Tag: Germany

  • Telling Character Stories

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    Telling Character Stories

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    There are many ways to tell a character story. Nordic larp design often implies that characters are written by the larpwright(s). Relationships and turning points in character stories are set up from the start, often being part of the overall design of the larp. With authorship comes a certain degree of ownership and control over the character for the larpwright. The player who receives such a character, continues telling a story that someone else started and owns.

    German larp design mostly leaves it to the players to bring characters they created completely on their own. Characters belong to the player alone. The story belongs to the player and every larp (and every piece of downtime in ongoing campaigns) is another piece in an ongoing tale, which the player influences as she sees fit. Those characters live whenever and wherever the player decides and often collect years of relations, experiences and tales at numerous events.

    This article will explore the effects and implications of a self-written, player-owned character on different levels: How do larpwrights, organisers and game masters incorporate this kind of character into a game? What is the influence on design choices? As a counterweight to the German concept, the article will look into the character creation at College of Wizardry (Nielsen, Dembinski and Raasted et al., 2014-).((College of Wizardry is a weekend larp, depicting the school life at a college for witches and wizards in an alternate version of our current reality.)) Originating from a nordic tradition of pre-written characters, the rerunning larp now faces an increasing amount of characters that are player-written. It will become apparent why both plot-driven and character-driven larps can incorporate self-written characters and how this can enhance the individual player’s experience.

    1. The German Concept: Bring Your Own Character!

    1.1. Terminology

    Talking about “the German concept” of larp characters does not imply that there is only one way all characters are made. The German larp scene includes a growing variety of playing-styles. This article will, however, focus on the most common way of character handling that is typically assigned to German larp. From here on, I will work with the following definition of “the German concept”: A player comes up with a character idea independently from any larp. She developes a background story and traits based on the initial idea, as well as a costume and possibly even props. The character may or may not be attached to the backstory or world-setting of any larp ever played. Anything from using pen & paper inspired backgrounds, references to settings from novels and movies, to free floating ideas is possible. There is no corrective or norm to follow. The only limit that has to be taken into account is the genre of the larp the character is supposed to belong to. As most German larps can still be summed up as based in a “fantasy” setting in the broadest sense, that will be the reference frame for this article.((Considering plot, the roots in pen & paper show again: The setting of most larps is “fantasy,” ranging from low fantasy (most characters would be thieves, rogues, healers or knights, plots are about politics, justice and fighting the evil) to high fantasy (characters such as elves and other fantastic races get involved, plots are about demons, rituals, otherworldly menaces and evil witches and wizards, etc).)) The newly created character may take part in campaigns such as ConQuest((Commonly known as ConQuest of Mythodea, mostly referred to as Mythodea in the international scene.)) (Guess et al., 2016) and Drachenfest (Schlump and Wolter et al., 2016) and may attend any other smaller larps of different campaigns, or events that are not associated with a campaign at all. There are no restrictions: any event can be attended with the same character, even if the different games do not refer to the same setting. The same character can be played in different campaigns.

    The word “campaign” is not used consistently in German larp. The biggest ongoing campaign is ConQuest of Mythodea, with three annual events, of which two add to the main plot.((ConQuest being the main event. Jenseits der Siegel serves as a prequel to this. Chroniken von Mythodea is set in the same world-setting and loosely tied to the plot of the main event.)) But “campaign” is also used to describe a loose assemblage of larp settings. Among various, one is well established in Germany: The so-called Mittellande Kampagne. (Deutscher Liverollenspiel-Verband, [date unknown]) This “campaign” works as a giant sandbox. Depicting a fantasy world, it contains various fictional countries, that vary in politics, population, and subgenres. Over the course of years, many larp organisers have established plotlines that tell the story of a freely scalable part of the fictional continent and uncounted one shot larps have been played in this setting. Other campaigns exist under this definition, but are less frequently played upon. (Larp Wiki, 2106) In this article, the term “campaign” refers to events like ConQuest of Mythodea and, to add another European example, Empire in the UK.

    Nevertheless, the very structure of the Mittelande Kampagne reflects the German approach to characters and their stories: It creates an environment, in which players have a huge variety of options on which larp to play next with one character and thus determining how the story continues, while the setting remains vaguely consistent as a bonus to the consistency of the character story.

    1.2. Roots of the “German Concept”

    In contrast to Eirik Fatland’s assertion that nordic larp has its roots in psychodrama (Fatland, 2016), larp in Germany emerged quite firmly from the pen & paper gaming tradition. Presumably the first German larp-like events took place in the late 1980s. The first event which is acknowledged to meet the definition of a larp in Germany and was directed at a public audience took place in 1991 under the name Dracon 1. (Neupert, 2002)

    Coming from a gaming tradition, early German larps were heavily regulated by rule systems, which defined what a character could do with a certain amount of experience. As the active larp scene developed simultaneously in different parts of the country, a number of rules systems were published, none of which achieved a leading position across Germany.((Prominent rule systems were among others: DragonSys, Phoenix-Carta, Silbermond, That’s live. As German larp develops away from the gamist approach of the early days, WYSIWYG “rules” now mark a majority of the games held. (Bolle, 2010))) What they had in common was a game-like structure: Skills were bought with experience points, which were gained by attending a larp. The aim was to translate pen & paper rules to a playable and practical framework for larp. Even the conversion between different rulesets was regulated,((Most larp organisers offering a set of “house rules” on how to convert your character from one system to another.)) enabling players to attend more events with the same character. Attending many larps was, save few exceptions, the only way to get to play a powerful, capable character. As previously stated, this collection of experience points could extend over campaigns and stand alone events alike. The amount of experience points that a character would receive after a larp depended on the duration of the event: One day at the larp was rewarded with a fixed amount of points. The skills and power had to be earned over actual years. Personal and systematic progress of the character went hand in hand.

    Today, the strict obedience to rule systems is broadly abandoned. Although many events still o cially follow a rule system, the rules have less influence on the actual game, which mostly shifts to a variation of WYSIWYG, called “you are able to do, what you are able to depict.”((“Du kannst, was du darstellen kannst,” commonly referred to as “DKWDDK.”))

    1.3.Practical: Implications, Influence on Design, Problems and Solutions

    1.3.1. Prerequisites: Players “versus” NPCs

    From the first events up until now, German larp has developed many forms of organisation and structure. Again, to make the case more clear, I will refer to the best known and widest spread structure, which is also typically connected to the fantasy setting. The larp is run by organisers and a rather big amount of non-player characters (NPCs), aiming at a 1:2 ratio between players and NPCs. The NPC roles vary in quality and importance, but altogether, they drive the plot.

    Because the characters don’t come along with a backstory that is inherently connected to the plot, they cannot be used to trigger events. This task falls completely to the NPCs as “tools” of the organisers, creating circumstances that push events forward. Characters and players alike start the larp with very little knowledge about the plot. Their task is to engage in play with NPCs, who carry information about the current in-game situation and try to manipulate the characters for their own advantage, give them mysteries to solve or help them in doing so. They can depict conflicting parties, which try to pull the players’ characters to either side. In general, NPCs are used to make the setting of the larp “come to life.” Dramatic escalation or factors such as time pressure to solve a plot are communicated in-game through NPCs. Depending on the game designers’ choice, NPCs can help move the plot forwards when it is at risk of being derailed by the players.

    1.3.2. Challenges for Organisers and Game Designers

    Along with this concept of character creation and ownership come a lot of challenges and implications for every party involved in a larp. Game designers and organisers certainly face the most of them. How can you create a plot, not knowing who will be there to take part in it? There are basically two ways to solve this challenge: One is to adjust the game as far as possible to the characters, which is mostly done for smaller events with up to 50 participants on the player side (e.g. Verushkou—Si vis Pacem, Bad Monkeys Crew, 2016). The second option is to let the characters adjust to the game, which has proven to be a good strategy for larger events, like ConQuest and Drachenfest.

    1.3.3. Know Your Players

    To gather information about the characters that will take part in the larp, many organisers combine the signup with the option to send in information about the background and special skills of the characters. This serves the purpose of identifying significant gaps between the planned plot and the set of people to solve it. Organisers get the chance to adjust their plans according to their audience and create personalized, small scenes for each player. This may be an individual in-game arrival to the site, during which players meet an NPC that in some way refers to their character’s background. It may also be a dream or vision scene during the game that picks up on personal plot hooks which the players gave to the organisers at sign up, intertwining the character’s story and the story of the larp. Less frequently, organisers design (side)-plots especially for the characters that have been announced to the game.

    Another influence of gaming tradition can be found in the “character check-in” and “check-out.” This used to be a standard procedure at German larps but has been dropped by many organisers over the course of years. During check-in, organisers go through the written character sheet and check if skills and experience points match and list up the items that a character brings to a larp. The check-out awards the character with new experience points and documents the new status on owned in-game items. The thorough, written documentation of the character makes it easier to switch between campaigns and settings.

    Although all these tactics give designers an idea of which characters are at their games and gives them the opportunity to a certain extent to tailor plot to groups, working with player-written characters does have the effect of disconnecting larp designers from their players.

    1.3.4. Beat Them with Mass

    If an event surmounts a certain size, it becomes undoable to adjust plot personally for each player. The challenge is met by offering a main plot for a certain set of characters, assuming that a fitting constellation will show up and/or that players will steer their characters towards the plot. Additionally, these events offer smaller side-plots. Those are designed for character types that will most likely not become involved in the main course of action and focus more on character game rather than following the more epic setup of the main plot. For example, a main plot could be “reconstruct an ancient magic machine to ward off a powerful demon” while a side-plot about “find out who stole the midwife’s healing herbs” happens. In events that reach a capacity of 1.000 and more players, again like ConQuest and Drachenfest, a part of the larp turns itself into a sandbox.

    1.4. German Character Concepts: An Epic Journey

    The process of writing characters is surprisingly badly structured and supported in Germany. Knowledge about how to create an interesting and functional character is not spread across players and most larp organisers don’t proactively support character creation for their players. It is assumed that players attend the larp with characters that are ready to be played. The responsibility for the playability of a character lies completely with the player.

    For creation, most players deduct from pen & paper experience. For example, they work with sets of questions that a player may answer about their character, determining background and traits, incorporating topics such as religious beliefs, biggest dreams and fears, turning points in life and so on.((Such as the sourcebook of the German pen & paper system Das Schwarze Auge, widely known in the German larp community (Römer, 2007, p. 294).))

    This process of creation leads to a set of recurring stereotypes((“My parents were killed by Orcs” has turned into a running gag in the German larp community. Additionally, many character stories are set up according to the archetype of the “Hero Quests.”)) and a huge amount of character stories that are very similar to begin with. The lack of originality in character stories leads to the common conception that telling another player your character background story is considered bad style both in-game and off-game. This does however not apply to telling the stories that make the character an original person, based on larps that have been played. The sharing of “war stories” around a campfire is an inherent part of German fantasy larp which is valued by many players as a part of what makes the spirit of a good game. The unoriginal starting point is kindly disregarded for the sake of stories that are truly unique because they were actually played out.

    The focus of character creation is not on making up a deep, highly dense and well designed character, but more about generating a starting point from which the player can immerse into the larp straight away, letting the course of events and the relationships that develop shape who the character is. This aspect of actually co-creating a character during the game is not unlike the process of creating character relations that takes place before a College of Wizardry run.

    1.5. Effects on Player and Playing Style

    Owning and playing a character in the long run also has various effects on the player side. These cover a broader range of categories. Starting on a practical level, one may assume that players planning on playing the same character across several events are more willing to put effort and money into costume and props. It can be argued that the longer a character is played, the higher the identification between player and character becomes.

    The longer a character story is being told, the more chances arise to form the picture of a natural person, including bad decisions, traumatic experiences, successes, romances, friendships and so on. Characters that have been played over years can grow to be a part of their player. They go through a development that may resemble the actual personal development of their player. “War stories” that a character experienced are told both in-game and off-game.

    Consequently, the death of a character is a highly important event to most players that is thoroughly planned to make it a memorable moment that is “worth it.” Players steer their character towards not dying on most of the larps they attend: They are less prone to take lethal risks to not end the story ahead of time, so for example, they may engage in physical conflict, but not without regard to their own safety. In this, the element of literally having leveled up a character with experience points over years certainly plays a part.

    2. College of Wizardry — A Sandbox for Your Character

    The College of Wizardry larps offer another perspective on how character stories can be told and fitted into the design of a game. There are two parallel developments to be observed with CoW: First, the opening of the initial setup from mandatory pre-written characters to opt-in pre-written characters and secondly, players extending the stories of their pre-written characters beyond the larp. Both developments are supported by the CoW game design.

    2.1. Nordic Concept: Pre-written Characters

    Locating CoW larps as a middle ground requires a look at the Nordic end of the scale. Just as for the “German concept,” there is no such thing as “the Nordic larp.” The applied approach to “Nordic concept” in this article will follow the idea of what is commonly perceived as “nordic” in the German larp community: Many nordic larps tell a standalone story not situated in a campaign. Characters are often pre-written by the game designers, including at least a basic setup for relations and personal character goals during the game. The characters are usually connected in a way that allow a low ratio of NPCs to players.((Of course, the defining aspects of a “Nordic larp” extend these parameters by far and it can be argued if there is a thing such as “the” Nordic larp.))

    In this setting, the game designers have a lot more potential influence on how the story of the larp will unfold. By retaining control of the characters, they can insert breaking points and levels of escalation beforehand by anchoring characters in relations and background stories. It’s possible to create a more coherent design, reflecting themes and moods in different elements such as plot, set design, props, and characters. The designers access and influence all layers of the game (Stenros 2014). The player takes part in someone else’s narrative, in which the character plays a fixed part.

    Opposed to that, the German concept means that a player continues to tell their own, independent character story in the framework that the larp provides.

    The more detailed the relations between characters are predesigned and the more their actions and goals during the larp are predetermined, the better drama and escalation can be anticipated and again be incorporated in the overall design. Games which follow this form are consequently much more characterthan plot focused.

    It can be argued that a pre-written character story, including connections to others, produces a higher level of drama at a larp than a self-written, unconnected character would experience. The fact that the nordic narrative is often more carefully crafted does not necessarily mean that it turns out as planned. Relationships and storylines that develop on the spur of the moment during a larp can be just as powerful as predetermined developments.

    2.2. Practical: Creating a College of Wizardry

    2.2.1. Design and Balancing of a Sandbox

    College of Wizardry is designed as a sandbox larp. Handing out characters that are only roughly sketched out, is a very different approach than predetermining every connection and in fact, the whole game is set up to give the players the biggest possible amount of freedom both in their playing style and with the topics they want to play on.

    “The larp will not fail because a certain character is played differently than it is written; it will just mean that different stories are created. This is important. Your character is your own.” (Raasted, Nielsen and Dembinski et al., 2014, p. 19)

    CoW follows a number of design choices that enable both self-written and pre-written characters and even allow the combination of the two concepts in one larp. Similar to the plot driven German larp that has been discussed so far, the key element for CoW is to give the players broad freedom in choosing the focus of their game.

    How a certain run of CoW turns out very much depends on how much players indulge into the co-creating aspect of the design. The larp offers both the space and time for different playing styles to coexist. No matter how many demon summonings go on in the dungeon, the college drama can still be gossiped about in the common rooms (Nielsen, 2016). Although the focus of character stories shifts from run to run, the overall framework that ties the larp together will still work.((Events that are fixed in time and place, such as lessons, school gatherings, and the Saturday night ball etc.))

    In a plot driven German concept larp, a lot of how well the larp goes depends on balancing the different kinds of characters. That can be done by announcing the larp to be mainly aimed at a specific group (rogues and thieves etc.) or adjusting the plot to the characters that actually attend, as described earlier. The individuals have a high impact on the game. Opposed to that, the structure of CoW is focused on groups and collectives. The College has to work as a whole and the Houses have to work as ingroups for their members. (Jankovic Sumar, 2016)

    This is achieved by a few, but effective fixed balancing factors at CoW: The large majority of players play students. Special roles such as headmaster, teachers, janitor and prefects are assigned by the organisers.((This may seem to be understood, but would not necessarily be in a German larp, where there is no given limit to how many kings and queens of made up realms may show up to an event.)) To make the collectives and groups at CoW work, players have to stick to the Houses and years their characters are assigned to. Whereas the design can take an excess of rich snotty students, evil characters or any other kind of personal alignment, it could not handle one missing House or a school in which no Juniors exist, because the game dynamic evolves around the interaction of Houses on a vertical and years of students on a horizontal layer. The design of CoW as a college eventually unites all individual characters due to the fact that they are all students in the first place. And in this, they are all the same and part of the same collective. (Jankovic Sumar, 2016)

    2.2.2. Character Creation

    After three runs, CoW went through a thorough redesign, removing all Harry Potter references and setting up a whole new background for the larp. What remained was the choice to hand out pre-written characters, which left vast options for individual interpretation and design by the players. (Again: “Your character is your own.” Raasted, Nielsen and Dembinki et al., 2014) Laid out as an international larp from the very start, CoW had to incorporate a broad culture of players. Openly created characters enabled various interpretations and playing styles. (Nielsen, 2016)

    The pre-written characters for CoW have never been balanced on a scale of royals and rebels, werewolves and hunters or other factions represented in the student body. Starting with a very diverse team of character writers and trusting the self balancing power of large groups as well as the natural inclination of players to aim for different styles, the organisers of CoW did not actively adjust characters to balance the game for the first five runs. (Nielsen, 2016)
    Relationships to other characters were suggested on an abstract level which fitted the character. For example, a bookworm would be suggested to find study partners, a dashing duellist would be proposed to assemble a group of fans. The characters were written action-focused, giving agencies for all kinds of play (Nielsen, 2016). Accordingly, suggestions for “things to do at the larp” were listed as inspirations to enhance the playing experience.

    The option to bring a self-written character was not proactively advertised, but was allowed by the organisers on personal request. For the very first run, organisers put a lot of effort into developing characters together with the players, which turned out to be impossible to uphold with the increasing feedback they received from outside the player community as the popularity of CoW grew. (Nielsen, 2016)

    One element of design, however, was written into the characters in order to set the tone for the larp. CoW was designed to be fun experience but also a serious larp, so most characters came with a “darker tone and atmosphere.” (Nielsen, 2016)

    For run 10, which is upcoming by the time this piece is written, the option to bring a self-written character has been incorporated into the signup form. A 50/50 division between preand self-written characters is expected for that run (CoW 10, Casting Document, 2016). Many players who’ve previously played with pre-written characters now opt to return with characters they’ve created on their own (CoW 5, Casting Document, 2016). It can be argued that this degree of opening up the sandbox even further is possible because of two factors: the mood of CoW has been successfully established and settled in numerous runs. And a huge part of players keep returning, carrying on this spirit both through their own depiction of their characters and actively helping newcomers and first time larpers to adjust to the setting (Nielsen, 2016). Foremost, this means to pass on the idea of creating an action-focused character and encouraging the creation of character relations.

    The combination of both the design focus on collectives rather than individuals and the strong player community enable CoW larps to not only incorporate self-written characters, but merge them with a set of pre-written ones.

    2.2.3. Telling CoW Character Stories — Extending the Game

    The organisers choice to hand over creative ownership of the characters to the players worked well for a large group of participants. As the runs proceeded, an increasing amount of online pre-game took place. Events leading up to the larps were played out in Facebook groups and chats and collaborative fiction. The social online platform “Czochabook”((“Czochabook; an in-game social media platform in which players sign up in-character. The platform mirrors a Facebook-style format and is thus immediately familiar and accessible to most players who choose to engage.” Ashby, Charlotte: Playing around the Event: The College of Wizardry pre-game and postgame, in this book)) served as a tool for characters to stay in touch and forward their plots (Mertz, 2016). After several games, uno cial spin offs were held,((The Debauchery Party, 2015 To hell and back, 2016, CoW5: A Midwinter Night’s Dream, 2016.)) continuing to tell character stories.

    For example, for a group of around 28 people, a story arc developed that started with pre-game before CoW5, extending to the spin off larp To hell and back after CoW5 had taken place, and ongoing text based role-playing up to CoW8, which was set up as a sequel to CoW5 and CoW6 (Jankovic Sumar, 2016). On the final event, most of the character stories of that specific group were led to some kind of resolution. The overall feeling was that they had now been told to a point at which the players could find closure.

    This dynamic developed due to the fact, that in the course of intense prebleed (Svanevik and Brind, 2016), bleed and immersion, the members of this group created not only an individual character story each, but a complex network of social connections that shifted and grew throughout the process.

    This development was heavily favoured by the action-focused design of the characters in the first place. Starting from pre-written characters, the intensity of the experience lead the players to embracing their characters as their own creations and they tasked themselves with telling their stories in the best (most dramatic, immersive and intense) way possible. Whilst this development in general resembles the German concept in so far as that the storylines evolved over a number of events, there are significant differences. A CoW character cannot be played outside the CoW setting and it is not possible to bring a character from any other larp campaign into the game. Instead of “just” attending more larps with one character, the players of CoW created events, plots and life for their characters outside the hands of the organisers.

    3. Conclusion

    At first sight, the difference between the German concept of character creation and storytelling on the one side, and the nordic-inspired approach of College of Wizardry seem to bear a lot of differences. Having taken a closer look, it has become apparent that both concepts enable players to take control over their character’s stories and the option to play them longer, either moving one character from larp to larp, or extending the story of one larp with pre-games, spinoffs and sequels. Both mechanics create high identification between player and character and thus intense immersion during the game.

    Both a self-written German character and a pre-written CoW character start as sketches that are designed to allow an action-focused, immediate start into a larp, where they can grow and develop during the game and in interaction with other characters. A part of that process is put before the game for CoW, where players create relations before the game, online and in workshops. As both design and player community favour the incorporation of self-written characters, CoW has successfully opened up to this character concept.

    In essence, the German concept and College of Wizardry prove that there are (at least) two core strategies to design larps for self-written characters: One is to adjust the larp to the characters, focusing plots on their backgrounds and skills and giving the characters a strong guidance towards a determined goal. The second one is to do much the opposite: Let the individual characters play freely in a sandbox, where they will be re-collected regularly in various collectives that frame the experience.

    Giving players freedom to run their own characters and play them over time—through pre-game or several events—has a chance to make them identify more strongly with their characters and immerse more deeply, even if the character only started out as a list of traits or two paragraphs on a character sheet. The war stories they tell are real, in a sense, not just written as background story. As they play the same character again and again (on Czochabook, in co-creative fiction or across events) they experience, grow, learn, and create stories that are much deeper than what you may find at a stand-alone event with no pre-game.


    Bibliography

    Personal Communication

    • Fatland, Eirik. A New History of Live Role-playing. Talk. Solmukohta: 11/03-2016
    • Jankovic Sumar, Edin. Email interview. [held 16/10-2016]
    • Nielsen, Charles Bo. Email interview. [held 17-Oct-2016]

    Ludography

    • Bad Monkeys Crew, Verushkou 2—Si vis Pacem. Strange Land e.V. 2016 [date of access 01/11-2016] http://www.strange-land.de/index.php?option=com_content&view=article&id=225&Itemid=99.html
    • Deutscher Liverollenspiel-Verband e.V., Mittellande Kampagne. [date of access 25/102016] http://www.mittellande.de/
    • Geuß, Fabian et. al., ConQuest of Mythodea. Germany: Live Adventure Event Gmbh. 2016 [date of access 30/10-2016] http://www.live-adventure.de/ConQuest/start.php
    • Geuß, Fabian et. al., Jenseits der Siegel. Germany: Live Adventure Event Gmbh. 2016
    • Geuß, Fabian et. al., Chroniken von Mythodea. Germany: Live Adventure Event Gmbh. 2016 [date of accessed 30/10-2016] http://kampagnenspiel.live-adventure.de/StartSeite
    • Mertz, Thomas. Kin. 2016 [date of access 25/10-16] http://getkin.org/
    • Moisand, Alexis, Alissa Murray, Sarah Verbisky and Ben ‘Books’ Schwartz. CoW5: A Midwinter Night’s Dream. 2016
    • Nielsen, Charles Bo, Dracan Dembinski and Claus Raasted et al. College of Wizardry. Poland: Liveform (PL) and Rollespillsfabrikken (DK), 2014-
    • Pennington, Matt et al., Empire. United Kingdom: Profound Decisions. 2016 [date of access 01/11-2016] http://www.profounddecisions.co.uk/empire?3
    • Schlump, Fabian, Sandra Wolter et. al., Drachenfest. Germany: Wyvern e.K.. 2016 [date of access 30/10-2016]. http://www.drachenfest.info/df/index.php
    • Skjøns ell, Aina, Martine Svanevik, Ingrid Storrø and Charlotte Ashby. To Hell and back. Oslo, Norway: Valkyrie Larp. 2016
    • Skjøns ell, Aina and Charlotte Ashby. CoW 3 Mini Spinoff: Two Parties. Copenhagen, Denmark: Valkyrie Larp. 2015

    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: Osmond von Bar, leader of the Heereswacht, during battle. Conquest of Mythodea 2016. (Play, Holger Sommer)

  • There Is No Nordic Larp – And Yet We All Know What It Means

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    There Is No Nordic Larp – And Yet We All Know What It Means

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

    “Nordic larp is like porn. I know it when I see it.”((Adaptation of a quote by United States Supreme Court Justice Potter Stewart (1964) ))

    Ten years ago, when first attending the Knutpunkt conference in Norway, I was humbled by stories about Hamlet, 1942 and other great games. Here, there were people actually stretching the definition of what “larp” means. It was an awesome, mind blowing experience for sure. There were a lot of talks about the larps that were influenced by the KP tradition and vice versa. There was no good term for these games, so usually the rather cumbersome “games in the KP/SK tradition” was used.

    When in 2010, Jaakko Stenros and Markus Montola published the book Nordic Larp documenting 30 larps belonging to this tradition, they effectively coined the term. It had been used before, but never with such a brand recognition. Still, there was no clear definition what “Nordic larp” actually means. In discussions, one of the main points is if the term is meant geographically or not. The Nordic Larp Wiki greets its visitors with the following words:

    “Nordic-style larp, or Nordic Larp, is a term used to describe a tradition of larp game design that emerged in the Nordic countries.”

    So far, so good. Is it a geographical description then? “Nordic” seems to imply this and the Nordic Larp Wiki certainly defines it this way:

    “Nordic-style larp is traditionally different from larp in other parts of the world[…]”((http://nordiclarp.org/wiki/Nordic_Larp))

    In 2012, Juhana Pettersson writes in States of Play (already subtitled as “Nordic Larp around the world”):

    “Nordic Larp is not the same as the larps played in the Nordic countries. Indeed, most Nordic larps are not part of the Nordic Larp design movement. This leads to the bizarre situation where the Nordic Larp movement can enter into dialogue with Finnish larp the same way it can be in dialogue with Russian larp.

    “Nowadays, the truly new stuff comes from all those Italians, Germans and Americans who have taken some of the ideas of Nordic Larp and made them part of their own artistic practice. Thankfully, instead of just assimilating stuff from us, they’re sending ideas back, becoming the new creative frontier of Nordic Larp.”

    So the definition from the Wiki is not very useful since there are:

    • Larps in this tradition which are not from Nordic countries;
    • Larps in Nordic countries not belonging to this tradition.

    So why is it still called Nordic? What’s so Nordic about Nordic larp? Maybe it is the origin of the movement. In his Nordic Larp Talk 2013, Jaakko Stenros tries to define “a” Nordic larp this way:

    “A larp that is influenced by the Nordic larp tradition or contributes to the ongoing Nordic larp discourse. This definition may seem disappointing, or even like a cop-out.”((‘What does Nordic Larp mean?’, Jaakko Stenros, Nordic Larp Talks 2013, https://www.youtube.com/watch?v=mL_qvBaxV5k))

    Not only a cop-out, but also recursive. Thus it is not very helpful if we want to get closer to the actual meaning of the term. Furthermore he continues:

    “Nordic larp is not a set of instructions. It is not even a coherent design philosophy. It is a movement.”

    Well, well – it’s also not a coherent design philosophy. At least that definition empowers anybody to define their own style as Nordic. And where is the nodal point of this movement? It is, in fact, the Nodal Point conference – Knudepunkt/ Knutepunkt/Knutpunkt/Solmukohta.

    Next, there is Jaakko Stenros’ version of a brand definition for the “Nordic larp tradition”:

    “A tradition that views larp as a valid form of expression, worthy of debate, analysis and continuous experimentation, which emerged around the Knutepunkt convention.”

    We are back to the KP/SK tradition. Not much Nordic left here though, because this tradition (r)evolves around the conferences and for at least ten years they have certainly not been entirely Nordic (in geographical terms) anymore and not the creative frontier (according to Juhana Pettersson above). Somehow we are getting nowhere.

    Let’s try a different approach. The book The Foundation Stone of Nordic Larp((The Foundation Stone of Nordic Larp, 2014, Edited by Eleanor Saitta, Marie Holm-Andersen & Jon Back)) was written to give a sort of “kickstart” into the Nordic larp tradition, collecting important articles from the now 20+ books published around the Knudepunkt conference. It describes Nordic larp this way:

    “The Nordic larp community differs from larp culture in other places. […] And yes, that’s right, there are other kinds of larps played in Scandinavia; the Nordic larp community is a specific and by now reasonably well-defined subset.”

    So, first sentence: kind of geographic. Let’s imagine the movement is what the author implies as a “place”, because the last sentence of the paragraph is clear about the term being non-geographic. Let’s try to define the term in other ways. Also from the above paragraph:

    “It spends more time telling stories that emphasize naturalistic emotion, it emphasizes collective, rather than competitive storytelling, and it takes its stories fairly seriously much of the time […]”

    Jaakko Stenros’ Nordic Larp Talk also mentions some of these characteristics:

    “It typically values thematic coherence, continuous illusion, action and immersion, while keeping the larp co-creative and its production noncommercial. Workshops and debriefs are common.”

    These are characteristics which undoubtedly are part of the tradition we are talking about. The Nordic Larp Wiki supports this approach as well:

    “[…]Here are a few examples of aims and ideals that are typical for this unique gaming scene:”

    If we accept the Nordic Larp wiki as a PR instrument, this is certainly cool, but as a reference about what Nordic larp actually means, this is maybe slightly too much self-adulation. Let’s have a closer look at these characteristics and ideals:

    “Immersion. Nordic larpers want to feel like they are “really there”. This includes creating a truly convincing illusion of physically being in a medieval village/on a spaceship/WWII bunker, playing a character that is very close to your own physical appearance, as well as focusing on getting under the character’s skin to ‘feel their feelings’. Dreaming in character at night is seen by some nordic larpers as a sign of an appropriate level of immersion.”

    Not only is this definition of immersion mixing in 360° for good measure, the sentence about the “truly convincing illusion of physically being [there]” is also not very Nordic (at least from my personal experience) even though some games are now trying to do exactly that. The second part talking more about actual immersion could be considered very Nordic, if you like.

    “Collaboration. Nordic-style larp is about creating an exciting and emotionally affecting story together, not measuring your strength. There is no winning, and many players intentionally let their characters fail in their objectives to create more interesting stories.”

    This might actually be one of the better indicators for a “Nordic larp”, but then, there’s plenty of examples from other game traditions where this is used as well – but maybe not the other way around. Maybe it is required, but not sufficient?

    “Artistic vision. Many Nordic games are intended as more than entertainment – they make artistic or even political statements. The goal in these games is to affect the players long term, to perhaps change the way they see themselves or how they act in society.”

    Artistic vision is hard to define, as is a political statement, but there’s certainly a divide between pure “entertainment” and “serious” games. But then, aren’t the ones without a political statement artistic in their own unique way? And what about the Nordic games which are not intended as more than entertainment?

    There’s certainly a lot of elements which are considered part of this tradition, but are they unique? Is “bleed”, “immersion”, “alibi” really Nordic? Are pre-game workshops, 360°, black box and debriefings? Furthermore, what is often described as “Nordic larp”, evolves with every game and every discussion about this tradition. Fifteen years ago, no game would use bleed or alibi or 360° in their descriptions (since the terms didn’t really exist) and even mechanisms, but still they were and are considered part of this tradition.

    One could argue the way Merleau-Ponty does and say that while many of these are often present, none needs to be to make it a Nordic larp. The question cannot be solved this way.

    Furthermore, when we used black-box-style mechanisms in 2000-2003 in the Insomnia series of games in Germany, were they “Nordic”? Did the workshops, debriefings, game acts and use of “cut”, “brems” and “escalate” mechanisms for The Living Dead (2010) make it “Nordic”?

    There’s a simple answer: no. But the reason for that is not that they were not played in the Nordic countries or organized by people from there. The simple reason is that they did not add to the discourse, in one case because we hadn’t heard about KP yet, in the other case because we didn’t bother to do so.

    This needs to change. I don’t think it actually matters where ideas were first tried out and who made it popular, but we need to tell people what we do and show it to them in a meaningful way if we want to be part of the movement.

    “In the end, while we may rage and debate whether Nordic larp actually isn’t all that special, reality is that it is. And let’s use that for our advantage instead of trying to nitpick.”((Claus Raasted, January 14 2015 in a private conversation on Facebook))
    – Claus Raasted

    Conclusion

    I truly believe there is something special about the kind of games we create. I also do think that creating a term like “Nordic Larp” was a masterstroke of Knudepunkt/ Knutepunkt/Knutpunkt/Solmukohta propaganda.

    And this is what I’m going to do((And maybe edit that page in the Nordic Larp Wiki and remove that ridiculous geographic reference.)): Nordic larp. No matter where I am or where I come from. It’s where I’ve been heading all my larping life and I don’t really care how we call it as long as we know what it means. I believe we do.

    Because if we can’t agree upon what Nordic larp means, others will form their own slightly worrying conclusions:

    “Meanwhile, in Europe, some people were already making a living from LARPing and stretching its art in interesting directions. Claus Raasted [sic], for example, fused parlor roleplay with very serious topics, such as acting out couples’ therapy to pretend to grieve for a dead child. The genre spread through the region and became known as Nordic LARP.”((Olivia Simone, tabletmag.com, Sep 2 2014 getting more facts wrong than right in this “definition” of the term.))

    Nobody really can tell you what Nordic larp actually is, but who cares as long as Claus Raasted is the godfather of Nordic LARP?


    This article was initially published in The Knudepunkt 2015 Companion Book which was edited by Charles Bo Nielsen & Claus Raasted, published by Rollespilsakademiet and released as part of documentation for the Knudepunkt 2015 conference.

    Cover photo: Participants at Knutpunkt 2014, by Johannes Axner.

  • Learning by Playing – Larp As a Teaching Method

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    Learning by Playing – Larp As a Teaching Method

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    Tell me, and I will forget.
    Show me and I may remember.
    Involve me, and I will understand.

    Confucius

    The next generation of teachers will be expected to possess a broad spectrum of competencies and skills. They are faced with a seemingly impossible task: today, classroom instruction should teach not only content but also competence. It should be as interdisciplinary as possible and it should take the heterogeneity of students into account. In addition to hard skills, classroom instruction should also teach soft skills. It should encourage and include the use of the learning material in a variety of situations that students will face in the real world. At the same time it should also be problem-oriented, varied and interesting, and sustainable. And of course, it should motivate students to learn!

    While it seems as though new teachers are being asked to square the circle, the Danish boarding school Østerskov Efterskole and others like it have demonstrated that this challenge can be met and mastered((Cf. Hyltoft, Malik, 2008.)).

    How? With Edularp.

    But just what is Edularp?

    Edularp

    Edularp((The term Edularp stands for “educational live action role-playing game”.)) is live-action roleplaying used to impart pre-determined pedagogical or didactic content.

    Why is Edularp ffective? Why do children, high school students, college students, and seminar participants learn better, faster, more sustainably and more easily with Edularp?

    Edularp as Game

    The chief art is to make everything that children have to do, sport and play too.

    John Locke

    Firstly, Edularp is always a game. And games are usually fun((Henriksen (2008) argues for the contrary opinion, according to which learning games neither must nor should be fun.)). Those who have fun learn more easily((Cf. Corbeil, 1999, pp. 173.)), are more motivated((Cf. Hyltoft, M., 2010, pp. 48.)), and are more likely to tackle larger challenges without reticence((Suits (2005) has even made the overcoming of unnecessary obstacles the core of his definition of games:“Playing a game is the voluntary attempt to overcome unnecessary obstacles.”)). Additionally, players participating in an Edularp — like players of games in general — often forget that they are actually doing something sensible. For them, fun — often fun as part of a group — is in the foreground((Baer, U., 1982.)).

    Secondly, in games in general and in Edularps in particular, a kind of secondary reality((Authors from different fields have described this alternative reality in a number of different ways, but often mean the same thing or at least a similar thing: the “situation of the second degree” in Brougère, G., 1999, the “frame” in Goffman, E., 1977, pp. 52, the “surplus reality” in Moreno, 1965 or the “magic circle of gameplay” in Huizinga, 1938/1939.)) takes hold. It is a special reality that not only lifts the players out of their complex and often trivial or boring everyday existences for a brief time, but that also delivers them into a new world that is often exciting, epic and comprehensible in ways that the real word is not. While “normal” classroom instruction is often dry, Edularp is usually the highlight of the day. This provides enormous motivation to players((Cf. McGonigal, J., 2012, pp. 119ff.)). It is simply far more exciting to investigate a murder mystery than to listen to a lecture about chemistry, English or mathematics.

    Furthermore, when we play, we are only acting “as if” something were the case. We, and the other players, are only pretending. This results in a kind of sanction-free experimental zone, a safe framework in which we can try out new ways of thinking or beha ving, reasoning or feeling — without fear of negative consequences((Cf. van Ameln, F. and Kramer, Josef, 2007, pp. 397; Hyltoft, M., 2010, pp. 45ff; Vester, 1978, pp. 184.)). After all, it is “only” a game.

    This is especially true of role-playing games in which we act “as if” we were knights, elves or orcs. But even in games in which we do not slip into obvious game roles, as is the case in alternate reality games (ARGs), we nevertheless do adopt a role in the sense that we act “as if” something were “real” even though we know that it is not.

    It could be a bomb from which we recoil in panic and then attempt to defuse with all the seriousness of someone facing a real explosive device. Or it could be a person who we treat with respect because they present themselves as a police officer, even though we know that they are really just an NPC (a non-player character — the game equivalent of an extra in a film).

    Participants in games are often less likely to be discouraged by setbacks; indeed, after “failing” they often return to the challenge with even more motivation than before((McGonigal, J., 2012, pp. 64ff.)).

    Edularp: Learning by Doing

    For the things we have to learn before we can do them, we learn by doing them.

    Aristotle, The Nicomachean Ethics

    Furthermore, Edularp is what we refer to as an action-oriented method((Cf. Balzer, 2009, pp.13.)). That means that participants learn not through flat theories or lecturing from the blackboard but rather that they truly become active in the lesson or subject matter by trying it out themselves, through their own actions. Edularp is, in the truest sense of the word, learning by doing((The expression “learning by doing” comes to us not, as is often claimed, from John Dewey, but

    rather from the English translation of Aristotle’s Nicomachean Ethics, 1985, p. 27f.)).

    That means that the participants learn with all their senses. When they viscerally experience the content, when they physically exert themselves, when they smell the appropriate smells and see the appropriate visuals, their entire bodies act as sounding boards both for the experience itself and for their reflections on what they have experienced and learned((Cf. van Ameln, F., Kramer, J., 2007, pp. 393.)).

    With Edularp it is possible to present topics that are typically dry or theoretical in ways that make them accessible to sensible experience or allow them to be expressed in symbolic ways((Cf. van Ameln, F., Kramer, J., 2007, pp. 392.)). If, for example, one is on a spaceship and the navigation computer suddenly malfunctions, so that the only way to plot a new course is to solve a differential equation; or if one has to infiltrate and analyze a new cult in order to prevent them from carrying out a terrorist attack; or if one is maltreated by inhumane prison guards((The first example (spaceship) is taken from a game from Østerskov Efterskole, the second example (cult) is taken from a game designed by the authors, while the third example comes from “Prisoner for One Day”, cf. Aarebrot, E. et al., 2012, pp. 24–29.)); what might have been abstract content is instead placed in a concrete, practical context and takes on tangible relevance.

    Thus, participants in an Edularp learn not only with their heads but with their guts, with their emotions, senses, and intellects. It is by simultaneously addressing the cognitive and the emotional faculties that the learning content becomes truly relevant and emotionally meaningful to the learner. This means that they can learn more easily and, above all, with greater retention((Cf. van Ameln, F., Kramer, J., 2007, pp. 395.)).

    Edularp in Practice

    For several years Edularp has been used professionally around the world to successfully achieve diverse goals in a variety of contexts((Cf. e.g.: http://seekersunlimited.com/, http://rollespilsfabrikken.dk/, http://osterskov.dk/, http:// www.waldritter.de/ or Aarebrot, E., et al., 2012.)). But how do those individuals who teach with games in general and with larps in particular obtain their competency?

    Until now most “knights of education” have been pedagogues, teachers, trainers, social workers, caretakers, therapists and psychologists who typically stumbled upon the larp hobby in their private lives and who independently recognized the huge didactic and pedagogical potential of live- action role-playing((Cf. Balzer, 2009.)) — even in its hobby variant.

    They were often pioneers in their fields and had to expend enormous effort to be able to offer their students, patients or participants active learning — live, dynamic and in color.

    Nearly 35 years after the first known larp((As the history of larp is often contentious I would like to refer the reader to the English-language Wikipedia article on the topic, which is actively and internationally edited: http://en.wikipedia.org/wiki/larp)) we found the time ripe for making it easier for young, interested teaching students to utilize the method. To that end we developed a teaching seminar for the University of Siegen Department of Education.

    The goal was not just to inform teaching students about the theoretical advantages of live action role-playing in general and Edularp in particular — in the practical seminar we explicitly concerned ourselves with putting the students in a position to develop and run their own Edularps((With our draft seminar we were able to obtain a teaching commission from the University of Siegen. After submitting the written application and presenting the concept to the Department of Education a commission selected our proposed seminar for the didactic module in its 2013/2014 winter semester course offerings.))

    Gamification vs. Edularp

    In addition to presenting the subject in as practical a manner as possible, our goal was to prepare our students to implement playful learning in real classroom situations in their later careers. Thus our goal was that our students would leave the seminar equipped not only with the theoretical and practical skills to take their children on a two-week “class trip” to Middle Earth, but that they would also be able to employ individual elements of gameplay in their teaching in whatever measure they might find effective and appropriate. That is, that they would be able to use the whole Edularp method as well as smaller elements of games and gameplay.

    For this reason we began with an overview of the full breadth of the topic of playful learning, which ranges from learning games (including Edularp) on one end to gamification on the other.

    Gamification - Learning Games

    While participants in learning games are normally aware of the fact that they are playing a game((The so-called alternate reality games (ARGs) represent prominent exceptions: players do not necessarily always know if they are really playing a game. Cf. Gosney, J., 2005)) and thus entering into a kind of alternative reality, this is not the case with gamification. Rather, gamification simply attaches individual elements of games — like badges or a ranking list — to normal reality((Deterding, 2011.)), or uses game design techniques to modify everyday processes and procedures((Cf. Werbach, Kevin, https://class.coursera.org/gamification-002/lecture/22.)).

    The user of a gamified process does not enter into another reality or game world but rather remains fully and completely in the real world. This means that a gamified process is not a game! The goal of gamification is to make everyday processes more interesting, motivating and seemingly more rewarding. A prominent example of gamification is the app Foursquare, in which users can share their current locations (a restaurant, an event, etc.) with friends and in so doing be rewarded with badges. Another non-digital example from a time before the term gamification was coined is collecting frequent flyer miles, which American Airlines introduced in the early 1980s((The customer collects so-called frequent flyer miles with each flight and, if and when they have collected enough, they can then exchange them for prizes, discounts or access to airport lounges. Microsoft’s Rob Smith, who gamified the software testing process for Windows 7, provides another example. He managed to transform the normally very difficult and trying process of finding and notifying translation errors in the dialogue boxes into a fun experience for a total of 4,500 voluntary participants among his coworkers. Cf. http://gamification-research.org/wp-content/ uploads/2013/03/Smith.pdf.)).

    There are also several very successful role models for the use of gamification in the classroom, like the Canadian project World of Classcraft((For more information see: http://www.classcraft.com/en/#intro.)), which gamifies individual school subjects; or the Quest to Learn school in New York City((For more information see: http://q2l.org/.)), which is run according to a fully gamified teaching plan. The didactic method that we taught to our students in the teaching seminar was explicitly intended to prepare them to utilize the entire spectrum between gamification and comprehensive learning games. Thus, the didactic methods we teach enable our students to not only conduct fully-realized Edularps, but to also include individual quests((The term“quest”originates in the classical hero’s journey (cf.Campbell,1999),but in contemporary usage in fantasy literature and computer games it means a task or a puzzle.)) in their normal teaching, as well as to “gamify” their normal lessons.

    Our thinking is that by integrating individual game elements in their lessons they can gain experience teaching with games in school and then, bit by bit, take on larger projects.

    Playful Learning: Learning in Games | A Practical Seminar

    In order to teach the students in our seminar not only the necessary practical competencies for developing and conducting Edularps but also the necessary theoretical knowledge, the seminar was divided into four phases:

    1. Theoretical and practical introduction
    2. Development of the students’ own Edularp
    3. Playing the Edularp
    4. Reflection phase

    The individual phases were divided into a total of ten sessions lasting an average of four hours each. The theoretical and especially the practical presentation of the content was important, but it was also important to impart to the students the knowledge and competencies necessary for successfully developing and realizing projects, like project planning and project management, efficient and sustainable communication within a project, etc.

    Another consideration was that the students should work independently after the introductory phase, but that they should not be left to face the structuring of the process on their own.

    Phase 1: Theoretical and Practical Introduction

    The first phase of the seminar consisted of three sessions. In the first session we introduced the theoretical concept of games, larps, Edularps and alternate reality games (ARGs), as well as the didactic potential of Edularps. Our seminar participants were mostly new to larps, and so we introduced them to the topic by presenting successful examples of Edularps and gamification((We selected Østerskov Efterskole’s Harry Potter game (cf.: Hyltoft, M. and Holm, J.T., 2009) as an example of a successful Edularp. As an exceptional example of gamification we chose the Quest to Learn school (cf. http://q2l.org/). As an example of experience-based learning in a larp we selected “Prisoner for a Day” (cf. Aarebrot, E. and Nielsen, M., 2012).)).

    In order to impart to our students on a practical level what Edularps are and how it feels to take part in one, in the second session we enacted the four-hour interdisciplinary Edularp “Der Kreuz des Wotans” (Cross of Odin)((In the Edularp Der Kreuz des Wotans players must foil a cult’s plans for a terrorist bombing. The
    Edularp was written by Myriel Balzer, Julia Kurz and Tinke Albach.)) so that they would participate in one themselves.

    For the third session the participants prepared an elevator pitch((An elevator pitch is a very brief and pointed presentation of a project intended to persuade the
    listener to support it.The name comes from the fact that in an elevator one only has the duration of the ride to win the other party over.)) as a homework assignment. Their task in preparation for the session was to think of a gripping story idea for an Edularp and to sketch out a learning quest and the intended learning content. They then had five minutes each to present their ideas at the start of the session as concisely and compellingly as possible, with the intent of persuading the others of the value of their own story ideas.

    The goal of this introduction was that the students would be able to begin the development phase with a pool of ideas, rather than have to be creative “on demand” at the start of the practical phase. Building on the pitches, we then discussed what makes a good story, what elements a good game requires, and how a good learning quest should look.

    In the second half of the session we presented the core of the seminar, the so- called game organization document (GOD), with which the students would have to develop and conduct their own Edularp in the subsequent practical phase. (A current version of the GOD can be downloaded from www.phoenixgamedesign.de free of charge.)

    Phase 2 and 3: Development and Implementation of the Edularp

    Since most of our students had no experience with larps or Edularps, it was important for us to give them a guide for their independent work. It was intended to guide them through the various phases of development, provide them with a concrete timeframe and schedule, and help them as much as possible to avoid overlooking any relevant steps or decisions. The game organization document (GOD) arose from these concerns.

    The GOD is a form that asks the game developers to specify and explain all the key criteria for the game. In the course of defining and explaining the parameters specified in the generalized GOD, a specific game design document (GDD) for the Edularp under development begins to take shape bit by bit.

    The game organization document is divided into seven categories:

    1. Constraints
    2. Project planning
    3. Learning content
    4. Storytelling
    5. External setup
    6. Game design
    7. Documents, materials, props, resources

    Category 1: Constraints

    The category Constraints includes all the requirements that the game absolutely must fulfil and that have already been specified or must be specified before the start of development. They may include conditions specified by third parties as well as requirements set by the developers themselves. They include things like the number as well as type(s) of participants (age, degree of fitness, etc.) and also factors like the resources that are available (e.g. budget or team strength) and the planned development time.

    Category 2: Project Planning

    The category Project Planning covers the composition of the team and the division of labor as well as the schedule, the communication pipelines((Communication pipelines are the ways in which the various members of a team should communicate with each other.)), and plans for documentation and data management.

    Category 3: Learning Content

    In the category Learning Content the developers are asked to define concretely the learning content that is to be conveyed by the game. This is also where the type of learning content (soft skills, hard skills, competences, experience, etc.) is specified. Our teaching students were also required to refer to the school curricula they were using in specific parts of the game.

    Category 4: Storytelling

    The category Storytelling includes all the elements that deal with the game’s story. This is where the developers formulate the plot. Its development and progress are delineated on a timeline. This is also where they define the setting, genre and topic of the game and specify the staging and dramaturgical elements.

    Category 5: External Setup

    In the category External Setup the developers are charged with determining all the elements of the game that are not immediate components of the actual game. That means all the elements that take place before the beginning or after the end of the actual game, like pre-workshops, warm- ups, debriefings, the transfer of learning content, the evaluation of the game, and/ or pervasive elements((Cf. Montola, Stenros, Waern, 2009.)). Not every Edularp requires all the elements listed under this category. But it makes sense to consider all the elements and whether or not one’s own game requires them.

    Category 6: Game Design

    The category Game Design contains the template for the core of the future game design document. This is where the developers describe and visualize the construction of the game and its degree of linearity. This is where they define the victory conditions and determine whether the game can be won cooperatively or competitively.

    They define possible game rules — both regulative rules and constitutive rules, as well as possible rules of irrelevance((Regulative rules are those that we typically refer to as the rules of the game. Constitutive rules,
    as the name suggests, constitute the game and, for example, define roles and specify key rules or
    victory conditions.The rules of irrelevance state that certain objects or facts should be ignored and
    thus allow the actual gamespace to exist (cf. Denker and Ballstaedt, 1976, pp. 58).)). They formulate the call to action as well as the intended player motivation, and define points of interest((In this context, a point of interest is the next “point” on which the player should focus. For instance, finding the key to a locked door.)).They determine whether the players take on roles during the game, and who writes them; and they define the game world. In this category the developers explicitly define all the quests that occur in the game, describing their construction, learning goal(s), style, necessary additional knowledge, etc.

    Category 7: Documents, Materials, Props, Resources

    The final category Documents, Materials, Props, Resources determines what items are required for the game. All the texts that the players will have access to before, during or after the game, as well as those required for dealing with players, NPCs and game masters (such as in-game contacts or NPC briefings) are also attached here.

    This explicit querying of all the important points of the Edularp successfully prevents inexperienced students from overlooking one or more points or failing to give them enough attention. In this seminar we also used the GOD to provide the students with a structured time frame. Thus each of the seven categories had its own deadline, specifying when each unit had to be presented to the instructors in its most-finished version. We thus made it impossible for the students to procrastinate and then attempt to get everything done at the last moment((Experienced planners need not adhere to the order in the GOD, though it will often make sense to do so. And of course, it is not possible to work out all the points separately from each other.)).

    While relying on the GOD and the deadlines, the students developed their own Edularp as independently as possible over the course of the following five sessions. We were present during the work sessions and instructed the students that they should create a goal-oriented agenda for each session and ensure that they followed it. Upon completion of each point on the agenda, the students briefly presented their results and we gave them feedback. We also intervened in discussions or development processes here and there when they were in danger of heading in the wrong direction, and we were always available for questions. At the end of the practical phase we played through the Edularp with the students step by step a couple of times (on a theoretical level, without the full staging, etc.), checked it together for logic and consistency, and developed answers for worst-case scenarios.

    An Edularp of Their Own

    The students’ Edularp was played on the penultimate session and lasted almost exactly four hours. Our students took on all the relevant duties themselves, with the exception of one NPC role. Two of our students served as gamemasters and four others played NPC roles. They also arranged for a student from the university to play an additional NPC and for six others to take part as players; our students organized their participation independently.

    In general the process of conducting their first independently designed Edularp was surprisingly smooth and went impressively according to plan. Their tightly-planned schedule functioned very well, and the players managed to work through the entire plot by approx. 5:30 pm (the plan called for them to finish between 5:20 and 5:45 pm). We only intervened once, at the request of both gamemasters, and guided their players back to the right path with a spontaneous NPC improvisation.

    Otherwise we simply observed the entire run-through — while making ourselves available for consultation in case of uncertainty on the part of the gamemasters and NPCs — and we tried to avoid getting involved as much as possible.

    The game design document for their Edularp — which describes the story and design of the game, etc. — can be downloaded from the author’s website (www.phoenixgamedesign.de) free of charge.

    The Reflection Phase

    In the last session we all sat together and discussed the seminar in general as well as the students’ Edularp In the course of the seminar we had our students fill out numerous reflection questionnaires regarding the seminar, the GOD and the initial Edularp that we conducted for them: our students also had their own players fill out reflection questionnaires regarding their own larp.

    Edularp and Back Again

    In principle it can be said that the seminar was a complete success. However, with the benefit of hindsight and feedback there are also some things that we would surely do differently in a future session. We have thus drastically shortened the theoretical portion of the first session for future seminars based on the students’ feedback. Naturally, those students who have no experience with larps must first be properly introduced to the topic.

    But the ability to absorb information, especially in the course of a four-hour session, is limited and the primary emphasis of the seminar is on practice rather than theory. According to the students it was the Edularp that they played in the second session that really awakened their interest and their desire to try it out themselves. The examples of successful Edularps in the first session were less important.

    Many of them wrote in their reflection questionnaires that it was only through their own participation that they really understood what an Edularp is. Many found the theoretical portion “unimportant” for the independent game development that followed. In the reflection questionnaires the game development process using the GOD was generally described positively, even though the responses did draw attention to a few stumbling blocks.

    The students had particular trouble with the Learning Content category, which they felt appeared too early in the GOD. They would have preferred to specify the learning content in the course of developing the quest. However, since teachers must work according to prescribed curricula, we consciously chose this particular sequence to better reflect the realities of the job.

    The students also had trouble with the new terminology. Although at the beginning of the practical phase we went over the GOD with them in detail and explained all the terminology in detail, the meaning of individual terms was nonetheless quickly forgotten because they were not documented. Today we would thus distribute a sort of glossary along with the game organization document.

    The majority of the students wrote in the questionnaire that the Project Planning category was especially helpful. At the same time, they noted that they only gradually came to understand the importance of well-structured and explicit project management.

    In our opinion the most central element of the success of the seminar was the game organization document and the clear scheduling requirements it prescribed for the individual tasks.

    Additionally, it was important that the students were required to work in an organized and structured manner, and that they received guidance in doing so. The regular reflection and feedback rounds helped identify and confirm good ideas while rooting out as early as possible ideas that fell outside the scope of the Edularp.

    Works Cited

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    Aristotle, Die Nikomachische Ethik. Auf der Grundlage der Übersetzung von Eugen Rohfes herausgegeben von Günther Bien. 4. Auflage. Hamburg: Meiner, 1985.

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    Campbell, J., Der Heros in tausend Gestalten, Insel-Verlag, Frankfurt am Main, 1999.

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    Deterding, Sebastian et. al., Gamification: Toward a Definition (PDF; 136 kB). In: Mindtrek 2011 Proceedings, ACM Press, Tampere, 2011.

    Denker, R., Ballstaedt, S., Aggression im Spiel – mit Anleitungen zu Gruppen und Gesellschaftsspielen, Stuttgart: Verlag W. Kohlhammer GmbH, 1976.

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    Gosney, J., Beyond reality: A guide to alternate reality gaming, Thomson Course Technology PTR, Boston, MA, 2005.

    Henriksen, T.D., “Extending Experiences of Learning Games. Or Why Learning Games Should Be neither Fun, Educational nor Realistic”, in Leino, O., Wirman, H. and Fernandez, A. (Eds.), Extending Experiences: Structure, analysis and design of computer game player experience, Lapland University Press, Rovaniemi, pp. 140–162, 2008.

    Huizinga, J., Homo ludens: Vom Ursprung der Kultur im Spiel, rororo Rowohlts Enzyklopädie, Vol. 55435, 21. Aufl., Rowohl Taschenbuch- Verl., Reinbek bei Hamburg. 1938/1939.

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    Hyltoft, M., “Four Reasons why Edu- Larp works”, in Dombrowski, K. (Ed.), LARP: Einblicke, Aufsatzsammlung zum Mittelpunkt 2010, Zauberfeder Verlag, Braunschweig, pp. 43–58., 2010.

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    Internet Resources


    This article was initially published in The Knudepunkt 2015 Companion Book which was edited by Charles Bo Nielsen & Claus Raasted, published by Rollespilsakademiet and released as part of documentation for the Knudepunkt 2015 conference.


    Cover photo: Stockholm Scenario Festival 2014 by Johannes Axner is licensed under CC BY 2.0.

  • Knutepunkt 2013 Report by Stefan Deutsch

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    Knutepunkt 2013 Report by Stefan Deutsch

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    German larper Stefan Deutsch has written a report of his experience at Knutepunkt 2013:
    http://operation-brainfuck.de/wordpress/?p=110

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