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Wendy Gorman


✏️ Still Life Golden Cobra Challenge (2014)
✏️ Warmth Golden Cobra Challenge (2015)
✏️ We Are Roommates Now Golden Cobra Challenge (2016)
✏️ Beastfucker Golden Cobra Challenge (2017)
💾 ✏️ To Boldly Hakuho Golden Cobra Challenge (2020)


Golden Cobra Challenge (2014)

Still Life: Winner, The Game We're Most Eager to Play
A refreshing and thoughtful metaphorical freeform larp that keeps us moving forward in thinking about the potentials for role play. Throwing out assumptions left and right, like the need for plot, action by the players, people as characters, and focuses on stillness, interior play, subtle changes in position and being with the people and issues around us.

Still Life gives us the opportunity to larp as the inanimate, to live and breathe passivity for 2 hours without being bothered to make a power play or do something beyond simply communicating (and building from there). We as judges insist that this game be played.

Still Life grabbed each of the judges immediately and wouldn't let go. We kept returning to Still Life and marveling at it. While many contest entries tread familiar ground, the designers of Still Life took the weird path into rocky country (sorry). This weirdness pays off immensely in a game that is at once bonkers and full of strange pathos.

Wendy Gorman, David Hertz, and Heather Silsbee's game is instantly inspiring. It's so cunning in its vision that each judge wanted to play it almost at once. Many of the structures of play that are usually taken for granted are effortlessly tossed out the window by this game, and players are left with a broody and subtle experience. Who knew it was possible to yearn so hard for the experience of pretending to be rock! We would have said it couldn't be done, but with Still Life we have been proven wrong.

Golden Cobra Challenge (2020)

To Boldly Hakuho: Winner, Best first weird larp for people who have only played D&D so far
This game about the history-making sumō wrestler Hakuhō Shō, the ancient spaceship AI who loves him, and the starship’s officers who must learn to communicate in terms of Hakuhō in order to get that AI to return to the fold evokes Jon Bois’s 17776, the Star Trek: the Next Generation episode “Darmok,” and the situation we’ve all been in (or put others in) when trying to interact with someone who’s a huge nerd about one specific thing, on their terms. Hakuhō, like all the Golden Cobra media inspirations this year, is a topic who would normally require a thorough cultural consulting process, not always possible in the contest cycle. But in light of those constraints, we particularly appreciate the game’s primer on how to approach a culture, sport, and body type about which the players may not know much, as well as the way the game integrates that possible lack of familiarity into the play process, teaching players how to learn about an unfamiliar subject with sensitivity and enthusiasm. We awarded this game “Best First Weird LARP for People Who Have Only Played D&D Before” because of its humor, ease of play, clear roles, and emphasis on lore and statistics. In addition, though these prizes are not always given out, we wish to award this game all three of the Outstanding Performance, Fighting Spirit, and Technique prizes for exceptional performance during a sumō wrestling tournament.

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