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10.4324 9781003130956 Previewpdf
10.4324 9781003130956 Previewpdf
Michał Mochocki
First published 2021
by Routledge
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© 2021 Michał Mochocki
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British Library Cataloguing-in-Publication Data
A catalogue record for this book is available from the British Library
Library of Congress Cataloging-in-Publication Data
Names: Mochocki, Michal, author.
Title: Role-play as a heritage practice : historical LARP, tabletop RPG and
reenactment / Michal Mochocki.
Other titles: Historical LARP, tabletop RPG and reenactment
Description: Abingdon, Oxon ; New York, NY : Routledge, 2020. |
Includes bibliographical references and index.
Identifiers: LCCN 2020046651 (print) | LCCN 2020046652 (ebook) |
ISBN 9780367673062 (hardback) | ISBN 9781003130956 (ebook)
Subjects: LCSH: History--Study and teaching--Simulation methods. | Historical
reenactments. | Educational games. | Fantasy games.
Classification: LCC D16.255.S5 M63 2020 (print) | LCC D16.255.S5 (ebook) |
DDC 907.1--dc23
LC record available at https://lccn.loc.gov/2020046651
LC ebook record available at https://lccn.loc.gov/2020046652
List of tables x
Acknowledgements xi
List of abbreviations xii
Conclusions 272
Index 277
Tables
Excerpts from the Imperial Age line of products are the copyright of Ada-
mant Entertainment, and are used with permission.
Table 3.1 includes two columns from “Table 2.1 Common characteristics
across RPG forms” in Zagal & Deterding 2018, eds. Copyright © 2018 From
Role-Playing Game Studies: Transmedia Foundations by José Pablo Zagal and
Sebastian Deterding. Reproduced by permission of Taylor and Francis
Group, LLC, a division of Informa plc.
Chapters 3, 4 and 5 include revised material from two published works by
the same author:
RH historical reenactment
TRPG tabletop role-playing game
LARP live-action role-play
SEV site/event visitation
GM gamemaster
PC player character
NPC non-player character
OOC out-of-character
SEM strategic experiential module
AHD authorised heritage discourse
Introduction
Heritage and role-playing
Merging heritage studies with role-playing game studies, this book examines
three types of historical role-enactment:
“Each form of historical representation has its own methodology, its own
forms, codes and conventions, and its own cultural value”, say Donnelly &
Norton (2011, 155). These three all employ physical enactment of historical
roles (characters), experienced as first-person audience acting within a repre-
sented period setting. They all rely on fandom-like community culture driven
by collective enthusiasm. They differ in their specific modes of representation
of the historical material, and in forms of interaction with the simulated
environment. From the perspective of heritage studies, I examine RH and
history/heritage-themed TRPG+LARP as performative, participatory and
playful heritage practices. Role-playing game studies focus my attention on
the narrative and gameplay opportunities offered to players/participants (in
particular: forms of player involvement). Taken together, the dual methodo-
logical lens of game studies + heritage studies sheds light from two angles.
Chapter 1 erects the main pillar for bridging these disciplines: a mixed
model of immersion+authenticity, which uses both concepts to describe player/
participant’s engagement with history/heritage material. Such engagement is
always multi-layered, and the layers may be conceptualised simultaneously
as types of heritage authenticity, and of in-game immersion/incorporation.
2 Introduction
Chapter 2 aims to validate this dualistic view by the example of museum visi-
tation: a classic type of heritage practice. As a low-interaction spectator activity
(do-not-touch-the-exhibits), it seems to be far removed from intense gaming
experiences. Nonetheless, its experiential dimensions can indeed be translated to
types of player involvement with virtual environments. Chapter 3 moves from
SEV (site/event visitation) to prototypical models of RH+TRPG+LARP. The
three chapters together situate history/heritage-themed RH+TRPG+LARP next
to SEV as heritage genres that rely on immersion/involvement in historical
environments.
Chapters 4, 5 and 6 explore how those imagined environments are
designed, co-created, represented, and collaboratively enacted in playful
interaction. Already contrasted as distinct media genres in Chapter 3, RH
+TRPG+LARP in Chapter 4 are discussed as narrative media, their immer-
sive environments reframed as storyworlds. Chapter 5 examines the rich
repertoire of modes of communication, semiotic resources, and interaction
protocols used to create and sustain the simulations of those worlds. Chapter
6 is a step-by-step analysis of multiple stages of this process, from the pre-
paratory phase of design and logistics to the live run of the game/event to its
various follow-up activities. This part of the book is dominated by formal and
processual analysis, but it also acknowledges the specificity of historical
content.
Chapters 7 to 10 continue the comparative analysis of RH+TRPG+LARP
+SEV, the analytical focus shifting from creation and representation to
experiential involvement. The formal features examined in earlier chapters are
here re-examined as experiential affordances for involvement/immersion.
Reiterating the assumption about historical settings from Chapter 1, this part
of the book connects types of immersion to types of heritage authenticity.
Chapters 9 and 10 go far beyond the actual game/event to macro-scale
engagement with heritage narratives, social memory, and collective identities.
The six-dimensional model of game involvement by Calleja (2011) was
developed for videogames which represent environments (often, historical)
through digitally represented spaces, objects and living beings. It has been
adapted to forms of immersion in non-digital role-played simulations
(Bowman & Standiford 2016); then expanded to immersion in larp (Bowman
2017), then to both digital and non-digital role-playing (Bowman 2018). I
follow Bowman’s three papers in the adaptation of Calleja’s videogames to
non-digital role-play, but I also quote extensively from the original book-
length study, which includes much more detail. Calleja’s 2011 book remains
the most insightful analysis of game immersion (which he prefers to rename
as ‘incorporation’) to date.
RH+TRPG+LARP do not exist in a vacuum. They have distant as well as
immediate predecessors, from folk rituals and battles staged in the ancient
Colosseum to miniature wargaming, fixed-site amusement parks and the
game of Diplomacy in the 20th century. Set in specific historical periods, they
Introduction 3
share these settings with a multitude of other media: popular (such as histor-
ical fiction, film, theatre, video game) and academic ones (e.g. history text-
book, journal paper, conference presentation). As Aurell (2015) observes, the
21st century is marked by “an increasing level of creativity in historical
representation” (148). These days, “Multimodality, re-creation, interactivity,
and imagination shape contemporary history; images, social media, games,
and film bear the information that produces our perspectives on the present
and past” (148–149). Existing within (and contributing to) the fiction and
non-fiction mediosphere, historical RH+TRPG+LARP are shaped by the
same large-scale narratives and discourses that persons, families, commu-
nities, and nations use to build memory and identity. Ultimately, “history is
owned by those who experience or engage with it, not only by professional
historians” (Aurell 2015, 149).
I hope to bring historical TRPG+LARP to the attention of heritage scho-
lars and educators, and to encourage them to rethink heritage authenticity in
terms of involvement in immersive environments. I also wish to encourage
game scholars to consider heritage authenticity as an important aspect of
immersion in historical settings.
The book has two limitations I am aware of, resulting from the choice of
research priorities. First of all, its focus on entire genres and genre-specific
affordances prioritises breadth over depth. I investigate detailed character-
istics of six types of immersion/authenticity across four heritage genres, dis-
cussing their formal and experiential affordances. The emerging framework is
illustrated with relevant examples – but not with detailed case studies, which
would require more space than this volume can accommodate. Systematic
case studies of historical TRPG, LARP, and RH should follow in another
book.
The second limitation is Anglocentrism: most examples, prototypical
models and theorising comes from within Anglo-American cultures, with a
significant presence of Nordic larp discourse produced in English. This is only
partially justified by the fact that all three genres of role-enactment emerged
and developed in Anglophone countries. More importantly, this is my delib-
erate research bias as a scholar employed at the Department of Anglophone
Literature & Culture (recently renamed to Department of Anglophone
Literatures).
history” (Chapman 2016). Related terms outside game studies include “pop-
ular historymaking” (Rosenzweig & Thelen 1998) and “public history” (Dean
2018). Reframing such material as a special kind of history (one that does not
need any semblance of actual history) enables scholars to study even loose,
fragmentary, inaccurate and inconsistent historical inspirations as representa-
tions of history – and forms of interaction with history. It certainly opens
more territory for historical game scholarship. But it comes at the price of
rejecting the notion of history being a rigorous effort to study and understand
the past.
Trying to understand the past as a possibly coherent vision is, in my opi-
nion, the very essence of history. If a new branch of history abandons this
quest, I would hardly call it history at all. If it prefers creative play with bits
and pieces taken from history, legend and myth, mixed freely with fiction and
the designer’s imagination – this is heritage. “Creative engagement with the
past in the present” (Harrison 2013, 4) is the domain of heritage studies.
Therefore, what I cherrypick from the archive of ‘historical game studies’ are
studies of ‘virtual heritage’ and ‘Cultural Presence’ (Champion 2011; 2015)
rather than ‘history’.
This is, however, my personal view. Historians themselves can be more
generous with their disciplinary scope, recognising “professional and popular
historians” (Rosenzweig & Thelen 1998, 2; my emphasis). And it is not my
place to correct them. I am not going to claim that the ‘heritage approach’ is
essentially better and should be universally adopted. Least of all by histor-
ians, who understandably want to remain in their discipline. The heritage
approach is better for me, coming to historical games as I do from a culture
studies/literary studies background. As I took the trouble to write this book, I
obviously assume it will work for other scholars, too, but it is for the readers
to judge.
2016, 36). This construct presents “a version of the past received through
objects and display, representations and engagements, spectacular locations
and events, memories and commemorations, and the preparation of places for
cultural purposes and consumption” (Waterton & Watson 2015, 1). Whether
cultural or natural, “all heritage is a mental construct” (Nic Craith & Kockel
2016, 430), shaped in “a process of making and re-making narratives” (Dull
2013, 2). The means of narrative representation of the past in RH+TRPG
+LARP and their experiential affordances come in Chapters 4 to 10. On the
community level, the discursive construct may be studied as a relatively fixed
legacy of a given group and/or time period, which I explore in the final
chapter. However, it is perhaps the process, not the product, that is more
interesting to study.
Heritage is a process of social meaning-making. Smith goes as much as to
claim that “there is no such thing as heritage” (Smith 2006, 13), meaning that
objects and places do not owe their heritage value to any inherent material fea-
tures, only to a collective decision of a community or power structure. In the
institutional and national dimension, “heritage is heritage because it is subjected
to the management and preservation/conservation process, not because it simply
‘is’” (3). Moreover, once-established visions of heritage are in a constant flux,
created as they are “by social groups, whose composition and self-perceptions
change with time” (Silberman 2016, 36). In the personal dimension of ancestral
legacy, “the real moment of heritage when our emotions and sense of self are
truly engaged, is not so much in the possession of the necklace, but in the act of
passing on and receiving memories and knowledge (Smith 2006, 2).
Harvey (2001) suggests that the term be used as a verb, coining the name
heritageisation. The social construction of heritage operates via narrative
media (see Chapters 4, 5 and 9), especially ones with embodied performances
(Chapters 2.1, 5.1 and 7.1), and is conditioned by pre-existing heritage dis-
courses (Chapters 1, 2, 9 and 10).
Heritage is a process of personal experience: “an embodied cultural per-
formance of meaning-making” (Smith & Campbell 2016, 443) which is
grounded in the social and political, but experienced individually. It is “sub-
jectively constructed, reconstructed, emergent in situ, modulated by affect and
bodily immersive” (Waterton & Watson 2015, 12), and may include “virtually
anything by which some kind of link, however tenuous or false, may be
forged with the past” (Johnson & Thomas 1995, 170). The experiential
dimension of RH+TRPG+LARP, with their performative, participatory, and
embodied perspective as first-person audience, is discussed in Chapter 3.2 and
throughout Chapters 7 to 10.
reconsider “whether separate lists and definitions for tangible and intangible
heritage should be continued” (438). Ultimately, heritage “cannot be defined
by its materiality or non-materiality, but rather by what is done with it”
(Smith & Waterton 2009, 292). Smith brings them to a common denominator by
universalisation of the intangible: “all heritage is ‘intangible’ whether these
values or meanings are symbolized by a physical site, place, landscape or other
physical representation, or are represented within the performances of languages,
dance, oral histories or other forms of ‘intangible heritage’” (Smith 2006, 56).
Indeed, with heritage scholars widely adopting the view of heritage as a
mental construct and social process, the tangible form may be seen as com-
pletely reliant on “a shifting range of intangible cultural values that are used
to give meaning to places and events” (Smith & Waterton 2009, 292). On the
other hand, the tangible form may be analogically universalised by insisting
that all heritage depends on materiality, with intangible culture “embodied in
people rather than in inanimate objects” (Logan 2007, 33; also Smith 2006,
57). The human body is a tangible carrier of meanings and values, a “mobile
monument” (Gapps 2010, 50), “a site in which social identity and political
attitudes are expressed” (Ruggles & Silverman 2009, 2), just like the built
monuments and sites. “In short, focus has shifted from the visual/symbolic
consumption of objects and sites towards the actual (co-)presence of living,
breathing, sensing and doing bodies with the objects and material settings
provided” (Haldrup & Baerenholdt 2015, 53). Physical role-enactments come
to mind as perfect examples.
In this book, I subscribe to the ‘integrated’ or ‘holistic’ view postulated by
Bouchenaki (2003) as “a symbiotic relationship between the tangible and the
intangible” (2). Tangible heritage should be firmly placed in the wider context
of the intangible “spiritual, political and social values” (4), intangible forms
should be safeguarded by recording in “some form of materiality” (4), and spe-
cial attention should be given to “practitioners and tradition holders” whose
bodies are transmitters of culture (4). What Bouchenaki (2003) compares to two
inseparable sides of one coin, Nic Craith & Kockel (2015) metaphorise as the
Yin/Yang forces in “The Tao of Heritage”: “two sides of a coin do not (usually)
interact, whereas Yin and Yang do” (2). Harrison (2013) sees heritage neither
“as a set of tangible ‘things’, nor as intangible expressions and practices, but
instead as relational and emergent in the dialogue between people, objects,
places and practices” (226). Several international charters already adopted the
symbiotic approach (e.g. the ICOMOS 2004 declaration cited in Nic Craith &
Kockel 2016, 430). In summary, Nic Craith & Kockel (2016) recall the long
tradition of studying material culture as “‘cultural expressions’ along similar
lines to cultural practices and beliefs” (438).
As discussed in Chapter 3 and further, RH+TRPG+LARP have different
relationships between the tangible and intangible elements. Material culture is
the dominant factor in RH, important in live-action role-play, and minor in
TRPG (Bienia 2016). Intangible heritage permeates all.
12 Introduction
moved thinking about heritage away from its objects towards its social
and cultural context and significance … concerned with questioning the
representation of meaning, especially hegemonic meanings, about a past
Introduction 13
These works are located within the neo-Marxist cultural studies, analysing the
construction of heritage as value-laden representations (often with post-
structuralist and semotic angle), as well as the reliance of heritage on political
discourses and structures of power (including feminist and post-colonial per-
spectives) (550–551). Harvey’s concept of heritageisation (2001), Smith’s
authorised heritage discourse (2006), Ashworth & Tunbridge’s dissonance
(1996), and Harrison’s dialogue (2013) are instrumental for my discussion of
history-themed RPG+LRP+RH within the social and discursive aspects of
heritage, with special focus on the political and identity-related issues deba-
ted in the Nordic and American role-playing communities (see Chapters 9
and 10).
Theories for heritage deal with
questions that ask us about our very being, and what happens to our
bodies, ourselves? … questions about the role played by the personal, the
ordinary and the everyday, within spaces of heritage, whether they are
physical, discursive or affective.
(Waterton & Watson 2013, 551)
5 Shift from the view of tourist places as fixed and passive to places as
imagined, negotiated, changeable and performed
6 Focus on material objects and technologies and their affordances for the
tourist experience
7 Focus on contextual connections of tourism with the everyday personal,
professional, family and communal lives
8 Shift from the “representational and textual readings of tourism” to
“ethnographies of what humans and institutions enact and stage to make
tourism and performances happen” (194)
Tourism studies is highly relevant for heritage studies, with heritage sites
and practices being at the core of the so-called cultural tourism. The heritage
industry is an integral part of the tourism economy. In the UK, for instance,
Light (2015) estimates that 58.2 per cent of the whole tourism industry is
heritage-based, amounting to “£12.4 billion annually for the UK economy
and supporting 195,000 jobs”, according to 2010 data from Heritage Lottery
Fund (147). Kershaw (1994), for instance, talks about heritage and tourism in
one breath, noticing the growing performativity of “the heritage and tourist
industries, where costume drama – whether in the form of retro-dressing or
the contemporary couture of slick uniforms – is increasingly the norm” (166).
Smith & Campbell (2016) insist it “is not just that heritage and museums
have a performative element, but that these performances are embodied acts
involving complex relationships between emotion, memory (both personal
and social), and cognition” (453). Bagnall (2003) emphasises that “this emo-
tional and imaginary relationship is engendered by the physicality of the
process of consumption” (87). The body is a “space of visceral processing”
(Papoulias & Callard 2010, 34). Even mental and spiritual experiences, non-
physical as they appear, emerge from the physico-chemical corporeality of the
processes running in the ‘hardware’ of human brain, nervous system, hor-
mone glands, etc. The deeper into the 21st century, the greater attention is
paid to the body in the humanities and social sciences, accurately termed “the
embodied turn” (Nevile 2015). Heritage studies does not fall behind, with
embodiment-focused papers and theories now universally present in compre-
hensive volumes outlining the state of the art: Graham & Howard (2008);
Waterton & Watson (2015); Logan, Nic Craith & Kockel (2016), including
Intangible Heritage Embodied by Ruggles & Silverman (2009).
Haldrup & Baerenholdt (2015) talk about three kinds of performances.
There is performance of heritage by staff and volunteers at heritage sites for
visitors, such as live theatre and first-person interpretation (55–58). Then,
there is performance at heritage sites by visitors themselves, which includes
their interactions with the staff (e.g. reenactors / living history interpreters),
performance of activities afforded for tourists, as well as their own inter-
pretations, emotional and intellectual engagements (58–61). As I elaborate
further on (Chapter 3.2), in the first-person audience of RPG+LARP and
16 Introduction
some of RH, when the roles of performers and audience collapse into each
other (there being no other audience than the participants), so do the perfor-
mances of and performances at. Finally, there is performance with heritage going
on around and after the heritage visits in private and social lives, when people
reach for souvenirs, photos and memories to reminisce, discuss, re-interpret and
share their experiences (61–64). This equally applies to RH+TRPG+LARP,
examined at length in Chapter 10. First, however (Chapter 2), I will focus on the
visitor’s performances in traditional SEV (site/event visitation), where I am pri-
marily interested in performance at and with heritage.
As a footnote to point 2 from Urry & Larsen’s list, I wish to highlight
Haldrup & Baerenholdt’s (2015) observation about the theoretical founda-
tions. Whereas “the empirical studies that have fuelled the turn towards per-
formance have drawn on Goffman’s dramaturgical sociology … the
performance turn in tourist, leisure and museum studies … has not been
strongly connected to post-structural/linguistic notions of performativity as
advanced by Butler” (53–54). Urry & Larsen’s The Tourist Gaze 3.0 (2011)
assumes “the top-down approach of Foucault and the bottom-up approach of
Goffman are both necessary” (189). I will draw from both theoretical threads,
the dramaturgical and the linguistic/discursive. The former prevails in Chap-
ters 4 to 6, the latter in 7 to 10.
following safety rules practiced in the pre-game workshops, acted out between
the players at the camp and the attackers role-played by staff sent by the
organisers. In TRPG the GM will verbally describe the arrival of attackers,
and the fight will progress by alternating declarations: each player narrating
the actions of his/her character, and the GM the actions of the attackers. The
GM will also supervise the application of combat rules from the game ruleset.
Verbal in-character communication, however, will be roughly the same in
TRPG and LARP. The LARP version of the Czechoslovak soldier would tell
his/her sad life story using the player’s own immersed voice while sitting by the
campfire – the TRPG version would employ the same voice-acting at the gaming
table.
Chapters 3 to 6 will further elaborate on the formal features of RH+TRPG
+LARP. Nonetheless, I realise it is difficult to explain TRPG or LARP to
outsiders through text alone. I strongly recommend reaching for video
presentations, or real ‘actual play’ recordings. For TRPG visual footage is
non-essential, audio podcasts will suffice. I will not link such material
directly, as they often migrate between websites and URLs. Instead, I can
direct readers to official media content of the largest brands. The best
documented LARP is College of Wizardry, organised in Poland since 2014.
In addition to a plethora of official and unofficial YouTube videos and blog
reports, it became global news in 2014–15, inspired an array of academic
and popular papers, and an entire book ed. by Stenros & Montola (2017).
For TRPG introductory material I suggest Dungeons & Dragons, Call of
Cthulhu, and World of Darkness. They all have YouTube channels with
introductions and recordings of actual play sessions. They have been on
the market for decades, and the materials are likely to stay available for
years to come.
Note
1 Shortly before the completion of this book, Liboriussen & Martin published
another paper on “Honor of Kings”, this time (2020) switching to the heritage
approach and citing extensively from heritage studies literature. I confess a pinch of
pride here, as it had been me who advocated the heritage approach to Bjarke at the
History of Games conference in Copenhagen 2018.
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Notes
Introduction
1 Shortly before the completion of this book, Liboriussen & Martin published
another paper on “Honor of Kings”, this time (2020) switching to the heritage
approach and citing extensively from heritage studies literature. I confess a pinch of
pride here, as it had been me who advocated the heritage approach to Bjarke at the
History of Games conference in Copenhagen 2018.
Chapter 2
1 I found no TRPG-specific peculiarities in Fuist’s paper that would prevent the
application of this term to LARP as well.
Chapter 4
1 Close, not identical, as a larper also perceives affordances for (inter)action and can
switch to active involvement at any time.
Chapter 5
1 Main in LARP+RH; in TRPG it is secondary to narration and mechanics.
2 For the purpose of this argument, “As is the case in dramatic performance, the
participant’s verbal contribution will count as the actions and speech acts of an
embodied member of the fictional world” (Ryan 2015, 209).
3 I first coined the term ‘implied character’ for player characters in TRPG scenarios,
which typically describe them only as “PCs” or “party”, as an empty slot to be
filled with self-created characters by each gaming group (Mochocki 2007).
4 It is possible for GM to have arranged it with an ‘accomplice’ to role-play an
important NPC over the phone or voice chat, but this would be an innovation
beyond the usual TRPG conventions (it is not typical for a GM to have support
staff outside the room).
Chapter 7
1 There is a variation that does transform the real physical world into an open game
world: pervasive larp. This, however, uses the present-day world as its stage, which
makes it unsuitable for historical settings.
References