Written by Matt Swain and Jackie Brasfield
Mesquite, New Mexico 1894 - a small frontier town plagued by hostile Indians, haunted canyons and trigger-happy outlaws. So why do people head to Mesquite? Gold, of course. Or at least they did before the mines dried up. Now tensions are rising and the local law has more than the usual amounts of feuds and duels at high-noon to contend with. Will you beat the odds and make a name for yourself in Mesquite? Or will you be the next addition to the Little White Chapel's cemetery?
Written by Tigger Brunton and Anna Klein
Shiver me timbers, it’s that time of year again! Once a year a truce among all the pirates is called and the 10 most dastardly captains gather at the most dangerous pub in all the seven seas. Each captain is allowed one (hopefully loyal) assistant, to accompany them into the meeting. They gather to settle scores, balance the ledger and most importantly, decide who claims the coveted position of Captain of the Sea. Whoever claims that prize reaps all the benefits it brings: the best trade lanes to plunder, free grog in every pub in the Caribbean and of course the coveted crown of Poseidon! Be warned, the competition is cunning, the grog is strong, no-one is to be trusted and only the bold will sail into infamy.
Written by Ryan Paddy
It is a kingdom that never was, and always will be. The tale of the rise and fall of Camelot has been told and re-told over the centuries, and has often strayed far from the truth. Now shall we uncover the true history of Camelot, and of all the lords and ladies that had a hand in its shaping and eventual undoing.
Arthur is High King in the land of Camelot, with four British kingdoms under him. To the southwest lies his vassal land of Cornwall, whose influence is growing. To the west is Cameliard, whose king gave his daughter Guinevere's hand in marriage. In the north is the unruly kingdom of Lothian. To the east is noble Listenoise, home of the Fisher King. These four royal families vie for land, treasure and favour within King Arthur's court and their sons serve as Knights of the Round Table. Over the sea to the west lies the Kingdom of Ireland, fiercely independent of Britain.
In this newly-united kingdom the ideals of romantic chivalry are tested against the old rule of might, and Christianity clashes with the old pagan ways. Blood feuds are fought between the noble families, and unseen powers vie for the soul of the land and its people. When a black hart enters the hall at Camelot, the sorcerer Merlin arranges a gathering of all those who might decide the fate of Britain in the face of this dark omen. Now a crucial lost chapter in the history of Camelot will unfold.
Written by Kerry and Philippa
The year is 1586, at the height of the Trier Witch Trials. The village of Hoffenheim has been plagued with mysterious occurrences, culminating in the deaths of two villagers in what appears to be a satanic ritual. Inquisitors have been dispatched and the church will not rest until someone burns for these crimes. The question remains: Will it be black magicians and murderers tied to the pyre, or victims of mysterious illnesses and long-held grudges?
Written by Donna Giltrap
Built at the turn of the 20th Century the Hotel Paradise was the height of fashion. It boasted senators, film stars, and European aristocrats amongst its clientele. However, gradually it acquired a somewhat sinister reputation, due to a number of unexplained deaths and reports of eery phenomena. Eventually in the 1980s the building was abandoned - but not by the ghosts who still call it home.
Written by Jarratt Gray
Somewhere just beyond reality lies a place they call the Emerald City, a place of magic and spectacle, a place where your dreams can come true and the things you have lost can be found. But the Emerald City is in dire peril, someone has corrupted the code throughout Oz and outsiders have managed to cross over from the real into this land of wonder.
A digital re-imagining of the classic Baum Oz stories and characters, influenced by The Matrix, Wicked the Musical, and a touch of Gregory Maguire.
Written by Thom Joychild, Steph Cybart
Life's pretty good at the Paragon Institute, a very exclusive boarding school for the orphans of extraordinary but very obscure humanitarians from all over the world. The facilities are modern, the food's excellent and the Institute's on an island in a lake on an island in a lake on an island in the Phillipines, so the weather's pretty amazing too. You've grown up together and become family (though some of you are dating, making it a slightly incestuous family), surviving algebra and angst alike as you were comprehensively educated on the bankroll of the United Nations. Now it's time for the the Institute's Midyear Non-Denominational Inclusive Social Event (or MNDISE for short, as the staff insist on calling it). Some of you are graduating at the end of this year and will be leaving the school for the wide open outside world, and this is a celebration of your impending independence. All the preparations are going right, for once; the organising committee hasn't even self-destructed through infighting this time.
Only... There was that night two weeks ago when most of the staff were called to an urgent meeting about a break-in at the main office and came out looking very worried. Last week, each of you found a folder on your laptops containing a message from the student who'd hacked the school's records, and your personal file- the REAL one. The one that tells you who you REALLY are. Or were. Or would be, if a team of time-travelling do-gooders hadn't kidnapped you from your homes as babies, altering history and making the world a better place through preventing you from becoming the warlords and dictators and corrupt CEOs that you otherwise would have been. As it turns out, the Paragon Institute is named aspirationally rather than descriptively.
Will you survive the revelations? The MNDISE? The school psychologist's whalesong-based career counselling? Answer these and other questions in the only LARP inspired by John and Hank Green's excellent Vlogbrothers YouTube series!
Written by Nick Pitt and Scott Kelly
Sure when the world turns upside down and the gates of hell stand open, Sam and Dean are in the thick of it. Hell chances are they caused it. But this isn’t their story, this is the story of those other hunters the poor humans who came across the Supernatural and now fight for humanity. Coming together at the roadhouse to swap tales and clues, and then getting out there to kick some ass and try to stay alive. (a game that will include larp melee and nerf combat)
Written by Anna Klein and Ellen Boucher
Someone has stolen the Power of Greyskull! But who? To what end? What does the Power of Greyskull really do, anyway? Can Friendship save us from all-out fantasy war? And do you really care when you're making it with a hot partner in chainmail underwear?
The writers who gave you vampire hijinks in Slash 2, now turn their attention to the high fantasy genre. And Mattel toys. Expect swords (of many varieties and sizes), sorcery, sexual shenanigans, and to have your brain well and truly broken in this R18 game.
Written by Anna Klein
"Chaos isn't a pit. Chaos is a ladder. Many who try to climb it fail and never get to try again. The fall breaks them. And some are given a chance to climb. They refuse, they cling to the realm, or the gods, or love. Illusions. Only the ladder is real. The climb is all there is." - Lord Baelish
The realm is poised on a knife's edge. The Barren Queen's health deteriorates by the day, and with no heir to her throne, civil war seemed a frighteningly real prospect as the great powers all saw an opening for the throne. To secure peace in face of the growing turmoil, The Barren Queen's council, along with the family of her much younger consort, have arranged a marriage between two royal youths with their eventual offspring destined for the throne. Today, all the most powerful and influential people in the realm have gathered to witness the ceremony that will secure the realm's future.
Inspired by "A Game of Thrones", this is a heads-will-roll political high-drama, in an original fantasy setting.
Written by Dave Agnew and Martin Clyde
The Throne of God sits empty.
The horns have sounded, the seals have been broken and the four horsemen have ridden across the sky. A lone figure walks towards the Gates of Heaven. Any who try to stop him fall in flames. As he reaches the gates, they crumble, and Lucifer once again enters heaven.
An apocalyptic game of Celestial Politics for 18 Players, inspired by the works of Mike Carey, Neil Gaiman and Simon Clayton."
Written by Hannah McKie
The British Drama League’s One-Act Play Competition Regional Final is both a period LARP and a theatre training workshop. Participants will have the chance to recite monologues or pre-learned scenes with their peers. Those who’d rather wait in the wings can play characters who wouldn’t be on stage but who still play a crucial role in the overall event. Whether backstage or onstage, every player will have the chance to try new techniques as part of the purpose of this event is for players to be professional taught some of the skills of stage craft and acting.
Regional Final is also a costumed period drama. The session explores a boom time in NZ theatre– the heyday of the one-act play festivals of the 1930s and 40s. Dedicated and determined teams from different parts of the country – playwrights, actors, directors, carpenters – rehearse new NZ work in a race against time, budget, sexism, philistinism, the Second World War, inter- and intra-team rivalry, romance and a general lack of conviction that anything happens in a NZ woman’s life worth writing about – before coming head to head in the The BDL One-Act Play Competition Regional Final.
This LARP/theatre workshop is based on several years of Hannah’s extensive PhD research into the New Zealand theatre scene of 1920 to 1950 and some of the playtexts used during this period.
Written by Flagship Team
In the floating city of Legerdemesnes, the Insubstantial Pageant- a carnival of the living and the dead- is held on the last full moon of summer. From feuding nobles and arrogant bravos to starving artists, itinerant players and the mysterious Guild of Undying to the proud Stokers who work the city's supply ladders, all mix together in the party of the year. Opportunities for business, revenge, romance, drinking, and advancement are available to the canny- and for the dead, whose last day in the world of the living is today, they will never come again. The world is turned upside down- but who will end up on top is anyone's guess.
Written by Claire Ahuriri
A sci-fi comedy LARP for 20 people (16 players, 4 crew). Based in Rutherford, Ohio, the town in Third Rock from the Sun.
It's been ten years since Dr Dick Solomon and his wacky family of misfits vanished into the night and were never seen again. Things went very quickly back to normal, but for Dr Mary Albright, found alone in a Rambler on campus grounds with several years of her memory missing, there was always a big hole in her life she could never fill. Ten years on, many things have changed, but a lot has stayed the same. It's Pendleton's 150 year jubilee, and local alumni have been invited to celebrate in a night of cheese and wine and intelligent conversation. Interdepartmental rivalries abound, post-grads angsts against under-grads, and by the way - don't mention the D-word in front of Mary!
Written by J. Tuomas Harviainen; facilitated by Idiot
Two soldiers from your unit have been charged with the crime of stealing bread. If found guilty, they will be shot. The problem is that they are innocent.
The Tribunal is a short, intense participatory scenario about the mechanics of oppression, inspired by Orwell, Krylov, and Büchner. The scenario takes place in a space of waiting, just before the first one of you is called in to testify in front of the military tribunal. Each of you will face the judges alone, not knowing what the others will say. So if you want to make a difference, or be sure you survive, you need to discuss and deal now. The Tribunal has been played all over the world and won the 2010 Larpwrtiter’s Challenge award and is an approachable point of entry for learning about Nordic larp.