
PlayersGuide.pdf
Schedule ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
(Signups for Sonsbeeklive are closed. Thanks to all players that participated)
*Procession: June 8th
**Game 1: June 13th-15th
Game 2: June 19th-22nd
Game 3: July 3th-6th
Game 4: July 24th-27th
Game 5: August 14th-17th
Game 6: August 21st-24th
Closing Party: Sep 21st
Players will be expected to arrive the Thursday evening before the game around 20:00 for a informal workshop/information session and drinks. Players will wake up in character on Friday morning, and wake up out of character on Sunday morning.
Players can signup for one game, or all of them if they like.
There will be 30 players at each game.
The price will be EUR40.
These events during the Summer of 2008 will not be an ongoing campaign, the same game will not run again and again, nor will they be single games without any connection. Imagine it as a series where some elements are the same but there is a development from episode to episode. The actions and experiences of the previous game will influence the next games. The games will follow an evolution set by the players actions.
*The procession is a voluntary event which can be attended by any of the player. The procession is a unique and important part of the Sonsbeek 2008 art exhibition. On June 8, for 1 hour, 26 works of art will be carried on carriers by the inhabitants of Arnhem in a solemn procession through the city. In the case of our project, one player in costume will be carried on a decorated carrier by 20 volunteers. For more images and video of this event click here.
**Game 1 is special as this is the opening of the art exhibition in Sonsbeek park. The Queen, yes the Queen, will be visiting the artworks in the afternoon, and will briefly watch the players.
Setting ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
The historic Sonsbeek Park is a large area of lush 19th century
landscape in the city of Arnhem filled with woods, thickets, ponds,
and a waterfall. Large trees and valleys make the area magical,
especially at night. We have access to the entire park, day and
night, as well as the large tower.The production team for the exhibition
has constructed a unique and comfortable living and playing environment
in Sonsbeek park in the form of a 12 meter tower.

Art Exhibition: Sonsbeek 2008: Grandeur ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
"In the summer of 2008, Arnhem will host the 10th Sonsbeek International Sculpture Exhibition, entitled 'Grandeur'. Artistic director Anna Tilroe has invited thirty artists of world renown to visualize the aspiration for human greatness. An exhibition about the urge, the dream, the conflict and the struggle that are linked to this aspiration. The works of art show' Grandeur on a human scale'."
During the exhibition, large art works will be installed throughout the park. This means the larp will be seen as a work of live public art by the thousands of viewers who will visit the park during the summer. Normally we do not have outside viewers watching us play, but here it is our goal to integrate this element into the event in such a way that does not interrupt game flow.
The visitors are not to be communicated with, they are part of the game. The park visitors are to be considered by the players as wandering spirits that are simultaneously feared and respected, as well as being impossible to communicate with. It may be possible to post guards at the encampment to keep them away from the home site. How to deal with the ghosts will be uniqe to each player.
The art viewer will experience the game like bird watching. If they encouter individual players or a group, they will be interested, but will remain outside observers without detailed knowledge of the players goals and intentions.
Game Summary ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Issue 1: Game time
For the most immersive game possible, we are asking players to arrive on the Thursday of the game weekend at 20:00 for a workshop/question and answer session (alcohol included), wake up in character on Friday morning, and wakeup Sunday out of character. Given the fact that people have jobs and this is short notice, this may be hard for some. We would like first see which players can actually do this, and accommodate the others the best we can (who knows, some characters may have longer journeys to the holy park than others, and may have to duel for prime sleeping quarters). We would love if you could confirm your early presence at the game on Thursday, as well as contact us if it is a problem. Then we will go from there. It is our feeling that the immersion into the game world is best accomplished with the overnight transition period into character.
Issue 2: World Background
The Sonsbeek Park is the most holy place for all the nations and chiefdoms on the continent. It has been worshipped as the origin of life. Since the beginning of time all nations have sent their best to Sonsbeek with the hope that the Immortals would favor their nation for the generation to come. This is done through various rituals and trials given to the bands by the Forest Guardians. These guardians are the Immortals’ representatives on this plane of existence and their orders comes directly from them. Each band will represent their people. The nations are very different and their use of technology and clothing is very different. From tech dark elf samurai to half demon tribal shamans and cloned Berzerkers. This is a world where all is possible but one thing is sure: The Immortals must be respected and the future of the nations are in the hands of the bands.
Concerning technology
The world of Sonsbeek is a strange and fantastic one. It is scattered with technology. Technology is not invented but is rather given to the people and nations by the Immortals. Why the Immortals give some kind of tech and not other is quite unclear. One thing is sure: it is unwise to question the Immortals' motives. Be thankful for the things they provide, and avoid complaints about the things they don't.
Concerning Race
Only one sentient race exist in the world of Sonsbeek. Normally the look is humanoid with simple physical variations, but physical appearance can sometimes vary greatly. Occasionally the deeds and personality of the individual or group is so pure and strong the appearance is changed by the Immortals. This change evolves over many years.
Issue 3: Bands
Signup as a entire band is NOT mandatory. The game will run with 6 bands of 5 players each. There are 5 character types in each band that have important functions. It is our intention to accommodate groups of friends to play together by allowing group band signups, but also allow solo players to signup as well. We will attempt to arrange bands for solo players, taking their class and band member suggestions into account. We will discuss this via email with each player before the game. And for those hardcore lone wolves and rebels who’s entire band was lost during the journey to the holy park, we can accommodate a few players who insist on no band affiliation whatsoever.
Issue 4: Costumes/Characters
This is a multi-genre game in terms of character visual style. The period limits are early medieval to napoleon, with added retro-sci fi and fantasy elements. Obviously your choice of costume and character class will determine much about your ritual styles. We suggest masks or face covering for costumes during the day to assist immersion and if necessary protect identity. Band visual similarity is interesting, but not mandatory. We are very willing to answer any and all specific questions on the forum or by email.
Issue 5: Encampment and Facilities
We are excited to say that our 12 meter high encampment tower has been approved and construction will begin next week. There will be private toilet facilities on the edge of the encampment. We have private sleeping space for 30 players in small units inspired by Japanese capsule hotels. Please bring a white sheet, sleeping bag, and pillow if necessary. There will 2 large hot meals in the evenings (roast pig procession for the meat eaters), and open self service food access during the day (healthy sandwiches, soups, etc.) Alcohol is FREE of charge each night, but if you have a special preference, 2000 year old whiskey for example, please bring it. I have essentially bought a entire store of cool retro 60's dishes, utensils, and drinking glasses, but feel free to bring anything you feel may enhance your character.
Issue 6: Language
The games are multi-lingual, with English being used as a "trade language" used by players from different worlds to communicate.
Issue 7: Rituals and Duels
Rituals are very important and will be common during the game, and the execution of these will show how well the tribes stand with the Immortals. Fighting is a highly ritualized and symbolic matter where the rules are set by the Immortals and are only broken by the vilest of creatures.
Issue 8: Weapons
There will not be ranged weapons, nor futuristic weapons, but edged and blunt melee weapons and combat will be common. In most cases combat will be ritualistic or symbolic.
Issue 9: Visual Style
SonsbeekLive will be a fusion between retro 70's sci-fi and classic fantasy.
Characters and Costume ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Below are the various classes. But first something general:
A band consists of 3-5 members. They come from the same general area. They are sent by their elders to represent their nation at the holy place of Sonsbeek. They must not fail. All are heroes in their own right. Not that all members are heroes in the classical sense. This is all up to the players. The members have been chosen because of their superior skill, wit and resolve.
They will make sure that their nation is the one favoured most by the spirits of the world after the weekend is over. Each character class is described in general and the task the class needs to take care of is explained. There tasks that focuses on the band members, and tasks that deals with activities with outsiders. The class can be interpreted in many different ways. We have included some examples on how to play the same class but see the world in completely different ways. You could invent you own take on the various classes. That is all up to you.
ALL IMAGES BELOW ARE FOR PERSONALITY INSPIRATION, THEY ARE NOT CLEAR EXAMPLES OF THE VISUAL STYLE OF THE GAME. It is our goal to allow the players alot of freedom in their choice of fantasy costume (other periods and styles will be considered) and we will be adding some sci fi and ritual elements. more info on this to come...
Class 1: Ritual Master/Shaman-----------------------
The Ritual Master is the Band’s ritual master. Understanding the language of the immortals and interpreting their signs, as well as functioning as a channel for their communication is an important role in performing rituals properly.
Tasks in band
He is a person trained to be attuned to the gods will and ways. He is not a holy person but more seen like a kind of interpreter of the spirits will. He cannot influence the Gods only see their way. He is not seen as a bad person that spies on the gods but more like a caring person who is interested in their will and ways.
His primary task is to design and execute rituals to make the spirits favor the band. This can be done in many ways. This will be explained in a separate document.
He also works as a personal guide for the band members. He takes confessions and helps the other members to ascend to a next manifestation of being.
The style of ritual master will have strong influence on the style of the rituals themselves.
The ritual master is illiterate. This means he needs the guidance from the Archivist concerning scripture and symbols.
Possible Class variations
Spiritual hacker
This subclass bases the interaction between the ritual master and the spirits of the world on technology. He picks up the gods will through machines or the way the sculptures interact with technology he or other band members bring.
Shaman
The Shaman bases his interaction on the way he sees nature as a whole. He believes even the smallest thing has a spirit and it needs to be respected. His holistic view makes him see all places as holy and therefore all people and spirits are important because the one cannot function without the other.
Fundamentalist (Holy Roller or Flagellant)
the subclass of the fundamentalist bases his whole belief system on dogma. The way of the world must be understood through the writings and lives of the prophets. There is seldom more than one way to understand or interpret the will of a spirit and this way is the true path to enlightenment. This righteous path must be followed at all cost and all who step off it are doomed.
New age guru
The New Age Guru knows the way to hear the will of the gods is through well trained techniques. This could be through the sound of crystals, channeling of a spirit or continuous chanting. He knows meditation is important to see the world more clearly. If you are at peace with yourself in body and mind you can see the will of the spirits very clearly.
 
Class 2: Archivist-------------------------
The Archivist's job is to make sure the Band's deeds are recorded via moving images and writing, as well as deciphering the archives of the past to gather precious information concerning the whims of the immortals.
He is the only one in the band who can read and write. He probably knows many written languages; diplomatic, ritual glyphs or otherwise.
Tasks in band
The task of the Archivist is twofold. Firstly he must document the bands achievements. This is done in several ways and on various mediums. The duels must be written down. All important actions of the band must be documented. This could be in writing, photos or video.
Secondly the Archivist must be able to present the deeds of the band to others in an entertaining way. A normal way for the archivist is to make storytelling sessions to the band or other bands. They could tell stories and/or show pictures. The more entertaining the presentation is the better.
They are expected to communicate with other Archivist through chalk writing. Calk writing is the process writing symbols on the paths and trees with chalk. This serves as communication and documentation on the routes taken by the band on their quests.
Possible Class variations
Scavenger/rouge trader
This subtype is often a person of great resolve. They have worked in the worst conditions and somehow seem to always come out on top. They collect all items they think is worth anything to the band. They seldom care about other than their closest friends.
Archeologist /scholar
This subtype is focused on finding out more about how the world works. He documents all he meets for the purpose of research. He collects samples of anything interesting and loves to discuss the way of the world with others.
Bard
This subtype specializes in storytelling. He is a colorful person trying his best to make his band the most famous and well known. He always has a story or a song ready and loves to perform for the band or strangers.
Acolyte
This subtype has specialized in being the assistant to the Ritual Master. A type of sorcerer's apprentice, he helps the Ritual Master in reading and writing holy text and symbols and preparing rituals. He is still documenting the bands deeds but has a strong focus on the ritualistic side of the band. He hopes in the future to be a Ritual Master.

Class 3: Herald------------------------
The banner that he carries is the focal point of the Band. His job is to carry out the leader’s orders and function as the Band's rally-point and motivator, as well as navigate complex signs to guide the Band correctly through the environment.
Tasks in band
The Heralds most important job is to make sure the orders to the band is carried out. When the Bureaucrat or Duel Master gives an order it is the Heralds task to carry out the order. And he will make sure it is carried out in every detail
His other function is to make sure all members of the band has their equipment in to and working order. He will inspect and help the other band members to improve and update their gear.
He also carries the banner, which represent the band’s nation. His job is to fly the colours high and make sure all see the banner and shows respect.
He works as a pathfinder for the band. He will try to keep track of the bands movements and where the camp is located.
Possible Class variations
Drill sergeant
This subclass sees his most important task is to make sure the orders given to the band is completed fast and in the best possible way. He sees himself as a vessel for the others to use to their best abilities. He tries to keep the other in the band ready for action. He runs through their gear and helps them to keep it up to date. He tries to be the helpful big brother who takes care of his younger siblings.
Quartermaster
This subclass is the expert on equipment and gear. He knows how to build and repair almost all things and can always improvise a solution for any task. His focus is gear and the bands ability to be successful. A lack of gear should not be a possibility with a Quartermaster in the band.
Veteran
This subclass is probably the most experienced of all. He is the veteran of countless journeys and this is probably not the first band he has been in. The only reason he is not the leader of a band is he has no need for leadership, and has probably said no several times to the promotion. His experience is highly valued by any leader and should be greatly used.
Navigator
Path finding is something this subclass finds very important for the bands survival. Direction and terrain is major elements in most of the Navigators decisions. How can he better the bands physical position to give them a bigger advantage? Is there a clear line of sight? These are the questions the Navigator asks himself over and over.
Kings Advisor
Clear enough. Bureacratic close advisor to the leader.

Class 4: Duel Master--------------------
The Duel Master strategizes and organizes the dueling rituals. He decides who and how many should fight, what equipment and skills should be used, as well as negotiating duel challenges and their terms.
Tasks in band
His most important task is to call duels. He is the sole responsible to decide when and how to fight a duel within the band. If he feels it is necessary for two band members to solve any dispute in a duel it is to be respected. The duel master also decides which weapons will be used and where the fight will take place.
If another band is involved, then the two duel Masters should agree upon the terms of the duel. If they cannot agree upon the terms, then they shift in calling the terms of the duel. The terms are:
Who should fight.
How many hits is the target number.
Where and when.
He is also the one training the others in technique, style and panache of fighting, all equally important in the duels. Training should be done in areas of the forest that inspire the training and gives grace and poise to the band. It is the duty of all Duel Masters to train their band members in at least two different fighting styles. The styles could be named after an animal that has the same traits as the fighting style. Or it could be based on the primal instincts of man, such as fear, intimidation, pleasure and so forth. This is all up to the Duel Master.
Possible Class variations
Fighter Monk
The Fighter Monk subclass looks deep inside himself for strength. Meditation and focus are some of the tools used by this subclass to better themselves and their students in the art of fighting. He sees fighting as a part of nature and only through inner peace and understanding is it possible to win a duel, and more important to be able to win over his own shortcomings.
Bushido Sensei
This subclass lives by a very specific set of rules that hones his fighter. He knows the world around him has a great impact on his ability to fight and the location of the fight could spell doom or win. He has a holistic view of the world and himself. If the surroundings and his band members at not in harmony, then he is not either.
Wardancer
This subclass bases his world on movement. All things have to be done in a controlled gracious way. But how this way is performed, is all up to the Wardancer. It could be in a tai chi style or via brute force.

Class 5: Band Leader-----------------------
A judge and decision maker, the Band's leader takes responsibility for the actions of the group, and is the Band's representative, but knows his time as leader is possibly short lived. If he is unwise or unfair, he will be punished.
Tasks in band
The prime task for the Band Leader is to make sure all his band members is fit and ready to do their tasks. He will make sure all rules are followed and it is also him who makes all major decisions, which is not concerned with dueling and rituals.
He is also expected to make sure all trials set by the gods and forest guardians are completed to the bands best abilities. He also plans the common tasks with the other bands.
It is not uncommon for the authority of the Band Leader to be challenged by the other band members if he does his job poorly. If he loose his position, he is expected to take on the responsibilities that before fell on the new leader.
Possible Class variations
Warrior
The warrior rules through resolve and power. His modus operandi is action and movement. He believes that through action comes change and change is good. His personal ambition drives him to make the band members better so his goals can be met and exceeded.
Wise Samurai or Warrior Monk
The wise samurai often is the evolution of the Ritual Master subclass Bushido Sensei. He now sees the world and his band as one and he knows the way of his band is closely interwoven with the direction of the world in general. He listens to all opinions before making his own, but when it is made; his honour forbids him to change it again. honour is the single most important thing in the way of the Wise Samurai.
Diplomat
The diplomat knows that the only way to uphold the order of the world is to make sure all is content. And this means all must give a little of what they hold dear to be able to hold on to the rest. Communication is the only way to peace and understanding. Without communication and peaceful interaction there cannot be a world. All things can be fixed, as long as we talk about it
Forest Gaurdians---------------------
These important but mysterious figures are guardians of the sacred forrest of Sonsbeek, they have called the two tribes to the park. They tend to the encampments and ensure the gods and spirits of the forest are content.
NPC's.
 
Game Play Style: Rituals, Duels, and Conclaves ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
SonsbeekLive is organized around the Nordic game play style of PLAYER GENERATED CONFLICT. There are little to no external forces influencing the players actions. No monsters, no secret plots. For this reason it is important for the players to creatively organize character interaction amongst your own bands, as well as other bands. Some basic plans for creative conflict, and what you band plans to do in the park, are necessary. The three main game play concepts of SonsbeekLive are the RITUAL, the DUEL, and the CONCLAVE.
Rituals-----------------
The rituals around the sculptures that embody the immortals are a important part of the event, both in function and in visual impression. Improvised or choreographed by the ritual master, the rituals reflect the place you are at, your band background, and what you are trying to achieve. Rituals can last minutes or hours. We would like to see the players invest time and endurance in these rituals, and take them seriously. We suggest taking the time as a band to plan to find some kind of ritual inspirations. The movements can be very simple and subtle, or very complex. Slow or fast. You can use any props or technology you have available. Sound can be made with props, or the ritual could be solemn and quiet. It could be the Ritual Master starts the ritual by doing specific movements and then all other fall in. The rituals can be a simple series of repetitive motions for a long period of time, or a complex series of motions that evolve. Some rituals may need to be prepared by several Ritual Masters. In this case you should take a meeting and discuss what is needed for the ritual and maybe even practice it. Bands are welcome to ally to perform rituals, or duel for space at sculptures they want to access. This does not mean that these kinds of rituals cannot be used as inspiration, but we would prefer not to see worshipping cliches like:
• Native american chant circles.
• Worshipping on your knees
• Classic Christian praying
• New age meditation circles
Duels----------------------
Duels are another big part of the Sonsbeeklive. The duels are used as a measuring tool. It is a way to resolve disputes and quarrels between individuals and bands. A duel is set between 2 or more people. It could be complete bands that fight against another band. How the duels are fought is resolved by the duel master or if two bands are involved both duel masters. The combatants fight until the set goal of hits has been reached. The looser accepts defeat and congratulates the winner with honor.
Rules of the duel
A duel is called simply by shouting duel and drawing your weapon and pointing it at the person you wish to duel. The Duel Master then sets the rules for the specific duel. This is a very important task that has to be taken very serious. How the duel is fought has to reflect several things. Firstly it has to be measured up against what that the duel is being fought over. If it is a minor dispute, like who shall sit in the good chair, then the Ritual Master would probably make the two persons involved fight until one got hit by the other. But in a case of which band has the right to do rituals at a specific sculpture then the whole band would participate and the rules on how to win would be more complicated.
The variables of a ritual are as follows:
• Number of fighters. Should it be one or the whole band? Should the fight be two against one?
• Timing. Should the duel be held right away or at a later time?
• Position. Should the fighters start close to each other or far away? If there is more than one fighter on one side should they be close to each other or far from each other? Should it be held at the spot where the duel is called or should it be moved to a place in the forest which reflects the duel better?
• Hits. How many hits does it take to win? Is it how many hits the fighter strikes that determine the win or it is the fighter with the best style? Do all the fighters have the same number of hit points?
All these factors have to be taken into account by the Duel Master. In less important duels this should be resolved quite quickly so the duel can be fought and the winner enjoys what it is they fought about. In more complicated cases diplomacy is needed and probably a longer meeting between the Duel Masters. If two Duel Masters cannot agree on the terms then they need to call counsel with the remaining Duel Masters. Then all Duel Masters will vote on the two proposals presented by the fighting bands. The proposal with the most votes is the one fought. There will hopefully be a lot of duels at Sonsbeeklive. Almost any dispute can be solved by calling duel. Who should eat first? Which way to go? Who should perform their ritual first? And it is normal for Bands to call duels amongst themselves. This does not make you enemies. This is a more normal way to solve disputes than discussing them for hours. Discussions is often halted in the middle by somebody calling duel.
Conclaves----------
The conclave is the central meeting point for public dialogue between bands, and amongst the bands themselves. These should take place at the top of the tower, or like Rituals and Duels, special conclaves can take place under the watchful eye of the Immortal’s around the sculptures in the park. These meetings are important sessions designed for the telling of stories, creation or resolution of conflict, and band interaction. It can be festive or serious. Tales can be told, or bureacratic decisions made. Conclaves should be self organized by the players, and special care taken to organize them ahead of time with the parties involved.
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