Dread the LARP 2 (2014, Interactivities Ink)

  • By Mike Young and John Swann
    • 10 players

A 2-4 hour horror LARP for 10 players, 1-2 GMs, and an optional NPC. It does not share any continuity of characters with Dread The LARP. It uses the mechanics from Dread by The Impossible Dream.

A Spanish translation of The Road Not Taken. Translated by: María Diz y Joan Redón. Thanks to María and Joan for translating The Road Not Taken to Spanish.

Emotional Baggage (2015, Alleged Entertainment)

A handful of airline employees hopped a plane on it’s way to to be decommissioned, heading from Honolulu to Southern California. Shortly after reaching cruising altitude, they heard a fight in the cockpit, and then everything went silent. The intercom is down and they don’t know where the pilot is taking them, or whether they’ll survive once they get there. There is no way out of the... (read more)

It's 3:00 in the morning at the neighborhood laundromat, and that has attracted a number of colorful customers. The laundromat has been having some problems with the dryers being connected to the air circulation system, so everybody's laundry has gotten all mixed up. Join us, won't you, for a little tale of angst we like to call Enchanted Laundromat.

... (read more)

Fading Dreams (2005, J. Tuomas Harviainen)

  • By J. Tuomas Harviainen

This is a minimalist Dogma 99 larp, with intentional limitations based on that design principle. Should any players want it, they have the right to see all of the game material in advance. The game masters cannot intervene on the play while the game is running.

The characters have no designated names. Use your own first name.

The goal of the game is to explore a sense of weird normality through... (read more)

It was a day like any other. The sun was shining through the trees. Birds were singing. You were going about your normal day.

And then, without warning, there was a piercing wail. Was it the fire alarm? A siren? No, it was coming from your room. Your normal, ordinary, room. Specifically, from a shard of mirror that you’d picked up years ago, kept as a curiosity. That had never before done... (read more)

Fire at Midnight (1994, Frank Branham)

  • By Frank Branham
    • 10 - 12 players
    • 3 hours

A game for 10-12 players over 3 hours

Fire at Midnight is a live-action roleplaying game of intrigue, deceit, and murder set in the Gothic Punk world of Vampire: the Masquerade. This game assumes that the participants are familiar with the world of Vampire: the Masquerade. This is a stand-alone game that does not require The Masquerade rules. Optional directions for using The Masquerade are included.

This a good game for a party as it can take place in the background. Each player is a member of one or more secret societies. Each secret society has a secret phrase. The object for each player is to figure out the most secret phrases by observing the other party members and trying to blend into the different secret societies.

A Garden of Forking Paths (2012, Alleged Entertainment)

"In all fiction when a man is faced with alternatives he chooses one at the expense of the others. In the almost unfathomable Ts'ui Pen, he chooses--simultaneously--all of them. He thus creates various futures, various times which start others that will in their turn branch out and bifurcate in other times."

- Jorge Luis Borges, The Garden of Forking Paths

Each year,... (read more)

The Greater Trumps (1994, Ken Brown, Hugh Eckert, and Dave Singer)

  • By Ken Brown, Hugh Eckert, and Dave Singer

Each of the Major Arcana of the Tarot has its own story to tell. Taken together, they create a self-contained world, spinning in the formless void that gives birth to archetypes. This world is coming to an end. If nothing is done, all will be lost. A new world must be designed to replace the old; a hard enough task by itself, without the conflicts that have been simmering... (read more)