REVIEW BY A LARPER - FOR LARPERS, WITH SPOILERS
The following review contains spoilers of the movie, The Wild Hunt, including the ending. I have posted other reviews of the movie without spoilers; you should be able to find them on this thread. Below the ****** mark be spoilers.
The Wild Hunt, a dramatic thriller directed by Alexandre Franchi and written, starring and executive produced by Mark Krupa, is a low-budget (less than a million) independent Canadian feature film that is enjoying an award-winning run on the festival circuit as well as a limited theatrical release in its home country. It might have a limited release in the United States starting May 28—Hannover House, the distributor, may push that release back to coincide with San Diego Comic Con or GenCon.
I saw a screening at the Newport Beach Film Festival on April 24, 2010.
The plot is a simple one: Erik (Ricky Mabe) is caregiver for his ailing father. Erik’s older brother Bjorn (Mark Krupa) plays a Viking warrior in a live combat larp that takes place in a well-built forest campground with multi-story buildings, a fake wooden ship that can be rocked back and forth as if at sea, and moss covered stone ruins. This weekend will be the climax of the year’s campaign. Erik’s girlfriend, Evelyn (Kaniehtiio Horn), joins Bjorn for the adventure, and, during the course of the game, is captured by a PC clan leader named Shaman Murtagh (Trevor Hayes). Erik, troubled about his real-life relationship with Evelyn, joins the larp to rescue her—first in reality, than in fantasy, then, as things degenerate, those lines blur and cross.
The Wild Hunt was shot at and with the permission of a larp group, Duche de Bicolline, in Canada. Many of their participants and all of their sets appear in the movie. It may be the best ad for Bicolline ever.
The acting, cinematography, editing, wardrobe and production design of the movie are all very striking and professional. There’s no question that everyone involved has talent. If you are looking for a taut drama with Shakespearean epic overtones, this fits the bill.
Could this movie be the next Mazes & Monsters, an early 80’s movie that suggested that Dungeons & Dragons leads to madness? Possibly, but doubtful. Most non-larpers should be aware that the movie is a fiction. But if you hear someone asking “is this what larp is?” you may want to address the issue and explain that it’s not.
*******
The following are a listing of incidents in the movie that I believe could break the willing suspension of disbelief for larpers watching The Wild Hunt. This doesn’t mean that the movie is unworthy, only that you might find yourself drawn in by the characters and story, only to be ejected like a warped audio cassette when one of the below instances occurs.
Weapons
In one scene, a GM performs a weapon check on a boffer. He’s anal-retentive enough to demand that an exposed bit of PVC at the hilt is covered (note these were the least-attractive weapons used in the film; most of the main weapons seemed to be of high quality, though I do not know their foam pedigree).
However, Murtagh’s group performs a ritual sacrifice with what looks like an actual knife. They play up the ceremony in a way that it appears to the sacrificial victim (Evelyn) as if she is about to be really killed. The knife is retractable, but there are no markings on it to suggest otherwise, and Evelyn clearly didn’t know it was. Is it worth it in your larp for participants to think they are really going to be killed?
Later, Bjorn brings Mjolnir, Thor’s mystical uru hammer, into the larp. Its phys-rep is a real sledgehammer. I can almost picture someone using a real sledgehammer (dressed up nice) as a prop, but in the movie they use it in game. More troubling, before they go on the quest, one of the GMs, Tamara, playing an NPC, swears an oath on Mjolnir—she allows it into the game, even walking with the player carrying a real weapon.
Shameless plug: LARP Alliance, a non-profit (501c) organization, is working to establish a ratings system called the American Weapon Index that reviews and rates the weaponry used in larps.
GameMaster control and presence
By my reckoning, there were only two GMs for about 200 (or more) players, in an area perhaps a square mile in size. Although they were connected via walkie talkies, I am sure you can all imagine one GM trying to handle 100 players and the ensuing logistical nightmares.
Because of too few GMs, crucial in-game scenes, such as the ritual sacrifice of Evelyn to start the Hunt, isn’t monitored. Which is how one of Murtagh’s men can grab Evelyn in a headlock from behind, drag her to the blooding stone, and bellow “Let’s f*^k this b!*)h!” as she shrieks to the trees. What I found unbelievable is how a major in-game plot development, the start of the Wild Hunt (where all of the Huntsmen have +2 defense), occurs without a GM presence.
The GMs also broke rules of safety and courtesy. Erik arrives outside the village and asks to talk to his girlfriend. He sounds desperate, leaving his car parked in a fire lane even after the GM tells him to move it. Rather than ask what’s wrong or sending someone to fetch Evelyn, Erik is forced to wear a peasant costume and go (with GM escort) to Murtagh’s camp. When there, Erik has no OOG headband or hand signal, so one of Murtagh’s men “kills” him. Erik cries that he’s not playing the stupid game, and pleads to Evelyn. Murtagh’s clan continues to role-play it out, staying in character even though this peasant just took five wounds and didn’t drop. Nor did the GM say anything to break the game or enforce Erik’s in-game demise. The boundary between fantasy and real was blurred from the start.
Overall, the larp in The Wild Hunt is a demonstration of GM fail. But there is some cognitive dissonance because the costumes, sets, location and population of the larp clearly indicate its immense popularity. As I overheard one viewer at the Newport Beach Film Festival screening, “That’s how they do it in Canada.” Maybe so.
Calls
None of the characters in the movie ever uttered a “hold” call, especially Evelyn. Granted, it may not have made a difference with some of Murtagh’s clan, but I would expect an attempt somewhere along the way.
In game or out of game drama
An important scene occurs late in the second act. Erik has rescued Evelyn, and they’re snogging in the (very cool) Viking ship replica. Murtagh casts a “passing unseen” type spell to enter the ship and talk to Evelyn. The GM accompanies this action and asks Erik to leave. Erik doesn’t. The GM goes ahead. Murtagh talks to Evelyn out of character, begging her to stay (without apologizing for the near rape and simulated murder). While he talks, Erik, also out of character, insults and teases Murtagh. The GM allows all of this to happen, without asking the players to tone it down, or to talk in character. Murtagh leaves, disgusted, and his clan drops their fake weapons and walks back to camp. I don’t believe a GM follows to find out if anything is wrong. They allow events to proceed to their tragic conclusion.
Only one attempt is made to call the police, and then, from a landline. Perhaps the camp is removed enough so that no cell phone or laptop signal works, but that seems unlikely.
Are we playing after the funeral?
By the end of the movie, the camp has nearly burned down (the use of fire was surprising, but maybe that’s a Southern California bias), players rioted and killed/hospitalized each other. Yet the final scene indicates that the larp continues to operate—and Bjorn was still playing. I cannot imagine this enterprise didn’t suffer a series of lawsuits or at least an extremely bad reputation that would cause it to close its gates. I wouldn’t play in a larp where someone was murdered fer reals. But maybe that’s the California (or American) bias again.
The freedom of larps is there because there are rules that bind the players and enforce the borders between what’s real life and what takes place in the imagination. The disregard for long-standing larp rules and systems makes for great drama, but again, it’s not a realistic larp.
The Jezebel.com commentary
If you are concerned about the portrayal of women in movies, or women in larps, you might not enjoy The Wild Hunt. Although one of the GMs is a woman, and the Elven leader is a female with a great scene, the character of Evelyn is aggravating: she cannot decide if she wants to stay with her grumpy but cute boyfriend caring for his ill (cancer stricken?) father, or the older Shaman dude who doesn’t bat an eye when his lieutenants put her in a headlock, tie her up to a rock, and hint at gang rape. Eveleyn doesn’t say much (but looks great in black eyeshadow), except that she wants to be a princess. She says nothing to Erik about what she wants, not even “I don’t know, just leave me be for a while, let me figure it out.” She pouts a lot, and when the men stop fighting over her, she commits suicide. Yes, ladies, if men aren’t fighting for you, you might as well jump off a cliff.
Furthermore, there weren’t any women in Murtagh’s clan. I cannot imagine a larp with this many participants that didn’t have at least one female who wanted to be in that group, perhaps playing a Queen Maeve character. If there were, I think (hope) she would stop the guys from nearly assaulting Evelyn. If the clan doesn’t allow women, wouldn’t that be a red flag to other players and/or the GMs that these players need to be watched? Maybe they’re taking it too seriously?
Reaction
The Wild Hunt has won the Audience Award at Slamdance for Best Film (2009) as well as Best Canadian First Feature from the Toronto International Film Festival (among other accolades). The reviews have been mostly positive, although a few have contained disparaging slights against Live Action Role Playing. The critics seem to know that this is a fiction film.
After the Newport Beach screening I attended, I overheard two comments from two different couples sitting near me (total strangers). First was: “I am never, ever larping, ever.” Second was “I’m not going to Renaissance Faire anymore.” I am not sure how serious they were, nor if that was a typical reaction (anecdote is not data). When I asked a few other people afterwards on their thoughts, one girl said she wasn’t interested in larping before, and still wasn’t. Her male companion was excited, though, but said he already was interested in larping after seeing the movie Role Models.
In an interview with Mark Krupa, the writer/executive producer and actor (Bjorn) in The Wild Hunt, I mentioned these two quotes to him, and asked what he would say to these people given the chance. He replied:
If they were serious, I would say "That's unfortunate; if you weren't so careful you may end up having fun." Or to the guy I'd say "You should see the girls there in chainmail bustiers." Or to the girl I'd say "You know the medieval thing really helps guys role-play. Like take that extra time to attend to your needs, you know?" But I'd probably really say “Yeah - Medieval fairs! God who needs that!? A bunch of CRAZY LARPERS in COSTUME!? I'd much rather drink liver-poison in a dark bar with loud music or go to a club where real girls twirl around poles. It's a much more human experience."
See more of my interview with Mark elsewhere in this forum.
Conclusion
The biggest problem with TWH is that it’s a well-crafted movie. The camera and editing work are great. The acting is believable enough that I empathized with the characters (the guys, at least). If you are a live combat larper (in America), you might be envious of Duche de Bicolline’s amazing sets and costumes.
But TWH isn’t a celebration of larp. It might make us look cool, but also suggests that we’re insane, and that there’s a systemic problem in larp that attracts psychotic and/or unstable personalities. True, most people know the difference between fantasy and reality in movies and in larps. But…
Are we really totally immune to this kind of drama? No. Structured play-pretend is designed to be an intense physical, mental, and emotional workout. But that relies upon a safe, controlled setting. The boundaries and rules make us free. As a larper (player or GM), think about what you can do to make sure things like the events in the movie NEVER happen:
Have all weapons been checked? Are all players clear of the safety calls? Do you have enough refs to make sure large groups of players aren’t left alone for long periods of time? Do you have enough awareness to identify when things are going too far, and the authority to slow it down? As a player, do you know when another player is made uncomfortable? Do you know what the boundaries are, and what to do if they are crossed? Do you know your own limitations, and when to stop the game, tell a ref or GM, or leave?
I believe that it is highly doubtful something this dramatic could or would happen at a larp, however, lesser tribulations at larps arise: people flirting or sleeping with someone they shouldn’t, emotions overtaking imagination or safety, jealousies arising, lying or cheating, people getting hurt. However, that can happen with any group of people. It’s not the larp that causes those consequences. It was the people in the larp. Can Live Action Role Playing activate the darker elements in people? Perhaps, but so, too, can Tea Bagger protests or sports team championships.
Larps feature human beings, with all the benefits and detriments that entails. Enjoy the spectacle, but remember (and remind others) that larp is make-believe…just like movies.
Check out LARP Alliance (http://www.larpalliance.net/), a nonprofit organization designed to support larps and larp groups.
Aaron Vanek
Secretary of LARP Alliance
Chair of the LARP Alliance Media Committee
The Internet gave everyone a voice-everyone has chosen to use that voice to bitch about movies.