NELCO 2018, and Strangers
Jul. 15th, 2018 05:43 pmThis Saturday was NELCO, the annual New England LARP Conference.
My afternoon was a trio of moderated discussions. Cam and Adina ran "Climaxes in LARP", about the way that games often end with a big climax (sometimes whether you like it or not); Cam later ran "Workshops and Foreplay" -- AKA the Workshop Workshop -- in which we discussed (without necessarily agreeing) what workshops are, what some of the possibilities are, and how they could be used more effectively and frequently. As far as I can tell, the titles were chosen to maximize the available jokes.
In-between was a delightful discussion of the strengths of "Litform LARP", with Tory taking copious notes for an article on the subject she plans to write. ("Litform" is the hip new term for what I call "Interactive Literature"; folks are promulgating it as an alternative that doesn't annoy people like as me much as "Secrets and Powers" does. I'm willing to grant that, as an evocative shorthand for IL, it's not bad.)
But the highlight of the conference was the spontaneous bit. After dinner, I got pulled into a run of "Strangers". I hadn't been planning on it -- it's a weird and abstract Nordic game with heavy workshopping, and I'd been figuring that I was too tired to be creative. But they were short one player below their minimum, so I figured I'd give it a try. I'm glad I did. This is a high-transparency game, so I don't think there's any reason not to go into some detail.
I gather that Strangers is similar to "White Death", but it's pretty different from most of what we usually do around here. It's a highly abstracted game about the immigrant experience, with no speaking -- everything is physical -- and I found it surprisingly powerful.
The game is, no shit, about 2/3 workshop. We spent the first two hours collectively building the world. We were split into two separate societies (Blue and Green), on the two sides of the room (separated by a barrier) and walked slowly and painstakingly through the process of building a pair of separate cultures.
Each group had its own distinctive movement idiom, and we were instructed to use that idiom to build a gestural language, with a modest number of "words" for concepts like affection, aggression, "no", "good", how we go to sleep, and so on -- about eight concepts. Each "country" had a few areas with things in them, and we were walked through the process of developing a collective daily routine, which we then rehearsed repeatedly until it was reasonably comfortable and instinctive. We were also given simplistic "characters": basically, we each got to select a couple of primal character traits. (I was "Fragile/Optimistic".)
Despite my tiredness, the workshop went surprisingly smoothly. It is very heavily structured, and very collaborative, so you don't have to be terribly creative individually: the group as a whole does most of the creation.
The game proper began after we were all comfortable with our newly-invented languages and routines. It ran an hour or so, and consisted of a series of "days". During the first day, we all ran through our routines, including a fair amount of free-form "social" time for play and interaction using our language and movement idiom.
And then, during the first night, people began to disappear.
The GM came along while we were "asleep", tapped one player on the shoulder, removed them from our "Blue" side and put them over on the "Green" side. We "Blues" woke up the next day to find someone missing, and had to deal with the disruption of our little society. It was distressing in a surprisingly visceral way, but we kind of managed.
The next day, we woke to find another character gone. Since this run was small (only four players per society), this left just me and Becky on our side, and we more or less went through the stages of grief together, with our routines running off the rails.
And then the next night I was tapped, and brought over to the Green side. (Leaving Becky to basically have an in-character nervous breakdown, as the last Blue left.) I found myself in a strange Green land, whose rituals were mysterious -- kind of understandable, but a bit hard to relate to my own experience from the Blue side -- and whose "language" I found nearly incomprehensible. I've never been much good with foreign languages, and that apparently translates to gestural ones: I was the slowest to pick up Green-speak. The whole thing was impressively freaky.
In the end, we were all united in this strange new land, finding ourselves partly adapting, partly keeping our own routines. As a metaphor, it was surprisingly effective.
Anyway, the game is fascinating, and well worth playing. It is supposed to have 18 players, not the 8 we ran with, and I suspect it's a rather different experience that way. I gather that they're thinking of bringing it to Intercon; I hope so, and recommend it as a fine mind-bending and educational experience...