"Incoming message: I hear you need a job to keep the cash flowing. Well buddy, I got something on the books today that needs a steady hand and a closed mouth, and I thought I could help you out with this sweet run. If you're interested, I'll be at the Flapjack Palace at 4pm."
You've never liked this guy, but he has a reputation for being fair, and you do need some cash. It couldn't hurt to turn up for some pancakes right?
THE THREE ROCKETEERS!
Journey through the Holy Roman Stellar Empire and the worlds of Britannica Solaria in this Swashbuckling Adventure!
The Queen’s enemies may have disbanded the Rocketeers, but duty cannot be set aside so easily.
A deadly cabal of nobles and clergy threaten to usurp Her Majesty Queen Marie-Hélène’s throne and hand Gallia over to Pope Regulus IV, and the Rocketeers now work from the shadows to protect the queen from threats both foreign and domestic. Foreign spies and papal agents lurk in every shadow as the trap draws ever closer.
A laser-sharp blade and even sharper wits will serve you well as interstellar powers play the game of puppets and shadows. The fate of the crown is in your hands.
Join forces in this planetary romance adventure inspired by the adventures of the three musketeers.
A LARP by J. Tuomas Harviainen and Eric Johnson.
For a few years in the early 21st century, "The Liberated" was an active religious sect in the Boston area. It's leader was Timothy Barke, who claimed that God spoke directly to him. Members lived in a communal house, donated their income to the sect, and lived by a strict code of conduct so that they could receive Timothy's sermons. In 2002 Timothy passed away, and soon after The Liberated collapsed. Members went back into the real world and tried to lead normal lives; communication between them all but ceased. Now, five years later, several of them have gathered together for a few hours to discuss how The Liberated affected their lives.
A Serpent of Ash is a larp about the dark side of religion: What happens when former cult members meet again? What has been left unsaid? A discourse-oriented game for 6-12 players that has been run at major conventions in Finland, Denmark, Sweden, Italy and the United Kingdom.
Contains heavily religious themes
To increase the number of round 2 games offered, Luke Walker's Urban Shadow game, Handful of Dust, will be replaced by an Urban Shadows game run by James Plunket. Those attendees who registered for Luke's game will be automatically shifted over to James' game.
Please send an email to kapcon@gmail.com if you would like to change your round 2 selection.
Survival in the world under the shadow of the Demon Lord is difficult, not just for risk-taking adventurers, but for ordinary folk faced daily with threats of starvation, illness, and madness. What measures would such folk be willing to take to ensure the survival, even prosperity, of an entire community? And who would deny them, saving them from the memories that will haunt them in the small hours of the night?
This scenario is designed as a demonstration of the Shadow of the Demon Lord, a dark fantasy RPG of horror and madness. It is well suited for those new to roleplaying and/or the RPG. The players will have the opportunity to generate their own characters - would-be heroes risking corruption, madness, and death. Dilemmas will be explored, depravity faced, and nightmares overcome.
Once your life was one of leisure: your food served to you, so that you only needed to hunt for pleasure. There was always a warm spot to lie in, a warm lap to curl up in. Yes, life was grand.
But then, came the night of panic. A loud scream split the air, and all your humans left, taking little more with them then those extra-skins that they wear. You were forgotten, abandoned.
And now the streets lie empty, the houses cold and dark. Your belly rumbles with hunger.
And the dogs are rising up against you.
(Very) Loosely inspired by Stephen Moore's book of the same name, "Tooth and Claw" is the fate of the cats and dogs left behind when their humans are evacuated; survival of the fittest, the fastest, and the most bloody-minded.
Will the cats be able to band together, against their common adversity? Or is there worse to come?
This is an experimental Larp based on the Philip Ridley play of the same name. It relies heavily on collaborative storytelling and improvisation (if that sounds scary, this may not be the game for you.)
We are all people with no memories. We find ourselves in a broken place where we will name each other and tell magical stories. In these stories we will take on the roles of Princes and Queens, Witches and Monsters.
Maybe, as we become other people, we will discover some of the truth of who we are.
You wake up cold, in the dark. You are not alone. You can’t remember who you are and you don’t recognize the room you’re in or the people around you. You’re in the ocean, deep underwater in some kind of abandoned research station. Who are you? What is this place and why are you here? What are the strange, monstrous noises coming from the abandoned parts of the Station? What are the creatures that shuffle and splash through the flooded halls and corridors? How will you escape to safety? Can you escape at all?
Word has reached the town of Old Prados that Wade Dupree and his gang, the famed outlaws, are hiding out nearby in Drymill Gulch. The sheriff has rounded up a posse of gunslingers and concerned citizens to bring these murders and robbers to justice, but in order to get there, your group will need to traverse the dangerous gulch at sunset - the only time of day the heat is bearable. Don't pay any attention to that rustling, pardner. That's just a snake in the brush.
Twelve famed New Zealanders (none of whom have any design experience) have convened to decide on one flag design out of ten possible choices. Each committee member has their own favoured designs, and with a bit of luck, enough people will be able to agree on a design to be voted on by the wider public. Exciting, right?
Oh, there's one other thing.
The *reason* that everyone has their own favoured designs is that, unbeknownst to the others, everyone in the room is an acolyte of a different arcane being. Your being has promised to bring about the apocalypse, and spare you, if a particular design is selected. So you'd better make sure that flag has a fern on it if you want to be alive this time tomorrow...
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'Raising the Standards' is a LARP of two halves. In the first half, the players must try and agree on a flag design, trading off various 'win conditions' about the contents of the flag. In the second half, players must attempt to survive the apocalypse that the first half has caused. This is a costume-light, rules-light, seriousness-light game, where the OOC goals are to stack the deck against the characters, and then to either survive or die in a satisfying way.