Post-Hauntological LARP

Nothing like starting a project getting out into the wild, past the point where I can make enormous structural changes to make me see all the flaws in it.

Well, nothing to be done now, but I want to note this set of thoughts down so I can try and get some use out of them later.  Sitting on the bus the other day, it occurred to me that with one exception, most of the LARPs, and indeed most of the RPGs in any form I’ve run are broadly hauntological.  And certainly, Restitution and Armistice are extremely hauntological, expressly reaching for anachronistic aesthetics, locked into examining aspects of the present through the lens of the past.

This bleeds through into their narrative design, as well, particularly in Restitution, which was very much about the inescapable hidden past of the setting.  In Armistice, it’s the characters, rather than the setting that are haunted (by their own prior actions), but the same concern with the past is still there.

There’s a reason for all this – it’s to do with laying the seeds of narrative down in the fictional past, in order that the play in the present can contain richer conflict and drama.

It occurs to me that Testament, failure though it was, was exactly the reverse – it was entire concerned with moving into the future by jettisoning the past.  I’d like to go back to that at some point.

While writing this, the notion of a generational game has occurred to me, where the players don’t have a fixed character, but play the scions of various houses at different points throughout history, although I think that might also get pretty hauntological if not very carefully designed.  Maybe start it in the present day?  Mind you that leads to SF type budget-concerns – LARP is not an SF-friendly medium by it’s nature.

Not really sure where I’m going with this, other than adding “run an unhaunted game” to my to-do list.

Technology As A Tool

Just a little bit of generalised thinking out loud.

I was reading an article on the excellent Gaming As Women about the use of mobile phones in LARP which got me thinking.  In the first place it got me thinking that there might be people reading this who don’t know about Gaming As Women, and they bloody ought to, as it’s one of the best gaming blogs out there, so consider this a general reminder of its existence.  In the second, more pertinent place, it got me thinking about how to consider technology as part of setting design.

My last game, Restitution, was set in a place where there was no mobile telephony or internet, and I have to say, I really liked the effect it produced.  It meant that the characters pretty much had to be in proximity to communicate.  There was a certain amount of IC letter writing and suchlike, but if two characters actually wanted to converse, they had to be in the same physical space.

My instinct, up to now, has been to attempt the same thing in my next game – to continue to find ways to ensure that meaningful real-time interaction requires physical proximity.  But I read the article above, and it did rather set me to thinking about ways to use technology to enhance the IC experience – to actually use the very remoteness produced by technology as a storytelling device.

I’ve never been shy about using technology in an administrative manner – all my games have a custom-written on-line downtime system, they often have a forum and private messaging system, and I probably couldn’t run these games half as effectively without them, but I don’t actually spend a lot of time thinking about how to use these things as storytelling systems.

Part of the issue, a complicating factor, is that I don’t want to impose too much on my players lives outside of game time.  I don’t want to send them a creepy mysterious text message while they’re having dinner with their significant other – that’s intrusive on their time and others’.  But at the same time, I can’t deny that it would be kind of awesome to ring someone’s phone at a time in, and have an them hear an NPC (or another PC) having a very bad time, somewhere they can’t do anything about it.  Not often, because it’s an inherently disempowering stunt, but maybe once or twice.  And of course there are other tricks that could be pulled that are much less disempowering.

Ideas that have occurred to me while writing this:

  • All IC messaging could be assumed to be taking place in quasi-real time, no exceptions.  Previous games, I have worked on the assumption that it was OK for players to note something like “My character replies immediately, sorry it’s taken me a fortnight, I was busy”.  As much as I want to allow for player convenience, it means that all IC messaging lacks urgency.  You can’t send a messaging along the lines of “if you don’t get back to me within X amount of time, something bad will happen”.  But to allow for jobs/real life, etc, perhaps some kind of compact that there is a way to represent time passing with a less than 1:1 ratio?
  • The messaging is the only IC contact some characters can have outside of time in – ideally the ones who most want to talk in person?  Use it to enforce remoteness and isolation?
  • An agreed window when it is acceptable to message players via phone/email about IC matters with an urgent response window?  Perhaps some kind of “online and available for LARP-matters now” notifier?
  • Technology enabled meta-techniques to represent supernatural powers within the actual time-in are a superb idea, if I can get the toolset together to manage them effectively.
  • All this said: will new players be comfortable giving out their phone number to a ref who may be a more-or-less complete stranger?

What interesting effects/storytelling devices can you think of that we could use technology to produce?