How LARP Taught Me I Am A Bit Of An Asshole

20150131171507-4The Great Hall was packed with people from one wall to another. Everyone was gathered around the long tables where we took our meals, under the banners of the Houses that made up the Czocha School of Witchcraft and Wizardry. We waited in our robes as the teachers gathered, then called up all the first years to stand in front of the student body to be Sorted. I went up with my fellows, an uncertain grin fixed nervously in place.

We first year students had spent the better part of time since our arrival trying to impress the older students in the various Houses, so they’d give recommendations to recruit us into the House we wanted. I had angled myself towards House Molin, the quiet, serious, studious House, whose symbol the Golem was taken from my own real-life Jewish background. I even made friends with a couple of Libussa, a house that seemed high energy, creative and friendly. I went before the whole school and thought, much like Harry Potter: Just not Faust. Don’t put me into Faust.

Names got read off. My friend Josh, playing Clorian Lockhart, got sorted into Libussa, where my friend Abigail was already playing an upperclassman. A new friend got sorted into Molin, and when he went over I was sure I’d be following. Then came my turn.

“Durentius!”

I stood for a moment, struck dumb. Durentius? I hadn’t really even considered Durentius. I had met two girls who were cool from their House, but I hadn’t interacted with anyone else. I looked towards the other tables as Durentius cheered and I hesitantly went over to their side while the rest of the Sorting went on. A weird look was stuck on my face, I was sure, as I tried to keep my expression from conveying my disappointment. It would be insulting to my new House to look disappointed. I had to give them a chance, didn’t I? But I was failing. My expression was frozen, there were tears in my eyes, and when we went off to our initiation, I dragged my feet. I didn’t understand it. Why didn’t the other Houses wanted me?

I could explain the rest of the evening in detail: the awesome initiation ritual, the great opportunity to get to know new people who were part of House Durentius. Over the next twenty-four hours, I would come to love the House as fiercely as I identified with any Harry Potter house. I came to appreciate my fellow Roosters, even if I felt a little out of place. That was sort of normal for me. I had never been to a regular high school growing up, one with co-ed classrooms and social occasions like balls, or even the ubiquitous experience of asking someone out on a date. I felt painfully awkward, shy, and nervous, and I translated that well into my character, so much that the experience of playing Katarina Iguanis at College of Wizardry was a great exploration of first few days of a terribly neurotic, socially unprepared young woman’s time at college.

It was also a perfect lesson for how I, as a player and maybe as a person, was kind of an asshole.

One of the greatest parts about going into a new live action roleplaying game for me is creating a character. I take a lot of time to craft the inner workings of a character, connecting their personality to the experiences and events that have shaped their lives. I work with the established fiction provided by the game staff and the setting, as well as connect with other players when I can to make backstory connections so we might come into play knowing one another in character. When I step into the game, I might tweak things in terms of backstory or personality if I encounter a particular trait that isn’t working. But for the most part, I come in with a largely developed idea of how my character existed previous to the events of the game.

I also ask myself a single question while creating a character: what does this character express from my own personality? This question is an important one, even though it might sound a little precious. A friend of mine once called me a method LARPer early on when I started up in the hobby, and it’s absolutely true. I use real life experiences and feelings to connect to my characters in an effort to give a better roleplaying performance. In the process, the experience of playing these characters often gives me a chance to explore those very same feelings, reflected back at me in the events of a LARP, in the consequences a character faces. Sometimes, what is reflected back can give me a startling glimpse at my own personality, my privilege, and my life.

And like with the example above, it’s not always a pretty sight.

Going back to my first night at Czocha. I had spent the whole day immersed in the life of Katarina Iguanis, a first year witch at a new school, with all the terrors that first day at a boarding school might bring. She had exams to study for (which I actually had to study for before going to bed), rumors of Death Eaters and monsters on the grounds (there were and it was terrifying), a future career to decide on, and a dance to secure a date for, all while trying to make new friends and navigate a giant, confusing castle. So, typical for a Harry Potter game. But when I went back to my room, I lay awake in the dark after chatting with my roommate Clorian about the exciting day. I felt myself slipping out of character as I thought about what had gone on. I put down Katarina’s mindset and instead inspected the day’s events with the eye of Shoshana, the LARPer. And what I saw about my own behavior gave me a twist of my stomach.

The fact that I’d been disappointed to get into Durentius bothered me. The emotions it raised in me had been intense. Why hadn’t House Molin wanted me? Had I come off as too needy, not smart enough? Was I annoying when I came to talk to them? Or maybe too cocky when I sat down at their table? And what about Libussa, was I too serious or nervous? Was I, as so many kids have worried in their lifetimes, just not cool enough?

These were all pretty typical responses for a student facing disappointment, but the feelings that arose from the Sorting had resonated with me as a player as much as me the character. I had felt disappointed, but more than that, slighted. I felt a roaring sense of anger that I couldn’t have the experience I wanted, because I had been put in a House I hadn’t chosen, nor really considered. I’d seen one or two Durentius running around and wrote them off as frat boys, behavior that I often find irritating in my real life, and so I stayed away from the whole House. This was not the experience I wanted from my LARP. I’d flown from the United States, across an ocean, to Poland to be a part of this once in a lifetime opportunity game. I certainly didn’t want to spend it in a House that felt uncomfortable to me, where I felt out of place. Wasn’t I certainly entitled to the experience I wanted out of such a pricey unique game?
As I lay in the dark, I felt those same feelings rise back up and I got a chance to examine them for what they were: really, really shitty.

It sometimes takes a reflection of yourself, held up in front of you, to smack you in the face about the person you are and what you believe. In the experience of being Sorted into House Durentius, I was forced to face down as a person my own feelings about being rejected, about how I judged people, and the expectations I had about what I should and shouldn’t ‘get’ out of life. I was struck first by the fact that I have always believed that we shouldn’t judge the worth of people as good or bad, but only identify actions that may be harmful. I always believed that gave me the chance to be fairer to people, to not judge too harshly.

Instead I was faced with the fact that I had pretty much written off the Durentius members as not worth my time or consideration because of their boisterous nature. I wrote off in fact the entire group after only seeing one or two of their members! And I also realized, and this was the part that stuck me, that I had snubbed them because I thought their mascot wasn’t as cool as the others. Who wants to stand up and sing a song about a rooster, rather than a lion, a dragon, a golem or a phoenix? This one aesthetic choice had led me to turn away from people who could be new friends, all because I didn’t like their symbol.

Because this is the mighty, mighty fighting rooster. I should respect.
I had forgotten my respect for the mighty rooster. This is the face of a mighty mascot. MIGHTY.

What struck me next was my sense of entitlement. My anger at not getting my way, not getting what I wanted, had been staggering to me. First, I’d presupposed that the people making the decisions had known what I wanted, like they could read my mind. And furthermore, I had just blatantly assumed that I should get what I wanted, automatically. I had come all this way, after all, I was owed something. That was what my feelings were saying, even when my higher brain was screaming what I know for a fact: that in this life, we are owed nothing by anyone.

I had forgotten the rule of being grateful, grateful for what I had been given. I was at a Harry Potter LARP in Poland, experiencing something few LARPers were able to do. I’d traveled there thanks to a generous graduation gift from my parents, and had recovered enough from a brain surgery earlier in the year so I could even be there. I was at the game with three of my good friends from the United States, who had embarked on this epic adventure with me at my cajoling. And we were roleplaying with some of the most awesome Nordic LARPers I knew, making new friends from across several countries. I was in such a privileged position, so lucky to be where I was, and yet I was unsatisfied because I had been rejected from the in character houses I wanted. More so, I had been kind of shitty about it to the other players in my new House, stand-offish and dismissive, when they’d tried to be kind and welcoming.

I was, essentially, being an asshole.

I wanted to be all of this:

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Because who doesn’t want to be more like Hermoine ‘I’m Really The Protagonist Here’ Granger?

When really I had turned into a hell of a lot of this:

Except without perving on boys in the Prefect's bathroom. Because ew.
Except without perving on boys in the Prefect’s bathroom. Because ew.

It took me some time to untangle all my feelings and realize where they came from. I lay in the dark, knowing I should sleep because I had exams the next day, but I wanted to get these feeling sorted. I’d gotten a good look at myself reflected in a mirror, darkly (or maybe a mirror, LARPly) and I didn’t exactly like what I saw. I was intent on trying to address the issues before continuing play the next day.

I can’t in good conscience say that it worked. College of Wizardry was a very intense LARP, full of a lot of character bleed and personal revelation. By the end of the event, I’d cried over being rejected for a date for the ball, had a near anxiety attack over the peer pressure about having to have a date in the first place, shouted down fellow students about dark magic coming to destroy us all, and felt the terror of hiding in the woods from Death Eaters out to resurrect an ancient evil.

Made by the amazing Liselle!
Made by the amazing Liselle!

By the end of the game I had been through an emotional rollercoaster. But thanks to that night of lying in the dark, considering how I’d acted, I spent the rest of the game thereafter letting down my guard to the rest of House Durentius and trying not to be such a shitty new friend. I embraced my fellow roosters in my own socially awkward Katarina Iguanis way, and out of character came to love the House, enough to order a patch of the crest to stick on my bag back home a year after the game. That patch is there to remind me of the lessons I learned playing Katarina Iguanis, lessons that went far deeper than herbology or defense against the dark arts. I’d gotten a good look at myself as a person thanks to that LARP, and I was committed to changing what I saw, for the better.

A year later, I still carry those lessons with me. As I do the lessons of playing every single character I have in the past, and every one I do now. Through LARPing I’ve learned what it felt like to betray a lover, to watch a friend commit suicide, to rig political elections, and to commit murder in righteous fury. With each of these in character experiences, separated from the ‘real me’ by a wall of alibi provided by the game, I have also been given a glimpse into my own feelings and myself. And the look hasn’t always been pretty. But I think that’s one of the reasons I keep going back to LARPing. I’m a big believer that life in all its darkest places, in all the messy and unreasonable and negative spaces, can also be a source of learning. You can’t make an omelet without cracking a few eggs, and maybe (if it’s me who’s cooking) throwing some egg all over the counter and dropping the bowl a few times. Life and learning can be messy. But doing so in a game, where there are barriers between you and your character, where there is the alibi of saying “this is not entirely me who did this” can also give you the perspective to step back and say: “wait a minute, how much of that really was me?” And it’s that lesson that, to me, is an invaluable tool for growth as a person, as well as in character.

LARP can show you, through your characters actions, that out of character you might be a little bit of an asshole. But maybe, it can also show you a path to explore that inner asshole, and reflect on whether that’s where you want to be.

In my case, I embraced my inner Rooster. I sang the song, I loved my House, and I learned that spot judgements about people suck. And I learned a great theme song. I shouted “Valor! Diligence!” at that game and aspired to maybe having those qualities in my life a little more, if only when looking into myself.

Video: “LARP Is Indie: Live Action Game Design”

Time for another video from earlier this year! This one is from a short talk I did at IndieCade East 2014 at the Museum of the Moving Image in Queens, New York. The talk is all about what indie video game design and LARP have in common and what we can learn from one another. This is a topic I’m hoping to expand into a longer essay this summer, but for now here’s the short version.

Video: “Ethical Content Creation and The Freedom To Create”

I’m excited to announce that the video of my short TED-talk like Nordic Larp Talk in Gothenburg 2014 has gone up. The topic is “Ethical Content Creation and The Freedom to Create” which was based on my research for my article on ethical content creation in the WyrdCon Companion Book for 2013. I’m really proud to have been included in this brilliant event, and encourage folks to check out the other Nordic Larp Talks for this and year’s past.

Live Action In Words: A LARP Reading List

UPDATE 7/23/13: Holy cow folks! Only a few hours after I put up this post and people are sending me so many suggestions to add to the list. As I said in the post, this was not a comprehensive list but MAN the list is longer now. I might turn this into a perm-link on my blog and just keep updating but for now, thank you to everyone on Facebook for the suggestions (and spelling corrections – sorry bout that to those I misspelled or mis-linked). Updates ahoy!

A few days ago, RPG writer and all around awesome designer Josh Jordan asked me what I might put on a reading list for someone who wanted to get into learning more about LARP. It occurred to me that I couldn’t find many lists that had many of the texts that I drew on when growing up in the LARP community. So I put together a long list of the books I considered important reading for myself. Note: THIS IS NOT A COMPREHENSIVE LIST. There are dozens of other blogs, articles, books and magazines that are important and relevant and I urge folks to share at the bottom. This is just a reading list that has impacted me and my design. With that in mind, on we go!

Theater LARP 

The two biggest subsections of LARP in the US have got to be theater style-games and boffer or live combat games. Theater games have got their history going back ages but there are a number of books that seriously impacted the growth of the hobby.

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So there’s a lot of these.

One such game system was the Mind’s Eye Theatre system created by White Wolf as the live-action version of their very popular World of Darkness tabletop series. Created in the 90’s, Mind’s Eye Theatre became the staple for live-action theatre games like Vampire: The Masquerade, Mage: The Ascension, Changeling: The Dreaming and half a dozen more. With easily over thirty books put out in the first line alone, Mind’s Eye Theatre became the originator for the often discussed rock-paper-scissor resolution mechanic in LARP, as well as a good example of the ups and downs of translating a tabletop RPG into a LARP format. The MET books became the basis for the live-action Camarilla Club, an international organization that united MET enthusiasts that still exists to this day. Since I’m a big fan of some of these supplement books, I’ll call out Mage: The Ascension and Changeling: the Dreaming as two of the better ones, as well as the Wraith book Oblivion. These books aren’t just well-done, they’re interesting when compared to their tabletop brethren and often beautifully laid out and designed. I’ll also toss in that a number of them were written by the amazing Peter Woodworth, whose blog will be linked later for sheer LARP advice awesomeness.

2372Mind’s Eye Theater books went through a number of revisions over the years. The second major revision after the 90’s version (known as Old White Wolf or OWoD) came when White Wolf reset its World of Darkness setting in the early 2000’s. This reset spawned a new set of books with new adaptations from the tabletop rules. These books changed one factor: like the tabletop, they had a core book with basic rules that could then be adapted to any of the World of Darkness core sets like Vampire or Mage or Changeling. The core book bears looking at for the rules adaptation alone, but if you’re not into the individual creature settings the later books are unnecessary (but decent reads).

Recently, Mind’s Eye Theatre has seen its third revamping when it was purchased by another company known as By Night Productions. This new version of the game will be taking the old rules system through a serious set of revamps and recently held a Kickstarter that was extremely successful. Though hints about the changes have been dropped, we’ll have to wait and see what that looks like.

Cover appropriately creepy
Cover appropriately creepy

So now that we’ve gone through Mind’s Eye, what else is out there for theater LARPs that we can talk about? How about my second love Cthulhu Live! Based on the works of HP Lovecraft, Cthulhu Live takes all the fun you have in those Call of Cthulhu tabletop games, puts you in a room and tries to scare the living pants off of you. This game had three editions and I can site both of them as great reads for different reasons. The second edition, while I’m more meh on the rules system, has a fantastic section in the back about staging games and how to create fantastic monsters and sets for your events. The third edition of this game however is what has my heart as a go-to for simple, intuitive game design that works fast and well no matter where you play. I was introduced to this game at the Double Exposure conventions by the fantastic PST Productions, picked up this book and never looked back. After playing nearly thirty of these scenarios, I’ve always felt this book and its system are a gem that not enough people appreciate for fluid game design and excellent intellectual property adaptation.

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And speaking of excellent adaptation and hidden gems, how about Passion Play. Passion Play is the LARP adaptation of the Fading Suns tabletop RPG. Haven’t heard of it? Its not that popular out there and it takes a hell of a lot to find the books these days, but Fading Suns is a fascinating space opera setting that dances over a lot of lines. Its parts Cowboy Bebop, parts Firefly and a lot of space baronies and weird interplanetary politics. Sound like fun? I thought so! I was introduced to the game as a LARP at a convention and worked my butt off to track down the LARP book. While it focuses a great deal on showcasing the setting, the book is a great read about how to translate an existing complex world into a LARP text and also how to adapt that property’s mechanics in a recognizable way. See if you can track it down – it’s not the easiest book to find!

To say that this is the short list of theater style games is absolutely the case. Other books suggested include:

Also I’m going to plug an upcoming project that’s now in the works for theater style games – Chronos! Made by Eschaton Media, who incidentally created the Dystopia Rising tabletop books, Chronos is a card-based theatrical LARP system that will be publishing multiple skein worlds for players to enjoy. I’m particularly proud of this project because I’m one of the writers involved, with work done on the corebook as well as for a skein about animal spirits in a noir world. Check out the Facebook group for Chronos for more information or Eschaton Media’s website.

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There’s also a ton of theatrical scenarios that are great to take a look at, such as “Voyage of the Mary Celeste” and “Marin County New Age Society Cocktail Party” both by Interactivities Ink (thanks to Christopher Amherst for the suggestion!), but they can be found individually in locations online. (A link is provided to one such resource later in this post).

Another game I want to call out for awesomeness straddles the line between theatrical LARP and, well… more team building exercis – Shelter In Place. This Ennie Award winner is part party game, part zombie apocalypse LARP written by the fantastic JR Blackwell. I’m a huge fan of this simple, fun game. The book itself is gorgeously done and its a perfect example of how a LARP does not need to be complicated, but rather can be played anytime, anywhere, if its the right game.

Boffer/Live Combat Games

Jumping over from theater games, we’re going to talk about a reading list for boffer games! This list is a little more difficult to compile as many boffer LARPs don’t have physical books that have come out and rely on rules systems put out in PDF form. Still, we’re electronic savvy so let’s take a look at what I could dig up and put together.

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First will go the one nearest and dearest to my heart: Dystopia Rising. Its no secret that I’m a huge supporter of this fast growing franchise (I work for Dystopia’s flagship game in New Jersey as a full-time storyteller!) but part of the reason for that support comes down to the amazing rules system and LARP book put out by the game. First available in PDF form to players and now released in physical form, called the Dystopia Rising Survivor’s Guide, this rules system is a fluid bit of live combat gaming that combines melee combat and nerf gun ranged shooting into one zombie apocalypse mix. The book is also a great example of a great mix of world setting material, rules information and practical advice and rules for how to play in one of the games across the country. Its easily available to players off the website too and has a beautiful book now for those who want a home edition.

There are other boffer games out there of course. In fact, there are literally hundreds. The well-known names that I could mention include NERO and LAIRE, which are known for their branches across the country and their long history. A working list of these games would start with:

But this is by no means comprehensive. LARPing.org has a fantastic list on their site for games that is listed in the website links below that would do more justice to the vast number of these games then I could possible begin to. Sufficed to say, if there’s a flavor of boffer game out there you want to look into, that’s a good place to start looking.

Nordic Larp

images-3One can’t have a conversation about LARP right now without discussing Nordic Larp. The tradition is so huge in the art house style gaming sector in Europe that it has come over to spread its intense live-action joy over in the US. What’s Nordic Larp about? A great place to start learning more is in the Nordic Larp book, a whopping beautiful full-color textbook of a read by Jaakko Stenros and Markus Montola. This book breaks down the ideas behind the Nordic Larp movement as well as discusses the important games that have been done over the years. Recently the book was recognized for excellence by winning the 2012 Diana Jones Awards at GenCon. While this book is difficult to get your hands on in the US, it is worth what you need to do to get a copy. (I carried mine back all the way from Norway!)

Other resources on Nordic Larp include the journals for the Nordic Larp conference Knutepunkt. Well, its called Knutepunkt when its in Norway. Otherwise it is called Solmokohta in Finland, Knutpunkt in Sweden and Knudepunkt in Denmark . But the journals from these amazing conferences have some fantastic writing about Nordic Larp including theory discussions, game breakdowns and insightful essays. The physical copies are hard to track down except in Europe but they are available in PDF format. The easiest place to find them all? Linked to this Wiki entry! (Thank you to Nathan Hook for pointing me in this direction).

If that doesn’t give you something to start with, some more links to blogs and websites below will supplement all the Nordic Larp reading madness.

Freeform Games

UmS_coverLargeWant games with a little less crunch that employ a lot of the techniques of Nordic LARP? Look no further than the freeform or jeepform games being developed the world over. This style of games is focused largely around the Fastival conference out of Denmark and a great blog post by Lizzie Stark can give you the lowdown more on what this kind of games are all about. A great example of a game like this would be lots of work done by Emily Care Boss, like her relationship game Under My Skin. I’m still dipping my toes into this kind of LARP form but its influence has certainly unburdened me of the notion that system is a rigid form for storytelling in the hobby.

LARP Scenarios

Not all LARPs come in books of course, or even giant PDFs. Sometimes people write LARP games that come in single PDFs that are easy to access, print out, and play with your friends. These are often scattered all across the internet but a few locations have them all compiled for your downloading pleasure. I put these here because each of these LARPs is almost a unique book in their own right, and having a location to find them all is brilliant.

The first location is this LARP Scenarios posting on RPGnet’s Wiki. It’s got, no joke, more scenarios linked then I know what to do with, and each of them could be a fun encounter or event planned for your group. Special thanks to Nathan Hook for passing this along to me, I’d completely forgotten.

Another is Interactivities Ink’s website where they offer a number of free scenarios that one can download.

Books About LARPs 

From here we go over to books about LARPs themselves, specifically books that chronicle specific LARPs and document the events. This documentation is a very European concept in games but has been imported by folks like Lizzie Stark and Sarah Lynne Bowman to capture the ephemeral nature of LARP games. While there are bunches of these books, two stand out in my mind in particular as impactful of my understanding of other LARPs and how they work.

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The first is The Book of Kapo, edited by Claus Raasted. This book chronicles the Nordic game Kapo, which allowed players to experience simulated life in a ruthlessly bleak prison camp. The game was extremely well documented with extensive interviews with players and many photos and the book goes full color to showcase the full impact of the event. This book is also a little difficult to put your hands on as its availability seems to be mostly in Europe, but there are PDF versions available online.

matbus2012.p1A second book is a US creation this time. The book of the US run of the game Mad About the Boy, edited by Sarah Lynne Bowman with layout by Claus Raastad, chronicles the work done to bring over the amazing Nordic game about a world where all the men have died and society is run by women. Inspired by Y: The Last Man this game has been impactful in gender discourse in games and the book spends a lot of time documenting in detail the experiences of the all-female cast of this one-shot American run of the game. The book is available in PDF format here.

Speaking of Claus Rasstad, another book for calling out is 100.000 Swords Can’t Be Silenced. This gorgeous PDF book, also by Rollespils Akademiet, is a short introduction to LARP with some amazing full color photography. Its intended to be an intro for kids but this book could be an example for all new LARPers. Its got some interesting things to say about framing violence in games too as presented to children that can apply to the discussion about violence in games in general.

Another of note, suggested to me by larp writer and fellow American visitor to KP Christopher Amherst is The White War, the documentation of a well-known game “about culture clash in an occupied land.” I have JUST gotten my hands on this PDF thanks to the Rollespilsakademiet website (to which we owe much for many PDFs listed here) but I’m fascinated to give it a read. And kind of sad I didn’t grab the physical text while I was in Europe. (My suitcase was only so big!)

Books About LARP (Non-Fiction)

So now we head away from game books themselves and start talking about books that talk ABOUT LARP. These non-fiction books are not exactly entirely academic and so they get their own category away from the textbook section (see below). There are two that I would put forward as great examples of this category.

leaving-mundaniaThe first is the well-known Leaving Mundania by Lizzie Stark. A well-known writer and journalist, Lizzie spent time immersing herself in the world of LARP to research for this book, throwing herself into a boffer game for months and traveling all over the country to speak to gamers at conventions and events. The result is an intimate portrait of the hobby from the people who play it in many different ways told from the inside. The book’s widely available and is supplemented by articles on Lizzie’s blog.

The second is a collection of essays called Immersive Gameplay, by Evan Torner and William J. White. This book has a collection of discussions about roleplaying and the importance of immersive games in media in general. While not only discussing LARP, this book bears mentioning as well for great input on the conversation.

Another I’ll mention but that’s a little dated is The Book of LARP by Mike Young. This book has been around for a while and is an easy in for early discussions about what is LARP. It includes some basics and deserves a look for those who want to know more early discussion about the hobby. It’s not that easy to find these days either however.

I’m also going to include here Ethan Gilsdorf’s Fantasy Freaks and Gamer Geeks, the biographical exploration of one man’s journey to reconcile his geekiness. As a long time nerd who has mixed feelings about the hesitation lots of nerds feel about embracing the hobby, I found the book difficult starting off but thoroughly enjoyed it overall.

Then there’s Hamlet’s Hit Points, a fantastic resource about writing games by game design legend Robin Laws. This book is an essential tool for writing good roleplaying games, focusing on the traditional act structures of theater and film to instruct GMs how to craft better narratives. I almost hesitated to include this only because there are many writing books about roleplaying that I might do a separate post about but for now it deserves a place. (UPDATE: Do to the large number of just roleplaying and writing suggestions, I will be doing another post about this after all).

Perodicals

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While magazines about LARP are not as common, there is one in particular that I collected with some happiness. Playground was a LARP magazine collecting essays about Nordic LARP experiences and techniques, commentary and controversy. It is my infinite sadness that the magazine has unfortunately stopped being published, but there are still some issues out there to be tracked down (predominantly in Europe).

I’ve been looking for more magazines also but I believe most of them are in Europe and I’ve not found as many so far. Also, honestly, the age of the blogsphere seems to be putting these magazines to bed. But if anyone knows of any more, toss them my way!

Academic Texts

pg-coverSo here’s where the rubber meets the road. You want more on LARP and you want to go Academic, there are a few books you can look at. Pervasive Games by Annika Waern, Jaakko Stenros and Markus Montola is an immediate go-to for me. The book not only talks about LARP but other pervasive (also known as big) games, such as ARGs. The book digs into the nuts and bolts of what makes these off the table and off the screen games work and the section on LARP is very well done.

Another book is called Functions of Role-Playing Games by Sarah Lynne Bowman. This book, while not just broken down to talking about LARP, discusses the psychological and sociological functions that role-playing games fill in society. A great piece of work by an amazing academic in the field!

An online academic resource to be found is the International Journal of Role-playing which acts as a gathering place for papers regarding roleplaying in all forms. Though not strictly about LARP, this resource is fundamental for anyone who wants to really get into the crunchy discussions about what makes roleplaying tick on a theory level.

There are many individual papers, doctoral theses and articles that could be included as well. However one particular one, On The Edge of the Magic Circle: Understanding Pervasive Games and Role-Playing by Markus Montola is, in my opinion, an important work on incorporating and understanding the construction of roleplaying games in relation to game design theory (such as the magic circle concept). Montola stands as one of the voices on pervasive games (as his above credit on the textbook shows) and his doctoral thesis stands as another example of why.

Blogs and Websites

And now the hard part. Blogs. There are LOTS of blogs that talk about LARP from across the world and tons of websites too. However here I’m going to list just the ones that I can think of off the top of my head that I read on a regular basis. These blogs have articles that discuss LARP events, theory and discourse that can provide great insight into the hobby. Take ’em as they come.

LARPing.org – This beautiful website has articles that cross the spectrum of games across the country. I highly recommend it for an eyeful of beautiful photos and thought provoking discussion. One of their best resources is also a list of games in all parts of the world, but especially by state in the US so check that out. (Also: support their visit to ComicCon!)

Nordiclarp.org – Want to know more about the Nordic scene, events and talks going on about the form? Check out this website. Its constantly being updated and has tons to say. They have a wiki too which is fantastic and a forum! Most of it is in English!

Dymaxion: A Nordic LARP Discourse – Want still more on Nordic LARP? This extensive breakdown on the Nordic LARP tradition includes videos and information about just what is Nordic LARP (a conversation and discussion that has been going on for a long time).

LARP Doctor – This website is completely new to me but its been suggested by a number of folks for great LARP articles. I’m really digging the discussions about great storyteller habits. (Also: support their visit to ComicCon!)

Confessions of a Wrathful LARPER – This blog run by Craig Page of the tri-state area LARP scene has many great articles about issues and ideas in LARP. I’d check it out for easy, fun and thoughtful reading.

Peter Woodworth’s Blog – You can’t get much better than Peter Woodworth’s writing on LARP. His discussion on play tactics are some of the best around and his advice on how to be a great player can inform designers on how to encourage such gameplay.

Lizzie Stark’s Blog – Informed by her experiences researching Leaving Mundania, Lizzie Stark has become one of the leading US voices in LARP, especially as an advocate for the Nordic tradition. Her advice about LARP on the blog and cross-posts about other great things going on in the hobby are fantastic for keeping track of the art-larp scene overseas and here in the states.

Nathan Hook’s Blog – Nathan Hook is a fantastic LARP academic from England whose articles have appeared in numerous publications over the years. His continued work on his blog is a worthwhile addition to any reading list.

The Larpwright – Eirik Fatland’s blog has multiple articles about LARP that highlight why he’s such a crucial figure in discussions about LARP theory overseas. I highly suggest his blog to anyone interested in technique discussion focusing on Nordic traditions, but his talks in general about how LARP can help us understand things like war are fascinating.

I am forgetting things. There’s no way I’m not. But this is a great start for a reading list that is very, very long. There are more projects in development which I’m looking forward to, including an upcoming book on writing LARP scripts and an encyclopedia of roleplay that will have tons of information on the history of LARP. But for now, this is the list that I’ve got. I hope you find something that fits your fancy.

 

Updates on 11/23 include: Additions such as the Larp Scenarios wiki page from RPGnet, Nathan Hook’s blog, spelling errors and link problems, 100.000 Swords by Claus Raastad, Shelter in Place, new boffer games added, Markus Montola’s doctoral thesis, Hamlet’s Hit Points, and a few more.

My Thesis Given Form: Graduate School Thesis Preparation

When I was accepted into NYU’s first MFA class for Game Design, I knew I was going to want to do my graduate thesis on LARP. Despite the possibility of doing anything else related to games, I was sure that live action role-playing games were going to remain my focus throughout the program. That obviously hasn’t changed. I’m still a die-hard LARP enthusiast and I believe that there is so much to be talked about and written about and explored when it comes to the game medium. Recently, I was asked to put together my thesis proposal in preparation for my second year at the Game Center. Now that it has been accepted, I’m very pleased to introduce my thesis project to you.

My project is tentatively called Living Games, and I will be organizing and running a LARP conference at NYU in 2014.

Sounds ambitious? It is. The conference will (potentially) bring together LARP designers, enthusiasts, academics and professionals from across the world to spend two days talking about live action games. The conference is meant to bring together people from all forms of LARP, from theater/parlor games to boffer and Nordic and freeform traditions as well. Attendees will get to listen to lectures, sit in on discussion breakout groups, challenge themselves in a LARP game jam and then participate in games featured by attending designers.

Additionally, LARP scholars will be able to submit papers to a journal that will be curated alongside the conference by yours truly. A call for papers will be put out at the beginning of the fall semester with a physical journal to be released along with the conference, tentatively to be scheduled for April or May.

Like I said, ambitious.

Folks have asked me why I wanted to make this my project. I could have done anything. I was first of a mind to write a book on LARP, inspired by great writers like Jaakos Stenros, Markos Montola, Sarah Lynne Bowman, Evan Torner and Lizzie Stark. I could also have run a LARP or a set of LARPs and then reported on my work with documentation and perhaps an academic analysis of my work. Yet the fact of the matter is, I do plan on writing a book about LARP but I think the project would be much longer than a graduate thesis. And I run LARPs already on a regular basis, as well as work on writing experimental ones in my spare time. So that would not be a new experience for me. Moreover, while those are worthwhile, they don’t fill my one burning interest right now.

I really want to bring together folks who love LARP as much as I do to talk about why LARP matters.

LARP as a game design form gets a bad wrap. It has a public relations problem, it has an inter-geek community relations problem, and it has an inter-tradition problem between different branches of the hobby. It doesn’t have a ton of bodies of work to pull on for those inside and outside the community, and it often gets folded into other forms of roleplaying games when the design challenges and opportunities in LARP are often unique to the medium. Still, LARP stands as a performative games medium that can not only be a force for artistic expression all its own, but can serve to teach and inspire other forms of game design and collective storytelling… if its merits can be heard.

Moreover, if there were more places within the community to discuss and share ideas, the form could grow and evolve even further than it already has. There are great places already doing this around the world, like Knutepunkt, Intercon, Wyrdcon, Fastival, the Double Exposure conventions and more. Hell, I’m sure there’s plenty I’m not even aware of out there (but I’m dedicated to finding out about). Now, I’d like there to be one in New York, under the auspices of a great university like NYU with a history of supporting innovative artistic endeavors.

So that’s why I’m doing what I’m doing. In the coming months you’ll hear more about the project as it evolves. There will be a lot of learning curve for me – fact is, I’ve never run a conference before. There’s plenty to consider and not as much time as I’d like to do it in, but I’m going to get there. I’ll be reaching out into the community to find people who want to attend and especially people who might be able to help. There’s got to be other people out there like me, who’d love to see another meeting place for LARP minds springing up on the East Coast, and I’m going to do my best to find those folks and get us together to make it happen. The details? Well, the devil’s in ’em and I’m going to wrestle with that as we go along.

For now, this is the course I’m on. Let’s get it started.

Exploratory or Exploitative: LARP as Emotional Tourism

Not long ago I went to Knutepunkt, the Nordic LARP convention held outside of Oslo. As I mentioned in a previous post, it was probably one of the single most transformative trips of my life. One of the reasons for that was the intense level of thought it forced me to put towards LARP design. It made me consider, among other things, why I love LARP more than other gaming forms. I came to the understanding through that week that I adore LARP because of it’s ability as an immersive, performative form to allow me to experience life through a different lens for a little while. It gives me experiential knowledge of being inside a simulated environment that is tactile, sense-based and interpersonal in a face-to-face setting. That to me makes LARP, above other kinds of roleplaying games, a special kind of interactive experience.

Yet one of the ideas brought up at Knutepunkt and later when I returned to the US was the idea that LARP could be a form of emotional tourism.

What does that term mean? Emotional tourism is the idea that a person steps outside of their comfort zone to go to another part of the world to ‘live’ for a little while in the boots of another person. Sometimes that can be benign, like going to couch surf on someone’s futon on the other side of the country to see how people live there (see: house or apartment swapping). Yet the negative use of the term emotional tourism usually is leveled at folks who will travel somewhere less prosperous in an effort to experience how other people less fortunate or more at risk live. People seek out these experiences to be shook up out of their comfort zone, to really feel what it’s like to not live a safe life, and can be considered exploitative, the mark of the privileged trying to assuage guilt rather than really learn anything. Examples I’ve heard bandied around are rich children going to tour refugee camps in foreign countries, or volunteering to build houses in impoverished areas while ‘roughing it’ with the locals for a little while.

The term emotional tourism interests me on a completely different level – isn’t it good to be trying to help other people, even for a little while? – but putting that question aside, I was perplexed by the idea that LARP might be considered emotional tourism. Are LARPs a way to emotionally experience something that you don’t have in your every day life? Yes, perhaps. So is that exploration then or exploiting situations that aren’t our own for recreation? And is it one or the other?

Let’s build a scenario: LARP organizers decide to do a game based on a real-world serious topic, such as the plight of immigrant workers in the United States. The idea of the game is to have players work through the confusion of giving up everything you knew to find a home in a new country, especially if you have to seek that new home by dangerous and illegal means. The issue is a hot button one, so the designers abstract the game. They make it about two no-name countries in a heavily industrialized cyberpunk future, in which a non-technological country is going bankrupt and people must flee to a better land where they can get jobs. Players play the game on a camp site on the edge of a small city and must cross the acres of land to reach a checkpoint into ‘the city’, living by their wits to survive and get to their new promised land. Through the experience, players emotionally get in touch with feelings of isolation, uncertainty, guilt and a myriad of other feelings while getting a look at big issues like bigotry, immigration, economic issues, violence and nationalism. At the end of the game, they walk away from the game with a new look at these topics, so closely mirroring real world concerns through a game setting.

Now, one could say that the players are signing up for a weekend of ‘fun’ to experience these things, and that optional sign up and the implication that the experience is recreation for the players makes the game somehow more exploitative. In the real world, folks who experience the race for a better life across the US-Mexican border aren’t doing it because it’s a ‘fun’ artistic experience they’re having on a weekend with their friends. Yet players of a LARP can opt in to the game atmosphere to get a taste of these situations as a recreational activity. If the events become too intense, there is always the option to step away and return to their everyday lives, a fact that those in the actual situation cannot do. Is it then exploitative to take these real-world scenarios and parrot them in games for the exploration of gamers?

The question isn’t for LARP alone. Games which mirror real world content, such as first person shooter war simulations, by the same token could be considered emotional tourism as players are given the opportunity to ‘feel’ what it’s like to be in a battle. Yet it’s the immersion and live element of LARP that makes the question more immediate. Where the controller and video screen creates a medium boundary between the player and the world they’re experiencing, a LARPer does not have that medium between them and experience. Therefore the emotional intensity level can be ramped higher due to direct interaction with the intense environment.

I feel like perhaps this is the reason why roleplaying games have focused so heavily on fantasy content for so long. It’s easier to discuss questions of real-world issues when given a separating medium between you and the content. It’s easier to talk about racism when discussing the hatred between elves and dwarves in Lord of the Rings, or questions of slavery when playing in a post-apocalyptic setting like Dystopia Rising. Without that filter, I believe people encounter a discomfort with engaging with these big problems, especially when it could be construed from the outside – or even the inside – as emotional tourism from a place of privilege.

My answer to the question of whether LARPs might be emotional tourism is simple: yes, they might be. But they don’t have to be. The idea behind emotional tourism being a bad thing comes down to a question of intent. First, players come to games for many different reasons. Sometimes, it’s to emotionally express or experience. Sometimes, it’s just to hit lizard folks in the noggin with a latex sword.* But even if a player does go to throw themselves into a role, the reasons behind it are not always for exploitation of the plight of real world people. A player might go to experience something that helps them explore themselves, their feelings, and a new atmosphere that teaches them rather than lets them get a vicarious thrill. It’s that difference – the educational experience versus the vicarious visceral one – that sets the line in my eyes between exploration and exploitation, and that keeps me from feeling uncomfortable with the notion of LARP being the negative kind of emotional tourism.

Is this a cut and dry answer? No, it’s almost identification by degrees. But with more ‘serious’ games being run by the year – thanks in no small part to the spread of the Nordic LARP and freeform traditions into other countries – we are seeing more real world topics being tackled in ways that are devoid of fantastical medium, or at least more thinly veiled than ever before. Designers must, in my opinion, carefully consider why they’re creating their games and how they are representing these real world issues so as to keep from treading over that fine line into exploitative territory. Emotional experience is not a bad thing on its own – like many other things, it all comes down to the design.

 

* (Just kidding folks – don’t hit people in the head, that’s generally frowned upon).