Tag: Theory

  • Maps, Loops and Larp

    Published on

    in

    Maps, Loops and Larp

    Written by

    Should I reveal the secret now, or wait? Should I say something, or stay silent? Should I go somewhere, or stay where I am?

    Questions like these are running through the heads and guts of players all the time when larping. Often, players don’t even think of them actively as questions, but are subconsciously making choices nevertheless. The actions of a player during runtime are consequences of a series of decisions. In this article, we will outline a framework for analyzing how the players decide on their actions moment to moment, as well as on longer time scales throughout the larp. To help understand how these choices are arrived at and structured, we will introduce the concepts map and loop.

    The map is the structure in the players’ minds of the current status of the fictional reality and their place inside it((While we are speaking about something larp-specific, humans use these types of structures all the time; for more information, look up cognitive maps or mental maps (Cognitive Map, Wikipedia, 2020).)). The map’s content can be spatial information, character relationships, the characters’ understanding of past events, and the kinds of actions the player sees as possible in the larp. The map also stores projections of event outcomes, and the schedule of acts, known predetermined events, and the end of play.

    Players often start to sketch their map before playing begins, for example gathering information in a pre-larp workshop or reading written materials. At the start of play, players are focused on coloring in((The initial printing of this essay used “warming up” as the metaphor here; on reflection, “coloring in” was clearly the better terminology choice.)) their maps and filling in enough detail that play flows easily and actions become self-sustaining.

    The other concept we will work with in this piece is the action loop. During a larp, participants are running at least one action loop — often a few, at different time scales. An action loop moves the participant through four steps: observing and understanding the situation, planning and assessing the possible actions they could take, deciding on a course of action, and performance. We call the process of repeatedly cycling through this set of steps as you make decisions and take actions “running a loop.” The loop is a metaphor for the player’s decision process((Loops are a common conceptual and practical tool in systems thinking and computer science. Credit for the decision loop metaphor goes originally to Col. John Boyd’s “OODA” loop (OODA Loop, Wikipedia, 2020)).

    A player might be running one loop as their character talks to another, interpreting the other character’s responses, seeing the conversational openings, and steering their responses toward the direction they find interesting for the scene. In another, higher-level loop they might be looking at how the scene is evolving, seeing the possibilities it opens up for future scenes, evaluating them with respect to their goals, and then changing the steering input in the shorter-term loop. The player might also have a much longer-term loop, where they reflect upon the arc of their experience thus far, and set strategic goals for how to shape that arc going forward. Especially on this level, they might also be thinking about their own life and how it is mirrored in the themes of the larp, and using that as input for their loop. This is called metareflection, and as you can read more about it in Hilda Levin’s chapter Metareflection elsewhere in this book, we will not go into it in depth here.

    As a player runs their loops, they refer to their mental map to interpret and understand what is happening in the larp. The players continuously update their maps, connecting new observations to existing information. Those connections are where players find possibilities for action, and provide the field for player creativity.

    Agency Regulation and Motivation

    To understand player decisions, we need to look at the concepts of player and character agency, and player motivations. Agency measures how much or little a person can affect a specific situation, how they can act, and whether they can change outcomes.

    The player’s agency is separate from the character’s agency. It is restricted by aspects such as what information the larp has given the players, which skills you have, legal restrictions, and play culture. Furthermore, agency is subject to social factors, such as body shape, performance skills, or status among your co-players. Aspects of the world that regulate player actions are constraints. To be specific, the constraint is not the aspect of the world itself — rather, the constraint is the relationship of the group of players with that aspect.

    Hard constraints cannot be changed by participants and are shared by all of them. For example, even if you play a character that can fly, humans cannot fly, so you are not able to represent the action directly. Hard constraints can be set by laws and common sense (not killing your co-players in combat), or by choices made by the designer and expressed through rules (“this is a non-verbal larp”). In the latter case the constraint is hard if the consequence of breaking the rule is that others will not view the action as part of the fiction (for example, talking when the fiction says you cannot talk).

    Soft constraints are different from player to player — for example, if your character wants to take off their clothes, but you hold back because you are afraid of others’ reactions or because you will feel ashamed. A constraint like this can limit your agency just as powerfully as a hard constraint. It can, however, be addressed in different ways both through the design of the event (for instance, of the player culture or the rules of the fiction), through adjustments during play (like changing the lighting in the space) or internally by the player (for instance, if your fears diminish as the co-players earn your trust).

    The constraints limit the affordances of the situation — what you as a player can do. However, within the constraints there are usually many options. While different players may see the same options as possible, there will not necessarily be the same cost or risk involved for all players. Agency-regulating constraints determine the perceived cost or risk of taking an action.

    Player motivations are the goals that direct player actions and shape which of the available options the player will view as most interesting.

    Motivations can be individual or communal, and have to do with either the larp experience itself or with factors outside the larp. Examples of individual motivations can be experiencing powerful emotions, wanting to win, or temporarily escaping into another world. Motivations outside of the play situation could be increasing one’s social status, understanding something better, or making new friends. Communal goals could be making experiences better for others, helping to build a community with certain values, or exploring and developing a genre or fiction together. Characters will also have goals for their actions, but player and character goals will not always coincide. It can, however, be a player goal to stay loyal to their character.

    The constraints regulate the agency of the player and the character. The actions that exist inside the constraints are — for you — the possible actions. Actions that are constrained are impossible, either literally, or because the player currently perceives them as such.

    The player’s decision of which action to pick among those that seem to be available is based on a cost/benefit analysis, taking into consideration motivation and constraints. We will examine this analysis below, as we explore different stages of the loop.

    Stages of the Loop

    Keeping the affordances determined by agency and motivations in mind, it is now time to describe the steps of the loop in more detail. The processes described are mostly automatic, which is to say you might be only vaguely aware of them as you larp (just as you are almost never aware of similar processes occurring continuously as you move through your daily life). Even at your first larp, you will perform the steps of the loop successfully, and as you larp more, you will become more skilled at different aspects of the process, such as identifying play opportunities or reading the emotional states of other players.

    Let’s go over the four stages of the loop in more detail.

    Observation and Understanding

    Your loop starts by observing yourself and the world around you (using all of your senses, not just vision), attempting to understand what you’re seeing in view of your map, and comparing what you see to the information in your map of the larp — and then possibly updating your map.

    In this phase, you’ll note things like your own emotional and physical state, where players are and what actions their characters are taking, the reactions of other players and characters to what you did in the previous loop, the emotional state of other players and/or the emotional state their characters are projecting, etc. You’ll evaluate these observations for offered play opportunities, power structures, the emotional reaction they bring up in you, their significance in the fiction, their resonance with the larp’s themes, the metatechnical meaning of actions (if metatechniques are used in the larp), etc. Drawing understanding out of what you observe in a larp is what we call literacy — things like your ability to recognize play offers from others, or check in with yourself to understand your own emotional state separate from the state you’re portraying with your character.

    Planning and Assessment

    Planning and assessing actions is a process where the player has to take into account what kind of agency they have, what motivation they have, how the rest of the larp will react, how much time is available, what restrictions are placed on the player by their own physical and mental state, and what the likely outcomes of the actions will be. The player will evaluate what actions are possible, desired, acceptable, and achievable.

    Possible actions: In theory, the list of possible actions is more or less endless. In practice, the player does not think about most of these — only a small number of possible actions will come to mind. The list of actions is composed based on the situation the player is already in. Often, a player will navigate the larp in order to get into a situation where more actions are possible. For example, if you are alone and want to interact with others, you first need to take actions to get together with other people.

    Because players aren’t just recording raw data about the world, but are actively reading the environment, the planning and assessment process in practice often occurs at least in part contemporaneously with observation and understanding. In particular, players will often not even consider actions they know aren’t possible, like flying down from a building. This is efficient, as considering those options would be a waste of time.

    Social rules can be internalised to a degree that the player might also not consider actions that are literally possible — these are what we refer to as soft constraints. Most players will, for example, rule out actually injuring another player as an action that is not possible; this is a soft constraint that is helpful. Unfortunately, social rules can also make a player see an action as impossible even when it is something that the larp offers, or even encourages. For example, if they have learned in the outside world that the kind of person they are perceived as, or perceive themselves as, will be socially or physically punished for some actions, the player may view those actions as impossible — for more on this, see Kemper, Saitta, and Koljonen’s Steering for Survival elsewhere in this book.

    In short, an action is possible if the player is conscious of it and feels able to pursue it.

    Desired actions: From the list of possible actions that the player is conscious of, they will identify which ones are desirable. In the previous step, we only took into account the agency regulating constraints. In this step, as well as the subsequent ones, the constraints still matter, but we also take motivation into account. Whether the action is desirable is dependent on player motivation as well as on soft constraints. Based on the player’s motivation, they will filter out actions that they deem will not support their goals. For example, a player wanting to be loyal to their character will not act in a way that goes against the character motivation — unless other player goals overshadow the desire to be loyal to the character. This leaves the player with a selection of actions that are both possible and desirable.

    Acceptable actions: The other players (and the organizers) of the larp will expect actions that maintain the coherence of the fiction and support content, events, and actions that are in line with what they want to experience or create. Usually, co-players will expect everybody to avoid actions that ruin the play for others, and to play their character as intended by the designers. In many play cultures it is also considered poor form to choose actions that significantly limit the agency of other players. Which kinds of actions have that effect varies between different kinds of larps and play cultures, making this a common cause of friction at international events.

    While players differ in how much they care about the acceptance of their co-players, all players take these norms of acceptable play into account. The play culture’s influence on which actions are acceptable shapes how a player’s agency is regulated by constraints, as does the player’s knowledge and understanding of this culture. The player’s motivation will affect the degree to which a player cares about how their choices are received by others. A player who is indifferent to how others view them will have a wider range of options at the planning and assessment stage, although social consequences are then likely to limit their possible actions later, for example if they become isolated in play.

    At this stage, the character’s agency becomes part of the decision even if the player isn’t motivated by being loyal to their character. If you are supposed to play an old and weak character, it doesn’t make sense to lift a heavy table above your head, even if you as a player are strong enough to do so and doing so could help take your larp where you want to go. The choice could be ruled out by your personal adherence to the coherence of the overall fiction, or by an understanding that breaking it is not socially acceptable.

    Achievable actions: Most actions will cost the player time and energy. As these are limited resources, it’s necessary to take them into account. Some actions (for example resting) may give you more energy for later play. When deciding between a couple of actions that are all possible, desirable, and acceptable, a player will take time and energy into account. Doing something always means you are not doing something else. For example, staging a big scene in front of everybody might drain your energy, and joining a group that will go away for a few hours means you will miss a lot of other play while being away. Sometimes you have to select an action which by itself is not the most desirable, in order to save time and energy, or because you do not have the capacity to carry out another behaviour right now.

    Outcome evaluation: Once you’ve got a set of possible, desirable, acceptable actions that you have the bandwidth to perform, you need to project forward to understand their likely outcomes. An action that may be desirable in the moment may not look desirable when you consider how it may shape player actions over time, or you may realize that it doesn’t make sense in the context of your goals in an action loop running on a longer timescale — for instance that it would make a great scene, but not support a good character arc.

    In practice, the planning and assessment phase will be compressed, and it’s rare that you’ll do all of these steps explicitly or even consciously. However, we believe that all of these factors are evaluated at some level in this phase, unless a heuristic — a mental rule — is used to skip over assessment and planning entirely. For more on this, see Magnar Grønvik Müller’s Introduction to Heuristics elsewhere in this book.

    Decision Point

    Once you have one or more viable plans, you need to decide between them, or commit to the one you have. At this point, you’ve likely already thought through the possible outcomes and their likelihoods for the plans, especially if you have more than one. The decision point is often subconscious or very fast, particularly if you’ve identified one obvious plan. In the case of multiple plans with significant consequences for your experience, you may spend some time in deliberation.

    Some players use heuristics to skip from observation to decision. They will have learned from experience that some situations lead to play they do or don’t want, and have established an internal rule that they will always take a specific type of action in a certain type of situation.

    The choices might have high stakes, or there may be too many viable options without a way to decide between them — or seem to be no options at all — or you may realize that you’re uncomfortable with what looks like the obvious choice on the basis of how it feels when it comes time to commit to it. In these situations, you might experience choice paralysis, and decide instead to to go back and replan, to take some time out of character to figure out what decision to make, or just make up your mind to passively follow some random external impulse (like listening to another character’s suggested course of action).

    Performance

    This is the phase where you act out whatever plan you’ve decided on. Some of your actions can be fully internal and visible only to yourself, but generally as you perform your actions, you will be observed by others. The other players will read you based on their maps, and update them. As you play out your plan, you’ll be noting their reactions and observing your own performance and evaluating whether your actions have interesting or meaningful consequences. This will lead you into the next iteration of the loop.

    A single loop is fairly straightforward. However, players run several loops simultaneously, which makes the concept a bit more complex.

    Multiple Loops: Working Across Timescales

    In any given larp, you will be running simultaneous action loops at different timescales.

    At the finest time scale, you run a loop that lets you manage your performance inside a scene; this is the performative loop. Here, you are for instance deciding what you’ll say next, or how long you should drag out these death groans, or how much of your character’s feelings you will allow your facial expressions and body language to reflect.

    If it’s useful, you can think of every scene as being composed of a series of phrases for each character, with each phrase corresponding to one iteration — repetition — of the loop, whether they’re verbal phrases, physical movements, etc. This is the loop where you evaluate situations and emotional reactions in the highest detail, and is generally what will take up most of your focus in a larp. If you are a player who prioritises character immersion, the mental state where you (pretend to) feel, act, and be as your character, this is the level where you will perform the emotion-following part of immersion.

    The next timescale is the inter-scene scale, where you think about the scene that you want to play next and how the scenes will stitch together. This is the tactical loop. In a very short larp, like some blackbox larps, this will be the highest timescale, since you can plan for the whole duration of the larp on this level. This is often the level where steering choices are made.

    Iterations of this loop are scenes. Depending on your play style, you may engage this loop more or less consciously. The evaluation process can be just as fast as in the mostly subconscious performative loop, but this level is more likely to slow down to a reflection you can become aware of. In the tactical loop, you will often focus on your intention as a player and your intention as a character for a given scene; these become the goals that you evaluate actions against in the faster performative loop.

    The largest timescale is the whole-larp, or strategic loop timescale; iterations of this loop are acts. Here, you evaluate your goals as a player for the entire larp (or the series of larps, if you’re playing a campaign), the dramatic arc of your character, etc. Having decided on the direction you want your arc to take, you are likely to stay on that course, but you might be sensitive to new input that would trigger reevaluation of that direction — like a better opportunity or a sign your chosen path might not work. While you may think about your arc frequently, consciously changing course is a less common occurrence.

    Different players have different strategies for playing larps, which may shape how they use their strategic loop. Some players will optimize for emotional intensity, some for narrative coherence, or some (in competitive play cultures) for winning the larp. If you are an immersionist player, this is the level where you make strategic choices to enable immersive play.

    If the larp you are playing is split up into acts by the designer, you will run at least one iteration of this loop per act, although if acts are long, you might step out of play mid-act (either internally or physically) to re-evaluate. Like the other loops, the strategic loop runs throughout the larp. But as this loop is more symbolic and goal-centric, and requires zooming out of the immediate situation, it can be useful to reserve dedicated time in the design of the larp itself for out-of-character strategic reflection.

    Bandwidth

    In this model, bandwidth is the term for how many things a player can think about, decide on, remember, and do at the same time — their capacity to process information and make decisions, or in other words, to work with their map and loops.((Simon Brind, in his piece Blue Valkyrie Needs Food, Badly! elsewhere in this book, talks about the various kinds of energy we use in play. Bandwidth here corresponds roughly to the categories of “social energy” he describes. As we’re primarily concerned with information processing here, we use a metaphor from that space, in part because we believe it makes clear the ways different activities can trade of a shared resource.)) When you are feeling overwhelmed during play, that is often the experience of being low on bandwidth.

    As players become more experienced, they build more efficient cognitive skills for managing information in their maps, and more efficient ways of processing their loops, including heuristics. They will also develop more fluency at jumping between the diegetic, real-world, and metareflective frames, and between different time-scales in the larp, meaning they spend less time on context switches. All this increasing efficiency adds up to more bandwidth to process nuanced information. Consciously developing your map or assessing your decision loops early in a larp may take up a bit of your bandwidth, but can be an investment that pays back in terms of more bandwidth later.

    Bandwidth is a resource that players can spend in different ways, and different actions are more or less costly for different players. Bandwidth also affects things like recall of less-salient parts of a player’s map, or cross-referencing between pieces of information, noticing available play opportunities, portraying emotional nuance when playing close to another character, maintaining an accent or physical habits, or language or physical skills. Better larp literacy skills also improve bandwidth, as relevant information will jump out at the player without time-consuming introspection or analysis.

    While experience can grant additional bandwidth, any number of things can reduce it. Players who are stressed or otherwise in vulnerable emotional states, cold, hungry, tired, handling social oppression, or dealing with disabilities often experience reduced bandwidth. Players who are not playing in their first language or their own play culture often become more fluent as play progresses, but still tire faster as they keep having to spend extra bandwidth on the effort of translation.

    Bandwidth limitations can have different effects: passive and reactive play, disconnecting from the fiction or the social dynamics of play for a while, or even needing to step out of or leave play entirely. Design choices can require more or less bandwidth, and cost or provide different amounts of energy. Designers should consider how their decisions will impact the available energy and bandwidth of different players through the larp. A design that inflicts player fatigue, for example through lack of sleep or food, might leave players more open to emotional impact — but it will also reduce their bandwidth. On the other hand, offering physical comfort even though the fiction is stressful, for example by providing an offgame space with coffee and sweets, may help players regenerate their energy and free up bandwidth.

    Your available bandwidth affects the choices you make during play. You might abstain from a desired action to save energy for complex play later, or rule out actions as impossible due to lack of bandwidth.

    Steering and Collective Decision-Making

    In The Art of Steering (Montola, Stenros, and Saitta 2015), steering is defined as “the process in which a player influences the behavior of her character for non-diegetic reasons”. In the context of action loops, steering can be viewed as a process of deciding which goals to bring into play — evaluating possible actions on the basis of which ones are desirable with respect to your personal goals.

    Steering is defined as something players do alone, on the basis of their own goals. Steering is both the act of identifying a goal (often on the whole-larp or inter-scene level) and the successive loops that the player performs to attempt to satisfy those goals (often on the scene level). It is possible for two players to agree that they both have goals that align, and for the two players to then steer their play in a coordinated fashion. However, the communication and collective decision-making whereby the players discover they have aligned goals and decide to act on them are just that — collaboration in their action loops, not steering.

    Players rarely execute their action loops alone. While solipsistically we may all be alone in our heads, each thinking in isolation, in practical terms larp is defined by collaboration at an extradiegetic((Communication that’s within the collective set of social norms that exists during runtime, but which is outside the diegesis, or shared fiction.)) level — the players are always collaborating, at minimum to maintain the fiction, regardless of what happens inside it. Explicit collaboration between the players may be done via some combination of body language and speech intended to carry meaning at both the diegetic and metadiegetic levels; via specific metatechniques; or even stepping out of play to negotiate or plan together. These collaborations often shape each player’s action loops at the strategic level, as they verbally negotiate the broad arcs they’re interested in playing out and loosely coordinate some of their goals.

    Often, the players informally calibrate how their desired paths of action are compatible at the tactical or inter-scene level to shape those loops. In some play cultures, this goes even further, with explicit extradiegetic planning overriding player and character improvisation down to the scene level. For instance, two players might decide not just that their characters will both vie for the favour of the prince, but that one character will call the other’s mother a hamster, leading to a duel that they will lose. As this playing style transfers creativity from the play situation to out-of-character coordination between players, it allows the players to shortcut decision loops on what to do, and significantly reduce the need for a map. It leaves the player to only make runtime decisions on details regarding how to enact the scene. This approach saves the player a lot of bandwidth, and may allow players to play many more dramatic scenes than without pre-planning. However, critics of this playing style would argue that one also risks undermining the emotional connection between player and character, and that it makes the player unreceptive to alternative play bids, which from another co-player’s point of view may be experienced as blocking play.

    Character Immersion as a Tactic Versus a Strategy

    This new model for looking at what kinds of decisions are made at what kinds of timescales in play can help provide a more nuanced understanding of immersion.

    When players talk about preferring to be immersed, they’re often talking about an experience that happens at the scene level, of emotional flow and an absence of thoughts readily identifiable as coming from the player. Intentionally achieving this state requires either luck or, often, conscious acts at the strategic level to set themselves up for immersive play. For some players, these choices will happen as a set of heuristics that they’ve learned over time. While a heuristic may allow them to shortcut the strategic loop evaluation, the loop does still occur.

    Even though immersion at the tactical level — within each scene — is desirable for many players, an overemphasis on it can cause problems. In the steering paper (Montola, Stenros, and Saitta 2015), it was raised that playing a larp often requires a certain amount of steering work from each player as they bring the experience into a coherent whole with a collectively desired arc. A player who only steers for immersion requires other players to do the work of steering for the good of the overall larp. That is, the player makes choices in their strategic loop to enable immersion, and then acts in their inter-scene and tactical loops to maintain flow above all else.

    Loop Failure Modes

    Thinking about how a player’s execution of steps in the loop can lead to unexpected or undesirable experiences helps us understand some of those experiences more clearly.

    The first set of failure modes in the loop is in the observation and understanding phase. There are any number of reading errors that can occur. The risk of reading errors depends on the player’s larp literacy. Issues here can include failures to recognize play opportunities being given to you, misreading the emotions of others, etc. Observation or literacy failures around misunderstanding are often sorted out in play, (or at least after the larp), but the failure to realize there was something to see at all is more likely to just lead to missed play opportunities. Players misreading the larp can lead to equifinality((Often, players have different understandings of parts of the diegesis. Two perspectives (or here, maps) are said to be equifinal if the consequences of players acting on them are indistinguishable enough that material conflicts in their interpretations do not derail play. (Montola, 2012))) problems (more on this below), and in some cases conflict between players.

    A number of failures come up during the planning and assessment phase of the loop, commonly either cost or risk estimation failures, where a player embarks on play that will either be too expensive (in terms of e.g. their available bandwidth or emotional energy) for them to follow through with, or that may fall flat with other players, not be seen as acceptable play (e.g. they have failed at assessing acceptable options), or not lead to the experience they were hoping for, or that they projected would evolve from their action. Risk estimation failures can go both ways, of course, as players can also avoid actions they would have been able to accomplish, or not do things from fear of social censure or out of a misreading of the social contract of the larp.

    Another failure mode, at the decision point of the loop, is choice paralysis, where a player has either too many possibilities to choose from or a small number of high-stakes options with uncertain outcomes and insufficient information to decide with.

    Most of the remaining failure modes are performance failures, which encompass most of what we traditionally think of as failures in play.

    The Map

    Maps have a life-cycle that mirrors that of the larp, from sketching before the larp begins to coloring in the map as the game starts, through flow during the bulk of play, and then narrativization after the larp ends.

    Sketching

    Sketching your map might mean reading background material from the organizers, getting a sense of the world you’ll be playing in and of the logic of that world — of how to think of and within the fiction. It might mean doing non-diegetic research, like watching documentaries about the history of AIDS before playing Just a Little Lovin’, or engaging with source documents, like reading a novel or playing a computer game before playing Witcher School. Such preparation can give you emotional touchstones to shape how you read events during play, or to fill in gaps in your understanding of relevant history that you can draw on in play.

    Genre and references to existing works are a fast way to sketch in the rough outlines of a map. “This game is Donna Tartt plus Dead Poets’ Society plus Cruel Intentions” provides a huge amount of information to a player who understands the references. So does “This is a satirical post-apocalyptic larp with 70’s leather gay aesthetics”. Being familiar with the design tradition the larp builds on can also provide such outlines, for example if you have played larps by the same designers before. This information provides starting points for the map, but is less likely to be relevant during play — and indeed, players who hold too tightly to their interpretation of genre and source material may find their maps in conflict with the larp as actually played.

    For many players, the process of sketching starts for real when you get (or create, depending on the design) your character. If you talk to your co-players before the larp, you may start layering in some initial information about your chemistry with that player and their play style, and also start collaborative decision-making around your intent for how to play your character relationship.

    During pre-larp workshops, the players are mapping the larp under the facilitation of the organizers. Often, this is when the possibilities for play become clear. Particularly if the larp content hasn’t been well-communicated beforehand, seeing what’s talked about in workshops, which mechanics are practiced, and what safety lines are drawn helps you evaluate what actions will be possible and desirable in play.

    Much map data is sensory — recognizing a person, knowing how characters move, knowing the layout of the play space, or building associations between colors and factions — and it’s hard to put this data into your map until you’re on site.

    Coloring In

    When play begins, your map is alive; now things can actually happen. This is the map proper — reactive terrain, not a static store of information and instead something you can use. During the coloring period, several things are happening — usually subconsciously. First, you’re getting comfortable with the rhythm of play and finding your character. Second, you’re figuring out which of the information you sketched into your map matters, what is irrelevant, and what is now incorrect for the larp-as-played. Third, you’re starting to try out play offers and see what is actually possible, what gets a response from your co-players, and what is interesting to you. Some things introduced in the pre-larp workshop or reading material before the larp may stand out as important, while others prove less viable. Fourth, you’re looking for, evaluating, responding to, and building up a library of social bids, or play offers from other players. As the map is colored in, you also start running one or more loops, making decisions and updating the map based on the new information you gather.

    Much of the awkwardness many players feel at the beginning of a larp comes from everyone coloring in their maps at the same time. Every action taken by each participant is a test: is this a reasonable action in this situation, culture, world? If it is, which players around me might be interested in the directions I’m suggesting, and for which characters would the actions be relevant? After playing a while, you will increasingly both offer and receive social bids that you can actually act on (see Edman 2019; Westborg and Nordblom 2017 for more on this). When you have enough character-specific possibilities that are established as playable for play to flow smoothly, your map is functional. With a functional map, it’s easier to play, and should you need to step out of character for a bit, it’s then easier to get back in compared to when you had to color in the map initially.

    Flow and Communication

    During play, players are constantly sharing parts of their maps with each other. This can be explicit, such as when characters tell each other things that they’ve seen happen, describe where to find things or people, or talk about things they might do together. This is only a small part of the sharing that goes on. While there are many other layers to the interaction, every time you see a character react to something you’ve done, that player is also (intentionally or not) sharing data about their map. When you do work to shape the emotional reaction you want to present to others, especially when you’re regulating player emotions to be able to portray character emotions, this is also intentional sharing of information.

    Conflicts between players driven by different understandings of the shared world (i.e. equifinality conflicts) are map conflicts. Two maps of a larp are equifinal if the players working from those maps can agree on the shape of the world where it matters to their choices. During map conflicts, player communication about their maps is likely to become more competitive, as each player tries to push the version of diegetic reality that they prefer. Charismatic players sometimes do this accidentally, shaping the diegetic world around them. This isn’t always bad, but can cause problems if they haven’t thought about how their map may affect the experiences of other players. Serious map conflicts can be hard for players to resolve at runtime. Stepping out of play to negotiate is sometimes the answer, but especially if players are low on bandwidth and the play style allows for less narrative coherency the players might also just split into groups, each with their own understanding.

    Narrativization

    When the runtime ends, the map changes again. A lot of what was being kept in the map — the emotional state of your and other characters, predictions about things that might happen, an understanding of the options for what you can do — becomes irrelevant, as you are no longer making choices about what to do. For some players, this shift in information processing can be disorienting. It can also happen simultaneously with an emotional reaction (often grief) to no longer having access to the social world where their performances as their characters are reflected back to them, and to the other characters they cared about. Depending on the larp and the player, all of this can be overshadowed by post-game celebrations and collective congratulations among the ensemble, but some players will still feel both grief and disorientation intensely.

    Once the map is no longer living, you can’t act upon it, but the meaning of what happened can still change. The process of turning a live map where stories exist as collections of events and action-possibilities into chronologies that have a specific meaning and interpretation is narrativization.

    Narrativization is a collective process. For a player’s narrative to have social meaning, it needs to be shared and reflected back to them by the other players who are part of it; this too is a kind of negotiation. In this stage, players are still sharing information from their maps, sometimes with the goal of persuading each other that their version of the map is the most correct; often to provide more high-resolution nuance for each other. Some players prefer to reflect on the meaning and experience of their larps in private, and some types of larps, like very abstract or poetic ones, generate maps that differ so significantly from each other that a collective narrativization process has no relevance for the experience of the piece (although comparing experiences might still be interesting).

    Epilogues, or short stories that some players write about what happened to their characters after the game ended, occupy an interesting place in narrativization. This contested practice((There are both larp cultures and individuals that consider epilogue-writing a forced imposition of one set of outcomes and meanings upon one’s co-players; the epilogue writers would argue no one is forced to read them.)) provides players with one last chance to exercise agency within the game world, often as a way to find emotional closure for where the game ended, or to resolve emotional complexity that springs from the way narrativization shifted the meaning of their individual story. Epilogues are sometimes shared as an explicit part of the collective process by players who engage in this practice; some of their co-players will engage with their epilogues, while others will not.

    Things to Put in Your Map

    Every player will focus on different things in their maps, but some things are likely to be in the maps of most players. The categories are a rough guide, as many larps will sequence things differently.

    Before a larp, you might think about the following:

    • Pre-larp motivations: Why am I at this larp, what kind of play experiences am I looking for?
    • Information about players: What are their names? How do they play, if you’ve played with them before? Do you like them, want to get to know them better, or want to avoid them?
    • Information about characters: What are their names, their group allegiances (if relevant) or general dispositions? How can you recognize this character if you don’t know their player already? What is your characters’ relationship, and is it likely to be important?
    • Diegetic information: What’s the historical era and specific fiction of the larp? What fictional information looks like it will be core to your ability to understand the actions of others? What do you know about the setting?
    • Metadiegetic information: Themes of the larp, what genre you’re expecting to play in, and your understanding of the culture of the larp and its players. Experiences from other works by the same designers.
    • Planned play progression: Acts, schedule, expected play flow, etc.
    • Practical concerns: Food, bathrooms, temperature/weather, first-aid, access to power or communications, coffee, sleeping, hazards, and your own planning around these.
    • Costuming: What am I planning on bringing? What are the affordances of these objects and clothes? How do they relate to the fiction?
    • Skills: Are there particular skills needed to play this (e.g. a particular dance, fencing or a reading a rune alphabet)? If there are, do you have these skills?
    • Out of character concerns: Are there things you already know about that will require you to plan around during play, like times you will need to step out of character, etc.

    Once you’re on site, you’re likely to change and re-evaluate many of your answers to the previous section, and also start adding some new things:

    • More information about the players: What faces belong to what names? What groups or cliques do you see among the players? What kind of chemistry do you have with people you’ll be playing with? What kind of emotional space do they seem to be in? Are there players who you think may need extra support whom you might be able to help?
    • The space: Recognizing places. How long it takes to get around, what’s expected in different spaces in and out of game, what’s visible from where, what spaces afford which actions, who is likely to be in which spaces, where you are comfortable.
    • Costuming: What did you end up taking with you? How does your costume look compared to others? What does that tell you about players and characters? Will your costume constrain your actions in the space? Is there anything you should change before the larp starts?
    • Rules: What are they? How do they work? What are your options if they don’t?
    • Calibration: What tools does this larp offer to calibrate interactions with others? How does what you’re hearing in the workshops or before the larp starts change your understanding of what you expect to happen in play? What does it look like the play style will be? Which intentions are expressed by players you’re calibrating with?
    • Movement: Once you’re in costume, how does your character move? How do other characters move?
    • Agency regulating constraints: What actions feel like they’ll be acceptable here? Especially if you’re a gender or sexual minority, how might other players identify? Does the room feel like it’s likely to be racist or sexist, etc., or to tolerate those actions?
    • Self-knowledge: What is your motivation right now? Your goals, and your physical and emotional state?

    When play starts, the map kicks into high gear, first during coloring, and then in flow. You’ll re-evaluate things above again, or confirm your judgements, and start adding things like:

    • Actions: What has happened so far, and what does it mean?
    • Character state: What mood is your character in, what are their goals right now, and what are they thinking about? Does this feel right, or do you need to adjust it?
    • Story: What arc is your character on and where are you trying to steer it?
    • Engagement and energy levels: To what degree do others seem to be immersed in play? What’s the mood in the room? Which way is it going?
    • Projections: How are players and characters likely to react to your potential actions? How would an action change the arc of your character, affect your group of characters, or the larp as a whole? Are players likely to accept your social bid, and what if anything will it cost you, socially or emotionally? Are there problems this action may cause or help resolve?
    • Knowledge level: What do you know you don’t know? What might you be wrong about? Where are places where you think your map may differ from that of other players, and will this cause problems?

    Conclusion

    How players manage information and how they make decisions during runtime was becoming an increasingly prominent blindspot in larp theory. The two questions are inseparable. The two questions are inseparable. The decision process of the loops must be informed by mapped information about the world, and the lifecycle of that information is shaped both by the experience of that world in play and by the decision process itself. The idea of maps and loops provides a sketch of a cognitive model with the affordances we need to talk about and reflect on the way we think in play.

    There are a number of secondary concepts and explorations in this piece — player bandwidth, extradiegetic collaboration as the collective partner to steering, understanding how immersion works at the tactical versus strategic level, and the rhythmic split of a larp into phrases, scenes, and acts as something native to the medium, not just a design structure present in some larps. These are subjects we have been in need of more conceptual tools to tackle.

    Larp literacy in particular, touched on in passing here, is ripe for more work, as are agency-regulating frames. Both of those ideas, along with maps and loops, came from the Player Skills Retreat held in Helsinki in May 2019; credit for them is owed to everyone in that room.

    Bibliography

    Markus Montola, Jaakko Stenros, and Eleanor Saitta (2015): The Art of Steering. Knudepunkt. The Knudepunkt 2015 Companion Book.

    Markus Montola (2012): On the Edge of the Magic Circle. Understanding Role-Playing and Pervasive Games. Doctoral Dissertation, University of Tampere.

    Hilda Levin (2020): Metareflection. Solmukohta. What Do We Do When We Play?

    Karin Edman (2019): “Social bid”-method of playing on oppression in larp. WonderKarin, ref February 5th, 2020.

    Josefin Westborg and Carl Nordblom (2017): Do You Want to Play Ball? Knutepunkt. Once Upon a Nordic Larp… Twenty Years of Playing Stories.

    Jonaya Kemper, Eleanor Saitta, and Johanna Koljonen (2020): Steering for Survival. Solmukohta. What Do We Do When We Play?

    Simon Brind (2020): Blue Valkyrie Needs Food, Badly! Solmukohta. What Do We Do When We Play?

    Wikipedia (2020): Cognitive map. Wikipedia, ref. Jan 1st, 2020.

    Wikipedia (2020): OODA loop. Wikipedia, ref. Jan 1st, 2020.

  • Let’s Fight – In Defense of Competitive Play, Part 1

    Published on

    in

    Let’s Fight – In Defense of Competitive Play, Part 1

    Written by

    Collaboration is in vogue. In Nordic circles and in blockbuster games, non-competitive play is ascendant. Portrayed in contrast to competitive, adversarial games, collaborative games are cast as healthier for participants, arguing for the removal of competition from many games in the name of progress.

    You cannot really blame larps for popularizing this idea. Competition has had a bad reputation in Western society as being malignant and encouraging horrible behavior for years. But that reputation ignores the proven benefits of healthy competition and rivalry; while working to stamp out all negative behaviors associated with adversarial gameplay, we misunderstand competition and, in effect, throw the baby out with the bathwater.

    We also overstate how beneficial collaborative play is and ignore how it can be just as toxic, in its own right, as the worst competitive play.

    Yes, I am an Amerijerk

    My resistance isn’t knee-jerk, goddammit. My resistance isn’t knee-jerk, goddammit.

    To a European reader, I must look like one of those gun-toting hyper-aggressive individualist American jerks, set in his ways with a characteristic knee-jerk resistance to change.

    My resistance isn’t knee-jerk, goddammit.

    Maybe I am biased. And maybe that’s a good thing, because I am willing to defend competition without dismissing it out of hand. I look seriously at how people benefit from it, and am willing to question whether getting rid of competitive play is a good idea. I was raised in Texas, a place that values individualism, mavericks, and heretics.

    If there’s an opposite of the Law of Jante, it’s Texas.

    As most can tell you, Texans like nothing more than a good fight, whether the brawl is intellectual or physical. Crucially, we excel at staying friends after the fight is over.

    So, let’s fight – and by that I mean, let’s play games where we compete and struggle against each other. I’m here to tell you why a little quarrelin’ is a good thing.

    Let’s do this.

    Writing the Good Fight

    I said Texans like a “good fight”, but what makes a fight “good”?

    There’s good food and bad food. There’s good friends and bad friends. And there’s good and bad competition. More precisely, there’s adaptive and maladaptive competition.

    Adaptive competition

    Adaptive competition is the kind of competitiveness that is overwhelmingly good for people. It builds confidence, helps conquer fear, drives excellence and makes us more sympathetic. It accepts that improvement takes time, views opponents as a challenge and promotes cooperation. It has the power to make us better, more empathetic people.

    What might, at first, seem paradoxical is that competition promotes cooperation and respect. This is because adaptive competition requires that both parties agree to a set of rules, and promise to abide by them reliably. It creates an understanding between all participants that breaking rules is unacceptable, hurts everyone involved and is not viable in the long term. A field combat game is in many ways just as collaborative as your favorite freeform larp.

    Adaptive competition crucially provides something that is missing from collaborative play – it gives competitors a sense of their own agency. Agency is grown from making your own choices, not communal ones, accepting fair consequences or benefits from them, without the need to justify your thinking to anyone but yourself. When success or failure depends entirely on your decisions, you learn to own them.

    Building agency can be incredibly transformative. It builds resistance to criticism or oppression, creates feelings of empowerment and self-determination, and makes us less vulnerable to judgment or depression. We learn to look inward for answers to difficult questions.

    The growth of agency is almost unique to competitive play, and is not to be confused with acceptance or confidence. In a fair competition with room for improvement and reasonable stakes, the benefits of learning that you determine your own fate cannot be understated. Even if those choices were incorrect, they are yours and yours alone, and in making them you must naturally overcome paralyzing indecision.

    Maladaptive Competition

    Maladaptive competition is the bad side of competitive play we are all familiar with. It encourages cheating, narcissism, and unempathetic behavior. It is associated with insecurity and the inability to accept losing. It is high risk, views opponents as threats to be crushed, and promotes cutthroat, unfettered belligerence. But these adverse side effects are more likely to be the consequences of bad game design, rather than deep flaws in competitive play or the morality of players.

    These aren’t idle speculations on my part. More than a century of psychological data((Bronson, Po, and Ashley Merryman. 2013. Top dog: the science of winning and losing. New York: Twelve.)) ((Garcia S.M., A. Tor, and T.M. Schiff. 2013. “The Psychology of Competition: A Social Comparison Perspective.” Perspectives on Psychological Science: A Journal of the Association for Psychological Science 8, no. 6: 634-50.
    )) studying everyone from cyclists((Stone, Mark Robert, Kevin Thomas, Michael Wilkinson, Andrew M. Jones, Alan St. Clair Gibson, and Kevin G. Thompson. “Effects of Deception on Exercise Performance.” Medicine & Science in Sports & Exercise 44, no. 3 (2012): 534-41.
    )) to Air Force cadets((Air Force Academy Squadrons Test Peer-Effect Assumptions NPR. Accessed January 30, 2017.)), proves that two distinct sets of competitive situations exist, and we can do specific things to promote the better side of competition. These studies have proven, repeatedly, that adaptive competition is one of the most beneficial and healthy forces we can introduce our players to. It is one of the most compelling and (dare I say) fun things we can put into our games.

    Luckily, we have enormous power over the type of competition we create in our games. Specific conditions produce adaptive or maladaptive competitiveness. And we can control them.

    Let’s do this. Let’s do this.

    How to Make Everyone Miserable in 4 Easy Steps

    No Fighting Chance

    Competition is at its best when it is actually a competition. When we are set against someone we have no chance of winning or losing against, things go wrong. Firstly, the winner has expended little effort to succeed, leading to an unearned sense of superiority that can grow into narcissism and a belief about the inferiority of the opponent. Secondly, the loser becomes discouraged and can form feelings of negative self-worth, having put forth excessive effort only to fail, while their opponent has won so easily. In team play, feeling as if you cannot contribute to the team can be just as damaging as defeat itself.

    Further, unfair competition can lead to a feeling of systemic injustice which drives good people to unethical behavior, as they believe their situation is already unfair and they are just balancing the scales. Meanwhile, easy success can lead winners to feel entitled to victory, overestimate their abilities, and make them more likely to cheat if they feel threatened by perceived lessers. It can lead to a situation where one small group thinks of themselves as the natural champions, discounting the role or importance of other players.

    Rule: Encourage competition between characters of similar ability. Challengers should be of equal power whenever possible. Maintain a culture which encourages people to look for equals when competing and discourages predatory behavior towards weaker or newer players.

    A Crowded Field

    We are not wired to compete against one hundred people at once((Garcia, Steven M. and Avishalom Tor. “The N-Effect More Competitors, Less Competition.” Psychological Science 20, no. 7 (2009): 871-877. http://www-personal.umich.edu/~smgarcia/pubs/n-effect.pdf)). The presence of too many competitors makes a competition seem pointless and impersonal. We naturally compare ourselves to small sets of individuals, or single rivals. In a large adversarial game, if a player feels like it is their goal to best every single other player, it encourages insecurity, paranoia, and despair.

    When we are given room to choose rivals from a small pool of equals, we stop being discouraged and see our situation as winnable. Rivalries can be healthy, so long as they are balanced and both sides benefit from them.

    Rule: Make competition intimate. Make sure competitions are the appropriate scale for participants, giving them room for fair comparison. Have them feel like they are competing with a small group of people, not the entire game.

    Winner Takes All

    High stakes play encourages maladaptive competition. By creating situations where the only worthwhile outcome is victory, games unwittingly obscure the secondary effects of competition. In the face of a hard and absolute loss, without recognition of effort or skill which might be gained during the struggle for excellence, winning becomes all that matters.

    A better model is “winner takes most,” where different levels of success exist; Effort and achievement is recognized on every level. This isn’t an “everyone gets a trophy” model. Rather, it is a recognition of the value and meaning of incremental improvements. And sometimes, being on the board is a meaningful enough achievement on its own. First or last, managing to cross the finish line in a marathon is cause for celebration and pride.

    Rule: Avoid crushing victories or absolute defeats. Make partial success count. Make it so all levels of participation are meaningful in some capacity. Avoid giving all the spoils to one side or person.

    It Nevers Ends

    Healthy competition has a defined start and finish. In games without a clear beginning and end, defeat becomes inevitable and victory is reduced to a useless struggle to temporarily stave off defeat. It drains your proverbial batteries, making feelings of improvement get lost in a fog of anxiety, paranoia, and despair.

    The best pattern of competition is marked by distinct periods of preparing, competing, and recuperating. Many games, especially campaign games, do not have this natural pattern. The pressure to play constantly and keep competitive can be overwhelming.

    Rule: Have distinct periods of competition and recuperation. The recuperation should far outweigh the competition. Endless online play, between-game actions, and jockeying for position should be limited if not eliminated. It is not the stress of competition but chronic, endless stress that creates maladaptive play.

    Why Bother? Just Collaborate!

    “All right, Lone Ranger,” you might say, “I get it, competition can be good. But it can be bad in so many ways. Why not stick with collaborative play and steer clear of any problems?”

    Unfortunately collaboration, and the absence of all competition, has its own set of problems. The Nordic and freeform larp community already admits this, even if it does not realize it.

    We’ve established that competitiveness can be adaptive and maladaptive. Wouldn’t it follow that collaboration has its own adaptive and maladaptive forms? Let’s think about what maladaptive collaboration would look like.

    In a situation where all disputes must be collaboratively resolved, those who are most capable of manipulation and building false consensus are liable to push their own egos and agendas onto the community. Alternately, tyranny of the majority may develop where having a unique or discordant opinion is penalized as selfish and destructive, marking you as flawed or leading to ostracization.

    This is maladaptive collaboration, and it is extremely resistant to change. It is easy for any effort to correct problems to be seen as the selfish desires of individuals at the expense of the group. Further, in games that emphasize the need for consent to proceed, there’s incentive to pressure those who disagree into quick agreement. Failing to agree can make you look responsible for “ruining everyone else’s experience.” Even through an earnest desire to work together, a good community can become the victim of its own selflessness, descending into groupthink and self-policing, while needing no villains to do so.

    Maladaptive competition, the great evil of larping, is rightly accused of teaching narcissism, encouraging cheating, promoting winning at all costs, and breeding feelings of entitlement via unfair victories and perceived competitive ability. But maladaptive collaboration should be recognized as teaching social manipulation, encouraging bullying, promoting submission to the group at all costs, and breeding feelings of entitlement via popularity and social intelligence.

    We Have Confronted the Problems with Collaboration

    We talked about how healthy competition requires rest and recuperation. Collaborative play is widely regarded as benefiting from guided recuperation — or, as some like to call it, debriefing.

    We talked about how adaptive competition is defined by an ability to accept and grow from failure or show humility in success. Many techniques in collaborative play exist to ensure people must accept another person’s limits and not ignore the contributions of others.

    We talked about how adaptive competition focuses on putting you into situations you can handle and improve from.Collaborative play features X-cards((Stavropoulous, John. “X-Card by John Stavropoulos.” Google Docs. Accessed January 30, 2017. https://docs.google.com/document/d/1SB0jsx34bWHZWbnNIVVuMjhDkrdFGo1_hSC2BWPlI3A/mobilebasic)), bow-out techniques, and other methods to make sure the player can handle the content of their game.

    These policies and rules are the result of the Nordic and greater collaborative game community recognizing the dangers of what I call maladaptive collaboration, trying to safeguard against them through good policies and rules.

    Now We Need to Confront the Problems with Competition

    The thing to take away from these comparisons is that on the whole, collaborative games have done a very good job developing the techniques that keep the collaboration healthy. We need to have that same conversation about keeping competition healthy without replacing it entirely.

    We can improve competitive play and appreciate competition as competition, without treating it as flawed collaboration. We need to have fights, and make sure they are good fights.

    In Part 2, Why We Fight, I will discuss all that competition does for a player and how it can provide a uniquely beneficial and transformative experience.


    Cover photo: Larpers from around the world partake in some competetive boffer fighting at Knudepunkt 2015 (photo by Johannes Axner).

  • Literary and Performative Imaginaries – Where Characters Come From

    Published on

    in

    Literary and Performative Imaginaries – Where Characters Come From

    Written by

    Dungeon Crawl Classics: Where Characters Are Made to DIE. Photo by Evan Torner. Dungeon Crawl Classics: Where Characters Are Made to DIE. Photo by Evan Torner.

    Character creation and character sheets are a favorite topic of mine. Hang around me long enough and you’ll hear me utter the phrase “Character creation is 50% of the role-playing experience.” I mean this statement in several senses. We underestimate how much enjoyment we get out of the simple pleasure of assembling a thinking being whom we will then inhabit. Furthermore, we are actually already playing the (or at least a) game when we create a character. Finally, we often underestimate exactly how much actual time and energy we must invest in each character (unless you’re playing a horde larp or Dungeon Crawl Classics, with its infamous “funnel” of death). We are imbuing inanimate words with life itself; of course there are complications! They represent significant creative investments.

    Character sheet from 10 Bad Larps, by Alleged Entertainment. Photo by Evan Torner. Character sheet from 10 Bad Larps, by Alleged Entertainment. Photo by Evan Torner.
    Character sheet as promotional material for Knights of Badassdom (2013). Photo by Evan Torner. Character sheet as promotional material for Knights of Badassdom (2013). Photo by Evan Torner.

    Character sheets are the textual evidence of this investment and, if you think about it, constitute just as much of a role-playing game’s “text” as the session itself. In this respect, we can consider Eirik Fatland’s important observation that we use the same word “character” to describe both what’s on the sheet and its actual embodiment,((See Fatland, “What makes a character playable?”)) as well as J. Tuomas Harviainen’s assertion that the act of role-playing generates numerous “texts” in the form of meaningful actions that players then subject to their own individual form of hermeneutic analysis.((Harviainen 66–67.))

    Role-playing Games as a Medium

    But it turns out that this fluidity between written and performed character text is, in fact, specific to role-playing games as a medium. Here I’d like to discuss the media-specific propositional quality of pre-generated character sheets to show that so-called “new media” – which larp is, to some extent – are where old media such as literature go to live an undead afterlife. We are still subjects shaped by the written page.

    I argue that medium-specific assumptions about where “character” comes from underlie specific modes of character presentation which I have, for the sake of argument, subdivided into three different categories:

    • The Literary Mode
    • The Procedural-Performative Mode
    • The Explicitly Emergent Mode

    The Literary Mode consists of providing an extensive character backstory. The Procedural-Performative Mode involves explicit commands given to the player. The Explicitly Emergent Mode relies on the player to supply significant content to “fill in” the character as described. Each of these modes carries with it a corresponding imaginary, which I define as the set of values it promotes, and of propositions made that we accept as “given.” What we consider to be “character” is contingent on both design principles as well as the epistemologies – theories of how we know what we know – that shape them. The character sheet determines in part what we can or cannot know about a specific larp.

    A character from Lives, Births, Deaths by Martin Brodén & Tobias Wrigstad. Photo by Evan Torner. A character from Lives, Births, Deaths by Martin Brodén & Tobias Wrigstad. Photo by Evan Torner.

    “A ‘character’,” writes Markus Montola, “may indicate a group of quantitative attributes within the formal ruleset, a representation of the player in the game world or a fictitious person in the game world.”((Montola 32.)) How we present this fluid construct necessarily represents what we might see as our own specific system of knowledge creation.

    My analysis here primarily focuses on what Katie Salen and Eric Zimmerman call the “formal level” of a game: “the game considered as a set of rules … not the experience of the game [itself],”((Salen & Zimmerman 120.)) which would be what they call the “phenomenological level.” It would be interesting to see correspondences with my model in actual play, but that’s for others to attempt.

    As a media scholar, I approach role-playing games as media, such that the games themselves mediate the cultural act of role-playing. What do I mean by this? Role-playing games frame our attention in specific ways, and construct subjectivities of “ideal” users much like newspapers or television. They have their own aesthetics, cultural authority, and political economy. They generate texts, and are texts themselves. Newspapers, for example, imply that the world’s events can be subdivided into digestible text morsels interspersed with glossy ads. The logics of television imply that content is irrelevant so long as it flows along. Role-playing games imply that a player is in a tense, co-dependent relationship with the rules of a given system, and only through the liberal interpretation of these rules can one appropriately explore alternative realities with one’s friends.

    RPGs are structured not around the willing suspension of disbelief but the “willing activation of pretense,” as Michael Saler put it.((Saler 28.)) One creates – or is presented with – a character and then plays it within the diegetic world, bounded by certain rules which the players may have co-designed.

    A slide from Eirik Fatland's talk. Photo by Evan Torner. A slide from Eirik Fatland’s talk. Photo by Evan Torner.

    At a (particularly good) presentation at Solmukohta 2012, Eirik Fatland called larp design “predicting player behavior,” but also notes how openness to player interpretation is, in fact, a primary design feature of good larp characters.

    This poses us with a paradox familiar to most game designers: how do we predict and incentivize player behavior without sacrificing the very unpredictability of the larp experience, especially when the players are relying on the designer/organizers to provide a predictably unpredictable experience?

    To deal with this inherent struggle within the larp medium, we must conceive of high-quality larp as both well-defined, immersive and immanent as well as fluid and elusive. If we frame larps as what Christoph Bode calls “nodal situations,”((Bode 1.)) then there is a predictable forking path of notable decision trees like in Interactive Fiction or a Choose Your Own Adventure novel that are predictable and actionable. In the world of larp, for example, Alleged Entertainment’s Garden of Forking Paths frames a series of nodal situations (see below).

    Alleged Entertainment’s Garden of Forking Paths. Photo by Evan Torner. Alleged Entertainment’s Garden of Forking Paths. Photo by Evan Torner.

    But if we frame larps as mere frameworks for social alibi with no central narratives, as Markus Montola and Jaakko Stenros have,((Montola and Stenros 10.)) then these “nodal” decision trees dissolve under the inherent complexity of human interaction within the medium. Larp is often too complex to be summarized in binary decision trees and other techniques.

    Character Sheets Shaping the Medium

    I conceive larp as a medium. As such, one can look at character sheets as an integral device in shaping its concept, much as the screenplay shapes a resultant film. Several recent perspectives on the character sheet have raised concerns about what exactly its role is in play. Daniel M. Perez sees the character sheet as a map,((See Perez.)) in that you can both use it as a reference to collect information about the game in one central place, and as a guide to what the game itself actually will prioritize during play. Reinforcing this point is Lars Konzack, whose article “Characterology in Tabletop Role-Playing Games” argues for the centrality of the character sheet in determining player experience (and here I quote him at length):

    It is the central document from which the player relates to role-playing a character as regards to rules, setting, situation, and performance. In this view, the character sheet transgresses the boundaries of role-playing textuality. The text becomes vital to the role-playing experience as a textual machine in working progress.((Konzack 87.))

    Konzack’s point is in direct response to David Jara’s argument that character sheets constitute paratexts, in the vein of Gérard Genette’s literary theory.((See Jara.)) Here I side with Konzack, in that I see Jara overemphasizing actual play as the real text, with all other texts being relegated to secondary and tertiary status. But Konzack’s analysis itself primarily focuses on semiotics – that is, how a character sheet signals a system’s priorities – and exclusively on tabletop games, which often have more thoughtfully laid-out character sheets. This is where I’d like to intervene as a larpwright and media scholar, so as to interrogate the medial significance of the larp character sheet.

    What Are Character Sheets?

    What are character sheets? Documents that make numerous propositions. In my mind, they are often non-diegetic texts that exist to preserve the diegesis by helping a player perform as a character within it. They do so by providing select information about the character and make deliberate emotional propositions to pull the player into the role.

    Character sheets are documents that seek instantiation and/or confirmation in the actual play. They often provide a combination of naming/binding the character, his/her approximate physical appearance, a short backstory – written in the 2nd or 3rd person – relationship to other characters in the larp, and mechanical leverage of certain abilities.

    The actual utility of a character sheet in a larp is to identify a character and telegraph how other characters should respond to him/her, provide character impetus for story engagement, abilities for advancing the story, and imply costumes. But these sheets presumably also offer the player a vision of character “interiority,” or a rich inner life with conflicted thoughts and emotions. This interiority proves somewhat crucial in one of the larp medium’s requirements: the act of becoming a “first-person audience,” as Christopher Sandberg describes it.((Sandberg 274–279.)) Once the player is “activated” by the character sheet, they will then undergo the hermeneutic process of responding to events and characters in the larp through the lens of a complex persona construct.

    Our main theoretical and design question remains: how do we form this interiority with a piece of paper? The general solutions the larp medium has offered include: having the players read some literature about the character and interpret him/her based on literary analysis; just telling the players what they should be thinking or feeling; or doing away with the data on the sheet and creating a character through workshops, masks, or whatever else. The rest of my article will address these three modes.

    The Literary Mode

    The only substitute for an experience we ourselves have never lived through is art, literature.

    Alexander Solzhenitsyn, 1970 Nobel Prize speech

    The first is the literary mode, in which the larpwright often writes 2–10 pages of fiction resembling fanfic about the character which contains information the player is intended to internalize as their backstory. These are usually told in the second-person or third-person mode of address, depending on whether or not the larpwrights are signaling that the player immediately immerse themselves in their character. The point of such texts is for the larp organizers to start in media res with the player already knowing that which is known about the character within the diegesis.

    I call it “fanfic” because these texts are either generated by a larpwright passionate about this character set, or occasionally by the player him/herself in order to establish the character. (Based on past experience, having the player write the backstory is more effective, but usually produces characters less linked into social circles in the larp.) In addition, we as players are scarcely permitted to evaluate the text’s aesthetic values as fiction. (It’s sort of a bonus when larp fiction is good.) Now, seeing as these texts are, again, non-diegetic, the player is asked to do literary analysis to extract the necessary data. Kathleen Singles has noted that we take such analysis of the printed page as “natural and non-significant.”((Singles 217.)) I wish to demonstrate, however, that we have many Freudian assumptions underpinning our character assimilation process.

     

    Madam Dragon. Character sheet provided by Sarah Lynne Bowman. Madam Dragon. Character sheet provided by Sarah Lynne Bowman.

    Here’s an example character sheet: Madam Dragon. We can see her abilities as in-game affordances at the top: Breath Weapon, Tough Skin, Claws… notably before any other data, such as what these figures even mean. Then we get to the part marked ‘Your Story’ which goes on for 4 pages. The narrative ostensibly is there to replicate Madam Dragon’s traumatic childhood, going into detail about numerous traumatic episodes, looking at the various nodal moments (of agency and choice) in her backstory that might suggest how the character might behave in the future. These also overload the player with pre-generated genre fiction that is then to be submerged in the player’s consciousness, only to manifest itself in later actions.

    Here, the character sheet is like a corked bottle of champagne, ready to burst forth through the player, who is meanwhile stuck with the task of memorizing a large pile of data, while also parsing it for actionable goals and character relationships. Such literary character sheets also operate on an act of faith that the fictions of each character sheet all align well with each other (so that play becomes “interactive literature”) and that the player is literate in the right way to retain the data so that their play can continue what the fiction started. Needless to say, this form of character sheet presumes genre fiction as the basis for all larp.

    The Performative-procedural Mode

    The second mode is the performative-procedural, in which the game organizers give a brief text about the character in question and explicit instructions to the players as to what they should do. Lizzie Stark and Alessandro Canossa have articulated many of the different ways this can be done. In this model, it is the responsibility of the players to follow the instructions given them by the gamemasters, with the key signifier being the “if-then” statement. It is particularly typical of so-called “horde” larps, with just a few PCs and many NPCs.

    Character descriptions from Babysteps by Tobias Wrigstad. Photo by Evan Torner. Character descriptions from Babysteps by Tobias Wrigstad. Photo by Evan Torner.

    Fatland has called this “fateplay,” in which players exchange agency over their characters’ every action for heightened dramatic stakes and what Greg Costikyan calls the “semiotic uncertainty” of the game.((Costikyan 102.)) So rather than writing down an extensive backstory and providing characters with abilities to act on that backstory, designers working in the procedural mode break the “character” into tasks achievable during the larp and command the player to act on them. The player’s options are constrained, their larp experience boiled down to a series of “if-then” statements.

    A character sheet from All In by Chris Hall. Photo by Evan Torner. A character sheet from All In by Chris Hall. Photo by Evan Torner.
    Part of Akala’s objectives for Voyage to Venus, Planet of Death by Kat Jones & Evan Torner. Photo by Evan Torner. Part of Akala’s objectives for Voyage to Venus, Planet of Death by Kat Jones & Evan Torner. Photo by Evan Torner.

    Such play might be seen by some as disempowering, and also would in theory sacrifice the interiority created by the literary fiction of the first model.((In practice, however, perhaps not.)) Whereas such fiction is somewhat Freudian – giving your character a past history of trauma and so forth – the procedural methodology is decidedly Brechtian. Bertolt Brecht commanded all his proletarian actors to enact certain social gestes, gestures that would signify the alienating class structures of society. Larp does this apolitically, removing the agency of a player so that they then have the alibi that the alienating “system” forced them to do whatever it is that they did in the larp. I theorize this using an alchemical blend of Brechtian theory and Ian Bogost’s concept of procedural rhetoric, which is probably familiar to most of you.

    Here’s a quote from Brecht collaborator Ernst Ottwalt: “It is not the duty of our literature to stabilize the reader’s consciousness but to alter it.”((Ottwalt 22.)) Again, the model presented indicates that the actor carrying out these commands will somehow experience an interior change, but Ottwalt is implying it to be at the level of the consumer/user. Ian Bogost says about procedural rhetoric: “It’s a theory or a design philosophy. It’s a way of making things. A way of thinking about the process of translating systems in the world into representations of those systems in the computer… It gives you a framework through which to ask questions about what a particular situation might demand.”((See Bogost, “Procedural Rhetoric.”)) Procedure can lead to character interiority, but such procedures also can directly enact specific ideologies through the characters too.

    The Explicitly Emergent Mode

    The third mode of character creation is to dispense with sheets entirely and just “workshop” a character, or perhaps build a character through a single sound uttered while wearing a trance mask. These techniques help build character interiority by relying primarily on the player’s own social and physical assets, which are then directly interfaced with a group. Importantly, these characters without character sheets would be dismissed by many larpers as part of a mere theater exercise. This mode has become popular within the blackbox movement, notably in games such as White Death.

    White Death at Blackbox CPH. Photo by Nina Runa Essendrop. White Death at Blackbox CPH. Photo by Nina Runa Essendrop.

    White Death has no character sheets, but rather a physical condition and a core prejudice your character has. Such abandonment of the character sheet makes for an RPG text divorced from the written page, seeking instead emergence of character, storyline, and the world through emergent player interaction. Other games such as Helene Willer Piironen and Maria Ljung’s Stereo Hearts create characters from music playlists. This mode is possibly the least well-understood mode of character presentation, and one that is rapidly evolving as our medium develops.

    But I stress the primacy of a medial understanding of larp here: role-playing games mediate the cultural act of role-playing. I don’t really want to get into the argument of then “what constitutes a game” here, but I would say that my cursory analysis also reinforces Emily Care Boss’ recent point that the “crunch/fluff” dichotomy in games – where we attempt to separate mechanical leverage in games (this is what my stats say I can do) from fictional positioning (this is what the situation dictates) – makes little sense.((Boss 50–54.)) There is equally little substance in stats as there is in backstory as there is in arbitrary orders as there is in on-the-spot social fictions.

    In short: When you write a long backstory for a character, you are asking the player to perform literary analysis in order to understand the character. When you write out procedures and objectives for the character, the player has clear activities to engage in, but may be in some ways ensconced in ideological logics of power and control. When you provide no character sheet whatsoever, the design itself is likely relying on emergence to form the characters. There are so many ways for us to present characters to players; I encourage us to start reflecting on how we do so, and what are the hidden motives behind said designs.

    Works Cited

    • Bode, Christoph. Future Narratives: Theory, poetics, and media-historical moment. Berlin/Boston: Walter de Gruyter, 2013.
    • Bogost, Ian. “Procedural Rhetoric.” Media Systems 7. 23 September 2013. https://www.youtube.com/watch?v=VFaqguc_uNk
    • Boss, Emily Care. “Skin Deep.” WyrdCon Companion Book 2012: 50–54.
    • Carlson, Marvin. Theories of the Theatre. Ithaca: Cornell UP, 1984.
    • Costikyan, Greg. Uncertainty in Games. Cambridge, MA: MIT Press, 2013.
    • Fatland, Eirik. “What makes a character playable?” 2013.    http://www.youtube.com/watch?v=WqGVD0W5dhM
    • Harviainen, J. Tuomas. “A Hermeneutical Approach to Role-Playing Analysis.” International Journal of Role-Playing 1 (2009): 66–78.
    • Jara, David. “A Closer Look at the (Rule-) Books: Framings and Paratexts in Tabletop Role-playing Games.” International Journal of Role-Playing 4 (2013): 39–54.
    • Jenkins, Henry. Convergence Culture. New York: New York UP, 2006.
    • Konzack, Lars. “Characterology in Tabletop Role-Playing Games: A Textual Analysis of Character Sheets.” WyrdCon Companion Book 2013. Sarah Lynne Bowman and Aaron Vanek, eds. Orange, CA: Wyrd Con, 2013: 86-93.
    • Montola, Markus. “The Invisible Rules of Role-Playing. The Social Framework of Role Playing Process.” International Journal of Role-Playing 1 (2009): 22–36.
    • ––– and Jaakko Stenros. Nordic Larp. Stockholm: Fea Livia, 2010.
    • Ottwalt, Ernst. “‘Tatsachenroman’ und Formexperiment: Eine Entgegnung an Georg Lukács.” Die Linkskurve 4.10 (October 1932): 22.
    • Perez, Daniel M. “A Character Sheet Is a Map.” 5 April, 2011. http://dmperez.com/2011/04/05/a-character-sheet-is-a-map/
    • Sandberg, Christopher. “Genesi. Larp Art, Basic Theories.” Beyond Role and Play. Tools, Toys and Theory for Harnessing the Imagination. Markus Montola and Jaakko Stenros, eds. Helsinki: Ropecon ry, 2004.
    • Salen, Katie & Eric Zimmerman. The Rules of Play: Game Design Fundamentals. Cambridge, MA: MIT Press, 2004.
    • Singles, Kathleen. Alternate History: Playing with Contingency and Necessity. Berlin/Boston: Walter de Gruyter, 2013.

    Cover photo: White Death, at Blackbox CPH (photo by Nina Runa Essendrop).

  • Post-larp Depression

    Published on

    in

    Post-larp Depression

    Written by

    This text was originally featured in Analog Game Studies: http://analoggamestudies.org/2014/08/post-larp-depression/

    Larp occupies a unique place among analog games, for it demands as much from players’ bodies as it does from their minds. It comes then as no surprise that many players find themselves in the situation of feeling confused, exhausted, and emotionally raw after a larp event.((Eirik Fatland, “Debriefing Intense Larps 101,” The Larpwright, July 23, 2013; Peter Munthe-Kaas, “Post-Larp,” Munthe-Kaas.dk/blog, October 23, 2013; Tobias Bindslet and Pernille Schultz, “De-Fucking,” Playground Magazine 2, 2011, pp.30-33.)) In fact, larpers frequently exhaust themselves in advance through the leisure labor of planning their costumes, character actions, possible outcomes, and interactions. Subsequently, the event itself often features what some would describe as “intense content” – dramatic interpersonal dynamics, improvisational comedy, combat, political struggles, problem solving, etc. Intense content is there by design in order to maximize the emotional impact of the game. The sheer amount of emotional intensity experienced in a short time frame can impact any given larper, regardless of whether or not they found the experience enjoyable.((Fatland; Sarah Lynne Bowman, “Bleed: How Emotions Affect Role-playing Experiences,” Nordic Larp Talks Oslo, 2013.))

    As with any high, the comedown can often feel shocking and depressing.

    According to many larpers, the return to the “real world” can feel deflating. The mind must divest itself from the vivid social reality of the larp, and attempting to communicate with outsiders about the events of game can feel alienating. Petri Lankoski and Simo Järvelä have argued that role-playing immersion and emotional bleed between the character and the player are, in fact, cognitive processes and “natural consequences” of how “the brain works.”((Petri Lankoski and Simo Järvelä, “An Embodied Cognition Approach for Understanding Role-playing,” International Journal of Role-Playing 3, 2012, pp.18-32.))

    The emotional highs of game most likely have a hormonal component; endorphins, adrenaline, dopamine, serotonin, and oxytocin levels shift as the result of game stimuli. As with any high, the comedown can often feel shocking and depressing.

    In-game photo: A former slave grapples with the emotions arising from the arrival of an arrogant slaver in town and a potential slave auction. In-game photo: A former slave grapples with the emotions arising from the arrival of an arrogant slaver in town and a potential slave auction.

    Post-larp depression is a common phenomenon and should not cause players excessive concern. Indeed, participants report similar experiences after attending events at fan conventions, conferences, kink scenes, festivals, and so on.((Beth Dolgner, “Post-Con Depression: Its Symptoms and Treatment,” Beth Dolgner: Writer, Editor, September 4, 2012; Munthe-Kaas.)) The BDSM community in particular has developed strategies for aftercare, referring to the depression participants experience after a scene as “crash” and “drop.”((Gregg Norris, Glossary of BDSM (Bondage, Discipline, Dominance, Submission, Sadism, Masochism, Brian Phillippe, 2010.)) Both scholars and practitioners have noted the connection between BDSM and role-playing scenes,((J. Tuomas Harviainen, “Sadomasochist Role-playing as Live Action Role-playing: A Trait-Descriptive Analysis,” International Journal of Role-playing 1, pp.59-70; Hanne Grasmo, “Taking Care” Playground Magazine 2, 2011, pp.28-29.)) indicating that the phenomenological mental processes are probably similar. Mental illness and role-play are not necessarily interrelated,((Fatland.)) but the drop after an intense event may trigger imbalances already in place. This article describes strategies some larpers employ for transitioning between the game to the “real world” and coping with post-larp depression. By mobilizing these diverse techniques, larpers recognize the larp as a non-trivial intervention in their daily emotional lives.

    The drop after an intense event may trigger imbalances already in place.

    One of the most common strategies is to tell war stories and/or hold a debriefing afterwards, both of which constitute a reframing of the larp material. Larpers often process the experiences they had by sharing memories of what transpired in the game with one another. War stories tend to valorize, intellectualize, or make humorous moments that occurred in game, whereas debriefing tends to take emotional content seriously in order to process and move through it.((Fatland; Lizzie Stark, “How to Run a Post-Larp Debrief,” Lizzie Stark.com, December 1, 2013.))

    Both forms of “reframing” are important for larpers, allowing them to validate their experiences in the eyes of others. Storytelling also permits larpers to structure the oft-chaotic experience of a larp, drawing together a cohesive narrative that is easier to master.((Johanna Koljonen, Peter Munthe-Kaas, Bjarke Pedersen, and Jaakko Stenros, “The Great Player Safety Controversy,” Panel at Solmukohta 2012,  Nurmijärvi, Finland, April 13, 2012; Johanna Koljonen, “The Second Great Player Safety Controversy,” Presentation at Knutepunkt 2013, Haraldvangen, Norway, April 19, 2013.))

    War stories can be found anywhere there are larpers. However, those who choose to debrief are perhaps best able to do so in small groups with trusted friends and/or in a structured fashion with a moderator. Some larpers also assign each other debriefing buddies, who promise to contact each other in some fashion later. These debriefing buddies are expected to remain available to each other long-term as they share feelings that come up days, weeks, or months after the larp.((Fatland; Stark.))

    In-game photo: In the zombie survival game Dystopia Rising, a character comforts a couple who just experienced a miscarriage. Such experiences can leave lasting emotional impacts. In-game photo: In the zombie survival game Dystopia Rising, a character comforts a couple who just experienced a miscarriage. Such experiences can leave lasting emotional impacts.

    Adapted from psychotherapy, some larp circles also employ the process of deroling to recover from larpers’ adoption of an alternate persona for long periods of time, which requires a different frame of reference. Regardless of whether a larper’s “real” persona is similar, pleasant and unpleasant in-game memories, thoughts, and emotions persist long after the larp has ended. Such thoughts, emotions, and experiences may bleed-out into one’s daily life.((Markus Montola, “The Positive Negative Experience in Extreme Role-playing.” Proceedings of DiGRA Nordic 2010: Experiencing Games: Games, Play, and Players, 2010; Sarah Lynne Bowman, “Social Conflict in Role-playing Communities: An Exploratory Qualitative Study,” International Journal of Role-Playing 4, 2013, pp.17-18.))

    Some larpers thus perform de-roling rituals to avoid problematic forms of bleed. These de-roling rituals vary in activity and scope, but include: taking off a piece of one’s character’s costume and placing it in a circle, saying goodbye to the character for a time;((Stark.)) thinking of one or more aspects of one’s character that one admires and “taking” it with them; thinking of one or more aspects of one’s character one dislikes and wishes to leave behind;((Munthe-Kaas; Sarah Lynne Bowman, ed. The Book of Mad About the Boy (2012 US Run): Documenting a Larp Project about Gender, Motherhood and Values, Copenhagen, Denmark: Rollespilsakademiet, 2012.))

    speaking about one’s character in the third person during war stories or debriefing to emphasize a sense of distance;((Stark.)) and making sure to interact with all the people from a larp both in-character and out-of-character to emphasize the distinction.((Stark.))

    Socializing with one’s fellow larpers actually tends to increase the feelings of emotional safety in the larp space

    Other larpers forego the angst and throw a party instead. Oftentimes, relaxing pre- and post-game social events unaffiliated with the game fiction help players connect with one another and relieve post-game depression. These social events include MeetUps, “afters,” dinners, parties, coffee dates, online discussions, etc.((Fatland; Bowman, “Social Conflict,” p.19; Stark.))

    Socializing with one’s fellow larpers actually tends to increase the feelings of emotional safety in the larp space, so that players get to know one another well and can better distinguish between in-game and out-of-game actions. Also, interacting in new contexts tends to deepen bonds of friendship that already get forged at the game. Social events give larpers the space to have conversations with one another that might not otherwise take place, working through conflict and increasing trust.

    Some players further emphasize nurturing their physical and emotional well-being after a larp, taking care of mind and body. They insist upon players sleeping, eating, bathing well, and not pushing themselves too hard. Human touch is also said to be helpful, if one feels comfortable with hugs.((Fatland; Bowman, “Social Conflict,” p.19.))

    Return to the everyday. Photo by Ali Edwards CC BY-NC-ND. Return to the everyday. Photo by Ali Edwards CC BY-NC-ND.

    Depending on the intensity of the larp, sometimes people can take days to recover. For the mind, some players find it helpful to write about their experiences after events. Players may share these memories or keep them private. The mere act of committing events to paper helps individuals externalize and order their experiences in a meaningful way.((Fatland)) Players may also seek to simply distract themselves, moving from one immersive activity to another: watching a few episodes of a television show, reading a book, playing another role-playing game, and so forth. Transporting the frame of reference from one to another may smooth the transition for some players.

    Lastly, one effective strategy to ease the transition back to the mundane world is the act of showing gratitude to the other larpers and the organizers themselves. This act of storytelling can boost morale. It dignifies the presence of all involved, and lets everyone know that they mutually enhanced each other’s experience. The organizers in particular expend a great deal of time and energy to create a fulfilling experience, and players who acknowledge that effort may find the overall experience of returning to life less deflating.

    Not all players experience post-larp depression, however. Some fluidly transition back to their daily lives. Other participants have noted an inverse phenomenon called “post-larp charisma,” in which players are fueled with an abundance of creative energy.((Fatland.)) Others still object to the use of psychological terms such as “depression” or the more conversational phrase “post-larp blues,” preferring to refer to the phenomenon as “post-larp” to avoid the connotations of mental dysfunction.((Søren Ebbehøj, “The Great Player Safety Mess,” Presentation at Knutpunkt 2014: Sharpening the Cutting Edge, Gullbrannagården, Sweden, April 4, 2014.)) Responses to intense game events can vary and no one strategy works for all people. The most important point remains, however: the effects of larp on the players are often too significant to ignore, as are the impact of the techniques outlined here.


    Featured image borrowed from Liqueur Felix @Flickr.