Recently, I got into a conversation with a group of LARPers about "gross-out" techniques: LARP mechanics and special effects meant to elicit a visceral reaction-- generally one of repulsion. I wanted to mull over it a bit, and then present some questions to readers.
Repulsion is a powerful emotion/reaction. It borders somewhere between hatred, fear, and, if the offensive subject is done well, pity. (In my anthropological work, repulsion and disgust is actually something that I have studied quite a bit-- I apologize, in advance, for pedantic babbling.) For those familiar with Julia Kristeva's work on the abject, repulsion is the reaction that protects
us-- the vulnerable viewer, the subject-- from a thing that threatens our personhood and identity. The most obvious example is a corpse (especially one that is visibly decaying): a corpse reminds us, the living observer, of our own mortality. By rejecting it-- through a wave of nausea, discomfort, and/or outright fear--, we reject, on some level, our own mortality. Our human weakness. The reality that, wriggling inside us, is the potential for decay. Of course, repulsion doesn't need to be directed at a corpse specifically: rotten food, vermin, insects, and disease all elicit powerful reactions of disgust. However, some would argue, and I don't necessarily disagree, that all repulsion stems from fear of the corpse and, more specifically, dying things.
To blather for a moment, to me, as someone who uses a significant amount of gore in her writing, art, and performance, there is a big difference to "repulsing" people and simply "grossing people out." Repulsion involves fear, and, to me, a confrontation with things we realize we never wanted to reconcile-- repulsion involves a recognition of a taboo intellectual curiosity. Gross-out moments involve a simpler visceral reaction: nausea or a clenched chest, without any sort of intellectual investment, as reaction to something that is simply disgusting to our senses. Both have their moments, though repulsion is more powerful. Repulsion taps into fear and, more importantly, intelligence.
To move on to LARPing, the power of repulsion is legendary. We have all probably had at least one moment, in-game, where our characters encounter something that is, simply put, repulsive. To give an example-- mine comes from Mirror, Mirror: At the tail end of a grueling 6-hour grinder, we had to reclaim orbs. The trouble was, we had to reclaim orbs from a vat of viscous goo (some sort of
xanthan gum creation). It was utmost import that we, brave champions that we were, quickly and efficiently reclaim the orbs, and make a dash for it. Easier said than done: the goo was pretty disgusting. Beyond the slimy feel, the goo (which we couldn't see clearly due to the darkened module space) was disconcertingly tepid: it was warm enough to suggest something was wriggling and/or living within it. It was simple, repulsive, and, most importantly, really upped the intensity of the module. It was a good example, I feel, of the "repulsion component" used appropriately.
Repulsing people is a subtle art. As in a film, in a LARP it's easy to go over board: lots of gore, over-selling special effects, too many added sounds, and layering rotting-corpse-upon-rotting-corpse. For squeamish players, it becomes obnoxious to have to deal with excessive attempts at gore. For players who enjoy gore, excessive amounts become silly and laughable. Depending on the tone of your campaign, laughable gore might be perfect. However, if you're going for severity and mystery, less is more.
Repulsion, as I discussed, involves fear. That means it inherently involves manipulation. In order to repulse people, manipulate their expectations. Look at standard things in your game that players take for granted: safe spaces like taverns, standard attacks, and friendly, visiting NPCs. All of these things can be carefully tweaked to elicit fear. Consider the following examples...
1) Taverns: I, like many players, use taverns as places where I can feel safe. While I would never want it to be an all-the-time thing, careful toying with the Tavern, especially at "spooky" events, can be really powerful. For instance, many taverns have beds across which players stretch themselves. As part of a horror-based plot line, stick a disembodied hand under a pillow. When the players find it, it will be scary-- all the more so because a safe space has been invaded. Finding an unwelcome guest (such as insects, vermin, or, well, a hand) is much scarier in your own home than in some abandoned ruin.
2) Standard Attacks: Flavor attacks can go a long way to repulse people. Accelerant uses a standard call, "[Attack] [by Trait]" leading to calls like simply "Agony" or "Agony by Light" ("Agony" being seized by some sort of pain to the extent where you can only block). If hit by something like an "Agony by Fire," players generally roleplay the fiery pain. "Agony by Light" elicits players rping a blinding light. Accordingly, a well-placed Trait on this sort of call can easily repulse players. To again borrow from Mirror, Mirror, I give you the infamous "Agony by Maggots." Just think about it. Yes, that's right. Maggots squirming
everywhere. When I was first hit by that Agony attack, as soon as my brain registered the nature of the trait, I was so repulsed that I almost dropped my weapon. It was brilliant and disgusting. Also, most importantly, it was subtle.
3) Friendly NPCs: We all expect unfriendly NPCs to be ugly and heinous, but what about friendly ones? Try this: send an rp-heavy NPC into town. The goal of this NPC should basically be to chat up players, get to know them, and help them out. However, make this NPC hideously ugly-- perhaps gaping sores or something similar. In any case, make the NPC truly difficult to look at. This will no doubt repulse players, but in a very powerful way: it will force them to reconcile any biases they may have based on the physical appearance of an individual. That's the power of repulsion: it forces us into an internal debate with our values and prejudices.
So, these are just a few ideas, and urge you to pursue your own. What have been particularly repulsive moments in campaigns? Is there anything that you would want to try? Is there anything that has failed? Where do people need to draw the line?