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  • Epiphany – A Collaborative Mage: the Ascension Larp

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    Epiphany – A Collaborative Mage: the Ascension Larp

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    Epiphany was a collaborative larp based loosely on Mage: The Ascension that took place December 15-17, 2017 in Tiny T Ranch outside of Austin, Texas. The larp was an ATX Larp Productions event designed by Sarah Lynne Bowman, Russell Murdock, and Rebecca Roycroft. It was not affiliated with any official White Wolf Publishing club and was a one-shot event set during a weekend-long spiritual retreat where mentors help initiate mages navigate their Awakenings and come into their power. Playing close to home was strongly encouraged, and characters were designed to resemble their players in personality and background. There were roughly thirty players from different parts of the United States and Canada at the event. This article presents reflections from three of those players: Clio Yun-su Davis, Morgan Nuncio, and Jen Wong.

    The barn space at Tiny T Ranch transformed into a magical retreat over the course of a weekend. Photo by Jen Wong.

    The majority of characters were at the initiate level, the first and most introductory power level of this system, with a handful of people playing more powerful and experienced mentor characters. For the purposes of this scenario, power was demonstrated through imparting wisdom and guidance in workshops and conversation rather than displays of magical dominance or manipulation. Epiphany used consent-based mechanics, so if a spell was cast on another character, the recipient decided if and how it affects them. The outcome of magic-use in general was determined by consent negotiations and not abilities or any kind of character sheet statistics.

    The larp did not focus on the mechanics, politics, and performance of the magical spheres in the Mage setting. Instead, it pointed a spotlight on the metaphysical aspects and the exploration of the players’ inner lives through their characters. While the larp incorporated the Mage concepts of Traditions, Avatars, Consensual Reality, Spheres, and Paradox to name a few, these were used purely as tools to aide in discussions on paradigm, faith, death, the afterlife, personal transformation, and acceptance. Additionally, Epiphany incorporated player-run Avatar characters who were, in this larp, spirits fueling the character’s magic. Avatars could offer subtle suggestions through the bird-in-the-ear metatechnique or players could explore more intensive Avatar scenes in the blackbox, described in more detail below. For further details on the design document, you can view it directly here.

    Woman in a cloak near a tree
    An Akashic mentor finds peacefulness in nature. Photo by Sarah Lynne Bowman.

    Tiny T Ranch, which has regularly hosted larps for the past two years, is a somewhat remote rural location where there is no chance of crossing paths with anyone who is not part of the larp or is not at least aware of it and comfortable with being around larpers. The site is home to two horses and a number of chickens, and is distant enough from light pollution that you can see the Milky Way at night. Since Epiphany is primarily a What You See is What You Get (WYSIWYG) larp, it was important for it to be hosted somewhere peaceful and picturesque, as many real-life spiritual retreats are, with little risk of interruption or distraction by out-of-character happenings. Tapestries and multi-color lights were hung in many of the spaces, with color-changing lamps in the bedrooms. Players ate meals in a decorated communal dining area, with most meals taking place in-character. Altars could be found throughout the premises, including the main altar in the living room of the main building. The barn was transformed with colorful curtains and rows of hanging lights with one half designated a ritual space and the other designated for sleeping.

    A Hermetic altar provided by a player-character for Epiphany. Photo by Sarah Lynne Bowman.

    Jen discovered that setting foot on the ranch immediately instigated immersion. While it was beautiful to look at, the open expanse was a reminder of how miniscule and alone a single person can feel in the larger picture of the universe. This environment may have required some players to recalibrate their senses and ground themselves; however, this shift in perception also encouraged them to reach out to each other and begin exploring the questions of why they were there, both as a person and a character, and how they could begin to help each other. Jen recognized it as the feeling of coming home.

    Person reaching out to pet a horse
    Tiny T Ranch featured onsite horses, chickens, dogs, and cats.

    Playing in White Wolf’s Mage: The Ascension by essence draws many parallels to other larps and role-playing games that inhabit the World of Darkness universe. As such, Epiphany draws much from larps such as End of the Line, a larp based on the Vampire: The Masquerade setting, and White Wolf’s first official dip into Nordic style larp. Specifically, the use of the blackbox as a closed space for smaller scenes in Epiphany is similar to the use of the meta rooms in End of the Line and other larps. In Epiphany, these scenes could be dream sequences, memories, delving into a character’s mind, journeying into the Umbral and other realms, or interacting with one’s Avatar.

    Additionally, Epiphany’s blackbox mechanics resemble those from the Nordic larp about the AIDS crisis in the ‘80s, Just a Little Lovin’. In Epiphany, when someone wished to invite another character to a blackbox scene, they offered them a small crystal or stone, similarly to how a feather would be offered in Just a Little Lovin’. The main difference was that the object color did not indicate any particular type of blackbox scene, only that the offer was being made with details to be discussed out of character. If accepted, whoever was invited either went to the chapel (which was the designated blackbox space), or to any of the back rooms if the chapel was occupied. The chapel was outfitted with a projector, a speaker, and color-changing lights so that players could create the appropriate atmosphere for their scenes if desired.

    A Dreamspeaker mentor leads a channeling ritual. Photo by Sarah Lynne Bowman.

    The design for Epiphany also relates to Just a Little Lovin’ in that it provided a steady stream of rituals that were created to engage meaningfully on both a character and player level. Epiphany diverges from Just a Little Lovin’ though, in that the vast majority of the content for rituals was written by people playing mentors with guidance from the larp designers, which means that, were the event to have another run, the rituals could be incredibly different.

    Epiphany also shares elements with New World Magischola, as one of the designers worked closely with Learn Larp LLC to develop their consent and safety workshops. Many of the tools and vocabulary are shared, including the OK check-in, the look-down, pronoun correction, and consent negotiation mechanics, which have also been used at End of the Line and Convention of Thorns. Workshops and mechanics of note that were updated include methods for better player inclusion into scenes and for players to interact more with other players who they do not already know. Through these exercises, organizers encouraged players to engage in new interactions, creating a space that allowed for players to open up to each other and share potentially vulnerable aspects of their characters and themselves. As with New World Magischola, Caretakers were present to assist players struggling emotionally both an in- and off-game capacity, and as with several larps, an off-game sanctuary space was provided for players who needed it.

    Playing for Spiritual and Philosophical Discussion with Paper-Thin Alibi

    One of the unique elements of Epiphany was the gathering of characters (and players) who held wildly different beliefs about spirituality and philosophy, but were all present specifically to speak about these differences with respect, honesty, and vulnerability. For instance, Clio occasionally found herself in a state of existential angst when in the company of people who had a wealth of knowledge on spiritual, magical, and scientific subjects and held beliefs that sometimes fully contradicted her own. However, it was the satisfying, productive existential angst of having to reevaluate why one believes what they believe. The larp served to nudge participants out of their comfort zones at times, and it was valuable in that it removed them from an echo chamber while keeping them in a safe space where the intention was that everyone’s feelings were to be accepted as valid.

    a male mage guides a workshop for several seated initiates
    An Akashic mentor guides initiates through a workshop to help change their restrictive attitudes and beliefs. Photo by l.p.lade.

    The character creation process played a crucial role in this balance. A few months prior to the larp, a character creation questionnaire was sent to players that asked them to list three close-to-home characteristics from their personality or background that they wished to be incorporated into their characters. Additionally, they could add optional three far-from-home characteristics, though many players chose not to insert fiction into their backstories in this way. Players were also asked about their personal experience with magical concepts, be it ritual work, research, or any sort of training, and about their personal knowledge of the concepts related to their chosen Tradition. Descriptions of one to three defining moments from the character’s backstory were requested, and these were meant to be similar to the player’s own history as well. One of the more challenging parts of the questionnaire was having to describe your character’s Awakening, as it was simultaneously an intensely personal question while also being potentially difficult to write in a close-to-home way. Players were strongly encouraged to reach out to the designers for help with any of this process. Additionally, the questionnaire asked players to list metaphysical or existential questions they wanted to explore in the larp. The Storytellers gave the following examples: “What is the nature of time?” “What happens after death?” and “Is consciousness singular or collective?” The designers used this information to write the character sheets and made adjustments based on further conversations with players as needed. These character sheets offered the characters a name, a catchphrase, a Tradition, 3-4 primary Spheres, a brief summary of their lives, a description of at least one Awakening experience, an explanation for how they found Epiphany Retreat, and fill in the blank questions about their philosophies and relationship to the universe.

    Initiates prepare to be led through a Dreamspeaker shadow work ritual. Photo by l.p.lade.

    Some people were playing with magic as a symbolic force that represented power in several different archetypal forms: the power of science, the power of being able to influence others, the power of creation, the power of destruction. Others were playing with magic as a real force that could shape reality through willpower, emotion, and ritual. Some bounced back and forth in a sort of agnosticism, and coping with uncertainty emerged as a prominent theme. This range of viewpoints yielded fertile ground for conversation and debate on topics not usually broached in daily life even, even if they consistently loom over us on a day-to-day basis.

    The essence of Epiphany was one of internal rather than external conflict. The intentional absence of an overarching plot left players with no arbitrary goals into which to throw themselves and no problems to solve that were created to exist within the world of the larp alone. It was forbidden to speak of the Technocracy at the Retreat in-game in order to emphasize this insistence on internal focus. Instead, there was a gathering of people who were itching to discuss metaphysics, death, the afterlife, their struggles with (and sometimes loss of faith in) the religion in which they grew up, and the darkest, most hidden aspects of their personalities.

    A Dreamspeaker mentor retrieves their item from the altar and narrates their character’s Epilogue. Photo by Sarah Lynne Bowman.

    Over the course of the event, Clio developed the distinct impression that many of the players did not normally have opportunities to speak about these topics freely in their lives. There is a very real kind of magic that occurs when people feel safe enough to reveal their innermost thoughts, fears, and hopes regarding these subject matter when they’ve been holding them in for years. Being able to witness these transformations was an experience unlike any she’d had in either a larp or in a real-life spiritual workshop. When role-playing, even when playing close to home, we are often far away enough from ourselves to be able to firmly distinguish our character’s experiences from our own. When attending a spiritual retreat or workshop, many of the participants have already spent a great deal of time processing and speaking about their beliefs, and everyone possesses only their one identity (or at least pretends to), so anything they say is coming solely from that identity. In Epiphany, the thin layer of alibi afforded enough comfort to allow players to be more adventurous in their conversations, and in many ways, more truthful.

    A woman shrugging to two people holding books
    A Society of Etherite initiate discusses magical philosophy with two Hermetics. Photo by Sarah Lynne Bowman.

    Because playing close to home also discouraged wild displays of cultural appropriation, there was an unusual ease in players when interacting with people who they had not previously known. In the design document, this principle was referenced as “What You Know is What You Know,” meaning that the character’s knowledge base and background remained identical to yours with maybe a few extra years of training or experience added to your character. Cultural appropriation is particularly complicated when it comes to religion and spirituality, as the lines between appropriation and exchange are often blurred. In a world where it is not uncommon for players to use elements of religious practices as casual costume pieces, fetishize cultures and people, create characters based on ethnic stereotypes, and claim vast knowledge of cultural subjects about which they have only barely skimmed the surface, Clio noted that this measure explicitly provided more protection against these pitfalls than any other larp she had played. Since real people and cultures were prioritized over fictional characters, there was a level of trust attained immediately that allowed deep, meaningful connections to form quickly.

    Mages at Epiphany Retreat relax with a few rounds of Tarot Speed Dating in the evening.

    Collaborative Play and Player-Created Content

    The only rigidly set scenes for all participants in Epiphany were the following: a silent opening ceremony, in which players took turns placing an item onto the altar that represented their character (a worn journal, a pair of headphones, a statue of a goddess, a wind chime); the small-group Awakening scenes directly after; and the closing ceremony where players retrieved their items, name tags were switched back to player names, and players narrated short epilogues for their characters. The majority of the larp was composed of workshops led by mentors, rituals, social events, and other exercises led by a mix of mentors and initiates. These scheduled rituals were required to feature in-game debriefs for characters to more smoothly transition back into the more “mundane” game world. In addition to mentor-led workshops, initiate players were encouraged to create content for the larp before and during the event, leading to a combination of structured and improvised activities.((For more on race and cultural appropriation in larp, see Lizzie Stark’s articles in the Bibliography below.))

    The Epiphany altar, containing items for each Tradition and personal items from each participant of the Retreat. Photo by Sarah Lynne Bowman.

    Morgan and Lily’s Epiphany

    Morgan participated in these activities primarily as a learner, but also had the chance to instruct and guide. Her character was Lillian “Lily” Rivera, a Cult of Ecstasy initiate whose underlying concept was “Wherever the Wind Blows,” a phrase meant to resonate with her real life approach to navigating the world. Playing close to home led to powerful new insights and realizations about herself, as well as some heart shattering, emotionally numbing moments. Members of the Cult of Ecstasy tradition are known for living “in the moment,” and Morgan embraced this philosophy in part by being the first one up each morning, making sure the kitchen was in order and preparing coffee and water for tea as one of the cooking volunteers.

    Lily (Morgan Nuncio) after her ecstatic dance ritual. Photo by Sarah Lynne Bowman.

    Morgan felt at ease in a mindfulness meditation workshop run by an Akashic mentor early Saturday morning. However, when it came to the Dreamspeaker-run shadow work workshop, both the character and player felt emotionally vulnerable and exposed. In the shadow work, characters embodied and spoke with the voice of their darkest selves as they tried to come to terms with it while supported by 2-3 others in the group. The shadow she pulled from the depths within her left both character and player feeling wounded, afraid, and uneasy, but it did make her think about how to stop repressing the shadow and work with it instead. Because there was a heavy emphasis on players supporting one another and not competing or playing for drama, she felt safe enough to proceed with this deep self-exploration. The in-character exercise served as a catalyst for confronting her out-of-character greatest fear: being alone.

    A group meditating crosslegged on the floot
    Initiates and Mentors in a morning Mindfulness workshop led by an Akashic. Photo by Sarah Lynne Bowman.

    Lily then went on to spend an hour and a half in an impromptu death salon put into motion by a Euthanatos initiate, listening, lending support, and speaking about all aspects of death and dying. The salon continued for three hours, but with Lily’s barriers weakened from before, she decided to leave halfway through so that she could shift into a different mindset. She organized an Ecstatic dance session for the evening when there were no official workshops scheduled, something she had been preparing for long in advance of the larp. Ecstatic dance is a five rhythms movement where nonverbal expression is set to the beats and sounds played around you. The music starts soft, with meditation or soft drums, and crescendos into dance or club music, only to wind back down into meditation music, bringing dancers back down from the high. Ecstatic dance, for Morgan, is a spiritual experience. Ecstatic dance, for Lily, was not only a spiritual experience, but how she was originally Awakened. On a player level, Morgan found the experience of sharing this part of herself with the others there to be humbling. Having so many people participate in the dancing and movement and learn about one of the many ways Cult of Ecstasy folks develop their powers held great emotional significance to her that continues to impact her a month after the event.

    Morgan constructing art during the Reflection hour after Epiphany. Photo by Sarah Lynne Bowman.

    These lingering feelings of overwhelming love and gratitude have been reported by many players in post-game conversations both in-person and on social media; they are often coupled with what has been described as the inability to fully articulate those feelings and the thoughts that accompany them. This reaction may be in part because these emotions are due in large part to bleed. However, because everyone was essentially playing a slightly different version of themselves, it is difficult to conceptualize them as bleed in the traditional sense. In Epiphany, “real life” and the world of the characters were more difficult to distinguish than in most other larps, so emotions could not be attributed to one or the other in a straightforward way. However, because the design steered players towards positive connections, players speak about this sort of bleed warmly.

    Jen and Naomi’s Epiphany

    For Jen, the two set framing altar scenes, as well as the Awakening rituals performed immediately after the opening ceremony, were the most powerful moments for her character, Naomi Takahashi, whose concept was “The Light at the End of the Tunnel.” In essence, Naomi was a lone Euthanatos mage, struggling to understand herself, her powers, and her place in the world around her. She was quickly losing faith in both herself and the good in humanity as she saw more of the struggles and injustices around her.

    two people on a couch smiling
    A Euthanatos (Jen Wong) and a Dreamspeaker bond before the death salon.

    The opening scene for the larp was silent but intense as players moved into embodying their characters, and one by one, rose to their feet and placed a personal item on the group altar for the event. Naomi’s item was a wristwatch – intricate, delicate and beautiful. However, it’s time had stopped, much like she had. She was stuck without guidance through her visions and manifestations of power, and was caught in a struggle between her fear and compassion.
    After entering the barn area, players were surrounded by airy fabrics and colored string lights before stepping into a large ring of chairs. As people finished laying their items on the altar, the chairs in the barn filled until the last of the players and hosts stepped into the circle. This ceremony eased the group into transitioning out of their “real world” selves, giving structure to slipping into character.

    Immediately after gathering in the circle of chairs, small numbers of initiates broke off with mentors to experience an Awakening ritual. Jen’s group consisted of two other initiates and their Hermetic mentor. As an Order of Hermes ritual, this Awakening scene was highly structured, but Jen found that the intimate nature of such a small group, as well as the ritual structure being simple and repetitive, allowed them all to be pulled into the present moment and to connect in ways that they were not anticipating. Small but anticipated, almost pedestrian touches (clasping hands), and taking the time to really take in the whole of someone as you looked at them opened an awareness of each other in the players, as well as a new awareness of themselves. Even long after the ritual was over, Jen found herself mindful of and looking out for those who had participated in the ritual with her. She felt a strange closeness that would normally require a significantly longer amount of time to build with someone who had previously been a total stranger due to this process.

    The Order of Hermes mentor who led Naomi’s Awakening helps initiates find their names and words of power. Photo by Sarah Lynne Bowman.

    One of the most powerful moments of this ritual for her and her character were the words spoken right at the beginning: “Your experience is valid, your impressions are valid. You are not crazy. Most importantly, you are not alone.” Jen thinks that perhaps these statements resonated so strongly with her because so many people spend their daily lives being told almost exactly the opposite, and therefore it can come as a shock to be instantly validated. This shock is especially true when someone has spent a long time trying to reconcile their reality with the reality that the rest of the world is trying to impress upon them. This concept was an ongoing theme for the entire retreat, as characters joined in respectful discussion and exploration of topics that often spark heated debates in other settings.

    Through several mentor-led exercises such as the shadow work exercise and the impromptu scenes that sprung up — the 3 hour discussion about death for instance — Naomi found support and a path forward, even if her greater understanding of magic remained somewhat static. This change in her brought out more openness, a willingness to be vulnerable, and general optimism that she thought had been long lost. Jen felt that the closing scene, where characters retrieved their personal items from the group altar, served as a reminder of that change. When each player turned to face the others, their token in hand, and reverted back to their player selves to speak a few sentences about what their character went on to do after the retreat and how it may have transformed them, it gave some measure of closure for the weekend’s worth of role-play.

    Clio and Dylan’s Epiphany

    Clio as Dylan Lee, a Verbena. Photo by Sarah Lynne Bowman.

    A great deal of Clio’s time at Epiphany was spent preparing for another player’s blackbox scene that she had been casually helping to plan for months in advance. The gist of her character, Dylan Lee, was that she belonged to the Verbena, the Tradition that embraces life, but also felt a strong pull to Euthanatos, the Tradition that focuses on death and karma. This theme was articulated in her character concept phrase “The Ambivalence of Corporeality.” It is also worth noting that she chose to forgo almost any fictional element during the character creation process and was one of the many people playing with the least amount of alibi.

    What Clio learned in workshops, especially the ones focused on shadow work and spirit channeling, proved to be instrumental to the execution of the anticipated blackbox scene. In the spirit channeling workshop, characters split into pairs consisting of one channeler, who became a vessel for a deity or other spirit, and one person communicating with and directing the channeling of the entity. The blackbox scene was a ritual involving Dylan and three other people channeling goddesses who would accept or decline the symbolic willing sacrifice of a character’s life in his archetypal role of son-consort.

    One proposed iteration of the ritual was centered on death and mourning, but, in part because of Dylan’s influence, it eventually became much more about the dedication of one’s life to a purpose than the ending of a life. The outcome of Dylan’s inner game of tug-of-war between Verbena and Euthanatos was decided, which Clio as a player found the most personally valuable experience. As a result, both Dylan and Clio went into the ritual seeking an affirmation of life rather than a confirmation of the certainty of death.

    The son-consort supplicates himself to his goddesses during a blackbox scene. Photo by Dani Higgins.

    There were about nine characters who were present for the ritual itself: the person going through the ordeal and offering himself as a sacrifice; the four people channeling the goddesses who were being petitioned; the in-game facilitator; and others who were there to ground and support the group. Sitting in the quorum of goddesses was the most empowering moment of the larp for Clio, and embracing the physicality of larp and ritual helped to give the scene weight and impact. The participants were anointed with salt water as part of the cleansing. Dylan used a knife to cut a lock of hair from the head of the person offering himself. At the climax of the ritual, she held a tiny spear to his throat from a goddess statue meaningful to him and asked if he was truly ready to submit to the goddesses in what was essentially an extreme, metaphysical lie detector test. His answer was yes, the goddesses gave their final words of guidance and instruction. Then, they held an off-game mini-debrief for the scene, as the players felt the intensity of it warranted one.

    woman holding a small spear to a man's throat in a church
    Dylan, channeling a goddess, demands a symbolic sacrifice from the son-consort. Photo by Dani Higgins.

    Clio found that holding rituals within a larp, which in and of itself is a ritual, fostered a particularly peaceful and cohesive flow when bouncing back and forth between meta-awareness and experiential consciousness. Usually during moments of heightened tension in larps, she would find the movement between the two states of awareness was more rapid and occasionally disorienting. However, these thought patterns were perfectly in tune with the themes of awakening to the knowledge of something greater than oneself and channeling an entity with an expanded consciousness. She was able to relax into the scene and accept her awareness of all three versions of herself: the player, the character, and the entity that character was embodying.

    The Labyrinth

    At the end of the larp just before the closing ritual, an Akashic mentor led a group of people in creating a labyrinth by laying down tarot cards in winding paths on the barn floor. Inspired by a Celestial Chorister character’s desire for self-discovery, the labyrinth was a place in which many versions of every character existed, as it tied together all realities in the multiverse and timestream. Players were instructed to enter the labyrinth one by one and follow the paths until they found a card that called to them. The card they picked up would represent how they would be transformed once they left the maze.

    tarot cards face down on a concrete floor
    Tarot cards were arranged to represent possible life paths character could take in the Umbral Labyrinth. Photo by Heather Oslund.

    Most of the players participated in the labyrinth, with several taking on the role of guides who helped to clarify the meaning of the cards, support those who were struggling to choose one, or were challenged by the one they had chosen. Clio and Jen both played guides, while Morgan’s character Lily entered the labyrinth. Earlier on in the larp, this same Akashic mentor facilitated a workshop on identifying and understanding desires and using that information to let go of old negative habits to form new positive habits. This involved a deep examination of internal blocks, memories of events that might have shaped these problematic habits, and making a vow to change the unwanted behavior. This workshop had been outlined in advance, while the labyrinth was created on the spur of the moment. Though it was a last minute decision to make the labyrinth and the exercise was designed on the fly as the mentor had not expected so many people to attend, it has become one of the defining scenes of the larp for many players. Both examples attest to the value of player-created rituals in games.

    Directly after the larp’s closing ceremony, players spent one Reflection hour in silence while decompressing and creating an artifact to take home. Many players worked on an art piece using various mediums from the provided supplies. Others wrote reflections by hand or by typing, while some chose to walk around the ranch, hugging trees, meditating, or petting the horses. Morgan found this period particularly helpful because it gave her time to collect her thoughts and channel them into a creative outlet before having to dive into the discussion portion of the debrief.

    An initiate chooses her life path in the Labyrinth. Photo by l.p.lade.

    A Minimal Judgment Zone

    A Society of Etherite player enjoying the blackbox chapel space. Photo by l.p.lade.

    As a whole, Epiphany proved itself to be a far more personal and enlightening experience than what many players had envisioned walking into it. It was a space where people on different paths and of different faiths could convene to talk about a myriad of subjects that we avoid for any number of reasons, including a desire to avoid conflict, to protect those raw parts of us, or to shield ourselves from possible judgment regarding our beliefs. It created an ambience and culture of safety that allowed us, not only as characters, but as players, to explore, challenge and question the things we normally sweep under the rug, such as our shadow selves, and see how others view spirituality, philosophy, and other areas of metaphysical significance. For many people, being able to speak about these topics without shame or judgment is an incredibly rare opportunity. In this way, many players unsuspectingly found in Epiphany a weekend of transformative experience on many levels.

    When Jen now thinks back to the small ranch with its knobby trees, scattered farmlife, open skies, and the shared experiences there, she wonders if perhaps this is truly something that we should be striving to recreate for ourselves in the real world rather than relegating it to a fond memory. Having discovered such a supportive and community-oriented group of players brought together by this event, many participants left with clearer eyes, more open hearts, lighter spirits, and a hope to reunite with this experience again in the future.

    Credits

    Participation Fee: $75-95

    Players: 31

    Date: December 15-17, 2017

    Location: Del Valle, TX

    Consulting: ATX Larp Productions

    Larp Design: Sarah Lynne Bowman, Russ Murdock, Rebecca Roycroft

    Original Mage Design: Stewart Wieck with Chris Earley and Stephen Wieck

    Mage 20th Anniversary Edition Design: Satyros Phil Brucato, Brian Campbell, John Snead, Rachelle Sabrina Udell

    Documentation: l.p.lade, Sarah Lynne Bowman, Heather Oslund, Dani Higgins, William Nichols, Jen Wong, Jess Pestlin, Morgan Nuncio, and Clio Yun-su Davis.

    Food: Lee Foxworthy, Rebecca Roycroft, Ross Cheung, Harrison Greene

    The Epiphany altar featured stones for players to use to invite one another to the blackbox as a metatechnique. Photo by l.p.lade.

    Bibliography

    Bowman, Sarah Lynne. “A Matter of Trust: Larp and Consent Culture.” Nordiclarp.org, February 3, 2017. https://nordiclarp.org/2017/02/03/matter-trust-larp-consent-culture/

    Bowman, Sarah Lynne. “Bleed: The Spillover Between Player and Character.” Nordiclarp.org, March 2, 2015. https://nordiclarp.org/2015/03/02/bleed-the-spillover-between-player-and-character/

    Bowman, Sarah Lynne. “Epiphany Design Document version 3.0.” Google Docs, last accessed January 31, 2018. https://docs.google.com/document/d/1HBcuDARPA1XFoRH1qY0bz08D3sjnzbc0BtgQ3A_Ci7k/edit?usp=sharing

    Bowman, Sarah Lynne. “Love, Sex, Death, and Liminality: Ritual in Just a Little Lovin’.” Nordiclarp.org, July 13, 2015. https://nordiclarp.org/2015/07/13/love-sex-death-and-liminality-ritual-in-just-a-little-lovin/

    Lehrich, Christopher I. “Ritual Discourse in Role-playing Games.” The Forge, last modified October 1, 2005, http://www.indie-rpgs.com/_articles/ritual_discourse_in_RPGs.html

    Schooler, Jonathan W. and Jason M. Chin. “Meta-Awareness.” Encyclopedia of Consciousness, vol. 2. Elsevier: 2009. pp. 33–41, labs.psych.ucsb.edu/schooler/jonathan/sites/labs.psych.ucsb.edu.schooler.jonathan/files/pubs/meta-awareness.pdf.

    Stark, Lizzie. Race in Larp: Some Initial Musings.” Leaving Mundania, January 4, 2014. http://leavingmundania.com/2014/01/30/race-in-larp-initial-musings/

    Stark, Lizzie. “Race in Larp Checklist: What to think about.” Leaving Mundania, March 24, 2014. http://leavingmundania.com/2014/03/24/race-in-larp-what-to-think-about/


    Cover photo: A small chapel served as the blackbox for Epiphany. Photo by Jen Wong.

  • Enlightenment in Blood: A Pervasive World of Darkness Nordic Larp

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    Enlightenment in Blood: A Pervasive World of Darkness Nordic Larp

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    It’s not a revolution… it’s an insurrection.

    Anarch catchphrase during Enlightenment in Blood
    A smiling vampire female with visible fangs
    Enlightenment in Blood was a night of celebration for many vampires in the setting. Photo by Tuomas Hakkarainen.

    Enlightenment in Blood was an official White Wolf larp in the Nordic style spanning 10 locations for approximately 200 players in the city of Berlin. The larp lasted five hours and took place in the Friedrichshain district on May 12, 2017. Developed by Participant Design Agency for the World of Darkness Berlin convention, Enlightenment in Blood was created primarily by Juhana Pettersson with help from a team of writers. Tickets were available for convention participants and some local players.

    While a few locations were kept private by security, this game is considered a pervasive street larp in that play takes place in public locations and, in many cases, around non-larpers. In this respect, Enlightenment in Blood is similar to previous city larps, including Prosopopeia Bardo 2: Momentum in Stockholm, Sweden; The Spiral, an ARG-larp hybrid that spanned many European cities; and Neonhämärä (Neon Twilight) in Helsinki, Finland.((See Andie Nordgren, “Prosopopeia Bardo 2: Momentum,” in Nordic Larp, edited by Jaakko Stenros and Markus Montola (Stockholm, Sweden: Fëa Livia, 2010; Bardo AB Facebook Group https://www.facebook.com/bardoab/posts/266925533406299; Jaakko Stenros, “Nordic Larp: Theatre, Art, and Game,” in Nordic Larp, edited by Jaakko Stenros and Markus Montola (Stockholm, Sweden: Fëa Livia, 2010). For more information on pervasive larps, see Markus Montola, Jaakko Stenros, and Annika Waern, Pervasive Games: Theory and Design (CRC Press, 2009).))

    The primary narrative of the larp focused upon the celebratory first night of a successful vampiric Anarch revolution over the traditional Camarilla. However, the larp was cross-genre, meaning players could choose from an array of character types: Camarilla, Anarch, and Sabbat vampires; Technocracy and Tradition mages; changelings; werewolves; kinfolk; ghouls; and mortals. Players were expected to uphold “the Masquerade” both in-character and out-of-character in order to preserve the surprise. Some groups featured supernaturals and mortals of many types, whereas others, such as the Church of Caine, were vampire-specific. These features contributed to an authentic-feeling World of Darkness larp, where characters walked through the streets of Berlin as if denizens of the city and encountered an array of different creatures with unique agendas.

    Though the overall tenor was one of aggression and adrenaline, the larp felt like a large sandbox with multiple locations throughout the city. To reflect this multiplicity of experiences, in addition to my personal account, I collected informal data from 40 participants of the larp, who shared brief descriptions of their experiences. This article will contain some of this information in a consolidated form. For other examples of the variety of experiences, check out Ivan Žalac’s blog post about playing a Gangrel Anarch and the Darker Days podcast, where Mike and Chris discuss playing Technocracy Syndicate mages.((Ivan Žalac, “World of Darkness Berlin and Enlightenment in Blood,” Diary of a Croatian Larper, last modified May 20, 2017. http://www.crolarper.com/2017/05/world-of-darkness-berlin-and.html; “Darker Days Radio Episode #78,” Darker Days Podcast, last modified May 21, 2017. http://podcast.darker-days.org/e/darker-days-radio-episode-78/))

    various vampires posing for photos
    Members of the Church of Caine. Right-hand photo by Tuomas Hakkarainen.

    A Tech-Heavy Larp Experience

    We were the Chosen of Caine and that night we took to the streets. Beset by enemies at all sides, we stood strong and took care of each other.

    Bastian Retzlaff, Malkavian Anarch, Shepherds (Church of Caine), Losers Club

    Enlightenment in Blood featured digital components that enhanced the modern feel of the larp. All character creation took place on an online app called Larpweaver, developed by Matthew Webb from Incognita Ltd. Players selected aspects from a limited list of characteristics: primary groups, secondary groups, short backstory seeds, supernatural types, factions, memories, goals, and basic powers where applicable. In this way, character creation was streamlined by offering the player a limited number of options based upon their previous selections. In many cases, the most important selection players made was their Primary group, as all characters started play with this faction at a particular location.

    a chart with the primary groups from Enlightenment in Blood Enlightenment in Blood primary groups.

    The majority of the plot was seeded through the Larpweaver platform, as the character affiliations with their groups, their stories, and their goals were the primary drivers for interaction within the larp. However, the organizers also offered some major plot points at various times in the evening. Players could choose to chase these plots or instead decide to focus upon their personal interactions.

    While Larpweaver offered character connections through the groups and factions, players were expected to establish independently personal ties such as romances, childe-sire relationships, etc. through Facebook before game. Other players were able to establish these connections at the convention leading up to the event. As with many larps in the collaborative style, this practice meant that players who engaged in extensive pre-play by establishing connections and playing out scenes tended to have more extensive personal interactions within the larp than those who did not.

    Description of the Shadow Enlightenment
    Description of the Shadow Enlightenment primary group in Larpweaver.

    In addition, during the few days leading up to the larp, during play, and for a week afterward, the organizers activated an online social media network called Undernet. Undernet was based upon the Kin framework used for the College of Wizardry larps. The platform had a main channel for all players, private channels for specific groups, and private messaging. While online engagement during a larp can sometimes detract from the in-person interactions, Undernet provided a fast way to spread information to players scattered in 10+ locations. However, some players relied on Facebook for coordination as well, as Undernet access could be spotty in places.

    As the furthest locations were a fifteen-minute walk from one another, having an online means to coordinate proved important for the flow of the game. Players could find out where certain groups were headed and where key plot points were unfolding. Characters also used the Undernet platform to post in-game photos and provide running commentary. As one Brujah Anarch player explained, “Glued to my phone, I managed to network my way through the evening, surprisingly up-to-date on everything happening in the city. I didn’t feel lost at all.” Players were encouraged to take in-game photos, as the documentation team could not reach all locations of the larp. However, the organizers placed strong limitations on the sharing of photos and emphasized the need for consent.

    smiling vampires over a dead body
    Anarchs celebrate the death of the Camarilla sheriff by taking a selfie. Photo by Tuomas Hakkarainen.

    Revolution Comes in Many Forms

    They may have hurt us before. They may have controlled us. But in this moment, we are free. We are beings of love. We are one with the universe.

    Numina, Malkavian Anarch, Shadow Enlightenment, Immanentize the Eschaton

    I played a Malkavian Anarch tantrika named Numina who was part of two groups: the Shadow Enlightenment, who sought ways to cope with the Kindred condition through spiritual means; and Immanentize the Eschaton, a group who believed that spiritual transcendence could occur on earth. Interestingly, while the Shadow Enlightenment opposed the Church of Caine — a hierarchical Anarch religious faction gaining power in the area — Immanentize also contained Church of Caine and other members, so we had some crossover in connections through these groups. In this regard, for some pockets of the larp, the themes of enlightenment and revolution focused primarily on the metaphysical aspects of existence rather than physical revolt.

    a clothed man and woman embracing on a bed in a bar
    Alaric, a Cult of Ecstasy mage, and Numina, a Malkavian Anarch tantrika. at the Camarilla bar. Photo by Suvi Korhonen.

    A trauma survivor, Numina believed in trying to reclaim her Humanity through meditation and connection with others, leading her to run tantra workshops for Kindred and anyone else interested. Her form of anarchy led her to feel vehemently opposed to hierarchies and power structures, believing strongly in personal autonomy and freedom. My larp consisted mainly of trying to extract “misguided” friends from the Church of Caine, leading an in-game tantra workshop to help center other characters in the midst of chaos, and engaging in metaphysical discussions with members of the Shadow Enlightenment and other spiritual seekers. Numina was particularly concerned with saving Metatron, an autistic Malkavian boy with suicidal tendencies who she was worried had been bloodbound by the Church. Her most consistent companions throughout the night were two Cult of Ecstasy mages: Sabine, her mentee posing as her childe, and Alaric, the love of her life for several decades. Alaric was a member of the primary group the Relationship Anarchists, who believed in pursuing non-traditional relationship structures, genders, and sexualities.

    As a writer for the larp, I was able to contribute the two primary groups of the Shadow Enlightenment and the Relationship Anarchists. I was pleased to see these groups unfold in game. Much of the “action” of the larp focused upon the violent uprising against the Camarilla, along with the other supernaturals taking advantage of the chaos, including werewolves and changeling Redcaps. I wanted to provide a space in the sandbox for more philosophical, metaphysical, and romantic play to unfold should players choose those options.

    a group of larpers posing on a Berlin street
    Members of the Shadow Enlightenment. Photo by Sarah Lynne Bowman.

    Stripped Down Mechanics, Increased Safety Tools

    The insurrection is finally here and freedom beckons. We are the merciful bullet to the head of the malignancy that is the Camarilla.

    Viktor Keller, Toreador Anarch, Stirner Group, Berlin Intelligentsia

    The organizers explained game mechanics in emailed preparatory materials and mandatory pre-game briefings held at the convention. While the larp did not have workshops, play started with a pre-game poem and list of questions that players were asked to read ritually at their respective starting locations in order to gradually phase into character.

    text for poem and starting ritual
    Starting ritual and poem for Enlightenment in Blood.

    As the larp was in the Nordic style, the designers stripped down the mechanics to incentivize basic, low-level, playable actions that would enhance role-play. For example, my Malkavian character was able to use a stripped-down version of the Dementation power by touching a character’s clothing and saying “You really, really feel everything intensely” or “You really, really want to make someone happy.” Used in both End of the Line and Convention of Thorns, the “really, really” mechanic signals the enactment of a discipline to co-players in a subtle way. The recipient of the power decides the effect on their character, which should last no more than ten minutes. Larpweaver offered a few options from which to choose among these powers, which allowed us to customize our characters based upon the play we aimed to experience. In practice, we negotiated additional types of powers typical to our particular supernaturals in smaller collaborative groups. However, the system gave us a basic understanding of the limits of our power levels and what aspects we could enact during play.

    Combat skills were similarly minimized to a small score between 1 and 5, with supernatural powers enhancing this number slightly. No combat scores could exceed 5. In the Nordic style, players are encouraged to collaboratively plan the outcome of scenes rather compete. However, if players wished to have a competitive combat, the larp provided a barebone framework for them to determine the winner. The only exception was the Prince of the city, who could be held by five characters, but could only be defeated by ten. These rules were in place in order to demonstrate his superior power level compared to the rest of these low-level denizens of the World of Darkness. While combat was possible at any point, character death was only permissible in the last hour, although presumably players could arrange consensually for character death before that time. Regardless of these combat mechanics, players were still expected to negotiate consent out-of-game for the content of such scenes and make agreements regarding physical enactment.

    Bjarke giving presentation of combat rules
    Bjarke Pedersen explaining the combat rules in the briefing. Photo by Sarah Lynne Bowman.

    Safety and calibration were also emphasized in pre-game briefings with Johanna Koljonen. The larp featured three tools: the Tap-out, a non-verbal means of leaving a scene by communicating through physical touch; the See-No-Evil hand gesture over the eyes, which allows players to bow in and out of scenes without comment; and the Okay Check-In, a way to make sure other players are emotionally comfortable out-of-game.((For more information about these tools and other aspects of larp safety and calibration, see Johanna Koljonen’s blog at https://participationsafety.wordpress.com/)) Players were also asked to step out of game and negotiate physical boundaries in a consensual manner. As the participants came from a large range of larp cultures — those quite familiar with negotiation in the Nordic style, those from a very physically rough play style, and those where touch is not acceptable — workshopping these techniques would have helped standardize their use. Unfortunately, time was limited due to the busy convention schedule.

    Johanna giving a presentation on safety
    Johanna Koljonen explaining the safety tools in the briefing. Photo by Sarah Lynne Bowman.

    Pervasiveness and Engagement

    Walking around in a neighborhood that seems almost immune to Masquerade breaches…

    Ludwig Müller, Toreador Anarch Stirner Group, Losers Club

    As with many larps, player experiences varied depending on location, cohesion of the groups, and interactions with co-players. All primary groups started game in the same location, e.g. a bathroom stall after a Diablerie, a willing ritual sacrifice at the Church of Caine, etc.. Our group, the Shadow Enlightenment, started play at a restaurant, where we discussed matters of metaphysical philosophy, as well as our concerns around the Church of Caine, which would surely rise in power during the revolution. Because we ate together before play and engaged in the starting ritual together, then launching into serious discussion, our group cohesion was strong. Many of us walked together to confront the Church of Caine directly afterward, attempting to extract members about whom we worried. Others splintered off to pursue their own plots, experiencing varying degrees of intensity.

    larpers at a restaurant
    The Shadow Enlightenment at their starting location. Photos by Sarah Lynne Bowman.

    Anecdotes suggest that the cohesion of the primary group was central to this larp, especially for players who did not establish other ties ahead of time or who could not find their other connections in the city. The secondary groups came into play far less frequently. Players were instructed to stick together during play for safety reasons and in order to remain connected to the larp. While some players were frustrated by the distances between locations or felt like they just missed the action, others remarked that role-playing while walking was an exceptionally immersive experience. Ultimately, the degree of engagement depended upon interactions with co-players, as main plot points were few and far between.

    larpers walking on a bridge to a church
    Members of the Shadow Enlightenment walking to the Church of Caine. Photos by Sarah Lynne Bowman.

    While the larp had 10 locations, the three central play areas were: Zwinglihaus, the Church of Caine location in an actual church; Raumklang, the low-key and fancy Camarilla Bar; and Jägerhutte, the gritty Anarch Bar where the game ended, located in the RAW-Gelände arts district. Regarding the atmospheres of the different locations, a Nosferatu Anarch player said, “Loved the Camarilla bar and giving the finger to a few of them, but nothing could match the energy, fear, threat and violence of the Anarch bar.” Despite the fact that many groups had starting locations in more intimate spaces, most participants reported flowing between these three main places during play. Some players suggested that a tour of the various locations would have helped players know their other play options and see more of the sprawl of the larp.

    A larper wearing scarves in low lighting
    A Bone Gnawer Ahroun from the pack After the Wall, Trash Fuckers, Life in Filth. Photo by Tuomas Hakkarainen.

    The pacing was also variable. One Anarch player from the Red Liberation, an anti-Camarilla gang, explained, “The game, for me, was long lulls of uncertainty and cacophony, punctuated by an occasional (and strong) sense of urgency and purpose. But when they came, those moments were very powerful.” Alternately, another player from the Church of Caine faction felt engaged the entire time, stating, “The flow was great, swept me away from the starting ritual onwards right to the end. Complete illusion, full immersion.” A Toreador Anarch player summed up her experience by saying, “I managed to always be in the wrong place at the wrong time to take part in the action. But it’s okay, it was fun roaming the streets.” Larp flow varies from player to player in any game, but the pervasive nature of Enlightenment in Blood made these lulls more punctuated due to travel times and fear of missing out on the “action.” Some players wished the larp was longer in order to explore more of their desired connections.

    a woman with a bloody face gets the attention of a boy in a tie
    Metatrron with another Anarch vampire. Photo by Tuomas Hakkarainen.

    Finally, the pervasive nature of the larp was immersive for some players, but jarring for others. The Friedrichshain district of Berlin is full of colorful nightlife, which meant that roaming gangs of costumed larpers did not draw much attention overall. As one Virtual Adept mage player explained, “It felt very immersive and engaging. Berlin felt like the World of Darkness that night.”

    However, the larp did pique the curiosity of outsiders, particularly in the private location for the Anarch bar, where physicality around feeding and violence was more prominent. We were instructed to keep physically aggressive or transgressive actions limited to these private locations and explain to anyone asking that we were a theatre troupe. While the ambiance of the environment helped some players feel engaged, others were uncomfortable. A Toreador Anarch player shared, “The environment was too rough for me to play; too many players in the same spot and I was afraid of non-players’ reactions to our play.” Another player reported waiting outside an in-game billiard hall, feeling “a little uncomfortable surrounded by non-players.” While this area of Berlin provided an ideal location for the themes, costuming, and atmosphere, not everyone felt at ease with the pervasive qualities of the larp.

    A Changeling Redacap. Photo by Tuomas Hakkarainen.

    Little Pockets of Story

    As mentioned above, although much of play took place at the three central locations, the bulk of the story was distributed throughout the characters through Larpweaver and established through pre-game negotiations between players. As overarching narratives, the Camarilla Sheriff and Prince were killed by Anarchs, the Church of Caine rose to prominence, only to become mostly destroyed at the end, etc. However, the smaller stories ended up providing much of the drama of the larp for players. Therefore, I have included a selection of brief summaries of these stories in order to demonstrate the variety of character experiences. Character names, supernatural types, factions, primary, and secondary groups are listed as identifiers.

    Total devotion for the Church powered by rituals thinning hour by hour as Elijah observed [a failure] in leadership. An attempt to find his place through fighting and aggression aimed at [the] Church’s attackers. Broken blood bonds and a search for a new group to belong to now.

    Elijah Stern, Brujah Anarch, Bene Elohim (Church of Caine), Cryptoanarchists

    Leeches started to kill themselves. We got a bit closer to each other, but stayed and waited for the actual slaughter to start.

    White Spirit, Garou Bone Gnawer Ragabash without a pack, Anticapitalist Culture Center, Life in Filth

    The vampire uprising was a dangerous time for a mage to go out and play, but you gotta take risks to shape your fate! Friends helped her in her quest for Ascension: vampires and mages by coming together in a tantra session and an old Satyr by taking her momentarily to Dreaming in the toilet of a concrete shack.

    Sabine Riedel, Cult of Ecstasy mage, Shadow Enlightenment, Exquisite Agony

    Arguments about whether Marx is German or Russian and other activist banter. Uncertainty when hooking up with the Red Lib, an imposing group of real vampire rebels. Ecstatic about getting to drain the Prince.

    Ron, Brujah Anarch, Anticapitalist Cultural Center, The Prince’s Dogs
    Raelyn, Elijah Stern, both Brujah Anarchs; Myra Redford, a Changeling.

    Going from ‘I’m on top of the world and life is great’ to despair when Nichole realized that it’s not going to stop with the sheriff. Loneliness and fear when her world collided. Realization of the consequences of how she had treated others and diving into emotions locked away.

    Nichole, Ventrue, Camarilla Orthodoxy, Queen Machine Records

    Investigative, observer, looking for the chance to invest in the city. A [larp] that started out focusing primarily on a very human part of the game, but which rapidly spiralled out as the lid was blown off the vampire and werewolf politics.

    Alexander Hurst, Technocracy Syndicate mage, Integral Solutions, Green Action Force

    Woke up, had plans to change things, but saw butterflies and got carried away by distractions. (Satyr life…)

    Hallam Jung, Changeling Satyr, Total Party Explosion, Cryptoanarchists

    I was a hub for information. I was communicating across the city and sowing chaos, leading crazy fae partiers from one chaotic fight to the next. I was one of the Enlightened, breaking something more and more just to see how it fell apart, with no regard for the consequences.

    Sinistar, Virtual Adept mage, Total Party Explosion, Berlin Intelligentsia
    Three Enlightenment in Blood characters
    Hallam Jung, Changeling Satyr; Katherine “Kat” Meridian, Brujah Anarch, photo by Rick Boeve; Bastian Retzlaff, Malkavian Anarch.

    It’s not a revolution, it’s an insurrection and I enjoyed every moment of it. Omg we diablerized my Sire who I tried to find for decades! Wait…I have a blood brother and he is with the Church of Caine?

    Dana van Rijckevorsel, Malkavian Anarch, Stirner Group, The Rabbits

    Mahler had a good time watching his kin fighting the night away. Got some good scares out of people, including one vampire starting to believe he was a true nightmare. It was completely chaotic but good for a Redcap.

    Dirk Mahler, Changeling Redcap, Total Party Explosion, Animal Trainers

    As the Camarilla collapsed, he fought a lone and valiant fight to uphold order and everything he believed in. Was beaten to near final death in front of his siress Katharina Kornfeld, [who] had given up on him, the Camarilla, and the clan (phantastic scene!). Broke his chains and in the end lost everything but his humanity and his personal honor.

    Hamid Mansour, Ventrue, Camarilla Orthodoxy, Berlin Wine Tasting Society

    Fear, fascination, horror, then chaos at the church. Changing locations, making alliances and choosing a way forward. At the Anarch bar, a high of emotions, a flurry of bodies (fighting, loving, conspiring), a Vaulderie of three, drinking liquid sun through the veins of a satyr, and finally being set free from three decades of tyranny by the arranged death of her sire.

    Luise Siegel, Toreador Anarch, Blood Gardeners (Church of Caine), Voice of Reason

    In addition, participants provided three word descriptions of their game, which are summarized in the below word cloud. When viewed together, these emotions help construct a more cohesive amalgam of the chaotic experience of Enlightenment in Blood.

    word cloud
    Emotions and themes collected from Enlightenment in Blood players.

    A Revolution for White Wolf Larp

    Revolution is not an economic and social cause, but an act of free will.

    Isabella Chiaromonte, Malkavian Anarch, Mortal Lovers, The Ethics Committee

    Organizers have run pervasive White Wolf larps from their inception in the ‘90s, playing in public locations such as bars and restaurants. The idea of upholding the Masquerade while among “kine” or “sleepers” resonates well with the themes of the World of Darkness, which emphasize how supernaturals influence reality from behind the scenes and must remain secret to protect themselves. What Enlightenment in Blood did for White Wolf larp was to demonstrate that a high budget pervasive larp spanning multiple locations and utilizing mobile technology is a viable format. Additionally, with mechanics stripped down to their minimum, the physicality of walking between locations and enacting character moves in a collaborative manner helped increase immersion for many players. As a result, Enlightenment in Blood was an ambitious fusion of the World of Darkness content with the aesthetic principles of Nordic larp, creating a truly unique experience for players.

    several larpers posing in a conference lobby
    Pre-game photo of Anarchs. Photo by Sarah Lynne Bowman.

    Enlightenment in Blood

    Participation Fee: €90

    Players: approx. 200

    Date: May 12, 2017

    Location: Berlin, Germany

    Production: White Wolf Publishing and Participation Design Agency

    Lead designer and writer: Juhana Pettersson

    Designer: Bjarke Pedersen

    Writers: Sarah Lynne Bowman, Mika Loponen, and Jesper Kristiansen with David Pusch & Daniel Thikötter

    Producers: Bjarke Pedersen & Johanna Koljonen

    Producer (locations): Zora Hädrich

    Werewolf ritual design: René Kragh Pedersen

    Character creation design: Bjarke Pedersen, Juhana Pettersson & Matthew Webb

    Character creation tool (Larpweaver): Matthew Webb, Samuel Phelps & Riley Seaman / Incognita Limited

    Social Media tool (Undernet): Kin software developed by Thomas Mertz, Per Sikker Hansen, Alena Košinárová, Richard Wetzel, and Daniel Sundström

    Workshop design: Johanna Koljonen & Bjarke Pedersen

    Runtime lead: Johanna Koljonen

    Runtime organizing and NPC coordination: David Pusch

    Runtime organizing and location coordination: Daniel Thikötter

    Runtime organizing: Monica Traxl & Bjarke Pedersen

    Creative consulting: René Kragh Pedersen, Maiju Ruusunen & Sarah Lynne Bowman

    Documentation lead: Brody Condon

    Documentation: Keren Chernizon & Tuomas Hakkarainen

    White Wolf: Karim Muammar & Martin Ericsson

    © 2016 Participation | Design | Agency AB. World of Darkness®, Vampire: The Masquerade®, Werewolf: The Apocalypse®, Mage: The Ascension®, Wraith: The Oblivion®, Changeling: The Dreaming®, Copyright© [2017] White Wolf Publishing AB All rights reserved.


    Cover photo: Isabella Chiaromonte, a Malkavian Anarch from Enlightenment in Blood. Photo by Tuomas Hakkarainen. Photo has been cropped.

  • A Matter of Trust – Larp and Consent Culture

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    A Matter of Trust – Larp and Consent Culture

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    Consent culture in larp communities is a subject of great interest in the current discourse. While previous decades have witnessed roaring debates on the superiority of various rules systems, distribution of narrative control, or emphasis on specific themes, several larp communities have shifted their focus to discuss issues of emotional and physical safety. In the last several years, the annual Nordic larp conference has featured panels and workshops on safety. The Living Games Conference 2016 showcased a series of keynotes on Community Management, with presentations from organizers such as John Stavropoulos, Avonelle Wing, Maury Brown, and Johanna Koljonen. Several scholarly and popular articles have emerged on topics such as emotional bleed from player to character and vice versa; triggers and larp; how to calibrate play styles; steering play to maximize role-play potential; the importance of debriefing; post-larp depression/”blues”; and playing for empathy. Other recent panels have focused upon playing intense emotional content more safely; role-playing as potentially therapeutic; and crisis management in communities, including policy, deliberation, and decision making.

    Of central interest in many of these discussions is the rise of consent-based play, where actions within larps must take place according to a collaborative agreement between players. This style of play has gained recent popularity in games such as College of Wizardry, New World Magischola, End of the Line, and Convention of Thorns, although earlier precedents certainly exist. For many participants, consent-based play provides greater degrees of trust between players, personal autonomy over one’s story, and collaboration in the larp community.((See for example Maury Brown, “Creating a Culture of Trust through Safety and Calibration Larp Mechanics,” Nordiclarp.org, last modified September 9, 2016.))

    wizards point their wands at each other
    In consent-based resolution magic systems like College of Wizardry, the recipient decides the effect of a spell. Photo courtesy of Dziobak Larp Studios.

    Controversy around Safety and Consent-Based Play

    Participants in some larp communities express resistance and scrutiny in consent and safety discussions. In the past, any discussion of the social and psychological effects of role-playing was a taboo subject, as religious extremists groups and the mainstream media often portrayed the hobby as psychologically damaging. During the so-called Satanic Panic, many non-players worried that larpers would “lose touch with reality,” commit suicide, or become drawn to the occult.((Lizzie Stark, Leaving Mundania (Chicago, IL: Chicago Review Press, 2012).)) Thus, many role-players prefer to downplay any social or psychological effects, instead emphasizing the alibi of “it’s just a game” and “it’s what my character would do.” Additionally, role-players often claim that their communities are far healthier and more inclusive than mainstream society as a result of many participants feeling marginalized as “geeks” or “nerds” throughout life.((See for example, Sarah Lynne Bowman, The Functions of Role-playing Games: How Participants Create Community, Solve Problems, and Explore Identity (Jefferson, NC: McFarland & Company, Inc., 2010).))

    Two vampire players looking at one another
    In the Nordic vampire larp End of the Line, players use scripted consent negotiations before enacting intimacy. Photo courtesy of Participation Design Agency.

    Meanwhile, academics have begun to study these effects in detail, investigating the ways in which role-playing impacts individual consciousness and community dynamics. For example, I have studied qualitatively the ways in which larp communities are negatively impacted by conflict and bleed, and am conducting a follow-up quantitative study with Michał Mochocki.((Sarah Lynne Bowman, “Social Conflict in Role-Playing Communities: An Exploratory Qualitative Study, International Journal of Role-playing 4: 4-25.)) Diana Shippey Leonard has examined the sociology of larp groups, including their life cycles and the ways in which creative agendas lead to conflict according to Larp Census 2014 data.((Diana Leonard, “The Dynamic Life Cycle of Live Action Role-playing Communities,” in Wyrd Con Companion Book 2013, edited by Sarah Lynne Bowman and Aaron Vanek (Los Angeles, CA: WyrdCon, 2013); Diana Leonard, “Conflict and Change: Testing a Life-Cycle-Derived Model of Larp Group Dynamics,” International Journal of Role-playing 6: 15-22.))

    Similarly, Brodie Atwater has examined the ways in which marginalized people in larp communities report feelings of exclusion and alienation due to their social identities. Gender, sexuality, and race are also at the forefront of the academic conversation, as people from marginalized groups do not always feel that their identities are respected or represented appropriately in role-playing communities. These conversations spill over into discussions on social media networks and are often the cause of much divisiveness when perspectives differ. Some players believe that sexism, racism, and homophobia no longer exist in contemporary society or are not problems in role-playing communities, whereas others cite personal experiences to the contrary. For example, members of some larp groups insist that plots should no longer feature sexual assault or rape in order to avoid triggering abuse survivors in the community, whereas other participants feel that such content is appropriate to the setting and, therefore, permissible.

    While these debates will likely continue for years to come, many designers find their game spaces less accommodating than they would like and are working to develop strategies for more consensual play. Some role-playing groups have methods for players to opt-out of content that they find uncomfortable, such as safe words, whereas others discuss ways to make content more opt-in. For example, some larps feature trigger warnings, content advisories, or ingredients lists to warn players ahead of time about the sorts of themes they will likely encounter.((Organizers like Karin Edman advocate for such lists, also called Content Declarations. See for example “Content Declarations,” Nordic Larp Wiki, last modified October 8, 2015 and the Ingredients list for the Dystopia Rising network.))

    Other larps build consent-based play into the mechanics of the game. For example, in College of Wizardry and New World Magischola, the recipient of a spell determines its effect, not the rules or the initiator. Similarly, End of the Line, New World Magischola and Convention of Thorns have instituted a script for consent negotiations, in which organizers instruct players on how to calibrate with one another when enacting specific physical and verbal content around intimacy, violence, romance, bullying, and other sensitive topics.((For an example, see the consent mechanics from Convention of Thorns: https://docs.google.com/document/d/1yTgK4ZKqg9H9opBKau7nKZC3y5jOqwlo7D4PWCKPB5s/edit?usp=sharing))

    Players in Convention of Thorns must negotiate intimate scenes off-game before engaging. Photo by Przemysław Jendroska for Dziobak Larp Studios.

    Originally developed by Participation Design Agency, these consent negotiations require discussion of specific actions rather than generalities in order to ensure each player understands the agreement. Consent negotiations adjust to the comfort level of the person with the strongest boundaries rather than expecting them to become more flexible with their limits. For example, in a romance, if one player is comfortable kissing, while the other prefers only to verbally flirt, the negotiation would resolve with flirting as the agreement.

    Another emerging aspect of consent-based play is the development of safety and calibration mechanics that allow players to communicate their levels of comfort during the larp. The Okay Check-In is a non-verbal signal for making sure a player is comfortable in a scene; it involves one participant flashing the Okay symbol to another, who can respond with thumbs-up, thumbs-down, or so-so hand gesture. This mechanic, originally developed in the Los Angeles area by Rob McDiarmid, Aaron Vanek, and Kirsten Hageleit, has seen significant recent adoption in New World Magischola, End of the Line, Hidden Parlor Austin, and the Dystopia Rising network. Another new mechanic is the Lookdown or “See No Evil” signal, developed by Trine Lise Lindahl and Johanna Koljonen. With Lookdown, a player shield their eyes with one hand in order to exit a scene at any time without explanation or request that others pretend their character is no longer present. With these tools, the emphasis is on the comfort and emotional safety of the player rather than the importance of the continuity of the scene. The common refrain for these mechanics is, “Players are more important than larps.” Koljonen’s Participation Safety blog features additional information on these tools and others.

    Fairness, Immersion, Competition, and the Cult of Hardcore

    Violence is prenegotiated ahead of time in Convention of Thorns. Photo by John-Paul Bichard for Dziobak Larp Studios.

    While many players laud these innovations as affording them a greater level of comfort to explore sensitive content, common complaints against consent-based play emerge in larp communities. The first centers upon the traditional emphasis on rules in role-playing games, where any form of conflict – including many social interactions – are arbitrated by a rules system and an authority figure, such as an organizer or game master. Many players feel that such rules level the playing field by providing a non-arbitrary method by which a character can succeed in a scenario. These players may perceive the introduction of consent-based play as threatening to their preferred style, as it opens the door for individuals to “avoid consequences for actions” or act unfairly. In spite of these claims, as Planetfall designer and organizer Matthew Webb explains, “In three years of using emotional safety techniques, we’ve never had a complaint of dodging consequences though we explicitly say we will deal with that situation if it arises.” While any rule can be abused, including consent mechanics, few players actually manipulate consensual play to impose their will upon others or “cheat.” On the contrary, many players use consent negotiations in order to orchestrate playing to lose — where something dramatically terrible happens to their character — by planning the scene ahead of time through collaboration. John Wick advocates for this “friendly enemies” approach in his Houses of the Blooded setting.

    Another common complaint against consent negotiations and safety/calibration mechanics is that they negatively impact immersion. Immersion itself is a widely-debated term, with many schools of thought emerging regarding what experiences the concept actually describes.((For recent theories on immersion, see Sarah Lynne Bowman and Anne Standiford, “Enhancing Healthcare Simulations and Beyond: Immersion Theory and Practice” International Journal of Role-playing 6: 12-19.)) For the purposes of this article, immersion will refer to the sense of feeling highly engaged in the narrative, world, or character of a game. Since checking for consent requires brief off-game negotiations, some players protest this practice as “breaking their immersion.” However, immersion is best viewed as a spectrum rather than an on-off switch. A brief check-in may lessen someone’s immersion, but will rarely impede their ability to re-engage. Similarly, discrete off-game consent negotiations that are designed to run smoothly tend to proceed quickly, often without other players noticing. As opposed to disrupting the intensity of play, brief consent discussions can allow larpers to feel more comfortable playing deeply with one another, taking chances they might normally avoid because they established a greater sense of trust.

    satirical comic about the okay check-in breaking immersion
    Satirical comic about some American boffer larpers’ reactions to the Okay Check-In system. Copyright by Paul Scofield.

    Some proponents of competitive play, such as Matthew Webb, suggest that competition brings out the best in people when conducted in a fair manner. Through competition, players are challenged to greater levels of achievement and agency, potentially training social skills in the meantime. Competition also provides motivation for many players, as the system, mechanics, or scenario encourages achievement through challenge and the desire to win.((Matthew Webb, “Let’s Fight – In Defense of Competitive Play, Part 1,Nordiclarp.org, February 2, 2017.))

    These potential benefits make strong arguments in favor of competitive play in certain contexts. For example, students in edu-larp scenarios may find competition inherently motivating, especially in classroom environments where achievement is already encouraged through grades and social status. For players living in what sometimes feels like an unfair world, knowing the rules in a larp space and learning how to succeed in a clear manner are deeply rewarding.

    However, in order for one person to succeed, other components of the larp environment must fail, whether they are the scenario objectives, organizer-generated antagonists such as non-player characters (NPCs), or other players within the game. The latter two styles of play are often called player vs. environment (PvE) and player vs. player (PvP) respectively, although some prefer the term “character” here to distinguish between on- and off-game antagonism. Such a loss is not always perceived as negative; indeed, playing to lose can often feel fun for larpers. Also, losses in the short term can provide learning experiences for winning in the future.

    On the other hand, if a player in a larp has invested a significant amount of time and energy into their character and another person socially humiliates or physically harms that character without consent, the experience can feel unbalanced, unfair, and alienating.  Therefore, while competitive play holds risks that some may find acceptable, these risks can be ameliorated in large part by consent negotiations. Indeed, consent discussions can often enhance antagonistic play, as both parties feel that they have opted-in to the experience. Thus, cooperative competition is also possible as a middle ground approach.

    In End of the Line, the recipient decides how to react if a vampire enacts a Discipline. Photo by Participation Design Agency.

    Finally, a potential problem in role-playing groups of all sorts is the cult of hardcore. Whether in a competitive or collaborative play environment, the cult of hardcore refers to the group imposing a certain degree of emotional intensity or mature content onto its members. In a competitive larp group focusing on interpersonal politics and backstabbing, the cult of hardcore often manifests as pressure to engage in socially antagonistic play. Such antagonism sometimes results in simulated violence or emotional hazing. Even players who attempt to opt out of the political part of such larps may be subject to aggressive play such as economic warfare, the arbitrary use of political power, or forced interactions through role-play.

    In cooperative larp groups with scenarios based on serious themes, the pressure of the cult of hardcore is somewhat more insidious, in that players are often expected to push their own emotional limits in order to preserve the immersion of the rest of the group or keep the story moving. In both competitive and cooperative larps, players can feel coerced into accepting situations that make them feel uncomfortable. The logic of this playstyle is that if a player enters the social space of a larp, they are implicitly accepting the social contract of that space: anything that occurs within that environment is acceptable as long as it adheres to the rules and setting.

    While the cult of hardcore style can produce high intensity, cathartic experiences for many players, it calibrates group play to correspond with the participant who has the more flexible boundaries. In other words, the player who is able to tolerate the most emotional or physical intensity becomes the baseline for the rest of the group, as they will likely play to their own limits. If other players experience discomfort or distress, the common response in hardcore play cultures is that the larp is “not for them.” This statement begs the question: who, then, are cult of hardcore larps for? In general, such larps are designed for people who a) do not often experience emotional distress, b) are willing to experience distress as a means of “toughening up,” or c) are unwilling to risk losing their social status or connections by expressing their distress. Thus, these environments are often problematic for people who are trauma survivors, neuro-atypical, from marginalized groups, or simply prefer lower intensity play.

    New World Magischola students participate in an academic case study competition, trying to earn a job at a major corporation. Competitive play can co-exist with consent culture in larp. Photo by Learn Larp LLC.

    Consent-based play does not negate the possibility for high intensity play to exist within the larp space. If the lessons learned from the BDSM subculture are any indication, consent negotiations actually facilitate more intense brink play, as both parties can discuss limits and steer toward the desired experience. The cult of hardcore can ratchet up the intensity for one another without level-setting the larp for everyone else. Similarly, competition is entirely possible within consent-based spaces as long as limits are discussed between the parties involved. Thus, the notion that consensual play will eradicate intensity or competition is a false dichotomy.

    More Accommodating Spaces

    Diablerie scene from Convention of Thorns. Photo by John-Paul Bichard for Dziobak Larp Studios.

    Ultimately, the goal of consent-based play is to make larp spaces more accommodating and enjoyable for participants. Instead of calibrating the group to the playstyle of the person with the most flexible boundaries, consent-based play allows people with multiple backgrounds and degrees of sensitivity to engage. For example, a veteran with PTSD triggers may have difficulty playing a larp with flashing lights and pyrotechnics. Organizers can make the space more accommodating by disclosing ahead of time that such effects will take place and by limiting them to a particular physical location where players can opt-in to that experience. Thus, organizers can pay careful attention to the scenography and design of the space in order to facilitate different levels of engagement.

    Organizers can also disclose themes by providing content advisories, ingredients lists, or trigger warnings, making the specifics clear to participants ahead of time. Knowing that content will be present in a larp enables players to make informed decisions about their participation. For example, many people feel uncomfortable playing themes of sexual violence due to personal experience or object to designers using the theme as a plot device. However, when these themes are discussed respectfully beforehand with a clear understanding of how the larp will address them, players often feel more comfortable opting-in. Therefore, consent negotiations can engender greater trust within the community and enable more people to feel comfortable participating.

    Finally, thinking about consent-based play as a spectrum rather than an on/off speech is likely to prove more fruitful. In other words, a group need not redesign their entire larp to include consent. Instituting calibration mechanics that seamlessly communicate comfort levels — such as safe words, the Okay Check-In, and the Lookdown signal — can help existing spaces feel more consensual for players. Brief off-game negotiations for sensitive scenes, pre-planning antagonistic interactions, and discussing physical boundaries can enhance trust in even competitive larp environments. Ultimately, as Troels Ken Pedersen has suggested, the techniques themselves do not increase feelings of safety, but the safety culture established within the community does.((Troels Ken Pedersen, “Your Larp’s Only as Safe as its Safety Culture,” Leaving Mundania, August 4, 2015.)) Workshopping and modeling these techniques help establish the safety culture by indicating that the group takes the emotional needs of the individual seriously. The more that players can learn to empathize with one another and adjust play according to one another’s needs, the more cohesive and strong a larp community can become.


    Cover photo: Students dance at the ball at New World Magischola Yuletide Escapade 1. Photo by Learn Larp LLC.

  • White Wolf’s Convention of Thorns – A Blockbuster Nordic Larp

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    White Wolf’s Convention of Thorns – A Blockbuster Nordic Larp

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    Convention of Thorns is an official White Wolf Nordic-style Vampire: the Masquerade larp. The first run was held between October 27-30, 2016 at Zamek Książ, a castle in Poland. The larp was a joint collaboration between White Wolf and Dziobak Larp Studios. This scenario plays out a crucial moment in the canon of vampiric history, in which representatives from various cities across Europe, Western Asia, and Northern Africa engage in peace talks at a meeting in Thorns, England in 1493.((For general information, see The Unofficial White Wolf Wiki, “Convention of Thorns,” Whitewolf.wika.com, December 4, 2015. http://whitewolf.wikia.com/wiki/Convention_of_Thorns))

    The Nosferatu Josef von Bauren, one of the Founders of the Camarilla. Photo by John-Paul Bichard.
    The Nosferatu Josef von Bauren, one of the Founders of the Camarilla. Photo by John-Paul Bichard.

    During this time, the Inquisition was purging many of the vampires throughout Europe. The Kindred were involved in a brutal civil war, in which elder members of the Establishment attempted to maintain their power while younger Anarchs rose up to kill and usurp them in a bloody revolution. The Convention represents an attempt to establish a code of rules – or Traditions — as well as to standardize a new form of government called the Camarilla, which is based mainly on Establishment values. In the White Wolf canon, this event leads to the official division between the Camarilla, the Anarchs, the Independent clans, and a new sect called the Sabbat. The latter factions ultimately reject the Camarilla’s authority, with the fledgling Sabbat declaring a war upon the Establishment that endures through the modern nights.

    While larp groups have organized immersive, Nordic style Vampire games before,((Jaakko Stenros and Markus Montola, eds. Nordic Larp (Stockholm, Sweden: Fëa Livia, 2010).)) as well as several one-shots set in the canonical Convention of Thorns, this event marks a historically significant moment in the development of White Wolf larp. This larp represents an effort by White Wolf to embrace the blockbuster style of larp,((Eirik Fatland and Markus Montola, “The Blockbuster Formula – Brute Force Design in The Monitor Celestra and College of Wizardry,” Nordiclarp.org, May 6, 2015. https://nordiclarp.org/2015/05/06/the-blockbuster-formula-brute-force-design-in-the-monitor-celestra-and-college-of-wizardry/)) which features high production values, an expensive location, richly detailed setting information packed into pre-written characters, and some plots or NPCs deployed by the organizers during the game.

    The Tzimisce Irenka Brozek, the White Spider. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.
    The Tzimisce Irenka Brozek, the White Spider. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.

    Blockbuster larps are a form of what one of Convention of Thorns’ designers, Claus Raasted, calls larp tourism, in which players can use time and resources usually reserved for a vacation to larp in an impressive setting and have an immersive experience.((Claus Raasted, “Claus Raasted: Larp Tourism (Produced for Nelco 2015).” YouTube, August 28, 2015. https://www.youtube.com/watch?v=r0Lu9ct_se4)) Such projects draw participants from around the world, are well documented, and garner a remarkable amount of mainstream attention, as witnessed by the media frenzy around the College of Wizardry larps. True to form, Convention of Thorns attracted players from several countries, producing impressive documentation photos of the authentic-looking castle, costuming, and prosthetics from several photographers, including John-Paul BichardPrzemysław Jendroska, and Nadina Wiórkiewicz. These new White Wolf larps such as Convention of ThornsEnd of the Line, and the upcoming Enlightenment in Blood are not intended to replace traditional Vampire games, but rather to augment them, by creating one-shot, uniquely immersive experiences set in the World of Darkness.

    A vampire gives a speech to a large crowd in a ballroom.
    The Camarilla Ventrue Founder Hardestadt addresses the assembled Kindred in the opening scene. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.

    Consent Negotiations, Day Play, and Collaborative Style

    While the blockbuster style is certainly visually impressive, the Nordic roots of these games also represent a departure from White Wolf’s usual type of larps in their embodiment of physicality. The game did feature a few mechanics, most notably in the use of the “really really” mechanic for simulating Discipline use. Originating in White Wolf and Odyssé’s End of the Line, a player could lay a hand on another player and issue a verbal command with the words “really really” to indicate the use of a Dominate, Presence, or Auspex command. However, physical combat was highly discouraged. Unlike most Vampire larps from the Mind’s Eye Theatre tradition, no traits are spent to perform actions and no rock-paper-scissor throws resolve conflict. Instead, Convention of Thorns used a consent-based style of play, in which players negotiate violence, intimacy, and feeding through a scripted off-game consent negotiation workshopped before the game. Developed and piloted at the New Orleans run of End of the Line, these negotiations required players to discuss openly physical and emotional boundaries before engaging in scenes with sensitive content.((For more on the safety and calibration tools developed for End of the Line, see Johanna Koljonen, Safety in Larp: Understanding Participation and Designing for Trust, September 18, 2019. https://participationsafety.wordpress.com))

    Two vampires stare each other down.
    Tzimisce enemies Premislav Aksinin and Piotr Danchina confront one another. In consent-based play, conflict resolution is negotiated off-game with all parties agreeing on the outcome. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.

    Additionally, in consent-based play, all participants agree upon the outcome of an event based upon their out-of-character needs, rather than their character’s abilities, points, or role-play driven motivations. Consent-based play has proven highly successful at creating a culture of safety, play-style calibration, and trust,((Game to Grow, “Game to Grow Webisode Project Episode 2: Emotionally Intense Play, Calibration, and Community Safety,” YouTube, September 1, 2016. https://www.youtube.com/watch?v=3YtRJd5CR2I)) even in role-play environments such as New World Magischola in the United States,((Maury Brown, “Creating a Culture of Trust through Safety and Calibration Larp Mechanics,” Nordiclarp.org, September 9, 2016. https://nordiclarp.org/2016/09/09/creating-culture-trust-safety-calibration-larp-mechanics/)) which attract both new players and larpers from more traditional settings with conflict resolution mechanics. These consent mechanics aligned with the overall goals of the Safety team at Convention of Thorns, of which I was a part: to create an environment where players felt safe to engage in whatever level of intensity of play they desired and, most importantly, felt comfortable disengaging or opting-out of content if needed. Therefore, an hour of workshop time was set aside to practice safety techniques and negotiation.((For the complete Safety workshop instructions, click here: https://docs.google.com/document/d/1yTgK4ZKqg9H9opBKau7nKZC3y5jOqwlo7D4PWCKPB5s/edit?usp=sharing))

    Along these lines, a major point of departure from traditional Vampire larps was the emphasis on transparency in Convention of Thorns. In the Nordic style, the goal of the game is not to succeed or “win” in a traditional sense, but rather to “play to lose,” or “play for what is interesting.” For this reason, all of the character sheets, casting, and Domain relationships were visible to the players before the start of the larp. In a game that centers upon information hoarding, power dynamics, plotting, and secrecy, this design choice was remarkably effective. Similarly, in pre-game planning, participants were able to communicate their interests on Facebook for particular types of play, including posting Looking for Relations requests, creating groups, and asking for specific relationships such as sire/childe, love interests, rivals, etc. Players often aired their character’s secrets in public forums in order to create more drama in game, broadcasting to others what themes they find most interesting to play.

    A vampire in a Renaissance gown
    The Toreador Geneveve Orseau. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.

    For example, I played Geneveve Orseau, an Enlightenment-seeking Toreador co-Harpy in the Domain of Paris. Geneveve ran an art academy and salon, which functioned as a civilizing finishing school for young Kindred. Before game, I created a Facebook group for salon attendees and students, establishing a group of people who may not agree on important topics such as humanity, art, or philosophy, but who had met one another socially in the past.

    Another player created a group called Correspondence in Humanities, for those of us interested in playing on the theme of trying to regain our humanity. In a sense, this group ended up having a double meaning, as the characters within it wrote one another long letters on the nature of vampiric existence, the practicalities of trying to grapple with the inner Beast, and reflections on spirituality that deeply resonated with the humanistic Renaissance setting. This sort of pre-play helped participants locate co-players interested in the same sorts of interactions and themes, establishing ties and creating relationships before arriving on site. In my experience, these ties greatly aid in facilitating excellent scenes with these co-players on-site. For example, the Humanities group developed a secret handshake to indicate their interest in Golconda and also organized a discussion on the nature of Enlightenment around an altar during the larp.

    In addition, while game play took place at night, the daytime hours were reserved for Day Play and collaborative planning. As a player, this element of the game most inspired my participation. Building upon Nordic and American freeform techniques, I co-wrote the Day Play instructions((For the complete Day Play instructions, click here: https://docs.google.com/document/d/1YlYay_h2IctkRQ3Kt6jqXYMK87aMon9Q6d0xyR55qIc/edit?usp=sharing)) with Maury Brown, using a system I originally developed for Planetfall larp in Austin, Texas.((Matthew Webb, “Imagining the Future with Planetfall: Mobile Technology and Hard Science in Science Fiction Larping,” in The Wyrd Con Companion Book 2015, edited by Sarah Lynne Bowman (Los Angeles, CA: Wyrd Con) https://www.dropbox.com/s/xslwh0uxa544029/WCCB15-Final.pdf?dl=0))

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    Day Play cards. Photo by Renee Ritchie.

    In Day Play, facilitators led small groups of players through a series of scenes in which they could enact parts of their backstory, fantasies, dreams, or future events. In a game like Vampire, where characters are many decades or even centuries old, past memories and traumas are often formative to the psychological makeup of the Kindred. During Day Play, participants could enact their own characters, NPCs, or simply watch. Some players opted to create their own scenes; others used the card system, where participants drew an emotion and a scenario from two decks. The facilitator would then guide the group through developing the scene, using metatechniques such as angel and demon (a variant of bird-in-the-ear), monologue, rewind/fast forward, Last Line, and Switch.((See Day Play Instructions above for definitions.)) These scenes also contributed to the atmosphere of collaborative play and transparency. Participants witnessed scenes that would normally remain hidden, enabling them to steer toward content during the evening that would inspire deeper scenes. Day Play allowed participants insight into the motivations and emotions of the other characters.

    A veiled woman in white comforts a monstrous-looking vampire.
    The Malkavian Vasantasena comforts the Nosferatu Dáire mac Donnchada. While evening play took place in the castle with full costuming and scenography, Day Play was freeform style in street clothes. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.

    Participation in Day Play was strictly optional and some players opted to eat, socialize, sleep, or plan out-of-character. This relaxed atmosphere also lent to the collaborative style of play. While players did plot, as they often do in between Vampire larp sessions, they mostly did so as large groups. The consent-based play encouraged participants to negotiate and agree upon the outcomes of confrontations off-game.

    Jürgen von Verden, who masqueraded as his sire, Hardestadt. Photo by Jean-Paul Bichard.
    Jürgen von Verden, who masqueraded as his sire, Hardestadt. Photo by Jean-Paul Bichard.

    For example, my character Geneveve had maintained a centuries-long secret love affair with Jürgen von Verden, a Ventrue Crusader. Jürgen was hiding the relationship from his sire, Lord Hardestadt, who became one of the Founders of the Camarilla. A central canonical conceit of Convention of Thorns is that Hardestadt is killed by the Anarch Tyler decades before, and Jürgen must masquerade as his sire in order to keep the dream of the Camarilla alive. In our story line, the two characters had not seen one another since this transformation until the Convention. This relationship dynamic was player-driven rather than established by the canon or the team of writers, representing an alternate history version of events.

    During the daytime hours before the final game session, we collectively planned several major events in our small groups. For example, we plotted the complete destabilization of the Domain of Paris due to the Prince becoming an Anarch and the Seneschal getting killed, as well as the selection of a new Prince, who had been the Sheriff. In addition, we decided that after the clans had voted on their participation in the Camarilla, Jürgen would run off to Paris to live with Geneveve, abandoning his mantle as Hardestadt and retiring from politics, at least temporarily. Many players were informed of this decision and the power vacuum created by Hardestadt’s departure was resolved through out-of-character discussion, with a new Justicar pre-determined to stand in his place. In traditional Vampire games, players would plan such maneuvers secretly, then enact them in game with uncertain results in a competitive style. Alternatively, we had determined these outcomes as larger collective groups, which did not diminish their intensity in play, but rather magnified it.

    Player Agency Trumping Canonical Authenticity

    These examples illustrate some key principles about Convention of Thorns: the emphasis on transparency, collaborative play, and the power of player agency to change canonical endings as their personal stories demanded. We were permitted a certain degree of freedom to play with canonical “truths,” as players were only required to read the Design Document and their character sheets.

    While some political meetings occurred, the majority of social play transpired in the ballroom. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.
    While some political meetings occurred, the majority of social play transpired in the ballroom. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.

    The ability to change the outcome of the Convention was of particular interest to many players. The game was structured around clan meetings, council deliberations, and votes. However, these events were intended to be short and not dominate the social play of the game, which took place mainly in a large ballroom. In this regard, while we could not change the number of Traditions or the scheduled times of the votes, we could alter the wording of the Traditions, which resulted in some surprising departures from canon:

    The Traditions established at the Convention of Thorns larp.
    Photo courtesy of Eva Wei.

    Additionally, clans that were normally considered Independent, such as the Giovanni and the Ravnos, ended up joining the Camarilla.

    In this regard, players felt some flexibility not only to bend canon as desired, but also to bend history. Although the larp was set in the Renaissance, players were not expected to memorize historical facts or dress in strictly period-appropriate costuming.  While White Wolf officially endorsed Convention of Thorns, these canonical changes are not meant to alter the existing timelines, but rather to serve as an alternative history. In future runs of the game, other deviations from established storylines are likely to emerge as players explore their own desired interests, relationships, and themes.

    The Nosferatu confer. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.
    The Nosferatu Andrei Romanovich confers with his Clan. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.

    Variable Degrees of Engagement

    While the castle itself offered a stunning location, complete with a gold-gilded ballroom for the opening scene and character portraits, the scenography team transformed several rooms in the castle to suit various moods and styles of play. The main floor of the castle was the primary area of play, including another ballroom and antechamber, where social and political scenes unfolded. Intact and destroyed areas of the castle were converted to Clan rooms, complete with themed music, special décor, and even unique smells. The top layer of the castle was reserved for players interested in darker, more visceral scenes, including rituals, intimacy, and violence.

    The scenographers individually designed each Clan room. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.
    The scenographers designed each Clan room with an individualized aesthetic. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.

    In this regard, players could choose their desired level of intensity with darker content based upon their location in the castle to a certain degree. NPCs were deployed primarily as monk retainers in service to the Abbey of Thorns or as humans to be fed upon in various ways. The emphasis on feeding served as a reminder of the Bestial nature of the vampiric existence, with the second major scene of the game after the opening speeches being a “feast,” complete with screaming villagers offered to the guests as meals. As my character, Geneveve, fed almost entirely on animal blood as a way to stave off her vampiric side, she completely avoided these screams, finding solace in the small antechamber. Throughout the larp, this space functioned as a makeshift salon and was relatively free of violence. In this way, the physical location and scenographic design afforded players some degree of control over the experiences they wished to explore.

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    The Lasombra Francesca Della Rovere. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.

    Similarly, the game was scaled structurally in terms of power level and intensity. Regardless of their power level, characters could only use low level Disciplines on the first night, medium level ones on the next night, and high ones on the last night. Similarly, characters could not die or be diablerized until the last night, encouraging players to ratchet up the tension and intensity until the climax of the game. Combined with the consent-based play, these techniques assuaged some of the fears of the participants regarding the inequity of power levels and the physicality of the playstyle.

    The Brujah Anarch Tyler reviews the new Traditions. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.
    The Brujah Anarch Tyler reviews the new Traditions. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.

    The organizers encouraged us to think of these peace talks as the equivalent of the vampiric UN — where violence would be rare and unseemly — rather than a battleground. In the final scene, the factions split onto two sides of the ballroom: one in favor of the Camarilla and one against. As many chanted the word “war” while staring at their opponents, the organizers ended the game. Therefore, the intensity of the violent intent remained, while the details of what happened in the future could be negotiated by players as they wished after the game or in Day Play scenes.

    A vampire hissing
    The Toreador Rosado Trastámara. Some Kindred played upon their more monstrous side, whereas others tried to preserve their Humanity. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.
    As a participant who primarily enjoys social, romantic, philosophical, and metaphysical play, I was pleased at the design of Convention of Thorns. The structure, themes, and spatial design were thoughtfully crafted to accommodate a variety of playstyles under the same roof. While the voting, Tradition wording, and meeting structure was a bit too under-designed for the smoothness of play that the organizers intended, the overall experience exceeded my expectations after seventeen years of White Wolf larping.

     

    A Bright Future for the World of Darkness

    Convention of Thorns represents the latest in a series of games developed by White Wolf in conjunction with designers in the Nordic scene. The organizers announced that they will rerun the larp next year, with details forthcoming. Meanwhile, several cities have expressed interest in hosting End of the Line, with two runs scheduled for World of Darkness Berlin, a White Wolf convention that will take place May 11-14, 2017. World of Darkness Berlin will also feature talks, workshops, the new documentary on the history of White Wolf, and the delightful dance-off larp, Dancing with the Clans. Finally, participants can look forward to Enlightenment in Blood, a several hundred person pervasive larp((“Pervasive Game,” Wikipedia, November 13, 2016. https://en.wikipedia.org/wiki/Pervasive_game)) set in modern times that spans multiple locations around the city of Berlin. In short, games like Convention of Thorns point strongly toward a bright future for the World of Darkness.

    White Wolf Lead Storyteller Martin Elricsson narrates future events after the Convention in the final scene, standing between the Kindred battle lines. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.
    In the final scene, White Wolf Lead Storyteller Martin Elricsson narrates future events after the Convention, standing between the Kindred battle lines. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.

    Convention of Thorns

    Participation Fee: €480-530

    Players: 175-190

    Date: October 27-30, 2016

    Location: Zamek Książ, Poland

    Production: White Wolf Publishing and Dziobak Larp Studios, Claus Raasted

    Logistics and Volunteer Coordinator: Agata Świstak

    Lead Character Writer: Edin Jankovic Sumar

    Location: Szymon Boruta

    Costumes: Agnieszka “Linka” Hawryluk, Szymon Boruta, Mikołaj Wicher

    Scenography: Agnieszka “Linka” Hawryluk, Szymon Boruta, Agata Świstak

    Technical Support: Mikołaj Wicher

    Promotion: Fred Brand

    Safety Team: Agata Świstak, Petra Lindve, Sarah Lynne Bowman, Maury Brown, Mila Ingalls, Claus Raasted Herløvsen

    Main Character Writers: Anders Edgar, Jamie Snetsinger, Petra Lindve, Mia Devald Kyhn, Arvid Björklund, Simon Svensson, Frida Selvén, Jørn Slemdal, Anna-Lisa “Muckas” Gustavsson, Magnus Thirup Hansen

    Volunteer Writers: Richard Svahn, Sorcières Cat, Andreas Svedin, Stefan Lunneborg, Freja Lunau, Elina Gouliou, Mathias Oliver Lykke Christensen, Garett Kopczynski, Marta Szyndler, Vilhelmīne Ozoliņa, Nika Anuk

    Day Play Designers: Sarah Lynne Bowman and Maury Brown

    Documentation: John-Paul Bichard, Magdalena Gutkowska, Aleksander Krzystyniak, Przemysław Jendroska, Maciej Nitka, Nadina Wiórkiewicz

    Props: Yoru Kamiko, Marta Szyndler

    Production assistants: Eevi Korhonen, Radek Gołdy, Halfdan Keller Justesen, Joanna Janik, Richard Svahn, Janina Wicher, Joanna Maryniak, Ania Gęborska, Ida Pawłowicz, Ole Risgaard Hansen, Samuel Arnold, Kasper Lundqvist, Johannessen, Freja Lunau, Yleine Aerts, Eva Helene Antonsen, Christine M. Christensen, Linnea Fredin, Katrine Kavli, Louise Svedsen, Kamilla Brichs, Mira Suovanen, Antti Kumpulainen, Lau K Lauritzen, Suus Matsaers, Stefan Lindgren, Casper Gatke, Dracan Dembiński, Herwig Kopp, Piotr “Kula” Milewski, Ola Wicher, Olivier Hoffman, Mila Ould Yahoui


    Cover photo: The Malkavian Celestyn, The Librarian. Photo by Przemysław Jendroska and Nadina Wiórkiewicz for Dziobak Larp Studios.

  • End of the Line: White Wolf’s First Official Nordic-Style Larp

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    End of the Line: White Wolf’s First Official Nordic-Style Larp

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    The desperation of tomorrow fuels the joy of today. Self-destructive choices don’t seem so bad when there’s no future.

    from the End of the Line introduction document

    End of the Line is the first official Nordic larp under the One World of Darkness produced by White Wolf and Odyssé since the intellectual property was purchased by Paradox Entertainment in October 2015. While the owner Tobias Andersson Sjogren and creative lead Martin Elricsson have announced that they do not plan to alter significantly most of the existing games or associated production companies, they do plan to create a One World of Darkness under which all of the existing content falls.((UlissesSpiele, “Tenebrae Noctis: White Wolf – One World of Darkness (uncut, audio repaired),” YouTube, last modified Dec. 15, 2015, https://www.youtube.com/watch?v=LlA6LKUNDWs&list=PLYW0RCU4vh23ZoQC26d8D0O-zvMDrGlQn)) Additionally, they plan to run Nordic-style larp events, which differ significantly from the way traditional Vampire larps are played. These larps are meant to exist in addition to the other larp experiences available, rather than replace them or compete with them in any way. This article will cover the first larp from these official events, entitled End of the Line, which took place in Helsinki, Finland on March 7, 2016 for six hours.((Jussi Ahlroth, “Blood and Close Contact in Illegal Raves — Vampire Larp Played in Helsinki,” HS, last modified Mar. 9, 2016, http://www.hs.fi/kulttuuri/a1457497605103#)) Bjarke Pedersen, Juhana Pettersson, and Martin Elricsson created the larp, running it in the week leading up to the Nordic larp conference, Solmukohta.

    Martin Ericsson, Lead Storyteller for White Wolf. Photo by Tuomas Puikkonen. Martin Elricsson, Lead Storyteller for White Wolf. Photo by Tuomas Puikkonen.

    End of the Line took place in an abandoned mental asylum in central Helsinki.((For a complete photo album, see Tuomas Puikkonen, “End of the Line (larp),” Flicker, last accessed Mar. 17, 2016, https://www.flickr.com/photos/darkismus/sets/72157665084152550)) While the main building was used for briefings, preparation, and off-game facilities, the play space was a multi-storiedbuilding off to the side of the hospital that recently housed squatters. The organizers and volunteers spent a considerable amount of time preparing the space for play, making it relatively clean and safe considering its recent inhabitants. Bonuses of the space included an abundance of gorgeous graffiti and an upstairs loft, which the organizers turned into a rave club. This rave felt authentic thanks to ongoing music provided by the Suicide Club, as well as fantastic lighting, visuals, and scenography by Marcus Engstrand, Anders Davén, and Aleksander Nikulin.

    Lighting, Sound, and Scenography

    Lighting and sound were integrated into the larp design. The first and last fifteen minutes of the larp were spent in a communal rave “workshop,” in which we all slowly glided in- and out-of-character through dance. This technique proved especially useful in enhancing the visceral physicality that was central to the intention of the larp, as discussed in more detail below; we were encouraged from the beginning to inhabit our bodies rather than view the larp as an intellectual or strategic experience. While many of us admitted to feeling uncomfortable dancing under normal circumstances, our characters regularly frequented these types of underground raves. Therefore, the technique helped put us in the mindset of a group of lowlifes coming together for a shared, not-quite-legal experience.

    The Suicide Club kept the dance party going throughout the larp. Photo by Tuomas Puikkonen.
    The Suicide Club kept the dance party going throughout the larp. Photo by Tuomas Puikkonen.

    In terms of the lighting, the larp was organized in three acts according to colors, which each represented a specific theme. Red represented Lust/Passion, Green represented Selfishness/Envy, and Blue represented Control/Power. As we transitioned into these phases, which all lasted 1.5-2 hours, we were encouraged to direct our play toward these general themes. However, the colors themselves were only visible from the dance floor, which made it difficult to assess when the themes were active without revisiting the upstairs. Still, having a general idea of the narrative arc toward which we should push helped guide play.

    Color was also used in the three meta rooms, sometimes called blackbox rooms in the Nordic scene. As with the Acts, the three rooms were themed and colored Red, Green, and Blue. In these rooms, players could enact flashbacks or hypothetical futures, although we could use the rooms for whatever we chose. In practice, this ambiguity led to some confusion as to whether or not scenes happening in these rooms were transpiring in real time, especially since the Red room featured an eye level hole in the wall through which players could watch. Despite this ambiguity, having experienced both the Red and Green rooms, the themes definitely contributed to the types of play enacted within them.

    Traditional Vampire Themes, Setting, and Mechanics

    Outdoor shot of the location of the larp, which took place at an abandoned asylum in Helsinki, Finland. The Blue, Green, and Red rooms are visible. Photo by Tuomas Puikkonen.
    Outdoor shot of the location of the larp, which took place at an abandoned asylum in Helsinki, Finland. The Blue, Green, and Red rooms are visible. Photo by Tuomas Puikkonen.

    This larp was functionally different than any Vampire game I have played in the past. As an active participant in both Mind’s Eye Society and troupe games from approx. 1997 to 2010, as well as a researcher who has studied conflict and bleed in White Wolf games, I found this larp appealing to try precisely because we would experience events differently.((Sarah Lynne Bowman, “Social Conflict in Role-playing Communities: An Exploratory Qualitative Study,” International Journal of Role-Playing 4, 2013, pp.17-18. http://www.ijrp.subcultures.nl/wp-content/issue4/IJRPissue4bowman.pdf)) Below is a breakdown of the primary differences I noticed in the design and play of this larp as opposed to traditional Camarilla-based Vampire games.

    Most Vampire games center upon the events during and surrounding the vampiric court. The premise of the game is that a secret cadre of immortal creatures who feed on human blood are running the city through a variety of forms of influence, both supernatural and social. For example, a vampire may have control over the Opera House because they have used their supernatural powers to make the owner fall in love with them, which affords them a certain amount of Influence. Similarly, a vampire may have control over a gang in the area or own an underground club where other denizens of the World of Darkness frequent for feeding, seduction, or secret meetings. In general, very few of the humans involved in these exchanges have any idea that vampires exist, as they might become angry and hunt them. Thus, vampires must remain secret and preserve a concept called The Masquerade in order to pretend to be human and avoid detection. Court is one of the only places where vampires can openly show their nature, although they are expected to follow certain social conventions that resemble Renaissance courtier politics as described in Machiavelli’s The Prince. Breaches of the Masquerade are kept to a minimum, as they may result in punishment or death by the reigning ruler.

    A Ventrue and another vampire consult one another in a private corner. Photo by Tuomas Hakkarainen.
    A Ventrue and another vampire consult one another in a private corner. Photo by Tuomas Hakkarainen.

    Since the majority of play happens at court, while gaining these forms of external Influence may take place through role-play, they are represented most often through mechanical abstractions on a character sheet, e.g. Street 2, High Society 1, Herd 3, etc. Players can use these types of Influence to enact some sort of advantage through interaction with the Storyteller. For example, vampires generally attend court having fed upon humans beforehand, which may be represented by their scores in Herd, Manipulation, or Seduction. Feeding allows some mechanical advantages in terms of use of powers, while lack of feeding can lead to dire consequences in terms of loss of control of the beastial nature of the vampire character. In other words, some vampires have an inherent advantage over others in the seductive feeding part of the game, whereas other characters may excel at having Street level contacts that give them access to drugs, gangs, or information that may become useful in play. As mentioned before, this Influence system usually comes into play most often during downtime actions between games or while interacting with a plot through the Storyteller. For example, a player might ask, “I have Street 2. Do I know anyone involved in this gang associated with this plot?” The Storyteller may choose to embody that non player-character (NPC) briefly or simply deliver information gained from that Influence.

    While influence actions often take place during downtime in conventional Vampire larps, the players embodied interactions between vampires, street thugs, and feeding victims during End of the Line. Photo by Tuomas Hakkarainen.
    While influence actions often take place during downtime in conventional Vampire larps, the players embodied interactions between vampires, street thugs, and feeding victims during End of the Line. Photo by Tuomas Hakkarainen.

    Similarly, all sexual, violent, or supernatural activities generally take place off-game or through mechanical interventions such as rock-paper-scissors. For example, if a character tries to seduce another, they may role-play out the dialogue leading up to the attempt, then use rock-paper-scissors to resolve whether or not the seduction was successful. Depending on the comfort level of the participants, they may verbally describe what follows or “fade to black,” but actual physical touch is discouraged in violent, sexual, or supernatural contexts. Players may mime the feeding of blood, but are not encouraged to actually bite one another. A character may direct a slow punch toward another character for dramatic effect, but these actions are rarely meant to feel or look real. Indeed, in the official larp rules for the game, the writers imposed a no-touch rule from the beginning. This rule served many purposes, notably making players feel more comfortable engaging in edgy content and reassuring mainstream authorities that no “real” feeding, sex, or violence was occurring. Depending of the comfort level of the play group, these rules are sometimes bent, but the larp system as is features a large amount of abstracted rules to arbitrate these activities. For example, if combat breaks out in a group with several characters present, each person in the area must declare their actions, which can sometimes take hours to resolve due to the multiple tests involved.

    End of the Line flipped the script on traditional Vampire role-playing in many ways, at least as represented by the official rules. Instead of taking place at court surrounded by vampires, the game setting was an underground party. I should note that some Vampire larps do take place in semi-public settings such as nightclubs amongst non-larpers where characters attempt to maintain the Masquerade. Thus, this article should be viewed through my experience with these games, which overwhelmingly took place in private homes or reserved public spaces and focused upon court politics.

    In short, my experience of End of the Line was that we role-played out the activities usually handled before game or through game mechanics. As mortals, we embodied those Street and Herd contacts normally represented numerically or briefly embodied as NPCs by Storytellers. We physically played out biting, seduction, brawl, drug use, and partying. While some Camarilla politics took place behind the scenes – Ventrue, Brujah, Toreador, and Malkavians were present – I was able to play the larp as a mortal mostly unaware of these secret conversations and fully feel engaged. Another theme was that at various points of the larp, each of us would feel equally predator and prey. For my character, at least, I felt quite empowered as my drug dealer hipster mortal; sometimes, I was the seductress or corrupter rather than the prey, as was written into my character.

    Vampiric feeding and Discipline use sometimes took place in the open, despite the Masquerade rule. Photo by Tuomas Puikkonen.
    Vampiric feeding and Discipline use sometimes took place in the open, despite the Masquerade rule. Photo by Tuomas Puikkonen.

    To clear up potential miscommunication from the outset, no real blood drinking or drug use was present in this larp. Fake drugs consisted of sugar and calcium pills. Fake blood was made of water, powdered sugar, cocoa powder, cornstarch, and red dye. Alcohol was served in small amounts. No fake guns or knives were permitted. Physical fights were permitted with negotiation of intensity, but fighting in general was discouraged in order to preserve the “all is love” rave atmosphere. Sexuality was negotiated ahead of time and was represented by activities ranging from verbal descriptions to dry humping and making out. Players could bite one another, but should do so slowly with clear visual signs of advance facing the front of their victim. Players could tap out of any scene that made them feel uncomfortable.

    Themes, Setting, and Mechanics

    In End of the Line, the activities that are usually relegated to mechanical representations were enacted physically. The larp did feature some mechanics – actually, a large amount by Nordic standards – but those mechanics often involved physicality. One of Martin Elricsson’s goals in introducing the Nordic style of larp to the larger White Wolf community was to steer away from the “talking heads” larps. In other words, one goal of End of the Line was “show, don’t tell.” Thus, the mechanics were designed as guides toward enacting the physical aspects of play in a consensual way agreed upon by the group, as well as means to conceptualize the character’s goals and typical behaviors. Also, the game featured pre-written characters, which is not usual for Vampire campaign play, but sometimes happens in traditional convention one-shots. Players were asked to fill out a short questionnaire on the type of play desired, as well as email a picture for casting to the organizers. Characters were given at least three ties with other characters and at least two larger subcultural groups to which they belonged.

    A millionaire hanger-on; my character’s girlfriend; me as drug dealer and party organizer Carolina Kaita; and my in-game best friend. All three ties in my character sheet worked well for me in the larp. Photo by Tuomas Puikkonen.
    A millionaire hanger-on; my character’s girlfriend; me as drug dealer and party organizer Carolina Kaita; and my in-game best friend. All three ties in my character sheet worked well for me in the larp. Photo by Tuomas Puikkonen.

    Some additional descriptions of the themes and mechanics present in End of the Line:

    Play for What Is Interesting

    Vampire is promoted as “a game of personal horror” that explores the trauma of losing one’s humanity to one’s increasingly beastial nature. However, because the mechanics of the game are focused upon leveling and win conditions for challenges, play often becomes more about what has colloquially been called “superheroes with fangs.” White Wolf designers such as Eddy Webb have encouraged the concept of Playing to Lose,((Onyx Path Publishing, “Playing to Lose — Atlanta By Night 2012,” YouTube, last modified Dec. 3, 2012, https://www.youtube.com/watch?v=hrkGTnYjbuM)) in which allowing your character to have some sort of failure can lead to more dramatic scenes, although the impact of long-term play and character investment sometimes make this style of play difficult. Nordic larps, on the other hand, often feature one-shot, intensely immersive experiences where Playing to Lose((“Playing to Lose,” Nordiclarp.org, last modified on May 29, 2014, http://nordiclarp.org/wiki/Playing_to_Lose)) is a normative part of the play culture.

    In the briefing for End of the Line, Bjarke Pedersen suggested we Play for What Is Interesting, or Play for Drama, as losing is not always the most accurate description of this style of play. This direction allowed me to feel enabled to have a surprise, in-character engagement and marriage in the middle of the Vampire larp, as it made sense based upon the way play unfolded, but would not normally be classified as “losing.”((For additional photos of the larp, including the engagement and wedding, see Singen Sternenreise, “End of the Line: A White Wolf Larp,” in Exposure, last modified Mar. 15. 2016, https://singen.exposure.co/end-of-the-line)) Of course, my new wife was turned into a vampire thirty minutes later without consulting me, so loss happened regardless, which added more interest to the larp for me. Ultimately, the one-shot format and the fact that the characters were all written to be terrible people allowed for greater alibi,((Sarah Lynne Bowman, “Bleed: The Spillover Between Player and Character,” Nordiclarp.org, last modified Mar. 3, 2015, http://nordiclarp.org/2015/03/02/bleed-the-spillover-between-player-and-character/)) meaning that I did not have to feel terribly emotionally connected to my character or responsible for her unethical actions.

    Play for What Is Interesting gave participants permission to take the story in whatever direction they found thematically appropriate. Photo by Tuomas Puikkonen.
    Play for What Is Interesting gave participants permission to take the story in whatever direction they found thematically appropriate. Photo by Tuomas Puikkonen.

    Masquerade

    Out of around 66 players, only one third were vampires. The rest of the characters were mortals or ghouls, i.e. servants of vampires. As players, we were not aware of who was playing each group and were encouraged to keep this information secret. In this way, the game was — in a meta sense — about enacting the Masquerade, but also about breaking it, as we were encouraged to do with abandon. Unlike traditional Camarilla Vampire games where breaches of the Masquerade are considered treasonous and often punishable by final death, in this game, we were encouraged to play the weaknesses of mortals and immortals alike. When breaches of the Masquerade occurred, mortals were instructed to view them as “drugs gone bad,” “abuse,” or “people pretending to be vampires,” rather than escalating to “vampires exist!” This guideline helped us preserve the Masquerade theme of the game without the larp breaking down.

    As a mortal character, I was fed upon once, offered the chance to become immortal, and proffered fake blood to drink from a wrist while in a dazed state, which I eventually declined in favor of asking my girlfriend to marry me. As directed, I played only having a vague recollection of this scene as a “weird drug experience” that let me “see my future,” as the events transpired in the Green meta room.

    A potential breach of the Masquerade. The organizers encouraged players to act with greater abandon than in a traditional Vampire larp. Photo by Tuomas Puikkonen.
    A potential breach of the Masquerade. The organizers encouraged players to act with greater abandon than in a traditional Vampire larp. Photo by Tuomas Puikkonen.

    Stats

    Characters were given three base stats that had absolutely no mechanical effect, but rather served as guides to role-play. Some players found these stats pointless, although I thought they preserved the original feel of the character sheet while not limiting my character’s agency. My stats were Using People 3, Cruelty 3, and Jaded 1. Each of us had custom stats based upon the design of the character.

    Vampires also had supernatural abilities such as Presence, Obfuscate, Fortitude, Potence, and Celerity, although the disciplines were significantly pared down from the original rules. Presence worked by placing a hand gently on the back of someone’s neck and saying, “You really, really want to do X.” Some examples are “You really, really feel in love with me” or “You really, really want to leave now.” The character under these effects chose how to interpret the command, but was expected to follow it for 10 minutes with no after-effects or memory. Disciplines worked on other vampires as well. From what I understand, Celerity and Potence merely added a bonus to Brawl. Interesting, vampires also could only use certain Disciplines if they fed upon characters that had specific emotional states. For example, “feeding from a forgotten, lonely or homeless person fuels Obfuscate,” while “drinking deep from someone that lusts or loves fuels Presence.”

    A player uses the “You really, really....” mechanic for Presence by placing his hand on the back of another participant’s neck to indicate supernatural persuasion. Photo by Tuomas Puikkonen.
    A player uses the “You really, really….” mechanic for Presence by placing his hand on the back of another participant’s neck to indicate supernatural persuasion. Photo by Tuomas Puikkonen.

    Brawl allowed for a mechanical representation of who would win in a fight if winning was desirable. While some players might choose to simply lose, Brawl stats were compared by flashing the number to one another, then discussing how the fight would play out before enacting it. While fighting was discouraged in the overall setting, I did see some fights break out that looked quite physical, as is the norm in many Nordic larps. Players could negotiate how close to real violence they wished to get, from miming to close-to-real physical strength.

    Scents

    Players were instructed to spray themselves with one of three scents at the start of game: coconut, citrus, or floral. These scents were appealing to vampires in that order from highest to lowest, which most of us did not know until the end. This mechanic was an interesting way to integrate multiple senses into the larp, although practically speaking, it was sometimes difficult to tell who smelled like what scent in close quarters.

    Feeding

    The feeding mechanic involved the vampire squirting fake blood into their mouth, biting the player with varying degrees of intensity, and licking the wound to heal it. Similarly, players could squirt blood on their wrists or neck and allow players to feed on them, which was experienced as ecstatic by all parties. Similar to the Presence mechanic, the effects of the blood lasted for ten minutes and resulted in feeling dazed and confused about what happened, at least for mortals.

    Feeding scene in the Blue room. Photo by Tuomas Puikkonen.
    Feeding scene in the Blue room. Photo by Tuomas Puikkonen.

    Players were instructed to do all feeding slowly and from the front, although a couple of us experienced being bit and having our neck sucked hard as a surprise from behind while in the process of a slow scene. As the tap-out mechanic puts the onus on the recipient to opt-out if uncomfortable, such a practice led in our cases to feeling uncomfortable with these scenes, as tapping-out at that point would have been too late. However, several of the vampires asked for consent before biting and made sure to act slowly and visibly, which seemed to work well in most contexts. Additional workshopping of the mechanics before the game would have helped everyone feel more comfortable about the expectations ahead of time, as I will discuss in a later section.

    Sexuality

    As mentioned above, the sexuality rules were the most variable and also, in some ways, the most vague. Sex could be played through activities ranging from narratively explaining what happens to dry humping and making out based upon the comfort level of the participants. While nudity was possible, I did not personally witness much in the rooms in which I frequented. Hypothetically, real sex was possible, though not encouraged explicitly by the organizers.

    Physical intimacy was negotiated between players based on individual comfort levels. Photo by Tuomas Puikkonen.
    Physical intimacy was negotiated between players based on individual comfort levels. Photo by Tuomas Puikkonen.

    Dance

    Players were encouraged to dance through the intro and outro scenes and the DJs played throughout the larp. One interesting metatechnique involved dancing. If a player was looking for interaction, they could enter the dance floor and attempt to engage in eye contact with another player, inviting a scene between the characters. While I did not use this technique often, other players reported it working seamlessly. Also, being able to dance when not engaged in role-play was a nice release for some players.

    The dance floor played rave music throughout the night. Locking eyes on the dance floor was a metatechnique for starting a scene with a new person. Photo by Tuomas Puikkonen.
    The dance floor played rave music throughout the night. Locking eyes on the dance floor was a metatechnique for starting a scene with a new person. Photo by Tuomas Puikkonen.

    Death or Embrace

    Players could determine if and when they wanted to die. A character could be fed upon multiple times with no negative consequences except those the player choose to role-play. Some characters were offered the opportunity to become vampires – i.e. the Embrace — which they would role-play out. I witnessed one character undergo this transformation, role-playing out the proceeding hunger and traumatic delirium post-Embrace quite convincingly. A couple of characters died during the game, with one playing a corpse in the closet for at least thirty minutes at the end of the larp.

    Alibi and Agency

    The characters in End of the Line were all written to be horrible people, regardless of their status as mortals, ghouls, or vampires. These characters represented the lowlifes of the streets and underground culture. As stated by organizer Martin Elricsson during a pre-game briefing, each character would experience being both predator and prey at some point. My character was specifically written to be a sociopathic hipster party organizer and drug dealer who sometimes messed with people because she was bored. Fortunately, this character was quite similar to my long-running Vampire character in her early days, so she was an easy default for me to inhabit. Other players reported having a more difficult time enacting the darker parts of their character’s nature.

    What this design produced is a sense that all people have their inner monster and that vampires are merely a supernatural expression of that inhumanity, a theme that I have always felt was central to Vampire and often overlooked in traditional play. We do not need to look far in actual humanity to see the Beastial nature within us, nor do we need to invent supernaturally creative ways to be cruel and selfish. The metaphor of feeding and domination is useful to play out in this circumstance, but in reality, is no different than how people treat one another emotionally in their darker moments. For more information on this concept, depth psychologist Whitney Strix Beltrán has academically explored this expression of the players’ inner Shadow through Vampire and other games.((Whitney Strix Beltrán, “Shadow Work: A Jungian Perspective on the Underside of Live Action Role-Play in the United States,” in The Wyrd Con Companion Book 2013, edited by Sarah Lynne Bowman and Aaron Vanek (Los Angeles, CA: Wyrd Con, 2013), 94-101. https://dl.dropboxusercontent.com/u/1793415/WCCB13.pdf)) As one of the players, Bob Wilson, summarized for World of Darkness News, “Emotionally, people manipulated, lied, and did all the other terrible things people do to each other.”((Harlequin, “‘End of the Line’ LARP Interview,” World of Darkness News, last modified on Mar. 16, 2016, http://www.worldofdarkness.news/Home/TabId/56/ArtMID/497/userid/2/ArticleID/15/End-of-the-Line-LARP-interview.aspx))

    Characters in End of the Line often embodied some of the worst parts of human nature, whether vampire or mortal. Photo by Tuomas Puikkonen.
    Characters in End of the Line often embodied some of the worst parts of human nature, whether vampire or mortal. Photo by Tuomas Puikkonen.

    Some of the mortal players did find themselves lacking sufficient agency toward the end of the game, although we were instructed to make our own role-play scenes, also known as “bringing your own basket” to the picnic. One of the problems in traditional Vampire larp is the structural inequalities built into the game, where higher-level players with more status get more access to secret meetings, powers, plots, etc. While the beginning of End of the Line featured an equilibrium of play between mortals and supernatural characters, by the end of the larp, player-characters not involved with secret Camarilla meetings or getting Embraced as vampires sometimes felt excluded from play, as is often experienced by Neonates in traditional Vampire larp. Perhaps adding some sort of element to engage the still-mortal toward the end would help these players maintain engagement and their sense of agency, such as dealing with a police raid or some other type of plot.

    Consent, Workshopping, and Debriefing

    As mentioned above, the main opt-out mechanic of the larp was tapping-out. This mechanic places the onus on the person receiving the action to be cognizant enough of their own experience to remember to tap-out, to be comfortable enough with their co-players to not feel shamed for not being “hardcore” enough, etc. The organizers did a good job of trying to alleviate concerns around consent in the pre-game social media groups, assuring us that we could exit any scene without repercussion and that actions such as feeding would happen slowly, from the front, and with plenty of opportunity to tap-out. In practice, this rule was not always followed.

    In my view, both the aggressor and the recipient should be equally responsible for consent in a scene. Briefly stopping play to check in with another player or negotiate the degree of intensity may cause a short break in immersion, but offers the net gain of allowing players the sense that their personal boundaries are important and will be respected by the other players. This comfort level can often lead to greater intensity if trust is established.

    Because of the lack of space in the main building and time constraints, we were only given a thirty minute briefing rather than the usual workshopping often associated with Nordic larps.((The Workshop Handbook, Workshophandbook.com, last accessed Mar. 17, 2016, https://workshophandbook.wordpress.com/)) Similarly, we were not offered a chance for structured debriefing,((Sarah Lynne Bowman, “Returning to the Real World: Debriefing After Role-playing Games,” Nordiclarp.org, last modified Dec. 8, 2014, http://nordiclarp.org/2014/12/08/debrief-returning-to-the-real-world/)) as the organizers needed to clean the site and close it to the players. Some players convened for an after-party off-site, but I was unable to attend due to a conference in the morning.

    Organizer Bjarke Pedersen running the pre-game briefing. Space and time constraints made extensive workshopping infeasible. Photo by Tuomas Puikkonen.
    Organizer Bjarke Pedersen running the pre-game briefing. Space and time constraints made extensive workshopping infeasible. Photo by Tuomas Puikkonen.

    I believe that when playing with physically intimate scenes that feature feeding, violence, and sexuality, workshopping serves many important purposes. It helps players build trust before inhabiting their characters; offers opportunities to model and practice the mechanics; and opens up opportunities for players in their assigned groups to negotiate boundaries. We did some of these activities in our small groups over email, but recognizing each other at the venue was sometimes difficult and not everyone in the larp communicated boundaries beforehand. While I respect the fact that logistics for such an event can be difficult, one thing I learned from the Nordic larp Just a Little Lovin’ was the importance of off-game negotiation and workshopping in facilitating the ability to play intimacy more safely.((Sarah Lynne Bowman, “Love, Sex, Death, and Liminality: Ritual in Just a Little Lovin’,” Nordiclarp.org, last modified July 13, 2015, http://nordiclarp.org/2015/07/13/love-sex-death-and-liminality-ritual-in-just-a-little-lovin/)) Additionally, Just a Little Lovin’ featured clear negotiation before sexual scenes and ritualized this play in a way that allowed player input to influence the scene, not just character desires. This practice cut down on ambiguity.

    Similarly, debriefing is important when processing the events that happen in such a game. While some individual players felt comfortable speaking informally after the game, a structured debrief – perhaps in small groups – would have allowed people the chance to de-role and speak seriously about their experience. I especially would have appreciated a structured opportunity to speak with the individuals with whom I had intimate scenes, insulted, or threatened in-character. I do think such debriefing sessions should be offered by organizers, but I also think they should be optional for individuals who wish to take part. It was difficult for some players inexperienced with Nordic larp and/or Vampire to transition quickly back to their daily consciousness and not perceive themselves or others as predators, an issue that can be ameliorated in part with a debrief.

    The organizers of the larp plan to adjust the next run according to these critiques, with greater variability of options for physical play, negotiation between players, workshopping, and debriefing. In essence, this run showed excellent proof of concept with refinements that should and will be made for future iterations.

    The Future of White Wolf and Nordic-style Vampire Larp

    The Helsinki run of End of the Line is just the first of several events planned for the next two years. The organizing team plans to rerun a version of this larp at the Grand Masquerade in New Orleans in September 2016.((“The Grand Masquerade,” Masqueradebynight, last retrieved on Mar. 17, 2016, http://www.masqueradebynight.com/)) Potential players should note that based upon feedback, the above-mentioned mechanics and structure may change in the next iteration. Interested players can subscribe to the End of the Line mailing list here. Additionally, this team plans to run Enlightenment in Blood as a pervasive larp spanning many locations in Berlin in 2017 as a part of a multi-day World of Darkness festival.((“World of Darkness Berlin 2017: Enlightenment in Blood,” Enlightenmentinblood.com, last retrieved on Mar. 17, 2016, http://www.enlightenmentinblood.com/))

    Finally, Liveform and Rollespilsfabrikken plan to run a White Wolf-endorsed larp called Convention of Thorns between October 27-30, 2016.((“White Wolf Presents Convention of Thorns,” Cotlarp.com, last retrieved on Mar. 17, 2016, http://www.cotlarp.com/)) This larp will provide an alternate history account of the famous 15th century event in White Wolf history in which the Camarilla organizing body was formed. Notably, this historical larp will take place in a Polish castle and will focus upon interactions between vampires of various power levels, from Neonate to Methuselah. While some of the mechanics will resemble those from End of the Line, the two productions will offer different takes on the genre. In short, World of Darkness players interested in trying Nordic-style larps have several options coming soon.

    To summarize, these larps are not intended to replace or alter existing Vampire larps, but rather to add additional experiences for players interested in this style. The physicality of the Nordic approach will likely not appeal to certain players, which is understandable. For potential players unused this style, I suggest fully reviewing the content of this article and other documentation before signing up for one of these games in order to understand the expectations of the play culture. I also suggest being clear from the outset with yourself and your co-players about your boundaries via email or other forms of communication. Players should feel enabled to negotiate those limits before, during, and after play and tap-out of any scene that makes them uncomfortable. In my view, physical play in larp is certainly possible — indeed, some of the organizers of End of the Line started role-playing in traditional Vampire larps before exploring other forms of embodiment — but should be done with careful consideration of the off-game needs of other players.


    End of the Line

    Participation Fee: €25
    Players: 66
    Date: March 7, 2016, 6 hours
    Location: Helsinki, Finland
    Created by: Bjarke Pedersen, Juhana Pettersson & Martin Elricsson
    Production: José Jácome & Mikko Pervilä
    Characters: Elin Nilsen, Jørn Slemdal & Mika Loponen
    Decor: Marcus Engstrand, Anders Davén & Aleksander Nikulin
    Documentation: Tuomas Hakkarainen, Tuomas Puikkonen, Julius Konttinen & Joona Pettersson
    Catering: Kasper Larson & Aarne Saarinen
    Production assistants: Outi Mussalo, Tia Carolina Ihalainen, James Knowlden, Bob Wilson, Irrette Cziezerski, Jukka Seppänen & Ville-Eemeli Miettinen
    Featuring: Suicide Club (Gabriella Holmström & Ossian Reynolds)
    Produced by: White Wolf Publishing and Odyssé with Solmukohta and Inside Job Agency


    Cover photo: Part-larp, part-rave, End of the Line provided a unique and authentic World of Darkness experience, in game photo by Tuomas Puikkonen. Other photos by Tuomas Puikkonen.