Philosophies and Strategies of Pervasive Larp Design
Philosophies and Strategies of Pervasive Larp Design
Philosophies and Strategies of Pervasive Larp Design
15
Design
Research
The majority of live action role-playing games are enacted either within a
strictly confined area or in the middle of nowhere, in wilderness. However,
there is also a minority of larps that are played in the streets, amongst
unsuspecting bystanders. This minority has recently been gaining wider
recognition. These pervasive larps are played all around a city, they invade
players everyday lives, and involve outsiders.
This paper maps the design space of pervasive larp. Firstly, we dis-
cuss different philosophies of pervasive role-play, looking at desired game
experiences and cultural conventions of different forms of pervasive role-
play. Secondly, we present a list of strategies that have been used success-
fully to realize such games.
This blurring of the traditional boundaries of games usually larps as background information: Det
lngste dag (Denmark 2005), Europa
leads to the point where players are unaware of where the game ends
(Norway 2001), Ghost Express (Finland
and ordinary life begins; they often are unsure about whether a cer- 2001-2002), Helsingin Camarilla
tain object, place or person is related to the game. While this is (Finland 1995-2004), Helsinki FTZ
(Finland 1997), Isle of Saints (Finland
often a source of pleasurable gameplay, it can also occasionally be a 2001), Neonhmr (Finland 2008-),
cause of significant problems in the game.1 Pimeyden maailma (Finland 2004-
2005), Prosopopeia Bardo 1: Dr vi fll
Numerous larps and other games have influenced this paper.
(Sweden 2005), Prosopopeia Bardo
As these games are generally poorly documented and mostly exist in 2: Momentum (Sweden 2006), Rikos
oral tradition, we have not provided references to exact larps.2 This kannattaa (Finland 2006) Sanningen
om Marika (Sweden 2007), The White
paper is based on a report originally produced in the IPerG project Road (Denmark 2007) and Tre grader
(Montola, Stenros & Waern 2007). av uskyld (Denmark 2006). Many non-
pervasive larps also provided insight
for this report. These include Amerika
(Norway 2000), Carolus Rex (Sweden
City as a backdrop
Urban pervasive games always have a relationship with the surrounding
city. Yet the attitude towards the city needs not be active: The city can just
be something in the background. Games that are not specifically designed
to be played on the streets and just happen to take place there belong in
this category, as do games where the designer simply treats the city as a
setting, a backdrop.
City as a backdrop is closer to a lack of philosophy than to a full-
blown design attitude. These games are pervasive by accident, not by
designer intent. Often the players choose an attitude towards the city from
the other philosophies one that suits their character.
Most of the city games that were played in the Nordic countries in
the 1990s belong in this category: The games just happened to take place
in the street.
Supported by: Design strategies that do not rely on a factual world
and that clearly define the game as a game, e.g. Scene-to-Scene
Play, Ludic Markers, and Ensemble Construction.
Hiding in cityscape
Many pervasive larps aim to hide themselves in cityscape. They prioritize
a way of playing that does not interfere with the outside world and avoids
causing public disturbance or involving outsiders. The advantage of this
design philosophy is that it allows the excitement of play in public places,
while keeping the social weight of gameplay low. Many people may con-
sider public pretence play embarrassing, or find transgressive public play
immoral. Thus, larps that hide in cityspace offer the most casual form of
pervasive larp.
Typically, the larps hiding in cityspace utilize settings where hiding
is an intrinsic part of the play. The wizards of Harry Potter refrain from
magic in presence of muggles, the vampires of World of Darkness mask
their true nature from mortals, spies and agents hide from everyday peo-
ple as well as from each other. Thus, bystanders are seen as a challenge,
an obstruction that needs to be avoided.
Supported by: Strategies that create a hidden layer to society, e.g.
Double Life Roletaking, Ludic Markers, Indexical Propping,
Runtime Game Mastering, Unfamiliar Surroundings, Urban
Exploration, and Outsiders as Obstacles.
Conflicts with: Design strategies that require social interaction
with outsiders, e.g. Social Playground, Pronoia and Exploration,
and Performative Play.
Societal dialogue
Some pervasive larps seek to engage in active dialogue with their social
environment. The purpose of such dialogue can be politically or artisti-
cally motivated. These games have a message that is aimed either at the
players, at bystanders, or society as a whole.
Larp is an involving and participatory form that allows players to
experience the message of the game. In traditional larp the dialogue with
society is created through the discussion generated by the game. In perva-
sive games the characters can engage the surrounding world, and bystand-
ers can have direct access to the game.
Recently, the politically aware larps have discussed issues such as
societal inequality (System Danmarc 2, Europa), gender (Mellan himmel
och hav, Ringblomman), recent history (Ground Zero, 1942 Noen stole
p) and societal control (PanoptiCorp, .laitos, Momentum).
Supported by: Design strategies that emphasise social interac-
tion with the real world, e.g. Extremely Long Duration, Reality
as a Sourcebook, Social Playground, Emergent Play, Performative
Play.
Conflicts with: Design strategies that hide the game such as
Outsiders as Obstacles
Structural strategies
First, we will look into the strategies addressing structural issues of perva-
sive larps. These strategies illustrate how players are divided into groups,
how they work through the plot and how the game is paced.
Linked tasks
Linking tasks means that players must have succeeded with one task
before they can address another one. In linked collaborative tasks the
whole becomes larger than the sum of its parts.
In Momentum, a group of players were provided with mathemati-
cal data that could be used to triangulate coordinates of a hidden stash
of game props. However, because the players did their math wrong, they
ended up searching in vain in the wrong neighbourhood in Stockholm
on a rainy October night. A boring math exercise of decryption and tri-
angulation is given relevance and context, but at the same time the task
of searching for the hidden stash is enhanced by the successful triangula-
tion, as it creates a sense of accomplishment.
Yet if the game includes tasks or puzzles entailing a possibility of
failure, it is important to communicate this eventuality as well as the
actual failure, to the players in a concrete way. It is important to design
Scene-to-Scene play
Pervasive larps, or larps in general, do not have to be continuous. Though
this is not common practice, there have been a number of games where
the action is broken down into shorter scenes that are staged at different
places or times. This brings larp closer to theatre, as each scene is much
shorter than an ordinary larp. Scene-to-scene play can enable high inten-
sity playing, with continuous emotional and physical engagement by the
players.
There are two ways of creating scene-to-scene play: continuous and
interrupted. In continuous mode the players never go off-game, but trav-
el from one place to another to stage the scenes at suitable places. Most
pervasive larps that take advantage of the city actually use this mode
the game is in the background when active play is not taking place.
Examples of this kind of playing include many Finnish city games such
as Neonhmr, Pimeyden maailma, Rikos kannattaa and Ghost Express.
In interrupted mode the playing stops between scenes and the players are
not in character as they move from setting to setting. This also enables
Ludic markers
One of the central decisions of a pervasive larp is whether to use ludic
markers or not, and which ones to use. Ludic markers are symbols that
explicitly denote some object, person or place as a part of the game.
Sensory pleasure
Computer and console games have long strived to produce maximal
audiovisual enjoyment for players. Pervasive games should not forget this
strategy a pervasive larp can expand sensory pleasure to all five senses.
Sensory enjoyment comes in many shapes and sizes, ranging from a good
dinner to a moonlit lake and beyond. Creating sensory pleasures requires
considerable effort and resources, but it significantly enhances the experi-
ence.
One way to achieve sensory pleasure is creating an overall aesthet-
ics for the game. This would mean that locations would be chosen with
the aesthetic value in mind, and all props, scenographed locations and
character costumes would have to be designed so that they reflect a coher-
ent aesthetics. If this approach is used, it is important to design also all
marketing material such as the game website so that it introduces
the theme to the players. It should be remembered that emphasizing a
genre might conflict with a realistic playing style; if everything looks and
Reality as a sourcebook
Pervasive games can use the environment they are set in as an endless
source of game content. A clever design allows players to use reality as the
all-encompassing sourcebook for the game world, inviting them to spend
time poring over books in a library or navigating numerous websites.
Especially pervasive puzzle games often use reality in this way. Players
might need to learn Morse or read up on local history in order to solve a
riddle.
One approach is to use historic sources on myths, fables and super-
stitions and make these come true in the real world. For instance, in the
world of Momentum, Enochian occultism was real. The game masters had
read up on the subject and included pointers to that material in the game,
effectively introducing a vast resource for constructing very hard puzzles
for the players.
When the internet reality is used as a sourcebook, it can also quite
easily be extended by means of fabricated content. It is relatively easy to
clone and alter an entire website. A game that relies on both fabricated
and real world information blurs the line between diegetic and authentic
content which can be a powerful experience for the players.
Social playground
Larps that treat their environment as a social playground take an active
stance towards bystanders. These games encourage, even require players to
speak with outsiders, playing on the conflict between the diegetic world
view of the player and the everyday view of the outsiders.
Players can be gently coaxed into interacting with outsiders in sever-
al ways. The game masters may plant instructed players among a crowd of
non-players, or leave important information with real outsiders. The player
character can also inspire players to interact with outsiders: for instance, a
detective character might ask people near a murder site whether they saw
something strange an hour ago, or an animal-rights activist could engage
in a provocative discussion with a bystander wearing a fur coat.
While on the one hand it can be stressful, social play with out-
siders can reward the player with feelings of fun and insight about the
social conventions. Playing the part of a vampire or a madman may serve
as an alibi for social experimentation and breaking of conventions. Jane
McGonigal (2006a) states that if people are given specific instructions to
act in a certain way in public environment, they will surprise themselves
with their own daring and ingenuity, and also find that the environment
is surprisingly receptive to these advances. Games offer the possibility to
commit the forbidden actions one wants, while still granting immunity
against it as its not real (Poremba 2007). Socially expanded role-play-
ing can provide empowerment to act against social constraints. The social
playground approach is an especially valuable tool for a designer wishing
to use game as a political or artistic device
Unfamiliar surroundings
People have clear ideas about what is the correct kind of behaviour in a
certain public space. Breaking these societal norms can be difficult for
many people. If the game design is supposed to support transgressions, it
helps if players are placed in unfamiliar surroundings (with people they
trust, see ensemble building). A player is more prone to act in a weird way
in a city that she is not familiar with and, more importantly, where the
bystanders are not familiar with her. Large cities provide a certain ano-
nymity, and that anonymity awards a wider range of agency.
It is also possible to use the unfamiliar surroundings as a starting
point; to stage a game in a strange setting, creating the conventions and
style of play there, and then move the game to an area that players are
Urban exploration
Urban exploration as a term covers all the activities where participants
examine the normally unseen parts of human civilization. This activ-
ity usually takes the form of infiltrating abandoned structures, off-limits
areas, catacombs, sewers and other tunnel systems. The customary rule is
to take nothing but pictures, leave nothing but footprints (Ninjalicious
2005). Urban exploration and pervasive larp can easily be combined. The
thrill of going to places that usually are unseen is transferred to the game.
Urban Exploration is far from safe; visiting many of these places is
either illegal, dangerous, or both. Minor bruising is a possible consequence
in almost all interesting environments, whereas major hazards include a
risk of falling from high places or getting exposed to chemicals in sew-
ers. Consulting guide books (e.g. Ninjalicious 2005), experts, and local
authorities is advised. Players need to know what they are signing up for
and they need to be properly equipped and prepared they should have
double flashlights, gloves and clothes that stand wear and tear. A compass
may come in handy in tunnels.
Emergent play
Emergent play happens when players take the game to unexpected and
unplanned directions. In tabletop role-playing games and non-pervasive
larps, emergent play happens only on the players initiative. In pervasive
games, on the contrary, environment and non-players drive emergence.
From the game masters perspective, while emergence is a free
and inexhaustible source of game content, it also needs to be designed.
The designer can try to either curb or encourage emergence by driving
the players to think and act outside the box, or by trying to contain the
game as much as possible (in Rikos kannattaa the players were forbidden
from disrupting non-players and thus had limited interaction with them).
Especially social play with non-players seems to display considerable
Performative play
Many pervasive games incorporate performative play, playing for an audi-
ence, e.g. in a fashion explored by street theatre and invisible theatre (see
Boal 2002). In these games, the bystanders are not unaware players but just
spectators. Performative play ranges from zombie walks and flash mobs
to invisible theatre and games like Pac-Manhattan. There are times when
pervasive role-playing games also adopt a more performative attitude, by
Outsiders as obstacles
Using outsiders as obstacles is one of the most basic strategies in street
larp. It fits well into fictional contexts featuring agents, supernatural ele-
ments, spies, and so on. The basic idea is that such characters want to stay
hidden in urban areas. Cold war agents would not start a shootout in
broad daylight even if it was important for national security.
There are two ways of using this strategy. The soft way is used in
Killer assassination games. If a player commits a murder with outsider
presence, she is punished by the referees. The latter might form a detective
squad and try to arrest the player.
The hard way is to create a game rule that absolutely forbids being
seen by witnesses. If this rule is still broken accidents do happen the
sanctions can be diegetic or extradiegetic. In Vampire larps, revealing
ones presence to mortals is punishable by death in game, and it is often
also considered bad playing by other players.
In order to enforce this strategy, game masters need a way of obtain-
ing information about transgressions. Most of the time, game masters can
trust larpers to provide such information themselves.
Conclusion
Pervasive larp is a diverse and powerful form of expression that can be
used for various purposes, ranging from entertainment to artistic expres-
sion and from education to societal exploration. A large repertoire of
design patterns has been used in such games, allowing a wide variety of
different games to be created. We have here presented several design phi-
losophies of larps that treat their environment in several ways, ranging
from indifferent (City as a Backdrop) and secretive (Hiding in Cityscape),
to embracing (Doing Things for Real) and involving (Societal Dialogue).
We can even argue that there is a certain philosophical progression detect-
able in the design philosophies from City as Backdrop and Hiding in
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