In an ideal world, everyone in your Mind’s Eye Theatre (MET) live-action roleplaying game (LARP) will get along promoting the fun gameplay of others as well as themselves. Unfortunately, you will run into individuals who seem to have the sole intent of inflicting as much emotional or physical trauma on other players as possible, without their consent. Such participants manipulate others and use emotional deceit to cover up their misdeeds. They may be “drama llamas” who point fingers at everyone else when confronted with an issue, or they might be players who throw histrionics when a ruling doesn’t go their way.
A Missing Stair The Mind’s Eye Theater community calls this issue a “missing stair:” a problem that exists and yet is never fixed, as everyone learns to work their way around that person or issue. Carefully note: someone who is a little fond of “rules lawyering” is a far cry from someone who sets out to hurt other players and staff. A missing-stair player is someone who does not respect others’ boundaries or the game’s setting—they are simply out for themselves. It is important to identify players who are detrimental to your game, because word-of-mouth can make or break your Mind’s Eye Theatre LARP.
Unresolved conflict can prevent new players from attending, and it might also cause you to lose existing ones as the tension continues to build. As this situation escalates, it can lead to complaints of cliqueism, and players may bad-mouth your game, because they believe only the “in people” can play. Fixing the Stair In a case where a missing-stair player knows full well what she is doing but chooses to do it anyway, it is better to follow your Mind’s Eye Theatre organization’s disciplinary procedures, which will likely result in the player’s removal, but not all missing stairs need to be removed.
In many cases, their behavior may be the result of player inexperience or lack of recognition of the problem, and they may not be motivated by malice or ill-intent. If such a person is ignored or avoided, then that player may be unhappy as they now feel excluded, and the other players may also feel uncomfortable, because they now think they have to deal with a problem that no one wants to address—leaving no one comfortable. Codes of Conduct Preventatively, an easy way to stop missing stairs in their tracks is to set clear expectations for your Mind’s Eye Theatre game that address such problems before they start.
Your code of conduct should include guidelines for acceptable and respectful behavior for both staff and participants, and these guidelines should encompass both inand out-of-character situations. Storytellers should not be exempt from this code of conduct, as an attitude of disdain or contempt can cause players to quickly disregard the rules. A monkey-see, monkey-do pattern evolves through communities, not just Mind’s Eye Theatre LARPs. If the leadership exhibits poor behavior, the rest of the participants quickly follow.
Early Intervention Storytellers keep an eye out for out for players not having fun or floundering and try to correct that as quickly as possible. The same urgency should be shown when you see behavior that can escalate into greater issues. By having a talk with an individual early on, when you catch misconduct, you can nip these problems in the bud, before they have a chance to grow into something larger. To borrow from a well-known slogan, “if you see something, say something.” However, give the disciplined player the benefit of the doubt, as some players may not realize exactly how their conduct affects others.
If the missing-stair player is acting out of malice or a deliberate desire to mistreat fellow players, she will know, after your conversation, that you will not tolerate this behavior in your game. Good people sometimes still act up, if they believe their actions have no repercussions and are not noticed. Make clear to them that they are seen, and that your Mind’s Eye Theatre LARP organization does not shirk from confrontation and enacting disciplinary action. Example: You see Roger, a player in your Werewolf: The Apocalypse game, getting his “rage on” by intruding into the Culling the Herd Keeping a Community Healthy Hosmer personal space of his fellow players without asking consent and, in some cases, grabbing them.
Roger believes he’s just playing the character, but Susie, Jenny, and Phil feel like he’s literally about to attack them. In this situation, the Storyteller should step in and have a talk with Roger, letting him know that while his enthusiasm is appreciated, he needs to remember to always ask for consent before touching or getting that close to another player. Managing Cliques Cliques naturally form in all communities, including LARP, and players will eventually come to informally lead these groups.
You should recognize and keep in touch with these individuals, as they can be very influential in swaying opinions and changing behaviors within your Mind’s Eye Theatre LARP. Typically, they will also know about misconduct issues before you know about them and, in some cases, may be the source of them. Working with these pacesetters and keeping a clear line of communication is essential. When they mention problems to you, face them head-on to come to the best resolution possible.Handling these issues before they become serious is an excellent way to keep the morale of your game high, ensuring your players are aware their organizers take their concerns seriously.
Staying Neutral It can be hard to avoid having your own feelings hurt when your work is criticized by one of your game’s informal leaders. Remember, in most cases, these players have almost as much investment in your game as you do. Their support is necessary to keep your game and community thriving and strong, and investing the time and energy into maintaining relationships and lines of communication will pay off in the long-term. Creating unnecessary rivalries will hurt your game; try to see these players as chieftains of their tribes, allies who will do some of the work to stop misconduct before it starts and raising concerns.
Example: In your Werewolf: The Apocalypse game, Phil leads a large pack of ten Garou and a couple of Fera. You notice that some of the players in his pack have stopped showing up to games, and you mention this observation to him. He informs you that they have felt that their characters have been targeted by some of the other players due to personal grudges, and he gives you some specific examples. With Phil’s help you now have the opportunity to mediate the situation. Setting the Standard While these informal leaders can provide players with a lot of guidance, game staff also needs to make sure they are setting a good example.
Using emotional manipulation, such as by stating that you are an unpaid volunteer, weakens your stance as a leader. It may seem unfair, but you will be held to a higher standard than anyone else in your game. If you are discourteous, rude, or harass players, your players will believe this behavior is acceptable for everyone. Again, you need to follow the expectations you initially set for your entire game. Using the Interest-Based Relational Approach Sometimes you can see warning signs before problems happen in your Mind’s Eye Theatre LARP.
Such signals could include: conflict that has persisted over a long period of time, issues that recur on a regular basis, personal attacks made on others, tense and uncomfortable games or social events, deadlocked discussion, and loss of players. Instead of making accusations or pointing blame, you can employ a conflict resolution technique called the Interest-Based Relational Approach. This technique respects individual differences while helping people avoid becoming too entrenched in a fixed position.
This method involves separating people and their emotions from the problem, building mutual respect and understanding, and forming cooperative resolutions to conflict. The Interest-Based Relational Approach focuses on consent, courtesy, and helping both sides understand each other’s position. Use active listening techniques, such as looking at the speaker, nodding, allowing the other person to finish before talking, and asking clarifying questions—these practices are essential to this process.
Avoid placing blame and showing strong emotion throughout the discussion, and focus on “I” statements rather than “you,”. Once all the facts have been presented, participants should work cooperatively to seek solutions. Focus on the problem, not the people. Maintaining good relationships is your priority, even if this goal means that, at the end of the discussion, the only resolution reached is to treat everyone else with civility. Civility means acting with politeness, without rude remarks, gossip, eye-rolling, or plans for retaliation.
Example: In your Vampire: The Masquerade LARP, Jenny has been getting increasingly more snappy with Trish at your socials, to the point of rudeness. Jenny also goes out of her way to target Trish’s character with in-character actions, even when they don’t make sense. You sit both of them down and discover, through the fact-finding process, that Trish is now dating Jenny’s ex-partner, and Jenny is lashing out about it. Trish states she wasn’t trying to hurt Jenny, but she’s not breaking up with her partner, either.
They resolve to minimalize in-character interactions, and Jenny agrees to stop bringing personal vendettas into game. Trish states she will refrain from public displays of affection at social events. Neither one wants to be friends, but they will stop acting out against each other. Player Feedback If your LARP organization is small, it’s nearly impossible to police every single one of your players. No matter the size of your game’s staff, it is still useful to allow your players to give anonymous feedback, suggestions, and complaints.
Some players may be concerned that such a system allows others to cast accusations without evidence to support them. Be ready to assure these players that an anonymous allegation isn’t cause to remove a player from the game. If you receive multiple complaints about the same player, however, it may be time to investigate the complaints further. Many people hesitate to confront others or state their concerns plainly, for fear of repercussions. Our community should not be scared to voice its thoughts, but in some cases, you fear of retaliation will cause many players to hold their tongues.
How many players have heard a terrible rumor about someone and, when asked if the speaker attempted to bring the problem to the attention of the Storytellers, she responded by stating that the individual was so popular/ powerful that the speaker feared she would get in trouble if she voiced her concerns? Imagine how such a scenario might change if the Storyteller had simply known to keep an eye on this problem person, thanks to anonymous comments, and then directly observed misconduct.
Storytellers must be watchful of their own prejudices or opinions of friends and fellow players. Take complaints seriously; do not dismiss them just because you have a personal relationship with a given player. Anyone can be fooled. Example: In your Werewolf: The Apocalypse game, you receive anonymous complaints stating that Parker is cheating during challenges by waiting a split second before throwing rock-paper-scissors. Players also claim that Parker’s character’s stats vary, dependent on the game, in ways that make no sense.
You start observing his challenges and directly observe that the claim is correct. You speak to Parker and state that, although he may not be aware of it, you’ve noticed his actions. Proactively, you suggest that he might want to switch to using cards, or some other method, to randomize challenges. You avoid accusing him of cheating, but he now knows his challenges are being observed. Handling Emergency Situations So what should you do when someone crosses the line completely?
If their misconduct crosses a legal boundary, this situation is beyond your authority as a Mind’s Eye Theatre LARP Storyteller, and you should contact the appropriate local law enforcement. Your priority should be toprotect the victim(s). If players present a threat to others, they should not be allowed at games or any other event your organization hosts until the situation has been resolved to the satisfaction of the injured parties. If someone physically or sexually assaults another individual, they should not be allowed to endanger others at any future event, for the security of your troupe.
LARP is not a court of law, and if you believe someone presents a hazard to others, you have the responsibility to make the best judgment call possible for the health of your players. Allowing a potentially dangerous person to continue playing places your organization and the other players at risk. This situation is when repercussions for breaking laws, violating codes of conduct, and shattering the community’s trust, take effect. Accurate documentation, such as detailed notes, statements from other players, and screen captures will help you navigate such emergency situations.
In such a circumstance, many players may start making excuses for the disciplined person, stating how unfair it is that said player loses her fun time. They may claim that the individual in question was going through a rough spot, lost their temper, and hit someone, or they may say that “poor” so-and-so was drunk or high and didn’t comprehend how inappropriate and aggressive they were being. We want to believe the best of our fellow human beings, and while that tendancy is admirable, others could be have their dignity or body violated if the person continues to have opportunities to behave inappropriately.
Example: In your Vampire: The Masquerade game, Jared and Brad get into a heated argument in-character, and Jared snaps and starts physically assaulting Brad. People separate them, law enforcement is called, and medical assistance is provided if needed. Jared is suspended from attending games while your organization’s leadership reviews the events that occurred and makes a final determination about whether or not Jared will be allowed to return. As a Storyteller or leader of your Mind’s Eye Theatre LARP organization, you will have to learn not to avoid conflict.
Inappropriate conduct rarely resolves on its own, and it’s not uncommon for a min- or incident to explode because it was ignored in the hope that it would be forgotten. Be proactive in making sure your game provides a safe and pleasant environment for the majority of players. Recognizing when an incident occurs, and addressing it immediately is essential. You may have to reconcile yourself to the fact that to some players, you are going to be perceived as “the bad guy.” If the cost of having a fun, safe, and thriving Mind’s Eye Theatre LARP is having a couple of people mad at you, then that is a success.
No person has a right to play at a game, no more than they have an obligation to play in one. LARP is not an inalienable right for all mankind. Not all games will be a good fit for all people, and if you cannot trust a player to respect her fellow participants, your game is best-served to exclude her. This fact can be a hard pill to swallow, as geek culture is built on inclusion. Keep in mind that you are doing your players and staff a kindness by fixing conduct issues. In the same way that no one wants to live in a house full of missing stairs, no one wants to play in a game full of them, either.
Biography Kim Hosmer has been gaming and freelance writing for more than twenty years. She has previously contributed to work on the Legend of the Five Rings RPG and Swashbuckling Adventures lines published by AEG. Kim lead the team that wrote and staged AEG’s L5R LARPs at Gencon from 20022005, some of the most largely attended LARPs Gencon had seen at that time. Recently, she has dived back into her early love of the World of Darkness. She can often be found involved with LARPs in that setting, though now as a player.
Originally published in Mind’s Eye Theatre: Immersion Secrets by By Night Studios. Presented here under Resources for chronicles and live play.
