Tag: Safety

  • The Consent and Community Safety Manifesto

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    The Consent and Community Safety Manifesto

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    We acknowledge that our larps are not safe for everyone. In particular, women, queer people, people of color, young and/or inexperienced players, and differently abled players and organizers continue to report that they have been sexually harassed, assaulted, and physically or emotionally abused at larps. Their voices have mostly been dismissed. They have been told that their concerns are invalid, proof of their own weakness or unfitness to play, or something they need to deal with themselves. People who insist that their larps are safe and do nothing to address the concerns of other players do so from a privileged position. Just because a larp is safe for one person does not mean it is safe for all people. Race, gender identity or presentation, sexuality, body size, conventional beauty, age, and experience are factors that affect how safe someone is and feels at a larp event.

    Larps must encourage edgy play! Larps must seek to transform participants through the experience. Larps must explore societal norms and taboos. Larps must encourage collaborative co-creation. Larps must be designed as art. Larps must face difficult content. Larps must make us uncomfortable and encourage us to grow! Not every single larp must (or should) do these things, but larping as a whole must continue to do so.

    Community Safety allows for better larps. Community Safety among the players, staff, and organizers is a prerequisite for the transformative, immersive experience of larp. Community Safety allows us to trust, open up, feel vulnerable, explore new options, step outside our comfort zones, face our demons, and share experiences. Community Safety makes the boundaries between character and player more clear, allowing for more intense in-character interactions. Community Safety gives us tools for dealing with bleed and intense emotions, and gives power to individuals to make choices for themselves. Without Community Safety, larps harm some players.

    Community Safety is multi-faceted. Community Safety is much more than taking measures to ensure that participants are not physically hurt by others or elements of the site. Community Safety is more than having evacuation plans, medical teams, and emergency response protocols. It is more than weapons checks or a single stop word, such as “cut.” Community Safety is a state of mind that stems from trust, support, and shared responsibility. When larp participants feel safe at an event, they are able to take the risks and vulnerabilities inherent in roleplay. Some players need more to feel safe than others. This is normal.

    Community Safety is designed. When organizers do not design for Community Safety, their communities are inherently not safe for some people. This is because dominant off-game norms, which may include misogyny, sexism, homophobia, transphobia, ableism, racism, and other oppressive ideals, are repeated or established within the community, where they marginalize those less powerful. This process is seldom conscious and is the result of entire lifetimes of socialisation. It can only be countered by designing for Community Safety.

    Community Safety is both bespoke and universal. Each larp community has its own norms and needs. Community Safety policies and procedures must be designed for the size, composition, and norms of individual groups. However, certain situations are always problematic for Community Safety. Off-game abuse, harassment, or assault of community members can never be tolerated.

    Community Safety is ongoing. In other words, it is continuous, dynamic, and must be maintained. Community Safety is not achieved by establishing a policy and posting it. Community Safety must be recursively examined, tweaked, evaluated, reiterated, taught, reinforced, and upheld by members of the community and its leaders.

    Community Safety is everyone’s responsibility. For a community to be safe, all of its members must: uphold the agreed-upon social contract of respectful behavior; be intolerant of harassment, abuse, and assault within the group; share the duty of monitoring behavior and educating new members; support the decisions of organizers to enforce safety norms; and respect and offer support to those who make reports of safety violations.

    The 10 Principles of Consent and Community Safety

    1. People are more important than larps. Larp organizers and communities must value the safety of their participants as their number one priority.
    2. Each person’s body is their own. They alone may set their boundaries and say what makes them comfortable.
    3. Larps should be designed with transparency of themes, content, and player lists so that people may make their own choices about whether and how to play.
    4. All larps should have a Code of Conduct, harassment policy, designated safety officers, and reporting procedures which suit the larp’s design and are respected and enforced.
    5. Off-game harassment, abuse, or assault of any participant – or using the alibi of character to harass, abuse, or assault a player – should not be tolerated in any larp.
    6. Each participant is responsible for their own actions; for reading, understanding and abiding by the community Code of Conduct; and for the consequences of their actions to others.
    7. Consent must be freely given, vocalized, and considered inviolable. The expectation of consent must be addressed in pre-game workshops and enforced by organizers.
    8. No one should ostracize or retaliate against any community member for setting a consent boundary or for making a report of harassment or abuse.
    9. When someone is harassed, assaulted, or abused at a larp, they must know who to seek out to make a report; be heard with compassion and trust; be given the benefit of the doubt; have their privacy and wishes respected; and have swift and appropriate action taken to solve the problem.
    10. Larps and larp communities that condone off-game harassment of others or that protect known abusers are part of the problem and do not deserve support.

    The 20 Statements of Support for Community Safety

    1. I will give a clear and honest “yes, please” or “no, thank you” when I am asked for my consent, and negotiate more specifics if I feel they are needed.
    2. I will respect the boundaries another person sets and accept that my boundaries may be different from someone else’s.
    3. I will not touch another participant in-game or off-game, without their consent.
    4. I will not tease, gossip about, ostracize, or retaliate against someone who has set a consent boundary.
    5. I will recognize that my life experience differs from another person’s experience, and that they may make different decisions than I would as a result.
    6. I will accept another person’s decision about or expression of their comfort or safety as valid.
    7. I will support those who have come forward with a report of harassment, abuse, or assault by listening, trusting their experience, and offering my assistance.
    8. I recognize that I may harm another community member, whether I intend to do so or not, and that my behavior is my responsibility.
    9. If I am informed that I have harmed someone, I will reflect on my own behavior and seek to change it.
    10. I will not deflect, blame, or become defensive if I am informed that I have harmed someone.
    11. I will confront another community member if I witness them behaving in a manner that is against our community’s Code of Conduct.
    12. I will ask other community members about their well-being if I observe them being sad, distraught, angry, unusually quiet, or otherwise upset.
    13. I recognize that some people have invisible mental or physical disabilities that affect their experience.
    14. I will not continue a behavior that I have been asked to stop.
    15. I will not use alcohol as an excuse for my poor behavior towards another.
    16. I will not use the alibi of roleplay to harm another player.
    17. For character-to-character interactions involving sexuality, romance, or violence, I will negotiate consent with the other player either before or during the larp.
    18. I will not force my feelings, ideas, or desires upon another community member.
    19. I will not use my size, voice, body, or power to deprive another community member of their autonomy or consent.
    20. I will be an ally of victims, an advocate for respectful behavior, and a voice for those who are unable to come forward themselves.

    The 10 Larp Designer Commitments to Community Safety

    1. With my community, I will create and maintain a Code of Conduct that outlines expected, encouraged, and prohibited behavior.
    2. With assistance, as needed, I will create a harassment policy and reporting procedure for my larps which condemns harassment and establishes a clear and confidential way for participants to come forward if it is violated.
    3. I will designate one or more people on my organizer team as Community Safety Coordinators and give these people the resources and respect they need to conduct Community Safety business.
    4. I will require that players of my larps adhere to the Code of Conduct and harassment policy to continue to play.
    5. I will enforce the larp’s Code of Conduct and harassment policy consistently and judiciously, taking into account the facts and context of each situation, but without playing favorites or excusing behavior for some but not others.
    6. I will list content and themes prior to my games, and will make player lists available to other players.
    7. I will support the decisions of my Safety Coordinators and back them up within the Community of my larp and the larger larping Community.
    8. I will ensure that a Safety Coordinator is present and accessible at my larps, and that there is a designated space set aside for people experiencing distress.
    9. I will create appropriate mechanics for players to opt-out of scenes for any reason during the larp. These mechanics will not penalize the player for using them.
    10. I will be a model of behavior for my larp community, I will take seriously any reports of harassment or abuse, and I will advocate for Community Safety within the larger larp community.

    To sign this Manifesto, please comment below and/or share this post on your social media with your personal endorsement.

    © 2017 by Maury Brown. All rights reserved. Contact author for permission to use or translate. Sharing this post is, of course, permitted.


    Cover photo: CC0 on Pixabay via Pexels.

  • 19 Truths about Harassment, Missing Stairs, and Safety in Larp Communities

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    19 Truths about Harassment, Missing Stairs, and Safety in Larp Communities

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    Disclaimer: The opinions expressed herein are those of the authors and do not necessarily reflect the official policy or position of Nordiclarp.org or any larp community at large.

    This article presents a Series of Truths about harassment, missing stairs, and community safety that exist in larp communities around the world. Following each statement and explanation is a “Take Action” section, which provides a pledge of encouraged behavior that larpers can make to help stop harassment, abuse, and tolerating missing stairs in their communities.

    To begin, let’s start with the definitions of the three concepts under discussion: harassment, missing stairs (aka broken stairs), and community safety.

    Harassment: systematic and/or continued unwanted and annoying actions of one party or a group, including threats and demands based on racial prejudice, sexual objectification, advances or obscene remarks, or personal malice as an attempt to force someone to do something, to grant sexual favors, gain power, or cause someone to feel fearful or anxious. May be done in person, online, via text or email, or by proxy (by others).

    In the case of larp or role-play, off-game feelings may bleed into the game, and a player may use their character, the game’s mechanics, or their friendship with the organizer or plot team to further off-game harassment in in-game situations. Example: player A is interested in player B off-game, and chooses to have player A’s character stalk, corner, and make rude advances to player B’s character during the game without player B’s consent or despite player B’s wishes.

    a staircase broken Broken stairs by Davide Costanzo on Flickr. CC BY 2.0.

    Missing Stair (Broken Stair): A term coined in 2012 by Cliff Pervocracy that is used to describe a sexual predator who many people know cannot be trusted, but rather than shunning, they respond by trying to quietly warn others. Communities respond to a “missing stair” by worry, warning, watching, and working around, rather than taking action to “fix the stair” by removing the person from the community or scene. The term can also be used to talk about harassment and abuse in addition to predator behavior.

    In the case of larp communities, a missing stair could be someone who uses their in-game or off-game power or social capital to coerce other players, especially new ones, to provide sexual favors in exchange for in- or off-game gain (similar to the concept of the Hollywood Casting Couch, whereby someone obtains a better role, plot, or esteem if they agree to give sexual favors to a person in charge). It may also be those players who troll for “new blood” on the scene, and experienced members of the scene attempt to warn those new players about the person(s) who see them as a conquest. The missing stair problem compounds as the larp scene internationalizes, is that missing stairs can move from one community to another, where no one in the new community is aware of their predatory, harassing, or abusive behavior, until someone gets hurt.

    Community Safety: An umbrella term that means not only the physical safety of participants, but especially the sense of trust in fellow members of the community to behave responsibly, ethically, and consensually toward other community members. Community Safety is designed and created through community norms, conduct policies, workshops, mentoring systems, and other strategies to welcome participants, help them understand what behaviors are prohibited, tolerated, and encouraged in the community, and to regulate participant behavior when the norms or expected behaviors are breached. Community Safety is an ongoing and dynamic process among community members, organizers, and outsiders.

    An example from a larp community is the creation of a Code of Conduct which explicitly bans harassment, abuse and predatory behavior, and requires mutual consent between two adults before a player-to-player interaction can occur. A player sexually assaults another player, and then is defensive when confronted about it, claiming the victim is exaggerating, or that it was an in-character interaction that wasn’t intended to be to the player. Unapologetic and unrepentant, the player is removed from the game for violating the community norms against sexual assault, obtaining consent, and learning from one’s mistakes. This action is taken to keep the community of trust for all participants and to remove the person who violates the social contract for play established in the community.

    With those background definitions and examples established, here are the 19 Inconvenient and Uncomfortable Truths about Harassment, Missing Stairs, and Community Safety in our larp communities.

    1. Off-game Norms Seep into Our Games

    Many people don’t want to think about this radical truth. People want to believe that games are fictional realms that exist separately from the cultures that exists in society. However, games are products of culture, and are played by people who bring their beliefs and norms into them. Unless we very consciously and actively design our games and our communities against these norms, they will be a significant part of our games and communities. Even with design and community norming, the effects of outside cultural norms are still felt. In international larps, we also have people from significantly different cultures meeting and playing together in intimate spaces. We must consider these inevitabilities in our design and do more than merely accept them. Games and gaming communities need to establish their own norms, and communicate, model, and enforce them.

    Take action: I pledge to be aware of how off-game norms affect my design and play, and to actively steer against off-game norms that replicate oppression.

    2. Harassment Is a Problem in Geek Culture. Harassment Is a Problem in Larp Communities

    We may not like to admit it, especially if we were bullied or harassed for being geeks or nerds, but inside geek culture there exists ongoing harassment. We often excuse harassing behavior as being socially awkward, and we have empathy for those who appear to simply not know how to behave toward others, particularly those they may feel attracted to. Sometimes it is a case of education. Other times the disbelief and shock and saying they are unaware is part of a strategy to continue doing harm.

    In addition, people are vulnerable at larps. Strong emotions, close proximity, the presence of alcohol, and the potential lack of authoritative oversight are factors that can increase harassment.

    Take Action: I pledge to not harass others, to report harassment whenever I see it, and to stand up for those who have been harassed.

    3. We Live in a Culture of Toxic Masculinity, Toxic Masculinity and Female Socialization Makes This More Difficult

    Men are typically socialized in ways that make it difficult for them to understand that their own behavior may be problematic to others. Toxic masculinity requires that they defend themselves and not appear weak. It may also make it more difficult for them to speak up on behalf of women or victims of abusers, because of fear of losing credibility with their peers, who are also performing masculinity. Many men are taught that displays of dominance, aggression, and overt sexuality are appropriate displays of their virility, maleness, and desirability.

    Asking men to examine or change those behaviors can be difficult and painful, particularly since doing so may play directly into a toxic narrative that they are no longer displaying strong, heroic, autonomous male-defined behavior. For many of us who are not prisoners of toxic masculinity, the call to speak up or to adjust behavior seems simple, but we need to recognize that these decisions are fraught within the performance of masculinity and that making these changes requires courage and comes at a cost. Until the masculine code itself is changed or thrown off, applauding the efforts of men who make changes and speak up will help them gain credibility that they may lose among male peers as well as encourage them to support calls to change behavior.

    Women are also often socialized not to show sexual desire, or are slutshamed if they do. Therefore, they may be taught to say no, which encourages men to read no’s as yes’s. At the same time, a woman is also typically conditioned not to say no outright, because of pressure to let men down easy or not reject them harshly. This confusing language sends mixed signals and contributes to miscommunication as well as harassment and assault. Clear communication about consent helps break down this system, but that must be taught, modeled, expected, and enforced in communities.

    I pledge to be aware of how men and women are socialized, and how these performances of gender can contribute to harassment and abuse. I pledge to resist toxic culture whenever I can.

    a woman in striped tights descends a staircase Stripes & Stairs by Thomas Leuthard on Flickr. CC BY 2.0.

    4. Organizers Are Sometimes Complicit in the Harassment, Either Overtly or Covertly

    Some organizers simply do not have the time nor the training to deal with the issues of harassment complaints. Many do not want to get in the middle of player disputes, and many feel both overwhelmed and ineffectual in dealing with the situations. Rather than getting embroiled in “drama” or trying to arbitrate a “he said/she said” dispute, many organizers simply fall back on involving the law as the only option. If a player feels they were wronged, then they are told to go to the police for recourse. However, going to the police can be incredibly difficult to do and may reinforce the trauma and contribute to victim blaming. Not only is going to the police the wrong option for many, it also is a convenient abdication for the organizers.

    Larps are private functions and the organizers of those functions have not only the right but the duty to “police” their own function by setting the norms and expecting their guests to follow them. Many behaviors that are wrong, uncomfortable, and harassing may not rise to the level of criminal harassment, nor should an organizer attempt to make the hard choice of going through a formal criminal complaint for someone else. Furthermore, we only contribute to an overly legalistic and litigious society if the only recourse is to involve the police.

    Take Action: As an organizer, I pledge my commitment against harassment and abuse in my communities, to learn how to deal with it effectively, and to actively implement policies to prevent it and address it.

    Take Action: As a player, I will hold larp organizers responsible for dealing with issues of harassment and abuse in their communities.

    5. The Composition of an Organizer Team Matters

    Who is on the organizer team of your larp always matters, but the team composition has particular relevance in matters of community safety. If an organizer is known to have crossed boundaries before, used their position of power to gain sexual attention or favors, or harbored or turned a blind eye when players or friends have displayed abusive or harassing behaviors, then a member of your community will not feel able to come forward to the organizers on these matters. If your organizing team is composed entirely of men, people of all genders may not feel comfortable reporting abuse and assault. This sad fact isn’t a personal impression of specific men, but relates to social norms, gender performance, and toxic masculinity.

    At the same time, women should not be responsible for handling all “emotional” or “safety” issues that arise. The responsibility for safety should be shared among all organizers and community members. We should not delegate safety to one person, least of all a woman who can then be “thrown under the bus” for speaking out about safety while the men gather and state that “those women” have to be placated, so simply do this for now, and then let’s continue as before. Ideally, an organizer team and/or safety committee will have a cross-section of different genders, sexualities, races, religions, classes, etc. Special attention should be paid to how these intersectionalities affect both the incidences of reporting and the responses.

    Take Action: As an organizer, I pledge to be sensitive to the composition of the organizer team, and to strive for diversity among the leaders of the larp community. I pledge to hold other members of the organizer team accountable for their behavior. I pledge not to collaborate with organizers who use their power to harass or abuse others, or who continue to tolerate abusers and harassers in their communities.

    Take Action: As a player, I pledge to hold organizer teams accountable for a lack of diversity and for a lack of designated safety policies, mechanics, and committees.

    6. Some Games Lead Themselves to Harassment More Easily, by Design

    Games with mechanics like seduction, presence, or power can incentivize harassing behaviors that may cross the line from consent by the character to unwanted advances by the player. Games without Codes of Conduct, safety mechanics, or that have a culture of hard core (in which speaking up about feelings, harassment, or individual needs can be frowned upon) can also be more accessible to predatory or harassing behavior. Furthermore, larps that allow alcohol during the event or after-party have increased risks. Many studies have shown a correlation between the presence of alcohol and increased sexual harassment and assault for both psychological and pharmacological reasons. Organizers or players in games like these should be aware of the greater risk and consider taking steps to mitigate it.

    Take Action: I pledge to be more aware and considerate of how a game’s design may encourage harassment and abuse and to steer away from those behaviors even if they are incentivized in the game.

    rusty stairs Spiral Stairs by oatsy40 on Flickr. CC BY 2.0.

    7. Predators Use the Alibi of Roleplay to Do Harm

    The alibi of roleplay separates a player from a character, and sets up a social contract whereby two or more characters may interact consensually through acting or roleplay. It is understood that the feelings, behaviors, vocal accent, affectations, etc. are not “real” but are being portrayed as character performance. Predators, however, see alibi as a legitimized way to push and breech boundaries, being able to claim afterward that it was simply in the course of roleplay. Whether roleplaying or not, if a person does something repeatedly and nonconsensually that makes another person uncomfortable or in danger, that is harassment or assault. When someone approached about their behavior uses the alibi of roleplay as an alibi for their behavior, it is cause for concern. People who are not trying to harm others tend to be reflective, upset, and apologetic if they are confronted about having done something that another person disliked enough to report. These same traits are seldom demonstrated by those who either have intentional motives, or who realize they have been caught. These people tend to deflect, defend, re-accuse the victim, split hairs, display shock and outrage at having been suspected, and to fall back on the alibi of roleplay: “that wasn’t me, that was my character.”

    Take Action: I pledge not to use my character to cause another player to feel off-game uncomfortable.

    8. False Reports Are Very Very Rare

    Several studies of false accusations to reporting agencies have shown the percentage of false accusations to be 7% or less. Think about that for a moment: 93% or more of accusations are in fact founded. Not only does the law require giving the benefit of the doubt to the accuser in each case, but the evidence backs up the fact that the vast majority of people do not make false allegations.

    A fear of false allegations is perpetuated by those who want to keep decision makers so worried about making the mistake of sanctioning an innocent person that they take no action at all when facts may be disputed. In addition, the rhetoric behind false accusations is a classic blame-shifting technique, to garner empathy for the accused and to distract the focus of an investigation or conversation. Furthermore, the accused may also attempt to create solidarity with a false “what if” scenario? It goes like this: “Hey, you’re a person who is like me. You’re (tall, white, handsome, charismatic, a good roleplayer, etc.). This situation of a false accusation and being treated poorly by the organizers can just as easily happen to you. This community is unsafe for people like us.” Once again, this is a tactic to distract from the issue at hand: that the community is unsafe for others who have come forward with accusations, and to make the “real” or “true” victim those who have been falsely accused and have been aggrieved by the organizers’ actions to remedy it. Because the fear of false accusations can be very real, especially the more it is repeated, a predator can tend to garner some measure of support from others by using this tactic.

    Take Action: I pledge to believe people who come forward with stories of being harassed or abused. I pledge to give the benefit of the doubt to the victim and to act in good faith on their report.

    9. Fear of Reporting and Fear of Reprisal Are Real

    women on a staircase Stairs by Seniju on Flickr. CC BY 2.0.

    It is very difficult to report harassment or assault. There is tremendous social pressure not to do so, especially in insular communities such as larp groups, or even geek culture as a whole. Many vulnerable players do not want to “rock the boat” or “cause problems.” Some blame themselves when they have been victimized. Some are afraid of being made fun of for appearing weak, or not able to handle it themselves. Many fear that they will be the target of gossip, or be ostracized by the organizers or other members of the community. In some cases, especially if the person they are accusing is someone with a great deal of social capital, they are afraid of blowback or further harassment. Studies have shown that the way people react to someone who comes forward with reports of abuse or harassment has an impact on their recovery from the trauma.

    Some people with a history of harassment are also known to retaliate against those who speak up against them or those who support the person or people who came forward. That retaliation can be during the game, on social media, in off-game social interactions, or a combination. Some game organizers or storytellers have been known to actively punish people they dislike by keeping plot from them, sending negative plot after them, or adjudicating against their character, sometimes even to the point of killing a character. It is difficult to speak up. Believe and support those who do and have empathy for those who have not because they made a calculation that it was not worth the likely hits to their safety, sanity, or social circles.

    Take Action: I pledge to support those who wish to report abuse or harassment, and to actively resist those who would attempt to retaliate against them.

    10. Your Experience Is Not Everyone’s Experience

    If your only interactions with the accused have been positive, or at least not-problematic, learning of an accusation or action taken against that person will cause you to experience cognitive dissonance. Your own experience doesn’t match up to the reports of another person’s experience. You may feel incredulous, in shock, or even betrayed. You may find it especially difficult to process or believe that:

    1. Your opinion of the accused could be wrong or in need of revision;
    2. The accused could be multi-faceted and display one type of behavior to one person and a different type to another;
    3. That you could have misjudged the accused’s character, or
    4. That you could have been, or continue to be in danger.

    People tend to defend their own experience, and to want to believe any plausible explanation other than that they may be wrong. It is somehow far easier to believe that until-now reasonable organizers have suddenly become overzealous and discriminatory than to believe that they made a necessary decision based on credible information. Steadfastly holding to your own preconception and blaming the organizers or the victims relieves the cognitive dissonance but does not require reflection, examination, or trust. Accepting that you may have made an error of judgment is not only difficult, but requires further action to relieve the feeling of betrayal and hurt. It is far easier for someone to believe your personal experience than the experience of another, and far easier for you to dismiss experiences that do not negatively affect you, especially if that gives you a net positive gain from the accused or from the community.

    When you hold your own experience as more “true” or “real” than those who have come forward with reports, it continues to harm those who were already harmed. By insisting that your experience is the only possible one, you discount or negate the victim’s experience, and contribute to their fears of reprisal and the exaggerations of false allegations.

    Take Action: I pledge to accept that my personal experience is not universal, and to understand and accept another’s experience as true and valid, even if it contradicts my own experience.

    11. There Is Some Information You Will Never Know

    Much to an organizer’s dismay, the information they will have to act on will likely be imperfect. This is the same as in workplace harassment situations, which dictate that in cases of confusion, one must believe the accuser and act upon that information. Organizers should consider the reports they receive, corroborate them with other evidence from other players, from feedback surveys, from facts in the report, from their own conversation with the accused, from their own knowledge of and history with the accuser and accused, and their general experience dealing with these situations. They may consult with others for advice, and rely on policies in place, but the decision is ultimately that of the organizer(s). Unless it is a situation where an organizer witnessed something first-hand, the wish for more information will always be present, since the desire to make the right call is so strong.

    Players or potential players of the larp who learn about an action taken against someone, are likely going to want more information than the organizer can or will provide. You will have a strong desire to know for sure, in order to both deal with your own cognitive dissonance but also to make a judgement about the organizers’ actions. Players must accept that they will not likely get the information they seek, due to privacy concerns for the accused, but especially due to confidentiality for those making the reports. Organizers have both a legal and a moral responsibility to maintain confidentiality, since those who made a report can become the target of ostracization or retaliation.

    Take Action: I pledge to protect the privacy of those who have come forward with stories of abuse or harassment and not to engage in public speculation that may compromise the victim’s safety or well-being.

    lighted angular staircase DSC_3171 by fernando butcher. CC BY 2.0.

    12. There Is No Burden of Proof Required

    A larp organizer is not a judge or an attorney. Bringing forward a report of harassment, abuse, or assault does not mean that the accusation must be “proven” “beyond a reasonable doubt.” A larp organizer is the host of a private function, and can remove anyone at any time for any reason. In many places, a staff member of a larp is employed or volunteers at-will, meaning they may be fired or removed at the discretion of the organization, who does not have to provide a reason. Victims should not fall into the trap of feeling that since something cannot be proven without a reasonable doubt, they should not bother to come forward. Likewise, organizers should not feel that because something can never be determined with absolute certainty they should take no action at all. The existence of another possible explanation does not make the action taken by the organizers wrong. As an organizer, it is easy to become paralyzed by the fear of making a mistake, or the worry about the fallout your action will have on the community.  Abusers and predators will try to call for the standard of beyond a reasonable doubt as a way to deflect the focus from themselves and create the paralyzing or contentious situations that they can exploit.

    Take Action: I pledge to accept decisions that are made by organizers and not to contribute to a culture of victim blaming or inaction by demanding irrefutable proof of allegations.

    13. Some People Cannot Be Reformed

    We all want to believe in the human capacity for change. We all want to believe that someone who does harm would change if they could. It is much easier for us to rationalize harassing and abusive behavior to think that the person simply needed to understand or be given an opportunity to grow and do better. In addition, many of us in the gaming or larping communities were made fun of, ostracized, or bullied in our youth or in our daily lives, and we do not want to do that to another. This creates a Geek Fallacy: that to be inclusive you must include everyone, even those whose behavior is ongoing and harmful. This is patently false.

    Inclusivity does not mean harming the community for the sake of including a single person, or a small group. Consider this: we would feel less shame in removing someone who punched another or who stole from the community than we would removing someone who has engaged in stalking, verbal harassment, inappropriate touching, or repeated intimidation. Some of these missing stairs have years, even two decades of reports against them. That confluence of information is important. If these behaviors have lasted this long, and continue to be reported, that is strong evidence of an unwillingness or inability to be reformed. Multiple reports about the same person over time creates a pattern of behavior that is a red flag to be addressed.

    Take Action: I pledge to recognize when a person does not want to, or is not able to change their behavior, to set a hard boundary of acceptable behavior, and to take action to remove them from the group when that standard is not met.

    14. The Right of the Community to Be Unharmed Outweighs the Right of One Person to Play

    Metal staircase Industrial Stairs by Bridget Coila on Flickr. CC BY-SA 2.0.

    No one wants to ban someone. No one wants to believe that a person they have known and maybe even trusted is harmful. Everyone wants to give second and third and fourth chances. Everyone hopes that the person has finally learned their lesson. However, we can easily fall into a trap of appeasement, giving more concessions to the predator or abuser in order to keep them from doing more harm. The problem with appeasement, as nations in Europe learned leading to World War II as one example, is that the person (or nation) being appeased gains more and more power, and those appeasing lose theirs. In addition, the longer a behavior goes on, the more normalized it gets, and the harder it is to change.

    Ultimately, you have to decide who is more important: the one person whom a lot of people may like, who may be a great role player, who may be an integral part of the group, or those who have been harmed by that one person in the past, along with all those who are at risk for further harm by this person’s continued presence. Removing a person is hard. Letting them stay to harm others continues to enable them, devalues others, and makes you complicit in the future harm.

    Take Action: I pledge to value the safety of the community over an individual who has done harm.

    15. Lip Service Is Not Enough

    Saying you are going to do something is not the same as doing something. Listening to and even hearing the complaints of others is a step, but it leaves the problem in place. Policies which clearly state that this larp community will not tolerate sexual harassment are not enough if the organizers do not enforce those policies. Applying policies variably if someone has more social capital is also a form of lip service. Furthermore, it is far too easy for organizers and community members to excuse problematic behavior as merely a product of culture. Larp communities must state the behavior expected, make it known that participants are responsible for complying, and then act if those expected behaviors are ignored. The excuse that they didn’t understand the local culture needs to stop. The culture needs to be defined, communicated, expected, and regulated.

    Take Action: I pledge to set the behavior standard, model and teach it to community members, to hold everyone in the community accountable for meeting the expected behaviors, and to take meaningful action when the standards are violated.

    16. Missing Stairs Resist Fixing and Have Supporters

    a woman climbing a staircase Photo by darkday on Flickr. CC BY 2.0.

    The way someone has become a missing or broken stair is by being very, very good at diverting attention from the need to have the stair fixed (e.g. have action, especially banning, taken against them). When confronted with an allegation or concern, the missing stair often responds by giving something to the community — a prop, scene, volunteer time, or duty. This is a way to distract from the concern you have brought forward, attempt to ostensibly make amends, but it does not actually address the behaviors you raised. It sets up a false equivalence whereby they make themselves even more entrenched and valued in the community, social capital they will call on should you take action regarding allegations or concerns . Missing Stairs not only choose victims, they also choose allies to defend them staunchly when accused. They tend to be polarizing figures whom people either love or hate, depending on what behavior of theirs you have encountered and what role you play in their narrative.

    When you remove a broken stair, your community will suffer initially. There will be shock and outrage. There may be some defectors, who find it easier to believe that the organizers have lost their minds than that their friend is in any way culpable. People may form splinter groups, and discuss on backchannels. It is important to the Missing Stair that they appear to have been unfairly attacked, so that they may marshal their armies of defenders.

    Take Action: I pledge my strength, solidarity, and support to the organizers and community when an action must be taken against a person who has harassed or abused a community member.

    17. By Taking Action, You Will Become a Target

    It is critical to the narrative of a missing stair that they are blameless, and the target of persecution. They will almost always state that they would have been happy to have changed their behavior if they had only known. They may try to state that they were never informed of wrongdoing, knowing that the organizers will not be able to give proof as they are protecting the privacy of those who came forward. They will complain that the decisionmakers were too harsh, they will state that the community is actually not safe for cis/het/white/males or some combination. They may call you a feminazi. They may tell others not to go to your games because you are aggressive and overzealous in your harassment policy. They will cite their own awesomeness as proof of your persecution. They will position you as hurting the community and position themselves as defenders of it. They will seek attention for the pain you have caused them. They may make accusations about you personally, or claim that you harassed them with your decision. They may make a public spectacle on social media. They may cost you players, money, and mental health. It is their goal to make this so difficult that you will wish you hadn’t taken the decision and that maybe others would think twice before doing so in the future.

    Take Action: I will support organizers who have taken tough action against predators to keep their communities safe. I will stand up for them against persecution and retaliation.

    18. The Charismatic Predators Are the Hardest Ones

    They are very, very good at what they do. They are also very good at roleplaying. These things go hand-in-hand. They groom supporters. They make people feel special. They put themselves at the core of many scenes and draw attention to themselves. They show everyone how concerned they are about others. They may even stand up for others in a public demonstration of their graciousness. Then, the choose their targets, those who are vulnerable, or new, or don’t have a strong support system, or lack confidence, or are overly tired, or whom they have given a lot of alcohol. And those people see a different side. A charismatic predator can quickly switch from magnanimous to abrasive, from encouraging to abusive, from safe to unsafe, from protecting boundaries to aggressively crossing them, from being a friend to using their power for their own gain, from building someone up to tearing them down, from friendly to shaming and manipulative, from consensual to coercive. If a person who has been victimized by a charismatic predator’s abusive side then speaks up about it, their story and personal experience will be counter to so many others’ experiences that they will be often be discredited. It’s insidious. And it is very real. Nonetheless, no matter how charismatic, handsome, popular, or great at roleplay a person is, no one has the right to buy themselves access to victims for predatory behavior, abuse, harassment, or assault.

    Take Action: I pledge to pay attention to the inconsistent and manipulative behaviors that charismatic predators display, and to recognize that wildly different reports of a person’s behavior among a group is a sign of something wrong.

    green and red staircase Spiral staircase by Chris McClanahan on Flickr. CC BY-SA 2.0.

    19. This Isn’t over, It Is a Recurrent Ongoing Problem

    I am disheartened that I continue to hear stories from people within geek communities around the world who share these problems. It isn’t one community, it isn’t one type of geek, it isn’t a particular region or country. It’s everywhere. Geek culture is rife with it. It may be because the norms inside of geek culture strive to be inclusive. Acceptable behavior tends to be a wider spectrum, and while that can be liberating, it can also open avenues for predation and abuse.  Whatever the reason for it, we have to acknowledge the elephant in the room: harassment, abuse, and missing stairs are a problem in larp communities and the large geek culture.

    Take Action: I pledge to continue to work to make our communities safe from predators and abusers, and to support others who are committed to this goal.

    This is a real problem. There is no easy solution. There is no single solution. But there are solutions. First we have to acknowledge the problem and commit to working together to fix it. Let’s take that first step, and then talk about solutions. And then not just talk. But do it. The follow-up article to this piece will contain some suggested things to look for and actions to take.

    Each larp community is different and will take a localized approach to this problem. This is encouraged! But the baseline that predators should not be given harbor in a larp community must remain if we value the safety and trust of our players, and wish to open our communities to more diverse participants.

    a spiral staircase with lights hanging down
    Heal’s Spiral Staircase by Matt Brown. CC BY 2.0.

    References

    © 2017 by Maury Brown. All rights reserved. Contact author for permission to use or translate. Sharing this post is, of course, permitted.


    Cover photo: Layers by Arden on Flickr. Photo has been cropped. CC BY-SA 2.0.

  • A Matter of Trust – Larp and Consent Culture

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    A Matter of Trust – Larp and Consent Culture

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    Consent culture in larp communities is a subject of great interest in the current discourse. While previous decades have witnessed roaring debates on the superiority of various rules systems, distribution of narrative control, or emphasis on specific themes, several larp communities have shifted their focus to discuss issues of emotional and physical safety. In the last several years, the annual Nordic larp conference has featured panels and workshops on safety. The Living Games Conference 2016 showcased a series of keynotes on Community Management, with presentations from organizers such as John Stavropoulos, Avonelle Wing, Maury Brown, and Johanna Koljonen. Several scholarly and popular articles have emerged on topics such as emotional bleed from player to character and vice versa; triggers and larp; how to calibrate play styles; steering play to maximize role-play potential; the importance of debriefing; post-larp depression/”blues”; and playing for empathy. Other recent panels have focused upon playing intense emotional content more safely; role-playing as potentially therapeutic; and crisis management in communities, including policy, deliberation, and decision making.

    Of central interest in many of these discussions is the rise of consent-based play, where actions within larps must take place according to a collaborative agreement between players. This style of play has gained recent popularity in games such as College of Wizardry, New World Magischola, End of the Line, and Convention of Thorns, although earlier precedents certainly exist. For many participants, consent-based play provides greater degrees of trust between players, personal autonomy over one’s story, and collaboration in the larp community.((See for example Maury Brown, “Creating a Culture of Trust through Safety and Calibration Larp Mechanics,” Nordiclarp.org, last modified September 9, 2016.))

    wizards point their wands at each other
    In consent-based resolution magic systems like College of Wizardry, the recipient decides the effect of a spell. Photo courtesy of Dziobak Larp Studios.

    Controversy around Safety and Consent-Based Play

    Participants in some larp communities express resistance and scrutiny in consent and safety discussions. In the past, any discussion of the social and psychological effects of role-playing was a taboo subject, as religious extremists groups and the mainstream media often portrayed the hobby as psychologically damaging. During the so-called Satanic Panic, many non-players worried that larpers would “lose touch with reality,” commit suicide, or become drawn to the occult.((Lizzie Stark, Leaving Mundania (Chicago, IL: Chicago Review Press, 2012).)) Thus, many role-players prefer to downplay any social or psychological effects, instead emphasizing the alibi of “it’s just a game” and “it’s what my character would do.” Additionally, role-players often claim that their communities are far healthier and more inclusive than mainstream society as a result of many participants feeling marginalized as “geeks” or “nerds” throughout life.((See for example, Sarah Lynne Bowman, The Functions of Role-playing Games: How Participants Create Community, Solve Problems, and Explore Identity (Jefferson, NC: McFarland & Company, Inc., 2010).))

    Two vampire players looking at one another
    In the Nordic vampire larp End of the Line, players use scripted consent negotiations before enacting intimacy. Photo courtesy of Participation Design Agency.

    Meanwhile, academics have begun to study these effects in detail, investigating the ways in which role-playing impacts individual consciousness and community dynamics. For example, I have studied qualitatively the ways in which larp communities are negatively impacted by conflict and bleed, and am conducting a follow-up quantitative study with Michał Mochocki.((Sarah Lynne Bowman, “Social Conflict in Role-Playing Communities: An Exploratory Qualitative Study, International Journal of Role-playing 4: 4-25.)) Diana Shippey Leonard has examined the sociology of larp groups, including their life cycles and the ways in which creative agendas lead to conflict according to Larp Census 2014 data.((Diana Leonard, “The Dynamic Life Cycle of Live Action Role-playing Communities,” in Wyrd Con Companion Book 2013, edited by Sarah Lynne Bowman and Aaron Vanek (Los Angeles, CA: WyrdCon, 2013); Diana Leonard, “Conflict and Change: Testing a Life-Cycle-Derived Model of Larp Group Dynamics,” International Journal of Role-playing 6: 15-22.))

    Similarly, Brodie Atwater has examined the ways in which marginalized people in larp communities report feelings of exclusion and alienation due to their social identities. Gender, sexuality, and race are also at the forefront of the academic conversation, as people from marginalized groups do not always feel that their identities are respected or represented appropriately in role-playing communities. These conversations spill over into discussions on social media networks and are often the cause of much divisiveness when perspectives differ. Some players believe that sexism, racism, and homophobia no longer exist in contemporary society or are not problems in role-playing communities, whereas others cite personal experiences to the contrary. For example, members of some larp groups insist that plots should no longer feature sexual assault or rape in order to avoid triggering abuse survivors in the community, whereas other participants feel that such content is appropriate to the setting and, therefore, permissible.

    While these debates will likely continue for years to come, many designers find their game spaces less accommodating than they would like and are working to develop strategies for more consensual play. Some role-playing groups have methods for players to opt-out of content that they find uncomfortable, such as safe words, whereas others discuss ways to make content more opt-in. For example, some larps feature trigger warnings, content advisories, or ingredients lists to warn players ahead of time about the sorts of themes they will likely encounter.((Organizers like Karin Edman advocate for such lists, also called Content Declarations. See for example “Content Declarations,” Nordic Larp Wiki, last modified October 8, 2015 and the Ingredients list for the Dystopia Rising network.))

    Other larps build consent-based play into the mechanics of the game. For example, in College of Wizardry and New World Magischola, the recipient of a spell determines its effect, not the rules or the initiator. Similarly, End of the Line, New World Magischola and Convention of Thorns have instituted a script for consent negotiations, in which organizers instruct players on how to calibrate with one another when enacting specific physical and verbal content around intimacy, violence, romance, bullying, and other sensitive topics.((For an example, see the consent mechanics from Convention of Thorns: https://docs.google.com/document/d/1yTgK4ZKqg9H9opBKau7nKZC3y5jOqwlo7D4PWCKPB5s/edit?usp=sharing))

    Players in Convention of Thorns must negotiate intimate scenes off-game before engaging. Photo by Przemysław Jendroska for Dziobak Larp Studios.

    Originally developed by Participation Design Agency, these consent negotiations require discussion of specific actions rather than generalities in order to ensure each player understands the agreement. Consent negotiations adjust to the comfort level of the person with the strongest boundaries rather than expecting them to become more flexible with their limits. For example, in a romance, if one player is comfortable kissing, while the other prefers only to verbally flirt, the negotiation would resolve with flirting as the agreement.

    Another emerging aspect of consent-based play is the development of safety and calibration mechanics that allow players to communicate their levels of comfort during the larp. The Okay Check-In is a non-verbal signal for making sure a player is comfortable in a scene; it involves one participant flashing the Okay symbol to another, who can respond with thumbs-up, thumbs-down, or so-so hand gesture. This mechanic, originally developed in the Los Angeles area by Rob McDiarmid, Aaron Vanek, and Kirsten Hageleit, has seen significant recent adoption in New World Magischola, End of the Line, Hidden Parlor Austin, and the Dystopia Rising network. Another new mechanic is the Lookdown or “See No Evil” signal, developed by Trine Lise Lindahl and Johanna Koljonen. With Lookdown, a player shield their eyes with one hand in order to exit a scene at any time without explanation or request that others pretend their character is no longer present. With these tools, the emphasis is on the comfort and emotional safety of the player rather than the importance of the continuity of the scene. The common refrain for these mechanics is, “Players are more important than larps.” Koljonen’s Participation Safety blog features additional information on these tools and others.

    Fairness, Immersion, Competition, and the Cult of Hardcore

    Violence is prenegotiated ahead of time in Convention of Thorns. Photo by John-Paul Bichard for Dziobak Larp Studios.

    While many players laud these innovations as affording them a greater level of comfort to explore sensitive content, common complaints against consent-based play emerge in larp communities. The first centers upon the traditional emphasis on rules in role-playing games, where any form of conflict – including many social interactions – are arbitrated by a rules system and an authority figure, such as an organizer or game master. Many players feel that such rules level the playing field by providing a non-arbitrary method by which a character can succeed in a scenario. These players may perceive the introduction of consent-based play as threatening to their preferred style, as it opens the door for individuals to “avoid consequences for actions” or act unfairly. In spite of these claims, as Planetfall designer and organizer Matthew Webb explains, “In three years of using emotional safety techniques, we’ve never had a complaint of dodging consequences though we explicitly say we will deal with that situation if it arises.” While any rule can be abused, including consent mechanics, few players actually manipulate consensual play to impose their will upon others or “cheat.” On the contrary, many players use consent negotiations in order to orchestrate playing to lose — where something dramatically terrible happens to their character — by planning the scene ahead of time through collaboration. John Wick advocates for this “friendly enemies” approach in his Houses of the Blooded setting.

    Another common complaint against consent negotiations and safety/calibration mechanics is that they negatively impact immersion. Immersion itself is a widely-debated term, with many schools of thought emerging regarding what experiences the concept actually describes.((For recent theories on immersion, see Sarah Lynne Bowman and Anne Standiford, “Enhancing Healthcare Simulations and Beyond: Immersion Theory and Practice” International Journal of Role-playing 6: 12-19.)) For the purposes of this article, immersion will refer to the sense of feeling highly engaged in the narrative, world, or character of a game. Since checking for consent requires brief off-game negotiations, some players protest this practice as “breaking their immersion.” However, immersion is best viewed as a spectrum rather than an on-off switch. A brief check-in may lessen someone’s immersion, but will rarely impede their ability to re-engage. Similarly, discrete off-game consent negotiations that are designed to run smoothly tend to proceed quickly, often without other players noticing. As opposed to disrupting the intensity of play, brief consent discussions can allow larpers to feel more comfortable playing deeply with one another, taking chances they might normally avoid because they established a greater sense of trust.

    satirical comic about the okay check-in breaking immersion
    Satirical comic about some American boffer larpers’ reactions to the Okay Check-In system. Copyright by Paul Scofield.

    Some proponents of competitive play, such as Matthew Webb, suggest that competition brings out the best in people when conducted in a fair manner. Through competition, players are challenged to greater levels of achievement and agency, potentially training social skills in the meantime. Competition also provides motivation for many players, as the system, mechanics, or scenario encourages achievement through challenge and the desire to win.((Matthew Webb, “Let’s Fight – In Defense of Competitive Play, Part 1,Nordiclarp.org, February 2, 2017.))

    These potential benefits make strong arguments in favor of competitive play in certain contexts. For example, students in edu-larp scenarios may find competition inherently motivating, especially in classroom environments where achievement is already encouraged through grades and social status. For players living in what sometimes feels like an unfair world, knowing the rules in a larp space and learning how to succeed in a clear manner are deeply rewarding.

    However, in order for one person to succeed, other components of the larp environment must fail, whether they are the scenario objectives, organizer-generated antagonists such as non-player characters (NPCs), or other players within the game. The latter two styles of play are often called player vs. environment (PvE) and player vs. player (PvP) respectively, although some prefer the term “character” here to distinguish between on- and off-game antagonism. Such a loss is not always perceived as negative; indeed, playing to lose can often feel fun for larpers. Also, losses in the short term can provide learning experiences for winning in the future.

    On the other hand, if a player in a larp has invested a significant amount of time and energy into their character and another person socially humiliates or physically harms that character without consent, the experience can feel unbalanced, unfair, and alienating.  Therefore, while competitive play holds risks that some may find acceptable, these risks can be ameliorated in large part by consent negotiations. Indeed, consent discussions can often enhance antagonistic play, as both parties feel that they have opted-in to the experience. Thus, cooperative competition is also possible as a middle ground approach.

    In End of the Line, the recipient decides how to react if a vampire enacts a Discipline. Photo by Participation Design Agency.

    Finally, a potential problem in role-playing groups of all sorts is the cult of hardcore. Whether in a competitive or collaborative play environment, the cult of hardcore refers to the group imposing a certain degree of emotional intensity or mature content onto its members. In a competitive larp group focusing on interpersonal politics and backstabbing, the cult of hardcore often manifests as pressure to engage in socially antagonistic play. Such antagonism sometimes results in simulated violence or emotional hazing. Even players who attempt to opt out of the political part of such larps may be subject to aggressive play such as economic warfare, the arbitrary use of political power, or forced interactions through role-play.

    In cooperative larp groups with scenarios based on serious themes, the pressure of the cult of hardcore is somewhat more insidious, in that players are often expected to push their own emotional limits in order to preserve the immersion of the rest of the group or keep the story moving. In both competitive and cooperative larps, players can feel coerced into accepting situations that make them feel uncomfortable. The logic of this playstyle is that if a player enters the social space of a larp, they are implicitly accepting the social contract of that space: anything that occurs within that environment is acceptable as long as it adheres to the rules and setting.

    While the cult of hardcore style can produce high intensity, cathartic experiences for many players, it calibrates group play to correspond with the participant who has the more flexible boundaries. In other words, the player who is able to tolerate the most emotional or physical intensity becomes the baseline for the rest of the group, as they will likely play to their own limits. If other players experience discomfort or distress, the common response in hardcore play cultures is that the larp is “not for them.” This statement begs the question: who, then, are cult of hardcore larps for? In general, such larps are designed for people who a) do not often experience emotional distress, b) are willing to experience distress as a means of “toughening up,” or c) are unwilling to risk losing their social status or connections by expressing their distress. Thus, these environments are often problematic for people who are trauma survivors, neuro-atypical, from marginalized groups, or simply prefer lower intensity play.

    New World Magischola students participate in an academic case study competition, trying to earn a job at a major corporation. Competitive play can co-exist with consent culture in larp. Photo by Learn Larp LLC.

    Consent-based play does not negate the possibility for high intensity play to exist within the larp space. If the lessons learned from the BDSM subculture are any indication, consent negotiations actually facilitate more intense brink play, as both parties can discuss limits and steer toward the desired experience. The cult of hardcore can ratchet up the intensity for one another without level-setting the larp for everyone else. Similarly, competition is entirely possible within consent-based spaces as long as limits are discussed between the parties involved. Thus, the notion that consensual play will eradicate intensity or competition is a false dichotomy.

    More Accommodating Spaces

    Diablerie scene from Convention of Thorns. Photo by John-Paul Bichard for Dziobak Larp Studios.

    Ultimately, the goal of consent-based play is to make larp spaces more accommodating and enjoyable for participants. Instead of calibrating the group to the playstyle of the person with the most flexible boundaries, consent-based play allows people with multiple backgrounds and degrees of sensitivity to engage. For example, a veteran with PTSD triggers may have difficulty playing a larp with flashing lights and pyrotechnics. Organizers can make the space more accommodating by disclosing ahead of time that such effects will take place and by limiting them to a particular physical location where players can opt-in to that experience. Thus, organizers can pay careful attention to the scenography and design of the space in order to facilitate different levels of engagement.

    Organizers can also disclose themes by providing content advisories, ingredients lists, or trigger warnings, making the specifics clear to participants ahead of time. Knowing that content will be present in a larp enables players to make informed decisions about their participation. For example, many people feel uncomfortable playing themes of sexual violence due to personal experience or object to designers using the theme as a plot device. However, when these themes are discussed respectfully beforehand with a clear understanding of how the larp will address them, players often feel more comfortable opting-in. Therefore, consent negotiations can engender greater trust within the community and enable more people to feel comfortable participating.

    Finally, thinking about consent-based play as a spectrum rather than an on/off speech is likely to prove more fruitful. In other words, a group need not redesign their entire larp to include consent. Instituting calibration mechanics that seamlessly communicate comfort levels — such as safe words, the Okay Check-In, and the Lookdown signal — can help existing spaces feel more consensual for players. Brief off-game negotiations for sensitive scenes, pre-planning antagonistic interactions, and discussing physical boundaries can enhance trust in even competitive larp environments. Ultimately, as Troels Ken Pedersen has suggested, the techniques themselves do not increase feelings of safety, but the safety culture established within the community does.((Troels Ken Pedersen, “Your Larp’s Only as Safe as its Safety Culture,” Leaving Mundania, August 4, 2015.)) Workshopping and modeling these techniques help establish the safety culture by indicating that the group takes the emotional needs of the individual seriously. The more that players can learn to empathize with one another and adjust play according to one another’s needs, the more cohesive and strong a larp community can become.


    Cover photo: Students dance at the ball at New World Magischola Yuletide Escapade 1. Photo by Learn Larp LLC.

  • Creating a Culture of Trust through Safety and Calibration Larp Mechanics

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    Creating a Culture of Trust through Safety and Calibration Larp Mechanics

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    When Ben Morrow and I decided to offer a College of Wizardry-like experience in North America in April 2015, we knew we had our work cut out for us. Not only did we need to form a larp production company, secure the venue, build the costumes, obtain props, find players, and all the other duties associated with organizing a larp; we also had to write an entirely new magical universe for North America. We had to design the larp for what would be a predominantly American and Canadian audience, players who were not used to playing in the Nordic-style.

    Maury Brown and Ben Morrow, creators of New World Magischola. Photo courtesy of Learn Larp LLC.
    Maury Brown and Ben Morrow, creators of New World Magischola. Photo courtesy of Learn Larp LLC.

    Even if we seeded the game with experienced players of Nordic-style larps, we knew we wouldn’t have what Teresa Axner refers to as “herd competence,”((Miriam Lundqvist, “Making Mandatory Larps for Non-players,” Nordic Larp Talks 2015, YouTube, last modified Feb. 11, 2015, https://youtu.be/xnIKzQlnRuU )) whereby enough players in the game understood and used the Nordic-style of roleplay, thereby bringing along the players who did not. In fact, we knew we would have a herd competence of a different kind. We would have the majority of our players whose only larp experience was playing in the kinds of larps that are mainstream in the US and Canada: campaign boffer larps set in high fantasy, medieval, or post-apocalyptic settings; or Mind’s Eye Theatre White Wolf games, especially Vampire. All of these larps rely on statistics, skill calls, points, levels, and numeric combat resolution, as well as gamemasters and storytellers. New World Magischola would use none of these. Thus, we not only had to pay careful attention to the design of the game, but we also had to teach nearly all of our players — who were primarily either first-time larpers or larpers who had only played numerical mechanics-heavy games — how to play in this style. That meant developing explicit mechanics and pedagogy for some of the techniques that are now an implicit part of the Nordic- style larp culture. It’s also worth noting that the needs of each of these types of players in our primary participant group are different. The safety, calibration, and culture design system had to be flexible enough to work for each player, no matter their experience.

    Because this game and universe was new for North America, we had the opportunity to create a game ethos and community culture from the ground up. For us, this project was always more than making a wizard college. It was about changing larp culture to make one that was based on the feminist principles of value, care, and compassion. So, while the structure of the larp is very similar to College of Wizardry, the community design principles and the magical universe is unique. Larp designers are fundamentally experience designers. Often, we tend to concentrate on the organization aspects of the larp, e.g. logistics and scheduling. By design, we tend to think of lighting, sound, and other aspects of how the story will be told. What is often overlooked in design – or left to the “herd” – is how players will interact with each other, both in- and out-of-character. Since larp is experienced generally between two or more people, it is interesting that we often do not consider designing the community principles, norms, values, and behaviors that are expected of players and characters,((Lizzie Stark, “Building Larp Communities: Social Engineering for Good,” Leaving Mundania: Inside the World of Larp, last modified March 18, 2014. http://leavingmundania.com/2014/03/18/building-larp-communities-social-engineering-good/)) which fundamentally impact the experience of a larp. Yes, as designers we will post mission statements, creative visions, and even conduct policies, but how do we go about naming, modeling, teaching, and enforcing the game ethos and community culture that undergirds, predicates, and indeed makes possible the creative and artistic experience of the larp? This process must be intentional, and it must be designed and practiced by the participants so that they can express it. This article will discuss a system of techniques and mechanics developed or adapted for New World Magischola (NWM), a 4-day Nordic Style larp for 160 people, set in a magical universe specifically written for North America.

    New World Magischola’s design is based on the Opt-In/Opt-Out Design principles espoused by Johanna Koljonen((Johanna Koljonen, “Basics of Opt-In, Opt-Out Design Parts 1 and 2,” Patreon, https://www.patreon.com/posts/basics-of-opt-in-5808793)) and requires the consent of the player to have anything happen to their character. These principles of “no one can do anything to your character without your consent” and “you consent to role-play at the level of your individual comfort because you are in control of your character” are largely unheard of in North American larps pre-NWM, although they have been used and discussed in Nordic Larp communities((Lizzie Stark, “Player Safety in Nordic Games,” Leaving Mundania: Inside the World of Larp, last modified April 26, 2012, http://leavingmundania.com/2012/04/26/player-safety-in-nordic-games/)) for many years. Many North American larps operate on principles that discount bleed((Sarah Lynne Bowman, “Bleed: The Spillover Between Player and Character,” Nordiclarp.org, last modified March 2, 2015,
    https://nordiclarp.org/2015/03/02/bleed-the-spillover-between-player-and-character/)) between player and character, consider discussion about the player during a game to be evidence of bad roleplay or metagaming. Additionally, some players value ambushing and/or betrayal by gamemasters and other characters as the norm of play. Players of these games know that at any moment in any game a more powerful character could flash statistics and end your game, including killing your character. For very real in-game and off-game consequences, these players tend to have their guard up throughout the game, suspicious of the motives and honesty of other characters, and often of the players who portray them.

    Negotiated magical spells in NWM3. Photo by Learn Larp LLC.
    Negotiated magical spells in NWM3. Photo by Learn Larp LLC.

    We set out to create the opposite type of game by building on what College of Wizardry began. CoW uses consent-based spell mechanics, whereby the recipient of the spell decides its effects. The College of Wizardry design document overtly states that wizards have a variety of sexualities, working to normalize a variety of relationships and identities at the game.((Rollespilsfabrikken and Liveform, “College of Wizardry Design Document,” Rollespilsfabrikken, last accessed September 6, 2016, http://www.rollespilsfabrikken.dk/cow/dd/designdocument.pdf (see p. 18, section on “Boys & Girls”).)) To design the game ethos and community culture for New World Magischola, we would:

    1. Use feminist and queer design principles to explicitly write a world and characters that showcases non-masculine, non-heterosexual identities in positions of power;
    2. Write character and player norms that value self-determination, autonomy, and expression of identity, and;
    3. Write mechanics that both establish and reinforce a community of care.
    A vampire and a poltergeist pretend to face off in NWM4. Photo by Learn Larp LLC.
    A vampire and a poltergeist pretend to face off in NWM4. Photo by Learn Larp LLC.

    This article discusses the workshops and mechanics used in New World Magischola to establish and reinforce a baseline culture of empathy and compassion for fellow players.((Maury Brown and Benjamin A. Morrow, “Breaking the Alibi: Fostering Empathy by Reuniting Player and Character,” Wyrd Con Companion Book 2015 (Los Angeles, CA: Wyrd Con), https://www.dropbox.com/s/xslwh0uxa544029/WCCB15-Final.pdf?dl=0 )) This ethos and environment was necessary in order for players to feel safe and able to take the risks that role-play requires, particularly play that is in a completely different style than most of our players were used to experiencing. Subsequent pieces will look at the feminist and queer design principles and how they were aligned through world-building, characters, workshops, and mechanics. These topics are intertwined, but looking at the discrete mechanics created or adapted for New World Magischola demonstrates not only how players accessed the game, but also how they discovered a new way of playing that valued them as individuals and as members of a community collaborating to create a powerful and transformative experience.

    Community Design is a System — with Rules and Mechanics

    First of all, we have to acknowledge that these techniques are game mechanics. We often like to state that Nordic larps don’t have rules or mechanics. It is true that these larps don’t have skill calls and points and hierarchies, what are often referred to as mechanics. But as Johanna Koljonen and John Stavropoulos remind us in a recent Game to Grow webisode on Emotionally Intense Play, Calibration, and Safety,((Maury Brown, Johanna Koljonen, Lizzie Stark, John Stavropoulos, moderated by Sarah Lynne Bowman, “Episode 2: Emotionally Intense Play, Calibration, and Community Safety,” Game to Grow Webisode Project, YouTube, last modified September 1, 2016, https://www.youtube.com/watch?v=3YtRJd5CR2I)) it’s a mistake not to think about safety, calibration, and culture-building tools as mechanics. They are systematized and symbolic actions, norms – and, dare we say, rules – for accessing and regulating play. They are, at their definitional heart, mechanics that govern player and character interaction. It’s time we recognized the tools used to create and moderate safety, play calibration, and community culture as the mechanics they are.

    The mechanics featured in this article and pre- and post-game workshops at NWM were developed by Maury Brown, Sarah Lynne Bowman, and Harrison Greene. They were implemented — and revised and re-implemented based on player and staff input — at the four runs of New World Magischola held in June and July of 2016. Each game had roughly 160 players, so these mechanics were tested and evaluated on approximately 600-700 players who came from 40 US states, several Canadian provinces, and four European countries. The eight safety, culture, and calibration mechanics used at New World Magischola discussed in this piece are:

    1. Normalizing a culture of Player Care: “Players are more important than games”;
    2. Normalizing off-game moments for player negotiations using “Off-game”;
    3. Checking-In with fellow players using the “OK Check-In”;
    4. Slowing or stopping roleplay using “Cut” and “Largo”;
    5. Graceful exits and calibration using “Lookdown”;
    6. Negotiating physical roleplay (aggression and sexuality);
    7. Pronoun Choice, Placement, and Correction, and;
    8. Full opt-out of romantic play using a sticker on the nametag.

    Additionally, this article will discuss the inclusion of the metagame characters of in-game/off-game Counselors, who were responsible for participant care.

    New World Magischola students work together to heal a professor of a previously uncurable curse. Photo courtesy of Learn Larp LLC.
    New World Magischola students work together to heal a professor of a previously uncurable curse. Photo courtesy of Learn Larp LLC.

    New World Magischola had four hours of workshops prior to the game beginning. The workshops used at NWM were explicitly designed to teach the safety, calibration, and opt-in/opt-out mechanics of the game. We would have preferred to have used even more time for workshops, and some player comments in the post-game survey corroborated this preference, but we were managing both player expectations and venue constraints with the four hour timeframe. In North America, with the exception of the small group of people who have experienced Nordic-style or freeform larps either in Europe or in small pockets at conventions in the US, larps do not have either pre-game workshops or post-game debriefs. Participants come to weekend or multi-day larps to play, and the concept of off-game workshops was both new and subject to a great degree of skepticism. We had to work to sell the concept of the workshops and to explain that they were an integral, and indeed mandatory, part of the game experience. ((We had one instance of a player deciding on their own to skip the workshops (unbeknownst to organizers), who then proceeded to have a disastrous first few hours in the game, causing conflicts with several other players. This was directly because they did not know how to play, and their interactions with others were toxic as a result. This incident prompted organizers to create a makeup policy for workshops, barring entry to the game until a player who had missed workshops had met with organizers to learn the ethos and safety techniques described in this article. This doesn’t fully make up for the workshops, since they do not have the opportunity to form relationships with fellow players, but it at least covers the basic game system and ethos. We did not feel we could tell people they could not play the larp at all if they missed workshops, as some were delayed due to travel problems outside of their control. However, in many larp situations, we would support barring playing the game at all if a player does not attend workshops.)) The four hours allowed us to get through much of what we needed to workshop. However, one of the takeaways from the four NWM runs is that six hours of workshops would be preferable in order to expand the negotiated physical role-play portion, both for greater specificity and for more intentional practice and modeling. More time would also have allowed for the additional development of character ties. The larp also featured a designated Sanctuary space where players could go for off-game quiet, rest, refueling, or conversation, as needed.

    Greene running a workshop in NWM 1. Photo by Learn Larp LLC.
    Greene running a workshop in NWM 1. Photo by Learn Larp LLC.

    1. Normalizing a Culture of Player Care

    In many gaming cultures, the game is considered paramount. Players will make decisions regarding their own safety, comfort level, and needs by considering the impact on the game or their characters first, and the impact on themselves second (or even last). Breaking character is frowned upon, as is admitting player needs or emotions, which are seen as interrupting the game. While many larps have procedures for physical safety and mechanics to use if someone breaks an ankle or hits their head, the majority of North American larps do not have systems in place to account for a player’s psychological or emotional comfort and safety. In some cultures, attempts by players to opt-out of certain types of play, or to problematize certain themes — such as sexual violence — as triggering results in in- or off-game consequences, or a perceived assault on the game’s creative vision. Recent changes, such as Mind’s Eye Society’s summer 2016 ban on rape and sexual assault in World of Darkness games, are increasing the discussion around player safety and care within gaming communities and fictions.

    At New World Magischola, we had to introduce, reiterate, and enforce this reversal of importance: Players were the most important element, not the game.((Maury Brown, “Player-Centered Design,” Keynote at Living Games Conference 2016, YouTube, last accessed June 10, 2016, https://youtu.be/oZY9wLUMCPY )) Players were urged to put self-care first. Self-care included physical needs such as sleep and hydration, but also individual psychological and emotional needs. Players were continually told that no one can make them role-play something or participate in something without their consent, and that no one can cause their character to experience something that they do not find interesting. The culture of this larp worked as the reverse of most mainstream North American larps: player autonomy and choice trumped “game needs” and the mechanics both encouraged and enforced this principle. Players faced no adverse in-game or off-game consequences for choosing self-care; in fact, it was celebrated. Once players realized self-care was the norm, they felt more comfortable exercising the other techniques described below, which specifically helped them make self-care calibration choices.

    Students show empathy for a chupacabra in NWM3. The rights of parasapient creatures are a major subject of debate in the larp. Photo by Learn Larp LLC.
    Students show empathy for a chupacabra in NWM3. The rights of parasapient creatures are a major subject of debate in the larp. Photo by Learn Larp LLC.

    2. Normalizing Off-game Moments for Player Negotiations Using the Cue “Off-game”

    This mechanic may seem very simple, but we needed to establish that it was not only okay to pause the game for a moment, but we actually preferred players to do so in order to clarify or negotiate. For many players accustomed to the norms of campaign boffer larps and MES vampire larps, “breaking game” is anathema and players are expected to either guess at levels of interaction, be surprised by them, or to tough through off-game player needs for fear of being derided or ostracized for breaking character and “ruining” someone else’s game. The mere idea of quick off-game negotiations was already a change for our player base, as was the idea that such negotiations were considered normal and helpful, not “bad roleplay.”

    The idea of an off-game symbol was known to most US larpers, where it is often used to pass unmolested through a camp because you are not “in play” at the moment, e.g. you cannot be attacked. We elected to piggyback on a known symbol, raising one’s fist to the forehead to signal “Off-game,” and to use the word “Off-game” to signal that the following conversation was between players and not characters. The hand-signal was intended to be more of a shortcut and to be used to signal at a distance, and the use of the verbal cue “off-game” was more for use during character interactions, but we did not make it as clear as we should have that one could be used without the other. We had to calibrate after the first two NWM runs when some players kept their fists on their foreheads during an entire off-game conversation, which was fidelity to the mechanic, but not necessary. To avoid players having their hands on their heads so often – an action that some found immersion-breaking since it is unusual for “normal” behavior – we clarified that it was a quick signal and then the hand could be lowered or one could simply use the phrase “off-game.” I prefer reliance on the verbal cue, “off-game,” but the hand signal does retain some utility for loud situations or use at a distance. It’s important to think about players’ access to the tools and to have alternative versions, e.g. in case the audible one can’t be heard or the gesture can’t be made due to hands being unavailable.

    A poltergeist disturbs a Magical Theory and Ethics class in NWM4. Photo by Learn Larp LLC.
    A poltergeist disturbs a Magical Theory and Ethics class in NWM4. Photo by Learn Larp LLC.

    NWM piloted two new safety, culture and calibration techniques: a revised version of the “Check-In” with fellow players and the “Lookdown.”

    3. Checking-In with Fellow Players Using the “OK Check-In”

    This technique uses a discreet hand movement of making the “OK” symbol at another player, who is then tasked with responding in one of three ways: thumbs up, thumbs down, or a flat hand/“so-so” gesture. Flashing the “OK” symbol as a gesture to indicate concern for another player appears to have developed as emergent play in some US larp circles in 2009 or 2010. Rob McDiarmid reported using it at a game around that time and Aaron Vanek and Kirsten Hageleit later used the “OK” symbol to check in with each other during larps in Southern California. The Texas game Planetfall has used a version of the Okay symbol for the last couple of years. The current version of this response system — thumbs up, thumbs down, or flat hand — was unique for New World Magischola, although Koljonen writes of its recent use in the American run of the Nordic Vampire larp End of the Line here.

    The Check-In Procedure:

    1. Player 1 flashes the “OK” symbol — with the thumb and index finger touching in an “o” and the other three fingers extended upward — to another player and establishes eye contact. This gesture means “Are you okay?”
    2. Player 2 responds to the signal with one of three responses:
      1. Thumbs-up, which means “Doing fine, no need for follow-up.”
      2. Thumbs-down, which means “I am not okay.” Player 1 should respond by asking if the player needs to see the in-game/off-game counselor or go to the off-game room.
      3. Flat hand, which means “I am not sure.” Player 1 should still respond by asking if the player needs to see the counselor or go to the off-game roomcheckin
      4. Additionally, a player could proactively flash the “OK” signal when displaying strong emotions, taking a break alone, or role-playing choking or a seizure, for example, to let approaching others know this was role-play.

    The “Check-In” by using the OK symbol was beneficial because often it is difficult to tell whether a person is performing convincing role-play, or is in actual physical or emotional distress. Sometimes, a character is sobbing, but a player is having a good time. Sometimes, the player is sobbing because they are triggered or emotionally overwhelmed.((Maury Elizabeth Brown, “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 )) If we simply assume that a player is role-playing unless they reach out, then we miss the opportunity to care for a fellow player. Also, players in distress are often too overwhelmed, embarrassed, or afraid to risk reaching out to another player. This proactive mechanic encouraged players to check-in with each other. It was easy to flash an “OK” symbol to the player alone in the corner. This gesture could be done non-verbally, from a reasonable distance, without a full interruption for either player, and obtain a quick mental calibration by the player, who then responds in a similarly discreet and unobtrusive way. It’s designed to be player-to-player communication without causing large breaks in character play.

    Students model "thumbs up" with an ethics professor in NWM4. Photo by Learn Larp LLC.
    Students model “thumbs up” with an ethics professor in NWM4. Photo by Learn Larp LLC.

    Some feedback suggested that the flat hand signal was redundant and not needed, since the result was the same as the thumbs-down signal. While this is true, we elected to keep the three-tiered response due to socialization both within the gaming community and in general society that makes it difficult for many people – particularly women and people from other marginalized groups – to demonstrate distress or ask for assistance. Too often, we will “power through” and state that we are fine, so as not to be a bother, not to admit weakness, or — in the case of some gaming and larp cultures — so as not to be subject to retaliation with direct accusations of not belonging, breaking the game, or needed to be “coddled.” It is far easier to give the “so-so” signal than the thumbs-down; in the absence of the middle option, with only the thumbs-up or thumbs-down choices, too many people would have just defaulted to thumbs-up, figuring they were feeling “not that bad.” When Vanek and Hageleit used the technique, they used it by flashing the “OK” sign, over the heart, and the other player was to respond with the same sign to indicate “I am okay.” In the current system, the responses to the “OK” sign were deliberately not the return of the “OK” sign. This mimicked response can be done reflexively without discernment, like returning a wave to someone. By creating the three responses, we required a thoughtful response from the players to assess their feelings and determine which of the three was appropriate.

    Players began using a hack for this technique in the final two runs: players were proactively using the “thumbs-down” symbol to indicate “I’m not okay,” rather than waiting for another player to check-in with them. This symbol would provoke the same response from another player: breaking play to assist them by escorting them to the counselor or the off-game room. We have now updated the system to include the use of a proactive “thumbs-down” to indicate distress or the need for assistance.

    4. Slowing or Stopping Role-play Using “Cut” and “Largo”

    Borrowing from the Nordic community, where kutt and brems — Cut and Break/Brake — are widely used, New World Magischola, like College of Wizardry, used the “Cut” mechanic. Any player could call Cut if they were in distress or needed play to stop immediately. Cut works like it does on a movie set: all action stops. Other players were instructed to step back and check-in with the player who called for the Cut and to determine if they needed to exit the scene; go to the off-game room or counselor; or address some other need.

    We elected not to use Break or Brake, as is more typical in the Nordic community because it is an imprecise mechanic, at least as typically understood in North America, where there is confusion whether the word means “break” as in stop, or take a break — and is thus confused with “cut” — or “brake” as in slow down, which begs the question to what degree and for how long. We dispensed with brake and used “largo” instead, a word borrowed from musical vocabulary where it means “go slow.” Any player could call “Largo” and the result was that co-players immediately toned it down a notch by lowering the intensity. Calling “Largo” did not require a follow-up check-in like using “Cut” did, nor did it require any explanation, nor should one be demanded. Largo is Largo, and when it was called, the intensity was lowered by everyone with no questions asked.

    A goblin journalist interviews a professor in NWM4. Photo by Learn Larp LLC.
    A goblin journalist interviews a professor in NWM4. Photo by Learn Larp LLC.

    We liked that “Largo” sounded like a spell, since this was a magic school, but we especially liked that it is an unusual word that isn’t used in common vocabulary, so it wouldn’t be lost in a conversation like the word Break can be. Largo was a clear indication that the intensity – whether it was anger, noise-level, flirting, etc. – needed to be lowered and slowed. Some players used it in one-on-one or small-group interactions, while others used it as a control measure in large groups, e.g. players who were talking over each other, or to quiet a boisterous group for more productive conversation and role-play. Feedback from the survey indicates that “Largo” was well-received and perceived as more clear and precise than “Break/Brake.”

    Cut Procedure:

    1. Player 1 calls “Cut.”
    2. Player 2 (or all players within hearing) immediately stop all role-play.
    3. Player 2 checks in with Player 1, focusing on their needs. No one asks for an explanation for why Cut was called, nor makes any comment whatsoever.
    4. Player 1 makes the decision to either exit the scene, return to the scene at a lower intensity, or go to the Sanctuary space.
    5. Play resumes among remaining players.
    A student club in NWM4. Photo by Learn Larp LLC.
    Students in NWM4. Photo by Learn Larp LLC.

    Largo Procedure:

    1. Player 1 calls “Largo.”
    2. Player 2 (or all players within hearing) take a step back, then lower the volume, or otherwise lower the intensity of the scene. No one asks for an explanation or comments. Stepping back was visual confirmation that “Largo” was heard and understood.
    3. Play continues at lessened intensity. It can continue uninterrupted, although an “OK Check-In” may be used to determine if newly calibrated play meets Player 1’s needs.

    5. Graceful Exits and Calibration Using “Lookdown”

    NWM piloted a new mechanic that Johanna Koljonen mentioned in her “Opt-in/Opt-out Safety Systems” keynote at the Living Games Conference in May 2016.((Johanna Koljonen, “Opt In/Opt Out Safety System,” Keynote at Living Games Conference 2016. YouTube, last modified June 10, 2016, https://youtu.be/7bFdrV3nJA8)) Lookdown was originally created by Trine Lise Lindahl and Koljonen in conversation earlier this year as a suggested technique for exiting a scene or conversation((Johanna Koljonen, “Toolkit: Let’s Name this Baby! (Bow-Out Mechanics),” Patreon, last modified May 30, 2016. https://participationsafety.wordpress.com/2016/05/30/toolkit-lets-name-this-baby-bow-out-mechanics/)) without causing as much disruption as calling for Cut, Break/Brake, or Largo. We called this simple gesture the “Lookdown” and it consists of placing one’s hand on one’s forehead, as if shading one’s eyes from the sun, looking down, and then stepping back and walking away. No questions asked, no explanation needed or demanded and no consequences given.((Matthew Webb notes that a similar gesture, exiting a scene by putting the hand on the back of the head and lowering one’s gaze, is used at his larp, Planetfall. However, Planetfall has in place an adjudication system so that if one player feels another player is abusing the bow-out mechanic to avoid in-game consequences, they can see a Gamemaster who will make a ruling and narrate a consequence.))

    Lookdown Procedure:

    1. Player 1 shields their eyes and walks away.
    2. Player 2 (and all other players) continue play as usual.

    We decided to implement Lookdown as a useful calibration and self-care tool for when someone realizes that a topic or scene isn’t going in a direction they want, is something they aren’t interested in playing, or is something that they may find triggering or troublesome. When using the Lookdown, a player isn’t signalling that they need or require assistance, or is any distress. They are simply making a choice to opt-out of the scene at the moment for whatever in- or off-game reason. No explanation will be asked or given, and all other players must accept their departure. Players were instructed, “If you see someone holding their hand over their eyes, ignore them.” This technique was practiced in pre-game workshops.

    Johanna Koljonen patterns an early version the Lookdown method on her blog, Participation Safety.
    Johanna Koljonen patterns an early version the Lookdown method on her blog, Participation Safety. https://participationsafety.wordpress.com

    Leaving a scene can be extremely difficult for many larpers, especially those from marginalized groups. It can be awkward at best, and draw unwanted attention to one’s self or character. It can be an action that one feels they have to explain or defend. Leaving a scene can draw comments or outrage from other players and, as a result, many players choose to stay in situations where they do not feel comfortable. By using the Lookdown, players can gracefully exit, no questions asked, and choose what they wish to play. This mechanic could be used even in situations where there was an in-game imbalance of power between the player using Lookdown and the other players, such as in class. A professor could not penalize a student for exiting class via the Lookdown mechanic. No in-game or off-game consequences of any sort were possible for using the technique. As a result, many players told us that they felt more comfortable being able to choose what scenes they wanted to experience.

    Another use of the Lookdown mechanic was players using it to arrive into scenes rather than exit them, including arriving late to class. Many players told us they had anxiety over being late to an event, scene, or even a conversation. They were afraid of being called out, having to explain themselves in front of the group, or losing House Points. This anxiety was so great that some skipped classes and/or stayed in their dorm rooms out-of-character if they were late, even though they really wanted to go. By using the Lookdown mechanic, a player could arrive to class and the response was the same “no questions asked” as if they had just been there the whole time. Alternately, players could opt-in to roleplay where they could make a scene of being late to class or a meeting (no Lookdown hand). By using the mechanic, they could slip in and choose the role-play they wanted.

    6. Negotiating Physical Role-play (Aggression, Violence, Combat, Sexuality)

    Because this larp operated on the principle of Opt-In with Consent, players needed to negotiate outcomes, desires, and boundaries before entering physical role-play. Negotiation was also required for the results of certain types of magic, such as healing.

    The above video shows the techniques of “off-game” signaling and negotiating so that both players know how to play a scene requiring healing. As demonstrated, without negotiation, the approaching player may have healed the person too quickly when the receiver wanted to role-play being in pain, or otherwise might have ended a scene or surprised the player with an unwanted result.

    Players were coached that when dealing with matters of sexuality, violence, aggression, or combat, they should use the “off-game” cues, take a step back, and discuss what they wanted and were comfortable playing. Only when both parties had agreed on boundaries and outcomes should play resume. If no physical touch was discussed as permissible, then it was not to occur.

    Members of House Laveau in NWM4. Photo by Learn Larp LLC.
    Members of House Laveau in NWM4. Photo by Learn Larp LLC.

    Due to the length of the workshops, we did not provide a specific process for negotiating, although we did give an example negotiation for asking someone to the dance in the Player’s Guide. This process got more specific as the four runs of NWM progressed and we realized that players required a detailed process for negotiation of consent and boundaries. The main issue was that their negotiations were not specific enough. As a hypothetical example, a player might ask, “Are you okay with physical role-play?” and the other player, imagining pushing and shoving perhaps, states “yes.” The first character proceeds to slap the second character in the face, which the second player is not okay experiencing. So, while we found that players were negotiating, without coaching, modeling, and practice of a specific negotiation process, there was opportunity for miscommunication between the parties. These issues were then generally resolved using the other care mechanics, such as OK Check-In. However, by improving the specific nature of the negotiations through workshopping, this mechanic can be improved in future runs. We would like to extend the pre-game workshops by one or two hours primarily for this reason.

    7. Pronoun Choice, Placement, and Correction

    Sara Williamson (here as a Dubois student) and Liz Gorinsky (here as a revived House Ghost) in NWM4, who helped develop the pronoun workshop. Photo by Learn Larp LLC.
    Sara Williamson (here as a Dubois student) and Liz Gorinsky (here as a revived House Ghost) in NWM4, who helped develop the pronoun workshop. Photo by Learn Larp LLC.

    Pronouns matter. A player who is continually misgendered experiences immersion breaks in their role-play at best and triggered gender dysphoria at worst. Sometimes, a player portrays a character with a different pronoun than they use as a player for a variety of reasons. Assuming pronouns for a player or a character can lead to trouble. To avoid pronoun assumption, the triggering effects of misgendering, and the sometimes troublesome process of correcting a misused pronoun, NWM used an intertwined system of four techniques:

    1. All characters were written in the second person with a single initial for the first name and no gender markers indicated. Players could play any character as any gender they chose and pick their own name.
    2. We made “they” the default pronoun of the magical world, which was used unless told differently.
    3. All players had player nametags and character nametags, both with player-chosen pronouns clearly displayed under the name, in a large enough font to be seen at a conversational distance.
    4. A pronoun correction mechanic was modeled and practiced in the workshops, for when mistakes happen.

    Players were asked to assume that other players had the best intentions and were attempting to use the correct pronouns — as was the in-game and off-game norm — and to use those instances to demonstrate a quick, non-judgmental pronoun correction. When someone uses an incorrect pronoun in reference to you or your character, players were taught, “If you make a mistake, and use the wrong pronouns in spite of your good intentions, the best response is to acknowledge the mistake, correct, and continue the conversation.” This technique was used for both in-game and off-game interactions and was developed in consultation with Liz Gorinsky and Sara Williamson, co-authors of the larp See Me Now, which explores queer identities.

    Pronoun Correction Procedure:

    The British sign language P. Photo from British-sign.co.uk.
    The British sign language P. Photo from British-sign.co.uk.
    1. Player 1 accidentally uses the incorrect pronoun to refer to someone.
    2. Player 2 says the word “Pronouns” and shows the P hand signal, derived from the British sign language symbol for the letter P. If the player does not have both hands available, they can just use the verbal cue “Pronouns.”
    3. Player 2 follows the verbal cue and hand signal with the correct pronoun for Player 1 to use.
    4. Player 1 says “Thank you” for the reminder. Play or conversation resumes

    8. Opting-out of Romantic Play Using a Sticker on the Nametag

    By the fourth run of NWM, we realized there were some players there for whom any flirtatious or romantic interactions created player stress, and who preferred not to play on those themes at all. This feeling was for a variety of reasons, including not wanting to have those interactions so they could focus on other plots and themes. We gave players the opportunity to place a 0.5” (13 mm) colored circle sticker on their nametag, which indicated “I am not interested in romantic or sexual interactions.” Players wearing that sticker were not be approached for any role-play that dealt with romance or sexuality. The stickers functioned as a full opt-out of that type of play by the player and were easily visible to others from a distance. Players could point to the sticker as a reminder if mistakes occurred. We heard from some asexual and aromantic players that this practice was particularly inclusive and normalized their identities. However, many players used the sticker to opt-out of romance play, not just those identifying as asexual or aromantic. By having the sticker, a player not interested in romance or sex was spared having to repeatedly use the other mechanics in this system.

    Students take dance lessons with the Chancellor in NWM3. Photo courtesy of Learn Larp LLC.
    Students take dance lessons with the Chancellor. Photo by Learn Larp LLC.

    The Counselors: Metagame Characters Responsible for Participant Care

    Because we knew the majority of our players were either first-time larpers or larpers who had not played in the Nordic-style, we anticipated that players would need access to organizers who could assist them with their logistical, fictional, physical and emotional needs. With 160 players spread out over a 320-acre campus, we recognised that, even without deliberately creating challenging content, we’d have a statistically certain number of players who would have need of some kind of emotional support. In addition, since the result of several of the mechanics listed above was to walk the other player to a counselor, to the Sanctuary space, or to the off-game room, we needed to create additional points of interaction for when the off-game room was a 30-minute walk away, unnavigable for some players even in their best situation.

    In anticipation of these needs, two characters were written into the game to serve as in-game liaisons for players. Written as NPCs at the faculty level, the counselors had free range of any classroom or meeting, and maintained a visible presence throughout the game as people characters could approach if they needed to talk. They functioned in-game as a school and career counselor, roles that make sense in a college environment. In-game, a character could speak with a counselor about their career, classes, a conflict with another character, worry about the dance, or any other life decision. At any moment in the conversation, counselors could switch to off-game conversation if the player required it. Sometimes players visiting the counselor needed to role-play into admitting needing off-game care, so this meta-function eased their transition. It also gave a plausible diegetic reason for being upset or leaving a scene by simply saying “I need to see the counselor.” Exiting a scene that is no longer fun or is making one uncomfortable can be hard to do; having an in-game reason to do so that was accepted by all characters, no matter their in-game power, was a helpful resource.

    The Divination professor (left) helps solve a time magic mystery with the two counselors (Greene and Bowman) in NWM4.
    The Divination professor (left) helps solve a time magic mystery with the two counselors (Greene and Bowman) in NWM4. Photo by Learn Larp LLC.

    Conclusion

    While design visions, larp community guidelines, harassment policies, and codes of conduct help establish norms, they do not help players know how to enact the behaviors required to meet those visions, policies, and norms. Creating mechanics to break down expected behaviors into discrete steps, modeling them, practicing them, and then enforcing them with consequences if they are not used is required to bring a vision of an ethos and norms to life through interactions and play.

    While these techniques and mechanics are neither perfect nor portable to all games, the aggregate toolkit does represent a step forward for systematic design of safety, calibration, and culture in larps. The careful attention to naming, modeling, teaching, practicing, and enforcing behaviors that create the norms that we wished to create for in-game and off-game interactions was a deliberate design choice. Many of these techniques formed the basis of the workshops and safety and calibration techniques we helped design for the End of the Line run at the Grand Masquerade in New Orleans, a White Wolf Vampire: the Masquerade Nordic-style larp organized by Bjarke Pedersen, Juhana Pettersson, and Johanna Koljonen with help from Sarah Lynne Bowman and Harrison Greene. We have heard from other players and designers that they are using some of these mechanics — such as the “OK Check-in” — in their larps, and we have heard from some NWM players that they are using some of these same techniques in their everyday life relationships and jobs.

    Role-playing requires taking risks. Safety and calibration techniques create a measure of assurance, empathy, and trust among players that helps them feel able to take the risks they must to portray a character, feel emotions, and engage with others. Many players remarked that they felt more safe and comfortable with the fellow players of NWM — who they had not known previously — than they do in everyday interactions. Their reasoning is that they knew fellow players would support their boundaries and choices. Others told us they felt more cared from these erstwhile strangers than they do in familial and friend interactions in their everyday life. Having someone check-in to be sure you’re doing OK is powerful. Negotiating consent is powerful. Being able to make choices about one’s own needs without receiving retaliation is powerful. While this may not be the everyday world our participants’ experience, it is the “new world” we wish to create. For the duration of the larp at the very least, players were transported into this new world of magic, not just with their wands and spells, but also because of the way they cared for themselves and others using these safety and calibration mechanics.

    Casa Calisaylá celebrates winning the House Cup in NWM3. Photo by Learn Larp LLC.
    Casa Calisaylá celebrates winning the House Cup in NWM3. Photo by Learn Larp LLC.

    For other articles on this site about New World Magischola, see Tara Clapper’s “Chasing Bleed – An American Fantasy Larper at Wizard School” and Sarah Lynne Bowman’s “When Trends Converge – The New World Magischola Revolution.”


    Cover photo: Casa Calisaylá initiation ritual in NWM3. Photo by Learn Larp LLC.


    New World Magischola

    Date: June 16-19, June 23-26, July 21-24 and July 28-31, 2016

    Location: University of Richmond in Richmond, Virginia, United States

    Duration: 4 days including workshops, play, and debriefing

    Participants: 140-165 per run

    Participation Fee: $375 to $895, $450 for a regular ticket

    Website: https://magischola.com/

    Credits

    Producers: Maury Brown and Ben Morrow, Learn Larp LLC.

    Make-up Lead: Katherine Kira “Tall Kat” McConnell. Prosthetics by Mark Mensch

    Costuming Lead: Derek Herrera.

    Stitchers: Jenny Underwood, Robin Jendryaszek, Jennifer WinterRose, Amber Feldman, Summer Donovan, Michele Mountain, Nancy Calvert-Warren, Jennifer Klettke, Kristen Moutry, Caryn Johnson, Datura Matel

    Music: Original songs (lyrics and music) by Austin Nuckols (Maison DuBois, Lakay Laveau, Casa Calisaylá and House Croatan) and Leah K. Blue (Dan Obeah), lyrics to New World Magischola Anthem by Maury Brown and Ben Morrow, music by Austin Nuckols. Other music and sound by Evan Torner and Austin Shepherd

    Props: Mike Young, Carrie Matteoli, Indiana Thomas, Summer Donovan, Kevin Donovan, Gordon Olmstead-Dean, Jason Morningstar, Matt Taylor, Molly Ellen Miller, Michael Boyd, Moira Parham, Martin John Manco, Ken Brown, Dale, Laura Young, Harry Lewis, Mark Daniels, Michael Pucci, Terry Smith of Stagecoach Theater Productions, Yvonne and Dirk Parham, Jen Wong, Caryn Johnson, Jess Pestlin, Orli Nativ, Kaitlin Smith, The Center for the Arts of Greater Manassas at the Candy Factory, Melissa Danielle Penner, Jess Sole, Liselle Awwal, Nathan Love.

    Helpers and advisors: Anders Berner, Claus Raasted, Christopher Sandberg, Mike Pohjola, Bjarke Pedersen, Johanna Koljonen, Anne Serup Grove, Mikolaj Wicher, Jamie MacDonald, Eevi Korhonen, Markus Montola, Jaakko Stenros, Staffan Rosenberg, Anna Westerling, Michael Pucci, Ashley Zdeb, Emily Care Boss, Daniel Hocutt, Charles Bo Nielsen, Joe Ennis, Kristin Bezio, Rob Balder, Kat Jones, Sarah Lynne Bowman, Harrison Greene.

    Assistance with writing, editing, graphic design, music, art: Frank Beres, Claus Raasted, Richard Wetzel, Bethy Winkopp, Oriana Almquist, Craig Anderson, Zach Shaffer, Erica Schoonmaker, Madeleine Wodjak, Toivo Voll, Marie DelRio, Mike Young, Laura Young, Anna Yardney, Lee Parmenter, Stephanie Simmons, Nancy Calvert-Warren, Jessica Acker, Jason Woodland, Jason Arne, Harrison Greene, Sarah Lynne Bowman, Kristi Kalis, Quinn Milton, Anna Kovatcheva, Browning Porter, Orli Nativ, Rhiannon Chiacchiaro, Miranda Chadbourne, Lars Bundvad, Ffion Evans, David Horsh, Dani Castillo, Frank Caffran Castillo, Dayna Lanza, Sarah Brand, Tara Clapper, Suzy Pop, David Neubauer, Chris Bergstresser, Jason Morningstar, Evan Torner, Peter Woodworth, Peter Svensson, Daniel Abraham, Harry Lewis, Alexis Moisand, Alissa Erin Murray, Jennifer Klettke, Kathryn Sarah, Elsa Sjunneson-Henry, Austin Nuckols, Leah Blue, Joelle Scarnati, Dan Luxenberg, Chad Brinkley, David Clements, Niels Ull Harremoës, Adria Kyne, Emily Heflin.

    Production and logistics: Austin Shepherd, Claus Raasted, Olivia Anderson, Kristin Bezio, Shayna Alley, Mike Young, Zach Shaffer, Dayna Lanza, Derek Herrera, Kristin Moutrey, Jenny Underwood, Jennifer WinterRose, Caryn Johnson, Amber Feldman, Michele Mountain, Summer Donovan, Robin Jendryaszek, Jennifer Klettke, Datura Metel, Amanda Schoen, Mark Mensch, Katherine McConnell, Chris Bergstresser, Christopher Amherst, Holly Butterfield, Uriah Brown, Kyle Lian, Evan Torner, Jeff Moxley, Ashley Zdeb, Thomas Haynes, Mikolaj Wicher, Charles Bo Nielsen, Jamie Snetsinger, Claire Wilshire, David Donaldson, Brandy Dilworth and the staff of the University of Richmond Summer Conference Services office.

  • Eirik Fatland on Safety

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    Eirik Fatland on Safety

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    Famous larp theorist Eirik Fatland has written a piece about safe words and safety at larps. Here is the first paragraph of his text:

    So, there is a fairly standardized pair of safewords used at a lot of larps around here – “kutt” which means “Cut! Stop!” and “brems”, which literally translates as “brake!” and means “slow down, buddy – don’t stop roleplaying but do less of whatever it is you’re doing to me”. These safety rules are exposed to constant scrutiny, and it is frequently claimed (for example at the player safety debate at Solmukohta 2012) that they “don’t work”.

    Read his thoughts on the matter here:
    http://larpwright.efatland.com/?p=339