As Larp Grows up - Theory and Methods in Larp
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As Larp Grows Up - Theory and Methods in Larp Knudepunkt 2003 When Larp Grows Up - Theory and Methods in Larp This first edition published 2003 by: Projektgruppen KP03 c/o Morten Gade Bentzonsvej 39 4tv 2000 Frederiksberg www.nordiclarp.org Finansed by DUF InitiativStøtte www.duf.dk/is Editors: Morten Gade Line Thorup Mikkel Sander Layout: Morten Gade Hans Peter Hartsteen Proof Reading: Jesper Donnis Caroline Enghoff Hans Peter Hartsteen Taika Helola Morten Gade Caroline Kasten Koren Brett Rodgers Sunniva Saksvik Ingrid Storrø Line Thorup Printed by; BookPartner ISBN 87-989377-0-7 4 5 When Larp Grows Up - Theory and Methods in Larp 4 5 Editors Foreword This year marks the seventh holding visions and dreams for the future of Knudepunkt. It originally started as of larp. The book, like Knudepunkt a pioneer project in 1997 in Oslo with itself, is about trying to move on from the vision of bringing the Nordic larp yesterday into tomorrow. The aim is communities together. Prior to the to help the Knudepunkt newbie up 1997 Knudepunkt there had been very to date - as well as spawn creativity, little contact between the different innovation and ideas. There is nothing countries and to many it came as a as practical as a good theory. That is surprise that they were not the only the foundation for this book. In a good ones to “do” larp. theory, you can find ideas, advices and Now, seven years after, the situation is practical solutions to your problems quite different. Joint ventures between and questions about larp. the countries have been undertaken and players are happy to travel beyond The book has five chapters. We start their own borders to participate in by going back to old memories, telling other countries events. the tale of the modern Classics of Knudepunkt. In this chapter, you will With this book we are trying to collect find some of the most influential and some of the Knudepunkt magic. discussed theories and manifests of Knudepunkt has always been a forum Knudepunkt - but you will also find where innovation and creativity have up to date comments on the theories flourish and where people from the from the editors of this book. Nordic countries have shared their In the childhood of larp theory, most 6 7 Foreword texts have been very normative. We would like to say thank you to all In That’s larp!, we bring you some the people who have helped us in the descriptive theories, describing making of this book. what larp is and the processes and Thanks to Hans Peter Hartsteen who interactions taking place at a larp. helped layouting the book. In The Real World we will use theories Thank you to the proofreaders: from other sciences in a larp context. Jesper Donnis, Caroline Enghoff, Taika larp’ers apply academical theories to Helola, Caroline Kasten Koren, Brett larp and thus gives us new insights. Rodgers, Sunniva Saksvik and Ingrid By then, you’ve probably had enough Storrø. of the theory. So in the fourth chapter, Thank you to DUF, who have Just do it!, we focus on methods for a sponsored the printing of the book. better larp. And first and foremost, thank you to Finally, the fifth chapter is a Dictionary everyone who has written an article of Nordic larp. Petter Bøckman has for the book. collected the concepts and words we use, and written down their meaning. Maybe we can understand each other Line Thorup, Mikkel Sander with his help? & Morten Gade Editors 6 7 Contents Foreword Contents Classics The Three Way Model The Three Way Model - Revision of the Threefold Model - by Petter Bøckman Comments - by Morten Gade and Line Thorup The Dogma 99 Manifesto The Vow of Chastity - by Eirik Fatland and Lars Wingård The Dogma 99 Manifesto - The authors’ commentary to the Vow of Chastity - by Eirik Fatland and Lars Wingård Comments - by Morten Gade and Line Thorup The Manifesto of the Turku School Foreword to the Manifesto of the Turku School - by Mike Pohjola The Manifesto of the Turku School - by Mike Pohjola The Larper’s Vow of Chastity - Turku 1999 - by Mike Pohjola Comments - by Morten Gade and Line Thorup That’s larp! Why do Bad Larps Happen to Good People? - by Joc Koljonen The Meilahti School: Thoughts on Role-playing - by Henri Hakkarainen & Jaakko Stenros Interaction: The Key Element of larp - by Morten Gade Relation Theory - by Ryan Rohde Hansen The Diegetic Rooms of Larp - by Carsten Andreasen Role-playing as Interactive Construction of Subjective Diegeses - by Markus Montola 8 9 Contents The real world The use of history in larp - by Xenia Salomonsen Institutional development of Larp in Oslo - by Ragnhild Hutchison Play is Political - by Johan Soderberg Learning by Fiction - by Thomas Duus Henriksen Phantasmagorie, Simulacre and the Danger of Dragonlance - by Marie Carsten Pedersen Larp as a Way to Enlightenment - by Elge Larsson Zen, Roleplay and Personal Expansion - by Denkyu Sebatian Gundel Just do it! Fuck the Audience - by Juhana Pettersson The Development of Ideas - by Christian Badse Essentials of project management - by Mikkel Sander The good character description - by Martin Enghoff Three basic concepts for LARP organizers - by Rune Lippert Dictionary Dictionaty – by Petter Bøckman Production Organisers of Knudepunkt 2003 Funders of Knudepunkt 2003 8 9 Petter Bøckman The Three Way Model Revision of the Threefold Model 1 Prologue The emphasis on game-mechanics The Threefold model for RPG was in the original RPG version is not developed by the debaters on the really applicable to LARP, where newsgroup rec.games.frp.advocacy, most actions are done in person, not and subsequently written down in through simulation. The rule-part FAQ form by John H. Kim. As a model of the original »Simmulationist« it has several things going for it: It is category has been omitted, the short, concise, uses lay-mans terms category renamed »Immersionist« to and restricts it self in scope. It has avoid confusion. This model is thus therefore been tempting to convert not the original one, and has been it for LARP-use, LARP being closely renamed the Three Way Model. I related to RPG. strongly suggest looking up John H. Kims original. It is found together with The Scandinavian forms of LARP other highly interesting material at: and RPG differ on some points. http://www.darkshire.org/~jhkim/ rpg/styles/ The Author Petter Bøckman, Petter Bøckman (35) grew a beard at Oslo, 8th of April, 2002 19 and is a zoologist by education, teaching school classes at the 2 What is the Three Way Model? Museum of Natural History. The Three Way Model is one way of He was one of the founders of the grouping many aspects of playing Oslo LARP-scene in the mid 80’ies, live role-play into logical categories. and is still around. Having done The model addresses how the game is the »LARP theory for dummies« last played, particularly the style of gaming, year, his current project is making a but also how setting are constructed, comprehensive catalogue of LARP- how game style influence players style, terminology. He has a weakness for level of authenticity and so forth. The dark beer and scientific squabble. Three Ways divides up many of these into categories known as Dramatist, 12 13 The Three Way Model Gamist, and Immersionist. »Gamist« is the style which values An important part of the model solving a plot, or setting one up if is recognizing that there are valid you are an organiser. The challenges different goals for gaming. Live role- may be tactical combat, intellectual playing games don’t simply classify mysteries, politics, or anything else. into good and bad. The exact same The players will try to solve the game which one player enjoys, problems they are presented with, another might dislike. Rather than say and in turn the organisers will make that one or the other has bad taste, it these challenges fair and solvable to is more useful to try to make sense of the players. patterns of what different players and organisers enjoy. »Immersionist« is the style which values living the roles life, 3 Which one am I? A Dramatist, a felling what the role would feel. Gamist, or an Immersionist? Immersionists insist on resolving Most likely, none of the above. in-game events based solely on game- Your individual style cannot be world considerations. Thus, a fully pidgeonholed into a single word. More immersionist player will not fudge to the point, live role-play depends rules to save its role’s neck or the plot, on all three to function properly, and or even change details of background you probably go for a mix of different story irrelevant in the setting to suite techniques, and work towards more the play. An immersionist organiser than one goal. You may tend more will try to make the plots and setting towards one corner of the triangle, but such that they are believable to the you probably value a mix. players. 4 Stop beating around the bush!! 5 Don’t those categories overlap? What is it already? True, these goals are not at odds. A given conflict or plot might happen OK, here are the short definitions: to be both a fair challenge and realistically resolved, every game »Dramatist« is the style which values will have dramatic aspects, realistic how well the in-game action creates aspects, and competitive aspects. a satisfying storyline. Different However, The Three Way asks the kinds of stories may be viewed as players what bit is the more fun and satisfying, depending on individual the organisers how much comparative tastes, varying from fanciful pulp effort they put into making these.