Tag: Nordic Larp

  • Website Update 2025

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    Website Update 2025

    By

    Johannes Axner

    Nordiclarp.org has moved to new, faster and better hosting!

    As you might notice the website looks a bit different than it did yesterday.

    After a long period of high costs, bad performance and technical issues we have migrated the website to a new hosting solution. It’s easier to keep up to date and manage as well as costing less.

    Bare with us as there might be some issues to sort out after the move. I’ve tried my best to get everything moved as smoothly as possible, but as a goal of the migration was to use modern versions of everything and not carry over legacy solutions some small details might be weird at times.

    Please report any bugs you find to admin@nordiclarp.org or just any general technical feedback.

    Both the website and wiki have gotten fresh new looks besides the major upgrades to underlying software versions and hosting. We are using as close to default themes as possible with as few extensions and customizations as possible to avoid long term issues.

    If you are interested in the technical details we have moved from a bare metal VPS solution to a managed containerized platform based on Coolify. The sites are hosted on servers in a Nordic country owned by a company based in an EU country. Public assets like images and cached pages are distributed globally with a CDN but no stored data passes US controlled companies or servers.

    Whenever possible we use free open source software which is why we are staying on WordPress and Mediawiki.

    Enjoy the website, enjoy larps and keep sharing knowledge and experiences!

    Update: By design old users and history was not migrated for the wiki and user registration is not working at the moment, I’m working on it.

    /Johannes Axner, admin & owner

  • Larp As Embodied Art

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    Larp As Embodied Art

    By

    Nina Mutik

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


    This article describes our artistic practice and design principles focusing on the bodily experience. First, we theorize what we are doing and then give a practical overview of some of our pieces.

    We have worked mainly in the Finnish art field as an artistic duo. As artists, we look at larp from a slightly different angle, and there is no perfect word for our approach. Our interdisciplinary artistic works are not quite like larps are usually understood. We call them instruction-based performances, built around short directed scenes emphasizing a particular theme or experience. Embodily design often plays a big role in our pieces, both in creation and the final piece.

    Vili and Nina on one of the actual sites where a coven did rituals working on a larp about them. Photo: Vili Myrsky Nissinen 2024
    Vili and Nina on one of the actual sites where a coven did rituals working on a larp about them. Photo: Vili Myrsky Nissinen 2024

    What we mean by embodied art

    Larp is the art of experience, but not all larps are embodied art. For us, embodied art is art created by researching bodily experiences and trying to find ways to replicate them for the participants. Embodied art designs the bodily experience directly.

    Larp designers often focus on fiction, information, and physical objects to create an immersive setting, skipping thinking about the participants’ bodies beyond keeping them safe and accommodating basic physical needs like food and sleep. Larp designers expect emotions and experiences to emerge from the information and setting they have created, and many times they do. But, larp is first and foremost experienced through the participants’ bodies, and what happens in the participants’ bodies creates the piece. In larp, participants strive for certain emotions, narratives, and human experiences. All things humans start from our body and senses. The bodily experience can be designed; bodies guided and prompted towards the emotions we aim to create to support our narrative. We as creators believe that body-focused design is a very direct and reliable way to achieve the experience larp designers want to create and that it significantly accommodates participants in achieving it.

    The body as a design tool

    Our pieces in the art scene are mostly based on the history of queers and other oppressed. For us, a crucial part of doing background research on certain groups or events is recreating their footsteps and actions using our bodies to understand what they were doing. We aim to understand how the events felt in the bodies of the people whose stories we are telling. This is crucial for us to tell their tale respectfully and in the right tone.

    For example as preparations for Fenezar! (2024), a larp about a working-class witch coven that radicalized and did horrific acts in 1930s Helsinki, we visited two of the coven’s actual ritual sites and did spells there based on their rituals. The other ritual site is not easy to reach, as it is far away from the center of Helsinki and in the middle of an overgrown grove. But it was important for us to follow down the witches’ road to the sacred wellspring and sink an offering there, just as the coven did. We got a glimpse of what they might have felt during the exhausting trip and while practising their magic and this bodily experience we tried to transfer directly into the piece we created.

    After bodily experimenting and researching, we verbalize what our bodies experienced and figure out how to translate those experiences into exercises and meta techniques so that our participants can safely get the right feeling. In test runs, we try out these exercises and evolve them when needed. If test runners express that they felt the feelings we aimed for, it is a sign that our body-based exercises are working and that the design is reaching its final form. 

    Experiencing the right bodily reactions and emotions is a powerful tool for the participants to understand the tale we are telling. We, as creators, don’t find larp an unpredictable and uncontrollable medium like many larp designers do, and we think this is because of our focus on bodily experience. Embodied design can do miracles in finding the core of the piece and giving the players the tools to reach it.

    Easy things to design from the body perspective

    We think the bare minimum of bodily design all larp creators should do is to check that your participants’ bodily experience is not against aimed content. For example, being cold or hungry makes it hard to feel like you’re in a comedy, or being on a tight schedule and in a hurry makes it hard to drop into the feeling of being in a slow-paced slice of life experience, or uncomfortable and complicated costumes may make it impossible to engage in a free form dance improvisation larp. Make sure your participants can easily engage in the emotions you want them to feel and that their bodies will not be against it by design.

    Examples of bodily design from our pieces

    In Inner Domain players draw together on the floor. Photo: Nina Mutik 2024
    In Inner Domain players draw together on the floor. Photo: Nina Mutik 2024

    In this section, we will give several practical examples of how we have used our bodies as design tools, and how this has been transformed into exercises or meta techniques and the experience replicated in the actual piece.

    Finding Tom (2020) tells the story of Tom of Finland’s (1920-91) art’s effect and meaning on the freedom fight of Finnish gay men of his time. We researched a lot on how it was being a gay man between 1940 and 70s in Helsinki. In Finland, homosexual acts were a crime until 1971 and homosexuality was classified as a disease until 1981. Homosexuality was a shame and not a lifestyle choice or an identity, but rather a heavy burden. Gay men mostly met at parks, finding contacts for sex in secret. After reading history and documentation from those times and interviewing researchers and gay men, we went to the actual cruising sites and followed Tom of Finland’s routes. We re-enacted finding company in the shadows of the parks and tried to embody the fear of getting caught, the shame of being ill this way, the strong sexual urge, and the short relief of relieving the symptoms. We immersed ourselves in the stories we found and tried to feel how being torn between sexual need and shame under heavy oppression felt. 

    To embody the shame of being gay and the pressing feeling of hiding your true self we created a prop that we call the oppression jacket, a relative to a straitjacket. It is a trench coat with straps sewn into them over the chest and stomach. The straps can be pulled tight so that it is a bit hard to breathe. The oppression jacket does not restrain the participants’ movement but gives a pressing feeling around the chest and stomach. Each participant wears one during the larp. The jacket represents the feeling of shame, fear and being oppressed and at the start of the piece the participants have the jackets closed, the collars pulled up to hide their faces and the straps pulled as tight as they are still comfortable with. As the piece progresses and the characters start slowly finding community and identity, the jacket’s straps gradually loosen and open, until the jackets are dropped off and left behind completely as the characters go into Finland’s first Pride parade. The oppression jacket has gotten a lot of thanks from participants as they help get into the right emotions. They are both great metaphors and cause parts of the right emotions directly in the participants’ bodies.

    Inner Domain (2024) tells the story of an all-female esoteric group gathered around the Swedish artist Hilma af Klint at the start of the 20th century. These women used theosophy and spirituality to create a safe space for women to break gender norms and to explore same-sex romance and sexuality in a time when women’s roles and possibilities in society were extremely narrow. We picked one method from their rituals, automatic drawing, to be the center of our piece. Drawing together, close to each other on the floor, guided by the spirits allows exploring things that can not be voiced in another way. Communication through touching creates a wordless way to experience the sensual and fragile erotic tension and emotional relationships we were looking for. The touches while drawing could be gentle, shy, brave, flirty, or even violent. All the character communication in the piece happens only through touching and drawing, there is no talking. During the workshops, participants go through a series of touching exercises, so that it is easy and safe to touch and communicate wordlessly during the larp. This piece has also received a lot of thanks and has surprised its participants on how safe it felt to engage and how intense narratives they lived through in such a short time. 

    Part of Fenezar!’s design aims to imagine how it was to be poor, suffering from illness, pain, and hunger and existing with no hope of finding anything better, all added to the shame of being poor as it was considered to be your fault by authorities. Endless meaningless physical labor that leads to nothing permanent became the core of this experience. In the larp, we give players some carpet rag to crochet with their fingers as they sit around a table over empty plates and talk. After each act, we unravel the crocheting, and they have to start the same roll of rag from the start again. The constant crocheting also physically narrowed down what they could do, so the meaningless work was restricting them in play. Our participants felt the frustration and the repetitiveness of manual labor well through this tool. In Fenezar! we also discuss radicalization. As the coven does rituals and magic to improve their situation in life and nothing happens, the magical acts become more and more severe to keep up the hope that things will improve, and these people have agency in their lives. To embody this we created props based on actual sacrifices the coven sank into the well-spring, and they become physically heavier and larger as the story progresses. Carrying your more and more extreme deeds was concretely heavier and harder. This had a direct emotional impact on participants they found easy to engage with.

    These are some examples of how to affect player bodies directly as a medium for the larp to create the emotions and narrative you are aiming for. These tools can not be invented without experiencing the emotions or events you’re trying to tell with your own body or without testing and iterating with test participants.


    This article is republished from the Knutepunkt 2025 book. Please cite it as:
    Mutik, Nina & Vili Myrsky Nissinen. 2025. “Larp As Embodied Art.” In Anatomy of Larp Thoughts, a breathing corpus: Knutepunkt Conference 2025. Oslo. Fantasiforbundet.


    Cover image: Doing rituals at the actual wellspring the coven used to create Fenezar! Photo: Nina Mutik 2024

  • Why I hate post-larp compliment threads

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    Why I hate post-larp compliment threads

    By

    Julia Greip

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


    It is a quite common phenomenon after a larp. In the larp FB-group, or other social media platform, a thread is created. ”Comment with a picture of your face,” it says, ”and let people compliment you on your larping!” Then the thread explodes with pictures, and lots and lots of compliments. Such a lovely trend, right? So why does it always make me slightly uncomfortable and anxious?

    The reasons are many, and I will try to detail them here. As the title suggests, this is an opinion piece. It is meant to identify a problem that I experience, and that I think I am not alone in experiencing. It also suggests alternatives that I think might work better for people who share my experience. 

    Unequal distribution

    One of the core issues is that there will inevitably be an unequal distribution of compliments. Some will get many, some will get fewer. And while comparing is rarely something that makes us happier, it is hard to resist, especially if we are already feeling vulnerable and self-conscious. 

    The reasons for uneven distribution are many. One might of course be the quality of your larping (as well as casting and style, which we will return to below), and how many people you interacted with. Another is timing: those who are quick to post their picture in the thread will get more comments, while those who join the party after a few days might not get as many, as some people will already be ”done” commenting. On top of that, those who diligently compliment many others will themselves get more compliments back – which is not wrong in itself, but risks giving the compliments a transactional nature.

    What is good larping?

    When comparing how many, and how enthusiastic, compliments people receive, it is easy to see it as an unofficial rating; the ”best” larpers will get more positive attention, and if you do not get as much praise that means you larped poorly. However, in my experience the people who get many compliments are also the ones that were noticeable and easy to remember. People who are cast as characters who are seen and heard, or who have a more expressive, extroverted playstyle, are more likely to receive a lot of compliments. And the people with a subtle playstyle, who play subdued characters, and mainly have intensive play with a few close relations, are more likely to have gone unnoticed by many at the larp. 

    Personally, I quite value the more subtle playstyles, the brilliance that is mainly visible when you get up close. And while more showy playstyles are often very valuable for larps as well, most larps thrive when they have a balance of different playstyles, and the right kinds of players as the right characters. But looking at the overall picture created by compliment threads, it is easy for the less noticeable larpers to suspect that they are simply not a very good larper, and that if they were showier and took up more space, they would become a better larper.

    Doubting authenticity

    People approach it differently, but there is a general understanding that you should compliment as many people as possible. As mentioned above, there is also a trend of reciprocity – people try to compliment the people who complimented them. And while it is a good principle to be generous and compliment everyone, an anxious mind like my own will often doubt: is this a genuine compliment, or are you just saying something because you had to come up with something.

    Why it is so tempting

    After a larp, many of us are still completely absorbed by the experience. We can think of little else. And many of us yearn for connection. We want to know that we were seen, that we mattered to others. We want to feel that we were as important to our co-players as they were to us. We want to spread positivity and let people know how awesome they are, and we want them to think we are awesome too. This makes it very hard to resist the compliment threads, especially when we see the love bombing happening. There have been many times where I have initially resisted participating in a compliment thread, but eventually gave up and participated anyway, even though I know it makes me anxious.

    So what am I saying?

    “Are you just sore that you don’t get complimented enough for your immersive, introverted shenanigans? Just don’t participate in the compliment threads, if they’re so terrible, and let people enjoy them!” Well, this is exactly what I do. However, I thought that others that share my discomfort might feel some comfort in knowing that they are not alone, and perhaps get perspectives on what makes them uneasy.

    I also do have a suggestion of what I think is a far better practice. I tend to give compliments directly – either after the larp, in person, or reaching out to them via social media. A fellow anxious friend mentioned to me how this can be really difficult and intimidating (reaching out to someone when you weren’t invited). While I absolutely understand this, I am happy that it is something I feel able to do. I rely on the fact that most people relish compliments and honest appreciation, and I try to do it in a way that is not imposing, or seems to demand reciprocation or further interaction. Something along the lines of ”hey, I just wanted to let you know, I really liked the way you played [scene]. You portray [emotion] so beautifully. It was great to see, thank you!”.

    The benefits of doing this are many. For one, a spontaneous compliment is great to receive, and it usually makes people happy. It also feels enjoyable for me to give compliments in this way. Another great benefit is that there is no comparison, you don’t have to wonder if other people are noticing you more or less than others.

    It should be mentioned that some people enjoy compliment threads a lot, and enjoy the benefits without any of the anxiety or overthinking that I describe. It is not necessarily something that we should all stop doing. But I think it is worthwhile to consider the options, and what feels best for you, and if there are other ways you can spread the love and appreciation after a larp. 


    This article is republished from the Knutepunkt 2025 book. Please cite it as:
    Greip, Julia. 2025. “Why I hate post-larp compliment threads.” In Anatomy of Larp Thoughts, a breathing corpus: Knutepunkt Conference 2025. Oslo. Fantasiforbundet.


    Cover image: Photo by Nataliya Vaitkevich on Pexels.

  • Designing Larps for a New Generation

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    Designing Larps for a New Generation

    By

    Mikkel Bistrup Andersen

    A new generation is slowly joining the Nordic larp community. This fact is undoubtedly true; it can be seen at Knudepunkt/ Solmukohta/ Knutepunkt/ Knutpunkt and at the local smaller larps. But why are so few of them joining the multinational Nordic larp community and why are they not attending as many Nordic larps as previous generations? These are burning questions that I was sitting with, so I did the most logical thing. I asked them. I visited multiple Danish larps and larp organizations, where I conducted short semi-structured interviews with about 30 larpers aged 15-25, to try and get answers to my questions. 

    The two most common answers to the question were, “I can’t afford to attend Nordic larps” and “It’s not inclusive enough, because there is not enough info beforehand.” While talking about lowering larp prices,

    the thing that really stuck with me was, “It’s not inclusive enough.” Having been part of the Nordic larp community for some time, this statement really shocked me. This shock naturally leads to curiosity and so the hunt for more answers began. What did they mean when they said it wasn’t inclusive enough?

    There is an old saying, that answers often come when we least expect them. While working on a website for an unrelated project an email arrived asking about content warnings. Having worked with content warning before as part of a larp I was organizing, I wrote back only to realize that we were thinking of content warnings in different ways. In the past, I had used content warnings to

    warn about sensitive themes. However, she was asking about content warnings for the actual physical mechanics, like a content warning for prolonged eye contact, because she had sadly had a bad experience in the past where this was only brought to her attention at the pre-larp workshop. Because this hadn’t been shared beforehand it basically prevented her from playing the larp.

    Hearing about this experience guided the path towards further stories from newer players and their

    experiences with Nordic larp (Editors n.d.). Another theme also arose in regard to spoiling a scenario vs. keeping players informed. Organizers sometimes want a big twist in their games to surprise their player and keep them on their toes, but in keeping the twists hidden, especially twists with hardcore themes, can be very damaging to the player experience. For this new player, the twist was so out-of-left-field that they ended up leaving the scenario midway, because they simply weren’t prepared for this experience.

    So now comes the central question, “How can we design larps for this new generation of younger larpers?” While there is no central answer to this question, there are tip and tricks you can integrate into your larp design to include this newer generation of larpers. I have here tried to formulate 3 tips and tricks to use in your larp design based on the interview responses, as well as my experience designing for this audience for over 10 years.

    1. Remember your content warnings, also for your mechanics.

    If you are not already using content warnings for your themes, you should consider using them to make

    sure your players are prepared for what your larp is about (Koljonen 2016). Remember all the pre-workshop information you give out is both to attract the players you want, while also giving players enough information to opt-out of your larp if your themes are not for them. If you are using content warnings for your themes, consider expanding your practices to also include your mechanics. Does your larp involve long periods of eye contact? Are you expected to be physically intimate with other players? Will other players touch each other without immediate consent because negotiations occur at the workshop beforehand? Then include that information as content warnings on your website. All of these mechanics are okay to have in your larp, but letting your players know before the workshop will give everyone a better experience.

    2. Prepare your players, even for the twists!

    Continuing on the content warnings, they are all about preparing your players for what your larp is about.

    While it can feel great to shock your players with a twist in the story of the larp, this can also lead to a really bad experience for your players (Torner 2013). I am not saying that you should tell your players about all the twists and turns, but you should prepare them for these surprises. If someone is suddenly murdered in front of all the players during the larp, then it should be clear beforehand that this is a possibility either in the form of content warning or as some text available on the website. You don’t necessarily have to spoil your twist in order for your players to be prepared for them.

    3. Have this information available on your website.

    While for some it might go without saying, but remember to have all this information on your website or at least make sure your players have access to this information before they sign up. There is nothing worse than a player having a truly horrible experience because something wasn’t spelled out beforehand. Therefore, it is very important to have everything ready before signup to make sure you get a great player base that is ready to play your larp.

    There are many more things you can do to design larps for newer generations, but the hope is that this has been a stepping stone for further ideas and an interest to delve deeper into the subject of designing larps for a new generation.

    References

    Koljonen, Johanna. 2016. “Basics of Opt-in, Opt-Out Design Pt 3: What They Need to Know at Signup.” Participation Safety in Larp, July 5.

    Editors. N.d. “What is Nordic Larp?” Nordiclarp.org.

    Torner, Evan. 2013. “Transparency and Safety in Role-playing Games.” In The Wyrd Con Companion Book 2013, edited by Sarah Lynne Bowman and Aaron Vanek, 14-17. Los Angeles, CA: Wyrd Con, 2013.


    Cover photo: Amalie Holmstrøm Sichlau.

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

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

    By

    Frederikke S. B. Høyer

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


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

    A young adult-only scenario or an intergenerational larp

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

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

    Off-game accessibility

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

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

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

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

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

    Familiarise yourself with the player group

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

    Creating meaningful narratives

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

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

    Themes, characters and relations through workshops

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

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

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

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

    Thoughtful use of clichés in your design

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

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

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

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

    Clear activities, groups, and functions

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

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

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

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

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

    Let us start the talk

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

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

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

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

     

    Ludography

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

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

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

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

     

    Editor 

    Elin Dalstål.

    Reviewers

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

    Young consultants

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

     


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


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

  • The Emotional Core

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    The Emotional Core

    By

    Anneli Friedner

    Sometimes in larps – and I suspect this happens to most of us – I get bored and disconnected. When this happens, I’ve noticed what I need is usually not more to do, but to get better in touch with what I feel about the game. Before I start looking for something to happen – I need to start by looking for something to care about

    This has led me to the idea of the emotional core. I think of it as something that makes me as a player care, which helps to emotionally connect my character to the story. With a clear emotional core in place, my character has something that matters to them. It can provide a sense of purpose or a feeling of connectedness with the game – both for my character and for myself as a player.

    In rhetorics, the presence of an emotional core would be part of the art of pathos – appealing to the audience’s emotions. Of course, there are many ways to do this. Some people tend to go there with a more-is-more approach and find it through heavy themes and big drama – dragons, disasters, damsels in distress. Some go for a less-is-more approach, where intense emotions are built around mundane themes, like conflicts in your friend group or intensely hoping your crush likes you back. Either approach can create deeply meaningful stories, because they matter to the players and the characters present.

    Without an emotional core, though, it is easy as a player to simply not care, but to feel bored and disconnected. Then, an intense pressure-cooker story turns into boring “dry-larping”, and a truly epic story ends up feeling like telenovela-style melodrama.

    Emotional core – the who, what and where

    Compared to other designable surfaces of a game, what I find interesting about the emotional core is that it is internal to the players, and thus something the designers have limited control over. This is one thing that separates it from the theme, setting and plot of a game. As emotions are inside our heads, emotional core content is usually found in the internal conflicts of a larp, while a plot more often focuses on external conflicts.

    When I write a speech and consider how to use pathos to appeal to the audience’s emotions, I can make assumptions about what will make these specific listeners care about what I’m saying (loud or silent, overdramatic or understated), as well as decide what emotions I want to invoke in my audience (guilt, fear, hope, trust, anger etc). In the same way, larp designers can give conditions for an emotional core to appear in a number of ways – by themes, plot, conflicts, the characters and their relationship to each other, and by making sure every character has something meaningful to do that connects them to the story of the larp. But just like I as a speaker can’t control which emotions (if any) my audience feel while listening to me, larp designers can’t fully control what emotionally connects each player to the story of their larp.

    The emotional core doesn’t necessarily have to be the same for all players of the same larp. 

    Sometimes, this varies between players in the same game, and that is fine. It can however also be an area where players get very out of sync with each other in frustrating or unintentionally comical ways – like someone dying from an overdose while their friends have a serious argument about the benefits of different kitchen appliances.

    This is where the emotional content grid comes in. The idea of it is to provide a tool for understanding the emotional core in a game. In this article, I use it to analyse how different larp designs can provide different kinds of emotional core content. It might also be used by designers to communicate what kind of larp you’re making, or by players to figure out your preferred playstyle and find others with similar preferences. 

    The content axis – what is going on?

    The content axis is about how light or heavy the emotional core content of the larp is. Will the internal conflicts of this larp centre around things like “does my crush like me back?” or “how do we deal with slavery and torture?”. 

    The emotional core content is not the same as the setting, theme or external conflict of a larp. Different larps can have the same theme (eg. a search for love) and external conflicts (eg. who will end up with who?), but different positions on the emotional core content axis will decide if these are played out as a dark dystopian fight for survival, a social realist critique of the patriarchy or a lighthearted romantic comedy where everyone gets a happy ending.

    Contrasting the emotional core content with the setting or theme can also be a really interesting design choice, like in Our Last Year where I spent the last hour on earth mending my character’s sore relationship with her teenage daughter. Here, lighter emotional core content (human connections and search for meaning) became more powerful when combined with the heavy setting (waiting for the pending apocalypse). 

    Different positions on this axis will likely appeal to different players, just as different rhetorical strategies appeal to different audiences. As a designer it is, however, good to communicate to your players where your larp is placed on this scale.

    The emotional realism axis – how does it feel?

    This axis is about what level of realism the emotional themes are handled with. Is the violence frightening and realistic like in a Nordic noir tv drama, or symbolic and theatrical like in an action movie? A position on this axis can be created through communicating an intended degree of realism – like if “my whole family were killed by orcs” will be treated as a character alibi for being alone and carrying a sword, or a source of deep trauma.

    Emotional realism can be approached using both a high degree of realism, and wysiwyg (What You See Is What You Get) aesthetics, or by using meta-techniques and mechanics. This is not about how a larp looks, but about how it feels to play it. And while some players might find these to be connected (like having an easier time to immerse in a character if they’re in a 360 environment), they are not the same thing.

    The emotional realism axis connects to what Andie Nordgren describes as high/low resolution larping, which is defined by the detail level of the interactions. In a high resolution playstyle, we can use subtle gestures like looks, pauses and small shifts in tone to enact a conflict in an emotionally realistic manner. A low resolution playstyle requires conflicts to be acted out with bigger brushstrokes and more theatrical gestures, like obviously snide remarks or a full blown bar fight, in order to be recognised as a conflict by the co-players. It subsequently requires less realistic simulation mechanics, so that the bar fight can be enacted without anyone getting hurt.

    This is, once again, an area where different design choices will be suitable for different games, and where players have different preferences.  In this article, Mo Holkar and Monica Hjort Traxl discuss the “sexiness-level” of different sex mechanics, and their consequences when it comes to different aspects (feelings, looks, accessibility) of the larp. A game with high emotional realism is more likely to contain some degree of unsimulated physicality and simulation mechanics chosen to feel real. On the other hand, a game with low emotional realism might have simulation mechanics chosen based on whether they look good, or which are completely symbolic.

    To me, this also seems to be a somewhat common source of conflict between players, like when more realism-oriented players accuse theatrical-oriented co-players of “over-acting” or treating emotional scenes as slapstick, while more theatrical-oriented players might find it uncomfortable to immerse in realistic feelings like sadness, anger, affection or arousal.

    Many ways to make it work

    Sometimes, the axes of the grid are directly connected to each other – the heavier and darker the content, the more immersive and realistic the violence. But they certainly don’t have to be, and it seems possible to make intensely emotional games in all the different quadrants. Let me give some examples:

    A classic genre of larping – the boffer fest larp – is one good example of heavy content, theatrical playstyle. These battle larps are usually centered around wars and battles, but the main appeal of them is that it is fun to play war with your friends. This works because they generally treat heavy content like wars in a low-realism way, where battles are played out as joyful boffer fights with lots of abstraction mechanics involved.

    Larp campaigns like Krigshjärta or Granlandskampanjen have tried to bring more Nordic-style elements like higher realism, heavier content and more grimdark oppression into this genre – but to get the players onboard they still have to compromise with the idea that while war is awful, it should also be entertaining to play. My friends’ war stories from these games are usually adrenaline-filled anecdotes from fights, or happy retellings like “I cried in mud a lot and had an epic death scene” – the emotional core is usually about getting to be an action hero, or antihero.

    Hurt soldier getting help away from the battlefield at Krigshjärta 9 Hurt soldier getting help away from the battlefield at Krigshjärta 9. Photo by Johan Nylin.

    Another category of larps that would fall into this category are the high-abstraction ones. At Beasts We Fight Against, we played hospitalised children, who had learnt to talk about their cancer as a beast within themselves. While the narrative of this larp was about children battling cancer – what we did in practice was to switch between the beasts doing abstract representational dancing, and the children painting with crayons and exchanging small talk. In this way, we could find the emotional core in a story about a heavy theme, without it turning realistic or melodramatic.

    Many Nordic-style larps seem to fall in the category of heavy content, high emotional realism. These might be games like Nocturne, The Circle or Snapphaneland, combining heavy themes like sexual violence, manipulative cults, oppression and racism with high-realism mechanics. Players of this kind of larps often seem to talk about “type two fun”, and the emotional core often seems to be around the catharsis of feeling strong negative emotions within a safe framework. 

    I am personally very fond of light content games, and had an eye-opening experience at Klassefesten when it ran at Prolog in 2012. The game is about teenagers forming cliques, having popularity contests and making out. I ended the larp comforting the crying birthday girl, feeling lonely and left out as all my friends were hooking up on the dance floor. This opened my eyes to the power of light content larps, and not having to turn the heavy content level up to max to get an emotionally fulfilling experience.

    The scenario format lends itself well to meta-techniques and mechanics which could make the game more abstract and symbolic, but simultaneously create alibi which helps the players immerse more in their characters’ feelings and thus get a stronger emotional realism. For example To the Bitter End, which follows a couple through their cycle of meeting, falling in love and breaking up, does this by giving the players action-cards (like “give your partner a pet name” or “make unreasonable demands”) to play out. I’ve played it a few times with results ranging over a spectrum from low-realism romantic comedy to heart-wrenching realistic drama. 

    My own scenario As Long as We Don’t Tell Anyone is even more mechanics-heavy and abstract, with the GM giving the players new and limiting instructions every few minutes. The content of the game is light and mundane – two people with a complicated relationship that they can’t really talk honestly about. The abstract mechanics however seem to help the players focus on the emotional core of the game by exploring a lot of different aspects of this relationship (casual flirting, deep talks, restrained longing, rejection, dreams and fears), which often creates vulnerable and intense stories. 

    I recently played Fragment of a Novel, which deliberately placed itself high up in the far left corner of the grid, as a light content, high realism game. It centered around a group of young people celebrating a school break together, and was designed as a very wysiwyg game with close-to-zero simulation or off-game calibration techniques. It was so lifelike that it was an almost meditative experience, which built immersion and a strong connection to the characters slowly over multiple days. This provided me with a mundane, yet intense, emotional core in moments like the satisfaction of finishing a drawing, the love felt while peeling potatoes together, or the adrenaline rush of a first slow dance.

    Fragment of a Novel, polaroid photo taken in-game by Carl Nordblom. Fragment of a Novel, polaroid photo taken in-game by Carl Nordblom.

    Melodrama and hyperbole – when it doesn’t really work

    Sometimes, being out of sync with co-players or the design in regards to this grid, seems to create negative experiences. I’ve for example at multiple occasions heard players complain about others taking serious or heavy content (rape, war, drug addiction etc.) too lightly, creating an understated effect. This can on the one hand become hyperbolic and silly, like the sandbox fantasy games of my early teenage years which were full of orphans threatened with being married off to old men, demon cultists performing ritual sacrifices, murderous orcs, happy hookers and sexy slaves. On the other hand,it might also become hurtful and offensive, as when some players’ real life trauma becomes entertainment or misery-tourism for others. 

    I’ve – unfortunately on a few different occasions – had other characters subjecting my character to sexual violence by quickly initiating it without checking for consent first. This seems like something that happens much easier in games with a theatrical playstyle or low degree of emotional realism – as it is easier to introduce a scene like this if your emotions don’t step on the brakes. I definitely suspect that if violence felt more like violence and sex felt more like sex, my co-players would have gotten the feeling that “wait, stop, this is really icky” and been better at slow escalation and checking for consent. 

    I’ve also experienced pretty bad cognitive dissonance at larps where player groups have different ideas on where to place themselves on the theatrical-realistic scale, or on how heavy and gritty the violence should be. Like a disturbing public execution scene right before the troops are about to leave for boffer o’clock – Are we still the heroes? Or the villains? Are we supposed to react negatively to this or cheer? Or similarly, a few co-players barging in, throwing someone on the table and shouting for medical help in the middle of some simmering low-key emotional drama.

    Conclusion

    I believe that the emotional core of a game is an important designable surface, and something to consider for both players and designers. Just like when building pathos in general, there are many ways to achieve it, and the “best practice” will depend a lot on the larp and the target audience. Hopefully, the grid could help provide a bit of an explanation to why some will find a scene deeply meaningful, while it will look bleak and boring to co-players, or why one player’s satisfying emotional drama feels hyperbolic and over-dramatic to others. At least, I’ve discovered that finding my own personal preferences on the grid is helpful to find which larps and co-players I will easily vibe with, and which ones I won’t.

    References

    Holkar, Mo and Monica Hjort Traxl. 2017. “What does it mean when sex is sexy? Nordiclarp.org 2017-02-03.

    Nordgren, Andie. 2008. “High Resolution Larping – Enabling subtlety at Totem and beyond“. In Stenros and Montola (red) Playground Worlds, Solmukohta 2008.

    Ludography

    Angelico, Adrian, Anne Marie Stamnestrø (2019), Emilia Korhonen, Petra Katarina (2022). Nocturne.

    Fragment of a Novel. Atropos. 2024.

    Friedner, Anneli. As Long as We Don’t Tell Anyone. 2021.

    Granlandskampanjen (campaign, 2008 – 2018)

    Grasmo, Tyra, Frida Sofie Jansen, Trine Lise Lindahl. Klassefesten. 2012.

    Göthberg, Rosalind, Mimmi Lundqvist, Alma Elofsson-Edgar. Snapphaneland. 2022.

    Karachun, Masja, Zhenja Karachun, Olga Rudak, Nastassia Sinitsyna. Beasts we fight against. 2017.

    Krigshjärta (campaign, 2006 – present)

    Our Last Year (Reflections larp studio, 2019)

    Skriver Lægteskov, Louise, Stefan Skriver Lægteskov, Jofrid Regitzesdatter and Troels Barkholt-Spangsbo. The Circle. 2024.

    Stark, Lizzie and Bjarke Pedersen. To the Bitter End. 2019.


    Cover image: Image by Pexels from Pixabay.

     

  • Nordic Larp is not ”International Larp”: What is KP for?

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    Nordic Larp is not ”International Larp”: What is KP for?

    By

    Anonymous

    Editorial note: Any views expressed in an article published in Nordiclarp.org do not necessarily represent the views of the editors or an endorsement of the article.

    This anonymous article was originally published in the Knudepunkt 2023 underground book larp truths ready to see the light (editors unknown). It was then republished in the Solmukohta 2024 book, and has been reprinted from there with the editors’ permission. It has not been edited by Nordiclarp.org.

    * * *

    Forward by editor Kaisa Kangas for the 2024 Solmukohta book: It has been a tradition to publish a book like this one in connection with SK/KP – a tradition so honored that the lack of an official book last year caused a small outrage (see Pettersson 2023). Even then, there was an underground pdf book known as The Secret Book of Butterflies that consisted of short essays by anonymous writers. I have decided to republish some of them here.

    * * *

    Some years ago, a wonderful thing happened.

    Larpers in the four Nordic countries developed a remarkable community and discourse around this phenomenon called ”Nordic larp.” At KP/SK, they met each year, to talk about it and to share thoughts and experiences with each other.

    Over time, larpers in other countries heard about this: they read the Nordic larp writings, and imported some of what they found there into their own domestic larping scenes.

    Some of them attended KP, and made their own contributions to the developing conversation. They were made welcome by the regulars, who were (mostly) glad that their ideas were being shared more widely. Now, as a result of this, we have a scene that might be called Nordic-inspired international larp.

    All over Europe, in the USA, and perhaps elsewhere too: larps are being run for people from a wide range of countries, in the English language, incorporating design and practice elements that were originally developed in Nordic larp.

    Who takes part in these ‘international larp’ events?

    Usually, a mix of people from the local larping scene, and cosmopolitan types who enjoy larping in other lands.

    These include some people from the original Nordic core.

    Meanwhile, ”Nordic larps” in the traditional sense are still taking place in the Nordic countries. But they are dwarfed, in number and in coverage, by this new international scene.

    The child is devouring the parent.

    The same thing can be seen at KP. Not so long ago, it was a 200- 300 person event that was 80% Nordic: now, it’s a 500-600 person event that’s majority non-Nordic.

    And, although the superstar system ensures that keynotes and other high-visibility items are still in Nordic hands, the bulk of the programme is provided and presented by international larpers, for an international audience. Is this good or is it bad?

    All we can really say is: it’s different.

    But is it time to recognize that international larp is its own thing, and deserves its own annual get-together – rather than progressively cannibalizing KP?

    Why not a conference that rotates around the countries where international larps take place – or that’s at one fixed location centrally within Europe?

    It would probably be cheaper to hire a suitable venue and accommodation in a non-Nordic country, for one thing. And it would probably be easier for most internationals to get to.
    And then, what might it mean for KP to get back to being focused on Nordic larp, in the Nordic countries?

    Of course, it shouldn’t be oblivious to the rest of the larping world.

    But nor should it be dominated by it.

    International larp is a tremendous thing, and it deserves to thrive and grow. But not at the expense of the Nordic larp that it borrows so heavily from.

    And perhaps KP should not be facilitating such a takeover.

    References

    Pettersson, Juhana. 2023. “The Wisdom of the Community.” Nordic Larp Talks. YouTube, May 28.


    Please cite as:

    Anonymous. 2024. “Nordic Larp is not ”International Larp”: What is KP for?” In Liminal Encounters: Evolving Discourse in Nordic and Nordic Inspired Larp, edited by Kaisa Kangas, Jonne Arjoranta, and Ruska Kevätkoski. Helsinki, Finland: Ropecon ry.


    Cover photo: Image by Kelly on Pexels.

  • Building Player Chemistry

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    Building Player Chemistry

    By

    Nór Hernø

    At Knudepunkt in 2019 I attended a panel discussion, You Look Like I Want To Play With You, hosted by Karijn van der Heij, where participants shared their experiences of co-players refusing to play on pre-written relations. According to the participants, the excuse often used by said co-players was them feeling “a lack of chemistry”. Disregarding the problematic nature of such a judgement, the argument inherently states that chemistry is something which either exists or doesn’t between people, even though we have multiple examples of the opposite being true. Just take something as common and widely discussed as relational bleed: You might never have met the person playing your best friend or one true love before, but after a larp weekend of holding hands and/or gazing into each other’s eyes, they seem awfully nice. Or look to Hollywood and the number of romantic leads ending up in real-life relationships after having starred in a movie together, no matter their relationship status going into it.

    All in all, chemistry is not something that either exists or doesn’t, it is something that can be built between people, doing certain things together. Which also means it can be workshopped.

    While it took a few years, some research and testing, I created a workshop method aimed to do exactly that: Building player chemistry.

    The goals for the method are:

    • Building trust and a feeling of safety between participants.
    • Having participants tune in on each other, becoming aware of their workshop partner.
    • Having participants model behavior that creates closeness, attention, and appreciation between them.

    The method is based on 6 steps, continuously adding degrees of interaction ranging from being distant to touching and from non-verbal to verbal. It can either be run as a workshop by organizers before a larp, to help support players with intimate relations, or used by players portraying intimate relations before the start of the larp (or during the larp if your relation play just doesn’t work out). In this context, intimate relations refer to relations where love, romance, or simply physical and emotional closeness is one of the primary forces. This includes romantic partners, lovers, close friends, and family members, as well as abusive relationships based on the perception of love or closeness.

    The method is based on, and inspired by, elements from:

    • Studies of the effects of eye gazing and related exercises
    • The Meisner and Lucid Body drama schools/techniques
    • Ars Rego (created by Maria and Jeppe Bergman Hamming for Spellbound, 2018)
    • Ars Amandi (created by Eliot Wieslander for Mellan Himmel och hav, 2003)

    Disclaimer: The workshop includes both extended eye contact and touch, which the participants must be comfortable with. 

    Running the workshop:

    Total runtime of the workshop is approximately 40 minutes, not including exercise instructions. Start by dividing the participants into pairs. Instruct them on all steps of the workshop, prior to starting the exercises, so that the workshop can be run as one continuous flow, facilitated only verbally by the organizer.

    Step 1: Eye contact

    Time: Approx. 5 minutes

    This step consists of four rounds. Participants sit in front of each other with some distance between them (1-1.5 meters), eyes closed. On cue, they look into each other’s eyes, for a set amount of time, then close their eyes again and rest for a moment. Every round has an extended duration of eye contact:

    1: 5 seconds

    2: 10 seconds

    3: 30 seconds

    4: 2.5 minutes

    Remember to give the participants breaks with their eyes closed, between the rounds, as this kind of prolonged eye contact can feel overwhelming at first.

    Step 2: Coordinated breathing

    Time: Approx. 5 minutes

    Participants stay seated and keep eye contact throughout this step. This step combines coordinated breathing and movement. One participant starts, stretches their arms out in front of them and draws in breath, simultaneously moving their arms towards their body (as if drawing in their breath with their arms), and then exhales while moving their arms back towards stretched (as if pushing out the air with their arms). The other participant continues this movement, drawing in their breath, while moving their arms towards their body, followed by exhaling, while stretching their arms out – returning the breath and movement to the first participant, who then continues.

    This will create a circular movement and breath, from one participant to the other and back.

    Let the pairs find a rhythm, without verbally communicating it.

    Throughout this exercise, create variation by asking the pairs to slow their coordinated breathing/movement down together, let them then go back to normal, ask them to speed it up, and end this exercise by letting them go back to normal again.

    Step 3: Ars Rego Movement

    Time: Approx. 15 minutes

    This exercise is based on the method Ars Rego by Maria and Jeppe Bergman Hamming.

    Short description of the mechanic: Ars Rego is a Nordic larp mechanic created for simulating magical physical control. With this mechanic a “leader” controls one or more “followers” by using hand signals. A connection between leader and follower is created by participants establishing eye contact and raising their hand(s). The follower must now follow the leader’s hand at a distance and be led around the room, while keeping their hand up and the connection intact. They are to mirror the leader’s hand movements (e.g. The leader “pushing” them down, “lifting” them up, making them move to the side, spin, etc. by using hand gestures). The leader is always responsible for the follower’s safety and comfort, while moving them around the room.

    Note: This exercise does not use touch at any point, and doesn’t include the hand movement to signal to your partner to get closer, as demonstrated in the link above.

    The pairs split up (momentarily) and all participants start moving around the room, walking amongst each other. Let the participants get comfortable moving around on their own, before asking them to start noticing their partner: Where they are in the room, how they are moving, their expression, etc.

    Ask participants to make eye contact with their partner and at their own pace establish the touch-free “connection” with their hand. The pairs should continue to keep some distance between themselves, moving around between other participants in the room.

    The participants are allowed to break off the contact and reestablish it, getting used to the “connection”, before they are encouraged to “lock in” and slowly get closer to each other, without ever touching. Let the participants play around with the connection for a while, trying out changing hands, using both hands, moving their partner around, both from side to side, down towards the floor and up again.

    Important note: The participants are responsible for their partner. It is their responsibility to make sure their partner doesn’t bump into furniture, walls, or other people. Make that responsibility very clear to the participants – It is necessary to keep eye contact during the exercise, but at the same time be aware of the other’s surroundings.

    Throughout the exercise, create some variation in the participants’ movements. Ask one person in the pair (e.g.: the person who started the breathing exercise) to take control of the other, then change the roles. It is also possible to add elements from your larp design, like asking participants to move as their character and interact with each other based on their ingame relation. Consider how this could potentially affect the building of chemistry – If the relation is not inherently positive, this could interfere with the result of the workshop itself.

    For the final approx. 5 minutes of the exercise, ask the pairs to get close to each other, if they haven’t already. Invite them to move together as if dancing in a ballroom setting (or if something else fits your larp better).

    As the final step, ask participants to use both hands in their movement together, so that the transition to the next exercise happens fluently.

    Step 4: Shared Moment

    Time: Approx. 3 minutes

    Ask the participants to stop in their movement, still with their hands held up “connected” to each other. The participants then move closer together, so close they can feel the heat from their partner’s hands, without touching. Ask them to close their eyes, take a deep breath and focus on the feeling they have in that moment. Ask them to visualize something, it could be an image, a thought or emotion, and keep their focus on what they are visualizing. Give them a few moments to get grounded, then ask them to open their eyes and at the same moment let their hands touch.

    The pairs now get a minute to share what they thought of and visualized.

    Step 5: Touch

    Time: Approx. 7 minutes

    This exercise is based on the method Ars Amandi by Eliot Wieslander.

    Short description of the mechanic: Ars Amandi is a Nordic larp mechanic used for simulating romance or sex in larp. The mechanic uses touch of permitted zones (often hands, arms, and shoulders) between two or multiple participants. The touch is often in the form of stroking, massaging, grabbing, or exploring with one’s fingers/hands.

    The pairs sit down in front of each other again, this time knee to knee. They establish eye contact and slowly start touching both of each other’s hands. The area of touch slowly increases, as the participants have time to get comfortable, by first moving the touch up to the lower part of the arms, stopping at the elbows, then the upper part of the arms, stopping at the shoulders. The participants should be allowed to tap out, if increasing the area of touch is not wanted, thereby keeping the touch to the previous level (e.g.: hands or lower arms).

    The participants can play around with this touch, either by expressing the kind of relation their characters have, or by the organizer creating variation in the types of touch (e.g.: asking participants to change their touch to portray siblings, parent-child, lovers, etc.)

    Again, be aware how portraying ingame relations can potentially affect the building of chemistry if the relation is not inherently positive.

    Step 6: Appreciation

    Time: Approx. 5 minutes

    Continuing the touch exercise from step 5, the participants simultaneously start verbal appreciation of each other. They take turns commenting on facts they appreciate about the other, using the following sentence form: “I like… XXX” (e.g.: “I like your curly hair”). The receiving participant continues with: “You like… XXX” (e.g.: “You like my curly hair”) and adds their own comment (e.g.: “I like your blue shirt”), returning the appreciation and continuing the exercise.

    Important note: No derogatory or hurtful comments are allowed. Clearly instruct participants to only state objective and neutral facts about each other (e.g.: colors of eyes, hair, etc.), chosen aspects of their appearance (e.g.: choice of clothes, jewelry, tattoos, etc.), or experienced behavior during the exercises (e.g.: their movement, smile, eye contact).

    Wrapping up

    The workshop can either end with step 6 or with a repeat of a moment of silent eye contact.

    Either way, it is encouraged to give participants a few minutes after the workshop to talk with their partner about the experience and how they are feeling.

    Final notes on the workshop design

    As mentioned, the workshop can be run either by organizers or used by players themselves. Especially in the case of organizers running the workshop, it is important to consider the impact it can have on the participating players. As the workshop aims at modelling participants’ behavior to create closeness and build player chemistry, the risk of relational bleed can increase. It is the responsibility of the organizers to consider the ethics of using this or similar methods, as well as making sure the participating players are consenting.

    The workshop was first run and tested in its entirety at Knutpunkt 2022 in Linköping, Sweden. Thank you to everyone who participated and gave their feedback, as well as everyone who checked the workshop description for read- and run-ability.


    Cover photo: Photo by Bjørn-Morten Vang Gundersen. Image has been cropped.

  • Defining Nordic Larp

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    Defining Nordic Larp

    By

    Petra Lindve

    This article is related to a presentation that the authors gave at Solmukohta 2024. Here is a link to the slides. It is a companion piece to The Descriptor Model.

    Over the last few months we have both been in many discussions about if ‘Nordic larp’ means anything anymore. Points that have been raised are if it has simply become a regional description, i.e. a larp from the Nordics, as well as if it has any connotations at all or if it is now too broad to have meaning. Another talking point has been what using the term ‘Nordic’ means to players, and how a larp becomes specifically Nordic, rather than using some other clearer terms.

    These discussions led to the basis of this talk, and the definition of a model that has become its own article: The Descriptor Model.

    A Brief History

    The history of Nordic Larp and its definitions is a long and tangled one. Lizzie Stark wrote about it in 2013’s Leaving Mundania, with a resulting discussion where the stylistic elements of Nordic Larp were brought up by multiple people commenting: Immersion, communal storytelling, 360 degrees ideals, or simply that Nordic larp was nothing but nordic larp – larp made in and by the Nordic countries.

    Soon thereafter, Jaakko Stenros attempted to define the term in his keynote from 2013: “A larp that is influenced by the Nordic Larp tradition or contributes to the ongoing Nordic larp discourse.”

    It was at that time also defined as a term that contained some expectations of the playstyle and content, though these aspects were not necessarily unique to Nordic larp. Jaakko Stenros again:

    “A tradition that views larp as a valid form of expression, worthy of debate, analysis and continuous experimentation, which emerged around the Knutepunkt convention. It typically values thematic coherence, continuous illusion, action and immersion, while keeping the larp co-creative and its production uncommercial. Workshops and debriefs are common.”

    In 2016, Steve Deutsch went through the various definitions but found them all lacking to some degree, while concluding that no-one knows what Nordic Larp is, and yet we recognize it when we see it.

    In 2017, Jaakko Stenros again discussed the concept, where he stated that the label was no longer as useful as it had been. Just as movements in art fluidly ended, Nordic Larp was no longer the exciting thing. He brought up some newly spawned traditions as well as some other regional terms such as “Castle larps”, “Ninaform”, “Southern Way”

    He stated: “I’m not ready to declare Nordic larp dead. But as a label it is not particularly useful when thinking about the present, and certainly not when designing the future. However, as a term referring to a historical moment, one that has all but passed, it is practical.”

    In 2018 Shoshana Kessock wrote the article “Your larp is not a Nordic larp, and that’s okay”. In it she points out the increased market value of ‘Nordic Larp’ or ‘Nordic-inspired’ in international markets, and cites cases of how it is used in the US to distinguish itself from local larp traditions.

    She writes: “‘Nordic-inspired’ games are the fusion food of the larp world, considered pretty trendy, attention-grabbing and fun. Fusion is sexy, it’s mysterious: what can this combination create, bringing together the best of both worlds for something we’ve never seen before.”

    The post discusses a rift between the US larp scene and the Nordic label, and warns about the dangers of devaluing local scenes and traditions.

    Halfdan Keller Justesen also published a video titled “What even is Nordic larp” in 2024, discussing the term Nordic Larp and its value. The points raised in the video are, among others: a focus on the styles common in Nordic larp, and the fact that Nordic larp can be used as a definition to attract people who like Nordic larp.

    Of course many others have theorized about the subject, but this is a quick overview of some of the discussions of the last years’ discourse.

    A photo by Karin Källström from the larp Love and Duty by Atropos and Lu Larpová. A larp about generational trauma, social realism, and societal expectations.
    A photo by Karin Källström from the larp Love and Duty by Atropos and Lu Larpová. A larp about generational trauma, social realism, and societal expectations.

    Why Do We Want to Talk about Nordic Larp?

    So with this brief history in the back of our minds, why do we specifically want to talk about Nordic Larp? Well, this is in part due to a number of people claiming that the term no longer has any meaning. And we do agree that the meaning is hard to pinpoint and that the concept of Nordic Larp has become diluted over time, and especially with an increased knowledge of other traditions and playstyles. However, that does not mean that the concept of Nordic Larp is irrelevant.

    Continuing with this article we need to first establish why we think the term still is relevant, and after talking it through it has boiled down to this. It is relevant:

    • Because it is used
    • Because it still has meaning
    • Because those who belong to the Nordic larp tradition see meaning in discussing it

    This made us start looking at different websites to see if what we believed was actually true. Was the term still being used, and did it have meaning?

    Observations

    By looking through some larp websites we were able to see how ‘Nordic larp’ and affiliated terms were used today. The first thing we saw was that a number of websites actually use the term ‘Nordic Larp’ to describe their larps. Some examples of this are: The Circle, Midwinter Revisited, The Future is Straight, Love and Duty, Sunkissed Affairs, Spoils of War, Mad about the Boy, and many more.

    On top of this, many larps outside of the Nordic countries use either affiliated terms like ‘in the Nordic tradition’ or ‘Nordic inspired’, or the term ‘Nordic Larp’. Some examples of this are Shattered Sanctuary (UK), Blankspace (Germany), Together at Last (UK, taking place in the Netherlands), Ultimate Football League (France), Fracture (US), The Last Supper (UK).

    There were however a number of larps that could be considered Nordic Larps, that did not use the term on their websites, such as: Daemon, Gothic, Forbidden History, and Dollars & Nobles. They all shared the following traits: Predominantly Nordic designers, sharing the most common stylistic elements associated with Nordic Larp, and by people who have been active and visible on the Nordic Larp scene (through the KP/SK tradition and/or through other larps that have used the term).

    Finally, we saw quite a few examples of larps instead using the terms blockbuster or “international larp” to describe the larp on their websites. Examples of this: Charmed Plume Productions (Meeting of Monarchs, Dawn at Kaer Seren, Heirs of the Dragon), College of Wizardry, Poltergeist Larps, and more. Very few of these had predominantly Nordic designers, if any, and many of them had their roots in multiple non-Nordic countries.

    So, just from these observations it seems that the term is deliberately used on some websites, and deliberately not used in other cases, which brings us to the question: When do you actually want to use the term ‘Nordic Larp’?

    When Do You Use the Term?

    We tried to think of a few times when using the term ‘Nordic Larp’ makes sense while promoting your larp, and actually changes the view of the larp based on this term. Some of the things we came up with were:

    • If your larp is NOT implicitly placed in the Nordic Larp tradition by association. For example, there is a difference between a Nordic fantasy larp and a fantasy larp, and a Nordic vampire larp compared to a regular one.
    • If you are seeking to make a different kind of larp from the ones you might normally be associated with. Perhaps you usually make rules-heavy larps and want to signal that this will be different.
    • If you think that the people who’d find your larp would understand it better if it was described as Nordic-inspired or even Nordic.
    • If you are trying to establish yourselves as Nordic Larp designers and approach the Nordic Larp crowd.

    Of course, you can also use it out of habit, either because you are from the Nordic countries or because you mainly make what you would classify as Nordic larps.

    Is Nordic Larp an Ad?

    The idea of Nordic Larp as an ad, a commercial for the larp using the term, is something akin to what Jaakko Stenros said in his keynote speech in 2013, and what dozens have said after that as well. It’s simply a label you put on in order to market your larp. A commercial. It is used to tell your prospective participants some things about your larp, and hopefully attract people, and the right people to the larp.

    But is it really an ad?

    We would argue not.

    Nordic larp is too wide a term to easily define, and contains a lot of different assumptions. Some examples of this could be: Few rules, that there will be pre-larp workshops, few mechanics, and some cultural connotations when it comes to playstyle and a play-to-lose/play-to-lift mentality.

    But those things are often shared by other traditions, larp cultures, and even larp styles. They are not unique to Nordic Larp. They might be accurate, but you could replace ‘Nordic Larp’ with many different international styles and the same would apply.

    Is Nordic Larp an AD?

    Instead we want to make the case for Nordic larp being an A.D., an audience descriptor, which is one of the bases in our Descriptor Model.

    An audience descriptor targets the intended audience and participants of a larp. In this case it can be used to:

    • Target a specific audience (People who like Nordic larp).
    • Tell prospective participants what kind of co-participants they can expect (People who go to other Nordic larps or are interested in them).
    • Give people an idea of the styles and preferences that the others at this larp will be familiar with or prefer, or what the organizers expect of them.
    • Place oneself in the Nordic tradition and discourse.

    In this, we use audience in the traditional meaning of “target audience” for marketing or promoting your larp, not in the theatrical meaning where the audience would be onlookers or passive enjoyers of the larp itself.

    A photo by Carl Nordblom from Club Inferno by Atropos. The Androids larps are in part about the feeling of eating noodles in the rain.
    A photo by Carl Nordblom from Club Inferno by Atropos. The Androids larps are in part about the feeling of eating noodles in the rain.

    So, What Else is Nordic Larp?

    ‘Nordic Larp’ can also be used to describe the style of larping. One thing to remember here is that multiple styles can have the same associations to them. So while ‘Nordic Larp’ does say something about the expected playstyle of the larp, it does not do so in ways that are unique and not shared by other traditions. Many styles of larping include workshops for example, as well as meta techniques, collaborative larping, and a play-to-lose/play-to-lift mentality. But the term ‘Nordic Larp’ does come with a lot of these cultural connotations, and can therefore be used to signal this, just like some other traditions might have similar connotations.

    ‘Nordic Larp’ can also be a Gateway. If people in your community have heard about Nordic Larp as a concept and want to try it, then you can attract a broad group of people to your larp simply by labeling it as Nordic. This could for example be what has happened when the concept has been exported to other countries and continents, including the USA.

    Our Personal Reasoning

    As designers for Atropos we have made a lot of larps and consider ourselves to be Nordic Larp designers. However, it has often been a conscious choice to include the term ‘Nordic Larp’ on some of our websites. Perhaps this could help illustrate what we mean.

    Love and Duty is a grimdark, realistic regency larp. It is played in Germany and includes the term ‘Nordic Larp’ to describe it. The reasoning behind this is that many regency larps are lighter in mood and center on Austenesque romance. Using the term ‘Nordic’ signals that there will be more of a focus on realism and consequences, rather than a rosy romance story. Since the larp is also played in Germany, we wanted to signal both that parts of the organizing team would be from the Nordics and that it was distinct from the German larp traditions. In this, we primarily use it as an audience descriptor and secondarily for its style associations.

    It was a deliberate wording in order to better set the expectations of the larp.

    The Forbidden History is a dark academia larp set at an elite college in 1986. It is about friendship, discovery, and the search for the sublime. The website does not use the term ‘Nordic Larp’ to describe it, even though we would absolutely consider it a Nordic larp. The reasoning behind this is that using the term ‘Nordic’ does not actually change the meaning of anything on the website. We already describe the playstyle, and what players can expect, and with our pictures, testimonials, and words we already set the tone. It was not a conscious design choice but rather an act of omission, illustrating how firmly entrenched it is in our own reading of it as a Nordic Larp. Even so, we see no reason to change it – using ‘Nordic Larp’ would not distinguish it further. Unlike Love & Duty, there is no established style for this kind of larp, nor is there a geographical association. Thus, we do not need to contrast it against anything, which is one of our primary uses for the term ‘Nordic Larp’.

    Summary

    ‘Nordic Larp’ as a term has not only survived since the debates of the early 10s but has also remained useful and frequently used. It remains useful for many outside, where the implicit assumption is that larps are not Nordic. There, it is used to both communicate what their larps are, and what they are not, often using ‘Nordic inspired’ rather than ‘Nordic’.

    In the Nordics, it is used to get away from genre assumptions (compare “A high fantasy larp” with “A Nordic fantasy larp” and the associations you get), it is used to signal a commitment to being part of the Nordic tradition, or to set you aside from the other local scenes (particularly when the larps are played in the local language).

    ‘Nordic Larp’ can be used as an audience descriptor, a style descriptor, and a way to tie your larp to cultural and geographical larp traditions or contrast with them.

    As such, ‘Nordic Larp’ has a function. It still signals something to the public. These things might not be unique, or they might have other equivalents within other traditions, but to participants it still says something. Many associations with ‘Nordic Larp’ can help to define it more concretely, but local communities might disagree on if those things are actually universally Nordic.

    Since different national styles tie into the Nordic term, there might be contradictions within it. For example, is Nordic larp highly transparent? The Finnish larp community might not agree with this. Is it light on mechanics? Well, not if you ask the people who include a lot of meta techniques. Does being from the Nordics make you a Nordic larp designer? Well, the people who organize fantasy larps, vampire larps, and rule-based scenarios would not necessarily feel at home in that definition.

    Perhaps the solution to using the term ‘Nordic Larp’ in regards to your own creation is to also define what that means for you, and to communicate that to your public. Otherwise you risk people having very different ideas of what it entails, which can cause unnecessary misunderstandings. But that doesn’t mean that the term doesn’t have any meaning, just that it might include contradictory meanings at the same time, just like many art and literary movements. Defining what ‘Nordic Larp’ means to you as a designer might also help create a broader definition in the future, as some scholar could use a birds-eye view and find the similarities and differences in people’s different takes on the term.


    Cover image: Photo by Carl Nordblom from Lord of Lies, by Atropos. Lord of Lies is a larp about trying and failing to be a satanic sex cult in 1950s America.

  • Rules, Trust, and Care: the Nordic Larper’s Risk Management Toolkit

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    Rules, Trust, and Care: the Nordic Larper’s Risk Management Toolkit

    By

    Sergio Losilla

    In 2018, I brought a friend to A Nice Evening with the Family (Sweden 2018). I was concerned, because he had very little experience with role-playing games, let alone with a very emotionally intense game. Despite my efforts to discourage him, he insisted that he wanted to join. The morning after the larp finished, he was a crying mess and it took him quite some effort to convince me that he would be fine and that I should not regret having brought him over. The next time we spoke, he told me that several friends had confronted him about this new hobby that left him shaken for several days. 

    It was his first larp. Since then, he has chosen to become a crying mess several times. It does not look like he will stop any time soon. What might look reckless from the outside is actually a well planned process: he knows his limits, but when he ventures to cross them, he is aware of the scars he may bring back, and prepares as well as he can to alleviate the consequences. This is the same process he goes through when he goes rock-climbing, an activity arguably more dangerous, which does not raise such concerns.

    As larp has evolved, pushing for new limits of intense play, we have developed a wealth of expertise to larp more safely. However, this is not limited to larp: as humankind’s ability to cause catastrophes has increased, so has our ability to avoid causing them. Pharmaceutical companies, nuclear power plants, financial institutions, airplane manufacturers all have had to change their ways of working (enforced by legislation, obviously) not to bring about tragedy. The most critical part of it is the object of this article: how to come to terms with the fact that risks cannot be eliminated, and how to manage them instead.

    In practice, there is nothing revolutionary about risk management. It is just a systematization of common sense. This article will hardly reveal anything new. However, I will hopefully provide a new perspective that will help to view larp safety in a new way, and shine light on how powerful the tools are that we already have at our disposal.

    Risk

    Attempting to find a definition of “safe” that everyone will agree on is futile. Any communication relying on the word “safe” will be misleadingly dangerous. Any financial adviser, surgeon, engineer, or martial arts or scuba diving instructor worth their salt will never claim that something is safe. Instead, they will try to clearly explain what the negative consequences might be, and let their client make an informed decision. Similarly, a larp organizer that promises that their larp is safe, implying that no harm will happen to any participant, is promising something that they have no control over.

    Risk, on the other hand, is a word most people can agree on. There may be disagreement if a certain risk is worth worrying over or not, but if somebody says “This rusty nail is a risk” or “There is a risk that we will run out of money”, everybody understands it the same way: something bad may happen.

    Risk means that harm, more or less severe, has a certain likelihood of happening.

    Harm

    Harm is something that we do not wish to happen. Harm is the ultimate negative consequence of a series of events. Falling off a cliff is not harm, but getting injured as a consequence of a fall is. Being yelled at is not harm, but becoming emotionally distressed is. Hazards are the direct sources of harm: fire, physical impact, toxic chemicals, and verbal abuse are examples of hazards.

    In larp, there are many things that we do not wish to happen: trauma (physical or mental) and property damage are the first that come to mind, but other things can be also regarded as harm: damage to reputation, loss of friendship, or even boredom. From a risk-management perspective, they are all the same, and you must decide what to focus on.

    In Nordic larp, the focus has been centred on psychological harm. Psychological harm is a slippery concept, and to my knowledge there is no conclusive source to refer to. Because of that, most of the examples I will use throughout this article will be about physical harm, which is much easier to agree on. Hopefully, it will become clear that the same techniques that can be used to manage one can be applied to manage the other.

    Severity

    Harm presents itself in varying degrees of severity. We think of a bruise as less serious than a broken rib, which is itself less serious than the loss of a limb. Often though things are not so clear-cut, and determining the severity of harm is context-dependent, subjective, and hence challenging.

    Generally speaking, severity should correlate to how longer-term prospects are negatively impacted. For example, in a medical context, severity is assigned depending on the consequences to patients, from a minor nuisance to permanent disability or death; broken bones are usually considered minor injuries, since the prognosis for total recovery is often excellent. Financial risk could be quantified not just in terms of how much money might be lost, but how likely it is to be able to recover from such loss; structural risks could be related to the ease of repairing a building; environmental risk measured by how likely it is that the previous situation can be recovered, etc.

    As many have experienced, larp can cause serious emotional harm. However, let us admit that larp is, by definition, a simulation, and hence the severity of emotional harm is going to be always lower that being exposed to the real situation: a larp about prisoners at the Guantánamo Bay detention camp, as harrowing as it may be, will hardly ever be an experience as horrifying as being imprisoned at the actual camp. In a way, larp is an exercise in risk management, eliminating most sources of harm when mimicking extreme real-life situations.

    Likelihood

    Severity is not the only thing that matters about harm. A meteorite crashing on your larp location would certainly be catastrophic, but it is so unlikely that it is not worth considering. On the other hand, a mosquito is normally considered a minor source of harm, but it becomes a concern if it happens constantly: having a bunch of larpers going back home covered in bites after spending a weekend by an infested swamp is something that everyone would want to avoid.

    The likelihood of harm can be understood either in terms of how probable it is or how frequently it will happen. Such probabilities are difficult to estimate accurately. In any case, knowing that the probability of falling off the staircase at your larp is 1.3% is not very useful compared to “I would be surprised if no one trips here over the weekend”. As with severity, organizations normally simply assign terms in a scale, corresponding to qualitative likelihoods. One common example is to have five levels of likelihood: improbable (not expected to ever happen), remote (it would be very exceptional if it happens, but it is not impossible), occasional (rare, but given enough time, it will happen), probable (nobody will be surprised if it happens), and frequent (it would be surprising if it did not happen).

    A quick introduction to risk management

    Risk management, as daunting as it may sound, is a fairly straightforward process which consists of three steps: analysing the risks, deciding whether to accept the risks or not, and mitigating the risks. 

    Analysing risk

    The starting point to manage risks is to analyse them: finding as many things as possible that can go wrong and figuring out how severe and likely they are.

    Risk analysis requires honesty to be useful. It is hard to admit that we are putting people in danger, but dismissing a risk without careful consideration is a recipe for disaster. Airplanes rarely crash because of saboteurs, and drug dealers are not planning to hurt their customers when they cut their product with rat poison: behind all these cases, there is somebody who believes everything will be fine. Crooks are a piece of cake to catch and stop in time compared to reckless optimists who take everyone down with them.

    In any case, identifying risks is never easy. Reality always finds ways to surprise us, no matter how thorough our analysis was. So, how much effort should you spend analysing risks? The unsatisfactory answer is “as much as reasonably possible”. One way to evaluate your analysis is to think about how you would view it in the future if something goes wrong. Was it reasonable not to reach out for an expert? Was it reasonable that you did not check out your larp location in advance? Was it reasonable to conclude that no serious mental distress could be expected? All of this is context dependent. If you have doubts, maybe you can try to run your analysis by somebody else.

    Analysing the risks that lie beyond the limits may seem impossible, but it is not: we may not know how things may go wrong, but at least we know what wrong means. In other words, we know the severity, but not the likelihood. The safest approach is to assume that the likelihood is higher than you expect.

    Accepting risk (or not)

    After identifying and determining the severity and likelihood of a risk, a natural question arises: can we live with it? Some risks are obviously intolerable, and some are so trivial that it is even hard to consider them as risks. But quite often this is not clear at all.

    Deciding when we can accept a risk is a tricky question. Even after bad things have already happened, people often disagree on whether the risk was worth taking. Even the same person might have doubts about it. So, how to decide about something that may not even happen?

    The methods used in risk management (risk matrices being the primary example) help us very little here: they have been designed to leave a paper trail which can be used as evidence. They are too bureaucratic to use in larps, but most importantly they are not much of a moral reference we can adhere to. Sadly, nobody can give you any easy answers here.

    Whatever you consider as your criteria, they should fulfil two conditions. First, a criterion has to be systematic: if you find yourself adding exceptions one after the other, it is probably not a very good criterion. Secondly, it must be easy for anybody to understand the criteria and agree that they are reasonable.

    One criterion that you could use is the following: a risk is acceptable if, even when harm happens, we expect nobody to regret having been part of the larp.

    This implies that the organization did everything within reason to analyse and mitigate the risks, all participants understood and accepted those risks, and whatever harm happened was either predicted and handled as well as possible, and nobody can be blamed for having been reckless. In reality, this goal is not achievable: but since it is clear, and the absolute best one can hope for, it is a good target to aim at.

    If we decide that a given risk is acceptable, we can move on to the next one. But if we conclude that it is not, then it must be mitigated.

    Mitigating risk

    Mitigating a risk means reducing its likelihood, its severity, or both. Risk mitigation (also referred to as risk control) must be continued until we decide that the risk is acceptable. Let us review several strategies.

    If you encounter a risk which you have tried mitigating by all means possible, but it is still unacceptable, there is one way to completely remove the risk: just do not do what you were planning. If it looks like in your larp something horrible might happen which you have no control over, and you have no idea on how to fix the problem without it becoming a different larp, the best idea is to cancel the larp.

    The second approach is to change the design, that is, adding, removing, or modifying elements of your original plan. Moving to a different location, locking doors, removing game content, forcing off-game breaks, adding non-diegetic safety elements (such as mattresses), or changing your player selection process can all be used to mitigate risks. If you are lucky, your larp may be unaffected – possibly even improved! However, it is more likely that the changes will impact your larp, possibly even to the point that you feel it is not worth organizing.

    If there is nothing you can change, the next thing you can attempt is to affect how people will behave. You can instruct them not to enter an area under any circumstance, or remind them to stay hydrated under the scorching Tunisian sun. Since this relies on participants’ efforts and attention, you may want to go through these procedures during a workshop. Do not hesitate to make participation compulsory, if absence would lead to risks that you cannot accept. Of these behavioural mitigations (called administrative controls), the weakest form is what we can call, in general, labelling, which is any kind of passive, static visual information, such as signs, warning messages in manuals, pop-up windows, safety brochures, and actual labels found in packages, control panels, etc. If the only thing between a player and disaster is a paragraph somewhere on your website, or a danger sign that looks perfectly diegetic, get ready for disaster.

    The final option is protective equipment. Unfortunately, as effective as they may be for other purposes, helmets and hazmat suits will do very little to protect your participants from emotional harm.

    The Nordic larper’s risk management toolkit

    By now, you hopefully have a good idea about what risk management is. In this section, we will zone in into the peculiarities of emotionally intense larp.

    In emotionally intense larp, like in combat sports, enjoyment is inextricably linked to the potentially harmful things that players do to each other. Somewhat counterintuitively, risk management in both cases revolves around the same key concepts: the restrictions to what participants can do, the measures to ensure that participants will follow such restrictions, and the contingency plans to be used if something goes wrong. In other words, rules, trust, and care.

    Rules

    If you run or design larps, you should appreciate that you have a huge control over players: if you can convince them that they are capable of throwing fireballs by extending both index fingers, you can surely convince them that they cannot touch each other at all, thereby creating a world where the risk of hurting other people is non-existent. This is what rules are for.

    By “rules” I refer to all the constraints on the things that can possibly happen during a larp. From a risk management perspective, rules are control measures which either reduce the likelihood of risks – or remove the risks altogether – or replace hazards with different ones. Rules define what may or may not happen in- and off-game. Sometimes larp rules are introduced for other purposes than risk mitigation, and in some cases, rules may control risks at the same time as they contribute to a more interesting game experience.

    Perhaps the most representative rules of larp are those used to represent violence: I have never heard of any larp with WYSIWYG violence, that is where violence between characters is not governed by restrictions of some kind. Requiring padded weapons, using rules systems similar to table-top role-playing games, theatrical representation – where the outcomes are either pre-planned or improvised during play using some signalling mechanic, or even removing violence altogether from the game, are all different ways of reducing the severity or likelihood of harm, or even eliminating it altogether.

    Sex seems to be the other major perceived source of risk. In this case, the hazards are not so clear-cut as getting a broken nose, but it is generally accepted that sex requires a state of vulnerability which opens the gates for extremely severe psychological harm. Again, the forms in which sex appears in a game are restricted, from total avoidance to “dry-humping”, including more abstract mechanics, such as the Phallus technique used in Just a Little Lovin’ (Norway 2011), or Ars Amandi which, after its introduction in Mellan himmel och hav (Sweden 2003, Eng. Between Heaven and Sea), has been used in numerous larps of many different genres.

    In the daring type of play of many Nordic larps, characters are often exposed to many other sources of emotional harm, which are often a central part of the game: family abuse, workplace harassment, discrimination, slavery, imprisonment, political repression, torture, manipulation, etc. Harm happens when these emotions exceed the level the player is willing to experience. This may lead to emotional distress, and even trauma. These, in their turn, may be worsened because of triggering past traumatic experiences.

    Interestingly, it is rare to find rules to handle emotional risks arising from something other than physical violence or sex in a specific manner: and these other elements are usually supposed to be represented realistically. For example, players playing prison guards are expected to shout at other players’ faces, and to represent mental torture scenes as they would think would happen in reality.

    Instead, emotional risks are managed generically by check-in, de-escalation, and game interruption mechanics. These mechanics are forms of inter-player communication to avoid harmful situations. Check-in mechanics are used to verify, during or after a risky scene, that players are doing fine. A popular one is using the OK hand sign to silently ask a co-player if they are OK when it is difficult to tell if a negative display of emotions (grief, anger) is a sign of an emotional distress that the player cannot handle. De-escalation and interruption techniques function in the opposite way, providing signals (like safe words or taps) to ask co-players to not escalate further or to lower the intensity of the scene, or to stop the game altogether.

    These techniques have become standard. If you decide not to include any of them in your larp, it is a good idea to explain your alternative risk management plan before players sign up.

    It is important that safety rules are, in the first place, clear. But it is equally important that you, as an organizer, as well as every other participant, get a clear picture that everyone has understood them.. I strongly recommended practising them explicitly in a workshop before runtime, particularly in case of subtle diegetic mechanics, which may be easily missed. The number of safety mechanics should be kept to a minimum to prevent confusion. Well-meaning players may spontaneously suggest adding their favourite mechanics to your game: it is preferable to firmly – but kindly – not allow this. An overabundance of mechanics may have the same effect as too many warning signs: none of them are meaningful in the end.

    Trust

    Trust is the degree of the certainty we have in our predictions that no harm will happen to us. Trust is critical in daring larp, because participants will compensate for lack of trust by acting as if risks were worse (either more probable or more harmful) than in reality, refraining from fully engaging with the content.

    When we trust someone, we know that they will not hurt us, neither by directly causing us harm, nor by neglecting doing their part in keeping us safe. When we do not trust someone, it is because we suspect they may fail at the moment of truth, or because they actively seek to hurt us. Trust has two components: a cognitive one and a primal one. Having enough information to make predictions is critical, but so is having the “gut feeling” that we are right. These two aspects need to be considered all the time.

    The first step is building trust. In other words, convincing every participant that nobody will hurt them. Easier said than done.

    For starters, participants must be on the same page about the possible risks. Make sure that you provide enough information during the sign-up process so that everyone has an understanding of risks as similar to yours as possible.

    Another important aspect is the player selection process. A player may wish not to play with another player, for a variety of reasons. It is reasonable to publish a list of players and offer a channel for players to give feedback. Flagging, which consists of assigning a colour to other players to indicate the level of trust (from “will not share scenes” to “will not attend same larp”), is a popular approach. It may put you in the difficult position of leaving people out. In such a case, remember that your goal is to ensure a less risky game, and not to act as a moral judge. If you believe that your larp may present such risks that it requires that you completely trust all the players – trust that they can care for themselves and others – then you may need to do something more drastic, such as hand-pick your players or have an invite-only run.

    Once your players have arrived at the larp location, the most effective way to create trust is pre-game workshops. On the cognitive side, you should cover all your rules and mechanics thoroughly, and rehearse them as necessary, until players are convinced that everybody can play their part. Safety-critical workshops should be compulsory, not just opt-in. A bit like how beginners are required to show that they can do an 8-figure knot before they are allowed to start top-rope climbing. Finally, do not rush through safety workshops: besides failing to communicate critical information, players may get the impression that you do not care enough about safety, and that you included the safety workshop as a nuisance that must be there.

    On the primal side, you need to tickle the brains of participants to convince them that they are of the same tribe. Things like physical contact, or locking eyes and smiling, may help. Baphomet (Denmark 2017) used a simple and powerful technique where participants hug each other randomly in silence for a very long time. This had a profound effect in creating a trusting atmosphere. These exercises are not a replacement for the safety rehearsals discussed above, and can be counterproductive if they create a sense of false security.

    When someone causes us harm, either directly or indirectly, we immediately lose trust, to a larger or smaller degree: our predictions that they would not hurt us failed, which means that they may hurt us again. Our brain will then activate the alarm and deploy its defences. Suddenly we will dislike, fear, or lose respect for those people. This defence mechanism is quite clever: even if our feelings for those people are unfair (for example, they tried to protect us and failed), our brain will override our reasoning, tricking us into being convinced we are absolutely right, pushing us to avoid that person.

    Restoring trust is not easy. At a cognitive level, we need to know that the other person is sensitive to our pain – that’s the purpose of a (real) apology —, and that we can accept that something bad happened exceptionally, that is, that either the other person didn’t know something important or simply made a mistake, or that there was actually a very good reason we did not know about. The primal level also needs to be readjusted to lift the defences after they are not needed. For example, a hug or a smile can have a magical effect after a fight. However, be careful when using this approach: I can tell from my own experience that a forced hug from a perceived aggressor has the opposite effect, and can cause even more harm. In case of doubt, do not push it and simply try to figure out a way for the larp to continue with everyone feeling safe. This, in extreme cases, may require removing players from the game.

    Care

    Care is a particularly versatile tool, because it can reduce the severity of harm which we had not even predicted could happen. In our quest for pushing the limits of daring larp, it is very valuable to deploy a solid care infrastructure, in the same way that a campaign hospital will help dealing with all kinds of physical harm, without needing to predict its exact nature. Making participants part of a care infrastructure is similar to demanding that everybody must take first-aid training before joining an expedition.

    Similar to trust, it is possible to enforce care using rules. Off-game rooms and dedicated staff to support players are very common; although it may not look like such, giving players the option to walk out of the game into guaranteed support is just a larp rule. In many larps, each character has a connection with whom they have a positive relationship. This connection can be used to seek in-game support, which translates into support for the player. This could be further exploited by means of explicit rules, for example adding a hand sign directed at the support connection which forces them to go play a blackbox scene reminiscing of happier times. A larp designed around one-on-one abusive scenes could impose that after every such scene the players must go off-game together to provide mandatory after-care.

    Care rules could take many forms: the key is that larp designers should not be afraid to impose such seemingly awkward game elements, because the fact is that this can be much more effective than leaving care to the skill and initiative of the participants.

    Conclusion

    Nobody – including, first of all, me – expects that larp organizations will start conducting formal risk review meetings, performing external audits, filling risk matrices, and writing down risk mitigation plans.

    Let’s be daring! But daring does not mean reckless. Let’s learn from the lessons of the past and, for those disasters yet to come, let them be the kind that, despite the pain they cause, leave us with the feeling that it was worth trying.

          Take home messages:

    • Be brave! At least as much as you want to.
    • Be honest. Do not fool participants, but most of all do not fool yourself.
    • Be open. Your level of risk is not the same as most people’s. You do not want to drag anyone into something they will regret.
    • Be kind. If other people fail, and they honestly tried their very best to avoid disaster, be thankful that they discovered for all of us where the hard limits are.
    • Be creative. Pushing the limits will demand of you to come up with new techniques to go where no larper has gone before, and come back in one piece. Hopefully, you know now that you have more tools at your disposal than you thought before.

     

    Bibliography

    Anneli Friedner. 2019. “The Brave Space: Some Thoughts on Safety in Larps“. https://nordiclarp.org/2019/10/07/the-brave-space-some-thoughts-on-safety-in-larps/ , ref. Dec 12th, 2023.

    Ludography

    Anna Westerling & Anders Hultman. 2018. A Nice Evening With the Family. Sweden. (Originally En stilla middag med familjen (2007): Sweden. Anna Westerling, Anders Hultman & al.)

    Eliot Wieslander & Katarina Björk. 2003. Mellan himmel och hav. Sweden.

    Linda Udby & Bjarke Pedersen. 2016. Baphomet. Denmark. 

    Tor Kjetil Edland & Hanne Grasmo. 2011. Just a Little Lovin’. Norway.


    This article has been reprinted with permission from the Solmukohta 2024 book. Please cite as:

    Losilla, Sergio. 2024. “Rules, Trust, and Care: the Nordic Larper’s Risk Management Toolkit.” In Liminal Encounters: Evolving Discourse in Nordic and Nordic Inspired Larp, edited by Kaisa Kangas, Jonne Arjoranta, and Ruska Kevätkoski. Helsinki, Finland: Ropecon ry.


    Cover photo: Photo by Eamon up North on Pexels.com. Photo has been cropped.