Meta-Techniques
What is a meta-technique? Nordic Larp Wiki defines it as a “loose term encapsulating various rules and narrative tools/practices which are carried out by players rather than characters but still part of the improvisational flow.” It is a means of communicating to your co-players without interrupting the scene, breaking character, and/or adding to the canon of the story’s continuum.
In this game, we will be employing three meta-techniques, which will be demonstrated and rehearsed in the pre-game workshops
- Tap Out
- Look-Down
- Cut!
When someone wishes to calibrate or have an off-game discussion with another player, they are expected to communicate this verbally and find a quiet corner to go off-game without disturbing other players.
Tap Out
A double-tap signal which indicates that a player wishes to redirect or reduce the intensity of the current scene. By tapping another player’s body or tapping twice on a nearby surface, a player can communicate nonverbally that they don’t wish to play on the last thing that happened.
This can be followed up with a short verbal explanation of what precisely they do not wish to play on, or the scene can simply continue without the last action that was taken. (Example: if Player A grabs Player B’s arm while their characters are arguing and Player B taps out, Player A should release Player B’s arm and continue the scene without awaiting a verbal explanation.)
Tap Out was first introduced in the 2015 production of Inside Hamlet.
Look-Down
If you would like to remove yourself from a scene (or simply walk through it) without your character’s actions or presence being played on, participants can position their hands over their eyes as they walk out of the room to convey that they are not, at that time, part of the canon of the story.
Cut!
Anyone present at the larp can shout “Cut!” at any point to stop gameplay at once. This option exists to communicate to all present that there is a potential dangerous situation that must be dealt with before gameplay can proceed.
Common uses of the “Cut!” mechanic include:
- Something has broken and the resulting glass and/or sharp edges must be gathered and disposed of
- Someone is injured or in the midst of a medical emergency
- Someone is at risk of being injured or enduring a medical emergency
- Furniture, personal possessions, and/or the venue itself is at risk of being damaged
Roleplay Mechanics
Certain mechanics will be available to players who wish to steer their stories without going off-game or communicating this verbally. These mechanics include:
- Scandal Box: a box for players to submit whispers, rumours, and scandals about their characters, if they wish for information to be publicised in Talk of the Ton. Read Scandal Box for more information. (Credit to Atropos Studios for this mechanic, which was implemented at their larp Mayfair.)
- Visitor’s Book: while a visitor’s book was traditionally and historically used for callers to record their visit if the occupants of the house were not present or available for a visit, this Visitor’s Book will serve a different purpose. A large ledger will be left in a public space for players to write in and read throughout the game. Players will be able to write notes on the type of play they are looking for, scenes they would like to enact, or something they would like to happen which requires the assistance of another player. This will allow players to communicate with their co-players without going off-game or breaking immersion. (Credit to Sean Mooney for suggesting this mechanic.)
- Draw the Curtain: if a player would like their character to engage in physical intimacy without being caught or having the intimacy played on by other characters for drama or scandal, they can Draw the Curtain by blocking view of the act with an open fan or a hat. Even if the act is only partially covered, Draw the Curtain is an indicator to other players that they should pretend as if their character cannot see what is taking place behind the fan or hat.
Opt-Out Versus Opt-In
This larp employs opt-out design and mechanics. An opt-out approach dictates that the responsibility resides with each individual player to communicate when they feel discomfort or a boundary has been crossed in a scene.
With opt-in, the assumption is that your co-player will calibrate or check with you off-game before engaging in new storylines or intimacy. With opt-out, the assumption becomes that you are comfortable seeing how the scene unfolds and letting the characters naturally evolve and interact.
Opt-out should by no means lead to players accepting or engaging in play they are not comfortable with. Opt-out simply offers players the opportunity to gauge their boundaries in the moment, and the immersion that comes from minimizing calibration and off-game breaks.
We will hold workshops on site, prior to gameplay, to familiarise players with our various meta-techniques, mechanics, and opt-out approach. One of the most important being the escalation workshops, which allow participants to practice verbally and nonverbally establishing boundaries in-game.