Dinner Warfare

Dinner Warfare

Jesus did it. So why don’t you? Create drama during dinner, that is. Saying that one of your best friends will betray you while you are having your last meal is a pretty dramatic way to create pressure in an eating situation. The Danish Dogme 95 film The Celebration (1998) is another example of great drama happening at a dinner. Many of our favorite stories can make it work, so let’s do that in larp as well. We waste so much time eating during longer form larps. At least, that was my experience for a very long time, until I figured out a solution that worked for me both as a player and designer. Food and food design in larps is in and of itself an interesting subject. But more than the actual food, I very much enjoy larps that make something special of meal situations.

Examples of larps where specific meals have been well thought into the design are the last dinner at the Atropos larp Libertines (2019-2020) and the meals at House of Craving (2019-). At Libertines, the last meal is a culmination of building pressure within the group of characters, and it seems completely normalized that there isn’t any cutlery, plates or cups, and people are not properly dressed while the food is served so it becomes messy and very physical.

At House of Craving, meals become more and more absurd; some players portray a representation of “The House” (so your character doesn’t see these people) and they will move around the food and your cutlery in a haunting way, making you start to question why things are not in the places you put them. The further into the meals you get, you feel more and more like you are going insane while the House starts to interact more directly with you. 

These examples contain wonderful scenes designed to enhance an atmosphere and specific actions that connect to the larps’ themes in their own way. 

A way I most often utilize meals to become an actual Dinner Warfare situation, is by creating subtle but strong emotional pressure based on specific relations instead of mostly atmosphere in designing eating situations.

Photo of two characters, one with animal ears seated far away with arms folded while the other speaks.

From Daemon (2023): Katrine Wind. Photo: Bjørn-Morten Vang Gundersen.

Dinner Warfare

Dinner Warfare is, primarily, a tool to design meal situations that contain emotional relevance for the players individually and, secondarily, a way of underlining the atmosphere and themes of the larp. As an organizer, I most often utilize Dinner Warfare to enhance conflict, but it can also be meaningful in positive relations between characters. 

Putting each other under pressure as well as subtly poking in polite circumstances gives another dimension to a personal relation than when you are not forced to spend time together. It can both kickstart a conflict and help decide the pacing of a larp. This tool can also provide much longer scenes than usual. It’s not often that you get to spend hours together with the same characters at a larp, which has at least the potential to deeper and more layered conversations and therefore relations. In the best cases, this ignites embers that can burst into a fire later in the larp as well. 

An important lesson in larp design is that we can’t teach everyone everything during workshops, but we can “train” our players and provide them with new player skills. A way of doing this regarding Dinner Warfare is simply stating that they have the obligation as players to sit in a place that is meaningful to your character and where it might create the most play during one or more meals. Putting the responsibility with the players is the first step on the “The table of Dinner Warfare.” If you want to take more responsibility as a designer, you can ensure organized meals, make seating plans or even dynamic seating plans.

Drawing of a dinner table with notes reading: dynamic seating plan, seating plan, organized meals, and brief players

Illustration of “The table of Dinner Warfare” by Iris van Blijderveen (2024).

Brief players and make organized meals 

The table above (or figure as it rightfully is) makes it possible for anyone to point out that they want dinner warfare at their larp no matter their resources. If your players eat in-game, give them the responsibility to be meaningful. If you want to help them even further, you can make specific mealtimes. Then you ensure that they are all gathered and that they then have an easier time finding people to sit with that are meaningful. There you go — you already completed two courses on the “Table of Dinner Warfare.” 

The next part of the article is about how you as a designer can enhance and help the players use this tool, if you want to do more. 

Seating plan

A seating plan is essential in the Dinner Warfare concept if you as a designer want to heavily affect the pressure this tool can put in a larp. People who have problematic relations as well as terrible secrets together make very good Dinner Warfare seating partners. To actually utilize Dinner Warfare effectively as an organizer, you have to know the characters very well and I can imagine that it takes clear and strong (as well as well-written) relations. You have to have an idea of the intricacies of why it would be terrible for these two characters to be forced to eat a three course meal together.

A helpful set-up is a setting including very strong social norms like nobility adhering to old-timey table-manners or creating families with harsh social structures. In these settings, there is an expected air of at least surface-level civility. So while there might for example be a threat of violence, it is kept under wraps, leading to tension (and possibly even better scenes that couldn’t have been happening without these external circumstances). 

It is important to have an alibi for why you have to stay in your seat and not leave the person you are put next to. This is something I often combine with some of the elements that Karijn van der Heij and I described in the article “Playing an Engaging Victim” (2020). In this article, we argue that it can be tempting for victim players to simply run away or physically hide from their oppressor, but with Dinner Warfare, you can actually provide both parties with an alibi to spend extensive time together. 

In Spoils of War (2019-2024), I utilize this by having the winning and losing side of a war celebrate the sacred Feast of Life together: one day a year where you have to celebrate Life no matter the circumstances. Thus, the queen of the side that will lose the war later in the game will invite everybody who is in the siege camp outside into the castle for a long meal. The written characters are long and the relations complex, so the seating plan is made off-game by me, while in-game it is Her Majesty’s. Prisoners of war sit with their captors and the family that is desperate to have them back. Former lovers sit next to the one that broke their heart — you get the sentiment. The cultural and religious agreement that we don’t attack each other during a meal provides the alibi here. 

Photo of person in white clothes sitting on the floor of a dining room writing.

The author creating a seating chart in Helicon Run 1 (2024): Katrine Wind and Maria Petterson. Photo: Anna Katrine Werge Bønnelycke.

Daemon

In my larp Daemon (2021), Dinner Warfare is a core design element. The larp is inspired by the His Dark Materials trilogy by Philip Pullman (1995-2000) where humans have their soul outside of their body in the form of an animal. Daemons are the expression of the inner lives of the characters and can either underline what the human players are portraying or show what is really going on between the two humans. In the larp, this is represented by two people playing the same character (human and daemon, respectively) and that they can’t go more than two meters from each other. 

The larp takes place in the aftermath of a war in which many of the characters helped kill the God of this world. The characters have gathered at the mansion to celebrate the victory. But not everyone wants to be there. Not all of the heroes see themselves as that and because of a last attack from the losing side, even adversaries from the war have had to flee to this exact place. The war has brought together people from all classes. Class differences are an important part of the experience. Everybody present experiences the pressure of social norms because of the nobility present — and we kick that off very early into the game with a three course dinner. 

In this particular setup, the hostess is setting the table and forces the seating arrangements on the guests. This is usually an organizer controlled character. A player can absolutely be the host in-game like in Spoils of War, but it is important to be willing to keep the pressure on the other players and have a lot of insight into the characters and relations as there are only 30 people in this larp. You also have to consider that it can be time consuming for a player the more responsibility they have, possibly taking them out of the game. 

In-game enemies or problematic relations can be placed together because of malicious intent or unknowingly. For example, the hostess at Daemon purposefully doesn’t put her own sister at the high table because they have a conflict; instead she is placed with the lowest classes. This provides tension for all. The hostess’ greatest enemy, who she has always been very jealous of, is, on the other hand, placed beside her former fiancée who has publicly denounced her and had her put in house arrest. 

Photo of a character confronting another character over a dinner table.

Daemon (Belgium 2023): Katrine Wind. Photo: Ork De Rooij.

Another option is that the pressure is unintentional in-game but intentional off-game. An example of this is the high table, where the hostess Lady Philippa Blackett has placed her best friend Lord Richard Wiltshire, whom she has always dined with and who is a hero of the war and their daemons of course. The nobles are chummy, making others uncomfortable by familiarity, obvious privilege, and status. At that table is also placed Richard’s younger sister Evelyn, who was engaged to Philippa’s deceased brother. Richard and Philippa pity her, try to make her mourn as much as possible for the lost fiancée, and feel guilty for his death as a war hero. The last person at the table is Professor Rowan, whom Richard has been sponsoring for years. What Richard doesn’t know is that the professor has a long running affair with Evelyn, who doesn’t mourn her fiancée at all. The daemons of Evelyn and Rowan are placed next to each other. They will then play out the romance as subtly as they can under the dangerous attention of Philippa and Richard while the daemons often choose to telegraph more visibly the feelings that the humans are trying to keep quiet. I often find that transparency helps here — if the players know what is at stake between Evelyn and Rowan, it is easier to pick up the hints. 

All of this emotional, meaningful drama can make it a very “pressure cooker”-like experience, which for some larps is completely fine. That the characters are not exploding on each other and mostly suffering internally while being prodded and provoked by the people they sit together with. If you want to avoid this atmosphere, you can choose to encourage a more rowdy atmosphere with e.g. toasts or speeches. This mostly works if it is briefed or workshopped; not many will make toasts if they aren’t suggested to do so.

Photo of a person holding another person at a dinner table

Daemon (Belgium 2023): Katrine Wind. Photo: Ork De Rooij.

The last example from Daemon to create more pressure, is an element where the hostess wants to get the conversation going. By each seat, there is an envelope titled “A little game.” When the guests open it, there are really hard questions like: “How do you think you are going to die?” and “If you could change one thing about how you grew up, what would you change?” This makes it easier to start the conversations and everybody can see the inappropriateness of the questions — especially across classes. But no one can protest this early in the game because of polite society. 

So, where religious and cultural norms offer the alibi in Spoils of War, class differences are the kicker in Daemon.

Player wishes

If you want to make it more difficult for yourself (why wouldn’t you? Organizing is so easy, right?), take player wishes into account. That is the last course on the “Dinner Warfare table”. If someone enjoys the Dinner Warfare situations, it can for some be interesting further into the game to have some influence over who it would make sense for their game to be placed next to. There might be someone that your character would want to avoid, but that would enhance your experience to be pressed by social norms to spend time with.  

Helicon

For Helicon (2024) by myself and Maria Pettersson, a larp about the Muses of old being trapped by humans (the Inspired), class differences can’t be much of a pressure point for Dinner Warfare, as the Inspired are pretty much equal with a few exceptions. Class differences are utilized for other kinds of conflicts. Instead, we use traditions as an alibi for the seating plan (for play accounts of Helicon, see Bowman 2024; Nøglebæk 2024; Pettersson 2024).

The social dynamics in this larp are complex and layered and are utilized and enhanced by the Dinner Warfare by physically putting one’s Muse next to one’s ex-wife and love interests while the Muses are former lovers/close friends. The Muses are connected to their Inspired and can’t go more than 100 m away from them. The ritual of keeping them with the human will have to be renewed every year, making ritualistic content an important part of the design. The first ritual is directly followed by a three course dinner, so that there has just been a dramatic escape and punishment scene and then we go directly to the traditional welcome dinner. We also make the larp feel a bit like a time warp by making characters going back to the same dynamics over and over during the larp — and this doesn’t only include the seating plans. 

We put people who have been divorced next to each other with the alibi that they used to sit like this 15 years ago, and if we change anything — even the seating — the sealing of the capture of the Muses might not work. With so much pressure, sometimes the atmosphere can be very serious, strained and quiet unless you workshop it not to be and give tools to change it.

Toasts are great tools for setting the mood and getting more active meal situations during Dinner Warfare but as mentioned earlier, people will not necessarily do that in-game unless encouraged. Maria Pettersson and I use a tool called “Please stand up” to overcome the possible hesitation. It is basically just the very known game “Never have I ever…” A character can at any point stand up and say: “Please stand up if…” and often it will be used to either celebrate good qualities in oneself or slander another character. An example could be: “Please stand up if you also hate your Muse.” This way the players can affect if the atmosphere should be more vicious, cruel, or maybe celebratory.

For this larp it is also much more beneficial that people can actually walk around and switch seats during the meals as they are all old friends, lovers, and enemies and dramatic interactions are encouraged.

People in fancy clothes standing up to confront on another at a dinner party

Helicon (2024): Katrine Wind and Maria Pettersson. Photo: Bjørn-Morten Vang Gundersen.

Downsides to Dinner Warfare

Anecdotally, quite a lot of larpers have difficulty eating at larps. I don’t personally prefer for people to not have eaten at the larps I design, as I find hungry people in many situations to be worse larpers. The kind of pressure that Dinner Warfare provides can make it difficult for some to eat and I acknowledge that. One of the antidotes to that on my behalf, is making the dinners very long. If you have to sit for 2½ hours and are served three different courses, almost anyone will have eaten something at the end. 

Serving the food buffet style takes away the pressure as well. When people have to get up to grab their choice of food, they will spend more time away from each other and experience relief of pressure. The disadvantage of serving by the plate or family style on the tables, which I would argue gives the best physical circumstances for Dinner Warfare, is that it takes a lot of extra effort from the kitchen and serving staff. Servers can also raise the cost of a larp, making it even more financially inaccessible. However, bearing these possible disadvantages in mind, I highly recommend Dinner Warfare as a design tool

In summary, meals don’t have to be empty design spaces in a larp or something you just have to get over and done with to get on with the real larp. Real larping can happen while eating. Bon appetit!

References

Bowman, Sarah Lynne. 2024. “Helicon: An Epic Larp about Love, Beauty, and Brutality.” Nordiclarp.org, January 26.

Nøglebæk, Oliver. 2024. “A Visit to Mount Helicon.” Nordic Larper, March 1.

Pettersson, Juhana. 2024. “Out of Nothing, Something.” Nordiclarp.org, April 25.

Wind, Katrine, and Karijn van der Heij. 2020. “Playing an Engaging Victim.” In What Do We Do When We Play? Solmukohta 2020, edited by edited by Eleanor Saitta, Johanna Koljonen, Jukka Särkijärvi, Anne Serup Grove, Pauliina Männistö, and Mia Makkonen, 244–53. Helsinki: Solmukohta.

Ludography

Daemon (2021): Denmark, Belgium, USA, UK. Katrine Wind.

Helicon (2024): Denmark. Maria Pettersson and Katrine Wind.

Spoils of War (2019-2024). Denmark. Katrine Wind.

Libertines (2019-2020): Denmark. Atropos and Julie Greip.

House of Craving (2019-2023): Denmark. Tor Kjetil Edland, Danny Wilson, Frida Sofie Jansen, and Bjarke Pedersen.

 Cover photo: From Spoils of War (2022): Katrine Wind. Photo by Elvinas Rokas. 

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Authors

Katrine Wind (b. 1988) is the founder of the Danish larp organization Narrators Inc., co-founder of the larp-design podcast Larping out Loud, main designer of Spoils of War, Daemon, co-designer of the upcoming Helicon with Maria Pettersson and several Danish-speaking larps.