Larp-Design

Following the idea of “performance ethnography” (Denzin 2003) and its tenet “show, don’t tell,” I seek to translate my research findings into an experienceable form. Larp (live-action roleplay) makes it possible to experience lifeworlds different from one’s own and thus appear as the method of choice for such an endeavour. I have discussed, how larps make realities in the recent volume Simulation and Gaming in the Network Society (Kaneda et al. 2016), and am currently exploring the possibilities of learning through larp in an academic context.

Below you can find the design documents of larps I (co-) created or am currently developing.

Staying Alive: A Live-Action Roleplay about Judging A Human’s Worth

Co-scripted with Julia Becker. 2015.

“Staying Alive” is a drama about a commission’s questioning and judging of ordinary citizens about their worth for human society. This live-action roleplay in the Nordic tradition takes place in a hearing room setting with inquisitors, aspirants and an unlimited number of people acting as members of the commission. A participating audience is also present, making the game a good introduction for non-larpers/spectators. This is a larp which questions our societal systems, social interactions and the consequences of expressing random judgments.

Keywords: Absurd realism, black box, improvisation, larp, live-action roleplay, post-apocalypse

Genre: Absurd realism
Duration: 2 hours
Actual play time: 1.5 hours
Number of participants (min,max): 15, unlimited
Number of organisers: 2
Workload: Simple
Possible locations: Black box, gallery, classroom, conference room
Equipment: Tables, chairs, a podium or a stand for the Aspirants
Playing style: Realistic, but with plenty of improvisation

Design DocumentPDF.

Village, Shelter, Comfort

Co-scripted with Katō Kōhei. 2016.

This is a larp about feelings of comfort and safety pitched against the necessity to leave the source of these emotions behind. Dealing with the question of leaving the familiar or staying behind, the larp moves from the fantastic to the everyday in three scenarios, a remote pseudo-medieval village facing a plague, a post-apocalyptic shelter running out of resources, and a single room, in which the different mental and emotional faculties of a single person are faced with suddenly diminishing comfort. How would you choose? The known threat or the unknown salvation?

Keywords: Abstract realism, black box, improvisation, larp, live-action roleplay, withdrawal

Genre: Abstract to absurd realism
Duration: 5.5 hours
Actual play time: 3.5 hours
Number of participants (min-max): 3-7 (always an odd number)
Number of organisers: 2
Workload: Medium
Possible locations: Black box, gallery, classroom, conference room
Equipment: Some small items (chains, pins, sashes) to differentiate players; a laptop
Playing style: Realistic, but with plenty of improvisation
Food and drink: Some snacks and water

Design Document: 2017 Version