The wave and the spume

Carlos de Haes (1826-1898) “Remains of a shipwreck”

When you arrive at the coast of creation, as you gain momentum, you find others that gather strength at your side, and together, as a force, with simultaneous and similar ideas you form a wave that explodes, in a catharsis, against the soal of the open and public.

A finished work, loaded with salt and spume, that vanishes as these would. And together with this companions, and others that come, you return once and again, to the crest at times, to the soal right after.

But the tide sweeps past, the sea mutates and with many colleagues lost, as they decide to evaporate among the sand knowing their duty fulfilled, you can start to feel that those picking up the wave are unfamiliar, that the reflection in their swell is not yours and in a stubbornness fight to keep up to date with the changes in the sea, even when you lack the time to return to the soal. And as dead spume, you remain idle, and without envy, you feel that it is not that you cannot return, it is that you do not want to. For what is creation without desire but a burn down in repetition.

It is then, when against all logic if you still do not wish to evaporate among the sand, that you have to forget the deafening soal. You have to avoid returning to a wave that is not yours. And back to the sea, rejoin with those currents that gave you life, remodel them, seek for colleagues among the waters and together, when ready, come back, with a wave that once more will have your scent and your salt.

The dangers of immersion

Immersion, a tool, a style that rose to became the only truth many of us believed. And then, years after, we have turned our backs against it, and relegated it to its rightful place, as another possible way to play, not compatible with each kind of larp. A tool to put limits on, because if taken to the extreme it can be dangerous to the larp, to the other participants and to the immersionist themselves.

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Larp production

Octavio Ocampo, Visions of Quixote

 

This article aims to provide a non-subjective process regarding the various phases and contents of the larp creation. To, by following them in an iterative manner, improve their quality, reduce the amount of work required, avoid the omission of essential phases and in general to provide a common framework.

This article was written in response to the roundtable of larp organizers that took place during EntreRevs 2017.

All hereby exposed resumes what I have learned out of my experience both in larp and my professional life. It is the methodology applied to both Somnia larps as well as my own personal projects.

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