Reflective Games: My First Time as a Larp GM

Process Writing, reflective games, research

This morning, for the reflective games group, I ran “Abattoir” (also known as Heiferdammerung) by Mike Young and Scott David Grey. You can find it here. This nano larp is meant to last around ten minutes. The original game has nine playable characters, but this morning, there were only five of us including myself. Here are some brief notes.

I’ve got a fair bit of experience as a tabletop gamemaster, but this was my first time running a larp.

I used the opportunity to try out a number of nordic larp techniques and approaches to framing a game that I haven’t used formally before. It feels like the sort of opt-in that I often frame my games with, however, so it felt comfortable enough. After I cast the four players, I started off by offering a little bit of information on the themes of the game — this wasn’t exactly a content warning. Content warnings are not usual for most larps, from what I have seen in my research, because it is difficult to know, especially in something freeform, what topics might arise. Instead, there are rules and systems that larpers put into place to deal with difficult content as it arises and afterwards, once the game is finished. Specifically, the systems that I’m thinking of are the “cut/break” system, which players can use to redirect or interrupt the game, and the “Debrief” period after the end of the game.

Last week, I gathered together a set of rules cobbled together from some of the sources I’ve been reading for the kinds of larps that I would like to run. I’ve gathered that information here.

So, after the content warning, I explained the concepts of “break” and “cut” and how to use them. In terms of physical boundaries, I suggested that this time around we have a no-touch larp, since it didn’t seem necessary for the sake of the story, and then I opened up a discussion about boundaries. Knowing that it can be hard to figure out what to say at that point, I tried to give the players enough time to think about what subjects or topics that might arise and what they were up for or not. What that wound up meaning this time around is that one player decided to observe rather than play given the subject matter. I think this underscores the importance of creating opportunities for players to opt out, and talking about the themes of a larp even if you can’t quite give completely accurate content warnings. I had to rethink my casting choices a little bit, and decided that I would be a GMPC, which is to say that I would play a character in the game as well as run it.

The space that we ran the game in was set up for a meeting, with eight interconnected tables arranged in a square, with an empty central space. The creators suggest running the game in an open field, but one wasn’t readily available in the immediate environs of downtown Montreal, and our time was limited.

This was a good first experience in terms of learning when to wait (which in this game, was responsible for quite a lot of the tension, I think), when to cut/go to the next part of the game, and when to improvise. To make the game run smoothly with so few players, I had to occasionally add in information or events. For example, all the players managed to dodge the winches and hooks that were meant to capture them. As a result, although they could not go backwards, there was not necessarily any incentive for them to go forward. I considered ending the game there, with them waiting, but instead introduced an event with a non-player character that one of the player characters had an attachment to, which worked to urge them further into the abattoir.

The players remarked on the tension between knowing approximately what happens in an abattoir and trying to think and behave like a cow. One player also noted in our debrief that it was largely possible for this to be played in such a short amount of time because most people are at least a little bit familiar with the subject.

I think this is an important note for the nanolarp that I will be designing this week, to be played next Wednesday, the 13th. I’m trying to delineate a topic with the idea that it might be good for the group to have some general, common knowledge about it in mind. More on this soon!

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