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  • Playing First Contact in Eclipse, a Spectacular 3-day Sci-Fi Larp

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    Playing First Contact in Eclipse, a Spectacular 3-day Sci-Fi Larp

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    Editorial note: This article is republished from the author’s website: https://mssv.net/2025/06/15/playing-first-contact-in-eclipse-a-spectacular-3-day-sci-fi-larp/ It has not been edited by Nordiclarp.org.


    Eclipse is a three-day sci-fi larp set in 2059. Earth has been wracked by environmental disasters, leading to widespread civil war. Humanity’s hopes lie in the Eclipse space programme, established to find a new home using wormhole technology.

    When the larp begins, all 150 players are in a base on Gliese 628A, one of seven candidate planets for colonisation. The three days take place in real time as the base initiates first contact with aliens. Like Arrival and Interstellar, twin inspirations for Italian creators Chaos League, it’s less about space battles and more about the self-destructiveness of humans and the nature of existence. These themes aren’t unusual in Nordic larp, which I’ve covered recently, but Chaos League follows the New Italian larp tradition, which favours top-down storytelling over player-driven plot, like Odysseus, a recent Battlestar Galactica-inspired larp.

    Three people sit around an office table, two of them in jumpsuits, consulting tabletsPhoto by Chiara Cappiello
    Photo by Chiara Cappiello

    Both Eclipse and Odysseus are blockbuster or “international” larps, so big and ambitious they draw players from multiple countries. They also have spectacular settings, hiring entire castles for medieval or fantasy stories. Now that player are willing to spend more and production costs have dropped, it’s become possible to create convincing science fiction environments, too. In Eclipse, everyone gets their own 8” tablet loaded with fully customised software; everyone wears a jumpsuit that looks appropriately sci-fi; and 3D printed props and impeccably-designed banners and instruction manuals make you feel right at home in 2059. Something barely feasible just ten years ago can now be organised by volunteers.

    Even better, Eclipse takes place at Alvernia Planet, a massive network of concrete and glass domes spanning 13,000m2. It looks like it’s ripped straight from the cover of Amazing Stories. Originally a film studio, it now hosts exhibitions and events, located just outside Krakow in Poland. Castles are plentiful, but Alvernia Planet is rare indeed.

    Maybe this shouldn’t matter. Some long-time larpers are dismayed by the growth of expensive blockbusters, arguing they’re exclusionary distractions from the things that make larps distinctive: role play, relationships, dialogue, and gameplay, none of which require castles or domes.

    People in jumpsuits line up on either side of a transparent tunnel, reading papersPhoto by Chiara Cappiello
    Photo by Chiara Cappiello

    In blockbusters’ defence, visual and physical verisimilitude can be a scaffold for our imagination, easing our way into immersion. At the very least, it can be aesthetically pleasing, and it does wonders for marketing. I met someone brand new to larp who signed up for Eclipse just because they saw a photo of Chaos League’s Sahara Expedition, which really does take place in the Sahara. But the best argument for blockbusters is that they can be a gateway toward more affordable chamber and blackbox larps, not least because even blockbusters need to use their lo-fi techniques for more abstract and emotional gameplay.

    My journey has been in the opposite direction. The longest larps I’d played were a few hours at most, at The Smoke and Immersion festivals, in conference rooms and blackbox theatres. I enjoyed them a lot, but I was told you can get much more into character with longer larps. Eclipse would be my first multi-day “proper” larp, a test of how far the art form could go.

    This is a detailed account of my time at Eclipse in May, on its first run in English and second overall.

    Cost

    A ticket to Eclipse starts at €680. Players are expected to dress suitably, and most opted for the official jumpsuits (€45 to rent, €95 to buy). Accommodation at a decent hotel was €165 for a double/triple room and €265 for a single room; players with subsidised tickets could sleep for free at Alvernia Planet with their own sleeping bag. All meals were included, all vegan. They were fine!

    The total cost for most people – a standard ticket, jumpsuit rental, and accommodation – came to €890 ($1000 / £750). Not cheap, but you could easily spend the same on a nice European long weekend. Still, one experienced larper blanched when I told her the price.

    A man in a jumpsuit looks in front, hemmed in by other people reading papersPhoto by Chiara Cappiello
    Photo by Chiara Cappiello

    All four remaining runs of Eclipse in 2025 are almost sold out and none have been announced for 2026.


    SPOILER WARNING
    If you intend to play and don’t want to risk any spoilers, stop reading now and come back later. That said, the first part will only cover information from before the larp begins, meaning details from the public larp guide and the pre-larp workshops. I’ll make it very clear when I begin spoiling the larp itself.


    This account is as complete as I can reasonably make it, but larp is an individual experience. I didn’t see everything in the main plot and barely a fraction of the interpersonal drama that surrounded it.

    Pre-Larp

    Eclipse provided a vast amount of writing and videos detailing the gameplay, characters, relationships, and three decades of fictional history. Players weren’t expected to memorise it, but they did need to choose some characters they’d be happy to play.

    Rather than read 150 unique character sheets totalling over 1000 pages, I narrowed them down based on gameplay. Each character belonged to one of three Divisions:

    Hard Science: “Mindlink” to aliens, carefully interviewing them about their biology and history. Heavier on deductive gameplay, lower on physical activity.

    Soft Science: Learn an alien language’s glyphs, then communicate through highly controlled face-to-face encounters. Heavier on social “parlour” role play, lower on physical activity.

    Exploration: Venture outside to alien sites to deploy sensors and gather information. Heavy on physical activity.

    I was intimidated by the level of performance required by Soft Science and worried Hard Science would be constant puzzle solving, so it was easy to opt for Exploration, especially given my past experience in outdoor gameplay making Zombies, Run!

    A man in a jumpsuit is wearing a headset with LEDs. Two others sit beside him, taking notes.A hard science team performs a mindlink. Photo by Chiara Cappiello.
    A hard science team performs a mindlink. Photo by Chiara Cappiello.

    Then I had to choose one of six Academies. These are like school Houses, where members belong to different divisions but are trained with a common ethos. Each academy comes with its own secondary training (“sidespec”) used in emergency situations, covering co-ordination, security, psychology, communications, medicine, and engineering. Some people chose to learn into their academy’s ethos when role playing, while others ignored it. I filtered the list for security and engineering, and scanned through the one-line descriptions of a dozen characters.

    There were a few happy-go-lucky individuals but most had darker histories reflecting the dire state of Earth, not to mention whatever would drive them to volunteer for a risky mission lightyears from their family or friends. I chose seven characters and a few weeks later was told I’d be Bex, “The eternal nomad who does not trust relationships”.

    Bex had a nine page character sheet. There were three pages on their personal history, a three page diary of their first weeks on Gliese 628A, and the remainder covered their in-game relationships. Like all characters, Bex was ungendered and could be played however I liked (male, I decided).

    As a piece of literature, Bex’s backstory felt dense, verging on overwritten, and hard to mine for ideas on how to role play. The same went for much of the writing about Earth, the Eclipse program, the six academies, and so on. I didn’t have to remember it all, but there were details I overlooked that became genuinely important during the game, if only because they were important to other players. Apparently a helpful player on the larp Discord made a cheatsheet, which I missed entirely.

    While such detailed worldbuilding may seem self-indulgent, it’s crucial to Eclipse’s project to create a convincing and original fictional universe, even if it’s through dry factsheets rather than Harry Potter or Star Wars’ books and movies. Why bother? The obvious answer is that it’s basically impossible for larps to get the license for those kinds of IPs. The real answer, however, is that making your own fictional universe means you can tailor it for a specific kind of gameplay and politics and emotional experience.

    An empty two-level sci-fi dome lit by red and blue LEDs.The lounge, pre-larp. Usually it’d be full of people.
    The lounge, pre-larp. Usually it’d be full of people.

    The problem with Harry Potter and Star Wars (Andor aside) is that they glorify very small groups of saviours, so everyone wants to be the main character and save the world. This just isn’t possible in larp traditions that prioritise everyone being able to contribute and feeling valued. Sure, you could base a story around the anonymous scientists in Arrival and Interstellar, but at that point you might as well start from scratch, which is what Chaos League did. Every single one of the character backstories I read described people who were decidedly unheroic but always intimately tied to and reliant on others, whether they realised it or not.

    A few weeks before the larp, the organisers asked players to record a short Departure Log video, as if made before the departure to Gliese 628A. In-character, we were to explain our hopes for the Eclipse mission, how we’d like to be remembered if it failed, and so on.

    I happened to be travelling at this time so I completely failed to record the video. I did manage to connect with some of Bex’s friends from their academy and the base via Discord in case we wanted to do anything special with our relationships (answer: no). Some players did a lot of pre-larp co-ordination, writing shared histories and chatting in multiple calls, while others told me they turned up at the larp knowing next to nothing.

    Day 0

    I arrived in Krakow the evening before the larp and went to a meetup at a bar in town. Amusingly, most of the players were Explorers, clearly the jocks of Gliese 628A. Several players were novices like me, but a lot went to multiple blockbuster larps each year. I guess it’s like people who are really into cruises or theme parks, except blockbusters are considerably cheaper.

    Day 1

    From central Krakow, it was an hour to Alvernia Planet via the official coaches.

    The two largest domes were occupied by a Harry Potter exhibition, on the opposite side of the complex from us. We never noticed their guests except when embarking on expeditions, during which we were encouraged to view them as hallucinations of Earth.

    A close-up shot of a futuristic, backlit sign that reads "K1 CONTAINMENT GRID". The sign is white with black and orange text and graphics. In the upper left corner, smaller text reads "ECLIPSE SPACE PROGRAM," "FRONTIER," "PSTS-02," and "MISSION" with a circular logo. The sign is mounted on a dark, industrial-looking wall.

    I was instantly impressed by Eclipse’s graphic design. I am cursed with a preternatural ability to detect misaligned and poorly-spaced layouts but everything – banners, patches, branded water packs, even the custom door signs – was perfect. “Just look at that kerning and line spacing!” I marvelled to a friend.

    We stowed our luggage and found our individual lockers in the basement, stocked with our jumpsuit, name tag, and tablet. But before putting them on, we had three workshops to attend.

    Introductory Workshop

    Larp workshops teach everyone how to play. By requiring attendance, they guarantee everyone’s on the same page, meaning you can role play knowing others will understand what you’re trying to do and support it. This first hour-long session largely covered the same ground as the 7000 word larp guide, correctly assuming some players skipped or forgotten it entirely. Here’s a brief run-down of what we were told:

    • There are three pillars to Eclipse: work, the planet, and social life. Work is organised by division, with a morning and afternoon shift each day. Work doesn’t need to be done perfectly, and we shouldn’t stress out if we mess up. “You can’t break the game” because it was designed with redundancy in mind, with multiple teams in each division tackling the same general problem.
    • There’s no winning. Don’t play to save your character from failure. Eclipse isn’t a campaign larp where your character returns across multiple games, so use them like a stolen car and try things you wouldn’t try in real life. “Make wrong choices!”
    • Improvise in your character’s personal life. Some people got married in the first run, with ten people attending.
    • Some story would be communicated extra-diegetically. For example, each day would begin with a voiceover to set the scene, but we shouldn’t mention the voiceover in-game.
    • At the end of each shift, we would report our professional opinion on Gliese 628A’s alien life to Yggdrasil, the base’s AI. Yggdrasil exists both in-game and out-of-game, aggregating opinions to steer the plot in lieu of open voting. There are different possible endings. If we disagree with the path of the game, we can be angry but we need to follow the decision rather than, say, attempting a coup.
    • There won’t be any massive twist removing players’ agency. “This is not a dream, you aren’t all dead, it’s not fake, the premise is real.”
    • Each day, we should record a two minute video diary. We can address it to people back on Earth, and they can be a memento of the game afterwards.

    A multi-level auditorium filled with people

    • Twice during the game, we’ll have calls to our “affections” on Earth, affections being family members or close colleagues or friends rather than romantic relations. During calls, we’ll be paired up to take turns playing each others’ affections, with those “on Earth” receiving a sheet with our character backgrounds and prompts. We have the option of giving our affections a free ticket to Gliese 628A if the planet is deemed safe.
    • We can visit the lounge while off-duty for drinks and snacks. Real alcohol won’t be served, but we should role play as if fizzy drinks are alcoholic.
    • The upper deck of the lounge has an “Earth Wall” corkboard where we should put pictures of our loved ones. Players can visit it to talk about their relationships.
    • “I’m done here” is Eclipse’s safe word. If someone says it, don’t ask why they’ve left the room or mention it when they return. (I never saw it being used myself).
    • Escalate altercations slowly and de-escalate quickly. If you want to get into a fight, all parties should verbally invite it, e.g. “Oh yeah? Come over here and say that. What are you gonna do, punch me?” etc. A very convincing and effective demo was provided.
    • If you see someone crying in a corridor and aren’t sure if they’re role playing or in genuine distress, give them the OK hand sign. A thumbs-up means they’re fine, a wobble or a thumbs-down means you should fetch an organiser.
    • No phones may be used during the game, and absolutely no photos. You can use them in the toilets, if you want. I usually went outside and hid behind a pillar to take notes.
    • Eclipse deals with themes of colonisation. Your character can have colonialist intentions, but it’s only your character, not you. The purpose of larp is to experience different points of view, then reflect seriously and critically upon them afterwards.

    This was a lot to pack into just one lecture, and I’ve missed out a bunch. Compared to some Nordic larp workshops I’ve been to, however, it was swift, and there weren’t any physical exercise on embodying our character through how we walked and talked. I’m told this is typical of Italian larp, which may have less emphasis on interiority and immersion into character. I don’t know if exercises about walking were necessary given the characters we were playing, but I wouldn’t have minded a bit more about talking. Some players constantly used idioms from 2025 or pop culture references from the 1980s and 1990s, which I found unconvincing, like how every Star Trek character only likes culture up until our present day.

    An empty auditorium, with hexagonal ceiling motifThe main auditorium, pre-larp
    The main auditorium, pre-larp

    Novices are always shocked by the existence of larp workshops, which have next to no equivalent among commercial immersive experiences or immersive theatre. Lately I’ve seen designers, especially those newer to larp, try to “design away” workshops, arguing they reduce accessibility and hurt the commercial viability or financial sustainability because they take so long.

    I understand the sentiment but it seems deeply mistaken. Workshops are a necessary part of Nordic-style larp because they guarantee a base level of understanding and safety required for substantive role play. Sure, you can skip the workshop if you’re absolutely sure every single player knows and remembers the rules and you aren’t introducing any new design elements. You can also skip it if your game doesn’t have any substantive role play, but then you aren’t making a larp any more, and you might as well accept that.

    Academy Workshop

    Next, we split up into our academies for an hour. Mine was Blackstone, with its sidespec of base security.

    Blackstone is not military, the organisers stressed. We would not carry weapons and there is no brig on the base. If we noticed an altercation, we should use reason to de-escalate, not force.

    As civil protection, our responsibility during a base emergency would be to search for cracks in the domes. In practice this meant turning off the lights in each dome and using torches to find fluorescent stickers on structural elements like walls and ceilings. If we found two or more cracks, the entire dome would be evacuated.

    A wide room filled with transparent ponchos, tables, equipment, and wheeled stoolsBlackstone used one of the Explorer domes as its headquarters
    Blackstone used one of the Explorer domes as its headquarters

    There was a slightly tedious Q&A about splitting up during emergencies to cover more ground, which was obviously something we as players would need to figure out (or not) during the game itself. I did appreciate how the organisers had come up with their own in-universe explanation for how the domes were shielded and why the central dome was immune from cracks, being repurposed from our starship’s reactor.

    It was during this workshop that I realised I’d forgotten all of Blackstone Academy’s history. Someone suggested we split up the room along rival “white” and “green” lines. I had no idea where to go until I was reminded that Blackstone cadets were once instructed to fire upon protestors: the greens laid down their weapons and were later tried, while the white followed orders.

    The next 15 minutes were spent in groups of three, representing friendships made in the academy. From a design perspective, this gives players a number of people they can justifiably hang out with during the larp; for the same purpose, I wouldlater sync up with the friends Bex made shortly after arriving at Gliese 628A. Bex’s friends at Blackstone were both white cadets and we brainstormed why we might have followed orders during the protest, though this didn’t end up being significant.

    We then paired up with the person who’d play our “affection” during the two calls. This was about calibrating the kind of role play we were looking for: some might ask their partner to shout at them or manipulate them, while others might explicitly put those things off-limits.

    A map displaying nine interconnected domes including K1 "CONTAINMENT GRID," K10 "COMMS," K11 "HARD SCIENCE," K12 "LOUNGE," K9 "SOFT SCIENCE," and K5 "EXPLORERS / SURFACE EXIT."Base map, taken from the tablet
    Base map, taken from the tablet

    Next, a quick tour of the base. All nine domes were connected by at least two tunnels each, with the central K2 dome leading to most. Each dome had two or three storeys, and some were enormous, with multiple rooms and entire cinemas and auditoriums. You could easily fit a thousand people in the space we had, and we were just 150. Nowhere was off-limits unless explicitly signed as such. It was big enough for every group to have their own private space but small enough for plenty of chance encounters.

    After lunch, some couldn’t wait to get into their jumpsuits. There was plenty of customisation, like patches denoting blood type, 3D-printed magnetic nametags, utility toolbelts, tablet holsters, and sling bags. One player even had a smartphone in a high-tech forearm vambrace on which she wrote notes in-game, a reasonable exception to the “no phones” rule.

    Explorer Workshop

    My final hour-long workshop focused on Exploration. During our five work shifts, we would venture into the forest to investigate alien sites:

    A group of players, many in jumpsuits, are seated on the floor, listening to a presenter standing by a table. A whiteboard with diagrams stands nearby.

    • Shifts begin with a 15-30 minute briefing, then 45 minutes outside, then a debrief.
    • Outside, Explorers wear “spatial sonar” headphones delivering atmospheric sounds and music, half in-game and half out-of-game, a kind of emotional influence from the planet itself. In practice, they were silent disco headphones controlled by our team supervisor, meaning we all heard the same pre-recorded track and the sonar wasn’t actually location-based.
    • Explorers are forbidden from talking outside. Diegetically, this is for safety reasons (or something) but out-of-game, it was to make things more interesting. Simple hand gestures are used instead, like a fist held in the air for “stop”, and others for “gather”, “danger” etc.
    Tablet screen showing the different Explorer mission procedures: "PSP (Physical Scanner Probe) DEPLOYMENT," "MFS (Multi Function Sensor) DEPLOYMENT," and "RECON".Exploration mission procedures
    Exploration mission procedures
    • There are three types of explorer mission involving deploying sensors or searching for specific objects. In practice, the sensors were LEDs and lasers housed in 3D-printed units. We might set up four lasers around the perimeter of a site to “scan” it, or place flashing LED devices in a grid. This process is designed to look “scientific”, and because the sensors weren’t smart, it’s up to players whether they play a deployment as successful or not. It turns out you can save a lot of time and money by trusting players to play along rather than making a genuinely functional sensor setup, though you do lose out on skill-based gameplay.
    • Any failure during a mission, such as only scanning two out of three sites, is treated as a partial success yielding incomplete information rather than something to feel really bad about.
    • There was a lot of chat about the science and rationale for processes, much of which boiled down to “it’s more fun if we do it this way.” Why not use little whiteboards rather than hand gestures? Hand gestures look cooler.

    Two workshop presenters by a table with a map lying on it

    • Emergencies may occur during when the “sonar” detects psychic threats. Players might have to hide, or drop to the ground, or inject an antidote.
    • One or two players are designated “hooks”. Hooks mask the “bio-imprint” of everyone else in their team, at the cost of being even more exposed to psychic threats. Before embarking on a mission, hooks are surreptitiously handed a note telling them what to do during an emergency, like sitting down and refusing to move, or running away.
    • Players are free to role play missions however they like: they can care more about completing a scan than saving a team member, and vice versa. They can also train in advance, create more hand gestures, etc.
    • The organisers put signs around the forest warning of a film shoot so the public wouldn’t bother us. I don’t think anyone took notice of rhem, and we never had a problem.

    Afterwards, we suited up and headed to the main auditorium for the beginning of the game. The lights lowered, we closed our eyes, and music and extra-diegetic narration eased us into the fiction. The game would start the moment a video played.


    MAJOR SPOILERS AHEAD
    DO NOT READ IF YOU EVER INTEND TO PLAY!


    Game

    Above the music (from Interstellar), we heard an unnamed member of our crew describing the journey to Gliese 628A and the importance of our mission. It was a quick and effective way of saying “this is how you should be feeling right now.”

    A video call from Earth appeared on the huge cinema screen, a pin-sharp, good-looking 4K image that made a great first impression. Our commander announced that phase 3 of our mission could begin: first contact with Gliese 628A’s non-human intelligent life (NHIL), along with outside exploration. Afterwards, a staff NPC told us to go to our division to begin work.

    A aerial view map of a forested. Markers labeled "ALPHA," "BETA," "EPSILON," "GAMMA," and "DELTA" are connected by dotted lines, leading towards a central green marker labeled "GATE."Photograph of a printed exploration map
    Photograph of a printed exploration map

    There were five Exploration teams with around ten people each, mine designated “Romeo”. Our NPC team supervisor told us our first shift wouldn’t require a hook, which was met with much grumbling and set a fun tone of “us vs. the bosses”. We consulted a map, talked about how we’d use our sensors, practiced hand gestures, and divvied up the equipment.

    Stepping outside the dome initially felt a bit awkward – we were, after all, walking out across part of Alvernia Planet’s car park, which didn’t look like an alien planet – but after a couple of minutes we were into a largely deserted forest. With the headphones playing muted musical tones and sonar pings, it felt eerie.

    A group of people in green jumpsuits wearing headphones stand outside, gesturing to each other with their hands.Exploration team with headsets. Photo by Chiara Cappiello.
    Exploration team with headsets. Photo by Chiara Cappiello.

    We spotted a cluster of basketball sized eggs a few minutes out, hanging in webbing between trees. Should we be shocked or blasé? I wasn’t sure, which in itself was interesting. We awkwardly set up tripods and sensors on the uneven ground and “measured” the site. Not for the last time, I regretted that I hadn’t bought a utility belt.

    Occasionally we heard faint dragging sounds and footsteps, but nothing happened. We returned silently, trooping back to Romeo’s headquarters and slumping down in a ring of chairs. Our team supervisor disappeared to deliver our data to her bosses and returned with an “analysis” printout explaining what we’d seen, apparently some kind of alien (NHIL) nursery.

    Our goal during the debrief was to discuss what we’d seen, then individually report to Yggdrasil on our tablets whether we thought the NHIL were instinctive, emotional, or rational. We each gave our hot takes, our supervisor gently interjecting “last sentence” if someone went on too long.

    Tablet screen displaying a "SEND A REPORT" interface. On the left, several "PROFILE" sections are visible with labels like "DAY #1 [AFTERNOON] // INSTINCTIVE // EMOTIONAL // RATIONAL //." On the right, instructions for sending a report are given, with dropdown menus for "SHIFT" and "REPORT."Sending a report to Yggdrasil
    Sending a report to Yggdrasil

    But the discussion was inconclusive. One could see the arrangement of the eggs as any of the three options; whatever you chose was a reflection of your character’s biases and preconceptions more than anything else. Perhaps that was the point, a Rorschach test for humanity, but it felt doubly abstract because our personal observations of the eggs were essentially overridden by the objective analysis of the data we gathered.

    This lack of direct correspondence between gameplay and plot-relevant discoveries may have been unique to Explorers, though. From what I understand, players in hard and soft science communicated with the NHIL more directly. That this was accompanied by ambiguity or confusion helped generate speculation.

    To make matters worse, explorers couldn’t talk to each other about anything they saw. The five exploration teams rotated between the five sites, and while it made (in-game) sense that they shouldn’t prejudice each others’ observations and (out-of-game) not spoil the surprise, it meant we couldn’t speculate about the greater meaning of our discoveries like other divisions did. Still, explorers had their own unique pleasures; I found it much easier to role play as a Nostromo-style space trucker grunt than a know-it-all scientist.

    During a lull in our debrief, I opened my tablet. These included manuals and procedures for each division, like instructions on how to deploy sensors outside; a daily news feed from Earth; a readout of the status of the six other Eclipse missions; a form to submit your reports to Yggdrasil; and Yggdrasil’s predictions of the overall outcome of the Gliese 628A mission (more on this later). But the tablets’ most important feature was the chat channels. Each player was automatically enrolled into channels for their team, division, and academy, and they could direct message any player.

    Tablet chatroom screen. On the left, a list of contacts and channels includes "EXPLORER DIVISION" and "BLACKSTONE ACADEMY." The main part of the screen displays a chat log with timestamps and messages.Blackstone Academy’s chatroom from Day 2
    Blackstone Academy’s chatroom from Day 2

    As the game progressed, the channels became busy with rumours and gossip. Unfortunately, the tablets struggled with the traffic. People blamed the wifi, but this seemed unlikely; 150 devices isn’t a lot for corporate-level infrastructure, and the error messages (“too many connections”) suggested the chat server was overloaded. Everyone quickly got used to force-closing and reopening the Eclipse app, though this didn’t always work.

    Shortly after the first shift, we gathered for our first call with our affections on Earth. I was imagining the Comms dome would be a series of phone booths, but instead it was a vast dark space with a cloudy plastic sheet hanging from the ceiling, arranged in a square. We lined up in pairs on either side of the sheet and atmospheric audio counted down. With the connection to Earth established, everyone stepped forward and started talking. You had to get quite close to hear each other above the babble, but you could still only see a blurry silhouette. It was much lower-fi than I expected, but perhaps the only way they could process every player’s call in a reasonable amount of time.

    People lined up in front of a cloudy plastic sheet, silhouetted against light.Photo by Chiara Cappiello
    Photo by Chiara Cappiello

    As mentioned, the “affection” side of the call had a cheatsheet with their background and conversation prompts. This made it straightforward for me to role play as a burgeoning eco-freedom fighter/terrorist on Earth who’d been left behind by their friend who’d run off to Gliese 628A. At seven minutes, calls were long enough to have a proper discussion and feel appropriately awkward, but short enough that you didn’t run out of things to say. Surrounded by dozens of calls, cajoling and joking and shouting and crying, I had a sense of what everyone else was going through. It felt more like performance art than anything else. Of course, as with everything else in larp, it requires everyone to buy into the premise.

    Like the affection calls, dinner was split into two shifts so everyone could sit at the communal tables. A scientist joined my table and, on spotting my Blackstone Academy patch, asked whether I was a white or a green. Thankfully I knew the difference by this point and we had a thoughtful conversation about the ethics of following orders and his belief that humanity’s true foe was capitalism, not terrorism. But as others arrived, it devolved into a tedious rehashing of colonial tropes, one of those annoying situations when you can tell who’s completely closed to conversation and you already knew everything they’re going to say.

    In the lounge, I chatted with teammates and groused (in-character) about the lack of snacks and drinks. I felt beat, so I collapsed into an armchair. It turned out the tablet was a great way to participate even when you needed a rest. Instead of mindlessly scrolling through apps, you knew everyone looking at their device was still inhabiting the same fictional media space. I got into a fight with a troll about the whole white vs. green issue, and later bumped into them and joked about it. If only more of this happened in real life!

    People laughing in jumpsuits in a dark, red-lit lounge.Photo by Chiara Cappiello
    Photo by Chiara Cappiello

    Another great bit of design in the larp: every team was making momentous discoveries (e.g. finding a nest of alien eggs) but because they weren’t instantly and globally communicated meant players had to actually talk to each other, mostly in person, to learn what the hell was going on – like the discovery that one of the six other Eclipse missions had just failed. This didn’t make the conversations any smarter, but it did provide an excuse (an “alibi”, in larp parlance) to approach random strangers and say, “Hey, you’re in soft science, what did you find out today?” We all need practice in forming connections and persuading one another, and like so many good larps, Eclipse provided that where real life often doesn’t.

    People followed threads wherever they could. Earlier that day, I idly mentioned on chat that I’d been bitten by an insect outside. When medics from Lighthouse Academy heard, they tracked me down and conducted an impromptu psychological evaluation which, in retrospect, I should’ve played into more. Next time!

    A dimly lit futuristic tunnel with a curved, transparent roof looking out onto a dark exterior. The interior features industrial-style grating on the floor and concrete walls, with red lights illuminating parts of the pathway.

    Being an international larp, Eclipse attracted players from all over Europe and even some from the US. The different accents added to a feeling of an international mission, though I only saw one other Asian-looking person, an older woman. There weren’t any obvious player cliques – I got the sense a lot of people simply didn’t have the time to pre-plan individual storylines. The demands of work shifts and the social organisation of the larp forced people into new groupings anyway.

    After I got bored of the lounge, I wandered through the vast empty Soft Science dome and looked at the circular Arrival-style glyphs players had pinned on whiteboards, surrounded by scribbles of best-guess translations:

    “We escaped home, no sorrow (do not despair) / We got angry the natives threatened (our) beloved / We made a mistake, waged a war and are guilty of dead children.”

    A crowd of people in brown jumpsuits gather around printouts of circular glyphsSoft science gathers around alien glyphs. Photo by Chiara Cappiello.
    Soft science gathers around alien glyphs. Photo by Chiara Cappiello.

    I got chatting with a lone soft scientist about the translation. A hard scientist joined us, asking about my team’s mission outside. It made me nostalgic for when I was a neuroscientist at Cambridge and Oxford, chatting to colleagues after-hours. We marvellled at what each of us had discovered. Apparently the NHIL had come from a great distance after their own planet had been destroyed by a supernova. On arriving at Gliese 628A, they somehow wiped out an indigenous intelligent species known as tænari or “farmers”, though now the NHIL themselves were dwindling, despite their highly advanced technology.

    Around 10:30pm, right before the end of the game period, everyone’s tablets sounded an emergency notification to head to the enormous K1 “Containment Grid” dome. Inside was a large rectangular space curtained off with cloudy plastic sheeting. A large, spidery alien slowly walked in, and the same unnamed narrator from the beginning of the day described how they felt awed by the encounter.

    Then, David Bowie outro music, and we were officially out-of-game. We left our tablets on the front desk to charge and boarded coaches to our hotel. I realised I’d barely used my phone all day.

    Day 2

    I loaded up on breakfast at the hotel, then boarded a coach back to Alvernia Planet at 9:45am. Most people I spoke to appreciated having a proper sleep but admitted that some “vibes” were lost from not being in-game 24/7. Getting just four hours of sleep is part of the attraction when you’re run from bloodthirsty aliens; less so in Eclipse, which is a much more sedate affair.

    Back in the domes, some players were a bit too eager to get into character before the game officially started, which caused a couple of awkward moments. But soon enough, we assembled in the auditorium and closed our eyes…

    Game

    Sci-fi music (Arrival, this time), narration, then a briefing video. Everyone on Earth was excited about our progress and hopeful we’d declare Gliese 628A safe for mass colonisation. An NPC staff summarised each team’s findings from yesterday. Though I knew most of them from impromptu chats, it was a good way to catch up anyone completely left out.

    Before we headed to our work shifts, the staffer said they believed an explorer was smuggling recreational drugs into the base. Despite investigating this on my tablet and in person, I never quite got to the bottom of this story; I wonder whether this was a product of player-driven behaviour or an organiser-led prod to role play in a particular way. In a similar vein, I tried to get Blackstone Academy interested in “New Era” cult pamphlets I discovered in Romeo’s headquarters, hyping them up as a potential security threat, but to no avail.

    A person in a green jumpsuit positions a device on top of a tripod, signalling OK with their hand.An explorer sets up a laser. Photo by Chiara Cappiello.
    An explorer sets up a laser. Photo by Chiara Cappiello.

    Romeo was much better organised during our mission to analyse a large monolith, practicing with our laser transmitters beforehand. While on mission, an emergency – poison gas, I think – required us to hit the deck and inject an antidote. Some teammates had to hold our “hook” down and find out where he’d stashed his syringe. Amid the confusion, we lost a sensor.

    (I expect our NPC team supervisor triggered this emergency at an opportune moment, switching the audio track broadcast to our headphones when we reached a secluded spot).

    Back home, our team complained about a malfunctioning laser. Despite the organiers’ ingenuity, players understood things would break, so rather than getting annoyed at them and demanding a refund as one might in a commercial immersive experience, we redirected our frustration in-game at our higher-ups on Gliese 628A. How could they expect us to do these missions properly if they don’t maintain the equipment properly?, and so on. That’s the social technology of larp, a collective pretence that everything is working even when it isn’t. Players aren’t alienated from the creation of larps – we know how the sausage is made because we’re making it too. And so, denied the camaraderie of the scientists, the explorers shared hacks. We measured and cut spare pieces of fabric so we could space out sensors faster and devised procedures to run multiple sensor sweeps at once. It was a lovely demonstration of people taking pride in their work, as good a simulation of a workplace I’ve ever seen.

    A tablet screen displays a Daily News Digest from Earth. Headlines include "GREEN REBEL MASSACRE INVESTIGATION REOPENED" and "NEW STUDIES ON WATER RESOURCES DECAY.News from Day 2
    News from Day 2

    I was distracted from our surprisingly thoughtful debrief about the meaning of memorials and statues by news that Blackstone’s “white” cadets on Earth might be retried for shooting at protestors. This set our chat on fire, and naturally I got stuck into the ensuing flamewar. In larps, digital distractions are just another opportunity to role play.

    Everyone was making discoveries and very eager to share: someone from soft science asked me whether we were the explorer team who’d found crystals that morning. Very normal, except I happened to be in the toilets. It was a little more fun to talk about that than the news that a second Eclipse mission had failed.

    Ymir, the black hole near Gliese 628A, was due to make its closest approach later in the day, wreaking all kinds of mayhem on the base’s shields, psychology, and comms. Blackstone met in advance to co-ordinate an emergency response, but the meeting was fraught. There was no established hierarchy, tablet problems meant people arrived late, and everyone kept talking over each other about how we should divide into groups, who’d get the walkie talkies, what to do if they didn’t work, and so on. Eventually we muddled through it without concluding much at all: classic office politics.

    The interior of a transparent tunnel, surrounded on all sides by other domes.

    As I watched, I reflected that it’s hard to know whether someone is just playing an asshole in a larp or they really are one. Maybe there’s less difference than it seems, especially when it comes to extreme duration role playing; no-one can wear a mask for a long time, as Seneca put it (a worrying thought given some characters’ colonialist leanings). Metatechniques are meant to help calibrate intensity, but I didn’t see any used in real time during Eclipse – perhaps everyone was OK with the rare bit of poor behaviour, as I was when confronted with rude players. When I brought this up to some experienced larpers, they suggested it might be due to misunderstandings caused by mixing different “larp cultures”. I found this to be a diplomatic rationalisation of behaviour I usually saw from the same few people – people whom I noticed other players eventually learned to avoid. I suppose the good and bad thing about international larp is that players don’t carry their reputations around with them quite as much.

    Wild rumours abounded after lunch. The alien eggs had grown in size, an explorer team had stolen data crystals from a research site, the NHIL killed the tænari with a superweapon summoned from the planet itself. Some were exaggerations, others were jokes repeated as facts. A larp wouldn’t be a bad place to teach media literacy…

    Photo of a tablet dashboard. On the left, a list of functions like "POWER PLANT" and "LIFE SUPPORT" show their operational percentages. The right side features "YGGDRASILL OUTCOME" with three options: "PEACEFUL COEXISTENCE," "BIOLOGICAL STERILISATION OF GLIESE 628A," and "TERRITORIAL DEMANDS."Note Yggdrasil’s predicted outcomes for our mission
    Note Yggdrasil’s predicted outcomes for our mission

    Romeo’s afternoon shift took us out to a “cemetery”. Once again, our equipment malfunctioned and we had to cope with multiple emergencies. Still, I enjoyed the slower, more deliberate pace of our work outside.

    Analysis of our sensor data revealed the NHIL killed the tænari, or something. Again, I wondered what use it was to report our opinions to Yggdrasil when the results of its analysis were far more pertinent to its questions (are the NHIL good/neutral/bad?) than anything we’d observed ourselves. Regardless, we had a good discussion about the ideas of existential threat.

    The approach of Ymir triggered a base-wide emergency around 5pm. I rushed to Blackstone’s headquarters where walkie talkies were being handed out to roving teams inspecting domes. The role play was more military-themed than I liked – why ask people for their “callsign” when you mean their name, especially when the term has literally never been mentioned in the game before? – but unlike our earlier meeting, communication was surprisingly good-tempered and efficient. Who knew that when people are actually doing stuff rather than endlessly talking about it, they get along better?

    I led a small team to help inspect a couple of domes, and I’ll admit that my leadership was quite poor because I ran around too fast for some people to keep up. In each dome, we fetched a supervisor to turn off all the lights so we could look for “cracks” (i.e. stickers). This was disruptive to everyone else who had their own vital work to deal with, like decoding messages or fixing energy systems or manufacturing medicine for Ymir-induced space madness (my term), so we negotiated with them on the best time to turn off lights and where to put displaced teams. More practice in logistics and communication, disguised as a game!

    Two people sit at a table, measuring powders in a glass tubes.Manufacturing medicine. Photo by Chiara Cappiello.
    Manufacturing medicine. Photo by Chiara Cappiello.

    An hour or so into the emergency, players were summoned to shelter in the K1 “Containment Grid” dome. There, a radio transmission indicated we’d jumped forward in time by seven years due to Ymir’s gravitational pull. Time travel is a classic sci-fi trope whenever black holes are around (e.g. Interstellar), but I genuinely hadn’t seen this coming, my thoughts being occupied by the NHIL and more prosaic concerns.

    We trooped into the main auditorium for a very short video call from Earth, who thought our base had been lost entirely. As soon as the video ended, some players began shouting and others shouted to tell them to stop shouting, both in-character and out-of-character at once.

    Our second affection calls went ahead as scheduled, more dramatic and emotional than expected. By unstapling the folded sheet we received at the start of the game, people playing the affections revealed new backstory and prompts – my eco-freedom fighter/terrorist had blown up an oil rig and been imprisoned for years. Beside me, I heard joyful calls where people reunited after being thought dead. Others were darker.

    A person cries in front of a blue plastic sheet in the darkPhoto by Chiara Cappiello
    Photo by Chiara Cappiello

    With the news that every other Eclipse mission had failed and Earth’s climate was worsening, there was even more pressure for us to secure Gliese 628A for human colonisation. I dreaded what that might mean given fears of the NHIL.

    An impromptu rave in the hard science dome also went ahead at 9:30pm, powered by portable speakers and LED lights some players had brought along. This was very fun and had some great dancing. Because it was a larp, some players distributed space drugs (again, my term) and of course, one person overdosed and was administered to by medics. The party continued, another person fell over but then got up again because he was only playing as drunk.

    A tablet screen displaying "HARD SCIENCE DIVISION - ATTACHMENT 1 - TEST MCCORMICK-LEE," presenting a series of ethically complex questions like "You are in a crowded market. An old man falls down in front of you, spilling his shopping. Do you keep walking or do you help him?" and "You once open an old book, you discover that the pages are made of real human skin. Would you read it?"Voight-Kampff style Hard Science Mindlink procedures
    Voight-Kampff style Hard Science Mindlink procedures

    While chatting to a soft scientist at the rave, I realised I had no idea exactly what they were doing during their work shifts. When they said they were talking to the NHIL, did they literally stand in front of the alien? What did the alien do in response? My uncertainty felt peculiarly thrilling and realistic, aided by the larp’s lack of internal photo and video documentation; some philosophers might even call it a process of re-enchanting the world.

    Day 2 also saw the opening of the larp’s focus rooms. These were partly in-game and out-of-game, a way for players to abstractly experience the process of travelling lightyears from Earth. You entered a dark room with moody lighting, sat in front of a mirror, and put on a headset. The looping audio had an ASMR quality to it and prompted you to breathe, open or close your eyes, while visualising a kind of Powers of Ten movie scene. It was a nice way to chill out while remaining in the game space.

    Adrian is reflected in multiple round mirrors, bathed in a strong red light. He holds a smartphone taking a selfie, and is wearing headphones.Me in the empty focus room
    Me in the empty focus room

    The day ended with our being summoned to K1 again for an encounter with the NHIL. It looked ill, our unseen narrator explained, and it swore vengeance against us for the harms we’d done to its children.

    Bowie outro music again, then coaches back to the hotel.

    Day 3

    Game

    During our opening briefing, we discovered that the NHIL from the previous night had attacked our base’s environmental systems. It had failed to cause any damage, however. All humanity’s hopes lay with us.

    Our morning exploration shift required two hooks this time, perhaps due to the elevated threat. One of the Romeo team members began planning out our mission so I asked, a little grumpily, who made them our supervisor. Someone said “she’s Argo” and expected me to understand. As I later read in the larp guide, members of Argo Academy are trained as leaders and co-ordinators, so they were actually role playing correctly – but I didn’t know this and so didn’t support her role play. Afterwards, a player suggested Academy “sidespecs” were under-theorised in that they had no substantive recognition by the game system or other characters outside of emergencies.

    No matter – we had a mission to find artefacts in a tænari “village”. We assumed this would be easy because most of the sites we’d visited were pretty small, but the village turned out to be an entire collection of huts and barns. We fanned out, eventually encountering three statues of NHIL, surrounding an etched metal disc, which later caused memory loss from people who touched it (I’m still not sure whether it was secretly prompted by our supervisor or just a fun bit of improvisation). Analysis of the disc revealed the location of NHIL’s home planet, along with a special plant cultivated by the tænari that could kill the NHIL in minutes.

    Three people in green jumpsuits enter a thatched hutPhoto by Chiara Cappiello
    Photo by Chiara Cappiello

    Because we’d seen the statues and village with our own eyes rather than just read about them in a report, this was by far the most interesting debrief of the game, one in which we, once again, were trying to determine whether co-existence with the NHIL was possible. What did the statues mean? Did the tænari hate the NHIL or respect them? I noted the status hadn’t been defaced, which is what you’d expect in a conflict, but others suggested they were placed at the edge of the village as a warning (out-of-game, I assumed this was for “level design” purposes, so we’d discover them last).

    One team reported that when the NHIL arrived on Gliese 628A, they erected a monument declaring they came in peace; only later was there a misunderstanding that led to war. There were rumours a hard science team had talked to the planet itself; others claimed the NHIL had summoned a “sword of light” from the planet to attack the tænari, though exactly what that meant was anyone’s guess. I felt I’d been transported into a Stanislaw Lem novel. Hubristic colonisers, exhausting debates about the impossibility of communication, Soviet aesthetics, annihilation superweapons – it was a perfect hard sci-fi cocktail that benefitted from larps’ extreme duration.

    Three people in green jumpsuits sit on chairs, looking tired.Imagine the person in the centre of this explorer team debrief is me, all the time. Photo by Chiara Cappiello.
    Imagine the person in the centre of this explorer team debrief is me, all the time. Photo by Chiara Cappiello.

    In the afternoon, Romeo team took a group photo, taking advantage of an official base photographer. They tried to find me for twenty minutes and pinged me via chat, but decided to go ahead without me. I was a little annoyed when someone asked why I hadn’t come; the bad network connection meant I didn’t bother checking my tablet regularly. Not coincidentally, I was troubled about how I was playing Bex. For an “eternal nomad who does not trust relationships” he was getting on far too well with his teammates. I couldn’t figure out how to play a loner in a game that’s fundamentally social in its nature but it felt wrong for him to suddenly become trusting.

    Being left out from the group photo was the perfect opportunity to turn things around. At Romeo’s afternoon briefing, I upped my annoyance from a 3 to a 10 and lashed out. I fumed and swore at my teammates, saying I was going to request a transfer since I clearly wasn’t wanted. I even got to chew out the character who always had an answer for everything.

    My eruption didn’t delay our final shift, in which we scanned an underground NHIL temple. One player was careless with handling their laser, leading to amusingly fussy disagreements on whether the measurements had been done “correctly”. Still, we covered a huge amount of ground, much to the delight of our Argo team member.

    Analysis revealed temple inscriptions stating the NHIL had visited multiple planets on their way to Gliese 628A but had moved on because “genetic merger” wasn’t possible. The analysis also confirmed that human/NHIL merger was possible, with other teams revealing their aim to incorporate humanity’s “progressive traits” so that both species could survive.

    People in jumpsuits in a very dark room.Photo by Chiara Cappiello
    Photo by Chiara Cappiello

    Merger or annihilation? That was the subject of our final debrief. With Earth on the brink of environmental collapse and our base being their only hope, a few in Romeo wanted any excuse to kill the last remaining NHIL on Gliese 628A in an attempt to pave the way for “safe” human colonisation. The temple inscriptions could be lies, they argued. It was them or us. And didn’t they try to murder us last night?

    It felt distasteful to hear players pushing for genocide even though I knew it was an act and the larp was fiction. I struggled, unsuccessfully, to not let it affect me personally. Abigail Nussbaum says novels lead us “outside of morality”, making us accomplices of jealousy and revenge, in order to illuminate their boundaries. Larps help us explore distressing boundaries more directly, even as players remain thoughtful and self-reflexive. It’s legitimate for Eclipse to tackle these issues given humanity’s dark history of colonisation. But as an experienced larper suggested, when there are actual genocidal people in the real world being more public about their aims, it’s harder to know whether a player is putting on an act or not. Someone can act evil in a game, but they should understand they’re the villain.

    Our argument was repeated across the whole base. Yggdrasil’s final predictions of our mission’s fate only raised the temperature:

    1. Put everyone into cryogenic suspension and wait for another way forward.
    2. Make Gliese 628A safe for human colonisation by nuking the entire base and the last remaining NHIL along with it.
    3. Genetically merge all humans on Gliese 628A with the NHIL, initiating a consciousness and memory reset.

    As we awaited our fate to be announced by Earth, the final few hours of the game revealed everything the larp had become.

    Deepwater Academy called an emergency meeting in the main auditorium. I was told it descended into a shouting match despite their “empathic, intuitive, analytical” values. Touchingly, some explorers organised knowledge sharing meetings; now that each team had seen all five sites, we could finally talk about them openly and record everything we’d seen in writing. Our writeups are probably still archived on Chaos League’s server somewhere.

    But most people I saw had a sense of anticipation, or resignation – there would be no further work shifts, nothing left to solve or discover. Waiting in line for dinner, a member of Romeo who’d also played my affection on Earth had a toy duck on his shoulder. Someone asked what it would say if it could talk. He said Bex should know he had friends at the base. A broker roved the hall with a handwritten list: the seven year time jump meant some people had spare tickets to Gliese 628A and they aimed to be a matchmaker.

    An empty, dimly lit room with curved walls and circular portholes.

    We were called into our final briefing from Earth after dinner. Cryogenic suspension was dismissed out of hand, and they didn’t think a nuclear explosion would destroy the NHIL. Therefore, we were ordered to merge with the NHIL. Earth was lost, but at least this way something of humanity might still survive.

    Our NPC staffer quickly modelled the larp’s desired behaviour, saying he hated the decision but would abide by it, and asked us to meet in K1 for our merger with the NHIL in a couple of hours. Lots of people shouted that they’d never merge. Everyone gradually drifted away, meeting with their teams one final time.

    I remained, mordantly chatting with a friend that this was the best outcome we could have hoped for. I wasn’t planning to seek out my Romeo teammates, thinking a Hollywood ending didn’t make sense for Bex, but as we got up to leave, we spotted them right at the top of the auditorium. I decided to join them, curious what they made of our orders.

    Just a few hours earlier, Romeo were arguing vehemently about the merger, but the finality of Earth’s decision seemed to have crystallised something in the doubters. We were explorers, so why not continue exploring the stars? Better for humanity’s last mission to make something new rather than simply die, forgotten. I didn’t say it out loud, but I chose to reconcile with them. What more could I want than friends who could face the unknown without fear? For the last thirty hours I’d felt a bit distant from my character, but now, in an empty auditorium at the end of the world, Eclipse finally seemed astonishingly real.

    We decided to record a group video diary on one of our tablets for our descendants. This time, I joked, we’d get everyone in. Just one person left afterwards, unwilling to merge. I later heard she committed suicide by overdose with a few other holdouts in the focus rooms. Other explorers walked out into the forest on a final expedition.

    In K1, we assembled for the grand finale. Our unnamed narrator described the bodily feeling of merging. Inevitably, it was a little underwhelming because the moment had been built up so much, but it’s hard to know what could’ve worked here given Eclipse’s limited budget. What came after was the perfect capstone, though. A hidden projector flickered to life, displaying a montage of players’ departure logs recorded weeks earlier, describing their hopes for the mission. I couldn’t imagine a better transition back to reality.

    Post-Game

    Players gathered in the vast K1 dome, listening to a speaker standing on a platform

    The moment the outro music began, everyone started hugging each other. For practically the first time in three days, we could talk about what had happened to our characters.

    The lounge was converted into a bar selling real alcohol to support future Chaos League larps. Payment was done on trust – I wrote down my drinks and got an invoice a few days later.

    The afterparty is a beloved staple of larps. Organisers rarely make money so they need to find motivation elsewhere, and being thanked by grateful players isn’t bad at all. One member of Romeo asked me whether I was genuinely annoyed by being left out of the photo. Another praised how I made our final briefing more exciting (“they were getting a bit boring”), while the teammate I argued with enjoyed that I pushed back. Everyone joked about acting differently whenever they saw a photographer.

    The coach arrived at 1:30am. I left for the airport the next morning, missing the two-hour debrief. I asked Alessandro Giovannucci, co-founder of Chaos League, how it went. Here’s my summary of his notes:

    We started with some de-roleing activities to gradually get out of character: structured conversations to make sense of the experience and socialise what happened in the game; visualisation exercises (the character walking away, etc.); and writing down one’s experience on a piece of paper to make it “external” and thus understand it better.

    Next, discussions in groups of three. Prompts included: “Who did you play with that touched you deeply? What was the most intense scene in the larp? Did you feel something you had never felt before? What was something you liked about your character you want to carry on with you?”

    Finally, free time for unstructured discussions to progressively descend before leaving the venue.

    Some Notes on Gameplay…

    Larp is deeply personal. Not just in terms of taste, but in the simple fact that your experience will vary greatly depending on your character and relationships and what you put into the game. Some think a player reviewing a larp is as nonsensical as a violinist reviewing their orchestra – larpers aren’t consuming media but co-creating it as they watch it.

    For that reason alone, I want to be careful in drawing broad conclusions about Eclipse, but also because Giovannucci has thoughts about critique in larp I fear I will not live up (PDF, p281). While I’ve read an awful lot about larp, this was my first multi-day experience, so I have little to compare it to. I had to lean on experienced larpers to get more context for these notes.

    Eclipse’s gameplay is avowedly idiot-proof. Its team-based structure means that if one player doesn’t contribute, the game and plot as a whole can continue. Apparently this is very different to Odysseus, where individual players failing to do their jobs can cause real problems for others. Someone even suggested to me that Eclipse felt more like an immersive experience than a larp.

    People in black jumpsuits sit around a conference table, looking at their tabletsPhoto by Chiara Cappiello
    Photo by Chiara Cappiello

    This is very much intended by Eclipse, whose larp guide cites redundancy as a key design principle, and yet is contradicted elsewhere by the suggestion that “every character will have one or more duties to carry out, all of which will have a meaningful impact on the mission’s survival and outcome.” I was so carried away by the story and setting and relationships that, outside of my problems with explorer gameplay, I didn’t notice this lack of agency, but when I compare it to other larps I’ve played, the contrast is clear. During Seaside Prison, a larp set in a fictional occupied Finland, I played a student. Nominally, I had very little agency, but depending on the letters I wrote and decisions I made, I affected everyone’s fate.

    Arguably, the same was true in Eclipse, at least in terms of characters’ personal lives. I’m sure the wedding in the first run of the game was very significant for everyone involved. However, our personal lives in Eclipse were essentially firewalled from the wider plot, which didn’t care whether anyone got married. Reporting to Yggdrasil was the only way for players to affect the outcome, and because decisions were aggregated from 150 players, individual agency felt weak. Had the ending not required every player to have the same outcome, something that only makes sense in a quasi-military setting where characters can be ordered to do things, decisions made in character’s personal lives – like marriages – would have had a greater lasting significance.

    Is this bad design? Not if you want a larp that prioritises forward narrative momentum and has a collective ending, nor if you place more value on the journey rather than the destination.

    …and Story

    Chaos League cites Arrival and Interstellar as key inspirations, but Eclipse reminded me most strongly of Stanislaw Lem’s science fiction, particularly Fiasco, The Invincible, and Solaris. Lem was Polish, and actually lived in Krakow for a while, not far from Alvernia Planet. According to Wikipedia:

    Lem’s science fiction works explore philosophical themes through speculations on technology, the nature of intelligence, the impossibility of communication with and understanding of alien intelligence, despair about human limitations, and humanity’s place in the universe.

    Eclipse’s spectacular setting, costumes, and technology got me in the right frame of mind for a science fiction experience, but it was the larp’s gameplay, social organisation and, most of all, storytelling that truly evoked Lem’s core themes. We could only guess what the NHIL really wanted and the constant arguments within the base certainly drove me to despair. The themes of nuclear annihilation and genocide are as depressingly topical today as it was in Lem’s main period during the mid-20th century, too. Interestingly, genocide was also the focus in Odysseus. It is a little disquieting that the two blockbuster sci-fi larps in recent years both essentially force players into a moral choice between survival and extermination.

    A man in a brown jumpsuit holds up a printout of a circular glyphPhoto by Chiara Cappiello
    Photo by Chiara Cappiello

    But Eclipse is not Stanislaw Lem. There was a third outcome, one that presented transformation – a leap into the unknown – as a hopeful, beautiful act. It was not conservative or fearful or nostalgic, and for that, it’s something I will always treasure.

    Epilogue

    Eclipse’s players weren’t professional actors reading from a script, but weeks later I can still remember conversations vividly. It still amazes me that it works, yet, for seasoned players it’s just another larp.

    Some larpers are waiting for the moment when the mainstream will take them seriously. In truth, there’s barely any mainstream left, just bigger and smaller influencers and interest groups that occasionally coalesce into moments of monoculture. Larp may be incompatible with traditional media and arts coverage that’s obsessed with scale and convenience and is terrified of participation, but it’s very compatible with the move away from massive algorithmically-driven online communities to smaller ones that value embodied interaction.

    In many ways, larp isn’t accessible. You need to participate in hours of workshops. You have to commit to the premise earnestly. Big events are few and far between, and surprisingly hard to find. If you want them to exist, you have to help build them yourselves, and then co-create them in the moment. On paper, larps are the same kind of frictionless, transactional liminoid experience as immersive theatre or theme parks or escape rooms, but in practice they require and reward a level of commitment that looks much more like genuinely liminal rituals – a ritual of rituals, even.

    At the afterparty, I remarked to Giovannucci that Eclipse’s production values rivalled those of multimillion dollar immersive experience. He didn’t seem at all surprised. Volunteers might not be as skilled as the very best professionals, but if they’re doing something they love they can give much more of their time than the latter, whom even well-funded companies can barely afford. And to think that fewer than a thousand people might ever see Eclipse.

    Small hexagonal New Era pendant. Black text printed on it addresses "Bex," describing a "complex equation" journey with themes of destiny, "cosmic calculus," and an approaching "apocalypse."Bex’s personalised New Era pendant
    Bex’s personalised New Era pendant

    One of those players left a New Era pendant by every locker. I didn’t check mine until someone said that each had its own personalised message. Other players wrote and ran a three-part TTRPG epilogue on Discord. Nordic-style larp only survives if people have such a good time they come back with their friends and eventually become creators themselves, so there’s little room for gatekeeping. Never-ending “campaign” larps can reward players with character advancement across years and decades, but since each Nordic larp starts from scratch, players can feel more like equals – not to mention it opens the possibility for stories with actual endings.

    The demands of larp raise fears that it’s impossible to write about them. Doesn’t reflecting on them in the moment, taking notes as I did, de-immerse you? Are you really participating if you’re observing what you’re doing all the time? It’s an odd argument. Movie and video game critics manage it just fine. Our lives are a constant act, it’s just that in larp the act is more transparent and reciprocal. If anything, larp trains us to observe ourselves better.

    Lately, digital distractions have become society’s bête noire. Conservatives blame them for a drop in sociality, declining birth rates and, by implication, the end of “western civilisation”. Other than returning to religion or banning technology, they have no solution.

    I know a fair bit about digital distractions myself. I spent 45 minutes a day solving crosswords and puzzles on Puzzmo for 556 days in a row. There are far worse things to do with one’s time, but I don’t mind saying it went beyond a habit to being an addiction. I maintained my streak despite travelling all over the world on holiday and for work. I played while I was jetlagged, while I was ill, while I was with friends and family.

    Eclipse broke my streak. I easily could’ve stepped outside during the larp to play one or two puzzles at a time, but… I didn’t want to. There was something more meaningful to do.

    Larp can be so consuming it ejects you from your normal relationship with reality. It looks scary from the outside but even at three days, it’s only a short moment in our lives. During that moment, we had the opportunity to shift angle. Eclipse was like a simulated near-death experience, an attempt to convince players they were on the brink of unimaginable transformation.

    A month on, life is mostly back to normal. I’m doing the same work and exercise and reading I did before. But I still haven’t touched Puzzmo once.

    Me in my Explorer jumpsuit
    Me in my Explorer jumpsuit

    Thanks to Alex Macmillan, Alessandro Giovannucci, Chaos League, and the entire crew of Eclipse Run #2 for their contributions to this essay.

    All photos by Chiara Cappiello are from Run #1, while all other uncredited photos are by me from Run #2.


    Cover image: The Eclipse site, photo by Chaos League

  • D8 – Fascinating Paradox

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    D8 – Fascinating Paradox

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    When I heard some first mentions about the idea behind D8, I felt it’s going to be a really interesting thing. Knowing them personally, I occasionally drifted in each conversation towards this larp, to learn more. A design document for this larp got to me in a phase of small fixes and editing. It evoked a lot of questions and doubts, but mainly – it fascinated me.

    Let’s be honest here, we like what we know. It’s not in a human nature to experiment. We dealt here with a typical experiment on a large scale: a formula that hasn’t been tested before, huge expectations from players and responsibility on their side, a huge logistic machinery on site, and a specific setting. So many things to go wrong! Still, it was clear to me that these guys know what they were pursuing. Moreover, it was hard to say that they don’t have a vision, they knew how to sell themselves, and what came up next – they knew how to bring their idea to life. These three things (vision, selling point, action) are sadly not that obvious and common in Polish larp community.

    I was bought by the game’s structure – it resembled TV series, being divided by episodes and scenes. A vision of a pilot episode and 8 following episodes with precisely designed scenes was very appealing. I always loved that we can watch TV series characters in many situations and moments of their lives. Some of them are iconic, being the same throughout the whole series, some of them change drastically. Each character has better or worse moments. There’s a space for showing them in non-obvious roles and contexts. It’s hard to achieve that in movies as there’s simply not enough time – the plot has to run straight to a narrative climax and resolution. Each TV series episode has its own climax point, sometimes it ends with a cliffhanger. Still, all episodes are bound with a narrative arch that all characters follow in the whole series.

    Here’s a cherry at the top – in D8 the creators leave the role of a director to players. They get the option to choose their own arch by being allowed to choose each scene. They don’t need to follow a script, they don’t need to ask anyone if this is a scene where they should be, or even tell anyone that they go to a particular scene. We did a simple math a day after the game – D8 can be played in hundreds of thousands of ways! It puts enormous trust into players’ choices, but it’s not burdening them with all the work to come up with their characters’ stories, because there’s an arch called a director’s cut – it’s a predefined set of scenes that is suggested to particular characters. You can follow it, but you don’t have to. You don’t even have to look at it. Players have their own choices to make but they are not left to just roam around, not being sure what to do. The director’s cut option shows precisely that creators care about each character that enters their world.

    The whole thing was so fascinating that I got over the fact that it was a serious post-apocalyptic game (that I don’t really like) and eventually turned out to be a catalyst for a game about people and relations. I even got over a necessity of creating your own character and relations through Facebook groups. I can’t lose the feeling that it’s a bit lazy of creators to have done it. I like to play characters that are pre-written, put into the core of the world and plot. My doubts were gone after the first stage of creation, because Mikołaj and Jakub prepared the whole system of creating a character, they supervise, but not interfere too extensively. The system they used allows you to put as much effort as you want and can. If you give a lot – you’ll be rewarded. In many moments you can come across your ideas throughout the game. If you don’t have the time or ideas, you get a strategically placed cog in a working mechanism.

    The whole process, in its establishment, reminded me of the old Grimuar style, only without tons of text. It was so intuitive, that it seemed my character was created not by me, but by all other players characters and relations – it fit like the last piece of puzzle. It didn’t take much time or skill, I struggled the most, as usual, with deciding about the name of my hero. I exchanged some e-mails, used some stock photos, made some fake Facebook posts (which was the most fun, I guess), collected my YouTube playlist and Pinterest board, added some posts in other groups, and joined some Messenger conversations. The biggest obstacle was buying a coffee in Starbucks with a proper name on it (in the end I had to do it myself), to make some hipster photos. A few weeks before the game I knew my character thoroughly, his outlook, his way of thinking, speaking, even some bad jokes he used to say. I knew why he is at the beginning of the game and what he was doing there.

    I spend a lot of time for visuals. Usually, I tend to rent some costumes from a theater and get a haircut, but this time I decided to do my best. D8 let me go with the flow even more than “New Age: From Louisiana With Love/New Age: Yesterday Never Dies” (a dieselpunk larp where I played an interpretation of Gatsby) where all characters can change even a few times per hour. In D8 we look at characters in different moments of their lives, sometimes with a few years chasm in between. A character has the time for evolution or revolution, if the player decides. It turned out that my character went through a revolution that I wasn’t prepared for (even if I decided to cut my hair during the game), but fortunately I managed to collect a cool outfit for a renegade.

    Why wasn’t I prepared? Well, after how I was guided in a preplay, after some of the moments really surprised me (positively), I put my trust in the organizers and decided to go with the director’s cut for my character. It surprised me but only because the episodes proposed to me were really close to what I had been planning to pick. What happened at the scenes? This is totally different. A living world throttled by different events, groups’ motivations, and each character’s will makes that one scene, one fact, or one sentence can lead you to a very different corner of this larp. Nobody in 2022 knows what will happen in 2030, right? It was the biggest paradox of this game – the more I directed, the more it surprised me.

    One more thing was something unexpected for me. All the things that could’ve gone wrong, actually went quite smoothly and well – at least from my perspective. I’ve been to chamber larps that had hours of delay! Here – in 2 days they ran about 40 chambers, between 3 and 6 simultaneously! Each of them started on time, except for those that didn’t have an audience – then it was just omitted. D8 crew, people that volunteered to run, be NPC, and organize each scene, were like Swiss clock makers. The creators looked like they were on vacations, sometimes chit-chatting with players about the weather.

    Of course, if the players had time.

    In the breaks between scenes they had to learn if it was true that something happened in a particular scene, check the scene summary, ask where other players were going next (to go with them or to avoid the scene), catch up with some plots, do the black-box or gather their faction, change clothes, make the jacket look older, shave head after the plague, eat dinner, drink beer, take some nap. So many options, so little time. Players made the world actually live. Wired in during the pre-play, they accelerated with each episode, becoming more and more curious and bold with their directing decisions. It ended with the 9th special episode – one of the groups asked for it the second day and it happened right after the epilogue.

    I was wondering what could’ve gone differently. Would it be possible to get similar, intense, butt-clenching, smart story with a very poignant finale? For a moment, I wanted to play the same character during the second run and choose a completely different path of episodes. But for me, D8 – like the best HBO productions – ended up with a cliffhanger and I strongly hope that second season will come soon. Beside the character I played, I had yet another idea to bring to life into the apocalypse in the Ruined States of America, AD 2018.

    Can’t wait for these alarm signals.

    This text was translated by Grzegorz Wozniczko and was originally published here:
    http://lublarp.pl/d8-fascynujacy-paradoks-marcin-slowikowski/

  • Keeping Volunteers Alive

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    Keeping Volunteers Alive

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    Organising larps is a multi-disciplinary exercise at best. At its worst, you need a witch’s cauldron of different skill sets, and being negligent in one area can mean that no matter how much you shine elsewhere, you still have a failed larp on your hands. A large part of my larp work consists of managing somewhat large (25+) teams of people, most of them volunteers. Doing that for big larp productions like College of Wizardry (Nielsen, Dembinski and Raasted et al., 2014) and Convention of Thorns (Raasted, et al., 2016) has given me some insights that may come in handy for others.

    Pretend It’s a Video Game

    If you think of your helpers/volunteers/team as being human versions of The Sims characters, then you’ll have an easier time managing them. Each of them comes equipped with a number of “status bars” that you need to be aware of. They have to be fed, housed and instructed, if you’re to get anything useful out of them—no matter if they’re at your larp to play the hostile orc army appearing out of nowhere, helping with getting the location ready, or doing cleanup.

    It doesn’t matter much whether you call them helpers, minions, team members or something else. It matters how you treat them, though. To aid you in your larp organising, I’ve compiled a list of tips, structured into three chapters. And while I use these strategies when working with larpers, it’s just as easy to apply this sort of checklist elsewhere.

    And with all that in place, let’s jump right in!

    Health Points

    Health Points represent the physical side of things. If this was a video game, these would be the different status bars that could be boosted using physical remedies. If your helpers are low on health points, it’s very hard to make them do anything (at all).

    • Water. It may seem like a simple thing, but if your helpers don’t have easy access to water, they will suffer. If you’re using an outdoor location, it’s extra critical.
    • Food. People need to eat. Food should be plentiful, nutritious and if possible account for dietary needs and wishes. Both meals and snacks are important.
    • Accommodation. Without a place to sleep, it’s hard to be a hero. Taking care of this can be tricky, since you have to deal with things like snoring, privacy and the general psychological makeup of your helpers.
    • Temperature. I’ve worked on a film project in Abu Dhabi, and I nearly melted. I’ve also frozen my ass off during late Autumn larps in non-heated castles. You need to make sure that either you or your helpers are taking care of making the temperature bearable.
    • Toilets. What goes in must come out, and access to sanitation is vital. One toilet for 50 helpers is not good, and if you’re feeding them well, it’s even worse!
    • Physical safety. To work, we need to be safe—and to feel safe. If you’re doing something in an environment that’s less than friendly to humans, it’s even more important. Enthusiasts will often take risks to make things work. Do your best to make sure that they don’t have to!

    Mana Points

    Mana Points represent the mental state of your helpers. This is slightly harder to quantify, but nonetheless very important. It’s the things that make your well-fed, well-rested work crew put in that extra effort that is necessary to make an event run smoothly.

    • Vision. “The how begins with the why” is a popular phrase. It’s also at least somewhat true. Helpers who know what’s going on and why it’s important are more likely to actually make that vision come true.
    • Motivation. There are many different ways to motivate people, and I’ll not go into details here, but if you don’t manage to motivate your helpers, they’ll slowly degenerate into slow, unhappy shades of themselves. Okay, not that bad, but still bad.
    • Morale. Akin to motivation, but different from it, morale matters when things get tough. When something goes wrong, and you need to ask people to stay an hour extra to dig a ditch or clean toilets, morale is critical. It’s the difference between “Okay, if I absolutely must” and “Yes, let’s do it!”
    • Free time. This is something that I find is often undervalued in projects: the clear communication of when there’s free time, and how it can be used. Are there spaces for resting? Opportunity to hang out with others during free time? Knowing how things work when you’re not working is important.
    • Solidarity. Most of us know that some tasks require heavy lifting while others require less obvious forms of labour. Even so, it can feel very demotivating to see someone watching cat videos on YouTube, while you’re putting the finishing touches on a prop, regardless of whether or not the other person has worked hard earlier. Providing a good feeling of solidarity in the workforce is a key component to creating team spirit.
    • Emotional safety. If we’re stressed and overloaded—or even feeling unsafe and unwelcome, we’re not concentrating on the task at hand. Everyone in your team should feel included and accepted, and creating a culture that supports this is very important—especially when working with diverse teams of strangers.

    Equipment

    Last, but definitely not least, comes the hardware; the things you need to make your highly motivated and cared for helpers actually do the work they’re here for. Inadequate hardware is the most common mistake I’ve come across, and is not just about tools, but also related things.

    • Workspace. Once you’ve gotten someone who can build a dragon, they need a place to build it in, or it’s not going to happen. Having appropriate amounts of space for the work that needs to be done is a necessary component to making things happen.
    • Tools. It may be possible to build a wooden house without hammers and nails, but it’s certainly easier if you have the proper equipment at hand. This can be small things like scissors and pens, or it can be expensive power tools or technical equipment. Often, it’s possible to come up with ad hoc solutions but having the right tools is preferable.
    • Working gear. If you’re working on a construction site, hard hats are often mandatory. If it’s pitch black, lights are pretty much a must. This seems self-evident, but is a place where I’ve seen too many failures.
    • Transportation. Perhaps one of the most overlooked factors when doing projects in locations that are off the beaten path (and yes, castles in Poland fit this category). Just telling people to show up on location doesn’t work that well if your location isn’t easily reachable. Transport solutions take time, and often need to be customised.
    • Physical safety. This is not only about the more obvious aspects of safety, but also about the more tricky ones. Asking if there’s a first aid kit is simple. Remembering that women need lights in toilet spaces because periods are a thing should be simple, but has proven not to be.
    • Emotional safety. Is there a sanctuary to retreat to if you need one? Are there people you can trust who can help you deal with trouble? Larps are often as high-intensity behind the scenes as on stage, and it’s valuable to know if someone is there to make sure that your mental health is taken into consideration.

    Final Words

    This article could easily have been longer, more detailed or more focused on explaining the whys and the hows. Having been a helper at many larps, and being a helper coordinator for larps as part of my professional life, I will be grateful if you can provide everything on this checklist. Time, money and reality often get in the way for that, but it’s a worthy goal, I think. The reason I have chosen to go the video game route is that I’ve discovered two things while working with helpers (and as a helper myself):

    • People are not resources. People have resources, but forgetting to treat them like individual people is not only morally problematic, but also bad for your project.
    • People still have similar needs, and once you learn how to think systemically about some of those needs (as you do with The Sims characters) you get better at managing your helper teams.

    In the end, larps come alive because of the players, but the work done before, during and after larps by organisers and their helpers make the play experience possible in the first place. If handled right, being a helper for a larp can be a very fulfilling experience.

    So let’s do our best to get the basics right!


    Ludography

    • Nielsen, Charles Bo, Dracan Dembinski and Claus Raasted et al. College of Wizardry. Poland: Liveform (PL) and Rollespillsfabrikken (DK), 2014-.
    • Raasted, Claus et al., Convention of Thorns. Poland: White Wolf Publishing and Dziobak Larp Studios, 2016.

    This article was initially published in Once Upon a Nordic Larp… Twenty Years of Playing Stories published as a journal for Knutepunkt 2017 and edited by Martine Svanevik, Linn Carin Andreassen, Simon Brind, Elin Nilsen, and Grethe Sofie Bulterud Strand.


    Cover photo: Volunteers at College of Wizardry 8.

  • White Wolf’s Convention of Thorns – A Blockbuster Nordic Larp

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    White Wolf’s Convention of Thorns – A Blockbuster Nordic Larp

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    Convention of Thorns is an official White Wolf Nordic-style Vampire: the Masquerade larp. The first run was held between October 27-30, 2016 at Zamek Książ, a castle in Poland. The larp was a joint collaboration between White Wolf and Dziobak Larp Studios. This scenario plays out a crucial moment in the canon of vampiric history, in which representatives from various cities across Europe, Western Asia, and Northern Africa engage in peace talks at a meeting in Thorns, England in 1493.((For general information, see The Unofficial White Wolf Wiki, “Convention of Thorns,” Whitewolf.wika.com, December 4, 2015. http://whitewolf.wikia.com/wiki/Convention_of_Thorns))

    The Nosferatu Josef von Bauren, one of the Founders of the Camarilla. Photo by John-Paul Bichard.
    The Nosferatu Josef von Bauren, one of the Founders of the Camarilla. Photo by John-Paul Bichard.

    During this time, the Inquisition was purging many of the vampires throughout Europe. The Kindred were involved in a brutal civil war, in which elder members of the Establishment attempted to maintain their power while younger Anarchs rose up to kill and usurp them in a bloody revolution. The Convention represents an attempt to establish a code of rules – or Traditions — as well as to standardize a new form of government called the Camarilla, which is based mainly on Establishment values. In the White Wolf canon, this event leads to the official division between the Camarilla, the Anarchs, the Independent clans, and a new sect called the Sabbat. The latter factions ultimately reject the Camarilla’s authority, with the fledgling Sabbat declaring a war upon the Establishment that endures through the modern nights.

    While larp groups have organized immersive, Nordic style Vampire games before,((Jaakko Stenros and Markus Montola, eds. Nordic Larp (Stockholm, Sweden: Fëa Livia, 2010).)) as well as several one-shots set in the canonical Convention of Thorns, this event marks a historically significant moment in the development of White Wolf larp. This larp represents an effort by White Wolf to embrace the blockbuster style of larp,((Eirik Fatland and Markus Montola, “The Blockbuster Formula – Brute Force Design in The Monitor Celestra and College of Wizardry,” Nordiclarp.org, May 6, 2015. https://nordiclarp.org/2015/05/06/the-blockbuster-formula-brute-force-design-in-the-monitor-celestra-and-college-of-wizardry/)) which features high production values, an expensive location, richly detailed setting information packed into pre-written characters, and some plots or NPCs deployed by the organizers during the game.

    The Tzimisce Irenka Brozek, the White Spider. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.
    The Tzimisce Irenka Brozek, the White Spider. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.

    Blockbuster larps are a form of what one of Convention of Thorns’ designers, Claus Raasted, calls larp tourism, in which players can use time and resources usually reserved for a vacation to larp in an impressive setting and have an immersive experience.((Claus Raasted, “Claus Raasted: Larp Tourism (Produced for Nelco 2015).” YouTube, August 28, 2015. https://www.youtube.com/watch?v=r0Lu9ct_se4)) Such projects draw participants from around the world, are well documented, and garner a remarkable amount of mainstream attention, as witnessed by the media frenzy around the College of Wizardry larps. True to form, Convention of Thorns attracted players from several countries, producing impressive documentation photos of the authentic-looking castle, costuming, and prosthetics from several photographers, including John-Paul BichardPrzemysław Jendroska, and Nadina Wiórkiewicz. These new White Wolf larps such as Convention of ThornsEnd of the Line, and the upcoming Enlightenment in Blood are not intended to replace traditional Vampire games, but rather to augment them, by creating one-shot, uniquely immersive experiences set in the World of Darkness.

    A vampire gives a speech to a large crowd in a ballroom.
    The Camarilla Ventrue Founder Hardestadt addresses the assembled Kindred in the opening scene. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.

    Consent Negotiations, Day Play, and Collaborative Style

    While the blockbuster style is certainly visually impressive, the Nordic roots of these games also represent a departure from White Wolf’s usual type of larps in their embodiment of physicality. The game did feature a few mechanics, most notably in the use of the “really really” mechanic for simulating Discipline use. Originating in White Wolf and Odyssé’s End of the Line, a player could lay a hand on another player and issue a verbal command with the words “really really” to indicate the use of a Dominate, Presence, or Auspex command. However, physical combat was highly discouraged. Unlike most Vampire larps from the Mind’s Eye Theatre tradition, no traits are spent to perform actions and no rock-paper-scissor throws resolve conflict. Instead, Convention of Thorns used a consent-based style of play, in which players negotiate violence, intimacy, and feeding through a scripted off-game consent negotiation workshopped before the game. Developed and piloted at the New Orleans run of End of the Line, these negotiations required players to discuss openly physical and emotional boundaries before engaging in scenes with sensitive content.((For more on the safety and calibration tools developed for End of the Line, see Johanna Koljonen, Safety in Larp: Understanding Participation and Designing for Trust, September 18, 2019. https://participationsafety.wordpress.com))

    Two vampires stare each other down.
    Tzimisce enemies Premislav Aksinin and Piotr Danchina confront one another. In consent-based play, conflict resolution is negotiated off-game with all parties agreeing on the outcome. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.

    Additionally, in consent-based play, all participants agree upon the outcome of an event based upon their out-of-character needs, rather than their character’s abilities, points, or role-play driven motivations. Consent-based play has proven highly successful at creating a culture of safety, play-style calibration, and trust,((Game to Grow, “Game to Grow Webisode Project Episode 2: Emotionally Intense Play, Calibration, and Community Safety,” YouTube, September 1, 2016. https://www.youtube.com/watch?v=3YtRJd5CR2I)) even in role-play environments such as New World Magischola in the United States,((Maury Brown, “Creating a Culture of Trust through Safety and Calibration Larp Mechanics,” Nordiclarp.org, September 9, 2016. https://nordiclarp.org/2016/09/09/creating-culture-trust-safety-calibration-larp-mechanics/)) which attract both new players and larpers from more traditional settings with conflict resolution mechanics. These consent mechanics aligned with the overall goals of the Safety team at Convention of Thorns, of which I was a part: to create an environment where players felt safe to engage in whatever level of intensity of play they desired and, most importantly, felt comfortable disengaging or opting-out of content if needed. Therefore, an hour of workshop time was set aside to practice safety techniques and negotiation.((For the complete Safety workshop instructions, click here: https://docs.google.com/document/d/1yTgK4ZKqg9H9opBKau7nKZC3y5jOqwlo7D4PWCKPB5s/edit?usp=sharing))

    Along these lines, a major point of departure from traditional Vampire larps was the emphasis on transparency in Convention of Thorns. In the Nordic style, the goal of the game is not to succeed or “win” in a traditional sense, but rather to “play to lose,” or “play for what is interesting.” For this reason, all of the character sheets, casting, and Domain relationships were visible to the players before the start of the larp. In a game that centers upon information hoarding, power dynamics, plotting, and secrecy, this design choice was remarkably effective. Similarly, in pre-game planning, participants were able to communicate their interests on Facebook for particular types of play, including posting Looking for Relations requests, creating groups, and asking for specific relationships such as sire/childe, love interests, rivals, etc. Players often aired their character’s secrets in public forums in order to create more drama in game, broadcasting to others what themes they find most interesting to play.

    A vampire in a Renaissance gown
    The Toreador Geneveve Orseau. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.

    For example, I played Geneveve Orseau, an Enlightenment-seeking Toreador co-Harpy in the Domain of Paris. Geneveve ran an art academy and salon, which functioned as a civilizing finishing school for young Kindred. Before game, I created a Facebook group for salon attendees and students, establishing a group of people who may not agree on important topics such as humanity, art, or philosophy, but who had met one another socially in the past.

    Another player created a group called Correspondence in Humanities, for those of us interested in playing on the theme of trying to regain our humanity. In a sense, this group ended up having a double meaning, as the characters within it wrote one another long letters on the nature of vampiric existence, the practicalities of trying to grapple with the inner Beast, and reflections on spirituality that deeply resonated with the humanistic Renaissance setting. This sort of pre-play helped participants locate co-players interested in the same sorts of interactions and themes, establishing ties and creating relationships before arriving on site. In my experience, these ties greatly aid in facilitating excellent scenes with these co-players on-site. For example, the Humanities group developed a secret handshake to indicate their interest in Golconda and also organized a discussion on the nature of Enlightenment around an altar during the larp.

    In addition, while game play took place at night, the daytime hours were reserved for Day Play and collaborative planning. As a player, this element of the game most inspired my participation. Building upon Nordic and American freeform techniques, I co-wrote the Day Play instructions((For the complete Day Play instructions, click here: https://docs.google.com/document/d/1YlYay_h2IctkRQ3Kt6jqXYMK87aMon9Q6d0xyR55qIc/edit?usp=sharing)) with Maury Brown, using a system I originally developed for Planetfall larp in Austin, Texas.((Matthew Webb, “Imagining the Future with Planetfall: Mobile Technology and Hard Science in Science Fiction Larping,” in The Wyrd Con Companion Book 2015, edited by Sarah Lynne Bowman (Los Angeles, CA: Wyrd Con) https://www.dropbox.com/s/xslwh0uxa544029/WCCB15-Final.pdf?dl=0))

    15134545_1259976990731086_393474711662061898_n
    Day Play cards. Photo by Renee Ritchie.

    In Day Play, facilitators led small groups of players through a series of scenes in which they could enact parts of their backstory, fantasies, dreams, or future events. In a game like Vampire, where characters are many decades or even centuries old, past memories and traumas are often formative to the psychological makeup of the Kindred. During Day Play, participants could enact their own characters, NPCs, or simply watch. Some players opted to create their own scenes; others used the card system, where participants drew an emotion and a scenario from two decks. The facilitator would then guide the group through developing the scene, using metatechniques such as angel and demon (a variant of bird-in-the-ear), monologue, rewind/fast forward, Last Line, and Switch.((See Day Play Instructions above for definitions.)) These scenes also contributed to the atmosphere of collaborative play and transparency. Participants witnessed scenes that would normally remain hidden, enabling them to steer toward content during the evening that would inspire deeper scenes. Day Play allowed participants insight into the motivations and emotions of the other characters.

    A veiled woman in white comforts a monstrous-looking vampire.
    The Malkavian Vasantasena comforts the Nosferatu Dáire mac Donnchada. While evening play took place in the castle with full costuming and scenography, Day Play was freeform style in street clothes. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.

    Participation in Day Play was strictly optional and some players opted to eat, socialize, sleep, or plan out-of-character. This relaxed atmosphere also lent to the collaborative style of play. While players did plot, as they often do in between Vampire larp sessions, they mostly did so as large groups. The consent-based play encouraged participants to negotiate and agree upon the outcomes of confrontations off-game.

    Jürgen von Verden, who masqueraded as his sire, Hardestadt. Photo by Jean-Paul Bichard.
    Jürgen von Verden, who masqueraded as his sire, Hardestadt. Photo by Jean-Paul Bichard.

    For example, my character Geneveve had maintained a centuries-long secret love affair with Jürgen von Verden, a Ventrue Crusader. Jürgen was hiding the relationship from his sire, Lord Hardestadt, who became one of the Founders of the Camarilla. A central canonical conceit of Convention of Thorns is that Hardestadt is killed by the Anarch Tyler decades before, and Jürgen must masquerade as his sire in order to keep the dream of the Camarilla alive. In our story line, the two characters had not seen one another since this transformation until the Convention. This relationship dynamic was player-driven rather than established by the canon or the team of writers, representing an alternate history version of events.

    During the daytime hours before the final game session, we collectively planned several major events in our small groups. For example, we plotted the complete destabilization of the Domain of Paris due to the Prince becoming an Anarch and the Seneschal getting killed, as well as the selection of a new Prince, who had been the Sheriff. In addition, we decided that after the clans had voted on their participation in the Camarilla, Jürgen would run off to Paris to live with Geneveve, abandoning his mantle as Hardestadt and retiring from politics, at least temporarily. Many players were informed of this decision and the power vacuum created by Hardestadt’s departure was resolved through out-of-character discussion, with a new Justicar pre-determined to stand in his place. In traditional Vampire games, players would plan such maneuvers secretly, then enact them in game with uncertain results in a competitive style. Alternatively, we had determined these outcomes as larger collective groups, which did not diminish their intensity in play, but rather magnified it.

    Player Agency Trumping Canonical Authenticity

    These examples illustrate some key principles about Convention of Thorns: the emphasis on transparency, collaborative play, and the power of player agency to change canonical endings as their personal stories demanded. We were permitted a certain degree of freedom to play with canonical “truths,” as players were only required to read the Design Document and their character sheets.

    While some political meetings occurred, the majority of social play transpired in the ballroom. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.
    While some political meetings occurred, the majority of social play transpired in the ballroom. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.

    The ability to change the outcome of the Convention was of particular interest to many players. The game was structured around clan meetings, council deliberations, and votes. However, these events were intended to be short and not dominate the social play of the game, which took place mainly in a large ballroom. In this regard, while we could not change the number of Traditions or the scheduled times of the votes, we could alter the wording of the Traditions, which resulted in some surprising departures from canon:

    The Traditions established at the Convention of Thorns larp.
    Photo courtesy of Eva Wei.

    Additionally, clans that were normally considered Independent, such as the Giovanni and the Ravnos, ended up joining the Camarilla.

    In this regard, players felt some flexibility not only to bend canon as desired, but also to bend history. Although the larp was set in the Renaissance, players were not expected to memorize historical facts or dress in strictly period-appropriate costuming.  While White Wolf officially endorsed Convention of Thorns, these canonical changes are not meant to alter the existing timelines, but rather to serve as an alternative history. In future runs of the game, other deviations from established storylines are likely to emerge as players explore their own desired interests, relationships, and themes.

    The Nosferatu confer. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.
    The Nosferatu Andrei Romanovich confers with his Clan. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.

    Variable Degrees of Engagement

    While the castle itself offered a stunning location, complete with a gold-gilded ballroom for the opening scene and character portraits, the scenography team transformed several rooms in the castle to suit various moods and styles of play. The main floor of the castle was the primary area of play, including another ballroom and antechamber, where social and political scenes unfolded. Intact and destroyed areas of the castle were converted to Clan rooms, complete with themed music, special décor, and even unique smells. The top layer of the castle was reserved for players interested in darker, more visceral scenes, including rituals, intimacy, and violence.

    The scenographers individually designed each Clan room. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.
    The scenographers designed each Clan room with an individualized aesthetic. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.

    In this regard, players could choose their desired level of intensity with darker content based upon their location in the castle to a certain degree. NPCs were deployed primarily as monk retainers in service to the Abbey of Thorns or as humans to be fed upon in various ways. The emphasis on feeding served as a reminder of the Bestial nature of the vampiric existence, with the second major scene of the game after the opening speeches being a “feast,” complete with screaming villagers offered to the guests as meals. As my character, Geneveve, fed almost entirely on animal blood as a way to stave off her vampiric side, she completely avoided these screams, finding solace in the small antechamber. Throughout the larp, this space functioned as a makeshift salon and was relatively free of violence. In this way, the physical location and scenographic design afforded players some degree of control over the experiences they wished to explore.

    14939383_1860098347545610_7742096355434986861_o
    The Lasombra Francesca Della Rovere. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.

    Similarly, the game was scaled structurally in terms of power level and intensity. Regardless of their power level, characters could only use low level Disciplines on the first night, medium level ones on the next night, and high ones on the last night. Similarly, characters could not die or be diablerized until the last night, encouraging players to ratchet up the tension and intensity until the climax of the game. Combined with the consent-based play, these techniques assuaged some of the fears of the participants regarding the inequity of power levels and the physicality of the playstyle.

    The Brujah Anarch Tyler reviews the new Traditions. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.
    The Brujah Anarch Tyler reviews the new Traditions. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.

    The organizers encouraged us to think of these peace talks as the equivalent of the vampiric UN — where violence would be rare and unseemly — rather than a battleground. In the final scene, the factions split onto two sides of the ballroom: one in favor of the Camarilla and one against. As many chanted the word “war” while staring at their opponents, the organizers ended the game. Therefore, the intensity of the violent intent remained, while the details of what happened in the future could be negotiated by players as they wished after the game or in Day Play scenes.

    A vampire hissing
    The Toreador Rosado Trastámara. Some Kindred played upon their more monstrous side, whereas others tried to preserve their Humanity. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.
    As a participant who primarily enjoys social, romantic, philosophical, and metaphysical play, I was pleased at the design of Convention of Thorns. The structure, themes, and spatial design were thoughtfully crafted to accommodate a variety of playstyles under the same roof. While the voting, Tradition wording, and meeting structure was a bit too under-designed for the smoothness of play that the organizers intended, the overall experience exceeded my expectations after seventeen years of White Wolf larping.

     

    A Bright Future for the World of Darkness

    Convention of Thorns represents the latest in a series of games developed by White Wolf in conjunction with designers in the Nordic scene. The organizers announced that they will rerun the larp next year, with details forthcoming. Meanwhile, several cities have expressed interest in hosting End of the Line, with two runs scheduled for World of Darkness Berlin, a White Wolf convention that will take place May 11-14, 2017. World of Darkness Berlin will also feature talks, workshops, the new documentary on the history of White Wolf, and the delightful dance-off larp, Dancing with the Clans. Finally, participants can look forward to Enlightenment in Blood, a several hundred person pervasive larp((“Pervasive Game,” Wikipedia, November 13, 2016. https://en.wikipedia.org/wiki/Pervasive_game)) set in modern times that spans multiple locations around the city of Berlin. In short, games like Convention of Thorns point strongly toward a bright future for the World of Darkness.

    White Wolf Lead Storyteller Martin Elricsson narrates future events after the Convention in the final scene, standing between the Kindred battle lines. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.
    In the final scene, White Wolf Lead Storyteller Martin Elricsson narrates future events after the Convention, standing between the Kindred battle lines. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.

    Convention of Thorns

    Participation Fee: €480-530

    Players: 175-190

    Date: October 27-30, 2016

    Location: Zamek Książ, Poland

    Production: White Wolf Publishing and Dziobak Larp Studios, Claus Raasted

    Logistics and Volunteer Coordinator: Agata Świstak

    Lead Character Writer: Edin Jankovic Sumar

    Location: Szymon Boruta

    Costumes: Agnieszka “Linka” Hawryluk, Szymon Boruta, Mikołaj Wicher

    Scenography: Agnieszka “Linka” Hawryluk, Szymon Boruta, Agata Świstak

    Technical Support: Mikołaj Wicher

    Promotion: Fred Brand

    Safety Team: Agata Świstak, Petra Lindve, Sarah Lynne Bowman, Maury Brown, Mila Ingalls, Claus Raasted Herløvsen

    Main Character Writers: Anders Edgar, Jamie Snetsinger, Petra Lindve, Mia Devald Kyhn, Arvid Björklund, Simon Svensson, Frida Selvén, Jørn Slemdal, Anna-Lisa “Muckas” Gustavsson, Magnus Thirup Hansen

    Volunteer Writers: Richard Svahn, Sorcières Cat, Andreas Svedin, Stefan Lunneborg, Freja Lunau, Elina Gouliou, Mathias Oliver Lykke Christensen, Garett Kopczynski, Marta Szyndler, Vilhelmīne Ozoliņa, Nika Anuk

    Day Play Designers: Sarah Lynne Bowman and Maury Brown

    Documentation: John-Paul Bichard, Magdalena Gutkowska, Aleksander Krzystyniak, Przemysław Jendroska, Maciej Nitka, Nadina Wiórkiewicz

    Props: Yoru Kamiko, Marta Szyndler

    Production assistants: Eevi Korhonen, Radek Gołdy, Halfdan Keller Justesen, Joanna Janik, Richard Svahn, Janina Wicher, Joanna Maryniak, Ania Gęborska, Ida Pawłowicz, Ole Risgaard Hansen, Samuel Arnold, Kasper Lundqvist, Johannessen, Freja Lunau, Yleine Aerts, Eva Helene Antonsen, Christine M. Christensen, Linnea Fredin, Katrine Kavli, Louise Svedsen, Kamilla Brichs, Mira Suovanen, Antti Kumpulainen, Lau K Lauritzen, Suus Matsaers, Stefan Lindgren, Casper Gatke, Dracan Dembiński, Herwig Kopp, Piotr “Kula” Milewski, Ola Wicher, Olivier Hoffman, Mila Ould Yahoui


    Cover photo: The Malkavian Celestyn, The Librarian. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.

  • The Book of Polish Larp

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    The Book of Polish Larp

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    A new Polish book about larp is out, this is what the authors has to say about it:

    From the intense 5-players chamber larp to the post-apocalyptic week-long larp festival for almost 600 people. Polish larp scene is diverse and is rapidly evolving. In the first documentation book about polish larp scene you will have a look at 64 larps portrayed at 176 pages. Have a look beyond the blockbuster castle larps and discover variety of experiences created by Polish larp scene.

    The Book of Polish Larp by more than 40 authors who in the short texts describe the games they created. Brought together by Mikołaj Wicher, one of the creators of College of Wizardry, published by Rollespilsakademiet.

    The book is a glimpse of a certain period in Polish larp history. It does not strive to be not objective, or complete for that matter. However, it is a wonderful image of the Polish larp milieu.

    You can download it for free here:
    http://www.rollespilsakademiet.dk/pdf/books/TheBookofPolishLarpWeb.pdf

    Or you can buy it here:
    http://rollespilsakademiet.wix.com/bookstore#!online-store/du96d/!/The-Book-of-Polish-Larp-Księga-Larpów-Polskich/p/61862221/category=17906634

  • Fairweather Manor: Perspectives from a United States Player

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    Fairweather Manor: Perspectives from a United States Player

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    I thought I’d write up a game summary about my experience playing Fairweather Manor, as there seems to be some interest. My background is as an American larper with some-to-moderate larp experience in the American scene, whose first international larp was College of Wizardry earlier this year.

    Fairweather Manor was set in early 1914, and the larp was run at Moszna Castle, a period-appropriate residence. An international crowd of roughly 150 players participated. The premise was that Sir Edward Fairweather, Duke of Somerset, was celebrating his 60th birthday and had invited many of the disparate branches of the family together to celebrate.

    My Character

    I was playing Richard Wayward-Fairweather, the patriarch of the American branch of the family. The American branch was represented by myself and my in-game family consisting of my wife, my daughter, my sister-in-law and my niece. Our background was that the American plantation — we named it Wayward Hall — was mismanaged horribly by my elder brother, who had died two years before. It was starting to recover, but still suffered under an extreme amount of debt. My primary goal in the larp was to find investors to restore the manor, possibly by finding a rich suitor for my daughter.

    The characters were well-written, but there needed to be more information shared across characters. As an example, my wife had information about our dead son which didn’t make it into my packet. Also, my character had invited someone else to the manor, but I was unaware of it until I was approached by them at the larp.

    It would have been very helpful to have a “family background” packet that shared all the relevant common information about the family, then allowing the individual packets to fill out the private information on a character-by-character basis.

    Schedule

    The game ran from Thursday to Saturday. Thursday we arrived, had about 90 minutes to get to our rooms, change into costume, and play a brief in-character scene. This included picking up our costumes if we chose to rent them. I was staying in a room with the other members of the American branch; noble families were housed together, and this was a great idea, as the rooms were large enough to comfortably accommodate everyone and it provided a way for families to communicate.

    After arrival, after everyone had unpacked and arranged their costumes, players broke into small groups for workshops and dinner. The first scene, which was filmed for the documentary, was all the guests arriving at the manor at night, greeting the family, and heading into the great hall for a brief address by the Duke.

    Friday and Saturday began with everyone waking up in game. There was generally a servant available in the morning to help us get dressed, which was extremely helpful, as a number of women in my room were wearing corsets. Then breakfast, followed by a brief homily in the chapel. Following that, there were various activities around the manor; examples include a poetry reading, a political discussion, and a scene from a play. This was followed by lunch, another round of activities, some speeches, and an hour to dress formally for dinner. The evening started with dinner, then men and women separated into two groups for discussions. Finally, each night ended with a formal ball: a Servant’s Ball on Friday and a Grand Ball on Saturday.

    Meals, with the exception of breakfast, were served for all the nobles at once; servants ate at different times. There was assigned seating and the servants would serve each course to the table in order. Some people complained about the pace of the meals — they ended up taking a significantly longer time than predicted — although to some extent, this was an artifact of the period.

    Fairweather Manor

    What Worked Well

    By far the biggest reason the larp worked as well as it did is the setting, followed closely by the care and effort the players put into their characters and costumes. Moszna Castle is stunning, and filled with servants and nobles, it’s very easy to imagine you’ve been transported back in time.

    Another strength for me was the “brute force” design. Some of the hallmarks of brute force design are having many subgroups with different agendas, having members within each subgroup disagree with one another, and seeding power imbalances and secrets through the character writeups. Rather than have specific plots or events woven through the weekend, characters were free to play out their stories naturally, and players were given the agency to create their own game. This allowed a number of different play styles and themes to coexist. Some players lived out a gothic tragedy, others a Belle Époque romance, still others a Remains of the Day-style elegy. This was obviously more work for players, but it accommodated a wide range of approaches.

    What Needed Work

    There’s only one thing that requires serious attention: the servant/noble mechanics. They are sufficiently complex that I discuss them in more detail below. Otherwise, there were some fairly minor issues to address.

    When we arrived Thursday, we were rushed to get dressed for the workshops and the opening scene. I felt like the day could have been structured better. I was hoping to start playing on Thursday rather than just having one short scene, and some of the workshops could have been more focused on specifics like etiquette, rather than the more general information. As an example, a number of nobles found it difficult to get out of the habit of thanking servants when they did something, which struck many people as jarring and out-of-character. Some explanation and practice beforehand could have alleviated those problems.

    In casting and plotlines, it seemed like there were a lot of women looking for eligible bachelors, but not very many young men looking for women. This created some frustrating play for some people.

    Meals were assigned seating, which I thought was a great idea as it provided an opportunity to interact with people whose characters wouldn’t normally interact. Unfortunately, there could have been more thought put into the rotation; I found myself frequently at the same table with many of the people I had sat with for different meals. Others commented on the same thing.

    Servants and Masters

    The biggest challenge for the larp, though, was the relationship between the nobles and the servants. While most of the nobles really enjoyed the game, the players to whom I talked who played servants had much more varied opinions. They certainly had a lot more demands placed on them: their day started several hours earlier than the nobles, they were constantly pulled away from their stories to serve the whims of upstairs, and they often had no opportunity to sit down or relax at all.

    There were also times — like the servant’s mealtimes, or when they were preparing for their ball Friday night — when it wasn’t possible for nobles to find servants.

    I think it comes down the fact that there are essentially two separate and fundamentally different larps running simultaneously, with only a few points of connection between them. I’m not sure that’s a bad thing, but it does require being up front about the experience you should expect as a player. One suggestion, which may or may not be feasible, is to raise the price for nobles, while dropping the price for servants; that makes it more clear what the expectations of each role should be. Increasing the number of servants, as well, would reduce the burden on each individual player while increasing their availability.

    Overall

    In short, this was a largely successful iteration of the “blockbuster” formula, and a particularly interesting one, proving that it works even for genres which don’t rely on action or adventure to drive their plot mechanics. These games are ambitious and difficult to pull off, owing to their expense, logistics, and reliance on a fully engaged player base to generate play. But when they work, they provide an impressive amount of latitude in the play they can generate, and can be uniquely engaging to their participants.

    Ludography

    • Fairweather Manor (2015). Agata Swistak, Agnieszka Linka Hawryluk-Boruta, Akinomaja Borysiewicz, Alexander Tukaj, Beata Ploch, Charles Bo Nielsen, Claus Raasted, Dracan Dembinski, Ida Pawłowicz, Janina Wicher, Krzysztof “Ciastek” Szczęch, Krzysztof “Iryt” Kraus, Maciek Nitka, Mikołaj Wicher, Nadina Wiórkiewicz, Szymon Boruta. Rollespilsfabrikken and Liveform. Moszna, Poland. http://www.fmlarp.com/

    All photos are exclusively licensed for use by John-Paul Bichard. Contact him for use of these and other photos from Fairweather Manor.

  • Fairweather Manor – The Latest Iteration of the Blockbuster Formula?

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    Fairweather Manor – The Latest Iteration of the Blockbuster Formula?

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    Fairweather Manor is a historically-inspired international larp for 140 whose first run took place in Zamek Moszna, Poland, on the 5-8th of November 2015. It was created by the Liveform/Rollespilsfabrikken team already behind the creation of College of Wizardry. As such, the format, creative team, and overall design of the larp connects Fairweather Manor to the previous games considered as following the Blockbuster Formula, while also having its own, unique identity.

    This article will therefore try to analyze how we might examine the design choices of Fairweather Manor in this light, how this larp also might differ singularly from those others, and which elements pertaining to the Brute Force design may also apply to Fairweather Manor.

    In the Grand Scheme of Things

    In the continuity of The Monitor Celestra and College of Wizardry, Fairweather Manor utilizes the full potential of running a game in a truly breathtaking location and of using both the setting and players’ efforts to create a spectacular 360° illusion. The Castle of Moszna possesses a variety of small sets whose exploration works as a perpetual incentive and makes for the possibility of a variety of scenes. A grand staircase, the dining area opening on the Winter Garden in the Orangerie, the chapel, the grounds, and Graveyard were all spectacular settings. On the upper floors, the big suites of the Castle served as family rooms for the nobles, making them a little less accessible, but giving some players the opportunity for other grand scenes.

    The sheer size of the game — 140 players divided into three character-type groups —  and the collective efforts of the players ensured that the experience would be a descent into 1914. Players could offer activities, such as a fencing lesson, an open stage, a play rehearsal, concerts, or speeches, which would become part of the frame for the larp. You could go on a car or a coach run, and then discuss the comparative merits of the two. You would meet different people at dinner and hone your skills at small or big talk.

    The larp, like its predecessors, also benefited from the established world material factor. Historical resources on the period are numerous and, by claiming only a loose historical accuracy, the larp allowed for some flexibility on that ground. For the dramatic side, knowledge of the inspirational television series Downton Abbey was certainly an incentive for most of the players and the melodramatic aspect of the series’ narrative combined with the play-to-lose approach of the larp ensured that the play style of the participants, even when they came from a lot of different nationalities and backgrounds, would remain sensibly the same. These elements ensured that, overall, the game presented itself as a flowing, immersive experience with an extremely high production value.

    Characters at Play: The Legacy of the Brute Force Design

    However, Fairweather Manor seems to differ from the previous blockbuster models in regard to context, background, and the way it would influence the characters’ agenda. In a context such as those larps, which were inspired by Battlestar Galactica and Harry Potter, the incentive comes from the universe in itself. In other terms, the context drives the plot. In Battlestar Galactica, there is a (space)ship to run for the sake of the preservation of humanity and duties to be fulfilled. In the Harry Potter-verse or any magical equivalent, the combination of school routines and a general sense of exploration, fun, and adventure is more than enough to drive any narrative. In the confines of the strict hierarchies and overall lack of universe or plot-driven incentives, however, the narratives of Fairweather Manor had to rely mostly on characters.

    Following heavily the character template established by College of Wizardry (CoW) — albeit with a little more room for pre-established character interactions —  the characters of Fairweather Manor followed the same logic, aiming at giving the players something very flexible with which to play. Characters could be changed and exchanged at will, and players had to prepare as much interactions and development by themselves as they could. However, where the location and structure of College of Wizardry makes this type of flexibility fairly easy with most characters being students in the same location, the same cannot be said of Fairweather Manor, where characters came with established gender, age groups, family ties, social functions, etc. This design was a necessity to establish the society of Fairweather Manor in a credible way, but also, combined with a rather arbitrary distribution of characters between players, it limited the liberty that some players would have to transform their character at their will. Furthermore, the characters had gone through a variety of approaches in the writing process, making them extremely diverse. Some characters were, within the confines of the CoW model, more detailed, with pre-established storylines. Some were more constrained within their social function; some would prove fairly difficult to enact. Furthermore, Fairweather Manor, while run by a substantial staff of organizers, chose to dispense entirely with NPCs. While the purpose was obviously to make the larp completely self-sufficient and self-contained, it meant that Fairweather Manor would not have the leeway that College of Wizardry would have when it came to letting players create their own storylines. As such, most of the character work had to be done upstream when it was needed, the margin for freeplay being much more reduced once onsite. Therefore, as is often the case with the huge sandbox type these games prove to be, any character would only be as good as the way each player chose to handle them and co-create their own narrative.

    When characters worked, however — and a significant number of them did — they provided the frame for a lot of deep, emotional interactions. In keeping with the social norm — and thanks to the rather clever technique of “think of the family” (an in-game expression that would also work on a meta-level to incite the player to keep secrets hidden) — most of the interactions were kept low-key, avoiding for the most part the risk of expansive melodrama or plot overload that can happen in this type of format. Lastly, we might underline the fact that two elements associated with the Brute Force design also came very much into play in that regard: secrets, and conflicting characters’ agenda.

    Fairweather Manor

    Although the approach of the larp was fairly transparent, with  all characters published in a common folder, players did not have to read them if they did not want to do so. Existing storylines often included personal or familial secrets, and pre-game preparation between players also tended to include secrets of the backstory that would come to fruition over the course of the game. A lot of players wrote letters addressed to or sent by their characters, which would be used to put their secrets in the open. Again, in keeping with the play-to-lose approach, secrets were used only as hooks for big reveals and intense conflicts. Whether this aspect makes for interesting role-play or not is of course a matter of personal preference, but seems necessary to a design such as Fairweather Manor, where (dysfunctional) family values really came out as an overarching theme.

    Conflicting characters’ agenda were also present, a matter for which players expressed some concerns, for fear that these would hijack the sense of narrative and become a competitive gameplay. Issues pertaining to the Duke’s inheritance, matrimonial strategies, the search of patrons for the artist, the opportunities for better employment, or improving one’s situation for servants, for example, relied on characters’ agenda, and sometimes caused oppositions, but they also were played in a low-key, mostly narrative manner. Although it was not explicitly stated in such a way, most players seemed to choose that any accomplishment in that regard would come with strings attached, or at some cost, which worked well enough, as a valid take on these issues.

    The existence of social hierarchies and subgroups — family groups, artists and intellectuals, higher and lower servants — also appear as a legacy of the Brute Force design. They were used, however, less to create conflict than as a backdrop for the enacting of social conventions and constraints. These, however, could have been more forcefully enforced, especially in regard of what would be considered proper and acceptable or not, and what the cost of deviation from the norm would be. More workshops on these issues, manners, and body language might have been useful. At the in location, briefings tackled essentially the subjects of play style, location, safety, and ideologies of the time period. A slot devoted to behaviors and cultural calibration could have been helpful to some, but was probably left out by design.

    Players’ Duties and Sequencing

    Like College of Wizardry, Fairweather Manor was based on a strictly timed structure — activities and meals being used to structure the daily lives of the residents — relying on some players’ duties.

    Most were taken voluntarily: players wanting to host an activity registered to do so ahead of the larp, providing the entertainment fit for a high-end reception. Artist characters, of course, were very much encouraged to do so. This aspect, combined with a general sense of goodwill in the audience, ensured that the setting always felt active and alive.

    The main branch of the nobles — the characters who were the hosts of the reception — were hand-picked and cast way ahead of the lottery. These players did a lot of work pre-game and in-game to ensure that the reception would be running properly, and that information about timing and activities were properly delivered. How heavy a duty that was and how much the larp came to rely on these characters is hard to clearly evaluate, but it certainly should be emphasized that the structure of the larp needs this core group of characters as its foundation.

    Then, there is the matter of the servant characters. A huge amount of work has been put to make them operate as a corps, some players being directly involved in the writing of the servants’ handbook. However, if the standing ovation the servant group received at the end of the game is any indication, it is quite obvious that the servant group took upon themselves a much bigger workload than was originally announced or expected of them. In addition, the higher servants — butler, housekeeper, and their seconds — obviously held a great many organizational tasks as well. Could the communication on these aspects have been clearer? Most certainly. But this point also shows how Fairweather Manor worked in no small part through the willful commitment of the participants, and managed to stir their passions, in combination with what remains a grand production design.

    A Story about Love?

    To quote from the second teaser, “Being at Fairweather Manor, that’s love.” I would believe that; for all the complexity and issues that are always raised by the grand scope of a blockbuster larp such as this one, it managed to hold up through the love that so many of its actors put into it. This sense of affection is perceptible in the show that inspired it: Downton Abbey is, in my opinion, a nostalgic, benevolent took at a Time that Was, while overlooking its obvious limitations and gruesome inequalities. Likewise, Fairweather Manor displayed all the outdated charm of the period that was called in France La Belle Epoque the Beautiful Era — before the upheaval brought by the war transformed all of society, for better or worse. The high-grade staff production, combined with a significant volunteer work and player commitment to the larp was considerable, its undeniable success as a result, and the surest testimony of the way it succeeded in engaging its participants wholeheartedly in its construction. While being clearly connected to the blockbuster model, Fairweather Manor also managed to be quite unique in distilling elements of the Brute Force in its own narrative. Whether other larps and future runs will manage to follow and improve on the same delicate balance will surely be interesting to contemplate.

    References

    Bibliography

    Ludography

    • Fairweather Manor (2015). Agata Swistak, Agnieszka Linka Hawryluk-Boruta, Akinomaja Borysiewicz, Alexander Tukaj, Beata Ploch, Charles Bo Nielsen, Claus Raasted, Dracan Dembinski, Ida Pawłowicz, Janina Wicher, Krzysztof “Ciastek” Szczęch, Krzysztof “Iryt” Kraus, Maciek Nitka, Mikołaj Wicher, Nadina Wiórkiewicz, Szymon Boruta. Rollespilsfabrikken and Liveform. Moszna, Poland. http://www.fmlarp.com/

    All photos are exclusively licensed for use by John-Paul Bichard. Contact him for use of these and other photos from Fairweather Manor.

  • College of Wizardry 2014 Round-up

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    College of Wizardry 2014 Round-up

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

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


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

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


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

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


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

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

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


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


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

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

  • Video Report from The Game, a Polish Larp Inspired by The Hunger Games

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    Video Report from The Game, a Polish Larp Inspired by The Hunger Games

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    A very interesting video report from a Polish larp inspired by The Hunger Games. It’s in polish but with full English subtitles.

  • KOLA 2013 Larp Conference Publication

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    KOLA 2013 Larp Conference Publication

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    Polish larp has reached a milestone: Very first international publication from this years KOLA conference now in english!

    Please take a moment to browse through it, as it is a big step for polish larp and a huge effort on their part to make their scene available to the international larpers.

    You can find the publication here:
    http://issuu.com/wielosfer/docs/kola13-publication

    You can read about next years KOLA conference on their website:
    http://kola2014.larpowa.eu/en/