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Wyrd Con Two

Photos Credited to Amanda M. & Aaron V.

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[img src=http://wyrdcon.com/2011/wp-content/flagallery/wyrd-con-two/thumbs/thumbs_2wyrdweb.png]Two Wyrd Logo
By Devin M.

Two Key Dates

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Some important dates to keep in mind!


August 31st
: Discounted Registration for Tri Wyrd Ends!

August 1st 2011 – Dec 24th 2011
: Open for submissions for Tri Wyrd games, panels and entertainment!

Dungeon Master

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Coming off of their 10th Season in LA, Dungeon Master is a hybrid of
Theater and Improv performed on a stage using actors as the
background…and starring you as one of the main characters. Every
show, a 6-person party of adventurous audience members is chosen from
a list of voluntarily-submitted names before the play begins and
guided through the play. Although each show’s original episode is
scripted and rehearsed, once the audience members are involved…it is
always unpredictable. More info on Dungeon Master at
www.the-dungeonmaster.com and you can watch our spin-off web-series,
“Legends of Atoll,” at www.legendsofatoll.com.

Dungeon Master is performing at 6pm on June 11th @ Two Wyrd !

Sex in Events: For & Against

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Wyrd Con is open to debate on several topics. One is sexual innuendo in at Live Events. Here’s a bit of ‘for’ and ‘against’ debated on that topic.


Sex For

I don’t agree that sex is always viewed as a taboo topic. True that for some the topic of sex can be a bit more uncomfortable than for others depending on one’s background. But if you look outside your door you will see billboards using sex to sell everything from toothpaste to towels. Turn on your TV and you can watch sexual activity of all kinds on soap operas during the day, regular programming in the evening and of course cable. The fact is that sex is pretty much everywhere so I can’t imagine the royal “we”, adults, are that uncomfortable with it.

My understanding is that currently it is not permissible to have sexual activity alluded to in live role-play and yet women are being grabbed at in unwelcome ways, quite often resulting in men being disqualified from games. If LARP is in part about communicating through certain roles and rules then why not incorporate sexuality into these roles and rules instead of trying to pretend it isn’t there?

If it is true that there is a lot of unwanted groping going on in LARPing then the guys (or gals!) are most likely getting thrown out of the game when it is found out and the women aren’t finding a way to “defend” themselves that feels empowering. So bring these issues into the game. Give voice to what is already happening and what is already there!

Give the men and the women ways to experience their sexuality in character and respond. Give the guy a way to pursue and then — in character and in play — give the women ways to respond. All in the game and all in character. That seems much more like fair communication and much easier than how we are doing it now — which is punishing, shaming and then denying the problem by sweeping it under the rug.

As it now stands, there is no way to communicate clearly about sexuality in character – and that is proving to be more damaging all around. Hm. That seems to be just how it often goes is in “real” life.

If this makes some people uncomfortable I would posit that is why they start to role-play to being with — to get into situations that are uncomfortable and try to deal with them. If it is really too uncomfortable then they don’t have to play the games that allow for these more sexually charged exchanges. Just like not all games allow for alcohol.

Fantasy is woven into the fabric of LARP. Therefore, bringing sexuality to the foreground doesn’t mean you need to actually have sex or during a LARP. Quite the opposite. Just like people are not actually dying or actually fighting. There are all sorts of representative “role-playing” behaviors happening in the games.

How far away is this kind of play from occurring in the way games are currently structured? It seems there is a lot of subtext to many of the games already. The costumes are sexualized and there is a lot of power play. How much could be learned about each other from bringing in another level of communication?

The funny thing is that we are talking as if a game existed that people could play with these more sexually open rules. However, we are speaking in fantastical terms because this LARP has not been created. I am not sure what it would look like or how it would run but I think we would learn something from it.

Sex Against

Sex is certainly a taboo topic and has actively been discussed at debated by religion, governments, families, and more for hundreds of years. It is this constant debate and varying opinions that make it something that should be excused from involving itself in a Interactive situation. These situations, unlike a movie, book, or similar, require the two individuals to communicate in a way that can cross the threshold between character and player potential creating uncomfortable situations outside the activity currently being performed.

In addition the debate and opinion makes it so others may be uncomfortable with such activities, or even insinuation of activities performed at Interactive events. You could also argue that releasing such fantasies in to such an open and interactive world can create opportunities for inappropriate moments that an individual would never do unless they were portraying a character. These concepts and ideas can both lead to uneasy situations after an event, or even permanently damage a relationship, let alone the people involved in operating the event in general.

Perhaps it is the fantasy aspect of LARP that can cause so many problems to begin with. Bringing sexuality in to the foreground can cause existing emotions to flare up, and lead to issues within the real world that you do not expect. You could argue the same with combat, or with drinking, but neither have such repercussions as with personal relations.

Some games even include the subtle concept of sexual tension within the events themselves. The mystery and the darkness of doing things that are forbidden creates a more feral atmosphere generating thoughts and emotions we would never use with our controlled selves. Allowing sexual innuendo to occur in an event only grows to increase the tension and cause more problems.

It is better to keep sexuality out of events, this reduces the amount of tension, keeps out taboo topics, and makes more people comfortable overall. Fantasy is one thing but encouraging sexual tension is another problem all together. In the same way that people dress up in revealing costumes in halloween, a revealing costume at an event can end up with similar results.

Our ideals and expectations should be controlled at events, making a more comfortable environment for everyone.

Written by Jennifer P & Ira H

We need you!

we need you

INTERNS

Got a blog, some free time, and a desire to learn more about how social media, marketing, conference design, PR and interactive theatre works? Want to go to an amazing conference unlike any other in the world and be a part of an emerging media force? Wyrd Con, an interactive theatre conference June 10-12, 2011 in Orange County, CA, is on the hunt for a team of Interns who will work (from anywhere in the country) to assist our Marketing and PR department with the implementation of its strategy.

Position:

Wyrd Con seeks an Intern who will assist the Marketing and PR Team in entry-level online social media marketing activities such as blogging, monitoring web analytics, uploading images, putting together the media kit, posting to Twitter and Facebook and other administrative tasks within the Marketing Department. Others have appreciated the flexibility, fun and expansion of their network this position allows for. No experience is needed! Just a passion for social media and theatre, interactive theatre or something along those lines. Bravery in the face of Excel mathematics and HTML, and an interest in web technologies and online advertising are essential. For instance, if you have your own small blog and have dabbled in monetization efforts with Google AdSense, AdBrite, or affiliate programs, then this could be the perfect chance to go behind-the-scenes and do more of this on a larger scale.
This is not a paid position.
Please sent resume and link to your blog by April 5th.
Date of hire April 10 – June 12, 2011.

Two Wyrd’s VIPs

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At Two Wyrd we wanted to feature some specific designers this year, focusing on their experiences in the media, academia, or the field in general. This year we focus on three special guests. 

  

Brandon Boucher

 

Brandon Boucher achieved Intermet meme infamy as the guy
crying out “Lightning bolt! Lightning bolt! Lightning bolt!” in a
YouTube video ad for Legends Role Playing in 2003. Millions of hits and
parodies later, Brandon appeared on Comedy Central’s Tosh.0 to
“redeem” himself. Despite the negative portrayals, the video and
Brandon have been introducing larp to more and more Americans through his
interactions with Hollywood. View
Brandon’s Tosh.o debut here.

Events lead by Brandon

 

LARP vs LARP, What is it

My expertise is in Boffer, continuing story campaign
where we write the character history based on information about a particular
fantasy world.  I will break down the different systems out there, silent
combat, single hit, numbered combat, paper doll, etc.  This will be a
round robin discussion with the people in the room. This is for both veterans
and newbies. Lead by Brandon Boucher

Date: Friday, June 10, 2011 5:00 PM – 6:00 PM (Pacific Time)

Location: Emerald Bay

 

LARP, What is it.

Round Robin discussion to provide information to first time
LARPers or people thinking about trying it out. How to write characters, how to
interact, mistakes that first time gamers try and causes them to have a bad
takes in their mouths about the hobby. The 20 questions to ask as you come up
with a character history.  I’d like there to be some episodic LARPers
there, this way we provide more comprehensive discussion. Lead by Brandon
Boucher

Date: Friday, June 10, 2011 6:00 PM – 7:00 PM (Pacific Time)

Location: Emerald Bay

 

Sarah Lynne Bowman

 

Sarah Lynne Bowman received her
Bachelor of Science in Radio-TV-Film from the University of Texas at Austin in
Fall 1998 and her Master of Arts from the same department in Spring 2003. She
then attended the University of Texas at Dallas, completing her Doctor of
Philosophy in Arts and Humanities in 2008. Her dissertation, “The
Functions of Role-Playing Games: How Participants Create Community, Solve
Problems and Explore Identity”, was published as a book by McFarland Press
in 2010. She presently works as a lecturer for UTD, Ashford University,
Brookhaven College, and Richland College. Her interests include role-playing,
fantasy/science fiction, psychoanalysis, gender/sexuality studies,
rhetoric, media studies, critical theory/cultural studies, multimedia
performance/new media, evolutionary psychology, and the history of human
consciousness. Current projects include understanding role-playing characters
in terms of Jungian theories, Ascension myths in popular culture and games, and
making sense of conflict in role-playing communities.

 

Events lead by Sarah
Panel: Understanding “Bleed” in Character and Player Interactions lead by Sarah Bowman

This lecture will provide an explanation of the
concept commonly known as “bleed” in role-playing theory. The events that occur
within a game session establish what Johan Huizinga called “the magic circle,”
a safe space for participants to explore issues and experiences that might
otherwise be deemed taboo in mundane interactions. This circle is meant to protect
players from the consequences of enacting taboo behaviors or behaving out of
accordance with the normal social contract while “playing pretend.”

Though most role-playing enactments fall within this
“safe” zone, the experiences that tend to be the most powerful or cathartic
create a sort of “bleeding over” of the emotions of the character with the
player, as described by Markus Montola and other theorists. Boffer LARPers may
experience the adrenaline rush of a “real” battle; Call of Cthulhu players may
feel the terror and suspense of an abyssal monster tearing through the veil
between the worlds right before their eyes; LARPers in a dramatic narrative may
feel the flood of endorphins of a “real” romance while still contained by the
bounds of the game. Examples such as these of “bleed” between the emotions of
the character and the player are often perceived as pleasant – sometimes, even
desirable.

However, bleed can take a negative turn when events
in-game become interpreted as out-of-character attacks, or visa versa. Human
beings are complex creatures, psychologically-speaking. When emotions such as
jealousy, envy, rejection, and anger overwhelm players, either as a result of
experiences within the game or outside of it, oftentimes they lash out at the
community as a whole. Conflicts such as these can threaten to dissolve an
otherwise strong and compelling game, particularly in long-running groups. This
lecture will ponder the questions: Can we distinguish “good” bleed versus “bad”
bleed? What does bleed teach us about ourselves, both in- and out-of-character?
And, finally, how can we minimize the negative repercussions of bleed in order
to solidify the safety promised by the magic circle for players within
each role-playing community?

Date: Saturday, June 11, 2011 6:00 PM – 7:00 PM (Pacific Time)

Panel: Shifting Identities in Role-Playing Games

This lecture will summarize the three basic features
of role-playing games as described in my book The Functions of Role-Playing
Games: How Participants Create Community, Solve Problems, and Explore Identity.
I will then specifically discuss the relationship between players with their
characters. How do players find their inspiration during the character creation
process? How do characters evolve over time? Most importantly, what
relationship do these characters have with the players that create them?

Role-playing involves an experience of immersion,
albeit to greater or lesser degrees depending on the style of game. Some
players experience a relative sameness between their primary sense of Self and
the character, while others feel a definite shift in their identity. In
psychology, we refer to this shift in identity, whether mild or extreme, as
Identity Alteration. During the identity alteration that occurs in role-playing
games, the player is aware of the division between their own motivations and
that of their character. Sometimes, these motivations correspond strongly with
one another; other times, the player may experience the strangeness of the
character seeming to “run loose,” making his or her own decisions while the
player observes the entire process in a somewhat passive state.

In this presentation, I will explain the Nine Types
of Characters as proposed in my book. These Types do not necessarily correspond
with archetypes enacted, but rather with the relative “sameness” of the
personality and motivations between the player and character. These Nine Types
are as follows: the Doppleganger Self, the Augmented Self, the Devoid Self, the
Fragmented Self, the Repressed Self, the Experimental Self, the Idealized Self,
the Oppositional Self, and the Taboo Self. This lecture will endeavor to answer
the questions: Why do we choose to create and enact certain types of
characters? Should embodying a character different from ourselves –
particularly one that is amoral or evil – cause concern? What sort of
psychological pleasure do we derive from shifting our identity in the safe
space of the game world?

Date: Saturday, June 11, 2011 7:00 PM – 8:00 PM (Pacific Time)

Location: Huntington Beach

 

 

 

Ford Ivey

 

Ford Ivey, sometimes called the Grandfather of NERO, is the
founder of several live action role-playing games, including NERO
International, Shandlin’s Ferry, Wildlands, The Isles, a live version of Call
of Cthulhu, and his newest game, The Osiris Sanction. Ford is the recipient and
namesake of the LARPY Lifetime Achievement award, and is the LARP Guest of
Honor at Origins Game Fair in July, 2007.

 

After attending the University of Texas school of
Architecture, Ford Ivey worked in all parts of the construction industry, doing
everything from design to supervisor of construction on some major projects in
the Boston area. He got disenchanted with the construction industry and went
back to one of his early loves, opening The GameMaster, a full service game
store In Arlington, MA. This store had tables for playing roleplaying games and
miniatures. While doing this, he heard about a Live Roleplaying game in New
Hampshire called Mid Realms Adventures, based on the Treasure Trap games in
England.

 

While he enjoyed this game, he was convinced that it could
be done in a way that would allow more character freedom of action. After
running a series of games for a couple of years in Sudbury, MA, under the
umbrella of the Explorer Scouts, he (with input and assistance from several
others) developed the idea of everyone playing the game: everyone was someone
else’s NPC. This event was known as Shandlin’s Ferry, which was run in the fall
of 1987 and was the immediate predecessor to NERO.

 

NERO was a unique development in LARPing, based on character
growth and freedom of action. It grew far more quickly than the organization
could handle in those early days, after an article appeared in Dragon Magazine,
written by Michael A. Ventrella. NERO suddenly had over 5,000 active members.

 

NERO began to expand with new chapters quickly, starting
with one in New Jersey, called the Ashbury Campaign. They later broke off to
form Alliance LARP. Other early chapters were the Pittsburgh chapter (now PRO),
and the Atlanta chapter, now running a game based on an early set of the NERO
rules, now calling themselves SOLAR. NERO has, to date, spawned in excess of 40
games of the same general type.

 

Ford’s NERO game was the first game to own its own site
dedicated to Live Roleplaying. This was in Ware, Massachusetts. This site had
105 acres (0.42 km2) of woods and fields and 27 structures, including an old
New England Inn, barns, and many cabins.

 

Ford sold the game in 1998 to Joe Valenti. After overcoming
health issues, Ford is now involved in several new projects, including a new
concept in LARP, The Osiris Sanction.

 

The Osiris Sanction is a whole new direction in LARP,
combining elements of an ARG with what has been called “Ultra Laser
Tag”, with mystery and conspiracy plots arrayed against the players with
the final satisfying encounter being a SWAT team type mission.

 

 

Events lead by Ford Ivey

 

Ford Ivey’s Osiris Sanction Demonstration

The Osiris Sanction is a new kind of gaming experience. It steps
away from the boundaries of interactive theater, live urban gaming, or an
online interactive role-playing game, combining elements of each into something
uniquely suited to telling our story of intrigue and conspiracy.

The place is here, and the time is now. In the Osiris Sanction,
you and not a fictional counterpart have the chance to be a hero. As you weave
through the puzzles and clues you encounter through various media, you’ll
discover the nature of the vast web of evil that threatens our normal
existence. You’ll enter the shadowy world of the coyotes, who oppose the dark
forces at hand. Game play ranges from real world clandestine meetings to an
online community when you can discover clues and events, and then ultimately to
the actual missions into an alternate reality…

Take a deep breath. Let it out. Repeat to yourself… it’s only a game.


Date:
 Saturday, June 12, 2011 6:00 PM – 7:00PM (Pacific Time)

Location: Emerald Bay

 

 

Panel: Open discussion about NERO, it’s history, and it’s current state

A discussion lead by Ford Ivey and his relationship to NERO: how it started, what
the major influences were, it’s rise, and Ford’s departure from the game.

Date: Sunday, June 12, 2011 11:00 AM – 12:00PM (Pacific Time)

Location: Huntington Beach

 

How to role-play an intimidating character (when you are basically a cool person) by John Miewald

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The Weekend Overlord

A common roleplaying fantasy is that of playing a character more powerful than your self. In a roleplaying game, you can be a king or a queen, a warlord or a tyrant, a vampire or a lich. In real life you may be far less imposing but for a few hours on the weekend you can rule the galaxy.

In movies and television, characters of this sort silently walk into a room and everyone stops what they are doing and is properly impressed. In real life, not so much. You can make a perfectly dramatic entrance and no one so much as flinches.

This article is about how to seem intimidating when you are not intimidating. I am not addressing basic rules of civility. However, it should be noted that no matter how important your character may be in a fantasy world, you are not more important as a person than any other person. As always, be courteous to others (even when you are ordering their executions).

It should also be noted that not every kind of “powerful” character behaves the same way. When I say “powerful” I am talking about authority figures and particularly the strong silent types. The more you say, the more opportunity you have to express your character. The unique problem of the powerful but silent authority is that they must express their characters primarily through non-verbal cues.

So you want to play the powerful overlord and you want other players to take you seriously? OK, let’s see what that entails:

Costume. First the obvious. Have a great costume. Even the meekest person can be scary with a great costume. I am not going to go on about this because better people than me can tell you how to build a great costume.

I will offer this simple suggestion from personal experience – pay attention to your shoes. In my humble opinion, it is the shoes that make or break a great costume. There is nothing worse than a vampire dressed in all black and bright white sneakers. I have seen players who get away with a plain t-shirt and jeans with a great pair of nice boots and they comfortably fit into most sci-fi / steampunk / vampire situations. If you can only afford one thing for your costume make it the shoes.

However, maybe you don’t have the time, money or talent to put together a costume. What can you do to pull off your powerful character that doesn’t cost any money?

Eye Contact. You want to look people steadily in the eye. You can blink. You don’t have to stare like a mannequin but if for just a moment you look away it is a sign of weakness. If you do not have an unwavering gaze, you might consider some kind of eyewear. This is why so many cool characters wear sunglasses or face masks that cover their eyes. Since we cannot see their eyes we assume they have unwavering gazes.

Few people look a person directly in both eyes simultaneously. Usually you pick an eye. Some behaviorial experts say that looking a person in the left eye is more powerful than looking them in the right eye. I don’t know if this is true but if you need to pick an eye, go with the left. Another trick if eye contact is tough for you is to focus on a part of the person’s face near his or her eye, like the bridge of the nose or the eyebrows. This is close enough to suggest eye contact.

Henchmen. People learn how to react to situations by watching others. If you have a cowering henchman who bows to you and calls you, “Master” other people may follow suit. They will at least have a clue how to roleplay with your character. A lot of times, the reason other players do not treat your overlord with respect is because they don’t know how to roleplay. Give them an example.

Getting one of your friends to play a henchman can be a hard sell the first time. Why does he have to be the henchman and you get to be the Master? You could make an agreement to switch off – one game he is the Master and the next you are. This can be a real learning experience. You can get tips on how to play your own intimidating character from watching your friend and it is sometimes a lot more fun to roleplay the snivelling servant than the master. Henchmen have more personality and more fun. The Master just looks menacing.

Walk in a Straight Line. Watch people in a crowd and you will start to notice how few of them walk from one place to another in a straight line. A lot of people tend to weave in and out of crowds, side step, turn back, so on. Think of how Darth Vader would walk from one end of his star destroyer to the other. He would not weave through the various Imperial officers. He would walk straight and expect others to get out of his way. If Captain Neda was standing in the path, he would stop and wait for him to move – probably while giving a menacing gaze.

Please note, I am not saying that you should shoulder your way through a crowd. (Again, practice basic civility.) You should also note that this manner of walking takes a long time to get any where. Menacing characters are rarely in a rush.

Stop Fidgeting. This is obvious but many roleplayers do not think about it. Find something to do with your hands. Darth Vader likes to stand with his hands on his belt. Mr Burns of the Simpsons likes to arch his fingers and mutter, “excellent.” Blofield likes to pet a cat while he explains his master plans to James Bond. They all have business to occupy their hands. If you cannot think of anything to do with your hands then just let them hang at your sides. This is vastly better than scratching your head or picking at hang nails.

Be Unreactive. Hannibal Lecter rarely changes his expression. One of the reasons that Jason Vorhees and Darth Vader are so scary is because they do not show their emotions. Very few overlords squeel with joy or get into shouting matches. An overlord may shout, “Enough!” when he or she has had enough but will not get into a cat fight. And, despite what you may have seen in Revenge of the Sith, a galactic warlord would never ever yell, “nooooo!”

Again, by no means do these tips apply to every intimidating character. You need to define your alter-ego yourself. Every player’s unique vision and characterization is what makes LARPing such a great experience. I offer these suggestions only to spark the creative process. If you think I am mistaken or you have further suggestions, please comment below.