KapCon 24 in 2015 is on Saturday 17th and Sunday 18th of January. Monday 19th is a statutory holiday for Wellington workers and can be used for recovery.
KapCon is a not-for-profit role-playing game convention run annually in Wellington, New Zealand, every January. Over a hundred people get together for a weekend of role-playing, in a diverse range of styles and systems. Over the weekend, more than 30 individual games are run, with volunteer GMs (or storytellers, narrators or facilitators) running games between one and six times over the course of the convention.
Heading out into the desert for a camping trip seemed like a great idea. You're all perfectly aware of how dangerous it is out there, yeah, but you know what you're doing - you've done it before, and you're teenagers, which makes you indestructible, right?
What a shame it's not just the desert that you have to contend with out here. There's something here with you, and you're not sure what it is, but it only comes out after dark...
[The Sun over Mesa Amarillo is a Dread scenario for six players, about lights in the sky, bloodthirsty monsters, and conspiracies]
This is not a game ... it is a play reading of Ian Doescher's "William Shakespeare's Star Wars: Verily, A New Hope".
Return once more to a galaxy far, far away with this sublime retelling of George Lucas's epic in the style of the immortal Bard of Avon. The saga of a wise (Jedi) knight and an evil (Sith) lord, of a beautiful princess held captive and a young hero coming of age, Star Wars abounds with all the vallour and villainy of Shakespeare's greatest plays. 'Tis a tale told by fretful Droids, full of faithful Wookiees and fearsome Stormtroppers, signifying ... pretty much everything.
Reimagined in glorious iambic pentameter, William Shakespeare's Star Wars will astound and edify Rebels and Imperials alike. Zounds! This _is_ the play reading you're looking for.
Set in the Parahumans universe, players play members of the Wards: teen superheroes in training. The adult heroes are busy chasing the Force Fourteen out of town, so you're running extra patrols. Just be careful, Villains have rights too and the media is always watching.
Your interest in esoterica and the occult has been noted, and slowly led to this moment. You and your companions have heard some disturbing rumours and are about to enter the town of Ebon Eaves..
You have no memories from before St Daphne's Orphans School. You and your three siblings are the only students, and the staff outnumber you dramatically. Principal Boggins teaches philosophy, Mistress Tally doubles as the nurse and biology teacher. Glum is the groundskeeper. Chemistry is taught by Professor Glass.
The grounds are large, and so long as you attend classes, you are more or less given the run of the place during the day. Each night you are put to bed by the teachers.
You're coming to the worrying conclusion that you've been at this school for significantly longer than is normal. Based on your readings, you believe that you're 17. But, when you count the years backwards, you get stuck well before you reach your childhood.
Based on the Orphans of Chaos series by John C. Wright
It’s 1957, and you are in Palomar Gardens, the slightly seedy California home base of “Professor” George Adamski’s flying saucer cult. Tonight the extraterrestrials that have been visiting Adamski for years are returning. He’s announced that they are arriving to meet his followers and welcome them to the cosmic colloquy of enlightened beings. A flying saucer will fly overhead, and later the extraterrestrials will arrive in Palomar Gardens. It’s the night everybody has been waiting for - the desert sky is clear and bright, the air is charged with anticipation, and the cocktail bar is fully stocked.
This year's KapCon flagship is Crisis Point, a superhero larp covering everything from spandex-wearing caped crusaders to modern gritty and grim antiheroes. You can register for it here. Please remember that you will need to register for the convention as well.
In Kaldera, you play a magically gifted individual.
Everyone in the world of Kaldera has the spark of magic, but few can stand the training to build that spark to a flame. Those with the potential are taken to the great city of Kaldera itself to either develop their skills of learn to live with what they have.
Using the power Fate Core system, with my own magic rules that focus on the use of glyphs and a player's imagination, we shall create characters that posses skill with magic and throw them into one of the many plots surrounding the constantly bickering guilds in Kaldera. This game is about epic steampunk style ridiculousness, imagination, and above all player input! In Fate you have as much power to bend the story as a GM does, I have no idea what could happen.
Ideally four or five players who love magic, bio-mechs, and being generally over the top. As a bonus, you will get your own Glyph Tokens to take home!
No dice required, as I shall use the Deck of Fate for outcomes.
It began, as it always does, with a phone call. “Mother is ill and requires your assistance…” How it ends, however, is up to you…
What’s up with Morris? is a Conspiracy X adventure in which the characters discover that the “truth is out there” (or maybe not?) Set in the fictional town of Morris, Illinois during the halcyon days of the 1960s, this episode includes strange deaths, UFO sightings, and a sprinkling of conspiracy nuts. The big question for the investigators isn’t exactly who to believe, but rather who not to…
What is Conspiracy X?
Conspiracy X takes place in a world of dark secrets and hidden agendas where the only certainty is nothing is what it seems. The president might not be human, and the sign carrying paranoid on the street corner ranting about CIA mind control satellites may very well be right. In other words, a world just like yours, if you could see beyond the lies.
A combination of X-Files, Fringe and every other alien-hunting, government conspiracy setting you’ve ever read or watched on TV, Conspiracy X sees the players take on roles as agents of Aegis, the front line against and invasion of aliens and the supernatural. It is their actions that protects the world from within and without, often with great sacrifice.
Style of Play?
A story driven game for 3-5 players, it is primarily an investigation and clue-hunting game that throws in a bit of quite deadly combat. Expect handouts, the occasional tactical map and a few stand up figures. It should be noted that this adventure is simply a good old RPG scenario, like the ones you'd likely be playing in the comfort of your own home, and is what the players make it!