Co-writing a park, inhabiting it with role-playing

Nordic live role-playing conference Knudepunkt has started, Miriam has some photos. Yesterday I gave a workshop about writing “fictions and try different approaches to co-creation. Everyone  write in the same document simultaneously.” I want to share an exercise developed with Ulf Staflund, that I’ve only done once before but enjoyed a lot both times. I’ve written a little bit about it in swedish earlier.

The Park

  1. You need a group of people in the same room, co-writing with each other. The room should be big enough to have a designated area for interaction, The Park.
  2. The group starts out writing about the park. The text have no characters, only milieu and atmosphere.
  3. When someone feel ready s/he can enter the Park and through role-playing, mime or dance inhabit it with a character. When someone is on “stage” the writing stops and the attention of the group is on the stage.
  4. When a character leaves the stage it can be introduced in the text and the writing continous untill someone else gets the impulse to go on stage.

Music can help the participants to enter the same mode.

What I like about this exercise is that the role-playing part can stay very low-key and still produce tension and precense. It’s also nice to be able to go in and out of character without the pressure to sustain an illusion which is almost always present in live role-playing.

Here is an excerpt from last night:

Sun. Always sun.
The old oak had been here longer than the park itself. Standing as royalty in the middle, a place for thoughts. It was a warm, late afternoon, the sun shining on the paths of the park, on the leaves. Before, teenagers used to hide love letters to each others in holes in the tree. But these days they use internet instead.
The shadow of the trees were slightly shaking with the wind. It was talking to the grass in a very soft language.

For the people of the city the park has always been their only green refuge amidst smoke, exhaust and dirt. For the homeless people in the city, the park also serves as a kind of hostel. But there are no benches. They took them away because the homeless used them for sleeping. People have to sleep in the cold grass, covered with leafs. During the summer months this is not too bad, but every winter the cold nights take away the lives of some of the park’s inhabitants. It’s called the share of the carnivourous trees.

Autonoma världar – magisteruppsats i estetik om levande rollspel

Jag kom på att jag inte lagt upp min magisteruppsats i estetik från 2008. Den är faktiskt ganska bra och kan säkert vara av intresse för somliga. Den går att ladda ner från Södertörns högskola i PDF-format. Annars går den bra att kika på nedan. Jag använder bland annat Mellan himmel och hav samt Futuredrome som fallstudier. Ur inledningen:

Under de senaste tio åren har jag ofta engagerat mig i en speciell form av socialt umgänge: levande rollspel (även kallat lajv). Det har alltid inneburit problem att kommunicera till utomstående vad levande rollspel är för något. Det är undanglidande, avskilt och intimt. Lajvare samlas i små eller stora grupper för att tillsammans skapa en ny, temporär värld, och är högst måna om att ingen utifrån, från den ”vanliga världen”, ska komma in och störa. Då faller nämligen dessa bräckliga fantasivärldar hastigt samman. Lajv handlar förvisso om att dra sig undan, lämna vardagen, sin identitet, sitt arbete och sina värderingar bakom sig, vilket givit verksamheten dess subkulturella, stundom sekteristiska prägel. När subkulturen började uppmärksammas i media under mitten av nittiotalet betraktades den med misstänksamma ögon. Många kritiker var säkra på att lajv hade samhörighet med någon form av extremism. Om det var högerextremt eller vänsterextremt, satanistiskt eller bara extremt i allmänhet kunde man dock inte riktigt få klart för sig.

[issuu viewmode=presentation layout=http%3A%2F%2Fskin.issuu.com%2Fv%2Flight%2Flayout.xml showflipbtn=true documentid=110202212925-293a0ffd3a1f4a05af989fb6e213b911 docname=autonoma-varldar username=widing loadinginfotext=Autonoma%20v%C3%A4rldar showhtmllink=true tag=autonomi width=420 height=595 unit=px]

“Enjoy it while it lasts”

All three books for the nordic live action role-playing (larp) conference Knudepunkt i now online as PDF. Each book has different approach, one of them being academic, another one documentary and a third one with more of a conversational style. I’ve contributed to the latter of them, with a short essay trying to read post-apocalyptic role-playing through the glasses one gets from peak oil studies. Since the editor cut out the references I might as well add them here.

Image from U.S. Coast Guard

Enjoy it while it lasts

«In all our projections, future oil production by 2030 will have decreased from present levels. The world appears most likely to have passed the peak of global oil production and to have entered the descent phase.»
(Aleklett, et al. 2009)

In 2007 food prices doubled in many parts of the world. In 2008 a financial crisis hit the western economies. At that time the price of a barrel of oil had raised to a price of 147$, six times more than what was predicted by the international energy organs a few years earlier. The American industry and economy could not handle such high energy prices and we went into recession, which is still going. United States is completely dependent on cheap oil due to their way of life in suburbia and the extensive interstate highway system. Europe is not as bad off, we can tap the veins of mother Russia’s «natural» gas for some time – but still, oil is absolutely necessary to our transportation, industrial production and food system.

According to recent research from Uppsala University’s Global Energy Systems it is quite probable that those days in the summer of 2008 was historical. We reached peak oil, which means that more or less half of the world’s oil supplies has been depleted. The heydays of cheap, easily accessible energy are over. During 150 years of oil usage we have multiplied the world population by six, using energy condensed from thousands of years of sun energy input.

Oil is the blood of the modern society, it made globalisation and everything else we take for granted possible. In live role-playing there is a tradition of dismissing modernity. I have written extensively on this in «We Lost Our World», trying to outline the anti-modern aesthetics of (pre-modern) fantasy and (post-modern) sci-fi scenarios. Fantasy larps effectively makes us go back to basics, putting handcraft, shelters and making food centre stage. Post-apocalypse is of course just another take on how to escape the dull and repressive features of our modern societies. Post-apocalypse means post-modernity, post a collapse of our petroleum based industry, transportation system, agriculture and housing. It resembles a fear for a situation where we can no longer sustain our present living conditions. That kind of fear is not unmotivated.

Peak oil does not necessarily mean Apocalypse. There is plenty of more to burn off and although disastrous global warming is at the threshold chances are good that we burn all accessible fossil fuels (oil, coal, gas) before we stop. It just has to be done (in the name or profit). But the question is for how long it’s profitable to extract it. Peak oil means that we have reached a point where growth is not ensured the way it has been since mid-19th century. It’s sad when you think about the 20th century from that point of view. Humanity had access to almost free energy, that enabled almost any fantasy to come true, but still spoiled the situation in every possible way.

So I’m not saying that Apocalypse is coming, but everything will turn more expensive, all travels will be harder, social stability (whatever we had) is over. So if we had trouble to create a nice community pre-9/11 it will be a lot harder from this point. Some practise could do.

People are very unprepared for this gradual decline of the material conditions for life. Our christian culture has two modes of thinking: progress or apocalypse. Slow but certain destabilisation and decay for the rest of our lives does not seem probable at all to us. (see Kunstler, 2005) But the long term consequences of peak oil might not turn out very different from the results of space invaders, meteor impacts, nuclear war, zombie famines or what have you roaming around in the cultural production.

Thinking and practicing a post-industrial, post-sustainable life in the safe and playful context of live role-playing might give us an idea of how social life can evolve without the welfare state and the consumerist bonanza of global capitalism. The ship is losing altitude; let’s take it down in a smooth way.

References

Aleklett, Kjell et al. (2009): «The Peak of the Oil Age  – analyzing the world oil production Reference Scenario in World Energy Outlook 2008» in Energy Policy, 2009-11-09

James Howard Kunstler: The Long Emergency: Surviving the Converging Catastrophes of the Twenty-first Century (Grove/Atlantic, 2005)

Widing, Gabriel: «We Lost Our World and Made New Ones: Live Role-Playing in Modern Times» in Playground Worlds

Published in Talk Larp – Provocative Writings from KP2011. Claus Raasted (ed.), Rollespilsakademiet, Copenhagen, Denmark

Documentation of Baader Meinhof eXperiment – black box edition

The norwegian scenario BMX was written to use the oppurtunity of two appartments in the same block inhabitet by prominent larp writers and organizers;  on one hand Eirik Fatland & Li Xin and on the other hand Erlend Eidsem Hansen. This was the setup:

Two rooms, next door : the security police and activists.

One wall divides them – One focus tears them apart, ideology
One group of participants plays the police, the surveillance department and the paramilitary
the other group plays activists, communists and anarchists

The game was well documented by Li Xin and Håken Lid.

When me and Ebba Petrén brought it to Stockholm last spring we decided to put it in an abstract black-box environment instead of a realistic setting. The idea was to make the presence of each sides obvious to the players of the game allthough their characters were yet to find out.

A room with black walls, neutral floor and dynamic light put people and bodies in focus. One can be tempted to think of the black box as a neutral ground where “pure” role-playing can happen, with no surrounding distractions. Allthough black, square and clean the box is far from unbiased, it severely affect how we think and do live role-playing.

The stage is transparent. Everything can be seen, but not necessarily heard, by everyone. The participants move through a void, but proximity becomes a distinct tool.

Here are some images from the enactment in Stockholm, where I had the oppurtunity to hide in the shadows, manipulating the lights and taking pictures.

Turboscenarion

Workshopstruktur

Under Unga turs Paradisofestival gjorde jag, Martin Brodén och Ebba Petrén två workshops under rubriken Turboscenario. Nedan kommer lite dokumentation av de scenarion som växte fram.

Inbjudan formulerade konceptet:

Roller, scener, och dramaturgi produceras i rasande tempo med hjälp av olika metoder. Ta med laptop om du har. Vi har tillgång till teaterteknik, blackbox och andra rum. Det bjuds på middag och på kvällen spelar vi lajvet. Vem som helst är välkommen att vara med. Alla får en roll och med hjälp av rollerna improviserar vi fram en berättelse.

Turboscenario 1

Workshopen hade 4 delar: idéutveckling, samskrivande, scenografi och dramaturgi. Ovan har vi med hjälp av post-itlappar tagit fram en serie teman för första dagens scenario. Genrén är en mix av absurdism och dokumentär och estetiken kretsar kring en solig midsommardag.

Deltagare

Deltagare

Teman, ord, idéer

Vi kommer fram till att scenariot ska spelas i en koloniträdgård. Detta nyckelord går alla igång på och blir grunden för det fortsatta arbetet. Koloniträdgården kan rymma både vänskap och osämja och känns som en given scen för såväl socialrealism som humoristiska inslag.

jordgubbens inbjudan

Fiktiv inbjudan

Akterna sätts

Akter

Vi delar upp scenariot i tre akter.

  • Realism, som rymmer midsommarfesten.
  • Transformation, som rymmer en rituell midsommarlek som förändrar den social miljön
  • Surrealism, då allt är förädrat och kolonilottsinnehavarna blivit mer djur än människor

Scenen tar form

Monologdasset, mitt i koloniträdgården

Scenen växer fram och vi använder oss av tejp på golvet för att markera kolonilotterna, i enlighet med den Dogville-estetik som blivit populär inom lajv och friformrollspel alltsedan konventet Prolog försedde oss med tre stora black-box-lokaler i Västerås.

Von Triers Dogville (2003)

Vi samskrev en text till varje kolonilott för att sätta stämningen på de respektive ytorna och lägga grund för rollerna. Det kunde se ut såhär:

KARINS LOTT

Karin har lämnat sina stövlar, turkosa med blommor på, på farstutrappan och de har nu stått där i snart ett år och den gröna färgen har blivit solblekt och insidan har börjat mögla av snön som fallit i dem och sedan smält och man kan bara inte hjälpa att tänka att vafan och herregud vad är det egentligen för familj som bor där? Här har något förbjudet skett på förra midsommarfesten, något som ingen vill prata om, men alla vet om.

Bilderna nedan är tagna i spel.

Inför varje akt lästes ett samskrivet textstycke upp för att sätta tonen. Här är ett utdrag och en bild från tredje akten.

Det är arla morgon, återfödelse. Det matta gryningsljuset kryper långsamt fram över koloniområdet Jordgubben. Årets kortaste natt är över.

Vi vaknar lugnt i sönderbränt gräs. Vi försöker minnas. Gick vi någonsin ut från grottan eller var vi ens där? Himlen är så märklig, molnen skulle kunna vara grottans tak. De är grå och kalla. Det finns ingen vind, allt är stilla. Vi börjar se oss omkring. “Vi”. Ordet har fått en ny betydelse.
/…/
Allt jag känner, känner jag starkare, jag dränks i dofter från blommor, jord och multnande löv. Smaken av jordgubbar klibbar sig fast i mitt inre. Beröringen från Felix, en lätt strykning över min hand bränner i min hud. Jag hör insekters surrande, öronbedövande, som om de bodde i mitt huvud. Jag ser mig omkring och ser hur daggen sakta formas på löv och knoppar, maskarnas resa i jorden får marken att skaka under mina fötter. Jag sticker ner handen i mullen, känner hur det kryper längs min arm.

Djurtillblivande

Turboscenario 2

Dag 2 gjorde vi om processen, för första dagens scenario blev väldigt rörig och alla spelare, över 20 personer, var på scen samtidigt. Vi strukturerade denna dag upp scenariot i 6 tydliga scener. Scenariot bestod av ett univestitetscampus och rollerna var studenter och lärare. Scenerna var:

  • Gatuköket – kvällen innan tentan
  • Herrklubben – lärarkollegiet och studentkårens möte. Val av ny rektor.
  • Kyrkan – ett hackerspace fullt av nördar som chattar med varandra
  • Studentpuben – resultaten från tentan har kommit. Misshandel av läraren som blivit rektor.
  • Friskis & svettis – Träningsscen med flash-forward till kvällens fest
  • Morgonen efter – bakfylla i lägenhet

Gatuköket

Hackerspacet Kyrkan

Rektorn misshandlad

Träningspasset

Morgonen efter

Det andra scenariot blev tydligare. Alla var inte med hela tiden utan några kunde sitta på läktaren och kolla på under vissa scener. Varje scen hade en riktning.

Vi lärde oss mycket av processen och jag hoppas att vi kan göra ett par scenarion till vad det lider för att testa nya varianter.

För info om drop-in lajv i Stockholm, Göteborg och Oslo rekommenderas Lajvfabriken!

Bilderna är tagna av Ulf Staflund.

Paradisofestivalen full av deltagarkultur!

Jag vill tipsa om några kul tillställningar på Paradisofestivalen, som görs av Unga tur i Kärrtorp, Stockholm. Ebba Petrén som är projektledare står med en fot i teatervärlden och en i lajvsvängen, vilket skapat förutsättningar för ett spännande program som sätter “gränsen mellan publik och aktörer under lupp”. Här kommer ett urval!

6 augusti – 22.00
Invigningsfest med deltagaren i fokus arrangeras av kollektivet Kroppsverk.

12 augusti – 17:00
Samtal 1 om Deltagande&Teater

I panelen Suzanne Osten, Anna-Karin Linder m. fl. Samtalserien “Deltagande&teater” undrar varför och hur scenkonstnärer interagerar med publiken och hur detta görs i levande rollspel. Kan vi inspirera varandra eller är det två olika former med motsatta syften? Fri entré!

13 augusti – 19:00
Föreställningen Noshörningen, med gerillarecension. Tag med dig en lap-top och skriv ner din upplevelse av föreställningen i real-tid tillsammans med andra i publiken. Samling 18.45 i entrén. Hojta till Gabriel om du kommer: editor@interactingarts.org. Entrén till föreställningen är fri för de som är med i denna workshop.

15 augusti – 13:00-22:00
Turboscenario 1
, en workshop & performance med Lajvfabriken som sätts ihop av Martin Brodén, Ebba Petrén och Gabriel Widing. Ett deltagarscenario byggs upp i teaterrummet. På kvällen tar vi roller i scenariot och improviserar fram berättelsen tillsammans. Ingen erfarenhet krävs. Det går att hoppa in kl 18:00. Fri entré!

Fyra timmar kreativ process. Två timmar spel.

Roller, scener, och dramaturgi produceras i rasande tempo med hjälp av olika metoder. Ta med laptop om du har. Vi har tillgång till teaterteknik, blackbox och andra rum. Det bjuds på middag och på kvällen spelar vi lajvet. Vem som helst välkommen att vara med. Alla får en roll och med hjälp av rollerna improviserar vi fram en berättelse. Det går också att delta som regissör, musiker mm. Vi går igenom hur det fungerar. Ett tillfälle att i ökat tempo öka förståelsen för lajvskapande.

Häng 13-14.
Workshop 14-18.
Drop-in med middag från 18. Kom senast 18.30.
Spel 19-21.
Eftersnack 21-22

Pris: Frivilligt bidrag till middag.
Anmälan: Ingen föranmälan krävs.
Facebookevent

16 augusti – 13:00-22:00
Turboscenario 2.
Samma upplägg som ovan.

18 augusti – 17:00
Samtal 2 om Deltagande&Teater

Samtalserien “Deltagande&teater” undrar varför och hur scenkonstnärer interagerar med publiken och hur detta görs i levande rollspel. Kan vi inspirera varandra eller är det två olika former med motsatta syften? Fri entré!

21 augusti – 17:00
Samtal 3 om Deltagande&Teater

Samtalserien “Deltagande&teater” undrar varför och hur scenkonstnärer interagerar med publiken och hur detta görs i levande rollspel. Kan vi inspirera varandra eller är det två olika former med motsatta syften? Fri entré!

22 augusti – 08:00-20:00
TurboPulp
En workshop med PulpPuppets. Vi möts kl 8 på morgonen. samskriver en scen, ritar storyboard, bygger scenografi och dockor, lägger scenerier repar och kl 8 på kvällen har vi premiär.
20:00 Performance: Turbopulp spelar upp!
21:00 PulpPuppets En dockdeckare för vuxna i gränslandet mellan animerad film och dockteater, med manus och dockor skapade av uppåt 100 personer.

Anthology on nordic live role-playing: Playing Reality

I did the cover and the section page design for this book and contributed with an article as well. The painting is A peasant dance by P.P. Rubens 1638.

Playing Reality is an anthology of articles on live role-playing, a new art form where the Nordic countries are at the front edge. It’s edited by Elge Larsson and published by Interacting Arts. This book covers a wide range of topics and genres, from practical advice, historical reviews and visions of possible futures to semiotic and philosophical analysis. They show some of the diversity of participatory arts, and will thus be of interest for anyone in the fields of art, education or performance. It wouldn’t be misleading to claim that live role-playing has realized the dream of the Gesamtkunstwerk – at last!

Playing Reality is published for Knutpunkt, the Nordic conference on live role-playing which alternates between the Nordic countries. In 2010 it’s held in Sweden.

Download the digital edition now! (Print release this weekend!)

Follow the discussions on the book
RPG.net – english/american voices
Laivforum – nordic voices
Review by finnish rpg-researcher Jiituomas

The Baader-Meinhof eXperiment Stockholm

Vi hjälper Erlend Eidsen Hansen att sätta upp detta lysande scenario i Stockholm på tisdag. Det finns 20 platser och vi kör på Riksteatern i Hallunda.

The Baader-Meinhof eXperiment Stockholm

Two rooms, next door : the securitypolice and activists.

One wall divides them – One focus tears them apart, ideology
One group of participants plays the police, the surveillance department and the paramilitary
the other group plays activists, communists and anarchists
An interactive drama about the extreme left of Swedish activists in the 1970s,
the officers that monitor them, and the terrorists who try to recruit them.

We are in a space in a collective of Stockholm. The year is 1975. Abba has won the European Song Contest last year. The 1st of May is drawing to a close. What will be the main slogan? Will the Israelis come to Stockholm during the Grand Prix Final?

A group of peace activists and KPml(R) have a visit from a group of fresh new members of the RAF (Red Army Faction).
Andreas Baader, Ulrike Meinhof and two others are in prison in West Germany.
The RAF plan to do a politcal action in connection with the embassy in Stockholm.
The police do not intend to let this fraction ever reach their goal. But who is a terrorist, who is not? When is it terrorism?
A group of watchers have found the group and installed monitoring equipment in the apartment.
It’s just a matter of hours before the authorities have enough evidence to strike against them.

Several members of the collective do not particularly enjoy having a visit from their old communist friends who have taken up arms after a visit to the Commune 1 (K1) large squat-collective of Berlin, in 1969.

Besides being an exciting thriller this event will hopefully also reveal parallels between our time and our recent past:

  • Where are the borders between “activist” and “extremist”? What draws people to cross it?
  • Where is the line between abuse of power and control over the situation for police and authorities?

ADRESS: Riksteatern, Hallundavägen 30.
DIRECTIONS: Subway to Hallunda, red line towards Norsborg. The ride takes 35 min. — MAP
CONTACT ERLEND: erlendeh at gmail.com
PRACTICALITIES: Gabriel Widing, +46735707959, editor@interactingarts.org
STARTING AT 17.00, ENDING AT 22.00

PRE-REGISTRATION REQUIRED

Foto: Li Xin

6 Common Mistakes in Live Role-playing Design

This article was published in the anthology Playing Reality by Interacting Arts 2010.

DESIGNING LARPS IS A COMPLEX PROCESS and one must have courage to take on the responsibility of doing it. The players are demanding and bring creative power as well as infinite demands. I have assembled a few common mistakes that are made in larp design. If you avoid them you we’ll be pretty much on track. They are of course a generalization and there are probably exceptional situations where all of these design choices can be motivated. So rather than banning them from larp design I wish that you, as an organizer, think twice before using them. The mistakes all have a common feature: they disable role-playing. So the work-arounds would generally be focused on how to enable participant interaction by the means of their characters.

MISTAKE ONE: THE ACTION IS ELSEWHERE

There is a revolution going on – but you are not there. Placing the characters outside the actual drama is quite strange, but still common. It is as if the organizers wish to save the players characters from drama. But drama is not dangerous, its the nerve of role-playing. This doesn’t mean that only big actions are important, the small ones can be great experiences too. Forgiving, approaching, confessing, trusting can all make nice scenes, but we must also dare to let our characters suffer and hate, murder and make love. This means placing the characters center-stage. If you write a story that is imposssible to enact within the confinements of the physical space of live role-playing you should reconsider the means for telling the story. Maybe a freeform role-playing session would suit it better. Larp is not neutral – so we must find stories that surf on the waves of collaborative improvised character interaction rather than writing up epic or cinematic narratives that in the end is forced off stage. The problems with cinematic aesthetics in larp was noted ten years ago in the Dogme ‘99 (Fatland and Wingård 1999), but it’s still a holy grail for all too many organizers.

MISTAKE TWO: THE WORLD IS BIG – BUT THE STAGE IS SMALL

Many organizers has an urge to ”create a world”. Nothing wrong about that, but its very common that the world is described by 50+ pages, followed by one page about the actual setting of the scenario. This way the backdrop of the story becomes very heavy and the players are afraid to improvise in a way that conflicts with the pre-written world. Neither are they helped in relating to each other. If the larp is set in a small village in the forest, you are not very supported by knowing how big army or deep religious beliefs or flourishing trade the people of the neighbouring country has. What you actually need is to be informed of the context of the actual stage: the village. Who lives there? How are they related? What are they doing on a Friday night? What are their dreams about? And for the purpose of creating drama: What are their holy cows? Who is in debt to whom?

MISTAKE THREE: THE SURPRISE! – DECONTEXTUALIZING THE PLAYERS

Organizers trying to save their players from boredom through an unexpected rupture in the dramaturgy of the scenario is quite common. When organizers doesn’t believe in the basic strengths of their scenario they are tempted to save the players from boredom by twisting the whole scenario. This works perfect in most media, like litterature and film: think Trueman show, The Matrix, Fight Club etc. But in the context of live role-playing it generally fails to serve its purpose. Why? Because putting the character in front of a completely unexpected situation – Your world is not what it seems to be! – also decontextualizes the player. The message being: Whatever you have prepared yourself for doesn’t make sense anymore. This makes the player insecure and alienates her from the character, erase the genre frames etc. The player must thus rethink her character. What would my character do in this super-strange situation? How would she feel? This generally disable the interaction between the characters for quite some time.

A deceptive design has sometimes been promoted, for example by the finnish pseudonym Markku Jenti in Nothing is True; Everything is permissible – Using Deception as a Productive Tool, but the article fails to communicate when it’s a good idea to decept the players in that way. Most of the text is actually about when it’s problematic designwise or morally dubious to do it.

There is nothing wrong about strange turns within a larp story – but neither is it a problem to communicate those twists on beforehand.

MISTAKE FOUR: NEGOTIATIONS OF NONSENSE

Negotiations within the fiction is not a bad thing per se. But its all too common that the negotiations is about something that doesn’t exist on the actual setting, something off-stage. “I have an army of 500 men, only two days travel from here” (the larp ending in one day). “But I have an army of 800 men, haha!” This kind of non-sensible negotiations will never support good drama. How about the beggar saying: “I’m prepared to work in your shop, just for free food and lodging.” The trick would be to put the things at hand into play. What matters to the characters at this point in their life?

Political negotiations does require more abstract conceptualisation and it’s potentially interesting to play. But if you don’t think it through carefully it is likely that the players will reenact present day ideological dogmas. We have seen many times how pseudo-medieval feudal villages has turned to present-day democracies. This is of course a sound impulse on behalf of the players, but sometimes a little bit too predictable and dull. Another problem in the same direction is how a conflict between upper and lower classes in a larp story turns into an argument between social liberal and social democratic ideologies, echoing the last debate between parlamentary left and right. Sometimes the political negotiations even resemble the yearly member metings where we choose a new board for the club. Is that where we want to go within our fantasy worlds too? Another board meeting, chewing through trivialities.

I would suggest political scenarios on another level – stories about affinity, forming groups and collectives, breaking them apart, regrouping, being in conflict, making peace, going to war.

After all larp is not about D.I.Y. but D.I.T., do-it-together.

MISTAKE FIVE: WRITING FOR AN ELITE

It’s rather easy to write a political scenario where 15 important people meet up to negotiate and have a nice time. It’s a lot harder to make all their servants, associates and subordinates to feel and become center stage. Extras are sweet in movies, but dull in larps. This does not mean that everyone on larps should play high status people, but rather that equal focus should be turned to all players involved, also in terms of theme. If the game has a political theme, then everyone should be involved in the political process one way or another. If the game has a social theme then social relationships should be the base for character interaction. All too often the theme of the game doesn’t involve more than a bunch of the characters. So please relieve us from “important” meetings in wich only a few are invited to play. The dynamics between open and closed rooms can be useful, but should be used with care.

MISTAKE SIX: DIFFERENT STYLES OF ROLE-PLAYING

During the years of manifestos (1999–2003) the theorists of the Nordic larp scene set out to find “the possibilities inherent in larp, […] unique laws; the essence of larp” (Fatland and Wingård 1999). It was like a reenactment of the early 20TH century modernist rapture in art. The problem was that we came back with a dozen of “essences”. Is it the story, the character immersion, winning the game, meeting people or making art that is the “essence” of larp? I would say that the general conclusion that came out of years of heated and friendly debates was that any of these directions can be made into the essence of larp. But, there is a but, if you combine two or more of those player motivations you can get into trouble. Thus communicating the style of play on beforehand is a win-win situation for everyone involved. If you are into intrigues and gaming you will find it pretty dull to interact with an esoteric immersionist. If you just want to hang out and have a nice time with your friends within a fictional framework, then you don’t want some maniac swinging rubber in close proximity etc. So organizing as if there was an essence in your way of doing larp is recommendable. The interaction will run smother and everyone will be content in the end.

FINAL REMARKS

So, why are these mistakes done over and over again? I mean this text is definetly not a critique of a certain group of organizers or genre or style.

My hunch is that we are a little bit scared by the potentials of the larp. Many organizers intentionally or unconsciously wish to «save» their participants from the larp. This happens in many ways and the consequences are most of the time disturbing or even ruining the player experience. My point here is that there is nothing fundamentally new about the design issues that I’ve tried to pinpoint.

The underlying problem seems to be that we know that it’s bad but still we do it, over and over again. Thus the philosophical/psychological twist to these hands-on design tips is to question wether we actually want involving, mindtwisting and breathtaking events, or if we are content with the stumbling scenarios that we keep on repeating? It is as if we unconsciously wish to fail to realize our fantasies, but with the right proximity. Neither too good nor too crappy. Might be that we do not really want our fantasies to come true, because that would probably have far-reaching consequences for our daily life. Our praxis is directed to almost getting there.

Are we too coward to use our full set of methods and learn from previous mistakes? Are we afraid of what can happen if we design at full throttle? I dare all the organisers out there to be even more daring in your proposals.
Let’s see how good we really are.

Thanks to A-K Linder for input.

GABRIEL WIDING teaches game design and cultural theory. He is cogeditor of Interacting Arts Magazine since 2001, a publication that aims to promote participatory artistic prac- tices and discuss its political implications. In 2008 Interacting Arts released a book in Swedish named Deltagarkultur (“Participatory Arts”). He has organized a handfull of larps, but lately been more into reality game design, working with mask play in public environments. He is also exploring the possibilities of combining role-playing with improvised dance.

REFERENCES

Playground Worlds, anthology finally online as PDF

Playground Worlds is finally here as pdf. It’s an ambitious collection of texts on live role-playing, edited by game researchers Markus Montola and Jaakko Stenros. There is plenty of interesting things to read. I contributed with a reflection on live role-playing as an anti-modern culture using Hannah Arendts Vita Activa. Some comments on it:

Widing gives us this year’s application of “take philosopher X and apply his/her thoughts on larp”. This time its Arendt, and Gabriel indeed manages to deal with the points of social criticism, alienation and larp quite well. Given the subject matters of capitalism, individuality and temporary spaces, I nevertheless would have liked a few steps outside just one line of thought – for example, also referencing Deleuze & Guattari would have added a lot of strength to this article.

J. Tuomas Harviainen

A deeply philosophical piece about modern life and the function of larp in it, drawing on the thought-provoking work of exiled Jewish-German philosopher Hannah Arendt. Discusses the value of larp as an antidote for the alienation of modern life in industrialised societies, and reminds me of a piece I read recently discussing the Harajuku Kids in Tokyo, who also dress up and create a social space away from “reality”. An affecting article that may get you thinking about much more than larp.

Ryan Paddy, RPG.net

I recommend Andie Nordgrens article “High Resolution Larping: Enabling Subtlety at Totem and Beyond” and J. Tuomas Harviainen “Kaprow’s Scions” on larp as a continuation of the 60ths’ happenings.

This year Interacting Arts will do the anthology for Knutpunkt.