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
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