Tag: Techniques

  • What Does it Mean When Sex is Sexy?

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    What Does it Mean When Sex is Sexy?

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

    Sex! Isn’t it great? And a significant and thought-provoking part of human experience. Interesting because of the effects it has on people; dramatic because of the emotional stories that can be woven around it; fun because it’s (usually) enjoyable, and we’re all grown-ups here, aren’t we?

    Larping succubi. Photo by flickr user danielle_blue Larping succubi. Photo by flickr user danielle_blue

    If you’re designing a larp about any aspect of human experience that’s not entirely abstract, and you’re working in anything like the Nordic tradition((It’s different in the US and UK traditions: and maybe in other countries as well, we don’t know.)), there’s a good chance that you’ll be thinking about the possibility for characters to engage in sexual activity of some sort. And, because this is a larp rather than a sex holiday, you’ll be thinking about what sort of technique(s) to use to represent different types of activity. Even in the most permissive of larp cultures, fully-indexical wysiwyg((What You See Is What You Get – ie. direct representation.)) dkwddk((Du Kannst Was Du Darstellen Kannst – ie. direct action.)) sex would generally be thought of as a bit extreme.

    So, then, there’s a whole spectrum of different techniques and meta-techniques available out there, in extant successful larps, for representing sexual activity – from flirtation up to various different modes of coition.

    Meta or Not?

    A brief digression. There’s a distinction here between diegetic representational techniques – where the players are doing something that is actually how their characters engage in sexual activity, but which has been designed to be different from the way normal humans do – and meta-techniques – which are in some way abstracted representations of sexual activity. So for example if you use Ars amandi as a way of representing your characters engaging in sexual intercourse, that’s a meta-technique. But if caressing each other’s arms and shoulders is actually how these characters have sex – as in Mellan himmel och hav – then that’s a diegetic technique. Your choice which you want to use! From the point of view of this argument, it doesn’t matter much: holding someone’s hand is holding someone’s hand, whether it’s diegetic or not.

    Okay Then, Back to the Spectrum

    We are going to argue that the most important thing about how you’re going to represent sex is: how sexy do you want it to be? So, as Kat Jones described in a talk((Jones, K. C. 2016. ‘Touching on Taboos: Exploring Sexuality and Intimacy Through Larp’, keynote address at Living Games Conference 2016. https://youtu.be/Whk-gsw3zFk [accessed 26 July 2016].)) at Living Games Conference, it might involve two players dropping out of the larp together for 15 minutes and killing time somehow in a part of the play space where the other players can’t see them: when they rejoin the larp, it is considered that they have had sex (in some way that’s unimportant to define in detail). That’s at the ‘not very sexy’ end of the spectrum.

    • Slightly sexier: the players sit aside together and agree, out-of-character, what sexual activity their characters are going to engage in. This is then decreed to have happened, without any attempt at actually representing it.
    • Slightly sexier still: the players hold hands and gaze into each other’s eyes while doing the above.
    • More sexy: they stroke each other’s arms and shoulders, or other not-generally-thought-of-as-erogenous zones, either schematically (me caressing you like this represents this particular sexual act) or just generally.
    • Also more sexy (in some ways but not in others): players agree on the sexual activity that’s going to happen, then play it out using a prop wooden phallus rather than making any actual sexual contact.
    • Potentially much more sexy: players use a red–yellow–green safety system, whereby they can represent any level of sexual activity by making ever closer and more involving physical contact, until one of them decides that’s enough.

    Perhaps you’re thinking here “Hold on a minute – holding hands, gazing into eyes, stroking arms and shoulders, that’s not sexy!” Well… maybe it hasn’t been for you, with the people who you’ve so far done that with in larp. But think: if you’re doing that with your real-life partner, then it’s a level of foreplay. Some people who you larp with, you will find attractive, whether you want to or not: or they may find you attractive. In that situation, there are no non-erogenous zones.

    From the 2014 run of Just a Little Lovin'. Photo by the organizers, from a talk at Prolog 2015. From the 2014 run of Just a Little Lovin’. Photo by the organizers, from a talk at Prolog 2015.

    But Why Would You Actually Want It to Be Sexy?

    Well, here are a few of the possible reasons:

    • More immersive: the closer that player actions can be to character actions – ie. the less abstract the representation – the less it breaks immersion. If your character is doing something sexy (or painful, or joyful, or angry, or whatever) then having something close to the same experience yourself as a player will help you feel your character’s feelings more closely and intensely.
    • More aesthetically satisfying: using a non-sexy technique to represent sex is generally pretty clumsy. It involves people dropping out of the game, it may involve elision of time, it may involve people coming back into the game not looking anything like they’ve just been having sex… and so on. If you pride yourself on the representation level of your larp, non-sexy sex is understandably unappealing.
    • More convincing and authentic: if your body is feeling genuine sexiness-related hormones and endorphins coursing around it, you’ll find it easier and more natural to relate to the person who is causing those as your sexual partner in the larp.
    • More ‘hardcore’: if you’re aiming for representation of ‘unfun’ sexual activity, involving suffering, coercion and other grimness, then using authentically sex-related physicality can sometimes make it more impactful than abstraction could.
    • More fun: what’s not to like about sexiness? People enjoy it! We are all adults here, and it’s not doing anyone any harm, as long as it’s all fully consented.

    So What’s Wrong with That, Then?

    Maybe nothing! But we would like to suggest that sexy sex in larp may not always be an unalloyed good thing. Not because we are repressed and joyless Puritans((Mo was brought up that way, it’s true, but he’s been doing a fairly good job of shaking it off.)) – but because we think there’s a need to be thoughtful about what you’re asking of participants, which isn’t always being addressed.

    Touchy Culture

    As larp becomes more international, larpers from a wide range of different cultures are becoming involved. We wonder if there is sometimes an unexamined assumption that being comfortable with touch, and happy to accept it as without actual sexual meaning – as is common in some European cultures – is in some significant way more progressive and enlightened than the caution around touch that’s present in other cultures. And that accordingly, players from those other cultures – or players who don’t identify with that aspect of their home culture – should learn to power through their discomfort; or else should just be prepared to exclude themselves from larps that are going to involve touch?

    Now if your larp is entirely designed around skin-on-skin contact, that’s one thing. But not many are… Much more common is that a player could comfortably go through a whole larp avoiding skin-on-skin contact, other than when it comes to use of a sex technique or meta-technique.

    Larp Is Not a Bubble

    Participants in larp also have an existence outside it, which will include loved ones of one kind or another – including sexual partners. Now, of course, there are many scenarios where partners are entirely happy with people engaging in sexytimes activity with others while on larp, for example:

    • There is no partner.
    • Relationship is an open one.
    • Partner is happy with ‘what happens on larp, stays on larp’.
    • Partner doesn’t want to know what happens on larp.
    • Partner thinks they know what happens on larp, but doesn’t actually know everything.
    • Partner has discussed boundaries for how sexy/unsexy a range of larp activity they are OK with.

    And then for younger players, these considerations may also apply to parents/guardians. It’s not enough to expect players to say to their significant others, when asked why exactly it is that they were smooching away like that at the weekend, “You don’t get it! It’s larp!”

    Communication

    Suppose that you’re in the ‘have discussed boundaries’ category. When you sign up for a larp, is it always made clear whether the sex techniques involved might transgress those boundaries? Organizers are impressively organized about communicating practical details of larps, these days, but something like “this larp will be using Ars amandi as a sex meta-technique” is not always seen in advance of signup. Should it be? – is that as important as letting prospective players know that the larp will be eg. physically arduous?

    From an ars amandi workshop at Living Games Conference 2016. Still from a video by Harrison Greene. From an ars amandi workshop. Still from a video by Harrison Greene.

    As a designer you want your players to be engaging with and exploring their relationship to the issues that your larp is bringing up; not spending emotion and energy on negotiating around the borders of their partner’s preferred physical boundaries.

    Exclusion

    We go to great lengths to make our hobby welcoming and inclusive for everyone who wants to participate. It feels wrong for people who don’t want to play out sexy sex mechanics to be the one group that it’s OK to exclude.

    So who are we talking about as being excluded here?

    • People who for cultural reasons are uncomfortable with touching those with whom they aren’t actually intimate.
    • People whose relationships have boundaries that don’t include sexy doings with others; or who haven’t fully discussed where such boundaries might be.
    • People who, perhaps because of trauma, are psychologically uncomfortable with physical intimacy in general.
    • People who find intimacy highly emotionally affecting, and so are wary of engaging in it.
    • People who just don’t want to be doing that sort of thing in their larp, for whatever reason.

    (Of course, you will probably have opt-outs available, intended to allow players to halt sexual activity before their boundaries are reached. But opting-out isn’t always easy or possible, in the heat of the moment: and discomfort, of participants or their partners, may also be caused by what other players are doing around them.)

    Now without those people present, you’ll still have a great selection of larpers. But is there a danger that they will fall into a relatively narrow psycho-social description? – even a stereotype?

    The Down-low

    We are not saying that representing sex in larp is a bad thing – far from it. But we are saying that it should always be a considered ingredient – like all design decisions, it would benefit from a debate and some questioning and not just be accepted as a default. Does your larp need to allow for sexual activity between characters? – if yes, then the next question is, how should that be represented in a way that supports the design needs and the larp aesthetic? And part of that question is: how sexy does it need to be?

    We feel that there are likely to be a range of answers to that question: and that, while for many larps, a high-sexiness technique or meta-technique will be entirely appropriate; for others, a low-sexiness one will be more applicable. And we also feel that, no matter how you turn and twist it, some methods are more inclusive than others. Sometimes at the cost of narrative effects; and sometimes at the cost of players.


    Cover photo: From the 2014 run of Just a Little Lovin’ (photo by the organizers, from a talk at Prolog 2015).

  • Self Care Comes First: A Larp and Convention Policy

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    Self Care Comes First: A Larp and Convention Policy

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    Author Elin Dalstål during FjällCon 2016. Photo by Emmelie Nordström.
    Author Elin Dalstål during FjällCon 2016. Photo by Emmelie Nordström.

    In this post I will outline the effects of stressing the importance of self care at larps and gaming events. The post will discuss both the effects on the safety and comfort of the players, as well as how it affects the overall event in other aspects. The post is aimed at larp and convention organizers first and foremost, but also members of the community.

    Why Is Self Care Important?

    Great work is being done in both the larp and gaming convention scene to improve player safety and comfort, but many of the techniques and methods becomes less effective if organizers and the community don’t communicate the importance of self care.

    For example, why should a player use a safeword to break a scene they are uncomfortable with? Unless it is made clear that the player taking care of themselves is more important than not disturbing play, players will be reluctant to use it. They will suffer rather than disturb the scene. Communicating that self care comes first makes players more inclined to actually take care of themselves by using the safety resources the event has to offer.

    By stressing self care you give players a reason and responsibility to use those methods. It tells them why it should be used.

    Background

    Participant doing self care at FjällCon 2016. Photo by Johanna Nyberg Hamren.
    Participant doing self care at FjällCon 2016. Photo by Johanna Nyberg Hamren.

    I started to use the “self care comes first” policy whilst organising some physically demanding larps and gaming conventions that included hiking in the arctic wilderness. During these type of events, safety is important because at times participants may only be reachable by air ambulance if something were to happen. When you’re standing on an arctic mountain, you can’t simply opt out if you become exhausted or get a blister or what have you. You must make the hike back home, no matter what (short of calling an ambulance helicopter or spending the night under the stars). Safety mattered here, and I needed to encourage my players to make smart decisions in order that they could always make that hike back home. So I began to stress that self care comes first.

    It became my mantra and policy for the events. I repeated it over and over until the players started to repeat it among themselves. I stressed that while it is important that we support and help each other, you are the person best suited to take care of yourself. I can’t feel if someone else has a headache coming on. I can’t rest for anyone else. I can’t drink water for anyone else. I can’t feel what anyone else is comfortable with, or be aware when someone else’s existing injury or health condition starts acting up.

    You yourself are most often the person best suited to identify, take care of, and communicate your needs and boundaries. Therefore your first responsibility is self care. Short and simple.

    I also stressed that it is a boring and adult policy. Self care is often boring: skipping fun stuff to prioritize rest when you need it, getting a decent night’s sleep, eating a nourishing meal, putting on a band-aid in time, being mindful of your medical conditions, putting on an ugly sweater when you are cold, opting out of stuff, communicating your needs and boundaries even if the conversation is uncomfortable, asking others for help, and using the support and safety resources that are available. Do whatever is needed to take care of yourself, but if your actions are going to affect other players, talk to them so that you don’t impose on someone else’s well-being by accident.

    Self care is a responsibility and responsibilities aren’t always fun.

    Effects of the Policy

    This policy was intended to improve physical safety during those events, but it soon became apparent that it didn’t just improve physical safety, but it also strengthened my other efforts to make the events safe.

    So what were the effects of the policy? The first thing that really stood out is that people had more naps in the afternoon.

    Participant looking down on the landscape below FjällCon 2016. Photo by Emmelie Nordström.
    Participant looking down on the landscape below FjällCon 2016. Photo by Emmelie Nordström.

    What I saw was that the policy is effective, but the effects seen are typically anticlimactic. Players make smart little decisions in the background, taking more preventive actions – such as having a nap in the afternoon. In turn, this means that players are less likely to break down during the evening or the following day due to stress or exhaustion. Participants tend to think things through ahead of time, opting out of or steering things in other directions, to avoid getting into situations they do not want to end up in. They make an effort to communicate their needs and boundaries ahead of time rather than just in the heat of the moment. There is less crying, crises, and fewer close calls for both physical and emotional reasons.

    The side effects of this policy is that it affects the pacing of an event somewhat. Mainly, that players tend to take it easy or opt out of stuff earlier in the day rather than in the evening. I don’t see this as a bad thing, but at first I had not planned for the lull that came about when more players prioritized rest during the afternoon. Things slowed down at an unexpected time, but that rest period also meant that I had more players present and energetic in the evening instead, when you often plan the climactic scenes during a larp or the evening session at convention. Which I see as a win, but something to be aware of.

    While I noticed the policy affect all participants, I noticed that it had an especially positive effect on a special group of players.

    Altruistic Bastards

    Storyteller giving player shadow instuctions during Vandingen 2014. Photo by Emmelie Nordström.
    Storyteller giving player shadow instuctions during Vandingen 2014. Photo by Emmelie Nordström.

    When you stress that self care comes first, it has a strong effect on altruistic players – the kind and lovely players that routinely put others first even at the cost of their own well being. If you push the message that self care comes first hard enough – those altruistic bastards MIGHT JUST STOP AND THINK FOR A MOMENT before they push themselves too far to be nice to others.

    You know who I’m talking about. You might very well be one of the nice people I am talking about. Most larping and gaming communities have these altruistic bastards, who while they are super nice, can cause problems and set a bad example by pushing themselves too far. Even if they do it for the best of reasons. Because they create a culture where good players, nice players, the players you look up to, push themselves too far. To exhaustion or to where they will be hurt (physically or emotionally) at the event. Because they are good people others will follow their example.

    So, telling your players that self care comes first, while giving those altruistic bastards a good stare down, might just make them think before they do that. That they may care for others, but that it is actually bad for everyone’s safety and well being if they don’t take care of themselves as well. Self care comes first.

    Other Reasons Players Push Themselves Too Hard

    There are other reasons why players may push themselves too hard at events. At some larps and conventions, there is almost a competition about who has slept the least, taken as few breaks as possible, had the most intense play, done the craziest shit, and hurts the most after the game.

    This attitude is stupid. I think you should be allowed to do stupid shit, but when there is a social pressure to see who makes the worst decisions, that is just a race to the bottom.

    Argument between characters at Vandringen 2015. Photo by Emmelie Nordström.
    Argument between characters at Vandringen 2015. Photo by Emmelie Nordström.

    I do think larp and other gaming events can be places where you test your limits and push yourself out of your comfort zone, but I think that should only be by free choice, and that you should only do it after doing a sober risk assessment and taking the necessary self care precautions you need to do it in a sane, safe and responsible way.

    We should create a culture where it might be okay to test your limits in a responsible way at times, but you are expected to do so without neglecting your duty to practice self care. You just can’t leave self care out of the equation when you go outside your comfort zone.

    How to Implement It

    Let’s say you organize a larp or convention, or run a game at a someone else’s convention: how do you implement this policy?

    In general, you can just add the policy to whatever policy that already exists. Saying that self care comes first doesn’t change how you do things – it only tells players how they should prioritize during the event.

    Tell them that self care comes first and communicate, both in text and in person at least once, what you mean by it.

    You could use some variation of this text:

    Self care comes first policy:

    While it is important that we support and help each other, you are the person best suited to take care of yourself. I can’t feel if someone else has a headache coming on. I can’t rest for anyone else. I can’t drink water for anyone else. I can’t feel what anyone else is comfortable with, or be aware when someone’s existing injury or health condition starts acting up.

    You yourself are most often the person that is best suited to identify, take care of, and communicate your needs and boundaries. Therefore your first responsibility is self care. Short and simple. Therefore self care comes first at this event.

    This is a boring and adult policy. Self care can mean skipping fun stuff to prioritize rest when you need it, getting a decent night’s sleep, eating a nourishing meal, putting on a band-aid in time, being mindful of your medical conditions, putting on an ugly sweater when you are cold, opting out of stuff, communicating your needs and boundaries even if the conversation is uncomfortable, asking others for help, and using the support and safety resources that are available. Do whatever is needed to take care of yourself even if it is not exciting. If your actions are going to affect other players, talk to them so that you don’t impose on someone else’s wellbeing by accident.

    Self care is a responsibility and responsibilities aren’t always fun.

    When the policy has been explained once – use repetition to drive home the message. “Self care comes first” is a short four word sentence, so you can repeat it often without it taking up much of your organizers’ precious time. You can add it to the emails you send to the players, write it on the web page, and share it on social media. You can say it a lot during the event at different times and so on. Do it often enough and your players will start repeating it among themselves.

    (Bonus points if you kept count of how many times I repeated  “self care comes first” in this post so far. I really mean it when I say I believe in repetition).

    Conclusion

    While this policy came about for physically and emotionally demanding gaming events at remote locations, I use it for all sorts of events now. My view is that many larps’ and conventions’ safety and support policies could be improved by stressing that self care comes first.

    We can talk all we want about communicating boundaries and respecting each other, but unless people prioritize listening to their own signals and their own needs, there will be nothing to communicate. Everything starts with self care.

    When you stress that your players have a responsibility to see to self care first, you give them the alibi to do just that. It strengthens other safety and support procedures like safewords to calibrate play intensity, encourages players to communicate their needs and feelings, and normalizes opting out as a responsibility not just an option.

    We can have all the safety precautions in place, but we need players to prioritize self care if we want players to actually use them.


    Cover photo: Players hiking in character during Vandringen 2015. Photo by Emmelie Nordström.

  • Creating Play in the Magical Classroom

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    Creating Play in the Magical Classroom

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    Creating Play in the Magical Classroom is a multi-part guide to playing a teacher at the College of Wizardry and New World Magischola larps. While it was written specifically with these events in mind, it can be applied to many other larps and settings.

    The texts in this series are written collectively by (in alphabetical order) Maury Brown, Stefan Deutsch, Johanna Koljonen, Eevi Korhonen, Ben Morrow, Juhana Pettersson, Maria Pettersson, Mike Pohjola, Staffan Rosenberg and Jaakko Stenros. The series is edited by Johanna Koljonen.

    The seven part series is available here:


    This work is distributed under a CC BY-NC-ND 4.0 license. That means you are allowed to use elements of this text beyond the extent of referring and linking to it as long as you credit the original authors and source. It’s not allowed to use parts of this work for commercial purposes, if you are unsure if this applies to your project, please contact us.

    This is not intended as a cut and paste smorgasbord but rather a complete text. Please reference it, but avoid using parts out of context. It’s better to just link the articles where it’s appropriate for use.

  • Creating Play in the Magical Classroom: Part 7

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    Creating Play in the Magical Classroom: Part 7

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    Creating Play in the Magical Classroom is a multi-part guide to playing a teacher at the College of Wizardry and New World Magischola larps. While it was written specifically with these events in mind, it can be applied to many other larps and settings.

    The texts in this series are written collectively by (in alphabetical order) Maury Brown, Stefan Deutsch, Johanna Koljonen, Eevi Korhonen, Ben Morrow, Juhana Pettersson, Maria Pettersson, Mike Pohjola, Staffan Rosenberg and Jaakko Stenros. The series is edited by Johanna Koljonen.

    Part 1Part 2Part 3Part 4Part 5Part 6Part 7

    Part VII: Example/Examples of How to Teach a Spell so That the Teaching Makes It Clear How to Play

    This final part of the series gives practical examples on how to apply the techniques and ideas explained in the previous parts.

    The Opt in/Opt out Truth Serum

    The class brews a babbling beverage that is then tested on a volunteer student.

    The class is told that the potion will force the object to speak out loud anything on her mind for a specific period of time (not too long, 90 seconds for instance), and therefore can be used as a truth serum by asking or tricking the subject to think about specific things (or have an antidote at hand to counter the effect, this is also usable to create an artificial stop to the exercise).

    The class is also told that the point of this exercise is to practice methods of resisting the potion: you can’t stop talking, but you can cover your mouth with your hand (this is good to demonstrate to the class – keep talking but muffle the sound with your hand, so they know what to do), or you can eat something at the same time to make your speech unclear, or try to focus your mind on for instance a strong childhood memory to only tell things that “aren’t secret”.

    All of these instructions are given at least once before students are asked to volunteer, so that the player knows what she is asked to do in front of the class – some will find this specific exercise very easy, others will find it hard to think of things to say and will then opt out by not volunteering.

    Others from the group will be given tasks – to barrage the subject with questions (everyone can do this if the group is not enormous, in which case it can get so loud you’ll need a whistle to silence them), to hand the subject food, to clock the effect on an old-fashioned stopwatch and count down the last ten seconds, etc.

    The test subject player will understand from the teaching (and can be reminded during the experiment by repeating the above) that they can now choose to do different things under the influence of the potion: speak the character’s inner monologue, blurt out secrets to further play, share something very personal about the character that they get to be embarrassed about later – or if they can’t think of anything to say (because it can actually be quite hard to speak non stop for 90 seconds) either clamp their hand in front of their mouth while continuing mumbling, or stuff themselves with cookies while talking and spray everyone with crumbs. Most will do a mixture of the above.

    If the player panics or freaks out or goes completely silent or is struggling to find things to say, you as a teacher will immediately blame the potion, which was clearly not correctly brewed – “Aha! Group one, your potion is not working! As you see here, Ms McNally is sometimes silent for several seconds”, or if the player looks tormented and falters “Group two, Ms McNally manages with an impressive mental effort to resist the urge to speak – the potion works, but it’s not strong enough!”

    The purpose of this is to make sure that the PLAYER can never fail. If you manage to babble for 90 seconds, that’s great play and very entertaining or moving or horrible (depending on what comes out) –  but they don’t, that is still great storytelling because it manufactures a fíctional truth about the quality of the potion. And you can reward the player for volunteering by telling them, honestly, that they did great.

    The groups whose potion works (or might work, if you don’t have time to test them all) can keep them for use in the game. You can urge them as homework to perform the same experiment on each other to practice resisting the potion. Another option is to tell the students that it is absolutely forbidden to take the potion from the classroom and then turn your back to them and give the student an opportunity to steal them.

    The characters now know how to use the potion to get secrets. The players now know how to use the potion to give secrets, and how to brief other players about the potion while playing, so they too can access this experience of functional magic without breaking for briefing. (If the other player doesn’t understand the in-game instruction and do something else, don’t break the game to correct them – clearly the potion was unstable, or dysfunctional, or reacting badly with some other magic the target was using. Your character can wonder at this out loud).

    Torture Curses in Class

    This is an excerpt from Mike Pohjola’s article about playing a Dark Arts teacher at College of Wizardry.

    For the larp I had prepared two lectures, and Bane gave both of them three times. The first one started with a test on their natural learning ability and on theory of the Unforgivable Curses. The second one was all about practicing the Torture Curse on other students.

    He found these great one-use Solberg wands where some anonymous person had already imbued with the unforgivable Imperius Curse. (The Imperius forces the victim to do whatever the caster says.)
 As you know, in a case like this, the legal responsibility for the Torture Curse is on whoever placed the Imperius Curse on the wands, but unfortunately we will never know who that wonderful person is.
 So as you can see, it’s all perfectly legal and moral and educational.

    The students were divided into pairs (“Partner up with someone you will have no trouble hating.” This suited Bane’s character perfectly, and also provided interesting play for the student players.), and each pair was given one of these wands.

    The victim would cast the Imperius Curse on the torturer saying: “Cast the Torture Curse on me for one second.” Then the torturer would torture the victim with their own wand. After this, the victim would tell the torturer what they felt. Then they would switch. (The wand had one use per caster.)
At the end of the class we would discuss our experiences, and figure out ways to use what we have learned for defense.

    In one of these classes Bane had one pregnant student, Norah Asar (Pernilla Rosenberg). She was partnered up with Sebastian Dolohov (Markus Montola).

    Bane did have a soft spot of sorts for protecting babies, and another one for Norah Asar. So he didn’t want the baby hurt.

    Dolohov: “Professor! Can the baby be accidentally hurt when you cast the Torture Curse on the mother?”


    “NOT UNLESS YOU REALLY WANT TO TORTURE THE BABY. BUT THEN YOU WOULD HAVE TO TARGET YOUR HATRED AT THE BABY, WHICH CAN BE DIFFICULT.”


    At this Bane remembered how his own pregnant wife had been taken to Azkaban to be tortured by Dementors.
”BUT REMEMBER CLASS, YOU SHOULD NEVER USE THE TORTURE CURSE ON A BABY, ESPECIALLY AN UNBORN ONE.”


    Class snickers.


    “IN FACT, YOU SHOULDN’T USE THE TORTURE CURSE ON ANY BABY.”


    More snickering.


    “TO CORRECT MYSELF, YOU SHOULD NEVER USE THE TORTURE CURSE AT ALL, SINCE IT IS COMPLETELY ILLEGAL.”


    This work is distributed under a CC BY-NC-ND 4.0 license. That means you are allowed to use elements of this text beyond the extent of referring and linking to it as long as you credit the original authors and source. It’s not allowed to use parts of this work for commercial purposes, if you are unsure if this applies to your project, please contact us.

    This is not intended as a cut and paste smorgasbord but rather a complete text. Please reference it, but avoid using parts out of context. It’s better to just link the articles where it’s appropriate for use.

  • Creating Play in the Magical Classroom: Part 6

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    Creating Play in the Magical Classroom: Part 6

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    Creating Play in the Magical Classroom is a multi-part guide to playing a teacher at the College of Wizardry and New World Magischola larps. While it was written specifically with these events in mind, it can be applied to many other larps and settings.

    The texts in this series are written collectively by (in alphabetical order) Maury Brown, Stefan Deutsch, Johanna Koljonen, Eevi Korhonen, Ben Morrow, Juhana Pettersson, Maria Pettersson, Mike Pohjola, Staffan Rosenberg and Jaakko Stenros. The series is edited by Johanna Koljonen.

    Part 1Part 2Part 3Part 4Part 5Part 6Part 7

    Part VI: Reasons for Your Professor Character Not to Get Personally Involved in Students’ Life-shattering Personal and/or Occult Drama, and How to Play Them

    Most of the larp (but especially the last six hours of the game, when every remaining plot-line is culminating at the same time) will be great for students riding their respective plot trains, and an incoherent mess for anyone with some overview of the situation. (That’s people like you, because students will run up to you continuously to report what’s happening).

    Towards the very end of the game, it therefore makes good sense for at least a few of the most powerful teacher characters to accidentally incapacitate themselves with port wine or potions to conveniently miss most of the plotting and battles  – of course rewarding themselves with some other kind of awesome play, like sitting around a fireplace talking about other memorably failed proms, or making their own incoherent expedition in the wrong direction, or choosing to help the students with the most inconsequential problems, or drafting very long documents for some purportedly urgent purpose, or having an earnestly moving heart-to-heart with an unhappy student, or dancing “old people” dances on the dance floor.

    A Good General Strategy All Through the Game Is to Be Exceedingly Optimistic and Trusting of Student’s Abilities

    Downplay the severity of any situation and tell them that you trust them to sort it out themselves. If they are alone in the problem, ask them to go to a more senior or specialised student or get a bunch of their friends and get them to help (“you’re all smart students, of course you can do a simple banishment ritual”). If you must be co-opted into a plot, you can say this is a wonderful learning opportunity for students, so they should do most of the work and you are there just as backup in case things go bad.

    You Can Ask Students with Similar Problems (or Situations That Appear to Have Narrative Similarities) to Collaborate on Solutions

    If you have a student in your class with a special skill you can try attaching them to some other students’ plots (this is especially great if it’s a student who has performed poorly in the actual subject of your class: if you can identify a positive quality anyway and send them on an adventure they’ll love you for it).

    Your Character Might Also Not Care about Students or Their Troubles That Much

    If you have created a comically grumpy or snobbily cold-hearted character, they might simply not care if a student has gotten themselves into trouble they cannot get out of (“it’s probably their own fault”). Or they might be secretly or even openly glad that students might get injured or die (it’s weeding out the weak and the stupid or you’re just happy there will be less students for you to worry about). You might also think students are lying and telling tall tales (but this might cause them to try to prove it to you and you get sucked in).

    If Your Character Has Been a Teacher for a Long Time, There Is Very Little in the Way of Student Generated Drama They Have Not Seen Before

    You can play on generational differences, in an infuriating manner if possible. “When I was your age, all seniors actually had to banish a Yeti as part of their final exams – we don’t do it these days, because students just don’t have that kind of mettle”… or “this reminds me of that unfortunate business with the Harpies in ‘86…of course very few of them made it out, so I think we can all agree that the philosopher’s stone is NOT going to be the answer to your question!”

    Also, You Can Always Remind the Students That There Is One Force Greater than Magic: Bureaucracy

    You would love to help defend the school but there are overdue performance evaluations that need to filled right now — or there will be no school to defend come morning. Alternatively, you can start by reflecting on how to go about saving the school through the proper channels. “First of all you need to put in a request to stay mobile during curfew. Then we need to check that the janitors are informed that watering the lawn should be cancelled, if there is a pack of werewolves on the lawn. Indeed, why don’t I do that.”


    This work is distributed under a CC BY-NC-ND 4.0 license. That means you are allowed to use elements of this text beyond the extent of referring and linking to it as long as you credit the original authors and source. It’s not allowed to use parts of this work for commercial purposes, if you are unsure if this applies to your project, please contact us.

    This is not intended as a cut and paste smorgasbord but rather a complete text. Please reference it, but avoid using parts out of context. It’s better to just link the articles where it’s appropriate for use.

  • Creating Play in the Magical Classroom: Part 5

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    Creating Play in the Magical Classroom: Part 5

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    Creating Play in the Magical Classroom is a multi-part guide to playing a teacher at the College of Wizardry and New World Magischola larps. While it was written specifically with these events in mind, it can be applied to many other larps and settings.

    The texts in this series are written collectively by (in alphabetical order) Maury Brown, Stefan Deutsch, Johanna Koljonen, Eevi Korhonen, Ben Morrow, Juhana Pettersson, Maria Pettersson, Mike Pohjola, Staffan Rosenberg and Jaakko Stenros. The series is edited by Johanna Koljonen.

    Part 1Part 2Part 3Part 4Part 5Part 6Part 7

    Part V: Authority Awry: Stop, Shut Up, Do What I Tell You

    In this series, we have had lots of examples of what is encouraged play for professors. Here are a few examples of discouraged play. Professors sit in a position of authority and players (and characters) will be conditioned to obey them. This is good to an extent — the game needs to function and having students follow the directions of in-game authority figures is an important part of the game continuing to work. However, this style of larp is opt-in, which means a player always must be given a choice about what to play and how to react.

    As a consequence, you should refrain from the following kinds of play.

    Denying Agency

    For example, a professor can offer the opportunity for a character to tell (under a spell) what is on their mind (see above). However, a professor should not suddenly put a character under a spell and then tell them what they are thinking, or what happened to them, or a family member, etc. Remember both the design of the magic system and your position as a teacher inside the fiction actively encourage you to explain what you magic will do – you can do this in an open-ended way (and perhaps even taking some extra time doing it) to allow the player choices and a second to reflect on how they want to play it.

    Players should not feel ambushed, or that they have to stop what they were doing or playing as a result of what someone else did to them. An example is a professor turning another student into a vampire without their consent, or telling them that their character’s parents have died, or killing/incapacitating a student or faculty member and exorcising or resurrecting them, unless these scenes have been agreed to beforehand.

    Shaming the Player (Not the Character, Whom You Have Agreed to Play Abuse With)

    Professors teaching magic are also, on the meta-level, teaching the availability of safety techniques and the importance of consent-based play. A professor should never make it impossible or difficult for a player to use a safety technique such as cut or break, or make it difficult to step away or exit a scene. “Impossible” or “difficult” does not have to mean physically blocking the door or refusing to stop when asked (though these have happened). Because of a professor’s explicit in-game authority, a player who is feeling uncomfortable about continuing (like a student with a fear of snakes continuing with a cryptozoology class that may include an encounter with a snake-like creature), or even triggered by a scene, may not want to opt-out for fear of losing house points or social status.

    House points should never be threatened or deducted for off-game reasons, and a player who has their character leave a scene for off-game reasons should not become the object of derision. But unless there is a specific game mechanic in play to signal off-game reasons for opting out, you will in practice not know which reactions are in and which are off. This makes it even more vital to offer students in-game opportunities to leave or not participate.

    The organisers can encourage players who opt out for offgame reasons to discreetly tell the teacher-players so, just to make sure their characters will not be punished for it. But actually this can also be handled mostly or entirely in-game, assuming that all players know that playing punishments will be just as much fun as any other part of the larp. In that case, players can choose for off-game reasons to opt out of certain situations, safe in the knowledge that this might either pass entirely uncommented or open the door to a fantastic in-game experience. (For instance, at the first College of Wizardry, then set in the Harry Potter universe, the janitorial staff had students in detention participating in a dangerous ritual to destroy a horcrux).

    Focusing the Attention on You, Your Power, or Your Plot to the Detriment of Other Players

    For example, a professor is bored at the dance, where students are having a good time. They decide to create a scene that disrupts the scene in progress, for their own excitement and amusement.

    The most problematic use of the spell casting system to my anecdotal observations were spell effects that stopped people from doing what they wanted to do, and spell effects that denied players voice (and consequently, agency).  These types of actions tended to disrupt others’ gameplay without providing any “replacement play”. While these are might be enacted by student players on their own, student players are looking to Professors for behavioral precedents. What a professor does in controlled circumstances for entertainment purposes only, has a strong possibility of being reproduced by the student players.  With this in mind, if the outcome of your professor’s interactions with students can be summarized as “stop/shut up”, try to find alternative outcomes that set a better precedent. (Ben Morrow)


    This work is distributed under a CC BY-NC-ND 4.0 license. That means you are allowed to use elements of this text beyond the extent of referring and linking to it as long as you credit the original authors and source. It’s not allowed to use parts of this work for commercial purposes, if you are unsure if this applies to your project, please contact us.

    This is not intended as a cut and paste smorgasbord but rather a complete text. Please reference it, but avoid using parts out of context. It’s better to just link the articles where it’s appropriate for use.

  • Creating Play in the Magical Classroom: Part 4

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    Creating Play in the Magical Classroom: Part 4

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    Creating Play in the Magical Classroom is a multi-part guide to playing a teacher at the College of Wizardry and New World Magischola larps. While it was written specifically with these events in mind, it can be applied to many other larps and settings.

    The texts in this series are written collectively by (in alphabetical order) Maury Brown, Stefan Deutsch, Johanna Koljonen, Eevi Korhonen, Ben Morrow, Juhana Pettersson, Maria Pettersson, Mike Pohjola, Staffan Rosenberg and Jaakko Stenros. The series is edited by Johanna Koljonen.

    Part 1Part 2Part 3Part 4Part 5Part 6Part 7

    Part IV: Professor Personalities

    Being a Fun Professor Without Playing It All for Laughs

    Magic school professors are inevitably strong characters. Whatever they are, they are to the extreme. Super wise, or bitter, or dotty, or eccentric. Actually, most of you can be eccentric, that just adds to the game.

    Here are some questions to round out your character:

    • What is your character like in class vs. out of class?
    • Do they enjoy teaching? Like students? Why?
    • What are their pet peeves, their bitter disappointments?
    • If they are super controlled in class, what is something you can build in that will allow you to show another side of the character?
    • What is their attitude toward house points? Are they generous or stingy with them? Do they give positive points or mainly take them away for infractions?
    • Do they have a favorite house or branch of knowledge?
    • What sort of students do they favor, if any? Do they downplay or do they relish in this favoritism?
    • Also, what kinds of emotions do you want for the professor to inspire in the students?
    • What kinds of interactions would create the most interesting play for them – and you?
    • Will you offer to explain their dreams and other omens to them?
    • Will you ask them to assist you on a research project?
    • Will you invite a few people from each of your classes to a secret society? (Remember that secret society meetings should be designed just as much as classes are; this is true even if they are mostly social events – always ask yourself “what can we create together in this group that makes the experience of the larp richer?”)

    Playing a Strict or Evil Professor

    A magic school should have all kinds of teachers. Many of them are supportive, encouraging and wise role models. But at least a few should be strict and of dubious morals, who may even base their pedagogy on fear and terror. It can be a lot of fun to play at being terrified and being reprimanded, as that is such a big part of fictional magic schools.

    Note: some players may be triggered by abusive play, especially from authority figures, so please save the really harsh stuff for those you have agreed to play that way with ahead of time. All play should be opt-in, because when a player (not the character) is genuinely afraid, they can lose the ability to opt out.

    Practical tricks on how to play a terrifying professor:

    • Start a class by making everyone stand up. Wait a moment before letting them sit (as it establishes authority).
    • Expect punctuality, berate students who are tardy.
    • Hand out too much homework. (But demand that it is turned in “in five days” so that players need not actually complete it if they do not want to.)
    • Pick a name for your character that is impossible to pronouce, have the class practice the pronunciation (but not long enough for the class to learn it), then deduct points if someone mispronounces it. (“How can you understand someone’s ideas if you cannot even pronounce their name?”)
    • Don’t smile, glare a lot, keep pregnant pauses.
    • Keep your voice steady, never shout. When you want to emphasise something force the students to really pay attention by whispering your words.
    • Never use your wand. Build up expectations, but know that whatever the students have envisioned, you’ll never be able to top in game. Keep them guessing. (This is most efficient if only one teacher does it).
    • Place students in danger (obviously NOT the players), for example by having the student practice dangerous, illegal magic on each other. Remember to do this in a way that ensures that players can easily opt out without losing face if they don’t like the emotional content of the scene – for instance, you can ask for volunteers to take notes, observe and evaluate, or even construct a reason for students to choose to leave. If a player chooses to leave a class, never shame them or threaten them or gossip about them, in or out-of-character.
    • Discuss key events in history from the point of view of the “bad guys” and explain how history is written by the victors and how the “good guys” in power have done terrible things that have been hushed up. (“In this school we pride ourselves in looking at the world as it is, not as we wish it was. Your education thus far has been rife with propaganda. However, I vow to tell you what the world is like — even when the knowledge is deemed “dangerous”, “blasphemous”, or even “treasonous”.)
    • Have enough redeeming qualities. Maybe hint at lost innocence or a tragedy hard not to empathise with? Be fiercely devoted to your students, or maybe the protection of the school? Interesting villains are always multi-faceted. Perhaps your character is very strict until students get them started on that one topic they love, when they will suddenly spill all the dirt about their past or share magical stuff that is “really not for the undergraduate level”.

    Here are some anecdotes from teacher players about expressing their personality:

    “It’s fun to have very strong opinions on some things. My character for example despised Avalon school of magic. (I picked Avalon because I could remember the name.)

    So I would constantly go:

    “By now you should be able to cast some memory altering spells, change a person’s mood a little and boost your mental abilities. Except for those who graduated Avalon, they can barely spell their own name.”

    “I’m only joking of course. I went to Avalon myself. Once. Those are the two hours of my life I’ll never get back.”

    Etc etc. I was later told that it was fun especially for those who had indeed graduated from Avalon.” (Maria Pettersson)

    “Ridiculous hatred is the best 🙂 My hate was directed towards a specific way to hold a wand I called “The Farmer’s Fist”. Everytime I saw someone doing it, I deducted points and said: “You’re a witch, not a farmer! Act like one!”” (Juhana Pettersson)

    “I was really good at reading minds, right? So if I wanted to play somebody up I just did this.

    • Me: “Who created the Fides Completum spell?”
    • *silence*
    • Me: “Yes, Miss Seel, that is absolutely correct. One point to house Faust.”
    • The class: “But she didn’t say anything!”
    • Me: “Is that so? Didn’t you say it out loud, Miss Seel?”
    • Miss Seel: “No…”
    • Me: “Oh, my apologies. So, as Miss Seel here was THINKING, the spell was indeed created by Isobel Gowdie in 1658.”
    Maria Pettersson

    I was a mostly logical, precise and demanding teacher in the classroom, but responded to most situations outside class with either direct and snobbish judgement or positive enthusiasm. I was enthusiastic about 90% of the time when students came to me with problems. Everything that happened was WONDERFULLY interesting, or ABSOLUTELY delightful, and if student had any ideas about a solution to their problem I would very earnestly tell them that was a great idea. If they asked for immediate assistance, I’d either tell them in a blithely optimistic way that it was clearly not needed, or if it was (like some kind of actual battle with enemies outside) just be so incredibly inefficient about gathering other teachers and so on that the students had to agree to go on ahead and we’d catch up. I don’t enjoy playing battles anyway, and the best feeling is to arrive too late at a fight, patch up broken students, while listening to their jubilant war stories about how they beat the monster with just a group of JUNIORS at hand.

    Johanna Koljonen

    This work is distributed under a CC BY-NC-ND 4.0 license. That means you are allowed to use elements of this text beyond the extent of referring and linking to it as long as you credit the original authors and source. It’s not allowed to use parts of this work for commercial purposes, if you are unsure if this applies to your project, please contact us.

    This is not intended as a cut and paste smorgasbord but rather a complete text. Please reference it, but avoid using parts out of context. It’s better to just link the articles where it’s appropriate for use.

  • Creating Play in the Magical Classroom: Part 3

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    Creating Play in the Magical Classroom: Part 3

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    Creating Play in the Magical Classroom is a multi-part guide to playing a teacher at the College of Wizardry and New World Magischola larps. While it was written specifically with these events in mind, it can be applied to many other larps and settings.

    The texts in this series are written collectively by (in alphabetical order) Maury Brown, Stefan Deutsch, Johanna Koljonen, Eevi Korhonen, Ben Morrow, Juhana Pettersson, Maria Pettersson, Mike Pohjola, Staffan Rosenberg and Jaakko Stenros. The series is edited by Johanna Koljonen.

    Part 1Part 2Part 3Part 4Part 5Part 6Part 7

    Part III: Class Objectives and Making Up Knowledge

    As discussed in the previous section, a good class will provide players with something useful for the game as a whole: a deeper understanding of their own character, an opportunity to develop the relationships between their characters, knowledge or gossip that is actionable in the game, or a tool or a skill to bring into the rest of the game.

    The fictional or actual knowledge you impart is of course also in itself fodder for the game, since it imparts knowledge about the world that the larp will not directly explore. At the end of this section are some pointers about handling the pressures of inventing the universe in an authoritative voice.

    But first, some practical suggestions about what to do in class, tested by the authors in game.

    Self-reflection Goals

    • Have an ethics debate, forcing student characters to verbalise their opinions about controversial magical/moral topics (they’ll be surprised about what they find out about themselves).
    • Ask your students to design a magical rune or sigil for themselves (or identify their totem, etc). It should reflect who they are and their passions and goals. Perhaps tell them that drawing it on their bodies will release a slow magic that will make them more like the thing they want to be – but to be careful, because our secrets and fears can seep into this kind of magic as well…
    • Some divination techniques can be used in this way. E.g. tea leaf reading is ideal for self-reflection, as the symbols are always somehow ambiguous and players can thus interpret them in any way that fits their character’s story.
    • Lead the group in a mindfulness-suggestion exercise. Have them first slowly pay attention to a raisin, how it looks, feels, sounds, smells, tastes (check a website, a book, or a video of this). Then have them feel the magic inside them, warm and moving, surging, just barely in control, trying to escape towards the wand hand. Have them “breath out” the magic. Explain how this teaches control. (This has no game mechanics value, but more immersive players have reported it as a moment when they really ‘felt’ the magic inside them.)

    Relationship Goals

    • Teach a spell that brings secrets to the forefront, for instance one that forces one to blurt out what one is thinking about. Demonstrate with a student or a few (you can practice this in advance with one or a few students if you’re worried about them getting it). This will demonstrate a few possible ways to create play with this tool – like comedy (“uh… uh… blue… cows.” or the obvious “sex”), plot-driving (blurting out a secret) or relationship-building (“Miranda is so beautiful” or “I want to take Bob to the prom” or “The girls from [some house] just made me cry at lunch”).
    • In your first class, especially if you teach juniors, ask students to introduce themselves, and (if this is the kind of topic they’d have studied before), to say how good they were in [your topic] in their previous school. That will help people to know whether to play them up or down, and remind them of their classmates’ names.
    • You can affect the social dynamic in the classroom by having favourites, or students you hate (set this up with the player in advance), or perhaps giving people successes without them even doing anything (see the Mind Magic anecdote under “Playing a fun professor” in the next instalment of this article).
    • If you divide the class into groups, think about how. Random groups help players build relationships to characters they might not know. You can have students count off, or pull their names from a hat, or divide by the predominant color they are wearing or hair color, or any other randomizing technique.

    Playable Tools Goals

    • Teach a dance they can dance at the ball.
    • Teach them a spell they can use in the game and practice it together.
    • Have them make a potion with a specific effect that they can steal some of, then or later (you can ask them to mark their bottles with a label describing the effect, and the names of everyone in their group, and to leave them in a specific place so you can grade them “later”). Please note – if any potions are to be ingested by any players at any time during the larp, all potions present at the larp should be potable and edible. You can still do impressive experiments with kitchen chemistry!
    • Ask for model/bright students before the game in the FB group. Share your lesson plan and all questions you plan to ask with everyone who wants to play a model student, to give them a real chance to experience success. For the majority of the students that will have missed the post it will feel magical. (You can plant a few gold star moments for students in your class in advance even if you don’t otherwise work from a detailed plan).
    • Set a task that will create play as it is solved outside of class. Here is an example from a Mind Magic class: “On Friday I gave them homework and told them to return their essays before the Saturday classes. I gave them two options: you can either write an essay OR you can use any means of mind magic to produce one. About 20 people wrote an essay. The rest used Mind Magic to make their friend write it for them, to hex me into believing they had already turned in the essay (which was of course the BEST essay I had ever read) and so on. (I told them I’d call off my mind protection spells for 24 hours so they would have a chance to actually hex me.) Some used telepathy to deliver the essay directly into my mind and one even brewed her essay into a potion. Very fun!
    • Palm reading was used by students outside classes to “find out” what will happen (i.e. reveal information known to one student, but not the others).
    • Use the lectures to seed relationship information to the students. What are the other teachers like, really? What kind of a dark history do you, their favourite teacher, have? Hints tend to work better than more overt explanations. It makes the students feel like they have stumbled on a secret. You can of course also have them work on solving a “hypothetical scenario” that is a real problem experienced by some students at the college or even in your class. This offers great opportunities for resentment, disappointment in you, passive-aggressive sniping among students, as well as allowing the real parties or their sympathisers to argue their case.

    Making Stuff up During Class

    You will be forced to improvise, because students will ask you questions you never even thought of. Don’t panic! Here are some choices you can make in that situation:

    • Make something up. If you’re not sure whether the stuff you’re spouting syncs with the canon, frame it as myth, folklore, a controversial opinion that your character has, and make bitter allusions to Some Other Teachers or Magical Authorities who, as the students well know, may not agree with your obviously correct ideas on this topic. (Or similar, as appropriate for your character.) This makes magic more like actual academia, and contributes to building the world. Make a note after class about what you now so firmly believe, so you can use it later in the game.
    • Ask the other students what the correct answer is. This gives the characters a chance to shine, but in addition players also get an opportunity to contribute. The answers can be considered “right” by your teacher character or maybe disputed, thus generating interesting discussions out of nowhere. In a situation like this, when a student player exposes themselves, you should never downplay them – except if you agreed to do exactly that with the player involved in advance. If no one has anything, ask them to look in their textbooks, or ask leading questions, or describe a hypothetical scenario (or a personal anecdote from your character’s exciting life) and ask them to make deductions from the facts you’ve just presented. When they come up with something good, reward them with praise and/or house points. (Make a note afterwards of the thing you have just claimed to be true. You can also bring it up with some of the other faculty in a social situation – “my students were discussing this principle in class…” – because it might be valuable input for their classes, whether their characters agree or disagree)
    • Divert or delay. If they ask something during class, tell them it’s a good question and that we shall discuss that topic later this semester – or if it’s not related to class, tell them to come talk to you after class. If they come to you outside class, you can always be busy and tell them to come back to you later or ask another Professor (who might be more knowledgeable on the subject than your character!). If they are asking about something suspicious, you can always question their reasons (“why are you asking about love potions anyway?”)

    This work is distributed under a CC BY-NC-ND 4.0 license. That means you are allowed to use elements of this text beyond the extent of referring and linking to it as long as you credit the original authors and source. It’s not allowed to use parts of this work for commercial purposes, if you are unsure if this applies to your project, please contact us.

    This is not intended as a cut and paste smorgasbord but rather a complete text. Please reference it, but avoid using parts out of context. It’s better to just link the articles where it’s appropriate for use.


    Images and logos from New World Magischola in this article are © 2015-16 Learn Larp, LLC. New World Magischola and Magimundi are trademarks of Learn Larp, LLC. Used with permission.

  • Creating Play in the Magical Classroom: Part 2

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    Creating Play in the Magical Classroom: Part 2

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    Creating Play in the Magical Classroom is a multi-part guide to playing a teacher at the College of Wizardry and New World Magischola larps. While it was written specifically with these events in mind, it can be applied to many other larps and settings.

    The texts in this series are written collectively by (in alphabetical order) Maury Brown, Stefan Deutsch, Johanna Koljonen, Eevi Korhonen, Ben Morrow, Juhana Pettersson, Maria Pettersson, Mike Pohjola, Staffan Rosenberg and Jaakko Stenros. The series is edited by Johanna Koljonen.

    Part 1Part 2Part 3Part 4Part 5Part 6Part 7

    Part II: Designing and Running a Good Magic Class in the Nordic, Wysiwyg, Trust-based Style

    What Is a Playable Class?

    While the professor is the leader of the class, the professor is not putting on a one-person show for the entertainment of the students. The professor is a facilitator who is helping to promote interactivity, participation, collaboration, risk-taking, and play.

    Fundamentally, a class is a mini-sized collaborative game that teaches the students how to play it as it unfolds. Obviously, your teacher character will give the students in-character instructions about how to behave in the class, and you can also design and affect their interactions and mood through for instance the lighting of the room, selection and placement of seating, or the props and tools you provide for exercises.

    Ask yourself these control questions:

    • What kinds of activities will your students be doing? (Sitting, listening are not enough)
    • What kinds of interactions are possible in your class?
    • How are the players able to express their character during the the class?
    • How many opportunities for collaborative creativity and mutual or collective storytelling have you included?
    • Is your class design playable for the number of students in the classroom?
    • Is your class design playable for the constraints of the physical space?
    • Do you need supplies and/or NPCs that you must request ahead of time?
    • How will this class affect the players, physically and emotionally?

    The class should be possible to play as a good student, but also allow for alternative entertainments. If you’re the boring teacher, you can start by absolutely forbidding the passing around of notes in class, and then make sure to turn your back a lot to enable your students to pass notes. (Have a plan for what to do when you catch someone breaking your rule). If you’re a potions teacher, create an experiment that involves many sub-tasks, but also takes time, so students can gossip and flirt and sabotage each other while waiting for the stuff to boil. If you’re teaching a physical subject, buid in a few roles that are important for the class but don’t involve moving very much, to include players that aren’t very mobile (and characters that can’t be bothered).

    You can design a class where you do a knowledge-dump on the students in lecture form. But it’s probably more fun to think of a topic that works well using one of the following methods instead:

    • in Socratic teaching (you asking them questions)
    • that can be structured like a quest;
    • or an exploration of objects, text or environments you’ve prepared in advance;
    • “Concept attainment,” which is a pedagogical technique that has students deduce a greater learning or idea from a presentation of non-examples and examples of the concept and has them actively comparing and contrasting and refining hypotheses;
    • or to set up exercises that are so evil they push the class to rebel against you (this is you playing to lose!);
    • or an experiment you have them perform in groups and reflect on together.

    Theoretical lectures can be spiced up in many ways.

    • One good way is to have a homework text that the students are supposed to have read and then ask a few questions. This lets students clearly show if their characters have done their homework really well — or if they just don’t care.
    • You can also assign a reading and then, as the professor, disagree with it entirely, and see what kind of discussion you can create.
    • Another trick is to use the theory in practice as “there is nothing more practical than a good theory”, for example by bringing in a monster for the class to study (“Let us explore the two souls in one body dilemma by experimenting on this pregnant cyclops”).
    • Also, you can arrange for the lecture to be interrupted in someway that is interesting, dramatic, and creates play opportunities.

    Any kind of practicing of using spells on each other, as well as strategies for countering, deflecting or resisting them, is great. Remember you are setting the tone for what range of play is appropriate for the magic you’re teaching! Tell the class what the spell does when it works, and some common side-effects, and perhaps some very rare extreme cases that might happen. The more ludicrous or comical the effect you describe, the more serious you should sound when describing it.((Also see “Examples of how to teach a spell so that the teaching makes it clear how to play” in Part VII))

    A good class will give the players something that enriches the game: a deeper understanding of their own character, an opportunity to develop the relationships between their characters, knowledge or gossip that is actionable in the game, or a tool or a skill to bring into the rest of the game. Class is also the only framework where student-players will feel confident about playing with magic they don’t know. You are literally teaching them [how to larp] magic.


    This work is distributed under a CC BY-NC-ND 4.0 license. That means you are allowed to use elements of this text beyond the extent of referring and linking to it as long as you credit the original authors and source. It’s not allowed to use parts of this work for commercial purposes, if you are unsure if this applies to your project, please contact us.

    This is not intended as a cut and paste smorgasbord but rather a complete text. Please reference it, but avoid using parts out of context. It’s better to just link the articles where it’s appropriate for use.


    Images and logos from New World Magischola in this article are © 2015-16 Learn Larp, LLC. New World Magischola and Magimundi are trademarks of Learn Larp, LLC. Used with permission.

  • Creating Play in the Magical Classroom: Part 1

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    Creating Play in the Magical Classroom: Part 1

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    Creating Play in the Magical Classroom is a multi-part guide to playing a teacher at the College of Wizardry and New World Magischola larps. While it was written specifically with these events in mind, it can be applied to many other larps and settings.

    The texts in this series are written collectively by (in alphabetical order) Maury Brown, Stefan Deutsch, Johanna Koljonen, Eevi Korhonen, Ben Morrow, Juhana Pettersson, Maria Pettersson, Mike Pohjola, Staffan Rosenberg and Jaakko Stenros. The series is edited by Johanna Koljonen.

    Part 1Part 2Part 3Part 4Part 5Part 6Part 7

    Part I: Playing a Professor

    Playing a professor is great fun. You have the perfect excuse to play an over-the-top character and the classroom setting offers an entertaining combination of performance, run-time game mastering, and attentive, game-creating play.

    As a professor character in a hierarchical setting like a school, your character will likely have a fair amount of authority. This means you as a player will have four jobs. They are rewarding, but also time-consuming, so you should ideally plan your character’s personality, relationships, and interests in a way that makes them playable in short snatches whenever your attention is not consumed by your duties — or grabbed by events hurling themselves at you.

    These are the four tasks:

    1. Creating and running what are essentially nano-larps – your classes – in the context of the overall game. These need to be designed to be playable in at least two different ways (for students/players who are interested in your topic and teaching style, and for students/players who are not interested). Students can skip classes, but if all student players start skipping all classes because class is boring to play, that might actually break the game. Ideally, the classes will give your players something to bring into the rest of the game as well as an opportunity to either explore their characters deeper, further their social plots, or both. (This will be covered in more depth later in this series).
    2. In hierarchical organisations in larps, plot tends to run upward. Student-players will come to you with their characters’ problems, either because that would be a reasonable thing to do (“Professor! My classmates have started a necromantic cult that threatens the very survival of the school!”), or because they don’t know how to get further with some kind of plot they’ve found, invented, misunderstood, etc. (“Professor! There’s a living tree in the forbidden forest who has half the soul of a former student that needs liberating so he can die!”). Your job is to listen, get the gist by asking questions, and rapidly enable the student-player to go on solving these problems themselves, ideally with the aid of other students. You can get personally involved with plot and events that involves school administration, the house cup, and perhaps one random thing during the larp that is totally irresistible to you as a player – but between classes, school administration, house monitoring duties, faculty meetings, grading if you give homework, and responding to the emergencies of the next 30 students, you won’t have time to go on adventures. In fact, if you do, you might actually hamper the play of student characters who need to speak to a teacher for legitimate, teacherly reasons (see point 3 below). Playing a professor is a practice in running away from plot. If you want to go on quests, request to play a student instead.PLEASE NOTE: Quite often it would be more realistic for your character to get involved in the crises of the students, but you can’t and you will need to give your character a good reason not to. We will return to this in a later instalment.
    3. Runtime game-mastering, through the in-game actions of your characters, everything that has to do with or affects the school as a whole – teaching, points for houses, meetings where all characters gather, administration of prefects/presidents and house selection, new situations that might require a change in school rules or a faculty response, etc. If the school has rules, you may also be involved in maintaining those rules, so that breaking them becomes playable (but please remember that punishments like detention have to be just as fun and interesting to play as classes – while the character should feel bummed out, the player should feel like they won the lottery by getting caught).These responsibilities are super important, because you have eyes on the ground in a way the actual game-masters never can. On the other hand, it doesn’t feel like work, because this stuff is what your characters would logically be doing anyway. It’s just important to stick to the limits agreed upon with the organisers, which will probably be the following: The overall schedule of the larp must be adhered to under all circumstances – small in-game delays for major in-game reasons are acceptable, but you can’t cancel events like the ball (unless you make sure to dramatically un-cancel it) and teaching will continue no matter what. If you’re cursed and can’t move, have the students carry you to class, or come to you. In brief, in-game problems will typically be solved in-game, but the schedule is holy, which might require you occasionally to heavily steer your character’s actions towards this goal.
    4. Portraying a diverse, interesting, and functioning school faculty. Larping is a team effort, and your portrayal of a professor happens in the context of a school with students, staff, and faculty. One part of this is to ensure that the teachers are different. There should be good, evil, and neutral teachers, lax, strict and lazy ones, teachers who are absent-minded, paranoid, over-protective, ethical, irrational etc. For a dynamic game, it’s good to check with the other teachers that you don’t all have same teaching style or pedagogical methods. One very boring, theoretical class is great – so that people will have a boring teacher to hate on (except for that tiny minority who find that teacher the best). Some should be very practical, others more conversational, some physical, etc.Another important thing is to portray a unified facade. Even if two professors hate each other, they should publicly treat each other with respect — fundamentally, the enemy of the faculty are the students. If too many teachers lose respect in the eyes of the students, the game will no longer function. In the interest of maintaining the cohesion of the larp, the faculty should always play each other up when it comes to status.

    This work is distributed under a CC BY-NC-ND 4.0 license. That means you are allowed to use elements of this text beyond the extent of referring and linking to it as long as you credit the original authors and source. It’s not allowed to use parts of this work for commercial purposes, if you are unsure if this applies to your project, please contact us.

    This is not intended as a cut and paste smorgasbord but rather a complete text. Please reference it, but avoid using parts out of context. It’s better to just link the articles where it’s appropriate for use.


    Images and logos from New World Magischola in this article are © 2015-16 Learn Larp, LLC. New World Magischola and Magimundi are trademarks of Learn Larp, LLC. Used with permission.