Read the first part here. Or just scroll down, or something. It’s not hard to find, it’s literally the previous post.
On Thursday, we piled into a succession of buses and headed out.
The actual Knudepunkt 2015 was held in the town of Ringe, where the town’s schools and leisure centre had been commandeered for the use of larpers. I slept on a classroom floor, the cheapest rung of accommodations, but it came complete with a mattress and all the stuff I needed to sleep like a grown-up, which was convenient. I have, in the past few years, discovered that I am no longer young and spry enough to go around sleeping on bare floors and expecting to be a functional human being the following day.
The venue was functional, but having stuff spread out across three different addresses, with my accommodations in yet fourth, did mean a fair bit of walking. There were three meals a day at the leisure centre, of which the first I managed to miss on both Friday and Saturday. I must admit that I am not a morning person. The ones I did not miss were edible but nothing to write home about (so I’m writing the whole of the internet). Good thing I am omnivorous, since the catering company wasn’t apparently entirely on the ball with special diets, nothing was labelled and Thursday’s vegetarian option looked like a bowl of sadness. General dissatisfaction about the provisions reached the point that one enterprising fellow negotiated us a small pizza delivery on Sunday morning.
Anyway. It being a conference, there were talks! As an ostensible newbie, I opted to follow the four-item Fundamentals track to begin with, which covered the “Knudepunkt scene”, larp theory, major larps in the tradition, and finally design. As I kinda predicted, there wasn’t much new in them for me except for the last one. I’ve been following along with interest for several years, but I have not considered larp from a design angle. The design lecture, given by Eirik Fatland, will at some point be available online. I will edit it here once I see it posted, for it was good and interesting, and enough full of information that at least I could not take it in all at once.
The first lecture ran us through what the conference is about, where it came from, who are doing it and what are the key things currently being talked about. Some of these are theory, like the concept of “bleed“, emotions leaking from player to character (“Here’s an ex you had a really difficult break-up with. Your character is her supportive friend.”) or vice versa (“Over the past eight hours, your character saw everything they cared for cruelly destroyed. Try and smile after the game.”). While it’s probably unavoidable in any circumstance the game manages to pluck a player’s emotional strings, there is apparently some controversy over the topic.Another big thing at the moment is larp tourism and going mainstream. The flagship for both is of course College of Wizardry, the Harry Potter larp to end all Harry Potter larps that you probably heard about at some point late last year. Incidentally, their IndieGoGo for next November’s games is going live on the 28th, for $375 a ticket. I am giving this serious thought. Good thing I like ramen. They’re apparently also coming out with Fairweather Manor, a Downton Abbey -inspired game.
Incidentally, replayable larps is another big thing. As the lecturer put it: “The question nowadays isn’t going to be ‘did you play?’, but ‘which run did you play?'”Also of note is the scene’s generally heightened awareness of the discourse on gender, sexuality and diversity.The theory talk was given by Jaakko “Žižek of Larp” Stenros, who also taught me some years ago. Therefore, it isn’t entirely surprising the material was familiar to me. I’ve also discussed most of the stuff in my original posts on the lecture course back in 2009 – magic circle, 360° illusion, diegesis, etc. – and won’t revisit those here. Of course there was some newer material from places like Markus Montola’s PhD thesis, but, overall here the benefit was having the same content delivered in a new package, sometimes rephrased and with fresh examples.
Then there was the key works lecture by Joc Koljonen, where I basically came away with the feeling of being well-read and knowing the meaning of the word “kapo” (a collaborator or ‘trusted prisoner’ in a concentration camp). It contained a number of examples from Nordic Larp, as well as the later examples of the Battlestar Galactica larp Monitor Celestra; the prison camp larp that drives me to drink every time I hear about it Kapo (there’s a book you can download from Rollespilsakademiet); the Finnish-Palestinian collaboration Halat hisar (or “State of Siege”; book downloadable from the Society for Nordic Roleplaying); and, of course, College of Wizardry (Book upcoming – oh, I forgot, the first lecture also covered documentation. Big on documentation, the scene is.), all of which I’ve had players gush at me after the fact and making me feel sorry I wasn’t there. Well, except Kapo. I’m feeling pretty good about that.
Finally, there was Eirik Fatland’s design lecture, delivered as a history of larp design thought, with the strengths and weaknesses of different approaches. I will not try to summarize it, since there will be video forthcoming and I will look like an utter tit if I get it wrong. One concept that did stick, though, was “brute-force larp design”, an older way of writing larps, where the solution to creating content was usually to have two conflicting hierarchies (orcs vs. elves) and basically throw as much plot as possible at the players and hope some of it sticks. The weakness of this is that it easily leads to the elf king getting all the limelight, and if one of the conflicting hierarchies, say, succeeds and wipes out the other one before the game is supposed to end, you’ll end up with one group of players whose characters are dead and another whose raison d’être was just removed. One solution, originally written by Fatland himself, was the fateplay system, where it’s decreed beforehand that, say, an assassin bumps off the elf king on the second day of the larp, and this is written into both of their characters, and it’s the players’ job to make it as dramatic as possible.
Okay, I’m not gonna summarize any more of it.
Another thing we tried to go see but was full by the time we got there was a talk on debriefs. Instead, we sat around a table outside the classroom and talked, which was probably at least as fruitful as the talk would have been. I got some food for thought on the use of music, specifically singing, in games. It’s a topic I’ve pondered previously, as drinking songs are a bit of a hobby that I have and sometimes crossing the streams is exactly the thing to do, especially when both streams are, above all, participatory forms of self-expression. This may shape itself into a blog post, or a convention workshop, or an article, or something, at some point. An entire game, if I can ever figure out the core mechanic for Rather Than Well…
This, really, is the core of what I took away from Knudepunkt. Talks and lectures are all good and well, but it is such a tight-knit community that discussion and conversation are where the meat of it lies. I spent a long week putting faces to names I’ve seen in articles and blog posts and in my friends’ Facebook comments. Friendships were made. There were parties. At the Finnish party, we sang Finnish schlager that we would not be caught dead singing in another situation, at the top of our lungs. There was a Portuguese chorizo-burning ritual at midnight, complete with chanting. There was a second-hand RPG vendor who sold me Toon. On the final night, there was a party on the theme of the Seven Deadly Sins and Four Heavenly Virtues, with hotspots around the leisure centre for each of them.
My favourite, I must admit, was Envy, which was a window to the bar, where Gluttony and Lust were. It was lit green. At one point during the evening, it was also the place for the Swedish socialist song workshop, which I am not certain was intended but was deeply ironic.Also, each of the four Nordic countries had produced a short comedy sketch show, Knudepunkt TV. If you click no other thing on this post, click this one.
So, next year, Finland. Well, at least some of the time. The Week in Finland is going to be precisely that, but the conference venue itself is going to be all over the place. If things go according to plan, we’re on a boat, one of the massive floating hotels and shopping centres that ferry people between Helsinki and Stockholm. It ought to be pretty awesome. See you there.