Skip to main content

European Council simulation in Croatia

Where does a simulation end and a larp begins? An interesting event had been organized in Croatia recently which could be said to clearly fulfill the definition of both, lasting two days and providing a good example of how a modern, political larp can work. Here's a description of the experience from +Aleksandar Gavrilović, one of the participants.

The first of July marks Croatia's entrance into the European Union, a very big and game-changing step for our country. In this light, the European Forum Alpbach has organised a series of events, one of which has been a simulation game of the  European Council, where each player had a role either as an ambassador or head of state of a European country. For my part, I played Pedro Coehlo, the social-democratic prime minister of Portugal. 

The game was set up by the Plan politik agency which is experienced in leading such simulations, and they provided all the players (2 per country, 16 countries total) with study materials beforehand (our position on various topics and so on). Preparations were in the form of filling out a short survey answering questions about our country, so they would know we read and understood the material, atleast in the broadest sense. The goal of the meeting was to create a Declaration for the Future of Europe.

The event itself consisted of two days, the first day saw an "informal meeting" of the Council, with the countries' representatives trying to figure out which states are "on board" with whom, and setting up alliances. There was a natural divide between the countries on the matter of austerity, and I, as Portugal, naturally joined the NO bloc, along with France, Greece, Spain and so on. There was some fighting and some harsh words were said about Germany and so on, but nothing too extreme. The second day was more formal, with negotiations being held in two seperate councilrooms, one dealing with economic and the other with institutional change. The economic one saw more frustration and fighting between the groups, and the institutional one was more-or-less smooth, with most of the countries agreeing and then trying to convince the odd-one-outs to concede (mostly the UK). There were certain outbursts of emotion after long and frustrating stand-stills, but we slowly drafted the document to everyone's liking.

In the end, after an exhausting 2 days, a consensus was finally reached on all topics and everybody unanimously approved the declaration, which was suprisingly to everyone's liking, and this was a cathartic experience, especially for those less fond of believing in win-win scenarios.

The game was concluded with a debriefing from Plan politik, with us sharing our experiences about how the game felt, and them commending us on our success and wishing us all good luck in the future and in the EU.

Popular posts from this blog

The 15 rules of larp

The following 15 rules (warning: strong language) were written some years ago in Great Britain, and have been pretty much generally accepted on the British larp scene. Especially popular is rule 7 - widely known by its number and commonly considered to be the most imortant rule of all (and I agree). Even the biggest British larp forum has taken Rule7 as its name.

The rules have been originally created by the Drunken Monkeys and edited by Rick Wynne who added some extra stuff in the explanations to make them more understandable to international audience (it still contains some British larp lingo though), more work-safe and to throw in his two cents. (copy of the original wording is available here)

1. Don’t play a mighty warrior; play a warrior and be mighty.
Don’t label your character. As soon as you say that you are the best swordsman in the land someone will come along and kick your ass. Just get into the mindset of the person and role-play it out.

2. No one cares about your character b…

Mind's Eye Theatre: Werewolf The Apocalypse rulebook review

Just under three years ago I wrote a review for Mind’s Eye Theatre: Vampire the Masquerade rulebook. It was the first book published by By Nights Studio, and a year later I reviewed one of its supplements - Storyteller Secrets.

Now, after a long period of work, after the success of their kickstarter campaign, By Night Studios finally released the full version of the new larp rules for Werewolf the Apocalypse setting. This was preceded by various alpha, beta, gamma, delta and omega slices - each containing a different playtest version of the rules, slowly released from September last year until July this year.

First impressions were that the artwork is very cool, and that the book is HUGE. Numbering at 762 pages, that's over 200 pages more than Vampire the Masquerade.

But before I start going in-depth, I'd like to mention that this blog's readers come from various backgrounds - and I'll adjust my review accordingly. I assume I'll have some larpers who haven't p…

These 10 Easy Steps Are All You Need To Start Larping!

"How to become a larper? How to start larping? Where do you begin? How to join a larp? How to prepare for your first event? How to gear up? What do I need to know for my first larp?" Etc.

These are all questions that people interested in larp ask all the time. And in over three years of writing this blog and over 350 posts on it, I just remembered I haven't written any decent advice for new and potential players. And that's why it's harder than it seems. Not preparing for your first larp, but writing about it. Different larps can be quite different, and can be even more confusing to existing larpers (used to another style) than to those who never larped before.

However, I decided to do it - and write a comprehensive guide about it, with a catchy Upworthy-style title that's sure to catch the attention, right? After all, it did catch yours. Below you will find a 10-step guide that will answer the most fundamental questions about larping that you might have.

But…