As a player, I build my larp characters using the tools of sketch comedy. The style may be different, but the toolbox is the same. The crude basics offered by sketch comedy provide a functional basis on which to build more nuanced play during the larp.
The sketch comedy character building method is a hack. It means breaking down the character into repetitive concrete actions that make the character recognizable in the eyes of others and give you something to do when you’re uncertain and confused. How do you build a character for sketch comedy? Here are some of the basics:
A visual hook. This is not the same as a good costume. Rather, it means that your costume has a few distinctive, memorable elements and the rest is unobtrusive. The goal is for people to remember the hook and forget everything else. (I’m not a costume oriented player and this is my cheat method.)
Patter. What kind of things does the character say? Catchphrases, standard reactions, repeating subject matter, stories, anecdotes.
Distinctive reactions. This is even more basic than what the character says. A good reaction or two can be milked endlessly through the larp. They can be things like surprise, excitement, or fear.
Irrational opinions. One or two extremely strong irrational opinions about something peripheral are great for creating quick drama and making the character distinctive.
I played a teacher in one of the early College of Wizardry (2015) larps. My subject was combat magic. I was also secretly a vampire.
Creating the character based on the text provided by the organizers, I decided that my irrational opinion would be about how to properly hold a wand. I came up with a bunch of ways to hold it that I approved and one that I detested. I called it the “Farmer’s Fist” (the same grip you’d use with a hammer) and every time I saw someone do it, I would start an overblown lecture.
The distinctive visual element was easy: Sunglasses. Because of the vampire thing. No points for originality, but it worked.
In 2019, I played in the larp Grums By Night in Stockholm. It was a comedic larp based on Vampire: the Masquerade and my character was a violent idiot. For him, I created a distinctive reaction: Every time something he liked happened, he punched the air with both hands and yelled: ”Yes!”
It worked wonderfully, although it proved embarrassing after the larp was over when I found it hard to shake.
That character had a simple default shtick: He wanted to punch people, or for people to punch him. Both were okay. Thus when I didn’t have anything else to do, I started on that.
In a 2019 run of the Danish larp Baphomet, I played a travel writer. To get the character going, I developed a line of comedic patter about a trip to the Amazon. Then in the early parts of the larp I’d talk about that to keep social situations going. Later I discarded the Amazon line because the larp had provided other, more interesting subjects for conversation.
In another Danish 2019 larp, House of Craving, I had an even simpler catchphrase, describing everything as ”A beautiful, beautiful thing”.
The key to successfully building a character using the sketch comedy method is endless repetition. You have a limited number of reactions, phrases, and other elements and just use those all the time. In some larps where I’ve done this I’ve felt like I played for two days using a vocabulary of 200 words, but it doesn’t come across like that from the outside. It looks like consistency.
My personal measure of success for the sketch comedy method is when other characters start to make fun of me by imitating the defining elements of the character. This signals that the character has been drawn clearly and distinctly in their minds.
You’ll note that the sketch comedy method says nothing about the personality, motivation, relationships or any of the other elements we usually think of when we consider what a character is. Indeed, it resembles the experimental character building methods of larps like White Death where the character consists of repetitive physical action.
When I use this method it connects strongly to the larp’s pacing. Early in the larp I’m all about the repetitive character tics. This is because I haven’t internalized the character or the larp, and the tics give me something to do. As the larp progresses my internal play becomes more nuanced and I’m caught up in the events of the game. At this point, I don’t pay so much attention to sketch comedy characterization but usually I do it anyway because I’ve internalized it during the early game.
The best type of larp for the sketch comedy character is a sandbox-style, loose design where you have the space to play around with the character’s tropes. It doesn’t matter whether the larp is serious or lighthearted. Once you’ve internalized the tics, you can use the bandwidth this frees for other aspects of the larp, whatever that is in each specific design.
The method works less well in larps where you have to produce concrete in-game results, do work or solve plot. In such cases, there is less social space for the kind of social freestyling required.
Together Forever (2020) is an online larp designed by Karolina Soltys, Patrik Bálint and David Owen, which focuses on romantic relationships and dating in a near-future dystopia. Social distancing is the norm, everybody stays inside due to the infection that started in 2020 and mutated uncontrollably.
The larp took place from 20-21 June 2020 and was played entirely via discord. The characters were created by the players, altered and connected by the larp creators. Most of the time players were matched together in one on one interactions, but they also had friendship and work connections with other participants as well as belonging to small in-game support groups. The players were matched together on three different dates.For those who wanted it was possible to stay in-game the whole time. The participants could stay in touch with each other via video chat, texting or they could use a fake Facebook profile on discord. An in-game HelpBot that was played by the creators helped the players and gave them helpful information.
The Game World
The author as Aeryn Cicelli.
The larp was set in a world 40 years from today where social distancing is the norm. It was inspired by the movie The Lobster and the Black Mirror episode “Hang the DJ.” In the reality of Together Forever people live at home, either with their families or alone. Meeting other persons in the physical space is very rare and physical interactions only occur when it is absolutely necessary, e.g. seeing the doctor. Workers who are required to perform their work outside have to wear a hazmat suit for protection. Most activities are done by computer and VR. Professions which require leaving the house are much more hazardous and are considered blue collar work, which means they are underpaid and considered less desirable.
It is possible to leave your family and live together with another person in a romantic relationship, but to do that you must go through the Together Forever programme to get matched. In game, the programme is specifically designed for people, who want to interact in actual physical romantic relations to find the perfect match.The Together Forever programme is a once in a lifetime opportunity to live physical relationship. The matches spend at least several hours together, chatting over video calls. After the calls, you will hopefully be matched with the match chosen by the Together Forever programme and the two of you will live happily ever after. The choice is final and cannot be altered.
The Playstyle and Accelerated Time
The theme for the larp was playing on romance, so that was the key focus of the game. The players spend a few hours in one-on-one interactions played via Discord video chat. The game operates on the concept of accelerated time, which means that several months are played in just a few hours. This gives the opportunity for the players to play a long lasting relationship while focusing on the important and intense moments.
The Idea Behind It
The creators of Together Forever wanted to create an online larp that centered on one-on-one interactions. According to Karolina Soltys, that is “usually where most drama stems from” so “online dating was an obvious choice.” The creators wanted the players to experience intense relationship drama while they have several dates with multiple people. Their pitch was “a story about attempting to have romantic relationships with a variety of people, some better suited to you than others, about growing as a person and looking for true love, whatever that means.”
The creators wanted to recreate that tone of dating in dystopian worlds, where the characters perceive the world to be their “normal.” In the casting form they asked the players what they would like to experience and arranged the dates, the family meetings, and the support groups according to their wishes.
Aeryn Ciccelli: A Failure of the System Looking for Her True Love
As usual, every player in a larp has a different story to tell. And here I would love to share mine:
Aeryn Ciccelli, 32, social worker specialized in children’s rights, was participating in the Together Forever Programme for the third time, which is unusual, because the programme has a 99.5% chance to match the perfect couple together and the programme accepts rarely second time candidates. For this reason she was pretty embarrassed from the beginning. The character’s background was that she was matched and married in her early twenties. When she found out back then that she had a severe and rare genetic mutation preventing her from having children (even vat-grown), her husband divorced her. Two years ago, she joined the programme again. Due to her trust issues she wasn’t matched with anyone in the end, even though she had found a person she really liked. So, she now joined again knowing that it would be her last chance to find her “Together-Forever-love.”
Aeryn’s Matches and Inner Conflict
Aeryn’s first match and long-term best friend. Photo by Sarah Clelland.
Aeryn was no stranger to the programme and knew some other participants, including her best friends, Genesis Samson and Kira Alder. When she was matched with Genesis, she was excited. She helped her through the trauma of losing a loved one and was also Aeryn’s secret crush. Their time was limited to 12 hours and they video chatted and talked all through the night. It felt natural to talk with Gen, and she was so relieved that she was matched with someone she already knew and secretly loved. Gen was so understanding when it came to Aeryn’s insecurity about having children. It was all perfect. In the morning they had to say goodbye. They were not supposed to have contact over the next 18 months, but they promised that they would keep in touch anyway.
Aeryn’s next match was Cosma Lodoni, also a person she already knew from her therapy group and loved to spend time with. Cosma had gained custody over their niece Carlotta, because her dad, Jordan, could not take care of her after the death of Carlotta’s mother, who was Cosma’s sister. Cosma was afraid of losing custody over their niece and Aeryn pulled all strings in her position as a social worker for children rights to ensure that this wouldn’t happen. She also defended Cosma in front of Carlotta’s father and felt like a knight in shining armor. After nine months she really loved Cosma and dreamed about taking care of Carlotta together with them. Still, the inner conflict grew due to Aeryn’s feelings towards her first match.
Aeryn’s wine and chat buddy and former activist friend, Kira Alder. Photo by Serena Barney.
After she had to say goodbye to Cosma, Aeryn briefly wanted to quit the programme. She had already undergone turmoil and to spend another 9 months with a stranger was something she didn’t want to endure anymore. But her faith in the programme pushed her to continue. She didn’t want to be in the 0.5% that would fail the programme again. Her last match was Kira’s brother Darius Alder.Even if Kira, Aeryn’s friend, seemed to be supportive and happy about it, Aeryn still felt a lot of pressure. T When she saw Darius for the first time, she was immediately reminded of Tom, her ex-husband. The hair, the smile, the voice… and even though she tried not to, she absolutely fell in love with him in the first few minutes.
The chats with Darius were always sweet and nice, but Aeryn knew that he wanted to have kids. So she told him that she would lot be able to have any. He reacted so tenderly, so immensely understanding, that she started to cry. She was so relieved when he said he didn’t care. But she started to doubt. But what if he divorces her again? What if he finds out that he wanted to have children after all? Would he leave her? Would he confirm her being a failure? After a while she started to doubt if the programme would really match her with Darius and she proposed that they run away together into the Wilderness.
He sweetly talked her out of it, telling her to have faith in the programme. Aeryn confessed her love to Darius and she hoped that her faith in the programme would pay off.
The Final Match
The final match and Aeryn’s together-forever-love, The final match and Aeryn’s together-forever love, Darius Alder. Photo by Jesper Kjær.
During a support group meeting the final matches were announced. Aeryn received following message: “We hope you enjoyed your time in the Together Forever programme. The algorithm has now assigned you your Together Forever match: Darius Alder. Feel free to share the joyful news with the rest of your support group.” Finally, she had made it. Finally, she was no failure anymore. But then her joy was overshadowed by the reactions of the others. Nobody else in her support group was happy about their matches; one participant even didn’t get matched at all. Her phone pinged and she got a message from Gen. He claimed it was all a conspiracy, that the programme was rigged. But Aeryn didn’t want to hear it. It could not be true. It SHOULD not be true. The HelpBot told her that a taxi will wait for her outside to bring her and her match in their new home. Aeryn sat silent. Her phone pinged, one message after the other, Gen asking her to join a rebellion. She turned off the computer and put on her hazmat suit. Tears were running down her face when she looked at the last conversation with Gen.
Genesis Samson: “I am sorry.”
Aeryn: “Don’t do anything stupid!”
Genesis Samson: “Goodbye.”
Aeryn: “Gen…don’t…GEN! No, you are my best friend! Gen… please… don’t”
Aeryn dried her tears, closed the suit, put her phone on the kitchen table. The doorbell rang, she smiled. Everything started burning around her, her friends started a rebellion. But Aeryn didn’t care. She and Darius would be happy together. No failure. Just love. And opened the door.
My Experiences as a Player
It was my second immersive online larp during the COVID-19 pandemic and though I struggled first with the romantic aspect due to some previous bad experiences in larp romance, I was really excited. The whole buildup for the game started a few days before, with people posting captions and pictures on their fake Facebook wall and I also started to chat with some connections off-game a few hours before the game started. I felt the excitement of my character, so I tried three different outfits for my first date.
During the workshop the organisers briefed us the safety rules which were short and fitting: use the expression “off-game” if anything is up or you want to have a break in the game. You can also use this as a safe word. And don’t play on someone’s physical unattractiveness.
Even if we were 36 players, I always felt that the organizers always had good contact with us, helping us out where it was possible. The timetable seemed to me a little bit too complicated at first, but it was no problem to follow and the schedule was perfect for me. The one-on-one conversations were never too long or too short and though I am not used to playing with accelerated time, it turned out to be very easy and felt natural. Karolina said that the schedule was one of the hardest nuts to crack:
The second match and member of Aeryn’s therapy group Cosma Lodoni. Photo by Lolv Peregrin.
“Judging by experience, this is much harder to do in online larps, where people tend to get ‘stuck’ in a particular conversation and find it awkward to leave. This is one of the reasons why we needed to enforce particular durations for the scenes. We found it quite hard to guess what durations would work best, as it would depend a lot on individual player preferences and the chemistry between the players.”
The thing that astonished me the most was the story and how it was told. I was one character and just got a little glimpse of all what was going on: the Facebook, my connections who told me about other people, the support group, and the family meetings. All of that gave me the impression of a big and diverse world. Especially at the end where my story basically found a happy end, it became bittersweet because I experienced the feelings of all the other participants and that there was a rebellion going on. That gave my ending the perfect Black Mirror feeling.
It was an amazing experience to play a subtle tone with my matches. I sat there for several hours in front of the computer, and it was an emotional ride. I really didn’t expect that kind of immersive and intense play via video chat.
Together Forever was a very well-constructed and player-focused online larp with a lot of thought that was put into the design, the schedule, and the player experience. The larp gave the possibility to play romantic and intense dating scenes in a world bigger than just the one-on-one dates.
More About Online Larps (also known as LAOGs)
Together Forever was one of the online larps that were organised during the pandemic and was very positively received. I also played Animus – the Inner Circle created by Chaos League, which ran four times and also will return for a second season in September and October. Together Forever and Animus alike stand out for their intense and immersive player experience, even if you just sit in front of the computer.
If you want to know more about online larps / LAOGs, you can find here Gerrit Reininghaus’ Manifesto for LAOGs.
Together Forever was scheduled to run again with two runs already played in August and more runs currently planned. For more information, please click this linked site.
Cover photo: In-game photo of Together Forever by Lolv Peregrin.
Playing a dominant character comes with its own set of challenges. Dominant characters come in different forms: authority figures (benevolent or not), antagonists, or outright villains. However, each of these figures presents the same challenges: establishing and displaying dominance in a credible manner, managing interactions with dominated characters, and balancing character domination with respect for player agency.
Roleplaying dominance can discomfit some players who feel they don’t belong in these roles, whether for physical or personality reasons or simply a lack of experience. Another perceived obstacle is that playing with status requires buy-in from fellow players. These factors have led to a widespread belief that playing dominant characters is overwhelming and difficult.
Contrary to this, we believe playing dominant is essentially performative and achievable through a series of techniques. We’ll provide you with practical tips to this end, on three topics:
Understanding your character’s function; and how you can calibrate for the part and structure your personal narrative
How to play on physical dominance when you can’t rely on an imposing physique to do the work for you
Tips and challenges for dominant play
The Function of the Dominant Character
Dominant characters have a variety of roles and functions that determine how they fit into a larp, and you should start by looking at your character in that light. The character can be a leader, an antagonist, or an oppressor, and they might be bringing the group together or providing dramatic conflict. Understanding where your character fits and what they need to do can support both pre-game calibration with other participants and character adjustments you might need to play. Ask the following questions and try to understand where your role fits on these scales:
Active ↔ Disengaged
Leadership: Is the character supposed to exercise authority, distribute tasks, take decisions, and make plans, or do they just occupy a privileged position where they are not expected to take an active role in decision-making? Are they part of enforcing the system or do they just benefit from it?
Brilliant ↔ Inefficient
Efficiency: Is the character good at using their power to achieve their goals, or have they ended up with power they don’t use well, like an officer placed in a position of command due to rank or family connections?
Benevolent ↔ Sadistic
Oppression: How does the character exercise their power in a dominant position? Do they only exercise power when confronted or pushed, will they try to intimidate or command others, or will they abuse their power for personal gain or just out of cruelty?
Legitimate ↔ Usurper
Legitimacy: For obvious dramatic reasons, a dominant character may face a challenge in some form or another. This question is important to examine closely, as it may determine the arc of your larp. A character who faces too much opposition might end up alienated from the rest of society.
Status quo ↔ Downfall
Trajectory: A character’s relationship with their own authority defines a lot about them. Are they trying to hold on to power? Are they trying to gain more power? Are they heading towards downfall? Do they suffer from power fatigue? This aspect of course is fluid, and prone to evolving over the course of the game in response to other players. However, considering potential narrative arcs in advance helps to calibrate and steer the game in the desired direction.
Once you understand these elements, you can figure out where you need to calibrate with other players:
How much will you need them to “play up” your character’s status?
How much delegation of tasks or power will the players of subordinate or submissive characters expect from you?
How much gamemastering does the dominant position entail and how can you make sure your needs for this function are met (ask the organizers)?
Is the character at risk of being isolated or alienated in ways that you don’t want to play out, and if so, which characters could work as a safety net for them?
Is there any aspect of the character that feels hard to play and that needs extra support or adjustment?
How will you display the emotions of your character? Do they have a public facade that they only abandon in more private settings? Will they try to keep face at all times? What could make them break?
There are several things you should track when looking at the function of your role and during calibration. First, you will want to avoid situations where other players do not seem willing to “play up” the character’s status, and if you don’t feel like you’ll be well-enough supported, you should request more “play to lift” to support your character, both from organizers and other participants. Second, dominant characters in leadership positions in particular run a risk of needing to perform runtime gamemaster functions. Try to anticipate these requirements and ask for support from the actual gamemasters as needed. Third, you need to understand how the dominant position will impact your character’s relationships with others, so you can steer toward interactions that will work. Finally, you should try to anticipate where the character’s narrative arc may go and specific challenges they may face, as you’ll need to direct your play more than in a less-dominant role.
The Physicality of Dominance
Dominant characters have power. Power, socially, almost always shows in the body. Self-assured people who feel power over those they’re in a social situation with take up more space. Physicality in larp is a useful tool. It conveys information non-verbally about who your character is, it signals how you would like to be played up, and it’s the basis for all emotionally-nuanced play. If you are playing on dominance, you are relying on other players to confer status on you or on your ability to wring respect out of them.
One of the main challenges in dominant play is tailoring it to bodies not commonly perceived as powerful. Younger, non-male, or smaller players may find it more difficult to convey something that will be read as the physical gravitas of a dominant figure. Even in larps where participants are not supposed to play to your real-life body, it can be difficult for players to eliminate the impact of unconscious bias on how they react. A useful tactic to work around this can be modeling your presentation on an example of a fictional character in a position of dominance analogous to what you will play, and also explicitly telling your co-players about what you’re doing to get the picture in their heads too. Good examples, depending on genre, might include Lyanna Mormont (from Game of Thrones) and Susan Calvin (from Asimov’s short stories).
Some suggestions on how to convey dominance in your character’s physicality:
Dress to impress. Make sure your costume stands out with visible accessories. Think crowns, tiaras, capes or billowing cloaks — elements that set you apart from everyone else or make you feel powerful.
Physical demeanor. Stand straight, shoulders back, head high. If you can’t look people straight in the eye, look at the point between their eyebrows. Do not smile just because of social conventions or out of politeness.
Placement. Place yourself in the center of the room, on the best seat. Surround yourself with your entourage. Do not make way for others. Keep others at a distance if you want to emphasize your superiority, or get right up in their personal space if you want to emphasize your ability to affect them.
Voice and language. Use a loud, projecting voice when you speak in public. Alternatively, speak quietly and force people to lean toward you, or have an underling speak in your place. Make pronouncements and do not waver in public.
Touch. The way we touch each other conveys a huge amount of status information and will affect both you and your co-players emotionally. Be careful about calibration and consent, and then look at how you can physically demonstrate dominance by how you touch your co-players.
Reaction. If you think your character is likely to be challenged during the game, plan your emotional reactions in advance to give the impression of unquestioning authority, regardless of what you’re feeling as a player.
Practice. If these tips do not come naturally to your body, practice in front of your mirror or with friends. Decide on a few gestures or expressions that you can base your performance on. This is significant if your body type is not conventionally read as dominant or you are not routinely rewarded.
Rules of Interaction
As a dominant character, some of the action in the larp will revolve around your character’s power and how they use it. This can include delegating tasks, social hosting duties, conflict management, bullying or hazing, and enforcement of rules, whether they’re pre-existing or just your whims. Looking at the rules that will structure your interaction with others can also be a good way to establish your character.
Here are a few things to think about around how you engage with others as an authority figure:
Start things. Don’t hesitate to generate conflict when it’s useful for you, or simply to initiate play — you have all the cards.
If you’re acting as a leader, delegate as much as you can, but remember to make the tasks playable.
Take breaks and rest; being dominant can be exhausting (especially since players in dominant roles need to devote more mental space to emotional safety and care in handling conflicts, emotionally charged or violent scenes).
Wear a watch — you’re more likely to need to set the pacing of play in a dominant role.
Again, prepare in advance. For example, if you know you need to deliver a certain scene, it may help to have brainstormed some ideas for it.
There are some unique challenges for dominant characters:
Managing adrenaline levels and “villain fatigue”. Playing an outright villain, or even an antagonist can be draining. If you have a lot of victim players to interact with who are all be interested in similar abuse stories, it can also be quite repetitive. It can often be lonely at the top — social exclusion and conflict play can take a lot out of you, emotionally. Self-care and rest is important when playing dominant. Consider making sure you have a positive ally playing close to you for emotional support. If possible, also have someone you share power with so you can tag each other in and share responsibility.
Work with your victims to share the burden of arranging scenes.((See Playing an Engaging Victim by Katrine Wind and Karijn van der Heij in What Do We Do When We Play?)) Inside the fiction, the dominant character may be initiating a scene, but (especially on a meta-level) it doesn’t have to work this way. In particular, you don’t always need to be the one who comes up with the ideas. Encourage players of lower status characters to talk about how they want their characters to be ordered around, dominated, or abused — this will make your job easier and make their games better.
Think about what happens when you’re
“off the clock” in character if you’re playing someone with formal authority. You probably don’t suddenly start treating other characters as your peers, even if you’re playing a kind leadership figure. There can be a lot of interesting play in the subtle friction here, especially if your character’s status conflicts with their own needs or desires.
Conclusion
Not everyone enjoys playing dominant, but it can be accessible for anyone. Playing dominant means using a specific palette of social dynamics when you engage with other characters and shapes which kinds of narratives and challenges you will play out, but with a good foundation, you’ll both have a lot of room to improvise and the confidence to do so . Having a good grasp of how to perform dominance will make your play both more credible and more interesting. Thanks to Simon Rogers for some of the ideas in this piece and early discussions about it.
Non-player characters, even when inhabited by players, are less than human. They are props and toys for the player characters to do with as they please.
Keynote: Nordic Larp, NPCs, and the Future, Jaakko Stenros, Oslo, 2017
The Non-Player Character is an interesting legacy of table-top roleplaying games where the gamemaster would play all of those characters not under the direct control of the players. For larps they have proven useful as plot devices, as functionaries of the game used to make a specific event happen at a specific time or in a predetermined way; or as short term characters who may only be present for a part of the larp. They exist at the service of the larp, and their existence and agency are secondary to those of the player characters. For the purposes of this chapter we will use the term “supporting character”.
For example the Krampus in Midwinter (2020) are supporting characters whose function is to torture, terrify, and re-educate Santa’s elves when they are naughty. The design suggests that all players must visit the Krampus at least once during the larp, and thus the people taking on the role will find that their (functional) play will be intense and unrelenting, but that they will have little time to simply play the character. From a design point of view the Krampus should not have full agency to affect the outcome of the larp, because they have too much power and too high a status.
Similarly guards in a prison larp may spend much of their time moving inmates from one place to another, or teachers in a magic school may have little time to explore personal plots. Antagonists often find themselves falling into a purely functional role, even if they are not supposed to be supporting characters, for much the same reason. However, a larper who takes on a supporting character is role-playing, embodying and experiencing a character with their whole body; so the experience can be just as powerful, or traumatic, or bleed-inducing as playing a full player-character. This short piece asks what we can learn from the NPC, and whether there are any techniques and methods that we can adopt for normal play.
Making Game for Other Participants
Some supporting characters are net producers of alibi, designed to create opportunities for play, to offer that invitation to the players, and to give them explicit permission to engage. A supporting character would not normally directly affect the story of the larp,unless specifically designed to do so. A supporting assassin who murders the queen is less interesting than one who tries to blackmail a player character to carry out that murder, as this second approach creates play for other participants. For example, in Countdown (2019) the host of a live TV show knows that one of the contestants is pregnant; a fact that she is unaware of. Whilst it would be a dramatic reveal to announce this to the world, doing so would reduce the agency of her player. Instead, the host whispers in her ear and leaves it up to her whether or not to let the secret out. Her character arc is her own, and her play — and moments of dramatic revelation — are more important than his. For players this is a generosity of spirit, an acknowledgement that the shared experience of larping is significant and that sometimes our own experience is not paramount.
Providing Alibis for Interaction
In addition, this idea of producing alibi is a useful tool for all larpers; we may create opportunities and invitations for interaction every time we speak to another player, but some larpers may need a more explicit invitation to engage.
“Would you like to dance?” Samuel asks William. This is a literal invitation to play, but William’s player is nervous. He wants to engage, but has not yet made the step from audience to participant. It is very easy for William to say “no,” to look away, to stutter an excuse.
“Can you dance?” is a more interesting opening. If William says “yes” Samuel can follow it up with “Well I can’t! Can you show me how?” and if William says “no” Samuel can either offer to show him, or can admit he is also gifted with two left feet and they can learn together. In every instance the supporting character is offering the player a reason to say yes. A nuanced version of this can be used for oppression play; the antagonist offers a reason to escalate in their line of questioning,
“There are people who you care for?”
“Yes”
“Well if you don’t answer my questions, we will come for them next”
or
“No”
“Then why resist?”
offering the victim both something to fight for and a reason to capitulate.
The supporting character creates new stories and activities, but when these opportunities arise, they pass them over to players and step away. The supporting character creates opportunity for play (makes game), cedes opportunity for play (gives game), and encourages play from all parties (produces alibi). But we can all do this, it simply involves a little extra work: steering for generosity.
Avoiding “Blue-on-Blue” Action
One of the pitfalls of having supporting characters is that they can end up playing scenes amongst themselves. This is particularly common with high status characters. It makes sense to the story for the king and the wizard to argue in the throne room, but their high status tends to force everyone else to become an audience.
High status characters take the spotlight simply by existing. Players want to talk to them. They have access to information and contacts, and they are responsible for taking decisions. Sometimes a co-dependency emerges. Players bring information to the supporting characters rather than sharing it with their co-players, although the supporting characters often have insufficient capacity to assimilate and disseminate the information; so the information gets lost. This bottlenecking comes from poor management or poor design.
Finally there is a high-status tendency to perform; to deliver a speech that takes ten minutes when it could probably have been done in thirty seconds, and when a high status character is talking it is difficult for a lower status character to interrupt. Instead they can facilitate conversation to ensure that everyone who wants to be heard has an opportunity to be heard.
There are lessons here for players, as every criticism aimed at high status supporting characters applies to any high status character. High status players need to be aware of their privilege and use it to create opportunities for everyone to engage.
A larp is a compressed fiction; it offers a finite amount of playable dramatic space which is shared by all participants. An experienced player should be aware of the space they take up and look for ways to share or cede that space.
Hug Your Antagonist
Antagonists are often written as supporting characters because they perform a one dimensional, one directional, or disposable function. An oppressor may do terrible things to generate game for their victims, but it is hard for the victims to willingly engage with their oppressors outside of this context. Indeed characters who are dangerous and powerful can end up isolated. Their energy is directed at their victims, but beyond that interaction there is little opportunity for them to engage with the story. It is a lonely experience to play the sociopath bully.
I was playing an oppressor, and I honestly felt like a ‘Service Top,’ I never really got to play the character at all.
Aleph Behaviour Player, Conscience (2019)
It is easier for a supporting character to interact with an antagonistic player character. Perhaps the alibi of being in a supporting role and thus not having to find a good diegetic reason to interact with the antagonists helps. Because supporting characters are not fully in play, they are in a position to notice when a player character is isolated or disconnected from play and can engage with them and bring them back into the fold.
Recognising the narrative labour carried out by antagonistic co-players is important. Players can engineer interactions with characters who are awful, without expecting awfulness or oppression in return. If we fail to do this, we are treating our antagonist as a supporting character, not a co-player.
Serial Focus
Some players are willing to interrupt what they consider to be a non-dramatic scene in order to inject their own drama, or to further their own play. Supporting characters sometimes adopt the “nothing is more important than the player I am talking to right now” technique; this is a strictly serial order of interaction — essentially a queue — which means that they will always finish the scene or conversation they are having before moving on. The news that another character is bringing might be important to your larp, but it is not as important as the play you are having right now.
Creating an Accessible Character
A well designed supporting character heuristic is to always engage, to always make play, to always have a conversation. Supporting characters tend to accept invitations to play more easily than some player characters (or some players.) This is the most important lesson we can learn from supporting characters: to always find a reason to engage, to initiate play, and to offer other players alibi to engage with you.
We do not want to emancipate Non-Player Characters, we want Non-Player Characters to have the agency to emancipate themselves.
When larping, players don’t always wear costumes, and even when costumed, a character ought to be more than a funny hat. Here, we offer practical ways to flesh out how a character moves and speaks, in the hope of making it easier for you to do so.
Analyzing your Character
However much or little information you receive on the character you will be playing in a larp, you will probably form a mental image and decide where you want to take them. The aspects which define a character are numerous, so a list of identifying traits is a good start, if you know how to translate them into your play.
Walking the Walk
Once you have an idea of how the character should appear to other players, there are different aspects to consider when defining those characteristics. This section will focus on bearing, posture, gait, and breathing(An interesting tool to consider when designing motion aspects is Laban Movement Analysis (sometimes: Laban/Bartenieff Movement Analysis). For larp purposes, LMA has been written about by Erin Marsh in the Nordiclarp.org blog (see bibliography).). When making these choices, it’s good to consider the difference between internal and external perception. Does the way I move or hold myself convey the meaning I want it to, or is it just in my head?
Bearing, Posture, and Gait
Inner perception or posture can affect your outer bearing in a useful way. Putting yourself in the right frame of mind translates well into the way you stand, sit, or walk. Practice in front of a full-length mirror or film a video: seeing the effect helps you calibrate it.
If you struggle with finding your own, copy signature mannerisms from actors. E.g., for arrogance in servitude, look no further than Stowell, Alun Armstrong’s role as a butler in season 5 of Downton Abbey((https://www.imdb.com/title/tt3962976/fullcredits?ref_=tt_cl_sm#cast, 21. October 2019)). Films and TV offer many such examples for a variety of traits.
Gait, the way you walk, contributes a lot to a character’s general appearance. Walking on the balls and toes of your feet, keeping the heel off the ground will make you appear slightly taller, more willowy, and lighter on your feet, while stomping heel first can seem more decisive. Experiment!
As a practical example, take the run of the Shakespearean larp Forsooth, where, for the major role of a count (we’ll disregard for the purpose of this paper that a funny hat was worn), arms and hands were held a certain way: shoulders down, upper arms closer to the body, lower arms outward, palms turned more or less upwards, which might have been sustainable for a longer time. In contrast to that, a butler/servant character was portrayed as bent over forwards and partly sideways, with a rounded back, hunched shoulders and the head thrown back, so as to always seeming to look up at his ‘betters’ – this works for a limited amount of time, but remaining in that role over several hours on end, let alone days, might well have ended painfully.
Be aware that while a more or less obvious limp is a sure way of changing the look of your gait, it really shouldn’t be done for comedic effect, but rather have a medical or possibly psychological reason in the character’s background. “It looks different” is not a reason, it’s lazy characterization.
Breathing
You can also use breath for character building. Slower, more pronounced breaths can suggest frailty, which can underline old age or some ailment or other; this is something Holger used in
Bunker 101 (Chaos League), playing a character who had aged beyond the societal limit for being supplied with anti-radiation drugs, by pausing to “catch his breath” or coughing every now and then.
Talking the Talk
Your speech pattern is an easily recognisable characteristic, and changing it up will affect both how others perceive your character and how you perceive them in relation to yourself. Speaking differently will increase the difference between you and your character.
There are many elements to speech — tone, volume, register, speech pattern, etc. Your tone is connected to the way your voice travels through your body as you make a sound: a tone can be nasal, if you speak a lot through your nose, or raspy if the sound travels up your throat in a certain way. Volume is, as indicated by its name, the volume with which you speak; you can whisper or shout. Your register is the part of the total human vocal range your voice moves within; someone with a deep voice has a lower register than someone with a high voice. The amplitude of the register varies from person to person — trained singers have usually developed a broader register than someone who mostly uses their voice for everyday chats. The speech pattern is all other little quirks that mix into the way you speak; your accent, potential stutters, a lisp, using certain words more than others (e.g. “like” or humming a lot) and so on.
All of these vocal elements can be changed, though some (such as broadening your register) require more practice than others. The easiest are tone, volume, and minor speech pattern alterations. Although changing the way you use your register when you speak is effective, it can be hard to avoid slipping back into your “vocal comfort zone” as the larp goes on without constantly having to focus on the way you speak.
Tone
Changing your tone of voice is simple, and does a lot for your character portrayal. This allows using people’s unconscious biases (e.g. “soft people have soft voices”) as quick shorthand to enforce your portrayal. A snooty character might have a nasal voice, a scarred warrior a raspy one, a caretaker a soft one, etc. Be aware, though — raspy tones can damage your vocal chords and result in a sore throat if done incorrectly, so avoid those unless you know how to use them safely. Remember you will have to sustain this tone for hours or maybe days. The further away from your natural tone you go, the more challenging this is going to be.
Volume
Volume speaks volumes — we alter our body language depending on how much space we are comfortable claiming for ourselves, and the same happens to the volume with which we speak. A self-assured character will not have a problem being loud, while a confused or shy character will speak quieter, maybe even whisper or mumble at times.
Speech Pattern
The most cost-effective speech pattern changes are small. What are your character’s favourite words for expressing joy, anger, awe, etc? Do they often lose their trail of thought mid-sentence? Perhaps they interject themselves with constant uhm’s and eh’s, or click their tongue a lot? Think of a few quirks and try combining them. Decide what to keep and what to scratch — less is more, especially before you get used to playing with your voice. Play around until you find a voice you feel suits your character, while still being comfortable to maintain. If it feels uncomfortable, change it. A sore throat, cough, or loss of voice never made anyone’s larp experience any more fun.
Avoid fake accents: they are difficult to do well, and even more difficult to do without engaging a lot of unintentional, misguided, or outright offensive cultural stereotypes((The same goes for stereotypical speech impediments, such as stuttering. A disability is not a costume.)). Perhaps you are willing to put in the required effort, but let’s be realistic — we always leave larp prep to the last minute, and no one is going to believe that Scottish accent practiced overnight. Instead, focus on original, smaller changes!
Sustainability and Safety
If the physical and vocal tools you’re employing need to be sustained for the duration of a larp, consider both the safety and health of the player. The length of the larp and your physical fitness may reduce the viability of some choices. For example, certain changes to tone and register require a lot of work and risk damaging your voice if practiced without professional guidance — especially over a longer period. However, if you are a trained vocalist, you may already know how to safely experiment with these. For every technique we present here, players should ask themselves whether it’s sustainable for the purpose of the particular larp and/or role they want to use it for.
Conclusion
Now that you have assembled the bodily and vocal identifiers for the character, remember that practice makes perfect. You may not have the chance to do that for a mini larp, but before going to a bigger event, try combining the different aspects you chose, putting yourself through the expected emotional states of the character, imagining situations they might need to react to; and see how your design holds up to all of these. Practice your character voice and movement around friends to see how you’re able to sustain them during intense social interaction. Be honest about them, don’t be afraid to discard those not up to your expectations, be creative, be safe, and remember to have fun!
Playing a super-rich character in a larp probably sounds fun and easy. It is neither, at least not at all times. Centrally, it requires a fine line of balancing, in order to not take the role over the top, but sufficiently close, in order to provide the most optimal playable content to other participants. We believe, based on our experiences at for instance, Tuhannen viillon kuolema, (Pettersson, Hannula et al, 2018), that this is best done in groups or ensembles. That way, an individual character’s affluenza((The unhealthy and unwelcome psychological and social effects of affluence regarded especially as a widespread societal problem, such as A: feelings of guilt, lack of motivation, and social isolation experienced by wealthy people. B: extreme materialism and consumerism associated with the pursuit of wealth and success and resulting in a life of chronic dissatisfaction, debt, overwork, stress, and impaired relationships (Merriam-Webster) )) becomes part of a greater whole rather than a corny stereotype.
Creating a believable super-rich character is difficult. How to combine a real, playable personality, with a sense of affluenza? Role-playing usually requires a sense of connection and interaction, so the player has to be able to convey playable realism and a sense of unreality at the same time. Avoiding satire, comedy or outrageous in-game spending is usually recommended, unless the larp organizers specifically want a two-dimensional non-player character. Like simplified villains, they can of course fit some larps, but here we want to look at a more realistic approach.
In our experience, the first element for successfully constructing a super-rich character is the origin of their money. This has a significant effect on character personality. For example, it is possible to play someone who has inherited their money as either ruthless and efficient or as complacent, but if the money has been earned somehow through one’s own actions, the character will probably default to the former — even if they are now resting on their proverbial laurels. Remember to interact with other characters: a character who has ennui, or just hides in an enclave, is not useful as more than story decoration. However, by approaching the ennui and talking about it, or planning the enclave (as in Tuhannen viillon kuolema), creates playable content for others.
The second recommended step is to find at least two types of affluenza. The character should optimally be able to deviate from typical middle-class behaviour in at least one way, and be outrageous to poor characters in at least one as well. If these are different things, all the better. They should also be playable, so that they come out during play often enough. Maybe it is an off-hand art purchase that is expensive, but not immensely so, or the firing of several people during a phone call that others can hear. A classic solution is to emphasize in play how “everyone could be rich, if they just worked as hard as I did”. Unless the character is supposed to be a ruthless tycoon or something similar, however, it is far better to come up with more interesting ways to express the increasing removal from understanding the realities of those who earn or own less. One of the best ways we have found for emphasizing this, is to select some things (e.g., optimizing travel without caring about prices) that are not at all easy to the poor or even the middle class, but which the super-rich character takes for granted.
The third suggested step is to find at least two types of mental relations outside of the social class of the character. These are ways in which the character believes that they relate to other people. It is very typical for even the very rich, at least in the Nordic countries, to think that they are “not that different, just wealthier” from hard-working people with less money. Therefore, playability and interaction increase, if the rich character has situations where they can sincerely say “I’m just like you in this regard.” For some topics — like both characters going to the gym, even if one of them has a group of personal trainers and the other a student discount – it can create believable temporary empathy. In many others, this can be used to emphasize the affluenza, because the rich character’s statements will sound dissonant to the other, who will not likely see the presumed “similarity”.
The fourth step is linked to the third one. The artificial affluenza gets more realistic, if there is not just one or two contacts outside one’s economic core group, but rather a large number of characters from the middle class and “poor people”. Power is not taken, it is given, in this case by the other characters’ reactions. Playing the rich among others of similar standing provides little content to others, and can quickly become boring. Doing so in an environment of economic differences that are not just transactional creates fruitful play — and emotions — for all concerned. While playing aristocrats and their servants has its own charms, playing a rich character in a more open setting offers more possibilities.
Finally, playing rich is best done in a group of rich characters, each of a different type. Tuhannen viillon kuolema really emphasized this point for us, in its contrast with many other larps with similar themes. One super-rich character can easily get satirical, even if played well and with good care. A few of them together, with different types of estrangement, become a surprisingly realistic group of people. This also enables some of them to take the play to the level of occasional satire, especially if such satire still reflects something seen in real life (think “pharma bro” or “trophy-hunting heiress”).
Knutepunkt 2021, the 2021 edition of the Nordic larp conference, has released a call for papers! The theme for the conference is “Where the magic happens” and this is of course reflected in the conference companion book:
Why do we return to the magic circle of larp again and again? How do we transmute our experiences from the celestial to the mundane? What can larp do for us that the outside world can not? Is the act of larping a way to step into the mythical realm? What do we see when we gaze into the mirror as someone else?
The deadline for article pitches is 10 July 2020. You can read more on the Knutepunkt 2021 website: https://www.knutepunkt.org/book
Disclaimer: The opinions expressed herein are those of the authors and do not necessarily reflect the official policy or position of Nordiclarp.org or any larp community at large.
Larp designers who choose a real-world setting – historical or contemporary – are faced, whether they realize it or not, with a set of decisions about how to portray the social prejudices (based on gender, race, sexuality, class, age, etc) of that setting. Exploring prejudices in larp can be an interesting and enlightening experience, but there is a question of whether the players whose characters are discriminated against will have enough interesting game content. Moreover, there is potential for bleed in and out, especially if players are encountering the same prejudice in their real lives.
In this article, I’ll identify different approaches that may be taken to these decisions, and discuss their advantages and disadvantages. Approaches may be divided broadly into expressing (playing the prejudice ‘realistically’); erasing (aiming to represent the game setting without the existence of prejudice); or exploring (approaching the prejudice by playing a parallel or sideways version). Moreover, I will describe and discuss some techniques for playing prejudice, in the context of player safety.
Prejudice and Larp
Oxford Dictionaries define “prejudice” as follows:
Preconceived opinion that is not based on reason or actual experience: dislike, hostility, or unjust behaviour deriving from preconceived and unfounded opinions.
Oxford Dictionaries 2015
The world is full of prejudice and its consequences: discrimination, microaggression, violence, and societal friction. It makes some people’s lives miserable, while endowing others with (perhaps unnoticed) privilege. Some political groups work to reduce or destroy it: others try to intensify it. A non-exhaustive list might include prejudice on the basis of: sex, gender, sexuality, ethnicity, nationality, religion, disability/impairment, neurodiversity, body shape/size, etc.
Some larps are designed specifically to investigate a particular prejudice or group of prejudices. However, prejudice can also be presented as a realism-supporting factor in a larp whose subject is something else, or which is a sandbox in which players find their own subjects.
Broadly speaking, these are the escalating intensity levels of prejudice that you can work with in a larp:
Prejudice is described as existing, in the larp background materials;
Character is described as being a victim of prejudice in the past;
Character is described as feeling and/or expressing prejudice in the past;
Character is expected to be a victim of prejudice during the larp itself;
Character is expected to feel/express prejudice during the larp itself.
So for example you might be portraying a world in which sexism exists, but (perhaps because the characters are all of the same sex, or are morally enlightened) it’s not going to be actually apparent during the larp itself, other than maybe by reference. Of course, that will be less intense as an emotional experience than if you’re expecting characters to be sexist towards each other during play.
It’s quite common to use non-real larp settings as a lens to examine aspects of human society. So, for example, a larp set in space might have prejudice against aliens as a kind of metaphor for human racial prejudice. Or in a fantasy world, prejudice against a third gender might take the place of male–female sexism.
Any real world setting, and most larp settings will include at least some aspect of prejudice. After all, irrational dislikes and hostilities seem like an integral part of human societies. So, whether you realize it or not, you have to make a choice on how to portray prejudice in your larp.
Paying the Fun Tax
Players who have to face prejudice in their daily lives might find it tolling to have to encounter similar prejudices ingame. This can be exemplified by the notion of Fun Tax.
In video games, Fun Tax refers to the practice of being urged to make payments to speed up, or otherwise improve, a free-to-play game (see eg. Ralph 2013).
It was later adapted to the context of tabletop role-playing, but there it has become a rather different concept:
I use [Fun Tax] to describe a passage in [a] gaming book that typically reads something like this: Yes, you technically CAN play a person of color, a woman or a queer person in our game but you’ll have to put up with that character being harassed, discriminated against or ignored because of it. What you are doing, with that passage and the infinite variations upon it, is saying ‘If you are a gamer who isn’t a cis-gendered, heterosexual, white, middle class or higher male, you have to pay a toll of unfun to have fun playing a person like you’.
Thompson 2014
So Curt Thompson here is proposing a positive virtue of erasing prejudice in a game setting – that failing to do so may make the game miserable for players who are themselves among the real-world group that would be suffering the prejudice.
A 2015 discussion around the tabletop role-playing game Lovecraftesque (2015) develops the idea a little:
[F]or some people, the historical impact of bigotry is too unpleasant to be fun. For those people and their group, it would be better to play in a historic setting that carefully avoids those issues or excises them altogether, or to choose a different setting.
Fox 2015
Player sensitivities are important, of course, but it might be that tailoring your game design to the players’ wishes (rather than designing the game and then seeing who wants to play it) is more common practice in tabletop role-playing than in larp.
If you’re setting a larp at an advertising agency in the 1960s, in the world of the TV show Mad Men, sexism in the office is likely to be prevalent. Suppose you’ve decided that you do want to explore it thoroughly, and your players have been briefed accordingly. Female characters can expect to be constantly sexualized and diminished.
You will need to consider how this is going to feel for players who themselves are experiencing sexism at work in their real lives. Is it going to be unfun for women who experience lecherous microaggressions and dismissive comments in their daily routine, to have to experience even more of the same in this larp?
The Fun Tax argument suggests that you should at least have tools and techniques available to help players deal with these bleeding-in feelings, and to allow opt-outs.
Sociopolitical Duty
Perhaps you feel that sexism in the setting is so important that you actually want to make it the focus of your design. Rather than being “about a 1960s advertising agency” it’s going to be explicitly “about sexism in a 1960s advertising agency”. This description will repel some players, but will encourage others.
And there are some settings where you’d be unlikely to be designing a larp unless you actively wanted to explore the prejudice manifest there. St. Croix (2015), set in the Danish–Norwegian slave colony in the Caribbean in 1792, with some players in the roles of slaves and others as owners or overseers, is a good example. The tension between slave and slave-owner is predicated upon the latter’s view of the former as a lesser form of human being. To run a larp set in such a colony without focusing on the racist nature of the establishment would be distorting history. And once you take that as the basis, you can explore variations in prejudicial thoughts, feelings and experiences across the range of characters available.
Larp is a fantastic medium for investigating social and political themes, and prejudice is an interesting and significant aspect of society. A suitable larp design can be the right tool to give your players a really thorough and thoughtful experience into which they can take their own thoughts and feelings about prejudice, and from which they can hope to emerge having learnt and felt more and more deeply.
What can go wrong with this approach? One pitfall is that the larp may end up being too grim and difficult for many players to enjoy. The other is that you may find that you’ve sacrificed other things that you found interesting about the setting, by focusing on the prejudice. Your vision of characters breezily drafting clever ads may have been swept away and replaced by anxious and tearful workplace-sexism discussions.
Ways of Designing: Expressing
Perhaps the simplest approach to prejudice in your larp design is to play it realistically: allocating feelings and experiences of prejudice to your characters in the same sort of way that would be expected in real life, and encouraging the players to express them in the same range of ways that real people do.
Sexism will be prevalent in the 1960’s ad agency game. Some male characters may express it in a ‘gentlemanly’ or ‘chivalrous’ way, like the character Roger in Mad Men; others may be cruder and more exploitative, like Pete. Some female characters may suffer it in silence, like Joan; others may complain, like Peggy; others may not see anything wrong with it, like Betty.
This approach may of course require research. We’re not always as aware as we may assume of the extent and shape of prejudices in other societies, historical or elsewhere in the world. Some historical forms of prejudice are now obsolete, or weakened: some were unremarkable at the time but are highlighted in today’s society. If you aim to give a realistic picture of prejudice at work within your depicted society, make sure that it actually is realistic.
In Just a Little Lovin’ (2011), which is set mostly among the gay community of New York in the early 1980s, the characters are in a largely homosexual bubble during the game. But prejudice that they may experience in the outside world plays an important part in the backdrop. As does straight-on-gay, male-on-female, homo-on-bi and cis-on-trans prejudice between individual characters during play: it’s there and acknowledged, and players can pick it up and use it as much as they feel will be valuable to their own play experience. In the 2015 run, the hetero male leader of the Saratoga cancer survivors’ group, Kohana, was initially ignorant and mistrustful of homosexual male lifestyles. And Nick, a trans man, had to demonstrate by deeds and self-sacrifice that he deserved to be respected as a gay man rather than a straight female “tourist”.
What can go wrong with this approach? If you find that, to express the prejudices realistically, you end up overwhelming your other material – because these prejudices were such an important part of that society that they end up influencing every interaction – then this may not be the best way to go. And furthermore, the players themselves may be overwhelmed – because as modern people, they are likely to be more aware of and sensitive to expression of prejudice than their characters would have been. This can make players feel that the prejudice you’re representing in your design is a more important theme, colouring their experiences of the game, than you had intended it to be.
But of course you have to set that against the considerable advantages of using a realistic portrayal: accessibility to players via their real-world experiences and those of others; availability of research materials that players can immediately apply to their expectations without having to apply some sort of filter; the chance to learn directly about an authentic part of history; relative ease of simulation and creating immersion; and so on. For these reasons, departing from realism has to be a positive decision from which you feel your design has much to gain.
Ways of Designing: Erasing
A common approach to real world prejudice in a larp setting is to not represent it at all – either because of lack of awareness or thought about its existence, or because of a wish to make the players’ lives easier by not forcing the task upon them. Examples include Mare Incognitum (2014, set in Sweden in 1951) and Tonnin stiflat (Thousand Mark Shoes, 2014, set in Finland in 1927), both of which gave characters full gender equality.
If you’ve taken the conscious decision to ignore prejudice, you needn’t feel guilty about it being a cop-out. It may be necessary in order to keep attention on the parts of the setting that are important to your design ideal.
However, you might want to think about whether by erasing the effects of prejudice from your larp, you’re maybe doing a disservice to its victims by misrepresenting their situation. Take those female staff in the 1960s advertising agency: their real-life counterparts suffered abhorrent discrimination and sexual microaggression. And many women in modern-day offices still do suffer those effects of prejudice. Is it right to present the agency as a sexism-free utopia, and ignore that historical and contemporary suffering? (The answer to that will depend on your view of a larp designer’s sociopolitical responsibilities.)
The experience of prejudice may have been important in shaping a person’s identity, and when you erase prejudices, there is a danger of erasing experiences and identities. Prejudice is often based on the idea of seeing someone as the ‘other’: out of the norm, and unlike oneself. However, some aspects of the ‘other’ identity were actively embraced by some of the people you’re portraying – and may be so too today, including potentially among your players. For example, if you remove prejudice against queerness from your setting, you remove part of the rationale for queer pride – and this may make queer characters less interesting to play.
It’s very tempting to be drawn to the glamorous and fun parts of a setting but to neglect the less pleasant aspects of what it was actually like. If you’re making that decision, make sure that you’re doing so consciously and with awareness of the implications – not just by not thinking about it. Perhaps instead you might think about moving the larp to a modern setting – like the trendy ultra-21st-century advertising/PR corporation depicted in PanoptiCorp (2003) – where you can still have the advertising-agency fun, but sexism isn’t such a dominant part of the setting, and so can be more readily left in the background for the players to express and portray as they see fit.
Ways of Designing: Exploring
A rather different way of approaching prejudice in your larp design without making your players feel too uncomfortable is to explore it via a parallel of some sort. If you’re concerned that the prejudice you want to investigate is likely to have a high Fun Tax component – or if there’s some other reason that you prefer not to address it directly, perhaps because you’d like players to approach it fresh rather than with preconceptions – abstraction can be a useful tool in presenting your players with the thoughts and feelings that you seek to inspire, while detaching the associated emotions somewhat from those that they might be all too familiar with in real life.
Suppose that having researched your 1960s ad agency setting, you realize that sexism is such an important part of the milieu that you can’t leave it out. But you don’t want the intensity of bleed that players are likely to feel when playing sexism of the period, which might cause this play thread to dominate their game experience at the expense of other aspects of your design.
A suitable parallel might be eye colour,((See Jane Elliott’s ‘Blue eyes / Brown eyes’ experiment: https://en.wikipedia.org/wiki/Jane_Elliott)) or hair colour, or the colour of arbitrary scarves that you hand out to the players. Instruct characters of one colour to be casually discriminatory and microaggressive towards characters of the other colour, in ways analogous to sexist behaviour, but regardless of the characters’ gender. That way “scarfism” can colour the in-game interactions in the same ways that sexism would, but without the unhappy associations of playing actual sexism.
Note that this not the same as using coloured scarves or similar as a representation of in-game race, as seen in Hell on Wheels (2013), the Czech Old-West-set larp. There, in the first run, some players playing African-American characters used dark face make-up: in the subsequent 2015 run, to avoid the unfortunate associations of “blackface”, instead coloured scarves were used non-indexically to indicate the characters’ race. In the situation we’re now discussing, though, the coloured scarf is the actual indexical property that causes its possessors to suffer or inflict prejudice.
The classic example of this technique in practice is Mellan himmel och hav (2003). In this larp inspired by the science fiction writings of Ursula K. le Guin, conventional gender was replaced by the notion of “morning” and “evening” people, denoted by different-coloured clothing that was intended to replace visible gender signifiers.((In addition to “morning” and “evening” people, there was a third gender, the sunnivas, who wore white robes.)) In this way players were empowered to explore the social effects of a structure similar to gender but without all the bleed-in baggage that working with actual gender would bring.
Playing Prejudice
So let’s look at playing prejudice from the player’s point of view. This is potentially troublesome material, with a lot of opportunity for bleed in and out. As well as the normal things that any emotionally intense larp should include for player safety, there are some techniques specific to prejudice, which are worth looking at.
Escalation
If you want to address real prejudicial traits directly in your larp, a possible safety approach is to taper in their effects, either intensifying over time to a planned schedule, or intensifying when the players choose to do so. So, in the sexist ad agency setting, you would start with the male characters only allowed to make mild sexist remarks to the female characters (“Nice work taking the minutes of that meeting, honeycakes!”). Once people are comfortable with that level, a signal (or player agreement) allows them to intensify the sexist behaviour, with discriminatory practice (“A pay rise? When you’ll most likely be getting pregnant and leaving?”) and microaggressions (“Let me stand behind you so I can see down your blouse, gorgeous…”) Next, add in coarse and disparaging speech and physically-exploitative touch. And so on until the prejudice is in full exercise, as far as you or the players are willing to go.
An escalation technique of this type was used in Inside Hamlet (2015). In this larp set at a decadent and vice-filled court, players were given scope for quite extreme acts, so it was necessary to be able to establish levels of comfort interactively. The word “rotten” was used, included naturalistically in a spoken sentence, when a player wished to increase the intensity of an interaction; and “pure” was the spoken signal that the right level had been reached. Another common system uses traffic-light colours – “red”, “orange” and “green” – as spoken signals for “stop”, “slow down”, and “that’s OK”.
This sort of technique will need workshopping first, and opt-outs must be clear and available. And you’ll need to ensure that your larp has an overall safety culture – an embedded mutual awareness and care-taking (Pedersen 2015) – that empowers players to opt out of the technique at any point without anxiety or fear of condemnation. But, given those provisos, it’s a workable system which in safety terms perhaps has an analogy with the combat-replacement meta-technique Ars marte:((Described on the Ars Amandi collective’s website: http://www.ars-amandi.se/resources/ars-marte/)) each participant has the freedom to raise the intensity to their own level of comfort, and then to stop the escalation cleanly.
Larping the Other
Finally we need to look at one of the most important tools in the play of prejudice – playing the Other. The assumption underlying the discussion around the Fun Tax is that players will identify with the experience of playing “people like them”. But what if they are playing people who are explicitly “not like them”?
In many larp traditions it’s customary for players to play characters who physically resemble themselves (with suitable costume, makeup, etc), for the sake of immersive verisimilitude. So for example the default assumption may be that the character will be the same gender as the player, the same broad ethnicity, and so on.
But there’s great expressive and exploratory power to be found in playing the Other – playing the trait which is unlike oneself, and which is consciously or unconsciously seen as “Other” in one’s own society. In European societies, “othered” traits include: female; ethnic minority; queer; trans*; disabled/impaired; fat; mentally ill; poor; etc. The default social identity is none of these things; and it requires an effort of imagination and empathy for a person who has none of these traits to put themselves into the position of someone who is seen as “Other”.
So, for example, as discussed, exploring male-on-female sexism in a 1960s ad agency might have Fun-Tax-associated issues if the female characters are played by female players. But if the female characters are played by male players, then those players will get an unusual and perhaps valuable insight into the life of the female Other.
Whether you also choose to inverse-Other by casting female players in the male roles is a design question. The effect is likely to be more powerful if the males in female roles feel themselves the victims of prejudice from other male players, rather than from female players: because experiencing sexist anti-female prejudice delivered by a male should feel more real than if it’s delivered by a female, which would have a stronger alibi of “we’re just playing at this”. You’ll need to think about how intense a lesson you wish your male players to be learning; and what you want your female players to get out of it (or if you want to have female players at all).
A larp example of playing the Other can be found in Halat hisar (State of Siege, 2013), in whose setting Northern Europe is in turmoil and the Arab League is a wealthy, stable bloc similar to the real-world EU. Finnish and Nordic players took on characters who were othered in the larp setting in the same way that Arabs are othered in our own world, while Palestinian players played first-world citizens.
In Fine
Prejudice is such a significant and interesting aspect of human society, and larp is such a potent and mind-expanding creative tool for examining life, the two seem a natural fit. It’s understandable that many designers are wary of addressing prejudice in their larps: the pitfalls are many and the requirement for safety is great. But with sufficient thought, imagination, and communication of your design goals, you can give your players a valuable and powerful experience which has the potential to make a real impact on their lives.
Halat hisar (2013): Fatima AbdulKarim, Faris Arouri & al., Parkano, Finland, Pohjoismaisen roolipelaamisen
seura. http://nordicrpg.fi/piiritystila/, ref. Jan 25th, 2016.
Hell on Wheels (2013): Filip Appl, Jan Zeman & al., Stonetown, Czech Republic. http://howlarp.cz/about/, ref. Jan 11th, 2016.
Inside Hamlet (2015): Martin Ericsson, Bjarke Pedersen, Johanna Koljonen & al., Helsingør, Denmark,
Odyssé. http://www.insidehamlet.com/, ref. Jan 12th, 2016.
Just a Little Lovin’ (2011): Tor Kjetil Edland and Hanne Grasmo, Lunde Leirsted, Norway. http://www.justalittlelovin.com/, ref. Jan 11th, 2016.
Mare Incognitum (2014): Olle Nyman, Sara Pertmann, Sebastian Utbult and Andreas Sjöberg,
Göteborg, Sweden. http://xn--ii-viab.se/, ref. Jan 12th, 2016.
In this article, I will present the black/white ribbon metatechnique, created by myself for the re-run of Libertines (2020). Put very simply, this technique is used to signal if you want play in your sleeping area or not, and can be changed according to your current wishes. Before presenting this technique in full, however, it is necessary to present the background, and to create a tool for discussing different kinds of sleeping area design choices. Therefore, I will start by introducing the mixing desk of sleeping areas, and will discuss the pros and cons of having a separate off-game room, before arriving on the design of Libertines, and the black/white ribbon technique itself.
The Sleeping Area
When it comes to the place where you sleep (usually a bedroom, dorm or tent), there are a few different approaches a larp can have. I first set out doing a list of different categories of sleeping areas, but soon realized that it was rather a question of different sliders, akin to those of the mixing desk of larp.((Jaakko Stenroos, Martin Eckhoff Andersen, and Martin Nielsen (2016). The Mixing Desk of Larp: History and Current State of a Design Theory. Analog Game Studies. Accessible at: http://analoggamestudies.org/2016/11/the-mixing-desk-of-larp-history-and-current-state-of-a-design-theory/)) The mixing desk of sleeping areas instead has the following sliders:
Aesthetic: This about how the sleeping area looks. If it is 360°, everything in the sleeping area looks as it would within the reality of the game. If it is off-game, it does not correspond to the reality of the game at all. If the slider is somewhere in the middle, that is comparable to a medieval larp where sleeping bags are allowed if hidden under blankets.
Playability: Whether you are meant to be playing your characters in the sleeping area or not. Some larps have very intense play in the sleeping areas; marital arguments, sex scenes or interactions with servants. At other larps, play should be dialed down or completely avoided, for example in dorms where you risk waking people up.
Availability: This slider refers to who is allowed to enter the sleeping area. When the slider is at max, anyone can come into the sleeping area, without an invitation, at any time. This can be interesting for example in games where there are secrets between the characters, or when invasions of privacy are part of the experience. When the slider is at its lowest, only the occupant(s) of that sleeping area may enter. If the slider is in the middle, people might be allowed to enter if invited, or if they have a close relationship with the occupant(s). These rules of course stand in relationship to the diegetic rules of the larp, but are not necessarily the same. For example, in a Regency game it is of course unthinkable that a young woman receive visitors in her bedroom, other than family and close friends. That is the diegetic rule. The non-diegetic rules can still allow for anyone to barge into her room, and face the in-game consequences.
Sleep: At some larps, it is a part of the design that you cannot rest easy, and have no guarantee of getting a full night’s sleep. At other larps, you want your participants well rested. When the slider is at max, having people woken up during the night is allowed, perhaps even an important part of the design. When the slider is at its lowest, it is not allowed to wake people up, and noise should not be made anywhere close to the sleeping area.
Sharing: Who you share a sleeping area with makes a lot of difference to the game. If you for example have been assigned to a room together with your character’s spouse, then there is a lot of potential for play. If you share a sleeping area with off-game friends that have no strong relation to your character, then you might be less inclined to be actively in-character while in the sleeping area.
Safety: This slider concerns how safe your character should be able to feel in the sleeping area. In many ways, this slider correlates to many of the other sliders. If, for example, anyone can enter your room at any time, and if you might be woken up during the night, then the sleeping area will not be a safe space for your character. And if you are sharing your room with someone your character has a negative relationship with in-game, that creates unsafety for your character as well.
The mixing desk of sleeping areas (diagram, Julia Greip)
An example of a game with most of the sliders relatively high is Baphomet. The rooms are overall in-game, playable areas, which are shared with your character’s partner. While social conventions on whose room you may enter are in place during the beginning, these crumble away during the game, and entering anyone’s room becomes feasible. The only slider that is relatively low is that of sleep, as off-game sleep deprivation is not part of the design, and loud craziness after midnight is discouraged. Overall, there is great potential for the characters to feel unsafe in their rooms, especially if their relationship to their partners turns sour during the larp.
Examples of larps that have all sliders on minimum are of course those where the players do not sleep in-game, as is the case with Inside Hamlet and the Androids larps. This solution is suitable if the characters would sleep in conditions that are unfeasible for the players, or if the venue of the larp does not have places to sleep. It also works well if during the night there is an act break where a longer time period passes in-game.
When it is not clearly stated what settings a larp has on this mixing desk, one of three things will happen. People will decide amongst themselves for each sleeping area, they will try to guess what is appropriate, or they will decide themselves based on their own preferences. That people decide themselves is preferable here, and generally works well as long as they are in agreement, and if there is no need or interest for players to enter the sleeping areas of others. If people guess, things might also work out fine, provided they come from similar larping cultures. There is, however, a risk that the sliders end up somewhere in the middle, and that the settings are not optimal for the experience that the larpwright intended. Finally, if people just go with their own preferences, there is great risk of frustration between larpers, especially if they come from different larping cultures. For example, I’ve shared a room where I anticipated intense, pressure-cooker play and complete immersion, but my roommate felt that it was a place to rest and check their phone.
The Off-Game Room
As part of creating safe larps, many larps provide an off-game area, where the players are welcome to go during the game. Sometimes the room is staffed, so that there is always someone available to provide support for larpers. This can be either because they feel unsafe out of character, or because they’ve experienced intense play that they need to process with someone. Other times, the off-game rooms are unstaffed. They then serve mainly as a place to either go by yourself to get a breather, or with a co-player to talk things through.
Although there are benefits of having an off-game room open to participants, there are also some potential risks and problems with it:
Staffing: The most obvious and practical problem with having a staffed off-game room is of course that you will need staff enough to do so. Larps that do not have a big budget or hordes of willing helpers will have a hard time doing so.
Reproducing negativity: Sometimes, off-game rooms become places where the participants ventilate about things that do not work well with the larp design. Sometimes, it is a good thing to be able to vent your frustrations and then go back to trying to have an enjoyable experience. However, there is also a risk of a negative feedback loop, where the participants feed each other’s negative view of the game. This risks leading to a lessened readiness to try to make the game an enjoyable experience. There is also a higher risk that the participants do not turn to an organizer to share their concerns (particularly if the area is unstaffed), so that the flaws in the game can be remedied.
The fragility of the magic circle: It’s fun to laugh and chat with your friends off-game, especially since they are usually people you do not see that often. During outdoor larps in uncomfortable weather, it is also nice to be warm, dry, and perhaps have a snack. This means that even though you might enjoy the game, it is sometimes hard to tear yourself away from an inviting off-game room. And the longer you stay, the longer it takes to get back into the intensity of the feelings within the game. Having the chance to chat and laugh about the game is a way to release tension – tension that is often an important part of the game.
However, intense games where there are no off-game areas whatsoever, and where sleeping berths are not off-limits, can get a bit too intense. Some larpers have no problem with this level of intensity, and even prefer it. Others might need a place where they can feel safe and know that they will not be bothered for a while.
The Black and White Ribbons
During the first two runs of Libertines, in 2019, we had no off-game room. Instead, we had the space outside the front door as an off-game area. This was both due to the reasons listed above, and that the venue did not have any indoor space that we deemed appropriate. By having a space that was not overly comfortable and inviting, we hoped to limit off-game time to necessary calibrations. The players were also free to enter each other’s rooms uninvited. This rule was in place to allow for oppression and threatening behavior, to create a sensation of having nowhere that was completely safe. It also meant that the rooms were in-game at all times, and not spaces for being out of character.
A bedroom scene at Fairweather Manor (photo, Karel Křemel)
Overall, this worked well. However, a few participants expressed that they would have liked a space that felt safe; a place to rest or calm down. A few others expressed that they would have liked more people to come uninvited into their room, to feel even more unsafe. Since we had no way to indicate who wanted what, however, the oppressors often played it safe and did not barge into rooms unnecessarily.
For the second two runs of Libertines, played 2020, this was one of the main changes I wanted to make. I wanted a system where people could signal both when they did not want to be disturbed, and when they welcomed people barging in. I was inspired by the common practice of putting a sock on a door handle when you do not want someone to enter (usually because you’re having sex). Instead of socks, I thought colored ribbons suitable. At first, I thought green and red most appropriate, since the colors are strongly connected to “yes” and “no”. Then, however, I realized that color-blindness is often linked to these exact colors, and that they are harder to make out in a dark corridor. Therefore, I ended up on choosing black and white ribbons instead.
The ribbons were non-diegetic, and so were only visible to the players, not the characters. Each room had a black and a white ribbon available, and the players put them on the outside door handles depending on their needs. Their meanings were the following:
White ribbon: Please enter! This was used when an interesting scene was happening in the room, that would become more interesting by someone walking in on it. It was also used when you wanted someone to come in and interact with you.
Black ribbon: Don’t enter! This was used when someone needed to take a break and rest. Only roommates were allowed to enter the room at this time, but would do so quietly.
No ribbon: Neutral. This was neither an invitation or a dismissal. People were still allowed to come into your room, but would usually not do so unless they had a reason to do so.
It is very important to note that the black ribbon was not for wanting to chat off-game in your room – this was still discouraged, and off-game conversations were relegated to the off-game area outside the house. There were two reasons for this. Firstly, we wanted to avoid the effects of the off-game room mentioned above. The second was that the walls of the venue are relatively thin, and people somehow usually talk a bit louder when they go off-game and relax. Allowing people to be off-game in their rooms would simply be audible outside the room, with a high risk of breaking immersion for their neighbors. However, we did allow and encourage a quick check-in in a hushed voice if your roommate had put up a black ribbon. This way, if someone was not feeling okay and needed to talk to the organizers, it had a greater chance of coming to our attention.
The effect of the ribbons, in essence, is giving the players the power over some of the sliders on the mixing desk of sleeping areas. While the Aesthetics and Sharing sliders remain the same throughout the game, the ribbons offer control over the Playability, Availability, Sleep, and Safety sliders. The white ribbon sets these sliders to maximum, the black sets them to minimum, and leaving the door handle with no ribbon sets the sliders to medium.
Overall, the ribbon system worked really well: all the participants who answered the evaluation form after the larp liked it. There were comments of both black and white ribbons being used with their intended effect, and especially of scenes being enhanced by the effects of the white ribbon. The only negative comments received were that when it was dark in the corridors, it was sometimes harder to see the ribbons. This can be avoided by using wider ribbons (ours were only about 1 cm wide) and not skimping on the length, allowing for a big bow tie.
One critique I did not find, but that could happen at some point, is the problem of disagreeing with your roommate’s use of ribbons. If they want the white ribbon up at most times, but you would prefer having no ribbon up or even want lots of breaks with the black ribbon up, that could be a small source of tension. In Libertines, it probably contributed that there were only two people in each bedroom. Furthermore, most of the characters shared a room with their spouse, and those who were unmarried shared a room with someone whom they had a lot of play with. If the rooms were shared by several people, who did not have a lot of play together, this system would not have worked as well.
By having this system in place, it seemed as if the players grew both more courageous, and also felt safer. Knowing that there was always a simple way to get some alone time, it was easier to lean into the cruel and oppressive aspects of the game, and be more courageous as a player. Similarly, having ways to dial things up and invite play into your room, made it easier creating the narrative arc you wanted, and give interesting play to your co-players. I recommend it for larps where you want intense play and oppression to happen in the sleeping areas, but also want the players to be able to use the sleeping areas as a safe-haven from time to time.
Ludography
Atropos Studios and Julia Greip, Libertines (Rødby, Denmark: Atropos Studios, April 22–28, 2019 and Jan 27–Feb 2, 2020)
Bjarke Pedersen and Linda Udby, Baphomet (Participation Design Agency)
Bjarke Pedersen, Johanna Koljonen and Martin Ericsson, Inside Hamlet (Participation Design Agency)
Simon Svensson, Do Androids Dream? (Ariadne’s Red Thread)
Atropos Studios, Where Androids Die (Atropos Studios)
Atropos Studios, When Androids Pray (Atropos Studios)
Cover photo: A black ribbon in use (photo, Julia Greip).
Where do we find beauty in larp? Can we make sense of the moments in larp where we, as players, have an aesthetic appreciation of the larp? Can we account for moments that are striking, that leave us breathless, that stay with us for the rest of our lives, that propel tears or joyous rapture? Can we develop theory to render at least some of the logic of those moments visible?
Larp is a specific form of expression that has similarities to performance, theatre, tabletop role-playing, sports, installation art, and to games, yet it is clearly distinct from all of these (Stenros 2010; Simkins 2015). Working out the aims, conventions, and methods of the form implies an aesthetic theory. In this article, we unpack what makes larp play beautiful. We wish to explicate the aesthetics of larp in a way that is recognizable for practitioners (i.e., players and designers) while also being potentially useful for people coming from different fields.
Aesthetics is a broad, even terrifying, term. It covers the subjective, emotional sensations we experience when encountering an object or environment, from pop music to a sunset viewed from the top of a forest ridge. It also pertains to a set of principles that may govern the production of aesthetic objects; an aesthetics of jazz, for instance, gives a general outline of what makes jazz jazz, and also what makes jazz beautiful. It is also a term for a field in philosophy relating to the nature of art, and so on. Indeed, Leonard Koren (2010) has identified ten different ways to understand the term, explaining why the ‘aesthetics’ is sometimes hard to grasp. In this article, we develop an aesthetic theory of larp that describes the ways in which we find larp beautiful, as well as the principles of design and play that make larp an object of aesthetic appreciation.
The beauty of larp has been discussed surprisingly little previously. Obviously the form of larp has received quite a bit of attention, particularly in the Knutepunkt community (e.g. Koljonen et al. 2019). However, while descriptions of design and play abound and there is a rich tradition of implicit standards of beauty couched in declarative accounts of how larps should be (i.e., manifestos), accounts of beauty and the aesthetics of larp are scarce (cf. Zagal & Deterding 2018, see also MacDonald 2012; Stenros 2013).
Two key limitations need to be noted here. This article approaches the beauty of larp from the point of view of the player. Beauty in larp is probably different if it were to be pivoted around the designer or an external audience. Second, although this article talks of beauty in larp in general terms, it is important to realize that it emerges in the context of Nordic and international larp, in a very specific artistic tradition, and is meant to make sense of that tradition.
Setting the Stage
Larp is embodied participatory drama. It unfolds in real-time, in physical surroundings, through the actions of participants bodily portraying characters. Larp can incorporate other forms of expression, and when it does include other art forms, they can be analysed with aesthetic tools developed for those specific expressions. For example, tools borrowed from theatre, music, visual arts, cinema, and the emerging field of aesthetics of games (e.g. De Koven 1978; Myers 2010; Kirkpatrick 2011) can fruitfully be leveraged to make sense of larps((There is no question, for instance, that a musical performance inside a larp will be evaluated and enjoyed by players on the basis of how we usually enjoy music. However, while it may be important that the music is good, the song might also be beautiful for reasons germane to the larp: perhaps the character is expressing a major change in their life; perhaps the song choice refers to things that are known to the players but not to the characters; or even, a “bad” performance of the song can create larp beauty if it is meaningful in a way that the players appreciate.)). However, while we will draw from these other fields, the focus is on understanding what is beautiful in larp specifically.
To understand the form of larp one needs to consider how larp is created and appreciated — and how these two processes are tied together. The participant in a larp is present in two ways. They are both a character within the fiction, and a player participating in a larp. The participant has a sort of dual consciousness, seeing everything both as real (within the fiction) and as not-real (as in playing). The participant is both a character and a player, able to flip between the two modes, and able to see things in double. We can call this bisociation (Koestler 1964, 35).
The participant is both a player and a character, which creates interesting frictions because there is only one body to inhabit, and one set of experiences to encounter (Sandberg 2004). The participant experiences the events as a character who has agency within the fiction, but they can also appreciate the larp from a wider perspective as a player with meta-awareness, and can shape this structure as a player.
Obviously the division of the participant into two roles is not real in the sense that these two personas would be somehow fully distinct and separate (Järvelä 2019). Instead, the role-play agreement — that the player and the character are to be treated as separate entities — is a social contract, one that gives alibi to act in ways that conflict with the participant’s story of self (Sihvonen 1997). This social contract obviously has limits; there are acts one cannot get away with as a player, even if done in character.
The main audience in larp is the player/character participant. However, the participant is also the main performer in a larp — for that audience. The performer and the spectator are also brought together in one body, and thus in larp we talk of the first-person audience (Sandberg 2004). In order to see and witness these works, one must participate. A significant part of the work is internal. The thoughts and feelings of a character, from doubts and schemes to joy and surprise, are only accessible from the first-person point of view (Montola 2012). The private landscapes conjured by a participant’s imagination are very much part of the experience, even if never shared.
Furthermore, first person is not just a metaphor for personal experience, but a concrete description. The participant will, very literally, only see what their character sees, experience only those scenes where they are present, in body. The participant is the lens through which the work unfolds.
This first person audience differs from, say, theatre, art, and music, where the division between the artist/performer and the audience/appreciator has traditionally been clear. Here we cannot make such a separation. Even someone at a larp who is watching a scene is not an “audience”. They are actively listening; their physical and social presence is meaningful to the other players, and at any moment their watching may turn into doing.
In considering beauty in larp, we find it useful to separate the question into two categories: first, the beautiful things that others have done and can be appreciated and, second, the beautiful things that we do (or participate in doing) ourselves that we ourselves can appreciate.
Beautiful to See
American artist Brody Condon has formulated a way of appreciating larp from the outside. He has noted that larp is a “generative engine” that creates an interesting visual surface (Condon 2010). While Condon works with this visual surface in a sophisticated way, we can see more straightforward examples in larp photographs and videos that try to capture the visual beauty of the scene. While it is possible to look at a larp as one looks at a painting, as a surface, while playing, this is not something that players commonly report, even though players can spend dozens of painstaking hours preparing costumes and props to contribute to this visual surface. It seems that this surface becomes most visible to people who do not participate in the play of the larp. Anyone can access it when it is mediated with a camera (see Torner 2011).
It is perhaps worth noting that the visual surface is part of what has sometimes made larp an object of derision or ridicule. From the outside, the props may look less authentic than what we have come to expect from films, just as the dialogue may sound stiff compared to what we expect from plays, and the narrative may appear completely disorganised when compared with what we expect from novels. It is important to acknowledge that larp is not trying to imitate these forms — the failure of larp to be like a play is not an aesthetic failure.
In expressive forms where there is a clear division between the artist and the audience, we often marvel at performative excellence. The artist has spent thousands of hours becoming excellent at something, and now this skill is on display. We find this in larp as well.
We can talk about performative excellence in larp, when someone portrays their character perfectly with exquisite body language and pitch perfect accent, or when someone has the perfect costume and carries it in the most fitting fashion, or when the scenography of the larp location is a perfect fit with fully functioning props. “Perfect” here means some kind of a combination of “appropriate”, “pleasing”, “fulfils all the requirements of the imagination” and “supports play”. We can appreciate the skill that goes into such performances and creations, and we can gaze on in appreciation when faced with such displays. Sometimes performative excellence is created in the moment; sometimes we see a truly beautiful artefact or encounter another kind of residue of a creation that took place before the larp.
The third source of external beauty in larp is rooted in their structure. Larps are rule-bound. Like games, they are constituted through the enacting of the rules the designers have created and curated (Suits 1978). Shared rules provide the necessary foundation for playing together. They also provide a framework for moments of delight to emerge, just as the rules of football provide the framework for astonishing feats of athleticism that were never specifically called for; yet they are made possible by the framework.
Nordic larps tend to have bespoke rules, meaning that the rules are written (curated, combined, created) specifically for that work (Koljonen 2019). By contrast, in other larp traditions there are tendencies to create general rules that can always be used, or to attempt to take into consideration any and all possibilities. In the Nordic tradition, the rules tend to be light; a minimal amount of rules is preferred in order to create the foundation for a shared experience with a specific topic, theme or situation, with enough of a safety net. Simplicity of rules is regarded as elegant((To avoid the notion that simple rules are superior rules, it is worth pointing out that the lighter the explicit rules, the greater reliance there is on unspoken rules, herd competence, and shared values. Extremely light rules may simply mean that players are only playing with people who are very familiar to them.)).
This is the part of the beauty of games that can be attributed to the designer — or in the case of larps, the larpwrights. They create the rules and the structure of larps. Rules here include the actual dos and don’ts (that usually are inherited from tradition), but more importantly the replacement techniques and metatechniques, as well as the interaction codes that are used in play, and the overall structure of the larp. There are different ways to create the structure, from character and character network design to timed events and thematic acts. The minutiae of the design that larpwrights do is not the focus here; the important thing is that this larp design can be beautiful in and of itself. It is possible to appreciate elegant design when reading the rules, while playing, or when hearing someone talk about a larp. Indeed, a great deal of larp talk revolves around design, and it produces the same kinds of appreciative “oohs” and “aahs” one would expect to hear from rocket scientists working to get a new model off the ground. “Did you hear how they solved the hierarchy issue in the last iteration? It’s genius.”
Of course, since this is an area of design, there are competing design ideals that value things differently. For example, some find high resolution interaction (Nordgren 2008) to be beautiful, enabling nuanced play indecipherable to an observer, while others may favour a 360° illusion and a WYSIWYG aesthetic (Koljonen 2007). Naturally, fashion is also a component here.
The rules must be explicit to the participants. Everyone needs to know them in order to participate in constituting the fictional world into being. (The structure of the larp can also be transparent, although it is more common that it is only revealed to the players as the larp unfolds.) As participants interpret written rules in different ways, it is common to have a shared workshop amongst the participants before the runtime of a larp begins to test out rules and interaction codes. This helps get participants on the same page before play starts, and minimizes play-style conflicts.
Sometimes designers, especially when they are coming from outside larp, want to hide the rules. Artists more accustomed to, say, theatre or film can regard explicit rules as ugly and inelegant, preferring to communicate the rules within the fiction. This is usually a mistake (MacDonald 2019). In comparison to larp, film and theatre have intuitive seamless interfaces. This means that we know how to read them, mostly because we are encultured to understand them. Even experimental pieces tend to contain keys to unlock their meaning. You are supposed to be able to understand a film or a play just by watching it. The director of a film usually does not appear before the screening to explain what a film is about, or how the colour red symbolizes desire in this particular piece. Despite, obviously, a whole paratextual industry of marketing, reviews, and behind-the-scenes featurettes, mainstream films, plays, and books are supposed to stand on their own. In culturally established forms of expression where there is a division between the audience and the work, there is a strong hesitancy to give explicit guidelines or rules.
However, when the work is created through doing things together, the rules of conduct must be haggled out in advance, settling the language of the work. When everyone knows the rules going in, it is possible to engage in subtle play knowing that all participants understand, even if it would be completely incomprehensible for an external audience. This very structure is what separates larp from free play. Anything communicated within the fiction is subject to interpretation. To take an example from another co-created form with rules, if a jazz band is playing Ain’t Misbehavin’ and the tenor sax solo starts to riff on Mary Had a Little Lamb, the band interprets the nursery rhyme within the musical frame of Ain’t Misbehavin’. Nobody in the band thinks that everyone is supposed to switch songs, or even genres.
If we were to approach larp as a designed object or a procedural artefact, we could conclude our analysis here. However, as we are interested in larp as played, performed, and co-created, we need to go further. Most often, when larpers speak of beautiful larp moments, they are not talking about the design or the setting. Instead, they say that something beautiful happened to them and to their character, or that someone did something beautiful.
Beautiful to Do
There are three different ‘larps’ we can talk about: the larp as designed, the larp as played, and the larp as remembered (Stenros 2013). The first is the larp as created by the designers. This includes the rules, the characters, pre-scripted events, spatial design, sound design, time design, possible metalarp rules, and other such design information. This ‘larp as designed’ can be published as a larp script. Also, if the ‘same’ larp is staged a number of times, this is (more or less) what remains the same. The larp as designed is largely covered in the previous section.
The larp as played is what happened during the runtime of a larp. This is where the players bring the design to life through improvisation guided by the rules and characters. Larp as played is, of course, ephemeral. The moment a larp is complete, it ceases to exist (Koljonen 2008). It cannot be revisited or replayed, and each participant can only ever experience from their own point of view.
The third larp, larp as remembered, emerges after the larp. As participants talk about the larp afterwards, find out about what happened to other participants and hear their interpretations, a reading of the larp starts to emerge. Usually some kind of hegemonic view of the larp emerges, though that can never be too specific. Still, enough people might agree on what the larp “was about”. This larp as remembered is shaped by analysis, documentation, reflection, photographs, and even interpretation by people who did not play the larp. Participants with more social capital may have a stronger influence of how a larp is remembered. Even so, dissenting voices on how a larp is remembered are common, and are equally part of the larp as remembered.
Considering larps as beautiful to do, from the point of view of the participants, we concentrate on the larp as played. The rules, the designed structure, and the material reality provide a shared ground for the participants stepping into the fiction of the larp. However, it is the emergent play of the participants (including the larp organizers) that constitute the larp as played.
But what does that mean in practice? Players talk about being part of the fictional world, about immersing into the world, the character, and the situation; of creating a satisfactory story, and of sublime moments of bliss. These memorable moments rise out of the design of the larpwrights, but also from other players, the environment, or even the weather; and might exist in juxtaposition to whatever else is going on in their lives outside the larp. These are moments of synchronicity and perfect happenstance. We might try to label these moments apophenia (Dansey 2008) or pronoia (McGonigal 2006), but players often talk about “larp magic”. Let us try to pick apart a little bit more what emergent co-creation includes and how it can lead to larp magic.
Consider an example of two characters in a multiple-day larp, who do not have any pre-written relationships or interests. The players never speak to each other in the workshops. On the first day of the larp, their characters happen to both be queueing at the bar; one tells a joke and the other laughs. They introduce themselves to each other and think nothing more of it. On the second day, they find each other at the bar again, and this time end up having an unexpectedly candid conversation. On the third day, they react to a crisis together, side-by-side, and realise that they were always meant to be friends and allies. The offhand joke told on the first day becomes one of the most meaningful moments for them both. Their stories are now inseparable.
Larp is socio-dramatic play (see Burghardt 2005), in which everyone pretends to be their character. Sometimes people attempt to not only act and look like their character, but to actually think and feel as the character. This ideal we call immersion, immersing into a character. Other players have a more instrumental attitude towards their character — even if the character is, basically, their body. However, it is not enough to pretend that you are your character. You need to pretend that everyone else is their character as well. This gives rise to inter-immersion (Pohjola 2004), the collective experience that ideally arises from pretending together. You do not play just your characters, but everyone’s. We cannot have prisoners without jailors; no kings without subjects.
Larping is fundamentally a social endeavour, done together with others. Doing things together is hardwired in humans. It is fundamentally different to do things together than to do things side-by-side. Social play is different from parallel play (there are a lot of terms for this in game studies, see Stenros 2015 for a discussion). Furthermore, liveness is an important part of doing things together. In this kind of mutual creation, each participant has agency. An ensemble is revelling in togetherness. Participants see each other and are seen by others. The validation of one’s performance, identity, and actions is important.
If we take the example of the allies who met at the bar, we can tease out an important point: both players are open to larp magic, and the experience deepens when both players know the experience was magical for the other((We call this the friendship is magic principle. This is when the to and fro of inter-immersion leads to beauty, where one knows that the other is also experiencing the magical moment in a way that feels like synchronicity and telepathy.)). There is a template for high-pitched, breathless postlarp conversations recounting these moments that goes roughly: “And then your character did this… and my character had no idea, but then I did this… and then you did that… and then we both did this…”, etc. It’s interesting that we capture, confirm, and re-live the moments that were important to us with the people who were also there.
The creation of an aesthetic object out of the act of doing things together is not just from game studies; it’s also performance art. Those unfamiliar with performance art (now sometimes called Live Art) often find it confusing that “anything can be performance art” and that it often does not look good, like art traditionally is expected to. But performance art very frequently uses the same elements for its canvas that larp does: behaviours, bodies, rituals, social norms, interactions, or time-based processes. It sometimes creates a trace or residue, but this is distinct from the ephemeral performance itself. It is making art out of what we do as humans; when we encounter it, we reflect on how things are done, by whom, and why. Performance art shares with larp an inseparable connection to the social world, but also to the process of reflecting on how we create this world socially((See Nicolas Bourriaud’s (1998) Relational Aesthetics as a basis for situating art in relationships rather than in artistic objects.)).
Inter-immersion is what transports us to the fictional world. It is not just that one steps into a carefully constructed fantastic setting, but that one is seen as part of it and recognized as having agency. This is how a new social reality is created. It does not matter if a larp is full-on escapist fantasy or a critical exploration of sociological alternatives, the alternate reality is still constructed in the same way. Of course, this inter-immersion and new social reality is also supported by the physical location, props, and scenography, but mostly it is about the new world being played into being.
This is why larp is so often about community. As a form, larp lends itself particularly well to the study of networked interpersonal relationships. While larp is pretence, the relationships and interactions feel real, for they are real — even if they are fictional.
Consider an example of a character who undergoes a coming-of-age ceremony within a larp. The ceremony contains ritualistic elements that are made up for the larp, and the whole concept of becoming an adult is different in this society. One comes of age, say, at 50. The player has only been in this “society” for 30 hours, but when the ritual comes, it is devastatingly emotional for both character and player. He is touched by the care his society takes in him, feels apprehension at his new social role, and feels personal ownership of the ritual objects and texts. He reflects on these social processes in his real life and what they have meant to him.
In larp we are transported to another meaning, but we are there in our bodies. Larp is embodied. The play is in the body, and the body is, fully, in play. This is not just a linguistic point, but a concrete and physical thing. Larp design consciously addresses the body: sleep deprivation, discomfort or luxury, dance as communication, sensual and sexual play. Often, this means using sensations, exertion, or discomforts that cannot be ignored: the body is in the foreground when players need to march 25 kilometers in the wintry countryside as soldiers. But even a larp with players seated around a dinner table is equally embodied.
Philosopher Maurice Merleau-Ponty (1945) describes the body as “our general medium for having a world.” His writings in phenomenology (the field of philosophy investigating things as we experience them) have been invaluable to analysis of contemporary dance, particularly as dance spilled over from conventional stages and created choreography from natural movement of human crowds, everyday movements, and social interactions. He describes the social world as not an object or sum of objects, but “as a permanent field or dimension of existence.” In larp we create experiences that are emergent, inter-immersive, and embodied; it would be remiss to leave phenomenology out of an aesthetics of larp when we essentially use “being-in-the-world” as a designable surface.
The things that happen to our characters also happen to us. Yes, simulation does take place, but our bodies are moving and being moved, touching and being touched. This is, of course, also connected to the liveness. The experience is immediate. Even if larp is heightened and artificial, our bodies often do not distinguish between the artificially-induced and ‘the real’ — it’s all real. Larp pushes our buttons with bodily experiences: surprise, arousal, freshness, exploration, and neophilia. There is also the physical exhaustion of repetition, and embodied learning. Doing things for real, even when ‘the real’ is fictional, is a powerful aesthetic. When larpers speak of having had a beautiful larp, often they are talking about having had a meaningful sense of physical and mental engagement, presence, and authenticity.
Furthermore, larp is most beautiful when we are present not just in body, but in mind. Larpers talk about authenticity, generosity, and being present in the moment as being beautiful. These are all affirmations of existence — they say “I am here right now.” We can call that presence((Theatre director Herbert Blau (1982) has written eloquently about presence. His words resonate with the larp experience: “With mortality as a base, Presence is fragile, subject to change (and chance), yet persisting through that. Breath blood nerves brains, the metabolism of perception.”)). Being sensitive to the emotions around you, understanding the exact situation, creating the right character response, feeling the emotion.
Sometimes we see this as overcoming personal boundaries, being able to do something in larp one would not do outside it. Being vulnerable and open reduces the distance between the participant and the character they embody.
The idea of fully being in the present with all sense modalities is certainly part of doing something beautiful. However, even the term ‘beautiful to do’ is not without its problems — it is not necessary to do anything. Larpers talk about beautiful boredom. Those are moments when one is just chilling in the fictional world; present, and in character, but not doing anything. One is simply present and content, hanging out in the moment. Here it is important to note that beautiful boredom requires agency. If there is nothing to do, or if the agency of a participant is strictly limited, then the boredom is not pleasurable, meaningful, or beautiful.
However, being present in the moment is a bit more complicated than first might look, since the participant is present both as a player and a character. Everything is simultaneously real and not real, fictional and not fictional, authentic and representational. Playing larp is always reflexive, building on dual consciousness and bisociation. This is what enables larp to move beyond game-like goals such as winning, and significantly opens up the design space and aesthetic realm available for exploration. The player can win even if the character loses. This is not failure, but tragedy. This is a key difference between traditional games and role-playing games. Larpers call this friction between the character failing while the player has a meaningful experience positive negative experience (Hopeametsä 2008). Sometimes this is also called, tongue in cheek, Type 2 Fun. When players use terms like Type 2 Fun, it usually signifies that something has not been pleasurable, but it has been beautiful.
However, reflexivity also means that while the participant chooses to treat the fiction as real, they are also alienated from it, since they know that it is not real. Back in the mid-1990s, the ideal was to stay fully within the fiction from start to finish. While this kind of continuous illusion is still important, over the years the Nordic design ideals have drifted and now bisociation is recognized as an important part of the larp form as something to be played with (e.g. Pettersson 2006; Westerling & Hultman 2019)((Today, there is a valorization of the continuity of the experience, even if the in character continuity is disrupted.)). Nordic larp is Brechtian in the sense that the estrangement effect is built in due to this space for reflection between fiction and non-fiction (see also Levin 2020). This has created the space for metatechniques to design in the space between the player and the character. We also talk about playing close to home: creating a character that is very similar to the player to make the events in the larp feel more immediate. The term bleed is used to discuss how the emotions of the character travel (or bleed) into the player, or vice versa. Notice that bleed is not necessarily a negative experience, but something participants crave. They play in order to feel something (and then to reflect on those feelings, once they have some distance). It is also possible to consciously use larps as reflective tools, and play towards emancipatory bleed (Kemper 2020).
There is one further duality in larp: the participant is both the performer, and the director/ writer. The participant is living in the moment, being and performing, but also able to plan and steer playing in a way that makes sense in a larger context. This is another source of beauty in larp: narrative or structural excellence produced by meta-awareness. This means that the playing creates a satisfactory story (the term ‘story’ is used loosely here). We might see narrative forms like seeding and call back, closure, and fugue structure. This requires being in and out of the larp at the same time, experiencing it first hand, but also looking at it from a distance as a thing that will be a whole.
We can appreciate and get pleasure from moments of larp magic, from playing a world into being together, playing out interesting social dynamics, from physical pleasure of embodied play, from a sense of being present, generous towards, and vulnerable with others, and from the meta-awareness that we are creating something satisfying, either for our character’s arc, or the fictional world as a whole. We can also find pleasure in our ability to steer in a larp by acknowledging our dual consciousness and playing with it. Of course, the question we have not answered is why we find these things beautiful. Those answers may take us deep into psychology, physiology, and anthropology, and they are likely to remain as slippery as similar enquiries about dancing and architecture. But to develop an aesthetic theory of larp, we must first be descriptive, not causal. We can say ”larpers say they find this beautiful” without knowing why.
On Dualism and Failure
In this article, we have divided the beauty in larp into the seeing and doing. This division is practical when we consider whether “this is beautiful” or “that is beautiful”. Are we looking for beauty that exists without our participation beyond witnessing it, or beauty that exists only when we are integrated into it?
If we take the binary to its extremes, we can still find beauty. For example, when considering performative excellence, we see sometimes the appreciation of a performance or other pre-created piece takes us out of the work. If a participant is performing their character perfectly, but it feels like acting and not larping, it puts us in a different position. It moves us from co-creator to viewer. The player-participants, at least temporarily, are not part of the thing they are appreciating. This is just beautiful to see, this is ‘that’.
On the other hand, when we are very deeply engrossed in the larp, we may find ourselves in a state where we are only lightly conscious of the fact that this activity is framed as fictional; our emotions and thoughts feel like there is no distinction between the self and character. In such moments, we do not reflect and have no meta-awareness of other players’ experiences. This, and it is ‘this’, is just beautiful to do.
However, this dualism is purely an analytical distinction. It is a model we have constructed to understand larp; it is not the reality of larping. None of the analytical dichotomies we have used are ‘real’, but attempts at mapping the terrain of actual larp experience. A speech by a queen in a larp might be performed beautifully, but is also touching, meaningful, and so rooted in the social moment, that it is beautiful as something we are doing together. After all, the queen is a queen, because we are playing that she is — we are playing a world into being. And we are aware, in the moment, that there is a beauty to playing this world into being together with others, right now. This comes close to what Levin (2020) discussed as metareflection, and it is the space where most beauty occurs in larp.
Finally, one way to look for beauty is to consider its opposite. When is there an absence of beauty? When are larps ugly? It is not beautiful when we are aware that we have no agency. It is not beautiful when we do not connect with our co-players. It is not beautiful when the physical setting does not support play. It is awful to be cold and hungry unless we are meant to be cold and hungry. It is not beautiful when we are lonely in a larp. It is ugly when we feel disconnected from our own character, and that speaking and acting is “work” all the time. It is not beautiful when we are emotionally disengaged. There is no beauty when we physically cannot take part. It is not beautiful when the world played into being is disjointed, disappointing, or never shows up at all. It is not beautiful if we have a good time but our co-players do not.
These are our failure modes, our ugly spots. But they are also sites to invite beauty to appear. Risk is important as it implies commitment; vulnerability is beautiful because it contains the possibility of rejection; presence is beautiful because it defies absence, refusal, and death.
Coda
Larp is both beautiful to see and beautiful to do. Participants can appreciate the performative excellence of individual performances and other skilful exhibitions, there is a visual surface that can be enthralling regardless of the context, and certainly there is the intricate work in crafting the rule-bound bespoke design. These elements we can appreciate from afar, as an audience, whether we are also participants, or even just someone going through larp documentation, be it design documents (larp-as-designed), photographs, video, written reflections, or costumes (larp-as-remembered).
The larp as played, for the participants, has three additional ways to encounter beauty. In larp, the participants mutually play a world into being by improvising within the rules and structures given by the design, partaking in emergent co-creation through play and inter-immersion. Furthermore, participants engage in vulnerable and generous play while being mindful, embodied, and present. Yet they also remain reflexive about the conceit of larp and strive for structural and narrative excellence.
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