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Feel the Sting of My Foam SwordA must-see documentary about LARPing.

Darkon. Click image to expand.Darkon is a LARP (live-action role-playing game) where normal people dress up in homemade armor and pretend to be inhabitants of a fantasy realm. They fight battles in parks and on soccer fields over pretend land in a pretend country that has its own pretend religions and pretend economy. It's meatspace Dungeons & Dragons, with people brandishing swords wrapped in foam and slamming each other around with padded shields. Founded in 1985, Darkon is one of America's oldest and largest LARPs, and the showdown between two kingdoms within it, Mordom and Laconia, was captured in the documentary Darkon, a movie so mighty it needed two directors (Andrew Neel and Luke Meyer). The film has its television premiere on the IFC Channel tonight at 9 p.m., where it joins the ranks of movies like Hoop Dreams and Murderball as one of the great documentary dissections of how Americans play.

In his apocalyptic nonfiction book Bowling Alone, Harvard-based political scientist Robert Putnam lays out in detail how, since the 1970s, American civic life has died like a sackful of puppies thrown onto a rush-hour freeway. He amassed a mountain of hard data showing that we're going on fewer church picnics, joining fewer bowling leagues, and taking fewer pies to our neighbors every year, and, as a result, community bonds are crumbling. We're not voting, we're not volunteering, we're not taking care of our kids; America has become a nation of demented shut-ins, dying all alone in houses full of moldering TV Guides and stray cats. One solution is to do what our parents nagged us to do on gorgeous summer days when we just wanted to sit around watching Family Feud: Turn off the TV, get out of the house, and go play with our friends.

This is what the Darkon players have been doing for years. There are tens of thousands of LARPers around the world, and in the United States, a national LARPing event like the massive Ragnarok meet held in Ohio can draw several thousand attendees. Darkon has 700 members, fielding up to 150 people at any given battle. "The documentary shows us at the height of our imperialistic pretensions," says Kenyon Wells of his country, Mordom. "We're dominating the world and reveling a bit in being the imperialistic bad guy. We hadn't lost a land fight, let alone a war, in 15 years." Mordom attracted the best new players, they had the deepest pockets, and they loved winning.

"Very few people are left who pre-date Mordom," says Skip Lipman, who leads his country of Laconia against Mordom in the documentary. "They helped create Darkon, which is one of the most successful and longest-running LARPs. They're arguably the greatest LARP nation there ever was." They are also depicted as being relentlessly evil. Starting as allies, Laconia turned on Mordom after an earlier campaign against another group of players known as the Dragonhood. "That really changed my mind about how they played the game," Lipman says. "The Dragonhood insulted the Mordomian gods, so Mordom destroyed everything they had. It was really tough on those guys. They never came back in the same strength as before. LARPing, like the real world, has a good-old-boy network, and Mordom was in control of the realm and of the game at that point."

Lipman, a shaggy extrovert and self-admitted "natural ham," became a househusband after being fired from the family business for punching his brother in the mouth. He's less of a king and more of a den father for Laconia, trying to get all of his citizens off the bench and onto the field, insisting that they play fair. Wells is blond and fair, built as solidly as a Viking, and has been playing for decades, morphing from a shy introvert into a powerful leader. "When I first got into this hobby, I was a teenager and it was an escape from the stresses and angst of high school," he says. "But over time Darkon helped me hone my leadership skills." His parents rave about its beneficial effects, and now Wells is a vice president at a large IT consulting company.

"When we originally started cooperating with the filmmakers, we were concerned with exposing this hobby—which is relatively dorky, all things considered—to the public," Wells says. Lipman adds: "There's still debate over whether the events that took place in the documentary are part of official Darkon history or was it all a dream scenario, because there's a feeling that the camera was a motivational factor. But I feel that they captured Darkon at its best."

The war between Mordom and Laconia teaches many valuable strategic lessons: Numbers and money will always carry the day; everyone wants to be on the winning team; the army that defends a large, plywood castle probably has a tactical advantage; and dark elves will most likely turn on you the second your back is turned, no matter how much money you pay them. But it's also about the serious business of play.

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Grady Hendrix, a New York writer, runs the New York Asian Film Festival.
Still from Darkon © 2007 The Independent Film Channel LLC. All rights reserved.
COMMENTS

Remarks from the Fray Editor

In general this was a very sympathetic Fray: the worst criticism came for the use of the word 'dweebs.' "I don't think I've ever see a headline that so completely contradicted the tone of an article" Oakenguy said, and Ziggytosh replied "Still, whatever. The headline got me to read the article and the article was great. Also, the headline is just being honest. That's the starting point for 99% of Americans: 'hey, check out the dweebs.' But by linking their struggle to mine (I hate my job too) and talking about what the game means to these guys, it quickly took them beyond dweebhood and made me (and others too, I'd guess) respect them and stop to wonder whether these LARPers are onto something here."

There's a discussion on how the game works here, including a contribution from one Iskander of Mordom, and jwschmidt's verdict on another group: "Oh I can riff on civil war reenactors. But that would just be too easy."

Our favourite response came from Spud, below. He's raised his standard: if you want to volunteer, answer his post in the Fray.

Remarks from the Fray

Maybe I am one of the bigger goofballs reading this article or it could be my love of a 15 year underdog who just keeps fighting, but I'm ready to recruit 50 guys, come to the aid of Laconia, and kick Mordom's butt. Thank God I live in Idaho or I might be out there with them. Maybe I could take up bowling instead...

--spud

(To reply, click here)

The article on the LARP groups fascinated me. While they tout groups that have been around for 15+ years, the Society for Creative Anachronism has been around for 42 years, and is still going strong. I find it depressing that researchers unanimously decree that we are losing our social networks and societal groups when in fact, those "traditional" groups have been morphing into new ways of socializing all along. I don't think the USA has any less "community" than we did 50 years ago--I do think, however, that the community has changed from a localized, geographic entity into a far larger, more individualized-focus oriented sphere.

--Vicontessa13

The difference between the 'new' societies and the 'old' societies is that with the old method, you got drawn in without much effort on your part. You automatically attended the local Church, joined the local PTA, and so forth. In contrast, to join an organization such as the SCA you have to go out of your way to join up. The result is a fair number of people left on the sidelines who are either too timid to make the leap or ignorant of where to jump.

--Xando

(To reply, click here)

We pack theaters and pay outrageous prices for popcorn to watch a film edited to a story, where these people are acting out fantasies in real time.

--Liberal Patriot

(To reply, click here)

(11/14)

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