This section presents detailed information about the project
Harem Son Saat (« The last hours of the Harem ») is a larp for 26 players. The game will be played in English.
Runs one and two took place in May and June 2016. Runs 3 and 4 in May and June 2017, runs 5 and 6 on 17.-20.5. and 24.-27.5. 2018 in Czech Republic. Runs 7 and 8 will take place on 24.-27.10. and 31.10.-3.11. again in Czech Republic.
General timetable:
- Thursday evening from 18 until late: participants arrive, off-game get-together, fitting the costumes
- Friday 10-18h: workshops
- Friday 18h – Saturday 23h: uninterrupted in-game time and debrief
- Saturday night: after-game party
- Sunday morning: brunch and departure
A larp about balance of power, objectification of desire and culture shock in the Harem tradition of the Ottoman Empire, in the year preceding World War I.
In this game, participants will play as people from the Ottoman Court, foreign European dignitaries, or servants of the court, whose experiences with the Harem culture will impact their lives and change their interconnected destinies.
This game belongs to the tradition of the historically-inspired Romanesque games, with an added influence of Nordic-style techniques. The game is designed as narrativist and it is primarily focused on the collective creation of a story coherent with the key themes and the period. The game, however, will tend towards a realistic scenography and it will contain real time action, and light, non-intrusive meta-techniques.
The main source of immersion will come from the very complex character sheets, containing a detailed backstory. All the characters are connected to many other characters by shared past experiences. The goal of this design is to provide an emotional and deep experience and to reflect on gender and power issues.
Romanesque
Harem Son Saat is a Romanesque Larp, meaning, in the French culture, heavily character-based and character-driven. Characters are pre-written and extremely detailed and each is given their own set of issues and relationships. The game experience relies on the characters’ narrative arc, their evolution, worries and secrets in the troubled years preceding World War One.
A historically inspired game
The goal of a historically-inspired is to try to establish a 360° visual and to strive towards an accurate visual aesthetic. In that regard, an appropriate costume and preparation work are requested of the players. However, since this is not historical reenactment, a measure of liberty and interpretation is allowed, and, because it would be too costly otherwise, we will let the occasional anachronistic element exist (bathrooms for example will be modern).
More importantly, the game will be set in the entirely fictional domain of Morta Siyah, a minor sultanate. It will retain most of the culture and background of the Ottoman Empire at the time, but should by no means be considered representative of the Turkish culture or religion.
Narrativism and themes
The game will tend towards the narrativist approach, meaning that the priority will be collective building of a shared story. Adversity between characters will, likewise, have primarily a dramatic function (as opposed to being a competition between players).
The themes of the game are domination, sexual objectification, balance of power, culture shock, and civilization in crisis. The characters are all conditioned by their environment and culture. They are constrained by the system, but are also enforcing it, in every form of domination. Through confrontation with others, they might have to make complex choices, enforce their prejudice, or on the contrary, redefine their own identity, and accept their vulnerability.
At the center of the culture shock is the Harem, a display of power, but also of the fantasy of the unknown and forbidden. The European ideas and taboos, especially regarding sexuality, are expressed at the time through the orientalist movement, and for most, harems are associated with prostitution. In reality, the Harem is strictly codified and a display of power. The shock between representation and reality will therefore be explored in this narrative.
Constraints in gaming style
The game will be centered on gender segregation in different groups. It will also impose strict constraints, starting with the existence of gender-segregated groups and their separation over the course of most of the game.
Meal times and resting periods will also be fixed and immutable. The limitations for the players should only be moderate: food will be largely provided, and you should be able to sleep uninterrupted. However, freedom of movement will be limited at times, and this will be necessary to create the right atmosphere.
Female characters and eunuchs (gender-neutral) characters will have to cross the distance between the Harem site and the main site several times (a few hundred meters, very short walk, on the road or on the grass), and should choose their footwear accordingly.
Characters won’t be able to cross over that separation, with the exception of some given times. Also, as the title implies, the game narrates the last hours of Morta Siyah. Staging a revolution during the course of the game is not the point and questioning the establishment is something that should come from the characters' narratives - but does not have to. The end will be coming soon enough.
Security
We will use standard traffic light safewords of green, yellow and red. We will also use double tap for participants who need to interrupt a scene silently. Finally, we use the gesture of hand covering eyes or the words ”can’t see this” for participants who need to take themselves away from a scene.
A safe space/off-game room will be available to participants at all times.
Romanesque and roleplaying style
The Romanesque genre relies on detailed characters, written by the organizators, often based on literary archetypes. Background and psychology are usually precisely detailed, and serve as the backbone for a narrative arc that will be enacted over the course of the game. It is up to the players to choose how (or if) they will choose to go through it. The only requirement then can be summed up as this: each player should immerse themselves in the character and interpret it to the best of their ability, in a coherent manner, while trying to create the best possible story for all the players involved.
Timing and rhythm
Harem Son Saat will be a narrativist game leading towards tragedy and a downhearted, “end of an era” atmosphere. In that context, players will be asked to take a “play to loose” approach. While the characters will always try to act according to their own interest, players will have to act upon the characters sufferings and failures. Any success will have to come at a price.
The game will be divided into three gaming periods, to provide a better timeframe for gradation of the narrative. However, the game time will be the same as in real life (1:1 timing), with no breaks from characters, even during night time (with the exception of the resting space that will be accessible at all times, should a break be needed)
Transparency and fateplay
Romanesque usually relies on the characters’ secrets, and it is recommended that you keep the character’s secrets actually secret before the game. However, if other participants agree to it, you may establish a measure of transparency yourselves.
The ending, however, is transparent: it is the end of the Sultanate. The game ends when the Sultan steps down from power, and the character’s progression must work towards this ending.
Violence and physical actions
Harem Son Saat is not meant to have a lot of physical action. A limited number of character will have access to firearms (prop guns), fake knives or sticks. Participants might fake punches, but direct confrontation is not a part of the characters’ culture. Players should only use violence as the end of a process of escalation, to give other participants time to opt out.
Ars Amandi
Sexuality is central in dealing with gender segregation, objectification and exploitation. The meta-technique of Ars Amandi will be used as simulation for sexuality. Participants will have the possibility of opting-out in workshops. However, they have to be aware that themes and scenes connected to sexuality may appear.
Black box
A diegetic Black Box will exist in the game in the form of a meditation room. Mystical characters will have a specific role as intermediaries for the meditation room. Characters will have access to specific memories and meditation scenes in the meditation room, or may create their own.
Costumes
Costumes are included as part of the in-game experience.
Link to original site: http://www.asso-role.fr/haremlarp-en/le-projet/costume/
Characters
Design and writing
Basics
Characters are written and created by the organization. Their distribution will be handled by the organization, taking into account the preferences of the players given upon sign up. Age, appearance or ethnicity have no relevance for the role distribution the process. You can sign up for any gender, but it is preferable to sign up as the gender you commonly identify with (transgender people in particular are welcome to do so).
Language
English will stand for Turkish and Czech will stand for French (the diplomatic language). Role attribution will be strongly dependent on the language of the player. 8 roles out of 26 can be cast as English-speaking only parts. English is the main language as it is the Court language. about 80% of the game is in English. Some characters and NPCs can act as in-game translators.
You need to have a sufficient level of conversational English to attend the game. Some Court characters will be assigned in priority to international players. Some bilingual and diplomatic characters will be assigned in priority to Czech-speaking participants.
Gender and sexuality
Characters in Harem Son Saat will be gendered (male, female, eunuchs considered as gender-neutral), as gender segregation and power balance is central to the narrative.
As such, each group will have a strong gendered identity. Participants will have an opportunity to express their preferences on character gender upon sign-up. We therefore recommend that you sign up for the gender you most identify with, or gender-neutral, which is opened to any participants. You can still play cross-gender, but there won’t be specific workshops for this and the task of managing a convincing gender transformation will fall to you.
Sexuality in Harem Son Saat is an important issue. Relations between men and women are controlled, interactions are usually prohibited, and sexuality might be exploited or used as abuse. On the contrary, homosexual relations might be more tolerated than they would usually be in this period, being non-reproductive and not essential. The eunuchs are considered inferior for being “genderless” and seen as asexual, but they actually have sexuality and romance issues just like any other characters.
All these elements are a design choice because of the themes of the game and what we see as smoothness of organization. Their goal is to provide a better sense of the connection to gender representation, social expectation and representation of sexuality.
See specific character descriptions here.