Recently I wrote freeform LARP for the Golden Cobra Challenge called The Space. Aside from a few scenario ideas for TTRPGs, this was my first go at dipping my toes into the vast and ever changing sea of game design. I learnt a lot from the experience and it also got me asking many questions regarding how to write a game. I wanted to share a bit about my thoughts and process around writing the game in case it helps anyone starting out.
Note: I didn’t have time to play test the game but I did send it to several people to read over. The support, suggestions and interesting discussions I had as a result of doing this were indescribably helpful, so helpful that I wanted to say, definitely get feedback from people you know and trust. This is true for whatever you’re writing and is probably more important than anything I have to say below.
What is asexual horror?
I decided quite early on that I wanted to write an asexual horror game. Horror is a genre that I’m quite comfortable with and the competition guidelines actively encouraged games by asexual people. This led me to quite a difficult question: “What exactly does asexual horror even mean?”. Obviously, there are a million ways that someone could write an asexual horror game but luckily I only needed one.
I thought about it for awhile and came up with the following: what asexual horror is to me, from a sex adverse perspective, is not desiring what society in general and also the individuals around you expect you to desire. There are also strong themes of disgust and repulsion in the game which adds to the horror but without this outside expectation for the players to engage with what they find repulsive I don’t think the scenario would be as horrific. The theme of nature provided by the competition really helped here. Sex is widely considered one of the most natural and human things in the world for a person to want, an attitude that can feel isolating for those of us who don’t.
How to structure the game?
Once I had the general idea, it was time to work out how to represent those ideas in game form, specifically as a freeform LARP. The first thing I needed to do was work out what a freeform LARP was. Freeform LARP is a very broad category. I quickly realised I had to put aside my love of clear, stringent definitions and read as many freeform LARPs as possible so I could at least find out what they feel like. The Golden Cobra archive was a great help in this and I came across some strange and magnificent things. I’d highly recommend having a browse. I also took some inspiration from card based TTRPGS based around discussions and introspection, the main being Women are Werewolves by Yeunsoo Julian Kim and C.A.S Taylor which is an incredible game. Go and play it if you haven’t already.
I knew I wanted the majority of the game to be a conversation between the player characters. An opportunity for them to discuss their feelings and experiences in the weird world that I’d placed them in. I very much wanted all the characters to be disgusted by The Space. I wanted them to all share in their isolation and therefore, conversely, feel a bit less alone.
I also knew I wanted to establish The Space as its own character almost. I wanted it to be something that the players could not ignore. So I wanted some sections where the players could focus on The Space, firstly in Scene one to give them chance to define it and make the game personal and then again in the final scene to confront it and in doing so assert themselves, sort of in the same way The Space has been throughout the game I suppose.
The above defined the three scenes in the game.
Additional things I thought about
I wanted to add a few mechanics and bits of flavour. I didn’t want to over complicate things as it was my first game and I was still getting used to how to put things together. However, there were two main things that I considered additionally to the player characters talking to each other.
The first thing was I wanted the space to be present in some way while playing. I thought that was an important way to establish The Space as an ever present entity. However, obviously I couldn’t conjure up a natural space which looks different to everyone there. Therefore, I decided to represent it by an empty cordoned off but empty part of the room. Any prop would have defined the space and I wanted the definition of what was in The Space to be totally up to the players. Initially I also included rules for online play of the game but the fact that I couldn’t work out how to conjure The Space into an online playing space was a big reason why I eventually removed the online play rules entirely.
The second thing was that I realised that in the second Scene where the characters are having their discussion it was very easy to ignore The Space entirely. The representation of the Space was there but there was nothing to make sure that players didn’t ignore The Space completely. I needed to find a way to involve it in the conversation. The solution I came up with was to have an alarm go off every 15 minutes to represent The Space asserting itself on the scene. Every time the alarm sounded The Space would impose itself in a disgusting way. I thought 15 minutes was a good amount of time as I didn’t want the alarm to constantly interrupt game play, especially as Scene 2 is only about an hour long, but I wanted it to be often enough that it provided a real intrusion in the scene.
Conclusion
And that’s about it from me. If you are reading this and you want to write your first game I want to encourage you to do so. I really enjoyed having a go at writing something and the more people writing games and showing their perspective on the world, the better.