Tag: magic circle

  • Leading With Larp Magic

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    Leading With Larp Magic

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    To write larps and invite people to take part in your story is to be a leader.

    It’s a responsibility and a privilege to make people part of your vision. It requires a flexible mindset and a good understanding of how to make people engage to make people feel included and safe enough to open up to real collaboration. As a larper you have the opportunity to use the strengths you’ve learned in this amazing community in your role as a leader.

    A lot of what I do in my professional role I’ve learned in the larp community. I’ve worked with building and leading teams towards a common vision for almost 15 years and been a part of the larp community, as a participant and creator, for a good part of three decades. It’s interesting to distill what I’ve learned in the community and how I can use that as an organizer or leader in other contexts. 

    So, what is it that we do so well? I’m gonna tell you the big secret right away: It’s about making collaboration possible by creating the prerequisites for successful human interactions. 

    For me, the key to any great creative outcome, no matter if it’s a larp or a new software feature, is people collaborating towards a common goal. To get people to invest their time, effort and feelings in a project isn’t easy, but it’s the most powerful tool in making awesome stuff. Larping is in itself built on the mechanics of engagement. When I’ve drilled down on that idea, I have found three key things about how we do it in the larp community that you can use with intent to make successful interaction and collaboration possible in any context.

    • Build your magic circle to help people engage and collaborate.
    • Be transparent and help people feel safe with where you’re going.
    • Help people lift each other and play to each other’s strengths.

    When you use these keys you have the possibility to build something unique and very powerful. In a team we might call it flow, in a larp it might be that elusive thing we call larp magic.

    Help People Engage – Build Your Magic Circle

    The more people there are who care about a project, the better. It will make your life, and the execution of your vision, easier if the people around you care as much as you do. Build a community around your idea; build your magic circle. 

    The idea of magic circles comes from play theory and basically means to create the framework in which we can collaborate, to build an arena in which we meet on the same terms. 

    The magic circle is created by a set of rules and to be able to participate you have to agree to those rules. Larps in themselves are magic circles and the rules guide the setting we’re in and how that fictional world works. Putting people together in a group doesn’t make a magic circle by itself. You create the magic circle by getting the people invested in the group, co-creating what is important, how they interact and what makes this particular group a “we.” Both the rules guiding how we interact and work together, and the small, unofficial things that make us feel like a unique unit, are part of that “we.”

    Large magic circles must have more clearly stated rules, vision and strategy to function well. A larp has a setting and rules that govern its world. Done right, an organization might work as a large magic circle. In those large circles there is the possibility of a multitude of smaller circles, and you can be part of several magic circles at the same time. To keep a magic circle alive over time you have to put routines in place that work as a reminder of the rules and why this group of people has a common purpose.

    Diagram of magic circle of the larp and the organization

    Build And Maintain Your Magic Circle

    • Work together on the vision and the guiding star of your project. Look at the vision from different angles and try the idea from different perspectives. This will allow the team to get to know, shape, and feel invested in the vision and make it part of your magic circle. 
    • Run a workshop (or several) to create consensus in the team about what’s important to make your collaboration work. Look at formal rules that you want to follow, like the way you want to check in, communicate and share progress. If you have worked together for a while you might also make a map of the things that bind you together, the unspoken things that create a “we” out of the group.
    • Continuously revisit the conditions of your circle. Schedule time to look at your rules and ask yourself “are we living by this?” If not, what do we have to change to make it work better?
    • Talk about how you foster security in the team. For example, how do you handle mistakes and failures? How does the group pick up and help each other forward? Make this part of the rules in your circle. 
    • Have fun together! The best projects are created by people having fun doing it.

    Help People Feel Safe – Transparency 

    For people to be able to step into and co-own a project or product, they have to feel secure with where we’re going. Uncertainty is the death of collaboration. The best way to help people care about a vision, and feel safe with it, is to invite them in to share the vision with you.

    In the larp community we talk about levels of transparency, and people have different preferences. To be able to collaborate you have to know that you share an understanding of what you are doing. That you are aiming at the same goal. Otherwise the risk is high that you will be going in different directions. 

    In a larp context this might entail having a super clear dramaturgical curve where  everyone knows how the ending will be. From a player perspective, a high level of transparency is important even in the least transparent larp designs. In every scene you have to show your intent, where you are going and why, to make it possible for your co-larpers to buy into your idea and help you play it out.

    Things That Help Us Be Transparent

    • Impact maps – work together with your team to define the goal, the impact you’re looking for and how you get there.
    • Visualization – keep eyes on the prize by having the vision and goal in plain sight. Write it on a wall, name your chat with your vision or print it on t-shirts! 
    • As a leader, be open with decisions that affect the team and the team’s work.
    • Make space for people to talk about fears, obstacles and difficulties and how we can address them to make positive change.

    Diagram of the overlap of transparency between clear directions, a humble approach, and continuous communication

    Help People Be Awesome – Play To Lift

    To succeed with collaboration, during a scene or when building something cool together, help each other be as awesome as possible. Focus on the common achievement instead of the individual.

    Play to Lift is a common concept in the larp world, but do it in your everyday life and you might reach unexpected heights!

    Interaction and co-creation is about giving and taking. It is about giving space and making space for each other’s skills and roles and helping each other to succeed as well as possible. There is something un-dramatizing in focusing on lifting others instead of focusing on oneself. It becomes not about my own achievement but about helping my co-players or teammates shine. So, play to lift works both as a way to relax and let go of your own performance anxiety, and to work together to find and highlight the most interesting and important aspects in the roles played or the project you create.

    How We Play To Lift

    • Give space to the expert and ask others for insights, knowledge and participation.
    • Work with teams with different competencies and make the most of that by inviting different competencies into all parts of the process. 
    • Make it a part of your routine to acknowledge each other’s work, input and achievements. 
    • A method is only as good as how it works for the people using it. Make sure your methods are useful by choosing them with care, focusing on the outcome you want. Adapt the method to your needs. 
    • Evaluate your process continuously –  ask yourself what went well and what we can improve.
    • Ask for help! Use others’ awesomeness when you’re stuck.

    Diagram on play to lift, including invite people to build on ideas, make people feel safe, support their ideas, and help them be awesome

    The Goal

    So what’s the end goal? 

    The most immediate answer is co-ownership, not only for the creative outcome and experience but also in terms of responsibility. When people feel responsibility for the outcome they tend to make an effort to make things move along and pitch in when things go south instead of sitting back and complaining.

    The second benefit is engagement. Helping people go from passive on-lookers to active participants, nudging them to help create momentum instead of waiting for someone else to start something.

    And third, a common feeling of wanting the best for each other. A friendly environment where it’s okay to mess up because your friends will pick you up and help you along and you will do the same for them.

    To lead is both to invite collaboration and to give a clear direction. Using these techniques that you know from larp to help people care, engage and lift each other helps you do just that. And as an extra plus, your vision will probably turn out even more awesome than you imagined!


    Cover image: Image by stevenunderhill on Pixabay. Image 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:

    Rönnåsen, Moa. 2022. “Leading with Larp Magic.” In Distance of Touch: The Knutpunkt 2022 Magazine, edited by Juhana Pettersson, 100-104. Knutpunkt 2022 and Pohjoismaisen roolipelaamisen seura.

  • Larp as Magical Practice: Finding the Power-From-Within

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    Larp as Magical Practice: Finding the Power-From-Within

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    And so the personal is political: the forces that shape our individual lives are the same forces that shape our collective life as a culture. — Starhawk((Starhawk. Dreaming the Dark: Magic, Sex, and Politics (1997, p. 28).))

    We larpers are a weird bunch: we make up stories, create costumes, research tiny historical details or read boring philosophical essays just to be able to play a character that feels right, for a few hours. We try our best to step into another person’s shoes, sometimes coming home with a similar pair to wear in our everyday life. How odd; but how precious.

    Indeed, I will argue that larp has the potential to make meaningful change, by helping us expand our imagination and empowerment.

    When writing this paper, I first wanted to – as goes the saying – tell you about my character. It was a story of overcoming personal limitations, expanding the alibi, and finding support and acceptance from my co-players. But I’m sure you’ve heard the story: or, better yet, lived it.

    Instead, I want to tell you about the mental structures that lie beneath this. The way our brain got wired to meet the requirements of a society based on status inequality, isolation, and a belief in individual responsibility – radical free will, as opposed to the existence of social and material determinism and disparity of chances. I want to tell you about how larp can help us change these structures, dig out the roots of alienation, and find our second breath to create different mental and cultural structures. I want to tell you about magic.

    According to witch philosopher Starhawk, magic is about achieving a shift of consciousness: take a step outside of our previous (ordinary) way of looking at things, and manage a truly different vision of the world and ourselves. Rings a bell?

    In this essay, I will explain how Starhawk’s vision of magic allows us to gain a different perspective on what happens through larp and what can be achieved. Jonaya Kemper’s work on emancipation((Jonaya Kemper, “The Battle of Primrose Park: Playing for Emancipatory Bleed in Fortune & Felicity,” Nordiclarp.org, June 21, 2017)) will be instrumental to show how magic plays out, and to gain a deeper understanding of the world-changing potential of larping.

    Magic at Play

    Starhawk is an ecofeminism activist, philosopher and Neopagan witch. She uses magic to change the world, in a practical sense. Let’s see how it works.

    According to her, magic is “the art of changing consciousness at will.”((Starhawk. Dreaming the Dark: Magic, Sex, and Politics (1997, p. 13).)) Magic takes its roots in a paradox: “Consciousness shapes reality. Reality shapes consciousness.”((Ibid.)) Our mental structures, beliefs, intellectual and spiritual patterns, states of mind… and the things outside ourselves – the culture, places, people, myths… – are interdependent. We are both a product of the world that surrounds us and producing it in turn. Because we exist within reality, our actions influence it; but we also derive most of our “consciousness”, our awareness of the things within and without our mind, from the preexisting reality.

    Magic is finding the path to change our own consciousness. It can be done through very practical things, such as activism, or more esoteric ones, such as mindfulness. Whichever path you take, one single truth remains: magic is about finding what Starhawk calls the power-from-within: the power that derives from what we ourselves can do and achieve, as opposed to power-over.

    Power-over is power derived from hierarchy, constraint, or imposing on people by force, manipulation, or persuasion. Laws (secular or religious) rely on power-over: the threat of enforcement causes people to abide, not ultimately because they think it’s the right thing to do (though they may come to believe it), but because they are (symbolically or physically) coerced to do so. On the contrary, power-from-within is not about making people do stuff, nor is it about acting the way people want us to: it is about our own agency and capability.

    Once you find your power-from-within and manage the shift, Starhawk is positive that you will act on it. Shift your consciousness and the world around you will change, because you’ll make choices to induce change – helping reality itself evolve to a different balance.

    Now back to larp: I’ll argue that a successful larp is one in which we achieve that shift of consciousness. And that it is, in fact, the greatest thing larp can hope to achieve.

    person in black clothes in room with art on the walls
    Caprice, a character I’d wanted to tell you about. She’s dressed in black shorts, suspenders and unbuttoned hoodie, her breasts flattened with black tape. She wears red lipstick and strange, scar-like make-up. Red words figuring scarifications can be seen on her thighs. She’s talking passionately to an unseen crowd in a room with white walls on which hang black-and-white pictures of well-dressed artists. Larp: OSIRIS, 2019. Photo by Lille Clairence.

     

    Othering Oneself

    The alibi is often at the core of the social contract in larp. It can be defined as “The things that enable a person to (role-)play and to do things they would never do in everyday life while in character.”((“Glossary,” in Larp Design: Creating Role-play Experiences (2019).)) It says: “By entering the game, we pledge to separate the character’s speeches and actions from the player’s.”

    Without that insurance, we can’t play roles, because we can’t step out of our ordinary selves.

    Oh, the alibi is a flimsy thing: mundane elements such as performance anxiety, an unsafe environment, the difficulty to differentiate the player’s and the character’s emotions from an external viewpoint, or internalised bias (ours or our co-players’),((Kemper, Jonaya, Eleanor Saitta, and Johanna Koljonen. “Steering for Survival.” In What Do We Do When We Play? Solmukohta (2020).)) put it in jeopardy. It doesn’t always live up to the task: more often than not, perhaps, we leave a larp having not dared enough, under-played our character, or even held a grudge (or had a crush) on a player after in-character interactions. Still: the alibi, albeit imperfect, is the key ingredient that clearly distinguishes larp from other types of play (we need alibi in table-top RPG too, but the embodiment required by larp takes it one definite step further).

    Whether it works or not, the alibi as a social contract sustains an effort to perceive friends as elves, strangers as companions, or oneself as an artist. It is an attempt at a shift of consciousness.

    Of course, famously called willful suspension of disbelief, the attitude a reader adopts to engage with a piece of fiction (withdrawing judgement on the veracity or realness of events taking place within the fiction) covers some of the same ground, and has been used and expanded in relation to larp:((Schrier, Karen, Evan Torner, and Jessica Hammer. “Worldbuilding in Role-Playing Games.” In Role-Playing Game Studies: A Transmedia Approach (2018, p. 349-363).)) but then again, embodiment and player agency in larps take that dimension further, to a place more intimate and more active. In addition, the strong collective component of larp goes far beyond the individual attitude towards fiction: we can only sustain our mindset, our attitude towards the game, if the others play along. In larp, we need others to achieve what we mean to achieve: there can be no individual success or failure. It’s all co-creation and collaboration towards the same goal: to create a meaningful, engaging story, in which we can let ourselves be caught.

    So, larp is a kind of magic. Using our will to participate in larp, we engage emotionally and meaningfully in a character and relationships. When we interact with people, or with the larp design, we create a space for this to happen. In that space, things and behaviours are redefined, reinterpreted. The most mundane of elements can convey vastly different things: in this, we make art. We create meaning. This wooden door is a gate to the underworld. This young woman is the old queen of an older kingdom. This person whom I never met is my long-lost love.

    We say these things and we believe them. We make that shift of consciousness. Magic happens.

    So what? Permeating the Real World

    The most common association with magic in regard to play is that of pioneer game scholar Johan Huizinga: the magic circle. According to the Larp Design Glossary, the magic circle is a “[m]etaphor for the separate space of playing.”((“Glossary,” 2019.)) It marks the game space, both physical and virtual (mindspace, belief system, gameworld, etc.), as separate, as distinct from the paramount reality.((A term used by sociologists Peter L. Berger and Thomas Luckmann, it designates what we call “reality,” our ordinary life and most commonly shared world, as opposed to “provinces of meaning,” which are like “pockets” of alternate reality (such as fiction, play or religion). Peter L. Berger and Thomas Luckmann, The Social Construction of Reality: A Treatise in the Sociology of Knowledge (1968).))

    Huizinga’s theory has been widely criticised, as the separation between play and reality is often impossible to trace (and their definitions elusive). According to Stenros,((Jaakko Stenros, “In Defence of a Magic Circle: The Social, Mental and Cultural Boundaries of Play,” in Transactions of the Digital Games Research Association, (2014)) the notion of a magic circle would actually be plural, expressing different “boundaries of play” – the player’s state of mind, the social contract, and the game space. Those boundaries remain porous: the magic circle can be endangered by external events, and the players are able to navigate between different “layers,” zooming in and out of character during larps.((Hilda Levin. “Metareflection,” in What Do We Do When We Play? (2020).))

    Despite this criticism, and following its redefinitions, the term “magic circle” remains widely used to designate the elements sheltering a game from reality, and vice versa. “Play” and “reality” must remain separate, and by entering the game, we cast a spell to make it so.

    But if we are to believe Starhawk, Huizinga was wrong all along: magic is not what makes the game impermeable. It’s what makes it porous. Magic is that shift of consciousness, temporary perhaps but with long-lasting repercussions, that allows larp to influence the bigger, outer world.

    Magic is the reason why so many larpers report they became more comfortable talking in public, or wearing “eccentric” clothes, or exploring gender fluidity. It’s the reason we created bonds so strong with people we spent barely a handful of days with, why we were sometimes able to create a community of trust out of diverse people. Magic is seen through all the things in larps that allowed us to grow.

    But careful: magic is not guaranteed to happen. Sometimes, we become more comfortable with things through larp just because we’ve had the opportunity to practice, when we couldn’t otherwise try them out. We might not need a deep change in mindset to become more at-ease talking in public when it’s the fifth larp this year in which we’ve had to deliver an inspirational speech. It may just be a matter of habit, of practice. Similarly, learning to impersonate a character doesn’t mean they’ve shaken us to our core, mingling with our sense of identity, throwing us out in the world with new perspectives.

    A shift of consciousness is something more profound than that. It’s not pretense, or shallow belief.

    Magic is demanding that we dive deep and redefine our core beliefs. And that’s gonna take us some work.

    Building Our Power

    Larp is a dense, demanding hobby, which tends to generate a tightly-knit social fabric. As such, it can be a truly powerful tool for community building. But the “community” thus made is no stranger to power dynamics,((Axiel Cazeneuve, “The Paradox of Inclusivity,” In What Do We Do When We Play? (2020).)) status inequalities,((Muriel Algayres, “The Impact of Social Capital on Larp Safety,” Nordiclarp.org. Accessed March 28, 2020)) and discriminations in access to games, hype, speech, etc.((Kemper, Eleanor, and Koljonen, 2020).)) These are all manifestations of internalized power-over – we have a hard time rejecting the script society hammered us with.

    In her paper “Wyrding the Self,”((Jonaya Kemper, “Wyrding the Self,” In What Do We Do When We Play?, edited by Eleanor Saitta, Jukka Särkijärvi, and Johanna Koljonen. Helsinki, Finland: Solmukohta, 2020.)) larp scholar and activist Jonaya Kemper brings into focus something many may find disturbing: that we’re all the oppressor and the oppressed. Even the most marginalized person in regard to society standards can still inflict power-over. Even the most privileged can be subjected to power.

    Collective Liberation

    “Wyrding,” Kemper explains, means to embrace being weird as opposed to being determined by society. “To be weird is to be outside of the normal aspects of society, yes, but to also collectively decide who you would like to be, not based on societal pressure.”((Ibid.)) The way I see it, wyrding is a way to increase our power-from-within: let go of social expectations and focus on what we can do and be.

    If embracing weirdness is how we can achieve liberation, then larp sure is the place to do it. In fact, even if all larps do not make great magic, the habit of taking on different roles and perceiving others doing so is still an exercise at shifting consciousness at will.

    Kemper’s now-famous concept of emancipatory bleed((Jonaya Kemper, “The Battle of Primrose Park: Playing for Emancipatory Bleed in Fortune & Felicity,” Nordiclarp.org, June 21, 2017.)) has thrown light on how we can use larp to overcome our own internalized limitations. According to Kemper, “bleed” (the transfer of emotions between character and player)can be steered and used for emancipatory purposes by players who live with complex marginalizations.” Through careful calibration, players can navigate towards experiences they want to deal with or overcome in the safe environment larp provides (on the need to feel safe to larp.((Cf. Anneli Friedner, “The Brave Space: Some Thoughts on Safety in Larps,” Nordiclarp.org, October 7).))

    Kemper’s proposition may seem individualistic, as it emphasizes on the player’s own empowerment. Likewise, magic as essentially a state of mind could feel self-centered at first. But as Starhawk points out in the quote I chose as an introduction to this essay, “the forces that shape our individual lives are the same forces that shape our collective life as a culture.”((Starhawk, 1997, p. 28.)) In acting on the things that determine us, that make us that way, we also induce change on a broader level – albeit in an often imperceptible manner. The converse is also true: we can only change ourselves to the extent that we make the world to allow that change.

    Indeed, Kemper writes, “If we want liberation, then we must also liberate those who oppress us because they’re oppressed just like us.”((Kemper, 2020, p. 212).)) There is nothing like individual liberation – the social and the personal are deeply intertwined. And both Kemper and Starhawk agree that communities are where shit is gonna happen.

    All limitations considered, let us nonetheless posit that larp is magical practice. A collective endeavour to achieve a shift of consciousness, an art of changing the way we see the world and the critters in it. Such practice would have to liberate us, to make us freer from social norms, more eager to act against them. If, and only if we could shake off the same old power structure we’ve been bathing in from an early age.

    To hell with power-over; it’s time to find our Power-From-Within.

    Two people bathed in blue light, one behind the other with mouth close to their neck, while the other is blindfolded
    Caprice (the author) and Claude Giger (Lille Clairence) singing “Les Tuileries” together. They learned and practiced the song two hours prior and are now performing at dinner in front of all the players. Giger holds blind-folded Caprice closely against his chest, a technique used by the players to keep Caprice’s player from shaking with stress and coordinate their breathing. The light is blue, dim. OSIRIS, 2019. Photo by the organizers.

    Ethics of Larping

    The way we ordinarily imagine magic has everything to do with speech acts, or what we call language performativity.((After linguist John Austin’s theory of speech acts, though he didn’t use that exact phrase himself. John Austin, How to Do Things with Words (1962).)) It designates occurrences when saying actually does something. The most common example of this is when a priest or a mayor pronounces two people wed: they don’t only say it, as you and I might, they effectively make it happen, through the power granted to them by whichever institution backs them up. In our imagination, we figure magic works like that: a great wizard called fire upon them, and fire came.

    This is power-over. It’s why we laugh at magic, cause we don’t understand how it could really work. It’s not like we could really summon demons or receive healing magic from gods, right?

    But true magic is about the power you have, not that which is granted or appropriated. It’s no gift, nor curse. It’s inner strength, capacity, determination to act. And so we must act in accordance to our words, not merely expect our words to have effect on their own.

    I propose we apply what Starhawk calls the ethics of integrity to larp. In her words, “[i]ntegrity means consistency: we act in accordance with our thoughts, our images, our speeches.”((Starhawk, Dreaming the Dark: Magic, Sex, and Politics, 1997).)) It’s a basic principle that if we really do make the shift, if we manage to change consciousness at will, then our actions will follow.

    Conversely, if we aim to take action – or inspire people to take action – through larp, we must wonder how we can try to reach the necessary shift of consciousness. In my master’s thesis,((Axiel Cazeneuve, Éthique et politique du jeu. Jeu de rôle grandeur nature et engagement politique en Finlande. Université Toulouse Jean Jaurès, 2019).)) I argued that what makes larpers more inclined to supporting progressive politics is that larp is largely non-hierarchical, non-competitive, non-productive, and non-profit.((The ethnographic study was conducted in Finland, with back-up from “experimental” (inspired by Nordic larp, often using its toolbox) larp scenes in France, and cannot account for all larping cultures. However, I believe that where analogous conditions are met, the same conclusion can reasonably be drawn.)) These are not individual traits, but structural features. In my opinion, they’re essential to a socially powerful and ethical larp culture.

    Larp is discordant. Disturbing. It disproves many of society’s strongly established beliefs: that adults can’t play. That play can’t be serious. That people only work for money. That people don’t typically cooperate, or collaborate without some kind of management or coercion.

    The shape of larp, albeit imperfect, supports a whole different structure and a distinct mindset compared to the general society. And it is this structure that we must cherish and sustain, for it is that which can reach us and move us and lead us to achieve a shift of consciousness.

    Through larping, we make social magic. It allows each of us to grow and change, and our discordant consciousnesses help change the world in turn.

    Conclusion

    Using Starhawk, this paper aimed at bridging magical practice and activism with larp, to show how art, politics, and personal liberation articulate. It follows Jonaya Kemper’s work, which focuses on what each of us can do to use larp for emancipation purposes, by offering a different reading grid – magic – on those phenomena and emphasizing on the importance of the collective in achieving liberation.

    There is a lot larp can do: but saying this is not enough. We must be wary of this assumption. We can be tempted to assume a larp tackling difficult social issues, for example, will succeed in raising awareness or leading people to have different opinions: but how we do things is at least as important as what we do. As Eirik Fatland demonstrated in a keynote held at the State of the Larp conference,((Eirik Fatland, “Larp for Manipulation or Liberation,” Oslo, 2018)) larps about specific, real-life issues have mostly no impact on the beliefs of the players, but can on the contrary reinforce stereotypes and preconceptions.

    This focus on discourse, as opposed to structure, is a common flaw of progressive politics, especially among large political organisations such as parties or NGOs. They often make the mistake of believing in their own efficiency and effectiveness, regardless of the social and material reality they – and we, in spite of ourselves – exist in. So does larp, when it doesn’t examine its own structure with a critical enough eye.

    Starhawk’s vision of magic provides us with an alternative framework, less concerned with discourse and more in touch with the material reality we live in – that which shapes us, and gets shaped in turn. As larpers, we learn to be flexible and to think differently about the world, both social and material: it’s a gift we can use and enhance to make true magic – change consciousness to take meaningful actions.

    It’s only possible if we stay vigilant: the structure of the society we mean to change is pervasive. Resisting it is a constant struggle: but larp, like magic, might be just what we need to do so.

    References

    Algayres, Muriel. “The Impact of Social Capital on Larp Safety.” Nordic Larp, March 28, 2020.

    Berger, Peter, and Thomas L Luckmann. The Social Construction of Reality: A Treatise in the Sociology of Knowledge. New York: Anchor, 1967.

    Cazeneuve, Axiel. “The Paradox of Inclusivity.” In What Do We Do When We Play? Solmukohta 2020, edited by Eleanor Saitta, Makkonen Mia, Männistö Pauliina, Serup Grove Anne, and Johanna Koljonen, 244–53. Helsinki: Solmukohta 2020, 2020.

    Cazeneuve, Axiel. “Éthique et politique du jeu. Jeu de rôle grandeur nature et engagement politique en Finlande.” Directed by Laurent Gabail. Université Toulouse Jean Jaurès, 2019.

    Fatland, Eirik. “Larp for Manipulation or Liberation.” Oslo, 2018.

    Friedner, Anneli. “The Brave Space: Some Thoughts on Safety in Larps.” Nordic Larp, October 7, 2019.

    Kemper, Jonaya. “The Battle of Primrose Park: Playing for Emancipatory Bleed in Fortune & Felicity.” Nordic Larp, June 2021, 2017.

    Kemper, Jonaya, Saitta, Eleanor & Koljonen, Johanna. “Steering for Survival”. In What Do We Do When We Play? Solmukohta 2020., edited by Eleanor Saitta, Makkonen Mia, Männistö Pauliina, Serup Grove Anne, and Johanna Koljonen, 49-52. Helsinki: Solmukohta 2020, 2020.

    Levin, Hilda. “Metareflection”. In What Do We Do When We Play? Solmukohta 2020., edited by Eleanor Saitta, Makkonen Mia, Männistö Pauliina, Serup Grove Anne, and Johanna Koljonen, 62-74. Helsinki: Solmukohta 2020, 2020.

    Schrier, Karen, Torner, Evan & Hammer, Jessica. “Worldbuiling in Role-Playing Games.” In Role-Playing Game Studies: A Transmedia Approach, edited by Zagal, José P. and Deterding, Sebastian, 349-363. New York: Routledge, 2018.

    Starhawk. Dreaming the Dark: Magic, Sex, and Politics. Boston, MA: Beacon Press, 1997 (1982).

    Stenros, Jaakko. “In Defence of a Magic Circle: The Social, Mental and Cultural Boundaries of Play.” Transactions of the Digital Games Research Association, 2014.

    Seregina, Usva. “On the Commodification of Larp.” Nordic Larp, December 17, 2019.


    Cover photo: Caprice, a character that made me understand magic, at the larp OSIRIS in 2019. She’s standing blindfolded with loud music in her ears on a narrow wall in the cold February wind as part as an impromptu performance. She wears a long red cocktail dress laced at the back that reveals her bare tattooed back. She stands with her arms half-risen in a powerful pose. The background is a thickly clouded sky over a dry heath. Photo by Lille Clairence as Caprice’s partner, Claude Giger.

    This article will be published in the upcoming companion book Book of Magic and is published here with permission. Please cite this text as:

    Cazeneuve, Axiel. “Larp as Magical Practice: Finding the Power-From-Within.” In Book of Magic, edited by Kari Kvittingen Djukastein, Marcus Irgens, Nadja Lipsyc, and Lars Kristian Løveng Sunde. Oslo, Norway: Knutepunkt, 2021. (In press).

     

  • Magic is Real: How Role-playing Can Transform Our Identities, Our Communities, and Our Lives

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    Magic is Real: How Role-playing Can Transform Our Identities, Our Communities, and Our Lives

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    What is magic? From our perspective, at its core, magic is a form of manifestation: the ability to alter the self and the world around us through the power of intentional thought, force of will, and creative action.((Mat Auryn, Psychic Witch: A Metaphysical Guide to Meditation, Magick & Manifestation (Woodbury, MN: Llewellyn Publications, 2020).)) At the root of this magic is the power of transformation — and the collective agreement within the community to support it.((Bowman, Sarah Lynne, and Kjell Hedgard Hugaas. “Transformative Role-play: Design, Implementation, and Integration.” Nordiclarp.org, December 10, 2019.)) Magic also involves deeply immersive ritual states in which people take on aspects of other identities in order to draw status, strength, power, or insight through embodiment.((Victor Turner, The Ritual Process: Structure and Anti-Structure (Piscataway, NJ: Transaction Publishers, 1969); Émile Durkheim, The Elementary Forms of Religious Life, trans. J. W. Swain (George Allen & Unwin LTD, 1964).))

    These rituals often require the collective efforts of the community to uphold the potency of a magic circle that contains the experience, with each person adhering to this temporary liminal state and supporting one another in co-created immersion.((Mike Pohjola, “Autonomous Identities: Immersion as a Tool for Exploring, Empowering, and Emancipating Identities,” in Beyond Role and Play, ed. Markus Montola and Jaakko Stenros (Ropecon ry, 2004), 81-96; J. Tuomas Harviainen, “Information, Immersion, Identity: The Interplay of Multiple Selves During Live-Action Role-Play,” Journal of Interactive Drama: A Multi-Discipline Peer-Reviewed Journal of Scenario-Based Theatre-Style Interactive Drama 1, no. 2 (October 2006): 9-52.)) Rituals are playful spaces in which participants cross a threshold from the social reality of daily life. They enter into an agreed-upon reality with different rules for a bounded amount of time, thereby creating a new social contract. While role-players may not perceive their actions within play as a form of ritual magic, experiences within this magic circle often do impact them in powerful ways that can have lasting effects.

    Simply put: when we imagine ourselves becoming someone else, we tap into our latent potential as human beings and as a community. When the group agrees to “pretend to believe” in these transformations, we create space in our consciousness for an expanded sense of our own identities.((Pohjola, “Autonomous Identities.”)) Through the power of imagination, we are able to conceptualize ourselves as capable in areas in which previously we may have felt limited. Some examples include expansion in one’s abilities, such as leadership and physical prowess; one’s personality qualities, such as extraversion and openness to experiences; one’s interpersonal capacities, such as empathy, intimacy, and connection; and one’s experiences of emotional release, such as catharsis, anger, desire, and grief. We can also explore our shadow sides — those unconscious and scary parts of ourselves and of our collective humanity that arise when we play characters that reveal undesirable character traits and behaviors.((Whitney “Strix” Beltrán, “Shadow Work: A Jungian Perspective on the Underside of Live Action Role-Play in the United States,” in Wyrd Con Companion Book 2013, ed. Sarah Lynne Bowman and Aaron Vanek (Los Angeles, CA: Wyrd Con, 2013), 94-101.)) As a result, many of us have experienced powerful impacts from role-playing and may even continue to hunt for these peak experiences, returning to larp after larp in the hope of immersing in moments of exquisite intensity once more.((Elin Nilsen, “High on Hell,” in States of Play: Nordic Larp Around the World, ed. by Juhana Pettersson (Helsinki, Finland: Pohjoismaisen roolipelaamisen seura, 2012), 10-11.))

    But what happens when the magic circle fades, we return to daily life, and are faced with the sometimes brutal facts of the social and physical reality within which we usually exist? What role can bleed play in our ability to create “magic” outside of larp contexts: that uncanny phenomenon in which emotions, behaviors, physical states, and relationship dynamics sometimes spillover from character to player?((Beltrán, “Shadow Work”; Bowman, 2015; Diana J. Leonard and Tessa Thurman, “Bleed-out on the Brain: The Neuroscience of Character-to-Player,” International Journal of Role-Playing 9 (2018): 9-15; Kjell Hedgard Hugaas, “Investigating Types of Bleed in Larp: Emotional, Procedural, and Memetic,” Nordiclarp.org, January 25, 2019; Sarah Lynne Bowman, “Solmukohta 2020 Keynote: Sarah Lynne Bowman – Integrating Larp Experiences,” Nordiclarp.org, April 4, 2020.)) Our belief is that the “magic” discovered through role-playing can persist long after an event concludes when supported by integration practices — not as a form of delusion, but as a valid facet of the role-player’s social and psychological life.((Carl Gustav Jung, The Portable Jung, ed. Joseph Campbell, trans. by R.C.F. Hull. (New York: Penguin Random House, 1976); Stéphane Daniau, “The Transformative Potential of Role-playing Games: From Play Skills to Human Skills,” Simulation & Gaming 47, no. 4 (2016): 423–444; Sarah Lynne Bowman, “Active Imagination, Individuation, and Role-playing Narratives,” Tríade: Revista de Comunicação, Cultura e Midia 5, no. 9 (2017): 158-173; Sarah Lynne Bowman and Kjell Hedgard Hugaas, “Transformative Role-play: Design, Implementation, and Integration,” Nordiclarp.org, December 10, 2019; Jonaya Kemper, “The Battle of Primrose Park: Playing for Emancipatory Bleed in Fortune & Felicity,” Nordiclarp.org, June 21, 2017; 2020).))

    With this position in mind, this article will include an in-depth discussion of the “magical” potential of role-playing. We will describe some of the barriers to transformation that can arise from alibi, cognitive dissonance, role-distancing, and the pressures of conformity. We will then examine role-playing from two quite different lenses:

    a) Conceptualizations of ritual, aspecting, and manifestation in occult and metaphysical traditions; and

    b Research in the social sciences about the power of thought and narrative upon self-concept, behavior, performance, and well-being.

    This preliminary exploration of concepts that might help explain the potential of role-playing as a form of postmodern “magic” is by no means exhaustive or detailed. Rather, we present vignettes of thought from various areas of spiritual practice and social science. We explore how role-playing, perspective taking, narrative, ritual, and the conscious use of specific imaginative practices can directly impact people’s performance at tasks, their self-concepts, and their perceived agency. Then, we examine different models of bleed theory, investigating ways that we can raise awareness around bleed effects and consciously steer toward or away from them as needed.((Markus Montola, Jaakko Stenros, and Eleanor Saitta, “The Art of Steering: Bringing the Player and the Character Back Together,” Nordiclarp.org, March 29, 2015.))

    If we intentionally emphasize responsibility, safety, and growth in our communities, we can imagine the role-playing space as a transformational container within which we can explore our edges and mold our self-concepts through play. We can use alibi as a tool to permit greater experimentation, while decreasing its strength when we wish to transfer skills, insights, and personality traits outside of the magic circle. Finally, through conscious and deliberate integration practices, we can distill these insights and more permanently infuse our lives with this magic, manifesting new conceptions of self, of community, of relationships, and of our life potential.

    Blonde person in a chair outside in the snow with fire erupting from their hand
    Photo by Enrique Meseguer, darksouls1 on Pixabay.

    The Limitations of the Magic Circle

    Many role-players claim to have experienced powerful impacts from play within the magic circle, whether they describe these moments in mystical terms or not. Yet, some scholars remain skeptical about the generalizability of such claims and may even demean such stories, relegating them to the rather dismissive and even derisive category of “anecdotal evidence.” In other words, if such accounts cannot be measured and quantified in ways that are predictable and generalizable to meet social, psychological, and neurological scientific standards, then they lose tangible credibility in the world of the “real.” Similarly, some role-playing communities still maintain strong boundaries between in- and off-game, distrusting or even scorning players who experience bleed or who express the need to process their experiences after an event.This dismissiveness can lead players to question whether or not their experiences had lasting meaning and may lead to shame and alienation.

    In spite of such critiques, we suspect that the majority of participants who continue to role-play and scholars who devote their lives to understanding the mechanics and dynamics of playful spaces do so because, at some point in their lives, role-playing was transformative for them. Yet, when players attempt to make sense of their experiences outside the frame of game even within playful communities, they may have difficulty perceiving or admitting that these powerful play moments were “transformational.”((Matthew M. LeClaire, “Live Action Role-Playing: Transcending the Magic Circle through Play in Dagorhir.” International Journal of Role-Playing 10 (2020): 56-69. )) Why do some players reject the notion of play as a vehicle for transformation?

    In the following section, we posit that this tendency to interrogate and ultimately diminish the importance of role-playing as a vehicle of personal transformation is a defense mechanism intended to protect the self from identity confusion and social shame. In order to make sense of the liminal ritual space of play — which is often erratic, contradictory, and ephemeral — role-players undergo the following processes, whether consciously or unconsciously. Players:

    1. Establish alibi to engage in playful activities that remain bounded by the magic circle,
    2. Resolve cognitive dissonance through off-game role-distancing, and
    3. Conform to mainstream social norms after role-play events conclude.

    While such processes may enhance a player’s sense of safety, they can also disrupt a participant’s ability to integrate key experiences and revelations emerging from play into daily life.((Simo Järvelä, “How Real Is Larp?,” in Larp Design: Creating Role-play Experiences, ed. Johanna Koljonen, Jaakko Stenros, Anne Serup Grove, Aina D. Skjønsfjell and Elin Nilsen (Copenhagen, Denmark: Landsforeningen Bifrost, 2019).))

    Alibi

    According to Erving Goffman, all social interactions take place on a specific social stage — or frame — that requires the enactment of predictable roles.((Erving Goffman, The Presentation of Self in Everyday Life (Anchor Books, 1959); Erving Goffman, Frame Analysis: An Essay on the Organization of Experience. Boston, MA: Northeastern University Press, 1986.)) From this perspective, identity becomes a much more fluid concept than many of us might recognize. Since we must perform appropriately on different social stages, our self-presentation must remain adaptable to the constraints and expectations required by each frame. In Western productivity-focused societies, we have certain predefined roles that we are expected to perform, such as teacher, sibling, parent, colleague, etc. Playing roles and creating fictional realities without a socially acceptable purpose is often frowned upon and even demonized by mainstream groups attempting to uphold these norms.((Lizzie Stark, Leaving Mundania (Chicago Review Press, 2012); Joseph P. Laycock, Dangerous Games: What the Moral Panic over Role-Playing Games Says about Play, Religion, and Imagined Worlds. (University of California Press, 2015).))

    As Sebastian Deterding has described at length,((Sebastian Deterding, “Alibis for Adult Play: A Goffmanian Account of Escaping Embarrassment in Adult Play,” Games and Culture 13, no. 3 (2017): 260–279.)) in order to play, we need to feel safe from the embarrassment of performing social roles inadequately or transgressing norms of acceptable behavior.((Cf. Cindy Poremba, “Critical Potential on the Brink of the Magic Circle,” in DiGRA ’07 – Proceedings of the 2007 DiGRA International Conference: Situated Play Volume 4 (Tokyo: The University of Tokyo, 2007); Jaakko Stenros and Sarah Lynne Bowman, “Transgressive Role-play,” in Role-Playing Game Studies: Transmedia Foundations, ed. Sebastian Deterding and José P. Zagal (New York: Routledge, 2018), 411-424.)) Such moments of embarrassment threaten the stability of our sense of belonging and safety; our behaviors become unpredictable and others may feel uncertain how to react. When we role-play, our communities create in-game spaces that act as temporary social frames within which such behavior is no longer transgressive. In other words, we create an alibi for adult play, which allows us to present identities and behaviors that would otherwise be inconsistent with the expectations of our normative social roles.((Deterding, “Alibis”; Pohola, “Autonomous.”))

    Game systems, lore, mechanics, design documents, character sheets, social contracts of play, social media groups, event sites, workshops, and debriefs all serve the purpose of creating alibi. They facilitate the construction of what many game scholars call the magic circle: a frame within which playfulness can transpire.((Johan Huizinga, Homo Ludens: A Study of the Play-Element in Culture (Boston, MA: Beacon Press, 1958); Katie Salen and Eric Zimmerman, Rules of Play: Game Design Fundamentals (Cambridge, MA: MIT Press, 2004); Markus Montola, On the Edge of the Magic Circle: Understanding Role-Playing and Pervasive Games (PhD diss, University of Tampere, 2012); Jaakko Stenros, “In Defence of a Magic Circle: The Social, Mental and Cultural Boundaries of Play,” in DiGRA Nordic 2012 Conference: Local and Global – Games in Culture and Society, Tampere Finland, June 6-8, 2012, ed. Raine Koskimaa, Frans Mäyrä and Jaakko Suominen.)) For our purposes, both the off-game social contract and the in-game magic circle afforded by it create a holding container for spontaneous co-creative play and shifts in identity presentation that can feel intensely liberating.((Wilfred P. Bion, Experiences in Groups (Tavistock, England: Tavistock Publications, 1959); Donald W. Winnicott, “Theory”; Kemper, “Battle.”)) However, these framing devices can also lead to cognitive dissonance, especially in communities where discussion of bleed and the transformative impacts of play are discouraged. In other words, playing with one’s self-presentation can only transpire within frames that have been established by and protected by alibi.

    Cognitive Dissonance, Role-Distancing, and Conformity

    Due to these expectations of proper performativity, the mind is often in a state of vigilance in social interactions as it attempts to regulate and adapt to the demands of the group. When we enter the magic circle of play and we allow ourselves to surrender into the experience, we are still aware and cognitively engaged, but our minds tend to relax some of this vigilance. We place some measure of trust in the group and experience varying degrees of immersion.((Sarah Lynne Bowman, “Immersion and Shared Imagination in Role-Playing Games,” in Role-Playing Game Studies: Transmedia Foundations, ed. Sebastian Deterding and José P. Zagal (New York: Routledge, 2018), 379-394; Leonard and Thurman, “Bleed-out on the Brain”; Lauri Lukka, “The Psychology of Immersion,” in The Cutting Edge of Nordic Larp, edited by Jon Back (Denmark: Knutpunkt, 2014), 81-92.)) We may experience intense moments of vulnerability and intimacy within our play groups, which can lead to a rapid sense of bonding. Yet, we also experience a paradoxical cognitive space in which parts of our brain perceive the game events as real,((Järvelä, “How Real Is Larp?”)) while other parts work hard to reality test by discerning fact from fiction and organizing information accordingly.((Sigmund Freud,  “Formulations Regarding the Two Principles in Mental Functioning,” in The Standard Edition of the Complete Psychological Works by Sigmund Freud, ed. James Strachey (London: Hogarth Press, 1958), 13-21.))

    When we leave the magic circle, the mind often returns to a more vigilant state, moderating self-expression in order to conform to social norms. Memories of in-character events may feel hyperreal, meaningful, and profound, i.e. peak experiences. Yet, the mind must accept that they are not “real,” despite these feelings of profundity. Even within a supportive community, role-playing can be a confusing process in which previously solid notions of selfhood, proper behavior, and social rules are challenged. In order to manage this cognitive dissonance, the mind often erects defense mechanisms — ways in which it unconsciously attempts to protect itself from identity confusion, emotional dysregulation, challenges to paradigm, and social shame. In order to transition into daily life without major emotional disruption, the mind must find a way to resolve this cognitive dissonance.

    Additionally, we are expected to key our off-game behaviors and self-presentations as decidedly different from our playful ones through a process of role-distancing. When we role-distance, we indicate that we understand the difference between fantasy and reality, signaling that we will adhere to social norms outside of the frame of play.((Sarah Lynne Bowman, “Educational Live Action Role-playing Games: A Secondary Literature Review,” in Wyrd Con Companion Book 2014, ed. by Sarah Lynne Bowman (Los Angeles, CA: Wyrd Con, 2014), 112-131; Daniau, “Transformative”; Deterding, “Alibis.”)) This process allows us to displace any in-game behaviors that would be considered socially problematic, such as erotic, violent, destructive, manipulative, or otherwise “evil” play. In other words, our performances remain bounded within the magic circle, giving us plausible deniability that the whole experience was “just a game.” Alternatively, some of us work to justify our play experiences as “productive” by signaling to non-players that we have learned important, marketable skills that help us better integrate into mainstream society. While this tactic helps validate our play experiences as “useful,” it may further distance us from the pleasures of creativity and personal development for their own sake.((Deterding, “Alibis.”))

    In transformational language, an expansion of consciousness is often followed by a contraction, colloquially known as a crash or drop. While helpful and even important to a degree, role-distancing after play can lead to feelings of alienation and cognitive dissonance for people who have powerful moments of catharsis, profound realizations of selfhood, and intense experiences of intimacy within the magic circle. The insistence on alibi can become a shock to the system, in which meaningful experiences that occur within play have difficulty finding a place within the rest of life, leading some players to experience an existential sense of loss, grief, depression, or angst.((Sarah Lynne Bowman and Evan Torner, “Post-larp Depression,” Analog Game Studies 1, no. 1, 2014; Sanne Harder, “Larp Crush: The What, When and How,” Nordiclarp.org, March 28, 2018.)) While such responses can emerge after any peak experience ends, the bounded fictional framing adds an additional layer of complexity; peak experiences occurring within a Burning Man festival, a rock concert, or a weekend meditation retreat are still considered mostly “real,” whereas role-playing is not. While many larp communities have worked to normalize debriefing, discussions of bleed, and other forms of off-game processing, shame may arise if a person feels overly attached to a game experience that has long since passed for other players.((Sarah Lynne Bowman, “Social Conflict in Role-playing Communities: An Exploratory Qualitative Study,” International Journal of Role-Playing 4 (2013): 17-18; Lizzie Stark, “How to Run a Post-Larp Debrief,” Leaving Mundania, December 1, 2013.)) Subsequently, players may continue to sign up for larp after larp, yearning for the permission to deeply feel, experience, experiment, and connect once more.

    A diagram of the role-playing process, with two people entering the magic circle, playing witches and wizards, then leaving play mostly the same Figure 1: This figure charts the role of alibi within the role-playing process. Players are able to depart from their daily selves, adopting characters within the magic circle. While the social contract of the game allows for playfulness, alibi may interfere with desired transfer of traits, insights, and relationship dynamics from character to player. Vectors designed by macrovector_official and bybrgfx / Freepik.

    This article seeks to complicate notions of identity and reality by suggesting that alibi can actually hinder one’s potential for personal growth. Paradoxically, the very same mechanism that allows for playful transgression of self-presentation can also create a barrier for the transfer and integration of play experiences into one’s daily life, self, and community (Figure 1). Even if we experience a shift of selfhood during play((Christopher Sandberg, “Genesi: Larp Art, Basic Theories,” In Beyond Role and Play: Tools, Toys, and Theory for Harnessing the Imagination, edited by Markus Montola and Jaakko Stenros, 264-288. (Helsinki, Finland: Ropecon ry, 2004); Jaakko Stenros, “Living the Story, Free to Choose: Participant Agency in Co-Created Worlds,” Alibis for Interaction Conference, Landskrona, Sweden, October 25, 2013. Reprinted as “Aesthetic of Action,” Jaakkostenros.wordpress.com, Oct. 28, 2013.)) — often enacting a dual consciousness that holds both self and player — ultimately, these experiences are happening to the same person embodied within the same physiological organism.((Järvelä, “How Real Is Larp?”)) If alibi is a polite fiction in which we allow players to obviate responsibility for their actions within games, what happens when we adopt a view of self as consistent and fluid between player and character? What happens when we decrease alibi and imagine the role-playing container as extending beyond just the fictional space and the temporally bounded event? What becomes possible when we steer toward “magical” experiences that can inform our self-concepts, our worldviews, and our definitions of community in more permanent ways?((Beltrán, “Shadow Work”; Kemper, “Battle”; Hugaas, “Investigating.”))

    Role-playing and Manifestation

    Answers may lie in contemporary occult and metaphysical discourses that conceptualize manifestation as a magical process. The process of manifestation varies from source to source. Modern witchcraft often focuses upon the casting of spells using rituals, physical components, and invocation of spirits. Alternatively, New Age conceptions of manifestation often involve aligning one’s attention and imagination toward the types of experiences one wants to summon into their life, e.g. The Law of Attraction. People outside of such communities may find such concepts suspiciously unscientific or fantastical — forms of magical thinking that do not reflect social or physical reality. Such thinking can also reveal a form of privilege, e.g. leading some individuals to dismissively downplay the real structural inequalities that might inhibit someone from “manifesting” a new Ferrari. With these limitations in mind, we wonder: what insight on personal transformation might role-players gain from manifestational theory and practice?

    Although many manifestational models exist, this article will focus on Mat Auryn’s Psychic Witch, which has become successful within alternative subcultural audiences in the last year. In the book, the author works to streamline and make coherent for newcomers different threads of metaphysical thought.((Auryn, Psychic Witch.)) He synthesizes theories and practices pertaining to witchcraft and psychic abilities in non-denominational ways by crystallizing these concepts into more universally applicable language.

    Auryn explicitly discusses the connection between role-playing and magic. Due to his belief that all people have inherent psychic abilities, as a basic exercise that he terms “psychic immersion,” he recommends that practitioners role-play being a gifted psychic for a day in order to notice their latent skills.((Auryn, Psychic Witch, 18-20.)) In other words, the author recommends invoking the alibi of inhabiting the role of a skilled psychic, using imagination as a tool for practitioners to step more fully into their nascent abilities. Drawing further parallels, Auryn has addressed an apparently common dismissive attitude held within occult communities toward spellcraft that looks performative as “mere role-playing.” He opines, “The level of devotion and dedication role-players have is something I think witches should aspire to in their Craft. So when someone accuses you of this, take it as a compliment.”((Mat Auryn, Twitter post, February 22, 2020, 8:33 a.m., https://twitter.com/MatAuryn/status/1231225521062776832; Mat Auryn, Twitter post, February 22, 2020, 8:36 a.m., https://twitter.com/MatAuryn/status/1231226271683792896))

    If we consider that the processes behind postmodern magic are at the very least similar to role-playing, how is manifestation conceptualized? In one chapter of Psychic Witch, Auryn describes several dimensions of reality that overlay the physical world.((Auryn, Psychic Witch, 182-183. )) He states that successful manifestation — or simply put, “creation” — requires performing several steps within each dimension:

    1. Physical reality: Gathering physical ingredients that support the magic, e.g. herbs, crystals, candles, etc. Physical gestures may also be helpful.
    2. Etheric reality: Creating an energetic container for the magic to take place, e.g. meditation, altered states, establishing a time and space within which to invoke the (literal) magic circle.
    3. Astral reality: Pushing the magical container, which holds a thoughtform or conceptualization of the desired effect, into another realm. This process involves filling the container with one’s personal willpower.
    4. Emotional reality: Moving the thoughtform into alignment with the emotional energy the person wishes to manifest and using those emotions to direct the work, e.g. invoking magic to call love into one’s life by imagining experiencing bliss.
    5. Mental reality: Distilling the thoughtform into concepts or words that represent what the person wants to manifest, e.g. vocalizing affirmations, intoning a spell, chanting, singing, or composing a petition to an entity.
    6. Psychic reality: Using visualization to clearly envision the desired outcome.
    7. Divine reality: Sending the thoughtform to the divine with a petition for assistance with this goal, surrendering, and releasing attachment to the outcome.

    Auryn emphasizes the need in this last stage to envision the effect as having already happened, consciously avoiding considering any outcome that contradicts this imagined reality. He further stresses the need to take inspired action on one’s goals through the use of willpower, stating as an example, “You are not going to manifest the perfect relationship for you if you are not actively putting yourself in social situations where you can meet someone.”((Auryn 2020a, p. 184)) Thus, in manifestation, magic requires not only imagining and energetically aligning with the goal, but also taking action and focusing one’s will in order to achieve it.

    While these concepts may seem far-fetched to many role-players, if we consider the basic principles Auryn is describing, they do not seem removed from other processes of personal growth and creativity: establishing space for the growth to transpire; aligning emotions, thoughts, and intention toward the desired goal; taking action based upon this aligned, focused willpower; and letting go of attachment to the result. One can imagine these steps being useful, for example, when building a house, establishing a business as an entrepreneur, or pursuing a consensual romantic relationship.

    Furthermore, these steps can inform how we might envision our participation in a larp: learning about the location, setting, and game design; excitedly creating characters and costuming; imagining a positive future experience; purchasing tickets and arranging travel; calibrating with co-players for consent regarding the themes one would like to explore; and surrendering to the experience. Surrender in this case still involves remaining aware, present,  and conscious, but may require releasing one’s attachment to the larp unfolding “perfectly” or banishing one’s “fear of missing out.” We can also envision these steps as useful after the role-play experience in order to integrate our desired goals: establishing space and time to process the events of play; distilling takeaways; and continuing to align thoughts, emotions, and actions toward concretizing these takeaways in daily life.

    Person walking in the woods approaching a magical portal
    Photo by Ivilin Stoyanov, Ivilin on Pixabay.

    Aspecting and Wyrding the Self

    From a “magical” perspective, the distinctions between self and character are less stark. We can view our characters not as a means of leisurely escape from reality, but as tools for self-reflection. A lifelong Pagan, Phil Brucato, the primary author of White Wolf’s Mage: the Ascension since the 2nd Edition, connects role-playing to the occult practice of aspecting: a term that generally refers to the act of embodying or performing aspects of a divine entity’s characteristics. When conceptualizing characters through the lens of aspecting, Brucato envisions Mage in particular — and role-playing in general — as a metaphor for personal growth and transformation.((Phil Brucato, “Mage 20 Q&A, Part I: What IS Mage, Anyway?,” Satyrosphilbrucato.wordpress.com, March 23, 2014.)) He states, “I view aspects as creative masks and mirrors through which we can understand ourselves better… and thus, grow further than we would grow otherwise if we stuck to a stubborn (and often self-deceptive) sense of one Self.”((Phil Brucato, “Aspecting: Song of My Selves,” Satyrosphilbrucato.wordpress.com, April 23, 2013.)) Thus, when used intentionally, the character can become a tool for better understanding and transforming the self rather than an isolated entity bound to the fictional frame and disconnected from one’s self-concept.

    Additionally, characters can occupy spaces, express aspects of selfhood, and perform behaviors that we might feel socially inhibited from exploring in daily life. In “Wyrding the Self,” Jonaya Kemper presents her assiduous process of autoethnographic documentation before, during, and after larps.((Jonaya Kemper, “Wyrding the Self,” in What Do We Do When We Play?, edited by Eleanor Saitta, Jukka Särkijärvi, and Johanna Koljonen (Helsinki, Finland: Solmukohta, 2020).)) Kemper intentionally steers her characters toward experiences of liberation and seeks out emancipatory bleed, a type of bleed that allows players “from marginalized identities to fight back or succeed against systemic oppression.” Kemper discusses how the root of the word “weird” arose from the Old English term “wyrding,” which was also connected to the concept of magic and fate. Kemper asserts:

    To be weird, is to control one’s fate, rather than let society determine your place and fate. To be weird, is to be outside the normal aspects of society, yes, but to also collectively decide who you would like to be, not based on societal pressure. It is my belief that larp affords us the actual ability to wyrd ourselves, that is to shape ourselves and our conceptions of self through play.((Kemper, “Wyrding.”))

    Like Kemper and Brucato, we believe that role-playing can be used to better understand and wyrd the self. Ultimately, we assert that participants need not believe in magic, different layers of metaphysical reality, or fate in order to use role-playing as a tool for manifestation. Rather, we view role-playing as a vehicle for self-development and community building that can be used alongside other more traditional practices, whether educational, therapeutic, or recreational.

    Imaginal Selves, Performance, and Agency

    How can we conceptualize this type of “magical” thinking from a scientific paradigm? In this section, we will explore evidence of the impacts of imagination on self-concept and community, drawing parallels between spiritual frameworks, ritual studies, and other social scientific perspectives. We assert that while the domains of science and magic have developed largely in isolation from one another, they reveal similar insights about the human experience and personal growth. We will examine five topics that seem especially relevant for understanding how role-playing can be used as a transformational process: ritual, narrative, identity, empowerment, and imagination.

    Ritual

    Is the ritual of larp distinct from other forms of magical practice? In terms of formal attributes, J. Tuomas Harviainen has explored how the two practices of larp and postmodern chaos magic are “identical”; they both involve delineating time and space in order to shift identities and engage in pretense play. Harviainen discusses the work of D.W. Winnicott((J. Tuomas Harviainen, ”The Larping that is Not Larp,” in Think Larp: Academic Writings from KP2011, edited by Thomas D. Henriksen, Christian Bierlich, Kasper Friis Hansen, and Valdemar Kølle (Copenhagen, Denmark: Rollespilsakademiet, 2011); Donald W. Winnicott, “Transitional Objects and Transitional Phenomena,” Playing & Reality (Tavistock, England: Tavistock Publications, 1971).)) and Ana-Maria Rizzuto, emphasizing that the processes underpinning play are central to human practices from infancy onward, as children often project fiction onto objects that later grow into imagined entities.

    These imaginings are especially strengthened when supported by engagement with others in playful activities, as we do in role-playing communities. Following Winnicott((Donald W. Winnicott, “The Theory of the Parent-Infant Relationship,” The International Journal of Psychoanalysis 41 (1960): 585–595.)) and Wilfred Bion((Bion, Experiences.)), we can conceptualize role-play spaces as ritualized holding containers: environments in which players feel sufficiently secure within the group to explore their authentic selves and experience empowerment by projecting fantasy onto brute reality.((Montola, On the Edge; Jaakko Stenros, Playfulness, Play, and Games: A Constructionist Ludology Approach, PhD diss, University of Tampere, 2015.)) In ritual theory, participants engage in three phases: separation from their mundane roles, entrance into the liminal — or threshold — space, and reincorporation into daily life.((Victor Turner, The Ritual Process: Structure and Anti-Structure (Piscataway, NJ: Transaction Publishers, 1969).)) According to anthropologist Victor Turner, these activities are often associated with rites of passage that support communitas: a group feeling of camaraderie and interconnectedness.

    Lady Gaga in a Blue Dress with a large monster behind her
    Lady Gaga symbolically enacting her battle with the Fame Monster in an on-stage ritual. Stefani Germanotta created the alterego of Lady Gaga as a means to gain strength. Photo by John Robert Charlton, Wikimedia (CC BY 2.0).

    Despite these formal similarities, enactment in role-playing games as they are generally played today remain fundamentally different from magic or other religious rituals. Players agree to a social contract that dismisses these activities as not “real” in the same way that a religious ceremony or spiritually-motivated ritual is real for a believer. In Turner’s formulation, larps would be considered liminoid, not liminal; players do not acknowledge these shifts in role as rites of passage that have lasting meaning in daily life, e.g. an in-game wedding does not officially marry the players off-game.((Victor Turner, “Liminal to Liminoid, in Play, Flow, and Ritual: An Essay in Comparative Symbology,” Rice University Studies 60, no. 3 (July 1974): 53-91.))

    Again, when considering the power of ritual, alibi can become a barrier between the incorporation of game elements to socially recognized states outside of play. By invoking alibi and strongly reinforcing the boundary between reality and fiction, we distance ourselves from much of the content that takes place within the container of the magic circle, blocking it from transferring to our self-concept and group understanding of reality. In Mike Pohjola’s words, we “pretend to believe,” rather than actually believing that what we are invoking is real.((Pohjola, “Autonomous Identities.”))

    On the other hand, game scholars Doris C. Rusch and Andrew M. Phelps describe play as a form of “psychomagic,” asserting that games are ritual spaces where players can perform deeply meaningful acts through the lens of fiction. They assert that “symbolic acts are particularly conducive to envisioning – through the tangibility of bodily experience – new ways of being, utilizing the powerful interaction between body and mind.”((Doris C. Rusch and Andrew M. Phelps, “Existential Transformational Game Design: Harnessing the ‘Psychomagic’ of Symbolic Enactment,” Frontiers in Psychology (forthcoming).)) The authors emphasize the role of post-game reflection as central to these transformational processes of envisioning and meaning-making.

    What becomes possible when we uphold larp as a liminal rather than liminoid activity? In other words, what happens when we shift our perceptions to actually believing that some of the emotional, social, and physical changes that we experience in games can become lasting over time?

    Narrative

    One way this shift can occur is by streamlining narratives that happen within role-playing games within the context of our larger life stories. Humans are storytelling machines. According to the theory of narrative identity,((Jefferson Singer, “Narrative Identity and Meaning Making Across the Adult Lifespan: An Introduction,” Journal of Personality 72 (2004): 437-59.)) a person will form their identity by integrating important experiences into a structured “life story” that provides them with a sense of purpose, unity, and a consistent self-concept. When such life events involve adversity or suffering, psychologist Dan McAdams has found it beneficial for people to create narratives of redemption, i.e. extrapolating redemptive meaning from otherwise challenging experiences. In McAdams’ research, individuals who were able to construct stories of agency and exploration tended to “enjoy higher levels of mental health, well-being, and maturity.”((Dan P. McAdams, “Narrative Identity,” in Handbook of Identity Theory and Research, ed. Seth J. Schwartz, Koen Luyckx, and Vivian L. Vignoles (Springer, New York, 2011).))

    Role-playing is one of that many forms of narrativization that people employ in order to make sense of their experience. As role-players, we not only tell stories, but also embody the characters whose stories we tell. Sometimes, we construct clear story arcs, whether redemptive or tragic. Additionally, many players will engage in forms of storytelling after larps, whether by relaying amusing or exciting anecdotes — i.e. war stories — or sharing serious, intense narratives as a form of emotional processing, e.g. debriefing sessions or written accounts of play. Players may slip between first- and third-person perspective when recounting these tales. In first-person, players may feel more self-immersed and connected to the story as an active participant. In third-person self-distanced narratives, the players may feel less connected, recounting the tale as an observer of their character’s actions.((Ethan Kross and Ozlem Ayduk, “Self-Distancing: Theory, Research, and Current Directions,” Advances in Experimental Psychology 55 (2016): 81-136.))

    In terms of using narratives as a tool for transformation, alibi might help or hinder the process. As described above, alibi might make it harder for players to own core elements of these narratives and apply them to life outside of games, e.g. “My character was brave, but I am not.” On the other hand, overly immersing in the fictional content off-game might also disrupt growth. As Ethan Kross and Ozlem Ayduk discuss in their work on self-distancing, with regard to one’s own life stories, continued self-immersion in the first-person perspective may lead to rumination and a lack of closure.((Kross and Ayduk, “Self-Distancing.” )) In these cases, adopting a third-person distanced perspective may help players reduce shame and engage in self-reflection, e.g. “I wept for hours when he left me at the altar” versus “Elizabeth wept for hours when Anya left her.” Such distancing can enhance post-game narrative meta-reflections when streamlined with the player’s own narrative identity, e.g. “Looking back on Elizabeth’s story, I can see how my own abandonment fears led to strong emotional bleed-in.” The player might then consider approaching future situations differently after reflecting upon these experiences, e.g. “Unlike Elizabeth, I am going to take active steps to make sure that partners are willing to remain in relationship with me before I commit.” In other words, the third-person perspective might allow someone to create a narrative identity that distills important redemptive lessons from the character’s experiences without persistently reliving and rehashing painful emotions.

    Additionally, using narrativization tools, players can intentionally explore and process aspects of their own lives within the fictional settings that they inhabit. Organizers can construct containers for this specific intent, giving participants explicit permission to bring personal content into the fiction, e.g. a player’s fear of abandonment. Players can find redemptive meaning within their life stories through their game experiences, especially ones that emphasize adversity, e.g. “When I experienced the death of my character’s partner in the larp, I realized I am more resilient than I thought.” Ultimately, the most important component of this narrativization process is creating opportunities for post-game reflection, which allow players to streamline character narratives with their life stories, making meaning that can positively impact their lives.((Bowman, “Active Imagination.”))

    Elton John in a metallic puffy outfit, glasses, and a poiny hat playing piano
    Reginald Kenneth Dwight, aka Elton John, in 1975. Publicity photo, Wikimedia, no copyright.

    Identity

    One of the most potent tools for transformation within role-playing is identity exploration. When we role-play, we inhabit a dual consciousness((Sandberg, “Genesi”; Stenros, “Living.”)) in which we simultaneously experience both our own subjectivity and our character’s. We engage in perspective taking when we willingly alter our own identity in order to consider the perspective of another.((Adam Gerace, Andrew Day, Sharon Casey, and Philip Mohr, “An Exploratory Investigation of the Process of Perspective Taking in Interpersonal Situations,” Journal of Relationships Research 4, no. e6 (2013): 1–12.)) This perspective taking process can help us approach challenging situations or embolden us to act in ways counter to our self-concept.

    The Batman Effect and The Proteus Effect

    The creation and embodiment of characters occurs in many activities outside of role-playing games. D.W. Winnicott suggests that through imaginal play, children can express themselves in ways that may feel more authentic than their daily social roles permit.((Winnicott, “Theory.”)) Additionally, researchers have studied the phenomenon of the creation of alter egos: personalities that someone envisions and embodies who can better handle stressful, challenging, or even traumatic situations. When the alter ego is the one performing challenging tasks, some people seem able to exert a greater level of control over their own performance. In their research on how alter egos can affect perseverance in children, Rachel E. White et al. coined the term The Batman Effect.((Rachel E. White, et al,. “The ‘Batman Effect’: Improving Perseverance in Young Children,” Child Development 88, no. 5 (2017): 1563-1571. The added meta layer of Batman being the fictional alter ego of a fictional Bruce Wayne that was created as a result of emotional avoidance after a traumatic event in Wayne’s life, is not lost on the authors.)) They found that children who adopted a third-person perspective in relation to a task showed higher degrees of perseverance than participants operating in the first-person did, but both of these groups were surpassed by the participants that took on powerful alter egos such as Batman. This technique is also common in edu-larp theory and practice; for example, students at the Danish boarding school Østerskov Efterskole are often asked to play experts in larp scenarios in order to cultivate their perceived competence and self-efficacy in leadership.((Malik Hyltoft, “Full-Time Edu-larpers: Experiences from Østerskov,” in Playing the Learning Game: A Practical Introduction to Educational Roleplaying, ed. Martin Eckoff Andresen (Oslo, Norway: Fantasiforbundet, 2012). 20-23.))

    As role-players well know, alter egos are not just helpful for children. Drag performers routinely report creating and embodying larger-than-life characters through which they can draw the personal strength to face marginalization in their daily lives. The name of Brian Furkus’ famous drag alter ego Trixie Mattel arose from childhood slurs hurled upon him by his stepfather in response to Furkus’ queerness. Furkus describes:

    If I was being too sensitive or acting too feminine especially, he would call me a Trixie. You know, for years that was one of the worst words I could think of. So I took that name Trixie that used to have all this hurt [connected] to it and I made it my drag name. And now it’s something I celebrate, something I’m so proud of. If I hadn’t gone through all that horrible shit when I was little, Trixie Mattel might not even exist.((Nick Murray, dir., “Episode 8,” RuPaul’s Drag Race Season 7,eprformed by RuPaul Charles, et al. (Los Angeles: World of Wonder Productions, 2015).))

    Trixie Mattel in a Girl Scout inspired outfits holding a stake with marshmellows at the end
    Brian Furkus transformed childhood experiences of abuse and shame into creative fuel for his drag persona, Trixie Mattel. Photo by dvsross, Wikimedia, (CC BY 2.0).

    Other famous performers have created alter egos that are able to withstand the demands of marginalization and even stardom. Before he created Elton John, Reginald Kenneth Dwight was an introverted bespectacled piano-playing teenager.((Dexter Fletcher, Rocketman, performed by Taron Egerton, Jamie Bell, and Richard Madden (2019; Paramount), film.)) Stefani Germanotta created Lady Gaga as a separate and “stronger” version of herself.((Sarah Begley, “Lady Gaga Says Her Public Persona Is a ‘Separate Entity’ From Her True Self,” Time, June 8, 2016.)) However, the lines between these two entities often bleed together for Germanotta as art becomes life. With regard to this artistic process, she has insisted that we humans “possess something magical and transformative inside — a uniqueness and specialness waiting to be exiled from the depths of our identity.” In order to delve into these depths, bleed is a necessary state, as we “must effortlessly vacillate between two worlds: out of the real and into the surreal. Out of the ordinary, into the extraordinary.”((Lady Gaga, “V Magazine Gaga Memorandum No. 2,” V Magazine 72 (Fall 2011).)) Another widely-known and fascinating example is how Beyoncé created her alter ego, Sasha Fierce. When even someone as successful and praised as Beyoncé feels the need to create an alter ego to accomplish what she wants, the positive potential of identity alteration becomes difficult to dismiss.

    Similarly, in role-playing studies, we have the Proteus Effect.((Nick Yee and Jeremy Bailenson, “The Proteus Effect: The Effect of Transformed Self-Representation on Behavior,” Human Communication Research 33 (2007): 271-290.)) Named after the shapeshifting Greek god Proteus, this effect describes how the physical attributes of virtual avatars can sometimes affect the behavior of their players. In their research, Nick Yee and Jeremy Bailenson show how playing more attractive avatars led to more confident behaviour in in-game interpersonal situations and how playing taller avatars led to greater confidence in negotiation tasks during play. While MMORPG avatars are not always fully “role-played,” the avatar clearly provides players with enough alibi to present themselves in ways that they might otherwise feel inhibited when enacting their daily identities.

    Some role-players do report actively utilizing their characters to handle situations in their daily life. Players describe a form of “aspecting,” where they enact certain traits or skills from a character rather than performing the character in its entirety, e.g. aspecting a character’s leadership skills during a work meeting. In other words, even in small ways, we can expand alibi beyond the magic circle to allow for certain facets of the role-play experience to extend to the “real” world. Ultimately, role-players do not “become” our characters, but we can distill core aspects and substantiate them into our self-concepts.

    Empowerment and Imagination

    How can role-playing enhance our sense of personal empowerment? One of the coding constructs used in the narrative identity theory described above is agency. People who create narratives in which they see themselves as protagonists with a high degree of ability to affect change in their lives are likely to feel more agency in general. Agency is closely linked to the concept of locus of control.((Julian B. Rotter, “Generalized Expectancies for Internal Versus External Control of Reinforcement,” Psychological Monographs 80 (1966): 1-28.)) Individuals who have an internal locus of control tend to believe that they have a high degree of influence on the events and outcomes in their lives, while those with an external locus of control tend to insist that outside forces are primarily responsible for determining what happens in their life story.

    In relation to role-playing, our characters often have a large degree of agency and even power. Even for disempowered characters, the very act of playing involves exerting a certain amount of control over the character and the environment. As such, role-playing can be a way for players who tend to favor an external locus of control in their everyday life to experience how it is to shift to an internal locus of control through the game. If those experiences feel empowering, through the use of narrative identity, players may be able to shift their own locus of control more readily in daily life. While we acknowledge that, in many situations, outside factors such as structural inequalities and marginalization will reinforce the external locus of control, processes such as Kemper’s Wyrding the Self can feel emancipatory and empowering for players.

    Beyoncé on stage in black leather and sunglasses with two other dancers
    Beyoncé during the tour for I Am… Sasha Fierce. The album explored empowerment through the embodiment of an alterego. Photo by idrewuk, Wikimedia, (CC BY 2.0), cropped.

    We believe that the more individuals can experience themselves as agentic beings in games, the more they can feel empowered to make changes in the spheres of influence they inhabit, including the personal, interpersonal, and communal. Many role-players likely never believed they were capable of leading groups or running large-scale events before they experienced the motivating agency of larp. From this perspective, the very structure of our role-playing communities has been built upon this increased sense of agency, demonstrating that some forms of transfer are observable. Role-players also often describe the ways in which larp situations have prepared them for the working world in terms of social skills like leadership, teamwork, and understanding how to operate within systems.((Bowman 2010, 2014.))

    While these concrete “productive” skills are of interest, we invite players to consider ways in which they might bolster agency throughout other dimensions of their life, including altering their personal narratives to ones that are more empowering. For example, a player may have previously believed themselves to be unlovable, then experienced a successful, impassioned romance in a larp. If they can distill that experience into a new belief about themselves, such as “I am capable of cultivating love,” then they might make different choices in daily life that proactively seek the love they desire based upon the positive proof of concept within the larp. Alternatively, if these experiences remain bounded within the fiction, a player might instead reinforce their previous belief with such thoughts as “My fictional characters are capable of cultivating love, but I myself remain unlovable.” Therefore, we strongly recommend finding ways to integrate these experiences into one’s personal narrative in order to foster a greater internal locus of control.

    Furthermore, imagining ourselves as capable of certain activities might actually enhance our physical performance at tasks. While role-playing is not always an obviously physical activity, for many players, especially in larp, some degree of physical embodiment of character is central to their experience. In 1874, William B. Carpenter originated psychoneuromuscular theory, positing that the visualization of mental imagery related to a specific behavior will lead to subsequent greater motor performance of that activity.((William B. Carpenter, Principles of Mental Physiology (Cambridge, England: Cambridge University Press, 1874).)) This theory is still central to a number of approaches to sports psychology. In brief, research into mental imagery shows that the mere practice of imagining oneself performing a task in an optimal way — such as lifting a heavy weight — will lead to noticeable increases in physical ability when one later performs that action.((Robert S.Weinberg and Daniel Gould. Foundations of Sport and Exercise Psychology. 7th ed. (Champaign, IL: Human Kinetics, 2018); Paul Holmes and Dave Collins, “The PETTLEP Approach to Motor Imagery: A Functional Equivalence Model for Sport Psychologists,” Journal of Applied Sport Psychology 13 (2007): 60-83.)) Studies have also shown that substituting the physical act of working out with imagining the activity can have positive effects on motivation, self-confidence, anxiety, arousal control, and injury rehabilitation.((Danielle Alexander, Eric Hutt, Jordan Lefebvre, and Gordon Bloom, “Using Imagery to Enhance Performance in Powerlifting: A Review of Theory, Research, and Practice,” Strength and Conditioning Journal 41 (2019): 102-109.)) Similar to Auryn’s insistence that action is necessary to fully realize manifestational outcomes, psychologists pair imagination with action in psychoneuromuscular work in order to enhance performance. In other words, while some limitations we cannot control, when we imagine ourselves as capable, we come to realize other limitations are psychological in nature; thus, we can imagine and perform a self that might be able to move past them.

    In summary, role-players can find value in both metaphysical and social scientific explanations of transformation. In fact, manifestational work aligns with concepts in social science in the following ways:

    We can place collective social meaning upon our ritual experiences that lasts far beyond the liminal phase;

    1. We can place collective social meaning upon our ritual experiences that lasts far beyond the liminal phase;
    2. We can use narratives to construct positive meaning, streamlining our fictional and non-fictional lives;
    3. We can adopt aspects of our alter egos in daily life in order to augment our personalities;
    4. We can imagine ourselves as capable of performing difficult tasks; and thus,
    5. We can strengthen our belief in our own abilities to affect change in the world.

    For participants who wish to experience lasting change from their role-playing experiences, the question remains: How do we design, facilitate, and play to maximize such impacts?

    Role-Playing Communities as Transformational Containers

    As we have discussed, many role-players claim to have experienced powerful transformative impacts as a result of adopting alternate identities in fictional worlds. In many cases, these impacts have evolved somewhat accidentally or even in spite of the game design, meaning that designers and players may not have intended for such effects to unfold. Role-players sometimes have differing views regarding the potential of the medium. Some participants make broad claims about the ability of role-playing to “change the world,” whereas others may insist that their larp activities are purely recreational or for entertainment. Similarly, in role-play studies, some scholars emphasize the educational or therapeutic potential of games, whereas others remain skeptical or conservative about such claims, pushing for quantitative evidence of change over time along specific dimensions of human growth.

    While we hold each of these perspectives as valid, our goal is to envision role-playing communities as transformational containers. We define transformational containers as spaces explicitly and intentionally designed to facilitate personal growth and encourage communal cohesion, consent, and trust. Transformational containers extend far beyond the bounds of the magic circle of play. These containers include pre-game goal-setting, transparency, creative activities, bonding, trust-building opportunities, and workshops. They include safety structures, calibration, and negotiation during play. Most importantly, they involve post-game integration activities, such as creative expression, intellectual analysis, emotional processing, community support structures, and taking action on goals. These practices help players streamline game experiences with their self-concepts and social lives (Figure 2).((Sarah Lynne Bowman and Kjell Hedgard Hugaas, “Transformative Role-play: Design, Implementation, and Integration,” Nordiclarp.org, December 10, 2019.))

    Transformational containers place personal growth and emotional safety at the forefront of activities. They strengthen and extend the magic circle, providing support for individuals and groups undergoing powerful and sometimes confusing processes. They hold space for personal alchemy, not only facilitating the shift from one state of consciousness to another, but also guiding the process of intentionally shaping consciousness and social reality through experimentation. Central to this process is projection of imagination; thus, fantasy becomes an asset to personal growth rather than “escapism” or a distraction from life.

    Such role-playing containers may encourage players to consciously seek out certain types of bleed. While bleed is often unconscious and unpredictable, players can notice bleed when it arises by practicing meta-awareness and can even steer for desired types. Examples include:

    1. Emotional bleed: Accessing and expressing one’s often suppressed emotions, allowing for deep catharsis and further processing;((Markus Montola, “The Positive Negative Experience in Extreme Role-playing,” in Proceedings of DiGRA Nordic 2010: Experiencing Games: Games, Play, and Players (Stockholm, Sweden, August 16, 2010); Nilsen, “High on Hell”; Sarah Lynne Bowman, “Bleed: The Spillover Between Player and Character,” Nordiclarp.org, March 2, 2015; Hugaas, “Investigating.”))
    2. Ego bleed: Exploring new or suppressed aspects of personality or identity, allowing for consolidation of these aspects into one’s off-game self-concept;((Beltrán, “Shadow Work.”))
    3. Procedural bleed: Practicing physical abilities, habits, or ways of holding the body, allowing for greater skill and confidence in one’s off-game abilities;((Hugaas, “Investigating.”))
    4. Emancipatory bleed: Experiencing a successful challenge to structural oppression, allowing for feelings of liberation for players from marginalized identities;((Kemper “Battle”; “Wyrding.”))
    5. Memetic bleed: Experimenting and acting in accordance with different paradigms, allowing for the adoption of new sets of values, ideas, and understandings of reality.((Hugaas, “Investigating.”))

    Some players may require a strong alibi in order to experience these impacts, whereas others may play thin characters that are quite similar to themselves. Whatever approach players choose, the goals of the transformational container are to facilitate the exploration of self, envision new configurations of community, and transfer insights from these experiences to one’s life through integration practices. In other words, alibi should not remain so strong as to get in the way of this transfer process.

    A diagram of the role-playing process, with two people entering the magic circle, playing witches and wizards, then leaving play transformed and integrated Figure 2: Envisioning role-playing as a transformational container. Explicit goals, agreements, safety structures, community support, and integration practices facilitate changes in participants’ identities over time. Vectors designed by macrovector_official, and bybrgfx, and kjpargeter / Freepik.

    Thus, in a transformational container, we do not simply de-role, with a brief exercise evaluating what we wish to take with us and what we wish to leave behind. We distill the essence of the experience and infuse our lives with the meanings we uncovered. We do not shy away from owning the shadow parts of our identities that may have emerged during play. We embrace the shadow as part of the human experience. We learn to acknowledge and come into psychological balance with the different parts of ourselves. We reflect not only upon the “positive” traits that we hope to cultivate further, but also upon those “negative” behaviors that we fear to own. We hold space as a group for all of these aspects to emerge and develop, providing ongoing opportunities for reflection as individual and group processes. We avoid shaming others for what they have exposed about themselves so long as it emerged under conditions of mutual consent. We understand that feelings may linger, intense bonding may occur, and players may need support long after the game is done. We work together to process such emotions and to help each other learn how to create experiences in life that are as meaningful as we experience in larp. Ultimately, players within transformational containers must feel supported enough to expose their true intentions, desires, and vulnerabilities and the container must feel secure enough to hold space for such goals to potentiate.

    Let’s perform magic together.

    Acknowledgements

    This theoretical framework is part of Sarah Lynne Bowman’s larger ethnographic research project on the therapeutic and educational potential of role-playing games. This project was approved by the Austin Community College Institutional Research Review Committee in June 2020 under the supervision of Dr. Jean Lauer. The views and opinions expressed in this article are those of the authors and do not necessarily reflect the opinions or policies of Austin Community College. Sarah would like to thank from the bottom of her heart all of her participants in this study, who have helped her refine her thoughts on these topics by offering their own expertise. Special thanks also to Doris Rusch, Lauri Lukka, Lars Kristian Løveng Sunde, Sanne Harder, Michael Freudenthal, and Mo Holkar for their insightful feedback on early drafts.

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    Cover photo: Photo by Stefan Keller, Kellepics on Pixabay, cropped.

    This article was published in the Knutepunkt companion book Book of Magic and is published here with permission. Please cite this text as:

    Bowman, Sarah Lynne, and Kjell Hedgard Hugaas. 2021. “Magic is Real: How Role-playing Can Transform Our Identities, Our Communities, and Our Lives.” In Book of Magic: Vibrant Fragments of Larp Practices, edited by Kari Kvittingen Djukastein, Marcus Irgens, Nadja Lipsyc, and Lars Kristian Løveng Sunde, 52-74. Oslo, Norway: Knutepunkt.

  • An Invitation

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    An Invitation

    Written by

    This is your invitation to magic. To visit magic. To return to magic, again and again.

    And to one day stay and never leave.

    This is your permission to enter. To dip your toe, or completely immerse.

    To explore traditions and follow or to forge a path out into the unknown, following no rules or teachings.

    Painting of a person looking in the mirror at their image. They are wearing horns and a flower crown with fur lining their shoulders.
    Painting by Karin Edman.

    Magic is as old as the self aware mind. Magic is an altered state. And you can enter it, you are allowed to enter it, you are invited to enter it even if you need to use the alibi of role-play to do so. Magic is for you and no one needs to know how seriously or non-seriously you take it.

    You don’t need to leave it behind.

    Not when you stop playing and become yourself again.

    Not when you become older and wiser.

    Not when you go back to your regular life.

    Never.

    You don’t ever need to leave.

    Painting of a person with luggage waving goodby to someone outside.
    Painting by Karin Edman.

    We talk about entering the magic circle when we go to a larp, and we talk about leaving it. But there are other ways for magic to exist in your life.

    Like a parallel universe, just on the other side of the thinnest of veils.

    Like a double meaning to the tasks you undertake.

    Like a special room inside your mind, that you share with others or that you keep private.

    The way I see it, you don’t need anyone’s permission to start living with magic.

    Not from a living person, and not from a manual written by a dead historical person.

    Magic will be personal anyway.

    Never let anyone else gate keep you from connecting with magic. They don’t own that bond, you do.

    You do.

    Painting of people in a ritual in the woods in the moonlight. Two naked people hand a third horned and naked person a cup. Two clothed people oversee the ritual.
    Painting by Karin Edman.

    Manuals and grimoires and magic books and traditions are not THE truth, just a truth. It was hopefully true for the writers, the makers, the members, doesn’t mean it has to be true to you.

    Larp is fiction, but fiction can inspire real life choices.

    By larping witches, mages, magic users, sorcerers, völvas, druids we can try with our physical bodies to move through so many strands of magic and see if they resonate with us.

    You are invited.

    Painting of a clothed person holding a cup, with a naked horned person reflected in the mirror
    Painting by Karin Edman.

    Cover Photo: Close-up of painting by Karin Edman.

    This article will be published in the upcoming companion book Book of Magic and is published here with permission. Please cite this text as:

    Edman, Karin. “This is an Invitation to Larp.” In Book of Magic, edited by Kari Kvittingen Djukastein, Marcus Irgens, Nadja Lipsyc, and Lars Kristian Løveng Sunde. Oslo, Norway: Knutepunkt, 2021. (In press).