Deranged by Maria & Jeppe Bergmann Hamming
Plagued by melancholy, madness, and mercury poisoning the aging composer Robert looks back on the series of mad events that tied his life so close together with the child prodigy Clara, the playful Felix, and the hopeful Johannes. How uncompromising musicality drove them from one extreme to the next — through the grand cities of Europe, prestigious parties, and to the verge of suicide.
Until We Find Him by Troelsen & Anders Troelsen,
While sorting through their late mother’s belongings, a brother and a sister find a pile of letters from their father. He left the family when the children were still young 35 years ago and has not been seen since. Vulnerable and floundering, they decide to follow the tracks of their father through Scandinavia.
Love in the Age of Debasement by Erlend Eidsem Hansen,
The time is now. You are a couple living in the city. You meet at a café. The conversation develops into a serious talk, an explosion or implosion of emotions. You are playing a couple that has been together for a while, say six months to two years. You are not living together. The story is about the confrontations that might arise, when we are forced to, or stumble into, taking a stand. It is about our relationships, about the critical moment when we come to the realization that things are not working.
Exile by Asbjørn Olsen
Exile is all about loneliness and darkness. It is the game for you if you like a ponderous, peculiar and deliberate style and will not mind playing a concept, a shadow or a cat.
The tone is bleak, melancholic and surreal – but with a glimmer of hope. Play sometimes takes the shape of narrating a shared story, other times the players play characters in a future where the sun set and never rose again. There are no real goals for the characters in Exile, and the game is all about that feeling in the dark.
What is Love? by Tova Gerge & Mikael Hansén Goobar
What Is Love? This is an urgent question for this year’s participants in the annual competition of the karaoke club. In fact, much more urgent than the competition itself. Because after all, pop music is about what you feel when you listen to your heart. And about what happens when you meet others who do not at all feel the same way, but still have the power to move you.
The Baby Club by James Harper, Mo Holkar and David Owen
A small group of friends who, for various reasons, cannot have their own children, decide to invent imaginary babies to fill the void in their lives. Over a series of annual retreats to a summer holiday cabin, they guide the children to adulthood. As the children grow up, the members of the baby club also age and change as they seek happiness in all its many forms.
Joakim by Anna-Karin Linder
Joakim is a game about a person and his name is Joakim. Every year the class of the prestigious theatre school meet to eat and reconnect. They have their own jokes, their own way to speak, and they have Joakim, their clown and punching bag. But this year, Joakim isn’t here. And everybody knows it’s because of what the group did last year. But nobody wants to talk about it. And nobody wants to be the new Joakim.
Let the World Burn by Peter Fallesen
The story of how a young man’s quest for love leads to the world’s destruction. In the game the players will build a world and slowly let love’s destructive powers bring it down. It is a poetic tale examining love within a strange but still recognizable present, where one person’s defiance ends up tipping the scales. The gap between the knowledge of the player and the knowledge of the character drives the immersion, because the Woman is not real but the characters will never realize that. The players will play P.E, the best friend O.D., the dead brother C., what is left of Love, and the creating power of Destruction
Memories of a Love by Michael Such
Changing Friends by Patrik Bálint
This is a low-key history about how friendship change when people enter into their teens. How best friends from the past are replaced, the sudden realization that your BFF is such a dork, or mean and evil – or even cool in a way that you will never be. Estrangement. Everything changes. Including you.
These Are the Days of Our Lives by Mo Holkar
A group of young women meet at a student disco, and become friends. This scenario revisits them at ten-year intervals: catching up with the group in their late 20s, late 30s and late 40s. In between these social meetings, players choose for themselves what has happened to their characters during those ten years: relationships, family, work, health… and also how the dynamic of their interrelationships has evolved with their changing lives.
Will That Be All? by Graham Walmsley
A LARP about love and relationships between servants, set against the backdrop of gathering war. It starts in the affluent 1920s and ends with the threat of war in the 1930s. There are three acts, each lasting about an hour.
Marinara by Graham Walmsley
Distance by Morten Jaeger
Jesper, Simon and Kenneth are stationed in the Danish army in Afghanistan. They will be there for six months and all communication with their loved ones will take place through unstable telephone lines and bad internet connections. Meanwhile, Anne-Mette, Camilla and Josephine take care of things at home. Distance is the story about how the three marriages are affected by the husband’s’ absence.
One Missed Call by Marc and Caroline Hobbs
One Missed Call is a story game for two players about loved ones separated by space, drifting apart or growing closer. You’ll play as two people in a long-distance relationship with one another, and you’ll try to convey your feelings for the other character while sitting back-to-back. One Missed Call explores the words we say and the emotions we leave unspoken when trying to make long-distance work.
One Who Got Away by Johanna MacDonald
This scenario is largely about children and parents, at that age where the children are mature adults in their own right, and the parents are creeping inexorably toward the end of their time. These people share so much between them – including a massive chasm of communication that somehow feels impossible to approach.
Perfect by Avery Alder
This society is perfect. Except for you.
Perfect, Unrevised is a game about criminals within a Dystopian society. It’s about what makes them tick, the crimes they commit, the goals they strive for, and the persecution they may well face
The Curse by Lizzie Stark
Rita and Elle bear a heavy legacy: a mother who developed breast cancer at 30 and died of ovarian cancer 20 years later. When it comes to their family tree, that’s just the tip of the tumor. There’s a BRCA mutation lurking in the family DNA, an inherited genetic error that dramatically ups a woman’s chances of developing aggressive breast and ovarian cancer at unusually young ages. After Rita and Elle test positive for the family mutation, they can choose to live with their fear or cut it out with a scalpel.
Mom, Dad and Sophie by Stefan Skriver Lægteskov & Kristian Bach Petersen
Sophie is about 12 years old and her parents have decided to get a divorce. Sophie doesn’t know why, because they never really talked to her about it. She has heard about parents who split up and remain friends. That is not the case with her parents.
They pretend that is how it is, but it really isn’t.
Ribbon Drive by Avery Alder
In Ribbon Drive, we collectively create a story about a road trip. We do this in the comfort of a living room, over the course of 3-5 hours. We each create a character, one of the people going on this road trip. These characters are our individual jobs; each of us will roleplay one character’s decisions and actions. We’ll share the responsibility of narrating the obstacles and scenery that comes up all around us. Music mixes guide our journey and shape the story as it unfolds. Ribbon Drive creates stories about letting go on the open road, and we all work to both further and complicate this agenda during the game.
Grey Ranks by Jason Morningstar
In Grey Ranks, you will assume the role of a young Polish partisan before, during, and after the disastrous 1944 Uprising against the Germans. Together with your friends, you’ll create the story of a group of teens who fight to free their city, one of countless Grey Ranks “crews” that take up arms. Your characters – child soldiers – will have all the faults and enthusiasms of youth. Across sixty days of armed rebellion, they will grow up fast – or die.
Montsegur 1244 by Frederik J. Jensen
Do you renounce your heretic beliefs and do you wish to receive the forgiveness of the merciful Father?
In March 1244 this question was posed to several hundred Cathars. They had surrendered to the army that had besieged the castle of Montsegur for more than nine months. More than two hundred answered no, and thereby chose death by fire. Who were these people that chose to die for their belief?
Robin’s Friends by Anna Westerling
Robin’s friends is a short scenario with a lot of emotions about the beauty of friendship and the difficulty to communicate, even if your intentions are good. It’s about what happens when your inability to see others suddenly leads to the realization that it’s too late. But if you had the chance to do it again, how would you change it
Here Comes a Candle by Laura Wood
A resistance group against a totalitarian dictatorship have until dawn, one hour, to decide which of their members will die. A story about love and duty.
When the Dark Is Gone by Becky Annison
Imagine the children in The Lion, the Witch and the Wardrobe. They visited a magical land, fought battles alongside talking animals and centaurs and won a war against a powerful and evil enemy. Then they returned home, no-one believed them and they were back to war time rations and maths homework. What did that feel like? How did they live with the memories of what they experienced?
Did they end up in therapy?
Love in the Times of Seid by Mattijis Holter and Jason Morningstar
A story game for four or five players. Each player controls one character in a web of intrigue, with motivations, desires and secrets that will force them to forge and break alliances of love, power and magic. Chances are that some will meet a tragic end, while others find happiness, or the illusion of it—but this is up to the players to decide and explore during play.
Witch: The Road to Lindisfarne by Richard Lacey and Kevin Barthaud
It is the year of our Lord 1350 and an unholy plague sweeps across our beloved Britain. Measures have been taken to contain and eliminate it, but still families must surrender their mothers, fathers, sons and daughters to the mass graves.
They say that one in three have been marked for death. But marked by whom? Are the sick being punished for their sins by God?
No, this foul curse is the work of the Devil and his wicked agent, the Witch.
I Say a Little Prayer by Tor Kjetil Edland
I Say a Little Prayer follows the lives of 5 young gay men during the early years of the AIDS epidemic in the 1980s. We play out their sexual and romantic adventures as well as the story of how their friendship evolves over the course of several years in a community hard hit by the epidemic. Through “the lottery of death” we find out who of these friends will die before the story is over and how this shapes the lives of the survivors who live on.
Sign by Kathryn Hymes and Hakan Seyaliogliu
Nicaragua in the 1970s had no form of sign language. If you were deaf, you had simple gestures with a trusted few, likely nothing more than a form of pantomime you negotiated with your family to meet basic needs. In 1977, something happened. Fifty deaf children from across the country were brought together to an experimental school in Managua. Without a shared language to express themselves, the children did the only thing they could — they created one. In Sign, we follow a small piece of their journey.
Previous Occupants by Frederik Berg Østergaard and Tobias Wrigstad
Previous Occupants is a story of coping with people changing, cast as a ghost story. The players will play the events of two different timelines in parallel, one story of young trustful love and sexual exploration set against a bitter distrustful marriage that ends in violence and disaster.
As the ghosts of the past invade the present, the end is completely in the hands of the players. Who will get away alive?
The Journey by Fredrik Åkerlind
A desolate barren winter landscape. Metal wheels against rusty tracks and a perpetual pendulum. Hungry and exhausted. Strangers and shadows. Carrying shards of the past. Will they ever reach their destination? Is it only a dream? Hope is waning, fatigued. Only the name remains. The turning point.
Enter into an ominous post-apocalyptic world where you enter a journey to find hope and the Turning Point. A journey that with each step takes you further away from your goal and who you once were.
Welcome to Hard Times by David Owen and Karolina Soltys
Welcome to Hard Times is a Nordic-style larp based on the novel of the same name by E.L. Doctorow. It is a tale of human resilience and frailty, and the impossible dream of permanence. In their doomed struggle to create a permanent home the characters grow increasingly entwined. The story is told using various techniques: narration, naturalistic scenes, non-verbal physical play. Symbolic props will allow the players to tangibly participate in the cycle of creation and destruction of a small Midwestern town.
Arsenic and Lies by Karolina Soltys
Arsenic and Lies is an Agatha Christie/Downton Abbey style larp set in a country manor in 1919. Rather than being a classical whodunnit, it focuses on the emotions, relationships and secrets of the characters involved. The characters and relationships between them are created in the pre-game workshop, which makes the game replayable. An ordinary dinner party until a killer strikes, secretly poisoning a victim of their choice, who then dies while raising a toast as the clock strikes midnight. Before the police (and with them scandal) arrive, a detective reveals their identity and conducts a denouement – will they find the real killer?
But does the murder even matter in the scheme of things? How important is it compared to covering up your clandestine affairs, extracting revenge on people who let you down during the War, arranging marriages of convenience or saving their your beloved sisters from going to jail?
Singularity by Caitlynn Belle and Josh Jordan
Singularity is an acting and roleplaying game that takes place on a far-future transhuman dating show. Each time you play, the players act out an episode of a dating show set in a time when the human body has become optional. Transhumanism is the idea that humans can evolve beyond their current mental and physical forms and limitations. You don’t need to know more than that about transhumanism to play this game.
My Girl’s Sparrow by Troels Ken Pedersen
A quiet science fiction drama about sex, love and alienation. Two couples and a widow isolate themselves in a house for a few days to swap partners and explore themselves and each other. What’s special about this game is that it’s primary mode of expressing characters and exploring the situation is through roleplaying sex. Sex isn’t an indeterminate mass – it’s details matter. What we do together and how we react to each other says a lot about who we are
Drunk by Tobias Wrigstad
Drunk follows the decline of a father and husband in the form of flashbacks during an intoxicated suicide. The drunk, you, has decided that the best gift he can give his wife and child is to stay out of their lives forever, and the recipe for this is suicide by bottle.
In Drunk, players switch character. Everyone will play the husband, the wife, the child. Players’ agendas – responsibilities for getting a certain message though in the story told — with migrate through the characters and influence their behaviour. Characters’ agendas are mutated by the players’ agendas leading to interesting shifts in behaviour under different combinations.
I Don’t Like Mondays by Ann Kristine Eriksen
Monday the 29th of January, 1979, 16 year old Brenda Ann Spencer picks up a Ruger 10/22 semi-automatic rifle and fires 500 shots at a school opposite her house. Barricaded in her home she kills two and injuries nine. When a journalist asks her why, the only reply she gives is: I just did it for the fun of it. I don’t like Mondays, this livens up the day.
I don’t like Mondays is a surreal drama and insight to Brenda’s identity during the six months prior to the shooting. It’s a scenario that explores the human psyche by letting the players create a literal narrative of what goes on in Brenda’s mind. In I don’t like Mondays each player plays a different version of Brenda. As the scenario progresses the barriers between the three versions of Brenda are torn down and her dream and realities becomes indistinct. The more the lines in her mind are washed away the less she knows herself; the les she knows herself, the more she despairs.
A Spotless Mind by Simon Larsson
A Spotless Mind is about the core meaning of the concept of identity. It explores what happens when the building blocks that make up our identity is removed and/or rearranged. The larp explores what happens when the person we’ve been, the person we are and the person we might become, not necessarily need to be dependent on each other.
The Black Pram by Alex Uth
Suburbia, summer, now. A young couple became parents for the first time. Suddenly there was love, so fragile and so violent at the same time. Suddenly there was the smell of baby skin. The sensation of wispy hair in the dark. Small, grasping fingers. Greedy sounds.
And then the siege began. The sounds. The creeping coldness. The fear.
Lars and Helene are fighting for their baby’s life. Every night a dark figure with a black pram waits outside their house. It waits for them to finally come out and give him what he wants. It waits for them to give up.
Ex Nihilo by Karolina Soltys, Mike Snowden, Steve Hatherley, Theo Clarke, Tym Norris and Tony Mitton
A small team of scientists gather at an isolated lodge deep in the Finnish forests for the culmination of a breakthrough research project. With them are the human-form artificial intelligences they have been developing for the past two years. Now the team must select the most successful product and decide their project’s next stage.
Metropolis by Evan Torner
Metropolis is a science-fiction melodrama in three acts based on the eponymous 1927 silent film by Fritz Lang, though no experience with the film is necessary. Players are invited into an expressionist mega-city, where their characters are largely determined by their social class and the spaces which they inhabit.
Living Embers by Patrik Balint, David Owen, Karolina Soltys and Laura Wood
A dysfunctional family and a choice: keep the family together at all costs, or choose yourself and your freedom? Exploring how toxic systems become normalised and the normal can become toxic, Living Embers uses temporal distortions and surreal occurrences to emphasise each character’s choice as they are drawn towards the inevitable conclusion.
The house will burn. Who will burn with it?