WEB: Workshop – Exercise – Briefing

WEB: Workshop – Exercise – Briefing

“This workshop could have been an email” 

This is a statement I have encountered in the larp community quite a few times by now, which is rather tragic to someone who has worked professionally with learning design for years and has a deep passion for it.  

Designing and organizing a larp requires skill. The same applies to designing the learning experience required to play said larp: It necessitates a distinct focus on learning output and the methods required to achieve that goal. Creating a learning design equal to that of our larp design will help us facilitate the participants’ transition into the fiction of the larp, as well as better their recollection of important information.  

The first step of creating a learning design is to consider what the participants require to play your larp. The next step is to take the available learning formats into account, figuring out what format will best allow that to happen. Often, everything we facilitate for the participants prior to the start of the larp (and sometimes during) is referred to as “workshops”. The problem with using “workshop” as a blanket term is that workshops are a specific kind of learning format, and this term does not encompass everything we do prior to a larp. This can cause a clash of expectations, making the participants feel like expressing the opening sentence of this article. After all, the worst workshops are those that aren’t actually workshops. 

Instead of using “workshops” to describe the time before a larp set aside for the participants’ learning experience, I suggest using a more neutral term like “larp preparations” or, as I prefer appreciating alliteration, “pre-play-prep”. 

The most common learning formats used for the pre-play-prep before a larp are: workshop, exercise, and briefing. The WEB model described below is a visual tool in two parts, created to define, distinguish, and summarize these three types of learning sessions. In this context, the three formats are defined as follows: 

Workshop: An interactive and co-creative session focused on participants’ hands-on interactions. 

Exercise: An activity where participants, individually or in groups, practice a given technique or skill. 

Briefing: An orientation session that informs and instructs participants before they are to do something. 

Each type is suited to specific learning goals and participant engagement levels, and understanding these differences can help create better experiences for the participants. 

The WEB Model: Definitions

The WEB Model: Definitions – diagram by Nór Hernø

The WEB Model: Spectrum 

The three types of learning sessions can be positioned on a spectrum indicating the participants’ level of activity, agency, and degree of co-creation.”

The WEB Model: Spectrum

The WEB Model: Spectrum – diagram by Nór Hernø

The learning sessions have a shared purpose, which defines their focus and design – Learning – Although they approach learning in different ways, using different tools and techniques to facilitate the process. 

It is important to note that the model is a spectrum and not a scale. The spectrum does not indicate value or learning output, as none of the learning sessions is inherently better than the others. Each one is best for different purposes: 

  • Workshops can give participants co-ownership of a given project, as participants co-create the content. They are ideal for creating shared narratives, culture, and routines, which are not previously defined by the larp designer.
    Examples: Creating (fully or in parts) characters and relationships, developing rituals, establishing the cultural customs of the group, etc.
  • Exercises give participants the opportunity to practice and train a given technique or skill, making them comfortable repeating and reproducing it in another context.
    Examples: Practicing meta-techniques and game mechanics, rehearsing a ritual, practicing specific interactions and behaviors, etc.
  • Briefings are good for clear and direct distribution of information, where every participant or participant group need the same instructions necessary to participate in the larp or a different activity.
    Examples: Giving the participants practical information, explaining setting, rules, meta-techniques, game mechanics, etc.

In some cases, it can be impossible to distinguish clearly between the three types of learning sessions, as they might overlap or mix different approaches, e.g., when the participants rehearse the ritual they just created together, when the explanation of a meta-technique transitions to practicing it, or when participants practice specific interactions and behaviors by embodying their characters while co-creating the scene in which these interactions occur. 

In other cases, the difference between the three types of learning sessions is clear to the point it can be comical to imagine using the wrong one: You would not workshop the location of the toilets or the schedule of the larp. 

The reason why it is important to be aware of the type of learning session is two-fold: 

  1. It helps you be aware of your pre-play-prep design choices and what kind of learning output you might want for a given session. Do you want your participants to co-create something new? Do you want them to repeat something you have created? Or do you want them to listen to and understand a set of instructions?
  2. It helps you and the participants manage expectations, such as energy levels and the type of engagement required.

The WEB Model: Pre-Play-Prep Sum 

In a learning design consisting of multiple learning sessions, the sum of the sessions can be represented in the following figure:

The WEB Model: Pre-Play-Prep Sum

The WEB Model: Pre-Play-Prep Sum – diagram by Nór Hernø

For example, if your learning design consists primarily of briefings combined with a few exercises, the sum of the sessions might be represented as follows in the figure:

The WEB Model: Pre-Play-Prep Sum, example 1

The WEB Model: Pre-Play-Prep Sum, example 1 – diagram by Nór Hernø

The sum of learning sessions is again not an indication of value or learning output but solely a depiction of variation in the pre-play-prep. If there is a strong tendency toward placement in a corner of the triangle, as in this example, consider whether this aligns with the desired learning design or if more variation is needed. 

For example, if greater participant activity and agency are required, one or more suitable workshops can be added to the pre-play-prep, altering the figure:  

The WEB Model: Pre-Play-Prep Sum, example 2

The WEB Model: Pre-Play-Prep Sum, example 2 – diagram by Nór Hernø

This approach to pre-play-prep provides a structured framework for designing larp learning experiences and helps visualize the balance of learning sessions. This can support the designer in making informed choices about how to engage participants effectively and ensure the desired learning outcomes. A clear understanding of the different learning formats allows both designers and participants to manage expectations about the level of participation and the type of engagement required in each session, leading to a more enjoyable and cohesive experience – and fewer workshops that could have been an email. 

Footnote/anecdote regarding the model: 

The WEB Model was created on the final night of the 2023 Danish Larp Designers’ Summer School in response to participants repeatedly asking me about the difference between a workshop and an exercise – a situation prompted by a dare. The finishing touches and the English translation of the model (originally titled “BØW” in Danish) were completed in preparation for my 2024 Solmukohta talk and workshop on the subject. Subsequently, the model was reintroduced to the Danish Larp Designers’ Summer School as part of my workshop design class in 2024.

Cover image: Panopticon workshop, photo by Christian Kierans

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Authors

Nór Hernø is a Historian and literature major from Denmark with 20+ years larp experience. Throughout the years, they have lectured in narratology and larp design and worked professionally designing edu-larps, cultural events, exhibitions, and educational projects for museums. Their primary interest is developing workshops for larp and educational purposes, as well as supporting local larp designers and communities.