Poker Face

Queer, mixed feelings, end of the chapter

Designer: Marcin Słowikowski (Poland)
Number of participants: 4-7
Duration: 4 hours
The presenter feels that this larp IS suitable for young people aged 16+

About the larp

It’s almost the end of the high school/studies/project. The group of friends you’ve been hanging out with is at the verge of going their separate ways. This is the last of your regular meetings over a movie/food/booze/games before leaving. The wistful atmosphere prompts deep talks that have been long overdue and which you won’t have the opportunity of having ever again.

Poker Face is a game about feelings, the ones we know and the ones we can’t name, the ones we want to express and the ones we want to suppress. This is no easy topic, especially when the feeling might be unrequited and revealing it might label us in a way we may not want.

Content Warnings: Poker Face is a scenario created for Prism Queer larp anthology and deals with the idea of feelings we can’t name, that might be unrequited and might label us in heteronormative setting. Players decide together on the setting, genre, tone and level of physical interaction that will be comfortable for them before the game starts.

The game uses dedicated intimacy and physical conflict mechanics and safety mechanics the players will agree on beforehand

Marcin Słowikowski: Culture expert, larp designer, promoter and critic based in Poland, organiser and speaker of Polish Larp Conference, game designer and master at Witcher School.


Physical contact The players decide on the level of contact together before the game starts.
Romance and intimacy The game has sex mechanic based on playing cards.
Conflict and violence The game has violence mechanic based on playing cards.
Communication style Lots of speech
Movement style Walking
Characters Players create their own characters, in a workshop
Narrative control The shape and direction of the story is entirely, or almost entirely, determined by player choice
Transparency There are predesigned secrets that players will have from each other
Representation level The players decide together on time and space the game takes place
Play culture The concept of rivalry or cooperation between players doesn’t really apply
Tone The players decide on the tone themselves before the game starts

Sunday afternoon, Studio 2