Limbo Run is a session that occurred midway through the Seekers Campaign. The events are set on a post-apocalyptic alien world where humans have been struggling to survive both zed infestations (living, fast “zombies”) and mutant psykers who are each driven to destroy sentient life.
Previous to this session: The player characters make contact with a group of refugees and fugitives from a machine cult that cybernetically augments its operatives who are currently living in an old radio station in the middle of nowhere. Their communication happens online, and unfortunately something terrible lands in the chat room, causing irreparable damage to one of the fugitive’s neural augmentations, requiring immediate medical attention. Being one of the few groups with air transportation (tiltjets), they fly over to visit and arrive just in the nick of time.
Continue reading “LARP SPOTLIGHT: Limbo Run”
In a Viking-inspired nation, five clans who have been united under the same banner meet at monthly moots to discuss the issues that arise. Right now the issues include the mysterious storms surrounding the island suddenly vanishing, allowing orcs, dwarves and another human civilisation to finally visit them, bringing their own intrigues and issues with them. The elves, an ancient race, step forward from their swamp dwellings to weigh in on the discourse with unknown reasons behind their actions. This is a political LARP but it does have some boffer combat elements where people who wish to can duel with (latex) swords.
Previous to this session: Nothing. This is the first session.
Session Begins: The hall is set up with five tables in a U-shape surrounding a central table. Each of the five is for a different clan and is decorated accordingly. The orcs are brought in chains to answer for their attacks on the Boar Clan and they are sat in the corner of the room until it’s their turn to speak (though they can listen and call out during other speeches). The elves come in as guests of the Elk Clan, the dwar as guests of the raven clan, and the other human society, the Ersellians, as guests of the Horse Clan.
Continue reading “LARP SPOTLIGHT: Dervin”
Once my Cregan was dead, I went to dress up as a Godegian alongside the person who had played the wannabe defector. We decided to be sisters, and to be the cousins of Jack, who had thus far spent much of the game being beaten down and tortured. We then entered the game by sneaking around the back of the buildings, trying to get to chapel where we thought we would be safe. I made it up there without being spotted but she was seen, and two of the Cregans came up to fetch us. I had a little dagger but it was easily knocked from my hands.
We were forced to kneel and then sent into the restaurant with the others. We then had an Out-of-Character break where we could eat dinner and chat for awhile with plans to re-establish our character ties and then set the game one week later.
My character ended up the pet of the new Cregan pyromancer. She continued to act skittish and insane and utterly broken, hoping to use that to survive. I also forged a lasting tie with another character who was my best friend in youth. We were both thugs in youth though mine preferred to distract with magic tricks while she did the coshing.
Continue reading “Saturday Godegian”
We woke up early shortly after dawn and though several of us wanted to sleep in, as one rose so did others until there was a chain reaction of everyone getting up barring the Alpha and the Arvan slave. We were out before the Godegians were up. Dmitri, a trueborn Alpha who was more powerful than Rhaegar, arrived and we Cregans scrambled to keep him happy. He told us to awaken Rhaegar and so we did so.
Dmitri accused Rhaegar of being a weak dog, challenged him to an honour duel, beat him and then left him alive — taking him as a slave! Unfortunately Cregan slaves could still hold their original position so he remained our Alpha. My Arvan slave had made Dmitri a glorious silver greatsword which he used for the battle — he then broke off part of the crossguard and quietly gave it to me. He instructed me to kill Rhaegar should he kill any more Cregans or too many more villagers.
Continue reading “Saturday Cregan”
Evzenia’s story began on a dirt road, representing the path to Lilydale, with the rest of her pack while the villagers were searching for a local woman who had killed her violent husband. Our Alpha, Rhaegar, sent Evzenia and the Pup (a brand new Cregan who had yet to achieve his first kill) over to scout around to find out how many fighters were present. We were spotted almost immediately by a Godegian who was standing on the stairs to the chapel and who put out the call that Cregans had been spotted.
We legged it back to our Alpha, and then stormed the village as a group, striking down the guards. In order to assert dominance over the villagers, Rhaegar pulled Jack’s wife (a character doomed to die) to the front of the group and butchered her brutally before Jack’s very eyes. He then took the defiant Jack in chains and disappeared with him for more interrogation while Evzenia looted the remaining Godegians of their jewellery and coin and other Cregans threatened to kill them if they didn’t remove their necklaces quickly enough.
Continue reading “Friday Night Cregan”
Occupation of Lilydale revolved around two main factions — the Godegian villagers and assorted traders who lived and moved peacefully across the land and the Cregan packs and rangers who were trying to occupy it by force. The titular Lilydale was the village we were focusing on — the village we, the Cregan pack, were occupying.
The original Cregan pack included a wildly hedonistic Rhaegar, half-born Alpha who had killed the full-blooded Alpha in his sleep. Alphas in this world was not only a role — the head of the pack — but often referred to a bloodline which gave rapid regeneration and incredible strength. As a half-born, Rhaegar was still terrifying compared to the average Cregan — but he was not unkillable if enough attacked him at once. His rapid regeneration was demonstrated by his high health points (10 which returned over time, though we weren’t told at the time what his actual health points were) and his strength (he could permanently break a weapon or limb by hitting it and saying Break).
Continue reading “Occupation of Lilydale Overview”
Over the past month we’ve gone over the plot overview for Drifter’s March and the kind of events that went down over the course of the game. Now we’re going to talk about the preparations I made for it in the first place.
Firstly, the rules. The rules were something I’d been working on for over a year. I literally read dozens of different LARP rule books before finally coming up with my own and I slowly amended mine over time as I thought up different scenarios or realised their flaws. My rules needed to be fairly independent of the Game Master and to be based around accessing information or objects rather than new combat techniques.
I ran a playtest to stress test the bad guys and tinker with the combat / healing rules a little but unfortunately the playtest couldn’t really test most of the rules since most of the rules were based around things like lock picking and reading people. Not exactly easy to do in a separate playtest. We also did a workshop to help reinforce character ties and help people better understand the rules. We had a pretty good turnout to both.
Continue reading “Drifter’s March Preparations”
So last fortnight we discussed a basic overview of the Drifter’s March LARP event we ran back in August, covering off on the different factions and meta-plots included. Of course it’s all well and good to know about the basic set up of a game, but what actually happened during it? What did the players actually *do*?
When the game began, a few of the rangers were injured in a firefight with the robots and their leader was badly wounded. One of their lead scouts (an NPC or Non Player Character who was doomed to die) managed to open the door to the inn and call for help before being shot in the back of the head from the robot on the other side of the river and dying with a walkie talkie held in her hand.
Those in the hall leapt into action and a bunch of them headed out to find the rangers and provide support. They could also hear a pair of reporters pleading for help. One had her leg caught in a trap and needed someone who could disarm it. (Each character had five skills which could include the ability to disarm traps, pick locks, or shoot guns, among other things). They managed to get around the robot and move into position but they didn’t have much time to evac the ranger captain before they were attacked.
Continue reading “Moments at the Drifter’s March LARP”
Drifter’s March is a post-apocalyptic sci fi game set on an alien world that has only been colonised for around 200 years. Seventy years ago a terrible incident occurred which led to the nanite-infused Wastelanders occasionally becoming quick healing animalistic cannibals called Zed-Synths. The robots that were sent out to kill them could only tell a wastelander apart from a Zed-Synth due to a special beacon implanted beneath the skin … but then the robots were reprogrammed and now they will attack anybody.
Setting is really important. As you can see, a lot of the elements described above will have a really big impact on how the game plays out. Of course, the player factions were equally important so we had several choices that players could make which would affect their goals and alliances.
Continue reading “Drifter’s March LARP Spotlight”