Tag: Knutepunkt-books

  • Keeping Volunteers Alive

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    Keeping Volunteers Alive

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    Organising larps is a multi-disciplinary exercise at best. At its worst, you need a witch’s cauldron of different skill sets, and being negligent in one area can mean that no matter how much you shine elsewhere, you still have a failed larp on your hands. A large part of my larp work consists of managing somewhat large (25+) teams of people, most of them volunteers. Doing that for big larp productions like College of Wizardry (Nielsen, Dembinski and Raasted et al., 2014) and Convention of Thorns (Raasted, et al., 2016) has given me some insights that may come in handy for others.

    Pretend It’s a Video Game

    If you think of your helpers/volunteers/team as being human versions of The Sims characters, then you’ll have an easier time managing them. Each of them comes equipped with a number of “status bars” that you need to be aware of. They have to be fed, housed and instructed, if you’re to get anything useful out of them—no matter if they’re at your larp to play the hostile orc army appearing out of nowhere, helping with getting the location ready, or doing cleanup.

    It doesn’t matter much whether you call them helpers, minions, team members or something else. It matters how you treat them, though. To aid you in your larp organising, I’ve compiled a list of tips, structured into three chapters. And while I use these strategies when working with larpers, it’s just as easy to apply this sort of checklist elsewhere.

    And with all that in place, let’s jump right in!

    Health Points

    Health Points represent the physical side of things. If this was a video game, these would be the different status bars that could be boosted using physical remedies. If your helpers are low on health points, it’s very hard to make them do anything (at all).

    • Water. It may seem like a simple thing, but if your helpers don’t have easy access to water, they will suffer. If you’re using an outdoor location, it’s extra critical.
    • Food. People need to eat. Food should be plentiful, nutritious and if possible account for dietary needs and wishes. Both meals and snacks are important.
    • Accommodation. Without a place to sleep, it’s hard to be a hero. Taking care of this can be tricky, since you have to deal with things like snoring, privacy and the general psychological makeup of your helpers.
    • Temperature. I’ve worked on a film project in Abu Dhabi, and I nearly melted. I’ve also frozen my ass off during late Autumn larps in non-heated castles. You need to make sure that either you or your helpers are taking care of making the temperature bearable.
    • Toilets. What goes in must come out, and access to sanitation is vital. One toilet for 50 helpers is not good, and if you’re feeding them well, it’s even worse!
    • Physical safety. To work, we need to be safe—and to feel safe. If you’re doing something in an environment that’s less than friendly to humans, it’s even more important. Enthusiasts will often take risks to make things work. Do your best to make sure that they don’t have to!

    Mana Points

    Mana Points represent the mental state of your helpers. This is slightly harder to quantify, but nonetheless very important. It’s the things that make your well-fed, well-rested work crew put in that extra effort that is necessary to make an event run smoothly.

    • Vision. “The how begins with the why” is a popular phrase. It’s also at least somewhat true. Helpers who know what’s going on and why it’s important are more likely to actually make that vision come true.
    • Motivation. There are many different ways to motivate people, and I’ll not go into details here, but if you don’t manage to motivate your helpers, they’ll slowly degenerate into slow, unhappy shades of themselves. Okay, not that bad, but still bad.
    • Morale. Akin to motivation, but different from it, morale matters when things get tough. When something goes wrong, and you need to ask people to stay an hour extra to dig a ditch or clean toilets, morale is critical. It’s the difference between “Okay, if I absolutely must” and “Yes, let’s do it!”
    • Free time. This is something that I find is often undervalued in projects: the clear communication of when there’s free time, and how it can be used. Are there spaces for resting? Opportunity to hang out with others during free time? Knowing how things work when you’re not working is important.
    • Solidarity. Most of us know that some tasks require heavy lifting while others require less obvious forms of labour. Even so, it can feel very demotivating to see someone watching cat videos on YouTube, while you’re putting the finishing touches on a prop, regardless of whether or not the other person has worked hard earlier. Providing a good feeling of solidarity in the workforce is a key component to creating team spirit.
    • Emotional safety. If we’re stressed and overloaded—or even feeling unsafe and unwelcome, we’re not concentrating on the task at hand. Everyone in your team should feel included and accepted, and creating a culture that supports this is very important—especially when working with diverse teams of strangers.

    Equipment

    Last, but definitely not least, comes the hardware; the things you need to make your highly motivated and cared for helpers actually do the work they’re here for. Inadequate hardware is the most common mistake I’ve come across, and is not just about tools, but also related things.

    • Workspace. Once you’ve gotten someone who can build a dragon, they need a place to build it in, or it’s not going to happen. Having appropriate amounts of space for the work that needs to be done is a necessary component to making things happen.
    • Tools. It may be possible to build a wooden house without hammers and nails, but it’s certainly easier if you have the proper equipment at hand. This can be small things like scissors and pens, or it can be expensive power tools or technical equipment. Often, it’s possible to come up with ad hoc solutions but having the right tools is preferable.
    • Working gear. If you’re working on a construction site, hard hats are often mandatory. If it’s pitch black, lights are pretty much a must. This seems self-evident, but is a place where I’ve seen too many failures.
    • Transportation. Perhaps one of the most overlooked factors when doing projects in locations that are off the beaten path (and yes, castles in Poland fit this category). Just telling people to show up on location doesn’t work that well if your location isn’t easily reachable. Transport solutions take time, and often need to be customised.
    • Physical safety. This is not only about the more obvious aspects of safety, but also about the more tricky ones. Asking if there’s a first aid kit is simple. Remembering that women need lights in toilet spaces because periods are a thing should be simple, but has proven not to be.
    • Emotional safety. Is there a sanctuary to retreat to if you need one? Are there people you can trust who can help you deal with trouble? Larps are often as high-intensity behind the scenes as on stage, and it’s valuable to know if someone is there to make sure that your mental health is taken into consideration.

    Final Words

    This article could easily have been longer, more detailed or more focused on explaining the whys and the hows. Having been a helper at many larps, and being a helper coordinator for larps as part of my professional life, I will be grateful if you can provide everything on this checklist. Time, money and reality often get in the way for that, but it’s a worthy goal, I think. The reason I have chosen to go the video game route is that I’ve discovered two things while working with helpers (and as a helper myself):

    • People are not resources. People have resources, but forgetting to treat them like individual people is not only morally problematic, but also bad for your project.
    • People still have similar needs, and once you learn how to think systemically about some of those needs (as you do with The Sims characters) you get better at managing your helper teams.

    In the end, larps come alive because of the players, but the work done before, during and after larps by organisers and their helpers make the play experience possible in the first place. If handled right, being a helper for a larp can be a very fulfilling experience.

    So let’s do our best to get the basics right!


    Ludography

    • Nielsen, Charles Bo, Dracan Dembinski and Claus Raasted et al. College of Wizardry. Poland: Liveform (PL) and Rollespillsfabrikken (DK), 2014-.
    • Raasted, Claus et al., Convention of Thorns. Poland: White Wolf Publishing and Dziobak Larp Studios, 2016.

    This article was initially published in Once Upon a Nordic Larp… Twenty Years of Playing Stories published as a journal for Knutepunkt 2017 and edited by Martine Svanevik, Linn Carin Andreassen, Simon Brind, Elin Nilsen, and Grethe Sofie Bulterud Strand.


    Cover photo: Volunteers at College of Wizardry 8.

  • Ludo-narrative Dissonance and Harmony in Larps

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    Ludo-narrative Dissonance and Harmony in Larps

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    Out of Tune

    Ludo-narrative dissonance seems like a pompous term but actually defines a simple concept that appears when gameplay (“ludo” from ludis, “game”) and narration (“narrative”) diverge or oppose: the story created by players’ actions contradicts the story tailored by the narration.

    For this article, the definition of “gameplay” in larps includes the system of rules, techniques and meta technical setup which allows players to express themselves in the larp-specific fictional universe, thus to build and expand their story through common tools. The term “narrative” refers to the context in which the game takes place (historical period, genre), displayed themes, game masters’ intentions (what experience they want the player to have), tone, etc. In larps, the narrative is set up primarily through character sheets, player tips and guidelines (describing the universe, social conventions, background), scripted events, etc. The marriage of gameplay and narrative creates the story.

    Prelude in Video Games

    Clint Hocking,1 the creative director at LucasArts and Ubisoft, first used the term “ludo-narrative dissonance” in 2007 when discussing an issue related to the video game Bioshock (2K Games, 2007). The term became an instant success and a practical tool of analysis for video games.

    To summarize Hocking’s original argument, there is a conflict between the ludic contract and the narrative contract in Bioshock. The game enhances the theme of personal interest vs. generosity through the gameplay, but denies the player that freedom of choice through its narration, creating a breach in the player’s adhesion to the overall game history.

    Other examples of such dissonance are abundant in video games. For instance, in the 2013 Tomb Raider reboot, a “hero next door” young man or woman is presented in the intro cinematics as immature and fragile and then transformed in the early stages of the game into a killing machine, almost without transition. Another typical example appears in Batman Arkham City, when Batman is poisoned and encouraged to rush to find the antidote; actually, the player has all the time in the world to fulfill as many side quests as he wants. As soon as he explores the city, the game mechanics actually encourage him to do so in order to increase his skills, negating the feeling of emergency put in place by the narration.

    The ludo-narrative dissonance goes beyond a simple bug, continuity error or occasional incoherence. When it emerges, it’s the whole system that is at fault, where the story promised to the player is contradicted by the story that he lives, which is precisely what we wish to avoid in larp.

    Counterpoint in Larp

    "Anne d'Autriche with a Jambon-Beurre", or when anachronism is a kind of dissonance. Photo taken before the Fouquet's larp by Jérôme Verdier - Photographe. “Anne d’Autriche with a Jambon-Beurre”, or when anachronism is a kind of dissonance. Photo taken before the Fouquet’s larp by Jérôme Verdier – Photographe.

    Like for video games, I believe ludo-narrative dissonance is not only a useful analytical tool, but also a key challenge for larp storytelling. Whether a larp is gamist, simulationist or narrativist (or any other category if one does not adhere to these) does not say anything about its quality. However, if the rules are not consistent with the announced intention, then the organiser is exposed to the likely disappointment of the players. Imagine a larp centred around introspection or character relationships, but whose preparation material instead focuses on encyclopedic rules that detail every aspect of the external world; or a larp promising to explore the daily life of 16th century Venetian merchants, without designing an in-game economy or rules of exchange.

    Although other classifications are possible, I’d like to distinguish the most frequently encountered dissonances into two categories: passive and active.

    Passive dissonances are related to unnecessary rules. Sometimes these are rooted in the desire to present a comprehensive overview of the world or the designer’s work, which leads to an encyclopedic system. Other times, they are a result of the designers’ anxiety to cover all possible avenues of play and not limit players’ freedom or immersion. It is even specified sometimes that some rules are detailed “just in case,” even if it is not advisable to use them.

    Players’ observations tend to show2 that the more our memory is cluttered by the need to take charge or remember the rules of a game, the less space it can devote to emotional impact and empathy. Consequently, a game that would favour an abundant, complex or counterintuitive system of rules diminishes the quality of players’ immersion. This argument alone should lead designers to promptly and ruthlessly suppress any rule not actively reinforcing the game themes (safety rules not included, obviously).

    Not forgetting a more insidious effect: some players, intuitively familiar with the famous trope of Chekhov’s gun,3 may be tempted to think that if the rule exists, it is to serve a purpose. It would be a shame to unintentionally encourage players to use a rule that doesn’t serve the intention of your game, or worse, which lessens the impact of the game’s story. Even though combat, sex or healing rules cover basic subjects (from a simulationist point of view), this is not a reason why they should appear by default in a game system. Every rule should meet a need. One way to avoid passive dissonance and strictly focus on relevant rules may be to suggest to players other means of resolving situations that might occur, more in line with the game themes. Organisers should also clearly communicate what will not take place during the game because it is not part of the scope. For instance, in Prima la Musica or L’Agonie du Poète (The Poet’s Agony, 2016), there are no rules to simulate sex. In operas or 17th theatre plays, protagonists do not sleep with each other, so the same rule applies to these larps set up in the same context, period. However, the theme of being in love is central, thus other means consistent with the setting are suggested to express it like sighs, looks, and gentle touching of hands.

    Active dissonances are caused by rules conflicting with the intentions of the game. The experience they offer to the player is different from what the larp promises. As a consequence, the story experienced by the player is different or even in contradiction with the narration of the game. This situation can take many forms, among which:

    • A discrepancy between the intention of the game, and the type of rules set up by the game design: games anticipated as fun and light but burdened with heavy or complex rulebooks, or games without rules or with minimal rules, where players’ objectives require simulationist mechanisms. This last case can make players and designers think that rules are necessary in a larp, when the actual problem is that it’s not possible to achieve the game objectives with the tools provided.
    • Poorly chosen rules, inconsistent with the narration, and ultimately harmful to the game. Ars Amandi for instance, is a sex simulation rule requiring touching one’s partner’s arm that allows a wide variation of interpretations. Nevertheless, it should not be systematically used as a default sex simulation rule: in games where sexual intercourse is not an important stake, other rules that don’t involve physical contact may be as relevant, and less intrusive for the player.

    Rules are marvellous tools to support, structure, and build a story. Just as it would be unthinkable to reuse character sheets from one game to another (except in the case of a very innovative concept), it would seem at best neglectful, at worst counterproductive, not to design specifically tailored rules for each larp in order to define the game’s own identity. The assumed ambition by most larps—to propose original, varied, strong, and inspiring experiences—requires designers to pay attention to the consistency of all tools used to reach the Holy Grail of ludo-narrative harmony.

    From Dissonance to Harmony

    Following the above thoughts, a term has naturally emerged to greet the effort of preventing—and indeed actively counteracting—the dissonance: ludo-narrative harmony.

    Passive and Active Harmony

    In the same way that passive and active dissonances can be categorised, it seems relevant to distinguish passive and active harmony:

    The Santeuil Boating Party design illustrates seamlessly their "slow gaming" approach: "Take your time, enjoy, live at the pace of the ripples on the lake..." The Santeuil Boating Party design illustrates seamlessly their “slow gaming” approach: “Take your time, enjoy, live at the pace of the ripples on the lake…”
    • Passive harmony: when the rules are consistent with the premise of the game, without necessarily supporting the theme. Consider for instance a post-apocalyptic game where everyone is accustomed to the rigours of survival since childhood, but that promises players the opportunity to explore interpersonal relationships, the importance of family ties, and the experience of group life. To fully focus rules on combat or survival would be consistent with the setting, but would be inadequate to convey the theme. Dissonance is then avoided but harmony is not fully achieved.
    • Active harmony: when the rules, whether chosen among existing ones or created, are always selected specifically to support the whole story by incorporating themes into players’ actions. By this means, the focus of the rules and their tone and treatment are in line with the fictional framework. Again using the post-apocalyptic game example, it may translate to rules setting up group rituals for instance.

    In an effort towards active harmony, many games have brilliantly set up such rules, through the choice of their subject matter (which rules to focus upon, such as sex-play or inter-generational dynamics) or the choice of their treatment (the mechanics by which this focus is handled). Let’s take a look at some examples:

    The first path to ludo-narrative harmony is to choose rules that address a specific topic, to frame the specific larp narration setting and themes. It ranges from designing rules about quodpot for a Harry Potter university larp (Salem-Never forget, 2012), where the championship is not only competitive but part of the narrative; or duelling rules in a western larp to create smooth scenes (Hell on Wheels, Appl and Dulka et al.,. 2015); to more unexpected ones, like rules that allow players to forget or blur serious events as a means of reinforcing the desired dreamlike atmosphere in an oneiric larp (La Sirena Varada, 2015); or a rule that channels madness through a necklace that enhances charisma and lowers a character’s inhibitions, imbuing the game with psychological horror (Pan, 2014).

    Once the designers have chosen the subjects of the rules, it’s time to design them in a relevant way that reflects the narration specific to the larp. Sex simulation rules are a good illustration for that kind of choice. The needs unique to each of the following games has led designers to address this topic, but each set of rules has been executed differently, echoing the identity of the larp:

    • In Les Liaisons Dangereuses [Dangerous Liaisons] (2014), where love is seen as a tool of power and competition, a tarot deck is provided in each room to calculate the sexual performance of each character and determine the winner, with consequences ranging from change in reputation to pillow talk; and even the ultimate disgrace for both characters, the birth of true love.
    • In Les Canotiers de Santeuil [The Santeuil Boating Party] (2014), where love is a floating dream in a light and leisurely atmosphere, there is no crude simulation, no undressing, and (almost) no contact, but a system of ribbons to lovingly tie each other’s wrists before counting clouds together to climb to seventh heaven.
    • In Les Fleurs de Mai [Flowers of May] (Algayres, 2014), where love is designed as a tool of power and enslavement in a brothel, each player is required to use a range of various and subtle interpretations of Ars Amandi.
    • In Just a Little Lovin’ (Edland and Grasmo, 2013) where homosexual advances are at the heart of unbridled evenings, bowls of feathers are available in some scenes: to give a pink feather to someone is a smooth way to suggest directing the scene towards sex. If the player ignores the feather, the scene then moves elsewhere. If black feathers had not also been used to invite to black box scenes, this meta technique could even have been integrated as an intradiegetic mechanic to further strengthen harmony—the feather would then have been considered a usual code of these kind of evenings and well-known by the characters.

    The same attention to consistency can also be advantageously applied to explain the game intentions or overall design. In Vivre Vite [Live Fast] (Allermoz, 2014), a game about young punks in the 80’s, rules are offered to simulate headbutts or ass grabs, in order to enhance a violent, vulgar and sexist atmosphere. Aside from these rules, though, the playing intentions are all consistent with the subject, either in the writing (some paragraph titles for instance: “I’ll punch you,” “I’ll stab you,” “I’m on drugs” “I’ll f… you”) or the numerous incentives to break generic larping codes, including those regarding conflicts (“let’s prioritise shouting over discrete quarrels”) or physical fighting (“in that culture, opponents may finish off a fight either with a few insults or by grabbing a beer together, depending on the case”).

    In the same vein, the rules for Dirty Little Secrets (Algayres, 2013) provide several dramatic elements based on tropes from the soap opera genre—dramatic monologues, slamming doors, looks toward the camera— creating an innovative experience where ludo and narrative merge seamlessly.

    Arabesques

    Pre-game workshops could also be regarded as tools of ludo-narrative dissonance or harmony, as well as other kinds of rules; for example, the many and varied workshops for Mad about the Boy (Raaum, Edland and Lindahl, 2010) – especially the one collectively building the world through examining how the disappearance of all men would impact each character’s daily life. Similarly, the meta technique of using safewords may enable greater harmony, even if it does not create it. In our violent post-apocalyptic world example, safewords would allow to safely and fully experience the rigour or cruelty, designed as pillars of a society fighting to survive.

    Another interesting reflection: once aware of the ludo-narrative harmony mechanism, one could imagine playing with it, in order to create what I’d call constructive dissonances: dissonances that at first don’t appear to be part of the story, but in the end benefit the game, as described in the first musical definition of dissonance:

    Despite the fact that words like ‘unpleasant’ and ‘grating’ are often used to explain the sound of dissonance, all music with a harmonic or tonal basis—even music perceived as generally harmonious—incorporates some degree of dissonance. The buildup and release of tension (dissonance and resolution), which can occur on every level from the subtle to the crass, is partially responsible for what listeners perceive as beauty, emotion, and expressiveness in music.

    Consonance and dissonance

    Game designers can use players’ unconscious desire for resolution as a (comprehensive and benevolent) manipulation tool, to push them towards playing in a certain way, creating a home for some unexpressed expectations that will be resolved in-game, or to induce the tone of game without announcing it.

    Such use may be dangerous, exposing the organiser to the risk of poor communication and the player to disappointment, but tempting to lovers of non-transparent games.

    Why not imagine, for instance, apparently ill-designed rules (rules too simulationist or insu cient, detailed topics unfit with the announced themes) ultimately justified by the unexpected change of direction along the way, with the introduction of new issues that finally justify the original rules (it was all a dream, your character wakes up in another world/lives in a different one than they thought they were living in, etc). Or also, the use of certain preparatory workshops in order to create an artificial intimacy on a meta-level, which can resurface during some unexpected internal changes to the game and impact characters’ actions; for instance, characters supposed to hate each other who are teamed up during the Ars Amandi workshop, seemingly as a joke, but discover ingame that they are attracted to each other. In this case, the dissonance allows designers to avoid foreshadowing in character sheets, suppressing the consequent risks of players understanding, and enhancing the emotional impact of unexpected events and psychological turnarounds.

    The Breakthrough, a Perfect Tune?

    So much Space is played in a real bar, allowing life to imbue the game experience. So much Space is played in a real bar, allowing life to imbue the game experience.

    To go further, I would like to introduce a notion sometimes called “breakthrough” in the field of video games. I do not, however, use it in the overall sense of “breakthrough that marks the era or the history of the game,” but in a more restricted sense, a technical or design innovation at the heart of the game, defining its specific identity and allowing for—in the most successful cases—a new way to play. This concept provides an interesting construction and analysis framework to apply to larps.

    Crystallisation of Storytelling

    It is possible to create a breakthrough that does not lead to ludo-narrative harmony— for example, in the case of a gameplay innovation that isn’t related to the game’s theme. But when given its full potential, the breakthrough is the innovation that amplifies and gives an unexpected echo to the narration. It is the one rule that will often be the most memorable and regularly cited when trying to describe t he game—and therefore a good way to help define and differentiate one larp from another.

    For example, the massive medieval fantasy larp Légendes d’Hyborée [Legends of Hyboria—Opus 1] (2015) offers an innovative system of instances, derived from video games. Instances scattered throughout the site were accessible to players during some quests, with the objective of recreating the kind of epic pulp scenes that groups of adventurers had been told about in their character sheets. For instance, the dungeon of thieves, a succession of rooms filled with physical and mental puzzles to decipher in order to access the following room was an exciting adventure in which each player could refine and a rm their role within the group.

    The breakthrough is a particularly valuable way to direct the player’s attention to the theme at the heart of the game. In all larps—even the most detailed and carefully designed—immersion is an illusion. Only the agreement of the players, who willingly suspend disbelief during the duration of the game, allows what is commonly—albeit imperfectly—called “immersion.” To do so, the players tweak their sensory perception. They mentally erase what doesn’t align with the proposed narration (other players’ appearances, boffer weapons or other anachronisms), and instead focus on elements in tune with the story that they want to experience, which ideally matches the narration offered to them. More than aesthetics or the story of a game, what best enhances this objective are the rules which provide the framework for action and drive the story forward. The breakthrough is a meaningful way to help them focus their attention towards what enriches their game experience, and away from what contradicts it.

    Tant d’Espace [So much space] (Duvned, 2014) is a game for two players based on the themes of melancholy, nostalgia, and a known non-dramatic ending. Participants can play in a real bar, which reinforces on multiple levels the intention of the game. First of all, thanks to the familiarity of the setting, it utilises known references such as the selection of drinks and the presence of other customers as a way of strengthening the bleed-in inspired by the game design. Playing in a real, open world also encourages the interruption of reality through its unpredictability (rose vendors interrupting, the dynamics of background music, server downtime, closing time that forces the game to end). These hazards do not break immersion, but rather reinforce it, immediately merging with the story and offering a different experience for each session. In this sense, one could even qualify it as a systemic feature.

    The larp Comme le Houx [Like the holly-tree] (Henry,2015) explores quite another path, as the game consists entirely of a phone call between two friends. This idea is born out of the desire to remove the bodily dimension from a larping experience, in order to facilitate “immersion” and identification with the character rather than the player, as well as to encourage listening, confession and dialogue, which are the essence of the intended experience.

    Creating Languages Beyond Words

    Many larps already include breakthroughs, although they have not necessarily been identified as such. The following examples provide players new ways to express their characters, through songs, dance and music:

    Tango is a powerful way to convey emotions in The Wedding of Ashes, set in 1945 Argentina. Photo by Ze Moz. Tango is a powerful way to convey emotions in The Wedding of Ashes, set in 1945 Argentina. Photo by Ze Moz.
    • L’Eté 36 [Summer 36] (Artaud and Frénot, 2012): In order to recreate the “bucolic, romantic and festive” atmosphere, designers invite players to sing as a way of expressing their state of mind at key moments of their choice. To achieve this, a song book with customised songs of the relevant period is provided in addition to each character sheet. They become a powerful means to channel emotions, relevant both as a way of expressing the concerns and hopes of the era, and for reinforcing, through communal choirs, the characters’ sense of belonging to a group. The songs can also reveal dilemmas and intimate revelations, either through force or subtlety. This tool could be transposed and fully exploited in a musical larp, for example, where ludo and narrative would then be perfectly tuned. In any case, singing is a specific gameplay technique to personify characters.
    • Les Noces de Cendre [The Wedding of Ashes] (Gresset and Abbey, 2012): In this game, players are invited to express their characters’ moods through tango. The rules emphasise the diverse palette of emotions that can be communicated, as well as the universality of the language (everyone can dance and convey an intention while dancing: love, friendship, passion, hate, …) thus providing an additional tool shared by all players.
    • Prima la Musica (2016): This game, typical of the French romanesque genre, revolves around the world of opera and offers the players a game mechanism called the Theatre of Emotions: a clearly defined theatrical space in which the player can play a scene, sing, mime, or dance with the accompaniment of famous arias in the background, selected from a catalog available before the game so the players can familiarise themselves with the music. It punctuates players’ stories by enhancing key scenes that they choose, at their discretion, to disclose to the other players (open curtain) or play in private (closed curtain). It is a clever mechanism to enhance the atmosphere and intimately connect the opera to the game, allowing the players to interpret scenes worthy of a real opera.

    Make no mistake: I am not claiming that every game should have a breakthrough or should create an innovative rule. Innovation only makes sense if it adds to the game narration. That’s why it can be an interesting question to ask when creating a game, and the answer will depend on the nature of the larp.

    The Sound of Music

    What best than a phone to relive the friendship's years from the pre-social networks area? Photo taken by Rémi Lapcinelle during a session of Like the Holly Tree. What best than a phone to relive the friendship’s years from the pre-social networks area? Photo taken by Rémi Lapcinelle during a session of Like the Holly Tree.

    It seems obvious that when creating rules, one should keep in mind their relevance to the game. Yet the persistence of ludo-narrative dissonance in larp suggests that it may be not that simple, as it requires from larp designers both a clear vision of what they want the players to experience, and what the rules and mechanics will engender.

    Still, larps have by nature many advantages, especially compared to video games, and these advantages should be utilised as much as possible:

    First, the team composition and the workflow pipeline: in a larp team, designers often conceive all aspects of the game, including the rules and story. Even when that is not the case, the team is small enough for everyone to work tightly together. In video games, this kind of collaboration is an exception. Worse over, video game designers are not necessarily trained to take the story into consideration while developing the game design. Fortunately, narrative designers and producers, who translate the story into gameplay, are more and more frequently part of the development teams. But the fact that writers are not always included in the video game development team from the start of the project increases the chances that narration and gameplay are treated as parallel strands rather than as two sides of the same coin. On the contrary, larp designers usually keep a clear overview of the experience they want the players to live, and can more easily harmonise their design and story, since they control everything.

    Also, contrary to video games, last-minute gameplay changes in larp do not usually have cost implications, which makes it easier to align ludic and narrative elements and to address any divergences, right up to the very end.

    Finally, and most importantly, larps are ahead of video games when it comes to avoiding ludo-narrative dissonance, because larps are by essence a collaborative form of storytelling. One of the most exciting and di cult challenges that video games are trying to overcome today is at the heart of most larps: providing players with tools that allow them to take an active role in the creation of the story and to build and tell powerful, non generic-stories within the framework of the game.

    In conclusion, here are some questions that can help game designers interrogate the ludo-narrative harmonics of their game design:

    • What experience do I want the player to have? Which eras, themes or questions will they explore? Therefore, what kind of actions would logically happen during the game?
    • As a consequence, which topics require rules in order to frame, guide and strengthen this exploration? For instance, if the game is categorised as gamist, it should include rules for defining the winner of various kinds of conflicts; if simulationist, it should introduce rules reflecting the atmosphere and detailing societal injunctions and codes; if it’s a campaign, it needs to provide rules for the play happening between events.
    • Conversely, what kinds of rules do not fit into this framework? Does each rule support the narration? If not, is it useless and therefore dispensable?
    • Once the rules have been defined: what kind of execution best reflects the themes of the game? Do relevant rules already exist to support the intended theme? If the answer is no, they need to be created.
    • What is the focus of the game, the essence of the experience? Which specific game mechanics should I create to enhance it? What about preparatory workshops or rules dealing with unexpected topics or treatment? A specific structure (linear, ellipse, cutting into action with gradation of intensity)? A specific medium? etc.
    • Would constructive dissonance be a meaningful way to create a specific feeling or tool for my larp?

    These are only some leads to help explore new paths towards a meaningful and consistent larping experience, without any claim to absolute truth or completeness. Employing these concepts of ludo-narrative harmony and breakthrough may help drive the expressive power of the game, and ultimately, improve the players’ experience.


    Ludography

    • 2K Games. Bioshock, Novato, USA: Take-Two Interactive. 2007
    • Algayres, Muriel. Les Fleurs de Mai [Flowers of May] France: Association Rôle. 2014
    • Algayres, Muriel. Dirty Little Secrets. France: Association Rôle. 2013
    • Allermoz, Isabelle and Olivier Allermoz. Vivre Vite [Live Fast]. France: Association Clepsydre. 2014
    • Appl, Filip, Tomáš Dulka and Jan Zeman et al.,. Hell on Wheels. Humpolec, Czech Republic: Potkani and LARPard. 2013, 2014 & 2016 http://howlarp.cz/about
    • Artaud, Olivier, Marie-Claire and Olivier Frénot. L’Eté 36 [Summer 36]. Castle Cernay, France: Association Rôle. 2012
    • Barnabé, Frédéric. L’Agonie du Poète [The Poet’s Agony] France: Association Rôle. 2011 http://agoniedupoete.fr/
    • Crystal Dynamics. Tomb Raider, Redwood City, USA: Square Enix. 2013
    • Canotiers de Santeuil, Les [The Santeuil Boating Party] France: Les Francs Papillons, Beaulieu and Association Les Amis de Miss Rachel. 2014.
    • Duvned, Sébastien. Tant d’Espace [So much space]. France: Association eXperience. 2014 http://www.murder-party.org/tant-despace/
    • Edland, Tor Kjetil and Hanne Grasmo. Just a Little Lovin’. Denmark: Rollespilsfabrikken. 2013 http://just-a-little-lovin.blogspot.fr/
    • Gresset, Veronique, Raphaelle Gresset and Vauluisant Abbey. Les Noces de Cendre [The Wedding of Ashes]. France: Association Rôle. 2012 http://agoniedupoete.fr/NocesDeCendre/
    • Henry, Hélène. Comme le Houx [Like the holly-tree] France: Association eXperience. 2015 http://www.murder-party.org/comme-le-houx/
    • Légendes d’Hyborée [Legends of Hyboria]. Château de Guise, France: Association Eve Oniris. 2015 http://www.eveoniris.com/
    • Liaisons Dangereuses, Les [Dangerous Liaisons]. Castle Carsix, France: Association Les Masques de Dana’t for organization, Don Quixote for creation. 2014
    • Prima la Musica ou L’Opéra Terrible [Prima la Musica or the Opera Terrible]. Castle Montbraye, France: Primoot Team and Association Urbicande Libérée. 2016
    • Raaum, Margrethe, Tor Kjetil Edland and Trine Lise Lindahl. Mad About the Boy, Norway: 2010
    • Rocksteady Studios Batman: Arkham City, London, United Kingdom: Warner Bros. 2011
    • Salem—Never Forget. France: the Very Disturbed Team and Association Le Chaudron penché: 2012
    • Sirena Varada, La. Granada, Spain: Somnia. 2015 http://somnia-larp.wix.com/lasirenavarada
    • Udby, Linda and Bjarke Pedersen. Pan. Organised by Nina Teerilahti et al. Finland: 2014

    This article was initially published in Once Upon a Nordic Larp… Twenty Years of Playing Stories published as a journal for Knutepunkt 2017 and edited by Martine Svanevik, Linn Carin Andreassen, Simon Brind, Elin Nilsen, and Grethe Sofie Bulterud Strand.


    Cover photo: Le Déjeuner sur l’herbe by Édouard Manet.

  • Telling Character Stories

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    Telling Character Stories

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

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

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

    1. The German Concept: Bring Your Own Character!

    1.1. Terminology

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

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

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

    1.2. Roots of the “German Concept”

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

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

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

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

    1.3.1. Prerequisites: Players “versus” NPCs

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

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

    1.3.2. Challenges for Organisers and Game Designers

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

    1.3.3. Know Your Players

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

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

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

    1.3.4. Beat Them with Mass

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

    1.4. German Character Concepts: An Epic Journey

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

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

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

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

    1.5. Effects on Player and Playing Style

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

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

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

    2. College of Wizardry — A Sandbox for Your Character

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

    2.1. Nordic Concept: Pre-written Characters

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

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

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

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

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

    2.2. Practical: Creating a College of Wizardry

    2.2.1. Design and Balancing of a Sandbox

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

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

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

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

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

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

    2.2.2. Character Creation

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

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

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

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

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

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

    2.2.3. Telling CoW Character Stories — Extending the Game

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

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

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

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

    3. Conclusion

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

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

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

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


    Bibliography

    Personal Communication

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

    Ludography

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

    This article was initially published in Once Upon a Nordic Larp… Twenty Years of Playing Stories published as a journal for Knutepunkt 2017 and edited by Martine Svanevik, Linn Carin Andreassen, Simon Brind, Elin Nilsen, and Grethe Sofie Bulterud Strand.


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

  • Reply to Martine Svanevik

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    Reply to Martine Svanevik

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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 text is a reply to a response from Martine Svanevik to an earlier text by Charles Bo Nielsen.


    First thing I will address is the point of freedom for a murder mystery larp.

    First of all I would look at the design and see how I could work around it. I would argue it is to fragile a larp design if it can fall about from characters making change. The best mystery larp I ever played was “Sankt Elisabeth,” which was a haunted hospital, where we had to explore the rooms for clues and hints. The main antagonist of the larp was revealed through the larp and not through the background story of the characters. The stuff you shouldn’t change was the actual clues in the hospital. The characters all had relations to people who had died at the haunted hospital, but these relations was build up through play with NPC ghosts of former patients. The true brilliance came from the design being so steady, I and another player was 45 minutes late to the larp and got a shorter briefing and got introduced later to the larp, but it didn’t effect the experience that much, because we still got to explore through the hospital to find clues and meet up old patients.

    Had we had super tightly written characters, with a near scripts like part of story bits we needed to reveal from our backstory to the other characters, all sorts of things could have gone wrong and often does in horror/psychological thriller larps.

    Long answer short: Challenge yourself as a designer and work around it. Make a horror larp, not horror movie.

    Martine Svanevik points out there are two solutions if there are not carefully crafted character plots. Either independent plots with no direct ties to characters or a transparent design, so everyone can share and follow the changes they do. I had a great conversation about the claiming that transparent design leaves no room for surprise in the larp with a Russian larp designer Di Villiers about this at GNiales. It is all about getting that “aha! moment”—which for Svanevik and Di Villiers is when a intricate string of neatly folded surprises are revealed. But the “aha! moment” also happens in a very open transparent larp. In a open design larp you put out lots of ideas and plan with your co-players, when suddenly you create the great larp moments, you only put out as dreams, not by a well planned and playout script, but by everyone coming together and playing each other up to reach those strong immersive moments we all play larp for. The payoff for feeling that you as a player achieved greatness is just as rewarding if not more as getting it served on a silver platter.

    “Reacting dynamically to unexpected events” I would say is quite an romanticisation of railroaded larps. While I will acknowledge that it is a goal that is often achieved, I also often end up in a situation where it feels to be constructed or that I can see it coming before it happens. With a more natural story developed through play during the larp, you actually have no idea where the larp will take you. But with a railroaded experience—and especially if you know the creators—you start to realise the patterns, even more so if you are also a designer yourself.

    Then Svanevik brings up: “players have a tendency to repeat the same tropes.” This I believe to be a very valid critique. Because it is very true that with little external control, we will end up falling back to default ideas and positions, pursue the story we think we want, rather than the story someone else might have in store for us. So if you design your larp with much player freedom in mind or you play a larp like this, be aware of the tropes and challenge yourself to rethink your ideas and not go with the first and the best thing that pops into mind. And as organisers help player creativity along, through workshops, preparing for the larp, teach them something new about society, culture or play styles, so they get new impressions they can get inspired by.

    As a larp designer you should help your players see the potential of your larp and together go beyond and above, what would be possible if only one part did all the creative work.


    Ludography

    • Kaoskompaniet., Sankt Elisabeth. Kaoskompaniet. Denmark: 2013.

    This article was initially published in Once Upon a Nordic Larp… Twenty Years of Playing Stories published as a journal for Knutepunkt 2017 and edited by Martine Svanevik, Linn Carin Andreassen, Simon Brind, Elin Nilsen, and Grethe Sofie Bulterud Strand.

  • Response to Charles B. Nielsen

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    Response to Charles B. Nielsen

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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 text is a response to an earlier text by Charles Bo Nielsen. He has in turn written a reply to this text.


    I agree with many of the suggestions Charles B. Nielsen makes in Loyalty to Character. It is true that larps do not follow a script, that even if you write a character for a certain player, that player may pull out at the last minute. What sounds like fun play for a character writer may not be fun for the person playing the part, and any game may take an unexpected turn. As a larp designer, it is therefore tempting to go down Nielsen’s route, to say: “your character is your own, make of it what you will.” But does this approach make for a better larp? Or a better experience for the players?

    From a designer’s perspective, this open approach to character writing seems to work best for loosely designed, sandbox style games. When you have a specific story in mind, with a set of characters and relations, every player cannot change as much of their character as they want. Take a murder mystery, for example. In order for the drama to be intense, each character must have a connection to the victim and a reason to want them dead. The players may not know who the victim will be before the game starts, so if you allow each of them to change whichever part of their character they want, the mystery may fall to pieces on day one.

    There is beauty in a carefully crafted plot where snippets from a character description comes into play during a game, where each character plays a small part in a larger story. Although most larps do not—and arguably should not—run on rails, there is a particular joy in being surprised at a twist in a story you did not know you were an integral part of. Giving players complete control over the characters requires game designers to either craft plots that are independent from characters—which is a great loss, if you ask me—or to design games that are played with open cards so that every player knows the ramifications of any change they make. This second approach removes the opportunity to surprise players by in-game turns of events. By releasing control of character creation, the designers leave it to players to build their own stories, plots and relation networks to a much larger degree than in a more tightly designed game. This will naturally favour those players who enjoy and are adept at building and sustaining such networks and who enjoy building their own stories, rather than reacting dynamically to unexpected events.

    In addition, it is a known truth that left to our own devices, players have a tendency to repeat the same tropes. A player with a penchant for drama will almost always end up bleeding, broken and crying alone in the dark. A player who loves experiencing the rise to power might turn even a mild-mannered romantic into a power-hungry, machiavellian mastermind. I’m not saying that this doesn’t happen when players are asked to play parts as written, or even that changing characters is a bad thing, but complete freedom means that there’s no external push to try something new. Larping offers such opportunities to try on new roles and experiences, but sometimes you need to be offered a part you did not know you would enjoy playing in order to experience it.

    If you always get to build your character, you might subconsciously end up playing the same game over and over.

    I’m not against character steering. Sometimes it is necessary to step out of a game and change direction. The shortfalls in Nielsen’s approach is that it limits the types of stories game designers can tell, and that it removes the external push for players to try something new. In Nielsen’s games, I suspect many of the players will end up telling the same story over and over and, more importantly, that the stories they tell will be player-written and player-controlled.

    Nielsen is right when he writes that “the idea to take a character sheet and change as much of it as you want is alien to many larpers and it requires a shift in both player mentality, and in larp design.” I am just not sure if this shift is the right choice for every player and every game. Any larp designer wanting to employ Nielsen’s character design needs to be aware of the knock on limitations in terms of the game they can write, and any player going to such a game needs to be aware that by owning their character’s past, they also need to own that character’s future.


    This article was initially published in Once Upon a Nordic Larp… Twenty Years of Playing Stories published as a journal for Knutepunkt 2017 and edited by Martine Svanevik, Linn Carin Andreassen, Simon Brind, Elin Nilsen, and Grethe Sofie Bulterud Strand.

  • Loyalty to Character

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    Loyalty to Character

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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.

    Ask not what you can do for your character, ask what your character can do for you?

    The Problem

    I have worked with character creation for many years and making characters fit both the larp and the players at the same time has always been a struggle. The player of the character might change, new ideas for relations pop up down the road, how the player understands the character might be completely different than what you had thought. The larp is most likely going to develop in a direction you were not able to predict, because that is what larps do. They do not follow a script, they adapt, they bend, twist and turn. Some smaller, heavily scripted larps, might have a certain amount of control over the characters and players, but the bigger the larp, the less you can predict or control the course of the action. So instead of insisting to try and keep tabs on everything, work with the character as a starting point, not a script for a character you need to play out like in a theatre. It is your character and your experience that matters.

    Some larps introduce workshop-created characters to get the player involved at an early stage in and allow designers and players to collaborate to create a shared vision of the character and that solves many problems. I think an easier solution is a change in player mentality. With both College of Wizardry (Nielsen, Dembinski and Raasted, 2014-) and Fairweather Manor (Boruta, Raasted and Nielsen et al., 2015) we tried to communicate that characters were meant to serve as inspiration for the players, not a chain around their necks. We told players explicitly that they were free to change what needed to be changed so the character could fit the experience they as players sought from the larp. Obviously while still being mindful of others and communicating with their co-players. But the idea to take a character sheet and change as much of it as you want is alien to many larpers and it requires a shift in both player mentality, and in larp design. In this article, I’ve outlined my thoughts on how you as a player should approach your characters, not to tell the story the organisers envisaged, but to make the characters your own and through that create the most amount of game.

    You Are Not an Actor

    Larp is not acting, there is not a tightly written script you have to read out aloud where every part of your character’s journey is dependent on you staying entirely true to your character. Larps are (mostly) dynamic and flexible, stories and actions are (mostly) improvised. For your character to always function in this exercise of mass improvisation, your character needs to be flexible as well.

    We Wrote the Character for You!

    Now, when I advise you to only stick to the character for as long as it works, it is not because I want you to disregard the tireless work of character writers, but because the designers wrote the character for you to have a good experience. Be aware of when it stops working, when you start crying not due to: “talking about your sister’s suicide while peeling potatoes in the mud”((Knudepunkt TV video (Thank you Karolina and Stina): A journey in to Swedish larping”: https://www.youtube.com/watch?v=TyrLndFJBfs)) but because you as a player feel stuck. You have very likely been there yourself; the character just did not make sense, either for you or with the direction that the larp had taken your character. Realise and adapt.

    When I sat in the organiser room of CoW and Fairweather Manor, I met players crying their eyes out because they didn’t know what to do, they were simply unable to act out their character and have a good experience at the same time. This is a moment to “CUT,” “BRAKE,” and “STOP.” Take a deep breath and sit down, and ask yourself: “What do I as a player want to experience at this larp, why did I come here in the first place?” When you have figured that out, try figuring out how to get there.

    My advice is always to consider this before going to a larp. Spend time acknowledging why you want to play a specific larp and a specific type of character, to adapt your expectations to when you meet the larp. If you do not know what you want, then try something you would find enjoyable in other larps—being it eating cakes or drowning people in a lake (I’m not here to judge). Do it. Just do it. After you have done it as your character, try and rationalise why: “I just did this, what the fuck just happened?.” This also happens in the real world, sometimes we just do something stupid we never wanted to do, and then afterwards we try to rationalise it. It works perfectly fine in real life, so it can in larp too. Real people don’t consider everything they do: they do stuff. Often it takes a while before they realise why they did it. This is a perfect excuse to change directions for your character at a larp. Use it.

    Contradictions Are Interesting

    You see it all the time in real life, and in fiction. When someone contradicts their own beliefs or actions, it can make for interesting storytelling. So whenever you ask yourself: “What would my character do?,” also ask: “What would my character never do?” Then ask yourself as a player, what would be the most interesting story? The protective knight that lost his temper and beat up the beggar on the street, the thief that returned the stolen goods, the doctor who ended up killing his patient, the enemies who suddenly became best friends? Sometimes playing against stereotypes can provide better stories and more intense experiences than playing a character as written.

    Just like Falling in Love

    Think of it as falling in love. Sometimes we just do stupid shit for love. That is your motivation. Now ask yourself, what or who is it that your character loves? Then do that stupid unthinkable thing to get closer to it. “My character do not fall in love,” well maybe you just did anyway? Or maybe you did something stupid to protect someone? Love is the perfect illogical explanation for lots of potential play. Again, obviously be mindful of your co-players, never use spontaneous love as an excuse to stalk someone you as a player like out-of-character. Use it to start new interaction and if you feel stuck with no direction for your character.

    “I Suddenly Remember All about This Trauma from My Past?”

    Remember your 1-10 pages of character is not a full life story. People who have written diaries as teenagers has hundreds of pages of dribble and if you read it all, there would still be more teenage angst to go. Maybe there was something that wasn’t mentioned in your character? Like in real life, you also suddenly remember something from your past, that gets triggered. This could also happen to your character. Be creative and don’t panic, there is almost always a way to get a back into a larp and mold a poor experience into a great experience. I have dozens of boring or just poor larp experiences, where I went out-of-character and went for a walk to reconsider my options, sometimes asking real life friends at the larp for help. If they are your friends, they would prefer you tell them of your struggles, than just try and brush it off, even if you interrupt five minutes of their weekend larp. Who knows, maybe they are also confused and together you can solve each other’s lackluster experience.

    Sharing Is Caring

    This brings us to yet another approach. Instead of thinking about what you as a player want, think about what you could do to enhance the experience of others. If someone else looks bored, try to play with them. It might so happen that they then do the same for you when you get bored. Maybe someone is trying to keep a secret? Expose it to everyone, see what happens. Maybe someone else wants to be beaten or wants to win, let them, others will mimic your collaborative play. Look outwards and become a playmaker for others. The best stories are created together and sometimes you can get a great experience yourself by delivering one for someone else. Maybe you can deliver someone’s poems or collect their taxes, maybe someone is sitting with to much to do and you can lift part of that burden. You might break ranks a bit or upset norms in the setting, but if someone is struggling with their position anyway, their experience might already suck, so breaking a bit of the immersion of hierarchy is often the lesser of two evils.

    Reinventing the Wheel

    I am not trying to reinvent the wheel, steering was a term introduced a few years ago at Knudepunkt. I strongly recommend you read: The Art of Steering by Markus Montola, Eleanor Saitta and Jaakko Stenros (2015). What I advocate is to actively steer your character. Take charge of your experience. It is even more important today, where you have likely gone to a larp in a foreign country that cost a fortune. Try one or more of the techniques I suggested above and if you’re in doubt, always come and ask the organisers, they might not know everything, but they could have a good idea on how you could adapt your character.

    Going Out-of-character

    There is a lot of debate about whether or not it is okay to leave character. In the 90s’, it was clearly considered the biggest achievement to stay in character as long as humanly possible. Today, things are changing, while immersion is still an important goal, we want to be more aware about consent and opting in / opting out. For you to be able to play with informed consent and be able to opt out, you need to on some level to feel comfortable with stepping out-of-character and asking your co-players “is this okay?” as well as saying: “NO!” (or “Yellow Penguin,” if that is the agreed safeword).

    Nordic larps often have safewords as a default, and creating comfortable off-game awareness can be done in different ways, which I am not going to go into in this article. What I can say is that when it works, it is usually quite easy to fall back into character, surprisingly easy in fact, at least in my experience, whenever someone takes you off-game. We always think that immersion is slowly being built up. I would argue it can be kickstarted. Think of when you watch a powerful movie, some movies take you right into the action with a single chord or one camera shot. I have experienced the same in larp. If you have doubts, go off-game and ask, and then agree on a way to reboot the scene and do it.

    Kickstarting Immersion

    There are many techniques you can use to kickstart immersion, most of which are inspired by methods from theatre and may require a bit of practice. At Fairweather Manor, playing the role of the butler required the player—Daniel Sundström— to go into the off-game room to get updates about the programme for the larp. Each time Sundström entered, he would do a specific modern hand gesture (Going out-of-character) and when stepping back into the larp he would stand up straight and take a deep breath as if he was about to jump into a swimming pool (Going into character.) What he did was giving physical signals to his body, when going from off to in-game. I recommend you find a distinct physical trait for your character, which you stop doing if you go out-of-character and restart doing as you try to immerse yourself. It can be a specific voice, a way to fold your hands, a tipping with your fingers, favouring one leg—you see it in movies all the time, the really immersive character have these physical traits that completely changes the actor.

    The Actor Daniel Day-Lewis is famous for the way he changes his physicality. If you watch a few of his movies in a row, you will notice that he almost always changes his jaw position when he acts to helps with accents and changing his facial structure. I’m not saying you need to be an Oscar level performer to larp, but let yourself be inspired by it.

    Generally what you want is very clear physical behaviour transformation and have some odd physical action while going out-of-character, making it clear for your mind and body, that you are leaving the magic circle.

    Another approach is setting a scene. Every player involved should agree, off-game, on who starts the conversation and then you jump in. It is best to pick a scene that is powerful and can get your adrenaline going, like a fight, running or going onto stage to perform. Demanding immediate action from your character turns the focus away from your “off-game self,” you focus on the task instead of your own thoughts. Basically, you want to distract your mind, it is a bit like trying to fall asleep, if you think too much about it, it only becomes harder.

    Lastly, music. If you are running a black box larp I strongly recommend using music or lights to signal immersion. Just like in a movie, using our senses can trigger us to get into character, out-of-character, or evoke emotional responses which are often a great distraction from off-game thoughts. This is also why black box larps can be so powerful in just one hour of play. It can get as intense in one hour as a weekend in a castle. Because just like a castle evokes emotional responses by having the smell, the feel and the look right—a well designed black box larp can play with your senses to empower immersion.

    We Can Negotiate Violence, Why Not Characters?

    At the Swedish boarding school larp about bullying, Lindängen (Elofsson and Lundkvist, 2016), my biggest regret was the scene I did not cut. It was a scene where one character was group pressured into slapping another character. It was a powerful scene, but the player doing the slapping was only giving “fake slaps” as the crowd shouted: “Hit harder,” “hit harder.” I could see the group pressure bleeding over from the character to the player as well. Fortunately, the player stood firm and did not escalate, but after the scene ended I realised that I should have said cut, stopped the scene and let us find a way to play up the intensity of the fake beating rather than playing it down.

    We make these realisations when it comes to scenes being too violent or intimate, and we agree to change them without blinking. We should give our characters the same courtesy. If something isn’t working, go off and agree with your co-players or organisers how to improve it. Worst case, you ruin one good scene but you save an entire larp experience.


    You can read a response to this text by Martine Svanevik here:
    https://nordiclarp.org/2017/02/21/response-charles-b-nielsen/

    You can read a reply from Charles Bo Nielsen to the reply here:
    https://nordiclarp.org/2017/02/21/reply-martine-svanevik//


    Bibliography

    Ludography

    • Nielsen, Charles Bo, Dracan Dembinski and Claus Raasted et al. College of Wizardry. Poland: Liveform (PL) and Rollespilsfabrikken (DK), 2014-.
    • Boruta, Szymon, Charles Bo Nielsen and Claus Raasted et. al., Fairweather Manor. Mozna, Poland: Dziobak Studios, Rollespilsfabrikken (DK) and Liveform (PL), 2015.
    • Elofsson, Alma and Mimmi Lundkvist. Lindängen International Boarding School. Organised by Alma Elofsson and Mimmi Lundkvist. Malmköping, Sweden: 2016.

     


    This article was initially published in Once Upon a Nordic Larp… Twenty Years of Playing Stories published as a journal for Knutepunkt 2017 and edited by Martine Svanevik, Linn Carin Andreassen, Simon Brind, Elin Nilsen, and Grethe Sofie Bulterud Strand.

  • Character-based Design and Narrative Tools in the French Style Romanesque Larp

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    Character-based Design and Narrative Tools in the French Style Romanesque Larp

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    We like to engage in larp through compelling and vivid characters. However, the available tools to create them are many and diverse: whether we go with short or detailed characters, give them a lot of background or just create a short frame for the players to develop, whether we leave the control of the story to the larpwright or give more leeway towards the player’s agenda. All of these approaches are tools that can be calibrated according to each designer’s purposes.

    France has in the past fifteen years enjoyed the development of its specific, character based, drama-oriented larp scene called the romanesque genre. With a heavy emphasis on character development and personal relationships, this type of game has garnered a huge, devoted following. Though it has been but recently documented (Choupaut, 2013; Algayres, 2016a), the romanesque scene has steadily evolved through almost two decades and developed some specific traits regarding game design.

    This article will endeavour to present the romanesque style larp in relation to other similar larp styles in Europe, and establish some tools we use to create characters and narration in this type of larps. The objectives are to expand both the knowledge about larp production in Europe and the narrator’s toolbox to create characters.

    What Is the French Style Romanesque Genre?

    An Overview of the Genre

    Harem Son Saat (play, Joram Epis) Harem Son Saat (play, Joram Epis)

    The romanesque term started being applied to games in 2010, by Frédéric Barnabé for l’Agonie du Poète (2010). However, that game was the last iteration of a long series of games coined as “emotional” or “dramatic,” which was almost as old as the practice of larp in the country. In its primary sense, romanesque means “which belongs to the realm of a novel,” a descriptive for dramatic events or actions. Therefore, it is used to describe games that are constructed as rich, narrative experiences, with pre-written characters whose rich backstory and psychology are the driving forces of the larp.

    Since then, the term has been appropriated to qualify many games following the same general features. While these features might still be debated, we have focused on the following traits (Algayres, 2016a):

    1. Focus on the character. Character creation is mostly in the hands of the organisers, and they will be very detailed, with a lot of intertwining backstory and built-in information.
    2. A huge impact of the past which explains the details in the character. The backstory gets a significant importance in building the potential for narration and the character’s psyche. Some elements might be kept secret, to be discovered for dramatic impact.
    3. An environment built as a microcosm. The diversity of characters serves as a means to establish the workings of society in the specific time and context of the game, which is why the romanesque usually love historically inspired settings.
    4. The use of narrative archetypes. Romanesque larps often draw inspiration from literary classics and embrace the romanesque genre’s common tropes as a means to drive narration.
    5. The dominance of tragedy, with character-based narrative integrating a lot of human drama, conflicts and character dilemma. This is not an absolute, though, some games advocate a lighter atmosphere or tragedy-comedy mix, such as Rêves d’Absinthe (Algayres and D’authie, 2011), or Prima La Musica (Primoot, 2016).
    6. Tightly-knit narrative arcs, which are meant to reach their climax during the game, with characters living out an exceptional destiny or a defining moment of their lives over the course of the game.
    7. A focus on the characters’ emotions and on each participant’s identification with their character, in the same manner as a reader identifies with a character in a work of fiction. Bleed may occur as a result of identification with the character.

    The generally recognised strength of these larps is that they provide a very rich, detailed frame, with complex characters thoroughly inserted in their context and network of relationships. However, as a significant part of the world, character-building and control of the story remains in the hands of the organisers. This type of larp places greater limitations on players’ agenda and freedom (in character selection and creation especially). This is usually a design choice that creators justify by that they are using it to enrich the overall story and narrative, to create more closely connected characters and potential for tight narratives and complex story arcs.

    The Historically Inspired Larp in France and in Europe

    While the term romanesque has been coined to describe a very specific sub-genre of French larp culture, we can observe games with similar intent in several other European countries. It is also interesting to see that we can find similar traits in the games in the historically inspired genre. History and larp have always worked well together, since “a historical larp can have a more interesting and challenging gameplay because of the richly faceted social situations history brings with it” (Salomonsen, 2003, p. 94). Game designers from all over Europe have had the opportunity to exploit the richness of history all the while retaining the creative licence to twist accuracy for practical or dramatic purposes, and we’ll quote some significant, but by no means exhaustive, examples.

    In Finland, historically-inspired larps are a part of the scene, with Viking history, the Victorian era, and Finnish history around the time of independence featured as time periods of interest. Finland, like France and for similar reasons, has had a tradition of long, very detailed characters, as the absence of workshops made it necessary to include a lot of information about the character’s psyche and environment in written form.

    An interesting example is provided by the Czech larp Skoro Rassvet (Haladová, Platir et al., 2013).((Whose international runs were organised in Denmark through the organisation Solhverv.)) Skoro Rassvet is a game set in 19th century Russia, heavily influenced by Russian literature and especially Tolstoy. The game is played in a day, with a half day of workshops, and the action takes place during a family gathering for a formal dinner. In its approach and objectives, this game would certainly have been dubbed romanesque in France. The character design, however, differed sensibly. The written material was relatively short by historical larp standards (less than half a dozen pages), and most of the character development was done during the workshops, essentially through social codes and rituals, and role-playing scenes from the past (Hampejs, 2015).

    Prima La Musica (play, Joram Epis). Prima La Musica (play, Joram Epis).

    Other examples from the obviously rich Czech scene include Salon Moravia (Bondy and Bondyová et al., 2104), set in a brothel during World War II, De la Bête (Pešta and Wagner et al., 2013), a super-production set in 18th century France, and Legion (Pešta and Wagner, 2015), which combines historical inspiration and hardcore larp in its depiction of a 1915 retreating military unit.

    Norway also has a significant historical larp scene, which used to be dubbed “stocking larps” (Stark, 2013). Norwegian historical larps were presented at the French convention Les GNiales with great interest (Hansen, 2014). They appeared as very rich, deeply layered productions, with high requirements for historical and costume accuracy which put them close to historical reenactment, and, in keeping with Nordic larp, bigger creative agenda for the players where the building of interactions and narrative arcs were concerned. Kjærlighet uten strømper [Love without Stockings] (Voje and Stamnestrø et al., 2004) can be mentioned as an example of the historical drama inspiration. The game, set during a wedding in 1771, presents its objective as a mix of intrigue, personal and societal drama, integrating significant amounts of conflict and romance.

    The rapidly blooming progressive scene in Italy, under the banner of the collective Terre Spezzate, has made several contributions to the historically inspired genre. I Ribelli della montagna [Rebels on the Mountain] (Capone and Bi , 2015) was a rich, vivid rendition of the last months of World War Two which got unprecedented media attention, support from A.N.P.I.—Associazione Nazionale Partigiani Italiani [National Association of Italian Partisans], and praise for its thoughtful and sensitive rendition of the conflict. Chiave di Volta [Keystone] (Tireabasso and Villa Avogadro, 2015), is a lush dramatisation of the 19th century centred around the theme of power, the possibility to play both masters and servants in a complicated power play, and a huge production value. Both of these productions have cleverly integrated design elements and techniques from Nordic larp (safety mechanics, workshops etc.) while retaining their own unique style, resulting in extremely well crafted larps.

    And of course, the blockbuster larp also ventured into the historical drama setting with Fairweather Manor (Boruta, Raasted and Nielsen et al., 2015), a larp set in Edwardian England and inspired by the hit TV-show Downton Abbey. While the brute force design proved partially unfit to cover the complexity of a multi-layered society (including diversity of age, rank and function), the game was effective in carrying over a lot of content and player-generated interactions. The first iteration of the larp warranted an unofficial spinoff, a second run and a sequel over the course of the following year.

    Back in France, the most recent larps of the romanesque genre have shown a clear ambition to expand on the genre and make it evolve for the better through the inclusion of those nordic style techniques whose use has become widespread in recent years (workshops, black box), keener focus on directing themes, and more refined work on the societal frame. Prima la Musica (Primoot, 2016) is a larp about the French opera scene of the 19th century, using opera-inspired dramatics and music both diegetically and non-diegetically through an open, black box system. Still Water Runs Deep (Ruhja, 2014) is a Jane Austen/Dickensian inspired larp with a sharp focus on class hierarchies and gender stereotypes, which was also played as a cross-gender experience, with participants praising the insight it gave them of the opposite genders’ constraints and problematics. Finally, Harem Son Saat (Algayres, 2016b) was the first international game of the genre, using English as a main language,((Which stood for Turkish in the 1913 Ottoman background, while French was in-game a diplomatic second language.)) built around the themes of oppression, gender segregation and culture shock.

    Therefore, while romanesque is solidly a French term, character-driven literary and historically inspired larps have by no means been limited to a single geographic area. The rich potential of history and its dramatisation has been widely exploited and feels still rich with great potential.

    Character Design and Narrations in the Romanesque Genre

    Archetypes in the Romanesque Genre

    Prima La Musica (play, Joram Epis). Prima La Musica (play, Joram Epis).

    Romanesque larps are character-centred games, with a significant part of the game design being devoted to the conception of the characters, all of them organiser-created. While length and composition of characters tend to vary from one larpwright to another, a couple of techniques can be pinpointed.

    The first one is what I’d like to call the smart use of archetypes. This is a very thin line to tread, as any overused archetype can become a cliché and damage the necessary suspension of disbelief. Let’s use an example. You might hear French players harp about the “switched at birth” plot, used as an ironic commentary on romanesque clichés, though, to my knowledge, it has rarely been used in the scene, except in the prohibition-game era Chicago. Illegitimate children and foundlings, however, are definitely a staple of the genre, but this is fitting to historical periods when children born out of wedlock had no status in society.

    Classic or archetypal plotlines or characters can be true to period, but also resonate with an audience of participants which has usually grown up learning and enjoying these stories. It has been argued that larp itself can be viewed as an incarnation of the monomyth, each participant’s experience echoing the traditional hero’s journey. (Hook, 2010, p.34)

    So how do we go about practicing the clever use of archetypes? In a romanesque setting, we consider all characters protagonists. Therefore, we’ll use archetypes to define them through several angles:

    • The inner nature of the character: the patriarch, the overbearing matron, the hotheaded, the cynic, the ingénue, the rebel. This is very basic and can turn cliché if the character is limited to the inner archetype.
    • Their contrast in relation to others (also called foil). This is particularly frequent in pairs or trios of characters, such as siblings, close friends, etc. You’ll have the optimist to the realist, the extrovert to the introvert, the by-the-rules personality against the rebellious type, etc. Foils are really useful because, through simple characterisation, they create a lot of potential for conflict between the characters.
    • Their position within a network of relationships and in relation to others. Each character is the participant’s protagonist, but can be another’s sibling, a third’s best friend, the romantic interest of a fourth, the antagonist to a fifth and so on.

    If we just use any archetype, a character stands a sure chance to become cliché, because its archetype will be instantly identifiable, and its characterisation weak. This is where several archetypes used in conjunction with the others become useful: the character becomes more layered, therefore more human. However, the archetypes at work can still have a universal meaning to participants, which makes them particularly effective.

    The Dual Approach in Character Design

    Another element of character design typical to the romanesque genre is what we call the dual approach. While it is by no means limited to the romanesque, it has also become typical of some of the games. The dual approach in character design is a combination of the following elements:

    • The initial approach: the character’s motif or raison d’être, their reason for being present. This can be accomplished through family ties, a function or specific job, a plot-related motif. This must answer the questions: why are they here? Why should they care? Why will they stay?
    • The final approach: what will the character’s potential arc be? What will be their greatest moment? It can be a reveal (hence the predominance of secrets in some larps), an epiphany, a staged grand scene, a necessary evolution, but an element (or several) which will make the character’s journey (and the participant’s experience) significant and meaningful.

    In a typical design, both of these approaches, as well as the archetypes at play, are handled simultaneously, as the character (and the network of characters) is constructed bit by bit. The final criteria is to analyse if the characters are playable, interesting, and enjoyable.

    The objective of this type of design is to provide the participant with potential for a rich story and interactions. Some games tend to follow a more streamlined route, and have even been criticised for railroading the character’s arc too much. However, most of these games definitely have a clear narrativist approach, only limited to what is coherent with the character’s context and psyche. For some time periods in history, these elements of context and the social pressure can really be played as antagonists of their own.

    Conclusion

    With more than ten years of established existence and a very rich history of diverse and celebrated games, the French style romanesque scene is certainly a prime example of a national scene which strives through its own specific identity, all the while getting enriched through contact with other genres and countries.

    Rêves d’Absinthe (post-game, Joram Epis).
    Rêves d’Absinthe (post-game, Joram Epis).

    Bibliography

    Personal Communication

    • Erlend Eidsem Hansen. Days of deeds, Nights of Myth— The Design tricks of Historic Larps in Norway. Les GNiales. Paris, France: Conference, 2014.

    Ludography

    • Algayres, Muriel and Abbaye d’Authie. Rêves d’Absinthe [Dreams of Absinth]. Ouroux, France: Association Rôle, 2011.
    • Algayres, Muriel. Harem Son Saat. Château de Cernay, France: Association Rôle, 2016b. http://www.assorole.fr/haremlarp-en/
    • Barnabé, Frederick. L’Agonie du Poète [The Poet’s Agony]. Joyeuse Castle, France: Association Rôle, 2010. http://agoniedupoete.fr/
    • Bondy, Radim, Veronika Bondyová, Jan Fiala, et. al. Salon Moravia. Brno, Czech Republic, 2014. http://www.pojd.name/salon/
    • Boruta, Szymon, Charles Bo Nielsen and Claus Raasted et. al. Fairweather Manor. Mozna, Poland: Dziobak Studios, Rollespilsfabrikken (DK) and Liveform (PL), 2015. http://www.fmlarp.com/
    • Capone, Andrea and Elio Bi . I Ribelli della montagna [Rebels on the mountain]. Villaggio delle Stelle, Italy: Terre Spezzate, 2015. http://www.grv.it/setteprincipati/item/424-home-ribelli.html
    • Haladová, Markéta, Petr Platil, Martin Buchtík, et. al. Skoro Rassvet [Breaking Dawn]. Translated by Jeppe Bergmann Hamming, Maria Bergmann Hamming. Odense, Danmark: Association Solhverv, 2103. http://rassvet.cz/
    • Pešta, Adam and David František Wagner et al. De la Bête. Valeč Castle, Czech Republic, 2013. http://www.delabete.cz
    • Pešta, Adam and David František Wagner et al. Legion : Siberian Story. Hvožďany, Czech Republic: Association Rolling, 2015. http://legion.rolling.cz/
    • Primoot Team. Prima la Musica ou L’Opéra Terrible [Prima la Musica or the Opera Terrible]. Montbraye Castle, France: Association Urbicande Libérée, 2016.
    • Ruhja Team. Still Water Runs Deep. Paris, France: Association Rôle, 2014.
    • Tirabasso, Chiara and Daniele Cristina Villa Avogadro. Chiave di Volta [Keystone], Biella, Italy: Terre Spezzate, 2015 http://www.grv.it/chiave
    • Voje, Adrian Angelico and Anne Marie Stamnestrø et al. Kjærlighet uten strømper [Love without stockings]. Kleve gård, Norway: 2004. http://www.rollespill.no/rokokko/

    This article was initially published in Once Upon a Nordic Larp… Twenty Years of Playing Stories published as a journal for Knutepunkt 2017 and edited by Martine Svanevik, Linn Carin Andreassen, Simon Brind, Elin Nilsen, and Grethe Sofie Bulterud Strand.

    Cover photo: L’Agonie du Poete (play, Nadine). Other photos by Joram Epis.

  • YouTube and Larp

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    YouTube and Larp

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    A WARNING: This might be a bit more casual than the other essays in this book. From start to finish, my whole journey of success, I have been in way over my head. I have been surrounded by intelligent, capable people that know exactly what they are doing. If you would like to hear from them, check out literally any of the other pages. If you would like to hear my rambling about how I accidentally became a pseudo YouTube celebrity, keep reading and enjoy the ride.

    My dungeons and dragons group made fun of me for going larping. I remember being so excited and talking to them all about the character I was making, and the game I had found, and how much fun I was going to have, and they went to YouTube. I began larping in an age when larp on YouTube was videos of lighting bolt packet throwers and fake looking fight scenes. They went on a marathon to show me how stupid I was going to look, and then we continued to roll dice and describe fighting magic orcs.

    My name is Mo Mo O’Brien, and if there’s one thing you need to know about me it’s that I don’t care what people think, so despite the mockery from my tabletop group, I went larping anyway. It was everything I knew it would be, and so much more. I instantly knew this was going to take over my entire life. I went to more events, and uploaded more pictures to my social media, and more people started asking me questions.

    I had recently started a YouTube channel, and I thought I’d answer all the questions in a video. I called the video “The Basics of larp” and it covered everything from the definition of larp, to the different genres, to what you needed to start playing. That was the video that began it all. My channel now has over 70,000 subscribers, that video now has almost 400,000 views, the comments are flooded with requests for more larp videos, and I can no longer go to any larp without at least one person coming up to me and telling me they were there because of me. My YouTube channel has even taken me to places like panelling at San Diego comic con and being in a popular candy commercial. Since then, larping YouTube channels have been exponentially growing, and are still growing. So, I thought I’d give people some tips for larp YouTube Channels!

    1. Speak to Non-larpers

    You don’t have to tell larpers why larp is awesome. They already know. If you see someone with a t-shirt for a band you like, you don’t walk over to them and try and convince them why that band is awesome. They’re already wearing the shirt. If a larper sees ANYTHING larp related, good chance is they’re probably going to like it regardless of content. Don’t limit your audience. Any video where I talk about larp, I always explain what it is as fast and as simply as I can within the first 20 seconds. How I describe it is “an adult game of make believe.” That seems to cover any genre of larp, no matter how experimental, and everyone can picture it since everyone knows what “make believe” is. Then I proceed to talk about it as if i’m explaining it to a group of veteran larpers, and noobies.((Slang on newbies, for beginners or people without any pre existing knowledge and experience.)) People are all secretly narcissistic and love seeing themselves in things. So, try to make videos that non-larpers could see themselves in. In every video I never assume the viewer knows what larp is, and then explain it in a way that could appeal to everyone. Larp is so broad and so many things, there is always something someone will like about it; costume designing, prop designing, writing, acting, combat. There are styles of larp that incorporate more sport, more tears, more competition, more costume showcasing, more set dressing. There’s a aspect and style of larp for everyone, so make sure everyone knows that. Which means….

    2. Learn How to Tell a Larp Story

    My friend Jamie who runs my main larp campaign once gave me a very long, slightly drunk, speech on how to tell a larp story to non-larpers. First of all: non-larpers do not care about mechanics, skills, or rules. Not at first anyway. When people ask “what was the last book you read?,” their first question will usually always be “What was it about?”, not whether it fit into the three act structure or took a more experimental approach. Do not tell non-larpers that you have a level four fire spell that allows you to hit a monster with 30 health for 10 flame damage. Say “I hit a monster with a fireball.” One of those stories sounds WAY more exciting than the other. Sell your larp adventures for the adventures you had, not the numbers it gave your character sheet. When you’re larping, the emotions are real, so tell the story as if you were ACTUALLY THERE because that’s what larp feels like. Not everyone likes numbers or behind the scenes information, but everyone loves a good story.

    3. Sell Yourself

    This is not as skeezy as it sounds. What i mean by this is just find all the best parts about yourself, and showcase them. YouTubers compared to a lot of other “celebrities” is that we are a far more personal art medium. We do “question and answers” where viewers can learn all about us, vlogs((Video blogs.)) where they can spend the day with us, and it’s a lot less “glitz and glamour” than other beings of well known status. People watch a video for the content, but they stick around and subscribe for the YouTuber. This doesn’t mean invent a new personality. This means find the parts of your personality people like, and electrify them. That goes for your characters as well.

    To expand on this idea, you should check out another YouTuber that’s NOT a larper, but pretty close: Miranda Sings. Miranda is a fictional character with a YouTube channel, created by comedian and singer Colleen Ballinger. In 2008 Colleen started uploading purposefully bad song covers to YouTube as a joke, and Miranda has gained over 7 million subscribers since. As she developed the character of “Miranda” she says she just read her YouTube comments, took note of what viewers found weird or obnoxious, and started to do it even more. Take note of what aspects of your characters and yourself your viewers like, and do it more.

    4. Make It Look Nice

    Sit in front of a lit window or bright light source. Make sure any fans, or air conditioners, or any other machinery making noise is turned off. Make sure your camera isn’t making you look too orange or too blue (you can change this by adjusting your lighting. Natural light gives off a blue tint, unnatural gives off an orange.) Make sure your background looks tidy and nice.

    For a while, I thought none of this really mattered…until I went back and watched my old videos. All these technical things are like the bass line of a song. You don’t notice when it’s there, but OH BOY do you notice when it’s not. So make sure you’re well lit, your sound is good, and your shot is set up nice. Which also means, pay attention to your background. If you want people to pay attention to nothing but your words, consider a blank wall behind you. Talking about costuming? Maybe display some of your pieces behind you. Want people to have a glimpse of your personality? Show your whole bedroom. Let your background tell a story.

    5. Get That Larp Footage

    Just talking to a camera is fine, but when you cut to something else, it makes sure the audience is paying attention, because it gives them some new to look at. Also it saves you the time and effort of trying to do your awesome larp justice. You can just show your audience so they don’t have to imagine it.

    One of the biggest rules in visual storytelling: show, don’t tell.

    Hide your camera, stay out of game for a while, ask for filming privileges in exchange for some pictures of the event, ask the organiser if they can make the camera cannon in the game.

    Even if it’s just pictures someone else took, ask them if you may use the pictures.

    6. Be Picky

    Larp is really hard to translate to video because, a lot of the times it’s not a spectator sport. Its meant to be experienced, not watched for entertainment. So, try and pick the footage that portrays what larp FEELS like, not looks like. Add some music or sound effects to fight scenes, so it doesn’t just sound like latex hitting latex matched with grunting. Pick those intense scenes with dramatic lighting. Remember to market to non-larpers. People don’t want to see a larp, they want to feel it. Choose the footage, and edit it accordingly, that portrays how that moment felt when you were in it.

    When you larp, a lot of the emotions and adrenaline is real, but this is a little harder to translate to film. When you watch a movie, a scene could have a completely different feel or intensity based on the cinematography, the editing, the music, the lighting. Picture a shot of a few kids splashing in the water. Now picture it with happy, upbeat, ukulele music. It’s a fun day at the beach! Viewers are content, and calm, and are reminded of carefree summer days. Now, picture the exact same shot, but with the jaws theme song underneath. Not a carefree beach day anymore is it? Footage provides what the larp looks like, but what you do with it determines how your viewers feel about it.

    I tried to put together all of these things into one of my videos which I called “Lock Stock & Barrel: a five minute larp.” I was dared by another YouTube channel to create a larp that would last 5 minutes, and film it. So I created a simple life or death scenario; 6 people locked in a post apocalyptic shelter that was running out of air, and the maximum inhabitant capacity would drop by 1 every 1 minute. Meaning, in order to survive, one person had to be eliminated or evacuated every minute. They were given items like: booze, poison, water, a gun, bullets, cookies, and other items designed to kill each other. There was an also an exit to the shelter with a 30% chance of survival in the wasteland. This was apparently fun for the players, and they wished it was a little longer. For the sake of a youtube video though, it was the perfect length. Because it was such a short amount of time, it was high energy, panicked, and 5 minutes of intensity. There was no time for spaced out improvised beautiful dialogue. It worked better, because it was messy and all over the place, like the real situation would have been if it was filmed for an audience. I also held it in my own home so I set up my filming lights, I got to set the scene the way I wanted, all with filming this in mind. Like it was an improvised movie.

    But the biggest tip I can give, not just to larp YouTubers, but all YouTubers in general: Just do it! Don’t worry about messing up, or having the right equipment, or not being ready. We all had to start somewhere. Watch the videos you make, figure out what you liked, and what you didn’t, and adjust accordingly. Just figure it out as you go along. Fall into your place. So get going!

    As an addendum to this piece, Simon Brind conducted a brief interview with Mo Mo O’Brien; edited highlights are included here:

    Simon Brind: Would you tell us a little more about the design for the five minute larp? Do the people have characters? Did you pre-write them or did the players do it? Was there a set?

    Mo Mo O’Brien: It was very light rules, basically if they wanted to do anything physically, they just asked out loud and I told them if it went ok. They had characters they decided on themselves. Formed their own relationships and backstories. All the knowledge they were given was they had been in this bunker for almost a year. We made up the characters on the spot in a workshop before the game. The set, was my living room, with a spotlight in the middle. You can watch the whole thing here: https://www.youtube.com/watch?v=jgQFuLhe-ks

    SB: Are there ways that larp could become a spectator sport? or a spectator event? Would it still be larp?

    O’B: If larp was a spectator sport, it would be called improv theatre. If all the mechanics and techniques were designed to entertain an audience and not the player, it would be an episode of whose line is it anyway. Even if there was an audience to an actual larp event, by my definition, it would become improv theatre. Though I’m sure there’s 40 essays out there by people much smarter than me with different theories about it.

    SB: How else could YouTube be used in larp? Could one be played out using YouTube videos and responses do you think? Or as a part of a game?

    O’B: What I would love to see is YouTube being used as a tool in larp. We have all this new technology that I feel could be utilised better. I recently did a game called As we know it that took place entirely, on my own, sitting in a closet, and all the interactions were over text. It was a game about isolation and through technology, perfect isolation was able to be achieved. There’s so much people can do with video, I think it could be used in larp a lot more.

    SB: Can you tell the story of a larp in video? Could the 5 minute experiment scale up to 30 minutes, 3 hours or even 3 days?

    O’B: Could I tell the story of a 3 day larp in a 10 minute video? Absolutely. Especially when it comes to internet media, it is typically more likely to hold someone’s attention. It’s important to find the right balance between rambling, and cutting it short. Say what you NEED to say. Sometimes you need to cut what you WANT to say, which is the most heartbreaking thing about good editing. Take notes before you film. It helps you formulate your thoughts, keeps you from forgetting anything, and will help eliminate nonsense and rambling.

    SB: Nordic larps have done a great job of documenting their games and they are producing some great promotional videos((Promotional videos for Fairweather Manor, Black Friday and the like.)) too. But what else would you like to see from game organisers? How could they improve?

    O’B: Blockbuster nordic larps are EASILY the simplest kind of larp to film, because it is so close to improvised theatre. They usually have the best costumes, props, sets, and scenes since it’s more about characters, than character sheets. Since it’s typically more aesthetically pleasing than a lot of boffer larps, it’s easier to share, and easier to relate to, because you have to worry less about portraying how the experience feels, because it looks so nice from the outside. So I think what the western larp media needs, is to focus on what the western larp community HAS. Focus more on the competitive and self improving nature of western sport style larps, and learn how to translate that feeling of adrenaline and action to film.


    This article was initially published in Once Upon a Nordic Larp… Twenty Years of Playing Stories published as a journal for Knutepunkt 2017 and edited by Martine Svanevik, Linn Carin Andreassen, Simon Brind, Elin Nilsen, and Grethe Sofie Bulterud Strand.

    Cover photo: The author during a video shoot. (Photo: Carol O’Brien). Other photos by Mo Mo O’brien.

  • Moment-based Story Design

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    Moment-based Story Design

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    I believe it was the late Rosalind Russell who gave this wisdom to a young actor: ‘Do you know what makes a movie work? Moments. Give the audience half a dozen moments they can remember, and they’ll leave the theater happy.’ I think she was right. And if you’re lucky enough to write a movie with half a dozen moments, make damn sure they belong to the star.

    William Goldman, Adventures in the Screen Trade>, 1983

    War Stories

    Why are we in this business of creating stories for people to play? What do we, as creators, get out of the experience of running games? Why do we do it? I get a kick out of knowing that the players have gone through intense emotional experiences. How do I know whether we’ve achieved that? I use a simple measure. I listen to what I call war stories.((My brother, who works in TV and film, reminds me that these are known in TV as “water cooler moments” i.e. where, in the workplace, people will cluster around a water cooler discussing last night’s episode.))

    It’s something that’s obvious in hindsight. Every time you get a bunch of larpers together to socialise, out come the war stories; tales of things that happened at events to them, or to their friends, or at another event that they heard about once. “That bit when the demon appeared …” “And then, my God, I was running from that thing, I’ve never been so scared …” “The look on her face when she realised the truth!”

    Most of those stories have been provoked by moments of intense experience, of intense emotion: fear, shock, hilarity, love, freezing cold weather, sleep deprivation, utter disbelief. These people have been put through the mill, and these stories are the resulting moments that stood out to them, memories that will live on in their heads forever, stories they want to share. And so they share them. Many become iconic, and are passed on second or third hand.

    This isn’t solely restricted to larp, of course—it’s the sort of conversation that happens when film-lovers get together to discuss “the bit where Hulk punched Thor!” or “when Bruce Willis realises the truth!” These stories bind people together in pubs, or on forums, or at book clubs. A need to share the things that really affected them, that etched those experiences into their minds.

    It’s only in recent years that I’ve come to the realisation that such froth((Used in UK larp circles to mean excessive outpourings of excited conversation about an event you’ve played, an event you’re going to, a game system, or really anything about larp at all. An umbrella is advised.)) is my primary measure of a successful game. But in starting to analyse the phenomenon, I realise that it’s how our team at Crooked House((A long-running UK larp organisation that runs high-budget one-off events with lots of special effects.)) has always approached shaping stories. We write larps by coming up with moments that we hope the players will talk about afterwards, and we’ve been doing that for years. It’s something we evolved entirely accidentally, with no in-depth analysis of what we were doing.

    Background

    Historically, the core of our team has been very focused on set-piece moments. This is because we have people who work in set design, stunts, pyrotechnics and props for films; we do our best to make best use of those talents. The art & stunt department always have gags they want to try, no matter the genre.

    And we’ve always tackled games as an exercise in genre. When we ran a gore-based horror event, we did our best to push the boundaries of taste and decency and to cover a whole range of tropes that players would recognise, but would have never encountered before in larp. Similarly, on running a pulp action-adventure, we made certain to pack it full of red lines drawn across maps, tombs half-buried in sand, ridiculous accents, and traps involving lots of creepy-crawlies.

    We write and run one-off events. We knew our pulp adventure was probably going to be the last one we’d ever run, so we packed it full of as much pulp as we could find, as we wouldn’t get another chance.

    The Writing Process

    So we get together with a rough idea of theme and setting, and a long list of experiences we’d like the players to have. These could be set piece stunts, gags, or special effects; atmospherics where we generate a certain mood; small interpersonal moments; several hours of continuous unrelenting horror. They could be ideas for rules. They could also be material for pre-event, to set the scene. At this point many of the ideas will be only partially formed. For example, our list might include “have to deal with a confined space,” “there should be a moment where all the lights go out,” “a scene where the antagonist lays bare every character’s deepest secret” or “we could do that trick with a Ouija board and magnets.”

    Then, through brainstorming sessions, we identify a few key moments and solidify them, making them the tentpoles of our game timeline.

    With our tent-pole moments in place, the shape of our event starts to emerge, as do the themes, and the story itself. This is the stage at which we may reject ideas from our list outright, as we find they don’t suit the story or the theme or the mood. Eventually we’ll have a firmed up set of key experiences and a rough idea of when they might happen.

    If we were creating a story for a book or a film — and we’ve used this system for that — then the story would be essentially linear. One key moment would play out after another, and the viewer would have no options to change that, no choices to make. Our tent-pole moments would always happen in the same order.

    With larp, we could run our games in that way, but there’s a danger of “railroading” the players—making them feel as if their actions have no effect on the story, as if it’s being told to them rather than as if they’re part of creating it.

    Our games are somewhere between linear and totally free. We are certain of several fixed moments that will happen no matter what, and we know roughly when they’ll happen, but we leave a lot of space for flexibility with other moments and the order in which they might play out. This is critical not only for the dramatic flow of the story—for example, during these few hours the players shouldn’t be overly stressed or challenged, but right here we need a climax— but is also critical for the art department, so they know in what order they need to get sets built or rebuilt and stunts and effects rigged. We have a rough idea of the window of time in which a particular moment can be experienced.

    Note that there’s no guarantee a moment will happen. We give the players the opportunity to take part in a particular scene, gag or event at specific points. All we’re doing is providing opportunity. Those opportunities may not be taken in the way we expect, or may not be taken at all. And, honestly, we cheat. In some cases we make the players believe they’ve made their own timeline choices, but we’ve secretly railroaded them. I give an example of that later on in this article.

    We’ll do several brainstorming passes filling in the blanks. Normally I go away and write a treatment of the flow of the game as if it were a story, because this irons out inconsistencies and brings up all sorts of issues we haven’t thought of—it also shoots down ideas that we thought seemed amazing at 3am.

    And then we’ll simply repeat, talking through the game again and again, picking apart each moment and polishing it until—hopefully—it shines, making sure the story is consistent, making sure our supporting cast fit in where they should, and layering theme and mood into everything we can. When we’re done, some of the things we’ve come up with will be concrete set-piece-like moments. Others will be ongoing opportunities for players to generate moments themselves. Both are equally important, and I’ll give examples of the design of each.

    A Moment Design Example: The Jump

    A 'moment' from God Rest Ye Merry (staged, Rachel Thomas). A ‘moment’ from God Rest Ye Merry (staged, Rachel Thomas).

    It’s 3am. You haven’t slept for two days now. There are strange things happening in this mansion. You’re upstairs in your bedroom, in bed with your partner, but the lights are on; you’re both too scared to turn them off.

    There’s something about this room. When you came in, you noticed the wedding pictures of the young couple, and the photos of their baby daughter. You know it’s a daughter, because the crib is still here, beside the bed; the name Gwendolyn hangs on a wooden plaque at the end of it. You turned the photos face down, because you realised who they were; the young couple who died here years ago. You’ve read the newspaper reports, and heard the family stories. You’ve found letters: receipts, bills, final demands.

    And you’ve heard things. A baby crying, although you couldn’t find the source. A man and a woman arguing, muffled, through the wall; something about money. And, twice now, a gunshot, somewhere outside through the corridor. You’ve never found where it came from… although there was blood on the bathroom floor.

    And now, tonight, you hear the gunshot again. And the baby starts crying outside your door. A girl screams. And the door flies open. There stands the young mother, dressed in black, the baby bundled under her arm. She’s in tears, makeup running. In her right hand she brandishes a revolver. She runs into your room and turns around, frantically warning away her pursuers. Except there aren’t any pursuers; the doorway is empty—but she can clearly see them. She runs to the window, still waving the gun; opens the window; and throws the baby out.

    At this point, you, the player—because you are a player, and this is a moment in a live-action game that you’ve been taking part in for the last few days, having taken on the role of a 1950s character— might realise something. If you’ve got enough detachment from the terror of the moment, if you can draw yourself back, you can think “Ah. I get it. I understand what’s going on. The baby’s clearly not real. it’s all fine. It’s just a play, a scene, a trick. I don’t need to panic.”

    At which point the young woman jumps out of the window.

    When you’ve recovered yourself enough to get to the window and look out, there’s nothing below; no baby, no woman, nothing at all.

    We started this one with a simple request from our stunt team. “We want someone to jump out of a first floor window and disappear. And we don’t want the players to know how we did it.”

    This was for our event God Rest Ye Merry (Thomas and Thomas et al., 2015), a Christmas ghost story set in the 1950s. The house, a rambling old mansion set on Dartmoor, was perfect for our needs, and on our site visit we scoped out the perfect window.

    So, from a writing perspective, we knew that our stuntwoman Kiera Gould would be the one who jumped. And it made perfect sense that, for a ghost story, the disappearance would be due to ghostly goings-on. It follows, then, that this must have been how someone died. And that the players would see this as if it were a vision—it would be a haunting. To make it extra-scary, we would have them seeing it late at night.

    The first concern came from the stunt team. The window Kiera would be jumping from was a bedroom window, and we expected two players to be in bed asleep. What was to stop the players leaping out of bed and interrupting the stunt, ruining the gag? We came to the conclusion that we’d put a barrier between the bed and the window, and settled on a baby’s crib, since there was one in a nearby room. We would fix it to the floor.

    This immediately led to story. The woman who had died had a baby. So who was she, and what happened to the baby?

    Someone came up with the genius idea that Kiera should come in, distraught, with the baby under her arm—a dummy, obviously—and should throw the baby out of the window first. Not only would it add to the horror, it would mean there would be a moment where the players thought that the baby-throwing was the whole gag, and, internally, they’d relax—just as Kiera jumped.

    “Wait,” said the stunt team. “If there’s a baby involved now, they’ll work extra-hard to interrupt the stunt. Can we introduce some other barrier?”

    So—why was the girl distraught? Well, we decided, she’d just shot her husband, and now, filled with regret, was going to commit suicide. So we would give her a revolver. The scene would start out in the corridor, with the sound of a revolver firing and a scream. Now, as the girl ran into the room, she would be brandishing the revolver, “accidentally” waving it towards the players—who she, being a ghost, couldn’t see. This acts as a psychological barrier to anyone wanting to get involved; a gun being waved in their face.

    An interesting facet of our barriers—the crib and the gun and, in fact, the mood we’ve engendered up to this point— is that we’ve almost certainly shut down the player’s desire or ability to stop the girl jumping but, crucially, they think it’s their own choice. They will think they’re unable to act through their own fear, rather than through our railroading or design.

    So there was the basis of the stunt. On top of that, we built up and layered story—the room was filled with mementos from the young couple’s marriage; elsewhere in the house you could find evidence of the husband’s debts and excessive gambling habit; newspaper clippings reported their deaths; family stories told of the tragedy; a wooden plaque on the crib named the baby Gwendolyn. And sometimes, if you listened carefully, you could hear a couple arguing, muffled, through the wall.

    From a very basic moment idea, we now had a chunk of story, a very visceral moment, that was wound into the fabric of the house and the event and which fitted our themes. We knew roughly when it would happen—around 3am Saturday night.

    Oh yes. The girl vanished completely, as did the baby, when you looked out the window. Despite the long drop below. How did we do that? We’ll leave that to your imagination.

    A Moment Design Example: Pulp Languages

    Now something from the other end of the spectrum—a rule specifically introduced to allow the players to spontaneously generate their own memorable moments.

    For our 1930s pulp action adventure Captain Dick Britton and the Voice of the Seraph (Thomas and Thomas et al., 2006), we’d decided that multiple languages would be a fun feature of the game, as we had an international cast of characters. However, very few of the players involved spoke multiple languages. How could we deal with this?

    Well, we could adopt ridiculous accents. So if you spoke, say, with a French accent, it would be assumed you were speaking French. But if we did this, it meant that we wouldn’t be fitting into the pulp stereotype; in pulp, Germans need to sound stereotypically German, Americans need to sound stereotypically American and so on when speaking English.

    So we dreamed up a very simple system. Any sentence that was supposed to represent French would be prefixed with the keywords “Zut alors!” Any sentence that was supposed to represent German would be prefixed with “Achtung!” “Effendi!” for Arabic. And so on. Terribly stereotypical, but pulp is stereotypical, and we were erring on the side of comedy.

    Adding to that, we came up with a very simple system of written languages. Anything in red would be Arabic; green would be German; blue French and so forth.

    This was introduced as a rule to our players. The key reason for including this was very simple—to allow them to create moments where the players OOC entirely understood what was going on, but, for comedy purposes, their characters would not. I call this sort of technique Seeding Opportunity—providing fertile ground for moments to happen in.

    This would only work in this style of game. For a deeply serious game based on secrets and lies, the OOC/IC divide simply wouldn’t work. But for our purposes, it worked brilliantly.

    Here I’ll cite an anecdote from one of our cast, Harry Harrold:

    So when my bazaar salesman started a line with “Effendi”—the English-speaking customer couldn’t understand a word, but the spy who was posing as a translator could, and the conversation went something like:

    Customer: How much is this statuette? It looks jolly ancient

    Spy: Effendi: How much for this?

    My salesman: Effendi: I don’t know, my uncle’s mother in law’s family makes them by the dozen, how much will the idiot pay? Tell him it’s tenth dynasty … I’ll cut you in.

    Spy: He says it’s very valuable. Tenth dynasty.

    Customer: I say, marvellous …

    You see where it’s going. The customer’s player knowing exactly what I was saying, and the simple delight of three people performing their little hearts out to an audience of—oh, I dunno, maybe half a dozen at the time? It carried on for a while in the same vein. I’ve lost count of the number of times I’ve told that story.

    Harry Harrold, The Hole in My Tooth, 2016

    Pay close attention to that last line. “I’ve lost count of the number of times I’ve told that story.” We’ve achieved our outcome—the desire to create a war story that players would tell and retell.

    So, with our Jump stunt, we were introducing a specific moment. With this language rule, we were introducing the possibility for the players to create their own moments.((Okay, okay. Some moments we helped them create. For example, the minefield with a large sign—in greenreading “Achtung! Mines!” Which came into its own when it was crossed by a small group of players who could read it perfectly well, but none of their characters knew German…)) We’ve found the mix of these techniques extremely successful.

    Other Media

    I’ve talked solely about larp here. But since we started working this way, I’ve applied these techniques successfully to writing films, books, and in particular to computer games. Each medium has its own rules and styles, and by doing this you don’t need to eschew standard dramatic structure—but, in the same way as with larp, thinking about what your audience will take away is a great starting point for building your story.

    Conclusion

    It’s my contention—and experience—that if you work this way, if you concentrate on the highs and lows, on provoking war stories, you’ll have a memorable game.

    It almost doesn’t matter what goes between those moments, so long as it makes some sort of sense. Honestly. I know that sounds crazy, but most people have terribly fuzzy memories and the bits they didn’t enjoy or found bland fade away, leaving the bits that excited them.

    Sure, the quality of your whole piece will be vastly improved by good joining-of-thedots, but to turn it on its head, if you don’t have those memorable moments, you have nothing. I’ve lost count of the number of movies I’ve seen or books I’ve read that I can’t recall anything about a couple of months later. But people in pubs still talk about the time we had a WW1 tank, ten years later.((We didn’t. It was two sides of a tank faked up out of plywood + paint with a couple of pilots inside and some carefully positioned pyrotechnics, so that when a puff of smoke came out of the barrel, a piece of the ground exploded. But we still hear about “that game where they had a real tank.”))


    Bibliography

    • Goldman, William, Adventures in the Screen Trade. Warner Books. 1983

    Ludography

    • Harry Harrold, The Hole In My Tooth. LarpX. 07/05-2016 https://larpx.com/2016/05/07/ the-hole-in-my-tooth/
    • Ian Thomas and Rachel Thomas et al. God Rest Ye Merry. United Kingdom: Crooked House. 2015
    • Ian Thomas and Rachel Thomas, Thomas, Brewis and Macmillan; Captain Dick Britton and the Voice of the Seraph. United Kingdom: Crooked House. 2006

    This article was initially published in Once Upon a Nordic Larp… Twenty Years of Playing Stories published as a journal for Knutepunkt 2017 and edited by Martine Svanevik, Linn Carin Andreassen, Simon Brind, Elin Nilsen, and Grethe Sofie Bulterud Strand.

    Cover photo: The setting for the stunt “The Jump”, from God Rest Ye Merry (pre-game, Rachel Thomas).

  • The Absence of Disabled Bodies in Larp

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    The Absence of Disabled Bodies in Larp

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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.

    The first time I remember encountering someone who was disabled in a larp was during my long-ago days of playing Changeling: the Dreaming. My fellow players and I were waiting for the game to begin and a new player arrived wearing dark glasses and carrying a white cane. We were waiting outside the game space at the top of a staircase and were jostling one another quite a lot, so I became concerned by the person’s proximity to the edge of the stairs. I stood up from a bench and asked the person quietly if they’d like to sit down. “The stairs are very close behind you,” I said. The new player looked at me, puzzled. “I can see that,” they said. When I blinked at them in surprise, the player’s face lit up and they lifted their glasses to wink at me. “The costume works!” they said. “At least I’m believable. Gotta play up that flaw if I want the points.” The player in question wasn’t disabled at all. To quote the old saying, they just played one on TV. Or in this case, in a larp.

    It would be years before I larped with someone who was visually impaired and became acutely aware of the difficulties they faced when interacting with larps due to their disability. Yet in those years, I met people with various physical and psychological differences who encountered challenges when larping due to a lack of accommodation for their disabilities. I was also acutely aware that, much like other forms of entertainment, larp was a rather ableist((Ableism: discrimination and social prejudice against people with disabilities. Ableism characterises persons as defined by their disabilities and as inferior to the non-disabled.)) space, erasing disabled players by creating obstacles for inclusion that kept them out. While conversations about inclusivity in regards to many forms of identity rose to the forefront of thought in the larp community, the issue of disability visibility seemed to remain one of the last unexplored countries.

    For a long time I was a larper standing outside of the issue, looking in. Then the issue became far more personal. At the time of the writing of this article, I’ve been larping for eleven years. In that time I’ve gone from an able-bodied young woman with an invisible disability((Bipolar disorder.)) to a woman using a wheelchair to get around. This evolution has given me a different perception, perhaps, than most and opened my eyes to the pitfalls one can stumble into when designing larps: namely the exclusion of the disabled due to lack of consideration for accommodation. As a heavily physical-based activity game and art form, larp requires players to inhabit their character roles with their bodies, experiencing the game space through their five senses and interacting with the environment and other players with their own bodies as their character’s avatar. Larps can be challenging to players physically and psychologically based on the creator’s design, even for those who are able-bodied. Imagine then the challenge presented to those who are disabled if the game is designed with only able-bodied players in mind as their prime customers and patrons.

    If those who are differently abled are not taken into consideration during the very first stages of a larp’s creation, designers may inadvertently set up obstacles which block disabled players from engaging with the game. Furthermore, I’ll go so far as to posit another argument: by not taking disabled players into account and allowing them to be under-represented or misrepresented through play, then the game in question and whatever narrative it crafts becomes inherently ableist.

    The Design Challenge

    Larp design is a complex and ever-shifting ludic space, requiring consideration of many different factors. Designers engage in discussions of narrative construction, community building, environmental design, sociological and psychological interaction and game design when producing any larp, whether they’re aware they’re doing so or not. Larp design is a hybrid discipline, one part improvisational acting, one part theatre production, one part playwriting, and one part game design. Yet at its very heart, larp is an attempt to bring to life imagined worlds with characters being physically inhabited by the players.

    No matter the complexity of the physical design, from the stripped-down aesthetics of black box theatre games to the blockbuster nordic games set in castles or the combat-intensive live “boffer” games set out in forests around the world, there is one basic design principle of larps: players move and interact with the game space with their own bodies. And in that single conceit, designers are presented with an obstacle in how to allow people of different abilities to interact with the physical aspects of their game. How they tackle that challenge then determines whether or not their game is accessible to a wider range of players.

    It’s important at this juncture to address and acknowledge the difficulty of this particular design challenge. The term disabled is very broad and encompasses a myriad of people whose physical or psychological states put them outside of what society considers the healthy, able-bodied norm. Therefore, speaking about making accommodation for those who are differently abled in a larp means acknowledging that a creator will be designing towards an ever-moving target. The paradigms may need to shift when a new player with specific accommodation needs wants to participate in their games. However, the very first step in heading towards more accessibility in games is to start by acknowledging one base truth: larps are not just made for the able-bodied. Just because the design challenge is difficult does not mean it should not be tackled. If a game wants to truly call itself inclusive and welcome all kinds of players, disability inclusion must be part of the discussion right alongside discussions about the participation of all genders, sexualities, races, religions, classes, etc. To be truly intersectional and inclusive, ableism cannot be forgotten as a potential venue for discrimination through design.

    Thankfully, larp designers have the opportunity when creating new larps to approach each game as a blank slate, utilising that mindfulness about inclusivity to create spaces capable of accommodating disability needs. They only need to choose to do so from the beginning.

    Larping in Czocha Castle for College of Wizardry 1 as a wheelchair-using player. (Photo by: Christina Molbech) Larping in Czocha Castle for College of Wizardry 1 as a wheelchair-using player. (Photo by: Christina Molbech)

    The Cornerstones of Disability: Considerate Design

    There are many areas a designer ought to consider from the beginning if they wish their games to be more accessible. They include:

    1. The role of the disabled in the game’s world building and narrative
    2. The question of how disabled and abled characters will be played, by whom, and how they are portrayed
    3. Physical design of your game space and its availability for accessibility and/or disability accommodation
    4. Consideration for equal treatment out-of-character within your player community.

    While this is by no means an exhaustive list of considerations, I believe they cover a range of basic areas a designer might consider to broaden those able to access their games. Let’s break them down and look at their unique challenges.

    The Role of the Disabled in the Game’s World Building and Narrative

    While this might seem like a simple idea, it is often difficult to recognise where narratives skew towards ableism, perhaps even without meaning to do so. For example, most post-apocalyptic narratives make it clear that those who are disabled would have a difficult time surviving in a world without basic social services and modern technology. Those narratives can default to erasing disabled persons without much of a thought in pursuit of “authenticity to genre.” That same argument is often used when representing those with disabilities in historical games, or medieval fantasy games, as the idea of someone with disabilities succeeding, thriving, or even achieving positions of power challenges the idea that games set in historical periods must be (needlessly) appropriate to every inch of perceived historical correctness.

    Games which choose to marginalise the roles the disabled have in the visible narrative then set the tone for how those characters who are differently abled will be treated, and can even translate into how players who are differently abled feel welcome within a space. Additionally, erasing disabled characters due to “magical cures” such as biotechnology, advanced medical science, and sorcery in a game’s narrative also signals that your setting assumes everyone who is disabled should be “cured,” signalling a need to erase disabled stories from that setting and your game. Examples of such settings are cyberpunk futures where technology can cure disabilities, magical settings like College of Wizardry (Nielsen, Dembinski and Raasted et al., 2014-) and New World Magischola (Brown and Morrow et al., 2016) where magic can cure nearly every ailment or injury.

    How Disabled and Abled Characters Will Be Played, by Whom and How They Are Portrayed

    As mentioned in the story at the very beginning of this article, able-bodied players may opt to play disabled characters in a game. Some larps even incentivise such play by offering mechanical advantages for including a disability in the character. One example of this is White Wolf’s games like Vampire: the Masquerade (Rein-Hagen, 1991), whose system allows disabilities, both physical and psychological, to be taken as flaws on a character sheet. Ostensibly this design choice was meant to motivate people to create more nuanced and interesting characters for the game by representing a world inhabited not only by able-bodied people and monsters but also the disabled. Most of the time, however, I saw it used as a cheap and easy way to gain additional points to buy up mechanically advantageous things on a character’s sheet, since for every point of flaws you took, you received freebie points to spend elsewhere. This process of mechanising a disability in exchange for positive rewards elsewhere provides a problematic view of being rewarded for taking on the “burden” of playing someone disabled, labelling a disability a flaw with all its associated negative connotations.

    Similarly, by including disabilities as a mechanical flaw or as an in-character effect gained during play, there is a greater chance a player may be presented with a disability they’ll try to or be required to play without understanding the best way to do so. Games that use mental illness as part of their punitive mechanics will afflict players with “insanity” such as in the Cthulhu Live (McLaughlin, 1997) system, or else give people a derangement as the results of play such as in the Dystopia Rising (Pucci, 2009-) system, without giving them much context or preparation for role-playing what amounts to a psychological disability. Without time to research and understand the illness they’re being asked to portray, players may default to naturally offensive and harmful stereotypes, making the play space a hostile place for people who actually have those disabilities. The opposite side of this question includes whether or not disabled players will be able to play non-disabled characters. In games which rely on more “what you see is what you get” or 360 degree immersion play, organisers often require players to do whatever it is their character would do, including all physical activities. Allowing disabled players to play non-disabled characters, essentially asking others to ignore their adaptive devices during play, is a form of making accommodation during a larp, bending the rules of the full immersion for the sake of making all roles in the game accessible.

    Physical Design of Your Game Space and It’s Availability for Accessibility and/or Disability Accommodation

    This aspect of designing towards inclusivity involves the design of the actual space and materials to make a game accessible for all, and it is perhaps one of the most difficult and controversial topics when dealing with disability advocacy in larp. Unless you are talking about black box or theatre style games, larps rely heavily on environmental design or utilising already created appropriate venues to host their games so as to create immersion for players. However, often when seeking out genre, theme or mood appropriate venues, designers don’t realise or even ignore the fundamental accessibility issues a venue might have. When choosing the beautiful Czocha Castle as the setting for the blockbuster College of Wizardry games, the organisers discovered a glorious location full of secret passages, lush forests, and amazing rooms ready to become classrooms in a magical school. What the castle did not have, however, was basic disability access, a fact which did not escape me upon my attendance. This limited my interactions with the game, keeping me from attending classes held in the perilously high astronomy tower or down in the steps into the murky dungeon.

    Even games that try their hardest to provide accommodation can end up falling short, such as in the case of the 2016 New World Magischola games in the United States. While the game was hosted by a presumably ADA((Physical accomodations and accessibility as described in the Americans with Disability Act of 1990.)) accessible campus in the University of Richmond, the game locations were scattered so far across the campus itself that those who were disabled found it difficult to interact with game events going on at far flung locations, especially at night. Other games which are designed for gruelling conditions as part of the experience, like the Swedish Hinterland (Nyman, Utbult and Stormark et al., 2015), are additionally problematic in that they present physical challenges meant to test even the hardiest of able bodied players and therefore exclude disabled players almost by design, in favour of supporting the taxing gameplay part of the experience. This important obstacle to accessibility ought to be weighed against a location’s appropriateness for play, if the designers want to see their game available for all comers to play.

    The Consideration for Equal Treatment Out-of-character Within Your Player Community

    This last element is less of a physical design challenge or game mechanic design question, but rather requires game creators to take a closer look at how those who are differently abled are considered within the community. It’s no secret that the disabled face discrimination from the general world. Even well-intentioned people can express demeaning and belittling treatment of the disabled, unsure of how to engage with their differences and needs for accommodation despite the best of intentions. The disabled are often seen as less capable or even worthy of doing things people take for granted, such as opening up businesses, holding positions of leadership, or even having stable relationships and raising children.

    When a player who is differently abled is part of a larp community, an organiser must consider whether that player is facing similar discriminatory treatment from fellow players. While it is not an organiser’s job necessarily to police their community, the tacit social contract of a larp as a communal storytelling experience requires players to feel welcome and heard so they can participate wholeheartedly in safety and trust. Should a player be treated differently based on their disability, the responsibility falls on the organisers to address the situation, as would be the case with any instances of discrimination affecting their community.

    These cornerstones of thoughtful accessibility design are best deployed from the beginning of a game’s creation, as the accommodations they may require become more difficult when trying to retroactively fit them in after the entire game has been put together. Indeed, tackling accessibility issues only after discovering a disabled player wants to attend requires far more work as a designer must scramble to find a way to shoehorn those accommodations into a space that might not have that capability. While the intention to find accommodation later is noble, it is often not the most e cient and may end with frustrated designers and players both, should the attempts towards accommodation after-the-fact fail. Designers should also be mindful to check back to these design considerations throughout the process and even during gameplay to make sure they are still in place and functional.

    Staff and players of Time Travelers After Hours, a Phoenix Outlaw freeform larp, DexCon 2016. (Photo by: Nicolas Hornyak) Staff and players of Time Travelers After Hours, a Phoenix Outlaw freeform larp, DexCon 2016. (Photo by: Nicolas Hornyak)

    The False Dichotomy of “Going Elsewhere”

    Considering accessibility accommodations as an afterthought also often ends up with designers simply acknowledging their design cannot support those with disabilities, leading to my least favourite theory regarding the including of disabled persons in larp: the separate yet equal argument. In response to discussing accessibility in games, I’ve often heard people simply shrug and say “not every game is for every person.” They say not everyone likes every game, or is suited to every game, and therefore those disabled players who cannot be included due to lack of accommodation can simply go to another game or seek another role in the game if that will allow for better accessibility. This argument contests that this problem happens even to able-bodied people who must choose based on their tastes what games to attend. This is a false dichotomy.

    Able bodied larpers who choose either to attend or not attend a game based on its content or any other myriad of factors are not physically barred from doing so. They are not kept out by virtue of a space not being capable of physically allowing them entrance. The important word to factor in here is choice. Those players are choosing not to go to a game based on their tastes and preferences, opting out because they have an option at all. If a game is not physically accessible to disabled players for one reason or another, designers have taken away a player’s agency to opt in or out and instead set up obstacles to act as gatekeepers that bar players from even making that choice.

    It’s that distinction that created the need for laws around the world protecting the rights of disabled people to interact with society on all levels in an equal matter to those who are able bodied. Ability-based discrimination has been a historically contentious topic, as those who are disabled either visibly or invisibly have fought for recognition as equal members of society all over the world. In the United States for example, the Americans with Disabilities Act (ADA, 1990), which expanded on the Civil Rights Act of 1964 to include anti-discrimination protections for the disabled, was not put into place until 1990. The ADA as it is known not only protects the disabled against discrimination but requires employers “to provide reasonable accommodations to employees with disabilities, and imposes requirements on public accommodations.” This included provisions that businesses and public spaces would be required to make their facilities and events accessible to those with disabilities.

    The ADA later provided the inspiration for countries around the world to adopt similar protections. Since 2000, 181 countries have signed disability protections into law, while in 2006 the Convention on the Rights of Persons with Disabilities (CRPD, 2006) was adopted by the United Nations and ratified by 157 countries, offering additional protections for 650 million people with disabilities worldwide (Shapiro, 2015). By requiring businesses, venues, and locations to create accommodations for those who are disabled by law, the governments of those countries with equal rights laws recognise that physical design of spaces and events can be discriminatory if they aren’t accessible and require organisers to take that into consideration by law.

    Yet certain activities have remained segregated, especially recreational activities which require physical activity such as sports, dance, and theatre. The separate-yet-equal idea has remained the cornerstone of this segregation, allowing for the creation of dance companies, sports events, and theatre troupes for example made up of only disabled persons participating and competing with and against one another. The notion goes that if an activity is based on physical interaction as the primary mode of engagement, and a disabled person is differently equipped to engage with that activity, rather than providing accommodation, a separate space should be provided for them to interact. While the concept of larps only for the disabled may intrigue from an artistic perspective, if only to see what might be created by people with those unique life experiences, it cannot be the hallmark of the entire larp world. To say that “maybe this game just isn’t for you” to a potential disabled player when facing the need for accommodation is based on the same principle and passes the buck away from that designer’s game to some other, theoretical game out there which may better have access.

    In short, “not for you” as a response is an excuse and misses the point entirely. The player in question doesn’t want to go somewhere else. They want to attend that game and be a part of their chosen community, and should be freely allowed to, given all other things being equal between them and an able-bodied player. The disabled person should not have to find another game, shuffled along, because considerations haven’t been made to keep a space from being discriminatory. As the laws of so many countries point out, the need to consider accommodation falls on the shoulders of designers and organisers, not the disabled person. And if only the designers had done so at the beginning, perhaps those uncomfortable and potentially discriminatory conversations might not have had to happen at all.

    A Two-way Conversation

    Of course, it seems easy to say all of this on paper. I acknowledge as of the writing of this article that figuring out the ways to balance aesthetic and artistic choices in larps and accessibility is a difficult design problem. Nor is there anyone out to impose mandates that each game must be accessible in all ways, barring what is required by law in the larp’s home country. And while it might be an intriguing mental exercise to go down the “freedom of creation” versus inclusivity accommodation mode of thinking, that conversation has been tread in regards to intersectional inclusivity ad nauseum. It is an understood right of creators to make artistic choices for their games, and should they choose not to build towards inclusivity, that is their right. However, when a game designer chooses to consider accessibility for the differently abled, especially from the beginning, they are signalling to their player base that they consider their space a welcoming one for people of all kinds, even if it makes them a little more work to design around obstacles. Designing towards accessibility is a signpost that a larp creator considers the health and well-being of their players as important as well, and can create a deeper bond of trust between organisers and players in regards to game safety.

    The final piece to the design challenge regarding accessibility, however, is communication. As mentioned above, though the term disabled indicates the need for accommodation to assist the individual with accessing a space or event, each disabled person’s needs might be specialised. Not every wheelchair user needs the same level of accommodation, nor do all those with specific psychological needs require the same response. While designers may create spaces for accommodation in the game, it is often necessary for those who are disabled to speak up and request additional accommodation or else adjustments to what is in place to suit their specific needs. While it can be difficult to self-advocate for one’s needs, it is imperative to have a process in place before or at a larp for these conversations to take place. Should someone feel uncomfortable stating their need for accommodation, an advocate such as a friend or fellow larper might be a good ally to seek out to help communicate with the organisers. This process can be as simple as organisers making it overtly clear they are open to having these discussions, or for a larger game to have a particular staff member acting as accessibility liaison. Each process can be tailored to the size, length and scope of the game in question, but all serve to make the process of creating these accommodations smoother and less contentious.

    One other note to bear in mind when considering disability conversations is the notion of trust and belief. It is important when an organiser is approached by someone asking for accommodation to show that they not only hear the person, but that they believe them. Since many disabilities, such as chronic illness, injury, or mental illness, are largely invisible disabilities, they are often questioned by people who cannot see an assistive device as evidence of a disability. Refrains like “you don’t look sick” or “can’t you just deal with it?” are typical. Requiring a disabled person to present evidence of their disability to receive accommodation is difficult and often embarrassing for the disabled person. For communication and trust to be fostered in a healthy environment, the disabled person must feel the organiser is receptive to their issues. Should an organiser feel they don’t have the perspective to understand the needs of their disabled players, seeking out resources from articles, organisations, or even disability advocates within the gaming community can help to create better dialogues going forward.

    While individual conversations on the local larp level are the bedrock on which change will come, communication in regards to accessibility needs to be fostered on an even larger scale. Conversations regarding how to create better games, better mechanics, and better communities are sweeping across the larp world, spread by the Internet and fantastic convention and conference spaces. One of those conversations going forward in terms of inclusivity in gaming communities must include further discussion of accessibility for the disabled. Our communities are in a period of sharing for the betterment of all, learning from one another in an age of what larp designer and creator Josh Harrison has coined fourth wave larp design. It is imperative for our communities to continue these conversations so better tools and best practices discovered by individual games can be shared, improved upon, and reshaped through communal iteration.

    It’s towards that spirit of communal iteration that I put forth the challenge to designers to come up with new mechanics for players with disabilities to use, new ideas for interaction in our games outside of the able-bodied norms. New mechanics, such as the Avatar mechanic brainstormed by myself and Lizzie Stark (2014), in which a player with mobility issues may have a surrogate step in during play to perform physical actions that player cannot, is an example of how two designers coming together can create a new mechanic for the game design toolbox. Collaboration will be the means by which more of these ideas become about in the future.

    Additionally, iterating on already established norms will expand and improve institutions already in place. To that end, I am suggesting an amendment to the Mixing Desk of Larp (Andresen, Nielsen and Stenros et al., 2016), that oh-so useful tool spread from the Larpwriter Summer school and now used to create games across the world. While there are thirteen slots for faders, used to plan and illustrate the various decisions made during the planning process of a larp, the last one is left blank and marked “Your Fader Here.” This space is left for designers to include their own fader, something not covered among the twelve other ingredients the Mixing Desk suggests goes into designing a larp. While it would be convenient to say accessibility is a good option for including into the “Your Fader Here” spot, I would suggest something even stronger. For a game to truly tackle accessibility and make it as much of a priority for larps as the other ingredients so important to design, a fourteenth fader slot marked Accessibility should go up on the Mixing Desk alongside that write-in category. This would signal a tacit shift in thinking, enshrining the idea that accessibility is not and should not be a sometimes consideration if designers wish to see our community tackle ableism in our design spaces. By adjusting this already understood and widely used mechanic, we as a community would be indicating how important accessibility truly is for the larp world at large.

    And make no mistake, it is an important part of the future of inclusivity in the larp world. Without considering accessibility for differently abled larpers, our community neglects a fundamental demographic and shuts out a plethora of voices who could contribute to making our storytelling communities even brighter. When a differently abled person cannot even attend an event, we lose vital voices whose presence could enhance and innovate, add and amplify the able-bodied community. All that is needed to make sure their voices can add to the collective artistic space is consideration for their needs at the forefront of design by the (mostly) ablebodied constituency of larp creators. Accessibility in design cannot be an afterthought but should live alongside questions of theme and player motivation as a reminder that larp is and should remain a space equally available for all as we go forward into designing the games of our future.


    Bibliography

    Ludography


    This article was initially published in Once Upon a Nordic Larp… Twenty Years of Playing Stories published as a journal for Knutepunkt 2017 and edited by Martine Svanevik, Linn Carin Andreassen, Simon Brind, Elin Nilsen, and Grethe Sofie Bulterud Strand.