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!”
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.
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.
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.