Tag: mechanics

  • More Than A Few Funny Words: Designing Magic Systems That Convey Challenge & Rigour

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    More Than A Few Funny Words: Designing Magic Systems That Convey Challenge & Rigour

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    Introduction: A Difficult & Demanding Magic

    In a sense, representing “magic” in larp is an exercise in futility. How does one imbue the principle of “live action” to a phenomenon that, by its very definition, breaks the laws of nature? Barring expensive special effects technology, such reality-bending is difficult to reify.

    As such, most larps treat magic not as something to simulate with photorealistic accuracy, but as an aesthetic; the concern becomes one of transmitting the feel of performing and witnessing magic. As Salen and Zimmerman write in Rules of Play, “It is possible to say that the players of a game are “immersed”—immersed in meaning…this kind of immersion is quite different from…sensory transport…”((Zimmerman, Erik and K. Sale, Katie, “Chapter 27: Games as the Play of Simulation,” in Rules of Play: Game Design Fundamentals, MIT Press, 2003.))

    Complicating matters is that there is no unified definition or even sense of the word “magic”, no agreement of what this “feel” is. Is it mysterious and miraculous, such as the great spells of Merlin and Morgan Le Fay? Is magic methodical, empirical, and academic, such as the scholarly magic of Susanna Clarke’s novel Jonathan Strange and Mr Norrell? Is it something even more bizarre, such as the highly specific abilities granted by swallowing minute quantities of metal alloys, such as in Brian Sanderson’s Mistborn books?

    As a result, when “magic” is included in a larp, it is necessarily coloured by the designer’s vision of what is “magical”. For instance, Susanne Vejdemo introduces a method of creating “cool magicky-feeling rituals”,((Vejdemo, Susanne, “Group Improvisation of Larp Rituals,” Nordiclarp.org, 27 February 2018.)) but this magic has a distinct aesthetic: group based, energetic, and involving mysterious, otherworldly forces. By contrast, New World Magischola (2016-2020) features a freeform system of magic that players can take in many different directions, from labour-intensive to potions, to quick, comedic hexes, to dark and deadly rituals.((Bowman, Sarah Lynne, “When Trends Converge – The New World Magischola Revolution,” NordicLarp.org, 4 July 2016.))

    Larps such as New World Magischola and College of Wizardry (2014-) embody a particular sub-genre of fantasy: that of the “school of magic.” Genre tropes include elements typical to an academic environment applied to the study of magic: rigorous homework, difficult tests, complex projects requiring long hours in the library, and the like. Designers of these types of games typically envision magic as challenging, necessitating years of study and practice. Unlike the wonders of myths and legends, this magic is learnable, masterable, theorizable, and debatable.

    While the aim of such larps is to convey a scholarly atmosphere, this is rarely achieved via the systems of magic employed in the games. Rather, the larps rely on character interactions, lore, set dressing, and other elements to communicate that, yes, magic is difficult and demanding. Players perform challenges, and reinforce each other’s performance through the process of what Mike Pohjola calls “inter-immersion”((Pohjola, Mike, “Autonomous Identities,” in The Foundation Stone of Nordic Larp, Knutpunkt, 2014, pp. 113-126.)): players communicate to each other through their actions and words that magic is arduous business, and thus it is so. The game system contributes little in this regard.

    Indeed, the works that provide inspiration for these larps themselves rarely spend little narrative real-estate contending with the academic nature of magic at a system level. Even in a sprawling set of books such as J.K. Rowling’s Harry Potter series, we witness students of magic spending endless hours on homework and study, only to cast magical spells by muttering a few words and waving a wand. We’re rarely given a glimpse into what the study is and why it’s required.

    There is power in attempting to communicate the desired aesthetic via procedure and mechanics. As Hunicke, Leblanc, and Zubek theorize, “aesthetics set the tone, which is born out in observable dynamics and eventually, operable mechanics.”((Hunicke, Robin, LeBlanc, Marc, & Zubek, Robert “MDA : A Formal Approach to Game Design and Game Research,” in Proceedings of the Challenges in Games AI Workshop, Nineteenth National Conference of Artificial Intelligence, 2004.)) A larpwright can use the very system of magic itself to evoke many of the aesthetics noted above.

    In this essay, I outline a method of creating a system of magic that can achieve many of the desired aesthetics of complexity, challenge, and scholarship. Since our concern is one of process, I attempt to make my argument by building a hypothetical system of magic. I then use a real-world case study to demonstrate how such a system can function within an actual game.

    Assumptions

    To begin with, we must assume that the larp we’re working with desires to achieve the feeling of “difficult magic”, and that magic plays a big role in the larp. For simplicity’s sake, since the genre is familiar to many, let’s assume we’re designing a “magic school” larp, where the majority of players are students attempting to master the supernatural. Our aim is for magic to feel academic and complicated, and to make students work to cast spells.

    As an initial, base system, let’s say that players can cast whatever spell comes to mind: they simply have to verbally indicate what they’re attempting to do, wave their hands in a vaguely mystical gesture, and voilà, the game assumes that magic occurs.

    It is immediately apparent that this very freeform system, while appropriate for some games, does not fit our task of reinforcing the academic aesthetic of magic at a systems level. Let’s start by making magic a little bit harder.

    Player Effort

    “Any slight error in the movement or in the incantation would weaken, negate, or pervert the spell.”

    — Lev Grossman, The Magicians

    The first step might be to ensure that players have to voice a specific “magic word” or incantation to produce a magical effect:

    >>Yelling the word “Fire” produces in-game flames

    This is a start. However, in order to evoke a feeling of real challenge, we can modify our magic system to make players apply non-trivial, analytical effort in order to cast a spell. Effort is non-trivial if the player can simply perform magic without any thought. Yelling a desired effect out in English is a fairly trivial bit of effort.

    On the other hand, if one needed to memorize the word for “fire” in Sanskrit, this would constitute non-trivial effort:

    >>Yelling the word “Agni” produces in-game flames.

    Effort might be analytical if it is not wholly creative, and requires some degree of analysis. If a spell asks a player to recite a lyrical description of its effect, this effort is non-trivial (but in this case, not very analytical):

    >>Reciting “Flames of the earth, rise to my call, obey the heat of my command!” produces flames.

    If on the other hand, the player must yell out the first and last letter of the force they are conjuring, this effort is analytical, but probably fairly trivial:

    >>Crying out the letters “F E” produced a flame.

    The combination of the two properties, non-triviality and analysis, results in magic that feels challenging and logical (and thus, worthy of traditional academic study). A designer can produce a system that is both non-trivial and analytical in a variety of ways. For example, this effect could be achieved by using a set invented set of words to represent verbs and nouns, out of which players must select a combination. Let us say that the designer has put forth the words “Creatarus” , “Desctrucio”, “Fireflammus”, and “Glaciola” to stand in for spells that “create” or “destroy” “fire” or “ice” respectively. Now, a player will have to take a moment to remember and then select the right two-word combination for the situation at hand:

    >>Thinking about the desired outcome to “create” an affect which is related to “fire”, the player intones “Creatarus Fireflammus” to produce in-game flames

    This process of recalling the right words is non-trivial, while that of selecting the correct words for their current task is analytical.

    While workable, this “list of magic words” system lacks depth. If all magic were about studying and combining two words, then in order to become a skilled practitioner a single hour’s worth of lecture, followed by solo memorization for however long it takes would probably suffice. There would be no need for a complete course of study; a well-stocked “name library” would be enough. What this system needs is a more complex set of operations.

    Rulesets & Operations

    “Words are powerful. And they become more powerful the more that they’re said and read and written, in specific, consistent combinations.”

    — Rainbow Rowell, Carry On

    An entire magic system consisting of memorizing word lists would likely be rather dull in an academic setting (and probably a game setting). The challenge of “which word should I use?” would quickly lose its shine. To spice up this system, a designer can add more complex operations to their existing rules.

    For instance, we can add complexity by bringing in other parts of a player’s physicality. In our current system, let’s add gestural components to our spells:

    >> To create flames using “Creatarus Fireflammus”, the player must make a pointing gesture with their hands,

    >> To extinguish flames using “Destrucio Fireflammus”, players must form a fist.

    The addition of the gestural components to spells adds complexity; yet, this isn’t significantly better than the magic words. While the physical element adds interest, the player is now simply memorizing gestures in addition to words. If instead, the gestural act is added to the spell based on a formal, internally consistent rule, we have an “operation”.

    Let’s modify our ruleset. Let’s say, when casting any spell on an inanimate object, the player must make a pointing gesture, while when casting any spell of creation on a living target, the player must make a fist. So:

    >> “Creatarus Glaciola” while pointing can be used to freeze a glass of water.

    >> “Creatarus Glaciola” while making a fist might be used to deep-freeze an animal specimen for later study.

    Here each time the player casts a spell, they must analyse the intended effect, and modify their spell in order to satisfy the rules of magic. While this system still relies on memory, it now also includes a pattern. By linking the kind of gesture to the target of the spell, we’ve succeeded in adding a more complex, internally consistent practice based on a rule, giving us an “operation”.

    This serves to flesh out our magic system. Additionally, and crucially, this system still allows for player creativity. If, as designers, we’ve created a sufficiently robust ruleset with a broad vocabulary of possible actions, then we’ve likely left room for players to create their own permutations, to try novel forms that designers haven’t accounted for. Of course, this might be a big “if”, one we’ll tackle later in this essay.

    We now have processes and rules of magic which must be learned, practised, and internalised. Players should feel that magic can be studied, or even mastered. As a next step, we can attempt to provide this system of magic with a more theoretical feel, offering room for (in-fiction) scholarly articles and careful experimentation, for debate and discourse.

    Lore, Terminology & Style

    “There are threads to the One Power, and each person who can channel the One Power can usually grasp some threads better than others. These threads are named according to the sort of things that can be done using them—Earth, Air, Fire, Water, and Spirit—and are called the Five Powers… While Spirit was found equally in men and in women, great ability with Earth and/or Fire was found much more often among men, with Water and/or Air among women.”

    — Robert Jordan, The Eye of the World

    It is an undisputed fact that larps make use of lore, backstory and scenic design in order to reinforce desirable themes and aesthetics. Such a principle can be applied on a micro level to our system of magic. A larpwright can make their magic more memorable by creating their own terminology or by inventing fictional reasoning behind their operations and rulesets.

    For instance, in the system we’ve been working with, one might ask, “Why are different gestures needed for different classes of targets?” Is it because a different geometry of energy flow is required to engage with a living system? Is it because magic was invented by the gods, whose very gestures changed the world? Or is it merely a mental construct that allows the mind to focus its energies differently? Indeed, posing such questions but keeping the answers somewhat open-ended might stimulate interesting in-game discussions and exciting play.

    The way in which we teach players how to use our magical system is an area ripe for such fictional adornment. Many larps find it simple and practical to teach game system to players would be to instruct them during a pre-game, out-of-character workshop. Providing them with the incantations, rules, and time to practice casting spells, allow most players to begin grasping the basics of the system. By contrast, one can imagine a more “immersive” way of teaching the system: instruction in-character.

    Instead of a pre-game workshop on magic, perhaps a professor, or mentor figure can tell player-characters about the principle of using incantations, about the rules of gestures, and how to use them, and have them practice their spells with each other. Allowing players to take notes and ask questions might further involve them in the learning processing, enhancing not only the atmosphere of academia, but improving their ability to recall the rules of magic.

    Taking this a step further, we can integrate the setting and lore of the world at the systems-level. Perhaps, in addition to learning from a teacher figure, players must search through and cross-reference various scrolls to learn what the incantation for “fire” is, mimicking the real process of research. Perhaps, there are disputed theories about which hand is best for performing magical gestures, and both theories are presented to players in their “reading”; players can then perform an empirical “test” to creatively “discover” which method works best for their characters. They may even have to interact with other characters to gain access to these scrolls, and to practice rooms to try their experiments. While neither of these examples are particularly novel, they represent ways in which players’ actions directly affect their ability to engage with the game’s magic system. An inventive game designer could dream up even more interesting ways players can learn about magic, perhaps leaving some room for player creativity, as we shall discuss below.

    Thus, the process of learning and performing magic becomes intrinsically tied to the players’ stories, not just because the players decide that it’s the direction they want the characters to go, but because the system itself prohibits them from performing magic until they complete these tasks.

    The manner in which the information is presented can also do much to enforce the setting and tone. Burying incantation across multiple academic papers with titles such as “Ignis & Agni: Towards a Unified Theory of Thermal Manipulation”, papers which must then be accessed from an in-game library, would contribute to a stuffy, academic tone. By contrast, hiding the incantation within the illuminated marginalia of a lavish scroll recounting the story of “Ye Deʃtructionne of Ye Greate Dragonne” might be suitable for an epic fantasy quest. In both cases, the presentation of the information about the system of magic and the manner in which it is accessed have been leveraged for play.

    Leaving Room for Gaps

    “Great mages have wasted their lives trying to get at the root of magic. It is a futile pursuit, not much fun and occasionally quite hazardous.”

    Lev Grossman, The Magicians

    It is possible to over-define the rules for magic, to create a complete, ironclad system that leaves no room for interpretation. This is useful if we are preoccupied with the puzzle-like nature of magic, with questions of correct and incorrect.

    Most larps, however, are more concerned with creating interesting play than in verifying correctness of magic. While rules and systems can help immerse players in specific moods and aesthetics, we might want to leave gaps in our system. Perhaps not every possibility is explored, or maybe there are ambiguities within the system itself.

    If there exists an ongoing debate about which hand to use when forming magical gestures, for instance, enterprising players can explore this debate as part of play, and colour their own spellcasting with the questions posed. As another example, reference books might describe the incantation “Fireflammus” as “pertaining to the movement of excessive heat”. A creative player could use this ambiguity to invent an analogue to our ice spell “Glaciola”, using “Fireflammus” to siphon away from an object and freeze it solid. In a collegiate game, such an activity might even become the topic of one’s homework assignment, or dissertation.

    Creating space for players to propose their own theories of magic and have them validated by fellow players or facilitators might make for a powerful motivator for immersive play. A thesis defence, a grand tournament of magic, or a midnight “show-&-tell gathering” witches might be ideal scenarios for such experiments.

    A gap in our magic system allows player ingenuity to emerge, and permits a deeper exploration of the system and the narrative. As Frank Lantz declared in his talk on the Immersive Fallacy, no doubt foreshadowing our present context, “This gap is where the magic happens.” [6]

    A Question of Player Skill

    “A rock is a good thing, too, you know. If the Isles of Earthsea were all made of diamond, we’d lead a hard life here. Enjoy the illusions, lad, and let the rocks be rocks.”

    — Ursula K. Le Guin, A Wizard of Earthsea

    In our quest to create a magic that feels rigorous and academic, we have devised the rudiments of a system where players’ fictional actions (researching, studying, and casting spells) and their real world activities (researching, studying, and performing gestures and sounds) are closely mapped. Where mundane effort is used to simulate its magical analogue is where we begin to see an issue of inclusivity.

    This system clearly favours players with certain skills over others. Those practiced with logical thinking, data analysis, and puzzle-solving will likely find the system of magic easier to grasp. If the aim of the larp is to provide a fantasy of academic magical rigour to those who are inexperienced with such academic tasks, skills other than these must also be valued in the larp.

    The role of creativity, of filling out the “gaps” in the system of magic might be emphasized, giving players more options to invent their own magical acts within the existing framework. There could be many ways of doing this, from those that are more “cosmetic”—asking players to name certain acts, or invent parts of the lore—to those that are more “systemic”—inviting players to invent their symbols or rules that pertain to casting spells.

    Alternatively, the game designers could encourage the cooperative discovery and performance of magic at the systems level. Perhaps many people are needed to actually carry out the research for a spell, since parts of it are scattered throughout many sources. This would work even better if these sources required different sources of interaction; maybe the research of a spell requires someone to look through a text, another player to recognize patterns in an image, and a third to ask a mentor a question. Moreover, the casting of a spell could itself be a cooperative act, requiring multiple individuals to carry out different, simultaneous tasks. Such design decisions might go a long way in making the larp, and it’s magic, accessible to a wider audience.

    Using Real World Symbolic Systems: A Case Study

    Earlier on, we considered the prospect of designing a magic system that is “sufficiently robust”. Obviously, designing a complete, complex, analytical, rule-based, and story-rich system is challenging. One method is to rely on real-world analytical or symbolic systems. A designer can select an ordered system such as the Periodic Table of Elements, the geometric properties of regular polygons, or a computer programming language, upon which to base a magic system.

    The advantages of using such a system are potent: such systems contain built-in complexity suitable for analysis, consistent rules and operations will not have to be devised from scratch, and terminology (and perhaps even areas of ambiguity) that can be borrowed from the real-world discipline of study. Additionally, the players might come away from the larp with real-world knowledge. While the effort spent engaging with a game system might in of itself constitute a pleasurable act needing no justification or “end goal” outside the game (an anti-capitalist concept vehemently put forth by designers such as Paolo Pedercini),((Pedercini, Paolo, “Videogames and the Spirit of Capitalism,” Molleindustira, 2014. [Online]. Available: https://www.molleindustria.org/blog/videogames-and-the-spirit-of-capitalism/.)) it might be comforting to some players that their outside the “magic circle” of the larp

    I will illustrate an example using as a case-study Basic Principles of Incantation by Sharang Biswas (myself, the author of this essay) and Max Seidman, an hour-long, playful, live-action experience first exhibited at the “Game Night #5” showcase at the Denny Gallery in Manhattan.((Biswas, Sharang, “Basic Principles of Incantation,” [Online]. Available: https://sharangbiswas.myportfolio.com/basic-principle-of-incantation.)) Since then, the piece has undergone numerous changes, and has been performed at Living Games 2018, as a fully produced interactive theatre piece for Sinking Ship Creations in 2019, as an online show for Mirrorworld Creations in 2020, and in other smaller venues.

    Note that while we, the designers, do not consider the piece to be a fully realized larp, the live action elements lend it a larp-like nature, and the conclusions from this analysis can be applied to many forms of games and interactive performance.

    In Basic Principles of Incantation, players take on the role of Victorian students in a tutoring session where they are to learn the basics of magic. In this game, magic is performed using very specific, calculated incantations, and the system of magic is based on real-world Linguistics, in particular, phonetics, phonology, and morphology.

    While detailing the complete system is impractical, a few points can be noted:

    1) Non-Trivial Effort: Part of the challenge of each incantation is the pronunciation. Consonants and vowel sounds from a variety of languages were included in spells, meaning that participants who primarily spoke English had to practice the words multiple times in order to sound them out correctly.

    text describing a magic spell

    2) Analytical Effort: Each incantation had a tripartite morphological structure. Key words needed to be appended with a prefix, suffix, or in-fix, depending on whether the spell to be cast was one of creation, destruction, or modification. These affixes had to additionally be chosen from printed tables, depending on external factors (such as the time of day, or month of the year etc.)

     

    text describing a magic spell

    3) Complex operation: Once affixes were chosen for a magic word, vowel or consonant shifts were made based both on external features and phonological rules. A table of vowel shifts (listing real-world tongue positions for various vowels) was provided, telling players exactly how to modify the vowels in their spell.

    text describing a magic spell

    4) Lore & Style: Magic was never referred to as “magic” but as the “Esoteric Arts”. Rules, tables, and words were all found in a specially written textbook, written in the style of a 19th century pamphlet, complete with theoretical chapters and footnotes with references. Players had to hunt through this book, cross-referencing tables, charts, and explanatory paragraphs with each other in order to arrive at their spells. This textbook was essential to maintaining the tone of the game. As Edward Mylechreest wrote in his review on No Proscenium:

    “Perusing the pages, I quickly feel completely out of my comfort zone. It is classic academia, with hard to understand wording and the feel of being lectured at by a 19th-century professor. It reads exactly like a historical tome, plucked out of a sorcerer’s library, and now sitting on my lap. I am immediately transformed into the role of student wizard, although perhaps I feel more like a Neville than Hermione.”((E. Mylechreest, “Getting All Magicked up in ‘Basic Principles of Incantation’ (Review),” No Proscenium, 23 October 2019. [Online]. Available: https://noproscenium.com/getting-all-magicked-up-in-basic-principles-of-incantation-review-f2e4e9e6755d.))

    5) Gaps Were Permitted: The role of infixes (as opposed to prefixes or suffixes) was only hinted at. Players were repeatedly told that the rules they were learning were “oversimplifications”, and that the true, complex rules were for advanced study. Questions were often met with the answer of “it depends”, and the instructor was able to fictionalize debates and theories of magic.

    Basic Principles of Incantation revealed a few more advantages of using the protocol outlined in this essay:

    a) Players were deeply engaged in group-play. Because magic took on a puzzle-like nature, players cooperated and built on each other’s answers and theories, often in-character. Even players who believed themselves to be less skilled in the puzzle-solving aspect of the game were drawn into the challenge and contributed to the team in different ways, such as searching the classroom for the relevant texts, listening to and transcribing the spells intoned, and writing out theories and possibilities on the blackboard.

    b) The volume of information in the text book created the illusion of a deep, fully realized world.

    c) Since the basis of the system was actual Linguistics, real-world skills and knowledge was taught: pronunciation and the classification of vowels and consonants, some basics of the International Phonetic Alphabet, a little morphology, and more.

    In summation, all these features created an atmosphere of studious focus, and a world where magic was challenging, slow, and, frankly, impractical as a solution to most problems. This was precisely the tone we, the designers, were aiming for.

    Next Steps

    This essay modelled a way in which a larp designer can infuse the practice of magic with an element of rigour and challenge. By calibrating the effort required for magic on behalf of the player, by constructing a system of internally consistent and appropriately complex rules, and by introducing suitable lore elements and story trappings, all while maintaining some degree of ambiguity for players to build upon, the larp wright can be confident that their game enforces their desired tone through the game mechanics themselves.

    Of course, much of this essay relies on a conjectured system: “If one were to…”, “Perhaps if we…” While a case study is presented, it is for a short, puzzle-like experience with only a light narrative, that relies on skilled facilitators to arbitrate the correctness of spells.

    For a full larp with narrative richness, much more thought and playtesting needs to go into a system of magic such as the example created using the ideas in this essay. Can such a system work without the eagle eye of an assiduous game master, allowing players to check themselves and each other on the correctness of their magic? Can we balance the time it takes to learn and cast a spell with the pacing of the game? Does our system remain engaging after a few hours of play? Do players become far more pre-occupied with puzzle solving with to the detriment of character interactions and narrative creation? When using the framework presented in this essay, these are questions a larpwright will need to address.

    Ultimately, my aim was not to present a “best” way to create a system of magic, but to provide aspiring designers with tools that can help them achieve a certain aesthetic, and inspire them to experiment with how magic is portrayed in their game.

    Bibliography

    Biswas, Sharang, “Basic Principles of Incantation,” [Online]. Available: https://sharangbiswas.myportfolio.com/basic-principle-of-incantation.

    Bowman, Sarah Lynne, “When Trends Converge – The New World Magischola Revolution,” Nordiclarp.org, 4 July 2016.

    Hunicke, Robin, LeBlanc, Marc, & Zubek, Robert “MDA : A Formal Approach to Game Design and Game Research,” in Proceedings of the Challenges in Games AI Workshop, Nineteenth National Conference of Artificial Intelligence, 2004.

    Lantz, Frank, Writer, The Immersive Fallacy. [Performance]. Game Developer’s Conference, 2005.

    Mylechreest, Edward, “Getting All Magicked up in ‘Basic Principles of Incantation’ (Review),” No Proscenium, 23 October 2019. [Online]. Available: https://noproscenium.com/getting-all-magicked-up-in-basic-principles-of-incantation-review-f2e4e9e6755d.

    Pedercini, Paolo, “Videogames and the Spirit of Capitalism,” Molleindustira, 2014. [Online]. Available: https://www.molleindustria.org/blog/videogames-and-the-spirit-of-capitalism/.

    Pohjola, Mike, “Autonomous Identities,” in The Foundation Stone of Nordic Larp, Knutpunkt, 2014, pp. 113-126.

    Vejdemo, Susanne, “Group Improvisation of Larp Rituals,” Nordiclarp.org, 27 February 2018.

    Zimmerman, Erik and K. Sale, Katie, “Chapter 27: Games as the Play of Simulation,” in Rules of Play: Game Design Fundamentals, MIT Press, 2003.


    Cover photo: Image by RODNAE Productions on Pexels. Photo has been cropped.

    This article is published in the companion book Book of Magic: Vibrant Fragments of Larp Practices and is published here with permission. Please cite this text as:

    Biswas, Sharang. “More Than A Few Funny Words: Designing Magic Systems That Convey Challenge & Rigour.” In Book of Magic: Vibrant Fragments of Larp Practices, edited by Kari Kvittingen Djukastein, Marcus Irgens, Nadja Lipsyc, and Lars Kristian Løveng Sunde. Oslo, Norway: Knutepunkt, 2021.

  • Rules are Magic: What Larp can Learn From Narrative RPGs

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    Rules are Magic: What Larp can Learn From Narrative RPGs

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    Introduction

    Rules for larps have traditionally been framed as having two purposes; safety and simulation. It is time to move beyond that. Rules are magic.

    In this essay, we argue that rules are an essential design element that can be used to fuel player experience rather than define its limits. We will do this by analyzing the design of pen and paper role-playing games (RPGs) that put story rather than simulation at their core, and exemplify how these games frame in-game interactions in terms of rules. We will explore how RPGs use rules to drive particular narratives, and promote specific emotional experiences, and compare and contrast this to how similar effects are achieved in classical larp design.

    We conclude that the application of simple rules, such as those found in narrative RPGs, can be used to create the emergent narratives and the emotional experiences many seek in larp. Finally, we propose a design tool for creating larp rules with this focus.

    The Narrative Revolution

    Traditionally in RPGs, the game master invents a story to lead the players through. They will adapt underway to respond to player actions but, in essence, a so-called ‘adventure’ is planned out ahead of time. This way of thinking about narratives is challenged by RPGs emerging from the American indie scene, such as the ones we will highlight below: Apocalypse World,((Baker, D. Vincent, and Meguey Baker. 2016. Apocalypse World 2nd Edition. Lumpley Games.)) My Life with Master,((Czege, Paul. 2003. My Life with Master. Half Meme Press.)) and Ten Candles.((Dewey, Stephen. 2015. Ten Candles. Cavalry Games.)) These games shine a light on the way rules can be used to support and create narratives. Collectively we will call them narrative RPGs.

    The traditions of RPGs and larps have developed side by side, and we believe that by studying narrative RPGs, we can gain insights into how to design experience-centric rules and meta techniques for Nordic larp, where the rules themselves are fundamental in forming the player experience. Narrative RPGs furthermore form a lens through which rules may be more easily studied: firstly, the rules are written down and explained in a way that a person previously unfamiliar with the game can understand. Secondly, since the designer is, in general, not present to explain how the game is played, they lean less on culture and more on the written rules themselves; in laying the groundwork for the experiences they aim to create.

    What is a Rule?

    We need rules in order to find beauty in playing together, as “they provide a framework for moments of delight to emerge.”((Stenros, Jaakko, and James Lórien MacDonald. 2020. “Beauty in Larp.” In What Do We Do When We Play?, edited by In Eleanor Saitta, Johanna Koljonen, Jukka Särkijärvi, Anne Serup Grove, Pauliina Männistö, and Mia Makkonen, 296–307. Solmukohta.)) Stenros and MacDonald make the analogy of football. The rules of football do not call for specific acts of athleticism, but they provide the context in which those acts can occur. In the same way, rules structure play in larp, to a degree where without explicit or implicit rules, play would not be possible.

    We need rules for a number of reasons. One, is to know what the boundaries of play are, rules for physical, emotional, or psychological safety. A typical rule of physical safety is that you are not allowed to hit your co-player in the head with your boffer sword. These types of rules will not be discussed in this essay. The second type of rules forms the foundation for how we play together. They can often be boiled down to statements of, when A, then do B. For example, when you have been hit two times with a boffer then act as if you are injured or dying. Or, when you touch hands with someone in front of the face, then interpret the action as kissing. Making conscious decisions about these types of rules are crucial to a good larp design.

    This is especially true because, not only do rules dictate what should happen when a particular event occurs, they also make these things happen by forming affordances for interaction. That is, guiding the players into which actions are possible, and expected to be taken within the game. Rules may be diegetic or non-diegetic, the consequences of which have previously been explored by e.g. Nordgren((Nordgren, Andie. 2008. “High Resolution Larping: Enabling Subtlety at Totem and Beyond.” In Playground Worlds: Creating and Evaluating Experiences of Role-Playing Games, edited by Jaakko Stenros and Markus Montola, 91–101. Ropecon ry.)) and Dahlberg.((Dahlberg, Johan. 2019. “High Resolution Larp Revisited.” August 28, 2019. https://nordiclarp.org/2019/08/28/high-resolution-larp-revisited/))

    In this essay we focus on rules that are intended to create particular narratives and promote emotional experiences. Rules have been discussed in the context of larp before, but under different headlines. A snapshot of the current understanding of rules from a larp design perspective is gleaned in Larp Design: Creating Role-Play Experiences.((Koljonen, Johanna, Jaakko Stenros, Anne Serup Grove, Aina D. Skjønsfjell, and Elin Nilsen, eds. 2019. Larp Design: Creating Role-Play Experiences. Landsforeningen Bifrost.)) Two chapters in this book are of particular interest: “Designing the Mechanics You Need”((Wilson, Danny. 2019. “Designing the Mechanics You Need.” In Larp Design: Creating Role-Play Experiences, edited by Johanna Koljonen, Jaakko Stenros, Anne Serup Grove, Aina D. Skjønsfjell, and Elin Nilsen. Landsforeningen Bifrost.)) and “Meta-Techniques.”((Westerling, Anna, and Anders Hultman. 2019. “Meta-Techniques.” In Larp Design: Creating Role-Play Experiences, edited by Johanna Koljonen, Jaakko Stenros, Anne Serup Grove, Aina D. Skjønsfjell, and Elin Nilsen, 262–68. Landsforeningen Bifrost.)) Both these texts take a practical perspective on rules, and see rules as a part of the design. We are interested in how rules can form the core of the design. “Being a game designer is painting with rules and with causality to limit the possible choices that the players and their characters can make.”((Koljonen, Johanna. 2011. “On Games: Painting Life With Rules.” Nordic Larp Talks Copenhagen. March 1, 2011. https://www.youtube.com/watch?v=UOVf06NCBGQ.)) This quote by Johanna Koljonen goes to the heart of the scope of rules as we explore them in this essay. Following Koljonen’s painting metaphor we might say that we are interested in how motifs emerge depending on the colors and tools used by the painter.

    We do not aim to provide a definitive definition or theory of rules as they apply to larp. Rather, we will explore the topic and conclude with a method of rule design that can be used as part of the larp designers’ toolbox.

    Rules and Meta-techniques

    To a large extent, the foundation of rules as they are used in larps can be found in RPGs. These, in turn, emerged from strategy games simulating military combat. The goal of this type of rule set is to simulate a set of circumstances (to a degree deemed pleasurable by the designer). This provides a form of ‘physics engine’ for the fictional world. In a larp context, rules initially served roughly the same purpose: to simulate that which was not possible to be fully enacted by the players, in particular, combat. From there, they have evolved to serve a wide number of functions.

    Historically, many larps in the Nordic tradition have opted for a rules-light approach, relying on a shared cultural understanding of ‘the way the game is played’ to dictate the activities possible within the game. There are however exceptions to this; in particular, games based on the popular RPG Vampire: the Masquerade((Rein•Hagen, Mark, Guy Davis, Jason Felix, and Leif Jones. 1998. Vampire: The Masquerade. White Wolf Game Studio.)) and its derivatives, have (at least in a Swedish context) integrated RPG-like character sheets with attributes, skills and powers marked down.

    In this essay we will consider rules as a term both for what has traditionally been presented as rules (e.g. combat rules), and what Nordic larp calls meta-techniques. The difference between the two is mostly one of context.

    The term meta-techniques was introduced around 2007.((“Nordic Larp Wiki – Meta-Technique.” n.d. Nordiclarp.org. Accessed August 28, 2020. https://nordiclarp.org/wiki/Meta-technique.)) There is no generally agreed upon definition, in the Nordic larp community, of what a meta-technique is. In general, it refers to any action in a game that is not fully present inside the diegesis. The widespread adoption of meta-techniques leads to an understanding in the larp community that this type of construct could be an essential design element. Much of the innovation of rules as a vehicle of narrative has happened in this space.

    One reason that the term meta-technique gained such popularity, over the more general term rule, might be that it felt less “gamey.” This allowed larps with higher artistic ambitions to set themselves apart from their lowbrow cousins in both larp and RPG. Thus, the term rule has mostly been reserved for things like combat simulation. The presentation of certain types of rules in conjunction with the presentation of the larp, for example, the presence of meta-techniques or extensive combat rules, sends a strong cultural signal of what type of larp is being presented and consequently which players it tries to attract.

    Building Narratives through Rules

    Many different types of stories can be told in both larps and RPGs. While these narratives can emerge from pre-game materials, active runtime game-mastering, and player actions; rules in themselves can be made to shape the character actions and thereby create the narratives.

    Apocalypse World (AW) is a narrative RPG that takes place in a largely undefined post-apocalyptic setting, leaning on the player’s shared understanding of post-apocalyptic tropes to set the scene. It is a world inhabited by characters such as the Angel, the Hardholder, and the Gunlugger. The general feeling conveyed by the game is that of high octane post-apocalyptic drama in the vein of Mad Max.

    Rules Directing Fiction

    The rule set of AW is centered around the concept of “moves.” These are made by the game master (GM) as well as the players. Moves are rules that are triggered when certain narrative conditions are met. They focus on fictional outcomes, as opposed to the simulation of the success or failure of a particular action. An example of what a move might look like is: if you meet the wasteland prophet, they will tell you an uncomfortable truth about you or someone you love.

    Person in Apocalyptic gear with a facemask with the names of D. Vincent Baker & Meguey Baker and Apocalypse World
    Cover of Apocalypse World 2nd Edition. Photo courtesy of D. Vincent Baker and Meguey Baker.

    The role-playing conversation thus flows back and forth between the players and the GM, mediated by the rules. The type of narratives that emerge from this conversation comes from the players’ shared understanding of the tropes of the genre, as well as from the way the rules are written. An example of a player move that steers the fiction is the one associated with the character archetype “the battlebabe” and is called “visions of death.” The rules state that, when they enter battle they have to roll the dice, and, on a success, they get to name one non-player character who will live and one non-player character who will die. Note that this rule puts constraints on the fiction: the player that has rolled successfully does not get to choose to not have someone die, nor can the GM overrule the decision on who lives and who dies. When the battlebabe fights, there is always a risk that people will die. In this way, the rules show us that in the fiction of AW, life is cheap.

    In current Nordic larp design, rules are sometimes used to direct narratives, or enact a particular storyline. The most direct way being to use a script; having a specific set of scenes that are played out, one after the other. Another way of achieving this, meanwhile hiding the script from the player, is through the concept of Fate.((“Nordic Larp Wiki – Fate.” n.d. Nordiclarp.org. Accessed August 19, 2020. https://nordiclarp.org/wiki/Fate.)) The fate mechanic involves providing players with instructions for what their characters should do at certain points in the fiction, for example, “when you meet your arch-enemy, you will challenge them to a duel.” These fates can be interconnected into a fate web, where one fate depends on the previous activation of a fate, in an effort to shape a specific storyline.

    A similar effect is found in the larp A Nice Evening with the Family (2007), in which a number of theater plays are re-interpreted in larp form. Here, players read the play’s manuscript before the game starts, and decide together on how to play out the story. However, no explicit rules are in place here other than the instruction to interpret the original play: the larp leans on the players’ shared improvisation to ensure that the story is enacted in the spirit of the original play. How far from the original manuscript this deviates is up to the player’s decisions prior to, and during, the game.

    The reason why it is interesting to compare the fate mechanic, A Nice Evening with the Family, and AW, is because of their different approaches to the concept of story. Fate mechanics try to steer play in a particular direction without revealing the big picture to the players beforehand. In A Nice Evening with the Family the narrative is firmly directed by the scripts, in such a way that players can roughly know beforehand what will happen, and can help each other steer in that direction. In AW, neither players, nor the GM, knows beforehand what the story will be. Still, the rules allow the player to make some probable assessments of what components the narrative will contain.

    Co-Creation through Rules

    In fact, AW goes beyond the moves detailed in the previous section, when it comes to not planning a particular storyline. The game master is specifically instructed not to plan neither a world nor a storyline, but to let it emerge from the characters’ in-game actions, and from the rules. A core concept of the game is presented as part of the GMs “agenda,” and that is to “play to find out what happens.” This tenet of the game separates it from many other RPGs, and indeed also from many larps, as it expressly states not to use the game as a way of telling a set story, but to let the narrative emerge from playing the game.

    One way this agenda is enacted is through game rules. Part of these rules are the GM “principles”, including things such as:

    • “Barf forth apocalyptica”
    • “Name everyone, make everyone human”
    • “Look through the cross-hairs”

    These rules have different functions. For example “barf forth apocalyptica”, is an aesthetic instruction formulated not as a suggestion, but as a rule. The game should be filled with the stuff of apocalyptic imagination. Barren landscapes, grotesque cults, and broken souls.

    Other rules take a more direct role in shaping the narratives. Let’s for example consider the interplay of “name everyone, make everyone human” and “look through the cross-hairs. The first rule instructs the GM that every NPC should be a human of flesh and blood, with motivations of their own and a name. The second instructs the GM that nothing is permanent in the world of AW. Places and people should perish, and the GM should be liberal with letting them go down in flames. These two rules, together, create narratives where there is a real sense of loss when the characters eventually lose those that they desperately try to hold on to. Note again that these are presented as rules. This way, decisions are transferred from the GM to the rules. It pushes the GM clearly into a certain narrative style, while still allowing them to “play to find out what happens.” This way, the rules even out the co-creative balance between players and GM.

    In larp, co-creation outside of the actions of the characters has mostly been seen either in allowing players to create their own characters or factions within the game world, or by directed workshops prior to the game. The first approach is common in sandbox larps, where the designer only aims to provide a canvas for the players to fill with their own ideas. This is for example the case in the Swedish madmaxian post-apocalyptic larp campaign Blodsband Reloaded.((Blodsband (2014-).)) The second approach has been used by games such as Turings Fråga (2013-) (eng. Turing’s Question), a game about what it means to be human, centered around the exercise of distinguishing humans from artificial intelligence proposed by Alan Turing.((Turing, A. M. 1950. “I.—Computing Machinery and Intelligence.” Mind: a Quarterly Review of Psychology and Philosophy LIX (236): 433–60.))

    Some close larp-cousins to the principles of AW, where narrative co-creation is framed in a rule-like manner, can be found in general play-style instructions such as play to lose((Piironen, Willer, and Kristoffer Thurøe. 2014. “An Introduction to the Nordic Player Culture.” In The Foundation Stone of Nordic Larp, edited by Eleanor Saitta, Marie Holm-Andersen, and Jon Back, 33–36. Knutpunkt.)) and play to lift.((Vejdemo, Susanne. 2017. “Play to Lift, Not Just to Lose.” In Shuffling the Deck, edited by Annika Waern and Johannes Axner, 143–46. Carnegie Mellon University: ETC Press.)) While sometimes these are explicitly presented as part of the instructions provided to players prior to a larp, they are often taken more as an implicit part of Nordic larp culture.

    This approach to stories in narrative RPGs questions the GMs role as the main director of the game. Instead, it encourages all participants (GM and players alike) to be equal contributors to the activity. A similar view does exist in larp: the designers may set the implicit and explicit boundaries of the game, but the players themselves are equally important – if not more- informing the actual experience.

    By understanding the role rules play in forming fiction, we can both turn players into more active co-creators within the narrative framework, and form a bridge between ‘anything goes style’ sandbox games and the more tightly controlled “scripted” larps. The affordances provided by explicit rules make the narrative direction of the game clearer, and might be a way to fulfil the agenda of “play to find out what happens” in the context of larp design.

    Rules Deconstructing Genre

    Image of a person in a prison with a monstrous person on the outside of the cage with the words My Life with Master: a role-playing game by Paul Czege
    Cover of My Life with Master. Photo courtesy of Paul Czege.

    One way of understanding the role of the RPG or larp designer is as an interpreter of genre. By deconstructing the type of narrative they want to create, they may use this understanding to make rules from which the desired type of stories emerge.

    In the RPG My Life With Master,((Czege, Paul. 2003. My Life with Master. Half Meme Press.)) the players take on the roles of minions to an evil mastermind, in a Victorian horror setting. The game is intended to play out as a story of gothic horror, as understood by the movie genre.((Costikyan, Greg. 2003. “My Life with Master.” Internet Archive. September 22, 2003. https://web.archive.org/web/20120716191105/http://costik.com/weblog/2003_09_01_blogchive.html#106427832498370748)) The minions live a life of fear and self-loathing, and because of that instill fear in the town folk, until one day they, through their love for the people in town, find the courage to overthrow and kill their master.

    Instead of using the rules to simulate a realistic world, the attributes and rules are based around a literary deconstruction and understanding of gothic horror narratives. Each game begins by creating the “master,” an evil mastermind that everybody fears.((Darlington, Steve. 2003. “Review of My Life with Master – RPGnet RPG Game Index.” September 8, 2003. https://www.RPG.net/reviews/archive/9/9681.phtml)) The master is created through a step-by-step system, and once the master is created, the player characters and local townspeople can be created in a similar fashion and in relation to the master.

    The player characters are torn between their fear for their master, and their love of the townspeople. This is mirrored in game, through the main character attributes: the only attribute of the master is the ‘fear’ they cause, while the townspeople are represented by the single attribute of “reason.” Meanwhile, the players use the three attributes of “self-loathing,” “weariness,” and “love” in different combinations, depending on whether they try to resist their master, follow through on their commands, or seek out the love of someone in town. These attributes fluctuate during the game depending on successful or failed dice rolls, naturally climbing towards a situation where the player’s character can finally dare to oppose and kill their master, thereby ending the game. The game attributes thus become a representation for the feelings of the player’s character, and the rules work to naturally create a narrative that follows the genre format.

    While it is common for larps to replicate literary or movie genres (e.g. Fortune & Felicity (2017), College of Wizardry (2014-)), this is usually accomplished through written larp visions, descriptions of the inspiring genre, and suggested inspirational reading and movies. This can often lead to a lot of reading for the players, while still risking to be ambiguous in how the players interpret the material. Even though it is often non-explicit, and arguably often non-intentional, these suggestions are mirrored in the game through rules, with different degrees of success. One successful example can be seen in how the deliberately short healing time and impossibility to die in the post-apocalyptic Blodsband Reloaded.((Blodsband (2014-).)) leads to fast and fierce pulp-battles where it’s easy to choose the violent solution.

    A more explicit deconstruction of literature, and reinterpretation as rules can be found in Inside Hamlet (2014-), where the game wanted to recreate a classic revenge-tragedy, beginning slowly but where a majority of players die at the end. The rule system for making this happen was quite simple: The game was separated into three acts, where different levels of violence were acceptable. In the first act guns could not be drawn, and violence would not happen in public. In the second act guns could be drawn but not fired, and violence would lead to injury but not death. In the third act all conflict needed to end in at least one death. This explanation through rules leads to an understanding of risk for all players, and also to an understanding of the intended pacing of the game. Even if you would not pick up on the intentions, the rules forced all players into pacing their life-death choices according to the designers’ intention.

    While the examples above discussed re-implementations of older rules, a new rule system can open up completely new forms of play, sometimes echoing well beyond their original use case. While not explicated as rules, the development of Ars Amandi((Wieslander, Emma. 2004. “Rules of Engagement.” In Beyond Role and Play: Tools, Toys and Theory for Harnessing the Imagination, edited by Markus Montala and Jaakko Stenros, 181–86. Ropecon ry.)) for the larp Mellan Himmel och Hav (2003) was an important part in opening up the game to romantic and sexual narratives. Previously, these types of scenes had been performed mainly as off game discussions or awkward semi-out-of-character roleplaying. In making and presenting a rule system for romantic touch and sex in a way that could be agreed on beforehand by all players, the game made it possible to use this as a central theme of the larp. In this way, a rule created the possibility to play in genres such as explorations of gender roles and Jane Austine romance, and also opening up the larp design discussion more broadly to topics such as romance, sexuality, and gender.

    Emotional Experiences through Rules

    Both RPGs and larps aim to create powerful emotional experiences. There is no silver bullet to achieve this, but rules can form a crucial part in enabling these experiences. While the rules themselves do not create the experiences, they can actively set the stage to coax them forth.

    Rules that create a feeling of tension are found in most RPGs, where the outcome of a dice-roll can determine if the dragon is slain or not. What about rules that conjure up other emotions? One example of a rule set that in itself creates a sense of tragedy, horror, and hopelessness is found in the narrative RPG Ten Candles.

    Image of people in a dark place with flashlights with monsters lurking
    Cover of Ten Candles. Photo courtesy of Stephen Dewey.

    Ten Candles is a tragic horror RPG meant to be played in one session in a dark room around ten tea candles lit by the players at the beginning of the session.((Dewey, Stephen. 2015. Ten Candles. Cavalry Games.)) The world has been bereft of light, and some time ago “they” arrived out of the darkness. This is a game without any hope of survival.

    A simple dice mechanic determines the outcome of challenging and oppositional situations. Anytime a dice-roll is failed, one of the candles are darkened, and the game moves on to the next scene. Additionally, if a candle is darkened accidentally, the scene also ends. This continues until there is only one candle left and the characters meet their final fate. At character creation, players write down traits associated with the characters on index cards. These are then literally burned in order to allow for the re-rolling of dice. At that point, the trait in question is to be played out in the scene, for good or ill.

    This connection between dice-roll mechanics and the physical manifestation of the encroaching darkness serves to create a very strong feeling of tragedy and horror. The random element creates a sense of agency for the player, even if the odds are stacked against them in the long run. Establishing this sense of control over the situation is crucial in building to the final end of the mechanic, namely gradually removing agency as the situation becomes more grim.

    In larp, an example of coupling a randomness mechanic to an activity with the potential for great emotional impact is the “lottery of death mechanic” used in Just a Little Lovin’ (2011-).((Waern, Annika. 2012. “Just a Little Lovin’, and Techniques for Telling Stories in Larp.” June 12, 2012. https://annikawaern.wordpress.com/2012/06/16/just-a-little-lovin-and-techniques-for-telling-stories-in-larp/)) This larp builds its narrative around the impact of the HIV/AIDS epidemic  in the 1980’s New York LGBTQ+ community. In the lottery of death players get to pick a number of tickets to place into the lottery based on the sexual risk taking of their characters. The more risk they perceive that their character has taken, the more tickets. Waern (2012) describes the meta-scenes in which the lottery takes place as “among the most emotional in the game.”

    Why is the emotional impact of this scene so great? From a rules point of view, the agency of the players (deciding how many tickets to pick) coupled with the chance element in who lives and who dies creates a strong emotional engagement in the scene. Had the outcome been pre-planned, it is possible that it would have been easier for the players to anticipate it and prepare for it emotionally, thus limiting its emotional impact.

    A game using similar rules when it comes to character creation as those seen in Ten Candles, and that couples this to a gradual loss of humanity in crisis, is The South Will Rise Again (2018). This is a larp based on the tropes of zombie-survival; the characters struggle with each other, putting them at peril to the outside zombie threat. In this larp, the characters are created by writing down things like the names of friends, things you love, and your connections to other players on index cards. In the rules, the players are instructed how to write this down in a way that imbues each thing with backstory and emotions. Throughout the game, these are then used as betting chips to win conflicts and survive the zombie threat. The player(s) with the most cards wins the conflict, but all betted cards are lost. In a meta-scene, each lost card is read, and in quiet contemplation, dropped to the floor. That way, all characters gradually lose their humanity in order to survive, and the rules drive the feeling of loss in the game.

    These examples highlight how rules can be used to elicit specific emotional responses. The excitement that randomness mechanics elicit is one that we see in many RPGs. The quintessential moment of, “will we slay the dragon or not?” But the examples above show how other emotions, such as sorrow, horror or loss of one’s humanity can also be targeted. Where the rules guide play towards inevitable defeat but create emotionally resonant narratives along the way. A stronger understanding of how rules and emotions interact should prove a worthwhile effort for the entire larp community.

    A Design Tool for Narrative Rules

    In this essay we have discussed how rules go beyond simulation and safety in Nordic larp. They can direct narratives and enable emotional experiences. We have done so through the lens of three narrative RPGs, with which we have exemplified different aspects of this topic. We have shown how the rules of Apocalypse World direct the game towards particular types of narratives. With the example of My Life With Master we have explored how its rules deconstruct genre and provide a framework for the construction of novel emergent narratives of the same type. Finally, we have demonstrated how the rules of Ten Candles give rise to specific emotional experiences of horror and tragedy.

    We believe this understanding of rules as a narrative device can be useful for making larps. One suggestion for how to design larp rules is the following method:

    1. Decide on the type of story you wish to tell with your larp. Then deconstruct it into its basic elements. Focus on how and why things happen, not on where and when: avoid thinking in terms of set scenes that should occur during the course of the game.
    2. For every element of the deconstruction, make sure to connect it to at least one rule. Try to make the basic assumptions of how the game is played explicitly instead of leaning on a shared cultural understanding.
    3. Iterate, polish and minimize the rule set to only contain that which actually drives the narrative. While at the same time taking care not to place an unnecessary cognitive load on the players in remembering and following the rules.

    Let us apply this method to a small example. Let us say that we want to make a two-person game about a background checker interviewing a political candidate to find out if they have any skeletons in the closet (which of course they have). We want to create a sense of tension and a feeling of playing a game of cat and mouse.

    The elements that we find in deconstructing this situation are:

    1. an increasingly tense conversation
    2. Secrets being laid bare, one by one
    3. An emotionally escalating situation for both parties: for the interviewer a sense of revelation, for the interviewee shame and a fear of being found out

    What rules may we construct that connect to the things we describe above? We may decide to set the following rules. Which element they connect to is denoted in parenthesis.

    • The game is played sitting on opposite sides of a table, and takes place as a conversation. (A)
    • Before the start of the game, decide who is the interviewer and the interviewee. The interviewee decides on three secrets for their character. They write them down on index cards, and place them face down on the table. (B)
    • Anytime your character lies during the game, you must cross your fingers in a way clearly visible to the other player. (B)
    • When you lock eyes, a staring contest is initiated (C). Whoever looks away first loses. If the interviewer wins, a card is revealed (B). If the interviewee wins, a card is torn, and the secret will consequently not be revealed.
    • The game ends when every secret has been revealed or torn.

    Our intention here is not to give you a fully playable game, but to illustrate the method described above. Using this method, and the example, we encourage you to experiment with larp rules and invent your own methods for creating them!

    Rules, Rituals, and Magic

    While rules can certainly constitute almost the entire design of a game, of course, there are many other factors that also play a part. For the sake of argument, in this text we strip things down to their base components. In reality, a complete and enjoyable game, most often, needs more than rules.

    When Stenros and MacDonald discuss beauty in larp, they highlight that the larp as played is “emergent play” arising in the present, and how “larp magic” often arises from serendipitous moments. This magic cannot be decided on in advance. In fact, we argue that it is counterproductive to do so. The role of the designer is more akin to that of a gardener than that of a playwright. A key part of growing the garden of larp is putting its rules into place. Can you walk on the lawns of this garden? Are you allowed to eat the fruit? Is it mandatory to take your shoes off and walk in the stream?

    Conjuring up larp magic is not an easy task. Like a ritual, it requires the chalk circles to be drawn just right. The right words need to be spoken precisely at the stroke of midnight. If you follow those rules, then, finally, you might just get a glimpse of it.

    Acknowledgements

    The authors would like to thank our editor Nadja Lipsyc for her helpful feedback in the development of this text, and Sara Engström for reading early and late versions of the manuscript and suggesting improvements.

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    Waern, Annika. 2012. “Just a Little Lovin’, and Techniques for Telling Stories in Larp.” June 12, 2012. https://annikawaern.wordpress.com/2012/06/16/just-a-little-lovin-and-techniques-for-telling-stories-in-larp/

    Westerling, Anna, and Anders Hultman. 2019. “Meta-Techniques.” In Larp Design: Creating Role-Play Experiences, edited by Johanna Koljonen, Jaakko Stenros, Anne Serup Grove, Aina D. Skjønsfjell, and Elin Nilsen, 262–68. Landsforeningen Bifrost.

    Wieslander, Emma. 2004. “Rules of Engagement.” In Beyond Role and Play: Tools, Toys and Theory for Harnessing the Imagination, edited by Markus Montala and Jaakko Stenros, 181–86. Ropecon ry.

    Wilson, Danny. 2019. “Designing the Mechanics You Need.” In Larp Design: Creating Role-Play Experiences, edited by Johanna Koljonen, Jaakko Stenros, Anne Serup Grove, Aina D. Skjønsfjell, and Elin Nilsen. Landsforeningen Bifrost.


    Cover photo: Photo by Alexas_Fotos on Pixabay.

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

    Dahlberg, Johan, and Jon Back. 2021. “Rules are Magic: What Larp can Learn From Narrative RPGs.” In Book of Magic, edited by Kari Kvittingen Djukastein, Marcus Irgens, Nadja Lipsyc, and Lars Kristian Løveng Sunde. Oslo, Norway: Knutepunkt, 2021. (In press).

     

  • A Matter of Trust – Larp and Consent Culture

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    A Matter of Trust – Larp and Consent Culture

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    Consent culture in larp communities is a subject of great interest in the current discourse. While previous decades have witnessed roaring debates on the superiority of various rules systems, distribution of narrative control, or emphasis on specific themes, several larp communities have shifted their focus to discuss issues of emotional and physical safety. In the last several years, the annual Nordic larp conference has featured panels and workshops on safety. The Living Games Conference 2016 showcased a series of keynotes on Community Management, with presentations from organizers such as John Stavropoulos, Avonelle Wing, Maury Brown, and Johanna Koljonen. Several scholarly and popular articles have emerged on topics such as emotional bleed from player to character and vice versa; triggers and larp; how to calibrate play styles; steering play to maximize role-play potential; the importance of debriefing; post-larp depression/”blues”; and playing for empathy. Other recent panels have focused upon playing intense emotional content more safely; role-playing as potentially therapeutic; and crisis management in communities, including policy, deliberation, and decision making.

    Of central interest in many of these discussions is the rise of consent-based play, where actions within larps must take place according to a collaborative agreement between players. This style of play has gained recent popularity in games such as College of Wizardry, New World Magischola, End of the Line, and Convention of Thorns, although earlier precedents certainly exist. For many participants, consent-based play provides greater degrees of trust between players, personal autonomy over one’s story, and collaboration in the larp community.((See for example Maury Brown, “Creating a Culture of Trust through Safety and Calibration Larp Mechanics,” Nordiclarp.org, last modified September 9, 2016.))

    wizards point their wands at each other
    In consent-based resolution magic systems like College of Wizardry, the recipient decides the effect of a spell. Photo courtesy of Dziobak Larp Studios.

    Controversy around Safety and Consent-Based Play

    Participants in some larp communities express resistance and scrutiny in consent and safety discussions. In the past, any discussion of the social and psychological effects of role-playing was a taboo subject, as religious extremists groups and the mainstream media often portrayed the hobby as psychologically damaging. During the so-called Satanic Panic, many non-players worried that larpers would “lose touch with reality,” commit suicide, or become drawn to the occult.((Lizzie Stark, Leaving Mundania (Chicago, IL: Chicago Review Press, 2012).)) Thus, many role-players prefer to downplay any social or psychological effects, instead emphasizing the alibi of “it’s just a game” and “it’s what my character would do.” Additionally, role-players often claim that their communities are far healthier and more inclusive than mainstream society as a result of many participants feeling marginalized as “geeks” or “nerds” throughout life.((See for example, Sarah Lynne Bowman, The Functions of Role-playing Games: How Participants Create Community, Solve Problems, and Explore Identity (Jefferson, NC: McFarland & Company, Inc., 2010).))

    Two vampire players looking at one another
    In the Nordic vampire larp End of the Line, players use scripted consent negotiations before enacting intimacy. Photo courtesy of Participation Design Agency.

    Meanwhile, academics have begun to study these effects in detail, investigating the ways in which role-playing impacts individual consciousness and community dynamics. For example, I have studied qualitatively the ways in which larp communities are negatively impacted by conflict and bleed, and am conducting a follow-up quantitative study with Michał Mochocki.((Sarah Lynne Bowman, “Social Conflict in Role-Playing Communities: An Exploratory Qualitative Study, International Journal of Role-playing 4: 4-25.)) Diana Shippey Leonard has examined the sociology of larp groups, including their life cycles and the ways in which creative agendas lead to conflict according to Larp Census 2014 data.((Diana Leonard, “The Dynamic Life Cycle of Live Action Role-playing Communities,” in Wyrd Con Companion Book 2013, edited by Sarah Lynne Bowman and Aaron Vanek (Los Angeles, CA: WyrdCon, 2013); Diana Leonard, “Conflict and Change: Testing a Life-Cycle-Derived Model of Larp Group Dynamics,” International Journal of Role-playing 6: 15-22.))

    Similarly, Brodie Atwater has examined the ways in which marginalized people in larp communities report feelings of exclusion and alienation due to their social identities. Gender, sexuality, and race are also at the forefront of the academic conversation, as people from marginalized groups do not always feel that their identities are respected or represented appropriately in role-playing communities. These conversations spill over into discussions on social media networks and are often the cause of much divisiveness when perspectives differ. Some players believe that sexism, racism, and homophobia no longer exist in contemporary society or are not problems in role-playing communities, whereas others cite personal experiences to the contrary. For example, members of some larp groups insist that plots should no longer feature sexual assault or rape in order to avoid triggering abuse survivors in the community, whereas other participants feel that such content is appropriate to the setting and, therefore, permissible.

    While these debates will likely continue for years to come, many designers find their game spaces less accommodating than they would like and are working to develop strategies for more consensual play. Some role-playing groups have methods for players to opt-out of content that they find uncomfortable, such as safe words, whereas others discuss ways to make content more opt-in. For example, some larps feature trigger warnings, content advisories, or ingredients lists to warn players ahead of time about the sorts of themes they will likely encounter.((Organizers like Karin Edman advocate for such lists, also called Content Declarations. See for example “Content Declarations,” Nordic Larp Wiki, last modified October 8, 2015 and the Ingredients list for the Dystopia Rising network.))

    Other larps build consent-based play into the mechanics of the game. For example, in College of Wizardry and New World Magischola, the recipient of a spell determines its effect, not the rules or the initiator. Similarly, End of the Line, New World Magischola and Convention of Thorns have instituted a script for consent negotiations, in which organizers instruct players on how to calibrate with one another when enacting specific physical and verbal content around intimacy, violence, romance, bullying, and other sensitive topics.((For an example, see the consent mechanics from Convention of Thorns: https://docs.google.com/document/d/1yTgK4ZKqg9H9opBKau7nKZC3y5jOqwlo7D4PWCKPB5s/edit?usp=sharing))

    Players in Convention of Thorns must negotiate intimate scenes off-game before engaging. Photo by Przemysław Jendroska for Dziobak Larp Studios.

    Originally developed by Participation Design Agency, these consent negotiations require discussion of specific actions rather than generalities in order to ensure each player understands the agreement. Consent negotiations adjust to the comfort level of the person with the strongest boundaries rather than expecting them to become more flexible with their limits. For example, in a romance, if one player is comfortable kissing, while the other prefers only to verbally flirt, the negotiation would resolve with flirting as the agreement.

    Another emerging aspect of consent-based play is the development of safety and calibration mechanics that allow players to communicate their levels of comfort during the larp. The Okay Check-In is a non-verbal signal for making sure a player is comfortable in a scene; it involves one participant flashing the Okay symbol to another, who can respond with thumbs-up, thumbs-down, or so-so hand gesture. This mechanic, originally developed in the Los Angeles area by Rob McDiarmid, Aaron Vanek, and Kirsten Hageleit, has seen significant recent adoption in New World Magischola, End of the Line, Hidden Parlor Austin, and the Dystopia Rising network. Another new mechanic is the Lookdown or “See No Evil” signal, developed by Trine Lise Lindahl and Johanna Koljonen. With Lookdown, a player shield their eyes with one hand in order to exit a scene at any time without explanation or request that others pretend their character is no longer present. With these tools, the emphasis is on the comfort and emotional safety of the player rather than the importance of the continuity of the scene. The common refrain for these mechanics is, “Players are more important than larps.” Koljonen’s Participation Safety blog features additional information on these tools and others.

    Fairness, Immersion, Competition, and the Cult of Hardcore

    Violence is prenegotiated ahead of time in Convention of Thorns. Photo by John-Paul Bichard for Dziobak Larp Studios.

    While many players laud these innovations as affording them a greater level of comfort to explore sensitive content, common complaints against consent-based play emerge in larp communities. The first centers upon the traditional emphasis on rules in role-playing games, where any form of conflict – including many social interactions – are arbitrated by a rules system and an authority figure, such as an organizer or game master. Many players feel that such rules level the playing field by providing a non-arbitrary method by which a character can succeed in a scenario. These players may perceive the introduction of consent-based play as threatening to their preferred style, as it opens the door for individuals to “avoid consequences for actions” or act unfairly. In spite of these claims, as Planetfall designer and organizer Matthew Webb explains, “In three years of using emotional safety techniques, we’ve never had a complaint of dodging consequences though we explicitly say we will deal with that situation if it arises.” While any rule can be abused, including consent mechanics, few players actually manipulate consensual play to impose their will upon others or “cheat.” On the contrary, many players use consent negotiations in order to orchestrate playing to lose — where something dramatically terrible happens to their character — by planning the scene ahead of time through collaboration. John Wick advocates for this “friendly enemies” approach in his Houses of the Blooded setting.

    Another common complaint against consent negotiations and safety/calibration mechanics is that they negatively impact immersion. Immersion itself is a widely-debated term, with many schools of thought emerging regarding what experiences the concept actually describes.((For recent theories on immersion, see Sarah Lynne Bowman and Anne Standiford, “Enhancing Healthcare Simulations and Beyond: Immersion Theory and Practice” International Journal of Role-playing 6: 12-19.)) For the purposes of this article, immersion will refer to the sense of feeling highly engaged in the narrative, world, or character of a game. Since checking for consent requires brief off-game negotiations, some players protest this practice as “breaking their immersion.” However, immersion is best viewed as a spectrum rather than an on-off switch. A brief check-in may lessen someone’s immersion, but will rarely impede their ability to re-engage. Similarly, discrete off-game consent negotiations that are designed to run smoothly tend to proceed quickly, often without other players noticing. As opposed to disrupting the intensity of play, brief consent discussions can allow larpers to feel more comfortable playing deeply with one another, taking chances they might normally avoid because they established a greater sense of trust.

    satirical comic about the okay check-in breaking immersion
    Satirical comic about some American boffer larpers’ reactions to the Okay Check-In system. Copyright by Paul Scofield.

    Some proponents of competitive play, such as Matthew Webb, suggest that competition brings out the best in people when conducted in a fair manner. Through competition, players are challenged to greater levels of achievement and agency, potentially training social skills in the meantime. Competition also provides motivation for many players, as the system, mechanics, or scenario encourages achievement through challenge and the desire to win.((Matthew Webb, “Let’s Fight – In Defense of Competitive Play, Part 1,Nordiclarp.org, February 2, 2017.))

    These potential benefits make strong arguments in favor of competitive play in certain contexts. For example, students in edu-larp scenarios may find competition inherently motivating, especially in classroom environments where achievement is already encouraged through grades and social status. For players living in what sometimes feels like an unfair world, knowing the rules in a larp space and learning how to succeed in a clear manner are deeply rewarding.

    However, in order for one person to succeed, other components of the larp environment must fail, whether they are the scenario objectives, organizer-generated antagonists such as non-player characters (NPCs), or other players within the game. The latter two styles of play are often called player vs. environment (PvE) and player vs. player (PvP) respectively, although some prefer the term “character” here to distinguish between on- and off-game antagonism. Such a loss is not always perceived as negative; indeed, playing to lose can often feel fun for larpers. Also, losses in the short term can provide learning experiences for winning in the future.

    On the other hand, if a player in a larp has invested a significant amount of time and energy into their character and another person socially humiliates or physically harms that character without consent, the experience can feel unbalanced, unfair, and alienating.  Therefore, while competitive play holds risks that some may find acceptable, these risks can be ameliorated in large part by consent negotiations. Indeed, consent discussions can often enhance antagonistic play, as both parties feel that they have opted-in to the experience. Thus, cooperative competition is also possible as a middle ground approach.

    In End of the Line, the recipient decides how to react if a vampire enacts a Discipline. Photo by Participation Design Agency.

    Finally, a potential problem in role-playing groups of all sorts is the cult of hardcore. Whether in a competitive or collaborative play environment, the cult of hardcore refers to the group imposing a certain degree of emotional intensity or mature content onto its members. In a competitive larp group focusing on interpersonal politics and backstabbing, the cult of hardcore often manifests as pressure to engage in socially antagonistic play. Such antagonism sometimes results in simulated violence or emotional hazing. Even players who attempt to opt out of the political part of such larps may be subject to aggressive play such as economic warfare, the arbitrary use of political power, or forced interactions through role-play.

    In cooperative larp groups with scenarios based on serious themes, the pressure of the cult of hardcore is somewhat more insidious, in that players are often expected to push their own emotional limits in order to preserve the immersion of the rest of the group or keep the story moving. In both competitive and cooperative larps, players can feel coerced into accepting situations that make them feel uncomfortable. The logic of this playstyle is that if a player enters the social space of a larp, they are implicitly accepting the social contract of that space: anything that occurs within that environment is acceptable as long as it adheres to the rules and setting.

    While the cult of hardcore style can produce high intensity, cathartic experiences for many players, it calibrates group play to correspond with the participant who has the more flexible boundaries. In other words, the player who is able to tolerate the most emotional or physical intensity becomes the baseline for the rest of the group, as they will likely play to their own limits. If other players experience discomfort or distress, the common response in hardcore play cultures is that the larp is “not for them.” This statement begs the question: who, then, are cult of hardcore larps for? In general, such larps are designed for people who a) do not often experience emotional distress, b) are willing to experience distress as a means of “toughening up,” or c) are unwilling to risk losing their social status or connections by expressing their distress. Thus, these environments are often problematic for people who are trauma survivors, neuro-atypical, from marginalized groups, or simply prefer lower intensity play.

    New World Magischola students participate in an academic case study competition, trying to earn a job at a major corporation. Competitive play can co-exist with consent culture in larp. Photo by Learn Larp LLC.

    Consent-based play does not negate the possibility for high intensity play to exist within the larp space. If the lessons learned from the BDSM subculture are any indication, consent negotiations actually facilitate more intense brink play, as both parties can discuss limits and steer toward the desired experience. The cult of hardcore can ratchet up the intensity for one another without level-setting the larp for everyone else. Similarly, competition is entirely possible within consent-based spaces as long as limits are discussed between the parties involved. Thus, the notion that consensual play will eradicate intensity or competition is a false dichotomy.

    More Accommodating Spaces

    Diablerie scene from Convention of Thorns. Photo by John-Paul Bichard for Dziobak Larp Studios.

    Ultimately, the goal of consent-based play is to make larp spaces more accommodating and enjoyable for participants. Instead of calibrating the group to the playstyle of the person with the most flexible boundaries, consent-based play allows people with multiple backgrounds and degrees of sensitivity to engage. For example, a veteran with PTSD triggers may have difficulty playing a larp with flashing lights and pyrotechnics. Organizers can make the space more accommodating by disclosing ahead of time that such effects will take place and by limiting them to a particular physical location where players can opt-in to that experience. Thus, organizers can pay careful attention to the scenography and design of the space in order to facilitate different levels of engagement.

    Organizers can also disclose themes by providing content advisories, ingredients lists, or trigger warnings, making the specifics clear to participants ahead of time. Knowing that content will be present in a larp enables players to make informed decisions about their participation. For example, many people feel uncomfortable playing themes of sexual violence due to personal experience or object to designers using the theme as a plot device. However, when these themes are discussed respectfully beforehand with a clear understanding of how the larp will address them, players often feel more comfortable opting-in. Therefore, consent negotiations can engender greater trust within the community and enable more people to feel comfortable participating.

    Finally, thinking about consent-based play as a spectrum rather than an on/off speech is likely to prove more fruitful. In other words, a group need not redesign their entire larp to include consent. Instituting calibration mechanics that seamlessly communicate comfort levels — such as safe words, the Okay Check-In, and the Lookdown signal — can help existing spaces feel more consensual for players. Brief off-game negotiations for sensitive scenes, pre-planning antagonistic interactions, and discussing physical boundaries can enhance trust in even competitive larp environments. Ultimately, as Troels Ken Pedersen has suggested, the techniques themselves do not increase feelings of safety, but the safety culture established within the community does.((Troels Ken Pedersen, “Your Larp’s Only as Safe as its Safety Culture,” Leaving Mundania, August 4, 2015.)) Workshopping and modeling these techniques help establish the safety culture by indicating that the group takes the emotional needs of the individual seriously. The more that players can learn to empathize with one another and adjust play according to one another’s needs, the more cohesive and strong a larp community can become.


    Cover photo: Students dance at the ball at New World Magischola Yuletide Escapade 1. Photo by Learn Larp LLC.