LARP

LARP: Tomb-Priestesses of the Nameless Dead

Facilitator: 
Rachel Hanover-O'Connor

Written by J Walton.

Partly inspired by Ursula K. Le Guin’s fantasy novel, The Tombs of Atuan (1971), this is a live-action game for 6-10 players, exploring sporadic events in the lives of a group of priestesses charged with serving dead spirits—spirits that are nameless, ancient, and often hostile.

The players will take turns portraying either the priestesses or the Nameless Dead in a series of scenes that are chronological but not clearly located in time. Moments, days, months, or years may pass between scenes. There is also no fixed ending to the game, so things continue in a cyclical pattern—even including characters dying or leaving the sisterhood and new characters being inducted as members—unless the characters themselves decide to break that pattern.

This is a ready to play game, and characters will be selected during the game. Recommended costume is "something black", and a black shawl or formless robe would be ideal (bring extras if you can). Markers for the dead will be provided.

System: 
LARP

Half A Million Dollars In A Grocery Bag (A LARP-style Fiasco)

Facilitator: 
Rachel Hanover-O'Connor

A stack of one hundred greasy street-worn bills, American, takes up 6.89 cubic inches, or 112 milliliters. A paper bag, like the one you get your groceries packed in or like the one you are looking at right now, holds 1,428 cubic inches, or just north of 23 liters. That’s 207.25 stacks of cash if you filled it with mathematical perfection, which its previous owner clearly did not, but close enough. And if each stack was composed of 100 twenty dollar bills, the contents of the bag you are touching with such tender longing would be worth four hundred thousand of somebody else’s dollars, give or take. But there are some stacks of hundreds mixed in, and the bag you are holding lovingly in your arms isn’t full-full, so it all evens out at half a million dollars like somebody planned it.

Because somebody did. And chances are they are going to miss their grocery bag as much as you love it.

We will be playing this Fiasco Playset (by Jason Morningstar), adapted into a LARP format: a series of lovingly improvised scenes about people with lots of ambition and no impulse control in a high pressure situation. What could go wrong?

System: 
Fiasco, but its a LARP

LARP: Drink Me

Facilitator: 
Jen Hay

Written by Betsy Isaacson

Three mysterious travelers, all hailing from Victorian London, run into one another at a place of great power and mystery -- the famed Cave of Elixir. Within the cave there are six potions, which could perhaps grant their deepest desires, and they all seem heedless of any price they might have to pay.

Alexander Clay doesn't age and doesn't die -- he's as beautiful now as he was at twenty-five. This wicked immortal has spent heartless decades seducing and discarding a string of innocent lovers. What could he possibly want with a cave of potions and wishes? He already has eternal life at his fingertips, so what could be worth risking madness and destruction?

Vesper Von Eternity lives a life of danger and adventure on the edges of the empire. She's stared down tigers, tamed snakes, studied with mystics and riddled with rajahs. In more "civilized" climes, the public thrills to reprinted accounts of her exploits. But some tragedies can't be averted with fame or guts or brains, so Vesper is determined to claim the magic she needs before it's too late.

Edgar Eakins might have been celebrated for his genius in a more tolerant age, but his obsessions and eccentricities have left him on the outskirts of London society. This shabby, sunken, despised man is rumored to have wrought hellish wonders in his taboo scientific experiments. His true goals, however, remain unknown...

It is no coincidence that these three have come across one another. Now they must parley, and palaver, and gamble their fortunes, and risk their very lives -- and drink.

--

Note Drink Me is only 1-hour long
Trigger warnings: Suicide; Sexuality

System: 
LARP

LARP: Fallout

Facilitator: 
Jen Hay

The Nuclear Option is dead. Time to deal with the fallout. The villain was killed by their nemesis, Legend, in a battle that will not soon be forgotten. You and your fellow villains have agreed to a ceasefire, so you can pay your respects to the greatest villain of all time. Tensions are high. Secrets abound. Villains don’t play well with others, and no one can be certain if the ceasefire will even be honoured.

Of course, there’s also the issue of the Villain that hasn’t shown up yet. The three new Villains, who no one has heard of, and the hero that has infiltrated the funeral.

Are you strong enough, wily enough, enough of a villain to make it through the night?

Well. You’ll find out soon enough. Won’t you?

Content Warnings: Mind control (and related loss of bodily autonomy), romance, hidden identities

System: 
Homebrew LARP

LARP: Curse of the Unicorn

Facilitator: 
Stephanie Pegg

All is not well in the tribe of Gro'ach the Mutilator. The band's traditional pastimes of fighting, feasting, swearing and more fighting have been interrupted by yesterday's visit by a flying unicorn. We hate unicorns! They're too pink! And shiny! And nice! We hate nice! Of course, the tribe ate her, and she tasted great, but just before she went in the pot she announced "I will live on - in you!" Now it's the morning after, and everyone has a helluva hangover and is feeling strange disconcerting bodily sensations. And did Klurg just throw up... sparkles?

Save Gro'ach's tribe in Curse of the Unicorn!

System: 
Homebrew

Vampires on a Train

Facilitator: 
Quentin

You are an ancient and powerful Vampire of great renown and prestige. You are travelling to VampireCon, a gathering held every fifty years in the town of Tumblewold. You are taking the overnight train (to protect your delicate complexion), and have booked a first class ticket, as befits your wealth and status.

Unfortunately, instead of a feast of upper class mortals, this train car is occupied by several other vampires who had the same idea, every single one of whom are ingrates and vagabonds.

System: 
None

LARP: The Left Hand

Facilitator: 
Katia De Lu & Matthew Baird

You are a member of a new-age cult, run by two charismatic leaders. They have invited you, and several of your rivals, to an exclusive event where you must prove your worthiness to become their new Left Hand. Only one will be chosen.

Can you navigate the toxic environment of manipulation, constant scrutiny, and bitter rivalries to be the chosen one? What inner mysteries of the cult can you discover? And what happened to the last Left Hand, whose place you are vying for?

Notes:
- This has nothing to do with Lovecraftian mythos. The intention is for it to be dark and intense, exploring the manipulative tactics of real-world cults.
- Two players will be cast as the cult leaders. This will come with a bit of extra reading, but also extra knowledge/power/scope to make up aspects of the cult. The cult leaders will spend a significant part of the LARP interviewing candidates.

Content warnings:
Intense emotions, seriously unhealthy relationships (potentially one-sided and/or involving infidelity), gaslighting and manipulation, verbal/emotional abuse, financial and emotional exploitation, drugs, murder, suicide, religion

System: 
LARP

LARP: The Star of Bethlem

Facilitator: 
Lee Patrick

Three wise men came to Bethlem Asylum, following a holy star.

Three wise men came to Bethlem Asylum, in search of the new Messiah.

Three wise men came to Bethlem, to find a madman, a liar, and the Son of God.

All that remains is deciding which one's which.

System: 
LARP

LARP: What's in the Box

Facilitator: 
Dylan Tiller

What's in the Box is back, as a LARP!

You wake up in a room, with no memory of how you got here. You are not alone, as there are 5 others also waking up dazed and confused.
The room you are in is a classroom, except there are no doors or windows. Looking around, you do not recognise any of the people who are with you.

How did you get here? Who are these people? And what is in the small black box positioned in the middle of the room?

PLEASE NOTE:
The characters in this LARP are not nice people. This game includes themes such as drugs, murder, drinking, and other subjects that some people may not like.

Characters:
Doctor
Entertainer
Holy Person
Bar Tender
House Spouse
Police Officer

System: 
LARP

LARP: Take the Initiative

Facilitator: 
Russ Kale and Morgan Atkins

"The fiends of grey have narrowed eyes
and, following their stares of slate
the valiant may claim their prize,
but cowardice will seal their fate."

- Leddir the Foolhardy

The Subterranean Monastery is the subject of many rumours and lore. Many believe that it doesn't exist at all, and is spoken of as a cautionary fable about greed. Others dismiss it as the ramblings of those who have been on the road alone too long, or as a metaphor about life or education or something.
You are not so sure. After all, you have followed the clues, pored over ancient scrolls in archives that, for no good reason, are full of traps, and come this far. Now you stand in the central chamber of the Subterranean Monastery.

Something strange has happened, though. You are not alone here. Many of those who surround you are strangers, but they all share the same glint in their eyes. The treasure of the Subterranean Monastery is close. Will you be the one to grasp it? Where is it, anyway?

Take the Initiative is a fantasy-comedy larp drawing on tabletop roleplaying tropes, with a healthy dose of riddles, weird combat abstractions, and a barbarian named Konrad.

System: 
larp
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