Tag: religion

  • Christianity is an Immersion Closet

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    Christianity is an Immersion Closet

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    Editorial note: This article was originally published in the Knutepunkt 2025 book Anatomy of Larp Thoughts, a breathing corpus. It has been reprinted from there with the editors’ and authors’ permission. It has not been edited by Nordiclarp.org.


    At the recent re-run of the larp Snapphaneland, I slipped into a very deep, immersive and solitary play on religion. As a fan of historical larps, I have of course played a Christian before, but never before have I had religious play as deeply immersive and moving. It made me get a glimpse of the importance that the Christian worldview had in history, and it made me want to explore and discuss these experiences. My focus in this text is describing my own experiences, and what contributed to finding that religious immersion. To do this, however, I first need to explain both the larp and the historical context, for those unfamiliar with it.

    The larp Snapphaneland

    Snapphaneland is a larp set during the Scanian War in the 17th century. Specifically, it focuses on the rebellion and guerilla war waged by Scanian resistance fighters (snapphanar) against the Swedish authority, the measures taken by the Swedish government and army to suppress the rebels, and how Scanian civilians were oppressed and punished, regardless if they aided the snapphane rebels or not. The larp is set in a Scanian village, and the characters in play are villagers, snapphane rebels and Swedish soldiers.

    A life of toil

    At the larp, I was a kitchen helper with a written character. This meant that I worked long, busy days, but could go out and play scenes now and then, and play while working in the kitchen. The kitchen was a mostly in-game area, and although it had some modern-ish equipment, many of the tasks were quite appropriate for the era – fetching water, keeping fires burning, chopping vegetables, and so on. It was also heavy work, with endless lifting, standing and walking. Although this was of course quite tiring, it also meant that the days were filled with manual labour, in a way that is quite realistic for rural life in the 17th century.

    Snapphaneland. Photo by Tindra Englund.
    Snapphaneland. Photo by Tindra Englund.

    The character I played was a farm maid (piga). Since she came from a large family, had no hopes of inheriting and slim chances of being married, this was how she would most likely spend her entire life, working very hard at someone else’s farm for food and board. Her days would be endless toil. Of course, everyone in a rural village worked, to the best of their abilities, but the farmhands (dräng) and farm maids got the heavier, dirtier tasks compared to the farmer’s family.

    Most of the players at the larp did not have much work to do. There were some tasks that they could do if they chose – there was wood that could be chopped, sometimes things needed carrying, and they were always welcome to come help in the kitchen. Many of the people playing women brought knitting and similar handicrafts, to keep their hands occupied. But there were very few things that they had to do, and they could spend a lot of time sitting around talking, when not in the middle of Cool Scenes.

    All this to say that while being in the kitchen for most of the larp, and not having much free time to pursue play, the benefit of my role was that the work was deeply realistic and immersive. My body ached from hard work. I was exhausted when going to bed in the evening, and then rose in the morning to do it all again. It was easy to lean into the knowledge that for my character, every day would be like this.

    The Christian worldview

    In Sweden in the 17th century, everyone (except minority groups of other faiths, of course) was a Christian Protestant. Belief in God was universal, it was a natural part of how the world was perceived. Not everyone was a good Christian, of course, and it was not uncommon that people did things that were considered sinful. However, everyone knew that sinning was bad, and had to somehow relate to this. Similarly, belief in an afterlife in heaven or hell was a natural part of life, and a very big part of the Christian worldview. Life on Earth was considered to be largely filled with suffering, toil, and hardship: and only those who lived good, pious lives would be rewarded with eternity in heaven.

    This was a deeply important part of my experience. As described above, my character’s life really was full of toil and hardship, with no hope of becoming easier. These hardships were only increased as the oppression escalated, and life seemed almost unbearable. The thought of one day, when her life was over, being able to finally have comfort, rest and happiness in heaven was deeply important. Without it, life would just be a pointless struggle.

    Snapphaneland. Photo by Tindra Englund.
    Snapphaneland. Photo by Tindra Englund.

    Loneliness and love

    Love is of course one of the great joys in life for a lot of people, something that makes life beautiful and brings meaning and hope to our lives. In the case of my character, there was not much of that to be had, however. She was the kind of person that no one really fell for, the person in the background who was perfectly nice, but just… not the girl anyone dreamed about. She herself fell in love pretty easily, but had never had her feelings answered. On top of this, she had lived most of her life away from her own village, away from parents and siblings. She was a very lonely person.

    For a person like this, the thought of God and Christ was deeply comforting. Through God, there was the feeling of an ever-present love. A parent figure that, though stern and forbidding, was also full of grace and forgiveness, and would reward her if she was good enough. And someone who saw her, all of her, and cared about her deeds.

    Suffering – God’s trials

    Since the larp took place in a part of the country where the civilian population were tormented by both the Swedish army, and sometimes the rebels, there was a lot of suffering. Some characters (including my own) had in their background the ransacking and sometimes even burning of their homes, and having to look for a new home. There was hunger and poverty, due to soldiers and rebels taking food from civilians. And as the larp progressed and the army cracked down harder to quell the rebellion, there were beatings, rapes, and other kinds of violent cruelty.

    Snapphaneland. Photo by Tindra Englund.
    Snapphaneland. Photo by Tindra Englund.

    This created a vast wealth of internal play, with struggling with the age-old questions around God and evil. If God is good and all-powerful, why does he permit terrible things to happen? In Christianity, however, the reply is usually that God is testing your faith, and that enduring and remaining firm in your belief is how you succeed. This was beautifully illustrated and brought into play by my co-player and kitchen boss Kim Bjurström. My character had just been subjected to rape and abuse at the hands of the soldiers, and was quite broken. Kindly and gently, his character simply said: “God only gives us the struggles he knows we can bear.” It was all that was needed for my character to feel even more strongly connected to her faith, and to see meaning even in the absolutely terrible things she had endured. In a way, this is of course kind of weird and fucked up, as it can easily be construed as saying “You should really be happy that this happened to you, because it means that you are actually a really good Christian!” But, nonetheless, it was a very strong, moving, and immersive experience.

    Sin

    The concept of sin is great for roleplay, as it creates a strong incentive to not do things that might otherwise be very tempting to do. During the larp, my character often struggled with whether it was alright to lie – if you lied to protect someone, or if you were forced to lie by someone threatening you with violence.

    Even more powerful was the thoughts around suicide and abortion. After my character had been raped, she was both traumatised and terrified of a pregnancy. On top of this, she had no future employment, and would soon be without food and housing. It was quite a heavy and hopeless situation, and the thought occurred to her more than once that she would be better off dead. But as suicide was a sin, this was of course out of the question. Similarly, if she did end up pregnant, then aborting the pregnancy would be a sin. This meant that she would simply have to submit to whatever God chose for her, and continue bearing it as well as she could.

    Submitting, come what may

    And this, I suppose, is the core of it: to submit. To keep faith. To suffer the sins of others, without turning to sin yourself. To bear a life with endless hardships and toil, trusting that after death all that suffering would go away, and you would be rewarded by an eternity in heaven.

    Snapphaneland. Photo by Tindra Englund.
    Snapphaneland. Photo by Tindra Englund.

    I felt this very deeply all through the larp, in a way I never have before. And it was a quite moving experience. It was also exceptionally suited to solo play, even when I was too busy working, or couldn’t find play for other reasons. The immersive relationship to God was ever-present. This is why I claim that Christianity is an excellent immersion closet.

    What to take away from this article

    In this article, I have focused on Protestant Christianity, since that was the religion at the larp in question. However, I think that the same playstyle can be relevant to explore in relation to other religions as well.

    As a larper, I feel that it is very valuable to immerse deeply into experiences different from your own. It gives us a little bit of understanding and empathy for others, and humility before the manifold ways to live and understand life. I feel this to be even truer when it comes to getting a new perspective on religion, which is as important to many people today as it was centuries ago. I encourage other players to explore this, and to do so in an immersive, introspective way. Find your own Christian immersion closet, and/or religion as the lens through which you interpret and understand both everyday and extraordinary events.

    As an organiser, I encourage designing for religious play, and not focusing solely on the outward expressions of religion – the rituals, the prayers, and so on. These things are great reminders to have during the larp, but they are not enough. Consider how you can design for religion to be always present in the back of the characters’ minds, to be informing the everyday moral choices and interpretations that they make. In short: design for more people to have religious play as their immersion closet.

    Ludography

    Snapphaneland (2024): Sweden. Rosalind Göthberg, Mimmi Lundkvist and Alma Elofsson Edgar (Bread and Games). https://snapphaneland.org/


    This article is republished from the Knutepunkt 2025 book. Please cite it as:
    Greip, Julia. 2025. “Christianity is an Immersion Closet.” In Anatomy of Larp Thoughts, a breathing corpus: Knutepunkt Conference 2025. Oslo. Fantasiforbundet.


    Cover image: Photo by Nataliya Vaitkevich on Pexels.

  • Vedergällningen, the Vengeance: a Viking Horror Larp

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    Vedergällningen, the Vengeance: a Viking Horror Larp

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    Vedergällningen was a Viking horror larp focusing on the relationships between humans, and between humans and the gods. It was played in the Berghem larp village in Sweden, on 1-3rd November 2019. Vedergällningen was created by Karin Edman under the brand Wonderkarin. The larp was run in English, with players from both Sweden and abroad, totalling about 85 participants, including both players and crew.

    The larp world was set in a fictional Viking age and time where magic exists and works, the gods walk the earth, and supernatural beings roam the forests. The larp itself was set in the village of Astfanginn, a village where völvas, their disciples, and thralls lived and worked. A völva is a person who knows sorcery, or as it is called in this world, magic “seidr”. The seidr are magic rites to make something happen, from healing someone, to giving someone power in battle, to calling down the gods to the earth. The völvas are usually female, but sometimes they can be male. What sets this village apart from other villages is that in this village the residents have settled based on their merits in seidr, and then the followers who are attracted to the residents also settled there.

    people in Viking larp discussing communally
    The followers of Gyrid communing in the forrest, Gyrid being to the right. Photo by Hanna Olsson.

    There was a set hierarchy in the village. The Council are firmly in the top, a group of völvas so senior they seldom leave the village. Then there were five travelling völvas, and then the followers of the travelling völvas. In the larp, there were also three different groups of vikings. At the bottom of the hierarchy are the thralls, also within their own group.

    This all sounds a bit complex, so I will take myself as an example. My character was Halldora and I was part of the group The Followers of Gyrid consisting of me, Hjördis, Geirlaug and Hjerka and our leader Gyrid who was one of the travelling völvas. I had a mentor in the Council, Ljufu. I was also assigned a friend, Ranveig, in the Followers of Järngerd. This meant I had plenty of connections both to other characters and to other groups, creating an alibi for play. The other characters had a similar network of connections to explore. Each group also had their own house to sleep in, meaning it was relatively easy to find each other, even though it was dark after 9 pm and rained quite a bit.

    This design worked very well for me, especially since I had signed up to the larp by myself without knowing too much who else had planned on going. And although I knew some people there off-game, I played with them very little, as I had so much play with my assigned connections. This design also meant that both I and most other players that I know of also had plenty of threads to follow, which in turn generated more play. It also created a feeling of the village being lived in, and relationships being established and being changed.

    There were a number of set events within the larp; the vikings would arrive, the Vedergällningen ritual would be held calling down the gods, and the ending scene of the larp. This level of transparency gave me as a player room to steer my game and time the experience which I enjoyed.

    Ingame, one dark and stormy night, Vikings arrived to the village to seek help as their ships had been destroyed, and they were in need of physical, mental and magical healing. Before the first night was over, the völvas became victims of a horrible crime. To get vengeance, the völvas called the gods for answers and aid. This did not go exactly to plan, and now the humans had to face both Loki and their beasts, as well as themselves.

    Our group “The followers of Gyrid” believed in the goddess Idunn. Idunn was the goddess of youth and fertility; her symbol is the apple. Our magic powers were focused on rituals for healing and youth, using food and drink. I talked with the gods and sometimes got answers. Gyrid, the three other disciples, and I worked and lived in a small hut and this was also where I spent most of my time playing.

    Person with facepaint holding up a cup
    Gyrid Eirikdottir. Photo: Hanna Olsson.

    If you were the person in need, something like this would have happened to you:

    You stand outside our hut, in the dripping wet and cold November night. The door opens and you see lights and feel the warmth streaming out.

    ‘Welcome, come in, what ails you?’ we ask, inviting you in. You sit down on the warm blankets and pelts on the floor, sweet smell in the air. Gyrid sits behind you, directs her disciple with small gestures and eye contact. On the chest over there you see a bowl of berries, the spine of a big animal, and cup of mead. You lean back and when you look up into the ceiling, it is covered with hanging apples and branches; the lovely smell permeates the air. Hjördis sets the tune with her staff, the rhythmic sound reverberating in the hut. Geirlaug, then takes up the tune and Hjerka and Halldora soon chime in too. The song is about Idunn and how her power is granted to them. At first it is only pleasant, the song and soft touches and small nibbles fill you; then it turns darker and the soft touch turns into restraint; and the nibbles are not so delicious anymore and you don’t want to eat it but you are forced to swallow. But it is for your own good and soon, so soon, you will feel better. The song fills the hut, the smells and the screams. And then it is over; you are healed. What do you have that you can pay with? Maybe the price was a bit more steep than you first bargained for. What is the bitter pill you have to swallow? Is it a year and a day as a thrall, or losing the ability to ever have children, or simply the rage that helped you keep your men in check that you lost? But we all know, before long, you will be back again. Now out again with you, out into the rain and cold; there’s a line waiting.

    This was my most hedonistic larp this far. If you’re imagining November in the Swedish forest to be a bit cold and drab, you are completely right. But despite the surrounding setting, I slept well, ate well (including eating a mallard!), danced, sang a lot, and had a lovely time performing rituals with players I had never met before and not really talked to before either; still we managed to form a very well functioning group by just the exchange of a few words, our expectations and wishes, and setting up the hut together.

    Viki
    Skadulf facing the Völvas of Astfangin. Photo by Cajsa Lithell.

    I didn’t spend time thinking of how I looked or how I acted but could just follow my character and what my character was up to. I think this was largely due to the fact that the larp was explicitly queer friendly and lesbian-themed. Most positions of power were held by women, and there were overall a lot of female and nonbinary players, compared with relatively few men. This ensured that I could relax and just enjoy myself and go with it. I also appreciated the relatively high average age in this larp, and the maturity of the players. The calibrations ensured that I had time setting up scenes and following threads, allowing me to steer the experience.

    Another factor that added to my feeling of immersion was how little time I spent talking and how much time I spent doing. There’s something special about carrying water, plucking mallards (so soft feathers!), stroking and touching and restraining other players, singing and feeding and eating. Running scared through the wet forest, beasts close by. Relishing the feel of wood, and bone, cold water on the hands and hot coffee in the stomach. The sound of the other villagers, the smells of wet fur and leather. Tip-toeing around Loki and their beasts as not to spite them. All my senses were activated and my body moved most of the time. Engaging the body and the senses so much gave me a deeper relation to the larp and it is something I will steer towards in the future more than I have done before.

    What made Vedergällningen good to me was that there was so much room for different experiences, such as playing with power, being scared, being used and owned as a thrall, feeling like an outsider, being a witch, being a warrior and so on. Having different gender expressions and tastes. Lots of sex (in-game of course) or none at all, go for what you like.

    What made me take the step from thinking of writing up this piece was two fold. I often wish larps that I did not attend had accompanying documentation pieces, so I offer this work as a contribution to others. Secondly, Vedergällningen is being run again and I wanted to let a broader audience know about it. If you’re curious, have a look at https://vedergallningen.wordpress.com for more information. (Disclaimer: I have no affiliation with Wonderkarin; I just had a good experience).


    Cover Photo: Skade cursing out the Viking who killed the First of the Council. Photo by Cajsa Lithell.

    Editors: Elina Gouliou and Mo Holkar

  • Writing an Autobiographical Game

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    Writing an Autobiographical Game

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    An autobiographical game is a game that is based on the experiences of the designer(s). There is, of course, a lot of wiggle room in that description. A game that realistically depicts an event from the creator’s life moment to moment is an obvious example, but what about an abstract game that is emotionally true to the creator’s lived experience but not literally true? Does a game in which players fumble around a room in total darkness without speaking count as autobiographical, if the purpose is to experience something similar to the helplessness and frustration the designer felt when they experienced a loss?

    For the purposes of this piece I am going to talk about something that’s planted firmly in between the two. Specifically, I’m going to talk about designing an experience that explores autobiographical themes through metaphor while also incorporating characters that are based on real people. This goal is what I tried to achieve when writing The Truth About Eternity, my semi-live scenario for Fastaval this year.

    The Truth About Eternity (Davis 2019) is a scenario about a near future in which ancestor worship has taken the form of preserving the deceased in digital tombs. When a person dies, their family can upload an artificially intelligent copy of them to a server and then continue to visit them via virtual reality. The scenario explores the relationships between two digitized ancestors and their three living descendants, all who belong to different generations, as well as the financial and emotional strain that comes with maintaining these digital tombs. One of the major themes is the struggle of balancing familial responsibility and personal freedom. At its core, this scenario is about Korean family dynamics, eldercare, guilt, and grief. It’s also about whether artificially intelligent copies of human beings have souls, but that question is presented in the scenario as a way to further explore those core themes.

    While I clearly do not live in a world in which digital tombs of this nature exist, The Truth About Eternity is largely autobiographical. The three descendants, Esther, Helen, and Sam, are based on my grandmother, mother, and me. They are not carbon copies when it comes to the details, but I wrote them to be largely emotionally true to the three of us. The two ancestors, Jungwoo and Minji, are amalgams of various family members both living and deceased. Likewise, while some of the scenes are completely fictitious, many of them pull from real moments in my family’s history, some which I was present for and others which I heard about after, sometimes long after, they transpired.

    grandparents posing with granddaughter by trees
    Family photo of Clio Yun-su Davis and grandparents. Photo by Hoyun Kim.

    Why Write an Autobiographical Game?

    There’s a scene that makes its way into what feels like the vast majority of media revolving around ghosts. The protagonist somehow witnesses the trauma of the ghost through a vision or by investigating what happened to the deceased, and through witnessing the trauma they have either freed the ghost or have learned what must be done in order to do so. This trope is so prevalent that it’s hard to imagine there’s nothing to it in real life. There is something healing about having other people witness the most painful moments in your life because in sharing these moments you become less alone in them.

    What part of your life do you want other people to witness and experience, and why? If you’re thinking about writing an autobiographical game, it will likely help to have as specific of an answer to that question as possible. If I had gone into writing The Truth About Eternity with the goal of creating a game about my family rather than creating a game about the guilt and profound grief my family has contended with while taking care of my grandmother who has advanced dementia, I would likely not have gotten too far. In my experience, vague design goals often lead to less memorable experiences for players. I would rather play in a game about someone’s family dinner growing increasingly awkward because a will was recently read than a game about a family dinner that becomes awkward because the characters don’t like each other for unspecified reasons.

    Once you have determined what part of your life you would like other people to experience, even just for a snapshot, it’s a good idea to have some understanding of the “why” behind the design. There is a decent chance that your “why” will look like one or all of the following:

    • Because I want other people to understand this part of my life.
    • Because if other people experience this (in a controlled environment), I will feel less alone.
    • Because words are not enough to explain what I experienced.
    • Because I want to be witnessed.
    • Because other people have gone through something similar and I want them to know they aren’t alone.

    The Curse (Stark 2013), a scenario written by Lizzie Stark also for Fastaval, has a premise and family tree that both pull from the author’s own life while not exactly replicating it. The designer created the scenario partly as a means for giving others a glimpse into the challenges faced by those who have hereditary cancer in their family, and specifically cancer caused by a BRCA mutation. That is, at least in part, her “why.” Marshall Bradshaw, another American larper and designer, wrote his short semi-autobiographical larp A Political Body (Bradshaw 2018) in order to provide an opportunity for players to explore the struggle of having to choose between participating in a protest and staying home when a chronic illness flares up badly. The larp functions as a highly specific snapshot that depicts a much longer-term issue.

    The Truth About Eternity was the equivalent of the cursed video tape from Ringu (Nakada 1998) or The Ring (Verbinski 2002) for me. In these films, the ghost of a girl who was killed by being pushed down a well manifests her anger and pain as a video tape that kills the viewers after they watch it. The scenes shown in the video are mostly abstract, with shots that illustrate her trauma dispersed throughout. The video’s message is not a simple confessional of what happened, but a strange piece of art that conveys the creator’s suffering by inflicting suffering upon those who witness it.

    I was, and still am, this ball of guilt and sorrow due to my grandmother’s condition and the immense challenges that have come with taking care of her. It has been unbelievably hard to communicate the sheer magnitude of my grief through conversation or even in writing. Like the girl in the well (yes, I am running with this analogy), I had to create something else in order to make people understand the emotional component of my family’s situation. One of the goals of The Truth About Eternity is absolutely to make its players distraught. When I hear that players cried during a run, it feels like part of the weight of the situation has been lifted off me. It feels like an essential part of my existence has been seen by another person—finally—and just by being seen, some of the pain dissipates. Is it selfish to write a game for those purposes? It might be, if there weren’t a lot of players out there who specifically seek out games that try to rip their hearts out.

    There is a secondary reason for why I wrote The Truth About Eternity, and that is to help people who are unfamiliar with Korean culture and Confucianism to understand it a little better. The Wikipedia entry on Korean Confucianism serves as a good brief overview of some of the cultural information relevant to the scenario. As mentioned previously, this scenario was specifically written for Fastaval in Denmark. There are parts of it that would be different if I had written it for an American audience, and parts that would be very different had I written it specifically for Asian players intimately familiar with the culture.

    Much of the workshopping at the beginning is in place to deter accidental (and potentially purposeful) microaggressions. Autobiographical games that depict a culture different from the one the majority of its players come from have this additional challenge, as you must provide cultural context for the life events inspiring the content. You also run the risk of participants interpreting the game’s message as “this is what is wrong with this culture and why it’s worse than others” even if the goal is supposed to be “here is a glimpse at some of the complexities of this culture.” This especially tends to happen when players enter a game with existing assumptions about said culture gleaned from stereotypes, depictions of it in other cultures’ popular media, and brief encounters with it without deeper knowledge and context for its values. James Mendez Hodes touches on this tendency in his article “Best Practices for Religious Representation, Part I: Check for Traps,” in which he warns against wasting time on hierarchies of evil (Mendez 2019). One nightmare outcome for my scenario would have been if players used it as an opportunity to paint Korean (and Korean American) society as inferior and unevolved compared to others because of the game materials’ inability to make the characters’ values relatable. Too much information and the players are overloaded, while too little and they do not have enough to work with. Martin Nielsen and Grethe Sofie Bulterud Strand outline good practices for portraying cultures in larp in their “Creating and Conveying Cultures” chapter of Larp Design: Creating Role-Play Experiences (Nielsen and Strand 2019).

    Writing Characters Based on People you Know

    There are some questions of ethics and etiquette to consider when basing characters on real people. Each case is different so I won’t go into much detail here, as there are plenty of articles on how to deal with this when writing fiction that apply to games as well, such as Matt Knight’s “Using Real People, Places, And Corporations In Your Fiction – How Real Can You Get And Not Be Sued?” (Knight 2017). The short of it is, it’s generally a good idea to not make characters one hundred percent identical to those they’re modeled after. The more similar they are, the better it would be for you to get explicit permission. There are, of course, exceptions, but this is a good place to start.

    A game that is autobiographical for you, the designer, is also likely in part biographical for one or more people unless you are creating a game in which multiple players all play different facets of yourself or alternatively, a single player experience. You may very well be telling other people’s stories as well as your own. In a chapter of Larp Design: Creating Role-Play Experiences entitled “Writing Realistic, Non-Exploitative Characters,” Laura Wood (2019) describes the thinking behind writing Inside, a larp that takes place during an English class held in a women’s prison. The characters, created during a pre-larp workshop, pull from the histories of real people with whom the designer has interacted, but are purposefully not recreations of specific people’s lives. This is one way to avoid exploiting real individuals and their lived experiences.

    When emotions are strong and psychological wounds are fresh and/or deep, it can be tempting to write characters based on people we know as saintlike or evil beyond the shadow of a doubt. If you’re going for a surreal, cartoonish, or over the top tone, then this might work! If not, however, you will probably want to include a bit more nuance. Real lives and people are complex, and if you want to convey that complexity, you are going to have to do some things in your design that may hurt a little. Or a lot.

    Playable characters based on people who have hurt you generally need to have qualities other than that they hurt you. Again, when you dive into very surreal territory you might want to throw this out the window, but when writing realistic characters, this is important. Players are already often inclined to take a character with unpleasant traits and play heavily into them, making them as despicable as possible. I learned this the hard way with Jungwoo, an ancestor character who does some nasty, selfish things but is also supposed to be pitiable and at least somewhat sympathetic. Many runs of The Truth About Eternity seem to have featured a decidedly horrible version of Jungwoo, something that I’m taking into account as I prepare to make revisions to the scenario.

    Likewise, playable characters based on people who you love and admire need to have flaws. I struggled with this when writing Esther, who is based on my grandmother. I ended up taking one of her best qualities and amplifying it so much that it became a flaw—Esther is so selfless that her selflessness actually becomes a burden to her family. Similarly, writing Helen was a challenge because she is largely based on my mother who shoulders many of the same responsibilities that Helen does. It wouldn’t be difficult to play her as someone who easily makes all the most selfless decisions if I didn’t make her realistic by giving her her own conflicting needs. If a character is placed on a pedestal, a player may be hesitant to portray that character with the depth they would like for fear of breaking an unwritten rule about representing that person as perfect and beyond reproach.

    Photo of a mother her young girl posed against a rock wall with a building behind them
    Family photo of Clio Yun-su Davis and mother in South Korea. Photo by Mark Davis.

    Writing a Character Based on You

    This is where things get even trickier. There are so many ways in which writing yourself into a character can go wrong. You have to have a keen sense of self-awareness in order to write a character based on yourself realistically, and I’m still not sure whether I managed this or not. My approach was to create a character who shared my motivations, fears, and one big flaw that I’ve had plenty of time to examine. Sam, the youngest character in the scenario, is the embodiment of my desire to have all the elderly people in my family well taken care of despite what it might do to those fronting the brunt of that responsibility. In my case it is primarily my mother, in Sam’s case it is Helen, his mother. As much as Sam and I might sacrifice to help our families, it is never as much as our mothers sacrifice. So it is that Sam is fairly oblivious to how his desperation urges his mother to martyr herself. Sam has this flaw because I have spent a lot of time reflecting on its manifestation in myself. Had I not, I don’t know what kind of character Sam would have turned out to be, but I suspect he would be rather two-dimensional, not very believable, and therefore difficult to play.

    It can be a little weird and disorienting to have other people step into your shoes and play someone who is based on you for several hours. They may make decisions that make your head spin because you’d never see yourself making them, or they may accentuate your worst or best qualities in a way that makes you feel anywhere from slightly embarrassed to utterly ashamed. If you find yourself reacting strongly to the way others portray you, it’s a good idea to remind yourself that they are likely playing for drama and not to accurately depict you. Depending on how much you disclose, there is a good chance the player won’t even know their character is based on you.

    So far, I’ve mostly been amused and fascinated by how players portray Sam. I’m relieved when people play him as naive and childish because it means I didn’t write him to be a perfect angel simply because I didn’t want to see myself in an unflattering light. It is wise to check your motives when writing yourself into a game. If it turns out that the whole thing is a long way of saying you were right and everyone else was wrong, chances are you need to revise it.

    Is This a Game that is Emotionally Safe for You to Facilitate?

    This leads us to a question I grappled with even before I started writing The Truth About Eternity. Is the game you want to create something that you would be able to facilitate without it causing you too much distress? You are, after all, setting up a bit of an Ebenezer Scrooge and the Ghost of Christmas Past situation in which you may be witnessing variations on upsetting scenes from your past, depending on the content of your game. Some of those variations might take you by surprise in terrible ways.

    I don’t have a good answer when it comes to The Truth About Eternity because illness kept me from attending Fastaval this year so I did not get to facilitate the game for its intended audience. I have, however, heard and read detailed accounts of the runs that took place in my absence. Before I settle on a definitive answer, I feel that I need to run the scenario for a group of players not composed of my friends.

    What I do know is that I cried for about twenty to thirty minutes every time I sat down to write this scenario, which made finishing it in the first place ridiculously difficult. There were also multiple layers to my concerns about seeing players embody these characters. Would they make a parody out of these characters’, and therefore my family’s, suffering and the way I presented Korean culture? Would they find the characters and their situation so alien that they couldn’t possibly portray them with any seriousness or depth? These concerns are in addition to the standard anxieties so many people have about their games; do the mechanics work, are the workshops helpful, is the pacing okay?

    My advice is mostly hypothetical since I did not run the scenario in the environment it was written for. However, I would suggest running it first with players you trust before making yourself vulnerable to the world at large. That way at least you can see how it is you react when you know the other people in the room have your back and will understand if it’s an intense experience for you.

    Receiving and Parsing Feedback on an Autobiographical Game

    It’s a pretty radical act of vulnerability to write an autobiographical game and then hand it over to people who are going to tell you what’s wrong with it. When you take the time to create something that holds so much meaning for you and share it with the world, you will eventually encounter people who don’t like the thing you created at all. When you’ve created something based on your own life, you might find that even if you’re normally thick-skinned, the criticisms sting particularly badly.

    It can also be difficult to distinguish, particularly when writing about a culture that is likely unfamiliar to the players, when your design isn’t doing the best job of explaining how to portray that culture or when players are being unintentionally insensitive. I also dealt with this challenge when writing and calibrating The Long Drive Back from Busan (Davis, 2017), a freeform larp created for the 2017 Golden Cobra Challenge about a dysfunctional k-pop group. If the majority of runs of the game do not encounter an issue with this, then it may very well be an issue with the players instead when it does occur. When players are being intentionally insensitive, it tends to be more obvious, and unfortunately you can’t trust much of the information you gain from those sessions.

    Fortunately, none of the feedback I received for The Truth About Eternity was painful to read. In fact, it was overwhelmingly encouraging and informative. Some runs were a little bumpier than others, and players pointed out the things that didn’t go perfectly, but at the end of the day the experience resonated with many of them exactly the way I wanted. There were some players who did not connect emotionally to the content, but that’s to be expected with any game. For now, I can safely say I do not regret writing this scenario and sharing it with people. I would love to see more autobiographical games in the future from designers from different backgrounds.

    References

    2019. “Korean Confucianism.” Wikipedia. Wikimedia Foundation. July 22

    1. Microaggression.” Wikipedia. Wikimedia Foundation. July 23.

    Knight, Matt. 2017. “Using Real People, Places, And Corporations In Your Fiction – How Real Can You Get And Not Be Sued?Sidebar Saturdays. August 5.

    Mendez Hodes, James. 2019. “Best Practices for Religious Representation, Part I: Check for Traps.” September 1.

    Nakada, Hideo, dir. 1998. Ringu. Toho Co.

    Nielsen, Martin and Strand, Grethe Sofie Bulterud. 2019. “Creating or Conveying Cultures.” In Larp Design: Creating Role-Play Experiences, edited by Johanna Koljonen, Jaakko Stenros, Anne Serup Grove, Aina D. Skjonsfjell, and Elin Nilsen, 228–31. Copenhagen: Landsforeningen Bifrost.

    Verbinski, Gore, dir. 2002. The Ring. DreamWorks Pictures.

    Wood, Laura. 2019. “Writing Realistic, Non-Exploitative Characters.” In Larp Design: Creating Role-Play Experiences, edited by Johanna Koljonen, Jaakko Stenros, Anne Serup Grove, Aina D. Skjonsfjell, and Elin Nilsen, 228–31. Copenhagen: Landsforeningen Bifrost.

    Ludography

    Bradshaw, Marshall. 2018. A Political Body. In Review.

    Kim, Yeonsoo Julian. 2017. The Long Drive Back from Busan. PDF.

    Kim, Yeonsoo Julian. 2019. The Truth About Eternity. PDF.

    Stark, Lizzie. 2013. The Curse. PDF.


    Cover photo: Wilson Vitorino.


    Content editing: Elina Gouliou