Transmigration of Souls

Sensory, movement, consciousness

Designers: Alex Brown
Number of participants: 8-20 (10-16 optimum)
Duration: 4 hours
The presenter feels that this larp IS NOT suitable for young people aged 16+

About the larp

Transmigration of Souls is an abstract non-verbal chamber larp where players encounter an interpretation of reincarnation, or transmigration of souls, through a powerful multi-sensory experience.

Characters are based upon souls who migrate through different animal bodies and face catastrophe to the point of extinction. They choose how their soul continues in the next life, and how new their rebirth will be. This larp looks death in the eye and doesn’t blink.

Whilst the majority of play is movement based and bodily expression is the primary form of interaction, in addition there are concepts borrowed from shamanism; meditative, sensory ‘baths’ aiming to create something close to a psychedelic experience for players, immersed in the limbo between death and reincarnation.

Incorporating intensity of sound, movement, smell, taste and touch, these elements can be scaled for individuals to accommodate different styles of play or access needs. Players should be comfortable with at least some level of touch for the experience to be effective. If any players have any allergies then please let me know in advance.

Content Warnings: Darkness, dramatised death, candles (if permitted)

Alex Brown: Having arrived at larp through urban situationist games and psychogeography, where others would see a puddle I would see a wormhole. Often found playing 3-sided football in stone circles. I’m interested in the politics of play, using it as an act of resistance in urban settings and abstract larps.

Parameters

Physical contact Moderate contact and being touched with eyes closed
Romance and intimacy Not relevant for the larp
Conflict and violence Themes of conflict, but not enacted by players; e.g. quiet threats and vengeful stares
Communication style Non-verbal sounds
Movement Style Walking
Characters  Players play facets of a personality, or something else that is human but less than a full character
Narrative control There is no story as such, it’s more like abstract activity
Transparency Fully transparent – players will, or at least can, know absolutely everything in advance
Representation The fictional space looks very unlike the play space, but players will use their imaginations
Play culture The concept of rivalry or cooperation between players doesn’t really apply
Tone Moderate

Saturday afternoon, Studio 8