Heather Silsbee
Spill
✏️ | Still Life | Golden Cobra Challenge (2014) | |||
✏️ | Just Lunch | Golden Cobra Challenge (2015) | |||
💾 | ✏️ | Just a Little Lovin' | Minnesota, USA (2017) | ||
💾 | Just a Little Lovin' | Minnesota, USA (2017) |
Priser
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.
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 (2015)
Just Lunch: Winner, Best Use of Themes/Techniques for Evoking Empathy
Previous Golden Cobra winner Heather Silsbee returns with a sometimes searing, sometimes thoughtful, and always playable game about women with social anxiety. Many Golden Cobra games this year address empathy directly, but Just Lunch stands out as a game that combines visceral empathy with sharp, engaging gameplay. Just Lunch is for three people, and like the title says, it’s just lunch - but “lunch” is a minefield of energy-draining triggers for the anxious. And these women are anxious. This game captured the dynamics of social anxiety in casual interaction so well that some of us winced just reading it, and its effectiveness at evoking empathy played out by teaching us new things about how social anxiety works. We particularly liked Just Lunch’s careful framing, which provides both context for players unfamiliar with social anxiety and useful tools for exploring it in safety.
Send inn rettelser om denne siden