Leaving Mundania Read online




  Copyright © 2012 by Lizzie Stark

  All rights reserved

  Published by Chicago Review Press, Incorporated

  814 North Franklin Street

  Chicago, Illinois 60610

  ISBN 978-1-56976-605-7

  Library of Congress Cataloging-in-Publication Data

  Stark, Lizzie.

  Leaving mundania : inside the transformative world of live action role-playing games / Lizzie Stark.

  p. cm.

  Includes bibliographical references.

  Summary: “The story of adults who put on a costume, develop a persona, and interact with other characters for hours or days as part of a LARP, or Live Action Role-Playing game. A look at the hobby from its history in the pageantry of Tudor England to its use as a training tool for the US military”—Provided by publisher.

  ISBN 978-1-56976-605-7 (pbk.)

  1. Fantasy games. 2. Role playing. 3. Shared virtual environments—Social aspects. I. Title.

  GV1469.6.S63 2012

  793.93—dc23

  2011041606

  Cover design: Rebecca Lown

  Cover photograph by Kyle Ober; bus image © Alloy Photography/Veer Interior design: Sarah Olson

  Printed in the United States of America

  5 4 3 2 1

  For the larpers. And George.

  Contents

  Prologue

  The Expert and the Noob

  Growing Up Gamer

  Queen Elizabeth, Larper

  The King of Make-Believe

  The Adventures of Portia Rom

  Closeted Gamers and the Satanic Panic

  The Unwritten Rules

  Playing War

  Larp as Training Tool

  Larpapalooza

  Cthulhu Fhtagn!

  A Week in Denmark

  Knudepunkt Blew My Mind

  Epilogue

  Acknowledgments

  Glossary

  Notes

  Resources

  Index

  All the world’s a stage,

  And all the men and women merely players:

  They have their exits and their entrances;

  And one man in his time plays many parts.

  —Shakespeare, As You Like It

  Prologue

  In real life, they drive your trucks and make your copies. They teach your children, and repair your computers, and when you have a heart attack, they’re first on the scene. They fight your wars and stock your stores and build your roads. They research new vaccines and obscure old deities. They care for your mentally ill. They train your FBI agents and catch child molesters. They are students, EMTs, lawyers, detectives, computer gurus, security guards, professional sideshow freaks, filmmakers, chefs, insurance administrators, scientists, and businessmen.

  On the weekends, they are elves, magicians, cowgirls, vampires, zombies, arcane priests, samurai, druids, Jedis, zeppelin pilots, and chain-mailed warriors of unreasonable strength. They save the world. A lot. They are larpers, and they are misunderstood.

  A larp, or a live action role-playing game, is similar to a theatrical play performed with no audience and no script.* One or more directors, called game masters, or GMs, organize everyone, select the form of the performance, and decide whether the setting resembles, for example, Lord of the Rings, Hamlet, or Buffy the Vampire Slayer. Game masters have many jobs. They create plot obstacles for the player characters, challenges for the players to solve during the game. They also collect props and set the scene either by describing it verbally or by dressing the space—a church fellowship hall, a Boy Scout camp, a hotel room—to look like part of the game. Sometimes the game masters write out the characters and cast them. Other times the players write their own characters. The outcome of every larp remains in question, as the characters improvise all their lines and use their wiles to solve the plots laid out for them. In all things, the game master is the final authority, the god of this little world, capable of deciding who wins the cowboy shootout in the climactic scene, if there is any dispute, and whether that found trinket is magical or merely pretty.

  Just as there are many types of movies and novels, there are many styles of larp. Some larps resemble page-turning genre fiction and offer players an escapist adventure, while other larps seem more akin to literary fiction, helping players explore particular emotions, such as jealousy or love. The setting of a larp is only limited by one’s imagination. There are medieval fantasy larps, Wild West larps, vampire larps, cyberpunk and steampunk larps, and larps that take place in particular historical periods. Some games involve fantastical elements such as magic or vampires, while other games are firmly rooted in the rules of reality. A game may last a few hours, a weekend, or, in rare cases, longer. One-shot games are intended to be run once, as a stand-alone experience, while campaign games run for years, decades even, spread over monthly or yearly events. Although larps are commonly called “games,” there is no winning or losing in the traditional senses; there is only having fun or not having fun, truly immersing oneself into a character and developing that character, or not. The performers themselves are the only audience, each player the ultimate judge of his or her own experience.

  Essentially, larp is make-believe on steroids for adults. Computer games, with all their realistic scenery, are nothing compared to a larp. Sure, a computer character can wear cool armor and swoop through the detailed landscape of the game world, but in a larp, players actually stalk down their enemies in the woods, moving silently, muffling the jingling of their coin pouches.

  There is no single sanctioning body of larpers, no tally of how many people participate in this hobby, but there are hundreds of larp groups across the United States, with memberships ranging from a few people up to hundreds. In addition, dozens of gaming conventions across the country feature larps as part of the fun each year. The twice-yearly conventions run by the New Jersey group Double Exposure, for example, draw hundreds of larpers. The hobby has a global following, with numerous groups in Europe and Australia. The convention Knutepunkt, which means “nodal point” or “knotpoint” in Norwegian, rotates around Scandinavian countries each year, changing its name according to the host language. Knutepunkt treats larp as an art form and is less a convention than a conference offering panels on the nature of larp itself. Each year it publishes a book of scholarly essays on the hobby.

  If the idea of adult make-believe—grownups in elf ears, dressed in bodices and Renaissance skirts, or clad in black trench coats and sunglasses indoors—seems frivolous to you, you are not alone. Larp has a bad rap, conjuring pictures of jobless misanthropes living in their parents’ basements. In fact, larp is so geeky a hobby that other geeks—comic book lovers, reenactors, trekkies, and Dungeons & Dragons enthusiasts—often pooh-pooh it as a lower form of nerdery. Despite the stereotype, I found many larpers to be employed, clever, and, yes, cool. It takes a certain self-assurance to put on a costume outside of Halloween or a theatrical production and to play a swashbuckler or a mad scientist. And in a world full of digitized interactions, I found it remarkable that so many people were willing to make time—once a month, in some cases—to see one another and further the narrative.

  Larp is far more than a game. It’s a multimedia entertainment, an über-hobby, one that can encompass other forms of play. Many larps offer players games-within-games, from games of chance, such as poker, to contests of strength and balance performed with padded weapons. Players often show off other skills and hobbies during a larp. A singer might perform during a game set in a nightclub, a chef might play a cook and dole out real food to genuine compliments, and those skilled with needle and thread create fabulous costumes for themselves and others. Some players get into the technical aspects of larp—reading rul
es and crunching numbers to come up with the most favorable skill combinations—while others blow off steam by killing monsters. There are players who love to solve game master-created puzzles or get into the heads of their characters. Others want to soak up an otherworldly atmosphere.

  The saying “Entertainment is what you pay for, but fun you make yourself,” seems particularly relevant to larp. In order to make the game world more realistic, larpers are constantly on the prowl for cheap, everyday objects that might be transformed into props. The most obvious example is the transformation of PVC pipe and foam into a boffer, a homemade padded weapon used for combat in some games. One larp I attended built a primitive sprinkler system out of pipe at a Boy Scout camp to make it “rain” indoors on a band of characters. Sometimes, it’s the thrift shop that provides costuming inspiration or tchotchkes that might help set a historical scene just so. Few game masters earn money from organizing events; rather, they do it for the joy of giving pleasure to others.

  The drive to larp, to simulate reality for one’s own edification and amusement, has ancient roots and modern applications. The Tudors of England enjoyed lavish, outdoor multimedia entertainments, for example, while the King Arthur-obsessed Victorians held medieval jousts with sometimes-disastrous results. Nowadays, many institutions use larp-like activities for educational purposes. Medical schools enlist fake patients to help train their doctors, law schools run mock trials, and most impressively, the US Army builds fake towns, shoots mock explosives made of foam, and costumes its own soldiers with stomach-churning wounds in the service of pre-deployment training.

  Larp can also teach less concrete skills. As a social interaction, it gives players plausible deniability through the ego-saving excuse, “It wasn’t me; it was my character,” an excuse that helps people take social chances. For example, some players told me that larp made them more comfortable approaching new people or speaking in front of groups. Because there is something of the player in every character, larp can also serve as a tool of self-reflection. Some players, intentionally and unintentionally, re-create and work through real-life conflicts in larp.

  Most of all, larp joins its players into a tightly knit community through shared experience—after all, many bands of larpers have faced “death” together. This community has its own lingo, its own sacred space—the terrain of the game—and its own ritual in the form of the game itself. Thanks to its ethereal, time-bound existence, larp is strictly a “you had to be there” sort of hobby. The game can’t be relived, and the anecdotes gamers tell each other afterward sound like inside jokes to anyone who wasn’t there. The shared experience of the game creates a strong community linked by two layers of social bonds. Each character has in-game relationships with other characters—their lords, subjects, friends, or enemies—as well as out-of-game relationships with the same group of people. Ask any long-time larper why he or she has been attending the same game for four, eight, or twelve years, and inevitably you’ll hear, “What really keeps me coming back is the people.”

  I have always had a soft spot in my heart for geek culture, because at core, geeks care deeply about something, and I think that’s incredibly cool. Maybe it goes back to my adolescence, which I spent engrossed in fantasy novels and serial mysteries. In middle school, my clique of friends dubbed itself the “Multiplying Fractions Anonymous Group” during a relevant unit in our honors math class, sort of like Alcoholics Anonymous but, obviously, for those addicted to math. In high school, we were not the girls sneaking a drink on Friday nights and making out with boys. We were the theater nerds who got up early for a cappella choir practice.

  I first learned about larp years later from a good friend, Sarah Miles, who had found her roommates on Craigslist. During Sarah’s and my weekly Xena marathons, she’d talk about these roommates, larpers, and describe with relish the strange implements found in their house—the foam swords and shields, the costuming—and the odd half-performance, half-rules-bound way they had of working out plot points. We both kind of wanted to try it out, a desire fulfilled during the writing of this book. I have never been a gamer. In fact, I strongly dislike competitive games, especially strategy games—I find something pitiless and rage-provoking about the idea of a winner and loser. However, subcultures and performance have long fascinated me, first as a young fiction writer and then as a journalist. The idea of the larpers, with their self-made costumes, collaboratively writing—well, living—the stories of their characters fascinated me. I wanted to know more about this hobby and its participants, and I began researching.

  While my first few games didn’t fully convince me of larp’s charms, over the three years I spent researching and writing this book, the community won me over. Admittedly, I did drink the Kool-Aid (although we called it “wine” and pretended to be drunk afterward), but despite my intoxication with the deeply engaged, quirky species of human, homo pretendus, I hope my account of its oddities, both good and bad, may be trusted.

  * In the United States, larp is often written LARP, since it is an acronym denoting live action role-playing. The word is adaptable—one can larp, play in a larp, go larping, be a larper. Like the acronyms scuba, laser, and radar before it, many think it’s time for larp to lose the caps and enter language as a regular, lowercase word, a move that I hope will destigmatize the hobby, making it seem less like unrelatable jargon. The Nordic countries, which have a long-established discourse on larp aesthetics, have already de-capitalized it.

  1

  The Expert and the Noob

  I am still not sure how I ended up in a fake black corset and glittery red hat listening to a woman in a leather vest tell me about her lost pup—by which she meant her son—who vanished during a chase in a parallel universe.

  I’m pretty sure that somehow, Molly Mandlin is responsible.

  Before I knocked on Molly Mandlin’s door on a fateful day earlier in 2008, I had been to one gaming convention, where I’d seen grown men in lab coats and period reproductions of Revolutionary War uniforms. I’d seen grown women in Old West harlot outfits, in medieval corsets, and in plaid shirts with fake rifles à la Annie Oakley. But I’d felt a sort of vague confusion about the whole process, tinged, perhaps, with contempt that adults could spend their free time on something so frivolous as dress-up.

  Meeting Molly at her apartment changed all that. She wasn’t the first larper I’d met, although she was, perhaps, the most passionate. She lived in Brooklyn with Rob, her boyfriend of five years, and their apartment was crammed with gamers’ treasures—old copies of games such as Heroes and Dungeons & Dragons and piles of fanzines for various role-playing games. A box filled with mystery novels sat in front of a bookcase, the books on those shelves obscured by Rob’s collection of Nerf guns.

  Molly invited me into their small living room, and I sat on the couch while she pulled up her rolling desk chair. The armchair next to us had been rendered functionless by a pile of carefully arranged stuffed animals, including two linen rag dolls maybe two and a half feet tall that sat on the lap of a large bear. The dolls’ faces were blank except for noses made from a gathered knot of fabric. One wore a purple outfit, the other a blue one—not doll clothing but real children’s clothing. Both dolls had on real black wigs topped by headbands attached to bunny ears. Within five minutes of my arrival, Molly was introducing me to the dolls, who represent the twins Kayleel and Thea (short for Athena), the children of Andromache, the futuristic character that Molly had dreamed up as part of a game. We jumped into the first of many conversations about her characters.

  Andromache was an assassin trained by the government of a technologically advanced world in which ancient Greek culture had become the prevalent world culture. In what I learned was typical gamer fashion, Molly had plenty to say about her character.

  After she shared the basics of Andromache’s story with me, Molly pulled a clear plastic suitcase out from under the desk in the den and unzipped it, revealing many tiny costumes, each one in its own plastic bag. S
he unzipped one labeled “Halloween costume” and showed me a gauzy tutu and some cat ears on a headband. The twins, I learned, were ballerina cats this year for Halloween. Each twin had her own lunchbox, outfits, and toys.

  I don’t know what I expected, but certainly not props of this specificity, displayed with what was unmistakably pride mingled with self-consciousness. Molly knew that not everyone would understand her gaming life, but she pursued it anyway because it was her passion. I might not understand why yet, but I could respect that. Toward the end of our five-hour interview, Molly showed me the baby book she had made for the twins during the time that Andromache was pregnant. It had little handprints and footprints in it, rubber stamped with ink, and handwritten notes from Andromache to her children.

  “I know I’m a little too into this stuff,” she said.

  Molly plays Andromache in a larp called the Avatar System, a game that has two or three sessions each year, primarily during the gaming conventions run by Double Exposure, which also created the game. In between events, characters interact with one another using online forums, and many players post fiction or narration relating to their characters. The Avatar System is set in a fictional world called the Nexus, which exists between all possible realities. For this reason, players can create whatever characters they can imagine—there are vampire slayers, space pirates, sentient computer programs, popes from cartoon worlds, and medieval kings.

  Molly began playing Avatar after her then-boyfriend brought her to a Double Exposure convention, and soon she was hooked. After they broke up, Molly says, the community reached out to keep her involved in the game. One player, Dave Stern, even drove into Manhattan from New Jersey to pick her up for conventions.

  Over the next few months and several visits to her apartment, I try to unravel exactly what a bright, if unconventional, woman like Molly gets out of larp.