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).

LARPing Like It’s… Cold? Knutepunkt 2013 (Part 1)

How much can I get into one suitcase? Do I need a sleeping bag? And what does one wear to a Nordic LARP anyway? These were all questions that ran through my mind when I packed in preparation for my first jaunt overseas in a long while. I was going to attend Knutepunkt, the Nordic LARP conference held once a year in one of the four countries that make up the heart of the Nordic scene – Denmark, Sweden, Finland and Norway. I’d be spending four days in Oslo for the Week in Norway program and then would head up to the main conference up in Haraldvangen, a camp grounds on a beautiful lake. Looking back now back in Brooklyn, I realize I was in no way prepared for how much this trip would have such a profound change on my life.

This is Part 1 of my analysis of the whole Nordic LARP adventure. There’s so much to talk about I’m splitting it up. Pictures included are credited to their creators.

To Begin – What is Nordic LARP?

That question is a little harder to explain than one would imagine. People have been debating the actual definition for the movement for ages, so I don’t presume to have a good one just yet (if I ever will). For better and more concise explanations, I refer to Lizzie Stark’s blog. Or even better, check out Jaakko Stenros’s wonderful lecture in the Nordic LARP Talk series. But here we go anyway, let’s give it a shot, with a little context to the overall LARP community included too.

To those who are familiar with live action role-play games, or LARPs, a simple introduction would start by saying that there are lots of different traditions in the LARP community. Within the United States and abroad, the major traditions include:

  • Theater-style games: these are usually categorized as games that involve non-physical combat styles and simulation of events through description and symbolic representation.  Famous theater-style LARP systems include the Mind’s Eye Theater system by White Wolf for it’s World of Darkness setting. It’s meant to be (mostly) no physical contact.
  • Boffer games: This is a broad term for games that involve actual physical contact in their combat systems. Players use latex or foam weapons to engage in simulated combat, while magic and other supernatural events are symbolically represented using things like ‘spell packets’ (tiny bean bags or birdseed filled sewn packets) or light sources. These games tend to aim for more physical immersion in environment design to help drag the players into a What You See Is What You Get atmosphere.

While these are two of the predominant systems of gameplay in LARP, each full of their own traditions and development history, there is a third tradition that has been gaining more international attention in the last few years. That tradition is known as Nordic LARP and though as the name suggests it began in the Nordic countries, its influence has been felt across Europe and in recent years in the US, Canada and South America.

So what is Nordic LARP? It’s a tradition of LARP heavily influenced by artistic and theatrical expression that focus on high immersion both in environment and emotional/psychological engagement. The games in this tradition tend to focus on serious material and frame their games with workshops before the game and debriefs afterwards to present a well-informed and emotionally safe environment to engage in serious subject matter. The games also utilize what are known as metatechniques within the game to structure the play, drawing heavily from theatrical and cinematic influences. The culture also involves putting aside stricter goal-driven, ‘winning’ mindsets by encouraging players to often ‘play to lose’ so as to experience a richer story in game, as well as encourages players to create characters that let them play close to home and tie themselves emotionally to their characters. This can cause a lot of bleed, emotional cross-over from your character to yourself, which is something that Nordic LARP encourages for richness of play.

THE book on Nordic LARP.
THE book on Nordic LARP.

What develops out of these and other complexities of the Nordic tradition is a body of games that are deeply touching, well-structured, and immersive to players. The Nordic community is also heavily interested in cultivating a body of work which documents LARPs, since by nature larps are ephemeral and cannot be repeated exactly. For that reason, one can read up on some of the major games over there, like Mad About the Boy (based on Y: the Last Man), Kapo (a prison-camp LARP about internment and the loss of humanity during incarceration), and Just A Little Lovin’ (about the AIDS crisis in the 80’s in NYC). There’s also an amazing textbook on the community called Nordic LARP by Jaako Stenros and Markus Montola which has received critical acclaim, including winning the Diana Jones Award at Gencon in 2012.

Knutepunkt developed as the convention center of this developing community, a conference where games could be showcased and discourse on the art of making larps could be held. As far as I can tell, Knutepunkt is THE place to discuss Nordic LARP and welcomes passionate designers and players from everywhere once a year. This was my first time in attendance.

The Trip Over and A Week in Norway

I caught a flight overnight and arrived in Norway Monday morning. I was traveling with Chris, a DC area gamer and larp organizer that I met earlier this year at InterCon. We stayed together at a local hotel in Oslo while participating in A Week in Norway, the four day extended programming provided by the Knutepunkt organizers for those who wanted to cram more Nordic LARP experience into their trip. From Monday on they had a community house open with games and food available all day, and events planned for the participants. We did a workshop on rituals in LARP, a particular favorite tradition of the Norwegian designers, that took place inside a mausoleum. We listened to talks about Nordic LARP hosted by Nordic Larp Talks, including presentations by Jaako Stenros (co-author of Pervasive Games and the Nordic LARP book), Annika Waern (Pervasive Game co-author) and Sarah Lynne Bowman (author of The Functions of Role-Playing Games). And one of my personal favorites, we played a game called Limbo, held on a tram as it rode around the city and experienced being trapped in Purgatory.

Part of the events scheduled also included larps written by participants in the Larp Exchange Academy, an extension of the summer LARP Exchange Academy run in Vilnus, Lithuania in June. These brave souls traveled from their home countries to be holed up in a house in the hills outside of Oslo to spend three days writing LARPs. The results were some brand new games which we play tested during that week we were there. I had the pleasure of playing a game called Stereo Hearts, in which the players explored inter-personal relationships using songs on your playlist and recited monologues. I was at first skeptical – I’d seen game jams done but a game jam on larps? And a game about playlists to share emotion?

I was never so happy to be wrong. Stereo Hearts proved to be a moving, extremely engaging game with some fantastic use of Nordic metatechniques. I don’t think I’d ever engaged so quickly or so deeply in emotional relationships in a LARP. Afterwards, I felt emotionally exhausted and yet happy, as I’d been deeply touched by the depth of internal struggles we’d experienced in a brief game.

That is a great way to describe most of my week in Oslo – emotionally exhausted and yet happy. I had never imagined that immersing myself in the Nordic LARP scene would require me to open up quite so much of myself, both in games and in inter-personal relationships. I spent a lot of the time meeting new people and discussing the differences between LARP cultures in different countries, and as a result met a lot of wonderful, friendly, intelligent folks from more countries than I could name. Personally, the games that I was introduced to also required me to dig deep into my own emotions to feed the role-play and I soon found myself exploring some deep-down emotionally intense places both during and after events.

I soon realized why the Nordic larp tradition focuses intently on what is known as debriefing or after-care, in which organizers go over the events of the game and how players felt about what went down. While this might sound very touchy-feely to gamers from America, this culture of after-care is instrumental in giving players an avenue to express what they felt in a game should they feel the need. I found myself being open and honest about how events in character felt and what I was thinking about after the game ended, a space that I often find lacking in American LARPs. I also found myself talking extensively with other designers and larp academics about the emotional implications of the idea of ‘bleeding’ in and out of ones character, whether that was ‘healthy’ and whether or not after-care was needed – all fodder for a blog post all it’s own shortly.

Overall, the week in Norway provided me with insight into how the community worked and gave me a great taste of what’s to come. Because if I believed that four days in Oslo with Nordic LARP was intense, I was nowhere prepared for the awesomeness of Knutepunkt 2013.

To be continued…

Convention Schedule and Putting Out The Call

On the heels of my last post about being super busy comes news of some awesomeness soon to come. I’ve been graced with the chance to attend several conventions in the next six months to either run games or contribute on panels. And good news, some of that involves needing some help from awesome game designers and LARPers and women in the game world — hey, I might mean you! So check it out:

Dreamation 2013 –

That’s right folks! The Double Exposure convention season for 2013 has begun and Dreamation 2013 is only a few weeks away. I will be hosting my third Dresden Files LARP at the con entitled “Dog Days”. It’s a sequel of the previous two games and will focus on the aftermath of the craziness from last time. Queen Mab mad at you? Rogue Denarians afoot? New York’s supernatural community has to come together, and the wereforms in town are trying to do just that. Too bad someone’s got other plans of course…

On top of that, I’ll also be hosting two panels at the convention. And this is the part where I’d love to hear from folks!

The first panel will be a LARP Roundtable, where we bring together LARP staffers and organizers from around the area to talk about the challenges and rewards of running their games. Whether you do theater style games or boffer, long term campaigns or experimental, nordic or American, you’ve got a seat at the table. Let’s come together and share techniques and learn from each other. If folks are interested, please hit me up on Twitter or my email – I can’t guarantee everyone will be a speaker, but I’d love to hear from you.

The second panel is on a topic near and dear to my heart – Women in Gaming. I’ve spoken with the wonderful Avonelle Wing of the Double Exposure staff and we’d love this to follow up the panels at both DexCon last year and at Metatopia in continuing to unpack the issues of women in gaming and in game design. So if you’re a game designer interested in sitting on the panel with me to talk about the state of women in the gaming world, let’s talk! As above, can’t guarantee everyone can be a speaker but get in touch so we can start a dialogue about it.

Intercon 2013-

Following on the heels of that will be Intercon 2013 up in Boston. I’m super excited to be attending my first Intercon in years, and my first of the Boston conventions. I’m pleased to say I’ll be attending the Pre-Convention on Thursday to be a guest on several panels, including Sexuality in LARP, Gender and LARP, How to Run a Game Briefing/Wrap and What Boffer LARP can Teach Intercon. There are some amazing folks from all corners of the LARP world coming to the con to run games, but the panel track is just as interesting so come by Thursday and Friday to hear some smart folk speak. Oh yeah, and I’ll be there too!

IndieCade East-

This is a brand new convention for me too! I’ll be joining my NYU Game Center brethren to explore the game design landscape of the New York area in IndieCade east. Moreover, I’m going to be on Team NYU in the Iron Game Design Challenge where the NYU Game Center is taking on Parsons! Lead by our glorious leader, Eric Zimmerman, I am sure we will go on to victory!

Pax East-

That’s right folks, another East Con and this time it’s Pax! This one is another first for me as I’m attending PaxEast as a panelist! I will be sitting a panel on the dreaded Fake Geek Girls dilemma alongside such awesome women as Anja Keister, Stella Chu and Iris Explosion of D20 Burlesque. It’s my pleasure to be in such illustrious company and I’m looking forward to the discussions we’re going to have.

And coming soon: GenCon 2013!

That’s right, the plans are already in the works for attending GenCon 2013. I’ll be wending my way out to GenCon and hope to work alongside the always fantastic John Stavropolis to run some games for Games on Demand. I also have plans to do full play tests of my game Wanderlust there, as well as at…

DexCon 2013!

Looking forward to this summer, I’m already planning my next Dresden LARP which will be the finale of the cycle of games and bring the chronicle to a close. I’ll also be bringing more play tests of Wanderlust along, hoping to culminate in having the game ready for Metatopia in November.

So that’s my schedule. I’m already exhausted just thinking about it. Plus I’ve got plans for New York Comic Con and San Diego Comic Con in there, and maybe running something at Recess in NYC. So this year is going to be a lot of running around. But why not? When you’ve got a chance to go great places and game, why not take it? As updates happen, I’ll give more of them. In the meantime, I gotta remember to pack my dice and get ready for a LONG season.