Larp designtheorypractice.v4.slides

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  • 1. designlarp elements of Eirik Fatland - Knutpunkt 2014
  • 2. Why U No Larpdesign?
  • 3. A Knutebook Larp Design Reader* Building Dramaticsby Susanne Grslund Everything by Eirik Fatland Everything by Troels Barkholt-Sprangsbo Selected Works by J. Tuomas Harviainen All the larp reports ... Everything Else * based on a awed memory of a napkin I might have dreamt about
  • 4. 1. What do larp designers design? 2. What must be designed? 3. What can be designed?
  • 5. Why U So Teohrehticl?
  • 6. 1. What do larp designers design?
  • 7. The object, and limit, of larp design:
  • 8. What do players want? Create a story, with others. Overcome my own limits. Enough plots Learn about myself This character was unplayable My larp sucked because of bad design.
  • 9. What do players want? Create a story, with others. Overcome my own limits. Enough plots Learn about myself This character was unplayable My larp sucked because of bad design. I did X because it was totally true to my character
  • 10. Image: Puppeli @ DeviantArt, CC-BY-SA 3.0 2014
  • 11. Image: Puppeli @ DeviantArt, CC-BY-SA 3.0 2014 ghtee
  • 12. Image: Puppeli @ DeviantArt, CC-BY-SA 3.0 2014 ght ee
  • 13. Image: Puppeli @ DeviantArt, CC-BY-SA 3.0 2014 hug toast boast grunt ght ee
  • 14. affordances: Perceivable possibilities for action Source: James J. Gibson / Don Norman
  • 15. (1) An actors part in a play, lm, etc.: ROLE Source: Oxford English Dictionary
  • 16. (1) An actors part in a play, lm, etc. (2) The function assumed or part played by a person or thing in a particular situation. ROLE Source: Oxford English Dictionary
  • 17. (1) An actors part in a play, lm, etc. (2) The function assumed or part played by a person or thing in a particular situation. ROLE (3) The affordances that are socially available to a given person in a given context. Source: Oxford English Dictionary + my own ass
  • 18. source: Johanna Koljonens brain
  • 19. 2. What must be designed?
  • 20. ALIBI TO PLAY Photo: CC-AT-NC-ND 2014 DeviantArt user RainSmile
  • 21. LANGUAGE TO INTERACT
  • 22. 3. What can be designed?
  • 23. rail-roading: bad
  • 24. manipulation: good
  • 25. So, how do you manipulate players into improvising the experience you want them to have? Instructions / scheduling: You tell them what to do Theme: You tell them what it is about, and then let them gure out how to do it Interaction Code: You give players a reference (genre, situation etc.) for how to behave External Conict:You pit them against each other Internal Conict: You make it interesting to gure out what to do Challenge: You tell them to want X, and then make it difcult to get X. Controlling the external world: You use your GM power over the rest of the universe to nudge the players into behaving.
  • 26. So, how do you manipulate players into improvising the experience you want them to have? (contd) Framing: You slice up the time and space of the larp. Mechanics / Techniques: You tell them to, in certain situations, do stuff that affects the player and character differently. Hierarchy: You give some characters plenty of power over others, and set up some rules that make the interaction of power and non-power interesting Status: You make characters high-status/low-status (dominant/submissive) and then complicate it. Fictional values: You ask them to pretend to have values and beliefs that lead to certain behaviours.This may in turn create themes and conicts. Rituals: You tell them that their characters, in certain situations, behave in certain ways. Puzzles:You hide clues around the game, ask players to compete in nding them, and make something awesome happen when they do.
  • 27. CASE MELLAN HIMMEL OCH HAV
  • 28. CASE KYBERGENESIS
  • 29. CASE KAPO
  • 30. Marcellos Kjeller 2010 foto: Li Xin
  • 31. Compound & Holistic
  • 32. designlarp elements of Eirik Fatland - Knutpunkt 2014 larpwright.efatland.com