Workshop Design: A Guide

Workshop Design: A Guide

Workshops are a staple of many Nordic larps, playing a crucial role in preparing participants to step into their roles, engage with the narrative, and collaborate effectively. While learning is a central aspect, workshops are more than just an educational prelude to the game; they are spaces where boundaries are negotiated, skills are honed, and the magic circle of the larp begins to take shape. 

Designing a workshop, however, requires a different set of tools than those used in larp design. Here, the focus is on learning outcomes rather than narrative, and on facilitating participants’ transition into the fiction of the larp. 

This article serves as a guide for designers, outlining a series of steps that will take you from the initial idea to the final plan for a learning design. While the focus is on workshops, a complete learning design often incorporates other formats, such as briefings and exercises (see “WEB: Workshop – Exercise – Briefing“). The steps described here can be applied to the entire learning design process. They are, however, particularly useful for workshops, which require more intensive design effort and work. In this context, a workshop is defined as: 

“An interactive and co-creative session focused on participants’ hands-on interactions” 

 Step 1: Examining the participants’ needs 

The first step in creating a learning design that aligns with your vision and the narrative framework of your larp is to consider what the participants need in order to play it.

To guide the process of identifying these essential elements, there are three key aspects to focus on:

  • What participants need to know
  • What participants need to create
  • What participants need to do
The key aspects

The key aspects– diagram by Nór Hernø

Knowing: 

The knowledge you require the participants to have needs to match the learning outcome of your design. Is there any foundational knowledge they must have to engage meaningfully with the larp? This could include everything from safety mechanics to character memories, or the social dynamics of the setting. 

Creating: 

Consider what aspects of the larp you want the participants to contribute to and have ownership over. Creating together fosters co-ownership, and by allowing the participants to generate elements of the larp, there is a good chance they will be more personally invested and have an easier time remembering those design elements.  

However, be mindful of the limitations: There are things that you may not want the participants to create. For example, they may design aspects of their characters and relationships, but you might want to ensure that the framework and key narrative elements remain under your control to maintain coherence with your larp design. 

Doing: 

You can facilitate how the participants start to larp, work together, act and interact with each other, and feel safe doing so, through your learning design. This can be both explicit and implied: 

Explicit: You might need the participants to have specific skills or take certain actions. For example, if your larp includes tasks or jobs, you can create a learning design that explicitly teaches the participants to do it. 

Implicit: You might want the participants to have a certain behavior, for example if your larp emphasizes a specific form of interaction or mood, you can model the participants’ behavior implicitly through your design, by having them do the workshops in a certain way or by implementing themed tools like music, photos, directed movement patterns, etc. 

 Create a list, mind map, or whatever feels right for you, of the elements necessary for the participants to play your larp. If you already have specific ideas you want to include in your learning design, add them to this brainstorm too. 

Step 2: Sorting your ideas 

The next step is to start sorting through the brainstorm and ideas, considering the relevancy of the elements, determining if they can be combined, and identifying which formats best support the learning outcome you want from your design. The article “WEB: Workshop – Exercise – Briefing” covers the three learning formats, as well as a model for visualizing the balance between them. 

Do this sorting however you prefer. For example, if you have created a list, underline the most important elements and add their relevant learning formats. Alternatively, if you have done a mind map, grab some coloured pens and start circling. 

Sorting your brainstorm, focusing on synergies and learning formats

Sorting your brainstorm, focusing on synergies and learning formats– diagram by Nór Hernø

“Know” might be better supported with a briefing, “do” may play a greater role in exercises and workshops, and “create” is often a central element of workshops. However, this is not always the case. You might be able to integrate several elements of knowing into a workshop – for example, knowing the social dynamics of the setting, a shared cultural action, and so on – if it overlaps with what the participants need to create and do. 

When you have finished this sorting process, you will know what needs to be planned (briefings and exercises) and what needs to be designed (workshops). 

Step 3: Finding inspiration 

When you are aware of what kind of workshops you need to support your larp, you can start designing them. Luckily, you don’t have to start from scratch, as there are countless places you can draw inspiration from, including: 

  • Other workshops: Examine workshops, both for larps and not, you have experienced, which have been successful in similar contexts. Think about what they consisted of, how they facilitated learning, and what kind of atmosphere they created. 
  • Other people: Conversations with other larp designers, facilitators, or participants can be a valuable source of inspiration. Ask others how they design specific workshops, what their favorite workshops and -tools are, and what they have learned from experience. 
  • Educational materials and exercise books: Look to educational resources such as teaching guides and manuals, or the many books on physical and team-building exercises. While these might not be directly related to larping, they often offer valuable inspiration, you can build on. 
  • Online sources: The internet is an endless resource – Also when it comes to workshop ideas. From the specialized articles found at Nordic Larp to a simple Google search, type in keywords relating to your workshop needs and you get more ideas than you have time to read. 

While inspiration can come from many sources, it’s crucial to tailor it to the specific needs of your larp. You should never attempt a 1:1 replication of a workshop. Every larp is unique in its narrative, setting, and participant dynamics, and your workshops need to reflect that uniqueness. What worked in one context may not be directly applicable in another. 

Step 4: Adapting, designing, and describing 

After gathering inspiration and ideas, you need to start adapting and designing the workshop, transforming your ideas into a concrete plan. Start describing the workshop step by step and let the following questions guide you in this process, adapting the workshop to the participants’ needs and your larp design: 

  • Does it align with the larp? Do not use a workshop just because it is fun or interesting. It needs to align with the required learning outcome, so be prepared to kill your darlings. 
  • Does it fit with the mood and setting of the larp? If your larp is light-hearted and fun, you want different workshops than if it is dark or emotionally intense. Aligning your workshops with the mood of the larp helps participants immerse themselves. 
  • Does it support the desired participant behavior? The workshop should foster behavior and interactions that align with your previously defined “doing” elements. If the participants’ behavior during the workshop can mimic how they are expected to behave during the larp, you can help facilitate their transition into the fiction of the larp. 
  • Can it be adjusted for practicality? Not all exercises are suitable for every group or available time and space. Ensure that the workshop is feasible for the available space, time, and the size and composition of the group. 

Considering these questions when describing the workshop can help guide your design process. A well-designed workshop supports your game by guiding participants toward engagement with the narrative and their roles within it. By designing and adapting with that in mind, you can create a workshop that is both unique to your larp and effective in helping participants immerse themselves in the experience. 

Step 5: Structuring your learning design 

The final step to creating a learning plan is structuring all the learning formats and sessions. This includes both the briefings, exercises, and workshops you have planned. Establishing a structure helps you organize the content and further develop it by uncovering oversights or additional potentials. 

To guide this step, use the 6W-Structure

  • When 
  • Where 
  • Who 
  • What 
  • How 
  • Why 
The 6W-Structure to develop and organize your learning plan

The 6W-Structure to develop and organize your learning plan– diagram by Nór Hernø

The first three Ws cover the practical information you need for running the learning plan: When and where will the learning session be held, and who is involved (both facilitator and participant group). This will help you map out the plan and identify most logistical issues, such as whether the schedule works (remember everything takes more time than you think) or if the location fits the planned session. This is especially necessary for more complicated learning plans with several locations and facilitators but is also useful as a framework for simple plans. 

The next three Ws cover the content, descriptions, and your design choices: What is the headline of the session and what materials are needed, how is the session is conducted (described step by step), and most importantly – why it is done. Asking why you are doing said learning session helps you reflect on your design choices and easily share these reflections with others. It also helps you discover if you have overlooked something in step 4, such as whether your chosen workshop aligns with the larp or if something in the workshop actively works against your design. 

As a rule of thumb, always ask “why” 3 times to get from the surface descriptive level to the conscious design level. Through this process, you might discover a flaw in your design and fix it before the plan meets the participants, or realize that, by changing a few elements, you can achieve an even better outcome. An example could be the following workshop:

Ask Why three times

Ask Why three times– diagram by Nór Hernø

This difference in the reason behind the workshop can help you design for that specific purpose. In the first example, you might want to instruct the participants to collaborate during the ritual, aiming for impressive and empowering aesthetics, whereas the second example might shift the workshop’s focus to clearly define the individual participants’ tasks and how they can fail.

The final result can be presented in table as the following (short) example: 

The finished learning plan

The finished learning plan – diagram by Nór Hernø

This table functions not just as your finished design overview, but also as a runtime plan ready to use.

By following the steps outlined in this guide – examining participant needs, sorting ideas, finding inspiration, adapting designs, and structuring them – you have the tools to create a purposeful learning plan with workshops tailored to your specific larp. By aligning your learning design with not only the learning needs, but also the narrative, mood, and desired behavior, you ensure that every element of the workshop contributes meaningfully to the overall experience of workshop as well as larp.

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.