Crooked House

High-concept live action events with over-the-top effects.

God Rest Ye Merry

GRYM - The Premise

21 March 2015

‘A 1950s Christmas Ghost Story’

“There are games that constitute the stories that we tell one another… Those moments when something so extraordinary happens that it lives on for years after and becomes something more…”

John Shockley

So with a venue worked out, what sort of event were we going to aim for?

The house dictated a lot of that:

So we settled on a family Christmas in 1954 - a relatively rich family, given there would be servants. A chilling ghost story.

Theme

We settled very early on a theme for the event - it would be Reconciliation. Everything we wrote was shaped around that theme; the main story, but also lots of the little sub-stories. It's the first time we've been that certain about a theme that early in the game, and we think it really paid off, echoed in all sorts of ways throughout the event.

Ghosts

For ease of design, to give us a variety of effects, and to make things interesting for individual players we very quickly settled on the idea of having multiple ghosts, each from different time periods, with their own stories tying them to specific parts of the house - and that there would be one underlying ghost story that would drive everything else and explain the existence of all the others.

Laying Ghosts To Rest

This was to be a ghost story. But we came to a firm conclusion early on that we didn't want to use LARP and movie clichés in it; the cliché being that if there is a haunting, you can get rid of it in one of several ways:

These tropes are deeply ingrained into the LARP and film-goer psyches and we really didn't want to do that, because it turns the ghosts from characters with stories into intellectual puzzles where the players are up against the game designers. So we decided that we would duck that completely. It took us a while to figure out what to do. We decided to base the possibility of laying a ghost to rest on successfully resolving their story emotionally. This fed into our character design process. It was an unusual thing to do, and a bit risky; we were quite nervous about it through much of the period prior to the game, but from the player's reactions we think it really paid off in terms of the emotional effect that the game had.

Source Inspirations

Here are a few of the sources we drew on for atmosphere and flavour - either for the whole event or for character backgrounds:

  • The Box of Delights
  • The Children of Green Knowe
  • The Others
  • Sapphire and Steel
  • The Awakening
  • The Narnia Series
  • Clue
  • The Owl Service
  • Susan Cooper's The Dark is Rising
  • Episodes of Dr Who (Weeping Angels etc)
  • Sinister
  • 13 Ghosts
  • Easy Virtue (and other Noel Coward)
  • The Blair Witch Project
  • The Shining
  • The Company of Wolves
  • Sleepy Hollow
  • The Archers
  • Agatha Christie's mysteries
  • John Le Carré
  • Arthur Conan Doyle
  • Mrs Henderson Presents
  • A Christmas Carol
  • Downton Abbey