Development 03: Can LARP Not Be Tourism?
Added 2018-04-13 21:00:59 +0000 UTCIt all started when I was talking to one of my friends about a role-playing game about addiction. The intention of the game, from my perspective, was to create a LARP where the players could encounter the difficulty of recovering from addiction, and learn coping tools for recovery. My friend made the very astute point that ultimately, when running a LARP like this at something like Wayfinder, it would be predominately non-addict facilitators and staff, working with predominately non-addict participants. It would easily become "Look at how easy it is to overcome addiction, and how we can regard addicts as lesser due to their inability to do what we've done". His counter-idea was a LARP that explored the pain and agony of addiction, which would be, by his own admission, a miserable and agonizing experience. But I had issues with that myself.
In a LARP, when you experience pain, it's fun. If you're not having fun with the pain you're experiencing, you stop! Players would come away from the experience having enjoyed engaging with the trauma of addiction. Sure, they'd feel sorry for addicts, but would they have learned anything? Doesn't that make them the same as tourists who go to starving African countries to "help", ultimately learning nothing and just patting themselves on the back?
So I guess that leaves me wondering, can we ever write LARP that's about real, human suffering, and not have it in some sense be voyeuristic? I might argue that the very nature of LARP, as something you enthusiastically buy into, is one that means any suffering you experience is something you've chosen and embraced. True suffering isn't something you've embraced.
I find myself looking at art forms similar to LARP, like Performance Art or Theater. Sometimes, artistic productions in those styles will basically "strap the audience in", and force them to engage with things that upset them. This is completely counter to everything LARP communities have built - it's non-consensual, uncomfortable, and can be downright triggering - but it succeeds where LARP ultimately fails, if we can call a lack of fun failure.
Maybe, though, this isn't a failing of LARP. Maybe not all art needs to hurt. Maybe we should just accept that veering into the world of true suffering, exempt from tourism, is something LARP isn't capable of doing. I'm certainly not writing that addiction game any time soon (although I'm still thinking about the Serenity Prayer and the rules of AA programs as a valuable tool to teach people through LARP).
Perhaps, ultimately, LARP is better at exalting virtues than indulging in pain. And maybe that's a good thing. But then again, I'm really not sure.
Comments
Yeah, for sure! It's definitely not a LARP-specific issue. And you're definitely right - other forms of media are significantly more voyeuristic in nature. I'm not sure if there's a clean way to create transformative play around experiences that you can't personally relate to. I think that's why, personally, even the LARPs I write that are about trauma and processing trauma tend to exist as a triumph or celebration of resisting trauma, as opposed to wallowing the players within the trauma. I wrote a game recently that contains a clear allegory for parental abuse, but in it I chose for the conflict to come from the players defeating and overcoming the abuse. I wouldn't feel comfortable writing a LARP that's about children being abused for 3 hours without any resolution or freedom, because I feel like that's an experience I don't think the players can learn from and gain strength from.
Jay Dragon
2018-04-16 16:39:30 +0000 UTCI guess from my point of view, while that objection is valid, it's not really LARP-specific. You can always put down a book or leave a movie theatre or close a computer game. But I think something related is the idea of expectation-setting. If people go into a game about addiction knowing that this isn't going to be "fun" or "enjoyable" in the conventional sense, and is going to be painful and hard, then people who read that and still choose to play the game are likely to try not to disengage unless they really need to, and could get quite immersed and bleed-y and impacted by it. There's still going to be some emotional distance you wouldn't have in real life, but it could still be very impactful and communicate some experience in a way that'd be different from what you'd get across in a different medium. The times that I've left a LARP (or a conventional play) early have been because of problems with expectation-setting. Obviously expectation-setting itself can be a sort of distancing and sorta meta-level opt-out (because it'll cause some people to decide not to play the game), though. Definitely interesting to think about.
Xavid
2018-04-16 03:14:15 +0000 UTCTo clarify, I didn't mean to imply that the current way of how emotionally intense LARPs work is bad - I think they succeed very well, and the safety mechanisms are vital. I was just musing about the steps beyond that.
Jay Dragon
2018-04-16 02:19:27 +0000 UTCHi Xavid, thank you so much for responding! I completely agree with you - I've absolutely written and played in very emotionally intense LARPs, and I think in your example of "just leaving" you've nailed what makes LARP so complicated to me. In LARP, like other forms of art, you're able to walk away from the problem itself. If I'm playing in a LARP that's too agonizing for me, I can opt out (which is a good thing! You shouldn't be forced to engage in something that triggers you obviously). But, if I'm not opting out, that means I'm enjoying and experiencing the suffering that's happening. When I asked my friend about what his ideal LARP about addiction is, he explained he didn't want a LARP where people can opt out because an authentic experience is connected to the fact that you can't get out. That doesn't mean I want to write a LARP people can't opt out of, obviously - it just means I'm wondering how we can enter that space when we have the option to leave. I've never heard of The Curse - thank you for pointing me that way! And thank you for your really interesting response.
Jay Dragon
2018-04-16 02:11:22 +0000 UTCI feel like, while there's some inherent inability for any type of art to not be touristic at some level, LARP can be very effective at exploring difficult topics. Many LARPs deliberately deal with subjects that may be hard or triggering, which is why it's standard to have safewords and aftercare. The way you use "non-consensual" is a bit weird; in a play you can generally leave (and I have). LARPs that deal with negative experiences aren't necessarily conventionally "fun", but they can be powerful and many people value bleed of negative emotions. I feel like the lack of distance created by the LARP format can make that bleed hit harder and be less voyeuristic than conventional audience-having media. LARPwrights also have the ability to set the terms of the experience; you can avoid making it seem easy to overcome addiction, say, by having problems be unsolvable and/or having solutions with realistic uncertainty, risk, and drawback. The Curse by Lizzie Stark, about breast cancer, and Just a Little Lovin’, about the AIDS epidemic, are examples of LARPs that address difficult subjects well and are highly recommended.
Xavid
2018-04-16 00:08:20 +0000 UTC