Homo Ludens 1(9) / 2016
From College of Wizardry to Witcher School:
A Comparative Study of Franchise Larp Design
Michał Mochocki
Kazimierz Wielki University in Bydgoszcz | mochocki@ukw.edu.pl
Abstract: A study of live action role plays as transmediations of a global
franchise universe, this work analyses two cases: College of Wizardry (world
of Harry Potter) and Witcher School (world of The Witcher), using Mark
Wolf’s (2012) framework of eight infrastructures: space, time, character,
nature, culture, language, mythology and philosophy. The case studies
lead to questions and predictions about franchise larps in general. For
example, characters, culture, mythology, and philosophy are most useful
as vehicles for direct imitation / adaptation of elements from the franchise
media (books, ilms or video games) to larps; philosophy is most likely to be
subject to ideology-based modiications; whereas space and nature will
be heavily inluenced by the physical features of the game site. The text
ends with a look at possible relationships between larp creators and the
copyrighted multimedia entertainment industry.
Keywords: larp, franchise, transmedia, witcher, Harry Potter
Homo Ludens 1(9) / 2016 | ISSN 2080-4555 | © Polskie Towarzystwo Badania Gier 2016
1. Introduction
This comparative analysis of the irst editions of two high-proile larps,
College of Wizardry (November 2014) and Witcher School (April 2015),
focuses on adaptation / transmediation of globally recognised fantasy
franchises. The former was set in the Harry Potter universe, the latter – in the world of the Witcher. Both settings had irst been created
as novel series and then transferred to other media, including the highly
successful ilm adaptations of Harry Potter (Warner Bros) and The Witcher
video game series (CD Project RED). Held at historical castles in Poland,
both larps were designed as 3-day high-quality immersive events for
100+ participants. Both were framed as “schools” and cast the majority
of players as students, while the author of this study experienced both
games as a teacher. Both took care to provide extensive media coverage
for international audiences. With the global attention received by College
of Wizardry, they were part of an emerging (now: well-established) trend
of franchise “castle larps” that reach beyond the larping communities
towards mainstream culture.
Just like ARG, a larp:
is experiential more than textual, making it impossible to re-create the narrative moment of participating in the game. Thus, as researchers, we must rely either on our
own experiences or secondhand accounts of transmedia consumption rather than
being able to revisit a story for analytical purposes (Mittel, 2014, p. 263).
Hence, this study (irst presented at DiGRA 2015 conference) is based
on analysis of written / recorded media, with primary importance given
to game design documents, supplemented with participatory observation
from the preparation and execution of the games. Making use of the
theory of transmedia storytelling, participatory culture, and roleplaying studies, the paper will explore how the popular brand / franchise
is used to attract the target group, and how the designed larps are related
to the “canonical” narratives. The main focus is on the franchise larps
as constructed worlds, their infrastructure analysed with Mark Wolf ’s
framework from Building Imaginary Worlds (2012). The case studies are
also used to inform questions and predictions about the development
of franchise larps in general.
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2. On franchise, transmedia and adaptation
Academic analysis of trans-/ crossmedia cultural production frequently
focuses on content generated by copyright-owning companies to maximise
proit (e.g. Aarseth, 2006, p. 1–2). College of Wizardry (CoW) and Witcher
School (WS) do not fall in this category: both were initiated and organised by
fan communities. Being a non-proit grassroots event, the irst CoW did not
ask Warner Bros for permission. Only later, in the face of immense media
coverage, talks were initiated, and the company prohibited the use of Harry
Potter intellectual property in later editions of CoW, yet gave approval for
the irst run and the sequel / rerun in April 2015 (Raasted, 2015, p. 30). WS
organisers, in turn, had obtained permission from CD Project RED beforehand, both for a Polish-speaking edition in April and international (English)
in August 2015 (as Dastin Wawrzyniak, owner of Agencja 5 Żywiołów, states
[2015, personal communication]). In both cases, the larps brought no direct
proit to the licence-holders, even though they openly used their brands.
Promoting the brand, the larp designers can be seen as “grassroots
intermediaries”, i.e. “unoicial parties who shape the low of messages
through their community and who may become strong advocates for
brands or franchises […] challenging what ‘grassroots’ means, as such
activities oten coexist or even coincide with corporate agendas” (Jenkins,
Ford, Green, 2013, p. 7). This is especially true about WS, which had the
video trailer of Witcher 3: The Wild Hunt and company logo on the home
page of its website (WitcherSchool.com, 2015).
In the case of Potter / Witcher fans, the larp would be experienced as an
adaptation of the books / ilms / videogames: “haunted at all times by their
adapted texts. If we know that prior text, we always feel its presence shadowing the one we are experiencing directly” (Hutcheon, 2006, p. 6). Hence,
CoW design doc calls the playing style “Harry Potterish” (Rollespilsfabrikken
& Liveform, 2014, p. 28), whereas WS wants to be “a simulation which tries
to relect faithfully the actual witcher training we know from The Witcher
universe” (Agencja 5 Żywiołów, 2015, p. 18). What’s more, the former says:
In the Harry Potter novels and movies, there’s an interesting blend of the ridiculous,
the deadly serious problems of growing up and the ight of good vs. evil. Harry and his
friends deal with teenage romance, deadly monsters, political intrigue and personal
rivalries, all the while playing a major role in this epic conlict between good and evil.
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And there’s still room for some exploding magical beans, miscast spells that turn out
silly and small touches of the absurd (like the crazy rules set in place under Dolores
Umbridge, for instance).
We’re aiming to have Czocha feel like that (Rollespilsfabrikken & Liveform, 2014, p. 28).
Whereas the latter notes:
During the game you will become an apprentice going through a rigorous witcher
training: you will learn fencing, archery and alchemy; you will hunt monsters, unveil
secrets and intrigues; and inally, you will face tough choices and discover the consequences the hard way (Agencja 5 Żywiołów, 2015, p. 4).
It is [...] a story about the most characteristic quality of The Witcher setting – about
moral dilemmas and choices which are never purely good or bad (ibid., p. 7).
This will be an opportunity to immerse yourself in a well-known setting of The
Witcher and live your own unforgettable adventure (ibid., p. 8).
With the declared intent of re-creating the franchise universe, it seems
that the target audience were the Harry Potter / The Witcher fandomes
who have developed a personal connection to the narratives. As Lemke says:
The Harry Potter franchise is a new kind of cross-media or meta-media object. The
complete experience of its “discourse” involves participation with all these media:
not just reading the books, but also viewing the ilms (which difer signiicantly from
the books) and the DVDs (which include material not in the theatrical-release ilms),
playing the videogames, wearing the clothing, buying the toys, visiting the websites
which are linked to the books, ilms, and videogames, and even perhaps eating the
candy (2004, p. 3).
On the other hand, neither CoW nor WS require an extensive knowledge of the “canonical” works. In both games, the castles (schools) are
isolated microworlds with their local history written by game designers.
There had been no Czocha College in the Harry Potter crossmedia universe,
nor had there been a Moszna witcher school in the Witcher’s. This should1
1 This is declared authorial intention. However, there are reasons to doubt in the possibility of bringing the experience of a fan close to a non-fan: “One does not have to watch
the ilm to play the game, nor does one have to play the game to understand the ilm. But
the afective relationship between the game and the player alters the understanding of the
ilm’s meaning through the emotional dedication of the players / fans” (Booth, 2015, Kindle,
Introduction, section “Board games as paratexts”). Referring to the eight world infrastructures (see below), Wolf (2012) insists: “It is through the completeness and consistency
of these structures that world gestalten are able to occur. Without these structures, worlds
would fall apart and become little more than a collection of data and information, and they
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level the ield for avid fans and non-fans, as both are approaching a new
setting with a new history, which is only loosely connected to events and
characters known from the canon. These concerns are not speciic to larp,
they relect e.g. what Mittel says about television: “transmedia extensions from a serial franchise must reward those who partake in them
but cannot punish those who do not” (2014, p. 262). WS design document
states clearly that its content and pre-game workshops on site will be
enough to fully participate in the larp (Agencja 5 Żywiołów, 2015, p. 4–5).
To what extent, then, is the franchise content present in the larps?
Torner (2015) shows that a larp can be a strict adaptation of a ilm or book,
but it is not the case with CoW and WS. Aarseth claims that “somewhat
romantic notion of ‘crossmedia content’ should be replaced with the more
accurate term ‘crossmedia branding’, which may include transfer of the
content to a greater or lesser degree” (2006, p. 5). Thus, even if the amount
of franchise content is small, the larps still can be analysed as “franchise”
or “adaptation” of the Harry Potter / Witcher series. To agree with Hutcheon, “An adaptation’s double nature does not mean […] that proximity
or idelity to the adapted text should be the criterion of judgment” (2006,
p. 6). Moreover, Johnson states that “faithtful” replication of previous
media is not even expected: “Franchises do not replicate themselves:
they are produced in negotiated social and cultural contexts that demand
exploration” (2013, p. 3). What complicates matters even more, neither
CoW nor WS selected one medium (book, ilm or video game) as the “one
single source or ur-text” (Jenkins, 2007) for adaptation / transmediation.
Terminology-wise, some scholars would insist on using the word
“transmediation” instead of “adaptation”, as adaptation assumes “retelling
existing stories, whereas transmedia storytelling tends to be characterised as telling new stories in diferent media but set within a consistent
diegetic world” (Harvey, 2015, p. 3). Booth distinguishes “transmediation
(the expansion of a narrative across multiple media products), adaptation (the process of recasting a text into a new format), and franchising
(the addition of multiple media products under one brand)” (2015, Kindle,
Introduction, section “Board games in a digital culture”). Nonetheless,
would cease to be worlds” (p. 154). Therefore, player’s unfamiliarity with the source world
is likely to severely hamper the level of immersion into the game world.
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establishing deinitions is not the purpose of this study. Whether it should
be called a “transmediation” or an “adaptation of a heterocosm” (Hutcheon, 2006, p. 14; see below), the subject of this analysis is the content
franchised from the canon narratives to the larps.
3. World, not story
As Jenkins claims, “storytelling has become the art of world building,
as artists create compelling environments that cannot be fully explored
or exhausted within a single work or even a single medium” (2006, p. 114).
In the irst issue of Storyworlds: A Journal of Narrative Studies, “storyworlds
can be deined as the worlds evoked by narratives, and narratives can
be deined in turn as blueprints for world-creation” (Herman, 2009b,
p. vii). Wolf notices that “franchised entertainment, and entertainment
in general, is moving more and more in the direction of subcreational
world-building” (2012, p. 13); and “imaginary worlds invite audience participation in the form of speculation and fantasies, which depend more
on the fullness and richness of the world itself than on any particular
storyline or character within it; quite a shit from the traditional narrative ilm or novel” (ibid., p. 12–13). Herman not only popularises the
term “storyworld” (2009a, p. 105–136) but also highlights the importance
of narratively-created “experience of living through storyworlds-in-lux”
(ibid., p. 137). Thus, it comes as no surprise that Jamison calls Harry Potter
“An entire imaginative world for the generation of children that grew up
reading and writing in it” (2013, p. 152), and Garda attributes the global
success of The Witcher franchise by CD Projekt Red irst and foremost
to the eponymous character and the expansion of the universe far beyond
the world of Sapkowski’s novels (2010, p. 20–21).
In his discussion of video games as crossmedia productions, Aarseth
recalls Cawelti’s:
two levels of popular iction, 1) the level of cultural convention, where we ind the
stereotypes, characters, the clichés and the environment […] and 2) the level of the
underlying structure, which is a series of events (boy meets girls, boy loses girl etc.).
Only the latter is where the story is actually told, but the […] the games contain the
irst level without really afording the latter (2006, p. 7).
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Also Hutcheon, talking about the easiness of translation of story elements (themes, characters, the fabula) between the telling-to-showing
(book-to-ilm) engagement modes (2006, p. 10–11), sees a diference when
it comes to the interaction mode (video game). She says:
What gets adapted here is a heterocosm, literally an “other world” or cosmos, complete,
of course, with the stuf of a story – settings, characters, events, and situations. […]
experienced through multisensorial interactivity (ibid., p. 14).
Ryan & Thon say that “the deining components of narrativity: character, events, setting, time, space, and causality” can be found in any
medium, whereas interactivity applies to media such as “video games,
improvisational theater, hypertext iction, tabletop roleplaying games
[…] but not to literary narratives, print-based comics, and ilm” (2014,
p. 4). Wolf insists that in the process of “interactivation”, i.e. adaptation of non-interactive media into interactive ones, a “model of the
world […] must be constructed which can be interacted with by the
user” (2012, p. 260).
All these researchers focus on video games, and seem to be unaware
of larp. Hutcheon, Wolf, Johnson, Jenkins, Ryan & Thon briely discuss
tabletop RPG (and Wolf does actually mention larp in one sentence [2012,
p. 139]), but when they want to compare digital immersion to bodily
immersion in a physical environment (where larp should deinitely be
referenced!), they reach for theatre or Disney theme parks and rides. Still,
Jenkins’ idea of “Game Design as Narrative Architecture” (2004), with the
concepts of “spatial stories and environmental storytelling” (ibid., p. 121)
and “evocative spaces” (ibid., p. 123) designed “to be rich with narrative potential, enabling the story-constructing activity of players” (ibid.,
p. 129), seems perfectly transferable to larp. Ater all, as Mortensen states,
live action role players strive to “create a special place and space for all:
a game space” (2007, p. 303). Instead of having a narrated experience
of “living through storyworlds-in-lux” (Herman, 2009b, p. 137), they will
actually live through the experience. Therefore, this is where I will be
tracing the adaptation / transmediation of franchise elements: in the
world, not story. For this purpose, I use Wolf ’s (2012) framework for the
description of “imaginary worlds”, which includes eight interconnected
aspects he calls infrastructures.
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4. Franchise elements in CoW and WS in Wolf’s
framework
Wolf mentions “three basic elements needed for a world to exist: a space
in which things can exist and events can occur; a duration or span of time
in which events can occur; and a character or characters who can be said
to be inhabiting the world” (2012, p. 154). As he discusses in Chapter 3, the
space is deined by maps, time by timelines, and characters by genealogies and relationships. On top of that, he distinguishes ive other infrastructures developed in the space + time + character continuum: nature,
culture, languages, mythology and philosophy. Together, “These are
the structures by which we make sense of a story or a world, whether in
iction or lived experience, and which place individual facts and details
into the larger contexts needed for them to be fully understood” (ibid.).
4.1. Space, time and characters
Space: In both games (CoW and WS), the microworld, i.e. the interactive
setting of the game (genuine game space), is a secluded school located
in a large medieval-ish castle, plus the nearby outdoor area. It is physically present and accessible to the players, arranged and decorated by the
organisers as close as possible to the ideal 360 degree illusion in which
“roleplaying […] becomes immediate, physical and social” (Koljonen, 2015,
p. 177). Neither the castle, nor the institution (school) existed in the franchise: their socio-cultural histories were invented entirely by the larpwriters, and the “map” of the game space was shaped irst and foremost
by the existing physical space. Larp organisers can decide on the name
and function of particular rooms and outdoor locations (including the
selection of in- and of-game areas), but they must work on and within
the real-world infrastructure. The real-world doors, walls and corridors
have to remain doors, walls and corridors in the game diegesis. Also the
functional aspect of the real-world spaces is frequently relected in-game:
the real-world library stufed with bookshelves and desks is still called
a library; the real-world dining hall is used to serve in-game meals; and
the bedrooms with real-world beds are also bedrooms for the characters.
The macroworld, i.e. the geographical and cultural setting existing
beyond the castle in the larp iction, is assumed by default to be the
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full universe of the franchise saga. There is limited in-game interaction
between the school and the macroworld through non-player characters coming to school from the outside, and through narrated in-game
events that supposedly happen in the big world and their consequences
are felt in the school (e.g. pressure from Polish and German Ministries
of Magic in CoW; from the royal house of Temeria in WS). In this way,
even though the Czocha / Moszna castle does not come from the franchise
universe, it is irmly set in it, connected via hundreds of microlinks in
the plot, language (proper names) and character backstories, as will be
presented below.
This arrangement of game space is likely to become the golden standard for franchised larping (not just larping; see Wolf, 2012, p. 260–262):
a small interactive (playable) microworld supposedly surrounded by the
full-blown cult universe, yet isolated from it by a visibly or verbally
marked border of the game and of-game zones. Due to inancial, legal
and logistic constraints, the area of the larp will always be spatially limited, with no organiser’s control over the space that surrounds it. No
franchise-based interactions await beyond the game area, so interactions between the micro- and macroworld can only be facilitated by the
organisers, without players leaving the game space. It is only in the game
venue that the organisers can create the “feel” of the cult world by props,
decorations, installations and interactors, and keep it safe from intrusions of random outsiders. It seems that all franchise larps must follow
this model, unless their world is a variation of our Primary World which
allows for ubiquitous pervasive play: travelling anywhere in the physical
world and interacting with non-players without harm to the immersive
illusion. Pervasive larping is by all means possible (Stenros, Montola,
2009, p. 35–37); the question is: which franchise worlds would facilitate it?
Similarly, all larpwriters will have to build their map of the microworld directly on the physical shape of the game venue, not vice versa. One
of the consequences is that franchise larps will rarely be set in famous
locations known from the cult narrative: if a building or city is described
in detail in a book (even more so if depicted in the audiovisual media!),
it will be impossible to replicate it believably in the available environment. Therefore, such larp is most likely to be set in a location which has
not been described in the cult media. Exceptions to this rule can be big
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investors whose budgets allow for large-scale construction works, such
as global media companies building their own theme parks (e.g. Wizarding World of Harry Potter set up by Universal Studio in 2010 “recreates
Hogsmeade and Hogwarts as portrayed in the later Harry Potter ilms”
[Gilbert, 2015, Kindle, Introduction]).
Time: Analogically to the space, which breaks down into micro- (available for interaction) and macroworld (assumed to exist beyond the game),
time can be described in microscale (events happening in the duration
of the game) and macroscale (the timeline of events in the whole franchise universe). In both scales, timelines:
can be used to chart the cause-and-efect relationships between events, explain and
clarify their motivations and maintain consistency, and give local events a context
within larger movements of historical events. Timelines tie backstory into a story’s
current events and help an audience to ill in gaps, such as characters’ ages or travel
times, or their participation in events described in broader scale (Wolf, 2012, p. 165).
In microscale, in CoW and WS alike, the game time is synchronous
with the real time (1 hour of play time = 1 hour of in-game time), and
amounts to 2 full days + the previous evening, not counting pre-game
workshops. It starts at the beginning of a school year, with new students
just accepted into the school. The larp opens with an oicial greeting at the
doorstep, then all participants dine in a huge dining hall, have some free
time before curfew, and go to sleep (or do some nightly player-generated
business, with teachers trying to catch them and send them to beds).
On the second and third day, the whole morning and a large part of the
aternoon is spent on scheduled classes. The game ends around midnight
on the third day, with a witcher examination in WS, or huge party ater
the ceremonial assignment of students to houses in CoW.
In macroscale, in both games the time is moved a long way from the
main franchise plots. CoW took place in 2014 (also in-game), while the
events described in the HP saga ended in 1998. For the characters, the story
of Harry Potter and Voldemort was not-so-recent history, which has some
long-term consequences still felt in the magical world, but was not witnessed by anyone under the age of 20. Still, some older characters had
included participation in the “canonical” HP events in their backstories,
and some player characters came as Hogwarts graduates.
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Witcher School, in turn, is set 200 years before the action of The
Witcher video game, long before Geralt was born, so no direct connections
to the franchise plot are present, except for two non-player characters:
sorceress Philippa Eilhart and witcher Vesemir (see below – the “Characters” section). Other elements of the franchise timeline are proper names
of countries, cities and kings, together with few historical events such
as the elven uprising led by Aelirenn the White Rose. In the Witcher book,
the uprising was mentioned as distant history, commemorated only by
long-living elves. In WS larp, the uprising is just being quenched, with
some elf survivors found by players in the forest, and some players connected to the events in their character’s stories (e.g. death of relatives).
Once more, it makes sense to generalise from the two cases: in any
franchise larps, player characters are unlikely to live in the midst of major
events depicted in canon-setting narratives. Part of the problem is that
such events happened in speciic places, whose physical reconstruction in
game space faces the issues described above. Another is that the narrative
events have deined outcome determined by speciic characters and their
actions. Re-staging the scenes exactly as they happened in the source
medium would rob the players of agency, turning the experience from
larp into theatre. Leaving agency to the players would result in diferent
actions and outcomes, most likely with a diferent character cast, in which
case it would not really be the same events. Also, if the larp authors want
to limit the divide between fans and non-fans, they will move the timeline
of the game away from the timeline of franchise plots to prevent the fans
from constant references to the canon events that would be taking place
simultaneously.
The synchronous one-to-one mapping of game time on real time will
also be standard for the most part of larp’s duration. It is possible to stop
the game for a moment and move the time forward (e.g. to the next day)
by a gamemaster’s narration, but it would be diicult to change the speed
of time while the game is running. Stopping the game and jumping from
one scene to another is easy; changing the low of time within a scene is not,
especially if it must be coordinated for a number of groups in diferent
locations. In embodied multiplayer role play which happens through live
conversation and live physical movement, speaking, walking, eating and
other activities will take as much time in-game as they do in real time.
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Characters: In Wolf ’s framework, the infrastructure for characters
are genealogies, which “relate characters to one another, giving them
a context within larger frameworks which are familial, ancestral, social,
institutional, and historical” (2012, p. 170). Wolf highlights the importance of legacy and family ties, but also mentor-student relationships
and friendships, combining “the inluence of ancestry, upbringing, and
companionship” (ibid., p. 171).
In both games analysed herein, players are divided into school staf,
senior students, and freshmen (in CoW, there are also sophomores), plus
an array of other characters working in the school or coming from the
outside. All students are player characters, some of them related (e.g. ingame siblings), others connected by friendships, romances or enmities,
yet others in mentor-pupil or romantic afairs with teachers, adding
to the social depth. In CoW, teachers also are full-time players, while
in WS the teaching staf are hired NPCs. Out-of-school characters are
always NPCs.
As far as franchise is concerned, in CoW the “canonical” characters
are only mentioned in the background, as heroes of bygone events, and
in the individual stories of characters (e.g. professor Crumplebottom
had been a member of Dumbledore’s Army). In WS, the players can meet
the sorceress Philippa Eilhart and witcher Vesemir, secondary characters from the Witcher saga. They both were presented as ones who had
lived extremely long thanks to magic potions or spells, so the continuity of the world is not broken by their presence in the Moszna witcher
school 200 years before they met Geralt. However, this “200 years before”
means that no information about their activities and role in the canon
narratives can be part of the larp. Essentially, they are not the persons
we know from the books.
All characters are supposed to represent the social classes, ethnicities, nationalities, worldviews, behaviours etc. of the HP / Witcher universe – in this way, tons of franchise elements enter the game. With the
absence of the canon-featured storyline (long before / ater the game’s
timeline) and very limited presence of canon-featured space (far away
from the game’s location), it is the crowd of characters that collectively
recreate the canon-featured social world (bringing in languages, nature,
culture, mythology and Philosophy; see below). They also strengthen the
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performed belief in the existence of the canon-featured space beyond
the game:
each character’s life history becomes another narrative thread in a world’s narrative
fabric. […] Even when unrelated characters cross paths briely, with a main character
from one story becoming just an extra in the background of another, such a transmedial appearance can be a powerful way to evoke the world extending beyond the
conines of a particular story; and one can imagine that every minor character and
extra passing through the background has as complete and detailed life as the main
character does (ibid., p. 171–172).
An interesting parallel may be drawn with “paratextual” (that is,
based on cult media texts) board games researched by Booth. He says
that “to exist in a transmediated relationship with the core text, paratextual board games do not transmediate plot, but rather must transmediate pathos” (2015, Kindle, chapter 3: “Transmedia Pathos and Plot in
The Walking Dead”), which he deines as “the emotional appeal that a text
can make to its reader. Pathos is generated by afective actions happening
to a character in a media text, the feeling of connection between character and player” (ibid.). This works well also to explain the idea behind
the analysed larps: they did not want to adapt the canonical narrative or
locations for the players. Instead, they put the players in similar locations
to face similar challenges and events in a similar social context, the idea
being to create a very similar (canon-like) experience.
Generalising, a social microworld with characters adapted from the
franchise is probably the most promising engine for the adaptation
of a world to larp. Generic character types with costumes, props and
behaviour patterns can create the “feel” of the given world even if the
game space and game time do not. Also, the re-creation of speciic characters known from the franchise narratives is relatively cheap and easy,
when compared to re-creation of spaces, and their actions in the game do
not harm the consistency of the world unless they clash with the canon
narratives.
4.2. From nature to philosophy
In Wolf ’s framework, the basic three-partite (space + time + character)
infrastructure of an imaginary world is interconnected with ive other
layers:
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nature, which is not only the lora and fauna of a world, but also all of its materiality
down to even its laws of physics, which may difer from those of the Primary World.
Culture is built atop nature by a world’s inhabitants, and is partly determined by what
nature provides, as well as the culture’s own history in the world. Language arises
from culture and contains a culture’s worldview embedded within it, since it regulates
what can be expressed and how it can be expressed, and gives communicable form
to the way in which the members of a culture collectively conceptualize their world.
Mythology emerges from a combination of the previous layers and is how a culture
understands, explains, and remembers its world. And inally, philosophy is the set
of worldviews arising from the world itself, which includes not only the ideas and
ideologies of the world’s inhabitants, but also those which the author is expressing
through the world’s structure and events (2012, p. 155; emphas. M. M.).
Nature: The natural world, such as forests and lakes, is indexical in
both larps: whatever there is around the castle is also in-game, allowing
for 360 degree illusion. In Wolf ’s words, nature (and other four infrastructures discussed in this section) “are oten more backgrounded than
the structures of space, time, and character […], and may rely heavily
on Primary World defaults” (2012, p. 172). The real natural environment,
as well as laws of physics, human physiology etc. will be assumed to work
normally in the game world – unless speciied otherwise. The obvious
exception here is the presence of supernatural powers (magic / witcher
signs), actively used by characters and contained in objects. Plus, NPC
monster crew (ghosts, forest creatures, werewolves) and artifacts (props),
such as bones, horns, fur of magical creatures, add elements of fauna and
lora to “supernatural nature” typical of fantasy settings.
Generally, in line with the principle of minimal departure (Ryan, 1991,
p. 51), all physics, biology etc. work like they do in the real world, but there
is also magic that can afect that, and there are exemptions for creatures
with supernatural powers. According to Wolf, when slight changes are
applied to the default (Primary World’s) natural laws, “they can subtly
and cumulatively create that feelings of diferentness that make imaginary worlds so fascinating and attractive” (2012, p. 172). Larps are likely
to follow this pattern (i.e. keep the changes slight), as they are played in
personal physical contact, which severely limits the possibilities of defying the laws of nature.
Culture links nature to history and is usually central to the unique situation that provides a story’s conlict. […] By providing a worldview that shapes the natural world’s
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resources into such things as agriculture, architecture, clothing, vehicles, and artifacts,
which in turn inform customs, traditions, language, and mythologies, culture grounds
and connects the various productions of a people into a (hopefully) coherent structure
through which characters see the secondary world (p. 179–180).
Here, the inluence of the franchise is the most direct: communities
and conlicts, organisational and material culture, social hierarchies and
customs can all be replicated in a larp through characters, objects, events
and space.
In-game conlicts, both between players and between external powers, are taken from the saga: pureblood vs. muggleborn; non-werewolves
vs. werewolves; school administration vs. the Ministry; everyone against
death-eaters in CoW; or humans vs. nonhumans; witchers against sorcerers; political powers against one another in WS.
Many elements of material culture are also adapted from the canon,
sometimes down to the minute detail. In WS, the process of production and application of anti-monster blade oils mimics the content
of The Witcher video games, and so does the appearance of metal wolf ’s
head medallions worn by trained witchers. Not to mention the hundreds
of generic elements: magic wands, glass test tubes, swords, clothes, books,
brooms, leather sacks etc., which relect the franchise world’s economy,
technology and tradition.
Overall, the symbolic culture with social hierarchies, behaviour patterns, customs, and daily activities can be transported from a narrative
to a larp. If the game location is an institution (here: school), the details
of industrial / organisational culture will also borrow from the canon.
This the larps did with the names of school subjects (and quidditch!) in
CoW and the witcher skills / subjects in WS; the division into Houses and
rivalry for the House Cup in CoW; the harsh physical training + Trial
of the Grasses for elixir tolerance in WS; the strict hierarchy between
masters and students etc. Some elements are replicated in minute detail,
e.g. the names and powers of witcher signs and elixirs in WS are directly
based on The Witcher video game. Interestingly, WS adapts one of the
aesthetics / mechanics from the irst Witcher game: romance cards given
to players as a symbol of sexual interaction with a non-player character
(The Witcher Oicial Wikia, 2015). Several NPCs in WS (male and female),
designed as sexually active and open for afairs with players-students,
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would give a printed card with their picture to the player they had sex
with.
Summing up, the material, symbolic and social culture of the franchise world may be adapted to a larp setting through characters, space
and timelined events. A signiicant part of in-game culture is created
through timelines of events and the playable + assumed space of the
game as pre-deined and decorated by larp organisers. However, the main
“infrastructure” for in-game culture are characters, who will actively
develop the timeline by interactions in / with the playable space and share
“knowledge” of past events in the assumed space beyond.
Languages: In CoW international environment, the oicial language
was English, but saturated with Harry Potter’s terminology (muggles, quidditch), with the addition of Latin-like names of spells. Players were asked to use English at all times, even when they gathered
in small national groups. In the all-Polish edition of WS, players were
asked to stylise their language with elements of archaic Old Polish, in the
manner of the Witcher books, including coarse humour and obscenities.
In both games, the language included names of people, places, groups,
monsters, organisations etc. known from the franchise. The “interconnectedness of the world’s terminology”, says Wolf, may be “enhancing
the reader’s immersion in the world” (2012, p. 188). In WS, language
archaisation and proper names adapted from the saga additionally create
a folkloristic Slavic lavour, considered by Garda a dominant element in
The Witcher video game (2010, p. 23).
Neither of the larps featured constructed languages, such as discussed
by Wolf in the respective chapter, nor a variety of languages, nor translators or translating devices (except for very few cases of minor Polishspeaking NPCs in CoW, and a translation spell used to communicate
with a captured demon in WS). Wolf ’s observation: “besides organizing
and connecting concepts and cultures in imaginary worlds, languages and
words are also oten a source of knowledge and power within their worlds”
(2012, p. 184) has, therefore, limited application. As source of knowledge
– extensively, if we count in-game lectures, books and conversations;
as source of power – only in spellcasting.
Again, this does not seem to be speciic to Witche / Potter universes
but to larp as a medium: it relies primarily on communication between
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players / characters, thus impediments to communication could jeopardize
the very essence of the experience. Impossible to be quickly learned in prelarp workshops, ictional languages are unlikely to be introduced in a larp.
However, it would be a viable option for communities who have been
learning such language for a long time, such as Klingon-speaking fans
of Star Trek or Quenya-speaking fans of Middle-Earth.
Mythology: In Wolf ’s words:
Mythologies structure secondary worlds by giving them a history and context for
events, through legends and stories of origins that provide backstories for the current events and settings of a world. They oten reveal how characters and ongoing
problems came to be, so that story events seem more meaningful and perhaps even
the completion of a long character arc or the resolution of an age-old conlict. Mythologies, then, provide historical depth, explanations, and purpose to the events
of a world (2012, p. 189).
It seems, therefore, that mythology plays an important role in the interconnected infrastructures of an imaginary world. Nevertheless, neither
CoW nor WS made noticeable use of a mythology. This should come as no
surprise considering the marginal existence of mythologies in the original
universes. In both settings, stories about monsters, spiritual beings, ancient
heroes, magic and magical items are not myths – they are reality or history
(except for some ridiculed folk tales). Even a cosmic magical cataclysm called
the Conjunction of Spheres in the witcher’s world does not belong to creation myths but to the realm of science, like the Big Bang theory in our world.
When it comes to religion, the pantheon of gods presented in Sapkowski’s iction is small and supericially sketched, with priesthood and organised religion frequently presented as insincere tricks to obtain money and
power (exception: the cult of Melitele, goddess of health, fertility and
agriculture). All protagonists and the majority of their friends are godless
and suspicious of religion. In Rowling’s books, even though they feature
immortal souls and aterlife, there is no mention of heaven and hell, nor
God or pantheon of gods. In both canonical narratives, the protagonists
and the world’s afairs do not seem to care about religion of any kind, and
this attitude was transferred to the larps.
However, in the case of other franchises that take a diferent approach
– one that heavily features religious or non-religious myths – it should be
expected that derivative larps would follow suit.
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Philosophy: On the one hand, philosophy is part of the widely understood culture of the franchise universe: it is the culture (people / characters) that develops philosophies. Wolf, however, pays more attention to the
philosophical worldview of the authors that may be relected in the design
of the world. In that case, it goes beyond the ictional in-game cultures:
A philosophical outlook can be embodied within a narrative in a number of ways:
through an author’s direct commentary on events; through characters’ points of view;
through statements made explicitly in dialogue or implicitly in characters’ behavior
and choices; through the way actions and consequences are connected, revealing
a worldview concerning cause-and-efect relationships (for example, whether bad
characters are punished for their crimes or get away with them); and through the
author’s overall attitude as to what is considered normal or unusual (which can be
expressed by the norms within the diegetic world of the story itself) (2012, p. 192).
Wolf seems to be interested mostly in ethics and ideology, and larps
seem to have huge potential in these areas. Roleplaying can be a platform
for expressing values and worldviews, as well as a tool for a real change
of perspective and identity in players. This theme is explored in detail by
Bowman (2010) in The Functions of Role-playing Games and Simkins (2015)
in The Arts of larp. Fuist calls it “agentic imagination” – “the active ability
of social actors to shape their identities through immersive imagination”
(2012, p. 114). Both CoW and WS have something to tell here.
Also, as will be seen in CoW (but not in WS), in a transmediation
of the philosophy of the franchise world, a large larp is subject to the
same ideological forces that Lemke sees in MMO games:
divergences in ideology and value systems that may occur when fans and players
appropriate the resources of a franchise world to express their own view of social
reality. Large online communities of fans / players may develop their own cultural
values, at variance with those of the creators of the original franchise world and its
commercial extensions (2004, p. 7).
Hence, the ideological and ethical discourse in CoW focused on sexism,
racism / classism against muggles, muggleborn wizards and werewolves –
to a much larger extent than J. K. Rowling’s books (which had been criticised
on grounds of social justice, e.g. Dresang, 2002). Moreover, it highlighted
full tolerance for non-heterosexual relationships and non-normative gender identities: “your character can be straight, bi, gay, lesbian, queer or
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whatever you choose, and only a few people will care. Just as it should be in
reality (but sadly isn’t)” (Rollespilsfabrikken & Liveform, 2014, p. 40). The
question of good and evil was discussed as “what is the deinition of Dark
Magic” and whether “good” wizards can learn and use Dark Magic to battle
evil. However, the concepts of Good vs. Evil remained strongly polarised
and black-and-white. It were social justice issues that got the spotlight.
In WS design doc, by contrast, the theme of racial struggle is much
less relevant and gender issues almost non-existent. On the one hand,
this could be seen as a deviation from Sapkowski’s original vision which
does feature the discussion of racial / gender inequalities. On the other
hand, Sapkowski problematises these issues in some short stories and
book chapters but not in others, so it might be argued that their marginalisation in WS is not a serious breach of idelity. Nevertheless, it is the
ethical question of good and evil that takes centre stage in WS. The ethical
complexity of Sapkowski’s books was already successfully transmediated
to The Witcher video game, praised for:
the behavioral realism of its synthetic agents, the maturity of its fantasy world full
of social issues and conlicts, and in the freedom it allows players to make complex
choices that enable the game to satisfy a wide range of psychological needs. Instead
of making good vs. evil choices, players usually ind themselves in situations that
require choosing between the lesser of two evils. These choices directly afect the
virtual environment and govern player interactions with the inhabitants of the fantasy
world (Bostan, 2009, p. 13).
Similarly, the Witcher School design doc reads: “Wanting to keep the
original tone of the Witcher world, dirty and morally unclear, we decided
to create characters with complex personalities, possibly as far from
simplicity or archetypes that we could” (Agencja 5 Żywiołów, 2015, p. 11).
Another trick was to confront players with ethical questions and let them
ind answers on their own. As Simkins says, “A good larp writer will […]
force some good questions on the participants, but they want to experience
the joy of seeing the players take ownership of the characters and lead
the story in interesting directions of their own making” (2015, p. 67). This
is exactly what the WS is doing, laying down these questions for players:
•
•
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How hard can I push myself to become the best?
How much efort can I put into completing a given task?
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• Am I able to take someone’s life?
• Are the beasts roaming the surrounding forests the only creatures deserving to be
called monsters? (Agencja 5 Żywiołów, p. 8)
Larp allows to “practice irst person ethical perspective”, in which the
player can “negotiate the world’s complex decisions from the character’s
point of view” (Simkins, 2015, p. 183). Detailed analysis of in-game ethics
falls beyond the scope (and word limit) of this paper. For the comparative analysis of the larps as franchise / adaptation, suice it to say that:
• WS tried to recreate the social world and ethics as they were depicted in the Witcher saga, emphasising moral dilemmas and problems
in drawing a clear line between good and evil;
• CoW took efort to “correct” its franchise society in line with social
justice ideals, and emphasised racial and class issues (in Wolf ’s
framework, this means changes to the adapted infrastructures
of culture, philosophy and characters).
5. Further outlook
College of Wizardry has received immense media coverage around the
world, drawing the attention of the general public and of media companies (Axner, 2014). Tickets for the second edition sold out in two minutes
(Dembiński, 2016, p. 148), and crowdfunding campaigns secured money
for more. Two more CoWs, a sequel and a re-run, took place in April 2015,
almost simultaneously with the Witcher School, and yet more followed.
At this moment (June 2016), CoW #9 and #10 are scheduled for November
2016 (again, fully booked) and #11 for March 2017, with the irst overseas
edition New World Magischola recently completed in the USA, and the irst
German-speaking College of Wizardry: Nibelungen coming at the Kliczków
castle in February 2017. Witcher School has had the total of six editions
(one of them international) at the castles of Moszna or Grodziec, and
another Polish plus other English-speaking ones are coming in September and October 2016. In November 2015, the ex-witcher Moszna castle
became a British manor house in Fairweather Manor, a larp inspired by TV
series Downton Abbey: a new project by the same team that stood behind
CoW. Another one, Convention of Thorns, set in the White Wolf ’s franchise
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World of Darkness, is coming in October 2016 at Książ castle. There also
was Inside Hamlet in March 2015 in Denmark; not really a popular media
franchise, but also a high-budget castle larp with cross-media outlets.
Each of these projects resonates through mainstream media, making
more and more people interested in larp. In Poland, where larp was little
known beyond the larping community, CoW was a true game-changer
that paved way for WS and other games (Dembiński, 2016, p. 151–152). The
majority of WS players were irst-time larpers, and many say they want
to continue to larp. In the irst version written in 2015, I concluded this
paragraph with “Future will show if it is a lasting change or a short-lived
fad”. In this mid-2016 revised edition I have no doubt the “blockbuster
larp tourism” is here to stay.
Another new trend that seems to be currently unfolding is the incorporation of larp into licensed for-proit activities of the entertainment
industry. Hundreds of larps based on popular franchises are created by
fans for fans for fun at game conventions, and the copyright holders
do not object. However, the impact of the castle larps of 2014 and 2015
(especially CoW) could not be ignored. Warner Bros prohibited further
use of the Harry Potter brand ater April 2015 (Raasted, 2015, p. 30), so the
next CoWs are no longer set in the franchise. By contrast, CD Projekt RED
gave their permission for the Witcher School in April and August 2015, even
though the organiser intended to turn it into for-proit. Neither company
has decided to use the larp for its own proit.
Nevertheless, to use Fiske’s (1989) concepts of excorporation / incorporation, it is possible that the entertainment industry will reincorporate
franchise larps as another branch of copyrighted cross-media production.
The process has already begun. First, in early 2013 the larping community
heard about Disney’s patent claim for “Role-Play Simulation Engine” for
theme parks, and expressed fears about potential legal action taken by
Disney against larp organisers (Aaronlarp, 2013). In mid-2015, Disney oicially announced plans for a new park Star Wars Land that will feature
immersive roleplaying. There are reports about Disney staf studying
franchise larps Monitor Celestra and College of Wizardry for this purpose,
and Nordic larpwriters being directly involved in the Disney project
(Bienia, 2015). Lately, Martin Eriksson, a globally recognised larpwriter
(known e.g. for Monitor Celestra) has been hired by the new owner of the
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White Wolf brand to redesign the whole franchise as a coherent transmedia universe, combining video games, RPGs, larps, ilms etc. under
a single storyline (Olepeder, 2016). At the time of writing, Rollespilsakademiet has just released the website for College of Extraordinary Experiences (CollegeofEE.com, 2016): a highly expensive (4.900 euro per ticket)
larp-like workshop conference for professional experience designers,
with mentors from a variety of creative industries in which larp is found
next to the American ilm and TV industry. The days of franchise larps
being ignored by transmedia giants seem to be over.
Corporate involvement may take the form of a) direct proit-making
from ticket sales, or b) demanding licence fees from larp organisers, or
perhaps c) supporting grassroots larp events as powerful engines for
brand marketing. Option “a” is coming in Disney theme parks, whereas “c”
is the case of Witcher School. When it comes to “b” White Wolf ’s attempt
at introducing a pay-for-play policy in 2005 was quickly cancelled in face
of community outrage (Doctorow, 2005). Since then, I have not heard
about any company demanding licence fees for larps. Still, it does not
mean that the idea cannot come back. It is too early to predict which
form will prevail, but there is no doubt that reincorporation of larp is on
the way.
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Michał Mochocki, PhD in Literature – Assistant Professor at Department of English
Studies and creator of Gamedec.UKW at Humanities 2.0, Kazimierz Wielki University
in Bydgoszcz, Poland.
Od College of Wizardry do Witcher School.
Studium porównawcze larpów franczyzowych
Abstrakt: Przedmiotem pracy jest transmediacja uniwersum z globalnej
franczyzy do teatralnej gry fabularnej (larpu). Analizie poddaję dwa przypadki: College of Wizardry (świat Harry’ego Pottera) i Witcher School (świat
wiedźmina), posługując się siatką ośmiu światotwórczych infrastruktur według Marka Wolfa (2012): przestrzeń, czas, postacie, natura, kultura, język,
mitologia i ilozoia. Studia przypadku prowadzą do pytań i przypuszczeń
na temat franczyzowych larpów w ogólności. Przykładowo, postacie, kultura, mitologia i ilozoia mają największy potencjał jako kanały bezpośredniej imitacji/adaptacji elementów z franczyzy (książek, ilmów, gier
wideo) w larpie; ilozoia jest najbardziej podatna na zmiany motywowane
ideologicznie; przestrzeń zaś i natura będą w dużym stopniu warunkowane
izycznym kształtem terenu gry. Tekst kończy się spojrzeniem na możliwe
relacje między twórcami larpów a przemysłem rozrywki multimedialnej
chronionej prawem autorskim.
Słowa kluczowe: larp, franczyza, transmedia, wiedźmin, Harry Potter
Michał Mochocki | From College of Wizardry to Witcher School: A Comparative Study…
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