Tag: Safety Mechanics

  • Leaving the Magic Circle: Larp and Aftercare

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    Leaving the Magic Circle: Larp and Aftercare

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    Every time the bandwagon “tell me about a strong memory we shared” runs through my Facebook feed, a big amount of the memories told are from larps. Strong immersive larp experiences stay with us. Lending out our physical bodies and our real emotions to tell stories will of course make these stories stay with us players, as memories integrate with our own pasts, tying us together as a community.

    Because this transition from larp to everyday life can be messy sometimes, it may require aftercare. And because larp is what brings our community together, I think more of aftercare as a collective than an individual issue.

    The term aftercare is borrowed from the BDSM community, and basically means taking some time after a BDSM scene to recover, transition from intense play back to normal, and take care of each other’s physical and emotional needs. Larpers sometimes talk about the same thing as defucking (Bindslet and Schultz, 2011) or debriefing.

    The idea to use the term aftercare in a larp context is hardly new (Grasmo 2011), but after listening to two related talks at Solmukohta 2020: Sarah Lynne Bowman’s keynote on integration and Julia Greip’s talk on safewords for brave spaces, I came to think about it again and wanted to write something on it. So in this text I will share some thoughts on aftercare in a larp context: how to do it and why.

    two people holding hands
    Photo by Kat Jayne from Pexels.

    Applying the Campsite Rule to Larp

    When we larp together, we are responsible for each other’s experience. We have the capacity to give each other very strong positive emotional experiences and to mess each other up quite badly. In my opinion we can absolutely apply the Campsite Rule to larping: “You should leave your co-players in the same, or better, condition than you met them in.”

    I learnt the Campsite Rule from sex advice columnist Dan Savage, who coined it about relationships with big age or power differences, as a responsibility the older person has towards the younger. This aspect of it can be meaningful in a larp context as well. Differences in age, larp experience or social status can create power imbalances when we larp, and we have to take them into account whenever we talk about safety and consent. This is perhaps extra important towards young or new players, or players from marginalized groups.

    Any participant that leaves a larp disappointed, traumatized, or hurt will have an impact. Both personally — these feelings can be hard to get over and haunt someone for a long time — and for the community as a whole, since these things often end up as inflamed conflicts, or with players leaving the hobby.

    Another important aspect to me is that this care primarily is a player responsibility — nothing we should demand as a service from the organizers. They will have their own aftercare needs. Take care of your organizers and prevent them from burnout, and we will get even more amazing games.

    two people clutching pillows to their chest on a bed
    Photo by @thiszun from Pexels. Photo has been cropped.

    Designing for Leaving the Magic Circle

    But when do we actually leave a larp? We enter a magic circle and establish a social contract when we larp together, and for successful aftercare, we need to find common expectations of how far this social contract extends.

    I don’t know about you, but I’ve been through “the train station scene” after multiple larps: the larp is over, the venue is cleaned out, and the participants are about to scatter off to their respective travels home. And we pretty often just end up standing aimlessly and confusedly in a big group of people, reluctant to leave. Most larpers are used to ritually leaving the first layer of the magic circle — going from characters back into players. But I still haven’t been to one larp where leaving this second layer of the magic circle has been smooth or thought out. Transitioning from a player group sharing trust and care for each other into our everyday selves at many different places is often really confusing. And this is one area where many aftercare needs could be acknowledged and handled better if we knew when and how our social contract ends. When do we actually leave the magic circle?

    I have experienced a multitude of ways this social contract confusion makes people feel bad after a larp. I have been the player who desperately wants to talk more with my bleedy larp crush, but feels too needy and clingy to ask them. I have been annoyed that my co-player wants to talk with me much more afterwards than I do with them. I have felt bad for not wanting to engage in post-game group hugs, meetups, and lovebombing, and I have felt really alone and believed no one wanted to hang out with me after larps.

    I know I’m not alone in having had these kinds of feelings. And I think we could save ourselves a whole lot of trouble if we talked more often and more openly about aftercare needs and where to go from here before we leave the magic circle of a game.

    two people holding each other on rocks by the water
    Photo by Anna Shvets from Pexels. Photo has been cropped.

    Aftercare Needs: There is No One-Size-Fits-All

    So, ok. Aftercare is important. But how do we implement it? Well, unfortunately there is no one-size-fits-all for aftercare. But predicting one’s own aftercare needs and being able to communicate about them is a great player skill to have. And it is a skill that we can get better at with more experience and practice.

    Most importantly: Yes. Some larps will require aftercare. Sometimes predictably and sometimes in unpredictable ways. This is normal and this is ok. There is a great deal of useful further reading about different aftercare needs and moods. Some people get post-larp drop, feeling intensely sad after leaving a game (Bowman and Torner 2015). Sometimes it’s post-larp charisma — being filled up with intense positive feelings after a larp, maybe getting braver, bolder, or filled with self-confidence. Many of us have experienced bleedy larp crushes on our co-players, great love and sense of community with people we just met and shared a larp with, the Knudeblues when we have to leave our new amazing friends, or strong feelings of rejection and alienation when “everyone else had a great larp and I didn’t” (Harder 2018; Nilsen 2015).

    Over the last 16 years of larping, I have learned a few things about my own general aftercare needs and patterns. Preparing for aftercare beforehand makes me feel better and more safe when I larp.

    I know that I usually have a strong need to write down my thoughts or story after the larp, so I make sure I’ll have time and equipment to do that. I also know that I often want to be alone or choose my company very selectively right after a game, so I usually book train tickets in the silent compartment where I won’t feel forced to talk with anyone. Even though I enjoy international larps, another need I usually have after an English larp is to speak my native Swedish, so another comfort is the ability to do that with other players or friends.

    Back home, I often make post-game playlists where I mix music related to the game experience with my own soundtrack, as a way to integrate the larp feelings in my own memory. I also generally have a need to indulge in the story told afterwards. For example, I spend lots of time in the participant Facebook group, starting lots of threads and sharing memories and experiences. It does help me to feel safe and really engage during a larp if I know there will be a possibility for me to have these aftercare needs met after the game is over.

    Most texts I’ve read on the subject of taking care of oneself emotionally after a larp naturally has a self-care focus. And while self-care comes first, and also is much more predictable and valuable to learn to do than waiting for someone else to take care of us (Dalstål 2020), I also want to share some thoughts about how to aftercare as a player ensemble.

    Here, once again, although many good articles have been written on post-play activities and debriefing, there is no one-size-fits-all. Cry it out, do physical labor, tell epic stories, cuddle pile, get drunk together, or dance the night away — any one strategy might be what someone needs and someone else really doesn’t. I assume the keys to good post-play is to base the activities on consent and opting-in, and not try to cast all players’ aftercare needs or wants into the same mould.

    two people cuddling with lights in their hands
    Photo by Matheus Bertelli from Pexels.

    One thing I want to advocate for, though, is to communicate about how we want the social contract to extend afterwards before we leave the game site. Maybe decide with co-players when and how we will talk the next time, and try to be open about it. For example, tell your co-players if you feel a need for some distance and to go back to your everyday life without engaging in post-larp discussions. Tell them if you are likely to be very emotional and want to connect a lot. It could be a good idea to talk with people you will be playing close with about your aftercare needs even before the game.

    I like the idea of sharing hopes and fears with one’s closest co-players or group before the game. A central part of building a safety to culture is finding trust to be honest and open about what we want to experience in a game and part of that is also communicating about what we fear will happen (Friedner 2019). Talking through the experience afterwards and reviewing those hopes and fears might also be a good debriefing exercise. Many of my larping friends have mentioned this in the context of playing evil or antagonistic characters. A common fear is that people will be afraid of or hurt by you out-of-character, and then it becomes even more important to get picked up and aftercared by co-players.

    Also remember that for many players the aftercare needs doesn’t come only two hours after the game, but two days or weeks later. For this reason I like the idea of assigning everyone debrief buddies, because they are a predictable extension of the social contract after the larp has ended that doesn’t depend solely on one’s own ability to reach out and ask for a check in.

    To summarize, I think aftercare is a collective, not just an individual issue. Leave the magic circle consciously and honor the Campsite Rule. If we make some shared efforts to make sure larp experiences integrate with the players in a positive and meaningful way, we build trust in the community and get more chances to be bold, brave, safe, and wonderful together. Let’s do that.

    two people cuddle on rocks looking at the sunset
    Photo by Arthur Brognoli from Pexels. Photo has been cropped.

    References

    Bindslet, Tobias, and Pernille Schultz. 2011. “De-Fucking.Playground Magazine 2: 30-33.

    Bowman, Sarah Lynne. 2014. “Returning to the Real World.” Nordiclarp.org. Last modified December 8.

    Bowman, Sarah Lynne. 2020. “Solmukohta 2020 Keynote: Sarah Lynne Bowman – Integrating Larp Experiences.” YouTube. Last modified April 9.

    Bowman, Sarah Lynne, and Evan Torner. 2015. “Post-larp Depression.” Nordiclarp.org. Last modified on January 11.

    Dalstål, Elin. 2020. “Self Care Comes First: A Larp and Convention Policy.” Bold and Vulnerable. Last modified February 17.

    Friedner, Anneli. 2019. “The Brave Space: Some Thoughts on Safety in Larp”. Nordiclarp.org, Last modified October 7.

    Grasmo, Hanne 2011. “Take Care.Playground Magazine 2.

    Greip, Julia. 2020. “Solmukohta 2020: Julia Greip – Safewords for Brave Spaces.” YouTube. Last modified April 9, 2020.

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

    Nordic Larp Wiki. 2013. “Aftercare.” Nordic Larp Wiki. Last modified November 14.

    Nordic Larp Wiki. 2014. “Debrief buddy.” Nordic Larp Wiki. Last modified May 30.

    Nilsen, Elin. 2015. “A Beginner’s Guide to Handling the Knudeblues.” Nordiclarp.org. Last modified February 17.

    Q, Dan. 2008. “Savage Love Readers Talk About the Campsite Rule.” Scatmania. Last modified May 14.


    Cover photo: Photo by Samantha Garrote from Pexels. Photo has been cropped.

    Editing by: Elina Gouliou

  • The Impact of Social Capital on Larp Safety

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    The Impact of Social Capital on Larp Safety

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    Introduction

    This article is partially a complement to the recent ”The Brave Space” opinion piece, but is more generally fueled by long standing discussions regarding status and social dynamics in larp communities, both at the local and wider international scale. It represents my opinion alone and does not mean to establish a universal truth regarding these issues. I will first present a definition of safety and expand it using the notion of zone of proximal development, an education theory proposed by Lev Vygotsky. I will then reintroduce the notion of social capital to argue why imbalances of power between participants should be taken into account while discussing safety and player negotiation of boundaries. I conclude with the idea that you can’t discuss a culture of trust without addressing social capital and the imbalances of power between all people involved.

    The Ideal Purpose of Safety

    Safety techniques as they exist at the time of this writing provide means to both opt-out of sensitive issues of scenes or to opt-in to certain types of play. Furthermore, communication around safety has become essential to establish the role and positioning of the larp organization on safety and inclusion of all players. We can admit that talk of safety mostly focuses on opting out mechanics, such as clear author statements with explicit trigger warnings, safewords, white zones, stating boundaries, etc. However, opt-in mechanics also exist, such as the signal light colors (red/yellow/green), okay check-in, pre-scene negotiations, opt-in color ribbons, and the more recent zoning, which creates opt-in spaces within the physical space of the larp. While the possibility to calibrate opt-out and opt-in is obviously central to giving participants the opportunity to experiment and step out of their comfort zone, each participant has different needs and boundaries in that regard.

    Women cheer and clap for a smiling white man
    Photo: Laflor for Getty Images/iStockphoto.

    In education, Vygotsky’s zone of proximal development (Harland 2003) is considered the ideal space to learn. The zone refers to the space between the comfort zone of what you already know and a yet unattainable zone where the difficulty would discourage or overwhelm you (see Figure 1). We can apply this frame to understand how players can develop skills in larp, such as speaking in public, brawling, handling sensitive issues or emotionally charged conflicts, and even intimacy or sexual scenes.

    Let’s keep in mind that the zone of proximal development is unique to each individual, in the same way as triggers and boundaries are (Brown 2014). As in education, if a player stays too much in their comfort zone, they might miss the opportunity to grow, experiment, and learn. And in larp, some people explicitly prefer to stay within their comfort zone for a variety of reasons, such as escapism, socialization, or love of a certain genre, all of which are absolutely valid. Furthermore, pushing someone out of their zone of proximal development too quickly can be damaging to the players’ development by forcing them to engage with problems that they are not ready for or that could be triggering for them. Brown (2014) especially underlines how triggers exist on a wide spectrum, and how they can be detrimental to their player’s whole experience and impact the player’s agency.

    Therefore, the core idea is that you need a solid comfort zone before you can expand it. The scope of your zone of proximal development is completely personal and calls for personalized handling. Another educational parallel can be drawn here with the notion of scaffolding in education, where progress is built through progressive steps, support from educators, and interactions with other learners. Applied to larp, in order for a person to feel brave and explore out of their comfort zone, they need to feel safe and supported by their environment, which is not a given in larp communities for many players.

    graph of embedded circles demonstrating the zone of proximal development between what a person can do, can do with help, and cannot do Figure 1: The Zone of Proximal Development. Figure by Dcoetzee (CC0).

    There is no denying that larp can provide powerful transformative experiences. Jonaya Kemper (2017) coined the term emancipatory bleed to reflect on the process of steering towards a specific type of play that would reflect one’s own life experience of oppression. Players should be allowed the opportunity to steer towards that kind of play, and designers can support emergent play along those lines. However, how can we support transformative play and exploration while still ensuring safety for those players who most need it? This question usually brings up issues of consent, pre-game or in-game negotiation, and personal boundaries.

    We are Not Equal in Setting Boundaries and Tone

    In the international larp community, we usually remind participants that the players are more important than the game, make sure that enthusiastic content is given and can be revoked at all times, and support negotiation and opt-in mechanisms. Our goal is to build a collective culture of trust. However, to build such a culture, we need to be able to negotiate it as equal participants. I don’t believe that every negotiation and every discussion is carried on an equal footing.

    Games going through reruns and several iterations can sometimes be played more violently or intensely from one session to another. Framing the game experience with hard limits or requirements for consent negotiations in such a way that it sets up cohesive boundaries for the whole experience remains an organizers’ prerogative. However, I would contend that the collective level of intensity is also influenced by the players through their collective interactions. Since we tend to take cues and ideas from other players, I believe that participants are unequal in influencing the tone and intensity. Outspoken participants with a wider comfort zone can influence the game atmosphere more, sometimes for the better, by inspiring others and creating unexpected interactions.

    On the other hand, a single or small group of participants who decide to play for their own agency and to disregard the collective buildup of the game can just as easily derail the tone and cohesion for the whole larp. These are rare occurrences where the domino effect can negatively impact the experience of many players (Bowman 2017). My previous article (2019) on the depiction of rape scenes in larps showed how the introduction of scenes featuring sexual violence used to be the province of a dominant group who used it for power play. Only the introduction of restrictions and safety regulations enabled the minority group — women players in this instance — to refuse playing these scenes if they were not negotiated. Further down the line, we found women participants were willing to play rape scenes for dramatic purposes or to support intense narratives because they feel empowered to choose to do so. This empowerment, though, was entirely contingent upon a corrective intervention upon the social imbalance that had originally prevented these players from voicing their discontent. Thus, safety culture was the crucial thing that allowed these women to feel comfortable to play this content.

    Social Capital in Larp

    Social capital is a notion popularized among others by Pierre Bourdieu as the product of resources conferred due to integration into a certain network and the capacity to act in society (Siisiainen 2003). The chart below illustrates social capital as an aggregate of these resources that allows an individual access to favors or greater resources.

    chart showing how social capital is fed by various aspects of status such as reputation, accomplishments, etc.
    Figure 2: A synthetic representation of social capital (Algayres 2019).

    Since larp groups or organizations are part of society, they are also prone to the same biases that affect us in daily life. Although efforts have been made to support the integration of minority or marginalized groups in larps, some players still accrue social capital by virtue of being or passing for white, straight, cis-, or because of their class and education level. Another major point in the international context is their mastery of English, which will confer advantages to native English speakers and players from countries where English proficiency is especially high, as well as highly educated and internationally-integrated professionals. Finally, social capital as we will discuss it is also dependent on larp-specific criteria: being geographically anchored as Nordic, clout as an organizer and/or larp theorist, visibility on social media, participation at international larp conferences and conventions, playing high status characters, and involvement in high-profile games with a lot of hype.

    I would claim that larpers with higher social capital are in a position to influence their co-players’ choices or leverage their own desires when boundaries are negotiated. Has anyone ever been accidentally pushed out of their comfort zone for fear of missing out certain parts of the game or the opportunity to hang out with this cool larper they’d read a lot about? Could peer pressure and “hardcore larp culture” ever push some people to willfully step out of their zone of proximal development because that’s what a “good larper” would do? I would contend that this can happen, and that it is very easy to be blind to your own social capital, as it can intersect with other forms of oppression. For example, as a woman, I have to contend with sexism and have even been the subject of sexual violence. However, since I hit almost every other marker of status, I have often been in situations where I benefited from my higher social capital and I was sometimes blind to it to my own detriment. I believe it is important for us to acknowledge our own degree of social capital and how it may influence our relative abilities to push play in our desired direction. It is also important for us to listen to people with lower social capital when they request greater safety culture around sensitive topics.

    Regarding the Creation of Safe Spaces and Trust Culture

    I think that safety must be used both as a way to opt-out and opt-in of specific themes and scenes. However, safety also has been used to protect minority groups and players with specific triggers and limits from play that would be oppressive to them, and is especially beneficial to players with lower social capital (Kemper 2017). In larp scenes where safety was introduced more recently, resistance to safety techniques usually comes from the more dominant and entitled groups of players. These groups sometimes feel that safety techniques are not necessary because they feel safe enough not to need them. They may have sufficient trust and familiarity within their local communities of play to feel safe without negotiation, which is a form of privilege that is not afforded to many in the international larp community, who may enter larps without the benefits of established group trust. Only active communication by the organizers compensates for this imbalance of power between groups that feel confident to play without safety rules and those who need to be sure of the implementation of safety structures before they will even sign up for the larp. In other words, players with this social capital privilege may not realize that lack of safety culture in a larp may be actively dissuading players from marginalized backgrounds from ever signing up, which further contributes to issues of inclusion in the international larp community.

    A person feels excluded from a group of people who appear to be talking badly about them

    I don’t believe we can discuss expanding our boundaries, reducing the need for scene negotiations, or exploring out of our comfort zones without taking into account imbalances of social capital, influence, and power. Discussion around opt-out safety was once framed around the protection and benefit of marginalized groups and players most in need of it. I would therefore wish for discussions around trust culture to be built around this issue: how can we build a trust culture that will above all benefit players with the lowest social capital and the greatest need for it?

    I hope that we will develop tools that can enable players to explore and expand their comfort zone. However, when we develop these tools, we should measure their value on how much they actually empower those with the lowest social capital and facilitate a sense of psychological safety. I believe that our capacity to build a collective sense of trust will only be as big as our capacity to compensate for these imbalances and support all players to feel safe doing so.

    References

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

    Bowman, Sarah Lynne. 2018. “The Larp Domino Effect.” Nordiclarp.org. Last modified on February 14, 2018.

    Brown, Maury Elizabeth. 2014. “Pulling the Trigger on Player Agency.” In The Wyrd Con Companion Book 2014, edited by Sarah Lynne Bowman. 96-111.

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

    Harland, Tony. 2003. “Vygotsky’s Zone of Proximal Development and Problem-based Learning: Linking a Theoretical Concept with Practice through Action Research.Teaching in Higher Education 8, no. 2: 263-272.

    Siisiainen, Martti. 2003. “Two Concepts of Social Capital: Bourdieu vs. Putnam.” International Journal of Contemporary Sociology 40, no. 2: 183-204.


    Cover photo: FreeImages.com. For illustrative purposes.


    Content editing: Elina Gouliou

  • Safety and Calibration Design Tools and Their Uses

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    Safety and Calibration Design Tools and Their Uses

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    Safety & Calibration techniques are important design tools that help diverse players access your larp and create stories together. They are fundamental to building Cultures of Care and Trust, which are essential for encouraging community members to take the risks and vulnerabilities inherent in role-play. Care and Trust allow players to be open to the epiphanies and intense emotions that lead to transformative experiences.

    While Safety & Calibration techniques are an essential design consideration, no single set of tools works for every larp, nor should any tool be used in a larp without consideration for its unique design goals and community norms. This is the fundamental principle of bespoke design, where every larp design should be customized for its players and the experience you want to provide.

    Careful implementation of Safety & Calibration techniques allows designers to accommodate a diverse player group and establish a baseline Culture of Care and Trust that then allows each participant to exercise their own autonomy and boundaries.

    The Culture of Care and Trust through Safety & Calibration Tools

    Overall, Safety & Calibration tools help create Cultures of Care and Trust by overtly signifying that participants take priority over the event. They model the expectations for how community members should behave toward one another. Safety and calibration mechanics actualize formerly implicit norms and empower players to make their own choices about what to participate in. Because they provide a method for quick player-player calibration, their use leads to more satisfying and safer role-play. A participant who feels safe, seen, and acknowledged feels more trust toward other participants and more willingness to engage in the shared experience.

    Safety & Calibration techniques (Koljonen 2016) allow participants to advocate for their own self-care by setting the expectation that one should speak up about one’s needs, lowering the burden of asking for help from others. They also establish an expectation for how players will treat each other in the community — with respect, compassion, and recognition. For example, encouraging players to check-in on each other and commit to using correct pronouns demonstrates care for other players. These tools flatten the community hierarchy and help new, inexperienced, or unconnected players feel less isolated and unsupported, making it easier for them to become a part of the group. They help prevent participants from becoming emotionally overwhelmed and encourage others to aid those who require support. As a result, they help players feel safer and more connected.

    This article offers three Safety & Calibration Tools that have been in use since June 2016 and are now used internationally in a variety of larps, conventions, and even in some workplace and social situations. This article will examine the origins, practicality, and benefits of the OK Check-In, the Lookdown, and the Pronoun Correction tools. These tools can be adapted for various contexts, and are useful and flexible elements for larp or convention organization or design.

    The OK Check-In Safety Tool

    Origin: Early iterations: 2010-2015 in various US larps. Current standardized mechanic: 2016, Maury Brown for New World Magischola (Brown & Morrow, 2016), as part of system of safety mechanics designed by Maury Brown, Sarah Lynne Bowman, and Harrison Greene.

    Using the OK gesture to check with a fellow participant emerged spontaneously in several US larp groups between 2010-2015. In this early format, a player made the OK symbol at chest height to see if a fellow player was all right. The Player would return the OK sign if all was well. It was particularly used in boffer combat after a tough hit, and among subgroups within a larp community who were looking out for each other. Some larps that included this early version include Melodramatic Mysteries organized by Aaron Vanek and Kirsten Hageleit, larps organized around 2010 by Rob McDiarmid, and boffer larps in the New England area.

    The difference between these early iterations of the OK Check-In and the mechanic presented here and being adopted in many larps is four-fold: 1) this mechanic is systematized as a formal game and community rule, modeled and expected of all participants; 2) it has been standardized with a three-tier response that requires active reflection; 3) it includes specific responses that players should use when they receive the “not okay” response; and 4) it is created purposefully to promote a culture of care and inclusion. The name of the tool evokes the skill check nomenclature of tabletop gaming, of “checking” and also “checking in”: the informal usage (typically in the US) meaning to brie y talk with someone to determine progress or obtain new information.

    How to Perform the OK Check-In

    Like its use in SCUBA, the OK Check-In is a “demand-response signal”, meaning that the other person needs to give a response; the lack of a response indicates trouble or distress. Since some physical role-play is extremely convincing, this is a useful tool to separate role-play from reality in situations such as acting out drunkenness, a physical injury, or a seizure. The technique is used when a person notices another person who appears distressed, sad, upset, lonely, etc. Person 1 may be unsure whether Person 2 needs assistance, or whether their distress is role-play or real. Person 1 uses the Check-In to determine if assistance is needed and to show that they care about the other person’s well-being.

    The technique itself is a call and response comprised of the discreet gesture of establishing eye-contact and directing the “OK” symbol toward another player. The gesture asks the question: “Are you okay?” The other player then considers how they are doing, and responds in one of three ways: thumbs up, thumbs down, or a wavy flat hand. Thumbs-up means “Doing fine, no need for follow-up;” Thumbs-down means “I am not okay.” Wavy Flat hand means “I am not sure.” If the response is anything other than a thumbs-up (i.e. no response, thumbs-down, or wavy hand), Person 1 responds by dropping character and offering assistance in the preferred method for the specific larp/ event, e.g. “Can I take you to the off-game room?” An important part of this technique is that the individual event must make known what the person should do in the case of a negative response. For further explanation of the mechanic, see Creating Cultures of Trust through Safety & Calibration Mechanics, the Imagine Nation description, and Johanna Koljonen’s Toolkit: The OK Check-In.

    Larp issues this tool addresses / How it is Useful

    1. Knowing whether a co-player is role-playing or in distress (physically or emotionally).
    2. Alleviating anxiety and uncertainty about whether a fellow player needs help.
    3. Deliberating about whether to interrupt a person if you are concerned.
    4. Clarifying whether someone is/was feeling alienated, upset, or in need.
    5. Alleviating the anxiety of not knowing if something applies to a player or their character.
    6. Modeling a go-to script to help players connect in times of need.
    7. Contributing to actual safety as players who are hurt emotionally or physically are quickly attended to.
    8. Crowdsourcing and dispersing emotional care and safety (especially useful in larger larps).
    9. Requiring players to periodically self-assess their own needs and well-being.
    10. Reducing incidences of players becoming overwhelmed as they reffect and self-monitor.

    Updates and Adaptations of the Mechanic

    Enthusiastic Thumbs-Up: This adaptation was created by Johanna Koljonen to use at End of the Line (Pedersen, Pettersson, & Ericsson 2016) in New Orleans. Proactively using the thumbs-up sign during a scene became a subtle calibration tool that could be ashed to another player, indicating that the player is not only comfortable with, but enjoying the intensity level of the scene. Akin to the calibration mechanic “Harder”, the enthusiastic thumbs-up tells a co-player they can intensify the scene without requiring a verbal utterance.

    Proactive OK. This adaptation resulted from a player wanting to pre-empt a check-in. A player who recognizes that their behavior or demeanor may cause concern for fellow players proactively ashes the “thumbs-up” signal to indicate they do not need assistance.

    Proactive Not-OK/Thumbs Down. Some players began using thumbs-down as a nonverbal way to ask for assistance, rather than waiting for another player to check-in with them. Some people have difficulty articulating when they are angered or upset, especially those who are neurodiverse.

    Concerns

    These gestures are not universal across the world, and if you are using them in a larp context, you will need to consider your audience. It is perfectly fine to state that you are aware the symbol is offensive in some places, but that in the context of your larp, it will mean something different. For example, the “OK” symbol is offensive in Brazil, Germany, Russia, and other countries around the world, because it is used to depict a private bodily orifice. In Australia, Greece, or the Middle East, the thumbs-up gesture means essentially “Up yours!” or “Sit on this!” and is considered offensive.

    Graceful Exits and Calibration using “Lookdown”

    The “Lookdown” technique is a “bow-out” mechanic that allows a participant to disengage, leave a scene, or indicate a lack of interest in interaction. Adding the tool to your game increases player comfort with choosing what scenes they want to be a part of. In turn, this helps players calibrate the type and intensity level of play they desire.

    The Lookdown gives players an alibi to leave a scene without requiring an in-game or off-game explanation. Most importantly, the technique gives players a way to set a boundary and take care of themselves without making a disturbance, interrupting a scene, or requiring that others get involved. This tool empowers players to choose their own experiences, and makes opt-in/opt-out design more tangible.

    The Lookdown enacts a model of continuous consent for players. A player may consent to a scene that they regret or their consent may change as a result of emergent play. The Lookdown provides a tool to exercise that change of consent, no questions asked. It also allows players to more quickly get off-game to tend to their needs (vs. trying to find a good opening to make an announced exit), and it helps players take care of themselves by signalling that they do not want to be stopped by others. Finally, Lookdown ensures a player will not receive any in-game repercussions due to an off-game reason, more clearly separating player and character.

    Origin: The “Lookdown” technique was invented in spring 2016 in a bar in Oslo, Norway during a conversation between Johanna Koljonen and Trine Lise Lindahl, who suggested the gesture. At the Living Games Conference in May 2016, Koljonen mentioned the technique in her keynote. The Lookdown was piloted in New World Magischola in June 2016 and has since been picked up by other games, including End of the Line, where it was known as See No Evil.

    How to Perform the Lookdown

    The Lookdown is a Calibration Technique for exiting a scene or conversation without causing disruption. It consists of placing one’s open hand across one’s forehead, as if shading one’s eyes from the sun, then stepping back and walking away. An important part of the technique that makes it a safety and calibration tool is how other players react when someone uses the Lookdown. Since it is used by the player for off-game reasons to exit a scene, there should be no questions asked, no explanation needed or demanded, and no consequences given — in-game or off — for using the tool. This helps the player feel that their needs and choices are valid and valued, and allows them to choose their level of experience and engagement.

    To perform the Lookdown: Person 1 shields their eyes and walks away. Person 2 (and all other people in the scene or immediate area) ignore Person 1’s exit and continue as usual.

    Larp issues this tool addresses / How it is useful:

    1. Player realization that the topic or scene isn’t going in the direction they want and they want or need to opt-out safely.
    2. When making up a reason to exit a scene is too difficult (e.g. because the player is too distressed or triggered) or would be too disruptive (e.g. would break up the ow of the scene and point the attention to the person attempting to leave).
    3. Exercising self-care when a sudden trauma trigger overwhelms or distresses a player.
    4. When a player’s biological or personal needs require them to leave, but the player doesn’t want to explain or disclose them.
    5. Moving from one place to another without being stopped by another player; quickly signals that a player does not wish to be interacted with.
    6. When staying in or “pushing through” a scene makes a player uncomfortable, and increases the risk of becoming overwhelmed or distressed.
    7. Alleviating feelings of anxiety or FOMO (Fear of Missing Out) for wanting to make a different choice but not knowing how to extricate oneself from a scene or space.
    8. Preventing feeling trapped in a situation, scene, or space.
    9. Assisting neurodiverse players, who more often than neurotypical players have difficulty voicing plausible reasons to leave a scene.
    10. Signaling the difference between a character leaving a scene (which invites commentary from other characters) and a player leaving a scene (which should go unnoticed).

    Pronoun Markers and Pronoun Correction

    Pronouns matter. A continually misgendered player experiences immersion breaks in their role-play at best and gender dysphoria at worst. Assuming pronouns for a player or a character can lead to trouble. To avoid pronoun assumption, the triggering effects of misgendering, and the sometimes difficult process of correcting a misused pronoun, the pronoun markers and correction mechanics were developed. They have been in use in certain larps and communities since 2016.

    Origin: Created in 2016 for New World Magischola by Maury Brown, Sarah Lynne Bowman, and Harrison Greene, with help from Sara Williamson and Liz Gorinsky, co-authors of the larp See Me Now, which explores queer identities. Brodie Atwater contributed to later workshop adaptations.

    Pronouns on Display: Two Methods

    There are two main procedures regarding using pronouns on name badges at larps or conventions. The first approach displays pronouns on all name badges as an expectation or norm; and the second allows participants to add their pronouns to their badges (or wear a separate badge or patch) if they choose. In both cases, players determine their own pronouns, and upon seeing the displayed pronoun, other members of the community are expected to make every effort to refer to each person by the pronoun they have displayed. Read more about how the two methods work in Larp Tools: Pronoun Markers and Correction Mechanics.

    Pronoun Correction Procedure

    All players should assume that their co-players are making their best efforts to use the correct pronouns. All players should also know that the expectation of the community is that those who use the incorrect pronouns will be corrected, and that the responsibility for correcting is shared across the community. The overriding principle for the pronoun correction procedure is: “If you make a mistake and use the wrong pronoun in spite of your good intentions, the best response is to acknowledge the mistake, correct, and continue the conversation.” Over-apologizing and making a big deal out of the mistake derails role-play, making both the person who was misgendered and the person who did the misgendering uncomfortable. This situation can lead the person who was misgendered to feel compelled to reassure the player who made the mistake, which can heighten feelings of dysphoria or alienation. Thus, a simple “thank you” after a correction is considered preferred etiquette and is least anxiety-producing for everyone involved.

    If a misgendering occurs, participants are asked to use a quick, non-judgmental pronoun correction mechanic. This technique is used for both in-game and off-game interactions:

    1. Person 1 uses the incorrect pronoun to refer to someone. The person who was misgendered can be the person you are speaking to or someone you are speaking about.
    2. Person 2 notices the incorrect pronoun and says the word “Pronouns” and shows the P hand signal. This can be one of two signals: the British sign language symbol for the letter P (which requires two hands) or the American Sign Language symbol for P (right hand only). If the player does not have one or both hands available, or chooses to, they can simply use the verbal cue “Pronouns”.
    3. Person 2 follows the verbal cue and/or hand signal with the correct pronoun Player 1 should use. e.g. “Pronouns. They.”
    4. Person 1 repeats the correct pronoun and says “Thank you” for the reminder. Play or conversation resumes.

    This procedure can be repeated as often as necessary if the misgendering continues. Sometimes, it is genuinely difficult to change one’s speech habits and use a different pronoun, especially when one is already under the cognitive load of role-play. A person may need several reminders. The expectation is that one is corrected each time, both to help someone pay attention to their language use, and to encourage not letting a misgendering pass without correction. In each case, the response is the same. The person correcting uses the mechanic and simply states the correct pronoun; the person being corrected acknowledges with “thank you.” Needing several reminders can be frustrating for everyone, but repetition is often needed as people learn new habits. If it appears that someone is intentionally misgendering or refusing to abide by stated pronouns, an organizer or member of the safety team should become involved.

    What the Pronoun Correction Mechanic Does / How it is Useful:

    1. Sends a clear message that your community is inclusive to people of all genders.
    2. Formalizes how pronouns are handled in your community.
    3. Reduces the amount of misgendering that occurs for players and characters.
    4. Gives a simple and quick correction procedure that is expected and minimally intrusive.
    5. Opens community members’ eyes to perspectives beyond a gender binary.
    6. Teaches participants how to get better at recognizing and using different pronouns.
    7. Helps trans and nonbinary participants feel more respected and safer.
    8. Allows role-play to continue quickly after a correction, rather than allowing a conversation to derail into obsequies and discomfort.
    9. Shares the responsibility for ensuring that people are called by their proper pronouns to everyone in the community, not just those who use non-gender-binary pronouns.
    10. Opens larps to multiple gender expressions.

    Conclusion

    Because there is a more mobile and international larp community attending games outside of local larp groups, these design tools and mechanics are cross-populating into other larp cultures more readily than before. In some cases, a critical mass of players can introduce a mechanic into a game that the designers or organizers did not officially add to their design. This can be both good and bad. It’s good in that the players found the technique to be useful in solving one or more of the common larp issues it is intended to address and they want to add it to their game to experience those benefits. It can be bad if they do not have the support of the game organizers, who may view the mechanic with suspicion or even derision. Adding a mechanic informally can fracture a larping community into those who use or support it, and those who do not. This division can create community strife and call for a ruling from the organizers about whether to officially adopt the mechanic, which would change the play-style and/or community norms.

    No design tool is universal for every larp, and the same goes with safety and calibration techniques. Larp designers need to evaluate their design goals, their community, and their players to decide which tools will work well for them and that specific larp. A basis of a culture of care and trust is needed to a certain extent for role-play to happen and to be welcoming to a variety of players. Safety and Calibration tools help to establish that culture of care and trust, making for more meaningful and intense role-play. No tool will be one hundred percent perfect one hundred percent of the time for one hundred percent of your players, but designers need to consider the good that the tools do on balance with the annoyance or resistance to change they may encounter. The OK Check-In, Lookdown, and Pronoun Correction tools are useful together or alone in many larp situations, especially ones that bring together diverse players. They are an important addition to the larp designer’s toolbox and can be used when they help you solve the problems in your community or meet your design goals.


    References

    Bowman, Sarah. “A Matter of Trust: Larp and Consent Culture.” Feb. 3, 2017, https://nordiclarp.org/2017/02/03/matter-trust-larp-consent-culture/

    Brown, Maury. “Creating a Culture of Trust through Safety and Calibration Larp Mechanics” September 9, 2016. https://nordiclarp.org/2016/09/09/creating-culture-trust-safety-calibration-larp-mechanics/

    Brown, Maury. “Pronoun Markers and Correction in Larps.” December 1, 2017. https://nordiclarp.org/2017/12/01/larp-tools-pronoun-markers-correction-mechanics/

    Brown, Maury. “Player-Centered Design,” Keynote at Living Games Conference 2016, YouTube, last accessed June 10, 2016, https://youtu.be/oZY9wLUMCPY

    Brown, Maury. “Pulling the Trigger on Player Agency: How Psychological Intrusions in Larps Affect Game Play,” Wyrd Con Companion Book 2014 (Los Angeles, CA: Wyrd Con), https://www.dropbox.com/s/3yq12w0ygfhj5h9/2014%20Wyrd%20Academic%20Book.pdf?dl=0

    Brown, Maury, and Ben Morrow. 2016-2017. New World Magischola. Larp. Richmond, VA. https://newworld.magischola.com/

    Imagination Nation, LLC. “OK Check-In System”. http://www.imaginenationcollective.com/okcheckin/

    Koljonen, Johanna. “Opt In/Opt Out Safety System,” Keynote at Living Games Conference 2016. YouTube, last modi ed June 10, 2016, https://youtu.be/7bFdrV3nJA8

    Koljonen, Johanna. “Toolkit: The OK Check-In.” September 9, 2016. https://participationsafety.wordpress.com/2016/09/09/toolkit-the-ok-check-in/

    Koljonen, Johanna. “Toolkit: The “See No Evil” or Lookdown.” September 18, 2016. https://participationsafety.wordpress.com/2016/09/18/toolkit-the-see-no-evil-or-lookdown/

    Koljonen, Johanna. “The Two-Meaning Lookdown & Forcing Your play-style Preference On Others.” September 18, 2016. https://participationsafety.wordpress.com/2016/09/18/the-two-meaning-lookdown-forcing-your-playstyle-preference-on-others/

    Pedersen, Bjarke, Pettersson, Juhana, and Martin Ericsson. 2016. End of the Line. New Orleans, 2017. https://www.participation.design/end-of-the-line

    Stark, Lizzie. “A Primer on Safety in Roleplaying Games.” Feb. 27, 2014. http://leavingmundania.com/2014/02/27/primer-safety-in-role-playing-games/


    This article is part of Re-Shuffling the Deck, the companion journal for Knutepunkt 2018.

    All articles from the companion can be found on the Knutpunkt 2018 category.


    Cover photo: Participants at New World Magischola workshop safety mechanics. Photo courtesy of Learn Larp LLC.