Tag: harassment

  • Dragonbane Memories

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    Dragonbane Memories

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    Content Advisory: Statutory rape, sexual abuse, organizer negligence, manipulation

    A Finnish man is dragging his luggage behind him as we approach a subway station in Rome. We both have wheeled suitcases with long handles, and while I carry mine down to the station, he drags his along the stairs. Bump, whirrr, bump, whirrr, bump, whirrr, bump…

    “Aren’t you worried you’ll break your suitcase?” I ask him.

    “No,” T replies, “if it breaks, it was a bad suitcase. I don’t want a bad suitcase.”

    Little did I know, during the production of Dragonbane, I would become that suitcase.

    Two people with long hair next to a map of Sooma
    Heiko and Mike at Sooma. © 2006 Dragonbane Team.

    The First Meeting

    Fifteen years ago, Dragonbane was played in Sweden. I was in the three-person team who begat it all, three years prior. I was the second, and the one responsible for the story, setting, and name of the larp.

    The other two were Fýr Romu and T. My first book, the roleplaying book Myrskyn aika (“Age of the Tempest”) was about to be published when T came to the door of my studio apartment in Turku one day with a proposition. I have chosen not to use his full name.

    “I am going to make a larp about a mechanical dragon. I want to set it in the world of Myrskyn aika, and I want you as the creative lead on this larp.”

    (They might have used the word “main designer,” or “head writer,” but the meaning was the same.)

    I knew T from before, us both having taken part in each others’ larps since the mid 90s. He was not a close friend, but I dare say we knew each other quite well. And knowing him, I had my doubts about his leadership style. His earlier big projects, the Wanderer larps, were known for bad management and burnouts.

    “Yes. There were problems, but I have learned my lesson,” T told me in his deep voice. His deep, convincing voice.

    Then he showed me their plans. A Finnish forestry company has an experimental six-legged logging machine. Like a robotic ant the size of a truck. With the published book giving us a professional status, we would convince them to loan that machine for the larp. Before that, we would recruit Fýr to build an animatronic dragon around it, and we could have it walk around in the larp. The dragon would be able to turn its head, make facial expressions, and even breathe fire. T and Fýr were both interested in pyrotechnics.

    A mechanical contraption in the forest, alongside an image of a red dragon drawn over the image
    Prototype and concept art for the dragon. © 2006 Dragonbane Team.

    We did, indeed, soon recruit Fýr who, like me, was studying in Turku. He had a crooked smile and a ginger ponytail. I believe he would not object to me calling him a mad inventor. I did not know him then, but we are still connected now fifteen years later. I am still not sure if Fýr is younger or older than me.

    Myself, I was a young artist and writer struggling with burnout, depression, and tendonitis. I believed larp is an art form and a medium, and wanted to prove this to the world. My professional writing career was just getting started, Myrskyn aika being a major breakthrough since it was published by a proper book publisher and sold in book stores. I was young enough to still be looking for mentors, but experienced enough in the larp scene to be wanted as a mentor by others.

    Together, we set to work creating the coolest fantasy larp ever.

    Plans and Realities

    This was a time when the Nordic larp scene was still in its infancy. We had met foreign larpers at Knudepunkts, and taken part in some of their larps, but this was going to take all that to the next level. We would recruit an international team and create a mega-larp for 1200 players with pre-written characters. And the animatronic dragon.

    Now, we did not have the dragon yet. We had our eyes set on a prototype made by Plustech, a Finnish subsidiary of the multinational corporation John Deere which makes tractors and forestry machines. But, T convinced me, once they see our plans, they would be idiots to say no. After all, what a prototype needs most of all is visibility, and that we could promise them. Imagine going to a forestry trade show with a dragon!

    We had crazy plans. We would transform fantasy larp forever. We would have players from dozens of countries, making this by far the most international larp at the time. We would create the best larp in the world. Through pyrotechnics, magic would really work! The village would have bespoke wheat fields to reap, which would be sown months in advance. The budget would be one million euros. Every off-game item from cell phones to underwear would be forbidden. We would utilize experimental augmented reality technologies. Our trailer would feature Eddie Murphy and be shown in film theatres.

    We quickly started to recruit teams of builders, designers, writers, and producers. T made plans for getting us sponsors and backers, Fýr started drawing blueprints for the dragon, and I went to work on coming up with a concept for the larp.

    The recruiting process was a strange one to say the least. People found out they had been recruited when they started receiving messages from an e-mail list they had no idea they were on. Communication and leadership were chaotic, and I probably share some of the blame for that.

    My own notes on who is working in what capacity are odd reading now, eighteen years later. We very quickly recruited Christopher Sandberg into the production team since we knew him as the hotshot producer of the Hamlet larp. The next time his name is mentioned in my notes, he is running the writing team together with me. Eventually he replaced me as the creative lead.

    People in costuming with a blonde bearded person checking a cell phone
    Christopher Sandberg post-game. © 2006 Dragonbane Team.

    Mikko Rautalahti wrote in the Finnish Larppaaja magazine about how unflattering the project seemed from the outside. This rant was published in early 2004 so a long time before the larp actually happened:

    The organization behind the project was constantly in flux … Communication between the different teams didn’t work, so for example the costume team made their plans based on an already obsolete player count without checking with the people in charge of the plot. As a cherry on top, some French harebrain decided to post a good portion of the project’s inner discussions online for the whole world to see, which obviously created even more confusion among organizers as well as the public.

    The project checked all so-called [T] boxes. Even though the creative lead of the project is Mike Pohjola who has written Myrskyn aika and is known for the groundbreaking inside:outside, and has often demanded for more emphasis in larp writing, the producer [T] kept doing his own thing, recognizable by stunningly ambitious plans and a completely haphazard execution.

    On the other hand, [T] is also known as a man who spits in his hands, takes the scarily big bull by its horns, and wrestles that monster to the ground regardless of how many people are standing by, saying it can’t be done.

    One can’t help asking, does the game really have to be this big? Is the content such that realizing the vision really needs more than a thousand players – or is the true reason for the size simply the need to seem important?

    Translated by myself for this essay.

    This sort of feedback simply made us more determined to prove this could be done.

    The Story

    I had written a Middle-Earth tabletop roleplaying scenario for the Finnish roleplaying magazine Magus (published in 2001 in the magazine’s 50th and last issue). It was about beornings and dragon worshippers journeying into the Grey Mountains to encounter a dragon, and then, perhaps attack it, or bargain with it, or betray the others to it. I had written plenty of history for the dragon worshippers, and even added a note saying the adventure could be turned into a larp.

    People in costume with a large mechanical dragon A dragon ritual in Cinderhill. In-game. © 2006 Dragonbane Team.

    That became the first seed for the story of Dragonbane. The first brief went like this:

    Two ancient peoples have been at war for longer than anyone can remember. It all began with a Dragon, god to some, enemy to others. Now, the dragon worshippers have almost won, and the last remnants of the once proud people have set a call for heroes: Who will slay the dragon?

    The last few days have seen the arrival of several chivalric orders, a handful of mysterious sorcerors, and many strange travellers from lands afar. Some are there to contest for the right to slay the dragon, others (like the dragon worshippers) are present to argue against the slaying. And, of course, many people are there just to take advantage of all the foreign dignitaries.

    What secrets does each hero carry inside them? What is your dragon? When it comes down to an epic battle of Good and Evil, you must decide what you think is Good. And pray to your gods you got it right.

    That is where the project got the name Dragonbane from. (Later on, Christopher and I would try to change the name to the more appropriate Dragontide, but T deemed it too late.)

    As the story was developed further, we listened to feedback from different team members, most prominently the country coordinators and the writers. Christopher and I talked endlessly on the phone about how to tackle the different creative issues we would face with having a thousand players from very different larp cultures with no time to get to know each other beforehand. The idea to use Finnish style pre-written multi-page character descriptions was soon scrapped.

    The village of the dragon worshippers soon became Cinderhill. But it was not until later when Christopher was the main designer when we switched the approaching adventurers into the dragontamers and the witches. Those two groups, along with the dragon worshippers of Cinderhill, constituted the character mega-factions in the larp.

    My plan was that Cinderhill would not be the typical feudal-capitalistic pseudo-medieval village of fantasy larps, but something like a religious cult and a Soviet commune. One of our Estonian team members had grown up in a Soviet commune, and did not see this as a very positive thing, but I tried to convince her Cinderhill would be a utopian version of that.

    person in red costume sitting in a doorway One of the players just before the larp. © 2006 Dragonbane Team.

    Italy

    I, as a published author, was T’s trump card, and he took me to many meetings with sponsors and local authorities to show that he had a professional writer in the team. I would typically pitch the story of the larp to the potential partners, and then on the way home, write a letter we could send to our teams and the existing partners. In fact, much of my early work was writing these press releases instead of designing the larp.

    Here’s one such letter, written to invite fantasy larpers into the project:

    While larp is a fun hobby everywhere, there’s all the time more and more people saying it doesn’t have to be just fun, it can be an earth-shattering, world-changing miracle. Some larps in Northern Europe have made a stab at this. In the last few years, we’ve had larps like Europa, Panopticorp, inside:outside and Hamlet.

    Until now, fantasy has been over-looked by the larp creators who wish to take the medium forward. Fantasy has long been stagnating into a tired collection of Tolkien clichés, but Dragonbane will reinvent fantasy for the 21st century.

    We see larp as a medium very close to shamanism, magic and fantasy. With Dragonbane we aim to renew not only fantasy, but larping, as well.

    Quite soon after we had announced the project, we were already on the way to Italy to be guests at Lucca Comics & Games Fair. I am still not sure whether we were really guest of honor, or if the local larpers just told us that. The “other” guests of honor included Larry Elmore and Margaret Weis, and we were quite starstruck.

    We flew to Rome, T dragged his suitcase to the metro, and we took a train to Pisa, from where we were driven to Lucca. The local mayor cut an actual ribbon at the opening ceremonies of the convention.

    We had two talks Friday, one about Nordic larp (which was called larp in Northern Europe back then) and the other one about Dragonbane. Everything we say was translated into Italian so the audience could understand us. We wondered at how these people could larp fluently in English.

    In the evening I ran a small larp, I Shall Not Want, which was focused on subdued character immersion at murdered businessman’s wake. For many of the Italian participants this was their first non-fantasy larp, and the first one where the focus was on character immersion.

    We did our best to network with the local larpers, and T put me to work writing lots of material for Dragonbane.

    One morning at breakfast we noticed Larry Elmore was sitting alone at another table, eating his eggs. We knew him as the biggest fantasy artist of our childhoods, having made the cover of the Dungeons & Dragons red box we grew up with. T wanted to recruit him, I advised against it. Nevertheless, we went to his table, and introduced ourselves. Larry assumed we were random fans. He smiled politely and said hello.

    Without blinking an eye, T started an unsolicited pitch on Dragonbane with his very strong Finnish accent. “And we will actually have a real animatronic dragon! Now, do you think that’s pretty cool or what?” Larry kept nodding politely, but it was obvious he did not believe a word we were saying, and wanted to be left alone. T took this as his cue to ask him to create original dragon art for us. Larry said something vague like “Sounds real interesting,” and promised to get back at us. He did not, of course. We were just two European crazies who interrupted his breakfast.

    Later on, with a similar pitch, T did manage to attract the Argentinian dragon artist Ciruelo. The art on the poster was made by him.

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    The Rabbit Hole Method

    Christopher Sandberg, a passionate Swedish larp designer and producer, delivered several long game design documents which included everything from the setting to costume design of the individual groups. We discussed the topics day after day, week after week, and finally came up with what we saw as a breakthrough: The Rabbit Hole Method.

    The larp would start with the players in their regular clothes, suffering complete amnesia. They would not know who or where they are. Walking around in the woods, they would find clothes that feel much more appropriate, and slowly start to remember that they are, in fact, a dragon worshipper from the village of Cinderhill, or a witch, or a dragontamer. They would change into their real clothes, i.e. the costume. They would remember their new name, and find friends and family that they know quite well but they are also meeting for the first time.

    This would take a few hours, and then they would arrive at the village or some other group location, where they would already be in character, and dream-like go about their business making paper or fetching water or starting fires. And then the larp would go on like a regular larp.

    The Rabbit Hole would solve so many issues, mainly the players not knowing each other beforehand, and being able to play in their own languages as well as whatever English they can muster. Nowadays we would have workshops instead of trying to solve these issues in-game.

    Unbeknownst to me at the time, Rabbit Hole is also a metaphor for taking hallucinogenic drugs. Some people did pick this up, and it again was a blow on the public image of the project.

    We felt this was an ingenious solution. But our Danish country coordinator who had promised us fifty Danish teenagers said this was way too experimental for them. The kids liked to beat orcs in the woods, not take part in strange ritual dramas. (I am sure many of those former kids are running full-blown ritual drama larps now.)

    Christopher and I felt we could convince the Danish teenagers, or forget about them. But T was worried about our player base. This was a thousand-person larp. We must have those teenagers! So, the Rabbit Hole was scratched, and we started to look for a more traditional approach.

    People in a large circle with people in the center wielding fire Fire magic was created by real fire. In-game. © 2006 Dragonbane Team.

    Estonian Bog

    We still did not have a location for the larp, but we did not want it to be in Finland. The neighboring countries Estonia and Sweden seemed good options.

    The team got in contact with Estonian larpers and a location scouting team left Finland on a ferry.

    T brought along his legendary Humvee which was known as “The Finnish Bar” in many Knutepunkts since he held unofficial parties there with lots of booze. I never went, but knowing he was later incarcerated for sex crimes, it is hard to know how much grooming happened at those parties.

    Nevertheless, the car came in handy driving to the Soomaa national park in south-western Estonia. Sometimes we would cross bridges that were only barely able to carry the car’s weight, and all the passengers would have to get out and walk.

    Local larpers took us to explore Soomaa on boats. It is a vast area of bogs, forests, and meandering rivers, where Estonian freedom fighters and bandits used to hide. The area that on the map had seemed suitable, proved to be completely impossible. It was a virtual jungle, and in the summer would be full of rapid animals and violent boars.

    Several people in two canoes on water
    The team exploring Soomaa. © 2006 Dragonbane Team.

    The evening was reserved for workshops. The production people including T and Mikko Pervilä held their own meeting in one part of the house we were using, while I talked with some of the writers. Fýr ran a third meeting for the Estonians who were present, and their job was to come up with a name for the dragon. I had no idea such a key element of the fiction was being crowdsourced, and when later that evening I was told she is called “Beautiful Death,” I simply thanked them for the input. This, obviously, got them quite irate, having just spent hours coming up with a good name. (And it was good.)

    I went to visit the production meeting and I discovered a very drunk T angrily explaining to Mikko Pervilä about how he does not understand the project like T himself does. And Mikko, exasperatedly trying to get some point across. The Estonians probably did not get a very good impression of us.

    The next day T took me to meet the director of the National Park. He was polite and interested, and promised to stay in touch. (He did.) He also suggested a different location, parts of which were on privately owned land, and could be built on.

    The new location was idyllic, you almost expected to find a hobbit village somewhere. The area was mostly plains or dried swamp, with small forested areas providing contrast. A beautiful river ran slowly through the plains, providing an interesting in-game obstacle for anyone needing to cross it. There was a ruined farm house with just the chimney remaining, and a wild orchard in the yard. Berry bushes and apple trees had started to spread in the nearby lands.

    We figured we could build our village right on the outskirts of the national park. T envisioned a grand main hall for the village that he could then use as his personal summer cabin after the larp. “And I’m sure some envious larpers will twist that around to sound like I’m only using free labor to build myself a huge cabin! But after a project as huge as this, I think I’m entitled to something for myself.” Another possibility would have been to testament the cabin to the whole team or to one of the organizations behind the larp, but these were not mentioned.

    For some reason, there was no room in the Humvee for me on the way back, so I had to take a series of Soviet-era buses to get to Tallinn and the ferry. This gave me time to do some of the writing tasks T had given me, including writing a letter about the successful Estonian scouting trip for our team and sponsors. Typing on a laptop in a bouncing bus, hands hunched like a vulture’s feet, was not good for my tendonitis.

    The bus-ride turned out to be a blessing in disguise, as I later found out T’s Humvee had broken down on the country road he had been driving. I was not there, but I remembered his comments about the suitcase in Italy. “It broke down, so it was a bad car. I don’t want a bad car.”

    Humvee at Soomaa. © 2006 Dragonbane Team.

    Still struggling with stress, depression and the wrists, I was starting to suspect, if I would break down, too, before all this was over.

    After we had publicly announced that we had chosen Soomaa as the location, the Estonian authorities did, indeed, contact us again. They said we absolutely cannot use the National Park since many of the things we have planned are directly against the rules of the park and the laws governing it.

    T and I were both quite angry and disappointed at the Estonians. If someone had made sure of this a few months earlier, we would have saved hundreds of hours of labor, by skipping the whole trip. In retrospect, it was us, the main organizers, who should have made sure of that.

    Suspect Parties

    Many of the bigger project meetings took place at T’s home in the countryside between Turku and Helsinki. There were also several other people there, some from T’s larp organization, some his friends, others just people hanging around. Or maybe they were all involved in Dragonbane. I discovered Fýr was now employed by T’s company.

    The workshop weekends included meetings and commonly prepared meals, but also lots of extracurricular activities, including clearing the garden of dried shrubs. I did not take part in that. I was also a teetotaler at the time, so I could not fully participate in the other program which mostly consisted of drinking games in the sauna, drinking games in the pool, and drinking games wrapped in towels.

    There were always teenaged girls around, and these older men wanted to get them drunk. I did not know the girls, maybe they were involved with one of them, maybe they were just working on the project, maybe something more sinister was happening. It was hard to tell, and knowing what I now know, I should have spoken out more clearly. Today, I would characterize the atmosphere as toxic.

    We writers did have actual productive meetings, though, although sometimes they felt more like seance sessions, with us trying to decipher what Christopher was saying over a long-distance phone call on speakerphone.

    The rumors and the strange mood and the “use them until they break” style of management obviously led to many, many people burning out, quitting or just quietly disappearing. This meant we had to constantly find new people to take on those positions. People kept coming and going. Christopher as creative lead was replaced by others before the project was over.

    For Solmukohta 2004, Juhana Pettersson and I designed the art larp Luminescence, produced by Mikko Pervilä. It is known as “the flour larp,” since we had a room filled with 750 kilos of wheat flour. Plenty has been written of that larp in other articles, but cleaning up after the larp was quite a hassle.

    T wanted me to be in some Dragonbane meeting, while I was expected to be cleaning the room. “No problem,” he said, and ordered two teenaged volunteers to go clean the flour room while I took part in the meeting. Needless to say, the volunteers simply left the project, and I later got an angry call from the janitor.

    A person with an outstretched arm bathed in flour and green light, with another person watching and sitting on the ground
    Luminescence. Photo by Juhana Pettersson.

    At a later stage in the project, a larper woman I was dating told me T had asked her to join Dragonbane‘s music team. Having seen what was going on at those project workshops, I did not feel them to be a safe environment for someone I cared about. (Again, I should have worked harder to protect also those I did not know.) I asked her not to participate in the project, and she got mad at me at first, but then agreed.

    Since we were constantly struggling to recruit new people, and I as one of the key organizers had just worked against that goal, I finally started realizing I could not be involved in Dragonbane much longer.

    Everything Goes Wrong

    I was sitting in the audience at an ice hockey stadium listening to a pyramid scheme recruiting event. T was convinced we should have them as our financing partners, and had sent myself, and some of the production people to take part in the event, and then later on try to meet some of the key people in their dressing rooms.

    The whole thing was obviously a scam. Obvious to me, but others in our team were not as skeptical.

    We managed to get an audience with one of the speakers, and explain our case. Dragonbane could be officially branded by the pyramid scheme, and they would get lots of publicity for their business. They promised to think about this.

    When Mikko Pervilä heard about this, he said he would quit immediately, if Dragonbane went through with this. So, the cooperation was cancelled. I am grateful to Mikko for that. (He later quit anyway.)

    We had long since forgotten about getting Eddie Murphy for the trailer. Then we found out we would not get the Plustech forestry machine, either. How could we have Dragonbane the great dragon larp if we have no dragon?

    The project went through constant changes. The location was switched from Estonia to Sweden, the targeted player number was cut and cut again from 1200 to 400. Fýr’s dragon building crew were hard at work making plans on a new kind of dragon built on top of a truck, but without Plustech, they could not keep up with the schedule.

    Christopher and I realized there was no way for the larp to happen in 2005, and managed after long, painful debates to convince T to postpone it by a year. He opposed the change because once he promises to do something, he does it. But, we told him, his promise could not be kept in 2005, but it could be kept in 2006.

    Around that time, T decided he had to change his leadership style. This is how he comments on the topic in the documentation book Dragonbane: The Legacy:

    “As the project progressed, it became increasingly evident to all participants that the only viable decision making model was a military style one. The more idealistic version proposed early in the game just did not produce results and in a project of this size and with this little time it is not a good alternative. There are reasons why corporations and businesses do not operate on committee or democracy basis.

    A smaller, less international project could have succeeded with less dictatorial management, but with Dragonbane the more authoritative style should have been adopted even earlier. In hindsight, it is easy to see that the year we lacked could have been saved by choosing army style project management from day one.”

    I wanted out. I was very stressed and felt I would soon break like the suitcase and the car and so many other people in the team before me. But explaining this to a person who does not take no for an answer was not easy.

    I told T I needed to do some paying work since Dragonbane was taking up all my time. “How much do you need?” he asked. He proposed I come work for him. Having seen how Fýr was already in a position of T having economic power over him, and now with militaristic style, this was not what I wanted to hear.

    In the end I just had to tell him I could not work in the project under any circumstances. “Fine,” he said. “I hope you won’t turn against us and start badmouthing us.” I promised I would not. And I have not written or spoken about my experiences publicly, until now.

    After that I became a broken object, someone T did not want around.

    People working on a large animatronic dragon in the woods The dragon crew making sure their creation works. © 2006 Dragonbane Team.

    The Larp Happened

    A year later the larp was actually about to happen in the forests of Bumfuck, Sweden. (Actually Älvdalen in Dalarna County.) I could not take part in the larp as my mandatory civilian service would start immediately after and if I was late, I would be punished. Travel to and from Älvdalen took so long I could not risk it, but I wanted to be there at the start.

    I had read online about how the players who had arrived early had met angry organizers and been forced to work on building the village. The dragon’s neck had broken and it was being repaired at a vocational institute in Finland. Nothing was ready, and there was not enough food for the involuntary volunteers.

    Fundin, a Dragontamer player from Sweden had this to say:

    Mistakes were made, and I think the main one was not trusting that the players could fix things for themselves, less promises would have made a better game.

    Had we been told to bring tents, cooking gear, food and taming tools the game would have been better. There were few who couldn’t bring tents for example, no problem, then only a few tents would have had to be made = less work for the organisers.

    I asked about making taming tools and was told to go to Finland or southern Sweden for a workshop… I would have been able to make them at home if that had been cleared beforehand..But *No* was the general answer to any Idea, everything had to be specially made for DB, that was the big problem, and you were not allowed to make anything by yourself without an organiser or a workshop.

    Quoted from the book Dragonbane: The Legacy.
    Line of people in red costuming unloading food from a truck Players in costume stocking the kitchen before the larp. © 2006 Dragonbane Team.

    When I arrived, the mood among the organizers in “The Bootcamp” was, indeed, hostile. At the time I thought it was because I was seen as a traitor, having quit the project. Now I have found out the mood was hostile towards everyone so it could have simply been lack of sleep. That ten people who should have been there to help were repairing the dragon had taken its toll.

    It was clear everything was badly organized and there were not enough people to do everything that had to be done. And not enough cars to get people from the Bootcamp to the larp village to build it. On the other hand, there were a huge number of incredibly beautiful props, fabrics, and such.

    I did odd jobs. I cooked a hearty vegetarian meal for the people at the Bootcamp. I remember T being very happy that I took carnivores into account, not realizing the sauce was soy grit instead of minced meat. I helped dye scrolls with strong tea. I helped the players build the village. I held the opening brief for the players in the witch group.

    The players and volunteers I met were exhausted and almost delirious. One of them, Tonja Goldblatt, looked at me, unbelieving, when I arrived at the village. They had not eaten or rested properly, and had to work in the poorly organized work camp. When I had wanted Cinderhill to resemble a Soviet commune, this was not what I had in mind. It was certainly no utopia.

    Two people talking near a ladder
    Mike and Tonja in Cinderhill. © 2006 Dragonbane Team.

    Tonja later wrote:

    I wasn’t part of any main organizing team, but I ended up working my ass off for this project and I burned out. It was no small feat and it did manage amazing things, but Dragonbane broke me for years. For years it was really hard for me to talk about the whole project because of the bitterness. It was my first international larp and turned me away from Nordic Larping for years.

    I only caught rumors of the larp itself from the Bootcamp, and then I had to leave. As I was ready to depart, the dragon arrived. They had driven it to a ferry, sailed it to Sweden, and driven it from the ferry to Älvdalen. Its neck was still broken, but it could move.

    At the last moment T decided to replace the person who had prepared to play the voice of the dragon. He replaced him with himself. Even though the fancy software could turn everyone’s voice into the dragon’s voice, it could not change his very recognizable accent.

    Aftermath

    For the longest time I was ashamed of the project. I assumed almost everyone had a really bad time. And sure, many people did. Many burnt out. But for others this was every bit the magical experience we had set out to create. Friendships were forged and sense of wonder essential to fantasy created lasting memories.

    In the book Nordic Larp, Johanna Koljonen’s and Tiinaliisa T’s article on the larp starts with these atmospheric words:

    I heard the dragon give out a heart-rending shriek. The sky exploded, and pillars of fire shot up behind the temple. The Dragon died – and at that moment it became truly real. The odd angle of the head looked like the twisted position of one who has expired in pain. And its skin, when I rushed in, wailing, towards it, felt slightly warm to the touch.

    In the same book, an anonymous Cinderhillian player comments:

    We indeed had a working village! When we bakers found out we had bread and cheese, but nothing to slice the cheese with, one of the village smiths made us a perfectly good cheese-slicing tool!

    Charles Bo Nielsen recently reminisced on the group Larpers BFF:

    I would like too add that as someone who was 18 at that larp, it was an amazing experience, first major international larp for me. So heavily coloured from that perspective.

    There were some really interesting things about the larp. It was insanely ambitious, especially for the times, it had a really really big budget, due to being heavily funded, beyond the player tickets of 130 euroes, which back in 2006 was considered quite the sum for going to a larp.

    From my point of view it ended up really grumbling under its own hype, the organizers ended up promising everything and certainly not delivering everything.

    Person in long red costume and a dragon mask encircled by other costumed people
    A dragon priest telling the story of the dragon. In-game. © 2006 Dragonbane Team.

    In Denmark spinoff larps were run, continuing the story of the dragontamers.

    The village that was built was robbed soon after the larp, and then left in the woods to decay. Later on, the local municipality burned it down.

    Essi Santala, who worked with Fýr on the dragon, wrote: “I would not be who I am today without Dragonbane. I know it was a devastating project for some people but for me it meant major friendships, togetherness, overcoming obstacles and a sense of awe over what we accomplished over the course of the project. I spent two years part of Dragonbane. It was awesome. Was it a good larp? The question, to me, is irrelevant.”

    I would still stay in contact with Christopher, and a year after Dragonbane we would found a company together. Fýr is studying filmmaking in Prague. Mikko has produced many other big events including Solmukohtas.

    In 2015, T was sentenced to two years and eight months in prison for statutory rape and sexual abuse, and he quit the larp scene.

    It is bittersweet to think back on Dragonbane now. Thanks to those who worked for and took part in our visions. Apologies to those that were hurt or broken. I hope young organizers and designers of today are more aware of toxic environments and what to do about them.

    I would invite everyone who has memories or questions of Dragonbane to discuss the topic further with me and others.


    Cover photo: Much of the crew after the larp. © 2006 Dragonbane Team.

  • Safety Coordinators for Communities: Why, What, and How

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    Safety Coordinators for Communities: Why, What, and How

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    As we continue our discussion about how to apply principles of Community Design to our gaming and larping communities, we have advocated for the creation of a Safety Coordinator and/or Safety Team for your Community. The need for a Safety Coordinator or Team arises out of the recognition that games can make people feel unsafe through their content or mechanics, through other players’ behavior (in- or off-game), and that gaming communities are not safe for all people. In addition, we recognize that creating a safe and inclusive environment is done by design, and a Safety Team or Coordinator is part of these overall strategies. This article will define a Safety Team and its role, look at principles of what makes for a good Safety Team, and offer some advice for creating and maintaining one for your Community.

    What is a Safety Coordinator and a Safety Team?

    In smaller larps or communities, a single member of the organizer team can be designated the Safety Coordinator, and be the point person for safety duties. In larger larps (a good estimate is 30-40 people or more), it is generally better to share the duties among a Safety Team. A Safety Team is comprised of more than one person (three is often a good number), is diverse, and has authority from the other organizers and in the Community.

    A Safety Team is a group of people who are tasked with paying attention to the safety of the community. The Safety Team is an executive level team, with the leader of the team as a members of the main organizer team. The Safety Coordinator/Safety Team Lead should have ready and immediate access to the main organizer(s), and be part of design and logistics decisions. They will voice how other decisions such as game theme, mechanics, location, duration, size, content, etc. will affect community safety.

    orange life preserver hanging on a wall
    Safety by Michael Nugent on Flickr. (CC BY-SA 2.0).

    A Safety Coordinator or Safety Team may do some or all of the following:

    1. Advise the Organizers about safety mechanics such as opt-in/opt-out, consent, and how to stop the gameplay and assist with these design decisions.
    2. Consult with the Organizers about calibration mechanics such as intensifying or decreasing the level of play, levels of access for play (e.g. touching, violence), or leaving a scene and assist with these design decisions.
    3. Collaborate with main organizers to gain and maintain participant trust in order to maximize the feelings of inclusion and safety from participants.
    4. Create an Off-Game Space or Sanctuary for participants to use during the event, particularly after emotionally intense scenes. Responsible for staffing it with team members or other volunteers, and designing the space for comfort. In larger larps, a separate and private room is preferred; in smaller larps it may be designated area.
    5. Design bespoke safety workshops or briefings for participants before the event which include the chosen safety & calibration mechanics, whom to contact, and what to do in the event of a safety concern. The workshops should align with the design decisions for the individual larp.
    6. Design bespoke debrief workshops and/or game-off transitions to be conducted with participants after the event. This may include establishing a buddy system to assist with larp blues, making an online community available, or on-site debriefs, formal and informal, among other strategies.
    7. Write, revise, and communicate a game’s Conduct Guidelines and Harassment Policy, with the main organizers. These include actions taken by the Safety Coordinator or Team when violations occur. These guidelines and policies should be available to all participants.
    8. Is the established contact for participants who have a safety concern. Reports are made to the Safety Coordinator, or, in the case of a Team, to the Team as a whole. Reports made to a single Safety Team member will be shared with the remainder of the team.
    9. Establish channels, such as a Safety Team email, for participants to make contact about safety issues before, during, and after the event.
    10. Staff the Off-Game Space or Sanctuary during an event. Is known to the Community as the people to contact if they have a safety need. May wear a badge or other indicator. Is distinct from medics or those who handle physical injuries and triage.
    11. Write and enforce a reporting procedure for safety concerns, in consultation with organizers.
    12. Convene quickly when a safety concern is received. Interview, investigate, and discuss the presented information, and vote to take an action commensurate with the violation.
    13. Communicate a Safety Decision to the reporter and the community.
    14. May deliver the Safety Decision and action to the accused, in consultation with main organizers, or give the recommendation for the action to be taken to the main organizer, who delivers it to the accused. An action may be a counseling, a change of assignment or duty within the event, or a removal from the event.
    15. Maintain the confidentiality of those who have come forward with concerns, unless the person(s) has given explicit consent to talk with the accused or have their names revealed.
    16. Report trends and findings to the main organizers and recommend additional changes to the policies, mechanics and procedures to continually improve the community feeling of trust.
    life preserver on a post in a field
    Photo by daspunkt on Flickr. (CC BY 2.0).

    Why Should a Community Have a Safety Coordinator or Safety Team?

    You may be asking yourself, why does my larp need a designated Safety Coordinator or Safety Team? Many times, organizers feel that a Safety Coordinator or Safety Team is not needed, or is redundant, since there is already an organizer team. Other times they feel that their community is already safe and there is no need to draw attention to potential problems, or to make people feel unsafe by acknowledging that safety concerns or violations can occur. Sometimes organizers feel that their larp is too small to warrant a designated Safety Coordinator, or that their community is well-established enough that everyone already trusts each other or knows what to do.

    There are good intentions behind these sentiments, but all of them contribute to marginalizing certain voices who may have experienced harassment, abuse, assault, stalking, or other emotional trauma at a game. In addition, these assumptions make it more difficult to understand and communicate appropriate behavior and for participants to report instances of inappropriate behavior. Here are some reasons why a larp should consider having a Safety Coordinator or Safety Team.

    1. Designating someone or a team to be in charge of Community Safety means it gets done. Organizing a larp is a huge undertaking that requires many skills and has a lot of moving parts. It is easy for Community Safety to seem less urgent that other decisions such as how to make the site work, writing characters, or what special effects to use. Community Safety can seem to be in the background, until a violation occurs that brings it to the forefront.
    2. It ensures that someone with Community Safety skills has the job. Not everyone has the training, reputation, emotional stability, empathy, and communication skills to do Community Safety work. Choosing a Safety Coordinator means that you’ll have someone who is able to do the job.
    3. It gives a designated point of contact for community members. Community members feel safer and more comfortable if they know who to go to and what to do in the event of a problem with another player, or if they should find themselves emotionally overwhelmed. When faced with a crisis situation, clear and consistent processes help everyone involved.
    4. It makes for a more streamlined process at the event. Without a designated Safety Coordinator or Team, participants who feel overwhelmed or experience troublesome behavior will be asking around for what to do, leaning on fellow participants and breaking immersion for others, or coming to already very busy organizers, or worse, not coming at all because they don’t want to make trouble for organizers. A clear point of contact makes it easier for everyone.
    5. Having a Safety Coordinator or Team ensures consistency. A single point of contact (whether Coordinator or Team) means that all reports are coming through the same person(s). That means that the Coordinator or Team will be aware of all problems in the Community, and can understand trends and what is working and isn’t working. They can then feel confident that their understanding of the Community’s pulse is truly representative of the Community. Without a Safety Coordinator or Team, some reports may go to different people, and never be shared with other organizers.
    6. A Safety Coordinator or Team ensures equitable treatment. Without a designated contact, different members of the organizing team, or even the same person may respond to safety concerns differently each time. With a Safety Coordinator or Team, the policies and actions are taken fairly, objectively, and transparently each time.
    7. A Safety Coordinator or Team ensures accountability. When the sole job of the Safety Coordinator or Team is to create and maintain Community Safety, then they focus on ensuring that reports are taken seriously, followed up on, and action is taken. Having a Safety Coordinator or Team ensures that your policies or guidelines are not mere lip service.
    8. A Safety Coordinator or Team ensures transparency. Rather than mysterious back-room deals, or sweeping things under the rug, a Safety Coordinator or Team works within the view of the Community, while also keeping details confidential. Numbers of reports received, decisions made, and actions taken are archived, creating important community knowledge. Participants feel better knowing that there is a process, that they can inquire about it, that their inquiries will be answered and that confidentiality will be maintained.
    9. The presence of a Safety Leader shows that your Community values inclusivity and safety. By naming a Safety Coordinator or Team, it shows your participants that you take the issue seriously. It demonstrates that your game or larp design is conscious and that your team is committed to making the space inclusive, safe, and accessible.
    10. It shows that you are aware that Communities are not safe for everyone. Like it or not, geek communities are not safe for everyone, all the time. Women, transgender participants, players of color, young people, and other marginalized identities have been speaking up about the harassment, abuse, assault, racism, sexism, and discrimination they have experienced in larp, game, and geek communities. Declaring that your Community is safe doesn’t make it safe, and in fact can make you lose the trust of your participants, whose personal lived experience is at odds with your declaration. Designating a Safety Coordinator or Team shows that you recognize that different people experience a Community differently, and what may be safe to some participants who hold various kinds of privilege may indeed not be safe to others.
    life preserver in a boat
    Safety by Ian Stannard. (CC BY-SA 2.0).

    What Makes a Good Safety Coordinator and Safety Team:

    Here are some characteristics that a Safety Coordinator or Safety Team needs in order to be successful in their mission:

    1. Respected. A Safety Coordinator or Team needs to have the respect of the community, and known to be fair, approachable, impartial, and deliberate. A Safety Coordinator must be able to rise above personal feelings toward particular participants, and take an objective appraisal and decision that considers the good of the Community.
    2. Full Faith & Authority. A Safety Coordinator or Team must have the full faith and authority of the other organizers and the Community. A main organizer or other member of the team should never undermine the efforts of the Safety Coordinator, and the Safety Team should always be working in concert with the values and goals of the particular larp, game, or community they are in.
    3. Heterogeneous. A Safety Team is a mixed group, with different genders, as well as different ages, and experience. People from marginalized groups often have a harder time coming forward to speak about their experience with people who will have a harder time understanding their experience or perspective. For example, a woman who has been sexually harassed may feel more comfortable speaking to another woman, rather than a man, about what happened. Try to populate a Safety Team with members who come from different social circles so that people feeling unsafe can turn to someone who is not close to the person with a problematic behavior.
    4. Capable. The Safety Team should have the knowledge, social skills and emotional stability (at least as a group) to talk to both the person voicing a safety issue as well as the person who might be the safety issue.
    5. Credible. A Safety Coordinator or Team must be able to be trusted. Members must be beyond reproach. Do not include people on your Safety Team who have had reports made against them in the past. Participants may not feel comfortable with the Safety Team at all if they perceive that one of the members is compromised.
    6. Action-oriented. Participants must be able to trust that reports will be taken seriously and action taken. Do not include people on your Safety Team who have a reputation for not addressing problems sufficiently.
    7. Aligned. The Coordinator or Team’s views of safety issues need to be aligned with those of the organizer team, and the larp, so they can do their task and enforce the policies as intended. Organizers need to trust the Safety Coordinator, and back up their decisions.
    8. Objective. Safety Coordinators need to be prepared to handle a situation where someone tells them about problematic behavior coming from one of their friends, or someone whom they have past personal experience with. They need to be able to recuse themselves from such a report, or be able to set aside personal feelings.
    9. Flexible. Safety personnel need to recognize that their work isn’t always predictable. When there is a need, they will be very busy. When things are going smoothly, they may have spare time. In addition, Safety Team members need to recognize that what is called for on their part differs with every situation. They may simply need to give clarification or reassurance, sit quietly with someone, or they may need to confront someone about their problematic behavior.
    10. Resources: The Safety Coordinator or Team must be given authority and resources by the Organizer team to be able to deliver what is stated in the Safety Plan and other policies. They need to have the time, capacity, space, energy, and resources to do their job when someone comes to them with a safety concern, no matter if it is small question about the rules, or a crisis situation of a serious violation.
    11. Down Time. The work of emotional labor is serious work, and takes a toll on members of a Safety Team. They have to remain calm when others are upset, aggressive, or hysterical. Make sure you have enough Safety Team members to not overwhelm them. They need breaks, too, especially after a tense situation. It’s often a good practice to work in pairs if a Safety Coordinator must confront a problematic person, both to guarantee their own safety as well as to obtain a better collective understanding of what was said, and to corroborate evidence, if needed. After a stressful situation, it is helpful to have others available to allow the Safety Coordinator or Team to have someone to vent with or process their own feelings.

    This article is part of a series of articles about designing for Community Safety. Other articles in this series include 19 Truths about Harassment, Missing Stairs, and Safety in Larp Communities, and The Consent and Community Safety Manifesto.

    Sources Cited and Further Reading

    Bowman, Sarah Lynne. February 3, 2017. “A Matter of Trust – Larp and Consent Culture.“ NordicLarp.org. https://nordiclarp.org/2017/02/03/matter-trust-larp-consent-culture/

    Bowman, Sarah Lynne. 2013. “Social Conflict in Role-Playing Communities: An Exploratory Qualitative Study.” International Journal of Role-playing 4. http://www.ijrp.subcultures.nl/wp-content/issue4/IJRPissue4bowman.pdf

    Brown, Maury Elizabeth. September 19, 2016. “Creating a Culture of Trust Through Safety and Calibration Larp Mechanics.” NordicLarp.org. https://nordiclarp.org/2016/09/09/creating-culture-trust-safety-calibration-larp-mechanics/

    Brown, Maury E. “People-Centered Design.” Living Games Conference. May 2016. https://youtu.be/oZY9wLUMCPY

    Brown, Maury E. “Pulling the Trigger on Player Agency: How Psychological Intrusions in Larps Affect Game Play.” In Wyrd Con Companion Book 2014, edited by Sarah Lynne Bowman, 96-111. Los Angeles: Wyrd Con. https://www.academia.edu/9944082/Pulling_the_Trigger_on_Player_Agency_How_Psychological_Intrusions_in_Larps_Affect_Game_Play

    Brown, Maury Elizabeth. March 14, 2017. “19 Truths about Harassment, Missing Stairs, and Safety in Larp Communities.” NordicLarp.org. https://nordiclarp.org/2017/03/14/19-truths-about-harassment-missing-stairs-and-safety-in-larp-communities/

    Edman, Karin. January 3, 2015. “Safer Larps for Young Larpers.” WonderKarin Blog. http://wonderkarin.blogspot.se/2015/01/safer-larps-for-young-larpers.html?m=1

    Game to Grow Webisode Project: Episode 2. “Emotionally Intense Play, Calibration, and Community Safety.” With Maury Brown, Johanna Koljonen, Lizzie Stark, and John Stavropoulos. Hosted by Sarah Lynne Bowman. Game to Grow. September 1, 2016. https://youtu.be/3YtRJd5CR2I

    Game to Grow Webisode Project: Episode 6. “Consent-Based Play.” With Maury Brown, Azzurra Crispino, Johanna Koljonen, Lizzie Stark, and John Stavropoulos. Hosted by Sarah Lynne Bowman. Game to Grow. March 24, 2017. https://youtu.be/P4NbFI3hRj0

    Hupke, Marlen. “Emotional Labor.” OSHwiki. https://oshwiki.eu/wiki/Emotional_Labor

    Koljonen, Johanna. September 18, 2016. “Toolkit: The ‘See No Evil’ or Lookdown.” Participation Safety Blog. https://participationsafety.wordpress.com/2016/09/18/toolkit-the-see-no-evil-or-lookdown/

    Koljonen, Johanna. September 11, 2016. “Toolkit: The Tap-Out.” Participation Safety Blog. https://participationsafety.wordpress.com/2016/09/11/toolkit-the-tap-out/

    Stark, Lizzie. January 2, 2014. “Organizer Fatigue: Larp’s canary in the coal mine.” Leaving Mundania Blog. http://leavingmundania.com/2014/01/02/organizer-fatigue-larps-canary-coal-mine/

    Stark, Lizzie. March 18, 2014. “Building Larp Communities: Social Engineering for Good.” Leaving Mundania Blog. http://leavingmundania.com/2014/03/18/building-larp-communities-social-engineering-good/

    Stavropoulos, John. “19 Safety Truths that Might be Lies.” Living Games Conference. May 2016. https://youtu.be/sbvp9keGyV4


    Cover photo: Life Jacket Ring by Zsolt Fila on Flickr. (CC BY 2.0).

  • 19 Truths about Harassment, Missing Stairs, and Safety in Larp Communities

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    19 Truths about Harassment, Missing Stairs, and Safety in Larp Communities

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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.

    This article presents a Series of Truths about harassment, missing stairs, and community safety that exist in larp communities around the world. Following each statement and explanation is a “Take Action” section, which provides a pledge of encouraged behavior that larpers can make to help stop harassment, abuse, and tolerating missing stairs in their communities.

    To begin, let’s start with the definitions of the three concepts under discussion: harassment, missing stairs (aka broken stairs), and community safety.

    Harassment: systematic and/or continued unwanted and annoying actions of one party or a group, including threats and demands based on racial prejudice, sexual objectification, advances or obscene remarks, or personal malice as an attempt to force someone to do something, to grant sexual favors, gain power, or cause someone to feel fearful or anxious. May be done in person, online, via text or email, or by proxy (by others).

    In the case of larp or role-play, off-game feelings may bleed into the game, and a player may use their character, the game’s mechanics, or their friendship with the organizer or plot team to further off-game harassment in in-game situations. Example: player A is interested in player B off-game, and chooses to have player A’s character stalk, corner, and make rude advances to player B’s character during the game without player B’s consent or despite player B’s wishes.

    a staircase broken Broken stairs by Davide Costanzo on Flickr. CC BY 2.0.

    Missing Stair (Broken Stair): A term coined in 2012 by Cliff Pervocracy that is used to describe a sexual predator who many people know cannot be trusted, but rather than shunning, they respond by trying to quietly warn others. Communities respond to a “missing stair” by worry, warning, watching, and working around, rather than taking action to “fix the stair” by removing the person from the community or scene. The term can also be used to talk about harassment and abuse in addition to predator behavior.

    In the case of larp communities, a missing stair could be someone who uses their in-game or off-game power or social capital to coerce other players, especially new ones, to provide sexual favors in exchange for in- or off-game gain (similar to the concept of the Hollywood Casting Couch, whereby someone obtains a better role, plot, or esteem if they agree to give sexual favors to a person in charge). It may also be those players who troll for “new blood” on the scene, and experienced members of the scene attempt to warn those new players about the person(s) who see them as a conquest. The missing stair problem compounds as the larp scene internationalizes, is that missing stairs can move from one community to another, where no one in the new community is aware of their predatory, harassing, or abusive behavior, until someone gets hurt.

    Community Safety: An umbrella term that means not only the physical safety of participants, but especially the sense of trust in fellow members of the community to behave responsibly, ethically, and consensually toward other community members. Community Safety is designed and created through community norms, conduct policies, workshops, mentoring systems, and other strategies to welcome participants, help them understand what behaviors are prohibited, tolerated, and encouraged in the community, and to regulate participant behavior when the norms or expected behaviors are breached. Community Safety is an ongoing and dynamic process among community members, organizers, and outsiders.

    An example from a larp community is the creation of a Code of Conduct which explicitly bans harassment, abuse and predatory behavior, and requires mutual consent between two adults before a player-to-player interaction can occur. A player sexually assaults another player, and then is defensive when confronted about it, claiming the victim is exaggerating, or that it was an in-character interaction that wasn’t intended to be to the player. Unapologetic and unrepentant, the player is removed from the game for violating the community norms against sexual assault, obtaining consent, and learning from one’s mistakes. This action is taken to keep the community of trust for all participants and to remove the person who violates the social contract for play established in the community.

    With those background definitions and examples established, here are the 19 Inconvenient and Uncomfortable Truths about Harassment, Missing Stairs, and Community Safety in our larp communities.

    1. Off-game Norms Seep into Our Games

    Many people don’t want to think about this radical truth. People want to believe that games are fictional realms that exist separately from the cultures that exists in society. However, games are products of culture, and are played by people who bring their beliefs and norms into them. Unless we very consciously and actively design our games and our communities against these norms, they will be a significant part of our games and communities. Even with design and community norming, the effects of outside cultural norms are still felt. In international larps, we also have people from significantly different cultures meeting and playing together in intimate spaces. We must consider these inevitabilities in our design and do more than merely accept them. Games and gaming communities need to establish their own norms, and communicate, model, and enforce them.

    Take action: I pledge to be aware of how off-game norms affect my design and play, and to actively steer against off-game norms that replicate oppression.

    2. Harassment Is a Problem in Geek Culture. Harassment Is a Problem in Larp Communities

    We may not like to admit it, especially if we were bullied or harassed for being geeks or nerds, but inside geek culture there exists ongoing harassment. We often excuse harassing behavior as being socially awkward, and we have empathy for those who appear to simply not know how to behave toward others, particularly those they may feel attracted to. Sometimes it is a case of education. Other times the disbelief and shock and saying they are unaware is part of a strategy to continue doing harm.

    In addition, people are vulnerable at larps. Strong emotions, close proximity, the presence of alcohol, and the potential lack of authoritative oversight are factors that can increase harassment.

    Take Action: I pledge to not harass others, to report harassment whenever I see it, and to stand up for those who have been harassed.

    3. We Live in a Culture of Toxic Masculinity, Toxic Masculinity and Female Socialization Makes This More Difficult

    Men are typically socialized in ways that make it difficult for them to understand that their own behavior may be problematic to others. Toxic masculinity requires that they defend themselves and not appear weak. It may also make it more difficult for them to speak up on behalf of women or victims of abusers, because of fear of losing credibility with their peers, who are also performing masculinity. Many men are taught that displays of dominance, aggression, and overt sexuality are appropriate displays of their virility, maleness, and desirability.

    Asking men to examine or change those behaviors can be difficult and painful, particularly since doing so may play directly into a toxic narrative that they are no longer displaying strong, heroic, autonomous male-defined behavior. For many of us who are not prisoners of toxic masculinity, the call to speak up or to adjust behavior seems simple, but we need to recognize that these decisions are fraught within the performance of masculinity and that making these changes requires courage and comes at a cost. Until the masculine code itself is changed or thrown off, applauding the efforts of men who make changes and speak up will help them gain credibility that they may lose among male peers as well as encourage them to support calls to change behavior.

    Women are also often socialized not to show sexual desire, or are slutshamed if they do. Therefore, they may be taught to say no, which encourages men to read no’s as yes’s. At the same time, a woman is also typically conditioned not to say no outright, because of pressure to let men down easy or not reject them harshly. This confusing language sends mixed signals and contributes to miscommunication as well as harassment and assault. Clear communication about consent helps break down this system, but that must be taught, modeled, expected, and enforced in communities.

    I pledge to be aware of how men and women are socialized, and how these performances of gender can contribute to harassment and abuse. I pledge to resist toxic culture whenever I can.

    a woman in striped tights descends a staircase Stripes & Stairs by Thomas Leuthard on Flickr. CC BY 2.0.

    4. Organizers Are Sometimes Complicit in the Harassment, Either Overtly or Covertly

    Some organizers simply do not have the time nor the training to deal with the issues of harassment complaints. Many do not want to get in the middle of player disputes, and many feel both overwhelmed and ineffectual in dealing with the situations. Rather than getting embroiled in “drama” or trying to arbitrate a “he said/she said” dispute, many organizers simply fall back on involving the law as the only option. If a player feels they were wronged, then they are told to go to the police for recourse. However, going to the police can be incredibly difficult to do and may reinforce the trauma and contribute to victim blaming. Not only is going to the police the wrong option for many, it also is a convenient abdication for the organizers.

    Larps are private functions and the organizers of those functions have not only the right but the duty to “police” their own function by setting the norms and expecting their guests to follow them. Many behaviors that are wrong, uncomfortable, and harassing may not rise to the level of criminal harassment, nor should an organizer attempt to make the hard choice of going through a formal criminal complaint for someone else. Furthermore, we only contribute to an overly legalistic and litigious society if the only recourse is to involve the police.

    Take Action: As an organizer, I pledge my commitment against harassment and abuse in my communities, to learn how to deal with it effectively, and to actively implement policies to prevent it and address it.

    Take Action: As a player, I will hold larp organizers responsible for dealing with issues of harassment and abuse in their communities.

    5. The Composition of an Organizer Team Matters

    Who is on the organizer team of your larp always matters, but the team composition has particular relevance in matters of community safety. If an organizer is known to have crossed boundaries before, used their position of power to gain sexual attention or favors, or harbored or turned a blind eye when players or friends have displayed abusive or harassing behaviors, then a member of your community will not feel able to come forward to the organizers on these matters. If your organizing team is composed entirely of men, people of all genders may not feel comfortable reporting abuse and assault. This sad fact isn’t a personal impression of specific men, but relates to social norms, gender performance, and toxic masculinity.

    At the same time, women should not be responsible for handling all “emotional” or “safety” issues that arise. The responsibility for safety should be shared among all organizers and community members. We should not delegate safety to one person, least of all a woman who can then be “thrown under the bus” for speaking out about safety while the men gather and state that “those women” have to be placated, so simply do this for now, and then let’s continue as before. Ideally, an organizer team and/or safety committee will have a cross-section of different genders, sexualities, races, religions, classes, etc. Special attention should be paid to how these intersectionalities affect both the incidences of reporting and the responses.

    Take Action: As an organizer, I pledge to be sensitive to the composition of the organizer team, and to strive for diversity among the leaders of the larp community. I pledge to hold other members of the organizer team accountable for their behavior. I pledge not to collaborate with organizers who use their power to harass or abuse others, or who continue to tolerate abusers and harassers in their communities.

    Take Action: As a player, I pledge to hold organizer teams accountable for a lack of diversity and for a lack of designated safety policies, mechanics, and committees.

    6. Some Games Lead Themselves to Harassment More Easily, by Design

    Games with mechanics like seduction, presence, or power can incentivize harassing behaviors that may cross the line from consent by the character to unwanted advances by the player. Games without Codes of Conduct, safety mechanics, or that have a culture of hard core (in which speaking up about feelings, harassment, or individual needs can be frowned upon) can also be more accessible to predatory or harassing behavior. Furthermore, larps that allow alcohol during the event or after-party have increased risks. Many studies have shown a correlation between the presence of alcohol and increased sexual harassment and assault for both psychological and pharmacological reasons. Organizers or players in games like these should be aware of the greater risk and consider taking steps to mitigate it.

    Take Action: I pledge to be more aware and considerate of how a game’s design may encourage harassment and abuse and to steer away from those behaviors even if they are incentivized in the game.

    rusty stairs Spiral Stairs by oatsy40 on Flickr. CC BY 2.0.

    7. Predators Use the Alibi of Roleplay to Do Harm

    The alibi of roleplay separates a player from a character, and sets up a social contract whereby two or more characters may interact consensually through acting or roleplay. It is understood that the feelings, behaviors, vocal accent, affectations, etc. are not “real” but are being portrayed as character performance. Predators, however, see alibi as a legitimized way to push and breech boundaries, being able to claim afterward that it was simply in the course of roleplay. Whether roleplaying or not, if a person does something repeatedly and nonconsensually that makes another person uncomfortable or in danger, that is harassment or assault. When someone approached about their behavior uses the alibi of roleplay as an alibi for their behavior, it is cause for concern. People who are not trying to harm others tend to be reflective, upset, and apologetic if they are confronted about having done something that another person disliked enough to report. These same traits are seldom demonstrated by those who either have intentional motives, or who realize they have been caught. These people tend to deflect, defend, re-accuse the victim, split hairs, display shock and outrage at having been suspected, and to fall back on the alibi of roleplay: “that wasn’t me, that was my character.”

    Take Action: I pledge not to use my character to cause another player to feel off-game uncomfortable.

    8. False Reports Are Very Very Rare

    Several studies of false accusations to reporting agencies have shown the percentage of false accusations to be 7% or less. Think about that for a moment: 93% or more of accusations are in fact founded. Not only does the law require giving the benefit of the doubt to the accuser in each case, but the evidence backs up the fact that the vast majority of people do not make false allegations.

    A fear of false allegations is perpetuated by those who want to keep decision makers so worried about making the mistake of sanctioning an innocent person that they take no action at all when facts may be disputed. In addition, the rhetoric behind false accusations is a classic blame-shifting technique, to garner empathy for the accused and to distract the focus of an investigation or conversation. Furthermore, the accused may also attempt to create solidarity with a false “what if” scenario? It goes like this: “Hey, you’re a person who is like me. You’re (tall, white, handsome, charismatic, a good roleplayer, etc.). This situation of a false accusation and being treated poorly by the organizers can just as easily happen to you. This community is unsafe for people like us.” Once again, this is a tactic to distract from the issue at hand: that the community is unsafe for others who have come forward with accusations, and to make the “real” or “true” victim those who have been falsely accused and have been aggrieved by the organizers’ actions to remedy it. Because the fear of false accusations can be very real, especially the more it is repeated, a predator can tend to garner some measure of support from others by using this tactic.

    Take Action: I pledge to believe people who come forward with stories of being harassed or abused. I pledge to give the benefit of the doubt to the victim and to act in good faith on their report.

    9. Fear of Reporting and Fear of Reprisal Are Real

    women on a staircase Stairs by Seniju on Flickr. CC BY 2.0.

    It is very difficult to report harassment or assault. There is tremendous social pressure not to do so, especially in insular communities such as larp groups, or even geek culture as a whole. Many vulnerable players do not want to “rock the boat” or “cause problems.” Some blame themselves when they have been victimized. Some are afraid of being made fun of for appearing weak, or not able to handle it themselves. Many fear that they will be the target of gossip, or be ostracized by the organizers or other members of the community. In some cases, especially if the person they are accusing is someone with a great deal of social capital, they are afraid of blowback or further harassment. Studies have shown that the way people react to someone who comes forward with reports of abuse or harassment has an impact on their recovery from the trauma.

    Some people with a history of harassment are also known to retaliate against those who speak up against them or those who support the person or people who came forward. That retaliation can be during the game, on social media, in off-game social interactions, or a combination. Some game organizers or storytellers have been known to actively punish people they dislike by keeping plot from them, sending negative plot after them, or adjudicating against their character, sometimes even to the point of killing a character. It is difficult to speak up. Believe and support those who do and have empathy for those who have not because they made a calculation that it was not worth the likely hits to their safety, sanity, or social circles.

    Take Action: I pledge to support those who wish to report abuse or harassment, and to actively resist those who would attempt to retaliate against them.

    10. Your Experience Is Not Everyone’s Experience

    If your only interactions with the accused have been positive, or at least not-problematic, learning of an accusation or action taken against that person will cause you to experience cognitive dissonance. Your own experience doesn’t match up to the reports of another person’s experience. You may feel incredulous, in shock, or even betrayed. You may find it especially difficult to process or believe that:

    1. Your opinion of the accused could be wrong or in need of revision;
    2. The accused could be multi-faceted and display one type of behavior to one person and a different type to another;
    3. That you could have misjudged the accused’s character, or
    4. That you could have been, or continue to be in danger.

    People tend to defend their own experience, and to want to believe any plausible explanation other than that they may be wrong. It is somehow far easier to believe that until-now reasonable organizers have suddenly become overzealous and discriminatory than to believe that they made a necessary decision based on credible information. Steadfastly holding to your own preconception and blaming the organizers or the victims relieves the cognitive dissonance but does not require reflection, examination, or trust. Accepting that you may have made an error of judgment is not only difficult, but requires further action to relieve the feeling of betrayal and hurt. It is far easier for someone to believe your personal experience than the experience of another, and far easier for you to dismiss experiences that do not negatively affect you, especially if that gives you a net positive gain from the accused or from the community.

    When you hold your own experience as more “true” or “real” than those who have come forward with reports, it continues to harm those who were already harmed. By insisting that your experience is the only possible one, you discount or negate the victim’s experience, and contribute to their fears of reprisal and the exaggerations of false allegations.

    Take Action: I pledge to accept that my personal experience is not universal, and to understand and accept another’s experience as true and valid, even if it contradicts my own experience.

    11. There Is Some Information You Will Never Know

    Much to an organizer’s dismay, the information they will have to act on will likely be imperfect. This is the same as in workplace harassment situations, which dictate that in cases of confusion, one must believe the accuser and act upon that information. Organizers should consider the reports they receive, corroborate them with other evidence from other players, from feedback surveys, from facts in the report, from their own conversation with the accused, from their own knowledge of and history with the accuser and accused, and their general experience dealing with these situations. They may consult with others for advice, and rely on policies in place, but the decision is ultimately that of the organizer(s). Unless it is a situation where an organizer witnessed something first-hand, the wish for more information will always be present, since the desire to make the right call is so strong.

    Players or potential players of the larp who learn about an action taken against someone, are likely going to want more information than the organizer can or will provide. You will have a strong desire to know for sure, in order to both deal with your own cognitive dissonance but also to make a judgement about the organizers’ actions. Players must accept that they will not likely get the information they seek, due to privacy concerns for the accused, but especially due to confidentiality for those making the reports. Organizers have both a legal and a moral responsibility to maintain confidentiality, since those who made a report can become the target of ostracization or retaliation.

    Take Action: I pledge to protect the privacy of those who have come forward with stories of abuse or harassment and not to engage in public speculation that may compromise the victim’s safety or well-being.

    lighted angular staircase DSC_3171 by fernando butcher. CC BY 2.0.

    12. There Is No Burden of Proof Required

    A larp organizer is not a judge or an attorney. Bringing forward a report of harassment, abuse, or assault does not mean that the accusation must be “proven” “beyond a reasonable doubt.” A larp organizer is the host of a private function, and can remove anyone at any time for any reason. In many places, a staff member of a larp is employed or volunteers at-will, meaning they may be fired or removed at the discretion of the organization, who does not have to provide a reason. Victims should not fall into the trap of feeling that since something cannot be proven without a reasonable doubt, they should not bother to come forward. Likewise, organizers should not feel that because something can never be determined with absolute certainty they should take no action at all. The existence of another possible explanation does not make the action taken by the organizers wrong. As an organizer, it is easy to become paralyzed by the fear of making a mistake, or the worry about the fallout your action will have on the community.  Abusers and predators will try to call for the standard of beyond a reasonable doubt as a way to deflect the focus from themselves and create the paralyzing or contentious situations that they can exploit.

    Take Action: I pledge to accept decisions that are made by organizers and not to contribute to a culture of victim blaming or inaction by demanding irrefutable proof of allegations.

    13. Some People Cannot Be Reformed

    We all want to believe in the human capacity for change. We all want to believe that someone who does harm would change if they could. It is much easier for us to rationalize harassing and abusive behavior to think that the person simply needed to understand or be given an opportunity to grow and do better. In addition, many of us in the gaming or larping communities were made fun of, ostracized, or bullied in our youth or in our daily lives, and we do not want to do that to another. This creates a Geek Fallacy: that to be inclusive you must include everyone, even those whose behavior is ongoing and harmful. This is patently false.

    Inclusivity does not mean harming the community for the sake of including a single person, or a small group. Consider this: we would feel less shame in removing someone who punched another or who stole from the community than we would removing someone who has engaged in stalking, verbal harassment, inappropriate touching, or repeated intimidation. Some of these missing stairs have years, even two decades of reports against them. That confluence of information is important. If these behaviors have lasted this long, and continue to be reported, that is strong evidence of an unwillingness or inability to be reformed. Multiple reports about the same person over time creates a pattern of behavior that is a red flag to be addressed.

    Take Action: I pledge to recognize when a person does not want to, or is not able to change their behavior, to set a hard boundary of acceptable behavior, and to take action to remove them from the group when that standard is not met.

    14. The Right of the Community to Be Unharmed Outweighs the Right of One Person to Play

    Metal staircase Industrial Stairs by Bridget Coila on Flickr. CC BY-SA 2.0.

    No one wants to ban someone. No one wants to believe that a person they have known and maybe even trusted is harmful. Everyone wants to give second and third and fourth chances. Everyone hopes that the person has finally learned their lesson. However, we can easily fall into a trap of appeasement, giving more concessions to the predator or abuser in order to keep them from doing more harm. The problem with appeasement, as nations in Europe learned leading to World War II as one example, is that the person (or nation) being appeased gains more and more power, and those appeasing lose theirs. In addition, the longer a behavior goes on, the more normalized it gets, and the harder it is to change.

    Ultimately, you have to decide who is more important: the one person whom a lot of people may like, who may be a great role player, who may be an integral part of the group, or those who have been harmed by that one person in the past, along with all those who are at risk for further harm by this person’s continued presence. Removing a person is hard. Letting them stay to harm others continues to enable them, devalues others, and makes you complicit in the future harm.

    Take Action: I pledge to value the safety of the community over an individual who has done harm.

    15. Lip Service Is Not Enough

    Saying you are going to do something is not the same as doing something. Listening to and even hearing the complaints of others is a step, but it leaves the problem in place. Policies which clearly state that this larp community will not tolerate sexual harassment are not enough if the organizers do not enforce those policies. Applying policies variably if someone has more social capital is also a form of lip service. Furthermore, it is far too easy for organizers and community members to excuse problematic behavior as merely a product of culture. Larp communities must state the behavior expected, make it known that participants are responsible for complying, and then act if those expected behaviors are ignored. The excuse that they didn’t understand the local culture needs to stop. The culture needs to be defined, communicated, expected, and regulated.

    Take Action: I pledge to set the behavior standard, model and teach it to community members, to hold everyone in the community accountable for meeting the expected behaviors, and to take meaningful action when the standards are violated.

    16. Missing Stairs Resist Fixing and Have Supporters

    a woman climbing a staircase Photo by darkday on Flickr. CC BY 2.0.

    The way someone has become a missing or broken stair is by being very, very good at diverting attention from the need to have the stair fixed (e.g. have action, especially banning, taken against them). When confronted with an allegation or concern, the missing stair often responds by giving something to the community — a prop, scene, volunteer time, or duty. This is a way to distract from the concern you have brought forward, attempt to ostensibly make amends, but it does not actually address the behaviors you raised. It sets up a false equivalence whereby they make themselves even more entrenched and valued in the community, social capital they will call on should you take action regarding allegations or concerns . Missing Stairs not only choose victims, they also choose allies to defend them staunchly when accused. They tend to be polarizing figures whom people either love or hate, depending on what behavior of theirs you have encountered and what role you play in their narrative.

    When you remove a broken stair, your community will suffer initially. There will be shock and outrage. There may be some defectors, who find it easier to believe that the organizers have lost their minds than that their friend is in any way culpable. People may form splinter groups, and discuss on backchannels. It is important to the Missing Stair that they appear to have been unfairly attacked, so that they may marshal their armies of defenders.

    Take Action: I pledge my strength, solidarity, and support to the organizers and community when an action must be taken against a person who has harassed or abused a community member.

    17. By Taking Action, You Will Become a Target

    It is critical to the narrative of a missing stair that they are blameless, and the target of persecution. They will almost always state that they would have been happy to have changed their behavior if they had only known. They may try to state that they were never informed of wrongdoing, knowing that the organizers will not be able to give proof as they are protecting the privacy of those who came forward. They will complain that the decisionmakers were too harsh, they will state that the community is actually not safe for cis/het/white/males or some combination. They may call you a feminazi. They may tell others not to go to your games because you are aggressive and overzealous in your harassment policy. They will cite their own awesomeness as proof of your persecution. They will position you as hurting the community and position themselves as defenders of it. They will seek attention for the pain you have caused them. They may make accusations about you personally, or claim that you harassed them with your decision. They may make a public spectacle on social media. They may cost you players, money, and mental health. It is their goal to make this so difficult that you will wish you hadn’t taken the decision and that maybe others would think twice before doing so in the future.

    Take Action: I will support organizers who have taken tough action against predators to keep their communities safe. I will stand up for them against persecution and retaliation.

    18. The Charismatic Predators Are the Hardest Ones

    They are very, very good at what they do. They are also very good at roleplaying. These things go hand-in-hand. They groom supporters. They make people feel special. They put themselves at the core of many scenes and draw attention to themselves. They show everyone how concerned they are about others. They may even stand up for others in a public demonstration of their graciousness. Then, the choose their targets, those who are vulnerable, or new, or don’t have a strong support system, or lack confidence, or are overly tired, or whom they have given a lot of alcohol. And those people see a different side. A charismatic predator can quickly switch from magnanimous to abrasive, from encouraging to abusive, from safe to unsafe, from protecting boundaries to aggressively crossing them, from being a friend to using their power for their own gain, from building someone up to tearing them down, from friendly to shaming and manipulative, from consensual to coercive. If a person who has been victimized by a charismatic predator’s abusive side then speaks up about it, their story and personal experience will be counter to so many others’ experiences that they will be often be discredited. It’s insidious. And it is very real. Nonetheless, no matter how charismatic, handsome, popular, or great at roleplay a person is, no one has the right to buy themselves access to victims for predatory behavior, abuse, harassment, or assault.

    Take Action: I pledge to pay attention to the inconsistent and manipulative behaviors that charismatic predators display, and to recognize that wildly different reports of a person’s behavior among a group is a sign of something wrong.

    green and red staircase Spiral staircase by Chris McClanahan on Flickr. CC BY-SA 2.0.

    19. This Isn’t over, It Is a Recurrent Ongoing Problem

    I am disheartened that I continue to hear stories from people within geek communities around the world who share these problems. It isn’t one community, it isn’t one type of geek, it isn’t a particular region or country. It’s everywhere. Geek culture is rife with it. It may be because the norms inside of geek culture strive to be inclusive. Acceptable behavior tends to be a wider spectrum, and while that can be liberating, it can also open avenues for predation and abuse.  Whatever the reason for it, we have to acknowledge the elephant in the room: harassment, abuse, and missing stairs are a problem in larp communities and the large geek culture.

    Take Action: I pledge to continue to work to make our communities safe from predators and abusers, and to support others who are committed to this goal.

    This is a real problem. There is no easy solution. There is no single solution. But there are solutions. First we have to acknowledge the problem and commit to working together to fix it. Let’s take that first step, and then talk about solutions. And then not just talk. But do it. The follow-up article to this piece will contain some suggested things to look for and actions to take.

    Each larp community is different and will take a localized approach to this problem. This is encouraged! But the baseline that predators should not be given harbor in a larp community must remain if we value the safety and trust of our players, and wish to open our communities to more diverse participants.

    a spiral staircase with lights hanging down
    Heal’s Spiral Staircase by Matt Brown. CC BY 2.0.

    References

    © 2017 by Maury Brown. All rights reserved. Contact author for permission to use or translate. Sharing this post is, of course, permitted.


    Cover photo: Layers by Arden on Flickr. Photo has been cropped. CC BY-SA 2.0.