Tag: Norway

  • Knutepunkt 2021 Call for Papers

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    Knutepunkt 2021 Call for Papers

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    Knutepunkt 2021, the 2021 edition of the Nordic larp conference, has released a call for papers! The theme for the conference is “Where the magic happens” and this is of course reflected in the conference companion book:

    Why do we return to the magic circle of larp again and again? How do we transmute our experiences from the celestial to the mundane? What can larp do for us that the outside world can not? Is the act of larping a way to step into the mythical realm? What do we see when we gaze into the mirror as someone else?

    The deadline for article pitches is 10 July 2020. You can read more on the Knutepunkt 2021 website:
    https://www.knutepunkt.org/book

  • The True Norwegian Blackbox Manifesto

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    The True Norwegian Blackbox Manifesto

    Status Quo

    It is known that the blackbox larps of today are still caught in a juvenile and immature state. The blackbox larps of today are created because the blackbox is “cool”.

    And it is known that the blackbox larps of today would rather impose a specific world view on their players than leave room for interpretation. The blackbox larps of today hold little artistic merit.

    And it is known that the blackbox larps of today are vessels for the story of the author, not spaces for players to tell their own. The blackbox larps of today are cages and shackles.

    And it is also known that the blackbox larps of today do not use the blackbox. The blackbox larps of today could be moved into any room and nothing of essence would be lost.

    The exceptions to this are exceptions

    Without ideals, the blackbox will never be more than a passing trend
    Without ideals, nothing will be lost when the blackbox is forgotten
    Without ideals, nothing forces a larp into the blackbox
    Without ideals, the blackbox serves no purpose

    And so, to rescue blackbox larp I put forward these nine simple rules:

    1. True blackbox design always starts with a question, and never gives an answer
    2. True blackbox is never explicit

       If there is nothing to interpret all thinking was finished before the larp had even begun
    3. True blackbox actively confronts and challenges the player

       If there is no reflection, there is nothing of consequence and nothing was put at stake
    4. True blackbox allows nothing to be a direct representation of the theme of the larp

       If the theme is death, nothing is allowed to be death
    5. True blackbox allows no concept to be represented by more than one thing

       An hourglass running out of sand and fading lights cannot both be the passing of time
    6. True blackbox brings nothing into the empty space without reason

       The complexity of the story should rise from the simplicity of its tools
    7. True blackbox is designed for player agency not pretty pictures
    8. True blackbox never spends more time on workshops than runtime
    9. True blackbox is never designed for an audience

    Anything that does not adhere to these rules is a chamber larp in a blackbox, not a true blackbox larp

    Magnar Grønvik Müller, Oslo – 31.03.2017

    With opposition, challenges, input, and disagreement from Carl Nordblom, Erik Aarebrot, Jaakko Stenros, and Nina Runa Essendrop.

    This manifesto was originally published by Magnar Grønvik Müller and was reprinted here with permission:

    http://emptiest.space/manifesto/

    A printable version can be found here:

    http://emptiest.space/manifesto/manifesto.pdf



  • Once Upon a Nordic Larp… – The Knutepunkt 2017 Book

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    Once Upon a Nordic Larp… – The Knutepunkt 2017 Book

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    The official book for Knutepunkt 2017 is called Once Upon a Nordic Larp… Twenty Years of Playing Stories and it’s out now!

    It promises to be a very interesting read weighing in at an impressive 404 pages. Here’s how the editors introduce it:

    Being a complex grimoire of received wisdom, forbidden wisdom, and questionable wisdom; techniques (both meta- and otherwise); lies, damn lies, and associated ephemera. It was written by an eclectic mix of wonderful people from across the globe and

    edited by

    Martine Svanevik, Linn Carin Andreassen, Simon Brind, Elin Nilsen, and Grethe Sofie Bulterud Strand.

    You can download and read the rest of the book over at the Nordic Larp Wiki:
    https://nordiclarp.org/wiki/Once_Upon_a_Nordic_Larp…_Twenty_Years_of_Playing_Stories

  • Pneuma – The Game

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    Pneuma – The Game

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    Pneuma is a surreal mystery-drama, seemingly about a random gathering of people stuck on a bus in the middle of nowhere. The larp is played over four acts. The style is inquisitive and dark. We are trying to attain a feeling of mysteries and confusion. The larp was a brain-child of Hallgeir; it also used elements from escape-rooms like riddles, puzzle-boxes and a cryptex.

    Before Game

    We decided to try something new regarding the workshops before the start of the larp. To that end, we gave the players some instructions on certain actions that should be taken during the workshop. This ranged from “3 times during the workshop you should try to be defiant” to “3 times during the workshop you should say something racist”. We wanted to do this to make the divide between the player and the character a bit blurry from the get-go. We also debriefed about this after the larp, so that the player forced to be a racist was able to explain.

    Bullshit Personality-text

    We wanted the players to feel that the character was written for them, and only them. To do this, we asked all the players some bullshit before the larp started, like: “What is your star-sign?”, “What is your favourite colour?”, “Which animal represents you?” and “Write down 3 words that represent you”.

    In addition to this, we started all characters with the following:

    “We have tried to write the personality of your character based on which player is playing them. We do this to increase your empathy with your character and how to play the role. This is not the main theme of the larp, but we would like to use it as much as possible. If we have some misses, you are totally free to use whatever parts you want to use for play.”

    After that, all characters had the same text (written by Derren Brown):

    “You are a person prone to bouts of self-examination. This is in sharp contrast to a striking ability you have developed to appear very socially engaged, even the life and soul of the party; but in a way that only convinces others. You are all too aware of it being a façade…”

    Playing

    The magical mirrors were an efficient tool for creating a surreal atmosphere (play, Tim Esborn). The magical mirrors were an efficient tool for creating a surreal atmosphere (play, Tim Esborn).

    We divided the larp into acts in order to be able to change the black box and to give instructions and information to the players. All the characters were really aspects of one person’s personality, and inspired by a deadly sin or heavenly virtue. They were all a part of a mentally ill man’s psyche. There were two stories playing out during this larp: What happened inside the two black boxes (the consciousness and the subconscious) and the story outside.

    This meant that all players had their “opposite”, and we tried to create conflicts there from the workshops before the larp. The two black boxes were set up to be the consciousness and subconscious of the character of whom the participants were playing aspects. He was a disturbed man contemplating killing his 5-year-old daughter, and what the players were really doing was deciding whether to kill her or not. So when, at the start of act 3, we held back two players and put them into the subconscious, only being able to communicate with the consciousness (the other black box) through a magical mirror, the players could start figuring out what was happening and who they were. We used some riddle-solving and actual puzzles in addition to the meta-game that was going on. It is difficult to predict how hard riddles and puzzles need to be in order to take the appropriate amount of time to solve. This is the first crack we have had at black-boxes and also the first larp we have made that was explicitly intended for reruns.


    Pneuma

    Credits: Hallgeir Gustavsen, Tim Esborn & Ståle Askerød Johansen

    Duration: 5–6 hours, 4 hours play time

    Participants: 14. Organizers can’t participate as ordinary players.

    Organizers & Helpers: 2–3

    Workload: Medium

    Possible Locations: Black box, gallery, classroom, conference room

    Equipment: Tables, chairs, sound-system of sorts, video-projector (not necessary, but better)

    Playing Style: Realistic, riddle-solving, but with plenty of improvisation

    Notes: Inspired by Agatha Christie´s And Then There Were None, and the movie Identity (2003). This larp used two connected black boxes and pre-recorded video and audio together with two “magical mirrors”. The players were not allowed to speak about the game between acts; a decision we would change in retrospect, as this could have helped solving the plot.


    This article was initially published in The Nordic Larp Yearbook 2015 published by Rollespilsakademiet and edited by Charles Bo Nielsen, Erik Sonne Georg, et al.

    Cover photo: The setting of the game was as enigmatic as it was abstract (play, Tim Esborn).

  • Knutepunkt 2017 – Call for Papers

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    Knutepunkt 2017 – Call for Papers

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    Knutepunkt 2017 Call for Papers. The next Knutepunkt conference will be held in Norway and now the organizers are asking for papers for next years books.

    Knutebook 2017: “20 years of telling stories”
    Once Upon a Time …

    Twenty years is a very long time. Long enough for legends to be created. Stories are told and retold and grow with each telling. The very act of telling a story goes in and out of fashion. Some believe that it has no place in larp, others that the whole point of larp is to make every single character the protagonist. This year we would like to sit down in a comfortable chair and have a word with ourselves about stories.

    Concept:
    The 2017 Knutepunkt book will look primarily at stories in larp. We’d like to interrogate the process of writing larps. We’d like to understand whether narrative is a dirty word. We want to investigate how larp storytelling can be translated into a political act. We want to look at how we tell stories in larp, how we write them, play them, steer them, shape them and report them. And we want to know what we might do with all of this in the future.

    The book will contain three sections:

    Yesterday – larps that have been run and techniques we have used in the past; looking back over 20 years of KP and 30+ years of larp
    Today – analysis of contemporary methods, cutting edge meta-techniques, really awesome games
    Tomorrow – possible futures, new ideas, wild-eyed dreaming
    We are looking for a multitude of texts for the different sections, both theoretical and practical, opinion pieces with rebuttals, even tidbits, anecdotes and small verses connected to character stories.

    You do not have to be an academic, a writer nor an experienced larper to contribute. We encourage everyone who has an idea to contact us; we would love to hear from you.

    How to contribute:
    We want to make sure we get a good balance of content and articles, so the first thing we need from you is a description of your idea (or an abstract). Send us your idea in 150-300 words with a pitch of what you would like to write.

    The full articles should be between 1,000 – 5,000 words. Feel free to add illustrations, photos and the like. Bring what you have to the table and we’ll help with editing and to fit it into the book.

    Timeline:

    • 2016-07-15 Deadline for pitches
    • 2016-07-31 Accepted pitches will be assigned an editor
    • 2016-09-01 First Draft
    • 2016-11-01 Final draft
    • 2016-12-01 Book goes to print

    Interested?
    Get in touch! We will discuss your idea and help develop it if we can. Start writing. The sooner we have a pitch from you, the sooner we can fit it into the narrative.

    Know anyone who should be writing?
    Feel free to share this call with your friends. Maybe you have a great idea for an article but you aren’t the person to write it? Get in touch with us, we may be able to help!

    Contact
    Any and all questions, ideas and pitches can be directed to knutebook@gmail.com.

    Best regards from the KP book team

    Linn Carin Andreassen

    You can read more on the Knutepunkt 2017 website:
    https://knutepunkt.org/call-for-papers/

  • KoiKoi – Drums! Rituals! Inaction!

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    KoiKoi – Drums! Rituals! Inaction!

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    In July of 2014 we invited 75 players from around the Nordic countries to a wilderness camp in Finnskogen, Norway, in order to give life to a fictive hunter-gatherer society. For four days and three nights they sang, slept, woke, wept, ate, drank, drummed, flirted, chanted, and performed the ceremonies as men, women and nuk of the Ankoi. They each have their own stories to tell – some contradictory, but all true. This is a designer’s story – a story about the why and the how of the larp “KoiKoi”.

    The Ankoi

    The Ankoi are a band society. Each band, (called a “Fam”) consists of 10-20 people, who move from camp to camp through a vast northern forest. Their life is nothing like ours. Their “fathers” are the brothers of their “mothers”, who in turn are the women who nursed them as children. They are surrounded by gods/spirits/presences called kwath, living in the stones and the forest and the winds. Their children have no gender, while their adults have three: women, men and nuknuk. A woman always gives birth alone in the wild, and a man cannot light fires, lest they draw the ire of angry kwath. They have no laws, no judges, and no prisons, regularly fighting each other over perceived insults. They kill strangers on sight.

    Every two years, the whole people gather in the valley of Koi, center of their cultural life, to celebrate the feast of KoiKoi. The central rituals of the culture are performed here: rites of passage where children are accepted into a gender and adulthood, FamRit, where a person becomes a member of a different band, the rite of passing into old age, the rites that keep the sun shining and the winds blowing.

    The Human Condition

    This was not a fantasy larp. Neither was it historical. It was an attempt, for our part, to deal with the central events of human life: Cradle and grave. Relationship and separation. Growing old. Growing young. Being and belonging.

    The great lodge of Koi was used for drumming, dancing and storytelling. (Play, Li Xin)To provide a vantage point on these themes we constructed the Ankoi as a mashup of traditions and ideas as alien from our own culture as possible, but still “authentic”: documented in history and anthropology. The result was a society far more complex than can be described here, but not one representative of any real hunter-gatherer society. These are quite diverse – the Inuit of the Arctic have less in common with the Umanikaina of New Guinea than Denmark has with North Korea.

    A hunter-gatherer society opened aesthetic possibilities – facial painting, masks, rituals, storytelling, drums – that had been prominent in some Norwegian larps in the 90s, and that we wanted to bring back for a new generation of players to enjoy. When asked what K oiK oi would be about, our one-word answer was “Rituals!”.

    Low Conflict, Slow Play

    Our modern culture is steeped in a sense of urgency that infests even historical and fantasy larps with a relentless focus on Action! Conflict! Now! With K oiK oi our aim was different: Serenity. Reflection. Rythm. The joy of being alive.

    Player feedback – generally ranging from the moderately positive to the euphoric – was not without critical points. But despite the lack of major conflicts and goals to drive the larp, none of the players seem to have been bored. As one player commented on the forum:

    As no-one wore watches, and we were encouraged to play slowly, our experience of time changed. It felt like we had an ocean of time available. When was the last time I felt that way? Time was no longer fragmented into small chunks, but became a steady flow of change.

    Another concluded: “The calm I found at KoiKoi will be with me for a long time.”

    A Systemic Design

    KoiKoi was a systemic larp design: we neither wrote individual characters and plots, nor did we spend time negotiating with players. A character was defined by two standard types, e.g. “The Best Lover” and “Afraid of the Dark”. In the sign-up form, players were asked which of the 40 types they were interested in playing. No two characters had the same combination of types.

    Preparations for dødrit, a ceremony of death. (Play, Li Xin)We encouraged players to sign up together, as fams. These groups, and the enthusiasts who initiated them, did a lot of work to coordinate practical and creative preparations, filling in the gaps between our types and real humans.

    The culture served as the dramaturgical engine, designed to offer up meaningful play opportunities – transitions, relationships and choices – for every character. For young adults to find one or more lovers, and be accepted as members of the same fam. For older adults: to consider whether it was time to settle down at Koi as an Ald, an elder. For the elders: to consider whether your path was near its end. And for the children: to seek adulthood as a woman, a man, or a nuk.

    Teaching through Language

    We communicated all this by defining how the Ankoi talked about their world, hoping that players would internalize the culture that spoke this language and told these stories. We, obviously, could not make up and teach an entirely new language. Instead, we modified Norwegian (and Swedish and Danish) to create Språk, the Ankoi Language.

    In Norwegian a woman is called a “Kvinne”. In Språk she is called “Kvinn”. In Norwegian, the plural – women – is “Kvinner”. In Språk, it is “KvinnKvinn”. Common words were reduced to their first syllable, and repeated to make a plural or an emphasis.

    We thereby provided an easy-to-learn illusion of speaking a different language. It also meant that non-larpers overhearing statements like “meeting the nuknuk for some foodfood” thought the players had lost their marbles.

    Here is a sample chapter of the main text – the Kulturkompendium – titled “Murder”:

    Humans do not kill humans. Only beasts, and strangers.

    I have heard that long ago,
    a man killed a man in his own fam.
    Then all understood that he was not a man. The man was dead.
    And he who killed
    was a wroth and jealous kwath.
    This was difficult.
    For the kwath continued to live with the fam
    as if it was a man.
    And fam asked an aldnuk for advice.
    And the advice they were given, they followed. They shared no food with kwath
    and told no stories to kwath.
    And when kwath-that-pretended-to-be-a-man wanted to tell stories
    no-one listened.
    And so it walked away
    over the river to the land of the strangers
    and since then, no-one has heard of it.

    Players and groups developed their own aesthetic.The black face-paint identifies this woman as belonging to Ravnfam. (Play, Li Xin)These texts were also distributed an audiobook, earning us accolades from busy, text-weary and reading-impaired larpers. Every larp should have an audiobook.

    No KoiKoi text has a single author – we wrote collaboratively, online, constantly revising and adding to each others work. We also wrote some 30 myths and stories, and gave each player one, encouraging them to tell it at the larp. That wish was granted: not only did the players tell stories, they also invented new ones. By the end of K oiK oi, the Ankoi Literary Canon contained some 100-150 stories.

    Our language-based approach worked very well for most things: The characters spoke Språk. They believed, intuitively, in signs and portents and taboos and kwath. Their social structure followed the intended “primal anarchism”, though with perhaps a bit too much attention given to the symbolic roles of Great Man and Great Woman in each fam, and the future-telling rites of the nuknuk.

    Gender was tougher. Players easily picked up the notion of gender as (mostly) divorced from biological sex. One female-bodied character went from being a child to being a man at the larp, and was unambiguously accepted as such. But pairings tended towards monogamy and jokes were told based on the premise of “man who always hunts for the beautiful woman”, in direct contradiction of the cultur compendium. While the nuk’s social role (caretakers and shamans) was clear, their gender identity – their sense of self – was not. If you want to tinker with gender, we conclude, you’ll need plenty of workshop time.

    A Ritual Dramaturgy

    But this was a larp about rituals, right? Yes. Yes, it was. We had pre-scripted it to contain 1-2 major rituals (“Rit) each day, as well as innumerable smaller ones. Each rit was described through a minimalistic ritual “recipe”. Had the Christian Mass been described the same way, it would have been : “The priest distributes bread and wine, saying ‘this is the body of Christ, this is the blood of Christ’”. All the singing, prayers and cermons would have been left to improvisation.

    Participants invented and told an estimated 50-100 new myths and legends of the 57 Ankoi people. (Play, Li Xin)We used the workshops to practice such improvisation. The main element of ritual improv – a set of practices that have evolved over the years in the Oslo larp scene – is to cultivate an awareness of the people around you : to listen, sense, feel, and then to act in harmony. Rhythm, movement and chanting all contribute to synchronising people. On top of this, we introduced a system of hand-signs that would allow people to take, use and distribute leadership in the rituals.

    The ritual improv approach was also used when improvising music, of which there was plenty, and in our sex simulation technique.

    Ankoi storytelling was both ritual-like and larp-like: the “audience” would chant along with the storyteller, and the storyteller could use hand-signs to call others to act as the characters of the story. This, we feel, was one of the most successful aspects of the larp design: storytelling became a constant activity, the thing you did when you had nothing else to do, and something some players wanted to continue doing after the larp had ended. Some of the pivotal moments of the larp occurred in the midst of improvised storytelling, as the stories told resonated with the lives of multiple characters and players.

    Practical Production

    One does not simply walk into Finnskogen. It is a vast wilderness – cold and wet, populated by swarms of meat-eating insects, far removed from the nearest hospital. Our pre-larp planning included contingency plans for bear attacks and the purchase of a defibrillator. Neither bear nor heart attacks occurred, but we waged constant war against the meat- eating insects. The location did not have enough buildings for all the fams, so a gang of heroic larpers volunteered to build additional buildings before the larp.

    The Ankoi believes that the mask is wearing the human during a rit. (Play, Li Xin)The main hall, Koi, was transformed into a tribal gathering space by 20 meters of rough tapestry. The three ritual places posed a bigger challenge. We were helped by the large boulders giant kwath had thrown around the area. By decorating them in a mixture of clay and paint, and clearing the bush around, random forest locations were turned into sacred spaces. Each fam was responsible for outfitting their own camp and for most of the food they would need during the game. Observing players in their great costumes, their scenic campsites, preparing elaborate meals, singing, drumming and chanting, being Ankoi – this was our reward as organizers.

    Altogether, KoiKoi was – by the standards of Norwegian larp – a major production, nearly perfectly executed. Had it not been, these other stories could not have been told.

    A Night of Death and Laughter

    We close this organizers’ story by sharing a moment from another, a player’s story. Latter was an aldnuk, an elder nuk and shaman. In the ceremony of Dødrit, Latter was responsible for killing those deemed useless to society and ready to become forkwath, ancestor spirits:

    Dødrit had finally come to an end.As always it had been a night filled with one feeling after another. Ebbe and Dugg had stopped being. Latter had strangled them. They were now forkwath. Walking with the other aldnuk towards Koi, Latter was still holding on to the two white ribbons. They heard singing from Koi. When they arrived Bris threw open the doors and they entered. As others danced around the bonfire in the centre of Koi, Latter sat down on the knees.

    Sometimes bursting into sorrowful moans.The song in the room continued, but changed character.After a while the circle (on its own?) began chanting the names of the deceased: Ebbe, Dugg, Ebbe, Dugg, Ebbe, Dugg… The names of the two aldmen became a melody. Latter, the only ankoi who takes human lives, crept towards the fire on all fours. Screamed, and left.

    Later that night, they sat by the fire at Boarfam. Told lighter stories. Were comforted by their old friend and lover, Wave. Joked. Laughed. Their face still painted with the death mask…

    The three previous days had seen meditation, song, dance, love and birth. By this ritual murder, this final act of loss and cruelty, our tableau of the human condition was complete.


    KoiKoi

    Credits: Margrete Raaum (main organizer + producer), Eirik Fatland and Tor Kjetil Edland (main organizers). Trine Lise Lindahl (writing/concept), Martin Knutsen (production/scenography), Elin Nilsen and Jørn Slemdal (writers). Extended team: Fabe Dalen (costume), Ståle Johansen and Anders Ohlsson (practical), Gaffa Express, (building and derigging), Frode Pettersen and Ørnefam (building), Li Xin (props & photography).
    Date: July 1-5, 2014
    Location: Finnskogen, Norway
    Length: 5 days (4 in-character)
    Players: 75
    Budget: €10,000
    Participation Fee: €90 (€70 under 26)
    Game Mechanics: Minimalist.
    Website: http://koikoilaiv.org/


    This article was initially published in The Nordic Larp Yearbook 2014 which was edited by Charles Bo Nielsen & Claus Raasted, published by Rollespilsakademiet and released as part of documentation for the Knudepunkt 2015 conference.

    Cover photo: Forkwath (ancestral spirits) gathered around one of the sacred boulders. Each clay mask weighed 5kg. (Play, Li Xin). All other photos by Li Xin.

  • A Beginner’s Guide to Handling the Knudeblues

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    A Beginner’s Guide to Handling the Knudeblues

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    A note from the editor: Knudeblues is a term used to describe the post-con blues after the Knudepunkt conference. The 2015 edition just finished, which prompted the publication of this article on handling the Knudeblues.


    First I need to state that this text compiles my very personal opinions, I do not claim to own any truths, and I have no scientific background for any of my claims. But I do have a lot of experience with the post con/post larp blues. If you don’t, that’s normal too.

    Leaving Knutepunkt 2013. Photo by Johannes Axner. Leaving Knutepunkt 2013. Photo by Johannes Axner.

    You are on your way home, or you’ve already gotten home and thrown your exhausted self on the sofa. Maybe you’ve even stretched the bubble, feeling happy and inspired for a day or two, now certain it won’t hit you. But it does. Suddenly you realize that it’s over. It may hit you in different ways. Maybe you feel a mild, but persistent melancholia. Perhaps you still feel euphoric, but with an increasing discomfort of your emotions being stripped naked, of being too vulnerable. Maybe you feel a strong longing for all the people you met, your KP-crush, the magic circle filled with creativity, love and the best kind of madness. The bubble. And a sadness it is gone. If you are an organizer you may feel heartbroken that all the work you put in for this single, important event now only lives on in pictures, memories and memorabilia (and perhaps an impending accounting task). Or maybe you don’t know what you feel – I believe those are often the hardest cases. When your body is filled with overwhelmingly strong, entangled emotions that are manifesting in very real physical pain in your whole upper body, and physical discomfort that can’t be vented, and you feel an urge to use words like “soul” and “heart” in very embarrassing ways. And since you can’t make them out or define them or even keep them apart, though most of them are in fact very positive, it’s a full on acute depression.

    Congratulations, you’ve got the Knudeblues.

    Being a super emotional person (with – a fortunately very mild case of – bipolar disorder) with a 17 year long larp career and 9 KP/SKs behind me I have over the years developed a collection of strategies to handle this phenomenon, which of course isn’t associated with Knudepunkt/Knutepunkt/Knutpunkt/Solmukohta alone, but can occur after any intense, emotionally and physically exhausting, several days long event with bubble qualities, like a strong larp or another really good con. Maybe your own wedding? (I wouldn’t know.) Since we are all different people, I can’t know what will work for you, but I’m sure some of these tips will help. There are two slightly overlapping categories with things you can do to handle your blues – helping your body back to normal, and processing all the impressions.

    The Basics

    Processing after Knutpunkt 2014. Photo by Johannes Axner. Processing after Knutpunkt 2014. Photo by Johannes Axner.

    Make sure to get enough sleep. And then some more. Re-hydrate and keep hydrated. Eat healthy food. I’m not a nutrition expert, and I have no idea if food can heal you over a short time span, but I always feel better when I eat salmon, because my mother said it’s good for me. Eat comfort food/junk food. If the food can heal both body and soul, it’s even better. And don’t be ashamed, it’s medicine! Pamper yourself. Relax a lot. Have a shower or a bath in the way you like it the most, buy your favorite chocolate. If you have a partner, ask for a back rub or a foot massage. Exercise. Or go for a long walk. I know it works, I just can’t be bothered.

    Processing

    The emotions inside you need to find their places. To process all the impressions is important, and it can be done in an infinite number of ways. Don’t worry, you don’t have to make lists or do mental exercises, your brain will fix it all if you just give it the chance and time it needs. But there are some things you can do to help it along. The most important tip I’ll give you here, though, is process, but don’t dwell too long in you Knudeblues on purpose. It’s tempting to not let go of the euphoria that often accompanies the blues, to try to relive those special moments, to stay in the bubble as long as possible. And a pinch of that may be good for processing, but I don’t recommend trying to hold on actively. I think the KP euphoria is a hypo-manic state in many ways (as can being drunk or being in love be), and the longer you hold on, the more you risk a harder (and prolonged) fall.

    Processing Alone

    Processing alone. Photo by Johannes Axner. Processing alone. Photo by Johannes Axner.

    Your active brain and your subconscious will work on it no matter what, so sometimes it’s good to give yourself a break. Use distractions, but avoid important have-to-appointments the first day or two if possible. Your mind will be somewhere else anyways.

    Isolate yourself with some kind of entertainment. Watch movies, play computer games, read a novel. Depending on your blues and your ways, shielding yourself from strong impressions for a short while can give your mind space to process. (I recommend deep sea documentaries. With jellyfish.) Others may want to seek catharsis through an emotional movie or a song that they know will make them cry. Crying is good if you feel like it, but for some it can feed the depression. You know yourself best.

    Write something. For yourself or others – a diary, a report, a letter, a Facebook post, anything. I think expressing yourself in writing helps sorting your thoughts and feelings even better than talking, as you use slightly more time in deciding on the words and your brain gets to dwell on the content. (How do you think the words you’re reading right now came about?)

    Processing with friends

    Knutepunkt after-care. Photo by Elin Nilsen. Knutepunkt after-care. Photo by Elin Nilsen.

    The socially driven processing is also important. First: Add all your new, wonderful friends on Facebook! Then you read all the posts and comments people have made about the experience, and partake in the discussions if you want to. It’s not dwelling, it is hoard processing. Part of processing is forming the final narrative about the experience, the one you will keep with you, and connecting and exchanging opinions is part of that.

    Meet people from inside the bubble. Hang out with others who shared the experience. Talk about the event, what was good, what was bad, what was fun, but not only about that. Being around tribes-people talking about other things is also good, they are in the same state as you, they get you, and together you take a step towards normalizing the world. Feel free to get drunk with them if you are so inclined, but remember that might prolong your blues. In my case it’s sometimes worth it.

    Talk about the Knudeblues with others who share it. It helps. But try not to exhaust your friends. After all, you are just a little bit crazy right now. It will pass. I promise.

    Dare to Face the Mundies

    It can be a good idea to plan for a day off from work after Knudepunkt or another event that may throw you into the state of the blues. But don’t shun the mundies. You feel that people who weren’t present, even other larpers, can never understand, but it’s ok to tell your partner if you have one, your friends, your family and colleagues that you are in a state of emotional overdrive right now because of a very intense experience you had. They may understand more than you think. But don’t pepper them with all your stories and anecdotes, it doesn’t mean the same to them as it does to you. Not even if they larp themselves.

    Cuddle puddle. Photo by Elin Nilsen. Cuddle puddle. Photo by Elin Nilsen.

    And then – when you are back to your old self – start to utilize all that wonderful inspiration you got at the event and make some kick-ass larps and projects!


    Cover photo: The author after Knutepunkt 2013, photo by Johannes Axner.

     

  • Brudpris

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    Brudpris

    Honor. Love. Patriarchy

    The Game

    Rune family, Katrin, Hilda, Rune, Terje (Post-game, Anna-Karin Linder Krauklis)Brudpris (Bridal Price) is set in Berge, a rural village in the fictional Mo culture. The culture of Mo is inspired by Nordic rural 19th century aesthetics. They live isolated from the outside world according to their strict patriarchal honor culture.

    The culture of Mo requires every adult person to show control and restriction. Mo believe women carry a potentially dangerous force inside them – the Force of Life. If harnessed, this power will grant them children and allow the Mo people to live on. However, if women are not controlled by the men of Mo, the Mo people believe this power will destroy their land in a blaze of fire and chaos. The chaos within every woman can be stronger or weaker, but it is always there. Therefore, every woman must be the responsibility of an adult man, who will make sure her behaviour doesn’t endanger Mo.

    The story in Brudpris revolves around the young boys and girls who are ready to leave the relative freedom of childhood behind and step into their respective roles as adults. Their fathers will find suitable partners for them, and every young woman will be married to a man who, from then onwards will be responsible for her. For the girls, this means an end to freedom; for the boys, the beginning of a crushing responsibility.

    Design Note

    The men, eating breakfast, separate from the women (Play, Simon Svensson)The original idea for Brudpris was to ‘turn up the volume’ on real world gender roles to make visible social norms and cultural practices we rarely notice in our real lives or would attribute to our own culture.

    We chose the Nordic historical inspired setting to avoid creating an ‘otherfication’ effect. Had we, for example, chosen to set the larp in a setting close to what we as westerners consider to be ‘typical honor culture’ countries, we would not only have had severe problems navigating some cultural appropriation dilemmas, but also risked making it look like “these people are not like us” – which was the opposite of what we wanted.

    Katrin is shaking after the forgiving-ritual. Hilda leads her beloved little sister into their tent where Katrin breaks down and starts crying. Hilda holds her and feels her own tears burning behind her eyelids, but she does not cry, just comforts her sister and dries her tears.

    You did so well says Hilda, You did not cry out there where others could have seen! She corrects her sister’s head scarf and gives her a smile before they exit the tent again. Hilda walks with a straight back. She is a woman of Mo.

    Siri Sandqvist, player

    The meal is finished. The wife, Runa, says: Tonight is the last night we dine together as a family. The sky, the moon and the heavens fall on Lars. But instead of showing this, he asks: Does anybody want some more water? Each member of his family replies with a nod. No words. No tears. It simply isn’t done in public in this family. They seek each other’s eyes, giving hints of their true feelings behind the facade. Still, the time they have left together isn’t enough. Not even close. Lars remembers he must get more water: Empty glasses look bad. He rises and imagines how his heart is left on the floor when he walks away. To feel and not allow yourself to show it. To love and not be allowed to say it.

    Anders Ohlson, player

    For the people of Mo, living a respectable and good life is about control and order. The patriarchs of the families are the carriers of both their own and their family’s honor. Everything their family members do will reflect on them. Most families have a little more leeway in private, away from the eyes of others. Internal struggles are common, but no family would willingly expose these problems to others.

    Design Note

    Another design challenge was explaining and using honor as a design feature. Although most are familiar with the term honor culture, we knew that the full meaning of honor, and the impact it has, would be hard to communicate to the players. For this reason we chose to create a religious explanation as to why women had to be controlled and why men had to take responsibility for them. This was the Force of Life. It gave a reason why it was important to control women’s behaviour. As a natural consequence, women in this culture had the sexual initiative, since men were expected to control both their own and their wife’s sexual drive.

    We also wanted to make clear that the honor culture of Mo was not a matter of personal choice or preference for the characters. It was integrated in every aspect of life, and going against the cultural norm would ha ve severe social consequences. Brudpris is chamber drama where the family unit is the focus of everyone’s play. Every family has secrets that can cause a public scandal if they are revealed. The feeling of constant pressure is kept by making public outbursts costly for everyone involved. Public scandals always have severe consequences. And if it is a woman who shames her husband, father or brother, she might be beaten publicly. Or in the worst case even killed.

    The men watched each other, or they believed the other men watched them. At no point could a man show his true feelings or show any sign of weakness without losing face in front of his peers. For me, this was one of the hardest parts: To be forced to do terrible things, while not being allowed to share it with anyone in Mo. In the game setting, this was normal and part of the responsibility of being a man.

    Mads Dehlholm Holst, player

    The Keips are the third gender of the Mo culture, recruited from boys who either fails the manhood test, or who don’t want to become men. The Keips are the only ones who can talk freely to anyone they wish; they play a key part in making the Mo culture function as a whole, crossing the social and cultural firewalls between men and women.

    This culture makes for a slow and quiet gameplay. Players rarely show ‘big’ emotions; the drama is played out with discreet gestures instead of obvious ones. Things are said with gazes, a discreet touch, a mumbled word of comfort, a quiet tear that is quickly wiped away.

    All the women beg forgiveness for their behaviour the night before. (Ritual) (Play, Simon Svensson)

    It was a terrible experience on many levels, this was really the quintessential nordic larp self-traumatizing emotional masochism that we all love and celebrate. But not a gratuitous one, like many strong games it had a basis in reality, that crept up on you afterwards and made you realize new things about people in the world.

    Oliver Nøglebæk, player: excerpt from Play report

    Forgive us. You had no way of changing your life. For your sake – and mine – I will make my own life different.
    You are just 34 years old and have many more years to live. I’m also 34, but my life is vastly different from yours and I will not let it go to waste.

    The only thing I want to keep with me from your life, is how your lust was so simple and powerful. It was probably the only positive thing about Mo. I will not be ashamed or let the culture – my culture, in the real world – turn me into a sexual object.

    Sofia Stenler, player: excerpt from Letter to Dina

    Some larp experiences you carry with you as not just a memory, but physically in your body. For me that is what happened after Brudpris. My character Hilda was a young woman. She was mature for her age and perfectly adapted to the violent honor culture she had grown up in.

    It was easy, comfortable even, to slip into her subdued body language and thought patterns. It was like an amplified version of my own teenage insecurities. And after the larp I felt that it was hard to move quickly and act out; my mind had also been partly absorbed by her. I still can’t feel hatred towards the men who mistreated her, I just feel love.

    Love because the violence was proof that she was loved and cared for. A Stockholm Syndrome so strong, it still lingers long after the larp is over.

    Siri Sandqvist, player

    And yet, that alluring lack of responsibility for my choices, that wish to be carried, that fear of talking and laughing too much, all resurfaced in you and moved you to give up everything.

    I wish it all had come from you (Beatrice) – because I certainly didn’t want to find that in me. I’m sorry.

    Annika Waern, player: excerpt from Letter to Beatrice

    Design Note

    Grownups in the Gere family: Dina, Gere, Aina (Post-game, Anna-Karin Linder Krauklis)We can’t be sure if this is the first game designed with honor as its main design feature, but we can tell that we sure didn’t have many examples to look at. We wondered at several instances if this larp was playable at all, or if the extreme imbalance in player agency would make it entirely dysfunctional. Regardless, we knew the game would put pressure on both the male and female cast.

    We wanted the (players who played) men to be powerful, and the (players who played) women to be close to powerless. Still, one must not believe we designed this game only for misery. We wanted to balance the horror and injustice by adding love, desire, affection, music and dancing. We wanted characters and families to feel relatable, like real people.

    Brudpris is a game that will stay with us a long time. Seen from our eyes as organizers, it was both gut-wrenchingly sorrowful and soberly beautiful, horribly cruel and heartwarmingly human. And although we put as much dedication as we could into the game design and preparations, it is the players who made the vision come to life.Their dedication to this game, their characters and each other have been complete. It is by far the best reward a larp organizer can get.

    Anna-Karin Linder Krauklis and Carolina Dahlberg, organizers and writers

    Brudpris

    Credits: Anna-Karin, Carolina Dahl- berg, Tor Kjetil Edland (producer) and Trine Lise Lindahl (producer)
    Date: September 17 – 21, 2014
    Location: Vestmarka, Norway
    Length: 3 days
    Players: 50
    Budget: €6,000
    Participation Fee: €110 (normal) €75 (youth)
    Game Mechanics: Minimal. In-game cultural rules.
    Website: http://brudpris.wordpress.com


    This article was initially published in The Nordic Larp Yearbook 2014 which was edited by Charles Bo Nielsen & Claus Raasted, published by Rollespilsakademiet and released as part of documentation for the Knudepunkt 2015 conference.

    Cover photo: Jan and Eskil in a conversation (Play, Simon Svensson). Other photos by Simon Svensson and Anna-Karin Linder Krauklis.

  • Larpwriter Summer School 2014 Open for Applications

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    Larpwriter Summer School 2014 Open for Applications

    Written by

    The 2014 edition of the Larpwriter Summer School is now accepting applications. This is how they describe the project:

    We believe larp can change the world. That it’s harder to disrespect, have prejudices against, or start a war with someone when you have been in their shoes. By creating international networks, sharing experiences and reflecting upon them we believe larp can promote understanding and create a better world to live in.

    The goal of the Larpwriter summer school is to create this international network and to empower it’s participants with the experiences and the tools they need to create their own roleplaying games and larps.

    The Larpwriter summer school is designed to take participants with little or no larp experience to the level where they have the tools and enthusiasm to organize their own larps.

    Besides the learning, the Summer School is a magical place of new friends, late-night swimming and good times.

    Read more and sign up here:
    http://larpschool.blogspot.se/2014/03/open-for-applications.html

  • Change is Coming

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    Change is Coming

    Written by

    We are rebooting Nordiclarp.org as an online magazine. Instead of only linking to other websites we will produce original content as well as republishing interesting and important texts from the past or other sources. The wiki will remain in its current form, although we are looking into reducing the threshold to start contributing.

    We are now looking for a few things.

    • Writers. We need your content, new or old, as long as it’s interesting and relevant.
    • Editors. People who can get others to write and/or edit others texts. This means reading them and giving feedback.
    • Reporters. We want reports from larps, conferences, conventions and other larp events. Text, video, photos, illustrations, podcasts. All welcome.
    • Translators. Help get texts in your local language a global readership!

    We will be a group of chief editors, one from each Nordic country. Besides this and the staff mentioned above, we would love to have at least one official national correspondent in each country where there is larp.

    This is of course all done non-profit, but you do get the chance to shape the website and get a photo byline.

    We need content and staff from all the Nordic countries and the rest of the world where Nordic style larp is happening.

    We hope to launch before Knutpunkt 2014 and are especially interested in people who can help do reports from A Week in Gothenburg and Knutpunkt!

    Contact us on: contribute@nordiclarp.org

    / The New Staff