Showing posts with label Larpscripts. Show all posts
Showing posts with label Larpscripts. Show all posts

24.10.13

Screwing the Crew

By Elin Nilsen and Trine Lise Lindahl

This larp came about from the merging of two ideas: a larp investigating the background of a close-knit social scene, and a larp about dynamics and intrigues in a social circle where open relationships are common.

A is together with B and is making out with C who is in love with D who has an affair with E who rejected F who’s hitting on everybody. A lot of people live like that. Sometimes everybody’s happy, and other times it doesn’t really work out that well. What emotions, conflicts and weird situations may arise in a group of friends with somewhat loose sexual relations crisscrossing the social sphere? And how did it turn out that way?

Screwing the Crew is a short larp in which you can explore questions about monogamy, open relationships and sexual relations in a tight-knit group of friends. You can explore their history and how it has affected the relationships they have today. The characters are around 30 years old, all of them are to some degree bisexual and most of them have known each other for at least ten years.

The larp’s setting is a dinner party held by the most established couple in the group, in a city near you. It is played in a realistic playing style with some meta-techniques to enhance inner thoughts and emotions in the characters and strengthen the focus on the subject of the story. It can be played in a seminar room or in a normal home. We find that a normal home gives a more realistic setting, and thus a better dynamic to the roleplay.


Facts


Genre: Humorous realism
Total time use: 6h
Number of players: 7 - 15
Number of organizers: 1
Workload: Medium
Type of location: A home with room for a dinner party.


Downloadable material


23.10.13

Before and After Silence

In a world of more and more sound, silence is becoming more valuable. Before and After Silence is about limitations and listening, and about doing almost nothing. It is non-verbal and uses silence as its starting point. It is about shifting the point of view from “what is” to “what is not”, about shifting the focus from “the sounds” to “the spaces between the sounds”, from “the actions” to what is “between the actions”, and to “what is not done”. Rather than playing characters, we examine how we look at ourselves and how different filters can change how we see ourselves and others. We ask you to explore that silence, and to see if you can shape it. Seek to use silence as the point of origin for your actions, or as the thing that surrounds your actions. You should attempt to exercise restraint and
to nothing until you have to let it go.


Facts


Number of players: 5-12 (possible from 2-20)
Number of organizers: 1 (2 if more than ten players)
Time: 3-4 hours
Genre: Internal space drama. Stylized realism.
Organizer style: The organizer leads the exercises, serves as a contact during the game, and plays along with the others.
Location: A quiet room large enough to move around in, but not so large that you get lost in it.
Workload: Easy


Downloadable material

22.10.13

Play with Intent

By Matthijs Holter and Emily Care Boss

Play with Intent was run in The Larp Factory in Oslo in 2012. That game was unlike all other games of PwI, in structure, mood, techniques and atmosphere. It was a unique, ephemeral, one-shot experience, only shared by those who were present. So was the run at Knutepunkt, and the one at HolmCon.

That’s because Play with Intent is not a game, but a way of playing. We call it a framework.

In PwI, you will use different roleplaying techniques as you see fit, selecting and incorporating them along the way, following the flow of the game and your own personal desires. In this way, you will explore something that nobody has experienced before you, and nobody will again.

What does this mean?
It means there is no fixed set of rules. You’ll be trying out different rules, techniques, ways of play as you go along. Maybe, at some point in play, a player says: “I’d like to turn out the lights and play out this scene in total darkness.” Maybe, in a different game, a player says: “Play out that conflict again, but play a different character!” Or someone says: “Lie down on the floor! We’ll be the voices in your head, whispering your madness.”

No rules at all? No structure? Yes, there is some structure: The game gives you Principles, Structure, Techniques and Environment. These are described fully in the online text; in this book, the space is too limited, but here’s a little teaser—the list of principles.

The rules of this game will change, as all participants do things that fit. Follow each other’s lead. Explore the new territory. Feel your way.

Be changed by others. Find out who you are together.


Principles

Be attentive!
Stay with it!
Be in it!
Take action!
Challenge!
See the real people!
Sense the spotlight!
No planning!


Downloadable material


21.10.13

Love in the Age of Debasement

By Erlend Eidsem Hansen

We are in a city, perhaps New York, Stockholm or Singapore. The time is now. You are a couple living in the city. You meet at a café. The conversation develops into a serious talk, an explosion or implosion of emotions. You are playing a couple that has been together for a while, say six months, or up to two years. You are not living together. The story is about the confrontations that might arise, when we are forced to, or stumble into, taking a stand. It is about our relationships, about the critical moment when we come to the realization that things are not working.


This might be the end. This might be the start of something new and perhaps more sincere.

We are trying to grasp the moment when a couple realizes that their crisis is a fact. We are aiming at the very eye of the storm. At least one of the involved parties in each couple will be put to the test: How do we experience love in an age where it seems that so often, it does not work out?


Facts


Genre: Contemporary realism
Total time: 4 hours, plus set-up and break-down
Number of players: 6-16
Number of organizers: 1
Workload: Logistically easy to produce, but requires complex social awareness on the part of the organizer.
Organizer requirements: Social awareness and ability to subtly guide players into couples.
Type of location: Café or a space that can work as a café.


Downloadable material


Play the Cards

Larp design by Tyra Larsdatter Grasmo, Frida Sofie Jansen and Trine Lise Lindahl
Larpscript by Frida Sofie Jansen, Katrin Førde and Trine Lise Lindahl


OMG! I’m so psyched about being the first one to have a home-alone class party! It will be totally AWESOME! I just hope everybody will show up for my birthday…
- Julie, 15 (today!)

Play the Cards is a larp about being a teenager, about fitting in and about knowing your place in the hierarchy. You’re in high school; you know who you are, what your social position is and most importantly, who you want to be. This is your first real house party. No parents. It’s the important party where everyone shows up and anything might happen.

We use a deck of cards to indicate high school’s unspoken, but oh-so-public popularity rating. The Hearts are the popular girls led by their queen. The cool guys are The Spades. The Clubs are the alternative people that are engaged in politics or culture. And lastly you have The Diamonds, the outsiders and nerds whom no one likes and who stick together because they have no one else.

The gist of this larp is to give the players the opportunity to re-live both the good and bad feelings of their teen years, to see the situation from different perspectives and most of all: to remember when emotions and the small events of everyday teen life were the most important things in the whole wide world.

The idea for this game came from a fifteen-year-old in the midst of the awkwardness and social dealings that dominate the high school experience. Because the game designers grew up in three different decades, we feel we’ve found some of the essence of teenage life. We want participants to play the teens of today, but they are welcome to bring the emotions of their own youth — whenever that was — along with them.


Facts


Number of players: 20-32 (including organizers)
Number of organizers: 2-3
Time: 5-6 hours, where about 2,5 hours are spent in play
Genre: Awkward realism
Workload: Medium
Venue: Can be played in a seminar room or a private home. The venue should have room for everyone to gather in a single space and should also have the possibility of conversation in more private corners.


Downloadable material


20.10.13

The Great After-Party

Larp design by Erlend Eidsem Hansen and Frida Sofie Jansen
Reconstructed by Frida Sofie Jansen and Elin Nilsen
Larpscript by Elin Nilsen

This is a comedy that plays with the stereotypes of larpers, fantasy larp and post-larp parties. In this larp, the players portray a bunch of excited larpers meeting over a beer just after a classic fantasy larp in the forest. Players will both create the story of the fantasy larp they just finished and play out the consequences it has for relationships at the after-party. Did the princess fall in love with the orc? Why did the general steal the magic feather from the bard, and are they kissing in that corner? The larp belongs to the players, anything can happen, and anything that can happen has already happened in the larp-within-a-larp, Mist over Goblin Peak.


Facts


Genre: Comic realism
Length: 3-4 hours
Number of players: 10
Number of organizers: 1
Workload: Easy
Type of location: Anyplace suitable for a party


Downloadable material


Kink & Coffee

By Hanne Grasmo

The setting for the larp Kink & Coffee is an introduction night at your local BDSM club. It is that night of the month when non-members without any experience with BDSM can come to the club and when the regular veterans of the scene do their best to make the newcomers feel welcome. But this is also a night where personalities and ideologies are likely to clash.

Welcome to a larp that takes a closer look at what we mean by terms like “freedom,” “tolerance” and “cultural diversity.” Drama techniques are used to portray sexual scenes and scenes of BDSM, but the game also provides a safe space for players who want to challenge their own limits. Due to the themes of the larp it is recommended to have a minimum age limit of 18 years for participants.


He is down on his knees, as if in prayer. Head bent low, silently sobbing. The punishment in stripes across his back, colored red with Her demands. She raises high above him, hectic red roses blossom on her cheeks, eyes wet, and the rattan tilts threatening in a gloved hand.

 

-“Will the slave wretch ever flirt with other women again?”
-“...no..”.
-“I didn’t hear you!”

She pulls his hair and forces his whole torso violently backwards. He blinks back tears, and he blushes, now it is visible for all to see: how weak and squalid he is. And how horny. Suddenly She spits right in his face.
-“No! My Queen, I will never, ever do it again.”


 

She drags him up by his collar, lifts him close to Her face and asks him to look Her in the eyes, before she softly kisses him.


Facts


Number of participants: 12-23 (more characters can be added)
Duration: 4-5 hours
Genre: Sexual political drama
Play style: Realistic
Director style: Organizer(s) may play full characters. The larp is partly directed through three specially instructed characters.
Perfect venue: BDSM club. A bar could do. Minimum 2 rooms.
Number of organizers: 1


Downloadable material


19.10.13

Café René

Larp design by Even Tømte and Marcus Irgens
Larpscript by Even Tømte

World War II is raging. France is crushed beneath the slightly wobbly iron heel of the German war machine. In the village of Nouvion, people are going on with their lives as best as they can. Communist and Gaullist partisans are fighting the Germans as well as each other, while the German
soldiers are following Berlin’s orders with varying degrees of zeal. The more forward-minded of them recognize that one day, the war will be over, but at the moment there is still no end in sight.

The social center of Nouvion is Café René. The café and its employees are constantly being dragged into new intrigues, involving—among other things—the Fallen Madonna with the Big Boobies by van Clomp, a cuckoo clock and a couple of downed British pilots…

Café René is a humorous larp, a pastiche of the BBC series ’Allo, ‘Allo. It is
designed to be played in a couple of hours.


Facts

Genre: Comedy
Total time: Approximately 5 hours
Number of players: 21-28
Number of organizers: 2-3
Workload: Medium
Type of location: Large, open room or café/bar with lots of floor space and/or extra rooms

Downloadable material


Videos

All disguises work



18.10.13

The Time Traveler's Meeting Place

Larp design by Hans Olai Martinsen and Kaisa Lindahl Lervik
Larpscript by Kaisa Lindahl Lervik

All time and space is relative. There are as many realities as there are particles and ways to move them. Most creatures do not understand this. Most creatures are actually not aware that there are numerous versions of themselves in a myriad number of realities. Well, apart from a few. These few are not just born into one reality. They are born with the ability to travel from place to place, across realities. Since time is just another place, they can also travel in time. They are simply called The Travelers and this is where they meet.

The Time Travelers’ Meeting Place is a short larp featuring a group of time travelers meeting in a bar, chatting and playing poker. It is designed for new larpers, with a low threshold for participation. It also requires a low level of preparation for the organizers.


Facts


Genre: Down-to-earth sci-fi
Total time required: 6 hours
Number of players: 5-20 (depending on location)
Number of organizers: 2 (or 1+practical help)
Workload: Easy
Type of location: Any venue that can seem like a bar or meeting place
Playing style: High level of improvisation, realistic, but light


Downloadable material


Hug Street

Larpscript by Fredrik Hossmann

“People tend to forget that the world we live in is just a game designed by our governments. Our economic systems are just a game.”
- CCP Chief Executive Officer Hilmar Petursson to the Wall Street Journal

Hug Street takes place in an alternate reality. Instead of selling and buying shares, stocks, and derivatives like on Wall Street, players trade in hugs, handshakes, “aaahhhs” and “mmmmms.” But a recession is coming - will you be able to steer through this crisis without going under?

The game explores an economy where the goal is spending, not saving. In this world, consuming is a positive act, as long as you consume positively, for the good of everyone.

During the game, the traders swap simple products such as hugs, handshakes and vocal sounds. You choose what products you feel comfortable selling and buying. The money you don't use rusts, and by a reversed lottery you can risk losing everything, in which case you’ll have to start from scratch. But since everybody is dependent on everybody else for the economy to function, we all wish you back in business as quick as possible. In Hug Street, not having is a resource just as much as having, as long as you are willing to trade, and having is not worth anything if you keep your resources to yourself.

The larp follows a working week in the life of a Hug Street trader. From Monday until Saturday you will sell and buy hugs, handshakes, sounds. We will experience both an expanding and shrinking economy, and a gradual opening up of the market, where you move from trading with the basic products to design your own.


Facts

Number of participants: 6-12 works, and 8 is perfect, though it’s possible to up- or downscale
Number of organizers: 1
Time: 3-4 hours.
Genre: Stylized realism - comedy by accident
Playing style: What you see is what you get; aim for 360 degrees of realism
Organizer style: Leading the exercises. Giving and taking money during every round. Starting and stopping every act. Contact person during game. Playing as others do.
Location: Preferably a space with a circle of chairs and some open room. If that is not possible, you can use one room, removing the chairs whenever the characters are not on the trading floor, or two rooms – one with chairs and one without.
    The Trading Floor: An open space, such as a large living room or black box theater.
    The Financial Club: A circle of chairs where traders meet to discuss the transactions of the day.


Downloadable material

What Happened in Lanzarote

Larpwright: Aslak Tirera
Script writers: Eirik Fatland og Elin Nilsen


What Happened in Lanzarote is a farce about a group of neighbours who go on a charter tour to Lanzarote in the Canary Islands. The larp is framed by a barbecue party that occurs after the characters have returned home. The character texts describe the characters as they were before departing for Lanzarote. During the larp, we improvise what actually happened at Lanzarote. This is a larp with plenty of intrigue and entanglements, and maybe a bit of depth.

It is exceptionally simple to organize and play.


Facts


Duration: 3 hours of which is actual play: 2 hours
Number of participants (min-max): 9-14. Organisers can participate as ordinary players.
Number of organisers: 1-3
Location: A park, terrace, or other place where a barbecue can be held. Alternately: a black box stage or a private home. But NOT a classroom, seminar room, or similar.
Costume: Characters wear everyday clothes. Players should dress for a barbecue party.
Equipment: Rope for outdoor location, tape for indoor location.
Food and drink: Barbecue and beer are appropriate. Players can be asked to bring their own.


Downloadable material


17.10.13

Limbo

By Tor Kjetil Edland

'Tis a strange place, this Limbo!--not a Place,
Yet name it so;--where Time and weary Space
Fettered from flight, with night-mare sense of fleeing,
Strive for their last crepuscular half-being;

Lank Space, and scytheless Time with branny hands
Barren and soundless as the measuring sands,
Not mark'd by flit of Shades,--unmeaning they
As moonlight on the dial of the day!
But that is lovely--looks like human Time


    - excerpt from the poem Limbo by Samuel Taylor Coleridge

The larp takes place in the realm of Limbo, betwixt and between life and death. Beyond time. A waiting place to reflect on life as it has been so far before either returning to life once again or facing the unknown on the other side of death. The characters are a group of people from our own time and society who are hovering between life and death who find themselves stranded in Limbo.


Facts


Genre: Existential choices in a slightly absurd version of the afterlife
Total time use: 3 hours
Number of players: 6-15
Workload: Easy
Type of location: Empty room with few or no windows


Downloadable material

16.10.13

The Hirelings


By Håken Lid and Ole Peder Giæver

In a world of perilous adventure and dark dungeons filled with precious riches, one group of aspiring adventurers are having their first day in a new job, and it’s not quite working out as planned. The Hirelings is a role playing game in which you play out the preparations and the aftermath of a failed dungeon crawl.


The Hirelings draws heavily upon cliches from fantasy role playing games such as Dungeons & Dragons, video games, comics and fantasy literature. In addition there are also elements from modern life, like job interviews, group therapy, sports and team building. The characters in the game are all novice adventurers, who are preparing to head out on their first real quest.

The game is divided into five parts: A pre-game workshop, three acts describing the preparations, the implementation and the aftermath of a dungeon crawl, and finally an epilogue and allotment of experience points.


Facts

Genre: Comic fantasy
Time: 3 hours
Players: 3-10 players and 2 game masters
Workload: Light
Playing style: Light hearted
Props: Bell & whistle
Location: Empty room


Downloadable material


13.10.13

A Mother's Heart

By Christina Christensen & Eirik Fatland
A Mother’s Heart is a Kafkaesque drama about a court's questioning and prosecuting of mothers about their sub-par parenting skills. This larp takes place in a courtroom setting with prosecutors, defendants and an unlimited number of people acting as witnesses. A participating audience --the peanut gallery-- is also present, making the larp a good introduction for non-larpers/spectators. This is a larp which questions our societal systems, social interactions and the consequences of expressing random judgements.
“You´re all alone and nobody told you why you´re even there. A table divides you. The only thing you know is that you´re on the wrong side of it. Or if you´re behind the table, safe and sound, then you know you´re RIGHT.

Everyone has an opinion about what a good mother is.
In this court everybody is entitled to an opinion., except for the mother.”

Facts

Genre: Absurd realism.
Duration: 3 hours
of which is actual play: 2 hours
Number of participants (min-max): 15- unlimited. Organisers can participate as ordinary players.
Number of organisers: 1-2
Workload: Medium
Possible Locations: Black box, gallery, classroom, conference room.
Costume: Characters wear everyday clothes.
Equipment: Tables, chairs, a podium or a stand for the Defendant.
Playing style: Realistic, but with plenty of improvisation.
Food and drink: Water

Downloadable material


Fallen Stars

Larp design by Vilde Herning, Nils Hiorth, Magnar Grønvik Müller, Martin Nielsen and Linn Eik Pilskog
Larpscript by Martin Nielsen and Magnar Grønvik Müller.

Fallen Stars is a game about old things, once beloved by their owners, but now discarded and no longer cared for. As they languish at a flea market, they dream back to their glory days and hope to find new lives with new owners. They also worry about the uncertain future of those whom buyers will not rescue.

Facts

Playing time: 3 hours including workshop. Increase by 5 minutes for every player after the 5th
Players: 5-15
Playing style: Realist within the framework that things can think and talk
Playing area: Preferably a blackbox with a small, dark room close to it.
Equipment required: The things that are being played, simple sound system, computer with Spotify, simple lighting equipment, trolley (optional), lantern

 

Downloadable material


Videos

Hot seat



Guided meditation



Flashback



Lantern monologue


.

Linda's Birthday Party

By Kaia Aardal, Mona Liland Aabel and Grethe Strand


“Hilariously fun and very liberating.“

Linda is six years old and you are invited to her birthday party. This is a simple game where the players get a chance to meet their inner child again and eat as much cake as they want. Our vision was to create a fun game without too much preparations for the players and organizers.

Keep it simple, it is all for good fun!


Facts

Genre: Comedy
Total time use: 4 hours
Number of players: 8-16
Number of organizers: 2-3
Workload: Easy
Type of location: A normal apartment, house or living room should suit the larp perfectly.
Playing style: Childish comedy, Transparency.


Downloadable material


11.10.13

A Pair of Tarts

A larp by Elin Nilsen, Trine Lise Lindahl and Margrete Vik Gagama
Larpscript by Elin Nilsen and Trine Lise Lindahl

“Does your relationship need spicing up? Do you miss feeling close to your partner? Cooking together gives a shared feeling of achievement, creates closeness and enhances communication. Our master chef will put together a menu to nourish both body and soul, and our therapists will guide you in a natural way, to greater intimacy, in romantic and intimate surroundings.

If you can make it happen in the kitchen, you can make it happen on all of life’s arenas - for as you know; the way to your partner’s heart is through the stomach.

Next week: Drum journey with Kailash”



A Pair of Tarts is a larp about six couples who -- for different reasons -- have signed up for a couples’ therapy cooking class run by a New-Agey company called Sunflower Soulcare. The players portray couples and therapists who cook, dine, and interact.


During a workshop, players flesh out the brief characters. As organizers you will be active both in leading the workshop and in playing the therapists during the larp. The larp is structured in four acts, The Introduction, The Cooking, The Dinner and The Epilogue.

We want a comic-realistic playing style. A Pair of Tarts has a slightly comic premise, but the characters are supposed to be taken seriously and played realistically. This larp is not farce, but as we often say: reality can be hilarious.


Facts

Number of players: 8-14
Number of organizers: 2-4 - 1 - 3 therapists and 1 chef
Time: 5-6 hours
Genre: Comic realism
Playing style: Comic realism
Location: Venue with enough space for the players to cook and dine.


Downloadable material

8.10.13

Endgame

A larp by Hans Olai Martinsen and Anne Marie Stamnestrø
Larpscript by Anne Marie Stamnestrø

Esteemed Sir/Madam!

Please accept this invitation to an entertaining evening of card games in one of Arthur Harringdon’s residences. There will be simple refreshments available, and your presence would be highly appreciated.


The year is 1925. Booze and gambling are prohibited, and you’ve just been invited to an evening of both...in an organized, respectable fashion of course, with people of your own class. Invitations to Mr Harringdon’s poker nights are in high demand among the rich and fashionable, and it’s all just a bit of fun! What’s the worst that could happen?

Endgame is a 1920s murder mystery larp with slightly Lovecraftian undertones. We’re aiming for fun, mystery solving, 20s pastiche and maybe a few small scares.


Facts

Genre: Murder mystery
Total time use: 5-8 hours (or 4-7 depending on advance preparations and casting)
Number of players: 10
Number of organizers: 1-2
Workload: Medium
Type of location: 1-3 rooms of neutral décor or that can be made to look 1920s.
Playing style: Realistic/slightly exaggerated, but not veering into parody


Downloadable material


3.10.13

Fade to Grey

The summer party where passion vanished

By Martin Eckhoff Andresen, Lasse Lundin, Caroline Myhrvold and Ane Marie Anderson

Welcome to the traditional summer party of Egelund Publishing House! This party is a must for everyone in the cultural elite, a place to be, to see and be seen, and you are invited! Here, the winner of the Egelund Culture Award will be announced, the big books and projects of next year will be discussed, and according to rumor, the famous artist Aurvik will unveil his or her newest work. Egelund’s summer party is a place where important people toast with champagne, eat canapés and converse, but where emotion and passion roam below the surface.

Fade to Grey is a larp about important people, their petty conflicts and status hierarchies, and who’s the most interesting. More importantly, Fade to Grey revolves around what happens when these people stop caring about their conflicts, and stop feeling emotions. During the course of the game, all the characters present will gradually turn into grey, emotionless and superficial people, unable to attach emotionally to what is going on. Fade to Grey is a larp exploring superficiality.

This game is inspired by the movie The bothersome man, in which the main character suddenly finds himself in a world where everything is perfect and everyone is content – but nobody really cares about anything beyond interior design and façade.


Facts

Players: 15 – 30
Total time: 4 hours
Workshop time: 120 minutes
Playing time: 90 minutes
Debrief time: 30 minutes
Characters: Pre-written and expanded in the workshop
Playing style: Comic realism
Venue: Garden or party location


Downloadable material



2.10.13

The Baader-Meinhof Experiment

A larp by Marcus Irgens, Erlend Eidsem Hansen, Even Tømte
Larpscript by Marcus Irgens & Erlend Eidsem Hansen

Two rooms, next door: the authorities and the activists. One wall divides them – One focus tears them apart, ideology. One group of participants plays the police, the surveillance department and the paramilitary, the other group plays activists, communists and anarchists. An interactive drama about the extreme left of Swedish activists in the 1970s, the officers that monitor them, and the terrorists who try to recruit them.


Besides being an exciting thriller this event will hopefully also reveal parallels between our time and our recent past:
  • Where are the borders between “activist” and “extremist”? What draws people to cross that line?
  • Where is the line between abuse of power and keeping control over the situation for police and authorities?
  • Who is a terrorist, who is not? When is it terrorism?

Facts


Players: 12-17
Organizers: 2-4
Time: 5 hours (short version) or 8 hours (long version)
Genre: Political thriller
Playing style: 1970s realism
Storyteller style: Active
Work load: Heavy
Location: A venue that simulates two conjoined apartments with at least one bathroom. Two small apartments on the same hallway works, and so does a black box stage.

Downloadable material

Update: Unfortunately the designers were never able to finish the downloadable material for this larp. This is sadly not available. The larpscript is in the book and PDF, though, if you would like to make your own version of the larp.
  • Cheat sheet
  • Characters
  • List of prioritized characters
  • Faction descriptions
  • RAF manifesto
  • Specialist cheat sheets
  • Printed plans