Code Words in LARP

Mar 20, 2011 21:11

This is some idle theory garble about LARPing, so feel free to move along if it doesn't interest you. I've tried to make it intelligible to non-larping folk.

Just so you won't feel like you've wasted your time, here's a picture of a cow I made.




His name is Hamish. I blame ezrem



One of the ways in which some LARPs really deviate from tabletop RPGs (and some other LARPs) is in placing a high value on maintaining in-character-ness. For a lot of people, this allows for a greater sense of drama, excitement, fun, and immersion, though it also precludes a lot of conversations that would be allowed in a different kind of game. There has been a trend in certain LARPing communities to move more toward a continuous immersion model. This can mean a bunch of different things, like creating realistic props, sets, and costumes, making sure all the cars are parked out of sight for a medieval LARP, making sure that people do not enter the game space unless they are playing a character, or avoiding any sort of out-of-game narration. One of the consequences of this is that going Out of Character (OOC) is frowned upon unless there is a pressing need, because it is seen as disruptive.

Because of this, one of the things that happens in continuous-immersion LARPS is that player needs have to become character needs. You shouldn't play a character who doesn't eat because you're going to get hungry eventually. If you're too cold to go outside, so is your character. If there are IC consequences because you had to meet an real-life need, so be it, though everyone tries to show consideration for such needs. The character who is trying to get you to hurry up and answer his questions might be a bit grumpy about you stopping for a snack, but he's not going to demand that you not eat. So, to a large degree, various issues can be handled without breaking character. Problems that can't be dealt with in-character are usually dealt with as discreetly as possible, so that no one but the people involved in the conversation knows that character has been broken.

But what about the times when there is no in-character way to convey or resolve the real-life problem? Well, that's when games invent code words to indicate a stop to play, or to convey OOC information without interrupting play. Here are the code words from the games I play:

In NERO, there is only one code word, "Hold," which calls for a stop to all play around you. There is no formalized rule for a break of game for clarification, but in practice such "mini-holds" exist. There are many different NERO games with different standards for when it's appropriate to break game and when it's not, and, it can become a contentious issue when there isn't a shared understanding.

In Madrigal, there are 4 code phrases
"Let me clarify"- The following information is phrased in an IG manner, but you should take it as OOG truth, whether about rules or about fictional content. Only supposed to be used by game staff.
"Clarification"- I don't understand what just happened rules-wise, can someone explain? Intended to be mostly used by new players.
"Caution"- There is a physical danger around you, take a moment to be aware of it! (usually used during fights)
"Emergency"- All play must stop because someone has been seriously injured, or there is a threat to everyone's safety if play is continued.

Edit: marcus_sez_vote reminds me that there is another one- "the plague," which he explains in the comments.

In my experience, having these code phrases allows the game to progress a bit more smoothly because people can quickly and clearly convey certain common OOC concerns. In fact, some of the people I play with have gone so far as to create an additional code phrase to convey the following:
"I, the player, would really like to be involved in whatever you're talking about, even if IG logic would dictate otherwise. Please work with me to justify my involvement IG, so that I can have a better time."
It seems to work well for us. The code phrase is unobtrusive, and no one overuses it. If it is used, it's not perceived as selfishness or whining, but is honored in good faith, partially because the people who use it are all friends.

So the thing that got me thinking of all this was coming across this column, about introducing "safe words" into LARP:
http://www.rpg.net/columns/bristol/bristol18.phtml

My first thought is that it sounds like a reasonable idea. If my friends and I have a code word for "Please let me take part in this upcoming scenario," why not have one for "Please allow my withdrawal from this situation without breaking game" to be used in cases where people are deeply uncomfortable? I doubt it would be used very frequently, but when I think back, there are at least 3 or 4 times I would have used something like that in the past, had I had the option.
I suspect that some people would have kittens over such a proposition, claiming that some players would abuse the rule, but I think the net benefit would outweigh any such issues. Besides, if someone wants to stop playing that badly, why not let them, in a way that doesn't interfere with others' play?

I'm really curious what others think of this. Are there code words that you use in LARPing beyond those included in the rules set? Would introducing code words for "I want in on this" or "I need out of this" (or something else) help play be smoother and more fun? Would having those kind of words change the way you might approach a game (or make you more willing to play, if you don't already)?

Edit #2: Hey pbsweetheart, remember when we were talking about stuff that could be ported across games without drastic weirdness? Does this kind of stuff apply?

larp

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