”The Process” Knutepunkt 24.2.2005 Eetu Mäkelä, Sampo Koistinen and Sanni Turunen.

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Transcript of ”The Process” Knutepunkt 24.2.2005 Eetu Mäkelä, Sampo Koistinen and Sanni Turunen.

Page 1: ”The Process” Knutepunkt 24.2.2005 Eetu Mäkelä, Sampo Koistinen and Sanni Turunen.

”The Process” Knutepunkt 24.2.2005

Eetu Mäkelä, Sampo Koistinen and Sanni Turunen

Page 2: ”The Process” Knutepunkt 24.2.2005 Eetu Mäkelä, Sampo Koistinen and Sanni Turunen.

”The Process” Timetable

14.00 – 14.15: Orientation 14.15 – 14.45: Introduction to the Process

Model and ”The Process” briefing. 14.45 – 16.15: ”The Process” larp 16.15 – 17.00: Analysis and discussion

Page 3: ”The Process” Knutepunkt 24.2.2005 Eetu Mäkelä, Sampo Koistinen and Sanni Turunen.

The Process Model of Roleplaying

Eetu Mäkelä, Sampo Koistinen,

Mikko Siukola and

Sanni Turunen

Page 4: ”The Process” Knutepunkt 24.2.2005 Eetu Mäkelä, Sampo Koistinen and Sanni Turunen.

Design Goals of the Process Model

Identify distinct elements and components inside the act of role-playing and create a vocabulary of such concepts, and

Describe how these components interact to make or break a game.

Page 5: ”The Process” Knutepunkt 24.2.2005 Eetu Mäkelä, Sampo Koistinen and Sanni Turunen.

Uses of the Process Model

Describe and analyze singular or typical gaming sessions from the viewpoint of an individual or a whole group,

Plan and communicate visions of future sessions and campaigns, and

Describe play preferences of an individual or a whole group.

Page 6: ”The Process” Knutepunkt 24.2.2005 Eetu Mäkelä, Sampo Koistinen and Sanni Turunen.

”The Process” – Exhibiting the Process Model Describe play preferences of an individual or a

whole group. You will be given an agenda to emulate, formulated

using the model Plan and communicate visions of future sessions

and campaigns, and The larp was designed using the model as a tool to

maximally support those agendas Describe and analyze singular or typical gaming

sessions from the viewpoint of an individual or a whole group After the larp, the vocabulary of the model will be used

in discussion and analysis

Page 7: ”The Process” Knutepunkt 24.2.2005 Eetu Mäkelä, Sampo Koistinen and Sanni Turunen.

The Process Model of Role-Playing explained

Result A final wanted or unwanted

outcome of role-playing. Process

A distinct operational part of play, that can be associated with a distinct, measurable quality.

Method A singular technique, rule or

contract that is used or referred to in connection with the game. A constraint on or guide to how the game is played.

Circumstance A parameter that affects the

functioning of the various Processes.

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Benefits Entertainment

Enjoyment of fun, being together and passing the time. Learning

Gaining new knowledge or understanding, affirming or questioning old knowledge, spiritual growth and reflection.

Meaning Enjoyment of an emotional experience, resonance with

established thought constructs Aesthetic Appreciation

Artistic appreciation, enjoyment of beauty and form. Social Benefits

Positive changes in the social sphere arising from role-playing, the strengthening of social bonds, getting to know the other players better.

Physical Benefits Positive changes in the physical sphere; increased fitness,

improved body language, physical pleasure.

Page 9: ”The Process” Knutepunkt 24.2.2005 Eetu Mäkelä, Sampo Koistinen and Sanni Turunen.

Processes Competition

The pursuit of victory Tension

Maintenance and enjoyment of tension Challenge

The besting of challenge and the overcoming of adversity Exploration of an Entity of the Shared Imagined Space

Exploring the many-fold interactions a single entity has with others.

Exploration of a Concept through the Shared Imagined Space Exploring a concept through its expressions in the Shared

Imagined Space, and bringing forth such expressions to be explored.

Immersion Equating the self with an entity of the Shared Imagined Space,

feeling and acting as that entity

Page 10: ”The Process” Knutepunkt 24.2.2005 Eetu Mäkelä, Sampo Koistinen and Sanni Turunen.

”The Process” Briefing

To properly exhibit the concepts of the Process Model, the larp operates on three levels: Player: You as the real person participating in the larp Agent: You playing according to a given agenda, with

agenda defined as: A sought-after mode and means of obtaining enjoyment from a larp. A pre-established style of playing. Here, a combination of a Benefit and a Process

Character: You as the fictional character in the larp

Every 15 minutes, new Methods will be enforced

Page 11: ”The Process” Knutepunkt 24.2.2005 Eetu Mäkelä, Sampo Koistinen and Sanni Turunen.

15 Minute Method 1/4:An Off-Game Method for Stating Character State before an Interaction

For the next 15 minutes, before any meaningful interaction, state off-game how you, the character, currently feel about the other character. For example: ”I hate you and want to hurt you” ”I love your sister and want to get to her through

you” ”I don’t really care one bit about you, but I need

your vote”

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15 minute method 2/4:Inter-Immersion

For the next 15 minutes, drop all your given Processes and replace them with Immersion

Immersion ”Equating the self with an entity of the Shared

Imagined Space, feeling and acting as that entity”

Page 13: ”The Process” Knutepunkt 24.2.2005 Eetu Mäkelä, Sampo Koistinen and Sanni Turunen.

15 Minute Method 3/4:An Off-Game Method for Stating Agent Desire for an Interaction

For the next 15 minutes, before every meaningful interaction, state off-game what you, the agent would like to happen in the interaction. Examples: ”I’d like you to really fall in love with me, so I could

angst between two suitors” ”I’d like you to just out of the blue sell me your

monopoly” ”I’d like for us to get into a really loud argument”

Then make it happen, if possible.

Page 14: ”The Process” Knutepunkt 24.2.2005 Eetu Mäkelä, Sampo Koistinen and Sanni Turunen.

30 Minute Method 4/4:Scene Framing

For the rest of the game (30 minutes), play will be conducted in a series of scenes. This will be organized as follows: Everybody can volunteer a scene. Scene

framings must contain a place, the characters in it, and a situation relating to previous play

A scene can take a maximum of five minutes Example:

”Me, the Earl and Avranus in the royal park afterwards. They’ve decided to duel over me.”

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Analysis and Discussion

Page 16: ”The Process” Knutepunkt 24.2.2005 Eetu Mäkelä, Sampo Koistinen and Sanni Turunen.

Closing Words

All material pertaining to the larp is available on the web: http://temppeli.org/rpg/process_model/The_Process/

Thank you all for participating!