Do you love Critical Role? Chain of Acheron? Acquisitions Incorporated? Or perhaps you prefer live shows such as D&D Live at BATS theatre, Dungeons and Comedians, or the live Fate of Isen show? Do you ever watch these shows and think: "This is great, but I want to be the one on stage playing D&D!" Well look no further than Role for Initiative, the experimental live D&D show where you play the heroes, the monsters, AND the villains! Somewhere between a LARP, an Improv Comedy Show, and Live D&D, Role for Initiative takes a well known format and twists it for the stage. Instead of watching a D&D show, you'll be playing in it, and instead of rolling dice, you may find yourself throwing them...
Role for Initiative is currently a show/format in progress. Games run as part of KapCon will be experimental and used to test the format of the show for performance as part of the New Zealand Fringe Festival. While I am facilitating the show, and will try to keep it audience appropriate, due to the improvised nature and audience participation, the show could contain some potential triggering content and may not be appropriate for younger audiences.
In the City of Fire and Coin, all the roads meet.
In the City of Fire and Coin, old gods sleep.
In the City of Fire and Coin, the rooftop monkey armys fight.
In the City of Fire and Coin, test your mettle and test your might.
A different system by Epidiah Ravachol, author of Dread. The style is "extreme narrative" - ideally, you should be channeling the spirits of Mako and Patrick Stewart with the bombast of "Highlander". Or, y'know, Conan, which is what it was written for.
We share one pair of dice, which you can only roll if someone gives them to you.
Explore the city of Fire and Coin, narrate it like you married a thesaurus, and make up most of it on the spot.
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.
Four things is a game for people who want to explore who they are.
It’s a simple, systemless game about ordinary people and examines the quirks and foibles which form our personalities and how we relate to each other. Inspired by games like Grace, Silver and White and a team building exercise.
You choose facts, or Things, off a list and create a character based on those and one from your own life. What makes you who you are? What are you hiding? What are you ashamed of, or what are you keeping secret and why? Everything is a part of who you are and how you relate to other people... it's time to explore that.
(I also have a version set in a horror movie which is an option)
"Like all men of the Library, I have traveled in my youth; I have wandered in search of a book, perhaps the catalogue of catalogues; now that my eyes can hardly decipher what I write, I am preparing to die just a few leagues from the hexagon in which I was born. Once I am dead, there will be no lack of pious hands to throw me over the railing; my grave will be the fathomless air; my body will sink endlessly and decay and dissolve in the wind generated by the fall, which is infinite."
The Library of Babel is comprised of an infinite number of books written in infinite combinations of letters and punctuation. Surrounded by so little of meaning, some of its inhabitants devote their lives to finding those rare books that contain any form of it. Others, believing that any book containing intelligible text is an affront to the library's purity, seek them out in order to destroy them.
An experimental LARP based on Jorge Luis Borges' 'The Library of Babel.'
Saturday afternoon was good. Teenagers were enjoying summer vacation, the working stiffs finally got a chance to unwind in the sun, there was a housewarming you were invited to near the beach.
But in the marshlands, something was awakening.
Saturday evening was very good. Tony jumped into the pool from the hotel roof, which was awesome. The burgers were ready on the grill. Everyone was having a good time. The car almost ran out of gas, but you got to the forecourt just in time. They liked the wine you picked out.
It was rising, though. It was heading for the inner city.
Saturday night was terrifying. Something was attacking the city. You think you saw it, for a brief second, three stories tall, wreathed in smoke. The National Guard was called in. The apartment building was evacuated. There was a fire at the gas station. There were these things, one of them got Tony, and... they...
You've wound up at the convenience store. You didn't intend to be here, but the door was open and you thought it was safer to be inside. Now you just need to make it until dawn, or until they kill that thing, or until someone comes to help.
All you know is that that creature is attracted to noises. A noise means that its prey is nearby. All you need to do is keep quiet until help gets here. Soon. Soon. Just a little longer. Please.
Project Neptune is an experimental horror game based on films like Cloverfield.
"The Library is a pirate TV show. It's shown up once or twice on most network channels, but usually it's on the channels that Jeremy thinks of as ghost channels. The ones that are just static, unless you're paying for several hundred channels of cable. There are commercial breaks, but often the commercials aren't even in English, or in any other identifiable language.
Episodes of The Library have no regular schedule, no credits, and sometimes not even dialogue. No one has ever claimed responsibility for inventing The Library. No one has ever interviewed one of the actors, or stumbled across a set, film crew, or script."
-Kelly Link, 'Magic for Beginners'.
'The Library' is the most unusual television program ever conceived. For the first time, we've been able to track down an old recording of three episodes from the second season, 19, 31, and ∴ We invite you to see what happens to Fox, Faithful Margaret, Prince Wing and the dashing-but-treacherous pirate-magician Two Devils when they discover exactly what's about to destroy the Library they hold dear. Will they be able to band together and defeat this new menace? Or will they be forced to accept that sometimes, books don't hold all the answers?
'The Library: Episodes 19, 31, and ∴' is a costume-light, brain-melting experimental LARP from the masochist that's brought you too many Shakespeare games. It's highly recommended that players familiarise themselves with the short story this game is based on - copies are available online and through most public libraries.
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.
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.
As an expert in your field it's not uncommon for you to be approached by organisations who want your assistance. So when a representative of "DeNeCo" got in touch you were quite happy to consider their proposal. The initial brief was vague (the accompanying confidentiality agreement was much more robust) but they paid well. Very well. After doing some research on DeNeCo you decided to accept the offer.
For the past 2 years you've visited the facilities once every 6 months with a group of other experts who have a wide variety of skills. The work is engaging and challenging and is similar in many respects to other projects you've been a part of - with two major exceptions: You don't know what you're actually helping develop, and you're always brought to the facility wearing a blindfold.
Note: This game may not be suitable for players with claustrophobia or who otherwise might not be comfortable being blindfolded for a long period of time. Players will likely be leaving the building for all or a portion of the round. Pre-registration essential as character bios will be mailed out in advance of the game. Any costuming required (minimal) will be provided at start of game.