This larp came about from the merging of two ideas: a larp investigating the background of a close-knit social scene, and a larp about dynamics and intrigues in a social circle where open relationships are common.
Initially we created this game for fun, because it is socially interesting, and to explore the use and combination of different methods. But it does have a clear political aspect to it as well, especially outside the liberal Nordic countries.
The larp was originally produced as a co-production between Laivfabrikken Trondheim and Laivfabrikken Oslo and played in both cities in the late summer of 2010. It was also submitted to the Nordic Larpwriter Challenge 2010 and made it to the finals.
Anyone may freely use this manuscript and make a non-commercial run of the larp. If you decide to do it, we would really like to know. Both that you are planning it, and especially how it went. You can e-mail us at firstname.lastname@example.org or email@example.com.
WHAT THE LARP IS ABOUT
A is together with B and is making out with C who is in love with D who has an affair with E who rejected F who’s hitting on everybody. A lot of people live like that. Sometimes everybody’s happy, and other times it doesn’t really work out that well. What emotions, conflicts and weird situations may arise in a group of friends with somewhat loose sexual relations crisscrossing the social sphere? And how did it turn out that way?
Screwing the Crew is a short larp where you can explore questions about monogamy, open relationships and sexual relations in a tight-knit group of friends. You can explore their history and how it has affected the relations they have today. The characters are around 30 years old, all of them are to some degree bisexual and most of them have known each other for at least ten years.
The larp’s setting is a dinner party held by the most established couple in the group, in a city close to you. It is played in a realistic playing style with some meta techniques to enhance inner thoughts and emotions in the characters and strengthen the focus on the subject of the game. It can be played in a seminar room or in a normal home. We find that a normal home gives a more realistic setting, and thus a better dynamic to the game.
Time: Total time is about six hours, broken down to 30 minutes introduction and reading of characters, 2 hour workshop, 3 hour playing time and 30 minutes debrief.
People: The game can be played with between 7 and 15 players including two gamemasters. The gamemasters should participate in the game, playing characters just like the other players. They lead the process before and after the game, and initiate the act change.
Preparations: All preparations are done through the workshop. If you want you can make the characters available for the players to read before they arrive.