Alma Mater
Run 3: 26th-29th March 2026
Mechanics
What is a mechanic?
In larp, a mechanic is a pre-agreed tool used to bridge the gap between imagination and reality, and to help guide the narrative in enjoyable and constructive ways. At Alma Mater, the mechanics we use are for escalation and de-escalation of intense roleplay, for when a character is telling lies, and for simulating punishment. These mechanics will also be covered in a workshop before the larp.
Escalation and de-escalation
of intense roleplay
It's important that you have some control over the intensity of roleplay that you are exposed to and involved with, as this will allow you to increase the roleplay experience for yourself and others (see Expected Behaviour). These are the main ways you can do this:

Turn it up
If you wish to increase the emotional intensity of an interaction, you can indicate this with three fingers held palm-up, gestured upwards as though you were lifting something. The other participant(s), if they wish to, can respond to this by increasing the intensity of their roleplay with you. For example, they might argue more fervently, or blame you more strictly.

Eye-shading
(hold and leave)
​There are actually two (related) uses of this gesture, where you hold one hand against your brow as though shading your eyes from a bright light. ​
The first is holding the eye-shade while you step out of a scene and move quickly away. This could be for any reason outside of the larp including your emotional or physical comfort. This is not considered part of the larp and other participants should allow you to pass and try to ignore you. Your departure should not be commented on.

Turn it down
The exact opposite - if you want to continue the interaction but at a lesser intensity, you can gesture three fingers downwards. The other participant(s) must always decrease intensity in response. For example, they might lessen the details of a disgusting story, or reduce the ardour of their romantic expression.​
If there are several participants involved, and the scene is too intense for just you, you might instead choose to allow other participants to continue while you step away.

Eye-shading
(brief handwave)
The second use, just briefly raising an eye-shade, is to indicate that a subject which has been raised is not of interest within the larp and should be dropped. For example, if your character was late for something due to a real toilet emergency, you could briefly raise an eye-shade if your superior starts to discipline you. You should change the subject if someone does this when you are speaking with them.

Check-in
There will be plenty of times when characters appear distressed or exhausted. If you want to see if this is only roleplay and that the participant is actually okay, raise an "OK" gesture. If they are okay, they should return the gesture. Otherwise, if they return a "so so" or "thumbs down" gesture, please either address it with them if you feel able, or alert one of the team.

​​​​​​​​Stop the larp
This is the least-used but most important mechanic. You should say "stop the larp!" loudly and clearly if you believe that someone's safety is at immediate risk. Everyone who hears it must respond. If you hear it, you should repeat the words, once. Then you should pause your roleplay and remain quiet and still until a team member says it is safe to continue. For example, you could use this in a scene where people are rushing around and you see someone's eyeglasses fall where they might get trampled. Or for a medical emergency or fire.
If the issue is one which you can resolve by leaving the scene, and perhaps by grabbing one of the team for help, then please do that rather than stopping the larp.
Lying
As mentioned in the Style page, all the characters are bad at lying and have guilty consciences. And yet the larp is about secrets and confessions - how can we ensure that revelations come to light in good time? Whenever your character is going to tell a lie - or even a half-truth - you should always highlight this by first saying "the honest truth is...". What follows should always be untrue.
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If you hear someone saying this, you have 3 options of how your character can respond. The first, because all the characters are also bad judges of character, is not to notice anything amiss, and to trust what was said. The second is to 'smell a rat' - to be aware something is wrong or suspicious, but not quite sure what. And the final option is to realise that it was a lie - and take it from there. You can choose between these options based on your characters' existing knowledge, and what is most dramatically appropriate. For example, you might choose to believe someone if a big secret comes out too early on. But as events progress, you may start to think the worst of your sisters...
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Events later on may contradict with the statement which was presented as the honest truth - feel free to realise it was a lie later, or to hold loyally on to the perceived honesty and reject the later evidence.
Punishment
Punishment is an important part of monastic life, imposed by seniors on juniors when they break the Rule. It is vital to remember the escalation and de-escalation mechanics above. The participant whose character is going to be punished is the one who chooses a punishment. To do that, their character should mention one or more acceptable options when told she will be punished. They can express this as though their character is willing “I know I will need to sit by you at dinner…” or unwilling: “please don’t beat me or make me wear the sackcloth!” In either case the senior nun’s player should select a punishment from one of those mentioned.
Examples of thematically appropriate punishments include:
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Positional discomfort: for example kneeling (or worse, “kneeling on grains” - please only pretend), or lying prostrate in the chapel during offices
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Close supervision, eg. during meals by another, senior sister
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Sackcloth gown: one sackcloth gown is available and can be worn for a period of time (over undergarments) as a punishment.
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Being beaten or being ordered to beat yourself. Some props for this are supplied as part of the larp, but should only be used to mime blows, or for featherlight strikes (at the discretion of the person being hit). Corporal punishment is an opt-in theme at Alma Mater. Therefore it should only be performed in a private place so that other participants can easily avoid the scene if they prefer.
You are of course welcome to come up with other appropriate punishments, so long as you comply with the larp’s themes and discuss with the other participants for mutual agreement.