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I’ve been asked to share what our professional process is. This post is an attempt at that.
Every company is different. Ours mainly does larp events – either our own or for others. Here’s a short run-through of how we do things. If it’s our own event, the first steps can happen anywhere. If it’s for a customer, it’ll usually take place after the initial contact has been made, and is a bit more defined.
But with no further ado – this is how we do a lot of our work.
The first step is usually very informal. Somebody will say “Why don’t we do a larp about the Three Musketeers?”, and then others will get that glazed look of “Yeaaaaah… why don’t we?”.
At this phase, it takes a project leader to say “Ok, let’s talk about this”, and get the ball moving. Most loose talk doesn’t lead anywhere, but some conversations lead to…
A few people sit down and start throwing around ideas. “Hmm… maybe it should be set during a war between England and France”, “We want people to have dramatic swordfights” and that sort of thing.
General decisions are made, and some glimmer of a skeleton of the event is fleshed out. Are we talking four days? An evening? 20 participants? 1000? Things go fast at this stage, and if people are still on fire, it develops into…
Here, some structure is decided upon. The idea is defined more and it gets to the phase where it can be explained to outsiders and get them excited.
If we’re working with partners, this is where a pitch is put together. We sometimes work with internal pitches as well, but not always. Once the concept is clear to everyone involved, we go to…
If we need to make a Polish castle into a French 1628 chateau, it’ll require work. We need to promote the event, so we get participants. Design work beyond the general needs to take place.
One way of doing this is with a mountain of post-its and an open session, where we look at all the tasks involved. Responsibilties and project structure is agreed upon, before moving on to…
There are usually a LOT of these. Designing a website is not a one-step process, and can require a lot of people (or a few highly skilled ones). Logistics plans don’t make themselves.
During this phase, things go into the nitty-gritty. An experienced team with clear roles can go into action mode here very quickly, with everyone knowing what to do. Still, it always requires..
Even the best laid plans get into trouble once they meet reality. Your costume supplier has closed down shop, so a new one is needed. Food turns out to be a hassle. Stuff happens.
New projects always involve a lot of tweaking – unless you’re mostly working with factors that you control 100%. Still, either with or without tweaking, at some point it’s time for…
Whether it’s a larp event, a conference or a game-in-a-box that needs to ship, there’s a phase where things are running/flying/being done. It can be short or it can be long, but it’s there.
During the execution phase, it’s important to keep a clear head and make the best of things. Complex events almost always involve a certain level of chaos. It’s ok. You can talk fixes in…
It can be informal, or it can be structured. It can take place in the project group or between individuals. But after each project is done, it’s human nature to talk about improvement ideas.
Since we have a stable production team, our evaluations are almost always focused on what we learned and what we can use moving forward. Sometimes it even leads to…
Every time you do a project you learn. But it’s not always that the learning becomes codified and spread throughout the organisation/project group/community. It takes effort!
When we find the time and energy, we do our best to distill the knowledge gained and share it with both each other and allies/communities. That way, it makes it easier to…
Smarter, better, faster, smoother, and so on. Each event is also a live fire test of the concept, and once you’ve done one, it’s much easier to do it again. Iteration cycles and all that jazz.
At the end of the day, innovation is hard. Taking elements, processes and ideas from previous projects makes things much easier. Do something enough, and you become an expert.
The same goes for this process. Having done this many, many, MANY times, I’m pretty good at going through the steps fast. And though each project is different, there are approached and experiences that can be copied and reused.
You don’t have to invent the wheel every time!
If you like my writing, and want to free up my time, so write more, you can do exactly that, by supporting me via Patreon.
https://www.patreon.com/user?u=3351676
If you want to get into contact, I’m easy to find online. So if it’s worth your time, search me out. I’ll do my best to answer.
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]]> https://dziobak.studio/how-we-turn-ideas-into-projects/feed/ 0The post What to Expect at the Convention of Thorns appeared first on Dziobak Larp Studios.
]]>As we’re now coming closer to the second Convention of Thorns, we thought it might be an excellent time to discuss what first-time vampires can expect during their weekend at Zamek Ksiaz.
Costuming is serious business. Part of what makes Convention of Thorns so amazingly immersive is that everyone brings their A game when it comes to costuming and makeup. If you’re concerned about putting something together or getting it to Poland, consider costume rental – you’ll be certain to get something that fits and is made for you and your character. But if you’re into making stunning costumes, terrifying prosthetic makeup, and creating creepy props, this is your time to shine. If you think it’s too much, this is Vampire, and you are in a castle. It won’t be.
Different floors and areas will have different themes and moods… and temperatures.The castle is large and there will be many different play areas – some for different clans, some with different atmospheres, some for different entertainments. There are the dank, dark, and chilly upper floors, where the most depraved of acts can and will take place. There are the elegant ballroom and lower halls where the high clans gather to plot and bicker amongst themselves. And that is not nearly all – it’s easy to overlook entire floors, gardens, or dungeons. If you have time to explore the castle off game, it’s a good idea.
Canon characters are fellow players. If you’ve been through the casting process, you are likely already aware – but if you’ve just signed up, characters from Vampire: the Masquerade continuity are present at the Convention and available for play. Every player has the opportunity to request these canon characters (or at this point, any canon character that hasn’t been cast already). The players can interpret the characters as they like, and have no specific directions for the weekend. So even if you don’t play one, you can have the thrill of pitting your character against some of White Wolf’s most legendary names.
The monks are there to help. Would you like NPC victims? Ask the monks. Do you need space or components for a ritual? Ask the monks. Hopelessly lost and need directions? Ask the monks. The monks are there to provide what you need to make your experience better. Do not be afraid to ask them for help, or even suggestions if you’re feeling lost or uncertain about your place in the drama.
There will be organized day play. Day play will be an opportunity to play out scenes from characters’ past, present, and future. These sessions aren’t mandatory – you can organize your own scenes or meetings, or catch up on sleep – but they are a great way to deepen your understanding of your character before the evening’s play begins. There will be pivotal moments or incidents in your character’s life that make them who they are at the Convention, and change who they are after. The chance to play those moments out is unique, can be quite emotional, and should definitely be considered.
You can eat some meals at your hotel! You will be lodged in a few different small hotels. Some of us (cough, me) were either jetlagged or not very bright and only discovered that we could have breakfast at our hotel, as opposed to the ‘main’ hotel closest to the castle, on the last day. Check with organizers or hotel staff to find out which meals you should have where.
It will be an amazing collaborative experience. On a more personal note, creating the story of the Convention with the other players, the organizers, and the NPCs over the first weekend is not an experience I expect I’ll have again. There was a collective love for Vampire: the Masquerade, a willingness to experiment and try new things, and an acceptance of player’s interpretations of characters and material that made the larp dynamic and thrilling. Every run will be different, but participating in a larp like this – in my opinion – always brings incredible moments that could only be created together. It felt like the Vampire larp I had always wanted to play.
You will truly feel like a creature of the night. Deep within the halls of the castle, isolated from the world, surrounded by incredible costumes and scenery, it is easy to imagine yourself in the 15th century and amongst fellow predators. Whenever vampires gather, it is an opportunity for them to settle grudges petty and great, threaten old enemies, and sometimes, revisit an ancient love. It is impossible to know whether dreams or nightmares will be found in the darkness of the weekend, but whatever you find, it will be unforgettable.
Convention of Thorns webiste
Veteran vampires, what would you add? Let us know in the comments!
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Larping is an interactive event where people play characters to collaboratively create a story over a set period of time. Your characters can live in a world inspired by a Broadway show, like the Rocky Horror Larp, or a universe that’s entirely new, created by the designers for the event. It’s like being in a movie except there are no cameras, no strict script, and everyone is the main character. Charlie from the Rocky Horror Larp design team explains more about larp:
If you’ve never larped before it can sound like a recipe for total chaos. 80 or 100 people, many of whom have never met before, just making things up as they go along! But it works. It has its own magic as a co-operative, co-created adventure shared by people who all want to have a good time together, even if their definition of a good time is quite different.
There’s no right or wrong way to larp, but there are some general types of fun to be had. Some people enjoy tracking down clues and trying to figure out the plot points laid in readiness by the design team. Some people enjoy just exploring a strange new world and playing light-heartedly with the characters they encounter. Some people enjoy the politics of trying to accrue advantages for their character, build social capital or work towards their characters’ attaining power or their heart’s desire. While others enjoy the opposite, building their character up only to tear them down, break their hearts and have a good, cathartic, in-character cry.
The chaos of a bunch of strangers all pursuing variations on these goals is kept in check by the world everyone loves and has agreed to be part of. The design of the game creates an outer structure of events, times when everyone is gathered together and times when people disperse to explore or hang out in smaller groups. The design also sets parameters for what can and can’t be done. So, for example, in Rocky Horror Larp, no one can kill your character. You as a player can decide if something dreadful happens to you, and there is always a way back into the game (though probably not without some repercussions), whatever has happened to your character.
Living inside a character’s skin is the best part of larping. It’s an opportunity to be a different person, someone sweeter or angrier or wilder or more repressed than you. You are in charge of your character’s journey. You can build them friendships or romances, give them issues to be resolved, secret desires to fulfil or thwart. They are your play thing, but they are also a way of discovering new things about yourself. At Rocky Horror Larp, you’ll get a character assigned based on the best fit from your questionnaire, and character coaches will be on hand with advice when needed.
Larp takes you into new worlds, new encounters. Within the safety net of a well-designed game, you can step outside your comfort zone, if you wish. You can explore confrontation or danger, heartbreak, defiance, risk-taking or conformity you might avoid in real life. Workshops between the acts allow you to step back and reflect on how you are finding things and get help making adjustments if you need to to make sure you have the best experience you can have. So come on. Don’t just dream it!
Get tickets at https://igg.me/at/larprockyhorror!
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]]> https://dziobak.studio/what-is-larp/feed/ 0The post Combine a Dziobak Event with sightseeing! appeared first on Dziobak Larp Studios.
]]>The cheapest way to go around Poland is by bus. For longer distances, the bus companies are called Flixbus, Polskibus or Leo Express. Of course, there are also trains, which are a bit more expensive, but can be faster to get from A to B. And finally there’s a website called Blablacar.com, where you can book a carpool to get to your destination (also a bit more expensive than the bus at times).
Here follow the Top 5 historical sites we’d recommend seeing (and one outside the Polish borders but still at only a few hours drive):
In Krakow, buildings from very different time periods were built alongside one another as to create a very eclectic city. It’s also the Polish capital of Jewish culture – Jews still live in Krakow and Yiddish and Hebrew are spoken on the streets. We’d definitely recommend you to visit one of the Synagogues (Old Jewish Quarter). Of course, as everywhere in Poland, the Catholic church is also very much in evidence and Saint Mary’s Basilica adjacent to the Main Market Square is a must see!
Other than Krakow’s religious past, there’s the royal history to be explored in a series of museums and castles, which you’ll find on the Wawel Hill.
Krakow is also a student city and you’ll find many bars and clubs in the different neighborhoods. Oh, and should we mention that a pint is only 10zl (about 2,30€ or 2,70$)?
It might seem unnecessary to suggest a visit to Auschwitz, as it’s such an evidently important site. However, one might argue that because of emotional reason, one would rather not visit this place of utter suffering, which of course is a valid argument. However, even though it is a very difficult place to set foot on, it is of the utmost importance that such a horrific event may never happen again and one could say that you owe it to yourself and the rest of humanity to see it.
Poland is the second-largest coal-mining country in Europe and many houses use this fuel for heating. The region of Upper Silesia is the most productive in this industry.
The “Wieliczka” Salt Mines are 700 years old, particularly beautiful, and are part of the UNESCO Heritage List.
The “Guido” Coal Mining Museum of Zabrze takes you 320 meter underground to show you the reality of work in the coalmines. This makes it the deepest visitor mine in Europe. During the visit you’ll be able to ride an underground tram and learn about (forced) working conditions and even mining disasters.
Whether you’re going to College of Wizardry, Convention of Thorns or Fairweather Manor, you’ll be spending your weekend inside one of the castles that host Dziobak events. However, if you feel like seeing more fancy walls and towers, why not visit one of the other castles?
– Czocha Castle organizes guided tours and is the curious castle where College of Wizardry takes place. Will you be able to find all the secret passageways?
– Moszna Castle is the classy home of the Fairweather family and looks like a fairytale castle.
– Ksiaz castle is a huge architecturally eclectic castle where vampire politics happen at night, but mere humans may visit during the day.
Prague is one of the most beautiful cities in Europe and has a lot of diverse activities to offer. We’d recommend you stroll along the Vltava on either side to watch the boats come by (the Charles Bridge isn’t as nice as it’s made out to be) and along the Devil’s Channel, which is a cute little side channel of the Vltava out of the tourists’ way with a watermill. Side note: the Devil’s Channel is called the Devil’s Channel because an old crone with a very bad temper used to live there.
For an amazing view of the city, head to the Kinsky Garden and the big park surrounding it taking the funicular up the hill. In this park you’ll also find the peculiar Carpathian Church of Saint Michael Archangel and you can walk from here to Saint Lawrence Church and the Strahov Library.
– The post office at this address (Jindřišská 909/14, 110 00 Nové Město) sports a gorgeous glass ceiling and looks like it comes straight out of the 1920’s.
– Enjoy the view from the rooftop bar of the Dancing House with a nice cold Kozel beer.
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More and more people make their living out of larps, and even more do some kind of part-time larp work. I can’t claim to speak for everyone who is engaged in larp-for-pay work, but I can share some of my experiences.
I did this once. Every second Saturday, we gathered 100–200 kids in a forest in Denmark. I was the boss. That meant that I took care of everything that wasn’t strictly related to the running of the game – and some of that as well. I was responsible for coordination with the forest, marketing, gathering the team, fixing logistics, etc. I had also invested in the equipment.
At the end of each event, I paid people and took the rest of the money for myself. If it had been a particular good day (=many kids), everyone got a bonus.
It was great. I worked a couple of days pr month in the field, and spent some time making sure everything ran smoothly. The pay wasn’t good (I got a bit more than what students got), but it was fun, and challenging and awesome.
It wasn’t enough for our ambitions, though, so we (Bjarke Pedersen and I) decided that we should start more larp campaigns and build an organisation around them. Back in 2004, it was just that one bi-weekly larp, though.
Junior Rollespil København (which would later become Rollespilsfabrikken) was born out of the Rude Skov larp campaign. The plan was to have multiple campaigns, and also one-shot events, and in time employ people.
It never got that far. Running one campaign was doable. Running two was as well, but trying to build an organisation around it turned out to require a different approach.
We learned a lot from it, and to say that it went smoothly would be an incredible lie. At some point, it became clear that this wouldn’t be something that would sustain us, even if it was getting to become a cool organisation, and paid some salaries for people working part time with childrens’ larp.
Rollespilsfabrikken still exists, and after the rocky start in 2005, thing quieted down around 2007, and for about ten years it has been one of the undisputed larp powerhouses of Denmark (and of the world).
But while I still ran the main campaign (I’m still chairman of Rollespilsfabrikken, but no longer a regular at our campaign), I also started a company, that does larps.
In 2006, my brother Peter and I started Kassidi. It would later become Rollespilsakademiet, which together with Rollespilsfabrikken and the Polish NGO Liveform now is the engine behind Dziobak Larp Studios.
Peter left the company after our first year. Not because of disagreements, but simply due to the fact that we couldn’t make money enough for two salaries any time soon.
I stayed on, and in 2008 Anders Berner bought half the company. We’ve run it together ever since, with the help of a crew, that started small but which has now grown to be more than thirty people.
Owning a company has a lot of upsides, whether it’s a larp company or not. It also has plenty of downsides. However, the larp part of it in this case means that we’ve mainly done things for other people.
Banks, libraries, schools, churches, etc. Organisations that want something and want us to do it using larp as a method. We still do a lot of that. The smallest are children’s birthday parties. The largest feature more than 3.000 confirmation students and more than a hundred priests.
In 2014, we got worldwide media attention for our larp College of Wizardry. That started the journey towards organising larps for larpers on a professional basis. We’re still not at a sustainable level yet, but we’re slowly getting closer.
Doing one-shot larps for international audiences is very different from running larp campaigns. For one thing, the price tag on our events is a lot higher than on any campaign larps I know. The productions are also quite a bit grander.
Doing campaign larps is (often) all about keeping costs down. Doing big, flashy blockbuster larps isn’t. Castles, ships, and so on don’t come cheap, but they also pull people in. We could easily move College of Wizardry to a public school in Denmark, but it wouldn’t exactly be the same experience.
Then there’s the whole discussion of production team. How many do you need? Who gets paid and who is a volunteer? Do you have a tiny core team, that then scales up with freelancers on a project-by-project basis? Do you have a large team, that devours projects (and money) fast, and can handle a lot at once?
We’ve gone for the big team option. That means that we’re a lot of people (32 as of this writing) and while not all of them are engaged in producing blockbuster larps, most are. It means that we a have a lot of capacity in-house, so we can do a ton of projects. It also means that we need a solid amount of money each month to survive.
At the core of this is the one-shot larp. While these are fun to do, they’re also a ton of work – especially the first time. And since larpers want new, shiny things, it’s often easier getting old players to go to new events. Naturally, this puts pressure on the production team to constantly innovate. And that’s time-consuming as hell.
We don’t just do larps. We also do a lot of fringe stuff that isn’t technically larp, but uses larp elements. Our Elven Kingdom in Romania, for instance, lets the participants enter the area as themselves, while the Elves are larping/acting/not breaking character.
We also do workshop facilitation, cosplay style work, teaching, and a load of other “fringe” things. Here, the larp skills (and equipment) come in handy, even though people aren’t paying for a larp experience as such. It’s even helpful when doing high-level corporate consulting, though that’s seldom larplike (yet).
This is a lot easier than doing straight larps, due to the fact that you here apply your skillset to existing economic structures. Few people know that larping has value. Slapping an “improv theater” tag on your larping might make it easier to sell, though it doesn’t do much for the overall image of larp (but might help improv!).
For most of us, this is where the money lies. Using our larp-learned skills professionally is immensely gratifying, and – at least in my experience – the closer it gets to being larpish, the cooler it feels.
So while using the excel skills you gained by larp budgetting to excel (pun intended) in planning t-shirt productions is great, it will probably feel even nicer to do body language training by teaching people to walk as orcs.
I’ve done a lot of strange stuff and a lot of strange projects. My way is not anyone else’s way (and thank Cthulhu for that!), but I can at least share some experiences. That will be in another blog post, though. For now, it’ll be kept to a short list of things I’ve learned doing larp projects. Of course there’s more, but this is some of the stuff that’s been a direct result of doing larps.
Writing
Analysis
Personal Communication
Leadership
Project Management
Budgetting/Accounting
Accounting
Logistics
Emotional Support
Coaching
Public Speaking
Research
I’ve also managed to pick up a lot of low-level skills in different fields, but while I’ve used those in a larping context they haven’t been necessary as such. They’ve just helped! If you read my blog post #22, I go into more detail on that there.
And of course, if you want to break into professional larping and make a career of it, you’re more than welcome to send a mail my way. I can’t do the work for you, but I may be able to give a piece of advice or two.
No fun in being a larp guru if you don’t share your mysterious ways, right?
If you like my writing, and want to free up my time, so write more, you can do exactly that, by supporting me via Patreon.
https://www.patreon.com/user?u=3351676
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At least, if you ask me.
We have to not only tell what it is (which can be hard enough), but also why it’s so amazing. And we need to become more skilled at this. Learn from each other and re-use what works.
You can have just as much fun at a freeform larp in a classroom at a convention, as in a high production value larp – but it’s easier to get outsiders to go wow at the last one.
If this is your passion and your prime hobby and it gives you a lot of identity, stop being ashamed. You can be casual about it and joke about it. But stand tall. What you do is powerful. Larp pride.
Larpers of the world, unite. Or at least get to know each other. Organisational infrastructure matters. Structures matter. But they cost blood, sweat and tears to create, and we need to put in that effort.
The zeitgeist is not what it was in the 80’s or 90’s. Technology isn’t either. And society changes all the time. Just because we did things ten years ago doesn’t mean we can do them now.
One of the big hurdles of the image(s) of larp in mainstream media are that the form and the content get muddled. If 90% of all larp is fantasy, people will say “Larp? It’s not for me. I don’t like fantasy.”
Many of our own have very little clue as to what’s happening in our own spheres – let alone how it relates to the outside. Spread knowledge. Explain and discuss. Write down. Rinse and repeat.
I don’t want to have ten more cool larps a year, globally. I want to have thousands. If we’re not dreaming high, we settle too easily, and instead of talking about where we want to go, we get stuck in where we were.
No matter what you do, someone will be upset. Not because the world is a null-sum game, but because someone always loses something. If we don’t dare to upset people, we won’t have any major impact. Sadly.
And that’s tricky. Because none of this happens without struggle, pain and effort. It’s hard to change the world. Critics to the right, doubters to the left. It’s easy to just shut up, enjoy life and not rock the boat. It’s even ok.
But I think still it’s worth trying.
If you like my writing, and want to free up my time, so write more, you can do exactly that, by supporting me via Patreon.
https://www.patreon.com/user?u=3351676
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]]> https://dziobak.studio/if-we-want-larp-to-grow-we-need-to-get-better/feed/ 0The post I was an arms dealer and owned a weapons factory – today it finally closed down appeared first on Dziobak Larp Studios.
]]>When people say things like that, they’re usually joking.
I’m not.
The title is 100% true.
For four years of my life, I made money selling weapons to international customers. For one of those years I was also one of the owners of the factory that produced the weapons.
I was an arms dealer.
We didn’t sell guns and ammo, though, but latex swords and leather armour. The company’s name was Palnatoke, and for many years, it produced the best latex swords in the world.
I joined in 2009, as the Marketing Director, and in 2012 when the company went bankcrupt, Anders and I bought it, and kept it running together with the former owner (now Product Boss), Kristoffer. It wasn’t what it was in its glory days in 2007, but we still made latex swords of the highest quality. And axes too, not to be forgotten.
I learned a lot from being a part of running that. And since you probably clicked on the story, because of the title, I give you:
10 things I learned as an arms dealer for the (larp) revolution
“Arms dealer” is an awesome title. Especially when I added “international”, people’s eyes would go wide. Of course, I’ve only come across a very small group of individuals, who thought I was actually selling real weapons, but it never failed to provoke a smile.’
If you’re afraid of routines, this isn’t for you. It’s all about developing and learning processes and perfecting them. Experimentation matters, but routines matter a lot more. I wouldn’t be good in such an environment (which is why I stuck to sales, marketing and administration), and I’m impressed by people who are.
There’s always something to invest in. In our normal operations, we don’t necessarily know what we’d do with 10.000 euro, if someone gave them to us. Sure, we could use them, but we’d have to think on how they would work for us. In a production company, there are always ten things you can improve “if only you had the money”.
It’s very much a numbers game. If you can sell X units to Y distributors and make Z profit on each sale, you can pay rent, expand the company, build the inventory, etc. I seldom care about details. Usually that works, even though it’s sometimes problematic. Here? I didn’t care much whether we sold things at 47%, 50% or 52% distributor discount, but I had to learn.
I’ve never worked with as crazy innovators. The core staff at Palnatoke, who continued on with us (Kristoffer and Mads) were both gifted problem solvers. Mads built a brilliant rat trap, that might have had global succes with the right backing, and Kristoffer can construct machines out of duct tape, old wires and random steel bits. It was amazing to watch them create stuff.
Having 1100 m2 of space is risky. While clearing out stuff and looking at old boxes long forgotten, it became clear that you can store a lot of stuff if you have a lot of room. And oh, did we have a lot of room. Today, we looked at Kristoffer’s old surf boards, that had been there since 2007. They looked quite good. We also found piles of chain mail. Not suits. Piles.
Marketing products was fun. I normally sell expertise or events. Our company does events of all sorts and we also get paid to do teaching, consulting, lecturing, facilitation, etc. It’s very rarely that we get money from selling physical (or even digital) products. It’s fun to market them, because it’s well-defined. A latex sword can be used for many things, but it will never be an oven or a bicycle.
It feels good to see a production line moving. Now, this was not big, industrial production with assembly lines and an old school factory vibe. But it was still great to come down to the factory and see what had been (physically) produced since last time. At our office, a lot of stuff happens, but at the end of the day the office usually looks just like it did in the morning.
I’m glad I got to be a part of it. It wasn’t always easy. It wasn’t always fun. It wasn’t even always profitable. But my time being involved in factory level production was both valuable and interesting, and I’m glad I got to experience that. Of course, I would have loved for things to have gone differently, but I’m very grateful that we took the chance and went all in. It’s also good that we’re now all out!
If you like my writing, and want to free up my time, so write more, you can do exactly that, by supporting me via Patreon: https://www.patreon.com/user?u=3351676q
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]]>I have spent my adult life building teams. Bringing people together (or being brought together by others) and creating communities. It’s a huge part of my work and is something I care deeply about.
I’ve come to recognise three distinct steps for making team members work well together. Not that this isn’t about their skills or their personalities or anything like that. No, it’s simply a matter of their relation to each other, in a team context. It can be for professional teams or for volunteer teams. No different there.
Note: For my examples, I use animal names. This is because I don’t want to give them real names, and A, B and C are just not as cool as Lion, Monkey and Elephant.
Step One: Awareness
Before Tiger considers asking Hippo for assistance, Tiger needs to know that Hippo can/should assist. This is crucial and often overlooked. What happens is that Tiger asks Monkey (who’s the boss) for assistance, and Monkey says “You should ask Hippo instead”. Tiger didn’t know this, so Tiger didn’t ask. Next time Tiger knows, and will ask Hippo directly. At least in theory!
Step Two: Comfort
It’s naive to think that it ends with awareness. It also takes time and effort to get comfortable with each other. Just because Elephant knows that Cobra can produce snazzy graphics for a new marketing poster, doesn’t mean that asking is natural. One thing is knowing; doing it is the next step. It gets a lot easier with practice, though.
Step Three: Relation
Once people have gotten used to dealing with each other, things run a lot smoother. Until they don’t. Cooperation causes friction and conflicts happen. Mediating between people comes with the project leader hat, and while it’s sometimes easy, it often isn’t. However, once people have developed a strong relation, they learn how to do this on their own. And that’s worth a lot — both for you as the leader and for them as team members working together.
What does it mean?
There it is. One. Two. Three. It’s not rocket science, but it does take time and effort for people to get there. Realising that it’s a journey makes it easier, and the more I look at organisational challenges through this lens, the more I see that this way of thinking about it is relevant.
So what do you do?
You do your best to create an environment, where people move through these steps. First, they get to know each other’s strengths, weaknesses and areas of responsibility and competence. Then, they get to know each other and get comfortable without having you in the loop. And finally, they spend time together and learn to trust each other, even when things go south.
It sounds simple. Trust me, it’s not. But it’s worth striving for.
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]]>Malcolm Gladwell is one of my newest heroes. And if you’re a larp organiser, he might become one of yours as well.
He’s a researcher and a former journalist, and deals (among other things!) with statistics, poking into dogma about things like choice and culture. He’s done tons of podcasts, interviews and filmed talks, so it’s easy to find content by him online.
The last interview with him that I’ve listened to is this one, where he talks about the problem with market research and with asking people to explain their choices. There are some fascinating examples from music, soft drinks and strawberry jam, just to name a few. But if you don’t want to go into the full 48 minutes of it, here are some condensed insights that are incredibly relevant to those of us who do larp.
1. One of the differences between experts and non-experts is language. Experts not only have more refined/nuanced taste, but they are also much better at explaining it. Give me a beer and I’ll say if I like it or not. I might say a little about its taste, but I’d run out of language fast. Give a beer connoisseur the same beer, and she’d be able to tell exactly why she liked it (or didn’t). Let me play a larp, and I can pick it apart like nobody’s business, and tell you a lot about not only what I liked or didn’t, but also why. As a larp organiser, I know that not everyone has my level of expertise in that regard.
2. People who don’t have a lot of language will opt for simplicity. This is crucial for us as larp organisers, because explaining why “serious” larp is enjoyable is never simple – especially for the uninitiated. “Fun” is a lot easier to explain. This is expressed very clearly in that many people have an easy time imagining themselves as a witcher, a pirate or a knight, but few understand why anyone would like to pay money to be a prisoner, a slave or a servant. The preference of an expert is much more complicated than the preference of a layman – no matter whether we talk movies, wines or larps.
3. When asked to justify choices, people who can’t, may end up changing their feelings.If someone asks me to rate two cars in a “Which do you like better?” snap judgement, I’ll pick one over the other without too much thought. I don’t know much about cars, and if asked to justify my choice, I may end up talking myself into a position where I can’t – and that’ll possibly lead me to changing my preference, even though it was clear. If asked about two larp experiences, there’s not much chance that I’ll change my mind, because I’ll know a lot better why I choose A over B.
4. I’ve seen this happen time and again at larps. People go. They have an amazing experience. When asked to talk about it, they sometimes end up faltering if they can’t put words on it. Then, if the experience doesn’t hold up to whatever accepted paradigm exists, the emotions may end up changing.
5. It happens with people as well. Oh, how it happens with people.
“I had a great time last night! That guy was fantastic.”
“But he was ugly, and fat, and old. You normally don’t like that. Why was he different?”
“Yeah, you’re right, I guess I was kidding myself. I really didn’t have that good a time.”
“You sure? You just said you had a good time…”
“No, I’m sure. After all, he was ugly and fat and old. How COULD I have had a good time?”
6. Larp is often ineffable and noetic. Simply put, ineffable means that it’s hard to describe in words exactly what you experienced, though you have the feeling that is was important. Noetic, on the other hand, is a way of describing that you feel you have learned something, without being able to vocalise exactly what it is you have learned. Larp often has these qualities for newcomers, especially the more intense ones.
7. Larpers are (kind of) experts on the larp experience. When we deal with people who have larp experience – or at least experience with the kind of larp we do, since there are many different forms – we need to treat them like experts. They want to know about design choices, setting, mechanics and all those things we ask about if we go to a larp. They do this because they know the score. They know the power of larp, having experienced it at least once (and possibly many times), so they want to know details.
8. Non-larpers don’t know what’s going to hit them. They may have read about it. They have seen one documentary after the other. But until they’ve played and had that intense experience of their own, they don’t know on a gut level. It’s a bit like parents and non-parents. As a non-parent, I can know a ton about kids and I can research what it would be like to have one. But I don’t know, deep down, what it’s like, because it’s so very different. Of course, this is true for everything, but larp is a pretty special beast.
9. The first College of Wizardry proved the point perfectly. We had a very simple website, with almost no info on it. It had the date, some pictures, basic setting description and very little else. It didn’t say anything about how we simulated magic (we didn’t know at the time), it didn’t say anything about whether characters would be self-created or written (we hadn’t decided), and it said nothing about safe words, vegetarian food or sleeping conditions. It screamed “Do you want to play Harry Potter in a real castle?” and people signed up like crazy.
10. For the experts, there was a lack of information. Afterwards, I had debates with Nordic larp veterans I knew, who said “I didn’t sign up because there wasn’t enough info on the web page for me to make an informed decision.” For them it was true, because as experts, they simply didn’t have enough to go on, and weren’t interested in making a snap decision. For others, there was plenty of information – for them the choice wasn’t about whether we used Ars Amandi or not, or how the character creation process was. For them, it was a matter of Harry Potter in a castle or not.
11. For the non-experts, there was plenty of info. In fact, one of the things we’ve suffered from since is information overload. Many first time larpers tell us about how hard it was to orient oneself in the massive amounts of text, both on the website and in the Design Document (a 88 page monster, when it was at its highest). We see it now with our Convention of Thorns communication. For the Vampire the Masquerade fan, it’s relevant to know how we deal with blood bonds and vaulderie. For someone who’s seen True Blood and thinks it would be cool to play a vampire for a weekend, it’s super irrelevant and offputting to have to deal with that sort of detail. They don’t want to know the history of the beer or see the ingredient list. They just want to get drunk!
Conclusion. We need to make the language simpler for newcomers. We need to realise that the difference between one larp played (if we’re being picky, we can talk about one larp in a certain tradition) and zero larps played – it’s immense. We see it again and again. Most people who have their first larp experience at one of our events come out changed. They have that noetic and ineffable experience and they now get it. Next time they choose a larp to go to, they may ask about mechanics or characters or workshops. But for their first time, those things aren’t relevant for them. They’re simply clutter in their decision-making process, and with good reason. Do you want a computer with 1333 Mhz DDR3 RAM or not? What are the alternatives? What does it mean? If the level you’re at is “Is it a Mac or a PC?”, then talking about RAM specs won’t help you at all – in fact, it’ll just make your life harder.
And that’s why we need to get serious about weeding out the unnecessary clutter, if we want to get new larpers into the fold. Sure, we can keep our complex and information-rich websites and Design Documents for people who’ve already crossed the threshold. Personally, I like knowing about the character creation process for a larp. But thinking that we’ll help newcomers overcome their fears and worries about going to their first larp by overloading them with information that is meaningless to them? That’s got to stop.
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]]> INTRO MOVIES / TEASERS
DZIOBAK LARP STUDIOS 2017 EVENT CALENDAR
COLLEGE OF WIZARDRY INTRO MOVIE
FORBIDDEN TEASER
FAIRWEATHER MANOR TEASER
CONVENTION OF THORNS TRAILER
ADVENTURES OF 1001 CULTURE SHORT FILM
SHORT DOCUMENTARIES
COLLEGE OF WIZARDRY (ORIGINAL)
FORBIDDEN
COLLEGE OF WIZARDRY
FAIRWEATHER MANOR
PANOPTICORP
KNOWLEDGE THROUGH PLAY
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