Story Synopsis for Fall LARP #3 (2017)

There was a gathering in the cafeteria of Maul Corp. The most villainous of villainous minions were called, but unknown to Lord Maul the gathering had been infiltrated by a host of valorous rebels. This is what they have to report:

Gathered in the cafeteria, munching on enchiladas and sipping sodas, were the following overt and covert operatives:

  1. Steve Jobs  who can heal people by throwing money at them but has an unfortunate tendency towards excessive bragging and overusing of his Apple ability.
  2. Fairyboy, a fairy with beautiful wings, which are great for fluttering about but worthless for flying.
  3. Kathra Darklord, a human warrior whose strength is his guns with superior technology and a fast rate of fire that will pierce through anything. Unfortunately, he thinks he’s superior to all and thus phrases requests as orders.
  4. The Alchemist makes potions: healing, smoke, glitter bombs, and more. He is only an elf, but he has the antidote.
  5. The human Medic has a healing pistol. His main weapon is high speed but also weak, dealing low damage to his enemies.  
  6. Ahzadohl is a Titan and just one of Lord Maul’s many generals. Ahzadohl is telekinetic and has a huge gun. He is quite intimidating and too cool for everything.
  7. Daniel Skyarch is a Dragon and Druid. He is, of course, very powerful but his pacifistic nature doesn’t let him harm anyone, even though he could. Although he can’t hurt anyone, he can use his powerful nature magic to prevent others from causing harm. Death magic needs to be quite powerful to counteract his life magic. He’s really tall and physically superior.
  8. Pirate Vanessa Lockwood has stolen Layla the Knight Ninja’s weapons and sold her sword and shield on eBay for a bigger ship. She is easily distracted by shiny objects.
  9. Chronala has a knack for constantly narrating things. Chronola would tell the people his strengths and his weaknesses. Chronola notes that he has two special weaknesses, including people beating Chronola up for his constant narrating. Chronola eventually got sick of his own voice and stopped talking, even if it was the most important thing in the history of everything.
  10. Macey the Ghost cannot be killed but also cannot kill anyone else. She taunts people and enriches any story.
  11. Alex the Angel’s strength is his confidents dabs, which is a fancy way of sneezing. He is quite proud of this skill. His weakness is pirates because it just gets wiggier; he can’t help but be a pirate.
  12. Eden Space is a space soldier and an augmented human who mainly fights demons. He’s faster and stronger than a normal human but he’s still a novice.
  13. There was also someone who did not know who he was. We will speak of it no more.

The medic set down his enchilada and stepped up onto the table to loudly nominate Eden Space for the honor of Storyteller of Fall LARP #4. Before Eden Space could accept this honor, Macey the Ghost stepped forward challenge. Being reasonable sorts, a compromise was quickly reached with all parties agreeing that Macey the Ghost will be our storyteller with Eden Space providing back up should Macey the Ghost get trapped in another dimension.

Storyteller Medic speaks

The Medic and Storyteller than declared, “Do we want to get this story started or what?! If you keep talking, I’ll shoot you.”

Maul Corp almost demised last week. I think you all recall that massacre. Thus Maul Corp has activated three bombs throughout the country. If not deactivated, these bombs will spread a cybernetic zombie virus. The rebels must locate and disarm the bombs.

Our intelligence reports that the bombs can be found at the following secret bases:

  1. The Armory. It will take the rebels 3 earth minutes to disarm this bomb — unless they are killed by Lord Maul’s minions. If the rebels are killed, they must return to The Hopping Horse to be revived.
  2. The Field of Reckoning. It will take the rebels 5 earth minutes to disarm this bomb — unless they are killed by Lord Maul’s minions. If the minions are killed, the must return to the World Serpent’s Missing Heart to be revived.
  3. The World Serpent’s Missing Heart: It will take the rebels 7 earth minutes to disarm this bomb — unless they are killed by Lord Maul’s minions.

The rebels have only 30 earth minutes to defuse all 3 bombs. If the rebels succeed in doing so, then Lord Maul’s minions will no longer be able to revive.

It is a good day to die … and be revived.

Sadly, the rebels failed and were zombified. Zombies are known for their lack of interest in weaponry, so the rebels were also weaponless. Lord Maul’s minions had to survive this zombie horde for 15 earth minutes until their transporter recharged to maximum and could send them all safely home.

Although the virus was activated, the rebels were healing. After 3 minutes, they regained one of their life powers, after another 5 minutes, they regained all of their original abilities.

The Alchemist had a cure for the zombie virus, but no one was cured. This was just as well, as once cured, the former Zombies would have fought with Lord Maul’s minions, just so they could survive the Zombie Apocalypse. If the pacifist had been cured, he could have returned the zombies to their original lifeforms. Fortunately for Lord Maul’s minions, Zombies are easily outrun and so they easily evaded them until they were ready to teleport home.

Story Synopsis for Fall LARP #2 (2017)

In the hall of halls were gathered the valiant and brave:

  1. Ace, the ¼ Dragon – ¼ Phoenix – ½ Human Hybrid Spawn of Death was in a battle, shouting commands over his shoulder, when a very short Ent decided to clothesline him with his arm. This Ent was working with Lord Maul and gave Ace a mild concussion.
  2. The Sniper has excellent aim and jarate (jar-based karate) but is often mistaken for a camper. His species is “Australian.”
  3. Steve Jobs has short term memory loss and gobs of money. No, he doesn’t. Wait, what? He has no idea.
  4. The Elf Warrior Scout has just arrived in Dragonwood. He has great skill with a sword but is occasionally distracted by things in the natural world.
  5. The Warrior heard that Ace got run over by a horse, which was not the real story. It turned out it was just rumors from Walter Anderson on Fakebook News. The Warrior is from another dimension, but he doesn’t want to fight anymore because he doesn’t think it is worth it. He also thinks that oranges are disgusting and should be banned from all dimensions and that people should explore the world because in a couple of dimensions the world is the only planet that there is.
  6. The Elf is strong in potions but has a weakness for hugs.
  7. Blank is skilled at cloaking however, he can only run (or sprint or jog or stand still). He is unable to move slowly.

Having greeted their fellows, the merry band now turned their attention to the battle of the polls!

Blank put himself forward as a candidate for Storyteller. The others were so terrified that no one dared to challenge, so Blank was quickly given the honor of Storyteller for Fall LARP #3.

Storyteller Sniper speaks

Then The Sniper spoke, and all hushed to hear every word of The Storyteller: The Sniper is siding with Lord Maul, and so we will have a quest with an objective, but that goal will not a pool noodle that looks like a giant Nerf bullet. No, we are seeking for Australium. It is found in Australia. Lord Maul wants it because it does stuff. There are spiders in Australia, but they are not the minions of Lord Maul. The Rebels, led by The Warrior, do not want Lord Maul to get the Australium because they like it themselves because it is shiny. The Australium is being protected.

The minions, led by The Sniper, are off to find the Australium. The rebels are going to stop them.

It’s a good die to day … and be revived!

Somehow the minions were able to teleport to the Australium thus arriving well before the rebels. The rebels arrived just as the minions left the Australium’s location. A battle commenced. Although the rebels rushed up to aid their commander, the rebel leader was quickly slain. The minions than fled with the rebels following behind them. Despite the Rebel’s fleetness of foot, the minions reached Lord Maul’s fortified transport vehicle and deposited the Australium on it. It was quickly sent away to Lord Maul. Unfortunately, at this point, Ace collapsed from the strain and the Scribe dragged his limp body back to the Hopping Horse, so this all we know about this saga.

Story Synopsis for Fall LARP #1 (2017)

The gathering called for the storyteller, and he did not answer. After a quick search of the woods (fearing a werewolf had dragged Ivan Exarch away) and of the data sphere, the adventurers were relieved to learn that their most honored storyteller was enjoying a quiet day at home. This was declared a forfeit, and The Volunteer was declared the winner-by-default of last week’s brutal battle for the Place of Honor.

Gathered together is that most honored hall were the following valiant souls:

  1. Spade is kind of like Ace, who is Spade’s half-brother. Spade is ¼Dragon, ¼Phoenix, ½Magic. Spade’s grandfather on his dragon-phoenix side is the first dragon, also known as the Lightening Dragon. The Dragon gives Spade iron-like skin. The Phoenix gives Spade to ability to come back to life. The Magic gives Spade the appearance of a human. Both the phoenix and the dragon give Spade more power in fire. He has the appearance of a 13-year-old human but is 1,859 years old. Spade’s memory of the past 1,846 years has vanished aside from a few scattered memories of his grandfather. He was fortunate to retain his magical skills although he does not recall how he came by them. Spade enjoys tossing fireballs and releasing souls from undead bodies. He is susceptible to water and cold. Water burns him, while cold slows him down. Ice is most damaging. Spade is cautious around humans but more outgoing than his half-brother, Ace. He is most comfortable around other magical beings.
  2. Zōngsè or 棕 色 goes by the Scottish translation of his name in Chinese. He’s a human with low damage output and fast reload. He carries med-packs and has cloaking abilities.
  3. Fade is Lord Maul’s left-hand man and a Titan. Fade has a rifle that can punch through armor, shields and people (meaning that you cannot use another person as a shield). He can also turn invisible and teleport. Unfortunately, he has a slow rate of fire and doesn’t do well in melee combat.
  4. Patty is a teenage spider, which means she was a teenager turned into a spider by a venomous bite. She can shoot webs and has her own venomous bite. Because she is not naturally a spider, but a human, she runs of out energy very quickly. She’s has a lot of issues and is out for blood.
  5. Layla is a knight and a ninja, who sometimes confuses which is which.
  6. Zane is a field medic with healing powers. He has a fondness for butterfly knives which he tends to cut himself with. All are advised to avoid shooting the medic.
  7. The Volunteer  works at the lumber mill. His strength is his willingness to volunteer, but he is afraid of weapons that other people hold. He has a sword that he can hold by the blade.
  8. Steve Jobs who find strength in apples and his gobs of money, but is deeply disturbed by the low quality of goods found at Home Depot.
  9. Dark Souls III is unkindled ash.

The council next turned its attention to the choosing of the following week’s storyteller. In a near deadly battle of rock-paper-scissors-shoot, Fade bested Patty with two out of three wins. Patty did not bite Fade, although she wanted to.

Storyteller Volunteer speaks:

Volunteering is something I would know about. We have a villain. It’s this guy by the name of Chris Anderson. He’s a butcher who kind of also is the mayor of this town, somehow. He is trying to make the town into his own country. He’s not allowing the federal government and its services in. He’s calling this country Dearlandia.

We are the rebels. We don’t want to turn this town into a country. The mission is quite simple. We have to find Chris Anderson’s tax returns and show them to the federal government so that the feds will overrule his idea of making the town into his own country. Chris Anderson’s tax returns are hidden in a secret capital.

Chris Anderson doesn’t like Lord Maul since they gambled together in Vegas and caught the Chef cheating. Lord Maul is still in Vegas.

Today is a good day to die, and be revived!

As it turned out, Chris Anderson’s minions didn’t actually know where he had hidden his secret capital or his tax returns, but they valiantly defended multiple possible locations. This was successful in utterly confusing the rebels. However, the rebels did finally secure the tax returns when one of the minions betrayed Chris Anderson and handed over the files. Unfortunately, the rebels still needed to fight their way past the minions, a task at which they failed completely. All the rebels were slaughtered, and the minions recovered Chris Anderson’s tax returns.

Fall LARP — including our guidelines and other details

Fall LARP begins September 7! Fall LARP is held on most Thursdays from September through November. Fall LARP is a 2-hour LARP in the afternoons from 1pm to 3pm.

A reminder that the band of merry adventurers meets on the grassy knoll by the parking lot north of Lake Johanna Blvd in Tony Schmidt Regional Park. This is the parking lot across the road (aka The Dangerous Divide) from Lake Johanna (Lake of Tranquility). We will remain at Tony Schmidt Regional Park until the trolls move into the restrooms for their winter hibernation — prompting the park staff to lock the doors to those restrooms in order to protect unwary autumn picnickers. Once the restroom are locked, we move to our winter LARP location of Silverwood Park where we meet on the Great Lawn.

From the grassy knoll, we will take the Elven Byway past the Field to Reckoning, up the Troll Road, over the Spine of the World (or under), turn left at Mud Hill, stop at our Forest Hideaway, then tramp through Pigs Hollow, down the Blue Gnome Alley, and beyond!

A waterskin is recommended as the nearest village tavern is many leagues away, requiring the transport of a dragon or iron horse to reach.

Fall LARP

Live Action Role Playing! Also known as Grown Up Make Believe (GUMB). You create a character, make a costume and props if you desire, and then come in character to work cooperatively with the other LARPers to create a story within an immersive fictional world.

LARPers LARP for many reasons, including a love of …

LARP

    • Character creation
    • Storytelling
    • World building
    • Costume design
    • Prop crafting
    • Weapon foamsmithing
    • Mock adventuring
    • Mock survival
    • Mock combat
    • Mock magic
    • Friendship forging

 

Depending on where we journey, you may wish to bring provisions, a waterskin, or gold for the innkeep, for having vanquished our enemies and solidified our friendships, we will retreat to the local inn to replenish our strength.

Diversity, Inclusivity and Non-Discrimination Policy: This is a judgement-free LARP that embraces diversity. This LARP is an all-volunteer, teen-run, zero-income, secular, inclusive homeschool group. We are serious about inclusivity and do not discriminate based on race, color, national origin, ancestry, gender, familial status, marital status, sexual orientation, gender identity and expression, disability or handicap, veteran status, economic status, religion, or homeschooling philosophy or style.

Story creation

Travel to the deeps woods, open fields and winding paths of adventure and experience the thrill of summer LARPing in the realm of Dragonwood. Create your own character and determine your own path while building a story of survival with other LARPers. Dress for the weather and come prepared for attacks by invading trolls, nefarious gnomes, and untrustworthy humans. We will explore sprawling urban park for magical objects and hidden bases, forge a treaty with the elves … or the gnomes, and defend ourselves, our allies, and our loot against all invaders.

Council gathering

The LARP starts with a quick council where the adventurers tell each other about their characters, suit up, and discuss the evolving story of the LARP including the location and nature of the realm, the goals and conflicts they are facing that day, and the roles, abilities and relationships between the characters.

LARPers are encouraged to come prepared to introduce their character for the Scribe to record. Important characteristics include name and species, abilities and strengths, and weaknesses and vulnerabilities.

Storyteller

In order to facilitate the setting of the plot, the LARP will elect a Storyteller for the following week during the council gathering.

It will be the responsibility of the Storyteller to listen to all ideas and to incorporate them into our overarching storyline. It is the privilege of the Storyteller to choose where and when the LARP begins in our fictional world of Dragonwood, to choose the minions set upon the group by Lord Maul (or to allow the group to slip in unnoticed and unchallenged), to set the mission to be accomplished, to establish what is happening in the story at the start of the LARP including which characters are doing what, and to declare the start of the LARP after the council gathering, by shouting, “It’s a good day to die … and by revived!” It is the honor of all LARPers to follow the lead of the Storyteller.

If there are challengers for the role of Storyteller, a brutal rock-paper-scissors battle will commence. The count will be “rock, paper, scissors, shoot” with the warriors’ choice made on “shoot” and the victory going to the winner of two out of three battles. An evenly matched round will trigger sudden-death rounds until a victor is found.

Should the elected Storyteller be ambushed on the way to the LARP, the group will swiftly appoint a Deputy Storyteller.

    • The story for this LARP is continually evolving and is written cooperatively by all players.
    • There is no group leader.
      • While the group will follow their elected Storyteller for the campaign of the day, they will also promptly overthrow any and all Emperors, Dictators, Generals, and CEOs!

Dragonwood

Dragonwood is a nexus for interdimensional portals, resulting in a wide range of inhabitants, including dragons (of course), Jedi knights, mercenaries of all sorts, fairies, elves, gnomes, pirates, magicians, Martians and other aliens, demigods, gods, demons, time travelers, and much more. Oh, also the occasional human.

Adventurers are called to Dragonwood for many reasons. Some are forced there by their parents. Others arrive to fight and defeat Lord Maul and win freedom and independence for the multiverse. Still others come seeking to free the deep pure magic of the World Tree, held in captivity by the dreadful Lord Maul‘s dark sorcery. Still others are just not very good at accurately entering the correct address when using interdimensional portals.

Lord Maul

The main force of chaos in Dragonwood is Lord Maul who is seeking to conquer and control all of Dragonwood in order to control the interdimensional nexus and use it as the base from which he launches his invasion of the multiverse. Lord Maul seeks wealth and power to ensure his legacy and his infamy. Lord Maul sees all uninvited travelers to Dragonwood, both intentional and accidental, as threats to his control of the region and to his larger plan to conquer the multiverse.

Lord Maul himself does not venture from his stronghold. He selects the strongest and most proficient of his minions, recruited from the peoples of his conquered worlds, to lay siege to and destroy any uninvited travelers. This wide ranging and diverse army means that all adventurers planning to travel to Dragonwood cannot know what awaits them until the assault begins.

Characters

    • Characters cannot be all powerful or all knowing. Your character’s weaknesses must be equal to your strengths (if not greater). All characters must have a weakness or flaw. Invincible characters are no fun for the other LARPers.
      • If younger siblings join us on the LARP, we wave this rule for them when they’re too young to understand the concept.
    • This is a multiverseLARP — your character may come from any genre, era, story or your imagination.
      • Fantasy, steampunk, historical (historical realistic, historical supernatural, alternative history), modern, futuristic, post-apocalyptic, horror! Harry Potter, Doctor Who, Star Wars, Star Trek, The Lord of the Rings, Sherlock, Zelda, Avengers, Arthurian! It’s up to you.
    • New members (or new characters) are always welcome and will be incorporated into the storyline.
    • Characters are expected to evolve over time, even to the point of becoming completely different people (or completely different creatures)!
    • A LARPer may have multiple characters and may choose to switch characters during a single LARP.

Costumes

    • Costumes, accessories, and props help you embody and portray your character, but they are not required.
    • Your character’s costume can start with a single simple piece to be expanded over time with additional items or enhancements.
    • This is an all-weather LARP taking place outside, so plan your outfit accordingly.
    • Dress for hiking through “deep” forests! Study shoes and long pants are recommended!
    • Also consider protection spells against swarming insects and burning sunlight. These can be obtained from your local apothecary.

LARP Rules

    1. Safety first.
    1. Always be nice.
      • be kind, be respectful, be considerate, be helpful, be supportive, be encouraging, be welcoming, be amiable, be courteous, be forgiving, be understanding, be amazing

Be Respectful, Receptive, and Reflective

    • Give full consideration to other people’s ideas. (Always be nice.)
      • Avoid rejecting someone else’s suggestion unless agreeing would violate either or both of the rules.

Wilderness Safety

    • Do not wander off alone! (Safety first.)
      • If you need to go anywhere at anytime for any reason, insist that at least one other LARPer go with you.
        • Use “Weeping Angel” if no one is listening to you.
      • Make sure another LARPer, who is not going with you knows that you are leaving, where you are going and when you will be back.
        • Make sure this other LARPer heard you and will remember what you said.
        • Use “Weeping Angel” if no one is listening to you.
      • Always be with at least 1 and preferably 2 other LARPers.

Safety Words

    • Weeping Angel!” means “Everyone look at me!” — because you stop a weeping angel by looking at it.
    • Jabberwocky!” means “HOLD!” or everybody freeze and drop to one knee and raise your weapon over your head — because a jabberwocky can’t see you if you aren’t moving.
    • Medic!” means “I am seriously injured in real life and need someone to help me now or get my Mom or Dad!”

Do not abuse the safety words! Use only when necessary for safety.

When you hear a safety word called, you should obey it AND repeat it until everyone has heard it!

Mock Combat (Boffering) Rules

Combat is optional. Not all LARPers choose to engage in combat.

Boffers: A boffer is a padded lightweight contact weapon designed to prevent injury during LARP mock combat. The classic boffer is made using blue camping mats or pool noodles, PVC pipes or fiberglass rods, washers, contact cement and duct tape (although a fitted cloth covering is preferable to duct tape).

    1. Only boffers may be used in combat.
      • All edges for weapons used in battle must be made of thick dense foam.
      • Thrown weapons must have all exposed edges and surfaces covered in foam.
      • Nerf long-range weapons are allowed, except for Nerf Rival.
      • Non-foam weapons may be used as costuming but not for battles.
    2. All weapons should observe LARP Rule #1, Safety first!
      • Make sure there are no spots on your weapon that could cause actual injury.
      • All warriors are asked to check their weapons for rough spots before battle, paying particular attention to the edges of the duct tape which can accumulate dirt and become sandpaper like.
      • Do not use a weapon if it is unsafe. Unsafe weapons include those that have core showing, weak or broken padding, ripped tape, or sandpaper-like dirt accumulation in the adhesive along the edges of the tape.
    3. Remove any potentially dangerous objects from your person such as jewelry, watches, etc.
      • This is a simple safety issue for both you and the people you are fighting.
      • Glasses are optional, but they have a nasty habit of being knocked off and stepped on during combat.
      • You may also want to empty your pockets of keys or anything else bulky.
    4. All parties must give consent to a duel prior to any combat.
    5. Strike only hard enough for your opponent to know they have been hit.
      • To test the strength of your blow and the hardness of your weapon, try hitting yourself in the leg.
      • If your weapon goes behind your body to swing, you’re swinging too hard.
    6. When you receive a hit in a valid area, you must acknowledge that you were hit, even if the person who hit you doesn’t notice. If two players hit each other at the same time, they are both dead.
    7. Do not stab or thrust at your opponent’s abdomen.
    8. Do not strike your opponent in the head, neck, breasts, groin, hands or feet.
      • The head, neck, groin, breasts, hands, and feet are not valid targets because they are very sensitive areas and also because you may cause serious injuries if you hit someone in these areas.
      • You may want to wear a bicycle helmet and athletic supporter just in case.
      • However, if you purposely use an invalid target as a shield (for example, use your hand to stop an attack), you are dead.
    9. No “Drum Rolling” or “Machine Gunning” — do not strike rapidly in succession and do not strike the same spot repeatedly.
    10. Never grab, catch, or hold an opponent’s weapon.

Three phrases to remember: ON GUARD, LAY ON, and HOLD.

    • ON GUARD means “get on your guard” because the battle is about to commence.
    • LAY ON means “start fighting!”
    • HOLD is the universal word for “timeout” — when you hear this shouted, stop fighting and drop to one knee.
      • HOLD is reserved for when something potentially dangerous has happened (for example, a weapon becomes damaged, someone gets hurt, etc.) Most boffering groups have harsh punishments for people who continue fighting after a HOLD is shouted. Also, do not abuse the command, as it’s reserved for dangerous situations.

Boffering is a contact sport whose injury risk is equivalent to that of a friendly pillow fight when following safety rules and using properly padded boffers, but bruises and welts are possible if play gets too rough — so don’t let it get too rough.

Every boffering group has their own unique rules. It’s your responsibility to ensure that you know what they are and that you follow them.

Melee Referee

Melee Referee will elected prior to melee combat

    • Melee Referee does not battle
    • Melee Referee observes combat
    • Melee Referee stops a duel if there is a problem

Boffer Etiquette

Mock combat is a demanding sport full of passion and aggression. Because emotions can run wild in the middle of battle, observing boffer etiquette at all times demonstrates your honor and integrity.

Never attack an unarmed person.
If you want to attack an unarmed person, first give them a weapon of equal strength to your own, then kill them.
Never attack a person from behind.
Only cowards and rogues attack from the shadows. Make sure that the person is fully aware of your intentions before you begin combat.
Allow a disarmed person to pick up their weapon.
If a person fumbles with their weapon and drops it, they have been disarmed. Give them the chance to pick it back up before killing them. (Unless the goal is to disarm your opponent, in which you’ve won and the battle is over.)
Salute your opponent before a duel.
In a formal duel it is considered proper to salute your opponent before starting the duel. Each person learns to salute in a different way. Some raise their weapon to their face, some make a small bow, some shake hands, etc. This is done to show that you have respect for your opponent and that you will fight fair.
Shake hands after a duel.
It’s good practice to show that there are no hard feelings by shaking hands or saluting your opponent after combat.
Point out exploitable weaknesses.
During the battle with your opponent you might notice a mistake they make that you can exploit. If this is the case, you should point out their error after the match so that they can correct it. Continuing to exploit a weakness is dishonorable.

Mediation

Anyone can request a Mediator at any time. If tensions start to run high, using your scrying bowl to locate the nearest neutral party and ask for help talking things through.

    • The mediator can be any other member of the LARP.
    • The mediator must listen to all sides.
    • The mediator can’t take sides.
    • The mediator helps find or forge an agreement.
Be understanding.
Don’t assume malicious intent. Everyone is always learning. If an error is made, remember that LARP Rule #2 is “Be kind.” Be as tolerant of the mistakes of others as you would want them to be of yours. Admit you’re wrong when you’re wrong. Treat others as if your mother was watching.

This is a judgement-free LARP that embraces diversity.

If someone makes a choice with which you disagree, whether it be what they’re saying, what they’re wearing, or what they’re doing, take it as an opportunity to practice generosity, kindness and understanding.

Weather Gremlins

The “all-weather” LARP will be relocated to Fantasy Flight Games Center for “dangerous weather” — including flooding, hail, thunderstorms, lightning, tornadoes, downbursts, waterspouts, tropical cyclones, blizzards, snowstorms, ice storms, dust storms, wildfires and extreme heat or extreme cold.

Weather charms and relocation spells will be cast by 9am on the day of a Summer LARP and by 10:30am on the day of a Spring, Fall and Winter LARP. The location change will be posted to the HSAdventures calendar and to the HSAdventures Group Facebook event. An email announcement will also be sent to those LARPers who have submitted their email addresses to “Ace.”

Fantasy Flight Games Center is located at 1975 County Road B2 W, Roseville, MN 55113, between Cleveland Ave and Fairview Ave, just down the road from Rosedale.

    • The Games Center a spacious room full of gaming tables and an extensive tabletop game library.
    • There is no admission charge and no fee to use the games.
    • Bring along some gold for the innkeep. There is a café serving delicious foods — but please note that no outside food or beverages are allowed.
    • There is also a retail store selling lots of awesome table top games.

Adult supervision is not provided. The LARP is wholly run by the teens involved. Adults may choose to drop off, to stay and observe, or to just stay in the park, but the teens request that all adults present allow the teens to identify and resolve any problems that arise on their own unless specifically asked to assist. The LARP is best for ages 12 years and up.

Younger children are welcome to enjoy a good game of make believe under the watchful eyes of their parents or other responsible adults. Younger siblings do occasionally join in the LARP under the guidance of their older siblings.

The LARP is seeking recommendations for locations with good outdoor LARP space, indoor warm-up space and unlocked restrooms for the Fall, Winter and Spring LARPs.

More information about the LARP at hsadventures.org/larp

 

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