Should LARP be not-for-profit?

If there is one oft-cited rule that almost all LARP organisers face it is this: LARP does not make money. In fact, scraping together the cash to ensure you have enough funds to run a future event, keep the group website registered and online, or to pay for prop storage when that convenient friend’s garage becomes unavailable is the constant worry of anyone trying to keep a LARPing group together.

There is evidence to the contrary (of course!). The professional ‘LARPwrights’ of Nordic LARP, the large festival systems that at least make enough money to pay their employees, the adept entrepreneurs who transform LARP into a training activity or even the savvy LARPers who run the same game twice to save on props.

But here’s the interesting question; is there something about LARP that would be ‘lost’ if events were run on a for-profit basis?

Meaningful Work

Thanks to the ESRC Festival of Social Science, last week with the support of the New Vic Theatre, Newcastle-Under-Lyme I ran an event asking individuals to consider what they felt stood in the way of meaningful work. While there has been plenty of academic research into this topic, as well as related concerns about the quality of work in the form of ‘good’ or ‘bad’ jobs, the search for meaningful work as an academic topic and an everyday activity seems to fade into the background when many people count themselves lucky to be earning enough money to not need to rely on food banks just to get by.

The workshop was led by Sue Moffat, director of New Vic Borderlines and advocate of the use of theatrical techniques to get people to engage with each other and express their shared knowledge. As part of the workshop we played games to examine how we learn to trust people we work with, how a competitive urge developed, encouraging us to challenge some individuals and make alliances with others. We then talked about this as a group, exploring how important social camaraderie at work can be to make it a meaningful experience, or even how some types of paid work were only meaningful as enabling independence and freedom to do things in other aspects of life. We also listened to recordings about work, thinking about how the sounds and sensations of working could play a part in bringing meaning to a community as much as to individual people, and reflecting in particular on how the disappearance of those sounds and sensations could leave a feeling of loss.

Much of our later activity, building a narrative around images and objects in the theatre reiterated these themes about society, community and individual approaches to meaning. Using large metal frames we entangled teacups and wallets, stethoscopes and teddy bears. A story of the voyage towards meaningful work was written, considering the importance of the crew aboard the vessel, the storms and dangers of the deep seas, the provisions needed to survive the trip, and the search for dry land. While these metaphors may seem fanciful, they allowed everyone participating in the workshop to easily explore their shared experiences based on how they interpreted these objects and events. Throughout, we discovered that meaning was elusive, and could be challenged or built through our relationships with others. We explored how many of our everyday frustrations with work were those which challenged its goals or meanings, and how the money obtained through paid work was not enough to fulfil our desires for a meaningful life, and for meaningful work to occupy it.

For more information about the New Vic Theatre, follow this link.

This event was followed by an evening discussion about what business can do for society, hosted by Keele University Management School. There will be a follow up post on this next week.

Epistemology and the study of games

Some of you might know, I recently attended a conference in Cornwall where I presented a joint paper with a friend and colleague based on her work on Cthulhu horror LARP. The conference was interdisciplinary, with a keynote speech from a renowned Medieval Historian and we both had a fabulous, if tiring, time. In the same panel as our own paper, there were two papers on horror themed computer games, and it was interesting to see how these were also being theorised. This post presents a bit of a rant about how these are studied but I also highlight some of the useful overlaps between the study of computer games and the study of LARP.

In the past I have dabbled in reading about studies of contemporary computer game RPGs and classic MUDs and MOOs (basically multiplayer text-based gaming). However, I often find the claims made about the player experience are based on little more than the imagination of the researcher. While this kind of thing might be fine for a games reviewer, I tend to feel that university researchers are obliged to do a bit more work than that, or at least be honest about the limits of what they are claiming. This is due to different opinions on, or confusion about, epistemology.

So, for non-philosophers, here’s the cheat sheet:

ontology = the study of what exists.

epistemology = the study of what we believe, or can know.

Questions about ontology, what exists, are usually for all practical purposes, simple. This campsite exists. My tent exists. The rain exists and if I don’t get my tent set up soon all my equipment exists and will get pretty wet! The problem comes in when we start talking about individual or collective experiences or symbols. For example, my hardware exists and is downloading the newest patch which will then allow me to get around the DRM and play the game I’ve purchased.  Well, the concept of ownership and digital media is a bit ropey at best, as peer-to-peer filesharing has highlighted. And is an experience a game if it feels dull and monotonous (regardless of whether it’s packaged in a shiny box)?   These debates start to cause problems for our certainties about what exists, because we cannot be certain in our epistemology – what we can know.

If you are having trouble following at this point – swallow the red pill. This illustrates the problem of ‘Descartes demon’; someone or something (like a demon, a cat, or a race of intelligent machines) could, unknown to us, be interfering with our perceptions of the world. And even if there is no interfering demon, this example implies that we cannot trust our own senses 100% of the time anyway. How we interpret what we see is based on our existing frameworks of knowledge and language built over time and experience. It is either really difficult or impossible to imagine our perceptions of reality outside of that experience. So the position most scholars of social science take on this is somewhere between ‘really difficult’ and impossible’.

If your position is ‘really difficult’, your solution to this problem of epistemology (which you have to come up with, otherwise what would be the point of research) is to find techniques to improve the likelihood that your study is an accurate study of what exists (such as running your experiment many times, or comparing your findings with multiple other scholars). If your position is ‘impossible’, then you basically accept that you can never know what exists, but only what you think exists, and you limit yourself to the study of that. Very few scholars are this far down the spectrum, but they might, for example, limit themselves to the study of ‘my experiences of gameplay’ rather than ‘gameplay’. You then have to address a further problem; is what you think the same as what everyone else thinks? This is the question of epistemology in social science, because it basically screams ‘am I doing anything useful?’  Again, it can be quite simple when we are looking at the uncomplicated things the world often seems to be.  Does that look like a wasp over there? Yes, it’s a wasp, I agree. Okay, based on our compared experiences/perceptions of the world, let’s stay away from it then!

But what about if you have never seen a wasp before? Or been stung by one? What if different people have different ways of seeing and interpreting the world based on their experience? Well that makes it difficult. And this is when both individuals are supposedly sharing ‘the same encounter’ with the wasp.

If you are studying a game, or any social experience, it is maybe okay to assume that most people will share some common cultural references or models. Ideas that seem ‘natural’ among a particular group, culture or society. However, it seems like a bit of a leap to suggest that the audience of gamers act like a sponge, absorbing the game experience as designed. We might instead agree that their individual experience will be specific to them as an individual. So studies of a game or social experience need to be based on information about that experience, collected by doing it, observing or questioning the people who do. And subsequently, what we can claim to ‘know’ about the game, needs to be acknowledged within those limits or compared across a broad range of gamers experience.

So, in my personal approach to epistemology, I have written about LARP based on my experiences and on those reported to me by other participants. I do not suggest that this resembles the definite or common experience of all LARPers. But there are (at least) two parts to a LARP game, and people have written a lot about this. There is the story, and the gameplay. There is what the organisers try to make happen, and have players experience, and then there is what they experience. Many different things influence both of these dimensions.

In discussions of computer gaming, there is the same acknowledgement of the importance of the game narrative (studied by narratologists, sometimes referred to as the diegesis or diegetic frame), and the game design (studied by ludologists).

This is a simplification, but for the sake of this (long) post let’s keep things simple. Narratologists broadly claim there is no difference between games and storytelling, and therefore no meaningful distinction between oral epics,  printed novels or point and click adventures. They argue these can all be studied using theories traditionally applied to narrative. Ludologists argue that the ‘story’ part of the game is just the icing on the cake, and what ought to be the focus of study is the rules and mechanisms of the game.

It seems that both of these approaches focus on the game itself as a real thing that exists. Or at least, the focus is on the created narrative as a cultural product, or the set of rules as an algorithmic product with multiple possible operations. I am perfectly happy with studies looking at this, but where I get twitchy is when either side starts to make claims about how players experience the narrative/ludic elements without a clear statement that outlines how the problem of epistemology has been overcome here. This requires some sort of claim about what we can know about players (by being one, observing one or asking one). But the interesting thing is, the relationship between game and player is not a simple one of design and receipt (and most scholars of games do acknowledge this). No game is thrown out into the world on a ‘take it or leave it’ basis of meaning or interpretation.

So let’s go back to LARPers again. There has been a bit of debate among LARPers about how a game operates, rules, story, and the difference between ‘Roleplayers’ and ‘Powergamers/players’. It raises its head in discussions around Player versus Player elements of games most frequently. And in such discussions there is a lot of awareness that the people who write or design the games are players too, and players switch between their focus on story and on gameplay. There’s even a sort of complex cool creative  doublethink between being your character among your enemies and being a LARPer hanging out among your friends.

So in this blog post I have included multiple hyperlinks to demonstrate the cultural codes and references I am thinking of when I use some of the terms here. But I’d like any readers to comment on whether they think that simply by adding these connections I am restricting or enhancing your diversity of (narrative or ludic) experience in reading this post.

 

tl:dr IMHO studies of games should look at what the players actually experience, not just the story or gameplay design. Studies of computer games distinguish between ‘plot’ and ‘game mechanics’ just like big debates in LARP do, but they could learn a few things from LARP.

Monstering: changes in the air

It has been a really long time now since I attended a fantasy LARP. Well over a year, and unfortunately my work and personal commitments this year make the outlook bleak. I missed much of last year due to personal and wedding plans,  and subsequently I’m a bit out of the loop on what is going on in our ‘finely woven webs of magic and belief’! I hope to attend 2-3 events later in the summer though, so hopefully we will have fabulous LARPing weather!

So this rather explains why the blog has remained in stasis for so long, but there are new entries to come! In this entry in particular, I have recently noticed that this year seems to be shaping up to be the year of controversy over monstering. So, for the non-LARPers out there, monstering is basically being the helpers, crew or bad guys in any given event (see my previous post). Monsters traditionally participate in events for free, and recieve small benefits in return: this is where controversy is emerging, as some events are beginning to request small fees from monsters to secure a place, or promising bigger rewards. There are always concerns for organizers about monsters, for several reasons;

1) monsters are a cost

Most sites have a per-person charge, or a scale of charges based on occupancy, so the price of tickets for players will always be directly or indirectly affected by the size of the monster crew. Even for the rare event which is being held on an open site, public liability insurance charges also scale on a per-person basis (usually at 50 participants, 100 participants, >150 participants basis though this varies). Keeping costs for players low therefore will always rely on having an effective and appropriately sized monster crew.

2) monsters are needed

A good quality event relies on good monsters who are experienced, informed and enthusiastic. Including organizers in the category of ‘crew’ here, it is simply impossible to have an event without them. It is also true, however, that player expectations in fantasy LARP are seen to demand fewer low-activity events where little effect can be made on the world, and more open-world events where players have free choice to engage in different aspects of the plot or storyline. These type of games require more props, bigger sites, and more monsters.

3) are monsters motivated?

Following the above very significant points, most participants (whether players or monsters) know that enthusiasm and contribution to the event can weigh much more than money. An eager monster who finds some great costume in a drawer and brings it along, a group of friends who come along as a group and can work well together to portray a military unit or even someone who gets enthusiastically stuck in to whatever job needs doing (even making the tea!) is an incredible contribution to the success of any event. Motivated monster crews are also important to increasing player numbers, because many people get their first introduction to LARP through monstering an event.  Yet this is a completely unpredictable element, which may rely fundamentally on any variety of possible causes, so may be nerve-racking for the organizers! There are little things that organizers try to do to improve motivation, including providing tea, coffee and sweeties, priority bunks, experience for your player character or other incentives, but these often include costs which need to be outweighed by the benefits. And there is always the danger that these incentives might drift into ‘payment’, resembling the feeling of work (see below).

 

So that explains why organizers might have to deal with conflicting ideas about what monsters should be expected to give or pay, and how much/whether they should be rewarded. Yet there also seems to be a problem for monsters around obligation and enjoyment which overlaps between the hobby and other commitments.

4) How much does it cost?

People volunteering to monster an event may well participate for ‘free’ but may have to pay associated costs of transport, catering, accommodation and equipment. These are the same costs that might be a part of playing the game, but with no guaranteed level or type of enjoyable participation in the game, and less leeway to ‘make your own fun’ these costs may seem more significant.

5) Am I having fun? (is this like work)

As a player, it’s easy to choose your own preferred style of play. Personally, I’ve always enjoyed playing very minor monsters; the squishy one-hit-goblin type who is destined to lose (as monsters are, unlike some amazing one-hit super-goblin players with magic swords I could mention). However if you prefer a competitive playing style, taking on roles where you have no chance of winning is not going to be particularly enjoyable. In addition, many of the other tasks that might be necessary as a crew member can be draining and mundane; too much like hard work rather than fun. Even an unlimited supply of sugar and caffeine can sometimes be a poor substitute for enjoyment.

6) Do I have to be here?

As paper bookings gave way to email and online forums have become wider through social media such as facebook, there is in some ways a stronger sense of a LARP community. But in some places this seems to put a serious (stated or implied) obligation on regular players to participate as monster crew or risk losing their hobby altogether. There is an equally strong tendency to report on events as they happen, emphasising what is sometimes termed FOMO (fear of missing out). Also, a wider reach of advertising about events puts more pressure on players and monsters to attend more events, and increases demand for experienced monster crew (including referees and organizers). This presents monstering as a more serious obligation, as a necessary way to maintain the community, adding a level of pressure which may simply override a decision to participate on other grounds.

These pressures on monsters and event organisers are hardly new. In addition, there have been a number of events in the past which have been so popular to monsters and players alike that these grievances have been shown to be insubstantial. But in the circumstances of rising site costs, rising transport costs, dropping player numbers and more significant ‘real-life’ demands, these problems seem to be getting squeezed from both sides.  Of course, this is only a rough summary of debates I have seen elsewhere and I am only adding a little information drawn from wider debates around conditions of economic life in the UK to spice up the discussion.

What has your experience been? As a monster or organizer what is your best experience of an event? Or the worst?

Comments especially welcome to this post!

 

 

Trying something new

So, this bank holiday weekend was spent in gruelling cold conditions attempting to represent a character from a gloriously sunny coastal port town on the edge of a great Mediterranean-esque plain of farms and vineyards. Needless to say, I grumbled both as my character and as myself. The return to the comforts of unfrozen pipes and hot food more or less on demand have been a reminder that however much I enjoy ‘playing at’ being in the dark ages, I’d rather live with first world comforts. It puts in perspective those at risk from fuel poverty and homelessness in today’s world.

So I suppose I should make this clear, this weekend was not ‘research’ and I do not have the permission of participants to report on it as such, so this post will be confined to my own experiences of a new LARP community and system. For those in the LARP community, it will be quite obvious which events I am referring to and there are already a number of detailed first-person accounts of this event online and easy to find.

So, the weekend was one of the coldest on record for this time of year, and some of my close friends at the event left early, unable to face the hardship of numb and painful extremities caused by freezing and below-freezing temperatures any longer. Having packed every single insulating rug and duvet in my possession and supplied with as much hot coffee as I could buy, I managed to last until the bitter end. My long-suffering partner diligently heated the ice to hot water each night so we could defrost our poor feet, and I think we were probably as well prepared as it was possible to be. Nonetheless, the cold did detract from my ability to keep to the game. The fact that the cold was escapable, that we could have given up and gone home, made it very hard to ignore.

Aside from the bodily challenges, showing up to a new game, with new people to interact with is always difficult. Explaining away unfamiliarity with the customs and practices of the countrymen (fellow players) camped alongside is a hurdle to be added to the many one might experience when trying a new game. In this instance, the game itself is new, so it wasn’t possible to rely on the community of existing knowledgeable players to cue you to what is and is not standard practice, no matter how much of the setting you might have read in advance.

Further, this was the first time I have purposefully played a character who avoids combat. Because of the cold and reports of poor ground in the combat area I also did not volunteer to engage in combat as a monster role, which I usually thoroughly enjoy. This left me in a strange position to discover those aspects of the game with which I could engage and contribute. Several of our group did join me in discovering various ways to keep warm that superficially engaged with the ethos of the group as a performance oriented culture. That is to say, we indulged in some silly dancing that mostly involved prancing about or jumping up and down to keep warm. But this glossed over the reality that we were too cold to take the game seriously.

Nonetheless, we did go out and do business. I negotiated on behalf of the group and got involved in the politics around business and trade. I went to meetings as a ‘priest’ and discussed the merits of business practices as moral or immoral (though this began to uncomfortably sound like university work). The politics around priests trying to influence business was something I really enjoyed actually, and I think if the cold had been less biting this part of the game could have really taken much more of my attention, as well as the role of ceremonies. The little phys-reps and metal coins seemingly more at home in a one-shot environment really made it feel like there was an urgent need to trade and swap things.

However, the cold and the site difficulties did make it feel like I was a visitor to someone else’s game, many organisers seemed preoccupied with other troubles and so left new people like myself to explore with little advice to guide them. The number of familiar faces, also strangers to this new game meant it was not wholly unwelcoming, but there was not the same feeling of community achievement in this ‘shared fantasy’, only a sense of a shared struggle.  However, it has definitely thrown elements into the game which I never expected in a ‘fest’ scale event, so I think I will visit it again in the future.

A more coherent follow-up post may appear when I have recovered more of my wits from the elements.

Alternative uses of roleplaying games

It is not a new thing to recognise that the impact of games, or of leisure activity, goes beyond a superficial understanding of entertainment. Competitive sports have been used as training exercises, frameworks for peaceful interaction and even to distract a population from starvation and riot. We know that there is value to be found in the playing of games. It is interesting, then, considering how in UK culture RPGs are generally denigrated and ridiculed, to see how often such games are used for ‘serious’ reasons.
A few weeks ago, I met with the documentary makers of Treasure Trapped to do an interview about LARP and I was asked to comment on the broader use of LARP as a training tool. It will come as no surprise to the LARPers who read this blog that ‘doing it for the experience’ can encompass more than even serious gaming. Lizzie Stark has discussed the use of LARP as a military training exercise in Leaving Mundania, and equally the Nordic LARP scene is well known for it’s serious treatment of realistic scenarios for personal development.
Today, on twitter, I saw someone post a link to the following website, which presents the visitor with a ‘make-your-own-adventure’ style written RPG. Depression Quest is an attempt to raise awareness about depression through the empathy (and possibly pleasure or frustration) people playing the game will experience. The goals of the developers in this case are not necessarily that the player will have a ‘good time’, but that they will have an ‘experience’. One of the main distinguishing features between a written RPG scenario and a live-action event is that in the latter the experience is more dynamic and unpredictable. But more broadly, then, this got me to thinking about the differences between ‘roleplay’ as a game, and ‘simulation training’. LARP may well be taken seriously by few people outside of the LARP community in the UK, but even for those of us who play in LARP games, it is not ‘serious’. The experience is not focussed on a particular outcome with real-world ramifications. Rather, that experience has different meaning for different players based on their engagement with the game. Fundamentally, LARP games are collaborative rather than ‘directed’ in the way that a training exercise might be. So I played through the above game (Depression Quest), and although it aims at promoting empathy, it is a puzzle. The objective is to try to get your character through the scenario and on the road to recovery. Your progress is monitored by criteria listed at the bottom of every page. Objectives in LARP are often not clear, or are negotiable (after all, you could always give in and join the zombie hordes). Perhaps this is where the difference between ‘leisure’ and ‘training tool’ lies.

To be continued….

Comments welcome

Hello (again) world

Dear internet,

it’s been a while hasn’t it? I do apologise, I have missed you. Sadly the ‘real’ world of work is not as forgiving as the fantastical world of roleplay, where if you neglect your position some bright adventurer will often seize power in a brutal coup, leaving you to calmly roll up a new character on your next visit to the field.

I have been putting together costume for a new game I am attending at Easter, and investigating wedding garments for myself and spouse-to-be. I was struck by how many of my concerns were similar during these shopping trips and online forays; how re-usable would the garment be for different events? How comfortable will it be? What associated props do I also need to budget for? These questions apply just as much to a wedding suit or dress as they do to costume for a given them and setting at a LARP event. I began to think about how important wedding clothes were for what in LARP would be called ‘immersion’. Will they make the day significant and convey my identity and life decisions by representing me in my ‘best’ light? How important is it that they be customised rather than ready-to-wear? Do they appropriately represent ‘me’ as a person?

I began to wonder how many of these concerns affected the other shoppers I could see around me in the gleaming urban shopping centre. I suspect (from my admittedly quite snobbish position) that they have the same worries but are perhaps less aware of the extent to which these worries are informed by the social power of ‘brands’ or our consumer habits. However, these criteria have changed significantly over time, as those items which are of significance and notable ‘in society’ are transformed by change in taste and technology. Hand-made items are now the preserve of luxury goods, but variety of colour and textile appearance is now something attainable by most consumers.

At LARP events our props and costume are generally considered relative to the setting or genre we are trying to portray, and also due to the skill and uniqueness apparent in their making. Sometimes there is talk of adding to the ‘authenticity’ of the narrative or experience in the same way that re-enactors value the authenticity  of historical reproductions. In our attempt to find commercially produced items (in the form of wedding stuff) that held the same value in portraying something about a ‘special day’ (and how I am beginning to hate that term), I reflected on how it must be hard to do the same with everyday shopping. Perhaps this lies behind the close attachment people develop to certain ‘brands’ as representing their identity.

One to think on….

Comments welcome!

….the role of props and background representations for conveying membership and performing ceremonial rituals…

LARP imitates life Part 2 – Cultural Imperialism

New year, new LARP system.

Since some friends and I are involved in running events a lot of the time which often results in failing to get an opportunity to relax and play events, quite a few of us have decided to spend some time playing in a new system. Much of the holiday has therefore been spent discussing our plans for new characters, new costumes, how we will use the rules on character creation to generate appropriate skills for those characters, and how we want the group to ‘feel’.

Part of the difficulty surrounding these discussions has been focussed on the real-world cultural associations of the fantastical backgrounds presented by the new system. To date, most of my LARP experience has been in playing roles inspired by the 1920-50s English upper and middle classes, fantastical ‘others’ based on Celtic mythology, Welsh chambermaids, London jazz singers, and one instance of Celtic-sailor’s-daughter-raised-as-an-arabian-dancer (though no-one ever did comment on my pale skin-tone). In all of these experiences, although there have frequently been community discussions about ‘how Celtic are we?’ and ‘how Celtic were the Celts, actually?’ most of the group have been pretty comfortable that even though the fantasy setting mangles the myth in many ways, it is our own island heritage we have been toying with. In the new game world we intend to play, we will instead be adopting a culture which (although it has been very carefully designed) is predominantly inspired by Arabian, Persian and North African mythological traditions.

So is the step from fantastically-torturing-my-own-ethnic-heritage to fantastically-torturing-someone-else’s-ethnic-heritage such a big problem? And is it even genuinely someone else’s heritage if it’s a fantastical construct? There are several traditional rules in LARP, and notable for the associated forum community is rule 7: don’t take the piss. This rule invokes the collaborative nature of the game to stress that where the rules of the game leave some ambiguity, players should take care to embrace the ‘spirit’ of the game as conveyed by the organisers and the community as a whole. Such ‘spirit’ might be interpreted as a matter of culture, but in my experience of UK LARP it incorporates fair play, sensitivity to the contribution of other players (as well as organisers, crew or ‘monsters’) and an awareness of the limitations of the LARP form as a game which relies upon a combination of imagination, physical representations and embodied skills.

So the question which worries is to what extent ‘rule 7’ is compromised by adopting  practices or props which could be seen as racial or cultural stereotypes. In the development of their new game world, Profound Decisions‘ (PD) development team have made explicit attempts to steer around such tropes and encourage players to build on the fantastical element of the culture rather than relying upon stereotypical portrayals of ‘foreign’ or ‘exotic’ drawn from Britain’s colonial past. An example of this may well lie in PD’s banning of the fez as headgear, considering its associations with colonial recruitment to the armed forces and multiple different conflicts. Yet at the same time, the community of LARP in the UK is used to a relatively unrestrictive approach to game participation and part of the enjoyment of the game often lies in the ability to make references to cultural ‘memes’ (such as quotes from cult TV programs or other LARPs) within the game.

In the course of developing our group ethos and sensibilities to participate in the new game, many of these issues seem to come up again and again, often through material concerns regarding costume and props. Such material objects can be fundamental to the construction of a new fantastical world as I mentioned in my previous post. Our group, along with those designing the game, are facing a very similar dilemma. Creating a fantastical universe with no correlation to those experiences shared by participants outside of the game is likely to result in failure as regards ongoing participation, even if it is possible to maintain over a short time. Any LARP is therefore to an extent parasitical on the knowledge, experiences and cultural preferences of its players.

LARP is not theatre nor psychodrama! And I am not Spock.

This post has been two weeks in the making. I couldn’t bring myself to upload it last week because it seemed to me to be on matters so controversial to the UK LARP community. However, following quiet and ‘ladylike’ discussion of the issue with a friend over tea this weekend I thought it had better be aired after all.

Leonard Nemoy famously wrote two autobiographies; I am not Spock (1975), followed by I am Spock (1995). In both books, Nemoy discussed his relation to the character he famously portrayed on tv and film. Apparently many Star Trek fans took exception to the first book, not having read it, at such a rejection of the character by the actor. Such issues of identity between character and player are often an outsider’s view of LARP. Also, I have previously compared LARP to pantomime, art installation, and personal development exercises without clarifying the extent of that relation.

This post is a struggle over the ‘outsider’ view of LARP as theatre or psychodrama (including identity struggle) rejected by many UK LARPers, compared with the reality of such themes emerging in many events. The existence of particular types of European LARP which encourage the hobby as a means of self development or political commentary are themselves akin to art installation or public theatre. Also, there are ‘thin’ types of LARP which are familiar outside the community as a type of  theatre; murder mystery evenings or themed restaurant experiences which demonstrate a more passive or superficial engagement than most LARPs. The majority of UK LARP events I have attended would strongly publicly deny any affiliation with this ‘sort of thing’, yet would also, within the community, admit to the potential LARP offers to provide it for those who wish to explore other aspects of their identity or find joy in the presentation of a conventional narrative scene. In some few respects this struggle seems rather similar to the one Leonard Nimoy faced, not only is it a personal struggle, but there is a large community of people who may misinterpret the headline.

So, LARP is about having fun, the sort of fun grown-up people are not supposed to be allowed to have unless its something morally dubious such as sex, drugs, alcohol and chocolate cake. Added to that, ‘wholesome’ fun is really considered quite unfashionable. So my previous comments in the posts Introduction to LARP and What is normal? do highlight the fact that yes, on occasion the ‘sinful’ elements do make an appearance. Especially the cake. Perhaps we should admit that yes, LARP is indeed a bit silly, childish even. Why is that disallowed among adults? Perhaps the underlying concern comes from the idea that children’s play is practice, for an unforgiving world, undertaken in a forgiving fantastical one. Our role as adults lies in putting that utopia in the past and instead attempting to forge a new one rather than escape to the old.

To all intents and purposes LARP does offer an escape. An escape from self, from structures of everyday life, from work or family and from social demands. It is perhaps a retreat from a world in which individuals feel they have no impact into one where they may change the narrative of history. Yet simultaneously what all LARPers know and few outsiders realise, is that such an escape is illusion. The best that can be hoped for, as in any hobby, is to experience ‘flow’: being-in-the-moment. Participation in LARP is dependent on having holiday from work, finding a babysitter, raising the spare cash for the entry fee. It is impossible to leave the cares of the world behind, or to experience a social environment with morals and rules dramatically different to our own (more of this in later posts). It is also near impossible to explore and perform a character role that does not draw upon the knowledge, experience and personality traits of the player. Everything that surrounds a LARP event continues for players within it. LARP could not exist if it were not for the rest of our economic and social lives. In this sense, LARP is an activity which exists in a parasitical relationship to our everyday ‘mundania’. Yet we gain additional benefits from it above the ‘escape’, benefits often attributed to psychological development or engagement with the arts.

LARP is fun, escapism, theatre and psychodrama. LARP is LARP.

And Leonard Nemoy is and always will be Spock. Live long and prosper.

Death (in LARP)

It may seem strange to non-LARPers that the death of a character in a game can be extremely emotionally affecting. As an entertainment, a friend of mine once ran a one-evening horror LARP two nights in a row, one evening attended by regular LARPers, and another evening by interested work colleagues. The event was in some respects inspired by the murder mystery genre, and there came a point when the players discovered a body hidden in an attic. The LARPers responded with extreme performances of distaste and shock, while the non-LARPers made some indicative remarks over how unfortunate it was and quickly set to ghoulishly examining the body for clues. When some of their own party were in turn murdered, the distinction between the two groups’ behaviour remained evident.

In such a short timespan, it is hardly to be expected that either group would develop a genuinely strong connection to their character. Equally, the non-LARPer contingent in this case were less involved in the initial development of their character’s history and background. Furthermore, these characters were played for no more than an evening. In fantasy LARP, however, some players perform the same characters for over a decade. Even more than actors in a long running West End/ Broadway production, these performers become closely entwined with their performed alter ego. The ‘part’ is written by them, for them. They costume the character, develop their history, respond independently to life events. And if actors feel a sense of loss at the end of a long run of performances, LARPers too may have an emotional response to an end where the character can no longer be played.

There are of course in-character responses to death which are separate to the out- of-character response to the loss of a character. As I am considering character death generally I am not going to discuss the IC responses, although they are varied and interesting in their own right, particularly in the relation IC responses have to OC responses (see previous post on Immersion versus PvP). Last week I attended an academic workshop on death and loss which made me realise there might be correlations between the tangible experiences of losing a character, and how it could compare (albeit in a ‘thin’ way) to the loss of a loved one.

What comprises ‘death’ in LARP?

In the majority of different LARP systems there is an established mechanism for ‘death’. Under particular circumstances, the character enters a liminal condition which requires intervention from other players to preserve their ‘life’. The character may have limited or no participation in this process (for example, they may be ‘unconscious’ or they may be able to demand help). Without this intervention, the character will ‘die’ and the player loses all claim or control of that narrative and performance (there are some few exceptions, as when the organisers might find it useful to transform the ‘dead’ character into a threatening zombie or guardian spirit, but the discretion lies with the organisers and no longer wholly with the player).

Fear of death

While characters may have a particular attitude to death appropriate to the culture and setting of the game, players are likely to have a healthy reserve about the death of their character from the offset. On a basic level, to die is for the game to end, to ‘lose’ in some form. If the player is competing on systemic advancement of the character with other players, death eliminates all acquired advantages. If the player’s intent is to engage in the game on a narrative basis, then the narrative is completed or cut short dependant upon the circumstances of the death. All developed ties to other characters cannot continue with the player in a new identity, even if they re-enter the same game, therefore there is something of a ‘social death’ experience. Finally, costume and props which may represent significant investment of time and money can also become unusable or have limited applicability in the next role.

Each of these aspects is something that a player may justifiably ‘fear’; yet does this constitute a fear of ‘death’ or is that instead a matter of a transfer of emotion from performed to embodied self? This touches upon a difficult area. While the Scandinavian model of LARP may encourage the pursuit of ‘bleed’ and emotional transfer between player and character, this is not widely held to be the case in Britain. Instead, the performance of emotion is applauded, but any inability to maintain the distinction between self and character is an infringement of a fundamentally cherished principle of the game.

Recalling several near-death and death experiences of my own in LARP, one aspect which does seem to strike home is the narrative aspect regarding being ‘ready’ for death. I have experienced some deaths which I felt were ‘good’ in that they fit with the narrative I was attempting to portray, and others which were troubling in the sense that they were unexpected, or followed periods of uncertainty. In every case I have felt a little upset, often proportional to the length of time I invested in the character; however I do not expect that my experiences reflect those of everyone. I may discuss these instances further in relation to social connections and the role of momentos in a later post.

Ignorant of the rules – avoiding death

One of the most controversial issues in LARP surrounds the administrative process of death and its associated loopholes. In one large well known LARP system, characters are marked as dead by cutting the player’s laminated card in half with scissors. This can only be done by a referee. In other systems players must self-declare as dead, a type of altruistic suicide which preserves the integrity of the rules system. In the minority of games I have experienced, the referees or game organisers take whole responsibility for the character’s lifespan, and will inform the player of their status accordingly. Each and every system of this type works on a basic set of principles (the rules system), and upon trust among the players and the organisers. However, there are instances where that trust is infringed or broken, through ignorance or arrogance. I confess to making mistakes of ignorance myself, although I was lucky enough to have a referee on hand at the time to correct me. My short term memory is particularly poor and I have a tendency to miss things in the heat of the moment. However, when players specifically set out to ‘cheat’ death, this suggests that it is indeed something to fear. That such circumstances do exist lends some support to the idea that perhaps death in LARP does have some significance for players that is more than the sum of its inconveniences listed above.

Finally, the distinctive scenario of a game populated by LARPers and one populated by non-LARPers demonstrated one distinctive difference. Those who were not used to playing this sort of game, in concentrating on the puzzle solving element, were inclined to ‘forget’ their responses to wounds and the death of other characters after a few moments. They focussed on ensuring the solution was found to the outlandish scenario they found themselves in. The LARPers familiar with the format instead seemed to revel in the emotive responses which frustrated their overall aims, struggling on despite their ‘psychological’ and ‘physical’ limitations. I do not know which group had more fun.

Comments welcome as always.