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.
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
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.
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".
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.
Strahd von Zarovich would be the perfect Dark Lord, except for one small thing…
You killed him!
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!"
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!
They say that in the olden days, the world was warm, but barely anyone knows warmth outside of a gas heater. That you could have fruit from the tropics all year round, but now it's what potatoes and cabbage grow under UV laps. That the sun was powerful enough that power came from its very touch, but we live from the chugging of the gas generators.
Ice Station Omega, the only remaining soviet-era "Last Hope" station. It's been decades since The Freeze, and now it, the mines below, and the small radius you can reach on what snow capable vehicles you have is all you have ever known. In the buried warehouses are crates of guns and bullets, and the mines provide all the gasoline you want. What you're hurting for is food, and unity.
The call of the glow of the Aurora scratches at your psyche when your mind is open to its colours and veils. Threats both overt and covert seek their own goals at your expense. All you have is what you can grab hold of, and keeping it is a struggle.
But things could always get worse.
Content Warnings: Violence, Generalised despair and depression.
We will be using the Apocalyse World Burned Over ruleset, and thus while the initial setting exists, the plot will be driven from your choices as players and your agency within the world. This will be a game session uniquely for and about your awesome characters.
Hi there
I believe y'all were acquainted with my uncle, Kevin Hadley, although maybe you knew him better as Sarge.
He always told people he was in the Marines, but I don't know that he ever was. Turns out maybe a whole lot
of stuff he said might not have been true. Anyhow, nobody's seen him for a while and seeing I was the one spoke
to him most it fell to me to come down and sort out his things.
He mentioned y'all a few times, always kept a photo right there on his desk, got your names on the back and everything.
From some convention or other, 20 somethin years ago, I think. So when I found he had a whole shed full of things from that Aliens movie he never stopped talking about I figured y'all were the best folks to talk to about it. I was hoping you might could come on down and take a look, I know it's a fair way to travel for most folks, but I'm sure you'll agree it's worth it once you see what's in there.
I got no idea how much any of this stuff is worth, but I though y'all could check it out and give me some idea,
maybe even make an offer for some of it if you were so inclined.
This probably don't make a whole lot of sense, but I can give a better explanation if you decide to come along.
The 18th works best, I've attached a document with the address and some directions. It ain't the easiest place in the world to find, but you'll know it when you see it
Sincerely,
Holly Marsh