Tag: transformative larp

  • Magic is Real: How Role-playing Can Transform Our Identities, Our Communities, and Our Lives

    Published on

    in

    Magic is Real: How Role-playing Can Transform Our Identities, Our Communities, and Our Lives

    Written by

    What is magic? From our perspective, at its core, magic is a form of manifestation: the ability to alter the self and the world around us through the power of intentional thought, force of will, and creative action.((Mat Auryn, Psychic Witch: A Metaphysical Guide to Meditation, Magick & Manifestation (Woodbury, MN: Llewellyn Publications, 2020).)) At the root of this magic is the power of transformation — and the collective agreement within the community to support it.((Bowman, Sarah Lynne, and Kjell Hedgard Hugaas. “Transformative Role-play: Design, Implementation, and Integration.” Nordiclarp.org, December 10, 2019.)) Magic also involves deeply immersive ritual states in which people take on aspects of other identities in order to draw status, strength, power, or insight through embodiment.((Victor Turner, The Ritual Process: Structure and Anti-Structure (Piscataway, NJ: Transaction Publishers, 1969); Émile Durkheim, The Elementary Forms of Religious Life, trans. J. W. Swain (George Allen & Unwin LTD, 1964).))

    These rituals often require the collective efforts of the community to uphold the potency of a magic circle that contains the experience, with each person adhering to this temporary liminal state and supporting one another in co-created immersion.((Mike Pohjola, “Autonomous Identities: Immersion as a Tool for Exploring, Empowering, and Emancipating Identities,” in Beyond Role and Play, ed. Markus Montola and Jaakko Stenros (Ropecon ry, 2004), 81-96; J. Tuomas Harviainen, “Information, Immersion, Identity: The Interplay of Multiple Selves During Live-Action Role-Play,” Journal of Interactive Drama: A Multi-Discipline Peer-Reviewed Journal of Scenario-Based Theatre-Style Interactive Drama 1, no. 2 (October 2006): 9-52.)) Rituals are playful spaces in which participants cross a threshold from the social reality of daily life. They enter into an agreed-upon reality with different rules for a bounded amount of time, thereby creating a new social contract. While role-players may not perceive their actions within play as a form of ritual magic, experiences within this magic circle often do impact them in powerful ways that can have lasting effects.

    Simply put: when we imagine ourselves becoming someone else, we tap into our latent potential as human beings and as a community. When the group agrees to “pretend to believe” in these transformations, we create space in our consciousness for an expanded sense of our own identities.((Pohjola, “Autonomous Identities.”)) Through the power of imagination, we are able to conceptualize ourselves as capable in areas in which previously we may have felt limited. Some examples include expansion in one’s abilities, such as leadership and physical prowess; one’s personality qualities, such as extraversion and openness to experiences; one’s interpersonal capacities, such as empathy, intimacy, and connection; and one’s experiences of emotional release, such as catharsis, anger, desire, and grief. We can also explore our shadow sides — those unconscious and scary parts of ourselves and of our collective humanity that arise when we play characters that reveal undesirable character traits and behaviors.((Whitney “Strix” Beltrán, “Shadow Work: A Jungian Perspective on the Underside of Live Action Role-Play in the United States,” in Wyrd Con Companion Book 2013, ed. Sarah Lynne Bowman and Aaron Vanek (Los Angeles, CA: Wyrd Con, 2013), 94-101.)) As a result, many of us have experienced powerful impacts from role-playing and may even continue to hunt for these peak experiences, returning to larp after larp in the hope of immersing in moments of exquisite intensity once more.((Elin Nilsen, “High on Hell,” in States of Play: Nordic Larp Around the World, ed. by Juhana Pettersson (Helsinki, Finland: Pohjoismaisen roolipelaamisen seura, 2012), 10-11.))

    But what happens when the magic circle fades, we return to daily life, and are faced with the sometimes brutal facts of the social and physical reality within which we usually exist? What role can bleed play in our ability to create “magic” outside of larp contexts: that uncanny phenomenon in which emotions, behaviors, physical states, and relationship dynamics sometimes spillover from character to player?((Beltrán, “Shadow Work”; Bowman, 2015; Diana J. Leonard and Tessa Thurman, “Bleed-out on the Brain: The Neuroscience of Character-to-Player,” International Journal of Role-Playing 9 (2018): 9-15; Kjell Hedgard Hugaas, “Investigating Types of Bleed in Larp: Emotional, Procedural, and Memetic,” Nordiclarp.org, January 25, 2019; Sarah Lynne Bowman, “Solmukohta 2020 Keynote: Sarah Lynne Bowman – Integrating Larp Experiences,” Nordiclarp.org, April 4, 2020.)) Our belief is that the “magic” discovered through role-playing can persist long after an event concludes when supported by integration practices — not as a form of delusion, but as a valid facet of the role-player’s social and psychological life.((Carl Gustav Jung, The Portable Jung, ed. Joseph Campbell, trans. by R.C.F. Hull. (New York: Penguin Random House, 1976); Stéphane Daniau, “The Transformative Potential of Role-playing Games: From Play Skills to Human Skills,” Simulation & Gaming 47, no. 4 (2016): 423–444; Sarah Lynne Bowman, “Active Imagination, Individuation, and Role-playing Narratives,” Tríade: Revista de Comunicação, Cultura e Midia 5, no. 9 (2017): 158-173; Sarah Lynne Bowman and Kjell Hedgard Hugaas, “Transformative Role-play: Design, Implementation, and Integration,” Nordiclarp.org, December 10, 2019; Jonaya Kemper, “The Battle of Primrose Park: Playing for Emancipatory Bleed in Fortune & Felicity,” Nordiclarp.org, June 21, 2017; 2020).))

    With this position in mind, this article will include an in-depth discussion of the “magical” potential of role-playing. We will describe some of the barriers to transformation that can arise from alibi, cognitive dissonance, role-distancing, and the pressures of conformity. We will then examine role-playing from two quite different lenses:

    a) Conceptualizations of ritual, aspecting, and manifestation in occult and metaphysical traditions; and

    b Research in the social sciences about the power of thought and narrative upon self-concept, behavior, performance, and well-being.

    This preliminary exploration of concepts that might help explain the potential of role-playing as a form of postmodern “magic” is by no means exhaustive or detailed. Rather, we present vignettes of thought from various areas of spiritual practice and social science. We explore how role-playing, perspective taking, narrative, ritual, and the conscious use of specific imaginative practices can directly impact people’s performance at tasks, their self-concepts, and their perceived agency. Then, we examine different models of bleed theory, investigating ways that we can raise awareness around bleed effects and consciously steer toward or away from them as needed.((Markus Montola, Jaakko Stenros, and Eleanor Saitta, “The Art of Steering: Bringing the Player and the Character Back Together,” Nordiclarp.org, March 29, 2015.))

    If we intentionally emphasize responsibility, safety, and growth in our communities, we can imagine the role-playing space as a transformational container within which we can explore our edges and mold our self-concepts through play. We can use alibi as a tool to permit greater experimentation, while decreasing its strength when we wish to transfer skills, insights, and personality traits outside of the magic circle. Finally, through conscious and deliberate integration practices, we can distill these insights and more permanently infuse our lives with this magic, manifesting new conceptions of self, of community, of relationships, and of our life potential.

    Blonde person in a chair outside in the snow with fire erupting from their hand
    Photo by Enrique Meseguer, darksouls1 on Pixabay.

    The Limitations of the Magic Circle

    Many role-players claim to have experienced powerful impacts from play within the magic circle, whether they describe these moments in mystical terms or not. Yet, some scholars remain skeptical about the generalizability of such claims and may even demean such stories, relegating them to the rather dismissive and even derisive category of “anecdotal evidence.” In other words, if such accounts cannot be measured and quantified in ways that are predictable and generalizable to meet social, psychological, and neurological scientific standards, then they lose tangible credibility in the world of the “real.” Similarly, some role-playing communities still maintain strong boundaries between in- and off-game, distrusting or even scorning players who experience bleed or who express the need to process their experiences after an event.This dismissiveness can lead players to question whether or not their experiences had lasting meaning and may lead to shame and alienation.

    In spite of such critiques, we suspect that the majority of participants who continue to role-play and scholars who devote their lives to understanding the mechanics and dynamics of playful spaces do so because, at some point in their lives, role-playing was transformative for them. Yet, when players attempt to make sense of their experiences outside the frame of game even within playful communities, they may have difficulty perceiving or admitting that these powerful play moments were “transformational.”((Matthew M. LeClaire, “Live Action Role-Playing: Transcending the Magic Circle through Play in Dagorhir.” International Journal of Role-Playing 10 (2020): 56-69. )) Why do some players reject the notion of play as a vehicle for transformation?

    In the following section, we posit that this tendency to interrogate and ultimately diminish the importance of role-playing as a vehicle of personal transformation is a defense mechanism intended to protect the self from identity confusion and social shame. In order to make sense of the liminal ritual space of play — which is often erratic, contradictory, and ephemeral — role-players undergo the following processes, whether consciously or unconsciously. Players:

    1. Establish alibi to engage in playful activities that remain bounded by the magic circle,
    2. Resolve cognitive dissonance through off-game role-distancing, and
    3. Conform to mainstream social norms after role-play events conclude.

    While such processes may enhance a player’s sense of safety, they can also disrupt a participant’s ability to integrate key experiences and revelations emerging from play into daily life.((Simo Järvelä, “How Real Is Larp?,” in Larp Design: Creating Role-play Experiences, ed. Johanna Koljonen, Jaakko Stenros, Anne Serup Grove, Aina D. Skjønsfjell and Elin Nilsen (Copenhagen, Denmark: Landsforeningen Bifrost, 2019).))

    Alibi

    According to Erving Goffman, all social interactions take place on a specific social stage — or frame — that requires the enactment of predictable roles.((Erving Goffman, The Presentation of Self in Everyday Life (Anchor Books, 1959); Erving Goffman, Frame Analysis: An Essay on the Organization of Experience. Boston, MA: Northeastern University Press, 1986.)) From this perspective, identity becomes a much more fluid concept than many of us might recognize. Since we must perform appropriately on different social stages, our self-presentation must remain adaptable to the constraints and expectations required by each frame. In Western productivity-focused societies, we have certain predefined roles that we are expected to perform, such as teacher, sibling, parent, colleague, etc. Playing roles and creating fictional realities without a socially acceptable purpose is often frowned upon and even demonized by mainstream groups attempting to uphold these norms.((Lizzie Stark, Leaving Mundania (Chicago Review Press, 2012); Joseph P. Laycock, Dangerous Games: What the Moral Panic over Role-Playing Games Says about Play, Religion, and Imagined Worlds. (University of California Press, 2015).))

    As Sebastian Deterding has described at length,((Sebastian Deterding, “Alibis for Adult Play: A Goffmanian Account of Escaping Embarrassment in Adult Play,” Games and Culture 13, no. 3 (2017): 260–279.)) in order to play, we need to feel safe from the embarrassment of performing social roles inadequately or transgressing norms of acceptable behavior.((Cf. Cindy Poremba, “Critical Potential on the Brink of the Magic Circle,” in DiGRA ’07 – Proceedings of the 2007 DiGRA International Conference: Situated Play Volume 4 (Tokyo: The University of Tokyo, 2007); Jaakko Stenros and Sarah Lynne Bowman, “Transgressive Role-play,” in Role-Playing Game Studies: Transmedia Foundations, ed. Sebastian Deterding and José P. Zagal (New York: Routledge, 2018), 411-424.)) Such moments of embarrassment threaten the stability of our sense of belonging and safety; our behaviors become unpredictable and others may feel uncertain how to react. When we role-play, our communities create in-game spaces that act as temporary social frames within which such behavior is no longer transgressive. In other words, we create an alibi for adult play, which allows us to present identities and behaviors that would otherwise be inconsistent with the expectations of our normative social roles.((Deterding, “Alibis”; Pohola, “Autonomous.”))

    Game systems, lore, mechanics, design documents, character sheets, social contracts of play, social media groups, event sites, workshops, and debriefs all serve the purpose of creating alibi. They facilitate the construction of what many game scholars call the magic circle: a frame within which playfulness can transpire.((Johan Huizinga, Homo Ludens: A Study of the Play-Element in Culture (Boston, MA: Beacon Press, 1958); Katie Salen and Eric Zimmerman, Rules of Play: Game Design Fundamentals (Cambridge, MA: MIT Press, 2004); Markus Montola, On the Edge of the Magic Circle: Understanding Role-Playing and Pervasive Games (PhD diss, University of Tampere, 2012); Jaakko Stenros, “In Defence of a Magic Circle: The Social, Mental and Cultural Boundaries of Play,” in DiGRA Nordic 2012 Conference: Local and Global – Games in Culture and Society, Tampere Finland, June 6-8, 2012, ed. Raine Koskimaa, Frans Mäyrä and Jaakko Suominen.)) For our purposes, both the off-game social contract and the in-game magic circle afforded by it create a holding container for spontaneous co-creative play and shifts in identity presentation that can feel intensely liberating.((Wilfred P. Bion, Experiences in Groups (Tavistock, England: Tavistock Publications, 1959); Donald W. Winnicott, “Theory”; Kemper, “Battle.”)) However, these framing devices can also lead to cognitive dissonance, especially in communities where discussion of bleed and the transformative impacts of play are discouraged. In other words, playing with one’s self-presentation can only transpire within frames that have been established by and protected by alibi.

    Cognitive Dissonance, Role-Distancing, and Conformity

    Due to these expectations of proper performativity, the mind is often in a state of vigilance in social interactions as it attempts to regulate and adapt to the demands of the group. When we enter the magic circle of play and we allow ourselves to surrender into the experience, we are still aware and cognitively engaged, but our minds tend to relax some of this vigilance. We place some measure of trust in the group and experience varying degrees of immersion.((Sarah Lynne Bowman, “Immersion and Shared Imagination in Role-Playing Games,” in Role-Playing Game Studies: Transmedia Foundations, ed. Sebastian Deterding and José P. Zagal (New York: Routledge, 2018), 379-394; Leonard and Thurman, “Bleed-out on the Brain”; Lauri Lukka, “The Psychology of Immersion,” in The Cutting Edge of Nordic Larp, edited by Jon Back (Denmark: Knutpunkt, 2014), 81-92.)) We may experience intense moments of vulnerability and intimacy within our play groups, which can lead to a rapid sense of bonding. Yet, we also experience a paradoxical cognitive space in which parts of our brain perceive the game events as real,((Järvelä, “How Real Is Larp?”)) while other parts work hard to reality test by discerning fact from fiction and organizing information accordingly.((Sigmund Freud,  “Formulations Regarding the Two Principles in Mental Functioning,” in The Standard Edition of the Complete Psychological Works by Sigmund Freud, ed. James Strachey (London: Hogarth Press, 1958), 13-21.))

    When we leave the magic circle, the mind often returns to a more vigilant state, moderating self-expression in order to conform to social norms. Memories of in-character events may feel hyperreal, meaningful, and profound, i.e. peak experiences. Yet, the mind must accept that they are not “real,” despite these feelings of profundity. Even within a supportive community, role-playing can be a confusing process in which previously solid notions of selfhood, proper behavior, and social rules are challenged. In order to manage this cognitive dissonance, the mind often erects defense mechanisms — ways in which it unconsciously attempts to protect itself from identity confusion, emotional dysregulation, challenges to paradigm, and social shame. In order to transition into daily life without major emotional disruption, the mind must find a way to resolve this cognitive dissonance.

    Additionally, we are expected to key our off-game behaviors and self-presentations as decidedly different from our playful ones through a process of role-distancing. When we role-distance, we indicate that we understand the difference between fantasy and reality, signaling that we will adhere to social norms outside of the frame of play.((Sarah Lynne Bowman, “Educational Live Action Role-playing Games: A Secondary Literature Review,” in Wyrd Con Companion Book 2014, ed. by Sarah Lynne Bowman (Los Angeles, CA: Wyrd Con, 2014), 112-131; Daniau, “Transformative”; Deterding, “Alibis.”)) This process allows us to displace any in-game behaviors that would be considered socially problematic, such as erotic, violent, destructive, manipulative, or otherwise “evil” play. In other words, our performances remain bounded within the magic circle, giving us plausible deniability that the whole experience was “just a game.” Alternatively, some of us work to justify our play experiences as “productive” by signaling to non-players that we have learned important, marketable skills that help us better integrate into mainstream society. While this tactic helps validate our play experiences as “useful,” it may further distance us from the pleasures of creativity and personal development for their own sake.((Deterding, “Alibis.”))

    In transformational language, an expansion of consciousness is often followed by a contraction, colloquially known as a crash or drop. While helpful and even important to a degree, role-distancing after play can lead to feelings of alienation and cognitive dissonance for people who have powerful moments of catharsis, profound realizations of selfhood, and intense experiences of intimacy within the magic circle. The insistence on alibi can become a shock to the system, in which meaningful experiences that occur within play have difficulty finding a place within the rest of life, leading some players to experience an existential sense of loss, grief, depression, or angst.((Sarah Lynne Bowman and Evan Torner, “Post-larp Depression,” Analog Game Studies 1, no. 1, 2014; Sanne Harder, “Larp Crush: The What, When and How,” Nordiclarp.org, March 28, 2018.)) While such responses can emerge after any peak experience ends, the bounded fictional framing adds an additional layer of complexity; peak experiences occurring within a Burning Man festival, a rock concert, or a weekend meditation retreat are still considered mostly “real,” whereas role-playing is not. While many larp communities have worked to normalize debriefing, discussions of bleed, and other forms of off-game processing, shame may arise if a person feels overly attached to a game experience that has long since passed for other players.((Sarah Lynne Bowman, “Social Conflict in Role-playing Communities: An Exploratory Qualitative Study,” International Journal of Role-Playing 4 (2013): 17-18; Lizzie Stark, “How to Run a Post-Larp Debrief,” Leaving Mundania, December 1, 2013.)) Subsequently, players may continue to sign up for larp after larp, yearning for the permission to deeply feel, experience, experiment, and connect once more.

    A diagram of the role-playing process, with two people entering the magic circle, playing witches and wizards, then leaving play mostly the same Figure 1: This figure charts the role of alibi within the role-playing process. Players are able to depart from their daily selves, adopting characters within the magic circle. While the social contract of the game allows for playfulness, alibi may interfere with desired transfer of traits, insights, and relationship dynamics from character to player. Vectors designed by macrovector_official and bybrgfx / Freepik.

    This article seeks to complicate notions of identity and reality by suggesting that alibi can actually hinder one’s potential for personal growth. Paradoxically, the very same mechanism that allows for playful transgression of self-presentation can also create a barrier for the transfer and integration of play experiences into one’s daily life, self, and community (Figure 1). Even if we experience a shift of selfhood during play((Christopher Sandberg, “Genesi: Larp Art, Basic Theories,” In Beyond Role and Play: Tools, Toys, and Theory for Harnessing the Imagination, edited by Markus Montola and Jaakko Stenros, 264-288. (Helsinki, Finland: Ropecon ry, 2004); Jaakko Stenros, “Living the Story, Free to Choose: Participant Agency in Co-Created Worlds,” Alibis for Interaction Conference, Landskrona, Sweden, October 25, 2013. Reprinted as “Aesthetic of Action,” Jaakkostenros.wordpress.com, Oct. 28, 2013.)) — often enacting a dual consciousness that holds both self and player — ultimately, these experiences are happening to the same person embodied within the same physiological organism.((Järvelä, “How Real Is Larp?”)) If alibi is a polite fiction in which we allow players to obviate responsibility for their actions within games, what happens when we adopt a view of self as consistent and fluid between player and character? What happens when we decrease alibi and imagine the role-playing container as extending beyond just the fictional space and the temporally bounded event? What becomes possible when we steer toward “magical” experiences that can inform our self-concepts, our worldviews, and our definitions of community in more permanent ways?((Beltrán, “Shadow Work”; Kemper, “Battle”; Hugaas, “Investigating.”))

    Role-playing and Manifestation

    Answers may lie in contemporary occult and metaphysical discourses that conceptualize manifestation as a magical process. The process of manifestation varies from source to source. Modern witchcraft often focuses upon the casting of spells using rituals, physical components, and invocation of spirits. Alternatively, New Age conceptions of manifestation often involve aligning one’s attention and imagination toward the types of experiences one wants to summon into their life, e.g. The Law of Attraction. People outside of such communities may find such concepts suspiciously unscientific or fantastical — forms of magical thinking that do not reflect social or physical reality. Such thinking can also reveal a form of privilege, e.g. leading some individuals to dismissively downplay the real structural inequalities that might inhibit someone from “manifesting” a new Ferrari. With these limitations in mind, we wonder: what insight on personal transformation might role-players gain from manifestational theory and practice?

    Although many manifestational models exist, this article will focus on Mat Auryn’s Psychic Witch, which has become successful within alternative subcultural audiences in the last year. In the book, the author works to streamline and make coherent for newcomers different threads of metaphysical thought.((Auryn, Psychic Witch.)) He synthesizes theories and practices pertaining to witchcraft and psychic abilities in non-denominational ways by crystallizing these concepts into more universally applicable language.

    Auryn explicitly discusses the connection between role-playing and magic. Due to his belief that all people have inherent psychic abilities, as a basic exercise that he terms “psychic immersion,” he recommends that practitioners role-play being a gifted psychic for a day in order to notice their latent skills.((Auryn, Psychic Witch, 18-20.)) In other words, the author recommends invoking the alibi of inhabiting the role of a skilled psychic, using imagination as a tool for practitioners to step more fully into their nascent abilities. Drawing further parallels, Auryn has addressed an apparently common dismissive attitude held within occult communities toward spellcraft that looks performative as “mere role-playing.” He opines, “The level of devotion and dedication role-players have is something I think witches should aspire to in their Craft. So when someone accuses you of this, take it as a compliment.”((Mat Auryn, Twitter post, February 22, 2020, 8:33 a.m., https://twitter.com/MatAuryn/status/1231225521062776832; Mat Auryn, Twitter post, February 22, 2020, 8:36 a.m., https://twitter.com/MatAuryn/status/1231226271683792896))

    If we consider that the processes behind postmodern magic are at the very least similar to role-playing, how is manifestation conceptualized? In one chapter of Psychic Witch, Auryn describes several dimensions of reality that overlay the physical world.((Auryn, Psychic Witch, 182-183. )) He states that successful manifestation — or simply put, “creation” — requires performing several steps within each dimension:

    1. Physical reality: Gathering physical ingredients that support the magic, e.g. herbs, crystals, candles, etc. Physical gestures may also be helpful.
    2. Etheric reality: Creating an energetic container for the magic to take place, e.g. meditation, altered states, establishing a time and space within which to invoke the (literal) magic circle.
    3. Astral reality: Pushing the magical container, which holds a thoughtform or conceptualization of the desired effect, into another realm. This process involves filling the container with one’s personal willpower.
    4. Emotional reality: Moving the thoughtform into alignment with the emotional energy the person wishes to manifest and using those emotions to direct the work, e.g. invoking magic to call love into one’s life by imagining experiencing bliss.
    5. Mental reality: Distilling the thoughtform into concepts or words that represent what the person wants to manifest, e.g. vocalizing affirmations, intoning a spell, chanting, singing, or composing a petition to an entity.
    6. Psychic reality: Using visualization to clearly envision the desired outcome.
    7. Divine reality: Sending the thoughtform to the divine with a petition for assistance with this goal, surrendering, and releasing attachment to the outcome.

    Auryn emphasizes the need in this last stage to envision the effect as having already happened, consciously avoiding considering any outcome that contradicts this imagined reality. He further stresses the need to take inspired action on one’s goals through the use of willpower, stating as an example, “You are not going to manifest the perfect relationship for you if you are not actively putting yourself in social situations where you can meet someone.”((Auryn 2020a, p. 184)) Thus, in manifestation, magic requires not only imagining and energetically aligning with the goal, but also taking action and focusing one’s will in order to achieve it.

    While these concepts may seem far-fetched to many role-players, if we consider the basic principles Auryn is describing, they do not seem removed from other processes of personal growth and creativity: establishing space for the growth to transpire; aligning emotions, thoughts, and intention toward the desired goal; taking action based upon this aligned, focused willpower; and letting go of attachment to the result. One can imagine these steps being useful, for example, when building a house, establishing a business as an entrepreneur, or pursuing a consensual romantic relationship.

    Furthermore, these steps can inform how we might envision our participation in a larp: learning about the location, setting, and game design; excitedly creating characters and costuming; imagining a positive future experience; purchasing tickets and arranging travel; calibrating with co-players for consent regarding the themes one would like to explore; and surrendering to the experience. Surrender in this case still involves remaining aware, present,  and conscious, but may require releasing one’s attachment to the larp unfolding “perfectly” or banishing one’s “fear of missing out.” We can also envision these steps as useful after the role-play experience in order to integrate our desired goals: establishing space and time to process the events of play; distilling takeaways; and continuing to align thoughts, emotions, and actions toward concretizing these takeaways in daily life.

    Person walking in the woods approaching a magical portal
    Photo by Ivilin Stoyanov, Ivilin on Pixabay.

    Aspecting and Wyrding the Self

    From a “magical” perspective, the distinctions between self and character are less stark. We can view our characters not as a means of leisurely escape from reality, but as tools for self-reflection. A lifelong Pagan, Phil Brucato, the primary author of White Wolf’s Mage: the Ascension since the 2nd Edition, connects role-playing to the occult practice of aspecting: a term that generally refers to the act of embodying or performing aspects of a divine entity’s characteristics. When conceptualizing characters through the lens of aspecting, Brucato envisions Mage in particular — and role-playing in general — as a metaphor for personal growth and transformation.((Phil Brucato, “Mage 20 Q&A, Part I: What IS Mage, Anyway?,” Satyrosphilbrucato.wordpress.com, March 23, 2014.)) He states, “I view aspects as creative masks and mirrors through which we can understand ourselves better… and thus, grow further than we would grow otherwise if we stuck to a stubborn (and often self-deceptive) sense of one Self.”((Phil Brucato, “Aspecting: Song of My Selves,” Satyrosphilbrucato.wordpress.com, April 23, 2013.)) Thus, when used intentionally, the character can become a tool for better understanding and transforming the self rather than an isolated entity bound to the fictional frame and disconnected from one’s self-concept.

    Additionally, characters can occupy spaces, express aspects of selfhood, and perform behaviors that we might feel socially inhibited from exploring in daily life. In “Wyrding the Self,” Jonaya Kemper presents her assiduous process of autoethnographic documentation before, during, and after larps.((Jonaya Kemper, “Wyrding the Self,” in What Do We Do When We Play?, edited by Eleanor Saitta, Jukka Särkijärvi, and Johanna Koljonen (Helsinki, Finland: Solmukohta, 2020).)) Kemper intentionally steers her characters toward experiences of liberation and seeks out emancipatory bleed, a type of bleed that allows players “from marginalized identities to fight back or succeed against systemic oppression.” Kemper discusses how the root of the word “weird” arose from the Old English term “wyrding,” which was also connected to the concept of magic and fate. Kemper asserts:

    To be weird, is to control one’s fate, rather than let society determine your place and fate. To be weird, is to be outside the normal aspects of society, yes, but to also collectively decide who you would like to be, not based on societal pressure. It is my belief that larp affords us the actual ability to wyrd ourselves, that is to shape ourselves and our conceptions of self through play.((Kemper, “Wyrding.”))

    Like Kemper and Brucato, we believe that role-playing can be used to better understand and wyrd the self. Ultimately, we assert that participants need not believe in magic, different layers of metaphysical reality, or fate in order to use role-playing as a tool for manifestation. Rather, we view role-playing as a vehicle for self-development and community building that can be used alongside other more traditional practices, whether educational, therapeutic, or recreational.

    Imaginal Selves, Performance, and Agency

    How can we conceptualize this type of “magical” thinking from a scientific paradigm? In this section, we will explore evidence of the impacts of imagination on self-concept and community, drawing parallels between spiritual frameworks, ritual studies, and other social scientific perspectives. We assert that while the domains of science and magic have developed largely in isolation from one another, they reveal similar insights about the human experience and personal growth. We will examine five topics that seem especially relevant for understanding how role-playing can be used as a transformational process: ritual, narrative, identity, empowerment, and imagination.

    Ritual

    Is the ritual of larp distinct from other forms of magical practice? In terms of formal attributes, J. Tuomas Harviainen has explored how the two practices of larp and postmodern chaos magic are “identical”; they both involve delineating time and space in order to shift identities and engage in pretense play. Harviainen discusses the work of D.W. Winnicott((J. Tuomas Harviainen, ”The Larping that is Not Larp,” in Think Larp: Academic Writings from KP2011, edited by Thomas D. Henriksen, Christian Bierlich, Kasper Friis Hansen, and Valdemar Kølle (Copenhagen, Denmark: Rollespilsakademiet, 2011); Donald W. Winnicott, “Transitional Objects and Transitional Phenomena,” Playing & Reality (Tavistock, England: Tavistock Publications, 1971).)) and Ana-Maria Rizzuto, emphasizing that the processes underpinning play are central to human practices from infancy onward, as children often project fiction onto objects that later grow into imagined entities.

    These imaginings are especially strengthened when supported by engagement with others in playful activities, as we do in role-playing communities. Following Winnicott((Donald W. Winnicott, “The Theory of the Parent-Infant Relationship,” The International Journal of Psychoanalysis 41 (1960): 585–595.)) and Wilfred Bion((Bion, Experiences.)), we can conceptualize role-play spaces as ritualized holding containers: environments in which players feel sufficiently secure within the group to explore their authentic selves and experience empowerment by projecting fantasy onto brute reality.((Montola, On the Edge; Jaakko Stenros, Playfulness, Play, and Games: A Constructionist Ludology Approach, PhD diss, University of Tampere, 2015.)) In ritual theory, participants engage in three phases: separation from their mundane roles, entrance into the liminal — or threshold — space, and reincorporation into daily life.((Victor Turner, The Ritual Process: Structure and Anti-Structure (Piscataway, NJ: Transaction Publishers, 1969).)) According to anthropologist Victor Turner, these activities are often associated with rites of passage that support communitas: a group feeling of camaraderie and interconnectedness.

    Lady Gaga in a Blue Dress with a large monster behind her
    Lady Gaga symbolically enacting her battle with the Fame Monster in an on-stage ritual. Stefani Germanotta created the alterego of Lady Gaga as a means to gain strength. Photo by John Robert Charlton, Wikimedia (CC BY 2.0).

    Despite these formal similarities, enactment in role-playing games as they are generally played today remain fundamentally different from magic or other religious rituals. Players agree to a social contract that dismisses these activities as not “real” in the same way that a religious ceremony or spiritually-motivated ritual is real for a believer. In Turner’s formulation, larps would be considered liminoid, not liminal; players do not acknowledge these shifts in role as rites of passage that have lasting meaning in daily life, e.g. an in-game wedding does not officially marry the players off-game.((Victor Turner, “Liminal to Liminoid, in Play, Flow, and Ritual: An Essay in Comparative Symbology,” Rice University Studies 60, no. 3 (July 1974): 53-91.))

    Again, when considering the power of ritual, alibi can become a barrier between the incorporation of game elements to socially recognized states outside of play. By invoking alibi and strongly reinforcing the boundary between reality and fiction, we distance ourselves from much of the content that takes place within the container of the magic circle, blocking it from transferring to our self-concept and group understanding of reality. In Mike Pohjola’s words, we “pretend to believe,” rather than actually believing that what we are invoking is real.((Pohjola, “Autonomous Identities.”))

    On the other hand, game scholars Doris C. Rusch and Andrew M. Phelps describe play as a form of “psychomagic,” asserting that games are ritual spaces where players can perform deeply meaningful acts through the lens of fiction. They assert that “symbolic acts are particularly conducive to envisioning – through the tangibility of bodily experience – new ways of being, utilizing the powerful interaction between body and mind.”((Doris C. Rusch and Andrew M. Phelps, “Existential Transformational Game Design: Harnessing the ‘Psychomagic’ of Symbolic Enactment,” Frontiers in Psychology (forthcoming).)) The authors emphasize the role of post-game reflection as central to these transformational processes of envisioning and meaning-making.

    What becomes possible when we uphold larp as a liminal rather than liminoid activity? In other words, what happens when we shift our perceptions to actually believing that some of the emotional, social, and physical changes that we experience in games can become lasting over time?

    Narrative

    One way this shift can occur is by streamlining narratives that happen within role-playing games within the context of our larger life stories. Humans are storytelling machines. According to the theory of narrative identity,((Jefferson Singer, “Narrative Identity and Meaning Making Across the Adult Lifespan: An Introduction,” Journal of Personality 72 (2004): 437-59.)) a person will form their identity by integrating important experiences into a structured “life story” that provides them with a sense of purpose, unity, and a consistent self-concept. When such life events involve adversity or suffering, psychologist Dan McAdams has found it beneficial for people to create narratives of redemption, i.e. extrapolating redemptive meaning from otherwise challenging experiences. In McAdams’ research, individuals who were able to construct stories of agency and exploration tended to “enjoy higher levels of mental health, well-being, and maturity.”((Dan P. McAdams, “Narrative Identity,” in Handbook of Identity Theory and Research, ed. Seth J. Schwartz, Koen Luyckx, and Vivian L. Vignoles (Springer, New York, 2011).))

    Role-playing is one of that many forms of narrativization that people employ in order to make sense of their experience. As role-players, we not only tell stories, but also embody the characters whose stories we tell. Sometimes, we construct clear story arcs, whether redemptive or tragic. Additionally, many players will engage in forms of storytelling after larps, whether by relaying amusing or exciting anecdotes — i.e. war stories — or sharing serious, intense narratives as a form of emotional processing, e.g. debriefing sessions or written accounts of play. Players may slip between first- and third-person perspective when recounting these tales. In first-person, players may feel more self-immersed and connected to the story as an active participant. In third-person self-distanced narratives, the players may feel less connected, recounting the tale as an observer of their character’s actions.((Ethan Kross and Ozlem Ayduk, “Self-Distancing: Theory, Research, and Current Directions,” Advances in Experimental Psychology 55 (2016): 81-136.))

    In terms of using narratives as a tool for transformation, alibi might help or hinder the process. As described above, alibi might make it harder for players to own core elements of these narratives and apply them to life outside of games, e.g. “My character was brave, but I am not.” On the other hand, overly immersing in the fictional content off-game might also disrupt growth. As Ethan Kross and Ozlem Ayduk discuss in their work on self-distancing, with regard to one’s own life stories, continued self-immersion in the first-person perspective may lead to rumination and a lack of closure.((Kross and Ayduk, “Self-Distancing.” )) In these cases, adopting a third-person distanced perspective may help players reduce shame and engage in self-reflection, e.g. “I wept for hours when he left me at the altar” versus “Elizabeth wept for hours when Anya left her.” Such distancing can enhance post-game narrative meta-reflections when streamlined with the player’s own narrative identity, e.g. “Looking back on Elizabeth’s story, I can see how my own abandonment fears led to strong emotional bleed-in.” The player might then consider approaching future situations differently after reflecting upon these experiences, e.g. “Unlike Elizabeth, I am going to take active steps to make sure that partners are willing to remain in relationship with me before I commit.” In other words, the third-person perspective might allow someone to create a narrative identity that distills important redemptive lessons from the character’s experiences without persistently reliving and rehashing painful emotions.

    Additionally, using narrativization tools, players can intentionally explore and process aspects of their own lives within the fictional settings that they inhabit. Organizers can construct containers for this specific intent, giving participants explicit permission to bring personal content into the fiction, e.g. a player’s fear of abandonment. Players can find redemptive meaning within their life stories through their game experiences, especially ones that emphasize adversity, e.g. “When I experienced the death of my character’s partner in the larp, I realized I am more resilient than I thought.” Ultimately, the most important component of this narrativization process is creating opportunities for post-game reflection, which allow players to streamline character narratives with their life stories, making meaning that can positively impact their lives.((Bowman, “Active Imagination.”))

    Elton John in a metallic puffy outfit, glasses, and a poiny hat playing piano
    Reginald Kenneth Dwight, aka Elton John, in 1975. Publicity photo, Wikimedia, no copyright.

    Identity

    One of the most potent tools for transformation within role-playing is identity exploration. When we role-play, we inhabit a dual consciousness((Sandberg, “Genesi”; Stenros, “Living.”)) in which we simultaneously experience both our own subjectivity and our character’s. We engage in perspective taking when we willingly alter our own identity in order to consider the perspective of another.((Adam Gerace, Andrew Day, Sharon Casey, and Philip Mohr, “An Exploratory Investigation of the Process of Perspective Taking in Interpersonal Situations,” Journal of Relationships Research 4, no. e6 (2013): 1–12.)) This perspective taking process can help us approach challenging situations or embolden us to act in ways counter to our self-concept.

    The Batman Effect and The Proteus Effect

    The creation and embodiment of characters occurs in many activities outside of role-playing games. D.W. Winnicott suggests that through imaginal play, children can express themselves in ways that may feel more authentic than their daily social roles permit.((Winnicott, “Theory.”)) Additionally, researchers have studied the phenomenon of the creation of alter egos: personalities that someone envisions and embodies who can better handle stressful, challenging, or even traumatic situations. When the alter ego is the one performing challenging tasks, some people seem able to exert a greater level of control over their own performance. In their research on how alter egos can affect perseverance in children, Rachel E. White et al. coined the term The Batman Effect.((Rachel E. White, et al,. “The ‘Batman Effect’: Improving Perseverance in Young Children,” Child Development 88, no. 5 (2017): 1563-1571. The added meta layer of Batman being the fictional alter ego of a fictional Bruce Wayne that was created as a result of emotional avoidance after a traumatic event in Wayne’s life, is not lost on the authors.)) They found that children who adopted a third-person perspective in relation to a task showed higher degrees of perseverance than participants operating in the first-person did, but both of these groups were surpassed by the participants that took on powerful alter egos such as Batman. This technique is also common in edu-larp theory and practice; for example, students at the Danish boarding school Østerskov Efterskole are often asked to play experts in larp scenarios in order to cultivate their perceived competence and self-efficacy in leadership.((Malik Hyltoft, “Full-Time Edu-larpers: Experiences from Østerskov,” in Playing the Learning Game: A Practical Introduction to Educational Roleplaying, ed. Martin Eckoff Andresen (Oslo, Norway: Fantasiforbundet, 2012). 20-23.))

    As role-players well know, alter egos are not just helpful for children. Drag performers routinely report creating and embodying larger-than-life characters through which they can draw the personal strength to face marginalization in their daily lives. The name of Brian Furkus’ famous drag alter ego Trixie Mattel arose from childhood slurs hurled upon him by his stepfather in response to Furkus’ queerness. Furkus describes:

    If I was being too sensitive or acting too feminine especially, he would call me a Trixie. You know, for years that was one of the worst words I could think of. So I took that name Trixie that used to have all this hurt [connected] to it and I made it my drag name. And now it’s something I celebrate, something I’m so proud of. If I hadn’t gone through all that horrible shit when I was little, Trixie Mattel might not even exist.((Nick Murray, dir., “Episode 8,” RuPaul’s Drag Race Season 7,eprformed by RuPaul Charles, et al. (Los Angeles: World of Wonder Productions, 2015).))

    Trixie Mattel in a Girl Scout inspired outfits holding a stake with marshmellows at the end
    Brian Furkus transformed childhood experiences of abuse and shame into creative fuel for his drag persona, Trixie Mattel. Photo by dvsross, Wikimedia, (CC BY 2.0).

    Other famous performers have created alter egos that are able to withstand the demands of marginalization and even stardom. Before he created Elton John, Reginald Kenneth Dwight was an introverted bespectacled piano-playing teenager.((Dexter Fletcher, Rocketman, performed by Taron Egerton, Jamie Bell, and Richard Madden (2019; Paramount), film.)) Stefani Germanotta created Lady Gaga as a separate and “stronger” version of herself.((Sarah Begley, “Lady Gaga Says Her Public Persona Is a ‘Separate Entity’ From Her True Self,” Time, June 8, 2016.)) However, the lines between these two entities often bleed together for Germanotta as art becomes life. With regard to this artistic process, she has insisted that we humans “possess something magical and transformative inside — a uniqueness and specialness waiting to be exiled from the depths of our identity.” In order to delve into these depths, bleed is a necessary state, as we “must effortlessly vacillate between two worlds: out of the real and into the surreal. Out of the ordinary, into the extraordinary.”((Lady Gaga, “V Magazine Gaga Memorandum No. 2,” V Magazine 72 (Fall 2011).)) Another widely-known and fascinating example is how Beyoncé created her alter ego, Sasha Fierce. When even someone as successful and praised as Beyoncé feels the need to create an alter ego to accomplish what she wants, the positive potential of identity alteration becomes difficult to dismiss.

    Similarly, in role-playing studies, we have the Proteus Effect.((Nick Yee and Jeremy Bailenson, “The Proteus Effect: The Effect of Transformed Self-Representation on Behavior,” Human Communication Research 33 (2007): 271-290.)) Named after the shapeshifting Greek god Proteus, this effect describes how the physical attributes of virtual avatars can sometimes affect the behavior of their players. In their research, Nick Yee and Jeremy Bailenson show how playing more attractive avatars led to more confident behaviour in in-game interpersonal situations and how playing taller avatars led to greater confidence in negotiation tasks during play. While MMORPG avatars are not always fully “role-played,” the avatar clearly provides players with enough alibi to present themselves in ways that they might otherwise feel inhibited when enacting their daily identities.

    Some role-players do report actively utilizing their characters to handle situations in their daily life. Players describe a form of “aspecting,” where they enact certain traits or skills from a character rather than performing the character in its entirety, e.g. aspecting a character’s leadership skills during a work meeting. In other words, even in small ways, we can expand alibi beyond the magic circle to allow for certain facets of the role-play experience to extend to the “real” world. Ultimately, role-players do not “become” our characters, but we can distill core aspects and substantiate them into our self-concepts.

    Empowerment and Imagination

    How can role-playing enhance our sense of personal empowerment? One of the coding constructs used in the narrative identity theory described above is agency. People who create narratives in which they see themselves as protagonists with a high degree of ability to affect change in their lives are likely to feel more agency in general. Agency is closely linked to the concept of locus of control.((Julian B. Rotter, “Generalized Expectancies for Internal Versus External Control of Reinforcement,” Psychological Monographs 80 (1966): 1-28.)) Individuals who have an internal locus of control tend to believe that they have a high degree of influence on the events and outcomes in their lives, while those with an external locus of control tend to insist that outside forces are primarily responsible for determining what happens in their life story.

    In relation to role-playing, our characters often have a large degree of agency and even power. Even for disempowered characters, the very act of playing involves exerting a certain amount of control over the character and the environment. As such, role-playing can be a way for players who tend to favor an external locus of control in their everyday life to experience how it is to shift to an internal locus of control through the game. If those experiences feel empowering, through the use of narrative identity, players may be able to shift their own locus of control more readily in daily life. While we acknowledge that, in many situations, outside factors such as structural inequalities and marginalization will reinforce the external locus of control, processes such as Kemper’s Wyrding the Self can feel emancipatory and empowering for players.

    Beyoncé on stage in black leather and sunglasses with two other dancers
    Beyoncé during the tour for I Am… Sasha Fierce. The album explored empowerment through the embodiment of an alterego. Photo by idrewuk, Wikimedia, (CC BY 2.0), cropped.

    We believe that the more individuals can experience themselves as agentic beings in games, the more they can feel empowered to make changes in the spheres of influence they inhabit, including the personal, interpersonal, and communal. Many role-players likely never believed they were capable of leading groups or running large-scale events before they experienced the motivating agency of larp. From this perspective, the very structure of our role-playing communities has been built upon this increased sense of agency, demonstrating that some forms of transfer are observable. Role-players also often describe the ways in which larp situations have prepared them for the working world in terms of social skills like leadership, teamwork, and understanding how to operate within systems.((Bowman 2010, 2014.))

    While these concrete “productive” skills are of interest, we invite players to consider ways in which they might bolster agency throughout other dimensions of their life, including altering their personal narratives to ones that are more empowering. For example, a player may have previously believed themselves to be unlovable, then experienced a successful, impassioned romance in a larp. If they can distill that experience into a new belief about themselves, such as “I am capable of cultivating love,” then they might make different choices in daily life that proactively seek the love they desire based upon the positive proof of concept within the larp. Alternatively, if these experiences remain bounded within the fiction, a player might instead reinforce their previous belief with such thoughts as “My fictional characters are capable of cultivating love, but I myself remain unlovable.” Therefore, we strongly recommend finding ways to integrate these experiences into one’s personal narrative in order to foster a greater internal locus of control.

    Furthermore, imagining ourselves as capable of certain activities might actually enhance our physical performance at tasks. While role-playing is not always an obviously physical activity, for many players, especially in larp, some degree of physical embodiment of character is central to their experience. In 1874, William B. Carpenter originated psychoneuromuscular theory, positing that the visualization of mental imagery related to a specific behavior will lead to subsequent greater motor performance of that activity.((William B. Carpenter, Principles of Mental Physiology (Cambridge, England: Cambridge University Press, 1874).)) This theory is still central to a number of approaches to sports psychology. In brief, research into mental imagery shows that the mere practice of imagining oneself performing a task in an optimal way — such as lifting a heavy weight — will lead to noticeable increases in physical ability when one later performs that action.((Robert S.Weinberg and Daniel Gould. Foundations of Sport and Exercise Psychology. 7th ed. (Champaign, IL: Human Kinetics, 2018); Paul Holmes and Dave Collins, “The PETTLEP Approach to Motor Imagery: A Functional Equivalence Model for Sport Psychologists,” Journal of Applied Sport Psychology 13 (2007): 60-83.)) Studies have also shown that substituting the physical act of working out with imagining the activity can have positive effects on motivation, self-confidence, anxiety, arousal control, and injury rehabilitation.((Danielle Alexander, Eric Hutt, Jordan Lefebvre, and Gordon Bloom, “Using Imagery to Enhance Performance in Powerlifting: A Review of Theory, Research, and Practice,” Strength and Conditioning Journal 41 (2019): 102-109.)) Similar to Auryn’s insistence that action is necessary to fully realize manifestational outcomes, psychologists pair imagination with action in psychoneuromuscular work in order to enhance performance. In other words, while some limitations we cannot control, when we imagine ourselves as capable, we come to realize other limitations are psychological in nature; thus, we can imagine and perform a self that might be able to move past them.

    In summary, role-players can find value in both metaphysical and social scientific explanations of transformation. In fact, manifestational work aligns with concepts in social science in the following ways:

    We can place collective social meaning upon our ritual experiences that lasts far beyond the liminal phase;

    1. We can place collective social meaning upon our ritual experiences that lasts far beyond the liminal phase;
    2. We can use narratives to construct positive meaning, streamlining our fictional and non-fictional lives;
    3. We can adopt aspects of our alter egos in daily life in order to augment our personalities;
    4. We can imagine ourselves as capable of performing difficult tasks; and thus,
    5. We can strengthen our belief in our own abilities to affect change in the world.

    For participants who wish to experience lasting change from their role-playing experiences, the question remains: How do we design, facilitate, and play to maximize such impacts?

    Role-Playing Communities as Transformational Containers

    As we have discussed, many role-players claim to have experienced powerful transformative impacts as a result of adopting alternate identities in fictional worlds. In many cases, these impacts have evolved somewhat accidentally or even in spite of the game design, meaning that designers and players may not have intended for such effects to unfold. Role-players sometimes have differing views regarding the potential of the medium. Some participants make broad claims about the ability of role-playing to “change the world,” whereas others may insist that their larp activities are purely recreational or for entertainment. Similarly, in role-play studies, some scholars emphasize the educational or therapeutic potential of games, whereas others remain skeptical or conservative about such claims, pushing for quantitative evidence of change over time along specific dimensions of human growth.

    While we hold each of these perspectives as valid, our goal is to envision role-playing communities as transformational containers. We define transformational containers as spaces explicitly and intentionally designed to facilitate personal growth and encourage communal cohesion, consent, and trust. Transformational containers extend far beyond the bounds of the magic circle of play. These containers include pre-game goal-setting, transparency, creative activities, bonding, trust-building opportunities, and workshops. They include safety structures, calibration, and negotiation during play. Most importantly, they involve post-game integration activities, such as creative expression, intellectual analysis, emotional processing, community support structures, and taking action on goals. These practices help players streamline game experiences with their self-concepts and social lives (Figure 2).((Sarah Lynne Bowman and Kjell Hedgard Hugaas, “Transformative Role-play: Design, Implementation, and Integration,” Nordiclarp.org, December 10, 2019.))

    Transformational containers place personal growth and emotional safety at the forefront of activities. They strengthen and extend the magic circle, providing support for individuals and groups undergoing powerful and sometimes confusing processes. They hold space for personal alchemy, not only facilitating the shift from one state of consciousness to another, but also guiding the process of intentionally shaping consciousness and social reality through experimentation. Central to this process is projection of imagination; thus, fantasy becomes an asset to personal growth rather than “escapism” or a distraction from life.

    Such role-playing containers may encourage players to consciously seek out certain types of bleed. While bleed is often unconscious and unpredictable, players can notice bleed when it arises by practicing meta-awareness and can even steer for desired types. Examples include:

    1. Emotional bleed: Accessing and expressing one’s often suppressed emotions, allowing for deep catharsis and further processing;((Markus Montola, “The Positive Negative Experience in Extreme Role-playing,” in Proceedings of DiGRA Nordic 2010: Experiencing Games: Games, Play, and Players (Stockholm, Sweden, August 16, 2010); Nilsen, “High on Hell”; Sarah Lynne Bowman, “Bleed: The Spillover Between Player and Character,” Nordiclarp.org, March 2, 2015; Hugaas, “Investigating.”))
    2. Ego bleed: Exploring new or suppressed aspects of personality or identity, allowing for consolidation of these aspects into one’s off-game self-concept;((Beltrán, “Shadow Work.”))
    3. Procedural bleed: Practicing physical abilities, habits, or ways of holding the body, allowing for greater skill and confidence in one’s off-game abilities;((Hugaas, “Investigating.”))
    4. Emancipatory bleed: Experiencing a successful challenge to structural oppression, allowing for feelings of liberation for players from marginalized identities;((Kemper “Battle”; “Wyrding.”))
    5. Memetic bleed: Experimenting and acting in accordance with different paradigms, allowing for the adoption of new sets of values, ideas, and understandings of reality.((Hugaas, “Investigating.”))

    Some players may require a strong alibi in order to experience these impacts, whereas others may play thin characters that are quite similar to themselves. Whatever approach players choose, the goals of the transformational container are to facilitate the exploration of self, envision new configurations of community, and transfer insights from these experiences to one’s life through integration practices. In other words, alibi should not remain so strong as to get in the way of this transfer process.

    A diagram of the role-playing process, with two people entering the magic circle, playing witches and wizards, then leaving play transformed and integrated Figure 2: Envisioning role-playing as a transformational container. Explicit goals, agreements, safety structures, community support, and integration practices facilitate changes in participants’ identities over time. Vectors designed by macrovector_official, and bybrgfx, and kjpargeter / Freepik.

    Thus, in a transformational container, we do not simply de-role, with a brief exercise evaluating what we wish to take with us and what we wish to leave behind. We distill the essence of the experience and infuse our lives with the meanings we uncovered. We do not shy away from owning the shadow parts of our identities that may have emerged during play. We embrace the shadow as part of the human experience. We learn to acknowledge and come into psychological balance with the different parts of ourselves. We reflect not only upon the “positive” traits that we hope to cultivate further, but also upon those “negative” behaviors that we fear to own. We hold space as a group for all of these aspects to emerge and develop, providing ongoing opportunities for reflection as individual and group processes. We avoid shaming others for what they have exposed about themselves so long as it emerged under conditions of mutual consent. We understand that feelings may linger, intense bonding may occur, and players may need support long after the game is done. We work together to process such emotions and to help each other learn how to create experiences in life that are as meaningful as we experience in larp. Ultimately, players within transformational containers must feel supported enough to expose their true intentions, desires, and vulnerabilities and the container must feel secure enough to hold space for such goals to potentiate.

    Let’s perform magic together.

    Acknowledgements

    This theoretical framework is part of Sarah Lynne Bowman’s larger ethnographic research project on the therapeutic and educational potential of role-playing games. This project was approved by the Austin Community College Institutional Research Review Committee in June 2020 under the supervision of Dr. Jean Lauer. The views and opinions expressed in this article are those of the authors and do not necessarily reflect the opinions or policies of Austin Community College. Sarah would like to thank from the bottom of her heart all of her participants in this study, who have helped her refine her thoughts on these topics by offering their own expertise. Special thanks also to Doris Rusch, Lauri Lukka, Lars Kristian Løveng Sunde, Sanne Harder, Michael Freudenthal, and Mo Holkar for their insightful feedback on early drafts.

    Bibliography

    Alexander, Danielle, Eric Hutt, Jordan Lefebvre, and Gordon Bloom. “Using Imagery to Enhance Performance in Powerlifting: A Review of Theory, Research, and Practice.” Strength and Conditioning Journal 41 (2019): 102-109.

    Auryn, Mat. Psychic Witch: A Metaphysical Guide to Meditation, Magick & Manifestation. Woodbury, MN: Llewellyn Publications, 2020.

    Auryn, Mat. Twitter post. February 22, 2020, 8:33 a.m., https://twitter.com/MatAuryn/status/1231225521062776832.

    Auryn, Mat. Twitter post. February 22, 2020, 8:36 a.m.,  https://twitter.com/MatAuryn/status/1231226271683792896

    Begley, Sarah. “Lady Gaga Says Her Public Persona Is a ‘Separate Entity’ From Her True Self.’” Time, June 8, 2016.

    Beltrán, Whitney “Strix.” “Shadow Work: A Jungian Perspective on the Underside of Live Action Role-Play in the United States.” In Wyrd Con Companion Book 2013, edited by Sarah Lynne Bowman and Aaron Vanek, 94-101. Los Angeles, CA: Wyrd Con, 2013.

    Bion, Wilfred P. Experiences in Groups. Tavistock, England: Tavistock Publications, 1959.

    Bowman, Sarah Lynne. “Active Imagination, Individuation, and Role-playing Narratives.” Tríade: Revista de Comunicação, Cultura e Midia 5, no. 9 (2017): 158-173.

    Bowman, Sarah Lynne. “Bleed: The Spillover Between Player and Character.” Nordiclarp.org, March 2, 2015.

    Bowman, Sarah Lynne. “Educational Live Action Role-playing Games: A Secondary Literature Review.” In Wyrd Con Companion Book 2014, edited by Sarah Lynne Bowman, 112-131. Los Angeles, CA: Wyrd Con, 2014.

    Bowman, Sarah Lynne. “Immersion and Shared Imagination in Role-Playing Games.” In Role-Playing Game Studies: Transmedia Foundations, edited by Sebastian Deterding and José P. Zagal, 379-394. New York: Routledge, 2018.

    Bowman, Sarah Lynne. “Social Conflict in Role-playing Communities: An Exploratory Qualitative Study.” International Journal of Role-Playing 4 (2013): 17-18.

    Bowman, Sarah Lynne. “Solmukohta 2020 Keynote: Sarah Lynne Bowman – Integrating Larp Experiences.” Nordiclarp.org, April 4, 2020.

    Bowman, Sarah Lynne, and Evan Torner. “Post-Larp Depression.” Analog Game Studies 1, no. 1, 2014.

    Bowman, Sarah Lynne, and Kjell Hedgard Hugaas. “Transformative Role-play: Design, Implementation, and Integration.” Nordiclarp.org, December 10, 2019.

    Brucato, Phil. “Aspecting: Song of My Selves.” Satyrosphilbrucato.wordpress.com, April 23, 2013.

    Brucato, Phil. “Mage 20 Q&A, Part I: What IS Mage, Anyway?” Satyrosphilbrucato.wordpress.com, March 23, 2014.

    Carpenter, William B. Principles of Mental Physiology. Cambridge, England: Cambridge University Press, 1874.

    Daniau, Stéphane. “The Transformative Potential of Role-playing Games: From Play Skills to Human Skills.” Simulation & Gaming 47, no. 4 (2016): 423–444.

    Durkheim, Émile. The Elementary Forms of Religious Life. Translated by J. W. Swain. George Allen & Unwin LTD, 1964.

    Deterding, Sebastian. “Alibis for Adult Play: A Goffmanian Account of Escaping Embarrassment in Adult Play.” Games and Culture 13, no. 3 (2017): 260–279.

    Fletcher, Dexter, dir. Rocketman. Performed by Taron Egerton, Jamie Bell, and Richard Madden. 2019; Paramount, 2019. Film.

    Freud, Sigmund. “Formulations Regarding the Two Principles in Mental Functioning.” In The Standard Edition of the Complete Psychological Works by Sigmund Freud, edited by James Strachey, 13-21. London: Hogarth Press, 1958..

    Gerace, Adam, Andrew Day, Sharon Casey, and Philip Mohr. “An Exploratory Investigation of the Process of Perspective Taking in Interpersonal Situations.” Journal of Relationships Research 4, no. e6 (2013): 1–12.

    Gaga, Lady. “V Magazine Gaga Memorandum No. 2.” V Magazine 72 (Fall 2011).

    Goffman, Erving. The Presentation of Self in Everyday Life. Anchor Books, 1959.

    Goffman, Erving. Frame Analysis: An Essay on the Organization of Experience. Boston, MA: Northeastern University Press, 1986.

    Harder, Sanne. “Larp Crush: The What, When and How.” Nordiclarp.org, March 28, 2018.

    Harviainen, J. Tuomas. “Information, Immersion, Identity: The Interplay of Multiple Selves During Live-Action Role-Play,” Journal of Interactive Drama: A Multi-Discipline Peer-Reviewed Journal of Scenario-Based Theatre-Style Interactive Drama 1, no. 2 (October 2006): 9-52.

    Harviainen, J. Tuomas. ”The Larping that is Not Larp.” In Think Larp: Academic Writings from KP2011, edited by Thomas D. Henriksen, Christian Bierlich, Kasper Friis Hansen, and Valdemar Kølle. Copenhagen, Denmark: Rollespilsakademiet, 2011.

    Holmes, Paul, and Dave Collins. “The PETTLEP Approach to Motor Imagery: A Functional Equivalence Model for Sport Psychologists.” Journal of Applied Sport Psychology 13 (2007): 60-83.

    Huizinga, Johan. Homo Ludens: A Study of the Play-Element in Culture. Boston, MA: Beacon Press, 1958.

    Hugaas, Kjell Hedgard. “Investigating Types of Bleed in Larp: Emotional, Procedural, and Memetic.” Nordiclarp.org, January 25, 2019.

    Hyltoft, Malik. “Full-Time Edu-larpers: Experiences from Østerskov.” In Playing the Learning Game: A Practical Introduction to Educational Roleplaying, edited by Martin Eckoff Andresen, 20-23. Oslo, Norway: Fantasiforbundet, 2012.

    Järvelä, Simo. “How Real Is Larp?” In Larp Design: Creating Role-play Experiences, edited by Johanna Koljonen, Jaakko Stenros, Anne Serup Grove, Aina D. Skjønsfjell and Elin Nilsen. Copenhagen, Denmark: Landsforeningen Bifrost, 2019.

    Jung, Carl Gustav. The Portable Jung. Edited by Joseph Campbell. Translated by R.C.F. Hull. New York: Penguin Random House. 1976.

    Kemper, Jonaya. “The Battle of Primrose Park: Playing for Emancipatory Bleed in Fortune & Felicity.” Nordiclarp.org, June 21, 2017.

    Kemper, Jonaya. “Wyrding the Self.” In What Do We Do When We Play?, edited by Eleanor Saitta, Jukka Särkijärvi, and Johanna Koljonen. Helsinki, Finland: Solmukohta, 2020.

    Kross, Ethan, and Ozlem Ayduk. “Self-Distancing: Theory, Research, and Current Directions.” Advances in Experimental Psychology 55 (2016): 81-136.

    Laycock, Joseph P. Dangerous Games: What the Moral Panic over Role-Playing Games Says about Play, Religion, and Imagined Worlds. University of California Press. 2015.

    LeClaire, Matthew M. “Live Action Role-Playing: Transcending the Magic Circle through Play in Dagorhir.” International Journal of Role-Playing 10 (2020): 56-69.

    Leonard, Diana J., and Tessa Thurman. “Bleed-out on the Brain: The Neuroscience of Character-to-Player.” International Journal of Role-Playing 9 (2018): 9-15.

    Lukka, Lauri. “The Psychology of Immersion.” In The Cutting Edge of Nordic Larp, edited by Jon Back, 81-92. Denmark: Knutpunkt, 2014.

    McAdams, Dan P. “Narrative Identity.” In Handbook of Identity Theory and Research, edited by Seth J. Schwartz, Koen Luyckx, and Vivian L. Vignoles. Springer, New York, NY. 2011.

    McAdams, Dan P., and Kate C. McLean. “Narrative Identity.” Current Directions in Psychological Science 22, no. 3 (2013): 233-238.

    Montola, Markus. On the Edge of the Magic Circle. Understanding Role-Playing and Pervasive Games. PhD diss, University of Tampere, 2012.

    Montola, Markus. “The Positive Negative Experience in Extreme Role-playing.” In Proceedings of DiGRA Nordic 2010: Experiencing Games: Games, Play, and Players. Stockholm, Sweden, August 16, 2010.

    Montola, Markus, and Jussi Holopainen. “First Person Audience and Painful Role-playing.” In Immersive Gameplay: Essays on Participatory Media and Role-Playing, edited by Evan Torner and William J. White, 13-30. Jefferson, NC: McFarland, 2012.

    Montola, Markus, Jaakko Stenros, and Eleanor Saitta, “The Art of Steering: Bringing the Player and the Character Back Together.” Nordiclarp.org, March 29, 2015.

    Murray, Nick, dir. “Episode 8.” RuPaul’s Drag Race Season 7. Performed by RuPaul Charles, et al. 2015; Los Angeles: World of Wonder Productions. Television.

    Nilsen, Elin. “High on Hell.” In States of Play: Nordic Larp Around the World, edited by Juhana Pettersson, 10-11. Helsinki, Finland: Pohjoismaisen roolipelaamisen seura, 2012.

    Pohjola, Mike. “Autonomous Identities: Immersion as a Tool for Exploring, Empowering, and Emancipating Identities.” In Beyond Role and Play, edited by Markus Montola and Jaakko Stenros, 81-96. Ropecon ry, 2004.

    Poremba, Cindy. “Critical Potential on the Brink of the Magic Circle.” In DiGRA ’07 – Proceedings of the 2007 DiGRA International Conference: Situated Play Volume 4. Tokyo: The University of Tokyo, 2007.

    Rotter, Julian B. “Generalized Expectancies for Internal Versus External Control of Reinforcement.” Psychological Monographs 80 (1966): 1-28.

    Rusch, Doris C., and Andrew M. Phelps, “Existential Transformational Game Design: Harnessing the ‘Psychomagic’ of Symbolic Enactment.” Frontiers in Psychology. Forthcoming.

    Salen, Katie, and Eric Zimmerman. Rules of Play: Game Design Fundamentals. Cambridge, MA: MIT Press, 2004.

    Sandberg, Christopher. “Genesi: Larp Art, Basic Theories.” In Beyond Role and Play: Tools, Toys, and Theory for Harnessing the Imagination, edited by Markus Montola and Jaakko Stenros, 264-288. Helsinki, Finland: Ropecon ry, 2004.

    Singer, Jefferson. “Narrative Identity and Meaning Making Across the Adult Lifespan: An Introduction.” Journal of Personality 72 (2004): 437-59.

    Stark, Lizzie. Leaving Mundania. Chicago Review Press, 2012.

    Stark, Lizzie. “How to Run a Post-Larp Debrief.” Leaving Mundania, December 1, 2013.

    Stenros, Jaakko. “Living the Story, Free to Choose: Participant Agency in Co-Created Worlds.” Alibis for Interaction Conference. Landskrona, Sweden, October 25, 2013. Reprinted as “Aesthetic of Action.” Jaakkostenros.wordpress.com, Oct. 28, 2013.

    Stenros, Jaakko. “In Defence of a Magic Circle: The Social, Mental and Cultural Boundaries of Play.” In DiGRA Nordic 2012 Conference: Local and Global – Games in Culture and Society, Tampere Finland, June 6-8, 2012, edited by Raine Koskimaa, Frans Mäyrä and Jaakko Suominen.

    Stenros, Jaakko. Playfulness, Play, and Games: A Constructionist Ludology Approach. PhD diss, University of Tampere, 2015.

    Stenros, Jaakko, and Sarah Lynne Bowman. “Transgressive Role-play.” In Role-Playing Game Studies: Transmedia Foundations, edited by Sebastian Deterding and José P. Zagal, 411-424. New York: Routledge, 2018.

    Turner, Victor. “Liminal to Liminoid, in Play, Flow, and Ritual: An Essay in Comparative Symbology.” Rice University Studies 60, no. 3 (July 1974): 53-91.

    Turner, Victor. The Ritual Process: Structure and Anti-Structure. Piscataway, NJ: Transaction Publishers, 1969.

    Weinberg, Robert S., and Daniel Gould. Foundations of Sport and Exercise Psychology. 7th ed. Champaign, IL: Human Kinetics, 2018.

    White, Rachel E., et al. “The ‘Batman Effect’: Improving Perseverance in Young Children.” Child Development 88, no. 5 (2017): 1563-1571.

    Winnicott, Donald W. “The Theory of the Parent-Infant Relationship.” The International Journal of Psychoanalysis 41 (1960): 585–595.

    Winnicott, Donald W. “Transitional Objects and Transitional Phenomena. Playing & Reality. Tavistock, England: Tavistock Publications, 1971.

    Yee, Nick, and Jeremy Bailenson. “The Proteus Effect: The Effect of Transformed Self-Representation on Behavior.” Human Communication Research 33 (2007): 271-290.


    Cover photo: Photo by Stefan Keller, Kellepics on Pixabay, cropped.

    This article was published in the Knutepunkt companion book Book of Magic and is published here with permission. Please cite this text as:

    Bowman, Sarah Lynne, and Kjell Hedgard Hugaas. 2021. “Magic is Real: How Role-playing Can Transform Our Identities, Our Communities, and Our Lives.” In Book of Magic: Vibrant Fragments of Larp Practices, edited by Kari Kvittingen Djukastein, Marcus Irgens, Nadja Lipsyc, and Lars Kristian Løveng Sunde, 52-74. Oslo, Norway: Knutepunkt.

  • Transformative Role-Play: Design, Implementation, and Integration

    Published on

    in

    Transformative Role-Play: Design, Implementation, and Integration

    Written by

    Role-playing has the potential to have profound transformative impacts on participants. Over the years both personally and professionally, we have received hundreds of stories from players who have experienced dramatic expansions in their worldview, their understanding of others, and their ability to affect change in the world around them as a result of role-play. In our own backgrounds, we can both point to several role-playing experiences that have altered the course of our lives as a result of the realizations and interpersonal connections resulting from them. The sheer number of people interested in implementing role-playing and simulation as tools for education, empathy-building, and skill training attests to the methods’ potential potency (Bowman 2014a). Whether through virtual play, tabletop, or larp, role-playing can change people’s lives for the better when participants are open to expanding their perspectives.

    Following our Butterfly Effect Manifesto (2019), we believe that the insights gained from role-playing can become powerful tools to help participants become more self-aware, process “real life” experiences in a community that feels safe, and transform their lives and the world around them for the better. When role-playing achieves any of these goals—whether in subtle ways or with greater magnitude—we call these instances transformative experiences. However, in our view, the role-playing experience itself is only truly transformative if it impacts the participant’s life in some meaningful way after the event. Thus, while an experience may feel transformative in the moment, the integration of that experience is the wider-reaching impact that we are most interested in cultivating. In other words, for a complete transformation to occur, the impact should expand beyond the bounds of the original experience and integrate into one’s daily frames of reality and identity.

    bufferfly on a petal drinking water

    We propose that although transformative effects might occur—and certainly do occur—by chance or as a result of intuitive choices that designers and participants make, we can seek to maximize the potential of such impacts through intentional design, implementation, and post-event integration. We argue that designers and players who wish to maximize the potential for transformative impacts should consciously and transparently focus on the following goals throughout the entirety of the process:

    1. Establishing a clear vision explicitly detailing the desired impacts,
    2. Providing environments that feel safe, and
    3. Offering structures and resources for post-event integration at the end of play.

    While this article focuses mainly on design and implementation, individual players also can use these suggested approaches independently to increase the likelihood of undergoing transformative impacts from any given role-play experience.

    Before we proceed, we should note that careful consideration and implementation of these concepts and processes will not ensure a transformative impact will take place. Experiences vary from person to person and event to event. However, we believe that the more intentional the choices that designers and organizers make in accordance with these principles, the more likely at least some participants will experience a profound shift in their sense of self, perspective, or agency in the world. We strongly recommend that designers and organizers explicitly state their goals before and after the experience in order to create a deeper sense of investment, increased trust with the participants, and clearer focus upon these impacts for everyone involved.

    Finally, we believe that informed consent and safety should be at the forefront of this design philosophy. In other words, we trust players to judge for themselves the extent to which they feel comfortable leaning into certain types of content or experiences based on their own emotional, psychological, and physical thresholds. While growth often involves facing our own resistance to change, we do not advocate for pushing participants beyond their limits. Therefore, while we believe that transformative impacts should always be at the forefront of design and implementation choices, concerns about safety and consent are inextricably linked to creating a secure-enough container for such experiences to transpire.

    Below are some suggestions for how to intentionally and systemically design for transformative impacts, followed by some examples from our own design backgrounds.

    woman in space holding a galaxy in her hand

    Designing for Transformative Impacts

    When seeking to design for transformation, the first step should be establishing a clear vision explicitly detailing the desired impacts upon participants. Although additional categories likely exist, we propose the following impacts, which fall under four broad groups: Emotional Processing, Social Cohesion, Educational Goals, and Political Aims. Note that designing for certain types of impacts—such as therapeutic aims—may require advanced training, consultation with experts, or increased safety measures.

    Emotional Processing

    Social Cohesion

    • Increasing empathy
    • Teamwork
    • Leadership
    • Holding space
    • Conflict resolution/Transformation
    • Prosocial communication
    • Perspective taking
    • Collaboration/Co-creation/Cooperation
    • Building understanding
    • Exploring intimacy/Relationship dynamics
    • Exploring community dynamics

    Educational Goals

    • Intrinsic motivation
    • Content exposure/Mastery
    • Promoting active engagement
    • Self-efficacy/Perceived competence
    • Multitasking
    • Problem solving
    • Scenario building
    • Creative thinking/Innovation
    • Critical thinking
    • Skill training
    • Understanding systems

    Political Aims

    We recognize that any such list can never contain every possible impact that a role-playing experience can invite and any single design can likely only address a few of these aims. Our goal is to provide a concrete tool that enables participants to make conscious choices during the design and implementation processes.

    Practical Implementation

    As one gets further into the design process, a number of choices are made that can affect the transformative potential of a role-playing experience. Some examples are the setting, format, game structure, practicalities, mechanics, character concepts, safety tools, workshops, and debriefing structures. Conscious implementation is key if designers seek to maximize the potency of these potential impacts.

    While choices relating to the larger structure of the game — such as concept, setting, and format — can have a clear influence, in this article, we will limit our focus to the categories of Safety, Workshops/Debriefing, and Character Design.

    Safety

    Feeling safe to stretch beyond one’s comfort zone without exceeding one’s boundaries is called a growing edge in personal development. Implementation requires creating a secure-enough container for participants to feel that they can surrender into the experience and feel held in the process by the facilitators and co-players. Some recommended structures for intentionally designing safer spaces include:

    * The process by which sign-up lists are screened for players whose previous actions have marked them as either unsafe (red flag) or on watch (yellow flag) by the organizers.

    ** For example, casting players who have a good reputation for providing safe and consensual play in the more sensitive or antagonistic roles.

    orange kitty looking in a puddle and seeing a lion reflected back

    Workshops and Debriefing

    We believe that designing for transformative impacts requires creating an intentional framework for transitioning into and out of the game frame. This framework can include steps for establishing: a sense of communal trust, a shared reference point for the game’s themes, explication of the game’s transformative goals, methods for expressing preferences for play, safety culture and tools, and norms around communication of participant and organizer needs. Workshops before and during the game can help to achieve these goals. Debriefing after the game can aid in the transition back to the frame of daily life.

    With these goals in mind, we have constructed the following suggestions for workshopping and debriefing activities:

    Pre-game

    • Safety briefings and practicing tools
    • Trust building exercises
    • Establishing character relations
    • Explaining game mechanics/tools
    • Practical/Logistical briefings
    • Contextualization discussions*
    • Pre-game consent negotiations
    • Discussing or playing backstory scenes

    Mid-game/Breaks

    • Calibration discussions or exercises
    • Narration of events occurring between acts
    • Mid-game consent negotiations
    • Contextualization discussions*
    • Self-care or downtime for participants
    • Co-player care or emotional processing
    • Organizer care

    Post-game

    • Structured or informal debriefing
    • De-roling or formalized shifting from character to player
    • Contextualization discussions*
    • Narrativizing events taking place after the game, or Epilogues
    • Integration practices (see below section)

    * One important step that is often overlooked in design is contextualization, which can take place at any stage during the off-game periods of role-play. For example, in the larp Just a Little Lovin, which is about HIV/AIDS in the 1980s, the organizers provide contextualization sections during the workshops before and after each Act break. Contextualization helps the group filter their experience through the lens of the larger social context within which it takes place, an especially important step for role-plays that feature historical, personally sensitive, or politically-charged content.

    Character Design

    Much of the transformative potential of role-playing lies in the character design, particularly in the relationship between the character and their player. Whether the character is designed by the organizers, by the participants, or both, several considerations are important to keep in mind during character creation and enactment:

    • Strong alibi vs. Weak alibi: How much responsibility do players feel that they have for their character’s actions?
    • Close to home vs. Far from home: How close are the characters to the players’ identities and experiences?
    • Fictional vs. Autobiographical: How close to a player’s actual life events is the character’s story?
    • Deep character immersion vs. Light role-play: How deeply, intensely, or seriously are players expected to immerse into their character?
    • Fantastical abilities vs. Mundane: Do the characters and setting have fantastical qualities or are they representative of social realism?
    • Personal themes vs. Unfamiliar concepts: Are the themes relatable to the players or are the themes new to them?
    • Bleed management – Maximization vs. Regulation: Does the game intend to maximize the potential for bleed or attempt to regulate it?
    • Existing social dynamics vs. Constructed: Do the interactions mirror ones familiar to the participants’ lived experiences or are they unique constructions?
    • Playing with strangers vs. Playing with familiar people: How well do the players know one another?
    • High status vs. Low status: How much status and responsibility do the characters have in relationship to one another?

    As with any of these implementation considerations, we cannot be certain that a particular design choice will lead to a transformative impact. For example, we cannot assume that playing a character similar to the self with a particular set of emotionally-charged life circumstances that the player finds relatable will inevitably lead to bleed or deep insights about one’s daily self. However, we find it important to recognize that certain design choices can influence the way in which a character is experienced by the player and the potential impacts those experiences may have on the person moving forward.

    boy sitting as he disintegrates into pixels

    Facilitating Integration

    The discussion about “when a role-play ends” is ongoing. Some players argue that play ends when the organizers decree that players should drop character. Others consider the processing that players undergo in the days, weeks, months, and even years following an event to also be part of the experience. Extreme views posit that a role-play ends the moment the last person to participate passes away, as all living memory would have passed with them. For our part, it seems evident that many external and internal processes do not end the moment that play does, which means that these processes have the potential to lead to a transformative impact if the participant sufficiently integrates insights gleaned from the role-play into daily life.

    Thus, we believe that conscious implementation of integration practices after a role-play is crucial to support these transformative changes. Integration is the process by which players take experiences from the frame of a game, process them, and integrate their new awarenesses into their self-concept or the frames of their daily lives. Integration can range from small observations that shift one’s worldview to large-scale changes in identity or the structure of one’s life after the experience.

    Below are examples of integration practices in which players may engage on their own initiative or guided by organizers. In an attempt to provide structure, we propose the following six broad categories: Creative Expression, Intellectual Analysis, Emotional Processing, Returning to Daily Life, Interpersonal Processing, and Community Building.

    Creative Expression

    Some players choose to integrate their experiences by creating new works of art, including:

    • Journaling
    • Studio art
    • Performance art
    • Game design
    • Fiction writing
    • Storytelling
    • Co-Creation

    Intellectual Analysis

    Players may also engage in cognitive processing where they seek to analyze their experiences on an intellectual level, including:

    • Contextualization
    • Researching
    • Reframing experiences
    • Documentation
    • Theorizing
    • Applying existing theoretical lenses
    • Reflection

    Emotional Processing

    Participants often find valuable the ability to emotionally process their experiences, either individually, one-on-one, or in a group setting:

    • Debriefing
    • Reducing shame
    • Processing bleed
    • Ego development/Evolution
    • Individual or Group therapy
    • Validating own experiences
    • Identifying and acknowledging needs/desires/fears
    • Identifying and acknowledging Shadow aspects
    • Distancing identity from undesirable traits/Behaviors explored in-character

    Returning to Daily Life

    On a psychological level, participants sometimes find a variety of practices useful in helping them transition from the headspace of the game frame to that of their daily lives and identities:

    • De-roling
    • Managing bleed
    • Narrativizing role-play experiences
    • Distilling core lessons/Takeaways
    • Applying experiences/Skills
    • Engaging in self-care/Grounding practices
    • Transitioning between frames of reality
    • Incorporating personality traits/Behaviors

    Interpersonal Processing

    Some participants find social connections important after a role-playing experience, which helps them transition from the social frames of the game to their off-game interpersonal dynamics:

    • Connecting with co-players
    • Re-establishing previous social connections
    • Negotiating relationship dynamics
    • Sharing role-playing experiences with others
    • Engaging in reunion activities

    Note that some role-play experiences can dramatically shift a player’s interpersonal life, e.g. romantic bleed leading to a daily life relationship, new friendship groups forming, etc. Other times, existing relationship dynamics may help players ground back into their daily life while the new experiences from role-play are being integrated and processed.

    Community Building

    Some players take the lessons learned in role-playing further, deciding to create or transform the communities around them:

    • Networking
    • Planning events
    • Collaborating on projects
    • Creating new social systems
    • Sharing resources and knowledge
    • Establishing safer spaces
    • Creating implicit and explicit social contracts
    • Engaging in related subcultural activities
    • Evolving/Innovating existing social structures

    These lists are not intended to be exhaustive and no participant is likely to wish to engage in all of these activities after role-playing. However, our goal is to provide a framework for designers, organizers, and players to use in order to intentionally integrate their experiences into the flow of their lives after an event.

    Woman with a red leather jacket blowing magic dust from her hands

    Examples of Designing for Transformative Impacts

    We shall now discuss ways in which we have designed for transformative impacts in our own work to provide concrete examples of how one might consider this process from start to finish.

    In the larp Epiphany (2017), co-written with Russell Murdock and Rebecca Roycroft, Sarah Lynne Bowman included concepts from White Wolf’s Mage: the Ascension within the framework of a weekend-long spiritual retreat. Epiphany invited players to enact characters who were quite similar — in some cases, nearly identical — to their daily selves. These characters were designed in collaboration with the organizers; players detailed which personal content they wished to explore through an extensive questionnaire, which the writers translated into a character sheet. While the characters had magical abilities, the goal of the larp was for players to explore their own spiritual and philosophical beliefs and share their personal perspectives and practices with one another within the fictional framework. This goal was explicitly stated in the first paragraph of the design document, meaning that players knew they were explicitly opting-in to close-to-home, personal play:

    The setting is a weekend self-help Epiphany Retreat where adults learn how to access their inner potential. Over the course of the larp, mentors will guide initiates through an Awakening into their own magical power through a series of classes and rituals. Participants will socialize and discuss metaphysical principles with one another as they learn to expand their consciousness and personal power. The goal of Epiphany is to play characters similar to ourselves that explore issues of philosophical paradigm, empowerment, and enlightenment. (Bowman, Murdock, and Roycroft 2017)

    This slippage between character and player allowed some participants to explore aspects of themselves within the frame of the larp that led to insights and even life changes after the event was over. The larp featured: safety mechanics, consent negotiations, a post-larp Reflection Hour where participants could make art, write, or contemplate their experience, formal debriefing, and informal sharing in the Facebook group and chat after the event. These aspects of the design were intended to establish a secure enough container for players to lean into exploring growing edges within themselves through the frame of the game and character, while also giving participants tools to process and integrate those experiences after the event. For an example of such processing, see the documentation piece by Clio Yun-su Davis, Morgan Nuncio, and Jen Wong. Documentation itself can be an important integration process for participants, along with journaling, story writing, and other forms of creative output.

    Another quite different example is how Kjell Hedgard Hugaas and Karijn van der Heij are in the early design stages for a larp called The Mountain, inspired by the song of the same name by Steve Earle. Set in a small mining community in American coal country, the larp centers on a mining accident that captures the world’s attention and promises to change the way of life in the sleepy town forever. While the expected participants are likely to be mostly middle class and quite politically progressive, the characters that populate the town are almost exclusively working class conservatives. As such, The Mountain aims to educate the participants on a subject matter that is most likely unknown to them, broadening their understanding of actions taken by people that they perceive as being very different from themselves, and increasing their understanding of the lived experiences of others.

    In order to achieve these aims, the larp leans heavily on concepts and structures that are already familiar to the participants, such as family, romantic love, shared dramatic/traumatic experiences, and so on. By applying these already familiar concepts, the designers hope to create a sense of belonging that allows for emotional connection and intensity to occur even in a somewhat unfamiliar setting for the participants.

    By allowing players to connect with experiences far from their own, the larp’s intended impacts are to increase empathy, promote prosocial communication, and build cross-cultural understanding. Additionally, by highlighting the oppressive systems that underpin the setting on both a social and a political level, the designers aim to raise awareness, promote political activism, and build bridges across a deep political divide. Thus, The Mountain will focus upon several transformative impacts in one larp experience, while still providing a tightly focused narrative concept and setting.

    person standing on rocky ledge gazing toward a portal with light emanating from it

    We’ve Only Just Begun…

    Although role-playing is enjoying a Golden Age at the moment, we believe that our communities have only begun to scratch the surface of the potential of the medium. While we acknowledge that desiring to role-play for entertainment is an entirely valid motivation, we seek to provide tools for participants to use role-playing experiences as a means to transform themselves and the world around them in positive ways. We look forward to what the future will bring in terms of role-play design, innovation, and integration.

    Selected Bibliography

    Below are a few recommended resources to consider when designing for transformative impacts and building safety structures. We also suggest joining the Facebook group Larping for Transformation for more discussion.

    Algayres, Muriel. 2019. “The Evolution of the Depiction of Rape in Larp.” Nordiclarp.org. Last modified May 20.

    Algayres, Muriel. 2019. “The Impact of Social Capital on Larp Safety.” Nordiclarp.org. Last modified October 29.

    Andresen, Martin Eckoff, ed. 2012. In Playing the Learning Game: A Practical Introduction to Educational Roleplaying. Oslo, Norway: Fantasiforbundet.

    Beltrán, Whitney “Strix.” 2013. “Shadow Work: A Jungian Perspective on the Underside of Live Action Role-Play in the United States.” In Wyrd Con Companion Book 2013. Edited by Sarah Lynne Bowman and Aaron Vanek, 94-101. Los Angeles, CA: Wyrd Con.

    Bowman, Sarah Lynne. 2010.The Functions of Role-Playing Games: How Participants Create Community, Solve Problems, and Create Community. Jefferson, NC: McFarland & Co.

    Bowman, Sarah Lynne. 2014a. “Educational Live Action Role-playing Games: A Secondary Literature Review.” In The Wyrd Con Companion Book 2014. Edited by Sarah Lynne Bowman. Los Angeles: Wyrd Con.

    Bowman, Sarah Lynne. 2014b. “Returning to the Real World: Debriefing After Role-Playing Games.” Nordiclarp.org. Last modified December 8.

    Bowman, Sarah Lynne. 2015. “Bleed: The Spillover Between Player and Character.” Nordiclarp.org. Last modified March 2, 2015.

    Bowman, Sarah Lynne. 2016. “A Matter of Trust – Larp and Consent Culture.” Nordiclarp.org. Last modified February 3.

    Bowman, Sarah Lynne. 2017a. “Active Imagination, Individuation, and Role-playing Narratives.” Tríade: Revista de Comunicação, Cultura e Midia 5, no. 9 (Jun 2017): 158-173.

    Bowman, Sarah Lynne. 2017b. “Immersion into Larp: Theories of Embodied Narrative Experience.” First Person Scholar. Last modified March 8.

    Bowman, Sarah Lynne, Russell Murdock, and Rebecca Roycroft. 2017. “Epiphany: A Mage: the Ascension Larp Design Document.” Google Docs. Last modified December 12.

    Branc, Blaž, et al. 2018. Imagine This: The Transformative Power of Edu-Larp in Corporate Training and Assessment. Edited by Michał Mochocki. Copenhagen, Denmark: Rollespilsakademiet.

    Brown, Maury. 2016. “Creating a Culture of Trust through Safety and Calibration Larp Mechanics.” Nordiclarp.org. Last modified September 9.

    Brown, Maury. 2017. “Safety Coordinators for Communities: Why, What, and How.” Nordiclarp.org. Last modified April 17.

    Brown, Maury. 2018. “Safety and Calibration Design Tools and Their Uses.” Nordiclarp.org. Last modified November 29.

    Clapper, Tara. 2016. “Chasing Bleed – An American Fantasy Larper at Wizard School.” Nordiclarp.org. Last modified July 1.

    Davis, Clio Yun-su. 2019. “Writing an Autobiographical Game.” Nordiclarp.org. Last modified September 11.

    Davis, Clio Yun-su, Morgan Nuncio, and Jen Wong. 2018. “Epiphany – A Collaborative Mage: the Ascension Larp.” Nordiclarp.org. Last modified February 1.

    Davis, Clio Yun-su, Shayna Cook, and Lee Foxworthy. 2018. “Walking the Talk: Working Disability into Gaming.” Roundtable at Living Games Conference 2018. YouTube. Last modified August 16.

    Fatland, Eirik. 2013. “Debriefing Intense Larps 101.” The Larpwright. Last modified July 23.

    Harder, Sanne. 2018. “Larp Crush: The What, When and How.” Nordiclarp.org. Last modified March 28.

    Hugaas, Kjell Hedgard. 2019. “Investigating Types of Bleed in Larp: Emotional, Procedural, and Memetic.” Last modified January 25.

    Hugaas, Kjell Hedgard, and Sarah Lynne Bowman. 2019. “The Butterfly Effect Manifesto.” Nordiclarp.org. Last modified August 20.

    Kemper, Jonaya. 2017. “The Battle of Primrose Park: Playing for Emancipatory Bleed in Fortune & Felicity.” Nordiclarp.org. Last modified June 21.

    Kemper, Jonaya. 2018. “More Than a Seat at the Feasting Table.” Nordiclarp.org. Last modified February 7.

    Koljonen, Johanna. 2016. “Safety in Larp: Understanding Participation and Designing For Trust.” Last modified September 18.

    Leonard, Diana J. and Tessa Thurman. 2018. “Bleed-out on the Brain: The Neuroscience of Character-to-Player Spillover in Larp.” International Journal of Role-Playing 9: 9-15.

    Mendez Hodes, James. 2018. “Best Practices for Historical Gaming.” Jamesmendezhodes.com. Last modified November 12.

    Montola, Markus. 2010. “The Positive Negative Experience in Extreme Role-playing.” Proceedings of DiGRA Nordic 2010: Experiencing Games: Games, Play, and Players.

    Nilsen, Elin. 2012. “High on Hell.” In States of Play: Nordic Larp Around the World. Edited by Juhana Pettersson. Helsinki, Finland: Pohjoismaisen roolipelaamisen seura.

    Paisley, Erik Winther. 2016. “Play the Gay Away – Confessions of a Queer Larper.” Last modified April 15.

    Simkins, David. 2015. The Arts of Larp: Design, Literacy, Learning and Community in Live-Action Role Play. Jefferson, NC: McFarland & Co.

    Stark, Lizzie. 2012. “Mad About the Debrief.” Leaving Mundania: Inside the World of Larp. Last modified October 22.


    Cover photo: Photo by Stefan Keller, Kellepics on Pixabay.

    Edited by: Elina Gouliou