this talk isn’t just about physical boundaries, but also about emotional and narrative ones. It’s important not to stay overly superficial or get stuck in generalisations; it pays off to go into specifics. This doesn’t just provide a wider area to play in once you rule out the specifics, but also gives you a sense of security, because you have trusted each other with these specifics. If, e.g., you don’t like being tickled on your right thigh, or hate your nose being touched because of insecurities, this is the moment to mention it. If there are any emotions you do not like to play on, like grief, if there are any stories you prefer not to tell, or if you have any important triggers that might come out during play, these are also worth mentioning to someone you will be sharing intense and deep play with. Don’t be afraid to be vulnerable towards each other, and don’t be judgemental about each other’s boundaries. Creating a safe space starts here, by creating a safe and trusting atmosphere in which to discuss your boundaries together.

    Manage everyone’s expectations

    Along with a talk about your boundaries, it is equally important to also discuss expectations, and to manage them. There are as many expectations from a larp as there are participants in it, and it is important to make sure your expectations aren’t completely opposite to those of your co-player(s) for your romantic play when you step into the game. Before starting up this conversation, remind yourself that you will probably have different expectations, and that it will mainly be a question of communicating and getting your expectations aligned with each other, so that you can flow from there.

    You can start up this conversation by stating the type of (romantic) play you like and dislike, and what you are or are not willing to play on. Also think about your preferred directions for the story and state them, but be open for the story to go differently, or for your co-player(s) to have completely different ideas or intentions. This is also a good moment to discuss potential conflicts for your romantic relationship. You can talk about whether or not and how much of it you would like. Additionally, you can also come up with some potential sources of conflict beforehand, which makes it easier to play them up during the larp. Furthermore, make sure to be clear on how much or how little play you would like to get out of your romance. And, above all: be flexible in your expectations, and if needed, make it clear to your co-player(s) that they should be, too. In case you notice that your expectations and those of your co-player(s) are very far apart, don’t hesitate to start up the conversation on how to bring them closer to each other. It’s better to do this before the larp than to be disappointed during play.

    Be open for calibration during play

    We all know larp is unpredictable, and so is your romantic relation in it. Which is why it’s better not to stick to one outcome, but to be ready for whatever is thrown in your direction instead. This also means it’s good to be ready to check up off-game with your co-player(s) whenever things seem to be going in a very different direction than originally planned or expected. If, for example, you feel like you are not getting a lot of play from your romantic relationship, or not the type of play you had expected, it is worth it to have a quick calibration about this situation. Your co-player(s) may have been unaware, or they may have been stuck with the same issue as well. However, always keep in mind that your co-player(s) can say no to your requests, as you can to theirs. In the end, a short calibration in case of play going into a direction that you would like to see differently will at least help you to know what to do next or what to expect, instead of possibly heading towards disappointment.

    Similarly, boundaries may change during a larp, too. This can happen for many reasons, which you do not need to state to your co-player(s). However, do inform them about these changes if this is important for the situation or for possible future situations you may find yourself in. For example, if you have become more comfortable with your co-player and you do not mind them kissing you on the forehead while this would have crossed a boundary before, do not hesitate to quickly tell them about this off-game.

    Furthermore, romantic play can at times happen spontaneously during a larp, without it having been preplanned or prewritten. For these spontaneous romances, it is equally important to be open for calibration, if you want to allow for this kind of play to flow. Look for a moment to go off-game and discuss boundaries if you feel the need for it, and make it clear to your co-player(s) that you are open for them to communicate their boundaries to you as well. Even with people who know each other well, it is important to make it clear that the door is always open for this conversation, so that you are sure to create that space of safety and trust despite not having had any negotiations before the larp. Lastly, if you feel the direction you want to take the story in is unclear, or you’re all steering in different directions, make sure to calibrate together, so that this spontaneous story doesn’t fall through or burn up halfway through the larp – unless this is exactly what you want to happen.

    Check up on each other after the larp

    After the larp ends, it is also important to end your story together and to manage your bleed together. Find a moment when you and your co-player(s) feel alright to talk through the larp and the story together. This can be right after an event, or a week after. Just make sure you find a moment you agree on. During this conversation, take care to give each other compliments and positive feedback: state what elements you liked that the other(s) brought to your story, what you think they did amazingly, which moments you particularly enjoyed, etc. Then, carry on to differentiate yourself from your character. Ask each other about differences and similarities between the player(s) and the character(s). Be there for each other and be supportive for each other. Remain open to talk about bleed to each other, as you may have different moments or different ways of experiencing it. Also embrace the idea that it is equally fine if there is no bleed at all. And last but not least: do not become stuck in going through and drawing each other into bleed over and over again. Keep an eye open for warning signs, such as: starting a conversation over and over again about specific in-character memories; continuing to send each other messages/files/… that remind you of your character’s emotions or their story together; steering conversations to be about the larp more often than not; ending up in a long lasting, time absorbing post play; etc. When you notice warning signs for lasting bleed, take care to take breaks, to do things that distract you from the bleed. Talk about it to your co-player and be honest about the lingering bleed, but also consider taking distance if they are facing the same issue. Working through bleed together is ok, but make sure you also end your story together and move on from there. Keeping your memories and talking about them is a good thing, but clinging to them and to the emotions involved can become problematic.

    Making the romance part of your entire story

    Just like other relationship dynamics can influence your character and be part of their story, you can allow your romance to shape your character, without necessarily having your entire story and play become exclusively about the romance. This means that you can make the romance meaningful while also making sure your character is still interesting enough without the romance. A romance can be impactful to your character’s story without being their only story: it can be a character’s biggest internal motivator, their largest driver for change, their biggest setback, etc. Romantic play can influence a character, it can push and pull their narrative in a lot of ways, and you can even pace a romantic story along with the rest of your narrative to create a whole. If you manage to find a middle ground between being too dependent or too independent of your romantic story, it can become a beautiful and meaningful part of your story in its entirety.

    Having your romantic play and your other relations interact

    A first step for making sure your larp romance isn’t just a loose part of your character’s story is having your romantic interest(s) interact with your character’s other relationships. This can happen both directly and indirectly.
    Direct interactions are the interactions that take place directly between two characters, without a middle man. A very straightforward example of this is an actual spoken conversation between two characters, but it can also be an exchange of letters or notes, a brief exchange of glances, etc. The most straightforward way to establish this is by introducing your romantic co-player(s) to your other relationships. Any excuse can serve to this end, and you can even go as far as to literally introduce them as the person(s) you fancy. There are obviously less straightforward ways to establish this as well: your character can ask their best friend or servant to deliver a note to their romantic interest, you can suggest to your sibling to ask your romantic interest for advice in a certain matter, etc. The idea here is that you get your romantic interest(s) to interact directly with other characters that hold a relationship to your character and story.

    Lastly, you can also establish indirect interactions between your romantic connection and your other relationships, which can obviously turn into direct ones over the course of the larp. With indirect interactions, I refer to interactions where the characters interact and know about each other without talking to each other directly. This is, for example, established by having characters gossip about each other, by having your character confide in their relationships about their romantic feelings, by having them complain, ask for help, or anything else you come up with. Similarly, your character can also talk to their romantic interest(s) about their other relationships, about their friends, their enemies, and their family, and state their opinion about them to their romantic partner(s). This way, you establish a good basis for these characters to look out for each other, or to just talk about each other and establish a certain relationship in this way.

    Be open to possible consequences of all of these interactions catching up with your character in the course of the game, and be ready to interact with those as well. It often works well to have different types of direct and indirect interactions going on, as these can all help shape your romantic story.

    Pacing a romance along with your character story arc

    Tying into the above, next to having your different relations interact with your larp romance, you can also have your romance interact with your character story arc, and vice versa. In essence, pacing your romance and the rest of your story together is a case of allowing them to affect and bleed into each other.

    Whenever a part of your general story affects your character and accelerates or slows down your story, or moves it in a new direction, this change of pace can equally be reflected in your romantic story. Use that momentum to create a similar change in your romantic relationship – either internalised or externalised. If your character is, for example, rapidly becoming more independent because of certain events in the game, have them rethink their dependence on or independence of their romantic relationship as well, and show it in their behaviour, or bring it up in conversation, or simply use it as an internal motivator. What matters is that a change in your story arc also affects your romantic story. Changes in pace have a bigger impact if they cause ripples in other stories your character is living through as well, and having these changes influence your romantic play often makes the relationship more realistic as well as more meaningful.

    In the same way, impactful changes in your character’s romantic relationship(s) can equally influence the pacing of the rest of their arc. For example, if your romantic interest is slowly changing your character’s opinion on certain matters, take these subtle changes of opinion and reflect them in conversations or opinions you share with other relationships. Act upon the changes your romantic relationship(s) install in your character, and allow them to flow slowly and subtly, instead of having a sudden change of heart from one extreme to the other with no in between. A gradual change in worldview paced along with a gradual evolution in a romantic relationship is a beautiful example of how the whole of a story can be paced and have an impact. Having changes of rhythm in your romantic story affect your other stories, and then having the consequences of these changes in their turn impact your romantic relationship, makes for a better paced whole.

    Keeping the romance small yet impactful

    A misconception I often find is that in order for a romantic relationship to matter, it needs to be big and visible. I would argue for exactly the contrary. In order for your romance to be impactful, it often works better if it’s small. As so often in larp, it isn’t the big gestures, the big declarations or speeches that leave an impact. It’s the small gestures, the hidden conversations and the stolen moments that affect your character’s world.

    As building small, meaningful moments together makes for a more realistic romantic relationship than only having a few grand gestures as shared memories, it is worth looking for them in your larp. You can achieve this in a lot of ways, going from a quick exchange of glances or a slight touch every time you and your romantic interest(s) encounter each other, to actively seeking them out whenever you need a short conversation with them about what’s happening to your character, and asking for their advice. Actively create small moments of togetherness: have your characters check up on each other every so often, share little jokes, send each other small notes, be supportive of each other in moments shared with a group, go and have a drink together and talk about random things … Find small shared interactions that work in your romantic relationship and play on them, repeatedly if you like. Creating small, tender, genuine moments will make your romantic relationship feel a lot more real than only relying on big gestures and declarations of love.

    Keeping an open story and an open romance

    As with any other larp story or relationship, keeping your romantic play open makes for a more versatile and often more interesting experience. If you want to be able to weave your romantic story into your overall story, both need to be flexible and open enough to be influenced by each other. It does not serve your play to stick rigidly to a desired outcome, and even less so when it no longer makes sense in the given reality of your story. If you are open to not sticking to one fixed goal or storyline, you allow for your different stories and relationships to influence each other even more, thus resulting in a more coherent whole that shapes all of your character. Being open for all the elements in your story, both the expected and the unexpected ones, to influence and shape your character and their story will more likely result in a wholesome and realistic narrative arc for your character to go through.

    Having romantic play without it becoming play on sexuality

    Romantic play becomes powerful by being small and intimate, and hence, it can be so much more meaningful and rewarding to play exactly on these romantic feelings and this (physical and/or emotional) intimacy for the entirety of your larp. Intimacy comes in many forms and can thus also be achieved in many ways through play, none of which need involve play on sexuality or even physicality. On the contrary, an actual romantic relationship isn’t necessarily shaped by its sexuality, so a romantic relationship in a larp shouldn’t be, either.

    Setting boundaries and discussing intimacy

    As I’ve argued before, discussing your boundaries with your romantic co-player(s) is an important part of making romantic play work in a larp, as it helps create that vital safe space for us as players to jump into. As a part of this discussion, setting boundaries for not having sexual play with your co-player is equally important. Dare to state this boundary, and be accepting if you ever have a co-player stating this boundary.

    When stating this hard limit for sexuality, make it clear that while you are less or not interested in sexual play, you are more so in intimate play. It’s important to make it clear to your co-player that a hard boundary on play on sexuality does not mean there can be no interesting play on the relationship, but rather the contrary. Make it clear that instead of sexual play, you want to play on a romance in which the feelings and/or the small gestures themselves become the focal point.

    When shifting your focus from sexuality to intimacy, you should also be ready to discuss what kind of intimate play you desire most. Think about whether you are open for play on intimate physicality, like eg. holding hands, accidental touches, gently brushing each other’s face… or whether you would rather only play on emotional intimacy, e.g. having deep conversations, supporting each other, seeking each other out for advice, having a lot of small one on one talks… Any option or anything in between can create a lot of play and closeness, so don’t be afraid to discuss it and go into detail if needed.

    When you trust each other in stating these boundaries, a whole range of other interactions opens up. With the hard limit of no play on sexuality, you can explore which types of intimacy you would like to play on together.

    Being open for different types of love and relationships

    When talking about romantic play in larp, we often assume this is centred around a certain normative type of romantic attraction and interaction. However, there are many different kinds of love and attraction, so it’s important to also be open to discuss and play on this variety of possible relationships.

    It is worthwhile starting this conversation when negotiating your romantic relationship, either before play or during. If you have a desire to play out your relationship more as a platonic love relationship, or if you would like for your character to be asexual and/or aromantic, state this to your coplayer. Be open for other players to inform you about their preferences as well. If during this talk, any clarification is needed – ranging from “what is ace?” to “how would you like us to express our platonic love in a non-physical way?” – be open and willing to ask as well as to offer an explanation. Additionally, normalise these different types of love and relationships, both in your negotiations about them as well as in your play during the larp. Be accepting when a co-player asks not to play on certain types of attraction, or if they suggest a non-romantic kind of love relationship, and don’t lose yourself in assumed problems for this type of play, but think of ways it can enrich your larp experience instead. Being in a polyamorous relationship or feeling a deep love for an aromantic character should, for example, not be the main source of conflict in these relationships. Be willing to talk about and jump into different types of romantic play without making this matter the focal point of your conversation or your play together.

    Reinforcing the importance of the relationship

    If you make every interaction count, I am also convinced there is less need for play on sexuality. If you treat a romantic relationship less like a romance bound for sexuality and more like a meaningful, character shaping relationship, then every moment has an impact. By keeping it small, you also allow for everything to be meaningful and impactful. A small conversation, a short glance, a desire to help them out,… all of this can motivate your character to do things, to evolve, to take actions outside of the romantic relationship that then again reflect back into the relationship.

    A lot of play can happen on an evolving relationship, on words and gestures, on interpretations, on characters growing closer or apart, on characters changing and their dynamics changing along with them, but also on physical intimacy – a touch, a glance, a gentle stroke of the cheek, a smile… As I discussed before, you can create very intimate and important moments with very little. Create moments where you give all your attention to your romantic interest. Have stolen moments, hidden conversations no one else noticed or knows about, ask them for their opinion often and follow their advice (or not), granting each other influence on your stories. Always save some extra kindness, some extra time, a brief glance, a short moment of attention (e.g. asking them specifically for their opinion when talking with a group…) for your romantic interest. Show them they are special and meaningful in the small, unnoticed (by others) moments. Be aware that this kind of play between just the two of you creates a wonderful and deep level of intimacy, and embrace that.

    Relationships can become a lot deeper and more important if you dive into the mindset that your characters can inspire each other, that their presence and interactions can influence and forward each others’ stories. A romantic story isn’t necessarily only about one character meeting another and them falling head over heels in love. It can be a story about unwavering support for each other, about being an inspiration for each other to change, to realise their own strength, etc. It takes away from a relationship to only focus on the aspect of romantic attraction when it can be about so much more. Be open to give each other leverage and impact in your stories, and be ready to build a fuller and richer story from there.

    Postponing the words “I love you”

    It is, however, also perfectly fine to have (part of) your story revolve around the romance. If you choose to go for this type of play, there is a lot to gain from building an arc of evolving towards each other in conversation, not immediately admitting your feelings but showing them in small actions, to then eventually evolve to some (sometimes reluctant) confessions, or finally daring to give in to feelings towards the end of a game, with a simple holding of each other’s hand, an intimate hug, or stating “I love you”. It is worth having a think about the different possible positive or negative resolutions of your romantic relationship, but even more so, it is worth postponing getting to that resolution and focusing on the way you get there. There is more play in getting to that final stage of knowing where the romantic relationship is at, than there is in already reaching that point early on in the event – unless you then play on conflict or a change of the status quo.

    At first glance, this seems to be a course of action that mainly works well for new and/or young romances. However, I would like to put forward that this type of play on postponing confessions works for any type of romantic play. You can have an established romantic relationship drift on the same longing for a confession, on the same unspoken (positive or negative) feelings. Your character can, for example, find it problematic that their partner never states their love for them, and have your entire play together evolve around their pushing and longing for those words, or around their wanting to leave for a lack of them. The evolution of the story doesn’t necessarily have to be towards each other, it can also be away from each other, striving for postponing the words “I don’t love you (anymore).” Whichever the case, and whichever the romantic relationship(s), it’s clear that postponing the resolution and playing on the journey there, and the possible (interpretations of the) feelings involved is another way to steer more for play on the relationship, the feelings and the intimacy, and less on the sexuality.

    Conclusion

    In this article, I hope to have established a good basis for people to turn to when their larp takes them into romantic play. While my own focus was on emotional safety, on making the romance part of your story, and on non-sexual play, throughout all this it remains clear that communication and openness are two key components for any type of play on romance in larp. I hope this article helps players to realise that play on romance doesn’t need to be scary, or forced, or negative, as long as you step into it with an open mindset, ready to communicate, and willing to see it flow within your story in whichever way works for everyone involved.


    Cover photo: Image by truthseeker08 on Pixabay. Photo has been cropped.

    This article is published in the companion book Book of Magic: Vibrant Fragments of Larp Practices and is published here with permission. Please cite this text as:

    Bailly, Sandy. “Creating Magical Romance Play.” In Book of Magic: Vibrant Fragments of Larp Practices, edited by Kari Kvittingen Djukastein, Marcus Irgens, Nadja Lipsyc, and Lars Kristian Løveng Sunde. Oslo, Norway: Knutepunkt, 2021.

  • Recipe for a Magical Larp Experience

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    Recipe for a Magical Larp Experience

    By

    Torun Hegre

    One handful of larpers
    Two spoons of diversity (feel free to add as much as you want, it will only make the result that much more exciting)
    Three pinches of dialogue
    Four shots of open minds
    Five cups of awareness

    Five splashes of understanding
    Four drops of respect
    Three sprinkles of tolerance
    Two dashes of love
    One sprig of community

    Mix all the ingredients in a venue of your choice. You can add them in any order you would like; one at a time or all at once. When all the ingredients have been thoroughly mixed; let it set for a while and have a cup of coffee (or whisky if you like). Enjoy your magical larp experience and remember to share with your co-players. The recipe can be scaled up or down as need be.


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

    This article is published in the companion book Book of Magic: Vibrant Fragments of Larp Practices and is published here with permission. Please cite this text as:

    Hegre, Torun. “Recipe for a Magical Larp Experience.” In Book of Magic: Vibrant Fragments of Larp Practices, edited by Kari Kvittingen Djukastein, Marcus Irgens, Nadja Lipsyc, and Lars Kristian Løveng Sunde. Oslo, Norway: Knutepunkt, 2021.


    [1] No privilege needed in this recipe.

  • Basics of Efficient Larp Production

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    Basics of Efficient Larp Production

    By

    Juhana Pettersson

    This article was originally published in Juhana Pettersson’s collection of larp essays, Engines of Desire. The book is available here: https://www.nordicrpg.fi/store/tuote/engines-of-desire-print-edition/

    [This article is also available in Spanish, at: http://vivologia.es/fundamentos-de-la-produccion-eficiente-de-vivos/
    Thank you to Vivologia for translating it!]

    When I started organizing larps, there was only one way to run a production. For the purposes of this essay, I’ll call it the Infinite Hours model. Under this model, a fairly large team of volunteers puts in a massive amount of work to realize a labor of love. Leadership is focused on making the larp as amazing as possible through the brute expedient of work, work, and more work. People are motivated by the desire to make as much cool stuff as humanly possible.

    In productions like these, ambition rules. Some of the greatest larps of the Nordic tradition have been made like this. If you count work hours and calculate what they would have cost if anybody got paid, you get incredibly high figures. Because of this, larps made under the Infinite Hours models often punch far above their weight in production quality.

    Infinite Hours can lead to great work but they also have a cost. Under this model, people burn out. Organizers don’t sleep. Stress accumulates and makes people leave the scene entirely rather than subject themselves to another round of self-sacrifice.

    I’ve made larp like this too. Almost every veteran organizer in the Nordic larp scene has.

    The goal of this article is to lay out an alternate mode of production. I call it efficient larp production; and it’s important to ask, efficient in terms of what?

    This is not about saving money. Rather, I’ll lay out a production method by which organizer stress is minimized and the effectiveness of a single work hour is maximized. The purpose of making the work more efficient is to allow for more rest, sleep, and leisure. The goal is that by the time the larp is over, organizers feel energized and happy, not worn out.

    You can make great larps using the Infinite Hours model and terrible larps using the efficient model, or vice versa. How good a larp you create depends on your creative vision and design, not the choice of production model. This is about the wellbeing of the people who make larp, not the quality of the work. That’s a separate discussion.

    photo of a trailer with a bag hanging off of it
    A detail from Death By a Thousand Cuts, created using the guidelines in this article. Photo by Tuomas Puikkonen on Flickr. CC BY-NC 2.0.

    Labor

    There are three principal ways to structure the labor of a larp production. Counterintuitively, if nobody gets paid you can demand much more from them. Often they also demand much more from themselves. If people are paid, either all or some, questions of fairness and distribution of workload tend to arise because the project takes on the character of professional, paid work.

    The all-volunteer model is the most traditional way to make Nordic larp. Full volunteer teams are often large, as people excited by the project join in. Project leads often work extremely hard for long periods of time, taking on hands-on work on top of coordination. It’s not uncommon for people to drop out during production because of stress so new volunteers come in to replace them. This can happen at all levels of the production.

    Under the semi-volunteer model some organizers get paid while others work as volunteers. At the professional end of larp organizing this is quite common. Participation Design Agency, the makers of larps such as Baphomet and Inside Hamlet, has made productions like this. I’ve also used this model in larps like Enlightenment in Blood and Tuhannen viilon kuolema (Death By a Thousand Cuts).

    Typically, in a semi-volunteer model organizers who work on the larp over a long period of time get paid, as well as those with specialized skills not available on a volunteer basis. Unpaid volunteers are used especially during the actual runtime of the larp event. The model is similar to that used at film and music festivals in many countries.

    The challenge of running a semi-volunteer production is to ensure that everyone feels fairly treated. The people who get paid should carry the responsibility and the stress while the volunteers should get to participate in an interesting, meaningful way. This means that it’s harder to justify having volunteers shoulder the kind of extreme workloads you encounter in all-volunteer productions.

    Finally, in a professional model everyone gets paid. The realities of bespoke Nordic larp design are such that this is very hard to do, because even big productions have small budgets. Perhaps this will change if subsidizing larp production by the state or cultural foundations becomes more common.

    In a fully professional work model, the available resource pool in terms of people and work hours is the smallest. Since people are paid for their work, and work must be fairly compensated, the amount of work everyone does must remain reasonable. An increase in workload must come out of the budget, and the budget is always limited.

    a person in a suit standing next to another seated person with pieces of art behind them
    A wealthy character at an art gallery in Death By a Thousand Cuts. Photo by Tuomas Puikkonen on Flickr. CC BY-NC 2.0.

    Bang For Buck

    A design choice is efficient if it produces the maximum amount of meaningful larp action with the minimum amount of organizer work. This can be understood quite broadly: A beautiful prop that everyone in the larp sees which energizes their commitment to the setting is equally as good as a great innovation in character design that makes them motivate players to new heights of spontaneity at half the pagecount. What matters is that most choices made in the production follow the basic calculation of bang for buck. Or if not buck, then work hours and stress.

    You need to start each larp production by doing an analysis of the idea from the perspective of efficiency. Does the overall larp idea seem like it’s possible to realize within the model presented in this article? It’s important to note that the answer may well be no. Some larp ideas are possible to organize efficiently, others are not. Some larps can only be made with Infinite Hours. For example, if the concept involves a large number of individual, distinctly different, custom-tailored player experiences, it’s probably impossible to make under the aegis of efficiency.

    Maximizing the efficiency of an organizer work hour makes it possible to organize big larps with small teams. This is especially helpful for those organizers who are trying to make larps professionally and aspire to a sensible hourly wage. There are two ways to be paid properly for the work you do as a professional organizer: Higher pay and less work. Since the economics of larp organizing often mean that money is tight, it makes sense to see if hours can come down instead.

    Specialization

    “In our production, everyone does a little bit of everything.”

    This is the absolute worst way to organize larp production.

    Each individual organizer has resources that are spent at varying rates. Time, mental capacity, stress. Time is the easiest of these to measure and allocate but running out of mental capacity and accruing too much stress leads to burnout and long-term mental health problems.

    The reason I strongly prefer larp organizations where everyone has a clear job title is that it makes it much easier to manage stress. If everyone does a little bit of everything, everyone is also responsible for everything. Everyone must stress about everything.

    In contrast, in a team composed of specialized organizers, everyone is only responsible for their own sector. If everyone has food, the cook can sigh in relief and doesn’t have to think about whether the workshops are running properly. This way, an individual only has to stress about the work they control and understand.

    A team of specialized organizers is only possible with the help of coordinators whose job is to make sure everything gets done by someone. These roles are typically those of producer, creative lead, or similar. Ideally, the coordinator delegates instead of doing practical work themselves.

    In ideal circumstances, a larp organizer has wide autonomy to take care of their own responsibility while trusting others in the organizing team to do their part. Coordinators take care of problems and deficiencies in work allocation. This results in an efficient management of stress, since the number of things you have to stress about is minimized.

    photo of a person holding a serving tray with champagne glasses while someone checks their phone in the background Death By a Thousand Cuts was a simulation of Finnish class society in the shadow of climate catastrophe. Photo by Tuomas Puikkonen on Flickr. CC BY-NC 2.0.

    System Thinking

    Efficient larp organizing requires systems thinking. Ideally, you don’t engage with the larp at all on the level of an individual playable character. Rather, you design interaction systems that provide the desired types of experiences for as many characters as possible. If an idea benefits only several characters, it should be discarded.

    There are several tactics that can be employed to keep your thinking on the system level:

    Always think of characters in terms of groups, not individuals

    You can set a minimum group size, such as six for a smaller larp or ten for a bigger larp, to make sure you don’t accidentally start fiddling with individualized content.

    Recycle

    You can use the same idea over and over again as long as it’s not experienced repeatedly by the same players. For example, the larp has three secret societies. In the fiction they are different but no player will be in more than one of them. This means you can use the same rituals for all three. It might make the fiction incoherent from a top-level vantage point, but that’s not where the players are experiencing the larp from. The chaos and co-creation of larp will give each society a different texture even if they’re the same on paper.

    Design interaction engines instead of plots

    A plot is a handcrafted sequence of events. It’s very labor-intensive and thus bad for efficient larp design. An interaction engine is a mechanism in the larp that creates action. A single well-designed engine can create massive amounts of playable content in the larp thus freeing the organizers from writing bespoke content.

    I learned this framework from working with Bjarke Pedersen. In the larp Baphomet, there’s a necklace. If you wear it, you are the god Baphomet and people will react to you according to specific interaction rules. The necklace roams the larp, worn by different people, generating action. It’s very simple but results in a vast variety of action.

    Empower players

    This is not the same as outsourcing elements of organizing to players. Rather, you want to give the players as much creative agency as possible so that they engage with your design in a robust, active way. This means that all content that you create naturally reaches more people who use it more thoroughly. Typical design choices that encourage this are transparency and a robust fiction that won’t break if the players start improvising.

    Once you see the entire larp as a system, it’s easier to grasp which parts can be junked, which copied and repeated, and which must be handcrafted. Systems thinking has the additional advantage of helping you recognize blind spots in the larp’s design. For example, let’s say that you’re making a larp about love. If you design character experiences individually, it’s easy to get sidetracked and accidentally make a character who’s not connected to the theme of love. Designing on a system level helps avoid this because love is present as a systemic element.

    photo of people in black working near a table with snacks, with one listening to headphones
    We built a live radio station for Death By a Thousand Cuts, called Murder Radio. Photo by Tuomas Puikkonen on Flickr. CC BY-NC 2.0.

    Personal Touch

    All design that requires one-on-one consultation between an organizer and a player must be cut if at all possible. Ideally, an organizer relates to players and characters as groups, not individuals, during the preparatory stages of a larp production. This changes during runtime when taking care of individual needs becomes important for each player to have a good experience.

    For example, a character creation process where a player makes their character together with an organizer is unacceptable because it requires the organizer to custom-tailor content for an individual player. This is extremely work-intensive and thus inefficient. In contrast, a process where the players create characters in organizer-run workshops is fine because a single organizer can handle a large group of participants.

    The time between signup and runtime is when players have the largest amount of individual demands on the organizers. In my experience, 5% of players are responsible for 95% of questions and other requests for organizer time. To discourage this, I’ve found it best to try to cultivate a strong understanding of the larp’s vision and fiction among the participants, so that they feel comfortable making their own choices without having to consult an organizer.

    Note that as with all the guidelines presented in this article, there are always special cases. In my own experience, working with participants with disabilities to help them have a good experience is a sensible use of organizer time even if it’s only for one person.

    Writing

    The number of words that have been written for a larp is never, ever an indicator of quality. More text doesn’t make a larp better.

    Indeed, the opposite is true. Players are human beings and because of this they have limited cognitive capacity. Their ability to retain information from text is bound by their human nature. This means that the goal with larp writing must be to communicate as much as possible with as few words as possible. Information must be clear, concise, and immediately understandable. This way, players grasp it quickly, and organizers avoid the work of producing unnecessary textual mass.

    Personally, using the character software tool Larpweaver revolutionized my larpwriting because it makes it possible to have complex characters with much less text than before. It automatizes a lot of tedious labor. However, Larpweaver also requires an unorthodox approach to how characters are designed so it may not suit everyone.

    Other methods for reducing writing labor are character-building workshops where the labor of character-making is transferred to the players, and larp design that’s not very character based and thus doesn’t require long character texts.

    In my experience, transparent design often makes it possible to eliminate labor that’s not strictly writing but adjacent to it. An example is character sendout, a truly tedious task that can be removed if you can dump the character texts into a Google Drive folder and allow players access to all of them.

    Photo of a Volkswagen Westfalia van parked on a city street with an open door.
    A portable venue used for Death By a Thousand Cuts. Photo by Tuomas Puikkonen on Flickr. CC BY-NC 2.0.

    Physical Production

    When considering efficiency in a larp’s physical production, it’s important to note that this doesn’t mean compromising quality and comfort. Rather, it’s a question of how to allocate resources effectively so that the maximum number of players get to enjoy each feature.

    Using existing locations, props, and infrastructure is probably the greatest single trick to efficient physical production. If you find the right castle for your magic school, you don’t have to spend so much time decorating it. What you need is already there. This is one of the areas where consideration of the larp’s concept and the realities of production most overlap. It’s a recurring topic among larp organizers: “I’ve found this great location. Now I only need to come up with a larp that works there.” That’s efficient larp production!

    Efficiency favors relatively homogenized design where all participants either have similar experiences or one of a very small set of different experiences. In terms of physical design this means favoring props and scenography for big scenes and large groups of people. Beautifully decorated meeting halls, big showy props, and dramatic lighting are all examples of efficiency.

    In the Finnish larp Proteus, the production team built a combat simulation in an airplane hangar, a spectacular set piece with smoke, lights, cars, and guns. The story of the game was built so that all characters got to experience it in small groups. The simulation was a repeating instance. This way a labor-intensive showpiece benefited the maximum number of participants.

    Note that there are circumstances where it does make sense to put effort into physical production even if it only benefits a small number of players. Efficiency is not an absolute. One example is the dietary restrictions of individual players. Catering to them may be time-consuming, but it’s also necessary for the purposes of making the larp accessible.

    people discussing a topic around a table, some seated, some standing, with a surfboard behind them
    Airbnb is a great place to find interestingly furnished venues for urban larp. Photo by Tuomas Puikkonen on Flickr. CC BY-NC 2.0.

    Kill Your Darlings

    Imagine this scenario: The night before the larp, the creative lead sleeps only an hour because they’ve stayed awake sculpting a cool prop by hand.

    Never do this. Unless the task at hand is literally a matter of success or failure for the larp, you should cut features that require giving up sleep immediately before the larp’s runtime. Rested organizers are better organizers.

    Killing your darlings is important at all stages of larp development, but especially so in the late stage of the production when it becomes clear how far your resources stretch. And remember, sleep and stress are resources. You should aim to have an efficient, rested crew during runtime; and sometimes that requires cutting away cool things at the last minute.

    In my experience, the cool thing is often a custom-built technological solution that would be so awesome if it worked. At some point, you have to decide that you will live without it instead of wasting resources on troubleshooting that will lead to nowhere. Indeed, existing off-the-shelf technological solutions are nearly always better than unique prototypes, because of their reliability.

    Here it’s important to remember that the players won’t miss features they never knew about. If you didn’t tell them there would be a scale model of a spaceship in the main atrium, they won’t be disappointed that it was never finished.

    Casualties

    There are some things you lose in the search for efficiency. A lot of larpmaking is driven by a love for detail, cool props, and interesting individual characters. If you want to go to the extremes of efficiency, there’s no place for those things. You only design what you need, nothing more.

    Personally, I’ve never gone quite that far. Once the production machine is running efficiently, sometimes you’ll find the time to add a few little details, fun easter eggs that only benefit a few players. The important thing is to do these with your surplus energy, not by cutting from your own wellbeing.

    When talking about efficient larp production, a common protest to the ideas presented here is that efficiency removes all the things that make it fun to make larp. If you’re running a larp production with volunteers, this is something to keep in mind: Why are these people helping you? Ideally, you can organize the work so that they can create the features that make it all worthwhile for them while cutting elements they’re less passionate about.

    Happily, if you do this right, the larp benefits, as people are often at their creative best when making something they believe in. As a coordinator, you may sometimes have to cut one of your own favorite features so that a volunteer can have theirs.

    A person grabbing another person's arm while a third person watches in shock Death By a Thousand Cuts ended in murder. Photo by Tuomas Puikkonen on Flickr. CC BY-NC 2.0.

    Sustainability

    My hope is that over the long term, efficient larp organizing makes it possible to sustain a larp community where people don’t get permanently burned out. Instead, they’ll hopefully be able to continue organizing for years to come. Similarly, for some of us this model makes it possible to make larp professionally, thus leading to more larps that people can play.

    Another word for efficiency might be sustainability. The goal is that after a larp production is over, the organizers feel good, perhaps a bit tired, but still basically ready to do it again. This way, experience accrues in the community, great projects get made and people feel good about working on larps.

    Perhaps even so good that at the afterparty of one project they’ll already start thinking about the next one!


    Cover photo: We invited our funder Finnish Cultural Foundation to participate in the larp by providing a venue and one of their staff for a scene. Photo by Tuomas Puikkonen. Image has been cropped. CC BY-NC 2.0.

  • The Magic of the Silicon Screen

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    The Magic of the Silicon Screen

    By

    Rei England

    The digital world is a place of magic. It is a liminal space that can connect your home with other realms, gives you the power to summon things, grants you access to vast stores of knowledge and ideas, and allows you to be anyone and anything you choose.

    Since the Covid-19 pandemic, mainstream larp has ventured into the magic of modern technology and what it has to offer. Many larp writers have begun to discover ways to use the varied online mediums and availability of transmedia technology to bring the extraordinary into bedrooms and living rooms. Digital larp has proven that it can be:

    • Immersive
    • Largely accessible
    • Profitable (when desired)
    • Transformative
    • Social
    Photo of a laptop
    A laptop on a desk, screen up and waiting

    Yet this is a medium which has long been used by larpers who have frequently found themselves unable to access the magic of in-person larps. Barriers of cost, time, distance, and mobility have led many people with caring or parental responsibilities, disabilities, or chronic conditions to seek alternative ways to larp through the use of online games. Through the magic of their computer screens, people have been quietly creating and transforming their own sacred spaces (Clapper 2018).

    In this article, we seek to recognise the enchantments of these accessible spaces and some of the reasons why you should consider using the silicon screen to create and share the magic of larp.

    1. Portals

    Digital larp refers to online roleplaying experiences where the majority of the interaction is character-to-character; i.e. non-narrated (Clapper 2019). For larpers with accessibility needs, digital larp can be a necessary gateway to social gaming – and one often dismissed by some able-bodied larpers, especially prior to the pandemic.

    There are some who combat the use of the word larp to describe digital larping (also known by other monikers such as online larp, remote larp, and e-larp). Game designer Gerrit Reininghaus invented and popularised the term LAOG (Live Action Online Games), viewing digital larp as enough of a distinctive format to merit a new term (Reininghaus 2019). While there are potential advantages to using a different label to highlight the features of the online experience, many who oppose online larping consider it a less legitimate format, which we feel provides an ableist perspective.

    Photos of players in a virtual larp
    Screenshot of contestants in the Astrovision Song Contest (2020) about to perform

    Digital larp can be used to create an immersive portal into another realm. In Dealmakers and Dreamers (2018), the computer screen represents the dream world, and players use masks and dreams to create an ethereal atmosphere. In both CHARIOT (2017) and ViewScream (2013), the screen is integrated into the worldmaking itself, becoming a video screen on a spaceship. As in in-person larp, participants of video-based games will usually wear appropriate costumes for immersion. It is also common for participants to either rearrange the objects they choose to be in view, or to make use of background images to show scenes that would be more difficult to re-create in-person.

    Photo of person in blue makeup larping online
    In CHARIOT (2017) characters on starships speak through screens, making the computer diegetic

    2. Magic Mirrors

    During the COVID-19 pandemic of 2020 onwards, larpers around the world gained extra accessibility requirements due to the loss of safety in in-person gatherings, additional difficulties with travel, and higher financial strain (Ebuenyi 2020). In addition to the expanded accessibility options in other features of life such as an increased capability to work at home, our societies discovered that while different, it is entirely possible to larp at home. The use of digital larp expanded significantly, leading to many new digital designers to experiment with different ways of using the online medium. For many seeking remote work status and advocating for digital larp as a means of physical accessibility, their needs suddenly became the world’s needs, and therefore more acceptable. As a result, many such gamers have found themselves with many more opportunities to take part in larp.

    Digital larp designers have played with the idea of using the features of video chat clients to provide different visual experiences. In Makeup Moments (2019), participants use the mirror-like image of themselves on the call to mimic an actual mirror as their characters get ready for a night out. Players in The Batcave (2020) turn their cameras upside down to create the appearance of a colony hanging from the roof of a cave. Outscored (2019) uses changes in the screen image to visibly alter the lighting in a dark room, varying players’ light levels as a way to visually reflect their respective social standing.

    Photo of four people larping online
    Screenshot from Outscored; the game mechanic causes lighting to vary, a visual reminder of character scores.

    3. Scrying

    Your digital screen is a crystal ball that allows you a glimpse into another location. Its use allows digital larps to span countries and continents, granting distant players who do not have easy access to transportation a chance to play. Larpers facing disabilities, chronic illnesses, and mental health concerns have been historically prominent users of digital larps, as most digital larps only require the participant to remain stationary in a chair or bed.

    Like most scrying devices, the screen grants a limited view. This grants a potentially enticing feature: it is possible to imply events taking place ‘off screen’. In Disconnected (2020), players are encouraged to ”vanish off screen and return to report something strange, and blame technical glitches on the breaking reality”. Tale As Old As Space (2020) instructs players to ”move to different spots if you are able, or otherwise find different camera angles, letting your camera angles change wildly as your character runs to reach the next spot before you are caught”.

    Person larping online in a spaceship setting
    Screenshot of The Inhabitant in Tale As Old As Space making use of costume and backgrounds.

    4. Hearth and Home

    A digital larp brings the game into the protective circle of hearth and home. For some players this can allow them to create a safe space containing their own accessibility devices. The ability to switch off video or microphone at any time and the control over their space is helpful for people with anxiety disorders or sensory issues. Additionally, in some areas of the world, it is not always possible for every player to feel moderately safe at physical larp locations, particularly for marginalised participants.

    A number of digital larps have taken advantage of the integration with the home circle to create a sense of intimacy. Sanctuary Avalon (2020) used ritual and guided meditation to invoke spirituality and allow participants to explore themselves within the safety of their own spaces. In Live Online Raptor Experience (2020), players who are able may use their devices while walking through a house or other location, creating a mobile ‘on the scene’ effect.

    Photos of people larping online
    Participants in Sanctuary Avalon performing a ritual and guided meditation.

    5. Time Travel

    Scheduling and travel time are difficult for many larpers, but digital larps can take place in one or more sessions in front of the computer. This makes larp more accessible for some parents and caregivers, who are disproportionately more likely to be of marginalised genders. It offers a shorter, more manageable time commitment for people with chronic health conditions or limited energy.

    The House (2012) was one of the earliest digital larps, based on reality TV shows where contestants compete to be the last remaining inhabitant of a shared household. In this game, players record daily videos in which their character speaks to the audience about their experiences and their opinion of the other contestants, allowing for asynchronous play and looser time constraints. Uneasy Lies The Head (2020) is another vlog-based game with flexible timing; characters post vignettes as short video blogs which can then be commented on as other players speculate on answers to questions and rumours.

    Photo of a text-based role-play session
    Characters in text-based game Thread explore links between theology and the labyrinth.

    6. Fairy Gold

    Digital larps are typically free or inexpensive, especially when compared to in-person larps. Even when run for a profit, digital larps require lower overhead and less resources; for example, there is no need to hire a venue, feed players, or purchase site-based insurance. This can make them more accessible for players with lower incomes.

    Digital larps can make use of inexpensive or even free technologies and resources to supplement the main game. Animus: The Eternal Circle (2020) uses a mixture of bots and websites to provide a puzzle element that unlocks extra plot and allows players to discover literal virtual connections to weave a feeling of connection to a larger force. Thread (2020) utilises background soundtracks and philosophical bots to invoke ancient myth and play with existential questions intrinsically linked to the online medium. And Tale As Old As Space includes password-protected files that are gradually opened to provide new information during the course of the game.

    7. Telepathy

    While in-person interaction favours personalities who are more extroverted and confident, a recent study found that online communication favoured more organised goal-oriented types (Purvanova et al. 2020). Other studies have found that gender can also be a factor; female-presenting people are more able to be assertive in virtual negotiations (Stuhlmacher et al. 2007). The differences in communicating online could mean that quieter players, who struggle to have their spotlight moment in in-person larp, get a chance to shine.

    Video is not the only medium for digital communication. Tankers (2020) uses audio-only while players lie in a dark room to create an experience simultaneously intimate and set in the vastness of space. As We Know It (2015) is a game played entirely by text message as survivors of an alien invasion try to connect with each other. Another  possibility is to use video and text communication for different purposes; for example, After Dark (2020) allows dead characters to communicate by text chat after their video is turned off, and Disconnected uses text chat as a method for the facilitator to pass out-of-game guidance to the players during video-based scenes.

    8. Running out of Spell Slots

    While digital larping is generally more accessible for larpers with disabilities, some have reported challenges. For players with visual impairments or hearing loss, over-reliance on either sound or images can create extra difficulties. Ideally, game designers should ensure that information can be accessed in other ways; use image descriptions and use text that can be read by text readers. In video play, ask players to display strong emotional signals and show their mouth clearly when speaking.

    Larpers with autism, ADHD, and auditory processing difficulties have noted that video platforms or fast scrolling text can challenge their ability to focus and comprehend. Neurotypical players can also find sustained engagement challenging: “Video chats mean we need to work harder to process non-verbal cues like facial expressions, the tone and pitch of the voice, and body language; paying more attention to these consumes a lot of energy” writes Manyu Jiang (2020) for BBC. This means that digital larps must be run, if not designed, with video chat fatigue in mind.

    9. Divination

    The use of technology in larp and games containing partial digital experiences has been increasingly used in recent years (Segura 2017), and it is possible that this trend will continue towards integration with digital larp design, allowing some players to take part entirely remotely.

    Larp studios aren’t the only organizations pivoting towards online experiences in the wake of the pandemic; theatres, escape rooms, and other immersive experiences have moved to online environments in creative ways. And there are many others who play with the construction of identity online to create larp-like experiences, though most of these would not call this larp (Manavis 2019). As these experiences become more widespread, there may be a cross-pollination of ideas and techniques.

    It is our hope that digital larp experiences will continue, following the cessation of the global pandemic. Now that more players have experienced larping on digital platforms, it’s time to normalize the legitimization of digital larp and to recognize the considerable flexibility and accessibility digital larps provide to many participants.

    References

    Clapper, Tara M. 2018. “5 Things I Learned about Running Digital Larps.” TGI. https://geekinitiative.com/digital-larp-experiences/

    Clapper, Tara M. 2019. “What is Digital Larp?” TGI. https://geekinitiative.com/tgilarps /what-is-a-digitallarp-faq/

    Ebuenyi, Ikenna D., Emma M. Smith, Catherine Holloway, Rune Jensen, Luc´ıa D’Arino, Malcolm  MacLachlan. 2020. “Covid-19 as Social Disability: The Opportunity of Social Empathy for Empowerment.” BMJ Global Health 5, no. 8: e003039.

    Jiang, Manyu. 2020. “The Reason Zoom Calls Drain Your Energy. BBC, April. https://-www. Bbc com/worklife/article/20200421-why-zoom-video-chats-areso-exhausting

    Manavis, Sarah. 2019.Why Young People are Turning to Online Live-action Roleplay.” New Statesman (July).

    Purvanova, Radostina K., Steven D. Charlier, Cody J. Reeves, and Lindsey M. Greco. 2020. “Who Emerges into Virtual Team Leadership Roles? The Role of Achievement and Ascription Antecedents for Leadership Emergence Across the Virtuality.” Journal for Business And Psychology (June): 1-21.

    Reininghaus, Gerrit. 2019. “A Manifesto for LAOGs Live Action Online Games.” Nordiclarp.org, June 14. https://nordiclarp.org/2019/06/14/a-manifesto-for-laogs-live-action-online-games/

    Segura, Elena Marquez, Katherine Isbister, Jon Back, and Annika Waern. 2017. “Design, Appropriation, and Use of Technology in Larps” In Proceedings of the 12th International Conference on the Foundations of Digital Games, FDG ’17, New York, NY, USA. Association for Computing Machinery.

    Stuhlmacher, Alice F., Maryalice Citera, Toni Willis. 2007. “Gender differences in virtual negotiation: Theory and research.” Sex Roles 57, no. 5-6: 329-339.


    Cover photo: Photo by Ales Nesetril on Unsplash.

  • Structured Feedback

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    Structured Feedback

    By

    Espe Montero

    [This article is also available in Spanish, at: http://vivologia.es/feedback-estructurado/
    Thank you to Vivologia for translating it!]

    The larp is over and, although you had a good time at some points, you think there are some flaws in the design. You don’t want to become the person who annoys the organizers at the end-of-game party or who writes bitter posts in the players’ Facebook group. We’ve all experienced this at some point. Your players also feel this way sometimes.

    When a larp doesn’t go well for us as players, there is an emotional part in which we need a “repair.” In the end, we have invested a lot of time, money and excitement in a collaborative narrative that doesn’t quite match what we expected. That’s why many players expect an apology or at least to be heard about what didn’t go as well as expected. In addition to this, some of them also want to contribute their points of view in order to help improve the design.

    Just after you have finished organizing a weekend event, after many sleepless hours, it may not be the best time to get feedback, because you may not be able to listen very empathetically and constructively. This comes into contradiction with the players’ need to express their frustration with what may not have gone well. In the end, within a process of creation, development, implementation and iteration, the feedback process is necessary for both players and designers. Establishing a structured critique channel, with clear deadlines, helps players know that their opinion will be heard and organizers can listen to learn at a time when they are not exhausted. You can use a form, player interviews, or conversations with the team and other designers or several posts in the player communication group to add what worked and what didn’t work.

    The forms can be anonymous and allow us to reach out to many more people than just our friends. They also help us with the players’ need to tell us what went well or badly and to give organizers some time, doing a delayed reading. The form should cover all aspects of the larp, including pre-larp and post-larp. Knowing that your workshops don’t work as they should(()) or that the bus route should include a bathroom stop(()) matters as much as discovering problems with a certain meta technique. Separate by sections those points you want to get detailed information on. The questions “What would you change and how?” and “What did you like about the event?” also allows you to get an assessment of what is most important to the player.

    At NotOnlyLarp, we started with a more quantitative-focused form and have evolved to one where we also ask why they give that rating or how they would improve the problems. My advice is to prepare the form before going to the larp if you know you’re going to be exhausted when it ends. And even leave the form with scheduled submission dates.

    Read the forms when you are ready, which sometimes involves taking your distance from the event. When reading the results, leave your ego out of the equation. Don’t blame yourself for the mistakes, but try to focus on concrete actions to improve your life and your organization. You will find mistakes that you knew about and others that you had a blind spot for. All larps have errors. There are no criticisms that are not true even if you do not agree with them.

    The quantitative reading can guide you to know in a better way which of the sections have the worst score, that is to say, what you must urgently improve. If from the blocks Transportation, Food, Workshops, Design, Character Sheets, Sleeping Logistics, Location, and Safety you have lower scores in Workshops and Character Sheets, I would look for more information to read why and what the players would change. Probably the full answer is not even in the questionnaires, but you may want to talk to players who you know, the team itself, or even other designers who can help you find the best solutions to the problems raised. There are certain sections, such as safety, that should be thoroughly analysed regardless of the overall score and, depending on your safety process, maybe even within a specific team.

    Photo by athree23 on Pixabay
    Photo by athree23 on Pixabay.

    Other organizers prefer to consult with friends and third-party designers. Cooperative learning not only helps the organizer of the live event, but also the other people involved in the critique and resolution process. That’s why platforms like EntreRevs in Spain or Knutepunkt/Knutpunkt/Knudepunkt/Solmukohta are so important for the community.

    Finally, establishing a conversation in the communication channels with players and organizers also works. Some organizers make “What went wrong” and “What went right” posts. This allows for a conversation that provides insight into what went wrong and can adjust a collaborative response to problems. It serves to give value to the responses given by the players, which are not only read but also responded to and appreciated publicly. In contrast, many people may prefer not to give public feedback, especially if it is negative. In some cultures it is common to give private criticism without giving the option to learn to those who we think are wrong, so I think an anonymous form can allow us to know those opinions.

    In the Nordic larp culture, there is a courtesy period of one week, in which players only give positive opinions, to leave a margin for the organizers to recover from the live role-playing. This is called the Week of Stories. Remember that no matter your culture, you can set the deadlines for positive and negative reviews to suit your specific needs, as long as you communicate them properly((Some examples of total failure in NOL larps. I want to thank the players who made us aware of them.)) and also respect that players need to give feedback without waiting too long after the event.

    In NotOnlyLarp, we work with a process of iterating, designing/writing, running the larp, and learning from our mistakes, so we believe getting feedback is a very important part to learn. If your larp work uses iteration as a way of learning, structuring feedback from your team and players can help you learn and improve designs and organizational processes. How do you get feedback and integrate it into your design process?


    Cover image: Photo by Tumisu on Pixabay

  • Atypical: Journeys of Neurodivergent Larpers

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    Atypical: Journeys of Neurodivergent Larpers

    By

    Cecilia Dolk

    Being neurodivergent often means walking into the world with misunderstanding as a certainty. Everyone expects you to respect and abide by rules unstated and unknown to you. As an autistic person, larp has brought me places where the rules are shared and I can have the same language as others. And for someone who didn’t have a voice for so long, being able to communicate, feel, and create with others is more than just a little magic.

    Through a series of testimonies illustrated by drawings we hope to raise awareness and bring acceptance in our larp communities on the difficulties encountered by the neurodivergent players both in life and in play. Here we have chosen to focus on people who have been diagnosed with ASD and/or ADHD. 

    While all neurodivergent experiences are different, you might find these testimonies are quite similar to each other. These correspondences demonstrate our deep similarities, the needs and traits that must be highlighted for neurotypical players and organizers to reach understanding and recognition of their neurodivergent counterparts. I’m also aware that those testimonies are personal statements that don’t account for all of neurodivergent players’ ways to relate and feel toward the larp experience.

    What is the core of the neurodivergent players’s experience of larp?

    What can we learn from each other?

    What can we teach to neurotypical players and organizers? 

    What do we need from them?

    drawing of a person imagining different kinds of shoes

    Finding Magic in the Dark

    LolV Peregrin

    The autism spectrum encompasses a range of neurodevelopmental conditions, generally known as autism spectrum disorders (ASD). Individuals on the autistic spectrum experience difficulties with social communication and interaction and also exhibit restricted, repetitive patterns of behavior, interests, or activities.

    –Wikipedia, “Autism Spectrum”

    I grew up difficult. I was a difficult child and a difficult teenager.
    The world was a maze. I felt I was the only one without a map.
    Everyone seems to have figured their way out.
    So I built my own world, full of all the things I liked.
    I had an interest in magic, spells, witches. A specific one.
    I’ve been labeled unhinged and crazy.
    Because
    I thought animals were better than people,
    I walked bare feets,
    My face was strange,

    Because I looked for magic.

    I felt too much, or not enough.
    I am autistic, not a puzzle, therefore I can’t fit or be solved.

    I hate unpredictability,
    I wanted to be in control somehow, to understand what was happening.

    To switch the narrative.
    To find magic, dreamt and remembered.

    My strong emotions,
    my intense personality,
    my ability to mask and interpret roles constantly:
    It made larp the perfect environment for me.

    A place where while we all wear masks I could finally forsake mine.

    Role-play and Larp have brought me places where the rules are shared
    and I can have the same language as others. Finally.

    And for someone who didn’t have a voice for so long, being able to communicate, feel
    and create with others is more than just a little magic.

    drawing of person in superhero costume with ADHD on their helmet

    My ADHD

    Charlie Haldén

    I instantly think of how my ADHD partly turns into something that makes me great at larping — that larp is a world that my brain is perfectly suited to (in ways), and how that is magic. My impulsive traits, spontaneity, the superpower of being totally in the moment – stuff that can make life outside difficult but fits perfectly with larp.

    Always Playing a Role

    Lea Elias

    Many people on the autism spectrum feel obliged to pretend not to have autism. They invest considerable effort daily in monitoring and modifying their behavior to conform to conventions of non-autistic social behavior. This phenomenon has come to be called masking, compensation and pretending to be normal. Masking is exactly what it sounds like, simply putting on a metaphorical mask. In many cases of the autism spectrum, that mask is a neurotypical (“normal”) one. It is when someone on the spectrum either consciously or subconsciously hides the telltale signs they are on the autism spectrum.

    — Bahar Ateş, “Masking in Autism: Social Camouflaging”((Ateş, Bahar, “Masking in Autism: Social Camouflaging,” Good Autism School, last retrieved April 17. 2021 from https://goodautismschool.com/autism-masking/ ))

    drawing of a chameleon

    As an autistic person, I am, in a way, always playing a role.

    It’s an experience not unique to people on the autism spectrum, but I’ve never met a neurotypical person who understood just how tiring it is to be born into a world where the way you express yourself is completely nonsensical to other people.

    And vice versa, that the way other people express themselves, through tone, body language, and facial expressions, makes no sense to you, while pretty much everyone else appears to have an instinctual understanding of what the hell is going on. 

    To survive in that world, you need to become very adept at studying and copying the behavior of other people. In order to appear acceptable, I’ve developed into a chameleon; In seconds I can change my tone of voice, sense of humor, dialect, mannerisms et cetera.

    While tiring in my day-to-day life, it’s proved very useful in larps, and I’ll often joke that the main difference between real life and larp is for me that having a character sheet makes the process of figuring out what role I’m expected to play much simpler.

    drawing of person surrounded by masks and holding a mask

    Many Differences…

    Cecilia Dolk

    There are many differences between people that are on the spectrum, just as we are all different human beings. What is a struggle for me can be something that another person the spectrum has no problem with – at all. 

    As a producer and being diagnosed as an adult with both ADHD and autism, I finally can understand why some parts of producing feels natural and easy for me. It also makes so much more sense why I feel so much more comfortable visiting and participating in a larp and then going to a dinner party, birthday party, or just traveling to a new place.

    Why, you may wonder?

    The rules and expectations are equal within a larp since I don’t have an autopilot when it comes to social rules or boundaries, a larp setting – before – during, and after – is giving me the opportunity to participate on the same starting point as a person that is not on the spectrum.

    photo of a person surrounded by rainbow colors and the words: language, motor skills, perception, executive function, and sensory
    Photo by Rebecca Burgess of Autism Spectrum.

    To explain how my mind may be a bit different than yours, I don’t think in words, I think in pictures. My mind is like “google for images” and I attend to details – I mean all the details. Let me give you an example – If someone asks you to think of a shoe, your mind thinks of a generic one. Instead, my mind thinks of specific ones, one at a time or as a video that shows stuff on YouTube.

    When it comes to new information and making decisions, my mind is like an international airport but I don’t have a staff running it. I have to manually do everything on my own, while for most other people it’s on autopilot. This happens so quickly in my mind and it makes me exhausted quickly and suddenly sometimes when I’m in a new situation. 

    I also feel sounds, I feel structures, but it isn’t scary or uncomfortable it can just be too much.

     

    So, now you know a little bit of how my mind works, and many of these traits make me a kick ass as a producer – mostly because I remember details and not making assumptions on things. I run all different versions of the outcomes in my mind while I even may be talking to someone! 

    I can see and feel a budget work or not in my mind, logistics, and timetables – it’s like it’s there on my own internal whiteboard.

    drawing of person with many objects in front of them

    There is something that you can help your fellow larper with if they are on the spectrum, this is things that help everyone but for me, it’s the thing that decides on how much energy I will have during the larp. These things are often the difference for me on how much I can participate until I’m crashing and need to rest.

    • Clear schedules – with times and what will happen during that time.
    • Clear expectations – what do I need to do and when.
    • Pictures and signs – an emoji next to a text can help our minds so much!
    • Knowledge beforehand – show pictures of the venue and describe where I will have my sleeping quarters. 

    Also — sometimes it’s more comfortable being NPCs just because we get a clear picture of the run time schedule! Take that in consideration if you can offer that to some people before the game

    • A place to recharge if the sleeping quarters are being in-game at all times.
    • A clear structure of the website and if there is much information to read, it’s not a bad thing to have someone do an audio recording or be there to read it with a person. I know it’s much to ask – but maybe a volunteer can help with that and make it accessible for more people to join. 
    • Friendly reminders – if you have a deadline coming up and ask if they need any help!
    • Be clear with changes before, during, and after, over explain is better than vague.
    • Arrange someone in the coordination staff that can be a safe person and/or a person to ask questions that is focused to help people on the spectrum. It’s helped me tremendously to have someone that understands since the stigma and misunderstanding are making us mask and try to fit in.
    • Ask – ask – ask. Ask us if you can do something to help, but also be clear that we may say “no”.If you do not have knowledge of how to adapt and create more accessible – ask for help – we will be so grateful to contribute knowledge that we have to create a better experience for us all.

    Bibliography

    Ateş, Bahar, “Masking in Autism: Social Camouflaging.” Good Autism School. Last retrieved April 17, 2021. 

    Wikipedia. “Autism Spectrum.” Last retrieved February 21, 2021.

  • More Than A Few Funny Words: Designing Magic Systems That Convey Challenge & Rigour

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    More Than A Few Funny Words: Designing Magic Systems That Convey Challenge & Rigour

    By

    Sharang Biswas

    Introduction: A Difficult & Demanding Magic

    In a sense, representing “magic” in larp is an exercise in futility. How does one imbue the principle of “live action” to a phenomenon that, by its very definition, breaks the laws of nature? Barring expensive special effects technology, such reality-bending is difficult to reify.

    As such, most larps treat magic not as something to simulate with photorealistic accuracy, but as an aesthetic; the concern becomes one of transmitting the feel of performing and witnessing magic. As Salen and Zimmerman write in Rules of Play, “It is possible to say that the players of a game are “immersed”—immersed in meaning…this kind of immersion is quite different from…sensory transport…”((Zimmerman, Erik and K. Sale, Katie, “Chapter 27: Games as the Play of Simulation,” in Rules of Play: Game Design Fundamentals, MIT Press, 2003.))

    Complicating matters is that there is no unified definition or even sense of the word “magic”, no agreement of what this “feel” is. Is it mysterious and miraculous, such as the great spells of Merlin and Morgan Le Fay? Is magic methodical, empirical, and academic, such as the scholarly magic of Susanna Clarke’s novel Jonathan Strange and Mr Norrell? Is it something even more bizarre, such as the highly specific abilities granted by swallowing minute quantities of metal alloys, such as in Brian Sanderson’s Mistborn books?

    As a result, when “magic” is included in a larp, it is necessarily coloured by the designer’s vision of what is “magical”. For instance, Susanne Vejdemo introduces a method of creating “cool magicky-feeling rituals”,((Vejdemo, Susanne, “Group Improvisation of Larp Rituals,” Nordiclarp.org, 27 February 2018.)) but this magic has a distinct aesthetic: group based, energetic, and involving mysterious, otherworldly forces. By contrast, New World Magischola (2016-2020) features a freeform system of magic that players can take in many different directions, from labour-intensive to potions, to quick, comedic hexes, to dark and deadly rituals.((Bowman, Sarah Lynne, “When Trends Converge – The New World Magischola Revolution,” NordicLarp.org, 4 July 2016.))

    Larps such as New World Magischola and College of Wizardry (2014-) embody a particular sub-genre of fantasy: that of the “school of magic.” Genre tropes include elements typical to an academic environment applied to the study of magic: rigorous homework, difficult tests, complex projects requiring long hours in the library, and the like. Designers of these types of games typically envision magic as challenging, necessitating years of study and practice. Unlike the wonders of myths and legends, this magic is learnable, masterable, theorizable, and debatable.

    While the aim of such larps is to convey a scholarly atmosphere, this is rarely achieved via the systems of magic employed in the games. Rather, the larps rely on character interactions, lore, set dressing, and other elements to communicate that, yes, magic is difficult and demanding. Players perform challenges, and reinforce each other’s performance through the process of what Mike Pohjola calls “inter-immersion”((Pohjola, Mike, “Autonomous Identities,” in The Foundation Stone of Nordic Larp, Knutpunkt, 2014, pp. 113-126.)): players communicate to each other through their actions and words that magic is arduous business, and thus it is so. The game system contributes little in this regard.

    Indeed, the works that provide inspiration for these larps themselves rarely spend little narrative real-estate contending with the academic nature of magic at a system level. Even in a sprawling set of books such as J.K. Rowling’s Harry Potter series, we witness students of magic spending endless hours on homework and study, only to cast magical spells by muttering a few words and waving a wand. We’re rarely given a glimpse into what the study is and why it’s required.

    There is power in attempting to communicate the desired aesthetic via procedure and mechanics. As Hunicke, Leblanc, and Zubek theorize, “aesthetics set the tone, which is born out in observable dynamics and eventually, operable mechanics.”((Hunicke, Robin, LeBlanc, Marc, & Zubek, Robert “MDA : A Formal Approach to Game Design and Game Research,” in Proceedings of the Challenges in Games AI Workshop, Nineteenth National Conference of Artificial Intelligence, 2004.)) A larpwright can use the very system of magic itself to evoke many of the aesthetics noted above.

    In this essay, I outline a method of creating a system of magic that can achieve many of the desired aesthetics of complexity, challenge, and scholarship. Since our concern is one of process, I attempt to make my argument by building a hypothetical system of magic. I then use a real-world case study to demonstrate how such a system can function within an actual game.

    Assumptions

    To begin with, we must assume that the larp we’re working with desires to achieve the feeling of “difficult magic”, and that magic plays a big role in the larp. For simplicity’s sake, since the genre is familiar to many, let’s assume we’re designing a “magic school” larp, where the majority of players are students attempting to master the supernatural. Our aim is for magic to feel academic and complicated, and to make students work to cast spells.

    As an initial, base system, let’s say that players can cast whatever spell comes to mind: they simply have to verbally indicate what they’re attempting to do, wave their hands in a vaguely mystical gesture, and voilà, the game assumes that magic occurs.

    It is immediately apparent that this very freeform system, while appropriate for some games, does not fit our task of reinforcing the academic aesthetic of magic at a systems level. Let’s start by making magic a little bit harder.

    Player Effort

    “Any slight error in the movement or in the incantation would weaken, negate, or pervert the spell.”

    — Lev Grossman, The Magicians

    The first step might be to ensure that players have to voice a specific “magic word” or incantation to produce a magical effect:

    >>Yelling the word “Fire” produces in-game flames

    This is a start. However, in order to evoke a feeling of real challenge, we can modify our magic system to make players apply non-trivial, analytical effort in order to cast a spell. Effort is non-trivial if the player can simply perform magic without any thought. Yelling a desired effect out in English is a fairly trivial bit of effort.

    On the other hand, if one needed to memorize the word for “fire” in Sanskrit, this would constitute non-trivial effort:

    >>Yelling the word “Agni” produces in-game flames.

    Effort might be analytical if it is not wholly creative, and requires some degree of analysis. If a spell asks a player to recite a lyrical description of its effect, this effort is non-trivial (but in this case, not very analytical):

    >>Reciting “Flames of the earth, rise to my call, obey the heat of my command!” produces flames.

    If on the other hand, the player must yell out the first and last letter of the force they are conjuring, this effort is analytical, but probably fairly trivial:

    >>Crying out the letters “F E” produced a flame.

    The combination of the two properties, non-triviality and analysis, results in magic that feels challenging and logical (and thus, worthy of traditional academic study). A designer can produce a system that is both non-trivial and analytical in a variety of ways. For example, this effect could be achieved by using a set invented set of words to represent verbs and nouns, out of which players must select a combination. Let us say that the designer has put forth the words “Creatarus” , “Desctrucio”, “Fireflammus”, and “Glaciola” to stand in for spells that “create” or “destroy” “fire” or “ice” respectively. Now, a player will have to take a moment to remember and then select the right two-word combination for the situation at hand:

    >>Thinking about the desired outcome to “create” an affect which is related to “fire”, the player intones “Creatarus Fireflammus” to produce in-game flames

    This process of recalling the right words is non-trivial, while that of selecting the correct words for their current task is analytical.

    While workable, this “list of magic words” system lacks depth. If all magic were about studying and combining two words, then in order to become a skilled practitioner a single hour’s worth of lecture, followed by solo memorization for however long it takes would probably suffice. There would be no need for a complete course of study; a well-stocked “name library” would be enough. What this system needs is a more complex set of operations.

    Rulesets & Operations

    “Words are powerful. And they become more powerful the more that they’re said and read and written, in specific, consistent combinations.”

    — Rainbow Rowell, Carry On

    An entire magic system consisting of memorizing word lists would likely be rather dull in an academic setting (and probably a game setting). The challenge of “which word should I use?” would quickly lose its shine. To spice up this system, a designer can add more complex operations to their existing rules.

    For instance, we can add complexity by bringing in other parts of a player’s physicality. In our current system, let’s add gestural components to our spells:

    >> To create flames using “Creatarus Fireflammus”, the player must make a pointing gesture with their hands,

    >> To extinguish flames using “Destrucio Fireflammus”, players must form a fist.

    The addition of the gestural components to spells adds complexity; yet, this isn’t significantly better than the magic words. While the physical element adds interest, the player is now simply memorizing gestures in addition to words. If instead, the gestural act is added to the spell based on a formal, internally consistent rule, we have an “operation”.

    Let’s modify our ruleset. Let’s say, when casting any spell on an inanimate object, the player must make a pointing gesture, while when casting any spell of creation on a living target, the player must make a fist. So:

    >> “Creatarus Glaciola” while pointing can be used to freeze a glass of water.

    >> “Creatarus Glaciola” while making a fist might be used to deep-freeze an animal specimen for later study.

    Here each time the player casts a spell, they must analyse the intended effect, and modify their spell in order to satisfy the rules of magic. While this system still relies on memory, it now also includes a pattern. By linking the kind of gesture to the target of the spell, we’ve succeeded in adding a more complex, internally consistent practice based on a rule, giving us an “operation”.

    This serves to flesh out our magic system. Additionally, and crucially, this system still allows for player creativity. If, as designers, we’ve created a sufficiently robust ruleset with a broad vocabulary of possible actions, then we’ve likely left room for players to create their own permutations, to try novel forms that designers haven’t accounted for. Of course, this might be a big “if”, one we’ll tackle later in this essay.

    We now have processes and rules of magic which must be learned, practised, and internalised. Players should feel that magic can be studied, or even mastered. As a next step, we can attempt to provide this system of magic with a more theoretical feel, offering room for (in-fiction) scholarly articles and careful experimentation, for debate and discourse.

    Lore, Terminology & Style

    “There are threads to the One Power, and each person who can channel the One Power can usually grasp some threads better than others. These threads are named according to the sort of things that can be done using them—Earth, Air, Fire, Water, and Spirit—and are called the Five Powers… While Spirit was found equally in men and in women, great ability with Earth and/or Fire was found much more often among men, with Water and/or Air among women.”

    — Robert Jordan, The Eye of the World

    It is an undisputed fact that larps make use of lore, backstory and scenic design in order to reinforce desirable themes and aesthetics. Such a principle can be applied on a micro level to our system of magic. A larpwright can make their magic more memorable by creating their own terminology or by inventing fictional reasoning behind their operations and rulesets.

    For instance, in the system we’ve been working with, one might ask, “Why are different gestures needed for different classes of targets?” Is it because a different geometry of energy flow is required to engage with a living system? Is it because magic was invented by the gods, whose very gestures changed the world? Or is it merely a mental construct that allows the mind to focus its energies differently? Indeed, posing such questions but keeping the answers somewhat open-ended might stimulate interesting in-game discussions and exciting play.

    The way in which we teach players how to use our magical system is an area ripe for such fictional adornment. Many larps find it simple and practical to teach game system to players would be to instruct them during a pre-game, out-of-character workshop. Providing them with the incantations, rules, and time to practice casting spells, allow most players to begin grasping the basics of the system. By contrast, one can imagine a more “immersive” way of teaching the system: instruction in-character.

    Instead of a pre-game workshop on magic, perhaps a professor, or mentor figure can tell player-characters about the principle of using incantations, about the rules of gestures, and how to use them, and have them practice their spells with each other. Allowing players to take notes and ask questions might further involve them in the learning processing, enhancing not only the atmosphere of academia, but improving their ability to recall the rules of magic.

    Taking this a step further, we can integrate the setting and lore of the world at the systems-level. Perhaps, in addition to learning from a teacher figure, players must search through and cross-reference various scrolls to learn what the incantation for “fire” is, mimicking the real process of research. Perhaps, there are disputed theories about which hand is best for performing magical gestures, and both theories are presented to players in their “reading”; players can then perform an empirical “test” to creatively “discover” which method works best for their characters. They may even have to interact with other characters to gain access to these scrolls, and to practice rooms to try their experiments. While neither of these examples are particularly novel, they represent ways in which players’ actions directly affect their ability to engage with the game’s magic system. An inventive game designer could dream up even more interesting ways players can learn about magic, perhaps leaving some room for player creativity, as we shall discuss below.

    Thus, the process of learning and performing magic becomes intrinsically tied to the players’ stories, not just because the players decide that it’s the direction they want the characters to go, but because the system itself prohibits them from performing magic until they complete these tasks.

    The manner in which the information is presented can also do much to enforce the setting and tone. Burying incantation across multiple academic papers with titles such as “Ignis & Agni: Towards a Unified Theory of Thermal Manipulation”, papers which must then be accessed from an in-game library, would contribute to a stuffy, academic tone. By contrast, hiding the incantation within the illuminated marginalia of a lavish scroll recounting the story of “Ye Deʃtructionne of Ye Greate Dragonne” might be suitable for an epic fantasy quest. In both cases, the presentation of the information about the system of magic and the manner in which it is accessed have been leveraged for play.

    Leaving Room for Gaps

    “Great mages have wasted their lives trying to get at the root of magic. It is a futile pursuit, not much fun and occasionally quite hazardous.”

    Lev Grossman, The Magicians

    It is possible to over-define the rules for magic, to create a complete, ironclad system that leaves no room for interpretation. This is useful if we are preoccupied with the puzzle-like nature of magic, with questions of correct and incorrect.

    Most larps, however, are more concerned with creating interesting play than in verifying correctness of magic. While rules and systems can help immerse players in specific moods and aesthetics, we might want to leave gaps in our system. Perhaps not every possibility is explored, or maybe there are ambiguities within the system itself.

    If there exists an ongoing debate about which hand to use when forming magical gestures, for instance, enterprising players can explore this debate as part of play, and colour their own spellcasting with the questions posed. As another example, reference books might describe the incantation “Fireflammus” as “pertaining to the movement of excessive heat”. A creative player could use this ambiguity to invent an analogue to our ice spell “Glaciola”, using “Fireflammus” to siphon away from an object and freeze it solid. In a collegiate game, such an activity might even become the topic of one’s homework assignment, or dissertation.

    Creating space for players to propose their own theories of magic and have them validated by fellow players or facilitators might make for a powerful motivator for immersive play. A thesis defence, a grand tournament of magic, or a midnight “show-&-tell gathering” witches might be ideal scenarios for such experiments.

    A gap in our magic system allows player ingenuity to emerge, and permits a deeper exploration of the system and the narrative. As Frank Lantz declared in his talk on the Immersive Fallacy, no doubt foreshadowing our present context, “This gap is where the magic happens.” [6]

    A Question of Player Skill

    “A rock is a good thing, too, you know. If the Isles of Earthsea were all made of diamond, we’d lead a hard life here. Enjoy the illusions, lad, and let the rocks be rocks.”

    — Ursula K. Le Guin, A Wizard of Earthsea

    In our quest to create a magic that feels rigorous and academic, we have devised the rudiments of a system where players’ fictional actions (researching, studying, and casting spells) and their real world activities (researching, studying, and performing gestures and sounds) are closely mapped. Where mundane effort is used to simulate its magical analogue is where we begin to see an issue of inclusivity.

    This system clearly favours players with certain skills over others. Those practiced with logical thinking, data analysis, and puzzle-solving will likely find the system of magic easier to grasp. If the aim of the larp is to provide a fantasy of academic magical rigour to those who are inexperienced with such academic tasks, skills other than these must also be valued in the larp.

    The role of creativity, of filling out the “gaps” in the system of magic might be emphasized, giving players more options to invent their own magical acts within the existing framework. There could be many ways of doing this, from those that are more “cosmetic”—asking players to name certain acts, or invent parts of the lore—to those that are more “systemic”—inviting players to invent their symbols or rules that pertain to casting spells.

    Alternatively, the game designers could encourage the cooperative discovery and performance of magic at the systems level. Perhaps many people are needed to actually carry out the research for a spell, since parts of it are scattered throughout many sources. This would work even better if these sources required different sources of interaction; maybe the research of a spell requires someone to look through a text, another player to recognize patterns in an image, and a third to ask a mentor a question. Moreover, the casting of a spell could itself be a cooperative act, requiring multiple individuals to carry out different, simultaneous tasks. Such design decisions might go a long way in making the larp, and it’s magic, accessible to a wider audience.

    Using Real World Symbolic Systems: A Case Study

    Earlier on, we considered the prospect of designing a magic system that is “sufficiently robust”. Obviously, designing a complete, complex, analytical, rule-based, and story-rich system is challenging. One method is to rely on real-world analytical or symbolic systems. A designer can select an ordered system such as the Periodic Table of Elements, the geometric properties of regular polygons, or a computer programming language, upon which to base a magic system.

    The advantages of using such a system are potent: such systems contain built-in complexity suitable for analysis, consistent rules and operations will not have to be devised from scratch, and terminology (and perhaps even areas of ambiguity) that can be borrowed from the real-world discipline of study. Additionally, the players might come away from the larp with real-world knowledge. While the effort spent engaging with a game system might in of itself constitute a pleasurable act needing no justification or “end goal” outside the game (an anti-capitalist concept vehemently put forth by designers such as Paolo Pedercini),((Pedercini, Paolo, “Videogames and the Spirit of Capitalism,” Molleindustira, 2014. [Online]. Available: https://www.molleindustria.org/blog/videogames-and-the-spirit-of-capitalism/.)) it might be comforting to some players that their outside the “magic circle” of the larp

    I will illustrate an example using as a case-study Basic Principles of Incantation by Sharang Biswas (myself, the author of this essay) and Max Seidman, an hour-long, playful, live-action experience first exhibited at the “Game Night #5” showcase at the Denny Gallery in Manhattan.((Biswas, Sharang, “Basic Principles of Incantation,” [Online]. Available: https://sharangbiswas.myportfolio.com/basic-principle-of-incantation.)) Since then, the piece has undergone numerous changes, and has been performed at Living Games 2018, as a fully produced interactive theatre piece for Sinking Ship Creations in 2019, as an online show for Mirrorworld Creations in 2020, and in other smaller venues.

    Note that while we, the designers, do not consider the piece to be a fully realized larp, the live action elements lend it a larp-like nature, and the conclusions from this analysis can be applied to many forms of games and interactive performance.

    In Basic Principles of Incantation, players take on the role of Victorian students in a tutoring session where they are to learn the basics of magic. In this game, magic is performed using very specific, calculated incantations, and the system of magic is based on real-world Linguistics, in particular, phonetics, phonology, and morphology.

    While detailing the complete system is impractical, a few points can be noted:

    1) Non-Trivial Effort: Part of the challenge of each incantation is the pronunciation. Consonants and vowel sounds from a variety of languages were included in spells, meaning that participants who primarily spoke English had to practice the words multiple times in order to sound them out correctly.

    text describing a magic spell

    2) Analytical Effort: Each incantation had a tripartite morphological structure. Key words needed to be appended with a prefix, suffix, or in-fix, depending on whether the spell to be cast was one of creation, destruction, or modification. These affixes had to additionally be chosen from printed tables, depending on external factors (such as the time of day, or month of the year etc.)

     

    text describing a magic spell

    3) Complex operation: Once affixes were chosen for a magic word, vowel or consonant shifts were made based both on external features and phonological rules. A table of vowel shifts (listing real-world tongue positions for various vowels) was provided, telling players exactly how to modify the vowels in their spell.

    text describing a magic spell

    4) Lore & Style: Magic was never referred to as “magic” but as the “Esoteric Arts”. Rules, tables, and words were all found in a specially written textbook, written in the style of a 19th century pamphlet, complete with theoretical chapters and footnotes with references. Players had to hunt through this book, cross-referencing tables, charts, and explanatory paragraphs with each other in order to arrive at their spells. This textbook was essential to maintaining the tone of the game. As Edward Mylechreest wrote in his review on No Proscenium:

    “Perusing the pages, I quickly feel completely out of my comfort zone. It is classic academia, with hard to understand wording and the feel of being lectured at by a 19th-century professor. It reads exactly like a historical tome, plucked out of a sorcerer’s library, and now sitting on my lap. I am immediately transformed into the role of student wizard, although perhaps I feel more like a Neville than Hermione.”((E. Mylechreest, “Getting All Magicked up in ‘Basic Principles of Incantation’ (Review),” No Proscenium, 23 October 2019. [Online]. Available: https://noproscenium.com/getting-all-magicked-up-in-basic-principles-of-incantation-review-f2e4e9e6755d.))

    5) Gaps Were Permitted: The role of infixes (as opposed to prefixes or suffixes) was only hinted at. Players were repeatedly told that the rules they were learning were “oversimplifications”, and that the true, complex rules were for advanced study. Questions were often met with the answer of “it depends”, and the instructor was able to fictionalize debates and theories of magic.

    Basic Principles of Incantation revealed a few more advantages of using the protocol outlined in this essay:

    a) Players were deeply engaged in group-play. Because magic took on a puzzle-like nature, players cooperated and built on each other’s answers and theories, often in-character. Even players who believed themselves to be less skilled in the puzzle-solving aspect of the game were drawn into the challenge and contributed to the team in different ways, such as searching the classroom for the relevant texts, listening to and transcribing the spells intoned, and writing out theories and possibilities on the blackboard.

    b) The volume of information in the text book created the illusion of a deep, fully realized world.

    c) Since the basis of the system was actual Linguistics, real-world skills and knowledge was taught: pronunciation and the classification of vowels and consonants, some basics of the International Phonetic Alphabet, a little morphology, and more.

    In summation, all these features created an atmosphere of studious focus, and a world where magic was challenging, slow, and, frankly, impractical as a solution to most problems. This was precisely the tone we, the designers, were aiming for.

    Next Steps

    This essay modelled a way in which a larp designer can infuse the practice of magic with an element of rigour and challenge. By calibrating the effort required for magic on behalf of the player, by constructing a system of internally consistent and appropriately complex rules, and by introducing suitable lore elements and story trappings, all while maintaining some degree of ambiguity for players to build upon, the larp wright can be confident that their game enforces their desired tone through the game mechanics themselves.

    Of course, much of this essay relies on a conjectured system: “If one were to…”, “Perhaps if we…” While a case study is presented, it is for a short, puzzle-like experience with only a light narrative, that relies on skilled facilitators to arbitrate the correctness of spells.

    For a full larp with narrative richness, much more thought and playtesting needs to go into a system of magic such as the example created using the ideas in this essay. Can such a system work without the eagle eye of an assiduous game master, allowing players to check themselves and each other on the correctness of their magic? Can we balance the time it takes to learn and cast a spell with the pacing of the game? Does our system remain engaging after a few hours of play? Do players become far more pre-occupied with puzzle solving with to the detriment of character interactions and narrative creation? When using the framework presented in this essay, these are questions a larpwright will need to address.

    Ultimately, my aim was not to present a “best” way to create a system of magic, but to provide aspiring designers with tools that can help them achieve a certain aesthetic, and inspire them to experiment with how magic is portrayed in their game.

    Bibliography

    Biswas, Sharang, “Basic Principles of Incantation,” [Online]. Available: https://sharangbiswas.myportfolio.com/basic-principle-of-incantation.

    Bowman, Sarah Lynne, “When Trends Converge – The New World Magischola Revolution,” Nordiclarp.org, 4 July 2016.

    Hunicke, Robin, LeBlanc, Marc, & Zubek, Robert “MDA : A Formal Approach to Game Design and Game Research,” in Proceedings of the Challenges in Games AI Workshop, Nineteenth National Conference of Artificial Intelligence, 2004.

    Lantz, Frank, Writer, The Immersive Fallacy. [Performance]. Game Developer’s Conference, 2005.

    Mylechreest, Edward, “Getting All Magicked up in ‘Basic Principles of Incantation’ (Review),” No Proscenium, 23 October 2019. [Online]. Available: https://noproscenium.com/getting-all-magicked-up-in-basic-principles-of-incantation-review-f2e4e9e6755d.

    Pedercini, Paolo, “Videogames and the Spirit of Capitalism,” Molleindustira, 2014. [Online]. Available: https://www.molleindustria.org/blog/videogames-and-the-spirit-of-capitalism/.

    Pohjola, Mike, “Autonomous Identities,” in The Foundation Stone of Nordic Larp, Knutpunkt, 2014, pp. 113-126.

    Vejdemo, Susanne, “Group Improvisation of Larp Rituals,” Nordiclarp.org, 27 February 2018.

    Zimmerman, Erik and K. Sale, Katie, “Chapter 27: Games as the Play of Simulation,” in Rules of Play: Game Design Fundamentals, MIT Press, 2003.


    Cover photo: Image by RODNAE Productions on Pexels. Photo has been cropped.

    This article is published in the companion book Book of Magic: Vibrant Fragments of Larp Practices and is published here with permission. Please cite this text as:

    Biswas, Sharang. “More Than A Few Funny Words: Designing Magic Systems That Convey Challenge & Rigour.” In Book of Magic: Vibrant Fragments of Larp Practices, edited by Kari Kvittingen Djukastein, Marcus Irgens, Nadja Lipsyc, and Lars Kristian Løveng Sunde. Oslo, Norway: Knutepunkt, 2021.