Conflict and resolution

Conflict and resolution

In a diverse group with so many different personalities, agendas and opinions, there will always be some level of conflict. How are these things handled by the people in the collective?

In this update, we’ll talk about how things might have been in the past and hopefully give you some hooks to hang your play on during the larp. This should help avoid people feeling clueless whenever something happens that would naturally have a precedence in the group. We will not detail everything, and trust you to roleplay it better than any amount of writing could.

In a setting like Re:Boot, conflicts might happen quite frequently. Everyone has lived through trauma, everyone is super exhausted, fuses run short and tempers run high. People argue all the time, push and take a swing at each other every so often, and all of that is unavoidable. People can’t spend time and energy stopping every argument, but everything has a limit.

Since the foundation of the collective, there has certainly been some sort of rules to follow and justice to be served. But with the fall of the regime, there are different ideas of how to solve problems, what consequences there should be and who gets to decide what.

Generally, three hard rules apply to any version of the collective:

  • No killing
  • Don’t cause damage that disables people
  • Don’t steal food or waste resources

Previously, the consequences of repeatedly breaking the rules or not contributing enough to the survival of the collective has included hard labor, withdrawal of rights, less food or in the worst case scenario – exile.

There is no fixed, permanent leadership in the collective. The burden of responsibility has shifted between people who are natural leaders or who had authority in the place they arrive. When things have been bad, the easy way has been to follow strong, natural leaders. A no nonsense way of solving problems pragmatically and delegating tasks has worked out in times of crisis. When the collective has been allowed into a secured facility, such as sorting camp 3 or the sewer system, the crew there would have something to say about how to run things. In Paradise, no one in the collective were decision makers, because the makeshift settlement already had a functioning system.

In the past month, the most important thing has been survival. For people in deep crisis, solving lesser conflicts has low priority compared to finding food and looking for a place to hide. Now, the group stands before many new decisions. What are the rules here in this new place? Who will you lend your trust and support to? Is it the people with decisive leadership such as Thulsa and Daniels, a pragmatic authority figure such as Richardson, the old school and experienced administration such as Wah Sr., or those with new ideas of how things could be, like Miller, Cree or even Sisto, according to the Believers?

Is it better to be led by one leader on top or a group? Is a firm hand better than a yielding one? Is the familiar old better than the unknown new?

We ask that you be generous when it comes to the illusion of who decides what. Is your character one of the people vying for power? Then delegate, talk with other characters and win support for your way of doing things. Is your character a follower, someone with a clear (or unclear) idea of how things should be? Then play up those whose ideas you’d follow, respond to their decisions or suggestions and create play on it. Remember to let your character’s motivations be in front, not your own.

We also ask that you let arguments and fighting happen. There will be hidden and blatant abuse. Don’t block it too quickly, and consider that you’ll be blocking someone else’s play if you butt in every time someone gets into a fight. Likewise, don’t spend the majority of your days shouting at people and throwing punches. It can quickly get old.

This game is not about building a copy of the Scandinavian social democracy model. You cannot make a complete society in a matter of days. Nor is it a game solely about sticking it to the Man. You don’t have to win power or favor before the larp is over. It’s not like there’s a throne or an army waiting for you. The more exciting thing is the play between people and characters with different opinions, how different methods come into play and how tensions may rise.

Re:Boot is a slice of life, a few days among many, in the lives of 40-50 people trying to survive. Their world will continue after the larp is over. There is no big bang at the end, no very specific goal to reach, no plot to solve.