Tag: France

  • Creating Aura

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    Creating Aura

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    This article, by Thomas Munier, was initially published in French on ElectroGN on February 8th, 2021. It was translated into English for publication here by JC, with the approval of the author and with the permission of ElectroGN.

    Introduction

    For alibi to really help the participant play their role freely, an aura of legitimacy needs to be built. In other words, a social, narrative and game system needs to be established that legitimizes the participant in their role. This aura reinforces alibi and allows them to play roles that are independent from their social constraints or individual capacities, while still feeling credible. The aura also validates to the group the participant’s legitimacy to play their chosen role. To this end, we propose a number of tools, ranging from larp design, to roleplaying, to an encouraging group attitude, to a global system supporting alibi from pre-larp briefing to post-larp debriefing.

    How do we build an aura?

    In the previous article, ‘It Wasn’t Me’, we established that the concept of alibi (“It’s not me, it’s my character”) is what allows larps to be wonderful spaces for expression and experiencing self and otherness. By allowing participants to let go, alibi allows them to meet their character, and temporarily free themselves of the place and limits society has assigned them.

    There are times when this implicit tool works perfectly. But alibi can sometimes be fragile. Alibi alone is sometimes not enough for participants to feel that they can legitimately play their role. Others sometimes use alibi as a pretext for abusive behavior. The group sometimes doesn’t respect our alibi. And we can never completely escape other people’s judgement.

    If we want to ensure that a participant can experience another perspective, they need to be able to give in to their alibi, and the group needs to give it legitimacy. In other words, the participant must feel empowered by an aura that makes them, if not credible, at least accepted or acceptable in their role.

    Building the aura is thus a conscious and explicit process that supports alibi, which is implicit. This involves the larp’s design, but also both the participant’s and the group’s attitude.

    Character Sheets

    Alibi must be written into character sheets. This goes both ways: if you are playing the Viking chief, your character description should mention that you are feared and respected, but the character descriptions of all Vikings (with perhaps one or two exceptions) should mention this too. These other character sheets participate in the inception of the chief’s aura of fear. Depending on the character relationships, love, hate, trust, etc. can also be mentioned.

    The character sheet’s literary quality is also important: it immerses the participant in their role, which they will then be able to play more confidently. The romanesque larp style uses character sheets that are often 30–80 pages long, so that all characters already know how fearsome the Viking chieftain is when they approach.

    But a long character sheet, written like a novella, can also make the message less clear. And the length can contribute to the cognitive overload mentioned in the previous article. In any case, long character sheets of this type are mainly suited to larps based on secrecy and revelations.

    Larp creators don’t all have to go that far.  However, it is always important to pay attention to one’s writing style to allow the participant to establish an emotional connection with their character, understand their relationships with other characters, and be ready to go before the larp starts. Even if one doesn’t write a novella for each character, it’s important to pay attention to supporting alibi, for example by describing relationships.

    Larp Design

    The way in which larps are designed plays a big role in the creation of aura and in the compensation of any human errors. Reinforcing a larp’s design is less risky than depending only on participants’ good will, because that good will might be lacking in certain larp cultures.

    As mentioned previously, character sheets are larp design tools. But other tools exist to be used when participants come together.

    Workshops

    Before the larp, workshops can help to build aura by encouraging participants to act in a way that is coherent with their role, and with the way their character feels about other characters.

    For example, gender expression workshops can be organized like this: the participant attempting to play a character of a gender other than their own will work on their physical and verbal expression, while others will practice talking about them, and discuss their vision for the character, using the character’s gender (not the participant’s gender).

    Circles are another, more usual example of workshops that work for most larps. Participants take turns standing in the center of the circle. Each person then states what their character thinks of the character of the person standing in the center of the circle. The participant can also answer questions from the circle about their character, or present their character to the circle.

    Briefing

    The briefing is another indispensable tool to remind everyone of specific roles, but also to encourage everyone to show understanding and avoid judging. I can, for example, imagine that in the briefing of a larp including characters expected to do artistic or acrobatic feats, it would be crucial to reassure participants who were going to do live performances. It’s important everyone understands it’s not a talent contest. Reminding participants to have fun rather than looking for the perfect performance seems like an important aspect of creating aura.

    Stats

    I would also like to rehabilitate a larp technique that has often been despised by “freeform” or “immersionist” larpers: character stats. A character that is capable of inflicting huge amounts of damage, another with an outstanding charisma or negotiation stat: these are simple tools for building aura.

    Photo by JD Hancock on Flickr
    Photo by JD Hancock on Flickr

    Freeform Techniques

    Other, more freeform, techniques can replace stats. For example, in a larp with a strong hierarchy, “inferior” characters can be directed to freeze in place and must await instructions as soon as a “superior” character touches them on the forehead.

    The larp Les Sentes goes further, with two rules: “Believe anything you’re told” and “Do anything you’re asked to.” This relieves participants of any pressure to be persuasive. Participants can further their character’s objectives by getting others involved in them, without the need for convincing role-playing.

    Artistic Direction

    Smart overall larp pacing can also ensure that character narratives don’t all peak at the same time, since this tends to create a cacophony where no one is interested in other characters’ grandiose or tragic destiny. For example, the Harry Potter-inspired short larp Seven Years in Poudlard is divided into acts, and the last act focuses on the crucial actions of two characters. Participants don’t know in advance who these two characters will be, but they know that the other characters will be of secondary importance. This formula works: when the two characters are identified and do their thing, all eyes are on them, with a definite aura effect. Other larps could learn from this example to give each participant their 15 minutes of fame. (In the context of heavily scripted larps, where lots of organizer input into the dramatic curves of each character.)

    That said, a larp’s dramatic climax does not necessarily need to happen publicly. It can also be “decentralized,” where each small group (or even each individual) gets a separate climax. This is frequent in “improv larps,” where the larger meta-plot often takes a back seat to people’s “little stories.”

    Hand and Verbal Signals

    Meta-techniques, such as hand signals, are a language that can grease the wheels of larp. For example, crossing your fingers means “It’s my character thinking/saying/doing this, not me,” allowing one to yell at another character while indicating it’s the character that is upset, not the participant. I also like the converse technique, where for example saying “really really” indicates that it’s the participant speaking, not the character.

    Paradoxically, the possibility to clearly differentiate between participant and character without fully breaking immersion allows one to use alibi more fully, since you can dissipate any ambiguity for others. This works even when you yourself are unable to totally separate participant and character, for example when trying to reassure another participant while experiencing intense bleed.

    Third Place and Magic Circle

    But the main role of larp design is larger: to establish a “third place” (not home, and not the workplace) where ordinary social conventions no longer apply. In the larp Le Lierre et La Vigne, polyamory is the norm. In the larp Les Sentes, everyone suffers from amnesia and identity is a very fluid concept. In the larp The Quota, participants play migrants. Ritualizing the act of entering and leaving the magic circle that marks the limits of this third place in time and space allows everyone to truly let themselves go to alibi, without social norms holding them back.

    Overall, meta-techniques can act as a substitute for the participant’s role-playing performance, making them credible in roles that society or their own capabilities would not allow. By organizing space and time, a virtuous larp design facilitates role-playing by limiting cognitive overload and creating an area of non-reality and new possibilities.

    The Participant’s Performance

    Does this mean that, with a good larp design, participants don’t need to make any role-playing efforts? Yes and no.

    Yes, because I believe reducing the stress associated with role-playing is one of the prerequisites for liberation. Larping is not theatre and participants are not competing for an acting prize.

    To larpers doubting their legitimacy, either because they are a beginner or because their character is far from their actual social status or comfort zone, I would recommend that they just go with the flow of events without aiming for theatrics or the group’s assent. This seems like a good way for them to have fun, feel part of the group, and meet their character.

    However, I would recommend the larper stay somewhat grounded in role-play. To meet your character, you have to take at least a step in their direction and find at least some convergence, be it through costume preparation, mannerism work, or memorising goals.

    If a participant wants to sing during the larp, rehearsing the song three or four times will surely help, especially if they want to sing without reading the lyrics off a piece of paper. But beyond this bare minimum, alibi takes over. Making more of an effort should only result from the participant’s desire to come closer to their character, not from social pressure. To clarify: social pressure can sometimes help a participant to push their limits, but it’s a source of stress for those who suffer from social anxiety. Therefore, design document statements such as “we expect your larping to be strongly motivated” or “we expect a high level of role-playing” are fine for some larps, but should not be considered as inclusive.

    It seems to me that the right balance to strike stems from self-knowledge. You can tell the other participants before the larp that you will be playing their leader but that you are not good at shouting. Or you can adapt your role-playing to your abilities by playing a cold type of leader rather than a shouty one. Aura will do the rest.

    Photo by LauriePinkham, public domain
    Photo by LauriePinkham, public domain

    The Mirror That Others Hold Up for You

    No larp design or participant effort will make your alibi legitimate if the others don’t do their part. They need to go beyond judging performance and fully participate in creating aura. This starts a virtuous circle that will enable all participants to fully live their role. The group’s mission is to create aura instead of judging.

    The Audience-Participant and the Performer-Participant

    We often hear that in RPG or larp the other participants are an audience. While useful in many ways, this idea is risky for two reasons: one is that participants may be discouraged from playing their character for fear of falling short of the audience’s expectations, and the other is that participants may become mere consumers of others’ role-playing.

    To avoid these two risks, we must deconstruct the idea of ourselves as an audience: in larp, we are not just an audience, but an engaged audience.

    When trying to impersonate someone else, the desire to do well can run into the impossibility to do well, either because we don’t know the other perspective well enough, or because we think we don’t. Take for example Alquen, a heterosexual cis-male. Even though he is open-minded about the characters he is willing to play, he is reluctant to play cis women or trans characters because he feels he doesn’t know enough and is afraid he will play them badly. I don’t think this type of reluctance can be overcome with a simple “it’s just another character with another gender.” The group needs to make the person feel legitimate and be indulgent, accepting that they will make mistakes or even be stereotypical. Workshops and debriefs can help the person to do better next time. With this indulgence, I think we are limiting people who, in good faith, are trying to be open to a greater variety of roles.

    Play to Lift

    We larp to encourage others in their performance and to respond to it, not to evaluate it or to profit from it.

    That is where play to lift comes in. This way of larping is different from “play to win” or “play to lose,” which are both centered on one’s own character. Play to lift means using one’s character to make others shine. In this context, the character is seen as a tool to provide an ideal antagonist or associate to another character, in order to make them look good. A few “play to lift” participants in a larp greatly increase the aura of the other characters. Furthermore, when a majority of participants play to lift, everyone becomes a support or  spotlight for everyone, which creates a constructive and harmonious larp dynamic.

    Play to Serve and Playing Impact

    In her blog JenesuispasMJmais (IamnotGMbut), Eugénie introduces two notions inherited from improv theatre that strongly contribute to aura: play to serve (my character is at the service of other participants and the plot) and playing impact (through my reactions, I show that other characters’ actions have an impact on bodies and minds).

    Eugénie also has a gesture that I would include in “playing impact”: making a heart-shape with your hands (other, more immersive equivalents exist, such as striking your heart with your fist) to signal to other participants that you enjoy what is going on. It’s important to turn as you are making the gesture, so that everyone can see it. This is exactly the type of validation that can make an alibi legitimate, as long as you accept the meta side of this technique. It seems that performances (including artistic ones) are objectively better when the audience gives the performer signs of approval. This same mechanic operates with the heart-shaped fingers: more than simply positive thoughts, it really has a positive impact on the quality and intensity of people’s role-playing.

    It seems to me that being a fan of the other characters and cultivating indulgence towards other participants, instead of considering we are here to “be a good role-player,” leads to a more fulfilling role-playing experience for everyone.

    • To go further:
      [Article] ‘Play to serve‘, by Eugénie, on the JenesuispasMJmais blog
      [Article] ‘Playing impact‘, by Eugénie, on the JenesuispasMJmais blog

    Maintaining Trust

    The Meta Prerequisite for Character Immersion

    The concept of playing to serve, described above, creates a meta paradox. For people to have confidence in their alibi, participants need to trust each other out-of-character. You need to be socially confident to be able to forget the participant and focus on the character. This brings us back to the importance of the “OK Check-in” mechanic, where you ask other participants if they are OK out of character with a hand signal, and ask them what you can do for them if they are not OK.

    Emotional Safety Techniques

    Emotional safety techniques protect both the participant’s emancipating alibi and psychological well-being by putting limits on alibi. One person’s alibi stops when it infringes on another person’s emotional comfort. Inside this limit, you are totally free and legitimate. Emotional safety techniques such as safewords help us to go beyond this limit and also to protect us from the most clumsy or toxic participants.

    • To go further:
      [Article] ‘Emotional safety‘, by Muriel Algayres, Marianne Caillous, Hoog & Skimy, on the Electro-GN blog

    Mid-Larp Debriefings

    As soon as a larp lasts longer than two hours (outside of briefing/debriefing), it seems interesting to me to add in intermediary debriefing phases. In the larp Les Sentes, we ask before the larp for one volunteer per group to represent said group in these out-of-character intermediary debriefings. This person explains how the participants in the group are doing, what is going well and what is going wrong. The volunteers then look for a solution together. In the “Nuclear Winter” session of the larp Les Sentes, these intermediary debriefings allowed participants to identify an issue: the Militia group wasn’t scary enough, which was a problem for all groups. Together, we reminded everyone of the leadership tools that the Militia had, and encouraged participants from other groups to increase their dealings with the Militia.

    • To go further:
      [Larp debriefing] ‘Nuclear Winter‘, by Thomas Munier

    Note that none of these tools is enough by itself to create the necessary aura. But they all help in creating the feeling of trust, where we see that we all want the same thing: that everyone can play their character to the fullest.

    It seems to me that we all face the same difficulties when trying to let alibi take over and express ourselves: we are afraid that others will think we are crazy, ridiculous, or boring. I think these fears can disappear once trust is established and maintained.

    Clarity of Information

    None of the prerequisites for aura creation seem possible to me without clarity on the social contract during pre-larp communication. Being clear on what to expect (and, even more importantly, on what not to expect) is key in letting alibi take over.

    Transparency techniques (i.e. giving participants information that their character doesn’t know about) can also help: it’s easier to play to serve if you know what is expected of you, and it’s easier to fully immerse in a scene when you know exactly what it is about.

    Transparency is not a sine qua non condition, but it does favor co-creation and trust, and also saves time. A larp based on secrecy will take more effort with regards to briefing and meta-techniques.

    The Importance of Gratitude

    “Thank you” seems like a good final contribution to building trust. “Thank you for taking part” is a great phrase during briefing and debriefing. It’s more a “Thank you for being here” than a “Thank you for your larping”: it’s the participant’s presence that is appreciated. We leave the characters alone: we are not here to judge them; they are part of the untouchable world of transgression. It seems to me that, in order for characters to keep their aura, we have to not expect too much from the participants, whatever happens. People want to perform most when performing is optional.

    Conclusion

    Yes, alibi offers a great pretext to experience and to experiment with oneself through a character. But it only works if the participant has an aura that makes them feel legitimate to themselves and to the other participants. This aura can be built through larp design, through a certain approach to role-playing, through a benevolent attitude by the group, and through a general atmosphere of trust. When all these factors are present, we get what kF calls creative de-responsibilisation, when the creative task in front of us seems just right: not too large, not too small, but just the right challenge to get us to jump into the unknown.

    Creating aura is part of attaining “alibi for all.” This makes aura a useful tool for anyone aiming to live or produce an immersive and inclusive experience.

    Ludography

    L’association Ludique des Gnistes Rennais. Harry Potter L’héritage: 7 ans à Poudlard. ALGR, 2019.

    Avalon Larp Studios & Broken Dreams. Le Quota. eXperience, 2019.

    Clairence, Lille. Le Lierre et la Vigne: retour à Intimatopia. eXperience, 2017.

    Munier, Thomas. Les Sentes. 2019.


    Cover illustration: Photo by Brian, on Flickr

  • It Wasn’t Me

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    It Wasn’t Me

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    This article, by Thomas Munier, was initially published in French on ElectroGN on January 18th, 2021. It was translated into English for publication here by JC, with the approval of the author and with the permission of ElectroGN.


    “It’s not me, it’s my character.”

    In larp and tabletop roleplaying, this justification of our actions is called alibi, and it allows us to dare to try new experiences. Alibi is a key factor in benefitting from what larp has to offer.

    However, alibi is not always accepted: either because the participant does not see any difference between themself and their character, or because the other participants refuse to forget about the participant when considering the character.

    This article will categorize several definitions of alibi, consider the ways in which it is emancipating, and finally the situations when alibi is not enough. Another article will follow, focused on ways to strengthen alibi.

    Summary

    The common contract of “it’s not me, it’s my character”, also called alibi, allows the participant to experience both themself and otherness, which is both enriching and liberating.

    However, the simple fact of knowing about this process keeps us from really abandoning ourselves to the role. We are aware of the concept’s limits: the larp remains part of reality and so there are some things we do not allow ourselves to dare.

    Furthermore, even when we fully wish to abandon ourselves to the character, this remains very difficult if other participants do not consider us fitted to play them. We see this when the group does not manage to distinguish the character’s social category from the participant’s; or when it refuses to recognize a character’s ability that the participant does not have. This stems from a larping perspective where “the character is what the participant does and says”, which keeps participants from being seen as able to play characters too different from themselves. The cognitive load, which can be significant in certain larps, also sometimes keeps participants from giving the actions of others the consideration they deserve.

    These cases where alibi is not enough motivate us to search for tools to reinforce it. These will be studied in a follow-up article, Building the aura.

    Definitions of Alibi

    Dico GN (written by Leïla Teteau-Surel and Baptiste Cazes) states “Alibi is making your in-character actions legitimate through your larp character and the larp context”.

    Axiel Cazeneuve states: “The basis of the social contract in a roleplaying game is alibi. Alibi is what allows us to say: it’s not me, it’s my character. It’s a contract because, by taking part in the roleplaying game, we in a way commit to not holding other participants to account for their in-character actions. This is an essential aspect of roleplaying, because without this alibi, it’s impossible to really play someone else, including when this someone else commits morally reprehensible acts. Playing a war-criminal or a narcissistic manipulator is only possible because we trust others to differentiate between my actions as a character from those as a person. This is even more true in larp, where we are directly involved in our character’s actions and cannot simply represent or describe them.

    • To go further (in French):
      [Video] Axiel Cazeneuve, LOIDOROS – Alibi, on the Larp in Progress channel

    The basic principle is that alibi is a form of social contract that stipulates that participants are not held responsible for what their characters do and say (and, in return, that they accept to not hold other participants accountable for their characters’ words and actions). In other words, “What happens in Alibi-land stays in Alibi-land”: once the larp is over, no participant has to answer for what their character did.

    The larp constitutes a “magic circle”, an imaginary space where we cease to be ourselves to become the characters, or, at least, where we change social masks. In that space, participants agree to dissociate the actions and words of other participants from what those participants do and say outside of the larp space.

    In reality, things are of course often quite different. In practice, alibi implies a tolerance margin (how far can I go before I go “too far”) rather than actual freedom from responsibility.

    Firstly, freedom from responsibility only covers a limited number of situations (participants are, for example, still legally liable). These limits are often informal and implicit (participants are responsible for each other’s physical and psychological wellbeing). They are also often unclear and arbitrary: while some have no issue with being spat on, others will consider the contract broken as soon as someone raises their voice.

    The tolerance margin is also often (implicitly) linked to how different the other participant’s character is from that participant: oppressive insults by a cyber-pirate on amphetamines will go down better than if they come from a modern-day character that is similar to their participant.

    Finally, the freedom from responsibility is only formal, because despite the alibi contract, the human psyche creates subconscious transfers between “participant–participant” relations and “character–character” relations. Participants who play friends tend to be more mutually friendly after the larp. Our thoughts end up conforming to our actions.

    Alibi and its practical manifestations lead participants to exploit it. Abuses of the tolerance margin are easy to find: abusively extending the margin (for example, harassing other characters despite your character not fitting that profile) or abusively reducing the margin (for example, being vindictive towards a participant because their character disobeyed).

    There are also abuses of alibi’s porosity. These can be “bleed in”, from outside towards the larp (for example, becoming close in character with real-life friends), or “bleed out”, from the larp towards outside (for example, becoming close in character to someone you would like to meet in real life).

    Used well, alibi is emancipating, in a way that the larp community almost unanimously defends, letting participants act without fear of being personally judged (for example, allowing them to speak or sing in public).

    Of course, alibi does not grant total immunity. Even inside the magic circle, participants must obey the law (some laws may be broken in character, for example with insults). They must also respect a number of usually implicit rules regarding the physical, material and psychological well-being of other participants (we will see later that the psychological aspect is the most ambivalent, since that is where the participant/character distinction is least obvious).

    Alibi is one of the almost systematically assumed social contracts when participating in larp. But it is one of its tacit components. Alibi is considered as self-evident and is rarely explicitly expressed in design documents or larp briefings. In most larps, “you are playing a character” is supposed to be enough, and participants are expected to infer “what the character does cannot be attributed to the participant” by themselves.

    Those were, hopefully, the more rigorous definitions of alibi.

    Now here are some of the fallacious ways alibi is defined in practice, and which are the cause of the problems we will detail later on:

    • Alibi is an excuse to justify certain behaviours, in good or bad faith.
    • Alibi is an authorization to be “rude”, as defined in improv theatre (to refuse the character or situation the other person proposes, or to impose a character on them).
    • Alibi is a state of deep immersion (we believe in the situation and in our character).

    As we can see, alibi is, in its most rigorous definition, most often an implicit concept. Therefore, it is not always known or understood. Other, fallacious definitions of alibi are also implicit and can generate misunderstandings, which we will see later can be quite damaging. But let us first take a deeper look at the benefits of alibi, when the concept is well understood and mastered by participants.

    Emancipating Alibi

    The concept of character, which was initially a gaming construct, allows us to inhabit another person’s identity for the duration of a larp or RPG.

    This allows for escapism but also for the experience of oneself. After all, in reality, when we do or say things in an RPG or (even more so) in a larp, we have really done and said them, simulation techniques aside. The role was a pretext to do it, both making us disinhibited and helping us get legitimacy from the group.

    Axiel Cazeneuve confides that they are afraid to sing in public. But when, in the larp OSIRIS/Wish You Were Here, they are supposed to play a renowned artist, they can finally go for it. Axiel explains how the audience (the other larpers) fully supports them. Alibi has attained its goal: it has given Axiel the ideal excuse to try a new experience.

    Playing a role is an opportunity to experience oneself. We are still ourselves, but we try different things.

    And this makes our real life richer. By experiencing polyamorous relationships and making art in the larp “The Ivy and the Vines”, some participants revisited what they allowed themselves to do in art and love.

    Because playing a role is doing, says Marie Olivier in her anthropology memoir of that title on roleplaying (unpublished). Thanks to the alibi it procures, the character is a wonderful tool to construct our identity, by giving us a safe space to experiment before drawing conclusions to use in real life.

    Photo by Manda, cc-by-nc, on Flickr
    Photo by Manda, cc-by-nc, on Flickr

    When Alibi is in Danger

    But all is not simple in Alibi-land. Alibi mostly works, for participants used to the concept: but it is more fragile in novices – as well as, paradoxically, in some participants who are very experienced or focused on others’ well-being, because alibi’s limits are hard to pinpoint accurately. Alibi can also be exploited for abuse by people who are clumsy or have bad intentions.

    When participants self-sabotage

    Participants themselves are not always convinced by alibi. Many fail to suspend disbelief when the character sheet lacks coherence, or when they don’t think they have the necessary ability or self-confidence to play their character. If a participant does not believe in their character or feel credible when playing their character, they cannot immerse in their role and reach the experience of self and of otherness promised by alibi.

    Misunderstood alibi

    It may also happen that alibi, being an unspoken social contract, is not well understood by beginners. These participants then will not “dare” to act in character in a reprehensible or socially charged way.

    Alibi demystified

    This concept of alibi, progressively popularized in articles and discussions, has become demystified. Let there be no misunderstanding: it is important that concepts like alibi be discussed far and wide. Most participants can finally “go all out” once they really understand the implications of alibi. But for some, learning the tricks kills the magic. We end up understanding that alibi is just a pretext, and that if roleplaying is doing, then we are just playing ourselves. Alibi made us not responsible for our actions, making it possible and acceptable to experiment. But now that the concept has been explained, we are once again responsible for our in-character actions.

    Larps reveal themselves to be political spaces. These larps are more than games and they aim to transform the participants through their characters. It therefore becomes difficult to really dare to go beyond one’s comfort zone and social markers, because alibi, considered a scam, no longer operates. Some larps aim to denounce alibi. In Love Is All by Yannis, for example, participants kiss each other. Can anyone really consider that that kiss only happens between characters? This is perhaps only an issue for larp veterans that tend to over-analyse, but it was worth mentioning.

    Hacking alibi

    “It’s not me, it’s my character” actually becomes a suspicious sentence as we ponder a new question: emotional safety. Because if alibi can be a pretext for experimentation with oneself, it can also be one for abusing others, if there is no consensus on the limit between participant and character responsibility. Anecdotes abound of people using their character and gameplay to simulate aggressions, that are felt by the victims as real ones. This is a case of rudeness or alibi hacking, since the participant knowingly or unknowingly uses their character as cover to exert actual physical or psychological pressure.

    We are our characters

    Because we know that the border between participant and character is porous. Because if alibi allows us to get invested in our fictional life, it also implies an emotional back and forth between participant and character.

    There are cases where the simulation is too far removed from reality to impact us emotionally (even so, some feedback from mass-larp battles relate incredible emotions), but in other cases, the difference between doing and pretending is very small.

    When you say “I love you” or “I hate you” in character, you really say it. It has an impact on us and on others. For example, a larper who had to play out a love story with someone they did not really like testified they were still a little bit in love with that person at the end of the larp. It is not so easy to erase the impact a role has on us. I personally avoid larping love stories (less so in tabletop, which seems more abstract) because it makes me feel like I’m cheating on my wife, which goes against my wish to be faithful to her. And I also do not want to run the risk of falling in love.

    Alibi’s unclear limits

    We have seen previously that the unspoken social contract that creates alibi is limited to ensure that the physical, material and emotional wellbeing of other participants is protected. But how does one discern those limits when it is hard to distinguish the participant from the character? The previous example about romantic relationships is relevant, but here is another one: is it OK for me to shout at another participant? They might find loud noises painful, or they might find getting shouted at difficult to deal with on an emotional level. So yes, alibi should allow me to shout since it’s my character, not me, but by shouting I might be jeopardising the other person’s physical or emotional wellbeing.

    As a consequence, out of precaution and in a bid to be inclusive, larpers have no choice but to pull their punches. I would also like to remind everyone that videos of larpers shouting at each other in a historical larp were used to criticise larp in the French Zone Interdite TV show (by people who did not give alibi any consideration). So how can we truly play a character with intensity when it can hurt another participant or impact our hobby’s image negatively?

    To go further (in French):
    [Video] Zone Interdite, Roleplaying games (1994)

    No alibi, no transgression

    In short, even if we were at one time fooled by alibi, we no longer are once we calmly think about it. By recognising the artificial nature or the unwelcome effects of alibi, we remove the opportunities for transgression that it offered us.

    Photo by aripborip, cc-by, on Flickr
    Photo by aripborip, cc-by, on Flickr

    When Others Ignore Our Alibi

    If it can be difficult to believe in one’s own alibi and so to really let oneself go, it can also be difficult for others, because of:

    • cultural and social barriers;
    • an unwillingness to see the participant as legitimate;
    • a larping culture that reduces the character to the participant;
    • a cognitive difficulty in giving importance to the actions of all characters.

    Cultural and social barriers

    It does not seem to me that respecting the alibi of other participants is part of the social contract of all tabletop RPGs and larps. It depends on the culture, the people and the organisations. Here are some examples where a participant’s alibi is not recognised, preventing them from legitimately playing the role of someone different, and sometimes even of someone similar to their real identity!

    In the Harry Potter at the School of Masculinity podcast, Axiel Cazeneuve talks about their experience on a Harry Potter larp where character creation was quite free, including choice of gender. Gendered as female at birth, Axiel decides to present their character as male. They then change their mind, explaining their character is in fact genderfluid.

    During the larp, Axiel plays their character as masculine, in a way they deem convincing. Despite this, most participants gender Axiel’s character as female. Axiel explains that, even though most of these larpers were from a progressive environment, accustomed to issues of gender, they still ignored Axiel’s alibi, gendering their character not as neutral or male, but as female, their socially assigned gender. This can be explained by determinism that remains strong within the group, as well as by Axiel changing their mind during character presentation, which might have confused people.

    My point is not to blame anyone for what happened in that particular example. I am simply trying to show that alibi is not always a given and that certain factors can lead a group to ignore your role to see you as your usual self instead.

    To go further (in French):
    [Podcast] Axiel Cazeneuve, Harry Potter at the School of Masculinity

    Issues related to abilities and disabilities

    This is also something we see during boffer fights in larp. If combat is touch-based, without a system that codifies damage or magic that could give you an advantage, you can only play a dangerous adversary if you are indeed good at boffer fighting. Even with a character background and roleplaying that say you are the finest swashbuckler in the land, if you are a beginner in boffer fighting, you will probably lose your fights, because the mechanisms of boffer fighting keep your opponents from taking your character background into account.

    We see here that the problem comes less from people than from design. Systemless boffer fighting is a legitimate part of larping, but it is not a tool designed to support alibi. If you do not assign yourself a role that aligns with your actual boffer fighting skills, we observe ludonarrative dissonance. We will not here delve either into the fact that boffer fighting is a form of sports combat and is thus different from real fighting (where touch-based victory makes no sense), or into larps using metal weapons instead of boffers (which support alibi even less).

    The concepts of authority and hierarchy between characters are also often problematic in terms of support for alibi. In a rules-light larp, if you are lacking in natural leadership, there is a risk that characters that are supposed to be under your orders will not show you respect. Even if their character backgrounds indicate that they fear and obey you, the participants will quickly forget this if they don’t find you charismatic enough.

    The problem with the search for convergence

    In these cases, longstanding sexism and ableism can of course be involved, but the problem comes essentially from an approach to roleplaying based on “roleplaying is doing”, or convergence.

    Convergence is a technique that guarantees simplicity, immersion and bleed. It is sought after for its many advantages, but does not support alibi.

    Convergence is making what the character and the participant feel and do as similar as possible. In larp, this is close to a “what you see is what you get” approach. In other words, the main source for the virtual experience is the actual experience. Simulations such as “let’s pretend I’m very athletic even if I’m not in real life” or “let’s pretend that stick in front of you is actually a dragon” or “let’s ignore these electric wires” are put aside.

    In other words, when you interact with a participant, you mostly take into account how you see them and their real-life background. Anything in their character sheet that contradicts this is hard to take into account, and the mechanics of convergence tend to erase as much as possible any dissonance (this is a caricature, because a larp can be convergent on some aspects and divergent on others). This means you will gender a character based on the participant’s roleplay and real-life background, you will only lose a boffer fight if they are more skilled than you are, and you will respect them only if their roleplay and real-life background confirm their status.

    Convergence completely blurs the distinction between participants and characters. Here, roleplaying is more than ever doing, and there is no room for make-believe, abstraction, or taking into account character background information that is not corroborated by roleplay, the participants real-life background or reputation.

    The difficulty of forgiving

    When we see participant and character as one and the same, we can sometimes bear a grudge towards the participant for something the character did or said, for example because the character hurt us, humiliated us, turned us down, foiled our plans, etc. It seems difficult for anyone to just forgive, even if some participants thank others “for having been a great antagonist”. But within populations who are new to alibi, grudges can appear that outlast the larp.

    When we also see some participants using their character to assault others, it seems all the more reasonable to say: “Wait a second, what your character did to me was not OK.”

    In other words, whether for reasons legitimate (assaulting the participant via the character) or not (lack of familiarity with alibi), alibi does not magically grant immunity or forgiveness for everything we said and did as a character. Other participants will not automatically forgive everything, and this can hold us back.

    The issues of cognitive load

    I wanted to finish on one last instance of ignoring alibi, which does not necessarily have to do with participant–character confusion, but rather with the issues of cognitive load.

    • To go further (in English):
      [Article] Anonymous, Cognitive load, on Wikipedia

    You may know these climactic scenes that frequently occur in larps, where many issues are resolved at the same time. While you are declaring your love to the duchess, two sisters are challenging each other to a duel nearby… and that is when the zombies attack.

    In general, it is difficult to roleplay a strong emotional reaction to several things happening at once. So we concentrate on our personal roleplaying objectives, which for example lead us to continue a trivial conversation even as the baron just dropped dead from poisoning.

    This creates dissonance in our own experience, but also ignores other participants’ alibi. When you challenge your sister to duel to the death, you expect everyone to react – this is your moment – but unfortunately no one does. Alibi is definitely impacted!

    Conclusion

    Alibi is an implicit part of the social contract, that removes responsibility from the participants for the things their character does and says.

    When the participant is familiar with alibi, they can abandon themselves fully to their role and so access experiences that would otherwise be inaccessible. Alibi is a real tool for emancipation through an experience of self and of the other that is deep and without judgement.

    But the physicality of larp and our flawed humanity catch up with us in the end. Some participants do not believe in alibi any more, either because they do not feel able to play their character, or because they lack knowledge of the concept of alibi, or have analysed it too far to still believe. Still others use this concept to commit abuse, knowingly or not.

    The community can also be a hindrance. Alibi’s “non-judgement clause” is not always respected and others can sometimes confine us to our social constraints, refusing to let us legitimately roleplay the character we have chosen.

    For us to roleplay someone different from ourselves and for the group to acknowledge it, we would need to be surrounded by some kind of aura that gives us legitimacy.

    So, how can we build this aura? That’s what we will see in the next article!

  • Character-based Design and Narrative Tools in the French Style Romanesque Larp

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    Character-based Design and Narrative Tools in the French Style Romanesque Larp

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    We like to engage in larp through compelling and vivid characters. However, the available tools to create them are many and diverse: whether we go with short or detailed characters, give them a lot of background or just create a short frame for the players to develop, whether we leave the control of the story to the larpwright or give more leeway towards the player’s agenda. All of these approaches are tools that can be calibrated according to each designer’s purposes.

    France has in the past fifteen years enjoyed the development of its specific, character based, drama-oriented larp scene called the romanesque genre. With a heavy emphasis on character development and personal relationships, this type of game has garnered a huge, devoted following. Though it has been but recently documented (Choupaut, 2013; Algayres, 2016a), the romanesque scene has steadily evolved through almost two decades and developed some specific traits regarding game design.

    This article will endeavour to present the romanesque style larp in relation to other similar larp styles in Europe, and establish some tools we use to create characters and narration in this type of larps. The objectives are to expand both the knowledge about larp production in Europe and the narrator’s toolbox to create characters.

    What Is the French Style Romanesque Genre?

    An Overview of the Genre

    Harem Son Saat (play, Joram Epis) Harem Son Saat (play, Joram Epis)

    The romanesque term started being applied to games in 2010, by Frédéric Barnabé for l’Agonie du Poète (2010). However, that game was the last iteration of a long series of games coined as “emotional” or “dramatic,” which was almost as old as the practice of larp in the country. In its primary sense, romanesque means “which belongs to the realm of a novel,” a descriptive for dramatic events or actions. Therefore, it is used to describe games that are constructed as rich, narrative experiences, with pre-written characters whose rich backstory and psychology are the driving forces of the larp.

    Since then, the term has been appropriated to qualify many games following the same general features. While these features might still be debated, we have focused on the following traits (Algayres, 2016a):

    1. Focus on the character. Character creation is mostly in the hands of the organisers, and they will be very detailed, with a lot of intertwining backstory and built-in information.
    2. A huge impact of the past which explains the details in the character. The backstory gets a significant importance in building the potential for narration and the character’s psyche. Some elements might be kept secret, to be discovered for dramatic impact.
    3. An environment built as a microcosm. The diversity of characters serves as a means to establish the workings of society in the specific time and context of the game, which is why the romanesque usually love historically inspired settings.
    4. The use of narrative archetypes. Romanesque larps often draw inspiration from literary classics and embrace the romanesque genre’s common tropes as a means to drive narration.
    5. The dominance of tragedy, with character-based narrative integrating a lot of human drama, conflicts and character dilemma. This is not an absolute, though, some games advocate a lighter atmosphere or tragedy-comedy mix, such as Rêves d’Absinthe (Algayres and D’authie, 2011), or Prima La Musica (Primoot, 2016).
    6. Tightly-knit narrative arcs, which are meant to reach their climax during the game, with characters living out an exceptional destiny or a defining moment of their lives over the course of the game.
    7. A focus on the characters’ emotions and on each participant’s identification with their character, in the same manner as a reader identifies with a character in a work of fiction. Bleed may occur as a result of identification with the character.

    The generally recognised strength of these larps is that they provide a very rich, detailed frame, with complex characters thoroughly inserted in their context and network of relationships. However, as a significant part of the world, character-building and control of the story remains in the hands of the organisers. This type of larp places greater limitations on players’ agenda and freedom (in character selection and creation especially). This is usually a design choice that creators justify by that they are using it to enrich the overall story and narrative, to create more closely connected characters and potential for tight narratives and complex story arcs.

    The Historically Inspired Larp in France and in Europe

    While the term romanesque has been coined to describe a very specific sub-genre of French larp culture, we can observe games with similar intent in several other European countries. It is also interesting to see that we can find similar traits in the games in the historically inspired genre. History and larp have always worked well together, since “a historical larp can have a more interesting and challenging gameplay because of the richly faceted social situations history brings with it” (Salomonsen, 2003, p. 94). Game designers from all over Europe have had the opportunity to exploit the richness of history all the while retaining the creative licence to twist accuracy for practical or dramatic purposes, and we’ll quote some significant, but by no means exhaustive, examples.

    In Finland, historically-inspired larps are a part of the scene, with Viking history, the Victorian era, and Finnish history around the time of independence featured as time periods of interest. Finland, like France and for similar reasons, has had a tradition of long, very detailed characters, as the absence of workshops made it necessary to include a lot of information about the character’s psyche and environment in written form.

    An interesting example is provided by the Czech larp Skoro Rassvet (Haladová, Platir et al., 2013).((Whose international runs were organised in Denmark through the organisation Solhverv.)) Skoro Rassvet is a game set in 19th century Russia, heavily influenced by Russian literature and especially Tolstoy. The game is played in a day, with a half day of workshops, and the action takes place during a family gathering for a formal dinner. In its approach and objectives, this game would certainly have been dubbed romanesque in France. The character design, however, differed sensibly. The written material was relatively short by historical larp standards (less than half a dozen pages), and most of the character development was done during the workshops, essentially through social codes and rituals, and role-playing scenes from the past (Hampejs, 2015).

    Prima La Musica (play, Joram Epis). Prima La Musica (play, Joram Epis).

    Other examples from the obviously rich Czech scene include Salon Moravia (Bondy and Bondyová et al., 2104), set in a brothel during World War II, De la Bête (Pešta and Wagner et al., 2013), a super-production set in 18th century France, and Legion (Pešta and Wagner, 2015), which combines historical inspiration and hardcore larp in its depiction of a 1915 retreating military unit.

    Norway also has a significant historical larp scene, which used to be dubbed “stocking larps” (Stark, 2013). Norwegian historical larps were presented at the French convention Les GNiales with great interest (Hansen, 2014). They appeared as very rich, deeply layered productions, with high requirements for historical and costume accuracy which put them close to historical reenactment, and, in keeping with Nordic larp, bigger creative agenda for the players where the building of interactions and narrative arcs were concerned. Kjærlighet uten strømper [Love without Stockings] (Voje and Stamnestrø et al., 2004) can be mentioned as an example of the historical drama inspiration. The game, set during a wedding in 1771, presents its objective as a mix of intrigue, personal and societal drama, integrating significant amounts of conflict and romance.

    The rapidly blooming progressive scene in Italy, under the banner of the collective Terre Spezzate, has made several contributions to the historically inspired genre. I Ribelli della montagna [Rebels on the Mountain] (Capone and Bi , 2015) was a rich, vivid rendition of the last months of World War Two which got unprecedented media attention, support from A.N.P.I.—Associazione Nazionale Partigiani Italiani [National Association of Italian Partisans], and praise for its thoughtful and sensitive rendition of the conflict. Chiave di Volta [Keystone] (Tireabasso and Villa Avogadro, 2015), is a lush dramatisation of the 19th century centred around the theme of power, the possibility to play both masters and servants in a complicated power play, and a huge production value. Both of these productions have cleverly integrated design elements and techniques from Nordic larp (safety mechanics, workshops etc.) while retaining their own unique style, resulting in extremely well crafted larps.

    And of course, the blockbuster larp also ventured into the historical drama setting with Fairweather Manor (Boruta, Raasted and Nielsen et al., 2015), a larp set in Edwardian England and inspired by the hit TV-show Downton Abbey. While the brute force design proved partially unfit to cover the complexity of a multi-layered society (including diversity of age, rank and function), the game was effective in carrying over a lot of content and player-generated interactions. The first iteration of the larp warranted an unofficial spinoff, a second run and a sequel over the course of the following year.

    Back in France, the most recent larps of the romanesque genre have shown a clear ambition to expand on the genre and make it evolve for the better through the inclusion of those nordic style techniques whose use has become widespread in recent years (workshops, black box), keener focus on directing themes, and more refined work on the societal frame. Prima la Musica (Primoot, 2016) is a larp about the French opera scene of the 19th century, using opera-inspired dramatics and music both diegetically and non-diegetically through an open, black box system. Still Water Runs Deep (Ruhja, 2014) is a Jane Austen/Dickensian inspired larp with a sharp focus on class hierarchies and gender stereotypes, which was also played as a cross-gender experience, with participants praising the insight it gave them of the opposite genders’ constraints and problematics. Finally, Harem Son Saat (Algayres, 2016b) was the first international game of the genre, using English as a main language,((Which stood for Turkish in the 1913 Ottoman background, while French was in-game a diplomatic second language.)) built around the themes of oppression, gender segregation and culture shock.

    Therefore, while romanesque is solidly a French term, character-driven literary and historically inspired larps have by no means been limited to a single geographic area. The rich potential of history and its dramatisation has been widely exploited and feels still rich with great potential.

    Character Design and Narrations in the Romanesque Genre

    Archetypes in the Romanesque Genre

    Prima La Musica (play, Joram Epis). Prima La Musica (play, Joram Epis).

    Romanesque larps are character-centred games, with a significant part of the game design being devoted to the conception of the characters, all of them organiser-created. While length and composition of characters tend to vary from one larpwright to another, a couple of techniques can be pinpointed.

    The first one is what I’d like to call the smart use of archetypes. This is a very thin line to tread, as any overused archetype can become a cliché and damage the necessary suspension of disbelief. Let’s use an example. You might hear French players harp about the “switched at birth” plot, used as an ironic commentary on romanesque clichés, though, to my knowledge, it has rarely been used in the scene, except in the prohibition-game era Chicago. Illegitimate children and foundlings, however, are definitely a staple of the genre, but this is fitting to historical periods when children born out of wedlock had no status in society.

    Classic or archetypal plotlines or characters can be true to period, but also resonate with an audience of participants which has usually grown up learning and enjoying these stories. It has been argued that larp itself can be viewed as an incarnation of the monomyth, each participant’s experience echoing the traditional hero’s journey. (Hook, 2010, p.34)

    So how do we go about practicing the clever use of archetypes? In a romanesque setting, we consider all characters protagonists. Therefore, we’ll use archetypes to define them through several angles:

    • The inner nature of the character: the patriarch, the overbearing matron, the hotheaded, the cynic, the ingénue, the rebel. This is very basic and can turn cliché if the character is limited to the inner archetype.
    • Their contrast in relation to others (also called foil). This is particularly frequent in pairs or trios of characters, such as siblings, close friends, etc. You’ll have the optimist to the realist, the extrovert to the introvert, the by-the-rules personality against the rebellious type, etc. Foils are really useful because, through simple characterisation, they create a lot of potential for conflict between the characters.
    • Their position within a network of relationships and in relation to others. Each character is the participant’s protagonist, but can be another’s sibling, a third’s best friend, the romantic interest of a fourth, the antagonist to a fifth and so on.

    If we just use any archetype, a character stands a sure chance to become cliché, because its archetype will be instantly identifiable, and its characterisation weak. This is where several archetypes used in conjunction with the others become useful: the character becomes more layered, therefore more human. However, the archetypes at work can still have a universal meaning to participants, which makes them particularly effective.

    The Dual Approach in Character Design

    Another element of character design typical to the romanesque genre is what we call the dual approach. While it is by no means limited to the romanesque, it has also become typical of some of the games. The dual approach in character design is a combination of the following elements:

    • The initial approach: the character’s motif or raison d’être, their reason for being present. This can be accomplished through family ties, a function or specific job, a plot-related motif. This must answer the questions: why are they here? Why should they care? Why will they stay?
    • The final approach: what will the character’s potential arc be? What will be their greatest moment? It can be a reveal (hence the predominance of secrets in some larps), an epiphany, a staged grand scene, a necessary evolution, but an element (or several) which will make the character’s journey (and the participant’s experience) significant and meaningful.

    In a typical design, both of these approaches, as well as the archetypes at play, are handled simultaneously, as the character (and the network of characters) is constructed bit by bit. The final criteria is to analyse if the characters are playable, interesting, and enjoyable.

    The objective of this type of design is to provide the participant with potential for a rich story and interactions. Some games tend to follow a more streamlined route, and have even been criticised for railroading the character’s arc too much. However, most of these games definitely have a clear narrativist approach, only limited to what is coherent with the character’s context and psyche. For some time periods in history, these elements of context and the social pressure can really be played as antagonists of their own.

    Conclusion

    With more than ten years of established existence and a very rich history of diverse and celebrated games, the French style romanesque scene is certainly a prime example of a national scene which strives through its own specific identity, all the while getting enriched through contact with other genres and countries.

    Rêves d’Absinthe (post-game, Joram Epis).
    Rêves d’Absinthe (post-game, Joram Epis).

    Bibliography

    Personal Communication

    • Erlend Eidsem Hansen. Days of deeds, Nights of Myth— The Design tricks of Historic Larps in Norway. Les GNiales. Paris, France: Conference, 2014.

    Ludography

    • Algayres, Muriel and Abbaye d’Authie. Rêves d’Absinthe [Dreams of Absinth]. Ouroux, France: Association Rôle, 2011.
    • Algayres, Muriel. Harem Son Saat. Château de Cernay, France: Association Rôle, 2016b. http://www.assorole.fr/haremlarp-en/
    • Barnabé, Frederick. L’Agonie du Poète [The Poet’s Agony]. Joyeuse Castle, France: Association Rôle, 2010. http://agoniedupoete.fr/
    • Bondy, Radim, Veronika Bondyová, Jan Fiala, et. al. Salon Moravia. Brno, Czech Republic, 2014. http://www.pojd.name/salon/
    • Boruta, Szymon, Charles Bo Nielsen and Claus Raasted et. al. Fairweather Manor. Mozna, Poland: Dziobak Studios, Rollespilsfabrikken (DK) and Liveform (PL), 2015. http://www.fmlarp.com/
    • Capone, Andrea and Elio Bi . I Ribelli della montagna [Rebels on the mountain]. Villaggio delle Stelle, Italy: Terre Spezzate, 2015. http://www.grv.it/setteprincipati/item/424-home-ribelli.html
    • Haladová, Markéta, Petr Platil, Martin Buchtík, et. al. Skoro Rassvet [Breaking Dawn]. Translated by Jeppe Bergmann Hamming, Maria Bergmann Hamming. Odense, Danmark: Association Solhverv, 2103. http://rassvet.cz/
    • Pešta, Adam and David František Wagner et al. De la Bête. Valeč Castle, Czech Republic, 2013. http://www.delabete.cz
    • Pešta, Adam and David František Wagner et al. Legion : Siberian Story. Hvožďany, Czech Republic: Association Rolling, 2015. http://legion.rolling.cz/
    • Primoot Team. Prima la Musica ou L’Opéra Terrible [Prima la Musica or the Opera Terrible]. Montbraye Castle, France: Association Urbicande Libérée, 2016.
    • Ruhja Team. Still Water Runs Deep. Paris, France: Association Rôle, 2014.
    • Tirabasso, Chiara and Daniele Cristina Villa Avogadro. Chiave di Volta [Keystone], Biella, Italy: Terre Spezzate, 2015 http://www.grv.it/chiave
    • Voje, Adrian Angelico and Anne Marie Stamnestrø et al. Kjærlighet uten strømper [Love without stockings]. Kleve gård, Norway: 2004. http://www.rollespill.no/rokokko/

    This article was initially published in Once Upon a Nordic Larp… Twenty Years of Playing Stories published as a journal for Knutepunkt 2017 and edited by Martine Svanevik, Linn Carin Andreassen, Simon Brind, Elin Nilsen, and Grethe Sofie Bulterud Strand.

    Cover photo: L’Agonie du Poete (play, Nadine). Other photos by Joram Epis.

  • NEXUS-6 – Narrativist Airsoft

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    NEXUS-6 – Narrativist Airsoft

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    Nordic larp is taking France by slow-motion storm. After experiencing the awesomeness, people are setting up re-runs of classics such as Mad about the Boy and Just a Little Lovin’. The next logical step was to make our own stuff, and NEXUS-6 was one of the first humble attempts.

    The Inspiration

    Ever since I played Monitor Celestra I have been convinced that Blade Runner’s ‘replicants’ are dramatic gold (for those who didn’t get the reference, Nexus-6 are the newest model of replicants in Blade Runner). I’m also fascinated by totalitarian regimes and the insane things they make people do. Then, for some reason, I thought it would be nice to give airsoft a try.

    The result was a retro-future “Battlestar Galactica meets the battle of Stalingrad”, where soldiers fighting a losing war for a North Korea-like state gradually realize that some of them might be replicants planted by the enemy.

    Promo picture. (Photo: Hoog)

    The Mechanics

    Most techniques I stole from other larps (who probably stole them from other productions themselves): shadows from Monitor Celestra, letters from Last Will, colored lanyards from Life is Cheap, monologues from Just a Little Lovin’ and many more, including of course safe-words from just about all Nordic larps. Most of these techniques are not particularly novel but had barely been used in France before, making the game a bit of an experiment.

    The Experience

    I wanted a hardcore game, because that’s one of the things I love playing myself. The players got very little sleep, little food, some action and a lot of psychological pressure. They could tune the pressure level to their taste using the safe-words, lanyards and an off-game area.

    The location was also pretty uncomfortable and haunting: An abandoned 1920s hospital, used as a prisoner camp during the Second World War and surrounded by woods. The place is often used by local airsofters who were very helpful in showing us how to use our rented airsoft weapons (almost none of the participants had ever handled one before).

    To make things extra interesting, there was of course no water or electricity. Much of the experience was recorded by photo- and video cameras (handled by organizers, NPCs or the players themselves, both diegetically and not) – a good thing, especially for the busy organizers who did not get to see much of the actual game!

    Promo picture. (Photo: Hoog)

    The Feedback

    Players and organizers were very much overwhelmed by the intense experience. The larp was physically and emotionally exhausting, and very different from what most participants were used to (this was precisely why most of them signed up in the first place). The “get out of character” workshops and debriefing were well received, and it took days (in some cases weeks) for participants to stop singing the game’s “national anthem” (adapted from a Soviet war-song – another idea I stole from a previous larp; in this case Robota). Some players recorded feedback videos, to be used for the benefit of future players.

    What made this larp a success for me was the balance between hardcore in-game conditions and the safety of the rules and off-game environment.

    Participant who played Soldier DA-X-746

    The Problems

    Everything did not run smoothly, of course. Luckily, the obvious things did not happen: thanks, in part, to a very heavy focus on safety, no one got shot in the eye without their glasses on, and no one broke their neck falling down stairs in the dark. Some airsoft guns did malfunction, though, the local fire brigade had to come back and put out the fire they had started on-site earlier as an exercise, and an unsanctioned airsoft team even turned up in the middle of the night (they were kind enough to leave once they realized what was going on)… Among other miscellaneous mishaps.

    Promo picture. (Photo: Hoog)

    The Airsoft

    Airsoft and larp have been moving closer together for a while in France, and this larp certainly confirmed the potential. First off, the airsoft guns look pretty realistic. Knowing that it will sting if you get shot and hearing BBs hitting the wall right next to you also contribute to the experience. It might seem obvious to some, but we discovered that, handled carefully, airsoft guns are just the same as latex swords for larping purposes. Better yet: Just like latex swords, they fit in just fine with a narrativist approach, since you can simply decide how bad the injury is when you get shot (from a scratch to instant death). As already mentioned, airsofters helped out during the larp, and they were very much impressed by the passion we larpers put into what we do. I would not be surprised if a few of them turn up for a larp in the future!

    The Conclusion

    I humbly feel NEXUS-6 has contributed towards making Nordic larp better known in France. The next step is to organize it again in the summer of 2016, this time in English, to allow more French larpers to interact with foreigners. The road ahead is exciting!

    How was the larp? It was… It was… It was real.

    Participant who played Commissar DC- X-811
    Squad singing the anthem. (Photo: Philippe Carrère)
    Squad singing the anthem. (Photo: Philippe Carrère)

    NEXUS-6

    Credits: Hoog (design and production), Baptiste Cazes (additional design and production), Matthieu Nicolas (production), Aurélien Duchatelle (video documentation), Rémi Dorbais & Philippe Carrère (photo documentation), eXpérience (logistics support), ARCAN (airsoft support)

    Date: July 24-26, 2015; July 30 – August 2, 2015 (two runs)

    Location: Aincourt, France

    Duration: 24 hours + workshops

    Participants: 10 players per run (20 in total)

    Budget: €1,500 for two runs

    Participation Fee: €70

    Game Mechanics: Text-message voting to determine replicants, airsoft weapons, shadows, playing to lose, no character death before last act

    Website: http://experiencejdr.free.fr


    This article was initially published in The Nordic Larp Yearbook 2015 published by Rollespilsakademiet and edited by Charles Bo Nielsen, Erik Sonne Georg, et al.

    Cover photo: Promo picture (Pre-game, Hoog). Other photos by Hoog & Philippe Carrère.

  • Knutepunkt 2013 Recap by Tomas B., Part 3

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    in

    Knutepunkt 2013 Recap by Tomas B., Part 3

    Written by

    French larper Thomas B. has written a recap of his experience at Knutepunkt 2013, here’s the third part:
    http://www.thomasbe.com/2013/04/29/knutepunkt-2013-a-subjective-recappart-3/

    You can read part one and two here:
    http://www.thomasbe.com/2013/04/23/knutepunkt-2013a-subjective-recap-part-1/
    http://www.thomasbe.com/2013/04/25/knutepunkt-2013-a-subjective-recap-part-2/

    Read more about Knutepunkt in the Nordic Larp Wiki:
    http://nordiclarp.org/wiki/Knutepunkt

    Discuss and read more about Knutepunkt 2013 in the Nordic Larp Forum:
    http://nordiclarp.org/forum/viewforum.php?f=6

  • Knutepunkt 2013 Recap by Tomas B., Part 2

    Published on

    in

    Knutepunkt 2013 Recap by Tomas B., Part 2

    Written by

    French larper Thomas B. has written a recap of his experience at Knutepunkt 2013, here’s the second part:
    http://www.thomasbe.com/2013/04/25/knutepunkt-2013-a-subjective-recap-part-2/

    You can read part one here:
    http://www.thomasbe.com/2013/04/23/knutepunkt-2013a-subjective-recap-part-1/

    Discuss and read more about Knutepunkt 2013 in the Nordic Larp Forum:
    http://nordiclarp.org/forum/viewforum.php?f=6

  • Knutepunkt 2013 Recap by Tomas B.

    Published on

    in

    Knutepunkt 2013 Recap by Tomas B.

    Written by

    French larper Thomas B. has written a recap of his experience at Knutepunkt 2013:
    http://www.thomasbe.com/2013/04/23/knutepunkt-2013a-subjective-recap-part-1/

    Discuss and read more about Knutepunkt 2013 in the Nordic Larp Forum:
    http://nordiclarp.org/forum/viewforum.php?f=6