LARP: GOBLIN MODE

GOBLIN MODE

The LARP game

This LARP Game was developed by the LARPifiers. This LARP game serves as complimentary material to the Chapter 1 “Communication”.  It is meant to be a transformative experience that the participants can reflect upon, which may be used before or after the introduction to the BE YOU Guide. You can download the full manuscript below.

GOBLIN

What is LARP?

LARP stands for Live Action Role Playing, and it has been employed as an educational tool for informal and non-formal education. It is a very engaging experience-based learning activity, that allows participants to delve into the subject from a place where they feel rather than study, making it easier to understand and empathize with the subject discussed.

During a LARP game, participants take on roles that they act out as, in a discussed setting. This may be done for a variety of reasons, ranging from play fun to psychotherapy. Imagine it a little bit like an improv theater performance, only instead of having performers, you have a bunch of people interacting with each other. The players are called upon to act as their roles, and let the game unfold. The rest is up to the facilitator to set the stage for the objectives of the game to be realized.

Please read the full manuscript before you run it, making sure you understand what you need to do, and you have all the necessary steps ready before the run.

HOW IT WORKS

Goblin Mode is a game that explores a fantasy society of Goblins on their everyday routine. Goblins are small, silly and naughty creatures that delight in causing chaos. These particular Goblins are ruled by a rather incompetent wizard, who constantly disrupts their daily life to give them tasks he doesn’t want to do. The Wizard will be played by you as the Game Master, and your role is to regulate the game and help people when they seem lost.

During this game, the players explore the society of Goblins – their petty fights amongst themselves, their backstabbing brotherhood, their ridiculous confidence and the oppressive tasks by the wizards. The Goblins will be split into different teams, and take on different tasks while delving deeper into their sense of self, and gradually choosing for themselves what they wish to do. Goblins of course have an arsenal of tricks and pranks they play upon each other, which will be used as “powers” by the players in order to gain an edge over their competition. These “Powers” are signified by the “Deck of Rapscallions” which is the only physical component you need to run the game.

If you are running this game for very enthusiastic participants, you may choose to introduce costumes – silly hats, long noses, big ears, or green faces. You may also draw inspiration from how Goblins look in your culture – but concern yourself with this exercise only if it will help create engagement from the players.

Specifications

GENRE

Outdoors, Abstract, Educational

TEAMS

Fantasy, Freedom & Oppression, Self Confidence

SCOPE

Explore yourself by lowering your standards, observe new things, see what tasks motivate you more, and connect with your team.

MATERIAL NEEDED

Game manuscript & printed appendixes

Up to 30 Players – divisible by 5

Game Master (GM)

6 Paper Clips or another shiny object one can showcase on their clothes.

100 colorful stones or orbeez

~ 10 small-ish size glass jars/bottles with random assortments of dusts 

Paper and Pens

Multiple Elixirs of Bravery – Potions in Glass Vials with clearly marked labels and hypoallergenic contents (e.g. herbal tea)

BRIEFING (APPROX.1 hour)

Before the Game starts, it is important to create a little social contract in order to ensure the emotional and physical safety of all of our participants. As such, we will be employing some calibration tools and good co-player practices to make sure everything runs smoothly.

Traffic Lights System:

The Traffic Light System is a method for communicating your emotional status between players of this game. It works in the same way that traffic lights work in real life:

  • Green means you can go
  • Orange means you should Slow Down (De-escalate)
  • Red means you should Stop.

Now that you have a rough understanding, let’s present it to the players!

“Before we begin with the game, we will be introducing some common ground amongst ourselves. Let us start with the traffic light system. This is a way to communicate how we feel during the game, in case we become overwhelmed, need some time to cool down, need to set some boundaries, or show our co-player that we want to escalate the situation further.

If for example, during a fight, someone very violently shouts at us, we should express:

  • Green – if we like how this is going, it is ok for us emotionally and we can/want to escalate even further. It is an invitation for the other player to keep doing what they are doing and reassure them we are fine.
  • Orange – if we are unsure how we feel, this is slowly crossing some of our boundaries or we do not wish this to escalate further. This is a way to communicate, hey, try to tone it down a bit, I am a little uncomfortable.
  • Red – if we wish for the situation to stop immediately – something struck a nerve, we are feeling overwhelmed, we were triggered by something etc, and can not interact further. Essentially, we are telling the other player that we are not ok, and they should leave us alone. If you hear Red – get out of there. Questions?

PLAY TO LOOSE

Next up, we will introduce a play mentality that will help our players coexist and play off of each other. To put it very simply, play with a mentality of looking for trouble, rather than looking to be super safe and win.

“Throughout this game, we will be acting as different characters, each with their own agendas and objectives. And although your characters want to achieve all of these goals and win, this creates a less fun experience. For example, think of the game Monopoly – it is not very fun if one person is winning and we can do nothing against it. This game has no goals of measuring success or dictating efficiency – it is a game where you, as players, make up what is going on as you go.

As such, we Play to Lose, rather than to Win. Have a secret no one should know? Eh, you kinda boasted about it and now the local rumormonger knows about it. You are the mightiest warrior in the land and you are about to fight with a novice. Oops, you slipped on a banana peel and now they are a legend.

This allows for more opportunities to create cool stories, and for more people to win. Of course that doesn’t mean you should always sabotage yourselves, but keep in mind what cool moments you can create with that mentality at all times.”

MECHANICS

Introduce the players to the terms or mechanics that will show up during the game, so that they are familiar with them.

“Let’s talk a little bit about all the things we will be seeing throughout the game. We have Traffic Lights and Play to Lose in mind, so now, we will introduce the concept of Off Game.

Off Game is a maneuver where you lift your fist between your eyes, to indicate that you are not currently playing the game. That means, you are doing something important (e.g. getting some water, going to the toilet) and your character is not there. While you are doing this maneuver, your character is invisible to everyone in the game.

Powers. Throughout the game, you will be given a unique Power in the form of a card that you can use – either for yourself or others. These Powers vary, but a lot of them cause your character to do something specific for 5 minutes. That means when this card is shown to you, you HAVE to do the thing it says for the next 5 minutes. If you are not ok with that, you can sit down and take some time to cool down instead. Please try not to abuse a single person with your cards, and to divide mischief amongst everyone equally.

Throughout the game, a Mage may come up to you and cast a spell by saying, for example,” Itchy Nose, Greater”. If that happens to you, your characters are extremely inconvenienced and terrified, and must do what the spell describes (as long as you are comfortable with that) for the next 10 seconds. If you are not comfortable with that, just look terrified.

Furthermore, during the game you may experience the effects of a potion named “Elixir of Bravery”. Consider this a truth Potion, that makes you speak whatever is on your mind and how you feel. Remember to express Vulnerability and to say anything that is on your mind, knowing you are in a safe place.

The Game also has these tokens (show the orbeez/shiny rocks) that are extremely important for Goblins and you call them Shinies!. Consider that your characters would do anything for one of these, but they would also give one of these away easily if they are too lazy to do something. These Shinies, along with Glass Vials that contain alchemical substances, are lootable, and your characters may just pocket them during the game, and trade them for favors or other stuff.

Lastly, do note that throughout the Game you will be tasked with various quests, riddles and adventures. Remember that the point is not to find a proper solution or to investigate something – it is to make stuff up, to be creative, to serve the goals of your individual ministries and to add some Goblin Mayhem to the mix! Questions?

SETTING

now it is time to tell the players about what they are going to play, and get them introduced to the story they will be a part of. Throughout this segment, make sure to communicate clearly what you are doing, what is fun about it and describe how the game will be played – or in other words, what is expected of the players. Here is a sample text for your assistance:

“Before we start the game, let us get acquainted with the story of the Goblin helpers of Ivar the Adequate, the Formidable (?) Wizard of the Trembling Tower. Throughout this game, you will be roleplaying as members of the 5 Mighty Ministries of the Trembling Tower, each tasked with making Ivar’s life easier.

So, who is Ivar the Adequate? Ivar is a novice mage, who wishes to be comfortable in life. They are not the mightiest of Wizards, but strong enough to scare small little goblins like yourselves. Ivar spends most of their life pondering their magical orb, or concocting potions, and leaves all the chores to you. Mostly, they don’t trouble you, but when they make an announcement, you all must heed to it, lest they cast “Vile Itch” or “Maximum Snot” upon you. This Character shall be roleplayed by me, as the Game Master.

You are all Goblins of the Trembling Tower, and have lived here long before Ivar appeared. Life was mostly filled with lots of rest and pranks, but ever since Ivar appeared, they forbade pranks and worked you to the bone. You still get a lot of time to do as you please, but are very scared of the Wizard’s temper.

Lacking Guidance, the Goblins always long to have a Big Boss. The Wizard may be your Big Boss for now, but you all aspire to have a Goblin guide you. Famously the Big Boss has many Shinies and has earned the respect of the Goblin society. Traditionally, the Big Boss is elected when everyone hoorahs for them, after they show their wealth and make a speech about why they should be Big Boss. During the Game, you can campaign for Big Boss as many times as you want.

Your Society consists of 5 Ministries, each with its own unique Purpose. The Ministries are: Drollery, Sneakery, Tomfoolery, Rumpus and Handslappery.

DROLLERY

DROLLERY

Considered the Scholars of Goblin Society, and responsible for complex tasks, such as thinking, organizing parties, healing boo boos and explaining. Members of this Ministry are rewarded the most sleep, since they do the hardest of tasks.

SNEAKERY

SNEAKERY

Considered the most physically active of the Goblin Society, they are known for their ability to sneak, trick, bite ankles, deliver messages, and, of course, steal. They are paramount for dangerous tasks, such as stealing the Wizard’s shinies undetected or looting cheese from the cellars.

TOMFOOLERY

TOMFOOLERY

A High Art amongst Goblin Society, chaos and mischief, as well as mildly lethal pranks, are held in high regard by Goblins, and are considered important cultural heritage. Members of this Ministry are known for their ability to perform heists, to set up traps, to slip the most times from the staircase and to jumpscare opponents.

RUMPUS

RUMPUS

Complaining and protesting are important parts of Goblin Society that not everyone can do. Understanding what the problem is and framing it in the loudest way possible, punishing the person responsible and causing brawls are just extremely important, and Goblin Society would just not be the same without them.

HANDSLAPPERY

HANDSLAPPERY

These are bureaucrats of the Wizard, set on efficiency and rulings. They are given “The Paper Clips of Privilege” by the Wizard, showcasing their tremendous Authority. They are merciless judges who do not hesitate to slap your hand when you are acting naughtily. They can make up Rules and enforce them by staring at you.

CHARACTER CREATION

Now you will give your players 10ish minutes to create their characters. They will have full freedom in the creation of their characters to empathize with them and make something memorable, but also personal for them. We will only be giving them guidelines that will help the game run smoothly. While they do so, feel free to arrange the cards for Preparation (see below).

“Now, in your respective Ministries, you will be creating your characters. You can discuss ideas with the rest of the people around you and find ways to interconnect these characters. Keep in mind that all Goblins are by nature daredevils – they know everything, they are ready to do anything and they have zero doubts when they put their mind to something! Let’s get a better idea about your ministries, characters and motivations! 

  • Make up something that the Ministry feels is very important for Goblin Society. (This could be daily exercises, nicknames for each other, pranks and jokes, competitions or mottos)
  • Make up something that bothers you collectively, and you want to change. (This could be a rule, an obligation, a chore, a way of being addressed, or just the wizard being scary)
  • Make up a gesture you make to communicate that you are upset. (This could be lifting your hands in the air, making sounds with your mouth, dancing, clapping or making non-offensive gestures)

Take some time to decide these things, and when you are done, I will bring you some extra stuff to decide amongst yourselves.”

GOBLIN

PREPARATION

After the players have made their characters, they pick up their Powers/Cards from the Deck of Rapscallions. Each Ministry has its own Deck, so it is a good idea to have the cards arranged ahead of time, or to arrange them while the teams are talking.

“I will be putting some cards in front of your Ministries, each containing a unique power. These are symbolic tokens of actual things your characters can do. Please pick one. This card persists throughout the game and has unlimited uses, but you can only use the cards once every 10 minutes – think of it as a power cool down. You will see that there are more cards than you. Leave any remaining cards you don’t pick on the table. As you find your card, imagine what this power means to your Goblin – and what they might want to achieve with it!

After you pick your cards, we will begin our game. If you have any remaining questions, now is the time.”

GAME

[Around 1 Hour – 80 Mins]

Now you will close your eyes, and imagine your characters, how they exist in your minds. Allow these Goblins to inhabit your bodies, allow them to make silly voices from your mouth. When you open your eyes, you will be naughty little troublemakers working for a lazy mage. Your mind will be mostly set on mischief and chaos. Among you, you will find friends that you share common goals with, as well as other Goblins which you may like – but still need to show them that you are better than them! Take a deep breath, aaand… open your eyes.”

From now on, the Game starts – let the players explore the environment for around 5 minutes, before you step in as the Wizard.

The Wizard wants to try some spells out and will require volunteers throughout the game’s run. You can check how to organize those spells below (as noted on Appendix E).  Around the room, you can leave some tasks (as noted in Appendix D).

These tasks can be taken up by 5 Goblins, each from a separate Ministry. Once such a group comes to you with one of these tasks, you “bless them” and let them solve it. If they manage to, you reward them with 10 Shinies.

“My dear Goblins, I have some uhm, interesting tasks for you that need to be taken care of. For their completion I will need you to form teams of 5 – each having one member from each Ministry. I do not care how you choose to do your tasks, as long as you complete each of the steps described and I like them. Of course, my favored Goblins will be there to keep you in Order. Find a task, form a team, and come up to me to receive a task. If you try to slack off, I will cast some very mean spells on you. Ah, and did I mention – Each successful task rewards you with 10 Shinies!”

And from then just let them be, occasionally asking for volunteers to cast spells on. Remember to have Shinies with you to be able to pay them. After 40 Mins – 1 Hour has passed, or when you deem it appropriate, you start leading the game towards its Climax. The Wizard starts suddenly coughing out of nowhere, and collapses on the Ground. The Goblins are left to figure out how to deal with that – now that Anarchy is on the table. The Wizard will stay out of game for the rest of the duration of the game, so plan this Climax 15 minutes before you want to end the game.

 

Debrief

[Around 40 Mins]

Before we start with Derolling and Debriefing, give them some time to express all their emotions. Then ask them to leave the role, by leaving the character behind, and returning their card.

“And now, after we have been possessed by the goblins, it’s time to return to our usual selves. Let us get out of the roles, by returning our character card in the middle of the circle and saying: I was x the Goblin, and now I am back to being Y the Person.”

We do this exercise to bring people back to reality, and to remind them of the differences between the person and the character. LARPs usually tend to be very vivid, and some people tend to stick to the role’s mannerisms unless properly derolled.

“We will now discuss why we played this game. This game was created to be educational, with the purpose of understanding ourselves, communicating better and expressing ourselves. Our setting was basically a regular office – The Boss, The Managers and the different Departments. The only difference is that our tasks were a little more fun than usual. I want you to split into pairs by grabbing one person you have not interacted a lot with throughout the game. I will be giving you prompts, and some time to discuss these prompts between yourselves.”

Take some time to make sure everyone has a partner and to check the vibe of your group. Then give the first Prompt.

  • “Throughout the game you were tasked with doing some things. How did you feel about your tasks?”
  • Give approximately 2 minutes for each prompt, reminding them to switch the partner talking every one minute.
  • Throughout the game, people may have used spells/powers on you. How did you feel about that?”
  • “Throughout the game you also had a Card/Power. How did you use yours and why?”
  • Did your Goblin Character teach you anything? Or is there anything you would like to fix in them?”
  • “Is there anything you really wanted to do but couldn’t? Why was it important?”
  • “Is there any moment where you dared something you would never normally do, or acted in a way you would be afraid to act normally?”
  • “What are the emotions you felt throughout the Game? Why did you feel that way?”

Last, after everyone has shared their stories, gather them all together and thank them for the experience.

“Thank you for roleplaying with me these Goblins – these silly naughty creatures that fully accept and love themselves for who they are, and have no trouble communicating their needs through pranks. Before I let you go, I would like to give you a very special quote to ponder when something is bothering you: If I gave this as a task to my Goblin friends – how would they handle it?”

 

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DICLAIMER

Funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the ANPCDEFP. Neither the European Union nor the ANPCDEFP can be held responsible for them.