Tag: Featured

  • Navigating Online Larp

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    Navigating Online Larp

    By

    Joanna Piancastelli

    While online larps have been around for years, the COVID-19 pandemic has brought a new crop from a wide variety of designers and larp traditions and has seen a huge influx of players looking to fill the gap left by the cancellation of most in-person larps. We’re enjoying large numbers of new larps running and re-running, with designers trying innovative and exciting things in the field, but also making mistakes that those who have been running larps online since the beginning have corrected for years ago. Some players are finding the format accessible and powerful, while others find it difficult to invest in either the event itself or the buildup beforehand.

    Qualia by Mia Devald Kyhn and Adrian Hvidbjerg Poulsen, using Spatial Chat with Discord for text. Screenshot by Charlie Haldén.
    Qualia by Mia Devald Kyhn and Adrian Hvidbjerg Poulsen, using Spatial Chat with Discord for text. Screenshot by Charlie Haldén.

    I’ve played several larps online since in-person events became untenable, mostly from the international European and local British larp traditions, and mostly the designers’ first forays into this kind of digital events. The formats have been very varied – some across one or several sessions in the same weekend, one running fortnightly for months, some using text, audio, and video to communicate, others using two or even just one of those mediums. Amongst that wide selection, some trends have started to emerge.

    The first is that online larps can absolutely be a huge success. It’s true that they lack some components of physical larps, but many players, including a lot who were initially skeptical, have found that online larps are capable of producing a depth of emotion comparable to their real-world counterparts. I have sat in front of my computer with tears streaming down my face at both video and text conversations, and felt my heart rate rise based on sound effects alone when lying with my eyes closed and headphones on in a dark room.

    Tenement 67 by Bobbit Worm Games, using Discord video and text chat. Screenshot by Hazel Dixon.
    Tenement 67 by Bobbit Worm Games, using Discord video and text chat. Screenshot by Hazel Dixon.

    There is also, to me, a clear dividing line between online larp and online tabletop gaming, though the difference can be less distinct than it might be for in-person play. I’ve played one online larp where I was fully embodying my character for the duration of play, without having to make any out-of-character actions or imagine anything in my surroundings that wasn’t there, and that felt absolutely like larping. On the other hand, the more my character is supposed to be doing things that I myself am not physically doing, the more it feels like I’m playing a tabletop RPG in costume. As always when we’re in uncertain territory, the best way to avoid disappointment is to communicate as clearly as possible what experience the designers are intending to provide and hoping the players will participate in.

    Tips for Players

    If you’re a player venturing into online larp for the first time, you might have to try a few things to find out what works for you, and just like in in-person larps you’ll enjoy some events more than others even if the format is identical. There’s no obligation to do something you don’t think you’ll enjoy, but plenty of players have been surprised by how much they got out of online larp. Here are some things to think about that might help you get ahead when you’re starting out.

    Preparing Your Gear

    A lot of video larps will ask you to set-dress the area behind you so you appear to be somewhere appropriate to help the immersion of your co-players, and it’s great to do that. It can also really help to set-dress the area in front of you that only you will see. After all, you’ll be looking past your monitor at that area for hours at a time, and seeing post-it notes with your work to do list will probably jolt you out of the larp.

    When it comes to costume, it’s definitely worth dressing in a way that matches your character, but you get to choose between the immersion of fully wearing what your character would wear and the comfort of sitting in pyjama bottoms for the whole larp. Since you’ll be getting into costume in your own home and with typically much later start times than for physical larps, consider getting more adventurous than usual with your hair and makeup. What you’re wearing around your head and shoulders will make the biggest impression, but your hands will show up on video too, as well as serving as part of your larp world, so don’t neglect them in your costume.

    Death in Venice by Freeform Games, using Discord video chat. Screenshot by Simon Rogers.
    Death in Venice by Freeform Games, using Discord video chat. Screenshot by Simon Rogers.

    Run a tech test ahead of time, including checking out your camera angles and audio gear if you’ll need them. Using a laptop or desktop will often give you a more reliable connection than a phone or tablet, though make sure you aren’t running too many other programs in the background. Headphones will help avoid feedback, but make sure they’re comfortable to wear for a long time. More light will do wonders for your image quality, but use a shade to avoid shining a bright lamp directly into your eyes. See if your video slows down while anyone else who shares your connection uses the internet, and if you need to figure out some scheduling options. Get onto the software the larp will run on and familiarise yourself with it if you can.

    Getting Yourself Ready to Play

    Especially when you’re venturing into online larp for the first time, consider playing with people you already know. While playing with strangers is great fun, it’s much harder to learn a person’s physical cues and communication styles through digital channels, and since you’ll be adapting to a new format that has plenty of hurdles it might help to give yourself the advantage of playing with people you already know how to read when you start out.

    You can prepare in other ways as well, a lot of which are very similar to how you might prepare for an in-person larp. For example, familiarise yourself with your character, discuss how you want to play with the people you expect to interact with most closely, put together a playlist, etc. Do whatever helps you feel as comfortable as possible with larping, the part of the activity you know and understand, so you can focus your energy on adapting your larping to a digital environment.

    If you have a lot of video conferences for your work, you might be reluctant to sign up for even more of them in your free time. Consider voice or text only larps or, if you want to go for a video larp anyway, think about larping in a different space to where you work, treating the larp as a special event (booking time off work before and after like you would with an in-person larp, maybe taking time to make some pieces of your costume), hyping the larp with your friends in advance to build anticipation, and choosing larps that don’t run too solidly all in one block.

    Starting the Larp

    Once you start playing, give the larp a while to get going while everyone finds their feet and learns the communication methods you’re using. Larpers are well trained to adapt how they express themselves and understand one another, but most of us are having to apply that training in new situations and you might encounter awkwardness for the first little while.

    Take Me With You by Omen Star, using Zoom and Snap Filter. Screenshot by Kol Ford.
    Take Me With You by Omen Star, using Zoom and Snap Filter. Screenshot by Kol Ford.

    Pay attention to the larp’s mechanisms during any workshops so you know how to get the most out of the experience. Knowing when, where, and how to join conversations, ask questions, or signal safety concerns can make or break your experience. This is likely to be different for each larp and platform and may not be intuitive.

    During Run-time

    Then… larp. It’s the same activity you’ve done before in person, just using technology as an intermediary. Be conscious of the format you’re using and bring your character to your co-players in ways they can understand and respond to — facial expressions and hand gestures for video, voice for audio, emojis or adjectives or cat gifs for text.

    And as in any larp, pay attention to your body’s needs. Eat and drink when you need to. Take your meds. Get plenty of sleep. Know what you’re going to do if things get emotionally draining, even if you don’t expect them to.

    One of the most interesting new communication avenues available to you is text channels that you can use alongside play. Every online larp I’ve played has had some form of in- or out-of-character communication by text, and it’s great for quick, non-disruptive check-ins, flexible as a negotiation tool, and useful as a safety mechanism. It’s also very powerful for play in its own right, and creates opportunities that don’t exist in person for parallel conversations, back-channel dealings, and heart-wrenching confessions.

    After the Larp

    After play is done, be prepared for debriefs and afterparties to feel rather different. The after-larp glow can fade much more quickly when you aren’t physically surrounded by the people who shared in a powerful experience with you, and the energy shift between play and socialising is very different in online larp. Think in advance about how you might take care of yourself after the larp ends, be it a special meal, a bubble bath, or a cuddle with your cat, and consider arranging to talk to the people you played with most closely a few hours or days after you’ve returned to normal life.

    If you normally take a day off work after a larp to recuperate, there’s a good chance you’ll want to do that for an online larp, even though you aren’t running around in the course of play.

    Tips for Designers

    The digital larp design space has some extremely experienced designers working in it and I can’t pretend to be one of them! But a few things I’ve observed from a player’s point of view translate into actionable tips that could be useful to consider for people designing digital larps.

    Format and Technology

    When you get an idea for a digital larp, consider the format you want to use. Video larp is the immediate first choice for a lot of people as it seems most similar to in-person larp, but voice- and text-only larp can both be extremely effective. What atmosphere could you create using sound and silence when audio is the only connection your players have to the game world? Is there space for you to explore how people interact in text and display their personalities in text? What happens when you cross larp, a form that asks you to embody your character, with a format that doesn’t require players’ bodies to be visible? How can you match the format to the idea?

    Meet at the Tavern by Omen Star, using Discord video chat. Screenshot by Kol Ford.
    Meet at the Tavern by Omen Star, using Discord video chat. Screenshot by Kol Ford.

    Consider your tech setup to match that format carefully. There are many categories where you might find pros and cons, such as available functionality, ease of use, processor or bandwidth requirements, player familiarity, etc. And as widespread homeworking continues, the features each platform offers are changing regularly, so you might want to check back as your design develops.

    Accessibility should play into platform choice as well, and it’s worth keeping in mind that running your larp online isn’t a silver bullet for including people who struggle to access in-person larps. It can be great for those who find travel or the energy investment of physical larp challenging, but it has different demands on communication styles, attention spans, and physical access that can absolutely exclude others. Check your technology, make conscious design decisions, and continue asking the people you want to include in your larp how you can accommodate their needs.

    After you’ve chosen your platform, you’ll need to figure out how to set it up. Look at how you can encourage people to play in small, manageable groups, up to around six or seven players, either by making that a structural requirement of the larp or by creating softer behavioural or mechanical incentives for splitting up. Some platforms are designed to allow mingling and changing groups easily, while others might give you more features if you’re willing to accept a more rigid group structure.

    Getting Players to Jump In

    One aspect that can be easy to overlook amongst the practicalities of setup is thinking about what you can do to help players look forward to your larp as an exciting event. A lot of digital larps this year have been produced on short timelines and it’s great to get to play not long after signing up, but limited information until shortly before the larp and an absence of hype and communal anticipation can make the already unfamiliar prospect of an online larp feel alienating to some players and cause anxiety or a high rate of dropouts.

    Muerte de Reemplazo by Amalia Valero, using Spatial Chat. Screenshot by Amalia Valero.
    Muerte de Reemplazo by Amalia Valero, using Spatial Chat. Screenshot by Amalia Valero.

    Once play begins, no matter how elegant your design, interactions between players are going to be less natural. This is especially true at the beginning of the larp, so your opening act might benefit from having facilitators play a much more active role than usual in mediating communication between characters. The “just put a bunch of larpers in a room together and tell them to larp” strategy of larp design doesn’t work online yet, although maybe it will once the player community has more experience with the format. Having NPCs leading early discussions and inviting people to speak can help a lot in video and voice larps, and giving an idea of what interactions should happen where is great for text larps.

    The unintuitiveness of digital conversations also makes it harder to make smalltalk on video calls, and it can lead to awkward silences where players struggle to know what to talk about unless the pre-written characters include detailed motivations and conflicts that will drive play on their own, or play is very tightly directed. Providing new in-fiction stimulus to react to can help direct conversations, so if the larp has plot secrets it might be worth revealing the first ones earlier than you might at an in-person larp, as well as giving suggestions on how the players could react to engage with those secrets further.

    Similarly, the rumour mill doesn’t work anywhere near as efficiently online unless players put in quite a lot of effort into it. Side channels help, like having text alongside video, but there’s much less passive information absorption and dispersal than when your players are in the same place, so look at ways to divulge any plot-critical information to more players than you might at an in-person event.

    The Aftermath

    Finally, consider the design of what happens after the larp. If you plan a debrief to help your players derole or process bleed, how will you create emotional space between them and their characters when there’s a strong chance they’re still sitting in the same physical place they were occupying during play? How can you capture the post-larp energy and transfer it to an afterparty when the players aren’t physically together? Can you take advantage of the remote nature of the larp to invite players to come together again after a few days when they have had time to recover from the larp?

    Final Thoughts

    There’s a lot to think about as we adapt how we design and play larps to our current constraints, but with luck the community as a whole can see that as exciting rather than offputting.

    Yes, I wish we were able to larp in person, and no, I don’t think online larps are a complete replacement for physical larps. But right now they’re an option I’m extremely glad to have, and their low financial and time commitment are certainly going to let me larp more in 2021 and beyond even as in-person events begin to reappear.


    Cover photo: Oniros by Paula Jiménez & Pepe Roma, using Discord and Snap Camera. Screenshot by Pepe Roma.

    Editing by: Elina Gouliou

  • Preplay

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    Preplay

    By

    Mia Kyhn

    There is no one type of preplay; just as “a larp” is far from a sufficient description of any larp, “preplay” tells us very little of what this entails in practice — and yet this is often the only description offered. We often carry our own unspoken assumptions with us when talking about preplay without being aware that others might have very different expectations. I often see players wanting to engage with preplay but ending up frustrated, and I believe one reason for this is that we lack the vocabulary to communicate our goals and needs. I will here present tools for talking about different types of preplay, our goals for engaging, and the effort we put into it.

    For the purposes of this text I define preplay as creating a narrative about your character in collaboration with one or more co-players ahead of a larp. One single specific narrative I call a “scene”. There are many other forms of preplay, such as letter writing, meeting up in person, or playing over a video call, but for this text I will focus on text-based online preplay.

    Types

    As mentioned, preplay can take many different shapes, but I find it helpful to divide the different types into three overarching categories: Intimate scenes with between two and four participants; large scenes with four or more participants; and activity on platforms such as Kin, a Facebook- like platform created by Thomas Mertz to provide an in-character social medium. Apart from Kin, Facebook and Google Docs are popular platforms for preplay. Intimate scenes often make use of private messages or a shared Google Doc where the participants take turns writing out their characters’ actions. Large scenes often make use of a dedicated Facebook group in which different posts introduce different scenes, and members of the group can participate in the comments. These different types are not mutually exclusive, and players are not limited to just one type. Scenes of different types can interact and inform each other, but each type has its own strengths and weaknesses. For example, it can be difficult to describe actions on the entirely in-character Kin, and information that comes out in an intimate scene will likely not travel very far. For this reason it is important to consider what you’re hoping to get out of your preplay when setting up and engaging in scenes.

    Goals

    Ashby states in their article Playing around the event (2017) that everything set in motion in preplay is intended as a contribution to the game itself. I do not entirely agree. It is true that everything happening in preplay generally expands upon the setting or the characters inhabiting it. At the same time, some players are perfectly happy to spend many hours on preplay, developing a relation with a co-player they then end up not even talking to at the larp itself. Others would feel that preplay was wasted if it were never played upon in the larp. What is true, in any case, is that everyone engaging in preplay has a goal in mind (however unaware of this they might be), whether that goal is to have fun for an evening or to set up a central conflict for the larp. When conflicting goals clash, at least one participant will end up disappointed. The specific goals for engaging in preplay are numerous, but in general I believe there is a spectrum, with a view of preplay chiefly as preparation for a larp in one end and a view of preplay as an experience in the other.

    Preplay-as-preparation goals are often specific and clearly related to the larp itself. Goals on this side include setting up a plot to play on at the larp, establishing relations prior to the larp, creating shared memories in order to deepen play, and showcasing certain traits of a character to co-players. A common denominator here is that if a scene veers too far from its starting point the goal becomes more difficult to achieve, creating frustrations. For players with a preplay-as-preparation goal it can often seem like a scene is going nowhere, but it is sometimes useful to consider the possibility that the co-players might just be heading in an entirely different direction.

    Preplay-as-experience goals can seem similar, but they are more exploratory and less directly related to the larp itself. These include fleshing out a character, but not necessarily with the stated goal of creating shared memories or establishing something to play on in the larp itself, or establishing relations that will not necessarily be central to the larp. For people with a preplay- as-preparation goal it is often important to “save” the resolution of plots or conflicts to the larp, while people with a preplay-as-experience goal might be just fine with settling things in preplay. Players with preplay-as-experience in mind often value “trying out” a character just to see how it feels to embody them and getting a feel for how two characters might interact. It is important to remember that this is a spectrum, and most instances of preplay fall somewhere between the two extremes. Someone might seek to prepare for the larp but won’t mind a scene dragging out for a bit for some exploratory play, for example.

    While people on opposite ends of the spectrum might have a difficult time engaging in satisfying preplay, it is very possible for a scene to fulfil multiple goals. It is not uncommon to set up a scene in preplay without a clearly defined goal in mind, but I believe it is easier to have a good experience with preplay if the goals are defined beforehand and discussed with co-player(s) so everyone knows, at least in broad strokes, what to steer towards. A practical strategy for determining the goals is to ask questions such as “Would I be disappointed if this never became relevant at the larp?”, “Would I prefer to hold off on a resolution until the larp?” or “Would I like to have a general idea of where the scene is going?” These can be helpful in figuring out where you stand on the spectrum as well as determining which elements are vital for you to reach your goals and which you can compromise on.

    Effort

    Figuring out how much effort you are willing to put into preplay, and what that effort looks like for you, is equally important. Some scenes function as a slow burn, maybe even running over several months, while others are played out in one hectic evening, almost as quickly as the events would unfold in reality. These scenes demand different kinds of effort; a long running scene demands a large investment of time, but might not need players to reply very fast, while the shorter scenes often are of a higher intensity with replies posted shortly after one another.

    One player might find expectations of rapid replies stressful and therefore prefer scenes of lower intensity in which they can take their time and reply in their own time, while another prefers not to have ongoing scenes left hanging but would want to seek out or establish short high-intensity scenes when they have the time. As was the case for conflicting goals, when different outputs of effort clash, the preplay experience crumbles. A player expecting a high-intensity scene will feel abandoned by what they might perceive as no replies and no interest, while a player expecting a long-running scene might be disappointed when it all blows over in a single evening. Knowing what is expected before entering a scene can make a world of difference to the experience.

    These factors can help determine which scenes to engage in, but perhaps even more importantly, they can help determine which scenes to back away from. Too often we engage mostly out of a fear of missing out, but trying to grind on in a scene that isn’t a good fit is likely to make you feel even more left out than if you made a decision early on that this one is not for you. Try instead to find or establish a scene that works better for you.

    If I could leave you with one tip, it would be to make sure to calibrate preplay with your co-player(s). Take the time to determine your own goals and needs, and negotiate them before engaging. Most of us have unspoken expectations based on our own experiences about what preplay is “supposed” to be, but it comes in many shapes and sizes, and we never know our co-players’ experiences. Communication is the single most important tool for engaging in preplay.

    Bibliography

    Charlotte Ashby (2017): Playing Around the Event. Knutepunkt 2017. Once Upon a Nordic Larp.


  • Preparing for a Larp

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    Preparing for a Larp

    By

    Elina Gouliou

    Multi-day larps inevitably require a great deal of commitment in time, money and effort. A few hours’ preparation, in good time, can make a huge difference to your experience at the event.

    Here are some broad suggestions on how you can prepare for a larp.

    Read the Material, Settings and Character Sheet

    Read your character sheet, the design document, the casting lists, and other documents sent by the organisers. Make notes and calendar reminders of key deadlines such as payment and responses to casting questionnaires. This keeps track of everything but also helps the game organisers, who do not need to chase you. Join any Facebook group the organisers recommend and watch for announcements.

    If the larp provides long and detailed pre-written characters, they can be difficult to remember. Write down some notes in an in-character notebook you can use in game. This is a better alternative to refer to in game than a non-diegetic character sheet.

    Finally, some players like to read or watch movies about the setting or relevant subject, for example in a historical game or in a game about a real life situation. The knowledge or emotions from those sources can be brought into the game naturally, through the lens of your character, if appropriate.

    Practical Preparations

    Book travel and accommodation. Doing this early can save you money. Make sure you have the relevant visas, travel insurance and anything else you would need to travel to the relevant country for the larp. Check in advance any travel from the station or airport to the venue. Sometimes the organisers will provide a coach — be sure to sign up to this in time. If not, reach out of the Facebook group to carpool. Bring comfort snacks, any personal medicines, a hot water bottle, anything that you need to be physically comfortable.

    Make Pre-game Connections

    If the game relies on you making connections, then engage with the relevant Facebook groups pre-game. First, reach out to the players of specific characters mentioned on your character sheet. Four or five connections are more than enough to get you started. Think of two axes: positive to negative and static vs. dynamic. A static relationship is something that may evolve but is relatively settled. A dynamic relationship is one that is expected to change dramatically during the game. For example, a positive static friendship is a long-lasting friendship. These elements are fluid and can change unexpectedly in game time, but these axes provide a good starting point.

    If you are worried you may not have enough relationships but at the same time do not want to stretch yourself too thin and overpromise, you can also make some simple connections for example: we are friends because I help them with their homework. If the two players have chemistry, it can become something more, but if there is not much time or inclination, it can stay as a casual connection.

    Some players love to pre-play scenes by play by text or over Facebook. Other players like to write stories about their backgrounds and events that have happened in the past. These can all be useful in finding the emotional connection to the character. However, they can also be quite time-consuming, so it is possible that not every player will be able to engage in this way.

    “Finding” the Character

    Think of the personality and emotional state of your character. Choose a signature song, archetype or story arc. Consider how the character would react to a certain situation, their belief system, and feelings.

    Work on the physicality of your character, their posture, accent, any mannerisms that are distinct from yours. Adopting a few characteristics for your character that are distinct from you as a player can be very interesting and effective in portraying different personas.

    Costuming and Props

    With costuming, start with the advice given by the designers. It’s easier and less stressful to buy, rent, or create your costumes in advance. Don’t underestimate the power of your friendly fellow larpers — they’ll often be able to provide obscure items, or point you at a place you can get them. Make a costume list which will also help with packing.

    Prepare any props. Gather some keepsakes or tools of the trade that identify your character and ground you emotionally. Letters, photographs of your loved ones, a locket, or a wedding ring can all be very emotive props both for you and for others who interact with your character’s personal story.

    Pre-Party

    If you arrive the night before, perhaps participate in a dinner or drinks with other players. It is always nice to get to meet people out of character and it helps with the pre-game nerves.

    Don’t Overdo It

    There is such a thing as too much preparation. If you have invested too much time in preparation and preplay you may not meet the expectations that you yourself have placed on the game. Similarly, a game has a finite amount of time and overcommitting to plots and connections may leave you stretched.

    Have Fun!

    Preparing for a larp can be great fun, especially if you do it in good time. It can help get you in the mood, extend the enjoyment of the larp and prepare you for a great experience!


  • Writing Live Action Online Games

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    Writing Live Action Online Games

    By

    Quinn D

    [This article is also available in Spanish, at: http://vivologia.es/como-escribir-juegos-de-rol-en-vivo-digitales/
    Thank you to Vivologia for translating it!]

    This article was written in the Fall of 2020.

    Larps that take place online (Live Action Online Games, aka LAOGs/laogs, virtual larps, digital larps, or online larps) have several huge advantages. If you happen to be living through a global pandemic they let you keep playing without endangering others, and even in more normal times they let physically distant people share experiences in a way we never could have before the internet. They also have the potential to be accessible (and inaccessible) in completely different ways than physical larps.

    Game Structure

    Online games have different logistical challenges than face-to-face games. Some game structures work better than others.

    • The game will be more immersive if your tech limitations are part of the world in the game (diegetic). If your game is about people calling old friends who live in different states on a video call and you use a real video call over the net, it will be easier to suspend disbelief than if your game is about people who are standing in the same room but your players must talk via video calls.
    • Only so many folks can gracefully talk to each other at a time in a group. There are many ways to deal with this limitation, but it’s not realistic to expect 20 people to share a single video call and all have meaningful conversations.
      • A circle game, where you have 5 or fewer players all sharing a single conversation in a single space (such as one shared video call) can work well. More than that becomes unwieldy.
      • An even smaller circle makes conversation easier. One-on-one conversations work great. You could write a game with only two characters or with one persistent character talking to a horde of others one at a time.
      • You can have more players in your game if your game structure is organized to split them into smaller private conversations for most of the game. An example would be a game using a speed dating format so that the vast majority of the game is sets of two people talking separately. Note: only some technological tools will support this kind of breaking apart and reforming of groups.
      • If you want more people in a single game, you can break the group apart by separating how people can interact. For example, if only some players can talk in a voice chat that everyone hears, and other players listen but only write in a text chat, it will help folks share the conversational space. The key here is that players do not need to talk over others or interrupt to take part.
      • Another way to have more people in a game is to use technology that allows them to self-segregate into smaller conversations. For example, Discord will let you make a server with multiple (voice or text) channels that people can freely move between. Remo allows you to have multiple small “tables” that participants can move between. There are also some chat applications like Gather.town (free up to 25 people) that control who you can interact with based on distance in a virtual space.
    Discord group shot from Death in Venice, screenshot by Steve Hatherley
    Discord group shot from Death in Venice, screenshot by Steve Hatherley

    Running Face-to-Face Larps as Laogs

    Some games meant to be run face-to-face can be adapted to work online.

    • Small games that primarily take place in one circle (eg. everyone is in the same car on a road trip) require more suspension of disbelief, but can function just fine.
    • Larger games require tools (like Remo, Discord, or Gather.town) that let players self segregate into small groups. The separate “spaces” you create with technology can represent different areas of your virtual game space. Really large games may still have problems with players being unable to find each other or find space for private conversations, but this problem is less awful than if they were all forced into a single video call.
    Custom gather.town map for The Barbecue, by Quinn D and Faye Levin-O'Leary
    Custom gather.town map for The Barbecue, by Quinn D and Faye Levin-O’Leary

    Things That are Harder or Very Different Online

    Some things are hard to transition to a virtual space.

    • Workshops that were designed for face-to-face interaction don’t work well online. You will either need to find another way to accomplish what the workshop does, or redesign it to function with the constraints of how online interaction happens.
      • Some workshops that require physical positioning or touch (for example Sound Ball or Throwing Swords from Improv for Gamers) may be impossible to translate into an online format. Others that don’t require physical interaction (for example Describe in Detail) may be easy to translate.
      • If you can’t translate a workshop to work online, try to figure out what purpose it’s serving in the game and see if you can find or design something else that will serve that same purpose online.
    • If your game has logistics that don’t need to be done “in the game space,” do them before or after the game. Find ways to do things like pre-casting or have character-building workshops handled by the players before the game.
    • Safety tools need to be redesigned to function in a virtual space. Depending on the tools you want to use and the technology you’re using, you will probably need to build a new version that works. You obviously need to do this ahead of time and explain to your players how the modified tool is going to work.
      • For example, we have run OK-check-in using the chat channel attached to a video chat like Zoom or Google Meet. To check in, a player or facilitator sends a message like “Ok @quinn?” to a chat channel, which Quinn would respond to in the chat so it wouldn’t interrupt the spoken part of the game.
    Meet at the Tavern - Savalion the Knight, screenshot by Simon Rogers
    Meet at the Tavern – Savalion the Knight, screenshot by Simon Rogers

    Some things are much, much worse in a virtual game than face-to-face.

    • If a player is trapped alone for a long time they are going to be miserable. In a real game this can sometimes be ameliorated by watching others play (even if this is only out-of-character fun), but if you are alone in a video chat you don’t have a lot to work with.
    • Don’t make your players fight with each other to talk or wait a really long time with nothing to do. Some players will handle this better than others, but it’s not usually fun.
    • Whatever technology you use to interact will have problems. Have contingency plans for how to deal with those problems so they don’t just stop your game dead.
    • Players who habitually overtalk can cause huge problems. Either design defensively, or be careful who you invite to play your game: doing both is better. This is not to say that big talkers can’t enjoy online games without making people miserable, but you may need to sit down and talk to them beforehand about the limitations of your game’s communication technology.
    • People can only sit in front of a computer for so long. Games that are longer than about 3 hours will need substantial breaks. In general it’s probably better to just keep your game at 3 hours or less.

    Accessibility

    Accessibility has totally different challenges online. Physical mobility is less of a problem in online games, but other things like having a blind player or players who have hearing issues can be even more challenging to cope with than they are face-to-face. How accessible your game is will be highly dependent on the technology you choose to run the game.

    Please keep in mind that some people have a much more difficult time understanding what’s being said when your game includes multiple people talking at the same time. This can be even tougher online, since all the sounds are coming from exactly the same place (your computer speakers or headphones). Either design your game to avoid multiple conversations in the same space or include a content warning so folks who can’t handle this can avoid playing. If your game avoids too much crosstalk it can be more accessible for some people than a face-to-face larp, because they will have much more control of their sound setup and volume.

    Together Forever, screenshot by Simon Rogers
    Together Forever, screenshot by Simon Rogers

    Conclusion

    Online larps require different communication tools and design strategies to allow players and facilitators to effectively communicate. But if we use design and technology carefully our online games can bring together people from across the world and explore all sorts of exciting stories and experiences just as well as physical larps do. In the future when 2020 is only an unpleasant memory, we will still have these tools to use when we play with our distant friends.


    Cover photo: Custom Remo floorplan for Under the Faerie Hill, artwork by Alison Joy Schafer and Julie Diewald.

    Editing by: Elina Gouliou

  • Playing With Sexual Arousal

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    Playing With Sexual Arousal

    By

    Hanne Grasmo

    Players may engage in erotic and amorous interaction, in character, in different ways (Stenros 2013). Sometimes the design of the larp tries to avoid arousal, especially due to safety concerns, but there are a growing number of Nordic style larps designed for strong emotions, including sexual arousal, and players steering for that experience.

    The question is, how to successfully indulge in that excitement?

    Sexual role-playing has been addressed in Nordic larp for the last 20 years (Brown & Schrier 2018). Harviainen notes (2019) that in larps the role-playing activity is in the centre, contrary to BDSM role-play, without digging too deep into solely sexual aspects.

    I will question this conclusion and lay out methods by which we can explore the sexual dimensions of larp.

    A new trend has emerged in Nordic larp where erotic action seems to be at the core of the player experience. For instance, the many re-runs of Inside Hamlet, Baphomet, Just a Little Lovin’ and the 2019 larp House of Craving have shown that larpers want and are capable of playing with sexual arousal and erotic action. I choose to call these player interactions Embodied Erotic Role-Play — they can be found in larp, in BDSM, and also in private settings or pro-domme settings. They might happen in any larp, especially if the theme is erotic.

    Representative symbolic methods, where the player is not meant to feel anything, are not included in this article, nor verbal methods of playing out erotic lust. Of course, sexual arousal might happen because of fantasies, the right person, that adrenalin rush you feel when you are scared, the fetish of larp costumes, etc. But this article is about the times when all players included want to play out (and get immersed in) sexual arousal.

    My thinking around sexual arousal is inspired by the sexologist Denise Medico (2019).

    There are three steps in my method of handling sexual arousal in character:

    First, you need to “feel deep” about what you really want for yourself. Next, pregame (and postgame) the people involved in Embodied Erotic Role-Play should communicate and negotiate, try to “talk true” as much as possible, and then find ways to “adjust arousal” during playtime.

    Feel Deep

    If you jump directly into negotiating and calibrating with your co-players, you might not realize what you really need. It is easy to say do everything you want to me and hope for as strong emotions as possible. But what would be your most erotic and arousing scene? You need some time by yourself that could be provided during the workshop: close your eyes, breath deep, consider what do you need now? What do you see yourself doing in this larp, with this person or these people?

    I find Betty Martin’s Wheel of consent really useful for this phase: Before you start communicating offgame with the one(s) you want erotic role-play with you should be able to answer these questions for yourself:

    1. How would you like to touch me? (take)
    2. How would you like me to touch you? (accept)

    You need to be able to allow (or not allow) requests from others of touching you, or how others want you to touch them (serve). This is to understand if you are doing your erotic runtime actions for yourself or the one who ask.

    When you know a little more of what you want, you may play The 3-Minute Game (booklet available in many languages, including Danish, English and French) in the workshop with several different people, so that you are more secure and aware before actual erotic negotiations. It is a good exercise to do with the one(s) you plan to heighten in-game sexual arousal with.

    Betty Martin's Wheel of Consent.
    Betty Martin’s Wheel of Consent.

    Talk True (Negotiate Hard)

    A couple of methods have been used in many larp workshops (Pan, House of Craving) to create a brave and loving mode for talking and playing more intimately: The loong hugs stretching into awkwardness and staring with acceptance and love into each other’s eyes. Preferably with many more than the ones you have planned to play sex with.

    I have made a model (Grasmo, 2019) about how immersion into the fiction and sexual arousal may interact. You can use this when you negotiate Embodied Erotic Role-Play: Would you like to play out your erotic scene in a performative or narrative-driven way. Look at the model (2) to have a tool for more concrete discussions about what you want (draw it on a napkin for yourself) — do you want immersion into the character’s erotic history, without much sexual arousal at the player’s end, or is sexual play the core of your play?

    Here are questions inspired by Midori (2017).

    • What mood do we want to reach? (sexual, erotic, performative, immersive/narrative). Think in more detail what the atmosphere between you should be like. If you draw this on a napkin, you can also stick a straw through which may symbolize maximum/minimum physical contact.
    • How do we want to reach that mood? Share goes and no-goes, mentally and physically.
    • How do I hear and see if you are having a good or bad time? Show with the body language of your character.
    • How do we escalate or de-escalate? Also agree on if you want to play safe (no one gets their feelings or bodies hurt) or brave (we know it is risks involved, and we will be there for each other if something goes wrong).

    A part of the negotiation should be practical: Try out some scenes together. To create a brave space (Friedner 2019) go further than you think you would go in-game. Test out different ways of urging each-other on, gently stopping, and hard stops. Change who initiates. A version of this was done in the workshop at Vedergällingen.

    Arousal enhanced by the alibi of characters and fiction

    Adjust Arousal

    The game has started, you are in character and you’re ready for some hot play. It may be just a lustful story, but just as often an extremely abusive and negative narrative may make you happy and horny (See Montola 2010). Remember, plans or consent can always be granted or revoked, because of what you (playing your character) want now. In the worst case you can always walk out of the scene. In the best case, continue to climax. Here are some tips to adjust sexual arousal up or down.

    If it feels too much for you, this is some suggestions to minimize sexual arousal:

    • Do not immerse: make theatrical pre-planned scenes and use symbolic representational techniques.
    • No or very little touching, avoid eye contact. Use instead a lot of words to stay in your head, not your body.
    • Rush into and out of scenes without feeling them.
    • Play on preferences and kinks you do not share.
    • Think of other things, don’t be present. But be present enough to know if you allow, take, serve or accept what is happening. Stop if it is not what you like.

    Of course it is always a good idea to take an off-game break to adjust, but also to be able to escalate or not while staying in character. This might give you another kind of control so that you can feel safe to explore sexual arousal. Talking about bleed after the game is important (Waern 2011) to understand and adjust your arousal to real life but I will not cover that in this article.

    If you are interested in erotic role-playing you probably don’t want to minimize the sexual arousal. If you’re steering for that sexual transgressiveness (Stenros & Bowman, 2018), you can train for skills to stay in your state of sexual arousal, while you are in character. Actually sharing the imaginative space together, as inter-immersion (Pohjola 2014), might help you spiral lust upwards. It does not have to be unhelpful to stay in character: normally fantasies help us closer to orgasm, not further away.

    You may heighten ingame arousal during your intimate scenes using some of these tips for erotic and sexual embodied play:

    • Use your breathing. Both to breath deep into your own body, your own loins, and to breathe fire into the other players(s) lust. Sounds and touch go straight into our brain, without filter. Alter with breathing “dog breath”, fast and shallow, it will make you more horny (and maybe a bit dizzy).
    • Lock eyes with each other, touch, stand close.
    • Be mindful, focus on breath, the other(s), the sounds. Make lustful sounds and sighs. Remember to use a lot of time (good practise for real-life sex), do not rush.
    • Eroticize the other and the situation, even if you do not find them attractive out-of game. They are your porn now. Hopefully, they will also give you something that turns you on, as you have planned.
    • Play on your preferences and kinks, build them into your character, maybe even with a strong backstory on why it means so much (sexually) to your character.
    • Make rules to keep the space and the play both safe and brave: For instance with other persons (lustfully) watching, with clear rules (like no clothes off, not touching sexual parts).
    • Stay in the mode you trained for: clear, detailed communication, both with facial expressions, body language and words. The perfect thing about having larp as the frame for erotic interaction is that in most larps you cannot actually performs sex acts ingame — therefore you do not have to act on it. This is a gift that can transfer knowledge, skills and emotions into your real life sexual relationship(s).

    Bibliography

    Sarah Lynne Bowman (2018): Immersion and Shared Imagination in Role-Playing Games. Role-Playing Game Studies: Transmedia Foundations. Routledge.

    Ashley Brown & Karen Schrier (2018): Sexuality and the Erotic in Role-Play. Role-Playing Game Studies: Transmedia Foundations. Routledge.

    Anneli Friedner (2019): Brave space — Some Thoughts on Safety in Larps. Nordiclarp.org. https://nordiclarp.org/2019/10/07/the-brave-space-some-thoughts-on-safety-in-larps/. Ref Feb 29, 2020.

    Hanne Grasmo (2019): Arousal in Character: Embodied Erotic Role-play in larp and BDSM. World Association for Sexual Health Biannual Conference/International Journal for Sexual Health, Special Edition.

    J. Tuomas Harviainen & Tania Sihvonen (2019): My Games are… “Unconventional” — A Literary Cross-examination of Game and BDSM Studies. 3rd Sexual Conference: Play, Turku

    Betty Martin (2016): Wheel of Consent: The Three Minute Game. https://bettymartin.org/download-wheel/. Ref Feb 29, 2020.

    Midori (2017): Forte Femme Workshop. https://www.facebook.com/PlanetMidori. Ref Feb 29, 2020.

    Denise Medico (2019): Orientation toward Eroticism: A Critically-Based Proposition for Sex Therapists. World Association for Sexual Health Biannual Conference/International Journal for Sexual Health, Special Edition.

    Markus Montola (2010): The Positive Negative Experience in Extreme Role-Playing. Proceedings from Digra 14

    Jaakko Stenros (2013): Amorous Bodies in Play: Sexuality in Nordic Live Action Role-Playing Games. Screw The System — Explorations of Spaces, Games and Politics through Sexuality and Technology. Arse Elektronika.

    Jaakko Stenros & Sarah Lynne Bowman (2018): Transgressive Role-Play. Role-Playing Game Studies: Transmedia Foundations. Routledge.


  • Playing a Leader

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    Playing a Leader

    By

    Olivia Fischer

    Being cast in a leadership role is a great opportunity, but it can mean extra responsibility to shape the tone and experience of your play group, both ingame and offgame. As a player, your goal should be to empower everyone to focus on playing their characters and having a great larp. Whether you’re playing a school prefect, a bunker president, or a marine officer, leadership characters are often focal points for ingame information and tasks, and many of the core principles of playing them well remain consistent.

    There are many strategies you can use to bring your fellow players together and to create an atmosphere of trust. Let’s look at a few of them:

    Before the Larp

    Understand what is required of you as a leader — and also what isn’t — both in setup and during runtime. This will help you set your level of engagement, and recognize when you risk being overloaded — and either delegate responsibilities, or change your character if necessary.

    If the larp has pre-game online discussions, be active in the build-up to the larp if you can. You don’t need to be omnipresent, but being visible in discussions, dropping tidbits about how you plan to play your character, and posting from an account that uses a recognisable photo of you can create familiarity and trust.

    Take an interest in players who will be playing your subordinates. What do they think your character should know about theirs? What play do they want from the group and from you? What are their boundaries? Answering those questions yourself first can help hesitant players give more useful answers, and demonstrates sincerity in sharing vulnerabilities to help each other play safely.

    Expect your play to revolve around your group. When setting up relations, focus on connections within your group that emphasise or undercut your character as a leader, and establish your character’s investment in the success of the group and the people in it. Choose relations outside the group that complement the interactions you want within it, so they provide variety and play opportunities rather than making you inaccessible.

    Build your group’s lore and dynamics with your fellow players. Establish shared expectations, like how successful the group is at what it’s supposed to do, or whether the characters are fiercely loyal, cheerfully indifferent, or at each other’s throats. Define known internal and external-facing views and behaviours of your group, and as a leader, embody these views and behaviour. Encourage your group to play off you and your position (even when you’re not present) by either following and strengthening it or going against it — for example, if you establish yourself as a strict by-the-book boss, both followers and rebels can use you to give additional ingame depth to their play.

    Try to make your costume recognisable and describable so others can find you in a crowd or ask around for you. Make sure it includes some way to tell the time!

    During Workshops

    Find a moment to gather your group and bring anyone who wasn’t involved in preplay up to speed. Collectively review the decisions you made before the game and see if they still make sense in person, and are acceptable to players who couldn’t be involved.

    Have everyone introduce themselves and describe what they want from this experience, and what they’d like the group to play up about their character.

    Ask players if there are any group responsibilities they want to avoid or play on so you know who to delegate which tasks to. Encourage people to come to you in play if they feel their larp would be improved by more involvement in official group tasks.

    Check if anyone has any access needs the group can help accommodate to level the playing field and make the group feel safe. If you know the larp’s structure, consider planning times to bring your group together in play, but avoid making these meetups mandatory unless the design requires it.

    Work together to ensure other players understand your group and how they can engage with you during the larp.

    During Play

    Be a hub of activity for your group but avoid micromanagement, which can both prove stressful for you and deny others opportunities to participate. Give others a chance to contribute — they can be tasked to find ball dates, research the macguffin, plan an attack, or serve as a liaison officer to other groups. The leader gets to sign off on the action — responsibility lies with them — but by spreading the work both prevents overburdening individuals and gives all players opportunities for high status play. It also creates more potential for drama.

    Your leadership position gives you access to information. Share it with your group as much as possible; share too much rather than too little unless someone specifically asked for play around being uninformed.

    Involve your group in decision making — ask for and listen to their opinions. If the ingame culture supports it, consider explicit mechanisms like voting, too. Remember, if they suggest bad ideas it may signal that they’re interested in playing on the consequences.

    Play an enthusiastic, larger-than-life version of your character at the start of the larp to give your group a beacon to align around. Use your depiction to illustrate key elements of the character’s role, personality, and how to interact with them.

    Project when you speak. Speak louder and slower than normal and pay attention to facing the group you’re talking to.

    Use non-verbal play. Take up space! Stand in the middle of the room and don’t back off when someone plays aggressive. Have a straight back, don’t lean against walls, and spread your legs to shoulder-width instead of crossing them. Stand rather still and move calmly. Look straight forward rather than down, and look people in the eye when you talk to them. Gesture with your wrists stiff rather than loose. If you’ve calibrated with other players and you want to convey superiority or dominance, you might even step this up with things like staying seated while people have to stand and report to you, or interrupt and cutting them off when they talk.

    Understand your offgame advantages and use them to enhance your presence, but not to be overbearing. If you’re tall, use your height to centre focus when you need it, but make sure you aren’t looming over anyone who’s uncomfortable. If you’re playing in your native language and others aren’t, try giving an inspirational speech, but be mindful of anyone who might not be able to answer back fluently. Calibrate this with your co-players before and during play.

    Not all leaders are willing and you can play on reticence, delegating decisions, but at a dramatic moment making a forceful and determined stance.

    Not all leaders are competent or sensible. If you go this route, it’s important to negotiate offgame and make sure your co-players will understand what you’re doing. That said, by giving people the wrong tasks to do you can create even more drama: the shy student as master of ceremonies, the blunt soldier forced to be a diplomat, the skilled surgeon required to deal with coughs and colds. Things going wrong or deadlines being missed can create interpersonal play.

    Don’t force players into tasks they’re uncomfortable with or are unable to complete. In larps, we mostly want to play on character drama and the experience of being competent. Make sure that players are set up to succeed when they want to perform competence, and that players who want to show incompetence can communicate this clearly in play. Remember to delegate tasks that need competence to players with the skills required, and pair up other players who want to try out those experiences with them as mentors. The characters may be seasoned marines, but the players probably aren’t.

    Avoid “make-work” with no dramatic value. It bores players and can undermine the sense of importance of assigned tasks. Having someone cook for three hours or fill paperwork that would be necessary in real life but doesn’t play into plot or drama may be practical, but rarely makes for fun play.

    Match play to players and ensure they’re prepared for the culture of the organization they’re supposed to play. If you adopt a rigid military structure and leadership style, players with little actual experience of it may not react as expected, and you’ll need to make allowances.

    Create memorable moments. Leaders are often busy during larps and the temptation is to limit play to your immediate circle. However, interaction with a leader can add a lot to the immersion and atmosphere for the player of a subordinate. Try to have at least one meaningful, personal interaction with every subordinate — seek a subordinate’s personal advice, pat the rookie on the shoulder for an accomplishment and say how proud you are, have a clash with the maverick of the group. If you’re leading too many characters to make this possible, enlist peers and your direct subordinates to spread the load, but still try to reach out when you can.

    Play up those around you and share the spotlight. Remember to use the information you gathered before the game to make sure you give players the kind of interaction they need to support their portrayal. For example, always ask for the opinion of an “expert” before making a related decision or reprimand the person playing the lazy worker. You have a lot of influence on how these players’ larps may turn out.

    After the game

    Prepare to be active in post-game support and care. As a prominent figure in many players’ larps, it’s likely your character will be a focus of discussions and feedback afterwards. This can be emotionally taxing if it’s negative, but highly rewarding when it’s positive. Remember to keep sharing the spotlight and reflecting it back to the people you played with — you’re peers again now. The amount of feedback will vary wildly; after some larps you may get none, and after others an overwhelming amount. The more prominent and dramatic the role, the more you’re likely to hear from other players. You may be called upon to support your co-players, but make sure you’re looking after your own needs and welfare too, either with co-players or with the safety team.


  • Magic Items

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    Magic Items

    By

    Ida Mia Thylstrup

    Magic items are (often small everyday) items used by the player to help them animate a character during play and to evoke the character afterwards. Through this article we want to help players understand the power a magic item can have during gameplay, and how to choose and prepare a magic item for their character, as well as how to distinguish everyday use from in-character use. Note that when we talk here of “magic items”, we mean a technique for using a prop in any genre of larp, not an in-character magic item in a fantasy larp.

    We will also touch upon the possibilities for using a magic item during or after debriefing either to consciously distance themselves from their character or to invoke in-game feelings after the larp is over.

    Choosing and Preparing Your Item

    Most larps use props and costumes to some extent, but magic items are ones you as a player choose to imbue with special significance and connection to your character. The best choice is usually a personally distinct item that you can carry with you while playing, so you can access it as needed. It could be part of the costume, a tool, or a personal memento. What really matters is that you can find a way to make it a symbolic part of the character’s history or everyday life: a particular piece of jewelry, a letter from a loved one, or a sonic screwdriver would all be good choices.

    Sometimes it happens naturally, during play, that an otherwise insignificant prop becomes magical through repeated interactions, but you can also consciously make one as preparation for the larp. It works well in concert with finding the costume and physical mannerisms for the character. When you try out costumes, a certain accessory might really nail the character as you see it or a prop lets you do a certain thing that is perfect for what you want to express. When you start feeling the bond between item and character, include the item in various preparations for your character. Wear the item when trying out body language, hold it when pondering the dilemmas the character will be facing, or just daydreaming your way into the role. You’ll soon find the object beginning to be inextricably intertwined with the character.

    Using Your Item During Play

    The magic in the item can be used in several ways during play. It always functions as a passive reminder of your character that can help you maintain immersion. It works wonderfully as a catalyst to push you deeper into your character when you’re having a hard time immersing.

    It is also a great tool to give physical expression to the inner life of your character. Playing with your wedding ring when you have marriage trouble or scrunching up your hat when nervous can be great examples of communicating your feelings while focused on your inner life. It doesn’t even have to be a specific situation, a magic item could be the thing your character always takes out when there’s nothing going on. Re-reading the letter, winding up the pocket watch, or whittling with the pocket knife can make beautiful in-character moments when nothing else is going on.

    After the Larp

    Putting down or taking off a magic item can be an excellent way to sharpen the divide between being in your character and returning to yourself. If the item is always with the character, then not having it makes it easier to be yourself instead.

    When you are completely done playing the character, the magic item can serve as the focus of a ritual to leave the character behind. Depending on your relationship to the character, this can be a more or less destructive endeavour. Destroying the item that symbolizes the character can ward off some negative bleed effects, while other characters need a more tender approach in order to lay them to rest.

    If instead, you want to retain the connection to the character, a magical item can serve as a reminder of how it felt to be that person, long after playing the larp. Us humans have an uncanny ability to recall feelings, given the right sensory input. That can be tapped into and used to bring back a character for a new larp or a nostalgic moment, or possibly to evoke positive traits from the character, useful for specific situations, e.g. courage to handle an everyday conflict or confidence to meet a new person on a date.

    Building a character, bringing the persona to life, and taking control of any emotional residue isn’t necessarily hard, but with a tool as a magic item, it can be easier to keep a mindful process.


  • Listening for Negotiation

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    Listening for Negotiation

    By

    Alessandro Giovannucci

    Listening connects players and creates shared spaces. Listening is crucial for diving into stories, moods and fictional worlds. Listening is a key skill in larp, but are we aware of that? How good are we at listening? Can we learn it and improve it?

    In larps we usually give importance to speech abilities and visuals, but listening can shape the rhythm and space of a live experience. We will present an interdisciplinary approach drawing from music and sound studies theory: we will also propose exercises and practical solutions. Listening is a matter of respect and empathy. It is an interface for co-creation: if we all learn how to use it, maybe we will achieve new forms of negotiation.

    Listening as an Embodied Tool

    Your listening is unique: no one listens like you. Your listening is linked to your body and your experiences. It is individual and unique, like your fingerprint or your voice. Since listening is not tangible, this aspect is often forgotten. However, it is important to keep this in mind as you read the rest of this text. Each technique and exercise will test your way of listening in a different way and produce different outcomes. These are

    not prescriptive exercises. Some will be very useful, others will not. You may already use some of these techniques. Everyone larps in different ways, everyone learns according to their own rhythm and their own interest. Each listener, each soul, is different and beautiful.

    Listening — A Different Awareness

    Listening is physical, like having blond hair or dark eyes. Understanding this, we can learn to use it as a tool to portray a character. Just as we change our appearance, our posture, or our way of speaking, we can try to change the way we listen. This does not require previous training, but it is necessary to be more aware, or perhaps aware in a different way toward what surrounds us. We propose two pre-larp exercises and three techniques for in-game use.

    Exercises

    1. Listen to the Space

    If possible, visit the location before the larp. Walk in silence and listen to it. Every room has its own voice. Figure out what spot your character will like the best, where they will spend most of their time. Connect your character to the location by deep listening to it. Experience that with fresh ears. Then try to break down the soundscapes. Use your mind like an audio mixer, breaking down what you hear, as a producer isolates sounds and instruments when working on a song. This place will be your house. Know its inner voice.

    2. Listen to the Time

    Prepare yourself by listening to the sound of the setting. Will it be historical? Listen to the era’s music and songs. Become familiar with the historical soundscape and what was around back then. Usually this is only done when our character is somehow connected to the music (musician, singer, etc.), but remember that we are all music lovers. We all have songs we are attached to and that speak to us. Let your characters have some too. The same applies also to dystopian/non-realistic settings: every world has it own sounds. Listen to soundtracks of movies or games that are set in the same or similar world. Use this music while reading or preparing your character. Listen to it again just before the game, to better get into your character’s shoes and start your larp with a boost of immersion.

    Techniques

    1. Shape your own Soundscape

    Each character has their own soundscape. You can build it as you would any physical affectation. Do they live in a silent world? A noisy one? If you have your own house or private space in the game, make it sound like your character. For example, if you are a priest, surround yourself with silence. Let your environment speak for you.

    2. Filters and Listening Positions

    Listening can be an instrument of power. You can use it to exclude other people or silence them, or conversely to rebel or impose yourself. When we listen we always use filters, which can come from our cultures, privileges, beliefs, expectations, intentions. Each of these values filters the attention we pay when we talk to someone. In a larp these filters can be reworked and combined in many ways. Not listening to someone or to certain sounds is a powerful way of building relationships. Changing those filters generates new listening positions, the attitudes that place us, through sound, in the world and the social order.

    If you play a mystical character maybe you may never listen to all that is said by ordinary people. Or your traumatized character can react strongly to sounds connected to their trauma.

    3. Limit Verbocentrism

    In the most larps, we talk a lot. Words are used to express concepts and feelings and to achieve goals. Try to listen more and talk a little less. What are the other players expressing, or asking for? How are they right now? Listening in this way becomes a vehicle for inclusion and hopefully a contribution to an ingame safe space.

    Conclusions

    These techniques are not universal and they only work in the right context. It may not be easy, since it’s based on an impalpable material and because listening can take place only when there is connection and mutual understanding. It works if we mean listening, and larp, as a way of being connected to the world.


  • Inner Tension

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    Inner Tension

    By

    Mo Holkar

    So, you’ve been given a predesigned character that you’re going to be playing in a larp. You read the character sheet. “Yes,” you think to yourself , “this sounds kind of like a person. I can see where they fit into the larp setting and the designer’s overall scheme. I can see how they are intended to behave and present themselves.” But! Maybe it feels a bit thin and schematic? Maybe the designer has thought hard about how this character contributes to the larp, but hasn’t had time to think quite so hard about what it will be like to actually play them for a weekend? Maybe they are lacking in the sort of interest that turns a character from a space-filler into someone memorable?

    This is where inner tension comes in. Think of the character sheet, as presented to you, as showing the outer layer of the character — how they appear to the rest of the world, how they engage with the larp environment by default. But then within that, there will be another person — or maybe more than one — which may inform behaviour, decisions, actions, etc. in a way that’s not obvious and predictable from looking at the outward nature of the character. And maybe there will be interesting tensions between the outer persona and the inner person, that will generate play for yourself and for your co-players.

    This technique is a shortcut. You may be happier with a detailed psychological exploration of your character to unfold its inner workings in depth. But not everyone works that way; and sometimes even if you do, you might end up in similar places.

    What is Inner Tension?

    Let’s take an example from the most familiar generic fantasy setting: your character is a tavernkeeper. This is an easy stereotype to play: the tropes of a tavernkeeper include bonhomie, tolerance up to a point, the capability of violence, and so on. But what will make your tavernkeeper different from any other? Perhaps, back when they were a kid, they really wanted to be a paladin when they grew up. And perhaps that ‘inner paladin’ is still present. This will affect things like how they deal with bad behaviour in the tavern. It may mean that they address some clients with more respect than others. It may mean that they don’t cooperate with the local thieves’ guild — or perhaps they do, as part of a plan to expose them? Perhaps they have a set of rules, rituals, and dogmas that they adhere to, to the annoyance or amusement of their regulars.

    This is a process of analysis, rather than exploration — which means it can be used on short notice. When someone in the tavern starts reminiscing about their time on crusade, you as a player immediately know how to respond — you’d love to go on a crusade, if it wasn’t for the responsibility of this tavern — and people will see how the tavernkeeper’s eyes will light up.

    If you have a more ‘method’ approach to characterization, the same technique can still work. Robert de Niro famously said (Levy 2014) that, when preparing to play the character of Travis Bickle in Taxi Driver, he thought of the drivers as hermit crabs, each scuttling around the city in their own shell. Perhaps your tavernkeeper’s internal identity might be a hermit crab? They’ve decorated and pimped the tavern to express their personality. Within it, they feel safe — armoured, at home, and confident. Outside the tavern, they might feel naked — exposed. They might stick to walls and corners, and be nervous about being approached closely. Hermit crabs are always on the lookout for bigger shells, so that they can grow — is the tavernkeeper keen to expand, asking for word of larger properties that might be coming vacant? Maybe they are grabby, and when they take money, they unconsciously shape their fingers into claws?

    Added Depth

    When asked to make an unexpected decision or choice, players tend to react in a rather binary way — “What do you want to drink?” will often be met with, either the obvious thing or the same thing that the player themselves would drink, or else the opposite. But thinking about the hermit crab: perhaps when in their own tavern, they drink like a monarch, the best wine in the house. But when elsewhere, perhaps they are too wary to drink anything but water — or anything at all.

    A character can have multiple inner tensions. Another approach is to use a composite of people who you know in real life. Perhaps, instead of a paladin or a hermit crab, the way the tavernkeeper presents themselves physically is driven by Person A inside; perhaps the way they behave socially is driven by Person B; etc. So, perhaps the friend from whom you have drawn Person A gets up early in the morning, so as to fit in a lengthy preparation routine. How will that feel for the character, when you do it at the larp? Why do they feel the need to do this? How does it interact with the other aspects of their life as a tavernkeeper? Not having these answers given to you in a prescriptive way, in a deep character description or in a shallow one that you have made deep yourself by exploring it, can be liberating. Real people don’t always have rational explorations for how they do things, and don’t always have answers to questions — a lot of the time, they just act out of habit or instinct. A character who is too strongly guided by purpose or whose reactions have been fully reasoned out often won’t feel as real.

    Tension within the character is what produces interesting play — for you, and for those around you. Thinking about internal identities can be a way to quickly and easily generate internal tension. It can enable you to respond realistically to unexpected situations and to ensure that your characters are memorably different from one another, different from other similar characters, and different from yourself.


  • How to Play an Erotic Larp

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    How to Play an Erotic Larp

    By

    Olivia Fischer

    His tongue slid slowly up his stepbrother’s neck. “I don’t understand why I’m doing this… It is like there is something wrong with this place.” There was a small pause in his movements and a scared look in his eyes as he stared longingly at his stepbrother’s body. Then he continued almost like something was forcing him…

    From the webpage of House of Craving (2019), a larp by Tor Kjetil Edland, Danny Meyer Wilson & Bjarke Pedersen.

    Do you also enjoy reading an erotic passage in a novel or watching an erotic scene in a movie? Do you like this tingling sense of excitement? Wouldn’t you find it interesting to feel a bit of it in a larp as well?

    Do you also tend to chicken out of possible erotic scenes like many of us used to do? Or do you want to try a larp with erotic elements for the first time but are hesitant about it? We wrote this piece for you.

    In Wikipedia eroticism is defined as “a quality that causes sexual feelings as well as a philosophical contemplation concerning the aesthetics of sexual desire, sensuality, and romantic love.” In this text, we will use erotic larp as a term for larps that include any elements of eroticism (as defined by Wikipedia) in their design, no matter the extent erotic elements are occurring and no matter if these elements are optional and depend on participant agency or if they are an inherent part of the larp.

    Playing on eroticism and desire in larps has become more and more popular within the international larp community in recent years. Such larps seem to bear an increased risk of generating larp regrets and of making participants everything from nervous up to really worried about the potential scenes lying ahead, Here’s how you can make an erotic larp work for you — although this doesn’t replace participating in workshops that are part of the larp design:

    Feeling Accepted, Attractive and Desired

    There is a lot of research on how representation of bodies in media influences people’s selfevaluation. Advertisements, movies and social media dictate their own idea of what a beautiful, erotic body looks like and the proportion of people who are dissatisfied with their body image or even feel inadequate is far from negligible. There are many larpers who are insecure about their body, about their level of attractiveness, about being accepted, and about whether others would want to play an erotic scene with them.

    Feeling comfortable with yourself and your co-participants is key and this is definitely something that can be improved before the game.Get clarity in order to stop worrying! Take initiative and tell people if you want to play erotic scenes with them. Ask if they want to play with you and on what level.

    You are probably thinking, but what if I get no for an answer? That will not help me feel accepted and more secure about myself. But the possibility of rejection is a necessary factor of reaching out to other people, and we can try to not make it into anything bigger than it is. Knowing is always better than worrying and then you can both let that be no big deal and play some other content together.

    Here are a few tips for how you can help yourself feel like a protagonist in an erotic story:

    • Prioritize having a costume you feel beautiful in. Clothes you feel well in help you ease into play.
    • If possible, agree in advance to play a few scenes with someone you feel safe playing erotic content with and who you don’t have anxieties about. This can ease you into play with strangers later in the larp.
    • Seek out play with someone you find attractive at some level but are not obsessing about in order to get the right type of tension.
    • When you sense someone else’s attraction to you try to take it in and let it make you feel beautiful instead of dismissing it or immediately worrying about what responsibility you have for following up.

    Knowing and Stating Boundaries

    Before arriving at an erotic larp, take your time to think about what you may not feel comfortable with. Imagine what kind of scenes could happen at this larp. Are there activities you do not want to take part in? Is, for example, being naked an issue? Or giving somebody a French kiss?

    Once you have identified the things that make you uncomfortable, find out if those are absolutely unacceptable for you and if yes, avoid those in the larp and communicate your boundaries to your co-participants in advance. Also, never hesitate to state your boundaries during a larp. Boundaries might change due to your mood, who you are playing a particular scene with or just by chance.

    Everybody playing with you will be thankful if you use safety-mechanics and state boundaries. Something many larpers dread is to be told after the larp that they made someone uncomfortable because they failed to pick up on a boundary.

    Often people larp because they want to test or push their boundaries. If that is the case with you, take it slow and try to come-up with a stepby- step approach. If being naked is a boundary you want to push, do not force yourself to immediately undress completely but prepare a costume that can be removed piece by piece. Or maybe you decide to just go with nice underwear which will stay on you and the next larp will be when you jump naked into the pool.

    Boundaries can also open during a larp. Chemistry with co-participants can make this process very dynamic and it might be a good idea to reassess your boundaries and wishes during the larp to avoid regrets.

    Pacing Your Erotic Play

    Sometimes in erotic larps things are rushed. Most erotic larps include simulated sex scenes but if you jump into a sex scene with your erotic relation after two hours into playing, what are you going to do for the rest of the larp?

    Compare it to movies and ask yourself — do I want this to be a porn movie or do I want it to be an erotic movie? Sex scenes in erotic movies are deliberately placed within a dramatic arc. They can fuel suspension and contribute to the atmosphere. They can be a tool to make a story complete but they alone do not make a good story.

    Furthermore, do not forget that there might be other elements in the larp besides your erotic storyline. Too much eroticism might get boring over time so focusing on a good mix of things keeps the larp interesting.

    If you prefer transparency you can talk with your potential erotic-relation-partners about pacing. Otherwise just try to pace the game yourself. It can increase the level of erotic tension in a relation if you break off a scene before it ends in a simulated sex scene. Maybe you do not even need a simulated sex scene at all.

    Making Sex Scenes Meaningful

    During an erotic larp, you might end up acting out sex-scenes. A good sex scene adds something to the story and contributes to your character development. It might represent change in social relationships and deliver new input to others to play on.

    You can play around with the expectations and fantasies of the characters. They might not be realized after all. Characters who had sex can have vastly different experiences and interpretations of what happened.

    Eroticism Doesn’t Have to be Physical

    Last but not least, playing on eroticism doesn’t necessarily involve any intimate or physically close play. Imagine reading erotic poetry to a secret lover without touching them or eating some strawberries lasciviously while sitting at the opposite ends of a table.

    What If It Doesn’t Work?

    You are at the larp and the erotic larping you were hoping for doesn’t work. You don’t gel with your co-players, you aren’t able to overcome your own anxieties, someone is stressing you out. What do you do?

    • Have a talk with the organisers or the safety team. It can help to vent and to get suggestions for how to proceed in your play.
    • Focus on other relations than the one not working for you. If you are up to it, talk with the co-player you’re not gelling with. If that seems too stressful you can de-escalate play to a casual level and move to play with other characters.
    • Ask yourself if you are focusing too much on pre-game expectations that are not working out. Consider accepting that those didn’t pan out and go into an explorative mode to see if the larp might have other things in store that are interesting and sensual — If all the eroticism just doesn’t work out, explore the other themes of the larp and start creating additional stories. These stories shouldn’t interrupt the play of others but should add new flavors to the experience you are creating together.
    • Don’t forget to make use of safety mechanics and calibration techniques if something or someone stresses you out. It’s never too late even if you haven’t used them in previous scenes with the same person.