Tag: Sweden

  • 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

  • Vedergällningen, the Vengeance: a Viking Horror Larp

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    Vedergällningen, the Vengeance: a Viking Horror Larp

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

    Editors: Elina Gouliou and Mo Holkar

  • Nordic Larp Talks Malmö 2018

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    Nordic Larp Talks Malmö 2018

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    This years Nordic Larp Talks are out! You can watch them all in the embedded playlist below, or go over to Nordic Larp Talks to get some more context and background.


    Nordic Larp Talks Oslo 2017

    As a bonus, we can also present Nordic Larp Talks Oslo 2017! They are all in the embedded playlist below, and can also be found on the Nordic Larp Talks website.


    Enjoy these and keep an eye out for our own video documentation from Knutpunkt 2018.

  • Nordiclarp.org Resources – Video Equipment

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    Nordiclarp.org Resources – Video Equipment

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    In our never ending quest to be a resource to the larp scene we have gathered some humble equipment to help video production for larp. If you want to make a production diary, larp promo, interviews, larp report or anything else larp related we’ll lend you the gear free of charge.

    You can read more about what equipment we have and how to borrow it on our new video equipment page.


    Cover photo: A plush figure photographed using the simplest lights from our video equipment collection.

  • Krigshjärta 7 – The Gamification of Nordic Fantasy Larp

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    Krigshjärta 7 – The Gamification of Nordic Fantasy Larp

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    Krigshjärta 7 was the latest addition to the Krigshjärta (Heart of War) campaign, a Swedish war larp campaign that has gained international recognition since its founding in 2006. The campaign uses a collectively developed renaissance low-fantasy fiction available online for public use. The main story follows the ongoing conflict between the capitalistic trade federation Gillet (The Guild) and the fascist-communist empire of Cordovien (Cordovia).

    The setting of Krigshjärta 7 was a small incursion into the Cordovian homeland by Guild special forces as part of a war over a natural resource known as Cordovium, required to cure a viral disease that was spreading all over the world. The scenario took place in the mining areas of Cordovia, where this resource is extracted, and focused primarily on holding and extracting this resource instead of eliminating the enemy force. All players played soldiers or civilians in attachment to one of the armies, each with a main camp for immersion-style role-playing.

    Both camps were separated from one another by a small game area used for combat, consisting of primarily wide open fields, a lake and some forested areas. At this game area three outposts and two minor bases were built and decorated to be used during the game as control points. The game attracted roughly 400 players and took place between Tuesday the 9th and Sunday the 14th of June 2015. Players were in-game around the clock between Wednesday lunch and Saturday afternoon.

    Swedish War Larp 101

    War larp in Sweden is not only widespread and grand, but a style that has rapidly grown in popularity during the last years. Where traditional Swedish fantasy larp generally avoids the international brand “Nordic larp”, major productions like Granland or Krigshjärta actively describes themselves as Nordic larp in order to attract international players. The style tries to uphold an immersionist tradition, while at the same time promoting gamistic elements like combat.

    Swedish war-larping has many similarities to Swedish fantasy-larping, primarily a long tradition of historical design and craftsmanship mixed with a strong culture of DIY. Both personal costumes and shared equipment (like tents, furniture and banners) are amongst many players’ top priorities.

    Because of this, Swedish fantasy-larping fields some of the highest-quality costumes and equipment available on the market today. Swedish war-larping is no different. At a Swedish war larp, the group is the organizational basis of the game. Groups create their own fiction and characters (though strictly within the bounds of the scenario) and are in charge of food, lodging and transportation as well as of all costumes and props. Because of this, most groups also play as a squad together. Most games have substantial demands on in-game tents and furniture being historically accurate, and generally do not offer an off-game camping site. Almost all games take place at locations in the wilderness. Organizers supply the overall scenario and fiction, the location as well as drinking water and sanitary solutions for all participants.

    Location, Location, Location!

    Traditionally, Swedish fantasy larp organizers look for a cheap location in order to save money, the result almost always being several logistical problems and a lot of gametime wasted taking care of easily solvable logistics like getting water or having to go very far to get to the bathroom. Sweden has also often had problems with large distances between the two camps, resulting in less action on the game area and long marching distances tiring the players. We wanted to change this. We rented a fantastic location with toilets and fresh water easily accessible all over the game area. A big lake alongside the entire area for in-game bathing, as well as off-game showers and electricity right by the camp. The area was a maximum of one square kilometer large, resulting in very short marching distances and the feeling that the enemy was always close by… Which they also were! We adapted the scenario accordingly, issuing a constant “hold the line”-order, allowing all squads to go into battle whenever they wanted – without having to wait for in-game orders from commanders.

    The Rejuvenation of Swedish War Larp

    Making Krigshjärta 7 we wanted to breathe new life into a scene that had been doing the same thing for ten years. We wanted to take a new look at the game design, so we did. To this end, the organisers recruited controversial game designer Hampus Ahlbom as well as the original founder of the campaign, Robin Berglund. The idea was to find a new approach to many of the common problems that had been plaguing Swedish war larps for years. We did.

    The first thing we realized was that the entire game was heavily reliant on players of in-game officers on both sides successfully synchronizing the time and place for battles using (literally) medieval methods that failed most of the time. Instead, we created a system where the players were required to occupy different control points at scheduled times, earning points if they succeeded. We put a lot of energy into informing the players about this and thus managed to create several “naturally occurring” times and locations for those who wanted combat. It worked wonders. We had at least three times as much combat as ever before, something that we had always wanted. When the officers no longer had to worry about synchronizing battles, they could suddenly focus more on role-playing and upholding the immersion in camp. We wanted to use this, and we also wanted to make the players feel and think that the in-game world was bigger than only the larp area. So we started using NPCs and missions.

    NPCs and Missions

    Four to five times a day the game masters would send in a mission to the in-game officers, usually one mission per side. The objectives were very specific, and if the mission was successful, the team was awarded points. The missions would arrive in the form of a printed off-game document with some short fictional information plus the time, the place and the mission objective. The officers would then use that information to create an in-game order, adding all the fiction and roleplaying required to uphold the illusion. A squad would be dispatched, which was limited to a certain amount of soldiers and armor in order to ensure that they met a balanced resistance whenever possible. As most players participated in the game as part of a squad, the goal was that each squad at the game would get to experience at least one mission. Many had two.

    The missions added an extra flavor to the game. This was partly because the players would almost always only encounter NPCs on the missions, thus adding to the illusion of there being a world outside the game area (new faces), but also because suddenly the game was more than just fighting the other side and hoping to win. The quests rarely had winning a battle as the objective – more often they were about rescuing someone, infiltrating a place or laying an ambush (and much more). The idea was to give the players a broader immersion into the life of a soldier. Because the missions were always created and performed by the game masters and NPCs we could guarantee a time and place to the players. As none of our NPCs participated in the actual game, but rather stayed in an off-game house when not performing missions – ready to act whenever required.

    Winning the Game

    For a long time Swedish fantasy-larping has frowned upon the concept of winning a larp, arguing that competitiveness creates friction and conflicts and that larp is an experience we create together.

    This works well until you involve large gamistic elements, where the will to win is a fundamental driving factor. Krigshjärta has always had an outspoken policy that one team can win the game, and traditionally this has been done by winning the final battle on the last day, thus ignoring all battles up until then. We thought this to be unfair and cheap.

    Instead, we created the system with control points to be controlled and missions to win. Players would generate points for their team (Gillet or Cordovien) and at the end of the game the winning team would be granted victory in the fiction. Winning a battle didn’t generate any points at all, thus making it possible to win all the battles but still lose the war. The result was a more fair competition, but it also made mastering not only combat but also logistics, endurance, speed and tactics necessary in order to win the game. The current score was updated several times a day throughout the game, and published at a discrete location in each camp. In the end the result was very close – with a victory for Cordovien.

    Conclusion

    One of the most important things to know is that this new, and somewhat controversial, game design was in no way mandatory for the players to use. We actually called it Krigshjärta Plus and presented it as an add-on to the traditional way of playing Krigshjärta. Players were free to use it (or not) as they pleased. That being said, the goal of the new game design was primarily three things:

    • To improve the quality and quantity of battles.
    • To solve off-game communication problems between the two sides.
    • To give players more control over their in-game experience, while at the same time maintaining the illusion of a military hierarchy.

    This makes the game design of Krigshjärta 7 different from many other game designs in the Nordic larp tradition, primarily because very little of it focused on improving roleplaying or character immersion. Instead, it was a game in the word’s more traditional meaning, with a clear set of rules for achieving victory, a scoreboard and a tactical scenario. By creating an in-game scenario with a constant in-game order (hold the line) we gave players the option of commandeering themselves into battle when they wished, without feeling that they betrayed the illusion by doing so. This was highly appreciated and saved many players a lot of downtime.

    By creating a clear set of rules for achieving victory, we ensured that the game was not dependent on off-game communication between the officers of both sides in order to synchronize battles. This left these players free to instead create bonus content that the game was not dependent on, for example focusing on maintaining and improving the in-game illusion. This removed a lot of off-game responsibility from the officer players, which led to an improved experience for both them and those playing soldiers.

    By using control points to generate points at specific times every day we managed to create a naturally occurring time and place for battle, so that those who wished to fight could do that without feeling that they were breaking the illusion. This made it possible for players to schedule their game, allowing them to plan festivities, heavy scenes or battles for themselves in good time. This allowed each player to have a broader playing style, being able to focus on different play during the game – without having the threat of an alarm constantly hanging over them.

    The game design was a huge success and is already influencing future war games being created, both in Sweden and abroad.


    Krigshjärta 7 (Heart of War 7)

    Credits: Hampus Ahlbom, Robin Berglund, Peter Edgar and Maria Rodén.

    Dates: June 9–14, 2015

    Location: Kopparbo, Västmanlands län. Sweden.

    Duration: 3.5 days in-game. 5 days with workshops.

    Participants: 400

    Participation Fee: €50, €70 or €100, depending on income.

    Game Mechanics: Immersive camp game and gamistic wargame

    Website: http://www.krigshjarta7.com/


    This article was initially published in The Nordic Larp Yearbook 2015 published by Rollespilsakademiet and edited by Charles Bo Nielsen, Erik Sonne Georg, et al.

    Cover photo: Battle ensues (play, Kalle Burbeck).

  • Photo Report: Blodsband Reloaded 2016

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    Photo Report: Blodsband Reloaded 2016

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    Blodsband Reloaded is a Swedish larp campaign inspired by over the top post apocalyptic fiction like Fallout and Mad Max. The event is run once a year and the 2016 edition was played on 16-18 September.

    The larp has a very high costuming standard with many different groups doing different concepts. One group is The Machine Dogs who are vehicle borne raiders.

    Group members Sabina SonningMarta Hansbo and Hans Vrede took some amazing photos at the event and allowed us to publish some of them here:

    You can see the rest of the photos on the Facebook page of The Machine Dogs:
    https://www.facebook.com/themachinedogs/photos/?tab=album&album_id=1271914492861273

    You can read more about Blodsband Reloaded at the larp’s website:
    http://www.bbreloaded.se/

  • Hinterland – The Will to Survive

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    Hinterland – The Will to Survive

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    Hinterland was set a few years in the future: a future in which war has destroyed much of society and the infrastructure of modern civilization. Millions of Swedes now live in overcrowded refugee camps scattered around the countryside, at the mercy of ad-hoc crisis authorities, whose resources are stretched way too thin. Life in the camps is harsh and many die of disease, malnutrition, or violence. But there is nowhere else to go.

    The real disaster is yet to come, however. A few years into the crisis, a new disease starts spreading. The overpopulated camps and their malnourished inhabitants have no chance. Over the course of six months, almost the entire population of Sweden has succumbed to the disease, whether in camps or elsewhere. Hinterland was about a group of refugees from such a camp, who have fled in panic as the disease burned through the population. With nothing but the clothes on their bodies, and weakened by years of malnutrition, abuse, and trauma, they have marched off into the wilderness, hoping to get away from the disease.

    HinterlandWe designed Hinterland to challenge the basic comforts most of us are used to at larps. We wanted the game to be physically challenging and really uncomfortable, and we told the players to bring as little as possible, even removing a few items from players before the larp. We actively encouraged players to steal things, even items like sleeping gear or food. The idea was to make the players feel like they didn’t have any resources at all, and to force them into scavenging from the start. The game area was an old farm in the middle of nowhere, where we had hidden items that they could make use of: things like food stashes, blankets, and tools.

    To reach the farm, which was unknown to the players before the larp, they had to walk a few kilometers down a country road. That was how the larp started: a gruelling walk on empty bellies.

    Our idea was to have the players scrounge around the farm once they reached it, and to have them ration or divvy up the resources. They also had to figure out whether they could build or improve the farm for an extended stay, or if they should just take what they could use and move on. Would players hoard or hide resources, or would they pool them together to give everyone a chance to survive? Would they fight over food? Would the characters that thought of themselves as “good” act in a selfish way, and vice versa? Would they act as a collective or would they divide into groups? What would happen to the traumatized refugees once they found relative security, a hot meal, and time to process their experiences? And what would happen once one of them started showing symptoms of disease?

    During the larp, we had a few NPC scenes. One was an unexpected visit by a group of thugs who rolled in with guns and dogs and stole anything lying around, including food and blankets. The idea was for the players to feel a bit better about their situation once they had found some food and other items, only to have it brutally taken away from them again. Another NPC scene was when two visitors from a farm a few miles away came by to check in on the former inhabitants of the farm, who were now dead from the same disease running rampant in the camps. The larp ended with a group from the remnants of the local authority arriving to perform quarantine duties (at which point many players ran off into the woods).

    It amazed me how quickly the condition of our clothing and general appearance deteriorated. We all looked pretty disgusting in the end, but I still felt like a person on the inside. The point is that we looked very much like the people I see begging outside my local food store, and the tarp we put up for shelter during the larp looked like the shelters built by the people who come here to beg to provide for their families. So, today, when I see someone begging, or see the refugees arriving with all their belongings in a plastic bag, I remember this disturbing discrepancy between my outside and my inside and I figure it must be similar for them – the feeling that the people who are clean and well fed will not be able to see who I am behind the dirt and grime, they will not be able to respect me for my achievements or envy me my talents, because those things are invisible to them.

    Eva Meunier, participant

    Creating Survivors

    Character creation was left up to the players, in a process where they would answer around twenty specific questions about their character’s life before, during, and after the war. The questions were designed to streamline the character creation process and to get the participants thinking about the same issues, while leaving out things that weren’t relevant to the story to be told. “Where were you when the war came?” “What kind of person were you before the war?” “Have you done anything to survive that you are not proud of?” Players then asked to have their character reviewed and accepted. Players could request coaching if they felt they needed input or direction. In some cases, organisers did not approve of a suggested character. In these cases, players got an assigned coach to help them build a more suitable character.

    Players were also required to create a few background relationships, shared memories, and a skjebne or fate, for their character. All of this was available through an online system, and players could read each other’s approved characters and build internal relationships. Players were encouraged to let their character design be completely transparent, but they could choose to keep some parts of their background accessible only to themselves and to the organizers. Some players choose this option for a few details of their characters. All fates were by design fully transparent, so as to increase the likelihood of them coming true.

    Today, as I’m eating breakfast and listening to the news of refugees being treated like shit in Libya, or when I see Facebook posts about beggars needing money in order to get home to their countries, I realize what this larp has really given me. Not awesome immersion and a heavy larp experience, but an aftertaste that leaves me defenseless when I hear about refugees and is now making me act instead of closing my eyes. Hinterland seems to have actually done what I was hoping it would do – making me more empathic (and acting on that empathy) to people in similar situations to what I’ve experienced. For me, there’s nothing better or greater this larp could have achieved than nudging people like me out of my comfort zone.

    Sofia Bertilsson, participant

    Hinterland

    Game Mechanics

    Hinterland was light on rules. We decided not to have any boffer weapons, instead using a combination of blank-firing guns – of which there was only one available to the larpers, with a total of two rounds of ammunition – and blunt weapons, such as rocks, hammers, etc. Weapons were used to pre-determine the outcome of a confrontation, similar to the Monitor Celestra rule of “the one with a gun controls the situation,” with our take being “the one with the largest rock controls the situation.”

    As for violence, we wanted to avoid pointless fighting for its own sake, and instead made violence have consequences. We also suggested and workshopped a system in which fighting was mostly about postures, escalating to a point where someone backs down, or brawls on the ground. Furthermore, players were made aware that their characters were weak from malnutrition and lack of sleep, and hence would not be able to take a beating. Our game was loosely divided into acts, where any violence used got increasingly more dangerous as the larp progressed. You could choose to die whenever you wanted to, but you were not allowed to kill other players until the last act.

    As the disease was a major plot element – “Am I infected?” “Is anyone else and how do we treat them?” – we devised a system in which a group of randomly selected players were picked from a list and flagged as “infected.” All the players received a small ziploc bag containing a pill – or three pills, at the second run – to take during the larp. If the pill contained salt, you started manifesting the disease, at which point you could go to the lavatory and apply red powder makeup to your armpits or chest, which symbolized the red rashes you got from the disease. This technique gave a lot of players a sense of dread when taking the pill, and for many who were infected, the taste of salt felt like a physical blow.

    The raiders have left, taking most of our scavenged food and blankets with them. Now a group is checking everyone for the disease. I’m slowly removing my stinking shirt and jacket when I see it, the tell-tale symptom: a bleeding rash on my stomach. God, please, no…

    JC Hoogendoorn, participant

    Because of things overlooked at the first run, we decided to let a few players from the first run play run two as well, with the off-game responsibility to “hack” or push players out of situations where we thought the game might get stuck. For example, players could hack instances where they saw a power dynamic or consensus in the game that killed off avenues of play to explore. An example was when everyone agreed on the most sane and rational solution early on and stuck to it, in a way that didn’t feel like decisions made by people who had been subjected to years of misery, were cold, exhausted, hungry, and afraid.

    Why?

    We have always been interested in “end of the world” scenarios, but also contemporary politics. Far-right and anti-immigrant ideologies are on the rise in Sweden, and we wanted to counter that in some way. One way in which we know we could attempt this was to have people experience just a tiny sliver of the life of a refugee for a short while. We didn’t believe that our larp would be anything close to the horrors that refugees encounter, but we hoped that giving players a tiny taste of the situation experienced right now by millions of people out there would give a better understanding of the hardships that war, and fleeing from war, can entail. We also wanted to make something that was “hardcore” in areas that usually go unchallenged at larps: like personal property, comfort, and basic stuff like food and sleeping quarters. And, finally, an aim of this project was to donate the proceeds of the larp to a Swedish organisation that helps refugees already rejected by the system: the paperless or underground refugees that are sometimes called “illegal.” This was our intent from the start, and something we were open about. In the end we managed to raise around €2,000 for that cause; an amount that we are very happy with.

    I just can’t stop thinking of the events and feelings I experienced this weekend and the events and feelings that the real refugees experienced at the same time. It’s hard to grip. And there is more than one million refugees for every participant at the larp. I’d like to thank everyone for this larp that made me think and feel so much. Now I have to make something of those thoughts and feelings. What that will be I do not yet know.

    Martin Gerhardsson, participant

    Hinterland

    Hinterland

    Credits: Sebastian Utbult, Olle Nyman, Erik Stormark, with the help of Karin Edman, Simon Svensson, Ida Eberg, Andreas Sigfridsson and others.

    Date: May 8–10 & May 22–24, 2015.

    Location: Rifallet, Sweden

    Duration: Around 40 hours, plus workshop.

    Participants: 40–45 per run (two runs total).

    Budget: €7,000

    Participation Fee: €50–€250 depending on income.

    Game Mechanics: Blunt weapons (representative), “phys-larping” violence, optional meta scene room, escalation/ de-escalation techniques, disease system, playing to lose, act structure.

    Website: http://beratta.org/hinterland/


    This article was initially published in The Nordic Larp Yearbook 2015 published by Rollespilsakademiet and edited by Charles Bo Nielsen, Erik Sonne Georg, et al.

    Cover photo: Refugees on the move (play, Sebastian Utbult). Other photos by Sebastian Utbult & Olle Nyman.

  • Gertrudes möhippa – A Near-successful Crossover of Larp and Theater

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    Gertrudes möhippa – A Near-successful Crossover of Larp and Theater

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    Recently, the Royal Dramatic theater (Dramaten) in Stockholm staged its first larp ever. Gertrudes Möhippa (Gertrude’s Bachelorette: for brevity I’ll use Gertrude) was designed and produced by Jesper Berglund and Christopher Sandberg and staged twice on successive days, with a maximum of 180 participants in each run. I participated in the second run.

    A Crossover Design

    Gertrude was a fascinating production, balancing between theater and larp and the expectations of mainstream theater reviewers, newcomers and experienced larpers. Briefly, Gertrude staged the bachelorette party for Hamlet’s mother Queen Gertrude, taking place on the evening before her wedding to Claudius, brother of her former husband. Gertrude herself was played by Arja Saijonmaa, a well-known Finnish singer and actor. Her bridesmaids, Claudius, and some other roles were also played by actors, and throughout the larp, there were also ghosts present; shadow players played by actors, who were invisible to the characters and could whisper to players to direct their play. The audience/players were all guests at the bachelorette. Players had full-fledged characters and belonged to different cliques – smaller groupings of players (about 25–30 in each) that had their own backstories (not from Hamlet).

    The central theme of Gertrude was guilt and redemption. Anyone who has read or seen Hamlet knows that Claudius has murdered his brother, and this is of course the backdrop of the theme – the players do not know if Gertrude was an accomplice in the murder. The cliques had similar back stories; dark events where it was unclear whom to blame.

    The larp was heavily railroaded, partly as a result of the merge of larp and theater, and partly to make it easier for newcomers. There was no off-game workshopping or clear larp start: some people went into character right on arrival at Dramaten, whereas others eased into their roles more gradually. On arrival, we signed in with the bridesmaids and met our cliques for a while, to prepare for Gertrude’s arrival at the party. Next, we were seated in the main theater salon, and allowed to interact with the main bridesmaid Nila who gave us some instructions (Don’t break anything! Be kind to each other!) and instructed us on what to do when Gertrude arrived. This whole scene was pretty much standard interactive theater: we had some things to do (throw stuff on-stage and cheer), and we could interact with the actors. Gertrude herself was happy and welcoming, and very much in love!

    The next scene was played outside Dramaten, where we staged bachelorette-style pranks for Gertrude and her bridesmaids. This also gave us time to interact with other players (and with people on the streets who wondered what was going on). Back inside the theater, we were all called onto the main stage (it is HUGE and fit us all!) to stage a final prank for Gertrude, now joined by Claudius. This scene got nasty. Egged on by the actors, players started to question Gertrude and Claudius about the late king’s death, and eventually the king and queen fled, angry and hurt. The bridesmaids also left at this time, which allowed the players to go into a more sandbox style of larping. For a couple of hours, we were free to play on the storylines of the cliques, conspire to replace Gertrude and Claudius with a new ruler, or just ad-lib plotlines of our own. The larp ended with another scripted on-stage scene, leading up to the beginning of Hamlet.

    While Gertrude mixed larp and interactive theater elements, I would argue that it is hard to find another term than larp to describe it (although my Facebook friend who called it a “selfie larp party” was not far off). All participants had characters and backstories, and there was a fair amount of time allotted for sandbox-style play. It shared both the railroaded storyline and the use of theater scenes with Inside Hamlet, and that was definitely still a larp. It also matters that Gertrude was marketed as larp: the producers used this term to distance their artistic vision from that of immersive theater such as Punchdrunk’s Sleep No More.

    Review

    I think it is fair to assume that Gertrude was designed to be accessible to people who had very little larp experience, who expected to interact with something theatrical, and who had no interest in reading, or intention to read, complicated instructions beforehand. From this perspective, I find the overall design brilliant. Starting and ending with theater scenes made the overall structure that of a theater play. The strongly controlled activities in the beginning, greeting Gertrude on-stage and staging pranks in the city, allowed players to ease into their roles and the interaction with other players. When most of the actors left the larp about halfway through, all participants were well into larping. The final scene was intense and well-acted, and worked well to end the larp.

    Personally, I had a lot of fun playing Gertrude. Just think about it: “I have actually been playing on the big stage at Dramaten!” I had tweaked my character to be geared towards rapid development of scenes with just about anybody I met (she was an ugly but filthy rich crook constantly looking for new lovers of all genders), and this created a lot of brief, fun moments during the larp.

    Despite this, Gertrude was not an entirely successful design. The main problem was that it was confusing: it was unclear when the larp started, and it was difficult to understand what was going on in the ending scene. It was difficult to understand when we were expected to obey the actors, and when we could interact freely with them (this is a very typical problem for interactive theater). We who played ‘central’ and ‘court’ roles were instructed to take responsibility to drive play for others, but doing so was very difficult when we know so little about when that was appropriate, and what was going to happen. It was difficult for cliques to arrange meetings in-larp to play out their internal plots. And so on.

    Even the fact that Gertrude was fun, and fun throughout, was actually problematic. When Gertrude came back in the last scene, she had changed from the initial loving and welcoming woman into a bitter and vengeful queen who did not shrink from murder. To make that change effective, the sandbox larp would have needed to develop somewhat similarly, to become gradually more uncomfortable, oppressive or outright scary. Instead, most of us just went on partying.

    Gertrudes möhippa (play, Annika Bäckström)

    Communication Issues

    Claus Raasted recently published an excellent blog post with tips to organizers. All of his tips are gold, but the one that I want to focus on here is this one:

    “Communication matters. A lot. A lot a lot. In the end, larps (mostly) come alive because the players make them do so, just like a film actor makes a character description become a living, breathing character. The tricky thing here is that we (usually) don’t have directors standing around telling us precisely what to do.”

    The tickets to Gertrude were sold from the home page of Dramaten, and it is important to understand that this was the only web page for the production. During recent years, it has become more or less standard for larp to rely on a carefully produced website, where players can find information on practicalities, the diegetic setting, the design vision, roles, rules and meta-techniques, and the larp schedule including potential pre-game workshops. The communication format for larp has been standardised this way because it works. Needless to say, the Dramaten home page does not support this, so for Gertrude the organizers had to rely on a number of other information sources. The most important information came in the role manuscript and the 65 page Bachelorette magazine, both distributed about a month before the larp. Other information resources included a Pinterest board for costume inspiration, links to documents with information about how to read the role manuscript, tips on how to play the larp, and many information posts in the Facebook group for the larp. Effectively, the lack of information on the website turned into a massive information overflow problem: very often I would vaguely remember that I had read something important somewhere – with no chance of finding it again.

    Adding to the information issue was that the larp was not transparent (as we were supposed to follow along with the railroaded structure) and that central information was written as in-game information. In particular, the Bachelorette magazine existed in the fiction and we could talk about it in-game. Also the role manuscripts were partly written from a first-hand perspective of the character. Now, communicating within the fiction was common in the nineties as well as in the Alternate Reality games from about ten years ago, but has fallen a bit out of fashion, as clear off-game information is currently seen as more supportive of play. This meant that the lack of clear off-communication upset many players (including me) prior to the game. In hindsight, I think this may again have been an aesthetic design choice inspired by the desire to be accessible to novice players. While clear instructions and off-game information may be useful for shaping play, but they are also a pretty boring read…

    I think this was a mistake. Effectively, the lack of clear off-game instructions meant that most of the rules and meta-techniques were not communicated beforehand, but left to us to figure out during play. The use of ghosts was the only rule that was communicated in advance, and even that rule was somewhat unclear (more about that below). Despite this, the game was actually quite rules-heavy. Here are some examples of rules that were not communicated beforehand:

    • When seated in the main salon, obey the actors on the scene as well as the ghosts.
    • Every clique has their own meeting place, signified by their totem.
    • Black glasses contain poison.
    • Black paper flowers have some kind of meaning (I never figured that one out).

    Some of these I figured out during play, others I only understood after the larp when talking to other players.

    The Ghosts

    The design motivation for leaving so much out might have been the use of ghosts. Both the role manuscript and the Bachelorette magazine contained a page about ghosts, with the instruction “don’t talk about them, pretend that they are not there, mimic their emotions, listen and obey”. They were also nicely demonstrated during Nila’s introduction scene. Notice how Claus wrote that “we (usually) don’t have directors standing around telling us precisely what to do” – but when shadow players are present, there is actually a direct way to instruct larpers in their play. But again, this brief instruction above was all the information that we got about them. Their role in the larp was unclear. Were they there to teach us the rules? Were they there to suggest interesting developments for a player or group, or were they there to control the overall dramatic arc? This lead to some players refusing to take instructions or avoid playing with them. What I found most difficult was how to work with the instructions from a ghost after interacting with them. For example, when entering Dramaten after playing outdoors, the ghosts were standing at the entrance mimicking wind sounds. We played this as a moment of chill, maybe a foreshadowing, but we immediately threw off the feeling to maintain a party attitude – and the event was soon forgotten.

    This brief moment illustrates the strong role that ghosts could have had, not only to introduce inspirations and create moments of interesting play, but to affect the overall mood and dramatic curve of the larp. In Cabaret, we used a thin form of fate play to control the overall dramatic arc, by separating the larp into three acts with explicit mood themes. In Gertrude, there was no such development (at least not in the run in which I participated) – but the ghosts could have been used for this purpose. Their role could have been to influence play to become gradually more unforgiving and oppressive, preparing the players for the final scene. However, this would have required players to cooperate – and we didn’t know enough of their purpose to do so.

    Conclusion

    To conclude, I see Gertrude as a missed opportunity. Through being staged at Dramaten and through its central design choices, the production came close to becoming that hybrid form between larp and theater that would open up larp to a wider audience. But as usual in play design, the devil is in the detail – and for larp, this very often comes down to careful pre-game communication.

    Gertrudes möhippa (play, Annika Bäckström)


    Cover photo: Gertrude and the bachelorette party out on the town (Play, Annika Bäckström). All other photos by Annika Bäckström.


    Gertrudes möhippa (Gertrude’s Bachelorette)

    Production: Jesper Berglund (Writer & Director), Christopher Sandberg (Writer & Director),

    Make-up: Barbro Forsgårdh & Nathalie Pujol

    Costume: Bea Szenfeld (Gertrude’s outfit), Carina Bornsäter, Mikael Mohlin, Linnea Brun, Barbro Hellsing, Anna Karin Henriksson, Karin Victor, Annelie Johansson, Ewa Johansson, Pia Pernhem, Monica Jansson, Jan Johansson, Kerstin Jeppson, Lotta-Maja Öhman & Cassandra Sandberg

    Music: Lilla Lovis (Vocals) & Niclas Lindgren (audio)

    Actors: Arja Saijonmaa (Gertrude), Malin Arvidsson (Nila, Best Woman), Karin Bengtsson (Ghost), Filip Alexanderson (Ghost), David Book (Ghost), Majken Pollack (Ghost), Anette Skåhlberg (Ghost), Ola Wallinder (Ghost), Niklas Hagen (Ghost), Anna Mannerheim (Bridesmaid), Anna Svensson Kundromichalis (Bridesmaid), Rebecka Pershagen (Bridesmaid), Cecilia Klingspor (Bridesmaid), Josefine Tengblad (Bridesmaid), Maja Frydén (Bridesmaid), Per Lasson & Magnus Hammer

    Date: June 7 & 8, 2016

    Location: Dramaten (Royal Dramatic Theatre), Stockholm, Sweden

    Duration: 5 hours per run

    Participants: 180 per run

    Participation Fee: €35 (simple character), €55 (advanced character) & €75 (most advanced character, including costuming)

    Game Mechanics: Shadows, cut-scenes, diegetic information

    Website: http://www.dramaten.se/Repertoar-arkiv/Gertrudes-mohippa/

  • Hinterland: Playing to Really Lose

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    Hinterland: Playing to Really Lose

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    In the year 2013, the Swedish midsummer idyll is shattered to pieces when Russia suddenly attacks. A war without winners commences, followed by the deadly epidemic called Rosen (the Rose). In refugee camps around the country, tens of thousands die from starvation, violence and sickness. Three years after that first fatal bombing night, the gates to Kolsjön’s refugee camp finally fall and a small group of survivors find their way out into what was once Sweden.

    Makeshift protection from disease (play, Sebastian Utbult).Thus begins Berättelsefrämjandet’s Hinterland, the most recent larp of the Solnedgång campaign. I participated in the second run of two, together with 45 other larpers who also decided that a “hardcore sandbox larp in a post-apocalyptic setting” was just right (although that might sound intimidating, several first time larpers participated and reportedly had a blast). However, I’d rather like to create the new category called “survival larp,” and label Hinterland as that.

    The instructions from the organizers were clear: don’t bring stuff! The entire packing list encompassed a water bottle, something to eat out of, and possibly some personal memorabilia. Food had to be found in-game, as did sleeping gear and heat sources. After the first run of the larp, the amount of findable food had been adjusted and reduced to make it too scarce for everyone to be fed at the same time. The strong or the cunning survived.

    The safety aspect was of course carefully planned on the organizers’ part. For example, there was always enough water for everyone, and sandwiches and a bed in the off-game house. Just knowing this existed calmed a lot of people, and for me it meant that I never had to use it: I was perfectly safe in knowing that the option was there while we tested new larp limits.

    Thou Shalt Readily Steal

    One of the strongest taboos of all in larping is to never steal people’s food or sleeping gear. Hinterland went outside the box even here and encouraged stealing these things in order to emphasize the sense of scarcity, vulnerability, and exposure. Before the larp, several participants mentioned how hard it was going to be to steal someone’s food or let someone freeze at night. What helped me in momentarily shutting down my off-game moral compass was the common agreement we’d all accepted when signing up for the larp. We were prepared for rough times, for being hungry and cold, and we wanted to experience that.

    Trying to survive (play, Sebastian Utbult).During the larp, there was indeed some sneaking and stealing, but I think it could have been expanded even further. One culprit turned out to be, somewhat surprisingly, the Swedish freedom to roam. It was clear that this part of Swedish culture provides us with knowledge and access to food at all times without us considering it as special, something that one of the foreign participants noted in wonder:

    And then I saw people starting to pick grass, and I thought that I hope they’re not going to eat… Yes, they’re eating it.

    Another culprit was the “niceness trap”, which was discussed briefly prior to the larp albeit hard to avoid. It’s much nicer if everyone is happy: we are supposed to share, we are supposed to meta-think that it will be too much for someone if they don’t get lunch. A big push in the right, individualistic direction came when a group of raiders robbed us of everything they could find – including the iron stove in one of the houses! When 46 people own 3 blankets instead of 50, the situation is suddenly quite different.

    Control of the Sandbox

    The larp was labelled as sandbox, i.e. very little control and guidance came from the organizers, while the participants were free to create the story they wanted. The location itself also offered “physical sandboxing” as several houses set for full renovation, entailing lots of scrap, were at the larpers’ disposal. To be able to break windows, smash furniture, and steal anything not nailed down really added to the immersion in a larp like this.

    Raiders using dogs to terrorize the refugees (play, Olle Nyman).While it can be really hard as an organizer to let players be “bored” during a larp, this was crucial to the Hinterland experience. Long periods of downtime and a low-speed larp in general offered both opportunities for processing, fine-tuned play and internal misery. Also, downtime made the action-filled elements much stronger as they became a sudden contrast to the low pace. A few occurrences of NPC groups (Non-Player Characters) appeared to stir the player pot, where the example of raiders has been mentioned above and others were the national forces or neighbouring farmers.

    The use of dogs as a terror and power aspect with the NPCs worked excellently. It’s a physical trigger both visibly and audibly, and at the same time it touches upon fears tied to survival even off-game. Naturally, the dogs must be well trained and the players must act safely around them at all times. Hinterland had clear rules regarding this. The character creation process also included a common memory for all characters of leaving the camp and getting past the guard dogs, which made the dogs easy and believable triggers that enabled strong play.

    There was some guidance apart from the NPC elements. A small number of players from run 1 participated during run  2 with the explicit function of being able to escalate the play or increase hardships if the story became too “cozy”. Their characters could also vanish from play earlier than Sunday, which I think gave a deeper emotional game than otherwise, since people lost friends and were simultaneously reminded that no one was safe. The organizers had instructed us in the dramaturgic curve of the larp as well, which ranged from cooperation during Friday to breakdown during Sunday. That aided me in steering some of the choices I made, even if that was a more subtle kind of guidance.

    1, 2, 3, Gulp!

    A comforting hug (play, Sebastian Utbult).A large part of the larp circulated around the deadly disease Rosen. To determine who was infected during the course of the weekend, the organizers had created a system of “disease pills”. At run 2, we got three pills each to be taken continuously on Saturday. If the pill contained sugar, we were healthy, but if it contained salt, we had been infected. It was up to us as players to determine how fast we wanted to act out the passage of the disease and if we wanted our characters to die on Sunday. According to the organizers, 10 out of the 46 participants were randomly selected for infection, and I was one of them.

    The pills didn’t exist in-game; they were a meta thing only added for guiding the game. I took my first pill with tense expectation; it felt fun in the same way as opening a lottery ticket does. Sugar! My second pill, a few hours later, was taken with palpable anxiety and clenched stomach. Salt. Instinctively, I tried to deny the taste up until the capsule broke and the entire dosage fell out on my tongue. As I had decided not to play sick prior to the game, this was a surprising turn for me that, thanks to its quite physical instruction, really gave me the entire journey from denial to despair  –  and death. I can definitely see this technique being used in other situations where a “higher power” randomly decides the outcome of characters.

    The Mental Steps

    For a larp with such heavy themes as Hinterland’s, pre- and post- work is important. On Friday, there were mandatory workshops focused on character identity and physical play, as well as a measure of relation building. Afterward, a few of us discussed the lack of more psychological play in workshops. Today, physical play gets more and more incorporated in most larps, including a pre-set basic level of it. Even at larps where the focus is not on physical violence, it usually gets a disproportionate amount of time during workshops. Techniques for psychological oppression, on the other hand, are scarcely represented in instructions and exercises despite the fact that they offer great depth for characters and relations. During Hinterland, which was a low-speed larp as opposed to an action larp, more psychological play between characters would have fit perfectly.

    Casualites of the plague (play, Sebastian Utbult).After the larp, a mandatory longer debrief was held for all participants. The motivation that even if you yourself don’t need a debrief, you’ve been part of someone else’s story that might need debriefing, was spot-on to me. My view of the debrief techniques was that they emanated from the thought that one had had a very strong experience during the larp and that one had to return step by step. This didn’t suit everyone, but better to originate with those who need it most than least. On the other hand, several participants felt stressed by having to stay while they themselves were not comfortable with the debrief methods. That might have been remedied by presenting more info on this before the larp, and a more structured organization of the clean-up that followed after debrief. To be able to start fiddling with things gives a sense of doing something relevant and not just waiting.

    The function of “debrief buddies” becomes more frequent in relation to larps nowadays, and is a technique I appreciate. Many along with me find it hard to tell how they were affected immediately after the larp ends, and the worst bleed often appears a few days later. To have a check-up booked with someone who was there is something I find sensible and is a safety aspect I welcome. However, I’m not sure that I think that debrief buddies should be appointed randomly, as they were here, considering that the mission is to handle heavier reactions (which means a kind of exposure). On my part, I’d like to have someone I at least interacted with during the larp, in order to have a sense of who the other person is in our common context.

    Effects After the Game

    A shallow grave (play, Olle Nyman).It’s fascinating how much you can let yourself be affected during just one weekend. It helps, of course, to be mentally prepared, to go with the idea of experiencing vulnerability and harsh living conditions. Still, many reactions turned out surprisingly strong afterwards, especially when it came to food and property.

    When you’ve been on your knees in the gravel picking up seeds of rice fallen out of the raiders’ stolen goods, when you’ve gone to sleep with a piece of a curtain as a blanket, when you’ve lost everything you owned and realize that the most important item was the broken bottle you used for water… Then, other perspectives suddenly become apparent in our off-game Sweden.

    I see how the gas station screams at me with hundreds of labels and items, how the servings at the restaurant are enormous and how we throw away that which could have fed lots of people for days. I realize how many things I own that have no value when it comes to survival. And how safe we are, really, in this society we were lucky enough to arrive in. I’m ashamed by the privilege of being able to “pretend” to suffer and live rough during a short while, just to return to my own reality without persecution, war, and hate.

    And at the same time, I’m eternally grateful for all the insights I gain, because that makes me better, makes me be better as a person in a world where resources really are too few and far between. I think that for each person who goes through a larp like Hinterland, the level of understanding in the world increases a little. And that, dear fellow larpers, is huge.

    Post-larp workshop for leaving your character behind (post-game, Sebastian Utbult).

    Hinterland

    Credits: Main designers and producers were Olle Nyman, Sebastian Utbult & Erik Stormark, for Berättelsefrämjandet. Co-produced by Karin Edman & Simon Svensson, with the help of Andreas Sigfridsson, Helen Stark and Ida Eberg.
    Date: May 8–10, 2015 & May 22–24, 2015
    Location: Private land (abandoned 19th century farm) near Kopparberg, Sweden
    Length: 40 hours of play, 3–4 hours of workshop (per run)
    Players: 83 (max 50 per run) + NPCs
    Budget: ~€7,000 (Proceeds were donated to Ingen människa är illegal/No One is Illegal)
    Participation Fee: €50–€250 (depending on income), €80 for a standard ticket
    Game Mechanics: Honor System, playing to lose, safewords, pre-larp workshop, act structure, blank-firing firearms & blank weapons, meta-techniques (opt in).
    Website: http://beratta.org/hinterland
    Trailer:


    Cover photo: Players scraping up spilled rice from the ground (play, Olle Nyman). Other photos by Sebastian Utbult and Olle Nyman.

  • Hinterland: Design for Real Knives and Misery

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    Hinterland: Design for Real Knives and Misery

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    Hinterland was a Swedish post-apocalyptic larp about refugees and disease. It was language-neutral, in effect meaning that people did their best to switch to whichever language was most inclusive for the players present in any given scene. What follows is my personal take as a player on some aspects of its design, and in particular on the way it used real weapons and real physical misery.

    The raiders have left, taking most of our scavenged food and blankets with them. Now a group is checking everyone for Rosen (“The Rose”, the deadly infectious disease spreading among the refugees). I’m slowly removing my stinking shirt and jacket when I see it, the tell-tale symptom: a bleeding rash on my stomach. God, please, no…

    Physical Misery

    Refugees sleep in an abandoned house (play, Sebastian Utbult).
    Hinterland was pretty hardcore. In it, players took on the roles of exhausted refugees in a post-nuclear war, plague-ridden Sweden for 48 hours. They could not bring any food with them, and organizers provided very little. Even this was partly taken from them by NPC raiders, along with most of their blankets (temperatures dropped to about 5°C at night). Characters then fought over what was left, stealing anything unguarded.

    Organizers encouraged those who felt that digging for one meal a day and shivering in their dirty rags wasn’t hardcore enough to “play to lose harder,” for example by finding an excuse to sleep in a leaky barn instead of staying in the main house. As a result, many players were actually cold, hungry and tired.

    This was of course the whole point, as I perceive that one of Hinterland’s aims was to make participants experience the life of a refugee for two days. This facet of the larp was akin to agendas of other games, such as Last Will (where you can play a slave) or Just a Little Lovin’ (where you can play a gay person). Even though the organizers more or less explicitly stated their objective (in particular during the debrief discussion topics), one didn’t have to engage in political discussion around the larp to enjoy it. Personally though, I found it a pretty cool and effective way of getting the point across.

    Players milling around after the game (post-game, Sebastian Utbult).But back to the misery! So how do you get people to play along so far into hardcore-land? The trick, I feel, is the presence of a safety net: if at any time, a player felt they had had enough (too cold, hungry, stressed), they could just head off to a designated off-game area for a meal and warm bed. Apart from a few caffeine-addicts, no one actually made use of this possibility on the run I attended (the larp was played twice). But knowing it was there made many of us feel safe when “playing to lose our food” or stealing someone’s blanket.

    The system is not foolproof, of course. Just like safety words, all sorts of things can still go wrong. But I personally found the safety-net approach to hardcore misery to be simple and effective. Not only did people agree to get pushed into something closer – if naturally not equivalent – to what a refugee might experience, but it also created an improved framework for dramatic play. Things which are powerful topics for conflictual scenes, but are in many larps not to be messed with (especially not all at the same time), were fair game here, knowing yourself and the other player had this safety net to fall back on: getting thrown out of the only warm place to sleep, hiding a can of rice while others are hungry, etc.

    As I stumble towards the barn, coughing blood, I notice the sign planted in the middle of the road. On the torn-off plank, the moonlight reveals crude letters hastily drawn in charcoal: ROSEN. All I can do is stand there and stare at it, shivering in my dirty blanket.

    So, No Boffer Weapons, Huh?

    A sign warning about Rosen (The Rose), the plague killing off  the refugees (play, Sebastian Utbult).Most weapons used by the characters were knives or tools, such as old pitchforks for example. Real, sharp ones, that is, not the boffer versions. This made for a very immersive experience; after all, nothing looks more like a rusty blade or a metal club than the actual thing.

    Of course, this meant that anything beyond threats was almost impossible, for safety reasons. Armed fighting needed to be very carefully planned, and even then, it was limited to things like “a deadly stab in the back.” This, in turn, meant that weapons in Hinterland were more a way to control or influence people and situations than actual fighting tools, thus serving the larp’s narrativist agenda. It might seem surprising, but when properly workshopped, real knives mean more drama.

    It’s been some time since I’ve traded our last scraps of food for painkillers. People are leaving, saying goodbye, while someone strokes my hair. Dying bodies lie crumpled on the ground. Enya, how I wish you were here… I’m floating away…

    Conclusion

    Having a safety net allows players to “go harder”. This can be interesting for its own sake. It’s also a smart design move for larps that rely on getting participants out of their comfort zone to make a political point. Hinterland is a prime example of this, making people experience some of the hardships faced by refugees.

    The other main design lesson for me here was the use of real weapons. While initially surprising, it’s a great way of shifting a larp’s focus from actual fighting to drama; with the added bonus of looking good.

    Workshop to let go of character (post-game, Sebastian Utbult).

    Hinterland

    Credits: Main designers and producers were Olle Nyman, Sebastian Utbult & Erik Stormark, for Berättelsefrämjandet. Co-produced by Karin Edman & Simon Svensson, with the help of Andreas Sigfridsson, Helen Stark and Ida Eberg.
    Date: May 8–10, 2015 & May 22–24, 2015
    Location: Private land (abandoned 19th century farm) near Kopparberg, Sweden
    Length: 40 hours of play, 3–4 hours of workshop (per run)
    Players: 83 (max 50 per run) + NPCs
    Budget: ~€7,000 (Proceeds were donated to Ingen människa är illegal/No One is Illegal)
    Participation Fee: €50–€250 (depending on income), €80 for a standard ticket
    Game Mechanics: Honor System, playing to lose, safewords, pre-larp workshop, act structure, blank-firing firearms & blank weapons, meta-techniques (opt in).
    Website: http://beratta.org/hinterland


    Cover photo: Bandits raid the refugee camp (play, Sebastian Utbult).