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”The Process” Knutepunkt 24.2.2005

”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.

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”The Process” Knutepunkt 24.2.2005

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

  2. ”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

  3. The Process Model of Roleplaying Eetu Mäkelä, Sampo Koistinen, Mikko Siukola and Sanni Turunen

  4. 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.

  5. 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.

  6. ”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

  7. 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.

  8. 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.

  9. 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

  10. ”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

  11. 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”

  12. 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”

  13. 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.

  14. 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.”

  15. Analysis and Discussion

  16. 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!

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