Tag Archives: LARP

On Politicians and Villains, Real and Imaginary

i.1.jake-rush-vampire

There’s been quite the kerfuffle the past day or so about Florida U.S. Congressional candidate Jake Rush, a 35-year-old Republican who also apparently plays Camarilla, a live-action vampire role-playing game, in his off time. From the sounds of it, Rush plays some sort of villain in the game, one who’s prone to making upsetting, sexually violent threats against other characters. I won’t quote those threats here; you can click through if you want to see them.

I wrote pretty extensively about role-playing games and LARPs in The Columbine Effect, and interviewed adult gamers who had played with a local Camarilla group in their teens and 20s. Although some people who play seem not to have strong boundaries between their in-game roles and their day-to-day lives, as I mention in the book, for the most part that doesn’t seem to be the case. I don’t know much about Rush and can’t tell you whether he behaves like his Camarilla character on a day-to-day basis. What I can tell you is that there’s nothing wrong with recognizing that you have a curiosity about villains or evil people, and finding a safe and harmless outlet through which to explore that curiosity.

Through play-acting. It isn’t real life. It’s pretend.

By contrast, let’s look at California Senator Leland Yee, who was arrested last week for allegedly conspiring to traffic weapons and also for taking political contributions (bribes) in exchange for favors. (You may recall that Yee was a vocal opponent of allowing minors to play violent video games, sponsoring legislation that was ultimately overturned by the Supreme Court). Yee was allegedly affiliated with a San Francisco-based organized crime gang, who knew him as “Uncle Leland.” Yee apparently told an undercover agent, who was pretending to be a gun runner, “There’s a part of me that wants to be like you. You know how I’m going to be like you? Just be a free agent [in the Philippines].”

That wasn’t pretend.

Some legislators play the villain in real life and just hope they don’t get caught. Some find a harmless way to do so instead. Why should we attack the latter as though it’s the former? Doesn’t make sense to me.

The myth of the deadly RPG (again)

The quasi-role-playing-game Fugitive earned some negative attention this week after a Phoenix-area teen, Andrew Arellanes, died while playing about a week ago.

While this is awful and tragic — as a parent, I don’t know how I could survive the loss of a child — I’d hate to see this turn into a blame game, with Fugitive bearing the brunt. Unfortunately, the TV news report in the link above is full of finger-pointing turns of phrase, describing Fugitive as “a dangerous game,” a “deadly game,” and a game with “a new element — a twist that caused Arellanes to fall to his death.”

Let’s be clear here: saying Fugitive caused this boy’s awful death is like saying a person who dies of a heart attack while strolling through a garden was killed by the garden.

Kids in other places are apparently playing Fugitive unsafely, but the game doesn’t require reckless behavior. There are many ways to play it wisely and safely. That’s up to the players.

We’ve been down this road before with role-playing games, but it’s clear that, for the most part, play-acting is really good for us. So go; play Fugitive. Be safe. Have fun.

After horror, reclaiming power through games


A UK LARP gamer gets ready. Photo by Flickr user Bifford the Youngest.

Denmark: Land of Vikings, Beowulf, Niels Bohr, Mærsk ships, GSM phones, and … live-action role-playing?

In a land of 5.5 million people, roughly 100,000 LARP in some fashion, according to a recent article from TIME writer Nathan Thornburgh. As he points out, that’s bigger than the population of Indiana — and a higher per-capita role-playing rate than many other countries in the world. In his piece, Thornburgh examines why the Danes are so into LARPing — and the kinds of games they play.

To some extent, they explore the typical tropes: Lord of the Rings, for instance, is immensely popular. No surprises there. But Danes are also into much darker forms of role-playing: pretending to live in a prison camp for 48 hours, or unspooling what would have happened in Russia if the Nazis had won World War II. It’s not just adults playing, either; plenty of kids participate. Thornburgh speculates:

Larp might be a sensible diversion for restless minds in Denmark, which was recently named the happiest country on earth. Reality is simply more pleasant in Denmark than in many other places, so perhaps escapism means digging for more complicated, intense human interactions.

I’m not sure how much truth there is in this, which is to say, I don’t have enough data to compare. I know other LARPing groups go to some pretty dark places. For example, growing up, I knew people who played “Vampire: The Masquerade,” which got very twisted, personal, and psychological at certain points. And that didn’t come from kids who had trauma-free lives, either. It was a way for them to turn everyday horrors into something they could co-create and master.

Reading Thornburgh’s piece got me thinking about one of Denmark’s neighbors, Norway, which is still reeling from a mass shooting one year ago. Is there some way that role-playing could hasten Oslo’s healing? Would such pastimes only reopen barely healed wounds? Or would it depend on the type of game?

That thought brings me to a commentary that ran in the Baltimore Sun in the wake of the Aurora, Colorado, shootings, arguing (once again) that our media is too violent. Douglas MacKinnon writes:

After the tragedy in Aurora, I spoke with some teenage boys of friends of mine. Each and every one admitted to playing violent video games. Some on a daily basis for hours at a time. When I asked them how many “bad guys” they kill in these games (often times in the most gruesome and graphically visual ways imaginable), one of the boys said, “Oh, over the course of a year, I kill thousands of bad guys.”

There are more than 100 million “gamers” in our county. It stands to reason that if as a demographic, they are virtually slaughtering hundreds of millions of “bad guys,” then some may become desensitized to killing actual human beings and some may be pushed over the edge. In fact, the maniac in Norway who murdered tens of children admitted he used violent video games to practice his targeting.

His argument: especially in light of Aurora and Oslo, kids need to scale back their use of violent media. This, despite the fact that kids are killing “bad guys.” If we want to be black-and-white about it, Holmes and Breivik were “bad guys.” Yes, they’re real “bad guys,” and the guys in the video games are fictional. So is the killing. Most kids are well aware of the difference. It’s adults who seem to have the problem.

I’ll say it plainly:

Anyone in a real mass-shooting situation, or anyone close to such a situation, would feel frightened, horrified, powerless.

So how do you think killing some “bad guys” afterward might make them feel?

Powerless?

Probably not. We need to give kids — particularly kids suffering through horror — opportunities to reclaim feelings of agency. Role-playing games and video games provide ample opportunities.