Category: Diamonds

Tools, tips and tricks for larp designers and organizers. Part of a collection of articles written as companion pieces to the larp conference Knutpunkt 2018.

  • The Operations Behind the Road Trip Experience

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    The Operations Behind the Road Trip Experience

    In 2017 I was the business operations lead for the Roadtrip “rock band” larp that traveled across the United States, and never before have I dealt with such unique operations related complications in my life. The Roadtrip Experience was a joint project between the Imagine Nation Collective and Dziobak Larp Studios. In this pervasive larp / freeform experience the participants travelled from Chicago, Illinois to Santa Monica, California down the historic highway Route 66. The experience lasted for 7 days and six nights total.  The participants took on the personas of a touring rock band and its entourage for the duration of the trip. The story of the event included four band members, one relative, a drug dealer, spiritual guide, life coach, a conservative Christian who got on the wrong van, a video team, and a team of others made up a believable if far-fetched group. The larp also made use of “non-agency characters” and heavy steering woven into the experience.

    Genesis

    The project originally was genesis as a 1960’s Woodstock Tour larp concept created by Mikolaj Wicher, Jeff Moxley and myself. As the idea developed the group of three discussed the initial concept with Claus Raasted and the initial idea began to morph and change into a modern homage to rock and roll and Americana. Before the teams parted ways in Poland, the initial concept for the event was solidified and we each returned to our respective teams to start design work and schedule a number of international meetings.  The Imagine Nation Collective began the design and development while the Dziobak larp studios team began working on character development and media.

    With the event concept solidified and the teams dedicated to working on the project, each individual leg of the development design crews went to work. Jeff Moxley, as both the branch operations manager for Dystopia Rising larp Network as well as the front man on a number of bands and independent music projects began to work with Jessie Elsinger, an independent band booking manager from Connecticut, to begin virtually scouting potential tour date locations for the Roadtrip experience.

    Within a month, the web page was created for the event, initial videos were developed, content copy was produced, and documentation was created for the experience. We followed best practices of transparency, open communication, and open engagement regarding this experience due to the fact that we were unaware of anyone who had created anything of this scope, scale, or nature before. Fortunately for us we found that the public was just as excited for this experience as we were, and within a few weeks we were funded.

    Creating the Band and its Tour

    As funding came in the initial design and research that we had done needed to be translated to bookings, reservations, and confirmations. This leg of the development brought up the first unique situation we had to address regarding our Roadtrip operations planning: getting real clubs and bars to agree to let our fictional band of larpers perform at their venues. While our European counterparts encouraged that we should just “say it’s a larp” we here in the United States had a long standing negative history dealing with a culture of outsider distrust for the hobby. Booking sites as a larp would require us explaining the hobby to each venue booker, would increase the perception of chance they were taking (which is saying a lot about perspective in the US since the standard reliability that clubs deal with is musicians), and would potentially endanger the experience. Without wanting to explain the nuances of the situation each time we talked to a potential venue the decision was made to invest heavily into our social media presence for our fictional band, The Runaway Sound. While it was true that the individuals brought together for the “Runaway Sound” were for all extensive purposes a newly formed band, our existing social media connections and trans-media experience was able to generate hundreds of followers and Facebook “likes” for the “Runaway Sound” on social media before their first public performance. People saw that we liked a new band, saw the participants in the band, and responded by feeding the Facebook page with a startup positive social media presence. As the participants were working with the event staff to develop the experience, the media and creations team were farming music and event videos from music projects that some of the participants had been a part of in the past and creating an online narrative. The same way that new bands often refer to prior music projects to build a following for new projects, we were generating interest in a newly formed band by utilizing our existing social media presence and fan base. By the time that we were looking to book events The Runaway Sound had over 300 followers, a few video clips, audio samples, and even mockup album covers. In truth, the line between “a fake band” and “a real band” became very blurred as the participants came together in person and online to practice their intended set list.

    With a few months left until the event our combined marketing and media teams continued to work the promotion of the event to gain a few more participants for the Roadtrip experience. The majority of the “fictional” band was organized by Jeff Moxley to choose their setlist and practice before the event. When possible, members of the Runaway Sound would get together in person to have practice sessions in person. When physical face to face interactions were not possible due to distance and time, participants would do the best they could to practice together online or by themselves. As the band practiced, the teams assisted the participants in choosing the narrative that they wanted for their experience and build new “stage personas” that would take the place of traditional larp characters. As the shared narrative was finalized Jamie Snetsinger took care of last minute character development needs for the participants and communication of potential issues and solutions came from each branch of the event management team.

    With us having our story design, route, and gigs booked for the event experience the next step was to confirm the booking of the hotels for the event, to haggle prices for group rates, and to book the transportation that would carry us for the entire duration of the experience. Our videographer team was being flown into the area to not only record the event for future prosperity, but also to participate in the experience as the bands videographer and documentation team. The Runaway Sound had a video and audio team to record the live events, to document the experience on the road, and to eventually shoot a music video. In the last days, our event staff settled out (with a few participants falling in and a few falling out as needed), and surprisingly the organization of the event was relatively smooth.

    Behind the Curtain

    What made the event operations, the organization, and the development of this experience work out the way it did was all of the moving parts unseen by the participants. To the event participants it appeared that less than half a dozen individuals worked together to create (and manage this experience). However, for every person that was an up-front and present persona that directly engaged the participants there were one or two people supporting the experience that never made it to the tour busses. Our character writer Jamie was on call to assist if there were any narrative changes that needed to be handled on the fly. Our booking assistant Jesse was on call in the instance that venue had a complication or if we needed to adjust our booking schedule. The entire Imagine Nation team that wasn’t actively at the event were on call to assist with any issues that might have happened on the road. Seeing how few “faces” organized this event, others might be tempted to organize a similar event with a limited staff. However, given the potential for this experience to “go off the rails” even our veteran team (with decades of experience) needed nine in-house team members working on the project, three outside consultants (band bookers, media moguls, and professionals from the music industry), and roughly a few hundred manpower hours put into the project.

    As the event operations organizer, I was able to have the individual pieces of this experienced handled by professionals in each respective field, with very little concern that the individual components of the development would fall through. Zero volunteers were used for this experience, and the entire event from initial concept to completion was organized, written, and implemented by professionals in the field. Each staff member for this event has had over a decade of experience professionally running events, events media, and publication development. The only hurdle was that this project included two separate companies with different procedures, expectations, and practices coming together to work for the first time. Seeing this as the largest potential hurdle, the majority of my job involved organizing the individual team members to be able to work well together, to design functional budgets for each branch of operation to prevent overspending, to review and manage booking and rental contracts for the event, licensing music rights for our commercials, and to keep our in-house expectations high but realistic. While the ticket price for a Roadtrip experience was higher than the average US weekend long larp, the operations cost of the experience was also much higher than most living game experiences. With the costs of multiple van rentals, six nights of hotels, food, and material costs we felt the need to provide a life altering experience unlike any other larp experience in the world without implying more than we were fundamentally able to afford to provide. Expectations were already high for this experience event, in part due to the teams that were working on the experience together and the unique nature of the narrative, so we needed to be sure that what we promised the participants was as accurate as possible to what we provided.

    Lessons Learned

    There were a number of opportunities for improvement that we saw from on the road that we will take advantage of for future runs of the Roadtrip experience. There were also a number of small mistakes that we made that can easily be addressed for future runs of the experience as well to make the experience better for the participants and the operational teams.

    The first oversight for the project was the scope of how many live events a new band could play on a week-long tour. Our event designer and booking team treated the experience as you would treat a real traveling band and booked five performances over a seven-night stretch. While this schedule is doable for most road-grizzled veterans of the music industry, we did not completely consider the fact that the participants would come with more of a “I’m on vacation” mindset than a “I’m looking to make it big right now” mentality. For many of us who were organizing the event, we commonly spend months at a time on the road working conventions and events without stopping. It is not uncommon for us to be doing development work on two new projects while on the road overseeing the operation of a project that is running live. Our perspective of what is “pushing it” on the road was much different than what our participants had as their desired effort level. With the difference in purpose from the participants we ended up changing our gig schedule from five booked shows to three performances. This allowed much more time for the travel experience of the event, and allowed much more time for side adventures.

    The second mistake in event planning was an oversight in budgeting that will be easily addressed for future events. Our budget for the event included lodging and food for all of the participants. While it seems like a no brainer that you need to include costs for the staff food and lodging as well, with our history of running one location events where we do not manage meals for the participants, I failed to factor in the cost of hotels and food for the staff. With three operations team members and two videographers wracking up as many expenses as our participants, we needed to expand our budget to include covering the expenses for ourselves. In hindsight, an obvious oversight and one that is easily corrected in the future.

    One of the biggest successes of the event blossomed from something we feared might be an issue. In not planning each detail of each day during the experience, and purposely allowing for more time for in the field improvisation we were able to change plans on the fly as needed. During this experience, we originally planned on doing five booked shows, to have the band travel and stay true to the rock star experience, and to create a completely immersed living experience for our participants. We were very successful in doing this, but where we had some degree of limited forethought is in the following truth: Rock stars and larpers often both abhor schedules and keeping to itineraries.

    This ended up being adjusted while the larp was ongoing, and became one of the strong points of the experience. Changing the flow of the event and the bookings based on the overall desire and direction of the participants lead to some amazing (unplanned) adventures. The participants got to shoot a rock video at the Cadillac Ranch. The entire team spent part of a day partying in Uranus, Missouri (which was exactly as kitschy as it should have been) filming a music video and shooting guns. I planned a side trip to Meow Wolf in Santa Fe, New Mexico which turned out to be exactly as close to a religious experience as I had hoped. In the day leading up to the larp, our film crew came to us with a request to detour to Las Vegas so they could be married by Elvis which our participants in turn all but demanded happen. This became an adjustment we were thrilled to make to both make our participants happy, and to be a part of an amazing life experience for two great people.  This went so far that we cancelled two of our planned gigs, literally took a right turn in Albuquerque New Mexico, and ending up in Vegas where they were married by an Elvis impersonator at the Little White Chapel. For real.

    As we often joke, no larp plan survives first contact with the players. The ability and willingness to adapt made the experience more potent than we could have hoped for. Traveling with a large group of larpers for hundreds of miles is going to lead to dozens of unplanned side adventures, so you should plan the extra time to allow these things to happen. Events will cost more than you anticipate, in ways you cannot expect, and you must set aside a larger budget than you anticipate you will need.

    Was it a Larp, or a Tour?

    In closing there was a unique consideration that came from the Roadtrip larp that borders more on philosophical debate than operational design. Was Roadtrip a larp, or was it a tour? In the experience design we developed personas for the participants to embody, but the most earnest and rawest experiences from the road came when the real person completely bled into the persona they were portraying. The “fictional band” actually performed on stage for audiences, shot a music video, and really traveled down route 66 on tour. We had a professional media team, were interviewed by bloggers and radio personalities, and actually lived the life on the road. All of the issues that we handled as larp experience were issues that are commonplace in the music industry. Getting instruments, lodging, food, gigs, and hotels for the band. Working with music companies to get rights to use songs, dealing with complications at live venues, and dealing with inter-band drama (be it fabricated for the purposes of story or naturally occurring from the road) are all details that a band manager deals with for real bands. With all of the organization, development, and design work that went into creating the larp experience to be as realistic as possible we had to stop and ask “when did it just become reality?”

    The philosophical question of “when does it stop being pretend” provides us with the strongest development tool for the creation of events. If as designers we want to create experiences that are realistic, engaging, and powerful as event organizers we need to approach the experience from the same direction that real world event organizers would approach it. When we approach our Roadtrip larp design, we need to approach the development of the experience as close as we could to the same way that a real-world band manager would. In realistic development and design we should take advantage of the years of knowledge, experience, and trial and error experiences for event developers that came before us. This resource of experience and knowledge relating to people who work in the music industry relating to booking and band management is far more extensive than what exists in larp development archives, and as a business event manager, provides infinitely more insight in regards to successful event management. While there were hurdles that we needed to overcome due to the living experience nature of the Roadtrip larp, the vast majority of the potential difficulties we could have run into on the road were preemptively avoided by researching and following in the steps of professional tour managers. While larp documentation may help you manage the bleed, transparency, and expectations of participants we found that learning tour management help us much more when wrangling tour participants who decided to run naked through a cut corn field, or dealing with club owners pulling a bait and switch once we arrived at the venue.


    This article is part of Re-Shuffling the Deck, the companion journal for Knutepunkt 2018.

    All articles from the companion can be found on the Knutpunkt 2018 category.


    Cover photo: The opening of the first gig in St Louis, Missouri, at an open mic night. Photo by Nadina Dobrowska, in-game.

  • Waiting Before the Beginning

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    Waiting Before the Beginning

    What is your player’s state of mind when they arrive at the location of the game?

    What state of mind do you want your players to be in when the game begins?

    How do you get them from the first to the second?

    My design background is Fastaval, and in recent years the Danish black box scene. Fastaval is a roleplay convention with about 30 new games each year, each for about four to six players. You sign up for games beforehand. At Fastaval you gather in a room with all the other players. When people have arrived, an organizer divides people into groups, and each group is assigned a GM who then takes their group to another room to play the game.

    The black box scene works very much the same way. Again, it’s mostly centered on festivals with several short larps, the main difference being that the larps often have more players, around 10 to 20, so that everybody plays the same larp rather than being divided into groups. But both types of festival have a span of time before the game starts, where you wait for all players to arrive, perhaps for people from a reserve que to be found, or for the last preparations of the playspace to be done.

    You will mostly be waiting together with a mix of strangers and friends. People spend this time in very different ways. As player, I have experienced most of the thing you can do: joking with friends, being half asleep from an exhausting convention, being nervous about the coming game, the “Am I good enough?” feeling, aching to get on with it, giddy, fidgety, bored, impatient and so on. Suffice to say: players will be in many different states of mind while they wait for the game to begin.

    Designing the waiting time

    For the last three games I have designed, I decided that this waiting time could also be part of the experience. I have tried to design the waiting time just as I design the rest of the game. I do this by asking the three questions that I posed at the start of this article: where are my players? Where do I want them to be? And how do I get them there?

    For the first two games, Creatures (Pettitt, Simon J., 2015), and …And that’s it (Pettitt, Simon J., 2017), the solution to those questions were the same, so I will only describe one of them: …And that’s it.

    …And that’s it was my larp for Fastaval 2017. In this game, the characters face their own imminent death and the death of all their friends as a plague wipes out the last of humanity. This is a quiet larp about loss and death, about friendship and community. It’s uses drawing as a way of communicating and reflecting. The playstyle is very slow and meditative with the focus of creating together in silence.

    Fastaval on the other hand is a very busy place. Lots of things to do, lots of people to see. Very noisy, not much calm. At Fastaval you want to get as much as possible out of your time there, so often your program is packed. So, to answer the first two questions:

    The players are some degree of: busy, hectic, tired, full of noise and thoughts about what has happened and what will come.

    And I want them to be: calm, slow, meditative and silent.

    In an attempt to bring them from one to the other, the players, when they arrived, were given a piece of paper with a short presentation of the larp and this text:

    Dear player, welcome to …And that’s it

    Please read this, as you wait.

    From now on please don’t speak unless we ask you to.

    This game is about communicating and reflecting through drawings, so if there’s some waiting time, spend it drawing. It can be anything, it doesn’t have to be good.

    At the same time relax, and let all your tensions and worries slip to the back of your mind. This is a slow and dwelling game, so use this time to slowly sink into that mindset.

    This is a very simple low tech solution, but the result seemed to achieve my goals. When it came time to divide the players into groups I had a big group of absolutely quiet and attentive players. It was almost unsettling how loyally they had followed the instructions. I asked some of the players how it had been, and their response fit my experience:

    “It really help to get into the mood of the game. It was very calming to just sit and be quiet and think, and that gave a good look into how the game would be.”

    Bo Hjælm

    “As I remember it, we got a piece of paper, where we were asked to pick an object, that appealed to us. We were also asked to not speak any more until told that we could. It was very effective to be silent for so long. It really got me into the mood, to a degree where it even felt all wrong when we were allowed to talk during the workshop.”

    Anne Vinter Ratzer

    For both games where this preparation was used, the instruction to sit in silence and relax made sense in relation to the intended game experience. But in general, being relaxed and focused before a game starts is a good thing. So, what is yet to be tested is what to do if your game is different? What if it’s a comedy or an action piece? It will be interesting to see if this tool is just for this kind of game or if it can enhance the experience of all kinds of games.

    Getting into Different States of Mind

    I plan to test this at Fastaval 2018, where I will try to do the same but with a game that offers a slightly different experience. For Fastaval 2018 I’m designing Uledsaget (Pettitt, Simon J., 2018), a game about children fleeing from a civil war. It will be a dark fairytale rather than social realism. The players will be playing children that are thrown into extreme conditions. So the mood I want them to be in is a childlike state, but a bit apprehensive about the experience to come.

    This presents a new answer to the second question: I want them to feel childish but apprehensive. So far in the design process, my idea is to make the room feel like the waiting room of an official institution. Like the doctor or in a hospital. Stale, impersonal, silent, but with some toys and coloring pens for children. The players will be instructed, as they arrive, to wait while playing or drawing by themselves, as if they are children waiting for something, feeling nervous but still being a playful child.

    Whether or not this achieves the goal remains to be seen. Designing the waiting time for a larp is still new for me. And I would be very interested in hearing from others, who have tried to work with this waiting time as well. As designers, we need to design the whole experience from start to end, as we are by now designing experiences and not just the larps themselves.

    An important point to remember is, that this is not meant to be a compulsory activity. The whole point is, that any waiting time often works against the mood and play experience as we get nervous, impatient or just bored. But by designing the waiting time, by making it part of the experience, we alleviate this and even help the players get ready for the game.

    Getting into Mood vs. Getting into Character

    An important distinction to make here, is that this is not about getting into character. This is about getting into the mood of the game. Many larps have a ritual or transitioning phase where the players move from the real world and into the larp.

    The larps Just a Little Lovin’ (Edland, Tor Kjetil and Hanne Grasmo 2011) and Brudpris (Linder, Anna-Karin and Caroliona Dahlberg 2013) both had a theme song that played before game start,((I used these two examples because they are the two longer larps I have so far played.)) during which the players could get into character. The end of the song signal game start. Black box larps have worked a lot with transition using the tools of theatre. Both light and sound have been used help the players get into character and start the game.

    But this is about the mood of the game and should happen before any such ritualistic transition. Before the workshop for shorter games, and before the transition into role for longer larps. Both tools could be used in the same game.

    The Waiting Time before Longer Larps

    When I posted the original blog post in Larpers BFF((See the post and comment here (requires membership of Larpers BFF on Facebook: https://goo.gl/T4i7eo)), Karijn van der Heij made a good comment about how this might work in a longer larp:

    ”At longer games, in my experience, people will need a certain amount of time to greet friends, catch up, fool around, share the pepp etc.”

    This is like when I worked for an efterskole in Denmark. We had a yearly open house, where former students came and showed potential students around the school. We had to ask the old students to arrive an hour early, because they needed to spend the first hour reconnecting with old friends.

    So, I think what Karijn is saying is true. But it only enhances my point. We need to be aware of where our players are when they arrive, and how we get them to where we need them to be when the larp starts. That might mean creating a meditative atmosphere before a game at a stressful convention or remembering to ad in catch up time before a long larp.

    For the longer larps I have tried the start has been like this:

    1. Arrival with hang out and catch up.
    2. Workshop.
    3. Costume and character prep before gamestart.
    4. Game start.

    But between prep and gamestart there is always a span of time where more and more players are just waiting for the game to start. In my experience this is the point where people are the most nervous and you need them to feel the most ready, relaxed and confident.

    I think this period is equivalent to the waiting time at conventions, and you can design it too. Perhaps, you could create a space where players can go to when they are ready, where the setting and soundscape matches the feeling you want to set for the larp.

    For a larp like Just a Little Lovin you could make a disco where people could dance their nerves away, maybe even make it a silent disco so people can listen to whatever music they need to hear to connect to their particular character. For a larp like Brudpris a game about a stoic honor based patriarchal society, you could create a meeting area where players could sit in contemplative silence slowly letting the weight of this strangling society build up until everyone are ready.

    If you don’t do this, the state of mind your players are in when the game starts are out of your hands. Yes, some players will do this on their own anyway. But some will be rife with nerves or joking around perhaps due to being nervous. I believe if you create a space before a game starts that matches the state of mind you want your players to be in when the game starts, you can help alleviate that first difficult hour of play where you are still getting into character and finding your way into the magical circle that is a larp.

    Playtest of “Uledsaget” (Unaccompanied) at Østerskov Efterskole. Photo: Simon J. Pettitt.
    Playtest of “Uledsaget” (Unaccompanied) at Østerskov Efterskole. Photo: Simon J. Pettitt.

    References

    Pettitt, Simon James (2015) Creatures. https://alexandria.dk/data?scenarie=4582. Blackbox Cph V 2015.

    Pettitt, Simon James (2017) …And That’s It. https://alexandria.dk/data?scenarie=4958. Fastaval 2017.

    Pettitt. Simon James (2018) Uledsaget (Unaccompanied). https://alexandria.dk/data?scenarie=5324. Fastaval 2018.

    Edland, Tor Kjetil and Hanne Grasmo, (2011) Just a Little Lovin’ https://nordiclarp.org/wiki/Just_a_Little_Lovin’

    Linder, Anna-Karin and Carolina Dahlberg (2013) Brudpris https://nordiclarp.org/wiki/Brudpris


    This article is part of Re-Shuffling the Deck, the companion journal for Knutepunkt 2018.

    All articles from the companion can be found on the Knutpunkt 2018 category.


    Cover photo: Playtest of “…And that’s it” at Østerskov Efterskole. Photo: Simon J. Pettitt.

  • Designing the Volunteer Experience

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    Designing the Volunteer Experience

    During Knutepunkt 2017 I followed a debate that was of particular interest to me. Volunteering was presented by some as something evil; a way to make people work for free without any reimbursement. However, as a community which constantly talks about creating experiences I believe we should start treating volunteering as an experience in itself, which we can design and market in itself, not just as a way to get into a larp that is full or too expensive.’

    In this article, I would like to propose alternate ways of looking at volunteer work, and how these can help our community, our volunteers, and our businesses to grow.

    Volunteering as a learning experience

    There are several skills a volunteer may pick up at a larp. From leadership to game running and from costume design to writing, there are many valuable learning experiences available.

    If you market your volunteer experience as a learning experience, make sure you can actually make learning happen! Firstly, this means that you will not always have the most effective and experienced people on your crew. Although it is tempting to let the volunteer who is a tailor by trade do all the costume fittings, it might benefit the less experienced volunteers if that professional can coach them while they learn how to do it themselves.

    Secondly, people do grow more from being told the theory and thought behind the job they are doing. This takes a little more time than it would to just tell them where in the room they need to put every single prop. But it will help fuel their own creativity and understanding of why things are done a certain way.

    Thirdly, people learn by making mistakes. When you give responsibility to volunteers who are learning new skills it might mean that it takes a couple of tries to get it right. This costs time but will teach valuable lessons, especially if you take the time to assess the results together with your learners and explain where and how they can improve.

    Offering well-tailored learning experiences will benefit the entire larp scene in the long run. You will be contributing to raising a new generation of organizers; be it those coming of age or those bringing larp to new areas of the world. If we invest more in offering our knowledge, skills and experience to others. It might be a little faster to have the job done by someone more experienced, but when learners have completed their learning objective you will have another capable volunteer on your team.

    Volunteering as a payment for the player experience

    With prices of larps rising, volunteering spots are often given to players who otherwise could not attend the larp. In this case, the volunteering experience must be the same or at least similar to the player experience. There are two ways volunteering like this most often works out in practice:

    • A volunteer spends a certain number of hours before or after the game on tasks either from home or on location. When the game starts the volunteer is no longer considered a volunteer but is treated as a player.
    • A volunteer does a certain number of shifts during the game (for example npc or tavern work.) Outside of those scheduled tasks, the volunteer is treated as a player.

    Off course a combination of these two is also possible.

    Volunteering as an alternative to paying can make a volunteer feel included in a community where he or she would otherwise not be able to participate. The emphasis lies on providing a player experience as a reward for the volunteer work done. This is a classic case of providing extrinsic motivation; behavior that is driven by external rewards such as money, fame, grades, and praise (Ryan, and Deci 2000) and especially the first type is very similar to a paid player experience.

    The second type relies on a similar extrinsic motivation but still requires the volunteer to step out of their player experience in order to do some work. It is suggested that labor which is in conflict with the experience a player desires or expects from the larp may make the event less rewarding (Jones, Koulu, and Torner 2016, 125-134) This is especially relevant for larps with a high level of secrecy. In many cases volunteer work before or during the larp might take away some of the games secrets and surprises, in practise this might heavily impact the player experience. It is therefore important to negotiate the volunteers’ tasks and time in order to reach a balance between the work done and the reward received. In many cases, it is also reasonable to sign a contract between volunteer and organiser containing the amount of work (in tasks and/or hours) and the reward applicable.

    Volunteering as an alternative to the player experience

    This case differs drastically from the one above in the fact that the volunteer participates as a full-time crew member, and does not get the same experience as a player at any point during the game. In this case, the volunteer is a part of the design- or production team community but most often serves as an npc or practical helper during the game.

    When this is done, it may cause confusion as to the role of volunteers during the game. Are they there to be solely in service of the game and its players, or are their experiences completely their own in the same way as the players?

    In this case, clear communication before sign-up is key. It saves a lot of problems on location and before the larp if all parties involved know what is expected of them. When marketing these type of volunteer experiences, it is key to emphasize the differences between the volunteer and player experience. But a lot can be won by emphasizing the similarities as well!

    Volunteering as free labor

    When volunteers are recruited to commercial production companies, they are sometimes held to the standard of the paid crewmembers. They do however hold a different position on the status ladder of a larp organization, and need to be treated differently.

    It is completely fair to have expectations of your volunteers, if they know what they signed up for. It is super important to clearly communicate anything they MUST or MUST NOT do, be it before during or after their volunteer engagement. If there is some kind of reimbursement scheme in place, they should be aware of its requirements. If the reimbursement scheme differs per person or job, this should be known beforehand. It is advisable to have transparency in place, when it comes to reimbursements in order to make sure everyone is reimbursed based on their contribution, and not based on their relationship with the person who decides on the reimbursements.

    A well-informed volunteer who consciously signs up to volunteer within a business structure, who is treated well and has all their basic needs met will be more likely to be happy with their experience (Swistak 2017).

    This is especially important for specialist volunteers. Volunteers who get brought on board due to a particular set of skills are often put to work on just that one task. It is not uncommon to recruit volunteers foreshadowing an all-round experience, so if you want to bring in a volunteer due to their specialist skills (like sewing or cooking) be communicative about that. Check if your expectations are the same as theirs, and see if you can reach a consensus with them before they get to the location and are taken by surprise.

    When working with volunteers and paid employees in one team there might be some friction between these two parties. Where volunteers are usually brought in for a short period of time during a peak period in production they can focus their energy on that serie of tasks. Paid employees are often spending longer periods of time on a project and therefore have less peak moments. Paid employees are often more secure in their skills being up to the desired level needed for the larp and do not necessary need to bring extra time, labor or energy to the table. This difference in approach can lead to friction within a crew and needs to be addressed as soon as noticed by the responsible organizers both with volunteer and paid crew members. After all during the production of the larp they will work as one team.

    Part of this friction might be prevented by clearly dividing responsibilities in a way that is visible for both volunteers and paid employees. When dividing tasks both volunteers and paid employees need to be aware of a clear baseline that is established for the task at hand and be made aware of the fact that everything above that baseline is optional and therefore every individual’s own responsibility. This might still mean that some volunteers will put a lot of extra work in specific aspects, but it will also mean that they can be pointed at the desired baseline which was reached by the paid employees as well. However, any work above that baseline should be praised and if possible rewarded making it more tempting to put in extra work for all parties involved.

    Volunteering for fun

    Beside hard work, volunteering is a fun and social activity and can definitely be marketed as such. Don’t be afraid to emphasize social activities, free time and amenities the location might have. Designing for fun is definitely a thing when organizing our volunteers’ free time, lunch, dinner or social activities. By becoming more aware of these and using these as a tool to build a dedicated and enthusiastic volunteer team, chances are they will return, and next time they might bring a friend.

    I think we can conclude that there are several ways of designing the experiences for our volunteers. I have certainly not covered all of the options and I dare anyone to come up with new creative solutions. Just make sure that you know what you have to offer and be honest and clear about communicating it to those people interested in working with you.

    I am aware of the fact that designing volunteer experiences is yet another job for an organizer crew who are chiefly concerned with designing the larp. But I strongly believe it pays off in the long run, both through happy (and thus returning) volunteers, as well as in more experienced and better skilled volunteers.

    References

    Jones, Katherine C., Sanna Koulu, and Evan Torner. 2016. “Playing at Work.” In Larp Politics – Systems, Theory, and Gender in Action, edited by Kaisa Kangas, Mika Loponen, and Jukka Särkijärvi, 125–134. Helsinki: Ropecon ry.

    Ryan, Richard M., and Edward L. Deci. 2000. Intrinsic and extrinsic motivations: classic definitions and new directions. Contemporary educational psychology 25.1 (2000): 54-67.

    Swistak, Agatha. 2017. “Keeping volunteers alive.” In Once upon a Nordic Larp… Twenty Years of Playing Stories, edited by Martine Svanerik, Linn Carin Andreassen, Simon Brind, Elin Nilsen, Grethe Sofie Bulterud Strand, 102–105. Oslo: Knutepunkt 2017.


    This article is part of Re-Shuffling the Deck, the companion journal for Knutepunkt 2018.

    All articles from the companion can be found on the Knutpunkt 2018 category.

  • Larp as Life

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    Larp as Life

    I have been a larper for over 20 years. Yet before I discovered the international larp community, I had no clue such experience was in demand. Thanks to that fateful meeting, people encouraged me to go farther with larp. I forever will be thankful to the team of edu center POST for opening those doors for me.

    Now, as an internationally known larp scholar and the owner of a larp company, I would like to share some further encouragement. How larp can become part of your life without distracting from it.

    Larp’s future looks brighter than ever. As larpers, we often do not want to stop larping. Many of us feel that, as larp adepts, we should “spread the gospel” and with that, hopefully, make everyone’s life better, easier, and more fun.  A fascinating number of amazing projects and new forms of larp have blossomed throughout the world as a result. And larp as a business as well.

    Having my own share of endeavors in this area, I considered that some of this accumulated experience could actually be of use to few other curious larp practitioners.((Most of this essay is based on lectures: “Faces of Larp” read at Palac Krobielowice in Poland on the 2nd of September at the Larp Design Conference 2016 and “Going Pro in Larp: how and where we can use it” read on Gniales 2016 “Passerelles”  on the 30th of October that year in Paris.)) In Belarus, I own a larp company that has many ongoing projects. As a dedicated larper since 1996, it was only a dozen years ago when moral encouragement from J. Tuomas Harvianien prompted me to shove larp into every corner of my life. In time, I began to earn some money with it.

    Here are some bits of lore I have accumulated as a professional larpwright and organizer.

    Ethics

    Going from being a regular larper to a professional larper, I had to change my approach toward larp design. In some larp cultures, these are normal everyday principles, but moving from larping with friends to larping with clientele reminds one of some basics. Our workers, the NPCs, need to know them too.

    Respect: First and foremost, the cornerstone: respect.  One should respect the clients and treat all accordingly. Lack of it demonstrates a lack of professionalism as much as disrespectful communication does.

    Obligation and Responsibility: These two words should become part of your core. They should not be feared or avoided. They should be embraced and worked with.  No one should go pro without as from now on you have obligation before you clientele and responsible for than at your event.

    Pro-Growth: Never stop learning. Much of what we call “larp” actually borders many practical disciplines. Learning more about them is essential to evolve and get better. The world’s specialists in all fields never stop growing and changing –– why should larpers?

    Distance: Keep a professional distance from your clients, the players. This is informed by many generations of professionals and their own introspection about their mistakes. It is important to present a clear message about the nature of your relations with others on a specific project in order to avoid misunderstandings in the future and frustration on all sides. All should be clear and explicit.

    Subculture

    In most cases, your own larp subculture should never be considered your primary or only market. The larp subculture is our family, where we were born and nurtured as future larp professionals, and we should treat it accordingly. In having business relationships with larpers, you should already be at a somewhat higher niveau in your work in a way that they cannot immediately compete with you. To put it simply: to transcend the subculture and go professional, you should already act as a professional out of the gate and be a tough pro larp organizer with which to compete. Larp society can form one source of income, but shouldn’t be the only one.

    Here are some categories related to the subculture and pro larp profits.

    Larpers

    Larpers are the source of most of your value: specialists, partners, laborers, NPCs. Yet my own experience and those of other organizers from around the world tell me that larpers are very difficult to work with on a professional level.

    Events

    Any larper will gladly pay for high-quality events such as festivals, conventions, balls, tournaments, competitions, larps, etc. Such events are always in demand and may attract quite a crowd if appropriately packaged.

    Products and Services

    Owning a larp company, you might have your own products you could sell or rent such as crafts, costumes, scripts, scenography and other things. Your larp company might even gather specialists who would want to offer services to larpers and larp designers: classes in fencing, kung fu, dancing, acting, costume making and other fields, for example. One can make objects, costumes, and other artwork that then could be packaged and sold.

    Entertainment

    The most popular area where larpers are starting to go pro is the entertainment industry. Yet it is very different from doing larps for fellow larpers. Once you get the hang of it, there are different types of income with different approaches and demands in this industry.

    Corporate

    You are invited to sell your larp project to a company as entertainment. Well done, if that is the case! If you attract desirable clientele and do well, it might just get better and better from there. But if you do not do well, it might have consequences difficult to recover from. So before going this route, ask yourself if your larp company is mature enough to play in that league.

    Regular

    This means the regular events which you promote and to which you sell tickets. The principle is comparable to concerts in clubs or movie theaters. You need to find, groom, and manage your customer. The good thing is that it often can form a form of subculture community which, if you “feed the flames”, will guarantee you will not go out of demand.

    Popular

    If you become known and form good connections, you might get invited to a festival, convention, birthday party, concert or some other event where you will be one of the many activities. It also may be something you haven’t done before, so you will have to think of how to format your larp in a way that makes it  quick and easy to get into. Such events are not only good for advertising and promoting your company, but, with a proper approach, could also be a good source of income.

    Elite

    In this category, I consider irregular events for which you prepare a long time. It could be a big larp, festival, convention and your main efforts are focused on maintaining a high quality to make your mark.

    Education

    From my perspective, education is the noblest area for larp. It is also the most demanding, and the sphere in which larp has been used for the longest time and has thus the most theory behind it. Working in edu-larp is not profitable, but it does grant us the tentative understanding of many powers and effects of larp.

    Clientele

    There are three systems I had to develop to describe difference in approaches required for specific larp projects. One system means dividing up the audience by target group, while the others are the target clientele and target educational goals.

    While designing a larp, it is important to keep in mind who is this larp for:

    Children

    Larp business for children is one of the most high-demand areas and good for the professional growth of the larp company. But if you think dealing with children is an easy feat, think again. Cuddly, smiling, fun kids are also the most legally protected group in any country. If you cause any kind of harm to any of them, their legal guardians may eat you alive. All the more if you, for some reason, decide that documentation of procedures are unnecessary, safety measures are for “softies” and amateurs, and the quality of the larp may vary. Here, we need to understand that we are responsible for every single effect on children our larp has experienced as a result of the larp –– not only legally responsible, but as a decent human being. And if you are not willing to accept that level of responsibility –– both good and bad –– then perhaps the professional larp and edu-larp industry are not for you. Stay in your comfort zone, larping for and with friends.

    Teenagers

    In many legal respects, teenagers are similar to children. But on a larp level, one can do more complicated plots, expect higher quality from the larp, and go to more interesting property. With older teenagers, one can go further and deeper with storylines and communication, among other things.

    College Students

    Educational larp for students should have definite and specific goals they can “grasp” by the end. Such games can be more complex, challenging, and informative. But one also has to make lengthier and more thorough workshops and debriefs, as much of the lesson depends on those working well. Often such larps emphasize knowledge already acquired during lectures or through homework.

    Adult

    Adult educational larps I usually use when working with clientele such as parents of kids in school, seniors in business schools and during some business projects.

    Special

    Larps can also be made for people with special needs as the target audience. These larps pay the least perhaps, but yield the most moral satisfaction.

    Among the target clientele inviting our company to do larp projects, the approaches differ among them.

    Educational System

    By this, I mean the educational establishment, part of institutionalized public educational system. In some countries, everything incorporated into the curriculum could be regulated by norms and rules of many sorts. It is best to have an official representative of the institution look through one’s larp plans to avoid undesirable misunderstandings.

    Private Educational: Some education takes place outside of the establishment. Here, one has more freedom and it is less regulated.

    Business Educational: What I mean by “business educational” is reminding oneself of the fact that, for business-oriented clients, a certain degree of slick packaging is preferable.

    All larps, whether the organizers comprehend it or not, have many dimensions of personal development. For my own convenience, I have divided these into three emphasis areas:

    • Moral: The social and moral education of values and psychological pursuits of self-consciousness and self-awareness is a sphere of development.
    • Intellectual: Information and knowledge and mental skills can also be developed.
    • Physical: Athletic and action learning are also potentially developed.

    Psychology

    As a practicing psychologist, I provide the following services through larp: Diagnostic, Therapy, Prevention, Correction, Development.

    Corporate

    Larp could be used within different companies, frequently proving effective at fulfilling company goals. Even within such serious institutions as the Investigative Committee of the Republic of Belarus, larp can be used. To acquire corporate clientele, or even work inside a company, one might want to look into following areas where I found larp very applicable: HR, Simulations, Skills, Knowledge, Athletics.

    Theatre

    Many useful skills for larpers and larp designers come from the infinite rich and beautiful world of theatre. Larp communities have lost so many to this world. They crossed to other side and, engulfed by the theatre world, could not cross back into larp. Many professionals one could not even imagine are found here, and they can bring your company, and perhaps the whole community, to a whole new level. Larp and theatre are different. However, theatre skills as stage fencing, acting, public speaking, playwriting, character development, actor management, stage management, deroling, etc. are there to enhance the arsenal of tools at your disposal.

    Art

    At some point, larp manifests the many creative impulses of all participating in it, and reaches the level of art. Admittedly, not right away. Admittedly, not with most larps. But when organizers and NPCs, like music conductors or movie directors, manage emotions and experiences in people, then it creates a certain picture and transfers experience. Many larp projects I have worked on are nowhere close to being called “art,” and I am aware the medium is still evolving. But I can vouch for the fact that going professional with one’s larp activities is the best way to get on the art track.

    Research

    Finally, one essential area for larp to develop is the preservation of all knowledge and theory accumulated. No other field preserves it beyond those who do larp research.  Thanks to this field, I started my ascension into the professional larp world in the first place. One joins this conversation through Conferences (academic, gaming conventions, etc.), Publications (articles and periodicals mostly), and Projects (international and local research, etc.)

    Thank you

    and

    Larp On


    This article is part of Re-Shuffling the Deck, the companion journal for Knutepunkt 2018.

    All articles from the companion can be found on the Knutpunkt 2018 category.

     

  • Scripted Larps and a Neo-Noir Experience

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    Scripted Larps and a Neo-Noir Experience

    When designing Devil in our sins, I strived to create the experience of telling a profound group story through a key tool: player characters’ scripts.

    It’s common in larps to prioritize players’ freedom to take decisions. However, in this larp I wanted to remove that freedom so players could enjoy being part of a film or a theater play as both protagonists and spectators. That way they could live the story’s meaning, plot, twists and emotions as imagined by the author. That way, players would become Ani Bezzerides or Rust Cohle, True Detective (Pizzolatto, Nic, 2014) TV series’ characters from season 1 and 2, and live inside them throughout all their chapters just as in the series. My intention was not only to respect the story as written but also to have players feel like both spectators and characters in a movie.

    As this was a larp, I wanted my players to be able to take some decisions that would differ from the series original characters’ ones, but still maintaining the story that the script writer (Nic Pizzolatto in our True Detective example) created for them to enjoy. The satisfaction of this experience comes from players submerging in a simple yet transcendent emotion: becoming their novels and TV series heroes, as they could have wished when they started playing larps or reading books.

    That’s what I humbly tried with my neo-Noir scripted chamber larp, and after three runs it seemed to result satisfactory for everyone.

    Devil In Our Sins, a Neo-Noir style Scripted Larp

    Devil in our sins is a neo-Noir larp about crimes and guilt. It tells the story of a serial killer that has been strangling victims for three years in Duluth, Minnesota, during long winter snow nights. But, more importantly, it tells the story of people that are trying to stop him while suffering the effects of their own pasts.

    It’s a 3 hour scene-based and scripted chamber larp for 7 players, with preceding workshops about how to dramatically enact a scene and to represent physical violence (pretty much necessary for this larp). It has been run three times in Spain, always with highly emotional and positive feedback from players. Thematically, its inspiration comes from the TV series True Detective, Broadchurch (Chibnall, Chris, 2013) and Hannibal (Fuller, Bryan, 2013), and from the song and video Where the wild roses grow with Kylie Minogue and Nick Cave (1995).

    Sergeant Joanne Keller (left) meets Rose (right) at her home. 2nd run. In-game photo by Daniel P. Espinosa.
    Sergeant Joanne Keller (left) meets Rose (right) at her home. 2nd run. In-game photo by Daniel P. Espinosa.

    But What Are Scripted Larps?

    What I call here a “scripted larp” is a larp that uses a pre-defined script that must be followed by the players. It can have a more or less theatrical, TV series o filmic appearance, depending on the creator’s taste. The level of detail concerning music, staging etc. can vary, as can its length and structure, but the script should focus on a common story that is constructed through the combination of individual character stories.

    The scene structure is defined by an overall script used by the organizer, who follows it to guide the scenes’ start and end and prepare the stage (furniture, lights, objects, etc.). To add, each player is provided with a character script that instructs her about the scene’s goal and her character’s own directions to follow, including suggestions on how to play them out. Devil in our sins also uses music and light in each scene to help set the mood.

    In my scripted larps, only two or three characters are present in each scene. With more people present, the scene could become chaotic, so this helps to maintain focus on one conversation or one flow of events. With more people present, the scene could become chaotic. This also means that the rest of the players become an audience. The result is a theatrical experience in which the acting players are the protagonists.

    Sergeant Joanne Keller with “Big Jacko” at his bar. Celebrating what shouldn’t be celebrated. 1st run. In-game photo by Daniel P. Espinosa.
    Sergeant Joanne Keller with “Big Jacko” at his bar. Celebrating what shouldn’t be celebrated. 1st run. In-game photo by Daniel P. Espinosa.

    The Origins: Scene-Based Larps.

    But where did this interest for scripting larps come from? First, I am a professional novel writer and I love to tell deep and intense stories. This has been my obsession since I started as a larper and a tabletop RPG game master about 25 years ago. When I came to Nordic style for larping I felt that it offered me a way to express the kind of stories that standard chamber larping didn’t allow me to do. The experimental structures, the emotional approach… all of that was exciting, but there was still something missing. Then I discovered the scene-based larps, which gave me what a narrativist like myself was looking for. I was particularly inspired by the following authors.

    Pablo Valcárcel was a finalist in the 2017 Berlin World of Darkness Convention with his The Other Voice at the Back of Your Head (Valcárcel, Pablo, 2017) vampire-themed larp. He introduced me to the scene-based larps, but also showed me how to masterfully mix music, colored lights and passion in their design. His larps combine emotional intensity with poetical scenes in fascinating sci-fi/fantasy/horror plots.

    Nast Marrero gave me the purest view of how post-modern theater can be transformed into larp. Among other larps, he created really interesting adaptation of the Requiem for a Dream film (Aronofsky, Darren, 2000). It was run in Spain and also in 2015 at the Oslo chamber larp festival Grenselandet (Marrero, Nast, 2015). As a theater expert himself, Nast makes skillful use of several meta-technics that one could expect in a contemporary stage play.

    Marina de Santiago experiments with personal stories in fantasy settings. Currently, she is heading a gigantic project based on the Nobilis tabletop RPG (Moran, Jenna K., 2002) involving dozens of people. In 2015 she ran a half-scripted larp called Ragnarok (de Santiago, Marina, 2015) full of Nordic myth, tragic stories, fated Gods and mortal Vikings in a theatrical style, and even made another run in an amphitheater. To me, her larps present a perfect mix of fantasy, tragedy and larping.

    Fredrik Åkerlind’s beautiful, tough and intense jeepform scene-based larp The Journey (Åkerlind, Fredrik, 2010), inspired by Cormac McCarthy’s (2006) novel The Road, gave me the idea of player’s scripts. While this larp encourages playing each scene as chained monologues, the final intention is theatrical, as his author states in the director’s guide. The result: I loved the larp as much as I already loved the novel.

    Given these influences and merged with my own authorial vision, in the latest years I’ve being experimenting with my own larps using scenes, music, lights, stage building and, finally, scripts. For example, I’ve made an Ars Magica larp, Hades (Espinosa, Daniel P., 2015), I’ve co-written a gothic horror larp with Ana López Gómez, Our most fearful shadows (López Gómez, Ana, and Espinosa, Daniel P. 2015), and I’ve written Devil in our sins.

    Now, let’s delve more deeply into scripted larps.

    Therapy session with Rose (left) and psychiatrist Chrysalis Swann (right). 1st run. In-game photo by Enrique Esturillo Cano.
    Therapy session with Rose (left) and psychiatrist Chrysalis Swann (right). 1st run. In-game photo by Enrique Esturillo Cano.

    Spectators of Their Own Story

    In scene-based scripted larps, when players are not present in a scene they become spectators and observe what’s happening in places where their own characters are not. They acquire information that their characters don’t know, something that is necessary for them to enjoy and understand the story as a whole.

    But what happens if the killer’s identity is revealed but no one should know? Even if players don’t use that information in their scenes, knowing it could influence their behavior. Though we cannot completely avoid that influence to alter their acting, it should have a limited effect because their scripts tell them what their characters know or don’t know, what happened before, what they can do and can talk about… Thus, due to the script’s safeguarding, players can relax and enjoy spoilers.

    You may think that just watching other players to act in a scene could be boring, but after three runs, and based on the aforementioned larps, experience said it’s not. One reason is that the scenes function as a meta-technique that forces players to think differently from the very instant the larp started. Immediately they found themselves trying to give the best of themselves in their scenes, and resting and enjoying watching during the other players’. Some even said they only missed popcorn.

    Psychiatrist Chrysalis Swann (left) witnesses some disturbing events in a church. In-game photo by Daniel P. Espinosa.
    Psychiatrist Chrysalis Swann (left) witnesses some disturbing events in a church. In-game photo by Daniel P. Espinosa.

    Caged and Enjoyed

    Definitely, in my experience a scripted larp experience is enjoyable in spite of  players having their agency restricted. How do they enjoy it? Besides from acting it out and watching it, as stated, they can also find interesting to progressively discover a story written for them, with its carefully plotted webs that maintain coherence no matter what players do, and in becoming aware that they are truly part of it. Besides, though character scripts tell players what they have to do, they also give them freedom about how to do it. This is critical for the emotional development of characters.

    The only thing the organizer must care about is to inform the players beforehand about this particularity—the tight scripting—to make sure they don’t feel disappointed for not having “freedom” to act during the larp. The organizer—and the players—must understand that this experience is not for everyone, just as theater is not for everyone. Before each run of Devil in our sins, I warned very clearly the interested players, so that those who signed up knew what they were in for. They were both curious or anxious to play a larp from a different mindset, one that was a mix of that of a larp player, a theater actor, and a spectator, but finally they loved the experience. It allowed them to focus on emotions and interpretation, without worrying about making wrong decisions or about shouldering the responsibility of the story’s final coherence.

    Leo Deth (left) and priest Rowan Credence (middle) as bad things happen. 2nd run. In-game photo by Daniel P. Espinosa.
    Leo Deth (left) and priest Rowan Credence (middle) as bad things happen. 2nd run. In-game photo by Daniel P. Espinosa.

    Anatomy and Life of a Script

    In Devil in our sins, each player is given a small booklet with the name and location of every scene in the larp. It is only the ones in which the player participates that are detailed, each describing the current situation and posing several questions about how the character feels. This way, I as scriptwriter can guide the character’s mood while leaving the player a margin to decide how she is going to handle the scene emotionally. For example, after a big revelation the script may pose questions if the character would be sad or furious, and how the character would feel if the “enemy” appeared again.

    In the “scripted” part of the scene, there is first a synopsis for the scene. For example: “Take revenge revealing what you did in the past”. This phrase is crucial because it enables the player to keep the scene’s goal in mind and maintain focus. It was an addition after early playtests, as players reported that it was difficult to remember the scene’s objective when on stage. It really helped in the third run.

    After that, the script details actions step by step. For example: “Enter the apartment. Think about what you did. Wait for your lover to wake up. Talk with him/her. Reveal your dark past”.

    An important constraint is that players are allowed to read their scripts only once the larp is started, and that they only read the scenes one by one—at most two by two. This is to avoid spoilers, since the gradual unfolding of the plot is an important part of the experience.

    In addition, players are encouraged to act out only that which is scripted, contributing with their own vision of the character but being careful not to do something different to what is written. Since players are unaware of the scripted story, their improvisations could become inconsistent with later scenes.

    Finally, if a scene is going out of control the organizer has the option to intervene, as a theater prompter. This allows her to discreetly—without interrupting the scene—tell the players what to do. Harsh as it sounds, this is better than creating a scene that invalidates the rest of the plot.

    Forensic doctor Lawrence Freight examines a killer’s victim. 1st run. In-game photo by Enrique Esturillo Cano.
    Forensic doctor Lawrence Freight examines a killer’s victim. 1st run. In-game photo by Enrique Esturillo Cano.

    The Scripted and the Unexpected

    There’s a lie in all this emphasis on scripting, in that some unscripted events DO exist. They present a point of interest for players, and allow the players to improvise and react like in a non-scripted larp.

    When I decided to make closed stories, I also wanted to add a feeling from when we watch a film or read a book: the suspense, the unexpected. Consider the following example scene, where the police sergeant returns home to face her daughter, who is being threatened by a serial killer. The sergeant has a drinking problem, and regrets some immoral things she has done for years. The sergeant’s player script says: “Go back home. Take a bottle and decide if you drink or throw it to the trash. Have a discussion with your daughter. Strive for reconciliation. Perhaps forget all about the investigation”. And that’s what the player expects. However, when she enters stage and while she is struggling with the bottle, she will discover her daughter dying at her room, strangled by the killer. So here we have it; we have broken the player’s expectations, just as in a novel—or in real life.

    Thus we can build an intensely emotional and scripted scene, but still surprise and gratify players with some improvisation that will delve even deeper into their emotions.

    Of course, those scenes must be carefully crafted so that improvisation don’t break the whole story, using guidelines like “Don’t kill anybody in this scene”. Just in case.

    Leo Deth (left) and Rose (right) during a funeral... and a nightmare. 1st run. In-game photo by Daniel P. Espinosa.
    Leo Deth (left) and Rose (right) during a funeral… and a nightmare. 1st run. In-game photo by Daniel P. Espinosa.

    Action Scenes

    A scripted larp allows players to represent action scenes in spectacular ways since these are guided. In Devil in our sins, there’s a scene when the sergeant and the detective have to chase down someone in a dark place, equipped with flashlights and guns. Every time I’ve run this scene, the result has been intensely cinematic. With lights off and the song Somewhat damaged from Nine Inch Nails (1999) playing loud, the suspect, chased, hides in an unknown room. Seconds later, the sergeant and the detective enter the building, guns in hand and looking for the suspect. The other players, as moving spectators, enter behind them to watch the scene from backstage.

    This scene and similar scenes become spectacular through the way they can be choreographed. Just as a movie director, as the author you can tell the players if they must fight, be hurt, run, kill or be killed, etc., and provide details. You can control the scenography, the place, the lights, the music… Besides you can—and must—heighten characters’ passions in the script so that the action has a deep meaning for them.

    Still, a scene like this can still be unpredictable, to make it enjoyable the players mustn’t know what exactly is going to happen. To keep the plot under control you need to use brief and precise instructions. For example: “You can be hurt but you won’t die during this scene”. Or: “Don’t run. Fight”. Or: “You will lose but don’t give up easily”. And, important, be clear about how each character must end their scene.

    Detective Tom Reigh (left) and Sergeant Joanne Keller (right) in their epilogue. 1st tun. In-game photo by Enrique Esturillo Cano.
    Detective Tom Reigh (left) and Sergeant Joanne Keller (right) in their epilogue. 1st tun. In-game photo by Enrique Esturillo Cano.

    An Open Final

    Despite being scripted, scripted larp leave can allow players to make plot-changing decisions. In Devil in our sins, each character has a scene in which she can decide how to conclude her story. These final scenes are designed in a plot-meaningful way, so that they bring together characters who have unresolved plots between them. The script tells the players it’s their final scene and that they have to make decisions to create a shared ending. They know they have nothing to lose and they are encouraged to take wild decisions. This is the time to die, flee, reveal and create a huge emotional climax. It’s time to make this their own story.

    All Devil in our sins’ runs have ended differently. One was dramatic and dark. Other was emotive and sad. Another one yet was tough and ruthless. The best was that this was the players’ decision.

    Detective Tom Reigh (left) and professor Leo Deth (right) meet at the campus to remember past and hard times. 2nd run. In-game photo by Daniel P. Espinosa.
    Detective Tom Reigh (left) and professor Leo Deth (right) meet at the campus to remember past and hard times. 2nd run. In-game photo by Daniel P. Espinosa.

    Breaking Space, Time and Action

    In scripted larps—and scene-based larps in general—you can use space and time as narrative tools.

    Regarding space, playing out scenes allows to easily change location between them to tell wider stories. Time is easily changed also—not only with flashbacks or flashforwards, but moving action through different days or even years—without breaking the flow of action. Each scene could happen in a different time, for example.

    Talking about action, it’s important that we involve all characters in our global story, and one easy way to do it is dividing that story into multiple ones. But for me there’s one key requirement: there must be only one action at a time during a scene. That way, spectators can focus on one thing and understand the whole story, and we can keep narrative tension and rhythm. After all, this is theater larp.

    Therapy session with forensical doctor Lawrence Freight (right) and psychiatrist Chrysalis Swann (left). 2nd run. In-game photo by Daniel P. Espinosa.
    Therapy session with forensical doctor Lawrence Freight (right) and psychiatrist Chrysalis Swann (left). 2nd run. In-game photo by Daniel P. Espinosa.

    Writing a Scripted Larp

    A scripted larp like this requires careful writing, at least the way I see it. It took me several months to develop both story—with all the twists and crimes—and script for Devil in our sins. Much work went into maintaining a balance between all characters, so that everyone could be protagonist of their own story and have the same number of scenes.

    After that, I had to write each scene in a concise and clear way. Each one must describe how the character got there, what has happened right before, what is the scene’s main aim for the character and when to leave or end it. It may also suggest ways to act out the scene and contain questions about emotions. The description still has to be brief, ideally one A5 page maximum.

    Apart from that you have to work with the rhythm, interest and suspense within the scenes, and over the entire larp. Scenes must be interesting not only to be played but also to be watched. Finally you are writing an interactive novel. This is not a metaphor, because after the first run of Devil in our sins I decided to also write it as a novel that I’m finishing right now. Why not? I had already done all the preceding work: the plot, the mystery, the characters, the structure, etc. That’s how with these larps we can tell stories like they were novels or films.

    Encounter between Rose Whiteday (left) and Professor Leo Deth (right). 1st run. In-game photo by Enrique Esturillo Cano.
    Encounter between Rose Whiteday (left) and Professor Leo Deth (right). 1st run. In-game photo by Enrique Esturillo Cano.

    Conclusions

    With this article, I wanted to spread the word about scene-based larps and scripted larps, and give some insight into what is happening at the Spanish larping scene.

    I have presented my personal vision of what scripts can do when you apply them to a larp to tell a story in a theatrical style. Of course, there are most likely other approaches that are more or less scripted or just scripted in a different way. I’d really love to know about them.

    For me, the experience of designing and staging scripted scenarios have demonstrated that scripted larps can make their players enjoy every moment, make story-changing decisions and ask themselves about deep emotional subjects while enjoying a carefully crafted story.

    Because we all love stories, and because we all also love to act and to be part of them.

    Sergeant’s wedding rings, drown in alcohol. 1st run. In-game photo by Enrique Esturillo Cano.
    Sergeant’s wedding rings, drown in alcohol. 1st run. In-game photo by Enrique Esturillo Cano.

    References

    Aronofsky, Darren, Requiem for a Dream (Thousand Words, 2000).

    Cave, Nick & The Bad Seeds and Kylie Minogue, Where the wild roses grow (Mute Records, 1995).

    Chibnall, Chris, Broadchurch TV series (BBC, 2013-2017).

    Espinosa, Daniel P., Devil in our sins (Madrid, Spain: March 25, 2017; Madrid, Spain: June 30, 2017; Alicante, Spain: EntreReVs Larp Convention, November 11, 2017). http://entrerevs.wixsite.com/entrerevs/actividades-2017

    Espinosa, Daniel P., Hades (Madrid, Spain: 2015; Málaga, Spain: Rolea Convention, November 2015).

    Fuller, Bryan, Hannibal TV series (NBC, 2013–2015).

    López Gómez, Ana and Daniel P. Espinosa, Our most fearful shadows/Nuestras más temibles sombras (Madrid, Spain: 2015; Málaga, Spain: Rolea Convention, November 2015; Murcia, Spain: EntreReVs Larp Convention, October, 2016. http://entrerevs.wixsite.com/entrerevs/activities-2016).

    Marrero, Nast, Requiem for a Dream larp (Málaga, Spain: TdN Convention, August 7, 2015; Oslo, Norway: Grenselandet chamber larp convention, October, 2015. http://www.grenselandet.net/2015/09/requiem-for-dream-es-by-nast-marrero-is.html )

    McCarthy, Cormac, The Road (Alfred A. Knopf ed., 2006).

    Moran, Jenna K., Nobilis RPG 2nd edition (Hogshead Publishing, 2002).

    Nine Inch Nails, Somewhat damaged (Nothing Records, 1999)

    Pizzolatto, Nic, True Detective TV series (HBO, 2014-2015).

    de Santiago, Marina, Ragnarok (Yebes-Valdeluz, Guadalajara: December 17, 2015). http://thebiggame.despertalia.com/wp-content/uploads/2016/12/Flyer-TBG-16-2.pdf

    Valcárcel, Pablo, The Other Voice at the Back of Your Head (Madrid, Spain: April 7, 2017; Berlin, Germany: May 13, 2017). https://www.worldofdarkness.berlin/single-post/2017/05/13/Scenario-Competition-Finalists-Announced

    Åkerlind, Fredrik, The Journey (Århus, Denmark: Fastaval 2010). http://jeepen.org/games/thejourney/


    This article is part of Re-Shuffling the Deck, the companion journal for Knutepunkt 2018.

    All articles from the companion can be found on the Knutpunkt 2018 category.


    Cover photo: Sergeant Joanne Keller (left) and Detective Tom Reigh (right) wake up after sharing nightmares. 1st run. In-game photo by Enrique Esturillo Cano.

  • The Death of Hamlet – Deconstructing the Character in Enlightenment in Blood

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    The Death of Hamlet – Deconstructing the Character in Enlightenment in Blood

    Hamlet, the Prince of Denmark, is one of the most famous fictional characters of all time. He’s the protagonist of a play by William Shakespeare, conveniently also titled Hamlet. The play has been made into a movie over twenty times. There’s also a well-regarded larp version called Inside Hamlet in which the story is transposed onto the decadent court of a mid-19th century fascist Denmark.

    In Inside Hamlet (Pedersen et al 2017), one of the characters is Hamlet himself. If you play that character, you’re larping a role that has been defined by centuries of artistic practice. Hamlet casts a long shadow, and your interpretation is but one of many takes on the same character.

    In short, Hamlet is a role. You can make an interesting Hamlet, a boring Hamlet, a conventional Hamlet or an idiosyncratic Hamlet. Your Hamlet is always in dialogue with every other Hamlet, whether you like it or not.

    Although Hamlet is an iconic example, pre-written larp characters often follow the same idea: the writer of the character has a vision, and the player must ful l that vision in the larp. The role exists independent of the player.

    In the larp Enlightenment in Blood, we set out to create a new way of making larp characters. The first step on that road is to murder Hamlet, the Prince of Denmark.

    Access to Fiction

    What’s the purpose of a character? Why do you need a character to play in a larp? When we started designing Enlightenment in Blood, our answer to this question was that the character is a tool the player uses to access the fiction of the larp.

    The larp presents a fictional environment, and the player needs something to be part of that environment. Without that something, they’re just a non-player: someone without agency inside the fiction.

    Note that in this conception of character, this something can be extremely slight. For example, I worked on a larp series called Baltic Warriors, where the larp events were also public events where anybody could walk in and sit down to listen. In the design of the larp, these people were automatically granted characters: They were to play members of the public who’d dropped by to listen to the debate.

    In this example, the character consists of only two things:

    1. A rudimentary identity: You play yourself, but in a fictional context.
    2. A simple interaction code: Act like you’d act listening to a real political debate. Sit silently, or maybe ask a question.

    A character can consist of many things, and there’s no list of mandatory character elements that must be present in all larps. The requirements a larp’s design places on character depend entirely on the creative vision of the larp.

    This means that when designing characters for a larp, it’s necessary to consider what the player needs to properly access the fiction of the larp, and then provide these elements to the participants.

    The main theme of the larp was revolution, but we sought to provide opportunities for quiet scenes as well. Photo: Suvi Korhonen, in-game.
    The main theme of the larp was revolution, but we sought to provide opportunities for quiet scenes as well. Photo: Suvi Korhonen, in-game.

    Cut Up the Body

    In the Finnish larp tradition I come from, the organizers typically write characters for all participants and cast the players as well. In Finnish larps based on Vampire, I’ve seen both purely organizer-created characters and characters developed together with the organizer and the player. The same method is used in Nordic-style larps such as College of Wizardry and Inside Hamlet, although College of Wizardry allows the players significant leeway in how to use or discard the written material. When I talk about larps with pre-written characters, I mean it in this context.

    In larps with pre-written characters, the role is conceived as a unified whole, a complete concept, but you can break it into the pieces that a player needs to access the fiction. Although no character element is mandatory for a larp to work, many of the components that make up the role of Hamlet are typical of the elements used to construct larp characters. For example, Hamlet has a background, a personality, a motivation, a social role, and connections to other characters.

    Hamlet is the Prince of Denmark. He has a clearly defined social position in the milieu of the play: he’s the son of the murdered king, a royal scion of a distinguished family. His perhaps most famous trait is indecisiveness. We know that he studied in Wittenberg and he’s motivated to find out whether his uncle Claudius killed his father.

    If we see Hamlet as a collection of elements instead of a sacred whole, we can start playing around with them. We can change an element or two and see what happens. Perhaps he’s not indecisive but cruel, waiting for others to debase themselves before making his move. Maybe his background is not academic but military. Once we give up on the integrity of the role, we start to notice that while some character elements are structurally necessary for the larp (this could be Hamlet’s social role), others can be changed with no broad consequences to how the larp works (Hamlet’s personality and background). As always, which elements are necessary and which can be arbitrary depends on the larp.

    The player usually absorbs the character as a written text with all the character elements laid out. In traditional written characters, the writer sets these out to fulfil their vision: this is what Hamlet is like, expressed in words trait by trait. This is the character’s background, personality, and so on.

    But what if the larp’s writer didn’t make the choice of how to combine character elements? What if the player made these choices instead?

    An Internet Personality Test

    Enlightenment in Blood was a larp based on Vampire: The Masquerade about the revolution that brought down the Prince of the city. Because of its size of approximately 200 participants, it was conceived as a simulation of a supernatural city during the night of an insurrection. Some characters were central to the revolution, while others were more on the periphery, pursuing their own stories. It had multiple locations in the Friedrichshain area of Berlin.

    In Enlightenment in Blood, our players assembled their own characters using a software tool called Larpweaver (created by the Texan company Incognito Limited). They got an email inviting them into the system, logged on, and started making choices. Our inspiration for this was the endless array of internet personality tests: you answer questions and the test tells you whether you’re a Gryffindor or a Ravenclaw, an Autobot or a Decepticon.

    We wanted to build that same breeziness, the fun of making little choices about who you want to play, into a part of the experience of character creation.

    Key goals of pre-written characters created by the organizers are to allow a cohesive vision of the larp, and to make sure that characters are connected to each other thematically, in groups and through personal connections. This same goal is also behind the motivation to use Larpweaver instead of allowing people to create their own characters from scratch.

    The core design element of Enlightenment in Blood is the group. All characters belonged to three groups, and you could select which groups you wanted to be part of during character creation. The most important of these groups, and the defining choice of using the character creation system, was the primary group. This represented the principal social context of the character. It determined the character’s starting location, allegiance, and who the character hung out with.

    Examples of primary groups in Enlightenment in Blood are the Stirner Group, comprised of old school anarchist vampires, and the White Eyes, who are junkie werewolves. In both cases, the group also provides the broad outlines of a character concept.

    Because the primary groups formed the superstructure of the larp, most of them were limited to ten members. We decided to make the primary groups the main design structure instead of the supernatural Clans and Tribes traditionally used in World of Darkness larps for this purpose. This way, you could choose your supernatural type more freely. In the system, many of the possible categories of supernatural creatures didn’t have an upper limit. Theoretically, there could have been a 100 vampires from the Toreador Clan in the larp.

    For those interested, the most popular vampire Clans in the larp were Brujah, Toreador, and Malkavian, although the Tremere and the Ventrue were only available to characters from certain primary groups such as the philosophically- minded Shadow Enlightenment.

    The third group in character creation was called the secondary group. The idea was that while the primary group represented the character’s main allegiance, the secondary group would be a secret club to which the character belonged. The idea was to make allegiances more complicated and mix up the larp’s social structures. However, based on player comments and feedback, this feature of the larp’s design largely failed to play out in practice. My understanding is that this outcome came down to the way we misjudged the pace of the larp, as well as difficulties players had locating and recognizing members of their secondary groups in a geographically scattered game.

    In terms of pacing, our chief worry was always that the revolution of the larp would lack energy. Because of this, we encouraged people to play fast and hard. This happened to such a degree that more nuanced elements such as the secondary groups were lost in the general riot.

    A Little Piece of You

    Enlightenment in Blood was a commercial project, part of the larger World of Darkness Berlin event. The larp was organized on a model where some of the work is done by organizers who get paid for their work, and some by volunteers. One of our key goals when we created the character creation system was to make the writing work less daunting and to increase the scalability of the larp.

    The method of larp organizing where each participant is provided with a written character is a lot of work, especially in big larps. It also makes the larp very hard to scale up. If you want to add ten new players, you need to write ten new characters and connect them to other characters through individually created relations.

    On the organizer side, the benefit of a Larpweaver-based system such as the one described here is to make the work of writing a larp more efficient and streamlined by exploiting the fact that many characters can share common elements. Once the basic infrastructure of character generation has been built, it also makes it possible to scale up the larp quickly. For example, Enlightenment in Blood experienced a surge of sign ups in the months leading up to the larp, ultimately almost doubling its size. It would have been impossible to write new individual characters for these players, but writing new material for Larpweaver to expand its options for new players required much less effort.

    However, we felt that the system has to offer something to the player too. While it’s useful for the organizer, that fact by itself doesn’t improve the player’s experience. This is why we focused on player choice. Using the system, the player could customize the character to suit their needs. A similar effect could be achieved by asking players to write their characters themselves from scratch, but Larpweaver has the advantage of maintaining thematic coherence in the larp because all the material is written by the organizers even though the combinations of elements are chosen by the players.

    This follows from our general idea that each Vampire: The Masquerade larp we make uses bespoke game mechanics and a design specific to that larp, instead of a larp design template that would be shared across multiple larps in the style of The Mind’s Eye Theatre. Following our general philosophy for making a Vampire larp, the organizers had minimal presence during the larp itself. Instead, we attempted to load everything into it at character creation and during workshops, and then let it run with only minimal interference.

    In Enlightenment in Blood, we felt that although all characters were assembled from pieces provided by the system, each also needed a unique element. This was the character seed: a short concept based on the primary group. So for example, after you’d chosen the Stirner Group, you could choose a veteran Anarch vampire who was a student of Max Stirner in life or the junior member of the group, a scholar of anarchist philosophy.

    As text, the seeds were usually no longer than one paragraph of text, because everything beyond the core idea was provided by other parts of the character creation system. The system was focused on providing the elements necessary for the larp to function in a coherent fashion, but other parts of the character were left with more detail for the player to ll out. The most important of these was personal history. Although the combination of a character seed and group affiliations suggests a lot of history, the player had a lot of space to create more detail in the way players in Vampire larps do in many countries.

    Unique Personalities

    The most complicated part of the Larpweaver system was related to character personality. For this part of the process, we created a questionnaire asking different questions about what kind of a character the participant wanted to play. Based on the answers, the system assigned personality elements to the character.

    An example of a question is: “What sort of themes do you wish your conflict to be built around?” Response options included “I’m interested in fate and how to change it” and “I’m interested in questions of control.”

    In the case of this particular question, our character personalities were built around the idea of conflicting traits, so that the essential dynamic of the character would be formed out of a discrepancy in the character’s personality. For example, the character could be cheerfully unhappy, someone who is comforted by the fact that everything sucks. The idea behind this is to force the player to make interpretations instead of playing a character as written. It also creates the necessary space for rewarding internal play when the player can balance different conflicting impulses to determine the way to act.

    The questionnaire also provided elements of the character’s history that were relevant to the theme of the larp. Enlightenment in Blood was about the revolution of the abandoned vampire underclass against their Camarilla masters. The Camarilla is a vampire organization in Vampire: The Masquerade, the role-playing game on which Enlightenment in Blood was based.

    To make the revolution personal, the system gave every character a specific trauma related to the Camarilla, chosen based on the player’s answers when they used Larpweaver. For example, the character might have been tortured by the Camarilla, or maybe the Camarilla arranged for the character’s friends to be executed.

    This is a good example of the way Larpweaver encourages thinking about characters in a systemic fashion. If a theme should be present in all characters, it can be built straight into the mechanism the player will use to build their character.

    "A

    Other Choices

    Apart from these choices, we also included a couple of specific elements in the character creation system to help players access the larp. One familiar to Vampire larpers is the Disciplines or superpowers that are part of the original role-playing game. We simplified them to make them work better in a larp like this, and gave the players the choice of which ones they wanted to have.

    This is a good example of a choice that can be totally free, with no limits on how many characters have this or that power. Because in the case of this particular larp the powers characters had didn’t affect the overall design structure (although naturally it affected the play of individual players), the choice could be free of the kind of quotas we needed to use for the primary groups. Game balance was less of an issue in general because the game mechanics we used for vampire powers made them much less powerful than in most other interpretations of Vampire.

    In addition to the revolution, another of the themes of the larp was enlightenment, especially from a vampire perspective. We wanted the larp also to have space for reflection and even ideological debate. To support this, we articulated a number of different possible ideologies for the characters, which could then be chosen during character creation. For example, a character could be a materialist who didn’t really believe in the great vampire myths of Caine and the Antediluvians.

    This element in the character would then allow the player to access this particular subject matter inside the larp, in the form of conversations with other characters or just personal reflection.

    Early Adopters

    The way we deconstructed characters and arranged the pieces into a set of choices in Enlightenment in Blood is just one way of doing it. Every larp has its own demands, and therefore, even if the software tool or the basic principles of character deconstruction are the same, the implementation of the character creation system can be very different.

    In Enlightenment in Blood, much of the action was physical. You could dance, move from location to location, play out fight scenes (these were first resolved using our simple mechanic and then mimed out), make out with someone on a sofa, or be part of a roaring crowd of rebels. Because of this, much of the design in Larpweaver was about organizing the players into the various parts of the larp.

    The second larp where characters were created in Larpweaver was Parliament of Shadows, organized by many of the same people who worked on Enlightenment in Blood. In Parliament of Shadows, we already chose to do some things differently than in the previous larp because of the different subject matter and priorities of the larp.

    Because Parliament of Shadows was a much smaller game in which players were expected to be able to generate play out of discussions with the same few people they interacted with, we made the character seeds much more detailed and focused on giving more personality options. The themes of the larp called for the characters to have personal relationships with local Camarilla history as well as recent EU legislative fights, so we included options where you chose a particular historical event you’d been part of and a specific EU law you’d worked on. (The characters were Camarilla ghouls lobbying the EU on behalf of their undead masters).

    It is my belief that this way of approaching characters can work very well especially when making bigger larps, but I also suspect that the larp we make now with these tools will seem primitive, even simplistic once we develop our understanding of this approach further. Hamlet has been carved up, but we’re still experimenting on how to best arrange the body parts.


    Enlightenment in Blood

    Participation Fee: €90
    Players: approximately 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.


    References

    Bowman, Sarah Lynne. “Enlightenment in Blood: A Pervasive World of Darkness Nordic Larp.” Nordiclarp.org. Accessed December 11, 2017. https://nordiclarp.org/2017/05/29/enlightenment-blood-pervasive-world-darkness-nordic-larp/

    Fatland, Eirik. “Interaction Codes – Understanding and Establishing Patterns in Player Improvisation.” In Role, Play, Art, edited by Thorbiörn Fritzon and Tobias Wrigstad, 17-34. Stockholm: Föreningen Knutpunkt, 2006.

    Koljonen, Johanna. “‘I Could a Tale Unfold Whose Lightest Word Would Harrow up thy Soul.’ Lessons from Hamlet.” In Beyond Role and Play, edited by Markus Montola and Jaakko Stenros, 191-202. Helsinki: Ropecon ry, 2004.

    Pedersen, Bjarke, Johanna Koljonen, Simon Svensson, Kasper Sjøgren, and Nina Runa Essendrop (2017). Inside Hamlet. https://www.insidehamlet.com/ Run: Helsingør, Denmark, 2017.

    Pettersson, Juhana. (2017). Enlightenment in Blood. https://www.worldofdarkness.berlin/ (Accessed December 11, 2017) Run: Berlin, Germany, 2017

    Pettersson, Maria, Juhana Pettersson and Bjarke Pedersen. (2017). Parliament of Shadows. http://parliamentofshadows.com/ Run: Brussels, Belgium, 2017

    Pohjola, Mike. (2015-2016). Baltic Warriors. http://www.balticwarriors.net/ A tour of eight larps in Helsinki, Finland; Tallinn, Estonia; St. Petersburg, Russia; Sopot, Poland; Kiel, Germany; Copenhagen, Denmark and Stockholm, Sweden.


    This article is part of Re-Shuffling the Deck, the companion journal for Knutepunkt 2018.

    All articles from the companion can be found on the Knutpunkt 2018 category.


    Cover photo: We assumed that simplistic combat rules would discourage fighting. Instead the opposite happened: Simple combat meant more combat. Photo: Tuomas Hakkarainen, in-game.

  • Safety and Calibration Design Tools and Their Uses

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    Safety and Calibration Design Tools and Their Uses

    Safety & Calibration techniques are important design tools that help diverse players access your larp and create stories together. They are fundamental to building Cultures of Care and Trust, which are essential for encouraging community members to take the risks and vulnerabilities inherent in role-play. Care and Trust allow players to be open to the epiphanies and intense emotions that lead to transformative experiences.

    While Safety & Calibration techniques are an essential design consideration, no single set of tools works for every larp, nor should any tool be used in a larp without consideration for its unique design goals and community norms. This is the fundamental principle of bespoke design, where every larp design should be customized for its players and the experience you want to provide.

    Careful implementation of Safety & Calibration techniques allows designers to accommodate a diverse player group and establish a baseline Culture of Care and Trust that then allows each participant to exercise their own autonomy and boundaries.

    The Culture of Care and Trust through Safety & Calibration Tools

    Overall, Safety & Calibration tools help create Cultures of Care and Trust by overtly signifying that participants take priority over the event. They model the expectations for how community members should behave toward one another. Safety and calibration mechanics actualize formerly implicit norms and empower players to make their own choices about what to participate in. Because they provide a method for quick player-player calibration, their use leads to more satisfying and safer role-play. A participant who feels safe, seen, and acknowledged feels more trust toward other participants and more willingness to engage in the shared experience.

    Safety & Calibration techniques (Koljonen 2016) allow participants to advocate for their own self-care by setting the expectation that one should speak up about one’s needs, lowering the burden of asking for help from others. They also establish an expectation for how players will treat each other in the community — with respect, compassion, and recognition. For example, encouraging players to check-in on each other and commit to using correct pronouns demonstrates care for other players. These tools flatten the community hierarchy and help new, inexperienced, or unconnected players feel less isolated and unsupported, making it easier for them to become a part of the group. They help prevent participants from becoming emotionally overwhelmed and encourage others to aid those who require support. As a result, they help players feel safer and more connected.

    This article offers three Safety & Calibration Tools that have been in use since June 2016 and are now used internationally in a variety of larps, conventions, and even in some workplace and social situations. This article will examine the origins, practicality, and benefits of the OK Check-In, the Lookdown, and the Pronoun Correction tools. These tools can be adapted for various contexts, and are useful and flexible elements for larp or convention organization or design.

    The OK Check-In Safety Tool

    Origin: Early iterations: 2010-2015 in various US larps. Current standardized mechanic: 2016, Maury Brown for New World Magischola (Brown & Morrow, 2016), as part of system of safety mechanics designed by Maury Brown, Sarah Lynne Bowman, and Harrison Greene.

    Using the OK gesture to check with a fellow participant emerged spontaneously in several US larp groups between 2010-2015. In this early format, a player made the OK symbol at chest height to see if a fellow player was all right. The Player would return the OK sign if all was well. It was particularly used in boffer combat after a tough hit, and among subgroups within a larp community who were looking out for each other. Some larps that included this early version include Melodramatic Mysteries organized by Aaron Vanek and Kirsten Hageleit, larps organized around 2010 by Rob McDiarmid, and boffer larps in the New England area.

    The difference between these early iterations of the OK Check-In and the mechanic presented here and being adopted in many larps is four-fold: 1) this mechanic is systematized as a formal game and community rule, modeled and expected of all participants; 2) it has been standardized with a three-tier response that requires active reflection; 3) it includes specific responses that players should use when they receive the “not okay” response; and 4) it is created purposefully to promote a culture of care and inclusion. The name of the tool evokes the skill check nomenclature of tabletop gaming, of “checking” and also “checking in”: the informal usage (typically in the US) meaning to brie y talk with someone to determine progress or obtain new information.

    How to Perform the OK Check-In

    Like its use in SCUBA, the OK Check-In is a “demand-response signal”, meaning that the other person needs to give a response; the lack of a response indicates trouble or distress. Since some physical role-play is extremely convincing, this is a useful tool to separate role-play from reality in situations such as acting out drunkenness, a physical injury, or a seizure. The technique is used when a person notices another person who appears distressed, sad, upset, lonely, etc. Person 1 may be unsure whether Person 2 needs assistance, or whether their distress is role-play or real. Person 1 uses the Check-In to determine if assistance is needed and to show that they care about the other person’s well-being.

    The technique itself is a call and response comprised of the discreet gesture of establishing eye-contact and directing the “OK” symbol toward another player. The gesture asks the question: “Are you okay?” The other player then considers how they are doing, and responds in one of three ways: thumbs up, thumbs down, or a wavy flat hand. Thumbs-up means “Doing fine, no need for follow-up;” Thumbs-down means “I am not okay.” Wavy Flat hand means “I am not sure.” If the response is anything other than a thumbs-up (i.e. no response, thumbs-down, or wavy hand), Person 1 responds by dropping character and offering assistance in the preferred method for the specific larp/ event, e.g. “Can I take you to the off-game room?” An important part of this technique is that the individual event must make known what the person should do in the case of a negative response. For further explanation of the mechanic, see Creating Cultures of Trust through Safety & Calibration Mechanics, the Imagine Nation description, and Johanna Koljonen’s Toolkit: The OK Check-In.

    Larp issues this tool addresses / How it is Useful

    1. Knowing whether a co-player is role-playing or in distress (physically or emotionally).
    2. Alleviating anxiety and uncertainty about whether a fellow player needs help.
    3. Deliberating about whether to interrupt a person if you are concerned.
    4. Clarifying whether someone is/was feeling alienated, upset, or in need.
    5. Alleviating the anxiety of not knowing if something applies to a player or their character.
    6. Modeling a go-to script to help players connect in times of need.
    7. Contributing to actual safety as players who are hurt emotionally or physically are quickly attended to.
    8. Crowdsourcing and dispersing emotional care and safety (especially useful in larger larps).
    9. Requiring players to periodically self-assess their own needs and well-being.
    10. Reducing incidences of players becoming overwhelmed as they reffect and self-monitor.

    Updates and Adaptations of the Mechanic

    Enthusiastic Thumbs-Up: This adaptation was created by Johanna Koljonen to use at End of the Line (Pedersen, Pettersson, & Ericsson 2016) in New Orleans. Proactively using the thumbs-up sign during a scene became a subtle calibration tool that could be ashed to another player, indicating that the player is not only comfortable with, but enjoying the intensity level of the scene. Akin to the calibration mechanic “Harder”, the enthusiastic thumbs-up tells a co-player they can intensify the scene without requiring a verbal utterance.

    Proactive OK. This adaptation resulted from a player wanting to pre-empt a check-in. A player who recognizes that their behavior or demeanor may cause concern for fellow players proactively ashes the “thumbs-up” signal to indicate they do not need assistance.

    Proactive Not-OK/Thumbs Down. Some players began using thumbs-down as a nonverbal way to ask for assistance, rather than waiting for another player to check-in with them. Some people have difficulty articulating when they are angered or upset, especially those who are neurodiverse.

    Concerns

    These gestures are not universal across the world, and if you are using them in a larp context, you will need to consider your audience. It is perfectly fine to state that you are aware the symbol is offensive in some places, but that in the context of your larp, it will mean something different. For example, the “OK” symbol is offensive in Brazil, Germany, Russia, and other countries around the world, because it is used to depict a private bodily orifice. In Australia, Greece, or the Middle East, the thumbs-up gesture means essentially “Up yours!” or “Sit on this!” and is considered offensive.

    Graceful Exits and Calibration using “Lookdown”

    The “Lookdown” technique is a “bow-out” mechanic that allows a participant to disengage, leave a scene, or indicate a lack of interest in interaction. Adding the tool to your game increases player comfort with choosing what scenes they want to be a part of. In turn, this helps players calibrate the type and intensity level of play they desire.

    The Lookdown gives players an alibi to leave a scene without requiring an in-game or off-game explanation. Most importantly, the technique gives players a way to set a boundary and take care of themselves without making a disturbance, interrupting a scene, or requiring that others get involved. This tool empowers players to choose their own experiences, and makes opt-in/opt-out design more tangible.

    The Lookdown enacts a model of continuous consent for players. A player may consent to a scene that they regret or their consent may change as a result of emergent play. The Lookdown provides a tool to exercise that change of consent, no questions asked. It also allows players to more quickly get off-game to tend to their needs (vs. trying to find a good opening to make an announced exit), and it helps players take care of themselves by signalling that they do not want to be stopped by others. Finally, Lookdown ensures a player will not receive any in-game repercussions due to an off-game reason, more clearly separating player and character.

    Origin: The “Lookdown” technique was invented in spring 2016 in a bar in Oslo, Norway during a conversation between Johanna Koljonen and Trine Lise Lindahl, who suggested the gesture. At the Living Games Conference in May 2016, Koljonen mentioned the technique in her keynote. The Lookdown was piloted in New World Magischola in June 2016 and has since been picked up by other games, including End of the Line, where it was known as See No Evil.

    How to Perform the Lookdown

    The Lookdown is a Calibration Technique for exiting a scene or conversation without causing disruption. It consists of placing one’s open hand across one’s forehead, as if shading one’s eyes from the sun, then stepping back and walking away. An important part of the technique that makes it a safety and calibration tool is how other players react when someone uses the Lookdown. Since it is used by the player for off-game reasons to exit a scene, there should be no questions asked, no explanation needed or demanded, and no consequences given — in-game or off — for using the tool. This helps the player feel that their needs and choices are valid and valued, and allows them to choose their level of experience and engagement.

    To perform the Lookdown: Person 1 shields their eyes and walks away. Person 2 (and all other people in the scene or immediate area) ignore Person 1’s exit and continue as usual.

    Larp issues this tool addresses / How it is useful:

    1. Player realization that the topic or scene isn’t going in the direction they want and they want or need to opt-out safely.
    2. When making up a reason to exit a scene is too difficult (e.g. because the player is too distressed or triggered) or would be too disruptive (e.g. would break up the ow of the scene and point the attention to the person attempting to leave).
    3. Exercising self-care when a sudden trauma trigger overwhelms or distresses a player.
    4. When a player’s biological or personal needs require them to leave, but the player doesn’t want to explain or disclose them.
    5. Moving from one place to another without being stopped by another player; quickly signals that a player does not wish to be interacted with.
    6. When staying in or “pushing through” a scene makes a player uncomfortable, and increases the risk of becoming overwhelmed or distressed.
    7. Alleviating feelings of anxiety or FOMO (Fear of Missing Out) for wanting to make a different choice but not knowing how to extricate oneself from a scene or space.
    8. Preventing feeling trapped in a situation, scene, or space.
    9. Assisting neurodiverse players, who more often than neurotypical players have difficulty voicing plausible reasons to leave a scene.
    10. Signaling the difference between a character leaving a scene (which invites commentary from other characters) and a player leaving a scene (which should go unnoticed).

    Pronoun Markers and Pronoun Correction

    Pronouns matter. A continually misgendered player experiences immersion breaks in their role-play at best and gender dysphoria at worst. Assuming pronouns for a player or a character can lead to trouble. To avoid pronoun assumption, the triggering effects of misgendering, and the sometimes difficult process of correcting a misused pronoun, the pronoun markers and correction mechanics were developed. They have been in use in certain larps and communities since 2016.

    Origin: Created in 2016 for New World Magischola by Maury Brown, Sarah Lynne Bowman, and Harrison Greene, with help from Sara Williamson and Liz Gorinsky, co-authors of the larp See Me Now, which explores queer identities. Brodie Atwater contributed to later workshop adaptations.

    Pronouns on Display: Two Methods

    There are two main procedures regarding using pronouns on name badges at larps or conventions. The first approach displays pronouns on all name badges as an expectation or norm; and the second allows participants to add their pronouns to their badges (or wear a separate badge or patch) if they choose. In both cases, players determine their own pronouns, and upon seeing the displayed pronoun, other members of the community are expected to make every effort to refer to each person by the pronoun they have displayed. Read more about how the two methods work in Larp Tools: Pronoun Markers and Correction Mechanics.

    Pronoun Correction Procedure

    All players should assume that their co-players are making their best efforts to use the correct pronouns. All players should also know that the expectation of the community is that those who use the incorrect pronouns will be corrected, and that the responsibility for correcting is shared across the community. The overriding principle for the pronoun correction procedure is: “If you make a mistake and use the wrong pronoun in spite of your good intentions, the best response is to acknowledge the mistake, correct, and continue the conversation.” Over-apologizing and making a big deal out of the mistake derails role-play, making both the person who was misgendered and the person who did the misgendering uncomfortable. This situation can lead the person who was misgendered to feel compelled to reassure the player who made the mistake, which can heighten feelings of dysphoria or alienation. Thus, a simple “thank you” after a correction is considered preferred etiquette and is least anxiety-producing for everyone involved.

    If a misgendering occurs, participants are asked to use a quick, non-judgmental pronoun correction mechanic. This technique is used for both in-game and off-game interactions:

    1. Person 1 uses the incorrect pronoun to refer to someone. The person who was misgendered can be the person you are speaking to or someone you are speaking about.
    2. Person 2 notices the incorrect pronoun and says the word “Pronouns” and shows the P hand signal. This can be one of two signals: the British sign language symbol for the letter P (which requires two hands) or the American Sign Language symbol for P (right hand only). If the player does not have one or both hands available, or chooses to, they can simply use the verbal cue “Pronouns”.
    3. Person 2 follows the verbal cue and/or hand signal with the correct pronoun Player 1 should use. e.g. “Pronouns. They.”
    4. Person 1 repeats the correct pronoun and says “Thank you” for the reminder. Play or conversation resumes.

    This procedure can be repeated as often as necessary if the misgendering continues. Sometimes, it is genuinely difficult to change one’s speech habits and use a different pronoun, especially when one is already under the cognitive load of role-play. A person may need several reminders. The expectation is that one is corrected each time, both to help someone pay attention to their language use, and to encourage not letting a misgendering pass without correction. In each case, the response is the same. The person correcting uses the mechanic and simply states the correct pronoun; the person being corrected acknowledges with “thank you.” Needing several reminders can be frustrating for everyone, but repetition is often needed as people learn new habits. If it appears that someone is intentionally misgendering or refusing to abide by stated pronouns, an organizer or member of the safety team should become involved.

    What the Pronoun Correction Mechanic Does / How it is Useful:

    1. Sends a clear message that your community is inclusive to people of all genders.
    2. Formalizes how pronouns are handled in your community.
    3. Reduces the amount of misgendering that occurs for players and characters.
    4. Gives a simple and quick correction procedure that is expected and minimally intrusive.
    5. Opens community members’ eyes to perspectives beyond a gender binary.
    6. Teaches participants how to get better at recognizing and using different pronouns.
    7. Helps trans and nonbinary participants feel more respected and safer.
    8. Allows role-play to continue quickly after a correction, rather than allowing a conversation to derail into obsequies and discomfort.
    9. Shares the responsibility for ensuring that people are called by their proper pronouns to everyone in the community, not just those who use non-gender-binary pronouns.
    10. Opens larps to multiple gender expressions.

    Conclusion

    Because there is a more mobile and international larp community attending games outside of local larp groups, these design tools and mechanics are cross-populating into other larp cultures more readily than before. In some cases, a critical mass of players can introduce a mechanic into a game that the designers or organizers did not officially add to their design. This can be both good and bad. It’s good in that the players found the technique to be useful in solving one or more of the common larp issues it is intended to address and they want to add it to their game to experience those benefits. It can be bad if they do not have the support of the game organizers, who may view the mechanic with suspicion or even derision. Adding a mechanic informally can fracture a larping community into those who use or support it, and those who do not. This division can create community strife and call for a ruling from the organizers about whether to officially adopt the mechanic, which would change the play-style and/or community norms.

    No design tool is universal for every larp, and the same goes with safety and calibration techniques. Larp designers need to evaluate their design goals, their community, and their players to decide which tools will work well for them and that specific larp. A basis of a culture of care and trust is needed to a certain extent for role-play to happen and to be welcoming to a variety of players. Safety and Calibration tools help to establish that culture of care and trust, making for more meaningful and intense role-play. No tool will be one hundred percent perfect one hundred percent of the time for one hundred percent of your players, but designers need to consider the good that the tools do on balance with the annoyance or resistance to change they may encounter. The OK Check-In, Lookdown, and Pronoun Correction tools are useful together or alone in many larp situations, especially ones that bring together diverse players. They are an important addition to the larp designer’s toolbox and can be used when they help you solve the problems in your community or meet your design goals.


    References

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

    Brown, Maury. “Creating a Culture of Trust through Safety and Calibration Larp Mechanics” September 9, 2016. https://nordiclarp.org/2016/09/09/creating-culture-trust-safety-calibration-larp-mechanics/

    Brown, Maury. “Pronoun Markers and Correction in Larps.” December 1, 2017. https://nordiclarp.org/2017/12/01/larp-tools-pronoun-markers-correction-mechanics/

    Brown, Maury. “Player-Centered Design,” Keynote at Living Games Conference 2016, YouTube, last accessed June 10, 2016, https://youtu.be/oZY9wLUMCPY

    Brown, Maury. “Pulling the Trigger on Player Agency: How Psychological Intrusions in Larps Affect Game Play,” Wyrd Con Companion Book 2014 (Los Angeles, CA: Wyrd Con), https://www.dropbox.com/s/3yq12w0ygfhj5h9/2014%20Wyrd%20Academic%20Book.pdf?dl=0

    Brown, Maury, and Ben Morrow. 2016-2017. New World Magischola. Larp. Richmond, VA. https://newworld.magischola.com/

    Imagination Nation, LLC. “OK Check-In System”. http://www.imaginenationcollective.com/okcheckin/

    Koljonen, Johanna. “Opt In/Opt Out Safety System,” Keynote at Living Games Conference 2016. YouTube, last modi ed June 10, 2016, https://youtu.be/7bFdrV3nJA8

    Koljonen, Johanna. “Toolkit: The OK Check-In.” September 9, 2016. https://participationsafety.wordpress.com/2016/09/09/toolkit-the-ok-check-in/

    Koljonen, Johanna. “Toolkit: The “See No Evil” or Lookdown.” September 18, 2016. https://participationsafety.wordpress.com/2016/09/18/toolkit-the-see-no-evil-or-lookdown/

    Koljonen, Johanna. “The Two-Meaning Lookdown & Forcing Your play-style Preference On Others.” September 18, 2016. https://participationsafety.wordpress.com/2016/09/18/the-two-meaning-lookdown-forcing-your-playstyle-preference-on-others/

    Pedersen, Bjarke, Pettersson, Juhana, and Martin Ericsson. 2016. End of the Line. New Orleans, 2017. https://www.participation.design/end-of-the-line

    Stark, Lizzie. “A Primer on Safety in Roleplaying Games.” Feb. 27, 2014. http://leavingmundania.com/2014/02/27/primer-safety-in-role-playing-games/


    This article is part of Re-Shuffling the Deck, the companion journal for Knutepunkt 2018.

    All articles from the companion can be found on the Knutpunkt 2018 category.


    Cover photo: Participants at New World Magischola workshop safety mechanics. Photo courtesy of Learn Larp LLC.