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nordiclarpyearbook2015

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Waiting for uncertainty:<br />

Can waiting around be a larp?<br />

- By Simon James Pettitt<br />

Most of us have tried this: Picking up someone<br />

at the airport. Waiting with strangers,<br />

looking at them, noting how differently<br />

people prepare to greet their loved ones.<br />

Maybe you have even tried to wait for someone<br />

whose plane was delayed. Again, people<br />

react differently; annoyed, angry or sensibly<br />

changing the plans they had. That is the<br />

start of Waiting for Flight GO901.<br />

Waiting for Flight GO901 is a black box<br />

larp, which means that theatre techniques<br />

like light and sound play a part in the game,<br />

the game starts with a workshop, and it’s<br />

experimental. Here the light and sound<br />

elements are small, only a monitor during<br />

the start and a meta scene using a spotlight<br />

at the end, but the experiments and workshop<br />

are paramount for the game. From<br />

the familiar beginning the game moves into<br />

what - luckily - is fiction for most people.<br />

The plane is more and more delayed until<br />

it disappears from the monitors. Annoyance<br />

turns to confusion and maybe even the first<br />

tingles of worry. At this point a member of<br />

staff (played by one of the larp organizers)<br />

steps into the play area and asks to get the<br />

attention from everyone waiting for passengers<br />

onboard Flight GO901.<br />

All the players flock to the person, reactions<br />

so different; anxiety, anger, fear. Questions<br />

pour out. The poor attendant informs them<br />

that the plane is having technical difficulties<br />

and might be delayed for quite a bit, but<br />

if everyone could follow him, they have a<br />

meeting room where they can wait and get<br />

information as quickly as possible.<br />

The players are moved from a big open<br />

space to a small room, where all these<br />

strangers suddenly have to be much closer<br />

to each other, just as their emotions are rising.<br />

“The rest of the memories are a bit of a<br />

blur. The flight being further delayed, time<br />

ticking away slowly. I can’t really tell when<br />

I began to suspect that something was<br />

wrong. Maybe it was when they removed<br />

the information about the flight from the<br />

info board. Or maybe when they moved us<br />

to another room.”<br />

- Elina Andersson, participant<br />

From here on the member of staff can only<br />

bring bad news. After some more anxious<br />

waiting, he informs them that they have<br />

lost contact with the plane. Next time he<br />

shows up, he can sadly confirm that there<br />

has indeed been an accident and that rescue<br />

personnel is on the way to the crash site.<br />

There’s reports of few survivors.<br />

“People reacted in different ways. Some<br />

cried and others were angry. Some did not<br />

want to believe what we had just been told<br />

and some tried to offer comfort. At one<br />

point a pocket flask was sent round in the<br />

room, a ritual of sorts.”<br />

- Elina Andersson, participant<br />

Finally, he turns up one more time; the casualty<br />

lists are in. At this point, the game<br />

switches to a metaphysical state. The lights<br />

dim, the players are moved to a dimly lit<br />

area and a spotlight turns on opposite them,<br />

creating a small, bright patch of light in the<br />

room. The staff member, now a kind of<br />

messenger of death, places different bags<br />

in the light, one by one. These are the bags<br />

the players used to create the one they are<br />

waiting for.<br />

q<br />

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