Wellington Anniversary Weekend January 23rd - 24th 2021

The Elder Rolls

Facilitator: 
Chris Haddock

Yes you read that right. No it's not a typo.

The Elder Scrolls is a beloved videogame series, famous for broad open worlds, a tabletop inspired setting and bugs. Many Many bugs.

I've been working for the last half year or so I have been developing a tabletop conversion of the setting, as I was dissatisfied with what systems have been created. It follows a few core principles:

- The core experience of an Elder Scrolls game (free open world, developing your skills, collecting cheese).
- Engaging systems that are easy for a GM to run, and gives power to the players.
- Takes examples of the best parts of Elder Scrolls III, IV and V.

The system is at a point where I would love to get some feedback on how it works, and just try my hand at telling some tales set in the land of Tamriel.

This is a d100 system, most of the dice rolling is done using 2d10. Rolling under your skill rating lets you do what you want.

If you're a fan of the Elder Scrolls, or just want to help test out a new game system, please feel free to sign up! Read on for a brief blurb of what we'll be up to.

"The Nerevarine has brought peace to Vvardenfell, ending the Blight Storms and terror that came from Red Mountain. But the work was not over for Jiub, a former Dunmer prisoner and his companions. For the land of Morrowind was plagued by another terror, one that not even Nerevar Reborn could quell.

Cliff Racers.

Play as Saint Jiub and his companions as you seek to rid Vvardenfell of its most hated inhabitant. What surprises will await you as you carry out the holy work assigned to you?"

System: 
The Elder Rolls d100

Catventure Time

Facilitator: 
Nicoletta De Maio

Adventure Land. A world of excitement and peril, where hulking wheeled monsters sleep in their steel and canvas dens. They dream uneasy dreams, waiting to be reborn as the ivy slowly grows to engulf them all. They dwell in a place abandoned by humans long ago - a place since reclaimed by its rightful owners.

That'd be cats, of course.

Not the foxes and stray dogs that attempt to take over the place night after night. Not the pigeons and magpies from across the river either. And especially not those upstart rats that seem to infest every nook, cranny and corner they can get their grubby little paws on. Definitely not them.

No, the Great Idea favours quality over quantity. And it wouldn't be the Great Idea if it'd got things wrong now, would it?

Given your standing as a proud example of the feline species, you feel that things are exactly the way they should be. You're one of the chosen few. Defender of your favourite playground. Discoverer of the Sacred Duck Pond. Hero of the Mirror Maze.

Rescuer of...kittens?

Welcome to Adventure Land.

System: 
Call of Catthulhu

Girl Underground

Facilitator: 
Lauren McManamon

Girl Underground (www.girlunderground.org) is a tabletop rpg about a curious girl in a wondrous world, inspired by Alice's Adventures in Wonderland, Labyrinth, the Wizard of Oz, Spirited Away, and similar tales; written by Lauren McManamon and Jesse Ross.

Follow a young girl's journey of self-discovery through a whimsical, twisty fantasy land with the friends she meets along the way. Explore willowy woods filled with whisper-soft lies, or tricky fairy rings with riddling promises, all on the way to overthrow an unjust ruler, until you eventually find your way back home.

Players will create the Girl who is our protagonist for this adventure. They will also create unique companions to support her along the way. Some familiar faces include the Beastie (Puss in Boots, the Cheshire Cat, and other rebellious animals), the Faun (half-person, half-magic, all indulgence and whimsy), and the Runaway (Peter Pan and similar lost children).

Content notes: This is a game about discovering your core beliefs as a young person and using them to overthrow society's rules and norms. Some themes that may arise are gender exploration, gaslighting, growing up and the shame and awkwardness that comes with it, and patriarchal constructs.

However, the players choose which themes will come up in the game, and we will absolutely not touch upon subject matter that would be un-fun, upsetting, or triggering. This game is intended to be a safe, fun way to explore growing up.

System: 
Powered by the Apocalypse

After Alice: The White Rabbit

Facilitator: 
Ryan Conroy

Welcome to Wonderland, or at least what's left of it. All hell broke loose after Alice disappeared. The Red Queen's rise to power went almost completely unhindered until the resistance rose up, led by the Mad Hatter and his Tea Party Guests. Turfs wars broke out with the Queen's many Cards taking control of the majority of the territories. In this place you better learn to keep your head down if you want to keep it squarely on your shoulders.

Now we come to you, one the discarded, the wanderers, the lost still looking to be found. You may have arrived in Wonderland recently, or maybe you've been here longer than can be remembered - it doesn't matter, time is irrelevant here. All you know is you've ended up here for some reason or another, drawn to the rabbit hole. This has left you surrounded by a rag tag assembly of individuals you don't really know, with the White Rabbit before you making a request that you can't bring yourself to deny. But how will you proceed?

Minimum requirements for this game are:
one D4
two D6
one D8
one D10
you may or may not need a D12

System: 
Savage Worlds

LARP: It Ain't Easy Being Gilled

Facilitator: 
Anna Klein

Remember high school? All the angst, drama, rebellion, gossip, crushes, homework, exams, scholarships, careers, family obligations, fashion, music, and being very misunderstood?

It's no different when you're a student at Innsmouth High School. Well, all right, maybe it's a little different - maybe in other towns they don't go skinny dipping at Devil's Reef, maybe other teenagers don't have arranged marriages with Deep Ones to worry about and maybe other teenagers don't have to worry about how their gills look with the latest looks in Cosmo. But other than that, it's not much different being a teenager in a decaying town trapped in an ongoing alliance with a race of underwater monsters.

You were on your way to a pre-graduation party, and now it's the next morning, and you don't remember anything between arriving and the party and, well, now. Your head hurt, you're covered in dirt, seawater, and blood, and you're pretty sure you said some stuff you really shouldn't have... what the hell happened last night?

A no-to-low costume comedy larp for ten players. As they say at Innsmouth High - it's only funny until someone gets sacrificed to Dagon. Then it's HILARIOUS.

System: 
Rules minimal

2020 small larp signups are open

Updated 5 jan 2020: Updated number of player spots.

Registration for small larps is now open. We don't have very many this year, so space is limited (of course if you want to offer one, you can submit it via the usual form). Here's what we've got:

Note that Hypoxia takes up two rounds, with a one-round workshop followed by one round of game. You will need to sign up for both to play.

If you'd like to register for any of these, please email me on kapcon@gmail.com. As with tabletops, I'll be running a "shark week" with random allocation if there is too much demand, after which it is first come, first served. If you are a GM, you can beat the system by exercising a GM pick (so GM a game, people :)

Updated 10/12/2019: Added "It Ain't Easy Being Gilled".

LARP - Hypoxia

Facilitator: 
Winter Jones

6-8 scientists/representatives are in the Challenger Deep in the Mariana Trench. It is the first experimental ‘base’ underwater, partly to see if it could be done, but also for scientific discovery. It, like the international space station is a collaboration between many different countries. Everyone has been living in close proximity for six months.
For the last month some things have been going slightly wrong, enough to set up some unease but everyone has decided to stick it out for the remainder of the expedition. Now, something has gone terribly wrong and there are only three hours of breathable air left. There is an ‘escape pod’ but there is only enough room for two people -- it was thought that such a highly monitored and publicized program would mean that there would be enough time to mount a rescue and that it would be for medical emergencies only.

Hypoxia is a LARP about relationships and accepting fate. There will be two rounds -- one will be developing the world aboard the Challenger Deep and the other will be the actual game. Content warning for some pretty heavy themes.

CW: Mental illness, death, relationship conflict.

System: 
Original

D&D: Weekend at Strahd's!

Facilitator: 
Grant Robinson

Strahd von Zarovich would be the perfect Dark Lord, except for one small thing…

You killed him!

System: 
D&D5

Shadowrun: Heal the sick

Facilitator: 
Grant Robinson

Your commlink’s buzz stirs you awake. “Hello, we’re just calling to confirm your appointment later this afternoon with Dr. Tate. The appointment is at 4:30 p.m. at our clinic at the corner of North Kimball and West Fullerton Avenue. Dr. Tate wanted me to impress upon you that this checkup would be most beneficial for you going forward. If you have questions about insurance, please be at the office thirty minutes early. Thanks, and we hope to see you then!"

System: 
Shadowrun 5th Ed

LARP: Heist Time

Facilitator: 
Dylan Tiller

It’s heist time! You and a group of criminals have come to this convention separately to plan out a Heist. The target, the Old South Blue Bank. In the vault there is close to $70 million dollars, plenty to set the group up for life. So how will you do it? What resources will you use? What is the escape plan? You decide!

System: 
LARP
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