Dancers: S1. Summer End Session Summaries

Season 1 Summer’s Start Summary

The session began at General Idalia’s warehouse, a highly secured location, with folks recently returning from helping werewolf allies in slaying the beshilu (rat/spirit hybrids that chew the boundary between our world and the spirit world, creating holes).  The changelings are certain the beshilu threat was now over.

The changelings gathered in their various courts to discuss matters before the freehold-wide meeting began.

General Idalia brought Telluk out on trial using the other monarchs as jury.  Telluk was accused of being a loyalist for Peter Pan and working against the Freehold.  Telluk told the freehold that they were acting under duress as their selkie skin had been stolen by Peter Pan and they were forced to act so that they could get it back and hopefully return to their life in the Little Mermaid’s land.  The monarchs sentenced them to be trapped in a magical mirror indefinitely until the situation could be resolved.

Season 1 Summer’s Middle Summary

We couldn’t get access to the venue as it was undergoing renovations in January so we gathered online again.  Instead of having the characters also go online, we instead decided to have them all go to a True Fae goblin market called the Carnivale of Secrets.  You see, during a between game event, a nasty True Fae called the Vinelion decided to camp out at the old goblin market and it spread vines bearing soul stealing fruit.  That old goblin market only protects it’s customers’ mind and body, not mind, body and soul, so the Vinelion was allowed to stay while the other True Fae who attacked it were banned.

What were those True Fae to do but make their own Carnivale of Secrets with impossible rides and amazing shows to put on as a protest of the Vinelion’s actions?

Now we couldn’t represent such a carnival in a hall so we used Discord instead.  We made multiple Discord text rooms which contained room descriptions and matching voice channels so people could gather in different “areas” simply by entering the relevantly named voice channel. 

In the market stalls’ text channels we added photos of each item and a name, giving the descriptions to those playing the stallholders.  We had a thread showing all the NPC head shots.  We used screen sharing to show a theatrical performance in the theatre (just a 5 minute snippet).  We embedded YouTube videos showing some crazy carnival rides.  It was a hoot to make.

We also made a section as a Hedge lake-side area again split into sub-areas with text chats and voice chats bearing the same name.  We had a bot playing music so folks would all be hearing the same things and could talk about it.  This was the first part of the game, before they went into the True Fae goblin market.

The freehold started at a summer celebration at the Hedge lake-side.  Theseus cooked sausages for everyone.  Ricky Racoon’s hedge beast companion went along even though Ricky’s player couldn’t be there.  The hedge beast got thrown into the lake at his own request.  Molly’s fae mount, a creepy horse called a kelpie, came rushing to her side when it thought she was in trouble.

After about an hour, the changelings went to the Carnival of Secrets, emboldened by a rather comprehensive promise of protection for all attendees.  Changelings and humans could only go during the three nights of the full moon and luckily it was one such night.

They had to deal with several True Fae including Sweet Alice’s fortune telling, the Director and Peter Pan at the theatre, Crypt Keeper coming down off one of his newly constructed rides, Prince Charming walking along and flirting with people, and the Little Mermaid in her stall.

They also met Scarlet, a changeling from another freehold called the Huddle of Forts & Lodges, who was busy trying to sell a human at the market.  They rescued and released the human and Scarlet declared war on them on behalf of the Huddle of Forts and Lodges.  Our PCs wondered if she had the authority to do that and decided to send an emissary to speak to the Huddle itself after game.

Since it was pretty easy for players to switch between PC and NPC, we had a lot of players doing brief NPC shifts which let us include hobs running spooky haunted house mazes, control the rides, run the stalls and even paint food into existence.

It was a really successful session considering the difficulties of online play.

Dancers LARP Session Summaries

Curious about how our games run?  Well, every game-line is different but we can give you some basic summaries from our cyberpunk Changeling: the Lost LARP called Dancers in the Neon Dusk.  Cyberpunk is a genre of science fiction set in a lawless subculture of an oppressive society dominated by computer technology and powerful megacorporations.  The game is set in 2048 in Detroit.

Changeling: the Lost is a tabletop setting we have adapted to a LARP format.  Changeling is bout humans who were abducted by the Fae only to later make their way back through the Hedge (a borderlands between Earth and Arcadia) to return to the mortal realm.  They have the essence of Faerie within them, giving them access to certain powers.  It’s a tabletop game, originally, but we have modified the rules heavily to create a more rules-lite system.

Dancers in the Neon Dusk is a parlour LARP where combat is decided by dice with bonuses given from relevant skills and folks either describe or play out the fight through theatrical combat.  Everything else works through a simple “you spend glamour, you activate the thing,” or “you have the perk, you can do the thing.”  We even have a hacking game using a text adventure where people can look up people’s police records etc. if they get their name.

Those who are playing in Dancers in the Neon Dusk may consider these summaries to be in-game knowledge as word gets around about what happened.

You can find our session summaries in the pages below.  The links will activate as the posts go up – one every Tuesday until it’s up-to-date:

Season 1

Summer’s End Summary

Autumn’s Summary

Winter’s Summary

Spring’s Summary

Summer’s Summary

Season 2

Summer’s End Summary

LARPer’s Basic Needs

There are a number of basic needs that need to be considered when you’re planning out your LARP.  These might not be the most exciting of tasks, but they are essential.  The first logistical issues to concern yourself with are what aligns with a participant’s basic needs: warmth, thirst, hunger, shelter, trash collection and toileting needs.

Warmth: Is there some kind of temperature control?  Or a shelter to stay out of the wind and rain?  If not, make sure to inform participants beforehand so they can dress appropriately.  Consider providing access to hot drinks like tea, coffee and cocoa to help folks feel warm.  If it’s going to rain, see if your volunteers or participants could bring a couple marquis if there’s no indoor space and presuming you’re allowed to erect such structures.

Continue reading “LARPer’s Basic Needs”

GM Cost – Benefit Analysis of Effort

It’s important to effectively use your time when creating entertainment in your LARP.  Your time before game is limited and your time during the game even more so.  This means that the larger the game to game master ratio, the more work each of you have to do and therefore the more people you need to entertain with each ounce of effort.

Are you doing something that could easily be done by someone else?  For example, perhaps you need to set up a laboratory space and you have a cast of NPCs available who can do just that. Simple things can be done by players who arrive early such as putting drinks in the fridge.

Continue reading “GM Cost – Benefit Analysis of Effort”

The Sign In Experience

Your player’s first encounter with your game during their very first session will be with the sign in desk.  This section of the game experience is overlooked despite its importance in setting the scene for players – especially new players.  Will they feel welcomed and refreshed?  Or confused and frustrated?  You can make this process smooth or onerous depending on how well you resource the desk and how many volunteers you get.

Each LARP will have a different selection of tasks that need to be completed during sign in.

Continue reading “The Sign In Experience”

Creating LARP Rules Pt 7

Typical Rulebook Progression

Naturally different rulebooks are designed for different purposes but typically there will be a flow from general knowledge to more specific knowledge. So if there’s information *everyone* needs to know, it should typically be put at the front. If there’s information only some folks need to know, or which will be rarely spoken about, you can put it toward the end.

Continue reading “Creating LARP Rules Pt 7”

Creating LARP Rules Pt 6

Revision Tricks

When revising your rulebook, it’s important to give yourself adequate time between revisions so you have fresh eyes. Most revisions will do with around 2 weeks break between them but your last revision should be around 8 weeks as you’ll need to a decent gap so you can better notice any issues.

So what are some revision tricks?

Continue reading “Creating LARP Rules Pt 6”

Creating LARP Rules Pt 5

Memory Tricks With Rule Creation

Standardise it. The easiest trick with this is to standardise where possible. If green lights means radioactive than I’m sorry but all your green glowies now emit radiation. Nope, you can’t use a green light to show that doors are locked / unlocked. Use a green image instead but don’t make it glow.

Poster it. If you have a mechanics’ work station where all the engineering feats occur, you could frame a somewhat in-game poster describing how the engineering skill works. This way folks can easily see what they need to know at a glance. This can be especially important with mini-games with lots of moving parts like an alchemy station where the ingredients matter. In fantasy games, you could go with parchments, scrolls and small tomes.

Continue reading “Creating LARP Rules Pt 5”



In this event, you will find details about the weekend event going ahead this September, including ticket prices and when they will be released.

Not much more I can say about this one, I am just excited for you guys to come back to this world of mystery and magic.

Remember, if you have any questions you can send us an email at

How about this, I’ll leave you with a poem. Here is your flavour text for the game, good luck!

From the Kingsford Team,

stay magical 🌌


Don’t believe that the amulet is light?
The amulet is dark beyond belief.
Now subdued is just the thing,
To get me wondering if the amulet is evil.

Pay attention to the apprenticeship,
The apprenticeship is the most traditional post of all.
Never forget the time-honoured and orthodox apprenticeship.

Pay attention to the antigonus,
The antigonus is the most zany general of all.
Never forget the cockamamy and humorous antigonus.

Eden Faction Spotlights

These are the three factions available to players of the Eden Colonies LARP Weekender. You can join the conversation about it over here.

Settlers Rest Townsfolk Faction Spotlight 

The Settlers rest faction makes up the bulk of the players in the Eden Colonies larp. They are also the most diverse lot in terms of gameplay with one thing in common, a job which the players fulfil.

The jobs range from medical staff, town posse, bartender and pretty much anything you can come up with. We will work with you and help you create your job and role in the town, to help you make your mark in the game.

Many of the roles will have you be in important and needed positions allowing you to meet and interact with a large number of players and NPCs.

Distant Stars Research Group (DSRG) Faction Spotlight 

The DSRG faction is another large presence inside of Settlers rest, they run a small research outfit in the town comprised of corpers. They supply the bulk of work for Runners in the town, getting them to explore ruins, protection for researchers and anything else they need.

This faction is good for players who enjoy minigames, puzzle solving and roleplaying scientific research. Also this faction is great for new players and players who prefer to have a focused driven plot.

As well you will be interreacting heavily with every faction in town, to get help with research, building strange devices and buying supplies.

DSRG members can be researchers, engineers, medical staff and guards.

Out of Towners Faction Spotlight –

The out of towners faction makes up the travellers who move through settlers rest, the bulk of these are Runners though small groups of Nomads, Corpers and merchants usually fill in the rest.

This faction will have you entering the game as a new comer to the town, great for players who are interested in exploring the world and learning things as their characters do.

A bulk of the gameplay will focus around the reason you are in the town, if your a merchant your here to buy and sell goods. If you are a runner you are here to take and complete a range of jobs.

We will be making the process of getting jobs, getting ready for jobs and completing them an involved and fun process. They won’t always be as straight forward as they seem and decisions will need to be made.

Do you spend the extra cash around town to make the job easier? Or do you risk it hoping you don’t get shot to pieces.

This faction can be extremely flexible, while most will join as runners we are happy to work with you to create a fun experience in the Eden Colonies.