The year is 1938 at Caper Cartoons. The animation studio has a deadline to meet, and they've been locked in with a padlock and chains until they make a cartoon they can publish at 6am sharp!
Description:
The year is 1938 and times are hard in the US, even here at Caper Cartoons. Maybe especially here at Caper. Tonight's the night. One of the Caper Brothers, Leo Caper, has locked the lot of you in the studio with a padlock and chains and you're not leaving until you've got something completely new finished. The clock is ticking and nothing is harder than comedy on a deadline. That's if you all don't kill each other first. This is a sincere LARP about silly people. It will largely be light-hearted and funny, with moments of genuine poignancy. Your characters are making a cartoon, but that does not mean you have to be an artist! Costuming is strongly encouraged. Content warnings include period-appropriate sexism and homophobia, illness, ableism, mention of Nazis & war, and financial troubles typical to the Great Depression. We will be using larp safety calibration mechanics.
The year is 1938 at Caper Cartoons. The animation studio has a deadline to meet, and they've been locked in with a padlock and chains until they make a cartoon they can publish at 6am sharp!
Description:
The year is 1938 and times are hard in the US, even here at Caper Cartoons. Maybe especially here at Caper. Tonight's the night. One of the Caper Brothers, Leo Caper, has locked the lot of you in the studio with a padlock and chains and you're not leaving until you've got something completely new finished. The clock is ticking and nothing is harder than comedy on a deadline. That's if you all don't kill each other first. This is a sincere LARP about silly people. It will largely be light-hearted and funny, with moments of genuine poignancy. Your characters are making a cartoon, but that does not mean you have to be an artist! Costuming is strongly encouraged. Content warnings include period-appropriate sexism and homophobia, illness, ableism, mention of Nazis & war, and financial troubles typical to the Great Depression. We will be using larp safety calibration mechanics.
A Lavish Masquerade with the Red Death at Every Turn
Summary:
While people die from the Red Death plague, The Prince Prospero is holding a masquerade ball within the safety of his abbey. Attendees will soon learn, however, that death cannot so easily be avoided.
Description:
You are all guests at Prince Prospero's lavish masquerade, but some of you serve the Red Death and work to eliminate others by getting them cast out of the party or killed. The other guests must cast the Red Death out of the party before too many succumb to the plague. In this updated social elimination LARP, players use ability cards that can kill, search, rob, vote on, cast out or even zombify other players. Victory is achieved by effective use of these abilities along with team coordination and social guile to manipulate the party for your team’s favor. Cast out of the party? Maybe you can bribe your way back in. Dead? Perhaps a necromancer can make you 'undead'. With an infinite number of unique ability combinations and social dynamics, every game is different. An average game takes about an hour, so there will be time for multiple games.
A Lavish Masquerade with the Red Death at Every Turn
Summary:
While people die from the Red Death plague, The Prince Prospero is holding a masquerade ball within the safety of his abbey. Attendees will soon learn, however, that death cannot so easily be avoided.
Description:
You are all guests at Prince Prospero's lavish masquerade, but some of you serve the Red Death and work to eliminate others by getting them cast out of the party or killed. The other guests must cast the Red Death out of the party before too many succumb to the plague. In this updated social elimination LARP, players use ability cards that can kill, search, rob, vote on, cast out or even zombify other players. Victory is achieved by effective use of these abilities along with team coordination and social guile to manipulate the party for your team’s favor. Cast out of the party? Maybe you can bribe your way back in. Dead? Perhaps a necromancer can make you 'undead'. With an infinite number of unique ability combinations and social dynamics, every game is different. An average game takes about an hour, so there will be time for multiple games.
A Lavish Masquerade with the Red Death at Every Turn
Summary:
While people die from the Red Death plague, The Prince Prospero is holding a masquerade ball within the safety of his abbey. Attendees will soon learn, however, that death cannot so easily be avoided.
Description:
You are all guests at Prince Prospero's lavish masquerade, but some of you serve the Red Death and work to eliminate others by getting them cast out of the party or killed. The other guests must cast the Red Death out of the party before too many succumb to the plague. In this updated social elimination LARP, players use ability cards that can kill, search, rob, vote on, cast out or even zombify other players. Victory is achieved by effective use of these abilities along with team coordination and social guile to manipulate the party for your team’s favor. Cast out of the party? Maybe you can bribe your way back in. Dead? Perhaps a necromancer can make you 'undead'. With an infinite number of unique ability combinations and social dynamics, every game is different. An average game takes about an hour, so there will be time for multiple games.
Experience the best cartoon that never was in a cross-dimensional grade school. Come play with us, even if you don't know what's going on! (May involve dodgeball or plot)
Description:
Anime crossdimensional gradeschool! Candy and crayons provided, throw your logic out the door! TVY7 rated! Exclamation points!!! (Warning: May involve dodgeball or plot) Come play with us, even if you don't know what's going on! Candy and crayons provided. Fun for all ages!
Interstellar travel is generally safe, but when something goes wrong what hope does one have? Serious RP about relationships & difficult decisions in the face of death.
Description:
A proximity alert brings the ship lurching out of hyperspace. A rush of movement as passengers and crew are propelled into lifeboats by alarm klaxons. As the small ships detach, there is a moment of calm, but time is running out. Adrift explores relationships, allegiances, acceptance, very difficult decisions, & their equally difficult consequences. Death & the meaning & value of life are major themes. This game has little focus on plot, action, or problem-solving. It has a significant focus on characters and choosing to experience a time and place in the game we would never want to experience in reality. The game will include a mandatory workshop & an optional debrief. Rules are simple and will be taught.
The world is young, the echoes of creation yet reverberate. Heroes shape the world while the gods scheme and plot. Tonight, all gather for a wedding. The world is young, but danger is already old.
Description:
Your grandparents were among the first humans formed from the rock and mud, the fire and sea. The gods, powerful offspring of the void and lords of the elements themselves, still walk freely among humanity. Here heroes strive for glory, to shape the world to their will. Here the gods plot and scheme, dreaming their dreams of power and mercy. War and rule, fear and love, daily life. The world is young, and all is new. Tonight, all gather for a wedding—two epic heroes, their own exploits becoming legend, will be united in marriage. All are gathered, human and god. The world is still young. But danger is already old. A BYOV Tragedy. Beginners and costumes welcome, no experience or costumes necessary. Some mature themes, so mature players only please. Find us, and a cast list, at BYOV.com. Early character requests welcome.
A lightweight adventure featuring sea stories, metamorphosis, gambling, and a silver egg. Bring your dice, bring your dreams, and don't let the sea swallow you. Winner of the 2018 Iron GM Contest.
Description:
Sit down, you scattered sea-folk: listen as the Spirits sing of the world that was. Of green hills and sandy shores, now swallowed by the rolling waves; of the great cities of old, starting with the wondrous Atlantis, drowned long ago. Nearly all the land has sunk beneath the sea, and those who survive are confined to ships, living as adventurous pirates; transformed into merfolk to remain among their sunken ruins; or born new into an old world as easy-going selkies. Fortunately, some have started to dream: a prophecy of a new world about to hatch from the Spirits of old. The chosen dreamers can change this new world – and it can change them. Pirates, merfolk, and selkies alike journey forth to the last remaining island in the world to gamble with the Sea Spirit for a chance at shaping the future itself. By Ace Tayloe, K. Zdepski, Laura Willard, Anna Rose O'Shea, Evanleigh Davis
A lightweight adventure featuring sea stories, metamorphosis, gambling, and a silver egg. Bring your dice, bring your dreams, and don't let the sea swallow you. Winner of the 2018 Iron GM Contest.
Description:
Sit down, you scattered sea-folk: listen as the Spirits sing of the world that was. Of green hills and sandy shores, now swallowed by the rolling waves; of the great cities of old, starting with the wondrous Atlantis, drowned long ago. Nearly all the land has sunk beneath the sea, and those who survive are confined to ships, living as adventurous pirates; transformed into merfolk to remain among their sunken ruins; or born new into an old world as easy-going selkies. Fortunately, some have started to dream: a prophecy of a new world about to hatch from the Spirits of old. The chosen dreamers can change this new world – and it can change them. Pirates, merfolk, and selkies alike journey forth to the last remaining island in the world to gamble with the Sea Spirit for a chance at shaping the future itself. By Ace Tayloe, K. Zdepski, Laura Willard, Anna Rose O'Shea, Evanleigh Davis
A lightweight adventure featuring sea stories, metamorphosis, gambling, and a silver egg. Bring your dice, bring your dreams, and don't let the sea swallow you. Winner of the 2018 Iron GM Contest.
Description:
Sit down, you scattered sea-folk: listen as the Spirits sing of the world that was. Of green hills and sandy shores, now swallowed by the rolling waves; of the great cities of old, starting with the wondrous Atlantis, drowned long ago. Nearly all the land has sunk beneath the sea, and those who survive are confined to ships, living as adventurous pirates; transformed into merfolk to remain among their sunken ruins; or born new into an old world as easy-going selkies. Fortunately, some have started to dream: a prophecy of a new world about to hatch from the Spirits of old. The chosen dreamers can change this new world – and it can change them. Pirates, merfolk, and selkies alike journey forth to the last remaining island in the world to gamble with the Sea Spirit for a chance at shaping the future itself. By Ace Tayloe, K. Zdepski, Laura Willard, Anna Rose O'Shea, Evanleigh Davis
A lightweight adventure featuring sea stories, metamorphosis, gambling, and a silver egg. Bring your dice, bring your dreams, and don't let the sea swallow you. Winner of the 2018 Iron GM Contest.
Description:
Sit down, you scattered sea-folk: listen as the Spirits sing of the world that was. Of green hills and sandy shores, now swallowed by the rolling waves; of the great cities of old, starting with the wondrous Atlantis, drowned long ago. Nearly all the land has sunk beneath the sea, and those who survive are confined to ships, living as adventurous pirates; transformed into merfolk to remain among their sunken ruins; or born new into an old world as easy-going selkies. Fortunately, some have started to dream: a prophecy of a new world about to hatch from the Spirits of old. The chosen dreamers can change this new world – and it can change them. Pirates, merfolk, and selkies alike journey forth to the last remaining island in the world to gamble with the Sea Spirit for a chance at shaping the future itself. By Ace Tayloe, K. Zdepski, Laura Willard, Anna Rose O'Shea, Evanleigh Davis
Or, "Being a trip into Bedlam, an asylum, for the purpose of seeing staged a Play, concerning Carcosa, by the inmates under the direction of Miss Desiree Reynard."
Description:
By 1840, there are few asylums left that allow visitors to entertain themselves at the expense of the inmates. But Clertwell Bedlam Asylum still does, and tonight, you are invited to tour the asylum and even see a play staged by the inmates. An evening of madness and entertainment is guaranteed for all.
The cast is invited to a party in Arkham Massachusetts to welcome a couple of newcomers to Atlantean society, but this party is not all what it seems
Description:
Welcome to the world of Dark Aeons , where not every smile is genuine, not every hand that you shake isn’t holding a knife behind their back, and sometimes death isn’t even permanent.
You've hit the road, making friends, & collecting stories. If those stories cross paths, on the roads or in your dreams, that's just the way it is, right?
Welcome to Camp Deadwood, the best wilderness camp for young adventurers! Campers will test their creativity & skills to become a true part of the wilderness!
The shade of King Tarama cannot rest until he is buried in his ancestral home. The kingdom’s greatest heroes will be needed to brave the void and conquer the colossus that the land itself has become.
Description:
Untold aeons ago, the world shattered, leaving behind fragments of reality in a sea of nothingness. Those creatures who are left, draw upon the power of Anima, the essence of being itself, to overcome the forces of Aether, its destroying opposite. It is this Aether, in the form of a continent-sized colossus, that has swallowed the once-great kingdom of Tirtha. The death of humankind’s greatest ruler, King Tarama, has spurred his people to find this terrible beast and free their ancestral home so that it may be part of the world once more. Only once Tirtha is again the realm of humanity can the dead king be laid to rest, and the struggle of existence continue.
The shade of King Tarama cannot rest until he is buried in his ancestral home. The kingdom’s greatest heroes will be needed to brave the void and conquer the colossus that the land itself has become.
Description:
Untold aeons ago, the world shattered, leaving behind fragments of reality in a sea of nothingness. Those creatures who are left, draw upon the power of Anima, the essence of being itself, to overcome the forces of Aether, its destroying opposite. It is this Aether, in the form of a continent-sized colossus, that has swallowed the once-great kingdom of Tirtha. The death of humankind’s greatest ruler, King Tarama, has spurred his people to find this terrible beast and free their ancestral home so that it may be part of the world once more. Only once Tirtha is again the realm of humanity can the dead king be laid to rest, and the struggle of existence continue.
Welcome to Unicon! Your favorite nerd-stravaganza is hosted this year at the newly-renovated historic River Grand Hotel. It's midnight in the Consuite when THINGS begin to happen...
Description:
Unicon is back, baby! After a few years away and months of hard work, we have returned in all our horsey glory! And check out this spiffy new (to us) hotel. Having our convention in this beautiful historic space is such a treat. Will we see a ghost? Who knows! Speaking of treats, our consuite this year is extra exciting, being held in the hotel's museum. We can't wait for you to see it. This con within a con, this con-ception, if you will, might not be the first terrifying convention experience you've had, but it will definitely be the spookiest.
The queen has birthed an heir & a spare. Suddenly, the King finds himself expendable. Who will live to raise the royal twins & will they live to be crowned? Magic, Mystery, & Murder under one roof.