Tag: Knutpunkt 2022

  • “Never Give Up, Never Surrender”

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    “Never Give Up, Never Surrender”

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    Or why Galaxy Quest is the perfect larp.

    In 1999, just before the millennium, the movie Galaxy Quest was released. In the movie, you follow a group of actors as they try to save the world of the Thermians by becoming the heroes they were in the TV show Galaxy Quest. But there is a caveat to this – when the Thermians saw the show, they thought they were watching a documentary, and they recreated everything from the spacecraft to the uniforms.

    So, try to put yourself in the mind and body of the clueless actor: You are transported eight lightyears into space and are now on a working space craft, the Protector II. So how do you become the hero of the story, when you know absolutely nothing about how to fly a spacecraft or negotiate with an alien enemy?

    When you larp you are often expected to do just that. But what can help you as a player to enter that space in your mind where everything becomes real? Is it the design, the space, the scenography – or something else entirely? To answer this question, I talked to Esperanza Montero of NotOnlyLarp, and player/designer, Sandy Bailly.

    Photo of Inge-Mette Petersen
    Inge-Mette Petersen at the larp Demeter. Photo by Larson Kasper.

    I first met Esperanza Montero in 2018, when I played her Westworld-inspired larp Conscience in Fort Bravo, Almeria, Spain. Conscience is a large sprawling monster. Montero called it five larps in one with layers of reality that can be switched by a few select players, who play the plot writers that make the stories wanted by the guests happen. Playing an android host, the powerless doll in their plot, you are totally at their mercy. Conscience deals with the consequences of the choices you make on a political, moral, and ethical level, something that interests me. This is not a coincidence as Montero has a long experience as an LGBT+ activist and Pride organizer.

    The next year, 2019, I went to Matera in Italy to play The Trial of the Shadowcasters, an urban larp by Bjarke Petersen and Mike Pohjola dealing with history and philosophy. Matera is a very special place, partly a cave city, so the scenography was a big part of the larp. I played with Sandy Bailly there in the caves and on the streets. I talked to her about the importance of locations for the players, and she had some interesting thoughts about this.

    Both Fort Bravo and Matera are fascinating locations. But the perfect location does not exist. A larp can be built around a location or the location can be adopted to fit the larp design. The location and scenography can help the story and the players. A castle with lots of nooks and crannies is perfect for larps with a lot of secrets and politics. A small room for meetings is great for building up tension. And as Bailly says – it is great to have a space where you can see the world go by as your character. I have certainly done that.

    The location is not enough, no matter how magical it is. A designer needs collaborators – prop makers, character writers and safety personnel. They need the organization for logistics and production, for catering, and administration. They need supporting characters to help move the story along. And they need to make the players understand the vision and the ideas behind the larp before they arrive on the scene. Then the larp starts, the players arrive – and all the plans of the organizers change. Bailly interprets larp as a framework for co-creation. If it is clear and well defined you can let people loose in it, so they can move around in it much more freely and securely.

    Montero has a similar definition – larp is a collaborative art form where you all have a story to tell together. The players always have the power. The moment they get their character they start to make backstories, playlists, costumes, and relations. All that will also be part of the final game. But when the location, the design and the vision, and the characters as they are portrayed by the players all converge, larp magic happens. You truly believe in the story you are telling together.

    And then the larp ends – or does it? For an organizer like Montero there is important work to do after the larp. Every aspect must be evaluated, the persons who have helped in realizing the project must be credited and the experience gained before, during, and after must be collected. Maybe the organizer wants to reiterate it, to take the players on the journey again.

    The larp has been documented by photographers that captures a fleeting moment in the game. This picture becomes part of the players’ memory. Montero found it interesting how larp inspires creative people. She has seen essays, short stories, songs, comics, and even videos done by players after the larp has ended, a testimony to how real the story has become to them. For some it has been a deep personal experience that has changed their outlook on life. For others it was a great rollercoaster ride. And when they meet again at a larp, a convention, or a party, they will share memories. Maybe a catchphrase (“By Grabthars Hammer….”) or a ritual will be repeated. And why not – just as the actors in Galaxy Quest, they have been on a journey together and survived.

    And maybe you want to join them. If you do – may you live long and prosper.


    Cover photo: Image by Nathan Duck on Unsplash.

    This article is published in the Knutpunkt 2022 magazine Distance of Touch and is published here with permission. Please cite this text as:

    Petersen, Inge-Mette. 2022. “‘Never Give Up, Never Surrender’.” In Distance of Touch: The Knutpunkt 2022 Magazine, edited by Juhana Pettersson, 116-117. Knutpunkt 2022 and Pohjoismaisen roolipelaamisen seura.

  • Play on Lies

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    Play on Lies

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    We’ve all been there – “Is this character lying, or is the player just not being very believable?”

    The Problem

    Early on in my larping career, I was very interested in playing on lies. Back then, I really enjoyed fiction focussing on intrigues and scheming, like renaissance politics and Game of Thrones. I quickly learned that there were problems when it came to lying in larps: since larp means collectively pretending, collaborating in telling the same “lie”, it is much more difficult to decide if a character is lying or not, and knowing what is actually true in the reality of the larp.

    In everyday life, we have a lot of different tools at our disposal to decide if someone is being truthful or lying:

    The Unlikely Statement. If the suspected liar makes a statement that seems highly unlikely, it feels very probable that they are lying. However, in a larp context we can never be certain that our co-players have read all of the material explaining the fiction of the larp, that they remember it correctly or that they understood it in the same way we did. There are also a lot of aspects of the fiction that are not detailed in the fiction documents, where we as players need to fill in the blanks. We can never be certain that we have a joint view of what is probable and believable. As good co-players, we usually opt to “yes, and…” the improvisations of others.

    Verifying the Truth. When someone makes a statement, it is usually possible to verify it – for example by investigating directly. In larps, this is difficult, as we often need to play on a lot of things that are not in fact there, and are not verifiable.

    Conflicting Statements. If you were to talk to different characters about something that they have a joint knowledge of, you might get a lot of conflicting statements. In reality, this would be a pretty sure sign that some or all of them are lying. In larp, however, it might just be a sign that they are all trying to improvise, and have not had a chance to decide off-game what the truth is.

    Signs of Uncertainty. When someone is lying, especially if they are not very good at it or are in a very difficult situation, they usually show signs of uncertainty. They might wring their hands, bite their lips, glance off to the sides, stutter or even change what they are saying during the conversation. However, things like this are also signs of nervousness, and often occur when we are finding it difficult to improvise something believable.

    It is possible to broadcast that we are lying to our co-players. The surest way to do this is by overdoing the signs of uncertainty, and not needing much pressure to give away the lie. This is useful when playing a bad liar – smooth, polished lies are more difficult (but of course not impossible) to signal. This usually requires a high-resolution play-style, in which you are able to communicate much with very subtle gestures and variations, and having co-players who are able to read these hints.

    The Poker Face

    At the recently played larp The Future is Straight (2021) I found myself wanting to play a capable liar, while still being able to signal to my co-players what was true and what was a lie, and at times invite them to challenge the lies and call me out as a liar. Inspired by this need, after the larp I came up with the Poker Face meta-technique.

    The Poker Face is used to signal if something is true, if it is a convincing lie, or if it is an obvious lie. This is done through the positioning of one’s hands when making a statement.

    The technique is best suited for dialogue between two people sitting down, with their hands free and visible to each other. It can be used in situations with more people involved, and it is possible to use while standing up. It can be used by all players present in a scene, or just by the one currently in focus (for example, in an interview or interrogation). To make the technique more easily recognizable, both hands should be used.

    The technique uses three hand positions:

    Palms facing upwards: This statement is true. The character is being honest.

    Seated person with open hands resting on legs
    Photo by Patrik Åkervinda.

    Palms facing downwards, hand is open: This statement is a lie, but it is told smoothly and convincingly. It should only be called out if there is a good reason for it.

    Image of a seated person with open hands resting on their legs
    Photo by Patrik Åkervinda.

    Hands closed into fists: This statement is a lie, and it is not told very convincingly. The player welcomes the co-players to call out the lie.

    Image of seated person with closed fists resting on their legs
    Photo by Patrik Åkervinda.

    This is the technique in its most basic form. In addition to this, I have two suggestions that you may or may not want to use, depending on the design of your larp:

    Palms together, directed at interviewee: If the Poker Face technique is available as a tool at the larp, players may nevertheless forget to use it. If a player would like to know whether a recent statement is true or false, they can put their palms together and point them at the person they’re talking to, and ask “Really?”, “Is that so? Tell me more!” or something along these lines. The co-player is reminded to use the technique, and can give the requested meta-information while continuing to talk about the same subject.

    Image of seated person with open hands pressed together in front of them
    Photo by Patrik Åkervinda.

    Hand half-closed, palm facing downwards: You may come to decide that the difference between the smooth lie (palms down) and the obvious lie (fist) is too stark, and that you would like to have a middle-ground. This is one more gesture for your players to remember, but the scale from open hand to closed fist is intuitive if workshopped.

    The design of the hand-signs is connected to our views of how lying looks in our natural body language. Open, visible palms are understood to signal openness and honesty, while hidden palms are not. The reason fists signal a bad lie is because a bad liar is likely to look tense and uncomfortable. Someone who lies well is more likely to have a relaxed, natural posture, hence the relaxed hands with palms facing downwards.


    Cover image: Photo by Patrik Åkervinda. Photo has been cropped.

    This article is published in the Knutpunkt 2022 magazine Distance of Touch and is published here with permission. Please cite this text as:

    Greip, Julia. 2022. “Play on Lies.” In Distance of Touch: The Knutpunkt 2022 Magazine, edited by Juhana Pettersson, 142-144. Knutpunkt 2022 and Pohjoismaisen roolipelaamisen seura.