spies

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Larp - Oops! All Stalins!

Facilitator: 
Tim Crow

The date: December 18th, 1952. The place: East Berlin.

It’s the night before the start of a nuclear weapons control treaty conference. All the movers and shakers are here. Dinner has been had, and now it’s time to ‘mingle’ and do the real power broking before the tedium of the formal negotiations. Of course, the topic on everyone’s lips will be the nuclear weapons treaty, but with westerners in attendance, opportunities for defection, assassination, and score settling are rife.

Of course, making sure you’re dealing with who you think you are will be very important.

In attendance:

Stalin,
Stalin. Stalin. Stalin. Stalin.
Stalin. Stalin.
Stalin. Stalin. Stalin. Stalin.
Stalin.

Well, they can’t all be Stalin, but they all look like Stalin, at least a bit. All characters are written to be played as any gender.

System: 
LARP

The New Neighbours

Facilitator: 
Michael Foster

The teens of Grantsville, New Mexico, don't have a lot to do during the long hot Summers. Too old for stories of "Shiny Man" with his missing face and bottomless pockets for stealing children, or the vampire who supposedly used to live in the big ranch house back in the 70s. The new USAF tracking station has certainly revitalised the town, but it's not exactly a tourist attraction. Back in the 80s, plucky kids breaking into a military place was commonplace, but in a post-9/11 world it'll just get you shot. Meaning the so-called Alpha Kids are at a loose end and looking for a suitably interesting distraction to keep them occupied. Lucky for them some odd new people have moved in across the street...

System: 
Grantsville light

Unsanctioned

Facilitator: 
Alasdair

They describe the spy game as a wilderness of mirrors because you can never be sure whether you're in control or under control. When they say you're back for one last job, it's because it's the last job you'll be alive to do. Coming in from out of the cold is usually just the prelude to moving from the frying-pan and into the fire.

As burned agents, you're being brought back in from the cold for one last job and all you need to do is find the traitor in an organisation that thinks you already were one.

This is a non-procedural game of truth and lies using the Mountain Witch system. A high level of player creative input is required, and all I can guarantee is that not everyone is going to make it out alive.

System: 
The Mountain Witch
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