Waiting Room “I know it’s selfish, and I know it’s unfair, but please don’t be here when it happens. I don’t want my last sight to be the grief in your eyes. Let me slip away in peace.” Waiting Room is a larp about grief, sadness, and loss. In this game the players will take the role of family and close friends of a dying person. That person has requested that nobody they know are there to witness their passing so the players are stuck in the waiting room until they’re given the news. “It’s too soon. God, it’s just too soon.” What was the dying known for? The dying came to be this way: Suddenly After Years of Suffering Through Bad decisions Knowing this was coming The dying is: Retired Old Elderly An Adult Young Far too young The dying was (choose 2-5): Kind Friendly Joyful Hateful Angry Disturbed Troubled Sad Stubborn Difficult Generous Dedicated The dying has asked to be: Cremated Buried Not given a Funeral Donated to science Has not made final arrangements The dying is known to own (choose 1-5): Nothing of value A home A large amount of money Fancy jewelry Some personal items of great meaning Family Heirlooms Expensive luxury items The dying is: Cis-male Cis-female Transgender Male Transgender Female non-gender The dying’s name is: And they are dying of: “Jim wasn’t always the best person. He had a temper, was stubborn, and he ran his mouth longer than he should, but we grew up together. There were skinned knees, bloody noses, and a black eye or two. We never lost touch; not when he went off to college, or when my mom died, or even after my first divorce. He was always there when I needed him the most. Jim was my friend, and I couldn’t have been luckier.” After creating the dying, each player will make their own character. They will need to decide on relationship with the dying. To prevent overlap, make a relationship map with the dying in its center. As characters get filled in, they should also define their relationships with the other characters in the waiting room. Keep the relationship map easy to view during play in case players need reminders and each player should wear a name tag. In addition each player will receive a card that seeds something specific about the relationship a character has with the dying. A player may choose to draw this card before or after claiming a spot on the relationship map. When they do so, they draw two cards and choose to keep one. Cards are broad and open to interpretation, so it is up to the player to fill in the details. Whatever is on the card is important to the character and should have a strong impact on how they act in the waiting room, but it is up to them to decide who to share it with. Some of these memories will be positive, but some will not. In addition, each character will have a comfort item that could help deal with the grief. Some items are innocent, and some are not allowed in a hospital. Players can either choose which item they brought or they can be picked randomly. Feel free to create your own item if you wish as long as it is unique. These items can be represented with props or index cards. Cards: You used to fish with the dying, just the two of you You know about the dying’s abuse You one time kissed the dying romantically, but never again You had an affair with the dying You helped the dying with what they feared most The dying helped you when you were troubled You created something beautiful with the dying The dying was unjustly mad at you The dying hurt you deeply The dying asked you to do something specific after they pass away You used to cook with the dying The dying taught you something special The dying made you something you use every day The dying gave you something that changed your life The dying did something to make you laugh like you never have before You wish the dying forgave you The dying was never nice to you The dying promised to leave you something in their will You went on a trip with the dying The dying took something and you want it back “I know you love him but I’m glad the bastard will be dead soon. I’ll never forgive him for what he did to me.” Possible Comfort Items: Flask of alcohol Cigarettes Pot Hard Drugs Tissues Gum Comfort food Mp3 player Religious book Comfortable blanket Toy “I just can’t handle this right now. I need to feel far away.” Game play: At the beginning of the game somebody should enter the waiting room and announce that it won’t be wrong. This could either be a facilitator playing the role of a doctor or nurse, or if no one is available, a player who went to speak to the doctor. At this point a timer will start. It is recommended that the timer be set for between 45 and 90 minutes depending on the desired length of the game and the number of players. From there it will be free role-play until the timer runs out or one of the mechanics is instituted. When the time is up, it is announced that the dying has passed away. The Mechanics Water Cooler: When a player gets a drink from the cooler it is to signal that they have something they want to share with the entire group. After they finish their drink, all the players should give that player their attention. At any time a player can tell another ‘you look thirsty’ and that player must get a drink from the cooler. I need to leave: When the game gets too intense for a character or player, they can announce ‘I need to leave.’ They will then walk out of the designated play area. This indicates that the current topic has gone too far, and that when the character returns that topic can no longer be brought up. If necessary, the game can be put on hold if players deem it necessary. Comfort items: When a character is becoming too emotional, they can ask for another character’s comfort item. That character does not need to share, but if they do, this item will calm the character instantly. A character can always offer their item to another, and if they do it be cannot refused.