09.00 Arrival
09.30 Start first round of scenarios (Benediction, Deal / No Deal, Headspace, Life on a String)
13.00 Lunch
13.45 Start second round of scenarios (Encore, Youdunnit, When the war Comes, Custodians, Life on a String)
17.45 End of the second round
18.00-19.55 Meetup!
Meeting with god is a remix of The Waiting Room at Mount Surpis by Josh Krehbiel, taking the overall concept of various people wanting to ask favors of a god. Where this game differs is that the god is actually present rather than being an end condition, and instead of one-on-one meetings the mortals are all speaking to the god at once. This game is generally played pretty silly, focusing on debates over outlandish wishes, with silly godly twists sprinkled in.
Sexy, Religious, Doubt
A group of medieval nuns learns that their abbey will be blessed in five days by a visiting traveling priest and miracle worker. Play to discover: who is this traveling priest to you? Threat, temptation, salvation? Something entirely different?
Costume or other practical requests: Dress in black
Physical contact: Not relevant for this larp; e.g., just standing in a room and talking
Conflict and violence: Conflict themes, but not enacted by players; e.g., silent threats and vengeful looks
Characters/Personas: Players create their own characters during a workshop
Movement style: Sitting or lying, walking
Communication style: Minimal speech, some talking, singing, or singing in chorus
Narrative control/influence: Players have some influence on the story, but there is essentially a script or structure they play within
Transparency: Transparent design, but players can create secrets during the game and choose when to reveal or hide them from each other
Representation: The fictional space closely resembles the play space
Play style: The whole concept of rivalry or cooperation between players does not really apply
Tone: Dramatic
Possible triggers in the ShortLARP: Potentially graphic language, themes of gendered oppression and gendered violence
Anything else you want to convey to the player:
Comedy, Intrigue, Identity
Negotiating. Solving problems. And reasoning strategically with a smile on your face, in a dark comedy about the absurdity of the business world. In this larp, you play financial professionals working on the acquisition of an airport.
Costume or other practical requests: Not strictly necessary, but smart casual is nice
Physical contact: Not relevant for this larp; e.g., just standing in a room and talking
Conflict and violence: Shouting and other intimidating actions without physical contact
Characters/Personas: Characters are fully pre-designed
Movement style: Sitting or lying
Communication style: Lots of talking
Narrative control/influence: The form and direction of the story is largely or entirely determined by the players’ choices
Transparency: Fully transparent – players will know, or at least can know, everything in advance
Representation: The fictional space closely resembles the play space
Play style: It can go in many directions – rivalry or cooperation – depending on the players’ choices
Tone: Comedic
Possible triggers in the ShortLARP: Bullying, sexism, politically incorrect statements
Anything else you want to convey to the player: This is your chance to play out the cruelty of the world in a safe environment
Insideout, Funny, Psychological
Step into someone’s mind as competing Urges fight for control over what their person says. A changing Urge takes the lead, but all Urges influence what happens to their person as Kirby and Morgan play out different scenarios.
Costume or other practical requests: None
Physical contact: Light contact; touching hands or forearms
Conflict and violence: Arguments are possible depending on the players, but no physical conflict (likely)
Characters/Personas: Players portray facets of a personality, or something human, but less than a full character
Movement style: Sitting or lying
Communication style: Lots of talking
Narrative control/influence: Players have some influence on the story, but there is essentially a script or structure they play within
Transparency: There are pre-designed secrets that players keep from each other
Representation: The fictional space bears no resemblance to the play space, but players will use their imagination
Play style: Players work together to achieve common goals
Tone: Light / playful
Possible triggers in the ShortLARP: Romance, unrequited love, career setbacks
Anything else you want to convey to the player: Inspired by the Inside Out movies
Non-Verbal, Abstract, Emotional
A group of friends. They have been friends forever, survived adolescence, started their own families, yet stayed close. But then one of them becomes seriously ill. How do you let that friend go, and what impact does it have on your bond?
An abstract blackbox scenario, in which the impact of an event on a group of friends is played out without words. Physical threads symbolize relationships in the game, and together you create an image and a web depending on your interactions.
Costume or other practical requests: Preferably white (shirt), clothing that allows easy movement
Physical contact: Moving in contact; e.g., rolling together on the ground, contact improvisation, dancing very close together
Conflict and violence: Not relevant for this larp
Characters/Personas: There are no real characters; players portray abstract entities or something along those lines
Movement style: Sitting or lying, walking, dancing, running, or other vigorous exercises
Communication style: Silent
Narrative control/influence: Heavily scripted, possibly with pre-determined scenes where the outcome is already known
Transparency: Fully transparent – players will know, or at least can know, everything in advance
Representation: The fictional space is so abstract that the physical representation is not important
Play style: The whole concept of rivalry or cooperation between players does not really apply
Tone: Intense
Possible triggers in the ShortLARP: Death, cancer, loss of a loved one
Anything else you want to convey to the player: Players describe Life on a String as a unique experience, a game with deep and heavy emotional impact. A must-play.
Pressure Cooker, Black Box, Drama
About 20 years ago, the immensely popular band broke up. Now they are going on a reunion tour, having not spoken to each other all this time. What exactly happened back then? Is there room for forgiveness? And friendship?
Costume or other practical requests: None
Physical contact: You sit close together in the space. Touching is almost unavoidable.
Conflict and violence: Shouting and other intimidating actions without physical contact
Characters/Personas: Players build their characters around a pre-designed skeleton or archetype
Movement style: Sitting or lying, walking
Communication style: Lots of talking
Narrative control/influence: Players have some influence on the story, but there is essentially a script or structure they play within
Transparency: There are pre-designed secrets that players keep from each other
Representation: Props and set pieces are used to make the play space somewhat resemble the fictional space
Play style: Players try to achieve individual goals, but not everyone can succeed
Tone: Dramatic
Possible triggers in the ShortLARP: Infidelity, loss of a loved one, addiction, exclusion, thunderstorm, claustrophobia
Anything else you want to convey to the player: Your character will (temporarily) be stuck in the tour bus. But this is explicitly not an escape room. The game focuses on the relationships between characters.
Classic, Whodunnit, Twist
Youdunnit is a classic murder mystery with a twist: out-of-character, the culprit is not predetermined.
Costume or other practical requests: Not required, but dressing in style is appreciated
Physical contact: Light contact; touching hands or forearms
Conflict and violence: Shouting and other intimidating actions without physical contact
Characters/Personas: Characters are fully pre-designed
Movement style: Sitting or lying, walking
Communication style: Quiet, non-verbal sounds, minimal speech, some talking
Narrative control/influence: Players have some influence on the story, but there is essentially a script or structure they play within
Transparency: Pre-designed secrets
Representation: The fictional space bears no resemblance to the play space, but players will use their imagination
Play style: PvP
Tone: Light / playful
Possible triggers in the ShortLARP: Yelling, touching, murder
Anything else you want to convey to the player:
Superheroes, Dilemmas, Drama
At the height of the Roman Empire, the Custodians were founded by Julius Caesar: a group of warriors with exceptional talents who have appeared at crucial moments in history over the centuries. Today, the Custodians operate as a European collaborative network of “superheroes,” often working alongside organizations like NATO, the EU, or the UN. After each mission, they gather at special locations that neutralize superhuman powers, to calmly evaluate what went right and wrong, without escalation.
In this larp, you play three “evaluation” scenes following the conclusion of a mission.
Costume or other practical requests: None
Physical contact: Light contact; touching hands or forearms
Conflict and violence: Shouting and other intimidating actions without physical contact
Characters/Personas: Players build their characters around a pre-designed skeleton or archetype
Movement style: Sitting or lying, walking
Communication style: Lots of talking
Narrative control/influence: A scripted story in three acts. Players replay the aftermath of each action.
Transparency: There are pre-designed secrets that the organizers keep hidden from the players
Representation: The fictional space closely resembles the play space
Play style: Players start on good terms, but throughout the game, gameplay impulses are likely to create friction. Each character faces a major dilemma, where the player must choose one of two options.
Tone: Medium
Possible triggers in the ShortLARP: None
Anything else you want to convey to the player: Go with the flow
Interpersonal, Meta-Techniques, War
When war comes and you can no longer leave the cellar of your house, what do you do with the uncertainty about what is to come? Will people have to leave the cellar to search for supplies in the conflict zone? What will tomorrow bring?
Costume or other practical requests: None
Physical contact: Light contact; touching hands or forearms
Conflict and violence: Shouting and other intimidating actions without physical contact
Characters/Personas: Players build their characters around a pre-designed skeleton or archetype
Movement style: Sitting or lying, walking
Communication style: Lots of talking
Narrative control/influence: Heavily scripted, possibly with pre-determined scenes where the outcome is already known
Transparency: There are pre-designed secrets that the organizers keep hidden from the players
Representation: The fictional space bears no resemblance to the play space, but players will use their imagination
Play style: The whole concept of rivalry or cooperation between players does not really apply
Tone: Intense
Possible triggers in the ShortLARP: War, death of a loved one, violence, physical and mental limitations, claustrophobia
Anything else you want to convey to the player: