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Game Wrap ■ Editor in Chief Viktoriya Fuzaylova Editorial Board Game Wrap Volume 1 is Copyright (c) 2016 by New Viktoriya Fuzaylova England Interactive Literature. Copyrights to individual articles and larps herein remain with their respective Stephen Kohler authors. Brian Richburg Phoebe Roberts Th is work is licensed under the Creative Commons At- tribution-ShareAlike 4.0 International License. To view Adina Schreiber a copy of this license, visit http://creativecommons.org/ licenses/by-sa/4.0/. Author Liaison Brian Richburg Layout Designer Kathleen De Smet New England Interactive Literature c/o Chad Bergeron 258 Edgell Road Webmaster Framingham, MA 01701 Nat Budin ■ http://gamewrap.interactiveliterature.org EDITOR’S NOTE ESTEEMED READER! Welcome to the inaugural volume of Game Wrap, variety of games and role-play traditions that exist a magazine devoted to the art and craft of LARP. in our community and to welcome new infl uences. Please, allow me to introduce myself. I am the Th is brought up a fascinating and multifaceted magazine’s founder and fi rst Edi- debate about community identity and tor-In-Chief (self-appointed, how evolving language as exemplifi ed by else?), Viktoriya Fuzaylova. I would the diff erences in how the word LARP/ like to take up some space here to tell larp is spelled and used. (For more on you a little about this publication, how that, see one of our editors’ blogs.1) it came into being, and what we, the You may notice that within its pages staff , hope it can be. I want to highlight Game Wrap includes both. some of what you can fi nd in this vol- ume and some of the decisions about We discussed how the written mate- format that were made during the rials that comprise a game can also be process of putting it together. Finally, I viewed as an artifact for study of what would like to issue my personal thanks to all those is necessarily an experiential medium. who took this volume from a con-high–fueled fan- We resolved to include examples of such materials tasy to a glossy-paged reality. in full to allow the reader of the accompanying articles to interact with them both the way a player Th e idea itself grew from some thoughts fl itting and a scholar might. We very quickly discovered around in my mind after Intercon O about the that writing about LARP required a way to ref- tremendous amount of work and creativity that erence and credit games and particular runs of goes into Iron GM games, many of which never games, a necessity that was not covered in any of run again. And wouldn’t it be interesting to read our writing classes. Meeting this demand, one of them, and maybe something about them? And our staff editors developed a style guide extension. wouldn’t it be interesting if some of the con- We are still fi nding our way as Game Wrap takes versations that happen at Pre-con panels got to on shape, and welcome all thoughts, ideas, and go further and deeper with the benefi t of some especially contributions. focused writing? And wouldn’t it be great if there was a publication focused on the nitty-gritty of In this fi rst issue you will fi nd examinations of LARP writing, running, and playing? Pretty soon I character types, helpful refl ections on running was pitching the idea to New England Interactive games, a rare glimpse into someone else’s writing Literature (NEIL)’s board of directors. Pretty soon process, a refl ection on a game system you may not I was talking to a group of people who said a re- have encountered before, a chance to read an edu- sounding “Yes!” and wanted to jump in with me to LARP from France and learn about the challenges make it happen. We agreed that there was a need and triumphs of running it, an examination of the for a refl ective and analytical approach to pulling local culture of secrecy, and much more. together the vast amount of experience and tricks- of-the-trade that have been accumulating as LARP If, as you peruse these pages, you are fi nding your- developed, as well as a critical consideration of self brimming over with ideas for what new topics what LARP can do and be. could be addressed, pour that thought and enthu- siasm into a shapely summary, go to our website2 It has been an exciting, challenging, and dynamic and submit it for Volume 2. process of fi guring out the latter and learning, of 1 https://fairescape.wordpress.com/2014/12/16/a- course, experientially. We decided early on that we capital-idea/ wanted the magazine to be inclusive of the wide 2 http://gamewrap.interactiveliterature.org/submis- sions/ 2 GAME WRAP 2016 Finally, I want to extend a heartfelt thank you to joy and their patience with us as we fi nd our way. everyone involved in helping this volume see the And I thank everyone in our extended community light of day. First, and foremost, that goes to my who helped spread the word, who checked in on staff —my fellow editors (Adina, Brian, Phoebe, the progress, off ered suggestions and support, and Stephen), our helpful webmaster Nat, and our cre- generally made Game Wrap seem possible until it ative designer Kathleen, who have all volunteered was possible. Th ank you. oodles of time, thoughtfulness, dedication, team- work and humility to this project. I want to thank With that, I leave you to your reading. I hope you NEIL as a whole and NEIL Board members for enjoy these pieces as much as I have. their unreserved encouragement and trust. I want Yours in words and play, to express my gratitude and respect to all the au- Viktoriya Fuzaylova thors who contributed ideas and articles, for their Editor-In-Chief, Game Wrap courage in putting their thoughts out for all to en- CONTENTS ARTICLES Secrecy in Intercon-Style LARP by Brian Richburg . .47 Designing a Larp for Educational Purposes Smile and Smile and Be a Villain Learning Process and Communication in Supporting the Narrative Function of Villain Graveyard of the Sacrifi ce Roles in Larp by Muriel Algayres . 7 By Phoebe Roberts . .52 Help-seeking Behavior, Goal The Cowardice of Your Convictions Orientation, and GNS Theory in by Warren Tusk . .58 Interactive Literature Harnessing the Glowing Rectangle by Cameron Betts . .12 Using Mobile and Computer Technology in LARP Play Writing Process, Written Product By Matthew Webb. .64 Outside-In vs. Inside-Out Larp Design by Nat Budin . .21 Communicating Through Questionnaires Beyond Birdseed By Robert Wensley . .70 Bringing Immersion to Non-Combat Modules by Kat Davis . .25 LARPS Running Out of the Box How to Produce a Pre-Written Theatre-Style Larp Mytharc by Malcolm Harbrow . .31 A Narrative-Focused LARP Methodology By Caroline Murphy . .77 Communities in Larp by Rachel Judd. .36 Graveyard of the Sacrifi ce An Edu-Larp About WWII A Time to (Not) Kill by Muriel Algayres . .87 An Examination of the Institution of “Kill Moratoriums,” Their Use, and Alternatives in the Craft of LARP By Matthew Kamm . .43 GAME WRAP 2016 3 Th e ARTICLES DESIGNING A LARP FOR EDUCATIONAL PURPOSES Learning Process and Communication in Graveyard of the Sacrifi ce by Muriel Algayres Graveyard of the Sacrifi ce is an Edularp1 which was examples, the Danish Østerskov Efterskole4 bases created and fi rst played in France on the 28th of the whole of the teaching process on Larp. Other May 2015 (see page 87 for the full text of the scholars have endeavored to illustrate the eff ec- Edularp). It was designed for 16 English-speaking tiveness of Edularp, such as Sarah Lynn Bowman students in an 11th grade History course. It was and Anne Sandiford in their comprehensive 2015 presented as “a game about memory, duty, survi- study5: “Out of these fi ve hypothesized dimensions, vors’ guilt and hope for peace,”2 to explore these the quantitative data revealed that students’ overall themes and our knowledge of World War Two intrinsic motivation and interest/enjoyment of science through Larp. More importantly, it was created signifi cantly increased over the course of the semester. in a country where Larp is not usually used as a Th e qualitative and quantitative fi ndings converged to pedagogical tool. reveal an increase in perceived competence in science. In the ethnographic interviews, students expressed a Today students need more and more motivation strong belief that larp aided in the development of all to engage in learning. Being born and growing in fi ve dimensions and a unanimous interest in learning a world of high-resolution entertainment, they through edularp in the future.” can resist the traditional, standardized, low-res- olution activities found in a conservative school However, in a conservative system such as the system3. Th e motivation behind diff erentiated French one, bringing in an unusual method such as teaching practices therefore often lies in the need Larp represented an extra challenge, especially in for teachers to fi nd a broader range of activities making the process understandable to non-Larp- and approaches to engage their students, as well as ers, to the sudents, their families and the school. transmitting not only knowledge but also compe- tence and social skills. As such, Edularp holds great Although a fi rst-of-its-kind experience, Graveyard potential for education, especially where it has of the Sacrifi ce was well received by the students, never been used before. In one of the most striking and may open the way to more creations of the 4 Hyltoft, M.