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nordiclarpyearbook2015

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The Legend of Percival: Larping in Babylon<br />

- By Andrea Giovannucci. Translation: Wendy Columbo<br />

In September 2015, in the city of Rome, the<br />

Chaos League organized The Legend of<br />

Percival (La leggenda di Parsifal); a pervasive<br />

larp which cannibalised reality for a few<br />

days by asking its players to play the role of<br />

outcasts in search of their own physical and<br />

mental place: A search conducted within<br />

and without the self. Set in modern times<br />

and inspired by the works of Terry Gilliam<br />

(The Fisher King, 1991), Jim Jarmusch<br />

(Ghost Dog, 1999) and Alan Moore (V for<br />

Vendetta, 1982), the event was designed to<br />

delve into the concepts of marginality and<br />

morality.<br />

The characters played in The Legend of<br />

Percival all shared a painful personal history<br />

and were persuaded to be the moral heirs of<br />

the legendary knight Percival. Their attempt<br />

was to establish a new community - the reborn<br />

Camelot - on values such as mutuality,<br />

moderation and strict adherence to the<br />

inflexible moral code of medieval knights.<br />

Plunged into the throbbing heart of a chaotic<br />

Rome, they struggled against the annihilation<br />

of humanity.<br />

Needless to say, the underlying objective of<br />

this larp was to stimulate an unbiased debate<br />

about modern society - overwhelmed<br />

by individualistic views and interested only<br />

in the accumulation of superfluous objects<br />

- through the fictional expedient of larp.<br />

The style of play was 360º degrees illusion,<br />

without interruption and without use of<br />

meta-techniques.<br />

w<br />

Collaborative writing<br />

Before actually playing, participants created<br />

their characters under the guidance and<br />

supervision of the organisers. In outlining<br />

their personal traits, players were asked to<br />

give special attention to the construction of<br />

what was labelled the “pillar collapse”. This<br />

meant a traumatic event supposed to be the<br />

starting point of a death-rebirth process<br />

for each character. In layman’s terms, the<br />

“pillar collapse” could be represented by a<br />

bereavement in one’s family or by disturbing<br />

experiences able to make the characters<br />

question everything in which they firmly<br />

believed, able to shake their ideas and their<br />

way of life.<br />

Simultaneously, players were asked to begin<br />

to follow a training course, which would put<br />

them in an exact mental and physical state<br />

to face the larp properly. Participants were<br />

assigned meditation and breathing exercises<br />

(partly borrowed from the Zen tradition),<br />

which were to be performed on a daily basis<br />

for two weeks before the beginning of<br />

the game. For example, some of the assignments<br />

were based on selective auditory<br />

drills of self-listening and surrounding environment<br />

listening, in order to trigger an<br />

improved mastering of one’s interior space.<br />

The final goal of such training was to prepare<br />

players to the rhythms and concepts<br />

they would face during the live event, to reduce<br />

the impact with a reality very different<br />

from their everyday life.<br />

The third phase of the “diffused game” (a<br />

pre-game stage which took place entirely<br />

online) introduced characters to the inner<br />

workings of the game.<br />

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