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The Nordic larp yearbook

2014

Edited by Charles Bo Nielsen & Claus Raasted


The Nordic larp yearbook
2014

Edited by Charles Bo Nielsen & Claus Raasted


Formalia Table of contents

The Nordic larp yearbook 2014 Foreword 6


Claus Raasted
First Edition, 2015
ISBN 978-87-92507-23-5 Baltic Warriors: Helsinki - Saving the environment with zombies 8
Juhana Pettersson
Editors
Brudpris - Honor. Love. Patriarchy 16
Charles Bo Nielsen, Claus Raasted Anna-Karin Linder Krauklis & Carolina Dahlberg
Editorial Assistants College of Wizardry - The first larp to go truly viral 24
Elisabeth Solbjerg Kaalund Keller, Karete Jacobsen Meland, Mo Holkar, Claus Raasted

De la Bte - An expensive beast 34


Production Consultant David Frantisek Wagner
Anders Berner
Exit 3: The Bunker - Claustro-drama 44
Proofreaders Karijn van der Heij
Hedi Wali, Lise R Jensen, Sebastian Utbult, Olly Nyman, Sofie Falk, Gwareth Morrowdim, KoiKoi - Drums! Rituals! Inaction! 50
Carina Enggrd Eirik Fatland & Tor Kjetil Edland

Layout Last Will - Make us your slaves, but feed us 58


Claus Raasted Annica Strand, Frida Gamero, and Sofia Stenler

Livsgld - Fantasy with gender elements 66


Cover Photo Simon Svensson
Ondej Pnika
Mare Incognitum - Trapped in the ice 72
Olle Nyman & Sebastian Utbult
Text
Anna-Karin Linder Krauklis, Annica Strand, Anders Ebbehj, Carolina Dahlberg, Charles Moon - A Firefly larp not exactly about Firefly 80
Bo Nielsen, Claus Raasted, David Frantiek Wagner, Eirik Fatland, Frederikke B Hyer, Jindich Maek & Martin Buchtk
Frida Gamero, Jindich Maek, Jonas Trier-Knudsen, Juhana Pettersson, Karijn van der Heij,
Klaus Meier, Mark Qwerty Shovman, Martin Buchtk, Morten K Tellefsen, Nadezhda Morgenrde - A Game at the Dawning of the Age of Aquarius 88
Anders Ebbehj, Jonas Trier-Knudsen, Klaus Meier
Vechorek, Nathan Hook, Niina Niskanen, Olga Shaggy Shovman, Olle Nyman, Radim
Bondy, Sebastian Utbult, Simon Svensson, Simo Jrvel, Sofia Stenler, Tom Hampejs, Tor Nemefrego 2014 - Old School fantasy with new ideas 96
Kjetil Edland, Vasily Jolaf Zakharov Morten K Tellefsen & Frederikke B Hyer

Pan - Horror & Therapy: A potent cocktail 104


Photos & Artwork Nathan Hook
Anna-Karin Linder Krauklis, Annica Strand, Bjarke Pedersen, Christian Niclas, Christina
Molbech, Dalia Kochneva, Eline S, Evolution Events, Frida Selvn, Jens Rasmussen, Ji Saint Summer - A 60s tale of music and hope 112
Dukt, Jonas Aronsson, Jonas Trier-Knudsen, Juhana Pettersson, Kristna Novkov, Olga Shaggy Shovman & Mark Qwerty Shovman
Lisa H. Ekbom, Li Xin, Mai Isager Nielsen, Martin Buchtk, Michal Kov, Miia Laine,
Salon Moravia - Cabaret for women only 120
Nathan Hook, Nino Hynninen, Ondej Pnika, Ork de Rooij, Pan player group, Roman Radim Bondy
Vorontsov, Sarita Sharma, Simon Svensson, Sofia Stenler, Tia Carolina Ihalainen, Tuomas
Puikkonen, Ylva Bergman Skoro Rassvet - Vodka, tears and Dostoyevsky 128
Tom Hampejs

Ticket to Atlantis -Fear, Love, Death, Life... 136


Publishing House Nadezhda Nadya Vechorek & Vasily Jolaf Zakharov
Rollespilsakademiet, Copenhagen, Denmark
Published in conjunction with the Knudepunkt 2015 conference Tonnin Stiflat: Season One - To booze or not to booze... 146
Simo Jrvel & Niina Niskanen
Free PDF version
rollespilsakademiet.dk/webshop/nordiclarpyearbook2014.pdf
Foreword

No-one in the larp community had cared But what if there was a Nordic larp book
much and wed been useless at creating every year? A place where anyone could read
interest ourselves, but outsiders were short, interesting texts and view gorgeous
ridiculously impressed. Here was a book pictures of Nordic larps that had happened
that managed to eloquently convey the in the previous year. What if we didnt just
fact that larp was more than just orcs and have that one book documenting thirty of
elves (not to mention kids, which most our shiniest creations, but had many?
people in Denmark associate with larping).
This book is not in any way at the same
Fast-forward almost two years. Nordic Larp level that Nordic Larp is. It doesnt even
came out. It was everything our book had pretend to aspire to that greatness. But if
aspired to be, except they did it right. It were ever to have a Nordic larp yearbook
had awesome pictures that were nicer than tradition, it has to start somewhere. And
ours. It had texts that were longer and that somewhere is here.
better than ours. And it featured larps that
were a shitload more interesting than ours. For this first Nordic larp yearbook,
It even weighed almost double! Charles Bo Nielsen and I have received
contributions from 18 larps from nine
Due to excellent fundraising work, the countries. We hope youll be as impressed
It all started with the Nordic Larp book from 2011. price was an absurdly cheap 50, and as we were by the diversity and passion,
interest was massive. The book had been and that youll be inspired and entertained.
Actually, it started long before that. But if We brought around twenty books with underway for quite some time, and when
it hadnt been for the editors of Nordic Larp, us to that Knutpunkt, and we just barely it came out, the Nordic larp community Welcome to the Nordic larp yearbook 2014.
Jaakko Stenros and Markus Montola, their managed to sell them all - mostly for celebrated it like it was the new bible. And
producers Anna Westerling and Anders rounds of beer, which in Norway (almost) we werent wrong to do so. It was the bible. - Claus Raasted, January 2015
Hultman, and their layouter Tommi cost more than gold. And the interest from
Kovala, this book wouldnt have been. the Danish larp scene was even smaller. In it, anyone could read about 30 larps
from the Nordic larp tradition, stretching Whats the plan?

In early 2009 Rollespilsakademiet We now owned books with a (supposed) all the way back to Trenne Byar in 1994 -
published a photo book documenting the market value of 40,000, but though we way back before there even WAS a Nordic We actually want to do something thats

volunteer larps that I had been involved in sold quite a few to Danish libraries, no- larp tradition. And read, people did. Its very easily described. We want to create a

in 2008. It was a 200-page A4 book with one else really wanted to buy them in the been read to death, quoted to oblivion and book like Nordic Larp except that it will only

great photos, short texts describing the numbers wed hoped. Anders Berner, my is still viewed by anyone who has even the contain larps from 2014, instead of larps from

larps they were taken at, and it weighed co-author and partner in the company slightest interest in Nordic larp as THE a long span of years.

almost a kilo. It was called Larp photos 2008. teased me mercilessly about all the money definite book on the (sold out) market.
And after weve done this for KP15, we want to
wed sunken into useless books.
I thought it would be a game changer. It Because where Larp photos 2008 had do it again for KP16 this time with larps from

wasnt. At the book launch at Knutpunkt Then we did something radical. We managed to convey to non-larpers that larp 2015. Within a few short years, we should have

2009 in Norway, four people besides me started giving them away as business cards was more than just kids fantasy larp, Nordic established a yearbook tradition for Nordic

were present. It turned out that they when we had meetings with potential Larp conveys to anyone who even picks larp, and that will provide us with some

werent there for the the book release customers. People would skim through it up that Nordic larp is mind-blowing. excellent documentation for the future. We

though, but because they had wanted to the book, taking in the high production Power-hungry vampires, nasty gunslingers, want to call the first one Nordic Larp in 2014

get away from all the serious programme, value, the excellent pictures and the short, decadent nobles and futuristic spacers. and release it at KP15.

so they could play their not-so-secret explanatory texts. And then wed casually Theyre all in there, their stories expertly
drinking game in peace. say: Take it. Its our business card. told. All in that one, magnificent volume. (From the Call For Papers)

6 Apparently the only picture of Charles and Claus together (Jens Rasmussen) 7
Baltic Warriors: Helsinki
Saving the environment with zombies

Juhana Pettersson

Participants discuss the game while a member of our film crew records sound.
(Pre-game, Juhana Pettersson)
Tourists are standing in the queue for the Zombies Yet very little is happening. If this contin-
Ferris wheel. Some are eating ice cream. ues, soon it will be too late. Too much talk,
Suddenly two viking zombies, covered in In 2011, I published an article called The too little action, and the viking zombies
seaweed, shamble from behind the ticket Necessary Zombie in one of that years will get you. Or the damage to the sea will
booth. They stumble and crawl to reach Knudepunkt books, Talk Larp. I argued be so severe, it cant be fixed.
the higher platform of the popup cafe. The that even an experimental larp must have
zombies ignore the tourists and other by- some elements that are familiar to the par- Risks
standers, because theyre not players. ticipants, and that they are comfortable
with. Its hard to be creative if all the ele- In its first game, the Baltic Warriors project
Theres a public discussion of the state of ments of the game feel foreign and opaque. was following ideas about rapid prototyp-
the Baltic Sea going on in the cafe. There I called this familiar element the Necessary ing and iterative game design championed
are politicians, activists and lobbyists argu- Zombie because zombies are one example by Eirik Fatland and Bjarke Pedersen, as
ing what should be done to save the Baltic of an element familiar to most. We all well as following my own experiences in
Sea from an imminent ecological catastro- know what to do in a zombie game. the use of a test game to help with the de-
phe, and who should do it. This is the larp. sign of the larp Halat hisar. The basic idea
I never really expected to end up actually is pretty simple: Since larp is relatively
At first, the characters look at the zombies making a game with zombies, necessary cheap and easy to produce, why not try out
in confusion, but after the first couple are or otherwise, but in the spring of 2014, I ideas in smaller games before committing
infected, panic ensues. As one of the organ- was asked to join the organizing team of resources and time?
izers, I scramble around picking up purses, Baltic Warriors. My job was to act as a larp
shoes and other items the players drop dur- producer in the context of the wider trans- This attitude also encourages taking crea-
ing their impressive zombification scenes. media work. tive risks. Will it work? Well see! Its a test
The zombie victims are rushed into make- game. We also had a reason to run a test
up so they too can join the undead horde, The Necessary Zombie has more to do with game that went beyond the demands of the
and I take personal items to the back room Baltic Warriors than just the zombies. game itself. The transmedia nature of the
of the cafe for safekeeping. Baltic Warriors is a political creative pro- wider Baltic Warriors project demands that
ject, and that means its supposed to reach we document the larps thoroughly. In the
Baltic Warriors: Helsinki was the first in a people. As transmedia projects tend to do, test game, our documentary crew would
hopefully longer series of political larps it consists of many different kinds of media get valuable experience with how to shoot
about environmental issues related to operating on different levels. Some are na- larp.
the Baltic Sea, and especially to the way tional or international, and others, such as
oxygen depletion in the water can lead to larp, are local. The location was provided by one of the
dead zones in which nothing lives. These partners, the Korjaamo cultural center. As
are caused by many different things, but In Pohjolas larp design, the zombie is a larp space, the open-air cafe was pretty
one culprit is industrial agriculture. meant to liven up an otherwise dry subject, much the opposite of private: In addition
and to make the game easier to approach to our documentation team and reporters
This and future larps are part of the wider for the participants. It also acts as a blunt and photographers from various media,
Baltic Warriors transmedia project. The metaphor. In our fiction, the Dead Zones there were tourists and random passersby.
creative outline of the project is by Mike forming and growing in the Baltic Sea Indeed, this was part of the design. You
Pohjola. He was also the principal designer would make long-dead viking warriors rise could jump into the game after a brief talk
for this larp, with some help from me. The from their watery graves as terrifying un- with an organizer.
Baltic Warriors project is a complicated in- dead monsters seeking to attack the living.
ternational co-production, steered by the In the game, the political debate was cut It was supposed to work so that youd get a
German film company Kinomaton. short by the attack of the viking zombies. short instant-character, a couple of point-
ers about what you could do, and youd be
Baltic Warriors: Helsinki was played at the This went into the heart of the political ready to start playing. You were a citizen,
Allas popup cafe on the Helsinki water- analysis underlying our game: Everyone a version of yourself, who had come to the
front on the 30th of August, 2014. agrees that something should be done to meeting to air some of your own concerns
help the Baltic Sea. about the state of the Baltic Sea.

10 Characters listening during the debate. (Play, Sarita Sharma) 11


Unfortunately, this was one of the parts of The Participants At least in my estimation, this combina- After the game, we held a public discus-
the game that didnt really work. We only tion worked well, with larpers helping to sion about the issues raised in the game.
had two people who did this. One of them During the production we joked that we make the game work and the newcomers The idea was that it would be good to show
managed to become part of the game, the had more partner organizations than we giving it some authenticity. how things were in the real world: What
other didnt until the zombie attack, which had players. The punchline was that this was fiction, and what was true. In the panel
had a democratizing effect. was literally true. Of course, this was be- In practice, we tried to cast characters so discussion, one of the participants was the
cause our small game was the pilot for a big that there would be mixed groups. For ex- Finnish Minister of the Environment at
Baltic Warriors is the second political larp project. It had the support structure of a ample, a larper could play a politician and that time, Ville Niinist.
project Ive been involved in, after Halat much more ambitious production. an activist could play her assistant. We
hisar. In both cases, using the game to get planned the characters so that the politi- Unfortunately, we couldnt get him to play
media attention for the issues has been a Our system for who played in the game was cian in this scenario would be more of a in the larp itself.
part of the overall strategy of the project. somewhat chaotic. We had a public sign face character, and the assistant more of
Getting media interest for a game is really up, we invited players, we had people just an action character. The Attack
about how good a story it makes. Halat show up, and at the very last minute, many
hisar was easy to publicize: Palestinian larp of the people from the organizations we Some of the participants were given char- The political debates of the game ended in
in Finland is a good story. Baltic Warriors worked with decided to play. This proved acters who were the opposite of who they a pre-designed non sequitur: The zombie
was not especially difficult, but definitely to be a very good thing: Larp is hard to were in real life. For example, one activist attack. We had briefed players about this
harder than Halat hisar had been. It didnt grasp if you dont try, but when you do try, player had a business lobbyist character. A beforehand. Practicing the rules had dou-
have an exceptional hook, which meant it its power becomes manifest. In complicat- participant who was a real business lobbyist bled as a warm-up exercise before the game
had to compete with all other newsworthy ed transmedia projects, its good that the got a character who was an environmental started. What had until that point been a
events and cultural happenings going on at people who are involved understand and activist. very social, discussion-oriented game sud-
the same time. appreciate the form. denly turned into everyone running around
I believe that most people can larp pretty the place trying to complete the ritual to
We got a few mentions on radio and local As a result, we had a strange player base: well on their first try, especially in a game banish the zombies.
news, and one really nice article and video Some were larpers who knew how to make with experienced players. Thats how it
in Helsingin Sanomat, the biggest newspaper game but didnt have a lot of personal expe- went this time too. It was fun especially If the players managed to carry enough
in Helsinki. I only later found out how this rience with environmental politics. Others because some of the players from the part- clean water in their hands to the ritual lo-
had come to be: through relentless badger- were professional activists who were new ner organizations were of an older genera- cation, they would win. If not, the zombies
ing of the paper, by many different people to larp but knew the subject of the game tion. It gave the game verisimilitude. would win.
in our organizing group. very well.

Organizer Mike Pohjola being interviewed by Helsingin Sanomat during the larp.
(Play, Juhana Pettersson)
Trying to care for clean water was a game Baltic Warriors: Helsinki
mechanic, and according to player feed-
back, it worked on a conceptual level. CREDITS: Mike Pohjola (Design),
Juhana Pettersson (Additional design and
The zombies were a structural choice I production), Sarita Sharma (Production),
had been a little worried about, because Harmke Heezen & Miia Laine
on a story level, it was kind of random. (Production Assistance), Julius Sepponen
It proved to work in practice, though, & Make Up For Ever Academy Finland
probably because it gave the game an ac- (Zombie Effects), (Film documentation),
tion-oriented, fun ending. The characters Kinomaton Berlin & Made Partners:
could only survive by working together to Goethe Institute, Baltic Sea Action
achieve a common goal. That was a good Group, Korjaamo, Helsingin kaupunki,
thing to finish with. Finnland-istitut in Deutschland, AVEK,
Medienboard, Berlin-Brandenburg, Media,
Filmfrderung Hamburg Schleswig-
Holstein, Nipkow Programm, EsoDoc
(Production)
DATE: August 30, 2014
LOCATION: Helsinki, Finland
LENGTH: 3 hours
PLAYERS: 20
BUDGET: 1.000
PARTICIPATION FEE: none
GAME MECHANICS: First minimal,
then light zombie mechanics

Web site

balticwarriors.net

14 The Finnish Minister of the Environment in the post-game panel discussion. (Post-game, Miia Laine)
Viking zombie design by Julius Sepponen (left) of Make Up For Ever Academy Finland. (Play, Juhana Pettersson)
Organizer Juhana Pettersson (left) and a participant during the debrief. (Post-game, Miia Laine)
Brudpris
Honor. Love. Patriarchy

Anna-Karin Linder Krauklis & Carolina Dahlberg

Jan and Eskil in a conversation (Play, Simon Svensson)


The game Design note The meal is finished. The wife, Runa, says:
Design note
Tonight is the last night we dine together as
a family.
Brudpris (Bridal Price) is set in Berge, a ru- The original idea for Brudpris was to turn Another design challenge was explain-
ral village in the fictional Mo culture. The up the volume on real world gender roles ing and using honour as a design feature.
The sky, the moon and the heavens fall on
culture of Mo is inspired by Nordic rural to make visible social norms and cultural Although most are familiar with the term
Lars. But instead of showing this, he asks:
19th century aesthetics. They live isolated practices we rarely notice in our real lives honour culture, we knew that the full mean-
Does anybody want some more water?
from the outside world according to their or would attribute to our own culture. ing of honour, and the impact it has, would
Each member of his family replies with a nod.
strict patriarchal honour culture. be hard to communicate to the players.
We chose the Nordic historical inspired For this reason we chose to create a reli-
No words. No tears. It simply isnt done in pub-
The culture of Mo requires every adult setting to avoid creating an otherfication gious explanation as to why women had
lic in this family. They seek each others eyes,
person to show control and restriction. Mo effect. Had we, for example, chosen to to be controlled and why men had to
giving hints of their true feelings behind the
believe women carry a potentially danger- set the larp in a setting close to what we take responsibility for them. This was the
facade. Still, the time they have left together
ous force inside them - the Force of Life. as westerners consider to be typical hon- Force of Life. It gave a reason why it was
isnt enough. Not even close.
If harnessed, this power will grant them our culture countries, we would not only important to control womens behaviour.
children and allow the Mo people to live have had severe problems navigating some As a natural consequence, women in this
Lars remembers he must get more water:
on. However, if women are not controlled cultural appropriation dilemmas, but also culture had the sexual initiative, since men
Empty glasses look bad. He rises and imagi-
by the men of Mo, the Mo people believe risked making it look like these people were expected to control both their own
nes how his heart is left on the floor when he
this power will destroy their land in a blaze are not like us - which was the opposite of and their wifes sexual drive.
walks away.
of fire and chaos. The chaos within every what we wanted.
woman can be stronger or weaker, but it We also wanted to make clear that the
To feel and not allow yourself to show it. To
is always there. Therefore, every woman Katrin is shaking after the forgiving-ritual. honour culture of Mo was not a matter of
love and not be allowed to say it.
must be the responsibility of an adult man, Hilda leads her beloved little sister into their personal choice or preference for the char-
who will make sure her behaviour doesnt tent where Katrin breaks down and starts cry- acters. It was integrated in every aspect of
(Anders Ohlson, player)
endanger Mo. ing. Hilda holds her and feels her own tears life, and going against the cultural norm
burning behind her eyelids, but she does not would have severe social consequences.
The story in Brudpris revolves around the cry, just comforts her sister and dries her tears.
For the people of Mo, living a respectable Brudpris is chamber drama where the family
young boys and girls who are ready to and good life is about control and order. unit is the focus of everyones play. Every
leave the relative freedom of childhood You did so well says Hilda, You did not cry
The patriarchs of the families are the car- family has secrets that can cause a public
behind and step into their respective roles out there where others could have seen! She
riers of both their own and their familys scandal if they are revealed. The feeling of
as adults. Their fathers will find suitable corrects her sisters head scarf and gives her
honour. Everything their family members constant pressure is kept by making pub-
partners for them, and every young woman a smile before they exit the tent again. Hilda
do will reflect on them. Most families have lic outbursts costly for everyone involved.
will be married to a man who, from then walks with a straight back. She is a woman
a little more leeway in private, away from Public scandals always have severe conse-
onwards will be responsible for her. For the of Mo.
the eyes of others. Internal struggles are quences. And if it is a woman who shames
girls, this means an end to freedom; for the common, but no family would willingly ex- her husband, father or brother, she might
boys, the beginning of a crushing respon- (Siri Sandqvist, player)
pose these problems to others. be beaten publicly. Or in the worst case
sibility. even killed.

All the women beg forgivness for their behavior the night before. (Ritual) (Play, Simon Svensson)
The men, eating breakfast, separate from the women (Play, Simon Svensson) 21
Some larp experiences you carry with you as We wanted the (players who played) men to
not just a memory, but physically in your body. be powerful, and the (players who played)
For me that is what happened after Brudpris. women to be close to powerless. Still, one
My character Hilda was a young woman. must not believe we designed this game
She was mature for her age and perfectly only for misery. We wanted to balance the
adapted to the violent honour culture she horror and injustice by adding love, desire,
had grown up in. affection, music and dancing. We wanted
characters and families to feel relatable,
It was easy, comfortable even, to slip into her like real people.
subdued body language and thought pat-
terns. It was like an amplified version of my Brudpris is a game that will stay with us a
own teenage insecurities. And after the larp long time. Seen from our eyes as organizers,
I felt that it was hard to move quickly and act it was both gut-wrenchingly sorrowful and
out; my mind had also been partly absorbed soberly beautiful, horribly cruel and heart-
by her. I still cant feel hatred towards the men warmingly human. And although we put as
who mistreated her, I just feel love. much dedication as we could into the game
design and preparations, it is the players who
Love because the violence was proof that made the vision come to life. Their dedication
she was loved and cared for. A Stockholm to this game, their characters and each other
The men watched each other, or they be- It was a terrible experience on many levels, Syndrome so strong, it still lingers long after have been complete. It is by far the best re-
lieved the other men watched them. At no this was really the quintessential nordic larp the larp is over. ward a larp organizer can get.
point could a man show his true feelings or self-traumatizing emotional masochism that
show any sign of weakness without losing we all love and celebrate. But not a gratuitous (Siri Sandqvist, player) (Anna-Karin Linder Krauklis and Carolina
face in front of his peers. For me, this was one one, like many strong games it had a basis in Dahlberg, organizers and writers)
of the hardest parts: To be forced to do ter- reality, that crept up on you afterwards and And yet, that alluring lack of responsibility
rible things, while not being allowed to share made you realize new things about people for my choices, that wish to be carried, that
it with anyone in Mo. In the game setting, this in the world. fear of talking and laughing too much, all re-
was normal and part of the responsibility of surfaced in you and moved you to give up
being a man. (Oliver Nglebk, player: everything.
excerpt from Play report)
(Mads Dehlholm Holst, player) I wish it all had come from you (Beatrice) - Brudpris
Forgive us. You had no way of changing because I certainly didnt want to find that in
The Keips are the third gender of the Mo your life. For your sake and mine I will make me. Im sorry. CREDITS: Anna-Karin, Carolina Dahl-
culture, recruited from boys who either my own life different. berg, Tor Kjetil Edland (producer) and
fails the manhood test, or who dont want (Annika Waern, player: Trine Lise Lindahl (producer)
to become men. The Keips are the only You are just 34 years old and have many excerpt from Letter to Beatrice) DATE: September 17 - 21, 2014
ones who can talk freely to anyone they more years to live. Im also 34, but my life is LOCATION: Vestmarka, Norway
wish; they play a key part in making the vastly different from yours and I will not let it Design note LENGTH: 3 days
Mo culture function as a whole, crossing go to waste. PLAYERS: 50
the social and cultural firewalls between We cant be sure if this is the first game BUDGET: 6.000
men and women. The only thing I want to keep with me from designed with honour as its main design fea- PARTICIPATION FEE: 110 (normal)
your life, is how your lust was so simple and ture, but we can tell that we sure didnt have 75 (youth)
This culture makes for a slow and quiet powerful. It was probably the only positive many examples to look at. We wondered at GAME MECHANICS: Minimal.
gameplay. Players rarely show big emo- thing about Mo. I will not be ashamed or let several instances if this larp was playable at Ingame cultural rules.
tions; the drama is played out with discreet the culture my culture, in the real world all, or if the extreme imbalance in player
gestures instead of obvious ones. Things turn me into a sexual object. agency would make it entirely dysfunction- Web site
are said with gazes, a discreet touch, a al. Regardless, we knew the game would put
mumbled word of comfort, a quiet tear (Sofia Stenler, player: pressure on both the male and female cast. brudpris.wordpress.com
that is quickly wiped away. excerpt from Letter to Dina)

22 Grownups in the Gere family: Dina, Gere, Aina (Post-game, Anna-Karin Linder Krauklis) 23
Rune family, Katrin, Hilda, Rune, Terje (Post-game, Anna-Karin Linder Krauklis)
College of Wizardry
The first larp to go truly viral

Claus Raasted

The fairytale castle of Zamek Czocha, which served as the location for the larp
(Play, Christina Molbech)
College of Wizardry (CoW) was a Harry #1 Larp tourism ConQuest has participants from all over the Sadly, even with fundraiser larps, we lost
Potter inspired larp about a fictional world, but is still primarily a German larp 4.000 on CoW, but the two CoW larps
magical college in Poland, where students First and foremost, CoW was larp tourism. made by Germans for Germans. Foreigners we have planned for April 2015 balance out
could go to learn advanced magic. It wasnt Though it took place in Poland, it was are welcome, but do not in any way make that loss, and well put even more money
Hogwarts, but a place to go after Hogwarts, clearly a Nordic larp aimed at a Nordic up the majority of the participants. into Liveform after doing those.
Durmstrang or any of the other magical audience. Most of the game design
schools that exist in the HP universe. and communication was done by the CoW was different. It was created as The idea is that while we feel larp tourism
Players played students, teachers and staff Danish team, with the Polish team being tourism from the start. None of us is a good idea, we also want it to strengthen
members at this wizarding college, and responsible for fiction, scenography, expected many Polish players, both due to the local community and involve it as
supporting non-player-characters played logistics, etc. Of the 138 players, 122 were the price tag and the Nordic style of play. much as possible, and by putting money
ghosts, monsters in the forest, visitors from the Nordic countries, and only one We got one, a Polish history professor with in the Polish organisation, we hope to
from the Ministry of Magic, etc. The was Polish. several years of Knudepunkt experience. make it possible for them to make other
larp gathered 138 players from 11 different Some Poles thought it looked interesting, interesting projects for local players.
countries, and was run by a Polish/Danish It also sold out in less than 48 hours, with a but out of their price range. Some thought
team of volunteers from the organisations solid waiting list being established quickly it looked boring. Some were even mad at
Liveform and Rollespilsfabrikken. afterwards. The reason for this was simple. us for doing a larp in Poland that Poles
The chance of playing a student in the couldnt afford.
But none of that is really important. Harry Potter universe at a real fairytale
castle was something with broad appeal. Because we wanted to get as many Poles in
What made CoW a larp that mattered And the price was absurdly low, due to the on the project as possible, we had a lot of
wasnt so much the larp itself. Sure, many fact that it was held in Poland. free spots for organisers, who could play
participants considered it an excellent NPC roles during some of the larp, and we
experience and said so in the afterlarp Larp tourism has been going on for gave Polish NPCs priority. We also took
survey. But many larps are excellent some years, but very few larps have been some money from the project and put it
experiences. Three things made CoW stand designed with larp tourism in mind. A good into our Polish organisation, Liveform, and
out from a sea of excellent experiences. example is the German megalarp ConQuest let Rollespilsfabrikken soak up the loss on
(of Mythodea), which draws more than 300 the project.
Larp tourism Danes every year, making it one of the
Massive press interest biggest Danish larp events of the year.
Engaging with IP holders

Professors enjoying a moment of peace from the students (Play, Christina Molbech) The crest of Czocha College of Witchcraft and Wizardry (Pre-game, Tia Carolina Ihalainen)
A House Elf lighting candles in the dark (Play, Christina Molbech)
#2 Massive press interest makers from Cosmic Joke present, and their
1:41 min teaser film has gotten more than a
On the previous page are some - but not million views on youtube. We also had no less
all - of the media that have written about than four brilliant photographers present,
CoW. The list is from the round-up on and especially Christina Molbech and John-
Nordiclarp.org and if it seems over-the-top, Paul Bichards images have been spread all
its because it is. It sure as hell blew our over the globe. Good documentation makes
minds to get this kind of attention. media mention more likely.

While some of us have gotten good press This is not to say that we have any illusions
on larps before, this massive media storm about larp quality and media attention
is unprecedented, and as organisers, we having anything to do with each other. CoW
hadnt seen it coming. Suddenly, journalists was according to most of our players a
from Brazilian luxury travel magazines were great larp, and were proud of what weve
calling. A Ukrainian company thought CoW helped create, but were also completely
was a four-day guided tour of some sort, and aware of the fact that even if it had been a
a pair of poor American students wrote to deeply unsatisfactory affair, the video and
ask if there were scholarships available at pictures from it would still have looked
our college. Others ask if its for 3 or 4 years. almost as stunning. Or in other words: we
could probably have gotten more or less
On some levels, the amount of interest the same amount of media attention even
has been wonderful, while on others it has if our participants had hated the larp.
been a bit bizarre. While larp has grown in
popularity in recent years, and Nordic larp We have also learned that if we want to move
in particular has gained more recognition, outside our (relatively) small circles, media
theres still a long way to go. Many people coverage is something we need to take into
still have no clue as to what we do, and if we account. Not only have we been contacted
dont do our best to educate them, theyll just by larpers from all over the globe who were
keep misunderstanding. However, what we unaware of our existence, we have also
do matters. Ive talked with journalists from been contacted by large numbers of people
all over the globe, and its become extremely who want to try out CoW as their first larp
clear that Danish journalists know very well experience. If were serious about increasing
what larp is. They didnt 10-15 years ago, but our numbers, then this is one way to do it.
they do today. My guess is that some of the
same goes for journalists in Sweden, Norway Finally, it has also become very clear how
and Finland, but Ive only talked about CoW much of a difference it makes to have some
with a few of them. words written on your larps web page with
journalists in mind. Honourable mention
One lesson Ive learned from this has been must here go to Swedish larper, journalist
clear. If we want serious press attention, and TV host Johanna Koljonen, who as
we need to do spectacular projects that are one of the first said You need to make a
easy to understand. It doesnt get much page for journalists, because if you dont,
better than Harry Potter in a real castle, theyll just write the story anyway. After
or Battlestar Galactica in an old warship we updated the web page with info written
(words used to describe the Swedish larp with them in mind, stories about CoW in the
Monitor Celestra from 2013, which also got media suddenly jumped in quality. Having
quite a bit of media attention). We also a For the press page wont get you media
need to do solid documentation that can be attention, but itll make the attention you get
picked up and used. CoW had the British film that much more qualified.

Logos showing some of the media that wrote about the larp (Internet) 29
#3 Engaging with IP holders But while this neither ended up with
us working for WB doing HP larps for a
Last, but not least, CoW was interesting living or being engaged in legal battles, it
because not only did we use somebody definitely changed the game for me. No
elses story world, but we also got in longer can we expect to go under the radar
contact with the Intellectual Property unless we try, and maybe we dont want to.
rights holders. Larpers all over the world
have been doing larps in known worlds A few days ago, I wrote to the film company
for a long time, without anyone either behind the movie The Grand Budapest Hotel
noticing or caring. and asked them if they were interested in a
joint venture. Maybe theyll say no, thanks,
A twenty-person Star Wars larp at a camp and maybe theyll just ignore the question.
site in Denmark isnt going to matter any But theres also a chance theyll say That
more for the Star Wars brand than a kid in sounds interesting.
Texas holding a Star Wars themed birthday.
Some months ago, I know that I would
Some larps have gone past that stage, and never even have dreamed of asking. In
have been noticed by IP holders. Monitor the end, I believe thats how we evolve
Celestra, set in the BSG world, was one of as a scene and as individual larpwrights.
these, and the Czech larp Hell on Wheels, By opening up new possibilities. CoW
based on the TV series of the same name, certainly did that. Now lets just see how
is another. Reactions have been positive, deep the rabbit hole is.
but to my knowledge formal cooperation
has been at a minimum. Some larps have College of Wizardry
been made in collaboration with big-name
authors, but not only have these been few CREDITS: Agata Swistak, Agnieszka
and far between, none of the the larps in Linka Hawryluk-Boruta, Aleksandra
question have gotten publicity on the same Hedere Ososinska, Charles Bo Nielsen,
scale as CoW. Claus Raasted, Dracan Dembienski,
Dorota Kalina Trojanowska, Freja
For that reason alone, its a game changer. Gyldenstrm, Ida Pawlowicz, Mikolaj
We contacted J.K. Rowlings publishers, Wicher, Szymon Boruta, with more than
who sent us on to her lawyers. They sent us 20 helpers
on to Warner Bros legal department. WB DATE: November 13-16, 2014
Legal talked it over internally and decided LOCATION: Zamek Czocha, Poland
that while they were fine with what we LENGTH: 4 days
had done (and maybe even happy with the PLAYERS: 138 players, 33 NPCs
extra exposure it had given the HP brand), BUDGET: 35.000
they needed to control their own brand. PARTICIPATION FEE:: 180 for
players, 70 for NPCs
This is something we understand GAME MECHANICS: CoW
completely, and have a lot of respect for. spellcasting, gossip mechanic, Liveform
The deal struck was that we were given alchemy system
permission to hold two more CoW larps in
April 2015 (which were already sold out), Web site
but from then on we should move CoW to
its own original universe; a challenge were cowlarp.com
looking forward to.

30 Wizard enjoying a smoke on one of the castles bridges (Play, Christina Molbech)
The gazebo was used for outdoor classes (Play, Christina Molbech) The potions cellar (Play, Christina Molbech)

Students concentrating on their studies (Play, Christina Molbech) Professor Bombastus Bane teaching D.A.D.A. 2 (Play, Christina Molbech)
De la Bte
An expensive beast

David Frantiek Wagner

Philosopher stands trial (Play, Ondra Pnika)


The beast I saw resembled a leopard, but had feet like those of a bear and a mouth like that of a lion. Story
The dragon gave the beast his power and his throne and great authority.
The game does not have one story that
Revelations, 13:2 unifies all the players. It takes place in a
region suffering under the attacks of the
Beast, and although many plots are linked
De la Bete (About the Beast) was a larp for Setting to the hunt for the Beast, many others,
95 players, running over 48 hours, with 12 based on religious conflicts, witchcraft or
hours workshops before and some extra The game is not set in a specific year, but schemes at the court, are just as important
three hours post-larp workshops. rather it attempts to depict the height of to the game.
the French Ancien Rgime in the second
It was probably the most expensive game half of the 18th century as a historical phe- The game begins and ends with symbolic
in the history of Czech larps. We will go nomenon. moments (return of the veterans from the
more into detail about size and realizations war, a speech by the baron de Morsange,
about using gender specific characters in That means that the absolutist and infal- followed by individual epilogues, which
the end. But first: What was the larp all lible King of France is Louis, without a we will discuss later in more detail). It is
about? given number. Technical innovations pro- divided into acts which outline the games
gress only very slowly, the Church plays framework, both from the point of view
Background and theme a very important role in matters of the of rules (increasing use of violence) and
world, and volunteers are returning from the story. The game works not only with
For a Czech person, old France, the Ancien the war in America. natural escalation of the stories and their
Rgime, is always a place of great books setting by us, but also with explicit meta-
and great stories. Dumass brave Three The key theme of the game is a conflict game information - some of the conflicts,
musketeers, de La Fontaines social critique between different ways of thought. We see decisions etc. are limited by You have to
and wisdom transformed into fables, and the collision between rationality and sen- solve this before XY.
Balzacs fervent drive to describe all sitivity, scientific and superstitious views,
aspects of life in his novels, intrigue and Catholics and Huguenots. This timing allows for quite sophisticated The fact that one character always had a
romance of de Lacloss Dangerous liai- work with the games dramaturgy, and very role in more than one plot meant that even
sons. And of course Molires drama and These and other lines reflect one of the accurate use of plot twists, fakes, double after the end of one plot the players still
the great works of Rousseau and Voltaire. games features - it has several layers of climaxes, etc. In the third run, we also had enough content to keep their game
interpretation, which are, from a strictly solved the dramaturgic problem of many going, because they could engage in an-
Our imagination is maybe even more fired positivist point of view, mutually exclusive. dramatic games: too many plots reaching other plot. We have also changed our ap-
up by real-life events: the legend of Joan their peak in the same time almost leads to proach to scenography and attempted to
of Arc, countless stories of endless rivalry Most events in the game can therefore be comedy, where a tragic love story reaches use the space as effectively as possible,
between France and Britain and the viewed from several different angles - and its climax right next to a young scientist offering various spaces for various uses to
horrifying difference between the splendor all of them can be right. After adding the turning mad, while only a few meters away, the players.
of Versailles and the poverty of the com- element of character themes to the game, an unjustly sentenced convict decides to
mon man. this feature proved to be very valuable, and take his revenge. We actively promoted suitable locations
the varying interpretations stimulated the for different types of scenes, and from
We feel that all those stories describe the game, rather than killing it. To players who do not know their plots the beginning the players were informed
human condition from really interesting this naturally seems like random groups of of that: This romantic pond can be used
angles - and we found the one story that The setting also clearly showed how the ad- people who are suddenly making dramatic for a rendezvous, this courtyard for a duel
enabled us to pull all that together in one vantage of having weapons which the char- gestures and dying in various ways, without and this table for an argument. We also
story. acters could use in conflicts that turned any reason. Our solution used more signifi- tried to support the storys progress using
bloody; these being blank firing pistols and cant stratification of the content, which musical intermezzos between acts, which
The story of the Beast. steel weapons - mostly different kinds of caused some plots to reach their climax moved from period tunes (introductory
knives, swords and rapiers, provided by us. sooner than others. cheerful military march, deliberately used
to create contrast with the destitute unit)
to unsettling modern ambient.

36 Huguenot service, viewed from the roof of the chapel. (Play, Ondra Pnika) 37
The lack of a central story served to untie The character as a novel
our hands in many aspects, and we were able
to work with three levels of plots (according Each character has its theme, problem, and
to the number of characters involved): main question that is usually phrased in a
rather general way: What boundaries does
1. Mass plots, concerning tens of charac- scientific knowledge have?, What does it
ters, based on a specific feature - for mean to become an adult?. These are re-
example a problem concerning all flected in concrete situations in the game:
local Huguenots. These plots pro- Is it morally tolerable to carry out an au-
vided more of a framework and points topsy, though the relatives are against it?,
of reference: in reality, the players did Can I steal to provide for my siblings?.
not spend that much time with them,
and the emphasis was on the other The theme also provides the main inter-
two categories. pretative angle of the game: everything
the players encounter in the game can be
2. Group plots, which were meant for integrated in their theme, or overlooked
groups of 4 to 8 players, from obvious because it does not support their story.
and official (families, hunting groups),
to unofficial ones (gambling societies, An important creative shift for us was
collectives of veterans) and secret to explicitly acknowledge the theme on
ones (conspiratorial organizations). a meta-level, right in the character text.
The goal was to have every charac- The text of the role, which the player re-
ter involved in at least 3 - 5 such plots ceived, contained a brief summary of the
(depending on their intensity - being characters life story, clearly stated goals,
a member of the Freemasons gener- relationships, and values, and an explicitly
ated a lot of content in itself). Various described theme of the character.
private groups were meant to provide
sufficient interconnection between Apart from that we also added a song to
character groups and create a believ- each character, which served as an inspira-
able, and above all interesting net- tion and which we thought depicted some
work of relationships, which allowed aspect of the role (we used a great variety
the player to see different parts of the of songs and tunes, from classical music, to
game and play out scenes in different Stairway to Heaven, to Polish and French
contexts. mutations of Still Alive from Portal).

3. Personal plots, which included a small This approach to the characters also
number of characters. This category significantly influenced the ways the game
included personal goals and motiva- was played. Inclusion of individual scenes
tions of the characters, which cor- into ones own story led to a situation when
respond to the characters themes emotional scenes are not perceived as the
if possible, and support them. The pinnacle of the game, but rather the scene
theme of a character was the most submits to the general storyline, which
significant game design element of De conforms to a general message and
la Bte. meaning.

38 While the rest of the town is feasting, there is a secret mass in the church... (Play, Ondra Pnika)
Despite the non-simulationist nature of Size
the game, we decided to invest as much
effort as possible into the setting, props The time for the game itself is 48 hours,
and scenery. The logical result was to adding approximately 12 hours for pre-
create three organizer teams, connected by game workshops and half an hour for the
two main organizers and other links. compulsory after-game workshops, and po-
tentially also 2 hours for facultative after-
The PR team was involved in communicating game workshops.
with the players, promotion, photogra-
phers, managing payments and so on. The game is for 95 players, with 57 male
characters and 38 female ones. Our choice
The realization team had four permanent to use strictly set gender of roles was
members, who worked together with the quite instinctive: it is completely tradi-
creative team throughout the whole year. tional in the Czech Republic, and during
The game style, which presented indi- The epilogues, which concluded the game, Their responsibilities included creating the first phases of creating the game, the
vidual scenes as means to piece together have the form of one clearly phrased ques- props, coordinating volunteers, logistics thought of the possibility of using gender
the story and let the whole game be inter- tion which the player answers not from the and production. At times, there were over unspecified or cross-gender roles didnt
preted through the prism of a character point of view of their character, but rather fifty volunteers participating on the pro- even occur to us.
theme, was completely new in the Czech the author of a novel. These questions were duction of the event.
Republic. We will later present a more de- not necessarily the same as in the original Reasons for gender specification of roles:
tailed explanation of how it was created in text of the theme in the character sheet, For maximal optimization, we had ten
a specialized article, The cure for the stuffed but they could address the theme from an people dedicated to scene setting, cook- We still believe that dividing the characters
Beast. But for now, the key factor for the unexpected angle. ing and packing up the game throughout into clearly male and female ones and lack
game was that this style of gameplay did the whole weekend, and a number of of cross-gender playing is important for
not require any kind of sophisticated train- It is answering these questions that others, who were involved only for some the game and for us, for reasons con-
ing - only an outline of the general direc- really ends the game. A secondary goal of time (players, working before and after the cerning not only the historical setting and
tion for the players during the workshops. this system of game conclusion is to sup- game for a discount on the fee, stagehands, costumes that we provide for the game.
port an important design plan: we tried to who went off to play a short-term role for a
During the game itself, there was a specially write the characters without using classical while, and vice versa). There are many multigenerational family
designated room in the pub in which the archetypes or dramatically functional divi- plots in the game, and we aim to present
players had the possibility to consult with sion to good and bad, or one-dimensional. From the point of view of total costs, it was stories of people who go beyond the place
organizers. The organizers were trained for We used the system of varying groups and probably the most expensive game in the traditionally assigned to them by society.
this purpose, had a complex overview of the plots to show different sides of the char- history of Czech larps, with the total costs
game, and also performed basic evaluations acters personalities, and avoid one-sided slightly exceeding one million crowns. The These themes are especially strong with
of the players mental state and problems (we archetypes, such as mother, mistress, only game with higher costs is the forth- women, who for instance take a strong
assign great importance to mental hygiene). murderer, etc. coming larp The Legion: A Siberian Story. But stance against their family and the de-
it was well received, though costly, and we mands that it places on them (e.g. an il-
The players were openly instructed to visit Realization plan to run the game again in 2015. legitimate daughter de Portefaix, hardly
them at least once every act, to talk about tolerated at the court), become significant
their plans and options, or at least to reflect We spent quite a long time deciding We are considering translating it into moral authorities (e.g. Claire Gravois, a
on how they had progressed in the game us- whether it would be reasonable to write a English, and if there are enough players saint), or disturb the order of the society in
ing the available information, additional texts game from a period, where costumes would interested in participating, we would start general (e.g. the galley prisoners - it should
and such. The idea was to get detached from create a challenge for most players. In the working on it in March. be mentioned here, that the inner social
the role for a short time, in order to come end we decided to avoid the problem by order of the galleys includes two male pris-
back to the game with a better idea how to providing all costumes, weapons and other The game uses a vast amount of texts, and oners, who are, however, at the bottom of
advance and perhaps even a new perspective. props for the game. requires high-quality literary translation. the prison hierarchy).

40 The market gave a chance to swap goods, information and favors. (Play, Ondra Pnika) 41
We see these kinds of stories as substantially De la Bte
more interesting and natural in the game
when the roles are clearly identified as male CREDITS: Adam Peta (chief of
or female. We have dismissed the option production); David Frantiek Wagner
of casting female players for roles of men (chief of game design and writing);
and vice versa for the above mentioned Kamil Buchtk, Ondej Hartvich,
reasons, and in order to maintain the visual Lucie Chlumsk, Mikul Peta, Petr
illusion of a historical world. Turo (game design and writing); Alice
uratov, Slaven Eli, Iva Vvrov
(PR); Tom Bazala, Eva Mlejnkov
Conclusion (costumes); Vt Filipovsk (website);
Alena Kuerov (accounting); Michal
De la Bte is a game, which tries to connect Olbert (pre-game photos); Rosenthal
classic larp elements (including action, o.s., Rolling and another 30 people.
shooting, fencing and running around) with LOCATION: Vale castle, Czech
novels (including romance, mystery stories republic
and huge family sagas) and philosophy LENGTH: 2 days + 1 day of pre-larp
(attempting to depict a great number of PLAYERS: 95 per game
contemporary schools of thought, which BUDGET: 12.000 pr run
we see as interesting and topical even in PARTICIPATION FEE: 65 - 95
the present). GAME MECHANICS: Prescripted
characters, pre game workshops, rules
And we think that when the Beast howls in for combat, act structure
the forest, even we, the authors, will shiver
for a long time to come... Web site

delabete.cz

Nothing says intrigue like soldiers holding a lantern. (Play, Ondra Pnika) Uncovering of a conspiracy results in public trial. (Play, Ondra Pnika) 43
Exit 3: The Bunker
Claustro-drama

Karijn van der Heij

Sometimes a room needs little more dressing than a flag and player costumes will do the rest
(Play, Ork de Rooij)
Intro Characters Setting Mind you, we would of course never dare
claim that the Exit series provides actual
In July 2014, 30 players in the Netherlands The story started when the players The comparison with the Nordic larp insights in that regard. There are not many
split into two groups of 15 and allowed awoke on saturday morning and lasted Ground Zero is pretty easy to make, but full-weekend one-shot events in the Neth-
themselves to be all but locked up dur- until late in the afternoonon sunday, after apart from the setting the games are prob- erlands, so most people take their chance to
ing two of the hottest days of the week. which there was some time for debriefing. ably pretty different in intention and feel. try the concepts they always wanted to try
They were playing a larp game called Exit, Friday evening was spent socializing and but think unworkable for an ongoing series.
the third installment in a series exploring doing some workshops, both for flesh- In Exit, it was pretty clear from the begin-
interpersonal tension in enclosed spaces. ing out character quirks and relationships ning that there was no massive nuclear at- That means the cast usually consists of an
This game was situated in the early sixties, and for communicating out of game fears tack going on outside. Instead of that we over-average amount of characters in ex-
in a cold war bomb shelter. and limits, since we know from experience opted for an apparant virus outbreak: the treme situations or with extreme opinions
these games can get pretty heated. players could just wait for it to be over. The in terms of status, religion, sexuality etc.
Like in the previous installments there reason is that we did not want to explore This is in no way discouraged by us, and
were no game masters present at all during In the previous games we had players send the narrative of coming to terms with ones it does contribute to a more volatile situa-
the run time: all communications to influ- in three one-line concepts, and we would imminent death and the loss of civilization. tion and thus, more drama. On top of that
ence the game direction and pacing were pick the ones that we thought best con- Instead, the Exit series has so far always people of course aim to escalate instead of
given per phone, speaker and a period-like tributed to the overall drama and let them been pretty Sartrian: the overarching theme subdue their conflicts. They know that a
machine made out of a receipt printer. The flesh those out. is how the dynamics of a group of people are secret that is still a secret at the end of the
organizers kept track of the game through affected by a stressful situation. The answer, game is a missed chance.
cameras and microphones. This way the il- This time the characters would not meet it turns out, is that those groups become
lusion of being disconnected from the out- for the first time when the game started; pretty dysfunctional after a while. This time the players really went all out in
side world was preserved. they were already part of a close-knit com- including typical Sixties themes like the
munity. That called for a somewhat differ- communist scare, emerging feminism and
We were lucky to have two large, separate ent approach. the American Dream. But there was also
rooms with facilites. The first Exit was only a lot of emphasis on more personal sto-
playable for about 15 participants, with We did again not have pre-written charac- ries of addiction, betrayal, missed chances
many more regretting not being there. In ters, but we did have pre-written roles in and shattered dreams. Some people had
the second game we tried to fix this by do- the cast: there was an upper class family, a secrets as a family, others had deliberately
ing two runs back-to-back in one weekend, working class family, a childless couple, an kept things from their loved ones, like the
but that significantly reduced the playtime outsider couple (players could choose why mother in an upper class family who dab-
of each run. This time we decided to do a those two did not fit in), a lone weirdo in bled in witchcraft, or the young woman
parallel run of two games, which was chal- the house on the corner and three coinci- who had an affair with the man next door.
lenging, but worked out really well. dental passers-by, who were the most unre-
stricted in making their concept. Sometimes small props and gestures add a
lot to the atmosphere: propaganda post-
We cast everybody in one of these roles ers, flags, and food that added to the feel-
while allowing for their preferences, and ing of being in a shelter: boxes of canned
then had them make online connections food (including the rather dreaded canned
with the players of their families and bread) that the players of course had to
neighbors on their own. To make sure that prepare themselves. We played the Star
people had intersecting secrets we gave all Spangled Banner multiple times over the
the players two Dread-style questions, like radio, and put the text on the wall of the
what are you hiding in the attic?, thus es- bunker so everyone could sing along. The
tablishing the existence of secrets without players couldnt get it out of their heads for
deciding on the nature of those secrets. days afterwards.

46 Some characters alleviated stress by dancing (Play, Eline S.) There was plenty of time for small player-made storylines like these two men pursuing the 47
same young lady (Play, Eline S.)
Making sure the tech works smoothly is important in the Exit series (Play, Evolution Events)
Player input

The few points for improvement that were Maybe more and better workshops are the A few weeks after the game I was discuss-
mentioned by player reviews were mainly answer, or those workshops might even ing it with a player. I expressed my surprise
about the fact that we had no planned mo- provide an alternative character creation at the fact that there are not more peo-
ments for escalation, no specific moments process. ple in the Netherlands who run concepts
for the players to take the spotlight. Some like Exit, since it can create good, orginal
of them would have liked something to en- We did workshopping for the first time games without too much organizing hassle.
courage them to find the right moment. for this Exit. This is another possible point He said he could imagine that other people
of improvement. The organizers were not wouldnt want to do all the hard work of
We deliberately chose not to do that. The very familiar with workshops outside of matching and tweaking all those char-
reason is that we like to keep Exit easy to the usual improv exercises to get warmed acters together so that the drama would
organize so we can create an episode every up for playing. Something that didnt help maximize. He found it hard to imagine we
year alongside our other organizational du- is that one of the organizers who dug into didnt.
ties, and writing a plot instead of just incit- the workshopping aspect has the most
ing incidents would increase this workload. unfortunate habit of not writing stuff And it made me proud to have inspired
But also because of the fact, that for every down, and got sick so she could not be such a talented cast of players to create
one of the three Exits we have decreased there for the game. such an intense experience amongst them-
the amount of organizer input and have ex- selves. We told them to create their own
changed it with encouraging players to cre- Overall the players were positive about backgrounds, their own secrets to be ex-
ate conlifict and play through their charac- workshopson friday, but the nature of the posed and just go nuts. And nuts they went.
ters. We are curious to see what happens as workshops could use some improvements.
we do that. Exit 3: The Bunker
Reflections
The first Exit actually had a plot of sorts, CREDITS: Evolution Events, Ren van
the second one had challenges for the play- The previous two installments of Exit took den Berg, Karijn van der Heij, Brenda
ers, and both worked with a system where place in a medical research centre and a Hellenthal, Matthijs Kooijman, Cora
they had to collect, or fight over, tokens Big Brother style camera house, respec- Korsman (shared responsibility for game
that seemed essential to their characters tively. In each one we tweaked different design, character creation assistance and
success. This Exit had none of that, there aspects of the game. We plan to keep doing game logistics)
were only some radio fragments and a pro- this for a long time to come, after all there DATES: July 25 - 27, 2014
tocol for the bunker with things like physi- are many more interesting closed settings, LOCATION: Hunsel, The Netherlands
cal exercises and other drills that the char- from prisons to space stations. LENGTH: 3 days
acters could perform. PLAYERS: 30 in total (two groups of 15
Exit 3 was the first (but possibly not the playing simultaneously)
The content that we provided was very last) installment exploring an actual histori- BUDGET: 1.800
well received, especially the radio speech- cal period. The fact that Exit attracts ma- PARTICIPATION FEE: 55
es by the president (some nice amalgams ture players who expect drama makes it an GAME MECHANICS: Freeform larp
of actual Kennedy quotes), but there was easy try-out space for new ideas. with almost no game mechanics
not much of it and most of the time the
players were left to their own devices.We Another thing that was different this time, Web site
were happy to notice that it still worked. as mentioned before, is the fact that most
characters already knew each other. This evolution-events.nl/algemeen
We are still looking for the perfect way worked really well to immediately create
to challenge players towards making great tension. On the other hand there is some-
secrets and connections, and to make sure thing to say for being in a tough situation
they do not leave this step until the last with strangers as well. We may have to al-
few days. ternate in the future.

48 Characters discussing an inventory list: a small task to create tension (Play, Ork de Rooij) 49
The many cameras allowed the storytellers to see whether players followed instructions
(Play, Evolution Events)
The dimmed lights and concrete gave the room a bunker-like feel (Play, Eline S.)
KoiKoi
Drums! Rituals! Inaction!

Eirik Fatland & Tor Kjetil Edland

Forkwath (ancestral spirits) gathered around one of the sacred boulders. Each clay mask weighed 5kg.
(Play, Li Xin)
In July of 2014 we invited 75 players from Every two years, the whole people gather A hunter-gatherer society opened aesthetic We encouraged players to sign up together,
around the Nordic countries to a wilderness in the valley of Koi, center of their cultural possibilities - facial painting, masks, as fams. These groups, and the enthusiasts
camp in Finnskogen, Norway, in order to life, to celebrate the feast of KoiKoi. The rituals, storytelling, drums - that had been who initiated them, did a lot of work
give life to a fictive hunter-gatherer society. central rituals of the culture are performed prominent in some Norwegian larps in the to coordinate practical and creative
For four days and three nights they sang, here: rites of passage where children are 90s, and that we wanted to bring back for preparations, filling in the gaps between
slept, woke, wept, ate, drank, drummed, accepted into a gender and adulthood, a new generation of players to enjoy. When our types and real humans.
flirted, chanted, and performed the FamRit, where a person becomes a member asked what KoiKoi would be about, our
ceremonies as men, women and nuk of the of a different band, the rite of passing into one-word answer was Rituals!. The culture served as the dramaturgical
Ankoi. They each have their own stories to old age, the rites that keep the sun shining engine, designed to offer up meaningful play
tell - some contradictory, but all true. This and the winds blowing. Low conflict, slow play opportunities - transitions, relationships
is a designers story - a story about the why and choices - for every character. For young
and the how of the larp KoiKoi. The Human Condition Our modern culture is steeped in a sense adults to find one or more lovers, and be
of urgency that infests even historical and accepted as members of the same fam. For
The Ankoi This was not a fantasy larp. Neither was it fantasy larps with a relentless focus on older adults: to consider whether it was
historical. It was an attempt, for our part, Action! Conflict! Now! With KoiKoi our time to settle down at Koi as an Ald, an
The Ankoi are a band society. Each band, to deal with the central events of human aim was different: Serenity. Reflection. elder. For the elders: to consider whether
(called a Fam) consists of 10-20 people, life: Cradle and grave. Relationship and Rythm. The joy of being alive. your path was near its end. And for the
who move from camp to camp through a separation. Growing old. Growing young. children: to seek adulthood as a woman, a
vast northern forest. Their life is nothing Being and belonging. Player feedback - generally ranging from man, or a nuk.
like ours. Their fathers are the brothers the moderately positive to the euphoric
of their mothers, who in turn are the To provide a vantage point on these themes - was not without critical points. But Teaching through language
women who nursed them as children. They we constructed the Ankoi as a mashup of despite the lack of major conflicts and
are surrounded by gods/spirits/presences traditions and ideas as alien from our own goals to drive the larp, none of the players We communicated all this by defining how
called kwath, living in the stones and the culture as possible, but still authentic: seem to have been bored. As one player the Ankoi talked about their world, hoping
forest and the winds. Their children have documented in history and anthropology. commented on the forum: that players would internalize the culture
no gender, while their adults have three: The result was a society far more complex that spoke this language and told these
women, men and nuknuk. A woman always than can be described here, but not one As no-one wore watches, and we were stories. We, obviously, could not make
gives birth alone in the wild, and a man representative of any real hunter-gatherer encouraged to play slowly, our experience of up and teach an entirely new language.
cannot light fires, lest they draw the ire society. These are quite diverse - the Inuit time changed. It felt like we had an ocean of Instead, we modified Norwegian (and
of angry kwath. They have no laws, no of the Arctic have less in common with the time available. When was the last time I felt Swedish and Danish) to create Sprk, the
judges, and no prisons, regularly fighting Umanikaina of New Guinea than Denmark that way? Time was no longer fragmented Ankoi Language.
each other over perceived insults. They kill has with North Korea. into small chunks, but became a steady flow
strangers on sight. of change. In Norwegian a woman is called a
Kvinne. In Sprk she is called Kvinn.
Another concluded: The calm I found at In Norwegian, the plural - women - is
KoiKoi will be with me for a long time. Kvinner. In Sprk, it is KvinnKvinn.
Common words were reduced to their first
A systemic design syllable, and repeated to make a plural or
an emphasis.
KoiKoi was a systemic larp design: we
neither wrote individual characters and We thereby provided an easy-to-learn
plots, nor did we spend time negotiating illusion of speaking a different language.
with players. A character was defined by It also meant that non-larpers overhearing
two standard types, e.g. The Best Lover statements like meeting the nuknuk for
and Afraid of the Dark. In the sign-up some foodfood thought the players had
form, players were asked which of the 40 lost their marbles.
types they were interested in playing. No
two characters had the same combination Here is a sample chapter of the main text -
of types. the Kulturkompendium - titled Murder:

The great lodge of Koi was used for drumming, dancing and storytelling. (Play, Li Xin) 53
Humans do not kill humans. Gender was tougher. Players easily picked
Only beasts, and strangers. up the notion of gender as (mostly) divorced
from biological sex. One female-bodied
I have heard that long ago, character went from being a child to being
a man killed a man in his own fam. a man at the larp, and was unambiguously
Then all understood that he was not a man. accepted as such. But pairings tended
The man was dead. towards monogamy and jokes were told
And he who killed based on the premise of man who always
was a wroth and jealous kwath. hunts for the beautiful woman, in direct
This was difficult. contradiction of the cultur compendium.
For the kwath continued to live with the fam While the nuks social role (caretakers and
as if it was a man. shamans) was clear, their gender identity -
And fam asked an aldnuk for advice. their sense of self - was not. If you want
And the advice they were given, they followed. to tinker with gender, we conclude, youll
They shared no food with kwath need plenty of workshop time.
and told no stories to kwath.
And when kwath-that-pretended-to-be-a-man A ritual dramaturgy
wanted to tell stories
no-one listened. But this was a larp about rituals, right?
And so it walked away Yes. Yes, it was. We had pre-scripted it to
over the river to the land of the strangers contain 1-2 major rituals (Rit) each day,
and since then, no-one has heard of it. as well as innumerable smaller ones. Each
rit was described through a minimalistic
These texts were also distributed an ritual recipe. Had the Christian Mass
audiobook, earning us accolades from busy, been described the same way, it would
text-weary and reading-impaired larpers. have been : The priest distributes bread
Every larp should have an audiobook. and wine, saying this is the body of Christ,
this is the blood of Christ. All the singing,
No KoiKoi text has a single author - we prayers and cermons would have been left
wrote collaboratively, online, constantly to improvisation.
revising and adding to each others work.
We also wrote some 30 myths and stories, We used the workshops to practice such
and gave each player one, encouraging improvisation. The main element of ritual
them to tell it at the larp. That wish was improv - a set of practices that have
granted: not only did the players tell evolved over the years in the Oslo larp
stories, they also invented new ones. By the scene - is to cultivate an awareness of the
end of KoiKoi, the Ankoi Literary Canon people around you : to listen, sense, feel,
contained some 100-150 stories. and then to act in harmony. Rhythm,
movement and chanting all contribute
Our language-based approach worked very to synchronising people. On top of this,
well for most things: The characters spoke we introduced a system of hand-signs
Sprk. They believed, intuitively, in signs that would allow people to take, use and
and portents and taboos and kwath. Their distribute leadership in the rituals.
social structure followed the intended
primal anarchism, though with perhaps The ritual improv approach was also used
a bit too much attention given to the when improvising music, of which there
symbolic roles of Great Man and Great was plenty, and in our sex simulation
Woman in each fam, and the future-telling technique.
rites of the nuknuk.

54 Preparations for ddrit, a ceremony of death. (Play, Li Xin) 55


Players and groups developed their own aesthetic. The black face-paint identifies this
woman as belonging to Ravnfam. (Play, Li Xin)
Ankoi storytelling was both ritual-like and Altogether, KoiKoi was - by the standards KoiKoi
larp-like: the audience would chant along of Norwegian larp - a major production,
with the storyteller, and the storyteller nearly perfectly executed. Had it not been, CREDITS: Margrete Raaum (main
could use hand-signs to call others to act these other stories could not have been organizer + producer), Eirik Fatland and
as the characters of the story. This, we feel, told. Tor Kjetil Edland (main organizers). Trine
was one of the most successful aspects Lise Lindahl (writing/concept), Martin
of the larp design: storytelling became a A night of death and laughter Knutsen (production/scenography),
constant activity, the thing you did when Elin Nilsen and Jrn Slemdal (writers).
you had nothing else to do, and something We close this organizers story by sharing Extended team: Fabe Dalen (costume),
some players wanted to continue doing a moment from another, a players story. Stle Johansen and Anders Ohlsson
after the larp had ended. Some of the Latter was an aldnuk, an elder nuk and (practical), Gaffa Express, (building
pivotal moments of the larp occurred in shaman. In the ceremony of Ddrit, Latter and derigging), Frode Pettersen and
the midst of improvised storytelling, as was responsible for killing those deemed rnefam (building), Li Xin (props &
the stories told resonated with the lives of useless to society and ready to become photography).
multiple characters and players. forkwath, ancestor spirits: DATE: July 1-5, 2014
LOCATION: Finnskogen, Norway
Practical production Ddrit had finally come to an end. As always LENGTH: 5 days (4 in-character)
it had been a night filled with one feeling PLAYERS: 75
One does not simply walk into Finnskogen. after another. Ebbe and Dugg had stopped BUDGET: 10.000
It is a vast wilderness - cold and wet, being. Latter had strangled them. They were PARTICIPATION FEE: 90 (70
populated by swarms of meat-eating now forkwath. Walking with the other aldnuk under 26)
insects, far removed from the nearest towards Koi, Latter was still holding on to the GAME MECHANICS: Minimalist.
hospital. Our pre-larp planning included two white ribbons. They heard singing from
contingency plans for bear attacks and Koi. When they arrived Bris threw open the Web site
the purchase of a defibrillator. Neither doors and they entered. As others danced
bear nor heart attacks occurred, but we around the bonfire in the centre of Koi, Latter koikoilaiv.org
waged constant war against the meat- sat down on the knees.
eating insects. The location did not have
enough buildings for all the fams, so a Sometimes bursting into sorrowful moans. The
gang of heroic larpers volunteered to build song in the room continued, but changed
additional buildings before the larp. character. After a while the circle (on its own?)
began chanting the names of the deceased:
The main hall, Koi, was transformed into Ebbe, Dugg, Ebbe, Dugg, Ebbe, Dugg The
a tribal gathering space by 20 meters of names of the two aldmen became a melody.
rough tapestry. The three ritual places Latter, the only ankoi who takes human lives,
posed a bigger challenge. We were helped crept towards the fire on all fours. Screamed,
by the large boulders giant kwath had and left.
thrown around the area. By decorating
them in a mixture of clay and paint, and Later that night, they sat by the fire at Boarfam.
clearing the bush around, random forest Told lighter stories. Were comforted by their
locations were turned into sacred spaces. old friend and lover, Wave. Joked. Laughed.
Each fam was responsible for outfitting Their face still painted with the death mask..
their own camp and for most of the
food they would need during the game. The three previous days had seen
Observing players in their great costumes, meditation, song, dance, love and birth. By
their scenic campsites, preparing elaborate this ritual murder, this final act of loss and
meals, singing, drumming and chanting, cruelty, our tableau of the human condition
being Ankoi - this was our reward as was complete.
organizers.

56 Participants invented and told an estimated 50-100 new myths and legends of the 57
Ankoi people. (Play, Li Xin)
The Ankoi believes that the mask is wearing the human during a rit. (Play, Li Xin)
Last Will
Make us your slaves, but feed us

Annica Strand, Frida Gamero & Sofia Stenler

A lifer collar with the Jericho id-code.


(Post-game, Ylva Bergman)
In the end they will lay their freedom at our feet, Inspiration: I owe my soul to Reactions: Now I know what it
and say to us, Make us your slaves, but feed us. the company store is worth.

Last Will is a larp on the subject of a Slavery - the word makes us think about As you read this, Last Will will have been
fading human dignity in a world run by chains and whips, blood and colonialism. run two times, and as we write this, we are
money and consumption in which people But the system of humans as commodities preparing for the second run. We decided
can be bought and sold as commodities. is even more widespread today, wrapped in on doing a second run after the preliminary
The larp is set in a future where debt and inhuman working contracts and debt that sign-up for the then only run had over a
poverty breeds slavery and slavery perpet- is passed down from generation to genera- hundred people sign up in less than a week.
uates poverty. tion. We wanted to show what losing self- The larp was massively hyped, and the first
determination does to a person and that it run sold out in only eight (8) minutes.
The larp was run by the organization Ursula, can be done with a piece of paper just as
and the story was set in the gladiator-stable much as with chains of iron. For the second run we used a different
Jericho, with six fighter-teams as well as an sign-up system than first-come-first-serve,
administrative staff running it all. The larp India: The forced labour of women and girls and a hundred people signed up to let us
depicts some twenty hours in Jericho. The has become known as the Sumangali sys- draw lots for the 44 spots on the game. It is
trainers and the coach prepare the fighters tem. It affects unmarried girls and women strange to arrange a larp with such a hype.
for gladiator fights, the doctor and psychia- aged between 13 and 18 years old who work Thrilling, but scary.
trist evaluate the fighters and other team on three-year contracts, often in mills that op-
members, the pleasers perform their duties erate 24 hours a day, using three shifts. The Will we be able to deliver what all these
towards the fighters, as do the physiother- workers are not only required to work any people fervently wants us to? You felt like an animal, in your head. Every-

apists while the guards make sure everyone shift but also to carry out unpaid overtime. thing but the here and now disappeared.

does what they should do and only the The girls are confined to the mills, sleeping in What exactly was it that they thought they You were stripped of your agency and told

right people slips in the showers. hostels, during their contract period and are would experience? Had they really all read to shut up when you had opinions. Zero dis-
rarely, if ever, allowed out during that time. the participation contract? And if so, why cretion, zero authority. All actions were reac-

All the while lives and relationships go were they surprised when we told them tions. Your initiatives were very few and usually

on. Some of the people in Jericho are free (Antislavery.org, article from 2012) that they would not get eight solid hours caused by something that happened in the

workers, having contracts that allow them of sleep? The sleeping schedule was a big past and had the purpose of keeping up ap-

a salary and a little more freedom but also We wanted to create this larp to look at issue, and something we will re-design for pearances.

the risk of being let off with no further no- modern slavery through the lens of a fic- the second run. Having two runs and an
tice. tional future. We can not claim to give a extensive questionnaire after the first run (Player)
true portrait of a sweatshop in China or gives us this chance of re-evaluating our
Others have signed a life contract, which a mine in Africa, but by taking bits and design choices. It was overwhelming, overpowering and

gives them the security of food and a roof pieces from different places and putting scary; my first reaction was that I never want-

over their heads, but no say on almost eve- them together in Jericho, we can give our Based on the questionnaire and our own ed to expose myself to anything like that

rything else. It is the day before the na- participants a feel for what life is like when evaluation, we have decided to change again, but when the experience settled with

tional election to parliament, but only the agency has been taken from you, and what some things in the pre-larp workshops me a bit, I realized that it had developed me

free workers needs to decide if they should it does to you when you feel that you have and post-game debrief and the above men- - I realized that I was actually grateful that I

take the risk to sign up to vote or not. The no value. And what it makes you do to tioned sleeping schedule, as well as little am free and I have a healthy and loving fam-

lifers need not worry; they no longer have other people. We hope that experiencing things as the amount of in-game drugs al- ily. This is how Ursula really succeeded: rarely

the right to vote. something with your whole body will make ready present on the game floor at the start have I been so submerged in dystopia. Every
you take something home from it. of the larp. little thing played its part, from the crowded

Last Will revolves around hope in a hope- gym that served as venue for the event to a

less situation, where the desire to create a The setting of a gladiator-stable was a de- In all, we wanted people to get a feeling of clogged drain, the violence, the horrible vac-

future battle with constant fighting against sign choice we made to incorporate play on how poverty deprives you of your agency. uum-packed food. I felt hopelessness, like a

fear and hunger. In a time when freedom the loss of bodily integrity. We wanted peo- Participants telling us things like this serf and completely lost.

is weighed against security and survival ple to sell their bodies to be used by others, makes us believe we came quite close to
every day the question echoes What is for pleasure, entertainment or profit, but our goal: (Player)

my value? we didnt want to portray a brothel.

60 Routine security line-up and inspection of all inhabitants in Jericho. (Play, Lisa H. Ekbom) 61
Perspective: You used larp to I open my eyes and stare out into the dark- The player of one of the psychiatrists tells
tell an important story. ness with eyes hurting with the lack of sleep. us about a memorable moment:
At the same time thoughts grind and grate.
We have been asked why we think this larp They are always the same thoughts. I am The rape of Ataru was incredibly strong. As I
got so hyped, and while we can think of thinking about how it would be if I wasnt in imagine a real rape in war or a concentration
several possible explanations for it; we had this sour sweat-musk of Jericho. I am thinking camp. It was so deliberate, so well planned.
a very nice presentation package, the set- about what I would have done if I had not Not in any way about sex, just power. Ataru
ting and roles intrigued many people, and signed that lifetime-contract. sat there, extremely passive, eyes staring
we offered an intense experience without straight down at the floor. Never said no or
an overwhelming amount of preparations As always I cannot form a picture in my mind stop but just sat there. Silent. Motionless.
or money needed - we also got another ex- of a different kind of life and I come to the
planation from a friend: conclusion that I cant because I have been The player of Team 6s pleaser tells us
here for so long that I have forgotten what it about an impression from the game:
It was the Hardcore larp of the year, and is like out there, in freedom. At least I am not
there was a demand to fill. hungry. /.../ When the lights come on and Cleaning the shower room from blood after
the morning buzzer sounds I am nauseous love interest JT6FILs suicide. It was horrible but
To be honest we hadnt really thought from having gotten too little sleep. The Lifer- also became a very private way of saying
about it as hardcore ourselves when we collar has made an indent into my neck and goodbye.
designed it. We focused on the story we I casually scratch it as I pack away my sleep-

wanted to tell. We wanted our players to ing-gear.

live and feel the horror, frustration and


degradation of their roles. We did not see The player of the fighter Eli tells us this
this as a game for everyone, nor an experi- story from not long after she and her team-
ence that anyone would want to have. mate have been in the pit fights:

We did have some players that were fairly The doctors came by the Team 2 sleeping
new to larping. That was not a problem, area and injected Eli and Milo with pain re-
though. Like in most games of this type lieving drugs to make them able to impress
we put a lot of effort into introducing the during the owners visit, despite them having
players to the world, making them feel safe been badly beaten up and injured in the are-
with each other and providing a safe space na just hours before. The words with which this Last Will
in which they could indulge in some hor- was done made it perfectly clear that Eli and
rible play. Milo were regarded as no more than animals: CREDITS: Frida Gamero, Annica
Theres going to be hell to pay for this later, Strand and Sofia Stenler
What we worked for, and hope we succeed but theyll be fine during the visit. DATE: August 15 - 17, 2014 and January
with - at least for some - was to leave an 2 - 4, 2015
impression on our players that would help Another fighter gives us a snapshot from LOCATION: Stockholm
them see and think about slavery and pov- her game: LENGTH: 23 hours game time, 3 days
erty from a new perspective. total
The time before my fight was quite extraordi- PLAYERS: 44
Stories: The cruelty and the nary, and coming back from the fight, too.You BUDGET: ~3.000 per run
pressure hit me hard and my really felt like a broken star. /.../ The second PARTICIPATION FEE: 73 regular
eyes start to water. time the lights went out, when Mitsukid been price, 37 subsidized price
walking back and forth outside the toilets to GAME MECHANICS: Not described
These are some snapshot images from Last wait for the painkillers to set in, and finally
Will, told by participants of the first run: went to sleep, and just lay there and stared Web site
into the ceiling, and felt that this was her en-
The player of Jerichos Coach gives us a tire world, her entire life. It was breathtakingly lastwilllarp.com
snapshot from the darktime: horrifying.

62 The fixer Lyric cleaning up blood in the fighting ring (Play, Sofia Stenler) 63
Fighter Kari, Jerichos only free worker fighter (Play, Annica Strand) A team consists of five: physiotherapist, trainerm fighter, fixer and pleaser. (Post-game, Ylva Bergman) 65
Fighter Sol with her trainer Zion. The collars distinguish them as lifers. (Post-game, Ylva Bergman)
Lovers in hell; physiotherapist Ryan and trainer Hayden. (Post-game, Ylva Bergman)
Livsgld
Fantasy with gender elements

Simon Svensson

The water-gendered: soft, emotional leaders (Post-game, Frida Selvn)


Setting the stage Setting The unknown also held the mythological Designing Livsgld
threat from a civilization that once held
Livsgld, translated roughly as the price The setting for the larp was a world known the people as slaves and were said to roam Calm gazes with the power to silence loud
you pay for your life, was a low-fantasy as Xaos, constructed by organized Simon the wilderness in search for them. voices. Tears that are swallowed, hidden
larp held in November, 2014, in Halmstad, Svensson. away to uphold the illusion of well-being.
Sweden. The larp was played in Swedish, The culture was one of shame and guilt, A collective where everyone is included.
had 40 participants, three non-player The larp itself was centered around an where the personality traits that are Yet, some are still left outside, isolated. Love
characters and four organizers. The spots isolated culture that had been existing on often seen as good today were considered filled with demands exists side by side with
for the players were given out through a its own for hundreds of years in a single destructive and bad (bravery, creativity, the search for acceptance. To be loved, not
lottery process, where participants first village. The culture entirely lacked a social being outspoken, self-confidence), while for the person who I am but despite of it.
signed up over the span of a week after sex-based gender, the focus was instead atypical leader abilities intuition, Livsgld. One larp, many emotions followed
which a draw was made to see whom on four elements that were seen as part empathy, carefulness and cowardice were by important insights. I was not poor when I
among the players would receive spots. of your biological entity in the same way seen as positive and constructive traits. went there but I left richer than I was before.
The larp used two criteria to divide the as gender is for us today. The concepts Conflicts were solved by smoothing over My new found riches are thoughts and a new
various players into different pools - we man or woman did not exist, even if the and handling the fallout rather than the way to view the world.
first divided the player group into self- members of the culture were physically cause.
identified men, women and non-binary identical to us. (Player, Air-gendered)
individuals, with a goal of as many self- If the main storyline was the food crisis, the
identified men as women in the player Story actual focus of play was the social pressure These thoughts by one of the players
group. After this division was made, we that was a natural part of such an isolated include some of our core design elements.
went on to divide by age. Ten spots were The story played with themes of survival, society; a society where the equilibrium When we created Livsgld, we had three
reserved for the 25% who were youngest both literal in avoiding starvation, but rests on shame and the silencing of major design goals. They were:
of the player group, twenty spots were also cultural survival when the old ways dissenting voices. When the crisis became
reserved for the 50% in the middle and ten did not work as they used to. The food more outspoken, all the tension that was A gender-equal larp
spots for the oldest 25% of players. stores were low and for many years, the stored in the various dynamics between Reversing fantasy stereotypes
fields had gotten more barren, the hunting the collectives (the family units of the Narrow focus
Despite our efforts to achieve this balance, had diminished and tensions were on the game), individuals and between element-
when dropouts were taken into account, rise. During the larp, the People, as they genders rose up to the surface. Love was The first point was one of the first that we
we did not have enough reserve players were called, had to confront whether they lost, forbidden love was uncovered and decided on and our philosophy towards
among men in the latter stages of the would rely on the extremely conservative the young members of the village were gender was based around the thought that,
process and the actual game ended up with foundations of their entire people, the initiated into their collectives, to live with in order to achieve gender equality in a
a skewed ratio, with more women than cultural values they held sacred, or brave them for the rest of their lives. larp, you could not simply remove gender
men attending. the dangers of the unknown. inequalities and otherwise keep the same
During the larp, three unknown spirits also traditional fantasy or modern setting.
appeared, brought into the village by some We would still have hidden patterns and
of the fire-gendered, the most oppressed of behavior that were modelled on inequality.
the four elements. These spirits turned out Instead, you have to remove them and
to have different agendas that they tried to replace them with something else that
pursue through affecting the people and could take their place. This philosophy
their ways. guided us as we created the Livsgld world.

In the end, a choice was made. Their The second idea was based on the
existence doomed, they refused to go quiet observation that fantasy worlds are often
into the night and fade away. The village inherently conservative. They are worlds
abandoned their ancestral home to face where uprisings are bad, where feudalism
the unknown on a great exodus, knowing works, where power is rightfully inherited
well that most of them would not make it. and where loyalty to authority is something
noble.

The earth-gendered: hard, practical workers (Post-game, Frida Selvn) 69


They are worlds where individual bravery When this week had passed, a document The biggest lesson we learned was to trust
and vigilantism is held as the norm of was published with our the organizers in the setting and the characters to provide
heroic behavior. We wanted to challenge design thoughts, containing thoughts on the content. An element was introduced
these concepts and show a world that what had gone wrong and what could be early on that was meant to be kept low-key:
worked differently from how we expected improved, along with a feedback form for the three foreign spirits. However, their
a fantasy world to work. We knew this the players. We felt that this approach occult nature and mystery quickly spiraled
would be a challenge for our players since helped players focus on areas that we had it up to the top and it became a major
we had already removed so many other not already reflected over. plot. Many players reacted as if they had
familiar points from the players horizon to solve it, rather than use it as background
of expectations and recognition, but we The feedback form received answers from material. Had we informed everyone
did not want to create a gender-equal roughly half of the participants. The most about the element beforehand and kept its
world only to reproduce the normative, widespread reaction which was echoed by function transparent, we feel that it would
traditionally masculine traits as superior. nearly every feedback form, was that the have filled its function more properly.
participants had experienced a sense of
The third point, narrow focus, was leaving their own social gender behind. No We are glad that we created Livsgld and in
something wed learned from the countless longer did they feel the internal or external many ways, it felt like a success. However, it
fantasy games that exist out there in the pressure to act their gender. also felt like a game that explored relatively
more mainstream fantasy genre. Many of unknown territories and in doing that, left
them present a whole fictional world for Despite of this, several individuals a lot of room for improvement.
the prospective larper with nations, maps, noted that actual behavioral patterns
cultures and religions all presented in short still conformed to those they had been Closing thoughts
written format, easily overwhelming their taught all their lives. It is not surprising Livsgld
players. We wanted Livsgld to exclusively that players did not adapt entirely new Everything points to the fact that Livsgld
present relevant information for the patterns of behavior simply from two days changed the way people thought about CREDITS: Kajsa Seinegrd (main
players, where every piece of information gametime and a day of workshop. gender, if only for a little while. In this, we organizer), Simon Lindman Svensson
was something that had an impact for the hope that Livsgld can be an inspiration (co-organizer), Carl Nordblom (co-
People and the experience at the larp. However, it is noteworthy that the to others and that we will see more games organizer) and Jennie Nyberg (co-
expectations to behave in the same ways exploring similar themes. organizer)
Inspirations from the Nordic larp tradition were perceived as lacking. It was more out DATE: 30th of October to November
were games such as Mellan himmel och hav, of comfort and habit that the players acted As a closing statement, here are some 2nd, 2014
for a different way to construct gender and out their off-game gender identity, rather thoughts from one of the participants, LOCATION: Primus Vicus medieval
personality traits, Hemligheten, for the way than a feeling of pressure or expectation. taken from their blog post about the larp: village, outside Halmstad, Sweden
it portrayed a low-key fantasy setting, and LENGTH: 60 hours in-game, 16 hours
Brudpris for handling a culture of shame Another common point of feedback was It was scary, in a way, to see how effectively pre-game workshop
and invisible barriers. that the elements had felt like castes, we changed our way of thinking and PLAYERS: 40
rather than gender. There had been a lack behaving over a mere weekend. It showed BUDGET: ~5.000
Reactions of sexualization or the tension that exists me how easy it is to create oppression on PARTICIPATION FEE: 70 standard
between genders attracted to each other completely arbitrary grounds, and how real fee, 50 for low income participants and
There were many things that did not and they had felt like roles in society, those feelings provoked can be even though 90 for high income participants
happen as planned or expected and there rather than something natural you were you know its just play-pretend. But most of all
were many story elements that were born to. it gave me hope. If we could change our way Web site
identified as flawed or working in an of thinking and behaving so easily over such
unintended way. Even as the game came to Many felt that a workshop for translating a short period of time I have no doubts about projekt-xaos.zaramis.se/
a close, we had already learnt a lot. typically gendered behavior, like flirting, that it can be done on a much larger scale.
sex and attractive stereotypes, into the All it takes is that most of us play along.
After the game, the players were asked Livsgld world, would have been a boon to
to give the organizers a week of stories, a the larp. That was, according to the players, (Player)
week where feedback and criticism could the most difficult part of the setting.
wait.

70 The fire-gendered: passionate, dreaming and aggressive (Post-game, Frida Selvn) 71


The air-gendered: intellectual, soft individualists (Post-game, Frida Selvn)
Mare Incognitum
Trapped in the ice

Olle Nyman & Sebastian Utbult

The organizers have an ingame radio conversation with the stranded travellers. (Play, Jonas Aronsson)
The fate of the M/S Lyckan We also tried to have at least 20 percent be-
ginners at the larp. However, quite a few of
Our story took place aboard the M/S Lyckan, the beginners dropped out before the larp,
a former German navy freighter with a so the 20 percent was not fully realized.
horrific history of atrocities. A research
expedition to Kirkenes in Norway had Creating a horror story
unearthed a strange statuette, which was
brought onboard during M/S Lyckans last The location, the ship, made many deci-
journey out of Kirkenes for the winter. sions about the story for us, which is how
Aboard were the expedition, the crew and we like to work - do something within a set
captain, a group of workers, a doctor and of limitations. It was going to be claustro-
nurse, a group of dilettantes and adventur- phobic and dark, and the players were go-
ers and a few others. ing to be cut off from the outside world;
all great components for creating horror.
Mare Incognitum was a larp set in Lovecrafts We first decided on the basic outline of
Cthulhu Mythos, aboard the decommis- the story: first some normality onboard
sioned destroyer HMS Smland. We wanted the ship, followed by the ship getting stuck
to create a claustrophobic horror larp that in the ice, then taking away comforts like
relied more on atmosphere and slow pres- lights and food, a slow escalation of weird-
sure than shock and jump scares; more on ness, clues, handouts and events leading
subtle, personal horror than on monsters up to a crescendo in which the players are
and gore. We chose, unconventionally, to confronted with their doom.
do a 1950s Lovecraft larp rather than the
classic 1920s setting, both because it fit It was quite a challenge writing twenty-seven
the actual ship better, but also to be able interesting, multifaceted characters and fit-
to use the Second World War as a tapestry ting them all together in the story, making
for much of the background, something we sure to give all the players both agency and
think worked out very well. internal logic. It was important to us that we
created characters that would be fun to play
We realized early on that we were going even if we completely removed the horror
to have to do multiple runs of the larp and supernatural elements. We had utilized
in order to be able to finance it properly, skjebner (fateplay) before, and for Mare
and we decided on doing three runs of the Incognitum we gave all the characters several
larp for 26 players each game. Wise from fates and triggers (if x happens, do this/react
the experiences of our last Mythos larp in this way) in order to create hooks for the
Terra Incognita we tried our best to have a players nudging towards insanity or to cre-
fifty-fifty ratio of women to men, and to let ate potential for scenes or conflict. Once
chance dictate who got the spots for the we had assigned players to the characters
larp (with a few exceptions). we tweaked those characters who were not
Swedes (different background texts).
This strategy proved to be successful, both
in terms of equal representation and in Characters were divided into groups; an
terms of players we didnt personally know expedition of scientists, a group of work-
- you can get comfortable as an organizer ers, a group of dilettantes and adventurers
and mostly cast people already known to and their servants, etc. A big help here was
you. Most of the final participants were a drawing board, where you could connect
from Sweden, but we also had participants the different characters and how they re-
from Denmark, Norway, Finland, Estonia, lated to each other in order to visualize
Great Britain, the US and Spain. possible plots, twists and subgroups.

Crew and passengers play cards in the mess. (Play, Jonas Aronsson) 75
As we said earlier, we used the Second Pace it too slow or too fast and you burn Lessons learned Dont be afraid to break the diegesis
World War as a background for many of out the players or destroy the narrative,
the characters, and the war itself was used show too much of the horror and you risk Gender roles and equality We are somewhat stuck in the 360 design
as an underlying subplot; the ship had it losing its power. Give the players too model, and we were sometimes hesitant to
previously been the stage of some atroci- much to do - like reading handouts and We put some effort into making sure all break the diegesis in order to spook play-
ties during the war, and many documents, completing tasks - and they can become the characters for the larp were as gender ers or use meta techniques to further the
letters and signs produced for the larp and too focused on doing and not feeling. neutral as possible. Any character should game, but once we did it was universally
spread around the ship contained info on be playable by anyone without any (or well received and really worked out well.
this backstory which we think added But on the other hand, if you give the play- very little) modification. We were also very We need to stop being afraid of breaking
another layer of horror underneath the ers too little to do the sense of develop- strict in keeping the ratio 50/50 between the 360 illusion.
Mythos horror. ing story or of getting anywhere might be (self-identified) males and females. We re-
lost and the players may become tired or alize that we need to actively work more Information
This also offered us the opportunity to bored. to create a game with actual equality in re-
treat the ship itself as a character in the gards to gender, and this is something well Keeping players up to date is very hard,
drama and the ships history was lent phys- Our larp had its fair share of pacing issues have to keep discussing and working on. even if you just choose one single channel
ical form as shadows from the past via odd (which we tried correcting during subse- for that information (email for instance).
messages on the radio but also as actual quent runs), and as an organizer you have a Tech Do NOT rely on facebook at all, but also
Shadows (NPCs giving suggestions or in- hard time gauging what the players are feel- keep in mind that players will miss emails
sights to the players, but being invisible to ing or currently doing, and you might panic, Tech never works flawlessly. It will break, or and will not read all your text. Be very, very
the characters). thinking the players are bored, and start youll have great problems getting it to work clear in writing, and repeat everything that
doing things that screws up what might be right. Always plan for that if you intend to is important several times.
Producing horror an excellent atmosphere for the players. have a tech-enhanced larp. Keep an analog
option for your players. Also make sure tech The verdict
Early on, we decided to aim for a creep- We had a radio room, where the players is dead simple to understand, then dumb it
ing, slow horror rather than in-your-face diegetically could speak to other ships in down even further. Test the tech in extreme In the end were happy to have created
jump-scares. As is the key to most Mythos the area as well as the coast guard, and we conditions. Try everything beforehand, mul- the larp together with the kick ass partici-
horror, the horror is ancient, does not care think it worked out better than we had im- tiple times, to find the glitches. Our sound pants and our excellent crew, to have run
at all about humanity, and is more or less agined. system gave us extreme headaches until we three fairly different runs. The participants
impossible to understand - and there can managed to get it working right. humble us with relevant feedback, making
be no defeating the horror, only a short At first it functioned as a source of infor- us wanting to continue, and also letting
respite. mation and safety for the players (there Railroading others learn from our mistakes (and suc-
was always an external party they could cesses). It was a great larp for most, but it
The key things that made this larp were, talk to), but as the game progressed the We railroaded the end too much, which could have been better, and well work on
we think, the ship itself (i.e the stage), voices on the radio increased the feeling of felt weird and out of place. This is bad that til next time!
the handouts (handwritten diaries, letters, isolation and the problematic situation the design. Try to avoid that unless you have a
photos, documents, etc) that gave back- passengers were now in - coastal stations kickass ending that you feel works no mat-
ground and increased the sense of horror reporting that the storm was gaining in in- ter what state the players are in.
onboard, the characters (pre-written and tensity, ships reporting that they could not
designed for drama, conflict and a slow de- reach them to help, etc. New blood
scent into madness) and a combination of
creative NPCs and on-the-spot gamemas- Players in the radio room could also expe- Bring in new players, and people youve
tering. rience semi-meta gameplay; strange voices never worked with before. Dont be afraid.
from the past, weird monster sounds, voic- You might just be amazed (like when the
The sound system used onboard greatly es speaking to them from beyond the grave new blood don the wellingtons, and take
helped in creating mood and atmosphere. etc, which worked really well - especially on the monumental task of cleaning out
Having great players also helped a lot. so since the room was rigged with a night the poop floating all over the kitchen).
vision camera so we could identify players Make sure you have a great team of NPCs
Creating horror, we believe, is a very and simultaneously read up on their back- and functionaries to back you up when you
delicate and sensitive thing. stories as we spoke to them. get tired or busy.

76 One of the last pictures of the ethnologist Rehn before his disappearance. 77
(Play, Nino Hynninen)
Mare Incognitum

CREDITS: Olle Nyman, Sara


Pertmann, Sebastian Utbult, Andreas
Sjbergand Simon Svensson. Crewed by
15 additional NPCs and deckhands.
DATE: November 28-30, 2014
LOCATION: HMS Smland, Gteborg
LENGTH: 10 hours
PLAYERS: 78 (26 pr run)
BUDGET: ~6.500
PARTICIPATION FEE: 65 - 110
(depending on income)
GAME MECHANICS: Diegetic Game
Mastering, Honour System, Slow take-
off, Slow Landing, Soundtrack, Pre-
written characters,Shadows, Narrative
Voice-Over, Playing to lose,
Brems,Kutt,Pre-larp Workshop

Web site

xn--ii-viab.se

78 A member of the crew taking a break from the hard work with the engine. (Play, Jonas Aronsson)
Moon
A Firefly larp not exactly about Firefly

Jindich Maek & Martin Buchtk

Despair and frustration. Thats the impact of those situations. (Play, Martin Buchtk)
How we created a Firefly larp, We wanted to show this difficult decision-
not exactly about Firefly making process as it applies to everyday
life (Would I risk the life of my spouse?)
One day the world became too small for all at macro-level political circumstances.
of us. Then we started to settle other planets. Players were not aware of the parallel
Terraformation begun. Things changed. Lot of before playing the game.
us became adventures, seeking freedom and
independence. But with great power comes This is also the backbone storyline of the larp
great responsibility None of us had an idea which drives the flow of the game and makes
of what the Alliance would be capable of... it cohesive, but it is followed by a number of
Take my home, take my land, take me where smaller relationship-based plots. There were
I cannot stand. I dont care, Im still free, you also three time points in the game which
cant take the sky from me served as bottleneck for the players.

(Words from the Firefly theme) All of these were speeches, which redefined
the situation and focused characters back
What is Moon? on the main story plot. In the last one,
the governor could choose one of the pre-
Moon is a chamber larp (3 hours + 1 hour written texts to decide whether the Moon
debrief) for 10 players, situated in the Firefly colony would go to war or accept the
universe. But the essence of the game lies in occupants. That is the way we ensured a
something else than in a cool sci-fi/western dramatic ending of the larp. We accomplished coherence by a quite Metatechniques in Moon
setting, and knowledge of Firefly is not simple trick. There was a rule for adding
necessary for playing the game. To make the game more authentic all the any object or person to the plot: It has Our intention wasnt to have a game full of
speeches were based on real historical to be connected to as many characters rules, but some game tricks were necessary.
After nearly four years of running Moon, materials (the Munich Agreement for as possible. So, for example there were After some discussion we picked three
we have decided that its time to capture example). It was a kind of easter egg messengers who were carrying important (four, after few reruns) of them.
moments from the life of this game. From for players, just like the names of the medicine and some message was given
the first idea that came to mind, to the last characters, which referred mainly to to them. But they were killed by another First of all, there was an intro made of
weekend when we put our grown-up child important Czechoslovak politicians or character, who stole both: the message and three scenes, which were written by us, and
in the hands of other teams. This will not characters from well known books of the medicine. so became more like coordinated drama
be a complete walkthrough of the game, the given period. This was surprisingly scenes. The reason, why we have decided
but an outline of useful tools for other game highly appreciated by a number of players There were also someones friends, to use this was in our experience of slow
designers. Well try to describe features in afterwards. who were furious about their death. booting of chamber larps in that period
enough detail that anyone can copy them. Finally, the fate of the messengers was and we didnt want to have a game with a
The second interesting game design aspect important for every character. And this slow beginning.
Game design & tricks is the storyline itself. brought to the game a sort of complexity
where unintended conflicts and links This sadly proved that we probably werent
First of all, we wanted to write a game not The whole scenario contains five smaller between characters emerged (we used this able to manage them in the right way
only to entertain people but also to make compact chapters linked together mainly technique in a more developed way in our anyway, because in almost every run of the
them think about a certain topic. That is by interpersonal stories and the history of newer games). game, there was someone, who failed to
why the whole Firefly setting is just scenery the Moon colony itself. do what was asked. It is possible that just
for our metaphor. Beyond a cool surface However, the chapters and connections writing a set of non-specific instructions
there is a very-much-discussed topic; the Each character took part in 4 of 5 chapters. were used only as a game design tool; for on a piece paper and leaving the rest to the
decision made by the Czechoslovakian From the game designers perspective it the players they were invisible. We wrote players wasnt such good idea. The basic
president Edvard Bene after the Munich worked well. It was easier to indicate if a all the characters in the form of a story. As problem was probably in the strong chain
Conference in 1938 (where he decided certain character had enough content to they were quite long (about 5 - 10 pages), of specified actions spread among different
not to fight against Hitler and to let the deal with during the game, and the plot each storyline or important information players.
country be occupied). lines were logically coherent. was repeated at the end of the text.

82 Hard decisions have to be made. (Play, Kristna Novkov) 83


A second meta-technique was special A fourth added technique was the rule Reflection / Feedback Moon release session
costume props. Aside from flags, hats, of non-specific informations. It turned
and so on, we had grey berets and brown out, that players were forced by the large The structured feedback was divided into After approximately 30 runs of Moon
pelerins. According to the Firefly universe amount of information we had given two parts. The first was rather quick. Each we came up with an idea of releasing the
(and our intention) there are two opposing them to investigate issues in detail. But player got a chance to briefly summarize game to the public. When we started out,
sides of the conflict, and we needed players that wasnt our intention. So we added a their current impressions and emotional we had decided not to, but time changes
to have the possibility to show their simple rule of the character who is the state. This simple step helped the players things.
affinity to the Browncoats or the Alliance expert in a certain field is always right in to concentrate themselves on the next
explicitly. Anyone, who was wearing one discussions about that field. So when the parts, as they were given space to express We had been enthusiastic about doing
or another, was for that moment publicly players were talking about something we what was close to their hearts. more and more re-runs of the game. But at
declaring I am on side of This was also did not write into the game, it was up to some point the next year this enthusiasm
used to escalate conflicts between players them. We wanted a dramatic game, not an This step also served as the first left us. So we decided, that wed send it
subconsciously (and was also pretty and investigation of specific actions in an exact psychological safety check for organizers. into the world, but not just by uploading
cool). time and space. More detailed questions followed. We it online. That was the birth of the Moon
focused on the highlights of the game: release session.
A third special rule was using a bit of music. The last specific thing was running a
For the whole runtime, there was music betatest of Moon. We werent sure, if What was the most interesting scene that The idea was to get some fans and capable
playing in the background (weve spent a everything would go right or not, so we they did not take part in?, When did the promoters together and teach them how to
significant amount of time picking music needed feedback to improve the game. character reach the final decision?, What work with Moon. We had written an article
that would be fitting - surprisingly using was the key argument?. about what we were up to, and published
the shuffle mode during the first few We picked a group of selected players we it on the website larp.cz (and of course
runs came up with mindblowing scenes knew and ran it in small clubhouse. These The second part reflected the topic of pushed it through facebook).
combining tough situations with precise players were chosen to fit the characters the game. We created a line, where the
lyrics). And when we wanted to intervene wed written and also by their ability to ends represented the two poles of a We had enough applicants to choose from.
in the game (like radio broadcasts and give us the feedback we needed. Thus we decision: war against a much stronger Finally, there were 12 people from across
booting scenes) wed just turn the volume were able to improve the game after the enemy or acceptance of occupation. the whole of the Czech Republic who
up, which intuitively made the players betatest. Participants were at first asked to choose learned how to promote Moon. The whole
listen up for what would come next. their characters place and then their own. thing took place in a cottage, where we had
Usually it was followed by a spontaneous prepared several activities. From learning
(but mediated) discussion where a lot the story background, to diving into the
of arguments and points of view were game mechanics; both gamedesign and
mentioned. The last activity was a technical stuff. And partying, of course!
structured discussion in couples to ensure
everyone got time to formulate his or her We did not have any proper timetable for
opinion. running the game, so the participants also
had to make their own notes about timing,
Afterwards the participants responded and how to do it all (the fact that there
that this experience was far away from the was no timing for the game was one of the
prevalent rational historical discussions reasons, why we did the weekend session,
about what Edvard Bene should have done since none of us wanted to write that
at that grave moment of Czech history. It terribly long instruction manual).
brought before them a completely new
perspective to the problem, as they were Costumes were discussed, and now there is
forced to make a decision themselves in more than one set of the props in existence
the context of arguments which were all in the republic. After this session, there
around them. We have never mentioned have already been several re-runs of Moon
it explicitly, but as you could see above we not done by us. Which means weve
implemented a number of indices into the reached our goal - the game lives on.
game.

84 This looks photoshoped - review of the characters. (Play, Kristna Novkov) 85


Conclusion

We are proud that Moon is still able to


compete with newer chamber larps,
because the Czech chamber larp scene is
evolving a lot and dozens of chamber larps
have been written in the last four years. So
far, more than forty runs have been done.

And its still flying.

Moon

CREDITS: Martin Pirosh Buchtk,


Jindch Estanor Maek, Petr Drrak
Platil, Filip Kbrt, Roman Gordhart
ech
DATE: February 2011 till now (more
than 40 runs in total)
LOCATION: Various
LENGTH: game 3 hours, debriefing
1 hour
PLAYERS: 10
BUDGET: Varied
PARTICIPATION FEE: 2 - 7

Web site

moon.madfairy.cz

John Raw, old badass waiting for fulfillment of his old mission (Play, Martin Buchtk) 87
Morgenrde
A Game at the Dawning of the Age of Aquarius

Anders Ebbehj, Jonas Trier-Knudsen & Klaus Meier-Olsen

88 One of the joint meetings where everyone was present to discuss everything from buying a saw to taking away 89
the right of individuals to their own body (Play, Jonas Trier-Knudsen)
Morgenrde (Morning Red) was our take Furthermore, we were very much inspired Love, Liberation and Revolution One Pill Makes You Larger...
on the Danish hippie movement. Through by both recent larps from the Nordic scene The Themes of Morgenrde The Mechanics and Design of
three acts, 31 players portrayed the peak of such as Just a Little Lovin and by the Morgenrde
the Danish hippie community and their Danish freeform tradition, as it is seen at The more we dug into the time period
endeavors to establish Denmarks first the convention Fastaval. We did not start and the counterculture the more we We tried to make our triad of themes
grand commune: Morgenrde - the utopia with the intention of making a hybrid be- realized that the hippies were far from one as pervasive as possible. We kept love,
of their dreams. tween the two scenes, but that is more or group. It was a far-ranging movement of liberation and revolution as the guiding
less what we ended up with. The game was everything from Marxist revolutionaries principles for all design decisions. In our
Spanning the late 60es and the early 70es, split into acts with workshops before, after over flower-power spiritualists to bra game design, this led us to designing a
the game showed the communes rise and and in-between, something that has been burning feminists fighting for womens series of mechanics, which should enable
fall. From an initial summer of love to the seen many times before in the Nordic right to equal opportunity. the players to act out the three themes.
grinding frustrations of clashing ways of scene.
life to a final collapse, when the distance Most spoke about a revolution, but what One common thread with these mechanics
between Marxist revolutionary and flower- We started two of the acts with a freeform that meant ranged from the violent seizure was a high degree of voluntarism. The
power protagonist became too great. scene, meant to capture the vibe of a joint of the means of production to the dawning players could choose which mechanics to
meeting in the commune, where every of the Age of Aquarius and New Age of use when, which in turn helped them steer
Our aim was never to reenact the heyday minute detail of daily life was discussed spirituality. We chose to limit the themes of their game experience towards one of the
of the Hippie, or give the players an and voted on. These scenes were run by an the story to love, liberation and revolution, three themes.
experience of actually being there. Rather, organizer who assumed the role of a game which still gave a number of different
Morgenrde was focused on the overarch- master not present in the fiction of the interpretations of the purpose of Morgenrde. For the political theme we applied house
ing story. We tried to sketch out a social game. By mixing and matching the two tra- The characters were all pre-written and the rules for Morgenrde which the political
movement and more importantly the ditions, we sought to make a game with the themes and clashes between them were characters could enforce, mostly via self-
consequences for the people who lived narrative focus of a Fastaval freeform game thus worked into the very core of the game. criticism, inspired by a quite vicious form
that movement. and the immersive and physical qualities of In the end, it was these differences that tore of social control, practiced by the Maoists
a Nordic larp. the commune apart. of the time.
A Dialogue with Parents and
Traditions Making Morgenrde Morgenrde was thus created as a dialogue
between both the world of our parents and
We had many reasons for making Mor- the present, and between different schools
genrde. First and foremost, we shared a of larp and roleplaying.
fascination of the time. Most of our par-
ents were young when the rebellion against
everything established was driving the
counterculture forward. Some were a part
of the struggle. Others watched from the
outside.

But none of them can escape the influence


stretching from The Summer of Love over
the hazy days of Woodstock and all the way
to the present. In all their handicraftyness,
the hippies made a permanent mark on
our culture, which we wanted to explore
with equal parts love and critique. We love
living in a world of freedoms won by the
pioneers of past generations, but we do not
agree with all their ways of changing the
world. In that way, Morgenrde was a per-
sonal game for all of us.

90 Three building blocks of Morgenrde - beer, Maoism and revolution (Play, Jonas Trier-Knudsen) Having a toilet window next to the yard provided for excellent scenes (Play, Bjarke Pedersen) 91
1) Continue to explore the crossovers.
The freeform and Nordic larp-scenes
have been merging for some years now.
Find the interesting interactions and
try the impossible. For us, this meant
freeform scenes with thirty players and
a highly specialized (and we dare say
awesome) way of simulating drugs.

2) Remember that history is also last year.


Historical games are hard and demanding
when it comes to gear and accuracy. Games
about contemporary cultural history are
easier and the players knowledge can be
a lot more nuanced than is the case with
most of the medieval counterparts. We
are certainly not the first, but more and
more games are exploring recent history.
We tried to give the die-hard political a We decided that marijuana and anything For the theme of personal liberation Its worth it.
micro society to shape and manipulate. like that was recreational and as such we implemented two game mechanics.
The rules were modified during the would have no effect on the characters, One was the option for the players to be 3) Clash of playing culture should concern
freeform scenes of the joint meetings and just as drinking a beer (which was non- undressed during the game (with some you. Perhaps the Nordic larp scene is
applied to the inhabitants of Morgenrde alcoholic). All other substances were equal limitations). This was very optional becoming so homogenous, that weve
as guidelines on how to live their lives. to LSD, symbolized by small squares of and not treated as a game mechanic as stopped to consider it. But a lesson is that
The three basic rules, which we wrote pre- eatable paper with a white rabbit print on such. Rather, we tried to create a safe you should always be very clear about
game, were: it. Taking LSD was never done alone and atmosphere, where it was possible for how a game is played, the characters
affected the relationship between the two those who wanted to explore that part of should be read and what can be expected
1) Love your fellow inhabitants of the or more characters taking part. the movement. Then there was the love when combining players from different
commune. room where characters could always go to national and/or international scenes
The trips themselves were played out have sex.
2) Fight capitalism in all its forms, in the Drug Box - a blackbox with a Morgenrde
together with your comrades. white sheet wall which had psychedelic Many of the original hippie communes
visuals projected on to it and a matching actually had these love rooms and as such CREDITS: Anders Lyng Ebbehj,
3) Expand your mind, and always be soundscape. An organizer played a spirit it seemed like the obvious choice, but it Astrid Andersen, Silas Boje Srensen,
ready to experience new things, together guide and game mastered the session. also provided a way for the players to play Troels Barkholt-Spangsbo, Sren Lyng
with the rest of the commune. out sex scenes in relative public, without it Ebbehj, Klaus Meier Olsen and Jonas
The essential thought was that a trip could being frowned upon. As such we hoped for Trier-Knudsen.
Seeing as hallucinogenic drugs became be good or bad, and that the nature of the the sexual liberation to add to the stories. DATE: August 12th-15th 2014
somewhat popular among the hippies, trip would decide how the personal relation LOCATION: Grsrodsgrden, Kalund-
we chose these as the game mechanic which the players brought into the trip, Three things we learned from borg, Denmark
backbone for the spiritual theme. In our would be affected. The art for the spirit Morgenrde LENGTH: 2 days
experience, pretending to use drugs during guide was to match the psychedelic story PLAYERS: 31
a larp, whether it is snorting powdered of the trip to the changing relationships. To us, Morgenrde was a success. We were BUDGET: 6.900
sugar or eating candy that symbolizes pills, This ended up including, but far from happy with the outcome and loved the PARTICIPATION FEE: 110
and trying to fake the high afterwards, limiting itself to: Deer grassing in a grove, look and feel. But that, we suppose, is what GAME MECHANICS: Varied. See text.
never really works all too well. Thus we two souls trapped in a cellar being flooded, most organizers would say. So instead of
needed a way for the characters to take a mother-of-the-revolution carrying her the usual anniversary speech-style finale, Web site
LSD without the players having to fake the child across the ocean in a train and some here are three things we learned as game
following high. This became the Drug Box. forty-odd trippier scenes. designers: morgenrode.dk

92 The cast of Morgenrde (Pre-game, Jonas Trier-Knudsen) 93


Tripmaster Ole, who was in charge of mind exploration via drug use at Morgenrde Players remarked afterwards on how natural partial or full nudity had felt. (Play, Bjarke Pedersen)
(Pre-game, Jonas Trier-Knudsen)
Nemefrego 2014
Old School fantasy with new ideas

Morten K Tellefsen & Frederikke B Hyer

Bakker-Hviide, one of the great families plotting to seize the crown. (Play, Mai Isager Nielsen)
Since 1995, the Danish non-profit and several buildings the size of dining halls We had many great examples of status play I remember slowly becoming aware of my

organization Einherjerne has made one are neatly fitted into 40 ship containers, that worked and players who enjoyed it. surroundings. I heard steps and instantly knew

large fantasy larp in the summer with packed tight from floor to ceiling. One thing we experienced however, was someone was in the tent. I also knew I slept

100-300 participants. Every larp has built that without a central town square, we saw with an ingame dagger just out of old habit.

on the experiences of the earlier years, The containers can be moved by truck status play reduced to only include small But just before I opened my eyes I hesitated. I

with core elements of the larp being a and sometimes they are leased or lent to segments of the participants, rather than thought this is stupid. The rules were specific;

village surrounded by a magical forest other projects such as Aarhus Medieval the majority. A town crier was implemented no sleeping bag murders. Then someone

inhabited by mythical creatures. This is the Festival or other larps. A mobile medieval at some point in the game and made a big shakes me and I open my eyes and see the

Nemefrego larp series, that is continuously town is quite a resource, and several other difference, since this brought information weapon in his hand. Seconds later the whole

being rewritten with each new installment, larp organisations - including the Danish of various conflicts to many more people. family including us guards were slaughtered.

and which functions as a melting point boarding school sterskov - have copied Utilizing a central square seems optimal
between organizers striving to renew and the Einherjerne idea and now have their for this type of play, though. And however (Player)

participants trying to replay the previous own pre-fab buildings. much we tried to get conflicts out into the
game. An organiser using the brands open, we still encountered an old friend of Organizers and participants, whose roles
Einherjerne or Nemefrego sets certain Intrigue play vs. status play a problem; sleeping bag murders. were dead, had a constructive dialogue
expectations. This can be a two-edged afterwards and players were reinstated
sword. The story of Nemefrego 2014 is about One of the central pieces of Nemefrego The sleeping bag murder where it was a agreed the story needed
four of those edges. 2014 had to do with getting conflicts and paradox it the most. When playstyles and rules/
plots out in the open, where they would participants clash, having a short break
Nemefrego 2014 overview include as many people as possible. This In Danish larps where conflicts are followed by open dialogue including all
could include gift spending, intimidating, sometimes resolved with violence, and in sides can prove fruitful, as it did in this
The Nemefrego 2014 storyline was centered great speeches and the like. The goal was which the players sleep on location, there case. The optimal thing is if things dont
around the election of a king from five simple: steering the characters towards is a risk of characters being killed during happen when theyre not supposed to, but
great families. Nemefrego larps happen in slowly escalating conflicts and tension, their sleep. This is a time-honoured (but sometimes its also good to have a what if
roughly the same setting and family names while avoiding resolve until the final hours despised) tradition in Danish larps known plan if going up against tradition.
are often reused, but just about everything of the game where conflicts would play out as sleeping bag murders, due to the fact
else changes. The reason for this is to make and conclude as publicly as possible. that most players sleep in sleeping bags. A mythic forest
new players feel that theyre entering a At Nemefrego 2014 it was explicitly stated
brand new larp instead of the middle of We call this play style; status play. The in the written game material that this was Surrounding the town, in which the
a series. Some of the larps arent even opposite, which we call; intrigue play, forbidden, but one player did it anyway - majority of roles lived, was a magical
called Nemefrego, though they are part of is a style where problems are resolved as bringing several other characters down forest, inspired by dark mythological
the tradition. This time, the players were quickly and discreetly as possible. with him in the vendetta that followed. folklore. It was meant to spawn stories of
divided into two distinct geographical gloomy tragedy as well as heroic deeds.
locations. Most players lived in the town I empty my mug and placed my purse on Unlike many other Danish larps, which
and the tents near it, while a portion of the table. How about a game of dice? My utilize an organizer-controlled NPC group
the players were in the forest portraying fellow soldiers encourage the closest prey - the creatures inhabiting this forest were
various mythic creatures. And when we say to participate. A man is about to stand but portrayed by a group of players, with great
town, we actually mean something quite we all look at him with piercing eyes. So you freedom to incorporate magic and mythic
close. think our game is not good enough for you?. creatures in their stories and roles (some
He hesitates and then replies: but I have even played multiple roles).
A pre-fabricated village no dice. I smile: No problem, I have dice
you can borrow.. He sits down, and I extend There were no rule restrictions on
The people in Einherjerne have built pre- my arm around his shoulders: by the way, the group, and the forest group would
fabricated larp houses, that can be stored there are a few special rules concerning the continue playing in the forest whether
in large ship containers since the early 00s. borrowing-dice. Nothing much. He stiffens town players would come out or not.
These can be stored in containers and then but notices I have a hand on my dagger, and Forest creatures would not always agree
quickly be assembled when needed for a larp. lets go of a sigh. amongst themselves and they had many
This has been perfected to a point where a power struggles - something town players
whole village, including a two-story building (Player) often ended up being pawns in.

98 A mercenary is happy because he won a competition, but surprised since he for once did 99
not cheat... (Play, Christian Niclas)
The forest groups goal was simple; the The forest witch and I stared intensely at each

creation of great stories featuring a small other while one of her kin played a flute to

selection of the other players: Namely keep the faun enthralled in its trancelike

those who would understand the genre state. The witch drew a knife from her pocket

and play along with the terms set by the and offered it to me. I broke eye contact and

forest. The majority of players did not looked at the metal knife. She asked me if I

interact directly with the forest- but only needed it for my first knight trial. I hesitated

hear rumors - creating a mythic feeling of but knew she was right.

insecurity and a lack of knowledge of what


actually happeded in the woods. I had to bring some of the fauns beard to
pass the first test. I took the knife and gazed

Some players were frustrated by this and at the blade reflecting the playful light from

felt left out because the forest play was not the nearby bonfire. The witch cracked a

easily available to everyone, but many liked gruesome mocking laughter and only then I

the uncertainty and enjoyed not directly realized that by taking the knife - I had also

interacting with the magical elements of accepted a bargain. She could ask whatever

the forest. Those who entered the forest she wanted since I had already accepted.

and actively contributed to the mythic My first born was now promised to the forest

storytelling had a wonderful experience.


The town and the forest were in effect two (Player)

play zones with different visions, rules and


narrative styles, even though they were The forest was primarily active at night and
very much part of the same larp. most creatures did not go near the town.
This enhanced the mystery surrounding
Trade in the forest would be conducted the forest. There were certain unwritten
in magical promises rather than in coin. rules when entering the forest. The most
Receiving help from the forest meant that prominent was that you should not bring
you would be bound by a magical promise metal into the woods since many otherwise
- something the characters were not always peaceful creatures would react aggressively
aware they had accepted, even though to weapons - and some of these creatures
the players knew it. These could be small were beings of pure magic and thus
actions; accepting a gift could mean you immune to mundane steel.
had also accepted a price, even if nobody
had you informed of the cost of the gift. Ironically one type of creatures would
The price would always be high (relative always be hostile - and could only be
to the one having to pay it) and the forest handled with weapons. This greatly
would make sure you never forgot your supported the vision of the forest being
promise. The consequences for breaking a a dangerous place far outside any town
promise were devastating. characters comfort zone. Nemefrego 2014
This was especially the case for members CREDITS: Einherjerne BUDGET: 13.000
of the five great families who had to leave DATE: July 17 - 20, 2014 PARTICIPATION FEE: 110
their status symbols - swords, which they LOCATION: Forlev Spejdercenter, GAME MECHANICS: Status play,
were the only ones who were allowed to Skyggelundsvej 3, 8660 Skanderborg, simple combat rules,
carry - behind. The end effect was of a Denmark
seducing, intriguing and mystical forest, LENGTH: Afternoon Thursday to Web site
and those characters who went there never evening Saturday.
came back unchanged. PLAYERS: 112 nemefrego.dk

100 Trading House Cabello posing just before game start. (Pre-game, Christian Niclas) Tension between great families reach a boiling point in the narrow streets of Lidris. 101
(Play, Mai Isager Nielsen)
102 Scenes and characters from the larp (Play, Christian Niclas) 103
Pan
Horror & Therapy: A potent cocktail

Nathan Hook

The haunted victorian castle/folly Yannon Towers (Post-game, Nathan Hook)


No one could begin to describe the cumulative We organised a second run in a 19th Players were encouraged to expand on In our international runs, characters also
suspense and ultimate horror. century folly castle in the UK in November their characters together and research the took on the nationality of their player.
2014. I organised a further rerun with deity on which each of them was based. In Though the larp was played in English,
That was how H.P. Lovecraft described Dutch organisers Miriam Dik-Knoppert addition players were invited to roleplay this meant background cultural details and
the short story The Great God Pan, written and Nina Elzinga in the Netherlands in for a few hours together as their character topical news could be referenced, and a
by Arthur Machen in 1890. Along with the January 2015. This text primarily refers to couple before coming to the larp, e.g. have player could slip into their native language
art film Antichrist (Von Trier, 2009), that my presentations. dinner together one evening. The therapist without breaking character.
story was the inspiration behind the larp characters played by the organisers were
Pan. It is a horror larp. Not in the sense It should be noted that Pan is also intended written in the same way.
of vampires, zombies or tentacles, but to be the first of a trilogy of thematically
psychological horror exploring the themes linked larps, but we are here dealing only The pre-game workshop included a
of identity and nature. with Pan itself. hot seat exercise, where players in turn
answered questions as their character for
The premise for the event is a modern day Briefing: Defining the characters three minutes. This increases the level of
weekend retreat for four or five couples transparency for other players, without
undergoing relationship counselling, led Players were encouraged but not required needing a lot of pre-game reading. It also
by an eclectic therapist couple mixing to book with a friend to play an in-game helps players consider their characters
bad therapy techniques with folk wisdom couple attending therapy. This ensured views on different topics.
occult methods. The therapy gradually gets players were comfortable together and
out of hand as everyone present falls under better able to portray a couple, with Casting the players to pre-written
the influence of Pan, releasing their hidden confidence to play with and against each characters was a deliberate strategy by
desires and inner nature. other. Playing with a real life partner was the original writers to give the players a
not recommended, given the relationship stronger alibi. The players know they and
Pan is played under a strict confidentiality therapy context. Alternatively, players others were playing a role they had not
agreement. What happens in Pan is kept attending alone could be matched up by chosen (despite actually deciding most
private among those present. This piece the organisers. We had a mix of single and of the details themselves), and so had the
focuses on the design of Pan, not on what double bookings in all of my runs. confidence to act because it wasnt their
may have happened in play. We do not allow choice.
photos during play, with the only exception The characters were pre-written from the
being posed character portraits early on. previous runs, but only a single page long. The player could decide whether to play
Physical interactions are one facet of Pan, They were all mundane modern people, but as thin close-to-home characters or play
but only a part of a much bigger whole, so each of the characters were modelled on them very differently from themselves.
it would be a mistake to excessively dwell one of the Gods of Olympus. Players were Being based on mythic figures they tended
on that part. asked to read both their own character and to be strong archetypal characters, slightly
that of their in-game partner. hyper-real.
Productions of Pan

The original authors Bjarke Pedersen and


Linda Udby organised Pan twice in January
2013 in Denmark; for mostly Danish
players. Seventy-five people tried to book
to play it, which demonstrates the interest
in events of this nature. They organised a
further run in November 2014 in Norway.
Working with the Finnish larp organiser
Kielo Maria Blomqvist, I organised the
first international rerun to take place in
April 2014. Our eight players came from
three different countries.

106 The fireplace at Yannon Towers Seita Raymond, the folk wisdom therapist from both the Finnish and UK runs of Pan. 107
(Post-game, Nathan Hook) (Play, Nathan Hook)
Therapy: Deepening the This brings into focus tensions within
characters each relationship. Other therapy sessions
were based on humanistic counselling and
I didnt play the original runs, but was psychodrama badly combined, mindfulness
fascinated by Pan. I had previously played and NLP mixed together, the Five languages
Level 5 which Bjarke Pedersen had also of Love questionnaire, and verbally guided
been involved in organising, a larp about meditation. Most sessions were conducted
bad 1970s group therapy. with the whole group together, but we
also included private sessions with tarot
What I brought to the international rerun readings and inkblot tests.
was expanding the therapy content from
the limited (and google-translated) notes The early therapy techniques served to
available. Unlike the original authors I have deepen the characters. In some ways,
a real background in academic psychology they are not so different from a character
and additionally had studied counselling creation activity or pre-game workshop
theory. only done in-game, rather than off-game.

For the event I researched and developed In terms of pacing, the larp started quite
a set of bad therapy techniques. Some tightly structured, with the organiser
of the techniques were based on real character therapists guiding timetabled
methods for individual therapy wrongly activities. This gradually became looser
expanded into relationship therapy. Some and more open, both in therapy content
were two incompatible methods mashed and when the possession elements began.
together. Some were actually intended to This tight-to-loose structure first created
be diagnostic tools rather than therapy. a well developed situation, then trusted
To this toxic mix I added some guided and empowered the player characters to
meditation adapted from my experience of act freely within it.
mindfulness training and hypnosis.
Possession: Dissolving the
For example, the first therapy session was characters
based on the twenty statements diagnostic
test (devised by Kukn and McPartland, Pan uses two meta-techniques to represent
1954): the participant completes twenty the supernatural elements of possession.
written I am... statements about One was a necklace that entered play
themselves, then the list is analysed to at certain points. When wearing it, the
see whether the focus is on physical wearer focuses immediately on their
descriptors, social roles, personality traits own satisfaction, regardless of how
or existential statements. inappropriate it is. Others perceive the
wearer as the most charismatic person in
I adapted this by having therapy clients the room, and forget about other worries
complete a second sheet of My partner is... when around them. Within an hour, the
statements, and then publicly compared wearer has to pass the necklace onto
how each person saw themselves with someone else, so that it passes around
how their partner saw them; for example, the group. Players later described the
someone might define themselves by their experience of wearing this necklace as
personality, whilst their partner defines complete freedom. They had an absolute
them by their physical features. (and physically embodied) alibi to freely
act on what they desired, and everyone else
would follow their lead.

James & Minerva August, posing for a portrait on the roof of Yannon Towers 109
(Play, taken by Pan playet group)
This mechanic also means each player gets However, the player wearing the necklace Perhaps no one could begin to describe the
their turn in the limelight, and everyone and the players idolising them still have cumulative suspense and ultimate horror
gets to experience their particular style of complete control in what direction and of the secret mystery that burns at the
mad desire. how strongly they choose to act. No one heart of all life, that which the poets veil in
actually tells the players what they should the name of the Great God Pan.
From an organiser perspective, it can be or shouldnt do.
quite terrifying once the necklace enters Io Pan! Io Pan! Io Pan!
play. You realise that the player character The possession meta-techniques gradually
with the necklace has complete authority dissolve away the identity of the character, Pan
to direct the larp as they see fit, and you revealing their inner nature. The horror
dont have any control over the larp any comes not from external monsters, but CREDITS: Original writers Bjarke
more. from being confronted by the true nature Pedersen and Linda Udby. Translation
of yourself and your lover, the primal urge and additional content by Nathan Hook.
The second technique was a series of glasses, for selfish pleasure. That might be called Further organising by Kielo Maria
one for each character. Progressively the Id, or Great Cthulhu sleeping in the Blomqvist and Miriam Dik-Knoppert
during the larp beads were added to the depths of the metaphorical sea of the DATE: January 2013 (two adjacent
glass, indicating Pans influence growing unconscious, or Pan, great god of nature, runs in the same location), April 2014,
stronger. Initially this manifested as fits both the natural world and human nature. November 2014 (two separate runs),
(In English, Pan is the word root of panic January 2015
attack) of being elated and acting on Reflection LOCATION: Holiday homes in
instinct. As the number of beads increase, Denmark, Norway, UK and the
the fits become more common, the flow Academics speak of the magic circle, the Netherlands. An empty farmhouse in
through the characters actions. notion that play occurs in a sacred space Finland.
set apart from the everyday world where LENGTH: Approx. 36 hours playtime,
At higher levels, characters stopped different social rules apply. Whether that plus 2 hours pre-game workshops and 30
feeling guilty for what they had done, and is the boxing ring or the black box, the mins post-game workshops
stopped trying to justify or rationalise magic circle gives players the freedom to PLAYERS: 10 players for one run in
their behaviour afterwards. Their act in foolish, dangerous and normally Denmark and the Norway run, 8 players
superego/higher self faded away until they inappropriate ways. This is true of Pan as for the other runs.
lived only to follow the pipes of Pan. From it is in larp generally. The necklace and BUDGET: From 240 (Finnish run)
an organiser perspective, this technique the beads together are a second embodied upwards.
offered a limited way to guide the general magic circle within the magic circle of PARTICIPATION FEE: 105 (Danish
pacing of the larp, without actually the larp itself; freedom to give in to ones runs), 30 (Finnish run), 250 or 140
directing what happens. desires and the power to lead all others (Norwegian run), 195 (UK run), 120
present in the great dance to the tune of (Netherlands run)
In addition, we used meta-music from a Pan. GAME MECHANICS: status meta-
speaker during the supernatural parts of items, meta-music, escalate-ward
the larp, to influence the mood indirectly. As people, we wear social masks all the physical interactions
The song list included a piece with the time; the mask we wear at work is different
words from Crowleys Hymn to Pan as the to the mask we wear around our family. Web site
lyrics. In larp, we create a new additional mask
to wear in the role of our character. The bjarkep.com/larp/pan
Together these meta-techniques enable question remains what is revealed when
players to think I have to act on my the character is dissolved by the shining
desires. Thats what the social agreement light of Pan? Perhaps it is the true self of
says. Im just following orders. It removes the character. Perhaps the character is only
any feeling of social anxiety from acting in a mask, and what is revealed is the true
an unusual fashion. self of the player. Perhaps that is a false
dichotomy.

110 A bedroom, as left by a dysfunctional couple.(Post-game, Nathan Hook) The only photographs permitted were taken early on in the event. (Play, Pan player group) 111
Front approach to Yannon Towers (Post-game, Nathan Hook) Heading to Pan in the UK, players stop at Stonehenge. (Pre-game, Pan player group)
Amanda Hjerta, posing for a portrait by her partner (Play, Pan player group)
Saint Summer
A 60s tale of music and hope

Olga Shaggy Shovman & Mark Qwerty Shovman

Roses are blue, violets are green / where will you be when the acid kicks in? (music drugs)
(Play, Roman Vorontsov)
Genre: Rock opera There were seven character groups, repre- Tools and Rules: Sex, Drugs
Theme: Utopia and its Fall senting the colours of the rainbow. Each and Rock-n-Roll
Setting: RocknRoll festival in the late 1960s, US group was historically accurate as to 1960s
Sources: Aldous Huxley The Island, Jesus Christ Superstar, Platoon, Hair. USA, and each strove towards a different After silence that which comes near-
ideal of Utopia. esttoexpressingtheinexpressibleismusic
The Messiah has been gone for two millen-
nia. The times of rockstar messiahs ended This, on one hand, created the conflict, (AldousHuxley)
half a century ago. We have mass commu- and drove the game forward. On the other,
nication galore, but the same questions still all these teams fit together and, between Our game, as many Russian larps, was rel-
stand. In this larp we hoped to find some them, fullfilled every need a society could atively rules heavy. Still, all the rules were
answers. Many say Jesus Christ Superstar is have. carefully tailored to produce the theme
the best rock opera ever written. Perhaps and style of play we wanted. Without going
thats because the USA of the 1960s was Red was the New Left and Socialists. into all the details, wed like to outline the
very much like Judea of the 0s. In both, For them, Utopia was social justice, central game design elements that, in our
the paradigm of the System, the Society, freedom and human rights. eyes, made the game:
the You are what you do, the Leader, was Orange was Brahmins. They sought
being replaced by the paradigm of the In- Utopia through personal transforma- Sex, Drugs and the space beyond the Wall.
dividuum, the Human, the I Do What I tion, enlightenment through study,
Am, the Messiah. Both approaches have meditation and the teachings of gurus. Music was the central medium of the
their pros and cons, and Russia nowadays Yellow, the Diggers, were the small- game: everything, all the game rules, from
is a battleground for the two (again). est group. They saw Utopia as the sex to fighting to drugs, involved music. In
absence of suffering and hunger, and contrast to other games with a musical en-
In JCS, the story of Christ is rewritten as they fed, clothed, and cured everyone. gine, e.g. /Dom
a story of the individual; a story of a ide- Green, the largest group, were the v Kotorom mir Zvuchit/The House where the
alistic madman who dies, not for idea(l)s Free Communes, the Flower Chil- World Sounds... (2012), where every charac-
but because of other people. By his death dren, the iconic hippies: Utopia as ter was enclosed in their own soundtrack,
he declares his ideals, becoming the iconic eternal childhood, NeverNeverland. we made music a uniting experience. It was
representation of these ideals in the minds Cyan were gonzo journalists. Utopia loud, coming from The Stage, as well as be-
of people. His personality and deeds are was the Truth, and all the truth. For ing created by the players, and it was as
erased, replaced by him as a personifica- everybody. Woodstocky as we could make it.
tion of his ideals. Incidentally, this is as Blue. Bikers. Utopia as freedom.
true of Judas as it is of Christ. That story Urban nomads. Free love was of course an indispensable
of sacrifice and ascension has been retold Purple were the followers of Timo- part of Saint Summer. Russian larpers are
in innumerable stories: Hair, Platoon, One thy Leary and Ken Keasy, they called quite shy, and most larp restrict diegetic
flew over the cuckoos nest, etc. and played out themselves the Brotherhood of Hap- sex or make it taboo. But not here. J
in many larps. In our larp, we wanted to piness. They saw Utopia as a tran-
create a rare opportunity to stripawayth The game space was centered on The scendence, and the freedom to do To express the pervasive nature of free
emythfromtheman, experience them in Stage. Before the Stage the Saint Sum- whatever you desire with your con- love, the rules defined that anything crea-
their full complexity, play their stories, and mer community radiated out in a rainbow sciousness. tive done with music could be considered
see how myths are created. of seven groups. Behind the Stage stood as having sex, if the participants so decided.
the Wall, beyond which was the System. This rainbow was opposed by the Grays
Visions of Utopia Between the Stage and the Rainbow, there and Blacks of The System, a grotesque, To express love as sharing, after the deed
was a large open space. Completely by ac- cynical, and very efficient instrument of the players were told to exchange tokens
In a sense, the game was set in the USA cident, in the middle of that space stood a oppression: Police, Army, State Propaganda, of affection. These depended on the char-
of the end of the 1960s and the start of single apple tree, which became, more or and The Asylum. They, of course, had their acters group: hippies gave bead bracelets,
the 1970s, at a hippie festival; at the same less by itself, the Tree of Eden. We placed a own vision of Utopia: order, conformism, leftists pin buttons with slogans, bikers tat-
time, it was also set in biblical Judea, and, toy snake in it. The players then put a hay- stability, sanity, victory. toos, etc.
in more than one sense, in modern day stack under it, and it became the place of
Russia. much merrymaking.

114 The Armageddon: visions of nuclear war (Play, Roman Vorontsov) 115
Vietnam was never far away (Play, Roman Vorontsov)
The Summer vs.The System (Play, Roman Vorontsov)
That was done because, in our experience, Endspiel
when the game changes drastically to the
worse, many players either drop out of At the end of the third day, the police raid-
character or lose their motivation to play, ed and razed Saint Summer; the bulldozers
and we wanted to give the players a mo- mowed the Wall and the art installation
ment to stand back, reset, and look at their barricades. Many left before that. Most
character from a narrativist, not simula- groups had traitors. Others stayed. The
tionist, perspective. We think it worked, overt message of the larp was that Utopia
because there was very intense gameplay is impossible because humans are made to
beyond the Wall. Some players, however, fall. But the victory of the Utopia starts
hated this limbo, partially because a sim- from its ruin. Messiah crucified, paradise
ilar system was used in the larp lost, Woodstock ended, but in their de-
/ Stoimost Jizni / The Value of Life struction they create the dream, and the
(2011), a powerful arthouse larp about seed of hope.
consumerist society that left many players
with a very bad aftertaste. To make the players feel this victory from
the ruins, to feel this faith that is stronger
Prison,AsylumandVietnam, locations be- than facts, we made the ending ambiguous:
Drugs came in three types of ingame It started as a humiliating lesson in a yond the Wall, were run by the GM team, ingame, in the finale the police laid down
drugs (we did not count the other stuff). boarding school, and then morphed into a providing Passions; hard moral choices their weapons, while the last news flash, re-
The simplest, weed, was simulated by in- concert, where four deities: Jesus (acciden- for the character, pushing them to become leased after the game, said that the police
cense sticks, and it was everywhere. To tally female but it worked perfectly), Shiva, either a Messiah or a Traitor (or, in one rare shot down everyone who stayed in Saint
light up, one put some appropriate music Bacchus, and a native American spirit, led case, both). Those who chose sacrifice got Summer. Many players did not believe the
on, and lit the incense, and anyone could the crowd in a Beatles singalong, sharing a white rose and died; those who chose be- news flash, and argued passionately. That
join if they wanted. The players were ex- wine and chocolates. trayal got a red rose and returned to Saint is exactly the moment we were driving
pected to behave more emotionally and Summer. Players who did not choose at all for. The moment of belief that there is no
be more empathic when high, but also to The second shared trip, Armageddon fo- returned as well, telling stories. death, that Jim Morrison still sings, that
react more emotionally if things went bad. cused on the fears of the 1970s. It started once in history, the Summer is forever.
Personal chemical hallucinogenes were with everyone playing a competitive game Of those, especially Vietnamwas success-
modelled using playbuttons; small mp3 of tag, with loud, somewhat aggressive mu- ful. We invited a dedicated group of play- /Sviatoe Leto/
players that looked like pinbuttons with sic playing. ers who, for the last seven years, have run a Saint Summer
the game logo. Each playbutton contained Vietnam war larp. They brought with them
a 10-30 minute story that guided the player Gradually the game changed: the ones full Vietnam war kit, but more important- CREDITS: Olga Shaggy Shovman,
down the rabbit hole. tagged were told to play dead, and increas- ly, they brought the right atmosphere; the Ekaterina Freexie Godneva, Elena
ingly violent clips were projected onto the war mentality, the disgust of the hippies. Mirish
About a dozen such tracks were recorded: Wall: Disney toons, then 1970s street ri- From the start in the Fort Summer boot- Khanpira, Anna Shakty Shekhova,
a combination of music, sound effects, ots, then Vietnam war, and lastly nuclear camp, heavy use of obscenity in marching Maria Lotta Grubaya, Dmitry Mityaj
descriptions of what a character sees, as explosions. At the end everyone droped songs stressed the harsh, masculine, polar- Gruby,
well as direct orders to do something, and dead, the video showed the aftermaths of ised world of the war as opposed to the soft Xenia Xenyaka Kuznetsova, Seraphima
a post/after effect. Everyone could get a nuclear war, and the theme song from the and inclusive Saint Summer. Arnaksha Melnikova, Mark Qwerty
button from a Purple group dealer. Requiem for the Dream was playing. Shovman.
DATE: June 13-15, 2014
Lastly, every night a shared trip on the Whenever a character crossed the Wall, LOCATION: Empty field in the Mos-
Stage, led by the GMs and joined by they momentarily left the game and went cow Region.
everyone, set the atmosphere and, in some into a metagame limbo where play- LENGTH: 3 days
sense, agenda for the next day. The first er, as an actor, decided with the GMs, PLAYERS: 97
nights trip, Celebration of Misbehaving, as scriptwriters, where to take the BUDGET: ~2.000
was all about breaking free from The character. PARTICIPATION FEE: ~25
System.

118 Sex, Drugs and RocknRoll under The Tree of Knowlege (Play, Roman Vorontsov) 119
Game logo: The Wall, The Eye and The Light (Promo material, Dalia Kochneva)
Salon Moravia
Cabaret for women only

Radim Bondy

If you dont tell, take a good look in the mirror so you remember what you looked like.
(Play, Michal Kov)
The door shut and he was gone. At that mo- We started out with an impression of Before the game Our solution was simple and relied on our
ment, Evnie forgot his rank. But she would luxury, carelessness and light flirting mood NPC players responsibility. As a player
never forget his short moustache waving over of the 1930s and gradually tightened the The format was inspired by the lack of would approach her intimacy limit, she
her, how the lips under it were feverishly mum- mood by the gradual disappearance of similar games around us and the apparent could use the safe word decadence (select-
bling something in that repulsive language. Jewish and Czech characters and the shallowness of female characters in various ed so that it would not disturb the game).
How he snorted when he humped. She slid appearance of German soldiers during the games we had played. We wanted to chal- One could also encourage her partner to be
down to the floor. Her back against the wall, occupation, and by messages from the lenge ourselves to create believable, inter- more courageous using another key word.
she lighted a cigarette and again read the characters relatives about events in the esting and strong female characters. We used a similar technique for alcohol -
letter with a brief and clear instruction. She country. when ordering a drink the players could
spilled the powder from the little vial to the We assigned the prepared roles accord- order as usual to get water. This technique
Generals glass. Was he the same man with The diversity of Salon Moravias employ- ing to a questionnaire wherein the play- was inspired by the Skoro Rassvet larp.
whom she slept that night? Evnie did not ees reflected the diversity of the inhabit- ers marked preferred types of experience,
know that. Everything blurred together, she ants of the Czechoslovak Republic at that their comfort limits concerning intimacy After the second run we also modified
saw everything through a fog time, including their nationalities (Czech, and violence. They also prioritised pre- and expanded most characters focusing on
German, Slovak, Jewish), education (from ferred characters, marked interest in key their political and nationalist ideas. Before
Salon Moravia was the first larp in Czechia illiterate to higher education and even game topics (romantics, violence, rape, be- each run we expanded the NPC team from
organised for women only. A total of 40 business experience), social position (poor trayal, collaboration, death). According to the original six to the final thirteen people
players attended, and according to their village girls as well as ladies originating feedback it would be preferable to update who represented more than twenty charac-
ratings on the Czech and Slovak larp da- from upstanding urban families), and even the comfort limits just before the game. ters. We also added a new expendable play-
tabase, it was the best chamber larp in the political ideas (from complete disinterest er character to further tighten the mood
Czechia and Slovakia. to excitement for the ideas of national so- After selecting our players we would ac- in the game by killing her off after about
cialism or communism). tively continue to work with them online. a third of the game. This deeply impacted
It was a scripted narrative dramatic game We had a dedicated Facebook group for the other players as this cuckoo player
set during World War II. The players could I really thought that their killing of one of us each run and in the months and weeks be- would register, engage in pre-game activi-
experience the ambiance of an exclusive would be the worst that could happen... And fore the game we would discuss any issues ties and played the first third as one them.
brothel, the difficult role of women, and then I saw another girl on the verge of col- concerning the game itself, their clothing
the burden of that historic era. Each player lapsing to the ground... her face... I came to (which they had to arrange themselves), The players much appreciated our selec-
could influence the story by a series of her and asked what was wrong. She handed make-up, hair styling, etc. A useful tech- tion and management of the NPC players.
decisions. me the letter and the attached yellow Jew- nique for verifying the players engaged- We always chose people people we knew
ish star. My mouth went dry. No. Not again. I ness in the pre-game online activities was personally to be responsible, which was
Salon Moravia had a detective plot which cannot bear to lose another girl. I cannot let asking them to like it to confirm that necessary to make sure that no NPC would
was the primary focus in the first two runs, it happen. I quickly wiped her tears, took the they had read and acknowledged it. surpass any players comfort level. Most of
but we gradually de-emphasised it. Start- letter, and told her: Come with me. It wont them were even willing to shave mid-game
ing from the third run, we included more happen again. We wont hear another shot In the entire game we strived to create a to better separate the different NPCs they
political, national and social plots. We from behind a closed door spelling death. 360 illusion of authenticity, but we did portrayed.
also emphasised the terror of inhumane This time, it will be different. not maintain historic accuracy; our aim
actions. The conflicts among the players was only to represent the ambiance of the We designed the conclusion by escalat-
characters and between the charachers and era. We therefore focused on selecting the ing all plots before the arrival of looting
NPCs were expanded, concentrated and right location and supplied a lot of material revolutionary militia and Soviet soldiers
more strongly intertwined wherever player to the game: paper money, uniforms, hand- who punished virtually the entire staff of
feedback showed us any weak spots. written letters, photos, and various other the brothel for collaboration with the Ger-
items. In all possible extent we also modi- mans. This punishment was deliberately
In six (seven in case of the last two runs) fied the locations to minimise modern fea- inadequate and unfair to drive forward the
approximately one-hour-long chapters, we tures (although we were obviously limited point of injustice and randomness of cer-
followed the characters through six years to reversible changes). tain historic events. The game ended with
of the duration of World War II in Czech- us turning off the lights mid-scene, and one
oslovakia, and we gradually transformed We decided not to use Ars Amandi or any of us would read aloud the outros for all
the mood in the brothel using inputs (from other representation of eroticism to keep the player characters and major NPCs, re-
NPCs and letters to characters) . our game as technique-less as possible. flecting the players choices.

122 Count Druck von Linke has just met the ladies. (Play, Michal Kov) 123
124 Dont be shy! (Play, Ji Dukt) Peace in our time (Play, Ji Dukt) Dear sister, I must go and protect the right of everyone to live in freedom. I hope you understand.
My dear daughter... (Play, Ji Dukt) A new age... (Play, Ji Dukt) (Play, Ji Dukt)
Rose-tinted glasses? (Play, Ji Dukt) Who could pay more? (Play, Ji Dukt)
Tears... tears everywhere. How many girls did The game is very well thought-out. For the ...I salute the organisers because in this top- Before the first run I was a little worried about
I have to console? How many trickles flowing entire time I felt my decisions are my own, that ic I am quite sensitive to excessive tear-jerking characters designed without prepared rela-
down their cheeks did I have to wipe? I had I can choose and that nothing in the organi- and historic lapses, and I encountered none tions and clearly defined goals, but it was
to pretend everything was alright and that it sation manipulates me, and even so they of that here. In contrast, most big topics in the a pleasant surprise how such incomplete
would end soon... But it wont. I realised that could steer my story where they needed. As game were presented in a very believable characters developed directly in-game un-
after that Kraut led me downstairs, humiliated much as I can tell each players story was full manner and not black-and-white, which I ap- der the pressure of external inputs. Each char-
me and took me roughly and violently. We and intensive, everyone was a main charac- preciated a lot. For me was tense, dramatic, acter has scenes prepared just for her which
are all collaborant whores. Nothing more, our ter with enough to do, and each experienced well-escalated and full of strong emotions. I I really appreciated.
pride, honour and conscience, everything their own burdens. would like to give extra praise to the NPCs
gone. the gentlemen were awesome and perfect (Lujza, player)
The NPCs were crucial for this, there were
I see his face in front of me, feel his hands more of them than players, and most played (Mivka, player)
taking me and hear his voice talking to me. several roles over time, which was expressed
Does it make it any better that I did it for her by very different costumes and roleplaying.
so that she has enough money for her baby Most conflicts in game therefore were not be-
girl? I doubt it. I fall to the floor, pulling my hair tween the players, but occurred due to the
with one hand and helplessly slapping the need to respond to external inputs (speeches
wall with the other. One of the girls appears. in the radio, letters and NPC plots) which nev-
She pushed a glass in my hand and she said ertheless felt very natural.
precisely what I always said. Its going to be
alright. Does she know that it never will? (Katerina Midori, player)

The post-game responses were generally very


favourable, while providing us with useful
feedback especially in the first two runs.
We realised that people were expecting
a more mature and terrifying game than
we initially envisioned. Some of the play-
ers were also very creative and provided
us with post-game stories from the char-
acters perspective, initiated an after-party
a few weeks later and even filmed video
confessions. We would like to provide
some space for the players own comments
from the Czech and Slovak larp database. Salon Moravia
There occurred several emotions that per-
CREDITS: Radim Bondy, Veronika BUDGET: 1.000
meated through all of us girls... It was fear,
Bondyov, Jan Fiala, Blanka Hanzlov, PARTICIPATION FEE: 17 per player
hopelessness, humiliation, fleeting joy and in-
Sra Komasov, Aneka Mller (by sur- (average)
ner strength allowing us to get up and keep
name in alphabetic appearance) GAME MECHANICS: Minimal, only
going.
DATE: 17.11.2012, 02.02.2013, 16.11.2013, safe words for intimity, violence and al-
22.11.2014 cohol.
(uhi, player)
LOCATION: Brno, Czech Republic
(and Slavkov u Brna for the last run) Web site
LENGTH: 6 - 7 hours + one hour pre-
game workshop www.pojd.name/salon
PLAYERS: 10 players, 6-13 NPCs

126 For your sweet memories... (Play, Michal Kra) Good evening, sir (Play, Michal Kra) 127
Skoro Rassvet
Vodka, tears and Dostoyevsky

Tom Hampejs

The family of Derevyanskiy in front of their family villa. (Play, Martin Buchtk)
My new novel is very special. It is not about people, Yelena Pavlovna! People are just
characters, it is about life itself! (Play, Martin Buchtk)
Man will vanquish by his will and reason The historical background was utilized as The managing of the game development The players were encouraged to play the
over the nature. He will understand that he is a meaningful reference frame for the plots used some external stimuli and a basic game on the borders of immersive (from
mortal that he has now hope for resurrection and material culture of the game, where frame of scripted events, but the main feeling and experience) and dramatic (for the
and he will accept death and he will accept the chosen themes, substories and char- dramatic action was facilitated by players visible dramatic gesture) role-playing. Rassvet
it with satisfaction. He will be as God and eve- acters from the books were reconstructed themselves; by their own mutual media- was in its core an extended conversational
rything will be allowed to him and as soon into new, yet still recognizable forms that tion of conflicts, resolutions or kind-heart- chamber larp, but the workshops enabled
as man becomes God any law will cease to were the real moving forces behind the ed agreements and sharing of thoughts. and taught players to live the small everyday
apply. Everything will be allowed! dramatic animation. moments as the dramatic ones, so they were
The enactment of a dramatic game, ie. the able to enjoy the game in the silent natural
(F. M. Dostoyevsky The Brothers Karamazov) To create a cultural experi- timing, was in the players hands. The free- pauses of their own drama cycles.
ence of the other dom of play was ensured by five organiz-
Breaking dawn at a Moscow ers, playing silent servants {muzhiks), who The content of the workshops led the play-
villa The main design challenge was to create a managed the household (mainly taking ers through brief historical facts, where the
both sensual and reflective experience of care of the food and drinks) and who could, focus was more on the mentality and life-
Skoro Rassvet was a Czech larp for fifteen the cultural other in the scaffolding of an through this diegetic presence, maintain style rather than political history. The triad
people using topics from the history interpersonal drama larp. The atmospheri- an indirect influence on the game itself and of values God, Czar and Russia were am-
and literature of 19th century Russia. The cal elements of the game; like costumes, perceive its heartbeat. plified through the workshops so that the
design project strived to create an atmos- cuisine of the period, combat pistols, glass- player could feel comfortable with their
pheric all inclusive repeatable larp es of vodka and verbally abundant tosts, Teaching to believe in God, characters position on these values and in
(players get the game in a ready-to-run also had their substantive place in the Czar and Russia the best scenario, could portray their own
packaged weekend experience) with seven games interactions mechanics. philosophical life reflections in the lan-
hours of emotionally and intellectually in- For this almost self-managed gameplay, the guage of the game.
tense immersive gameplay. They were designed as extra-diegetically background and how-to-play workshops
minimalist, following the Nordic larp tra- were a crucial part of the larp event. They An interesting level of the game and one of
The game was full of personal existential dition, which stresses the overlaps of the took more time then the game itself and the design challenges was creating game-
dramas on the background of social and abilities of the characters and players. The went through small interactive lectures to play of the everydayness of the Russian
cultural changes of the era. The players aim was to connect each background ele- theatrical enactment of pregame scenes. Orthodoxy religion and private family life.
enacted detailed and mutually entangled ment of the setting with an opportunity to
characters from the Russian aristocracy act. Cultural references werent just a static
during a small household celebration in frame.
the year 1855, shortly after the Crimean
War. The dramatic arcs of the individual The game provided the frame for living in
roles were designed as tense opportunities a russian novel through the scripted plots
for meaningful personal transformations (based mainly on mutual character con-
mirroring the global dimensions of both flicts). But they were meant to feel more
historical and cultural clashes of modernity like a frame of possibilities to play from
with tradition. personal interpretation of the game topics,
than at set of instructions.
To an outside observer, it may seem that
the game was aiming at material and cul- Different game layers were meant to create
tural authenticity. Nevertheless, it was synergic effects able to elicit and maintain
more of a gently molded theatrical illusion the atmospheric and effective bodies of
and a carefully constructed interactive ab- the story so the players could seamlessly
straction from Dostoyevsky and Tolstoy concentrate on the creation and percep-
books and Chekhov plays. tion of the individual game experience for
themselves and each other.

132 Fyodor Ivanovic Gorodskoy, his son Anatol and the women of their lives - Nina, Olga and
Jekaterina. (Play, Martin Buchtik)
There was no direct religious authority It was usually not by their own dramatic Role descriptions briefly portrayed what Rassvet has been praised by its players ex-
and we wanted players to breathe in the reflection and action, but through the intu- the character had done and how, but usu- actly for that for soft and many inter-
religious thinking and behavior, to feel the itions of immersive feeling of the enacted ally not exactly why this was open to the connected layers of content, which enable
Dostoyevsky stress of religion as a moral role. From this moment and on, there was players interpretation. To familiarize the slow but deep and gradual immersive jour-
structure, but did not want the religious a stable layer of living the game content player with the mood and fate of a charac- ney to the storyscape where, in the roots,
themes to dominate the game. instead of just playing. In almost every ter, they were also framed emotionally by is the life itself.
game, there were players who reported specific music. During the game no mood
Religion was then designed mainly as a cul- strong after-effect experiences. Individual enhancing extradiegetic instruments were Skoro Rassvet
tural background source, but an entangled player experiences of course significantly used, but prior to the game and at the
source - the opportunity and constraint to differed based on their own immersive ca- finale Russian folk music was used as at- CREDITS: Martin Buchtk, Sarah Ko-
act at the same time. At the end it defi- pacities and habits, but the main effect was mospheric background. Many players were masov, Petr Platil, Markta Haladov,
nitely was a part of many in-game conver- not only a personal emotional experience. able to connect their game experience with Tom Hampejs, Jaromr Vybhal
sations, where the religious notions served The players felt that they were a part of an the music, and it helped them to position LOCATION: Hunting villa Vackov,
as tools for the social world structure and organic story, and the game immersion got the whole larp deeper into the depicted Czech Republic
borders exploration through the contrasts to the collective level. cultural context. LENGTH: 12h worskhops, 7h game
of eternal and temporal orders of reality. PLAYERS: 15 players (7 men, 8 women),
The players had to consume a lot of back- For all this - huge credit belongs to the lit- Technique - synergic combi- 5 organizers per run (7 runs in total)
ground information, but to the surprise of erary sources of Russian classics, which are nation of the known BUDGET: 700 (for each run)
organizers, the explicit feedback just for truly masterpieces of combining everyday PARTICIPATION FEE: 50
these parts of the experience was generally problems with the universal dimensions of To balance the appraisal of the game and GAME MECHANICS: dramatic/im-
very positive. human life. As Sigmund Freud said, Dos- its principles, it should be said that the mersive play, play to lose, 360 aspira-
toyevsky was without doubt one of the game design itself was an organic process tion, pre-written characters
Beyond talking living in the greatest psychologists of the 19th century, and even after almost 10 runs, it is not easy
book itself and this praise could probably be extended to assess whether the game was intended Web site
to many other authors of that time and like that from the beginning and how it
Rassvet was not a static club of talking in- space. To play the game, it was not nec- just happened that way during the year and rassvet.cz
tellectuals, the philosophical content was essary to have a personal reading experi- half of the creation process. Behind the
actually more enacted by the gameplay ence with Russian 19th century novels, but larp was a diverse team of six people, who
itself than in abstract words due to its the- the players who had were able to achieve joined their forces just for this project.
atrical origins. The universal (or at least wonders with seamlessly taking the fiction
in the Eurocentric sense universal) values beyond any explicit game design. As one of Many layers and details are a product of
and entanglements of human life hanging them said: distributed process of co-creation writ-
in the larger net of specific strong socio- ing Skoro Rassvet was a special and spon-
cultural constraints were materially pre- it was like living in the book itself. taneous experience itself. From its be-
sent in the air. ginnings, the project aimed at the form
The characters of the game were written innovation it wanted to explore the me-
The collective shared representations, part- with detailed interpersonal relations, their dium format game, which is strongly based
ly existing in the players minds and partly selves were not given by their ego descrip- on real cultural background. It wanted to
in the organic, the enacted instance of so- tion, but were described as dramatic trans- translate the cultural experience of the
cial order constructed a reference frame in actions with other characters and shared specific other and prepare a game, which
which small gestures and accidentally over- life events. The game core event contained utilizes larp fun as a means for transforma-
heard words could be highly meaningful. an encounter of three interconnected fam- tive learning experience.
This was one of the most interesting emer- ilies, where many characters shared life-
gent effects of the game; the players often forming histories. Nevertheless, the game That was successful, but moreover, some-
created their own encounters transcending design stressed brief dramatic sketches thing new was discovered in the process.
seamlessly the initial design of character more than rich written novel-style per- The treasure of larp innovation does not
relations and drama opportunities. sonal history. lie in one new technique, but in a precise
synergic combination of the known.

134 I dont understand, Sasha. You cant be serious about marrying her?! (Play, Martin Buchtik) 135
Ticket to Atlantis
Fear, Love, Death, Life...

Nadezhda Vechorek, Vasily Jolaf Zakharov

Welcome to Atlantis. (Play, Julia Tishkova)


Atlantis is a small town in Washington, USA. Inspiration
Its surrounded by woods, has no phone
line, and themail service works poorly. The Ticket to Atlantis was a synergy of music,
only way to come there is by the railway, and electronics, Stephen Kings despairing
the train is the only way to leave. The ticket nostalgia about the lost 60s and the
office is closed, and the quizzical Conductor question of what is death and what lies
(somewhat resembling O. G. Grant) wont beyond.
let you on the train without a golden ticket.
Sometimes a swirling mist comes from the Using music as a meta-technique, as a
forest, people not hasty enough to hide building block of a larp in one way or
in their homes and caught by the mist on another, has been a trend in Russian larps
the streets get ill, or die. But that is not for the last five years.
a problem as everybody who comes to
Atlantis is already dead. Our design team gathered three years ago
to create a fully music-based larp House
Characters of our larp didnt notice their where the world sounds (2012) based on
death, and all of them decided to board a Russian bestseller novel House where
a train to Atlantis for some reason. Some (2009) by Mariam Petrosyan. We were so
were escaping something, others were fascinated with how our musical engine
looking for a place to start a new life. Some worked, that we decided to definitely do
were just traveling without a particular something more with it.
destination. They thought they got a shiny
golden ticket to Atlantis in the moment In House portable MP3 players were used,
when they actually died. We asked players and the participants had to switch their
to fabulate how their characters got their musical tracks manually, according to
tickets. Their choices varied from trivial; specific rules. But in the following year
bought at the ticket office to strange; Moscow electronics-for-larp engineers
found in a dead mans belongings or from Ostranna CG made a step forward,
unlikely; someone forgot it on a cafe so for Ticket to Atlantis we were able to
table. We wrote how the character really use custom made electronic devices that
died based on these stories. For example, could switch music tracks automatically,
the man who thought he had won the depending on where the player was and
ticket playing poker was actually shot by what other players were around.
the loser in a poker game.
We read Hearts in Atlantis and are fond of
Our players didnt know that their this book. Music is extremely important
characters actually died in reality. Their for its characters, for the atmosphere,
characters thought they just moved to and for the book as a whole. Having our
a new place, having decided to change experience in creating and participating
something in their life. Having come to in music-based larps the idea of making
Atlantis at the beginning of the larp, they Atlantis into a larp was pretty obvious.
did what any of us would do if we were
them looked for accommodation and In the team, we are all in our 20s or 30s.
jobs, got settled, talked, danced, drank... We heard about the 60s, Stephen Kings
Atlantis, we read about the epoch, we
Participants still had to find out that their watched movies, we felt that anguish at
characters were already dead either by the 60s King writes about, and we regret
dying in-game, or after the game from we werent there. We are afraid of the 60s
game masters. because we know what they did to people.

138 Emotional reaction. (Play, Julia Tishkova)


Inspirational pieces: Stephen Kings Hearts in Atlantis (mostly second half), Interstate 60 (2002),
Twin Peaks (1990), Across the Universe (2007), Hair (1979), Platoon (1986)

Hearts in Atlantis is not about the 60s, its In most cases it wasnt a fully in-game talk,
about people who survived the 60s, and but rather a conversation of two people
are still somehow connected to them. And (each of them just slightly covered by their
so was our larp. roles) about life and death.

Ultimately, we wanted to talk about death. We tried to make it as comfortable


Death is a thing thats frightening yet for players as possible and used this
marvelous; marvelously frightening. One is communication, besides other, to find They had an inner demand for order and The Music Engine
afraid to die, and to deal with that fear, to out if the player wanted to play on. And the habit of having a job and hence the
live with that fear, one has to talk about it. to play on was not so easy as the train town had a Selective Service System office, In larps designed using a technique that
That was our idea. But such talk is not easy, was heading back to Atlantis, and player paying good money for sorting the forms we call the music engine music mostly
and not many people are ready for this talk stepped off the train on the same station, of draftees (with their name, age, color, doesnt exist for the character. It serves
right away. So we decided to talk about in the same role, with all the characters family, children, job, education etc.) to like a personal soundtrack to the players
death without naming it. We decided to memory intact. decide who would go to Vietnam and experience, and suggests characters
ask some questions and find some answers who would stay in the rear. Grave ethical emotional state.
before saying what we were talking about The only thing that changed was characters disputes sometimes arose over these
out loud. name, confusing and arousing suspicions in essentially faceless papers. While creating the characters, players
fellow citizens. Special Dark Secret rules sent us a number of musical tracks, and
Afterdeath prevented the returning characters from We tried hard to create the fundamentals; specified for each track what emotions this
discussing the fact that everybody in town the core of each players game, not of some music evoked in them. Or, in other words,
We wanted the players to find out what were already dead, and forcing them to events but of their character, and insisted what music should play when the character
was going on during the larp. It was deny the idea that they had been in the on players creating characters as elaborate was in that particular emotional state.
possible when they died from a knife, or town before and not just recently arrived and interesting as possible. Besides other
bullet, sudden illness or a touch of mist. So by train. issues we asked players to take note of We used such emotions as happiness,
in-game death was the major instrument Important People who changed their sadness, joy, fear, interest, anticipation,
here. We never considered Atlantis as Hell,or characters life in the past or just sunk despair and so on. For Ticket to Atlantis, we
Heaven, or Purgatory, and avoided religious deep in their minds, and of an Important created a list of 80 emotions that thus could
Those who died went out-of-character rhetoric altogether. We thought of it as of Item that once meant a lot to a character be provided with special soundtracks, and
to a special designated place just outside a place where some people went after they (like a handgun that misfired at a suicide the number of music tracks players sent us
the playground. What they found there died, just because that was the place they attempt), but were lost long ago. varied from 50 (when a participant used
was a room with walls covered with 1970 needed to go to sort out what they really just one track for some of the emotions)
newspapers from all corners of the USA, needed to sort out, but hadnt had a chance For each character we looked for to 500 (multiple tracks for each supported
with obituaries in them of all the characters to while living. similarities, reflections of their emotion).
with circumstances of their death; photos important people in other characters and
and short biographical accounts. In that We refused to judge characters in any used the music engine to suggest feelings All the players music and information
moment they understood at least that what manner on purpose. According to our idea, similar to those they had had towards their on emotions was put into an electronic
just happened was definitely not death in Atlantis consisted of common beliefs of Important People to occur when they met device we call Armlet, that players wore on
the usual sense. people who came there. They thought it the corresponding characters. their wrist. This device played music like a
was normal for money to exist and to be portable MP3 player into the participants
After taking ones time in the newspaper dollars and hence there were dollars. One could leave Atlantis by finding the ears via earphones so a player had a
room, overwhelmed players went to right person who could give them a ticket continuous soundtrack for their larp.
another room representing a train car, and They wanted to have a lot of money and to a departing train and saying the right
an NPC representing a random, semi-real hence the salary for one hours work was words to him essentially stating that one The earphones had to be picked and
fellow passenger, almost an inner voice, a thousand dollars. They had subconscious had had enough of this town and was ready adjusted carefully beforehand so that
talked to them for some time while the fears and hence there was the fearful mist to move on. The train would take them players ears could endure many hours of
wheels rattled, helping to sort out what (represented by NPCs in silver gowns and away ending the larp for the player and continuous use and players could listen to
happened and to embrace the new state of masks, bearing smoke flares). taking the character who knows where, the music and perceive the surrounding
mind. but definitely to some place where they sounds in the same time.
needed to be.

140 The Armlet. (Play, Julia Tishkova) 141


Armlet is an STM32-microcontroller (the In some situations instead of music a The Forest arranged chairs, and NPCs in gray were
same kind that is used in modern smart player could hear a voice describing only representations of swirls of mist, but
watches) based device with a screen, their feelings or giving them imperative Atlantis is surrounded by woods and we mostly what you saw in the game was what
some buttons, digital audio playback chip, instructions. It was used for drug effects made the forest a mystical place, accessible your character saw. Moreover the larp
standard earphones jack and digital radio and in case of a characters in-game death. at night only, much similar to the Black/ was psychologically challenging and made
chip for data exchange in range of up to Drugs were represented by tiny electronic White Lodge in Twin Peaks. There were participants face some existential issues.
30 meters. Other devices of similar design pills connected to Armlet, and lack of a gazebos there, depicting typical locations
but simpler, with no screen, etc. (we call pill in case of addiction caused continuous in a typical American expression of that It was our second larp using the Music
them Beacons) were placed around the playing of a special addiction track that epoch boy scout tent, movie theatre, Engine. In general, it used the same
playground marking specific in-game forced out all other music for hours, until a perfect housewifes living room, Vietnam paradigm as our House where the World
locations. new pill was obtained. bush trench and so on. Sounds (2012) though the technique was
almost fully automated, creating a personal
All the devices were constantly exchanging The players ability to influence the device In those places there were Important context-based soundtrack for each player,
data packets, and thus each players Armlet directly was very limited and rarely needed, Items of the characters. Having another reducing players interference to minimum.
knew where the player was (by receiving thus most of the time player could just listen characters Important Item could give you
data packets from Beacons) and what other to the music. A player could only specify enormous (and definitely not kind) power There have been something like 5 - 10
players were around (by receiving data (using Armlet keypad) a limited number over that character, but you could bring music-based larps in Russia, the trend
packets from other Armlets), and who was of intentions (like going to kill someone), only one object from the woods so you had appeared around the beginning of 2010s,
closer (judging by radio signal strength). and Armlet reacted, for example, waiting to choose whether to take your own item though games besides the two mentioned
Using this information and information for some time (representing the character or someone elses. above used completely different
on emotion-to-music relations specified psyching herself) and then playing a special approaches to using music.
by the player, Armlet chose what music music track (that a player specifically The woods had a special soundtrack, and
to play. Reacting on characters that were chose for killing), and while the music was gazebos were connected by trails made of Another important game that must be
reflections of ones Important People was playing the character could actually kill LEDs (essentially Beacons) that reacted mentioned here is Saint Summer (Moscow
the most notable case. hence the combat rules. to Armlet presence by lighting up before region, June 2014). Based on Hair, Jesus
a character, and going off behind them, Christ Superstar, Across the Universe and The
The critical point that makes this approach Passing one of the earphones to another and one only could walk from one LED Wall and created by our friends completely
completely different from every other way player was treated as empathy, a desire to to another. Different trails reacted to independently of Ticket to Atlantis, that
the music is used in Russian larps is: share ones feelings with another person. different characters, so each character had rock-musical larp explored the 60s at their
However, different people naturally feel to find their own way in the woods. peak with sex, drugs, rocknroll and
Organizers didnt choose music for the different emotions while listening to the Vietnam war.
larp and didnt have to rely on if it would same music. This pretty well represented Perspectives
trigger the desirable emotions in the the chasm of human misunderstanding. From a musical point of view, it was a
players. Instead, the music is chosen by Sex was represented by taking some of Though created in Russia with little to no complete opposite to Ticket to Atlantis it
players for themselves according to their the clothes off and dancing while sharing awareness about Nordic larps, the game used a stage, loudspeakers and hit music to
own musical taste and emotional reactions. earphones and listening to one of the seems to follow the Nordic tradition pretty set the pitch and drive the action of the
The electronic device maps the emotions players special sex music. closely. It lasted without interruption for 38 whole game from one extreme to another.
(specified by organizers for different hours, and it used some meta-techniques Set a few years before Ticket to Atlantis
situations) to the particular players music, Most other rules of the larp (like rules for like music as an instrument for influencing and held three months before, it served
thus creating for players their own, special, representing brawls) was also based on player to affect characters. Of course, as a prequel for a number of players who
unique soundtrack that pulls exactly the some special tracks that could be played Armlets and earphones didnt exist participated in both projects, some of
right strings in the right moments. by Armlet at some particular time or as a in-game, a train car was symbolically them playing the same characters. It is also
result of players interaction with Armlet. represented by a room with properly featured in this book.

Heavenly shades of night are falling...


(Play, Julia Tishkova)
Reactions For me it was a larp of life and ones place For me it was a larp, like someone said,
in it. It was about you really can put off the about death that becomes life when you
We were doing what we called a kind larp question of whether you should get back to feel love. It was a larp about love and loved
about the good, though it was neither depressing past or start something new, over ones. I recalled why it is so important to love,
simple to do nor easy to play. It appeared and over again. Or you can admit theres no why is it pleasing and what does it mean to
to be a larp about realizing some simple yet longer you for that past and change your life. have someone important by your side. And I
important things. One of our players, talking Hopefully, to the better. recalled that theres no death.
to an NPC on a train after his character
died, said that besides his own death, he was Alexander Eden Raev Sergey Opalennyj Belov
much more disappointed with the fact that
all other the nice and wonderful people he
met in Atlantis were in fact dead.

The fact that they were dead made them


less valuable to him. Well, we tried to
convey the idea that death is a choice. During the larp I faced all my hidden fears:
Some people die by their own choice the fear of loneliness, the fear of losing the
long before their actual death, and some sense of living, loosing the anchor, losing my
continue living even after they die. Our place in the world. Sometimes this fear raised
characters had no real cause to consider up to panic, when the Mist appeared and
themselves dead except the fact itself, my head was full of Toccata and Fugue in D
presented to them in the way of obituary. minor that scared me in my childhood. When
They could live on, the only thing they my character was killed in the middle of the
needed was the courage to live on. Death larp I suffered from the characters death
has no power over those not afraid to live. much less than from my inner players fears.

We should say that in the end, after a larp (Olga Vorobeyka Vorobyeva, player)
that definitely was not easy; even really
difficult, after some reconciliation with Ticket to Atlantis
themselves, most players came to feel what
they called warm aftertaste. And we felt CREDITS: Nadezhda Vechorek,
a lot of joy after reading reports about the Vasily Jolaf Zakharov, Evgeniya Nel
larp settling down in heads and hearts, Patarakina, Philipp Phil Kozin, Dmitry
people giving up pain and struggle and Kudryavyj Roldugin, Anastasiya
moving on with joy. It was very warming Suliven Dobrovolskaya. Electronics
to hear something like It wasnt a larp development, Ostranna Creative Group:
about death. It was a game about life and Gennady Kreyl Kruglov, Roman Jam
about the absence of death. We are very Leonov
thankful to our players for saying that and DATE: September 11-14, 2014
helping us to believe its true. We end with LOCATION: Rented summer houses
some quotes from reports: near Moscow, Russia
LENGTH: 38 hours
Atlantis was a larp about life that looks like PLAYERS: 70
death to those who gave way to fear. I dont BUDGET: ~6.000
know if I overcame my fear. But I know that this PARTICIPATION FEE: ~85
larp made me touch the most frightful fear in
my life, fear that pursues me all my life. Web site

(Oleg Luterian Lutin, player) Atlantis1970.livejournal.com/271.html

144 Margaret Rose, the newly elected mayor. (Play, Julia Tishkova) Protest, so familiar. (Play, Julia Tishkova) 145
When death comes close. (Play, Julia Tishkova)
Tonnin stiflat: Season One
To booze or not to booze...

Simo Jrvel & Niina Niskanen

Police officer Mujunen pays for her mistake.


(Play, Tuomas Puikkonen)
Setting Stories The twenties can also be seen as a stage for The core character concepts were gender
art, obliquities and the decadent. Paris, for neutral, and players could also choose their
Helsinki in the 1920s: urbanization, the One of the main stories was, of course, a few characters, glittered as a paradise full characters sex. Our principle - and our
admiring gaze towards Europe; jazz and bootlegging. Two leagues competed over of drugs, luxury, art and love. This kind of only explicit anachronism - was that gen-
lipstick, daring women entering the public clients and deals, and the plot thickened in life also had its reverse side of addiction, der should not limit the characters actions
sphere; a country divided by the bitter civil the first game as the other boss was arrest- abuse, venereal disease and general not-be- or possibilities in any way. To name a few,
war in 1918; prohibition and the tsunami ed and her right hand woman accidentally ing-in-the-paradise, a constant longing for the cynical private detective was female
of illegal alcohol and booze-related crimes. shot by a police officer. something better. The young painter gave and the luxury-yearning prostitute male,
The perfect setting for a larp, and as Niina herself to her godfathers use in exchange the heroic bootlegger was male but as
had published two novels set in the same This was pre-planned to create a power for money and art education, and sat finally smuggling bosses we had powerful queens,
milieu a reasonable amount of research was vacuum for other characters to fill. The by his bed when syphilis devoured him into not kings. In the end, we were quite happy
already done. arrest and the death also launched several painful death. The conservative teacher with the casting as players wishes and our
smaller plots. struggled with hopeless love and a death in vision aligned nicely.
Helsinki as a city and a state of mind was his past, and the only escape was suicide.
a central theme in Tonnin stiflat (Thou- The civil war fought soon after the dec- It was also possible to enroll as supporting
sand Mark Shoes). Therefore we decided laration of independence from Russia has Murder is part of the noir genre, and where cast. The supporting cast of roughly 40 was
to make the most of it and play in the effects even now, let alone only ten years there is murder, there is revenge. As death the most central and multifaceted tool used
streets. Helsinki has, of course, changed later. Consequently, politics were present in larp easily becomes a short term curiosi- in the game. Their task was to create pre-
in 100 years, but especially in the city also in Tonnin stiflat and many characters ty and is soon forgotten, every death in the planned scenes, enliven character histories,
center plenty of old architecture, cafs, had conflicts dating back to the civil war. game was initiated or authorised by us. An bring in new plots, surprises and informa-
restaurants and parks still remain or have apothecary found dead, triggered the de- tion, be found dead or die in the hands of
the same atmosphere as in the twenties. The stain of communism sat hard on tectives game, and the death of the boot- the characters, perform music and dance,
The omnipresent modernity cannot be the defeated - those who survived prison legger caused her sweetheart and friends etc. A supporting role could last the whole
avoided, though, so we focused the game camps, diseases and hunger. The com- to seek revenge. Both cases were solved in season and develop in different ways, or
to areas with the most suitable architec- munist workers in Tonnin stiflat were hard their own way in the last game. it could be a ten-minute scene with only
ture and atmosphere. However, playing in working, sick and poor, but strong in their one player in it. The supporting cast were
Tonnin stiflat certainly demanded selective ideology. Their actions crossed with the se- Characters instructed carefully for each scene they ap-
attention and active disregarding of a lot of curity police, which resulted in one of the peared in so they knew their purpose and
surrounding anachronisms. most violent scenes in the game. The 18 characters were written iteratively the aim of the scene. They acted as instruct-
in collaboration. After the casting, the core ed or improvised to the desired direction.
concepts of the characters were written
into full characters by us, and after the pre-
game workshop and players own additions
and changes, the final version of the char-
acter was written. The players had a big re-
sponsibility in fleshing out their character
and in specifying relations to other charac-
ters. In-depth personal histories etc. were
also up to the players to develop, while we
focused on the functional core of the char-
acter.

The players were chosen from the roughly


70 registrants. The casting was made on
the basis of mainly two things: players en-
rolment info including her (or his) wishes
and capabilities, and our aim to avoid con-
servative gender stereotypes.

From grief arises revenge. (Play, Tuomas Puikkonen) Bootleggers have dragged a torpedo full 149
of spirits to the shore. The police will soon
attack. (Play, Tuomas Puikkonen)
Design Tools We also tried to schedule sufficient time In retrospect
for free flowing playing so that the pre-
The design in Tonnin stiflat aimed towards Tonnin stiflat utilized a selected set of tools scheduled scenes would not dominate the ...this really was one of the best games I ever
high precision experience design. The idea to enable gameplay that elicits the type of larp entirely and that the players wouldnt been to, and I dont how to thank you so that
was to provide individually tailored experi- player experience we were after. Our tool- feel that they have no agency in the game. it would convey the message. Technically this
ence for each player. This required a differ- set included pre-game workshopping, it- was very well conducted: railroading, scenes,
ent set of tools than e.g. larps relying on erative character creation, supporting cast, Different types of meta instructions were the use of supporting cast and the whole
brute force designed sandbox or 360-illu- pre-planned scenes, meta instructions, also used in directing the players to act in structure of the game was all fantastic -- I
sion. The small number of players enabled custom debriefing methods, reporting a desired manner, to explicate interaction have never been in a game that would have
us to do precision work that would not and multi directional feedback, etc. Pre- possibilities, and to enable interimmersion been so much built for my character and that
have been possible in a larger larp without planned and scheduled scenes were one of and the support of other players charac- had such a clear story arc and still have so
significant increase in resources. the defining design features of Stiflat. ter concepts. These were always given well much everything else going on around you
in advance so that the required steering at the same time.
The central design goal of Stiflat was high In their written briefs before the game would feel more natural. All characters had
resolution social interaction between dra- the players had a schedule for the game a weakness and a strength that was known (Player)
matically interesting yet realistically por- and typically from two to five different to all players (X is willing to do anything
trayed characters. For this we wanted a pre-planned scenes. The scenes varied sig- for money and luxury, or It is very easy to This game showed me I can feel uncertainty,
strong emphasis on power structures and nificantly in duration, the amount prepara- open up and discuss private matters with anxiety, guilt, comradeship, desperation and
relations between characters. It was es- tions and supporting cast involved, and the Y). Also from episode to episode, we had love in a refreshing way when larping. Not
sential that all plots and storylines would degree of fateplay involved. These were de- varying meta instructions to direct the play many games elicit these feelings.
somehow concretely materialize during signed in order to guide the storylines, dra- and encourage certain interactions (e.g.
the game-play. The characters were forced matic structures and geographic locations Accuse X of apothecarys murder, Pay (Player)
to make choices that had consequences of the players so that all players would have attention to Ys mood, Recount how
inside the game, and those choices would game that is meaningful, full -- but not too tough it is to be a private detective to the Looking back at Tonnin stiflat: Season One,
ultimately form a unique story arc for each full -- of action, where their wishes are ful- bartender). We designed all meta instruc- we can say that we succeeded in what we
character and climax in the third episode. filled, and that would provide maximum tions to activate, enable, and drive things set out to achieve. Not everything went
support for character interaction and dy- forward instead of disabling or blocking 100% as planned and there is always room
Most of the design tools used were tools namics. anything. to improve, but overall we are very satis-
that increase control over the larp. How- fied. We managed to share our vision with
ever it was of utmost importance that they players, and players took it as their own
were utilized in a manner that does not and played in a terrific ensemble.
sacrifice what we consider the essence of
roleplaying -- immersion, action in charac- We are especially happy that the charac-
ter, high definition social interaction be- ter interaction was as nuanced, immersive,
tween characters and meaningful decision powerful, and multi-faceted as we hoped it
making that has consequences in the larp. would be. We managed to build structures
Indeed, by increasing control and stepping that gave meaning to different twists in the
away from purely open sandbox playing, story and to the decisions characters had
we aimed at enabling those features and to make.
providing solid structures to support them.
Also most storylines manifested as con-
crete action in the game, and they were
brought to conclusion at the end of the
season. All this was made possible by the
smooth collaboration between all partici-
pants.

150 Snapshot from a photo shoot (Pre-game, Tuomas Puikkonen) 151


The painter heard about her patrons syphilis. (Play, Tuomas Puikkonen)
In retrospect, three games in three months Tonnin stiflat: Season One
was too tight schedule. The original idea
was to design all three games before the CREDITS: Niina Niskanen (setting,
start of the season, but it was soon clear background materials, characters, sto-
that if we wanted players to contribute and rylines, drama and interaction design,
decide what their characters do between workshops, props), Simo Jrvel (char-
the games, we cant really design beyond acters, storylines, drama and interaction
the first game that much. design, game mechanics, workshops,
props), Tuomas Puikkonen (photogra-
We also somewhat failed at communicat- phy)
ing what is useful and actionable input DATES: 16 August, 11 October & 22 No-
regarding characters actions and plans vember, 2014
between the games. Yet, especially in the LOCATION: Helsinki, Finland
second game where we had the most input LENGTH: 8-9 hours each
from the players, we ended up putting up PLAYERS: 16 players, and 40 support-
too much content in the game and in result ing cast
too little time for free play was left. BUDGET: 2.500
PARTICIPATION FEE: 50 per game
Among lessons learned are also how it is GAME MECHANICS: Supporting
nearly impossible to arrange coincidenc- cast, meta instructions, preplanned
es in street larp with any degree of cer- scenes, workshops
tainty, how violence tends to escalate to
rather extreme despite all efforts to the Web site
contrary, and how having both players and
supporting cast can backfire when utilizing tonninstiflatlarp.wordpress.com
team spirit enhancing techniques.

Now that season one is finished, we are


left with the option to stop here or to con-
tinue in one way or another. All the main
storylines are finished, so whatever season
two will be about, it will be something new
and different.

Private eye and her assistant discover apothecarys dead body. (Play, Tuomas Puikkonen) 153
For some it all started as slightly decadent mostly innocent (Play, Tuomas Puikkonen)
Thank you for reading.
Thank you for caring.
A Nordic larp is a larp that is influenced by the Nordic
larp tradition and contributes to the ongoing Nordic larp
discourse.

- Jaakko Stenros, Games Researcher, 2013

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