Tag: Player Safety

  • 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.

  • Returning to the Real World

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    Returning to the Real World

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    Debriefing After Role-playing Games

    Debriefing is a somewhat controversial topic in role-playing communities today. While some individuals feel that games
    should remain distinct from the mundane world and debriefing is an unnecessary complication, many role-players have
    grown concerned about difficulties in the process of transitioning between intense game experiences back to mundane
    life.((Sarah Lynne Bowman and Evan Torner,
    “Post-Larp Depression,” Analog Game Studies 1, no. 1
    .)) As part of our Nordiclarp.org series on emotional
    safety and conflict resolution in role-playing communities, this article analyzes the various formats, benefits, and
    drawbacks of post-game debriefing after a role-playing experience. Though debriefing is most often discussed in larp
    circles,((Eirik Fatland, “Debriefing Intense Larps 101,” last modified July 23, 2013, The Larpwright, http://larpwright.efatland.com/?p=384; Peter Munthe-Kaas,
    “Post-Larp,” last modified October 23, 2013, Munthe-Kaas.dk/blog, http://munthe-kaas.dk/blog/?tag=post-larp; Tobias Bindslet and Pernille Schultz, “De-Fucking,” Playground
    Magazine
    2, 2011, 30-33
    ; Lizzie Stark, “How to Run a Post-Larp Debrief,” last modified December 1, 2013,
    Lizzie Stark.com, http://leavingmundania.com/2013/12/01/run-post-larp-debrief/.))
    the process can also be useful in tabletop role-playing.

    Ritualized Post-game Activities

    Several scholars have noted that the role-playing experience is similar to a ritual

    Several scholars have
    noted that the role-playing experience is similar or identical to a ritual, in which participants engage in a
    liminal experience.((For a few examples, see Christopher I. Lehrich, “Ritual Discourse in Role-playing Games,”
    last modified October 1, 2005, The Forge, http://www.indie-rpgs.com/_articles/ritual_discourse_in_RPGs.html;
    J. Tuomas Harviainen, “Information, Immersion,
    Identity: The Interplay of Multiple Selves During Live-Action Role-Play,” Journal of Interactive Drama: A
    Multi-Discipline Peer-Reviewed Journal of Scenario-Based Theatre-Style Interactive Drama
    1, no. 2 (October
    2006): 11
    ; Sarah Lynne Bowman, The
    Functions of Role-playing Games
    , Jefferson, NC: McFarland, 2010, pp. 15, 48-53
    ; J. Tuomas Harviainen and Andreas Lieberoth,“The Similarity of Social
    Information Processes in Games and Rituals: Magical Interfaces,” Simulation & Gaming (April 10, 2011):
    528-549
    .)) Liminality describes an in-between, amorphous, and ephemeral space where the social rules of
    reality are changed and new roles are inhabited for the purposes of the ritual. Drawing upon Arnold van Gennep’s and
    Victor Turner’s theories, role-playing scholars note the ways in which just as in religious or other social rituals,
    role-players experience a preparation, liminal, and return phase.

    In the preparation phase, individuals engage in various activities to transform themselves physically and emotionally
    for the ritual. In the case of larp, for example, preparation might include creating a backstory, assigning points to a
    character sheet, crafting a costume, memorizing game rules, or building character ties with other participants. Recent
    larp practitioners have advocated for workshopping as another powerful tool during the preparation phase,((Jesper Bruun, “Pre-larp Workshops as Learning
    Situations – Matching Intentions with Outcome,” in Think Larp: Academic Writings from KP2011, edited by Thomas
    Duus Henriksen, Christian Bierlich, Kasper Friis Hansen, and Valdemar Kølle (Copenhagen, Denmark: Rollespilsakademiet,
    2011), 194-215
    ; The Workshop Handbook, last modified July 29, 2005, http://workshophandbook.wordpress.com/.)) in which players have the
    opportunity to build trust with other participants, develop their character backstories through scenes, and try out
    mechanics or techniques that may come up in the game.

    Photo by Johannes AxnerSimilarly, role-playing groups have several informal
    activities for the return phase of the ritual that have emerged in various communities as needed. Examples of solitary
    post-game activities include in-character and out-of-character journaling, which players may choose to share with others
    as game memories or keep private. Immersion into other games, narratives, or work activities can also help people switch
    gears to another mental and emotional framework. Many post-game activities are more social in nature, such as dinners or
    parties, often called afters. In recent years, post-game social activities often take place on the Internet, as
    players post on social media sites such as Facebook, Google+, blogs, and forums about their experiences and connect with
    other participants. We can consider these emergent activities forms of informal debriefing.

    The bulk of the content of these forms of sharing involves war stories, in which participants narrativize events
    from game as their character experienced them.((Stark, “How to Run a Post-Larp Debrief.”)) War
    stories often have a humorous or excited tone regardless of the subject matter of the story, as the process of retelling
    is often experienced as exhilarating. During war stories, players do connect with their characters by reliving their
    experiences, but they also are able to create a form of distance by telling the story in a humorous or otherwise
    distanced way. This distance is quite healthy for the psyche by allowing for reframing. Reframing is a way for
    the psyche to make sense of the amorphous, confusing, and ephemeral experiences that transpire within the liminality of
    role-playing by creating a linear, controlled narrative of that gets committed to memory with each retelling. War
    stories also work to reinforce social ties between others who were part of the experience as they are allowed to hear
    events from the perspective of others.

    Photo by Johannes Axner

    Ultimately, war stories are most pleasurable for the players telling the stories; their experiences are validated when
    others listen and retelling allows them to relive the intensity of both high and low moments in the game in a positive
    framework. However, war stories rarely allow players to express some of the deeper emotional content that they
    experienced in the game. The format of the war story focuses on “awesome” experiences and emphasizes a sort of
    exhilaration in the retelling. If a player is experiencing a negative response to the game, the war story format is
    generally not compatible with a more serious expression of sharing, which might feel like a “buzzkill” to other gamers.

    Recent discussions in experimental groups such as the Nordic larp and freeform communities about emotional safety in
    role-playing((Johanna Koljonen, Peter Munthe-Kaas, Bjarke Pedersen, and Jaakko Stenros, “The Great Player Safety
    Controversy,” Panel at Solmukohta 2012,  Nurmijärvi, Finland, April 13, 2012; Johanna Koljonen, “The Second Great Player
    Safety Controversy,” Presentation at Knutepunkt 2013, Haraldvangen, Norway, April 19, 2013; Johanna Koljonen, “Safety in
    Larp,” Presentation at the Larpwriter Summer School 2013, Vilnius, Lithuania, last modified Aug. 1, 2013, YouTube,
    Fantasiforbundet, https://www.youtube.com/watch?v=Qho9O_EMG34;
    Johanna Koljonen, “Emotional and Physical Safety in Larp – Larpwriter Summer School 2014,” Presentation at the
    Larpwriter Summer School 2014, Vilnius, Lithuania, last modified Aug. 3, 2014, YouTube, Fantasiforbundet, https://www.youtube.com/watch?v=g-cPmM2bDcU.)) emphasize the
    need for these deeper, serious forms of sharing, especially in powerful games where physical and emotional limits are
    tested. Such forms of testing can produce the experience of bleed – where a player’s emotions, thoughts,
    relationships, and physical states bleed over into the character and visa versa – which can often produce lasting
    emotional impacts after the game.((Markus Montola, “The Positive Negative
    Experience in Extreme Role-playing,” Proceedings of DiGRA Nordic 2010: Experiencing Games: Games, Play, and Players,
    2010
    ;
    Sarah Lynne Bowman, “Bleed: How Emotions Affect Role-playing Experiences,” Nordic Larp Talks Oslo, 2013
    ; Sarah Lynne Bowman, “Social Conflict in
    Role-playing Communities: An Exploratory Qualitative Study,” International Journal of Role-Playing 4, 2013:
    17-18
    .)) For example, if one’s character dies or the life of a loved one is threatened in game, a player may
    experience those emotions of fear and grief after the game is over. Similarly, if a character has a negative interaction
    in the game such as a physical or social attack, they may experience confusing feelings of anger or frustration toward
    both the character and the player in question.

    The alibi of the game allows players to distance themselves from any events that take place in-character and in-game

    While the informal debriefing strategies described above may create space for people
    to express these feelings and contextualize them, players may feel uncomfortable sharing, especially if the play culture
    does not encourage such types of discussion. Some communities strongly emphasize the difference between player and
    character, which role-playing theorists call alibi.((Markus Montola and Jussi Holopainen, “First
    Person Audience and Painful Role-playing,” in Immersive Gameplay, edited by Evan Torner and William J. White
    (Jefferson, NC: McFarland, 2012).
    )) The alibi of the game allows players to distance themselves from any events
    that take place in-character and in-game. Classic statements reinforcing alibi include: “It wasn’t me, it’s what my
    character would have done,” “It’s just a game,” and “You can’t separate fantasy from reality.” While alibi does exist in
    that role-players are distinct from their characters, statements such as these are often used to minimize or invalidate
    the experiences of others in distress. If someone wishes to express their feelings in a culture where such statements
    are common, they are often seen as “taking the game too far,” “having no life,” or needing to “walk it off.”

    Formal Debriefing as an Alternate Strategy

    A formal debrief is integrated into the game as part of the experience

    As a result
    of these issues, individuals in communities such the Nordic larp and American freeform traditions((Lizzie Stark, et al.,
    “How to Debrief a Freeform Game,” last modified on July 15, 2012, Lizziestark.com, http://lizziestark.com/tag/freeform-debrief/)) have started
    implementing formal debriefing into their games. A formal debrief – as opposed to an optional afters — is often
    integrated into the game as part of the experience and is sometimes complemented by a pre-game workshop session. This
    practice was adopted from theatre, educational games, and military exercises; though the learning connotation is not
    emphasized as strongly in the leisure activity of role-playing, formal debriefs can certainly encourage an atmosphere of
    learning from one’s experiences within the game. In a formal debrief, participants take turns sharing their experiences
    from the game in a serious tone, focusing on deeply emotional moments, both positive and negative. Ideally, each player
    is given the opportunity to have equal sharing time in a formal debrief and no one person should dominate the
    conversation. Thus, a moderator is often necessary to maintain the debriefing format. This moderator need not be one of
    the game organizers, who are often overwhelmed with other logistics, but should have at least some experience leading
    group exercises.

    Formal debriefs are often confused with other formalized post-game activities that have emerged in some communities.
    Examples include game wraps after one-shot games, in which each player explains what secrets their character kept
    from others and their true motivations,((Fair Escape, “Game Wraps,” last modified August 1, 2012, Fair Escape: LARPing
    Thoughts from a LARPer Fair, http://fairescape.wordpress.com/2012/08/01/game-wraps/.))
    or MVP Awards, in which each player nominates another for enhancing their experience in a significant way.
    Alternately, players may critique game design or implementation in such formal settings, providing feedback to
    organizers. Again, while these activities are technically formalized, they often do not allow space for individuals to
    share troubling emotions and usually resemble war stories more than formal debriefs. Games that feature “lighter”
    content or greater degrees of fantasy are sometimes considered safer emotionally and assumed to not need a debrief.
    However, in some instances, these sorts of games take people by surprise in terms of the depth of their emotional
    responses, particularly if they experienced a trigger to some past emotional trauma unrelated to the game.((Shoshana Kessock, “Ethical Content Management and the
    Gaming Social Contract,” in The Wyrd Con Companion Book 2013, edited by Sarah Lynne Bowman and Aaron Vanek (Los
    Angeles, CA: Wyrd Con, 2013), 102-111
    ; Maury Elizabeth Brown, “Pulling the Trigger on Player Agency: How
    Psychological Intrusions in Larps Affect Game Play,” in The Wyrd Con Companion Book 2014, edited by Sarah Lynne
    Bowman (Los Angeles, CA: Wyrd Con, 2014). In press for December publication.))

    Photo by Johannes Axner

    No one formula exists for the length, content, or number of participants in formal debriefs. Based on personal
    experience, an optional two-hour debrief after a three-day campaign game in groups of 3-6 has proven beneficial,
    although we also eat dinner during this time period, which serves the purpose of afters as well. During these debriefs,
    we first ask players to share the most profound emotional experiences they had in-game for one or two rounds, then ask
    participants to share their happiest moment for one round in order to end on a positive note. Alternately, two Larps from the Factory instructional
    videos detail a 2-3 minute debrief one-on-one followed by a thirty second debrief to the group, in which all players
    must limit their discussion to a succinct statement.((Larps from the Factory, “Debrief: Make a Round, ‘Runda’ – Part01,”
    last modified Oct. 25, 2013, YouTube, EidZemVideo, https://www.youtube.com/watch?v=K11k5toOScA&index=8&list=PL5ZRxNgrfrSEx6sRyJLeiFv1TvWjVmMPC.))

    Other games, such as the U.S. run of the Norwegian game Mad About the Boy, featured a
    multi-tiered debrief, in which individuals shared one-on-one, in small groups, in larger groups, and then as a big group
    over the course of a couple of hours.((Lizzie Stark, “Mad About the Debrief,” last modified October 22, 2012, Leaving
    Mundania: Inside the World of Larp, http://leavingmundania.com/2012/10/22/mad-about-the-debrief/.))
    After this debrief, compulsive sharing took place over the group mailing list for at least a week, which was compiled in
    a documentation book.((Sarah Lynne Bowman,
    ed., The Book of Mad About the Boy (2012 U.S. Run): Documenting a Larp About Gender, Motherhood, and Values
    (Copenhagen, Denmark: Rollespils Akademiet, 2013).
    )) Mad About the Boy also featured de-roleing
    buddies
    : groups of three players who exchanged email addresses and made themselves available for serious
    discussion in the future.

    De-roleing strategies are helpful at the start of the debrief as a formal transition

    Other de-roleing strategies include symbolically placing a personal item of the character’s into
    the center of the group; describing one quality that the player likes about the character and wants to keep with them;
    and admitting one quality that the player dislikes about the character and wishes to leave behind. These strategies are
    helpful at the start of the debrief as a formal transition. Additionally, players can make an effort to use third-person
    language to describe their character’s feelings and actions during the debrief,((Stark, “How to Run a Post-Larp Debrief.”))
    which can create additional distance from the role and diffuse negative dynamics with others.

    Players should also take care to avoid saying “you” when addressing other players, especially in an emotionally charged
    context. After all, alibi still exists, and the character performed the action, not the player. Some advocate for
    separating players in debriefing groups who have experienced emotionally-charged dynamics in games – such as victim and
    villain, or lovers experiencing a difficult quarrel — allowing individuals to feel free to express themselves without
    inhibition. Others suggest keeping the debriefing space open for all participants to hear, as such sharing might help
    people learn from one another’s perspectives and develop empathy. In this case, the multi-tiered option might be most
    beneficial, allowing players to share as little or as much as they like in small or large groups. Additionally, game
    organizers may also need a formal debrief with one another, which can help curtail issues of burn-out, feelings of
    under-appreciation, and exhaustion.

    Critiques of Formal Debriefing and Possible Solutions

    Formal debriefing is not without its detractors

    Formal debriefing is not without its
    detractors. Some individuals dislike having others reframe their experience by feeling compelled to listen to another
    person’s sharing. Others prefer to process their feelings independently, reaching out to others when they feel ready.
    Others have felt that the formal debriefing process is too long, taking away from valuable game, cleaning, or travel
    time. Some feel that debriefing encourages a “culture of victimhood,” in which individual players’ negative emotions are
    disproportionally featured over the positive experiences they and other members of the group have had, which colors the
    whole experience. Some feel they do not need to debrief and others dislike feeling compelled to speak.

    Such problems are not, in my view, reasons to discard the debriefing process completely. Much of these issues are
    resolvable through sufficient moderation. Players should be allowed to opt-out of formal debriefing, but also highly
    encouraged to participate as an important part of the ritual process. They should not feel compelled to speak;
    moderators should open space for individuals to share, but allow them to pass if necessary. Moderators can use a timer
    to make sure that each individual has enough time to share. They should remind players to “cut to the emotional chase”
    in terms of avoiding long war stories and addressing the core emotional components of the event.

    Photo by Johannes AxnerModerators should intercede if a debrief becomes too
    heated or accusatory, as debriefing should feel like a safe space for everyone to share. Encouraging third-person
    address for participants is a helpful strategy for reducing negative bleed, i.e. “My character felt scared when your
    character screamed at her” rather than “you yelled at me, which made me feel scared.” Ultimately, encouraging players to
    end debriefing with happy stories helps each individual remember why they enjoy playing the game. “Happy” stories may
    include stories with darker content, i.e. “It was so awesome when your character yelled at my character! I was laughing
    inside, but she was so scared!” However, ideally, “happy memories” might include moments of connection with other
    people, such as, “My character was so scared, but it felt so encouraging when Johnny’s character placed a hand on her
    shoulder in support.” Finally, formal debriefing should not be viewed not the only method to resolve emotional reactions
    after a game, as players can also process in informal debriefs, one-on-one, or in a solitary fashion.

    Feeling Heard

    Ultimately, the goal of any sort of post-game sharing — be it war stories, critiques of the game, or debriefing — is
    for players to feel heard. Often, groups can avoid long-standing grudges, loss of players from a community,((Bowman, “Social Conflict in Role-Playing
    Communities.”
    )) or post-larp depression((Bowman and Torner, “Post Larp Depression.”)) if
    they simply provide space for others to share their feelings. Return to the mundane world can feel alienating after the
    intensity of experiences within a game. The other players who participated in that shared fiction are often the best and
    most qualified individuals to help one another transition. Formal debriefing establishes a play culture in which
    emotional experiences are considered valid and speaking about these moments is not only acceptable, but normative. The
    more debriefing is practiced in games, the less strange or undesirable serious sharing will seem to players unfamiliar
    with the process.