Do Crime is a story of witches and queers, of communities of the oppressed and their means of survival.
The game's main themes are queer community, their oppression and their means of resistance. Latter of whitch is addressed through the witch-allegory. Characters form a coven that gathers to make deals with a supernatural entity to gain power for resistance and survival.
Do Crime is part of a series of queerfeminist live action role playing games designed on a working fund from Finnish Cultural Foundation.
about the series and designer
FB: Myrtti Lehtinen
- First run 17.8. Harjun nuorisotalo, Helsinki
- Second run. In English. 14.9. Harjun nuorisotalo, Helsinki
- Third run. For young(er) players. 12.10. Harjun nuorisotalo, Helsinki
duration approx. 12-21
tickets: pay what you want
Age limit for the third run is 16 and players under 18 are favored when dealing spots for that one. The age limit for other two runs is 18.
How to sign in
- Sign in is open until 15.6.
- All three runs share the same sign in form
- No need for character choices/preferences at this point.
- The game is primarily for participants from sexual and gender minorities and they are favored when dealing out spots. This is purely a question of self-identifying and no-one will estimate are you enough of something (yes you are!). I'm using the word queer because that's the viewpoint I'm coming from, but that does not need to be a word you identify with.
- Tuomas Puikkonen will be photographing the 14.9. and 12.10. runs. Tuomas is a skilled and safe larp photographer.
About the design
Queers and witches are both placed as the cultural other: painted different and scary outsiders. Queers and witches also share the themes of communality of others and turning their otherness into survival stategies. This is a story of queers, witches, communities of others and their means of survival.
The game looks at a queer community in the light of opression and resistance and the means and price of resistance. The characters are modern day queers dealing with modern day opression of queers, but the theme of resistance is adressed trough a witch-allegory: a coven that gathers to make deals with a supernatural entity to gain tools of resistance and survival.
The story centers around choises the characters need to make about the deals. The deal-structure is also used as a tool of focusing/framing means of resistence (a character can gain power to either hide, assimilate or destroy and choosing one closes of two other ways) and their effect on personal relations (characters joining on a same deal will be drawn closer to eachother and characters forming a different one will be drawn apart).
Characters are build by combining elements of a players choosing. The elements are pre-written blocks that leave room for the player to flesh out the character. These include things like:
- an archetype, for example an old (wise) witch or a cunning (selfish) witch
- a reason to make a deal for example to become free or to become me
- characters view on the theme of queer/witches as a cultural monster for example my family of monsters or they should fear me