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Have you come here to play Jesus?

ABOUT THE LARP

“Have you come here to play Jesus?” is blackbox larp that portrays the controversial phenomenon of euthanasia in the modern world. The characters face the unbearable choice of determining whether or not to end the life of a paralyzed family member.

It`s about love, family and choices we make.

The larp was successfully run at Larporatory 2013, Grenselandet 2013, Minsk Larp Festival 2015, a Week-in Denmark 2015, Minsk Larp Marathon 2015.

Genre: black box chamber larp Time: 4 – 4.5 hours

Players: 6 GMs: 2

GENERAL INFORMATION Game Masters

The larp is played with 2 game masters (GMs). We suggest 1 GM to be responsible for workshops, so as to build trust with the players. He/she will also play an NPC – a doctor at the hospital. The 2nd GM will be responsible for the technical part of the game – changing lights, turning music on and off, etc.

Players

The larp is played with 6 players in addition to the game masters. The players might do some preparations either before showing up for the game or already at the venue.

Previous roleplaying experience is required. Ask the players to wear white or black clothes.

Setting

The larp takes place in the Netherlands in the present day time.

PREPARATION The location

The larp is meant to be played in a black box. There should be 5 ordinary chairs + 1 wheelchair (or a more comfortable chair), a small table, enough space for the players to walk around. The location should be equipped with a sound system and a light control system.

Equipment

The venue should contain a sound system with a computer.

A light system is required: you would need general lights and a spot light and a mixing desk.

Practical setup

While arranging the lights make sure that the spot light is focused on the paralyzed person. It can be set up as you wish, but make sure it doesn’t bring any discomfort to the players.

In the larp we usually make general lights a bit dim with the help of the light system.

We aim to lighten game area only. (NB: as a suggestion you can direct the lights towards the ceiling – it might give you quite enough light) The lights are to be controlled using the mixing desk so that you can switch from general lights to focused one and to total darkness.

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Props

These props are necessary and should be prepared before the larp:

A wheelchair – if you’ll be able to get one – that would be great, if no – just use an armchair, or a more comfortable chair.

A small bell – it will be given to the disabled character for safety reasons.

Printouts:

– faders ( see page)

Water – for the players to drink during the game.

Napkins – in case the players need any.

Cigarettes – our experience tells us that players sometimes may need one.

A doctor’s smock – it is for a GM playing a doctor. If you have it – good, if not –do not worry.

A box for voting – a small box into which the players would put a piece of paper.

Small sheats of paper and pens/pencils for voting.

If possible prepare some snacks and drinks for the players.

LARP STRUCTURE

Introduction. Consists of greetings, introducing each other, short info about

euthanasia, basic game rules. – 10 min; Workshops – 150 min; The actual play time – 60 - 70 min; Debrief – 30+ min.

LARP WALKTHROUGH

Welcome the players and make a short round where players introduce themselves.

Tell them basic info about euthanasia:

Euthanasia is the practice of intentionally ending a life in order to relieve pain and suffering. Euthanasia is categorized in different ways, which include voluntary, nonvoluntary, or active or passive.

Voluntary euthanasia is legal in some countries and U.S. states. Involuntary

euthanasia is illegal in all countries. Involuntary euthanasia is usually considered murder.

Active euthanasia presupposes putting the patient to death by injecting fatal dose of medicine. Passive presupposes stopping of the treatment.

There are different euthanasia laws in each country. The Netherlands and Belgium allow active euthanasia, while Norway, Denmark and Hungary approve only passive.

In Switzerland doctors can provide access to the fatal dose of medicine only if the patient is incurable or gave the permission to do the latter.

Then introduce basic rules of the larp:

The larp consists of workshops, mostly aimed at character development. They will last for 2, 5 hours. The actual play time is going to last for about an hour after which you’ll have to make a decision. There is also a debrief that will last for approximately 30 mins. There will also be two breaks before and after the actual play time.

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During the larp we will use several metatechniques, such as inner monologues (when the light is focused on the paralyzed person). We will also use sound.

ICEBREAKERS:

Cars:

There’s Car Game, the game of getting pushed around, walking with your eyes closed. The players get in pairs. One player, let’s call her or him the “first player,” is the car, the second is the driver. The car stands facing away with her/his eyes closed.

The driver is the one in charge of their movement, he/she stands behind the car.

She/he uses a few movements to direct the car. If the driver taps the car on the right shoulder the car should turn right, if on the left - the car turns left. If the driver puts two hands simultaneously on the car’s shoulders, the car moves forward. If the driver taps the shoulders of the car, the car moves backwards. If the driver puts his/her hand on the car’s head, the car starts hugging what is in front. After a few minutes the players should switch their roles.

GMs can illustrate this workshop on their own example to make it more clear!

Falling Game:

Before the exercise make sure all players are ok with a physical contact.

Ask the players to stand in a close circle shoulder to shoulder. Then encourage one of the players to step in the center while others should close the circle getting even closer. Ask the player in the circle to close his/her eyes. The player in the center then will start bending forward/backward with his/her feet still glued to the the same spot almost falling on the people. Others should catch him/her and gently and slowly push away to the other players in the circle who should catch him/her and then push away.

Everything should be done gently and with certain respect to people’s intimacy. The player in the center maycross his/her arms on the chest. Once the player in the center feels that it’s enough he/she should get back to the circle and someone else from the players will take his/her place. Do the exercise untill all the players stand in the center.

WORKSHOPS:

Legend short description:

The action takes place in the Netherlands in the present day time. You all are the members of the family or close friends of a person who had been in the accident 10 years ago and now is almost totally paralyzed. He only can move his eyes, though he is still mentally active. He cannot speak or nod, and is in constant pain. You are here to decide whether to continue the treatment or to give permission for euthanasia.

Character distribution:

Tell the players:

All in all there are 6 characters. They all are members of a family.

One of them had been in an accident 10 years ago and is almost totally paralyzed now. The disabled person can only move his/her eyes, he/she is still mentally active.

He/she cannot speak or nod, and is in constant pain.

Ask the players who would like to play the paralyzed person.

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NB: state that this character will remain seated for almost the whole duration of the actual play time and is supposed not to move or change facial expression.

After that tell the players that there are no preset characters. So they are free to choose whom they want to play. Encourage the players to choose close family members.

Tell the players:

During workshops you will choose and create a character, as well as their relations to the paralyzed person and between themselves. They are here to decide whether to continue the treatment or to give permission for euthanasia.

(NB: In reality, mentally active people have the right to choose euthanasia. But in the larp we sacrifice plausibility to playability thus the other players are to make the decision).

Give the players time (around 20+ minutes) to develop their characters and relations within the family. They can simply sit in a circle and talk. Give them enough time to discuss everything.

Then hand out the faders to all the players.

Explain that the marker on the line defines the characters attitude towards euthanasia.

NB. The fader with no marker should be given to the paralyzed character. The other faders are to be handed out randomly.

Ask the players to think of an inner conflict for their character. State that the conflict should be very strong. For example, if the fader says you are strongly for euthanasia, the conflict may be as follows: you want to ease the pain and put an end to the

sufferings of the disabled person, but you are a very religious person and this decision contradicts with your religion.

NB. If needed you can suggest several samples to the players.

Give them time to think about their conflict. Ask them to voice their conflict. The paralyzed person may or may not do it.

Conflict Enhancement Exercise.

This exercise is for the players to intencify their inner conflicts, to feel it better so that they could play on it during the larp.

One player (in a character) sits on a chair, introduces oneself and voices his/her inner conflict. Other players volunteer to help out in this exercise. They stand on both sides of the character in the chair, one of them gives reasons for euthanasia and the other one against.

The task of these two people (out of characters) is to give reasons for and against euthanasia. They should try to convince the character in the chair. The arguments for and against can be logical as well as controversial and emotional.

All the players are enhancing their conflict this way, the Paralyzed person is the last one to be on the chair.

NB! A person on the chair can coordinate the sequence of argumentation and persuasion with a turn of the head. If he/she turns the head left, that means that a person on the left speaks, if he/she turns his/her head right that means that a person on the right is to speak. A person on a chair stops the exercise when feels that’s enough.

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Players can use ‘cut and break’ rule during the exercise.

For example, a person on the chair says that his/her conflict is that he/she is against euthanasia because of the religious believes but at the same time he/she can’t

continue the paralyzed person’s sufferings. So the two people who are helping at this moment are trying to convince the person, put pressure on him/her.

1s t (against): you are a religious person, you can’t agree to euthanasia as you are not allowed to decide whether he/she should live or not.

2 nd (for): but you can see that he/she suffers being captured inside his/her own body.

You should ease the pain.

Line:

Tell your players that now you are going to ask them ‘yes/no’ questions that they have to answer indicating their attitude by standing along the line. Draw a line either

metaphorically or with a chalk or tape. Clearly state which side represents ‘yes’and which ‘no’ answer. Once the players seem to get the instructions remind them to answer as their characters not as the players.

Then read out the questions. (You can find sample questions among additional

material, but you can make up your own). The only question we encourage you to ask is the question about their attitude to euthanasia. Ask them to answer according to the faders they’ve got earlier. Once they took their positions along the line, group them according to their answers and ask them to explain to each other why they chose this side. Give approximately 30 sec – 1 min to discuss but if they need more, don’t rush them.

Do the discussion after each question.

Hot Seat

Hot seat is an improvisational workshop where one player at a time is interviewed in character by the other players (the GMs can help as well). They ask questions about the life of the character both the past and present, about the relationship with the other characters, etc. A player on the hot seat answers questions improvising on the spot. The exercise is mostly aimed at character development so all the questions are for a player on the hot seat to feel the character better, to deepen the knowledge of the character before the game starts.

NB: The player who is going to play the Paralyzed person is the last one to be interviewed.

There are some questions that the GM can use during the workshop (see page __) Cut and Break

Explain to your players ‘cut and brake’ rule. If a player says “brake,” this means their co-players will maintain, but not intensify a scene, and give that player a chance to play themselves out of the situation. If a player says “cut” all play around him/her stops until the player who called “cut” is made comfortable again.

Players can say ‘cut’ or ‘break’ in game for safety reasons whenever they feel overwhelmed by their emotions, etc. or experience too much pressure from other player/s. Encourage players to use ‘cut & break’ and not feel shy to do so.

Playing out Pre-scenes

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As the players have discussed their relationships, connections and attitudes towards each other pre-scenes can be played out. They are supposed to be quite short and the players can decide for themselves what scene do they need, and the moments they start and cut the scene.

NB! It’s highly appreciated that the Paralyzed person can participate in as many scenes as possible.

The players are free to think of their own scenes or some scenes may be suggested by GMs.

Toilet Break.

Give players 5- 10 minutes for a break. This time can be used for snacks, toilet, getting fresh air, etc.

During this time the GMs should prepare the room for playing: make sure the light and sound systems work, place the wheelchair (or any other chair you use for the paralyzed person) under the spotlight, arrange the chairs, etc.

When the players come back from the break, repeat the basic rules to everyone:

The larp is going to last for about an hour after which you’ll have to make a decision.

During the game we will use several metatechniques, such as inner monologues (when the light is focused on the paralyzed person). We will also use sound.

Give instructions to the players separately.

For the paralyzed person( should be given by a GM who is going to be an NPC doctor): You are supposed to remain seated for the whole duration of the larp and to make little or no movements at all. If you are uncomfortable and want GM’s help – raise your palm. We will also give you a bell. If you are uncomfortable ring it. The Gm doctor will appear and try to help you.

In the middle of the larp we will focus the lights on you everyone else will stand still.

This is the time for the 1s t inner monologue ( you may stand up and walk around the room, talk personally to any of the other characters or remain seated, but it is

absolutely up to you – the monologue ends when you sit down).

You will also have a second monologue at the end of the larp – the light will be focused on you.

For 5 characters (instructions can be given by the second GM): You will have about an hour to decide on the destiny of your relative. In the middle of the larp there will be an inner monologue of the paralyzed person – when the lights switch off, you are supposed to freeze and there will be a focused light on the paralyzed person. The game continues when we switch on the general light.

There will also be one more monologue with the same rules closer to the end of the larp.

You are supposed to vote at the end of the larp. If you choose your relative to live put a “+”, if to stop treatment “ –“. The doctor will bring a voting box, sheets of paper and pens; and remind you the rules – what is a plus and what is a minus. During the larp you may interact with the disabled person, but take into account that he is almost totally paralyzed, cannot speak or nod.

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Instructions FOR ALL :

The larp starts after you hear the story of the accident and the doctor comes into the room. We will tell you when the larp is over and signalize it with clapping.

THE ACTUAL PLAY TIME

Everyone gets seated and the lights are off.

One of the GMs reads out the story. The second GM is supposed to synchronize the music and turn on the lights.

Story of the car crash:

February 12th 2003. Ordinary winter morning in Amsterdam…

Roads were really slippery that day… At the crossroads of Albert and West End Streets a car crash happened. (The GM turn on the sound of the car crash starting from 0.02 to 0.06) Pause (3 seconds)……

(the song “Heavy in your arms” by Florence and the Machine starts playing very quietly at the background from … second 28 (the words I was a heavy heart to carry)) This accident led to one life being broken… (gradually make the music louder) Alive, but totally paralyzed. Stuck in the wheel chair FOR EVER!

Unbearable pain, no hope for relief… A burden to the family, a burden to oneself…

(sound gets louder. Let the chorus play ( second 00.55 01.15); the reading pause should coincide with the chorus at the end of the chorus the music gradually goes down).

(Pause 2 seconds. Silence.)

Present day time. Ten years have passed, but no improvement to the situation…

NB! We suggest you to try it (music and reading) out before the larp, so that everything goes smoothly in the larp.

The lights switch on, the NPC as a doctor enters the ward and greets everyone. The doctor tells the problem (incurable, no way to help you, no improvement, horrible pains, consider euthanasia) and he/she says that they’ll have to make a decision.

After approximately 30 minutes the first inner monologue starts with the lights going off and the spot lights switching on. The monologue finishes when the paralyzed person sits back and then it`s time to switch to the general light. 15 mins to the end of the larp the NPC enters the game space again bringing the box with him/her. The NPC encourages the players to make a decision and reminds them of the voting procedure (“+” for euthanasia, ““ against euthanasia). After that the NPC leaves the room. The other game master switches on the clockticking sound (not loud). The players are given 10 minutes to vote. When they are finished with voting the NPC comes in, takes the box, leaves the room.

If the players make up their mind quickly, make the clock ticking sound louder, then the doctor comes in, takes the box, leaves the room.

If the players do not vote, The NPC comes in, urges the players to vote and remains in the playing area until everyone voted. Then he takes the box, leaves the room.

After the NPC leaves the room, the GM turns off general lights, then turns on the spot light. – The second inner monologue starts. The clock ticking sound continues.

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When the paralyzed person finishes his/her monologue and seats down, all the lights are switched off.

The clock ticking sound continues for 10 seconds.

Give the players a 10 seconds silence.

The larp ends as GMs start applauding and the lights are switched on. You can switch ordinary room lights on.

Tell the players that there would be a break shortly. Ask the players to take off name tags. Ask the players to make a physical exercise. Start by shaking your arms, legs, whole body, you can use your voice. It is done to shake off characters.

Toilet break.

Give players 5 -10 minutes for a break. This time can be used for snacks, toilet, getting fresh air, etc.

During this time the GMs can arrange a room for debrief by putting chairs in a circle.

Debrief

When all the players return from the toilet break suggest sitting in a circle.

One of the GMs should start the discussion by asking a question: “How do you feel as a player right now?” Encourage everyone to answer this question as it’s important to know if the players are ok.

The answers to the other questions are voluntarily. If the player doesn’t want to answer this or that question he/she may opt out.

We suggest asking the following questions, but you can add yours as well if you feel that can boost the discussion.

- What was the larp about for you?

- What was the driving force for your character?

- Have you changed your attitude towards euthanasia?

- Would you like to know the result of the voting?

- Why did your character vote this way?

- How did you feel at the end of a game? (to everyone, but especially to player who was the paralyzed person), ect.

NB! If the players are discussing some question for a long time give them time to do that.

Players react differently to events during a game. You should be ready to have one on one discussions in case some of the players really need to talk about anything with you.

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SUPPLEMENT

HANDOUTS:

About Euthanasia:

Euthanasia is the practice of intentionally ending a life in order to relieve pain and suffering. Euthanasia is categorized in different ways, which include voluntary, nonvoluntary, or active or passive.

Voluntary euthanasia is legal in some countries and U.S. states. Involuntary euthanasia is illegal in all countries. Involuntary euthanasia is usually considered murder.

Active euthanasia presupposes putting the patient to death by injecting fatal dose of medicine. Passive presupposes stopping of the treatment.

There are different euthanasia laws in each country. The Netherlands and Belgium allow active euthanasia, while Norway, Denmark and Hungary approve only passive.

In Switzerland doctors can provide access to the fatal dose of medicine only if the patient is incurable or gave the permission to do the latter.

Printouts:

FADERS

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POSSIBLE CONFLICTS:

Fear of death.

Fear of being disabled and living on other people’s mercy.

Religion effects your perspective.

Tired of sacrificing your life to the disabled, but don’t act on it as you are concerned about other people’s judgement.

You fell in love with someone else, but you feel it is a betrayal to the disabled.

You recognize the sufferings, but you are incapable to make a decision.

You are concerned about Money deficit.

You are afraid to die before your children.

Promise.

You believe that the paralyzed person is in terrible pain.

Questions for ‘Line’ Workshop:

Are you for or against euthanasia?

Are you afraid of death?

Are you ready to spend most of your time taking care of another person?

Can suicide be justified?

Are you a religious person?

Is life worth suffering?

Do children owe their parents?

Are you for or against abortion?

Do you think you will be neglected when you get old?

Hot seat questions:

FOR ALL THE PLAYERS:

Do you still love the P or is it just a habit?

Are you afraid to be left alone?

Has your relationship changed since the accident? ( with the Paralyzed) When was the last time you enjoyed yourself? ( carer?)

What you value most in your life?

Are you ready to sacrifice?

What are you afraid of most of all?

Do you have a favourite child? ( mom/dad)

Do you regret smth in your life? Would you have done smth differently?

When was the last time you told the Paralyzed you love him/her?

Do you consider yourself to be a happy/lucky person?

Are you ashamed of the paralyzed person?

Are you tired ( of your life) (carer?) Describe your usual day? ( carer)

How and when did you got the news about the car crash?

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Do you think the accident united or separated the family?

Do you blame the paralyzed for what had happened?

How did it feel to become the head of the house ( so early)?

Would you like the paralyzed person to have died in the crash?

What made you fall in love with the paralyzed person?

FOR PARALYZED PERSON :

Are you ashamed of being paralyzed? Do you consider yourself to be the burden on the whole family?

What is the last thing you remember before the crash?

Are you thankful to the one who cares for you?

Are you tired of life? Are you ready/ want to die?

Do you think the accident divided or united your family?

What made you fall in love with your husband/wife?

How do you take shower now?

What is your most pleasant memory?

CONTACTS:

This larp was designed during Larporatory 2013 by Zhenja Karachun (yauheni.karachun@gmail.com ), Masha Karachun/Bugayova

(mashabugayova@gmail.com ), Olga Rudak (liszit@gmail.com ) and Nastassia Sinitsyna (nastya26sinitsyna@mail.ru) If you run this larp, please just drop us a line about how it went.

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