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Larp as Medium, Larp as Message: Some Notes on Managing a Diegetic Commons

image of Larp as Medium, Larp as Message: Some Notes on Managing a Diegetic Commons

This chapter critically examines live action roleplay (larp) as both a narrative medium and a transformative social practice. Drawing on decades of experience as a practitioner and scholar, the author deconstructs traditional media definitions by foregrounding the ephemeral and communal nature of larp. The discussion traces the evolution of larp—from its improvisational roots to the emergence of codic campaign formats—and highlights how participants co-create diegetic spaces that challenge conventional narrative structures. Emphasis is placed on the management of a “diegetic commons,” wherein safety mechanics, consent protocols, and calibration techniques serve to negotiate the boundary between in-diegesis and extradiegetic interventions. The chapter situates these practices within broader debates in narratology and media studies, arguing that larp not only disrupts centralized authorship but also functions as a reflective critique of power dynamics and systemic oppressions. By engaging with regional variations and alternative stylistic approaches, the work invites further scholarly inquiry into how interactive, performance-based media can redefine storytelling and social contracts in contemporary culture.

Keywords: co-creation ; diegesis ; interactive narrative ; larp ; narratology ; safety mechanics

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References

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  6. Nilsen, Elin, Lizzie Stark, and Trine Lise Lindahl, eds (2013). Larps from the Factory. Copenhagen: Rollespilsakademiet.
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  38. Li, J. and Jason Morningstar (2016). Pattern Language for Larp Design. http://larppatterns.org. Accessed December 17, 2023.
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  40. Loponen, Mika and Markus Montola (2004). “A Semiotic View on Diegesis Construction,” in Beyond Role and Play: Tools, Toys and Theory for Harnessing the Imagination, ed. Markus Montola and Jaakko Stenros. Helsinki: Solmukohta, 3951.
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  47. Mochocki, Michał (2021). Role-Play as Heritage Practice: Historical Larp, Tabletop RPG and Reenactment. Abingdon, Oxon: Routledge.
  48. Moi, Toril (2017). Revolution of the Ordinary: Literary Studies after Wittgenstein, Austin, and Cavell. Chicago: The University of Chicago Press.
  49. Montola, Markus (2012). “On the Edge of the Magic Circle: Understanding Pervasive Games and Roleplaying,” PhD dissertation, Tampere University.
  50. Pohjola, Mike (2004). “Autonomous Identities: Immersion as a Tool for Exploring, Empowering, and Emancipating Identities,” Beyond Role and Play: Tools, Toys and Theory for Harnessing the Imagination, ed. Markus Montola and Jaakko Stenros. Helsinki: Solmukohta.
    [Google Scholar]
  51. Simkins, David (2015). The Arts of LARP: Design, Literacy, Learning and Community in Live-Action Role Play. Jefferson, NC: MacFarland.
  52. Slack, Jennifer Daryl (1996). “The Theory and Method of Articulation in Cultural Studies,” in Stuart Hall: Critical Dialogues in Cultural Studies, ed. David Morley and Kuan-Hsing Chen. New York and London: Routledge, 11219.
    [Google Scholar]
  53. Smith, Helen (2017). “The Book,” in A Handbook of English Renaissance Literary Studies, ed. John Lee. Hoboken, NJ: Wiley Blackwell, 396410.
    [Google Scholar]
  54. Star, Susan Leigh (2016). “Living Grounded Theory: Cognitive and Emotional Forms of Pragmatism,” in Boundary Objects and Beyond: Working with Leigh Star, ed. Geoffrey C. Bowker, Stefan Timmermans, Adele E. Clark, and Ellen Balka. Cambridge, MA: The MIT Press, 121–41.
    [Google Scholar]
  55. Stark, Lizzie (2012). “Queen Elizabeth, Larper,” in Leaving Mundania: Inside the Transformative World of Live Action Role-playing Games. Chicago: Chicago Review Press, 3148.
    [Google Scholar]
  56. Stark, Lizzie (2013). “How to Run a Post-Larp Debrief,” blog post, December 1. http://leavingmundania.com/2013/12/01/run-post-larp-debrief. Accessed December 17, 2023.
  57. Stenros, Jaakko (2004). “Notes on Role-Playing Texts,” in Beyond Role and Play: Tools, Toys and Theory for Harnessing the Imagination, ed. Markus Montola and Jaakko Stenros. Helsinki: Solmukohta, 75–80.
    [Google Scholar]
  58. Stenros, Jaakko and Markus Montola, eds (2010). Nordic Larp. Tampere: Tukholma. https://urn.fi/URN:ISBN:978-91-633-7857-7. Accessed December 23, 2023.
  59. Särkijärvi, Jukka, Mika Loponen, and Kaisa Kangas, eds (2016). Larp Realia: Analysis, Design, and Discussions of Nordic Larp. Helsinki: Solmukohta.
  60. Torner, Evan (2023). “Jeppe and Maria Bergmann Hamming’s Literary-Musical Larp Adaptations,” International Journal of Role-Playing 14: 6170.
    [Google Scholar]
  61. Trammell, Aaron (2023). Repairing Play: A Black Philosophy of Games. Cambridge, MA: The MIT Press.
  62. Trammell, Aaron and Emma Leigh Waldron (2015). “Playing for Intimacy: Love, Lust, and Desire in the Pursuit of Embodied Design,” in Rated M for Mature: Sex and Sexuality in Video Games, ed. Matthew Wysocki and Evan W. Lauteria. New York: Bloomsbury, 17793.
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  63. Wieslander, Eliot (2010). “Ars Amandi,” in Nordic Larp, ed. Markus Montola and Jaakko Stenros. Stockholm: Fëa Livia, 33337.
  64. Wilkinson, Phil (2016). “A Brief History of Serious Games,” in Entertainment Computing and Serious Games: International, GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5−10, 2015. Revised Selected Papers. Cham: Springer International Publishing, 1741.
    [Google Scholar]
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References

  1. Chang, Edmond Y. (1992). Archaea. First run Washington, DC, 1992. Ruleset published as Archaea: Live-Action Role-Playing and Wargaming, 25th anniversary edition, 2018.
  2. Christensen, Christina and Eirik Fatland (2010). A Mother’s Heart/Et Morshjerte. First run Norway, 2010. Larp script in Larps from the Factory (2013), ed. Elin Nilsen, Lizzie Stark, and Trine Lise Lindahl. Copenhagen: Rollespilsakademiet.
  3. Edland, Tor Kjetil and Hanne Grasmo (2011). Just a Little Lovin’. First run Lunde Leirsted, Norway, July 10–13. Larp script by Anna Emilie Groth, Hanne “Hank” Grasmo, and Tor Kjetil Edland. Volvemál Grasmo, Denmark, 2021.
  4. Karlsson, Petter and Martin Rother-Schirren (2013). Papers. First run Knutpunkt, Hurdalsjøen, Norway, April 18–21. Larp script published September 30, 2014. https://paperslarp.wordpress.com/. Accessed May 20, 2025.
  5. Koljonen, Johanna, Jaakko Stenros, Anne Serup Grove, Aina D. Skjønsfjell, and Elin Nilsen, eds (2016). Larp Design. Helsinki: Knutpunkt.
  6. Nilsen, Elin, Lizzie Stark, and Trine Lise Lindahl, eds (2013). Larps from the Factory. Copenhagen: Rollespilsakademiet.
  7. Tanke, Irene (2003). Panopticorp. First run Norway, 2003. https://nordiclarp.org/wiki/PanoptiCorp. Accessed December 17, 2023.
  8. Anzaldúa, Gloria (1987). Borderlands/La Frontera: The New Mestiza. San Francisco: Aunt Lute Books.
  9. Atwater, Brodie (2016). “We Need to Talk: A Literature Review of Debrief,” International Journal of Role-Playing 6: 711. https://doi.org/10.33063/ijrp.vi6.240.
    [Google Scholar]
  10. Bowman, Sarah Lynne (2010). The Functions of Role-Playing Games: How Participants Create Community, Solve Problems and Explore Identity. Jefferson, NC: Columbia University Press.
  11. Bowman, Sarah Lynne and Johanna Koljonen (2018). “The Hated Children of Nordic Larp: Why We Need to Improve on Workshops and Debriefs,” in Role-Playing Game Studies, ed. Sebastian Deterding and José Zagal. Abingdon, Oxon: Routledge, 37998.
    [Google Scholar]
  12. Callon, Michel (1984). “Some Elements of a Sociology of Translation: Domestication of the Scallops and the Fishermen of St Brieuc Bay,” The Sociological Review 32.1_suppl: 196233.
    [Google Scholar]
  13. Dashiell, Steven (2017). “Rules Lawyering as Symbolic and Linguistic Capital,” Analog Game Studies 4.5. https://analoggamestudies.org/2017/11/rules-lawyering-as-symbolic-and-linguistic-capital/. Accessed May 20, 2025.
    [Google Scholar]
  14. Eddy, Zoë Antonette (2023). “(Role)playing Soldier: LARP, Simulated Combat, and Gender at War,” Culture Theory and Critique 64.2: 129.
    [Google Scholar]
  15. Frasca, Gonzalo (2003). “Simulation vs Narrative: Introduction to Ludology,” in The Video Game Theory Reader, ed. Mark J.P. Wolf and Bernard Perron. London: Routledge, 22135.
  16. Genette, Gérard (1980). Narrative Discourse: An Essay in Method, trans. Jane E. Lewin. Ithaca: Cornell University Press.
  17. Genette, Gérard (1997). Paratexts: Thresholds of Interpretation, trans. Jane E. Lewin. New York: Cambridge University Press.
  18. Gilmore, Leigh (2017). Tainted Witness: Why We Doubt What Women Say About Their Lives. New York: Columbia University Press.
  19. Graeber, David (2018). Bullshit Jobs: A Theory. New York: Simon & Schuster.
  20. Grossberg, Lawrence (1986). “On Postmodernism and Articulation: An Interview with Stuart Hall,” Journal of Communication Inquiry 10.2: 4560.
  21. Grossberg, Lawrence, Cary Nelson, and Paula A. Treichler, eds (1992). Cultural Studies. New York: Routledge.
  22. Gualeni, Stefano, Daniel Vella, and Johnathan Harrington (2017). “De-Roling from Experiences and Identities in Virtual Worlds,” Journal for Virtual Worlds Research 10.2: 1–20.
    [Google Scholar]
  23. Hall, Stuart (1986). “On Postmodernism and Articulation: An Interview with Stuart Hall” (ed. Lawrence Grossberg), The Journal of Communication Inquiry 10.2: 4560.
    [Google Scholar]
  24. Haraway, Donna J. (1985). “A Cyborg Manifesto: Science, Technology, and Socialist-Feminism in the Late Twentieth Century,” Socialist Review 80: 65108.
  25. Haraway, Donna J. (1989). Primate Visions: Gender, Race, and Nature in the World of Modern Science. New York: Routledge.
  26. Harviainen, J. Tuomas (2007). “Live-Action Role-Playing Environments as Information Systems: An Introduction,” Information Research 12.4. http://informationr.net/ir/12-4/colis/colis24.html. Accessed May 20, 2025.
    [Google Scholar]
  27. Harviainen, J. Tuomas (2012). “Ritualistic Games, Boundary Control, and Information Uncertainty,” Simulation & Gaming 43.4: 50627. https://doi.org/10.1177/1046878111435395.
    [Google Scholar]
  28. Harviainen, Tuomas J., Rafael Bienia, Simon Brind, Michael Hitchens, Yaraslau I. Kot, Esther MacCallum-Stewart, David W. Simkins, Jaakko Stenros, and Ian Sturrock (2018). “Live-Action Role-Playing Games,” in Role-Playing Game Studies, ed. Sebastian Deterding and José Zagal. Abingdon, Oxon: Routledge, 87106.
    [Google Scholar]
  29. Hugaas, Kjell Hedgard (2023). “Practicing Dying,” Culture & Theory 262: 137–61.
    [Google Scholar]
  30. Jagoda, Patrick (2023). “From Suspension of Disbelief to Production of Belief: The Case of Alternate Reality Games,” in The Routledge Handbook of Fiction and Belief. Durham, NC: Routledge, 196208.
    [Google Scholar]
  31. Kemper, Jonaya (2017). “Emancipatory Bleed: Performance, Play, and Liberation in Live Action Role Play,” in Narrative Discourse: An Essay in Method, ed. Sarah Lynne Bowman and Evan Torner. Costa Mesa: Wyrd Con, 5266.
  32. Kemper, Jonaya (2020). “Larp as Feminist Playground: A Case Study of Emancipatory Bleed,” Analog Game Studies 7.1. https://analoggamestudies.org/2020/01/larp-as-feminist-playground-case-study-of-emancipatory-bleed/analoggamestudies.org. Accessed May 20, 2025.
  33. Killjoy, Margaret (2022). “The Free Orcs of Cascadia,” in We Won’t Be Here Tomorrow and Other Stories. Chico: AK Press, 13759.
  34. Kirschenbaum, Matthew G. (2008). Mechanisms: New Media and the Forensic Imagination. Cambridge, MA: The MIT Press.
  35. Koljonen, Johanna (2014). “Alibis for Adult Play: On the Communication Ethics in Larp,” in The Wyrd Con Companion Book, ed. Sarah Lynne Bowman and Aaron Vanek. Costa Mesa: Wyrd Con, 11928.
  36. Koljonen, Johanna (2015). “Eye-Witness to the Illusion: An Essay on the Impossibility of 360° Role-Playing,” in Nordic-Russian Larp Dialog: The English Part, ed. Aleksei Fedoseev, J. Tuomas Harviainen, and Olga Vorobyeva. Moscow: COMCON, 103–113.
  37. Levin, Hilda (2023). “Bridging Historical and Present-Day Queer Community through Embodied Role-Playing,” International Journal of Role-Playing 14: 8290. https://doi.org/10.33063/ijrp.vi14.359.
    [Google Scholar]
  38. Li, J. and Jason Morningstar (2016). Pattern Language for Larp Design. http://larppatterns.org. Accessed December 17, 2023.
  39. Liu, Alan (2004). The Laws of Cool: Knowledge Work and the Culture of Information. Chicago: The University of Chicago Press.
  40. Loponen, Mika and Markus Montola (2004). “A Semiotic View on Diegesis Construction,” in Beyond Role and Play: Tools, Toys and Theory for Harnessing the Imagination, ed. Markus Montola and Jaakko Stenros. Helsinki: Solmukohta, 3951.
    [Google Scholar]
  41. Marino, Mark C. and Rob Wittig (2012). “Netprov: Elements of an Emerging Form,” Dichtung Digital: Journal für Kunst und Kultur digitaler Medien 14.2: 144.
    [Google Scholar]
  42. Mauss, Marcel (2023). “Techniques of the Body [1934],” in The Design Culture Reader, ed. Ben Highmore. Abingdon, Oxon: Routledge, 7387.
    [Google Scholar]
  43. McLuhan, Marshall (1964). Understanding Media: The Extensions of Man. New York: McGraw-Hill.
  44. Milburn, Colin (2018). Respawn: Gamers, Hackers, and Technogenic Life. Durham, NC: Duke University Press.
  45. Mizer, Nicholas J. (2019). Tabletop Role-Playing Games and the Experience of Imagined Worlds. Cham: Springer Nature.
  46. Mochocki, Michał (2013). “Edu-Larp as Revision of Subject-Matter Knowledge,” International Journal of Role-Playing 4: 5575.
    [Google Scholar]
  47. Mochocki, Michał (2021). Role-Play as Heritage Practice: Historical Larp, Tabletop RPG and Reenactment. Abingdon, Oxon: Routledge.
  48. Moi, Toril (2017). Revolution of the Ordinary: Literary Studies after Wittgenstein, Austin, and Cavell. Chicago: The University of Chicago Press.
  49. Montola, Markus (2012). “On the Edge of the Magic Circle: Understanding Pervasive Games and Roleplaying,” PhD dissertation, Tampere University.
  50. Pohjola, Mike (2004). “Autonomous Identities: Immersion as a Tool for Exploring, Empowering, and Emancipating Identities,” Beyond Role and Play: Tools, Toys and Theory for Harnessing the Imagination, ed. Markus Montola and Jaakko Stenros. Helsinki: Solmukohta.
    [Google Scholar]
  51. Simkins, David (2015). The Arts of LARP: Design, Literacy, Learning and Community in Live-Action Role Play. Jefferson, NC: MacFarland.
  52. Slack, Jennifer Daryl (1996). “The Theory and Method of Articulation in Cultural Studies,” in Stuart Hall: Critical Dialogues in Cultural Studies, ed. David Morley and Kuan-Hsing Chen. New York and London: Routledge, 11219.
    [Google Scholar]
  53. Smith, Helen (2017). “The Book,” in A Handbook of English Renaissance Literary Studies, ed. John Lee. Hoboken, NJ: Wiley Blackwell, 396410.
    [Google Scholar]
  54. Star, Susan Leigh (2016). “Living Grounded Theory: Cognitive and Emotional Forms of Pragmatism,” in Boundary Objects and Beyond: Working with Leigh Star, ed. Geoffrey C. Bowker, Stefan Timmermans, Adele E. Clark, and Ellen Balka. Cambridge, MA: The MIT Press, 121–41.
    [Google Scholar]
  55. Stark, Lizzie (2012). “Queen Elizabeth, Larper,” in Leaving Mundania: Inside the Transformative World of Live Action Role-playing Games. Chicago: Chicago Review Press, 3148.
    [Google Scholar]
  56. Stark, Lizzie (2013). “How to Run a Post-Larp Debrief,” blog post, December 1. http://leavingmundania.com/2013/12/01/run-post-larp-debrief. Accessed December 17, 2023.
  57. Stenros, Jaakko (2004). “Notes on Role-Playing Texts,” in Beyond Role and Play: Tools, Toys and Theory for Harnessing the Imagination, ed. Markus Montola and Jaakko Stenros. Helsinki: Solmukohta, 75–80.
    [Google Scholar]
  58. Stenros, Jaakko and Markus Montola, eds (2010). Nordic Larp. Tampere: Tukholma. https://urn.fi/URN:ISBN:978-91-633-7857-7. Accessed December 23, 2023.
  59. Särkijärvi, Jukka, Mika Loponen, and Kaisa Kangas, eds (2016). Larp Realia: Analysis, Design, and Discussions of Nordic Larp. Helsinki: Solmukohta.
  60. Torner, Evan (2023). “Jeppe and Maria Bergmann Hamming’s Literary-Musical Larp Adaptations,” International Journal of Role-Playing 14: 6170.
    [Google Scholar]
  61. Trammell, Aaron (2023). Repairing Play: A Black Philosophy of Games. Cambridge, MA: The MIT Press.
  62. Trammell, Aaron and Emma Leigh Waldron (2015). “Playing for Intimacy: Love, Lust, and Desire in the Pursuit of Embodied Design,” in Rated M for Mature: Sex and Sexuality in Video Games, ed. Matthew Wysocki and Evan W. Lauteria. New York: Bloomsbury, 17793.
    [Google Scholar]
  63. Wieslander, Eliot (2010). “Ars Amandi,” in Nordic Larp, ed. Markus Montola and Jaakko Stenros. Stockholm: Fëa Livia, 33337.
  64. Wilkinson, Phil (2016). “A Brief History of Serious Games,” in Entertainment Computing and Serious Games: International, GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5−10, 2015. Revised Selected Papers. Cham: Springer International Publishing, 1741.
    [Google Scholar]
  65. Wingård, Lars and Eirik Fatland, eds (1999). “Dogma 99: A Programme for the Liberation of LARP,” http://fate.laiv.org/dogme99/en and nordiclarp.org/wiki/Dogma_99. Accessed December 8, 2023.
  66. Zagal, José P. and Sebastian Deterding (2018). “Role-Playing Games,” in Role-Playing Game Studies. New York: Routledge, 32336.
    [Google Scholar]
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