About the Game
Requiem: Reichskinder
Requiem: Reichskinder provides an opportunity to experience the depressing environment of the fictional Rehabilitation Institute for Problematic Youth through a personal story of being uprooted, searching for one’s identity, and coping with one’s past. Our goal is to bring to light the complicated stories of people living their lives in the grey zone between Czech and German nationalities, stories of young people whose lives were changed dramatically during the war and whose troubles not only failed to vanish with the end of the war, but often got worse or only then truly began. Alternatively, players can become members of the Institute’s staff: Czechoslovaks who had often experienced the war firsthand and had to take an attitude towards the pupils in the Institute.
We provide a dark, atmospheric content game offering an intense experience, as well as a strong story that is developed during the game primarily by the players themselves, who are provided with strong techniques to do so. Our goal is NOT to create an authentic reconstruction of period realities or educational practices. The discomforting enviornment and strict schedule of the Institute serve as atmospheric tools that form the common framework of all the characters’ individual destinies. Our aim is by no means to physically harass the players or to test their abilities and boundaries. At the same time, it feels appropriate to emphasize that the game deliberately works with psychological deprivation, oppression, and restriction of freedom. The game also purposefully operates by blurring the common objective reality of the characters using a number of tools that allow players to develop their stories in a personalized way. Neither psychological deprivation nor oppression, nor restriction of freedom, nor our narrative tools (see “Drama Therapy,” “Therapeutic Procedures,” etc.) should be considered a goal of this game. Our goal is to create a powerful story, and all these methods must serve that story.
The game is set in 1945, but it is only loosely inspired by some of the real events of that time, and it is not a historical reenactment. We use selective historical facts, and our intention is to tell the stories of people, not to present a portrayal of that period. At the same time, all the characters are fictional, their plots only loosely representing the destinies of the actual children of their time, and they are often presented in a concentrated, intense, pushed-to-the-extreme form. In addition, in order to focus on the main themes of the game, some other possible themes had to be superseded; for example, religion is of no importance in the game.
Detailed info about the game can be found in the new DESIGN DOCUMENT.
Basic facts about the game
- Although most players will be representing adolescents, the upper age limit of participants is not set. However, only players older than 18 years may participate.
- The game takes place on the grounds of the old military hospital in Theresienstadt, which represents the Rehabilitation Institute for Problematic Youth, and in which the accommodation is also provided. All meals, costumes, and props are provided by the organizers.
- The game itself runs non-stop, including during the time dedicated to sleep. The unusual sleep mode is part of the game as well (there are eight hours for sleep allotted in the game, but divided into two four-hour shifts/blocks).
- Various forms of oppression may appear in the game, but the game is NOT trying to establish as oppressive an environment as possible. A certain level of discomfort is just a gaming tool. The game deliberately works with reality distortion and offers various levels of interpretation.
- Please bear in mind that the game takes place in an old building that can only be heated to a certain level and that there are no showers or private bathrooms. You will also sleep on military beds for a lot less than you might be used to (sleeping is divided into four-hour segments), and you will be asked to share the space for sleeping with other players (see the section “Practical” of the design document for details), so take this into consideration when deciding whether this game is for you. We believe that the experience of the game is worth and even enhanced by a little real-life discomfort, but do not hesitate to contact us to ask for details or to inquire about individual needs, etc.
Game Style
The stories of the characters take place within the walls of the fictional rehabilitation institute, which is represented by the military hospital in Theresienstadt. A significant element of the game is the strict discipline of pupils and the consistent adherence to their regular daily routine. The game time is divided into several units that have a clearly defined schedule for blocks of activities, rest, therapies, and sleep. The pupils attend regular sessions with the therapists and undergo drama therapy and other, more drastic therapeutic procedures if necessary. Within the game, the element of repetition is essential; the stories of characters move forward and develop by repeating the seemingly identical activities that are in fact gradually moving somewhere or being put into new frames. The possible blurring or distorting of the players’ orientation in time as well as light sleep deprivation are recognized elements of the game. You will be familiarized with the entire game schedule from the beginning, and as players you will also know the approximate moments when the most important decisions should be made so that you can adjust the story of your character accordingly. The game environment is often bizarre and visually disturbing and uses various musical and light effects.
The game is of the touching type, which means that lighter forms of intimacy and violence are role-played in quite a realistic way, 1:1, game to reality—an embrace is an embrace, a kiss is a kiss, a brawl is a brawl. At the same time, during the introductory workshops before the game, all players can state and set their limits—the violence and intimacy borderlines they are not willing to cross within the game—and others must respect that limit. We also use a variety of other means to create a safe enough environment (see the design document for details).
Pre-game preparation
Players taking the roles of pupils and staff are not expected to do any kind of intense preparation before the game. In fact, it is highly recommended just to read your diary (which will be purposefully distributed days before the game), perhaps watch some of the recommended television series and movies and maybe one of the books, and finally arrive and play right away. No preplay or pregame negotiation is involved.
The roles of therapists are a bit more complex concerning game materials: Therapists will receive the diaries of all pupils a month before the game. There is no need for extensive research of the historical problematics; you will get a basic overview from your game materials and the basic idea from the recommended films. Each participant will receive an already complete character with a sophisticated past, personality, and his or her own plots, the description of which will be provided in advance shortly before the game. The costumes are also provided by us. The players will only need to bring their own shoes and warm/functional undergarments to put on under the costume. The pupils will also need simple gym attire.
Game Schedule
The game takes approximately 32 real-life hours and is divided into three time blocks, each representing one game day. Each game day is then precisely divided into smaller units with clearly set content. For easier orientation, each character gets a personal chart with a schedule that is similar to a school timetable, which precisely defines the activities the character is supposed to dedicate his or her time to. These timetables have a precise purpose, and they are fine-tuned to serve the game as much as possible. The personal timetables are not in the game to oppress the players; on the contrary, they serve them by improving the options of the game layout, creating interesting situations, and revealing in advance when some of the breakthroughs in their stories will occur. The pupils are also always provided with a certain amount of free time, in which they can walk freely through the Institute and handle their own agendas.
The regular changing of activities and blocks allows us to put enough incentives into a time-constrained game and to prepare all necessary procedures and effects technically. At the same time, we believe that it will provide you with a frame that you can fill with your acting.
Shifted Reality
At some moments, the game deliberately blurs the boundaries between reality and fiction, the supernatural or the psychotropic states of some characters. At the same time, it does not define one official truth: what is in fact reality and what is just a dream, what happened in the real world and what happened only in someone’s mind. The game’s environment is often bizarre and visually disturbing and uses various musical, sound, and light effects. All these are nevertheless just a backdrop for the game. There is no sense in dealing with technicalities during the game, such as “Where is this scary music coming from?” or “Why has the light colour suddenly changed?” It is better to use these elements for more interesting scenes. We work with recorded music as background or theme music. Most of the rooms in the Institute are sound-equipped, and many have their own musical themes that are constantly playing in them. Likewise, music has its role in particular significant scenes, and some characters may have their own tunes which herald their approach.
Personal Documentation
There is a personal file administered by the therapists on every single pupil. It is strictly forbidden for pupils to even see their own files. The staff may be allowed to have a look under certain exceptional circumstances.
From the very beginning, the file will contain information about the pupils, including such information that the pupils have no idea of or are not willing to admit even to themselves. It also serves as a record for the staff and therapists, who can lead the rehabilitation accordingly and push the stories forward. All the characters in the game, including the staff and psychotherapists, will have their own diaries. It is mandatory for the pupils to keep their diaries on a daily basis; the staff can do so on a voluntary basis.The diaries contain all the important information that will be needed during the game and give the players a chance to remind themselves of their key relationships and character goals whenever necessary. It also enables you to easily find the schedule and is complemented by the acknowledged “breakthrough choices” for your character.
The breakthrough choices are key decisions that you have to make within the game.You are told about them in advance, and it is a great part of the experience to make these decisions. Not only have we put many arguments in the game to provide for all possibilities, but you will also get time and space to dramatize your choice and improve your story yourself.
Special Friends
The game runs non-stop from the very start to the very end, and there is no space for leaving your roles. The only exception is in “Chamber no. 5” in the Institute’s washrooms (nowhere near the real bathroom). Here it is possible to take a rest, abandon your character for a little while, read through your materials, etc. It is also possible to consult anything with us here without disrupting the game. You just have to use the Institute’s internal telephone and call the “janitor,” and one of the organizers will look you up and have an out-of-game talk with you. We will be here to ensure both your physical and mental safety, for consultations regarding your next steps in the game, and to resolve any other sort of issues, questions, or uncertainties. It is very important to note, though, that Chamber no. 5 is a very solitary place where no conversations with other players are to be taken. The game is based on the principles of consensual playing and shared responsibility. You can find more details in the respective parts of the design document.
Consultations and Safety
The game runs non-stop from the very start to the very end, and there is no space for leaving your roles. The only exception is in “Chamber no. 5” in the Institute’s washrooms (nowhere near the real bathroom). Here it is possible to take a rest, abandon your character for a little while, read through your materials, etc. It is also possible to consult anything with us here without disrupting the game. You just have to use the Institute’s internal telephone and call the “janitor,” and one of the organizers will look you up and have an out-of-game talk with you. We will be here to ensure both your physical and mental safety, for consultations regarding your next steps in the game, and to resolve any other sort of issues, questions, or uncertainties. It is very important to note, though, that Chamber no. 5 is a very solitary place where no conversations with other players are to be taken. The game is based on the principles of consensual playing and shared responsibility. You can find more details in the respective parts of the design document.