nordiclarpyearbook2015
nordiclarpyearbook2015
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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