Tag: Featured

  • Photo Report: Mare Incognitum

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    Photo Report: Mare Incognitum

    By

    Johannes Axner

    Mare Incognitum was a Swedish Lovecraftian horror larp set on a ship (familiar to visitors to Monitor Celestra) in the 1950s. It was organized by Berättelsefrämjandet and had 78 players, spread over three runs, from Sweden, Norway, Denmark, Finland, Estonia, Spain, UK and the US. All three runs were held during the weekend of 28-30 November, 2014.

    Photographer Jonas Aronsson took some great photos during and before the larp and we got his permission to publish a few of them here:

    You can see the rest of the photos in Jonas Facebook gallery:
    https://www.facebook.com/yonazarith/media_set?set=a.10152576129364506.1073741862.590469505&type=1

    You can read more about Mare Incognitum at the larps website:
    http://iäiä.se/

  • Larp Report: Clockbottom

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    Larp Report: Clockbottom

    By

    Emma Ström

    A journey through horror, steampunk and mystery

    Clockbottom was a larp set in America during the Civil War, with a steampunk twist and elements of horror. About 120 participants from seven different countries gathered during one weekend of September to act out the mysteries in the mining town of Clockbottom. Myself, I played the village’s protestant preacher. It was a role that enabled me to mix with dusty miners, fancy bankers, and everything in between. I liked this a lot, since it allowed me to pursue plots across groups and status levels.

    This was my first larp of both the era (1800s) and genre (steampunk/horror). There were both experienced and first-time-larpers among the players, as well as a variety of backgrounds (reenactment, larping, steampunk-nerds, and so on). Since there were participants from all over Europe, the entire larp was played in English with the exception of some characters with Swedish or Danish ancestry (they could therefore speak those respective languages as well).

    There is much to say about this larp, not the least regarding the impressive amount of detail in props or the awe-inspiring generosity and inclusiveness in gameplay. I will try to highlight a few phenomenons that stood out in my eyes.

    Prologue and the Mine

    It is the first time she has had reason to travel down into one of the mines since her arrival in Clockbottom. The air is cold, damp, dark. Yes, it is as if the air itself is dark down there. She cannot help but wonder if this is what being buried alive feels like. The kind woman’s voice instructing them in safety matters upon entering the mine is reassuring though, as is the attentive presence of the timekeepers. She stays close to Witte, knows he will look out for her here as he does in the village. The miners are unrestful, uncertain. What awaits them in here is not only a return to God’s honest work, but a return to the loss of beloved ones. Will there be bodies? A new kind of stench?

    One thing that the Clockbottom larp presented, that I have not seen done before, was a prologue. This was a 1-2 hour scene available for those who so desired it, meant to set the tone for the later opening of the larp as well as offering nearly all characters a chance to partake in a common scene no matter their alignments or statuses.

    ClockbottomThe prologue took place in the mine that was later used in-game. The organizers struck a good deal with the mine company, in which the larp had the use of the mine for free in return for some real work done in there (shovelling gravel, mostly). To have an actual mine to play in was extraordinary what with feeling, immersion and understanding. Unfortunately the mine itself was located about half an hour by car from the larp village, so travelling between the two meant some off game time for those with characters there.

    I initially signed up for the prologue to get to see the mine, as my preacher would not spend in-game time there. However, it soon turned out that it was a magnificent way of trying out your character, build some spontaneous relations and plots, and to bring back a shared experience to the actual larp. It is a concept I would love to see more of at other events, perhaps incorporated among pre-larp workshops like this one was.

    A Multitude of Larps in One

    They have not yet reached the true conclusion of the cipher when she is presented with two sheets of paper. Apparently they have been found inside the propeller resting by the piano in the bar. She is perplexed, cannot fathom how something so secret can be hidden in plain sight and yet remain unfound until now. The content of the papers shocks her to the core, however, quite unprepared as she is for such truths to unravel after all this time. It is the last will of her predecessor, Reverend Smith. She has found no facts regarding his life before, has been met only with silent tongues and shifting eyes when inquiring among the townsfolk. And apparently there was much more she did not know.

    Something that to me speaks of a well-planned or well-played out larp, is when there are “many larps within the larp”. Not only as in different plotlines, but when there are actually different types of stories or sub-larps amongst different parts of the player pool. Clockbottom had this multitude of larps to a great extent. For example, the workers had gang- and poverty-related play, the soldiers had skirmishes and soldier-play, the villagers had everyday village life (intercepted by mysteries), the preachers had a lot of religious play and the scientists had their research and experiments. The company administration even found themselves in a spontaneous meta-larp “by telegraph” (which the organizers ran) around selling and buying company stocks. Naturally, this also becomes a believable backdrop for players not currently participating in a certain sub-story.

    ClockbottomWhat connected everything more than other plotlines, however, was the great mystery plot of Clockbottom’s darker secrets. I do enjoy mystery solving in a larp, and have played many such roles over the years. One problem that too often arises, is when players figure out the solution “too soon” and are left spending the last day of the larp in some kind of waiting state. I was concerned that this would happen here as well, since we solved a lot of the clues during the first day. Alas, I should not have worried.

    It is the most extensive mystery plot I have encountered, and with such detail in props and clues. Altogether, there were ciphers and codes in Latin, ancient Greek, hieroglyphs, numbers, Cherokee, Bible references and music, apart from the regular notes, diaries, letters and articles in English. There was a copper tablet inscribed with hieroglyphs, there was a full research journal in a multitude of languages and there was an alluring cryptex. Initially, we were three or four people trying to investigate. On the last day of the larp, we were more like twenty I would say. Also, an aspect that furthered the game was that many characters (pre-written by the organizers) held tiny pieces of the puzzle that only made sense together, thus encouraging those pursuing the truth to inquire amongst any and all in the village.

    Horror Effects

    The crystal clear notes of the eerie tune will haunt her to the end of her days, she knows it even as she hears it there, for the first time. It holds her in place stronger than the fiercest of chains, marks her mind for insanity as surely as water flows downwards. Not yet perhaps, but it will come. The utter terror that fills her veins makes her simultaneously unable to move and acting on impulse. Her voice sounds strangely strangled as she once more calls out, and no one could ever pretend that her words appear intimidating anymore. It is more of a croak, more of a pointless motion to be gone through. Then a pause, a held breath awaiting an answer while frozen lips pray to a God that is far away, too far away, that none such will come.

    But it does. Oh, it does.

    ClockbottomApart from the steampunk-Civil War genre, Clockbottom was most definitely a horror larp. Several elements aided in this, not the least the full moon and lingering mist that adorned the village every night. However, there were items and events presented by the organizers that truly laid the base for this feeling of terror. Some were more easily achieved, like the melody that became the tune connected with madness, ghosts and devilry, or the use of “shadows” -a meta-technique where certain “non visible” players whisper, coax or otherwise interact with the character players of the larp in a -during this larp – eerie manner.

    Other elements needed more planning. There were tiny sound devices placed around the village, playing five different tracks of “scary sounds” (ie whispers, child’s laughter or scraping noises) at random time intervals. These were really efficient in upping the feel of utter terror, I can confess to that. I must also mention the full-size, very realistic skeleton that was buried in the village graveyard months before the larp. She was unearthed twice during the weekend, and each time it was equally unnerving to find the meter-deep grave gaping open, the nailed-shut coffin lid thrown aside, and the skeleton grinning at us from its grave.

    Inter-player Communication

    That she has held sermons on top of children’s remains for three years… The thought is unbearable. At last they are gathered; preachers and townsfolk brave enough to take on this gruesome task. Walsh is there, silent and watching. Gibson and Mr Sommer are sturdy and clear-eyed, mayhap they have known about this, or about the murder. The miner who so bravely spoke of crawling in under the church to secure the box is found, and they are ready. Almost – she calls for more lanterns, they must have light. Oh, if they could but have done this in daylight.

    Inclusion and playing to lose are two terms that invite you to play generously and humbly (even though your character can be quite the opposite) in order to involve others in your play. The players of Clockbottom did this to such a degree that I was genuinely taken aback. I have not previously seen such generosity and inclusion at any larp I’ve been to, nor how quickly it became a game structure rather than something individual players did.

    Taking the great mystery plot as an example, there was never a question of stepping into a closed house with a select few to try and translate the codes. Instead, anyone who curiously lingered by the open table on the main street was invited to share their view on the current matter. Secret notes were shown to any and all who might hold the slightest clue; be it a miner or the company director. When embarking upon tasks in the night or to places we were not supposed to go, there was no real sneaking about. Anyone who happened by was warned about the gravity of the task, but not turned away. What with the plot clues spread all across the board, we probably couldn’t have solved the mystery without including as many people as possible either.

    ClockbottomWhat the cause for this high level of inclusion is, I don’t really know. Perhaps it was the instruction from the organizers on playing to lose. Perhaps it was a positive outcome from the mixing of larp cultures. Perhaps it was a standard set by in-game decision makers that others followed. Either way, I definitely hope to see more of this inclusive larping at future events I go to (and will of course try to do my part).

    One thing that I found strangely lacking regarding interplayer communication however, was the lack of just that prior to the larp. There was a forum, but only a few people posted there. I know that there were facebook groups for in-game gangs and groups, but as far as I saw they were not announced too clearly on the main event page. Shout-outs on the main event page rendered few replies from players. Since my character did not really belong to any groups, and since I didn’t activate myself in creating groups for, for example, the “holy folks”, I barely had any communication with others before the larp.

    I must confess that this silence amongst players made me a bit worried, and it felt rather unusual what with the plot planning and relation building that today counts as standard preparation for any Swedish larp. Now, based on the prologue and in-game initiatives this was not a problem during the larp at all. However, I must think that this could have presented a considerable threshold for people new to larping, or to people more shy or otherwise unsure of how to make contact with other players (unless they were in active groups already).

    Final Words

    While there have been smaller 1800s/steampunk larps, I think this was the first larger one that catered to a wider community of players. Although a possible cause for hesitation, it turned out that the gear for this setting was not too hard to come about, perhaps even easier than for earlier historical periods. Combined with the enjoyable aspect of meeting people from other larp cultures (nation wise as well as playing style-wise), I heard many express afterwards that this was a style of larping they’d definitely look into more. And I must say, I think there will be a lot more steampunk in the years to come.


    A note regarding things not addressed in this article:
    There was some discussion prior to Clockbottom, on the topic of the Cherokee being a part of the larp setting and the risks of cultural appropriation. As I neither played a Cherokee character, nor am of an ethnic group exposed to appropriation or negative prejudices, I did not feel best suited to present that here. There are other players much more eligible for that, and I might just miss the right angles due to my own lack of experience in the matter.


    All photos in this article are by Ida Mary Walker Larsen.


    You can find an in-game short story from Clockbottom by the author of this article, Emma Ström, here:
    http://goo.gl/8IfJX5

  • The Cure for the Stuffed Beast

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    The Cure for the Stuffed Beast

    By

    Kamil Buchtík

    The unexpected problems of a game stuffed  with themes and plots and their working solutions.

    113_9714We made the most expensive game in Czech larp history, we had worked hard on it for a year and we had prepared almost 100 detailed pre-written characters. After the first two runs of the larp a lot of people said “It was alright.” This article is about searching for changes which would make the game better than “alright”.
    De la Bête was a larp inspired by the French legend about the Beast of Gévaudan. It captures 97 characters of hunters, prisoners, soldiers, merchants, scientists and nobles in 18th century France. Our goal as the authors was to make a  two-day-long dramatic larp with minimum downtimes, a game with interesting plots, twists and dilemmas for each character. To assure this will indeed take place, we decided to use pre-written characters and design almost only personal plots, few group plots and no global plot  with impact on all characters in the game. As a result we have written 110 plots, each directly involving on average four characters .
    Pre-written characters and game filled  with personal plots is in the Czech Republic a usual game design for chamber larps and is also quite common for dramatic larps up to 40 players. But it has never been consistently used for a game of such scale. The chosen design approach and the amount of content brought about several unexpected problems. We knew, that the number of personal plots will let us to a multi-thematic and also multi-genre game. In De la Bête you could find horror plots about the  price for knowledge and secret societies, adventure haunting plots about friendship and rivalry as well as a romantic storyline about a young noble love triangle. We thought that the game is big enough to hold all the genres if all the players walk down the same (purely dramatic) road of the three way model. Well, basically we were right about the ability to hold the genres, but not about the way how to do it.

    The Unexpected Complications

    After the first two runs of the game we decided for a massive redesign. But firstly we had to analyse what were the weak spots of De la Bête. Among others, we found these problems to appear during the game.

    Incoherent Plots

    Each character was involved in app. 5 plots. Couple of players considered the plots and the character itself as incoherent. All motivations of character were clear for us, because we spent a lot of time sharpening them. But we hadn’t been able to communicate them correctly to all the players. And they didn’t ask. This lead to omitting of a few plots which players found unfitting. Of course, the character’s input to the plot was missing to other players.

    Shallow Play

    Few players had more plots than they were able to play. They ignored some of them as in previous case. But more often this lead the players to shallow play. They were more “doing” and less “acting and feeling”: Declare love, checked. Business meeting, checked. Confront the rival in love, checked. Break up, checked…

    Inconsistent Subjective World

    The design based on  a huge number of plots resulted in inconsistent subjective game worlds. Basically, the players were overwhelmed by topics they came across during the game. Players thought: “It is fine that there is a haunted castle and night hunts, but a society of Freemasons? Come on… This is too much.” We didn’t realize during the game development how many personal plots will go public and that the players will have a problem to incorporate them to their subjective diegesis.

    Out of Context

    Even the scenes in the best movies could look stupid without proper introduction and when you don’t know the context. It is the same in a larp.

    A short personal story follows: Once, I was watching O’Connor’s Warrior and I was moved by the final fight scene. Suddenly, my wife came and she started laughing because she found the scene cheesy. She couldn’t get how emotional it is when Joel Edgerton strangles Tom Hardy while saying “It’s alright. I love you.” Even the scenes (or the whole topic) in the best movies could look stupid without proper introduction and when you don’t know the context. It is the same in a larp. We found how big problem this is when the end of the game was coming and most plots were going through catharsis. The players were shouting at each other, duelling, declaring love and dying. Everything in public as is expected from dramatic players. It led to over-escalated scenes without context, feeling of deaths inflation and no time to feel the impact of anything. This would not happen in a design with a global plot, where the catharsis touches every character.

    New Game Style

    113_3858Most of the problems rose from the unfitting game approach. At the beginning of the game development we thought that the game style of De la Bête would be the same as for drama larps for 40 players. Honestly, we didn’t think a lot about it, we considered it as a clear thing. In Czech a “typical” drama player is someone who tends to : 1) play to lose, 2) tell the character’s secret to as many other players as possible, 3) play the tense scenes in front of as many other players as possible and 4) whose goal is to make each separate scene as dramatic as possible. It works very well in most larps, especially chamber ones.

    We didn’t notice during the development that the approach wasn’t suitable for De la Bête and that it would cause the complications mentioned above. So we grabbed the chance to change it for the third run. The new approach was our guiding principle for all pre-game documents and workshops and we did an extensive review of all game content because of it.The new idea was that De la Bête should be played as a novel. More specifically a big French historical novel such Dumas, Balzac or Hugo wrote. Every player is telling the story of the main character through the game. There will be a number of subplots and supporting characters, but the player shall focus on the development of the character’s overall story,  where the character’s main theme plays  a crucial role.

    Main Theme

    The theme was in some form a part of the characters from the beginning, but we decided to formulate it explicitly. This is an actual in-game example of a character’s theme:

    Her main theme is the clash between responsibility to the community and personal happiness. She has to cope with the role of a moral authority, which is a new deal for her. New responsibilities and  expectations are brought in her life. What it means to be the chosen one? How could she combine  the responsibilities, which are arising from her position, and ordinary human happiness? And is it possible to love every creature of God and be fully committed to only one man at the same time?

    The theme unified the character’s plots and brought depth to the game. The players were guided to think about the overall character’s story all the time: What my character did and how is it connected to my theme? How is my theme developing and where is my character aiming? The overall storyline of a character in De la Bête was more important than separate scenes. Therefore, the scene itself can be less intense and dramatic, but the overall feeling will be way more coherent and impressive (and also immersive). A part of this game approach was also the ability to incorporate everything in the game to one´s own personal story (and theme) or discard it as useless for the character’s storyline. It can be labelled as subjective narrativism, which would be a subset of dramatical approach.

    The players were guided to think about the overall character’s story all the time.

    In the first two runs there were free organizers in the field ready to deal with players’ queries. For the third run we encouraged the players to talk about the story development with the organizers a couple times per day or at least to find the time to think about it. More frequent consultations were beneficial in several ways: 1) the players thought over their character story and theme, 2) we knew what was happening in the game, 3) we were able to discover  mistakes (i.e.  wrong times of meetings), 4) we had a chance to identify bored players in time and 5) we partially oversaw  the psychological comfort of players. After a day of the game we named the consult room as the Heaven (because the organizers were in contact with thrilled and excited player) and the backstage as the Hell (where the organizers had to deal with problems).

    In the pregame documents and workshops we tried to teach the players when, where and most importantly with / for whom they should play the catharsis of a character’s storyline. It should be the players who know the context and know what preceded the tense scene. During the 3rd run significantly less scenes took place in public and for example, deaths took place in family circles.

    Outcome

    113_3971According to the post-game questionnaire there were in the first two runs 32 % of excited players, 40 % of satisfied ones, 13 % of players who considered the game average, 11 % below average and 1 % as a bad one. The third run has much better rates : 71 % of excited players, 27 % of satisfied players with only 2 % of players considering  the game as average.  Nobody labelled the game below average or bad. Of course, there are more aspects than the redesigning itself, but we believe that these changes significantly helped the game and solved the “unexpected complications”. The theme connected character’s plots and pointed out interesting thoughts in individual storylines. The “novel approach” helped the players recognise what, when and with whom should the game be played and it brought about a strong feeling of game integrity to them.

    The problems raised in the first two runs are obvious to  us now, but we had to work hard to discover them. And even if the “novel approach” originated as a secondary solution for this specific game, I believe that it could be successfully used in other larps.


    All photos in this article by Lukáš Makovička.


    De la Bête

    Used Concepts: Pay and Play, Pre-written characters, traces of Fateplay, Act Structure, Persistent play, Aspiring to 360º illusion
    Credits: Adam Pešta (chief of production); David František Wagner (chief of game design and writing); Kamil Buchtík, Ondřej Hartvich, Lucie Chlumská, Mikuláš Pešta, Petr Turoň (game design and writing); Alice Ďurčatová, Slaven Elčić, Iva Vávrová (PR); Tomáš Bazala, Eva Mlejnková (costumes); Vít Filipovský (website); Alena Kučerová (accounting); Michal Olbert (pre-game photos); Rosenthal o.s., Rolling and another 30 people.
    Date:: 25–29 September 2013 1st run; 2–6 October 2013 2nd run;  28–31 May 2014 3rd run
    Location: Valeč Castle, Czech Republic
    Length: 2 days + 1 day of paralarp
    Players: 97 per game
    Budget: 1,000,000 CZK (36,000 €) for 3 runs
    Participation Fee:: 1,800 – 2,600 CZK (65 – 95 €)
    Website: www.delabete.cz
    Photos: http://makovicka.net/galerie.php?lang=cs&g=140709 and http://makovicka.net/galerie.php?lang=cs&g=131025 and http://pwx.rajce.idnes.cz/De_La_Bete/

  • Nordic Style Larp in the UK

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    Nordic Style Larp in the UK

    By

    Mo Holkar

    The UK has a large and thriving larp industry, going back to the early 1980s and with an estimated 100,000+ current active participants. But awareness of larp traditions in other countries, and in the Nordic scene in particular, has been minimal until very recently.

    In particular, the few months since Knutpunkt 2014 have seen a flurry of Nordic-related activity. Twelve people attended the conference from the UK (and a few from Ireland), and several threads of action have spun off subsequently.

    SarcophagusAdam James has organized a series of short larps in London. From the Norwegian Larps from the Factory book, he first ran at two-weekly intervals The Hirelings, Limbo, A Mothers Heart and Sarcophagus. Next was The Checkerboard Crew, a game Adam himself wrote together with Nina Runa Essendrop, on 22 June 2014, which I blogged about; and the series concluded with ‘Fallen Stars’, again from Larps from the Factory, on 13 July 2014.

    Cat Tobin (who is Irish but currently based in the UK) has set up a group called The Game Kitchen (Facebook group here) – whose purpose is to “talk about the design of Nordic larp, freeform games (UK and American) and story games, and then – using what we learn from each other, and from what other people have done before us – we’ll create some games. We’ll then share those games, and our conversations about the process, online so that others can learn from what we’re doing.” So far The Game Kitchen has had three monthly meetings, in London: and Cat ran a Larp from the Factory, ‘What Happened in Lanzarote’, which I blogged about.

    (Cat was also responsible for writing and running The Outsiders, together with me, which I believe was the first Nordic-style larp to have been written and run in the UK.)

    Mothers HeartRichard Williams is prominent in both the above projects, and has also established a Meetup group to help coordinate activity. His hope is that this Meetup will be the one-stop shop to hear about everything Nordic-related that happens in the UK and in Ireland.

    Both Cat and Richard appeared on the story-gaming podcast The Twitching Curtain to talk about their experiences at Knutpunkt 2014, and the impact they expect it to have on the UK larp scene.

    Kevin Burns has started a blog about Nordic larp and related topics – its purpose is “to explore Nordic larp. Partly, I’m doing that from the point of view of a psychotherapist who wonders about how it could be used in therapy, and partly because I find the whole thing tremendously exciting and I want to PLAY.”

    LimboFinally, an excursion to neighbour country Ireland – where Carla Burns is organizing Nina Runa Essendrop’s and Simon Steen Hansen’s White Death (Hvid død) on 8–9 August 2014 in Limerick, and has already run the Larp from the Factory ‘Before and After Silence’.

    As you can see, Larps from the Factory has been a really powerful tool in helping us get Nordic larp off the ground here. We are very grateful to the authors, editors and publisher!

    (There’s bound to be other stuff that I don’t know about, too. Please get in touch and let me know what you’ve been up to and what you’ve got planned!)

    My own hope is that we will over time develop a strand of Nordic-style larps with a UK flavour. For that reason I’m particularly interested in what The Game Kitchen is doing, reaching out to other UK gaming styles and sharing with and learning from them: and in Adam James’s work with creative people from outside gaming. It’s a powerful brew!

    Photos provided by Adam James.


    This article has been edited to remove a reference to a known abuser.

  • Life Under Occupation: The Halat Hisar Book

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    Life Under Occupation: The Halat Hisar Book

    By

    Johannes Axner

    Documentation of larp is an important form to share knowledge and experience about the games being run. Life Under Occupation is a book documenting the larp Halat Hisar (2013) and it was just released in digital format. We caught up the books editor Juhana Pettersson, who also was one of the larps main organizers, to ask some questions.

    Juhana Pettersson, photo by Mika Kettunen. Juhana Pettersson, photo by Mika Kettunen.

    Can you tell us about Halat Hisar?

    Halat hisar was a Palestinian-Finnish larp played in Finland in 2013. Its aim was to bring together Palestinian and Nordic larpers, increase awareness of issues in Palestine and create a game where the situation in occupied Palestine was recreated in an alternate reality context as occupied Finland.

    How did the book project come about?

    Halat hisar was always a twofold project: we wanted to make a larp, but we didn’t want to limit it to the people who participated. For us, it was important to talk about the larp and the issues it dealt with to a wider audience. We did media outreach to achieve this, but also wanted to document the game for people who wanted to learn more.

    Have you worked with any other kind of documentation besides the book?

    All of the documentation builds on the work done during the game by our two great photographers, Tuomas Puikkonen and Katri Lassila. Our aim was to document as much as we could, and then work that material into two publications: the book, and a forthcoming short documentary film.

    Halat hisar, photo by Tuomas Puikkonen.What is the structure of the book and documentary, what did you decide to document?

    The documentary is still in the works, but will focus on player experiences and issues raised by the game. The book largely follows the structure of the game, starting with the core background and ideas it followed and then going into the actual events. Like many larp documentation efforts, some of the material came to be because of active editorial effort, and some was more about collecting existing stuff.

    Anything else we should know?

    A personal reason for making this book was all the great stuff that different people had made for the game. I wanted to see these things collected and maybe appreciated by new audiences. For example, the wonderful world material by Kaisa Kangas, the game design by Mohamad Rabah, Fatima AbdulKarim and Riad Mustafa or the photos by Tuomas Puikkonen. Some of the articles have been reworked by the authors from things originally written to debrief the game on social media.

    The book is available for download over at its website:
    http://www.nordicrpg.fi/julkaisut/life-under-occupation/

    Halat hisar was run in 2013 and you can read more about it at the Nordic Larp Wiki:
    http://nordiclarp.org/wiki/Halat_hisar

    All photos in the article including the cover photo are taken by Tuomas Puikkonen unless otherwise noted.

  • We Don’t Abide to the Law of Jante

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    We Don’t Abide to the Law of Jante

    By

    Mia Sand

    Disclaimer: The opinions expressed herein are those of the authors and do not necessarily reflect the official
    policy or position of Nordiclarp.org or any larp community at large.

    Editors note: This is a reply to the opinion piece by Sanne Harder titled “The Law of Jante in Nordic
    Role-playing
    ” that ran on Nordiclarp.org on 11 July 2014.

    I read Sanne Harders text about “good role-playing” with great interest. Harder pinpoints some very important issues
    within the Nordic larp scene. Status and nepotism are indeed present, though we perceive ourselves as open minded and
    egalitarian. We are absolutely lacking a discussion about “what makes a good role-player” and how to improve ourselves.
    I will however argue that discussion must have different premises than the ones Harder suggests.

    How can the good larpers help the Nordic larp scene as a whole?

    There are problems
    within the Nordic larp arena concerning the perceived equality. Questions about accessibility, equality and everyone’s
    right to feel welcome and getting the support one needs (regardless of gender, ethnicity, sexuality, ableness etc, not
    to forget previous experience or lack there of). This of course overlaps questions such as “what makes a good larper”. A
    non willingness to address questions about what makes “a good larper” can conceal underlying structural problems
    concerning status. Status among larpers and status concerning different genres. Believe me, as a player and producer of
    Vampire larps, somewhat perceived as the larping
    equivalent of Harlequin novels, I have some experience in the matter. But let’s focus on the text itself. What problems
    are determined, what is the solution and – of course – what is a good larper? And how can the good larpers help the
    Nordic larp scene as a whole?

    “The Law of Jante”, I would say, is one of the most misleading descriptions of scandinavian
    collectivistic culture.

    To pinpoint the essence of the problem Harder exemplifies with “The Law of Jante”.
    “The Law of Jante” (established by danish-norwegian author Aksel
    Sandemose
    ), I would say, is one of the most misleading descriptions of scandinavian collectivistic culture. The
    premise is highly individualistic – the collective holds back and shames any individual that outshines, or threatens to
    do so, any other member in the collective. For instance the 6th law of Jante is – “You’re not to think you are more
    important than we are”. Well, guess what – I couldn’t agree more. Nobody is more important than anyone else. I do
    believe this sentence should pervade every larp. Even if you are an outstanding larper (I will address this question
    later on) your experience and your presence is not more important than anyone else. An “anti-Jante-approach” to larping
    would be somewhat dangerous or at least counterproductive. Do we want larpers to strive after outshining each other? To
    teach them that talent makes you more important than others?

    Harder also exemplifies with a stereotypical (and yes, I absolutely agree, highly recognizable) character; the
    Gamemaster of Doom. A big problem seems to be letting newbies have their first experience lead by such a person, risking
    scaring them off. But what about the Gamemaster her/himself? Who should she/he play with? How should she/he become a
    better player/gamemaster? I don’t see how “rescuing” newbies from this horrible first experience benefits the larp scene
    as a whole. Simply because the larp scene is a collective. Simply because elitism and focus on individuals will always
    be somewhat excluding.

    Let me be crystal clear. Opposing elitism does not mean avoiding boosting each other or acknowledging talent. It means
    that a talented person (in one particular area) is not more important than a non-talented person. It does not mean not
    acknowledging people’s safety concerning questions about gender, ethnicity, sexuality or ableness. What it means is that
    no person is more important than another because of talent.

    A good experience starts long before the larp itself – making props, building the group, making
    people feel welcome and safe, taking care of possible conflicts, communicating and inspiring people.

    So what
    makes a good larper? I will address two issues here. The authors focus is individual talent, acting especially. It seems
    like the author means that a good larper enters a group and inspires them with formidable acting. But first of all;
    larping is not about acting, not only.  A good experience starts long before the larp itself – making props, building
    the group, making people feel welcome and safe, taking care of possible conflicts, communicating and inspiring people.
    Not by outshining them, but by making the experience interesting and of course somewhat challenging on a personal level.
    This demands a whole set of different talents – logistics, a bit of leadership, communication, craftsmanship, writing,
    composing, creativity, social skills and – this is important – the ability to step back and let other people into the
    limelight. Not everyone can possess all qualities, but everyone can possess one or a few, which are equally important
    and – of course – should be boosted and verified.

    A focus on the acting part of larping also makes a rather narrow path to walk on the way of improving. A path demanding
    talents that not all players have to begin with. Hence arguing good acting makes a good larper is somewhat excluding.
    But once again, there are so many other qualities that benefits the group, should we choose to change our focus. And I
    believe we should. Because, second:

    Larping is namely not individualistic, it´s collectivistic. Larping is not a tabletop RPG; the “good larper” being the
    equivalent of the hero/PC and the “not so good larpers” the NPCs. Every players experience is equally important, some
    needing more boost and guiding, others quite self sufficient, and some very experienced and/or talented can help and
    push their fellow players.

    The good role-player’s focus is one the group, not on her/himself.

    The players I have
    encountered that I would describe as good role-players are the ones that makes the inexperienced player feel more
    confident, the ones that easily can take over an entire scene but takes a step back and boosts the quite wallflower to
    take the lead, the ones that make people solve problems, challenge themselves and step out of their comfort zones. I
    would argue a good larper builds the group, facilitating other players, plays in a giving, generous and not self
    centered manner. The good role-player’s focus is one the group, not on her/himself.

    I do agree that “leading by example” is not a bad thing. I do agree this is a discussion we should have to improve
    ourselves as players and producers. I do agree that recruiting “good larpers” can lift an arrangement or a group, but
    not by making it a “one man show”. It`s all about the group. Discussions about what makes a good larper and how to use
    the good larpers to inspire and challenge other players are more than welcome. But if so I do believe the premises must
    be larp as a group effort where nobody is more important than anyone else, where nobody is excluded due to lack of
    talent. Not even the Gamemaster of Doom.

  • The Law of Jante in Nordic Role-playing

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    The Law of Jante in Nordic Role-playing

    By

    Sanne Harder

    Disclaimer: The opinions expressed herein are those of the authors and do not necessarily reflect the official policy or position of Nordiclarp.org or any larp community at large.

    Outwardly, the Nordic role-playing scene seems like a tolerant, egalitarian place where everyone is welcome. But the truth is that we are so busy being equal, that we fail to see excellence, and are downright fearful of elitism. Our fear of saying out loud that some role-players are better than others fosters secret social structures, where people are included or excluded depending on how well-connected they are.

    There’s a taboo in Danish role-playing. On the surface it’s about openness, tolerance, and equality, but in reality I believe it boils down to the infamous Law of Jante, the first paragraph of which says: “You’re not to think you are anything special”.

    Back in the days of yore, when I started role-playing, conventions still held competitions about who was the best role-player. As a matter of fact, I once made it to the second round in such a contest. A good role-player was defined as somebody who could not only rack in loads of XP (experience points), but was also capable of doing some degree of acting. It was up to the gamemaster to decide if you lived up to these criteria.

    Somehow along the line, these competitions died out. ‘Being a good role-player is not about winning or losing’ became the general approach in the tradition I belonged to – and actually, I had to agree. Once free-form became a norm at conventions, counting XP became meaningless. Role-playing became less about the game, and more about immersion. A good game should be about the individual experience of the player: How the story and the setting moved you, what the chemistry between the players were like, what you took away from the experience.

    In addition to this, a lot of role-players came from backgrounds where they had been more or less ostracised or even traumatised for lack of social skills. If being a good role-player was no longer just about counting XP, the competitions could have come very close to popularity contests. We didn’t want that.

    The Gamemaster of Doom

    In the 1990s, the general consensus was that everyone was welcome. “Everyone can role-play”, is what people were saying. It didn’t matter if you couldn’t act if your life depended on it. Even people whose social skills were so bad that they consistently ruined everyone else’s experience were welcomed. I remember a specific “Gamemaster of Doom”, who was so bad he would just sit there, leafing through papers, without even speaking to his players. It didn’t matter: We had room for the freaks and the outcasts that had nowhere else to go.

    If you were really unlucky, that might be her first and last experience with role-playing.

    Except for the fact that it quickly became a lie. Because secretly, there was a selection process going on. If you had played with the above mentioned game master, you were not likely to do so again. Why should you? It was not a good experience. No, someone else had to take their turn with him, in the name of tolerance and openness. Sadly, said person would usually be the unknowing outsider, who did not yet have her social network to warn her. If you were really unlucky, that might be her first and last experience with role-playing.

    As I got to know more about the other people who played role-playing games, I got better at knowing whom to avoid. But perhaps more importantly, I got to know those people who had a reputation for delivering. At conventions they were gamemasters, writers, and players. At larps, they were organisers or players.

    These were people who could take an otherwise mediocre scenario and boost it so thoroughly that it became not just a good experience, but actually unforgettable. They were dynamos in their own right. At conventions, you would amble over to stand next to them, hoping to be put in the same group. At larps you could do even better, if you had the nerve: Why not phone them up beforehand and ask for your character to be a sister, a close friend, or even a lover?

    The system of nepotism favoured people who were in the know. People who were already well-connected, and who weren’t afraid of asking for favours. People like me.

    The Good and the Bad

    The fact of the matter is that some role-players are better than others. When people ask me why I role-play, I usually say: For my own sake. Not for an audience, not to impress anyone. Just for the experience. However, this is not the entire truth. We are each-other’s audience. But more than that: We affect each-other’s experiences in good ways and bad ways. A good role-player knows this, and takes that responsibility seriously.

    Some people are bad role-players, and some people are good ones.

    Even though we don’t want to be open about it, it is not random: Some people are bad role-players, and some people are good ones. Sometimes the bad ones get lucky and manage to get through a game without ruining anything for everyone else, and sometimes the good ones have a bad day. But the trend is clear. In the name of our all-accepting, egalitarian community, we refrain from saying it out loud. But that doesn’t make it any less true.

    Why This Is a Problem

    Why should I care? I am one of those people who gets to play with all the best. And yet, it bothers me. It bothers me for several reasons.

    Obviously it’s a problem that the opportunity to play with really good role-playing partners does not present itself to you unless you happen to know the right people. Often enough we even wind up scaring potentially interested newbies off by letting them play with lousy co-players. If we want our hobby to be characterised as a closed-off society where you have to fight your way in, then we are doing exactly the right thing. However, that doesn’t serve us very well in the long term.

    The other problem is for the bad players themselves. Because we refuse to (publicly) acknowledge the good players, we cannot give the bad players the tools to get better. Simply put: We have not analysed what it means to be a good player, so there are no shortcuts. You have to go on spoiling a lot of people’s games before you see the light – provided you ever will. No-one will even tell you why they only play with you once, they just kind of seem to move on without you.

    Solutions, Please!

    At present time, I do not have the solutions. However, a good starting point would be to acknowledge the situation. If we were open about who the good players were, it would become much more legitimate for organisers to cast them into particular functions: Why not do the opposite of what we are doing now, and actually make sure that there is at least a few skilled role-players present when running games for newbies?

    Similarly, larp organisers who cast solid players who can be counted on for a good delivery in pivotal roles should not be accused of nepotism. They should be applauded for making conscious choices, as they do this to give the rest of the players the best possible experience.

    We need to direct our attention towards the good players

    First and foremost, we need to direct our attention towards the good players. What is it that they do? Most of them tend to be seasoned role-players, with many years of experience. So it is probably not a question of an innate genetic talent, but rather a thoroughly honed skill set.

    Currently there is an undergrowth of bloggers who are working on charting what skills a good role-player possesses. Needless to say, it is a difficult chore. We all play for different reasons, and being a casual gamer, you would look for different qualities than an immersionist or a dramatist would (see ‘The three way model‘ for an introduction of these terms).

    Mapping Good Role-playing Skills

    However, one trait seems to crop up everywhere: Social skills. As Lizzie Stark puts it: “Larp is a social activity”. The same can be said of all role-playing games that aren’t digital (and some that are). This implies something we already knew, but didn’t want to admit: Maybe not everyone is as welcome as we would like to believe. Maybe the same people who lacked the social skills to get through school unscathed find themselves confronted with their shortcomings once again.

    Another Anecdote

    Good role-players are the people we should be looking up to

    I’m going to end this article with yet another anecdote – but this time a recent one. I was running a game for some teachers who were interested in using role-playing as a tool, but who needed to be shown what it is. I wanted to give them a good experience, so I asked a friend who is an experienced role-player to join them. Within a very short time, his mere presence managed to escalate the game in a way that none of the others would have been capable of doing. It happened in many ways: By way of imitation, but also because he was able to create action that would beget action. His participation lifted the experience for everyone else.

    Pretending that ‘everyone can role-play’ is a huge underselling of the skills that good role-players have. If we want to continue making increasingly complex games, we need players that can measure up to the games. That is something we will only get if we are working consciously towards it.

    There is a reason why Danes don’t like to mention that some people are better at what they do than others. We come from an egalitarian society, and we don’t like braggarts. But we have to stop equalling skill with status. What is wrong with being a skilful role-player? Absolutely nothing. Being good at something doesn’t make you an arrogant elitist. More likely, it means that you have invested a lot of time in getting good.

    Good role-players are the people we should be looking up to. We need to start seeing them as a resource which should be made available. Not as a hidden discourse. As for the bad role-players: We don’t need to put them down, but we do need to show them the way.

  • Pillage the Vikings!

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    Pillage the Vikings!

    By

    Ole Peder Giæver

    The Dummies’ Guide to Nordicizing Your Larp Scene for Fun and (No) Profit

    By Ole Peder Giæver & Mo Holkar

    A thousand years ago, Viking warriors came out of the Nordic countries, raiding and conquering in Britain, Ireland, Atlantic and Mediterranean Europe, Russia and North America. They mercilessly pillaged the finest things they could find. Now it’s time for the rest of the world to take something back – and to help themselves to the very best ideas, principles and resources of Nordic larp. Here’s your guide to incorporating Nordic theory and practice into your own larp scene…

    Nordic Larp

    Monitor CelestraWhat do we mean by Nordic larp? At its most general, it could mean any kind of larp that comes from the Nordic countries (Denmark, Finland, Sweden and Norway). But here we’re talking mostly about the tradition of thoughtful, progressive, artistic games that has emerged around the annual Knutepunkt convention. This tradition can sometimes come across as little opaque and self-important. It does take larp really, really seriously. But it’s also able to poke fun at itself.

    Over the past 13+ years, the Nordic larp community has put together a huge body of work, where documentation, research and constant discussion/experimentation have been central. The idea behind this article/collection of links is to give an overview of some of the material that’s out there, freely available online. It’s meant to be a starting point for doing your own research, from which you can pick and choose whichever short larps, workshop techniques, theories, articles and manifestos suit the purposes of yourself and your local community. We suggest you steal whatever seems of use, fully aware that the Nords might come and pillage you right back at the next turn. That’s the way global larp culture works!

    Primers

    MilsimIntroduction to Nordic Larp by Johanna Koljonen. Watch this Nordic Larp Talk video for a brief introduction to Nordic Larp and why it’s an art form worth knowing more about.

    Nordic Larp for Noobs – American author Lizzie Stark gives a walkthrough introduction to central concepts of the Nordic Larp tradition, comparing it with the US larps she encountered whilst researching her book on larp, Leaving Mundania. This article is especially good if you want a clearer grasp on what actually goes on in some of these games, and the aspects that might differentiate them from other games you’re used to.

    What does Nordic Larp mean? – Finnish game researcher Jaakko Stenros gave this keynote speech before Knutepunkt in 2013. It’s half an hour long, but it’s really clear and concise, defining the term, ‘brand’ and tradition of Nordic Larp. You can either view the talk itself (see previous link), or go read the transcript (which has some fun slides and illustrations) here.

    The Foundation Stone of Nordic Larp – This book, made for Knutpunkt 2014 in Sweden, specifically aims to serve as a primer for people new to the Nordic larp discourse and tradition. It’s available as a free PDF (as are all Knutepunkt books). The book is 300 pages long: it contains some newly-written introductory essays, a presentation of some of the Nordic Larp Talk videos you might want to check out, and a collection of essays that were particular highlights of previous Knutepunkt books. (Here’s a review of the book that may give you an initial impression and guide you through the essays.

    Nordic Larp – An epic tome that presents a cross-section of this vibrant culture through 30 outstanding larps, by presenting stories told by designers, players and researchers, with over 250 photographs. In addition the book contains essays explaining the history and rhetoric of Nordic larp, and contextualizing it in relation to theatre, art and games. In 2012 the book received the Diana Jones Award for Excellence in Gaming. The link leads to a free PDF copy of the book, which is around 300 pages long. (If that seems a bit much, start by looking at the pretty pictures… and work from there following what looks most interesting.)

    Nordic Larp on TLC – A 14-minute documentary shot in Denmark, focusing on a larp set under a repressive regime.

    Games


    Terra IncognitaMad about the Boy is a larp about survivors of a global disaster that killed all men in mere minutes. The site presents the larp itself, and gives you access to a larpscript that shows how the designers envision a run of the larp (including pre-written characters). This is one of very few examples of a ready-to-run larger-scale Nordic larp currently available. It’s a useful resource to get a better idea of the practicalities of designing and running such larps.

    Just a Little Lovin’ – The website for the 2013 run of this larp about the impact of AIDS on the gay community in New York in the early 1980s. It has a lot of interesting material about the designers’ vision and inspiration, and about Nordic larp in general.

    Larps from the Factory was published in 2013, and contains 23 ‘larpscripts’ for short (one-evening) larps. This one you actually have to pay for (the PDF costs 15 EUR). The website contains some pointers on how to write a larp script yourself and a collection of videos demonstrating workshop techniques described in the book. These may seem a bit confusing if you don’t have the actual text in front of you, though.

    Chamber Games – A careful and interesting selection of small-size short-duration larps that you can download and run. The editors say “Chamber games as a format is very well situated as a place where we can try new methods and experiment with form and content of what a larp can look like. The experiences we get from doing this can be relevant also to how larger larps can be organized and for developing larp as a form of expression, art and entertainment.”

    Jeepform is a brand/design tradition separate from, but intertwined with Nordic larp (many of the designers are active in both communities). Jeepform might be called a hybridized form of table-top role-playing and larp. The design collective has put out a number of scenarios which require very little in the way of costumes and props, rather experimenting with techniques and exploring subjects on the border of what has been common in traditional role-playing games. The site is in English, has a number of games for free download, and includes a dictionary of sorts explaining central concepts. Before visiting the site proper, you might want to read American author Lizzie Stark’s article ‘Jeepform for Noobs’.

    Stockholm Scenario Festival has 22 scenarios for free download. They’re all written down, re-playable and playable without the writers present. Some are written in the Jeepform tradition, some are short larps, others are ‘black box larps’.

    Practical Resources

    WorkshopPre-game workshops – This blog is a tool for larp organizers and others interested in methods for character development and group building, and has been created to gather knowledge and particularly methods for doing different kinds of larp workshops.

    Debriefing Intense Larps 101 – Many larps in the Nordic tradition deal with mature subjects and potentially heavy emotional content. This essay describes one approach to dealing with such experiences, the so-called ‘debrief’ (the site also has several other essays with practical applications).

    Conventions

    So You Think You Can Dance? being played at Knutepunkt 2013Knutepunkt – The main hub of the Nordic scene has room for around 300 participants, and alternates between Finland, Norway, Sweden and Denmark (changing name depending on the country). The festival/conference/convention has panel debates, short larps, workshops, lectures and social events, and draws an increasingly international crowd of larp professionals, artists, game researcher, designers, organizers and players every year. English is the official language. 2014’s occasion, which was in Sweden, can be found here: the next three conventions will be Knudepunkt 2015 (Denmark), Solmukohta 2016 (Finland) and Knutepunkt 2017 (Norway).

    Grenselandet is a festival for short games held in Oslo, Norway every fall. Games are run in English, and the festival caters to an international audience.

    Fastaval is an annual gaming convention in Denmark with newly written/designed tabletop role-playing games, free-form games and larps. There is also a large selection of board games, miniature war gaming and collectible card games. Danish is the primary language, but the convention also caters to English speakers.

    Stockholm Scenario Festival – A freeform and larp convention held in Stockholm. English is the default language of the convention.

    Publications

    2013 Knutepunkt-booksNordiclarp.org – Recently relaunched as a magazine site, with news from the Nordic larp scene; a wiki that contains a lot of useful definitions, links, documentation and history ; a web-based forum; and more.

    Playground Magazine – The (now defunct) Playground Magazine came out with seven issues in the period 2011–2012. It had its roots in the Knutepunkt scene, and aimed to cover larps internationally. The Nordic tradition is clearly prevalent amongst the subjects, though. All of the issues can be downloaded for free. The articles have a more journalistic approach than is the case with many of the Knutepunkt-book essays, and there are lots of illustrations and photos.

    Knutepunkt Books – Since 2001, at least one book has been published to accompany each Knutepunkt convention. All of them are available for free download. The articles vary a lot in content and quality. Some are proper academic articles; others are more essayistic in approach. There’s documentation and analysis of larps held, presentations of techniques and theories, and lots more besides. It can be a little overwhelming to approach 13+ years of such discourse, so this year’s Foundation Stone book could be a good place to start.

    The Book of KAPO – Free PDF documenting the Danish larp KAPO, which was set in a surreal prison camp. Also available from RollespilsAkademiet: The Book of The White War, The Book of Mad About the Boy.

    Other Sites of Interest

    Nordic Larp TalksNordic Larp Talks – A collection of TED-talk-style videos, usually fairly short, on a variety of subjects relating to the Nordic Larp tradition. Have a look around and see if any of them catch your interest. A recommended list of videos to start off with is given early on in the Foundation Book mentioned previously.

    North American and Nordic Larp Exchange – A Facebook forum set up for Nordic and North American larpers (now joined by plenty from other countries) to exchange ideas and experiences. To quote, “It’s mainly aimed at ‘mainstream’ larp and fantasy rather than art house larp, but everything larp is welcome!”

    The Larpwright – Norwegian larp designer/theorist Eirik Fatland’s blog contains a bunch of interesting and clearly-explained essays on larp dramaturgy, player safety, documentation and more.

    Lizzie Stark has a terrific range of material on Nordic larp and related topics – primers, advice for players and organizers, write-ups of larps and other events, and more new articles frequently added.

    Claus Raasted on Soundcloud – Danish Claus Raasted makes a living doing larp. In this series of podcasts, he covers a bunch of larp-related subjects. Short, sweet and entertaining.

    electro-LARP – An international network publishing articles and larp reviews from various traditions, including the Nordic one.

    PanoptiCorp Documentary – A 15-minute film about PanoptiCorp, a satirical larp set in an advertising agency.

    Delirium – A 28-minute documentary about this Danish larp themed around love and madness.

    Geographical Labels

    LimboSome consider the geographical label “Nordic” unfortunate and somewhat alienating. This tradition of design and theory is spreading, and has entered a global discourse on larp and role-playing games. Scandinavian designers have been influenced by the US indie table-top scene for many years. Brazilian larpers have picked up games and ideas from the Nordic and US traditions and utilized them for their own purposes. Larp communities in Palestine and Belarus are developing in dialogue with the Nordic scene. Knutepunkt has participants from all over Europe, the US, Israel, Palestine, Russia, and beyond. And ‘Nords’ have been all over the place for years, learning what they can from various traditions, academic disciplines and participatory arts. The “Nordic” label has sort of stuck, though, for better or worse.

    Finally

    So, in this short article you’ve seen some highlights of the many terrific resources that are available to you as you start to bring Nordic goodness into your own larp experience. Nordic larpers are friendly people who love to talk and to explain about what they do – so if you have questions, you will always find plenty of answers. But be warned – it’s addictive! Once you’ve gone Nordic, you may never want to go back. We look forward to hearing about your journey!

  • Russian Roulette in Practice

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    Russian Roulette in Practice

    By

    Martin Buchtík

    Players Casting: A Case Study from the Larp Skoro Rassvet

    This article describes the selection process used for high-resolution dramatic larp called Skoro Rassvet [Breaking Dawn] (2012, 15 players). Its advantages and disadvantages are discussed. Knowing that we could take the risk because the number of potential candidates exceeded the number of offered roles several times over, we decided to perform an experiment and select players according to their motivations and abilities.

    Generally in the Czech larping community, the opposite problem is more common: how to find enough players for your larp. Nevertheless there are several events (especially chamber larp festivals and certain specific games) which tried to resolve the same problem as we did. The most common approach is the “click fest” (applicants are accepted solely based on the time of registration), friends-only (one simply chooses people she personally knows), and “pay more to ensure you will be selected”. For a number of reasons we decided not to follow any of these possibilities. Instead we prepared a questionnaire with the ambition to measure the multi-dimensional concept of players´ motivations and abilities.

    There were five questions in the questionnaire. First the applicants had to watch a three minutes’ clip from a Czech modern movie adaptation of the Karamazov Brothers (http://www.youtube.com/watch?v=nVXAZM3vDSs; English subtitles included). The clip shows a scene where all  brothers are arguing with their father about God, immortality, drinking and women (all these topics were used in the larp). The scene is expressive enough to provide number of associations for answering questions. We chose this clip also because it refers to our larps setting and the movie is about a group of actors playing a theatre drama, mingling their real lives and drama characters (which is in fact quite close to larp). The video was followed by five open-ended questions the applicants had to answer:

    1. Choose one of the main characters from the clip and describe one of his or her aspects, attributes or attitudes which figured there using 3 sentences. This question measured the understanding of the character and sensitivity toward roles of other players. Unfortunately, we failed to perform a final check of the questionnaire and this question (with the same youtube link) occurred twice with different wording. It confused and even discouraged certain applicants. In the evaluation we focused only minimally on the repeated question. We collected a wide variety of answers which were rather difficult to compare (varied from list of character traits, hypothetical past, dynamics of relationships toward the others, to interpretations of inner emotions and possible adaptations for larp), but the length of an answer highly correlated with its the richness and adequacy.
    2. If it was a scene from a larp, which scenes could follow after this one? This measured another aspect of the larpers´ imagination. We were quite satisfied with this question as it was quite easy to evaluate (finally we decide to score the question primarily on the basis of the number of relevant suggestions).
    3. Which elements from the clip are interesting for a dramatic larp? The intention of this question was to measure the understanding of dramatic larp. After evaluation we realized that the players understand the concept well. We received a wide variety of tips: gestures, building conflicts, the themes father versus sons, a clash of authorities, a subtle indication about Ivan´s lover, Christian values, a promise, secrets, an intoxication, an icon, a reflector, props, the table as the center of the scene, a fainting, the seemingly retarded brother and so on. In retrospect I feel this question measured the time one is willing to spend with the selection process rather than the understanding of the concept much more that the others.
    4. Would you like to deal with any of the topics you have seen in the video? Or are there any other topics from Russian literature you think you are interested in and want to deal with in the larp? There was no correct answer, but we had two reasons to ask this. We wanted to see if there is overlap with the topics in our game (and yes, everyone got at least one topic), and we use it as a secondary guide for selecting roles. Applicants mentioned more than 30 topics including family, alcoholism, rationality, traditions, faith, (low) price of the life, war, boredom and love.
    5. In which way are you willing to prepare for the larp? I have to admit that for me personally this was the most determining question. As it was an open-ended question we received a large variety of answers. Some of them were really surprising: “I’ll certainly come”, “I’ll get there in time”, “I’ll do what you tell me to do” and “I’ll be looking forward to it”. Than there were some serious answers: “I’ll go through the materials several times”, “I’ll talk to someone who knows a lot about Russian history”, “I’ll watch the movies/dramas/read books”, “I’ll bring some special props with me”. And my favourite was: “I’ll learn a poem by heart”. Each activity promised received a certain number of points. And even though we did not check if the promises were upheld, it seemed to me, that players we really prepared for the game.

    The positive aspect of the questionnaire was that it self-selected the applicants very effectively. We know about a number of people who did not manage to fill it in or refused this type of application. There were several arguments ranging from “I didn’t have enough time” and “I’m not clever enough to fill it as I don’t know anything about larp design/Russian history” to “Your questionnaire is stupid, I’m not at school anymore” and “I’m a skilled larper/famous larp person/your friend and that’s why I’m don’t have to go through this process”. Nevertheless we had to select 30 from 55 applications.

    We decided to score each of the five answers with 0, 1, 2 or 3 points. The higher the score, the better the answer. The evaluation was blinded, so we did not know which set of answers belongs to which applicant. After detailed discussion the question no. 4 received lower value than others. We made a sum index and realized that applicants were naturally divided into three groups: approximately 18 of them were in the “green” group with the clearly highest score (these were accepted), around 15 were in the “red group” with the lowest one (these were refused). But so far we had “yellow” middle group. In this group the differences among individual applicants (or rather their scores) were rather small and it was impossible to divide them clearly.

    After all we had to select 12 among 22 applicants, which meant we still had to adopt other criteria than those based on the questionnaire scoring. We applied several not very systematic modes of selection: we went through the evaluation once more and reevaluated some answers, we preferred those who already applied for previous runs and for some reasons did not took part and finally we chose three of our friends. The reason for the last step was simple: it was too personally difficult to refuse them (we had to refuse our friends from the red group anyway). To the rest of the yellow group we offered places only in case someone cancelled their participation the game. After the whole process the overall feeling was rather negative. It was time consuming to evaluate all the written answers and the differentiating power was not strong enough, especially among those in the yellow group.

    But after both runs we found several positive unintended aspects of the selection: players came in time, they were motivated and well prepared and all of them had read the pre-game materials. Moreover, compared to the previous runs during workshops it was easier to explain to them how the larp should be played. All of these aspects are unusual and we have not seen them all among players of previous iterations. It seems that selection process did not choose the most skilled ones but those who respected our rules not only during the application process but also during the on-site workshops.

    To conclude: I have to admit that the selection process itself raised negative emotions around some part of the larping community. The questions only partially measured the dimensions they should have measured. In the end we actually measured the willingness to spend free time with the questionnaire and the ability to accept not very precisely set criteria given by us. This application method discouraged quite a large number of potential attendants in advance. On the other hand as an unintended consequence all the players were highly motivated to take part in the workshops and the game itself. In the future we will probably use the questionnaire only as a partial criterion, improve question wording (and omit questions 1 and 3) and more clearly communicate the questionnaires purpose. All in all I believe that this method of selection is still better than those commonly used in Czech larping.


    Skoro Rassvet [Breaking Dawn] (2012, 15 players)

    Skoro Rassvet is a high-resolution dramatic larp. The game was about Russian aristocracy in mid-19th century and it is inspired by classic authors like Chekhov, Tolstoy, Dostoyevsky, Gogol and others. After the first run of the game, the players spread very positive word-of-mouth feedback among the Czech larping community.

    Credits: Martin Buchtík, Sarah Komasová, Petr Platil, Markéta Haladová, Tomáš Hampejs, Jaromír Vybíhal

    Date: November 2012 – April 2014 (7 runs in total)

    Location: Vacíkov u Rožmitálu pod Třemšínem, Czech republic

    Length: game – 7 hours, workshops – 10 hours

    Players: 15

    Participation fee: €50

    web: www.rassvet.cz (in Czech only)

    photos: https://www.facebook.com/martin.buchtik/media_set?set=a.10202235993481935.1253094743&type=3

  • Culture Calibration in Pre-larp Workshops

    Published on

    in

    Culture Calibration in Pre-larp Workshops

    By

    Martin Nielsen

    With a few exceptions, all larps take place in a set culture. This can be either a fictional culture or a culture based
    on the real world. For the previous larps where I have been part of the organizer team, we have made an effort to define
    the culture together with the players through a pre-larp workshop. This includes facilitating that the players calibrate
    their understanding of the culture. Earlier this month, I facilitated a workshop on this subject based on the larps
    Tinget [The Council] (2011), Till Death Do Us Part (2012) and Huntsville (2013) at the Swedish larp
    conference Prolog [Prologue]. This blog post is based on that workshop.

    I will go through different strategies for communicating cultural understanding and present some suggestions on how to
    use a workshop to calibrate cultural understanding. I will also present some arguments for why I believe traditional
    means of communication has a lower potential than a workshop in order to calibrate cultural understanding.

    What is culture?

    Most larps center on one or a few groups of people. Each group has its own organizational or tribal culture. This is
    defined as «Shared mental assumptions that guides interpretation and action by defining appropriate behavior for various
    situations» (Ravasi and Schultz 2006), or informally “how it works here”.

    Depending on the larp, it is possible to “zoom in” on the organizational/tribal culture. For example, Till Death Do
    Us Part
    is about Palestinian and Scandinavian culture, and it is an important part of the larp how these cultures
    are portrayed. But it is also about families who each have their own “tribal culture”. Similarly, in a larp about a
    company there will be one overall organizational culture, but also a more specific culture in sub-groups in the company
    (e.g. among the graphical designers).

    There are several good reasons to make an effort to promote the players’ understanding of the culture before the larp
    starts:

    • Players feel safe that they are not playing “wrong”, in particular in the early part of the larp.
    • Misunderstandings can be resolved before the larp starts.
    • The players will have a stronger ownership over the culture.
    • If the larp takes part in a cultural setting where some players, but not all, have played before, there will be
      more equal opportunities to take part in the larp.

    Cultural understanding can be achieved through playing the larp. My view is however, that it is much better to prepare
    beforehand. Not only because it’s unrealistic for characters who have lived or worked together for a long time having to
    tip-finger the culture in the early stage of the larp. Due to the lack of opportunities to adjust the culture underway,
    it is also much more likely that a larp that calibrate the culture after starting playing ends up with a stereotypical
    culture or a culture that is limiting the opportunities for play, and were the tools for adjusting it underway are very
    limited.

    Establishing and calibrating

    I will try to introduce the term “calibrating”. What I mean by this is that all participants adjust their interpretation
    of a phenomenon, so that all participants have more or less the same interpretation. By establishing I mean creating
    something from scratch. It’s hard to draw an absolute border between establishing culture and calibrating culture in a
    workshop, but that’s not the point. My point is that even for larps where the organizers wants to have maximum control
    over how the culture is established, there will still be need for the participants to calibrate their understanding.

    An example: The organizers have described the culture as “everyone shares whatever food they’ve got. This happens with
    dignity, and one is expected to show gratefulness towards the ones who share with you”. This is a description of a
    cultural norm that can be interpreted in many ways. Even on the condition that the players have read the instruction and
    do everything they can to fulfill it, it is likely that many players will be insecure on how to actually do it the first
    time they are to share food. If the interpretation is calibrated beforehand, it will promote better play in the larp and
    give more equal opportunities to adjust the understanding to something that is playable and works well for everyone.

    How to communicate cultural understanding to the players

    When the organizers are communicating the culture they want in a larp, they have several channels at hand. Some common
    channels include:

    • Writing a text they want the players to read
    • Base the culture on an existing (real or fictional) culture that the players know (e.g. Battlestar Galactica or
      ancient Rome).
    • Tell the players fragments and leave to them to improvise the rest (e.g. “everyone respects the elderly”)
    • Assume the culture to be a function of the characters
    • Give special instructions to some players and let them lead the way
    • Workshop

    Workshops are frequently used to build trust in the player group, teach certain skills (e.g. a dance or how to stage a
    fight) and exercising game mechanics (e.g. how to initiate a flashback). Some larps also establish characters and
    culture through a workshop, something which usually also includes a fair deal of calibration. I still believe that more
    larps, in particular larps where the organizers have the lion’s share of establishing the culture, should pay more
    attention to letting the players calibrate the culture through a workshop.

    “High resolution larping” (Nordgren 2008) means that the players are enabled to communicate through small nuances in the
    characters behavior. High resolution communication requires a fine understanding of the relations and cultural
    framework. My point of view is that the cultural understanding required for high resolution larping cannot be achieved
    by words alone.

    One of the things I have been doing when not larping, is training for leaders in various youth NGOs and student
    communities. Throughout the years, I have been speaking for several hundred of them about organizational culture. And I
    have yet to meet someone who is able to give an accurate description of the culture in the organization they come from.
    This is not because they are bad at describing, but because of the complexity of the phenomenon, even when not taking
    into account that all members of the organization will have different interpretations of the culture. I believe that we
    who are familiar with larp are very fortunate, because we have at hand a tool that is better than anything else at
    communicating cultural understanding. And we should use the larp tool more actively in workshops to improve – the larps.

    Example of a pre-larp workshop exercise to calibrate cultural understanding

    The three larps I mentioned above all use test-scenes to calibrate the player’s cultural understanding. The test-scenes
    can be roughly divided into three categories:

    • Everyday life (e.g. children playing, meal)
    • Rites (e.g. member leaving the group/death, festival)
    • Taboos (e.g. violence, person of authority crying)

    The method is simple: The players are divided into groups that get to prepare one test-scene each. The organizers should
    give a task to each group to help them getting started (e.g. portray a family sharing food). It is possible to use the
    characters from the larp to calibrate the relations as well as the culture here, but using other, temporary characters
    can cultivate a stronger cultural focus. After a few minutes of discussion on how to play the scenes, start playing the
    scenes.

    both in a workshop and in the larp itself if we have to improvise the cultural understanding as
    we play

    The other participants observe while one group plays their scene. Encourage the observers to take notice of small
    details in the culture, and to observe both “the exotic” and “the obvious”. This is important to increase the awareness
    of how we easily reproduce stereotypes and our own culture, both in a workshop and in the larp itself if we have to
    improvise the cultural understanding as we play. “The exotic” is what clearly makes the culture different from
    stereotypes or our own culture. “The obvious” is cultural norms we take for granted, it can be for example shaking hands
    when people meet, men doing physical work and women caring for children or the distance people keep between them when
    they talk.

    After the scene is over, ask the observers to describe what cultural norms they saw, both “the obvious” and “the
    exotic”. Take notes on a blackboard or flip-over if possible. It is OK if different people have observed contradicting
    norms. When the observers are finished, ask the people playing the scene if they have anything to add. Then, open a
    discussion of whether or not we are satisfied or not with the norms. Criteria for assessing the norms can be:

    • Is the culture in line with the vision for this larp?
    • Is the culture playable for all players?
    • Is the culture sustainable over (sufficient) time?
    • Is there anything we can do to increase playability?
    • (Are changes required due to off-game concerns, such as player safety?)

    The organizers can take part in this discussion along with the players. If the players and organizers agree that major
    changes would make a better larp, the scene should be replayed by the same group or another group and another discussion
    can follow. Of course, time will limit how many scenes you can have, but the more scenes that are played the better will
    the calibration of the culture be.

    At Till Death Do Us Part, we also did a more extensive variant of the same exercise, by playing a small test-larp
    for about an hour. This must not be confused with a prologue where what happens enters the minds of the characters as
    their background. Nothing that happens in the test-larp, is part of the characters’ history when the real larp begins,
    it is just a way to try out understanding of culture, relations and characters and then adjust and calibrate before the
    real larp starts.

    Other approaches to promote cultural understanding

    Culture is usually understood as something you learn by taking part in it, and by following the example of others. I
    believe this is no different in a larp compared to the real world. My point of view is that written information has a
    low potential for furthering cultural understanding, even if we don’t take into account how time consuming it can be and
    that some players sometimes don’t read all the information.

    Even for concrete, physical things, it can be very difficult to describe accurately how something looks. Here are some
    paintings of elephants made by medieval artists who had never seen an elephant, just read descriptions of elephants.

    Elephant

     

    Elephant

    Elephant

     

    My view is that the workshop format has qualities that the other ways of conveying cultural
    understanding cannot match.

    Today, we have professional artists whose job is to make drawings of wanted criminals based on descriptions. Even these
    professionals, who are specialized in this subject and who can do it after two-way communication with witnesses, cannot
    make the drawings look exactly like the real people. But describing a cultural norm is many times as complex as
    describing a physical appearance.

    Some larps are based on TV-series or movies. This can be helpful to kick-start the players’ cultural understanding, but
    it still doesn’t give the players the culture “under their skin” and able to play out high resolution drama.

    My view is that the workshop format has qualities that the other ways of conveying cultural understanding cannot match.
    It is not only more efficient in terms of the ratio of invested time / achieved cultural understanding. It also
    heightens the ceiling for how much cultural understanding the players can carry when they enter the larp.

    Many parts of a larp are subject to individual interpretation. Let’s say your character is described as stubborn. You
    will have large freedom in interpreting how to play out this, and since (usually) only one player plays one character,
    it is not a problem if different players would interpret the description differently. But for some parts of the larp it
    is important that the players (at one single run) have a common understanding. This is particularly true for relations
    and culture, which are the frameworks for the interaction between the characters. While absolute coherency in the
    interpretation cannot be achieved, a thorough workshop can get the players rather close to this.

    Just as a text will be interpreted individually by the different players, will the workshop.  Different players
    calibrating the culture for the same larp at different runs will of course end up with different understandings even
    though the workshop is the same. But at a single run of larp, the players will ha a calibrated common understanding.
    This is because the method is participatory and because its form resembles the form of the larp itself.

    Larp is a powerful tool for learning and understanding, in particular when combined with
    discussions.

    That the process is participatory means everyone takes part, actively, at the same time. That the form resembles the
    form of the larp means the participants will use the same patterns of interpretation in the workshop as they will use in
    the larp. If we want high-resolution role-playing in the larp, it is necessary to use high-resolution methods of
    communication when preparing the players. This is the case regardless of whether the culture is established from scratch
    by the players or it is prepared in detail by the organizers and only the calibration is left to the players. Larp is a
    powerful tool for learning and understanding, in particular when combined with discussions.  Therefore, we should more
    often use larp itself, combined with discussions, as the tool when the purpose is learning and understanding to how to
    play a larp.

    This text was originally published at Alibier.no and is being re-published
    with permission.