Tag: Hinterland

  • Hinterland – The Will to Survive

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    Hinterland – The Will to Survive

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    Hinterland was set a few years in the future: a future in which war has destroyed much of society and the infrastructure of modern civilization. Millions of Swedes now live in overcrowded refugee camps scattered around the countryside, at the mercy of ad-hoc crisis authorities, whose resources are stretched way too thin. Life in the camps is harsh and many die of disease, malnutrition, or violence. But there is nowhere else to go.

    The real disaster is yet to come, however. A few years into the crisis, a new disease starts spreading. The overpopulated camps and their malnourished inhabitants have no chance. Over the course of six months, almost the entire population of Sweden has succumbed to the disease, whether in camps or elsewhere. Hinterland was about a group of refugees from such a camp, who have fled in panic as the disease burned through the population. With nothing but the clothes on their bodies, and weakened by years of malnutrition, abuse, and trauma, they have marched off into the wilderness, hoping to get away from the disease.

    HinterlandWe designed Hinterland to challenge the basic comforts most of us are used to at larps. We wanted the game to be physically challenging and really uncomfortable, and we told the players to bring as little as possible, even removing a few items from players before the larp. We actively encouraged players to steal things, even items like sleeping gear or food. The idea was to make the players feel like they didn’t have any resources at all, and to force them into scavenging from the start. The game area was an old farm in the middle of nowhere, where we had hidden items that they could make use of: things like food stashes, blankets, and tools.

    To reach the farm, which was unknown to the players before the larp, they had to walk a few kilometers down a country road. That was how the larp started: a gruelling walk on empty bellies.

    Our idea was to have the players scrounge around the farm once they reached it, and to have them ration or divvy up the resources. They also had to figure out whether they could build or improve the farm for an extended stay, or if they should just take what they could use and move on. Would players hoard or hide resources, or would they pool them together to give everyone a chance to survive? Would they fight over food? Would the characters that thought of themselves as “good” act in a selfish way, and vice versa? Would they act as a collective or would they divide into groups? What would happen to the traumatized refugees once they found relative security, a hot meal, and time to process their experiences? And what would happen once one of them started showing symptoms of disease?

    During the larp, we had a few NPC scenes. One was an unexpected visit by a group of thugs who rolled in with guns and dogs and stole anything lying around, including food and blankets. The idea was for the players to feel a bit better about their situation once they had found some food and other items, only to have it brutally taken away from them again. Another NPC scene was when two visitors from a farm a few miles away came by to check in on the former inhabitants of the farm, who were now dead from the same disease running rampant in the camps. The larp ended with a group from the remnants of the local authority arriving to perform quarantine duties (at which point many players ran off into the woods).

    It amazed me how quickly the condition of our clothing and general appearance deteriorated. We all looked pretty disgusting in the end, but I still felt like a person on the inside. The point is that we looked very much like the people I see begging outside my local food store, and the tarp we put up for shelter during the larp looked like the shelters built by the people who come here to beg to provide for their families. So, today, when I see someone begging, or see the refugees arriving with all their belongings in a plastic bag, I remember this disturbing discrepancy between my outside and my inside and I figure it must be similar for them – the feeling that the people who are clean and well fed will not be able to see who I am behind the dirt and grime, they will not be able to respect me for my achievements or envy me my talents, because those things are invisible to them.

    Eva Meunier, participant

    Creating Survivors

    Character creation was left up to the players, in a process where they would answer around twenty specific questions about their character’s life before, during, and after the war. The questions were designed to streamline the character creation process and to get the participants thinking about the same issues, while leaving out things that weren’t relevant to the story to be told. “Where were you when the war came?” “What kind of person were you before the war?” “Have you done anything to survive that you are not proud of?” Players then asked to have their character reviewed and accepted. Players could request coaching if they felt they needed input or direction. In some cases, organisers did not approve of a suggested character. In these cases, players got an assigned coach to help them build a more suitable character.

    Players were also required to create a few background relationships, shared memories, and a skjebne or fate, for their character. All of this was available through an online system, and players could read each other’s approved characters and build internal relationships. Players were encouraged to let their character design be completely transparent, but they could choose to keep some parts of their background accessible only to themselves and to the organizers. Some players choose this option for a few details of their characters. All fates were by design fully transparent, so as to increase the likelihood of them coming true.

    Today, as I’m eating breakfast and listening to the news of refugees being treated like shit in Libya, or when I see Facebook posts about beggars needing money in order to get home to their countries, I realize what this larp has really given me. Not awesome immersion and a heavy larp experience, but an aftertaste that leaves me defenseless when I hear about refugees and is now making me act instead of closing my eyes. Hinterland seems to have actually done what I was hoping it would do – making me more empathic (and acting on that empathy) to people in similar situations to what I’ve experienced. For me, there’s nothing better or greater this larp could have achieved than nudging people like me out of my comfort zone.

    Sofia Bertilsson, participant

    Hinterland

    Game Mechanics

    Hinterland was light on rules. We decided not to have any boffer weapons, instead using a combination of blank-firing guns – of which there was only one available to the larpers, with a total of two rounds of ammunition – and blunt weapons, such as rocks, hammers, etc. Weapons were used to pre-determine the outcome of a confrontation, similar to the Monitor Celestra rule of “the one with a gun controls the situation,” with our take being “the one with the largest rock controls the situation.”

    As for violence, we wanted to avoid pointless fighting for its own sake, and instead made violence have consequences. We also suggested and workshopped a system in which fighting was mostly about postures, escalating to a point where someone backs down, or brawls on the ground. Furthermore, players were made aware that their characters were weak from malnutrition and lack of sleep, and hence would not be able to take a beating. Our game was loosely divided into acts, where any violence used got increasingly more dangerous as the larp progressed. You could choose to die whenever you wanted to, but you were not allowed to kill other players until the last act.

    As the disease was a major plot element – “Am I infected?” “Is anyone else and how do we treat them?” – we devised a system in which a group of randomly selected players were picked from a list and flagged as “infected.” All the players received a small ziploc bag containing a pill – or three pills, at the second run – to take during the larp. If the pill contained salt, you started manifesting the disease, at which point you could go to the lavatory and apply red powder makeup to your armpits or chest, which symbolized the red rashes you got from the disease. This technique gave a lot of players a sense of dread when taking the pill, and for many who were infected, the taste of salt felt like a physical blow.

    The raiders have left, taking most of our scavenged food and blankets with them. Now a group is checking everyone for the disease. I’m slowly removing my stinking shirt and jacket when I see it, the tell-tale symptom: a bleeding rash on my stomach. God, please, no…

    JC Hoogendoorn, participant

    Because of things overlooked at the first run, we decided to let a few players from the first run play run two as well, with the off-game responsibility to “hack” or push players out of situations where we thought the game might get stuck. For example, players could hack instances where they saw a power dynamic or consensus in the game that killed off avenues of play to explore. An example was when everyone agreed on the most sane and rational solution early on and stuck to it, in a way that didn’t feel like decisions made by people who had been subjected to years of misery, were cold, exhausted, hungry, and afraid.

    Why?

    We have always been interested in “end of the world” scenarios, but also contemporary politics. Far-right and anti-immigrant ideologies are on the rise in Sweden, and we wanted to counter that in some way. One way in which we know we could attempt this was to have people experience just a tiny sliver of the life of a refugee for a short while. We didn’t believe that our larp would be anything close to the horrors that refugees encounter, but we hoped that giving players a tiny taste of the situation experienced right now by millions of people out there would give a better understanding of the hardships that war, and fleeing from war, can entail. We also wanted to make something that was “hardcore” in areas that usually go unchallenged at larps: like personal property, comfort, and basic stuff like food and sleeping quarters. And, finally, an aim of this project was to donate the proceeds of the larp to a Swedish organisation that helps refugees already rejected by the system: the paperless or underground refugees that are sometimes called “illegal.” This was our intent from the start, and something we were open about. In the end we managed to raise around €2,000 for that cause; an amount that we are very happy with.

    I just can’t stop thinking of the events and feelings I experienced this weekend and the events and feelings that the real refugees experienced at the same time. It’s hard to grip. And there is more than one million refugees for every participant at the larp. I’d like to thank everyone for this larp that made me think and feel so much. Now I have to make something of those thoughts and feelings. What that will be I do not yet know.

    Martin Gerhardsson, participant

    Hinterland

    Hinterland

    Credits: Sebastian Utbult, Olle Nyman, Erik Stormark, with the help of Karin Edman, Simon Svensson, Ida Eberg, Andreas Sigfridsson and others.

    Date: May 8–10 & May 22–24, 2015.

    Location: Rifallet, Sweden

    Duration: Around 40 hours, plus workshop.

    Participants: 40–45 per run (two runs total).

    Budget: €7,000

    Participation Fee: €50–€250 depending on income.

    Game Mechanics: Blunt weapons (representative), “phys-larping” violence, optional meta scene room, escalation/ de-escalation techniques, disease system, playing to lose, act structure.

    Website: http://beratta.org/hinterland/


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

    Cover photo: Refugees on the move (play, Sebastian Utbult). Other photos by Sebastian Utbult & Olle Nyman.

  • Hinterland: Playing to Really Lose

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    Hinterland: Playing to Really Lose

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    In the year 2013, the Swedish midsummer idyll is shattered to pieces when Russia suddenly attacks. A war without winners commences, followed by the deadly epidemic called Rosen (the Rose). In refugee camps around the country, tens of thousands die from starvation, violence and sickness. Three years after that first fatal bombing night, the gates to Kolsjön’s refugee camp finally fall and a small group of survivors find their way out into what was once Sweden.

    Makeshift protection from disease (play, Sebastian Utbult).Thus begins Berättelsefrämjandet’s Hinterland, the most recent larp of the Solnedgång campaign. I participated in the second run of two, together with 45 other larpers who also decided that a “hardcore sandbox larp in a post-apocalyptic setting” was just right (although that might sound intimidating, several first time larpers participated and reportedly had a blast). However, I’d rather like to create the new category called “survival larp,” and label Hinterland as that.

    The instructions from the organizers were clear: don’t bring stuff! The entire packing list encompassed a water bottle, something to eat out of, and possibly some personal memorabilia. Food had to be found in-game, as did sleeping gear and heat sources. After the first run of the larp, the amount of findable food had been adjusted and reduced to make it too scarce for everyone to be fed at the same time. The strong or the cunning survived.

    The safety aspect was of course carefully planned on the organizers’ part. For example, there was always enough water for everyone, and sandwiches and a bed in the off-game house. Just knowing this existed calmed a lot of people, and for me it meant that I never had to use it: I was perfectly safe in knowing that the option was there while we tested new larp limits.

    Thou Shalt Readily Steal

    One of the strongest taboos of all in larping is to never steal people’s food or sleeping gear. Hinterland went outside the box even here and encouraged stealing these things in order to emphasize the sense of scarcity, vulnerability, and exposure. Before the larp, several participants mentioned how hard it was going to be to steal someone’s food or let someone freeze at night. What helped me in momentarily shutting down my off-game moral compass was the common agreement we’d all accepted when signing up for the larp. We were prepared for rough times, for being hungry and cold, and we wanted to experience that.

    Trying to survive (play, Sebastian Utbult).During the larp, there was indeed some sneaking and stealing, but I think it could have been expanded even further. One culprit turned out to be, somewhat surprisingly, the Swedish freedom to roam. It was clear that this part of Swedish culture provides us with knowledge and access to food at all times without us considering it as special, something that one of the foreign participants noted in wonder:

    And then I saw people starting to pick grass, and I thought that I hope they’re not going to eat… Yes, they’re eating it.

    Another culprit was the “niceness trap”, which was discussed briefly prior to the larp albeit hard to avoid. It’s much nicer if everyone is happy: we are supposed to share, we are supposed to meta-think that it will be too much for someone if they don’t get lunch. A big push in the right, individualistic direction came when a group of raiders robbed us of everything they could find – including the iron stove in one of the houses! When 46 people own 3 blankets instead of 50, the situation is suddenly quite different.

    Control of the Sandbox

    The larp was labelled as sandbox, i.e. very little control and guidance came from the organizers, while the participants were free to create the story they wanted. The location itself also offered “physical sandboxing” as several houses set for full renovation, entailing lots of scrap, were at the larpers’ disposal. To be able to break windows, smash furniture, and steal anything not nailed down really added to the immersion in a larp like this.

    Raiders using dogs to terrorize the refugees (play, Olle Nyman).While it can be really hard as an organizer to let players be “bored” during a larp, this was crucial to the Hinterland experience. Long periods of downtime and a low-speed larp in general offered both opportunities for processing, fine-tuned play and internal misery. Also, downtime made the action-filled elements much stronger as they became a sudden contrast to the low pace. A few occurrences of NPC groups (Non-Player Characters) appeared to stir the player pot, where the example of raiders has been mentioned above and others were the national forces or neighbouring farmers.

    The use of dogs as a terror and power aspect with the NPCs worked excellently. It’s a physical trigger both visibly and audibly, and at the same time it touches upon fears tied to survival even off-game. Naturally, the dogs must be well trained and the players must act safely around them at all times. Hinterland had clear rules regarding this. The character creation process also included a common memory for all characters of leaving the camp and getting past the guard dogs, which made the dogs easy and believable triggers that enabled strong play.

    There was some guidance apart from the NPC elements. A small number of players from run 1 participated during run  2 with the explicit function of being able to escalate the play or increase hardships if the story became too “cozy”. Their characters could also vanish from play earlier than Sunday, which I think gave a deeper emotional game than otherwise, since people lost friends and were simultaneously reminded that no one was safe. The organizers had instructed us in the dramaturgic curve of the larp as well, which ranged from cooperation during Friday to breakdown during Sunday. That aided me in steering some of the choices I made, even if that was a more subtle kind of guidance.

    1, 2, 3, Gulp!

    A comforting hug (play, Sebastian Utbult).A large part of the larp circulated around the deadly disease Rosen. To determine who was infected during the course of the weekend, the organizers had created a system of “disease pills”. At run 2, we got three pills each to be taken continuously on Saturday. If the pill contained sugar, we were healthy, but if it contained salt, we had been infected. It was up to us as players to determine how fast we wanted to act out the passage of the disease and if we wanted our characters to die on Sunday. According to the organizers, 10 out of the 46 participants were randomly selected for infection, and I was one of them.

    The pills didn’t exist in-game; they were a meta thing only added for guiding the game. I took my first pill with tense expectation; it felt fun in the same way as opening a lottery ticket does. Sugar! My second pill, a few hours later, was taken with palpable anxiety and clenched stomach. Salt. Instinctively, I tried to deny the taste up until the capsule broke and the entire dosage fell out on my tongue. As I had decided not to play sick prior to the game, this was a surprising turn for me that, thanks to its quite physical instruction, really gave me the entire journey from denial to despair  –  and death. I can definitely see this technique being used in other situations where a “higher power” randomly decides the outcome of characters.

    The Mental Steps

    For a larp with such heavy themes as Hinterland’s, pre- and post- work is important. On Friday, there were mandatory workshops focused on character identity and physical play, as well as a measure of relation building. Afterward, a few of us discussed the lack of more psychological play in workshops. Today, physical play gets more and more incorporated in most larps, including a pre-set basic level of it. Even at larps where the focus is not on physical violence, it usually gets a disproportionate amount of time during workshops. Techniques for psychological oppression, on the other hand, are scarcely represented in instructions and exercises despite the fact that they offer great depth for characters and relations. During Hinterland, which was a low-speed larp as opposed to an action larp, more psychological play between characters would have fit perfectly.

    Casualites of the plague (play, Sebastian Utbult).After the larp, a mandatory longer debrief was held for all participants. The motivation that even if you yourself don’t need a debrief, you’ve been part of someone else’s story that might need debriefing, was spot-on to me. My view of the debrief techniques was that they emanated from the thought that one had had a very strong experience during the larp and that one had to return step by step. This didn’t suit everyone, but better to originate with those who need it most than least. On the other hand, several participants felt stressed by having to stay while they themselves were not comfortable with the debrief methods. That might have been remedied by presenting more info on this before the larp, and a more structured organization of the clean-up that followed after debrief. To be able to start fiddling with things gives a sense of doing something relevant and not just waiting.

    The function of “debrief buddies” becomes more frequent in relation to larps nowadays, and is a technique I appreciate. Many along with me find it hard to tell how they were affected immediately after the larp ends, and the worst bleed often appears a few days later. To have a check-up booked with someone who was there is something I find sensible and is a safety aspect I welcome. However, I’m not sure that I think that debrief buddies should be appointed randomly, as they were here, considering that the mission is to handle heavier reactions (which means a kind of exposure). On my part, I’d like to have someone I at least interacted with during the larp, in order to have a sense of who the other person is in our common context.

    Effects After the Game

    A shallow grave (play, Olle Nyman).It’s fascinating how much you can let yourself be affected during just one weekend. It helps, of course, to be mentally prepared, to go with the idea of experiencing vulnerability and harsh living conditions. Still, many reactions turned out surprisingly strong afterwards, especially when it came to food and property.

    When you’ve been on your knees in the gravel picking up seeds of rice fallen out of the raiders’ stolen goods, when you’ve gone to sleep with a piece of a curtain as a blanket, when you’ve lost everything you owned and realize that the most important item was the broken bottle you used for water… Then, other perspectives suddenly become apparent in our off-game Sweden.

    I see how the gas station screams at me with hundreds of labels and items, how the servings at the restaurant are enormous and how we throw away that which could have fed lots of people for days. I realize how many things I own that have no value when it comes to survival. And how safe we are, really, in this society we were lucky enough to arrive in. I’m ashamed by the privilege of being able to “pretend” to suffer and live rough during a short while, just to return to my own reality without persecution, war, and hate.

    And at the same time, I’m eternally grateful for all the insights I gain, because that makes me better, makes me be better as a person in a world where resources really are too few and far between. I think that for each person who goes through a larp like Hinterland, the level of understanding in the world increases a little. And that, dear fellow larpers, is huge.

    Post-larp workshop for leaving your character behind (post-game, Sebastian Utbult).

    Hinterland

    Credits: Main designers and producers were Olle Nyman, Sebastian Utbult & Erik Stormark, for Berättelsefrämjandet. Co-produced by Karin Edman & Simon Svensson, with the help of Andreas Sigfridsson, Helen Stark and Ida Eberg.
    Date: May 8–10, 2015 & May 22–24, 2015
    Location: Private land (abandoned 19th century farm) near Kopparberg, Sweden
    Length: 40 hours of play, 3–4 hours of workshop (per run)
    Players: 83 (max 50 per run) + NPCs
    Budget: ~€7,000 (Proceeds were donated to Ingen människa är illegal/No One is Illegal)
    Participation Fee: €50–€250 (depending on income), €80 for a standard ticket
    Game Mechanics: Honor System, playing to lose, safewords, pre-larp workshop, act structure, blank-firing firearms & blank weapons, meta-techniques (opt in).
    Website: http://beratta.org/hinterland
    Trailer:


    Cover photo: Players scraping up spilled rice from the ground (play, Olle Nyman). Other photos by Sebastian Utbult and Olle Nyman.