I was talking with a colleague today about how people tend to paint the countryside as an idyllic fantasy land and it seems that in LARP we don’t just do that, we try to make it a reality. And importantly I think we tend to be more successful in doing so than Disneyland (which my father once said was the name of an engine room on board a ship he was on; this disney wurk, that disney wurk, and yon twiddly thing over there, well it disney wurk eether). All bad jokes aside though, there is always the search for a ‘perfect’ site.
What makes a perfect site for LARP? Often I think it is about versatility; what can the place be ‘dressed up’ to represent? How many places can we stage a ‘safe’ fighting area while also changing it enough to keep it interesting? How conveniently can the ‘behind the scenes’ work of costume, makeup, catering and game management be concealed while also being close enough to ‘the action’ to be responsive? The agenda of the game organisers is to ‘use’ the geography of the countryside to produce an ‘immersive’ environment (see previous post), but this dream of fraught wilderness, sophisticated country mansion or remote planet is just as idyllic as the arcadian vision of the beautiful peaceful countryside untouched by man (the very dream many other visitors to the same sites are often pursuing). Let’s look at the pattern of a ‘usual’ event…
Friday afternoon: the event organisers arrive, with weeks if not months of pre-prepared props and set dressing to transform the site into a fantastical environment. As hangings and fake blood, mysterious twigs, eerie wind chimes and hidden lights are placed in position, toilet rolls and soap are fully stocked along with huge amounts of tea and coffee. Tents are erected or sleeping bags unrolled on bunks. Doors are checked and unlocked and last minute supplies are scrambled for, sometimes with the assistance of the site owner or management. The area is walked, evaluated, claimed as usable or unusable for the purposes of the game. Perhaps the ground is too waterlogged, or riddled with badger holes. Bracken may have overgrown the paths. Areas identified as ideal locations for ‘key’ scenes or hiding points are found to house chickens or sheep. Worse still, it may transpire that public paths or farm tracks are well used by local people. Arrival paperwork is put in place and walkie talkies charged.
Friday Evening: Players of the game arrive in vehicles, with their own camping equipment ranging from authentic medieval cooking tents to state of the art mountaineering boots. New players discover the difficulties of setting a camp and turn to the more experienced for assistance, who reprimand them for their lack of planning for an outdoor setting. Tales are told of players who in extreme weather simply accepted the challenge of nature and survived without the comforts of home. Cars get stuck in muddy verges or sandy bowls and people rush hither and thither to don their costumes, in the process taking on their character roles. After a discussion and reminder of the rules and the limitations of the site (clear your rubbish, don’t park there, mind the ground-nesting birds, don’t leave the designated area), the game begins. The rush of the players calms to an engagement with a calm and fictitious world while the organisers place crew members in position. As the excitement builds and the players move from one location to the next, the crew try to remain one step ahead of them, coordinating in fevered whispers over hand held radios in an unknown pitch blackness. Scrambling in the dark raises tension to a height and after the game concludes for the evening, players and organisers alike settle to a companionable drink, drawing the tent doors to shut out the cold night air or gathering by a bonfire of destroyed transportation pallets.
Saturday: As all on site awake to the unfamiliar noises of the lark, the rooster, the donkey braying in a nearby field (or was it the chap snoring three tents down?), the lack of the ‘ordinary’ adds to the sense of adventure. Whether the rooster was mistaken for dedicated crew creating mysterious noises as part of the game, or the cold showers simply highlight what is often taken for granted in presenting one’s ‘face’ to the world, the discrepancy between the wild and the civilised is clear. All the ordinary rules may well be broken, but they are replaced by new ones. The remainder of the day continues much as the previous. In the evening, a lycean spirit takes hold of many, and the drinking often reaches a different pitch (as do some individual’s singing voices), to set the birds aflight.
Sunday: As the unfamiliarity of Saturday begins to resemble a pattern, the game winds to a close. The tents are packed, the props boxed away and loaded into the vehicles, and some compare their experience of the weekend happily before they stream away towards Birmingham, London, Portsmouth, Cardiff, Glasgow, Dublin. Some find it difficult to leave this community so recently forged, and linger among the waste and forgotten scarves as the organisers and volunteers clean the site buildings and pack away their own things. Eventually, time and tide may not wait and even the M5 cannot be put off forever; the site is left behind in the hands of its caretakers once more.
Well, I didn’t promise an objective account. What continues to interest me here is how the countryside LARP site is used to host events, interpreted in a particular way which is sensitive only to the needs of the game, and while players and organisers alike wish to ‘escape’ the modern world, the city, to a fantastical realm, it is very much on their own terms. While the requirements of the locals and site owner/manager might be respected, the countryside is not visited on its own terms, but only through a lens of usefulness. Yet it remains the ideal retreat; it is just that ‘ideal’ is understood a little differently.