The Forbidden History

“And all should cry, Beware! Beware!
His flashing eyes, his floating hair!
Weave a circle around him thrice,
And close your eyes with holy dread,
For he on honey-dew hath fed,
And drunk the milk of Paradise.”
– Samuel Taylor Coleridge, Kubla Khan, c. 1797-98

Zamek Czocha a.k.a. St. Theodora’s College. Photo by Anoisina spoušť.

There are tales that demand to be told, and some tales that resist it to the utmost. Sometimes, they are the same tale, which is often how I feel about my larp stories. It’s why I never wrote about my Just a Little Lovin’ experience, for instance. I feel that though the experience has been intensely personal for me, it is not entirely my story to tell. It has been intensely personal for many people, and their experiences are not only not mine but also often wildly different, even if we have played a close relationship. A story I tell can only be my story, and often this limitation has kept me quiet. It feels too much like infringing on someone else’s subjective experience, like raising my voice over the voices of others. I do not want to do that. On another level, these often lead to introspection and self-doubt – I said the wrong thing here, I should have escalated there. This can be crippling. As I begin this, I do not know if I will ever press “Publish”.

But, dammit, sometimes the story is just too damn good not to try.

So, earlier this month, I woke up on a Monday morning, looking ahead to a week of nothing in particular. Then I looked at Facebook, and there was a post that The Forbidden History was looking for a Professor to replace a cancellation, if you could just haul your ass to the game site in time. Which was two days hence. In Poland.

For a bit of necessary background, The Forbidden History was something I was aware of. Run now the second time, it was a larp based on Donna Tartt’s The Secret History, one of my absolute favourite novels. It is a sprawling, baroque work that, among other things, features what I consider one of the finest scenes in all of English literature where the protagonist makes friends by demonstrating his knowledge of the Ancient Greek locative case. In the words of one of my former professors, it makes my little philological heart go pitter-pat. Moreover, some friends had already courted me to sign up the month previously at Knutepunkt in Oslo.

So, obviously, I did the responsible adult thing and checked flights before contacting the organizers and securing my place.

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St. Theodora’s College

“This other Eden, demi-paradise,
This fortress built by Nature for her self
Against infection and the hand of war,
This happy breed of men, this little world […]”
– William Shakespeare, Richard II, 1595

The setting was 1986, and the school was called St. Theodora’s. It was liberal in arts and social mores, conservative in everything else, a safe haven against discrimination and prejudice yet locked in the Victorian era with its curriculum and structure. The school was split into two tracks, Classical and Modern, with the latter being an innovation so recent we were about to graduate our first Seniors come spring. Classical had subjects like Philosophy, Ancient Greek, Assyriology, Egyptology, and Drama, while the Modern had Rhetorics, Applied Ethics, Literature, Poetry, History, and so on. Students who wished to pick from the other track were relegated to taking extracurricular classes.

The year of the game was somewhat arbitrary, and as far as I could tell mostly picked because a) it would remove mobile phones from the historical context and b) it was the year Donna Tartt graduated from Bennington, on which she based the Hampden College of The Secret History.

Overlooking the Cavendish Hall. Photo by Anoisina spoušť.

St. Theodora’s anachronistic acceptance towards minorities was explained in the backstory as Theodora being an illustriously self-sacrificing woman who masqueraded as a monk was only found out after her passing. Amusingly, in the real world, the Eastern Orthodox Church also recognizes a Saint Theodora, better known as Empress Theodora of Byzantium. One of the major contemporary sources on her is a book written by Procopius, Ἀπόκρυφη Ἱστορία, commonly translated in English as… The Secret History. I do not know if this was intentional from the writers, but I like to think it was. [Edit May 18 2022: It has been brought to my attention that the Saint Theodora of St. Theodora’s College is another actual Orthodox saint called Theodora of Alexandria. But I still think that The Secret History thing is cool.]

St. Theodora’s open-mindedness was also about art, and passion. It was an environment where we could be freely passionate about art, without being thought strange, or mocked. We wrote, recited, and discussed poetry. We studied Lord Byron, and debated the merits of Tennyson, discussed what Shelley meant, read Cavafy, and asserted that Larkin’s “This Be the Verse” was inspired by his own experiences at St. Theodora’s. When I got back, a friend commented that it sounded pretentious, but it was precisely not that. It was entirely in earnest, untainted by irony (except maybe the Larkin bit). That love of beauty and learning was the kernel of truth in our fiction.

Our college was housed, once again, in Czocha Castle, a venue I have larped at before, and which I literally had to escape in March 2020 when borders started closing. It was one of the reasons I could jump at the opportunity. I have been there a number of times already and there was an element of routine to the travel logistics – this time slightly disrupted by the introduction of the new Berlin Brandenburg Airport, which is an affront to Hermes.

Let Me Tell You About My Character

“Mad, bad, and dangerous to know.”
– Lady Caroline Lamb, about Lord Byron, c. 1812

As the spot was a cancellation, I received a character that I probably would not have, had I filled out the casting form myself. Professor Dale Merrington was in some ways very far outside my comfort zone – dude had more intimate contacts than my entire previous larp history combined, including the guy in a polycule at JaLL – and in some ways so close to home that my partner, looking at a paragraph of his 11-page character brief, said to me “So you’re playing yourself?”

The man himself. Photo by Zachytit ten moment / Míša Portychová.

Fortunately, it was not one of the awful bits, just a sad one. Professor Merrington was a bisexual man in 1986 (AIDS was specifically noted not to be a theme in the game), living at St. Theodora’s College because he could openly be what he was and still retain his job. Also, he was incapable of forming lasting relationships, and filled the gaping hole in his soul by having meaningless affairs with students. There was more than a bit of Lord Byron in him. He was manipulative and remorseless, and the damage he may have caused his students was inconsequential – they came for four years, and then they would leave, and never cross his path again.

Also, the good Professor’s discipline was Philosophy of Science and I had to give a total of seven lessons in three days.

While I have been described as well-read and my personal library is the envy of many, when it comes to philosophy of science, I am an idiot child. In most larps this would not have been a problem, but in The Forbidden History, there was an expectation of actual lessons. The other professor players not only all had actual expertise in their characters’ fields but had also had time to prepare.

But hey, I had two days, no problem. So, while I was organizing my travel logistics, packing, reading up on the game materials, talking with my contacts, and figuring out my props, I also took the opportunity to read up on A Very Short Introduction to Philosophy of Science. Of course, as my calm Monday morning had metamorphosed into the frantic last days before a larp, I could not actually retain any of what I had read.

To give an idea of how high-strung I was… I wear an activity bracelet. It measures my heart rate and counts my steps and if I reach a set activity goal during the day, it buzzes and stuff. Usually, it takes me about 10-12 000 steps to reach the goal. On that Monday, my activity was 188% with only 4 500 steps and without leaving my apartment. This gives an idea of where my heart rate was.

Fortunately, my travel itinerary afforded me the opportunity to pick the brains of wiser larpers, some of whom had played the first run. Another thing I had going for me was that I had taught at Czocha before. There’s an art to teaching in a larp, and it’s far less about pedagogics than it is about facilitating play.

It also helps that everyone else is there to pretend you have your shit together. Mostly, I discussed basic epistemology and scientific method, but we also had an interesting discussion on Harry Frankfurt’s On Bullshit. I would only characterize my extracurricular class as a failure, and that was because I tried to bite off more than I could chew and go over some actual science. Fortunately, as I was there dying in front of the students, I had the power to interrupt my own torment and dismiss the class early.

Professors Merrington and Northbroke trying to not break up. Photo by Anoisina spoušť.

Teaching was easily the smaller challenge that Professor Merrington presented me. As noted, he could be a complete monster. This is difficult for me to play at the best of times, let alone with a two-day prep time. I am not particularly good at dredging up the darkness from the bottom of the soul and finding the headspace for intentional cruelty is tough. Of course, beyond the comfort zone is where the magic happens, and I did push myself.

The flipside of the Professor was that in the teachers’ lounge he had actual friendships and potential for a real relationship, complete with a triangle drama. The Professor of Rhetorics was an old boyfriend, Professor of Music the one that got away, and Professor of Applied Ethics an old friend and partner in crime.

Anecdotes and War Stories

“Poetry is the spontaneous overflow of powerful feelings: it takes its origin from emotion recollected in tranquillity.”
– William Wordsworth, Lyrical Ballads, 1798

The set of the stage at the start of the larp was that the midterm exams were just over, and everyone’s grades had been posted in the hall, and Knock Night was approaching. The Knock Night, of course, was the time when the secret societies of St. Theodora’s College would induct new members from among the freshmen and the sophomores. The secret societies were a whole big thing, something that happened in the shadows and was not spoken of or acknowledged in public. There was no conflict or interaction between them. They were self-contained, and did their own thing behind closed, often secret doors. Suffice it to say that the one Professor Merrington was in could be described “abusive Neoplatonic psychodrama self-actualization society with lovebombing”. There was also a highlight moment during the final evening when a group of us professors were advising a student about her opportunities in life after St. Theodora’s, and discussed Yale, and someone mentioned Skull and Bones, and we all burst out with mocking laughter. It was a moment of humour among peers united by the common secret that we all had a secret from the others.

The Professors. Photo by Anoisina spoušť.

At the start, the professors were grousing about the shortcomings of their classes in the teachers’ lounge, while the students were… I do not know what the students were doing, I was at the teachers’ lounge. There was port. (A Czocha teachers’ lounge always has port.)

It was the typical “year of events in four days” type of turbocharged experience. Over the larp, Professor Merrington was rejected, jilted, and coldly dumped by three different paramours, and still he ended up dancing the waltz with his old flame, Professor Francis Northbroke, at the Masque on the final night, and they had their happy ending. First time I had played a same-sex relationship, actually.

There was a night of drinks and poetry with Merrington’s mentee students, the Poetry Circle. Troubled youths, not the least bit helped by Professor having slept with two of them and treating the rest as puzzle boxes to be opened or projects to be remoulded in his own image. But we had a good time, writing poetry and reciting verse, with one memorable enactment of John Wilmot’s “The Imperfect Enjoyment”, and a running joke of erotic poetry about salad.

I played a double role, too. A few weeks before the larp, a friend who had courted me for the game needed a photo for the yearbook for his character’s dead brother. Anything for a friend. This became a small issue when it was realized I would be joining the staff, but with a bit of facial grooming and a different set of glasses as well as instructions for everyone else not to play on the coincidental similarity between Professor Merrington and poor Everett Larsen-Howoll fixed that. Of course, the dead student was also a plot point I could not touch at all lest it immediately devolve into metahumour.

Right on the bloody front page, too. Photo by Jukka Särkijärvi.

But I cannot tell everything. Memory fades and twists, some stories are too intimate for public consumption (in keeping with the source material, there were at least two incest plots), and others would bore the dear reader. I will leave you with this one, perfect moment of comedy.

Scene: classroom, day. The class has just concluded and the students have filed away but for one, staying behind with the Professor.

Student: “Professor, my grade from the midterm was so low. How could I ever raise it? Is there something I could do for you? I am willing to do anything you’d like.”

Professor, seeing where this is going: “Miss, that is not how this works. First, you work hard, and apply yourself, and raise your grade. Then, and only then, can we look at… extracurricular activities. Now, please deliver me a thousand words on the state of epistemology before and after the Age of Enlightenment by Monday.”

Later in the lounge: “We cannot go around fucking the underachieving! We have standards to maintain!”

It was a good larp. Perhaps even great larp, but I did not get as much out of it as I should have. There’s a yearning in me, a feeling that there’s still something left there for me at St. Theodora’s. For days after the larp, I found myself having to restrain myself from reaching out and touching people, and wondering why everyone wears so little tweed, missing that community of the mind and the people who existed for mere days.

We were all awful people, but we were beautiful, and we wrote poetry, and it mattered.


Complete photo galleries:

Anoisina spoušť, general picture gallery

Zachytit ten moment / Míša Portychová, black and white photos

Zachytit ten moment / Míša Portychová, colour photos

Zachytit ten moment / Míša Portychová, portrait gallery

Featured image by Anoisina spoušť.

Playing ALIEN, or, How I TPK’d the Entire Party

The ALIEN Roleplaying Game came out in 2019 from Fria Ligan. It was a bit of a surprise – on one hand, it felt like a likely very expensive, major license, but on the other, there was also the feeling that the more recent, very unfortunate movies had kinda killed interest in it. Certainly, I felt like that Alien’s very specific mode of survival horror in space was perhaps too narrow a frame to support the classical approach of putting out a big rulebook, adventures, sourcebooks, and an introductory boxed set. That’s the stuff you want in a long campaign, but long campaigns imply characters stay alive. This is Alien. People don’t do that here.

However, Fria Ligan makes quality stuff, so when the opportunity came to play, I jumped on it. Also, it’s not as though there’s anything else to do these days than play roleplaying games online.

We played the Starter Set’s introductory adventure Chariot of the Gods. The venue was Foundry VTT, where you can buy modules with all the necessary stuff already set up. I find it helps getting used to a new system when the VTT does half the work for you and tells if your roll was a success or a failure. Voice and video we got through Discord. Playing virtually also had the crucial advantage that we could send secret messages to the Game Mother without the other players seeing us pass notes, which can be a very important part of ALIEN.

ALIEN uses Fria Ligan’s house ruleset, the Year Zero Engine, used in Mutant: Year Zero, Tales from the Loop, and the rest. Basically, you roll a pool of six-siders and sixes are successes. Failure is very common, which fits some games better than others. It fits ALIENs desperate survival horror very well.

The following, of course, will have SPOILERS for Chariot of the Gods. Proceed at your own risk.

ALIEN has two game modes, Cinematic and Campaign Play. Campaign Play is exactly what it sounds like, while the Cinematic mode has pre-written adventures with pregenerated characters, each with their own secret agendas. They’re long enough for a one-shot or a mini-campaign, and at least Chariot of the Gods lived admirably up to the “Cinematic”. The first session, our approach on a derelict ship in the dark between the stars, our exploration of its frozen corridors and disused laboratories, was straight out of the movies. Of course, this was also because that’s what we as players were there to do, so that’s how we played it. The characters were archetypical and easy to fall into – the crew of the Nostromo, basically.

We also observed a shift in style in the later sessions. After we had explored the ship, the fear of the unknown dissipated, and once we had fought some monsters and discovered them to be dangerous but killable, we went from playing Alien to playing Aliens, as it were.

The scenario also had an act structure, which governed the characters’ secret agendas that shifted as the situation escalated. Some of the goals were mutually exclusive and drove player-versus-player conflict. The corporate liaison, for instance, is pretty much Burke from Aliens. Oh, and one of the PCs is a secret android (because of course there is a secret android!) whose Act III agenda was to kill everyone who knows too much and stop any xenomorph crap from reaching Earth. Which I then proceeded to do. I think that was the first time I’ve effected a Total Party Kill from a player position. And it was total, since after shooting the corporate liaison and putting the other two crewmembers in cryostasis, I started the ship’s self-destruct sequence. No survivors, great game.

It was interesting to play a game that not only allowed lethal player-versus-player conflict, but was also designed to spark it. The Cinematic modules are such self-contained stories that they can allow for frequent PC death. There are also plenty of NPCs that can serve as replacement characters, and Story Points carry with the player and aren’t lost when your space trucker gets disembowelled by something that came out of the air duct.

One thing I am not entirely certain about was how the android worked in the narrative from the viewpoint of the other players, because our debrief was very brief indeed. From my point of view, it worked well, because I knew all along that my character was a synthetic, with double sets of agendas. For the other players, it just suddenly turned out in the third act that the roughneck Cham isn’t Cham at all but a synthetic, and then he shot Wilson and told his name was really Lucas, and then the story was suddenly over. I think there was little in the way of foreshadowing, apart from some players having realized that one of us must be a secret android because this is ALIEN and there’s always a secret android.

I think ALIEN also somehow redeems Prometheus and Alien: Covenant. I do not think they are good movies (to be frank, I think they should’ve quit after Aliens). However, Prometheus has a mythological gravity to its setting. While it doesn’t really work in the context of the previous films in the franchise and feels like Ridley Scott pulled it out of his hat, the ALIEN Roleplaying Game uses that mythological aspect to great effect and synthesizes it with the bug-hunting marines and space truckers of the original movies. Your crew may be just working joes hauling stuff from one colony to another for a paycheck, but they are doing it across the awful majesty of deep space. You might be a down-to-earth colonist on the final frontier, just wanting to make a living, but that earth is not yours. There are terrible secrets at the edges of the galaxy older than life on Earth, and they do not want to be discovered. Alien didn’t need to ask the question of why the xenomorphs exist, it just needed to have them there so hijinks could ensue. Prometheus… also really didn’t need to ask that question, but it did, and that’s why we have a setting to explore. I’m not sure we had that before Prometheus. Certainly the previous attempt at making an RPG of the franchise flopped hard. Then, the 1991 Aliens Adventure Game was also based on the ruleset of Phoenix Command, so it was never destined to widespread appeal.

I kinda want to run this myself, now. The idea of a longer campaign appeals to me less and I am already running three of those, but a series of adventures in the Cinematic mode, with conflicting character agendas, chaos, carnage, and few survivors, sounds just great.

Odysseus, Part II: War Stories

This is the second half of my Odysseus larp report. For Part I, see here.

The first post covered the basics of Odysseus, which I will not repeat here. In this post, I talk about my personal experience and the story arc of my character. This is by necessity a narrow perspective. The game had 312 players over three runs. The text reflects my experience and is neither meant to nor can it invalidate someone else’s.

This will be very long. Grab a drink or something.

It was a very large game and different character groups had completely different experiences to a greater degree than I’ve seen even in larger larps. I have no idea what it is the engineers actually did, didn’t understand the depth of medbay’s work until I saw the photos of them pulling parasites from someone’s arm, only heard about the Zodiac crime organization after the game, and so on.

You don’t see this on House. Photo by Mira Strengell.

Protector Jardan of the Velians

My character was Mission Commander Jardan (to the EOC), or Protector Jardan (to their own people). They were a leader of the Velian character group. In postgame conversations the Velians have been described as “space elves”, “space hippies”, and “hippie space elves”, but really none of these are good analogies (though I am reliably informed that their spiritual leader, the Guardian, was indeed “Space Jesus”). I’m not sure there is a good analogy. While you could make a case for bits of the Velians being inspired by certain sci-fi and real-world cultures, they’re more or less their own thing. There’s maybe a dash of Star Trek’s Vulcans in there. They were an offshoot of humanity dwelling on the inhospitable planet Velian in a single city built by an ancient alien species, covered by an energy dome that made the environment liveable. Their science and technology were far beyond what the EOC had, though they did not have spaceships.

Their society was basically a kind of spiritual gerontocracy, with the oldest members of the Protector caste forming a ruling council known as the One Percent. Other castes were Healers, Shields, Sentinels, Ambassadors, Mechanics, Labourers, and so on. Technically above the Protectors was The Guardian, the mysterious figure who was not quite a god, but maintained the dome. The Guardian was an alien, which the Velians knew and would be revealed to the rest of ESS Odysseus during the game.

Because city-sized environment domes don’t make population growth a great idea, they had adopted the lawfully-mandated practice of using implants that suppressed romantic feelings or lust, and procreation was clinical, controlled, and performed with extracted genetic matter and womb tanks with no need for physical attraction or messy coitus. In a workshop before the game, we also agreed that Velians would always refer to each other as “they”. To them, gender mattered little.

We started our game stranded on Velian with some EOC crew, in a blackbox. You can see the blue he/him pronoun pins on Jardan in the centre and Commander Rowen on the right. Photo by Mira Strengell.

As a note on design, we were all given unobtrusive pronoun pins to go with our name tags. During the workshops we had out-of-character name tags. During the game, military characters had their names on their uniforms, while civilians had ID cards that it was recommended we wear visibly. Their design was not entirely ideal since the type was fairly small and I couldn’t always read the name even when I was talking to the person. Fortunately, I have a pretty good memory for larp character names – except for the Velians, some of which I never managed to memorise.

Protector Jardan was old. At 68, they were the second-oldest character in the larp after The Guardian, who was an alien being so old that age became meaningless. They were also a member of the One Percent. Jardan was very much a traditionalist, set in their ways, and as much of an authoritarian as the consensus-political system allowed. Their faith in The Guardian was deep, and they were Jardan’s only confidant. Jardan was rather like a distant father to his people, especially during the game when his entire peer group had just died.

The Waiting Game

As the game began, the energy dome on Velian had been shrinking. The One Percent had concealed this from the people of Velian to avoid mass panic, but finally, rather too late, sought to evacuate the planet. Jardan had been the leader of the delegation and had been off-planet to negotiate for aid with the EOC when the dome finally did collapse, coincidentally at the same time as the Machines attacked the EOC. They started the game stranded back on Velian with the remnants of two different EOC naval crews and the last survivors of Velian, in an ancient spaceship whose life support systems were functional but hours away from breaking under the strain. (Long story.)

The ship was a large classroom that’d serve as the offgame sleeping area once we were done using it. As is visible in the photo below, it was rather more symbolic than the rest of the larp’s set design, with school furniture, and mattresses on the floor. The lighting did a lot, though.

A Velian standoff. Photo by Santtu Pajukanta.

The first five or six hours of our game were about fixing the communications systems so a distress call could be sent, boosting the life support what little we could, talking with one another, and waiting.

Jardan was overjoyed to discover that The Guardian had survived, and crushed to find out that these few survivors were all that was left of the thousand strong people of Velian. Entire castes had been wiped out. The only other member of the One Percent who still lived was Protector Omyr, who had survived grievous radiation burns.

I only realized around the time they were on their deathbed around three hours in that they were an NPC that was scripted to die. Down to 16.

Goodbye, Protector Omyr. Photo by Santtu Pajukanta.

The engineers figured out the technology and the medics tried to patch up everyone. We were all dinged up so bad that the start of our game got slightly delayed because everyone needed to get their wounds and injuries on. It was not a bad delay since it did not affect the game of anyone but us and we still got a good six hours of frustration and waiting before getting rescued. The design was purposefully such that we got on the edge as the life support ticked down.

Finally, rescue arrived, in the form of a team of gung-ho Marines and a cowboy shuttle pilot from ESS Odysseus. Six at a time, we were shepherded onto the shuttle and taken up to the ship. In practice, we were hustled out of the room, out of the side door of the school, into a van tricked out as the shuttle, and driven by some route to another door that led to the hangar bay. At this point, I fell entirely out of character. The dimly lit classroom had been nice and everything, but it was also very recognisably a classroom, and now we were getting a taste of the 360° illusion and high production values. I was grateful for my hood, because it could conceal that I was grinning like an idiot during the entire drive. We then went through the airlock and entered the Odysseus.

It was already late so there wasn’t much of a welcoming committee. Those needing medical attention (which, to be frank, was all of us, but there’s minor scrapes and then there’s severe radiation sickness) were taken to the medbay, we met Quartermaster Hayakawa and had our details taken so we could be issued ID cards, and around the time Doctor Peters called time of death on Researcher Fide, I realized we had another scripted NPC. Down to 15.

It was a beautiful ceremony. Photo by Mira Strengell.

We’d hashed out a decently complex memorial ritual for the dead in the workshops. Turns out there was a good reason. It was performed at least three times during the game.

Here, I had one of those moments. I do not, as a general thing, cry on demand, and it takes quite a bit of psyching up for me to produce tears. When the realisation hit Jardan that Velian was a dead world and they shouldered part of the blame, I did not cry. When Protector Omyr passed, I did not cry. When Researcher Fide lay there dead on the medical table, I did not cry.

And then, when at the lowest priority for medical attention, the scrapes on my hands were being cleaned, I figured “this would sting”, and that’s when my face started leaking full force. I played it as a collapse of Jardan’s leaderly reserve now that the immediate crisis was over and he could relax for a moment.

Cogs in the System

Odysseus’s nature as a clockwork larp soon became evident. The EOC characters all basically had their duties already set, either officially in one of the crew positions or unofficially as politicians or criminals or whatnot. The Velians came to this from the outside, and our first order of business was to get into the mesh. That was my priority as a leader both in and out of character – to get eyes and ears everywhere as well as prove to the EOC that we could pull our weight, and to get people play, respectively – and we very smoothly got our warriors into the Marines, the pilot into the cockpit, the physicians into the medbay, one person into Engineering and us political types into… position-type things. There was a lot of politics going on that Jardan took one look at, decided they were so far out of their depth they did not know which way was up, and delegated it to the Ambassadors. The one position they operated in was the War Council.

Shield Tarai and Protector Jardan having a serious conversation. They were all serious conversations. Photo by Mira Strengell.

The core experience of my game ended up being the burden of leadership, in trying to hold together the Velian group and find a way to keep their culture alive with fifteen people, many of them excitable youngsters. We also had the issue of the implants running out of power and the younger Velians feeling an entirely new spectrum of emotion, which Jardan disapproved of, especially in the middle of a crisis. I’ve never had so many conversations about procreation.

The other part of this was negotiating a place for Velians in the social, legal, and political structure of the fleet, which also involved keeping up The Guardian’s sacrosanct status. Velians were an independent nation, not citizens or subjects of the EOC, but we were all in the same boat now and had to move fast to get some security.

The Guardian, delivering an object lesson in appearing cryptic. Photo by Mira Strengell.

Of course, The Guardian’s true identity as an alien was one of the big secrets of the larp, and the narrative function of a secret is to be revealed. When the chips came down and orders came from up the hierarchy to get their medical information, the Odysseus crew was just too damn nice for that to happen. It was actually the Quartermaster of the Odysseus who came up with the idea of mocking up an innocent-looking dummy medical profile for The Guardian and running that up the flagpole to the Galaxy Commander, by dint of martial law the effective head of all humanity. This was called Operation Mushroom – “keep them in the dark and feed them shit”. Of course, the secret had to out eventually, but nobody got shot over it, despite all my strident invoking of 500-year-old cultural taboos and blasphemy.

Of course, keeping alive a culture of 15 people is not a goal destined for success, which was something Protector Jardan came to understand during the game. Though they counselled their people to adapt, Jardan realised they did not have the capability for it themselves, and in delegating responsibility, they made himself less and less indispensable to the Velians. Thus, when they were dragged from the deathbed of Aid Naethan to a meeting looking for volunteers to embark on a suicide mission and destroy the Machine mothership – which The Guardian was an important part of – the decision to stand up and take one for the team came very naturally.

Morituri vos salutant. At the microphone on the right, Captain Zeya Cook of ESS Odysseus. Photo by Santtu Pajukanta.

I’d never died in a larp before.

My last fifteen minutes of the game were sitting aboard ESS Starcaller, operating an alien cloaking device that allowed us to approach the mothership so we could blow up it up with an explosive device we had on board. Though there were pilots, a scientist and some Marines on board, we were a microcosm of five volunteers, paralysed by the machine, sharing stories and talking about mortality.

There was one of those perfect moments right at the end, when the countdown was already running. I’d been pressing the button on the cloaking device for fifteen minutes, and the situation was tense, so I was pressing it rather hard, and my hand began to shake. Opposite me, fellow volunteer Kerrie Ray asked: “Sir, are you alright?”

With a wan smile, my melancholic reply was drowned out by cockpit chatter and swallowed by the explosion: “No, I’m dying.”

We sat together in silence until the end of the game, listening to the cheers of the pilots coming back to the hangar. There may have been crying.

Trading Lives

There was a lot of dying, and a lot of that dying was some variety of suicide. The character of Tristan Fukui, the secret android and XO of the Atlantis, was scripted to space herself and come back. There was a suicide bombing whose circumstances I am somewhat unclear on. And then there was the last journey of the ESS Starcaller, a kamikaze mission to take out the enemy. We were not aware that taking out the mothership and the paranoid AI would, in addition to the Machines, kill every android on board.

The suicide mission was not the only possible end scenario, though it was the one that all three runs ended up with. According to the organisers, the other two possibilities were for the Odysseus to run and leave the fleet behind to be destroyed by the Machines, or take the mothership on in a straight fight and lose. While communicating with the AI was possible, success through diplomacy wasn’t in the cards. The AI, you see, had a bunch of human minds inside it so it knew how humans are. Odysseus’s image of humanity is a bleak one.

Before we embarked on our final journey, there was a scene where us volunteers took the stage, and The Guardian revealed their face to the whole ship, and gave a speech about what it was we were going to do: give our lives to end an intelligent species so that our own might live. The core message was that this was the endpoint of consistent failure of societies to live up to their own ideals. This was what fucking up looked like. “When you tell this story to your children, do not omit the mistakes, for it is there that the lessons lie.”

While we were flying out for our date with destiny, the civilians aboard Odysseus could watch the events unfolding on the large screen. As the mothership exploded, the androids died, and the final photographs of the larp paint a mournful picture.

Communications Specialist Ziva Callahan, the only known android at the beginning of the game. Photo by Tuomas Puikkonen.

Tristan Fukui collapsing. Photo by Tuomas Puikkonen.

Mourning Doctor Pearson. Photo by Mira Strengell.

Odysseus was never going to have a happy ending, and it was the greater work of art for it.


The Game Masters have published a blog post explaining larger story design decisions and spelling out a great deal of the background stories. It is very useful for context, and the “Final Words” section is vitally important.

These posts owe a great debt to the photography team of the second international run of Odysseus: Tuomas Puikkonen, Mira Strengell, Santtu Pajukanta, Ami Koiranen, and Henry Söderlund. I am deeply grateful that they have donated their time and skills to preserve glimpses of the magic.

Their full galleries can be found at larpkuvat.fi. The galleries of Ami Koiranen and Henry Söderlund are not yet public at the time of this publishing, but once they are, I may return to this post to edit in a few more appropriate shots. They captured their own share of gold.

Thanks also to Ninni Aalto for proofreading the first, vastly less coherent version of this text, and providing many helpful suggestions.

Header image by Mira Strengell.

College of Wizardry: The Challenge

Last month, a couple of weeks before embarking on my trip to play Cabaret, I was at a very different larp, in Poland. Some of you may remember my exploits at College of Wizardry 10 last year. This was more of the same, with a twist. Whereas most College of Wizardry games are about the beginning of the term at the magic college – or in some cases, the midterm exams – The Challenge lifted its concept from Harry Potter and the Goblet of Fire. Three colleges of wizardry had been invited to test their mettle against one another, to foster cross-cultural cooperation, and engage in hijinks, shenanigans, and skulduggery.

One of the photosets for The Challenge was released the evening before Cabaret. Talk about tonal whiplash.

The Red Trio, being totally serious. Photo by Iulian Dinu / Dziobak Larp Studios.

The three colleges were the Czocha College of Witchcraft and Wizardry, the setting of the main College of Wizardry games, Nibelungen Universität für Magische Bildung und Studien (or NIMBUS among friends), the school for the German-language spinoff, and New World Magischola, the North American college from the larp series of the same name. NIMBUS was the host school and the game was played at the Kliczków Castle in Poland. NIMBUS itself is located in an indeterminate place but probably somewhere in the Harz Mountains of Germany. The colleges all have five different Houses for students, but there is variation in the paths of the students and the subjects taught.

This was the first run of The Challenge. While my CoW experience was the tenth run of the series and there was a certain routine to the proceedings, this one hadn’t been tested out yet. I see myself as a fairly ideal player for a first run of something like this, because I will let a lot of stuff slide before allowing it to impact my game, and it takes a lot to stress me out. Not that a lot of the design issues were even visible to me until after the game. The Challenge was a good game and a great experience, but there’s work to be done yet.

Voodoo and Top Hats

This is where I talk about my character. I’m still not gonna buy you a drink.

My character this time around was Étienne Rabasse, a third-year artificier from Lakay Laveau, one of the houses of New World Magischola. I figured that this was pretty much my only chance for a very long time to get to play a NWM student, so I went for it.

Étienne Rabasse and distant cousin Dárjá Rosenrot, played by my mother. Photo by Iulian Dinu / Dziobak Larp Studios.

I’d originally signed up for an organizer-written character, but especially the NWM writing team took their time, the majority of players had chosen to write their own characters, and the fairly recognizable popcultural touchstones of Lakay Laveau had started working in my mind, so I finally mailed the lead writer that I’d be creating my own character.

Lakay Laveau is named after its founder Marie Laveau, an actual historical person, who was known as the Voodoo Queen of New Orleans. So I did some reading on New Orleans and the relevant history. Learning from my experience at CoW10, I went for something more outgoing, vocal, and outspoken than Charles Duke had been. I decided Étienne would be more or less a nice person and entirely unconcerned with anyone’s blood status, partly because I knew I’d get enough of that particular theme at Cabaret. He ended up rather what I imagine to be the archetypical Lakay Laveau.

Among my prep, I also put in a lot of hours working on an accent for Étienne, using YouTube videos. I have a knack for accents, but they’re hard. I usually affect a British Received Pronunciation, sometimes Standard American English. Étienne, though, was from the South, and not only the South, from New Orleans, which has a very specific local accent.

It’s also hideously difficult. I don’t know what the specific process for learning an accent is for actors, but at least they get to practice their lines beforehand. To pull off an accent at a larp, you need to be able to dress it on whatever topics emerge in conversation. Dialects are even harder, because you need to be able to use words outside your own active vocabulary spontaneously. Étienne, in the end, spoke with a generic Southern accent that I’m pretty sure hit most states south of the Mason-Dixon at one point or another. No “y’alls”, some French but less than I had planned.

Meet the Press

The regular College of Wizardry has its student clubs – the A.R.M., the W.A.N.D., the Basement Beer Brigade, the Dueling Club, and whatnot. The Challenge had just three: Marconi’s Mumbling Masters, the Devil’s Dealers, and the Snifflers. The first was the radio and the announcers, the second was the bookies and black marketers, and the last one was the staff of The Challenge Chronicle newspaper. Every student was sorted into one of these.

We originally agreed on an editorial triumvirate, with one editor from each school. Étienne was the NWM editor, and I ended up doing most of the work on the paper. If the concept was to produce a newspaper during the Challenge, well, isn’t that the same as a conzine? The execution was simple. I brought in my laptop that I’d prepared with a user account for the Snifflers that would keep anyone away from basically anything that wasn’t the Chronicle’s files. It was always on with the layout file for the next issue open, so anyone on staff – or hell, outside of it but that never happened – could wander in and type up a story at their leisure. At certain times I’d have the accumulated stuff printed out at the GM room – one page, sometimes two.

Spectating the duels. Photo by Ewan Munro.

I ended up doing most of the work. This is not an indictment of anyone else. It’s a big game, there’s lots of stuff going on, challenges and personal plotlines and everything, and it takes a certain mentality to go in the middle of the game to a quiet room and make up a column’s worth of stuff. Especially if English is not one’s first language. Me, I think this is fun, and it also served as character content when Étienne ceased to be a neutral and objective observer and took a political position after a public execution.

We did have a selection of filler material created before the game, but in the end none of it was used and everything that got printed was written during play. There was no shortage of interesting stuff to report on.

As a side note, the issue criticizing the execution was out within the hour. I’m a bit proud of that. Also, “I need to get the morning issue printed” was an excellent justification for getting a hall pass and wandering around after curfew. And if I mentioned in my CoW10 writeup that I wrote more stuff than during actual college courses, I’m pretty sure I outdid my output here.

The issues of The Challenge Chronicle, which are probably not interesting to anyone who wasn’t at the game, are available for download.

The Game Itself

I’m not going to go into a detailed account of everything. The game had something like 140 players, so there was a lot going on pretty much at all times. There were the obligatory rituals at night (we did one at the gazebo! it was awesome!), and werewolves, and vampires, and there was a lot of duelling, and drama, and the most mind-boggling wedding. One of my few regrets is that I didn’t have the time to cover it for The Challenge Chronicle.

And then there was the core of the thing, the actual challenges, the tasks we were given. The game of it. The winning.

In classic CoW, there is of course the House Cup and the race for House Points, but it’s not the main goal of the game, or at least doesn’t need to be. It’s perfectly legitimate not to give a damn about points and do your thing, deductions be damned. You can play to lose. In The Challenge, there’s less alibi for that since the characters are there as the school team, the students picked for their skill, talent, motivation or mystical and hard-to-define protagonistiness to represent their alma mater. When you’re there for the tournament, it’s hard to not care about the tournament.

So, playing to lose gets harder to justify to the character, and to the game. You play to win. This is something I feel should be reflected in the design of the challenges.

For the record, I have no knowledge of how the challenges were designed. Some of them were created by the organizers and most by the staff players. Most of the challenges worked well for me and I had great fun.

The duellist Daniel Fabel. Étienne was a fan. Photo by Ewan Munro.

There were a couple of places, though, where I felt that the rule that the target or recipient of a spell gets to decide its effect intersected badly with the goal to win, and the situation looked like the player of an opposing school had the opportunity to screw you over for points. I am merely commenting on the optics of the situation, not that anyone would have consciously done so. It was especially troublesome when the spell isn’t simple, like an attack spell – reacting to breakaleggio in the appropriate manner is easy. The duelling challenge worked fine and was a great show besides. However, dropping into a complex emotional situation is really hard, and while I do have trust in the judge players, it was not obvious or transparent how the challenge was scored.

Mostly, though? Great fun. There were ball games, in and out of the swimming pool! There was a scavenger hunt! There were riddles (which I sucked at)! There were a number of ethical challenges, and one about wandmaking, and one about potion mixing.

Incidentally, the House Cup also made an appearance at The Challenge. Since there were a total of fifteen Houses present and giving each one a common room of their own would have been silly, they were lumped up into five Trios, with one House from each school, who then acted as one to score points in the Collaboration Cup.

Conclusions

Yeah, I had fun. Now at my second CoW, I had a far better idea of how to play to catch plotlines and get into cool things. Yeah, I would go again, especially since of all the castles Dziobak Larp Studios uses, this is by far the shortest trip for me. There were some design issues, but nothing game-ruining and nothing that wasn’t fixable. The food was good, from the point of view of someone with no dietary limitations. I would also like to see how The Challenge would work with the over 200 players it was designed for.

Doing the newspaper was interesting. It’s something I would be interested in revisiting in larp, either at a CoW game or somewhere else entirely. I may pitch an article on the topic for next year’s Knutebook.

Oh, and I also discovered how to get the photographer’s attention: wear a cool hat.

Photo by Iulian Dinu / Dziobak Larp Studios.

Cabaret – The Musical Larp

This past Saturday, I took a leap out of my comfort zone and played at Cabaret. It was a musical larp, based on the musical of the same name. The setting was The Silhouette, the city was Berlin, and the year was 1933.

At this point it probably behooves me to mention that this post is going to deal with the same very heavy and unfortunately current themes as the original musical – the rise of the Nazis, and persecution of Jews, Roma, gender and sexual minorities, and the political Left. Just so you’re warned. Cabaret was not a happy larp. There were moments of comedy, sure, but at least my experience of it was a study of one of history’s greatest tragedies on the level of the individual.

I will also be using the word “diegetic” a lot. It’s a term yoinked by larp researchers from film and theatre studies and I am greatly amused I get to use it simultaneously in both contexts. Basically, it means that which is true in the world of the story. The classic example is background music. For example, in The Temple of Doom, Willie Scott’s opening act singing at the restaurant is diegetic. It’s her job and the other characters present enjoy the show. In contrast, when Indy and co. fly over the Himalayas, they’re not really doing so to the tune of the iconic John Williams theme, nor is there a bright red line being actually drawn across China. These are non-diegetic.

This is not a review, more like an analytical description and utterly biased observation of the larp as I experienced it. It’s also going to be really long since this is the only venue where I get to write as long as I want. Oh, and there’s gonna be spoilers. This may be relevant, since the game script is a thing you can ask for to produce yourself. This was not the first run of Cabaret, and I would not hope that it was the last. The below is solely a reflection of my own experience and my own game, and should not be taken as the view or experience of the designers or any other player, except for certain points made about the Nazis which I am given to understand were, indeed, intentional.

As a final warning, I’m gonna be talking about my character.

Though the larp was based on the musical, it was not slavish about it: the club was different, the date was two years later, and though certain characters had clear models in the source material, there were no familiar characters walking around.

The comments are moderated.

The Concept

The basic idea is simple: take a larp and mash in elements of the stage musical. It’s not the first time this has been done: Åbo by Night was a Vampire larp in a karaoke bar, the Russians have done stuff with songs as documented in States of Play, my very first larp experience included singing, the list goes on.

There were three different types of musical number: there were the meta-songs, which were non-diegetic musical numbers. The player would take the stage and belt out a song they’d practiced and prepared that would somehow express their character’s inner conflict. What our characters would witness would not be that character, who might be the 60-year-old landlady with no reason to be on stage, singing a song that likely would not even be composed for another 70 years, but an undefined musical act with the same emotional and thematic content. Basically, how most musicals operate. Everyone understands that in the story, Javert and Jean Valjean are not facing off in a song battle and that even if the Phantom did deliver his threats in verse, Monsieurs Firmin et André didn’t sing them out as they read them. It’s metaphor.

Then there were the stage shows, performed by a troupe of players who’d invested a lot of time and energy to practicing them. These were used to structure the larp and ground it in the source material. They were mostly drawn from Cabaret, except for one piece that had been adapted from Chicago. These existed as we saw them in the world of the game. The characters performing them were the singers and dancers of The Silhouette club, and it was their job to perform them.

Finally, there were the act-ending big pieces, which we all sang together. The first and the last were non-diegetic, while the second segued from a stage piece, was diegetic, and utterly chilling.

The performances were extensively workshopped on the game day. Indeed, there was a great deal of pre-game workshopping, around five hours of it, excluding breaks for food. This included figuring out the meta-numbers, getting to know the people in our social circles and practicing some safety techniques to escalate and de-escalate situations. Cabaret is the most extensively workshopped larp I have played, though I understand that four or five hours is not uncommon when it comes to the heavier and more complex Nordic games. To note: this was only my tenth larp.

The other part of the core concept is that it’s set in a drag club in Nazi Germany.

The Background

Cabaret the larp was adapted from Cabaret the musical, adapted from the play I Am a Camera, adapted from the novel Goodbye to Berlin. The novel was Christopher Isherwood’s semi-autobiographical account of his time in Berlin in the early 1930s, and was published in 1939. It’s somewhat distant from what eventually won an Oscar – for one thing, Isherwood’s self-insert character exists only as a passive observer in the book. “I am a camera”, he describes himself on the first page. In the stage musical, he’s Cliff Bradshaw, who has agency, who acts. Then, by that time Isherwood’s homosexuality was far less of a scandal.

Between the Imperial Germany of WW1 and the Third Reich, 1918-1933, Germany was the Weimar Republic. Weimar was a very liberal state with liberal policies. Berlin had a vibrant cultural scene and cabaret culture. Though (I think) homosexual acts were still criminal, the laws were largely not enforced. Magnus Hirschfeld’s Institute of Sex Research pioneered sexological research and advocated for women’s emancipation, sex education, contraception, and social acceptance of homosexual and transgender people.

As the curtains go up for Cabaret, that’s just about over. The date is the 10th of May, 1933. In 1929, the Wall Street Crash hit Germany hard, creating mass unemployment, widespread dissatisfaction and political unrest, paving the way for a populist, nationalist movement. Adolf Hitler has taken office in January 1933. The Reichstag went up in flames on the 27th of February. There’s a crackdown on cultural venues, and most cabarets are closed. The first of the concentration camps was opened in Dachau on the 22nd of March and promptly filled with members of the banned Communist Party. Around the same time, the Enabling Act was passed, allowing Hitler and his cabinet to bypass the Reichstag and the President in passing even unconstitutional laws. On April 26th, Hermann Göring signed a paper creating the Gestapo. On May 6th, the German Student Union, by this point in time an organization nearly synonymous with the National Socialist German Students’ League, raided the Institute of Sex Research and carried away their library and archives.

On the 10th of May, that library, along with works by Jewish, pacifist, or otherwise “degenerate” or “anti-German” authors was burned in great bonfires on the streets. Smoke darkens the skies of Berlin as a crowd of cultural workers, prostitutes, criminals, Nazis, homosexuals, singers, dancers, businessmen and intelligentsia gather for one more night of entertainment at The Silhouette.

It was a moment of uncertainty. This was six years before war would break out and Hitler hadn’t been in power for six months. Communism was a more than just a bogeyman, the USSR was right there, and was rightly considered a thing to fear. The horrors of the Holocaust would have been unthinkable. Although people were already leaving the country in self-imposed exile, street violence was commonplace and minorities were openly persecuted, nobody knew how far it would go before the end. Things had been happening quickly and folk were still reeling.

My Role in All This

Marcel Scholz, owner of The Silhouette. Pre-game photo
© Joel Höglund.

The characters were two or three pages long, name, history, contacts, social groups. Some room for players to fill in gaps. They were and also remain public, so you can go check them out yourself.

My character (no I’m not buying you a drink) was Marcel Scholz, second son of a wealthy Berlin lawyer and a Frenchwoman. He was the prodigal son, spending a lot of time in the universities of France and England, studying art, history, literature, architecture, the classics, and also the wine houses, theatres, and pubs. He’d finally been called home and given a cabaret to run by his father who had acquired it after its former owners went bankrupt, and told to make himself useful. To everyone’s surprise, he did.

At 36 he was old enough to have been adult during the Great War, but was also privileged enough not to have seen action or heard a shot fired in anger. This also meant that his university years fell in the 1920s, the age of prosperity and ballyhoo, the era when F. Scott and Zelda Fitzgerald, Ernest Hemingway, and all the rest were hanging out in Paris, while J.R.R. Tolkien and C.S. Lewis were both beginning their teaching careers at Oxford. I was amused to realize this and took it as an excuse to go through some period classics.

As the stage was set, The Silhouette was one of the last, if not the last cabaret open in Berlin, and that only because his patrons included some prominent Party officials and because he had removed some of the more outré acts, like the drag queen La Scala. Because of a last minute player drop-out from the performers, he had also recently pulled a Romani dancer from the stage under pressure from the Powers That Be.

The Silhouette was also financially in dire straits, and he was receiving pushback from the old patrons for his artistic compromises and pulling in the Nazi crowd. There was a possible investor showing up tonight, though, which was nice.

The Story

Nice, my ass.

This is the bit with the spoilers, by the way.

The first act was the soft start. We mingled in the cabaret, met our contacts, kindled the plotlines written in our characters. Marcel’s lover Anastasia introduced him to Mr Moneybags, Anthony Brown, who was looking for investment opportunities in Berlin. He also had to go an explain his decision to exclude Esmeralda from tonight’s act in the dressing rooms, which was immensely uncomfortable. And then there was my meta-song.

It bombed, horribly. It was the worst crash and burn I’ve had on stage since third grade. I was nervous, lost the plot of the song about halfway through, and fled backstage, shaking like a leaf. It was utterly mortifying. Fortunately, some other players reached out, brought me water and helped me bounce back. Additionally, it fit my character so well that a few players didn’t realize it wasn’t planned. Finally, it was pretty much the best spot in the larp for that to happen. There’d already been one song and I didn’t get to set the tone for the evening, and another player’s meta-song came right after me and the audience wasn’t given time to dwell on it. It was horrible at the time, but not the end of the world, and though it left me rattled, I think I managed to draw upon the emotion in my later game.

I’m still happy “Gonna Build a Mountain” isn’t the kind of song I’m likely to hear on the radio by accident. I ran into another player’s meta-song, “Hard Time”, at a shop the next day and was hit with all the feels.

It certainly did set the tone of the later game, when the Nazi footmen began to commit violent acts in the shadows during the second act, beating up Anastasia over something she had written. Anastasia’s father made the executive decision to leave with her daughter to London. Marcel was upbraided by Perle Sommer, an old customer, over his artistic compromises, and came to realize that while he had been rationalizing his actions as a way to ensure the continuity of the club and provide employment and a refuge for his friends and workers, he had in fact committed a graver crime than bad art and invited in the Nazis to prey on them. The second act had me in tears on multiple occasions.

And then there was the closing number of the second act.

What they’d done was take “Cell Block Tango” from Chicago and rewritten it so that instead of the murderers, it gave voice to the victims of the Nazis – a homosexual, a Jew. The Romani singer had been pulled from the act, her chair on the stage was pointedly in the front row, draped with a scarf, and her verse was not sung, the other singers just staring at the audience, accusing.

Then, it was interrupted by the Nazis, and “Tomorrow Belongs to Me”. And Anastasia turned to Marcel, whispering “I’m Jewish.”

As the song went on, those loyal to the regime joined in first, and then one by one, everybody else, lest they be pegged as dissidents and subversives. Targets. It was an intense scene, and I cannot do it justice with my words. It was the same kind of demonstration of strength and demand for loyalty, demand to join in, as in the clip from the film, except not gentled by the subtlety of the camera. It was brutal, blunt, aggressive.

It also basically settled Marcel’s endgame. There was no way The Silhouette was going to stay open anyway, so in the third act he made his plans to head to London with Anastasia, who made the unorthodox move of proposing to him. He accepted. When, expectedly, people came to twist his arm and force him to sell his share in the club, he acquiesced, sad and angry but also aware he was letting go of a failing business and could rebuild elsewhere. He sold it off for less than the price of its glassware, said his thanks and farewells to the staff, and was at the door the moment the final song, “What I Did for Love”, started playing.

It was a very neat dramatic arc, which I think is my first in a larp. It was all also disgustingly convenient for Marcel, so in his epilogue he got killed during the London Blitz.

(As a side note, when I ran the numbers for the price he was paid, 200 Reichsmarks, I discovered it was actually the equivalent of a few thousand of today’s euros when adjusted for inflation and probably worth even more than that when adjusted for cost of living. But that’s ultimately irrelevant for the purposes of the scene as it played out.)

“Swastikas, everywhere!”

Not really. They were forbidden, and not just because there was a photographer present and there’s some pictures you don’t want floating around removed from context. The second reason was that the organizers attempted to recreate the atmosphere before anyone knew what the Nazis would be capable of, and thought that having overt Nazi symbolism would detract from that. Personally, I thought it worked. Also, not having the Nazi characters with visual tags on them meant that you couldn’t lump them together or mentally other them. You had to keep tabs on individuals – people, with names, histories, likes and dislikes. The point I am making here is not about humanizing the Nazis. Really. Fuck those guys. It’s more to note that they were not a faceless throng of stormtroopers who marched out fully-formed from a barracks. Actual people, brutalized by an ideology.

It was also a study in how dissension was silenced, and how much easier it is to hunker down, mind your own business, and attract no attention. After all, I was not a Communist, or a trade unionist, or Jew. How, when everyone around you repeats the same things as truth, it’s so easy to go “yeah, maybe it is like that and those folks are to blame”. Tribalism, the lies that our genetic heritage or cultural rituals make us somehow superior to those other people down south.

For Marcel, though, there wasn’t really much of a choice. The “Cell Block Tango” in the script meant that he’d decided to speak out, and since he was already an educated man of the world, it was not a hard decision to pull up stakes and skip town.

And it’s relevant, today. It’s frightfully topical. On the day we played the larp, a Finnish government party elected as their new chairman a person I have no qualms calling a fascist, who’s on record for racism, homophobia, and the kind of violent fantasizing that makes poorly-socialized 14-year-olds particularly unpleasant company. During the writing of this post over the past couple of days, we’ve seen some well-choreographed political theatre play him into leading a stump party in the opposition, but this was not an event that should ever have occurred.

I don’t know if I’ve mentioned it here, but over the past couple of years, the whole Nazi thing in entertainment media has grown stale to me. They’re enough on the news already, and not the kind you can get rid of by aligning the crosshairs and pressing Mouse Left. I rather hope things will never escalate to the point where that’s necessary. There’s also the issue of the present-day Nazi movements co-opting the imagery of even anti-Nazi material, such as American History X and… Cabaret. There is a very good video essay by Lindsay Ellis about this very topic which I recommend to everyone and not just because then I don’t have to repeat its content here.

Larp as a medium avoids the issues inherent in a blockbuster movie, though, since it is ephemeral and (usually) doesn’t leave you anything to replay to your friends, the audience is strongly self-selecting to begin with, and it does not support either mass consumption or passive consumption, certain Danish-Polish productions arguably notwithstanding. To get anything out of it, you must engage with the material on its own – and its designer’s – terms. There may not be such a thing as an anti-war film, but an anti-war larp is certainly a thing.

There is also the pitfall of trivializing the horror of what happened or the experiences of the victims of the Nazi regime. I realize that as a straight, white guy who wasn’t alive when it happened, who probably could’ve coped in the Third Reich just fine, since the kind of diagnosis I’ve got probably wasn’t in the books in the 30s and 40s, and whose country was kinda allied with Germany, I am the last person who gets to make this call, but I think Cabaret avoided that.

Conclusions

Do I feel like I have a greater understanding of history? Well… kinda? But that’s what you get when you do historical research for a larp or otherwise. I don’t feel like specifically the experience of being Marcel Scholz imparted me any greater understanding about life in 1933. Indeed, he was probably very 21st-century, even in the context of the liberal alibi provided by the Berlin cabaret. For one thing, I’m Finnish middle class. I don’t get antisemitism. I have no cultural touchstone, no context beyond history books for it. It would take a lot of reading to get into the headspace of someone in the 1930s who grew up in Central Europe at an era when blood libel was still a thing and the Nazis inundated the media with anti-Jewish propaganda. It’s also really not a headspace I feel a particular need to occupy and while there’s a time and a place for historical accuracy about the nuances of prejudice, I’m not sure it was this.

Cabaret was an harrowing, intense experience. I would not describe it as “fun”. Indeed, there were fewer comedic moments in my game than in the film. Rather than smiling, I spent more time in tears or on their verge. It was, however, a rewarding and satisfying experience, and far too topical in that way that makes certain uncomfortable pieces of art necessary.

College of Wizardry 10, or, “I want to go back”

Last Monday, I returned home from the larp College of Wizardry, tenth of its name. Physically, at least. Mentally, I haven’t yet, not really. Emotionally… time will tell.

If the concept is not familiar, CoW is a Harry Potter -inspired larp for 135 players, played at Czocha Castle in Poland and organized by the primarily Polish-Danish team Dziobak Larp Studios. Unlike the boarding school of Hogwarts, the Czocha College of Witchcraft and Wizardry is a university-level institution, where the students are adults and have already graduated from one magic school. Not Hogwarts, though – the CoW larp series started out as a Harry Potter spinoff, but the serial numbers were filed off after the third game. The family resemblances remain, but it is its own thing.

First thing out of the way, when I say “Czocha Castle”, I really mean castle. It was built in the 14th century, is accessed by a bridge, and features both dungeons and secret passages. Like, actual secret passages. While at least one of them is dead obvious by the marks on the floor in front of the bookcase, I cannot get over how cool it is to move a bookshelf to reveal a stone staircase beyond.

The characters are both staff and students – Headmaster, professors, janitor, and juniors, sophomores and seniors. The students are sorted into five Houses. There’s the coldly intellectual and ruthlessly pragmatic Faust, the tight-knit and secretive Molin, the diplomatic and honourable Sendivogius, the artistic and bohemian Libussa1, and Durentius, whose motto is “valour and diligence” but who are really the party house.

The game is set at the beginning of term, starting with the students marching over the bridge into the castle on Thursday evening and ending with the Grand Opening Ball on Saturday night. In between, there’s two full schooldays, a few student parties, the Sorting Ceremony, and lots of drama, relationships, duels, and demon summoning. As students do.

Staff and Students, Living and Dead

The characters are handled differently from what I am used to in Finnish larps. We had the option of either writing up a character ourselves or taking a prewritten one. I opted for the latter because I was aware of constraints on my time, and because I wanted to see how they’re executed. The character was formed of a series of elements. There was their unique background and personality bit – in my character’s case, his mother was from an old and respected Hexblood family, but had married a Mundaneborn, which my character resented and had moved to his grandparents as soon as it was possible – and a number of boilerplate elements like House, what school he’d gone to before coming to Czocha, what was his year of studies, an extracurricular club, and his Path. The paths were Artificer, Healer, Guardian, Curse Breaker, Cryptozoologist. All of the material except House, year, and Path were just suggestions that you could edit, adapt, discard and change at will.

Charles Duke. No smiling.

Charles Duke. No smiling.

The characters were written to be gender-neutral, with a first name initial and a surname. It is thus that Charles Duke, Sophomore of House Faust, student of the Guardian Path, graduate of Stenøya Trolldom Akademiet, and member in good standing of the Alliance for Reclaiming Magic, was born.

Some readers may have twigged on to what was not included in the above – contacts. Those you had to figure out for yourself, and for the avid player, there was ample pre-game available online in the formation of relationships, friendships, acquisition of friends and enemies. People used Facebook, Google+ hangouts, Google Docs, and a special social networking site set up just for the larp, Czochabook.

Or then you could just skip that and show up at the larp. There were pre-game workshops for Path and House, where we figured out a bunch of contacts, how we think about one another, and generally who’s who and what’s what. This worked to a degree, though it’s still on the player to figure out what they want to do in the game and come up with plot. This is not a bug as such, just how the system works. It’s also entirely possible to go through the game just attending class and playing a student in as close to an everyday life it’s possible to have in a school for witchards. There’s also the race for the Czocha Cup and the acquisition of House Points, which offers additional structure and motivation to attend classes, answer the Professor’s questions, do homework and generally come up with stuff. It’s of course up to your character whether they care about all that. Mine was ambivalent; House Faust had won the past six House Cups, and Charles thought such a long streak would breed resentment in the other Houses and complacency in Faust, which would weaken them all as well as the whole of Czocha, where his deepest loyalty lay.

Learn from Your Elders and Learn from Your Peers

So, how’d it go for me? It was a learning experience. Point one: I should’ve engaged in the pre-game. I had a lot of real life going on and deadlines up the wazoo and back again, but I should’ve squeezed in something. The thing is, Charles was written as a kind of a dick. He was Hexist – that is, prejudiced against those with Mundane blood – hated werewolves, and was active in the A.R.M., which was the conservative political club. Additionally, he was House Faust, who have more than a little of the Slytherin in their DNA. Just showing up and playing a dick is problematic, because if everyone else’s character thinks your character is the online comment thread in the flesh, they have no motivation to drag you along into wacky student hijinks, and a lot of your game is going to be brooding in the corner. To my mind, it would’ve required preparing some contacts, both for like-minded characters and a few with a history of mutual antagonism just to keep things interesting. In the end, Charles was much less of a dick than I’d figured him; traditionalist, conservative, utterly humourless, polite and formal.

Another reason to do the pre-game would’ve been to get a better feel for who the character is before being thrown into his shoes and forced me to prepare with more depth. I could’ve figured out the elements which I needed to jettison earlier, and generally been farther along in the process of developing Charles into a person by the time I needed to embody him. Having a history tied to people at the school would have made me answer quite a few more “whys” of his past and personality than I did.

I did have one contact set up before the game; my mother played Assistant Professor Laura Ulfred, my character’s aunt, but we had very little contact during the game beyond her threatening to dock House Faust points if I did not ask my date for one more dance during the Grand Ball, fifteen minutes before the Book of Points was closed for the evening.

House Faust, incidentally, won the House Cup by one point, 536 points vs. Libussa’s 535. The victory was made of the Faust’s Fireball Dragons victory, so many extracurricular activities, homework essays, clever answers and questions in class, trespasses we got away with and such small moments. That one point made it special. Everything we did mattered.

One thing about having a game with so many players is the variety of experience. My genre was comic fantasy, to the point of being harassed with a cube-shaped rooster named Cockblock. I’m reasonably sure that was the experience most players had (comic fantasy, not Cockblock – though that bird got around). However, there were also dark, tragic, and even epic plotlines played out. Two characters died on Saturday night. I think there is room for it all as long as the plots are inclusive. The original source material gets both dark and epic at times, occasionally at the same time.

Magic Will Flow Through Your Hands and Your Heart

So, witchard school. Lots of magic thrown around. Magic in a larp is always slightly tricky since you can code a spaceship navigation system, you can simulate beating people up by beating people up, and you drugs can be so realistic people will wonder for years afterwards what they actually were, but magic doesn’t exist in the real world. Hence, the need for rules. In College of Wizardry, they were delightfully elegant: the target decides what the spell does. Most of the characters were still students and students’ spells didn’t always work as intended. It was always helpful to inform the recipient what you were trying to accomplish, like “Imma set your hair on fire, you werewolf-lover! FUEGO!” This rule was coupled with the aesthetic of “Play to Lose” – it’s more collaborative and usually gets you better story. Of course, this was more or less only relevant when dealing with attack spells, like in duel situations. My character wasn’t so much as threatened with violence, though did end up witnessing a very dramatic one between the gentlemen Rayford Elton and Raiden Grim.

Most of the spells cast were during class, mostly testing stuff on one another. This ranged from summoning the spirits of the dead inside one’s classmates to prank spells like “vox animalis”. There was also a chapter on common basic spells in the student handbook. The Czocha College of Witchcraft and Wizardry Student Handbook, incidentally, is a 559-page faux-leatherbound book that was included in the price of the ticket. It’s also available as a free PDF, as is the Von Schlichtwald Grand Bestiary. There’s also the out-of-character Book of College of Wizardry 4-6, which is a work of documentation. I know they are working on a series of other CoW books, both in- and out-of-character. For a bibliophile such as I, this is a very exciting game.

Reading them was by no means necessary to play, though it did deepen the experience. Still, out of the six teachers Charles had, two noted that the book was useless and one declared it should be burned. The fourth, Professor of Alchemy, on Friday mentioned he hadn’t actually read what the book said about alchemy. The following day, he had studied it and said it was actually quite good, but we should not feel bound by the printed word, so how about each of you pass this book around, tear out a page, and burn it on a candle.

The classes were a big part of the game. While you could skip them (and I did, once) without losing points, they were very entertaining. In Demonology, we summoned spirits of mischief and interrogated angels. In Necromancy, we summoned the spirits of the dead. In Mind Magic, we first simulated different fears and the second day, to offset the heaviness, Professor Nikandros had drinks and prank spells for everyone.

Oh, and in physical education we did knife blocking techniques. The second day, Professor Ikonomopoulos graded the bruises.

Two points for Faust.

Two points for Faust.

You know you’re in it when your sparring partner is the only guy in class who had separate gym clothes2.

Of course, there was also homework. I am fairly sure I have written less material for real-life college courses than I did during College of Wizardry. My favourite was an essay about consent and mind magic.

Listen to the Tide of the Centuries

We also summoned so many demons. There was an excellent NPC system in place. If you needed NPCs, like summoned demons, angels, visiting parents, investigating Guardians, drunk alumni, or harpies, you could go into the NPC room, explain what you needed, what kind of scene it was for, when, and where, and then you’d get the appropriate NPC in the appropriate time and place to do its NPC thing. The results were impressive. So. Many. Demons.

On the topic of drunk alumni, there was an interesting cultural difference to how alcohol is handled in Finnish larps, where in my experience it’s typically “not until the afterparty” or at least strongly limited. Here it was “bar’s open after the classes” and afterwards some of the teacher players remarked that this was the first time the teacher’s lounge wasn’t a drinking club. I didn’t see any disruption because of drunken players. We were all there to larp rather than get liquored up. Some did sleep a little late but that may also have been due to past-curfew rituals in the dungeon. Faustians, I would note, were generally early risers3.

In general, apart from some kitchen hiccups and a certain confusion about our bus from Tegel Airport, the game was extraordinarily well organized. Stuff that needed to happen happened. Information was delivered. When schedules shifted, as they sometimes did, new ones were distributed with such smoothness I barely registered anything had happened. Conveniently, in the setting, magic was not incompatible with technology and I could carry a mobile phone with me. A lot of stuff ran on schedule and knowing the time was important.

Raise Your Wand to What Lies Ahead

Three days is a long time to live in the skin of another person. You discover stuff about them. For instance, Charles was a much less terrible dancer than I am. The game also stuck around for a while, and the morning after I’d returned I first spoke to my girlfriend in English before realizing I’m not in the castle anymore. For a couple of days, I couldn’t really accomplish much beyond gluing myself to the Facebook groups and going “I want back” in Google+ Hangouts. Straight off the plane, it was hard to relate to non-players. This text is already my fourth longer piece about the game, and there’s a fifth one coming, maybe even a sixth.

There’s something magical about the whole experience. I wouldn’t necessarily call it bleed since my character had the emotional range of a dead cod, but afterwards I had all the feels. There’s a sense of community, a feeling of shared experience. Together, we created stories. We made friends. Hearing the Hymn of Czocha, sung both at the beginning and the very end of the game, makes me misty-eyed.

Whether Charles Duke will be returning to Czocha is still up in the air. I think there’s still a good story in him, and it is not dependent on really any other specific characters from CoW10 being present. I might go for a midterm game with him. For another term-starter, perhaps something else. We shall see.

I know that I am returning. The 11th and 12th games are sold out, but the rest of next year’s lineup will be released on December 16th. It may not be cheap, but I like eating noodles.

stuff


1 I only figured it out now. Libussa was founded by the mythical hero Libuše, who founded Prague. IN BOHEMIA.

2 As a point of order, we did a brief OOC negotiation on how hard we’re going to play this and concluded “let’s just do this”. The same repeated on Saturday with another player, on whom I had both reach and weight, but who happened to have self-defence training. I limped for half the larp.

3 Leading to the breakfast table exchange “Why are all the Faustians up so early?” “It’s the nightmares.” My best line in the game and I don’t think anybody even heard it with everybody else talking. Oh well.

Ropecon 2015: End of an Era

Last month, from 15th through 17th of May, was Ropecon 2015. This is not the usual time for Ropecon, but our venerable venue Dipoli went under renovations after the con. It will be turned from a conference centre into offices. Ropecon 2015 was the last convention ever held in what used to be the best conference centre in the Nordic countries.

It was our 18th time at Dipoli, and my 19th Ropecon. My schedule was light, since my main things were judging the scenario competition, which was done before the convention, and organizing Pathfinder Society, which was done way before the convention. I also had one scheduled game, but for some reason I’d put it in the Sunday morning death slot, when everybody wants to sleep late. This time even moreso, since the preceding evening was the Last Night in Dipoli. There were a lot of sunrise shots from the beach on my Facebook feed in the morning.

Me, I spent most of the convention catching up with friends, watching some panels, and on Sunday, taking a lot of photos on my mobile and putting them on Facebook, reminiscing about the good times and bad jokes we’ve had in that building. They say it was designed by the Great Cthulhu, and that there are no straight angles in the building (false, the upstairs rooms 21-26 are all rectangular). It’s an architectural masterwork by Reima & Raija Pietilä.

In eighteen years, Ropecon has had time to grow into the shape of the venue. Next year we’re at the Helsinki Fair Centre, same place we’re trying to get the Worldcon. We’ll see how that goes.

Here, then, some memories of Ropecon.

Room 25

Room 26

Here’s Room 26, one of the upstairs rooms, the second-largest of our program rooms. There are five of them, and numbers 25 and 26 are big enough to be used for lectures. The rest are gaming rooms. Room 25 was also where I first took the stage and talked into a microphone at Ropecon. That was back in 2007, when my first book Roolipelikirja was released. It was co-written with Kaj Sotala. Heidi Westerlund (Säynevirta, as of last month) interviewed, Jaakko Stenros (PhD, as of last month) tore us a new one in his review in Roolipelaaja. I would surmise people have come upon the scene in less controversial ways, but I persisted, started writing for Roolipelaaja myself, and today count all the people involved good friends.

Room 22

Room 22

There’s a weirdass loft in Room 22. I do not know what its original purpose was. The ceiling is too low for you to be able to comfortably stand up there, the stairs are very narrow, and it’s actually fairly small. One year, I think around 2010, some kids locked themselves inside to get drunk and scribble on the walls. We were not amused.

Room 22 was used for a variety of purposes. At one point, it was occupied by Arkenstone Publishing. Then it was used as the game demo area for playtesting and new releases. A year or two into my tenure as the Master of Game Masters, it was turned over to tabletop role-players, and stayed as a gaming room until the end.

James Edward Raggi IV, at Kaubamaja

James Edward Raggi IV, at Kaubamaja

Continuing down the 20’s corridor, you eventually come to Hall 4. Hall 4 has also had a variety of functions. Originally, when the con came to Dipoli, it housed Kaubamaja, or the Dealers Room as it would be known anywhere else (I can only assume the Estonian name for a shopping mall was used because of a mid-90s ad campaign for a Tallinn shopping centre that ran on Finnish TV, and then it stuck, like so many other in-jokes).

Here, we see Jim Raggi of Lamentations of the Flame Princess, proudly flying the banner of the OSR.

The chaos of Kaubamaja

The chaos of Kaubamaja

Kaubamaja, as you can see, has always been cramped. There’s small-press game designers, one or two larger game stores, some booksellers, and crafts people. Prominently visible here, at the back of the room, is the booth of the t-shirt vendor Genrewear, who’s also the traditional supplier of the convention’s t-shirts.

Hall 3

Hall 3

Here’s Hall 3, moving out of Kaubamaja and towards the stairs. Hall 3 used to host the card games before they moved outside Dipoli to the student restaurant Täffä a couple of years back.

Hall 2

Hall 2

Hall 2, home of the miniature games. They’re one of the few constants, and occupied this place the entire 18 years we were here. This is actually where I started. As a wee lad of 12, at my second Ropecon ever, I showed up with a backpack full of badly painted orcs and goblins to get my ass kicked at the Warhammer tournament. It was a ritual that was to be repeated a couple of times over the next few years, until I had to face the facts: I’m utter crap at Warhammer. At least my painting improved over time. Just this spring, I dusted off my army and took on a friend’s dwarves, resulting in a full rout of my army in about three rounds.

In 2004, I happened to wander into a Living Greyhawk game session run by this Sampo Haarlaa guy, and I am still on that path.

Con's vendor table.

Con’s vendor table.

This is the convention’s own vendor table, located in the great stairway from the Festival Lobby. This is where they sell the con’s t-shirts, pencils, embroidered patches, badges, dice… Back when I started in the concom, the RPG signup sheets were placed here, where they’d been since 2006 or thereabouts, moved there from beyond the info desk to make way for… this vendor table.

Yes, that is an Iron Throne made out of boffer swords. It was used for the Game of Thrones burlesque. No, I do not have photos of that.

Larp desk.

Larp desk.

Larp desk, just down a short flight of stairs from the vendor table. In my time, 2009-2012, the larp and RPG desks worked in unison here, but the first thing that my follower Patrik Renholm did was move both the RPG desk and the signup sheets into the Takka/Poli/Palaver corridor. The noble profile at the centre is Atte Iiskola, former LARP admin and one of the team that’s kept the desk running for far longer than I’ve been around.

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RPG desk

And here’s the RPG desk, my former bailiwick, in the Takka/Poli/Palaver corridor, so named after the three large gaming rooms it leads to. The desk is now run by Arttu Hanska, who took it up two years after me and is apparently continuing next year. He is not in the picture – the suspicious leers from behind the desk are those of his henchmen, tech students of distant lappeen Ranta.

The Takka/Poli/Palaver hallway

The Takka/Poli/Palaver hallway

The hallway itself. Stairs go up to Luolamies (Caveman. That’s the actual name of the room, not something we came up with.). Way at the back, you can see the door to Takka, which has been the domain of organized play campaigns since 2005. First there was Living Greyhawk, which was replaced by Pathfinder Society. The dude waving at the camera is Janne, one of our GMs.

Palaver

Palaver

Charlie Don’t Surf, played in Palaver. This is one amazing campaign. Eero Juhola has been running it at Ropecon for 20 years. It’s a tactical RPG about the Vietnam War. Amusingly, due to the earlier date of Ropecon this year, the campaign’s current duration is very close to that of the actual Vietnam War. The system they’re using is some kind of unholy mixture of Phoenix Command, Twilight: 2000 and loads of loads of homebrewed material. It’s very realistic and very lethal. I’ve never taken part. Should, one of these years. Originally, Charlie’s home in Dipoli was the Cone Room, off Cone Lobby, but it was driven from there to upstairs Room 23 by the first-aid centre. The first-aid centre was then moved to an office next to the Cantina door a couple of years back. I am not actually sure what the Cone Room has been used for these past few years. Children’s activities, possibly.

Takka

Takka

We come to my domain, Takka (fireplace room). Currently in progress is the seven-table convention special Legacy of the Stonelords for Pathfinder Society, watched over by Overseer GM Atte Kiljunen. The black-clad gentleman at the centre, facing to the right, is my colleague Aleksandrs Zdancuks, the Pathfinder Society Venture-Captain for Latvia. The GM at the table, with his back to us, is the Espoo Venture-Lieutenant Mikko Rekola. The green shirt on the left is the Oulu Venture-Lieutenant Markus Hyytinen.

Takka has been the home of organized play campaigns at Ropecon since 2005, when Sampo Haarlaa managed to gather together enough GMs for Living Greyhawk that it was easier for the Master of Game Masters at the time to just point us a pile of tables and tell us to schedule our stuff by ourselves. This year, Arttu Hanska stopped counting tables and just gave us the whole room.

Pathfinder Society memorial wall

Pathfinder Society memorial wall

The chronicle of the slain as it stood at the end of the con. For a convention that scheduled three sessions of the Bonekeep meat grinder scenarios and a multi-table special, pretty decent. Most were, of course, raised.

Luolamies

Luolamies

Leaving Takka and going up those stairs we saw earlier, we come to Luolamies. Back when we moved into Dipoli, Luolamies was unavailable to us. Then, for some reason or other, it was opened up one year and Kaubamaja promptly moved in. In 2013, the card and board games shuffled around a bit, relinquishing Hall 4 for Kaubamaja, and tabletop role-playing games got Luolamies as their big, open gaming area. Previously, this had been in the Cone Lobby, but those tables were now entirely occupied by the new Experience Point, an expansion of the demo room idea, that now runs the scenario contest, short introductory games of different types, and playtest stuff.

The name Luolamies, Caveman, comes from a secret student society (think Skull and Bones except less wanky) that apparently occupied the room for a time. Dipoli is in the campus of the Helsinki University of Technology (actually located in Espoo and nowadays part of the Aalto University of How Not to Reorganize Higher Education), and the tech students are very big on their own brand of student culture, which is steeped in tradition. Also, vodka.

The Info Desk

The Info Desk

The Info Desk, located in the Cone Lobby. This is the nerve centre of Ropecon, open around the clock, staffed mostly by experienced, senior conrunners. Visible behind the desk are, among others, former Ropecon chair Jouni Sirén and one of next year’s chairs, Tuukka Jakola. Behind the Info Desk is the actual Dipoli information office, whence conrunners may summon Dipoli’s employees to open doors they don’t have keys for and commit other deeds that as mere customers we’re not allowed to do.

The two gentlemen on the left behind the desk are wearing blue vests, marking them as Troubleshooters, or convention security. According to the law and the police department, we need to have a certain amount of licensed security people on staff. This requirement is wildly out of proportion for Ropecon, which averages about one security incident per year.

The Business Centre

The Business Centre

The Treasurer dwells in the Business Centre. It’s an office opposite the Info Desk. We’d been in Dipoli for 14 years by the time we found out about it, and it’s not visible on any public floorplans of the place. We’re pretty sure that the non-Euclidean geometry of the building gave spontaneous birth to the room.

The Cone Hall

The Cone Hall

The Cone Hall, now home to the Experience Point, before that for the longest time occupied by tabletop role-playing games. This is where I played my first convention game in 2004. It was the Living Greyhawk module NAE4-01 The Living and the Dead, by Juha-Pekka Saarinen. The GM was Sampo Haarlaa, later member of the Principality of Naerie Triad and eventually Point of Contact for the Dalelands Triad in the short-lived Living Forgotten Realms campaign.

The storeroom

The storeroom

The storeroom, where we put all the stuff we need during the convention so they’re out of the way and nobody will steal them. Also in the picture is Logistics admin Juha Sihvonen.

The backroom

The backroom

The backroom is a refuge for the convention’s staff. This is one of the two places where missing staff should be looked for. It is also a place of utterly terrible jokes and coffee. Also a good place to follow the Troubleshooter radio traffic during the graveyard shift, when everyone is tired, not much is happening, and they start making their own amusement. There used to be a count of how many times boobs are mentioned during the night, but the practice has since been discontinued, for obvious reasons.

Keltsu

Keltsu

The other place to go looking for missing staff, affectionately called Keltsu, after Kaljakellari (Beer Cellar), a name the restaurant has not had in the entire time we were at Dipoli. It’s been known as Cantina since at least the mid-90s. They serve beer that’s not exactly cheap, pizza slices that aren’t exactly good, and also actual food off an actual menu. Keltsu is where you go have deep conversations about the nature of role-playing games, catch up with friends, and relieve stress. Indeed, some veterans of Ropecon do not actually buy a ticket anymore, they just show up at the Keltsu terrace and hold court there for the whole con! Sadly, this practice will also have to be discontinued.

The Auditorium

The Auditorium

The Auditorium, here between program items. We like to clear out the room for a couple of minutes so the AC has time to work. That’s not so much an issue in May, but in our usual time slot at the height of summer, hot rooms full of people have led to people fainting. In 2011, I moderated an adventure-writing panel here with Frank Mentzer, Erik Mona and James Edward Raggi IV. The next year I returned with the Alternate History panel (video in Finnish). I moderated the panel, featuring Minna Heimola, Teemu Korpijärvi, Joonas Katko, Mikko Heimola, and Hannu Kauppila. The Auditorium is Dipoli’s biggest room for speech program, and it’s also where all of the guest of honour speeches are.

Klondyke

Klondyke

The Klondyke room, here featuring Sami Koponen talking about how the gaming scene needs YOU! Klondyke is the third-largest program room in Dipoli. Last year, I did the Guns, Germs, and Tea panel (video in Finnish) on the British Empire with Joonas Katko and Teemu Korpijärvi here.

Helsinki in 2017 bid table

Helsinki in 2017 bid table

The Helsinki in 2017 Worldcon bid was also represented at Ropecon. On the right, former Ropecon chair Mika Loponen.

The Cone Door

The Cone Door

You’ve probably been wondering about the Cone that keeps popping up in those location names. It’s this thing. If you push a button, it will open and close, and it’s lit up at night. The Cone Door is one of the three doors of Dipoli and the only one that isn’t open during the convention. It’s only used for logistics, since it’s the one closest to the storage room and it’s relatively easy to get a van there.

The closing ceremony

The closing ceremony

And here, an exceptionally poor shot of the closing ceremony, hosted by Ines Lukkanen and Aarne Saarinen. Those are space whales, up there. Space whales are cool.

So, there it is, my chronicle of Ropecon. It was a very relaxed convention this year, at least for me. I had the time I needed to catch up with friends and say properly goodbye to the place we’d called home for eighteen years. Next year will be very different. I am confident that it will still be a good convention, since at the heart of the convention are the people, not the venue, but things will change. The Fair Centre’s sensible architecture cannot hope to capture the wild and weird spirit of Dipoli.

Ropecon is the only place where I can wear a goblin.

Ropecon is the only place where I can wear a goblin.

It has been fun.

To end this overlong photoessay, here are the first things that the documentation team has managed to get edited and released from this year’s convention: the post-con interviews of our guests of honour Michelle Nephew & John Nephew and Jason Morningstar & Steven Segedy, as well as Jason Morningstar’s lecture on GMless design and play.

Ysaria III: A Tale of Pirate Dwarves, Black Wizardry and Hangover Cures

As I mentioned last year when I first larped, someone had floated the idea that in order to get me to try larping, they would draft Juhana Pettersson to kidnap me in a van and drive me to Ysaria III.

The thing about that is that it’s what we call a credible threat. This is the man who wrote an article titled “The Joy of Kidnapping” for State of Play. I have played with him, and he’s good at projecting an aura of quiet menace. Opposing the stick of Juhana, there was the carrot that all people named Jukka received a discount on the game fee.

Sensing that there was no way out of this, I resigned to my fate, received my character (a total of 18 pages of documentation), and found myself last Friday sitting in a completely different van with a rottweiler on my lap, headed to the west coast of Finland, in a state of mounting terror.

To get into the proper mood, I recommend that you play “Legenda taikamiekasta” by Heavy Metal Perse in the background while reading.

Those of you who cannot understand the Finnish lyrics will have to settle for Rhapsody’s “Emerald Sword”.

Setting the Stage

Ysaria (translates roughly as Ninetisia) was a parody game. Specifically, it was a parody of the clichés and themes of 90’s fantasy larps. Heavy Dragonlance influences, elves, dwarves, the whole Tolkien/D&D kit and kaboodle, high drama and always at least one player wearing sneakers. Obviously I never larped back then, but a lot of that stuff is universal. Of course, modern popular culture was also referenced. Indeed, one event I witnessed during the game was a duel challenge issued with the words: “My name is Caelthalas! You killed my father! Prepare to die!”

Captain Brungrus the Bottomless. Photo © Antti Halonen.

Captain Brungrus the Bottomless. Photo © Antti Halonen.

Me, I played the pirate dwarf Captain Brungrus the Bottomless, formerly of the good ship Venture. I had close to two feet of beard crepe glued to my face and a remarkably large hat. Brungrus was a greedy drunkard even by the standards of pirate dwarves, a breed not known for either sobriety or charity. He was a bullshitter, a cheat and a liar, and a bluffer. Not much of a fighter, though we all enough carried axes, swords and pistols for a regiment. His ship had sunk under mysterious circumstances (he was blind drunk at the time and the only survivor), leading to him becoming stranded on a deserted island with a mermaid princess named Nerida. From there, they were rescued by fellow pirate dwarf Captain Dargon Blackbeard and his submersible Fireball IV.

The game was set during diplomatic negotiations in the tavern of the Drunken Dragon on the island of Jesaria between the free peoples of the world on how to deal with the impending apocalypse of the seas rising and drinking the lands of Ysaria, Generia and Ulinor. Global warming, you know. So there were people from the courts of those lands, the local druids and dryads (With whom we had some history, on account of Captain Dargor smoking in bed the last time we’d been at Jesaria and accidentally burning down the Forest of Whispers. The party line was of course that we didn’t do it and it was an accident anyway.), the goblins (who were actually really smart and philosophical and brewed a moonshine with roughly the same effects as LSD), a couple of adventuring parties, the Black Wizards, and two crews of elven pirates, whose princess was Dargon’s onetime lover. The rest of them turned out to be cultists, and not our kind of cultists either. (Some of Fireball’s crew had a theologically colourful history. In the words of Able Seaman Dammot Sea Serpent: “It was a really good sex cult!”) There was also some kind of good-aligned cult in there, I think, but I didn’t really catch what they were about. The pirates mostly there to carouse, engage in casual larceny, and find the hidden treasure of the Druid King. We did have a certain vested interest in stopping the seas from rising as well, since coastal cities and the resulting shipping industry have a certain relevance to the pirate way of life.

One member of our valiant crew was played by a Dane who spoke no Finnish, so I also got to fulfill a lifelong dream and play a dwarf with a fake Scottish accent.

The following is my subjective perception of what occurred and is coloured by misunderstanding, lack of all available facts, and my poor memory. The chronology of events likely doesn’t jive and material has been omitted in order to keep this at a manageable length. It should not be taken as ultimate truth.

Yo ho ho, and a bottle of rum!

At the start of the game, we had just disembarked and concealed Fireball IV, and immediately came upon a dying mermaid on the shore. She spouted off a mystical prophecy that we committed to memory on the off chance that it might lead to money (prophet, profit, all the same) and promptly croaked. She had no treasure, but mermaid tears are apparently a potent hangover cure so we got at least that out of it.

We made our way to the tavern after that and made a lot of noise about booze. We did come prepared, though. I had two hipflasks myself, one under my hat and the other hanging around my neck. While the game itself was nonalcoholic, the characters included the crews of three pirate ships and a small tribe of goblins and were therefore functional alcoholics, so a variety of props were deployed. I used kvass, which was a stupid idea since the stuff is carbonated and carbonated drinks and hipflasks do not mix. Neither of them was destroyed, but I did have to force one of them back into shape.

The Postal Gnome. Photo © Samuli Airaksinen.

The Postal Gnome. Photo © Samuli Airaksinen.

Once drinks were received, we got down to business. One of the big moments of the larp for me came early on when Captain Dargon and the pirate elf princess Adien’thalee fought a duel in the tavern’s common room. There was shouting, dramatics, wrestling, badass boasting, swordplay, guns, and tableware. (There were latex tankards that could be used for drinking or brawling!) It was the kind of show that doesn’t get put on without rehearsing the choreography, but damn it looked great. There was drama and tension, even though at the back of my mind there was the understanding that nobody is going to get killed forty-five minutes into an eight-hour larp.

The combat rules, incidentally, ran on a system of common sense, gentleman’s agreement and sportsmanship. You get hit, you react appropriately. The recipient of the hit decides how badly they are hurt. It was also generally agreed that being shot with a gun would first take out your hat. Combat was for creating problems, not solving them, more or less. I frequently had my weapons out, either to threaten or to defend, but never actually fought.

I received a plot coupon early on in the game. The Postal Gnome brought me a letter from the insurance company, saying that I must fill in their forms before they can consider paying my insurance for the good ship Venture. Obviously, the truth wouldn’t fly, so some creativity was needed. In addition, there was a clause for an extra 8% if I could prove I had a family to support. We quickly agreed with Princess Nerida that it was best if we married quickly. We didn’t have any priests around, but hey, a sea captain can perform a marriage ceremony, right?

All this took some time, though, since we also had a treasure to hunt. We ran from waypoint to another, faced down an undead mermaid, and later a horny goblin who had to be… satisfied.

Another rules aside: sex in the game was simulated by waggling your hands next to your head, not unlike in the choreography of Caramelldansen, and singing a song of your choosing. The song and its style would reflect the style of the act (rough, passionate, “I’m just doing my job”) and the singer’s skill would reflect if it was any good. Of all the sex mechanics I have seen in various role-playing games, both tabletop and live action, I must say that this is my favourite. I am also in favour of any games mechanic that makes the players sing.

Anyway, we finally discovered the location of the treasure, managed to breach the magical wards by some minor blood sacrifice, and laid our hands on a magical rock, some centaur blood, and a magical crown that allowed its wearer to control the waves. The usefulness in combating rising sea levels is obvious. Of course, Dargon wanted it, Princess Nerida wanted it, some evil pirate elf person wanted it, and Princess Adien’thalee wanted it. A Mexican standoff resulted, only broken once the druids and dryads showed up and we decided to retreat. It was apparently the grave of the Druid King that we just robbed.

Them druids… there was already bad blood between us and them, because of the Forest of Whispers thing and because the mast of one of the elven ships used to be a dryad. One of them, Aeron Oakenbough, was a warrior, and wielded the Sword of the Druid King, or something. “Legenda taikamiekasta” (“The Legend of the Magic Sword”) was basically his theme song. Apparently we’d burned down his dryad along with the forest, and he was kinda pissed. He had been forbidden from killing us (“Lad, if you want to threaten someone, don’t tell them you’re not allowed to do anything to them.”), but I think that got waived when we looted the tomb.

What followed was this sort of running argument/retreat between us and the druids and dryads with lots of threatening and arguing that was frankly getting bogged down. In a tabletop game, it would’ve been open combat in thirty seconds flat, here it was just a load of sabre-rattling. Nerida, me and some druidy type who wanted to see the ocean snuck off and left them to it. There was lunch.

Lunch was hard. I got interrupted three times while I was eating, twice by a demon and once finally when Aeron attacked Nerida outside the tavern and yoinked the crown. Later, we also had to give up the rock.

Aeron Oakenbough, our nemesis. Photo © Samuli Airaksinen.

Aeron Oakenbough, our nemesis. Photo © Samuli Airaksinen.

Another stated goal we had was to nick a barrel of the famous mead of the Drunken Dragon. The druids were carrying around a barrel, so naturally we assumed that was it. So, as night was already falling and the game nearing its end, Nerida, me and First Mate Glint Goldfist snuck upon the two druids guarding it. Glint knocked them out cold (“KNOCK-OUT! KNOCK-OUT!”), and I grabbed the barrel and hoofed it to where we’d left the submarine. Some dryads had laid a curse on it to prevent it from leaving, but he Captain said he had a solution for that.

Then, five minutes later, some head druid person shows up and tells them it’s not booze, it’s his cursed wife, and he’d like it if we returned it.

So we did. There’s not much you can say to that. (Except “Is every godsdamned thing on this island cursed!? Cursed ships! Cursed weaponsmasters! Cursed rocks! Cursed booze! I hate this place!”)

Every damn thing we stole had to be returned. I’m pretty sure that the only crime our crew managed to successfully commit was Nerida’s and my insurance fraud, because despite the squiggles and winged unicorns the insurance company accepted the explanation, and we got not only the extra 8% but also a honeymoon trip to the city of Ironia.

In the end, negotiations had broken down and Captain made the call that we were leaving. At this point he was also accepting everyone else on board who could pay with something and felt like staying in Jesaria was a poor idea. I think we ended up with most of the state treasury of either Generia or Ysaria, at least one Black Wizard, possibly a kender, the goblin leader, and various other individuals of questionable reputation and a loose attitude about personal property. Captain Dargon unleashed a one-trick bottled genie to dispel the curse on Fireball IV, and off we went, firing our torpedoes at the damn island on our way out of sheer spite.

In real life, at this point we were standing in the woods on the beach, behind a shed, making submarine engine sounds. Ironically, there was a demon-summoning circle there that had been propped by the GMs, but the Black Wizards were using something they’d made themselves at a more central location. The Black Wizards using a demon-summoning circle was also on of the reasons why getting the hell out of Dodge was a Good Idea.

As it turned out, we made it just in time, because at this point hideous screaming started at the tavern, followed by equally hideous cackling laughter. Demons. Bad mojo.

Then the game ended.

What I Took Home from All This

Of course, getting off the island when the world was about to end was not too useful in the long run. Our final fate was never set in stone, but there were some remarks in the final debrief about the seas turning to fire once the Demon Prince showed up. Poor Captain Brungrus never made it to Ironia. I actually miss playing him, and a couple of days after the larp went through a similar process as after a convention. I am given to understand that this is called the Post-Larp Depression.

Since most of my gaming nowadays is Pathfinder Society, I found myself frequently falling into the goal-oriented D&D mindset, which was good for getting an extra 8% and the title of Prince-Captain, but less so for drama. The instruction at the beginning of the game was “play to lose”. Impulsive people making poor decisions make for better drama than rational professionals approaching problem-solving in a structured and logical fashion, and if you’re only playing the character for this one afternoon, it’s not necessarily a bad thing if he dies ignominiously in the third act. I was also running my mouth far less than I probably should have, Captain Brungrus being written as a loudmouth. That was not the hat of a quiet person, either. Something I need to work on. One of the reasons I play games other than Pathfinder is to get a different play experience and it’s no good if I bring the playstyle with me to other games. Well, you live and learn.

Also, it was far easier to play a drunken character last year when I was actually drunk. This time, I took notes from a Simon Pegg interview about filming The World’s End (appropriate!), but I’m not entirely sure how I carried it. Then, if professional actors think it’s hard…

Okay, it was still a very different playing experience. Like I said, I never engaged in combat. There was also the obvious lack of dice thing, and the rules operating on common sense and sportsmanship, and working. There’s no off-game. There’s also the aspect that time advances on a 1:1 pace with reality and there’s no cutting away into the next scene (some other larps use narrative meta-techniques for this). A lot of time was spent simply hanging out at the tavern, in-character, and especially in the running argument with the druids about the crown, some bogging down could be observed when nobody was willing to escalate things into open violence.

One thing I clearly did right was in stealing the barrel, because one of the kitchen crew mentioned to me after the game that he’d broken down laughing when he saw me sneaking off with it towards the beach, trying to look inconspicuous in a most conspicuous fashion. That hat was not designed for sneaky.

My only real regret is that we never had a proper tavern brawl with the elven pirates.

My First Worldcon: LoneStarCon 3, Part II

As I mentioned in the previous entry, the main reason I went to LoneStarCon 3 in the first place was because of the Helsinki 2015 Worldcon bid.

On Bidding and Parties

Bidding for a Worldcon is what you’d call a nontrivial matter. Typically, a bid is announced at least two years in advance of the actual vote, or four years in advance of the convention’s proper date. The Helsinki bid was announced only a year in advance. The amount of time, energy and funding even just to take a shot at getting to host a Worldcon is staggering. I was far from the only person to hop over the big pond to help out at the convention (and I probably should reiterate here that I was not a member of the bid committee, just someone to help out with heavy lifting and light banter at LoneStarCon itself – the really hard parts were done by people like Eemeli Aro, Crystal Huff, Jukka Halme and Karoliina Leikomaa and the rest of the bid committee). We printed posters and t-shirts. A sponsorship deal was struck with Lignell & Piispanen, who supplied us with some of their excellent liquors and fortified wines for serving at the room parties.

Our bar. Ignore the photographer.

Our bar. Ignore the photographer.

Incidentally, our bartenders Kevin and Andy discussed our drink offerings (and our bid in general, and other Worldcon things) on the Nerdvana podcast. It’s all worth listening, but the part about American culture shock when encountering Finnish acquired tastes is around 1:11. The cognac & vodka blend they refer to is called the “noble spirit”, or jaloviina. It’s one-star because it comes in one and three star varieties, dependent on the amount of cognac in the mix, and three-star jaloviina is just bad cognac.

A key element of a successful Worldcon bid, it appears, is the hosting of successful room parties. These were a new thing to me. In Finland, with the exception of Finncon, conventions stay put and the conrunner pool is smaller, so there’s no real competition for the hosting rights and thus no need for lobbying parties. Also, it’s common for Finnish conventions such as Tracon and Ropecon to have programming run until midnight or even later, leaving no dedicated time slot for an abundance of room parties. I was somewhat surprised by this.

The thing about the room parties is that they all (or at least all the ones I visited) had an open bar and free alcohol, which, as luck would have it, is my favourite drink. There’s been a lot of commentary on the blogosphere about how the membership of Worldcon is getting on in years, but in my view, if you’re gonna have parties with free drink, it’s better if everyone has had some years to develop a mature attitude about alcohol.

I spent a good portion of our three party evenings checking people’s IDs and giving them their “this person can drink” bracelets. Local law, as it was explained to me, required that we card everyone we don’t personally know before we can serve them alcohol, so I ended up checking the IDs of several Finncon guests of honour, one Hugo winner and a number of people in the age bracket of my grandparents. I heard a rumour that our ID check was so strict that our bracelets – which had our advertising – were accepted as confirmed drinking age even at other parties. Hey, I get told that something is a legal requirement in a foreign country, I don’t start second-guessing. Every place in the world is funny about alcohol in its own way. This, I take it, was how Texas does it.

Our parties, incidentally, were pretty great. The first night we served ice cream and tar syrup, the second night we had gravlax, and the third night we had crackers with a variety of jams and preserves, like Santa Claus brand reindeer paté. I have no idea where that came from, but I can appreciate it.

We may have had slightly too much ice cream, and a lot of it was left over after the Thursday party. This formed a problem when one of our coolers had apparently malfunctioned during the light and allowed a lot of ice cream to thaw out. The guys solved the problem by dumping it into the bathtub in our party suite. Unfortunately, the plug was not pulled. The result was… well, see for yourselves.

You gotta admit, there are worse scents you can have in the bathroom.

You gotta admit, there are worse scents to have in the bathroom.

So yeah. Friday evening, we were entertaining our guests while in one of the bathrooms, behind the curtain, lurked several dozen gallons of ice cream. Vanilla, ’cause that’s how we are.

I am pretty sure that conrunning is the only hobby where you end up with problems like this. Being able to say “Yeah, we filled the bathtub of the Marriott Rivercenter VP suite with vanilla ice cream” and seeing people’s faces makes up for a lot of stress. Especially when they see the photo.

As for the bid itself, well, we lost. We did not, I hasten to add, fail. For the first two rounds of counting votes, we were in the lead. In the third, once Orlando dropped out with 307 votes, the secondary preferences of their votes took Spokane to the lead with 645 votes against our 610.

A defeat of 35 votes, with 1,348 ballots cast, still rankles a bit. But just a bit. After travelling halfway across the world, I just could not let that ruin the convention for me. I had a wonderful time, met wonderful new people and made new friends, ate portions of food that would have their own area codes in Finland, and had the globe become just a bit smaller for me.

Also, we won half the party prizes, for Best Food, Most Crowded and one we shared with Orlando, Best Excuse for Hosting a Room Party (losing a Worldcon bid). We got enough of these shotglasses that even a minor cog in the larger machinery of the bid like me got one.

VICTORY!

Tastes like napalm in the morning

Overall, my convention experience was a good one. Indeed, it was one of the most fun conventions I’ve ever been to. I can easily understand how some fans will travel to the other side of the globe if need be, just to make it to the Worldcon.

Fortunately, I do not have to. Next year, London!

There Goes the Virginity – My First Larp Experience

It had become a sort of a running joke in the local scene that I do not larp. Like all jokes do, it grew old.

Also, someone floated the idea that I’d be kidnapped and bodily transported to the next installment of the Ysaria larp saga. I decided that it was a prudent idea to pre-empt that plan and sign up for a larp on my own accord. Also, the bastards at Alter Ego set me up a trap. Back when they were planning the larp conference Solmukohta, someone else came up with the idea of a sitsit larp. As is well known, I have a hard time turning down a sitsit invitation, and I foolishly made the promise that if they do that, I shall willingly relinquish my larp virginity. Alcohol was involved.

Thus, last Friday, I played my first larp, the 300th Anniversary of the Pan-Ugric Nation. What follows is an exacting and explicit description of it all.

Key Concepts

Before I continue, I should probably explain some key concepts about the larp’s setting that are peculiar to the Finnish student tradition, such as sitsit and nations. To foreigners, the concepts will probably be… foreign, and to be honest, the layers of tradition, history and inside jokes are laid so thick that they’re generally impenetrable to anyone not immersed in the environment. Those readers familiar with the culture may feel free to skip down to the next header.

First of all, sitsit, or “sittning” as Wikipedia knows it, is an academic dinner party in the Finnish and Swedish tradition. A typical sitsit includes a three-course meal, a great deal of singing and often a lot of drinking. The level of formality varies, and the framework is very flexible and allows for a lot of interesting variation. The most formal ones tend to be the anniversary parties of university student unions and nations, which would typically have a white tie dress code, an invited guest speaker and very rigid take on rules. There are rules for everything, such as how to toast after a song, what songs you are allowed to sing at which parts of the proceedings, under what circumstances is it acceptable to leave the table and so forth. Those are pretty rare, though, and even I’ve never been to one. Most sitsit are rather less strict and I’ve never been invited anyplace with a dress code above formal. Usually, you can get by with a dark suit (or the female equivalent), or in the case of theme sitsit, whatever the theme requires.

Personally, I have an unhealthy affection for sitsit and by a quick count have 37 of them under my belt, two as a master of ceremonies and a few where I’ve given speeches. Last year, I edited a songbook. The biggest sitsit I’ve been to had 207 guests, including Her Majesty’s Ambassador to Finland, Matthew Lodge, and the smallest had just six people. I’ve been to sitsit wearing a suit, a tuxedo, a tailcoat, elf ears, a kilt, a monk’s robe, a Czechoslovakian PVC overcoat and an East German gas mask, and my red student overalls. One, a couple of years ago, was on a bus that went around Pirkanmaa (less fun than it sounds – the food was bad, a bus has no acoustics for this kind of thing and one of the MCs laboured under the mistaken impression that racism is funny), and another was on a boat. Thus, I can speak with some authority when I state that Alter Ego, the roleplaying club of Helsinki University, are among the masters of the craft. I could go on at length about the topic and differences in traditions, but this is not a blog about my drinking habits, and so I’ll just summarize: at sitsit, you sit at a table, usually in formalwear. There will be food, and people will sing a lot. During a song, you are not allowed to eat, and it is a generally held truth that if you get to eat your main course while it’s still warm, it’s a bad sitsit. After a song, you toast the people sitting adjacent to you. Unless you ordered the nonalcoholic option, you will usually be rather tipsy towards the end. The songs are generally easy drinking songs that sound decent even when sung by a bunch of people who aren’t too good at it and may also be pretty sloshed. A student, it is said, sings rather than well.

The other key concept is the nations. They are a type of student organization peculiar to Finland and Sweden, and the oldest students’ clubs in the country. The nations have a specific legal status outlined in the university law, and to my understanding, you can’t found a new nation. Of course, there would not be much point to doing so, since the nations are organized according to the old provinces of Finland. You have the Savonian Nation, the Tavast Nation, and so on. The idea was that a student would join the nation of his home region. The oldest of them track their history to the mid-17th century, and most of them have quite a bit of property.

Actually, if you count them as belonging to the student unions, the Helsinki University Student Union is one of the wealthiest in the world with assets measured in hundreds of millions of euros, because of a quirk of city planning. Way back when they were building Helsinki and had established the university there, the students were given some worthless land that was basically a marsh somewhere at the edge of town. Fast-forward a couple of centuries and the economic and social centre of the city tiptoed westward, resulting in the current situation where the central point of Helsinki is considered to be at the doorstep of the Old Student House and the students own something like half of central Helsinki. For instance, there’s a block next door to the Parliament that belongs to the Ostrobothnian Nation.

So, basically, the nations are something of a big deal. The Pan-Ugric Nation, upon which our tale focuses, is of course completely fictional. We now conclude our brief introduction to Finnish student tradition and get on with the game.

Occasionally, the tradition requires you to stand on your chair. © Tuomas Puikkonen

Occasionally, the tradition requires you to stand on your chair. © Tuomas Puikkonen

Who Am I?

My character, mailed to me the week before the game, was the first-year chemistry student Jaakko Nevalainen. He was a bit of a thief, which had resulted in some unfortunate tension at his apartment, where his roommate Sauli was angry because someone had nicked his milk from the fridge and some records. This tension motivated Jaakko to get a new apartment and see if perhaps the apartment liaison of the nation could do something for him. Another thing he had recently stolen was a folder containing details of some rather shady financial transactions between the nation’s curator Aleksi Stjernvall (chairman, basically) and Laura Välske, a representative in the student union’s general assembly. Other characters mostly viewed him as a promising new recruit for… various things. Also, he’d showed up at the party well ahead of time and noticed this weird bag in the foyer.  He’d checked it out and found some old bones. However, he heard voices approaching and chucked it into some random box he spotted so he could investigate things later, but when he returned, the box was gone.

Also present were his contacts: his roommates Daniel and Sauli, and a friend of his in the nation, the theology student Aapeli Ullakko. Due to late registration, absent was Joel, a drug-dealing musician who’d already graduated and was my character’s second cousin. I did not find this out until after the game and was rather perturbed by his insistence in offering me the nose candy in the gents’.

The first-year student attending his first big academic dinner party pretty much mirrored the game as my first larping experience. Another player described the character writing process as (freely translating) “piss-take writing”, where characters had an aspect or two caricaturing the players they were tailored for. In good humour, I might note. I had trouble keeping a straight face when I realized that a player active in the politics of the Left Alliance was playing a right-wing nationalist character. In the registration form, we also got to pick some preferences for what kind of plots we would prefer to have. I no longer recall accurately the sliding scales they had, but I think “intrigue” was one and “relationship drama” another. I also don’t rightly remember where I placed my sliders, but I think I opted for moderation. First larp and everything, didn’t want to jump in the deep end and find I can’t swim. After all is said and done, I’m not that good a roleplayer. I was nervous as all hell despite knowing nearly all of the other players and considering most of them good friends, but I figure a first-year student at his first big formal dinner would also be nervous. Especially when he found out who he’d be sitting with.

Seating order is another significant thing at sitsit, since they’re the people you’ll be spending the next four, five or even six hours with. Tradition states that one should be flanked and opposed at the table by people of the opposite sex, one of whom will be your avec (or designated avec if you didn’t bring your own). In practice, you almost never have an equal mix of sexes so you do the best you can. I had my roommate Daniel at my left. To my right, Professor of Mathematics, Ville Kovanen (oh dear), and opposite Kaarlo Susimetsä, the nation’s photographer, incidentally played by Tuomas Puikkonen, who graciously gave permission to use his work to show in addition to telling here. Also, made me look good in a tailcoat. There were also the aforementioned Laura Välske and the apartment liaison, Mirjami Kiuru, in close proximity. Plot-significant characters for me.

Jönssi's toast. © Tuomas Puikkonen

Jönssi’s toast. On the left, Jaakko Nevalainen and on the right, Daniel Haanperä. © Tuomas Puikkonen

What Happened?

The larp began with a short cocktail event before moving on to the dinner party part. This was good for socializing and mingling and meeting people, and included the welcoming toasts (It should be noted that in the interests of maintaining a proper 360° illusion, alcohol in the game was represented with alcohol. If the game sucked for you, you could always just get hammered.), as well as the unveiling of a new painting commissioned to honour this, the 300th anniversary of the Pan-Ugric Nation. It was very modern and might be described as a less than aesthetically pleasing experience, which was good for giving people something to talk about as they eased into character.

As a side note, the artist was named as Aldous Kohl, who was a vampire prince in another Alter Ego larp a couple of years ago.

Sauli was on my case from the beginning, suspecting me of nicking his records. I owned up to throwing away the milk, claiming it’d smelled funny and as a chemist, I’d know when organic matter has gone off. He went off to gather witnesses against me and apparently found some, but because of reasons I never found out more about them.

Another major plot point in the larp’s background was a legal row between the Pan-Ugric Nation and the Ural Nation, who’d together built a brand new building for the two of them that now lay unused because they could not agree on who had the rights to which parts of it. There were three representatives from the Ural Nation, including their curator, Henrik Mäyränen, at the party. They brought a gift. In a box. You can see where this is going. Our curator, of course, went to accept it, leading to pretty much the funniest moment in the game.

Curator Mäyränen first gave his speech about how this gorgeous vase would look quite magnificent in the lesser hall of mirrors at the new student house. Curator Stjernvall: “Oh, it’s fragile?”

How to make a lasting impression on your guests. Not to mention the floor. © Tuomas Puikkonen

How to make a lasting impression on your guests. Not to mention the floor. © Tuomas Puikkonen

The bones, incidentally, were quickly gathered up from the wreckage by Aapeli, at the command of Professor Kovanen. Interesting, that.

Soon after, Mr Susimetsä and Miss Välske recruited me to portray myself as an ardent fan of Curator Mäyränen and obtain his autograph on this blank piece of paper. Despite being transparent as all hell, it pretty much succeeded, except that the original paper got torn and stepped on and possibly eaten, and I had to settle for something scrawled on notebook paper, complete with a dedication “To Jaakko”. Not quite as useful for forging legal documents, but Susimetsä and Välske seemed happy enough with it.

Those bones, then, were the bones of Jönssi, the war hero dog mascot of the Pan-Ugric Nation, who held an important place in the Nation’s tradition. Toasts were drunk in his memory. Or her, as the hardline feminist culture admin of the Nation pointed out. The bones had also some mystic significance, as I found out after the main course, when Aapeli, Professor Kovanen, and the movie club’s chairman Vladimir Tikkanen requested that I join them in the smoking room. There, the Professor conducted some sort of mystic ritual and suddenly I realized I’d had the genre all wrong. I’d thought it was college comedy, while in fact we were operating in urban fantasy.

Soon after the ritual, a GM approached me and told me that from that point on, I was Ville Kovanen, Professor of Mathematics, and would be offended when people treated me as a first-year student. In a not completely unrelated bit of trivia, said GM’s own character in the game was also his Hunter: the Vigil character from a campaign set in the University of Helsinki, a connection I only made afterwards. Their quote page is hilarious.

Hijinks ensued and I caused great confusion with the other professors present. I think most believed I had partaken of the devil’s dandruff that my second cousin Joel was semi-secretly distributing in the men’s room. Professor Kovanen, the real McCoy, of course knew what had happened and ran some interference and damage control while I fought to keep a poker face of righteous indignation. For one thing, at this point Sauli came to confront me with his witnesses, unaware that Jaakko Nevalainen was no longer on the premises, and the Prof led him away and quietly paid him off. Aapeli, it later turned out, had also become a Kovanen clone, but in a more subtle fashion. Vladimir had been included in the ritual but had either made his save or he was a vampire and immune to such mortal magics. If there’s ever a sequel (which was discussed and not dismissed out of hand), there will probably be several Professors Kovanen among the characters.

Among the faux pas committed were taking the Professor’s seat and rising up to drink the toast of those who started their university career in 1986, as well as barging into a position unbecoming of my lowly station in the group shot at the end. The great thing about larping the sitsit was that you could break the etiquette and decorum in ways that would never fly at a normal sitsit.

There were, of course, also drinks thrown around, Curator Stjernvall receiving one from his fiancée. There were speeches, including one particularly impassioned and fiercely patriotic one extolling the virtues of Jönssi, by the Nation’s host, Teijo Tulervo, that caused in me a paralyzing uncertainty of whether I was supposed to take it seriously or laugh at its brilliant, full-throated absurdity. There were break-ups, and the knighting of the new Knights of the Karelian Pine.

Curator Stjernvall and another Kodak moment. © Tuomas Puikkonen

Curator Stjernvall and another Kodak moment. © Tuomas Puikkonen

At the end, there was a group photo and it was over.

What I Took Away From All This

No, not that way. My character was the kleptomaniac, not me. Was being the operative word, since I think he sorta died.

To answer the obvious questions: yeah, I had fun. Yeah, I’m willing to do this again.

What I could’ve done better: I should’ve pursued that shady dealings plotline more aggressively and right from the start. I figure it would’ve been pretty juicy if I’d managed to get it activated. I also should’ve realized I might need the folder and acquired a suitable prop for myself. Part of my timidity with it was inexperience, part an attempt to gather more info about the situation, and part my inability to figure out how I should really approach it. Then, poof, I was Professor Kovanen and that plotline was gone. The Professor transition sort of terminated all my plots that relied on me being proactive in advancing them. With the others, such as Sauli’s accusations, it intersected and went in weird directions, which at least created content.

Another thing I need to work on is my poker face. While the alcohol did have some effect, I probably grinned far too much, especially when I should have been offended and indignant. Deeply in character I was not.

What I think I did well: when I became Professor Kovanen, I went with it and damn the decorum. There’s no need to worry about consequences beyond the immediate when you’re playing a one-shot, which I find liberating. Also, a game of this type contrasts strongly with my usual fare of Pathfinder Society. There, you essentially play to win, while here we played to have fun, keeping in mind that even losing can have entertainment value. It’s the kind of game that I should play more often. There’s also the fact that there wasn’t much in the way of game mechanics to get in the way, which was refreshing.

It seems I’m a larper now, then. Huh.

On a more general level, I think that the university is an underutilized game setting. I know there’s Alma Mater, and GURPS: IOU and that one playset for Fiasco, but there could be more, and good luck trying to find that first one. In your average a bit older university, you have a load of really ancient tradition that most people no longer understand but is adhered to because of TRADITION, DAMMIT! This intersects with a student body of young, modern people who form their own cliques and social groupings and clubs with their own in-jokes and weirdo traditions. Half the faculty in any given university seems deranged and the other half is. There are real, honest-to-goodness secret societies. In German universities, they still practice the art of academic fencing, where the goal is to get spiffy scars. In Oxford and Cambridge, the traditions are so arcane and inscrutable that they could pass for magical rituals. The politics of both the faculty and the students council can be amazingly backstabby and, of course, they are good breeding ground for political radicalism (my university spent most of the 1960s and 70s being full of Communists). Especially in smaller cities, there’s tension between the university, populated mostly by young people from out of town, and the locals. In Tampere, there’s still a sizable population that thinks it’s still a factory town. It’s a grievously underutilized setting.

One big, happy family. Note the portraits of former curators in the background. © Tuomas Puikkonen

One big, happy family. Note the portraits of former curators in the background. © Tuomas Puikkonen

Oh dear. Now they’re trying to cajole me into some weird game in Latvia, of all places.