Taglarping

Another Fake Kidding Napping Service A La The Game

Kidnapped

A couple weeks ago I linked to Odyssey Works and Videogames Adventure Services, two services that promise to provide interesting and/or exciting experiencing, including kidnapping. Here’s another company:

I had to fly all the way to Detroit to get kidnapped. Extreme Kidnapping is a company operated by Adam Thick, an entrepreneur and convicted counterfeiter from Oakland County, Michigan. Thick founded Extreme Kidnapping in 2002 after being inspired by the old David Fincher movie The Game. (SPOILER: It was all a game!) For $500, Adam and his crew will abduct you at gunpoint and hold you hostage for four hours. A thousand bucks gets you ten hours, along with a bit of customized sadism. GQ was curious to see what $1,500 would buy me.

If it strikes you as obscene that people would pay to be kidnapped at a time when it happens routinely to other people for real, the fact is that we live in an age when a normal life simply isn’t enough for many Americans. If you watch enough movies and TV (as I do), you end up yearning for a life that is more cinematic than blissful. Experiences are the newest, hottest luxury items. I looked at it like I was paying for a memory implant, Total Recall-style. But the one thing that didn’t make sense to me was how Adam could pull off the trick of making a kidnapping feel real when his client knows it’s not.

Full Story: GQ: What It’s Like To Be Kidnapped

The Strange And Exciting World Of Nordic Larping

I’ve been meaning to learn more about the serious “unfun” games known as “Nordic Larping” ever since I learned about the activity from Eleanor Saitta at WeirdShitCon. Lucky for me, Paul Graham Raven just happened to finish a three part series of articles for Rhizome on the topic:

First played in 1998, Ground Zero has a good claim to ur-game status, and is a great example of the ‘un-fun’ ideas that Nordic larp plays with: its players sat in a room standing in for an Ohio nuclear shelter circa the Cuban Missile Crisis, listening to mocked-up radio reports of a blossoming bout of Mutually Assured Destruction, then spent the rest of the game having their characters come to terms with the annihilation of the world outside. Far from being an outlier, the deep emotional implications of Ground Zero are indicative of the psychological spaces that Nordic larp would go on to explore.

For the sake of simplicity, I’ll be following Stark’s lead and using ‘Nordic larp’ to refer specifically to the avant-garde school of gameplay rather than the geographically-defined set of players. As Stark is careful to point out, larp in the Nordic countries is not a monolith so much as a collection of localised scenes, and the Knudepunkt circuit — despite its greater visibility to outsiders — is a marginal part of the greater whole.

Marginal it may be, but Nordic larp is a teeming ecosystem of styles and approaches which, again, mirrors the confusion of subgenres and styles to be found in the contemporary genre fiction scene.

Full Story: Rhizome: This Is a Game: A (very) Brief History of Larp

Part 2: This is More Than a Game

Part 3: Everything is a Game

I also just read Adi Robertson’s experience playing perhaps the first Nordic Larp in North America:

Other larps build a more open-ended world. The White War, a larp about military occupation, is one; Mad About the Boy is another: it has a few scripted events, but the outcomes have been vastly different over its three runs. In one Norwegian run, the Last Man’s arrival was met with tea and blankets. In our version, the game ended with a convoluted quadruple-cross and a lot of brandished prop guns — although, while our organizers feared Americans might be trigger-happy, none were actually fired. The forty of us were given a place to live and people to be; what we did with that was up to us.

Giving players this control tends to lead to unexpected results. “I don’t think I’ve ever organized a larp where at one point I haven’t said the following words: He did what? She did what?” Raaum says. In one of her larps, the World War II-based 1942, a group of soldiers was meant to execute a prisoner, but the plan was derailed. “They were meant to feel what it was like to look her in the eye and shoot her.” Their commander, however, “wanted to spare his soldiers their feelings, so he did it himself. That’s bullshit,” she adds.

In some cases, though, this turns out well, even if it started with a failure on the organizers’ part. Finnish war larp Valokaari was meant to feel cramped and filled with interpersonal conflict, but due to a misunderstanding, participants decided to play it as a hyper-realistic military enactment. “The characters who we expected to get on each others’ nerves never did,” the organizers wrote in larp anthology States of Play, “because most of them spent all their time either patrolling, eating or sleeping.” At the end, the players considered the game a success, even if the game hadn’t worked out remotely how the organizers intended.

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