Tag: Larps

  • Starting a Russian Revolution

    Published on

    in

    Starting a Russian Revolution

    Written by

    A visit to Russian “Larp-poem 1905” to do living history and dream of changing the past

    A cafe in Manchuria (play, Erik Pihl).Have you heard about the Russian revolution of 1905? Don’t be embarrassed if you haven’t, it’s not that well known, not even Russians talk much about it. Yet, it was an interesting and decisive time in Russian history and, as it turned out, a great theme for a larp. A larp with an impressive scale and ambition, a cavalcade of beautiful costumes, and highly complex mechanics.

    The event was called “Игра-поэма 1905“, translated to ”Larp-poem 1905”, and was set up by a group that has done some of the world’s biggest larps. It is also one of few Russian groups with the capacity to invite foreign participants. We ended up being two Scandinavians at the game. Erik played Finnish-Swedish nationalist Konni Zilliacus, a historical character who was active in politics at this time and who has been described as a “Monseigneur cowboy”. Frida took the shape of Anja Sjö, a journalist with communist sympathies. They were in Saint Petersburg to support Russian revolutionaries, undercover as a newspaper tycoon and a cultural reporter.

    Photographers doing real analog photography (play, Erik Pihl).

    Life the Saint Petersburg Way

    Street life in the Embassy districtIt was astounding to see at what rate the old Soviet era children’s camp, in the woods south of Moscow, was turned into a larp version of Saint Petersburg. There were lots of restaurants, bars, cafés, a casino, opium joints, hairdressers, hat makers, an opera/ballet house, an amateur theatre, photographers, telegraph and post station, and several newspapers. The hundred-headed game master (GM) team, together with the five hundred participants, managed to raise most of it in a day. It was a town where you could get a hair-do and a new hat, eat in restaurants, have tea in a café, see a theatre play in the evening, and much else – all for in-game money.

    Not only did these options exist, but many were of remarkable quality. The restaurants and cafés were serving good food, cake and tea most of the day. Each newspaper was told to print two daily issues, which they did, apparently they had more than enough of material. The telegraph station gave the option to send letters and telegraphs to other players as well as to the GMs. From the station some twenty telephone lines spread out, leading to houses all over town. The players could thereby communicate over the phone, through an old fashioned switchboard in the telegraph station, operated by a person constantly on duty.

    A priest talking to churchgoers (play, Erik Pihl).Perhaps the most impressive was the “Mariinsky theatre”. It had new ballets and operas each night, which were one to two hours long. The quality of these were almost as you would expect when going to a real opera house. It was way, way beyond any acts we’ve seen before at larps. The singers and dancers were professional or semi-professional, but had not all met before the game. They created the four evening shows in a week, starting with rehearsals on Monday and did the final act on Saturday. The music was playback but most of the singing, and of course the dancing, were original acts.

    Action scene at the front in Manchuria (play, Erik Pihl).The game had a very well working economy. The fact that there were so many things to spend in-game money on meant that all players had good reasons to acquire and hold on to money. The bills and all kinds of paperwork – there was huge amounts of paperwork – were good looking. For one thing, everybody had their own passport, and you better hold on to it. After the first larp day there started to be inflation, a planned design feature from the GMs. While at first we hadn’t cared much about costs, when the price of restaurant food went up three-fold we were forced to think more economical.

    The producers had successfully created a strict hierarchical system with large gaps in income; rich people had thousands or roubles while poor workers were dealing with kopek coins. The rich people who had property would receive a daily income, while workers were given a petty salary. Although anyone could enter any district, workers were in most cases effectively excluded from play with the higher classes. It seems a focus of the game was the experience of the unjust class system. Having an excluding game design can in some cases be problematic for the players that are excluded, but less so in this game, because with 500 participants you have more than enough play within your own ranks.

    People at cafe (play, Erik Pihl).

    Plastic Fantastic

    So how do you build a city in a matter of a few days? One thing is certain, it cannot be done with the 360 degree “what you see is what you get” realism of Nordic games. At larp-poem 1905, small wood buildings became pompous embassies, a school theatre was turned into an opera house and tent structures were palaces. The popular method of creating the transformation was to put a giant plastic tarp in front of a building or tent, with a photo-realistic image of the building it resembled. For example, the Winter Palace had a photo banner of the actual palace outside it. Although superficial, it did create a good game space where one could get the feeling of walking around in a city rather than camp grounds. If anyone finds it laughable, consider the fact that Nordic larpers use tape on the floor of classrooms for the same purpose. Fact is, the printed banner technique could be seen in other places in Russia, even in central Moscow, where giant tarps with imagery were put in front of buildings under construction to hide the building platforms.

    Ballet on the Mariinsky theater (play, Erik Pihl).If one could get used to the symbolic buildings there were, however, other aspects of the physical environment that were more difficult to understand. It was seemingly a haphazard which things that were put a great effort to make in-game and which things that no-one cared to bother with. While most players had put a tremendous effort into their costumes and personal gear, there were plenty of non-character GMs walking around, in plain sight, wearing very off-game clothes. One even had a big toy moose on his shoulder. There were other GMs who had put on in-game clothes so it apparently depended on personal preference, and which part of the huge Russian larp culture that they came from. Similarly, there could be a gathering of people sitting around a café table with wonderful cutlery, fine cakes and very authentic documents on, but in the middle would be modern soft drink bottles and candy wrapped in plastic. While some restaurant served their food and drink on fine china, others had single-use plastic for the purpose.

    Russian gentlemen (play, Erik Pihl).

    Next Stop: Far East

    A particular aspect of the larp was that it spanned a much greater time and space in the fiction than in reality. The in-game town symbolised all of Saint Petersburg. It was divided into different districts, separated by rivers that were manifested by bright blue or white plastic tarps. The only way to pass between the districts was over wooden “bridges”. These would be drawn at some instances, some predicable and others less so, hence effectively preventing characters to get to other districts. The fact that one could get stranded in a district created openings for social game play, such as when two dancers from the ballet sat in our house for an hour or two in the middle of the night, sharing a drink and waiting to get home to their sleeping quarters.

    Building the train in the train station (pre-game, Erik Pihl).Russia was at this time in war with Japan, a conflict that took place in Manchuria in the Far East. It was possible to go there as well, by taking the Trans-Siberian railway. The producers had actually built a train car out of wood, painted it nicely and added speakers with sounds to give an atmosphere. The train only left three times a day in each direction, so a trip to Manchuria took most of the day. We decided we wanted to try a trip to Manchuria, so Konni and Anja embarked the train as war reporters. After thirty minutes of mingling in the economy class, we arrived to the Far East. The exit was on the other side of the train car. Our whole group was led past the parking lot and into the forest. There we got to a separate camp, built with tents and plastic tarps. It was mainly a military camp but also had a large field hospital and “oriental cafés” with red rice paper lanterns to add an exotic atmosphere.

    Editor of the newspaper The Day (play, Erik Pihl).The war in Manchuria was played out at a battle front of sand bags close to the camp, where volunteers from the GM team playing “Japanese troops” would regularly show up for a fight. Konni jumped into the action at one of the battles and was shot in the arm. They had an interesting system at the game where the weapons used, which were real or well-looking replicas, were armed and shot soft felt bullets. It didn’t hurt to get shot, but it was noticeable.

    One thing that was completely new for us Nordic players was the constant fast-tracking of time. In the larp, one day for the player was three months in-game. Not by using act breaks, but by the clock running constantly during game time. In this way, politics could speed forward and it was possible to cover a larger range of events. It made some things more logic, like the fact that it took a months to go to Manchuria and back, while other aspects were confounding. When we were told something like “I’ll have your hat ready for tomorrow” they usually meant the next day for us as players, not for our characters.

    Switchboard at the telegraph station (play, Erik Pihl).

    Five Is a Crowd

    Russian larps work a lot with symbolism and larp-poem 1905 was not an exception. Not only in the physical environment, like the tarp resembling canals, but also in the game play. Most of it was rule-bound. For instance, if five or more players gathered in a public place, carrying placards and handing out flyers, they were counted as a revolution. That would activate other rules, like that it was possible to kill other characters more easily. The larp never got to a “revolutionary situation”, however, because the police were very effective in stopping the opposition from mobilizing.

    Faust playing on Mariinsky theater (play, Erik Pihl).We saw some very fine examples of symbolism one night, when Anja and Konni were led to an opium joint by the actors from the Mariinsky theatre. They served the drug as beautiful origami art, on which instructions could be read when it was unfolded. The instructions were very precise: 10 minutes of hallucinations and then 30 minutes of joyfulness. There was also a rule that anyone who took three or more doses of opium on the larp became an addict. Luckily, for our characters, we stayed on the safe side of that limit.

    Konni and Anja risked their life and health in other ways, by engaging with the opposition. Anja participated in worker’s gatherings and established contacts with the leaders of worker’s movements. They were connected with Konni, who had a printing press in Stockholm. Letters were sent and some hours later – a few weeks in-game time – a GM arrived with fresh propaganda material. Konni had just delivered it to the distributors, when the police stormed in to catch them. Konni got away on the closest possible call, but the police were on his tail. After evasive manoeuvres, including hiding in the German embassy to avoid Russian law, the gendarmes caught him. He was locked into a prison cell in one of the houses, together with other political prisoners. The window was open and they could just climb out, but the rules would not allow it, because in-game they were on a high floor. The only way to get out was if someone on the outside found a ladder and helped them escape. Anja actually managed to do that, with the help from some students, but when they came to save Konni he had been taken to interrogation and it was too late.

    Having a cup of tea in the train (play, Erik Pihl).The symbolism, together with the possibility to extent time and space, opened a lot of possibilities. It was possible to create a full, functional city and get a good coverage of a large and complex historical event. However, it also created some ambiguity. For one thing, the shooting in Manchuria could be heard in St Petersburg, which was a bit confusing, particularly since shooting was also possible within the parameters of the city. We could occasionally see people asking the GMs questions like “that thing over there, can my character see it?” The many rules required much GM intervention. Still, it was beautiful to see the intricate mechanics that were created for the game. There were so many details. For one example, if someone interrupted the workers in the factories, who were making the felt bullets, or stopped an arms shipment with the train, then the soldiers at the front would have nothing to shoot with and have to fight hand-to-hand in the battles.

    Printed posters for palace (play, Erik Pihl).

    Happily Lost in Translation

    How was it then to play with Russian larpers? One thing is certain, they take larping very seriously. There is apparently much effort put into the role creation. Many of those we interviewed or talked with had well developed characters, where we could dig deep with questions and keep on discovering interesting views and traits. There was also a great focus on playing one’s function. A telegrapher worked hard to send and deliver telegraphs, the police really tried to stop political radicals and terrorists, and the priests put much effort into doing the rituals right. One restaurant owner who served us in his expensive establishment on the English embankment was flawless in clothes, manner and English. We noticed our neighbours, the German ambassadors, sitting up a full night just to sort out their paper work. The clockwork of the game was ticking well.

    Konni in medic scene (play, Frida Aronsson).The dedication that players put into their functions gave many good moments of play. Being checked by police forces before and during train journeys meant some really intense experiences. When Konni got injured in Manchuria, there was a long sequence in the field hospital that was probably the best example of realistic medical play we have ever experienced. The operating scene in itself was some 20-30 minutes long and involved a surgeon and two nurses in intense, immersive play with a lot of different tools and procedures. There was also much energy put into enacting scenes like trials, university classes, and of course the theatre plays.

    What we saw less of was emotional play. There were quite few who took the opportunity to play out their grief of losing a husband or friend, their fear of going to the front, anger towards unjust laws, strong friendship between friends, passionate new-found love, and so on. One GM told us that many view a high degree of acting out as “fake”. It appears that subtle or spontaneous reactions are better received. It was apparent that what many wanted with their larping was to do a good re-creation of the time, their character and the events, and preferably make their character succeed in what he or she was doing. We could see players laughing while demonstrating or lying wounded in the hospital. One larper told us that “we just want to larp to have fun“. That said, the Russian larp scene is huge and there are many different larp styles.

    Military and officers (play, Erik Pihl).Over the board, there seemed to be no great emphasis on staying in character. Players frequently broke game play to discuss something with GMs or one another. In the evenings, when people gathered for some joyful drinking and to sing Russian folk songs, staying in-game was not always that stringent. Many also went off-character to ask us how we were experiencing the game, as it is uncommon to see non-Russian speaking players at Russian larps. They could also stop to explain who their historical character was – a very kind gesture, but a bit difficult to incorporate with the immersive role play that we are used to. In these cases, the language was a saviour. Much of the off-game talk passed us by completely, simply because we did not understand what people were saying.

    The church (play, Erik Pihl).The fact that we were playing on a foreign language was both difficult and very rewarding. Since many players were not that fluent in English, we had to have our two interpreters around in most cases. One situation where it worked out very well was in the medic scene, since the surgeon and the nurses could bullshit anything and it would seem very realistic, only because they were talking in a credible tone. Talking through an interpreter, when you really don’t know what the other person is saying, creates some dynamics that were fun to investigate. The fact that the interpreter can withhold some information can do lots for the game play; not passing on off-game things is just one of the benefits. It would have been a great situation to play out a romantic relationship, with the interpreter in between, so we hope to do that next time. What works less well with the foreign language is to view theatres and public announcements, to interact socially with large groups and to eavesdrop. It would have been almost impossible to understand what was going on and interact with the Russians without our interpreters.

    Officials handling papers at court hearing (play, Erik Pihl).

    The Dream of Unity

    Newspaper boy (play, Erik Pihl).The larp ended with a scene where a parliament was elected, one person representing each of the classes in society. The emperor voluntarily gave up some of his powers, for the benefit of his people and to avoid revolution. One member of the game master crew described this as a symbolic ending, where the characters played out what they – or the players – wished had happened. Like HC Andersen’s “The little match girl”, the players light a match together and, for a fleeting moment, saw their dream of a happy, inclusive nation being born.

    The main game master declared that the game was a way to urge people to learn from history and not repeat stupid mistakes over and over. That we should instead understand each other, think about things carefully before we spring into action, and then move forward – because getting stuck in history is not a good option.

    How did it end for Konni and Anja? They did not spark the revolution as they had hoped. Konni was still in prison when the final gathering was held. We know that, IRL, he was caught and deported from Russia in 1903. It’s reasonable to think that he did not fare much better in our alternative history. And Anja? We think she found her way back to Sweden and took an important place in Konni’s newspaper, to take a stance for worker’s rights and the liberation of the Finns. She did get the communist revolution that she wanted, in 1917. The rest is history.

    Olga Vorobyeva as interpreter talking to anthropologists in Manchuria

    Larp-poem 1905

    Credits: Main designers and producers were larp organizing group “Stairway to Heaven” led by Vladimir “Nuci” Molodych.

    Our personal thanks to Vladislav Rozhkov with family, who helped us get to the larp, with gear and housing, and Olga Vorobyeva who helped us with translations, interpretation and knowledge about the Russian larp scene.
    Date: July 29 – August 2, 2015
    Location: Former children camp, near Stupino, south of Moscow, Russia
    Length: 3 days (active game time)
    Players: About 500
    Website: http://1905.rpg.ru/


    Cover photo: Demonstration in front of the royal palace (play, Frida Aronsson). Other photos by Erik Pihl and Frida Aronsson.

  • College of Wizardry 2014 Round-up

    Published on

    in

    College of Wizardry 2014 Round-up

    Written by

    College of Wizardry is a Harry Potter themed larp made by the organizations Rollespilsfabrikken (Denmark) and Liveform (Poland). You can read more about the individual team members at the College of Wizardry Team page.

    The larp is set in the beautiful Polish Czocha Castle and the first run was helt in November 2014 with follow-ups planned for April 2015.


    Cosmic Joke, known for their larp documentary Treasure Trapped, was on location for the Harry Potter themed larp  to film a documentary at the event. The film has now been released and can be viewed in it’s entirety on their Youtube channel:

    Besides the documentary, there was great photo documentation by John Paul BichardChristina MolbechNadina Wiórkiewicz and Maciek Nitka.


    The larp has garnered a lot of media attention with outlets like The Verge, Vice, io9, USA Today and many more.

    Here is a more complete list of news outlets writing about the larp, to get a sense of the massive impact:
    9gagAnap Holik, A.V. Club, allgeektome, Angloberry, Big News Network, Blastr, Blog di cultura, Breaking News (int newsportal), BUSTLE, Buzzfeed, Buzzfeed, carbonated.tv, Christian Science Monitor, CINEMABLEND, cinque colonne, cnet.com, Coffee & Geeks, CTVNews.ca, Daily Mail, Daily Telegraph, Destination femme, Die Welt, DNA India, Don’t Hate the Geek, DR Kultur, Durnesque-Esque, dzika banda, E! Online UK, E-fantastyka, eBuzznews, eluban.pl, Entertainment Weekly, entertainment.ie, Epic Stream, Examiner, Fansided, Fashion & Style, Foch.pl, Forces of Geek, Fox News, FRPnet, Future of Storytelling, Geek Kingdom, Geek Native, Geeks are Sexy, Geektyrant, Geeky Kool, Geeky News, Hatak, HLN.be, HNGN, Hollywood Life, Hospodářské Noviny, Huffington Post, I hate it here, IBT Video, iHotelsclub, IMDB, Imgur, The Independent, INQUISITR, International Business Times, Inventor Spot, Kawaiian Punch, kawerna, Kwejk.pl , La real noticia online, Larping.org, livros só mudam pessoas, Lundagård, Mail Online (Daily Mail), Mashable, Mental_Floss, Metro UK, Mic, Minds Delight (German), Mirror, Moje Miastro, Movie News Guide, Movie pilot, MSN, MTV, Nerdist, newsmonkey, Newsweek Poland, ONET FIlm, Pennsylvania Conservative Review, PEOPLE, People’s Choice, Philly, PoeTV, Popsugar, Refinery29, Roadtrippers, Roleplay Domain, RTE.ie, Says.com, Seventeen, SheKnows, SourceFed (Discovery), Star Pittsburgh, stopklatka, Synced, Teen Vogue, Telegraph, tgcom24, That Crazy Earth, The Express Tribune, The Mary Sue, The News (poland), Time.com, trendhunter, TVN 24, TVP Info, UpRoxx, USA Today, Vanity Fair, Vi Unge, Yahoo! News Canada and ZIMBIO.


    There has also been some things written by participants at the larp. Petter Karlsson (Sweden) has written a lengthy report covering many aspects and media reports:
    http://petterkarlsson.se/2014/12/07/college-of-wizardry-a-magical-larp-in-a-polish-castle/

    Shoshanna Kessock (US) has written a piece about her experience at the larp for Kill Screen:
    http://killscreendaily.com/articles/i-spent-weekend-castle-poland-doing-harry-potter-larp-and-it-was-awesome/

    There are blog posts from Kim Tomas Laivindil Klevengen (Norway), Mike Pohjola (Finland), Juan Ignacio Ros (Spain), J-Mac MacDonald (Canada/Finland), Pavle Pelikan (Croatia) and Nicolas Hornyak (US).


    Sign up for the next installment of the larp opens on 11 December 2014 at their website:
    http://www.cowlarp.com/


    Update 2014-12-10 11:21 CET. Added some more links.

    Update 2014-12-11 11:09 CET. Added some more links.

  • Photo Report: Mare Incognitum

    Published on

    in

    Photo Report: Mare Incognitum

    Written by

    Mare Incognitum was a Swedish Lovecraftian horror larp set on a ship (familiar to visitors to Monitor Celestra) in the 1950s. It was organized by Berättelsefrämjandet and had 78 players, spread over three runs, from Sweden, Norway, Denmark, Finland, Estonia, Spain, UK and the US. All three runs were held during the weekend of 28-30 November, 2014.

    Photographer Jonas Aronsson took some great photos during and before the larp and we got his permission to publish a few of them here:

    You can see the rest of the photos in Jonas Facebook gallery:
    https://www.facebook.com/yonazarith/media_set?set=a.10152576129364506.1073741862.590469505&type=1

    You can read more about Mare Incognitum at the larps website:
    http://iäiä.se/

  • Larp Report: Clockbottom

    Published on

    in

    Larp Report: Clockbottom

    Written by

    A journey through horror, steampunk and mystery

    Clockbottom was a larp set in America during the Civil War, with a steampunk twist and elements of horror. About 120 participants from seven different countries gathered during one weekend of September to act out the mysteries in the mining town of Clockbottom. Myself, I played the village’s protestant preacher. It was a role that enabled me to mix with dusty miners, fancy bankers, and everything in between. I liked this a lot, since it allowed me to pursue plots across groups and status levels.

    This was my first larp of both the era (1800s) and genre (steampunk/horror). There were both experienced and first-time-larpers among the players, as well as a variety of backgrounds (reenactment, larping, steampunk-nerds, and so on). Since there were participants from all over Europe, the entire larp was played in English with the exception of some characters with Swedish or Danish ancestry (they could therefore speak those respective languages as well).

    There is much to say about this larp, not the least regarding the impressive amount of detail in props or the awe-inspiring generosity and inclusiveness in gameplay. I will try to highlight a few phenomenons that stood out in my eyes.

    Prologue and the Mine

    It is the first time she has had reason to travel down into one of the mines since her arrival in Clockbottom. The air is cold, damp, dark. Yes, it is as if the air itself is dark down there. She cannot help but wonder if this is what being buried alive feels like. The kind woman’s voice instructing them in safety matters upon entering the mine is reassuring though, as is the attentive presence of the timekeepers. She stays close to Witte, knows he will look out for her here as he does in the village. The miners are unrestful, uncertain. What awaits them in here is not only a return to God’s honest work, but a return to the loss of beloved ones. Will there be bodies? A new kind of stench?

    One thing that the Clockbottom larp presented, that I have not seen done before, was a prologue. This was a 1-2 hour scene available for those who so desired it, meant to set the tone for the later opening of the larp as well as offering nearly all characters a chance to partake in a common scene no matter their alignments or statuses.

    ClockbottomThe prologue took place in the mine that was later used in-game. The organizers struck a good deal with the mine company, in which the larp had the use of the mine for free in return for some real work done in there (shovelling gravel, mostly). To have an actual mine to play in was extraordinary what with feeling, immersion and understanding. Unfortunately the mine itself was located about half an hour by car from the larp village, so travelling between the two meant some off game time for those with characters there.

    I initially signed up for the prologue to get to see the mine, as my preacher would not spend in-game time there. However, it soon turned out that it was a magnificent way of trying out your character, build some spontaneous relations and plots, and to bring back a shared experience to the actual larp. It is a concept I would love to see more of at other events, perhaps incorporated among pre-larp workshops like this one was.

    A Multitude of Larps in One

    They have not yet reached the true conclusion of the cipher when she is presented with two sheets of paper. Apparently they have been found inside the propeller resting by the piano in the bar. She is perplexed, cannot fathom how something so secret can be hidden in plain sight and yet remain unfound until now. The content of the papers shocks her to the core, however, quite unprepared as she is for such truths to unravel after all this time. It is the last will of her predecessor, Reverend Smith. She has found no facts regarding his life before, has been met only with silent tongues and shifting eyes when inquiring among the townsfolk. And apparently there was much more she did not know.

    Something that to me speaks of a well-planned or well-played out larp, is when there are “many larps within the larp”. Not only as in different plotlines, but when there are actually different types of stories or sub-larps amongst different parts of the player pool. Clockbottom had this multitude of larps to a great extent. For example, the workers had gang- and poverty-related play, the soldiers had skirmishes and soldier-play, the villagers had everyday village life (intercepted by mysteries), the preachers had a lot of religious play and the scientists had their research and experiments. The company administration even found themselves in a spontaneous meta-larp “by telegraph” (which the organizers ran) around selling and buying company stocks. Naturally, this also becomes a believable backdrop for players not currently participating in a certain sub-story.

    ClockbottomWhat connected everything more than other plotlines, however, was the great mystery plot of Clockbottom’s darker secrets. I do enjoy mystery solving in a larp, and have played many such roles over the years. One problem that too often arises, is when players figure out the solution “too soon” and are left spending the last day of the larp in some kind of waiting state. I was concerned that this would happen here as well, since we solved a lot of the clues during the first day. Alas, I should not have worried.

    It is the most extensive mystery plot I have encountered, and with such detail in props and clues. Altogether, there were ciphers and codes in Latin, ancient Greek, hieroglyphs, numbers, Cherokee, Bible references and music, apart from the regular notes, diaries, letters and articles in English. There was a copper tablet inscribed with hieroglyphs, there was a full research journal in a multitude of languages and there was an alluring cryptex. Initially, we were three or four people trying to investigate. On the last day of the larp, we were more like twenty I would say. Also, an aspect that furthered the game was that many characters (pre-written by the organizers) held tiny pieces of the puzzle that only made sense together, thus encouraging those pursuing the truth to inquire amongst any and all in the village.

    Horror Effects

    The crystal clear notes of the eerie tune will haunt her to the end of her days, she knows it even as she hears it there, for the first time. It holds her in place stronger than the fiercest of chains, marks her mind for insanity as surely as water flows downwards. Not yet perhaps, but it will come. The utter terror that fills her veins makes her simultaneously unable to move and acting on impulse. Her voice sounds strangely strangled as she once more calls out, and no one could ever pretend that her words appear intimidating anymore. It is more of a croak, more of a pointless motion to be gone through. Then a pause, a held breath awaiting an answer while frozen lips pray to a God that is far away, too far away, that none such will come.

    But it does. Oh, it does.

    ClockbottomApart from the steampunk-Civil War genre, Clockbottom was most definitely a horror larp. Several elements aided in this, not the least the full moon and lingering mist that adorned the village every night. However, there were items and events presented by the organizers that truly laid the base for this feeling of terror. Some were more easily achieved, like the melody that became the tune connected with madness, ghosts and devilry, or the use of “shadows” -a meta-technique where certain “non visible” players whisper, coax or otherwise interact with the character players of the larp in a -during this larp – eerie manner.

    Other elements needed more planning. There were tiny sound devices placed around the village, playing five different tracks of “scary sounds” (ie whispers, child’s laughter or scraping noises) at random time intervals. These were really efficient in upping the feel of utter terror, I can confess to that. I must also mention the full-size, very realistic skeleton that was buried in the village graveyard months before the larp. She was unearthed twice during the weekend, and each time it was equally unnerving to find the meter-deep grave gaping open, the nailed-shut coffin lid thrown aside, and the skeleton grinning at us from its grave.

    Inter-player Communication

    That she has held sermons on top of children’s remains for three years… The thought is unbearable. At last they are gathered; preachers and townsfolk brave enough to take on this gruesome task. Walsh is there, silent and watching. Gibson and Mr Sommer are sturdy and clear-eyed, mayhap they have known about this, or about the murder. The miner who so bravely spoke of crawling in under the church to secure the box is found, and they are ready. Almost – she calls for more lanterns, they must have light. Oh, if they could but have done this in daylight.

    Inclusion and playing to lose are two terms that invite you to play generously and humbly (even though your character can be quite the opposite) in order to involve others in your play. The players of Clockbottom did this to such a degree that I was genuinely taken aback. I have not previously seen such generosity and inclusion at any larp I’ve been to, nor how quickly it became a game structure rather than something individual players did.

    Taking the great mystery plot as an example, there was never a question of stepping into a closed house with a select few to try and translate the codes. Instead, anyone who curiously lingered by the open table on the main street was invited to share their view on the current matter. Secret notes were shown to any and all who might hold the slightest clue; be it a miner or the company director. When embarking upon tasks in the night or to places we were not supposed to go, there was no real sneaking about. Anyone who happened by was warned about the gravity of the task, but not turned away. What with the plot clues spread all across the board, we probably couldn’t have solved the mystery without including as many people as possible either.

    ClockbottomWhat the cause for this high level of inclusion is, I don’t really know. Perhaps it was the instruction from the organizers on playing to lose. Perhaps it was a positive outcome from the mixing of larp cultures. Perhaps it was a standard set by in-game decision makers that others followed. Either way, I definitely hope to see more of this inclusive larping at future events I go to (and will of course try to do my part).

    One thing that I found strangely lacking regarding interplayer communication however, was the lack of just that prior to the larp. There was a forum, but only a few people posted there. I know that there were facebook groups for in-game gangs and groups, but as far as I saw they were not announced too clearly on the main event page. Shout-outs on the main event page rendered few replies from players. Since my character did not really belong to any groups, and since I didn’t activate myself in creating groups for, for example, the “holy folks”, I barely had any communication with others before the larp.

    I must confess that this silence amongst players made me a bit worried, and it felt rather unusual what with the plot planning and relation building that today counts as standard preparation for any Swedish larp. Now, based on the prologue and in-game initiatives this was not a problem during the larp at all. However, I must think that this could have presented a considerable threshold for people new to larping, or to people more shy or otherwise unsure of how to make contact with other players (unless they were in active groups already).

    Final Words

    While there have been smaller 1800s/steampunk larps, I think this was the first larger one that catered to a wider community of players. Although a possible cause for hesitation, it turned out that the gear for this setting was not too hard to come about, perhaps even easier than for earlier historical periods. Combined with the enjoyable aspect of meeting people from other larp cultures (nation wise as well as playing style-wise), I heard many express afterwards that this was a style of larping they’d definitely look into more. And I must say, I think there will be a lot more steampunk in the years to come.


    A note regarding things not addressed in this article:
    There was some discussion prior to Clockbottom, on the topic of the Cherokee being a part of the larp setting and the risks of cultural appropriation. As I neither played a Cherokee character, nor am of an ethnic group exposed to appropriation or negative prejudices, I did not feel best suited to present that here. There are other players much more eligible for that, and I might just miss the right angles due to my own lack of experience in the matter.


    All photos in this article are by Ida Mary Walker Larsen.


    You can find an in-game short story from Clockbottom by the author of this article, Emma Ström, here:
    http://goo.gl/8IfJX5

  • Flowers from Exile Sign-Up Open

    Published on

    in

    Flowers from Exile Sign-Up Open

    Written by

    Sign-up has opened for the Swedish larp Flowers from Exile. The larp will be played in English and first time larpers are very welcome.

    Read more and sign up here:
    http://beratta.org/flowersfromexile/signup

  • Sign-up Open for Halat Hisar (State of Siege)

    Published on

    in

    Sign-up Open for Halat Hisar (State of Siege)

    Written by

    Halat hisar, or State of Siege, has been covered on this site before.

    The sign-up for the Finnish/Palestinian cooperation has now opened:
    http://nordicrpg.fi/piiritystila/practical/sign-up/

    Read more about the larp on their website:
    http://nordicrpg.fi/piiritystila/

  • Nordic Style Battlestar Galactica Larp in the US

    Published on

    in

    Nordic Style Battlestar Galactica Larp in the US

    Written by

    American larpwrite Shoshana Kessock has written a report from a Battlestar Galactica larp she took part in writing and organizing at a recent convention. Here is a small excerpt from the text:

    Tales of the Rising Star was an ambitious idea inspired by the amazing work done by the Monitor Celestra team overseas and fantastic full-immersion games like PST Productions Terrorwerks. The notion was trying to design a convention game inside the confines of a ballroom setting that would harken to the Celestra’s immersive atmosphere through prop-building and a focus on more freeform roleplaying styles. Players would get the chance to play one of five groups of characters aboard the Rising Star, a medical ship in the Colonial Fleet, as it escapes from the devastating nuclear attack on the Twelve Colonies of Kobol. Officers, Marines, Engineers, Medical Officers, Scientists and Civilians would work together to keep the ship from being destroyed as they dodged Cylon ships, tricky jumps, and of course internal pressure as they try to decide if they’ll join the ragtag fleet of Commander Adama or go their own way.

    Read the whole report here:
    http://shoshanakessock.com/2013/07/11/so-say-we-all-dexcon-2013-gets-some-bsg/

  • State of Siege – A Palestinian-Finnish larp project

    Published on

    in

    , ,

    State of Siege – A Palestinian-Finnish larp project

    Written by

    State of Siege is a larp about occupied Finland that will be held 15th – 17th November in Helsinki organized by Palestinian and Finnish larp designers.

    Last August the larp Till Death Do us Part was organized as a cooperation between Norwegian and Palestian larp designers. It was the first bigger Palestian larp project and since then many projects has has happened in and in connection to the emerging Palestinian larp community.

    The latest addition is a Palestian-Finnish cooperation with the larp Sate of Siege (or Piiritystila – Halht Hisar) to be held in November.

    State of Siege is a larp about occupied Finland and everyday life under a military regime. The game is set at the University of Helsinki where students and researches are trying to hold a seminar in the midst of checkpoints, random searches, curfew and other facets of life under occupation.

    The game is created cooperatively between Finnish and Palestinian designers. It’s held in November 2013, on 15th – 17th, and is open to both Finnish and foreign participants. The languages will mostly be Finnish and English.
    From the website

    We asked two of the designers from the crew about their thoughts about the project.

    Larp designer Juhana Pettersson Larp designer Juhana Pettersson

    Juhana Pettersson: “The original idea for Halat hisar came from a quote I used in an article I wrote about the Palestinian larp Till Death Do Us Part. Fatima AbdulKarim, one of the Palestinian organizers, said that she’d love to do larp in Finland. The idea caught on after the article was published. Fatima’s original idea of using larp to communicate the reality of life under occupation was just the kind of thing larp is really good for.”

    Fatima AbdulKarim: “Its a great experience to be working on Halat Hissar and it’s characters, it’s like wearing your clothes inside-out and and changing perspectives like changing to matching sunglasses!”

    Read more at the official web site: Piiritystila


    Cover image: Piiritystila – State of Siege – Halht Hisar. Photo by Joel Sammallahti, 2013

  • Nordic Larp Calendar

    Published on

    in

    Nordic Larp Calendar

    Written by

    Nordic Larp Calendar is a way to find out what is happening in the larp world. We’re working on adding some more appropriate fields and opening up a page for public submissions, but until then you can email us information on larps and events to add on: contribute@nordiclarp.org

    You can find the calendar at the link below. Please note that you can click the title of an event to get more information.
    http://nordiclarp.org/calendar/

  • PanoptiCorp 2013

    Published on

    in

    PanoptiCorp 2013

    Written by

    PanoptiCorp 2013: A satirical larp about an advertising agency is a larp organised by Rollespilsakademiet in Denmark in June. They summarise the larp with these words:

    PanoptiCorp is meant to be a satirical reflection of the early 21st century, seen through the eyes of a trendier-than-thou transnational advertising/PR corporation. Central concepts for the larp are: generation Y culture and pop culture, the new workplace, mechanisms of power and controll in “network” organisations, the ethics (or lack of such) of creativity, and – obviously – that tired old dog called “capitalism”.

    Location: Huset-KBH (Rådhusstræde 13, 1466 Kbh K, Denmark)
    Time: June 14, 12:00 – June 16, 14:00 (50 hours)
    Age Limit: 18 (due to alcohol being part of the larp)
    ​Players: 40​
    Language: English

    Read more and sign up here:
    http://rollespilsakademiet.wix.com/panopticorp