Tag: Freak Show

  • Freak Show, an Autopsy

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    Freak Show, an Autopsy

    Written by

    Coroner

    Nina Teerilahti, art director and main organizer

    Body

    Freak Show, a larp held in an abandoned amusement park in Finland. The larp told the story of the last freak show and explored otherness through a romantic gothic horror setting. The participants played a family of outcasts and freaks who struggled to survive in a hostile world. The story ended with the devil coming to take them all to perform for him forever.

    Time of Death

    2017-09-18 between 19:00 and 22:00.


    Inception

    We crawled through a small gap in the fence. Suddenly we were outside everything: law, society and all things normal. There was no one to define us, judge us or get offended by our existence. I saw the thrill and joy ignite in his eyes. It was freedom. We ran and laughed. The twilight in the run down, abandoned amusement park seeped with tragedy, magic and wonder. But the deeper we ventured between the forgotten, deteriorating buildings the sadder we felt. Laughter changed into a sense of longing and lost memories. It seemed like the place was telling us that the terrible price of true freedom is always abandonment. The moment moved me deeply. It resonated with a hidden truth, and I knew I had to share it.

    Birth

    So much has been done, exclaimed the soul of Frankenstein―more, far more, will I achieve; treading in the steps already marked, I will pioneer a new way, explore unknown powers, and unfold to the world the deepest mysteries of creation.

    Mary Shelley, Frankenstein

    Breaking into Wasalandia with my friend started the Freak Show larp project in November 2016. I felt a manic need to create a way to share the experience, a feverish drive that reminded me of Victor Frankenstein and his quest to create life.

    After the initial spark the concept of the last freak show and a deal with the devil emerged over a few weeks. I contacted the owner of the ruins. He agreed to have an event at the site and gave me the conditions and a rough budget. In the end of the month I had nothing but an idea and nine months to make it happen. It was madness. I made rough project plans and budget sketches and decided it was worth a shot. I could not guarantee that my creation would not be a monster, a shadow to hunt me until all eternity, but if enough people wanted to take this chance with me, why not. Fearless ventures into the unknown are my specialty.

    After the publication of the idea, the Freak Show larp raised discord in social media. The project was thought to be disrespectful and insulting because of its subject. The reaction was as if we were robbing graves and bringing dead bodies back to life, and I did feel as driven to follow this path as doctor Frankenstein did. My goal with the Freak Show, as with all my art projects, was to make the world just a tiny bit better, take away some fear and add some compassion.

    Our ability to create the event without being insensitive or even hurtful was mistrusted. It was publicly demanded that our crew should have members of the minority about which we were creating a larp. As creators we were pressured to out our connection to being a freak and our experience of otherness to justify creating the story of Freak Show. Demanding organizers to lose their privacy is cruel. We did not agree.

    It was also demanded that our representations of this minority should be realistic. Larps aren’t real or realistic. Reality doesn’t have a limited duration and safety rules. Believing that larps could give you a realistic experience is insulting towards the people who experience the real thing. The intent of the larp matters far more than the level of realism achieved.

    Creating public pressure towards stories of minorities in larp will make the visibility and status of minorities worse. The fear of being offensive should not become crippling. It will end up pushing the already marginalised people even deeper into the margin.

    Seeing how much fear just the idea of a freak show larp ignited, I think the project was important. Living through stories will increase understanding and compassion, and if we want to move the limits of normal into more humane positions, we need to tell stories of people that are outside normal. We can’t let fear or public pressure stop us. If I am wrong and my passion is insane, my creations will surely hunt me down, just like they did Frankenstein.

    Freak Show larp documentation drawing by Aarni Korpela.
    Freak Show larp documentation drawing by Aarni Korpela.

    Brains

    Who shall conceive the horrors of my secret toil as I dabbled among the unhallowed damps of the grave or tortured the living animal to animate the lifeless clay?

    Mary Shelley, Frankenstein

    I gathered an international crew to create the Freak Show together with me by posting ads on larp forums on Facebook. The budget was tight, so I could only pick five people. Out of 13 applicants I chose Alessandro Giovannucci, Dominika Cembala, Martin Olsson, Morgan Kollin and Simon Brind based on what they wrote to me about their skills, motivation and experience. I included one inexperienced crew member as I always want to give someone the opportunity to learn and grow.

    Long distance work with a crew of varied backgrounds and nationalities was like sailing an unfamiliar ship in unexpected weather. At times it was hard to understand what works and what doesn’t, and why. For me, the biggest challenge to overcome was to get every crew member to communicate about their problems so that they could be solved. We had so many different working and communication cultures, that mixing them and building a new functional one was difficult, a process that continued throughout the project.

    One of the best decisions I made was to have a video call meeting every week throughout the whole project. As we had such varied ideas about how to work together or create a larp and could never meet physically, this face to face contact was essential to run the project.

    During the nine months of production there were miscommunications, surprising life events and lack of motivation. On the other hand, there was pure creative joy, enthusiasm and strength in combining varied skills and backgrounds. Whenever we had a crisis or a problem to solve, our diversity was a clear asset. Whenever we needed cumbersome things actually done in time, our lack of face to face contact was a problem. A multinational long distance crew is great for designing and not so great for actually getting the work done.

    I set three design guidelines for the project:

    • Does it create play or enhance immersion? If not, don’t do it.
    • Does it give players tools to explore the themes? If not, don’t do it.
    • Treat characters and the subject of being a freak with respect and dignity.

    These guidelines helped us focus on the right things. In the end we were happy to notice that almost everything we created for the event actually came into play. What we did affected the player’s experience directly, there was no work done in vain.

    Skin

    His yellow skin scarcely covered the work of muscles and arteries beneath; his hair was of a lustrous black and owing; his teeth of pearly whiteness; but these luxuriances only formed a more horrid contrast with his watery eyes, … his shrivelled complexion and straight black lips.

    Mary Shelley, Frankenstein

    The practicalities of the event were almost completely decided for us by the owner of the site. We had strict limitations and high costs. In many cases this meant that we had to do something badly or not do the event at all. For example we had to buy food from the owner and it had to be served at his hotel at certain times, not at the site, which was far from ideal.

    The site itself was an actual ruin and under the bombardment of vandals, the current and the new owners and multinational companies connected to the deal that was negotiated in the meantime. Over half a year, large structures, furniture, windows, doors and even staircases disappeared, electricity and water became unavailable where they should’ve been and some areas got into far more rapid decay than anticipated. The site was out of control. We had to accept that, even though much of the extreme situations came as a surprise, such as one of the largest usable inside spaces being totally covered in a thick layer of soap, courtesy of vandals.

    The ruin of Wasalandia would never be a safe game site by any standards, but this project was for sensible adults who could take responsibility for themselves. There were dangerous materials and places. In exchange, we had the freedom to rearrange and actually build things. The site was vast and filled with buildings and random items. It was overwhelming. In this larp real, actual exploration and building was a major part of the game and the players enjoyed it immensely.

    From a player perspective the abandoned Wasalandia and the actual circus tent with its sound and lighting equipment were half the game. The players did actually build different usable spaces during the game and practised and performed in a real circus tent. The atmosphere of the site and tent was intense and the struggles to create a new home for the Freak Show and the joy of finding usable items and furniture were real.

    The magical wonderland the players managed to create in the ruins during the game blew us all away. For example, the players got the wheel of fortune and lights working in a building that was supposed to not be usable, built a space with red lights and roses for intimate burlesque shows, found a full clown costume and built a cathedral in an old restaurant. Using the site in any way we could imagine was truly a unique opportunity and experience.

    Muscles

    “I was dependent on none and related to none. The path of my departure was free, and there was none to lament my annihilation. My person was hideous and my stature gigantic. What did this mean? Who was I? What was I? Whence did I come? What was my destination? These questions continually recurred, but I was unable to solve them.” ― Mary Shelley, Frankenstein

    Our greatest success in the Freak Show was getting the players we had. They were very motivated, amazingly talented and created a beautiful story and experience. Getting great players was not pure coincidence.

    We designed the application process to search for motivation and capability to create with us. We were not interested in any other qualities like age, gender, experience or country of origin. We knew that in the timeframe and resources we had, we could not create everything but were heavily dependant on players creating their own game for themselves. This game would be a sandbox, a chance to play what you create towards a fixed ending.

    We designed a blind casting, where you applied to a certain character. The characters were described with a few inspirational sentences and the player was to develop the character further and send us a short text about it.

    After the signup closed all crew members voted for each application and the highest scores got in. It was easy to pick the most creative and motivated sounding applications. Many of them moved us or made us inspired and excited. The applications were also a great starting point to develop the characters further with the players.

    Heart

    I shall commit my thoughts to paper, it is true; but that is a poor medium for the communication of feeling. I desire the company of a man who could sympathize with me, whose eyes would reply to mine.

    Mary Shelley, Frankenstein

    In creating anything I find motivation the key factor. Everything else follows with more or less work, but without motivation nothing happens. In the Freak Show we focused on creating the players motivation to create an experience that would inspire and move them. This is why we chose to create characters together with players in a discussion.

    The character creation video calls with players were one of the most amazing experiences in the project. At it’s best they were enthusiastic brainstorming, player and writer driving each other on and creating an amazing story and person together. With this discussion and letting the player affect everything each character became an amazing piece of art and far better than any writer could have created on their own. The player’s motivation to play the characters that had been handcrafted to fulfil their wishes was high, which of course affected the larp immensely. Motivated and enthusiastic players create magic.

    Lungs

    Anguish and despair had penetrated into the core of my heart; I bore a hell within me, which nothing could extinguish.

    Mary Shelley, Frankenstein

    The themes of Freak Show were otherness and being an outcast. They were born from that first moment of inspiration. As outcasts the freaks had magic and freedom, but the price was terrible and they were slowly perishing, just like the ruins of Wasalandia.

    Every character was a freak or an outcast, some visibly, others in other ways. There was deformity, mental illness, physical and mental disability, unaccepted love and sexuality, passion or power and unforgivable crimes. Otherness was woven into all characters, all had a strong reason to choose the hard life of an outcast and all characters had different emotional responses and coping mechanisms. These together created a network of viewpoints to explore the themes inside the game.

    The players who played on a very physical otherness, like the conjoined twins, and thus felt the otherness in a very concrete way, may have gotten the most intense experience. Some of the others had a harder time connecting to the themes, as the family of freaks was very accepting and this made them feel quite normal. Having more interaction with normal people who treated them as freaks and outcasts would have benefited the game.

    Eyes

    I see by your eagerness, and the wonder and hope which your eyes express, my friend, that you expect to be informed of the secret with which I am acquainted. That cannot be.

    Mary Shelley, Frankenstein

    I feel that photos never truly capture a larp, they are pale shadows compared to the experience. Larps are mandalas, made as perfect as they can be with extreme effort and then suddenly gone forever. All larp reproductions are flawed and lack the original essence, the true beauty that made the experience remarkable.

    At its best, larp photography gives us tools to remember. At its worst larp photography gives us tools to gather validation in social media on the expense of the actual experience. I did not want photos of the Freak Show for two reasons: because I wanted to protect our players from the social media outrage caused by the subject of the game and because I did not want the need for good photos to take away from the focus of playing.

    We used a group of artists to document the Freak Show larp by drawing. The artists were woven into the world by making them a meta-technique to represent the feeling of the end of times. In the game world the artists were watcher spirits that came to document the events when all is ending. They had black shroud costumes that hid their features. Whenever a watcher spirit stopped to draw a player, the player felt the gaze of God or the Devil on them. The watcher spirits were present for the last eight hours of the larp.

    The watcher spirits worked pretty well. The situation was very challenging for the artists and at times overwhelming for the players, but all in all it was a good experience for both. In my opinion the drawings captured the mood of the game in a beautiful way. Fleeting impressions with heavy interpretation fit the Freak Show better than photographs. The unusual documentation method also gave the players a feeling that the event was something very special and unique, which added to the magic of the experience.

    Cause of Death

    ‘But soon’, he cried, with sad and solemn enthusiasm, ‘I shall die, and what I now feel be no longer felt. Soon these burning miseries will be extinct. I shall ascend my funeral pyre triumphantly, and exult in the agony of the torturing ames. The light of that conflagration will fade away; my ashes will be swept into the sea by the winds. My spirit will sleep in peace, or if it thinks, it will not surely think thus. Farewell.’

    Mary Shelley, Frankenstein

    We rented a circus tent from a real small Finnish circus for the Freak Show. The day before the game I was watching them erect it. An old carnie, the tent master, was having a smoke and chatting with me as the Moroccan brothers were setting up the support beams. “It feels funny to have real circus people around as we are just going to pretend to be a circus for a while.” I said. The tent master inhaled smoke and looked at me in the eyes suddenly very serious, almost moved. Something shined behind the old man’s grey eyes. “I don’t think it’s funny at all. You are not just playing.” I was confused, but moved. He struck a chord. The tent master looked at the slowly rising tent that he had travelled with for decades. “That the idea of circus has inspired you to do this, that is truly beautiful.” I held back tears. The old carnie smiled and took another drag.

    I agree. What we did that weekend was truly beautiful. As all tragic, life-changing beauty, it also had to die to preserve its magic. The beauty of a larp dies as soon as it is born, leaving only echoes, vibrant after images that soon start to fade. It can’t exist in any other way.

    Re-animation

    The Freak Show gave birth to lasting friendships, deep realizations, life-changing experiences, amazing artwork and beauty. Four people took tattoos after the event to always remember it. Can I take credit for these achievements? No. I did not make them. Would all of this have happened without me? No.

    As a larp creator I see myself as a person who makes things possible. With the Freak Show, I think I made important experiences possible for several people. To me that is worth all the work, stress, trouble, critique and even hate I received for doing this project. I am satisfied that I took the chance and leapt into the unknown.

    Will the Freak Show be re-animated? Perhaps, in another time and country, in a different abandoned place seeping with tragedy. If you know just the place, have the needed tools to bring a beautiful monster to life and want to take this journey with me, I’m open to suggestions. My passion to create false lives is still burning.

    Freak Show larp documentation drawing by Kaspar Tamsalu.
    Freak Show larp documentation drawing by Kaspar Tamsalu.

    Links

    Freak Show larp website: http://martinolsson.github.io/freakshowlarp

    Freak Show documentation drawings: https://drive.google.com/drive/folders/0B6zJauE8ICngUk1pRHhFNWQ4aVE?usp=sharing


    This article is part of Re-Shuffling the Deck, the companion journal for Knutepunkt 2018.

    All articles from the companion can be found on the Knutpunkt 2018 category.


    Cover image: Freak Show larp documentation drawing by Andrei Kedrin.

  • Let’s Talk Freak Show

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    Let’s Talk Freak Show

    Written by

    An honest, possibly scrambled, and very emotional review and critique.

    Trigger warning: Contains coarse language and depictions of violent acts.

    In September 15-17, 2017, I attended the larp Freakshow by Nina Teerilahti, Alessandro Giovannucci, Dominika Cembala, Martin Olsson, Morgan Kollin, and Simon Brind. The larp was held in Vaasa, Finland.

    Pre-game painting of Charlie “Edge” by Aarni Korpela.

    This was a larp about Otherness. About what it means to be different inside a community where different becomes the new normal. We were a travelling freakshow consisting of real freaks and “carny” folk. We had conjoined twins, a bearded lady, a birdman, an albino, a mermaid… and there was a lot of supernatural stuff going on. Actual magic. An alien queen, the Paraca, who had been worshipped like a Goddess by an indigenous tribe in Peru many years ago. And an immortal badass — yours truly — spiced up our experience quite well.

    What caught my attention very early on was the prospect of playing on a real life abandoned amusement park. And we did. It was grand; it was eerie. We had a huge circus tent and a lot of run-down places to explore. Of course, off-game we had to be very careful, since there had been actual destruction and chaos on the site. Most of the garbage laying around were not props, although there were a lot of easter eggs to be found. I loved this little touch; we could find plush animals, clothes, photographs, letters, and even in-game money just casually scattered over the huge site. This led to something happening in the game that I would not have expected or even dreamed of.

    Five minutes into the game, the hermaphrodite Vic came up to me, holding a small teddy bear in a clown costume. They gave me the teddy bear. I named them Fuckface. And from that moment on, my character carried Fuckface around everywhere, introduced them to everyone, and even held a baptism for them on Sunday. It gave me so much unexpected play and hilarity. I loved it and I’m very sad that Fuckface was gone on Sunday evening when everything ended. Haven’t seen the little fucker since.

    leather bound person standing in front of a freakshow poster
    Pre-game painting of Vic by Aarni Korpela.

    But let’s start from the beginning. How did I end up there?

    In a larp group on Facebook, I noticed the trailer and website for Freakshow and I was immediately intrigued. I read the brief character descriptions and fell in love. I wanted to see them come alive. I wanted to be them. On the website, there were really short summaries of who the characters are, their powers, their dilemmas. Interested players would then have to sign up and fill in a form, providing information about how they felt they could fulfill the role they chose. I’ve never seen this method before, but I found it interesting, although it fed into my anxiety quite a bit.

    After a while of contemplating, I decided to actually sign up, although I knew there could be issues arising from me possibly starting a new job exactly around that time.

    drawing of bearded man with feathers
    Drawing of Birdie by Vira Takinada.

    At first, I was in love with the character called Birdie. They were described as a dark, tortured soul, suffering from feathers growing on their body and seeking relief in drugs, which they would take but also distribute.

    But there were already three people who had applied for that role, so I chose to refrain from it and rethink my choice.

    Then, I stumbled upon Zombie. Zombie, the undead, was described to be a person who is numb to any form of touch or physical pain, with a full-body skeleton tattoo to stretch that point. But on the inside, they are very much alive and have a great deal of feelings.

    painting of an undead woman with face tattoos and piercings
    Pre-game painting of Zombie by Aarni Korpela.

    In the application, we were asked to describe what we were going to do with the role, and I said that I would not do the huge tattoo for various reasons. One of those reasons was that I have a bunch of colorful tattoos myself and I didn’t see myself capable of pulling something like that off, having to cover my own ink and then creating something of that scale. I was sure I wouldn’t get the part, because I basically shut down a major design idea. Also, the prospects of having six people who have never even met me evaluate my “worthiness” of playing a certain role bothered me for quite a while. Who are these people? What gives them the right to judge me based on what I wrote on a form based on what I wrote in a language that is not my first, not even my second language?

    I took issue with wording like “evaluating,” because that for me added pressure to the situation, and I’m very perceptive to pressure.

    But I got the part. I was ecstatic to say the least. I got to play Zombie the Undead. I had a Hangout session with my character designer. All of the players were assigned one of the GMs to help us create our characters and their background stories. Yet again, this was something I had never encountered in a larp before and I found it fascinating. For me, it went very smoothly, beautifully. We created something intense. Something real, despite all the supernatural that was going on within the concept. It was actually me who created this story of Zombie being immortal when subjected to physical violence. Not even a bullet to the head could kill her. This led to a frustration within the character — a frustration with herself, with death, with the world. Ultimately, it led to her decision never to kill a person. Because why would she grant anybody the satisfaction of dying when she can’t? “Fuck em, I’m not helping.”

    Painting of a person in long red coat and tutu
    Painting of Rocky by Vira Takinada.

    I made connections with a handful of players way before the game and I am forever grateful for those friendships that grew out of this process. They made my experience all the more magical.

    During preparations, I set Zombie up to be a reckless, loud mouthed danger to society and first and foremost: herself. She would blindly run into any kind of fight or even harm herself deliberately to prove a point. Also, I described her to be kind of a comic relief, to stretch the point of her being illiterate and thoughtless.

    When the date of the larp came closer, my anxiety started to take hold of me again. I have that, it happens. I thought things like… what if nobody likes me? What if nobody enjoys my kind of play. What if they find me to be annoying or unapproachable or just unworthy of their time? What if I do everything wrong? What if I don’t do enough? What if I cannot provide them with good play, which I so desperately want to do more than anything else?

    And then I went there. And it was wonderful. It was an atmosphere of immediate love, support, and understanding. Family. I got to know people in the Helsinki airport and the bus from Helsinki to Vaasa. We talked about what we could do with our characters. We tried to catch each other’s vibes to find out how to approach each other in- and off-game. I liked that. I needed that. After the game, I received beautiful feedback, saying that my portrayal of Zombie made her seem like an actual person, not like a one trick pony caricature with no depth. I hold this compliment very dear to my heart.

    person with goggles looking at a crystal ball
    Painting of Ilmarinen by Toon Vugts.

    In the workshops before the larp, I feel that one thing was missing. Beforehand in the Facebook group, we had established “shared memories,” which were situations in which we could choose to have our characters participate and show the others how everyone would react to them. I think it would have been very beneficial to the game if we had repeated at least some of the shared memories, just to refresh common knowledge within the group. This practice could be helpful for other games that use this method as well.

    There is one shared memory in particular I feel the group should have refreshed: What does your character do when the big bad police come? Do they hide? Do they approach? Because the police did indeed show up at the site. And Zombie, who I had established to be a fucker-upper of the everything, could approach them without anyone batting an eye. In the shared memory, I had written that Zombie wouldn’t hide from the police, but needs to BE HIDDEN from them, which meant physical removal of her from the sight of the police. But nobody remembered that and everybody was so overly nice and considerate of everybody’s game, so nothing happened in that direction. And when a local (NPC) priest showed up, I even took it up a notch and was the first one to greet him and “show him around,” spewing typical Zombie bullshit while at it, and in the end, making that poor Reverend very, very uncomfortable by showing off what the Zombie do.

    person with long red hair and blue scales
    Pre-game painting of Scales by Aarni Korpela.

    Being nice and considerate is not a bad thing. At all. I just think that the overall niceness and the uncertainty about physical boundaries amongst players (and NPCs) prevented some intense play which would have totally been possible and necessary. Maybe it would have been beneficial to do an overall round of “Who is okay with physically intense play, being touched, grabbed, held, etc.” at the workshops, so that we would have gained an overview and more certainty. Because my personal physical boundaries are at an estimated radius of -1. Grab me. Do it. Meanwhile, others need more space and/or are easily intimidated, which is absolutely fine and to be respected. So yes, more clarification on that would have helped.

    The meals were something that didn’t give me much play, personally. I was very out of it for the most part. I felt confused and also I was forced to stop scenes, because we needed to go to the restaurant, which was about 1km away and we had to walk there. It felt unnatural to me, to see these people who just ten minutes before were arguing, crying, doing rituals or what have you, stand in line for lasagna in a cantine. I personally lost scenes, because we were interrupted by someone telling us to come to dinner or lunch. A set timeframe for meals and an open invitation to go and have the meals when it actually fit into play organically would have been better for me. Especially since we were instructed to be completely in-game for the meals as well.

    Painting of Ophelia by Vira Takinada.

    One thing that fascinated me from the first time it was announced was that there will be no photos of the game. Only drawings. A group of phenomenal artists was invited to come to the game and draw us. On Saturday evening, they played NPC town folk who came to the sideshow. That was really cool and I enjoyed them a lot. They gave my character a push towards a kind of inner development I would’ve never expected. Other players brought up the point that the town folk should have played in a more antagonistic manner, which does make sense. But I think this played into the issue of everyone being too nice in- and off-game, so there was no escalation at the sideshows except for the police threatening Big Sister. But that was in her “office,” pretty secluded and out of sight for the people who were doing the sideshows, so most of us had none of that play.

    On Sunday, the real action for the artists started. They were playing “watcher spirits,” wearing black veils, walking around the site and drawing us. We were instructed to see them as an invitation for an inner (or outer) monologue and to feel the presence of either God or the Devil. A sense of impending doom. A very neat idea, of course. But in the actual game, it was a bit much. There were 11 watcher spirits roaming around the whole day and I felt that the players were not willing or able to play 8 hours worth of depression. That one of the spirits came up to me and hugged me in-game added to my confusion as to what to play on here, but I later on learned that they weren’t supposed to touch us and the person playing the spirit just thought I looked so sad. Which I was. I mean, Zombie was. And it’s totally fine, I had a fun story to tell off-game and chose to not play on it in-game. Overall, I think a lot of us were overwhelmed by the amount of dark creatures watching us and also we felt that we needed to play on constantly growing despair and misery. That was a bit much. I made the decision for my character to try and get people in a good mood again and it kinda worked out in the end.

    Later on I had the pleasure of meeting the artists off-game and talk to them. It was glorious and I adore them all to bits.

    woman smoking, man in tophat, and clown
    Drawing of Charlie (top), Tick (left), and Yin (right) by Kaspar Tamsalu.

    At the game itself, I had a blast. I have this thing where I very quickly create catchphrases for my character once I start playing them. This is a sign of me really being in there. So apart from calling everybody “motherfuckers” or just plain “fuckers,” Zombie had a choice of catchphrases and I really punched in the point of her being illiterate. She couldn’t read, write, count, or even read a clock. She approached someone to ask them what the money that she had just been given was worth. It was a fiver. It was big money. She also started to title everybody with “the.” The Rocky. The Scales. The Charlie. The Mabel. It was kind of a unique thing for her and her way of speaking and I highly enjoyed it.

    Very quickly, I found Zombie to be a character who was incredibly — and inexplicably — trusted within the freakshow family. She could approach any group at any time and would’ve been told what’s going on. She learned secrets, theories, and a whole bunch of nonsense she then took and spread all over the place. “Have you heard?” was one of the most spoken sentences.

    This trust that I received cemented Zombie’s loyalty towards what she perceived to be her family. She called Big Sister — the second owner of the Norman Sister’s Freakshow — “Momma”; she referred to Atlas — the strongman who now worked as the janitor for the show and had a marriage-esque relationship with Big Sister — as “Daddy.” This started out as an off-game joke. I just took it and ran with it. It worked out beautifully and gave me so much emotional play.

    bald man with a triangle on his forehead and tarot cards
    Pre-game painting of Oracle by Aarni Korpela.

    Zombie cried. She was angry. Frustrated. Hurt. Desperate. Hopeless. Sad. It was a pleasure to play. She was a pleasure to play. The triggering moment for Zombie’s crying happened on Sunday morning. It was truly a sight to behold: Zombie leaning on the Oracle — who was stone-faced like always — and sobbing desperately in grief and anger. The Oracle was a character who could see the future, but had no power to influence it in any way. He firmly believed that nobody could escape fate. Zombie got into an argument with him over the death of Hope, the teenage son of the Freakshow owner, Little Sister. Hope was bludgeoned by townsfolk on Saturday night and the whole group was to discover his body at the gates of the amusement park on Sunday morning. No character was unfazed by this. Everyone of us had some kind of reaction and started their own way of mourning.

    Also, Zombie’s story of not having killed anyone came full circle. I made sure everybody knew this for a fact, as well as the reason for it. Zombie even said it to the police officer who kind of interrogated her. “Nah, I haven’t killed nobody.” And the Oracle said, “Yet.”

    At the last performance, Zombie and the Paraca planned to outsmart the Gods with a human sacrifice that won’t die. They wanted to perform a protection ritual to benefit the show and save them all. Because Zombie was known to be immortal to some extent, the two of them agreed to sacrifice her on stage. But of course, that plan failed horribly.The Paraca noticed that the ritual wouldn’t work without anyone actually dying and begged Zombie — who she had stabbed and partially gutted with a knife right before as part of the ritual — to kill her.

    Painting of Paraca by Vira Takinada.

    “Don’t make me. Please don’t make me. I can’t. Don’t make me. Don’t make me.”

    “Do it for the family!”

    Zombie turned her face towards the audience in the circus tent.

    “I love you.”

    And stabbed the Paraca in the heart.

    After that, Zombie was eventually taken off stage and given a blanket… and sat somewhere on the side. That led to me not being able to enjoy the ending fully, because my perspective didn’t allow it. That’s something I regret dearly. But everything happened quickly, so I guess it slipped all of our minds to seat the Zombie and her gut — a piece of intestine I made for the show and carried around with me after being sliced open in game — somewhere more convenient.

    A pale woman posing with their hands in her pockets.
    Painting of Zombie by Vira Takinada.

    I want to end this review by elaborating on something that I said during the debrief:

    I learned from Zombie to let people love me. Because I usually don’t. I tend to try and be strong for everybody yet push people away when it would be my turn to show vulnerability. Zombie was loved. She had a family. She also had to learn to let people in and let them care about her. That is something Jasmin needs as well. I thank you all for this experience. For the enlightenment. For giving me a good giggle when we were told at the debrief to find a character we hated, to talk the experience over with them… and I actually stood there alone for a minute because there was no real hate for Zombie.

    Thank you for everything.

    For the baptism of The Fuckface Charlielover von Ballsack I, the teddybear in a clown costume. That fucker got his soul saved.

    And I bid you all goodbye.

    Fuck-cerely yours,

    Grace Boleyn, Zombie the Undead


    Cover Photo: Painting of the Freakshow larp set by Toon Vugts. Image has been cropped.