Tag: Snapphaneland

  • Christianity is an Immersion Closet

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    Christianity is an Immersion Closet

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


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

    The larp Snapphaneland

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

    A life of toil

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

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

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

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

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

    The Christian worldview

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

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

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

    Loneliness and love

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

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

    Suffering – God’s trials

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

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

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

    Sin

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

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

    Submitting, come what may

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

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

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

    What to take away from this article

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

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

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

    Ludography

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


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


    Cover image: Photo by Nataliya Vaitkevich on Pexels.

  • Snapphaneland

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    Snapphaneland

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    This article originally appeared on the author’s blog: https://norper.wordpress.com/2024/06/19/snapphaneland/

    I’m back from waging guerrilla warfare from deep in the Swedish woods, desperately trying to keep Scania under the rightful Danish King and not the usurper Swedish crown at the larp Snapphaneland, by Rosalind Göthberg, Mimmi Lundkvist and Alma Elofsson Edgar.

    Pew pew, yours truly and his trusty musket. Photo by Tindra Englund 2024.
    Pew pew, yours truly and his trusty musket – Photo by Tindra Englund 2024

    The scenario was based on a very dark period in Scandinavian history, building on actual events, but set in a fictional place. A small farming village in the woods, trying to survive being caught in the middle of a fight between armed “Snaphane” resistance fighters and occupying soldiers. Taking place in two acts of increasing paranoia and brutality as the fight becomes more desperate for both sides.

    It took place at Berghem, a primitive village built by larpers, specifically for larping, out it in the gorgeous Swedish woods. It ran from thursday morning to saturday afternoon, plus cleanup and afterparty. Thursday was half workshopping and preparations before play itself started. Friday afternoon there was also an act break to calibrate and escalate. So two full days of ongoing play time, with planned start and end scenes, but otherwise open, autonomous structure.

    Organizers Rosalind, Alma & Mimmi brief the players before play – Photo by Tindra Englund 2024
    Organizers Rosalind, Alma & Mimmi brief the players before play – Photo by Tindra Englund 2024

    The style of play here, is one of ongoing calibration and a focus on making sure the other players are having a good time with where the story is going, by taking a moment to talk offgame if an inflection point needs it, plus a few classical tools for quicker signaling. Combined with everyone knowing how the overall story will turn out and some directions on how to handle things, in each of the two acts, it is a matter of individual stories being driven by both chance and intent.

    It featured a cast of characters, that is divided between a dozen Swedish soldiers, two handfuls of rebels and the rest of the eighty or so participants being villagers caught in the middle. In a lot of ways it was three quite different larps in each of the groups, villagers playing out stories of powerlessness to proctect themselves and their loved ones; soldiers trying desperately to take control while outnumbered and out of their depth; and the rebels fighting a losing battle to retain the loyalty of the villagers and evict the occupiers. My personal story was with the rebels in the woods, I played as Klaus, an outcast drunkard from the village, who had no other choice but join with them.

    Some light plundering of the starving families in town – Photo by Tindra Englund 2024
    Some light plundering of the starving families in town – Photo by Tindra Englund 2024

    The game took place in Swedish and Danish languages, the soldiers all being Swedish players, the Snaphaner all Danes and the villagers were a mix of the two. There was minor troubles at times, with getting the details right across the language barrier. But as the languages are mostly the same and a lot of us Danes have picked up a good deal of Swedish, it worked rather well overall. I also know a bunch of players chose to take language lessons ahead of play, which is a lovely commitment. I personally love the additional nuance you get from people playing in their mother tongue and can heartily recommend it as a design choice for Scandinavian games.

    The experience

    It’s been nearly two decades since I last went on a multi-day action scenario in the woods and I must admit that I was in doubt if I was in fact too old for this shit. But I already had the perfect costume, from a previous larp, Den Utan Synd. And this felt like a once in a lifetime opportunity, so I had no choice but to go. I signed up for any kind of character, since all three of the groups had themes I would love to explore, but luckily I got cast as a Snaphane and was able to take part in the experience for which the larp was named.

    Hard choices all around – Photo by Tindra Englund 2024
    Hard choices all around – Photo by Tindra Englund 2024

    That meant a whole lot of time out in the woods. Most of the other rebels had opportunities to spend time in the village during the first act, but my character was a known drunkard and troublemaker. So I only had five minutes, before I had my ass literally kicked out of town by my brother in law. But then again, the woods were absolutely amazing to spend time in. We had a primitive camp hidden in a thicket, but also a walled off section of town that functioned as an undiscoverable hideout where we could go to warm up and sleep in doors if needed, but quite a few of us chose to sleep it rough (or in my case on a field bed under a modern tarp and mosquito netting, middle age does come with concessions).

    Snaphaner out on patrol – Photo by Tindra Englund 2024
    Snaphaner out on patrol – Photo by Tindra Englund 2024

    Besides some lovely camp play, our main activity was sneaking through the woods to harass the occupiers. We mostly had the woods to ourselves, as the soldiers tended to stay in town where it was safer and reinforcements were quick to arrive. They only came out to stomp about in large patrols or when we provoked a response. In the first act the villagers were mostly on our side, helping hide and feed us, but in the second act (after a timeskip of two months) the majority had turned against us and would call us out if seen and help the Swedes instead.

    As the pressure went up, fractures grew everywhere, including among the partisans. Drama and desperation increased along with the realization that we could do nothing to help the villagers, except try to hurt the soldiers, which would in turn lead to retaliation against the civilians. But by then the rain was coming down constantly and our big attempt at a three pronged attack was partially defeated by confusion and wet powder in the guns. We scattered into the woods. A lucky few escaped, some died ugly deaths in the woods and others were captured. The last of us made it back to camp, only for it to be surrounded and all of us taken prisoner. The larp ended soon after with a set scene where we were mercifully lined up and shot (real history is a lot uglier to partisans), our collaborators in town strangled and a third of the men in town killed as punishment, because the village had “helped” us.

    Moments before the end – Photo by Tindra Englund 2024
    Moments before the end – Photo by Tindra Englund 2024

    The game was capped by the organizers retelling how the historical resistance ended and the bigger political motions afterwards, followed by light structured debriefs in smaller groups and general socializing into the night. I was soaked, tired and the rest of my ride home also wanted to get a head start on going home, so we left early. Anyways, I’m no good with extended socializing in large groups right after larps, a long ride home and the smell of the sea is the best reset for me, once I’ve had a chance to look everyone in their real eyes.

    A man of the woods

    Trekking through the woods turned into the largest part of my fun. I wasn’t sure how well I’d handle it, being a chubby, middle-aged nerd. But I’ve worked as a landscape gardener these last few years and it turned out it has given med a wonderful range of skills to traverse rough terrain: Automatically ducking under branches, sure footing, spotting animal trails and even at one point tracking a group through the undergrowth by reading broken bracken and flattened grass. I was able to outpace my compatriots and outrun the soldiers. It’s been a long time since I felt physically awesome and it was in amazing surroundings. Most of the terrain around the village was wet and hilly pine forest. Some sections were rocky, some open woods, some swampy ground and a large hill had been cut clear recently. It was wonderfully varied and spacious enough to be able to actually hide our movements and our camp out there. I really enjoyed having uninterrupted time in nature without modern distractions and all my senses in play, I kind of want to find a way to larp like this again.

    Tension among the Snaphane partisans – Photo by Tindra Englund 2024
    Tension among the Snaphane partisans – Photo by Tindra Englund 2024

    Bearing arms

    Another thing that impressed me, was how well the guns worked (and how well they didn’t!) They were all prop guns, made to work with various loud things from pop caps to starter pistol rounds. They were impractical to load and especially to keep loaded as you stumbled through the woods. Often they would stop working in the rain, just like guns would, back in the day. The loud bangs were such a thrill and truly scary at times. Everyone would stop and listen tensely as they went off somewhere out in the woods. And hearing them go off behind your back, as you ran for your life was terrifying. Having guns did wonders for how fighting worked. You’d most often engage at a distance from a couple to a dozen meters depending on terrain and surprise. Since you’d likely only get one shot off, or the other side could score a lucky hit, there was always a reason to try and end the fight before it began. This led to some very tense moments of shouting and intimidation. Game rules were that the person being shot at, decided if they got hit and how. Any injuries had to be played on at the very least until the end of the act, so there was a lot of surrendering or fleeing instead, but it didn’t reach unrealistic dimensions. I loved how this form of fighting replaces the offgame skill and athleticism of boffer fighting, with a much more roleplay and story based form. I knew that a fight would only be humiliating or heroic, if I chose to make it so myself, not because of offgame factors.

    Soldiers ransacking a home – Photo by Tindra Englund 2024
    Soldiers ransacking a home – Photo by Tindra Englund 2024

    On a song and a prayer

    The players of the Danish soldiers who were part of our guerilla force added a little bit of ritual in camp, where we’d be read scripture, pray and sing a patriotic song, before we went out on our operations in the woods. It really elevated the feeling of fighting for something, of believing in the fight, God and our divinely appointed monarch. Without this, it would have been pretty much indistinguishable from just playing bandits or robbers. Which we probably ended up being, more or less, in act two. But there was something more to it for us. I normally zone out during rituals and have little skill at singing, but this wasn’t the drawn out thing that usually plagues larp. The same went for the big town scenes where the evil Swedish overlord, Gyllenstierna, could have monologued us all to death, but instead the scenes went on with brutal efficiency instead. It’s one of the many ways my co-players made great choices, that always had the enjoyment of everyone else as the ultimate goal.

    They got me… – Photo by Tindra Englund 2024
    They got me… – Photo by Tindra Englund 2024

    As things escalated in act two, I caught myself growing a slow offgame anxiety attack. The woods had gone from a fun playground to a terrifying hunting ground and the consequences of getting caught were so much worse. I took a long solo hike circling far around the village to get my thought in order and the thing that really pulled me back down, was realizing that the players of my enemies would always want to steer any scene in a direction that I was part of choosing, as they had done all through act one. With this in mind, I tracked down my compatriots and got back in the game, fully confident in my co-players.

    This war of ours

    While all the running through woods and shooting muskets was very romantic and fun, it was also futile. We could do little to actually help our friends and family in the village. And so very much more to hurt them. Mostly we could just lay at the edge of the woods and impotently watch them be mistreated by the occupiers. I had a handful of interesting relationships in town, that I wanted to play on. But since my character was a well-known outcast, so I only managed three heart-pounding and heart-breaking stealthy forays, hiding under houses waiting and hoping for my sister or lover to be home alone. Others had better opportunities to play in town. And while my special situation made for some great scenes in other ways, I just wished I could’ve had that direct play too.

    A flogging in the town square, for example – Photo by Tindra Englund 2024
    A flogging in the town square, for example – Photo by Tindra Englund 2024

    But what really stuck with me, was the hopelessness and powerlessness of the situation. How there was no real way to stop the soldiers, someone who operates with overwhelming force and sees no value in you. How this was the exact same dehumanization, genocide and wanton cruelty that crushes the best of us, throughout all of history. And does so still, so many places in the world. How everything we played out, to reenact our history from 350 years ago, is happening right now, somewhere to someone, with just as little choice or reason. I don’t think I can ever really be black-and-white about those civilians, who end up supporting rebels, occupiers, or both, ever again.

    Civilians always end up with the short end of the stick – Photo by Tindra Englund 2024
    Civilians always end up with the short end of the stick – Photo by Tindra Englund 2024

    But I also take a hope with me, from having done this: These people were our direct ancestors, we came from both sides of the war we reenacted (from the two countries in the world, that have fought the most wars against each other). And we came to explore our shared past with sensitivity and gentleness. Together. To see the humanity of everyone involved. To grieve what innocence was lost in these dark days. But also to see, that through who we are now, there is a chance to end the cycles.

    Civilians always end up with the short end of the stick – Photo by Tindra Englund 2024
    Civilians always end up with the short end of the stick – Photo by Tindra Englund 2024

    FACT BOX:
    Larp Name: Snapphaneland
    Designer(s)/Studio: Bröd och Skådespel
    Dates: 6th to 9th of june 2024
    Location: Berghem Lajvby, Sweden
    Price: 1200 SEK (800 subsidised)
    Website: https://snapphaneland.org/
    Credits: Rosalind Göthberg, Mimmi Lundkvist and Alma Elofsson Edgar

    This was the second and most likely last run, according to the organizers. The premiere was supposed to be June of 2020, but was pushed to 2022 due to the pandemic.

    The larp sits solidly in the “Swedish Misery” subgenre of Nordic Larp, it can be seen as a sequel to Den Utan Synd ([He] Who Is Without Sin) by the same organizers, set in the same period and place, but focused on the peculiar horrors of the Scandinavian witch trials. Swedish Misery larps tell tragic stories of people and communities under unreasonable pressures. Like this larp, they are often inspired by history. They are expressly feminist and often centre the experiences of women and other groups without power, but with a focus on playable verisimilitude, self-direction and collaboration between players of oppressors and oppressed.


    Cover image: Soldiers and villagers – Photo by Tindra Englund 2024