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Eirik Fatland, Spillerom 2015:
Laivdesign* 101
Boffer in the park 2009 Photo: Li Xin
* eller: manipulasjon for kunst og morro.
“Så - hvordan kan vi ble bedre til å lage laiv?”
- Petter Bøckmann, Knutepunkt 1997
18 år, 30+ bøker, 500+ laiver senere...
“VI” vet INGENTING
SKINNER : DÅRLIG
MANIPULASJON : BRA
OBJEKTET, og BEGRENSINGEN for ALL LAIVSKAPING
“Skape en fortelling, med andre”
“Overgå egne grenser”
“Få nok plot”
“Lære om meg selv”
“Denne rollen var umulig å spille”
“Denne laiven sugde fordi den var så dårlig designet”
HVAVIL SPILLERNE?
“Skape en fortelling, med andre”
“Overgå egne grenser”
“Få nok plot”
“Lære om meg selv”
“Denne rollen var umulig å spille”
“Denne laiven sugde fordi den var så dårlig designet”
“Jeg gjorde det for det var HELT SAKLIG for rollen”
HVAVIL SPILLERNE?
I BEGYNNELSEN SÅVAR DET...
BRUTE FORCE LARP DESIGN
Makthierarkier på kollisjonskurs + skjulte historier + Mer er Mer!
(å spille for å vinne)
I BEGYNNELSEN ...
Kybergenesis 1997 Photo: Britta Bergersen
PROBLEMENE MED BFLD
PLOT-TOG SOM KJØRER AV SKINNENE
SJEFEN MONOPOLISERER PLOTTET
DE BESTE OPPLEVELSENE HAR IKKE STRATEGISKVERDI
...
HVEM ER JEG?
VISJON!
Illustration: © 2014 Shelly ʕ•ᴥ•ʔ at Sketchport.com Licensed under CC-BY.
(midt på 90-tallet)
Pregame, Jenny Drakenlind. From the Nordic Larp Book Play, Daniel Hallbygård From the Nordic Larp Book
ABSOLUT SIMULERING
(1994,TRENNE BYAR)
SKJEBNE!
(1996/97)
The gamist:
Jeg vil konkurrere!
The dramatist:
Draaaaama!
The simulationist:
Troverdighet!
The Three-fold Model / GSD
(rec.games.frp.advocacy,1998)
I hereby submit to the rules of the Vow of Chastity, as developed by Dogma 99,
1. It is forbidden to create action by writing it into the past history of a
character or the event.
2. There shall be no "main plot". (The story of the event must be made for
each players character, not the whole).
3. No character shall only be a supporting part.
4. All secrecy is forbidden. (Any participant who so desires shall in
advance be shown all documents that pertain to the event).
5. After the event has begun, the playwrights are not allowed to influence
it. (Any use of staging and ad hoc organiser roles is forbidden).
6. Superficial action is forbidden. (The playwrights may not in any way
plan or encourage the use or threat of violence as part of the event)
7. LARPs inspired by table-top role-playing games are not accepted.
8. No object shall be used to represent another object. (all things shall be
what they appear to be)
9. Game mechanics are forbidden. (rules to simulate for instance the use
of violence or supernatural abilities are not permitted)
10. The playwrights shall be held accountable for the whole of their work.
1. When playing a character and immersing myself in it, my foremost goal shall be to simulate what happens inside
the character's head, and how it affects his behavior. Hollow pretence I leave for the actors.
2. I shall use no non-diegetic (out-of-game world) methods (such as background music or unrelated off-game
comments) while playing, if there is any other way to play the situation. (E.g. unless the game material specifically
says otherwise, when the character hits, I hit.) If I think I see something like this in a game, I will assume them to
be diegetic methods, and that my character experiences them exactly as I do, unless the game master has
instructed me otherwise. (It remains the game master's duty, however, to make sure I know what level of physical
and mental safety and suspension of disbelief is in use in the game.)
3. I shall learn and understand the character's person by building the self image, personality, world view and other
things that make it an individual from the subconscious outwards (i.e. not via manners or such). I expect others to
do the same.
4. When attempting to look and act like the character, I shall avoid stage acting. I am aware that I and my character
might have different ways of speech, manners or other outward features, without them forcing me, the player, to
over-act or otherwise call for undue attention.
5. I shall immerse myself in the game with the assumption that if a character or other game element seems out of
place in the world or in the game - such as comical, over-acted or badly played - it is still a part of the world, not a
stupid idea the player had.
6. If forced to improvise or add to my character during the game, my first and foremost goal shall be to do this by
thinking about the big picture I have of the character and the game world, not trying to add surface dramatics or
theatre methods. While playing, I will focus on immersing myself in my own character, not trying to improve the
gaming experience of other players. I will try to be true to my character without trying to spot a story-line which I
should act out. I accept the fact that as a player my part is to see only a small part of the whole.
7. I shall assume that the game master has told me everything I need to know about the game world, and what he
wants his players to know about larping. I shall not attempt to use any general larping conventions in any one
game, but the exact conditions given to me by the game master: if for example the off-game sign has been defined
to be something, I will not substitute anything for it.
The gamist:
Jeg vil ha utfordring! Jeg vil
kunne vinne!
The narrativist:
Fortelling! Fortelling nå!
(also: premise)
Simulationist:
Jeg vil utforske en internt
sammenhengende verden!
GNS-modellen (Edwards, 2001-)
The gamist:
Jeg vil konkurrere!
The dramatist:
Draaaaaama!
The immersionist:
Troverdighet!
The Three-way Model / GSI (Petter Bøckmann, 2003)
Nå lever jeg
meg inn, altså!
THE 360° ILLUSION
1942 (2000). Photo: Britta Bergersen
Koljonen, 2006
CASTING
Trad.
Norskinger & Finner
SYSTEMISK
2001-
FORHANDLING
Trad.
Dansker & Svensker
TRE STRATEGIER FOR Å UTSTYRE SPILLERE MED ROLLER
Larp is Chaos
Larp is ChaosLarp is ChaosLarp is ChaosLarp is Chaos
Larp is ChaosLarp is Chaos
Montola 2004
Larp is Chaos
Larp is ChaosLarp is ChaosLarp is ChaosLarp is Chaos
Larp is ChaosLarp is Chaos
Montola 2004
Men...
Attractors!
Dissipative!
Integrative!
emergence
INSENTIVER!
KONFLIKTER!
PUSLESPILL!
TRIGGERE!
INSENTIV-VEV!
LINEÆRE / FORGRENEDE OG KAOSVEV!
“Incentives as tools of larp dramaturgy” - Fatland 2005
Hvordan får du greier til å skje på laiv?
INTERAKSJONSKODER!
(FATLAND 2006)
INTERAKSJONSKODER!
(FATLAND 2006)
ALIBI TO PLAY
Photo: CC-AT-NC-ND 2014 DeviantArt user RainSmile
BLANDA UPP!
(EN STILLA MIDDAG, 2007)
Simuleringsregler
Hva gjør du når du ikke
kan gjøre det på årntli?
Meta-techniques
Regler som lar deg uttrykke deg
på måter som ikke er
realistiske*
* IKKE EN DEFINISJON!
Metateknikker
32
BLACK BOX LAIVING
2010ish
Aspects of a playable character
(FATLAND 2010)
CLARITY:
I feel confident about how to play this character.
ACTIVITY:
My character provides me with things to do at the larp.
CONNECTIVITY:
My character has a place in the group / society.
source: Johanna Koljonens brain
Image: Puppeli @ DeviantArt, CC-BY-SA 3.0 2014
Image: Puppeli @ DeviantArt, CC-BY-SA 3.0 2014
fightflee
Image: Puppeli @ DeviantArt, CC-BY-SA 3.0 2014
fight
flee
Image: Puppeli @ DeviantArt, CC-BY-SA 3.0 2014
hug
toast
boast
grunt
fight
flee
affordances:
Perceivable possibilities for action
(norsk: handlingsmuligheter)
Source: James J. Gibson / Don Norman
STEERING : ÅRETS ORD!
BONUS : ELEMENTS OF LARP DESIGN
CASE
AMTGARD
CASE
MELLAN HIMMEL OCH HAV
CASE
WHITE DEATH
Compound
& Holistic
A Knutebook Larp Design Reader*
• “Building Dramatics”by Susanne Gräslund
• Everything by Eirik Fatland
• Everything by Troels Barkholt-Sprangsbo
• Selected Works by J. Tuomas Harviainen
• All the larp reports
• ...
• Everything Else
* based on a flawed memory of a napkin I might have dreamt about
http://larpschool.blogspot.dk/p/resources.html

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Laivdesign - teori og praksis

  • 1. Eirik Fatland, Spillerom 2015: Laivdesign* 101 Boffer in the park 2009 Photo: Li Xin * eller: manipulasjon for kunst og morro.
  • 2. “Så - hvordan kan vi ble bedre til å lage laiv?” - Petter Bøckmann, Knutepunkt 1997
  • 3. 18 år, 30+ bøker, 500+ laiver senere...
  • 7. OBJEKTET, og BEGRENSINGEN for ALL LAIVSKAPING
  • 8. “Skape en fortelling, med andre” “Overgå egne grenser” “Få nok plot” “Lære om meg selv” “Denne rollen var umulig å spille” “Denne laiven sugde fordi den var så dårlig designet” HVAVIL SPILLERNE?
  • 9. “Skape en fortelling, med andre” “Overgå egne grenser” “Få nok plot” “Lære om meg selv” “Denne rollen var umulig å spille” “Denne laiven sugde fordi den var så dårlig designet” “Jeg gjorde det for det var HELT SAKLIG for rollen” HVAVIL SPILLERNE?
  • 10.
  • 12. BRUTE FORCE LARP DESIGN Makthierarkier på kollisjonskurs + skjulte historier + Mer er Mer! (å spille for å vinne) I BEGYNNELSEN ... Kybergenesis 1997 Photo: Britta Bergersen
  • 13. PROBLEMENE MED BFLD PLOT-TOG SOM KJØRER AV SKINNENE SJEFEN MONOPOLISERER PLOTTET DE BESTE OPPLEVELSENE HAR IKKE STRATEGISKVERDI ... HVEM ER JEG?
  • 14. VISJON! Illustration: © 2014 Shelly ʕ•ᴥ•ʔ at Sketchport.com Licensed under CC-BY. (midt på 90-tallet)
  • 15. Pregame, Jenny Drakenlind. From the Nordic Larp Book Play, Daniel Hallbygård From the Nordic Larp Book ABSOLUT SIMULERING (1994,TRENNE BYAR)
  • 17. The gamist: Jeg vil konkurrere! The dramatist: Draaaaama! The simulationist: Troverdighet! The Three-fold Model / GSD (rec.games.frp.advocacy,1998)
  • 18. I hereby submit to the rules of the Vow of Chastity, as developed by Dogma 99, 1. It is forbidden to create action by writing it into the past history of a character or the event. 2. There shall be no "main plot". (The story of the event must be made for each players character, not the whole). 3. No character shall only be a supporting part. 4. All secrecy is forbidden. (Any participant who so desires shall in advance be shown all documents that pertain to the event). 5. After the event has begun, the playwrights are not allowed to influence it. (Any use of staging and ad hoc organiser roles is forbidden). 6. Superficial action is forbidden. (The playwrights may not in any way plan or encourage the use or threat of violence as part of the event) 7. LARPs inspired by table-top role-playing games are not accepted. 8. No object shall be used to represent another object. (all things shall be what they appear to be) 9. Game mechanics are forbidden. (rules to simulate for instance the use of violence or supernatural abilities are not permitted) 10. The playwrights shall be held accountable for the whole of their work. 1. When playing a character and immersing myself in it, my foremost goal shall be to simulate what happens inside the character's head, and how it affects his behavior. Hollow pretence I leave for the actors. 2. I shall use no non-diegetic (out-of-game world) methods (such as background music or unrelated off-game comments) while playing, if there is any other way to play the situation. (E.g. unless the game material specifically says otherwise, when the character hits, I hit.) If I think I see something like this in a game, I will assume them to be diegetic methods, and that my character experiences them exactly as I do, unless the game master has instructed me otherwise. (It remains the game master's duty, however, to make sure I know what level of physical and mental safety and suspension of disbelief is in use in the game.) 3. I shall learn and understand the character's person by building the self image, personality, world view and other things that make it an individual from the subconscious outwards (i.e. not via manners or such). I expect others to do the same. 4. When attempting to look and act like the character, I shall avoid stage acting. I am aware that I and my character might have different ways of speech, manners or other outward features, without them forcing me, the player, to over-act or otherwise call for undue attention. 5. I shall immerse myself in the game with the assumption that if a character or other game element seems out of place in the world or in the game - such as comical, over-acted or badly played - it is still a part of the world, not a stupid idea the player had. 6. If forced to improvise or add to my character during the game, my first and foremost goal shall be to do this by thinking about the big picture I have of the character and the game world, not trying to add surface dramatics or theatre methods. While playing, I will focus on immersing myself in my own character, not trying to improve the gaming experience of other players. I will try to be true to my character without trying to spot a story-line which I should act out. I accept the fact that as a player my part is to see only a small part of the whole. 7. I shall assume that the game master has told me everything I need to know about the game world, and what he wants his players to know about larping. I shall not attempt to use any general larping conventions in any one game, but the exact conditions given to me by the game master: if for example the off-game sign has been defined to be something, I will not substitute anything for it.
  • 19. The gamist: Jeg vil ha utfordring! Jeg vil kunne vinne! The narrativist: Fortelling! Fortelling nå! (also: premise) Simulationist: Jeg vil utforske en internt sammenhengende verden! GNS-modellen (Edwards, 2001-)
  • 20. The gamist: Jeg vil konkurrere! The dramatist: Draaaaaama! The immersionist: Troverdighet! The Three-way Model / GSI (Petter Bøckmann, 2003) Nå lever jeg meg inn, altså!
  • 21. THE 360° ILLUSION 1942 (2000). Photo: Britta Bergersen Koljonen, 2006
  • 22. CASTING Trad. Norskinger & Finner SYSTEMISK 2001- FORHANDLING Trad. Dansker & Svensker TRE STRATEGIER FOR Å UTSTYRE SPILLERE MED ROLLER
  • 23. Larp is Chaos Larp is ChaosLarp is ChaosLarp is ChaosLarp is Chaos Larp is ChaosLarp is Chaos Montola 2004
  • 24. Larp is Chaos Larp is ChaosLarp is ChaosLarp is ChaosLarp is Chaos Larp is ChaosLarp is Chaos Montola 2004 Men... Attractors! Dissipative! Integrative! emergence
  • 25. INSENTIVER! KONFLIKTER! PUSLESPILL! TRIGGERE! INSENTIV-VEV! LINEÆRE / FORGRENEDE OG KAOSVEV! “Incentives as tools of larp dramaturgy” - Fatland 2005 Hvordan får du greier til å skje på laiv?
  • 28. ALIBI TO PLAY Photo: CC-AT-NC-ND 2014 DeviantArt user RainSmile
  • 29. BLANDA UPP! (EN STILLA MIDDAG, 2007)
  • 30. Simuleringsregler Hva gjør du når du ikke kan gjøre det på årntli? Meta-techniques Regler som lar deg uttrykke deg på måter som ikke er realistiske* * IKKE EN DEFINISJON! Metateknikker
  • 31.
  • 33. Aspects of a playable character (FATLAND 2010) CLARITY: I feel confident about how to play this character. ACTIVITY: My character provides me with things to do at the larp. CONNECTIVITY: My character has a place in the group / society.
  • 35.
  • 36. Image: Puppeli @ DeviantArt, CC-BY-SA 3.0 2014
  • 37. Image: Puppeli @ DeviantArt, CC-BY-SA 3.0 2014 fightflee
  • 38. Image: Puppeli @ DeviantArt, CC-BY-SA 3.0 2014 fight flee
  • 39. Image: Puppeli @ DeviantArt, CC-BY-SA 3.0 2014 hug toast boast grunt fight flee
  • 40. affordances: Perceivable possibilities for action (norsk: handlingsmuligheter) Source: James J. Gibson / Don Norman
  • 42. BONUS : ELEMENTS OF LARP DESIGN
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  • 52. A Knutebook Larp Design Reader* • “Building Dramatics”by Susanne Gräslund • Everything by Eirik Fatland • Everything by Troels Barkholt-Sprangsbo • Selected Works by J. Tuomas Harviainen • All the larp reports • ... • Everything Else * based on a flawed memory of a napkin I might have dreamt about