Looking to LARP at this year’s Conpulsion? Here’s this year’s selection:


A Council at Nikea

Saturday Afternoon

In the 30th Millennium the Emperor of Mankind has triumphantly led the Great Crusade from Terra out across the galaxy, bringing former human colonies into compliance with the new order. Along the way he has recovered his 18 children, the genetically engineered Primarchs, to lead the Space Marine Legions in the Crusade Fleets. It is a new start for humanity.

However, sibling rivalry and violent differences of opinion on a number of subjects have led to growing factions and rifts between the Primarchs. Their Legions, as ever, follow where their geneparents lead and the Imperial Army regiments are infected by association. In an attempt to bring his family back together, the Emperor has summoned them all to the planet of Nikea, to discuss and settle the various divisive topics. In addition, he plans to bestow the title of Warmaster on the one Primarch who will lead the Crusade after this, because the Emperor is going to return to Terra for the first time in decades, if not centuries.

A Council at Nikea is set in a slightly different timeline from the published Horus Heresy material, mainly to allow the inclusion of many of the triggers for the betrayal into the one event. To maintain elements of secrecy and surprise, the loyalty (or otherwise) of the Primarchs will be determined randomly and secretly at the start of the game. Likewise, to represent his inscrutable planning, the Emperor’s decision making will have a certain random element added on top of the opinions of his Primarchs.

In this game you will be given the chance to play one of the larger-than-life figures from the history of Warhammer 40,000. Luckily, everyone will be playing 9′ tall gods of war, so there is not a need to try to represent the physical proportions of the characters.

The Soul of Oleander Tree

Saturday Evening


You are beholden to Professor Oleander Tree — a friend, or perhaps an enemy. When he sends you a telegram demanding your help, you must go; but what horror awaits in the murky halls of Saltmarsh House?

A tale of investigation, mystery, emotional horror, and surprises. Inspired by the works of H. P. Lovecraft (amongst others), and set in the 1930s, this game will suit those willing to play the serious strange, and the strange serious. For 8-10 players.

We welcome advance signups, and will try our best to give you an archetype that suits (Doctor, Inspector, Psychic Medium, etc.), but detailed character generation will be done on the day.

Carry on at Camp David

Sunday Afternoon

Brief Synopsis:

A political comedy LARP set at the height of the cold war. Can America and Russia make peace? Will anyone win the coveted trade deal for Cuban Cigars? Who will Elvis dedicate his next song to? How many scandals will the tabloids uncover? Why is the Saudi ambassador even here?

Long Blurb:

It’s the height of the cold war. The president of the United States is hosting a quiet get together at Camp David to celebrate the achievements of Buzz Leapyear, the first American in space. Over the course of this evening, many questions that are key to the cold war will be decided: Can America and Russia move a step closer peace? Will anyone win the coveted trade deal for Cuban Cigars? Who will Elvis dedicate his next song to? Just how many scandals will the tabloids uncover? Why is the Saudi ambassador even here? All these questions and more may be asked over the course of the game. Some might even be answered.

Carry on at Camp David is a non-contact freeform LARP dealing with what happens over the course of that evening’s soirée. The game is designed as satire and not as a heavy political drama. This isn’t to say that some characters won’t find themselves having to make some very awkward decisions, but the overall theme of the game is poking fun at politicians and other public figures.