So I ran a small larp at Fright Night (co-written by Stephanie, who also crewed and helped run it). What with Fright Night being a horror convention, we made it a horror game and labelled it as such. In game, everybody seemed to be enjoying themselves and there was a lot of ebullient conversation afterwards.
Then, later, one of the players mentioned to me that they’d been having recurring nightmares from it.
I mentioned this on my blog, and the discussion that turned up in the comments seems in-depth enough that I am posting a copy here, because it seems useful to think about it in general.
[quote=“Yours Truly”]One of the players of My Bloody Valentine has revealed the existence of recurring nightmares post game.
I may have to make up a signable disclaimer if there’s another run…[/quote]
[quote=“IdiotSavant”]Ouch. Just ouch.
The Scandanvians use after-game briefings sometimes to help deal with this (there’s an article somewhere on “unfucking” people). But its also definitely good practice to let people know what they might be in for.[/quote]
[quote=“Yours Truly”]Well, the player in question seemed to find it more interesting than unpleasant, and we did advertice Valentine as a stress situation and a horror game. But, odd to think I actually messed with somebody’s head like that.
Can’t find your article with the search terms “larp” and “unfucking people”, but would be interested to read it if you find a link.[/quote]
[quote=“IdiotSavant”]And of course now I can’t find it, despite trawling every KnutPunkt book, a couple of LJs I might have seen it on, and the Nordic Larp Talks. Oh well.
There is some stuff about the issue in M. Meriläinen “It’s Not Just Fun and Games” in Larp Frescos. I believe Steph has a hardcopy of that, since its the same book her article on domestic realism was published in.[/quote]
[quote=“Stephanie”]Interesting article (have been browsing Larp Frescos, but hadn’t gotten to it yet. The thing about ‘extreme roleplaying’ is that it keeps making me think about the Stamford Prison Experiment. I read an essay by one of the psychologists who ran the experiment, and the big takeaway was the degree to which he and his colleagues got caught up in the fiction - they were running a prison, and dammit, a prison is supposed to keep custody of prisoners, so when some of the dissatisfied ‘prisoners’ started talking about a jailbreak, they didn’t sit back and collect data, they panicked and started calling real prisons for help. When other abuses started, they were too tied into what was going on to put it to a halt, it took a visiting third party to point out to them how crazy things had gotten. If you’re going to push people to the extreme, you have an ethical duty to monitor proceedings and make sure they don’t go too far.
As to the how… Interesting question. If I’m running a game where I’m trying to push people emotionally, I do try to also take care of them. Some of that’s straight hygiene - making sure they know they can get out of the game if they need to, can get to toilets and water and stuff (I read an article on Story Games which I now can’t find which talked about the same kind of thing), talking people into the game - and then talking them out of it. In the Bell, there was a definite wake up period to give people the feeling that the game was ritually now complete, and the going round the room getting people to talk about their character after the fact was a deliberate decision to let people vent if they needed to. (Not sure how the attendees felt, but that was what I was trying.) Other times, I’ll try to make people walk in and out of the game space as the start and finish points for the same reason.
There’s something else I’ve been thinking about that’s related. In the big headline games at Chimera and now KapCon, there’s an increasing trend of dark, really personal storylines being written. So stuff like syphilis and rape in people’s backgrounds; in The Gordian Knot, Cat’s character was supposed to ‘remember’ about how her ship had been attacked by pirates and she’d been tortured and had her memory wiped; in Achaean, the casting offers come with warnings about the material: “Please note that the classical background for this game is pretty dark; betrayal, murder, rape, and other horrors are all common features and that’s just the heroes.” The thing is, these aren’t specialty games where everybody who attends knows exactly what they’re in for and explicitly wants to be challenged. These are big open headline events that many people go to as a matter of course, and a number of other people go to as their First Larp Ever. I suppose I’m wondering what the ethics are around these kinds of storylines. What’s the duty of care that the writers have to the players?[/quote]
[quote=“IdiotSavant”]larpwriters have a definte duty of care. Not just a moral obligation to be a decent human being and not fuck people up, but a legal one under OSH legislation. If your game has a real chance of causing mental damage, you need to try and limit that risk.
I think a definite and ritualised beginning and ending to the game can help keep things within it. Safewords (incl layered ones like “New Voices in Art”'s brake / cut) are another. But if a game needs safewords, then its probably not for beginners.
WRT the flagships, its a good point, and one that should probably be taken to the wider community on Diatribe. There’s a PR-issue here - is this really the first impression we want to give? - but more importantly there’s an unpleasant chance of people getting material they are seriously uncomfortable with, or which is triggering for them.
Specifically wrt Achaean, while it has that content disclaimer, the questionairre doesn’t have an explicit question about such material. The closest it gets is “how emotionally hardcore are you”? There’s more effort spent on dealing with preferences around romance (which is sensible; it can be a source of bleed) than on making sure people are truly comfortable with portraying or interactign with the nastier parts of Greek mythology. Which is Not Good.[/quote]
[quote=“tog42 (don’t know if this is their Diatribe handle)”]For Achaean, the questionnaire was a modification of the one used the last couple of years. We had a few outside eyes look over it and no one raised any concerns. An explicit question about this type of material would certainly be a good addition for next year.
To be honest it didn’t even occur to us until later that some people might not expect such violence in a LARP based on the classics, as this type of material is so pervasive throughout Greek mythology. Cronus ate his own children to prevent his overthrow; Orpheus unwittingly murdered his father and married his mother; there was no consent when Zeus impregnated Danae as a shower of golden light; you can’t get through a single legend without something of this nature.
We’ll be having a discussion as to how to address these concerns.[/quote]
I apologise for the spelling mistakes I’d made in my comments.
For the record:
- My Bloody Valentine was advertised as having “Surreal Horror” in it;
- Food and drink were served with an eye for the player with gluten intolerance (though this happened quite late; am totally putting in a dietary restrictions question in the revised casting questionnaire);
- Players were briefed and then entered the Game Space at will;
- “Time Out” calls were discussed before the game, and were stated on the character sheet, though I was not aware of any made during the playthrough;
- Combat was confined to miming and a playing card resolution mechanic;
- A GM and a Crew member were in the Game Space at all times;
- While the characters were confined to the Game Space, the players knew that they could leave at any time if they made a Time Out call;
- After game, there was a debrief. Debriefs are fun!
I am interested in constructive criticism. Can you think of a way of making the game safer? (Incidentally, I got most of this best practice from Stephanie.)



