Tag: Italy

  • Rebels on the Mountain – The Last Night of Montelupo

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    Rebels on the Mountain – The Last Night of Montelupo

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    I ribelli della montagna: l’ultima notte di Montelupo (The Rebels on the Mountain: The Last Night of Montelupo) was a larp played in Lusernetta (TO), in Italy, in two runs during July 2015. It was the first historical larp of Terre Spezzate, a larping group active in northern Italy, originally dedicated to fantasy larps. In the last years, however, the group has moved its focus towards one-shots in various settings.

    The opportunity for enacting this larp was the celebration of the 70th anniversary of the Resistance antifascist movement and the Liberation of Italy from the Nazi-Fascist forces during World War II. It was inspired by the tragic slaughter that occurred between the 29th of September and the 4th of October 1944 in the region of Monte Sole. The goals of the organisers were to keep the memory of historical facts alive and to support reflections among the participants about those terrible days. Moreover, the potential of the larp allowed the player to fully identify with the people involved in those events and experience the stress, anxiety and fears of such days.

    One of the main intentions of the authors was to confront the player with choices which were difficult or even impossible to make. Ideals, political issues, religion, personal beliefs, opportunism and family were some of the conflicting key factors that determined the choices of the characters involved. Since, as a deliberate choice of the authors, it was the personal choices of the characters that determined the course of history; one of the most important things that players had to feel was the burden of such responsibility.

    The larp was organised under the aegis of A.N.P.I. – Associazione Nazionale Partigiani Italiani (National Association of Italian Partisans).

    ISTORETO – Istituto Piemontese per la Storia della Resistenza e della Società Contemporanea “Giorgio Agosti” (Piedmontese Institute for the History of Resistance and of Contemporary Society “Giorgio Agosti”), a historical archive of national relevance, helped with the iconographic search, giving our press office some original historical photos.

    After the end of the second run, Maria Airaudo, an actual partisan dispatch rider during the years of fascism, met the players to tell them her first-hand war experience.

    Perception

    Although the events of I ribelli della montagna happened 70 years ago, the proposed themes are still sensitive topics in Italy, having strong connections to current political and social issues. Many of the usual players of Terre Spezzate did not feel at ease at the idea of facing tragical historical events. The re-enacting of the circumstances in which real people were killed was perceived as a lack of respect by some people, and some did not want to be disrespectful towards partisans who sacrificed their lives fighting against Nazi-Fascists. Many were worried about playing the part of a war criminal. The distance between character and player was much shorter in I ribelli della montagna than in other larps. It was closer in terms of realism: I ribelli della montagna was inspired by real events and sought to recreate an authentic mood of anguish due to the constant menace of death and violence.

    Events, places and even characters were not entirely imaginary, but rather relied heavily on inspirations from the real world: we made a serious effort to blend fictional and historical features seamlessly. The fantastical style of fantasy larps, and even the fictional one of contemporary-setting larps, were totally missing, forcing the player to endure a realistic, stifling and long-lasting condition in which they couldn’t find easy ways out.

    It wasn’t far in terms of temporal distance, either. Even if 70 years is a long time, the events of those days still have a remarkable impact on present day. Fascism and the Resistance are still hot topics in Italian political debates of today, often leading to reviews and deliberate misinterpretations of history. They are controversial subjects, difficult to discuss with objectivity, which often leads to arguments and partial, misleading interpretations.

    Finally, the separation between player and character was reduced compared to other larps. The player experienced what their grandparents could have suffered; and this implied a strong emotional involvement and, in some cases, incapability to fully detach from the characters after the larp. Conversely, the larp interested a lot of people not familiar with larping, many of whom had their first experience with the phenomenon. Since the larp was presented like an event less oriented towards entertainment and leisure and more like an occasion of reflection and in-depth insight, it was able to attract many people interested in this approach. In particular, some of the characters were reserved for foreign players, coming from outside Italy.

    It was the first time for Terre Spezzate to have international players in a larp and, as far as the organisers know, also in Italy. Non-Italian players were given foreign, English-speaking characters and, to avoid issues arising from the linguistic difference, many Italian characters were able to speak English according to their background. Of course, understanding and speaking English was a requirement in order to play such characters, but an English-speaking player could not use a foreign language if their character wasn’t able to. This was deliberately meant to recreate the confusing final days of World War II in Italy, when Anglo-American downed pilots and stranded paratroopers could pass months among villagers who were barely able to communicate with them.

    The larp benefited from a high level of attention from the media, who usually do not consider larps newsworthy at all – and are not even familiar with them. In addition to A.N.P.I. mentioned above, the larp was reported by local newspapers, web radio stations and even national radio. The event received some great media coverage, compared to that of other larps.

    The Game

    I Ribelli della Montagna was a three-day continuous larp. The absence of breaks during the game was one of the first things decided upon by the staff. In order to effectively recreate the feeling of continuous danger and uncertainty, it was agreed that the overall recreated reality was not to be interrupted by scheduled suspensions of the game.

    Three main groups of characters were designed for this game: The inhabitants of Montelupo, the rebel partisans and the Nazi-Fascists. But these groups had a lot of differences, both internally and regarding how they related to each other. The inhabitants of Montelupo, the majority of which were women, included fascist supporters, secret partisan associates, and neutral people who accepted the current condition. The town was managed by the fascist Black Shirts, who were born and had grown up in the town. They were natives of the town, and they had strong connections with their fellow citizens, friends and relatives, as well as with the members of the local partisan cell, the Stella Rossa (Red Star). This may seem like a paradox, but it is a fact that, during those days, many lifelong friends found themselves being enemies; and yet, they still met each other at the local tavern and such.

    However, not all the partisans were from Montelupo: Members of the Fiamme Verdi (Green Flames) and CLN, driven by Catholic and communist ideals respectively, reached the town. But partisans were not the only foreigners arriving in Montelupo: There were the German Waffen-SS, heading North during their withdrawal, as well as their Italian allies, loyal to the R.S.I. (Repubblica Sociale Italiana or Italian Social Republic); the state proclaimed by Mussolini after he lost the favor of the king. It’s easy to see that the groups were not homogeneous and did not constitute compact fronts divided along a single line. There were many divergences inside each faction about motivations, ideals, political and ethical issues. This was another deliberate choice, made to reflect the complexity of the historical scenario, and a preeminent point on which the authors focused. They shared the view that the outcomes of historical events have always been determined by the final choices of the people involved.

    Personal responsibilities and faults are always the consequences of the actions we decide to take – or not to take.

    Moreover, the groups were largely unbalanced in terms of resources and power. Even if resources were scarce for everybody, the Nazi-Fascists could rely on a slightly higher supply of weapons and ammunitions, at least in the very first part of the war. They also had the power, both military and political, to impose their will on and take what they needed from the inhabitants of Montelupo. On the other hand, partisans were hiding in the woods in a makeshift camp, their food supplies running short. Again, this was done to properly recreate the historical conditions in which the conflict was fought during those years. However, an important part of the control applied to the game was related to mortality. To avoid players having their characters killed in the first hours of the game, there was a specific rule stating that wounded characters could die only in the last day of the game. Moreover, the initial scarcity of weapons was introduced to discourage too fast an escalation of violence and deaths, which would be a very probable result in a real situation.

    Final Considerations

    I ribelli della montagna was a successful experience, but most of all an instructive one: Both organisers and players learnt valuable lessons.

    First of all, this larp proved that even sensitive topics and tragical events can be approached through larp in a proper way, while keeping a respectful perspective: for the historical facts, the victims involved and the personal sensibilities of the participants.

    The organisation of the larp offered the opportunity to examine many aspects of Italy during Fascism and the Second World War in-depth. It was an occasion for everybody, players and staff alike, to shed light on their own country and history, discovering circumstances, background episodes and little-known details. Finally, the event was appreciated for its balance between thrilling and action-oriented scenes, like firefights, rescues, assaults and even a night bombing; and a strong emotional involvement, due to the uncertain fate of Montelupo, the personal dilemmas of the characters and the fragile, daily habits being shaken and threatened. Brutal interrogations, scarce supplies of food and public executions: The hardcore element was well present.

    The writing and playing of I ribelli della montagna was a great experience: Everybody felt enriched and proud for having contributed to an activity furthering the understanding of the past and the perpetuating of the memory.

    Picture from the larp (play, Lisa Muner).
    Picture from the larp (play, Lisa Muner).

    I ribelli della montagna: l’ultima notte di Montelupo (The Rebels on the Mountain: The Last Night of Montelupo)

    Credits: Andrea Capone, Elio Biffi (main organizers), Aladino Amantini, Andrana Vigone, Annalisa Corbo, Federico Barcella, Matteo Miceli, Mauro Vettori, Paolo Benedetti.

    Date: July 10–12 and 17–19, 2015

    Location: Villaggio delle Stelle (a small private mountain village near the town of Lusernetta), Torino, Italy.

    Duration: Approximately 2 days and 2 nights, including workshops, starting from Friday afternoon until Sunday noon.

    Participants: 65 per run

    Participation Fee: €60 for international players, €70 regular price for villager and female Nazi characters, €80 for partisan characters, €115 for male Nazi and Fascist characters. The entry fee for Nazi and Fascist characters, as well as the one for international players, included the rental fee for a costume.

    Game Mechanics: Single Act Structure, Pre-written characters, Play to Lose, Pre-larp Workshops, Light use of fate play.


    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: Partisans in action (play, Lisa Muner).

  • The Legend of Percival – Larping in Babylon

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    The Legend of Percival – Larping in Babylon

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    In September 2015, in the city of Rome, the Chaos League organized The Legend of Percival (La leggenda di Parsifal); a pervasive larp which cannibalised reality for a few days by asking its players to play the role of outcasts in search of their own physical and mental place: A search conducted within and without the self. Set in modern times and inspired by the works of Terry Gilliam (The Fisher King, 1991), Jim Jarmusch (Ghost Dog, 1999) and Alan Moore (V for Vendetta, 1982), the event was designed to delve into the concepts of marginality and morality.

    The characters played in The Legend of Percival all shared a painful personal history and were persuaded to be the moral heirs of the legendary knight Percival. Their attempt was to establish a new community – the reborn Camelot – on values such as mutuality, moderation and strict adherence to the inflexible moral code of medieval knights. Plunged into the throbbing heart of a chaotic Rome, they struggled against the annihilation of humanity.

    Needless to say, the underlying objective of this larp was to stimulate an unbiased debate about modern society – overwhelmed by individualistic views and interested only in the accumulation of superfluous objects – through the fictional expedient of larp. The style of play was 360° degrees illusion, without interruption and without use of meta-techniques.

    Collaborative Writing

    First step in Camelot
    First step in Camelot.

    Before actually playing, participants created their characters under the guidance and supervision of the organisers. In outlining their personal traits, players were asked to give special attention to the construction of what was labelled the “pillar collapse”. This meant a traumatic event supposed to be the starting point of a death–rebirth process for each character. In layman’s terms, the “pillar collapse” could be represented by a bereavement in one’s family or by disturbing experiences able to make the characters question everything in which they firmly believed, able to shake their ideas and their way of life.

    Simultaneously, players were asked to begin to follow a training course, which would put them in an exact mental and physical state to face the larp properly. Participants were assigned meditation and breathing exercises (partly borrowed from the Zen tradition), which were to be performed on a daily basis for two weeks before the beginning of the game. For example, some of the assignments were based on selective auditory drills of self-listening and surrounding environment listening, in order to trigger an improved mastery of one’s interior space. The final goal of such training was to prepare players to the rhythms and concepts they would face during the live event, to reduce the impact with a reality very different from their everyday life.

    The third phase of the “diffused game” (a pre-game stage which took place entirely online) introduced characters to the inner workings of the game.

    Players had a series of clues to follow (the so-called “signs”), which showed similarities to a recently discovered ancient prophecy concerning Percival. In these analogies they recognized (or thought they did) their own personal histories. This led them to believe they were the recipients of the prophecy and were therefore called to action.

    Knights dormitory
    Knights dormitory.

    The Signs

    One of the main narrative devices of the game was that of the “signs”. These were enigmatic epiphanies that characters could grasp and freely decipher by virtue of their own peculiarity and eccentricity. Asked to interpret marginalized and cast out people, players were invited to construct their characters as slightly out-of-the-ordinary individuals who could be easily mistaken for hopeless misfits or weirdos in the eyes of the public. Yet, their unconventional behaviour became their strength as they were the only ones able to actually read the “signs” hidden in apparently disconnected fragments of reality. So, for instance, a strange stain of paint turned into a dragon and was interpreted as the coming of an evil creature; an inscription on a wall became a coded message to be cracked; an e-mail announced the advent of a Herald. Almost everything in the outside world – and, more interesting, outside the game – could be re-framed, re-contextualised and re-interpreted in the light of the prophecy, as an alternative reality which ran underneath the conventional reality. Obviously, many of these signs were revealed to be dead leads (in the sense that they were not intentionally placed by organisers), mind tricks which nonetheless fit perfectly in the picture of a quest where knights are expected to learn and where mistakes are part of the process.

    Fighting training
    Fighting training.

    In particular, many characters started to believe in self-induced signs thanks to a great number of off-game coincidences. These turned out to be consistent since the players themselves were trying to make them coherent and consistent with the whole story. This helped to build up the overall context of the game by adding more depth to the narrative and by increasing the ability of players to perceive what surrounded them.

    When considering that the play area was very wide (the city of Rome covers about 1285 square kilometers) and that the game included the possibility to move freely in the city after sunset, one can easily figure out to what extent players were encouraged to stay focused and filter reality through the lens of the game, thus increasing the feeling of self-estrangement. Pushed to the limit of their own psychological capability, they actually reached a new and exceptional awareness which helped them to move smoothly in the urban fabric.

    The Code

    The Knight’s Code of Behaviour that players were asked to follow was partly adapted from the original Medieval Code of Chivalry and partly invented from scratch. It served as a compass to find the way for soul searching and spiritual salvation. Each knight’s duty was to study and apply it to the letter every day. The code not only represented the cornerstone of the community but was the innermost spiritual aspiration all should strive for during the game.

    From a game design perspective, it ensured the focus on aspects deemed interesting and stimulating by the organisers. It included 13 strict rules, of which the following is an extract:

    A piece of the Prophecy written on a wall
    A piece of the Prophecy written on a wall.

    1) I apply myself to loving my brothers and sisters more than myself, and to seeing only the worth of my fellow Knights.

    3) I apply myself to possessing nothing and to living frugally.

    4) I apply myself to training at the first hours of daylight; to exercising the body in the morning and the mind in the afternoon. Only after twilight will I step outside the community walls to face the world.

    5) I apply myself at all times to speaking the truth, no matter what the cost.

    6) I apply myself to talking only if I have something to say.

    12) I apply myself to constantly observing my flaws and to disposing of them.

    Everyday life
    Everyday life.

    The Quest

    Theoretically speaking, the problematization of an issue means to pose the correct opponents as obstacles. In The Legend of Percival the focus was not on the conflicts between players, but rather on the challenge of building a close-knit community which struggles against external forces. On one side, one finds an internal adversary represented by the former “self” of characters; an enemy within, against whom every player was supposed to measure themselves. The strict adherence to the code proved a very difficult test that required sacrifice and self-control in a continuous strife to improve. On the other side, the external opponent was embodied by a corrupt politician who sought to drive the knights out of “Camelot” to build a gigantic shopping centre in the area they inhabited. He epitomised a diseased strain of society and its perverse egotistical dynamics. His strategy was to depict the knights as deviant and dangerous individuals who could possibly harm the general public. Should the knights back down, relinquish their faith in the prophecy and return to their former lives or stand their ground and face the consequences?

    Spaces

    King Arthur speak to her knights
    King Arthur speak to her knights.

    Rome is known worldwide as a city full of ancient monuments and fascinating history. It is, however, also a chaotic, noisy and tortuous metropolis where people are easily marginalized. The Chaos League envisioned it as a modern Babylon in contrast to the peaceful Zen-like sanctuary the warrior-monks were called to recreate in an abandoned train station. Of course, some aspects of the spatial background were exaggerated – above all as regards the degradation and grotesqueness of people and places – in order to create an uncanny and distressing collective imagery of urban life. For instance, one of the highlight scenes of the game took place during a 4000-people rave party with deafening electronic music and blinding lights. Here, surrounded by smoke and sweat, the knights had to look for a man whose face was unknown. Strangers in a crowd, they had to find the missing link to the resolution of their quest. The organisers’ wish was to put players in the unusual situation of estranged beholders of everyday life who are unable to comprehend and come to terms with the contradictions of our shallow Western society.

    Media and Reception

    The White Rabbit Messenger
    The White Rabbit Messenger.

    The Legend of Percival – which received the endorsement of Terry Gilliam in a funny video shot by some organisers attending a conference at which he was a guest – was a successful media event. Professional photographer Andrea Buccella documented the game in an extensive photo-reportage by taking part in the event as a player. Another participant, screenwriter and filmmaker Mariano Di Nardo, recorded a four-episode documentary “from within” which was aired on national radio (RaiRadio3) and heard by a large audience (approximately 530,000 listeners). Many participants praised the event as well. Some were so affected by their mission as knights they went as far as stating that they would be willing to make use of the teachings of the Code in their real everyday life.

    Conclusions

    The Knights looking for someone in a real rave
    The Knights looking for someone in a real rave.

    The Legend of Percival proved an extremely complex larp to manage and organise. It took many months of work and employed the whole team of organisers. When we started sketching the overall game design we did not know how it would go, especially with regard to what the players would be able to grasp and appreciate about the inner search around which the whole larp revolved. Nothing of the kind had ever been attempted in Italy before, and this increased the degree of uncertainty. Yet, at the same time, the knowledge of being the first thus far to research and experiment gave us the resolve and willpower to realise this ambitious project in the end.

    We are very satisfied with what we achieved, even though we are aware The Legend of Percival is not a larp suitable for all tastes (if ever there was one!). It is unquestionably more suitable for people open to self-questioning and to testing their intellectual potentials since it requires an elevated degree of emotional involvement and blending.

    It was nevertheless a successful gamble, although some critical issues emerged which need to be re-examined and sorted out for the future. Reassessment especially concerns how to structure and manage long hours of silence and meditation in the game and how to convey the style of play to newcomers. Critiques aside, The Legend of Percival was a highly demanding, highly intimate game where participants were called to play in all honesty, without exterior barriers or masks. It required dedication and concentration from everyone, above all from our players, the ever-present focus of all our creative endeavours.

    Camelot
    Camelot

    The Legend of Percival

    Credits: The Chaos League

    Date: September 3–6, 2015

    Location: Rome, Italy

    Duration: 4 days

    Participants: 80

    Budget: €13,000

    Participation Fee: €170

    Game Mechanics: Diffused game, pre-game collaborative writing of characters

    Website: http://chaosleague.org/


    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: Shadow over Camelot (Pre-game, Andrea Buccella). Other photos by Andrea Buccella.

  • Introduction to Southern Way – New Italian Larp

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    Introduction to Southern Way – New Italian Larp

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    The Southern Way larp manifesto was originally presented by Chaos League on their website. We have re-printed it with their permission without editing.


    In recent years Larp has gained strength and popularity in Italy, and has taken new and more conscious forms. This Manifesto suggests a path for this process, and continues by defining Larp as a strong, actively engaged way of telling stories. Powerful stories that leave their mark. Stories that are hatchets waiting to be dug up.

    The Nordic style was fundamentally important in the development of the Larp. We have established parallel paths, yet our origins, both geographic and cultural, distinguish us. A Dionysian spirit has always animated us. Our travelling companions are: madness, fire, and passion; the corporeal, the non-functional and non-regulated, the invasiveness, the politically incorrect. We have no superiority to show off, that is simply the way we are. And thus we want to encounter the world.

    This manifesto concerns Larp and how to play, it intercepts trends and evolutions. It is the result of many years of work and creativity: it is our proposal to the Larp scene. Rather than a closed story, a party or an ideology, it is a platform, a developing consciousness. It is freely derived from the New Italian Epic Manifesto because we identify ourselves in some of its key orientations and believe that Larps are a form of art in all effects. It’s not about theory, it’s about praxis, program, and vision. Anyone who shares its principles, anyone who wishes to organise Larps according to this Manifesto is welcome, we will be fellow travellers. It is time to write new shared, conscious and profound narratives.


    Southern Way

    1) Play Unsafely

    Reality is potentially dangerous, that’s why we spend our lives developing routines and building fortresses, habits, univocal mindsets. Larps can test these self-imposed boundaries, can carry out an attack on our comfort zones. They represent acts of negotiation because they address and question our shortcomings; they besiege our strongholds. We don’t play to seek confirmations but to come out in the open. Experience the abyss, the diversity. Stand on the edge. Be what we are (not).

    2) In Playing We Trust

    We firmly believe that there should be an unbiased and mutual trust between organisers and players. We ask players to rely completely on the organisers’ care without prejudice or diffidence, even when their actions require secrecy or mystery. We don’t look for contracts to sign but for ever evolving relationships. There’s only one shared interest: the success of the game, nothing else.

    3) No Customers Allowed

    Larp is not cinema, neither is it theatre. It is not a show you can watch sitting comfortably on your chair. No one will entertain you, there’s no passive audience, only co-authors. Don’t look for the drive outside of you, don’t wait for something to happen, be the very stone which starts the avalanche. The logic “I pay so I demand” has no place here; here we’re all equal partners, no one’s a client. The more you give to the game, the more the game will give back to you. Larp isn’t and mustn’t be a gala dinner.

    3) Don’t Keep Cool and Dry

    We want to create ‘unidentified playing objects’, put the accent on the hybridisation and experimentation of genres and narrative techniques. Larp is an expanding galaxy. Not only do we believe that Larp can tackle any subject, but we also believe it can do so with the most diverse means. We want to hybridise with literature, music, theatre, visual arts and the new media. We want to harness the allegorical power of narratives, without obligations and without honouring any orthodoxy.

    5) Just Play

    Playing doesn’t mean winning, playing doesn’t mean losing. Playing means playing. As children we know well the implication of this word but in a world where everything revolves around productivity it is difficult to keep the memory alive. We have nothing to produce, nothing to prove, no one to please or to account for. We only want to play.

    6) Playing as Art

    Larp is a form of art. It has to do with existence and is ontologically connected with the human race. Larp is the Apollonian and Dionysian, is a mask and vertigo, heterotopia, situated utopia. It’s here and now, an unmediated elsewhere. Larping puts everyone in front of their emotions, in front of the act of creation, in front of the experience of the self and of the Other. We believe in Larp as a vanguard, as an antagonist form of experiences, as a spontaneous and collective artistic expression. This doesn’t mean that all Larps are art.

    [space]

    As Organiser I commit myself to:

    A -Respecting the ethics of narration

    Telling stories is a powerful act which requires great responsibility. We know the value of stories and the necessary effort to live them. We know many have come before us and others will follow, we consciously want to contribute to the undertaking. We are ethically committed not to abuse the trust players put in us and not to use narration dishonestly.

    B -Preserving the political awareness of playing

    It is the duty of those who organise the game to be conscious of the power in decision making, and to interact with people profoundly. To be aware that choosing to play in our society has a precise political value. Playing can be an antagonistic act. It’s about choosing a creative gesture that will impact the things that surround us.

    Larp is a voluntary and collective act, alternative to the industry of mass-entertainment. The player is a vibrant and co-acting individual, energy that wants to play a part in the project.

    C – Choosing to tell stories with a rich allegorical value

    It is the duty of those who organise the game to select and design stories that have rich and deep implications. The meaning of Larp is found in the reciprocal relationship between form and content, and these aspects need to be constantly renewed. Stories have a structural value, they are what makes us human. Choosing the right stories means orientating towards the present, pointing one’s weapons at a target, choosing a battlefield. The need to narrate generates the Larp, not the other way round.

    With love,
    Chaos League
    Bologna-Pescara 25/4/2016

  • The Whole Is Greater than the Sum of Its Parts – Voices from Black Friday

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    The Whole Is Greater than the Sum of Its Parts – Voices from Black Friday

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    In this larp we didn’t have restrictions. We just wanted to organize the coolest larp ever played in Italy. At least, that’s what I wanted.

    Chiara Tirabasso, Black Friday larpwright

    Chiara Tirabasso is one of the many larpwrights behind Black Friday. She perfectly sums up two elements of the organizing team: a great ambition on quality for this larp and a strong authorship.

    The game was played two times in November 2014 and totalled 140 players. Looking at reactions and feedback from all of them based upon surveys on player  satisfaction, one can be pretty sure that Black Friday was a remarkable larp for the Italian scene for many reasons.

    First of all, it was a high-budget larp written in the Nordic tradition, which is getting more and more attention, but is still quite uncommon in Italy. The larp was also heavy on technology and scenery. But the most important feature in its design was the organizing team, which comprised people from very different associations and traditions, as well as “lone wolves” and even newbies to larpwrighting. For this reason, this article will discuss this larp through the voices of some of the people behind it in interview style.

    The Beginning

    Black Friday, photo by Alessandro Vizzarro.“It all started during Larp Symposium 2013,” explains Francesco Pregliasco the project coordinator. Larp Symposium is a yearly meeting of larpers and the Italian equivalent of Knudepunkt. “Some organizers from Chaos League, Cronosfera, and Terre Spezzate met and realized that everyone was interested in working together. There was mutual respect.”

    Mario Di Cintio elaborates, “On the occasion of Larp Symposium, I had the chance to know a lot of different associations. Each of them sees larp in a different way than mine. But still, everyone had the will to share their experiences. Hadn’t there been that meeting for knowing each other, I’d never had the grounds to think this project feasible.”

    Aladino Amantini continues, “We wanted to accomplish something new. Something that could raise the quality level from the larps that we had organized until that moment. At least in my case, enthusiasm brought me to the synergy.”

    But why look for new partners in organizing such a high expectations event? Wouldn’t it be easier to rely on a well-established team?

    Black Friday, photo by Alessandro Vizzarro.Alessandro Giovannucci, explains, “Matching with other people helps you [find] new ways. You can get inspiration from every source, but larp is a performative art like music or theatre, so it also needs practice. And you can improve it only by doing things together. You learn jazz by taking part in jam sessions, not reading books. That said, theory must not be overshadowed: most of the bad larps had too few [thoughts] behind them. My organizing team, Chaos League, has more than 20 years of experience, with a strong identity in style. But working with others is very interesting, useful, and funny. I [taught] and I learned. I hope that in Italy, we’ll have more projects like that. It’s a hard way and not many people went through it before, but the renewal of the national larp scene can begin also here.”

    Francesco Pregliasco continues, “For a long time, I had the ambition to make a particularly well-crafted larp in [collaboration] with others, so that we could get the support from [the] skills, energy, and contacts that we wouldn’t have on our own. This ambition has never been satisfied – I didn’t know other teams or [a] single people who could organize events even remotely near ours, quality-wise. Also, a few months [before], I played Monitor Celestra, that incredible Battlestar Galactica Swedish larp. It was a colossal [event] organized by several larp groups cooperating together, and I was very impressed by that.”

    Mario Di Cintio elaborates, “Personally I sensed, since the beginning, that this project would have enhanced larp development in Italy and contributed to [writing] a piece of its history. For a long time, I hoped [for] the chance of doing something choral. Something different from usual larps and, most [importantly], disconnected from the dynamics of the biggest larp events in Italy.”

    Themes, Plot and Organization

    Black Friday, photo by Luca Tenaglia.Black Friday defined itself as a “technology enhanced thriller.” It was set in a mining town during an emergency – the authors begged us not to disclose which kind of emergency, in order to avoid spoilers. The themes explored in this larp were the deprivation of civil liberties, struggling with the great fears of the modern world, and choosing between “peace and violence, ethics and progress, individualism and common good, protection and freedom.”

    As Francesco Pregliasco describes, “The very first idea of Black Friday was, something went wrong in a small American mining town – but what’s behind [it]?’ I think it was an idea from Fabio Bracciolini during an evening where we were chatting about interesting concepts for larp. Fabio had never organized nor written a larp.”

    Chiara Tirabasso elaborates, “Even before forming the team, I was already liking a lot of the themes that we developed [earlier]. I think that once we agreed on the main idea, the themes just sprung [up] naturally. The first time we wrote down a list of TV series and movies for inspiration, it seemed like we had already reached a previous agreement! We were absolutely [attuned]. The winning choice was to put together writers and crew so that we could cover all the very different skills we needed to set up Black Friday. Not only character, scenario, and plot writing; but also webmastering; filming dozens of videos; programming a database and other diegetic software; and so on.”

    Black Friday, photo by Alessandro Vizzarro.Lorenzo Giannotti states, “I’m very proud. Black Friday was thought [out] with a complex structure with different game styles for each of the player groups. Miners, scientists, and law enforcers had very different rhythms and dynamics, and all of them merged into a whole, synergic storytelling. The scientists had [a] frenetic pace, repetitiveness, pressures from above, and moral choices. The miners had a more ‘classic’ game, mostly made of drama and experiences; they were scarred by suffering, oppression, [the] search for answers, and glimpses of hope. They also had most of the backstory, [which] the other group could understand with interrogations or searches. The law enforcers, finally, played a more physical game or an investigation game, depending on the role of each character in team; their drama was given by steady pressure from above, so that they could have moral dilemmas. Somehow, they were three different but synergic larps. A lot of players said that they’d like to play again in a different group.”

    Obviously, putting together a complex project like this requires a strict organization of the team.

    Aladino Amantini explains, “We had different groups. Mine had to write characters and plots; others worked on scenery, supervised the logistics, controlled the budget, worked on promoting the event. There’s been a strong supervision so that the groups could match their deadlines and give all the results to proceed with the overall job.”

    Alessandro Giovannucci continues, “The project had two complimentary souls, at least to me. The community brainstorm one — magmatic and chaotic – and the rigid one, where we divided into groups with hard deadlines. Every member of the team was both chaotic and rigid. This allowed us to put together ideas and suggestions, but at the same time to put them into practice. The larp development was based on the purpose of a mature and entertaining event that could leave a lasting impression on the players. And to the organizers, too!”

    Chiara Tirabasso states, “We worked on this larp since January. Softly in the first months, than speeding up while we were getting closer to the gaming date. I think that [this has] been the right time and pace to agree on the themes; otherwise it wouldn’t have been the same thing. We indulged in having only choices [that] we agreed upon, like we were a well-adjusted team instead of a completely new one.”

    Technology Advancements

    Black Friday, photo by Alessandro Vizzarro.As said above, one of the main features of the game was technology. This choice added verisimilitude, but also a further level of complexity.

    Francesco Pregliasco elaborates, “A truly unique feature for basically every player was the abundance of gadgets to interact with, and the quality of scenery and props. Our comparatively high budget, the hard work from the scenery team, and some [rentals] allowed us to have a remarkable bunch of computers, uniforms, walkie-talkies, cars, special fx, telephones, cameras, microscopes…”

    Marco Ascanio Viarigi agrees. “We had very high production values. We put into the game interactive videos, interfaces where players could enter data (and have a response), pre-registered communications… During the larp, we used technology to let some phone [calls] arrive from the outside. There were also “satellite video chats” with fake backgrounds that let us introduce characters not physically there, but still in game through the screen.”

    Chiara Tirabasso recounts, “In the first run, the bad weather struck our scientists’ lab. The computer we had in there broke and the strong wind nearly uprooted the whole lab! We had to move it in the heart of the night, as part of the game, thanks to help from scientist characters and staff members disguised as lab technicians. In a few hours, it all went well, but how exhausting!”

    Black Friday, photo by Alessandro Vizzarro.Michele Pupo elaborates, “One of the criticalities was science. On one hand, we had to have a strong plot, scientific enough to be believable. On the other hand, the story had to be playable without too much procedural accuracy. We did a lot of [research] and tweaks; the purpose was to make every procedure actually playable and entertaining. The second challenge about science was having scientists as player characters, which unavoidably generated criticisms. We had to try and make believable scientists with players [who] hadn’t studied the subject…their whole life. We had workshops and written texts to give them at least the basic information and the right jargon, but a lot of work came from the players themselves who studied in advance! The result was quite good. Of course, someone noticed that a scientist or two dropped some nonsense… but I think you can’t overcome this without…yearly preparation. In fantasy larps, this isn’t a problem, while we find it in contemporary settings. In fantasy games, meeting highly specialized characters is very rare, and usually our basic [knowledge is] enough. Conversely, every contemporary larp has problems with highly specialized roles. Even…so, I think we managed to operate very well.”

    Technology was crucial also in internal communication between staff members during the game. The location of the larp was divided into two areas: Pole Creek Lodge and Liberty Town. During the game, the staff members were split into three teams. There was someone always in game, both as a non-player character and as a fake player characteri.e. “partners in crime” of the staff members, but introducing themselves as regular players. Another team was in Pole Creek Lodge, almost always inside an apartment with all the technology to make video chats. They portrayed government officials calling from faraway, so they were more or less always available to players. The third staff team was inside a hut in Liberty Town and had the duty of making phone calls, delivering active gaming direction, giving instructions to other staff members, and so on.

    Aladino Amantini elaborates, “Coordination during the larp was crucial. We had two different directing teams that had to synchronize and keep up to date very frequently.”

    Mario Di Cintio continues, “The basic concept was to let the organizers themselves be part of the game. A turnover that allowed everyone to contribute, both behind the curtain and acting a character. We didn’t want someone to be always hidden while someone else was in the game.”

    Great Expectations

    Black Friday, photo by Luca Tenaglia.Communication was very important also before the larp itself.

    Luca Tenaglia explains, “It’s a non-trivial feature where I think Black Friday shone. Months before the game, we weren’t sure that this setting could raise interest. After all, we had to persuade 140 players to pay a high fee for a new kind of larp. In the end, we came very [close] to [selling] out. This, and the comments on players’ part, let us understand that even in a niche world like larp, we shouldn’t underestimate the originality and quality of the communication.”

    Speaking of communication before the event, it must be noted that part of the success of a larp comes from forming the right expectations. To achieve this purpose in Black Friday, the organizers had to tune very finely the mood. After all, they all came from different styles of gaming.

    Black Friday, photo by Luca Tenaglia.Mario Di Cintio elaborates, “We, from Abruzzi, are mostly into a realistic style with high verisimilitude. We have a preference for events and plot turns that are more likely to occur in the real world. Others, like Terre Spezzate, had a more ‘fiction’ approach. But with after some discussion, and evaluation of pros and cons, we came to an agreement. That’s where the ‘cinematographic’ style of Black Friday came from. Before the larp, the players received a [guide], where we showed the basic concepts about the event and the kind of play style we were expecting from the players. Also, the event on social networks was a showcase for the game and its values, but also let us give clarifications to the players.”

    Alessandro Giovannucci continues, “Having different players was one of the main purposes of the project. It was very exciting to see players coming from different gaming circles and traditions, and discover if the creative feedback would become a further strength.”

    The Budget

    Black Friday, photo by Luca Tenaglia.Black Friday was a non-profit larp. The whole budget sums up to 16k euros, which is quite high for Italian larp standards. Half of that sum was invested in toy guns, cameras, hifi, prints, gadgets, and scenery. The rest covered the gaming place, the meals, car rentals, and so on.

    Apart from that, it can be considered a high value production because of the human time spent in the project: up to 17 people during 8-10 months.

    Chiara Tirabasso explains, “I didn’t keep track of the hours spent [on] the project, but I’d like to stress the fact that it’s not possible to produce events like this if you’re paid as writer or scenographer. At least, it could be possible, but the admission fee would be madly high. There’s so much attention behind this project…only passion and artistic ambition can support this.”

    Conclusion

    Francesco Pregliasco summarizes, “There have been in the past even broader collaborations between larp associations. But they didn’t really work, probably because they lacked a strong idea. They were just ‘meetings’; their style was towards compromises among the groups, so they were soulless and uninteresting for the players.”

    Alessandro Giovannucci concludes, “The Black Friday experience was exhausting, but very positive. I’d do it again for sure with other people, given that we begin from the same open matching. Also, I’d really like to see more initiatives like this.”

    Thanks to Aladino Amantini, Marco Bielli, Fabio Bracciolini, Daniele Dagna, Mario Di Cintio, Lorenzo Giannotti, Alessandro Giovannucci, Francesco Pregliasco, Michele Pupo, Luca Tenaglia, Chiara Tirabasso, and Marco Ascanio Viarigi.

    Many thanks to Federico Misirocchi for sharing his post-game interviews.

    Black Friday, photo by Marcello Corno.

    Ludography

    Black Friday, Mountain village of Lusernetta, Turin (Italy), November 2014.


    Cover photo by Alessandro Vizzarro. Other photos by Alessandro Vizzarro, Luca Tenaglia and Marcello Corno.