Expression, Suppression, Subversion |
Designers: Usva Inei |
Number of participants: 8-16 |
Duration: 4 hours |
The presenter feels that this larp IS NOT suitable for young people aged 16+ |
About the larp
Between Production Lines is a larp about the conflicting nature of placing human beings in rational, mechanized, capitalist systems. It is a larp about human nature and emotions, as well as how these can be expressed when suppressed.
The setting is a capitalist utopia of an industrial production line, with players enacting the employees or cogs of the system. The context pushes the characters to be as rational and objective as possible, yet human nature emerges to push back with emotions and subjective experiences. Characters will slowly begin discovering and interacting with emotions individually and communally.
Content Warnings: The larp will focus on rediscovering emotions and relationships. Strong emotions are likely to be a part of the game, but these will be dealt with on an abstract level, with minimal backstory.
Usva Inei: I am Finnish larper, currently living in the UK. When I am not larping, I work as a visual artist and a consumer culture researcher. I am interested in exploring how aspects of art and academia can be incorporated into larp, allowing us to explore ourselves and our world. I think larp can be an extremely powerful tool for social change and public pedagogy, with my own larping and larp design often being geared toward these.
Parameters
Physical contact | Light contact; touching hands or forearms |
Romance and intimacy | Demonstrations of affection; e.g. hugging, holding hands |
Conflict and violence | Themes of conflict, but not enacted by players; e.g. quiet threats and vengeful stares |
Communication style | Both non-verbal communication as well as lots of speech |
Movement style | Movement will vary depending on player engagement. Dancing and other performance can take place, but players can also fully engage sitting down for the whole larp. |
Characters | Players create their own characters, in a workshop |
Narrative control | In general the game will be abstract, but may take a narrative direction, which will be determined by players entirely |
Transparency | Transparent design, but players can create secrets during play and keep them from each other / reveal them when wished |
Representation | The fictional space is so abstract that its physical representation isn’t important |
Play culture | The whole concept of rivalry or cooperation between players doesn’t really apply |
Tone | Dramatic |