TITLE:
<Invited Contribution>Larp Safety
Design Fundamentals
AUTHOR(S):
Koljonen, Johanna
CITATION:
Koljonen, Johanna. <Invited Contribution>Larp Safety Design
Fundamentals. RPG学研究 2020, 1: 3e-19e
ISSUE DATE:
2020-09-21
URL:
https://doi.org/10.14989/jarps_1_03e
RIGHT:
This work is licensed under a Creative Commons Attribution 4.0
International License.; この作品はクリエイティブ・コモンズ表示4.0国
際ライセンスの下に提供されています.
Invited Contribution | 巻頭特別寄稿
Larp Safety Design Fundamentals
Johanna Koljonen | ヨハンナ コルヨネン
Participation | Design | Agency
[email protected] | ORCiD: ;;;;-;;;=->?;@-@@AX
Abstract
In this invited paper, leading experience designer Johanna Koljonen outlines basic considerations for larp safety design with
a focus on opt-in/opt-out principles.
She describes the history and application of three particular safety and calibration mechanics – the OK check-in, the tap-out,
and the lookdown – and integrates their use into broader systems for safety design.
Keywords: Calibration, larp, opt-in/opt-out, play culture design, safety
要約
この巻頭特別寄稿では,第一線のエクスペリエンスデザイナーのヨハンナ コルヨネン氏が,オプトイン(LARP
への参加)/オプトアウト(LARP からの離脱)の原則に焦点を当てた LARP 安全デザインの基本的な考慮事項を概
説している.
OK チェックイン,タップアウト,ルックダウンという三つの特殊な安全とキャリブレーション手法の歴史と
応用を説明し,それらの使用を安全デザインのためのより広いシステムに統合している.
キーワード:キャリブレーション手法, LARP, オプトイン・オプトアウト, プレイの慣習や流儀デザイン, 安全性
Editors’ Foreword
The moment a larp designer considers questions of safety, they will find no way around the pioneering work of Johanna Koljonen,
an award-winning author, critic, media analyst, playwright and, of course, experience designer. As co-founder of the Nordic Larp
Talks as well as the Alibis for Interaction conference and through her numerous articles and books, she has contributed to and
very much shaped what we call the Knudepunkt discourse, the discussions about larp and experience design emerging from this
annual conference. Her most recent achievement is the co-edited book Larp Design (Koljonen et al. =;?Y), which includes work
by many other leading larpwrights.
Born in Finland, Johanna Koljonen studied English literature at the University of Oxford, and has worked in Sweden, where she
is based, for most of her professional career. Outside the world of larp design, she is known for her work as a media analyst, and
lectures internationally on the near future of the screen industries and on interactive storytelling. Since 2014, she has authored
the annual Nostradamus Report for the Göteborg Film Festival’s Nordic Film Market.1 In her earlier career, she has been a cultural
critic and columnist, co-founded a production company creating cultural programs and documentaries for public service radio
and television, and as scriptwriter created radio drama, narrative iPad games, and her multi-volume manga-style graphic novel
Oblivion High (Koljonen and Rüdiger 2012; Koljonen and Rüdiger 2014). She served on the Swedish government committee for
literature during 2011-2012 and on the jury for the Augustpriset Literary Award in 2011. The Swedish Grand Journalism Award
in 2011 in the Innovator of the Year category represents one of her many accolades.
When we editors discussed the topic for this issue, calibration mechanics emerged as one important aspect of emotional and
psychological safety. Several such tools are the brainchild of Johanna Koljonen and now widely practiced in larp circles
worldwide but also adjusted to local circumstances. The Lookdown (see below), for example, spoke to the larp design in Japan
as it does interfere with other players’ style less than brake or cut/stop commands. We invited Johanna to contribute an introduction
to safety design with a focus on such calibration mechanics to this issue, of which you find the English version below. For English
readers and larpwrights, the discussed techniques may be familiar from previous publications. In this piece, however, Johanna
Koljonen offers adjustments and considers their place in a systematic approach to safety design. The Japanese version introduces
many of these techniques for the first time and it is our hope to begin a fruitful discussion about calibration and safety design that
crosses these two languagea.
1
See https://goteborgfilmfestival.se/nostradamus (accessed :;:;/;</:=).
This work is licensed under a Creative Commons Attribution 4.0 International License.
この作品はクリエイティブ・コモンズ 表示 4.0 国際ライセンスの下に提供されています.
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1. Introduction
In the following I will briefly discuss the
basics of designing systems for “safety” in larp and
suggest and analyse a few practical mechanics that
are commonly used in systems leaning on the optin/opt-out principles described. Most of the
conceptual terminology below was developed by
myself for the purposes of teaching larp design; many
of the underlying principles have of course been in
use for years or decades and are intuitively
understood quite well by many participation
designers.
In the last several years, however, verbalising
these concepts and principles has become more
urgent, both as a thinking tool for new designers and
to be able to have conversations about these issues
across play cultures and disciplines. Many larp
cultures producing otherwise impressive work
currently have no access to a conceptual apparatus for
considering their culture and safety design practices
on a theoretical level. In related fields like
participatory theatre and VR, questions about the role
of trust and well-being in interaction are only now
starting to be asked. This piece intends to provide the
most basic starting point for designers of narrative,
immersive experiences, with a focus on runtime
interactions.2
The advent of “international larp” – players
and designers traveling even to other continents for
larp experiences – has made visible the complex ways
in which the most fundamental assumptions of
players from different regions and play cultures can
differ. Running the same larp in different countries,
or for mixed international groups, revealed an
enormous number of new fail states in work that had
previously tested well and produced predictable
outcomes. Different sets of players could end up
playing the exact same design in a very safe or a very
risk-taking manner, perceive identical situations as
alarming or comfortable, or interact with the larp in
ways that were unsustainably incoherent with each
other.
The reason for these surprising outcomes
turned out to be fundamental differences concerning
what players take for granted, their implicit and
unquestioned assumptions about how to interact with
each other before, during, and after a larp, for instance
about whether co-players are conceptualised as
adversaries or co-creators. Such deep-seated
assumptions and the norms and practices resulting
from these notions is what I refer to as play culture. A
region or country can encompass many parallel play
cultures, and certain design traditions sharing some
2
The runtime is, broadly speaking, the part of the larp during which
characters are being played. The larp as designed can include other parts,
such as a check-in process upon arrival, structured workshops, unstructured
assumptions (but not necessarily all) can span across
several regions.
As an example, so-called “Nordic larp,” which
is my design tradition, shares some fundamental
assumptions with most local larp cultures in the
Nordic countries, such as play being collaborative,
and the goal that all participants regardless of
character position should have equally meaningful or
enjoyable experiences. Other assumptions vary
enormously. In Finland, where I am from, much of a
larp’s interaction engine is constructed through the
backgrounds, goals, and relationships of the
characters, which are therefore necessarily written as
part of the larp design process. In such a design
tradition, playing the character consistently as written
without deviation becomes a strong implicit norm
that must be adhered to even when play becomes
boring or directionless. In Swedish larps, where
players historically often wrote their own characters,
a character description (even when provided by a
larp’s designers) is even now culturally viewed more
as a starting point or suggestion, and can be adjusted
or overruled in the interest of playability or of
creating a cool scene for the collective. Even from
this single example we can see that fundamental
assumptions at work in any play culture are often
invisible to its members, are a product as well as a
shaper of local design traditions, and inevitably affect
all design choices, as well as how players are likely
to engage with and at unfamiliar larps.
This insight provided a major breakthrough in
my work, revealing as it did that the ways the players
interact with each other outside the runtime also
constitute a system. If that system is not intentionally
designed, and coherent with the runtime design,
players will always revert to their cultural norms and
implicit assumptions. This affects their interactions
not just with the larp and the co-players during
runtime, but also their preparation and their out-ofcharacter interactions with each other. In other words,
a significant part of designing any larp, and perhaps
especially larp safety, is about framing and guiding
participant expectations, and designing a culture for
the specific group of players of the specific work.
In Figure 1, design elements and actions
around a larp are illustrated on a timeline from left to
right. The two concentric circles represent the on-site
experience; it is notable that even during runtime,
out-of-character instructions and interactions shape
the participant experience. But that experience is also
affected by any number of external social dynamics
and cultural practices, and these interactions begin at
the first moment the project is publicly announced
(marked “A”). The public interactions continue
preparation time on site, act breaks with or without a facilitated process for
reflecting on or developing play, and reflection, decompression or aftercare
activities after the runtime.
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Larp Safety Design Fundamentals
Fig. &: Larp-Design Timeline.
through the lifetime of the work; for instance in "the
away audience" – people who are not participants in
the event, but who perhaps considered it, or came
across its marketing materials in another context, and
from a distance continue to follow and interact with
the larps' preparations, reputation, sometimes its
actual progression through social media, and the
narrativization of its outcomes. To what degree any of
the dynamics and practices mentioned as examples in
this image can be shaped or affected through design
is outside the scope of this paper; suffice it here to say
that the single most important step in larp safety and
calibration is player selection – in which enabling
participants to self-select for events that are suitable
for them is quite as important as any gatekeeping
functions on the larpmaker’s side.
This is also why an individual interaction
mechanic can never be ported wholesale to another
larp. It will interact not just with other mechanical
features of the system, but also with for instance the
level of trust established between participants at the
start of runtime.
“Larp safety,” therefore, is an umbrella term
not just for keeping participants alive and unharmed
– things like fire safety and weapons simulations –
but also for enabling trust and co-creation, for
example, playstyle calibration mechanics and
community design. All of these, however, always
interact with each other and all other design elements
of the larp in a system.
3
“Calibration” in larp refers to the many explicit and implicit ways that
players have to negotiate the style of play, its physical or psychological
6. Starting to Think about Safety and
Calibration
Your larp is likely to need some mechanics for
safety, opting out and playstyle calibration.3 Safety
mechanics are methods used to prevent or react to
dangerous situations; opt-out and calibration
mechanics give the participant control of their
experience, what content to engage with, and in what
way.
The most common safety mechanic is a word
that signals “I am speaking out of character.” In the
so-called Nordic larp tradition, a largely implicit
norm about never speaking out of character in the
play area during runtime (except when mechanically
required) is vigorously enforced. But even in such a
play culture some kind of stop word is needed, to be
able to immediately halt play in the event of a real
emergency or injury. Such a term should be intuitive
for your participants to use; “stop the larp” will work
in most contexts. Local play cultures can have a
formalised term for this, such as “time out” or “offgame.” The local signal for out-of-character
interaction tends to be so well established that the
event often forgets to actually teach it to new
participants, making it effectively useless. Should
you take only one lesson away from this text it is to
make sure your implicit safety design becomes
explicit at your next event.
Many larp cultures also use a parallel hand
gesture to signal that a player is out of character, for
instance making a fist and lifting the hand above their
head or making a T with their hands (for “time out”).
intensity, and sometimes things like genre, tone, and pacing. In the context
of this text, I will limit myself to the first two meanings.
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Having a code word as an alternative is still useful
since hands may be busy or tied, not all participants
can physically perform all gestures, and emergencies
may need to be communicated over long distances.
Generally, gestures that can be performed with one
hand are more accessible and practical than those that
require two.
In addition to the conceptual distinction
between being in and out of character, and some way
to communicate it, many play cultures employ a
specific stop word for emergencies. When I was
growing up in Finland, it was the English word “hold”
(which would never be accidentally mentioned at a
larp played in Finnish or Swedish). In Swedish
fantasy larp, “skarp skada” (Swedish for “sharp
injury”) is common. Stop word protocol requires
everyone within earshot to repeat the stop word to
help draw attention to the situation, and immediately
stop play until the emergency is averted or resolved.
The need to handle emergencies is fairly
obvious. But during play, other types of situations can
emerge where participants need to opt out – to choose
not to participate even when their character might or
definitely would. This can be for reasons unrelated to
the content (exhaustion, a call from a babysitter,
needing the bathroom) or because something in the
scene itself is not playable for the participant at that
time. Fundamentally, the reason is irrelevant: if a
player, for whatever reason, is so agitated they feel
they must stop playing, they are per definition not in
a state where they are able to play. Which means you
need some tool for handling such situations, as well
as a reasonable focus on preventing them.
To be able to opt out of a scene, participants
need to be physically, socially, and diegetically able
to leave.4 If your larp uses physical restrictions, like
being tied down or doors being locked, players need
to be prepared to let each other go directly, should
they need to. Depending on the larp, you might not
want to allow real physical restrictions anyway; if
you do, appropriate rules and protocols around this
must be integrated with your general event security,
including plans for fire safety and emergency
evacuation.
who is leaving does so for out-of-character reasons
and should not be stopped or questioned.
In-fiction, the person’s absence will usually be
entirely uncommented on, just like it would be if the
fictional character had left to visit the bathroom. If the
absence is notable, the players can usually glance it
over: “they’ve been held up, they needed to step
outside, we will speak to them later.” Fixing small
narrative inconsistencies on the fly is part of all roleplaying, and players are very adept at this. In
collaborative larps, these kinds of story negotiations
create a problem so rarely that a player from such
traditions might find it difficult even to imagine how
it could happen.
In competitive larps, that involve winning or
losing, a character stepping away in the middle of, for
instance, a conflict can be perceived as unfair to the
other players. For such a larp, you might want to
provide a mechanical solution that allows the
outcome of the scene to be resolved without being
played out. To lower the social cost of using such a
mechanic, you can design the player culture around
your competitive larp to fundamentally be
collaborative, relying on principles such as “players
are more important than larp.” Making these values
explicit and acting on them consistently yourself will
remind your players to treat each other as humans
first and adversaries only within the fiction.
But even in collaborative larps situations can
occur where players would sometimes benefit from a
narrative workaround to keep their stories coherent if
one person leaves. In a prison larp, for instance, you
could decide that a player can at any time leave a cell
because their character has been “called to speak to
the warden.” In other larps you might even be able to
prevent the social cost and narrative strain of opting
out entirely on the level of the fiction, for instance by
designing the fictional culture so that leaving a
situation is always socially acceptable. Most elegant
is to integrate the opt-out metatechnique with the
narrative explanation. In the Westworld-inspired
Conscience (Spain, 2018), players of the android
hosts could always state a need to leave a situation
using the code words “battery low.”
Leaving a situation should come at no social
cost for the participant or the character. For instance,
most people will find it difficult to pause a group
scene to say out of character that they will need to
step away. For this reason, a hand gesture, such as the
lookdown (a flat hand in the air in front of the eyes,
looking down), is more convenient (more on this
below). It can signal to other players that the person
Finally, you might need mechanics for
playstyle calibration. These allow players to fluidly
keep a scene in line with everyone’s personal
boundaries, while telling very nuanced stories
together even on difficult topics. Depending on the
content of your larp, calibration may be needed for
physical consent (what can happen with my body),
narrative consent (what kinds of stories can I
participate in at this time), and playstyle intensity
4
In larp design discourse, “diegetic” is used in its film studies sense,
meaning “existing inside the fiction;” something is diegetic when it is
present or real for the characters, not just the players. This is confusing to
theatre professionals, but perhaps also a useful reminder that larp is not a
descendant of theatre but its own beast entirely.
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Larp Safety Design Fundamentals
(what kinds of behaviours can I be part of or subjected
to at this time).
slightly or significantly more intrusive, and always
test them in context before your larp.5
Playstyle intensity is the top-level term. Some
larps and larp cultures might require separate consent
negotiations for specific types of actions, such as
kissing (physical) or killing a campaign character
(narrative). In others, such situations can be avoided
or resolved through rules that apply to the entire larp
(“no physical touch is allowed;” “no character can be
killed until the last act, but then every conflict leads
to a death”), or as part of a playstyle negotiation, or
by enabling players to opt out from specific play
before it happens.
Always make the players and runtime staff
practice your safety mechanics together before the
runtime; otherwise, they are unlikely to be used. That
is then worse than no mechanic at all, since it will
make participants feel safer than they are. The same
goes for opt-out and calibration mechanics. For these,
the potential consequences are generally less dire;
most people will be fine even if they experience a
scene in a fiction that they rather would not have.
However, participants do rely on these tools for
instance to ensure that they will not need to engage
with themes or situations that might trigger trauma or
phobias.
@. Intrusive and Discreet Mechanics
An extended out-of-character conversation
about story consent and playstyle intensity will
always be the most nuanced and specific negotiation
mechanic, but also the most intrusive: It pauses the
action inside the diegesis and is both unwieldy and
time-consuming in multi-player interactions. At the
opposite end of the scale you would find
metatechniques that are discreet – often invisible to
anyone who is not in the situation.
Inside Hamlet (Denmark, 2015) adopted the
tap-out, two quick taps on the co-player’s arm, as
both an opt-out mechanic and a calibration mechanic
(more on this below). In addition, the larp had verbal
mechanics for escalation (inviting an escalation of
playstyle or conflict intensity) and de-escalation (an
instruction to the co-player to dial it down). In this
case, the escalation mechanics, too, were discreet: the
words “rotten” or “pure” slipped into a sentence.
By contrast, BAPHOMET (Denmark, 2015)
employs no verbal escalation mechanics, but
combines the tap-out with an escalation gesture –
scratching the co-player’s arm or calf. This choice
makes sense in a larp where many interactions are
non-verbal, and players will interact in close physical
proximity.
With almost any mechanic or other design
element your design needs, you will face the choice
between making them intrusive, discreet, or
somewhere in between. In most cases you will make
this choice on aesthetic grounds. But when it comes
to safety, opt-out, and playstyle calibration, which are
central to your participants being able to avoid
dangers and play under stress, you also need to be
very practical. The most discreet mechanics work
poorly in hectic or high-adrenaline environments, or
with players who are not very attentive to each other.
If you are in the least doubtful, make the mechanics
5
Because complex multi-day events cannot be tested at scale, larp
traditions where those kinds of events dominate have tended to do no
On this individual level, opt-out and
calibration mechanics can be conceptualised as safety
mechanics as well (and indeed, “safety mechanics” is
often how all of them are collectively referred to). For
this reason, you must pay particular attention to
designing, communicating, and practicing them, and
ensure that your other mechanics, design choices, or
play culture do not undermine their use.
D. Basic Cultural Norms for Opt-Out
Designs
Safety and calibration mechanics have to be
coherent with each other and the overall design and
not hinder the player from engaging with the meat of
the experience, whatever that is. You need to either
design your mechanics for your player culture, or redesign your player culture around the mechanics.
Designing and framing player culture for your
larp is a whole field of its own. But fundamentally,
you need to consistently demonstrate the tone and
values you are going for in all of your interactions
with
the
participants,
including
written
communications before you’ve even met. In addition,
by the time the runtime starts, you need everyone to
understand not just the larp’s fiction but also its rules
and mechanics, trust that they know how to use them,
and ensure they feel safe enough to actually do so
even when it could create a slight interruption in the
fiction or some social discomfort.
In practical terms this means that unless all of
your players already know each other, you need to
gather them together out of character before the
runtime. Even if you just ask them to introduce
themselves to a stranger, a short pre-larp workshop
helps them see the players and characters as separate.
If you use safety or calibration mechanics, you must
also make your players practice them together. This
applies even if they all already know them; without
testing at all, even though elements, mechanics, and technologies can of
course be tested in sections. Luckily this is changing.
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practicing them together, the ensemble is much less
likely to use them, or use them correctly. Whatever
else you need to achieve with your players in this prelarp time – like figuring out who plays whom, or
practicing a dance, or moving chairs around – you
should design those activities to support the player
culture you are trying to achieve.
In very competitive play cultures, I find it
helpful to make the participants say out loud together
during the workshop that players are more
important than larps. To some it will be a novel idea,
but if they stop and think about it for one second, of
course they would rather skip or adapt a cool scene
than hurt another person. Some people have just
never taken that second, and providing a formal
framework for them to do so is a good investment of
time in the workshop.
An important rule to establish while practicing
any kind of opt-out mechanics – mechanics that allow
individual players to fluidly opt out of scenes that
other participants are actively engaging in – is to
never pressure a player who needs to leave a situation
to talk about why that is. The reason might be deeply
personal, a physical condition or an emotional state
unrelated to the larp but intensified in the situation.
As opt-out mechanics are rehearsed it should
also be communicated that one should not take
offence if a co-player opts out. In larps with players
from differing play cultures, I literally make
participants repeat the words “it’s not about me” out
loud during the workshop to remind them not to take
it personally.6
To make it easier for participants to state
boundaries in calibration negotiations, and support a
culture where opting out is easy, I remind participants
that the appropriate response when someone states a
boundary is always “thank you.” If you invite
someone to some kind of play escalation, and your
co-player turns you down or makes a countersuggestion, they are giving you a gift – a gift of trust
– and you must thank them.
In our lives, most people automatically react
with shame or feel rejected if a social bid we make is
turned down. Shame and rejection are powerful
emotions, and all of us have at least sometimes
reacted to being made to feel that way by lashing out,
saying something snarky or getting aggressive.
Unfortunately, we have probably also experienced
other people reacting like that towards us when we
state a boundary. Many of your participants –
especially those socialised as women or belonging to
minorities – will have learned in life that it is better
or safer to stay quiet or remain in an uncomfortable
situation than to draw attention to their discomfort.
6
I also take care to mention in passing that if people opt out of play with
you repeatedly, you might in fact be out of sync with the tone of the larp,
They will often allow themselves to be miserable or
fearful out of sheer habit, even in a larp to which they
have come for entertaining or fulfilling experiences.
This socialisation runs deep and obviously
can’t be broken by a single larp workshop, but
temporary norm systems and verbal habits can be
established very rapidly in a group and thankfully
they will partly override our internal anxieties. This
is why I make participants thank each other out loud
for stating boundaries in calibration exercises: I need
them to feel in their bodies that in this context, taking
responsibility for your own experience and
boundaries is desirable and celebrated. Sometimes
the rules will also require them to thank each other
after negotiations during runtime. I might say, “Why?
Because some people need reminding that – say it
with me – players are more important than larps.”
In workshops where I use catchphrases like
these, I tend to return to them a few times and always
make everyone say the words together. This is a basic
social hack, as shared rituals create trust within a
group automatically. After a while, repeated language
also becomes good for a laugh, and making people
smile or laugh together is even stronger social magic.
K. Limiting Co-Creation for Safety
The part of a larp event in which mechanics are
practiced together is often referred to as a workshop,
and it is common to also use “workshop” as a verb –
“you must workshop the calibration mechanics.” In
other arts, like theatre or writing, workshopping
something means iterating on it together, and a larp
workshop often includes such elements; for instance,
participants may communally develop some of the
rituals and practices of the fictional culture within the
frame of the design. It is however vitally important to
understand that participants do not get to design or
introduce safety or calibration mechanics.
It is astonishingly common at larp events with
players of different backgrounds that a player will,
during a safety briefing or calibration workshop,
suggest additional or alternative mechanics that they
are familiar with from other larps. If the briefing is
not facilitated by a member of the core design team,
the facilitator may agree to the suggestion on the spur
of the moment, especially if many of the participants
seem to approve. Everyone is obviously acting from
the best intentions, but it is a terrible practice.
Every additional rule or mechanic adds to the
players’ cognitive load; more rules does not equal
better or safer. Besides, every rule and mechanic the
larp needs should already be in place and tested at this
point. Spontaneous additions are unlikely to cohere
and could come have a chat with a team member to see if they have
suggestions for something you might adjust in your play.
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Larp Safety Design Fundamentals
with the elements already in place, or to align with
the larp’s overall aesthetics. In the worst-case
scenario, the participants are divided into smaller
groups for the briefings, and spontaneous game
design is added arbitrarily for some players but not
for others; I am sorry to say I have experienced this
more than once at high-profile events.
As you try to shut such spontaneous
contributions down, players may argue that familiar
rules and tools are easy for them to use. That
assumption is not inclusive of new participants or
even factually correct for co-players from other play
cultures. If some or all of your players come from a
regional larp tradition with internally consistent
design elements across events or systems, but your
event is different, it is in fact important to explicitly
verbalise that they should not introduce jargon or
metatechniques from their home larp.
Some of your participants may never
previously have come across a person at a larp who
did not recognise a time-out gesture or understand
what “OOC” means. But if they assume such
traditions are universal, they risk creating confusion,
exclusion, and at worst dangerous situations.
In the Nordic larp tradition in which I design,
larps are most commonly one-shots with bespoke
systems, and players know that they will need to relearn rules and mechanics from scratch for every
event. This represents no great effort, as the tradition
is also rules-light. Even when combat rules are
required, a rules set rarely exceeds five pages; as the
themes and general situations of each larp are known
in advance, there is no need for hundreds of pages of
sandbox system covering every potential type of
interaction that could hypothetically occur during a
multi-year campaign. Safety and calibration tools, too,
vary between events, or can be recycled in subtly
different ways, requiring players to re-learn their use.
In the last few years, three safety mechanics I
was involved in designing or popularising took on a
life of their own. The tap-out, the lookdown and the
OK check-in were suddenly showing up at any
number of international events, even becoming
included in official rules-sets of some popular
campaign
systems.
Indeed,
players
have
enthusiastically tried to introduce these mechanics
even at events where I myself am giving the safety
workshop. That I – kindly of course – refused to allow
it is as good an illustration as any of the principle I
am trying to make clear: Even a good mechanic does
not fit every player group, every larp, or every system.
In the following, I will describe the three
mechanics in minute detail, and try to offer both
variations and approaches for evaluating whether and
when they might be useful for you.
Sidebar ): OK Check-In Basic Procedures
One person makes the “OK” hand sign at
another one. This indicates the question “are you
ok?” The other player responds in one of three
ways (see Figure 2).
1. Thumbs up – means they’re OK and play can
continue.
2. A level hand – means the player does not quite
know how they feel, or that it’s neither very good
nor very bad. This should be treated as a thumbs
down by the person doing the asking.
3. Thumbs down – means the player is actually
not OK and should be extracted from the situation.
Fig. 4: OK Check-In Hand-Signs
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RPG 学研究 | Japanese Journal of Analog Role-Playing Game Studies : (<=<=)
M. Toolkit: The OK Check-In
The OK check-in is an interaction mechanic
allowing for players to communicate with each other
out of character about their well-being without
pausing the flow of play around them. It is a largely
US invention. Flashing the “OK” symbol as a gesture
to indicate concern for a player without pausing play
seems to already have emerged in 2009 or 2010 in
some US larp circles; in all likelihood it was adopted
from scuba diving. In the basic variant, the other
person responds with an OK sign, or not, in which
case they are in distress. Larp variants have
previously used a thumbs up or thumbs down to
convey positive and negative responses.
In 2016, American designers Maury Brown,
Sarah Lynne Bowman and Harrison Greene provided
an interesting tweak of the technique for Learn Larp’s
destination event New World Magischola (NWM), a
US larp that exposed many players for the first time
to European-inspired design choices like
collaborative play and designing for deep immersion
into character emotions.7 It was assumed that players
might be alarmed by, for instance, seeing their coplayers cry real tears, and therefore be in need of
checking whether they were role-playing or unhappy.
It was also clear that players new to this style of play,
playing with people they had only just met, might not
feel socially comfortable admitting to being in real
emotional or physical distress. The OK check-in
mechanic was created to assist with these situations,
and it is this version that is explained below (see
Sidebar 1 and Sidebar 2).8
Later that year, when I was designing safety
and calibration techniques for Participation Design
Agency’s End of the Line – originally a Nordic larp
for a largely European audience – at the World of
Darkness-themed Grand Masquerade convention in
New Orleans (2016), I had the pleasure of
collaborating with Bowman and Greene, with a lot of
support from Brown, in figuring out how to make the
Nordic design playable in the local culture. End of the
Line is set in a nightclub, and involves a great deal of
physical contact, including simulated sensuality,
violence, and drug-taking. In the original design, all
of these elements are taken for granted. But in New
Orleans, our player base was exclusively US Vampire
players who would be used to more abstract
7
Generalising about US larp as though it is one thing is absurd;
Massachusetts alone probably has as many larpers as the Nordic countries,
regional differences are enormous, and there is a vibrant scene of indie oneshots. But the most visible and popular types of US larp, regardless of genre,
do have many qualities in common that are very different from any Nordic
larp tradition. They tend to be competitive in design and play culture, based
on complex statistical rules systems, and produced within an environment
that rewards campaign play – returning customers – through correlating
access to the most meaningful play experiences to seniority as a player
within the franchise. Whether the event is run for-profit or not, players tend
to conceptualise the event as a commercial service, which should provide
value for money, rather than as an opportunity to create something together.
representations of violence, and often rules systems
that forbid touching entirely, so we ended up using
the OK check-in here as well. From these two sources,
the OK check-in spread like wildfire through player
communities that had often not had access to any
similar tools at all.9
You should codify what the appropriate
response to the latter two signals are. If your players
are not very used to these kinds of mechanics, you
should offer them a script. At End of the Line in New
Orleans, we offered “can I walk you to the off-game
room” as an appropriate script. (The off-game room
was an out of character space staffed by an organiser
with listening skills and cookies).
The middle option – the level hand – is there
to hack the default reaction many people have of not
wanting to be a bother. Most people find it easier to
say “meh” than admit that they are suffering,
especially if they’re not suffering, just uncomfortable.
Introducing the OK check-in into your larp design is
an explicit signal to the players that they are never
required to stay in a situation that makes them
uncomfortable. And while this may seem counterintuitive, we have found consistently that making this
explicit makes people braver in play. Knowing they
will never be forced by rules or social pressure to
engage with a scene they really do not want to, most
players can push themselves closer to their own
boundaries when it is appropriate.
Sidebar 9: OK Check-In Add-ons
For the New Orleans run of End of the Line, we
added two additional signs to the basic procedure.
• Unprompted thumbs down – players could use
the thumb down sign to spontaneously signal to
other players they were uncomfortable. The
thumbs down signal could also be used to signal
to the two photographers (who were
photographing both in-character and out of
character) that the player did not wish to be
photographed at that time.
• Double thumbs up or big smile thumbs up –
when checked in with, especially in a one-on-one
situation,
signalling
ENTHUSIASTIC
CONSENT in this manner would work as a
positive signal to actively continue with whatever
you’re doing.
8
Many players only had experience of systems in which injury is
represented through loss of hit points. To them, the more immersive nature
of Nordic style larp, where physical and emotional pain was represented
through role-play, was concerning as well alluring. How would they know
whether a co-player was hurt? Providing a mechanic to find out was
important for mitigating this worry.
9
Between the first four runs of NWM, in June and July of :;=Y, and the
New Orleans run of End of the Line in early September, about [\; players
from a wide range of local larp cultures from across the USA and beyond
were exposed to this type of design.
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Larp Safety Design Fundamentals
Providing three options also forces the
recipient of the question to pause slightly longer to
evaluate how they feel. A player who is overwhelmed
by intense play may not even notice that is why they
are feeling down, especially if they do not have prior
experience of strong physical or emotional reactions
to fictional situations.
P. What the OK Check-In is for
There are many different ways of feeling “not
good” in a larp. The character might be in a situation
the player does not care to engage in (but remains in
out of politeness, or because it happened gradually,
and the player never stopped to consider how they
were feeling as the situation changed around their
character). The player might find themselves in a
physical situation that makes them feel unsafe, or
interacting with players they, upon consideration, do
not trust. They might still need the prompt of a checkin from a co-player to realise what they’re feeling and
stepping away. That co-player might be a passer-by,
or someone in the scene.
Sometimes you’re in a one-on-one roleplaying situation that gets intense, perhaps violent or
intimate. One thing leads to another, and now your
characters are screaming at each other, or necking, or
perhaps your character was just stabbed by an
assassin with a latex knife, ending the life of a
campaign stalwart. If you’re not sure your co-player
is entirely into whatever is going on, or whether
they’d be less into it if they stopped to consider, or if
the content is not typical or obvious to the larp, or the
whole thing was a bit of a surprise, or something
meaningful and important (like a campaign character
death) just happened, it’s a good idea to check in with
the other person.
If your larp allows play on potentially
traumatic topics, or it has no particular stance on them
and an intense theme comes up emergently, check in
with your co-players. Especially if someone is
looking a little queasy or studiously making an
aggressively neutral face. In fact, if at any point in the
larp you find yourself wondering about whether
another person is unhappy in character, or in real life,
or if something just feels off somehow – check in. If
you don’t, your worry will distract you from your
play experience. If it’s nothing, you’ll be relieved. If
that person needs the nudge of the check-in to take
care of themselves, or your help to get out of a tricky
situation, you’ll be happy you did. And if they are
absolutely fine, they will be happy to know you cared
enough to check in.
R. The OK Check-In as Part of Your System
The OK check-in is a safety mechanic,
because it’ll help you identify and help co-players
who are unhappy, ill or in some other way incapable
of removing themselves from some situation that’s
doing them no good and might at rare occasions
actually be harmful. It can also be used as a sort of
rough calibration mechanic, to check in with the
other player about how they feel about specific
ongoing kinds of play. In a larp with other calibration
tools, it will mostly be used for safety, but it also has
the important effect of enforcing a culture of care – of
demonstrating that the participants live by the
principle that players are more important than larps.
In a larp with extensive negotiation and
players continuously stepping out of character to talk
about their feelings, it is probably redundant. In a
very collaborative play culture with a player base
comfortable with reading nuanced, high-definition
interactions, it is unnecessarily clunky. Or it might
not be a match aesthetically for what you’re doing, in
which case you might want to use something different
that produces the same results.
I can imagine larps where the OK check-in on
its own – at least with the unprompted thumbs down
addition – could function as the single safety and
calibration mechanic. But as with all your design
choices you must also keep in mind the physical
realities of your larp and venue. Performing the OK
check-in requires participants to have at least one free
and mobile hand and an undisturbed sightline to the
co-player. In chaotic, high-adrenaline scenes with
multiple players acting at the same time, it is entirely
useless. If those kinds of situations are a likely feature
of your larp, the OK check-in may be inappropriate,
creating a false sense of safety only to fail when the
larp hits its stride.
U. Toolkit: The Tap-Out
The tap-out is a physical mechanic for players
to communicate to each other about their limits. As
an interaction mechanic it is so obvious that I would
assume it’s been “invented” independently in a bunch
of larp communities, although I’m relatively certain I
personally hadn’t come across it before I introduced
it in my calibration design for Inside Hamlet (see
Sidebar 3). I’m not entirely sure where I picked the
concept up myself, but would assume it was from pro
wrestling.
When someone taps out, you do not ask them
why, and they should not tell you why. This is to
protect both of you and all the other players. Maybe
they tapped out because you have terrible breath – do
you really want to have a conversation about that
right then? Maybe they tapped out because the
dialogue suddenly reminded them about a horribly
dysfunctional or traumatic situation in their past.
Maybe they tapped out because it’s the middle of the
night and they already went to bed once and now
they’re not wearing a bra and feel weird about it – this
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RPG 学研究 | Japanese Journal of Analog Role-Playing Game Studies : (<=<=)
Sidebar ;: Tap-Out Basic Procedure
1. To perform a tap-out, you tap your co-player’s
arm or another convenient part of their body
twice, and repeat this action as many times and
as hard as you need to get their attention.
(Typically, once and quite softly is enough).
2. Everyone stops what they’re doing. If you are
holding someone, you release them; if you are
screaming, you take a break from screaming; if
you are blocking someone’s path, you make
sure they are free to go, and so on. Please note
that not all situations have an “active” or a
“passive” party, and even when they do, the
active party is just as free to tap out as the
passive party.
3. In this tiny break, the person who tapped out
can choose to either stay or go. If they need to
go, they are allowed to go, no questions
asked. In the larps I’m involved with, usually
this means both the player and the character
leaves the situation. (See below for discussion
of this). If they stay, it means they’d like to
continue the scene, but with just a little less of
whatever was going on. Less screaming, less
sexuality, less restriction of movement…
Everyone dials it down a bit, and play
continues, no out of character language
required. (Unless it is required, in which case
you speak, but see below).
is where it’s helpful to have practiced the attitude “it’s
none of your business. And it’s not about you.”
Not talking about why has a double function.
It avoids the creation of a hierarchy of differently
valid reasons for self-care. It also creates protection
for people who tap out for very private reasons. To
put it bluntly: if you’re only allowed to tap out
because of rape trauma, no one will tap out, because
they may not want to share that experience. So, you
need to be able to tap out at any time when something
in the situation is making role-playing too difficult, or
even impossible. Getting used to using the tap-out for
minor discomfort (someone’s standing on my foot)
also makes it likelier to work for major discomfort
(the scene is about to move into the themes of a major
personal trauma).
However – the player who taps out may offer
suggestions on playstyle without needing to say
why they have that preference. For instance, they
could discreetly say, “can we continue but without
you blocking me in physically? The screaming is fine,
you can scream more if you’d like.” Saying this is
easier if one has previously practiced verbalising
minor issues, for instance whispering “you’re
standing on my foot” if a co-player forgot to take a
step back as they stopped the action at tap-out.
Appropriate responses to these kinds of instructions
are, for instance, “great, thank you” and “sorry, thank
you.”
If you can’t reach your co-player, or if it’s a
multi-player situation, you can tap yourself twice on
the chest instead. This still requires a line of sight
though and may not work at all larps, for instance if
it’s dark or many people interact in confused
situations. At our New Orleans run of End of the Line,
we used the lookdown as a parallel to tap-out for
when you’re not in reach (more on this below).
1V. The Tap-Out as Part of Your System
The tap-out is a safety mechanic in the indirect
sense of empowering participants to exercise selfcare and monitor their enjoyment and limits before
they become too tired or overwhelmed to be attentive
to their surroundings and co-players. Fundamentally
though, it is a calibration mechanic – specifically a
de-escalation mechanic – a tool for active player-toplayer communication about playstyle intensity in a
specific situation.
The tap-out can fruitfully be combined with
other playstyle negotiation techniques, but even there
its purpose is to sort of say, “OK, that thing we agreed
upon [whether explicitly or implicitly], having now
experienced it so far, I now know this is where I do
not wish to explore that further.” Or “Huh, I see that
those words meant something different to you than to
me, here’s my limit.” Or “Hey, I got really into this
scene, and I think you did too, and I just realised I’m
not going to be cool with it tomorrow if we continue
so we better stop.” All of these are good reasons to
calibrate play and difficult to verbalise in an agitated
state. That is why the tap-out is convenient and, dare
I say it, elegant.
There are some additional rules and
requirements needed for it to work. For starters, all
players must have at least one hand free at all
times. This should be in your rules, and for a larp
where some kind of physical grappling is likely to
occur participants need to practice either leaving one
hand free or using a verbal fallback. It is also often
bad safety design to allow actually tying people up –
you can pretend tie them up. You should also
remember in all design choices that not all players
necessarily have the same number of limbs or the
same mobility.
Most importantly, because of the linear nature
of time, you can’t tap out to prevent something that
has already happened. If tapping out is at the core of
your safety and opt-out design, it must be combined
with an additional “no surprises” rule of some kind
that actively forbids actions like jumping people or
grabbing them from behind. Essentially this requires
slow escalation and players telegraphing their intent
clearly.
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Larp Safety Design Fundamentals
This is sometimes called bullet-time consent.
Basically, you play certain types of actions – like
violent or sensual – in slow motion, perhaps
verbalising your planned actions if narratively
appropriate, allowing the other player to make active
choices about how to position themselves, how to
react, and whether to tap out.
This does not work at all in action larps with
high-paced, physical combat mechanics (unless
slowing combat down to bullet-time is aesthetically
appropriate and built into the system). That kind of
larp usually requires play style intensity to be
negotiated before interactions or within the combat
rules, leaving tap-out to function only for signalling
physical discomfort. But bullet time consent works
very well in larps with a languorous aesthetic – even
dark and violent ones, if the tone is about a creeping
threat, and violent altercations are all meaningful and
built up to.
In Inside Hamlet, we combined bullet-time
consent with tap-out and verbal escalation and deescalation cues to slip into a sentence, allowing play
intensity calibration to happen entirely without
obviously breaking character. Participants were also
encouraged to do a quick, discreet out of character
negotiation if they wanted to do something entirely
unpredictable, which sometimes happens in that larp.
At End of the Line in New Orleans, where most
players were new both to naturalistic-looking
simulations of violence and intimacy, and to consent
mechanics in general, we combined tap-out with a
very detailed verbal out-of-character consent
negotiation that might take half a minute or longer to
perform. To Vampire players used to performing
interminable abstract conflict simulation within the
Mind’s Eye Theatre system, where character play
may well be paused for half an hour or more, these
negotiations still felt fluid and discreet.
In the 2017 reruns of the same larp in Berlin,
such US larpers mixed with European players already
accustomed to a physical play style and very light
mechanics. To the Europeans, the consent negotiation
mechanics felt very clunky, and they typically did not
end up using them in interactions with co-players
they knew and trusted. This is bad because it is likely
to drive players to prioritise interactions based on out
of character trust rather than narrative logic. In
retrospect, then, that system was successful for US
players but a failure in the mixed group. Instead, the
workshop should have been redesigned to create
more cohesion within the total player group, and to
establish enough trust to make the US players feel
safe to use slightly lighter mechanics.
11. Toolkit: The Lookdown
The lookdown is an opt-out mechanic. It was
invented in the spring of 2016 in a bar in Oslo, during
a casual conversation between me and larp designer
Trine Lise Lindahl, who suggested the gesture. A few
weeks later in Austin, Texas, I mentioned the
mechanic in a talk at the Living Games conference. It
got a big reaction in the room, and was immediately
picked up for some games, including most
importantly New World Magischola (NWM; USA
2016), where it was named.10
At End of the Line we used the lookdown in
two ways:
1. as a visual cue that the player (rather than the
character) was opting out of a situation. Let’s say
I as a player walk into a room where sex acts are
being simulated. It’s obviously not for real, but it
looks real enough, and while everyone else is
larping like mad, I perhaps realise that whatever
my character feels at the sight (shock, dismay,
desire) is not what I feel interested in playing on
right now. Then I can use the lookdown while
leaving the room to signal, basically, that the other
characters should not follow or engage with my
character.
2. as a parallel to the tap-out. In End of the Line the
lookdown was how you tapped out if you could
not reach the person you were playing with, or if
you were interacting with a number of players
simultaneously and tapping out seemed
impractical. It followed the exact same two step
procedure as the tap-out, outlined in Sidebar 4.
It is absolutely possible to use the lookdown
exclusively in the first meaning (which is what, for
instance, New World Magischola did – with an
interesting tweak, see further below). The point of the
first usage is to allow for a distinction between:
• your character being upset and leaving, in which
case interesting play is generated only if someone
sees this and reacts to it (ideally coming to talk to
your character about it, or to beat them up, or
whatever fits) and
• you the player choosing not to engage, in which
case of course you do not wish to be interacted
with about that, preferring to find play
somewhere else.
To enable play on character upset, then, a
gesture to indicate when it is in fact the player
extracting herself from a situation makes perfect
sense. This is the “classic” lookdown, and if you use
it in your larp, you will most often give the gesture
this meaning only.
10
NWM’s complex but well integrated safety and calibration systems
were by Maury Brown, Sarah Lynne Bowman and Harrison Greene (for a
documentation, see Brown :;=Y).
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However, it is also possible to use the gesture
in the other way outlined above – “parallel to tap-out.”
The existence of this second usage then of course also
allows the potential third option of using lookdown
as the only gesture for tap-out (that is, using
lookdown without allowing the shoulder-tapping
gesture). In End of the Line, the lookdown would not
have worked as a replacement for tap-out, as we knew
in advance that many intense situations, like neckbiting, would mean the participants could not see
each other’s faces. The tapout, on the other hand,
works great at that distance but is not very practical
in dynamic multi-player situations or across a room.
Since we were already using lookdown in its first
meaning, “I do not want to see/play on this,” it was
practical to activate an additional meaning for the
gesture – to indicate tapping out – instead of
introducing additional hand signs.
Sidebar ?: Lookdown Basic Procedure
1. To perform the lookdown, you raise your hand
clearly in front of your eyes like the See No Evil
monkey (see Figure 3). It makes sense to not
actually shield your eyes, so you can see what’s
happening in the room, which in practice means
you’d keep your hand at brow level and peek
out under it, looking down. Hence the name.
• If you then turn around and leave, you have
used the lookdown in its first meaning – to opt
out of a scene, signalling to the people playing
in the scene that they should not follow you, but
also not stop – “keep playing, you guys, I’m
cool over here.”
• In the larps I’m involved with, usually this
means both the player and the character leaves
the situation. For this to work seamlessly, it has
to be feasible within the fiction for any
character to walk away from any scene.
• If you remain in the situation – assuming of
course that the larp is using the lookdown as a
parallel to the tap-out – the tap-out procedure is
activated as follows.
2. (Optional, depending on your design). If
someone gestures “lookdown” and remains
in the room, it is essentially a tap-out, and
everyone stops what they’re doing. Most
importantly, if you are holding someone, you
release them, to allow them to leave the scene
and the room if they want to.
• If they need to go, they are allowed to go, no
questions asked.
• If they stay, it means they’d like to continue
the scene, but with just a little less of whatever
was going on. Less screaming, less sexuality,
less restriction of movement… Everyone dials
it down a bit, and play continues. (See above
under tap-out for more details about this).
Fig. &: The Lookdown
When designing any kind of rules system,
especially rules or mechanics to be used in an agitated
state, minimising cognitive load is an important
design parameter. In other words, having as few
mechanics as possible and making them really easy
to remember and use. Covering your eyes when there
is something you’d rather not see is about as intuitive
as it gets.
16. Playstyle Intensity Conflicts and
Calibration Design
At End of the Line runs for US players we used
the lookdown in both of the meanings described
above: as an opt-out mechanic and as a parallel to tapout in multiplayer situations or at some distance.
These were combined with detailed negotiation
scripts. You would ask for consent to escalate to
certain types of content (sensuality, violence, or
“feeding” – vampires drinking someone’s blood) and
then negotiate the playstyle of said content (how
physical, how abstract, any other limitations).
This combination of mechanics made it
theoretically possible for a player to enter a room
where a scene was already going on, and where play
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Larp Safety Design Fundamentals
intensity had been negotiated before they arrived,
make contact with one of the players, and directly use
the lookdown-as-tap-out – effectively demanding that
all the players already in the scene would lower their
playstyle intensity to allow the newcomer to join in at
a level that is comfortable to them.
While to my knowledge this has never
occurred, I am mentioning it because it reflects a
common worry among vocal opponents of calibration
systems, namely that one single super sensitive or
overzealous player could keep everyone else from
playing in whichever style they want. Not just within
direct and emergent interactions with that specific
player, which of course is specifically the purpose of
any de-escalation mechanic, but also in interactions
between players with other comfort levels.
This objection is interesting in a number of
ways. I will touch upon the norms implicit in the
concern below, but first discuss it in the context of the
specific example and as a design problem generally.
To begin with, if indeed some players were to
use the tap-out, the lookdown tap-out or another deescalation mechanic proactively in this manner, it
would likely be because it reflected a player need
relative to the system. This is a nice way to say that if
this happens, maybe your calibration design is not
optimised for the kind of larp you’re making or the
kinds of players you have recruited. For instance, if it
is important for the development of the larp’s plots
that no characters can be excluded from vital scenes
because of the players’ comfort levels, you should
lock your simulation mechanics on a level that is
likely to be playable for all your players.
If you absolutely have to have interactions so
intense they need to be optional, they should then by
necessity be truly optional – that is to say, when I the
player enter a room where torture is simulated in a
way I’m not comfortable engaging with, either there
should be no loss for the larp if I turn around and
leave, or alternatively I should be allowed to enforce
my comfort level on the other players. Whether the
other players privately feel I’m a buzzkill or not
should be completely irrelevant.
In actual practice, however, people do not
always react constructively. If some players let slip
that they feel lower intensity play is annoying, other
players will feel this as a kind of peer pressure, and it
will affect how likely they are to use the calibration
tools. This actually means that using a de-escalation
mechanic proactively is not a very practical tool for
“forcing” a lowered intensity on a group of players
one might like to join. Since most players will be
embarrassed to “interrupt” ongoing play to ask for
playstyle adjustments, they are much likelier just to
not join the scene, or alternatively to throw their selfcare to the wind because of imagined (or actual) peer
pressure. Even so, if this is your design, and
participating in the scene is vital to the play
experience, and you have provided no other mechanic
for adjusting playability, some players will very
reasonably use de-escalation mechanics proactively
to lower the play intensity of others.
If this conflict arises, it is because your players
entered your larp with the expectation that they can
always (rather than occasionally) set play intensity as
high as they please, and with a norm system
suggesting that higher intensities or more realistic
simulations are somehow “better.” If this is their
expectation, using the calibration mechanics you
have chosen will be socially costly – in other words,
they won’t work, and your design is poor.
Please note that in this situation, if you are
committed to your design, the problem is not created
by the person who needs to make a room of coplayers lower playstyle intensity. It is the players who
are provoked by this action who are not suitable
participants for an event that employs those rules. I
cannot emphasise this enough: The “problem” here is
not the player who follows the rules, but the players
who shame them for following the rules.
You have caused this problem yourself, in up
to three ways. You may have recruited players who
are not a cultural fit for the design. You may have
failed to establish a play culture that would make all
players invested in each other’s experience even at
the cost of compromises – which, ironically, often
produces enough trust to make people comfortable
with much higher intensity play. Or, you have chosen
a system that does not match the expectations and
norms of your player base.
If enabling intense interactions is truly
important to your larp – if your larp is perhaps
specifically geared towards exploration of physical
situations – it is better to just use lookdown as an optout tool without any other function. This will give
players less control over each others’ experience. You
can still combine it with the tap-out (as a separate
gesture), so that people who are in direct personal
interaction – perhaps even limited to being in
physical contact – can opt out or de-escalate fluidly
as the need arises.
Or, you could be much clearer about what
kinds of situations can arise in the larp, offer a much
more limited or nuanced set of calibration tools, make
player recruitment very selective (for instance
allowing all players the possibility to anonymously
veto the presence of any other player), and run a
thorough workshop to enable a relatively high prenegotiated consent level as a baseline for the event.
That larp will not be for everyone. This is OK. No
larp is for everyone. The US version of End of the
Line was purposely designed to allow a group of
strangers with internally similar expectations but no
experience in the larp’s style to play very physically
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on very intense themes – but even then, it was
impossible to make it suitable for all players within
the target audience.
It is also possible to make a larp where any
player can de-escalate everyone’s play intensity to
their level at any time. But then you have to establish
a play culture that is all about respecting the most
comfortable common denominator and build into
your mechanics some rule whereby every new player
in a situation triggers a new playstyle negotiation
automatically. This sounds like a drag, but the
mechanics can still be quite discreet, and you can use
other design tools like the layout of the play area to
minimise the risk of players continuously and
accidentally dropping in on the intense magic ritual,
or whatever is going on. Of course, you will still need
to design player selection and other pre-runtime
procedures very carefully, so the players enter play
with a high level of trust and their expectations in
sync.
1@. Lookdown in the Context of Narrative
Negotiation
An interesting lookdown variant emerged at
New World Magischola, where players started using
the gesture, for instance, if a character was late for
class, but the player did not want to play on their
tardiness. The gesture then doubled as both an “I as a
player actually don’t want to see this” and an “I as a
player actually don’t want to be seen,” basically
establishing that everyone should act as though the
character had arrived at the start of the class with
everyone else.
That this usage would never have occurred to
me made me aware of several implicit assumptions in
my own play culture. Nordic larps are fundamentally
collaborative rather than competitive, which means
that players place no particular premium on their
characters always succeeding in their goals. Instead,
what you are hoping for is interesting situations, and
from that perspective being late for class is likely to
have some social consequences within the fiction that
can be leveraged for new plot directions or rewarding
emotional states.
In addition, in Nordic larp the player body is
typically conceptualised as the interface to the fiction.
Player bodies are usually assumed to be very visually
similar to character bodies. Spaces, activities, and
sometimes game mechanics are designed to provide
sensory experiences for the player that align with the
fictional
character’s.
Many
players
also
systematically work towards character immersion
through intentionally aligning their physical
responses to the character’s. For instance, they might
scan their body for “how do I feel right now,” and use
that as input for the character’s direction, rather than
asking themselves “how does my character react to
this,” which is an intellectual, third-person process.
Therefore, if I as a player oversleep at a larp
set in a boarding school, my instinct would always be
to decide that the character overslept as well. If I have
some completely unrelated reason for being late,
perhaps a call from a babysitter, I will invent an incharacter reason for tardiness and see what happens.
If I am put in detention, for instance, it is not a
punishment blocking me from meaningful play but
will generate emergent plot lines and relationships
that will still have meaning in the overall design.
Of course, this only works if I trust that my coplayers are invested in creating cool experiences for
everyone, not just for their own character. In less
collectively minded play cultures, especially if they
also play very competitive systems, experience from
previous larps may have taught me that some or most
co-players would be comfortable creating a
humiliating situation just to build up their own
character, or blocking my access to plot or interesting
scenes just because they can. With such expectations,
the social risk of arriving late for a fictional class is
suddenly very real: a thoughtless in-character
punishment from my co-players might literally drain
all the fun and meaning from my larp as a whole.
Now, New World Magischola was specifically
designed to not be competitive like that, and just like
at End of the Line, getting your character in trouble
was explicitly advised as a path to a fun experience.
But many of the players had backgrounds in
competitive or even in what I would describe as
socially toxic play cultures. Coming from those
environments they could of course not trust the
suggestion of getting in trouble to actually work,
especially not at the larp’s first instalment. In this
context, using lookdown to pre-empt narrative
attention makes perfect sense.
This conceptual iteration of the lookdown was
driven by a very specific situation of player
expectations conflicting with a proposed design. But
now that the usage exists, it is not difficult to imagine
situations where it would be useful in almost any play
culture; I can think of quite a lot of reasons why being
able to slip back into a scene unquestioned is as
important as being allowed to slip out as needed.
The lesson here is that when you are designing
for humans, their individual baggage, cultural
background, and play-cultural expectations will
always affect their needs and interactions in ways you
will not be able to imagine based on your personal
history alone. If they play your larp “wrong,” use a
tool you provide in an unexpected way, or even
accidentally break the larp, it is not their fault. It is
perhaps also not your fault that you have been unable
to imagine their perspectives, but it can certainly
become your problem, and it is your responsibility to
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Larp Safety Design Fundamentals
handle situations as they occur and to prevent them in
the future. This is why testing is important – many
problems introduced by players could easily be
avoided through minor tweaks or clearer instructions.
It is also why diversifying your player base will make
you a better designer.
1D. Some Final Thoughts about Narrative
Conflicts
Opt-out mechanics are about respecting the
player’s limits. On a theoretical level it is important
to understand that they do not automatically
determine what happens inside the fiction. But as is
illustrated by the player-iterated usage of the
lookdown, described above, it is often useful if the
mechanics also offer cues for how to handle the
consequences of the player’s needs within the fiction.
In the Nordic tradition, where we typically put
a premium on minimising out-of-character action in
the play area during runtime, and our larps do not
always have plots in the traditional sense, the elegant
solution is to align the social rules of the fiction with
the mechanics. For Inside Hamlet, for instance, we
decided that in this court larp, where alienation and
boredom were important themes, the court culture
within the fiction always allows all characters to just
tire of a situation and leave. Even if king Claudius
himself is speaking to a commoner, they are free to
leave.
In a culture like this, if a player taps out and
walks off, the co-players remaining in the scene will
make some sense of it and move on. Maybe it requires
no comment. Maybe the character who left is
assumed to be so defeated by the situation they can’t
even handle it. Maybe they are so fashionable they
can get bored mid-sentence talking to ordinary
mortals and just leave – that’s just the way people
behave at Castle Elsinore. In a fantasy larp, maybe
you could make it acceptable to “go to the holy grove”
at any time. In a sci-fi larp, maybe there is something
wrong with teleporters. Or perhaps all the characters
in the vampire nightclub are on a lot of pretend drugs
and find it difficult to concentrate from one second to
the next, which sometimes allows their prey to run off,
no big deal.
There are obviously many larps where once a
plot train has started it can never stop, and even some
toxic play cultures where players do not trust each
other not to use safety mechanics to cheat. You may
need to include in your design some rules for what to
do if one player wants out and the scene still needs a
conclusion.
The simplest fix for this is a procedure
whereby the well-being of both players is first
attended to, and the outcome of the scene is then
verbally agreed upon. In a collaborative style larp,
players would typically just negotiate this
themselves; in many other larps it would make sense
to summon a game master, storyteller or referee at
that moment.
If the stakes are high – for instance, if the plot
of many other players would be affected by how this
robbery or seduction or negotiation concludes – a
very simple story outcome resolution mechanic could
be introduced into the larp. If you already have an
abstract conflict resolution mechanic, there is no
reason for the tap-out to overrule that. Whoever has
the most points or rolls the die right wins the conflict;
we’re just not going to play it out. Most of the time,
this will work just fine. But you will have to design
for your specific larp and your players; a good system
is always bespoke to their expectations, culture and
needs.
In a larp that is physically intense, engages
with potentially triggering topics, or involves
realistically simulated aggression with players who
are utter strangers, I might tap out because the other
player just makes me feel unsafe (whether that’s in
any way connected to a real threat or not). In that
situation I might want nothing to do with them and be
unwilling to stick around to resolve a narrative
conflict. But you know what? Players are more
important than larps. If I am too freaked out to engage,
my well-being is still objectively more important than
my co-player’s story outcome. If I, having tapped out,
go to the organisers for help at that time, a satisfactory
solution can usually be found. And if your players
don’t trust you enough to turn to you for help in a
moment of crisis, then a coherent resolution to an
individual plotline is probably the least of your
problems. When a situation arises, you need to
already have earned your participants’ trust.
But what if it is you who do not trust your
players? If you are about to start a larp project, and
believe that your players are unwilling to try to
negotiate fairly and honestly with each other, or
foresee a great number of situations where players are
too afraid of each other to have a conversation out of
character, there is no calibration system in the world
that will make your larp safe or fully playable. In that
situation, you must evaluate how much you can affect
the nature of the player collective through player
selection and active design of the player culture; how
much you can reduce risks or nudge behaviours
through design of the larp’s physical spaces, fictional
cultures, and character agendas; and how to adapt
your themes, topics and activities to fit the levels of
safety and trust you can realistically achieve.
In fact, these are also the exact steps you would
take to create an optimal safety and calibration
system for players you trust implicitly. Often you will
find that there is almost no limit to the trust and
mutual care a player ensemble can achieve when the
design supports it; that mature players can handle
mature or difficult topics with great nuance and
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respect; and that physically challenging situations can
be just as appropriate for players of larp as for players
of sports or practitioners of physically demanding art
forms such as dance or performance.
Safety and calibration design are all about
making your chosen design playable to your chosen
players. If you do your job well, the question
ultimately is not what kinds of experiences players
are willing to seek and create – in my experience
every experience has an audience somewhere – but
what you are trying to achieve in your work. While
sensory, psychological, and narrative intensity are
easy shortcuts to strong experiences, they do not
necessarily create the most interesting or meaningful
stories. In the end, as with all larp design, the impact
of the work will be measured in how coherently the
actions performed by the participants align with the
themes of the piece as a whole.
References
Brown, Maury. =;?k. Creating a Culture of Trust through
Safety and Calibration Larp Mechanics. Nordic Larp.
https://nordiclarp.org/=;?k/;Y/;Y/creating-culturetrust-safety-calibration-larp-mechanics/ (accessed
=;=;/@/=?).
Koljonen, Johanna, and Nina von Rüdiger. =;?=.
Oblivion High. Hägersten: Kolik.
———. =;?n. Oblivion High <. Hägersten: Kolik.
Koljonen, Johanna, Jaakko Stenros, Anne Serup Grove,
Aina D. Skjørnsfjell, and Elin Nilsen, eds. =;?Y.
Larp Design: Creating Role-Play Experiences.
Copenhagen: Landsforeningen Bifrost.
Ludography
Brown, Maury Elizabeth, Ben Morrow, Mikolaj Wicher,
Claire Wilshire, and LernLarp, LLC. =;?k. New
World Magischola. Larp. Richmond, Virginia, USA.
Website: magischola.com.
Ericsson, Martin, Bjarke Pedersen, Johanna Koljonen,
and Participation | Design | Agency. =;?>. Inside
Hamlet. Larp. Elsinore Castle, Helsingør, Denmark.
Website: www.insidehamlet.com.
Montero, Esperanza, and NotOnlyLarp. =;?@.
Conscience. Larp. Tabernas, Almería, Spain.
Website: conscience.notonlylarp.com.
Pedersen, Bjarke, Juhana Pettersson, Martin Ericsson,
and Participation | Design | Agency. =;?k, =;?A. End
of the Line. Larp. Helsinki, Finland; New Orleans,
USA;
and
Berlin,
Germany.
Website:
www.participation.design/end-of-the-line.
Udby, Linda, Bjarke Pedersen, and Participation |
Design | Agency. =;?>. BAPHOMET. Larp.
Lungholm
Estate,
Denmark.
Website:
www.pantrilogy.com/baphomet.
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Larp Safety Design Fundamentals
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