Tag: Political Larp

  • Organising Larps during War in Ukraine and Palestine

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    Organising Larps during War in Ukraine and Palestine

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    “We won’t stop the larp if it’s just an air raid.”

    — Anna Posetselska, Ukranian larp designer and organizer

    When war erupts, larps come to a halt. The same holds true for various other cultural activities. Society is in a state of suspension. Individuals are fixated on their phones, doomscrolling through the news and social media. Larpers stay connected, checking in on each other – has someone we know died, have the bombs struck a town where our friends or relatives reside?

    However, in the subsequent weeks, months, or even years, larp returns, even if the war persists. This occurred in both Ukraine, grappling with the Russian invasion since February 2022, and in Palestine, where the recent war in Gaza started in October 2023. Ukrainian larp designer and organizer Anna Posetselska, along with Palestinian larp professional and designer Tamara Nassar, provide insights into what it is like to organise a larp during times of war.

    Larping during wartime in Ukraine

    One of Anna Posetselska’s players was a real-life battle medic. She brought her enormous medical kit to the larp in case the venue, a holiday village about 30 kilometers from Kyiv, would be hit by Russian bombs.

    “The small places around Kyiv are rarely targeted,” Posetselska says. “We were prepared to move the larp if the situation became too dangerous.”

    During play, there were air raids, but the game was not paused.

    “We won’t stop the larp if it’s just an air raid,” Posetselska says.

    “We experience air raids in Kyiv all the time; just last night, there were explosions. They are part of our everyday life now; we have grown accustomed to them, at least to some extent. We don’t rush to a shelter every time we hear an air raid alert because if we do, we’ll sit there half a day many times a week. That way, you lose your sanity much faster than you lose your life. The chances of losing your life in an air raid while larping are rather low.”

    Posetselska’s larp Nevermore: Family Issues, was played in May 2023. The 60-player larp was loosely based on the Netflix series Wednesday. The story about a high school for special kids who are taught how to live with ordinary people was both accessible and safe.

    During war, people have many things on their minds, and just surviving from day to day can require a lot of mental energy and resources. That is why a larp should be easily accessible, Posetselska explains. She needed a ready, playable world that the players could grasp easily and without too much effort. Watching a couple of episodes of Wednesday was enough.

    Another reason to choose the world of Wednesday was that Posetselska aimed to transport the participants as far away as possible from the war. 

    Photo of three people outside
    Nevermore: Family Issues (2023). Photo by Anna Posetselska. Photo has been cropped.

    “There’s an ongoing discourse about larp as a form of escapism and the extent to which players engage in larp to distance themselves from reality. In our case, the answer was evident: participants genuinely sought an escape from their daily lives. We urgently needed to transport them to a different place and persona,” Posetselska says.

    The setting had to incorporate dramatic elements and challenging questions and relationships, yet avoid overly sensitive themes.

    “When designing a larp during a war, it’s crucial to ensure that people are not further traumatized or confronted with themes too close to home,” she emphasizes.

    Could players detach from their everyday concerns and immerse themselves in the lives of high school students and personnel? Yes and no, Posetselska says.

    “Players conveyed afterward that the sense of community was robust, and they experienced relaxation. Not everyone could fully immerse themselves in the game – it may not have necessarily been attributed to the larp or their fellow players, but rather to the exceptionally challenging situation they were in outside the larp. They expressed having a good time, but were unable to completely set aside the worries from the outside world.”

    During breaks in the game, both players and organisers scrutinised their social media feeds – had any significant events occurred, had the rockets struck anyone they knew? However, unlike the previous year, individuals managed to stop constantly scrolling through distressing news and concentrate on the game.

    Ethical questions

    Before the onset of the war, Anna Posetselska made a larp every few years. 

    “Designing larps is a profoundly significant aspect of my life; I feel invigorated when channeling my mental energy into creating games. I wanted to create something for over a year, but it was impossible due to the war.”

    Person standing by a tree holding a phone Nevermore: Family Issues (2023). Photo by Anna Posetselska.

    In 2022, the year of Russia’s major invasion, the larp community engaged in discussions regarding the ethical implications of playing larps during wartime. A pertinent question arose: do larpers possess the right to partake in leisure, enjoy and relax while their friends – many of whom are fellow larpers – are engaged in active combat and losing their lives? This ethical deliberation extended to various facets of life, questioning the appropriateness of social activities like dining out and attending plays or concerts when one’s compatriots are fighting.

    “But soldiers fighting in the frontlines kept saying that they were fighting and dying so we could live. At some point you attempt to reinstate elements of your everyday life, otherwise you get mentally very unwell,” Posetselska says.

    In February 2023, a modest larp involving approximately 20 players was organised in Kyiv. Evaluating the community’s response, Posetselska understood that it was something larpers desperately needed. Those fortunate to participate were elated, while those unable to partake experienced profound disappointment. 

    “Playing larps constituted a significant component of our lives, and the community ardently yearned for a return to normalcy.” 

    Posetselska notes that when she announced her larp, it encountered no opposition; rather, it was met with unanimous enthusiasm and support. 

    Narrow planning horizon

    Photo of two people embracing each other outside
    Nevermore: Family Issues (2023). Photo by Anna Posetselska. Photo has been cropped.

    Before 2022, Posetselska typically started the planning process for a larp approximately a year before its scheduled date. Now, she conceived the idea for Nevermore in March 2023 and decided to execute it as swiftly as possible. The prevailing wartime conditions added to the urgency.

    “In the initial months of the war, we couldn’t plan even a few days ahead. Then, the planning horizon would widen from days to weeks and eventually expand to a month. Presently, we operate on a planning cycle spanning a couple of months,” she says. 

    Who knows what will happen to you or your friends in half a year? During war, six months feels like an eternity. Posetselska calculated the shortest time the larp would take to design and prepare and decided to run it in May, just over two and a half months after getting the idea.

    Prior to the war, Ukrainian larps were predominantly played in Russian. However, the linguistic landscape has since changed, as there is a growing trend towards making and playing larps in Ukrainian. Despite the fact that Russian is Posetselska’s mother tongue, she embraced the challenge of composing for the first time all game materials in Ukrainian. This linguistic shift, while demanding, was important because the Ukrainian language has become a more significant part of Ukrainian identity after the 2022 invasion. Participants, mostly from Kyiv but also from other Ukrainian cities, alongside a few international attendees returning to their homeland for the larp, predominantly engaged in gameplay in Ukrainian, irrespective of their native tongues.

    Demand for a larp

    Posetselska’s foresight proved accurate: there was a substantial demand for a weekend-long larp. Initially conceptualized for 40 players, the larp was expanded for 60 participants due to overwhelming interest and perceived necessity.

    In Ukrainian larps, character creation often involves collaborative efforts between players and designers, and this held true for Nevermore. Typically, during times of peace, players engage in preparations for multiple larps simultaneously. This time they only concentrated on Nevermore. Posetselska notes that she has never encountered, and likely won’t encounter in the future, the level of engagement and dedication she observed among participants preparing for Nevermore.

    “People exhibited an unprecedented level of creativity, contributing an incredible array of ideas, and demonstrating remarkable support,” she remarks. 

    Person with purple umbrella standing near seated person
    Nevermore: Family Issues (2023). Photo by Anna Posetselska. Photo has been cropped.

    The impact of Nevermore extended beyond its immediate context, inspiring other designers to initiate larp events.

    “Many designers who had been awaiting a more opportune or secure moment came to realise that the time for larping is now,” Posetselska says. 

    She knows of several minilarps tailored for small circles of friends, as well as half a dozen larger games spanning 2-3 days. The common objective across these endeavors is to transport players as far away as possible from the grim realities of war.

    Political awareness in Palestine

    Two thousand kilometers south of Kyiv, in the Occupied Palestinian Territories, larpers have adopted a markedly different approach. Since the latest war in Gaza started in October 2023, all larps in the West Bank have centered around themes of war, occupation, stress relief and political awareness.

    Tamara Nassar, a Palestinian larp designer and organiser working for the Palestinian larp organization Bait Byout, asserts, “It would feel disrespectful towards our friends and relatives who are dying in Gaza to play larps for fun.”

    Bait Byout collaborates with various organizations, predominantly NGOs, introducing them to larp and aiding them in achieving their objectives by incorporating larp into their toolkit. They are currently running a project, together with the British-founded organization Oxfam International, that addresses women’s sexual and reproductive health education through larp.

    With the Swiss charitable organization Drosos Foundation, Bait Byout runs Larp Factory, targeting participants aged 18-35 studying or working in the social sector. The program spans five weeks and involves 22 participants in an educational journey where they acquire skills in playing, designing, and organizing larps. Upon completion, participants are equipped to utilize larp as a tool in their professional settings.

    Additionally, Bait Byout has in the past designed and run larps for both adults and children in Palestine and Palestinian refugee camps in Lebanon.

    As the war unfolded in Gaza in October 2023, Palestinians on the West Bank held their breath.

    “We knew to expect bad things, but the level of destruction was unimaginable. Everything stopped, the whole society stopped,” Nassar describes. While Israel started bombing Gaza, violence in the West Bank also skyrocketed, Nassar says. Over 300 people have been killed in the West Bank, 80 kilometers from Gaza. 

    Nassar grimly acknowledges, “We know that Israel is not going to stop in Gaza; we are next.”

    New challenges

    Bait Byout was looking at opportunities to take larps to Gaza, but those projects are now on hold. The five-week Larp Factory course which was planned to start in October, faced complications due to the war.

    The situation in the West Bank has become substantially more perilous. Bait Byout had planned workshops and minilarps across various locations in the West Bank, but had to revise the plans. Several challenges arose due to the war. 

    First, the Israeli military has closed most of the checkpoints the Palestinians have to cross to move between cities in the West Bank.

    Second, Israeli settlers have become more violent. They patrol the backroads the Palestinians were sometimes able to use to move around, and are using firearms more often. 

    Additionally, since October 2023, daily raids on Palestinian homes and arbitrary detention of Palestinian civilians by Israeli soldiers have intensified. Palestinians can be detained without formal charges for extended periods, sometimes spanning months or even years. Violence and arrests had increased even before the war, but now such detentions are triggered by minor factors, such as discovering Gaza-related content on a Palestinian’s phone. Faced with these risks, Bait Byout could not expose their participants to potential harm.

    Nassar explains that to mitigate these challenges, “We had to gather all participants in Ramallah, secure lodgings for a few days, and confine them to this safer environment to minimize movement.” Participants would visit home briefly and then return for another session. Moving around was dangerous and had to be reduced as much as possible.

    At the time of the interview, participants of the Larp Factory had recently completed designing their first larps and were about to present them to the wider group in the coming days. The thematic focus of most larps centered on the social situation in Palestine. Furthermore, participants were about to play their first long larp, Tribes, a historical fiction exploring the tribes of Jericho.

    Focus on war, occupation and politics

    The war in Gaza has not only impacted the logistical aspects but has also influenced the thematic focus of the larps organized by Bait Byout. During the war, all of their larps are centered around the themes of war, occupation, stress relief and political awareness. Nassar believes there wouldn’t be a demand for larps  played only for entertainment in such a dire situation.

    “To have fun while they are dying over there? I don’t think people would accept that,” she says.

    Bait Byout had originally planned to run a fairytale larp titled Keys to the Kingdom, designed by Nassar, for 50-100 children aged 6-12. In this larp, participants assume the roles of fairies on a quest to retrieve stolen keys, overcoming trials to restore magic to the kingdom. 

    However, due to the wartime context, they opted for a different children’s larp called The Evil Lions & The Hungry Animals. In this scenario, players represent various animals oppressed by evil lions symbolizing the Israeli military. Through unity and setting aside differences, characters learn to rise against oppression and defeat the lions.

    The symbolism is evident to adults, but do the children understand that the larp is about the Israeli occupation over Palestinian territories, and the evil lions represent the Israeli military? 

    Most of them do, Nassar says. She explains that children experience the narrative as an opportunity to enjoy defeating the oppressor without delving too deeply into the political nuances. The larp serves as stress relief for kids, diverting their attention from the distressing news about the mass killing in Gaza. Chasing lions with water balloons is simply fun.

    The larps run as part of the women’s reproductive health program, too, underwent changes.

    After the war began, Nassar redesigned the game she was working on to include scenarios of women giving birth in Gaza during the conflict.

    “One cannot talk about sexual and reproductive health without mentioning the dire situation women are facing in Gaza,” Nassar explains. One of the scenes in A Journey of Discovery depicts the challenges faced by women having C-sections without anaesthesia in a region where Israel has bombed hospitals and power plants, and air strikes can occur while women are in labour.

    According to Nassar, Bait Byout goes against the tide by continuing to run larps. Many other activities such as sports, theatre, and music are currently on hold, and even festive celebrations during Christmas and Ramadan have been largely canceled or altered. The cultural institutions that do continue working have changed their program. It would not feel right to show comedies.     

    Bait Byout is now developing a series of larps about everyday life in Gaza during the war. They were supposed to reflect the Nakba of 1948, in which the Zionist movement and Israel violently displaced and killed Palestinians, damaging Palestinian  society, culture, identity, political rights, and national aspirations.

    “But another Nakba unfolding within the war on Gaza has changed the game to reflect the current situation,” Nassar says. The larps primarily target foreigners, especially employees of various international NGOs. At the time of writing, the Israeli military has killed over 30.000 Palestinians, overwhelmingly civilians.

    Ludography

    Nevermore: Family Issues (2023): Ukraine. Anna Posetselska.

    The Tribes (2013): Palestine. Janan Adawi, Sari Abdo, Majd Hamouri, Mohamad Rabah, Shadi Sader & Shadi Zatara.

    Keys to the Kingdom (2019):Palestine. Tamara Nassar.

    The Evil Lions & The Hungry Animals (2017): Palestine. Zaher Bassioni, Majd Hamouri & Mohamad Rabah.

    A Journey of Discovery (will be played in 2024): Palestine. Tamara Nassar, Fawzieh Shilbaya & Alaa Al Barghouthi.


    This article has been reprinted with permission from the Solmukohta 2024 book. Please cite as:

    Pettersson, Maria. 2024. “Organising Larps during War in Ukraine and Palestine.” In Liminal Encounters: Evolving Discourse in Nordic and Nordic Inspired Larp, edited by Kaisa Kangas, Jonne Arjoranta, and Ruska Kevätkoski. Helsinki, Finland: Ropecon ry.


    Cover photo: Photo by DangrafArt on Pixabay. Image has been cropped.

  • History is Our Playground – On Playing with People’s Lives

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    History is Our Playground – On Playing with People’s Lives

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    Introduction

    The first time I larped, sometime around 2001, I played a governess in a Jane Austen inspired regency romance. A lot of that game – such as the name of the game or my character – have been lost to me, but I do remember the feeling of being lost and bored. My character’s status required her to be present at the party of the gentry, but was too low for any hope of a romance plot. She couldn’t sneak into the kitchen either – and she was sternly turned away when she tried – because her status was too high for the servants to risk her finding out about the drama going on downstairs.

    To be clear, this game was a genre romance based on fiction, not meant to be a look into the social history and real lives of the people in regency Britain, and I as a player did not consider the real lives and social status of actual governesses of the era. When we roleplay, we often see history as our playground, and the stories of people of bygone eras as inspiration for our characters. In many cases, we find the stories that most pique our interest on the edges and in the margins: it’s often much more fun to play drama and hardship than ordinary day-to-day life. 

    This paper explores questions of ethics when playing with the lives of real, sometimes marginalized, historical people. How can we treat the lives of people who lived and died centuries ago with respect? How much context should we expect the players to study in order to respectfully portray lives of people in the past? In what detail should we communicate the changes we make for artistic or playability purposes?

    A personal interest

    The question of how we treat people of bygone times recently became relevant to me, as I joined the research project Tieteen ja taikuuden rajamailla (abbreviated TiTaRa, the name translates to Between Science and Magic), funded by the Kone Foundation from 2023 to 2025. In the project, the three people working as researchers have a background in English historical linguistics. My own merits as a researcher come from looking further back in history: I majored in New Testament Exegetics, and have studied people in vulnerable and marginalized positions in the Biblical World – prostitutes and slaves (Nyberg 2000). More recently, I worked in the field of local cultural heritage for nearly a decade. 

    My role in the project is one of a designer. I will be writing a roleplaying game – a tabletop game tentatively titled Tähtiin kirjoitettu (forthcoming 2025, Eng. Written in the Stars) – based on the research that my peers in the project publish. This means that the sources for my game will be examples of real people and their lives in medieval and early modern England. The research project concentrates on the vocabulary used of witches, astrologers and alchemists – and by them, of themselves – in that time period. These people were all set apart from regular society in some way, and at least in the case of witches also feared and sometimes persecuted. 

    As the game I am designing will be published as part of a research project, and as the aim is to make the information accessible to a wider audience, I am concerned by both historical accuracy and playability. This paper was prompted by considerations of portraying the lives of the medieval subjects in a way that does not diminish their experiences, but that allows for enough common ground for the modern players to be able to identify with their characters.

    A history of stereotypes

    In role-playing games studies, there has been some discussion about misery tourism during the past few years. Many games draw inspiration from current or recent historical experiences, often those of marginalized people. Some of these games have been designed in co-operation with groups affected by the real-world issues they depict, such as Halat hisar (Finland 2013, Eng. State of Siege). Others, such as the Polish 4th of July (Poland 2022) larp about trashy trailer park living in Ohio have been mostly inspired by media and there has not been contact with any actual poor trailer park residents in the design process. 

    In recent years, the roleplaying community has also started to acknowledge large problems pertaining to depictions of race especially in the D&D derived tabletop tradition (Loponen 2019) but also in larp . Roleplaying games have a long history of orientalism, in portraying Asian or Middle Eastern inspired roleplaying cultures as other, exotic, naïve and mystical (Trammell 2016). Roleplayers of color have made it clear that appearing in blackface or in exoticized dress or gear to portray someone who is Black, or of Arab, indigenous, or Asian descent is not a homage, but a continuation of a long legacy of racism. (Kemper 2018, Eddy 2020) 

    The discussions concerning misery tourism, or different racist stereotypes in roleplaying games, are far from finished, as these themes are important in making the roleplaying hobby in all its forms more welcoming and accessible for people of different backgrounds. What seems to be missing, though, is a discussion on games using history that goes beyond the 20th century. There has been discussion about historical and historically inspired games, but these discussions usually revolve more around how accurately history and historical events are represented, and what alterations have been made to make for better playability (Salomonsen 2003). 

    Quite a few roleplaying games, starting from the earliest D&D, are set in pseudo-medieval worlds. This makes the concept of medievalism relevant. For the purposes of this paper, medievalism refers to idealized or stereotypical views of the medieval world. In the roleplaying game context, it’s usually more important to build a setting for adventures, not portray the world in a historically accurate way. In the process, these games more often than not end up quite Eurocentric, even when creating fantasy worlds, and colored by a romanticized view of medieval times (Konzack and Dall 2008). This idealized, romanticized medievalism is also something that can attract the interest of conservative nationalist groups – with ideals directly opposed to the ideals of openness and accessibility mentioned above (Mochocki 2022).

    Outside the roleplaying community

    The discussions on racist and colonialist stereotypes, as well as treating the heritage of people with respect, have not arisen a vacuum in roleplaying game studies. The same discussions are ongoing in both other fields of study and in broader public discussions. For the purposes of this paper, I will only cite a couple of cases that are pertinent for the issues of history, heritage and respect. 

    In July 2023, as I was working on this paper, the Dutch king Willem Alexander gave a speech in apology for the part that the Netherlands played in the history of slavery (Willem Alexander 2023). At the same time, artefacts that were taken from Sri Lanka and Indonesia during the Dutch colonization are now being returned home (Bubalo 2023). 

    Museums that work with cultural heritage and store historical artefacts also participate in the discussion. In Finland, the National Museum repatriated Sámi artefacts from their collections to the Sámi community and the Sámi Museum Siida in 2021. I myself visited the powerful exhibit Mäccmõš, maccâm, máhccan – The Homecoming, which according to the National Museum “showcases the significance of cultural heritage to people and identity and encourages us to think about the control and ownership of cultural heritage”. In the exhibition Egypt of Glory – The Last Great Dynasties in 2020 to 2021, in the museum Amos Rex, located in central Helsinki, questions of respect and of displaying the bodies of the dead, who had been mummified and buried according to their religious customs, were included in the exhibition texts for the public to read. The part of the exhibition where the human mummies were displayed was somber. The acoustics were created to shield the area from crowd noises, and the visitors were asked to be respectfully quiet. Both exhibitions mentioned above made the exhibition materials available in the relevant languages, in the case of the first in Sámi languages, and in the second in Arabic. 

    These cases are but a few examples of the discussion about history, heritage, and respect, in the context of which we operate both as scholars and as creators of roleplaying games and larps.

    Voices of larp writers

    For a closer look into the subject at hand, I talked with the writers of two Finnish historical larps from the 2010s: Completorium from 2012 and Jotta vahva ei sortaisi heikkoa (Eng. So That the Strong Should Not Harm the Weak) from 2018. I had a personal discussion with Minna Heimola, one of the authors of Completorium, and interviewed Aino Haavisto and Ada-Maria Hyvärinen about Jotta vahva ei sortaisi heikkoa  by email. In these talks, I asked these larp writers the same questions that I posed in the Introduction of this paper: How can we treat the lives of people who lived and died centuries ago with respect? How much context should we expect the players to study in order to respectfully portray lives of people in the past? In what detail should we communicate the changes we make for artistic or playability purposes?

    Both these games hail from the Finnish historical larp tradition, which has been greatly influenced by the reenactment and larp association Harmaasudet (The Greywolves). This game style is characterized by an ambition for authenticity, and a lot of discussion and research into historical sources goes into the writing of these games. There is also an educational undertone, and players are expected to read background material put together by the organizers (Sahramaa 2010). Before historical games, there are often possibilities to join in crafting sessions for sewing costumes or making other gear. For my first larp, the game mentioned in the Introduction, a game in either the Harmaasudet or Alter Ego tradition, I participated in several dance rehearsals to learn recreations of historical dances of the era – and I also learned to play whist, a card game that was popular in the regency era. 

    In addition to Harmaasudet, several prolific Finnish writers of historical larp are alumni of Alter Ego, the University of Helsinki roleplaying association. This means many have degrees in subjects such as cultural heritage studies or folkloristics, and have gone on to careers in, for example, some of the most well-known museums in Finland. Some have also completed doctorates – an achievement that translates into ever-more professional background research.

    Completorium (Finland 2012) was a game set in a medieval Cistercian monastery. The authors have already published texts about the game, from the point of view of considering gender in historical larps (Heimola and Heimola 2016) and also from the point of view of reenacting history (Heimola 2012). In the case of this particular game, the main organizers had recently completed or were just about to complete their doctoral studies in theology and in comparative religion – and during my discussion with Minna Heimola I was shown a respectable pile of books that represented just some of the background research done for Completorium

    In our discussion, Heimola reiterated that the organizers wanted to respond to a dual issue: one of the most common complaints about Finnish historical larp in the 2000s was that female characters often ended up as being boring and feeling like side characters, but at the same time – and this is something that still persists in Finnish larp – most of the people signing up for the games were non-male, and wished to play non-male characters. Hence, the main consideration of the organizers was not a respectful treatment of any historical subjects. Rather, they wanted to portray a historical setting that fit their mostly-female player demographic, in a way that allowed for meaningful play and character agency within that setting. 

    Heimola mentioned that they also dived into historical sources for what the characters were supposed to do during the game: the day-to-day cycle of monastic life with both services and daily labor, scenes of religious visions, as well as more action-oriented plots such as attempts to steal relics for another church. 

    Jotta vahva ei sortaisi heikkoa (Finland 2018) was a larp set in ancient Mesopotamia, in the context of a judge’s visit to a fictional small town. Also in this case, the authors have written about the game and their thinking around the themes and of making history playable (Haavisto and Hyvärinen 2020). Again, the historical background of the game was well-researched: Haavisto has a degree in languages and Asian studies, with a minor in Assyriology. 

    In my interview, the authors told me that they had a clear division of labor, with Haavisto being in charge of the actual historical background, and Hyvärinen taking more responsibility of changing things around to create a better and more playable story. From the start they agreed that playability comes before historical accuracy. Initially, the plan had been that every character would have had some connection to actual historical materials: tablets on court cases of the era, letters and the like. This did not quite come to pass, and the final result was that around a third of the characters had these direct connections to the ancient material. As an example, the authors described using actual ancient court cases that pertained to one or two people and then filled in details such as family members – so those family member characters did not have a direct link to historical materials. No characters were directly and fully based on actual historical persons, though one character did impersonate Ea-Nāṣir, the copper merchant of the clay tablet UET V, 81 (Figulla and Martin 1953).

    The authors said that in their experience the Finnish larpculture surrounding historical larp expects the players to read all materials in order to understand the genre and the vision of the game at hand, and to act accordingly when playing. As such, they were not concerned about their players being disrespectful of the material presented – and also, as they point out, the events of the game were set so far back in history that any information we have is based on archeology rather than any living cultural heritage. With a 3000+ year gap in time between the time represented in the game and the people of today, we cannot really call the ancient Mesopotamians close cultural ancestors of anyone alive now. 

    This does not mean that history was taken lightly. In the background information section of the game homepage, details for which there were no sources in research, or which were changed for better playability, were clearly marked in cursive. The authors told me they felt it was important that the players, when preparing for the game, would be able to see right away what was based on historical research, and what was not. It was also communicated to the players from the start that they were engaging in a decidedly feminist take on history. On the point of contextualization, the authors also said that many of the plotlines for the characters were age-old, and deeply rooted in being human and not representing a particular era: fairly sharing inheritance, being involved in a love triangle, or the balance between fulfilling parental wishes versus taking your own liberties.

    In all, the organizers of both Completorium and Jotta vahva ei sortaisi heikkoa agreed on that players needed enough onboarding and contextualization to grasp the setting and game vision. The Finnish style of historical larp expects players to be prepared to put in some work into understanding the era the given game is set in, and to dress and act the part. In both cases, if historical accuracy and playability were in conflict, playability was prioritized. 

    Of course, even though styles of play have evolved during the years, Finnish larp has a long history of prioritizing immersion into character, and acting as you believe your character would do in any given situation or social setting. Even though it’s been over two decades since the debated Manifesto of the Turku School  (Pohjola 2003), the ideals of strong character immersion being central to the larp experience still linger. 

    The authors I interviewed felt that taking into account the style of play in historical games that has evolved in the Finnish tradition, they had every reason to believe that their players would treat their characters respectfully, and would do their best to represent the lives of the characters in an as authentic fashion as they could, based on the background material they were given

    As I myself have experienced this tradition and style of play firsthand, I understand the position of these authors. The question is: How much do the players actually know about history, and how much do they think they know? There are pitfalls in trusting the historical knowledge of your players. 

    History, heritage, and roleplaying

    The authors of Jotta vahva ei sortaisi heikkoa mentioned heritage, and the fact that the very ancient history their game was set in isn’t directly lived and experienced heritage for anyone today. When considering this, I ended up looking into questions of heritage. I found the vocabulary of heritage studies very helpful when considering the issues of using the lives, experiences and accounts of real people as material for games. 

    According to Rodney Harrison (2013), history is about the past, whereas heritage is concerned with the present and future. This means that we make sense of past events concerning our social or ethnic group, about our nation or about a minority we belong to by giving meaning to things that our predecessors have done or experienced. It’s a process of social meaning-making. 

    In his book Role-play as a Heritage Practice Michał Mochocki (2021) combines heritage studies with historical game studies and roleplaying game studies, and discusses authenticity and historical accuracy in the context of games, as well as immersion and experiencing. He notes that the discussion in the field of historical game studies often distinguishes between accuracy-based authenticity, and behavioral and psychological authenticity, which leads to a dualism of accuracy-of-facts versus authenticity-of-feeling. 

    As someone who has played both tabletop RPGs and larped in historical settings, I recognize the thought of authenticity-of-feeling from my own experience. I would not expect historical accuracy, or accuracy-of-facts, in every detail of a game. Instead, when going to a historical larp, I want to experience something of the era the game is about. If the game had an educational goal – such as highlighting the experiences of marginalized groups in the era and setting – I would expect proper contextualization through workshops, talks, or written information provided. 

    Above, in A history of stereotypes, I noted that we tend to shift from questions of ethics and respect to more general questions of accuracy and authenticity when we go further back in history. The viewpoint of heritage studies sheds some light on why that is. When there is a direct link of living heritage between the era or events we portray, and people alive today, we need to take this into account. This is where the questions of respectful treatment of the past and the people and events we portray are important. When we go into history, the link is often broader – such as the Dzikie Pola (Poland 1997) portrayal of the Polish-Lithuanian Commonwealth, which describes the history of whole nations rather than any marginalized groups (Mochocki 2022). 

    The pitfall of history is that we often think we know what it was all about, but what we are taught at school is in the end quite superficial. If we play striving to be “authentic”, it is easy to erase marginalized identities, or repeat our prejudices time and again. Having studied historical times and people myself (Nyberg 2000, 2006), I know from experience that we very often just cannot know for certain how people – especially people who were not in politically significant positions – really lived, as the further back we go, the more we rely on what kind of materials have been preserved. If we have a collection of Roman laws, for example, we do not know for sure how strongly they were enforced, unless the information is extensively backed by other sources such as court rulings and contemporary written accounts. Defending discriminatory design choices by saying “this is historically accurate” is very often not a sustainable argument. 

    When we move from themes of heritage to themes of history, it is well justified to use the principle “the players are more important than the game”. We are not disrespecting the people of bygone eras by considering the safety and well-being of our players today. If we design for what we imagine was historically accurate rather than for playability, we will very likely be placing roadblocks for people from marginalized backgrounds joining the game (Jones, Holkar and Kemper 2019).

    Conclusion

    The questions of respectful treatment of historical subjects have not been raised very much in roleplaying game studies. We visit the past and play with people’s lives not only to experience their struggles or marginalization, but to find the human connection between them and us. Even separated by nearly four millennia, we can sympathize with the client who complained about the quality of copper provided by one Ea-Nāṣir – or, as we do not know if the complaint had merit, the poor salesman. What we need to remember is that when we create a game set in history, we always create our own interpretation of it. It is not necessary to repeat every oppression and injustice – and not considering these in the design but just including them by default damages playability. 

    The farther back in history we go, the less information we have on what the everyday lives of people were really like, or what the thoughts and feelings of the average person were. What we do have, however, is an ongoing discussion about the respectful treatment of people’s heritage. Living heritage makes sense of events of the past and how they pertain to the events of the present and the future. 

    The current discussion on the history of racism, the legacy of colonialism, and the respectful treatment of cultural heritage is ongoing not only in the context of roleplaying games, but in society at large. This article is only a quick dip into these issues as they are relevant for roleplaying in historical settings, and I hope to be able to expand on this and go deeper into the questions of history, accuracy and authenticity, and respect, at a later date.

    Bibliography

    Aaron Trammell (2016): How Dungeons & Dragons Appropriated the Orient. In Analog Game Studies Volume III, issue I. https://analoggamestudies.org/2016/01/how-dungeons-dragons-appropriated-the-orient/ 

    Aino Haavisto and Ada-Maria Hyvärinen (2020): Monimuotoinen muinaishistoria taipuu nykyaikaiseksi larpiksi. In Nörttitytöt. Nov 9, 2020. https://geekgirls.fi/wp/blog/2020/11/09/monimuotoinen-muinaishistoria-taipuu-nykyaikaiseksi-larpiksi/, ref. July 13, 2023.

    EunJung Chang (2006): Interactive Experiences and Contextual Learning in Museums. In Studies in Art Education, Vol 47, No. 2 (Winter, 2006), 170-186.

    H.H. Figulla and W.J. Martin (eds.) (1953): Letters and Business Documents of the Old Babylonian Period. In Ur Excavations Texts V: Letters of and Documents of the Old-Babylonian Period. British Museum Publications.

    Jenni Sahramaa (2010): Antikristuksen yö. Steel and Holy Spirit in Medieval Bohemia. In Nordic Larp, edited by Jaakko Stenros and Markus Montola. Fëa Livia.

    Jonaya Kemper (2018): A Seat at the Feasting Table – A Call for Inclusivity in International Larp. In Shuffling the Deck: The Knutpunkt 2018 Color Printed Companion, edited by Annika Waern and Johannes Axner. ETC Press.

    Kat Jones, Mo Holkar and Jonaya Kemper (2019): Designing for Intersectional Identities. In Larp Design: Creating Role-Play Experiences, edited by Johanna Koljonen, Jaakko Stenros, Anne Serup Grove, Aina D. Skjønsfjell and Elin Nilsen. Landsforeningen Bifrost.

    Kristel Nyberg (2000): Prostituutio Uuden testamentin maailmassa. University of Helsinki, unpublished master’s thesis.

    Kristel Nyberg (2006): Prostituutio ja naisihanne Uuden testamentin maailmassa. In Taivaallista seksiä: Kristinusko ja seksuaalisuus, edited by Minna Ahola, Marjo-Riitta Antikainen and Päivi Salmesvuori. Tammi.

    Lars Konzack and Ian Dall (2008): Fantasy and Medievalism in Role-Playing Games. In Playground Worlds. Creating and Evaluating Experiences of Role-Playing Games, edited by Markus Montola and Jaakko Stenros. Ropecon ry.

    Mattea Bubalo (2023): Netherlands to return treasures to Indonesia and Sri Lanka. https://www.bbc.com/news/world-europe-66125072, ref. July 13, 2023.

    Michał Mochocki (2021): Role-play as a Heritage Practice. Historical Larp, Tabletop RPG and Reenactment. Routledge.

    Michał Mochocki (2022): Heritage of Polish-Lithuanian Commonwealth in Polish Role-playing and Reenactment. Transformative Play Initiative Seminar 2022. Youtube, October 20, 2022. https://www.youtube.com/watch?v=LCKgsPb25L4, ref. July 13, 2023.

    Mika Loponen (2019): The Semiospheres of Prejudice in Fantastic Arts: The Inherited Racism of Irrealia and Their Translation. Doctoral dissertation. University of Helsinki.

    Mike Pohjola (2003): The Manifesto of the Turku School. In As Larp Grows Up. Theory and Methods in Larp, edited by Morten Gade, Line Thorup, and Mikkel Sander. Projektgruppen KP03.

    Mikko Heimola (2012): Completorium – keskiaikaisen luostariyhteisön elävöittämistä näytelmäroolipelin keinoin. In Glossæ III/2012. 

    Minna Heimola and Mikko Heimola (2016): Gender and Historical Larps: Two Case Studies of Women’s Roles in Historical Settings. In Larp Politics. Systems, Theory, and Gender in Action, edited by Kaisa Kangas, Mika Loponen, and Jukka Särkijärvi. Ropecon ry.

    Rodney Harrison (2013): Heritage: Critical Approaches. Routledge.

    Willem Alexander, king of the Netherlands (2023): Speech by King Willem-Alexander at the commemoration of the role of the Netherlands in the history of slavery, Oosterpark, Amsterdam. https://www.royal-house.nl/documents/speeches/2023/07/01/speech-by-king-willem-alexander-at-the-commemoration-of-the-role-of-the-netherlands-in-the-history-of-slavery, ref. July 13, 2023.

    Xenia Salomonsen (2003): The Use of History in Larp. In As Larp Grows Up. Theory and Methods in Larp, edited by Morten Gade, Line Thorup, and Mikkel Sander. Projektgruppen KP03.

    Zoë Antoinette Eddy (2020): Playing at the Margins: Colonizing Fictions in New England Larp. In Humanities 9(4), 143. https://www.mdpi.com/2076-0787/9/4/143

    Ludography

    4th of July (2022): Poland. Bartosz Bruski, Paweł Jasiński & Ewa Żygadło.

    Completorium (2012): Finland. Mikko Heimola & Minna Heimola.

    Dungeons & Dragons (1974): TSR, USA. Gary Gygax & Dave Arneson. 

    Dzikie Pola (1997): Wydawnictwo MAG, Poland. Jacek Komuda, Maciej Jurewicz & Marcin Baryłka.

    Halat hisar (2013): Finland. Fatima AbdulKarim, Faris Arouri, Kaisa Kangas, Riad Mustafa, Juhana Pettersson, Maria Pettersson & Mohamad Rabah.

    Jotta vahva ei sortaisi heikkoa (2018): Finland. Ada-Maria Hyvärinen & Aino Haavisto.

    Tähtiin kirjoitettu / Written in the Stars (upcoming 2025): Finland. Kristel Nyberg

    Museum exhibitions

    Egypt of Glory – The Last Great Dynasties (2020-2021): Amos Rex.

    Mäccmõš, maccâm, máhccan – The Homecoming (2021-2022): The National Museum of Finland.


    This article has been reprinted with permission from the Solmukohta 2024 book. Please cite as:

    Nyberg, Kristel. 2024. “History is Our Playground – On Playing with People’s Lives.” In Liminal Encounters: Evolving Discourse in Nordic and Nordic Inspired Larp, edited by Kaisa Kangas, Jonne Arjoranta, and Ruska Kevätkoski. Helsinki, Finland: Ropecon ry.


    Cover photo: Image by Rosie Kliskey from Pixabay.

  • Culture, Community, and Layers of Reality: Playing Allegiance

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    Culture, Community, and Layers of Reality: Playing Allegiance

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    The larp Allegiance ended at a statue in a small park commemorating the end of the Second World War. We played diplomats and their support staff from different countries in 1970, listening to the Norwegian Foreign Minister’s speech about war and peace.

    The minister talked about her own experiences in the aftermath of the Nazi occupation of Norway. She quoted the Norwegian king Håkon the Seventh: “Higher even than peace, we place the right of self-determination.”

    The reactions in the crowd to the speech came from all the different histories and emotions our characters had. But they also sprang from the reality we live in as players. The themes of war and peace feel immediate in the context of Russia’s invasion of Ukraine, which had impacted the lives of many players concretely and all players at least indirectly.

    At the end of the speech, the minister’s words were not of the glory of victory but the necessity of rebuilding all that was lost.

    Diplomats socializing at the American Party. Photo by Martin Østlie Lindelien (cropped).

    Allegiance was a pervasive larp (Montola, Stenros, and Waern 2009) about the Cold War and the diplomacy needed to stave off nuclear Armageddon. Spies, betrayals, defections, and diplomats trying to carve space for themselves and maybe even for their countries. It was played in the streets of Skien in Norway and included over a dozen locations open to play over the weekend.

    I played the military attaché at the Finnish embassy, a war veteran scarred for life in the Winter War and the Continuation War. Much of my larp was about old friends, relationships, and meeting people I used to know in new circumstances.

    The larp’s core question was made plain in its name: Allegiance. During play, our characters had to interrogate who or what they were really loyal to. Country, ideology, personal self-interest? In the beginning of the larp my character seemed quite straightforward: He was a patriot loyal to his country, trying his best to keep it out of another war.

    As play progressed, I found myself with other loyalties too. Helping old friends even when they were technically on the side of the enemy. Concocting secret plans to extend Project Gladio to Finland in direct contravention to Finnish government policy.

    Community

    The production model for Allegiance placed a heavy emphasis on community. Each country represented in the larp had a designer of its own recruited from that country’s larp community. This country designer created the characters and play design for their embassy. The country designers worked together on connections and events that happened between the embassies and in the wider fiction of the larp.

    Thus, my character had close connections to people from the Swedish and East German embassies and the Norwegian foreign ministry. My main social context was the Finnish embassy, designed by Maria Pettersson.

    Ida Foss and Martin Nielsen were the project leads of the larp but their role was more that of a producer, facilitator, shepherd who guides the collective efforts of the country designers and makes it possible for their work to be realized in the larp.

    This design approach was very much in tune with the larp’s wider political and social vision, which emphasized coming together across national boundaries to forge a path towards a better world. The players whose characters staffed the Soviet embassy came from Belarus, Ukraine, and in a few cases, Russia. Some of them experienced significant difficulties in making their way to Norway for the larp due to Russia’s invasion of Ukraine and the increasingly repressive regimes in power in some of these countries, as well as the stringent travel bans and border closures enacted by almost all of the European countries sharing a border with Russia.

    Much of the simple pleasures of the larp had to do with cultural exchange and discovery. In a pervasive larp spread across a number of venues it’s always fun to discover new places. The first night, there was a party hosted by the American embassy, with hot dogs. The venue was a real bar, a place you might have used in real life for a party for diplomats.

    One of the larp’s design ideas was the use of Moments. They were pre-planned scenes between characters reminiscent of fateplay (Fatland 2000). The important difference here is that the Moment is defined as a scene with a starting point. It was up to us as players to take it somewhere interesting. One of my Moments was with an East German embassy official who I’d recognized from the war. We met at the Finnish sauna boat and talked about the war and how different our lives had become.

    The second night, we took an antique, 70’s era bus to a mansion outside town where the East German embassy was holding a reception. In the pacing of the larp, this was the time when we resolved dangling plotlines and extended earlier prompts into something with more depth and meaning. We also discovered an actual secret door in the mansion’s library, not part of the larp’s design at all.

    Bus with the word Pizzaria on it and two people in vintage clothing inside
    The larp featured an antique, period-appropriate bus. Photo by Kai Simon Fredriksen.

    Language

    I’m from Finland. Finnish is my native language. I’m writing this in English, a language I learned in school and from the media. Almost all international larp in Europe happens in English and because of this, the majority of my larp experience in the international context has been in a foreign language.

    International larps and related events such as the Knutpunkt conference have a social convention where everything should be in English so that the events are accessible to all. This of course assumes that everyone can speak English.

    Allegiance made the extremely unusual choice of having a different design around language and nationality. The larp was made so that as a player, if you wanted to play in the embassy of a specific country, you needed to speak the language and have relevant cultural experience and understanding. To play in the Finnish embassy, you needed to speak Finnish and grasp Finnish cultural references.

    This meant that the larp was primarily accessible to Norwegians, Swedes, Finns, Danes and Germans as well as larpers from the U.S., the U.K., the Czech Republic, Slovakia, Ukraine, Russia, and Belarus. Players from these countries had an embassy they could easily play in. The U.S. and U.K. embassies ended up having more relaxed policies, especially because player drop outs led to new participants having to come in at short notice. In their case, language skills and some understanding of the culture was deemed enough.

    Image of a person in vintage '70s clothing at a work desk
    Maria Pettersson designed the Finnish embassy and played the secretary, a supporting role designed to facilitate the running of the larp. Photo by Juhana Pettersson.

    All larps feature design choices that make the event more accessible to some players and less accessible to others. This was the case with Allegiance as well. It was obviously less accessible to the Spanish or the Greeks because they didn’t have a place in it. It was more accessible to players from its represented countries who didn’t speak perfect English because the design was much more forgiving in that sense than typical international larp.

    During the larp, you played in the language that made most sense in the moment. At the Finnish embassy I spoke Finnish and at international meetings I spoke English. At an important meeting concerning the multilateral reduction and limitation of nuclear weapons, the Soviet ambassador spoke through a translator in a beautifully awkward and authentic way, obviously choreographed by the players involved to create a very specific cultural expression.

    Personally, when I played in the Finnish embassy, I realized how rare and unusual it was for me to be able to play my own language and culture in an international larp. The fidelity of cultural representation was very high because everyone at the embassy was able to play with shared background and references.

    Image of a cartoon in Finnish
    A culturally specific reference from the Finnish embassy. Photo by Juhana Pettersson.

    We had jokes about Ahti Karjalainen and a bottle of Puolustuslaitos-branded booze. We had period comic strips by Kari. I played a former politician from the Keskusta party whose family came from Savo and who was personal friends with Kekkonen. When we got a diplomatic note from the Soviet Union, all players had the deep cultural background needed to grasp the enormity of such an event.

    My character was involved with the grassroots project of hiding weapons in farms and barns in case of a future Soviet invasion after Finland lost the Continuation War. They were to be used in guerrilla warfare. In real life, my family also has a connection to this same phenomenon.

    Historically, Finland is famous for sauna diplomacy. To make it happen in the larp, we had a sauna boat where we could host meetings. It demonstrated the difference between two aspects of playing on your own culture. The internal play at the embassy ran on deeper cultural nuances while the internationally facing sauna diplomacy was simpler, made legible for foreign consumption but also fun because of the cultural exchange involved.

    The use of English and the focus on cultural elements that can be shared between people from different countries are necessary elements of international larp and will remain so in the future. Still, I deeply appreciated the chance Allegiance gave me to play on my own background for once, and see the Czechs, the Swedes, the Danes and others doing the same.

    As an international larp, Allegiance attempted to build bridges between player communities to an unusual degree. A typical international larp operates on a policy where anyone can join in as long as they speak fluent English. The doors are open. In Allegiance, the backgrounds of players were more limited. It was open to people from the former Czechoslovakia, Soviet Union, Scandinavia, Finland, Germany, U.K. and the U.S. However, from many of those larp communities, the project actively sought to involve participants and designers to a much greater degree than international larps usually do

    In this sense, Allegiance swapped a passive open doors policy for proactive bridge building.

    A person at a desk in period clothing and glasses conversing with another person
    The designer of the Czechoslovakian embassy Dominika Kovacova. The embassy designers played supporting roles as secretaries who could be relied on to transfer information reliably. Photo by Kai Simon Fredriksen.

    Manufacturing Reality

    Physical reality consists of the material world around us, the tables and walls, air and water. Our bodies and their biological function. Social reality encompasses all the fictions we’ve built for ourselves to organize our existence: money, government, corporations, titles, countries, borders.

    When we organize a larp, we create a temporary alternative social reality and then live within it for a set period of time, with tools to take a break from it when needed.

    Allegiance featured two parallel sets of meetings about important international agreements, NORDEK and MALART. The latter concerned reductions and limitations for nuclear weapons programs and I was involved in it in my capacity as a military attaché.

    Sitting in the meetings, I felt like I was engaging with the construction of social reality on a double level. Playing a larp means I’m constantly manufacturing social reality with my co-players to keep the fiction consistent and playable. My character, as a diplomat, is participating in a painstaking process of creating social reality by the way of treaty negotiations which decide where nuclear weapons can be placed, who can have them and how the materials of their manufacture can be sold.

    The social reality of larp is temporary and ceases to exist once the larp is over. The social reality of diplomatic negotiations has much broader consequences because we as a society have decided that the results of such negotiations are “real.” Nevertheless, they’re also made up and diplomats are the people who hammer out the specifics.

    The way we ordinarily understand things, larp is fake and diplomacy is real. Yet there is something similar in the minutiae of how the processes are negotiated that emphasizes how our social reality is constructed. The social reality of diplomacy eventually becomes physical reality as nuclear missiles are dismantled or new bases capable of firing atomic warheads constructed.

    A person in a suit seated and reading a document.
    The Finnish Ambassador visiting the Danish embassy. Photo by Martin Østlie Lindelien.

    From this viewpoint, politics is the process through which we decide the rules of the social reality in which we live. On a national and global level, the process of politics can lead to extremes such as war. Allegiance examined the international political processes created to produce the opposite result, peace.

    Allegiance is a political larp beyond its subject matter. It happens in a specific political context, that of Russia’s invasion of Ukraine. On the level of community, the vision behind Allegiance is that of transnational work towards peace and against authoritarianism. As borders are closed, refugees turned away, and visas rescinded, it seeks to present a vision of coming together against the dark forces of nationalism, hate, and war.

    At the afterparty, I talked with a Belarusian player I’d shared a scene with. She said that all of her friends back home in Minsk had either emigrated or were in jail.

    The Ghost of History

    In 1970, the Nobel Prize for Literature was awarded to the Soviet writer Aleksandr Solzhenitsyn. His The Gulag Archipelago is a powerful indictment of the Soviet prison system. The first major event I participated in during the larp was a reception held in honor of Solzhenitsyn’s award. The diplomats came together at an art gallery and there was tension in the air because the representatives from the East Bloc countries obviously didn’t much care for the Nobel Committee’s choice.

    In real life, the Nobel Peace Prize was awarded while the larp was running. The 2022 award went to the human rights advocate Ales Bialiatski from Belarus, the Russian human rights organization Memorial, and the Ukrainian human rights organization Center for Civil Liberties. The choice of recipients from each of these countries symbolically emphasizes the necessity of civil society to come together across borders to fight against war and repression. When I saw the news during the larp, it felt like the reasoning of the real life Peace Prize and the larp’s creative agenda were perfectly aligned.

    Photo of people in vintage suits with drinks in their hands at an event
    The author of this article contemplating a speech in honor of the Nobel Prize for Literature of Aleksandr Solzhenitsyn.
    Photo by Martin Østlie Lindelien.

    For my character, the larp Allegiance ended in a classic scene from Cold War spy stories. I tried to help my East German friend defect to the West but in the last few minutes of the larp, during the speech, he got arrested. We’d made plans to meet in Tromsö but my character would wait alone for a friend who would never come.

    The ending was appropriate. As the larp went on, I became worried things were going too well for me but this injected a necessary element of melancholy.

    Just before we took a taxi to the airport the day before the larp, I was helping to print some of the papers and documents needed for the play at the Finnish embassy. I had printer trouble with no time to resolve it so I left the mess as it was and finished printing with a laptop.

    On Sunday night after the larp when we came home, I turned on my computer. My printer came alive, spontaneously printing out a diplomatic note from the Soviet Union.

    Three antique cars parked near trees Period cars used by the East German embassy in an in-game photo. Photo by David Pusch.

    Credits

    Project Leads

    Ida Foss and Martin Nielsen

    Country Designers

    Czechoslovakia: Dominika Kovacova
    Denmark: Jesper Heebøll Arbjørn
    East-Germany: Christian WS
    Finland: Maria Pettersson
    Norway: Grethe Sofie Bulterud Strand
    Soviet Union: Masha Karachun
    Soviet Union: Alexander Karalevich
    Soviet Union: Zhenja Karachun
    Sweden: Anders Hultman
    Sweden: Susanne Gräslund
    U.K.: Mo Holkar
    U.S.A.: Julia Woods

    Other Designers

    Martine Svanevik
    Kari KD
    Sanne Harder

    Kitchen

    Tor Kjetil Edland
    Jørn Slemdal
    Frida Sofie
    Thomas Frederick Hozman Tollefsen

    Backstage

    Jahn Hermansen
    Frida Lines
    Salme Vanhanen
    Ronja Lofstad

    Red House And Retro House, Runtime and Designing Embassies

    Adilya Rakhimova
    Stine Mari Haugen

    Rigging
    Tatsiana Smaliak
    Jorg Rødsjø
    Katharina

    Safety and Runtime

    Freja Gyldenstrøm

    Drivers

    Olav Borge Bondal
    Margo Raaum

    Theme Song and Live Music at Villa Ekeli

    Thomas Herlofsen

    Theme Song Production

    Olav Stahl

    Photographers

    Martin Østlie Lindelien
    Kai Simon Fredriksen

    ID Cards, Paper Props and Website Sound

    Nina Tunge-Kvamme

    Assistant, UD

    Bjørn

    Locations

    Skien Bibliotek
    Bakgaarden
    Skien Kulturskole
    Telemark Kunstsenter
    Ibsenhuset
    Skien Nanbudoklubb
    Telemarkskanalen
    Megafon
    Kontorbygg AS
    Torjerd Sofie Strand Moripen

    Antique cars

    Grenland Veteranvognklubb

    Supporting Organizations

    Ravn
    Nordisk kulturfond – Globus
    Fantasiforbundet
    Norsk Kulturråd

    References

    Fatland, Eirik. 2000. “The Play of Fates (or: How to Make Rail-roading Legal).” Amor Fati. 

    Montola, Markus, Jaakko Stenros, and Annika Waern. 2009. Pervasive Games: Theory and Design. Routledge.


    Cover photo: During the day, diplomats attend meetings and craft policy. At night, the work continues at parties, such as the one hosted by the East German embassy. Photo by Kai Simon Fredriksen. Image has been cropped.

  • Transformative Role-Play: Design, Implementation, and Integration

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    Transformative Role-Play: Design, Implementation, and Integration

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    Role-playing has the potential to have profound transformative impacts on participants. Over the years both personally and professionally, we have received hundreds of stories from players who have experienced dramatic expansions in their worldview, their understanding of others, and their ability to affect change in the world around them as a result of role-play. In our own backgrounds, we can both point to several role-playing experiences that have altered the course of our lives as a result of the realizations and interpersonal connections resulting from them. The sheer number of people interested in implementing role-playing and simulation as tools for education, empathy-building, and skill training attests to the methods’ potential potency (Bowman 2014a). Whether through virtual play, tabletop, or larp, role-playing can change people’s lives for the better when participants are open to expanding their perspectives.

    Following our Butterfly Effect Manifesto (2019), we believe that the insights gained from role-playing can become powerful tools to help participants become more self-aware, process “real life” experiences in a community that feels safe, and transform their lives and the world around them for the better. When role-playing achieves any of these goals—whether in subtle ways or with greater magnitude—we call these instances transformative experiences. However, in our view, the role-playing experience itself is only truly transformative if it impacts the participant’s life in some meaningful way after the event. Thus, while an experience may feel transformative in the moment, the integration of that experience is the wider-reaching impact that we are most interested in cultivating. In other words, for a complete transformation to occur, the impact should expand beyond the bounds of the original experience and integrate into one’s daily frames of reality and identity.

    bufferfly on a petal drinking water

    We propose that although transformative effects might occur—and certainly do occur—by chance or as a result of intuitive choices that designers and participants make, we can seek to maximize the potential of such impacts through intentional design, implementation, and post-event integration. We argue that designers and players who wish to maximize the potential for transformative impacts should consciously and transparently focus on the following goals throughout the entirety of the process:

    1. Establishing a clear vision explicitly detailing the desired impacts,
    2. Providing environments that feel safe, and
    3. Offering structures and resources for post-event integration at the end of play.

    While this article focuses mainly on design and implementation, individual players also can use these suggested approaches independently to increase the likelihood of undergoing transformative impacts from any given role-play experience.

    Before we proceed, we should note that careful consideration and implementation of these concepts and processes will not ensure a transformative impact will take place. Experiences vary from person to person and event to event. However, we believe that the more intentional the choices that designers and organizers make in accordance with these principles, the more likely at least some participants will experience a profound shift in their sense of self, perspective, or agency in the world. We strongly recommend that designers and organizers explicitly state their goals before and after the experience in order to create a deeper sense of investment, increased trust with the participants, and clearer focus upon these impacts for everyone involved.

    Finally, we believe that informed consent and safety should be at the forefront of this design philosophy. In other words, we trust players to judge for themselves the extent to which they feel comfortable leaning into certain types of content or experiences based on their own emotional, psychological, and physical thresholds. While growth often involves facing our own resistance to change, we do not advocate for pushing participants beyond their limits. Therefore, while we believe that transformative impacts should always be at the forefront of design and implementation choices, concerns about safety and consent are inextricably linked to creating a secure-enough container for such experiences to transpire.

    Below are some suggestions for how to intentionally and systemically design for transformative impacts, followed by some examples from our own design backgrounds.

    woman in space holding a galaxy in her hand

    Designing for Transformative Impacts

    When seeking to design for transformation, the first step should be establishing a clear vision explicitly detailing the desired impacts upon participants. Although additional categories likely exist, we propose the following impacts, which fall under four broad groups: Emotional Processing, Social Cohesion, Educational Goals, and Political Aims. Note that designing for certain types of impacts—such as therapeutic aims—may require advanced training, consultation with experts, or increased safety measures.

    Emotional Processing

    Social Cohesion

    • Increasing empathy
    • Teamwork
    • Leadership
    • Holding space
    • Conflict resolution/Transformation
    • Prosocial communication
    • Perspective taking
    • Collaboration/Co-creation/Cooperation
    • Building understanding
    • Exploring intimacy/Relationship dynamics
    • Exploring community dynamics

    Educational Goals

    • Intrinsic motivation
    • Content exposure/Mastery
    • Promoting active engagement
    • Self-efficacy/Perceived competence
    • Multitasking
    • Problem solving
    • Scenario building
    • Creative thinking/Innovation
    • Critical thinking
    • Skill training
    • Understanding systems

    Political Aims

    We recognize that any such list can never contain every possible impact that a role-playing experience can invite and any single design can likely only address a few of these aims. Our goal is to provide a concrete tool that enables participants to make conscious choices during the design and implementation processes.

    Practical Implementation

    As one gets further into the design process, a number of choices are made that can affect the transformative potential of a role-playing experience. Some examples are the setting, format, game structure, practicalities, mechanics, character concepts, safety tools, workshops, and debriefing structures. Conscious implementation is key if designers seek to maximize the potency of these potential impacts.

    While choices relating to the larger structure of the game — such as concept, setting, and format — can have a clear influence, in this article, we will limit our focus to the categories of Safety, Workshops/Debriefing, and Character Design.

    Safety

    Feeling safe to stretch beyond one’s comfort zone without exceeding one’s boundaries is called a growing edge in personal development. Implementation requires creating a secure-enough container for participants to feel that they can surrender into the experience and feel held in the process by the facilitators and co-players. Some recommended structures for intentionally designing safer spaces include:

    * The process by which sign-up lists are screened for players whose previous actions have marked them as either unsafe (red flag) or on watch (yellow flag) by the organizers.

    ** For example, casting players who have a good reputation for providing safe and consensual play in the more sensitive or antagonistic roles.

    orange kitty looking in a puddle and seeing a lion reflected back

    Workshops and Debriefing

    We believe that designing for transformative impacts requires creating an intentional framework for transitioning into and out of the game frame. This framework can include steps for establishing: a sense of communal trust, a shared reference point for the game’s themes, explication of the game’s transformative goals, methods for expressing preferences for play, safety culture and tools, and norms around communication of participant and organizer needs. Workshops before and during the game can help to achieve these goals. Debriefing after the game can aid in the transition back to the frame of daily life.

    With these goals in mind, we have constructed the following suggestions for workshopping and debriefing activities:

    Pre-game

    • Safety briefings and practicing tools
    • Trust building exercises
    • Establishing character relations
    • Explaining game mechanics/tools
    • Practical/Logistical briefings
    • Contextualization discussions*
    • Pre-game consent negotiations
    • Discussing or playing backstory scenes

    Mid-game/Breaks

    • Calibration discussions or exercises
    • Narration of events occurring between acts
    • Mid-game consent negotiations
    • Contextualization discussions*
    • Self-care or downtime for participants
    • Co-player care or emotional processing
    • Organizer care

    Post-game

    • Structured or informal debriefing
    • De-roling or formalized shifting from character to player
    • Contextualization discussions*
    • Narrativizing events taking place after the game, or Epilogues
    • Integration practices (see below section)

    * One important step that is often overlooked in design is contextualization, which can take place at any stage during the off-game periods of role-play. For example, in the larp Just a Little Lovin, which is about HIV/AIDS in the 1980s, the organizers provide contextualization sections during the workshops before and after each Act break. Contextualization helps the group filter their experience through the lens of the larger social context within which it takes place, an especially important step for role-plays that feature historical, personally sensitive, or politically-charged content.

    Character Design

    Much of the transformative potential of role-playing lies in the character design, particularly in the relationship between the character and their player. Whether the character is designed by the organizers, by the participants, or both, several considerations are important to keep in mind during character creation and enactment:

    • Strong alibi vs. Weak alibi: How much responsibility do players feel that they have for their character’s actions?
    • Close to home vs. Far from home: How close are the characters to the players’ identities and experiences?
    • Fictional vs. Autobiographical: How close to a player’s actual life events is the character’s story?
    • Deep character immersion vs. Light role-play: How deeply, intensely, or seriously are players expected to immerse into their character?
    • Fantastical abilities vs. Mundane: Do the characters and setting have fantastical qualities or are they representative of social realism?
    • Personal themes vs. Unfamiliar concepts: Are the themes relatable to the players or are the themes new to them?
    • Bleed management – Maximization vs. Regulation: Does the game intend to maximize the potential for bleed or attempt to regulate it?
    • Existing social dynamics vs. Constructed: Do the interactions mirror ones familiar to the participants’ lived experiences or are they unique constructions?
    • Playing with strangers vs. Playing with familiar people: How well do the players know one another?
    • High status vs. Low status: How much status and responsibility do the characters have in relationship to one another?

    As with any of these implementation considerations, we cannot be certain that a particular design choice will lead to a transformative impact. For example, we cannot assume that playing a character similar to the self with a particular set of emotionally-charged life circumstances that the player finds relatable will inevitably lead to bleed or deep insights about one’s daily self. However, we find it important to recognize that certain design choices can influence the way in which a character is experienced by the player and the potential impacts those experiences may have on the person moving forward.

    boy sitting as he disintegrates into pixels

    Facilitating Integration

    The discussion about “when a role-play ends” is ongoing. Some players argue that play ends when the organizers decree that players should drop character. Others consider the processing that players undergo in the days, weeks, months, and even years following an event to also be part of the experience. Extreme views posit that a role-play ends the moment the last person to participate passes away, as all living memory would have passed with them. For our part, it seems evident that many external and internal processes do not end the moment that play does, which means that these processes have the potential to lead to a transformative impact if the participant sufficiently integrates insights gleaned from the role-play into daily life.

    Thus, we believe that conscious implementation of integration practices after a role-play is crucial to support these transformative changes. Integration is the process by which players take experiences from the frame of a game, process them, and integrate their new awarenesses into their self-concept or the frames of their daily lives. Integration can range from small observations that shift one’s worldview to large-scale changes in identity or the structure of one’s life after the experience.

    Below are examples of integration practices in which players may engage on their own initiative or guided by organizers. In an attempt to provide structure, we propose the following six broad categories: Creative Expression, Intellectual Analysis, Emotional Processing, Returning to Daily Life, Interpersonal Processing, and Community Building.

    Creative Expression

    Some players choose to integrate their experiences by creating new works of art, including:

    • Journaling
    • Studio art
    • Performance art
    • Game design
    • Fiction writing
    • Storytelling
    • Co-Creation

    Intellectual Analysis

    Players may also engage in cognitive processing where they seek to analyze their experiences on an intellectual level, including:

    • Contextualization
    • Researching
    • Reframing experiences
    • Documentation
    • Theorizing
    • Applying existing theoretical lenses
    • Reflection

    Emotional Processing

    Participants often find valuable the ability to emotionally process their experiences, either individually, one-on-one, or in a group setting:

    • Debriefing
    • Reducing shame
    • Processing bleed
    • Ego development/Evolution
    • Individual or Group therapy
    • Validating own experiences
    • Identifying and acknowledging needs/desires/fears
    • Identifying and acknowledging Shadow aspects
    • Distancing identity from undesirable traits/Behaviors explored in-character

    Returning to Daily Life

    On a psychological level, participants sometimes find a variety of practices useful in helping them transition from the headspace of the game frame to that of their daily lives and identities:

    • De-roling
    • Managing bleed
    • Narrativizing role-play experiences
    • Distilling core lessons/Takeaways
    • Applying experiences/Skills
    • Engaging in self-care/Grounding practices
    • Transitioning between frames of reality
    • Incorporating personality traits/Behaviors

    Interpersonal Processing

    Some participants find social connections important after a role-playing experience, which helps them transition from the social frames of the game to their off-game interpersonal dynamics:

    • Connecting with co-players
    • Re-establishing previous social connections
    • Negotiating relationship dynamics
    • Sharing role-playing experiences with others
    • Engaging in reunion activities

    Note that some role-play experiences can dramatically shift a player’s interpersonal life, e.g. romantic bleed leading to a daily life relationship, new friendship groups forming, etc. Other times, existing relationship dynamics may help players ground back into their daily life while the new experiences from role-play are being integrated and processed.

    Community Building

    Some players take the lessons learned in role-playing further, deciding to create or transform the communities around them:

    • Networking
    • Planning events
    • Collaborating on projects
    • Creating new social systems
    • Sharing resources and knowledge
    • Establishing safer spaces
    • Creating implicit and explicit social contracts
    • Engaging in related subcultural activities
    • Evolving/Innovating existing social structures

    These lists are not intended to be exhaustive and no participant is likely to wish to engage in all of these activities after role-playing. However, our goal is to provide a framework for designers, organizers, and players to use in order to intentionally integrate their experiences into the flow of their lives after an event.

    Woman with a red leather jacket blowing magic dust from her hands

    Examples of Designing for Transformative Impacts

    We shall now discuss ways in which we have designed for transformative impacts in our own work to provide concrete examples of how one might consider this process from start to finish.

    In the larp Epiphany (2017), co-written with Russell Murdock and Rebecca Roycroft, Sarah Lynne Bowman included concepts from White Wolf’s Mage: the Ascension within the framework of a weekend-long spiritual retreat. Epiphany invited players to enact characters who were quite similar — in some cases, nearly identical — to their daily selves. These characters were designed in collaboration with the organizers; players detailed which personal content they wished to explore through an extensive questionnaire, which the writers translated into a character sheet. While the characters had magical abilities, the goal of the larp was for players to explore their own spiritual and philosophical beliefs and share their personal perspectives and practices with one another within the fictional framework. This goal was explicitly stated in the first paragraph of the design document, meaning that players knew they were explicitly opting-in to close-to-home, personal play:

    The setting is a weekend self-help Epiphany Retreat where adults learn how to access their inner potential. Over the course of the larp, mentors will guide initiates through an Awakening into their own magical power through a series of classes and rituals. Participants will socialize and discuss metaphysical principles with one another as they learn to expand their consciousness and personal power. The goal of Epiphany is to play characters similar to ourselves that explore issues of philosophical paradigm, empowerment, and enlightenment. (Bowman, Murdock, and Roycroft 2017)

    This slippage between character and player allowed some participants to explore aspects of themselves within the frame of the larp that led to insights and even life changes after the event was over. The larp featured: safety mechanics, consent negotiations, a post-larp Reflection Hour where participants could make art, write, or contemplate their experience, formal debriefing, and informal sharing in the Facebook group and chat after the event. These aspects of the design were intended to establish a secure enough container for players to lean into exploring growing edges within themselves through the frame of the game and character, while also giving participants tools to process and integrate those experiences after the event. For an example of such processing, see the documentation piece by Clio Yun-su Davis, Morgan Nuncio, and Jen Wong. Documentation itself can be an important integration process for participants, along with journaling, story writing, and other forms of creative output.

    Another quite different example is how Kjell Hedgard Hugaas and Karijn van der Heij are in the early design stages for a larp called The Mountain, inspired by the song of the same name by Steve Earle. Set in a small mining community in American coal country, the larp centers on a mining accident that captures the world’s attention and promises to change the way of life in the sleepy town forever. While the expected participants are likely to be mostly middle class and quite politically progressive, the characters that populate the town are almost exclusively working class conservatives. As such, The Mountain aims to educate the participants on a subject matter that is most likely unknown to them, broadening their understanding of actions taken by people that they perceive as being very different from themselves, and increasing their understanding of the lived experiences of others.

    In order to achieve these aims, the larp leans heavily on concepts and structures that are already familiar to the participants, such as family, romantic love, shared dramatic/traumatic experiences, and so on. By applying these already familiar concepts, the designers hope to create a sense of belonging that allows for emotional connection and intensity to occur even in a somewhat unfamiliar setting for the participants.

    By allowing players to connect with experiences far from their own, the larp’s intended impacts are to increase empathy, promote prosocial communication, and build cross-cultural understanding. Additionally, by highlighting the oppressive systems that underpin the setting on both a social and a political level, the designers aim to raise awareness, promote political activism, and build bridges across a deep political divide. Thus, The Mountain will focus upon several transformative impacts in one larp experience, while still providing a tightly focused narrative concept and setting.

    person standing on rocky ledge gazing toward a portal with light emanating from it

    We’ve Only Just Begun…

    Although role-playing is enjoying a Golden Age at the moment, we believe that our communities have only begun to scratch the surface of the potential of the medium. While we acknowledge that desiring to role-play for entertainment is an entirely valid motivation, we seek to provide tools for participants to use role-playing experiences as a means to transform themselves and the world around them in positive ways. We look forward to what the future will bring in terms of role-play design, innovation, and integration.

    Selected Bibliography

    Below are a few recommended resources to consider when designing for transformative impacts and building safety structures. We also suggest joining the Facebook group Larping for Transformation for more discussion.

    Algayres, Muriel. 2019. “The Evolution of the Depiction of Rape in Larp.” Nordiclarp.org. Last modified May 20.

    Algayres, Muriel. 2019. “The Impact of Social Capital on Larp Safety.” Nordiclarp.org. Last modified October 29.

    Andresen, Martin Eckoff, ed. 2012. In Playing the Learning Game: A Practical Introduction to Educational Roleplaying. Oslo, Norway: Fantasiforbundet.

    Beltrán, Whitney “Strix.” 2013. “Shadow Work: A Jungian Perspective on the Underside of Live Action Role-Play in the United States.” In Wyrd Con Companion Book 2013. Edited by Sarah Lynne Bowman and Aaron Vanek, 94-101. Los Angeles, CA: Wyrd Con.

    Bowman, Sarah Lynne. 2010.The Functions of Role-Playing Games: How Participants Create Community, Solve Problems, and Create Community. Jefferson, NC: McFarland & Co.

    Bowman, Sarah Lynne. 2014a. “Educational Live Action Role-playing Games: A Secondary Literature Review.” In The Wyrd Con Companion Book 2014. Edited by Sarah Lynne Bowman. Los Angeles: Wyrd Con.

    Bowman, Sarah Lynne. 2014b. “Returning to the Real World: Debriefing After Role-Playing Games.” Nordiclarp.org. Last modified December 8.

    Bowman, Sarah Lynne. 2015. “Bleed: The Spillover Between Player and Character.” Nordiclarp.org. Last modified March 2, 2015.

    Bowman, Sarah Lynne. 2016. “A Matter of Trust – Larp and Consent Culture.” Nordiclarp.org. Last modified February 3.

    Bowman, Sarah Lynne. 2017a. “Active Imagination, Individuation, and Role-playing Narratives.” Tríade: Revista de Comunicação, Cultura e Midia 5, no. 9 (Jun 2017): 158-173.

    Bowman, Sarah Lynne. 2017b. “Immersion into Larp: Theories of Embodied Narrative Experience.” First Person Scholar. Last modified March 8.

    Bowman, Sarah Lynne, Russell Murdock, and Rebecca Roycroft. 2017. “Epiphany: A Mage: the Ascension Larp Design Document.” Google Docs. Last modified December 12.

    Branc, Blaž, et al. 2018. Imagine This: The Transformative Power of Edu-Larp in Corporate Training and Assessment. Edited by Michał Mochocki. Copenhagen, Denmark: Rollespilsakademiet.

    Brown, Maury. 2016. “Creating a Culture of Trust through Safety and Calibration Larp Mechanics.” Nordiclarp.org. Last modified September 9.

    Brown, Maury. 2017. “Safety Coordinators for Communities: Why, What, and How.” Nordiclarp.org. Last modified April 17.

    Brown, Maury. 2018. “Safety and Calibration Design Tools and Their Uses.” Nordiclarp.org. Last modified November 29.

    Clapper, Tara. 2016. “Chasing Bleed – An American Fantasy Larper at Wizard School.” Nordiclarp.org. Last modified July 1.

    Davis, Clio Yun-su. 2019. “Writing an Autobiographical Game.” Nordiclarp.org. Last modified September 11.

    Davis, Clio Yun-su, Morgan Nuncio, and Jen Wong. 2018. “Epiphany – A Collaborative Mage: the Ascension Larp.” Nordiclarp.org. Last modified February 1.

    Davis, Clio Yun-su, Shayna Cook, and Lee Foxworthy. 2018. “Walking the Talk: Working Disability into Gaming.” Roundtable at Living Games Conference 2018. YouTube. Last modified August 16.

    Fatland, Eirik. 2013. “Debriefing Intense Larps 101.” The Larpwright. Last modified July 23.

    Harder, Sanne. 2018. “Larp Crush: The What, When and How.” Nordiclarp.org. Last modified March 28.

    Hugaas, Kjell Hedgard. 2019. “Investigating Types of Bleed in Larp: Emotional, Procedural, and Memetic.” Last modified January 25.

    Hugaas, Kjell Hedgard, and Sarah Lynne Bowman. 2019. “The Butterfly Effect Manifesto.” Nordiclarp.org. Last modified August 20.

    Kemper, Jonaya. 2017. “The Battle of Primrose Park: Playing for Emancipatory Bleed in Fortune & Felicity.” Nordiclarp.org. Last modified June 21.

    Kemper, Jonaya. 2018. “More Than a Seat at the Feasting Table.” Nordiclarp.org. Last modified February 7.

    Koljonen, Johanna. 2016. “Safety in Larp: Understanding Participation and Designing For Trust.” Last modified September 18.

    Leonard, Diana J. and Tessa Thurman. 2018. “Bleed-out on the Brain: The Neuroscience of Character-to-Player Spillover in Larp.” International Journal of Role-Playing 9: 9-15.

    Mendez Hodes, James. 2018. “Best Practices for Historical Gaming.” Jamesmendezhodes.com. Last modified November 12.

    Montola, Markus. 2010. “The Positive Negative Experience in Extreme Role-playing.” Proceedings of DiGRA Nordic 2010: Experiencing Games: Games, Play, and Players.

    Nilsen, Elin. 2012. “High on Hell.” In States of Play: Nordic Larp Around the World. Edited by Juhana Pettersson. Helsinki, Finland: Pohjoismaisen roolipelaamisen seura.

    Paisley, Erik Winther. 2016. “Play the Gay Away – Confessions of a Queer Larper.” Last modified April 15.

    Simkins, David. 2015. The Arts of Larp: Design, Literacy, Learning and Community in Live-Action Role Play. Jefferson, NC: McFarland & Co.

    Stark, Lizzie. 2012. “Mad About the Debrief.” Leaving Mundania: Inside the World of Larp. Last modified October 22.


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

    Edited by: Elina Gouliou

     

  • Baltic Warriors: Helsinki

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    Baltic Warriors: Helsinki

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    Saving the Environment with Zombies

    Characters listening during the debate. (Play, Sarita Sharma)Tourists are standing in the queue for the Ferris wheel. Some are eating ice cream. Suddenly two viking zombies, covered in seaweed, shamble from behind the ticket booth. They stumble and crawl to reach the higher platform of the popup cafe. The zombies ignore the tourists and other bystanders, because they’re not players.

    There’s a public discussion of the state of the Baltic Sea going on in the cafe. There are politicians, activists and lobbyists arguing what should be done to save the Baltic Sea from an imminent ecological catastrophe, and who should do it. This is the larp.

    At first, the characters look at the zombies in confusion, but after the first couple are infected, panic ensues. As one of the organizers, I scramble around picking up purses, shoes and other items the players drop during their impressive zombification scenes. The zombie victims are rushed into makeup so they too can join the undead horde, and I take personal items to the back room of the cafe for safekeeping.

    Baltic Warriors: Helsinki was the first in a hopefully longer series of political larps about environmental issues related to the Baltic Sea, and especially to the way oxygen depletion in the water can lead to “dead zones” in which nothing lives. These are caused by many different things, but one culprit is industrial agriculture.

    This and future larps are part of the wider Baltic Warriors transmedia project. The creative outline of the project is by Mike Pohjola. He was also the principal designer for this larp, with some help from me. The Baltic Warriors project is a complicated international co-production, steered by the German film company Kinomaton.

    Baltic Warriors: Helsinki was played at the Allas popup cafe on the Helsinki waterfront on the 30th of August, 2014.

    Zombies

    Viking zombie design by Julius Sepponen (left) of Make Up For Ever Academy Finland. (Play, Juhana Pettersson)In 2011, I published an article called The Necessary Zombie in one of that year’s Knudepunkt books, Talk Larp. I argued that even an experimental larp must have some elements that are familiar to the participants, and that they are comfortable with. It’s hard to be creative if all the elements of the game feel foreign and opaque. I called this familiar element the Necessary Zombie because zombies are one example of an element familiar to most. We all know what to do in a zombie game.

    I never really expected to end up actually making a game with zombies, necessary or otherwise, but in the spring of 2014, I was asked to join the organizing team of Baltic Warriors. My job was to act as a larp producer in the context of the wider transmedia work.

    The Necessary Zombie has more to do with Baltic Warriors than just the zombies. Baltic Warriors is a political creative project, and that means it’s supposed to reach people. As transmedia projects tend to do, it consists of many different kinds of media operating on different levels. Some are national or international, and others, such as larp, are local.

    In Pohjola’s larp design, the zombie is meant to liven up an otherwise dry subject, and to make the game easier to approach for the participants. It also acts as a blunt metaphor. In our fiction, the Dead Zones forming and growing in the Baltic Sea would make long-dead viking warriors rise from their watery graves as terrifying undead monsters seeking to attack the living. In the game, the political debate was cut short by the attack of the viking zombies.

    This went into the heart of the political analysis underlying our game: Everyone agrees that something should be done to help the Baltic Sea.

    Yet very little is happening. If this continues, soon it will be too late. Too much talk, too little action, and the viking zombies will get you. Or the damage to the sea will be so severe, it can’t be fixed.

    Risks

    The Finnish Minister of the Environment in the post-game panel discussion. (Post-game, Miia Laine)In its first game, the Baltic Warriors project was following ideas about rapid prototyping and iterative game design championed by Eirik Fatland and Bjarke Pedersen, as well as following my own experiences in the use of a test game to help with the design of the larp Halat hisar. The basic idea is pretty simple: Since larp is relatively cheap and easy to produce, why not try out ideas in smaller games before committing resources and time?

    This attitude also encourages taking creative risks. Will it work? We’ll see! It’s a test game. We also had a reason to run a test game that went beyond the demands of the game itself. The transmedia nature of the wider Baltic Warriors project demands that we document the larps thoroughly. In the test game, our documentary crew would get valuable experience with how to shoot larp.

    The location was provided by one of the partners, the Korjaamo cultural center. As a larp space, the open-air cafe was pretty much the opposite of private: In addition to our documentation team and reporters and photographers from various media, there were tourists and random passersby. Indeed, this was part of the design. You could jump into the game after a brief talk with an organizer.

    It was supposed to work so that you’d get a short instant-character, a couple of pointers about what you could do, and you’d be ready to start playing. You were a citizen, a version of yourself, who had come to the meeting to air some of your own concerns about the state of the Baltic Sea.

    Unfortunately, this was one of the parts of the game that didn’t really work. We only had two people who did this. One of them managed to become part of the game, the other didn’t until the zombie attack, which had a democratizing effect.

    Baltic Warriors is the second political larp project I’ve been involved in, after Halat hisar. In both cases, using the game to get media attention for the issues has been a part of the overall strategy of the project. Getting media interest for a game is really about how good a story it makes. Halat hisar was easy to publicize: Palestinian larp in Finland is a good story. Baltic Warriors was not especially difficult, but definitely harder than Halat hisar had been. It didn’t have an exceptional hook, which meant it had to compete with all other newsworthy events and cultural happenings going on at the same time.

    We got a few mentions on radio and local news, and one really nice article and video in Helsingin Sanomat, the biggest newspaper in Helsinki. I only later found out how this had come to be: through relentless badgering of the paper, by many different people in our organizing group.

    Organizer Mike Pohjola being interviewed by Helsingin Sanomat during the larp. (Play, Juhana Pettersson)

    The Participants

    During the production we joked that we had more partner organizations than we had players. The punchline was that this was literally true. Of course, this was because our small game was the pilot for a big project. It had the support structure of a much more ambitious production.

    Our system for who played in the game was somewhat chaotic. We had a public sign up, we invited players, we had people just show up, and at the very last minute, many of the people from the organizations we worked with decided to play. This proved to be a very good thing: Larp is hard to grasp if you don’t try, but when you do try, its power becomes manifest. In complicated transmedia projects, it’s good that the people who are involved understand and appreciate the form.

    As a result, we had a strange player base: Some were larpers who knew how to make game but didn’t have a lot of personal experience with environmental politics. Others were professional activists who were new to larp but knew the subject of the game very well.

    At least in my estimation, this combination worked well, with larpers helping to make the game work and the newcomers giving it some authenticity.

    In practice, we tried to cast characters so that there would be mixed groups. For example, a larper could play a politician and an activist could play her assistant. We planned the characters so that the politician in this scenario would be more of a “face” character, and the assistant more of an “action” character.

    Some of the participants were given characters who were the opposite of who they were in real life. For example, one activist player had a business lobbyist character. A participant who was a real business lobbyist got a character who was an environmental activist.

    I believe that most people can larp pretty well on their first try, especially in a game with experienced players. That’s how it went this time too. It was fun especially because some of the players from the partner organizations were of an older generation. It gave the game verisimilitude. After the game, we held a public discussion about the issues raised in the game. The idea was that it would be good to show how things were in the real world: What was fiction, and what was true. In the panel discussion, one of the participants was the Finnish Minister of the Environment at that time, Ville Niinistö.

    Unfortunately, we couldn’t get him to play in the larp itself.

    The Attack

    Organizer Juhana Pettersson (left) and a participant during the debrief. (Post-game, Miia Laine)The political debates of the game ended in a pre-designed non sequitur: The zombie attack. We had briefed players about this beforehand. Practicing the rules had doubled as a warm-up exercise before the game started. What had until that point been a very social, discussion-oriented game suddenly turned into everyone running around the place trying to complete the ritual to banish the zombies.

    If the players managed to carry enough clean water in their hands to the ritual location, they would win. If not, the zombies would win.

    Trying to care for clean water was a game mechanic, and according to player feedback, it worked on a conceptual level.

    The zombies were a structural choice I had been a little worried about, because on a story level, it was kind of random. It proved to work in practice, though, probably because it gave the game an action- oriented, fun ending. The characters could only survive by working together to achieve a common goal. That was a good thing to finish with.


    Baltic Warriors: Helsinki

    Credits: Mike Pohjola (Design), Juhana Pettersson (Additional design and production), Sarita Sharma (Production), Harmke Heezen & Miia Laine (Production Assistance), Julius Sepponen & Make Up For Ever Academy Finland (Zombie Effects), (Film documentation), Kinomaton Berlin & Made Partners: Goethe Institute, Baltic Sea Action Group, Korjaamo, Helsingin kaupunki, Finnland-istitut in Deutschland, AVEK, Medienboard, Berlin-Brandenburg, Media, Filmförderung Hamburg Schleswig- Holstein, Nipkow Programm, EsoDoc (Production)
    Date: August 30, 2014
    Location: Helsinki, Finland
    Length: 3 hours
    Players: 20
    Budget: €1,000
    Participation Fee: none
    Game Mechanics: First minimal, then light zombie mechanics
    Website: http://balticwarriors.net


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

    Cover photo: Participants discuss the game while a member of our film crew records sound (Pre-game, Juhana Pettersson). Other photos by Miia Laiene and Juhana Pettersson.