Wellington Anniversary Weekend January 18th - 19th 2025

KapCon 2025

KapCon 2025 is on Saturday 18th and Sunday 19th of January. Monday 20th is a statutory holiday for Wellington workers and can be used for recovery.

The pandemic is still with us. Please check our Covid-19 policy before attending.

What is KapCon?

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.

Brindlewood Bay

Facilitator: 
David Easley

Brindlewood Bay is a tabletop roleplaying game that combines Murder, She Wrote with H.P. Lovecraft. In it, you play a group of elderly women, members of the local Murder Mavens Mystery Book Club, who help the authorities solve murder cases in a picturesque New England Town. Over the course of their investigations, they become aware of a dark occult conspiracy that connects the cases, and will eventually have to face that conspiracy in order to save their community. The game is low-prep and easy to play no matter your experience with tabletop roleplaying games. The game requires 3 d6 dice (spare dice will be available) and will be especially approachable for anyone familiar with Powered by the Apocalypse games.

System: 
PbtA

Ashes of the Sea

Facilitator: 
Nicola De Maio

From the creator's website:

"An ancient device has sent you and your friends, in the blink of an eye, to distant reaches unknown. The key to returning home—or anywhere else—lies within another prior-world site. But entering the towering Icon, topped by its mysterious, many-armed statue, is taboo to the locals—and the ruin contains a dangerous legacy of its original function. . . .

Ashes of the Sea is a complete adventure—plus complete quickstart rules that introduce concepts and character types from Numenera Discovery and Numenera Destiny—for novice and veteran Numenera players. If you’ve never played Numenera, or don’t even own the game rules, you’ll find everything you need (except dice!) to learn, run, and play the adventure. And experienced players will love the adventure itself. It even comes with a set of six characters, fully pregenerated and formatted to make it easy to learn Numenera."

Ashes of the Sea was the 2018 Free RPG Day adventure for Numenera.

This will be my first time running a Numenera scenario so I'm curious to see how the system handles itself at the table.

System: 
Numenera

There Used to be Magic, Once

Facilitator: 
Christine Brooks

The old stories say that there used to be magic, once. It is no longer safe to discuss this openly. There is a guide who claims to know their way to an ancient source. A small group of travellers is following the guide, each for reasons of their own. But can they trust the guide?

There Used to be Magic, Once is a relationship-focused collaborative storytelling game that explores themes of trust, power and longing.

There Used to be Magic, Once is created by Christine Brooks and Joshua O'Connor. It uses the Descended From the Queen system.

System: 
Descended From the Queen

Call for surge protection games

TL;DR: we need surge protection in all rounds! Please volunteer. You get GM picks for offering, even if you don't have to run.

With less than a wee to go, we've done the analysis of game spaces to demand, and this is what we've got:

Round 1: 15 games + 1 surge protection, 82 (+5) spaces + 18 GOD (15 (+5) free)
Round 2: 17 games + 1 surge protection, 92 (+5) spaces + 15 GOD (18 (+5) free)
Round 3: 12 games, 61 spaces + 15 GOD
Round 4: 4 games, 17 spaces + 10 GOD
Round 5: 14 games, 71 spaces + 14 GOD + adventure squad
Round 6: 14 games + 1 surge protection, 74 (+6) spaces + 15 GOD + adventure squad
Round 7: 7 games, 34 spaces + 7 GOD (need more!)

Our big uncertainties are how many extra people will walk through the door on Saturday morning; how many people will stick around for round three; and how many people will stick around for round seven (in both cases it tends to be "more, if there are games", but some people take the evenings off, or focus on cleanup in round seven).

Based on current anticipated numbers, it looks like we need:

Round 1: 1 surge protection game
Round 2: 1 surge protection game
Round 3: 2 surge protection games (just in case)
Round 4: 1 surge protection game (just in case)
Round 5: 2 surge protection games
Round 6: 1 surge protection game
Round 7: 2 more games

If you can help with this, please fill out the "Run a Game!" form, or email kapcon@gmail.com.

Larp signups

There are a couple of larps running at kapCon this year which require pre-casting:

Signups for welcome the Stranger in round two are handled through the normal registration form. Just select it as your round two game option, and the GM will be in contact. Signups for the GIANT CRAB MONSTER and REVIEWING STAND double feature will be handled on the day.

Workshop: Rule of cool system chat

Facilitator: 
Sam Malcolm

A game that fosters creativity and promotes safe risk-taking, grounded in a shared understanding of balanced limits while offering nearly limitless options for character creation. Players can develop characters that align with various themes or play styles and easily blend them with others.

The game uses a d20 action-focused system, incorporating other dice as needed. It supports the creation of any skill, power, gear, or magic spell, ensuring balance within the storytelling framework.

Experience points are gained by performing challenging tasks, fostering a culture where failure leads to learning and encourages players to explore creative solutions. Flaw rules can add difficulty, rewarding players with experience upon overcoming these challenges.

The system maintains balance by standardizing how positive and negative effects interact with characters and the game world. Additionally, it can integrate seamlessly with narratives from other game systems or modules, with minor adjustments by the game master to maintain balance.

This will be me talking about the game system and going over section of it and answering questions and teaching people how it functions as I would like publish this in the near future

System: 
Rule of cool

Arcane Overdrive

Facilitator: 
Sam Malcolm

In a world rich with ancient magic, societies flourished under the guidance of powerful sorcerers and mystical beings, where spells and rituals shaped daily life. With the advent of science, scholars began to deconstruct magical phenomena, uncovering the principles behind these once-enigmatic spells, leading to the development of alchemical technology—machines echoing old enchantments but operating on natural laws. As technological advancements surged, innovations like the internet created a vast grid that interconnected everything, allowing magic to blend seamlessly with digital realms. This fusion birthed a cyber fantasy era where science and magic coexisted; cyber-enhanced sorcerers wielded spells through advanced algorithms, and technomancers manipulated both code and arcane energy, transforming daily life into an exhilarating mix of the enchanted and the electronic.

player receives a message inviting them to the bar, where a local town representative is offering a good paying job to help out a small town that is on the outskirts of the city that has fallen on hard time and looking for the return of an item that will help them

(The Rule of Cool system is an in-development system and will have an explanation during the game)

System: 
Rule of cool

Galactic Rescue mission

Facilitator: 
Sam Malcolm

In the year 2375, the United Galactic collection of planets or the U.G.C.O.P to incorporate other galaxy exploring planetty systems that have yet to join the space race but seem to be close to contact or getting to that stage. However, not all planets welcome the intervention some choose to keep to themselves and some even actively case problems for other space dwellers.
Some of these vessels also act as supply and cargo support ships so many on the ships can very from members of the U.G.C.O.P or are just there for the ride from galaxy system to galaxy system
The crew is made up of varying races of backgrounds and skills progression in a crew typically gained through a combination of experience, training, merit, and sometimes even specific achievements in missions.

The players are part of the crew aboard the U.G.C.O.P Valor, a medium-sized exploration and transport starship. The Valor has received an urgent distress signal from the planet, Shortly after there signal is received, the Valor gets caught in the planet's electromagnetic field that has messed with the ships core functions including long-range communications. and the players are called on to help the original landing team

(The Rule of Cool system is an in-development system and will have an explanation during the game)

System: 
Rule of cool

Skeletons on a mission

Facilitator: 
Sam Malcolm

A group of skeletons who have been serving a necromancer while helping defend from a small attack the players have flashs of the events where they were a group that happened to be on the bridge that ended with them landing in the heavy current of the water and have now suddenly found themselves washed up on a beach at the far end of there island home. The events have triggered something and have regained there minds and skills from there life before and now with a drive and connection to there old master back at the other end of the island as they are unsure how long this freedom of thoughts will last and so the party has to navigate across an island.

The Rule of Cool system is an in-development system and will have an explanation during the game

System: 
Rule of cool
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