Friday Evening 8-11pm
Expanded from the game originally written at Peaky Midwest 2
GMs: Dave C.,Paul H,, Doug F., Marc B.
3 hours, 14-21 players
Welcome to H.P. Wodehouse, the lighter side of Gothic Horror. You
are in the realm of the leisure class in the vague era after The
Great War and before WWII. Times are easy for the wealthy and many
of you are wealthy, or at least in that class. Others may have to
do terrible, unspeakable things to get a little extra cash, like
WORK.
The setting is at a golf tournament the day after a night’s
“entertainment” which left the participants slightly confused as
to what it was all about. As with any Jeeves and Wooster story,
there will be attempts at marriage, confusing storylines (or at
least confusion about stories), and gentlemen of means getting in
over their respective heads.
Saturday Afternoon 2-6pm
Written and run by Elisa Ford
4 hours, 16-20 players
Welcome to the annual meeting of the Second Hand Spirit Animals at
Sandy Springs Retreat, Oregon. The lesser known soul guides have
gathered to try to gain more followers, commiserate with old
friends, and perhaps settle old grudges. Last year's meeting didn't
go so well (poor Tapeworm), but House Fly has a brand new plan to
get more people to believe in you all. And that's a good thing. What
could go wrong?
This LARP is a lighthearted comedy about spirit guides, faith, and
finding your place in an ever-changing world. If you ascribe to a
religious system that involves Spirit Animals, it's possible that
you might not be ok with the way the human/spirit bond is depicted
in this LARP. Mild sexual themes are present, and some roles are
suitable for players under 16. Please check in with the GMs if
requesting one of these roles.
Run by Dave Michalak
6-9 players
This starship is headed for stars unknown, and the crew depends on
your skills and judgment. Each player takes the role of an officer
on a starship, with the narrative authority related to that role.
• Explore a universe inspired by your favorite space tv series.
• Confront danger, emotions, and moral quandaries.
• Will you use your narrative power wisely?
This is a Live-Action Roleplaying Game that uses improv skills and
focuses on style.
Saturday Evening 8-11pm
Run by Marc B.
3 hours, 11 players
Three hundred years ago the Great Old Ones took the world. All
praise to Them. It is now 1892, and in a small New England town,
citizens are far more concerned with who murdered local businessman
Andrew Borden and his wife than with existential concerns of Gods
walking among them. Come to the reading of Andrew's will and
discover what will ultimately prove the stronger - family, blood or
loyalty?
Written by Kathleen De Smet and Eva Schiffer; Run by Katie
G.
3 hours, 8 players
In a rural Midwestern town in 1939, eight neighbors find themselves
trapped in a storm cellar waiting for a tornado to pass. Secrets and
rivalries come to light in the darkness as well as golden
opportunities. Just be sure the opportunities you chose are worth
the price.
An 8-player parlor LARP intended to last 3 hours featuring rivalry
and intrigue between neighbors and kin. No woo (i.e. magic or
supernatural elements).
NOTE: Please contact the GMs if you are under 16 and wish to sign
up. Also, the game may be held in darkness with only "candlelight"
(LED lights) for illumination. Out-of-game personal flashlights will
be provided for reading character sheets.
Sunday Afternoon 2-5pm
Run by Andrew Larsen
3 hours, 12 players
A decade ago, the Lunar Empire invaded Sartar, killed its ruler in
battle, and subjugated the kingdom. Now, a decade later, someone has
summoned the High Council of Sartar to meet once more. How will the
Council address the kingdom’s problems? Will they choose a new
Prince of Sartar? Will they decide to focus on other problems
plaguing the land? Will they decide to submit to the Lunar Empire?
Can the marshal both the might of the kingdom and the strength of
the gods to help them overcome their enemies?
Sartar High Council is intended as an introduction to Glorantha, one
of the oldest and richest fantasy game worlds ever discovered (rumor
has it that once Shifting Sands wraps up, there will be a larp
campaign starting based on this setting).
Written and Run by Katie Giacomini
2 hours, 7-12 players
The Starlight Foundation is planning to open a new house for foster
kids and tonight there is a star-studded benefit concert to raise
funds for this worthy cause! Both Jem and the Holograms and The
Misfits, the two hottest bands in music, will be taking the stage!
Everyone who is anyone will be there!
Jem and the Holograms and The Misfits are both playing the same
concert tonight, but things are predictably tense between the
groups. Both bands seem constantly engrossed in rivalries, romance,
and rockin’ style. The girls may have pulled together to support the
Starlight Foundation, but can the rival bands really put aside their
enmity for the evening and support a good cause? Whatever happens,
it promises to be a truly outrageous night of music and fashion!
This game is based on the 1980s cartoon “Jem and the Holograms”.
Players will be a variety of characters from the show and the game
will be set at a concert. The bands will perform, but no musical
talent is required! This is a two hour theater-style game with
over-the-top relationships, romance, and dramatic situations
inspired by the original cartoon. Players 18+, or younger with GM
permission.
Sunday Evening 8-11pm
Run by Philip Kelley
3 hours, 10 players, any genders Minimum 5 players
It is 31 December 1919 and the party at Weatherby Manor is in full
swing. The guests exchange furtive whispers of intrigue, blackmail
and forbidden love. At midnight, a glass of poisoned champagne
shatters, dropped from a dying hand. The family has to find – or
frame – the killer before the police start looking too closely into
their secrets.
Arsenic & Lies is a larp inspired by Downton Abbey and Agatha
Christie novels. Rather than being a classical whodunnit, it focuses
on the emotions, relationships and secrets of the characters
involved: solving the murder might be less important to the
characters than pursuing their clandestine affairs, arranging
marriages of convenience or blackmailing their enemies. Characters
and relationships (and a randomly selected murdered) will be created
at the start of the game.
Written and run by Brandon Brylawski
3 hours, 8 players
The neuropsychological technique Consilience has the potential to
transform our understanding of the mind. It produces a state of
transcendent empathy, and in some cases has provided astonishing
cures for intractable mental illness. This is all the more
remarkable given that we do not really understand how it works, only
that it does.
Now an extraordinary find has been made: a collection of full
sensory recordings that chronicle the Alpha Experiments, those
during which Consilience was first “achieved”. You have volunteered
to be part of a group to re-experience these episodes and discover
more about how this breakthrough came to be. This process is not
without danger, but the project designers are doing all they can to
prevent serious emotional harm.
Consilience is an intense interpersonal LARP of experiencing other
people’s memories and then dealing with the consequences. It
includes adult themes, including emotional trauma, infidelity, and
failure.
Possible Overflow/Backup/Pickup Games
Run by Quinn D
2 hours, 4-8 players
A very normal family of murderous cannibals invites a future meal
over for dinner and conversation, but things may not go as planned.
Inspired by the film Somos lo que hay (remade as We
Are What We Are).
This two hour larp for 4-8 players includes a short workshop to
develop characters based on player chosen roles and moods. The game
is played with transparency that some characters are likely to die,
with all violence kept off screen.
Run by Quinn D
2 hours, 5 players
It is 4392 on the Modern Calendar, in the country of Emera, and the
Blue Phoenix corporation has turned its vision to space. It’s been
almost sixty years since the Tursans put six people on the largest
of the three moons in the sky, and no one’s been back, not even to
orbit, since then. The charismatic CEO of Blue Phoenix has vowed to
put the first Emerans into space, and to bring back fame, glory, and
profits that will raise poor Emera into the ranks of leading
nations.
A Second Chance for Wings is a two hour larp that plays out the
story of the Emeran push for space. Set on a world far away from our
own, but still similar in many ways, A Second Chance for Wings is a
character-driven, low-mechanic, little-to-no combat five player
larp. The game takes place in several sections, each spaced months
or years apart. The decisions made in each section will change where
the story goes and what the world looks like for the next section.
Players will play the same characters throughout the game, provided
the character survives. Will Blue Phoenix and Emera reach space and
the moons, or will space be empty for the foreseeable future? Your
decisions will decide in what direction the story goes.
Run by Quinn D
4 hours, 8-16 players
Here Is My Power Button is an intimate near-future American Freeform
larp about relationships, identity, and power for players age 18 and
up. It features an asymmetrical play experience about humans
interacting with artificial intelligence.
Participants playing AI will experience learning from the examples
of the human with whom they interact. Between interactions, they
will experience enrichment activities designed to build their
personhood.
Participants playing humans will workshop a character who has found
reason to engage in a focus group for testing a companion AI. Their
ongoing experience will focus on their personal AI's development
among other human participants, and with the failsafe of resetting
any undesirable growth.
The core larp structure will alternate between NPC run focus group
meetings and one on one interactions between a human and their
respective AI. You can sign up to play either of these character
types if you know in advance, or sign up as flexible.
Run by Katie Giacomini
4 hours, 5 players
It’s been three years since Grandma Dot’s cancer diagnosis, and the
last two annual family beach parties have been centered on her
long—and happy—goodbyes. Now she’s passed away in a hospital far
from home. Rather than turn her body over to the usual pipeline of
hospital to funeral home to cemetery, the family took it and drove
off in their RV to take her home and decide what to do.
Grandma’s Resting Place is a game about coping with the loss of a
loved one by sharing and reliving memories spanning three
generations. The game is set in a realistic modern time. This is a
serious game including a mix of joyful, funny, and sad memories. The
focus is on roleplaying the characters involved, with no goals.
Play takes place primarily in a scene in the “present time” of 2016
shortly after Grandma Dot’s death. This scene is intermittently
punctuated by flashback memory scenes and monologues from a player
portraying the memory of Grandma Dot. The flashback scenes look back
earlier into the lives of the characters and explore their
complicated relationships with Grandma Dot.
Player characters will be gendered based on player preferences.
Grandma is always female. All other characters may use male or
female pronouns. Some (3/5) of the characters are also available as
explicitly non-binary gender with neutral they pronouns.
Written by Betsy Isaacson
Run by Philip Kelly or Quinn D
1 hour, 3 players
Three mysterious travelers, all hailing from Victorian London, run
into one another at a place of great power and mystery -- the famed
Cave of Elixir. Within the cave there are six potions, which could
perhaps grant their deepest desires, and they all seem heedless of
any price they might have to pay.
Alexander Clay doesn't age and doesn't die -- he's as beautiful now
as he was at twenty-five. This wicked immortal has spent heartless
decades seducing and discarding a string of innocent lovers. What
could he possibly want with a cave of potions and wishes? He already
has eternal life at his fingertips, so what could be worth risking
madness and destruction?
Vesper Von Eternity lives a life of danger and adventure on the
edges of the empire. She's stared down tigers, tamed snakes, studied
with mystics and riddled with rajahs. In more "civilized" climes,
the public thrills to reprinted accounts of her exploits. But some
tragedies can't be averted with fame or guts or brains, so Vesper is
determined to claim the magic she needs before it's too late.
Edgar Eakins might have been celebrated for his genius in a more
tolerant age, but his obsessions and eccentricities have left him on
the outskirts of London society. This shabby, sunken, despised man
is rumored to have wrought hellish wonders in his taboo scientific
experiments. His true goals, however, remain unknown...
It is no coincidence that these three have come across one another.
Now they must parley, and palaver, and gamble their fortunes, and
risk their very lives -- and drink.
Warning: This game is a game of Victorian horror. It is dark.
Players should be 21+. Content warnings for suicide, stalking,
obsession, sexuality and sickness. If you want to play a nice
person, this may not be the game for you.
Written by Kristen Hendricks, Run by Brandon Brylawski
2 hours, 2 players
Once, long ago as the mind measures time, the greatest sorcerer at
the Royal Academy took a student.
Sorcery is a solitary art, and its practitioners have little
patience for anything that smacks of cooperation and conciliation.
It shall then be no surprise that the Academy should have been a
nest of fractiousness and misrule, full of traps and indignities for
the untried scholar, and that its greatest artist should have made a
difficult teacher. And so...
...the young sorcerer, being both determined and devoted, labored
many years at the feet of wisdom, heedless of suffering and travail,
and being thus graced with the finest instruction the land could
offer, grew swiftly in power and enchantment.
...the young sorcerer, having suffered much at the hands of the
wise, at length abandoned the Academy, and endured all manner of
hardship and travail, and made a teacher of the high wild places and
the deserted wastes, and grew swiftly in power and enchantment.
These stories both happened. It is only that they happened to
different people, and very long ago, as the mind measures time.
The Academy lies in flames. Zeric Adaros, once its greatest scholar,
has been revealed as a practitioner of dark sorcery, and the
architect of the disaster. He has retreated to his mountain
fastness, from which he has declared himself the enemy of the land,
and the enemy of all who would oppose his rule.
Renn Etrova and Sherial Misrae, both former students of Zeric
himself, are the only practitioners remaining whose strength and
skill might be sufficient to oppose him. But sorcery is a solitary
art, and two allied sorcerers would interfere with each other
catastrophically in combat – and even if they could overcome these
difficulties, they dare not leave the capitol undefended, lest it
suffer the same fate as the Academy. And so they have agreed to meet
for the first time in many years, that they might determine which of
them will go to face their teacher.
Ars Longa is a one-hour game for two players about academia,
institutional hierarchies, sorcery, trust, and the use and misuse of
interpersonal power. Pregame reading is approximately fifteen pages,
including rules and background. Potential players should be advised
that Ars Longa is a serious game with potentially intense emotional
interactions.
Potential players are welcome and encouraged to contact the GM if
they have any additional questions or concerns. |