Tag: Featured

  • Solmukohta 2020 Summary

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    Solmukohta 2020 Summary

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    Nordiclarp.org

    Solmukohta 2020 is over and you can find all the talks here! This years Finnish edition of the Nordic larp conference Knutepunkt was held online, as the Covid-19 pandemic made physically meeting up impossible.

    The program was streamed as video and we’ve gathered all recordings of talks here, together with transcripts and slides where available.

    If you want to talk to others about the program content we suggest joining the Facebook groups Nordic Larp Community and Larpers BFF, as well as the #solmukohta2020 hashtag on Twitter.

    Keynotes

    Solmukohta 2020 Keynote speakers: Kjell Hedgard Hugaas, Sarah Lynne Bowman, Usva Seregina and Jonaya Kemper.

    Sarah Lynne Bowman – Integrating Larp Experiences

    In this keynote, Dr. Sarah Lynne Bowman will discuss the importance of integration practices for concretizing and completing transformative processes after larps end and daily life resumes. She will present different techniques for integrating transformative experiences into our off-game lives, including creative expression, intellectual analysis, emotional processing, mindful transitioning to daily life, interpersonal processing, and community building.

    Transcript:
    https://nordiclarp.org/2020/04/10/solmukohta-2020-keynote-sarah-lynne-bowman-integrating-larp-experiences

    Article associated with the talk:
    https://nordiclarp.org/2019/12/10/transformative-role-play-design-implementation-and-integration/

    Kjell Hedgard Hugaas – Designing for Transformative Impacts

    In this keynote, Kjell Hedgard Hugaas will make the case for why we should design larps that invite the potential for transformative impacts on players. He will discuss the importance of transparency and intentionality when designing for impacts in domains such as emotional processing, social cohesion, educational goals, and political aims.

    Transcript:
    https://nordiclarp.org/2020/04/10/solmukohta-2020-keynote-designing-for-transformative-impacts

    Slides:
    Designing for Transformative Impacts — Kjelll Hedgard Hugaas (Solmukohta 2020)

    Link to article mentioned in talk:
    https://nordiclarp.org/2019/12/10/transformative-role-play-design-implementation-and-integration/

    Usva Seregina – The Future of Larp as a Commodity

    Jonaya Kemper – Building on Our Own Ashes: Larp as a Decolonization Tool

    Futurespectives

    It’s a retrospective – from the year 2040! Six speakers tell us what’s happened in their world of larp “in the past 10 years”.

    Solmukohta 2020 Futurespective speakers: Erik Winther Paisley, Eleanor Saitta, Eirik Fatland, Johanna Koljonen, Sharon Underberg and Karolina Fedyk.

    Futurespective: Eirik Fatland

    Futurespective: Johanna Koljonen

    Futurespective: Karolina Fedyk

    Futurespective: Sharon Underberg

    Transcript:
    https://nordiclarp.org/2020/04/10/solmukohta-2020-futurespective-sharon-underberg

    Futurespective: Eleanor Saitta

    Futurespective: Erik Winther Paisley

    Other

    Janina Kahela – The Inbetweeners – Teens in Larps

    Larps and larp related events have started to become more common for children, but there’s a gap between ages 12 and 18. They’re not children anymore, yet not old enough to attend adult-themed larps. We are at risk of losing this age group if there are no games for them, when there’s often no big reason to exclude them. Janina Kahela has organized several larps for children and separately for teens as participants of “grown up larps”. After a short intro the program will host open discussion in the comment section on the subject.

    Kaisa Kangas – Seaside Prison – Designing Larp for Wider Cultural Audiences

    Seaside Prison is a blackbox larp financially supported by Finnish Cultural Foundation, about life in Gaza. Lately, art and entertainment in general have been going towards interactive and immersive dimensions, and there has been interest towards the larp toolbox among, for example, performance artists. However, wider cultural audiences often find traditional larps hard to approach since they take a lot of time and require preparation. One of the ideas behind Seaside Prison is to create a package that is easier to approach. The larp is run in a theatre environment and employs sound, light, and video projection. Could this be a joint future for larp and theatre? In this talk we discuss how the larp was created, its aims, and the possible futures for larp in the culture establishment.

    Q&A from the original viewing at Solmukohta 2020 Online event:
    https://nordiclarp.org/2020/04/10/solmukohta-2020-kaisa-kangas-seaside-prison-designing-larp-for-wider-cultural-audiences

    Mátyás Hartyándi – Larp – Oddity, Hypernym or what?

    A talk about the future and self-definition of larps for those who are interested in overlapping activities and/or multidisciplinary cooperations. As the meaning and praxis of Nordic larps evolved and expanded during the last two decades, some of its larps became nearly indistinguishable from other established forms of role-playing (e.g. process drama or socio drama). Is this a bug or a feature? What type of relations can enrich larp? And (how) should we react to these changes? Larp has the potential to become a new, inclusive, and all-encompassing umbrella movement, but inbred ignorance in its circles might also limit its recognition in favor of more established forms. How can the larp movement stay geniune yet be open to change? And what kind of role should larping take in the eyes of outsiders?

    Slides:
    Larp_ Oddity, Hypernym or What_ (SK2020)

    Q&A from the original viewing at Solmukohta 2020 Online event:
    https://nordiclarp.org/2020/04/10/solmukohta-2020-matyas-hartyandi-larp-oddity-hypernym-or-what

    Julia Greip – Safewords for Brave Spaces

    Content warning: sexual assault

    In this talk, the speaker will offer an overview and typology of different kinds of safewords and gestures currently in use, a consideration of what requirements and parameters need to be taken into account in choosing safewords for a larp, and an evaluation of benefits, risks and problems that might arise with different types of safewords.

    The focus is on finding safewords that contribute to the creation of a “brave space”.

    Alessandro G. – Designing Nostalgia – Techniques for Larp about Memory and Ageing

    In this talk we will explore how larp design can deal with memory, past, and ageing. Is it possible to use those factors to enhance our larp experience? Are there specific techniques? Can we use nostalgia as a design tool? We will explore these themes and present design solutions and case studies based on sound, non-linear timelines, smell, objects, character writing and transpartent design. Expect a dynamic and enaging talk, open to questions.

    Charles Bo Nielsen – Bad Romance

    Content warning: sexual assault, violence

    How to use bad romance to play more comfortably with people you have less chemistry with. It can often be easier to play romance that doesn’t work out well, because it gives a good excuse to keep intimacy to a minimum while still having a lot of meaningful relational play. This talk will also include more non-binary examples, after some well founded critisism of that lacking in an earlier talk on romance. Expect lots of awkward romance memes!

    Jost L. Hansen – Solmukohta TV

    Solmukohta TV (also SKTV, KPTV, or SK-KPTV) is a sketch show about larpers, made by larpers. SK/KPTV is a tradition that started at Knudepunkt 2015 in Denmark. The show used to involve just the four host countries, but last year we opened up so any country can submit their videos to include even more people in the fun. This new tradition will continue at SK20. Come and watch whatever madness participants have come up with!

    Usva S. – Living or Larping Consumer Culture? Exploring the Commodification of Larp

    In the recent years, we have witnessed a definitive growth of the larp community and a growth in recognition of larp in wider culture as a legitimised activity. As larp begins to be more present in society, the wider culture also penetrates the social structures of larp as a community and an activity, one of the central outcomes of which is the commodification of larp. In this talk, I discuss how larp is becoming commodified, what that means, and what the repercussions of this development are for specific events as well as the community at large.

    Q&A from the original viewing at Solmukohta 2020 Online event:
    https://nordiclarp.org/2020/04/10/solmukohta-2020-living-or-larping-consumer-culture-exploring-the-commodification-of-larp

    Asya Volodina, Elena Ashmarina – Russian Roulette

    Content warning: loud noises

    Russians love mechanics and philosophy. In this talk, we’ll tell you about some best practices in Russian larp mechanics, and also explain how they work to enlighten these larps’ ideas or to move the story forward.

    Using music for fighting, origami for science, duct tape for flashbacks, pins for sex… we can continue this list forever!

    Mikko Heimola, Nino Hynninen, Jukka Seppänen – Shearing Sheep and Holding Ballots – Community Building in a Post-Apocalyptic Campaign

    Content warning: pandemic

    Second Year (Toinen vuosi) was a 4-part larp campaign about building a community of survivors immediately following an apocalyptic pandemic. The larp focused on community building and practical aspects of survival – how a group of strangers coordinates their interests, how norms and institutions develop over time, and how consultants build a chicken coop. The presentation discusses pros and cons of this setting for a larp and what aspects should be given special attention in larp design.

    Q&A from the original viewing at Solmukohta 2020 Online event:
    https://nordiclarp.org/2020/04/10/solmukohta-2020-shearing-sheep-and-holding-ballots-community-building-in-a-post-apocalyptic-campaign

    Eleanor Saitta, Johanna Koljonen, Martin Nielsen – Maps, Loops, and Larps

    Have you ever thought about what you actually do when you larp? How you understand the game around you and decide what to do next? Have you thought about that awkward period at the start of a game where nothing connects yet? In this talk, Johanna, Martin, and Eleanor will try to make sense of the way we manage information and make decisions during play.

    Slides:
    Maps, Loops, and Larps

    Q&A from the original viewing at Solmukohta 2020 Online event:
    https://nordiclarp.org/2020/04/10/solmukohta-2020-eleanor-saitta-johanna-koljonen-martin-nielsen-maps-loops-and-larps

    Elzbieta Glowacka, Karolina Fedyk – Never Prepared, Always Ready

    Numerous larps, particularly sandbox larps, give the players the opportunity to engage in preplay – be it short scenes in the form of play-by-forum rpg, memes, quizzes, or letters to and from the characters. Not all playing styles are conducive for preplay. While such tools can improve the experience, they are not for everyone, and in certain rare cases they might even affect the larp negatively. In our talk, we’d like to share our thoughts on how to recognise such situations and approach preplay, or lack thereof, in ways that will be beneficial for all the larp participants.

    This presentation aims to address alternative approaches to sandbox larp preparations and techniques of getting in character for people who can’t or don’t want to engage preplay in forms mentioned above, and more. It covers both exploration of one’s role and outward-oriented means of getting to know your character through costume, practical tools to approach character creation and designing character arcs. Finally, it addresses FOMO and ways of alleviating it, to make the game as enjoyable and memorable as possible. Might also contain topics of attention and focus, simple mnemotechniques, tools for relation building like mind maps, and onions.

    Lindsay Wolgel – Larp/Theatre Crossover in NYC

    This is a talk about the larp/theatre crossover work currently emerging in NYC, based on the projects Lindsay has been a part of in the past year as a professional actor in New York. Productions include Sinking Ship Creations’ Off-Off Broadway show The Mortality Machine, Calculations by Caroline Murphy of Incantrix Productions, OASIS Travel Agency (an immersive theatre/nightlife/alternate reality game blend with participatory elements by Silver Dream Factory) and more! Discussion includes the experience of being a hired facilitator/actor in these pieces as well as the trend of commercial “immersive experiences” in NYC.

    Read more: www.TheMortalityMachine.com

    Q&A from the original viewing at Solmukohta 2020 Online event:
    https://nordiclarp.org/2020/04/10/solmukohta-2020-lindsay-wolgel-larp-theatre-crossover-in-nyc

    Eevi Korhonen – Using Social Media in Larps

    From Twitter and Facebook to custom-created platforms, social media has been used in larp both in- and off-game. This talk looks at the various social media platforms, their pros and cons, and how they have been employed or faked in various larps. We also take a peek at the future of social media in larp.

    Kol Ford – Mind the Gap: Barriers to larping for people from backgrounds of structural poverty

    Larpers that come from a background of structural poverty face significant barriers when attempting to fully participate in larps. This talk looks at the challenges faced by such individuals both as participants and as organisers as well as presents the strategies developed by poorer larpers. By looking at the strategies that are already being adopted, we can see what we can all do as a community. Existing larp structures, such as subsidised tickets and crewing, work really well, but a lot more can be done!

    The talk is aimed at larpers who are interested in doing what they can to help larpers from poor backgrounds to participate. The goal is to open a discussion about what we can do to help more people feel welcome and included in our hobby. We will talk openly and frankly about the difficulties that we face as participants and organisers, as well as explore ways in which larpers are already addressing the above described problems. We will further explore common barriers faced by the various types of poverty, the unique problems faced by their different circumstances, and the benefits of widening participation to include people from poor backgrounds.

    Josefin Westborg, Anders Berned, Kol Ford, Mike Pohjola – 500 Magic Schools for Children and Youth

    This programme item brings together the NGOs, companies and other entities that run magic schools for kids and youth. Each organisation will be presented with a focus on what they have in common, what they do differently and why, and how they can inspire each other. The aim is to create knowledge exchange and inspire others to start up magic schools. One goal in the programme is to agree on when we would like to have 500 magic schools for kids in Europe (and how to get the funds to start it up).

    Q&A from the original viewing at Solmukohta 2020 Online event:
    https://nordiclarp.org/2020/04/10/solmukohta-2020-500-magic-schools-for-children-and-youth

    Mika Loponen – Turku Manifesto 20 Year Memorial Burnin’

    20 years after the first Solmukohta of the Millennium, we gather to celebrate the first great political act of Finnish larp: the publishing of The Turku Manifesto – and it’s subsequent burning as an act of political vandalism. Loved and loathed for two decades, the proponents and the opponents of the manifesto agree on one thing: no larp related work prior to the manifesto has affected the art form as deeply – nor has been discussed as heatedly and widely. At the 20 year memorial burning, we delve deeply into the uncompromising vision of the publication – and then burn the hell out of it. Hosted by Mika Loponen, the original arsonist, with A VERY SURPRISING SURPRISE GUEST!

    Chris Bergstresser – Peacock – a Global Larp Clearinghouse

    Getting information about larps in the hands of players is an ongoing struggle for organizers. And finding out what larps are being run is equally challenging for players. I have a proposal — and a prototype — for a larp clearinghouse named Peacock. It includes standards for larp data and a website to share that information.

    This talk will show the basic features of the system, along with the design decisions, to be followed by a discussion about the remaining steps to reach a public beta.

    Q&A from the original viewing at Solmukohta 2020 Online event:
    https://nordiclarp.org/2020/04/10/solmukohta-2020-chris-bergstresser-peacock-a-global-larp-clearinghouse

    Thomas B., Mélanie Dorey, Michael Freudenthal – Is Immersive Theatre the Future of Larp?

    Content warning: sexual assault

    Thomas B. is an opinionated connoisseur of larp, dilettante larpwright, and immersive theatre debutante. While repeatedly ranting about the word “immersive”, Thomas will cover highlights of larp-ish events such as Assassin’s Creed in Napoléon’s mausoleum, costume parties in Versailles, a murder mystery in the prison cell of the Marquis de Sade, physically chasing the plot train in NYC, and larping with unprepared actors in theatre basements. Mélanie & Michael co-wrote The Lost Generation, an immersive theatre party focused on seamless narrative design. They will present a vision from the field as well as examples from their design. All attendees welcome, no prior experience necessary.

    Q&A from the original viewing at Solmukohta 2020 Online event:
    https://nordiclarp.org/2020/04/10/solmukohta-2020-is-immersive-theatre-the-future-of-larp

    Herwig Kopp – Life As Bad Larp Design

    Content warning: loud noises, violence

    Late contribution. This video was not part of Solmukohta 2020 online programme.

    Let’s take a larp design perspective on our current (Western) life/culture, analysing the roles we get offered to play in our contemporary societies as if it were a Nordic Larp. What world design are we exposed to? Which factions, which campaigns can we choose? What conditions, items, and degrees of freedom are we given? Can we influence the narrative, goals, or ending? Through a game design perspective we might gain a deeper understanding of our agency, rewards, and challenges.

    All Talks

    You can also fin all talks in this YouTube playlist:


    Update 2020-05-01: Added “Life As Bad Larp Design” by Herwig Kopp.

  • Review of Larp Design: Creating Role-Play Experiences

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    Review of Larp Design: Creating Role-Play Experiences

    By

    Johan Dahlberg

    In 2006, I was 18 years old, and I organized my first larp: a three day fantasy larp set in the ongoing campaign of Gyllene Hjorten (Eng. The Golden Deer). All things considered, it went well, for the most part thanks to the players, who made sure they had fun. We did make one mistake that I still remember. We had failed to foresee that once the group of evil soldiers got their hands on the magical ring everyone was looking for, they might leave the area. This made sense for their characters to do. We, the designers, had failed to provide a reason for them to stay on site. We were lucky and this happened on the last night of the game, which meant it did not disrupt the larp too much. If Larp Design: Creating Role-Play Experiences had been around at the time, could we have avoided this mistake?

    The Larp Design book is gorgeous, with a striking cover and clean design. It is also massive with its 428 pages. Edited by Johanna Koljonen, Jaakko Stenros, Anne Serup Grove, Aina D. Skjønsfjell and Elin Nilsen, it contains a collection of essays about designing Nordic-style larp. With 66 authors from 10 different countries, it is an impressive feat. The stated goal is that the essays should be practical and useful for beginners as well as experienced designers.

    The content is divided into five parts:

    1. The Foundations of Larp Design, where the basics of larp design are introduced.
    2. Designing What Happens Before Runtime, which contains advice on things such as communication before an event and how to run workshops.
    3. Designing the Runtime. This part makes up the bulk of the book and deals with a wide breadth of topics from character design to questions of signaling consent.
    4. After Runtime. This is a short section covering post-play activities and how to gather player feedback.
    5. How to Export Nordic Larp. The final part is also very short, covering Nordic larp in other larp and art traditions.

    Front cover of the Larp Design book with an artistic background

    The book starts off with an introduction to the foundations of larp design. It then goes on to outline how to design what happens before, during, and after the runtime of a larp. The final part is a discussion of how Nordic larp can interact with other larp traditions, and how to collaborate with other art forms.

    The essays range from offering concrete advice to providing perspectives to consider. An example of the former is the essay on “How to Schedule the Participants’ Time on Site” by Alma Elofsson. How long are people able to stay still and listen? About 30 minutes. How often do you need to serve coffee to Nordic players? The answer is every 3 to 4 hours. While these questions might seem trivial, when they are botched, it can drag down an otherwise excellent larp experience.

    An example of an essay exploring perspectives on a more complex issue is “Designing for Queer and Trans Players” by Eleanor Saitta and Sebastian F. K. Svegaard. Here, the authors offer up questions to consider to make your larp more inclusive to queer and trans players, rather than offering clear cut answers to those questions. For example, they explore how statements like “this larp will not feature homophobia or transphobia” can be troublesome. While signaling inclusion, it also risks erasing the erasing the identities they are meant to include. It does so by removing the structures that created those identities to begin with. These questions are complex and this essay offer a starting point for thinking about them.

    Together the two examples above show the breath of questions explored in this book. There is so much great stuff in this book that it is difficult to decide what to highlight. Nevertheless, I would like to bring up three of my personal favorites. The first is “Basic Concepts in Larp Design” by Jaakko Stenros and Markus Montola. This is a succinct and elegant summary of the subject and its terminology. As part of the introductory chapter of the book and to the field as a whole, it is indispensable. For those that have read the existing literature surrounding Nordic larp, such as the Knutepunkt books, much of this will be familiar. However, for someone just getting acquainted with larp design, inter-immersion, steering, and herd competence, may be new concepts. Readers can see the entire glossary for the book here.

    The second one is “Functional Design” by Kaisa Kangas. This essay states that “a functional larp design is one where the players have meaningful things to do during the larp, and where those things serve a purpose in the larp as a whole” (p. 143) whereby Kangas manages to capture the crux of larp design in one sentence. How can designers make sure that the things that the characters do in the fiction are actually doable in the larp? How can they balance playability vs. plausibility? The essay explores these questions with the help of a well-selected set of examples.

    Finally, I very much enjoyed “Spatial Design for Larps” by Søren Ebbehøj, Signe Løndahl Hertel, and Jonas Trier-Knudsen. This essay opened my eyes in a new way to how the space in which a larp is set shapes play. For example, they suggest that using a smaller space will catalyze tensions and facilitate play focused on relationships and interpersonal conflict. And this comes with the added benefit of saving money on rent. What is there not to like?

    A number of practical anecdotes are mixed in with the essays. In these, larp designers tell a story and make a judgment on whether they “nailed it” or “failed it.” Most of these are absolute gold, especially the ones describing failures. For the novice, there is plenty to learn there, and I am sure there are many veteran larp designers smiling at how they themselves made the same mistakes.

    The Larp Design book in front of a bookshelf

    There are a few minor things to grumble about. There are some unfortunate typos, and I find the sans-serif font in the section introductions difficult to read. My main criticism of this book is that, at least at the time of writing, it is very difficult to get a hold of. To fulfill its full potential this book needs to reach people outside of those that attended the Knudepunkt 2019 conference. Otherwise it risks primarily preaching to the choir. The good news is that according to the editors, while the book is currently out of print, it will be made available in 2020. To be kept up to date on release information, sign up by clicking this link

    Is anything missing? To my mind, there are two things. The first one is an essay about writing larp scripts. In an age when more and more larps are run more than once, and often by different people, advice on how to efficiently document the organizing materials for a game would be useful. The second thing I miss is a discussion about running a series of connected larps. Others will certainly find other things they would have liked to see included — with that said, this book covers a lot, and leaves few stones unturned.

    Larp Design sets out to be a practical book and it hits the mark. For absolute beginners, it might be a little bit too much to chew off. I imagine it would be a lot to take in for someone with no practical design experience. That said, I do think this is a book that has plenty to offer for anyone interested in larp design, from the beginner to the experienced. I sincerely hope it will be more easily available. That way, future 18 year-olds might realize how to make the evil soldiers stay on-site.

    Credits

    Editors: Johanna Koljonen, Jaakko Stenros, Anne Serup Grove, Aina D. Skjønsfjell and Elin Nilsen

    Complete list of contributors

    Cover artist: Anne Serup Grove

    Country: Denmark

    Language: English

    Published: 2019

    Publisher: Landsforeningen Bifrost

    Pages: 428

    References

    Johanna Koljonen, Jaakko Stenros, Anne Serup Grove, Aina D. Skjønsfjell, and Elin Nilsen, eds. 2019. Larp Design: Creating Role-Play Experiences. Copenhagen, Denmark: Landsforeningen Bifrost.

  • Overview of Edu-Larp Conference 2019

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    Overview of Edu-Larp Conference 2019

    By

    Katrin Geneuss

    Edu-larp can be described as implementing live-action role-playing games in formal or informal educational contexts, “used to impart pre-determined pedagogical or didactic content” (Balzer & Kurz 2015). The aim of the Edu-larp Conference 2019 was to present and discuss recent international research as well as share best practice examples or innovative formats of edu-larp.The first edu-larp conference was held in 2014 in Sweden, organized by Carolina Dahlberg. From single workshops at the Nordic Larp Conferences Knudepunkt dealing with edu-larp, Carolina took to actually making a separate conference, taking place before the main event. In consecutive years, the edu-larp conference has been running every year since and will again in Finland 2020. Edu-larp conferences have also been hosted in the United States in a similar setup as the ones in the Nordic countries. They have taken place the day before the Living Games Conference, the US larpers’ version of Knudepunkt, and were hosted in 2016 (Austin, Texas) and 2018 (Boston, Massachussetts).

    The Edu-larp Conference 2019 was held at Ungdomshuset in Odense (Denmark) on 7 February 2019 from 9-17. The organizers (Muriel Algayres, Charles Bo Nielsen, and Katrin Geneuss) had sent out an open call for papers via social media and all proposals were accepted. There were eight presentations in total, spanning research and development projects, as well as reports on specific ways of facilitating edu-larps and of implementing future projects. Furthermore, three workshops were held (described below) and the program included an optional trip to Efterskolen Epos, a boarding school that uses edu-larp as one of its teaching tools.

    This article contains summaries of presentations, workshops, and the trip to Efterskolen Epos.

    Photo of Josefin Westborg
    Josefin Westborg

    Summary of the Eight Presentations

    Josefin Westborg presented results from her bachelor’s thesis in a talk entitled “Who Sees What? Perceived Learning Areas After Participating in an Edu-larp.” Applying the model of Hammer et al. (2018), she handed out an existing survey using the constructs 1) portraying a character, 2) Manipulation a fictional world, 3) Altered sense of reality, and 4) Shared imagination. Further, she conducted qualitative interviews with four edu-larp participants who had different functions in the games. Their perceptions about learning from edu-larps are similar, regardless if they were a student or a teacher. The important factor seems to be how immersed a participant is in the larp. Based on her work, Westborg suggests adding the constructs agency and personal growth to the model of Hammer et al. (2018).

    Carola Nebe from the German association Waldritter e.V. presented a short film which was produced to explain the method of edu-larp to an audience who might not be familiar with the technique. It can be found here.

    Photo of Carola Nebe
    Carola Nebe

    Olivia Fischer from the College of Teacher Education in Vienna (PH Wien) presented a format for how to introduce edu-larp as a teaching method in teacher education. In short, she first explains edu-larp as a concept and then lets students participate in edu-larps with different purposes and focuses relevant to education. She proposed among other things that edu-larps holds potential for raising student self-efficacy, which concerns “people’s beliefs in their ability to influence events that affect their lives” (Bandura, 2010, p. 1) and contributing to “Bildung,” which refers to a tradition of self-cultivation, personal maturation, and identity development, which only to a certain extent can be translated with “literacy.”

    Photo of Olivia Fischer
    Olivia Fischer

    Katrin Geneuss presented parts of results from her PhD thesis “Die waren ja mittendrin! Ganzheitliches Lernen im Rollenspiel EduLARP” (Geneuss 2019). She focused on difficulties associated with using edu-larps during regular lessons of German, History, and Philosophy in Bavaria. Through semi-narrative interviews, she found that pedagogues were concerned with the perceived effort/result-ratio, meaning that edu-larps take a lot of time to design and to facilitate, but the learning outcome is difficult to measure. This connects to another challenge, which is how to set grades on the student’s performance. To meet the teacher’s needs and to decrease the time of preparation, it would be of help to offer ready-to-play material, as can be found here. Despite those and other minor concerns, the thesis reported that due to the high degree of motivation and active involvement of the students, the STARS-project in Munich is appreciated by teachers and pupils alike.

    Photo of Katrin Geneuss
    Katrin Geneuss

    Muriel Algayres presented the results of the introduction of a role-playing game activity for secondary class students in History (Algayres 2019). She compared intrinsic and self determined motivation (see Ryan & Deci 2017) for a group of students involved in the activity with a control group. Though the quantitative levels of intrinsic and self-determined motivation were higher for the group of students involved in the activity, the sample of students was too small to establish statistical significance. However, based on the positive results, she highlighted the potential for educational role-playing games to increase intrinsic motivation in students.

    Photo of Andrea Castellani
    Andrea Castellani

    Andrea Castellani and Matteo Bisanti gave an overview over the Italian larp conference Edularp.it, which in its first year featured talks by 13 different speakers. Further, they presented Il Congegno di Leonardo, which is an edu-larp organization in Italy. Initially focusing on edu-larps for science education in secondary schools, they are currently expanding activities into other subjects and other target groups (primary school pupils, larpers, the general public, etc).

    Photo of Matteo Bisanti
    Matteo Bisanti

    Jannick Trolliet introduced the audience to how edu-larp is used in Swiss holiday camps with youths. He pointed out that the remote location invites children and young adults to explore the natural environment as well as physical interaction.

    Qla Zetterling from the Swedish company Lajvverkstaden summarized the project From Russia with Love in Belarus, where he facilitated edu-larps to teach sexual education in orphanages. Edu-larp can be a necessary vehicle to talk about topics that are socially not accepted or taboo otherwise.

    Photo of Qla Zetterling
    Qla Zetterling

    Workshops

    Between the sets of presentations, the participants were offered three mid-day workshops. On the workshop on research, which was led by Sarah Lynne Bowman and Katrin Geneuss, participants worked together on definitions and terminology, as well as on making a map of participant research intentions and methodologies. This workshop showed that from a research perspective, edu-larps as a field of research is diverse and fragmented both in terms of the topics and methods used, when applying edu-larp in formal or informal settings. Furthermore, qualitative research in edu-larp makes use of a variety of theoretical and methodological perspectives, for example, thematic analysis (see Braun & Clarke, 2006), grounded theory (see Strauss & Corbin 1997), action research (see Stringer 2008), ethnography (see Balsiger & Lambelet 2014), motivation theory (see Ryan & Deci 2017), and network analysis (see Bruun & Evans 2018). These are some of the perspectives in use to answer equally diverse research questions. Many participants were in the beginning of their research careers and/or had edu-larps as one of many research interests. As can be expected from a budding field, researchers seem to bring in the theories and methodologies they know from other more or less related fields.

    sticky notes on a whiteboard brainstorming the academic field of edu-larp

    Another workshop was lead by Olivia Fischer, and was concerned with implementing drama techniques and edu-larps in teacher education. This workshop featured many hands-on exercises for the participants, several of which were inspired by improvisational theatre. A third workshop on edu-larp design was lead by Charles Bo Nielsen. The workshop to the format of what can be called “a larp jam:” Starting with a brainstorm of ideas from common “idea points,” the workshop participants proceeded to team up and develop ideas further. As an end product, the developed ideas were narrowed down by participants to finalized pitches, which were presented to the overall audience of the conference.

    Visit to Efterskolen Epos

    The conference had an optional add-on: the audience was offered a trip to the Danish boarding school Efterskolen Epos. It is one of two secondary schools in Denmark using role-playing games as an integrated part of their teaching strategy. The trip was co-organized by Esben Wilstrup and Charles Bo Nielsen. At Efterskolen Epos, participants engaged in joint discussions with pupils as well as teachers from the school. This gave different perspectives on how the school utilizes both pupil and teacher resources when designing games from which students may acquire knowledge, skills, and competencies required by the Danish school system (grades 9 – 10). In Denmark, an “efterskole” (the literal translation from Danish is “after school”) is a government-funded institution that acts as a transitional boarding school to prepare lower secondary students (8th, 9th, and 10th graders in the Danish school system) for upper secondary school. An “efterskole” usually has a focus, often related to particular fields of interest, such as sports, music, outdoors, or larp. This focus is often accompanied by a pedagogical vision and practice. As a government funded school, Efterskolen Epos follows the standard educational regulations of 9-10th grade including regulations for exams and grades.

    participants brainstorming in the edu-larp workshop 2019
    Participants in a workshop at the Edu-Larp Conference 2019. Photo by Anders Berner

    Outlook

    The variation of the contributions to the edu-larp conference indicates that larp as an educational tool is applied in many different contexts, ranging from holiday camps to courses at colleges for teacher education. These formal and informal learning and teaching strategies demand well-trained teachers and facilitators, which is why multiple programs need to be developed. Research in edu-larps may be seen as a new bud in the young fields of game-based learning and gamification. As such, research in edu-larps is diverse both in terms of research questions and methods. Furthermore, research in edu-larps seems to be intimately tied to teacher practice and development of unique edu-larps, rather than investigations of standard materials. Finally and linked to the last point, the field has a great and diverse interdisciplinary potential, both in terms of research and design. As mentioned previously, this potential of edu-larp among others touches the fields of performative studies, drama education (Heathcote & Bolton 1995), and psychology, as well as interdisciplinary teaching, where edu-larps may help link, for example, the Humanities and the Sciences.

    References

    Algayres, Muriel. 2018. “A Study of Active Learning in Educational Roleplaying Games and Students’ Motivation.” Proceedings from the TAL2018 Conference, Syddansk University, 2018.

    Balsiger, Philip, and Alexandre Lambelet. 2014. “Participant Observation.” In Methodological Practices in Social Movement Research, edited by Donatella Della Porta, 144-172. Oxford: Oxford University Press.

    Balzer, Muriel, and Julia Kurz. 2015. “Learning by Playing. Larp as a Teaching Method.” Nordiclarp.org. Last modified March 4.

    Bandura, Albert. 2010. “Self‐efficacy.” In The Corsini Encyclopedia of Psychology 1-3.

    Braun, Virgina, and Victoria Clarke. 2006. “Using Thematic Analysis in Psychology.” Qualitative Research in Psychology 3, no. 2: 77-101.

    Bruun, Jesper, and Robert Evans. 2018. “Network Analysis as a Research Methodology in Science Education Research.” Pedagogika 68, no. 2: 201-217.

    Geneuss, Katrin. (2019). „Die waren ja mittendrin!“ Ganzheitliches Lernen im Rollenspiel EduLARP. Grundlagen – Wirkungen – Einsatz im Deutschunterricht. Elektronische Hochschulschriften: Ludwig-Maximilians-Universität München.

    Hammer, Jessica, To, Alexandra, Schrier, Karen, Bowman, Sarah Lynne, and Geoff Kaufman. 2018. “Learning and Role-Playing Games.” In Role-Playing Game Studies: Transmedia Foundations, edited by José P. Zagal and Sebastian Deterding, 283-299. New York: Routledge.

    Heathcote, Dorothy, and Gavin M. Bolton. 1995. Drama for Learning. Portsmouth, NH: Heinemann.

    Ryan, Richard M., and Edward L. Deci. 2017. Self-Determination Theory: Basic Psychological Needs in Motivation, Development, and Wellness. Guilford Publications.

    Strauss, Anselm, and Corbin, Juliet M. 1997. Grounded Theory in Practice. Sage.

    Stringer, Ernie T. 2008. Action Research in Education. Upper Saddle River, NJ: Pearson Prentice Hall.


    Cover photo: Muriel Algayres in the foreground, Katrin Geneuss and Charles Bo Nielsen presenting.

    Editor: Elina Gouliou

  • On the Commodification of Larp

    Published on

    in

    On the Commodification of Larp

    By

    Usva Seregina

    Note: a French translation of this article appears at https://ptgptb.fr/marchandisation-du-gn

    This article explores the development of larp as an activity and a community in the face of a growing tendency of contemporary culture to become commodified. Through presenting the wider cultural setting of consumer culture and its impact on larp, the article proposes a variety of characteristics and developments that have lead to the commodification of larp. The author investigates the positive and negative influences of commodification on larp and questions whether this is a direction we wish to be taking as a community.

    In recent years, we have witnessed a definitive growth of the larp community and a growth in recognition of larp in wider culture as a legitimized activity. As larp begins to be more present in society, the wider culture also penetrates the social structures of larp as a community and an activity, one of the central outcomes of which is the commodification of larp. In this article, I discuss how larp is becoming commodified, what that means, and what the repercussions of this development are for specific events as well as the community at large.

    To begin discussing the commodification of larp, it is first important to define commodification. Commodification is the process by which an object, a behaviour, an interaction, or really just about anything becomes a commodity that we consume in the role of a consumer. Consumption is often mistakenly equated with buying or with accumulating material possessions, but the purchase of goods is only a small element of consumption, with the desires, values, and experiences that we interact with via an act of consumption taking a more important role. Consumption is an act of establishing one’s self, one’s agency, and one’s place in the world through a process of making choices and evaluating alternatives. It is at its core a relationship to the world: a power structure, in which the consumer appropriates the commodity. In this setup, commodification can be seen as the process of objectifying something with the aim of appropriating it. Such consumption-oriented logic largely penetrates contemporary Western society, forming what is often called consumer culture. The power structures of consumer culture emerge in previously non-commercial settings, such as citizenship, public services, local communities, and interpersonal relationships (following Slater 1997; Baudrillard 1998; Bauman 2001; Cohen 2003). I believe that such consumption-oriented logic is also seeping into larp.

    Larp has largely managed to ideologically exist on the outskirts of consumer culture, mainly due to its previously marginalized and almost hidden nature from the perspective of mainstream culture. Perhaps because of small budgets and a lack of existing blueprints for organization, larp has always been a very communal activity, in which everyone has been required to pitch in and thus literally create events together. This includes both the content of the larp itself as well as many of the practicalities surrounding event organisation. As larpers often stress, no one has a “lead part” in larp, but it is rather working together and supporting one another that is the main attraction of the activity. This allows for an extremely egalitarian power structure, as individuals co-create the performance together and thus share power, responsibility, and benefits.

    A commodified larp sees a change in the relationship between a larper and a larp, where the larper becomes a consumer that appropriates the larp as a commodity. The power structure shifts significantly, as larpers now relinquish their power to co-create in return for social legitimization, wider accessibility, growth, and development of larp as an activity. This is not a power structure that is necessarily consciously taken on, but one that is enacted through changed responsibilities and focus of engagement. In practice, commodification emerges through how we approach a larp, how we engage in its performance, and what we expect from the event as well as its participants and organizers.

    a treasure chest with many coins

    How is Larp Becoming a Commodity?

    I propose that there are a number of factors that have contributed to the commodification of larp. Firstly, I believe that media coverage as well as a wider acknowledgement of larp as an activity aids its commodification. In acceptance by the wider culture, we have inadvertently begun to be a more intertwined part of it. We naturally begin to take on forms of consumer culture, as this is what we have all been acculturated into. Media coverage is by no means a bad thing: it has helped larp gain a better standing in wider society, allowed for novel funding and collaboration opportunities, and eased access into the community. At the same time, however, media coverage helps to objectify larp (as I will elaborate below) and bring in a wide array of actors from outside the community, most often with profit-making aims. For instance, we now see larp-like events organized by companies run by individuals with little knowledge of larp. The most prominent example of this is Disneyland’s Star Wars: Galaxy’s Edge, the designers of which have taken on elements of larp to create interactive theme park experiences.

    Secondly, larp has seen a growth in interest toward it, which contributes greatly to the commodification of larp, as a growing demand requires us to reconfigure how events are organized and pushes us toward professionalization. If an event is geared toward hundreds of people rather than dozens, commodification becomes an issue of handling practicalities. Instead of communal cooking, it becomes more logical to hire catering; instead of having everyone clean up together, it is easier to pay a cleaning company; etc. Bigger larps also become more ambitious in terms of providing a more realistic experience, engaging detailed propping, make-up, lighting, machinery, and space construction to name a few. As Harviainen (2013) has explored in detail, any larp event requires management, even if it is not often acknowledged as such. Yet bigger larps require acknowledged professional organization for them to work.

    We can see a clear strive toward professionalization of larp through an influx of high-budget, high-production value larps, which have ironically been given a commodified name of “blockbuster larps.” These are often either directly based on or at least heavily borrow from popular media franchises, such as Harry Potter, Downton Abbey, X-men, or Hunger Games (on blockbuster larp, see Fatland and Montola 2015). In line with the common misconception of consumption as purchasing, it is important to stress that the commodification of larp does not go directly hand in hand with the professionalisation of larp. Hence, I do not believe that blockbuster larps are the cause of commodification so much as they are a symptom of the commodification already taking place. Nevertheless, the growing presence of blockbuster larps clearly supports further commodification of larp. Such larps take place in bigger and fancier venues, with large groups of staff and/or volunteers that take care of cleaning, catering, decorating, and propping. Consequently, the expectations for customer service rise, with larp slowly becoming more of a service rather than a communal experience. The large scale of production also raises standards and expectations for larp, as well as sets certain “procedures” for events, thus further objectifying the practice by solidifying the form larp should take.

    As larps become more and more professionally organized, the role of a participant diminishes in terms of any practicalities surrounding an event. It may seem silly to say that larp becomes commodified because we are less involved in doing chores, but such lack of physical engagement leads to less time forming bonds among participants and with the space that we interact in together. Similar issues can be seen in wider consumer culture, where we increasingly “buy back” our leisure time through convenience commodities such a microwave meals or cleaning services. We become seemingly free from chores, but we also lose touch with the materiality of our world and our ability to engage in it practically, as we no longer know how to create or fix many of the things that surround us (Frayne 2015).

    a pocket watch, treasure chest and many coins

    The attitude of diminished responsibility easily transfers from the practicalities surrounding larp organization to activities involving the content of the larp. For instance, while previously larps would assume for you to obtain your own costume, there is now a growing possibility to rent or buy ready costumes from organizers. Of course, organizer-provided costuming can in itself become a communal endeavour or help alleviate stress about high standards for props, yet such ”add-on services” do make it easy to just show up to the event without preparing much, without talking to other larpers, without taking the time to read up on larp materials. In the same way that we buy back our free time from practicalities, we seem to buy back our time from preparation for larp, making more “efficient use” of our resources.

    Many new participants may also not be fully aware of what they are signing up to and what they are expected of at events. This results in situations where more experienced larpers feel as if they are providing entertainment for those who only engage passively. This seems to be especially common for larps based on popular media franchises, as they attract fans wishing to purchase an experience of their favourite fantasy world. Of course, it is completely okay for newcomers to need an introduction to the practices of a new activity they are engaging in and it is the role of any community to mentor its new members, but this can become an overwhelming task when expectations clash violently.

    Thirdly, we are objectifying larp more and more, which makes it easier for larp to be commodified. The most obvious examples include things like “fan products,” such as t-shirts or patches that are now visibly present at larp events. The marketing of larps is also taking on new levels, with larps often having trailers, distributed print ads, as well as planned and timed social media communication plans (e.g., every week new information about a larp is revealed). On a wider level, larp also becomes the focus of various social media channels, such as video blogs, with individuals gaining the possibility to experience larp though photos and videos without actually being there.

    We can also see objectification in how our language is changing in regards to larp. For instance, larpers will now talk about “buying a ticket” to a larp rather than “signing up” to a larp. Larpers will also refer to events fulfilling intended experiences or expectations, as if they were purchasing a service. Language both reflects and influences our mindset and attitudes, pointing to the shifting nature of our relationship to larp.

    More subtle forms of objectification can be seen in the documentation of larp. It is now extremely common for larps to be photographed or even filmed. One of the defining aspects of larp has always been its ephemeral nature: it only exists while it is being performed, with its meaning emerging in the interaction among participants (Auslander 2008). In documenting these fleeting performances as much as we do, we begin to condense and fragment the live performance, freezing it in time to concretize its meaning. Larp now gains an objective truth to its experience, which can be revisited at one’s convenience. Documentation is further used for marketing purposes to sell tickets to larps, as well as to secure funding and expensive venues for future events. Such objectification can easily slip into repeatability of experience or even its mass production, which may cause us to lose creative and lively aspects of larp.

    A person's hands over a plant growing out of coins

    Fourthly and perhaps most importantly, commodification is driven by our own wish to be recognized and legitimized as a community and as an activity, which demands taking on power structures of consumer culture. This is especially visible in how we are organizing and communicating about larp. Larp is clearly becoming legally and financially much more organized, with various companies emerging that either organize larp events or help cater to them on some level. The foundation of companies has been explained by a need to get “ahead of the game,” which is completely understandable. With larp becoming more commonplace, many larpers rightfully fear that people outside the community will come in to create and take over a commercialized larp field. And we do see this happening, as I noted above. It is, however, unclear what it is that we fear they will steal from us. Money? Potential “customers?” The “brand name” of larp? Moreover, are we merely responding to an “outsider threat” or are we actually building larp into an activity geared toward efficiency and profit-making?

    In line with the above, there is a clear drive to make larp something to live on. Many individuals are striving to create jobs out of larp, with the formation of companies being the first clear step in that direction. While this is a noble idea, in practice we must face the issue of transformation of power structures and the nature of interaction within the larp community once certain individuals begin to profit from larp. This brings us back to the cultural context that larp exists as part of. In our society, work is seen as the ultimate form of status and legitimization, which leads to a setting, in which activities and individuals performing those activities are not seen as valid before they are made productive and profitable (Frayne 2015; Mould 2018). As a result, many fields that are not originally commercialized see a clear development towards “careerization” of practices, that is, the creation of careers out of non-work activities. This allows for legitimization, but comes with a multitude of psychological and community disrupting issues (see e.g., Seregina and Weijo 2017). When larp becomes a job, the power structure between organizer and player shifts from shared responsibility for creating to one of exchange of an objectified and potentially repeatable experience.

    Larp always has and always will involve a lot of labor. As Jones, Koulu, and Torner (2016) describe, this involves a variety of activities, such as emotional labor, labor aimed at fulfilling self-actualization off-game or in-game, and labor aimed at fulfilling physiological and safety needs. It is important to stress that labor is not the same thing as work. Work is a formalised type of labor, which is done for a producer in exchange for capital and the result of which is a commodity that can be exchanged for capital by consumers. Labor, however, can exist outside of a work setting and its power structures. Hence, in making larp work, we transform the nature and power structures around the labor done as part of it.

    Jones, Koulu and Torner (2016) further note how problematic the organisation, distribution, and acknowledgement of labor is in larp, as many tasks go unnoticed while others require very specific skills or resources. Building on this, in professionalizing larp, duties previously open to any member of the community may become limited to professionals of that specific field. Moreover, as skilled workers become booked for professional projects, they may not have time or energy for other projects, heavily skewing the ability to organize larp to those with more economic and social capital. Who will be able to do labor (both in-game and off-game) in larp in the future if larp continues to be commodified and professionalized?

    Bucket of coins

    The Impact of Commodification

    If larp is indeed becoming commodified, what kind of impact does that have on the activity and on our community? To begin with the positive impact, a commodified larp becomes much more widely accessible and approachable. More people are able to access information about events, and it becomes easier for new larpers as well as larpers with various accessibility needs to engage in the activity. Moreover, larp becomes much more recognized and legitimized by the wider culture, giving larpers much more social capital in terms of what they spend their time, money, and energy on, as well as allowing the activity to be taken seriously in wider society. Larp as commodity further allows us the individualistic freedom that comes with consumer choice: we become absolute sovereigns in deciding what we want to gain out of the experience and how. This allows for steering and personalizing experiences to be in line with our desires.

    Commodification goes hand in hand with raised standards and expectations, as well as formalization of structures and organizational practices. Standardized, formalized practices allow for safer, predictable spaces of interaction for participants, both in terms of how to act themselves and what kind of behaviour to expect from others. The result is larp with better protection from harassment and less stress about preparation and/or expectations. At the same time, in building on existing blueprints for creating and managing experiences, organizers gain better tools for designing larp and engaging in more ambitious projects.

    Reflecting the above, consumption was intended to be an avenue for individual freedom and equality, as all parts of culture now become supposedly accessible to all regardless of class or status (Slater 1997; Cohen 2003). In reality, in its focus on liberal freedom, consumption is inherently individualistic and classist, leading to alienation, collapse of communality, and growing differences between layers of society. Following this, a commodified larp becomes chained by the limitations of consumer culture. Such larp involves focus on personal experience and personal gain, which leads to a lack of attachment or perceived responsibility, with individuals merely drifting from fancy to fancy. In the long run, this can lead to the collapse of a sense of connection and communality, as larpers begin feeling alienated in their focus on their own experiences. With no obligations to others, larp slowly turns into just one of the many consumer experiences that can be purchased and consumed at one’s leisure. A community can still be born in such a setting, but it becomes a subculture of consumption (Schouten and McAlexander 1995) or a brand community (Muniz and O’Guinn 2001), where connections are built through our link to the same commodity rather than through our direct relationships to one another.

    person with wrench moving a large gear
    Power house mechanic working on steam pump by Lewis Hine, public domain.

    Standardization of larp brings many advantages, but it also causes larp to become objectified and thus easily repeatable. In other words, larp runs the risk of becoming a service that can be replicated on an assembly line, thus losing much of its improvisational, creative, and lively nature. Similar developments have taken place in many creative fields, such as design of public space and academic research. Mould (2018) describes how creativity as a practice in general has become commodified and commercialized in today’s culture, with only specific, capitalised forms of creativity being valid. In becoming formalized, larp becomes easy and efficient, but may also lose many of its creative aspects.

    Professionalization of larp and the resultant raising costs associated with larp further encourage growing class differences among larpers, with certain high-profile larps becoming inaccessible to those without economic means. While at this time there are larps requiring different economic investments (with many larps being low-cost or even free), it is important to acknowledge that the inaccessibility of certain parts of larp as an activity strongly shifts the egalitarian power structures within the larp community. In effect, some larp becomes upper class and other larp becomes lower class. While sponsor tickets do exist and are a noble cause, they further mark us as participants of a different nature and a different class. Such tickets are also often of little help to larpers with less economic means, as inaccessibility does not always rely on the cost of the larp itself, but is also associated with such things as travel, planning of the care of dependants, or time taken off work. Yet the sponsorship itself may come along with praise, freebies, or sometimes even guaranteed spots and preferred characters, further raising the status of sponsors.

    In light of growing interest toward larp, the activity may also develop into a scarce commodity and hence become more coveted, objectified, and high-class. Scarcity is a central tool of commodification (Slater 1997), as it makes commodities more desirable and thus fuels our need to consume, often making something feel in short supply within a fragmenting context of abundance. If some larps become accessible only to the few because of economic and social difference and the number of potential participants for each event grows disproportionately to the available spots, we face the increasing problem of how to choose participants fairly. The rejection and disappointment associated with not getting into events can break communality and create different classes based on social capital among larpers. Algayres (2019) shows that differences in social capital influence how we interact within larp and the extent to which we can influence the direction that a larp takes. Hence, by enforcing structures that strengthen class differences, we further a context in which individuals cannot engage on equal terms.

    We witness a continued drive for growth in larp, which is another clear symptom of consumer culture. A culture focused on commodification involves an incessant drive to grow and develop, yet for no other purpose than growth itself (Slater 1997; Baudrillard 1998). We are driven by desire for more, for something new, for something different, and this desire is never satiated (Campbell 1987). Reflecting this, we see a push toward making bigger larps, more expensive larps, more ambitious larps. And while there is nothing wrong with exploring and developing the creative boundaries of the activity, I sometimes wonder what the end goal of this growth is? Are we just caught in a capitalist frenzy for development?

    Lastly, commodification may lead to the exploitation of labor, especially in contexts where individuals involved in creating larp come in with a mixture of commodified and non-commodified perspectives toward larp. Making use of a background of communal event creation, many profit-oriented larp events only succeed through the labor of unpaid (and often overworked) volunteers. These volunteers are only paid in social capital or “exposure,” just like those working in already heavily commercialized creative industries (Mould 2018). Jones, Koulu and Torner (2016) propose that larp organizers need to rethink what is defined and proposed as work, what kinds of skills are necessary to organize or engage in larp, as well as who can be asked to do labor and to what extent within larp. As larp grows, we will see more and more instances of complex power structures around labor and possible exploitation of labor. Hence, we need to be aware of and reflect on how we will develop as a community and an activity.

    stacks of coins getting progressively taller

    Questioning Linear Development

    As I near the end of my article, I want to stress that the aim has not been to moralize or to spell out a better or worse form of larping. Consumption is beyond any moralization: it is in itself merely a form that a power structure can take. Commodification of larp further emerges as normal linear development of an activity within consumer culture and one that feels logical, as this is the way anything progresses in our world today.

    Commodification is structural, but it is also an internalized power structure and a logic via which we interact with objects, people, spaces, and the world. Whether or not a larp becomes a commodity is thus a matter of balance of structure and individual attitude toward larp and other larpers. As a result, I do not think it is possible to fully steer toward a commodified or non-commodified type of experience either as an organizer or a participant. Yet I believe we have a responsibility to be aware of how we potentially help along the process of commodification, whether we are for or against it.

    As I outlined above, commodification of larp comes with both positive and negative aspects. However, the positive aspects of commodification tend to mask the negative impact that it brings along, with many proponents of commodification arguing that the benefits outweigh or can be taken on without the drawbacks of this development. But commodification is always a packaged deal. It is foolish to think that commodified larp can be reaped only for its positive values and that it will not influence the community at large. Commodification has a long history of crushing anything in its way through firing up endless desire and an incessant need for growth until the entirety of an activity is set up to work for its purposes.

    What becomes important now is to become aware of the development that is happening and that we enable through our actions. One of the biggest issues that living in consumer culture has caused is the seeming impossibility to imagine any other form of existence. Yet in its roots at the margins of consumer culture, larp has the potential to provide emancipatory and utopian visions of alternatives (e.g., Kemper 2017; Bowman and Hugaas 2019; Hugaas and Bowman 2019). Let’s not squander that in hopes of being legitimized and normalized by a culture that will only use us up.

    We must question what commodification does for and to our community, and we must be aware of and ready to accept all the repercussions that come with our decisions. I do not think it is feasible for our growing community to exist in consensus of what larp is and how it should be approached. As a result, we will most likely see an increased fragmentation of our community and our practice. Some will think commodification is the right direction for development, while others will combat it. At the same time, I do not believe it is possible to fully stop the commodification process, as the wider context of consumer culture will continue to push our community into that framework. Larp will continue to develop, but we can set the tone to this development.

    coins in and outside of a heart-shaped container

    What we need to do is to try to imagine what we intend to see as the goal for our need to commodify and grow. We need to question the linear development that consumer culture provides us and think about what kind of future we want to carve out for larp. What will engagement in larp look like as an organizer and as a participant? How will we treat each other and larp events? What kinds of responsibilities will we have to ourselves and to others? Moreover, what will accessibility look like? Will we exist among increasing economic, social, and cultural inequalities? Will we see a juxtaposition of upper class and lower class in larp? Who will be able to participate and how?

    Furthermore, we must strive to understand why we want to develop larp into a certain direction and whether the outcomes of such a development are what we really want to end up with. Why do we strive for more social acceptance? Why do we aim for higher production value and better marketing? Why do we want more media coverage? Who will profit and what will it cost? As we begin to give up our power as co-creators of larp experiences, who are we giving power to? And how will they wield it?

    References

    Algayres, Muriel. 2019. “The Impact of Social Capital on Larp Safety.” Nordiclarp.org. Last modified October 29.

    Auslander, Philip. 2008. Liveness: Performance in a Mediatized Culture, London: Routledge.

    Baudrillard, Jean. 1998. The Consumer Society, London: Sage.

    Bowman, Sarah Lynne, and Kjell Hedgard Hugaas. 2019. “Transformative Role-Play: Design, Implementation, and Integration.” Nordiclarp.org. Last modified December 10.

    Bauman, Zygmund. 2001. ”Consuming Life.” Journal of Consumer Culture 1, no. 1: 9-29.

    Campbell, Colin. 1987. The Romantic Ethic and the Spirit of Modern Consumerism, Oxford: Basil Blackwell Ltd.

    Cohen, Lizabeth. 2003. A Consumers’ Republic: The Politics of Mass Consumption in Postwar America, New York: Knopf.

    Fatland, Eirik and Markus Montola. 2015. “The Blockbuster Formula – Brute Force Design in The Monitor Celestra and College of Wizardry.” Nordiclarp.org. Last modified May 6.

    Frayne, David. 2015. The Refusal to Work: The Theory and Practice of Resistance to Work, London: Zed Books.

    Harviainen, J. Tuomas. 2013. “Managerial Styles in Larps: Control Systems, Culture, and Charisma.” In Wyrd Con Companion Book 2013, edited by Sarah Lynne Bowman and Aaron Vanek, 112-124. Los Angeles: Wyrd Con.

    Hugaas, Kjell Hedgard, and Sarah Lynne Bowman. 2019. “The Butterfly Effect Manifesto.” Nordiclarp.org. Last modified October 20.

    Jones, Katherine Castiello, Sanna Koulu, and Evan Torner. 2016. “Playing at Work: Labor, Identity and Emotion in Larp.” In Solmukohta 2016: Larp Realia and Larp Politics, edited by Kaisa Kangas, Mika Loponen, and Jukka Särkijärvi, 125-134. Helsinki, Finland: Ropecon ry.

    Kemper, Jonaya. 2017. “The Battle of Primrose Park: Playing for Emancipatory Bleed in Fortune & Felicity.” Nordiclarp.org. Last modified June 21.

    Mould, Oli. 2018. Against Creativity, London: Verso Books.

    Muniz, Albert M. and Thomas C. O’Guinn. 2001. “Brand Community.” Journal of Consumer Research 27, no. 4: 412-432.

    Slater, Don. 1997. Consumer Culture and Modernity, Oxford: Polity Press.

    Schouten, John W., and James H. McAlexander. 1995. “Subcultures of Consumption: An Ethnography of the New Bikers.” Journal of Consumer Research 22, no. 1: 43-61.

    Seregina, Anastasia, and Henri A. Weijo. 2016. “Play at Any Cost: How Cosplayers Produce and Sustain their Ludic Communal Consumption Experiences.” Journal of Consumer Research 44, no. 1: 139-159.


    Editor: Elina Gouliou

    Photo selection: Kjell Hedgard Hugaas, All photos free use from Pixabay.

  • Vedergällningen, the Vengeance: a Viking Horror Larp

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    Vedergällningen, the Vengeance: a Viking Horror Larp

    By

    Alva Mårdsjö

    Vedergällningen was a Viking horror larp focusing on the relationships between humans, and between humans and the gods. It was played in the Berghem larp village in Sweden, on 1-3rd November 2019. Vedergällningen was created by Karin Edman under the brand Wonderkarin. The larp was run in English, with players from both Sweden and abroad, totalling about 85 participants, including both players and crew.

    The larp world was set in a fictional Viking age and time where magic exists and works, the gods walk the earth, and supernatural beings roam the forests. The larp itself was set in the village of Astfanginn, a village where völvas, their disciples, and thralls lived and worked. A völva is a person who knows sorcery, or as it is called in this world, magic “seidr”. The seidr are magic rites to make something happen, from healing someone, to giving someone power in battle, to calling down the gods to the earth. The völvas are usually female, but sometimes they can be male. What sets this village apart from other villages is that in this village the residents have settled based on their merits in seidr, and then the followers who are attracted to the residents also settled there.

    people in Viking larp discussing communally
    The followers of Gyrid communing in the forrest, Gyrid being to the right. Photo by Hanna Olsson.

    There was a set hierarchy in the village. The Council are firmly in the top, a group of völvas so senior they seldom leave the village. Then there were five travelling völvas, and then the followers of the travelling völvas. In the larp, there were also three different groups of vikings. At the bottom of the hierarchy are the thralls, also within their own group.

    This all sounds a bit complex, so I will take myself as an example. My character was Halldora and I was part of the group The Followers of Gyrid consisting of me, Hjördis, Geirlaug and Hjerka and our leader Gyrid who was one of the travelling völvas. I had a mentor in the Council, Ljufu. I was also assigned a friend, Ranveig, in the Followers of Järngerd. This meant I had plenty of connections both to other characters and to other groups, creating an alibi for play. The other characters had a similar network of connections to explore. Each group also had their own house to sleep in, meaning it was relatively easy to find each other, even though it was dark after 9 pm and rained quite a bit.

    This design worked very well for me, especially since I had signed up to the larp by myself without knowing too much who else had planned on going. And although I knew some people there off-game, I played with them very little, as I had so much play with my assigned connections. This design also meant that both I and most other players that I know of also had plenty of threads to follow, which in turn generated more play. It also created a feeling of the village being lived in, and relationships being established and being changed.

    There were a number of set events within the larp; the vikings would arrive, the Vedergällningen ritual would be held calling down the gods, and the ending scene of the larp. This level of transparency gave me as a player room to steer my game and time the experience which I enjoyed.

    Ingame, one dark and stormy night, Vikings arrived to the village to seek help as their ships had been destroyed, and they were in need of physical, mental and magical healing. Before the first night was over, the völvas became victims of a horrible crime. To get vengeance, the völvas called the gods for answers and aid. This did not go exactly to plan, and now the humans had to face both Loki and their beasts, as well as themselves.

    Our group “The followers of Gyrid” believed in the goddess Idunn. Idunn was the goddess of youth and fertility; her symbol is the apple. Our magic powers were focused on rituals for healing and youth, using food and drink. I talked with the gods and sometimes got answers. Gyrid, the three other disciples, and I worked and lived in a small hut and this was also where I spent most of my time playing.

    Person with facepaint holding up a cup
    Gyrid Eirikdottir. Photo: Hanna Olsson.

    If you were the person in need, something like this would have happened to you:

    You stand outside our hut, in the dripping wet and cold November night. The door opens and you see lights and feel the warmth streaming out.

    ‘Welcome, come in, what ails you?’ we ask, inviting you in. You sit down on the warm blankets and pelts on the floor, sweet smell in the air. Gyrid sits behind you, directs her disciple with small gestures and eye contact. On the chest over there you see a bowl of berries, the spine of a big animal, and cup of mead. You lean back and when you look up into the ceiling, it is covered with hanging apples and branches; the lovely smell permeates the air. Hjördis sets the tune with her staff, the rhythmic sound reverberating in the hut. Geirlaug, then takes up the tune and Hjerka and Halldora soon chime in too. The song is about Idunn and how her power is granted to them. At first it is only pleasant, the song and soft touches and small nibbles fill you; then it turns darker and the soft touch turns into restraint; and the nibbles are not so delicious anymore and you don’t want to eat it but you are forced to swallow. But it is for your own good and soon, so soon, you will feel better. The song fills the hut, the smells and the screams. And then it is over; you are healed. What do you have that you can pay with? Maybe the price was a bit more steep than you first bargained for. What is the bitter pill you have to swallow? Is it a year and a day as a thrall, or losing the ability to ever have children, or simply the rage that helped you keep your men in check that you lost? But we all know, before long, you will be back again. Now out again with you, out into the rain and cold; there’s a line waiting.

    This was my most hedonistic larp this far. If you’re imagining November in the Swedish forest to be a bit cold and drab, you are completely right. But despite the surrounding setting, I slept well, ate well (including eating a mallard!), danced, sang a lot, and had a lovely time performing rituals with players I had never met before and not really talked to before either; still we managed to form a very well functioning group by just the exchange of a few words, our expectations and wishes, and setting up the hut together.

    Viki
    Skadulf facing the Völvas of Astfangin. Photo by Cajsa Lithell.

    I didn’t spend time thinking of how I looked or how I acted but could just follow my character and what my character was up to. I think this was largely due to the fact that the larp was explicitly queer friendly and lesbian-themed. Most positions of power were held by women, and there were overall a lot of female and nonbinary players, compared with relatively few men. This ensured that I could relax and just enjoy myself and go with it. I also appreciated the relatively high average age in this larp, and the maturity of the players. The calibrations ensured that I had time setting up scenes and following threads, allowing me to steer the experience.

    Another factor that added to my feeling of immersion was how little time I spent talking and how much time I spent doing. There’s something special about carrying water, plucking mallards (so soft feathers!), stroking and touching and restraining other players, singing and feeding and eating. Running scared through the wet forest, beasts close by. Relishing the feel of wood, and bone, cold water on the hands and hot coffee in the stomach. The sound of the other villagers, the smells of wet fur and leather. Tip-toeing around Loki and their beasts as not to spite them. All my senses were activated and my body moved most of the time. Engaging the body and the senses so much gave me a deeper relation to the larp and it is something I will steer towards in the future more than I have done before.

    What made Vedergällningen good to me was that there was so much room for different experiences, such as playing with power, being scared, being used and owned as a thrall, feeling like an outsider, being a witch, being a warrior and so on. Having different gender expressions and tastes. Lots of sex (in-game of course) or none at all, go for what you like.

    What made me take the step from thinking of writing up this piece was two fold. I often wish larps that I did not attend had accompanying documentation pieces, so I offer this work as a contribution to others. Secondly, Vedergällningen is being run again and I wanted to let a broader audience know about it. If you’re curious, have a look at https://vedergallningen.wordpress.com for more information. (Disclaimer: I have no affiliation with Wonderkarin; I just had a good experience).


    Cover Photo: Skade cursing out the Viking who killed the First of the Council. Photo by Cajsa Lithell.

    Editors: Elina Gouliou and Mo Holkar

  • Transformative Role-Play: Design, Implementation, and Integration

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    Transformative Role-Play: Design, Implementation, and Integration

    By

    Sarah Lynne Bowman

    Role-playing has the potential to have profound transformative impacts on participants. Over the years both personally and professionally, we have received hundreds of stories from players who have experienced dramatic expansions in their worldview, their understanding of others, and their ability to affect change in the world around them as a result of role-play. In our own backgrounds, we can both point to several role-playing experiences that have altered the course of our lives as a result of the realizations and interpersonal connections resulting from them. The sheer number of people interested in implementing role-playing and simulation as tools for education, empathy-building, and skill training attests to the methods’ potential potency (Bowman 2014a). Whether through virtual play, tabletop, or larp, role-playing can change people’s lives for the better when participants are open to expanding their perspectives.

    Following our Butterfly Effect Manifesto (2019), we believe that the insights gained from role-playing can become powerful tools to help participants become more self-aware, process “real life” experiences in a community that feels safe, and transform their lives and the world around them for the better. When role-playing achieves any of these goals—whether in subtle ways or with greater magnitude—we call these instances transformative experiences. However, in our view, the role-playing experience itself is only truly transformative if it impacts the participant’s life in some meaningful way after the event. Thus, while an experience may feel transformative in the moment, the integration of that experience is the wider-reaching impact that we are most interested in cultivating. In other words, for a complete transformation to occur, the impact should expand beyond the bounds of the original experience and integrate into one’s daily frames of reality and identity.

    bufferfly on a petal drinking water

    We propose that although transformative effects might occur—and certainly do occur—by chance or as a result of intuitive choices that designers and participants make, we can seek to maximize the potential of such impacts through intentional design, implementation, and post-event integration. We argue that designers and players who wish to maximize the potential for transformative impacts should consciously and transparently focus on the following goals throughout the entirety of the process:

    1. Establishing a clear vision explicitly detailing the desired impacts,
    2. Providing environments that feel safe, and
    3. Offering structures and resources for post-event integration at the end of play.

    While this article focuses mainly on design and implementation, individual players also can use these suggested approaches independently to increase the likelihood of undergoing transformative impacts from any given role-play experience.

    Before we proceed, we should note that careful consideration and implementation of these concepts and processes will not ensure a transformative impact will take place. Experiences vary from person to person and event to event. However, we believe that the more intentional the choices that designers and organizers make in accordance with these principles, the more likely at least some participants will experience a profound shift in their sense of self, perspective, or agency in the world. We strongly recommend that designers and organizers explicitly state their goals before and after the experience in order to create a deeper sense of investment, increased trust with the participants, and clearer focus upon these impacts for everyone involved.

    Finally, we believe that informed consent and safety should be at the forefront of this design philosophy. In other words, we trust players to judge for themselves the extent to which they feel comfortable leaning into certain types of content or experiences based on their own emotional, psychological, and physical thresholds. While growth often involves facing our own resistance to change, we do not advocate for pushing participants beyond their limits. Therefore, while we believe that transformative impacts should always be at the forefront of design and implementation choices, concerns about safety and consent are inextricably linked to creating a secure-enough container for such experiences to transpire.

    Below are some suggestions for how to intentionally and systemically design for transformative impacts, followed by some examples from our own design backgrounds.

    woman in space holding a galaxy in her hand

    Designing for Transformative Impacts

    When seeking to design for transformation, the first step should be establishing a clear vision explicitly detailing the desired impacts upon participants. Although additional categories likely exist, we propose the following impacts, which fall under four broad groups: Emotional Processing, Social Cohesion, Educational Goals, and Political Aims. Note that designing for certain types of impacts—such as therapeutic aims—may require advanced training, consultation with experts, or increased safety measures.

    Emotional Processing

    Social Cohesion

    • Increasing empathy
    • Teamwork
    • Leadership
    • Holding space
    • Conflict resolution/Transformation
    • Prosocial communication
    • Perspective taking
    • Collaboration/Co-creation/Cooperation
    • Building understanding
    • Exploring intimacy/Relationship dynamics
    • Exploring community dynamics

    Educational Goals

    • Intrinsic motivation
    • Content exposure/Mastery
    • Promoting active engagement
    • Self-efficacy/Perceived competence
    • Multitasking
    • Problem solving
    • Scenario building
    • Creative thinking/Innovation
    • Critical thinking
    • Skill training
    • Understanding systems

    Political Aims

    We recognize that any such list can never contain every possible impact that a role-playing experience can invite and any single design can likely only address a few of these aims. Our goal is to provide a concrete tool that enables participants to make conscious choices during the design and implementation processes.

    Practical Implementation

    As one gets further into the design process, a number of choices are made that can affect the transformative potential of a role-playing experience. Some examples are the setting, format, game structure, practicalities, mechanics, character concepts, safety tools, workshops, and debriefing structures. Conscious implementation is key if designers seek to maximize the potency of these potential impacts.

    While choices relating to the larger structure of the game — such as concept, setting, and format — can have a clear influence, in this article, we will limit our focus to the categories of Safety, Workshops/Debriefing, and Character Design.

    Safety

    Feeling safe to stretch beyond one’s comfort zone without exceeding one’s boundaries is called a growing edge in personal development. Implementation requires creating a secure-enough container for participants to feel that they can surrender into the experience and feel held in the process by the facilitators and co-players. Some recommended structures for intentionally designing safer spaces include:

    * The process by which sign-up lists are screened for players whose previous actions have marked them as either unsafe (red flag) or on watch (yellow flag) by the organizers.

    ** For example, casting players who have a good reputation for providing safe and consensual play in the more sensitive or antagonistic roles.

    orange kitty looking in a puddle and seeing a lion reflected back

    Workshops and Debriefing

    We believe that designing for transformative impacts requires creating an intentional framework for transitioning into and out of the game frame. This framework can include steps for establishing: a sense of communal trust, a shared reference point for the game’s themes, explication of the game’s transformative goals, methods for expressing preferences for play, safety culture and tools, and norms around communication of participant and organizer needs. Workshops before and during the game can help to achieve these goals. Debriefing after the game can aid in the transition back to the frame of daily life.

    With these goals in mind, we have constructed the following suggestions for workshopping and debriefing activities:

    Pre-game

    • Safety briefings and practicing tools
    • Trust building exercises
    • Establishing character relations
    • Explaining game mechanics/tools
    • Practical/Logistical briefings
    • Contextualization discussions*
    • Pre-game consent negotiations
    • Discussing or playing backstory scenes

    Mid-game/Breaks

    • Calibration discussions or exercises
    • Narration of events occurring between acts
    • Mid-game consent negotiations
    • Contextualization discussions*
    • Self-care or downtime for participants
    • Co-player care or emotional processing
    • Organizer care

    Post-game

    • Structured or informal debriefing
    • De-roling or formalized shifting from character to player
    • Contextualization discussions*
    • Narrativizing events taking place after the game, or Epilogues
    • Integration practices (see below section)

    * One important step that is often overlooked in design is contextualization, which can take place at any stage during the off-game periods of role-play. For example, in the larp Just a Little Lovin, which is about HIV/AIDS in the 1980s, the organizers provide contextualization sections during the workshops before and after each Act break. Contextualization helps the group filter their experience through the lens of the larger social context within which it takes place, an especially important step for role-plays that feature historical, personally sensitive, or politically-charged content.

    Character Design

    Much of the transformative potential of role-playing lies in the character design, particularly in the relationship between the character and their player. Whether the character is designed by the organizers, by the participants, or both, several considerations are important to keep in mind during character creation and enactment:

    • Strong alibi vs. Weak alibi: How much responsibility do players feel that they have for their character’s actions?
    • Close to home vs. Far from home: How close are the characters to the players’ identities and experiences?
    • Fictional vs. Autobiographical: How close to a player’s actual life events is the character’s story?
    • Deep character immersion vs. Light role-play: How deeply, intensely, or seriously are players expected to immerse into their character?
    • Fantastical abilities vs. Mundane: Do the characters and setting have fantastical qualities or are they representative of social realism?
    • Personal themes vs. Unfamiliar concepts: Are the themes relatable to the players or are the themes new to them?
    • Bleed management – Maximization vs. Regulation: Does the game intend to maximize the potential for bleed or attempt to regulate it?
    • Existing social dynamics vs. Constructed: Do the interactions mirror ones familiar to the participants’ lived experiences or are they unique constructions?
    • Playing with strangers vs. Playing with familiar people: How well do the players know one another?
    • High status vs. Low status: How much status and responsibility do the characters have in relationship to one another?

    As with any of these implementation considerations, we cannot be certain that a particular design choice will lead to a transformative impact. For example, we cannot assume that playing a character similar to the self with a particular set of emotionally-charged life circumstances that the player finds relatable will inevitably lead to bleed or deep insights about one’s daily self. However, we find it important to recognize that certain design choices can influence the way in which a character is experienced by the player and the potential impacts those experiences may have on the person moving forward.

    boy sitting as he disintegrates into pixels

    Facilitating Integration

    The discussion about “when a role-play ends” is ongoing. Some players argue that play ends when the organizers decree that players should drop character. Others consider the processing that players undergo in the days, weeks, months, and even years following an event to also be part of the experience. Extreme views posit that a role-play ends the moment the last person to participate passes away, as all living memory would have passed with them. For our part, it seems evident that many external and internal processes do not end the moment that play does, which means that these processes have the potential to lead to a transformative impact if the participant sufficiently integrates insights gleaned from the role-play into daily life.

    Thus, we believe that conscious implementation of integration practices after a role-play is crucial to support these transformative changes. Integration is the process by which players take experiences from the frame of a game, process them, and integrate their new awarenesses into their self-concept or the frames of their daily lives. Integration can range from small observations that shift one’s worldview to large-scale changes in identity or the structure of one’s life after the experience.

    Below are examples of integration practices in which players may engage on their own initiative or guided by organizers. In an attempt to provide structure, we propose the following six broad categories: Creative Expression, Intellectual Analysis, Emotional Processing, Returning to Daily Life, Interpersonal Processing, and Community Building.

    Creative Expression

    Some players choose to integrate their experiences by creating new works of art, including:

    • Journaling
    • Studio art
    • Performance art
    • Game design
    • Fiction writing
    • Storytelling
    • Co-Creation

    Intellectual Analysis

    Players may also engage in cognitive processing where they seek to analyze their experiences on an intellectual level, including:

    • Contextualization
    • Researching
    • Reframing experiences
    • Documentation
    • Theorizing
    • Applying existing theoretical lenses
    • Reflection

    Emotional Processing

    Participants often find valuable the ability to emotionally process their experiences, either individually, one-on-one, or in a group setting:

    • Debriefing
    • Reducing shame
    • Processing bleed
    • Ego development/Evolution
    • Individual or Group therapy
    • Validating own experiences
    • Identifying and acknowledging needs/desires/fears
    • Identifying and acknowledging Shadow aspects
    • Distancing identity from undesirable traits/Behaviors explored in-character

    Returning to Daily Life

    On a psychological level, participants sometimes find a variety of practices useful in helping them transition from the headspace of the game frame to that of their daily lives and identities:

    • De-roling
    • Managing bleed
    • Narrativizing role-play experiences
    • Distilling core lessons/Takeaways
    • Applying experiences/Skills
    • Engaging in self-care/Grounding practices
    • Transitioning between frames of reality
    • Incorporating personality traits/Behaviors

    Interpersonal Processing

    Some participants find social connections important after a role-playing experience, which helps them transition from the social frames of the game to their off-game interpersonal dynamics:

    • Connecting with co-players
    • Re-establishing previous social connections
    • Negotiating relationship dynamics
    • Sharing role-playing experiences with others
    • Engaging in reunion activities

    Note that some role-play experiences can dramatically shift a player’s interpersonal life, e.g. romantic bleed leading to a daily life relationship, new friendship groups forming, etc. Other times, existing relationship dynamics may help players ground back into their daily life while the new experiences from role-play are being integrated and processed.

    Community Building

    Some players take the lessons learned in role-playing further, deciding to create or transform the communities around them:

    • Networking
    • Planning events
    • Collaborating on projects
    • Creating new social systems
    • Sharing resources and knowledge
    • Establishing safer spaces
    • Creating implicit and explicit social contracts
    • Engaging in related subcultural activities
    • Evolving/Innovating existing social structures

    These lists are not intended to be exhaustive and no participant is likely to wish to engage in all of these activities after role-playing. However, our goal is to provide a framework for designers, organizers, and players to use in order to intentionally integrate their experiences into the flow of their lives after an event.

    Woman with a red leather jacket blowing magic dust from her hands

    Examples of Designing for Transformative Impacts

    We shall now discuss ways in which we have designed for transformative impacts in our own work to provide concrete examples of how one might consider this process from start to finish.

    In the larp Epiphany (2017), co-written with Russell Murdock and Rebecca Roycroft, Sarah Lynne Bowman included concepts from White Wolf’s Mage: the Ascension within the framework of a weekend-long spiritual retreat. Epiphany invited players to enact characters who were quite similar — in some cases, nearly identical — to their daily selves. These characters were designed in collaboration with the organizers; players detailed which personal content they wished to explore through an extensive questionnaire, which the writers translated into a character sheet. While the characters had magical abilities, the goal of the larp was for players to explore their own spiritual and philosophical beliefs and share their personal perspectives and practices with one another within the fictional framework. This goal was explicitly stated in the first paragraph of the design document, meaning that players knew they were explicitly opting-in to close-to-home, personal play:

    The setting is a weekend self-help Epiphany Retreat where adults learn how to access their inner potential. Over the course of the larp, mentors will guide initiates through an Awakening into their own magical power through a series of classes and rituals. Participants will socialize and discuss metaphysical principles with one another as they learn to expand their consciousness and personal power. The goal of Epiphany is to play characters similar to ourselves that explore issues of philosophical paradigm, empowerment, and enlightenment. (Bowman, Murdock, and Roycroft 2017)

    This slippage between character and player allowed some participants to explore aspects of themselves within the frame of the larp that led to insights and even life changes after the event was over. The larp featured: safety mechanics, consent negotiations, a post-larp Reflection Hour where participants could make art, write, or contemplate their experience, formal debriefing, and informal sharing in the Facebook group and chat after the event. These aspects of the design were intended to establish a secure enough container for players to lean into exploring growing edges within themselves through the frame of the game and character, while also giving participants tools to process and integrate those experiences after the event. For an example of such processing, see the documentation piece by Clio Yun-su Davis, Morgan Nuncio, and Jen Wong. Documentation itself can be an important integration process for participants, along with journaling, story writing, and other forms of creative output.

    Another quite different example is how Kjell Hedgard Hugaas and Karijn van der Heij are in the early design stages for a larp called The Mountain, inspired by the song of the same name by Steve Earle. Set in a small mining community in American coal country, the larp centers on a mining accident that captures the world’s attention and promises to change the way of life in the sleepy town forever. While the expected participants are likely to be mostly middle class and quite politically progressive, the characters that populate the town are almost exclusively working class conservatives. As such, The Mountain aims to educate the participants on a subject matter that is most likely unknown to them, broadening their understanding of actions taken by people that they perceive as being very different from themselves, and increasing their understanding of the lived experiences of others.

    In order to achieve these aims, the larp leans heavily on concepts and structures that are already familiar to the participants, such as family, romantic love, shared dramatic/traumatic experiences, and so on. By applying these already familiar concepts, the designers hope to create a sense of belonging that allows for emotional connection and intensity to occur even in a somewhat unfamiliar setting for the participants.

    By allowing players to connect with experiences far from their own, the larp’s intended impacts are to increase empathy, promote prosocial communication, and build cross-cultural understanding. Additionally, by highlighting the oppressive systems that underpin the setting on both a social and a political level, the designers aim to raise awareness, promote political activism, and build bridges across a deep political divide. Thus, The Mountain will focus upon several transformative impacts in one larp experience, while still providing a tightly focused narrative concept and setting.

    person standing on rocky ledge gazing toward a portal with light emanating from it

    We’ve Only Just Begun…

    Although role-playing is enjoying a Golden Age at the moment, we believe that our communities have only begun to scratch the surface of the potential of the medium. While we acknowledge that desiring to role-play for entertainment is an entirely valid motivation, we seek to provide tools for participants to use role-playing experiences as a means to transform themselves and the world around them in positive ways. We look forward to what the future will bring in terms of role-play design, innovation, and integration.

    Selected Bibliography

    Below are a few recommended resources to consider when designing for transformative impacts and building safety structures. We also suggest joining the Facebook group Larping for Transformation for more discussion.

    Algayres, Muriel. 2019. “The Evolution of the Depiction of Rape in Larp.” Nordiclarp.org. Last modified May 20.

    Algayres, Muriel. 2019. “The Impact of Social Capital on Larp Safety.” Nordiclarp.org. Last modified October 29.

    Andresen, Martin Eckoff, ed. 2012. In Playing the Learning Game: A Practical Introduction to Educational Roleplaying. Oslo, Norway: Fantasiforbundet.

    Beltrán, Whitney “Strix.” 2013. “Shadow Work: A Jungian Perspective on the Underside of Live Action Role-Play in the United States.” In Wyrd Con Companion Book 2013. Edited by Sarah Lynne Bowman and Aaron Vanek, 94-101. Los Angeles, CA: Wyrd Con.

    Bowman, Sarah Lynne. 2010.The Functions of Role-Playing Games: How Participants Create Community, Solve Problems, and Create Community. Jefferson, NC: McFarland & Co.

    Bowman, Sarah Lynne. 2014a. “Educational Live Action Role-playing Games: A Secondary Literature Review.” In The Wyrd Con Companion Book 2014. Edited by Sarah Lynne Bowman. Los Angeles: Wyrd Con.

    Bowman, Sarah Lynne. 2014b. “Returning to the Real World: Debriefing After Role-Playing Games.” Nordiclarp.org. Last modified December 8.

    Bowman, Sarah Lynne. 2015. “Bleed: The Spillover Between Player and Character.” Nordiclarp.org. Last modified March 2, 2015.

    Bowman, Sarah Lynne. 2016. “A Matter of Trust – Larp and Consent Culture.” Nordiclarp.org. Last modified February 3.

    Bowman, Sarah Lynne. 2017a. “Active Imagination, Individuation, and Role-playing Narratives.” Tríade: Revista de Comunicação, Cultura e Midia 5, no. 9 (Jun 2017): 158-173.

    Bowman, Sarah Lynne. 2017b. “Immersion into Larp: Theories of Embodied Narrative Experience.” First Person Scholar. Last modified March 8.

    Bowman, Sarah Lynne, Russell Murdock, and Rebecca Roycroft. 2017. “Epiphany: A Mage: the Ascension Larp Design Document.” Google Docs. Last modified December 12.

    Branc, Blaž, et al. 2018. Imagine This: The Transformative Power of Edu-Larp in Corporate Training and Assessment. Edited by Michał Mochocki. Copenhagen, Denmark: Rollespilsakademiet.

    Brown, Maury. 2016. “Creating a Culture of Trust through Safety and Calibration Larp Mechanics.” Nordiclarp.org. Last modified September 9.

    Brown, Maury. 2017. “Safety Coordinators for Communities: Why, What, and How.” Nordiclarp.org. Last modified April 17.

    Brown, Maury. 2018. “Safety and Calibration Design Tools and Their Uses.” Nordiclarp.org. Last modified November 29.

    Clapper, Tara. 2016. “Chasing Bleed – An American Fantasy Larper at Wizard School.” Nordiclarp.org. Last modified July 1.

    Davis, Clio Yun-su. 2019. “Writing an Autobiographical Game.” Nordiclarp.org. Last modified September 11.

    Davis, Clio Yun-su, Morgan Nuncio, and Jen Wong. 2018. “Epiphany – A Collaborative Mage: the Ascension Larp.” Nordiclarp.org. Last modified February 1.

    Davis, Clio Yun-su, Shayna Cook, and Lee Foxworthy. 2018. “Walking the Talk: Working Disability into Gaming.” Roundtable at Living Games Conference 2018. YouTube. Last modified August 16.

    Fatland, Eirik. 2013. “Debriefing Intense Larps 101.” The Larpwright. Last modified July 23.

    Harder, Sanne. 2018. “Larp Crush: The What, When and How.” Nordiclarp.org. Last modified March 28.

    Hugaas, Kjell Hedgard. 2019. “Investigating Types of Bleed in Larp: Emotional, Procedural, and Memetic.” Last modified January 25.

    Hugaas, Kjell Hedgard, and Sarah Lynne Bowman. 2019. “The Butterfly Effect Manifesto.” Nordiclarp.org. Last modified August 20.

    Kemper, Jonaya. 2017. “The Battle of Primrose Park: Playing for Emancipatory Bleed in Fortune & Felicity.” Nordiclarp.org. Last modified June 21.

    Kemper, Jonaya. 2018. “More Than a Seat at the Feasting Table.” Nordiclarp.org. Last modified February 7.

    Koljonen, Johanna. 2016. “Safety in Larp: Understanding Participation and Designing For Trust.” Last modified September 18.

    Leonard, Diana J. and Tessa Thurman. 2018. “Bleed-out on the Brain: The Neuroscience of Character-to-Player Spillover in Larp.” International Journal of Role-Playing 9: 9-15.

    Mendez Hodes, James. 2018. “Best Practices for Historical Gaming.” Jamesmendezhodes.com. Last modified November 12.

    Montola, Markus. 2010. “The Positive Negative Experience in Extreme Role-playing.” Proceedings of DiGRA Nordic 2010: Experiencing Games: Games, Play, and Players.

    Nilsen, Elin. 2012. “High on Hell.” In States of Play: Nordic Larp Around the World. Edited by Juhana Pettersson. Helsinki, Finland: Pohjoismaisen roolipelaamisen seura.

    Paisley, Erik Winther. 2016. “Play the Gay Away – Confessions of a Queer Larper.” Last modified April 15.

    Simkins, David. 2015. The Arts of Larp: Design, Literacy, Learning and Community in Live-Action Role Play. Jefferson, NC: McFarland & Co.

    Stark, Lizzie. 2012. “Mad About the Debrief.” Leaving Mundania: Inside the World of Larp. Last modified October 22.


    Cover photo: Photo by Stefan Keller, Kellepics on Pixabay.

    Edited by: Elina Gouliou

     

  • Characterization in a Hurry: From Laban to Larp

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    Characterization in a Hurry: From Laban to Larp

    By

    Erin Marsh

    [This article is also available in Spanish, at: http://vivologia.es/caracterizacion-de-laban-al-larp/
    Thank you to Vivologia for translating it!]

    The Laban efforts((Schiffman, J. 2001. “THE CRAFT: Mechanics of Movement – Laban Theory can help actors suit the action to the word.” Available online: https://www.backstage.com/magazine/article/craft-mechanics-movement-laban-theory-can-help-actors-suit-50428/ [accessed 16 October 2019].)) are a method of describing movement used by primarily dancers, but also actors when working on the early stages of characterisation. They are essentially eight “personalities” of movement which you can use to easily distinguish different roles from each other. Laban efforts are a particularly useful way of creating a distinct character quickly and can also be used in larping, especially if you know you’re going to be interacting with the same players multiple times under different guises, or if you’re in a group of similar non-player characters (NPCs) that you still want to appear distinct from each other.

    Dancing dervishes (photo, revac film's&photography from Pexels
    Dancing dervishes (photo, revac film’s&photography from Pexels)

    Everybody finds different techniques work for them, but this is one that I find particularly helpful in a larp setting, so maybe you will too. Also, I only know Laban from other people passing it onto me. I don’t understand it in detail, but I know enough to dabble. If what you read here interests you, it’s definitely worth doing some more research.

    The simple version of the efforts is that there are essentially different pairs of words that describe movement. And if you take one word in each pair, you end up with a combination that can be given a name to describe that style of movement. The pairs I like to work with are:

    Heavy      Light

    Sudden      Sustained

    Direct      Indirect

    Bound      Unbound

    Let’s go through each pair. When you’re building a character, it can help to choose these aspects one by one and try out that kind of movement before adding the next bit. Otherwise, the movements are quite a lot to think about at once.

    Heavy vs. Light is probably the simplest choice. Does the character seem to have their focus downwards (heavy) or upwards (light)? Do they leave an impact on the world around them (heavy) or do they barely seem to touch it (light)?

    Sudden vs. Sustained. This is sometimes also known as fast vs. slow, but it doesn’t really describe speed; all the efforts should be able to be performed at all speeds. I prefer to think of it like the character’s visual attention span. Do they perfectly complete every action before moving onto the next (sustained) or do they react instinctively and without thought (sudden)? To me, there’s a certain elegance to sustained movement and an idea of fast-paced thought with sudden movement.

    Direct vs. Indirect is the pair I find hardest. Does the character move in straight lines (direct) or curves and spirals (indirect)? Do they find distractions on the way to their goal (indirect) or do they ignore everything else but their objective until they have reached it (direct)?

    Bound vs. Unbound. Sometimes this pair is omitted, as it is kind of an optional extra called “flow,” but it’s my personal favourite pair. Flow describes the manner in which a movement is performed and, to me, this is often the aspect that makes a character come alive. A bound character will have very closed body language with a lot of tension present in their body. An unbound character is free, with an open and generally more relaxed body.

    Five women lying on the ground (Photo, Skitterphoto from Pexels)
    Five women lying on the ground (Photo, Skitterphoto from Pexels)

    Laban described eight efforts corresponding to choices made between the above pairs. The efforts each describe a movement which is characteristic of the three factors chosen. For example a heavy, direct and sudden movement is described as ‘punching’. This doesn’t mean that a character who moves with that effort will constantly hit others, but keeping the idea of the ‘punch’ in mind, is a simple way to reduce its three components down into something more instinctively performed: it is simpler to think about walking in a way that is similar to a punch than it is to walk in a way that is heavy, direct and sudden.

    If you try them out with their name in mind, you’ll see that each effort almost seems to have its own personality. At that point, you can see how giving one of the efforts to a role can be such a quick step to characterization.

    So, give it a try. Walk around as a Flicker or a Presser and see how different it feels to your normal way of moving. Try to think of the kind of character it evokes. And just have fun – larp is a hobby, not a job. I’d never recommend doing this for every single character you play, that just sounds exhausting. But if it seems to work for you, then why not try playing your next character or NPC with a Laban effort and see how it feels?


    Cover photo: Red human face monument (photo, Mike from Pexels)


    Content editing: Elina Gouliou

  • The Impact of Social Capital on Larp Safety

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    The Impact of Social Capital on Larp Safety

    By

    Muriel Algayres

    Introduction

    This article is partially a complement to the recent ”The Brave Space” opinion piece, but is more generally fueled by long standing discussions regarding status and social dynamics in larp communities, both at the local and wider international scale. It represents my opinion alone and does not mean to establish a universal truth regarding these issues. I will first present a definition of safety and expand it using the notion of zone of proximal development, an education theory proposed by Lev Vygotsky. I will then reintroduce the notion of social capital to argue why imbalances of power between participants should be taken into account while discussing safety and player negotiation of boundaries. I conclude with the idea that you can’t discuss a culture of trust without addressing social capital and the imbalances of power between all people involved.

    The Ideal Purpose of Safety

    Safety techniques as they exist at the time of this writing provide means to both opt-out of sensitive issues of scenes or to opt-in to certain types of play. Furthermore, communication around safety has become essential to establish the role and positioning of the larp organization on safety and inclusion of all players. We can admit that talk of safety mostly focuses on opting out mechanics, such as clear author statements with explicit trigger warnings, safewords, white zones, stating boundaries, etc. However, opt-in mechanics also exist, such as the signal light colors (red/yellow/green), okay check-in, pre-scene negotiations, opt-in color ribbons, and the more recent zoning, which creates opt-in spaces within the physical space of the larp. While the possibility to calibrate opt-out and opt-in is obviously central to giving participants the opportunity to experiment and step out of their comfort zone, each participant has different needs and boundaries in that regard.

    Women cheer and clap for a smiling white man
    Photo: Laflor for Getty Images/iStockphoto.

    In education, Vygotsky’s zone of proximal development (Harland 2003) is considered the ideal space to learn. The zone refers to the space between the comfort zone of what you already know and a yet unattainable zone where the difficulty would discourage or overwhelm you (see Figure 1). We can apply this frame to understand how players can develop skills in larp, such as speaking in public, brawling, handling sensitive issues or emotionally charged conflicts, and even intimacy or sexual scenes.

    Let’s keep in mind that the zone of proximal development is unique to each individual, in the same way as triggers and boundaries are (Brown 2014). As in education, if a player stays too much in their comfort zone, they might miss the opportunity to grow, experiment, and learn. And in larp, some people explicitly prefer to stay within their comfort zone for a variety of reasons, such as escapism, socialization, or love of a certain genre, all of which are absolutely valid. Furthermore, pushing someone out of their zone of proximal development too quickly can be damaging to the players’ development by forcing them to engage with problems that they are not ready for or that could be triggering for them. Brown (2014) especially underlines how triggers exist on a wide spectrum, and how they can be detrimental to their player’s whole experience and impact the player’s agency.

    Therefore, the core idea is that you need a solid comfort zone before you can expand it. The scope of your zone of proximal development is completely personal and calls for personalized handling. Another educational parallel can be drawn here with the notion of scaffolding in education, where progress is built through progressive steps, support from educators, and interactions with other learners. Applied to larp, in order for a person to feel brave and explore out of their comfort zone, they need to feel safe and supported by their environment, which is not a given in larp communities for many players.

    graph of embedded circles demonstrating the zone of proximal development between what a person can do, can do with help, and cannot do Figure 1: The Zone of Proximal Development. Figure by Dcoetzee (CC0).

    There is no denying that larp can provide powerful transformative experiences. Jonaya Kemper (2017) coined the term emancipatory bleed to reflect on the process of steering towards a specific type of play that would reflect one’s own life experience of oppression. Players should be allowed the opportunity to steer towards that kind of play, and designers can support emergent play along those lines. However, how can we support transformative play and exploration while still ensuring safety for those players who most need it? This question usually brings up issues of consent, pre-game or in-game negotiation, and personal boundaries.

    We are Not Equal in Setting Boundaries and Tone

    In the international larp community, we usually remind participants that the players are more important than the game, make sure that enthusiastic content is given and can be revoked at all times, and support negotiation and opt-in mechanisms. Our goal is to build a collective culture of trust. However, to build such a culture, we need to be able to negotiate it as equal participants. I don’t believe that every negotiation and every discussion is carried on an equal footing.

    Games going through reruns and several iterations can sometimes be played more violently or intensely from one session to another. Framing the game experience with hard limits or requirements for consent negotiations in such a way that it sets up cohesive boundaries for the whole experience remains an organizers’ prerogative. However, I would contend that the collective level of intensity is also influenced by the players through their collective interactions. Since we tend to take cues and ideas from other players, I believe that participants are unequal in influencing the tone and intensity. Outspoken participants with a wider comfort zone can influence the game atmosphere more, sometimes for the better, by inspiring others and creating unexpected interactions.

    On the other hand, a single or small group of participants who decide to play for their own agency and to disregard the collective buildup of the game can just as easily derail the tone and cohesion for the whole larp. These are rare occurrences where the domino effect can negatively impact the experience of many players (Bowman 2017). My previous article (2019) on the depiction of rape scenes in larps showed how the introduction of scenes featuring sexual violence used to be the province of a dominant group who used it for power play. Only the introduction of restrictions and safety regulations enabled the minority group — women players in this instance — to refuse playing these scenes if they were not negotiated. Further down the line, we found women participants were willing to play rape scenes for dramatic purposes or to support intense narratives because they feel empowered to choose to do so. This empowerment, though, was entirely contingent upon a corrective intervention upon the social imbalance that had originally prevented these players from voicing their discontent. Thus, safety culture was the crucial thing that allowed these women to feel comfortable to play this content.

    Social Capital in Larp

    Social capital is a notion popularized among others by Pierre Bourdieu as the product of resources conferred due to integration into a certain network and the capacity to act in society (Siisiainen 2003). The chart below illustrates social capital as an aggregate of these resources that allows an individual access to favors or greater resources.

    chart showing how social capital is fed by various aspects of status such as reputation, accomplishments, etc.
    Figure 2: A synthetic representation of social capital (Algayres 2019).

    Since larp groups or organizations are part of society, they are also prone to the same biases that affect us in daily life. Although efforts have been made to support the integration of minority or marginalized groups in larps, some players still accrue social capital by virtue of being or passing for white, straight, cis-, or because of their class and education level. Another major point in the international context is their mastery of English, which will confer advantages to native English speakers and players from countries where English proficiency is especially high, as well as highly educated and internationally-integrated professionals. Finally, social capital as we will discuss it is also dependent on larp-specific criteria: being geographically anchored as Nordic, clout as an organizer and/or larp theorist, visibility on social media, participation at international larp conferences and conventions, playing high status characters, and involvement in high-profile games with a lot of hype.

    I would claim that larpers with higher social capital are in a position to influence their co-players’ choices or leverage their own desires when boundaries are negotiated. Has anyone ever been accidentally pushed out of their comfort zone for fear of missing out certain parts of the game or the opportunity to hang out with this cool larper they’d read a lot about? Could peer pressure and “hardcore larp culture” ever push some people to willfully step out of their zone of proximal development because that’s what a “good larper” would do? I would contend that this can happen, and that it is very easy to be blind to your own social capital, as it can intersect with other forms of oppression. For example, as a woman, I have to contend with sexism and have even been the subject of sexual violence. However, since I hit almost every other marker of status, I have often been in situations where I benefited from my higher social capital and I was sometimes blind to it to my own detriment. I believe it is important for us to acknowledge our own degree of social capital and how it may influence our relative abilities to push play in our desired direction. It is also important for us to listen to people with lower social capital when they request greater safety culture around sensitive topics.

    Regarding the Creation of Safe Spaces and Trust Culture

    I think that safety must be used both as a way to opt-out and opt-in of specific themes and scenes. However, safety also has been used to protect minority groups and players with specific triggers and limits from play that would be oppressive to them, and is especially beneficial to players with lower social capital (Kemper 2017). In larp scenes where safety was introduced more recently, resistance to safety techniques usually comes from the more dominant and entitled groups of players. These groups sometimes feel that safety techniques are not necessary because they feel safe enough not to need them. They may have sufficient trust and familiarity within their local communities of play to feel safe without negotiation, which is a form of privilege that is not afforded to many in the international larp community, who may enter larps without the benefits of established group trust. Only active communication by the organizers compensates for this imbalance of power between groups that feel confident to play without safety rules and those who need to be sure of the implementation of safety structures before they will even sign up for the larp. In other words, players with this social capital privilege may not realize that lack of safety culture in a larp may be actively dissuading players from marginalized backgrounds from ever signing up, which further contributes to issues of inclusion in the international larp community.

    A person feels excluded from a group of people who appear to be talking badly about them

    I don’t believe we can discuss expanding our boundaries, reducing the need for scene negotiations, or exploring out of our comfort zones without taking into account imbalances of social capital, influence, and power. Discussion around opt-out safety was once framed around the protection and benefit of marginalized groups and players most in need of it. I would therefore wish for discussions around trust culture to be built around this issue: how can we build a trust culture that will above all benefit players with the lowest social capital and the greatest need for it?

    I hope that we will develop tools that can enable players to explore and expand their comfort zone. However, when we develop these tools, we should measure their value on how much they actually empower those with the lowest social capital and facilitate a sense of psychological safety. I believe that our capacity to build a collective sense of trust will only be as big as our capacity to compensate for these imbalances and support all players to feel safe doing so.

    References

    Algayres, Muriel. 2019. “The Evolution of Rape Depiction in Larp.” Nordiclarp.org. Last modified on May 20, 2019.

    Bowman, Sarah Lynne. 2018. “The Larp Domino Effect.” Nordiclarp.org. Last modified on February 14, 2018.

    Brown, Maury Elizabeth. 2014. “Pulling the Trigger on Player Agency.” In The Wyrd Con Companion Book 2014, edited by Sarah Lynne Bowman. 96-111.

    Kemper, Jonaya. 2017. “The Battle of Primrose Park: Playing for Emancipatory Bleed in Fortune & Felicity.” Nordiclarp.org. Last modified June 21, 2017.

    Harland, Tony. 2003. “Vygotsky’s Zone of Proximal Development and Problem-based Learning: Linking a Theoretical Concept with Practice through Action Research.Teaching in Higher Education 8, no. 2: 263-272.

    Siisiainen, Martti. 2003. “Two Concepts of Social Capital: Bourdieu vs. Putnam.” International Journal of Contemporary Sociology 40, no. 2: 183-204.


    Cover photo: FreeImages.com. For illustrative purposes.


    Content editing: Elina Gouliou

  • The Brave Space: Some Thoughts on Safety in Larps

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    The Brave Space: Some Thoughts on Safety in Larps

    By

    Anneli Friedner

    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.

    I think of safety work in larp as having two different aspects. One is safety from unpleasant or triggering experiences. But, for larp to be this transformative, amazing, brilliant artform we know it as, another aspect is just as important. As players we also need safety to lean in, to be brave, and to get the play we crave.
    So a safe space is not enough. For larp to be amazing, we also need to create brave spaces.

    Safety From Culture and Why It Is Not Enough

    I am dead scared of rollercoasters. I have never actually gone on one, but my mother has kept me safe from them my entire upbringing by telling me that they are hideously scary and that I really do not have to try them. I had a similar experience when I met the safety from discourse at full scale at a larp for the first time. And it baffled me.

    So, I had opted in by signing up to a challenging larp. I was scared and uncomfortable, but I wanted to do it. But even if I want to do something ever so badly, I will probably get intimidated if the safety workshops preparing me for it are all focused on the right to opt out; to not take risks or challenge myself. After a day of workshops and safety talks, I was more scared than I had ever been of a larp before.

    This is an inherent risk with the safety from discourse. I define it as an approach to safety where the focus is to create a safe space by saving players from triggering experiences. It may contain policies like “no touching without consent in advance” or “all play on intimacy or violence should be pre-negotiated before the game.” Other parts of it are thinking about safewords as something used only to break play, sometimes completed with the idea that one should never have to tell why one safewords or withdraws from the game; and safety rooms where players can get away from the game and talk with a third-party safety host. Another common feature is a flag system to prevent predators and unsafe players from participating in games. Maury Brown’s (2017a, 2017b) articles on community safety here at Nordiclarp.org contains a good example of this discourse.

    Person jumping across a gap (Photo, Lennart Wittstock)
    Person jumping across a gap (Photo, Lennart Wittstock)

    We need safety from unsafe experiences at larps. However, without the feeling that we all lean in, create a good experience together, and care about each other, I will feel insecure and hold back a lot. Knowing that my mother will keep me safe from the rollercoaster is nice, but it will not make me dare to ride. And knowing that I can seek out a safety host if I need it will not make me trust my co-players and be brave enough to get the play I signed up for.

    Creating a Brave Space

    The idea of the brave space is pretty simple. It is a space where the players feel safe enough to lean in and get the play we really crave. It is an environment where players dare to open up and be vulnerable. This requires trust and a sense of caring for each other, both during the game and after it.
    Creating a brave space cannot come from above, with a code of conduct or a set of safety mechanics. As Mo Turkington and Troels Ken Pedersen (2015) point out in this article, the most important thing with those is to signal to the participants that here we take care of each other.

    As a game master or larp designer you can do wonders by creating an environment where the participants dare to lean in and be brave and vulnerable. Make sure your players get to meet. Create opportunities for them to start talking with and caring about each other. But the big job is our shared responsibility as players. We are the player culture, and we are responsible for giving each other a good experience.

    Yes Means Yes

    I want to borrow some feminist terminology here and say that a brave space requires a consent culture. This means that to play together we need enthusiastic consent. No means no. And “err… maybe later?” generally also means no. Always give your participants the possibility to opt out of play they do not want.

    But also remember that yes means yes. Make it easy for your players to opt in, and to help each other get the play they crave even if it does not come easily to them. Normalize the scary things and set the tone. If you treat your challenging content as normal and expected, the players are more likely to do so as well. And workshopping content like oppression or sex mechanics is not just to make the participants know how to use them, but also a way to let them try with guidance, and discover that they dare doing so.

    For yes-means-yes reasons, I really like check-in words like the traffic light as a complement to safewords. This mechanic uses the colours of a traffic light to calibrate consent during play, and I specifically like it for the opportunity to signal what you want to do (e.g. hold a bucket of water as if you were to throw it over a co-player), ask “green?” and if you get a “green!” back, go ahead and do it. The OK check-in is a similar mechanic.

    Traffic lights (Photo, Jos van Ouwerkerk)
    Traffic lights (Photo, Jos van Ouwerkerk)

    If you are unsure if a co-player wants to do something, it is better to check in and get that enthusiastic consent, than to just-to-be-sure refrain from doing it.

    The Pre-negotiation Problem

    Informed consent is a tricky one at larps though. It is easier to feel secure when you know in advance what you are signing up for. Some designers talk about expectation management – when we know that a larp will handle challenging themes, we can give informed consent to play them (Svanevik & Brind 2018).

    Designers can use ingredients lists or make explicit rules against content they do not want in a larp. But they can not control what the players bring into the game, and therefore we can not expect consent in larp to work with pre-negotiation only.

    Larp is like sex in this regard. Most people would call it impossible to pre-negotiate everything we want to do in a sex scene. The same applies to larp. Often we are not aware of all our limits in advance. Something might seem like a thing you would never do, but when you try, you end up loving it. Something might be fun for a little while, but not what you want to spend the entire night on. And some things seem like amazing play in advance but end up awkward or horrible. Consent is dynamic and can be given or taken back at any time. There are many mechanics to make this work during runtime: for example, Johanna Koljonen’s Safety in larp blog (2016) is a veritable goldmine of these.

    The risk with the idea of pre-negotiating so that uncomfortable or triggering things should never happen in the first place is that players get ill-prepared for actually calibrating and finding their limits during play. And then we risk players holding back and not getting the play they crave, because there is too little space to calibrate and check in for consent.

    Finding One’s Limits

    This leads me to another key aspect of the brave space. It is easier to achieve it when we practise to actually find our limits – soft and hard ones – and know how to set them.

    Rock climbers (Photo, Joshua Tree National Park Licensing)
    Rock climbers (Photo, Joshua Tree National Park Licensing)

    In this context, I find it very useful to separate between different kinds of limits. There are hard limits that should not be crossed. And then there are soft limits that we can push when we feel brave and comfortable enough to get new and exciting experiences. Many of my best larps are those where I have learned new things about myself, love, or life by stepping out of my comfort zone. Those where I have been able to let go, embrace the uncertain, and let other people affect me. The ones where I have felt safe enough to push my limits and see where I end up.

    When one is playing with pushing limits, one always risks hitting them. And this is good. The goal is not to never have to use a safeword, but to know that you are able to. And what happens after you safeword or get safeworded at, and that it is gonna be okay.

    I actually consider fake safeword workshops a harmful feature in larps. It is very common in pre-game workshops for players to be told to practise using safewords in an artificial setting where no-one is actually close to their limits. This teaches players to lie with safewords, but not to recognize their boundaries and experience how to actually use them.

    In contrast, I learned a really good safeword workshop technique at the Atropos game Reborn (2018). There, we were told to practise the sex mechanic of the game and to escalate it until we felt a need to say “this is comfortable but don’t go further,” – or to use the safeword “off-game” followed by the information we wanted the co-player to have, e.g. “off-game, no touching my face please.” This was a chance to actually feel where our limits were, to experience authentically using safewords, and to get a good experience when they were respected.

    Hurting and Aftercare

    The last part of the brave space that I will explain here is what to do when we hurt someone. This is important, because the key to make players safe enough to be brave is making them care about each other. I will only dare to push my limits and to do amazing transformative things at a larp if I trust my co-players to care for me when it hurts. And it will.

    If someone ever promised that they would never hurt you, they lied. Because one cannot know that. Sometimes we hurt each other. And an important part of building consent culture is realising that not only Bad and Unsafe people do this.

    When we allow larp to affect us, and get emotionally vulnerable together, we sometimes make other players uncomfortable. We fail to communicate, we transgress boundaries, or we do not realize until afterwards that someone else has transgressed our own. But that is a natural part of life. The important thing is what happens afterwards. If I hurt someone during a larp, I have a responsibility to try to help them feel okay again.

    Cliff jumping (Photo, Jacub Gomez
    Cliff jumping (Photo, Jacub Gomez

    This is where I start worrying when I hear thoughts like “you never have to explain why you safeworded” and when this responsibility between players gets replaced with flagging systems and third-party safety hosts. I have spoken with too many players who fear that they will make someone feel unsafe at a larp and will not get to know about it until the harm is already done, someone is hurt, and they are red-flagged from further activities. I have also seen too many players become defensive and claim to have done nothing wrong because only Bad and Unsafe people do that. And when a safety discourse makes players react with defensiveness and mistrust, feeling that the threat of being labelled a Bad Person is too great for them to admit to their mistakes, it does not build safety. It destroys it.

    I honestly think that a responsibility we have as players is to make amends and try to correct our mistakes. We cannot promise to never hurt a co-player, but we can promise to do our best to help them feel okay again. Sometimes, they do not want that help, and the best thing can be to give a little space before we try to solve something. But in order to not leave conflicts hanging, we must get to know what has gone wrong and take responsibility for it. I think a third-party safety host can be a great asset here to help solve conflicts between players or between players and organizers. But I find it important that the safety host is a support and not a shield. Solutions like red-flagging or letting a safety host remove a player from a larp are there for when the trust between the players is irreversibly broken – but when creating a brave space, it is important to not let them replace communication between players before that happens.

    For larp to actually be safe, we need to be safe with each other instead of away from each other.
    We need to build spaces where we as players can grow together, learn together, and have intense, emotional, vulnerable, and unexpected experiences. We need to talk about how to make mistakes and then correct them. How to lose trust, but also how to regain it. How to feel bad after a larp and how to care for each other in it. How to lean in, explore difficult topics, and learn to fly.

    References

    Bowman, Sarah Lynne, Maury Brown, and Johanna Koljonen. 2017. “Safety & Calibration Tools in Larps.” Knutepunkt 2017.
    https://www.nordiclarp.org/wp-content/uploads/2017/02/Safety-Calibration-in-Larps-Knutepunkt-2017.pdf

    Svanevik, Martine and Simon Brind. 2018. “Playing Safe?” Nordic Larp. https://nordiclarp.org/2018/01/22/playing-safe/

    Brown, Maury. 2017a. “Safety Coordinators For Communities, Why What and How?” Nordic Larp. https://nordiclarp.org/2017/04/17/safety-coordinators-for-communities-why-what-and-how/

    Brown, Maury. 2017b. “The Consent and Community Safety Manifesto.” Nordic Larp.
    https://nordiclarp.org/2017/03/24/the-consent-and-community-safety-manifesto/

    Friedner, Anneli. 2013. “Gränsdragningar och gråzoner, ett utvecklingsforum om lajvetik.” Jeu de rôles. http://jeu-de-roles.blogspot.com/2013/03/gransdragningar-och-grazoner-ett.html#more

    Koljonen, Johanna. 2016. “Safety in Larp. Understanding Participation and Designing For Trust.” Safety Participation.
    https://participationsafety.wordpress.com/

    Pedersen, Troels Ken. 2015. “Your Larp’s Only as Safe as its Safety Culture,” Leaving Mundania. http://leavingmundania.com/2015/08/04/your-larps-only-as-safe-as-its-safety-culture/


    Cover photo: Backlit couple floating (photo, Isabella Mariana).


    Content editing: Elina Gouliou

  • Writing an Autobiographical Game

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    Writing an Autobiographical Game

    By

    Yeonsoo Julian Kim

    An autobiographical game is a game that is based on the experiences of the designer(s). There is, of course, a lot of wiggle room in that description. A game that realistically depicts an event from the creator’s life moment to moment is an obvious example, but what about an abstract game that is emotionally true to the creator’s lived experience but not literally true? Does a game in which players fumble around a room in total darkness without speaking count as autobiographical, if the purpose is to experience something similar to the helplessness and frustration the designer felt when they experienced a loss?

    For the purposes of this piece I am going to talk about something that’s planted firmly in between the two. Specifically, I’m going to talk about designing an experience that explores autobiographical themes through metaphor while also incorporating characters that are based on real people. This goal is what I tried to achieve when writing The Truth About Eternity, my semi-live scenario for Fastaval this year.

    The Truth About Eternity (Davis 2019) is a scenario about a near future in which ancestor worship has taken the form of preserving the deceased in digital tombs. When a person dies, their family can upload an artificially intelligent copy of them to a server and then continue to visit them via virtual reality. The scenario explores the relationships between two digitized ancestors and their three living descendants, all who belong to different generations, as well as the financial and emotional strain that comes with maintaining these digital tombs. One of the major themes is the struggle of balancing familial responsibility and personal freedom. At its core, this scenario is about Korean family dynamics, eldercare, guilt, and grief. It’s also about whether artificially intelligent copies of human beings have souls, but that question is presented in the scenario as a way to further explore those core themes.

    While I clearly do not live in a world in which digital tombs of this nature exist, The Truth About Eternity is largely autobiographical. The three descendants, Esther, Helen, and Sam, are based on my grandmother, mother, and me. They are not carbon copies when it comes to the details, but I wrote them to be largely emotionally true to the three of us. The two ancestors, Jungwoo and Minji, are amalgams of various family members both living and deceased. Likewise, while some of the scenes are completely fictitious, many of them pull from real moments in my family’s history, some which I was present for and others which I heard about after, sometimes long after, they transpired.

    grandparents posing with granddaughter by trees
    Family photo of Clio Yun-su Davis and grandparents. Photo by Hoyun Kim.

    Why Write an Autobiographical Game?

    There’s a scene that makes its way into what feels like the vast majority of media revolving around ghosts. The protagonist somehow witnesses the trauma of the ghost through a vision or by investigating what happened to the deceased, and through witnessing the trauma they have either freed the ghost or have learned what must be done in order to do so. This trope is so prevalent that it’s hard to imagine there’s nothing to it in real life. There is something healing about having other people witness the most painful moments in your life because in sharing these moments you become less alone in them.

    What part of your life do you want other people to witness and experience, and why? If you’re thinking about writing an autobiographical game, it will likely help to have as specific of an answer to that question as possible. If I had gone into writing The Truth About Eternity with the goal of creating a game about my family rather than creating a game about the guilt and profound grief my family has contended with while taking care of my grandmother who has advanced dementia, I would likely not have gotten too far. In my experience, vague design goals often lead to less memorable experiences for players. I would rather play in a game about someone’s family dinner growing increasingly awkward because a will was recently read than a game about a family dinner that becomes awkward because the characters don’t like each other for unspecified reasons.

    Once you have determined what part of your life you would like other people to experience, even just for a snapshot, it’s a good idea to have some understanding of the “why” behind the design. There is a decent chance that your “why” will look like one or all of the following:

    • Because I want other people to understand this part of my life.
    • Because if other people experience this (in a controlled environment), I will feel less alone.
    • Because words are not enough to explain what I experienced.
    • Because I want to be witnessed.
    • Because other people have gone through something similar and I want them to know they aren’t alone.

    The Curse (Stark 2013), a scenario written by Lizzie Stark also for Fastaval, has a premise and family tree that both pull from the author’s own life while not exactly replicating it. The designer created the scenario partly as a means for giving others a glimpse into the challenges faced by those who have hereditary cancer in their family, and specifically cancer caused by a BRCA mutation. That is, at least in part, her “why.” Marshall Bradshaw, another American larper and designer, wrote his short semi-autobiographical larp A Political Body (Bradshaw 2018) in order to provide an opportunity for players to explore the struggle of having to choose between participating in a protest and staying home when a chronic illness flares up badly. The larp functions as a highly specific snapshot that depicts a much longer-term issue.

    The Truth About Eternity was the equivalent of the cursed video tape from Ringu (Nakada 1998) or The Ring (Verbinski 2002) for me. In these films, the ghost of a girl who was killed by being pushed down a well manifests her anger and pain as a video tape that kills the viewers after they watch it. The scenes shown in the video are mostly abstract, with shots that illustrate her trauma dispersed throughout. The video’s message is not a simple confessional of what happened, but a strange piece of art that conveys the creator’s suffering by inflicting suffering upon those who witness it.

    I was, and still am, this ball of guilt and sorrow due to my grandmother’s condition and the immense challenges that have come with taking care of her. It has been unbelievably hard to communicate the sheer magnitude of my grief through conversation or even in writing. Like the girl in the well (yes, I am running with this analogy), I had to create something else in order to make people understand the emotional component of my family’s situation. One of the goals of The Truth About Eternity is absolutely to make its players distraught. When I hear that players cried during a run, it feels like part of the weight of the situation has been lifted off me. It feels like an essential part of my existence has been seen by another person—finally—and just by being seen, some of the pain dissipates. Is it selfish to write a game for those purposes? It might be, if there weren’t a lot of players out there who specifically seek out games that try to rip their hearts out.

    There is a secondary reason for why I wrote The Truth About Eternity, and that is to help people who are unfamiliar with Korean culture and Confucianism to understand it a little better. The Wikipedia entry on Korean Confucianism serves as a good brief overview of some of the cultural information relevant to the scenario. As mentioned previously, this scenario was specifically written for Fastaval in Denmark. There are parts of it that would be different if I had written it for an American audience, and parts that would be very different had I written it specifically for Asian players intimately familiar with the culture.

    Much of the workshopping at the beginning is in place to deter accidental (and potentially purposeful) microaggressions. Autobiographical games that depict a culture different from the one the majority of its players come from have this additional challenge, as you must provide cultural context for the life events inspiring the content. You also run the risk of participants interpreting the game’s message as “this is what is wrong with this culture and why it’s worse than others” even if the goal is supposed to be “here is a glimpse at some of the complexities of this culture.” This especially tends to happen when players enter a game with existing assumptions about said culture gleaned from stereotypes, depictions of it in other cultures’ popular media, and brief encounters with it without deeper knowledge and context for its values. James Mendez Hodes touches on this tendency in his article “Best Practices for Religious Representation, Part I: Check for Traps,” in which he warns against wasting time on hierarchies of evil (Mendez 2019). One nightmare outcome for my scenario would have been if players used it as an opportunity to paint Korean (and Korean American) society as inferior and unevolved compared to others because of the game materials’ inability to make the characters’ values relatable. Too much information and the players are overloaded, while too little and they do not have enough to work with. Martin Nielsen and Grethe Sofie Bulterud Strand outline good practices for portraying cultures in larp in their “Creating and Conveying Cultures” chapter of Larp Design: Creating Role-Play Experiences (Nielsen and Strand 2019).

    Writing Characters Based on People you Know

    There are some questions of ethics and etiquette to consider when basing characters on real people. Each case is different so I won’t go into much detail here, as there are plenty of articles on how to deal with this when writing fiction that apply to games as well, such as Matt Knight’s “Using Real People, Places, And Corporations In Your Fiction – How Real Can You Get And Not Be Sued?” (Knight 2017). The short of it is, it’s generally a good idea to not make characters one hundred percent identical to those they’re modeled after. The more similar they are, the better it would be for you to get explicit permission. There are, of course, exceptions, but this is a good place to start.

    A game that is autobiographical for you, the designer, is also likely in part biographical for one or more people unless you are creating a game in which multiple players all play different facets of yourself or alternatively, a single player experience. You may very well be telling other people’s stories as well as your own. In a chapter of Larp Design: Creating Role-Play Experiences entitled “Writing Realistic, Non-Exploitative Characters,” Laura Wood (2019) describes the thinking behind writing Inside, a larp that takes place during an English class held in a women’s prison. The characters, created during a pre-larp workshop, pull from the histories of real people with whom the designer has interacted, but are purposefully not recreations of specific people’s lives. This is one way to avoid exploiting real individuals and their lived experiences.

    When emotions are strong and psychological wounds are fresh and/or deep, it can be tempting to write characters based on people we know as saintlike or evil beyond the shadow of a doubt. If you’re going for a surreal, cartoonish, or over the top tone, then this might work! If not, however, you will probably want to include a bit more nuance. Real lives and people are complex, and if you want to convey that complexity, you are going to have to do some things in your design that may hurt a little. Or a lot.

    Playable characters based on people who have hurt you generally need to have qualities other than that they hurt you. Again, when you dive into very surreal territory you might want to throw this out the window, but when writing realistic characters, this is important. Players are already often inclined to take a character with unpleasant traits and play heavily into them, making them as despicable as possible. I learned this the hard way with Jungwoo, an ancestor character who does some nasty, selfish things but is also supposed to be pitiable and at least somewhat sympathetic. Many runs of The Truth About Eternity seem to have featured a decidedly horrible version of Jungwoo, something that I’m taking into account as I prepare to make revisions to the scenario.

    Likewise, playable characters based on people who you love and admire need to have flaws. I struggled with this when writing Esther, who is based on my grandmother. I ended up taking one of her best qualities and amplifying it so much that it became a flaw—Esther is so selfless that her selflessness actually becomes a burden to her family. Similarly, writing Helen was a challenge because she is largely based on my mother who shoulders many of the same responsibilities that Helen does. It wouldn’t be difficult to play her as someone who easily makes all the most selfless decisions if I didn’t make her realistic by giving her her own conflicting needs. If a character is placed on a pedestal, a player may be hesitant to portray that character with the depth they would like for fear of breaking an unwritten rule about representing that person as perfect and beyond reproach.

    Photo of a mother her young girl posed against a rock wall with a building behind them
    Family photo of Clio Yun-su Davis and mother in South Korea. Photo by Mark Davis.

    Writing a Character Based on You

    This is where things get even trickier. There are so many ways in which writing yourself into a character can go wrong. You have to have a keen sense of self-awareness in order to write a character based on yourself realistically, and I’m still not sure whether I managed this or not. My approach was to create a character who shared my motivations, fears, and one big flaw that I’ve had plenty of time to examine. Sam, the youngest character in the scenario, is the embodiment of my desire to have all the elderly people in my family well taken care of despite what it might do to those fronting the brunt of that responsibility. In my case it is primarily my mother, in Sam’s case it is Helen, his mother. As much as Sam and I might sacrifice to help our families, it is never as much as our mothers sacrifice. So it is that Sam is fairly oblivious to how his desperation urges his mother to martyr herself. Sam has this flaw because I have spent a lot of time reflecting on its manifestation in myself. Had I not, I don’t know what kind of character Sam would have turned out to be, but I suspect he would be rather two-dimensional, not very believable, and therefore difficult to play.

    It can be a little weird and disorienting to have other people step into your shoes and play someone who is based on you for several hours. They may make decisions that make your head spin because you’d never see yourself making them, or they may accentuate your worst or best qualities in a way that makes you feel anywhere from slightly embarrassed to utterly ashamed. If you find yourself reacting strongly to the way others portray you, it’s a good idea to remind yourself that they are likely playing for drama and not to accurately depict you. Depending on how much you disclose, there is a good chance the player won’t even know their character is based on you.

    So far, I’ve mostly been amused and fascinated by how players portray Sam. I’m relieved when people play him as naive and childish because it means I didn’t write him to be a perfect angel simply because I didn’t want to see myself in an unflattering light. It is wise to check your motives when writing yourself into a game. If it turns out that the whole thing is a long way of saying you were right and everyone else was wrong, chances are you need to revise it.

    Is This a Game that is Emotionally Safe for You to Facilitate?

    This leads us to a question I grappled with even before I started writing The Truth About Eternity. Is the game you want to create something that you would be able to facilitate without it causing you too much distress? You are, after all, setting up a bit of an Ebenezer Scrooge and the Ghost of Christmas Past situation in which you may be witnessing variations on upsetting scenes from your past, depending on the content of your game. Some of those variations might take you by surprise in terrible ways.

    I don’t have a good answer when it comes to The Truth About Eternity because illness kept me from attending Fastaval this year so I did not get to facilitate the game for its intended audience. I have, however, heard and read detailed accounts of the runs that took place in my absence. Before I settle on a definitive answer, I feel that I need to run the scenario for a group of players not composed of my friends.

    What I do know is that I cried for about twenty to thirty minutes every time I sat down to write this scenario, which made finishing it in the first place ridiculously difficult. There were also multiple layers to my concerns about seeing players embody these characters. Would they make a parody out of these characters’, and therefore my family’s, suffering and the way I presented Korean culture? Would they find the characters and their situation so alien that they couldn’t possibly portray them with any seriousness or depth? These concerns are in addition to the standard anxieties so many people have about their games; do the mechanics work, are the workshops helpful, is the pacing okay?

    My advice is mostly hypothetical since I did not run the scenario in the environment it was written for. However, I would suggest running it first with players you trust before making yourself vulnerable to the world at large. That way at least you can see how it is you react when you know the other people in the room have your back and will understand if it’s an intense experience for you.

    Receiving and Parsing Feedback on an Autobiographical Game

    It’s a pretty radical act of vulnerability to write an autobiographical game and then hand it over to people who are going to tell you what’s wrong with it. When you take the time to create something that holds so much meaning for you and share it with the world, you will eventually encounter people who don’t like the thing you created at all. When you’ve created something based on your own life, you might find that even if you’re normally thick-skinned, the criticisms sting particularly badly.

    It can also be difficult to distinguish, particularly when writing about a culture that is likely unfamiliar to the players, when your design isn’t doing the best job of explaining how to portray that culture or when players are being unintentionally insensitive. I also dealt with this challenge when writing and calibrating The Long Drive Back from Busan (Davis, 2017), a freeform larp created for the 2017 Golden Cobra Challenge about a dysfunctional k-pop group. If the majority of runs of the game do not encounter an issue with this, then it may very well be an issue with the players instead when it does occur. When players are being intentionally insensitive, it tends to be more obvious, and unfortunately you can’t trust much of the information you gain from those sessions.

    Fortunately, none of the feedback I received for The Truth About Eternity was painful to read. In fact, it was overwhelmingly encouraging and informative. Some runs were a little bumpier than others, and players pointed out the things that didn’t go perfectly, but at the end of the day the experience resonated with many of them exactly the way I wanted. There were some players who did not connect emotionally to the content, but that’s to be expected with any game. For now, I can safely say I do not regret writing this scenario and sharing it with people. I would love to see more autobiographical games in the future from designers from different backgrounds.

    References

    2019. “Korean Confucianism.” Wikipedia. Wikimedia Foundation. July 22

    1. Microaggression.” Wikipedia. Wikimedia Foundation. July 23.

    Knight, Matt. 2017. “Using Real People, Places, And Corporations In Your Fiction – How Real Can You Get And Not Be Sued?Sidebar Saturdays. August 5.

    Mendez Hodes, James. 2019. “Best Practices for Religious Representation, Part I: Check for Traps.” September 1.

    Nakada, Hideo, dir. 1998. Ringu. Toho Co.

    Nielsen, Martin and Strand, Grethe Sofie Bulterud. 2019. “Creating or Conveying Cultures.” In Larp Design: Creating Role-Play Experiences, edited by Johanna Koljonen, Jaakko Stenros, Anne Serup Grove, Aina D. Skjonsfjell, and Elin Nilsen, 228–31. Copenhagen: Landsforeningen Bifrost.

    Verbinski, Gore, dir. 2002. The Ring. DreamWorks Pictures.

    Wood, Laura. 2019. “Writing Realistic, Non-Exploitative Characters.” In Larp Design: Creating Role-Play Experiences, edited by Johanna Koljonen, Jaakko Stenros, Anne Serup Grove, Aina D. Skjonsfjell, and Elin Nilsen, 228–31. Copenhagen: Landsforeningen Bifrost.

    Ludography

    Bradshaw, Marshall. 2018. A Political Body. In Review.

    Kim, Yeonsoo Julian. 2017. The Long Drive Back from Busan. PDF.

    Kim, Yeonsoo Julian. 2019. The Truth About Eternity. PDF.

    Stark, Lizzie. 2013. The Curse. PDF.


    Cover photo: Wilson Vitorino.


    Content editing: Elina Gouliou