Joke, Role-playing Games

67 Things that Half-Gen the Pander is no longer allowed to do in the Sabbat

So, this list started off as a Vampire: The Masquerade joke version of the notorious and glorious Skippy’s List on Facebook. But it has become too wonderful not to share to a wider audience. So, in honor of the upcoming Sabbat Vampire: The Masquerade LARP event The Night In Question, here is 67 things that the man, the legend, the Half-Gen the Sabbat Pander is no longer allowed to say or do.

  1. Half-Gen will no longer refer to Big Gulps as the Loyalist Vaulderie Chalice.
  2. The Vaulderie is not ‘part of a balanced breakfast’ and Half-gen will stop ending rituals saying so.
  3. Half-Gen is not The Bishop of Awesomeness, and he will stop making org charts for the Diocese that include the title.
  4. Half-Gen is not the Sabbat Harpy.
  5. Half-Gen is not the Sabbat Justicar.
  6. Half-Gen will refer to Caine as the Dark Father, not Our Big Black Daddy.
  7. Half-Gen will not refer to the Regent as “Caine’s Little Helper.”
  8. Half-Gen will stop fiddling with whatever that is.
  9. “Smash Brothers” is not a Game of Instinct
  10. (Later) Fine, “Smash Brothers IRL” in real life is now a Game of Instinct, but Half-Gen will get that smug look off of his face
  11. Lucita is a revered member of our sect, and thus should not be referred to as “Hot Stuff”
  12. “Her Royal Hotness” is not an acceptable substitute either
  13. The discipline of flesh-crafting’s proper name is Vicissitude, not “the Mr. Potato Head Thing” or “Play-Doh Fun Time”.
  14. Anything that makes Half-gen giggle for more than 10 minutes is not allowed as a game of instinct.
  15. Half-Gen is no longer allowed to follow-up every line from the Book of Lilith with “That’s what she said”
  16. The blood bath does not require any toiletries nor should Half-gen call room service demanding some.
  17. The Monomacy does not require a wrestling announcer or ring-side commentators, and Half-Gen will not imitate one.
  18. The Monomacy does not require ‘ring girls’, and Half-Gen will no longer show up in a sequin dress to “correct this oversight”.
  19. Half-Gen will no longer play ‘I got your nose!’ with the Tzimisce
  20. Half-Gen is not allowed to befriend the Szlatchka or name them “Princess Puss-Puss”.
  21. Half-Gen will no longer refer to the Gangrel Antitribu as “Fidos”.
  22. Half-Gen is not allowed to have a flamethrower, ever.
  23. Even if he made it himself. In fact, especially if.
  24. Half-Gen is not allowed to proposition the Lasombra for “that sweet Hentai stuff.”
  25. “I Licked It And It’s Mine” does not apply to packmates.
  26. The Vaulderie will no longer be called “Drinking The Kool-Aide”.
  27. Half-Gen will stop referring to the Sabbat as an ‘anarcho-syndicalist collective’ and inferring that the Regent was selected by “a watery tart lobbing a scimitar at them.”
  28. Half-Gen will stop quoting Monty Python, ever. But ESPECIALLY during the Ritae.
  29. No one in the Diocese is Half-Gen’s senpai and we will not notice him.
  30. Sasha Vykos is not Half-Gen’s “God level waifu”, whatever that means.
  31. Printing body pillows of Lucita or any other Prisci is not allowed.
  32. Half-Gen is not allowed to imitate the hyenas from Lion King under any circumstances, but especially when we say the name of the Regent.
  33. Renditions of “Be Prepared” by Half-Gen will be dealt with, with extreme prejudice
  34. Half-Gen will not demand a strip tease from the Nosferatu for a Rite of Contrition
  35. Half-Gen will not alert the pack to the approaching Lupines by screaming, “The furries are here!”
  36. When selecting his second for the Monomacy, Half-Gen can no longer scream ‘Archibshop, I choose you!’ Also, put that pokeball away.
  37. Half-Gen will not teach the newly embraced that the mission of the Sabbat is to ‘purge the scourge of mimes from the Earth’
  38. Half-Gen will not attempt to shovelhead people with a rake.
  39. Half-Gen will no longer ghoul things on a bet.
  40. Half-Gen is no longer allowed to start any ritual or report to the Diocese with the words, “no shit, there I was”
  41. Half-Gen is not allowed to Rick-Roll any member of the Sword.
  42. The Book of Nod is a sacred text and it is not in need of any updates, revisions or ‘spicing up for the mommy porn market’.
  43. Half-Gen is not allowed to sell the movie or TV rights to the Book of Nod.
  44. Half-Gen is no longer allowed to refer to his pack as the A-Team. He must use their proper name’s instead.
  45. Half-Gen is not allowed to found a pack just to call it the A-Team
  46. Half-Gen is not allowed to track down actors from any version of the A-Team just to embrace them.
  47. Half-Gen will not turn on Animal Planet and ask the Gangrel Antitribu if “they can turn in to that one”.
  48. Half-Gen will not refer to Tenebrous Form as “The Shadow Gimp Suit”.
  49. The Abyss does not have a gift shop and Half-Gen will stop asking for things from it.
  50. Half-Gen will learn that the Salubri Anti’s name is Azrael, not ‘Bowling Bowl Head’.
  51. What any Tzimisce did with their penis when they learned flesh-crafting is none of Half-Gen’s business.
  52. Half-Gen will not play “I’m not touching you” with the Brujah Antis.
  53. Half-Gen will no longer respond to the Tzimisce shifting into Horrid Form by screaming ‘Hulk Smash!’
  54. Half-Gen will stop trying to stick his fingers in the eye sockets of the Harbingers.
  55. Half-Gen will no longer follow each instance of diablerie by saying “There can be only one.”
  56. The Monomacy will not be settled by seeing who can hold their breath the longest.
  57. The Monomacy will not be settled through competitive eating.
  58. The Sword of Caine shall not be referred to as a Wight Supremacist organization.
  59. Half-Gen will not chant “CHUG! CHUG! CHUG!” during a diablerie ever again.
  60. “Flash Mob” is not an Ignoblis Ritae.
  61. Half-Gen shall not refer to a Blood Bath as a “Keg Stand.”
  62. The Creation Rites will not be referred to as “The Cainite Swipe Right”.
  63. Half-Gen will stop making “casual” references to Philadelphia around the Inquisitors.
  64. Half-Gen will not speak to the Blood Brothers and will stop asking which one is Curly
  65. Half-Gen will not ask the Assamite Antitribu if they are the Sheriff of Rock Ridge.
  66. Half-Gen will put the bluetooth speaker away.
  67. Half-Gen will not refer to Lucita as “that spoiled bitch who changes sects as often as I change pants”, no matter how accurate given both the Priscus’ history and Half-Gen’s laundry habits.

Thanks to Cee J. Riordan, Kelly McMahan, Todd Cole, Matt J. Womack, Kevin Whiteside, Jamies Nobles and James Perrin for their contributions to the list.

Game Design, LARP, Role-playing Games

The LARP Antagonist’s Oath

What is an Antagonist?

A protagonist and his or her story can only be as intellectually fascinating and emotionally compelling as the forces of antagonism make them.

– Robert McKee, Story: Substance, Structure, Style and the Principles of Screenwriting

Antagonists are not just villains.

An antagonist is any character which is defined by their opposition to characters, or by creating obstacles and pressures for other characters. They can even be allies, but they exist to push a character’s limits or challenge their assumptions. They create growth and story.

The best antagonists are not limited in the physical or political conflict they create. They create conflicts in the minds of others – moral challenges and inner choices. They are the fuel of another’s character story engine. The challenge they present is meant to taken on and result in a better story.

LARP’s Unique Player Antagonists

The traditional role of the antagonist relies on the existence of clear protagonists on a journey for the antagonist to complicate and oppose. The antagonist can be a guidepost for the story, with other characters growing in relation to them. The antagonist can still develop as a character, but they do not grow with the same visible force and focus as the protagonist.

But in LARP, there is no clear single story. There is no camera following about one particular group around. There are often dozens if not hundreds of players involved in a LARP game.

So, every player might be someone’s antagonist, even though they are pursuing their own arc and story. True, a gamemaster might set up a major plot with an explicit NPC antagonist by which all players must struggle against. But there is another type of antagonist in LARP – the player antagonist, the character designed and destined to be a provocative force in a game.

Continue reading “The LARP Antagonist’s Oath”

LARP

Why Your LARP’s Safety System Will Fail: A Hacker’s Guide to Engineering Player Safety

I’m been thinking a lot about authority and safety teams in our LARP games. My mind started drawing parallels with my own background in software engineering and security. Part of my job is thinking about complex systems, and how to control the power of users in those systems.

I began to see problems in the ideas and standard policies being proposed. I began to see failures in my community and elsewhere. So, I started to think –

Can you take lessons from the world of hacking and security, and apply them to the meat and bone world of LARP communities? What happens when you start thinking about community safety like a hacker? What problems with our current approach are revealed?

“Can what we are creating to protect people actually be used to make things less safe? How do we stop that from happening?”

Hacking is about how systems can be made to turn against themselves. I want us to start thinking – can my LARP organization be hacked? Can what we are creating to protect people actually be used to make things less safe? How do we stop that from happening?

Continue reading “Why Your LARP’s Safety System Will Fail: A Hacker’s Guide to Engineering Player Safety”

Heresy, LARP, Role-playing Games

Five reasons LARP needs to get over the Stanford Prison Experiment

Note: This article is meant to fuel skepticism and critical thinking in the LARP community. These things are healthy, though sometimes painful to face, and I do not expect this article to be taken as gospel. But it does contain some things that really need to be said about this often-cited experiment in the context of our hobby.

In 1971, psychology professor Philip Zimbardo conducted an experiment where 24 male students were randomly assigned roles as prisoners or guards in a fake prison underneath a building in Stanford University. According to the widely read recounting of events, dressed in their uniforms and given their fake authority, the guards adapted overwhelmingly to their role and exceeded Zimbardo’s expectations, and began a systematic campaign of authoritarian brutality with little coaxing. Shocked, Zimbardo stopped the experiment after only six days. It became known as the Stanford Prison Experiment, or SPE.

In essence, it was a live action role-playing scenario that got out of hand. And that is why when talking with some advocates of LARPing, it is hard to get through a discussion of ‘bleed’ without them bringing it up. Central to some LARP philosophy is that one can descend so far into an assumed role through immersion that one can almost lose track of reality, to feel and react as if you really were that person you are playing.

On the surface, the Stanford Prison Experiment confirms these beliefs quite well – normal every-day college students put in a fake prison with fake uniforms suddenly start acting like brutal prison guards with the proper stimuli and without much encouragement. Here, they say while pointing, serious academic proof that the phenomenon is real.

In fact, some critically acclaimed artistic LARPs have been little more than attempts to recreate the SPE in all its brutal glory. Why wouldn’t organizers want people to feel the ultimate immersion, and walk away with a life-changing, haunting experience?

One problem – the experiment was utter balderdash. Rubbish. Poppycock. And most of all, crappy science. And LARP scholarship and designers really need to get over it. The SPE wasn’t about ‘bleed’, and in fact, it was all about people just playing out characters without feeling anything was real. To turn it completely on its head, the SPE is the strongest evidence against the ‘immersionist’ outlook I have ever encountered. And it ought to make us very skeptical, or at the very least cautious, of self-ascribed success in immersionist LARPs.

Here’s why:

Continue reading “Five reasons LARP needs to get over the Stanford Prison Experiment”

LARP, Musings

Ryan Wilson, Breaking Embargo and Toxicity in LARP

toxic

There’s an idea called ‘breaking embargo’. Basically, it means violating an understanding that things will be kept out of the public eye. Doing so pretty much frees everyone else involved from keeping their side private as well.

One of my former players, Ryan Wilson – who rage quit from my game and was later informed he was banned – has broken embargo on this, in order to engage in a personal attack on me. Typical of the cowardice of such actions, he made sure I could not respond to him.

So I am responding to it here. And I’m making a statement of general policy – as a LARP runner, I am not required to accept this type of behavior as normal and acceptable; nor am I required to just suck it up when he misrepresents what occurred in a never-ending attempt to make himself look like the good guy.

He isn’t. He is the poster child for the passive-aggressive toxic player that makes LARP a drama fest.

I am not a politician, I’m an creator. And I have a day job, which gives me little time to play these games on top of the games I want to actually play.

ryan0

So here it is – Ryan Wilson has accused me of being an egomaniac who takes any criticism as a personal attack. I accuse him, with evidence, of being a vindictive belligerent whom I feel bad for any LARP runner who hasn’t the ability to kick his ass to the curb.

This from a man who spent most of his time at my game bashing another game he continues to play and bad-mouthing their staff and players.

A bit of history: Ryan and one of my staff members, Rachel, have some bad blood due to details I won’t go into here. Yet. He is in turn accusing her of deliberately excluding the two women he lives with from a social event, Sadie and Mallory. And this is the conversation that got him banned.

ryan1

ryan2

ryan3

ryan4

And then he blocked me, lovely individual that he is. And now you have the whole story. He was told he was banned because frankly, he went from “never coming back” to “not being wanted”. This was done privately among the staff and told to only our player council, in accordance with our governing document. And then he decided to make it public.

It is really simple – I will keep your business private until you make it public. Professionalism does not prevent me from defending myself. I don’t start fights, but I do end them.

And I think more LARP runners should adopt this philosophy. Sunshine is the best disinfectant, and a lot of toxicity exists because we’re not ready to tell the whole story. Being transparent about toxicity and those who spread it will make our hobby healthier. We should be polite, be professional … and remove anyone who isn’t the same. By refusing to talk about toxicity, by declining to defend ourselves publicly, by refusing to stand up and declare “this person is a serial problem,” we perpetuate the issue.

Not me. Not today. I speak not only to defend myself, but so that others know what kind of person Ryan is, so they will be prepared to deal with him either as game staff or as a game participant.

As LARP grows in popularity, we must stop scrambling to keep players at all costs, and must realize that this type of player is an inflamed, unnecessary appendix to our growing and healthy hobby. And much like my own appendix, I’m glad to be rid of him.

And thus I consider the matter closed.

Internet, LARP

The Texan LARP Manifesto

Or more like highly exaggerated barely agreed upon opinion that I’m presuming to tell you the residents of an entire nation (yes, Texas is a nation, deal with it) believe in. Let’s get going. You can blame Johannes Axner for this.

So, listen here, you little shits…

1. It’s capitalized.

LARP is capitalized. It’s an acronym. It’s capitalized. Deal with it.

2. Git gud, y’all.

Even in artsy fartsy games, there’s such a thing as a bad player. If you are bad, stop being bad. If you are good, help others git gud. If bad players refuse to stop being bad, kick their asses to curb. If they complain, tell them to deal with it.

3. Don’t make me knock you off that high horse, son.

If a game does what it set out to do, it’s a good game. Every variety, from boffer battle games to vampire werewolf zombie horror sci-fi games to whatever the Nords are getting drunk then praising this week – anyone else notice the Nords can’t talk up their shit while sober? Well, if they ever are sober. If you think something is beneath you or is having fun wrong, you’re as welcome as a tornado on a trail drive. People make their own fun. Deal with it.

4. It’s capitalized.

I’m repeating this. LARP. L-A-R-P. Deal with it.

5. We ain’t impressed by preaching to the choir.

Yeah, yeah, you really hit it out the park with your crazy political statement told to a crowd guaranteed to agree with it. Either say something new or get off the stage. We ain’t impressed. Deal with it.

6. Don’t holler at a brick wall

Who gives a damn about what happens on Facebook or Twitter or whatever else? Turn the damn thing off. Nobody cares to have Online LARP Fight #554 revisited, chrissakes, so knock it off and deal with it.

7. Take the bull by the horns

You at a game? Take charge of your fun. Nobody wants to hear belly-aching and about how you are a customer. You run a game? Act like it, people are counting on you. You have a responsibility. Deal with it.

8. Rather be round a honest pig than a silver-tongued snake.

We ain’t here to judge. It’s not what you say but what you mean that matters, and actions speak louder than words. Walk the walk. You don’t like being called out for being all hat and no cattle? Deal with it.

9. It’s capitalized.

Deal. With. It.

10. Manifestos are bullshit.

Seriously. All they do is start arguments. And who elected anyone King of LARP? Manifestos ain’t worth spit. Yeah, I know, you worked hard on yours. Deal with it.

Well, I hope that clears some things up. Y’all come back now, you hear?

Yes, this was a joke. Well, half a joke. 3/7ths, maybe? Whatever, Johannes made me do it.

Game Design, LARP

Shades: a freeform LARP about ghosts that’s really about trauma

I finished the second draft of Shades, which is the first presentable version of the game I tested earlier this year. As my players were quick to point out, despite the conceit of it being about ghosts, it’s really about dealing with trauma and regret. It’s appropriate. In the purest Gothic tradition, ghosts are about things that are unresolved or the reverberation of bad events from the past. I am considering submitting this to Fastaval for next year’s competition. Let’s hope it translates well into Danish.

You can read and comment on the Google Doc here.

Photo Credit: Zachariah Birkenbuel, https://flic.kr/p/ypz9D – Creative Commons, Attribution license

Game Design, LARP

Nordsplaining and Amerijerking: How not to be a jerk discussing LARP online

Sometimes we need to ask the question, as a community talking across borders and oceans online, are we really talking to each other and helping each other? Or are we engaging in aggrandizing or hindering behavior? In conversations about LARP online, I’ve noticed exactly two phenomenon – one more subtle than the other – that hinder and disrupt conversations about design and development.

I have dubbed them Nordsplaining and Amerijerking, after the two communities who most frequently indulge in them. I will put this out there to start with – yes, you do these things more noticeably than other groups. You can either deny it or own up to it, but either way, the ancient scholars of India invented the number zero because they knew one day I’d have to count the number of fucks I give.

Enter the Nordsplainer

Webb’s Law of Nordsplaining: In any serious game design talk regarding rules and implementation, the chance someone will interrupt to go on about how this proves some inherent flaw in the very concept of a rules-heavy game approaches 1.

Imagine that you have a car, and you ask in a public forum, “Hey, should I turbocharge or supercharge my engine?” You get a few responses, some useful insights and advice start to emerge. And then someone shows up, and begins talking loudly and repeatedly about how you should not even have a car, but should instead ride a bicycle. Every comment on the engine tuning is met with the keen observation that you would not have to do these things if you had a bicycle and not a car. Several of this person’s friends show up and begin dominating the entire conversation, talking about how much better bicycles are than cars.

The conversation is derailed. The insight you sought is lost in arguments the bicyclists started with the gearheads, or just by the bicyclists high-fiving each other digitally due to their enlightened position. You are not getting a bicycle instead of your car just because this crowd showed up. They are mainly congratulating themselves on their own opinion and evangelizing their preferred choice rather than addressing the question. And you aren’t getting the answers you wanted to make your decision.

This disruption makes them, however friendly and well-intentioned, jerks. And what’s worse, they probably don’t know that they are being jerks. But that’s why I’m here, boys and girls.

Continue reading “Nordsplaining and Amerijerking: How not to be a jerk discussing LARP online”

Gamemastering, LARP, Role-playing Games

LARPing welcomes safe drivers: an American’s thoughts on steering

A new term making the rounds in LARP circles is “steering” – a new term for a very old idea. Steering is using out of character knowledge to alter your in-character behavior to improve the game. In other words, it is metagaming with good intentions rather than selfish ones.

The idea is so old that Gary Gygax advocated for it in the original Dungeon Master’s Guide, and I have called it or heard it called “greasing the wheels”, white hat metagaming or “good” metagaming. But the new term is a useful one in that it removes the technique from the bad connotations metagaming has in the roleplaying community.

I have had to struggle to get players to grab the wheel in my games and steer. Because of the well-deserved bias against destructive metagaming, players have felt they needed permission to steer without facing retribution from on high. Ultimately, I have had to resort to a post or rule that shouts, “this is a good thing, do it!” to put to rest the fears of the game master’s hammer.

I would like to contribute my own addition – the delineation between overt and covert steering, and how the acceptability of either can vary, and which one is preferred, depending on your game.

Overt and Covert Steering

I leaned over to Harrison before the game starts, “Hey, Harrison. You want to have killed my brother and now I want you dead?”

Because he’s that sort of player, Harrison barely paused before saying, “Done. Want to have a duel about it this game?”

That was overt steering. It’s blatant, it’s negotiated and it’s very clear what is being done. No assumptions are made, but it lacks any surprise and is not part of the immersive world.

Later in the same game, I see someone who is sitting in the corner while everyone else is talking. Seeing she is not fully engaged with the game, I walked over and begin talking to her. My boisterous baron would not have much reason to have interest in a wallflower, but as a player, I acknowledged that keeping things fun is part of my duty to the game, so I went out of my way to grease the wheels.

That was covert steering. Using a general rule of thumb, I decided privately what I thought was a good idea and acted on it.

This distinction is not purely academic. Different game systems and game groups have separate opinions about two types, and can encourage one while condemning the other.

Why and Why Not Overt Steering

Overt steering is blatant, can become very elaborate and often involves altering the histories and mentalities of the characters in play. But open communication between players can quickly lead to collusion and conspiracy to get some unfair advantages, and while some might call upon all of us to ‘play to lose’, most of us would prefer to lose fair and square.

Some games prefer overt steering and even make it a central rule of their game set – such as Houses of the Blooded where players trade points while entwining their characters in baroque and petty politics. Other games make their initial character creation session a practice in overt steering – encouraging or requiring relationships and ideas for character development be set forth before the game has even begun.

Overt steering works best when it is open where everyone knows it is going on and allowed. Its overtness is the main advantage, and it also means the staff of the game can have a good idea of what the players are cooking. When overt steering is not out in the sunlight, it can easily don the black hat and become metagaming. Here’s some good guidelines:

  • Overt steering should happen when it is not disruptive to the immersion of others, such as before the game or quietly to the side.
  • Consult the staff as to how much of this is tolerated, especially when your steering might give you a perceived advantage.
  • Steer with different people, not just your friends. We all know how roleplaying cliques work and how bad they can be.
  • You are generally more free to overtly steer on things that only affect your character and the person you are steering with. But if your ideas will directly affect others, do so with their consent. Not everybody likes someone’s ‘totally sweet idea’ completely changing things for their character suddenly. If you want your character’s daughter to be exposed as the bastard child of an ill-fated love affair, make sure you have the player of the daughter’s consent.
  • Respect the back story of the world. If the two ninja clans are written as sworn blood enemies who never see each other except in battle, do not change that without consulting the staff and giving them a chance to say ‘no’, or at least, give their input on how to make your cool idea work.

In general, games that involve guarded secrets, politics or elaborate worlds are the least tolerant of overt steering. It’s not impossible, but drive safely and obey all warning signs.

 Why and Why Not Covert Steering

Covert steering requires a bit less negotiation and clearance. Even the most cutthroat Vampire chronicle I have played in encouraged veteran players to involve (and mercilessly manipulate) the new characters in order to involve them. While overt steering is tricky, this form of covert steering is widely accepted. I have never heard anyone admonish it, except when it was so completely out of character it defied belief.

But it can go wrong. Very wrong. It depends on what kind of out of character knowledge you are using to steer and cause story, and how you obtained that knowledge. Because good steering and ‘causing story’ can quickly go south then look like targeting and exploiting out of character knowledge. In other words, metagaming in all its negative connotations.

This can go so wrong that I once had to fire a staff member over it.

The situation in question was a Vampire the Masquerade game where one character had severe nightmares that could haunt her or not depending on a random result. One session, she got hit bad, very bad, and was being haunted by visions of past atrocities the whole night. The staff member who ran this session was a fantastic roleplayer who enjoyed running this scene for her.

But then he took his own character into a room and saw her, amongst all these other characters, sitting in the corner. He thought it would be interesting to provoke her in this state. He targeted her in the middle of the crowd and began to do things not appropriate to his character that specifically tried to invoke her nightmare flaws. He succeeded, and when she attempted to excuse herself and eventually ending up fleeing the room, the staff character pursued her relentlessly throughout the night until the player finally complained to me personally.

She felt her night was being ruined by being targeted. But the staff member felt he was steering, trying to cause story. But instead, he managed to take an interesting roleplay situation and turn it into a farce by so deliberately pressing on something his character would not have done accidentally or even plausibly. It was not that it was made part of her roleplaying for the night, but it was made the only thing she could roleplay because of him.

It was an embarrassment to the staff and circulated widely through the player base, because it was easy to see as malicious and out of proportion. Ultimately, after discussing it with the honestly shocked staffer, I had to relieve him of his duties. And I felt bad about it because his intentions were good, but his execution was ridiculous.

So, my advice is:

  • Steer the game, don’t wreck it. Make sure you are just bending things to help the flow of roleplay, rather than flaunting well-established order.
  • Take a hint. Sometimes, people do not want your help or interest, or are having a good time doing what they are doing.
  • Do not be a one-trick pony. Engage people in many different ways so you do not come off as having a “engage the newbie” script.
  • Make sure everyone is enjoying themselves, even you.

Remember, if you are going to take the wheel and steer, drive safely.

LARP, Politics, Role-playing Games

Lit Matches, an art game about censorship and public opinion

This game is intended as a thought experiment. I’d personally never play it – could not play it – mainly because I do not think I could bring myself to burn a book or let one be burned. But maybe that’s an argument for me to play it anyway.

bookburning

There is more than one way to burn a book. And the world is full of people running about with lit matches. Every minority… feels it has the will, the right, the duty to douse the kerosene, light the fuse.

– Ray Bradbury

Lit Matches is a game that explores the themes of censorship and popular opinion controlling what ideas can or cannot be expressed – or even exist. And it will destroy something precious of half (or more) of those who are playing.

It is recommended 6 people or more play and you must have an even number of players, and it requires a private area, suitable for public speaking, where a suitable bonfire or fire pit may be lit. Lit Matches is meant to be played in a single night, but may require a day or more of preparation by the players.

In addition to the players, one more person is required to play the Fireman. Not firefighter. Fireman.

Preparation

Reading Ray Bradbury’s Fahrenheit 451 is an excellent introduction to the themes at play, but it is not required. Other works exploring free speech, free expression, offensiveness, censorship, political correctness and other forms of intellectual control are also encouraged as preparation work.

Each participant must bring to the game a book they own that is important to them in some way. It is recommended that the actual physical copy have some importance as well – heavily annotated or very personal copies are highly encouraged. The literary value of the book has no bearing – a well-loved children’s book is of the same weight as the collected works of Nietzsche.

Before the game, players are paired off into opponents, and informed of their opponent’s book. They should be given time to research their opponent’s choice, at least 24 hours.

The Game

The fire should be lit and brought to a suitable state before the game begins. It is the Fireman’s duty to maintain the fire, in addition to his other tasks. The players should gather around the fire as it is already burning.

The game is played in an order chosen at random. Each paired group takes their books and hands them to the Fireman, and stands on either side of the fire. They are the defenders. The rest are witnesses. The Fireman should put them safely out of the grasp of the defenders, and announce the title of each book and who speaks for it. Who speaks first is determined randomly.

Witnesses are never allowed to speak. Only the Fireman and the defenders.

First you talk…

Each defender is given two minutes to speak. There is no limits on tactics or content of the speech. The defender may espouse the virtues of their chosen work, attack his opponent’s work, engage in ad hominem attacks, appeals to emotion, anything they wish. Anything goes.

..then you vote…

The witnesses to the speeches now must vote by show of hands which book to condemn. The Fireman conducts the vote. It must be done publicly. Any motivation for voting is allowed – including spite for someone voting against your book earlier. The players are allowed to see who condemned their chosen book.

A tie vote ends with both books being condemned.

…then you burn.

The two players take their seats away from the fire pit. At the end of each round, the condemned book is burned, as completely as possible. The Fireman reads the title, and if the player decided to mark one, reads a single short passage from the work. The book is then thrown into the fire and the fire stirred. This should be done in silence.

Play continues until each pairing has had their say, and half of the books brought have been burned.

Epilogue

The game should end with the fire being doused with water, and the players leaving the space. Any discussion, analysis and the like must occur elsewhere. Reading or looking through books that survived is encouraged.

Alternate Rule: A Pleasure to Burn

For a far more brutal game, after half of the books have been destroyed, a new set of pairs made up of the winners is made. New debates and defenses are waged, and the newly condemned books burned. Repeat until only one book remains.

Before the fire is doused, the ‘champion’ with the last remaining book is given the option to throw his own work on the fire.