After my encounters with different larp cultures I got shocked to find that what defines them, what makes them unique, was not new to me. In fact those elements used to be part of our larps until they became marginal, design mistakes to implement if no other option was available.
For this countries these elements were their
biggest advantages. Their larp designers had taken a complete different
approach and where we saw outdated elements they found their trademark.
In the early larps of Somnia, the
collective I am part of, many elements that define the basis of other larp
styles were present. To name a few:
In our beginnings we had an “FX room”[1] A place
where participants could live special scenes for their characters. But it
became a constant break of immersion and made the participants organizer
dependent. So with some exceptions, were we found the way of using this space diegetically,
we got rid of it.
Years after, when I was able to try the
most anticipated “blackbox” it turned to be the evolution of that FX space.
Something so powerful that can hold a whole larp.
In the old days we used to provide really
complex and detailed characters[2]. But after participants
got lost in the amount of information[3] together
with their difficulties to connect with the character[4]; we reduced
the length while keeping our style. Until recent times when we experiment with providing
the heart and bones of the character to let the participants fill the rest by the use of personal interviews and workshops.
Now we have got in contact with the French
style of the Romanesque that proposes a complete opposite approach. Long
literary characters that function as a whole to create a complex story. Style that
has been reported by reliable friends as excellent.
When we started, the organizers of Somnia
were in turns off-game[5], affecting
the larp from the outside. But that went against immersion. So we found ways to
eliminate ourselves from the equation, to influence only by the use of
characters at the service of the play.
But there are methatechniques as the
flashbacks where the organizer stays outside as an external narrator.
For the sake of immersion and participant
freedom[6] we went
away from acts and railroading with the exception of some experiments and a
slight use of destinies.
I was able to enjoy the larp “Journey”[7] and found
an incredible opposite approach, both railroaded and in acts, but still
thrilling.
In short, what I am trying to state is that
thanks to isolation different larp groups have arrived to opposite valid
approaches. Possibilities that I am eager to try as participant and organizer.
But why stopping there? I am sure that
there are many other design “errors” that if used properly and perfected could
lead to even more creative possibilities.
Maybe it is time to look actively for those
“mistakes”.
[1] Technique taken from the larps we attended in Catalonia.
[2] In my case I went to extremes with characters close to 20 pages
long.
[3] I even overheard a conversation by one of my participants stating
not to have read the character.
[4] A detailed character is an alien creation made by an organizer.
Therefore the participant may have problems to immerse in it completely.
[5] The organizer by the
use of a red piece of cloth or a chemical light signalized not to play any
character but an external “on call” help.
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