A rules-light vampire LARP inspired by Andy Warhol's Factory, punk music, & LGBTQ+ history. This is a stripped-down version of our boutique LARP with fewer props but all the gay yearning.
Description:
Fangs Gallery is an art gallery and collective known for experimental pop art and provocative art films. Dozens of careers have been launched at Fangs Gallery, and some have even gained mainstream popularity. The gallery opening has brought together an eccentric mix of artists, musicians, drag queens, gallery employees, and society trendsetters—and, of course, vampires. Characters and setting are loosely based on Andy Warhol's factory.
Fangs Gallery is set in the World of Darkness using custom mechanics. Costumes encouraged. New larpers welcome! More information is available at the link provided.
In 1922, clues emerged to the entrance of a hidden temple below the Sphinx. Four years later, the race is on to see who will be the first to uncover its secrets!
Description:
There had always been rumors flying about that there was a hidden, secret temple beneath the Sphinx at Giza, going back as far as King Tut. Four years ago in 1922, Carter found clues that make you think it is more than just legend. Now the race is on to see who will be the first to uncover the hidden chamber, and what secrets may lie within.
After a tragic death, a family of eccentric geniuses meet to pay their respects, and to determine who shall inherit the mysterious Naismith Manor.
Description:
The heirs to the Naismith Manor have just tragically died. The sprawling Naismith family has always been full of eccentric geniuses, inventors, and mystics. Which of them will now claim the fantastic rambling house with its twisting corridors, hidden rooms, and decades-old secrets?
Ages 16+ are welcome.
After a tragic death, a family of eccentric geniuses meet to pay their respects, and to determine who shall inherit the mysterious Naismith Manor.
Description:
The heirs to the Naismith Manor have just tragically died. The sprawling Naismith family has always been full of eccentric geniuses, inventors, and mystics. Which of them will now claim the fantastic rambling house with its twisting corridors, hidden rooms, and decades-old secrets?
Ages 16+ are welcome.
Amid the gentle beeps of the near-future, a group of consumers have signed up to participate in a private trial run of companionship robots.
Description:
This is an intimate near-future LARP about relationships, identity, technology, and power. It features an asymmetrical play experience about humans interacting with robots with artificial intelligence. Participants playing AI will experience learning from the examples of the human with whom they interact. Participants playing humans will workshop a character who has found reason to engage in a focus group for testing a companion AI. This game is thoughtful, introspective, and often emotional. Come with an open mind. Content is likely to include: power in relationships, identity invalidation, emotional dependence, loss and grieving, memory erasure, and sustained one-on-one play. We use LARP calibration techniques to ensure consent and communication.
Indianapolis by Night: The Circle City; Night 1: Foundations
Summary:
Since the 1960s Indianapolis has been in the clutches of the Followers of Set. In modern nights the serpents have rebranded as the Ministry and thrown their lot in with the Anarch Movement.
Description:
With the disappearance of Melvin Ramses, the beloved leader of Indianapolis, rumors of the shadow of the Sabbat, the encroaching presence of the Camarilla and the Anarchs insistence of the Circle City officially joining the Anarch Free States, the local Kindred force through into the future. Night one is a social night, centering on getting to know the options given in this new, dangerous political climate.
Indianapolis by Night: The Circle City; Night 2: Your Vote Counts
Summary:
You have met the options. Now it is time to establish dominance of the Domain. Show your Support and Opposition and be part of the future of Indianapolis by Night.
Description:
A new path with new leadership will shape the future, not only in this game but other Our Worlds of Darkness presentations at Gen Con.
Indianapolis by Night: The Circle City; Night 3: In Conclusion
Summary:
The votes are in. The decision has been made. Indianapolis has a new path and a new leadership to guide them. Who will be satisfied with the outcome, who will not be and what will be the consequences?
Description:
The results of this night's session will decide the Future of Indianapolis by Night: the Circle City. Our Worlds of Darkness has grand ambitions to return to future Gen Cons, to continue this story in a continuing Chronicle, telling the stories of the Kindred of the Domain. We hope to have returning player characters and continuing plotlines that will establish Indianapolis by Night: the Circle City as a yearly event that players anticipate returning to year after year. Come make your mark.
It is 10th century in Denmark. You seek to claim what is rightfully yours at the death of your family’s patriarch. You gather for his funeral to mourn his passing and claim your inheritance.
Description:
This is a legendary chamber LARP designed by Luke Crane (The Burning Wheel). The setting for the game is a rich steading on the
Limsfjord in Jutland in the 10th century—the midst of the Viking age—as the Danes contend with the shifting tides of fate. Each of its nine characters possesses two or three goals which they would dearly love to see come to fruition. The goals are emotional, spiritual or material, but all are deeply held and none are lightly relinquished. That said, these goals are not to “win” but instead to attempt to live and act as this person for a few hours. Will you claim what is rightfully yours?
The Library’s "Backdoor" has glitched, trapping the team inside a localized temporal pocket—a 1990s-era community library that is being erased from existence by a Narrative Eater.
Description:
If the team doesn't find the "Anchor Artifact" and stabilize the timeline within two hours, the community library (and the team) will be rewritten as a footnote in a book that no one will ever read.