With blockbuster, freeform, nordic, or otherwise math-free LARPs, it often feels like every moment needs to be filled to the maximum. The character sheets are written by designers with a lot to dig into, the lot is vast and unknowable, your peers and fellow players are crying and screaming at each other, and then there's you, sitting in a chair and wondering where the heck your game is. While I primarily play freeform style games, I'd argue that this is a normal part of *any* LARP experience. In longer form LARPs, like boffer and chronicled games, this kind of downtime is more expected, as the focal point of each game is liable to shift from session to session. In the case of week-long boffer games, where the physicality of the medium requires time dedicated to resting the body, it's a necessity (running around a campground in the summer is more fun when you hydrate and nap during the hottest part of the day). Yet, in shorter games, especially freeform games, downtime is often seen or discussed as a failure of the design. This is especially common for players who are new to the style, but even for experienced players, it is very easy to become self-conscious when looking around a room and not seeing anything to sink your teeth into. After a great recent LARP with friends, I did some critical thinking on my own experiences with downtime like this. After reflection, I realized that it has been a long time since I have taken it personally when I feel unmoored during a game. Instead, I have come to think of this downtime is a natural part of the cycle of a game. I realized that in all of my recent LARP experiences, there was usually anywhere from 30 minutes to an hour of total time during which I did not feel like any of the scenes or roleplay around me connected with what I was looking for in the moment. I do not think this amount of time will be the same for everyone, and obviously, comfort levels vary around whether or not a player feels comfortable joining any ongoing scene - there's an amount of respect in recognizing that someone's whispered conversation, however public, needs a few more minutes to cook. Regardless, I think most people have *some* of this time. Since thinking more critically about this, I have come to think of this downtime as an opportunity. It's a chance to reset my energy, to think about what I want next, and sometimes just to breathe. That being said, I do think that this feeling, when unrecognized, can sometimes lead to hurt feelings. In an experiential medium, it is easy to believe that any minute note spent experiencing is a minute wasted; however, having downtime or quieter time during play isn't a personal flaw in a player's abilities or even indicative of a larger flaw in design. It's part of the natural cycle - similar to boffer LARP above, crying at a LARP is only fun if you aren't doing it for four hours straight. I don't know about you, but even one hour of crying leaves my face swollen, which makes the remaining hours quite a bit more challenging regardless of my character's emotional state. Moments of quiet help intensify the emotional peaks and valleys. So, I've included some tools to manage and combat those moments where you find that no scene latches its teeth into you. Feel free to try them out. It's helpful to remember that LARP is a thinking exercise, because you are working to present a character, fulfill their goals, and display their emotions and that thinking takes time. You're also doing so within your own body, which has its own needs. It's very normal to have moments where you aren't completely connected into the game, or where you feel like everyone else is getting 'the good play,' and you're just here as background. You can use these moments as a tool to re-evaluate your needs, the game you're having, the game you want, and your character's progression. Tools: 1. Don't dwell on "my character wouldn't." Find a reason for your character to pursue the play *you* are looking for. If you try to justify first and play second, you'll just end up wishing you had anyway. You'll find that the justification comes naturally after you have taken the action. And if it doesn't; well, we all do things we can't explain from time to time. Let go of the notion that you have to explain every choice before you make it. 2. Continue the pattern of move and linger. Don't stay still or sit in one place forever. As you move around, you'll see that scenes break apart and reform, as your fellow players take their characters in new directions. As these changes happen, the right thing for your play will come up. (This is my favorite strategy for me) 3. Take a few minutes to do an off-game break and grounding. Step out of play space and reconnect with yourself, then rejoin game a few minutes later. You can check in with your body's needs for food, water, or rest and give your mind a break. Taking a bio-break also works for this. Freshen up your makeup/costume, get some water, or use the bathroom. This will have the benefit of giving you a few minutes to disengage and you may need to walk through the play space a few times, which will help you see what else is going on. 4. Distinguish between the character's fear and your own. 1. For example, I don't like public speaking, so I don't tend to play characters who give speeches. I like holding hands, and have occasionally played characters who were afraid of holding hands. In the case of the latter, it would not be out of character if I wanted to hold someone's hand during play but my character was scared - this can lead to *really* interesting and meaningful roleplay. And the character does not have to overcome their fear to do it. 2. If the fear does belong to you, you can choose how to engage with it or talk to facilitator staff to assist you with your comfort levels. You can work inside of your comfort levels for stronger and safer roleplay. 5. Failing everything else, do quick calibrations with either your close connections or the facilitator staff to see what they have going on and if there is a natural place where your stories can join up. Having an idea of what play will make a good game for you will help here. Keep in mind that LARP is collaborative, so work together for what feels good for everyone. It's much easier to reconnect with a game if you have a direction in mind, but keeping that direction general gives everyone more opportunity to work it in with their expectations.