LARPs

Live action Role Play is just as much a part of Conpulsion’s history as tabletop RPGs and board games are. This year we have the below running!

Saturday Afternoon (2pm – 5pm):

Game: The Conclave of Scale, Fang, and Talon
System: Low Rules Parlour LARP
GM: Claire Main
Location: Cheviot & Braid
Age: Adult Only (ages 16+)
Players: 15-20
Genre: Modern day fantasy. Think Stray Gods but with dragons, fae, and sorcerers (but not singing)
Description: Once, in times long past, the first mortal dreamed. That dream was riding the sky on the back of a great serpent and this serpent they named Dragon. And so it was. And so they were. Them and the fae and cryptids and everything they could imagine beyond and in between. But that was long past. Now they don’t dream so much and fewer linger every year.
The great flights, the Scale, the Fang, and Talon made a pact that they would meet at the Stone Nest with their retinues to discuss concerns of the Dream, the power that sustains both them and the mortals that created them. Once a great wyrm of the east performed a deed worthy of counting time by mortals and so at the turning of winter to spring in the dragon’s year they would meet.
Then the mortals built a city on the Stone Nest. And they grew inventive. So inventive they created a new magic different from the Dream. They called these incantations Science and Industry.
The flights and retinues dwindled in number and in desperation took the form of mortal kind and adapted to this strange world hidden in plain sight.
One such wyrm acquired a pub in the fields outside the city and called it the Stone Nest. The conclave gathers there even now.
But of course you know that, that’s why you’re here.
It is the time and the place and whether wyrm, retainer, or supplicant you have come in the hours before the dawn. The usual brokering of alliances, tributes and settling of disputes is expected of course but there is more worrying news.
Centuries ago the flight of Smoke and Silence foresaw a darkness where the Dream ended and spoke not a word since. 10 years ago the flight ascended and formed a new constellation in the sky, for those with the eyes to see its weave across the world, now the Dragons that remain, the few though they are, plagued with a nightmare and a sense of ending.
If the Dragons end here what will that mean for the Dream and those that follow them? What will become of Mortals without the Dream? What did the Smoke and Silence see to come?
Will this be the last gathering of the Conclave of Scale, Fang, and Talon?
This game is a rules light, social RP, investigative game set in the modern day with any level of fully human to make up for any character type.
Tags: Rules Lite, Newbie Friendly, GM’s Own System

Warnings: There may be social pvp elements and themes will include despair in the absence of hope which may be unsettling


Sunday Afternoon (2pm – 6pm)

Game: They Come At Night
System: Homebrew
GM: Gordon McDonald
Location: Cheviot & Braid
Age: Teen (ages 12+)
Players: 6-16
Genre: Survival Horror
Description: You are a small group of survivors at the end of the world. THEY are still out there and at night they try to get in. You found each other and have made this place as safe as you can, but every night there seems to be more of THEM.
The game is set in your shared safe place after you have finished scavenging and building for the day and before THEY start trying to get in. It is a game about how you deal with being in that stressful situation and the bonds you build. Between each game you can be hurt or killed by THEM. Either because they broke in during the night or because something happened while you were out looking for supplies.
The army is coming to save you, it’s on all the emergency broadcasts. You just need to survive six nights until they can arrange an extraction in your area.
Costume (optional): No costume, but a small selection of distinctive accessories would be helpful.
Tags: Rules Lite, Newbie Friendly, GM’s Own System

Warnings: Building friendships and then potentially losing those friends is key to the design of the game. The main threat is chosen by the players as part of the game, but we will agree concepts to exclude at the start of the game.


Saturday Morning & Sunday Morning (both 10am – 1pm)

Game: Blood on the Clocktower
System: Blood on the Clocktower
GM: Milo Mesdag and Jason Ebblewhite
Location: Highland
Age Rating: Teen (ages 12+)
Players: 7 – 15
Genre: Social deduction game
Description: Are you a fan of slicing through logical knots?
Enjoy lying through your teeth?
Wish Werewolf was actually good?
Well then try the hit social deduction game Blood on the Clocktower!
It’s townsfolk vs demonic forces in this game of betrayal and deceit, where the canny thrive and where death is far from the end.
Assigned either a townsfolk role or a demon role, you’ll either be trying to find the demonic infestation and purge it from your town, or you’ll be trying to hide your true nature and bring death and doom to all around you.
Each player has a unique role, meaning that everyone brings something important to the table: whether that’s the ability to know something of the true nature of your neighbours, the power to protect another from the touch of the demon, or the confusion of drunkenness (where you are led by the game masters to believe you are a role which you actually are not).
And, while the demon goes hunting every night, death is not the end.
Dead players continue as they were, communicating from beyond the veil just as clearly as they did while they were alive.
Some roles only come into their own after they have shuffled off their mortal coil.
Unlike some other social deduction games, every player is fully involved, from start to finish, whether they be dead or alive.
Tags: Newbie Friendly

Warnings: Death and persecution

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