Professional Documents
Culture Documents
A Politics of Participation and Representatio - Will Osmond
A Politics of Participation and Representatio - Will Osmond
by
Supervisors:
Dr Adam Alston
Dr Rachel Hann
1
Declaration of originality
This thesis and the work to which it refers are the results of my own efforts. Any
ideas, data, images or text resulting from the work of others (whether published or
unpublished) are fully identified as such within the work and attributed to their
originator in the text, bibliography or in footnotes. This thesis has not been submitted
agree that the University has the right to submit my work to the plagiarism detection
service TurnitinUK for originality checks. Whether or not drafts have been so
assessed, the University reserves the right to require an electronic version of the
Signature: W Osmond
Date: 20.02.2023
2
Abstract
This thesis examines the practice of live action roleplay (larp) in terms of the
distributions of power, agency and authority that inhere to it. It asks how experiences
and stories are constituted in larping through collaborative participation, and what
between the player and both their co-players and those whose experiences they
represent through their play. This analysis uses aspects of Whitehead’s philosophy
practice-led theoretical study into the politics of playing together and of playing the
Others.
larps: La Sirena Varada, College of Wizardry, Inside Hamlet and Legion: Siberian
togetherness with other players; secondly, how dramaturgy and its playful
finally, whether larped experience can foster empathy with historical others. Through
these analyses, the thesis suggests that the most valuable insights larping offers
come from participation in the practice rather than the representation of characters
3
This thesis is dedicated
to the memory of Alex Uth
I like people.
’Cause even when the situation’s dire,
It is only ever people who are able to inspire,
And on paper, it’s hard to see how we all cope.
But in the bottom of Pandora’s box there’s still hope,
And I still hope ’cause I believe in people.
(Harry Baker, Paper People, 41-46)
4
Acknowledgements
Firstly, I give my warmest love and thanks to Fabrízio, who is the centre of my life.
I thank my supervisors, Adam and Rachel, for never letting me give up. I also thank
Andy Lavender for starting me off on this journey and Allan Kilner-Johnson for the
support he has given. I thank the Faculty of Arts and Social Sciences at University of
Surrey for funding the research, the Doctoral College and the TECHNE doctoral
I give special love and thanks to Karolina and Turrell for their support and care in the
toughest of times and for their words of encouragement. I also thank my parents for
the support and love they have shown. I extend my love and thanks to David, Laura,
Mo, Nadja, Patrik and Warren who have been my constant companions throughout
this journey. Love and thanks also to my TRPG group who made lockdowns
I would like to thank the countless people who have contributed to my experiences in
larping throughout this research, and especially to those who contributed significantly
to my play and stories in the larps which feature in this thesis: Adrian, Alex,
Alexander, Alice, Anna, Craig, Emelie, Esther, Heidi, Jake, John, Karl, Katrine,
Kewan, Lars, Lisa, Liselle, Lucky, Manon, Mikolaj, Mila, Nuria, Paul, Sanna, Soren,
Shyldkrot, Adelina Ong, Johanna Koljonen and Sarah Lynne Bowman. For sharing
their insights and expertise in specialist disciplines I thank Anne Cazemajou, John
5
Pendal, Steven di Costa and Erin Manning; and also Riadh for invaluable advice and
discussions around colonialism and appropriation. I also extend the warmest thanks
to those with whom I have worked in organising events, and with whom I have
participated in training and sharing practice: Amie, Gillian, Solene, Georg, Jonas,
Siegmar, Tim, Jenny, Helena, the members of the TECHNE Listening Summer
I also send thanks to everyone I have encountered so far at the London Immersivist
Club, Game Kitchen and The Smoke. Special thanks too to Ruth, with whom I
designed my first larp. Thanks also to the members of Dragons Keep TRPG club for
allowing me to participate.
6
Table of Contents
Abstract ................................................................................................................................................ 3
Acknowledgements ............................................................................................................................. 5
Introduction .......................................................................................................................................... 9
An autoethnography of larping ........................................................................................................ 11
Purpose and focus of the thesis ...................................................................................................... 18
Larping............................................................................................................................................. 22
Participation and representation ...................................................................................................... 33
Methodological note ........................................................................................................................ 41
Map of the thesis ............................................................................................................................. 42
Chapter 1 ............................................................................................................................................ 45
Critical Framework and Methodology
Introduction ...................................................................................................................................... 45
Critical framework: Whitehead’s philosophy of organism ................................................................ 45
Methodology: practice-autoethnography ......................................................................................... 55
Summary ......................................................................................................................................... 73
Chapter 2 ............................................................................................................................................ 75
What Is Larping? Roles, Functions and Radical Togetherness in La Sirena Varada
Introduction ...................................................................................................................................... 75
Literature on playing together .......................................................................................................... 81
Stakeholders in larping .................................................................................................................... 85
La Sirena Varada: The Pyramid, the Vortex and the Globe ............................................................ 88
Authority, power and agency of stakeholders in La Sirena Varada ................................................. 89
Ecology, opacity and collectivity .................................................................................................... 104
Sceneing........................................................................................................................................ 108
Storying ......................................................................................................................................... 115
Responsibility ................................................................................................................................ 127
Conclusion ..................................................................................................................................... 129
Chapter 3 .......................................................................................................................................... 132
Dramaturgy, Ludaturgy and the Calcification of Plot in College of Wizardry
Introduction .................................................................................................................................... 132
Dramaturgy .................................................................................................................................... 136
Intsen Deery’s story ....................................................................................................................... 139
Dramaturgy in CoW19 ................................................................................................................... 141
Calcification ................................................................................................................................... 148
Ludaturgy (or doing things with dramaturgy) ................................................................................. 151
Diegetic dissonance ...................................................................................................................... 164
Individual interest and common interest ........................................................................................ 168
Conclusion ..................................................................................................................................... 172
Chapter 4 .......................................................................................................................................... 176
Experiences of Torture and Oppression: The Grounds of Representation and Experience in
Inside Hamlet
Trauma, consent, experience ........................................................................................................ 181
Experiential Representation .......................................................................................................... 186
Inside Hamlet................................................................................................................................. 197
Experiential representation of torture ............................................................................................ 200
Experiential representation of oppression ..................................................................................... 212
Conclusion ..................................................................................................................................... 221
Chapter 5 .......................................................................................................................................... 223
Empathy and Historical Larping in Legion: Siberian Story
Introduction .................................................................................................................................... 223
Historical larping ............................................................................................................................ 226
Empathy ........................................................................................................................................ 231
Emotion and affect......................................................................................................................... 239
Empathic affect, ‘witness’, and walking ......................................................................................... 243
Empathic emotion and prosthetic memory .................................................................................... 253
Encounters with historical Others .................................................................................................. 255
7
Conclusion ..................................................................................................................................... 258
Conclusion ....................................................................................................................................... 260
Politics of participation and representation .................................................................................... 261
Methexis ........................................................................................................................................ 266
Dissonance and resonance ........................................................................................................... 269
The half-real of larping................................................................................................................... 272
Practice-autoethnography ............................................................................................................. 275
Limitations and directions for further study .................................................................................... 277
Works cited ...................................................................................................................................... 281
Appendix .......................................................................................................................................... 306
8
Introduction
representing. This politics encompasses the ways in which I have played together
with other participants, and the ways in which I have embodied and reconstituted the
experiences of political and historical Others through my playing. One of the main
contentions of this thesis is that the politics of larping is a methektic politics; that is, a
politics of participating together. The distributions of agency and authority are found
within the acts of scene- and story-making which constitute larping. The kind of
itself. This is to say that the politics of larping are primarily participatory and
secondarily representational.
Politics, by which I mean relations of power and status and distributions of agency
and authority, is implied in both the terms participation and representation. Part of
the work of this thesis is to analyse the ways in which my experiences have shaped
and been shaped by these relations and distributions, including the effects of my
politics of playing together to create lived experiences and stories with and for each
and narratives of such Others through play. I frame this kind of reconstitution as a
key ‘problem’ in larping and seek throughout the thesis to understand how my
composed in larping?
2. How do the twin aspects of participating and representing bear on each other
in larping?
representing?
4. What is the relationship between my lived experiences in larping and the lived
practices of ‘seeing’ and ‘knowing’ the Other. Methexis is the philosophical notion of
Over the course of this thesis, I will be arguing that methektic participation is the
both a means of participating (through representing the character and their actions)
and an outcome of participation (in the narrative that results from larping). I will also
10
be arguing that: representing the experiences of political and historical Others as
afforded by the larp; and that the practice of listening implies an attendance to the
voices of Others on their own terms as subjects, contrasting this with practices of
‘observing’ in which Others are studied ‘objectively’ while being subjugated by and
reduced to parameters set out by the observer. What makes this intervention
significant is that it is the first in-depth analysis of the politics of participation and
An autoethnography of larping
understand the event to have been a larp, it was introduced to me and my fellow
Kilve Court in Somerset, close to where I grew up. As far as the participants went,
there were perhaps sixty of us, all in our teens and hailing from various schools in
Somerset and Devon. Each was given the outline of a character to play for an hour
or so. The scenario for the larp was of a 17th Century ship, bound for the New World
(I forget precisely which colony), transporting convicted criminals to serve their penal
sentences. Some participants were cast as members of crew, some as marines and
some as convicts; I was cast as a convict. The organizer of the exercise made us
aware of a number of problems the ship and its passengers and crew might face,
from storms to the spread of disease. Some of these became plotted events which
11
our characters needed to react to. These problems stimulated drama and
collaborative story-making and instigated plots. The scenario took place in a large
hall with areas designated as parts of the ship but no elaborate set or dressing of
any kind; one area of the space was below decks, another part was the deck and a
raised platform served as the bridge. The hall became the ship and was furnished as
such only by virtue of our, the participants’, imaginations. I do not clearly recall
details of my character’s story – I did not record it in any format – but I remember
that my character got sick and, in the final moments of the larp, died.
Participating in this larp was a powerful experience and one which has stayed with
me. I recall the intensity of feeling that came with realizing that I, as my character,
was dying. I recall the group bond that formed between the convicts and the power
empowerment, not only from the agency afforded by being in control of a character
and creating their personal story, but also from the capability of directly affecting
other characters and other participants’ stories in interesting and meaningful ways.
These things which I now recall, through the haze of years and memory, I felt during
my participation.
However, despite (or perhaps because of) its power, I also felt uneasy about the
experience. The reasons for my feeling discomfited were manifold, some related to
my own prejudices at the time about what theatre or drama ought to be or to do, but
others related to concerns about the ethics and politics of participation and
representation. The former category is easily fathomed; this kind of exercise was not,
in itself, what I at the time considered to be the proper form or use of drama. As an
exercise for developing a piece of theatre I saw value in it, but as an experience in its
12
own right I considered it practically worthless. In my fledgling understanding of the
subject, drama was intimately linked to the theatrical, that is the relation between
self-indulgent, to me. This boiled down to a particular way of conceiving of art and
entertainment in general: that there is an artist or producer who creates the work and
a separate audience/interpreter who receives it. This model of art and entertainment
implies the privileging of product over process, of presentation over experience, and
of public over private. This model also implies a built-in safeguard against my
then the artist cannot simply indulge themselves, while the audience must take what
they are given by the artist and cannot simply indulge their own whims.
One of the aims of this thesis is to interrogate these assumptions, and to uncover
ways in which larping both challenges distinctions between and deprivileges these
value in the age of Web 2.0, where ‘user-generated’ content proliferates. While
larping predates the cultural explosion of the worldwide web, it can be seen as
collaboration, and as such is a powerful lens through which to investigate the politics
the latter category of concerns, relating to the ethics and politics of participation and
representation within the larp. The apparent inducement in its participants of self-
13
indulgent play seemed like childish make-believe, yet at the same time the exercise
was perhaps successful at imparting information about the period and conditions on
board a ship in an interesting way which engaged haptic and sensory faculties as
well as cognitive ones. It also afforded some exploration of the effects of the
invented narrative within the constraints of the scenario. Nor, seemingly, did the
me. There was no instruction from the facilitator leading the exercise to accurately
represent history. Rather, the larp was played for drama; there was a desire for
things to happen, for tensions to explode, for disease to spread. Whereas the ideal
crossing for a ship might be uneventful, with the ship never running into rough
waters, no mutinies, and none of its passengers ever succumbing to disease, with
larping these kinds of events are interesting and desirable, so participants will steer
towards them. Larping is story-making, not re-enactment or living history; it does not
hold to ideals of historical accuracy but rather relies on antagonism and conflict in
order to develop interesting, textured and climactic narratives. Certainly, in the larp I
have been discussing here there was less emphasis on the run-of-the-mill
functioning of the ship and its crew and passengers, and more on the underlying
tensions and direct conflicts and confrontations between characters, both individual
the stories rather than a faithful rendering of historical fact. There was, or at least I
felt, no obligation to accurately represent the historical Other. The directive was
simply to participate, to take part in the larp and generate my own narrative. This is
rather than from careful attention to the ‘original’ or ground on which the
It is worth noting here that throughout the thesis I distinguish between two kinds of
‘others’ involved in my larping. The first are the others with whom I participate, my
co-players and -story-makers. The second are those historical or political Others
representations are supposedly based. The decision to capitalise the initial O in the
case of the Others whom I represent is to highlight the difference between myself,
the characters which constitute the representation and the individuals or experiences
being represented. This is not to imply that these individuals are ‘othered’, with
difference and the ‘opacity’ of the Other’s experience that I point to through this
stylisation.
The framing of larping as a mode of story-making leads to two related concerns, one
concern is simply the question of what I can claim to know about oppression or
15
established, I was engaged in a process of story-making during the larp, my
experience was of making a story through larping and not of being transported to a
colony on board a ship in the 17th Century, nor of dying from disease. The only
and not to the experience of the historical Other. Moreover, I am aware that I could
never live, through larping, the experience of the historical Other. My participation in
the larp, which was a reimagined performance of a generalized history, did not imply
The political concern arises directly from this line of argument concerning the
circumstances and experiences of the historical Other for my own ends. At worst this
chapters 4 and 5. Here we arrive at the old objection to theatre, the ‘antitheatrical
prejudice’, which finds its roots in Plato: that representation and characterization is
inauthentic, nothing more than a poor imitation of the shadow on the wall of the cave.
However, the charge is not that the characterization draws its qualities from a false
source; the charge is that larping draws on the real circumstances of another in order
A natural solution to this problem of appropriation might be to avoid using the real
16
altogether. Using purely fictional circumstances could be seen to circumvent the
displacement or deferral of the problem, to the extent that fictions inevitably operate
as analogues for real life. Thus, in high fantasy larps, the orc ‘race’ is often used as a
with all of the political baggage which those words entail. The fact that these
characters are often played by Caucasian people wearing dark face paint has been a
point of tension and contention in many larp communities in recent years.1 While
such blatant stereotyping is an obvious issue, the problems of representation are not
necessarily avoided in more subtle and ‘enlightened’ larps. The problem is also one
of synecdoche, where a part stands in for the whole. The fictional character becomes
a ‘hypothetical person’, and not just a specific hypothetical person but one who might
be seen as standing for the whole of a particular class of people. So, in the ship larp,
person of that ‘type’. Even a larp such as Still Life (Gorman, Hertz and Silsbee
2014), in which each participant plays a different kind of rock, is not completely
divested of the politics of representation. While the objects represented (the rocks)
through the taking on of questions about the nature of their own existence carries its
own political baggage. What kind of person would a diamond or a roof slate be?
What might their concerns be? What kinds of assumptions do participants make
1
For instance, in private Facebook groups such as ‘LARP Haven’ (2013) and ‘Larpers BFF’ (2014).
17
about these kinds of ‘people’ and their concerns, and what are their relationships to
these characters?
were more than simply disquieting. Aside from the possible appropriation of
participation which will have a bearing on this thesis. These political features have to
considered a form of collective story-making, and yet the stories produced are not
else in the ship exercise shared my story with me, and yet we all shared the
enactment of the stories together, and each impacted on the others to varying
degrees. Acts of larping can give rise to multiplicities of narratives. From the
narrative, but communal togetherness also requires each separate individual. This
begins to reveal further ways in which representation and participation are mutually
dependent.
Having set out the main problems this thesis aims to deal with, I now aim to
demonstrate what importance these problems, and the arguments I will advance,
have to the field of larp studies and more broadly to theatre and performance. There
are three key aspects of this thesis which indicate that this research is warranted.
Firstly, larping as a mode of performance has been largely neglected by theatre and
18
performance studies. Secondly, little has been done to understand the politics of the
Whitehead, a philosopher whose insights have been all but neglected in theatre and
Larping as a mode of performance, and larp as a form, has received scant attention
from theatre and performance studies. While there is growing scholarly discourse on
participation and immersion in theatre and other arts (Bishop 2012; White 2013;
2016; Machon 2013; Alston 2016a; 2016b; Frieze 2016; Heddon & Howells 2011;
Freshwater 2009; Nield 2008; Breel 2011; 2015a; 2015b), larping as a form is
notably absent from most of this discourse. There are theatre practitioners who are
members of and leaders in larping communities, such as Mike Pohjola and Nina
Runa Essendrop; however, their work in larping has not received scholarly attention
from theatre and performance. When Pohjola has written about his larping practice it
has been within the realm of larp studies. Theatre director and scholar James Harper
has recently completed a doctoral study using larping and larp design as his practice
research (2020). Gareth White and Bruce Barton’s Playing with Intimacy and
Intensity Network project also engaged with larping, and a prominent member of the
network was Finnish games scholar Jaakko Stenros (PII Network 2020). This thesis
1993; Diderot 1883; Barish 1981). However, there is not much consideration of what
one means for the other; in fact, as I will explore later in this introduction, the two
ideas are often opposed, in the Greek terms methexis (participation) and mimesis
another in the study of performance, in the hope that this will open up new lines of
gaming theatre, but also in the field of audience studies more generally.
In this thesis, I not only argue that larping epitomizes the relationship between
approaches to both performance and theory and is therefore important to theatre and
and instructive in exploring these terms in relation to each other. The political
concern with the appropriation of feeling and experience can be applied more
which use real circumstances and experiences. The thesis therefore provides a
model for addressing this concern across a spectrum of artforms. In exploring these
political questions, I hope that the thesis will bring insight into what ‘authenticity’
might mean. As a communal and participatory activity, larping also affords the
opportunity to explore political models of distributed agency and calls into question
20
This thesis also forwards Whitehead’s ‘philosophy of organism’ (1978) as relevant to
the field of theatre and performance. While there is growing interest in Whitehead’s
theorizes the relationship between them and so, as I will demonstrate in chapters 1
and 2, it is explicitly and singularly relevant to the thesis. Besides using Whitehead’s
how the practice and study of larping might be developed into an understanding of
The focus of this thesis, then, is on exploring a politics of larping which accounts for
nor merely the distribution of power and agency between various stakeholders such
marginalized Other in the process of play, and the modes of participation and
representation it promotes through its becoming. This is not to suggest that all larps
do the same things in terms of representation, nor that there are no differences
2
This thesis also does not engage with ‘larping’ (or ‘LARPing’ as it is rendered) in the sense recently
employed by political studies scholar Marc Tuters (2019), namely as a form of right-wing trolling in
which people ‘roleplay’ extremist points of view in order to goad their political opponents into certain
behaviours and expressing certain attitudes. Tuters uses the term without critical appraisal of its
appropriateness and in apparent ignorance of its common meaning, calling it ‘the jargon of computer
game culture’ (2019, p. 38). This usage has little to do with the kind of consensual, fictive play of
actual larping.
21
between styles of larping or specific larping experiences. What this thesis aims to do
develop an understanding of how, and by what means, larping might imply particular
relations of power and distributions of agency and authority. While relations of power
have long been a concern in larp studies and larping communities, there are no prior
studies of this kind, into the politics of the becoming of experiences and stories. It is
intended to be a foundation upon which other research might build and does not
The remainder of this introduction is split into four sections. The next section offers a
taxonomic overview of styles and modes, relating these to the case studies in this
thesis. The section after that begins to outline the interplay and tensions between
research. The introduction concludes with a more detailed map of the thesis.
Larping
practices, and offer a brief taxonomy of different styles of larping, defining the scope
of this research in terms of the type(s) of larping it is concerned with (and the types
of larps I have participated in). This entails looking closely at how others have
defined the activity and giving an overview of the diverse range types and styles of
larping which are practiced. I hope by this method to arrive at a broad and inclusive
22
description of larping in general which agrees with the ‘stubborn facts’ of actual
practice, as well as a narrower definition of the kinds of larping I have engaged with
for this research. At the end of the section, I introduce some of the existing strands of
J. Tuomas Harviainen et al. (2018) note some descriptions of larping in relation to its
similarity to other activities such as games, theatre and tabletop roleplaying. They
They argue that ‘what differentiates larping from other types of role-playing is the
However, the demand that the world be ‘fictional’ seems to exclude historical larps.
Instead, ‘fictional’ should perhaps be replaced by the term ‘fictive’ to imply that the
diegetic space is not identical to the playspace in which the larp is happening,
congruent to what Katie Salen and Eric Zimmerman, drawing on Johan Huizinga, call
the ‘magic circle’ (2004, passim), while not demanding that the diegetic setting be
made-up.
Larping differs from immersive theatre in that there are no performers or audience,
‘players’) who interact with each other in order to make scenes and stories. Larpers
might be ‘thrown […] into a totally new environment and context from the everyday
are; however, larpers inhabit the environment and context as their characters,
a ‘performer’. Instead, the world is populated by peers, other larpers playing their
own characters, interacting with each other to produce the ‘performance’. Immersive
23
theatre is often about entering and experiencing an ‘alien’ space where audience
members are (often interactive) spectators, whereas larping is more about inhabiting
and co-creating a world with others, in which the players are the principle creative
force.
much immersive theatre and its associated scholarship. He argues that larp practice
perception in the mode of ‘causal efficacy’ (Whitehead 1985): that is, understanding
the event in the context of its past and with a view to its future. In recent years there
has been some overlap between larping and immersive theatre in ‘playable’ theatre,
such as the game-based performances of Coney. Both I (Osmond 2017) and White
(2016) have discussed Coney’s Early Days (of a better nation), while Machon (2013)
has written about A Small Town Anywhere. These pieces tend to curate interactions
community (Bowman 2018) which prioritise causal efficacy rather than the bare
Larping differs from tabletop roleplaying (TRPGs) in that the characters and their
actions are embodied rather than narrated. As Jennifer Grouling Cover points out,
While not entirely accurate, since in some larp cultures it is common to calibrate ‘off-
24
larps, costumes are not expected, this characterisation nonetheless highlights the
embodied nature of larping. As Gary Alan Fine succinctly states in his consideration
does not involve physical acting’ (2002, p. 7). Larps, though, are acted-out rather
Larping differs from historical reenactment and living history in that it does not
historical periods or figures. Larping neither suffers nor benefits from ‘errors’ in its
idealized past. The differences between living history and historical larping will be
outlined in more depth in Chapter 5, where these differences will be more important.
What the definitions collected by Harviainen et al. don’t make explicit, but what is
Certainly at least one of the functions of larping, and for Aksel Westlund (2004)
among others its primary function, is to produce interesting narratives with one’s co-
players, as well as living and acting as one’s character. Larping is not just an
as well as scene-making is central to this thesis, both informing and enabling the
Finland each year (and its title translated from the Norwegian into the local language:
much of the current larp studies theory has emerged. One of the key concerns in the
25
literature coming out of the earliest Knutepunkt conferences is whether larps
model (Edwards 2001) developed out of debates in online RPG forums, and there
have been several variations on this (Kim (2003); Bøckman (2003); Brodén(2006))
which usually acknowledge that the issue is one of choice and designating a style of
role-playing to each of these modes. While not all the models agree, and some of the
categories are omitted or elided in different models, I have attempted here to tease
Those who engage in larp as a game, who value using rules and mechanics in order
to achieve objectives, gain rewards and win, are designated ‘gamists’. Those who
Generally, a narrativist player seeks to engage with a plot which has been
predetermined by the designer; they value a well plotted story which they can enact
(Westlund 2004, p. 249). This is perhaps the most theatrical style of play, sharing the
dramatist player, on the other hand, seeks to create their own story in collaboration
with other players, valuing creativity, spontaneity and serendipity. Those who engage
are perhaps the hardest categories to differentiate since both are concerned with
plausibility, but Mike Pohjola has suggested that the simulationist values building a
plausible society in the context of the larp, while the immersivist (eläytyjist) values
the plausibility of individual action and aims at feeling as the character (Pohjola
2003, p. 35). Both are concerned with being part of the world of the larp, but while
one focuses on building a viable community, the other aims to feel and think as the
character in order to find the motivation for their character’s actions, similarly to
26
practices of Method acting. My own engagement in larping for this research has
certainly been in the dramatist vein since I value the collaborative story-making
aspects of the practice, but I also subscribe strongly to the immersivist notion of
In summary, I am defining larping for the purpose of this thesis as the embodiment of
and interaction between characters in a fictive setting for the purpose of co-creating
narratives. This definition does not necessarily exclude more simulationist or gamist
There are many different varieties of larps, arising from different cultures, and they
of literature and cinema, with science fiction, fantasy, horror, drama and romantic
comedy being among the vast array regularly available to players. Some larps are
(2014), which was originally set in the Harry Potter universe, though it has since
Larps can be categorized by scale, in terms of size, duration, and cost. Short-form
larps last for a matter of hours, with timescales for long-form larps rising to full
weekends or longer. All the larps in which I participated for my case-studies lasted
for between 36 and 48 hours, not including workshops. The size of a larp is usually
27
expressed in terms of the number of players. Chamber larps, such as Karolina
Soltys’s Arsenic and Lies (2018), and blackbox larps, such as Essendrop and Simon
Steen Hansen’s White Death (2012), are small-scale and can be comfortably
contained in the rooms of an average apartment or a small studio. Larger scale larps
can be held in large venues or camps, with, for instance, UK fest-larps such as
Empire (2013) and Lorien Trust (1991) attracting thousands of camping participants
per event. The larps for my case-studies held between 30-150 participants each. In
terms of cost, this usually varies in line with the other scales. A chamber larp might
charge, or at the split cost of hiring a small blackbox studio. Hiring larger venues for
longer larps will naturally be more costly, with catering also an important
consideration. Production costs for set-dressing and special effects will also add to
larps have tickets for around £600 (e.g., Giovanni: The Last Supper (2023)). The
larps for my case studies cost between £140-470 (not including travel costs, etc.).
cultures producing different traditions and styles of larping (2018, pp. 91-104). Their
North, with no mention of the larp cultures in, for instance, China, which has seen a
recent explosion of jubensha (剧本杀, lit. ‘script murder’) (Xiong, et al. 2022), Brazil
(Schmit 2014; Godoy 2022) or Palestine (Bait Byout 2017). However, the point that
different cultures produce different styles of larps and modes of larping is a sound
one, and is pertinent to this thesis since the larps I participated in for this research
28
Another way that larps can be categorized is by the mechanics given by the
combat larps, there are rules and statistics which might govern how much (physical
or magical) power a character has and how many hits they can take during a fight
before they are incapacitated or killed. Other larps, often called ‘freeforms’ in the UK
These larps often use specialist mechanics, or ‘metatechniques’, only for enabling
specific character actions such as violence and intimacy, for enhancing safety and
flashback, etc. All of the case studies in this thesis were produced in the context of
freeform larps, and the findings relate specifically to this kind of larping, though they
The case studies in this thesis were produced in the context of the following larps: La
play of the same title; College of Wizardry, a Danish-Polish larp in the Nordic larp
tradition, a school larp with magic; Inside Hamlet, a Danish Shakespearean tragedy
historical military drama, inspired by the plight of the Czechoslovak legion in Russia
during WWI and the Russian Revolution. These larps were selected because of the
particular relevance of my play experiences in each to the questions that this thesis
aims to address: those of power, agency and authority, as well as those relating to
29
In their chapter on roleplaying and performance studies in Role-playing Game
Studies, Sarah Hoover, et al. (2018) begin to chart the relationships between these
literature while only glossing a few of the current concerns in the field. While the
chapter considers roleplaying games more generally, including TRPG and video
games as well as larp, it highlights some of the key voices in larp studies who have
telling about the dearth of literature in this disciplinary intersection that only one of
the voices originates in theatre and performance studies, with others coming from
within larp studies. Jaakko Stenros’s major contribution to the study of the
larping in terms of theatre, performance art, and games is reductive and that these
frames are ill-fitting (2010). This does not exclude larp studies from the umbrella of
performance studies, but it is a strong argument for it having its own place in the
similar vein, Sarah Lynne Bowman’s contribution has been to compare the activities
of acting, improvisation for an audience and larping (2015b). She concludes that,
while the psychological framings of each activity bear strong similarities, the
circumstances under which they occur and their purposes vary widely. Furthermore,
Bowman has examined the ritual structure of larps, particularly the Nordic larp Just a
Little Lovin’, which is set over the course of three Independence Day parties in the
USA (Bowman 2015c). All of these foregoing studies are concerned with the
30
comparison of larping to other forms of performance. Meanwhile, Bowman alongside
her colleague Kjell Hedgard Hugaas has more recently been pioneering research
into the ‘transformational power’ of larping (2019; 2021). Following in this vein,
James Harper recently completed a PhD study on the use of larping, as a mode of
PhD focuses on how participation design can be used for empowerment through
affect, ‘self-presence’ and relationality (2020). These scholars all recognize larping
as performance and have sought to position it within the field and demonstrate its
utility. The key scholarship outlined here has chiefly sought to compare larping to
The principle aim of this thesis is not to compare larping to other modes of
how those specific occasions are constituted and composed in relation to Others.
There is some scholarship which skirts closer to this kind of analysis: along with
Jamie Macdonald, Stenros has also developed the notion of ‘aesthetics of action’
which steers away from traditional notions of aesthetics of spectatorship and towards
the aesthetics of what it feels like to participate (2013), while Bowman and Karen
Schrier have considered the relationship between the players in a larp and their
characters (Bowman & Schrier 2018, passim). The present thesis is the first major
research into the politics of participating together and representing Others in larping
The focus on experiences of the player in this thesis, rather than the more common
approach in larp studies of considering the design and organisation of larps, arises
31
from the fact that the players are the principal performers in larping. As will be
affordances, constraints and the material conditions for larping to happen, what
might be considered the ‘container’ for performance, it is the players who make the
performance happen and who generate political relations and stories among
themselves. This framing places a strong emphasis on the politics which arise in the
moment of performance, rather than the prescribed intentions in the design and
organisation. This is not to say that these intentions are irrelevant, but much work
already exists on the politics of design and organisation, whereas the politics of
While I focus on player experiences, the terminology of ‘play’ and ‘playfulness’ are
largely absent from the thesis. This is a deliberate choice, made in order to move the
studies, highly interactive performance with a high degree of agency is often termed
pp. 183-9), make direct reference to games as a means of thinking about these kinds
of performances. However, as cited above, Stenros has argued that larping cannot
be reduced to either theatre or games, and I want to suggest that neither can it be
reduced to a mere conjunction of these two activities. Thus, the decision not to make
direct reference to play and games in the thesis is intended to help the reader think
differently about larping and not to simply relegate it to the conceptual domain of
playable theatre. This is not to say that notions of play do not arise in the argument;
32
ideas of playfulness and indeterminacy. It is simply the terminology which is being
There are many other approaches to studying larping in larp studies scholarship.
This range of approaches reflects the interdisciplinary nature of the field. Many larp
scholars hail from game studies and approach larping from the perspective of games
and play (e.g., Deterding & Zagal 2018), as well as considering the game design of
larps (e.g., Björk & Zagal 2018). There are ethnographies of larp communities (e.g.,
Stark 2012), and scholarship in cultural studies where larpers are considered as a
subculture (e.g., Cowan 2019). There are also more instrumentalist approaches,
from psychology (e.g., Bowman and Lieberoth 2018), sociology (e.g., Seregina
2019) and education (edularp) (e.g., Bowman 2014). These studies have developed
a strong understanding of larping as a social and cultural phenomenon and its power
larping and how they produce political relationships, rather than looking at broader
33
characters and actions are construed to ‘imitate’ or stand in for real-world
counterparts.
In this thesis I also aim to advance a notion of methektic participation. I have written
Rather, individuals are constituents comprising a whole in such a way that the whole
(Osmond 2020, p. 189). I have argued that many of the tools for analysing immersive
mostly about their own experiences (Osmond 2017, pp. 51-3). Methektic
part of an ecology, inseparable from each other since individuals in this model not
only co-constitute the whole of which they are all part, but also co-constitute each
other.
Several scholars in recent decades have deployed the term methexis (Harrison
1912; Cornford 2004; Carter 1996; Bolt 2004; Nancy 2007). Some of these have
above. Francis Cornford describes methexis as a ‘relation […] in which […] a group
stands to its immanent collective soul […] The One can go out into the many; the
many can lose themselves in reunion with the One’ (2004, p. 204). This captures the
contributing to the whole, and being constituted by their participation; they can ‘lose’
34
themselves in the process of collective story-making without forgoing their
individuality or subjectivity. Paul Carter (1996) and Barbara Bolt (2004) most clearly
differentiate the methektic from the mimetic in art. For Carter, methexis corresponds
something to be acted on the other, the two come into being through each other’
(1996, p. 83). This echoes the idea of the co-constitution of experiences and selves
art is also ‘a physical re-enactment of the environment’ (Carter 1996, p. 174) which
impossibility of separating the subject from the environment. Bolt, who builds on
opposed to the representation of things on the ‘horizon’ (Bolt 2004, p. 135). This
oneself as part of some larger whole, such as a larp, without relinquishing personal
subjective experience.
Concurrently with my own initial deployment of the term, Charlotte Ashby (2017),
another larp scholar, also deployed ‘methesis’ (sic), though drawing from Jane
Harrison’s (1912) use of the term who describes ritual dancers ‘becoming’ the animal
totems they emulate. Ashby uses the term to posit that ‘[larp characters] and their
community […] become something close to real in the methectic [sic] space of the
220) in larping; however, it differs considerably in terms of its focus, with Ashby’s
notion aimed at describing how narrative elements are brought to bear, and my own
aimed at describing the relationships between players and their collective activities.
35
Issues of representation (mimesis) and participation (methexis) in performance have
been present since at least Plato. For Plato, the mimetic representation is a
simulacrum of the Form, whereas ‘true’ embodiment actually participates in the Form
(methexis). ‘True’ embodiment is grounded in the Form while the ‘false’ simulacrum
is not. The issues of participation (methexis) in this thesis are not related to these
Platonic concerns, but rather centre around participation with others. The Platonic
notion of methexis relates to the grounding of actuals in their Forms, and guarantees
the ‘truth’ of the actual, whereas the notion of methexis in this thesis is about the
somewhat like the Hobbesian idea of the sovereign-subject political relation, in which
the sovereign represents the people and the people participate in the sovereign
(Hobbes, Rogers & Schumann 2005, p. 138). However, this thesis does not deal with
questions of ‘sovereignty’ in the sense of ‘he [sic] who decides’ (Birmingham 2011, p.
representation, and more to notions of agency and authority, which I will explore in
reference to Platonic Forms, we can ask whether, and how, the performance of
Others. This raises concerns related to accuracy and authenticity, which will be
addressed in chapters 4 and 5. Alston (2016b) has challenged the notion that
in cultural studies, Scott Magelssen (2014) and Alison Landsberg (2004) have
‘Participatory art’ and ‘audience participation’ have been examined by Claire Bishop
‘material’: for Bishop people are used as the artist’s material, and for White the
away from spectatorship, though both acknowledge the experiential aspect of being
a participant. In these cases, the very fact of participation, over and above what any
participating in Coney’s Early Days (of a better nation) (2016) that he approaches
this engagement from the perspective of a spectator, and uses the terms of
Rancière’s ‘emancipated’ spectator in his analysis. For the most part, though,
participants and their actions are subsumed into the dramaturgy as something to be
prehended by an audience, both the participant ‘spectating’ their own actions from
within the artwork and those watching from without. This thesis does not treat
larping. While this generates ‘material’ for the collective scenes of the larp and
37
Both Bishop and White also treat participation as a type or element of performance,
with the attendant assumption that there is ‘non-participatory’ performance, i.e. that
members in the artwork.3 Both examine the dynamics of ‘artist-led’ work, where the
for this thesis and, I propose, for larping in general (methektic) participation is the
rather artist-participants create their artworks (scenes and stories) through their
processes of larping.
Such models have currency in the field of theatre and performance, particularly
notions of affordances. The edited volume Performance and Participation (Harpin &
Nicholson 2016b), pays testament to such approaches with the editors noting that
(Harpin & Nicholson 2016a, p. 6); ‘attend to affect – not as a subset of human
sensibility but as a relational force that exists between bodies, objects and
technologies’ (Harpin & Nicholson 2016a, p. 7); and, ‘critically read the creative
3
This does not preclude the kind of interpretive participation with the artwork proposed by Rancière
(2011).
38
positions that trouble conventional distinctions between subject and object, human
and nonhuman, and dismantle narratives of cause and effect’ (Harpin & Nicholson
refashioning it in her own way’ (2011, p. 13), through interpretation of the artwork.
focuses on the individual self and offers nothing back to the becoming performance.
Rancière equates his notion of the ‘emancipated spectator’ with his prior notion of
emancipated spectator on the other hand is parasitic, taking what they are given in
the dramaturgy of performance and making it their own, but offering nothing back
into the dramaturgy. Unlike Bishop’s and White’s formulations, Rancière’s does not
representation that gives neither precedence nor rank to either. In other words, I aim
39
participating being a means to represent, and that participation can be equally as or
viewed as a social or political outcome rather than an aesthetic one. Even where
accepting) which constitutes this kind of work, with the actual participation relegated
to the status of manipulable ‘material’. In this model, the participant cannot ‘do’
anything efficaciously since they are subject to the sovereignty of the artist and the
artwork. White dwells only briefly on the experience of participants, focusing rather
on what the audience-participant does and how they interact with the performers.
performance and stories, rather than participation in the work of an artist or other
producer. This moves the argument away from theatrical notions of spectatorship
and towards co-creation through play. The politics of this kind of methektic
participation are different from those of theatrical participation because the relations
are between peers rather than across the boundary of the (figurative) proscenium.
Secondly, I seek to trace the possibilities and limits for representing experiences,
rather than people, objects or events, through roleplaying. The thesis uses ideas of
mimesis, semiosis and empathy to build on scholarship in this area and explore the
context as a native within the larping community. Far from being a participant-
own life, practices, and communities in the mode of autoethnographer. The research
is coloured by my position and experience in the community, but this ought not to be
that it offers an insider’s view on cultural practices, one that resists the ‘appropriation’
resulting from an outsider seeking to ‘know’, and applying their own reductive
epistemologies to, a culture and practices which are not their own.
Personal experience was both a tool for the research and the subject of the
research. This means that there is a strong personal investment in the research as
well as a personal particularity to the findings made. The thesis cannot therefore be
For this reason, I will be making use of ‘thick descriptions’ (Geertz 1973) of my
larped experiences as they offer a means of both expressing what happened and
happened. I will also be making use of reflexive reflection because this allows me to
41
analyse my relationality within the frame of each larp. These aspects, among others,
Chapter 1 comprises the theoretical framework and methodology. This firstly covers
the key concepts from Whitehead’s philosophy of organism, which are relevant to
this research. I then offer a reasoning for the use of autoethnography in conducting
The argument furnished in the first part of this thesis builds on the analysis of case
issues around the agency and authority of particular stakeholders in larping, focusing
methektic participation and ‘anarchic’ play results in co-creativity among players, and
how scenes and stories become through larping together, as well as the distributions
of power in larping.
Chapter 3 then looks at dramaturgy – what is ‘given’ to players for making scenes
and stories – and introduces the concept of ludaturgy as ‘doing things’ with
issues of individualism and the (mis)use of affordances given in the larp design. The
42
main argument is that the way we choose to constitute relationships and participate
with other players is an important contributing factor to the experience of a larp. This
contributes to an understanding of how play experiences are constituted and how the
The argument forwarded in the second half of the thesis builds on the analysis of a
representative of Others’ real lived experience. It argues that the limits of experiential
Chapter 5 then assesses the idea that larping can foster empathy for historical
argument that empathy cannot arise in the live moment of immersed larping, but that
represented. Finally, the conclusion of the thesis maps the findings of the argument
43
The thesis as a whole contributes to the growing body of knowledge on the politics of
practical experience, one which prioritises the practice as the basis for knowledge. It
also furnishes a foundation for the increased use and development of Whiteheadian
44
Chapter 1
Introduction
This chapter sets out the ways in which I use Alfred North Whitehead’s process
(experiences), and gives a thorough description of and rationale for the research
main elements of Whitehead’s philosophy I have employed and shows the ways in
which they are relevant to the research. The methodology section argues for the
theatre and performance studies. It also differentiates it from other similar methods,
becoming and provides insight into how creative power and agency can be
45
authority directly in his writings, a distributed, anarchic politics is implied by his
metaphysics of experience. In this section, I will initially explain the importance of the
Experience
with both the observable everyday world and accounted for the developments in
science at the time he was writing, viz. quantum mechanics. Despite giving credit for
his ideas to a host of antecedent philosophers (perhaps his most quoted remark
being that all of Western philosophy is footnotes to Plato (1978, p. 39)), his main
assertion was that the whole Western approach to ontology up to the time at which
he was writing (with the exception of Bergson’s) had been misguided. Rather than
how process gives rise to defined objects. The theory he developed in response to
this, the philosophy of organism, holds that all existence is processes of subjects (or
exists the experience. The experiencer becomes in the experience, and is the
pre-exist the experience are the objects of experience, and an impetus or ‘concern’
for those objects to ‘concresce’. The potential for becoming lies in the determined
objects in the world and the ‘concern’. The precise mechanics of this concrescence
falls outside the scope of this thesis, but the notion of concrescence and the idea of
Whitehead all but rejects the term ‘subject’ for denoting one who experiences.
the objects coalesce. Thus, the subject-superject is both self-determining yet partially
determined by the objects given to it. The retention of the ‘subject’ element in the
either positively (as relevant) or negatively (as not relevant), and thus determines
objects prehended as the ‘datum’. This can be taken to imply both the givenness or
47
determinateness of the objects, as in statistical data, and the idea of a gift or vector,
as in the dative case in some grammars. So, the objects are given (or gifted) to the
The relevance of this theoretical model to the analysis of my own experience in this
thesis is twofold. Firstly, I will not conceive of myself as the experiencing subject
which underlies the experience, but rather as the superject becoming in/with the
selfhood (such as memories, attitudes and beliefs) become objects in the occasion
this mode of reflection I cease thinking in terms of how ‘I (as subject) experienced
this (object)’, and instead think in terms of how the experience, which includes this
novel. The ‘I’ is a process which becomes through the coalescence of disparate
objects, the elements of selfhood among them, lend shape to the experience.
Secondly, the notions of gifting and feeling become important in the analysis of
terms of what is given to me rather than what I take, and how I feel in my
surroundings and in the company of others rather than how I survey these things. My
analysis of larping becomes about sharing and methektic togetherness, in the same
way that the practice of larping is. The language of sharing is very much part of the
larp cultures I am involved with. We talk of ‘giving each other play’ when we aim to
48
add something to another player’s narrative, or ‘playing to lift’ when we act to
These notions of gifting and feeling also come to bear in considering the collective
experience of larping together with other players and the multitude of narratives
which arise from that collective experience. I am able to consider what was given to
was one among many. The fact that I prehended each given object in a particular
way highlights the notion that the same objects might have been prehended
differently (and indeed, most likely were by other players). The composition of any
collective experience in larping is the sum of what its participants gift to it, and these
Concrescence
together into one real context diverse perceptions, diverse feelings, diverse
purposes, and other diverse activities arising out of those primary perceptions’
(1985, p. 9). I will use the term concrescence to denote both the process of
analysable as an object of study). Here I will delve more deeply into the political
nuances the term implies as well as outlining its specific uses in my analysis.
49
Each occasion of experience is novel, though partially determined by the objects
to the politics of larping. It implies anarchy and agency, while not implying complete
freedom. There is the datum, a gift, that which is given for experience, which is
already (self-)determined. The subject cannot alter the identity of the object, but
ordered constellations which are not fixed but subject to continuous change.
The difference between the concrescence and the territory lies in their
Shaviro, citing Keith Robinson, observes, one of the main differences between
Whitehead’s and Deleuze and Guattari’s conceptions of the continuum of time ‘is
50
committed to the idea of a becoming of continuity”’ (Shaviro 2012, p. 19). This
organism over other breeds of process theory as the theoretical basis for this thesis.
immortality’ through their inclusion in becoming entities. For novel entities to create
themselves, there is no need to efface what already exists. This resonates well with
and narratives are born from and require what has gone before, and demand (an
agency, while the determination of the objects given for experience relates to the
constrained. Using this framework, I can therefore assess how different forces or
tensions are acting upon my experiences as well as the extent to which I am free to
determine the experiences for myself. This will allow me to analyse the distribution of
concrescence: one where the different elements of the larp participate methektically
51
in my experience, which I term ‘storying’; the other where I participate methektically
The concept of concrescence also gives equal weight to sensation and memory as
concrescence of both sensation data in the body and ‘memories’ traced back
experience.
Routes of inheritance
routes of inheritance. By these routes, the past participates in the present. The
For instance, while larping in the ship larp, discussed in the introduction to this
the 17th Century. These prior experiences were prehended positively in my larping,
that is they were selected as relevant to the becoming experience while I played my
character. The prior experiences reached the present moment of larping through a
succession of inheritances, from one occasion to the next. These occasions can be
52
Here I want to draw attention to the fact that the two examples of prior experiences
given above are of seemingly very different kinds. My experience of having travelled
by boat was a direct experience in which I was subject to the sensory data of sights,
sounds, smells, movement, etc. My prior experiences relating to the 17th Century
(obviously) did not actually experience anything in the 17th Century in an embodied
way. This demonstrates that routes of inheritance can be used to determine the
actually-lived experience is of learning about the matter, through for instance hearing
or reading about it. When recalling such learning, the routes of inheritance are traced
directly back to the experience of learning, and only indirectly to the data (e.g., the
This distinction between direct and indirect routes of inheritance will be particularly
idea of routes of inheritance has strong implications when considering the politics of
representation, particularly for this thesis the representation of Others. The Other’s
founded. Using the Whiteheadian model, it is possible to assess how, and indeed
representation.
becoming occasion of experience traces routes of inheritance back to all the past
53
attempts and practisings. This is again a form of learning and of memory. Entering
into the ship larp, I had some expertise in acting and story-making, having studied
and taken special interest in drama and creative writing at school. Prior occasions of
and what I gave back into collective scenes for others to experience. This
demonstrates how the past participates in the present and how, despite being novel,
While the examples I have mentioned above relate to memories, similar ideas of
inheritance are seen in physical identity and physical changes, where a physical
Our dominant inheritance from our immediately past occasion is broken into
Likewise, the more distant past can break in upon the dominant line of inheritance
habits).
54
In summary, Whitehead’s philosophy of organism is a philosophy of experience,
subject-superject and are evaluated either positively (as relevant) or negatively (as
Methodology: practice-autoethnography
This research was conducted using autoethnography. This method was a perfect fit
for the project as it supported the research questions, the theoretical perspective of
Whiteheadian process philosophy, and the research context of larping, all of which
called for an approach which is both embodied and open to subjective experience,
experience, while the research questions demand analysis of the direct, lived
Autoethnography
traditional ‘realist’ ethnography (Ellis & Bochner 2006, pp. 433-4). Fundamentally,
own personal experiences from within the culture, society, or political structure. The
55
researcher examines a culture of which they are a full member, in contrast with the
Broadly, there are two traditions of autoethnography: the original type, originated by
Carolyn Ellis and others in the 1990s, now sometimes referred to as ‘evocative’4
deeply tied to identity politics, social justice, and the poststructuralist turn.
examine experiences of being e.g., black, gay, or disabled, in cultures where these
identities are not normative. It is often used to mine experiences where the
essay. It is important that the communication here is not merely of the analysis of
personal lived experience, but also of the experience itself. This is intended to evoke
this vein eschew explanation and the laying out of findings as evidence for monolithic
4
I use scare quotes here as Ellis and Bochner (2006, pp. 435-6) have rejected the need for this
descriptor.
56
One of the goals of the evocative tradition is to change the social, political, or cultural
world through empathetic engagement, rather than describing it ‘factually’. This kind
of transformation was not the aim of the research I undertook, nor is it the aim of this
thesis. However, many of the experiences I had in conducting this research were
observations made. So, while I do not make claims for effecting social or political
larping can have on individuals and communities, effects which have begun to be
documented by other researchers, including James Harper (2020), and Sarah Lynn
experience for more traditional ethnographic ends. For Anderson, the key difference
“insider’s perspective,” or to evoke emotional resonance with the reader’ (2006, pp.
386-7) as he assesses the project of the ‘evocative’ school. While I consider this
analytic mode. It aims ‘to use empirical data to gain insight into some broader set of
social phenomena than those provided by the data themselves’ (Anderson 2006, p.
387).
My project falls largely into the analytic camp. To declare this alignment is not
without its political implications. There are tensions between the views of the
57
Anderson. Ellis and Art Bochner have voiced legitimate concerns about the
terminology, which they developed and fought hard to defend in the largely hostile
ethnography (2006). While I am sympathetic to this point of view, the analytic school
autoethnography is useful for answering other kinds of questions than those posed in
the ‘evocative’ school, not least for the research I have conducted. Analytic
and inspired it. The expanding of autoethnography into a more analytic ‘empirical’
such as the ‘evocative’ school, though I recognize that the political machinations of
queering of autoethnography. Indeed, in the arts and humanities, the subjective and
creative approaches of the ‘evocative’ school are highly valued. The selection of
autoethnography (2006). Vryan argues that Anderson’s proposal is too limited in its
scope. He points out that autoethnographic research need not pertain to a group or
‘social world’ in order to produce analytic data which have relevance beyond the
individual. In this research I am not concerned with any broad social-scientific study
and better modeling’ (Vryan 2006, p. 405) how power, authority, and agency are
distributed in roleplaying. I hope that the discoveries and models that emerge from
perspective and ‘naturally occurring’ experience means that the narrow case study of
the researcher’s own insider experiences provides sufficient data for analysis.
human experience that cannot be accessed using other available methods’ (Vryan
2006, p. 407). This need for a specific constellation of given factors was the case for
my project. The research required not only expertise in larping, and to an extent the
kinds of social relationships and networks that larps generate (for instance,
necessitating that there is trust between myself and other players), but also a deep
such as explicitation interview. For this kind of research to have garnered the
necessary data, surveys and interviews would either require generic questions
unreliable, while the latter was unrealistic, given the amount of time and effort that
apparent that it would be unrealistic to obtain the kind of granular detail required,
while also maintaining the breadth and open-endedness in survey or interview which
was necessary to answer the research questions, within the given timescale. I was
larping practice. The only experiences I could directly access and reliably analyse
were my own.
Vryan’s approach suited my project well, at the same time as avoiding some of the
performance practice rather than the group or ‘social world’ insisted on by Anderson,
primarily because it does not aim to evoke emotional solidarity or sympathy from its
reader/audience, but rather seeks to make sense of the experiences undergone (and
Practice-autoethnography
I have termed the idiosyncratic approach I have used for this project ‘practice-
autoethnography’. This research shrinks the ethnographic field to the practice. This
project has not been a study of the culture(s) surrounding larp, but rather the practice
investigation of a creative practice from the perspective of an arts discipline, and the
important ways. These differences will be made clear in the subsections following,
60
I am not investigating what the practices in larp reveal about larp subculture, nor
seeking to understand these practices in the wider context of the subculture. This
study does not focus on the wider cultural aspects of larping or how the practice
generates culture (Seregina 2019), though I recognise and acknowledge the ways in
which the culture informs the politics of the practice as an element of the data given
which arise within the practice itself. This includes both the relationships with other
players and stakeholders in my participation in larping, and those which arise with
distributions of agency and authority in those specific instances, rather than drawing
Though the subculture was not the object of study during my research, I participated
life’, and was not primarily a research activity. Ethnographers, while they embed
distance. I was not a researcher immersed in larp culture but rather a larper
between being ‘immersed’ or ‘embedded’ in the context vs. being part of the context.
researcher from the research context, that the researcher is of a different ‘substance’
from what they are immersed or embedded in. John Schouten and James
conscious effort to maintain scholarly distance’ (1995, p. 44). ‘Being part of’ on the
other hand implies methektic participation rather than the separation implied by
of the researcher’s naturally occurring life, there is no ‘over involvement’, where the
researcher affects the outcomes of the research, as there might be in other kinds of
ethnographic study. Studying from within larp culture, I approach this thesis as an
insider, describing myself and identifying as a larper and a part of the larp subculture
and some of its communities. It was important to be part of the context as the politics
researcher.
facilitating collective creativity’ (McAuley 2008, p. 286), but unlike that participant-
observer method McAuley uses, it comes from the perspective of the practitioner
involved in the culture and their practices are the objects of study, in practice-
scholarly research in analysis of the experiences. Achieving these two outcomes has
like most ethnographic study, is necessarily inductive, since the aim is to seek out
what is interesting from the practice rather than entering the practice with a testable
hypothesis.
concerned with prior life experiences, and it is not usual to engage in a practice with
performance studies. Jonaya Kemper developed her 2018 Master’s thesis around
larping. She points out that in larping communities there is already a strong tradition
p. 67). This is usually not imbricated with scholarly discourse, but in instances where
it is, this might constitute autoethnography. The use of personal experience in the
(2016a; 2016b), Deirdre Heddon and Adrien Howells (2011), Patrick Duggan (2012),
63
and Sophie Nield (2008) have all foregrounded their own experiences in their
scholarship on these kinds of works, with Alston affirming that he considers his
these critical works are written from the perspective of audience experience and
focus on interpretation of the theatrical work rather than investigating the scholars’
practice. In many artistic PaR projects the aim is to develop new strategies or
outcomes within the practice, as well as present those developments through the
practice. The research questions are addressed by the practice. The practice itself is
the site of innovation and exposition of discovery; that is not what I was aiming to
effect with this project. I was not attempting to larp differently, or to develop the
practice of larping. In this project, the research questions have not been addressed
in the practice but only in its subsequent analysis. I am not even analysing the
agency in the practice, the relationships which arise between myself and others in
autoethnographic practices in that the researcher enters into the practice with the
64
explicit intention of using their experiences as research. However, they should not
enter with a research hypothesis, but rather should discover what experiences are
interesting through the process of practising. The research aim should not be to
innovate within the practice but rather to analyse the experiences of practising. The
differences between how autoethnography has traditionally been practiced and used,
Fieldwork/practice
As with all ethnographic work, the main method for this project was involvement in
and engagement with the field of study. In this case, that meant playing in larps. All
of the larps which form part of this research were designed and organized by others.
I participated on the same terms as, and as a peer to the other players. While I have
designed and organized other larps during the period of this PhD research, I had no
hand in organizing or designing any of the case studies forming this research.
I selected larps based on the potential for their form or content to provide robust data
aligned with the research aims, as well as their dissimilarity from each other with the
hope of engaging in a broad range of experiences. There are no larps which are
vary widely across the field. My aim was therefore to engage with different kinds of
design and production, and to play with a broad range of co-players. Selection
criteria were based on the research questions. For instance, I selected College of
Wizardry for its extremely open sandbox design. The fact that the larp had little to no
was a prime site for investigating the dynamics of power and authority at play
I replayed two of larps used as case studies in the thesis. I replayed College of
Wizardry due to a disagreement between some groups of players during the first run
players participated together and related to each other. However, it would have been
unfair to single out and rake over the contentious actions of particular players, not to
mention unethical since I did not have their consent to write about it. This incident did
inform the focus of my play and analysis during the second run, which is included as
a case study in Chapter 3. I replayed Inside Hamlet due to a shift in focus of the
research aims. In the first run in which I played, I took the role of Laertes, which
involved performing some scenes from Shakespeare’s Hamlet to other players. This
was of interest when one of the research aims was to investigate the relationship
became less relevant. However, from playing in that run I became aware of the
experiences of others.
I played other larps as part of this research which have not become case studies.
This was usually due to replication of findings or shifts in focus of the research aims.
66
since it allows me to mine deeply into those experiences, rather than taking a more
encompassing but superficial approach. During the research period I have also
played other larps which have not formed part of this research, but which have
It was important to approach the practice as a larper doing research rather than as a
naturally occurring experiences. There was a danger in the alternative approach that
the experiences I had would become constructs of analysis of the larp. Being
split focus in a single moment, would have fundamentally changed the practice and
my experience of it. It was important to engage in the practice just as a player, rather
larper from those as a researcher, that is separate practice activities from research
activities. This points up an interesting issue with this kind of autoethnography, viz. to
the classic ethnographic problem of the extent to which the researcher’s presence
affects the field they are studying. The separation of activities was intended to
experienced. To this end, during the runtime of each larp I engaged only in activities
that were naturally occurring as part of the larp. This ensured that the experiences of
play and story-making were not affected or steered by analysis interspersed between
periods of play. I therefore did not make field notes during play, instead, making
detailed notes as soon as possible following the end of play. This meant I was able
67
to engage fully as a player for the entire runtime of each larp, while not excessively
The contents of the notes made following play included: an outline of the narrative I
how the design and metatechniques enabled and encouraged my participation in the
Fieldwork ethics
Before attending any of the larps included here as case-studies, I completed the
online ethics self-assessment provided by the university. The outcome of that self-
assessment indicated that there was no need for an ethics review. The main reasons
for this indication are: that I did not organise or define the larps used in the research;
and that I have not harvested and am not keeping or analysing the data of other
participants.
All of the larps included in the research were defined and organised by others. I
scholars, including Alston and White, in their work on immersive and participatory
theatre. While organisers of the larps I attended as part of the research were aware
of my dual status as a player and a researcher, it was not necessary for all the
68
players to be aware since I was engaging in the larps as a player and only
sensitive encounters with other players, particularly the account of the torture scene
from Inside Hamlet given in Chapter 4, I sought permission to write about these from
than harvesting the data and experiences of other participants. While other players
necessarily figure in the research through my playing with and alongside them, I am
not handling participant data other than that drawn from a publicly available setting,
at events which I did not organise myself, and which I attended as a participant along
with fellow participants. I have not harvested, kept or analysed data drawn from other
participants, and any accounts of encounters with other players have been
anonymised.
Relarping-the-larp
experience of playing a larp. It is the practice of reentering the character after the
larp has ended and retelling the narrative of the larp from their perspective. It is a
practice of both autobiography and creative writing, since the events have actually
been experienced by the character (and the player), but those events, the setting
and the character itself are all fictive. It is not notes about the experiences of playing
the larp or the character, but the story told from the perspective of the character as if
it were ‘real’. This technique is important as a bridge between the practice of larping
and the reflective and analytic work of studying the experiences coming out of the
practice.
69
Relarping-the-larp helps to make sense of the experiences and the narrative which
arose from larping, and focuses what was important for the character. It allows the
researcher to reexperience the larp as the character rather than from the perspective
of the player or scholar. This means that the recording of the narrative is close to the
otherwise recording) their own autobiography. This frames the lived experiences of
larping in the context of the fiction and act of story-making. This framing is important
since it allows the narrative and the experience of larping to reveal their own
structures and points of interest without the need for an analytic mode. The
narratives and experience bespeak their own relevance to the research and
Relarping-the larp offers the opportunity to reveal/relive how the narrative became
through the processes of larping and in relation to others. Though producing the
act of larping. This allows realisations about the larped experiences and the
there might have been for developing my play or narrative; how the distribution of
agency and authority affected the production of the narrative; what data were gifted
for each occasion of experience to become, etc. These realisations relate the artistic
70
As an appendix to the thesis, I provide an example of a piece of writing which came
because it supports the argument around ‘sceneing’ and ‘storying’ which I advance
in that chapter. I do not include such texts for every case study, both because the
thesis is not intended as a PaR work, and because such ‘outcomes’ are not what is
Reflexive reflection
To analyse the political relations arising through my larping practice I use a process
from PaR above, I here want to turn back to it for its useful observations on the
relationship between practice and reflection. Nelson highlights that critical reflection
in PaR allows for the transformation of ‘know-how’ into ‘know-what’ (2013, p. 44).
understanding of the practice. In the case of this research, through the process of
Reflexivity looks at the way in which the researcher is figured in their own research,
and how they relate to others (in most ethnographies the research subjects). In
themselves in the study and the way in which their presence affects the ethnographic
subjective experience, part of what is being studied is the interaction between self
and others. Ellis and Bochner have described reflexivity as ‘reflexively to bend back
on self and look more deeply at self-other interactions’ (2000, p. 740). This kind of
present project. Harper has shown that in the social-educational larp projects he has
run, the ‘reflexive criticality’ of participants brings awareness of their own agency in
both play and the wider social sphere (Harper 2020, passim). This awareness of the
political dimensions of play and how it relates to the wider world is precisely aligned
with the aims of this thesis. The researcher’s positionality in, and effects on the
agency and authority from the perspective of a playing participant in larping. These
reflections are executed in the thesis as what Clifford Geertz calls ‘thick descriptions’
(1973). These descriptions describe not only what happened, but also furnish
activities.
Interdisciplinary research
As Nelson has pointed out, critical reflection often necessitates research in other
relevant fields (2013, p. 29). This has been the case for the present project, and I
72
have, where necessary, undertaken reading in other disciplines. This has been
historical Others in relation to those lives I was representing, with the aim of
that my own larped experiences are not indicative of the experiences of historical
Others; and, in fact, the relationship between my larped experience and the real-life
cases. I have therefore included in these chapters some research into trauma
studies, affect studies, and museum studies in order to make clear any differences or
similarities between my larped experiences and the lived experiences of Others. For
in order to position my own experiences in relation to these fields and reveal the
Summary
process philosophy of Whitehead, while the main research method has been a novel
participating in the other. Both prioritise experience and work towards an analysis of
73
analysable into constituent data, which the notions of concrescence and routes of
philosophy of organism through its focus on the living and re-living of experience,
giving weight to the notion of routes of inheritance. These two aspects of the
74
Chapter 2
Introduction
The aim of this chapter is to demonstrate what various stakeholders give to the
methektic processes of larping, and how what is given and the manner in which it is
indicating the ability to maintain conformity or effect changes within the larp.
Meanwhile, ‘agency’ and ‘authority’ are different kinds of power, with agency as
freedom of action, or freedom to do what one chooses in the larp, and authority as
vested power which bestows control over the (individual and collective) narratives of
the larp. This demonstration will lead to a view on what larping is from the
perspective of the player, or from the perspective of a particular player, myself. This
marks a move away from the dominant strands of research in larp studies: that of the
design of larps5; and that of the relationship between larp and society, history,
5
See, for example, Do Larp (Andresen et al. 2011), Larp Realia (Särkijärvi, Loponen & Kangas 2016)
75
culture and the self6. This chapter turns away from what affordances are offered by
designers and organisers, away too from the wider ‘meanings’ of larping and the
stories it creates, focusing instead on how players play together in the live moment
been to relate larped experience to other personal experiences and to wider social
autoethnography in this thesis is to theorise about the practice of larping itself. The
turn towards theorising play gained some traction in the Solmukhota companion
book titled What do we do when we play? (Saitta, Särkijärvi and Koljonen 2020).
This chapter in particular builds on the work I published in that volume (Osmond
2020).
particular political potential of larping. This way of playing together I have termed
‘radical togetherness’. Throughout the chapter I will show that the processes of
larping consist of the togetherness of diverse elements, and their participation in and
with each other. By insisting that this togetherness is ‘radical’, I am asserting that
‘become’ without it. This follows a similar line of argument to Marjukka Lampo’s
notion of ‘larp ecology’ (2016), but whereas she considers the individual player in
collective, methektic entity. While the chapter sets out a form of radical togetherness,
6
See, for example, The Book of KAPO (Raasted 2012), The Book of Just a Little Lovin’ (Gronemann
& Raasted 2013) and Larp Politics (Kangas, Loponen & Särkijärvi 2016).
76
a way of playing and making stories together, to which not all larping conforms, I
argue that all larping becomes through togetherness, with the mode presented here
a particular form in which individual participants are given the highest degree of
authority and agency within the larp, while still functioning as part of the larp with
other players. I will argue that the balance of freedom (in the form of individual
authority and agency) and constraint (in playing together with others) emerges from
that togetherness is the essence of larping; togetherness is not a quality which gives
larping its identity. Nor, indeed, is larping a substance which might be impressed by
constitutes the basic atomic becoming of the actual. Whitehead denies the notions of
thought’ (1978, p. 7). He supplants the notion of the subject of experience as a pre-
existing ‘substance’ with the notion of the subject-superject. The superject is the
these objects and has no prior existence without them. The occasion of experiencing
these objects is what makes the superject. The subject is this same occasion as an
individual, experiencing the same objects and enjoying its own becoming. Therefore,
experience. There is no underlying substance, since the objects are themselves prior
objects is the fundamental basis of actuality. What this means in the context of this
77
chapter is that togetherness should not be construed as something which shapes
experiences but rather as the experience in and of itself. Also, the ways in which
stakeholders in larping exercise power, authority and agency is not through acts of
bringing or forcing together but through what they give to and how they experience
players, and ‘storying’, the practice of experiencing what is given through sceneing
as well as other routes, and constructing a personal narrative from it. The notions of
together optimally and give players the highest degrees of power, authority and
La Sirena Varada (2017), a Spanish larp inspired by Alejandro Casona’s 1934 play
of the same name, designed by José Zuell and Juan Del Desierto under the
auspices of the larp organisation Somnia. The larp was played continuously over 52
hours at the Cuevas al-Jatib near Baja in southern Spain. The larp was set in a
modern-day commune, ‘the Republic of the Free’, the characters a motley group of
people – some rich heirs and heiresses, some jaded professionals, some
psychologically broken runaways – who wanted to live away from the rat-race of the
‘real’ world: and all of them had good reason to. In the larp, we, as players, lived out
78
the languid daily lives of our characters, as well as played out the personal and
communal dramas they involved themselves with. In the context of the Republic,
beings, or haunted by the spirits of their dead children, these dramas were more
than everyday, with rituals, baptisms, séances and regressions occurring frequently.
how fluidly and easily I and other players were able to generate cogent narratives for
ourselves without the guidance of an external authority. This raised questions for me
about how scenes came about, how individuals with their own perspectives and
objectives could come together and produce and resolve (or not) dramatic tensions.
And moreover, how each player could take, from their own perspective, the actions
and events of these scenes and integrate them into their own developing story, one
which was highly individualistic yet enmeshed with all the other developing stories.
These questions relate to the main research questions of (1) how my experiences,
characters and narratives are constituted and composed in larping; and (3) what
By selecting La Sirena as a case study for this chapter I am not suggesting that this
larp entirely conforms to the parameters of the model developed in this chapter, nor
that all the participants in the larp experienced it in the way I set out here. I am
asserting that my experience of playing the larp conformed very closely to the model,
and that there were particular features of the design which facilitated my
experiencing of it in this way. La Sirena is one of the larps I have played in which I
have felt most empowered as a player to determine my character’s plot, and in which
this plot emerged spontaneously from interactions with other players rather than from
79
predesigned ideas in the character sheet. I am not suggesting that this is the ‘best’
way or the ‘right’ way to design, run or play larps. The purpose of this chapter is to
give a theoretical basis from which to analyse the politics of playing together, rather
than necessarily advocate for a particular style. This basis, what I have termed
radical togetherness, is related to what Jonaya Kemper (2019) has called ‘larp
larping. As its name suggests, larp anarchy denies the centralized authority of the
designers and organisers of the larp to determine the experiences, plots and stories
generated within the play-space (or ‘magic circle’) during time-in. While the
designers and organizers might give objects (characters, relationships, props, pre-
planned events) as potentialities for play, what Whitehead might term the ‘data’ of
larping (1978, p. 52), it is up to the players (as a group and as individuals) what they
do with these data in play. Radical togetherness relates to larp anarchy in that – in
sceneing and storying – power, agency and authority are distributed among the
players who are larping rather than being held by designers and organisers. While
Kemper asks players to take control of their experiences and narratives, radical
togetherness shows that the players are already possessed of this power and it is
The scope of this chapter is the politics of participation in larping. That is to say, it is
concerned only with the relations within the processes of larping as story-making,
and not with the ways in which larping relates to things beyond the bounds of its own
‘magic circle’. Having said this, the players, designers and organizers of any larp are
also denizens of the world, and will bring many prior experiences to bear in their
playing through Whiteheadian ‘routes of inheritance’ (1978, p. 180). However, for the
sake of this chapter, it will largely be assumed that the effects of these routes of
80
inheritance can be diminished to the point of being unimportant in the scheme of the
processes of sceneing and storying along with other elements of experience. The
making in La Sirena will be dealt with in this chapter during my discussion of the
process of storying. The ways in which larping engages with or represents the world
I will begin by charting the existing literature on playing together before moving on to
describe the functions and powers of the various groups of stakeholders in larping. I
will then give a detailed explanation of the processes of sceneing and storying while
depth. I will finish the chapter by making a case for an ethics of responsibility, which I
In larp studies, when considering acts of playing, there has been intense focus on
observations and arguments in this area have been based on the Gamist-Narrativist-
tools, for gearing design choices towards specific modes of play, rather than as a
framework for analysing play, though they are based on observations about play-
81
styles in RPGs. Inevitably, such preferences affect what players give to scenes and
the stories which emerge from them. However, such preferences are a small
to this study. These theories do not tell us much about the politics of playing
together, though they will feed into an analysis of what players give to processes of
sceneing.
Most significant to my study are the few in-depth studies of how players play and
create stories together in larping. Kemper’s (2019) notion of ‘larp anarchy’ is central
to my thinking throughout this chapter, and I will outline and refine my own
interpretation of this term. The importance of larp anarchy for Kemper is the
individual experience: if you are not having a good time as a player, take control of
your own experience instead of deferring to authority. She also emphasises the need
for cooperation in this. For me, radical togetherness is a way of conceiving of playing
which focuses on both individual and collective politics, through mutually dependent
processes. I want to suggest that radical togetherness, or larp anarchy, has both a
touchstone for this chapter and will be analysed and used in the discussion of both
as always co-created, and Eirik Fatland’s (2006) notion of interaction codes will be
pertinent to the discussion of the process of storying. The concept of playing to lift,
82
as accounted for by Susanne Vejdemo, (2018) will be drawn on in the discussion of
responsibility.
these activities as foci of subcultures, often using frame analysis (e.g., Fine 2002). In
these studies, players are inevitably considered the object of study, while the
characters they play and the stories they make are considered secondary, as
catalysts for or products of social interactions between the players. While not
denying that social structures affect playing, I aim in this chapter to examine instead
the particular distributions of power in acts of larping. Useful research on control and
power in RPGs has been done by Montola (2008), Jessica Hammer (2007), Mikael
exerting power again employs frame analysis: power within diegetic, game, and
alternative to this kind of frame analysis which has become somewhat dominant in
will not be assumed to fit neatly into any one of these categories. I thereby hope to
uncover the imbrications and interstices across and between these frames. In this
chapter I make use of Hammer’s terminology but give it different implications: while
freedom; where her ‘authority’ relates to dispute resolution, mine relates to the power
to create story. This shift derives partly from the nature of different kinds of research
concepts from the perspective of what I was able to do within the larp. More
performance, rather than participants’ relations to each other. Gareth White (2013)
explores the power dynamics between the audience-participant and the ‘procedural
author’ through the ‘aesthetics of the invitation’. The procedural author is the
designer of the work or their agent, and so has some relevance to the relations
between larp designers and players. Adam Alston (2016a) discusses immersive
audiences in immersive theatre, but this stops short of any analysis of specific
relations between individual participants. While explicitly concerned with the politics
of participation in artwork, with the exception of White these scholars do not directly
address the political relations which exist between participants, interested as they
are in the theatrical relationship between the ‘artwork’ and its ‘audience’. White, in
his article on Coney’s Early Days (of a better nation) thinks about the meaning of
being and participating with others (2016). However, the theatrical context and
Art critic and curator Bourriaud has influentially described relational art as ‘an art
taking as its theoretical horizon the realm of human interactions and its social
context, rather than the assertion of an independent and private symbolic space’
public and private symbolic spaces, arguing that the relational art of larping requires
84
both public and private symbolic spaces. It is about interaction and social context in
Jen Harvie describes ‘delegated’ practice in Fair Play (2013). Delegated art and
performance piece or artwork. These roles normally come with narrow expectations,
and Harvie notes that ‘though this work appears to delegate to and empower its
audiences, it may effectively preserve the elitism of the star artist or company whose
(brand) name usually retains authorship of […] artwork’ (Harvie 2013, p. 42). She
also argues that ‘the engagements it offers are actually very limited, even illusionary.
Its egalitarianism is compromised by its tendency to retain authorial status for the
producing company or ‘real’ artist’ (Harvie 2013, p. 50). As I will show, the
practice since it bestows agency and authority on the players. Designers and
Stakeholders in larping
In order to understand the distribution of power, authority and agency in larping, the
first things to define are the individuals and groups who hold political stakes in
larping. It will then be possible to examine the authority, power and agency held by
Varada. In doing this I will demonstrate the centrality of players to the process of
story-making in larping, and validate the rationale for the strategy of focusing on the
politics of players playing together which this thesis addresses. The main groups of
stakeholders which are significant to the playing of the larp are the designers, the
85
organizers, and the players. (Stakeholders whose lives are represented in larping will
come into the frame in chapters 4 and 5.) While the roles of designer and organizer
might be taken on by the same people, as was the case with La Sirena, the functions
they have in each of these roles are distinct, and it is not necessary for these roles to
overlapping, functions.
The key functions of larp designers are to give structure to the larp and define
opportunities for play and story-making. There are a variety of tools that designers
might use to develop these structures and opportunities, including: defining events
that happen during the larp (either plot-events or rituals); developing backstory and
relationships for characters, groups and the ‘world’ of the larp; designing
metatechniques to represent things which should not be played for real (e.g.,
violence, sex, death); defining the use of space or defining spaces that should be
present in the larp; defining how time is represented including act breaks, time
elapsed between acts and the flow of time (e.g., one day of real time represents a
week in the life of the characters); defining the genre of the larp (historical, dramatic,
science fiction, horror, fantasy, etc.); and defining the social structures, ontology and
physics of the world, such as the existence or not of things like magic, the status of
each character in relation to the others and the wider world of the larp, etc. These
parameters and structures for playing are given to players and organizers usually in
the form of documents such as character sheets, design documents and volumes of
lore.
The functions of the organizers are mainly practical and might include finding the
venue for playing, setting the dates and times for the larp to take place, organizing
86
catering and accommodation, preparing players for play through pre-larp workshops,
setting standards for and monitoring the safety of players, and producing
opportunities for play through deployment of plot events and non-player characters
(NPCs).
The functions of the players are to use the resources (or affordances) given by the
designers and organizers and to play with them (Lampo 2016; Torner 2022).
Through this playing, the players can generate stories together. While plots,
backstories, techniques and lore may be given by the designers, it is not until the
players use or interact with these things in their play that they become part of the
What can be seen from the functions of the different stakeholders’ roles is that
players are the principal story-makers in the process of larping. While the designers
give structure and opportunity to the process, and organizers provide the physical
means of creating scenes and stories together, it is the players who actually produce
the scenes and stories. Larping, then, is not (or should not be) a ‘designed’
experience in the mould of an amusement park ride such as a house of horrors. The
designed elements in larping only give the potential for kinds of experience without
determining precisely how these elements will be used or what their outcomes will
be. While in some larps, prewritten story is there to be ‘discovered’ by the characters
(and the players alike), there is not a specific way (a ‘correct’ way) in which the
players must or should respond to unfolding plot. While the same may be true of
(Rancière 2011), the fact that the players in larping are playing the characters means
that they have the power to alter the course of events: the agency to choose how the
87
characters will act and the authority to shape the plots and narratives which come
The story which resulted for my character, Pyramid, from playing this larp is given a
full account in Appendix A (as a relarped larp): The Pyramid, the Vortex and the
Globe. I will summarize it here for the sake of referencing throughout the chapter.
The setting for La Sirena Varada was a resort comprised of a series of caves carved
out of hills in the desert of Granada province in southern Spain. It was hot and dusty,
the on-site swimming pool giving welcome relief from the blistering sun. The on-site
hammam (Turkish bath) was used as a play-space where characters could undergo
transformations. In the fiction of the larp, the resort was home to the ‘Republic of the
Free’, a group of people who eschewed social conventions in order to indulge their
I played the character Pyramid, who started the larp as an ‘anchor’ with strong links
to the world outside the Republic and aiming to either ground what he viewed as the
his outlook soon changed after he unintentionally harmed Moon, one of the people
he was committed to helping. Pyramid re-evaluated his position and after spending
some time in the transformational waters of the hammam he realized that his ‘truth’,
which tethered him to the ‘real’ world, was just one of a multitude of truths belonging
whirlwind of these truths and took on the new objective of understanding the
community by collecting the personal truth of each of its members. Having adopted
88
this objective he renamed himself Vortex. In the course of collecting these truths, he
discovered that one member of the Republic, Gaze, intended to destroy the
constituting it. Having collected all the truths, Vortex was renamed once more, this
time through being baptized as Globe in a ceremony. Globe finally confronted Gaze
as the latter was setting up his exhibition that would expose the façade of the
Republic. In the tense standoff, Globe pulled out a gun which he had stolen earlier,
and shot and killed Gaze as the latter’s lover, Mistress, held his body and wept.
Globe finished the larp dancing with Heart, the woman he had followed to the
Republic initially.
I will now outline the degree of authority, power and agency each of the three
have authority over narrative in larping, and describe how free actions have the
Players
power for those actions to effect change in scenes, and authority over my own
character’s narrative. I had complete freedom over my actions and the directions in
which I wanted to take plot threads. In Lampo’s terms, I was free to ‘make choices
on which possibilities to carry out’ (2016, p. 41). For instance, the plot where I
collected other characters’ truths was unplanned and not written into the character
89
sheet given to me by the designers. The seed for this activity was sown early during
play, and it grew as an organic, emergent progression from choices I made as the
character. The choices I made were reasonable for my character, Pyramid, based on
the objectives I had decided to pursue. One of his chief motivations was to help
those he perceived as in need or lost, so this steered the choice of actions I made
out of all the possible actions the character could have taken. When Pyramid
recognized that his actions and words, resulting from his narrow, materialistic view of
the world, had harmed rather than helped those he wanted to support, he took stock
of his whole attitude. This taking stock was a free action in itself. Other possibilities
for action included continuing bloody-mindedly with the character’s existing attitude
and coming into further conflict with other characters because of it. This would also
have been a valid play choice and in accordance with the written character sheet. A
whole series of other unscripted, free choices led to the point where the character
decided to ‘collect’ the other members of the community and become keeper of their
truths. This activity of collecting truths also had the power to effect change more
widely in the larp, most notably in the encounter with the character Gaze. Up to the
point where Gaze agreed to share his truth, Pyramid and Gaze had interacted only
peripherally and we were not involved in each other’s plots. However, my free action
of collecting truths and the player of Gaze’s free action to share his character’s truth
in detail changed that significantly. After admitting that he wanted to harm the
other’s play and plots to the extent that Gaze would eventually be killed by Pyramid
(by that point reborn as ‘Globe’). Identifying Gaze as Pyramid’s enemy was possible
because I, as player, was free to incorporate the new discoveries about Gaze into
90
my character’s personal narrative. In other words, I had complete authority over the
Therefore, I argue that the principal story-makers in La Sirena were the players. The
designers and organizers supported and provided opportunity for this story-making.
We, the players, had the authority to create stories together through co-participation
in scenes. We had the power to alter the course of our own and others’ plots and the
with our fellow players. As I will demonstrate later in this chapter, this co-authorship
‘sceneing’, which implies that power and agency are not distributed to individuals
who are interacting, but to the players as participants in a singular (but not
homogeneous) corpus.
Contrary to this view of players having ultimate power, agency and authority, Henri
Hakkarainen and Jaakko Stenros (2003) have asserted that the combined function of
designer and organizer, commonly termed the ‘gamemaster’ or ‘GM’, has absolute
power and authority. In this view, any power held by the players is bestowed on them
by the GM. They claim that the GM ‘has to surrender part of that power either
while at the same time retaining ultimate authority since ‘nothing is true […] unless
the gamemaster approves it’ (Hakkarainen & Stenros 2003, p. 56). This view of the
GM as having supreme authority over the larp does not chime well with the notion of
larp anarchy (indeed, the title of Kemper’s presentation, ‘No Plot. No (Game)
Masters’ (2019), alludes to this authority which she seeks to dismantle). Nor does
this view concord with the structures apparent in La Sirena. I contend that the degree
91
of power and authority I experienced in La Sirena was not peculiar to this one larp,
and that players will always have a higher degree than Hakkarainen and Stenros
afford them in their article, in spite of any effort on the part of GMs to retain complete
authority. Indeed, there are few larps in which I have played where I have been
Hakkarainen’s and Stenros model seeks to define all forms of role-playing ‘game’
under one definition, including TRPGs and larps alike. This view might, then, be a
hangover from TRPG Dungeon Masters (DM) (in, for example, Dungeons and
Dragons (1974)). The DM in these cases defines physical facts about the fictional
world through storytelling because the objects of sensation are not there to be
sensed. As Montola (2003) points out, in TRPGs the objects are produced in the
minds of the players through the DM’s descriptions and the imagination of each
player. Fine also assesses the TRPG ‘referee’ as ‘in theory omnipotent’ since they
are the creator of the fictional world and ‘he [sic] maintains ultimate interpretive
authority.’ (2002, p. 72) The authority of the DM in defining what exists in the world
and what is apparent to the characters is crucial for them to be able to inhabit
together the fictional world, or what Fine calls the ‘shared fantasy’ (2002, passim).
However, Montola also points out that things are different in larping: the physical
world is there in front of the players, the players can sense what their characters
sense without the need for a narrator. The GM’s authority is therefore less essential
in larping than in TRPG. In competitive forms of larping a GM, or in some U.K. larps
competitive elements such as combat. There may also be elements of the fictional
needs to relate the fictional sensa to the players in the same manner as the DM in
92
TRPG. Again, this affords the sharing of the fantasy among the players. In some
responsibility for stimulating play or narrative while the larp is timed-in) are there to
support players rather than enforce adherence to the rules of the fictional world. In
any case, as is evidenced by larps like La Sirena, the authority of a GM is far from
I agree with Stenros and Hakkarainen’s assertion insofar as it is necessary for the
fictional world to be defined before play so that story-making can happen within it.
Players play within the physical and conceptual parameters of the larp, or what
Salen and Zimmerman (2004) have termed, after Huizinga (1949), the ‘magic circle’.
The formation of the magic circle is one of the key responsibilities of designers and
organizers. But what happens within the magic circle, and the stories which are
made there, are largely down to the players acting freely and generating their own
Indeed, players may even ‘hack’ the larp if they are not enjoying themselves in
larps. The concept of hacking here is borrowed from systems and computing, and
indicates instances where players change elements of the rules, system or diegetic
frame of a larp in order to be able to do things with their character that would not be
permitted by the design. Kemper (2019), in her notion of larp anarchy, advocates
intrude on others’ play. She asserts that no rule or element of the fictional world is so
important that players should have to endure misery. However, hacking holds the
risk of spoiling play for others. When Huizinga discusses the difference between the
93
cheat and the spoil-sport in discussion of games (1949, p. 11), he highlights the
the idea of the game but flouts the rules in order to gain the upper hand. What
happens within the magic circle is important to the cheat, otherwise they would not
want to win so badly. The spoil-sport, on the other hand, denies the magic circle and
prevents play from happening. In larping, this could come in the form of refusing to
their character name, or refusing to react to staged physical violence upon their
character in the appropriate way. The spoil-sport thus destroys the parameters of the
power and authority is to be achieved. Hacking is one way in which players can
resist the authority of the GM in order to create the experience and story they want,
Perhaps the hegemony of the GM in larping has passed since Hakkarainen and
Stenros wrote their definition, though it may perhaps be that the particular larps I
have played in have trusted in good faith on the part of players. In which case, and in
the case of the provision in Kemper’s endorsement of hacking that it should not
impede others’ play, this trust ultimately relies on the ethics of responsibility which I
will detail at the end of the chapter. For now, I will continue examining the distribution
Designers
Months in advance of the larp, the designers of La Sirena, Zuell and Del Desierto,
provided us, the players, with a design document, and a character sheet each. The
94
design document gave us the ‘rules’ we were to play by, that is the metatechniques
we could use to simulate or represent in-fiction acts such as intimacy and violence,
as well as detailing what the fictional world entailed. It included the directive to ‘play
to flow’, an explanation of the ‘fluid time’ mechanic, and a set of ‘community rules’
tenets which the members of the fictional community lived by. Playing to flow
directed players to flow along with events, to get involved, to respond to things
spontaneously, and to use imagination. Fluid time meant that two days of real time
represented a full year in the fictional world. However, there were no formal breaks,
so while I could step from one scene into another within seconds as a player, I could
decide that months had passed for my character. While playing to flow and fluid time
offered creative freedom to the players, the community rules indicated the limits and
restrictions on play. It was through these community rules and the character sheets
that the designers exercised their authority over the stories which were produced
through larping.
The set of eleven community rules directed behaviour in both the fictional community
of the ‘Republic of the Free’ and the player group of the larp. The characters had
agreed to live by the rules in the fiction, but it was also how we had agreed to play
together as players. Here I will give a few examples of how these rules affected play
both in character and as a player. The first rule was: ‘The Republic of the Free
that Pyramid had to be careful about how honest he was with his attitudes and with
how he pursued his objectives. The concept of the Republic was a community of
people who followed their every fantasy and delusion fulsomely and with absolute
commitment. As someone who was trying to ground the other characters and talk
‘sense’ into them, this rule went against Pyramid’s beliefs. It also gave other
95
characters a reason to form certain attitudes towards him, mostly distrust or pity,
since he did not (or could not) conform to the rules of the community. For me as a
player, this rule set an expectation for there being at least the possibility for
supernatural or other strange events to be real within the fiction. This meant that,
I needed to leave space for it to possibly be a genuine communion with the dead.
The third rule: ‘Everything declared from our imagination claims existence. […] Do
player this rule includes both an invitation and expectation to create, and a directive
not to deny the reality of other people’s play. This meant that I, as Pyramid, refrained
from attempting to disprove the supernatural dealings of other characters during the
scenes in which they were happening, and instead kept the character’s thoughts for
private conversations with trusted allies. The eleventh rule: ‘We never just leave’
ceremony and ritual around this event. This had the effect, both in and out of
character, of creating a strong sense of community. Not only were characters who
both celebrating and mourning their leaving brought all the players together and
made the character’s leaving part of every player’s individual narrative. The fact that
these rules were both in-fiction rules of the Republic and out-of-fiction rules of the
larp led to uncertainty during play over the reality of the supernatural in the fictional
world, and whether these characters had actual mystic powers, or were involved in
collective psychosis. This uncertainty was important for the atmosphere of the larp,
lending it a ‘magic realist’ feel. The community rules set out the expectations of the
96
designers for characters’ attitudes and behaviour, and allowed the designers to
author the overall tone of the larp. These expectations became realized in play
because we, the players, all subscribed to these rules. Without the rules it is unlikely
that we would have been able to play effectively together as we would all have
My character sheet for Pyramid consisted of four sections, using the metaphor of
seafaring as a structure. The ‘Shore’ section outlined where the character had come
from. This was the backstory the designers gave me containing facts about the
character’s life, and his reasons for his becoming part of the ‘Republic of the Free’.
The ‘Ship’ section outlined some objectives for the character, as well as his general
disposition and attitudes, and how he interacts with other members of the
community. The ‘Sea’ section gave an indication of the community’s attitude towards
the character and hints at what Lisa Goldman calls the character’s ‘shadow self,
[their] unconscious need’ (2012, p. 70). Finally, the section ‘Others who flow along’
which gave firm backstories and others of which gave suggestions for directions of
play. Each of these sections offered particular opportunities or affordances for play,
and for me to develop the character further myself. In total the character sheet was
four A4 pages, so the character design was by no means exhaustive. There was
plenty of room for me to imagine other parts of the character’s history. However, the
Shore section gave me definite concrete facts on which to base my imagining. While
I did not know what would happen during play or what plots I would get drawn into,
this backstory gave me a basis for my actions. Some elements and events in this
development and during play. Pyramid’s relationship with the character of Heart, for
97
example, I developed into something of an obsession during my pre-larp
development, and this became a romantic relationship during play. As it was written
in the character sheet, Heart was just ‘the wealthiest of my students’ who ‘spoke
about her project [the Republic of the Free] while having an evening glass’ (Somnia
her and remain in the community, since he was ‘not fond of the “Republic”’ (Somnia
designers had defined. Despite the clear authority of the designers to define
backstory on the character sheet, it was my interpretation of the character that was
realized during the larp. Similarly, while the attitudes and objectives in the Ship
section were useful in getting a flavour of the character and how he might interact
with others, I was free to choose which of these attitudes and objectives were most
important, in order to make sense of the character and his motivations for myself. In
fact, from the very outset the playing of the larp significantly changed the objectives I
larp I had built Pyramid’s attitude based strongly on this sentence from the character
sheet: ‘This is a cosy and sunny location that could be easily monetized and turned
scene I played during the pre-larp workshops with the player of Moon radically
shifted Pyramid’s attitude and objective towards wanting to help and lift the mood of
other characters. His failure to help Moon made him reassess his actions and set
him on a very different path. Although the inspiration for these plot twists and
98
As can be seen from this discussion of La Sirena, designers certainly have a degree
of authority (and authorship) in the process of larping through the resources they
give to the players. However, they have very little power or agency to intervene in
the story-making process during the playing of the larp, which in turn diminishes the
degree of authority they are able to wield over the story-world. Designers will often
detail the backstory of the characters as well as prewritten relationships with other
also define what is allowable within the world of the larp through their authoring of
lore and metatechniques. However, all these things are only intended as stimuli for
story-making through playing together, rather than prescribed script in the mode of
playwright, director and actors in theatre and other media. While backstory may be
story in and of itself, it is not presented as a finished product but rather offers
directions in which to set the characters running. What the designers provide are the
‘givens’, what Whitehead terms the data, of larping. These data are the already
determined gifts from which the players are able to create novel scenes and stories.
These gifts do not predetermine the final form of any scene or story, but are
potentialities from which the ‘creative advance into novelty’ (Whitehead 1978, p. 28)
The authority which the designers have over the structure and ontology of the larp,
are necessary for the larp to be playable by a diverse group of individuals coming
together; they set the parameters for play. According to Whitehead’s ‘ontological
principle’ (1978, p. 19), nothing comes from nothing. In other words, no process
arises apart from some immediately antecedent processes from which it draws its
data. Larping will always draw on something, on some prior experiences of the
players. Without some given design for the larp, the experiences the players have to
99
draw on will be entirely their own lived experiences, separate from each other’s. In
order to be able to play together in a shared world, there must be parameters which
are common to everyone. The structure which designers provide is required for the
parameters is vital to the development of a ‘shared fantasy’. The rules governing the
fictional world and the intended play experiences, as set out in the design document,
are important. The community rules in La Sirena were therefore vital for the
successful sharing of the fictional world and the togetherness of the players.
fulfil this function. It would be possible for players to collectively come to the agreed
parameters which will bring them together in play. While such a democratic approach
to design might seem preferable, the likelihood of such a design process being
project grows. Designing by consensus of all players is a nice idea, but impractical
and difficult to manage in reality. Instead, the designers compile the structuring and
worldbuilding mechanics into a design document which the players can subscribe to.
mechanics or fictional world. They can simply not sign up to a larp which does not
suit their sensibilities. As Torner (2022) has noted, the particular affordances and
constraints offered by a larp can be the draw or the aversion for players, provided
these are made clear in advance. Players are free to choose from among many
different designs which can accommodate different playstyles and interests. This fact
demonstrates that each larp is a world in itself, and that not every player, nor every
larp design for that matter, is suited to every play community. This is a kind of
democracy, but one which recognizes difference and diversity rather than simple
100
majority rule. Players are enfranchised to play together functionally and within the
parameters set out by the designers by both the agency of selecting a particular larp
to play and by the actual payment of money to play, giving the play experience (and
larp, players are staking money on the belief that the design will give rise to a good
(story-making) experience.
Organizers
playing the larp. As mentioned before, the designers were the chief organizers of this
run of the larp, with support from others with specific tasks such as catering and
logistics. The organizers arranged a venue and time for the larp, engaged in pre-larp
for the duration of play, ran pre-larp workshops, and offered both practical and
emotional off-game support to players if they needed it. The workshops imparted
metatechniques, helped create the designers’ desired tone and atmosphere, and
allowed players to develop relationships and transition into character. In their roles
as organizers (not as designers), these people did not influence play directly, but
rather supported the players. Significantly, though, the organizers also played
consistent characters in the fictional world of the larp. This meant that instead of
influencing directions of play and the creation of stories from ‘outside’ the larp, they
became equal members of the community, both in the fictional world of the Republic
of the Free and as part of the player group. They influenced play and stories in the
same way as any other player – by participating together with others in scenes. They
101
had the same freedom of action, power to effect change, and authority over narrative
as the other players. However, they held this agency, power and authority by virtue
of playing rather than in their roles as organizers. They did not use their roles as
designers and organizers to control or steer the stories created through play. They
did not expect other players to defer to them as an authority over the larp other than
in terms of practical concerns such as safety and nourishment. They rather gave
themselves to play in the same manner as the other participants and so integrated
The role of organizer is chiefly practical, and therefore organizers tend to have little
authority over the story-making process. They are facilitators for communicating and
delivering the designers’ vision of the larp to the players (where the organizers are
different individuals from the designers), and enabling the players to develop stories
by bringing all the necessary elements together. Again, as with the designers’ role, it
is about giving opportunity and potentiality for players to co-create story themselves
by providing the physical means and necessities for play. Organizers have the power
deployment of NPCs, plot devices such as letters or other communications, and plot
events such as invasions or attacks (in the case of combat larps). Organizers also
curfews, etc., and can influence players through devices such as the amount and
nutritional value of food provided, sleep deprivation, etc. However, these elements
are usually given in the design of the larp and the organizers merely implement them
during play. It may be that organizers can facilitate plot-development during play in
instances where a player is at a loss for developing their own plot, but this kind of
themselves as equal to the other players in authority, power and agency during time-
in.
The chief function of organizers is to enable and stimulate play rather than to control
it. Despite having the power to direct the action of the larp, this power is best used
sparingly and only in order to enhance the play of the participants. This is where
larping differs drastically from the immersive theatre of companies like Punchdrunk:
the organizers of larping do not aim to give an experience, to ‘show’ or deliver a story
experiences and develop their own stories – stories which the organizers could not
have imagined.
The authority over the story-making process and the authorship of the stories
generated in larping, then, lies principally with the players. While designers and
organizers do the important work of providing parameters within which to play, giving
opportunities for play to happen, and looking after the practical concerns and
necessities of players, they are not themselves the makers of the stories and
experiences which come out of larping. The process of playing, and the scenes in
which players engage, are the principal organs of story-making, the players taking
what has been given by the designers and organizers as well as their own
interpretations, ideas and prior experiences, and producing novel occasions which
had not been imagined prior to the players’ coming together. Designers and
organizers create the ‘magic circle’ within which the players can create stories, but it
is the players who must sustain the magic circle and do the work of turning
103
experiences into stories through their playing together. My experience of playing La
highlights the important work of designers and organizers in creating the shared
fictional world and providing the conditions in which stories can be made through
play.
From this discussion, we can see that larp anarchy is not a liberal anarchy. We
agency and authority are distributed among the active participants, the players.
players, can do what we want so long as we do not ‘break the game’: so long as we
do not spoil the world, authored initially by the designers but sustained and
developed by the players, in which the larp takes place. We should also be careful
not to break each other’s game. As I will outline later, players bear responsibility for
This anarchy works because individual players are working on the same
assumptions and towards similar goals, and because they are behaving responsibly
Having discussed the degree of power, agency and authority held by the various
stakeholders in larping, I will now examine in greater detail how scenes and stories
104
proposing here I have termed ‘storying’, which relates to the private, individual
experiencing of each player, and ‘sceneing’, which relates to the public, collective
How do players play together in larping? And how does story emerge? It seems
obvious to say that they participate together in ‘improvised’ scenes, and story
emerges from that improvisation. This is fundamentally true, and it is the basic
playing in larp. However, this scheme does not say much about the processes at
work in scenes and stories. Lampo develops on this basic scheme using James
Lampo’s model, a player in a larp encounters their environment and other players’
actions. From these encounters the player goes through a process of extracting,
choosing between, and enacting possibilities for their own action or reaction. While I
agree broadly with this model for how individuals perceive and choose actions for
play, I intend to refine it further. Firstly, to Lampo’s idea of possibilities for action, I
want to add the idea of possibilities for story. In the encounters with other players
and the environment, the player perceives not only potential actions but also
potential for personal narrative; the player is constructing their character’s story at
the same time as they are acting and reacting in a scene. Secondly, I am interested
in the encounters themselves, not just the individual perception of the encounters.
Juhana Pettersson argues that the individual ‘player is the engine of desire. Moved
by wants and needs both larp-related and personal they move along lines of purpose
and emotional direction’ (2021, p. 249). However, he also points out that ‘the player
105
is never purely an individual because all desires are fulfilled in the group. When it
works, each gives the others what they need’ (Pettersson 2021, p. 249). It is
precisely this sense of methektic participation that I aim to capture. In other words, I
am interested in the togetherness of the players, the politics of their relations and
The point that all the players simultaneously construct their character’s story while
they act in scene gives rise to an important observation about the stories which
result from larping. That is, stories are individually constructed by each player.
Perhaps one of the most perplexing things about larping is what Édouard Glissant
might call its ‘opacity’ (1997, p. 190). Glissant’s opacity is a postcolonial, counter-
Enlightenment argument for the right of other cultures to remain ‘unknowable’ to the
‘enlightened’ or ‘enlightening’ eye of The West. But it intersects with this thesis on
larping because in the same way that the subtle significances of cultural practices
are unknowable, so too are lived experiences. In larping, the stories we generate
individually as players are produced with and by each other, in the radical
togetherness of our playing, yet they are unknowable to any other than the subject of
the story – its protagonist. My use of this notion of opacity is not intended to claim
identity between colonised cultures and players in larps, nor to efface ethnic and
racial differences, but merely to point up the resonances between the unknowability
The fact of this opacity is not to say that players are unable to communicate the plot
of their character’s story to others. But larping is experiential. The ‘war stories’7 of
7
‘War stories’ are the narratives players share with others, after the larp has finished, about what their
106
each player are not larping in themselves, but re-larping or accounts-of-experiences
to an outsider. These outsiders include not only non-larpers, but also the other
players who have played the larp with me. While I will not dwell too much on this
notion of opacity for the remainder of this chapter, it will be an important theme later
in the thesis, particularly in chapters 4 and 5 where I explore the politics of playing
out the experiences of historical Others and the possibility of ‘fellow feeling’
(Landsberg 2004, p. 150), and argue against claims of knowledge over the
experiences of Others.
On the other hand, these stories would not exist without ‘outsiders’. The lived
experience of larping is born out of togetherness with other players, as well as with
the environments and atmospheres in which the stories are created. And we, as
players, share scenes. We work together to produce these stories. But I create my
story, opaque to the other players (the outsiders), while they create theirs, opaque to
me.
1967, p. 175). In other words, he makes a claim for the influence of objects on
subjects without the subject ever ‘knowing’ the object. Knowing, for Whitehead, is a
high abstraction and the primal form of relation is ‘feeling’. Therefore, the stories I
and the other players created in La Sirena ‘felt’ each other, just as Glissant’s cultures
might ‘feel’ each other without either knowing the other. This does not mean that our
larp stories simply touch or ‘interact’. From the Whiteheadian perspective, feeling
107
means that the object is included as an element of the subject (what Whitehead
terms ‘prehension’, meaning holding or grasping). Following this line of thinking, the
other. It is this kind of methektic togetherness that I will analyse in terms of its
Sceneing
the larp as players actively play together, creating scenes through improvisation,
pursuing their characters’ objectives and enacting their characters’ attitudes and
desires. Rachel Hann has described scenes, in the sense of ‘dramatic action’, as
orientating’ (2018, p. 25). This description holds well for larping: scenes are the
moments players play out, the moments of the characters’ lives which become
visible and orient the emerging stories and relationships. Sceneing, I propose, is the
To illustrate this concept of sceneing I will here outline an example from my playing
in La Sirena. This will make clear both how the process operates and how players
A gift, its rejection, and flight. Then the return, an apology and a quest.
108
Before she landed in the ‘Republic of the Free’, that glorified madhouse, she
had been a quite brilliant lawyer. When I met her she was living as a child
and calling herself ‘Moon’. I myself had been made to choose a name – this
was one of the rules of the ‘Free’: no mundane names to remind us of our
previous lives or of the outside world. I went by ‘Pyramid’, representing
something strong and stable at least.
It was offered in the most silly, wide-eyed, childlike manner. I had come to
the balcony to once more take in the impossible star-scattered Spanish sky,
when her affected simpering pierced my contemplation. Something about the
stars. I replied with a vague, inadequate comment about their magnificence.
Then she gifted them to me.
I looked at her, that grown woman speaking with a girl’s voice, and I could
not bring myself to humour her. I can’t say what seized me in that moment,
other than perhaps a desire to show her the reality of her life. “You can’t give
me the universe,” I said.
My cruelty registered in her eyes, in the tears that began welling there.
“You’re so mean!” she cried as she fled the balcony – fled the community, as
it later became clear. She would not return for over a month.
(excerpt from The Pyramid, the Vortex and the Globe, Appendix)
The player of Moon and I improvised this scene by giving our interpretations of our
characters into the methektic melding pot of the occasion of sceneing through our
actions and intentions. Our bodies and the environment (the stars, the balcony) were
also given as ingredients into the methektic mix. The occasion of sceneing is nothing
more nor less than the constitution of such given data (characters, actions, bodies,
conscious experiencing. Instead, it is the mere fact of all the given data being in
specific physical and emotional relation to each other. Sceneing is not an evaluative
109
process; it does not select among relevant and non-relevant data, and it does not
prehend objects negatively, only positively. In other words, it is the complete datum,
taken with all its paradoxical contradictions and without interpretation. It is what
never satisfied. Rather, it demands satisfaction by giving itself back for interpretation
Sceneing operates through the togetherness of players in a scene. The players, their
actions and intentions, are the data given to the process of sceneing. They are the
objects which sceneing simultaneously prehends and is comprised of. The process
experiencing the objects and at the same time the ‘superject’ composed of those
very objects. The subject does not preexist the objects or its experiencing of them. It
is rather the result of the togetherness of these objects in its own experience. In fact,
the subject, in the present discussion the process of sceneing, is precisely the
experiencing of its objects; it has no existence apart from this. The subject, then, is
always a process and not some preexisting substance which experiences and is
is methektic in that the players collectively constitute something which is not merely
themselves. In other words they are part of something. While they do not lose their
individual ‘identity’, this individuality is subordinate to what they give to the process of
sceneing through their participation. This is similar to Lampo’s notion of ‘larp ecology’
interdependent system where all the players and other organic and non-organic
110
components of the game support each other’ (2016, p. 36), which in turn echoes
Whitehead’s argument that ‘the human being is inseparable from its environment in
singular occasion. This means that instead of each having an individual relation with
every other element in the scene, creating a ‘network’ of linked ‘nodes’, in sceneing
each player becomes part of a relational field where the individual players give
feel the atmosphere, I must ‘engage’ in some way in the scene. While Lampo’s
ecology shows that play depends on others, it misses the necessity of ‘dealing with’
the scene as a whole. Lampo’s model shows comprehensively how players pick up
on affordances for action, but I suggest that there is more to larping than this. My aim
with introducing this notion of sceneing is to illustrate more fully how players play
together in larping. While the selection among possibilities which Lampo advocates
and players intentions are felt through their selected actions, the scenes in which the
players take part are built collectively. This goes beyond the notion of individuals
singular occasion of experience. This does not necessarily mean that players ‘feel’
111
part of the singular experience. On the contrary, as mentioned above the players do
presence and their actions guarantee their inclusion in the occasion of sceneing.
Whatever they do becomes part of the whole. This is similar to how Hann argues
each player selects an action from among the possibilities and enacts it, that
action and its associated intention are determined, and felt as such, the action’s
the discussion on storying, the action’s effect will never be finally determined since it
is likely to have varying effects and interpretations for the other players.
The most significant design choice which allowed the particular player freedom in
sceneing that I have associated with La Sirena was the directive to ‘play to flow’. The
idea with playing to flow is to ‘flow [with] the actions and reactions of other
characters, flow [with] whatever is coming. Don’t stop anything. Don’t block anything.
us the freedom and authority to let flow whatever our imaginations generate: ‘flow
[with] whatever is coming. Don’t stop anything.’ Such promise of freedom certainly
accords well with the notion of larp anarchy. Flowing is not necessarily a directive to
act, or to ‘participate or else’ (Fensham 2012). Players are free to simply observe
scenes. However, the methektic principle of sceneing means that it is not only the
player who stands by and observes: it is also their character who does so. Unlike the
112
masked audience in a Punchdrunk production, who is ‘invisible’ within the fiction,
players in larping contribute by their pure presence (or indeed absence). What the
player chooses to do in the flow of sceneing always has meaning within the fiction.
There is also a recognition in the designers’ instructions for playing to flow of the
players’ radical togetherness, and the fact that our play relies on others: ‘flow [with]
the actions and reactions of other characters. […] Don’t block anything. Don’t attach
yourselves to any expectation in your mind.’ This not only directs us to get involved
in scenes and respond to events, it also directs us to allow other players to act
entire scene and expect it to unfold in exactly the way I imagined it. I can enter a
during my character’s activity of collecting truths, other characters flowed along with
this, offering their truths (or their lies – I, as both player and character, had no way of
discerning the difference), and their reactions shaped my play. When Gaze made his
revelation to my character, I flowed along with this, reacting in character and making
whatever scenes I wanted to. The directive to ‘play to flow’ meant that I could seek
out particular players to interact with, or move to different places to discover what
activities and scenes were happening. The only general type of restriction to this
was, for example, not inserting my character into a romance plot between other
that character’s player. This restriction was not imposed from the outside by the
113
organizers, but was rather self-imposed, from a desire not to intrude inappropriately
From this discussion, it can be appreciated that larp anarchy has its confines.
Players’ actions within a process of sceneing also have their restrictions and should
conform to what has been given. Even under the doctrine of anarchy, it is not a case
of ‘anything goes’. Larp anarchy is rightfully the distribution of authority to all players,
and the investment of all players with the power to effect change and the agency to
choose their character’s actions. However, such choices must conform to the tenets
of the design and to what other players do in order for there to be a meaningful
with each other. In other words, their presence with each other has an effect. Every
player gives something into the process of sceneing and is partially responsible for
the experience of the other players. Larp anarchy, then, is not mayhem or the ability
of individual players to change everything at will. It is rather the power of each player
scenes are collectively authored. Scenes cannot be said to have been authored by
any single person since every player present has their part to play, whether they are
‘active’ in the scene or not. In the scene between Moon and Pyramid detailed above,
it was the interplay of our improvisation as players and our giving actions and
intentions to the scene which allowed it to develop. Neither the players, nor the
designers/organisers, can be named as sole author. While the designers have some
authority through the production and assigning of character sheets, this authority can
114
only be felt during the playing of the larp in what the players choose to do with the
characters.8 In terms of agency, every participant has the power to change things in
the scene and every player has the agency to select their character’s actions and
objectives. However, they cannot determine how their actions are met by other
characters or how the other characters will respond. In the scene between Moon and
Pyramid, I did not decide how the other player should react. I selected and
performed the actions that felt most suitable in character and responded to the other
player’s reactions. The player gives their freely chosen and self-determined actions
to the process of sceneing, but what they will receive as a result of these actions is
indeterminate. It is important to recognise that players are not free to make changes
to the design, so larp anarchy is constrained by it. Players’ agency is limited by their
subscription to the design, style and genre of the larp, though this subscription is
Storying
The term ‘storying’ is commonly used to express the idea of relating or sharing
stories. In many academic contexts it refers to how stories are used to conduct or
disseminate research (MacLellan 2022; Phillips and Bunda 2018; Whitburn &
Goodley 2022). My use of the term is quite different. I am using storying to denote
8
It is worth noting that in other larp styles, ones which ‘railroad’ the players into particular plots and
actions, authority lies much more with the designers and organisers since players are expected to
115
Storying is the process of each player constructing their own narrative from the lived
experiences of sceneing as well as their own intentions and prior experiences. This
personal narrative can be seen as the (or one) ‘outcome’ of larping, perhaps what
players do it for. Certainly, I place great value as a player on the narratives which I
have been able to construct from my larping, as can be seen from my own account
of playing La Sirena: The Pyramid, the Vortex and the Globe (Appendix). Despite
this being my own account of the character I played, I recognize that the story
emerged from and relied upon my participation together with others in processes of
sceneing. Although I am the author of the account, all the other players whom I
played with had some power over what went into it: the agency to intervene in its plot
as it emerged in play, and authority over what it was possible to include in the
account. Likewise, I also had such agency and authority in respect of the narratives
of other players. This section will examine how the process of storying works in
I pulled the pistol from my belt and pointed it straight at Gaze’s heart. He put
his hands up, revealing his palms to me.
Gaze laughed.
At that moment the door opened. Through perhaps her own divine
providence, Mistress walked in. But when she saw me, gun extended, she
froze.
“My goddess,” I said, not taking my eyes from Gaze, “this man wants to
destroy us all.”
116
“No,” I said.
“He’s quite right,” said Gaze. “I fully intend to destroy you all.”
“What are you talking about?” she said. She was caressing his arm. “You
don’t want to destroy me. I’m your goddess.”
“No,” she said, all trace of authority drained from her voice.
“No goddess would debase herself to do the things that you’ve done with
me,” said Gaze. “You pathetic –”
I could see Mistress screaming as she tried to pull Gaze up, but the ringing
in my ears silenced everything.
I looked at Gaze slumped in his seat, Mistress weeping on him, and all my
organs seized, and surged, and seized again. He was part of me. Despite
everything, he was part of me. I turned away and wept softly into my hands.
(excerpt from The Pyramid, the Vortex and the Globe, Appendix)
9
The ambiguity of whether it is the narratives or the conscious bodies which are comprised of lived
experience is deliberate: both are, for the narrative and the body are not separate, but are
abstractions of the same process. The process itself is mere, indeterminate experiencing, while the
narrative and the body are identifiable determinations abstracted from that occasion of experiencing.
117
emphasizes the communal and collaborative nature of story-making in larping,
storying emphasizes two simple truths: that no two players experience an occasion
of sceneing in the same way, and that the same occasion of sceneing might have a
different significance for each player. In the same way that Glissant tells us that other
cultures are irreducible to transparency for the Western gaze (1997, pp. 189-90), the
another player’s experience, nor they mine, even if we have participated in a process
reducible to that process of sceneing. Indeed, The Pyramid, the Vortex and the
but one of many stories which emerged from us, me and the other players, playing
together. Many of the scenes which I have written in my account may be interpreted
wildly differently by other players in the same scenes, and will certainly hold different
meaning for them and their character’s narrative. While I have presented The
Pyramid… as a readable story, no other person, not even among the players whom I
played with, can know the experience of actually playing (and through playing,
constructing) that story. The account is a way of communicating what was significant
to me as I played and afterwards, reflecting back. But it does not come close to
A determination is what we might commonly call a ‘thing’, and such a thing is identifiable in that it
successive occasions, though it may in fact be comprised of many parts – what Whitehead would call
a ‘nexus’.
118
to ever know the experiences of other players. Such is the opaqueness of lived
experience.
Here we get at how my model extends Lampo’s model of larp ecology. Lampo
aspect of larping. She examines how players ‘collect information’ and assess,
choose and embody possibilities for acting but neglects the singular experience of
the player. Because its focus is on performance of actions, Lampo’s model leaves
out an essential aspect of larping: meaning. What do the data objectified mean for
the player? How do they affect the development of their character and story? This is
moving from action to action. It is about making sense of those actions from the
player and the routes of inheritance traced to that player’s prior experiences. It
should be clear from this that processes of storying, although hermetically individual,
119
constitute itself. In practice, this means that my own storying is the togetherness of
my playing with others and the prior experiences which have constituted my self
storying, separate from the process and impressed by it, rather I am the process of
of others, along with the character I am playing and their story. These things – my
sense of self, the character, and the story – are all abstractions of the same process.
During the scene in La Sirena when I, as Globe, shot and killed Gaze, the process of
sceneing was complemented by each of our (the players’) processes of storying. The
way each player involved in the scene integrated the actions of the scene into our
experiencing the process of sceneing from different physical points of view. But we
also experienced the process through different prior experiences, and through
different characters who had particular attitudes, beliefs and desires. For me, and for
interests of the community. For the other players the texture of the moment
say what their experiences or the ways they narrativized them were, it can be
either player experienced it in the heroic character that I did. This demonstrates how
The point here is that although players’ experiences and stories are in part derived
120
synchronously, there is scope for each player to form diverse experiences and
stories from that same source. Each player determines the meaning of the events
coming out of sceneing for themselves. While the designers will have some influence
on this determination through the prewritten character sheet, they cannot directly
influence the players’ experiences and narratives in the moment of larping. The
character sheet is one of many elements which are drawn on through Whiteheadian
This demonstrates the supreme authority that players have over their own stories
(notwithstanding that some players might experience anxiety over interpreting events
‘correctly’).
My process of storying in the shooting scene was constituted not only by the
immediacy of the process of sceneing, but also by my own prior experiences, both in
the playing of the larp, in my preparation for it, and in my everyday life. These prior
inheritance. Viewing myself as ‘an enduring object’, my storying ‘gains the enhanced
intensity of feeling arising from contrast between inheritance and novel effect, and
also gains the enhanced intensity arising from the combined inheritance of its stable
rhythmic character throughout its life-history’ (Whitehead 1978, p. 279). The ‘stable
the ‘novel effect’ is my immediate experiencing of the larped moment. The routes of
successions of prior experiences, each one in turn having transmitted the original
experience into its successors. For instance, my experience of reading the character
strategies, and a focus on the agon or struggle of the character. The evidence for
these concerns can be seen throughout my account in The Pyramid, the Vortex and
the Globe. My actions in the shooting scene and my process of storying which came
inheritance are not traced back to mere ‘ideas’, the concepts of dramatic structure or
agon, but to actual lived experiences of writing plays, of watching plays and films
days, of sitting in classes and seminars discussing these things with others, among
countless others. The point is that these routes of inheritance are felt in the occasion
‘agon’. The abstract concepts are, in fact, the product of conscious human
have had and categorized as such reside within me, are among my very
storying; the ideas of ‘dramatic structure’ and ‘agon’ are simply ways of naming
It is important to note here that categories like dramatic structure and agon cannot
for instance in the shooting scene with Gaze and Mistress, a valid experience is one
which conforms to dramatic structure and the agonic. For another player there might
authentically as the character they are playing. The worth of a play experience is
decided by each individual player rather than by some external standard.10 There
was space for many different kinds of experiences in La Sirena, and no one kind of
What should be clear is that the individual processes of storying feed back, or are
inherited into collective processes of sceneing. This happens through the causal
10
This is not to say that players might not use some external standard to judge the worth of their
experience.
123
efficacy of the players’ experiences in storying, which are transformed into the
has a ‘vector’ character, or the notion that a percept is ‘inherited with evidence of its
origin’ (1978, p. 119), moving from one occasion of experience to the next. It is the
advance of experience from one occasion to the next, into novelty, effecting
movement and change. The process of storying results in the definite determinations
of player, character and story, and it is these determinations which are felt as objects
sceneing is born out of the diversity of these objects which constitute it, and the
differences between the players’ interpretations. The fact that each player’s story has
been definitely determined, but differently to others’, means that the collective
Once, in the moment of firing the gun, I have determined the occasion of experience
for myself through the process of storying as heroic and right, this gives me a new
attitude and intent in the scene, which conforms to the objectives and attitudes of the
with the reaction of the character of Mistress, who interprets the act as tragic and
evil, gives rise to disagreement in the occasion of sceneing. Because each occasion
experiences of other players, when these occasions are subsequently felt in the
the routes of inheritance traced through each occasion of storying to prior instances
124
of sceneing. However, there is no need for one of these interpretations of the facts to
prevail. Instead, the conflict gives the opportunity for further play: Mistress accuses
Globe, and Globe defends himself against these accusations, confident in the
are conflicting accounts and conflicting intents. There is never a final determination
of what a scene means, its significance, or what its outcome is: these things are
It is also worth mentioning that among the routes of inheritance influencing each
familiar with the structure and techniques of the larp through the design document
and the pre-larp workshops. These experiences traced routes of inheritance to the
Again, these experiences, like the experience of reading the character sheet, shaped
the possibilities for what might happen in occasions of sceneing and thus the
the fabric of playing the larp. Organizers can also be felt in storying through the
elements of larping they give to the players. This might include the environment,
presentational immediacy of the data for storying are given by the player’s body,
factors which affect that body, including nutrition and rest, will have an impact on the
venue with its hammam and dusty caves, as well as the timing of the event at the
end of May ensuring long, languid days and clear starry nights, all gave important
125
elements to the processes of sceneing in which I participated and thus to my
players combined with the warm, salty water brought me to a feeling of such
relaxation, calm and rapture that the revelations about my character emerged from
thoughts. Thus, in this case, the occasions of sceneing and storying involved the
organizers, wittingly or unwittingly, exert influence over the stories through the routes
authority, power and agency on the part of designers and organizers in the moment
of storying, their influence is still felt through the objective immortality of the players’
It should be noted that, though I have described the process of storying at length, its
of storying into sceneing and sceneing into storying is more analogous to a rapid
11
In fact, occasions of experience, according to Whitehead, occur outside of space and time, the
126
constantly fed by new occasions, and is constantly feeding back the indetermination
Responsibility
The implication of the twin processes of sceneing and storying is that the players, at
least in larps like La Sirena, bear a great degree of responsibility for what happens
during play. Since each of us is responsible for so much in each other’s experiences
and stories, the ethos of larping is (or ought to be) one of responsibility to each other.
processes of sceneing. Just because an action or course of events makes sense for
my character’s plot does not mean that it ought necessarily to be pursued. Because
all the players have an interest in the events in sceneing, all players should have
some agency over what happens. In other words, I ought to play for the benefit of
others as well as for myself. Not to do so would constitute a form of ‘power playing’,
where a player acts only to satisfy their own desires without regard for the wants or
needs of others. Thus, when Globe shot Gaze it was up to the player of Gaze what
happened. It was they who decided to have the character die, rather than I who
decided to kill him. There was no rule that meant the character must die if shot, or
even be wounded. It would have made perfect sense within the scenario for the gun
to be jammed or not loaded. While this compromise was reached through the play-
negotiation with the other players in a scene. For instance, in my initial scene with
Moon, because this happened early in the larp as a ‘prelude’ scene, we as players
did not know each other’s character well. We did a brief out-of-character calibration
127
to figure out what would work for the characters in their given circumstances, and
what might be impactful. This simple calibration involved us as players telling each
other what might upset or annoy our characters. In order to create effective moments
negotiation the scene might have failed to have the desired impact on either of the
characters.
This responsibility to others somewhat limits agency, but not so much authority.
Authority over one’s personal narrative can only be limited by the constraints on
agency and what is permitted for experience in sceneing. The ways in which
character has done or said something, given that action to the collective sceneing, it
Even in larps which do not give as high a degree of freedom as La Sirena, ones in
which prewritten plot is delivered by the designers and organisers, there is still a
nature of sceneing, the fact that the players participate in scenes by their very
presence, necessitates this distribution of responsibility. There is at the very least the
responsibility to uphold the fiction and maintain the genre and tone that players have
subscribed to. Beyond this though, even where plot is given by designers and
organisers, the world of the larp is still populated by other player-characters who are
responding to events and actions. Players relate to each other in these scenes as
128
much as they relate to the plot-events and NPCs; all are part of the methektic
process of sceneing.
Conclusion
To summarize, the above analysis points to the players having the freedom to do
what they want within the larp, within the limits of the design. While designers and
organisers set certain parameters for play and provide a framework for the players to
subscribe to, it is players playing together within that framework that gives rise to the
actual occasions of experience in larping. Players have the power to effect changes
and the agency to act however we choose. Moreover, each of us has absolute
authority over our own story. But, as Whitehead insists of all such processes (1985,
p. 41), processes of storying must conform to some extent to what has gone before
through the inheritance of an immediate past. Our storying must conform to what it
experiences, the objects of the process of sceneing. If the objects of sceneing are
ignored in our storying, we might as well be sitting alone, individually, each writing
our own novella, rather than engaging in the collaborative, co-creative process of
sceneing. Because our storying depends in this way on sceneing, each of us is, in
part, responsible for the storying of all the others we are playing with. On the other
hand, each of our private processes of storying is felt in the collective process of
sceneing and in part constitutes it. Each of us is partially responsible for what
throws into the methektic mix, each intention finding its origin in an antecedent
occasion of storying. Even though each player has authority over their own story, it is
129
so intimately bound up in the stories of others that it is impossible to say that that
If storying is the desired ‘product’ of larping, then sceneing is the churning engine
which drives its production. Importantly, players must give to the process of sceneing
in order to enjoy the lived experiences which will be the data for their storying. Each
player must participate methektically in sceneing in order to draw from it. The
responsible for the lived experiences (and therefore the data for storying) of all the
other players. Each player has this degree of power over all the others. Each player
has some power to affect the lived experience of others and thereby change the data
available for producing their individual narratives through storying. This imparts onto
each player responsibility in two different senses: the fact that I am partly responsible
participate in sceneing in a way that is interesting for others, and not merely as a
Authority over each individual process of storying remains with the player who is
consciously producing it, but the possibilities for storying are limited by the lived
experiences enjoyed in the process of sceneing. Since the process of storying is the
data. Though the player (in their process of storying) finally determines how each of
these data are ‘felt’ and included in the determination or ‘satisfaction’ of the occasion
130
In order for the anarchy of larping to succeed there is the necessity for an agreed
framework within which to play, and for players to play in ways which give
consideration for their responsibility to others. However, within this mutually agreed
framework players do not need to work towards common goals. Rather, for the
process of sceneing to give rise to any meaningful conflict, players should work
131
Chapter 3
Introduction
As I lay dying from my wounds in the Inner Courtyard of the college, I realized that
few, if any, would mourn my death. I had carved out a space for myself in the faculty,
but I had not let anyone else in. It was a secluded spot without space for
communality. I had built walls between myself and those around me. The most
important things in my life lay outside of here, beyond the castle walls. Who had I
touched? What significance had I in the lives of others? My time here had amounted
to a handful of dust.
These were the final moments of Intsen Deery’s life (though he came back in spirit
how the choices he had made set him on a lonely and secluded path. In this chapter
I will similarly reflect on how my choices about this character and the plot I made for
Wizardry (CoW19). I will argue that this secluded path arose from what I term
play experience becomes fixed and intransigent. This notion will draw on the
important functions of dramaturgy and its playful counterpart which I have termed
132
ludaturgy, cybernetic feedback loops, and narrative dissonance, as well as the
The chapter is about the choices I made in CoW19 and how those choices were
afforded by the larp’s design; it is about the steps and missteps I took in making my
character’s story. These missteps did not arise from any constraints in the design,
but from my own decisions in my planning and playing of the larp. Through the
analysis of the design and my choices I will look at the concept of dramaturgy in
relation to larping and from that develop a concept of ludaturgy, or doing things with
dramaturgy. This concept will help to elucidate the causes of calcification in my play.
This chapter sits within and expands upon a burgeoning discourse on the
relationships between dramaturgy and participation. Others who have written about
(2011), Deirdre Heddon, Helen Iball and Rachel Zerihan (2012), Gareth White (2013;
2016), and Joanna Bucknall (2016). White’s most significant contribution to this
discourse is perhaps the notion of the invitation, and the idea that an invitation to
highlighting that the invitation is for participants to suspend the normal rules of
forms: from marketing materials to the design document and character sheets, to the
multitude of invitations the happen between players before and during the runtime of
the larp. In this chapter I propose that each player has their own dramaturgy, a
133
all the other players. Ludaturgy does not relate to the aesthetics of such invitations
but rather what participants do with them. Heddon, Iball and Zerihan (2012) and
White (2016) have considered autoethnographically what they did with invitations to
about the moment of performance relates only tangentially to larping, where the
detailed the individual process of storying, the emphasis was on the ways in which
activity. This chapter, by contrast, will focus on an individually created story, the
processes by which this story was developed and produced, and my reflective and
and plot highly individualistic, I changed the politics of my play and my relationships
to others. The individualistic outlook I adopted in planning for and playing CoW19
meant that I was unable to effectively integrate in the larp methektically. Moreover,
my individualistic approach resulted in a story which was calcified from the outset of
experience of playing the larp. These three related terms have different significances
a distinct and differentiated entity; and individualism to denote the political outlook
134
that the interests of individuals supersede those of the collective or community.
Individuality (in character, intention and action) and individuation are fundamental to
demonstrated below.
The core contribution of this chapter to the thesis is in demonstrating how player
agency and authority can lead to non-methektic modes of play. It gives an alternative
and authority can lead to individualistic and detached mode of playing, where without
the radical togetherness described in the previous chapter neither the player nor
The way Intsen’s story in CoW19 developed was markedly different from the way, as
developed. This difference arose in part from a different politics inherent in the
design of CoW compared to La Sirena which gave rise to a different politics in play.
In this chapter I will explore these differences and evaluate the implications they
have for the notions of larp anarchy and methexis. This will be achieved by analysing
the degrees of agency and authorship which were possible according to the design
of the larp, and that which I exercised in both collective sceneing and my own
storying.
To understand how Intsen’s story was made, it is necessary to understand three key
aspects of the process of sceneing which gave rise to it. Firstly, it is important to
135
understand the design of CoW and what freedoms and constraints it affords for
playing the larp. Second, it is necessary to analyse how the choices I made in using
the principles outlined in the design impacted on both the way I developed my
personal plot and the ways I interacted with others. And finally, it is important to
demonstrate how the ways in which I interacted with others both before and during
the larp impacted on the way my personal plot developed. These three aspects are
what were given to the processes which constituted both my experiences and my
narrativisation.
I will analyse each aspect in turn, and then describe how they came together
these aspects did not come to bear sequentially, or separately from each other, but
were rather methektically entwined with each other. They were all ingredients given
Importantly, my choices and the interactions I had with others affected each other,
and the design framed and affected both. The choices and interactions did not affect
Dramaturgy
Eirik Fatland (2005; 2009) terms the design of a larp its dramaturgy. The dramaturgy
2005, p. 149). This use of the term dramaturgy concords with an understanding of
composition of a work’ (Turner and Behrndt 2016, p. 5). Through the term’s use and
136
arranged to be meaningful to an audience. Dramaturgy encompasses ‘the
meaning for the audience’ (Versényi 2003, p. 386). This does not necessarily imply a
(what might be considered didactic theatre). For instance, Turner and Behrndt
‘observation of the play in production, the entire context of the performance event,
the structuring of the artwork in all its elements’ (Turner and Behrndt 2016, p. 5).
Dramaturgy, then, is concerned not so much with what a performance means but
rather with how it comes to mean. It is the way in which the elements are composed
This idea of composition is important too for Fatland (2009), who stresses a holistic
character, plot, game mechanics, etc. should be considered in terms of how they
relate to each other, rather than as entirely separate elements of the design. This
(Turner and Behrndt 2016, p. 35). However, while Fatland’s proposal reflects the use
encompass the totality of ‘the work’, which in larping is always incomplete at the
point when the dramaturgy is presented to the players. Instead, the designers and
137
organizers use the dramaturgy to afford players the potential for play. Larp
audience, but the development of a coherent ‘world’, gifted to players who will
complete the work through the processes of sceneing and storying, as explored in
the last chapter. The dramaturgy is there ‘in order to facilitate role-playing’ (Fatland
2009).
While I agree with Fatland’s proposal for larp dramaturgy, I contest that dramaturgy
encompasses not only those elements of larping given by the ‘larpwright’ (designing
and organizing teams), but also the processes of storying carried out by each
individual player. Each player, in their storying, realizes their own individual
ordering, and making comprehensible the components of the larp. The designed
aspect of a larp might be termed its macro-dramaturgy, while I propose that the
dramaturgies.12 The macro-dramaturgy will feed into and affect the micro-
dramaturgies through the players’ integration of rules, character, backstory, etc. into
their personal narratives.13 Larpers should therefore not be seen in the same way as
12
My notion of micro-dramaturgies here differs significantly from the recent coining of
‘microdramaturgy’ by Jonas Schnor (2022). Schnor’s term relates to the practice of dramaturgy (and
13
It is interesting and perhaps important to note that while I have chosen this system of taxonomizing
the designed element as macro and the personal narratives of players as micro, it could be viewed
otherwise. The micro-dramaturgies of the larp design and players’ intentions and prior experiences
138
audience members in theatre, as ‘receivers’ of the work, but as dramaturgs in their
own right. They produce their own experiences and compose those experiences into
larpers do not spectate or otherwise receive a complete work of art, but are active
and agentive in the work’s conception and realization. By this token, I was micro-
dramaturg of Intsen Deery’s story in CoW19. It was through my active and agentive
It started on the bridge crossing the dried-out moat connecting the forecourt to the
castle. CoW always begins with the procession of students across this bridge. As a
I had decided that this was the start of his second year working at the college.
Ostensibly Intsen Deery’s purpose in returning to the college was to tend to the
lesser-fae creatures inhabiting the forest on the castle grounds. As a part-fae himself
he had an affinity with the dryads and naiads. However, he was also there as an
operative for the Vitolls crime syndicate, since his best friend from his college days
was the heir to the Vitolls’ family ‘businesses’. He had been tasked with peddling
illicit potions among the student body as well as making deals with some of the more
nefarious members of the college faculty who might need access to outlawed
equipment or materials. He had been supplying such items to one member of staff
139
He also wanted to reconnect with his fae heritage and had been planning a means of
accessing and becoming part of the Summer Court. This scheme constituted
Intsen’s main plot and most of his scenes and actions were aimed at achieving this
objective. His plan was to duel the Knight of the Summer Court in order to take their
place, as a school friend of his had done with the Knight of another fae court.
He made a deal with a pair of fae twins who were seeking a means to escape their
bondage to the college’s headteacher. In exchange for releasing them from the
magical shackles which constrained them, Intsen would receive protective magics for
use in his duel. In order to keep his side of the bargain, Intsen decided to cause a
murder a dryad, opening a rift to the Fae Realm. Mending this rift would necessitate
the use of the magic binding the twins, thereby forcing the removal of their bonds.
Unfortunately for Intsen, one of the students involved in the ritual saw him draw his
wand despite his insistence that nobody bring their wand to the ritual. After the rift
was mended he was arrested. However, the fae twins released him and gave him
the protective magics they had promised. He disappeared from public life at the
college until he was able to make a deal with the authorities to provide information
Intsen also made a deal with a demon called the Spider. In exchange for
strengthening magics, Intsen arranged a trial for a student whose friends had made
a bargain with the Spider. The demon wanted the student’s soul to add to its
Madness Web after they and their friends had deceived it. To drive the student to
breaking point and into despair, Intsen summoned a dark spirit which held part of the
student’s brother’s soul. The spirit taunted the student and offered the brother’s soul
140
shard in exchange for the student’s own soul. Despite the magics he had obtained
from these deals, Intsen’s ultimate duel with the Knight of the Summer Court resulted
in his (physical) death and spiritual banishment from the Fae Realm.
Dramaturgy in CoW19
In this section I will explore the reasons why my plot in CoW19 became so
individualistic, and why the story and the character’s relationships became calcified
in play, attributing this to the form and process of my micro-dramaturgy, which was
grounded in planning rather than play. I will draw on the decisions I made during my
planning for the larp, showing how this was highly individualistic. This will open out
into subsequent sections dealing with calcification in more detail, and developing the
CoW is a ‘sandbox’ larp, meaning that the content of the larp is created by the
participants rather than designers. Players are able to craft freeform stories and
create their own characters and plots within the limitations of the diegetic world. In
CoW, the main designed elements are the diegetic framework and the structure.
These parameters within which play can happen both constrain players’ choices and
enable the building of a cogent and relatively consistent story world. The setting
indicates the kinds of events and stories that can occur in the larp, while not
predetermining them.
The dramaturgy of CoW’s design is extremely open with regard to plot and story.
While it provides a robust school structure within which to play, there are no pre-
141
scripted plots nor much in the way of backstory to restrict players. Players are
therefore at liberty to develop plot and story themselves. There is also little restriction
on how to develop plots and stories. The dramaturgy commends itself equally to
dramaturgy that demands either of these approaches take precedence, nor any
suggestion that either is ‘better’ than the other. In CoW19, I chose to develop my
The diegetic framework consists of three ‘pillars’ as well as written descriptions of the
various houses, classes, academic pathways, year groups, and extracurricular clubs
available at the at the fictional Czocha College of Witchcraft and Wizardry. The
‘pillars’ provide a hierarchy of expectations for the kinds of stories which are possible
within the diegetic framework. They express the spirit in which the designers
of what to expect and what their co-participants will be expecting. These ‘pillars’ are
expressed thus:
1. A functioning school
College of Wizardry is first and foremost a larp about a school, and it should
feel like a school. School rivalries and traditions matter here. Magic may be
real, but so is school life!
3. Magicians
College of Wizardry is also a larp about witches and wizards, but that comes
in third place. Magic and epic struggles are more interesting if not overused.
Wonder is best in doses!
college and a number of special events including a parade of the houses into the
castle, which opens the larp, the sorting and initiation of juniors into the houses, a
sporting tournament, and the Grand Opening Ball where the final house points are
announced, which finishes the larp. These are the structural elements given by the
designers and organisers: Fatland’s dramaturgy, and what constrains and affords
play according to Torner (2022) and Lampo (2016). All of the ‘content’ is generated
by the players, including the content of the classes since the Professors are players
as well. Houses, classes and clubs can act as foci for plots to develop, but it is up to
The design of CoW, while placing certain limits or constraints on the possibilities for
conceive and develop. I, along with all the other players, had the agency to construct
my own character and plots, and I could produce whatever stories I might desire
within the limits of the diegetic setting. The possibilities for making and experiencing
my own story were vast; I could choose whatever plot I wanted. I did not want to play
alone though, so was aware that I would need to integrate my plot with others. If I did
not, there was no reason to expect anyone to want to opt into the plot I made. While I
decided instead to develop it on my own and independently of others’ plots and then
integrate the plot through carefully selected relationships afterwards. I reasoned that
this would be simpler and would allow me to design the specific story and experience
I wanted to play. I planned the majority of my plot in advance of the larp, including
143
the specifics of many scenes. This planning constituted dramaturgy as I have
outlined above, since it defined the composition and structuring of many of the
Character
Having played the larp once before (CoW15), I decided to continue the story of the
character I had created for that previous run, Intsen Deery. It is relatively common in
CoW for participants to bring back characters from previous runs, despite there
happen in one run have no effect on subsequent runs, meaning that what had
dramaturgy but was not an element in the macro-dramaturgy. Since I had played him
at a previous run, the character’s backstory was already set and so, although coming
from a co-creative process (in the previous run), was not developed in collaboration
Plot
Despite having played-to-flow (as I did in La Sirena, see Chapter 2) at the previous
run of CoW I participated in, I decided to plan out a plot for CoW19. This preplanned
plot was based on a strong character objective: that of Intsen aiming to be accepted
into the fae Summer Court. Again, this objective was a key part of my micro-
In CoW15, Intsen had been on a journey of self-discovery. He had recently found out
that he was of mixed heritage, having both human and faerie blood, and he spent
much of the larp exploring this new identity. This exploration came into tension with
144
the possibility of finding an identity and home with his college friends in House
Libussa. As mentioned above, much of this story arose from playing-to-flow. Though
some beats of my CoW15 story were pre-planned, every element of this micro-
In CoW19 I chose to continue the theme of Intsen tracing and exploring his mixed
heritage, seeking to connect again with his fae identity. This resulted in a quest plot:
his final objective was to gain a position in the fae Summer Court by defeating Knight
of the Summer Court in single combat. My character’s entire plot revolved around
the steps necessary for achieving this objective, rather than on relationships with
other characters.
My plot for CoW19 was predominantly generated and planned in isolation and in
advance of the runtime, rather than arising from interaction between myself and
other players. This meant that other players and their characters did not have a
particular investment in my plot. It was something that could run alongside other
plots which had been developed by other groups of players without having a
for myself. There was an undeniable feeling of security in this, knowing that my plot
was effectively protected from outside influence or interference and that the story
Relationships
145
Though I had a returning character, very few other characters from CoW15 returned
in CoW19, and those that did had had little interest in or knowledge of the plot I was
planning for myself. Intsen’s main relationships were with characters not physically
present in the larp, including his best friend from the previous run of the larp, and the
fae of the Summer Court. I developed the plot in relation to these characters rather
than characters with whom Intsen could actually interact during the runtime of the
larp. These relationships with absent characters were the ones that mattered to the
character.
On the other hand, Intsen’s relationships with characters present in the larp were
transactional rather than personal, in the sense that they would involve a literal
exchange of commodities or favours, and entirely centred around the plot I had
planned. An example of such a relationship was with the fae twins. Each party in the
transaction cared only about what they would get out of the exchange, rather than
the other party’s story. Indeed, I have little knowledge of what these other characters
got up to in the period following their release from bondage. Their story had no
bearing on my own, and likewise what Intsen did with their protective magics had no
that each character is concerned with their own interest. Importantly, none of Intsen’s
As I will explore later in relation to ludaturgy, there was one relationship grouping
Intsen was part of which did not have this transactional character. This was the ‘Fight
Club’, a loose collection of characters who came together to fight without using
magic. Intsen was one of the Club Monitors, whose main function was to award
146
house points for participation in club activities. Importantly, none of what happened
during the Fight Club scenes (which happened during each night of the larp) was
intended to contribute to my prescribed plot, and so the play during these scenes
which arose were more spontaneous and I was able to develop some personal
bonds within the Club. However, these scenes felt quite separate from the main plot I
had planned, so they did not have much impact on my play or storying outside of
their occurrence.
chiefly individualistic. I was concerned chiefly about my own plot and the experience
I would have during the larp. The character I played came from a previous run and
was set on a singular objective which did not have significance for any of the other
characters. None of his relevant relations were present in the larp, and the new
connection but rather doing favours in exchange for other favours. The plot I
designed for the character was a quest in which no other characters had significant
encounters. This analysis shows that, when evaluating individual play experiences, it
but also what players do with that dramaturgy (what I am terming ludaturgy) and the
potential and affordances, it is the ludaturgy and micro-dramaturgy which define the
larped experience.
147
Calcification
In playing CoW19, Intsen’s plot became calcified, that is it became rigid and
played out the scenes as planned; the transactions with other characters happened;
the character got to the end of his quest. However, there was no discovery of
anything new in these actions. I reproduced the planned plot in action, allowing
nothing to distinguish it from the ‘original’. I discovered little about my own character,
little about other characters, and little about the world. There was little development
than making it in the process of sceneing with other participants. While there are
other larps in which there are seeded plots or hidden secrets written in by the
designers in advance (e.g., Legion: Siberian Story, which is the subject of Chapter
5), these plots and secrets are not usually known to the players. In those cases, the
player discovers things as they go. In the case of Intsen, because I had designed the
plot myself and planned each beat of it, there was very little for me to discover.
My micro-dramaturgy did not arise from play during runtime, but from the planning I
collaboration with others. The latter has indeterminacy as a vital element, whereas
the former is already determined in advance. We can think of this in terms of the
ground: that is, in terms of where a plot derives its existence from. For the
preplanned plot, the ground is the planning itself, and the prewritten story which has
already been decided. For the co-created plot which emerges in play, the ground is
148
My plot was a solo quest, without much character development. I forsook the
dynamism and indeterminacy of methektic playing with others for the certainty and
stability of my planned story. I created Intsen’s plot individually and entirely for
myself. No other character had any kind of vested interest in Intsen’s plot. It was
collaboratively ‘told’ but not co-created with my fellow players. The plot was already
formed and I simply fitted their actions into that form. That is not to say that I told
other players what to do, but rather made their actions relevant to my preplanned
plot, which was centred around events rather than relationships. The way that I had
personal relationships reduced the opportunity for any kind of intervention in my plot
the methexis of sceneing and storying is the characters being affected by others
through what is given into these processes. However, this can only happen if the plot
and character have not calcified through excessive individual planning, and if the
exercise in mimesis. The plot as played out in the larp was a mimetic copy of the
prewritten story. There is a hint of Platonism in this, with the Idea of the planned plot
and its realization in play: sceneing must participate in (conform to) the Idea of the
plot rather than the other way around. My processes of storying were grounded in
the plot rather than the process of sceneing in which I participated. They were
judged adequate (or not) against the pre-decided criterion of the plan. This privileged
what ought to happen (according to the calcified, planned plot) rather than what
149
actually happened around me during play. Creativity happened elsewhere, in the
planning of the plot, not in the methektic occasion of sceneing. It did not happen
through the character and his relationships. At the level of the character, the politics
was one of me as player being in total control of my story rather than responding to
what was given in sceneing. I controlled Intsen as an avatar rather than giving him to
participating in such a way as to become part of the ecology of the larp. The notion
of methexis means becoming a constituent, along with other elements, without losing
individual identity. At the level of sceneing, the politics was of absolute individualism
and separation from the ecology of the larp, since I had also already decided how
other characters and my interactions with them would affect my process of storying. I
determined plot. Nor was I participating with the potentiality of intrinsic, dynamic
relationships but with extrinsic, calcified symbols. My play and the making of my
Pursuing set objectives and having determined plot are valid modes of larping. There
are many larp designs premised on these modes, and many larpers who enjoy
participating on such a basis, for instance, in the UK Freeform style of larp. The
difference between those kinds of larps and what I planned for CoW19 is that the
objectives and plots are usually planned by the designers or organisers rather than
the players, and plot points are not necessarily known to the players in advance.
This means there is a good deal of surprise and discovery, which is part of the
appeal and enjoyment derived from these kinds of larps. Also, plots and relationships
in these kinds of larps are usually carefully woven together in order to have
either the design or character relationships, their story exists separately from the rest
of the larp. This was precisely what happened with Intsen’s story.
Dramaturgy itself was not the cause of the calcification of my story and experience in
designing a coherent composition for players to use, but also on the micro level as
playing which arose from this micro-dramaturgy was similarly individualistic and
secluded. Somewhat ironically, the character and my experience of playing him were
defined not by what I had written or planned beforehand, but rather by his
relationality within the whole context of the larp. The fact that the character and his
plot were so peripheral within the wider context made the experience of playing it
disappointingly underwhelming.
rather than in play with others. Here I will develop the notion of a ludaturgy, a realm
of activity in which micro-dramaturgy can be grounded and from which play and story
arise. As I have shown above, the notions of dramaturgy put forward by the likes of
Fatland and Turner and Behrndt focus on what is given to players or the audience.
Particularly in participatory modes such as larping this leaves a gap or blind-spot for
analysis: what players and audiences do with what they are given. In larping
151
especially, what players do constitutes the majority of the experience of the
consider this doing through participation, what I term the field of ludaturgy.
the perspective of spectatorship: audiences are always spectators first and are
demand performances from audience members’ (2016, p. 21), while Heddon, Iball
in One to One performance, in which they argue ‘the artist’s moments of production
are inevitably affected by – and entwined with – the participant’s life experiences and
sense of self’ (2012, pp. 123-4). They frame this practice as ‘creating a space within
the work for the spectator to become a participant’ and as ‘collaboration’ (Heddon,
Iball and Zerihan 2012, p. 121). This recognises the important relationality involved
in such work, but does not go so far as to concede productive creativity to the
There is, or perhaps ought to be, a gap between the macro- and micro-dramaturgies,
between the potentials and affordances of the design and the realizations of players’
storying, which lies outside of dramaturgy though uses the dramaturgical affordances
152
provided. I contend that there is a whole realm of activity in larping which cannot be
In other words, it does not concern what is given or the gathering of given elements
(as might happen in the work of, for instance, Punchdrunk); rather, it concerns
creative becoming and the dispersal of the potential of the macro-dramaturgy into a
I will here define ludaturgy and distinguish it from notions of dramaturgy. Ludaturgy
Ludaturgy is not concerned with the drawing or weaving together of the elements of
drama, but rather with dispersal and play. If dramaturgy is attention to how elements
are connected and drawn together, ludaturgy is throwing the elements to the wind.
2012), which is often an invitation, not necessarily to participate directly, but to play
uncertainty, such as that described by Yaron Shyldkrot (2019, passim), where the
‘fail[ing] to connect’ as Turner and Behrndt (2016, p. 37) might suggest, since
ludaturgy (and many larps) is not about making everything connect in a singular
‘work of art’. It is the individual players who make the connections according to their
153
own creativity in their micro-dramaturgies. These micro-dramaturgies are grounded
in the play of ludaturgy, in what they do with the macro-dramaturgy they are given.
determined, and where those things which have been constructed are played with
Ludaturgy exists where the dramaturgy can be used in emergent creativity, rather
than where things latent in the dramaturgy are simply extracted. Ludaturgy is
therefore an anarchic principle in the same vein as established for sceneing and
storying in the last chapter, since the play is determined by the players rather than
engagement with these ideas; it is about what people do with the affordances and
constraints they are given. Ludaturgy is not so much about the aesthetics of the
Another key observation made by White is that invitations to participate can also
demand that participants exercise their will ‘and apprehend [themselves] as a subject
with a will, rather than experience the performance as a lesson through which [they
While the term ‘ludoturgy’ has previously been coined by Daniel Greenberg in
substitutes in the word ‘game’ for the word ‘play’ in Geoffrey Proehl’s definition of
154
understood as the dramaturgy of games rather than a category in its own right. My
This concept of ludaturgy is clearly related to the process of sceneing as set out in
the last chapter. While sceneing is a general process which I have argued operates
in the same way in most larps, ludaturgy is specific to individual larps. We can
discuss the ludaturgy of a larp in the same way as we can discuss its dramaturgy.
That is, in the same way we can ask, for instance, how characters relate to each
other as written on their character sheets or what effect a metatechnique might have
in the larp, we can ask how the players are playing together or the effects different
modes of play have. As such it might be a useful tool for analysis in a similar manner
accessible, likely written in design documents and character sheets; the dramaturgy
is usually relatively fixed. The ludaturgy on the other hand depends on players as
perspective of each player. Viewed from the outside, or even from the perspective of
another participant in a scene, ideas of how we are playing together and with the
dramaturgy might differ widely. The analytic potential of ludaturgy and methodologies
for effecting such analysis lie outside the scope of the present discussion. For this
Ludaturgy in CoW19
155
In preplanning my plot for CoW19 the way I did, I curtailed the potential for ludaturgy
in the runtime of the larp. What I did with the dramaturgy of the design was to create
more dramaturgy. While sceneing happened, the sceneing was not ludaturgical for
me, but the reiteration of the dramaturgy I had created for myself. While ludaturgy is
my plot and limited the opportunity for ludaturgy by prescribing the story I would play
However, another way Intsen integrated with other characters in CoW19, which I
have not detailed above as it was not part of his main plot, was through the Fight
Club. This was a loose association of characters who wanted to engage in one-on-
one friendly fights using physical contact. While the design of CoW generally
prohibits stage fighting, with altercations settled with wands rather than fists or
swords, Fight Club offers a forum for players who want to engage in that kind of play,
without disrupting others. My character was one of two staff monitors for the club.
The position of monitor was chiefly to award house-points to student characters for
fully sanctioned and implemented by the larp organizers. While Fight Club was an
element of the macro-dramaturgy to the extent that it was part of what was given by
the designers and organizers, what it became in the hands of us, the players, was
which other forms of fighting could occur, its unsanctioned status marked its
members as characters who did not always adhere to the demands of authority. The
Fight Club was not heavily preplanned apart from arranging where and when the
scenes would take place. There was a Facebook group where this practical
156
organization took place. However, there was no plot attached to the club nor any
preplay (see below) among the characters. This left the Fight Club as an open space
where any plots and connections between characters might arise during play. Thus,
though I forged no firm relationships with other members of the club in advance of
playing the larp, Intsen was integrated with these other characters simply by virtue of
his membership.
accomplished duellist. This encounter was unplanned but played well into my
character and plot development. Intsen lost the fight as the other character was a
much stronger fighter than him. Though the other character bested Intsen, this was
not a foregone outcome at the start of the scene. We were fighting with foam swords
without full contact, so establishing what was happening during the fight was done
swing or showing a wound through a sharp gasp and cupping a hand over the place
where the blow supposedly landed. We also improvised dialogue about our relative
While we brought the established macro-dramaturgy of the club as well as our own
play and in how we interacted as players. It was quite possible for neither of us to
concede defeat, or to use a system of calling out the wounds inflicted on each other,
or to enter into off-game calibration to establish the outcome of the duel. Our
dialogical in-character negotiation was just one of many possible ways of playing the
157
material to relate to each other (and perhaps to other elements in the process of
sceneing) in play.
It was important for Intsen to win in single combat since this was how he intended to
beat the Knight of the Summer Court. Therefore, choosing as a player for him to lose
was a big setback for the character: it showed how unready the character was for the
trial which lay before him. This realization, both as character and as player, emerged
from the ludaturgical play with the other player. In my micro-dramaturgy, Intsen was
more than capable of holding his own in armed combat. However, pitting him against
a character who was a famed duellist showed that his capability was relative to his
age and experience. The ludaturgical sceneing in this encounter, then, altered my
own micro-dramaturgy in a way that all my calcified, pre-planned plot could not allow
Rather it was my dogged attachment to this planning which caused the play
experience. This attachment did not allow for new elements arising from the
in advance of the larp. It did not develop from ludaturgy and this was what led to
calcification and individualism. This contrasts with the Fight Club scenes, in which
Arguably, doing things with the dramaturgy is what Rancière’s (2011) ‘emancipated
158
minor form of ludaturgy. However, the givenness of a performance to an audience as
a ‘complete work’ is not the same as the skeleton dramaturgy of a larp like CoW.
While the audience in the theatre might be free to interpret what is presented, they
must first encounter and perceive the complete work as it is given to them. White
about his experiences participating in Coney’s Early Days (of a better nation). It is
clear from his account that the work was chiefly produced ludaturgically. But this
particular performance piece was arguably more larp-like than theatre-like, with
and disembodied observer where the bodily interconnections to the situation that
make us intersubjective contributors are effaced and contained’ (White 2016, p. 24).
The givenness of a complete work of art is equally the case with ‘open’
been given for interpretation. So, while ‘open-ended dramaturgies […] require us to
rather than elements to be fixed and resolved’ (Turner and Behrndt 2016, p. 34), this
does not mitigate the givenness of what is presented to the audience. The
meaningfulness for the audience will still depend strongly on the dramaturgical
depends at least as much on how players interact with each other ludaturgically as
can be seen in immersive theatre as well, though usually the emphasis there is on
159
composition rather than production. Immersive theatre audiences do not generally
generate their own material but rather compose given material into a meaningful
occurs in the interstice between the givenness of the production dramaturgy and the
for instance, Adrian Howells’s one-on-one performance Foot Washing for the Soul
(2008). In a private ritual Howells washes the audience-participant’s feet while they
share a quiet spoken dialogue (Heddon & Howells 2011; Walsh 2014). This
rather than dramaturgical, since it comes about through interactive ‘play’ and
questions which form part of the dramaturgy of the piece. Despite the importance of
ludaturgy to this work, there is an uneven distribution of power as Howells still ‘owns’
the dramaturgy. While the foot-washing is framed as a gift, the dramaturgy is still
controlled by the designer/artist rather than given to the participant to do with what
they will.
FanSHEN’s Invisible Treasure (2015) appears at first blush to gift a playspace to its
audience. Participants are introduced into a space full of ludic potential and
seemingly without any rules. The ceiling is filled with moving light patterns which
participants can influence through their movements. There are panels in the floor
160
and a giant furry bunny against one wall. There are no performers, only other
participants who create a ludaturgy through their play with the different elements
they have been given. However, progression through the different segments of the
piece depends on participants triggering events through their actions and players
can ‘win’ by solving the puzzle of which actions will trigger the next segment. Though
there are many ways the players might play, there is a ‘correct’ way to play inherent
in the dramaturgy. Though the players produce a ludaturgy, they are beholden to the
dramaturgy in order for the ‘game’ to progress. This dramaturgical control is central
to the message of the piece, which highlights social control inherent in apparently
free systems.
Turner and Behrndt note that, even in participatory and interactive work, ‘the
audience is woven into the performance’s dramaturgy’ (Turner and Behrndt 2016, p.
which they complete with their physical presence, words, or whatever. Gareth White
participant can encounter and interact, thus authoring the encounter in the
employ ludic strategies within their dramaturgies’ (2016, p. 53). Notwithstanding the
actual ‘content’ participants produce (what they say or do), the participation itself is
part of the givenness of the dramaturgy. What the audience-participants do with the
161
Despite the presence and importance of ludaturgy in other forms of participatory
performance, I contend that larping and other forms of roleplaying are uniquely
an audience. The Fight Club scene described above, though it was afforded by the
design, was not procedurally authored by it in the way that, for instance, Adrian
Howells procedurally authored his encounters with his audiences of one. Nor was it
FanSHEN’s piece.
Importantly, ludaturgy is not what the dramaturgy does (how it affects or effects), but
what we do with the dramaturgy: how we use, transform or destroy it. It is a common
aphorism in larp communities that ‘no plot/design survives contact with the players’.
This acknowledges that ludaturgies arise in play and that dramaturgy is affected by
given to the audience for experience, stays intact, with larping (and other
participatory practices) the ludaturgy alters the dramaturgy. While the sandbox
design of CoW is light on macro-dramaturgy, the Fight Club scene had an impact on
relationship I shared with my fellow player posed a serious threat to Intsen’s carefully
planned plot.
Cybernetics of ludaturgy
A ludaturgy is not without structure. As I have argued above the dramaturgy works to
delimit the ludaturgy: the mechanics and metatechniques of the specific larp, which
are affordances for play. There are also everyday social structures which players
162
bring into play, and conventions of playing and larping which are culturally inflected.
generated cybernetically. Steve Dixon has written persuasively about the use of
implies that playing in a larp is structured around cybernetic feedback loops. Of most
generate and sustain the ludaturgy of a larp. The cybernetic feedback loop can be
seen in the in-play negotiation between myself and the other player in the Fight Club
scene. Neither one of us individually was in total control of the negotiation, but rather
we shared control through the constant renewal and redefinition of our relationship in
the scene. Importantly, this cybernetic operation continually fed forward the process
of sceneing into new occasions, so the process was kept alive and our relationship
continually renewed.
loop, one which causes an object to reproduce itself. White suggests the use of,
which generate material from disparate sources, and allopoiesis, indicating systems
which generate material other than themselves (White 2013, pp. 187-8). As I have
the individual occasions of that relationship indicates that the system is more
allopoietic. Ludaturgies are also produced by agents (players) interacting with one
another and the given dramaturgy, and thus can be considered heteropoietic.
What is most significant to this thesis, because it points up the differences between
input from the designers or organisers because the relationality of the players feeds
back into itself. This is perhaps one of the key distinctions between theatre and larp.
larping), audiences are persistently referred back to their relationship with the
dramaturgy, whereas in ludic modes players create their own feedback loops with
each other.
dramaturgy. This did not allow space for other, more dynamic and spontaneous
ludaturgies to develop between myself and other players, as they did in the Fight
Club scenes.
Diegetic dissonance
In CoW19, I had to ignore some actions and events in the processes of sceneing
happening around me in order for my plot to work. There were conflicting micro-
164
dramaturgies contained within the same diegetic space. This created a kind of
dissonance, whereby the sceneing did not match the intentions I had for my story.
CoW allows for this kind of dissonance, and it is in fact an important facet of this kind
organisers have little control or authority over the plots which develop. There might,
therefore, be several plots in play at the same time which are at odds with each
other. There could, for instance, be a character who is mourning the death of a loved
one, while another group of characters are resurrecting their friend with the use of a
straightforward ritual. Both of these plots might be permitted within the setting, but a
reality in which bringing people back from the dead is relatively straightforward does
not sit well with a plot about someone mourning a death which is assumed to be final
and irreversible. I had to ignore, or negatively prehend, things that were at odds with
my plot and characterization, and chose to negatively prehend others which were
simply not relevant to my plot. Everything in Intsen’s purview needed to serve the
was a large-scale werewolf plot, which involved the oppression and forced treatment
of lycanthropes. This plot was important for many players’ stories. However, as with
all plots at CoW, it was strictly opt-in, meaning that you needed only engage with the
plot if you chose to. It was made clear by the main instigators of the plot that anyone
who did not wish to engage with the plot, which was intended to be very dark in tone,
would not have to. Scenes related to the plot would happen away from public areas
and no players would bring it into play with others who had not first consented by
showing interest. I did not wish to engage with the plot since it neither furthered my
character’s scheme nor added any relevant colour to the story I was aiming to make.
165
The dissonance allowed those other players to create a large-scale, intricate plot
with each other, while not impacting the play of others who did not wish to
participate.
Taking this diegetic dissonance into account, then, an important facet of ludaturgy is
the selection, from among many options, of what dramaturgy is included in a process
dramaturgies are embodied in real time and necessarily impinge on, or at least are
larping, where players are giving other players dramaturgy while simultaneously
receiving dramaturgy from those same others. The ludaturgical selection among
further underscores how the closure of meaning in a larp is resisted in these kinds of
sandbox larps. In the context of One to One performance, Heddon, Iball and Zerihan
note the important difference between ‘open’ and ‘closed’ texts and their relative
potentials for truly collaborative practice (2012, p. 129). The fact that diegetic
story-making.
where not only is each individual player’s interpretation of the events of sceneing
different, but the very events themselves are either counted or discounted in each
166
naïveté, whereby the player knows something is happening but their character does
not. Rather in these cases what is happening in the story-world of one character is
not happening in the story-world of another. There are separate but imbricated
Dissonance is necessary for a sandbox larp like CoW, but also gives rise to a certain
political risk. Individualism can lead to the unbalancing of the distribution of power
and authority. Players might no longer feel in control of their own narrative because
something intrudes. Ironically, a design which gives a lot of agency also poses the
risk of diminishing agency. It is the same mechanism, the total freedom for players to
author their own individual plots, that affords both the higher degree of agency and
the risk of diminishing that agency. A plot which imposes on or intrudes into other
players’ plots or the public spaces of the larp might prevent other players from
enjoying the play they had been engaged in or their own storying. This can have a
similar impact to the From Dusk till Dawn effect or ‘genre hoax’, whereby players
have subscribed to and are expecting one kind of play, a specific genre or tone, only
to have that unexpectedly subverted, either by designers or other players. While this
kind of surprise might delight some players, it is likely to derail other players’ stories
and play, leading to dissatisfaction and potentially abandonment of the larp. This can
them from their storying. A plot which is intrusive crowds out the possibility for
positively prehending other alternatives. If the majority of the data from an occasion
Therefore, if a player does not want to opt into a scene but they have no alternative
(if, for instance it happens in the dining room during a mealtime), they will be forced
167
instead to stop playing. Such instances diminish the agency of players to create the
play experiences and stories they want. In larps where plot is generated by the
designers or organisers, these kinds of events are par for the course. However, in a
sandbox larp where agency and opting-in are key principles players subscribe to,
The dissonance which was useful for me, allowing me to make my own story without
recourse to other plots or events, also meant that other players were free to discount
my plot from their own stories. Since my character’s plot had very limited relevance
dissonance of this kind of opt-in play is a useful tool, but one which I should perhaps
have used more sparingly. While it allowed me to play my plot without the intrusion
discount the things going on around me which might have enriched my play, and to
The individual and the notion of individuality are also central to the idea of anarchy I
have begun to extrapolate in the last chapter. Whether the individual voluntary
larping, anarchy affords individual agency and desire stronger influence over the
168
shaping of story. Larp anarchy is apparent in sandbox style larps such as CoW and
La Sirena Varada, where players have the freedom to generate their own plots, but
not so much in more tightly structured larps with plots pre-authored by the designers.
Larps which have an anarchic design afford players much higher degrees of agency
and influence over sceneing. Of course, the extent to which individual players
choose to use these affordances may depend on personal experience, expertise and
comfort with navigating the larp frame. As Heddon, Iball and Zerihan observe
130). Nonetheless, players in CoW are able to decide freely what happens, within
the constraints of the larp’s genre, without reference to any ‘higher’ authority. This
up freely and agree to collaborate in producing certain kinds of story using a specific
set of game mechanics. This does not, of course, mean that participants do not need
might have to agree not to do certain things which they might otherwise have done.
For instance, in a larp where character deaths are proscribed, a participant who
might want to play out a tragic death scene would have to agree not to play such a
scene. Such prohibitions do not impinge on participants’ freedoms provided they are
announced transparently and upfront. If the larp design does not accommodate a
participant’s specific desires, they could choose not to sign up, or they could play
that scene at a different larp where character deaths were not prohibited.
My whole experience was driven by individual interest: both that of my character and
my own as a player, and these interests were related. Intsen was only interested in
169
his final goal of forcing his way into the fae Summer Court, and I as player was
chiefly interested in playing out this plot, which, as I have outlined above, was highly
One scene from CoW19 which illustrates the importance of common interest is the
forest ritual scene. In his role as a conservationist, Intsen led students in a ritual to
cleanse the forest of dark magic in order to promote the growth and welfare of the
dryads (woodland spirits) which lived there. This ritual gathered players into the
effort. Moreover, I planned and led the ritual with another player who composed and
The ritual itself was a wonderful, communal experience, but it was overshadowed
somewhat by the preplanned plot point of my character killing a dryad at the end.
The scene had not been initially planned like this, but evolved thus through my plans
used to create a sense of community among its participants and a fun, magical
scene to play which would add flavour to players’ experiences. However, I later
decided to use this ritual as part of a scheme to free the fae twins from their bondage
(as described above). This scheme involved my character murdering a dryad during
the ritual. Thus, I co-opted the ritual scene, intended originally as a moment of pure
togetherness, for the purpose of individual interest. The killing of the dryad ended the
magical, communal moment and turned it into something else. This certainly affected
others who were attending the ritual, but they were not privy to my plot and so did
not share in that moment with me. It was perhaps even disappointing for some of the
170
players who had not expected the scene to end in this manner. From the responses
of some of the characters during the scene, some imagined that they had somehow
caused the catastrophe. Moreover, while I had fostered a common interest in the
scene with the co-player who had written the incantation, this interest extended for
only the duration of the scene and we had little interaction in the larp outside of this.
Because I had achieved what I needed from the scene, there was then no common
On the other hand, the scene did bring about a common interest among other
players to discover what had gone wrong with the ritual. This, then, enmeshed Intsen
because I followed my plot rigidly, I did not allow any of these common interests to
come to anything as I did not engage in ludaturgical play to realise those potentials.
While the ritual itself was a bringing together of characters to engage in a methektic
process of sceneing, in the end, with Intsen’s final act of murder, it turned into
The kind of play I engaged in here can be called individualist. I had, after all,
orchestrated the whole scene for my own ends, both in character as part of Intsen’s
scheme and out of character as a means of advancing my own plot. What had begun
a means to advance my individual interest without regard for the interests of others.
My individualist play was perhaps not problematic for other players, and the person it
affected most was myself. However, there are instances where individualism in play
can be problematic, e.g. when one player’s interest overshadows others’ leaving no
171
space for alternative events or actions. Players who engage in this kind of
their self-interest can be detrimental to the experiences and stories of others. This
a player uses others as a means to achieve their own narrow objectives at the
expense of other players’ agency and pleasure. At its most extreme we might term
this power-playing as ‘diegetic solipsism’ whereby a player considers only their own
Plots and relationships become methektic through the common interests of multiple
characters and players. This does not mean that individuals in larping cannot have
for the interest players and characters share, but it is important that characters have
an interest in the same thing if players are aiming to play together methektically. In
there is nothing at stake. The single player whose interest is invested in that thing
will have to play on it alone, and the only plot which might emerge will be from their
Conclusion
narratives in CoW19, and the powers of agency and authorship I exercised in these
ludaturgy, which requires more distributed relations than I allowed to arise in the
172
Deery’s story and my experience of playing it became individualistic and calcified.
However, the indeterminacy of my approach to the Fight Club scenes meant that I
was able to enter into the ludaturgy, joining others in doing things, playfully, with the
dramaturgy.
I have defined ludaturgy as doing things playfully with the givenness of a larp’s
The fact that my plot was very individualistic, and my determination to execute it as
planned, affected my experience of larping. The magic of community was lost; I was
lonely. It was not because the story I chose to make was ‘bad’ that my experience in
CoW19 was not as satisfying as it has been in other runs of CoW. Rather it was
because that story did not involve others in any significant way. Most of the events
only had significance for my character. Other players accommodated my plots, but
they weren’t involved in them. Similarly, I accommodated others’ plots but did not
involve myself in them. There were times when these plots overlapped, but did not
affect each other, for instance, the Spider plot intersecting with Intsen’s bid to beat
the Knight of the Summer Court. While this superficially integrated the character with
the wider world of the larp, it had no real impact during the runtime. Though the plots
were interwoven, they did not reach a point of methexis, where the plots were part of
the same thing: they felt largely separate and could have progressed in similar ways
by different means. The plots did not need each other. The imbrication of plots in this
173
manner does not imply methexis. The plots fitted together well, but they did not
participate with each other. They did not combine in a process of becoming
something novel but rather happened adjacently, not affecting each other. This also
others. Differing intentions and actions towards the same thing creates greater
favours.
It is important to recognize that this was not a ‘failing’ of the design and principles of
the larp, but rather of my interpretation and use of them. My dramaturgical approach
the larp’s design. I have played other runs of CoW more successfully. In those runs I
engaged methektically with others either by leaving my personal plot open and
indeterminate enough to participate with other plots and events in a dynamic and
responsive way, or by not preplanning any personal plot at all and simply playing to
flow. I have participated in four other runs of CoW since CoW19. The approach I
took at those runs was different from the one I took at CoW19. I planned much less,
built stronger relationships with other characters, and left much more space for
experiences in CoW19 and the recognition that individually planned plot can lead to
highly individual and isolated play. I found these subsequent runs more personally
fulfilling and satisfying. In the instances where I did not preplan personal plot I played
roles with a higher degree of in-character responsibility including a prefect and the
headmaster. These kinds of roles made it easier for me to integrate with others’ play
174
character. The more flexible and open I have been with these characters, the easier I
have found it to segue into other plots and initiate new relationships ludaturgically.
my experience affected the way I played, what I experienced, my story, and my level
of integration in the larp. These aspects became calcified. Though I had a high level
of control and authority over my own story, I had relatively little power within the larp
in plots with other people. Notable exceptions to this were the forest ritual and Fight
Club. Because these events involved others and were relevant to other characters,
own prescripted plot which I had planned in advance of the larp. I used the agency
and authority afforded by the design of the larp to create an individualistic plot that
was absolutely dissonant with the other aspects and content of the larp. My staunch
adherence to this planned plot resulted in play that was calcified rather than
175
Chapter 4
Inside Hamlet
Gertrude: If it be,
Why seems it so particular with thee?
Hamlet: Seems, madam! Nay, it is; I know not seems.
(Shakespeare 1994, 1.2:74-6)
***
My dearest Hamlet,
I hope all is well with you in England.
I’m afraid things here are rather desperate. This siege seems to have
driven people mad!
Horatio, Tubaline and I have not been treated with the respect due to
friends of a Prince. I don’t know how to tell you. It is unspeakable and
perhaps unwritable. We have been mistreated abominably by your
Uncle’s lackeys. Yes, we were taken for ‘questioning’ by the
Directorate.
They wanted to know about the attack and about Fortinbras. They
wanted to know about the Red armies and the Danish revolutionaries
and what their next moves are. And of course, I resisted, I resisted as
much as I could, but when I saw what they were doing to Horatio and
Tubaline. I couldn’t let them do that. And I couldn’t tell them much in
any case. Just that I had been in contact with Fortinbras, that he had
told me to wait. I don’t know anything about their plans. I need you to
understand that I didn’t have a choice. They nearly drowned me. I
was afraid of what might happen to me them us. And
I’m worried, Hamlet. Horatio is hardly himself. He is morose; I can
barely stir him to speak let alone act. And meanwhile Tubaline seems
intent on destroying herself by giving herself to that Voltemond beast.
I need you here. We all do.
I can’t wait until you are made leader of a free Republic of Denmark
and can mete out the appropriate punishments to all the enemies of
the People.
176
I hope that you return to us soon, comrade. Come home, sweet
Prince. We need you.
All my love,
Lartius
***
In November 2018 I participated for the second time in Participation Design Agency’s
Inside Hamlet, a larp inspired by and using material from Shakespeare’s Hamlet, at
experienced oppression and torture. The questions I raise here are: what did I as a
player experience in these moments? And what did my experiences have to do with
epigraph that opens this chapter, Hamlet draws a distinction between seeming and
being. This chapter is concerned with that distinction, with the differences between
appearances and doing something for real. It is obvious that some in-character
experiences, such as walking, talking, kissing, arguing, crying, etc. can be really
are identical experiences for the player and the character. As I will demonstrate,
effectively represented for players as experience in larping. However, the main aim
Inside Hamlet, and will argue that it is impossible to represent such experiences as
177
My lived experiences of playing torture scenes in Inside Hamlet are markedly
different from the lived experiences of people who have been subjected to actual
the scenes. Instead, the scenes were acted out dramatically; that is, I and the other
players performed as if the torture were happening rather than performing it for real.
Secondly, I entered into the scene willingly and all players consented to the activities
and the levels of intensity at which they were played. This is obviously different from
cooperative, with asymmetric distribution of agency and power. Thirdly, the scene
served as a plot point in the stories I and the other players were creating and
real-life experiences of oppression and torture? It is clear that the lived experience of
playing torture in a larp scene differ entirely, on numerous points, from those
my representation inherit these similarities from its originals? In what ways, if any,
oppression?
178
Asking these questions is effectively to ask: what is the relationship between the
representation and its ground? If the ground of my larped experience in the torture
the present experience, rather than a representation in the mimetic sense. However,
this presents the problem of whose past is being experienced, and how it would be
reaching towards the ‘original’ (remembering that such an original is never an Idea or
an essence but the multitude of prior experiences) with the aim of participating, of
achieving verisimilitude.
Framed more generally, then, the main aim of this chapter is to discover the grounds
of my experiences in the torture scene. In the chapter I will argue that it is impossible
effecting such reconstitution, using plot, narrative, and the relationality of characters.
What makes this significant and valuable is that it marks the (fuzzy) limits of what is
179
I will be necessarily promiscuous with the resources I draw on in this chapter. The
relatively uncharted, and I must therefore cast a wide net in order to catch the
I will initially establish the conceptual framing of the chapter by looking at issues
around trauma and consent. This will draw on and challenge some of the claims and
Caruth’s and Diana Taylor’s work around trauma in order to interrogate the
(2016b) and journalistic criticism of Badac’s The Factory (2008) will also be key
Next, I will offer a detailed description of both the torture scene in which I played in
Inside Hamlet and the narrative which arose from it for me. This will lead into an
impact that consent has on the politics of such representations. I will examine the
larped, experience and the asymmetric structure of that in real-life torture. I will use
concepts from sadomasochism (as another form of role-playing) to draw out both
180
similarities and distinctions between my larping and consensual BDSM14 practices.
The aim of this is to reveal the specific relations of power, agency and consent which
became between myself and the other players in the larped torture scene.
Following this, I will consider the torture scene in Inside Hamlet as a plot device and
narrative stimulus in the larp. I will analyse the meaning of the scene within the
narrative I created, and how it affected Lartius as a character and the subsequent
choices I enacted as him. This will show, finally, how oppression is simulated within
Duggan has argued, contrary to Phelan, for the representability of trauma. While
Phelan claims that trauma is ‘untouchable’ and that ‘the symbolic cannot carry it’
(Phelan 1997, p. 5), Duggan argues that ‘trauma symptoms’, i.e. the persistent,
and therefore the original trauma must be in some sense representable. This debate
highlights two areas of concern which are pertinent to this chapter. Firstly, Duggan’s
14
Bondage-Discipline, Dominance-Submission, Sadism-Masochism.
181
he argues that a representation requires an ‘original’ in which it is rooted.15
necessarily symbolic and that trauma lies beyond symbolism. This necessity of
central to the concerns of this chapter. It demands questions about the nature of the
referentiality, and via what routes of inheritance the representation references its
ground.
performance include Caruth (1995; 2016), Taylor (2003) and Lucy Nevitt (2013). In
Unclaimed Experience (2016), Caruth charts ways in which narratives, both historic
and literary, evoke traumatic experiences. Taylor, meanwhile, argues that the
history of trauma, and that their ‘performances enter into dialogue with a history of
trauma without themselves being traumatic’ (Taylor 2003, p. 210). Nevitt has given a
performance contexts, arguing that the differences between simulation and reality
are often far from clearly defined. This resonates to some degree with my argument
this chapter is the direct experience of violence as the victim of a violent act, through
the means of symbolic play in larping. My concern is not how traumatic experience
might be evoked or presented for a reader or audience, nor how traumatic histories
15
This seemingly Platonic notion will be problematized and nuanced later in the chapter.
182
might be disseminated, but whether trauma, violence or oppression can be
Importantly, this chapter looks specifically at the representation of what Duggan calls
moment’ rather than ‘its disruptive return’ (Duggan 2012, p. 23). It will not, therefore,
engage deeply with scholarship on ‘Post Traumatic Stress Disorder’ such as Judith
Herman’s (2001), Ruth Leys’s (2000) or Felicity de Zulueta’s (1993). While Duggan’s
notion of mimetic shimmering, which is a key touchstone for this chapter, is linked
explicitly to his proposals about trauma-symptoms (Duggan 2012, pp. 73-5), I intend
immersive theatre piece 66 Minutes in Damascus (2012). The piece stages the
Alston argues that both in the piece and in the marketing surrounding the work
to the extent that audience members might mistakenly claim the idealized
Logan (2008) and Chris Wilkinson (2008a; 2008b) for The Guardian. Badac’s
website describes the piece as ‘an immersive piece that…follows the final journey of
experiencing the undressing and gassing processes used within the camp’, going on
to explain that ‘audience members were screamed at, abused and brutalised by
guards. The whole process being designed to disorientate and unnerve the
participants’ (Badac no date). Of the production Wilkinson argues that ‘the audience
is coerced into playing the role of victim as we are repeatedly screamed at, shunted
from room to room and assaulted with loud noise’ (2008b), and points out that ‘of
course, we are not victims. The harder the show works at trying to convince us
otherwise, the more we are reminded that we are in no real danger’ (2008a). Logan
says that ‘the company's thuggish bid to be as unpleasant as Auschwitz just draws
take orders. We can leave’ (Logan 2008). Wilkinson’s and Logan’s accounts make
clear that such shock sensations are superficial and their equation with prolonged
The kinds of critique levelled by Alston, Logan, and Wilkinson highlight the
they supposedly represent, while also raising ethical questions about claiming such
‘real’, nor consider what an experiential representation has to do with the ‘original’ in
which it claims its ground. In this chapter I aim to answer the questions: generally, is
oppression?
184
Finally, this chapter is intimately entwined with issues of consent. While there has
been a recent surge in interest around consent in theatre (McIvor 2017; Solga 2019;
rehearsal rooms and performance. It is also worth mentioning here that the consent
mechanics in the scene from Inside Hamlet I am discussing were explicit and
ongoing, rather than implied. In other words, the scene was calibrated between all
participants in advance and there were means of both withdrawing consent and
The interest in consent in this chapter has to do with a paradox about consent in
experiential representations of torture. This concern with the paradox of consent can
be seen in the objections of Alston, Logan and Wilkinson, above. The fact that
‘torture’ and have consented16 to such treatment means that the experiences are not
This paradox is congruent with a concern about consent and risk in BDSM contexts.
Staci Newmahr describes the paradoxical dynamic in sadomasochism (SM) thus: ‘At
its core, the link between SM participants is a quest for a sense of authenticity in
belief in their own egalitarian relations for the duration of the scene. When this is
16
In the case of 66 Minutes in Damascus, the audience was warned in advance. With The Factory
audience members did not necessarily know the form and content, but as Logan notes, were free to
185
successful, the sense of power imbalance feels real’ (Newmahr 2011, p. 72). In
most Dominants and submissives consider these labels as identities rather than
roles: that they engage in what he calls ‘real-play rather than roleplay’ (Pendal 2020).
Newmahr also points out, though, that ‘the credo of the SM community is SSC –
Safe, Sane, and Consensual’ (2011, p. 146), showing that submissives must consent
submissives’ consent to SM, but a desire to feel dominated; such desire only serves
to deepen the paradox. Despite the resonances with my larping, though, in SM real
During my larping in Inside Hamlet I did not experience any real physical violence,
and any psychological or emotional violence that might have been possible was
mitigated by continuous check-ins between myself and the other players in the
scene. So, while there are parallels with my own arguments around the relational
Experiential Representation
real-life experience (such as torture) as an experience for a person who has never
had that real-life experience. In other words, the experience of torture is represented
to the person as a lived experience which is not itself torture. I introduce this concept
here as a hypothetical, and aim to set out the conditions which might result in such a
186
representation. Discussion of the possibility of such conditions being met will be
Mimesis, semiosis
torture. There is a range of definitions for representation; the OED lists ten definitions
for the term. It is therefore necessary to identify what kind(s) of representation are
under investigation in this chapter. The two senses of representation I will be using
in other social, political and cultural spheres, this chapter is not concerned with
representation in the sense of the inclusion of different social, cultural and ethnic
groups. Nor is the chapter concerned with the ways something is portrayed (e.g., the
The terms ‘semiotic’ and ‘mimetic’ are being used as a shorthand for the distinction
The distinction between these two classes of representation will be important for my
argument in this chapter, but I am not looking to replace or redefine any alternative
uses or theorizations of these terms. Some conventions in literary criticism (at least
since Samuel Taylor Coleridge (see, e.g., Burwick 1990)) hold that writing and
language can be used ‘mimetically’ to produce realism in literature. This is clearly not
possible in the sense of mimesis I am employing here, other than perhaps in the use
187
of spoken onomatopoeia or concrete poetry. In general, language and writing do not
produce a likeness or copy of the object, but rather stand in for it. Similarly, some
theorists have argued that the stage is in itself a sign-system, so that all
representations which appear there are semiotic, even when it is mimetic; in other
2002, passim; Fischer-Lichte 1992, passim). Since my argument here hinges on the
for other experiences, the present chapter holds that language is the exemplar
and actions might acquire through their inclusion in a work of art, things which ‘look
like’, ‘sound like’, or more relevantly to the current study ‘feel like’, will be considered
and ‘mimetic’ throughout the chapter are used in the simple sense of copying or
embodying, and are not intended to evoke the complex notions forwarded by
Grounds
What mimetic and semiotic representation have in common is that they reference a
and oppression in Inside Hamlet were grounded on and how these representations
relate to their grounds. The relationality between the representation and the ground
188
There can be little doubt that there have been actual instances of torture in the world
which might serve as the ground for the representation of torture in Inside Hamlet.
The term ‘original’, though, places too high a burden on the representation, implying
the existence of a singular distinct and discrete instance, or worse a Platonic Idea of
torture on which the representation is modelled. This is not the case for a great
torture scene in which I played, there was not a single ‘original’ instance of real-life
torture on which the scene was based. Rather the ground was torture ‘in general’:
The relationship between the representation and the ground is one of the most
other members of the Frankfurt School, sought to address the relationship between
artistic expressions and ‘reality’ (see, e.g., Gaines 1985). Similarly, the various
schools of Method acting emerging from the United States in the mid-20th Century
performance (Krasner 2000, pp. 5-6). Neither Method acting nor aesthetic theory are
in this chapter. Instead, the ground for aesthetic theory is usually the social milieu in
in the actor’s ‘self’ and their experience. This chapter is chiefly concerned with
player-participant.
Jean-Luc Nancy’s analysis of the relationship between mimesis and methexis in art
189
participate methektically in the ground which it imitates (Nancy 2007, p. 11). For him,
mimesis is a ‘dive’ towards the ground. This framing of mimesis as desire will be
masochism outlined above. Whitehead (1985) deals with symbolism, and his view
troubles to some extent the structuralist relationship between signifier and signified.
For Whitehead, the ground is always an experience. Two things, such as a word and
an object, become associated through experience. Thus, the object of a tree comes
to signify the word ‘tree’ for an English speaker as much as the other way around.
Objects, words and images are methektically enmeshed in the experience of the
percipient. Far from being arbitrary and free-floating, the relationship between
signifiers and signifieds in this view become fundamental to experience and are
In a sign, a signifier refers to something (its signified) with which it is associated. The
ground here is the experience of associating the signified and signifier including prior
imagination what is signified. So, for instance, in the experience of hearing the word
‘tree’, routes of inheritance are traced back to prior experiences of hearing the word
in the presence of, and indicating, actual trees or images of trees. The routes of
inheritance flow indirectly to the signified object, through prior experiences, and the
signified object itself. The word ‘torture’ might call to mind instances of torture not
190
because it bears a likeness of the act but because the reader has experiences of
In mimesis on the other hand some thing, some ground, is being imitated or
that is it can be seen, heard or otherwise sensed. The routes of inheritance here are
extent, the appearance of the grounding ‘scene’ and apprehended by the senses. A
For this chapter, the main concern is whether, and how, the presentational
should seem like the real thing, without being the real thing. If the larped experience
actions with the real-world experience, then it does not correlate experientially to that
real-world experience which is its supposed ground; the larped experience would be
of associating the two things, rather than living through a similar experience. As
191
Phelan has argued, it is not possible to reconstitute an experience through symbolic
means, only evoke it. However, the demand that the representation be mimetic puts
an emphasis on the immediate present of the larped experience, limiting the routes
mimetic representation may also be said to ‘stand for’ the real-world counterpart.
Also, while the means of producing the experience might involve semiotic standing-
an imitation, the experience should seem like the ‘original’ without ever being it. It
participants are likely to have to invest in and construct the imitation themselves.17
17
Prima facie, this definition might seem similar to notions of Method acting. The real physiological
and emotional responses Method actors express are supposedly the same as those they would
express if they actually underwent the action of the play. However, this is careful to deny that the
actor actually experiences what the character undergoes, but only expresses the physical and mental
responses associated with the experience. The aim of the techniques is as a means of producing
authentic responses, rather than ‘authentically’ experiencing the character’s circumstances as an end
in itself.
192
Representation of trauma and ‘mimetic shimmering’
extreme experience in the shape of Duggan’s notion of ‘mimetic shimmering’ and the
experience which has drawn objections to the idea of its representability. I will also
Looking back to the earlier discussion of trauma, the contradiction between Phelan’s
and Duggan’s positions, on the one hand that trauma cannot be carried by the
symbolic, on the other that trauma symptoms are representations of the trauma
event, and the answer to whether trauma can indeed be represented, lies in whether
is a ground, the trauma event, in which trauma symptoms are rooted. Phelan’s
immediacy is the mode which perceives the sense-data, what Hume called
‘impressions’. Causal efficacy, on the other hand, is the mode in which occasions of
unattached to, untouching of, what surrounds it’ (Phelan 1997, p. 5), in other words
193
without reference to causal efficacy. Defined thus, trauma indeed seems to lie
can ask whether they can be included in this symbolic scheme. Duggan cites Ruth
pp. 2-3). This demonstrates that trauma sufferers do not experience such symptoms
‘representations’, then, do not lie within a symbolic scheme since they fail to
reference between one mode of perception and the other. Rather the perceiver
mistakes perception in the mode of causal efficacy for perception in the mode of
representations of the trauma event in which they are grounded, they might be
termed non-symbolic representations. All this is to argue that the fact of trauma
symptoms’ existence does not imply that trauma can be represented symbolically. It
appears that in the case of trauma, semiotic representation is not credible. However,
mimetic representation might be; might there be an experience which feels like
what he calls ‘mimetic shimmering’ (Duggan 2012, p. 73, passim). He claims that the
194
(uncertainty about whether something is ‘real’ or simulated) ‘can […] be associated
the original event, the repetitive and uninvited intrusions of the fragmented memories
attempt to move beyond and eventually forget it’ (Duggan 2012, p. 26). The
with excitement and curiosity, causing a tension between the desire to look away
attendant on it? The first thing to note is that, despite the bold claim at the beginning
and curiosity’ which the audience member experiences does not map to ‘the
person restages the trauma-event in order to effect the forgetting and to cease the
which Duggan writes about. The audience member does not draw near to the staged
trauma in order to look away, nor to prevent further experiences of such witnessing.
That is, despite the embodied, visceral response elicited by mimetic shimmering, that
similar, but not congruent, triangulation of tensions. As Duggan himself says, it ‘can
[…] be associated’ with the paradox (2012, p. 84), implying a semiotic rather than a
own experiences in Inside Hamlet I did engage in deliberate acts of mimesis, I will
experiential representation, I have shown here that it does not meet the criteria I
In the following sections I will firstly outline my experiences in the torture scene in
Inside Hamlet using thick descriptions, and then demonstrate through close analysis
that it too did not meet the criteria for experiential representation. This will serve to
expose the gulfs in the routes of inheritance that attend on attempts at experiential
196
Inside Hamlet
In the larp, the central plot of Hamlet was played out by a small group of participants
taking on the roles of the main characters from the play (in 2017 I took the role of
Laertes in this group), including intermittently staging scenes using the original text.
Meanwhile, the world of the story was greatly expanded, with a different setting and
a large cast of characters (the larp can take up to 112 players). The setting of Inside
Hamlet was an imaginary Europe in which the monarchies did not lose their political
power, during the late 1930s, as communist revolutions swept through the continent.
Halfway through the first evening, the castle was attacked by the communists and
the characters spend the remainder of the larp besieged. The themes which players
were intended to explore in this setting according to the dramaturgy of the larp were
decadence, deception and death, with Claudius’s court quickly descending into acts
One specific expansion from the play to the larp was the inclusion of a character
group called ‘the Directorate’, King Claudius’s high-powered secret police and
intelligence gathering force. The Directorate used all means at their disposal for
characters in this group were also written as sadistic, enjoying causing harm and
distress to others. The character I played in the 2018 run, Lartius, was an
impoverished friend of Prince Hamlet’s who questioned and tested authority in all its
forms, particularly Claudius and his Directorate. Lartius was involved with inciting the
communist revolution in Denmark, had consorted with the leader of the revolutionary
movement (a repurposed Fortinbras from the original play, played as a NPC), and
was conspiring with others to overthrow the King. Because of this, Lartius, along with
197
other members of the Prince’s circle, became a person of interest to the Directorate
and destroyed letter my character, Lartius, wrote to his friend and unrequited love,
Hamlet. In it I attempt to express, through what the character holds back, the feelings
which attended the torture scene. In the end, the character was unable to express in
words what really happened. Indeed, the purpose of the letter was not to relay an
accurate account of the event but to spur Hamlet into action – to bring him back to
Denmark and put an end to his uncle the King’s deeds. It is a reconstitution of a
reconstitution of an event which imitated torture. The original letter took a long time,
in-character, to construct. There were many more crossings out, and each sentence
was pondered and laboured over. By contrast, this reconstruction was written hastily
after the larp had ended, to capture the essence of the original while it was relatively
‘fresh’. Of course, even soon after the event, the moment in which the original letter
had been written had passed, the situation and the atmosphere were different, and
There were three of us, the Prince’s Circle, and three or four of them, the
Directorate. We, the players of the Prince’s Circle, had requested this scene during
the preparatory workshops for Act 2 of the larp. With Hamlet away in England (and in
the mind of Claudius, dead), unable to protect us, the Prince’s Circle was no longer
impervious to the machinations of the King and the Directorate. In Act 1 we had been
fairly carefree, with a sense that our characters were winning in the game of war,
with the attack on the castle and the ensuing siege a major blow against Claudius.
198
for our characters, and for us to experience their vulnerability and the precarity of
their situation.
As I had arranged with the other players in advance, during Act 2 I was invited very
enough menace and suggestiveness in this invitation to understand that this was not
a request that could be refused. My fellows – Tubaline and Horatio – and I were
ushered to an alcove in the back of the smallest and cosiest of the rooms that made
up the playing area of the larp. Each of us, the members of the Prince’s Circle, was
taken by a different member of the Directorate. The Directorate player I was to play
the scene with was a friend. We knew and trusted each other, and had played other,
albeit less intense, scenes together in the past. From here on I will refer to this player
I was held down by the other player on a chaise longue, my feet on the seat back
and my head hanging over the open end. There were no restraints, so I held myself
immobile, freeing the other player up to carry out their actions and giving their
character full control of the diegetic situation. The other player checked, out-of-
character, that I was comfortable and that I was alright to go ahead with the scene. I
confirmed, out-of-character, that I was. The other player covered my mouth and nose
with a damp cloth and mimed pouring water over my face. I mimed struggling and
spluttering, as if I was trying to catch my breath. Meanwhile, across the alcove the
with and passing information to the enemy. In response to this confession, the other
199
player’s character then raped my character. This action showed the disdain the other
character had for my character and his treacherous actions, as well as asserting
their absolute power and control over the traitors and the socialist usurpers of the
established political structure. The action itself was represented without the removal
of any clothing, and was effected by the other player holding me down against the
seat of the chaise longue and thrusting their hips between my open legs in imitation
of sexual penetration. Again, the other player checked out-of-character that I wanted
to play the scene in this way. Although only a very brief activity, the other player
checked in with me several times using the larp’s safety mechanics, as I struggled
The scene ended with the Directorate releasing the three of us, degraded and
dehumanized, with warnings of what might happen the next time we betray the King.
Our postures and our body language had changed. Gone was the carefree insolence
and swagger of the Prince’s closest friends. Instead we, as our characters, crawled
on the floor like dogs and sat curled in each other’s arms unable to express what had
happened to us.
experience was like torture without itself being a case of actual torture. I have
demonstrated above that the representation should embody the experience of real-
200
world torture mimetically, taking the cases of real-world torture as its ground, rather
Torture
I propose that there are two aspects of torture which must be mimetically recreated
The legal definition of torture according to the U.N. Convention against Torture is
This definition requires both ‘severe pain or suffering’ and that the pain or suffering
be ‘intentionally inflicted’. The condition for official authorization is not relevant to the
present case study. Official endorsement is not relevant to the experience of torture,
only that another person has power over one’s body and circumstances, or the body
and circumstances of another whom one cares about. Therefore, although the
Directorate did represent state power within the diegesis this was not relevant to the
I will raise three main reasons why my larping in the torture scene in Inside Hamlet
201
experiences were not grounded in real-world instances of torture. Secondly, I will
show that the trauma aspect of torture was not represented experientially. And
thirdly, I will show that it is impossible to reproduce the relational aspect of torture
How was my experience in the torture scene grounded? The notions of ‘originals’
rather than embodying it. For an experiential representation of torture, the larped
experience must somehow embody the ground of real-life torture. It is not enough
that it signify by association. It must either reconstitute the real experience of torture
direct routes. In other words: the experience must be a reconstitution of the ground;
or the experience must inherit the experience through a direct route from the ground,
I can claim without doubt that my representation of torture in Inside Hamlet did not
trace any direct routes of inheritance to lived experiences of real-life torture. I have
never been subject to torture in real life, though I have been tormented, experienced
202
extreme pain and feared for my life. While these experiences share aspects with
torture, they do not arise out of the ground of real-world instances of torture. I inherit
these aspects through various routes, none of them directly from real-world
of torture from engagement with theatre, film, television, video games, literature, and
other media. I have heard and read accounts of torture, and have seen the images
which came out of the atrocities committed in Abu Ghraib. The experience is always
mediated in some way, even if the account comes directly from a person who has
of inheritance back to real-life instances of torture, but these were always mediated
The larped experience itself and the diegesis of the larp were the direct grounds. In
other words, the experience was grounded in the immediate present of the larp
referentially. Just as with mimetic shimmering, the experience was grounded in the
audience member in Duggan’s formulation) and the (other) performers in the scene.
the theatrical context in which they are embedded (2012, pp. 66-84). The significant
uncertainty about the status of the actions performed in the torture scene, nor about
actions in the larp, this would not only overstep the safety boundaries of the larp, but
My experience of the torture scene, its sensations and phenomena, traced direct
routes of inheritance only back to the processes of sceneing and storying in which I
torture it was only by association, and therefore semiotically. The mimetic actions
which reproduced the semblance of torture were referential rather than real. As I will
show in the following subsections, the larped experience was not one which
Trauma aspect
I have discussed at some length above the contradictory positions held by Phelan
There are no words for pain that has no visible or tangible source, and
imagine and empathetically share. Once the effects of suffering are embodied
What Nevitt suggests is that because mimetic acts give the appearance of real
204
imaginatively for audience members. Of course, since Freud and psychoanalysis,
trauma has come to encompass more than physical suffering, but also psychological
and emotional suffering during and following a trauma event. However, the trauma
aspect of the representation in the torture scene centred very much around physical
discusses literary and theatrical representation, where it is the reader or audience for
looks like the ground without itself being a case of the ground. Likewise with auditory
does not rely on appearances but on living through an event. This is the fundamental
failure of the idea of experiential representation, that experience can never appear to
be anything other than what it is. One can mime the actions of the ground, but it
won’t feel like the ground and therefore become a faithful ‘representation’ of it,
without being an actual case of the ground. When I played the torture scene in Inside
never approached the belief that that was what being waterboarded might feel like.
It is clear that, in the case of the torture scene, the actions of waterboarding were
205
experience would be to actually waterboard a participant, in which case neither the
actions nor the experience would be mimetic representations but the thing itself. The
difference between that and torture would be the element of consent and the agency
While my experiences in Inside Hamlet did not represent the trauma aspect of
torture, other larps, such as KAPO (2011), a Danish larp in which participants played
‘prisoner[s] in a Danish detention camp for dissidents’ (Raasted 2012, p. 4), have
played more closely with accurate physical experiences of torture by causing actual
extreme noise, and cold-water hose-downs. Arguably, this use of actual physical
suffering is no more a representation of the trauma aspect of torture than the mimetic
acting out of Inside Hamlet. It is instead the actual inflicting of physical suffering on
bodies. It does not seem, it is. However, this is only the first of the aspects, so
perhaps using real physical suffering alongside some representational technique for
Relational aspect
Torture is not simply trauma; it is also relational. As Manfred Nowak and Giuliana
(2020, p. 22), while Eric Stover and Elena Nightingale offer the definition of
the will of the victim’ (1985, p. 4). The necessity for deliberateness across accounts
implies that it is the imparting of trauma from one party to another, while Stover and
Nightingale’s definition is explicit on this. Trauma in its merest form involves a body
206
or psyche, the traumatized, in an event; there is no necessity for another actor.
torturer and the tortured. Torture, along with other kinds of abuses, involves the
relationship. The torturer has agency while the tortured does not. Loss of agency is a
something chosen or consented to. Nowak and Monina argue that an important
Furthermore, Metin Başoğlu and Susan Mineka refer to the traumata of the kind
defining aspect of the relationality is the tortured’s aversion-from the events they are
definition of torture requiring the infliction of pain to be ‘against the will of the
[tortured]’ (Amnesty International, cited in Stover & Nightingale 1985, p. 5). It cannot
therefore be invited by the tortured since that is at odds with the fundamental quality
include subjection to something unwanted and the inability to prevent or cease this.
This raises the masochistic paradox outlined at the start of this chapter: that the
undergo the trauma of waterboarding, both because it made sense within the
diegesis of the larp and because it created an interesting shape to his story. My
because it was ‘safe, sane, and consensual’. I, as the playing-tortured, was entirely
207
complicit, and this was continually reaffirmed throughout the scene. As my character
I played at non-complicity, but this was not the experience I had. There was a
adversarial and the torment is intended by the torturer not to be desirable to the
tortured. The tortured should be averse to the torment they endure and desire for it
through larping should involve a similar aversion on the part of the player playing-
tortured. However, the player has either consented to the scene and desires for it to
occur and to continue, or they have not consented and their experience is not of
My experience during the torture scene in Inside Hamlet was of feeling safe and
secure. As Annelie Friedner (2019) points out there is the desire in larping to ‘play
in real life, be frightening or abhorrent. Friedner argues that such play ‘requires trust
and a sense of caring for each other’ (2019). This is precisely the opposite
relationship that is fostered between a torturer and their victim. In contrast to the
18
Assault meaning the apprehension of immediate trauma, so the actual administering of a trauma
such as physical battery need not occur for there to be an instance of assault.
208
adversarial relationship inherent to torture, the relationship between the other player
in the scene and me was one of trust. Knowing that I had consented and that there
were safe-words meant that I could not fear the other player; and indeed, if I feared
them I had a means of stopping play. If I had feared but did not want to stop, it would
have been because I desired the fear, because I welcomed it into my experience. If I
had feared and wanted it to stop, but for some reason could not make it stop – I
could not say the safe-word, for example – the experience would have become one
but there is a real desire for the activity to cease, this is where we reach the fuzzy
activity oscillates between representation and real-life. For Duggan this is a theatrical
effect for the spectator who is at a remove from the image or activity. For experiential
other extreme experiences are concerned, this shimmering can be dangerous. The
there is a serious risk that the played representation might become an actual
instance of what is being ‘represented’. Duggan says that in the theatrical context
trauma’ (2012, p. 75), and is clear that he is not suggesting ‘one is “traumatized” by
the experience as, unlike the trauma-symptom, there is pleasure and excitement in
the encounter’ (2012, p. 74). However, in the context of a larp, where the mode of
‘reception’ is participatory experience, the player does not bear witness but
209
experiences the actions happening to them. If the player becomes unsure whether
their experiences of being abused by another are mimetic or happening for real there
is unlikely to be pleasure and excitement, but a very real likelihood of the experience
The practice of masochism inhabits and explores this fuzzy limit of representation,
where there is desire for actual aversive experiences. ‘Edgy’ larps like KAPO can
also push towards this fuzzy limit of representation. However, despite their
exploration of the fuzzy limit, larps like KAPO do not produce experiential
(Fallesen and Ponsgaard 2012, pp. 104-11) details the organisers’ concern for the
individual physical, mental and emotional safety and wellbeing of each participant,
and ensuring that they receive the treatment they requested and desire. The
participants not only consented to the assault and, in some cases, battery, but
not torture relationally as the playing-tortured have opted-in to this treatment. The
power relationship unlike that of real-life torture. The clear desire of the playing-
210
My experience of the torture scene in Inside Hamlet did not explore, nor even
approach this fuzzy limit. It was contained safely as a semiotic device: it stood in for
culture has grown up around many larping communities to mitigate risks. The
physical and emotional safety of participants has long been a concern in larping
(Fatland 2013; Brown 2016; 2017; Svanevik & Brind 2018; Algayres 2019; Friedner
2019; Koljonen 2020). Safety considerations and the processes and mechanics
experiences which would cause them undesired distress or harm. Player safety has
been deemed important in all the larps I have participated in since starting this
distressing themes or with potentially harmful actions. This was the case with Inside
Hamlet too. There were briefings and workshops prior to going into character
and the mechanics, including safe-words, for changing the intensity of or ending a
In sum, my experience of playing the torture scene in Inside Hamlet was not an
directly from the ground of real-world experiences of torture, nor did it ‘dive’ towards
tortured was, in the end, semiosis: standing in for an instance of torture in the story.
While this semiosis was achieved through means of physical experiences, lending it
witness (as in spectating drama), it was nonetheless standing in for the ground
represented as mimesis: they never seemed to be something other than what they
the physical actions never felt overly dangerous. On the other hand, the relationship
between the other player and myself was one of trust and care. In this instance,
none of the criteria for experiential representation were met. The example of KAPO
shows that at least one of the criteria might be met through larping. However, if all
the criteria are met, we reach the fuzzy limit of representation, where it is likely that
the activity ceases to be representation at all and instead becomes an actual case of
abuse.
Having established that the experiential representation of torture did not manifest for
this section now focuses on a kind of representation that did manifest for me. In my
the fictional diegesis through the relationality of characters. In this section I will
analyse how that structure of oppression was represented experientially for me. The
social role or position (Stahl 2017, p. 476); where ‘the experience […] is that the
living of one’s life is confined and shaped by forces and barriers which are not
accidental or occasional and hence avoidable, but are systematically related to each
212
Since I have demonstrated in the previous section that the torture scene did not
experientially represent the aversive event of torture for me, I will now consider it in
light of its function within my character’s plot. The scene served to definitively put
Lartius ‘in his place’ within the diegetic social structure. The scene can be seen as
part of a broader experience of oppression-play. However, it was not only overt and
extreme actions like the torture scene that built this oppression-play. Rather, the
whole structure of the diegetic social structure served to uphold and perpetuate the
oppression of my and others’ characters. The torture scene, as a plot event, was an
Structures of oppression were baked into the design of Inside Hamlet through the
systems of power that existed in the fictive world and through the written character
relationships. The central plot of the larp concerned the uprising of the citizens of
Denmark against the oppressive rule of King Claudius. The power structure of the
fictional Denmark in which we played was a monarchy with a number of vassal noble
families who wielded varying amounts of political influence and military might. There
were also ways in which commoner characters could exert influence such as through
religion, there being a formal church and a group of mystics. There were also groups
such as the press, courtesans, and industrialist ‘profiteers’. Each of the vassal
families had relationships with the monarch and the other families, as well as having
individual personal relationships, both friendly and antagonistic, with characters both
inside and outside the family group. Similarly the commoner characters had a range
of friendly and antagonistic relationships with each other and members of King
213
Claudius’s court. This network of relationships created a social structure in which
some characters held significant power and influence while others had less.
My very taking on of the role of Lartius imparted certain expectations and duties onto
me, not as a player but as a character within the diegesis. As a lord, he was vassal
to the king. Being landless, he had to rely on the charity of others and was therefore
(in the context of the fiction) pitiable. As a friend of Hamlet, he was distrusted in
Claudius’s court. These were some of the roles and expectations set for the
character in the fiction; some of these he fulfilled, but others he railed against. Thus,
of the expectations which the social structure of the fiction placed him under,
also felt by me as a player during the larp. While these were the constraints on the
particularly the potential (or lack thereof) for meaningful action my character held,
and the interactions I had with other characters. As Jaakko Stenros has claimed,
‘when we pretend together that we have stepped into another world […] it all starts to
diminishment of agency for the character I played. The role of Lartius limited my
wider range of actions. While other characters had authority to carry out specific
activities, could perhaps order others to perform actions for them, or had the backing
sect, the Prince’s Circle, the group Lartius belonged to, was small and wielded little
214
power in court. The only real influence the character had was through his association
with Hamlet, whose absence for the whole of the central Act of the larp meant that
Lartius was open to all kinds of attacks and abuses, his treatment by the Directorate
not being the least of these. Attempting to confront or to cross others would land him
in trouble. Lartius was thus powerless to affect things which he wanted to affect and
to achieve the things he wanted to achieve. The possibilities for action inversely
correlated with the character’s oppression: the fewer the possibilities for meaningful
action, the greater the oppression. Thus, since my character’s range of possibilities
was constricted, I as a player felt oppressed by the systems in place in the diegesis
of the larp. This effected the experiential representation of oppression for me.
The diegesis afforded power to some characters and withdrew it from others. At the
same time, the mechanics of the larp afforded all players, in theory if not in practice,
equal power and agency over their own physical and narrative experience.
Nonetheless, during the larp I could not simply announce ‘Now I am King,’ as might
happen, say, in a childhood roleplaying scenario. Had my character done this, the
‘offer’ would certainly have been rejected by other players, or at least treated as a
joke or a pretence of some kind. The diegesis had its own rules which were upheld
by the players and felt ‘real enough’; the fictional ‘world’ and the society portrayed in
the larp hung together by their own logic and laws. The laws in the fictional diegesis
would not allow for my character to assume the mantle of king. I had to play my part
as a player, and my character was expected to play his part as loyal subject. As a
player, I was able to leave the diegetic space, but when I returned my character
would still be oppressed. Though I (as player) could escape, Lartius could not. Even
if I calibrated with other players to play less overt oppression, my character would
never have the power or influence to be able to carry out certain actions.
215
Though I welcomed the oppression-play as an experience and as an element of my
storying, Lartius was averse to the oppression he lived under. Part of the interest of
playing the character was that he did not accept the social structure he lived in and
was actively attempting to overthrow it. He recognized the constraints against his
freedom and the fatalism of adhering to the laws and expectations laid down for him.
In my storying, this was the prime reason for his betrayal of the state and his
collusion with the communists: it was his way of gaining power and being able to
affect the outcome of things. It might be objected that I did not experience the
not a defining aspect of oppression as defined above, indeed there are plenty of
oppression in the way it is necessary for one of torture. Moreover, I did feel the
frustration of trying to achieve things and failing, both as a character and as a player.
Even though I was not averse to these feelings of failure and constraint since they
built an interesting and textured narrative, the feelings were still real. I was not able,
was no way that the character could ‘win’ within the system, to the extent that he
conspired to topple that system in order to institute a new one in which he might
have power. The attitude towards the oppression, whether aversion or welcoming,
19
For instance, women upholding and perpetuating sexist social structures.
216
Lartius’s powerlessness was brought about by the relationality of the characters, and
the ways in which other players participated with me in sceneing. At the start of the
second act, in order to counteract Lartius’s open contempt for the court, Claudius
appointed him court jester. I and the player of Claudius had agreed this in the break
between the first and second acts. This appointment was an invitation for other
characters to treat my words and actions as a joke and openly mock the character in
a way they had not done so before. This trapped me in a specific social role,
confined and shaped by unavoidable social forces. The fact that Claudius had the
power to appoint Lartius as court jester, and that the other characters accepted this
decree, demonstrates the very real power structure that was at play within the
diegesis. This increased the oppression I felt in character since I became even less
able to affect things in the diegesis, having been made figuratively toothless by
Claudius’s action. It was important that this was effected by the way other characters
related to my character rather than by any action on my part. The oppression was
While the potentiality for oppression was contained in the written relationships in the
these oppressive relationships and bring the potentiality into actuality, making it ‘feel
real enough’. Appointing Lartius the court jester was not prewritten in the relationship
given to me and the player of Claudius, but was an event that followed logically from
it, and from the action of the first act. Because the potentiality was already in the
design, we just needed to do, we didn’t need to imitate. By this I mean that the
enactment of the oppression was based on the affordances given in the design
clear here that it was our playing together and the network of relations which was the
217
ground for my experience of oppression in the larp, rather than any intentional
The design was not in itself an imitation of the structure of oppression, but contained
the potential for such a structure to become. It ‘imitated’ the ground of oppression
My experience in the torture scene did not create an accurate experiential copy of
real-life torture, nor did it reach toward the ground of the experience of torture in
oppressions. This was enabled because it was possible to reconstitute the structures
and relations of oppression within the diegesis of the larp in exactly the way that it
was not possible to reconstitute the activities and relations involved in torture. That
is, in the simulation which comprises the larp and its fictive world I suggest that
I deliberately deploy the terms simulate and simulation here, and intend with this to
Baudrillard’s assessment of religious systems, the larp ‘is no longer itself anything
but a giant simulacrum – not unreal, but a simulacrum, that is to say never
exchanged for the real, but exchanged for itself, in an uninterrupted circuit without
encapsulates the larp: it is ‘not unreal’, indeed it certainly ‘feels real enough’; nor
does it stand in for the real, but is its own enclosed world or system, not requiring a
ground outside itself. Thus, in the playing of oppression in Inside Hamlet, my larping
218
was not a representation but a simulacrum. My playing and my character’s
relationships to other characters referred only to the larp design. The larp therefore
has its own reality and its power is not drawn from a ground outside itself. Rather it is
its own ground. That is to say, the experiences to which I was subject, the processes
grounded in the larp itself. This concords with Baudrillard’s conception of the
I invoke here, too, the Derridean notion of ‘text’ (Derrida 2016, pp. 172-3). For
Derrida there are ‘texts’ which operate through internal relations of signifiers to other
signifiers within the system, and the ‘general text’ which encompasses all reality
including the texts (Schalkwyk 1997, p. 388). The larp can be understood as a text,
an internal network of relations, and as part of the general text, referring to but never
identical with instances of torture and other instances of oppression. Methexis here
Nancy suggests is the case with mimetic representation. In a similar way, storying
can also be viewed as the self-as-ground, a network of relations which links the
processes of sceneing with the private routes of inheritance of prior experience. The
twin grounds for my playing of oppression, then, are the larp itself and my
autoethnographic narrativizing.
participate in nor even refers to a ground outside itself. Inside Hamlet was a
Derridean text or Baudrillardian simulacrum. Though the larp was perhaps inspired
219
by real-life instances of oppression in the design, it was in itself entirely self-
sustaining and self-referential. It did not require an external ground (or ‘outside-text’
referents that it came to ‘refer to’ and ‘represent’ instances of oppression so well.
Because it stood on its own, without the necessity of a ground to sustain it, the larp
network of examples that give meaning to and define oppression; it became part of
the network of relations constituting the ‘text’ of oppression. Thus, it was precisely
because it was its own ground that Inside Hamlet was able to reconstitute the
diegesis, a simulation. My choices in the larp and my potential for action was actually
the difference between ‘seeming’ and ‘being’ which Hamlet highlights in Act 1, scene
2 of Hamlet the play. I did not dress in the ‘trappings’ of oppression while playing
Lartius, rather the character was oppressed, and playing him in the diegetic space I
felt that oppression too. It ‘represents’ oppression in the sense of synecdoche: a part
standing for the whole – my playing Lartius stands for other oppressions as an
example of oppression. It does not take other oppressions as its ground, but rather is
of that ground, merely standing forth, as if to say ‘this is what oppression is,’ or ‘this
220
Conclusion
took into account a number of objections voiced by Alston, Logan and Wilkinson to
of representing ‘trauma’s central paradox’, while at the same time recognizing his
did not meet the definition of experiential representation. Firstly, the experience was
torture. Any routes of inheritance traced back to real-world instances of torture were
inherited indirectly through semiosis rather than directly through mimesis. Secondly,
my experiences of both the trauma aspect, that is the physical mimesis of torture,
and the relational aspect, that is the power differential between the torturer and
tortured and aversive feeling of the latter, did not reconstitute, did not seem like, real-
221
oppression in general. It was therefore grounded in the diegesis of the larp rather
While I have tried to maintain rigid definitions of mimesis and semiosis for the sake
seeming and being at the fuzzy limit of representation. There is a danger in reifying
concepts like these; their distinction is artificial and arbitrary. However, this reification
and distinction, even if temporary, has been valuable in laying the conceptual
Quite apart from the fuzzy limit of representation, larping itself constantly shimmers
between the real and the fictive: as Jesper Juul would put it, it is ‘half-real’ (2005).
Hamlet’s distinction between seeming and being begins to blur. There is little
representation, though it occurs within the fictive framing of the diegesis. Similarly,
my experience of minor oppression in Inside Hamlet was real: there were real
constraints which I had to operate under within the dramaturgy of the larp. Sex and
violence are represented semiotically for this reason, because otherwise they would
or it is for real (or more often it is both). For this reason, torture is representable
visually but is not representable experientially. The very desire for participation in the
ground of torture means that it will inevitably fail, either never attaining the required
relational quality and so becoming a symbol, or else reaching beyond the fuzzy limit
of representation in attaining the relational quality and thus shift into an actual
222
Chapter 5
Siberian Story
Introduction
In 2018, I had a larp experience which put me in the place of a historical Other, in
Legion: Siberian Story, which was based on the plight of the Czechoslovak foreign
legion in Siberia during WWI and the 1917 Russian Revolution. In Legion I walked,
destination, in the fiction Vladivostok but in reality a long track where I could run from
traverse a collapsed bridge over a fast-flowing icy river and carry the corpses of
closest relations.
In her TEDx Talk in 2018, Dutch larper and larpwright Susan Mutsaers made a
compelling argument for the potential of larping to promote empathy. She referred to,
among others, The Quota, a UK larp set in an immigration detention centre, and
Halat Hisar, a Palestinian-Finnish larp about the daily tribulations of living under
occupation. She asserted that these kinds of ‘social larps … let people step into
another one’s shoes to explore what they really feel’ and poses the question: ‘are we
allowed to talk about somebody’s experience like we’re actually there if we cannot
know what they are feeling?’ (TEDx Talks 2018). This chapter seeks to unpack the
223
implications of ‘walking in the shoes’ of another, and consider whether larping can
This chapter is about the possibility of empathy, of sharing in the affective and
context of historical larps. In it I explore definitions of empathy and evaluate the ways
immersive theatre (2016b). However, roleplaying the lives of historical Others implies
popularly said to foster empathy. For instance, Mutsaers’s presentation cited above,
but also Daniel Steinbach’s argument for empathy being generated by putting
this popular belief and analyse it in relation to my own experiences to uncover what
might be meant by this and under what definitions such a claim might conceivably be
true.
The main question driving this inquiry is: what do my experiences in historical larping
have to do with the experiences of the historical Others represented? I assert that it
is dangerous to suggest that we as larpers can lay claim to Others’ experiences. This
imperialist as Landsberg claims, but the term ‘colonising’ is loaded with racial and
224
The main focus of the chapter is on theorising a model of ‘empathy’ in larping which
does not consist in feeling the feelings of another, but which rather changes the
documents and artifacts. This begins from the premise that larp can undoubtedly be
personally transformative, changing the ways in which a player might understand the
experiences of another, while also acknowledging the fact that individual experience
another key question that this chapter will be wrestling with: How have my
exploration of these issues will contribute to addressing the main questions of this
bears on the affects and emotions I feel during my larping, and on my representation
Others.
The chapter begins by charting existing literature in larp studies on the aims and
empathy and the notion of sharing experience with political or historical Others. It
then sets out a definition of empathy before using that definition to analyse my
metareflection, which contradicts ‘the myth of total immersion’ (2020, pp. 65-6) and
proposes a form of reflective practice in larping that encompasses the diegesis and
the real world simultaneously (2020, p. 62). This will allow me to evaluate the
I have argued throughout this thesis that larping is chiefly about experience and
participation rather than accurate representation. However, this does not place
particularly salient regarding historical larping, especially when the historical period
Mo Holkar has highlighted both the appeal of and the important design
considerations that go with historical larping and history as a source for larp design
(2017, 2020). He says that ‘designers may feel that they owe a responsibility to the
people of those times to represent them fairly’ (2017). Such a sense of responsibility
seems reasonable if designers aim to take the historicity of the period seriously, and
if they similarly want the players to. The sense of responsibility might be extended to
the players in historical larps as well, since it is they who portray the characters. The
(2011), in Sweden (Gerge 2021). This larp is set during, and concerns the lives of
those affected by the HIV/AIDS crisis in the 1980s. The concern of some critics and
journalists was that illness and the experiences of historical Others were being
‘exoticized’. However, the larp’s designers Hanne Grasmo and Tor Kjetil Edland
make explicit their aims of ‘telling stories of universal themes that would genuinely
touch the players; to further provide an experience from which our participants could
reflect on questions of identity’ (2021, p. 565), as well as their control over the tone
and themes of each act of the larp through workshops and metatechniques (2021, p.
566). This concern over the quality of representation in historical larps is not only
important for fairness and respect to the historical Other. I suggest that if designers,
226
organisers and players hope to foster some kind of understanding or empathy with
the Other, the emotional tenor of the playing style and the feelings evoked must
enable that.
Elsewhere, Eirik Fatland analyses the historical authenticity of 1942 - Noen å stole
på (2000) an experimental larp which ‘brought together 130 players for five days in
an ambitious attempt to relive history’ (Fatland 2010, p. 93), that of the 1942
occupation of Norway by the Nazis, through the lens of a small fishing village.
succeeded, and how, is still open for discussion. At the heart of that
discussion stands two claims: The first is that 1942 achieved an unparalleled
authenticity in its depiction of history through larp. The second claim is that it
taught us something about life during the Occupation. (Fatland 2010, p. 93)
While these claims are interesting in themselves, I am not seeking to analyse Legion
in these terms. I will not be looking at its depictions of historical facts, its physical
representations, etc. Nor will I be investigating the educational value of the larp.
More interesting for this chapter is Fatland’s claim that though ‘not an exact rec-
reation’ of the historical place and period, the larp was ‘tangible enough that it would
force us to bridge the gulf of understanding between us and our grandparents’ (2010,
p. 99). This implies a drawing closer to, and empathy with those historical Others
Holkar outlines some of what might be termed, in Whiteheadian manner, the routes
He highlights the biases inherent in many of these routes. This is important since
227
‘our knowledge of history is filtered by the (necessarily limited) information that we
have about it,’ (Holkar 2017) and is restricted and distorted by the historical
contemporary social and personal attitudes towards the structures and mores of the
historical milieu. There is also the question of attitude towards the historical period.
In her treatise on reenactment, Rebecca Schneider argues that ‘reenactors in art and
war romance and/or battle an “other” time and try to bring that time – that prior
moment – to the very fingertips of the present’ (2011, p. 2). The idea of ‘romancing
and/or battling’ suggests different perspectives on and relationships with the past
being reenacted. However, the past is brought into the present it is always in a
or event is therefore coloured by layers of interpretation. For Holkar this troubles the
notion of historical ‘authenticity’: ‘It’s impossible to larp “the 16th Century” from the
point of view of the 21st Century; all you can ever do is larp an approach to the 16th
Century, which emerges from the context in which you’re designing’ (2017). This
Holkar further asserts that the responsibility of historical larp designers is twofold:
they have responsibility not only towards the historical Others in the representation
of those Others, but also to making a larp experience which says something about
the social relations of the historical period which is relevant to the players now
the social structures of the two periods. This highlights that historical larps are not
reenactments might aim for. When Schneider says that reenactments ‘try to bring
228
that time – that prior moment – to the very fingertips of the present’, it recalls Nancy’s
mimetic dive towards the ground explored in Chapter 4. Indeed, Schneider also
from their reproduction of prior moments (2011, p. 53). Rather than trying to make
the past present, historical larps are more about the historical-fictional stories the
concern in historical larping due to the existence of actual historical Others who
correspond to the characters, this does not mean that the importance of participation
absolute period accuracy. Indeed, the focus on story over and above concerns of
accuracy is one of the key factors distinguishing historical larping from reenactment.
The case studies in the previous chapters have been ‘fantasies’, in the sense that
they were inspired by works of fiction (plays and novels) and were grounded
primarily in the imaginations of the designers. Although some of these larps might
have used an historical period as a setting, none of them were seeking to reproduce
or invoke that period in order to restage historical events or milieus. Inside Hamlet,
for instance, was set in the late 1930s. However, the characters were all from the
play Hamlet, and the world was an alternate history in which the European powers
were still political monarchies. This use of period is what Holkar calls ‘para-historical’
larp, which takes place ‘in a setting that’s inspired by actual history, but not seeking
to represent it’ (Holkar 2020). Holkar suggests that the moral responsibility,
particularly of larp designers, towards the historical Other changes as the design
deviates further from actual history (2020). Though Holkar does not expand on what
that change might be, I suggest that the moral responsibility is greater when there
229
are real historical Others whose experiences correspond to those represented in the
larp, compared to where the use of period is chiefly for the aesthetics of the larp.
The value of Holkar’s observations for this chapter is that they highlight both the
historical milieu. This implies that respectfulness in the handling and portrayal of
experiences had in larping are not comparable to those of the historical Others
represented. This seems to be at odds with the notion of larping for empathy, since
we cannot claim to feel what another has felt if the experience used to evoke that
questions about whether such a relationship is real or illusory, and whether I can
rightly claim that my larped experiences brought me into closer contact with the
historical Others.
understanding of emotion and particularly notions of empathy. The next section will
this will be an exploration of the distinctions between affect and emotion. This will
lead into discussion of my experiences in Legion, where I will critique the idea that
230
Empathy
There are a number of nuanced definitions of different kinds of empathy in the field
of philosophy. Some of these definitions, and the distinctions between them, will be
The most important distinction philosophers in the field of empathy draw is between
understand another person’s state of mind from her perspective’ (Spaulding 2017, p.
13), whereas affective empathy is defined as feeling for another (Maibom 2017, p.
circumstances. The two major psychological theories for how cognitive empathy is
achieved are known as ‘simulation theory’ and ‘theory theory’ (Spaulding 2017, p.
14). Simulation theory argues that cognitive empathy is achieved through a process
of imagining oneself in the situation of the Other, while theory theory argues that the
same can be achieved with mere reason, without the need for imaginative
theory can be seen as reasoning the Other’s emotions and actions from given
circumstances. While the relative merits of each of these theories is not of great
importance to this thesis, it is clear that the simulation theory has strong links with
focus on the possibility of emotional and affective empathy, which larping has a less
231
Unlike cognitive empathy, which is understanding another’s perspective, affective
empathic concern and personal distress, though as Heidi Maibom observes these
terms are often confused or used interchangeably in various disciplines, and the
concepts are not necessarily entirely exclusive of the others but rather exist on a
specific affect/emotion for the Other, while empathic concern (or sympathy) is the
broader state of feeling good or badly for another, emotional contagion is considered
a primal response to mood in which one ‘catches’ the emotion of others, and
emotion. Affective empathy proper is felt for and with the Other, sometimes referred
appropriate to another’s situation than one’s own’ (2000, p. 4). Hoffman, whose
the present chapter. Direct association deals with the ‘association of cues from the
victim or his [sic] situation with one’s own painful past experiences’ (Hoffman 2000,
(facial expression, posture, gesture, sound, pheromones, etc.) of the Other. One
perceives the feeling in the other, giving rise to the same feeling in oneself. Mediated
association is the ‘association of expressive cues from the victim or cues from the
232
victim’s situation with one’s own painful past experience, where the association is
which subjects read accounts of others’ distressing life experiences and reported
as the simulationist theory of cognitive empathy, that is, imagining ‘how the victim
feels or how one would feel in the victim’s situation’ (Hoffman 2000, p. 5). It is
important for my later argument that, despite being different in kind from affective
another person’s feelings and/or experiences from within that person’s own frame of
reference […] our ability to put ourselves in another person’s shoes’ (2021). This is
congruent to the definition of cognitive empathy set out above. The idea of
not obvious whether larping does, or even can, engender affective empathy in
relation to historical Others. Is it really possible to feel the feelings of another through
our playing? In light of Hoffman’s taxonomy discussed above, it would seem not. If
empathy requires attendance to the Other, then immersed acts of roleplaying are
inadequate for its occurrence. I will argue, however, that it may be in moments of
others’ (2014, p. 38). Writing specifically about the experience of pain (emotional as
well as physical) she highlights that, while we might be moved by another’s pain or
their account of it, we cannot feel it in our bodies or know it personally: as Ahmed
says, ‘I know enough of this pain to know the limits of what I can know, reading as I
am in this time and place, with this body, arranged as it is, here, now’ (2014, p. 38).
This throws into relief Hoffman’s definition of empathy; it emphasises that the
empathic response is not feeling the feelings of the Other, but rather feeling for the
Other. The fact that Hoffman’s model resorts so often to prior personal experience
Dance scholar Susan Leigh Foster charts notions of kinaesthetic empathy, asserting
that ‘the dancing body in its kinesthetic specificity formulates an appeal to viewers to
be apprehended and felt’ (2011, p. 218). The necessity for the co-presence of the
dancing body and the ‘viewer’, or at the very least the visual apprehension of the
dance, means that Foster’s model for kinaesthetic empathy is of limited relevance to
questions of larping the historical Other. Larpers play (imaginatively) as the absent
Other rather than apprehending them directly. The routes of inheritance for feeling
(1997, pp. 111-20, 189-94). His argument says that the West seeks to know and
understand and thus accept you, I have to measure your solidity with the ideal scale
234
providing me with grounds to make comparisons and, perhaps, judgements. I have
to reduce’ (Glissant 1997, p. 190). Glissant contrasts this with a culture’s ‘right to
opacity’ (1997, p. 190), not to be known, classified and reduced according to the
scales and measures of the hegemonic culture but to exist fulsomely on its own
experience into the player’s frame of reference. This links with Holkar’s observations
about viewing historical periods from the perspective of the present. As with Ahmed’s
argument, Glissant points to the limitations of empathy and further supports the
necessity for the reliance in Hoffman’s model on prior personal experience and
imagination.
by Liam Jarvis (2019, passim) in relation to virtual reality performance. Jarvis frames
current of Whitehead’s process philosophy which runs throughout this thesis. The
235
structure of affective empathy outlined above can be understood in terms of routes of
another in the immediate present. This highlights the necessity for the direct
perception of the Other in the moment of feeling, and that empathic feeling is caused
enables analysis of the means by which a player encounters historical Others, either
through their play or subsequently. Routes of inheritance are the means by which
In relation to performance and empathy, literature from museum and cultural studies,
Memory (2004), are useful touchstones for modelling the kinds of empathic relations
with historical Others that might arise in larping. The notion of simming is particularly
relevant to feelings arising from physical activity, while prosthetic memory is more
(2014, p. 3), and later states that ‘simming, through performative embodiment in
p. 7). The relationship with larping practice is obvious since both involve performative
umbrella term covering a wide range of roleplaying practices from living history to
emergency services crisis simulations. The most interesting part of his discussion for
236
this thesis is on ‘second-person interpretation’ in living museums ‘where you do the
interpreting of the past […] by trying your hand at what a historic individual would do’
the North Star’, a U.S. living history roleplay in which visitors ‘step into the roles of
fugitive black slaves seeking freedom in the North’ (Magelssen 2014, p. 33).20 He
authenticity’ promising ‘a more “real” time travel experience than visitors would get
metaphorical (p. 36), and cites Brecht’s concepts of Verfremdungseffekt and Gestus
(pp. 38, 44) to claim that the differences between the roleplayer’s body and the body
they are representing, as well as the discomfort experienced during the roleplay,
result in critical distance which allows them to ‘bear witness’ to the social distortions
brought about by the historical oppressive system. This analysis suggests that
the feelings of the historical other. However, he also points out, citing Foster, that the
original connotations of empathy ‘had less to do with emotions or feelings than with
the ability “to register a change in sense of physicality that, in turn, influenced how
one felt another’s feelings”’ (Magelssen 2014, p. 151). This analysis points to a
notion of ‘empathic affect’ where the feelings of the other are felt first through the
20
Magelssen’s account of roleplaying as specifically oppressed individuals relates somewhat to my
discussion of oppression in larping in the previous chapter. However, neither the present chapter nor
the aspects of Magelssen’s argument I am interested in deal with the verisimilitude of representations.
237
experience of affects rather than emotions (a distinction which is explained in detail
below).
[…] personal, deeply felt memory of a past event through which he or she did not
live’, which ‘emerges at the interface between a person and a historical narrative
about the past’ (2004, p. 2). She suggests that experiential sites such as
museums), and historical films ‘offer strategies for making history into personal
Sympathy, a feeling that arises out of simple identification, often takes the
between the sympathizer and her object, whether or not there is actually a
the act of sympathizing, one projects one’s own feelings onto another. This
act can be imperializing and colonizing, taking over, rather than making space
In the act of sympathizing, one not only reinforces the victimhood of the other
sympathizer looks down at her object and in the process reaffirms her
For the historical larps I am writing about, the designers, organisers and players
participated with the intention of being respectful towards the historical Others they
were representing, but as Holkar observes we necessarily play from the perspective
238
of the present day. It is debatable, therefore, whether larping can foster true fellow
which takes over the experiences of the Other. I will later argue that larping can
rather than in the immediate moment of immersed larping. Acts of larping help to
sensitise players to the affects and emotions of Others while not mimetically
reproducing them.
Another important distinction to draw in this chapter is between emotions and affects.
relation to the somatic and the emotional. While there is some variety in distinctions
between affect and emotion across disciplines (e.g., Alston 2016a; Barrett 2018;
Cochrane 2015; Massumi 2002), there is general agreement that affect describes
certain kinds of percepts, given to experience, over which the subject has little or no
control, and emotion is, or is the product of, the sense made of those percepts by the
subject. In the present study, affects include feelings such as hunger, thirst and pain,
while emotions include joy, disgust and excitement. It is also generally argued that
not all affects give rise to emotion, but that emotion requires affect. Indeed,
neuropsychologist Lisa Feldman Barrett argues that emotions are constructed from
conceptual prehensions operate, the emotion concept ingresses into the experience,
or ‘intensity’ of affect, ‘qualifying’ it, as Brian Massumi would put it (2002, p. 25).
239
As Ahmed argues in The Cultural Politics of Emotion, ‘emotions are relational: they
objects’ (2014, p. 8). This concords precisely with Whitehead’s argument that ‘anger,
hatred, fear, terror, attraction, love, hunger, eagerness, massive enjoyment, are
feelings and emotions closely entwined with the primitive functioning of “retreat from”
and of “expansion towards”’ (1985, p. 45). This ‘towardness’ and ‘awayness’ seems
unpleasant you feel’ (Barrett 2018, p. 72), and which she attributes to affect rather
‘interoception […] your brain’s representation of all sensations from your internal
organs and tissues, the hormones in your blood, and your immune system’ (2018, p.
56). It is not until the ingression of the emotion concept into the experience of an
affect, which can be seen as the moment of judgement, that such towardness or
awayness responses can happen. Affect here is not relational but personal. In this
experience, while emotions are the concepts which give meaning to those feelings
historical larping we can ask the questions: What is the ‘object’ reacted (or related)
to? Is it the immediate circumstances of the larp? Or, through staging an embodied
encounter, is it the historical Other? These questions are central to the analysis of
emotions are not found in the subject, nor do they originate from sources either
between subjects and objects. As such, ‘attending to emotions might show us how
240
all actions are reactions, in the sense that what we do is shaped by the contact we
have with others’ (Ahmed 2014, p. 4). The question of what ‘others’ I had contact
something which becomes in, and shapes, the encounter between the subject and
impressions following much later in the process, if at all. For Whitehead, emotion can
be thought of as the way in which a subject prehends, or grasps, the objects of its
experience. The emotion is shared between the subject and object as ‘sympathy,
that is, feeling the feeling in another and feeling conformally with another’
Whitehead the objects of experience are already determined and so have a definite
emotional texture, whereas subjects are always indeterminate but with an appetite to
prehend objects, and therefore apt to be shaped by the objects which it grasps. The
shapes the objects by the manner in which they are included in its composition, and
notions of empathy, the emotional relationship with the object shaping or even
241
constituting the subject-superject. Whitehead’s gloss of ‘sympathy’, quoted above, is
clearly analogous with what Landsberg calls ‘fellow feeling’, which, as I have shown,
direct sharing of feeling clearly does not match with Landsberg’s description of
Steven Shaviro points out that Whitehead’s notions of emotion and feeling are in fact
closer to what Massumi and others term affect (Shaviro 2012, p. 47). Combined with
Landsberg’s ‘fellow feeling’, and that this fellow feeling is universal to subjects’
experiencing of all objects, Whitehead seems to suggest that affects are not mere
interoception but connect us (our experiences) with the external world. Barrett
our own bodies, and Whitehead shows that our experiential contact with the external
world happens through the body. As he observes, ‘the feeling of the stone is in the
hand’ (Whitehead 1978, p. 118, italics in original). The experience of the stone is
therefore inherited from the same kinds of nervous, bodily feelings as affects like
hunger and pain. As Shaviro puts it, ‘perception is first of all a matter of being
affected bodily’ (2012, p. 57). Because fellow feeling is, in Whitehead’s ontology, the
primordial manner of all experience it follows that affects must be experienced in this
manner too. This is interesting for the present thesis because, if Whitehead’s
discussion of ‘sympathy’ relates to affects rather than strictly emotions, it raises the
‘empathic emotion’; that is, that I might be able to feel another’s affects through my
empathic affect with historical Others through larping is impossible, giving weight
important for the analysis of my larped experiences and their impact on encounters
with historical Others. The imperatives of the Ahmedian and Whiteheadian analyses
of emotion for this chapter are, firstly, to consider emotion and affect in terms of my
relationality to others, both my commonalities with and differences from these others,
and how I relate to them; and secondly, to recognise the ways in which I shape and
itself is shaped by the emotion or affect brought into it by both determined objects
In January 2018, I travelled to Czechia and trekked for two days across the snow-
covered winter countryside. I did not do this as myself, but as Štěpán Šturm, a
military engineer of the Czechoslovak foreign legion during WWI and the 1917
Russian Revolution. Legion was a two-day larp, run by Czech organisers, about a
fictional unit of the foreign legion as they undertook the real historical labour of
crossing Siberia in order to travel home via the USA. The central plot was of the unit
traversing the unforgiving terrain and braving encounters with hostile forces to reach
Vladivostok and the prospect of a return home. Besides that, there was also
personal drama, romance, and entertainment (Šturm was one of a pair of puppeteers
243
The larp was structured around set ‘stations’ where the major scenes would happen,
walked as a unit, usually in double or single file. There were, therefore, two distinct
modes of play. The first was focused on sceneing with others, expressing character
through dialogue and action. The second was focused on doing, on the practice of
walking. While the sceneing-focused mode was about the processes of collaborative
interpretation. However, I intend to show in the following that I did not engage
The trek itself encompassed a wide range of walking experiences, from walking
through woodland and open snowy fields, to walking close enough to rivers that a
misstep could result in a plunge into icy water. The going was arduous and, at times,
perilous. Even modern walking boots were no guarantee against slipping on frozen
tree roots.
Towards the end of the second day of the larp, we came to a collapsed footbridge,
the only river crossing for several miles. While the bridge itself was intact, the
supports on one edge had collapsed, making it slope steeply into the flowing water. It
was possible to cross by balancing precariously on the edge of the bridge like a
tightrope walker. There was not even a handrail to assist in this. One brave organiser
performed this feat, taking one end of a length of rope which they pulled taut around
a tree trunk to create a makeshift handrail. After this each member of the unit
crossed the river, slowly and one at a time. The crossing was nerve-wracking,
244
adrenaline causing my heart to beat faster and stomach to flutter, and stretching out
hands and arms gripping the rope, and the quickening of my heart rate.
My walking, among other actions I performed during the larp, can be considered
second-person interpretation, that is, doing what the historical Other did. I know that
soldiers like Šturm also traversed a frozen landscape and carried the bodies of dead
and injured comrades. Similarly, I traversed the frozen landscape of the Czech
countryside and carried the bodies of people feigning death and injury. Both I and
that notional Other experienced the associated affects of these actions in our bodies.
defined as feeling bodily sensations for an Other. Here I want to refute this notion, at
least for the specific case of empathic affect for an historical Other through historical
witnessing of another’s bodily effort: ‘the process through which one experienced
muscularly as well as physically the dynamics of what was being witnessed’ (Foster
2011, p. 177, italics added). The recognition and empathic experiencing of effort
when witnessing another act is not the same as experiencing one’s own effort. My
affects while crossing the beam were not empathic affects of the kind Foster defines
since they are not caused by perception of the Other. The affects I felt were also
245
entirely appropriate to my own situation, and therefore cannot be considered
it was my own effort that I ‘witnessed’ rather than that of the historical Other.
While I was aware that my body was not the character’s, the affects did not ‘belong’
to the character but to myself as a player. My body was neither trained for nor
things that might have come second-nature to a real-life, historical Štěpán Šturm; my
body learning as it made missteps, experiencing things for the first time. My body
was possessed of neither the requisite experience nor the metabolic efficiency for
did not match a real legionary’s experience of similar affects because of the
constituted not only my ‘sense’ of self but also conditioned my body through activity
and exposure were fundamentally different from those of the historical Other. Here
we see the ‘opacity’ of the Other’s experience (Glissant 1997), inaccessible and
The bare fact that both I and the historical Other might have done similar activities
does not constitute empathy. Indeed, these two experiencings have little to do with
each other. My experiencing fatigue, cold, pain, and other affects of my walking was
due to the things I was doing and not to the affective experiences of the historical
Other. The routes of inheritance connecting the experiences were indirect and
extremely dilute at best. That is, I did not experience the historical Other’s affects (or
246
historical legionaries were passed down to me through a long string of other
experiences, verbal and written accounts, the reverberations of their life as they lived
interpretation and feeling. According to the definitions I have set out above, drawing
My affects while larping were not responses to the affects of the historical Other, but
Empathic affect is not possible through second-person interpretation, since there are
other. I am experiencing the affects myself, in my own body, because I am doing the
walking. I am not experiencing the Other’s walking. There are indirect routes of
inheritance which can be traced between the historical Other’s affects and my own,
through documents and histories, and via the larp’s designers and organisers.
However, these are necessarily translated through media which are not themselves
chronicles detailing the lives of the historical Others, cannot carry the fatigue, pain,
I want to investigate what other kind of relationship might be at play between my own
and the historical Other’s affects. In what follows, I will look in more detail at some of
247
Magelssen suggests that through the performance of actions, postures and gestures
(Brechtian Gestus) we can ‘bear witness’ to the social distortions historical Others
were subjected to (2014, p. 44). The idea of witness implies ‘being there’: it is
conscious experience directly through a body embedded in that situation. This is the
interpreter and the historical Other, brought about by an awareness of the difference
interpretation might ‘allow the critical separation necessary for thought’ (2014, p. 38).
(Magelssen 2014, passim), by investigating the moment of awareness: that is, when
my awareness of the difference between my body and that of the historical Other
occurred.
Sarah Lynn Bowman’s definition of ‘immersion into activity’ (2018, p. 383). In other
words, I could immerse in the task of crossing the beam itself; I could allow the
taxonomy of immersion is more useful here than, for instance, Rosemary Klich’s
beam to cross a river both involved (for my experience at least) enough challenge to
248
warrant my full attention while not being beyond my capacity, thus producing a ‘flow
This raises the question of how I could be simultaneously immersed and critically
capacity for the human mind to focus on two tasks at once (e.g., Leland et al. 2017),
it is paradoxical to claim to be both fully immersed into an activity and having the
kind of self-aware distance required for Verfremdungseffekt at the same time. This is
closely related to Levin’s line of argument on her idea of metareflection, which also
draws on Brecht (Levin 2020, pp. 63-6). Arguably, immersion into activity precludes
If, as I have suggested, the activity of crossing the beam was immersive, how can
such cognisance come about? How does the body of the historical Other figure in
the performance of the activity itself? I want to argue that it does not. Indeed, in the
moment of crossing the beam, I was not aware of the difference between my body
and the body of the historical Other, precisely because I was immersed into the
activity. I was focusing on the immediate activity of walking. It was only after
immersion, once I had the opportunity to reflect, that I was able to recognise the
crossing the beam might be related to the effort of the historical Other only came
metareflection, where ‘we may focus in on – immerse into – the experience of fiction
while role-playing, but we may also choose to zoom out and observe both reality and
249
fiction at the same time’ (Levin 2020, p. 62). In this process of metareflection, I was
no longer immersed in the activity. However, there was no moment while I was
crossing the beam when I broke my immersion in the activity to reflect on the
differences between my own body and the historical Other’s. This was only possible
interpretation require two distinct phases: one of mimetic activity and another of
reflection.
This also underscores the fact that I was not empathising with the historical Other.
The reflective process required a cognitive dimension which does not fit with the
definition of fellow feeling. I was not feeling for and with the historical Other but
rather feeling my own affects and subsequently overlaying those feelings with my
knowledge of the Other’s plight as a separate experience. While my affects were part
of the objective datum of the new experience, along with the knowledge of the
Other’s plight, the affects do not arise in response to the other’s plight. The
concrescence of these two aspects of my experience occurred only after the activity
The example of crossing the beam involved particularly intense concentration and
heightened awareness of my own body and affects. What, though, of less intense
stopping walking. Because I was reflecting while walking, experiencing the affects
while thinking about the plight of the historical Other, did this then allow me to
250
These periods of walking in deep snow involved frequent switching between
immersion and distance. Though the affects of walking in snow formed part of my
experience in these moments, they were certainly not empathic because they arose
historical Other. Awareness of my own body during long walking sections meant I
could be distanced, but I reflected only on the fact that I could not feel the historical
Other’s affects in those moments, the fact that the character (and the historical Other
historicity is the same, that the historicity of the Other’s affects have been recreated
claim historical experiences in this way would be to ignore their very historicity and
experienced in real-life political regimes, the affects I experienced in Legion were not
My own routes of inheritance while walking did not originate in the walking of the
Other, nor in the same historical circumstances and therefore a direct ‘witness’ was
not possible.
251
Doing what the Other did does not guarantee feeling what the other felt. Just
because I actually walked in a similar way to the historical Other does not mean that
I feel the Other’s affects. Even if my affects were the same as those of the historical
legionary, their congruence does not imply empathy, which requires that I feel for the
Other, that they be the cause of my feelings. It is clear that the cause of the various
affects I experienced during Legion was my own act of walking rather than the
vastly different, and, as Holkar argues, experiences in larping are always coloured by
our own contemporary perspectives. The datum for the concrescent experience was
inherited chiefly from my own prior experience, and there is no direct route of
inheritance between the affects of the historical Other and my experiences in larping.
walking, but instead had to consider how my walking related to their walking through
metareflection. As with Brecht’s theatre, the distancing and necessity for reflection
denies empathy and gives rise to the Verfremdungseffekt, which Magelssen relates
activity and assures the distance/difference between immersive play and its
outlined in the previous sections. It associates the larped experience with the lived
experience of the historical Other rather than being a response to an encounter with
the Other. While historical larping can provide players insight into the types of affects
historical Others might have experienced, it does not generate a direct response of
252
fellow feeling to the perception of affects in those Others. The affects I experienced
while walking were my own; I did not feel the walking for the historical Other.
At this juncture I want to steer the argument into slightly different territory in order to
having ‘been there’. It ‘emerges at the interface between a person and a historical
narrative about the past, at an experiential site such as a movie theater or museum’
narratives rather than doing what the Other did as Magelssen explores with second-
person interpretation. Landsberg argues that prosthetic memories have the power to
I want first to show why larping does not in itself constitute or produce prosthetic
memory. During Legion, a character close to Šturm died suddenly and unexpectedly.
This event shocked, saddened and angered me. These emotions were my own,
generated from the shock of the unexpected event and the fact that I would no
longer be able to play any plot with that other character. (Owing to my not knowing
this event would happen, I had not played much with the other player during the first
253
day of the larp). While these emotions might also have been appropriate for my
character in the given circumstances of the larp, the fundamental cause of the
emotional state was what happened from my perspective as a player. My grief in this
moment did not map directly to the experience of the historical Other. While it was
highly emotionally affecting, I did not experience the loss a historical Other
experienced. Rather, it was a loss related to my, and the other player’s, participation
in the larp. The emotion was also not in response to the grief of the historical other.
The emotion I experienced in the larp was not a result of the perception of that
player.
Larped memories are not prosthetic memories in that they are actually lived
the artifact to the audience, whereas larped memories are produced ludaturgically
through playful encounters with other larpers and the larp environment. This means
that larped memories do not directly reach beyond themselves without further
reflection on how they relate to the experiences of others. This is a key distinction
means that larped experiences cannot become prosthetic memories without the kind
affects produced ludaturgically which can later be associated with the experiences of
during Legion cannot be considered empathic with the historical Other under the
definition I am using. I did not feel affects because the historical counterpart to
Štěpán Šturm felt them, but because of what my very real, present body was
undergoing. Similarly, I did not feel emotions because the historical counterpart felt
them, but because of the circumstances of the (fictive) character in the larp and my
personal, present relationship to both the character and his circumstances. The
notion of a methektic fellow feeling can, at most, be said to relate to the experience
of participating with other players, not to a communion with the Others represented
by characters.
My larping did not give rise to empathy with historical Others in the present moment
of the larp, but this does not mean that the experiences I had cannot give rise to
empathic responses subsequent to the larp. Here I want to suggest that the
empathic power of larping lies not in the moment of experiencing affects or emotions,
but in the way it sensitises the player to the experiences of historical Others as
Encounters with documents and archival materials are precisely the kinds of
in; however, they lack the ‘experiential site’ which is necessary for the generation of
larping trace routes of inheritance into these encounters and affect them. Larped
experiences can be felt keenly in these moments. My own walking and the emotions
felt at the news of the other character’s death constitute part of my experience in
own larped experiences and the historical account of the Other, but rather a felt
resonance which changes the emotional valence of the encounter with the narrative
or archival material. The larped experience serves to sensitise the player, affecting
their personal understanding of the archival material without ever imparting any kind
Following the end of the larp, the designers and organisers of Legion, a group of
talk and slideshow detailing the chronology of the real Czechoslovak legion’s journey
to Vladivostok, their circuitous trip home around the globe, as well as situating it in its
relating to real legionaries. While listening to this, I felt some of their weariness and
encounter, I was able to interpret the account of their walking differently because of
larped experience, on which I had already metareflected and discovered the distance
between myself and the Other, with the strong, emotionally-driven historical narrative
of the real legionaries. It was in this encounter, when confronted with the reality of
resonance and my feeling of connection with the historical Other was strengthened,
Gestus, I want to move away from his use of the term ‘witness’, proposing instead
immediately available, that we can see and know the Other’s plight through roleplay,
In historical larping, we might ‘bear witness’ to our own affects and emotions while
witness allows us to ‘listen’ differently to encounters with real historical Others and
empathise with the historical Others during the act of larping, the very experience of
larping a particular character may cause empathic resonance, or change the depth
not ‘know’ their experiences, affects or emotions. However, the way I feel in such
encounters and the way I understand those historical Others is different from how it
was before I larped as Štěpán Šturm. As Landsberg argues, this is the important
thing about prosthetic memory, that it changes people in the present and shapes our
ethical stances towards Others/others (2004, p. 152). The notion of listening shows
that larping can foster affective empathy and furthermore demonstrates how acts of
participation and representation bear on each other. If we take encounters with (or
also a representation of the life of a historical Other that the semiotic association can
be made. While the framing of Legion as specifically historical calls directly for this
association, it is possible that other larps which are not framed as such may give rise
Conclusion
The aim of this chapter was to investigate the potential for historical larping to foster
empathy with historical Others. I firstly outlined Holkar’s observation that we can only
ever larp other historical moments from the perspective of our own, present historical
moment. I then gave a detailed account of empathy, defining it for the purpose of the
of prosthetic memory, that empathy with historical Others does not occur during
present of the larp and not on the historical Other. I also argued, however, that
historical Others. I finally claimed that such sensitisation can lead to empathic
The arguments here and in Chapter 4 are complementary, dealing as they both do
258
show that representing Others’ experiences is extremely limited, and that one’s own
performances in larping form the ground of one’s experiences. This chapter has
understand their experiences not by experiencing them, but through trying to create
some common experiential ground through which to sense more keenly their stories
when we encounter them. As Bowman and others have shown, larped experiences
This investigation into empathy has shown some of the ways in which participation
and representation intertwine. Where the first part of the thesis demonstrated the
the lives of Others. While empathy in the immersed moment of larping is limited to
fellow feeling with the present co-players (and their characters), metareflection
creates space in which we might feel for historical Others in our encounters with
259
Conclusion
The aim of this research was to investigate the politics of roleplaying and to
While many of the findings of this thesis will be of interest to other areas of theatre
potential for similar studies using these methods in other areas linked to immersive
do the twin aspects of participating and representing bear on each other in larping?
Following this, I will chart the concerns and conclusions that are shared across and
between chapters. Firstly, I will look at how the notion of methexis sits within and has
260
been developed by the arguments presented across the thesis. Then I will look at
Chapter 5, especially, and how these ideas relate to each other. Then I will look in
more depth at the idea of the ‘half-real’ of larping, raised in the conclusion to Chapter
4, considering how this concept might apply across the case studies in this thesis.
The main aim of this research was to gain an understanding of how participation and
representation function in the experience of larping and what the politics and
considering how the characters, scenes, and stories I have participated in and
One of the core insights coming out of this research is that the significance of
together, methektically, with other players both within and outside of the diegetic
world of the larp was what brought meaning to my experiences and stories, over and
The act of larping creates its own world and takes as its main ‘concern’ the events
and actions within the larp rather than anything external. Wider concerns, such as
how the scenes and narratives created through larping relate to real-world (non-
fictive) events, come to bear when not larping, or more accurately when not actively
261
playing or fully immersed. In my analysis of the larps discussed in this thesis, these
had, or in interstices in larping when my ‘real’ world came into sharper focus than the
others, interesting and enjoyable experiences and stories. This can be seen in my
accounts of each of the case studies, though particularly those in Chapter 4 and
larped experience as grounded in the immediate present of the larp rather than in
corresponds.
to representations of torture and oppression in larping. This study revealed the limits
of this approach to experience when the subject is both the performer of and
audience to an activity. Arguably, in the worst cases roleplaying can take real-world
traumas and parody them. It is better not to claim to offer an ‘accurate’ experiential
representation at all, but rather to highlight what the roleplaying experience is and
draw out the value of that. My analysis of the torture scene in Inside Hamlet shows
only as reduced imitations of the actions involved, meaning that the larped
experience is not comparable to an actual experience (of torture). I showed that the
262
grounding of this scene was in the relations between the players/characters rather
than in the imitation of real-world torture. This is not to say that experiences in
larping can never accurately represent other experiences, but that the extreme
and the other players participated together, rather than in the sense of a mimetic
imitation of oppression.
empathic responses with historical Others, neither was sufficient for explaining
completely the becoming of fellow feeling. Neither the walking nor the death of my
and encouraged me to reflect on, or listen to, accounts of and from historical Others
differently. The experiences were wholly original and my own, rather than imitations
of the experiences of another, and I used them chiefly to affect my larping in the
during my playing of the larp. While the scenarios and political structures embodied
in the larp’s design are inspired by history, they do not reproduce or re-enact that
history. Rather, they make something new in the present: new narratives and novel
263
experiences for the players. Similarly to popular history, players can use events or
scenarios inspired by the past in their larping to affect their own attitudes and
larping in fact invites participants to create their own narratives which might, if the
(2011) contention that reenactment ‘touches’ the past and constitutes its continued
experiences for its participants so that they might ‘listen’ differently to the
perceived and acted in the world. In other words, it changed the way I participated. I
sceneing and affected the way I constructed my personal narrative through storying.
constituted the experiences and narratives that I generated with the other players.
events, and certainly arise from prior experiences of people, events or texts. These
264
documents are therefore grounded in other experiences, and some even in the
to the documents. As I have shown, the character sheets and scenarios in a larp are
their character imaginatively prior to playing the larp, players are likely to make
reference to other cultural artifacts, real-life individuals, historical events, etc. These
references concresce with the larp documents to produce the character the player
will bring into the larp. While these other experiences may not directly affect the
playing of participants in the larp, they are still felt, contributing indirectly to the
experience – not as vividly as the immediate presence of the action of the larp, but
still relevant. In this way, mimetic representation has a bearing on the processes of
sceneing and storying, but always as echoes, reverberated off many surfaces. The
representations of the past or the fictional world of the larp which players bring with
them through their interpretations of the characters and setting contribute to the
collectivist anarchy, whereby I was free to produce my own stories, but those stories
This unsettles the dichotomy between individual freedom and social responsibility. In
larping those who pursue their own interest without care or consideration for others
risk infringing on the others’ enjoyment and liberty to create their own narrative.
While pursuing an ideal of freedom from authority, it is vital to consider one’s actions
as relative to and bearing on the experiences of others, lest one’s personal liberty
265
become tyrannical. Larping, when practiced with care and consideration for others,
story. This shows that, in larping, there can be the freedom to create one’s own
designer); however, the narrative can never be entirely independent but rather must
participate with all the other narratives which are being generated by the other
how experience in everyday life becomes. Our experiences depend on the objects of
Methexis
Another important aspect of this research which has wider utility in theatre and
performance is the development of the notion of methexis. While the term has been
used in recent years by scholars in different fields (Nancy 2007; Bolt 2004),
266
I will sum up my interpretation as well as propose some uses for the concept in the
creativity where the distinction between participants becomes uncertain. This moves
beyond the notion of immersion, where the subject situates themselves within and is
enveloped by the artwork. Instead, the subject becomes an element in the artwork,
equal with all other elements. It is the togetherness of subjects experiencing each
Methexis brings back the principle of unity, but differently from the Grand Narratives
of modernism. Methexis is not simply unity but the unification of the many in the
singular experience, while the many still maintain their difference because the
singular experience is not absolute, but one of a multiplicity. As Daniel Villegas Vélez
spatialized coming together of a singular plural being, of parts that remain separate
dissolution of the individual while at the same time maintaining individual difference.
sceneing unify while still maintaining their individual difference from each other. The
becoming of sceneing and the becoming of storying are simultaneous with each
other.
Methexis can be viewed as both a creative mode and an analytic model which ought
the kind of ‘separate togetherness’ I have outlined in this thesis. Methexis might also
such as those of Adrian Howells or Marina Abramovic, since it unsettles the notion of
the ‘work of art’ as something given by the artist for experience by spectators,
More broadly, the notion of methexis transforms Erving Goffman’s concept of the
Methexis can be used to describe how such everyday performances add to the
practically about how ‘audiences’ or ‘players’ are incorporated into work. Some of
Coney’s work, for instance A Small Town Anywhere (2009) or Early Days (of a better
the participants’ own creativity is brought to bear in meaningful ways which affect the
perform, separately but together, in constituting an artwork and each other’s practice.
briefings and workshops. In this regard it is not that participants are given an
experience but rather that they are given the tools to create experiences for
268
themselves. This sacrifices the slickness and the illusion of reality of a fictive world,
such as is often seen in immersive theatre practices like the work of Punchdrunk, in
Notions of dissonance and resonance have been important in different parts of this
research, but it is important now to bring these twin concepts into focus to examine
had to do with participation and the ways in which I played together with others,
while resonance as outlined in Chapter 5 had to do with representation and the ways
feature of sceneing where ‘incompatible’ styles of play or plots coexisted in the same
Legion and happens when an experience from larping enables a person to ‘listen’ to
larped experience resonates with the present reading of such stories, documents,
and statistics, rather than with the historical instances represented. There are,
experiences of others.
269
While I pointed in Chapter 3 to dissonance as a key reason for my own ‘bad’ larping,
is not playing against other players; there is no necessity to derail others’ plots. It is
dictate the aboutness of a drama, freeing players from thematic constraints and
related to Rancière’s notion of dissensus. It goes against the idea that there is any
‘proper’ way for sceneing to unfold or for the interpretation of events in storying.
Larping does not happen by consensus. It is not design by committee but the
to suggest that this always works well in every larp, and there are examples of larps
designations cannot negate the larped experiences of players though they may
then, is vital for larp anarchy, but also enriches processes of sceneing. Internal
inconsistency in sceneing, arising from the differing perspectives and intentions of its
There can also be resonance during play, where disparate stories, scenes, or
characters can harmonize unexpectedly, amplifying each other and bringing to the
fore themes which had not been intended in the design. Resonance in play is the
On the other hand, there can be dissonant representation, where listening seems
impossible because the larped experience seems so far removed from the lived
closer in feeling to the real-life tortured. However, the dissonance here is not simply
the lack of resonance, that is not encountering real-world accounts with an altered
occur if there is such extreme dissonance). The dissonance arose from the
the real-life tortured. The safety and security felt in the relation between myself and
the player of my character’s torturer did not give rise to an experience which
between the larped experience and real-world experiences, thus precluding claims of
fellow-feeling and instead opening the space for empathic resonance. In reading
between my larped experiences and their lived experiences removes the self-
indulgence of bogus empathy, while still allowing me to experience the account from
271
the altered perspective of resonance. Dissonance keeps the larped and real-life
dissonance which keeps the memory ‘prosthetic’, functioning as a tool and distinct
It is important to note that dissonance and resonance are twin concepts and not
opposite or opposed. One is not the negation of the other, neither are they absolutely
fixed. The dissonant can become resonant and vice versa. In the sphere of the
immediate present of the larp, dissonant play can reshape stories, send plots on
unpredictable and creative ways. The landscape of my narrative shifted through this
development so that those narrative elements which had been resonant became
dissonant, while other previously dissonant elements became resonant. Thus, Gaia’s
final plea to Pyramid/Globe at the end of the larp (see Appendix) became
Jesper Juul has said that video games are half-real, in that the rules and winning (or
losing) conditions are real, but the world and environment of the game are fictional:
‘a video game is a set of rules as well as a fictional world’ (2005, p. 1). The situation
is similar in larping, though the division between the real and the fictional is perhaps
more complex and less clear-cut than in video games. That is because, most
272
obviously, in larping the characters’ actions are really carried out. When I walked
through snow in Legion I really walked through snow and had the real sensations
Though the scenario and world of many larps, including La Sirena Varada, College
routes of inheritance they might trace to the ‘real’ world), the actions performed in
these larps are better described as fictive in that they relate to fictional characters
and their fictional objectives in a fictional world, but are carried out for real. The same
is true of those larps such as Legion which are directly based on real-world events
and scenarios. In these cases, the real history is fictionalized. The fictive actions are
real but relate to the fictionalized world of the larp. In other words, in larping we really
do things within a fictional framework. When I say we really do things, this is more
scripted play. I mean that our actions really effect the movements of plot, the
development of relationships between characters and the stories that are made
possible through these. In this respect, larping is perhaps more closely related to
theatrical improvisation and processes of devising. In any case, this notion of the
fictive treads the fuzzy ground between the real and the fictional.
represented oppression in that the fictional social structure and hierarchy in the
design of the larp gave rise to an actual experience of (minor) oppression in terms of
the options available to my character within the diegesis. Though the distribution of
power and agency for the characters was part of the fictional world, it really
273
constrained the possibilities for action my character and, by extension, I as player
had while playing. While this might be put down to the ‘rules’ of the ‘game’, as with
Juul’s video games, it is far from clear where the set of real-world rules and the
fictional social stratification and politics begin and end. Indeed, the ‘rules’ here were
not hard-coded as in a video game, but existed in the virtual realm of potentiality,
This case of the half-real of larping also reveals the half-real of real-world political
relations. Relations are never wholly ‘real’ but constructed by and in the interactions
between its participants, always temporary and open to testing and change.
individuals in a unified process. While I have highlighted the similarity with larping,
the stakes in real-world sceneing of political relations are much higher, and its
mutual benefit. Again, the notion of unity here does not necessarily imply harmony,
only that there is participation together in a singular process and that what becomes
is a definite event.
separately in this way, and with the routes of inheritance of prior individual
experience, multiple, contradictory narratives are likely, if not inevitable. While these
274
multiple narratives may be construed by opponents as wilful misinterpretation or
misrepresentation of the ‘facts’ of the event, in truth the event has been experienced
differently. This can be seen as a failure (or refusal) to listen to the Other in the
sense I have outlined in this thesis, neglecting to ‘play’ with the other in order to
understand differently their perspective and the way they express themselves. While
not seeking to deny political manipulation or abuses of power. Rather, I wish here to
highlight the way that a hardened perspective calcifies experience, stultifying the
potential for creativity and novelty. While the listening achievable through role-
playing does not offer fellow-feeling with Others, it can open alternative perspectives
and possibilities.
Not least of the fictive elements of larping is emotion. The emotions which arise
during larping are both real and fictional at the same time in that they relate to
fictional characters and events in a fictional world and scenario, but are really felt,
around audience’s emotional responses in theatre and literature (e.g., Radford &
Weston 1975). The effects of this fictive emotion, known as bleed, where emotion
experienced within the larp is carried into ‘real-life’ experience, have been well-
documented and theorised in larp studies literature (e.g., Montola 2014; Bowman
2015a; Vorobyeva 2017). Further routes for study of bleed are suggested below.
Practice-autoethnography
Finally, this research has advanced an argument for and shown the value of
275
method is appropriate and effective in a project where it is imperative to engage in
would have been quite different had I overly planned or anticipated outcomes in
definite plans would have gone against the principle of methexis which has
into clusters of concerns. In this sense the method was very much inductive, the
explicitation, and its sister method explicitation, such methods in theatre and
practice in order to evaluate their position and relative power within a political
contributions made to my experiences of larping and the narratives that arose from
them by various agents, assess the degrees of power, agency and authority I had
over my own processes of experiencing, and evaluate the ways in which playing
The methods used have necessarily limited the research to my own experiences and
this thesis therefore constitutes a politics of experience rather than the politics of
experience in larping. The insights reached through these methods are wider than
simple analysis of specific experiences, and have enabled the use of experiences to
prompt thinking around broader topics to do with playing together and playing
Others. However, these methods can be used by others to prompt different thinking
around these same topics, depending on their own prior lived experience. This
to be used for other kinds of creative practice both within and beyond theatre and
performance studies.
Some aspects of the player-character relation, such as alibi, bleed, and steering, are
well-documented and theorised in larp studies, while others warrant further study.
bleed (Kemper 2018; Bowman & Hugaas 2019; 2021; Transformative Play Initiative
participation in the present of the larp and are not of the representational order, but
designers, organisers and co-players are, by the principles of sceneing, storying and
methexis, responsible for the experience of that emotion, there must surely be
277
practical level, many larp organisers offer post-larp debriefings and workshops to
help players understand and deal with emotional bleed, but it remains to be
answered whether there is an ethical imperative underlying this. Such concerns fall
outside the scope of the present study, but further research is certainly warranted in
this regard.
One important implication of this research is that, in roleplaying, the character cannot
enactment and exploration. While this thesis considers the dramaturgy (what is
relate to real-world individuals, there is scope for further research into other aspects
all at once: the characters’ desires impart objectives that the players can follow; the
backstories and given attitudes constrain to some extent how the character might be
played; and the characters’ attitudes give the player a perspective from which to
Also implied in this research but beyond the scope of its analysis is the relationship
playing of the characters, I did not live the experiences of the character’s backstory
as set out in the character design, and therefore have to imagine them, but did live
largely ignoring those elements of the characters which were merely imagined.
278
Further research is also warranted into the doubleness of the player-character
implied in this study. Playing can be both enjoyable and harrowing at the same
There is the epistemological paradox of, for instance, knowing that it is the
does not arise so obviously in theatre performed for the audience. The experience is
lived for the sake of the audience, as a representation. However, with larping no
such external audience exists, and the experience is lived for its own sake. This
raises questions around the role that ‘negative’ emotions have in the affective
Finally, while larp mechanics and metatechniques, the structuring elements of larp
design, have been alluded to throughout the thesis, the focus of the analysis has
been experiences of play. The functioning of these structuring devices has only been
these devices often formalise and systematise distributions of power and agency, as
larp. Further research into the political implications of specific mechanics and
In summary, this thesis has made a strong argument for considering the politics of
expanding the use of Whiteheadian process theory and the concept of methexis in
279
the field of theatre and performance. Besides these major contributions, it has
to dramaturgy. It has also suggested that notions of dissonance and resonance are
important to an understanding of larping, and has given insight into the relationship
between the real and the fictional as experienced in the fictiveness of larping. What
has become clear in this research is that the interweavings of participation and
story-making possible can give rise to understandings of the wider world, point to
ways of living together and understanding Others. They suggest a politics for
authoring our everyday narratives which attends to others, in which we become part
280
Works cited
Adorno, Theodor W. (2013). Aesthetic theory. Adorno, Gretel and Tiedemann, Rolf
Ahmed, Sara. (2014). The cultural politics of emotion, second edition. Edinburgh:
Algayres, Muriel. (2019). ‘The evolution of the depiction of rape in larp’. Nordic larp,
Ashby, Charlotte. (2017). ‘Playing around the event: expansive pre-game at College
Nilsen, Elin and Strand, Grethe Sofie Bulterud (eds.) Once upon a Nordic
larp… twenty years of playing stories. Oslo: Knutepunkt 2017, pp. 213-23.
281
Badac. (No date). The Factory. Available at: https://www.badactheatre.com/the-
Bait Byout: the Palestinian larp organization [Facebook]. (2017). Available at:
California Press.
Barrett, Lisa Feldman. (2018). How emotions are made: the secret life of the brain.
Başoğlu, Metin and Mineka, Susan. (1992). ‘The role of uncontrollable and
Bishop, Claire. (2012). Artificial hells: participatory art and the politics of
Björk, Staffan and Zagal, José P. (2018). ‘Game design and role-playing games’, in
Bøckman, Petter. (2003). ‘The three way model: revision of the threefold model’, in
Gade, Morten, Thorup, Line and Sander, Mikkel (eds.) As larp grows up:
282
Bolt, Barbara. (2004). Art beyond representation: the performative power of the
and Woods, Fronza with Copeland, Mathieu. Dijon: Les Presses du Réel.
————. (2014). ‘Educational live action role- playing games: a secondary literature
review’, in Bowman, Sarah Lynne (ed.) The Wyrd Con companion book
————. (2015a). ‘Bleed: the spillover between player and character’. Nordic larp, 2
https://analoggamestudies.org/2015/05/connecting-role-playing-stage-acting-
————. (2015c). ‘Love, sex, death, and liminality: ritual in Just a Little Lovin’’, in
Bowman, Sarah Lynne (ed.) The Wyrd Con companion book 2015. Los
Bowman, Sarah Lynne and Hugaas, Kjell Hedgard. (2019). ‘Transformative role-
283
Available at: https://nordiclarp.org/2019/12/10/transformative-role-play-
————. (2021) ‘Magic is real: how role-playing can transform our identities, our
Lipsyc, Nadja, and Sunde, Lars Kristian Løveng (eds.) Book of magic:
Bowman, Sarah Lynne and Lieberoth, Andreas. (2018). ‘Psychology and role-playing
games studies: a transmedia approach. New York, NY: Routledge, pp. 245-
64.
Bowman, Sarah Lynne and Schrier, Karen. (2018). ‘Players and their characters in
pp. 395-410.
narrativism’, in Fritzon, Thorbiörn and Wrigstad, Tobias (eds.) Role, play, art:
284
collected experiences of role-playing. Stockholm: Föreningen Knutpunkt, pp.
1-2.
Brodie, Meghan. (2019). ‘Lysistrata, #MeToo, and consent: a case study’, Theatre
Brown, Maury. (2016). ‘Creating a culture of trust through safety and calibration larp
https://nordiclarp.org/2016/09/09/creating-culture-trust-safety-calibration-
————. (2017). ‘The consent and community safety manifesto’. Nordic larp, 24
Bucknall, Joanna. (2016). ‘Liminoid invitations and liminoid acts: the role of ludic
Carter, Paul. (1996). The Lie of the Land. London: Faber & Faber.
Caruth, Cathy (ed.) (1995) Trauma: explorations in memory. Baltimore, MD: Johns
Caruth, Cathy. (2016). Unclaimed experience: trauma, narrative, and history, 20th
285
neurofunctional model” by S. Koelsch et al.’, Physics of life reviews, 13, pp.
43-44.
College of Wizardry: Run 19. (2018). Designed and organized by Dziobak Larp
Cowan, Douglas. (2019). Magic, monsters, and make-believe heroes: how myth and
York: Harper-Perennial.
Press.
Deterding, Sebastian and Zagal, José P. (2018). ‘The many faces of role-playing
pp. 1-16.
286
Diderot, Denis. (1883). The paradox of acting. Translated by Pollock, Walter H.
Document.
Edwards, Ron. (2001). GNS and other matters of role-playing theory, chapter 2.
2017).
Elam, Kier. (2002). The semiotics of theatre and drama, 2nd edition. London:
Routledge.
287
Fatland, Eirik. (2005). ‘Incentives as tools of larp dramaturgy’, in Bøckman, Petter
————. (2009). ‘What larp dramaturgy is, and why you should care’. The
————. (2010). ‘1942 - Noen å stole på: role-playing living memory’ in Stenros,
Jaakko and Montola, Markus (eds.) Nordic larp. Stockholm: Fëa Livia, pp.
90-9.
————. (2013). ‘Notes on kutt, brems and emotional safety’. The larpwright, 26
February 2023).
stages.org/7/postdramatic-spectatorship-participate-or-else/ (Accessed: 7
February 2023).
Fine, Gary Alan. (2002). Shared fantasy: role-playing games as social worlds.
University Press.
288
————. (2008). The transformative power of performance: a new aesthetics.
Friedner, Annelie. (2019). ‘The brave space: some thoughts on safety in larps’.
2023).
Macmillan.
Frye, Marilyn. (1983). Politics of reality: essays in feminist theory. Trumansburg, NY:
Crossing Press.
Gaines, Jeremy Greave. (1985). Critical aesthetic theory: the aesthetic theories of
Geertz, Clifford. (1973). The Interpretation of Cultures: Selected Essays. New York:
Basic Books.
Gerge, Tova. (2021). ‘Larp and aesthetic responsibility: when Just a Little Lovin’
became an art debate’, in Groth, Anna Emilie, Grasmo, Hanne and Edland,
Tor Kjetil (eds.) Just a Little Lovin’: the larp script. [No place]: Volvemál
289
Glissant, Édouard. (1997). Poetics of relation. Translated by Wing, Betsy. Ann Arbor:
Godoy, Leandro. (2022). ‘The use of music as a magical element for the larp
https://nordiclarp.org/2022/05/26/the-use-of-music-as-a-magical-element-for-
Goffman, Erving. (1969). The presentation of self in everyday life. London: Penguin.
Goldman, Lisa. (2012). The no rules handbook for writers. London: Oberon.
Gorman, Wendy, Hertz, David and Silsbee, Heather. (2014). Still Life. Available at:
2023).
Grasmo, Hanne and Edland, Tor Kjetil. (2021). ‘Out of our hands: designing the
vision’, in Groth, Anna Emilie, Grasmo, Hanne and Edland, Tor Kjetil (eds.)
Just a Little Lovin’: the larp script. [No place]: Volvemál Grasmo, pp. 565-8.
twvideo01.s3.amazonaws.com/o1/vault/GDC2014/Presentations/Greenberg
Gronemann, Casper and Raasted, Claus (eds.) (2013) The book of Just a Little
Hakkarainen, Henri and Stenros, Jaakko. (2003). ‘The Meilahti school: thoughts on
290
Hammer, Jessica. (2007). ‘Agency and authority in role-playing “texts”’, in Knobel,
Michele and Lankshear, Colin (eds.) A new literacies sampler. New York:
Harper, James. (2020). Play and cultural transformation: designing for reflexive
Available at:
https://theses.ncl.ac.uk/jspui/bitstream/10443/5101/1/Harper%20J%20A%20
64.
Harpin, Anna and Nicholson, Helen (eds.) (2017b). Performance and participation:
291
and Deterding, Sebastian (eds.) Role-playing games studies: a transmedia
Harvie, Jen. (2013). Fair play: art, performance and neoliberalism. Basingstoke:
Palgrave Macmillan.
confessional journey’, PAJ: a journal of performance and art, 33(1), pp. 1-12.
Heddon, Deirdre, Iball, Helen and Zerihan, Rachel. (2012). ‘Come closer:
Hellstrom, Mikael. (2013). ‘A tale of two cities: symbolic capital and larp community
Herman, Judith. (2001). Trauma and recovery: from domestic abuse to political
Hoffman, M. (2000). Empathy and moral development: implications for caring and
Holkar, Mo. (2017). ‘History, herstory and theirstory: representation of gender and
class in larps with a historical setting’. Nordic larp, 16 February. Available at:
https://nordiclarp.org/2017/02/16/history-herstory-and-theirstory-
representation-of-gender-and-class-in-larps-with-a-historical-setting/
292
————. (2020). ‘Some thoughts about historical larp’. Games! – all sorts of
Hoover, Sarah. (2020). Larping audiences into theatre: reflective affective structures
2023).
Hoover, Sarah, Simkins, David W., Deterding, Sebastian, Meldman, David and
London: Routledge.
Publications.
Juul, Jesper. (2005). Half-real: video games between real rules and fictional worlds.
Kangas, Kaisa, Loponen, Mika and Särkijärvi, Jukka (eds.) (2016). Larp politics:
293
Kemper, Jonaya D. (2018). Playing to create ourselves: exploring larp and visual
————. (2019). ‘No plot. No (game) masters: the case for larp anarchy’, The
https://the-smoke.org/2019-programme/lunchtime-talks-2019/ (Accessed: 16
June 2022).
Kim, John H. (2003). The Origin of the Threefold Model. Available at:
http://www.darkshire.net/~jhkim/rpg/theory/threefold/origin.html (Accessed:
29 September 2017).
Koljonen, Johanna, Stenros, Jaakko, Grove, Anne Serup, Skjønsfjell, Aina D. and
294
http://ijrp.subcultures.nl/wp-content/uploads/2016/12/IJRP-5-Lampo.pdf
https://www.facebook.com/groups/336974479739553/ (Accessed: 7
February 2023)
Leland, Azadeh, Tavakol, Kamran, Scholten, Joel, Mathis, Debra, Maron, David and
Bakhshi, Simin. (2017). ‘The role of dual tasking in the assessment of gait,
Logan, Brian. (2008). ‘Edinburgh Festival: The Factory’, The Guardian, 20 August.
Available at:
https://www.theguardian.com/culture/2008/aug/20/theatre.edinburghfestival
295
Machon, Josephine. (2013). Immersive theatres: intimacy and immediacy in
for the social study of health, illness and medicine, 26(2), 181-99.
practices for safety and consent’, Theatre topics, 31(3), pp. 265-8.
32.
MIT Press.
————. (2013) Always more than one: individuation’s dance. Durham: Duke
University Press.
Massumi, Brian. (2002). Parables for the virtual: movement, affect, sensation.
McAuley, Gay. (2008). ‘Not magic but work: rehearsal and the production of
McIvor, Charlotte. (2017). ‘Exploring and sharing strategies for staging affirmative
sexual consent: 100 Shades of Grey and beyond’, Theatre topics, 27(2), pp.
137-49.
296
Messerschmidt, Donald A. (ed.) (1981). Anthropologists at home in North America:
Diegeses’, in Gade, Morten, Thorup, Line & Sander, Mikkel (eds.) As larp
pp. 82-89.
content/uploads/2009/01/montola_the_invisible_rules_of_role_playing.pdf
Nancy, Jean-Luc. (2007). ‘The image: mimesis & methexis’. Translated by Estes,
Nevitt, Lucy. (2013). Theatre & violence. London: Red Globe Press.
Newmahr, Staci. (2011). Playing on the edge: sadomasochism, risk, and intimacy.
297
Nield, Sophie. (2008). ‘Backpages: the rise of the character named spectator’,
Nilsson, Gustav. (2012). ‘Your character is not your own’, in Pettersson, Juhana (ed.)
States of play: Nordic larp around the world. [No place]: Pohjoismaisen
Nowak, Manfred and Monina, Giuliana. (2020). ‘Defining torture and the obligation of
systematic review in the CAT treaty’, in Barela, Steven J., Fallon, Mark,
Gaggioli, Gloria, and Ohlin, Jens David (eds.) Interrogation and torture.
————. (2020). ‘Sceneing and storying’ in Saitta, Eleanor, Särkijärvi, Jukka and
Pettersson, Juhana. (2021). Engines of desire: larp as the art of experience. [No
Routledge.
Phillips, Louise Gwenneth and Bunda, Tracey. (2018). Research through, with and
2023).
Press.
298
Pohjola, Mike. (2003). ‘The Manifest of the Turku School’, in Gade, Morten, Thorup,
Line and Sander, Mikkel (eds.) As larp grows up: theory and methods in larp.
Radford, Colin and Weston, Michael. (1975). ‘How can we be moved by the fate of
Saitta, Eleanor. (2016). ‘Infrastructural Games and Societal Play’, in Kangas, Kaisa,
Loponen, Mika and Särkijärvi, Jukka (eds.) Larp politics: systems, theory,
Saitta, Eleanor, Särkijärvi, Jukka and Koljonen, Johanna (eds.) (2020). What do we
SK2020.
Salen, Katie and Zimmerman, Eric. (2004). Rules of play: game design
Särkijärvi, Jukka, Loponen, Mika and Kangas, Kaisa (eds.) (2016) Larp realia:
analysis, design, and discussions of Nordic larp. [No place]: Ropecon ry.
Schalkwyk, David. (1997). ‘What doe Derrida mean by “the text”?’, Language
Schmit, Wagner Luiz. (2014). ‘New tastes in Brazilian larp – from dark Coca Cola to
https://nordiclarp.org/2014/04/13/new-tastes-in-brazilian-larp-from-dark-
299
Schneider, Rebecca. (2011). Performing remains: art and war in times of theatrical
https://surrey.primo.exlibrisgroup.com/discovery/delivery?vid=44SUR_INST:
ResearchRepository&repId=12167170610002346#13167170600002346
43-61.
Abingdon: Routledge.
Shaviro, Steven. (2012). Without criteria: Kant, Whitehead, Deleuze and aesthetics.
https://surrey.primo.exlibrisgroup.com/discovery/delivery?vid=44SUR_INST:
ResearchRepository&repId=12140091360002346#13140349050002346
Solga, Kim. (2019). ‘How do you stage a problem like Kevin Spacey? Reflections on
performance and consent, with help from Ellie Moon and Adam Lazarus’,
Somnia. (No date a). [Larp document]. La Sirena Varada, Design Document.
300
————. (No date b). [Larp document]. La Sirena Varada, ‘Pyramid’ Character
Sheet.
21.
Stahl, Titus. (2017). ‘Collective responsibility for oppression’, Social theory and
Stark, Lizzie. (2012). Leaving Mundania: inside the transformative world of live action
Steinbach, Daniel. (2016). ‘Refugees are welcome: larp as a method for creating a
Särkijärvi, Jukka (eds.) Larp politics: systems, theory, and gender in action.
Stenros, Jaakko. (2010). ‘Nordic larp: theatre, art and game’, in Stenros, Jaakko and
https://jaakkostenros.wordpress.com/2013/10/28/aesthetics-of-action/#more-
Grove, Anne Serup, Skjønsfjell, Aina D. and Nilsen, Elin (eds.) Larp design:
Stover, Eric and Nightingale, Elena O. (eds.) (1985). The breaking of bodies and
minds: torture, psychiatric abuse, and the health professions. New York: W.
H. Freeman.
301
Svanevik, Martine and Brind, Simon. (2018). ‘Playing safe?’ Nordic larp, 22 January.
February 2023).
Taylor, Diana. (2003). The archive and the repertoire: performing cultural memory in
TEDx Talks. (2018). Growing empathy through larp | Susan Mutsaers | TEDxBreda.
2023).
https://mmgamecentre.org/events/2022/5/4/emergent-paths-current-trends-
Transformative Play Initiative. (2021). Personal & the political: playing & designing
Available from:
https://m.youtube.com/watch?fbclid=IwAR3ilHJMG73ubs9zfhgZHiutb3fv5Mq
EUlBBBzjiW0v-4F06hOEl7RzxItk&v=M8hNS0vtmVg&feature=youtu.be
Turner, Cathy and Behrndt, Synne. (2016). Dramaturgy and performance. London:
Palgrave.
Tuters, Marc. (2019). ‘LARPing and liberal tears: irony, belief and idiocy in the deep
302
cultures of the far right: online actions and offline consequences in Europe
U.N. (1984). Convention against Torture and Other Cruel, Inhuman or Degrading
https://www.ohchr.org/en/instruments-mechanisms/instruments/convention-
against-torture-and-other-cruel-inhuman-or-degrading (Accessed: 7
February 2023).
Vejdemo, Susanne. (2018). ‘Play to lift, not just to lose’. Nordic larp, 21 February.
https://www.performancephilosophy.org/journal/article/download/277/387?inli
Simon, Nilsen, Elin and Strand, Grethe Sofie Bulterud (eds.) Once upon a
Nordic larp… twenty years of playing stories. Oslo: Knutepunkt 2017, pp.
143-51.
303
Vryan, Kevin. (2006). ‘Expanding analytic autoethnography and enhancing its
Stenros, Jaakko (eds.) Beyond Role and Play: Tools, toys and theory for
Whitehead, Alfred North. (1967). Adventures of Ideas. New York: Free Press.
corrected edition. Griffin, David Ray and Sherburne, Donald W. (eds.) New
————. (1985). Symbolism: its meaning and effect. New York: Fordham University
Press.
Wilkinson, Chris. (2008a). ‘Edinburgh festival: how to shock and how not to shock’,
https://www.theguardian.com/culture/theatreblog/2008/aug/11/howshocking
304
https://www.theguardian.com/culture/theatreblog/2008/aug/22/edinburghfesti
Xiong, Shuo, Wen, Ruoyu and Hartyándi, Mátyás (2022) ‘The Chinese hotpot of
https://nordiclarp.org/2022/10/31/the-chinese-hotpot-of-larp/ (Accessed: 7
February 2023).
305
Appendix
i.
It started with a gift.
Before she landed in the ‘Republic of the Free’, that glorified madhouse, she had been a
quite brilliant lawyer. When I met her she was living as a child and calling herself ‘Moon’. I
myself had been made to choose a name – this was one of the rules of the ‘Free’: no mundane
names to remind us of our previous lives or of the outside world. I went by ‘Pyramid’,
It was offered in the most silly, wide-eyed, childlike manner. I had come to the balcony to
once more take in the impossible star-scattered Spanish sky, when her affected simpering
pierced my contemplation. Something about the stars. I replied with a vague, inadequate
I looked at her, that grown woman speaking with a girl’s voice, and I could not bring
myself to humour her. I can’t say what seized me in that moment, other than perhaps a desire
to show her the reality of her life. “You can’t give me the universe,” I said.
My cruelty registered in her eyes, in the tears that began welling there.
“You’re so mean!” she cried as she fled the balcony – fled the community, as it later
That was more than I had intended. I had been brought there by the woman whose spirit
was so pure and kind that she had adopted the name Heart, to help these individuals
floundering on the margins of reality. Instead, in my reckless impatience I had driven one of
them away.
I didn’t know how to make it right. I hoped every day that she would return. The guilt of
her flight gnawed at me incessantly. I needed some advice. I approached the one who called
himself ‘Voivode’, a minor nobleman from somewhere in Eastern Europe. Despite styling
touch with the reality of the outside world, privileged though his life appeared to be. He often
spoke of his home, his father, the celebrations of his people. More importantly, he was
erudite.
I approached him in his quarters and told him the whole sorry tale of Moon’s departure.
He looked at me with his penetrating eyes, kind, not disapproving, but serious.
“When she returns, you must accept her gift. Not just in words, but actually accept that
gift into your being.” I could not tell whether Voivode read the bafflement and incredulity in
my silence, but he continued: “And you offer Moon a gift in return. That is the only way to
“A gift in return? But I have nothing to offer her. At least nothing in the order of the
universe!” I scoffed.
307
“If someone gave me the universe,” he said, “the sum total of all external existence, I
The community was self-organising. It had its founders – Heart, Gothic, Wine and
Sigmund – who took on certain responsibilities, but the Free were exactly that: at liberty to
choose whatever they wanted. I was among their number, though technically a member of
staff.
I categorized the denizens of the ‘Republic’ under three headings: the sensible, the
vulnerable, and the dangerous. The sensible, while not necessarily completely clear-sighted,
could at least hold a conversation in terms of the actual world. People like ‘Glass’ and
‘Voivode’. These were people I could turn to with my concerns about the community and my
ideas for its improvement. The vulnerable, fragile creatures like ‘Shadow’ and ‘Moon’, had
lost their grip on reality and were in danger of drowning in the sea of madness that was in
danger of enveloping the community. The dangerous were the propagators of the madness.
With some, the likes of ‘Mistress’ and ‘Magician’, it was unclear whether they believed their
own inventions, but others such as ‘Bird-Speaker’ and ‘Gothic’ were certainly using the
Heart was the only one who escaped categorization. The purity of her intention and the
wholesome love she bore for the whole community placed her above such things. She was
their saviour. And I was her helpmate. Ostensibly I was the community’s English teacher,
though I understood Heart’s true intention in bringing me to that place. It was my job to bring
them back to themselves, to demonstrate the beauty of the real and the everyday. I could
foresee it being a viable business, charging those wealthy enough who had grown weary of
308
the hyperreal, technological nightmare of the modern world to recognize the simple and
elegant beauty of nature once more, and using the money raised to help those truly in need.
Heart’s one flaw was that she was far too trusting. Her love for the community and each
of its members blinded her to their, sometimes glaring, faults. In her eyes, every person was
as deserving of her respect, her attention and her assistance as any other. One evening I
happened upon her asking advice of the one called Bird-Speaker. This woman I knew to be a
complete fraud. She claimed to believe that she could understand ‘the language of the birds’
but she had no such delusion. She was on the run from a gangster named Samuel and had
feigned her madness in order to gain safe harbour in the community. She played her part well,
and the ease with which she lied made me mistrust her deeply. This made her dangerous. The
advice I had heard her give, based on her ‘gift’, was rarely in the best interest of the person
receiving it. However, it was impossible for me, who most of the community saw as grey and
an impediment to their flights of fancy, to reason with anyone and convince them that Bird-
Speaker should be avoided. I had therefore taken to subtly mocking her suggestions and her
‘power’ at every opportunity in the hope that others would begin to question her motives.
So, when I saw Bird-Speaker in conversation with Heart I decided to intervene. I joined
them where they were sitting and asked what they were discussing. Bird-Speaker was silent
but Heart, open and generous as ever, relayed the whole conversation.
“Of course you can’t,” she replied. “Excuse me, I seem to have finished my drink.”
As Bird-Speaker disappeared into the crowd, I turned to Heart and said, “You know you
309
I wasn’t sure whether this question meant that I had overstepped the limit of her English
“But some people don’t care about the community,” I said. “Some people are here for the
wrong reasons.”
“Who?”
“Well… Bird-Speaker is not what she seems. You shouldn’t trust her.”
But Bird-Speaker was returning with her drink. “What’s wrong?” She said, looking from
Heart to me. Bending down, she said in a low voice directed at me, “Your grey and mundane
Bird-Speaker sat down again and clasped Heart’s hand. This seemed to ease Heart’s
concern. Bird-Speaker simply glared at me until finally I stood and took my leave. As I
walked away, I wished beyond hope that I could have such an effect on Heart.
A week later Moon returned. She brought with her a new member of the community,
supposedly a fallen angel who was in search of her lost wings. She decided to take the name
‘Nimbo’. I could see immediately the influence this creature had over Moon, who in her
childishness was particularly impressionable. It only took for Nimbo to give a suggestion and
Moon carried out the action immediately. A perverse and destructive relationship,
particularly given the apparent vindictiveness of Nimbo. Moon had found something to guide
her, but where it should have been me leading her to the safety of the shore, she was being
310
Of course it all came out, the reason for Moon’s flight, and I was forced to face my shame
at last. This came in the form of an Ordeal. This was the justice system of the Free – a
wronged party would challenge the offender to a contest and the result would be decided by a
panel of judges. It was Gothic who challenged me. This contest was not intended to get at the
truth of the matter, which in any case I was prepared freely to admit to, but rather to humiliate
me. The challenge was to express in words our admiration for Moon. I was beaten before it
started – not only was Gothic a poet, however honest and heartfelt my speech might be it
would be too grey, too mundane for the ears of the gathered crowd. I was not one of them and
could not, or would not express myself in any terms but reality. Taking the stage I faced
Moon and told her the truth: that what I admired most in her was her intelligence, her sharp
legal mind, and that I was sorry for pushing her away when she needed my help. The
response to this was lukewarm at best – some of the audience rolled their eyes and whispered
to their neighbours, while others simply yawned. Gothic’s speech was full of passion and
hyperbole, and in no way a genuine expression of his feelings. However, this was judged
Moon approached me at the end of the charade and said, in something approaching a
normal adult manner, “I know you were trying to apologise. Your problem is you think
Before the crowd dispersed the one who called himself Odysseus, a brash and lewd
egotist, decided my humiliation was not yet over. Giving an over-the-top round of applause
he bellowed, “Bravo, schoolmaster! That was quite a speech you gave! Come on, do me!”
The rest of the crowd laughed. I looked at Odysseus, unsure whether to leave and be
aloof, or accept his new challenge. I would be jeered either way. I decided to stay and face it.
311
“Alright,” I said. “What I admire about you… I look in your eyes and I see hidden
depths.”
“Ooh, hidden depths,” Odysseus led the chorus of giggles from the audience.
Odysseus burst into laughter and the crowd followed. “The schoolmaster knows me well!
I sloped away as the gathering continued their revelry. I found myself in the company of
the one they called Glass, which was a welcome change from the crowd in the courtyard. He
was one of the few residents of the ‘Republic’ with whom I shared any common interest, and
the only one in whose company I felt entirely relaxed. We could speak for hours on any
subject, and we always seemed to be of the same mind on all matters we discussed. He had
witnessed the Ordeal and commiserated with me, but advised me not to be concerned. He
reminded me how immature the majority of those people were, how desperately in need they
were. I could always rely on Glass to bring perspective to things, and even to make me laugh
with his characterizations of various members of the community. We sat for a long time that
evening, drinking and laughing, until I forgot the Ordeal, the humiliation, and my shame.
The one going by the name ‘Mistress’ had once been a highly successful businesswoman,
ruthless then but perhaps more so now. She had set herself up as a goddess incarnate. If this
megalomaniac delusion had been confined to her own head it might not have been so bad, but
most of the other members of the community were similarly convinced of her divinity, and
I had made it my mission to destabilize her little theocracy, and so took every opportunity
to undermine the fantasies she wove. So when she happened to encounter me as I sat
enjoying some wine, I could not resist toying with her a little.
312
“What has happened to your businesses, Mistress?” I asked, ingenuously. “Now that you
“What are you talking about? I am not living here, I am merely occupying this human
vessel temporarily.”
“Companies. Firms. I think you used to write a column in one of the newspapers as well
didn’t you?”
“Little man, tell me. What do you want most in the world?” she asked.
“What is the thing you want more than any other?” she asked again.
She laughed a malicious little smile. I glared at her, then stood and stormed out of the
room, humiliated.
With my teaching I had been having some success. The one who called herself Gea had
accepted the reality of her daughter’s death, even if she still believed she could bring her back
to life. I encouraged her to attend my classes despite being a native English speaker, as I
could tell she was desperately seeking the truth. It was a question of helping her to
“Of course Rain is still with you,” I told her. “In your most treasured memories.”
“No,” she replied, shaking her head and smiling. “She’s here beside me. I can see her.”
The problem was that each of the community fed off the others’ delusions. The one who
called himself Magician had convinced Gea that he could raise her daughter from the dead.
She had become so set on this idea that it was all she spoke about at that time. For weeks she
313
had been raving about the ritual that would bring Rain back to her. However it was not until
the night Moon returned that she told me that she needed to find a ‘vessel’.
That was the moment I sensed a darkness in the community beyond the danger to those
most vulnerable. I surmised from Gea’s description of the proposed ritual and the need for a
vessel, a body in which to contain her daughter’s soul, that there was to be a sacrifice – a
human sacrifice.
Horrified, I went immediately to find the founders. The first I ran into was Gothic whose,
not altogether surprising, response was, “If someone is willing to sacrifice themselves, who
am I to stop them?” Telling him exactly what I thought of his attitude, I left him to find
Heart. Asking for her, I discovered that she had been called away from the ‘Republic’ on
legal matters and may not be returning for weeks. The knotting of my stomach was not only
for concern over the safety of the vulnerable. The thought of not seeing her for such a long
period gave me a strange hollowness. At least I knew she was safe though, and it would not
be her used as the human vessel. Focusing once more on that pressing issue, I went directly to
Wine, after Heart the most sensible of the founders, and raised my concerns with him. He
was reassuringly shocked by the suggestion of sacrifice, and promised that he would
investigate as a matter of urgency. “You shouldn’t worry,” he said. “It’s probably all a
misunderstanding. We have good people here.” The way he fixed my gaze with his and
I invited the one who was given the name ‘Comrade’ to study this community. He had
been one of my students, back when I was a Lecturer in Anthropology in England. He had
written his thesis on a similar decadent commune which had eventually collapsed in on itself.
314
I hoped that if he could understand the workings of the ‘Republic’ we might be able to
I went to him then with my new misgivings. “Things are far more disturbing than we had
His surprise at my revelations showed me that he had yet to uncover this information
through his ethnography. “Don’t worry,” he said. “We’ll find out what’s happening here.”
“We need to protect these people,” I said, driving home the urgency of the situation. “We
I don’t know what possessed me to be so direct, perhaps it was the unease and danger I
felt with the prospect of sacrifice hanging in the air, but when I next met Bird-Speaker I
spoke my mind. I told her what I knew of her past and the man who was tracking her down.
She scoffed at me in her usual haughty manner, but I could see I had touched something in
her.
“I’m not interested in blackmailing you,” I said, “but there are worse things going on here
than pretending to be a prophetess. And there are people who would want to use that kind of
information in pursuit of their own goals. So I just want to know that I can count on you for
support.”
“I don’t want to threaten you. I just want to know what is going on with these rituals. I
She narrowed her eyes. “I’ll think about it.” And she strode off.
Following the Ordeal I had been avoiding Moon. I needed to apologize to her, gain her
confidence again in order to help her. However, the last words she said to me buzzed in my
head. That I thought everyone needed help except me. It was true that most of the people I
315
saw around me were broken in some way, but I had not considered that I might need some
care too. It was also true that I was stressed. I was an outsider on the margins of the
community with only Glass, Heart and Comrade to keep me company, but they integrated
with the others in a way I found impossible. Though it was impossible that Moon would be
able to help me in this regard (she wasn’t able to care for herself, but seemed to let Nimbo
direct her every action), I could at least try and win back her trust and perhaps convince
others to admit me to the inner circles of the community. If nothing else it would put me in a
Thinking of the advice Voivode had given me, to accept Moon’s gift and to offer myself
in return, I resolved to put that whole episode to rest. It was pointless waiting to find her on
her own – Nimbo was her constant shadow – so I gathered my determination and approached
“Would you mind if I spoke to you alone?” I said, looking only at Moon.
She looked to her companion. A silent conversation seemed to flicker back and forth
between them, until at last, Moon nodded and Nimbo moved begrudgingly away, glaring at
me warningly.
“I know,” I said. “I want to make things right. I wanted to let you know that I accept your
She was silent for a moment. “What will you give me?”
“How can you give yourself? You don’t know who you are.”
316
“Of course I know who I am. I’m a teacher, an academic.”
“Well, I’m…”
“You’re giving me nothing. If you can tell me who you are, then I’ll accept your gift.”
She drew closer and whispered. “You need to go on a quest. An epic quest. Inside
yourself.” She moved away, laughed her childish giggle and went off to join Nimbo again.
ii.
For several weeks I paid Moon’s quest no thought and life carried on as it had. I
continued as an outsider while the community continued as it had. Things generally were no
worse for me, and Wine’s investigations into sacrificial rituals turned up nothing. “It’s all just
Meanwhile, Bird-Speaker had been avoiding me. I worried that I had been too soft in my
approach to her. I should perhaps have been more threatening and not shown that I needed
her services so badly. Though I held the information that could destroy her, I had pushed us
into a stalemate.
I wondered whether she had been spreading malicious rumours about me, since people
with whom I had little to do seemed to look at me suspiciously. On one occasion, the one
who called himself Uchronia, a man I had barely exchanged two words with, confronted me
directly.
behind him.
317
“I don’t have a problem,” I replied, taking a step away from him.
“But you don’t belong here! You belong in the grey world. You’re not part of this
I didn’t wait to hear a response from Uchronia but went off in search of my old student. I
didn’t know what to make of this. Observing the rituals would have been fair enough, but
joining in? I worried that Comrade was becoming enchanted by the community, and worse
that it was my fault for bringing him here. On the other hand, was I to believe Uchronia?
Perhaps he was attempting to stir up trouble, or to make me feel even more ostracised. For no
logical reason, I was entirely convinced that Comrade had betrayed me, had wandered from
I went to my private room instead and threw myself down on the bed. I was angry at
Comrade. And, I realised, I was jealous. How had he come to be so much part of the
community he was supposed to be dispassionately observing? Why would the community not
accept me, when all I had was its best interest in my thoughts? I decided then that the next
I didn’t have to wait long. The next day I wandered down to the swimming pool with
Glass and Gea. By the time I had plunged into the icy waters and swum a few laps, a group
had gathered on the terrace overlooking the pool. Once I had climbed out of the water,
instead of sitting apart and talking in private to Glass I decided to be among the crowd.
Though I felt like an interloper, I hid my discomfort in silence. Sure that my presence would
318
soon be found unwelcome by the other and that I would be asked to move away, I waited,
gazing at the sunlight glinting off the water. But when I was approached by the founder
“There is this beautiful song in Spanish,” he told me. “We are trying to write a translation
“Of course,” I said. “I’m always glad to help. That’s what I’m here for after all.”
And so the rest of that morning was spent debating the finer points of word meanings and
trying to make the lyrics scan, and laughing too. Though I knew it was there, I found little
evidence of madness in our conversation. In fact, I found some of these people – Sigmund,
Hypnos and Shine – to be quite charming. By the time I had to leave to take my class, we had
translated several verses and the chorus. I thanked them and apologised for having to leave,
but promised to return to complete the translation when they next met. As I walked to the
My efforts at integrating paid off. The following week my class numbers swelled. To my
surprise we were joined by Moon and Odysseus. Moon’s presence I saw as a welcome sign of
her forgiveness, and reminded me of the promise I had made her. However, I could not help
but be suspicious of Odysseus. Had he come to disrupt or make fun? I was on my guard, but
prepared to give him a chance. The topic of the class was writing poetry. I had long given up
on explicitly teaching the rules of English grammar which only served to bore the students, so
My aim with this particular lesson was to get the students to write about their lives before
they come to the ‘Republic’, to help them focus on reality. To this end I explained that the
poetry would be written in relation to concrete objects and situations. I led the students
through a visualisation, imagining themselves back in a specific place from their past, and
writing about the things they could see, hear, touch and smell.
319
The results were magnificent, touching and revealing in equal measure. Moon had
produced a humble, desperate poem about the neglect she suffered in childhood. Voivode had
written about a military parade in honour of his father, the beloved and noble patriarch. Even
Odysseus had come up with a poem, a somewhat shallow piece about pancakes, but full of
joyful imagery nonetheless. However, it was the one who called herself ‘Shadow’, a pitiful
creature who believed herself to be invisible, whose writing sent me soaring. Full of the
interplay of light and darkness, it belied a deep and sensitive soul and a mind capable of
crafting the most beautiful verse. The most striking image was the one that began the poem, a
raven circling a blue sky. I sensed that the raven, a dark shadow in the sun-filled sky, held a
deeper significance.
I thanked all the students and tried to drive home my message. “Do you see how
I spoke to Glass about Moon’s quest. He was the only one I spoke to about it; it felt
foolish to even think about it with others, but with him I felt I could mention anything and it
“She set me on this quest, and I want to give her that, to show that she can trust me. But I
“I don’t know.”
So it was that we went down to the Waters Divine. This hot spa was held sacred by the
members of the community and was the site of many of the rituals of those who believed they
were possessed of magical powers. Anyone entering the Waters was supposed to emerge
transformed. In reality it was a place of calm reflection, at least when there were no rituals
320
being conducted, where one might meditate and introspect. I had suggested visits to this
place to many of my more anxious students but had never entered yet the Waters myself.
When Glass and I arrived at the Waters it was calm. Magician, Mistress and the rest must
have had their fill or exhausted their inspiration for making up rituals. We undressed and left
our possessions in the small changing room. The light inside the bath was soft and dim. As I
lowered myself naked into the pool, the hot saline water enfolded me in its embrace. It
seemed to suffuse my skin, as if I was dissolving into it. Around me people were chanting in
harmony, the acoustics of the space disembodying the voices so that they seemed to come
from everywhere and nowhere at once. The atmosphere was intoxicating; the impulse to
allow my own voice to join those others overwhelming. A vibration in my throat hummed a
single bass note which reverberated through my body and in the air around me; an
involuntary compulsion. With that note, I felt care and anxieties – anxieties I had been
unaware of to that moment – expelled from my body as well. I was hanging in the water with
that beautiful music drifting around me like steam. The atmosphere had taken me – I was
entranced.
I had gone there to seek myself, my centre, the crystalized essence of me, so in my
hypnotised state I allowed my mind, in the hope that it might happen upon the answer to
wander.
It was impossible to tell how long I lay there suspended, as if curled in the belly of the
Earth. Images arose from within me: faces, buildings, landscapes, sites of past triumphs and
indiscretions, beauty and terror intermingled. Between these images arose a form, a towering
vortex of dust. Whatever thought or memory I turned to it seemed to be there; near or distant,
central or peripheral, it loomed. It became clear that the answer lay within the vortex, that I
would find myself in its eye. And yet I kept trying to turn from it.
321
I became aware of Moon’s presence. She had entered the waters and was lying close to
me. Half in and half out of consciousness I murmured to her, “I’m here on my quest. I think
I’ve found myself. I’ve seen where it is, inside a vortex of dust.”
And so I slipped back into my visions, turned to the churning column of dust and strode
Inside there was nothing. It was empty space. I tried to find something, but there was
nothing see, hear, smell or touch. Just me and the wall of dust moving around me. It was as I
had feared. I was nothing. Without essence and without centre. Defeated, I remained floating
inside my vision. I could not return to my conscious state, for there, with this new insight, lay
only despair. Already I could feel a growing void in the pit of my stomach. The eye of the
Then, as I watched the dust swirling, I thought I caught a glimpse of Heart – not exactly
seeing her, but the feeling that something in the dust resembled her. And then a glimpse of
Moon too. Glass, Gea, Voivode. As I concentrated more I could even glimpse Gothic,
Mistress and Magician scattered among the dust. The deeper meaning of this was not clear,
but what came to me in a flash of instinct was that I was not the Pyramid after all. I was the
Vortex.
Coming back to consciousness suddenly, I scrambled out of the water and hurried to get
dressed. The visions I had experienced, the thoughts that were running wildly through my
322
head, these seemed pure insanity. And yet it all made sense. And for the first time in my life I
In the changing room, I noticed Glass’s belongings had gone. He must have left while I
I found him alone, reading. He smiled when I sat with him. I told him about my vision,
the vortex of dust, and he replied, “It sounds like you have found your answer.”
“But this can’t be it,” I insisted. “I still need to understand fully what it means to be
Vortex.”
“I’m sure you’ll work it out,” he said, and went back to reading his book.
The following weeks were a struggle, trying to make sense of the dust and its
resemblance to all the members of the community. And if I was the vortex, how did I relate to
the community? The logical conclusion I kept returning to was that I consisted of the other
members of the community, that they were within me, and I was nothing but the sum of them.
However the form of the vortex was unstable, and the feeling was dizzying. I had to find a
way of stabilizing it, of pinning down each part of it, transforming it into a slow-moving
constellation rather than the incessantly churning chaos it was now. To do that I needed to
During that time Heart returned to the community. This event was celebrated with a feast,
dancing, singing and drinking. The mood was ecstatic, and no person there was more jubilant
than I was for seeing her again. However, I was too confused with the discoveries in the
Waters to approach her. I lacked any confidence. If I did not even know myself, how could I
323
be any use to her? I avoided her out of shame, knowing that I had somehow failed her. If she
entered a room I would immediately invent an excuse to leave. If by chance we passed each
other, I would look at the floor, not even giving her the chance to catch my gaze or warm me
I would spend my days in virtual silence, sitting with Glass while he read his books
incessantly. I would pick one up from time to time, but was unable to concentrate on the
words. I was preoccupied by the image of the vortex which returned to me at every moment. I
stopped teaching my classes. I retreated further, into the vortex of dust, alone at its centre, the
There was a place in confines of the community one could go to explore the darkest
recesses of one’s mind. It was called the Shadow Space. From what I could tell, one imbibes
a hallucinogen and is visited by one’s inner demons. While this sounded like a horrific
experience, in my struggle for understanding I could think of no other solution. Most of the
community still distrusted me deeply, and I felt I needed to reveal and dig out whatever
darkness it was that prevented me from bonding with those around me.
Voivode and Gea also expressed a desire to visit the Shadow Space and, to their obvious
surprise, I volunteered to join them. However, they trusted me and I went with them to the
mouth of the darkened cave. The air inside was dank and smelled of stagnant water. Debris
was strewn across the ground and it was a labour negotiating the steep upward slope which
had been sloppily covered with cardboard to make it more even. The Shadow Space itself
was a large chamber with recesses carved into the walls. Some of these recesses contained
Gea ventured to one of the corners and returned carrying a small bottle filled with dark
liquid and a mask. “You drink this,” she told me, handing me the bottle, “then you put on the
mask.”
324
Taking the mask, I looked at it. It was a blank white face with empty eyeholes.
“You have to do it alone,” said Voivode. “We’ll be waiting outside.” And they exited the
Uncertainly, I removed the stopper from the bottle and sniffed it tentatively. It had a
warm, spicy fragrance like mulled wine that reassured me, and thoughts of taking flight
evaporated. I took a small swig, restoppered the bottle and set it down. I looked at the blank
face one more time before affixing it to my head, making it my own. Then I waited.
The silence of the chamber was broken unexpectedly by a voice. It whispered to me, very
close behind me, but when I turned there was nobody there. “What are you doing here?” it
said, repeating the question over and over. It was joined by another voice, “You don’t belong
in this community. You are grey and mundane. You want to destroy us.”
“We don’t want to change. We’re happy. You want to destroy us. You want to destroy
our happiness.”
“You want to turn this community into something else. You want it to be yours. You want
to change it for what you want. You don’t want to help us. You want to destroy us.”
“Yes, I wanted to change everything. I’m sorry. But I know now, I am the community. I
“Yes.”
“Yes.”
325
“You need to repent.”
“How?”
“Confess!” Confess!” “Confess!” Until I could take no more. I dropped down to my knees
When I came to I was still alone, but the mask had been removed from my face. I
staggered out of the cave and was met by Voivode and Gea. Bird-Speaker was there too.
“Not much,” I said, catching my breath. “There were voices. I have to confess.”
Looking at Gea then, seeing her smile softly at me, I realized that this was the first time I
Bird-Speaker was smirking disdainfully. I turned to her as said sincerely, “It’s not too late
for us. We can confess, and perhaps if we just believe in this community and these people, we
Her smirk became a frown. She turned and bustled off, shooting me a glare before she
I turned back to Gea and Voivode. “I think I’m ready to believe,” I said. “Once I confess I
I waited until the following day before I mustered the nerve to speak to Heart. Her smile
as I approached seemed to bake her whole being glow, but that glow did not disappear when I
told her in a serious tone that I needed to speak in private. We walked and sat close to one
326
“What is it?” she asked, warmly.
And I laid my confession bare if front of her: how I had wanted to change the community,
how I had aimed to destroy what it was and turn it into my own ghastly vision, how I had
“These are not bad people,” she said, “but they need stability. That’s why I brought you
here. You need to be their centre. I love every one of them, each n their own way. But I
cannot be their shelter, I can only comfort them when they hurt. That’s why I need you.”
I listened to her closely, her words, the softness with which she spoke them, and I thought
about the vortex of dust. I need to be their centre. I need to help them. I need to be their
shelter.
In that moment, I saw that my desire to help the community had been an instinct to help
myself. But the way I had been trying to help them was, I realized, entirely wrong. I had felt
removed from them, but had discovered that I was them – I was the Vortex. Helping them
meant knowing myself, and in order to know myself I would have to get to know each of
them, on their own terms. As a teacher I had wanted to give these people knowledge and to
shape them, not to gain from or be shaped by them. I understood, finally, that I needed to
know the truth of each member of that community, and only then would I know myself.
I looked into Heart’s eyes and was filled with longing. This was the first time I had
spoken to her in months and it felt like such a release. I had knotted myself up and just being
in her presence loosened my body and mind, brought me clarity and peace. I wanted to tell
her this, but I couldn’t find the right phrasing, so I let the silence hang.
Finally she asked, “Why have you avoided me for so long? And why did you speak to me
now?”
I told her about my experience in the Shadow Space, and she nodded.
“I think I need to pay that place a visit too,” she said seriously.
327
“Why?” I asked, wondering what darkness could possibly lie in that pure and virtuous
mind.
“We all need answers sometimes,” she replied. “Will you accompany me?”
“Of course,” I said. “I’ll always be here for you.” I wanted to bludgeon myself for saying
something so meaningless.
We strode together up the hill to the place where I had found my salvation the day before.
I hoped that whatever darkness was plaguing Heart would be similarly resolved. When we
reached the cave, Heart looked at me apprehensively. I smiled and nodded, and she entered
the passage. I followed behind her into the central chamber where I lingered by the entrance.
I watched her swig from the little bottle and lower the mask over her face.
It took a few minutes for the drug to take effect and during that time I could sense Heart’s
eyes look to me from the deep eyeholes of the mask, despite hardly being able to make her
out in the dim light. I backed off down the passageway, leaving her alone.
Then it hit. I heard her shouting, “No! No!” I moved instinctively towards her, back into
the passage, but I knew there was nothing I could do now that the drug had taken her. She
kept screaming “No! I can help them! No! No!” Until finally the energy was spent. The
whole thing had lasted a matter of minutes. There was silence, though I thought I could hear a
muffled sob escape from the chamber. I waited anxiously for her to emerge back into the
sunlight.
She shuffled out, shoulders slouched and wide eyed. She had cried and there was dust on
her clothes and in her hair. I moved to her instinctively and went to put my arm around her in
comfort, but she looked at me and said, “I can’t… I’m too weak.”
328
She turned and walked away, leaving me shrivelled at the mouth of the cave. What had
happened? What had she seen or heard in the Shadow Space? Had she not found the answer
she was seeking? Remembering her face emerging from the shadow of the cave, the darkness
seemed to have multiplied in her, not diminished. And my own hopes – I had brought her
here, I had attested to the positive power of this place – could Heart trust me again? After
being so close, sitting so close to her and offering up my confession – were all my hopes
nothing?
I decided to focus on the task I knew I had to complete in the search for myself.
Understanding finally that I am the whole community, and that I had to keep it together
through knowing each of its members, I set about finding out about my fellows on their own
terms.
The first I spoke to was Wraith, an ancient soul who stood permanently on the brink of
death. He told me about his life and his relationship with the rest of the community, how he
saw himself as the father of us all. When I told him of my revelation and the task I was
undertaking he said I was doing a very noble thing and wished me well.
Others were not so open with me, and some made their distrust of me clear in their
hostility. Some, I could tell, were lying to me, but that was alright, I thought. I wanted to
know them on their own terms, so if they wanted those terms to be lies, that was fine. It
occurred to me that understanding someone through the lies they told was as good as
Odysseus told the most blatant lie. He told me he was on a great journey, though he had
been living in the Republic for many months, had only been away during all that time for a
week, and returned with a great many stories but nothing to show for it. When I pointed this
out to him he retorted, “You know your problem, Pyramid? You don’t understand pleasure.”
Soon after beginning this task, Nimbo paid me a visit. Moon was requesting to see me.
329
“She’s in love with you,” Nimbo said.
“What?” I said.
“Do you love her?” Nimbo asked in her typical direct manner.
“Don’t you dare do anything to hurt her,” she said, pointing out of the door to the
courtyard where I saw Moon sitting with Gaze at the long table.
“You can’t speak to me,” she said. “You have to speak to Gaze. He is doing my listening
for me.”
I looked into Gaze’s eyes which looked back at me blankly. “I’m sorry,” I said again. I
decided not to mention Heart. “But you set me on this epic quest, and I discovered that I can’t
offer my love to just one person. The whole of this community is within me. I need to love
“I will always be thankful to you for helping me to understand myself,” I said. “You will
330
I told her at length about collecting the truths of all the members of the community, about
the lies some of them had told me, and about how I was coming to understand myself better
I thought of the Shadows inside me that had thought to deform the community and
wondered how I could have had so little understanding before, in my grey life. I thought of
Heart and how the Shadows had filled her with terror.
I found Heart weeping in private. I sat beside her, as we had sat the week before when I
confessed to her, and took her hand in mine. I said nothing, but just let her weep softly. The
“Yes,” she said. “I can’t help this community. I made an asylum for broken people but
was not strong enough to keep it from descending further into madness.”
“I thought that the money would be enough, but I don’t have the strength. I am too weak.”
I was taken aback for a moment. I had forgotten that as the Pyramid I had once warned
“I don’t know,” I lied. “I thought she was dangerous,” I corrected myself. “But I know
now that she is filled with terror and dread. She is letting fear guide her. But we can help her.
We can help everyone. They are all in me. I hold them all within me. We can help them,
together.”
“No! You aren’t listening!” She drew her hand away from mine. “I can’t help anyone.”
331
I was silent.
“I have spoken to Mistress,” she said after a moment. “She told me that I must stop
“Then I need to find something else. I need to find something which is actually going to
make me happy.”
I was overwhelmed with sadness. She was in despair. Despair over the community. I
could not blame her for wanting to think instead about herself. Our shared vision for helping
She looked deep into my eyes and I felt my pulse surging beneath my skin. “I’m looking
for something to make me happy. I’m glad it was you who found me, Pyramid.”
I thought back to that evening when I had told mistress of my deepest desire. Had she
delivered it to me now? I felt strange. Undeserving of such a prize. I had been actively
destroying the community in my ignorance. To be given this before I had atoned for my
“I’m not the Pyramid any more,” I found myself saying. “I am the Vortex.”
“I am the whole community. I need to know them to know myself. To help them. I
I looked at her and shook my head. “I don’t know how to give you that.” I grasped both
her hands. “I need to hold this community together,” I said. “Do you understand? Otherwise I
She drew in a sharp breath and stood. I thought I could see fresh tears welling in her eyes.
332
She turned and I watched her as she left the room.
One evening a general meeting of the community was called. It wasn’t often that the Free
were expected to be in one place all at the same time, so I knew it was important. As it turned
out, it was more than simply important, it was wondrous. We sat around the courtyard shaped
The founders stood in the space that was designated as the stage, along with a young
woman with heavy eye makeup, standing proud and confident at the edge of the space.
It was Wine who made the announcement: “It is with greatest pleasure that we welcome a
new member to our community. The shadow which once skulked in the shade has faded
away, transformed and taken flight. Fellow citizens of the free, I present to you, Raven!”
I looked again to the young woman who was now approaching the centre of the space.
Wine had said that the shadow had faded away. Could this woman, so self-assured, be the
student in my class who had never spoken? The one who had believed herself invisible?
Then she spoke in a clear alto voice. The words she spoke confirmed the wonder. They
were the words of the poem Shadow had written in my English class all those months ago.
She had been transformed by the poetry I had facilitated. My heart nearly burst with pride.
But more than this, I realised that real transformation was possible. A glistening shard of
hope – perhaps I too could transform from the Vortex, this confused churning of thoughts,
However, this transformation had a darker side I had not been aware of. Later that
evening I went to speak with Moon, but she greeted me with a look of confusion and asked,
Nimbo explained to me. Moon had performed the final transformation of Shadow into
Raven in exchange for a memory of her past. The memory she had chosen was me. I could
333
not blame her for this. I understood the love she had borne me was too painful to live with. I
felt saddened though, that I had lost something so precious – my guide and mentor.
Soon after this I discovered that Heart had married Voivode. In all likelihood the wedding
had been a sham, some ritual invented by Mistress, but the intention behind it was obviously
real enough. I saw them parading around the grounds of the estate. Voivode was virtually
unrecognisable, no longer the grounded, intelligent man from whom I had sought advice, but
rather given to fits of extreme megalomania, styling himself paradoxically as ‘King of the
Republic’. Heart would follow along with him, happy in his attention and in his arms. I
watched her in her blissful abandon and berated myself for my weakness, wishing it was me
iii.
An, as ever, inspiring conversation with Glass! I was afraid that he would think me
deranged for wanting to change my identity, so I was surprised when he told me that he too
great change, but he told me he was now choosing the identity which had been given to him.
His insight and understanding never fail to overwhelm me! When I explained to him that
I too was seeking a transformation he smiled at me and asked, “What are you transforming
into?”
“Everyone,” I said.
“I’m legion,” I said. Then after a moment’s thought I added, “Or a globe.”
334
“I am Globe,” I repeated.
Glass’s baptism was presided over by Mistress. At the pool, Glass descended naked into
the water and shouted his name to the stars. The beauty of it infected me.
Was Mistress manipulating things or did she really dream about me? What could she
possibly have had to gain? Heart found me and told me that Mistress had dreamt about us –
Heart and me. Mistress’s question returned to me: “What do you want most in the world?”
Was she giving me my deepest desire now? Had she deemed me worthy?
Heart stood before me. Was it anger or pity or sadness or despair or disappointment in her
“Yes,” I said. This was the first honest thing I had said in my life. It felt strangely
The look in her eyes changed. Was it pity or sadness or despair or disappointment or
something else?
“I followed you here,” I said, not sure what these words were intending to express.
Her voice trembled with several of the many possible emotions. “I thought you saw me as
just your student. If I had known before I married Voivode… Why didn’t you tell me?”
She touched my face with her small, soft hand and looked into my eyes.
I heard Gea shouting during the party. That was what alerted me. Her voice was fear and
anger and disgust. She was shouting at Gaze who seemed to be pursuing her.
335
The word Gea was shouting was of particular interest. “Murderer!” She appeared to be
trying to evade him. Out of concern for her, I intervened. I intervened physically, placing my
body, or parts of it (specifically my arm and my leg) between the pursuer and the pursued.
“This man,” Gea said, her voice still raised, “is a murderer.” She moved away quickly
“Yes,” I replied.
So I did.
He told me about the things he had photographed. The destruction. The death. The horror.
He told me how he had to be in the right place at the right time. How he never left this to
chance. How he gathered intelligence on where and when the next day’s carnage would be.
He told me about his rivalry with another photographer, the one who had won all those
awards. About how he had failed to pass on to her the intelligence he had. About how he had
in fact arranged to meet with her in a specific location at a specific time when, he had it on
authority, that location would be obliterated by an air attack. About how her body had been
exhumed from the rubble and her face had appeared on the cover of all the papers, ‘in
memoriam’.
He told me finally about how he perceived the world: populated not with people, but with
336
I listened to all this without comment.
I will admit to feeling disturbed by what Gaze had told me. I was contaminated by him.
His truth was part of me now. I had not imagined such frightening discoveries from what I
believed to be a wholesome and noble task. I wanted to cleanse myself of the memory of
Gaze, to reject his truth. But so long as he was part of the community I had to accept him.
And on his own terms. He had to be included if I hoped to hold the Republic together.
I felt sick.
Perhaps this was the wrong path to follow. Did Gaze deserve to be part of our
Heart was playing, as ever, on my mind. What was the meaning of our last encounter?
She had given herself to Voivode. But was she offering herself as well to me? That
seemed impossible. For all her self-doubt, I knew her to be the purest of souls still. Or I
imagined her to be. I had resigned myself to the project of collecting and containing the
community when she had told me she wanted to live selfishly. Was this purity? Despite my
disappointment at the choices she had made, I still believed she was essentially incorruptible.
My thoughts chased themselves, trying to consume their own tails. I could make no sense
of any of it.
It was with thoughts of Heart, then, that I went once more to the Waters Divine.
The chanting and the warm, saline water enveloped me. I dissipated into it, exploring. My
voice washed into the strange harmonies which echoed in the ceilings.
I lost myself and encountered unfamiliar, alien substances, sounds, visions which, it
337
Arising and finding myself an organic being once more, my sight settled on a face. To be
precise, the face of Odysseus. It was grinning, laughing, glistening. I approached that face,
which I wasn’t surprised to find attached to the body of the very same Odysseus.
The eyes turned on me, glimmered. “That’s right,” the voice said. “You don’t.”
“Alright,” he said. “When the time is right you will be my Hero’s Companion.”
How could I have known it was all for nothing? Could I have predicted that? How could I
The body was not dead. It was very much breathing and beating and doing all manner of
I spoke to the body. But it was Nobody. I touched its hand and it looked at me
A sudden desire to destroy the body seized me, to grasp something blunt and heavy and
There were things that happened, but they seemed so far away. Voivode beheaded a man
with his ceremonial sword. Someone should probably have taken it from him when he went
338
Wraith died, but no-one seemed to notice. He simply left his body and did not return.
I felt these events through an anaesthetic of despair. The community was tearing itself
apart, and me with it. Having no other self than the members of the Republic, I felt myself
fragmenting.
These people lived on, in any case, within me. I had collected their truths.
No one else seemed to notice what was happening on the mountain top, so I struggled up
there myself.
The truth of the one called Voice was the very last I had to collect. Perhaps it was because
Voice was there at the top of the mountain, engaged in some kind of battle with Magician.
It was not a physical fight, but a battle of wills. Something unhuman had possessed Voice.
His eyes were blazing. The look frightened me as he turned to face me. It bespoke murder.
Magician caught his attention again with some words spoken in a strange language. Voice
laughed wildly, goading Magician who had started performing some incantation, presumably
“The Enemy Within,” Magician said, not taking his eyes off Voice for a moment. “Get
I raced back down the mountain to the caves where I found Odysseus regaling a rapt
audience with tales of his travels. I blustered in and stammered my confused version of what
339
Odysseus’s perennial grin disappeared and the glimmer in his eye became steel. He
looked like a different man, suddenly grim and determined. I could see in him suddenly the
“Come on, schoolmaster,” he said. “It’s time for you to taste pleasure.”
I followed him as he strode out into the fury of the sun, the crowd following in our wake.
Magician and Voice were still locked in their mysterious struggle. Magician looked
weaker now, as though he might be overwhelmed at any moment, the force repelling his
Voice swung suddenly around, his eyes burning more wildly than ever.
The Enemy inside Voice seemed to hesitate a moment. It eyed Odysseus suspiciously.
Then it charged. Odysseus was ready, retreating back down the mountain, making for the
Shadow Space. Voice pursued relentlessly. I and the crowd kept our distance.
I followed Odysseus and Voice into the Shadow Space with trepidation. Magician, who
seemed to have regained some strength, and a small group of others came with me, urging me
onward. Before my vision could adjust to the darkness I could hear the scuffling of feet and
“Here is where we must face it,” said Odysseus. “All those who are with me must follow
I followed Odysseus into the small cave along with two others. Voice was backed up
340
“Seal us in, Magician,” Odysseus commanded.
Enemy. We were trapped together, we and The Enemy. By breathing felt shallow and I found
“No need to panic, schoolmaster,” Odysseus said, and produced a pipe from the
adventurer’s pouch on his belt. “The only way to fight this beast is with the pleasure it seeks
to destroy.”
He put the pipe to his lips and lit it with a match. He inhaled deeply three times and
handed the pipe to me. I copied what he had done, inhaling the smoke deeply, and passed the
The effect took hold of me almost instantly. Eyes unfocussed, muscles relaxed, limbs
floated. Some explosion in my brain with the softness of petals. A rain of sparks across my
face and shoulders. And a vision of her. Heart. Smiling her bright smile. And touching me.
Then another voice reverberated through the caverns. “No! I won’t let you do this! You
can’t kill him!” Through the haze I recognized the form of Gea in our midst.
I smiled and sank myself back into Heart. I basked there for as long as time.
Magician.
341
He turned to me sharply. “Fuck off, schoolteacher.”
I backed away.
I joined Magician, walking slowly back down to the domiciles. He smiled at me.
As we reached the domestic caves I stopped Magician. I wanted to speak to him before
Magician nodded. “So long as everyone else is part of you too, you will be alright.
Remember, it is only a small fragment of you. It is not strong enough to take hold on its
own.”
I will never know why Sigmund threw that pistol into the water, and it doesn’t matter.
I don’t know why I decided to retrieve it, and that doesn’t matter either. Perhaps one of
Having collected Voice’s truth, I finally understood something of each member of the
Republic. When I closed my eyes, the vortex I saw moved as though in slow motion. I could
see and acknowledge each tiny fragment of dust flowing in it. It was time to change its form,
Glass once again proved himself the most incredible support in this, organising the whole
ceremony. As it transpired I was just in time. Mistress had undergone her own transformation
into Universe in preparation for her transcendence out of the physical form she had been
342
occupying and back into the unity of the cosmos. My baptism would be one of the goddess’s
We descended to the pool at sunset. I escorted the goddess, and others joined us. All was
suffused with the amber glow of the setting sun. The surface of the water shimmered in it.
The evening was mild and the warm air cocooned me as I removed my clothes. The
Goddess asked me my new name and I whispered it: “Globe.” She invited me to enter the
pool.
My breath was slow and deep and even as I stepped naked down into the water. I lay
back, suspended in the biting cold liquid, so that only my face broke the surface. I looked up
into the vastness of the darkening sky. My mind calmed. The Vortex abated. All was still.
“I am Globe!” I yelled.
I filled my lungs deeply with the sweet soft evening air. “I am Globe!” I bellowed again.
I lay there a while longer. I breathed and listened and wandered with my eyes in the sky
above me. When I shut my eyelids I no longer saw the swirling chaos of the vortex. Instead
the shining dust, each particle a member of my community, moved as though on the surface
I emerged from the water. The goddess smiled at me affectionately and kissed my
343
The gathered assembly applauded and each in turn held my shivering naked frame in an
embrace and kissed my forehead. Their closeness, their touch, the warmth of them, all was
miraculous.
On the way back up the steep path towards the domiciles we encountered Bird-speaker.
She was standing at the brow of the slope, gazing, perhaps listening. I took my leave of the
others and went to speak with her. She seemed startled by my presence, as though her
awareness had been so completely absorbed in whatever she was contemplating that she had
“He knows I’m here,” she said. “Samuel. He sent me a letter. He’s going to come for
me.”
She shook her head. “You’re right. If we give this community a chance…”
She seemed lost again for a moment somewhere beyond the sensible world.
“I don’t see that I have a choice,” I said. “You are part of me.”
For the first time I heard her break into a sincere laugh. The sound of it was soft and
“We’ll all protect you,” I said. My thoughts settled for a second on Sigmund’s pistol,
We walked together towards the courtyard which served as the general meeting space.
There was some commotion. Wine and some others were trying to calm Gea down. Seeing
344
“Oh Pyramid, thank God!” she said. Her breath seemed ragged and shallow. “They’ve
“Oh,” I said. Sadness welled up in me. I turned my attention to the part of myself that was
Voivode and held it for a moment in my mind. It shone as brightly as a star and had the
“Nothing can bring my child back, I can see that now,” she said.
“Yes, always,” said Gea. “But she’s dead. You were helping me see reality. I understand
that now. And I can see it, very clearly. You were right, Pyramid.” She laughed weakly. “I
Some expression crept across her features, as though a light had been extinguished. “I’m
so sorry,” she said, retreating from me and looking defensively at my companions. “I’m so
I looked after her, then turned to Wine and, at a loss for explanation, asked him, “What is
Exploring the globe within me was endlessly fascinating. I watched, handled, felt each of
the bright particles flowing around its orbit. I studied the truths in intimate detail. I
discovered that I could see the world quite differently with each one. Heart’s world was full
of beauty and kindness, while Gothic’s was teeming with drama and grand romantic gestures.
345
I was careful handling Voice’s, out of fear of The Enemy. But there was one I wished I had
avoided altogether.
Seeing with Gaze’s eyes was more frightening than the animal that dwelled inside Voice.
Gaze’s perspective was more like that of a machine – everything a calculation. There was a
glimmer of familiarity in this. And yet again, not. This vision seemed tinged with an
And I saw it plainly. The cool destruction of the community. Everything I was working
He had put together an exhibition of photographs he had taken of the members of the
community. He had intended to present it that evening. I tucked the pistol into my belt and
went to find him at his makeshift gallery in the communal courtyard, where he was busy
“You,” I said.
Gaze turned and grinned at me. “Well well. How are you finding my truth?”
He laughed. “You think I’m a madman, yet I don’t belong among the mad?”
“Why?”
346
“That won’t stop me from destroying you.”
“There are many more copies of these photographs. You won’t be able to find them all.”
I glanced at some of the images on the walls. Members of the Republic. People sitting by
“What I love about photography,” Gaze said, “it’s just the light. It can capture the
objective truth. No feelings. All these poor souls I have captured here, they believe they’re
special. They’ve been cosseted here for months in this madhouse and told that their delusions
are true. You of all people should be able to see that. Collecting their truths!” He laughed. “I
bet that makes for some fun reading. We’re the same, you and me. We see them for what they
are.”
“Ah, yes. You want to be part of it, don’t you? But just think of the fun when they gather
in here, and they see the truth. Not the rubbish they fed you but the plain, objective fact – that
they’re just ordinary people who eat and shit like everyone else. Do you think that Moon or
Nimbo can hold onto their pathetic constructed identities when they see what they actually
look like? How long do you think Magician can hold onto his pretence before he cracks?”
I pulled the pistol from my belt and pointed it straight at Gaze’s heart. He put his hands
Gaze laughed.
347
At that moment the door opened. Through perhaps her own divine providence, Mistress
walked in. But when she saw me, gun extended, she froze.
“My goddess,” I said, not taking my eyes from Gaze, “this man wants to destroy us all.”
“No,” I said.
“He’s quite right,” said Gaze. “I fully intend to destroy you all.”
“What are you talking about?” she said. She was caressing his arm. “You don’t want to
“You’re no goddess,” he said. He grabbed the photograph of her and held it up. “Look.
“No,” she said, all trace of authority drained from her voice.
“No goddess would debase herself to do the things that you’ve done with me,” said Gaze.
“You pathetic –”
I could see Mistress screaming as she tried to pull Gaze up, but the ringing in my ears
silenced everything.
I looked at Gaze slumped in his seat, Mistress weeping on him, and all my organs seized,
and surged, and seized again. He was part of me. Despite everything, he was part of me. I
348
The gunshot must have echoed across the whole complex of caves, because people
suddenly appeared.
Sigmund took the gun from me. “It’s alright!” he said with joy. “I doused this pistol in
I knew at last what I had to do. I had to give her back to herself.
I had spent so many hours contemplating her truth, which was nothing other than pure
love. It was the brightest of all the fragments in my collection. I feared that in letting this
truth go I would lose her forever. What if I were to give it to her but she was unable to
receive it? The loss would be unbearable. I knew, though, that I had to try to make her herself
again.
The shell of Heart sat alone at the dining table outside the cave which served as the
kitchen. She looked so small, staring at nothing, her expression impassive. As I approached,
she looked up at me and an indecisive smile flickered on her lips. I half-hoped she had
recognised me, but her eyes were as vacant as they had been. She was Nobody still.
“Do you think you would recognise your own truth?” I said.
“A part of you lives in me,” I explained. “The old you, the real you. I want you to take it
from me. Look at me. Look into my eyes. You can find yourself in there. You can take back
your truth.”
349
Her eyes met mine. I saw her searching, I brought the fragment of her truth to float at the
surface of my consciousness. Her expression softened when she saw it, her lips parting and
Then something like a bolt of starlight passed between us, from me to her, and she
blinked wildly as though waking from a dream. She began to sob uncontrollably.
Truths.”
“You found me,” she said. “I was lost, but you brought me back.”
She laid her hand on my cheek. Her touch was as soft as the skin of her palm. Then her
hand slid into my hair and she kissed my mouth. It was like a river rushing through my core.
She looked at me with ineffable eyes. “Pyramid –” she said eventually. “Globe. I can’t
explain. I have always loved you. You were always more than my teacher, my friend. But I
Her lips met mine again. That kiss could never last too long, and was over far too soon.
“I want to take you away from here,” she said. “I want to protect you. I’m fearful you’ve
350
“Go away?” I said. “Leave the community?”
“We can’t,” I said. “This is our home. These people, they are me. They are inside me, not
“Sssh, stay calm, stay calm,” she said. She pulled me in close to her. “Please, Pyramid.
“I love you,” she said. “And we were supposed to save all these poor souls. But that’s not
possible, I can’t keep pretending or running away any more. I can at least save you though.”
“Save me?”
I looked at my own hands for a moment and listened to my breath. I looked at her and
nodded.
She kissed me again, but tears were crawling down her cheeks. I held her tightly, all
feelings and sensations incomprehensible. The moment was perfection – she loved me – but
what she wanted seemed impossible. How could she consider leaving the community? My
Nowhere, was there suddenly, emerging from one of the caves. Seeing us wrapped in our
She surrounded us with the billowing sleeves of her kimono. Heart and I were
351
It was easier than I expected, pushing those other parts of me aside to let The Enemy
Within erupt.
It felt good. Conscious but no longer in control. The Enemy had a mind of its own. It
released Heart from my loving embrace and cast around, growling a horrific laugh.
The beast took my body in search of its previous host, Voice, and soon found him sitting
in contemplation in the kitchen. The Enemy revelled in hatred and waves of pleasure
It spoke through me – I was its instrument, though the voice that emerged from me was
unrecognisable. “I’ve come for you,” it snarled at Voice. “Your old master has returned. I’m
Unbidden thoughts of Voice eviscerated arose in me. The joy these images produced
appalled me. I was afraid suddenly. What had been liberating was now frightening. The
destructive potential I felt and could not control. I wanted to take myself back, but the
Voice rose abruptly and grabbed my forehead, his thumb and fingers at my temples. “You
cannot take this man,” he yelled at The Enemy. He drove me backwards and out into the
night air. He cried for help, and suddenly many hands were upon me, restraining me. They
dragged me away, up the steep slope to the Shadow Space. The Enemy struggled and
My body was forced to the ground and laid out supine. Dust billowed up where The
I was relieved to see Magician’s face above me. His lips were moving and he was looking
directly into my eyes. He was addressing me, not The Enemy. “Remember yourself,” he was
saying. “Use the community. The truths you have within you. Remember the power you
have.”
352
I searched inwardly, as I had in the Waters Divine. I saw all those now faintly glowing
fragments, scattered like stars in the space within me, and at their centre the fiercely burning
rock that was The Enemy. Using all my will, I gathered them, sending my energy inward
until the dust particles shone as brightly as suns, forming a sphere around the blazing ember
and overwhelming it. The beast was smothered, and I returned to myself. I stopped my body
from struggling. The hands which restrained me softened their grip. My breathing was deep
and heavy. Magician smiled down at me and nodded. “Well done,” he said.
The hands released me as Heart jostled between their owners and embraced me once
more.
“You don’t have to,” she said. “I will stay here and protect you for as long as I have to.”
It was difficult to comprehend what Gea and Comrade did. More particularly it was
difficult to comprehend why. I felt the shock of it as if one of my own organs had taken
An audience was gathered in the courtyard, awaiting the performance of a play. Gea and
Comrade rushed unexpectedly onto the stage. People started muttering in confusion.
“Is this part of the performance?” someone called out from the crowd.
“My name is Tanel Pikssoo,” said Comrade, “and I am leaving this community!”
“You’re all crazy!” Gea added. “Can’t you see? You’re all crazy!”
They turned and fled out of the gates, into the grey world beyond.
353
There was silence for a moment before someone jeered, “Good riddance to you both!”
Wine took the stage and announced, “From this day, Gea and Comrade shall be exiled
from the Republic! They shall no longer be welcome within these walls. No-one shall speak
I was saddened and angry. I sought out those parts of me that were Gea and Comrade, but
found that I could not bear to touch them. Their truths glowed sluggishly, a putrid grey light.
“Wait,” I said. “They are not gone. I collected their truths. They still live with me. If they
Raven came forwards. “Come and fly with me,” she said. “We’ll drop those traitors and
Though I had hoped to help Gea, it felt proper that she be exiled along with Comrade. She
had renounced the Republic and denied her name. Even so, I felt a pang of regret as I sent
I don’t know why I kept the part of me which was Gaze, why I didn’t expel it along with
Gea and Comrade. Perhaps because it burned so brightly still inside me.
I handled it only occasionally and always with great caution. But sometimes I thought I
heard it whisper to me in my moments of quiet contemplation: “You see these people. You
know what this is. You could blow this whole charade apart.”
Once the exorcism was complete and Raven returned me to the ground, the crowd
applauded.
Then began a great celebration. The community was pure and unified – I held their minds
and Heart, their souls. Together we made the community whole. We looked on as they all
354
cheered and drank and played – Magician, Wine, Glass, Raven and the others. And I could
Then Heart embraced me, kissed me softly on the mouth and started swaying gently to the
music. She whispered to me, “Are you happy?” and I answered, “Yes.” We were dancing at
the centre of our Republic, at the centre of the universe. And I knew that it would last forever.
355