Comedy

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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

The Hallowed Festival of Frights

Facilitator: 
Julz Burgissser

A manor that speaks of old money grandeur sits slowly decaying on a large overgrown section. The owners have all long ago departed in bloody circumstances surrounded by rumours and fear. Considered haunted and cursed, it’s been left by the town of Wistal to fall into disrepair. No one ever goes into Schwartzkonig Manor, or if they do, they've never come back out to say so. It’s the perfect place for a bunch of teens to tease each other about being too chicken to enter, especially on the day of the most spooky celebration in Isen. Until one of them actually does. Now you’re standing outside the gates and you can feel the Manor’s eyes on you …waiting to see what you’ll do. It’s up to you to save your friend. Will you be brave enough to enter? Will you survive what’s inside?

Using the system Dungeons & Dragons 5th Edition, 4 - 6 level 1 characters will explore a Haunted House, fighting the monsters that live there, solving problems and depending on their rolls seeing visions of someone mysterious in the house. This is designed to be a session that can also teach new players how to play, so come along to learn if you want!

Warnings: While this session is fairly fun and super welcoming of all ages, abilities and who folx are or want to be, there are one or two moments of blood filled scenes. Just the usual spooky house stuff but I like to be upfront and keep my players safety in mind at all times. Any questions regarding this, please ask. I'm more than happy to adjust if we have a whole group that is uncomfortable with these things or if some kids want to play.

'Hallowed Festival of Frights' is set in the homebrewed World of Isen, created by Brad Zimmerman. Session DM’d by Julz Burgisser who plays Marley Kraff in the D&D 5e actual play podcast ‘Fate of Isen’ available for download on iTunes, Spotify and all good podcasting apps. See www.fateofisen.com for more details on Isen.

System: 
Dungeons & Dragons 5th Edition

Sizzletown

Facilitator: 
Michael Foster

What's it gonna be? You met up with your mates for a night out, but now you're in a motel room and have no idea how you got there. The floor's covered in seawater, the bathtub's full of dead fish and on the wall is scrawled, in what could be blood, 'Previously on The Mentalist.' And who the f**k is the Pikelet Man?
Based on the award winning podcast you've never heard of.

System: 
not as yet

Dungeons and Tax Evasion

Facilitator: 
Quentin

You are the most famous and powerful adventuring party in all the land.

You haven’t done much adventuring lately, though. A few years ago you defeated a Mindflayer in its dark underground lair and discovered something valuable on the way out: There was gold in the mountain. You retired and set up a mining operation.

But early on your Cleric pointed out that the tax on earnings from a mine is much higher than the tax on adventuring loot.

So you worked something out with a nearby goblin tribe.

They work in your mines, you get to pretend you stole this gold from them, everyone gets a cut, everyone’s rich.

But now you’re being audited.

A clerk sent by the Queen herself is coming with you on your next ‘adventure’ to confirm your tax records. So now you have to make it look convincing as you descend into your own mine to ‘steal’ from the goblins who work with you.

System: 
Dungeons and Dragons 5th Edition

LARP: How to Succeed in the Apocalypse Without Really Dying

Facilitator: 
Lee Patrick

When the dead rose, the employees and attendees at Blue Sky Corporate Communication Seminars handled the problem the way they handle every problem: leveraging synergy, shifting paradigms, roadmapping strategies, and holistically approaching the disruption of the world as we know it.

In other words, they barricaded themselves inside their fancy hotel, updated their sensitivity training programs to reflect the need to occasionally shoot their colleagues in the brain stem, and carried on with their mission: teaching better communication strategies. Which was all fine until a ragtag group of survivors managed to break through their defences, get inside, and start demanding food and weapons. Clearly the newcomers could benefit from a few communication skills workshops. Good thing the Blue Sky employees have all the guns!

How to Succeed in the Apocalypse Without Really Dying is a very silly LARP about corporate drones, talking sticks, and zombies.

System: 
LARP

Planet Mercenary: Target of Opportunity

Facilitator: 
William Huggins

The big fish of this small, dusty, backend of nowhere pond has a job for you. Unfortunately you owe him, and while his thugs are not near as scary as they think they are he does have a gunship and just now you don’t. He keeps his word though which means if you do this job you’ll be free of him.

That means either the job’s not nearly as easy as he’s making out - or it’s worth a whole lot more.

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“Travel the Galaxy! Meet Fascinating New Life Forms, Then Kill Them!”

Set in the universe of the long running webcomic Schlock Mercenary, Planet Mercenary is a fast paced and hopefully humorous game about trying to make money by shooting people. Knowledge of the game system is not needed, knowledge of the comic is a bonus!

https://www.schlockmercenary.com/archives/

System: 
Planet Mercenary

Nobilis: The Deceivers Ball

Facilitator: 
Conan McKegg

You are the Nobilis, humans elevated to godlike status in order to protect the core concepts of the world while your masters, the Imperators, fight an endless battle with beings from beyond space and time - The Excrucians - who seek to unmake everything.

You have nearly complete power over a concept. You could be the Noble of Air - controlling all aspects of the concept of Air. Not just air but the IDEA of air. The essence itself.

You could be the Noble of Lost Things and have control over all things misplaced or forgotten.

Whoever you are, you and your fellow Nobilis have been sent an unusual invite. One that could save creation once and for all. Or doom it. For the head Deceiver, the most famous and most powerful Excrucian has invited you to a ball. An event where it claims to find a peace between those from beyond Creation and those who protect it.

Obviously it's a trap. You'll want to pick your best formalwear for this battle.

Nobilis is a freeform diceless RPG that uses resource management to keep the pressure on as you play gods who are sworn to protect creation. Quirky, imaginative, and engaging - this is a classic game of divine power in a strange modern day setting.

Be prepared for anything.

System: 
Nobilis

Ach! Crivens!

Facilitator: 
Rackle

Three to five Feegles o' the Heather Slopes Clan are sent to the town of Small Onion by their Kelda after she forsees sommat a-fallin' Pansy, grand-bairn of the old Hag there. A story of fightin', stealin', and boozin' - an' for every other problem you can alwa' steal a hat an' a big coat and operate it wi' sticks. The bigjobs won't know the difference.

Feegles are Pictsies - tiny little kilt-wearing people covered in blue tattoos and a bad attitude (w' a heart o' gold o course tho ye ken). Very tough and strong, but not a' that clever, so to speak. They are a creation of (GNU) Terry Pratchett. Knowledge of Feegles and the discworld they live on is useful but not necessary. Willingness to gie' any scunner a looks at ye funny a face full a heid, though, tha's a reck-u-uirement.

System: 
Wee Free World, a quick & dirty AW hack

Dusk City Outlaws: Fortune's Game

Facilitator: 
Conan Mckegg

Dunhaven. The largest city in the world, the gateway to the new continent, home of freedom of thought and the new ideals. A place where nobles and common folk alike work together for the betterment of all.

Dusk City. The other side of Dunhaven. Home of The Right Kind of People. A place where all criminal underbosses work together for the betterment of all.

A diverse crew of criminal specialists have been called together to pull off a grand heist. Earn wealth, prestige, and most importantly - influence. But rumours of the heist are spreading, and the heat is on for this job to go off without a hitch.

Dusk City Outlaws is a fast paced and fun game about heists in a fantasy city. Players will be creating criminals at the top of their field and through the mechanics of the rules they will role-play the planning, preparation, and execution of their heist.

Each session will involve a different heist that is chosen based on the combination of characters the players choose.

One of Dusk City's greatest strengths is how it encourages clever thinking and planning from players without getting bogged down in hours of debate. Don't worry about analysis paralysis - DCO keeps the heat on and provides systems to prevent endless player debate while keeping things enjoyable and engaging.

Also complications can always arise that risk disrupting plans, so be ready to think on your feet!

System: 
Dusk City Outlaws

LARP: Quick and Queasy

Facilitator: 
Russ Kale

It's the end of Year 13 (Seventh Form) at Raumati High School, and Mr. O'Strate's theatre class has just performed 'Much Ado About Nothing' as part of the school's cultural concert, to rapturous applause. You all decided to attend the cast party at Leonato's place, while his parents are out of town, because they've got a pool and a well-stocked liquor cabinet that would have kept you busy, even if Don John didn't bring the keg. Needless to say, you all got absolutely hammered.
Now it's the next morning, and you can only remember bits and pieces of what you did last night. Crawling through the wreckage of the living room in the late-morning light, you've got to ask yourself - who was screwing in Leonato's room? Why do Benedick and Beatrice hate each other even more now? And what was in that weird green bottle?

'Quick and Queasy' is the fifth and final Shakespeare game for 16 players. It's about looking forward to the future and trying to remember the past. It's about romance and sex and melodrama and other poor teenage choices. Knowledge of 'Much Ado About Nothing' is fun if you're playing, but not necessary. While the game is light-hearted and funny, sensible players are preferred to handle the game's more adult themes.

System: 
LARP
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