I want to know more about scene framing and rituals, specificially about mixing them together so that player could switch from one scene to another with as little break for the "mood" as possible. In other words, I'd like to keep the immersive elements intact, or make a smooth transition from playing one character to another. I think some kind of ritualistic approach could work, here.
Here's why. I've been thinking about writing a LARP divived into three parts: a group of friends seeing each other at a summer cottage after ten years of not really seeing each other, a flashback to their last summer together (maybe just after school has finished and everybody is heading to vacation, and then spreading around to continue studies and whatever) where things that really drive them apart happen, then back to modern time where characters can reflect about the flashback. The theme would be memories and how people like to forget about bad things. What I'd like to have, thematically, is a scene of happy come-together and reflection with friends, a scene about happy go-drunk going very, very sour with all the adolescent themes, and scene where all the mistakes, bad and scary things come back in full and force the characters to see themselves and others in different light, and try to live with that.
I'd like to come up with a way to do the first scene change with a change of theme and mood. Players should be able to switch from their around-30's-persona and scene of nostalgy and what-do-you-do-for-living-nowadays to the around-18-persona filled with hormones and soon to be filled with beer, as smooth as possible, without breaking the the feeling of being someone else than their player-self. The transition will take some time as players probably have to change clothes and perhaps assume some new previously unknown information about their characters.
The second scene change would be from the around-18-persona filled with hormones and beer (simulated), probably having just undergone very intense things and life-altering stuff, back to their around-30-personas with the mood and memories intact. In essence, I'd like to switch the persona's on the fly, and keep the game going from second to third scene - the characters would just suddenly remember how things really went ten years ago and how they have kept not-remembering it as a safety net, which is now taken away. The transition would probably again take some time for changing the clothes, etc.
About the only thing I can come up with is music; the tunes of mid-90's (or something else, I don't have to set the game in modern day) leading them to past, and something with strong emotional resonance leading them back to "now". The players know about the general structure of the game beforehand (there's the clothing issue among other things) and I'd like to keep the GM intervention of scene change on bare minimum. I don't want to explain what happens next to them during the scene change; I can explain (or probably write down) the structure beforehand.
I'd like the scene framing to be a mystical thing (in the sense of mood, not how the thing is actually done, though it could mystical as well), not let the players to think that "here I am, in a game, changing clothes, and soon we'll go on again". I want the whole 8+ hours to be intensely in-character, especially through the emotionally hard parts, and cut out "I'm glad that's not really me"-feeling that could come up in the transition.
This is, at the moment, just a vision and idea, and I've left out some stuff I've though about and a lot of stuff I have not.