Wellington Anniversary Weekend January 18th - 19th 2025

LARP: The Wreck of the Philemon

Facilitator: 
Russ Kale

As a member of the Philemon's noble crew, you've survived all kinds of inane shenanigans at the hands of that cruel mistress, space. You've stared down bounty hunters, fought robot uprisings, and navigated through the inky blackness. Most importantly, you've got enough stories to write a bestselling autobiography.

Unfortunately, your luck has run out, and you've found yourself crash-landed on a Tien-forsaken asteroid somewhere in the far reaches of the universe. Your ship's oxygen filters are compromised, and there's only a matter of time before your saga draws to a close. Two hours, to be precise.

Let's face it, there's no point in being noble any more. There's only a few things worth doing at this stage, and they're all designed to give you a short burst of meaningful happiness.
After all, it's not like your passionate outbursts could make the situation any worse, right?

System: 
LARP

Sundown

Facilitator: 
Dale

It’s easy to feel alone as the shadows gather and the pale moon rises over the High Plains. The Cherokee say that on nights like this, the cold wind from the prairie has a mind of its own – a malignant chill, born of the darkness, which eats at your warmth, and steals all compassion.

It was a night like that when Barton Duvall rode into Tombstone. A night like that when they found what was left of little Alina Hundle –the few sad remains, barely recognizable, that Barton had left for her family to bury. And, it was a night like that when you realised that justice was more than a word bandied around by fearful shopkeepers – it was a necessity.

The year is 1880, and the posse is forming…

Sundown is a character-driven scenario of the old-west written to celebrate the 30th anniversary of Call of Cthulhu. It was originally run at Fright Night 5.

System: 
Call of Cthulhu 6th ed.

Snow White

Facilitator: 
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Of all traditional fairy tales that were adapted and censored for children in modern renditions, Snow White has perhaps undergone the most change. Today's bedtime story of an innocent princess, seven happy little men and true love forgets the original undertones of desperation, passion, poverty and sexuality.

One cannot tell the true story of Snow White without going back to a time in which men were valued only for their size and stamina, and woman only for their beauty and ability to bear children; a time in which glass was so rare that a polished mirror was truly a frightening thing of magic.

Most of the original characters and a few new ones are present in this adaptation of the older, darker, and more vivid story of Snow White. It is set in the hours before the execution of the Queen and subsequent wedding of the Prince and Princess, a time of last chances and new beginnings.

A shifting Forest Storyworks Game.

Early Medieval costumes, some weapons. Good costuming would be appreciated as it adds to the flavour for all players.

System: 
Rules light LARP

Eridanus Rising

Facilitator: 
Ellen Boucher

The fantastically wealthy and eccentric Henry Delacroix is throwing his sixtieth birthday party in his vacation home in Antarctica, inviting the handful of associates who can actually stand to be around him. That night, old crimes will resurface and fallen souls will rise in rebellion. Isolated from the rest of the world, the guests must untangle the old man’s life and his disturbing theology in order to take sides in a cosmic battle. Their successes and failures will decide the fate of the gods and the future of the world.

A LARP with some very disturbing, adult themes from Shifting Forest Storyworks.

System: 
LARP

BLU is the Night

Facilitator: 
Daniel Atkins

The year is 2076. Deep in the heart of Seattle, a secret rivalry between two companies is escalating. Murder, sabotage, theft, and arson are only the beginning. One company, known only by the code-name "Builders' League United", has finally amassed the resources needed to launch a final assault; and that's where you come in.

You are an elite team of Mercenaries, experts in your chosen fields. The nine of you have been hired for a delicate job; somewhere in the headquarters of a powerful company lies a heavily defended safe. The contents... well, you haven't been told what's in it, but your employers are paying you a lot of money to retrieve it for them. Enough that you could all retire and live comfortably for the rest of your lives.

The catch, and there's always a catch: the safe lies deep within the heart of one of the most secure buildings in the city. You'll need to work as a team to pull this one off.
----------

A Shadowrun game for 4-9 players. Characters are pre-generated, but some customization will be allowed.

System: 
Shadowrun 4th Edition

The Discarded

Facilitator: 
Tigger

In 2172 AD the most repulsive mutant horrors were expelled from earth. For 14 long lonely years, you, the dribbling, infected, creatures of nightmare have been doomed to wander the solar system in a rusty shell of a space ship – The Kalistrate. No refuge to be found on any of the terra-formed planets. No place to call home.
In a society seeking the ultimate in physical beauty, what becomes of those who are less than perfect? A challenging role-play set in the future, confronting the roles of beauty and humanity.
Costuming: This is very open. There is one common theme: All characters have physical mutations of some kind.
This has NOT been designed as a combat game.

System: 
freeform

The Tree of Souls

Facilitator: 
Hamish Cameron

The town of Redvale isn’t especially prosperous, but the mayor has enough gold to offer a pretty reward for the recovery of his missing daughter. Since you’ve been tracking a band of orc slavers through these woods for the past two weeks, it should be easy money. The only thing that could complicate your next payday is if any of your companions had a complicated relationship with the mayor or his daughter…

System: 
Dungeon World

Argonautica

Facilitator: 
Anna Klein

Desperate times, desperate measures. Down on ratings, down on funding, slowing slipping off the airwaves and into oblivion, an ailing television network launched its final gambit: a pressure-cooker reality TV show where the contenders for the grand prize have to spend three months living on a submarine, deep under the ocean.

It's been three long months of claustrophobic life in the submarine for contenders and crew alike. For the contenders, it's been a non-stop barrage of interpersonal conflicts, hoops to jump and psychological mind games for the world's entertainment. For the crew, it's been life under the network's sword of damocles. In the tiny confines of the underwater vessel, everyone knew that the pay off is the prize, all else must simply be endured. It has been three long months of gritted teeth and thinking of the money at the end, if only it's all a success.

And now, at last, it's all over. With the last of the crew and only three contenders left on board, the winner has just been announced and filming has wrapped. The cameras are off, the submarine has begun its ascent and in just three hours, you're free. There's only three more hours to endure.

Argonautica is intended as a intense, experimental larp dealing with mature themes and some horror elements.

System: 
Freeform

Do Not Go Gentle

Facilitator: 
The Brothers Dingwall

30 years ago you were the best. A team the Mob and the cops both called on in turn when things needed to get done. No one could touch you.

Now it's 1987, and people are starting to die. People you know from the old days. You know you crossed people, you know many many things didn't end right - but you don't know who's killing your friends or why.

You put the word out. It's time to get the old crew back together - the Bedlam Kids can take on one last job before they die...

***

Do Not Go Gentle is a tragic crime drama by The Brothers Dingwall, using their homebrewed Goatsong system.

System: 
Goatsong (homebrew)

Call for games

So, its only four months to go till KapCon XXI, so its time to call for games. We've already got a few, thanks to the suckers wonderful people who offered early or were unable to avoid me at last years afterparty. But, as always, we need more. A lot more. Last year we ran 75 seperate game sessions, or about one for every two participants (we also ran about 20 sessions of Games on Demand). We're going to need about the same this year. Which means we need you to volunteer.

So, if you have a game idea, any game idea, and you're willing to run it at KapCon XXI, fill out the form. Please. Whether its crawling horror with Cthulhu, heroic fantasy in Lord of the Rings, a classic D&D red box dungeon crawl, or an intense family drama larp, with 150 gamers around, there will probably be someone who wants to play it. So please, step up, volunteer to GM, and help make KapCon XXI happen.

(GMs receive discounted entry and a free game pick for every session they run. We can also absolutely guarantee that in the event of Cthulhu rising from the depths, they will be eaten first. Which is better than it sounds, really).

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