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  • Inclusion in Larp: Between Challenge and the Experience of Limits

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    Inclusion in Larp: Between Challenge and the Experience of Limits

    By

    Björn Butzen

    Personal note: In this article, I give my personal opinion. In doing so, I must refer to the article by Shoshana Kessock The Absence of Disabled Bodies in Larp, as it addresses some basic things regarding game design which I wholeheartedly support, especially the point about the representation of disability by non-disabled people. What is needed is not more non-disabled people in larp portraying disability (whether to make the character cooler and more interesting or something else), but more people with disabilities larping.

    1 billion disabled people in the world
    6% of the world’s population affected by deafness or hearing loss
    1% of the world’s population need a wheelchair
    2.6% of the world’s population have an intellectual disability
    17% of the world’s population affected by blindness or visual disability

    Our world is becoming more and more diverse. Realities of life can finally find a place and we are every day socially responsible to deal with and react to people’s most diverse needs. This hard-won achievement does not stop at a hobby like ours.

    This means that all those who are active in the field of larp, as organisers or players, have to face the fact that needs arising from diversity have to be recognised and accommodated. It is irrelevant whether a person is disabled or not. Every person has needs arising from their background. Our task as larpers is to meet these needs as best we can, provided that we have the opportunity to do so.

    In this article, I try to show that the limit of my imagination due to the awareness of my self means a break with immersion and has an impact on inclusion in larp in terms of self-determination and informed choice. In the course of the article, I draw attention to communication and expectations from the perspective of the vision of a larp event and the resources of all participants, and which courses of action can result from this.

    So let’s have a look together at what points we still need to work on.

    At the Limits: Our Imagination

    A central element of our hobby is the oft-praised immersion. We can immerse ourselves as completely and holistically as possible in situations we encounter in the game and not be distracted. Immersion is an element that is supposed to help us get as close as possible to a realistic experience or feeling.
    It is a fact that we succeed in immersion to a greater or lesser extent depending on the situation, location, participants, or unexpected events. The fact that we often portray supernatural beings and abilities and have to imitate these abilities without actually possessing them is already a break with immersion.

    So on some meta-level we are fully aware that what we are doing is a game. Yet we engage with it and ignore the fact that it is merely a representation. So we build representation into our immersion for the benefit of the flow of the game. Why is it nevertheless possible to get the impression that this is a bigger problem in interaction with disabled people than, for example, in the representation of a superpower.

    My personal experience and assumption is: because despite immersion, we think of ourselves mentally on the meta-level as the real me and thereby include social contexts, assumptions, as well as learned knowledge and ignorance in situations. We are moving in ableist systems, which, in addition to the disability itself, constitutes the true core of disability: non-participation in society.

    Ableism is the “discrimination and social prejudice against people with disabilities. Ableism characterises persons as defined by their disabilities and as inferior to the non-disabled” (Kessock 2017).

    The lack of accessibility is a central element of the non-participation of disabled people in social interactions. It is irrelevant whether this discrimination happens consciously or unconsciously. The decisive factor is whether measures and actions are taken to eliminate this situation once the discrimination has been recognised.

    In doing so, we realise that in many cases we have little contact with disabled people in everyday life. This realisation often brings with it insecurity, which then shows itself in play and interactions. However, we also fail to realise that disability is not a condition that prevails from the beginning of life. Only 3% of disabled people are disabled from birth. All other disabilities are acquired in the course of a lifetime. We fail to realise that at some point in our lives we ourselves may belong to the group of people with disabilities that, according to the WHO (2023), makes up about 16% of the world’s population. That is roughly one in six of us. This figure does not stop at larpers and is not linked to a specific population stratum.

    Lise Wagner (2021) - Disabled People in the World: Facts and Figures at Okeenea - Inclusive City Maker
    Source: Lise Wagner (2021) – Disabled People in the World: Facts and Figures at Okeenea – Inclusive City Maker

    It is beyond our imagination to suddenly no longer be able to do things we were previously good at, for whatever reason. This limitation of abilities is often understood as a loss of quality of life. It is accompanied by assumptions about what disabled people are able to do. This is where the greatest danger of acting ableist lies: we cannot imagine what disabled people are capable of doing, and also we think we have to make decisions without including disabled people in the discussion.

    Often the boundary between external responsibility and personal responsibility is crossed in an encroaching way. A supposed protective space is built up for disabled people that protects no one but ourselves – from experiences that could take us further.

    The diversity of forms of disability is obviously a big problem for many people. Facing many forms of disabilities means that I cannot develop a patent remedy for dealing with them all. As a result, I have to reposition myself in every situation, at every event, in every conversation, according to the needs of my counterpart.

    Even though this last sentence applies to practically every situation in my life, even without people with disabilities, it takes on a special meaning for me when dealing with people with disabilities. In this context, if inclusion would be really implemented, it would mean that it is just not a special event. I deliberately avoid the term normality here, because this is a fallacy regarding the diversity of people we encounter in the course of a lifetime.

    The special nature of the situation is made clear for many by the fact that they are afraid of possible embarrassment in direct contact with disabled people. They are afraid that they could do something wrong out of ignorance. Therefore, they often do not do it at all and thus deprive themselves of the opportunity to learn and to overcome that very limitation of imagination.

    At the Limits: Communication

    If there is no meeting or exchange, larp will not be able to develop in this. area. One often feels that disabled people are not taken into account at larps. For example, if I can’t find any information in advance of an event that helps me as a disabled person about the location, the game, the expectations of the organisers, etc., I have to expend additional energy on top of my personal effort, which is regularly caused by my disability anyway, in order to be able to make an informed decision.

    What does informed choice mean?

    According to the NC Department of Health and Human Services in North Carolina,

    “individuals with disabilities have the right to make choices over where they work and how they spend their days. However, people with disabilities too often have limited experiences on which to base choices. Informed choice is what we call the process of choosing from options based on accurate information, knowledge, and experiences. Core principles include:

    • Everyone is capable of making choices, regardless of their limitations, and needs opportunity, experience, and support to do so.
    • Choice means selecting among available options, and clearly defining what those options are.
    • Choices have consequences and it is important to clearly understand what those consequences are.
    • Choices are made within the overall context of cultural and societal expectations and some choices are viewed as more acceptable and more positive than others.

    Informed choice occurs when a person, with or without reasonable accommodations, understands all the options available to them, including the benefits and risks of their decisions. The process of informed choice doesn’t have an end and doesn’t just occur one time. Informed choice is part of an ongoing process of engaging people in person-centred conversations about their goals.” (NCDHHS 2023)

    Especially with regard to organisers, it is desirable that people with disabilities can be involved in the run-up to an event. This means that I either have people with disabilities in my environment that I can integrate into my team, or I make an effort to recruit people with disabilities as experts for my event.

    Here I should just briefly point out that counselling, in the sense of “I educate myself further”, is something I pay money for in my working life. It should be noted at this point that disabled people owe nobody free education.

    Low-barrier access to information on the event’s website is also something that not only benefits people with disabilities. Clear structures of the page layout, bundled and brief information, pictures of the location, and references to the sanitary facilities are just a few examples to help people in general make informed decisions.

    It seems to me that an important point is the agenda of the organiser. As a disabled person, I want to be able to get an idea of who I am dealing with on the organiser’s side:

    • Personally, I would like to meet people who have not already made up their minds about me and my disability.
    • I want to meet people who trust me to do things, as they would trust non-disabled people.
    • I want to meet people who trust that I can make decisions for myself just like non-disabled people instead of organisers who have already made decisions for me without knowing what I am capable of.
    • I want to meet people who want to look at situations with me and find a solution together.
    • I want to meet open-minded people who are aware in their communication that they don’t have to know everything (and probably can’t), but are willing to learn and educate themselves
    • I want to meet people with whom I can build a trusting relationship in order to be able to discuss needs that may also require more intimate knowledge in one situation or another. For this I need a protected space.
    • I want to meet people who recognise where there is a need in play situations (be it through physical barriers or in interaction with other participants) and are not afraid to solve the problem with the necessary knowledge and calmness and above all, clarity and unambiguity.

    This sounds like a lot of work at first, but on closer inspection it turns out to be demands that we in the field of larp already implement in many other things and that we try to incorporate into our thinking and actions on diversity issues anyway. Often, experiences of marginalisation arise from the same or at least similar behaviour of counterparts in encounters, so intersectionality is a clear building block of a diverse world for marginalised people, but one that needs to be remembered again and again.

    Nevertheless, we need to be aware that there are people who are already overburdened by these demands.

    At the Limits: Our Own Vision and Our Resources

    Does this mean that I, as an organiser, can no longer organise an event that is not barrier-free, such as a castle larp? Does every event I organise have to be inclusive and diverse?

    Those who ask themselves such questions have failed to understand what inclusion and diversity actually mean and what added social value their own events derive from them.

    First of all, there are not only physical hurdles when I organise a larp in a castle. Running a larp in Czocha Castle in Poland, for example, has driven an organiser bankrupt and ticket prices have risen out of reach for many larpers.

    One question I should ask myself as an organiser is whether the location I have chosen is a compelling element for what my larp will ultimately be. In the course of developing a larp, I have to think about which of my visions will ultimately become reality due to various circumstances. Sometimes the process involves painful decisions. Inclusion can seem like another hurdle that prevents me from realising my visions.

    Even though I personally find this assessment regrettable, it seems to me to be a valid attitude if I am eager to implement a certain vision. Here it is important to know that I can (and should!) also communicate this accordingly, but then also have to face consequences and counter-positions. This means above all that I have to be prepared for criticism and accept it, listen to it, and process it.

    But maybe I also have to admit to myself that my own resources may not be sufficient to implement inclusion. This also needs to be communicated. It would be important to remain open to the process, to accept help if necessary and to include people in my team with whom I can better implement inclusion. However, if my resources are not sufficient, the most important advice is not to promise what I cannot deliver. This only leads to frustration on both sides, as expectations and implementation efforts clash and cannot be resolved. The worst-case scenarios are that someone is at an event that I, as the organiser, cannot help or I, as a disabled person, am sitting at an event and cannot take action because the circumstances are not as they were announced to me.

    In my opinion, organisers must be able to clearly communicate what resources they have available for which processes. They must provide resources in their event organisation structures to be able to address the issue of inclusion appropriately and provide contact persons. In my experience, it helps enormously if this person is a person with disabilities themselves, as this already offers a less barrier-laden approach, which can be of great importance for communicating the own needs of people with disabilities.

    Beyond the Limits: Accepting the Challenge

    Perhaps the most important conclusion that can be drawn from this article is that there are no easy answers to how best to implement inclusion. The human species is diverse and each of us, regardless of whether it is a person with a (visible) disability or not, or if it’s just personal preferences that matter to us: we have to try to engage with our counterpart.

    When it comes to disability, both Shoshana Kessock (2017) and Lizzie Stark (2014) have made suggestions years ago about great ways to implement their own game design as an organiser and take further steps from there. For example, the idea of an avatar taking the place of the player in certain situations is one way to create an element of participation in certain situations. Lizzie Stark rightly writes: “Since the world is big and people and their needs are complex, it’s unlikely that any one technique is going to work for everyone all the time” (Stark 2014). Dann Lynch (2023) has also given suggestions on how to make larp more accessible.

    People with disabilities will not give you a one-size-fits-all answer to the question: what do I have to do to be inclusive? None of us can avoid thinking about it ourselves in exchange with affected people.
    There are already many people with disabilities in the field of larp – but not all of their disabilities are visible. These people must be allowed to gain the courage and be offered the opportunity to talk about it without prejudice and in a self-determined way. Larp designers must credibly and honestly assure and emphasise that disability in larp is treated neither as a cool feature of a character such as an eye patch nor as a burden regarding the efforts I have to put in my larp because someone is disabled, but as a part of the personalities that live in the game world in which I currently find myself.

    Real participation means that people with disabilities can also immerse themselves in play worlds in order to have new experiences like everyone else, and to escape from everyday life for a while.

    Bibliography

    Lise Wagner (2021): Disabled People in the World: Facts and Figures at Okeenea – Inclusive City Maker

    WHO: Disability (2023)

    NCDHHS: Informed Choice (2023)

    Shoshana Kessock (2017): The Absence of Disabled Bodies in Larp in Once Upon a Nordic Larp… Twenty Years of Playing Stories

    Lizzie Stark (2014): A Wheelchair Ramp for Larp

    Dann Lynch (2023): Accessibility – More Than Just Wheels


    This article has been reprinted with permission from the Solmukohta 2024 book. Please cite as:

    Butzen, Björn. 2024. “Inclusion in Larp: Between Challenge and the Experience of Limits.” In Liminal Encounters: Evolving Discourse in Nordic and Nordic Inspired Larp, edited by Kaisa Kangas, Jonne Arjoranta, and Ruska Kevätkoski. Helsinki, Finland: Ropecon ry.


    Cover photo: image from Pixers.

  • Good Cakes, Bad Cakes: Character and Contact Design as a Factor of Personal Game Experience

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    Good Cakes, Bad Cakes: Character and Contact Design as a Factor of Personal Game Experience

    By

    Niina Niskanen

    In Finland, children playing in their sandbox with their plastic buckets and shovels, chant a traditional rhyme: “Älä tule paha kakku, tule hyvä kakku!” (Don’t become a bad cake, please become a good cake).

    A good sand cake stays whole when the bucket is turned upside down. It is affected by lots of things: moisture and quality of the grain, evenness of the platform, and swiftness and steadiness of the baker’s hand. Sometimes the cake collapses no matter how hard the baker tries.

    Playing with sand cakes reminds me of preparing for a larp as a player. There is an element of randomness in every game, no matter how conscientious or detailed the design is or how dutifully the players create their contacts. The sand may appear nice and moist, but in the end, it’s too loose. We think we succeed in compressing the sand in the bucket snugly enough, but one edge fails to fill up. Maybe the handle of our bucket is broken and it betrays us at the most crucial moment.

    Contacts as the most important ingredient

    I come from the Finnish larp tradition, where characters and their relations are usually carefully planned and written, balanced, and of equal value. Their personal and inter-character story arcs are meaningful and dramatically coherent, and aligned with the themes of the game. Organisers usually choose their players from a pool of applicants, based often on an extensive background information form. The character is chosen for each player with their personal wishes and experience in mind. I call this the micro-level of character design.

    Micro-level character design operates on the level of individual players and characters: What does this particular player want and wish? What are they capable of? What can they personally bring into the game? What is the dramatic arc of the character? What kind of tensions does the character have with other characters; what are their desired outcomes? What are they going to do in the game? Do they have balanced plots that support their personal story?

    Many big, international blockbusters use either brute force design (see Fatland & Montola 2015) that relies on the maxim “More is more” and offers the players a well-supplied smorgasbord of plots, or sandbox design where players are invited and often expected to create their own content. These are cost-effective ways to create large commercial games. Some of these games offer well-constructed and carefully thought out characters, but often the players are given only a loose draft of character and their network. The personality and contacts are more like suggestions, and they might be open for change if the player feels like it. Players can even choose to discard them entirely. This I call the macro-level of character design.

    Macro-level character design operates on the level of groups and bigger constructions: character groups, big plots in the background, public scenes open to everyone, action free to join.

    In my 25+ years of larping, the strongest element to either build the game to excellent heights or make it fall has been contacts and inter-character relationships. Thus, choosing very light, sketch-like character design or making contacts fully flexible according to players’ ideas, inspiration, or time, burdens me with potentially pointless shovel-work and increases the chance for the sand cake of the game to collapse.

    My argument is that when game designers lead character designing work or, if players are given responsibility for it, facilitate its processes, the experience is more likely to be successful for a bigger number of players. This is because purely player-driven character and contact design potentially has several problems and challenges.

    Embrace the chaos?

    Next I will discuss four specific problems and challenges of macro-level character and contact design. Many of my points echo Anni Tolvanen’s (2022) Nordic Larp Talk on dance card larping.

    It’s easy, fun and safe to play with friends and people with similar play styles. Players can plan their character relations and plots together, and make use of their previous common play history: whereas contacting several strangers, feeling their play styles, negotiating content, and trying to fit it all to the larp can be much more stressful and time-consuming. Playing with friends is natural and understandable and, at least to some extent, one of the points of larping: but it can, however, lead to exclusivity. My first point is that players who have no friends to gravitate to in the game or who feel difficulty making new contacts, may be left out from designing game content.

    Secondly, player-driven contact design can also lead to collecting as many interesting contacts as possible. This is also known as contact shopping. In the process, common content is brainstormed, inter-character history drafted, plots agreed on and even scenes planned. But in the game, the contact shopper has no time to play with all their contacts, so they have to choose: maybe the most interesting ones, those with friends, or those easily at hand. To co-players, these pre-planned relationships can, however, be crucial. These players may not have their friends aboard, or they may not be prepared for the play culture of contact shopping. The content now thrown overboard may play a big role in their planned game content or character story, which now deflates.

    Thirdly, when there is no coherent, personal story and view of the character’s arc during the game, play can easily become chaotic and coincidental.

    In many Finnish larps, each plot is specifically designed for a certain character or group of characters. However, in some international larps, it is a choice of design to provide many potential plots that are not tied to any particular character. The player can then freely choose which ones they want to engage with during gameplay. When this design choice is communicated to potential players, they can choose whether they feel up to it or not.

    If players find themselves in this situation unexpectedly, they can try grabbing whatever plot or action they can get in the fear of missing out and being bored, whether it is something the character would do or not. Personally, in these kinds of situations as a player, I have felt pretty desperate. I’ve tossed aside all logic and the story of my character, and I’ve just tried to squeeze myself into anything. Immersion is long gone, numbness and indifference linger close. Embracing the chaos might keep me from getting bored, but it seldom offers impressive experiences or feelings of meaningfulness for a player, who is seeking a personal story.

    As a fourth and combining element: players are not equal when it comes to social capital, skills, and status. When the organiser’s hand doesn’t balance characters’ weight in the fiction, the most popular, charismatic, socially and verbally skilled players often reign. That can offer little or at the worst case no room to more subtle tones, quieter players and more delicate stories.

    Not easy for everyone

    Larping is an extreme social sport. Contact creation and plot design with a dozen strangers from other play cultures can be fruitful and awesome, but it can also be socially extremely straining and strenuous. Introverted or shy players, players with bad experiences or occasional problems with social situations, or players who know no other players in advance, may feel really anxious and uncertain. Also, players who can’t use hours of their free time for pre-larp random contacting in the hope of finding plots, can struggle.

    Behind my text are my own experiences from international sandbox or brute force blockbusters. I spent a lot of time contacting, brainstorming and plotting. From some players I never got answers. With many of them, I didn’t succeed in communicating the balance and equal weight of our content plans or character relationships. With some, I never ended up playing because they seemed too busy with other stuff. That made me feel meaningless and disappointed. I was also ashamed: I couldn’t follow the plans I participated in making, and I was unsure if I should push more or just give up. Diegetically, I felt not welcome in several plots, or, when suggesting hooks or action, didn’t necessarily get an enthusiastic response. When I gathered my strength to force myself in, my character was often merely a bystander, the audience witnessing others’ play. Here, despite the fear of missing out, I started to realise that these design styles are sadly not for me – or, rather, I am not for them.

    My larps were saved by friends with whom we had pre-planned contacts, and with whom we had an understanding that we are really going to play the planned content. I’ve also been lucky to have several really nice encounters and meaningful play with new acquaintances.

    For an introvert with some insecurities in social relations, the trying, the uncertainty, the negotiating, the forcing, and the continuous alertness for potential content was exhausting. I longed for knowing where to concentrate, being able to trust that there is a reason for my character’s existence. I felt envious and missing out: I did not get in or feel like an essential part of the cast.

    As far as I know, operating on the macro-level of character design is easier, lighter and less laborious, and that’s why it’s practised in big games. As a designer, though, I can’t help observing how things could be done a bit more inclusively. In each blockbuster I’ve attended, I have noticed many places where organisers could relatively easily have connected the spots to insert inter-character content, such as: both of these characters have nubile children, they should absolutely meet and discuss marriages! This character has violated a member of a leading gang, the information has to be shared for drama to happen! These characters have both recently lost someone important, the players would get a kick out of a séance session!

    Creating together or purchasing an experience?

    I see larping as creating together. Thus it also includes player responsibilities, not just rights. Especially in commercial blockbusters, some participants may see themselves as paying customers, and game designers as customer service providers. Can customers be asked to mind their co-players’ experience, answer messages in time, stick to pre-planned contacts, drop their immersion to help others, do something that doesn’t feel fun? Usva Seregina’s (2019; see also Seregina in this volume) article on commodification of larp discusses this and related topics in more detail.

    Personally, I fear that commercial games may lack the true communality that comes from committing to supporting other participants’ play and stories, and the vision that comes from comprehensive, dramatically solid, designer-led character arcs. I’m aware that I’m not purchasing an experience but a possibility of one. If I get a spot and choose to participate, I don’t expect to be fully catered, but I wish to know how to focus my available time and energy.

    Safety and stability make a better cake

    To decrease the problems and challenges of exclusivity, contact shopping, vacuous chaos, and inequality in social status, I, an introvert player, need some information or guidelines about these things: Why is my character important in this game, what can I expect from the game? Which players are my most important contacts and do we have time to play together? What kind of tension is planned inside the relationship? In short: I want to be as sure as possible that my experience is going to be as good as possible. I’m also willing to work for it, as long as I know what are the tools best for this playground.

    Compared to free player-driven contact creation, contact design by the organisers is a stronger promise to me and other players struggling with uncertainty on whether we too will be relevant and included. Knowing that designers have created full, meaningful characters and their relationships, I’m much more confident that the cake will stay whole.

    Bibliography

    Eirik Fatland and Markus Montola (2015): The Blockbuster Formula – Brute Force Design in The Monitor Celestra and College of Wizardry. ref. November 27, 2023

    Usva Seregina (2019): On the Commodification of Larp. ref. November 16, 2023

    Anni Tolvanen (2020): A Full House Trumps a Dance Card. Nordic Larp Talks. ref. November 16, 2023


    This article has been reprinted with permission from the Solmukohta 2024 book. Please cite as:

    Niskanen, Niina. 2024. “Good Cakes, Bad Cakes: Character and Contact Design as a Factor of Personal Game Experience.” In Liminal Encounters: Evolving Discourse in Nordic and Nordic Inspired Larp, edited by Kaisa Kangas, Jonne Arjoranta, and Ruska Kevätkoski. Helsinki, Finland: Ropecon ry.


    Cover photo: Image by Pexels on Pixabay.

  • So, We’re Gonna Play Together

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    So, We’re Gonna Play Together

    By

    Julia Greip

    When cast in a relationship with another player, — meaning any kind of relationship, such as family, friendship, enmity etc., as well as romantic/sexual relationships —  it is customary (but usually not mandatory) to reach out and calibrate before the larp. At times like these, there are a few questions I usually ask my co-player. A friend recently mentioned that she found my questions very helpful, and always used them when calibrating. At first I thought that they were nothing special, probably everyone used questions more or less the same? But, pre-game calibration definitely is a skill that can be developed and refined, just like most other parts of larp. So, perhaps in this text you can find some tool that will help you in your pre-game calibrations.

    These questions are based on a larp designed with a Nordic, collaborative playstyle, prewritten characters and prewritten relationships. Usually, characters are available for all players to read, and it is common to read at least parts of your co-players’ character descriptions. The questions work for other design choices as well, but may have to be adapted accordingly.

    It is of course not necessary or expected that you always ask all of these questions every time you do pre-game calibrations with someone. They are to be considered as a tool-box, and you yourself will notice which ones will seem most useful, depending what larp you are going to, what kind of relationship you have been cast in, and what you know about your co-player beforehand.

    Question: How much time and energy do you have for calibration, and what methods of communicating work best for you?

    Why it is useful to ask: Some people have very busy lives, and many larps lined up. Others have a lot of time, and want to spend weeks or months planning and discussing play. Calibrate this first, and try to find what works for both of you. If there is less time and energy, you might have to focus on only the most important questions. 

    Question: What are your hopes and wishes for this larp?

    Why it is useful to ask: This will give you the chance to understand your co-player better: their playstyle, why they signed up for this particular larp and what kinds of scenes they enjoy. It may also offer insights into how you can create rewarding play for them within the character relationship.

    Question: What is your understanding of the relationship between our characters?

    Why it is useful to ask: An important early step is to have a shared idea of what kind of relationship you are going to be portraying. This is especially relevant if you have not been reading the same texts (e.g. if you have only been reading your own character descriptions, and the relationship described from their point of view). But even reading exactly the same texts, interpretations may vary. If you do not have the same idea about what the characters’ relationship is (at least at the start of the larp), it may make things much more frustrating, both to calibrate and play.

    Question: What themes and aspects of this relationship are most interesting to you?

    Why it is useful to ask: Partially, this question allows you to delve deeper into the relationship, to analyse it deeper. But, more importantly, it is how you start to make the relationship your own, focusing on the things that appeal to you both. Hopefully, you have shared interests, and want the same things – but if not, this is also a good time in the discussion to politely tell your co-player if you are uninterested or uncomfortable with certain areas of the relationship. This can be hard, but hopefully you will be able to create something that appeals to you both, and fits in the framework of the larp and relationship.

    Question: What are your worries and fears going into this larp?

    Why it is useful to ask: Playing together is also taking a level of responsibility for one another. If you know what your co-player worries about, you might help make sure that their fears do not come true – especially if this relates to the relationship between your characters. And, if doing anything about them is out of your power, then it can sometimes be good to just share your fears with someone. 

    Question: Do you have any triggers, or anything else I should be mindful of?

    Why it is useful to ask: This one is self-explanatory. We do not want to distress our co-players off-game, if it can be avoided.

    Question: What level of physical play are you generally comfortable with?

    Why it is useful to ask: If there is a possibility that we might play scenes with violence, romantic/sexual intimacy or platonic closeness, having a rough idea of what to expect is a good thing. However, this reply is not about how you will be playing (see below).

    Why it is good to ask in this particular way: We usually know what level of physical play we are normally comfortable with, and if we have any boundaries that we never cross. However, I do not think it is good practice to decide beforehand, days or weeks before the larp and with someone you have not played with before, what is ok and what is not. What might have felt good when planning, might not seem at all good when the larp is about to start. It might be due to how you are feeling on the day, how it feels when you actually meet your co-player, or some other reason. I therefore think it is best to not commit to anything, but rather talk about what usually works, and then do more calibration on the day of the larp. 

    How not to respond: If your co-player says ”I don’t have any boundaries, you can do anything!”, I think it is fully reasonable to say ”Oh, okay, so can I break your arm?” We all have boundaries of some sort. Some people who do not state boundaries simply have not considered things that might happen at the larp. Personally, I only feel safe with co-players who state some sort of boundaries – at the very least, ”Don’t do anything that leaves lasting damage on my body”. You might think, ”But this is obvious, you shouldn’t have to say that!”, but that’s just the thing. There are very different cultures and norms in different larp communities. To some, it may be just as ”obvious” that you would never play out a realistic-looking sex-scene, or do things that are actually painful to others; those are common elements of some larps. So, try to be explicit, think about what your boundaries are, and be comfortable communicating them. 

    Question: What level of emotional intensity do you generally prefer?

    Why it is useful to ask: Some larpers want to feel deeply when larping, and feel that larp is best when it breaks their heart, and they can immerse deeply into feelings for the entire larp. Others have a playstyle focused more on cool scenes, interesting plots, or simulating an alternate reality, and are not very interested in having their hearts roughed up in the process. Although it can be difficult to specify what is a high or low level of emotional intensity, it might be relevant to calibrate if you are unsure.

    Why it is good to ask in this particular way: Just as with physical play, we can never know for certain what we want or need during an upcoming larp. It is also not always possible to plan how intensely you are going to feel during the larp. 

    Question: What is your preference when it comes to transparency?

    Why it is useful to ask: Transparency refers to learning the other characters’ thoughts and motivations, or possible things that might happen at the larp. Since it is part of the tradition I larp in, I think transparency is a very good thing. Lack of transparency usually just makes it more difficult to pick up on things. The transparency of reading others’ characters is generally very useful. However, I do love a good curveball from time to time. If my co-player springs an unexpected scene on me, or reveals a hidden corner of their character’s mind, it can be a very impactful experience. However, not everyone enjoys this. So, discuss with your co-player what level of transparency you prefer.

    When to ask: This question might be one you want to ask very early in the conversation, or it might only feel relevant later on. This, of course, depends on how many non-transparent secrets there are that might become relevant, and you should be able to assess this based on the information you have. Ask before disclosing in-game information that is most likely unknown to your co-player!

    Question: What are your preferences on if/when/how to be off-game?

    Why it is useful to ask: We have very different needs in this regard. Some players want to be in-game all through a larp, while others have a need for little breaks to decompress, laugh a bit, or rest. If larping in very close proximity with someone (for example, sharing a room) and having very different styles, this can prove problematic – especially if unaware of your different needs beforehand. If you find that you have differing needs, discuss how to deal with this. 

    There are of course countless more questions that can be asked, focusing on the specifics of the characters and how they relate to each other, and it is probably neither possible nor useful to try to list them all here. These questions usually tend to arise as the conversation continues, and your shared understanding deepens.

    Why do pre-game calibrations?

    Do you have to do pre-game calibrations? No, you don’t. Some people do not have any need or desire for it – others simply don’t have time. Usually, it works out alright. However, pre-game calibrations have many potential benefits. 

    • Building trust: Having talked to someone, getting an idea of them as a player and person before diving into the larp and your characters, makes it easier to feel comfortable and trust them. You have an idea about the person behind the character, and have established an atmosphere of wanting to collaborate for a good experience. 
    • Being careful: It happens from time to time that one is cast in a relationship with a person we don’t click with, or whose style of communicating, larping, or similar is incompatible with our own. Sad as it is, it happens, and it is better to notice this before the larp, than in the middle of it. You can then decide how to work around it, or if you need help dealing with it. 
    • Less stumbling in the dark: Without calibration, the risk is greater that we spend valuable larp time not quite feeling like we’re getting our money’s worth. We might spend time doing small-talk, not quite knowing where the scene is going, or be brought out of immersion because we are confused about important parts of the characters’ shared story. Good calibration means that we are more likely to know how to engage with the relationship from the beginning, and what to focus on for an enjoyable and impactful experience.
    • Get to know your own character: Talking about the relationship isn’t only about the relationship. It also gives you plenty of opportunity to think about your own character – how they think and feel, how they behave in various situations, and so on. Getting to know and understand your character makes it more likely that you will feel connected to it during the larp.

    A final word on responsibility (and feminism)

    Many women larpers of my acquaintance mention that they are usually the ones who initiate calibrations with male co-players, and that they are the ones that take responsibility for asking questions and directing the conversation. This is an experience I definitely share. Although there are of course many great and responsible male larpers, the trend is there. I would like to encourage men to take on more of the responsibility, to take initiative and to be the ones asking questions. With the toolbox provided in this text, perhaps it might be slightly easier. 


    Cover photo: Players at Fairweather Manor: The Titanic Prelude (2024). Photo by Nadina Dobrowolska.

  • Building Player Chemistry

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    Building Player Chemistry

    By

    Nór Hernø

    At Knudepunkt in 2019 I attended a panel discussion, You Look Like I Want To Play With You, hosted by Karijn van der Heij, where participants shared their experiences of co-players refusing to play on pre-written relations. According to the participants, the excuse often used by said co-players was them feeling “a lack of chemistry”. Disregarding the problematic nature of such a judgement, the argument inherently states that chemistry is something which either exists or doesn’t between people, even though we have multiple examples of the opposite being true. Just take something as common and widely discussed as relational bleed: You might never have met the person playing your best friend or one true love before, but after a larp weekend of holding hands and/or gazing into each other’s eyes, they seem awfully nice. Or look to Hollywood and the number of romantic leads ending up in real-life relationships after having starred in a movie together, no matter their relationship status going into it.

    All in all, chemistry is not something that either exists or doesn’t, it is something that can be built between people, doing certain things together. Which also means it can be workshopped.

    While it took a few years, some research and testing, I created a workshop method aimed to do exactly that: Building player chemistry.

    The goals for the method are:

    • Building trust and a feeling of safety between participants.
    • Having participants tune in on each other, becoming aware of their workshop partner.
    • Having participants model behavior that creates closeness, attention, and appreciation between them.

    The method is based on 6 steps, continuously adding degrees of interaction ranging from being distant to touching and from non-verbal to verbal. It can either be run as a workshop by organizers before a larp, to help support players with intimate relations, or used by players portraying intimate relations before the start of the larp (or during the larp if your relation play just doesn’t work out). In this context, intimate relations refer to relations where love, romance, or simply physical and emotional closeness is one of the primary forces. This includes romantic partners, lovers, close friends, and family members, as well as abusive relationships based on the perception of love or closeness.

    The method is based on, and inspired by, elements from:

    • Studies of the effects of eye gazing and related exercises
    • The Meisner and Lucid Body drama schools/techniques
    • Ars Rego (created by Maria and Jeppe Bergman Hamming for Spellbound, 2018)
    • Ars Amandi (created by Eliot Wieslander for Mellan Himmel och hav, 2003)

    Disclaimer: The workshop includes both extended eye contact and touch, which the participants must be comfortable with. 

    Running the workshop:

    Total runtime of the workshop is approximately 40 minutes, not including exercise instructions. Start by dividing the participants into pairs. Instruct them on all steps of the workshop, prior to starting the exercises, so that the workshop can be run as one continuous flow, facilitated only verbally by the organizer.

    Step 1: Eye contact

    Time: Approx. 5 minutes

    This step consists of four rounds. Participants sit in front of each other with some distance between them (1-1.5 meters), eyes closed. On cue, they look into each other’s eyes, for a set amount of time, then close their eyes again and rest for a moment. Every round has an extended duration of eye contact:

    1: 5 seconds

    2: 10 seconds

    3: 30 seconds

    4: 2.5 minutes

    Remember to give the participants breaks with their eyes closed, between the rounds, as this kind of prolonged eye contact can feel overwhelming at first.

    Step 2: Coordinated breathing

    Time: Approx. 5 minutes

    Participants stay seated and keep eye contact throughout this step. This step combines coordinated breathing and movement. One participant starts, stretches their arms out in front of them and draws in breath, simultaneously moving their arms towards their body (as if drawing in their breath with their arms), and then exhales while moving their arms back towards stretched (as if pushing out the air with their arms). The other participant continues this movement, drawing in their breath, while moving their arms towards their body, followed by exhaling, while stretching their arms out – returning the breath and movement to the first participant, who then continues.

    This will create a circular movement and breath, from one participant to the other and back.

    Let the pairs find a rhythm, without verbally communicating it.

    Throughout this exercise, create variation by asking the pairs to slow their coordinated breathing/movement down together, let them then go back to normal, ask them to speed it up, and end this exercise by letting them go back to normal again.

    Step 3: Ars Rego Movement

    Time: Approx. 15 minutes

    This exercise is based on the method Ars Rego by Maria and Jeppe Bergman Hamming.

    Short description of the mechanic: Ars Rego is a Nordic larp mechanic created for simulating magical physical control. With this mechanic a “leader” controls one or more “followers” by using hand signals. A connection between leader and follower is created by participants establishing eye contact and raising their hand(s). The follower must now follow the leader’s hand at a distance and be led around the room, while keeping their hand up and the connection intact. They are to mirror the leader’s hand movements (e.g. The leader “pushing” them down, “lifting” them up, making them move to the side, spin, etc. by using hand gestures). The leader is always responsible for the follower’s safety and comfort, while moving them around the room.

    Note: This exercise does not use touch at any point, and doesn’t include the hand movement to signal to your partner to get closer, as demonstrated in the link above.

    The pairs split up (momentarily) and all participants start moving around the room, walking amongst each other. Let the participants get comfortable moving around on their own, before asking them to start noticing their partner: Where they are in the room, how they are moving, their expression, etc.

    Ask participants to make eye contact with their partner and at their own pace establish the touch-free “connection” with their hand. The pairs should continue to keep some distance between themselves, moving around between other participants in the room.

    The participants are allowed to break off the contact and reestablish it, getting used to the “connection”, before they are encouraged to “lock in” and slowly get closer to each other, without ever touching. Let the participants play around with the connection for a while, trying out changing hands, using both hands, moving their partner around, both from side to side, down towards the floor and up again.

    Important note: The participants are responsible for their partner. It is their responsibility to make sure their partner doesn’t bump into furniture, walls, or other people. Make that responsibility very clear to the participants – It is necessary to keep eye contact during the exercise, but at the same time be aware of the other’s surroundings.

    Throughout the exercise, create some variation in the participants’ movements. Ask one person in the pair (e.g.: the person who started the breathing exercise) to take control of the other, then change the roles. It is also possible to add elements from your larp design, like asking participants to move as their character and interact with each other based on their ingame relation. Consider how this could potentially affect the building of chemistry – If the relation is not inherently positive, this could interfere with the result of the workshop itself.

    For the final approx. 5 minutes of the exercise, ask the pairs to get close to each other, if they haven’t already. Invite them to move together as if dancing in a ballroom setting (or if something else fits your larp better).

    As the final step, ask participants to use both hands in their movement together, so that the transition to the next exercise happens fluently.

    Step 4: Shared Moment

    Time: Approx. 3 minutes

    Ask the participants to stop in their movement, still with their hands held up “connected” to each other. The participants then move closer together, so close they can feel the heat from their partner’s hands, without touching. Ask them to close their eyes, take a deep breath and focus on the feeling they have in that moment. Ask them to visualize something, it could be an image, a thought or emotion, and keep their focus on what they are visualizing. Give them a few moments to get grounded, then ask them to open their eyes and at the same moment let their hands touch.

    The pairs now get a minute to share what they thought of and visualized.

    Step 5: Touch

    Time: Approx. 7 minutes

    This exercise is based on the method Ars Amandi by Eliot Wieslander.

    Short description of the mechanic: Ars Amandi is a Nordic larp mechanic used for simulating romance or sex in larp. The mechanic uses touch of permitted zones (often hands, arms, and shoulders) between two or multiple participants. The touch is often in the form of stroking, massaging, grabbing, or exploring with one’s fingers/hands.

    The pairs sit down in front of each other again, this time knee to knee. They establish eye contact and slowly start touching both of each other’s hands. The area of touch slowly increases, as the participants have time to get comfortable, by first moving the touch up to the lower part of the arms, stopping at the elbows, then the upper part of the arms, stopping at the shoulders. The participants should be allowed to tap out, if increasing the area of touch is not wanted, thereby keeping the touch to the previous level (e.g.: hands or lower arms).

    The participants can play around with this touch, either by expressing the kind of relation their characters have, or by the organizer creating variation in the types of touch (e.g.: asking participants to change their touch to portray siblings, parent-child, lovers, etc.)

    Again, be aware how portraying ingame relations can potentially affect the building of chemistry if the relation is not inherently positive.

    Step 6: Appreciation

    Time: Approx. 5 minutes

    Continuing the touch exercise from step 5, the participants simultaneously start verbal appreciation of each other. They take turns commenting on facts they appreciate about the other, using the following sentence form: “I like… XXX” (e.g.: “I like your curly hair”). The receiving participant continues with: “You like… XXX” (e.g.: “You like my curly hair”) and adds their own comment (e.g.: “I like your blue shirt”), returning the appreciation and continuing the exercise.

    Important note: No derogatory or hurtful comments are allowed. Clearly instruct participants to only state objective and neutral facts about each other (e.g.: colors of eyes, hair, etc.), chosen aspects of their appearance (e.g.: choice of clothes, jewelry, tattoos, etc.), or experienced behavior during the exercises (e.g.: their movement, smile, eye contact).

    Wrapping up

    The workshop can either end with step 6 or with a repeat of a moment of silent eye contact.

    Either way, it is encouraged to give participants a few minutes after the workshop to talk with their partner about the experience and how they are feeling.

    Final notes on the workshop design

    As mentioned, the workshop can be run either by organizers or used by players themselves. Especially in the case of organizers running the workshop, it is important to consider the impact it can have on the participating players. As the workshop aims at modelling participants’ behavior to create closeness and build player chemistry, the risk of relational bleed can increase. It is the responsibility of the organizers to consider the ethics of using this or similar methods, as well as making sure the participating players are consenting.

    The workshop was first run and tested in its entirety at Knutpunkt 2022 in Linköping, Sweden. Thank you to everyone who participated and gave their feedback, as well as everyone who checked the workshop description for read- and run-ability.


    Cover photo: Photo by Bjørn-Morten Vang Gundersen. Image has been cropped.

  • Organising Larps during War in Ukraine and Palestine

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    Organising Larps during War in Ukraine and Palestine

    By

    Maria Pettersson

    “We won’t stop the larp if it’s just an air raid.”

    — Anna Posetselska, Ukranian larp designer and organizer

    When war erupts, larps come to a halt. The same holds true for various other cultural activities. Society is in a state of suspension. Individuals are fixated on their phones, doomscrolling through the news and social media. Larpers stay connected, checking in on each other – has someone we know died, have the bombs struck a town where our friends or relatives reside?

    However, in the subsequent weeks, months, or even years, larp returns, even if the war persists. This occurred in both Ukraine, grappling with the Russian invasion since February 2022, and in Palestine, where the recent war in Gaza started in October 2023. Ukrainian larp designer and organizer Anna Posetselska, along with Palestinian larp professional and designer Tamara Nassar, provide insights into what it is like to organise a larp during times of war.

    Larping during wartime in Ukraine

    One of Anna Posetselska’s players was a real-life battle medic. She brought her enormous medical kit to the larp in case the venue, a holiday village about 30 kilometers from Kyiv, would be hit by Russian bombs.

    “The small places around Kyiv are rarely targeted,” Posetselska says. “We were prepared to move the larp if the situation became too dangerous.”

    During play, there were air raids, but the game was not paused.

    “We won’t stop the larp if it’s just an air raid,” Posetselska says.

    “We experience air raids in Kyiv all the time; just last night, there were explosions. They are part of our everyday life now; we have grown accustomed to them, at least to some extent. We don’t rush to a shelter every time we hear an air raid alert because if we do, we’ll sit there half a day many times a week. That way, you lose your sanity much faster than you lose your life. The chances of losing your life in an air raid while larping are rather low.”

    Posetselska’s larp Nevermore: Family Issues, was played in May 2023. The 60-player larp was loosely based on the Netflix series Wednesday. The story about a high school for special kids who are taught how to live with ordinary people was both accessible and safe.

    During war, people have many things on their minds, and just surviving from day to day can require a lot of mental energy and resources. That is why a larp should be easily accessible, Posetselska explains. She needed a ready, playable world that the players could grasp easily and without too much effort. Watching a couple of episodes of Wednesday was enough.

    Another reason to choose the world of Wednesday was that Posetselska aimed to transport the participants as far away as possible from the war. 

    Photo of three people outside
    Nevermore: Family Issues (2023). Photo by Anna Posetselska. Photo has been cropped.

    “There’s an ongoing discourse about larp as a form of escapism and the extent to which players engage in larp to distance themselves from reality. In our case, the answer was evident: participants genuinely sought an escape from their daily lives. We urgently needed to transport them to a different place and persona,” Posetselska says.

    The setting had to incorporate dramatic elements and challenging questions and relationships, yet avoid overly sensitive themes.

    “When designing a larp during a war, it’s crucial to ensure that people are not further traumatized or confronted with themes too close to home,” she emphasizes.

    Could players detach from their everyday concerns and immerse themselves in the lives of high school students and personnel? Yes and no, Posetselska says.

    “Players conveyed afterward that the sense of community was robust, and they experienced relaxation. Not everyone could fully immerse themselves in the game – it may not have necessarily been attributed to the larp or their fellow players, but rather to the exceptionally challenging situation they were in outside the larp. They expressed having a good time, but were unable to completely set aside the worries from the outside world.”

    During breaks in the game, both players and organisers scrutinised their social media feeds – had any significant events occurred, had the rockets struck anyone they knew? However, unlike the previous year, individuals managed to stop constantly scrolling through distressing news and concentrate on the game.

    Ethical questions

    Before the onset of the war, Anna Posetselska made a larp every few years. 

    “Designing larps is a profoundly significant aspect of my life; I feel invigorated when channeling my mental energy into creating games. I wanted to create something for over a year, but it was impossible due to the war.”

    Person standing by a tree holding a phone Nevermore: Family Issues (2023). Photo by Anna Posetselska.

    In 2022, the year of Russia’s major invasion, the larp community engaged in discussions regarding the ethical implications of playing larps during wartime. A pertinent question arose: do larpers possess the right to partake in leisure, enjoy and relax while their friends – many of whom are fellow larpers – are engaged in active combat and losing their lives? This ethical deliberation extended to various facets of life, questioning the appropriateness of social activities like dining out and attending plays or concerts when one’s compatriots are fighting.

    “But soldiers fighting in the frontlines kept saying that they were fighting and dying so we could live. At some point you attempt to reinstate elements of your everyday life, otherwise you get mentally very unwell,” Posetselska says.

    In February 2023, a modest larp involving approximately 20 players was organised in Kyiv. Evaluating the community’s response, Posetselska understood that it was something larpers desperately needed. Those fortunate to participate were elated, while those unable to partake experienced profound disappointment. 

    “Playing larps constituted a significant component of our lives, and the community ardently yearned for a return to normalcy.” 

    Posetselska notes that when she announced her larp, it encountered no opposition; rather, it was met with unanimous enthusiasm and support. 

    Narrow planning horizon

    Photo of two people embracing each other outside
    Nevermore: Family Issues (2023). Photo by Anna Posetselska. Photo has been cropped.

    Before 2022, Posetselska typically started the planning process for a larp approximately a year before its scheduled date. Now, she conceived the idea for Nevermore in March 2023 and decided to execute it as swiftly as possible. The prevailing wartime conditions added to the urgency.

    “In the initial months of the war, we couldn’t plan even a few days ahead. Then, the planning horizon would widen from days to weeks and eventually expand to a month. Presently, we operate on a planning cycle spanning a couple of months,” she says. 

    Who knows what will happen to you or your friends in half a year? During war, six months feels like an eternity. Posetselska calculated the shortest time the larp would take to design and prepare and decided to run it in May, just over two and a half months after getting the idea.

    Prior to the war, Ukrainian larps were predominantly played in Russian. However, the linguistic landscape has since changed, as there is a growing trend towards making and playing larps in Ukrainian. Despite the fact that Russian is Posetselska’s mother tongue, she embraced the challenge of composing for the first time all game materials in Ukrainian. This linguistic shift, while demanding, was important because the Ukrainian language has become a more significant part of Ukrainian identity after the 2022 invasion. Participants, mostly from Kyiv but also from other Ukrainian cities, alongside a few international attendees returning to their homeland for the larp, predominantly engaged in gameplay in Ukrainian, irrespective of their native tongues.

    Demand for a larp

    Posetselska’s foresight proved accurate: there was a substantial demand for a weekend-long larp. Initially conceptualized for 40 players, the larp was expanded for 60 participants due to overwhelming interest and perceived necessity.

    In Ukrainian larps, character creation often involves collaborative efforts between players and designers, and this held true for Nevermore. Typically, during times of peace, players engage in preparations for multiple larps simultaneously. This time they only concentrated on Nevermore. Posetselska notes that she has never encountered, and likely won’t encounter in the future, the level of engagement and dedication she observed among participants preparing for Nevermore.

    “People exhibited an unprecedented level of creativity, contributing an incredible array of ideas, and demonstrating remarkable support,” she remarks. 

    Person with purple umbrella standing near seated person
    Nevermore: Family Issues (2023). Photo by Anna Posetselska. Photo has been cropped.

    The impact of Nevermore extended beyond its immediate context, inspiring other designers to initiate larp events.

    “Many designers who had been awaiting a more opportune or secure moment came to realise that the time for larping is now,” Posetselska says. 

    She knows of several minilarps tailored for small circles of friends, as well as half a dozen larger games spanning 2-3 days. The common objective across these endeavors is to transport players as far away as possible from the grim realities of war.

    Political awareness in Palestine

    Two thousand kilometers south of Kyiv, in the Occupied Palestinian Territories, larpers have adopted a markedly different approach. Since the latest war in Gaza started in October 2023, all larps in the West Bank have centered around themes of war, occupation, stress relief and political awareness.

    Tamara Nassar, a Palestinian larp designer and organiser working for the Palestinian larp organization Bait Byout, asserts, “It would feel disrespectful towards our friends and relatives who are dying in Gaza to play larps for fun.”

    Bait Byout collaborates with various organizations, predominantly NGOs, introducing them to larp and aiding them in achieving their objectives by incorporating larp into their toolkit. They are currently running a project, together with the British-founded organization Oxfam International, that addresses women’s sexual and reproductive health education through larp.

    With the Swiss charitable organization Drosos Foundation, Bait Byout runs Larp Factory, targeting participants aged 18-35 studying or working in the social sector. The program spans five weeks and involves 22 participants in an educational journey where they acquire skills in playing, designing, and organizing larps. Upon completion, participants are equipped to utilize larp as a tool in their professional settings.

    Additionally, Bait Byout has in the past designed and run larps for both adults and children in Palestine and Palestinian refugee camps in Lebanon.

    As the war unfolded in Gaza in October 2023, Palestinians on the West Bank held their breath.

    “We knew to expect bad things, but the level of destruction was unimaginable. Everything stopped, the whole society stopped,” Nassar describes. While Israel started bombing Gaza, violence in the West Bank also skyrocketed, Nassar says. Over 300 people have been killed in the West Bank, 80 kilometers from Gaza. 

    Nassar grimly acknowledges, “We know that Israel is not going to stop in Gaza; we are next.”

    New challenges

    Bait Byout was looking at opportunities to take larps to Gaza, but those projects are now on hold. The five-week Larp Factory course which was planned to start in October, faced complications due to the war.

    The situation in the West Bank has become substantially more perilous. Bait Byout had planned workshops and minilarps across various locations in the West Bank, but had to revise the plans. Several challenges arose due to the war. 

    First, the Israeli military has closed most of the checkpoints the Palestinians have to cross to move between cities in the West Bank.

    Second, Israeli settlers have become more violent. They patrol the backroads the Palestinians were sometimes able to use to move around, and are using firearms more often. 

    Additionally, since October 2023, daily raids on Palestinian homes and arbitrary detention of Palestinian civilians by Israeli soldiers have intensified. Palestinians can be detained without formal charges for extended periods, sometimes spanning months or even years. Violence and arrests had increased even before the war, but now such detentions are triggered by minor factors, such as discovering Gaza-related content on a Palestinian’s phone. Faced with these risks, Bait Byout could not expose their participants to potential harm.

    Nassar explains that to mitigate these challenges, “We had to gather all participants in Ramallah, secure lodgings for a few days, and confine them to this safer environment to minimize movement.” Participants would visit home briefly and then return for another session. Moving around was dangerous and had to be reduced as much as possible.

    At the time of the interview, participants of the Larp Factory had recently completed designing their first larps and were about to present them to the wider group in the coming days. The thematic focus of most larps centered on the social situation in Palestine. Furthermore, participants were about to play their first long larp, Tribes, a historical fiction exploring the tribes of Jericho.

    Focus on war, occupation and politics

    The war in Gaza has not only impacted the logistical aspects but has also influenced the thematic focus of the larps organized by Bait Byout. During the war, all of their larps are centered around the themes of war, occupation, stress relief and political awareness. Nassar believes there wouldn’t be a demand for larps  played only for entertainment in such a dire situation.

    “To have fun while they are dying over there? I don’t think people would accept that,” she says.

    Bait Byout had originally planned to run a fairytale larp titled Keys to the Kingdom, designed by Nassar, for 50-100 children aged 6-12. In this larp, participants assume the roles of fairies on a quest to retrieve stolen keys, overcoming trials to restore magic to the kingdom. 

    However, due to the wartime context, they opted for a different children’s larp called The Evil Lions & The Hungry Animals. In this scenario, players represent various animals oppressed by evil lions symbolizing the Israeli military. Through unity and setting aside differences, characters learn to rise against oppression and defeat the lions.

    The symbolism is evident to adults, but do the children understand that the larp is about the Israeli occupation over Palestinian territories, and the evil lions represent the Israeli military? 

    Most of them do, Nassar says. She explains that children experience the narrative as an opportunity to enjoy defeating the oppressor without delving too deeply into the political nuances. The larp serves as stress relief for kids, diverting their attention from the distressing news about the mass killing in Gaza. Chasing lions with water balloons is simply fun.

    The larps run as part of the women’s reproductive health program, too, underwent changes.

    After the war began, Nassar redesigned the game she was working on to include scenarios of women giving birth in Gaza during the conflict.

    “One cannot talk about sexual and reproductive health without mentioning the dire situation women are facing in Gaza,” Nassar explains. One of the scenes in A Journey of Discovery depicts the challenges faced by women having C-sections without anaesthesia in a region where Israel has bombed hospitals and power plants, and air strikes can occur while women are in labour.

    According to Nassar, Bait Byout goes against the tide by continuing to run larps. Many other activities such as sports, theatre, and music are currently on hold, and even festive celebrations during Christmas and Ramadan have been largely canceled or altered. The cultural institutions that do continue working have changed their program. It would not feel right to show comedies.     

    Bait Byout is now developing a series of larps about everyday life in Gaza during the war. They were supposed to reflect the Nakba of 1948, in which the Zionist movement and Israel violently displaced and killed Palestinians, damaging Palestinian  society, culture, identity, political rights, and national aspirations.

    “But another Nakba unfolding within the war on Gaza has changed the game to reflect the current situation,” Nassar says. The larps primarily target foreigners, especially employees of various international NGOs. At the time of writing, the Israeli military has killed over 30.000 Palestinians, overwhelmingly civilians.

    Ludography

    Nevermore: Family Issues (2023): Ukraine. Anna Posetselska.

    The Tribes (2013): Palestine. Janan Adawi, Sari Abdo, Majd Hamouri, Mohamad Rabah, Shadi Sader & Shadi Zatara.

    Keys to the Kingdom (2019):Palestine. Tamara Nassar.

    The Evil Lions & The Hungry Animals (2017): Palestine. Zaher Bassioni, Majd Hamouri & Mohamad Rabah.

    A Journey of Discovery (will be played in 2024): Palestine. Tamara Nassar, Fawzieh Shilbaya & Alaa Al Barghouthi.


    This article has been reprinted with permission from the Solmukohta 2024 book. Please cite as:

    Pettersson, Maria. 2024. “Organising Larps during War in Ukraine and Palestine.” In Liminal Encounters: Evolving Discourse in Nordic and Nordic Inspired Larp, edited by Kaisa Kangas, Jonne Arjoranta, and Ruska Kevätkoski. Helsinki, Finland: Ropecon ry.


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

  • Seeds of Hope: How to Intertwine Larp and Ecological Activism

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    Seeds of Hope: How to Intertwine Larp and Ecological Activism

    By

    Elli Leppä

    What could we bring into larp from the climate crisis and what can we take home that could have an actual influence on how we act to mitigate the disaster we are living in?

    I awoke late to ecological conscience, relatively speaking. Despite all the available information about climate change, I felt pushed to action only after the scorching summers from 2017 onward. At that point I became interested in ecoactivist groups and started speaking out about the climate catastrophe as well as including it in my poetry. Contemporaneously ecological themes were taking root in the Finnish larping scene. The first ecologically themed larp I played in was Ennen vedenpaisumusta (Finland 2019, Eng. Before the Deluge). The larp designed by Minna and Mikko Heimola was a story about a Christian ecotheological present-day community; the members were seeking a way to live in balance with the ecosystem and exploring what it would be like to extricate themselves from modern society and modern ways of thinking. Many characters had plot lines that placed them in contrast to the society they had left behind, and everyone had to make their peace with the separation of their past lives from the new way of life they had chosen to be a part of.

    The general aim of the community was to decrease individual value and egoistic ideals and consequently to strengthen the ties between community members and the ties that connect humans to other beings. My character Halma had already gone to great lengths to change her mindset and aimed toward a kind of dissolving of her sense of self as an individual human being, up to and including rejecting the use of words “I” and “mine”. The community we brought into being was vibrant and the location of the game, a remote country villa with expansive woods, fields and seashore in the vicinity supported the themes seamlessly. We as players were responsible for the care of a small herd of sheep for the duration of the larp, and there were beehives in the yard for honey. The characters had no particular antagonism toward the wider society, but nevertheless set themselves clearly apart from it. They were planning sustainable and self-sufficient ways of energy and food production. The group had an independent set of rules for self-government that relied on altruistic ethics based on religious beliefs.

    Ennen vedenpaisumusta (2021): caring for sheep. Photo by Mikko Heimola. Ennen vedenpaisumusta (2021): caring for sheep. Photo by Mikko Heimola.

    What made the experience so particular to me was the implicit, calm acceptance that the characters would not be able to make a huge difference in the world as a whole; but that by resolutely living differently they could make our shared home a little bit healthier, despite not turning the global tide of destruction. That not having the final key to everything was no reason to stop doing what good they could.

    This is essential.

    A year later I started in the larp campaign Kaski (Finland 2021 –, Eng. Swidden). Kaski is a three-part series, in which two larps have been played and one remains in the future. In the co-creative larp, facilitated by the creator of the campaign Maiju Tarpila, the players have significantly built and influenced the fiction, milieu and characters in discussions, workshops and short ingame scenes preceding the larps. The end result reflects the ecological attitudes, thoughts and values of the players in a major way. The stated aim of Kaski is to explore the eco crisis and find methods to manage the manifold emotions that arise from the darkening times we are living in; and also, importantly, to ask what kind of action could result from the possible conclusions the participants arrive at.

    The first part, Roihu (Torch) centered around a group of eco activists preparing for an action against a forest industry company. For three days we planned the action, discussed its moral and ethical legitimacy, disagreed, argued, came to agreement and grieved the necessity of having to take direct action at all. The personal histories and interrelationships of the activists heavily affected the process and provided the backdrop for the community. Compared to Ennen vedenpaisumusta, where I felt the direction of change was inward, toward the community itself, in Roihu the aim of the characters was very much to incite the world surrounding them to change. This also affected the lessons I took home from each larp.

    In Roihu, real-life activist methods were brought into the planning by characters experienced in the field. What to consider if you want to climb up a high building, how to plan a subvertising campaign. Where to put your phone while you are planning an illegal action so that it can’t be used to tap you. Based on the pre-game workshops in which we had pooled all our player knowledge on these subjects, my older character Sini was able to instruct the overeager youngsters in the dangers of being underprepared. As a player I was not at all familiar with the topic. The youngsters’ questions were sobering: What to do if you are taken by the police, how to treat facial burns from tear gas, what to look out for when blocking a street? Using this real world information in-game felt serious and grim, while at the same time world-weary Sini had gone through these things innumerable times already.

    During the preparations for the first Kaski game, members of the Finnish Extinction Rebellion got attacked by the police during a nonviolent street block. We all read about it in the news. A person in the Kaski co-creation group was involved and injured. Due to our prolonged focus on activist themes we players were shocked and devastated to see the fiction play out in front of us, as it were. For me it brought home the realism of the situation: the themes we would be covering in the larp were harsh.

    Climate change is here, it’s happening, and we can’t escape from it. Our society isn’t taking the necessary action to mitigate the effects of the change, and those who try to raise awareness are persecuted. From then on it would be increasingly difficult to close my eyes or look away from these things.

    After a lengthy preparation phase in which we had planned and fleshed out our community in several workshops, the larp was played, late in August of 2021 (coincidentally in the same location as Ennen vedenpaisumusta). It was very good. Coming out from it I felt changed, as can happen after any particularly poignant experience. As a larp, Roihu was excellent, with devoted, skilled players who paid particular attention to the cohesion of the community. This time however, the warm but transient glow of post-high feelings gave rise to something different and more permanent. Immediately after the larp we were contextualizing our experience as a group, when in a polite and casual side note some players extended everyone an invitation to come join Extinction Rebellion, which they already were a part of. I usually make a point of not making far-reaching decisions right after a larp, when my head is still full of fumes from the game, but this time I overruled my habit and decided to accept the invitation.

    Since then I’ve participated in a number of road blocks, demonstrations, flash mobs and other types of protests. Stepping from the curb into a blocked street for the first time was electrifying. It felt like my hair stood on end. At the same time I felt strong echoes from what Sini had been doing her whole adult life. I was such a newcomer to the scene, while she had seen and done so much. In a very concrete way I was following where she’d already been and finding courage from having portrayed her. The threshold had been lowered by my imaginary experiences.

    While this is undeniably larper naivetë, imagining you have an actual grasp of real world situations after merely having played them, at the same time it’s still taking action for something I believe in, action which may have effects in the real world, spurred by the ingame fiction.

    Ecological larps, as well as other larps that deal with the current ills of the world, are exceptional in that they can be so tightly enmeshed with the prevailing reality as to have actual, concrete influence for good, by how players are changed during them. Whether the players purposely use their participation to accelerate their existing sympathies or whether they arrive at new convictions unbidden as a consequence of their experience, the changes can be real and long-lasting.

    The second part of the Kaski campaign, Tuhka (Finland, 2021, Eng. Ash) was situated in a near future when ecological destruction had rendered large parts of Finland uninhabitable. The characters were a different group from those in Roihu, but thematically part of the same chain of events. In the fiction, cities were struggling, infrastructure had collapsed and small rebel communities called Beacons were hanging on by their fingertips in remote areas, trying to incite action against the system, which even while collapsing was still perpetrating crimes against its citizens as well as the ecosystem. We portrayed inhabitants of the Seventh Beacon, a ragtag company of survivors ranging from radio technicians and soldiers to sea captains and students. My character Sarka was a Buddhist mystic trying to find universal connections in a world that was changed beyond recognition and was in the process of shaking humans off its back.

    Kaski: Tuhka (2022): Sarka didn’t wear shoes. Photo by the author. Kaski: Tuhka (2022): Sarka didn’t wear shoes. Photo by the author.

    The Seventh was an impossible home, a temporary haven in a darkening landscape. We practiced living differently, making conscious choices that would take us on a new course, away from the society that had driven itself off the cliff. We argued vehemently over what kind of roles would be needed in the new world we hoped would come in time. We came to agree that not everyone had to be a fighter; some could focus on gardening, some on building solace and maintaining connections. We found that to share a touch, a song, a breath, could be enough to fan a fluttering hope. Even though we were not able to stop the catastrophic change, we could survive and adapt. After the larp, this felt like an enduring truth.

    Because larp is embodied, the insights that are reached can be personally real to players. They can carry over as something more than what we usually call bleed.

    Taking part in ecological activism after having played it is exciting. It feels like entering the fictional glamour our characters were in the middle of. Going back to playing ecological activism after having engaged in it for real is eerie. The larps can take you to dystopic vistas that lie at the end of the road our society is currently traveling, and the experiences of character and player mingle until they seem somehow parts of a single continuum. The interweaving of character and player mindsets can produce odd feelings, particularly concerning hope. Only hindsight will show whether the real-life road blocks, mass demonstrations and other actions will have changed anything; whether I’ll have been a part of something historic.

    Working toward change, as a player as well as in-character, feels gratifying, feels like accomplishing something. In the fiction of the Kaski campaign what the characters did wasn’t enough, they failed in reversing the direction of the change. The Tuhka characters were living in the middle of the devastation the earlier generation had left them. The only option they had remaining, besides giving up, was adaptation. Any hope that the previous activists may have fostered had evaporated, it was a luxury the people of the Seventh Beacon could not afford, so they continued onward without it.

    My experiences in these games have been tangible enough to produce a glimmer of a vision of what it would be like to strive towards these communities in real life. Immersing into these mind-scapes, I’ve felt such sorrow for the atrocities we as a species have committed, but also joy: if a small group of players can imagine ways of living differently profoundly enough to make them come alive for the space of a few days, it will not be impossible for us as a society to find our way there when we finally must.

    (I say when).

    I think there’s going to be a crash.

    In the work of trying to mitigate it we need goals that are both realistic and reassuring. We need to believe that there are good times ahead, and that despite, or even because of, all the comforts we will have to give up, there are lovely things awaiting us. But they might look very different from our current idea of comfort and loveliness.

    Some things I’ve come to realize and accept as a result of participating in ecological larps and concurrent ecological activism: There are no easy solutions. If there were, the problems would have been solved already. I’ve learned that activists are not some other people somewhere else, with a complete dislike and disregard for the way people around them are living. Activism can begin in the middle of everyday life, with small choices, small acts of daring. It can stem from deep love and deep sorrow, a thorn in your side, a persistent discomfort that can only be alleviated through acting for what you love.

    I’ve realized that authority need not always be obeyed. That by engaging in civil disobedience I did not suddenly become a hardened criminal, an immoral person. That sometimes the most moral thing you can do is disobey.

    There is no consensus of the best way to go forward, of the scale of the changes that need to be made. The crises are an interlinked web of vicious problems which may not be resolved in our lifetime, or ever. The downhill may continue until the landscape is unrecognizable. There might not be any hope that we can salvage our present way of life.

    But there will still be beauty and joy. After letting go of hope, the work still continues. Making food, fixing radios. Sowing seeds, picking berries. If there are ruins, we will live in ruins and make our gardens there.

    Ludography

    Ennen vedenpaisumusta (2019): Finland. Minna Heimola, Mikko Heimola.

    Kaski: Roihu (2021): Finland. Maiju Tarpila.

    Kaski: Tuhka (2022): Finland. Maiju Tarpila.


    This article has been reprinted with permission from the Solmukohta 2024 book. Please cite as:

    Leppä, Elli. 2024. “Seeds of Hope: How to Intertwine Larp and Ecological Activism.” In Liminal Encounters: Evolving Discourse in Nordic and Nordic Inspired Larp, edited by Kaisa Kangas, Jonne Arjoranta, and Ruska Kevätkoski. Helsinki, Finland: Ropecon ry.

  • Snapphaneland

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    Snapphaneland

    By

    Oliver Nøglebæk

    This article originally appeared on the author’s blog: https://norper.wordpress.com/2024/06/19/snapphaneland/

    I’m back from waging guerrilla warfare from deep in the Swedish woods, desperately trying to keep Scania under the rightful Danish King and not the usurper Swedish crown at the larp Snapphaneland, by Rosalind Göthberg, Mimmi Lundkvist and Alma Elofsson Edgar.

    Pew pew, yours truly and his trusty musket. Photo by Tindra Englund 2024.
    Pew pew, yours truly and his trusty musket – Photo by Tindra Englund 2024

    The scenario was based on a very dark period in Scandinavian history, building on actual events, but set in a fictional place. A small farming village in the woods, trying to survive being caught in the middle of a fight between armed “Snaphane” resistance fighters and occupying soldiers. Taking place in two acts of increasing paranoia and brutality as the fight becomes more desperate for both sides.

    It took place at Berghem, a primitive village built by larpers, specifically for larping, out it in the gorgeous Swedish woods. It ran from thursday morning to saturday afternoon, plus cleanup and afterparty. Thursday was half workshopping and preparations before play itself started. Friday afternoon there was also an act break to calibrate and escalate. So two full days of ongoing play time, with planned start and end scenes, but otherwise open, autonomous structure.

    Organizers Rosalind, Alma & Mimmi brief the players before play – Photo by Tindra Englund 2024
    Organizers Rosalind, Alma & Mimmi brief the players before play – Photo by Tindra Englund 2024

    The style of play here, is one of ongoing calibration and a focus on making sure the other players are having a good time with where the story is going, by taking a moment to talk offgame if an inflection point needs it, plus a few classical tools for quicker signaling. Combined with everyone knowing how the overall story will turn out and some directions on how to handle things, in each of the two acts, it is a matter of individual stories being driven by both chance and intent.

    It featured a cast of characters, that is divided between a dozen Swedish soldiers, two handfuls of rebels and the rest of the eighty or so participants being villagers caught in the middle. In a lot of ways it was three quite different larps in each of the groups, villagers playing out stories of powerlessness to proctect themselves and their loved ones; soldiers trying desperately to take control while outnumbered and out of their depth; and the rebels fighting a losing battle to retain the loyalty of the villagers and evict the occupiers. My personal story was with the rebels in the woods, I played as Klaus, an outcast drunkard from the village, who had no other choice but join with them.

    Some light plundering of the starving families in town – Photo by Tindra Englund 2024
    Some light plundering of the starving families in town – Photo by Tindra Englund 2024

    The game took place in Swedish and Danish languages, the soldiers all being Swedish players, the Snaphaner all Danes and the villagers were a mix of the two. There was minor troubles at times, with getting the details right across the language barrier. But as the languages are mostly the same and a lot of us Danes have picked up a good deal of Swedish, it worked rather well overall. I also know a bunch of players chose to take language lessons ahead of play, which is a lovely commitment. I personally love the additional nuance you get from people playing in their mother tongue and can heartily recommend it as a design choice for Scandinavian games.

    The experience

    It’s been nearly two decades since I last went on a multi-day action scenario in the woods and I must admit that I was in doubt if I was in fact too old for this shit. But I already had the perfect costume, from a previous larp, Den Utan Synd. And this felt like a once in a lifetime opportunity, so I had no choice but to go. I signed up for any kind of character, since all three of the groups had themes I would love to explore, but luckily I got cast as a Snaphane and was able to take part in the experience for which the larp was named.

    Hard choices all around – Photo by Tindra Englund 2024
    Hard choices all around – Photo by Tindra Englund 2024

    That meant a whole lot of time out in the woods. Most of the other rebels had opportunities to spend time in the village during the first act, but my character was a known drunkard and troublemaker. So I only had five minutes, before I had my ass literally kicked out of town by my brother in law. But then again, the woods were absolutely amazing to spend time in. We had a primitive camp hidden in a thicket, but also a walled off section of town that functioned as an undiscoverable hideout where we could go to warm up and sleep in doors if needed, but quite a few of us chose to sleep it rough (or in my case on a field bed under a modern tarp and mosquito netting, middle age does come with concessions).

    Snaphaner out on patrol – Photo by Tindra Englund 2024
    Snaphaner out on patrol – Photo by Tindra Englund 2024

    Besides some lovely camp play, our main activity was sneaking through the woods to harass the occupiers. We mostly had the woods to ourselves, as the soldiers tended to stay in town where it was safer and reinforcements were quick to arrive. They only came out to stomp about in large patrols or when we provoked a response. In the first act the villagers were mostly on our side, helping hide and feed us, but in the second act (after a timeskip of two months) the majority had turned against us and would call us out if seen and help the Swedes instead.

    As the pressure went up, fractures grew everywhere, including among the partisans. Drama and desperation increased along with the realization that we could do nothing to help the villagers, except try to hurt the soldiers, which would in turn lead to retaliation against the civilians. But by then the rain was coming down constantly and our big attempt at a three pronged attack was partially defeated by confusion and wet powder in the guns. We scattered into the woods. A lucky few escaped, some died ugly deaths in the woods and others were captured. The last of us made it back to camp, only for it to be surrounded and all of us taken prisoner. The larp ended soon after with a set scene where we were mercifully lined up and shot (real history is a lot uglier to partisans), our collaborators in town strangled and a third of the men in town killed as punishment, because the village had “helped” us.

    Moments before the end – Photo by Tindra Englund 2024
    Moments before the end – Photo by Tindra Englund 2024

    The game was capped by the organizers retelling how the historical resistance ended and the bigger political motions afterwards, followed by light structured debriefs in smaller groups and general socializing into the night. I was soaked, tired and the rest of my ride home also wanted to get a head start on going home, so we left early. Anyways, I’m no good with extended socializing in large groups right after larps, a long ride home and the smell of the sea is the best reset for me, once I’ve had a chance to look everyone in their real eyes.

    A man of the woods

    Trekking through the woods turned into the largest part of my fun. I wasn’t sure how well I’d handle it, being a chubby, middle-aged nerd. But I’ve worked as a landscape gardener these last few years and it turned out it has given med a wonderful range of skills to traverse rough terrain: Automatically ducking under branches, sure footing, spotting animal trails and even at one point tracking a group through the undergrowth by reading broken bracken and flattened grass. I was able to outpace my compatriots and outrun the soldiers. It’s been a long time since I felt physically awesome and it was in amazing surroundings. Most of the terrain around the village was wet and hilly pine forest. Some sections were rocky, some open woods, some swampy ground and a large hill had been cut clear recently. It was wonderfully varied and spacious enough to be able to actually hide our movements and our camp out there. I really enjoyed having uninterrupted time in nature without modern distractions and all my senses in play, I kind of want to find a way to larp like this again.

    Tension among the Snaphane partisans – Photo by Tindra Englund 2024
    Tension among the Snaphane partisans – Photo by Tindra Englund 2024

    Bearing arms

    Another thing that impressed me, was how well the guns worked (and how well they didn’t!) They were all prop guns, made to work with various loud things from pop caps to starter pistol rounds. They were impractical to load and especially to keep loaded as you stumbled through the woods. Often they would stop working in the rain, just like guns would, back in the day. The loud bangs were such a thrill and truly scary at times. Everyone would stop and listen tensely as they went off somewhere out in the woods. And hearing them go off behind your back, as you ran for your life was terrifying. Having guns did wonders for how fighting worked. You’d most often engage at a distance from a couple to a dozen meters depending on terrain and surprise. Since you’d likely only get one shot off, or the other side could score a lucky hit, there was always a reason to try and end the fight before it began. This led to some very tense moments of shouting and intimidation. Game rules were that the person being shot at, decided if they got hit and how. Any injuries had to be played on at the very least until the end of the act, so there was a lot of surrendering or fleeing instead, but it didn’t reach unrealistic dimensions. I loved how this form of fighting replaces the offgame skill and athleticism of boffer fighting, with a much more roleplay and story based form. I knew that a fight would only be humiliating or heroic, if I chose to make it so myself, not because of offgame factors.

    Soldiers ransacking a home – Photo by Tindra Englund 2024
    Soldiers ransacking a home – Photo by Tindra Englund 2024

    On a song and a prayer

    The players of the Danish soldiers who were part of our guerilla force added a little bit of ritual in camp, where we’d be read scripture, pray and sing a patriotic song, before we went out on our operations in the woods. It really elevated the feeling of fighting for something, of believing in the fight, God and our divinely appointed monarch. Without this, it would have been pretty much indistinguishable from just playing bandits or robbers. Which we probably ended up being, more or less, in act two. But there was something more to it for us. I normally zone out during rituals and have little skill at singing, but this wasn’t the drawn out thing that usually plagues larp. The same went for the big town scenes where the evil Swedish overlord, Gyllenstierna, could have monologued us all to death, but instead the scenes went on with brutal efficiency instead. It’s one of the many ways my co-players made great choices, that always had the enjoyment of everyone else as the ultimate goal.

    They got me… – Photo by Tindra Englund 2024
    They got me… – Photo by Tindra Englund 2024

    As things escalated in act two, I caught myself growing a slow offgame anxiety attack. The woods had gone from a fun playground to a terrifying hunting ground and the consequences of getting caught were so much worse. I took a long solo hike circling far around the village to get my thought in order and the thing that really pulled me back down, was realizing that the players of my enemies would always want to steer any scene in a direction that I was part of choosing, as they had done all through act one. With this in mind, I tracked down my compatriots and got back in the game, fully confident in my co-players.

    This war of ours

    While all the running through woods and shooting muskets was very romantic and fun, it was also futile. We could do little to actually help our friends and family in the village. And so very much more to hurt them. Mostly we could just lay at the edge of the woods and impotently watch them be mistreated by the occupiers. I had a handful of interesting relationships in town, that I wanted to play on. But since my character was a well-known outcast, so I only managed three heart-pounding and heart-breaking stealthy forays, hiding under houses waiting and hoping for my sister or lover to be home alone. Others had better opportunities to play in town. And while my special situation made for some great scenes in other ways, I just wished I could’ve had that direct play too.

    A flogging in the town square, for example – Photo by Tindra Englund 2024
    A flogging in the town square, for example – Photo by Tindra Englund 2024

    But what really stuck with me, was the hopelessness and powerlessness of the situation. How there was no real way to stop the soldiers, someone who operates with overwhelming force and sees no value in you. How this was the exact same dehumanization, genocide and wanton cruelty that crushes the best of us, throughout all of history. And does so still, so many places in the world. How everything we played out, to reenact our history from 350 years ago, is happening right now, somewhere to someone, with just as little choice or reason. I don’t think I can ever really be black-and-white about those civilians, who end up supporting rebels, occupiers, or both, ever again.

    Civilians always end up with the short end of the stick – Photo by Tindra Englund 2024
    Civilians always end up with the short end of the stick – Photo by Tindra Englund 2024

    But I also take a hope with me, from having done this: These people were our direct ancestors, we came from both sides of the war we reenacted (from the two countries in the world, that have fought the most wars against each other). And we came to explore our shared past with sensitivity and gentleness. Together. To see the humanity of everyone involved. To grieve what innocence was lost in these dark days. But also to see, that through who we are now, there is a chance to end the cycles.

    Civilians always end up with the short end of the stick – Photo by Tindra Englund 2024
    Civilians always end up with the short end of the stick – Photo by Tindra Englund 2024

    FACT BOX:
    Larp Name: Snapphaneland
    Designer(s)/Studio: Bröd och Skådespel
    Dates: 6th to 9th of june 2024
    Location: Berghem Lajvby, Sweden
    Price: 1200 SEK (800 subsidised)
    Website: https://snapphaneland.org/
    Credits: Rosalind Göthberg, Mimmi Lundkvist and Alma Elofsson Edgar

    This was the second and most likely last run, according to the organizers. The premiere was supposed to be June of 2020, but was pushed to 2022 due to the pandemic.

    The larp sits solidly in the “Swedish Misery” subgenre of Nordic Larp, it can be seen as a sequel to Den Utan Synd ([He] Who Is Without Sin) by the same organizers, set in the same period and place, but focused on the peculiar horrors of the Scandinavian witch trials. Swedish Misery larps tell tragic stories of people and communities under unreasonable pressures. Like this larp, they are often inspired by history. They are expressly feminist and often centre the experiences of women and other groups without power, but with a focus on playable verisimilitude, self-direction and collaboration between players of oppressors and oppressed.


    Cover image: Soldiers and villagers – Photo by Tindra Englund 2024

  • Odysseus: In Search of a Clockwork Larp

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    Odysseus: In Search of a Clockwork Larp

    By

    Markus Montola

    Odysseus (Finland 2019) was an ambitious attempt to create a fully functioning spaceship in the spirit of the TV series Battlestar Galactica. The dream was to create a sense of a perfectly working spaceship, where every aspect of the ship would have a part to play in the collective success and failure of the crew. The Odysseus had 104 characters onboard, running the ship in shifts for 48 hours. The larp aimed for a high-fidelity illusion of being on a spaceship, full with interactivity, scenography, sound and light to create a plausible feel of being inside an episode of a space opera.

    Played in the Torpparinmäki school in Helsinki, Odysseus was about making every aspect of a space opera into playable content: bridge crew fighting space battles, landing parties exploring planets, fighter pilots engaging enemies in combat, med bay patching up injured soldiers, science lab solving mysteries, and engineering crew keeping the bird in the air.

    Odysseus pursued the dream of a clockwork larp. Clockwork larp is a larp where characters work on diverse and sequential interdependent tasks that feed into each other, forming loops that progress the story and the dynamics of the larp.

    The beauty of a clockwork is in the immersive sensation that comes from dozens of players working together to overcome a challenge. Your job might be tedious in itself, but as your performance impacts everyone, it becomes imbued with meaning and significance. When an injured soldier comes to the medical station, she arrives with actual historical details on where, how, and why she got hit, and all those details are shared by all her comrades. As a medic, you are just patching up a soldier, but if you do your work badly, it might lead to dramatic repercussions further down the line.

    A properly interdependent clockwork is a fragile device. For every task to matter, every task needs to matter. Every wheel and spring must be doing its job or the gears grind to a halt. The characters must be reasonably successful in their tasks. The players must be reasonably timely. The larp technology must work smoothly. The marines must be on board when the cruiser jumps. If something goes wrong, the entire larp might be in danger of falling apart.

    While naval vessels and space stations are the obvious themes, any larp requiring coordinated success of diverse character groups can approach the aesthetics and face the challenges of a clockwork. To understand whether you should think about a larp as a clockwork is all about interdependence and fragility. If there are multiple player groups performing multiple tasks that could completely ruin the larp, it might be valuable to think about the larp in terms of clockwork design. In this paper I seek to describe how Odysseus approached the central clockwork-related design problems. This is not a review of Odysseus as a whole, but an attempt to distill the essential elements of its successful execution of the clockwork aesthetics.

    The Odysseus Engine

    The ESS Odysseus is a starship escaping a devastating attack on her home planet. As in the Battlestar Galactica TV-series that inspired the larp, the only hope is to find a safe haven by following an ancient path through the stars. In order to succeed, the crew must fend off relentless enemy attacks, deploy landing parties to collect long-lost artefacts, and decipher clues to discover the way to safety.

    The Odysseus clockwork loop (Figure 1) starts with the ship escaping combat with a hyperspace jump, and landing in the relative safety of a new star system. After the jump, the medics and the engineers have to take care of injured crew members and damaged machinery. At the same time, the scientists and the bridge crew use scanners to figure out which planet to visit next.

    The clockwork loop of Odysseus
    Figure 1: The clockwork loop of Odysseus. Ground missions were only done during every other loop, giving scientists more time to figure out the artefacts while traveling. Each revolution took about 2 hours and 47 minutes to complete. Jump drive cooldown requirements prevented players from rushing the loop, and the pursuing enemies prevented players from slowing it down. The clockwork loop was sequential, not simultaneous, so there were always some character groups off-duty and others hard at work: the scientists, for instance, had no clockwork duties during the marine ground missions.

    Then, the marines are deployed to the planet, with a mission to obtain ancient artefacts for the scientists. During the ground mission, they encounter enemies and other dangers (see Figure 2), and thus need to have their injuries treated by the medics. While this happens, the pursuing enemy fleet unerringly catches up with the Odysseus, prompting a space battle between the ship, its fighter craft, and the enemy fleet.

    Marines and pilots often ended up in combat situations on their planetary missions. When they returned, the stories of their heroic deeds fueled play onboard. (Photo: Santtu Pajukanta)
    Figure 2: Marines and pilots often ended up in combat situations on their planetary missions. When they returned, the stories of their heroic deeds fueled play onboard. (Photo: Santtu Pajukanta)

    The fight lasts until the scientists researching the artefacts figure out the next star system to visit, at which point the engineers prepare the jump engine and the bridge officers perform another hyperspace jump to safety. As the Odysseus escapes to a new star system, the loop starts over, and it is time to take care of injured crew members and damaged machinery.

    Every other loop was a ground mission loop, where a landing party was deployed to recover artefacts, and every other loop was a more relaxed waypoint en route towards the next ground mission. While Odysseus was traveling, the scientists studied the artefacts further and determined where to land in the next star system to find more artefacts.

    Odysseus was played, in shifts, for 48 hours straight. More than half of the players were awake at any time to run the ship (see below). During the larp, the Odysseus went through 16 clockwork loops, which included 6 larger and 3 smaller operations for the marines.

    Odysseus Crew

    Out of the 104 players, 60–70 were playing the characters directly involved in the clockwork operations of the larp. As the crew worked in two shifts, approximately the following amount of characters were on shift at any time:

    • 6 bridge officers, who commanded the Odysseus in space battles
    • 5 fighter pilots launched to space to defend the Odysseus
    • 6 marines ready to be deployed to the Finnish woods on ground missions, plus the officers managing their equipment
    • 4 engineers operating the jump engines and generators, as well as repairing the ship by physical actions such as replacing fuses
    • 4 science lab personnel who studied alien artefacts recovered from planets
    • 4 med bay staff to patch up sick and injured characters

    The remaining 30–40 characters were not directly involved with the clockwork operation, and mostly slept at night and played during the day:

    • 9 political leaders who engaged in political play with the accompanying civilian NPC fleet
    • 14 Velian refugees, survivors of a mysterious colony, rescued early in the larp
    • 27 other civilians, such as refugees, journalists and clergy

    These numbers do not add up for many reasons. Primarily, the crew consisted of two shifts, supported by a reserve of “Ghost Shift” crew who joined the clockwork when needed. Some characters were always on shift. Some characters belonged in multiple groups. All in all, this is the author’s rough estimate informed by the organiser team.

    All the while the clockwork was relentlessly grinding onwards, the Odysseus runtime gamemaster team was throwing spanners in the works: Enemy boarding parties attacking the Odysseus, marines getting mysterious parasite infections on planetside missions, critical resources running out, and so on and so on. As the escaping Odysseus was accompanied by a flotilla of civilian vessels, the politician players had to figure out political issues and conflicts relating to the entire fleet.

    As the journey of the Odysseus progressed through the clockwork loops, the various plotlines of the larp advanced as well. Characters and groups brought an endless amount of plot twists to the mix, from small personal plots to grand revelations. Often it felt like none of the clockwork revolutions were played out cleanly, as there were always some twists to accompany them. Sometimes you picked up a group of refugee players, sometimes you hosted a group of NPC visitors from the civilian fleet for a political summit. Sometimes there were massive space battles, and sometimes the crew had to take various precautions to prevent disease from spreading onboard.

    Small Cogs in the Large Machine

    It is not a simple task to ensure that all players understand what is happening in a larp. However, in a clockwork design it is almost mandatory: when your ship gets shot, or performs a hyperspace jump, or receives visitors from another vessel, this needs to be obvious to everyone on board. This is not an easy task, even when a substantial amount of computers, lights, and loudspeakers can be used to do the job.

    Some earlier larps going for clockwork aesthetics discovered magnificent pre-existing larp locations: The Monitor Celestra (Sweden, 2013; see Karlsson 2013) was played in the crammed steel corridors of the HMS Småland, and Lotka-Volterra (Sweden, 2018) took place in a large underground bomb shelter near Uppsala. These gorgeous locations came with fundamental downsides: they were labyrinthine, they were difficult for rigging all the cables and gear, they were impossible for wireless connectivity, and they heavily limited the time the organizing teams could spend on-site before and after the larp.

    Odysseus rented a convenient modern building in Helsinki for six weeks. Before the first run, the team spent three weeks on site, transforming a school into a spaceship with sets, lights, audio, ICT systems and more. They laid down six kilometres of cable, installed 34 loudspeakers, and rigged dozens and dozens of lights. This was a very expensive solution in terms of workload, but it provided the team a controlled, dry, warm, safe environment where they could spend a lot of time before the larp to set things up. This was possible because Odysseus had a huge organiser team, with some 160 people credited on the game’s website.

    All the main systems of the ship were connected to semi-automated light and sound systems, creating a powerful illusion of being actually on a spaceship. Klaxons screamed, jump engines boomed, fuses blew, screens blinked, all coordinated with sound, light, and smoke. The technological infrastructure created not only a convincing illusion, but also a critical communication medium that ensured that everyone understood the state of the Odysseus, and allowed the game masters to direct the larp. One clever design choice was that whenever the Odysseus performed a jump, all her computer systems went momentarily offline, with all monitors everywhere only displaying static. Together with all the other audiovisual cues, this ensured that even deeply engaged players had to take a pause and register that a new clockwork loop had begun.

    The big main hall was the central communication medium of the larp. All essential crew functions had an easy visual access to the lobby, and as it also served as a bar and a restaurant, civilians spent a lot of time there. Consequently, as all visual and auditory information was clear in the lobby, it was clear everywhere in the larp. In this picture, an enemy boarding party has just penetrated the Odysseus and an indoors firefight is about to start – in the central lobby. (Photo: Santtu Pajukanta)
    Figure 3: The big main hall was the central communication medium of the larp. All essential crew functions had an easy visual access to the lobby, and as it also served as a bar and a restaurant, civilians spent a lot of time there. Consequently, as all visual and auditory information was clear in the lobby, it was clear everywhere in the larp. In this picture, an enemy boarding party has just penetrated the Odysseus and an indoors firefight is about to start – in the central lobby. (Photo: Santtu Pajukanta)

    In a clear contrast to the maze-like corridors of the Celestra, the Odysseus team intentionally designed all the spaces to be inclusive, open, and accessible (Makkonen 2019). Almost all the facilities were placed around a large, open main lobby, which served as the primary channel of audio and light information: Even if your work area did not have lights or loudspeakers for a red alert, you could not miss it when it took over the main areas. Most rooms had windows to the main lobby, so everyone could see what was happening (see Figure 3). Areas like the bridge and the med bay were separated with a glass wall, allowing anyone to see all the action (see Figure 4). The brig was adjacent to the security room, and designed to allow prisoners to “incidentally” see the entire play area through surveillance cameras.

    The Odysseus bridge and Empty Epsilon -driven command screens portrayed through a glass wall from an adjacent corridor. All important areas were positioned behind glass walls from the main hall, allowing the crew to focus on their tasks while still being easy to observe from the outside. At times crowds would gather outside the bridge during a space combat, or outside the medlab during a dangerous surgery. (Photo: Santtu Pajukanta)
    Figure 4: The Odysseus bridge and Empty Epsilon -driven command screens portrayed through a glass wall from an adjacent corridor. All important areas were positioned behind glass walls from the main hall, allowing the crew to focus on their tasks while still being easy to observe from the outside. At times crowds would gather outside the bridge during a space combat, or outside the medlab during a dangerous surgery. (Photo: Santtu Pajukanta)

    The ship was not a backdrop in Odysseus: it was a relentless force controlling your play at all times. Depending on whether you were on shift or not, a red alert could be a startling backdrop to an intimate moment, or a rough shake-up pulling you back to combat. If you chose to sleep in the in-game berthing area, you probably noticed every single jump and red alert.

    Running on Rails

    Odysseus was a larp about a military vessel in a crisis situation. The majority of characters were members of a military hierarchy, and as the crisis was acute for the full duration of the larp, civilian characters did not have much say on the big picture. Thus, the larp’s themes would be better characterised by discipline than by agency, and the Odysseus team took a very negative stance on individual players choosing their own styles of play. This tight design was adopted as a perceived necessity for a clockwork larp: since the aesthetic was portraying interdependent characters working in unison, there was limited room for anyone getting out of line.

    The larp is designed to be a tunnel not a sandbox, so although you have many decisions you can do completely independently there are [a] few elements we hope that you follow as it gives you most to play with. We have tried to also give your characters ingame reasons to do this. So if you get a distress signal, go and save those in need! … The game relies rather heavily on solving the puzzles and completing the following land mission in timely manner, so this should be supported from the top as well. … This is not a game to be hacked, won or overachieved (Odysseus play instructions, 2019).

    It was important that every clockwork character did their part with a reasonable amount of success and in a timely manner. This was non-negotiable, as the organisers had scheduled the full larp with a 15-minute timetable.

    The primary strategy for this was to make sure that all the key characters were suitable for keeping the train on the rails. As in many Finnish larps, character descriptions were long and detailed, containing the most important relationships, personality, agendas, personal history et cetera, and these character writeouts were written to create the everyday heroes the larp needed. I played the chief scientist, who was intentionally established to be a fair but demanding leader – precisely what was necessary to run the lab in a way that would get the artefact puzzles solved in time. According to the organisers, this micro-level design was used in other leader characters as well, in order to minimise the chances of, for example, the captain going rogue and rebelling against the fleet command.

    As an additional strategy, players were given explicit responsibilities. For instance, the organisers provided the marine officers with specific instructions on which characters to send on particular ground missions. This allowed organisers to distribute planetary missions evenly, and ensured that particular characters would be on missions related to their personal plots.

    The organisers actively sought to avoid player boredom, as bored players frequently make their own fun in ways that could be disastrous to the overall working of the clockwork. According to the main organiser Laura Kröger, one reason why the larp had tons of action, secrets, revelations and plotlines was to keep players busy, specifically in order to avoid emergence of disruptive plots such as unplanned mutinies or unwanted larp democracy.

    The last line of defence was brutal old-school railroading. If the scientists failed to solve a puzzle in time, one of them would get a whisper in the ear from a game master. If a bridge officer plotted incorrect coordinates into the jump engine, the ship AI would double-check and reject them. If the ship was about to explode, the onboard AI would suggest heroic last-second shenanigans to engineers who could miraculously save the ship, often at the cost of ending up in the med bay. Railroading was necessary, because Odysseus had no contingency plans for players ending up exploring incorrect planets.

    Although a lot of larpers shun this kind of railroading, this probably did not harm most players’ experiences of the larp. In terms of agency, the enforced hierarchy of a naval setting concentrates all decision-making power to very few characters in any case. For a player of a junior engineer it matters little whether the route of the Odysseus was planned by the admiral or by the game organisers, as the setting forces most characters to follow orders anyway. The organisers also worked hard to ensure that the players had reasonable in-character reasons to follow along their plots. Similarly, offering a miraculous feat to an engineer or a critical tip to a scientist might detract from one player’s experience, but at the same time allow the clockwork to keep on ticking for the hundred other players.

    Ideally, of course, this kind of a larp would weave a story of natural successes and failures, incorporating important decisions made by the players. However, the workload of creating even a single path through the larp was massive, so it seems unfeasible to create all the redundant content that would be required for a branching narrative – let alone one where players could freely explore the galaxy.

    In comparison, The Monitor Celestra team also realised the fragility of a clockwork machine when faced with diverse playstyles. Just like Odysseus, the Celestra organisers explicitly gave the players of key characters various responsibilities to keep the game running. While the Odysseus key playstyle message was play along – check the distress signals, solve the puzzles – the Celestra key message was play to lose against other players, play to win against outside enemies.

    The Celestra still allowed a lot more freedom to players. The main thing that was explicitly forbidden was covert sabotage: clockwork play is challenging even on a good day, and it is practically impossible to keep an eye on everyone working in various duties. I remember trying to command a space battle while the engine room was staging a strike, preventing us from maneuvering or shooting. Although such a scenario might work perfectly on the silver screen, no larp space battle is long enough to accommodate negotiations over working conditions. The Celestra was also hijacked by a lone gunman at some point, creating an experience where all agency was transferred from everyone onboard to one player for a moment, until the crisis was resolved.

    This genre of larp is not resilient against larphacking, sabotage, popular uprisings, or larp democracy. All clockwork larps have to make their peace with some amounts of railroading. They have to clearly specify supported styles of play, and to figure out how to restrain player agency in order to keep flying. I believe there is no other way.

    Turning the Gears

    Clockwork design depends on in-game work, and designing a labour-intense larp has its own challenges (see Jones, Koulu & Torner 2016). The work needs to be interesting, there needs to be enough of it, and there must not be too much work. Finally, the labour should support character play, instead of taking attention away from it.

    The Odysseus clockwork was designed to be sequential, rather than simultaneous. None of the clockwork functions required more than half-a-dozen players contributing simultaneously, which made it easier to get the crew in stations and to focus on the tasks. The characters were split into two main shifts, with a third shift consisting of reserve characters that could relieve characters that were on shift, or jump into action if crew members were missing. As the larp lasted for 48 intense hours, exhaustion became a part of the play: some jobs needed to be done, regardless of whether the players fancied doing them at the moment. Although working in character was a central pleasure of the larp, there were definitely some occasions where tired players genuinely wanted to avoid their shifts. Personally, for me it is hard to stay in character when exhausted, so there is always a danger of robotically doing my job without really larping while doing so.

    Designing diegetic work is a difficult multidisciplinary design task that connects larp design, digital game design, scenography, engineering and other hard skills. If you want to create a handheld HANSCA scanner (see Figure 5) that relays information between engineers, medics, scientists and game masters, you have to interface with the tech systems to get it working, with plot design to add content, with props to make sure they can be properly scanned, and so forth. As this kind of task requires many people to accomplish, it becomes complex and time-consuming.

    HANSCA handheld scanners combined off-the-shelf Android phones with custom software. In the initial plans, they would have been used a lot by scientists, engineers, and medics to read RFID tags and provide information for the game mastering systems. In the actual runs they were primarily used by engineers. (Photo: Santtu Pajukanta)
    Figure 5: HANSCA handheld scanners combined off-the-shelf Android phones with custom software. In the initial plans, they would have been used a lot by scientists, engineers, and medics to read RFID tags and provide information for the game mastering systems. In the actual runs they were primarily used by engineers. (Photo: Santtu Pajukanta)

    Bridge officers, fighter pilots, engineers and marines had close-to-indexical((See e.g. Stenros & al. (2024) in this volume for more on symbols, icons and indices.)) jobs, meaning that the player tasks were very closely aligned with the character tasks. For example the bridge officers and pilots were actually fighting the enemies with Empty Epsilon combat simulator, the engineers were mechanically changing fuses (see Figure 6) and fiddling with the jump drives, and the marines were physically shooting aliens with nerf guns.

    Engineer changing a fuse. The game masters could blow fuses around the ship to represent damage to the Odysseus. Blown fuses could have further physical consequences, such as screens going black until they were fixed. (Photo: Santtu Pajukanta)
    Figure 6: Engineer changing a fuse. The game masters could blow fuses around the ship to represent damage to the Odysseus. Blown fuses could have further physical consequences, such as screens going black until they were fixed. (Photo: Santtu Pajukanta)

    The medical staff sometimes reverted to iconic work, where you pretend to do something in a way that looks and sounds right, but you are not actually doing the work itself. For instance, they acted out performing surgeries. Often the injuries and ailments were well-propped to improve the experience of medical treatment.

    The scientist work often felt symbolic. Deciphering the ancient artefacts to figure out the path of the Odysseus was done through puzzles which resembled escape room puzzles. Although they were fairly well designed, it was at times hard to explain why some ancient folks used a geometry puzzle to encrypt stellar coordinates.

    Designing the difficulty level of diegetic teamwork is not easy. You might end up with players who have no idea of what they should be doing on a spaceship bridge, or – like I did in one run of Celestra – you may end up with a professional naval officer who can both run the show and teach others at the same time. In Odysseus, at least some bridge crews mitigated the risk of incompetence by practicing space combat with Empty Epsilon before the larp. This is of course possible only if you can play the simulator online in advance.

    The gold standard of labour in clockwork larp is work that consists of tasks that uphold the 360° illusion (see Koljonen 2007) perfectly, while having a difficulty level easy enough to allow players to role-play while barely succeeding. Ideally, the tasks should enable narrative granularity: binary success/failure tasks do not produce the most interesting narrative inputs down the line in the clockwork. Similarly, symbolic tasks can be hard to turn into social content – if Odysseus would have literally expected scientists to solve sudokus, it would have been very hard to narrativise success and failure in that task to create social play.

    As Celestra before, Odysseus included a lot of characters without clockwork tasks, such as refugees, civilian administration, religious leaders, and politicians. The risk is that regardless of the quality of the game content created for those characters, they may feel left out from an experience centered around the clockwork. This risk is connected to player expectations, for instance if players sign up to experience a clockwork, but end up cast as civilians.

    Odysseus sought to alleviate this by creating tons of important plot content for civilian characters. Based on the quantitative evaluation in a post-larp player survey, this was a mixed success. In general, the players of civilian characters did state that they had a great larp, but the players of military characters were still quite a bit happier with their experiences.

    The Invisible Machine

    Behind the scenes, another fragile and interdependent machine was ticking away: The organiser team was busy at work. They were setting up space battles with Empty Epsilon, answering characters’ messages to the civilian fleet, prepping antagonists for the land missions, deploying artefacts in the woods to be soon retrieved by the marines, shuttling marine players from the main location to the planetside play areas, answering endless queries from medics, scientists and engineers on behalf of the ship’s AI… and much more. At any time there were a couple of dozen organisers at work.

    The runtime game mastering was based on a pre-planned schedule, where everything was broken down to 15 minute slots. This allowed the game masters to adapt their plans based on the status of the larp. For instance, if the Odysseus was planned to suffer an unexpected glitch during a jump that would damage the ship, but the ship was already heavily damaged by the enemy fire, the event could be skipped or postponed. Or if the Odysseus had enjoyed smooth sailing for a while, the game masters could trigger a larger and more dangerous space battle. According to Laura Kröger, the team had many backup plans for various scenarios in which the larp would have been derailed.

    Although much of the technology was automated, the light, audio and code had to be manually operated whenever the Odysseus performed a jump – every 2 hours 47 minutes, around the clock. As the organiser team had no capacity to train substitute game masters to run the larp, there was very little redundancy available. For example, Kröger herself had to be woken up to orchestrate every jump, and she was also the person directing all runtime game mastering, meaning that team members had to consult her on details constantly.

    There were numerous indispensable organisers who would have been very hard to replace on a quick schedule. While the in-game machine only had to run for 48 hours, the organiser side also had to operate smoothly through all the phases leading into the larp and taking place after it.

    Where possible, the Odysseus team mitigated technology risk by using off-the-shelf hardware and software. Lights and audio are relatively easy to operate frictionlessly if organisers are professionals who can use the same tools they use in their daily work, and Empty Epsilon is a reasonably stable piece of space combat software. With the more ambitious custom tools, like the HANSCA hand scanners, custom-programmed Android phones that were intended to relay scan data to game masters, minor glitches and problems were frequent – but they were still more robust than any custom wireless hardware I have ever seen in larp. Half a dozen professional programmers spent more than six months on building and integrating the various systems used in the larp. The larp had some 20 different IT systems running, including a custom backend, engineer repair system, the datahub used for ingame emails, the warp engines, airlock doors, surveillance cameras, info screens, and so on (see Hautala 2020 and Santala & Juustila 2019 for details).

    It is a small miracle that everything worked out pretty well in all three runs, and it is trivial to imagine incidents that would have been extremely detrimental to the play experience: main organiser falling ill, or a key piece of technology breaking down, as simplest examples. It is far from certain that the larp could have recovered from such an incident at all.

    Although the Odysseus team successfully pulled it off, anyone planning a clockwork larp should consider whether the dangerous and difficult aesthetic is truly worth the effort and the risk. Unless the point is to deliberately create the sensation of a fragile and interdependent system, there are easier ways to provide players with intense experiences of challenging labour. Succeeding and failing together does not require interdependence, and working in parallel can also be an equally great generator of social play.

    A Fragile Contraption

    The art of running a clockwork larp is largely an art of not failing. In principle, you only have to design meaningful interdependent jobs, build the architecture and the IT systems to allow proper communication, and fuel the system with events and plots to keep it running. But in practice the operation of the clockwork machine is fraught with existential risks: players can fail in their tasks, technology can break, bored larpers can start a mutiny, or someone can simply walk to the bridge with a gun and hijack the entire ship.

    The Odysseus team successfully mitigated these risks. They established a railroading playstyle before the sign-up to eliminate larp democracy and to stop random rebels and saboteurs. They ensured that players succeeded in diegetic tasks by creating necessary fallbacks to sustain the clockwork. They spent a lot of time building the larp on-site, to ensure that all the IT systems running the game worked. They designed a space that facilitated communication, and augmented it with light and audio, to create a shared understanding of what was going on in the larp. They avoided dangerous player boredom by firehosing the characters with action and plots day and night. And they had a lot of luck in that none of the critical personnel or technology risks actualised.

    Running a clockwork larp is a fool’s errand, because the very point of a clockwork is interdependence, and the very point of a larp is agency. The Odysseus team invested a massive amount of skilled labour to take this paradox head-on. While they had to accept some design tradeoffs to make it work, they ultimately prevailed, and crafted a beautiful 360° illusion of a spaceship ticking with clockwork magic.

    Odysseus info

    Credits: Laura Kröger, Sanna Hautala, Antti Kumpulainen, and a team of over 160 volunteers. Illusia ry. Full credits
    Date: 27-30 June, 4-7 July & 9-12 July, 2019
    Location: Torpparinmäki Comprehensive School, Helsinki
    Playtime: 48 hours
    Players: 104
    Budget: € 85,000 (three runs total)
    Participation fee: €200; sponsor tickets €300

    Bibliography

    Sanna Hautala (2020): Odysseus – A story about survival (using GIS). ref. December 26th 2023

    Katherine Castiello Jones, Sanna Koulu and Evan Torner (2016): Playing at Work. In Larp Politics, edited by Kaisa Kangas, Mika Loponen and Jukka Särkijärvi. Solmukohta.

    Petter Karlsson (2013): The Monitor Celestra – A Battlestar Galactica inspired frakkin’ spaceship larp. ref. December 26th 2023

    Johanna Koljonen (2007): Eye-Witness to the Illusion. An Essay on the Impossibility of 360° Role-Playing. In Lifelike, edited by Jesper Donnis, Morten Gade and Line Thorup. Knudepunkt.

    Mia Makkonen (2019): Spatial Design in Larps: Case Odysseus. Ropecon 2019.  ref. December 26th 2023

    Essi Santala and Sampo Juustila (2019): Odysseus – Where Code Meets Light and Sound. Ropecon 2019.  ref. December 26th 2023

    Jaakko Stenros, Eleanor Saitta and Markus Montola (2024): The General Problem of Indexicality in Larp Design. In Liminal Encounters: Evolving Discourse in Nordic and Nordic Inspired Larp, edited by Kaisa Kangas, Jonne Arjoranta, and Ruska Kevätkoski. Helsinki, Finland: Ropecon ry.

    Ludography

    Lotka-Volterra (2018): Sweden. Olle Nyman, Simon Svensson, Andreas Amsvartner and Sebastian Utbult. Berättelsefrämjandet, Ariadnes Red Thread & Atropos. Full credits ref. December 26th 2023

    The Monitor Celestra (2013): Sweden. Alternatliv, Bardo and Berättelsefrämjandet. Full credits ref. December 26th 2023

    Odysseus (2019): Finland.


    This article has been reprinted with permission from the Solmukohta 2024 book. Please cite as:

    Montola, Markus. 2024. “Odysseus: In Search of a Clockwork Larp.” In Liminal Encounters: Evolving Discourse in Nordic and Nordic Inspired Larp, edited by Kaisa Kangas, Jonne Arjoranta, and Ruska Kevätkoski. Helsinki, Finland: Ropecon ry.


    Cover photo:The hangar bay and the smaller ships were built with less fidelity for a 360° illusion, as the smaller vessels were built from fabrics. The 3 fighter craft, on left, were used in the space battles during the larp. The diplomat vessel ESS Starcaller, in the middle, could only be repaired in time to participate in the final mission. (Photo: Santtu Pajukanta)

  • 17 Years, 18 Runs, Broken Records – Why Krigslive Just Won’t Quit

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    17 Years, 18 Runs, Broken Records – Why Krigslive Just Won’t Quit

    By

    Astrid Budolfsen

    The first time I participated in Krigslive in 2011, I was 16 years old, and despite the mud, the bruises, and the bad sleep, it was one of the best and most immersive larp experiences of my life. I was enraptured by the thrill of the battlefield. The adrenaline and bloodlust made me fearless to storm players twice the size of my short, skinny teenage self alongside my likewise skinny, teenage brothers and sisters in arms. At that larp, in those moments, I forgot the real world, and I was at one with the experience of a warrior in battle.

    The author at Krigslive 7 in 2011, unknown photographer
    The author (centre) at Krigslive 7 in 2011, unknown photographer

    Today I am 28 (which in the Danish larp community is ancient). I have organised one Krigslive by myself and co-organised the most recent (in 2023) with my 19-year-old co-organiser, Tobias Ritzau, for a record-breaking number of participants. My favourite larp of all time is older than ever, and alive and kicking.

    What is Krigslive?

    Krigslive is a Danish battlelarp, that was first organised in 2006 by Thomas Aagaard (but there were other similar smaller events preceding and inspiring this event). Since then, it has been organised approximately yearly, and Krigslive XVIII took place in 2023.

    A battlelarp is a larp where battles and fighting with boffer weapons takes center stage and is the main source of entertainment and action. Other examples of battlelarps are DrachenFest and Conquest of Mythodea in Germany, Krigshjärta (Eng. War Heart) in Sweden and Sotahuuto (Eng. War Cry) in Finland.

    A number of things make Krigslive unique as a battlelarp. It is inspired by the Warhammer Fantasy tabletop miniature games, and the rules of Krigslive reflect that. The rules are revised each year by the new organisers, effectively making it a collective creation in its 18th iteration. The rules are the core of the Krigslive formula, as the setting of the larp can change (although it is most often Warhammer Fantasy). They were contained in a few pages in the beginning and have by now developed into a text of 16+ pages. They centre the principle of “fighting in formation”; that all members of a unit must stay within an arm’s reach of each other during battle. If you are separated from your unit and cannot immediately rejoin, you are demoralised and destroyed. If a unit is split in two, the part that stands with the banner survives and the other is destroyed. If a unit falls below five people (including bannerman) they are demoralised and destroyed. Everyone in a unit must carry the same weapons and armour, be visually distinguishable as a unit, and they have the same hit points from the onset of the battle. Everyone is individually responsible for counting their own hit points as they diminish. These rules structure the battles and promote cooperation within the groups.

    The rules are published on the website prior to the game, and also sent out in participants’ letters. At the last Krigslive a simplified one-page version of the rules was made and posted on the inside of the bathroom stalls. Many veteran players have developed a strong memory of the rules. Krigslive organisers have less agency to design their event because players have such a strong sense of ownership over the concept. A common disagreement (and source of organiser stress) between organisers and players is the introduction of new rules or alteration of old ones. Likewise, a common disagreement between players is when old rules from old iterations are thought to still be in use.

    General von Liebwitz, played by Carl Munch (22), Krigslive 18 in 2023, photo by Rekografia
    General von Liebwitz, played by Carl Munch (22), Krigslive 18 in 2023, photo by Rekografia

    The larp focuses on portraying soldiers at war; usually there are two enemy camps at the location, and there has thus far never been an in-game town. Krigslive is organised as a relay within the Danish larp community; different larp organisers from different Danish larp organisations take turns organising Krigslive. Newer organisers are prioritised over ones that have organised Krigslive before. To date there are more than 20 former Krigslive organisers (sadly, two have passed away). I love this relay structure because it gives everyone the opportunity to organise Krigslive, and it gives the whole community ownership. However, it has been difficult at times to recruit new organisers, or any organisers at all, and it is sometimes a very stressful experience to be a Krigslive organiser. Although the organiser(s) do not need to spend a lot of time on recruitment, they do have to navigate a community that has very strong and sometimes conflicting expectations of what Krigslive and its rules should be.

    Krigslive has no individual characters. Everyone participates as part of a group, and groups organise all their tents, costumes, transport, weapons, armour, background story, and usually also their food.

    What Krigslive has meant to the Danish larp community and what the community has meant to Krigslive

    Krigslive has been a sizeable part of the Danish larp community for so long that it has shaped the community itself. The most obvious way is that by knowing that Krigslive will be around every year, always, Krigslive has made it easier for people to invest in more expensive larp gear. At least two different larp organisations, one a feminist larp organisation, Piger i panser (Eng. Girls in Armour) and its sequel-in-spirit Feminister i rustning (Eng. Feminists in Armour) (see Eriksen 2015), and another organisation from southern Denmark, also started out as player groups at Krigslive. Less obvious probably is that Krigslive has provided a way for players all across Denmark, from many different larp organisations, to meet and connect. In that way it has fostered a sense of national community for the Danish larp scene.

    Picture from Krigslive 1 in 2006, unknown photographer
    Picture from Krigslive 1 in 2006, unknown photographer

    The community has also shaped Krigslive. The first Krigslives strived for a high level of realism. Battle plans were made on location in-game, and there was little to no off-game communication or coordination between the opposing sides. In time, this was changed to pre-planned battle plans and set schedules to cut down on waiting time and time lost searching for the enemy, as well as allowing players more rest and downtime. At the latest Krigslive, battle plans were shown to the generals beforehand, so the only task at the larp was to decide which units would do which tasks. A schedule for the larp with times for battles, meals, setup, and game ending etc. was published beforehand, sent out to all players, and printed and hung on the inside of bathroom stalls.

    Krigslive is unique among Danish larps. It is the longest running larp in Denmark. It averages 300 players every time, with some Krigslives reaching 350 or 400 players, and hitting 530 players in 2023.

    Estimates for number of signed up players Krigslive 1–18 Setting of that Krigslive
    Krigslive 1 200 Warhammer Fantasy
    Krigslive 2 250 Warhammer Fantasy
    Krigslive 3 180 Warhammer Fantasy
    Krigslive 4 400 Warhammer Fantasy
    Krigslive 5 460 Warhammer Fantasy
    Krigslive 6 400 Warhammer Fantasy
    Krigslive 7 400 Warhammer Fantasy
    Krigslive 8 400 Crusaders vs. Vikings
    Krigslive 9 300 Warhammer Fantasy
    Krigslive 10 440 Warhammer Fantasy
    Krigslive 11 300 Vikings
    Krigslive 12 350 Warhammer Fantasy
    Krigslive 13 300 Warhammer Fantasy
    Krigslive 14 290 Game of Thrones
    Krigslive 15 No data – but probably 300 Warhammer Fantasy
    Krigslive 16 300 Warhammer Fantasy
    Krigslive 17 277 Age of Sigmar
    Krigslive 18 530 Warhammer Fantasy

    The biggest Krigslive ever

    Krigslive XVIII in 2023 was absolutely record-breaking in terms of number of participants, and that was not anticipated by anyone, not even the organisers. The larp was to be in mid-May, and in April, we realised that we would reach at least 400 players, and that sent us into a weekend-long crisis about the weight of expectations, joy over success, and worry about our logistics. Two weeks later, the signup sprinted past 450 (another crisis), and one week after that we closed the sign-up with 530 (yes, another crisis). Why did this happen?

    Krigslive 18, photo by Rekografia
    Krigslive 18, photo by Rekografia

    My first instinct is to credit my co-organiser, Tobias Ritzau, for it and refer to what I call the Ritzau effect. I feel that Tobias Ritzau is a wunderkind, and everything he touches overperforms. This is an irrational idea but I want to believe it is true because I support my friends. For a more rational explanation, my theory is that three things happened.

    First, we made a number of lucky decisions. We reduced ticket prices for a number of groups, including one travelling from Poland. Completely by chance, we scheduled the event so it did not coincide with events in Denmark or Poland. Krigslive usually does not have an age limit, only a restriction on how old you must be to participate on the battlefield. We lowered this age by two years from 16 to 14. We managed (again mostly by luck) to have good teamwork with the group leaders who organise the participating groups. We had a popular choice of setting and set-up. For the setting we chose Empire vs. Empire in the Warhammer Fantasy world. Most potential players have the landsknecht-inspired costumes that characterise Empire soldiers, which lowers their cost of participation. Also, most Krigslives have been set in the Empire in Warhammer Fantasy, so it is a familiar setting, and a lot of Krigslive traditions have been built in that setting. For a setup we chose a training camp, instead of war between two enemy armies. This allowed everyone to camp in the same location, so that all players could easily interact with each other. We made an open call for two players to portray the generals for each side, and the players we chose, Nikoline Gilså and Carl Munch, were popular choices and good at building hype.

    General Eisenfaust, played by Nikoline Gilså (29), Krigslive 18 in 2023, photo by Rekografia
    General Eisenfaust, played by Nikoline Gilså (29), Krigslive 18 in 2023, photo by Rekografia

    Secondly, we were generally lucky. We had players who did most of the hype for us by making videos and memes. We had some great group leaders, who recruited people in unprecedented numbers. This luck was not limited to just getting signups. Many situations made me think that the universe seriously conspired in our favour (Ritzau effect again).

    Finally, Krigslive is an evergreen, robust concept, and we are getting ever better at showing the game to the world by having some seriously awesome photographers at the event.

    Bibliography

    Ann Eriksen (2015): Girls in Armour – a Danish Feminist Movement. Nordic Larp Talks. , ref. 27 September 2023.

    Ludography

    Conquest of Mythodea (2004 -): Live Adventure Event GmbH, Germany.

    DrachenFest (2001 -): Drachenfest UG. Germany.

    Krigslive (2006-): Denmark. Organisation changes every year.

    Sotahuuto (2005-): Finland.

    Warhammer Fantasy (1983): United Kingdom. Games Workshop.


    This article has been reprinted with permission from the Solmukohta 2024 book. Please cite as:

    Budolfsen, Astrid. 2024. “17 Years, 18 Runs, Broken Records – Why Krigslive Just Won’t Quit.” In Liminal Encounters: Evolving Discourse in Nordic and Nordic Inspired Larp, edited by Kaisa Kangas, Jonne Arjoranta, and Ruska Kevätkoski. Helsinki, Finland: Ropecon ry.


    Cover photo: Krigslive 18 in 2023, photo by Rekografia

  • The General Problem of Indexicality in Larp Design

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    The General Problem of Indexicality in Larp Design

    By

    Jaakko Stenros

    A frequently told origin story of larp goes as follows: A group of people was playing Dungeons & Dragons (1974), when someone asked: “Wouldn’t it be cool to do this for real?” In that moment of eureka, with these imaginary people standing up from around the table, live-action role-playing was born from tabletop role-playing. This apocryphal origin story captures the central aesthetic of larp that remains prevalent even today: doing things for real in an embodied manner is, for many people, preferable to the improvised verbal storytelling of tabletop role-playing. However, when things are done “for real” there is always some confusion on how real is real, as there are numerous different levels of simulation, representation, and performance.

    In larp we dress up as our character, use our bodies as our character, and inhabit the space that stands in for the fictional world. Sometimes larping is symbolic, abstract, and gestured, and the difference to tabletop role-playing performativity is only in standing up and moving around a bit. However, it is also possible to strive for the aesthetic of authenticity, where characters, actions, props, and sites look, feel, and function as they would in the fictional world. In larp – specifically Nordic larp – there are long standing aesthetic traditions that value this kind of “realness” (see e.g. Koljonen 2007, Stenros & Montola 2010). These are aesthetic traditions that encourage fidelity, authenticity, and actuality. While the dream of a comprehensive illusion of a fantasy world is seldom a goal in larp design or play, the longing for “more real”, whatever that means, does influence creating and enacting larp.

    Yet, how do we portray skills such as sword fighting or dancing in a larp, if as players we are not nearly as good at it as our characters? What does it mean to create a fantastic-looking, broken and dirty, yet machine-washable, outfit for a post-apocalyptic larp campaign? How are these questions connected to the challenges of portraying oppression inspired by the real world, and the questions relating to what player bodies are allowed to stand in for what fictional entities?

    We can never completely “do things for real” in a larp. It is an interesting and alluring design goal to create “fully real” props, costumes, actions, bodies, and sites, but it can never be achieved. The level of representation is always uneven – some things always have a more authentic representation than others, partly because some representation is impossible (magic is not real), partly because we do not want some things to be fully real (we do not want to harm other players), and partly because symbolic representation is sometimes more powerful in allowing players to engage with an experience.

    Being fully real can be cumbersome, expensive, dangerous, and socially unacceptable: and it leads to countless barriers of entry around players’ resources, skills, minds, bodies, and lived histories. When representation is uneven, it means that there will be more inconsistencies in players’ interpretations of what is happening. Even so, the longing for the real and the aesthetic of authenticity often guide choices made by both larp designers and players.

    In this article we aim to make sense of larp in practice. We put into writing common structures of larp that “everyone already knows”, examine them, and explain why these features have the effects that they have. To do this, minimal tools from semiotics are borrowed. We discuss this aesthetic of doing things for real from the angle of the general problem of indexicality: all strategies for representation in larp carry inherent trade-offs in terms of what can be presented, how, by whom, to whom, with what likely interpretations, and under what circumstances. Since the (general) problem of indexicality has two sides – the difficulty of similar enough interpretations, and the deeply contextual assigning of meaning – we first look at why uniform interpretations are hard to foster, and then move on to the practical challenges of striving for authenticity in larp locations, setting, actions, knowledge, and finally the living bodies of the players. On the way, we also discuss indexicality as an explicit design ideal.

    The way we outline the general problem of indexicality sheds light on what we perceive as a root cause of many critiques of Nordic larps and Nordic larping we have read over the course of the last few years relating to conflicts in player cultures, accessibility, and differences in design aesthetics. The article does not attempt to solve the problem, or even propose strategies to negotiate it, but seeks to articulate this foundational challenge of larp, and to explore some specific trade-offs that have caused problems. While the problem of indexicality is general, affecting everything from props to bodies and from actions to histories, there unfortunately is no general answer to the difficulties it creates – even ditching the entire ideal of indexicality is no solution.

    Indexical Representation in Larp

    Fundamentally, role-playing can be seen as a practice of creating a world together with other people, and then enacting changes to that fictional world in a way that produces narrative content (cf. Montola 2012). Give a kid a tabard and a sword, and she can pretend to be a knight in a fictional world. When others also start to pretend that she is a knight, and possibly pretend to be adversaries for her to encounter, a shared world starts to emerge. This joint pretense, inter-immersion (Stenros 2015; originally Pohjola 2004), is the cornerstone of sociodramatic role-play. As the knight and the adversary fight or hug, a sequence of events takes place that can be narrativized after the fact, while also producing meaningful consequences – emotion, identification, simulation, and so forth.

    In larp theory, this fiction is called diegesis (cf. Montola 2012), a highly subjective understanding of an individual player about the state of the co-created fictional world. Larp theory has long used philosopher Charles S. Peirce’s second trichotomy of symbols, icons, and indices (Peirce & Wiener 1958; Everaert-Desmedt 2011) as an analytic framework to understand how real-world material signifies fictional things in the diegesis (Loponen & Montola 2004). These categories help in understanding how the shared imaginative space is constructed.

    Symbols are signs that refer to their objects through arbitrary convention. In larp theory, symbolic representation happens when players use agreed-upon symbols to signify things about the diegesis. For example, an off-game symbol can be marked on an object to signify that it does not exist in the diegesis, or a metatechnique can indicate that a player doing a particular gesture may speak out her inner thoughts without her character actually doing so in the fiction.

    Icons are signs that refer to their objects through similarity. A foam sword covered in duct tape counts as a sword because it resembles one. A player with green makeup counts as an orc, as she resembles the earlier portrayals of fictional orcs in popular culture.

    Finally, indices are signs that refer to their objects through a direct connection. For Peirce, a pointing finger refers to its target through the direction of the pointing, and a weather vane refers to the direction of wind through its causal orientation. In larp theory, indices refer to their fictional objects by being the same thing. A ballpoint pen is a ballpoint pen in fiction simply because it is a ballpoint pen.

    Players’ interpretation of the symbols, icons, and indices are not identical. Thus being a symbol, an icon, or an indice is not a property of an object, but an interpretation a person does of the relationship between the sign and what it is seen as pointing toward. There is always variation, and as new information emerges, players tune their interpretation. Each player has their own reading of the diegesis. However, for the shared imaginary space to remain playable, the interpretations need to be similar enough. They need to be equifinal (Montola 2012), meaning that even if the routes to interpretation vary, the consequences are indistinguishable enough that material conflicts in the interpretation of reality do not derail play. For example, when two characters talk about “their past poker games” during the larp, only for the players to realize that one was talking about Texas Hold’em and the other about Five Card Draw, the interpretations during play are equifinal enough without being identical. Indeed, it is common for players to speak broadly about characters’ shared past to make room for this. On the other hand, if one player believes their character is holding a gun, and the other player believes their character sees a gun-shaped piece of wood, there is an equifinality conflict and coherent play cannot continue.

    Superficially, indexicality appears simple. When things stand for themselves in the fiction players need the least amount of context and little imagination, and misunderstandings are seemingly rare. However, a closer look reveals a far more complicated reality.

    First, it is often not simple to determine whether something was intended as an index or an icon – or in what sense some object is an index or an icon. For example, if a player uses chemicals to produce a worn sweater for a post-apocalypse larp, the sweater is probably intended to be read as an indexical representation of a sweater that has been used through an apocalypse and beyond, but not as an indexical representation of a carefully crafted shirt with acid and paint stains. A participant might choose to wield a metal sword for its indexical qualities, but still make sure it is properly dulled to avoid dangerous situations. This renders it into an icon of a sharpened blade.

    Second, icons can appear more real than indices. Kent Grayson and Radan Martinec (2004) studied the consumer perceptions of authenticity in the home museums of William Shakespeare and Sherlock Holmes. Their surprising finding was that the highly indexical Shakespeare museum was sometimes perceived as less authentic than the completely iconic home museum of Sherlock Holmes. Similarly, the reason why creating a dirty sweater for a post-apocalypse larp is often done with paints and chemicals, is that mere ordinary dirt would not make it visibly dirty enough to convey the proper Mad Max aesthetic. Choosing paints and chemicals over dirt also allows gear to be washed between larps while remaining iconically dirty.

    Third, indexicality might imply more or less of the object’s sociocultural history. The item in question is not just like the item, or even that item in general, but that very specific item with the exact history. In the pervasive larp Prosopopeia Bardo 1: Där vi föll (Sweden 2005, Eng. Prosopoeia Part 1: Where We Fell), it was intended that fictional objects were not only materially identical to their indexical signifiers, but they were intended to be the very same objects. “[E]ven though in a regular urban larp a jacket may signify a perfectly identical jacket, in Prosopopeia the jacket signified the exact same jacket owned by the exact same person” (Montola & Jonsson 2006). This is most obvious when it comes to locations. If a larp takes place in a castle, it can take place in a castle, in that specific castle, that specific castle with an altered history, or even that very castle with its exact same history.

    While indexicality can support the feeling of “being there” and “doing things for real”, it can also hinder it if there is confusion as to how and what exactly does an object represent and signify. In larp we are aware that symbols and icons are not specific in their signification and require negotiation. An action, object, site, or body can be presented with some vagueness; often a sketch is enough to communicate the underlying idea, as we are competent in filling in the gaps to achieve an equifinal result. However, with indices there may be a false sense of clear signification when in fact indices also require negotiation.((A note on semiotics. We are knowingly operating here with a concise, even reduced, toolset. In the field of semiotics, and in literature and cultural studies more generally, there is a wealth of tools that could be brought to bear on reading larp. We could dwell further into Peirce’s work, beyond his first trichotomy. Alternatively, we could begin the analysis with Ferdinand de Saussure’s signified and signifier and continue to tease apart the literal meaning (denotation) and the meaning given by community (connotation) as outlined by Louis Hjelmslev (Barthes 1964). Indeed, we could dwell much deeper in interpretation: What work does the reader do to fill in gaps in the larp text or performance? We could unpack this with the works of Marie-Laure Ryan (1991), go further into untangling the creation of coherent fantastic diegeses as outlined by Matt Hills (2002) and Michael Saler (2012), and the help provided by paratexts as outlined by Gérard Genette (1987). Juri Lotman’s (2005) concept of semiosphere could probably be usefully mobilized to bring some clarity to challenges of cultural contexts, just as Judith Butler’s (1993) citationality might be an interesting addition to this discussion, and obviously Stuart Hall’s (1997) work on representation and stereotype could also be applied on larp signaling.

    However, we have consciously chosen a sharp focus in this article: we have set out to describe the general problem of indexicality in larp with as little theory as possible. Our idea is that by describing the general problem in the abstract and with contextualizing examples, we render this foundation feature of larp communication clearly visible. Thus our project here is more semiotic than discursive: “the semiotic approach is concerned with the how of representation, with how language produces meaning – what has been called its ‘poetics’; whereas the discursive approach is more concerned with the effects and consequences of representation – its politics” (Hall 1997, 6). The two cannot be fully separated in practice, but in this article, we lean towards poetics, not politics.))

    The general problem of indexicality is that all design strategies for direct representation within a larp carry inherent trade-offs in what can be represented. Thus far we have concentrated on the side of the interpretation. Now we move to the other side, assigning meaning.

    Indexicality as a Design Ideal

    The aesthetic of indexicality seems to allow for a powerful suspension of disbelief of being able to inhabit the world (and “immerse” into the character) without disturbance. This kind of ideal has been often celebrated and endorsed as a desirable aesthetic within the Nordic larp movement (e.g. Fatland & Wingård 1999, Pohjola 2000, Montola & Jonsson 2006, Pettersson 2018; Koljonen et al. 2019). Sometimes the ideal is rooted in indexicality, while at other times strong iconicity suffices, allowing spaceship interiors to be constructed from warships, through a mixture of partially being the real thing and partially just looking-the-part with high production values and perfectionist fidelity.

    The clearest expression of striving for indexicality can be found in the 360° illusion design ideal, formulated by Johanna Koljonen (2007; see also Waern, Montola & Stenros 2009). This design ideal stipulates that the surroundings in the larp should look, feel, and function in full accordance with the fiction. This means that the larp location should look like the diegetic location, the players should look, act, and react like their characters, and all the props should be functional.

    However, a fully indexical larp is impossible. To quote Alfred Korzybski (1958/1933), “the map is not the territory”: A larp that aims to ‘reproduce’ a fictional world fully, and aims for a 1:1 representation, is bound to fail, since the players would then also have to be exactly who they are. The concept of role-play is lost without pretending. Indeed, if larp is viewed as a simulation, and a simulation is a representation and a simplification of another system, it is this gap between the real and the representation that allows for pretend play.((Indexicality is not the same thing as simulationism, although they do share a number of similarities. Simulations and simulationism are about modeling real world situations, events, or behavior, and simulation always requires simplification. Indexicality is representation and signification that is connected to the thing being signified or represented.)) We believe that you cannot actually larp in a fully indexical situation.

    Larps set in or near the present day can aim for historical indexicality, except for the characters. This is the level of detail already suggested by the Dogma 99 manifesto, which stated that “No object shall be used to represent another object ”, used by larps such as 13 til bords (Norway 2000, Eng.13 at the Table), which is a very minimalistic larp about thirteen characters eating dinner and having an improvised conversation. As there are no instructions to the contrary, there is nothing preventing players from bringing in all the history of material objects, except when they relate to the player characters. As long as the characters do not want to do anything that the players are not willing or able to do, the actions of the characters can also be indexical.

    However, when we move away from realistic larps in contemporary settings, we can, at most, aim for material indexicality without historical or character indexicality. In the highly indexical aesthetic of the larp 1942 – Noen å stole på (Norway 2000, Eng. 1942 – Someone to Trust), portraying the German occupation of Norway, the organizers did recommend using authentic gear from the WW2 era – but a pair of authentic army boots were not intended to carry their vintage status as artifacts from the previous century. While 1942 perhaps did not reach an extreme degree of material indexicality (it was played in present-day homes after all), historical re-enactments played in the wilderness can reach this state with enough focus on authentic artisanship.

    Finally, larps with supernatural content can at most have partial material indexicality without historical or character indexicality. An extreme example of a larp aiming for indexicality was Parliament of Shadows (Belgium 2017). The larp addressed lobbying for and against the legislation establishing the European Travel Information and Authorization System at the European Parliament. The larp was played in the actual European Parliament building, with members of the European Parliament, lobbyists, and other parliament staff. The ETIAS legislation is also real, and the larp used the actual documents. Indeed, Parliament of Shadows was particularly strongly connected to reality, using the actual contested issues, places of power, and people of influence to stand in for themselves. Yet Parliament of Shadows was also an official Vampire: The Masquerade fifth edition (2018) larp that features all sorts of supernatural beings – who obviously were not indexical. The level of indexicality need not be homogenous through the design of a larp.((It is important to note that the 360° illusion and the drive toward indexicality, while strong design ideals in Nordic larp, are not universal. Other ideals are, for example, clarity and material independence (Stenros, Andresen, & Nielsen 2016). Larps that aim for clarity tend to reduce the complexity of fictional elements, having for example only three elaborate chairs and a beautiful table. Such larps also tend to have very little visual noise, and are often played in empty, monochromatic rooms. Clarity as a design ideal is strongly associated with the genre of blackbox larps (e.g. Koljonen et al. 2019). While actions may still be strongly indexical, the environment and the player bodies and costumes are not.

    >Material independence as an ideal is most strongly connected to tabletop role-playing games, where the physical environment does not matter for the fictional world. In larps this is common in chamber larps run at conventions and in the Fastaval freeform tradition. As such, role-play is mostly symbolic and iconic, with possible moments of indexical speech or action, the problems of indexicality are not an issue here.

    To explain this using the map metaphor, larps aiming at a 360° illusion want to have a map that is the world, maps that have 1:1 reference. Larps aiming for clarity want maps akin to the most beautiful transit maps; the map is very useful for a very specific purpose, more so than a 1:1 map, but for most things it is useless. Larps that aim for material independence have maps that look like maps, but they are more like artistic interpretations of the terrain.))

    As these examples show, the problem in assigning meaning starts to emerge here. While it is work-intensive and possibly very expensive, it can be possible to have indexical items and locations. However, once we populate these sites with characters, connected to culture and history, the general problem of indexicality can no longer be ignored. Next, we move on to considering how compatible indexicality is with character bodies, actions, and histories.

    Being Real (Enough)

    There is an old larp rule: “Kan man, så kan man”, if you can, you can. KMSKM is intended as a shorthand for rules-light larps describing what characters are able to do in the fiction. If you can run, climb, and fight, then your character can do so as well. This is a foundational element of indexical play. However, the downside of this indexical model is obvious: If you can’t, you can’t.

    When indexical representation is the goal, then the player’s skills and abilities set the limits for their possible actions. Most people cannot play indexical archers or indexical hackers, or pull off performances as indexical rappers or indexical gourmet chefs. Most people do not want to larp indexical penetrative sex or face the legal ramifications of indexical use of intravenous drugs, even if they could perform the necessary actions. Sex, violence, and wealth are areas where simulation is frequently used to allow groups to tell stories where the consequences of indexical representation would inhibit play.

    Sometimes indexicality is not desired, as it might damage the larp on a structural level. A canonical example is indexical lying in larps. It is difficult for a player to have their character tell a lie in a game that is not obviously verifiable as a lie. So much of the diegetic reality of a larp is created through speech acts, that good lying is much more likely to generate equifinality conflicts than interesting plot twists.

    We are also not only limited by what we cannot do, but also by the things that we can. Many skills and abilities are very hard to turn off. This is most obvious when thinking about social skills, such as attractiveness, charisma, and oratory skills, that are hard for a player to leave outside a character performance. As each player is unique, with a personal history, a specific set of skills, knowledge, and experiences, each player will also interpret the larp differently. A professional entertainer may feel alienated by incongruent nuances of backstage banter in a cabaret larp. A professional banker may have a hard time in a larp where the control of a company becomes an issue but the co-players are oblivious to the intricacies of equity and power in publicly held companies. When players have conflicting, non-equifinal readings of the shared imaginary space, we have interpretive friction.

    Furthermore, when players are limited by what they can actually do, they tend to fall into familiar patterns. Play can end up being less imaginative. Indexicality enforces real-world behavior (see Stenros, Andresen, & Nielsen 2016), and it can also reduce interpretive friction if it is extreme enough. If all orcs in the game world are strong and scary, and all players cast as orcs are selected to be taller than any of the non-orc players, the limbic systems of non-orc players will likely manage the diegetic interpretation of emotional response to orcs, when the game material makes the reputation of the orcs clear. This limbic response reduces the interpretive friction around non-orc players’ reaction to the orcs, at the expense of rigid casting requirements.

    The rush of larp is in doing things for real, in pretending to be something you are not: but at the same time the player and the character cannot and will not be the same, unless the circumstances are exceptional. Indexical representation also means that not only do the players need to be able to do a thing, but they must actually do it. They need to speak Quenya, they need to convince another character, and they need to cook a gourmet dinner. Some actions are not only hard, time-consuming, or dull, but can also be dangerous or undesirable.

    Doing things for real requires practice. Pre-larp work is the non-play-time preparation, which includes things like costuming, the establishment of in-game character relationships, and workshops or skills training. For example, a player might train every other weekend for a year for a larp with boffer combat in which they will play the king’s champion. Similarly, a spymaster might memorize the names and backgrounds of all characters in a game, trying to produce an indexical portrayal of creepy omniscience.

    Authentic Gear

    The drive toward making props as indexical as possible is strong in some low fantasy or historical reenactment larps. Authentic gear, making it, finding it, and taking care of it, is an important aspect of the hobby for many people. Striving for indexicality as an ideal can be useful, but the idea that all props, costumes, equipment, and locations must be real – or at the very least they should look, feel, and act as if they were real – carries endless challenges. Some props are dangerous (weapons), others are expensive (jewelry), difficult to find (antiques), impossible (warp drive), or very time-consuming to make (period clothing done with period methods).

    Experienced indexicality is a function of the perception of the player: If a player has never touched or seen a real gun before, an aluminum replica might pass as an indexical representation. On the other hand, if the player has carried a service weapon every day for years, a replica is unlikely to feel real, even if other players do not notice and it does not affect play. Historically military gear feels more authentic if you know it to be actual army surplus from the 1940s.

    The indexicality of any object is evaluated in the context of its surroundings. An object that is significantly more or less indexical will attract specific attention. Introducing an indexical object into an otherwise symbolic experience makes those objects seem more real than their surroundings, allowing focus to be shaped. In a sufficiently indexical environment, iconic objects will be more difficult for players to ignore – an obvious Nerf gun symbolizing a real gun in a contemporary café will be hard to take seriously. The more familiar the players are with an environment, the larger the experiential breach of non-indexical objects. Hence, high-resolution contemporary environments tend to have the highest bar for indexicality.

    Since neither full indexicality, nor uniform reading of signification cannot be achieved, negotiation of representation is always necessary. Interpretive problems can happen in both directions: an act or a prop can be read as more indexical than it is (imperfect make-up on a character interpreted as intended to be diegetically imperfect make-up and not just make-up), or it can be read as less indexical (a replica gun is read as a gun when it is meant as a replica).

    Like any strict propping standard, a requirement of indexicality easily turns into a question of classist gatekeeping. The requirement of a high-fidelity royal ball gown would prevent some players from signing up to a larp, or make them choose to play lower status in order to avoid costuming expenses. Participants with less money, time, network, and social and cultural capital can have a hard time participating.

    Labor and money can be traded off against each other for indexical propping, and most games using it see a variety of player strategies. However, if a player wants to indexically represent, say, a perfectly fit post-apocalyptic tribal warrior and run for miles to perform the gamemaster-given quests of that larp, they have to actually participate in a pre-larp training regime; there is no monetary shortcut to indexical abilities.

    We can analytically divide pre-game work into labor in the world (earning money, making objects), labor on the self (learning skills, physically changing one’s body), and labor on the game (rehearsing metatechniques, studying the fiction). Different players often have preferences among the different kinds of pre-game work and may see some as presenting a higher barrier to participation than others.

    Players in Context

    The ultimate limit for the players is not their knowledge or skills, nor even their monetary means. The practical limit is the physical, living player body. This is also the area that is often most contested as it can be very painful to individual players. Tall people cannot be indexically short, just as young people cannot be indexically old. If the requirement of indexicality increases, the possible roles available to players shrink.

    To a certain degree, all larp is inherently ableist. Opting for non-symbolic representation always places at least some players at disadvantage. When we choose to do things for real, we must acknowledge that there is virtually nothing that all of us can do for real.

    Furthermore, a player body does not float as a tabula rasa in a vacuum, but it is situated in a specific culture with histories of meaning and interpretation. The further you choose to map the player’s body to the character’s body, the closer you venture towards sexism, ageism, racism, colorism, transphobia, and other discrimination (see e.g. Kemper 2017). Indexical representation tends to reproduce real-world power structures. When players are physically identical to their characters, diegetic body shaming, racism, or misogyny touches the players as well as their characters.

    Some larps specifically forbid diegetic insults targeting players’ or characters’ bodies (or other attributes that the character might share with the player) to avoid this – which can in turn make it difficult to meaningfully portray some character identities that have been shaped by oppression in ways that are important to players who share those identities (Saitta and Svegaard 2019). For example, if a larp world is designed as egalitarian in regards to sexual orientation – if there is no significant difference between being straight, gay, bi, or pan – then lived experience connected to the pressures of staying in the closet and coming out becomes largely meaningless (cf. Stenros and Sihvonen 2019). It is hard to construct a fictional world that is free of oppression, yet renders identities shaped by oppression in a legible manner.

    Talking about the body of a player as a brute fact, as something that has a specific, historical, and physical existence is uncomfortable. Yet that is very much the point here. When attempting to design a larp that is accessible and inclusive, yet also contains visual, physical cues rooted in the actual players (appearance, gestures, actions), we cannot ignore the body of the player. In that design work, we must attempt to address the problems inherent in the body as an indexical object, separated from the player as a whole. This abstracted perspective can be dehumanizing, yet ignoring it means we also ignore the very real challenges relating to the indexicality of bodies in larp. We lack polite language for this because we often go through a lot of effort to not see this, to overlook it; in part because of the harm caused early in the history of the medium when communities were still understanding this territory. It can be uncomfortable to look at these issues as they are distinctions that are tied to violence, trauma, and shame, both inherited and personal. However, when we construct ways of seeing that let us not reproduce this trauma, they may obfuscate problems. When we play, we react both to the other embodied player, and we react to our conception of this other player. Both matter.

    Let us break down some of the power structures that have an impact on the people who participate. First, the bodies of players are always present in the larp in some form, but not always indexically. A player might play a character with their exact physical appearance, or they might play a character whose body their body only represents, as an icon. For instance, a young person might play an old character, or the character might be a supernatural being. In all cases, however, the player is present in their specific, living, breathing actual body. When the body of a player becomes a representation of the character’s body, some translation, interpretation, and negotiation is needed.

    Humans carry their history in their bodies. As a particularly important and complicated example, trans bodies might require accounting for or explaining marks such as scars, tattoos, and surgery within the larp – or agreeing to omit them from the fiction. Even when a trans body represents itself as a biological index, the production of that body is intricately tied to a specific history, specific power relations, technologies, and legislation. For the body to be indexical, the player and designers would need to create a parallel set of fictional structures. While this is possible, it is rarely done, as accounting for diegetic oppression would be a major task of world-building that most larp designers are not equipped to carry out. Even if it were done, the result would not always be desirable for players who might want to avoid oppression by playing with an iconic body instead. Consequently, the labor falls onto trans players, who bear the burden of rereading their bodies in such a way that they can fit into the game while performing the character, re-establishing their existing relationship with their body afterwards, and managing the reactions of other players to a non-indexical body throughout.

    Secondly, the player and the character body unavoidably share physiological emotional responses to events. A player can portray emotional responses that do not exist in their body, representing them iconically in the game. Without this the sociodramatic pretend play that is larping would be very hard. However, when emotions are performed iconically, the physiological response to portraying an emotion will (at least for most players) lead to the body feeling some degree of the portrayed emotion. This is one of the roots of bleed: indexical sorrow is real sorrow, which does not simply vanish because the players step out of the liminal space.

    Often, players choose to steer for the emotional responses of which they want an embodied experience. Attraction between players is a key example here. Portraying an intimate relationship with a player with whom you have no chemistry is hard emotional labor, often resulting in a flat portrayal. On the other hand, allowing the responses of the players’ bodies to filter into the game can result in stronger portrayals. Karete Jacobsen Meland, Ane Marie Anderson, and others have even experimented with a smellcasting technique, where players would be cast into intimate relationships based on their preferences of each other’s body scent – evaluated blindly based on anonymous white T-shirts (see Anderson 2015).

    Thirdly, representations also carry specific histories. While from a formalist point of view all signs that point to a meaning are equally valid, some signs have very loaded cultural histories attached to them (see Hall 1997). The obvious example here is blackface, the act of painting a face with a dark color to signify that a white person is portraying a black person. However, this abstract description of blackface is almost useless in practice, as blackface has a history of use as a tool of ridicule and oppression that is so strong, especially in North American context, that players cannot be expected to interpret it benevolently. In the last few years there have been endless discussions on social media about the use of black face paint to portray fantasy races, such as the Drow from Dungeons & Dragons. People who advocate the use of black paint for Drow tend to see this as an iconic representation of dark elves, where they attempt to create a specific visual surface. However, the practice of painting one’s face to look like a dark elf is the same as doing blackface – indeed, Drow make-up is (usually) white people in blackface. Today, blackface is widely considered unacceptable even when used to portray fantasy races, and consequently many larps in the United States require Drow makeup to be blue rather than black or brown.((However, it is important to recognize simultaneously that histories of representation are always culture specific. Assuming the universality of, for example, a United States based reading erases all other local cultures and histories. That said, the discourse on blackface in particular is broadly understood in similar ways across the Nordic region too.)) In some cases, white players’ unfamiliarity with the history of the practice have caused conflict with those who live with that history, and sometimes insistence on ignoring that history has become a form of racist gatekeeping.

    Other representations that carry history include stereotypical camp narratives for queer characters, representations of sex work grounded in Victorian moralism (and equally, Victorian pornography) rather than lived experience, the antisemitic portrayals of treasure hoarding goblins in fantasy fiction that can be traced back to Shylock in The Merchant of Venice (1605), and indeed most traditional racialized monsters in fantasy fiction (see Loponen 2019, also Hall 1997).

    Some of these aspects of the general problem of indexicality fall under the header of social justice. This is because in larp we are dealing with actual, individual people, and not abstract, ideal players. If the design goal is to create a formalist larp where players are interchangeable, it may make more sense to go for symbolic representation. Indexicality and “doing things for real” requires that actual players are considered.

    The challenge of indexicality can be restated as a friction in larp design “between wanting to be real and wanting to be meaningful”. This is how Stenros, Andresen, and Nielsen (2016) formulated one of the two key challenges in larp design in an article about the Mixing Desk of Larp:

    “The second key aspect is the negotiation between, on the one hand, naturalism, plausibility, immediacy, and authenticity, and, on the other, structure, curation, predictability, and artificiality. The larp experience should be as real as possible – without having the drawbacks of reality, such as being boring for long stretches of time, being very exclusionary based on skills and appearance, and being not only dangerous but often devoid of meaning. Indeed, it is important to remember that realism is an “-ism.” It is an artistic movement dating back to the 19th century. Similarly, simulation is never complete, or it stops being a simulation.” (Stenros, Andresen & Nielsen 2016)

    Striking a good balance between symbols, icons, and indices is about striving to be visually pleasing, immediate and immersive, and satisfying of the aesthetics of authenticity, while still being legible, accessible, and practical within the production frame chosen for the event. If larp is about doing things for real, then the question is how to be and to do “real enough”.

    Specific and Communal Solutions

    At the heart of the general problem of indexicality lies the inherent drive for authenticity. Authentic props, sites, and actions are a practical challenge. In the search for an indexical environment, we must make choices that ensure that the larp remains understandable and playable. And this, at the very latest, is the point where interpretation becomes an issue as well. Actual players are not interchangeable, but they have different skills, bodies, and lived experiences. Player backgrounds strongly influence what we read as authentic: pretending to be a stage magician is very different for a person who has never done a magic trick in front of an audience, and for a person who does that for a living.

    Players come to a game with a variety of backgrounds and of both real-world and player skills. This results in them reading an identical representation in different ways. This happens with played actions as much as with props or characters. The fidelity of the experience is thus also a key ingredient – and the related problems cannot be solved without considering the actual players of the larp.

    The general problem of indexicality does not have a general answer, just situation-specific, contextual answers. Design, larp design included, is always about making choices within constraints. While the general problem of indexicality cannot be escaped, there are numerous ways to address it. Indeed, each larp addresses the problem in its own way, often guided by design traditions. Each larp will present its own partial solutions to the problem, creating a field where different kinds of experiences are available.

    Unfortunately, there are areas that are seldom addressed, the black hole areas of design, such as when the drive for indexicality always ends up creating a barrier of entry for the same people: adherence to a narrow reading of historical gender roles is a recurring problem for women in larp, and wheelchair accessibility is a recurring problem in authentic historical palaces.

    The only way the general problem of indexicality can be tackled is communally. No larp can solve the problem, but every larp can choose parts to solve and parts to accept – and in a healthy larp culture, different larps choose different parts of the puzzle, providing play to everyone.

    Acknowledgements

    The making of this article has been partially supported by the Academy of Finland-funded Center of Excellence in Game Culture Studies (CoE-GameCult, 312395). Special thanks to Aaron Trammell.

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    This article has been reprinted with permission from the Solmukohta 2024 book. Please cite as:

    Stenros, Jaakko, Eleanor Saitta & Markus Montola. 2024. “The General Problem of Indexicality in Larp Design.” In Liminal Encounters: Evolving Discourse in Nordic and Nordic Inspired Larp, edited by Kaisa Kangas, Jonne Arjoranta, and Ruska Kevätkoski. Helsinki, Finland: Ropecon ry.


    Cover photo: Photo by Tim Mossholder on Pexels.com