nexus-6...2.practical information dates the 2017 english language run of nexus-6 will take place on...
TRANSCRIPT
NEXUS-6
PLAYER DOCUMENT
ENGLISH LANGUAGE RUN
11-13 AUGUST 2017
Version 5
CONTENT
1. APPROACH & EXPERIENCE
2. PRACTICAL INFORMATION
3. BACKGROUND
4. THE BLOC ARMED FORCES
5. RULES
NEXUS-6 - Paranoia & Comradeship in a Hopeless, Totalitarian War - 2/32
1. APPROACH & EXPERIENCE
NEXUS-6 is a simple larp about paranoia and comradeship in a hopeless,
totalitarian war.
Influences range from the WWII and its totalitarian states to the works of
Philip K. Dick, with their reality-bending Replicant theme (later used in
Battlestar Galactica). In a nutshell, it’s “Blade Runner” meets “Stalingrad”.
In terms of atmosphere, we’re aiming for bleak, grim and gritty, not heroic or
humorous.
NEXUS-6 is very much in the Nordic larp tradition,
stealing ideas from “Monitor Celestra”, “Life Is Cheap”,
“Robota”, “Last Will” and many others. The approach is
narrativist (sometimes called “play to lose”), placing
emphasis on collaborative story creation rather than
competition or coherence. This is neither a military
simulation nor a shooting contest, and there is no plot
to solve.
The larp has some transparency: you can read all
character sheets before the larp, character development
is collaborative and there are some written monologues
during the larp.
The target experience for NEXUS-6 is hardcore-ish: limited food and sleep, no
running water or electricity, pressure from the racist/paranoïd/repressive
totalitarian setting, etc. Basic physical fitness is required, even if this
larp is, by no means, a sports challenge.
Participants will spend most of the larp amongst themselves, inside their
OUTPOST (shouting at each other, shooting at the enemy), with occasional
“missions” outside (such as re-checking the NUCLEAR SILOS or bringing a
report to HQ). This places quite a bit of responsibility on players to
pro-actively carry the larp and its themes.
No previous experience is required: larp- and airsoft-beginners are totally
welcome.
NEXUS-6 - Paranoia & Comradeship in a Hopeless, Totalitarian War - 3/32
2. PRACTICAL INFORMATION
DATES
The 2017 English language run of NEXUS-6 will take place on 11-13 August.
A French language run will take place on 28-30 July.
SIGN-UP
Each run will have 24 player slots in total. A link to the sign-up form will be
posted on http://experiencejdr.free.fr on March 1st 2017.
If too many people sign up for a given run, a lottery will
determine who participates (you may sign up for both
runs but will not get two spots). The objective of having
balanced sex- and nationality-ratios may influence the
lottery.
You will know whether you got a spot or not by April 1st
2017. If you did, you get assigned a character at that
point, and have until April 15th 2017 to pay the 100 €
participation fee via bank-transfer.
Before you pay, if you don’t like the character, you can
drop out of the larp (the character then goes to the next
person in the lottery) or swap characters with another participant (if both
agree, obviously).
Since player cancellations and replacements are a big problem for this kind of
larp, participation fees will not be refunded in case of player cancellation.
NEXUS-6 is not a big-budget high-production larp. Expect simple things,
in-line with post-apocalyptic gritty aesthetics. Money is mostly spent on the
location, food and airsoft gear.
LOCATION
The larp will take place in Courdimanche, near Paris (France). The site is
called Mirapolis and used to be France’s largest amusement park (all rides
have today disappeared). Local participants will help those coming from
farther away to reach the site from Paris via public transport or car (and back
again after the larp).
NEXUS-6 - Paranoia & Comradeship in a Hopeless, Totalitarian War - 4/32
Site address: Avenue des Navigateurs 95800 Courdimanche
There is no running water or electricity on-site. Toilets will be a tent with a
bucket of sawdust.
LANGUAGE & LARP CULTURES
The only language used during the workshops and larp will be English. This is
not their first language for most participants, so please be clear and explicit
when expressing yourself. Also keep in mind that participants will come from
different national larping cultures, so please be extra open-minded.
TIMING
DON’T BE LATE. Seriously, DON’T BE LATE. And once more: DON’T BE LATE. All workshops are mandatory (you may opt-out but must remain present).
Friday:
- 4 PM at the latest: participants arrive on-site. - Participants are welcome to arrive earlier to help with setting up.
- 4 PM until 5 PM: participants change into their costumes, sew various
patches onto them (see below) and receive gear specific to their
character.
- 5 PM until 7 PM: workshops.
- 7 PM until 8 PM: military rations workshop (aka “dinner”).
- 8 PM until 10 PM: workshops resume.
- To increase immersion, participants sleep on location in their larp
costume and sleeping gear.
Saturday:
- 8 AM until 8.45 AM: another military rations workshop (aka “breakfast”).
- 8.45 AM until 10.45 AM: last workshops.
- 11 AM sharp: the larp starts. It will last 24h non-stop.
Sunday:
- 11 AM: the larp ends (exact time depends on character).
- 11 AM until 12 noon: post-larp workshops.
- 12 noon until 1 PM: players and organizers clean out the location
together.
- From 1 PM: we all have lunch together, then those who need to drive take
a nap.
NEXUS-6 - Paranoia & Comradeship in a Hopeless, Totalitarian War - 5/32
- 4 PM at the latest: everyone leaves the site.
- 8 PM: optional meetup in central Paris for dinner and drinks.
FOOD AND DRINK
Organizers will provide military rations.
Participants with special diets are welcome but
will have to bring their own food and eat it
off-game. Participants will also have to monitor
their own allergies.
Lack of food will be a dramatic tool and
characters will steal each other’s food, but extra
rations will be available in the decontamination rooms (see below) if
necessary, and participants may also keep snacks there if they wish (just don’t
bring these into play).
Organizers will also provide water. As dehydration is dangerous, water will
NOT be part of gameplay: you may not keep someone from drinking (in fact,
please remind people to drink regularly). Also please note that this larp is
100% alcohol-free (with the exception of a few beers after the larp).
As we’ll basically be larping outdoors, smoking is permitted, unless it makes
those around you uncomfortable (if unsure, ask).
Sandwiches will be provided by the organizers for the after-larp lunch on
Sunday, but feel free to bring something to contribute if you like (do keep in
mind we won’t have a fridge).
WHAT YOU NEED TO DO BEFORE THE LARP
First, learn to sing the BLOC’S GLORIOUS ANTHEM!
Bad singing is OK, but everyone sings.
Next, flesh out your character before July 31st.
Your character sheet contains some basic
information, but it’s up to you to make this
character into a real human being with a past,
loved-ones, habits, etc. The more you develop
your character, the more other players and organizers can create drama for
you. Discuss relationships (positive and negative) between characters with
the other players. Strong relationships usually make for a stronger larp. If
NEXUS-6 - Paranoia & Comradeship in a Hopeless, Totalitarian War - 6/32
you feel the need to contradict something in the sheet, check with the
organizers first.
Character sheets and character development will be in a single shared
GoogleDoc. Please make sure all important decisions you make about your
character are recorded in that GoogleDoc, so that all organizers and players
can read them.
Think about what your character does when they’re not
fighting. Do they read PROPAGANDA books, clean their
REGULATION WEAPON, cry in a corner, draw, play cards,
trade rad-pills for food, tell stories, do something
related to their special function or RANK? These small
things will make the OUTPOST come alive during the
larp.
Finally, write a letter to at least one character in each
of the two OUTPOSTS (see below). These letters can be from
one of their loved ones or from someone else (the PARTY
?). Get in touch with the characters’ player to get any
information you need. Coordinate with other players to make sure all
characters get at least two letters. When you arrive at the larp, pin the
letters to the OUTPOSTS’ POSTAL BOARDS (see below) and clearly label to whom
they are addressed.
Oh, one last thing: start learning the different characters’ NUMBERS,
especially your own. Otherwise we’ll have to workshop this to death the night
before the larp ^^
WHAT YOU NEED TO BRING
Metal spoon + metal canteen.
Something to sleep on (bed/mat) + something to sleep in (sleeping bag/blanket).
Pen.
Trinkets your character wears, keeps in his pockets or next to his pad.
Personal belongings specified in your character sheet.
Photograph of someone/something important to your character.
One or more books considered subversive by the BLOC, to be burned during the
larp (literature, schoolbook, science, spiritual…).
Phone + backup battery.
Sewing kit.
Flashlight.
Sling for your gun (a 1m piece of string will do) (holster for COMMISSARS).
NEXUS-6 - Paranoia & Comradeship in a Hopeless, Totalitarian War - 7/32
Cheap wristwatch (in case it gets hit by a BB).
Tick repellent.
Any real-life medication you might need (kept in decontamination room).
Makeup to look dirty/sick/exhausted/hurt.
Compass to navigate the site (optional).
GoPro camera with charged batteries (optional).
Your own airsoft grade protection glasses (optional).
You also need to bring a costume that you don’t mind
getting full of fake blood:
- Green military helmet (WWII-style peak-cap for
COMMISSARS)
- Green military jacket
- Green military pants
- Green military bag or satchel
- Black military boots (or similar) with good
ankle-support
- Black gloves
- Green knee and elbow-pads (optional)
Mismatched uniforms are OK for characters who have
been fighting for a while. Some of these characters
might even be wearing black pants for example, scavenged from a dead
Federation soldier. Just please avoid camouflage patterns.
Please keep any knives in the decontamination rooms (see below).
WHAT WILL BE PROVIDED
Rations, water (including Friday night and Sunday lunch).
Airsoft guns (without a sling), ammo (biodegradable BBs), protection glasses,
lower face-mask.
Badges (with lanyards), patches, medals.
PRS, MEDKITS, rad-pills, MORPHISONE shots (see below).
Some organizer phones/speakers will be placed in the OUTPOSTS for ambient
sound. Please leave them alone.
NEXUS-6 - Paranoia & Comradeship in a Hopeless, Totalitarian War - 8/32
PHOTOS & VIDEOS
Photos and videos taken during the larp will be
sent out to participants. Any distribution
outside this circle (Facebook…) is subject to
approval by people recognizable in the footage.
IMPORTANT PHONE NUMBERS
Main organizer (JC): +33 7 60 77 97 22 Emergencies: 112
NEXUS-6 - Paranoia & Comradeship in a Hopeless, Totalitarian War - 9/32
3. BACKGROUND
RETRO-FUTURE
A world just a little bit different from our own
during WWII. Armies have nuclear weapons. Robots
are used for heavy/dangerous work like
construction and, well, war.
The initially crude NEXUS-1 robotic soldiers
have gradually been refined into today’s heavily
armored NEXUS-5 MECHANIZED INFANTRY UNIT.
Visually, think Robocop: humanoïd but clearly a machine.
THE BLOC
The BLOC is a huge totalitarian state, controlled by the PARTY’s
COMMISSARS and led by the SUPREME LEADER. Everyone is
indoctrinated from a young age - singing the BLOC’S GLORIOUS
ANTHEM daily and reading the OmniBLOC newspaper is mandatory.
Public burning of seditious books is frequent.
PROPAGANDA is omnipresent, and so (apparently) are the ENEMIES OF THE PEOPLE.
Instead of being executed, thousands of them are sent to REHABILITATION CAMPS
(such as An-Khour) by the PARTY’S SECURITY ORGANS, never to be heard of again.
All BLOC citizens are expected to constantly and actively search for ENEMIES
OF THE PEOPLE, no matter who they are, and report them to their COMMISSAR (who
may sometimes reward them for it). Those who do not are reported themselves.
THE RELIGION
“Religion is slavery.” [The SUPREME LEADER]
The only cult allowed is that of the SUPREME LEADER. However, despite
the PARTY’s efforts, some citizens develop spiritual inclinations and
secretly practise what is known as The Religion. Its adepts draw
crosses as a signal to each other.
They share a faith in a superior being (God) who has created humanity, whose
Angels watch over each person and who welcomes those who deserve it into
Heaven. The faithful search for remnants of ancient worship to confirm and
strengthen their abstract beliefs. What little holy texts they have found, they
NEXUS-6 - Paranoia & Comradeship in a Hopeless, Totalitarian War - 10/32
study daily, searching for a path to Heaven. Prayer (talking to God),
candle-burning and making an oblique cross gesture accompany lonely and
important moments alike.
Practicing The Religion is a PUNISHABLE OFFENSE that must be reported to a
COMMISSAR immediately.
THE AUXILIARY DISTRICTS (ADs)
The BLOC is divided into CENTRAL DISTRICTS and miserable AUXILIARY
DISTRICTS. Citizens from the AUXILIARY DISTRICTS are called “ADs” or
“Scrapers”. Although they are not officially discriminated against,
they are effectively second-rate citizens and official PROPAGANDA
often mentions their past crimes against the BLOC. ADs must wear a distinctive
patch at all times.
In the ARMED FORCES, ADs are usually more readily exposed to danger, required
to stand in the back line when a UNIT is assembled, sleep in separate quarters
and receive their share last in food or rad-pill distributions.
ADs have tattoos and different cultural mores:
- Thank fortune when it smiles on you. When
something is obtained thanks to good fortune, ADs
give some of it back to express gratitude. For
example, if they find a bag of rice, they will throw
a handful in the nearby bushes.
- Respect your elders. The young are expected to obey
older ADs and do what they can to assist them (for
example, by giving them the more comfortable seat
or bed).
- An eye for an eye. Letting an insult or attack go
unpunished is dishonorable. Once revenge is
obtained, the matter is settled.
- Fear the ghosts. ADs believe the spirits of the dead sometimes return at
night to torment the living.
AD players may collaboratively make up additional cultural specificities
before the larp.
Failure by an AD to wear an AD badge is a PUNISHABLE OFFENSE that must be
reported to a COMMISSAR immediately.
NEXUS-6 - Paranoia & Comradeship in a Hopeless, Totalitarian War - 11/32
THE SUPREME LEADER
“The SUPREME LEADER is the BLOC.” [PARTY Doctrine]
Here’s an extract from the BLOC’s Official History:
“In the name so-called freedom, the traitors of the Old
Regime had led our great NATION to the brink of
disaster. To save our NATION from itself and from the
enemies about to invade it, one person rose above the
others to unite us and show us the way. After having,
with infinite kindness, forgiven the AUXILIARY
DISTRICTS for their support of the Old Regime, our
SUPREME LEADER returned our NATION to its past glory.
That is how our SUPREME LEADER saved us, building for
future generations a BLOC that is eternal, united and
pure.”
Any criticism of the SUPREME LEADER or the PARTY is a PUNISHABLE OFFENSE and
must be reported to a COMMISSAR.
THE FEDERATION
“Life forgives no weakness.” [The SUPREME LEADER]
The BLOC has been at war for three years now with another world
power: the Federation.
At the beginning of the war, both armies used MECHANIZED INFANTRY
(robots) to fight alongside their soldiers. However, soon after, the Federation
managed to seize control of most of the BLOC’s robots, including the BLOC’s own
MECHANIZED INFANTRY. This disaster, unofficially called the “Federation
Hack”, has resulted in thousands of BLOC soldiers getting slaughtered battle
after battle. Since then, the Federation has steadily increased its
technological advantage (even including some bullet-proof vests).
Although official PROPAGANDA denies it, the BLOC
is very clearly losing the war, with fighting now
increasingly taking place inside the BLOC’s own
cities. The BLOC’s soldiers are proud to be
holding on but they are exhausted and the
Federation has stopped taking prisoners a long
time ago.
NEXUS-6 - Paranoia & Comradeship in a Hopeless, Totalitarian War - 12/32
Federation soldiers (“Feds”) and MECHANIZED INFANTRY wear black uniforms.
They use powerful whistles to coordinate their attacks and intimidate the
enemy.
Any contact with the Federation (such as exchanging light signals) is a
PUNISHABLE OFFENSE and must be reported to a COMMISSAR.
LANGUAGE
There is only one language on this planet: English.
The PARTY regularly bans certain seditious words. The most recent one is
“relative”. Using banned words is a PUNISHABLE OFFENSE and must be reported
to a COMMISSAR.
GENDER & SEXUAL ORIENTATION
Gender and sexual orientation are not important in the BLOC: everyone fights.
THE CHARACTERS
The characters are soldiers in the BLOC ARMED FORCES.
They belong to various UNITS located in QUADRANT
SOUTH-EAST. Each UNIT is stationed in an OUTPOST that
each protects two critical NUCLEAR SILOS from the
advancing Federation army.
Soon after the start of the larp, each character will be
stationed either in OUTPOST ALPHA-14 or OUTPOST
ALPHA-19. These OUTPOSTS are isolated from HQ and from
each other. They are both practically surrounded by
enemy troops, so characters don’t venture outside their
strict perimeter without a very good reason. Now, with
reinforcements and supplies slim to non-existent, their situation is grim,
and tensions between comrades in arms are starting to boil over.
NEXUS-6 - Paranoia & Comradeship in a Hopeless, Totalitarian War - 13/32
4. THE BLOC ARMED FORCES
YES/NO, NUMBERS & POSITION
You say “Affirmative/Negative” (not “Yes/No”).
You say “ALPHA ONE NINE” (not “ALPHA NINETEEN”).
You say “Enemy at 3 o’clock” (not “enemy on the right”).
REGULATION UNIFORM & EQUIPMENT
In all circumstances, a member of the BLOC ARMED FORCES must wear a
REGULATION UNIFORM (including REGULATION HELMET - WWII style peak-cap for
COMMISSARS) and carry a REGULATION WEAPON. Their proper condition must be
inspected regularly by the UNIT’s CORPORALS.
Insignia must be located as follows on the
UNIFORM:
- BLOC patch: left shoulder
- RANK patch: right shoulder
- Medals: left breast
- AD/OPERATOR/MEDIC/PROPAGANDA patch:
right breast
- Badge with RANK & NUMBER: around neck
Failure to wear the correct UNIFORM (for example: not wearing a REGULATION
JACKET) is a PUNISHABLE OFFENSE and must be reported to a COMMISSAR.
RANKS & NUMBERS
A member of the BLOC ARMED FORCES is identified by his RANK and NUMBER, never
by name.
The NUMBER consists of: [“AD” ou “CD”] - [one letter] - [three digits]
RANKS go as follows: SUP. LEAD. > GENERAL > COLONEL > LIEUTENANT > SERGEANT > CORPORAL > SOLDIER
SERGEANT CORPORAL MEDIC OPERATOR
NEXUS-6 - Paranoia & Comradeship in a Hopeless, Totalitarian War - 14/32
A full UNIT of 20 people includes:
- A SERGEANT: Takes all important military decisions for their UNIT,
leaving the practical implementation to the CORPORAL.
- Two CORPORALS: Advises their SERGEANT and “makes the SERGEANT’s
decisions happen”. They also have responsibility over discipline and
over their UNIT’s stock of REGULATION RATIONS.
- A MEDIC: Patches up the UNIT’s wounded. They have responsibility over
the stock of RCMs, MEDKITS and MORPHISONE (see below).
- An OPERATOR: Handles the UNIT’s PRS (see below) and keeps NUCLEAR SILOS
activated.
In theory, OPERATORS and MEDICS have the same RANK/status as regular
soldiers. In practice, they are often protected by their superiors.
Failure to obey orders or to protect the life of a superior is a PUNISHABLE
OFFENSE and must be reported to a COMMISSAR.
INTERACTION WITH SUPERIORS
Stand at attention when a superior is talking to
you until they say “Dismissed”: stand straight,
feet together, arms along sides and head up.
When a CORPORAL yells “Assemble UNIT!”, all
soldiers form two lines in the OUTPOST’s radio
room (see below) and stand at attention (one guard
stays at each guard post). CORPORALS stand in the
front right corner. The SERGEANT faces the lines. The COMMISSAR stands
wherever they like.
Any interaction with a superior starts and ends with a salute: stand at
attention and strike your left breast with your right fist.
When speaking to a superior, always finish your sentences with their RANK
(“Affirmative, COMMISSAR!” or “Awaiting orders, CORPORAL!”).
When presenting yourself to a superior for the first time, stand at attention
and tell them your RANK and NUMBER, ending with “Awaiting orders!” and then
their RANK.
NEXUS-6 - Paranoia & Comradeship in a Hopeless, Totalitarian War - 15/32
Off-game, while all participants share a responsibility for creating
military/totalitarian/interpersonal pressure, this is especially true of
those playing officers.
IDEOLOGICAL PURITY
“Without purity, there can be no victory.” [The SUPREME LEADER]
The BLOC ARMED FORCES war-cry is “For the BLOC!”.
The ARMED FORCES are under PARTY control. Each
UNIT has an assigned COMMISSAR who embodies the
SUPREME LEADER’S will and makes sure orders
from HQ are fully applied.
COMMISSARS also supervise the singing of the
BLOC’S GLORIOUS ANTHEM. When the ANTHEM is
heard on the PRS, the UNIT has until the end of
the music (2 minutes) to assemble in the
OUTPOST’s radio room (see below). When the music ends, the COMMISSAR plays the
ANTHEM again on a loudspeaker and the UNIT starts to sing.
In addition, a COMMISSAR must dedicate at least one hour each day to their
UNIT’s ideological hygiene. Sessions might include speeches about important
or banned terms, self-criticism exercises and Federation-hate exercises.
Finally, a COMMISSAR must interrogate members of their UNIT on a regular
basis and undertake any measure they deem necessary to discourage and
eradicate seditious behaviour. Frequent punishment of the UNIT’s least
politically sound member is standard practice.
COMMISSARS are not required to participate in GUARD DUTY or combat
operations (their REGULATION WEAPON is a pistol instead of a rifle).
COMMISSARS have no authority over military operations, but have the RANK of
LIEUTENANT in case of disagreement with regular military personnel.
NEXUS-6 - Paranoia & Comradeship in a Hopeless, Totalitarian War - 16/32
COMMISSAR HIGH-COMMISSAR PROPAGANDA SERVICE
Off-game, all players have a responsibility to have their character engage in
denunciation to help COMMISSARS maintain pressure.
PARAMETRIC RADIO-SENSOR (PRS)
All UNITS have a radio room with a PRS to receive coded messages. These
messages can either come from QUADRANT HQ, or be automatic messages directly
from the battlefield sensors around the UNIT (thus bypassing HQ).
Off-game, the PRS is a walkie-talkie with a headset. When
someone hears “Message incoming - Prepare to decode” on
the PRS, they get an OPERATOR (only specifically trained
soldiers can decode messages). The OPERATOR plugs the
headset into the radio, answers “This is UNIT-XX - Ready
to decode” and writes down the message on the appropriate
form. When finished, they say “Message decoded - UNIT-XX
out”, unplug the headset from the radio, and bring the
form to the SERGEANT.
If the SERGEANT orders a mission, a CORPORAL selects 2 or
3 soldiers. The OPERATOR then uses the PRS to calibrate
the battlefield sensors by informing them when the
soldiers are being sent (this helps organizers to manage NPCs).
In-game:
- The PRS cannot be moved or damaged.
- It can only receive messages, not send them (off-game, the player can
actually talk back to request that the message be repeated, if needed).
NB: If a walkie-talkie goes dead, get a new battery from the decontamination
room (see below).
NEXUS-6 - Paranoia & Comradeship in a Hopeless, Totalitarian War - 17/32
MAP
Characters have a map of the surrounding area,
divided into squares. Each square has
coordinates. To help characters navigate on
site with the map, pieces of orange tape attached
to walls and trees will have the coordinates of
the square they are in written on them.
NUCLEAR SILOS
The two NUCLEAR SILOS that each OUTPOST is protecting are critical to the
BLOC’s military operations and must remain activated at all times.
The accessible part of a NUCLEAR SILO is its
CONTROL SYSTEM: a metal box with an external
battery, external wires and some lights. If the
wires are connected in the correct order, all
the lights are on and the SILO is activated.
OPERATORS have a MANUAL with instructions on
how to connect the wires correctly. SILOS
cannot be moved.
To make sure they are constantly activated, both SILOS must be checked at
exact times every 3 hours (an automatic PRS message will alert the UNIT
OPERATOR). It is only at these exact times that an OPERATOR with a MANUAL has a
few minutes to verify or re-activate a SILO.
Anyone can deactivate a SILO at any time by disconnecting some random wires
or stealing the power-supply (external battery). Federation soldiers and
saboteurs repeatedly try.
Missing a SILO verification or damaging/losing a MANUAL are PUNISHABLE
OFFENSES and must be reported to a COMMISSAR.
GUARD DUTY
An OUTPOST functions with 2x2 guards on duty at all times. Guards are
designated by a CORPORAL and are on duty for 30 minutes. The PRS will beep
loudly every 30 minutes to signal a change of guards.
NEXUS-6 - Paranoia & Comradeship in a Hopeless, Totalitarian War - 18/32
On guard, your mission is to protect the NUCLEAR SILOS. If
you spot an enemy, yell “Contact!”. If unsure whether they
are friend or foe, yell “For the BLOC!” - a BLOC soldier
should reply the same thing.
Guards fill out a GUARD DUTY FORM at the end of their
GUARD DUTY. Failing to do so, abandoning your post or
sitting down whilst on GUARD DUTY are PUNISHABLE
OFFENSES and must be reported to a COMMISSAR.
If you’re not on GUARD DUTY but don’t know what to do, go
check on the guards.
SITUATION REPORTS (SIT-REPS)
At exact times every 5 hours, the UNIT’s soldiers must hand over a completed
SIT-REP form at the HQ CONTACT POINT (an automatic PRS message will alert the
UNIT OPERATOR). The form contains:
- an Equipment section, filled out by a CORPORAL after inspection
- Morale and Tactical sections, filled out by the SERGEANT
- an Ideological section, filled out by the COMMISSAR
SIT-REP forms are not expected to contain disappointing results.
Once the SIT-REP form is completed, a CORPORAL sends exactly 2 soldiers to
bring the form to the HQ CONTACT POINT. This HQ CONTACT POINT is situated
halfway between the OUTPOST and QUADRANT HQ (in enemy territory).
A soldier from HQ with a red and yellow flag will
be at the HQ CONTACT POINT at the exact timing to
get the SIT-REP form and bring it back to HQ. To
avoid enemy interception, the HQ soldier will be
in the same general area, but not exactly in the
same location. Being late at the HQ CONTACT
POINT is a PUNISHABLE OFFENSE and must be
reported to a COMMISSAR.
PUNISHMENT
Frequent punishment is a normal part of life for BLOC citizens, and is
necessary to discourage seditious actions, especially in times of war. A UNIT
NEXUS-6 - Paranoia & Comradeship in a Hopeless, Totalitarian War - 19/32
must therefore maintain a minimum rate of one punishment per hour. The only
hope of avoiding punishment is actively reporting others.
Punishment can be ordered by anyone ranked
CORPORAL or higher (including COMMISSARS,
naturally). Unless otherwise instructed,
specifics are at the CORPORAL’s discretion
(including having other soldiers execute or
supervise the punishment).
Options are endless, but classics include:
- Cleaning the PARTICLE FILTER (off-game low-intensity default option)
- Beatings
- No food at next meal
- Push-ups (off-game: let the punished one count/fake them if needed)
- Extra GUARD DUTY
- Any of the above applied to the entire UNIT except the guilty soldier
The most severe crimes are punished by sending the offender to die a very slow
and painful death in a REHABILITATION CAMP, rather than by execution.
Off-game, punishment is a great tool to oppress characters who go against the
system (rebels, deviants, traitors…) and bring them back into the fold.
Players should consider that, in this larp, going against the system will
ultimately fail. Continually being oppressed by the totalitarian system
creates cool drama, whereas eliminating the oppressor characters would take
away from your own experience and prevent their players from further
participating in the larp.
MEDALS
Black ribbon - MEDAL OF THE SUPREME LEADER
Exceptional services rendered to the BLOC
White ribbon - MEDAL OF IDEOLOGICAL PURITY
Exceptional ideological rectitude
Purple ribbon - MEDAL OF BRAVERY
Exceptional bravery in combat
Blue ribbon - MEDAL OF THE QUADRANT NORTH CAMPAIGN
Veteran of the (officially victorious) QUADRANT NORTH CAMPAIGN
NEXUS-6 - Paranoia & Comradeship in a Hopeless, Totalitarian War - 20/32
Participants playing characters that have taken part in the QUADRANT NORTH
CAMPAIGN are encouraged to collectively determine some anecdotes about it
before the larp.
MEALS
“In the BLOC, every meal is a feast.” [PARTY DOCTRINE]
Meals are decided by the SERGEANT (usually three times a day). A CORPORAL then
proceeds with distribution.
Meals must be taken in the OUTPOST’s radio room and must be preceded with
singing the BLOC’S GLORIOUS ANTHEM. Guards will be grateful if you bring them
something to eat as well.
NEXUS-6 - Paranoia & Comradeship in a Hopeless, Totalitarian War - 21/32
5. RULES
STARTING THE LARP
Players will start the larp in groups, at different times and different
locations, as described in the character sheets. The BLOC’S GLORIOUS ANTHEM
will be used as a transition into the larp: when the music stops, play begins.
FALLING INTO HOLES
Be careful where you walk. The most dangerous
places (holes, barbed wire...) will be marked with
red & white tape and glowsticks.
During the night, ALWAYS keep your light on when
moving. Enemies might spot your character, but
that just makes for a cool scene. You may turn off
your light when not moving.
DECONTAMINATION ROOMS
Each OUTPOST has an off-game “decontamination room”. Players may use it to: - temporarily isolate themselves from the larp without leaving the
OUTPOST
- have a quiet off-game discussion with a player or organizer
- get off-game or replacement gear
When a player is unavailable for an off-game reason, they are
“decontaminating”. There will be no negative consequences for the character.
LANYARDS
The color of the lanyard holding your badge conveys to others how tough you
(as a participant, not a character) would like your larp experience to be:
green for easy, yellow for regular, red for hard. Participants can change
lanyard color at any time (extra lanyards will be in the decontamination
rooms). NPCs use lanyards too.
Everyone has different comfort-levels and that’s cool. A red lanyard doesn’t
make you a better larper.
NEXUS-6 - Paranoia & Comradeship in a Hopeless, Totalitarian War - 22/32
Comfort-levels will be collaboratively calibrated
during the workshops, but here are some starting points:
- Green: minimal physical contact, no prolonged
direct shouting, leave my food alone, punish with
particle filter, don’t wake me up… Be careful with
these participants.
- Yellow: some weak-ass wrestling, shout all you
want, take away some of my food, punish with
push-ups, wake me up...
- Red: hit me (not too hard!), make me crawl, take all
my food, wake me up with water… Really push these
people, it’s what they want!
When sleeping, place your lanyard on your shoes or helmet. A green lanyard
means your character is “decontaminating”.
SAFEWORDS
“Deep, deep” or “Deeply, deeply”: A request for more physical/emotional
intensity. Used by itself or as part of a sentence.
Example: “I’m deeply, deeply sorry!” = Please increase scene intensity.
“Brems” (slow down in Norwegian): A command to reduce intensity, by staying
in-game but steering play away from its current focus. Used when you are
exceeding your own limits. People monitor their own limits, so please don’t
“brems” for others.
Example: “Brems - I’m sorry!” = You must leave my character alone now.
“CUT!!!”: Stops the larp immediately for those present until the issue is
resolved off-game. Used in case of off-game danger or emergency.
Using safewords is good. If in doubt, use the
safe-word. Also, using a safeword will never have
negative consequences for your character.
Please really do go for aggression, pressure or
intimacy, but do so gradually, to give the other
player a chance to opt out by using a safe-word if
they wish.
NEXUS-6 - Paranoia & Comradeship in a Hopeless, Totalitarian War - 23/32
POSTAL BOARD
Participants can have their character receive a letter
whenever they like: just take one with your character’s
name on it from your OUTPOST’s postal board.
Participants are also encouraged to have their
characters write letters during the larp. Sending these
letters is represented by pinning them on the postal
board, where any participant (but not characters) can
read them. The letters act as written monologues, giving
access to the characters’ private thoughts (and creating
physical mementos of the larp).
In-game, there is no functioning mail censorship (it
relied on machines and has not yet recovered from the Federation Hack), so one
can write freely. We also don’t care how letters are delivered - they just are.
The bottom part of the postal board can be used to pin off-game requests and
messages on, such as “Please play more on anti-AD discrimination” or “Has
anyone seen my spare socks?”.
SHADES
Anyone wearing red clothing (or a red light in the dark)
is a Shade and is therefore invisible to characters. This
allows organizers or off-game photographers to move
around without creating misunderstandings or being
shot at.
If a Shade speaks to you, what they say are thoughts your
character forms in their mind. The character can of
course resist these thoughts, but they do feel them as
their own.
If a Shade grabs your arm and makes you do something (eg:
raise you hand), your character does this without thinking about it, as if by
instinct. If the character thinks about why they’re doing this, they will try
and rationalize their action.
If a Shade touches your forehead, your character can see them and interact
with them until the Shade touches their forehead again. The Shade will appear
to the character as a day-dream might, perhaps as someone they know.
NEXUS-6 - Paranoia & Comradeship in a Hopeless, Totalitarian War - 24/32
A player can always simply ignore a Shade if they prefer.
PHONES
Phones will be used during the larp for off-game communication between
players and organizers (normally just a few text messages), so keep them on and
in vibration mode (in a pocket where you can feel them vibrate).
Feel free to text the organizers if a problem arises, or call if it’s serious.
In-game, phones are RADIATION METERS (or “rad-meters”) so it’s perfectly
normal for people to fiddle with them from time to time.
REPLICANTS
Replicants are machines that are indistinguishable
from normal people.
At the start of the larp, they don’t exist. The most
advanced robots the characters have faced thus far are
the heavily armored NEXUS-5 MECHANIZED INFANTRY.
During the larp, one or more characters might be
revealed to be Replicant sleeper agents (think
Battlestar Galactica). Which character(s) exactly will
be determined by the players themselves through a
simple voting system.
Voting works like this:
- During the first half of the larp, each participant sends a text message
to the organizers, telling them which character they think would make
the most dramatic Replicant (that is: the player selects a character). You
may vote for your own character.
- During the second half of the larp, organizers will send instructions
via text message to players whose characters got the most votes.
This means that your character’s fate may be determined in part by the larp’s
other participants.
Playing a Replicant is NOT a signal to assassinate all the other characters as
soon as possible. Use it to create drama instead.
NEXUS-6 - Paranoia & Comradeship in a Hopeless, Totalitarian War - 25/32
HAND-TO-HAND COMBAT
Hand-to-hand combat is a great way to bring violent conflict into play
without risking serious character injury. It will be simulated using
stage-fighting (which will be workshopped).
Basic tips:
- Progressively build up from insults to shoving to fighting
- Use the first phases to identify corners, stairs and other participants
- Take your time, make the fight last
- Make slow, obvious movements
- When you grab someone, let them take control of your movements
- Scream!
Decide who wins based on what makes the most dramatic scene (not on actual
player strength or size). Losing the fight means ending up KO or controlled.
Saying “I’m gonna fuck you up!” is an off-game way of telling the other player
you want your character to lose the fight.
For safety reasons, all fights are 1-on-1. A third person joining must pick a
side and immediately makes that side win.
GUNFIGHTS
Gunfights will be simulated using airsoft guns. Safe use will be demonstrated
in a video and workshopped. No previous airsoft experience is required and
actual shooting abilities will have only a limited impact on the larp.
Participants must wear eye-protection at all
times during the larp, as a BB can permanently
damage an eye. Participants are encouraged to
wear lower face-masks (or a scarf), gloves and
helmets during firefights.
Please be gentle with the guns, as some parts are
made of plastic and can easily break.
If your target is closer than 10m, yell “BANG!” instead of shooting because
short-range shots can be painful.
NEXUS-6 - Paranoia & Comradeship in a Hopeless, Totalitarian War - 26/32
Finally, please don’t take away someone’s gun unless it makes for a really cool
scene. Federation guns are not useable by BLOC soldiers.
GUNSHOT WOUNDS
When hit by one or more BBs, or when someone yells “BANG!” at you, fall to the
ground screaming to show you’ve been hit (and splash yourself full of fake
blood if there’s a bottle nearby). Then, based on what makes for the best story,
decide if your character is seriously wounded or not.
If you decide the wound is serious, let the others know through roleplaying.
From then on, you are physically impaired until a MEDIC heals you with a
MEDKIT.
“Impaired” means whatever you want it to, depending on what’s more
interesting to play (example: maybe a really bad limp, or maybe people need to
carry you around). In exceptional circumstances, a seriously wounded
character might very briefly be able to overcome their injuries to accomplish
something simple that is very important to them.
Organizers follow the same principles as players: if you shot them and they get
back up, they are only doing so to make the scene as cool as possible.
HEALING FROM A GUNSHOT WOUND
A seriously wounded character needs to be treated by a
MEDIC with a MEDKIT. They also need MORPHISONE or they
will hurt like hell. Once treated, the character is good
to go again as soon as the player likes. Off-game,
treating a gunshot wound involves using the bandage
from a MEDKIT and plenty of fake blood.
If a wound is not treated, blood-loss and pain will lead
to fever, hallucination and delusion. Eventually the
character will go into shock: they’ll start shaking, then
go unconscious. If they are still not treated, they will
at some point die. Timing is up to the player. Go for
drama.
To sum up:
- A character is either “OK” or “seriously wounded”.
NEXUS-6 - Paranoia & Comradeship in a Hopeless, Totalitarian War - 27/32
- If they’re seriously wounded, they are impaired and need medical
treatment or they will eventually die.
MORPHISONE
MORPHISONE is a powerful painkiller designed for
combat surgery. It is also used on troops to reduce
anxiety or make them execute orders without empathy or
hesitation.
Soldiers sometimes inject it illegally to escape the
horrors of combat for a while, despite the side-effects.
These include disorientation, shaking, attention
lapses, paranoïa, panic-attacks, headaches, nausea,
emotional instability, hallucination…
How long a dose lasts or what kind of side-effects
happen are up to the player.
Warning: unless treated with a MEDKIT by a MEDIC, injection of three doses of
MORPHISONE in rapid succession can result in a fatal overdose!
NEXUS-5 ROBOTS & EMP GRENADES
Bulky armor, “full auto” rate of fire and robotic movement will make it very
obvious to players when their characters are facing a NEXUS-5 MECHANIZED
INFANTRY UNIT.
To destroy one of these combat robots, soldiers have to throw an EMP GRENADE
within 5 meters of it, before shooting them (very) repeatedly in the chest. All
characters have done this before, at least once in training.
Off-game, EMP GRENADES will be colored airsoft smoke grenades. They are
simple to use but become quite hot, so throw them once activated. Safe use will
be demonstrated during workshops.
NEXUS-6 - Paranoia & Comradeship in a Hopeless, Totalitarian War - 28/32
RADIATION
The use of nuclear weapons has saturated the combat zone with deadly
radiation.
Anyone in the combat zone must swallow a RADIATION COUNTER-MEASURE (RCM or
rad-pill) every 5 hours (an automatic PRS message will alert the UNIT
OPERATOR). Failure to do so will lead to radiation poisoning (rad-poisoning),
with consequences similar to MORPHISONE side-effects.
A character missing a second RCM will eventually
go into shock and, after some time, die.
Taking an RCM will bring you back from
“rad-poisoned” to “OK”, or from “dying” to
“rad-poisoned”. Barring that, MORPHISONE can
ease your pain, if you manage to get some…
Off-game, RCMs are blue and white empty gelatin
capsules, safe to swallow.
To sum up:
- A character is either “OK”, “rad-poisoned” or “dying”.
- Missing a pill at a 5-hour mark makes the character one level worse.
- Taking an RCM at any time makes them one level better.
TORTURE & IMPRISONMENT
To torture someone, you basically beat them up
using stage-fighting, with the tortured
character restrained in some way (don’t hesitate
to use fake blood). The player of the tortured
character gets to decide if they reveal or
promise anything.
In the totalitarian BLOC, torture is a way to
punish people or make them confess things. A citizen or soldier might be
tortured, then return to their post. Off-game, the player of the torturing or
imprisoning character has the responsibility to ensure that the victim does
not get stuck in a narrative dead-end.
NEXUS-6 - Paranoia & Comradeship in a Hopeless, Totalitarian War - 29/32
SEX & INTIMACY
Given the setting, sex and intimacy are unlikely. If players nonetheless wish
their characters to have an intimate relationship, a short off-game
discussion about peoples’ limits is mandatory. Any sexual violence is
prohibited unless explicitly agreed to.
HIDING STUFF & SEARCHING
A character can search anything (excluding the decontamination room). If you
hide something, make it easy to find. Organizers will do the same.
CHARACTER DEATH
Your character can die only if you want them to.
A miraculous survival is always possible.
Conversely, if your character tries to murder
another, let that player decide if their
character survives or not.
Only have your character die before the larp’s
ending if this strongly enhances your experience through a really dramatic
scene.
If your character does die before the end of the larp, play dead for as long as
there are other players around, then contact the organizers.
If someone else’s character dies, it’s a big deal: one of your last comrades has
just disappeared forever, so make the most of this opportunity to create an
emotional scene.
ENDING THE LARP & “CODE BLUE”
The larp will probably end at different times for differents players
(approximatively between 9 AM and 11 AM on Sunday).
Participants may end their larp in three different ways:
- Taking part in the pre-planned ending-sequence. This is the
recommended default option. Organizers will indicate that an order
leads to this ending-sequence using the “CODE BLUE” phrase.
NEXUS-6 - Paranoia & Comradeship in a Hopeless, Totalitarian War - 30/32
- Staying in their OUTPOST until the bitter end. The Feds will eventually
storm the OUTPOSTS, killing all those left inside around 11 AM on
Sunday.
- Setting up their own separate individual ending. If you go this way,
please notify the organizers at some point.
A specific off-game song will be used to signal that the current scene will be
the character’s last. When they exit this scene, your larp is over. The MP3 will
be distributed so that participants setting up their separate individual
ending can play it on their phone.
Listen to the song here: https://youtu.be/jSZZm0fxtXQ (Hourvari - II)
RECAP OF META-PHRASES
“Decontaminating” = off-game
“Deep, deep” = please increase intensity “Brems” = decrease intensity now “CUT!” = stop larping now!
“I’m gonna fuck you up!” = my character will lose this brawl “BANG!” = I’m shooting you at short range
“CODE BLUE” = this order will lead to the pre-planned ending scene
* THE END *
Photos:
Rémi Lapcinelle
Philippe Carrère
Jérôme Verdier
Joram Epis
All photographs were taken during previous runs of NEXUS-6.
NEXUS-6 - Paranoia & Comradeship in a Hopeless, Totalitarian War - 31/32
ADDENDUM
THE BLOC’S GLORIOUS ANTHEM
VERSE 01 The BLOC arises glorious
Our struggle unto death
The enemy – The last of us
To sigh their dying breath
CHORUS Our anger – Our pure command
Is our beacon in the dark
By our LEADER's guiding hand
To victory we march!
VERSE 02 As one – Defeat those who oppress
Our passionate ideals
The plunderers – The merciless
The people's will reveals
CHORUS Our anger – Our pure command
Is our beacon in the dark
By our LEADER's guiding hand
To victory we march!
VERSE 03 The BLOC arises glorious
Our struggle unto death
The enemy – The last of us
To sigh their dying breath
CHORUS Our anger – Our pure command
Is our beacon in the dark
By our LEADER's guiding hand
To victory we march!
NEXUS-6 - Paranoia & Comradeship in a Hopeless, Totalitarian War - 32/32