Design for young adult players: The relevance of designing for hope, agency and inclusion

Design for young adult players: The relevance of designing for hope, agency and inclusion

Editorial note: This article was originally published in the Knutepunkt 2025 book Anatomy of Larp Thoughts, a breathing corpus. It has been reprinted from there with the editors’ and authors’ permission. It has not been edited by Nordiclarp.org.

As larp communities evolve, it becomes increasingly important to consider how we include young adults (12-18 years old) in our communities and at our larps. This article explores how larp designers can design larps that span generations and include young adults as co-creators and peers in the design and play processes. The article’s approach is practice-based, utilized at Østerskov Efterskole as well as at our mythical fantasy larp campaign Fladlandssagaen (Denmark 2006-, Eng. The Flatland Saga), which means that its tools and insights are created in a Danish context. The article touches upon themes such as accessibility, connections, workshops, hopeful narratives, and presents practical strategies to empower young adult (and new) players and provide safe spaces for self-exploration. It emphasizes the relevance of designing for hope, agency, and inclusion for young adult players as well as integrating and respecting popular young adult tropes and themes.

A young adult-only scenario or an intergenerational larp

The first step in the process is to determine whether the larp you are designing is targeted towards young adult players only, targeted to young adult players with the possibility for other age groups to participate, or if it is intended as part of an intergenerational larp, for example including children, teens, and adults. Different formats offer different advantages, and all have merit – being aware of this from the outset will clarify your needs as an organizer. 

Larps for young adults only can be comforting and empowering. To play alongside peers at a similar level creates a safe space wherein they can explore and be braver than they would normally be. In addition it builds a strong bond with peers they can mirror. Playing in an intergenerational larp can help build relationships across age groups, expand one’s perspectives on life and forge an understanding of hopes and dreams for the future no matter what the participant’s age is. Regardless of the format, when designing a larp with young adult participants in mind it can be an advantage to include a co-organizer or consultant who is a young adult themselves to make sure their experiences and perspectives are included in the design of the larp. Your format and the age gap among players will need to be considered when you help your players calibrate, understanding their responsibility in relation to each other, together with your larp’s themes and meta-techniques.

Off-game accessibility

We The Lost (2024). Photo by Luka Safira Søndergaard.

Larp preparations. We The Lost (2024). Photo by Luka Safira Søndergaard.

When you have chosen your format, it is important to reflect upon how to make it possible for youths to

participate in your larp, both economically and practically; young adults typically have less spending power than adults with stable income and they usually have less experience with the practical aspects of attending a larp, such as coordinating transport and costume. If possible, try to find ways to make the larp accessible for low-income players. This could for example take the form of lower ticket prices for specific target groups, or easily accessible (or low requirement) costumes. You can also have a designated person who is visible and easy to contact if they have any practical questions or problems, or design your larp so that every group has an experienced player who has the offgame responsibility to coordinate the group and its members; just make sure they know how to give space and agency to the group’s young adults.

You should also take the implicit knowledge one gains from earlier larp experiences into account when designing and communicating with young adults. Some in the target group might be just entering the community, and it can be challenging to find information and navigate the scene without connections who have knowledge of how larps are structured. Here it can be beneficial to consider whether you communicate on the appropriate social platforms, whether there are social connections you can engage with to help spread information about the larp, and whether the materials you develop are presented in language that is both accessible and relevant to young adults.

If you have an age limit for the larp, make it clear why the limit is set where it is, whether exceptions or accommodation are possible, and what expectations exist for the young adults in relation to other age groups. For instance, do they have additional responsibilities toward children in the game, or are there types of play they are not allowed to join because they are intended for adults?

Familiarise yourself with the player group

When designing a larp aimed at young adults, especially if you are not part of that age group, it is often beneficial to immerse yourself in media, stories, and life experiences that resonate with them. This helps you to understand the narrative conventions, themes, and tropes they are familiar with. If you are unsure where to begin, the best step is to find someone within the age group and ask for their guidance to get started. This could be a family member, a student, a friend’s child, or someone from your local community. Ask them questions about which media they consume, which social media they are on (and how they work) and how they prefer to be part of a story when they larp, and let them provide examples from their own life.

Creating meaningful narratives

An essential part of developing a young adult larp is crafting the narratives so that it is clear and transparent what the stories are about, which outcomes the players can experience when they interact with them, and how they can follow the plotlines. Surprises and unexpected revelations are of course welcome, but it is crucial that players feel they can trust the designers – that they will not be tricked or exposed if they fail to understand something, especially when the designers are from outside the target audience. This is particularly important because designers often hold greater social power and influence within our communities.

Some designers favor larps that teach young adults about life’s darker sides: about the political challenges of our world, injustice, and how one can do everything right and still lose. While it is undoubtedly important to engage with and learn about the realities of our world – especially issues like the climate crisis, famine, wars, and systemic injustices, most of the young adults I design with and for are already acutely aware of how much darkness exists. Many of them feel a profound sense of helplessness, believing there is little they can do to make a difference. As designers, it is not enough to simply highlight the darkness. We have a responsibility to design in a way that conveys hope, that creates spaces of possibility, that demonstrates how even small actions can hold value in a larger context, especially when we design with and for young adults. Of course, we can use dark narratives and themes in our designs, but then we should balance it with aspects and plotlines that show that factors like age, gender, or background need not be barriers to making an impact, give the young adults self-confidence, teach them how to handle real-life situations and give them trust that they can make a real change in the real world. Therefore, we have a duty to design for hope and agency.

Themes, characters and relations through workshops

Often, our larps end up revolving around themes such as identity, self-discovery, tension between duty and freedom, relationships and responsibilities, together with social and ethical dilemmas. Essentially these are all themes involving choices and changes that the young adults in our community like to explore. These themes challenge players to reflect on morality and consequences, allowing their characters to win or lose something meaningful without any real-world repercussions for the player. For some, larps with these themes become a mirror, a transformative experience in which they can see themselves more clearly, and then use their experiences as guidelines for the direction of their lives. Especially if you include a debriefing wherein the players can reflect, by themselves and collectively, upon the shared experience of the larp.

When we use these themes, one of our recurring tropes involves young adult characters who see the world as it really is, not as they are told it is, and who strive to challenge authorities to change the status quo or the adults’ pessimistic worldview. This provides an alibi to practice speaking up, standing one’s ground, collaborating, and forging paths forward.

In addition, we write characters for young adults in which they act as protectors, leaders, explorers, healers, teachers, or gatherers; the characters have clear goals and believe they can influence the world around them together. These characters are connected to qualities like empathy, wisdom, strength, ingenuity, courage, and hope, giving players agency and opportunity to influence the larp and its outcomes without being hindered by their age or existing knowledge. We give their characters something to stand up for, even when all seems dark. This gives them an alibi for action, something to fight for.

To support this, we focus heavily on workshops aimed at building strong relationships between the player characters. Every character is integrated into multiple group dynamics to ensure they have several connections if one set of relationships fails to generate meaningful play. Furthermore, we typically create four core relationships: one with a best friend, one with a nemesis, one sharing a common dream, and one sharing a common fear. This layered approach ensures characters are deeply embedded in the world, with clear, impactful roles that empower young players to explore and affect the story meaningfully.

Thoughtful use of clichés in your design

Some seasoned larpers speak negatively about clichés and stereotypes, not because they did not at first enjoy them, but because they have seen them repeated across numerous larps and therefore end up dismissing them as a sign of “lazy design”. While the frustration of encountering a trope or narrative element you have experienced many times before is understandable, I find that clichés hold value and have their merit as design tools. I’m not advocating for their exclusive use, but thoughtful clichés that are incorporated and embedded in your design do have their worth. Why?

Clichés create an accessible and recognizable entry point for players to step into and explore the larp, by making it easy to decode the structure, story, and roles through shared cultural references among designers and players (even though there are different clichés in different cultures and age groups). They can work like a gateway into the larp and immersion by giving players predetermined patterns of actions, role developments and opportunity spaces that players know from other media. They can use these in the larp without doubting whether they are playing “correctly” or fearing being judged by the rest of the players.

Through the familiarity of the cliché, players have a safe platform from which they can choose to follow, challenge, or even break the stereotype when they feel ready. Overall, clichés can help free up the player’s mental energy so they can use it on engaging with the larp and getting to know the rest of the players, as well as working on being confident in the medium itself. When designed right, clichés give new players access while older players can be reminded of their first encounter with them and experience the bittersweet nostalgia of reunion. Clichés you use should be empowering, intriguing, slightly quirky, or familiar, and used to develop the characters, narratives, and experiences you offer. Avoid those that do not align with the larp’s ideals and values, ensuring you do not compromise your vision by recycling harmful stereotypes that maintain toxic beliefs and behaviours.

We The Lost (2024). Photo by Helle Zink.

We The Lost (2024). Photo by Helle Zink

Clear activities, groups, and functions

Clear activities with tangible consequences and rewards serve as fallback options for those inexperienced players who may feel less confident, are overwhelmed by choices, or lack energy to take active initiative in the larp. These could include puzzles, smaller quests, brief blackbox scenes, or other elements that still support the goals of their groups and characters but require less initiative and larp know-how. We use this in our designs because many experience fluctuating energy levels and even though they deeply want to be part of the play, they have not yet developed larp endurance to play a full day of larp without breaks. Well-defined activities make it easier to navigate those situations, since they are just as meaningful and helpful for the rest of the team if one decides to influence the plots, develop relationships with others, immerse themselves in their character’s inner emotions or to take a break. To support this, when a player has an in-game ​​responsibility, they share it with at least one other player. This way, one can take a break without feeling guilty about the possibility that it hinders the rest of the play. Important responsibilities often have an non-player character (often shortened as NPC) attached, in case both players need to take a break or need to reflect upon what the next right move is, so the players know that someone has their backs if they find themselves in deep water.

In some larps it can be a great option to use role models as clear examples of how to play and portray roles, showing the players what to do. If you have two or more opposing factions, it works well when the adult role models clearly show how one could choose to play. This works best if you train the role models to switch between standing behind the participants, giving them the confidence to take center stage, and taking center stage themselves to drive the story forward when the players need guidance. It is often interesting to let the role models disappear during the larp, losing their power or giving the important positions to the players. For example, the mayor could be forced by the players to arrange a new election and lose, or the leader of one clan could die in an attack from another, so the young ones need to step up and take charge.

To make sure that the young adult players feel real freedom to choose their larp experience and take needed breaks, we articulate clear expectations, objectives and success criteria as a framework for them to play and navigate in. We measure success in initiative and participation, based on the good enough attempt rather than focusing on the perfect performance with the right in-game outcome. For example, it would be enough to take part in a ritual, opposed to running one, or to dare to act politically in front of the others, as opposed to ending up as the mayor.

To emphasize this, we design our stories so that the characters only face consequences in-game that their players understand off-game. If the players somehow do not understand the consequences when played out, we make time, space and alibi to reflect and to help them with what they can do next, if needed. These framings are crucial, as without them some feel pressured to prove themselves to others to feel validated, or out of fear of not being welcome at a larp again.

The best way to help the participants when their energy levels fluctuate and they need a break, is to not make a big deal out of it and just give them time to get to a place where they are able to rejoin the larp. A designated break room is a good way to explicitly communicate that it is okay to take a break during the larp. Players may, rightfully or not, worry that taking too many or long breaks can result in them losing touch with the narrative of the larp. To remedy this problem it may be beneficial to structure the larp in acts with clear endings and beginnings, possibly with planned breaks in between so that players as well as organizers can recharge. These bookend scenes can then be used to summarize the act, and ensure that everyone is on the same page, as well as provide a natural point at which to rejoin the action!

Let us start the talk

There is a gap between children’s and adult larps. To bridge this gap and seriously work on the integration of young adults in larp communities, it is crucial to take their experiences seriously and make them feel involved as teenagers. To do so, we must take active steps to include the next generation by initiating dialogue, and that includes having some difficult discussions about the communities we have built. Some of the questions we should ask ourselves and each other are:

  • Could we lower the age limit of an event from 18 to 16?
  • Could our larp events include less alcohol?
  • Is it necessary to include this adult-oriented theme?
  • How do we talk to and about young larpers?
  • How do we address the topics, themes, and narratives that captivate younger audiences without ridiculing them or being dismissive of their fascination?
  • Which themes can young adults and adults explore together? Which are adult only themes, and which themes can youth play on without adults?
  • How do you communicate with young adults so they feel involved, being at eye level with the rest of the play and being respected as human beings?

Healthy, growing, and stable communities require ongoing integration of young and new people who, with passion and vibrant energy, feel at home among the older and more experienced players, and who dare to both be a part of the communities and to challenge the pre-existing canon so we can evolve together.

We have a responsibility to make it easy and safe for young (and new) people to become part of our community, and we have the power to make it happen. To include these new larpers we must design for hope and agency, using larp to tell stories that make them confident that they have a voice to be heard and choices to make in this world.

 

Ludography

Fladlandssagaen (2024): Denmark. The organizer team of Fladlandssaga.

Tin Soldiers (2024): Denmark. The Blackbox Project Liminal.

We The Lost (2024). Denmark. Østerskov Efterskole’s study trip scenario. 

Østerskov Efterskole (2024): Denmark. The Larp School, Østerskov Efterskole.

 

Editor 

Elin Dalstål.

Reviewers

Gijs van Bilsen, Laura op de Beke, Maya B. Hindsberg, Mathias Oliver Lykke Christensen, Paul Sinding, and Rasmus Lyngkjær.

Young consultants

Asta Hansen, Artemis Torfing, Eva Fernandes, Frida I. L. Grøfte, Nicolai Lindh, and Sam Hvolris.

 

This article is republished from the Knutepunkt 2025 book. Please cite it as:
Høyer, Frederikke S. B. 2025. “Design for young adult players: The relevance of designing for hope, agency and inclusion.” In Anatomy of Larp Thoughts, a breathing corpus: Knutepunkt Conference 2025. Oslo. Fantasiforbundet.

Cover image: Larp photo from the blackbox larp Tin Soldiers, played during Project Liminal (2024). Photo by Kalle Hunnerup. Photo has been cropped.

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Authors

Frederikke Sofie Bech Høyer is a larp designer with a master’s degree in communication studies. She works at the larp school Østerskov Efterskole in Hobro, Denmark, creating and facilitating larp events. She is responsible for training and coordinating volunteers, and also teaches larp and larp design. Frederikke has designed several black box scenarios and larp events, including conventions, and she has been an organizer at the larp campaign Fladlandssagaen since 2010. Email: frederikke@saturnv.dk