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Event Search Results

16 events found
Search Terms:
   Event type: LARPs
   Search for All Records
   Day: Any Day

P71 Escape Room: Engineering to the Holosuite

Only available via On-line Pre-registration
Friday 2 PM in 570 for 2 hours
Room Map
GM Troupe: Team Woodbury
Type: LARP
System: Cooperative Problem Solving
Players: 8
LARP Experience: Beginners Welcome
Game Content: Family
Genre: Star Trek DS9
Costume Suggestions: Any DS9-era Trek

You finally took Quark up on his 2-for-1 holosuite deal. It seemed like such a great way to blow off a little steam with some friends. Unfortunately, you seem to have triggered an old Cardassian boobytrap, sealing the room and shutting down most of the systems. Engineering is locked out, transporters aren't functioning, and there's an ominous countdown proceeding toward zero. You need to somehow make sense of the station's systems and puzzle your way out of this before something bad happens.

Notes:
1. This is a game event that requires you to use your keen mind and powers of deduction to succeed. While knowledge of Trek may be entertaining, it is not necessary.
2. Gather items, find codes, and solve puzzles to restore system functions and escape.
3. Strategy and cooperation with your team members is essential? more heads are definitely better than one.
4. Failure to escape the holosuite is nothing to be embarrassed about. After all, you are matching wits with the Cardassians, widely known for their devious plots and ingenious traps.
5. Do not worry if you are still in the holosuite when time expires. Odo has told Quark he's not allowed to charge you extra.
6. Dressing like your Trek character may help to sharpen your mind. Wear comfortable clothes but refrain from wearing heels or anything else that might slow you down.
7. If you want training before the actual game, google 'Escape Game'. There are many Escape games on the internet you can try. (You know, those low-tech holo-simulations)
8. Please do not spoil the fun for other participants at Con by telling them the answers to the puzzles.
9. You escape attempt will be timed. Can you get the fastest time at Con?

P72 A Little Magic

Only available via On-line Pre-registration
Friday 2 PM in 508 for 4 hours
Room Map
GM Troupe: Gamer Geekus
Type: LARP
System: GM Fiat
Players: 8
Variations: Some house rules
LARP Experience: Beginners Welcome
Game Content: Mainstream
Genre: Modern
Costume Suggestions: Modern day college attire

A simple story about love and dreamers. Brookview is an engaging New England town with a wealthy and aloof leading family, a quaint local college, and a little magic.

On a clear night in late November, a group of college friends all associated with the same enigmatic professor gather in a warm house under a full moon. Romance and magic are in the air.

P73 Escape Room: Engineering to the Holosuite

Only available via On-line Pre-registration
Friday 4 PM in 570 for 2 hours
Room Map
GM Troupe: Team Woodbury
Type: LARP
System: Cooperative Problem Solving
Players: 8
LARP Experience: Beginners Welcome
Game Content: Family
Genre: Star Trek DS9
Costume Suggestions: Any DS9-era Trek

You finally took Quark up on his 2-for-1 holosuite deal. It seemed like such a great way to blow off a little steam with some friends. Unfortunately, you seem to have triggered an old Cardassian boobytrap, sealing the room and shutting down most of the systems. Engineering is locked out, transporters aren't functioning, and there's an ominous countdown proceeding toward zero. You need to somehow make sense of the station's systems and puzzle your way out of this before something bad happens.

Notes:
1. This is a game event that requires you to use your keen mind and powers of deduction to succeed. While knowledge of Trek may be entertaining, it is not necessary.
2. Gather items, find codes, and solve puzzles to restore system functions and escape.
3. Strategy and cooperation with your team members is essential? more heads are definitely better than one.
4. Failure to escape the holosuite is nothing to be embarrassed about. After all, you are matching wits with the Cardassians, widely known for their devious plots and ingenious traps.
5. Do not worry if you are still in the holosuite when time expires. Odo has told Quark he's not allowed to charge you extra.
6. Dressing like your Trek character may help to sharpen your mind. Wear comfortable clothes but refrain from wearing heels or anything else that might slow you down.
7. If you want training before the actual game, google 'Escape Game'. There are many Escape games on the internet you can try. (You know, those low-tech holo-simulations)
8. Please do not spoil the fun for other participants at Con by telling them the answers to the puzzles.
9. You escape attempt will be timed. Can you get the fastest time at Con?

171 Escape Room: Engineering to the Holosuite

Friday 6 PM in 570 for 2 hours
Room Map
GM Troupe: Team Woodbury
Type: LARP
System: Cooperative Problem Solving
Players: 8
LARP Experience: Beginners Welcome
Game Content: Family
Genre: Star Trek DS9
Costume Suggestions: Any DS9-era Trek

You finally took Quark up on his 2-for-1 holosuite deal. It seemed like such a great way to blow off a little steam with some friends. Unfortunately, you seem to have triggered an old Cardassian boobytrap, sealing the room and shutting down most of the systems. Engineering is locked out, transporters aren't functioning, and there's an ominous countdown proceeding toward zero. You need to somehow make sense of the station's systems and puzzle your way out of this before something bad happens.

Notes:
1. This is a game event that requires you to use your keen mind and powers of deduction to succeed. While knowledge of Trek may be entertaining, it is not necessary.
2. Gather items, find codes, and solve puzzles to restore system functions and escape.
3. Strategy and cooperation with your team members is essential? more heads are definitely better than one.
4. Failure to escape the holosuite is nothing to be embarrassed about. After all, you are matching wits with the Cardassians, widely known for their devious plots and ingenious traps.
5. Do not worry if you are still in the holosuite when time expires. Odo has told Quark he's not allowed to charge you extra.
6. Dressing like your Trek character may help to sharpen your mind. Wear comfortable clothes but refrain from wearing heels or anything else that might slow you down.
7. If you want training before the actual game, google 'Escape Game'. There are many Escape games on the internet you can try. (You know, those low-tech holo-simulations)
8. Please do not spoil the fun for other participants at Con by telling them the answers to the puzzles.
9. You escape attempt will be timed. Can you get the fastest time at Con?

172 Star Wars: After

Friday 7 PM in Salon AB for 8 hours
Room Map
GM Troupe: Blue Lotus Productions
Type: LARP
System: Homebrew
Players: 30
LARP Experience: Useful
Game Content: Mainstream
Genre: Space Opera/Sci-Fi

Five years after the Rebellion was successful and with the death of the Emperor and Darth Vader, Grand Admiral Thrawn took charge of the Empire and when to war against the New Republic (For more read about 'Star Wars: The Thrawn Trilogy'). Thrawn was finally defeated and killed, and ten years later an imposter tried to take his place and failed (for more read about 'The Hand of Thrawn' duology). With the Imperial Remnant in tatters and on the edge of defeat, the Remnant sues for peace and proposes a diplomatic summit to hammer out a treaty with the New republic. It is agreed upon and is set to take place on Yavin IV where Luke Skywalker and his wife Mara Jade Skywalker can keep an eye on the proceedings. Yavin IV is also where Luke Skywalkers new jedi temple is located, and where his students will remain training and observing the forming of the treaty. Delegates from both sides will certainly be looking to gain advantage in the coming negotiation, both sides must be wary of possible sabotage.

173 Ghost Court

Friday 8 PM in 508 for 4 hours
Room Map
GM Troupe: Morton
Type: LARP
System: x
Players: 15
LARP Experience: Beginners Welcome
Game Content: Mature Themes
Costume Suggestions: None

Ghost Court is a live action roleplaying game for 6 or more players about ghosts and humans who sue one another in small claims court. Players will rotate roles as plaintiffs, defendants, judge, bailiffs, and court clerks.
Bully Pulpit Games
Website: bullypulpitgames.com/games/ghost-court/

174 Escape Room: Engineering to the Holosuite

Friday 9 PM in 570 for 2 hours
Room Map
GM Troupe: Team Woodbury
Type: LARP
System: Cooperative Problem Solving
Players: 8
LARP Experience: Beginners Welcome
Game Content: Family
Genre: Star Trek DS9
Costume Suggestions: Any DS9-era Trek

You finally took Quark up on his 2-for-1 holosuite deal. It seemed like such a great way to blow off a little steam with some friends. Unfortunately, you seem to have triggered an old Cardassian boobytrap, sealing the room and shutting down most of the systems. Engineering is locked out, transporters aren't functioning, and there's an ominous countdown proceeding toward zero. You need to somehow make sense of the station's systems and puzzle your way out of this before something bad happens.

Notes:
1. This is a game event that requires you to use your keen mind and powers of deduction to succeed. While knowledge of Trek may be entertaining, it is not necessary.
2. Gather items, find codes, and solve puzzles to restore system functions and escape.
3. Strategy and cooperation with your team members is essential– more heads are definitely better than one.
4. Failure to escape the holosuite is nothing to be embarrassed about. After all, you are matching wits with the Cardassians, widely known for their devious plots and ingenious traps.
5. Do not worry if you are still in the holosuite when time expires. Odo has told Quark he's not allowed to charge you extra.
6. Dressing like your Trek character may help to sharpen your mind. Wear comfortable clothes but refrain from wearing heels or anything else that might slow you down.
7. If you want training before the actual game, google 'Escape Game'. There are many Escape games on the internet you can try. (You know, those low-tech holo-simulations)
8. Please do not spoil the fun for other participants at Con by telling them the answers to the puzzles.
9. You escape attempt will be timed. Can you get the fastest time at Con?

271 The Continuum Conundrum

Saturday 10 AM in Salon B for 6 hours
Room Map
GM Troupe: Dreams of Deirdre
Type: LARP
System: L.A.R.P.S. System
Players: 24
LARP Experience: Beginners Welcome
Game Content: Mainstream
Genre: Star Trek
Costume Suggestions: Any generation of crew uniform

Space: the often-returned-to frontier. This is the crew of the Starship Valiant, NCC-1623, going boldly wherever Starfleet tells them to. But in this stretch of unexplored space, things are about to go terribly astray.

This game is set in an archetypal Star Trek universe with the camp turned up to 11. Any generation of Trek crew costuming is welcome.
Website: dreamsofdeirdre.org

272 Escape from New York

Saturday 10 AM in Salon A for 6 hours
Room Map
GM Troupe: Ace of Geeks
Type: LARP
System: Homebrew (Resource management)
Players: 20
LARP Experience: Beginners Welcome
Game Content: Mainstream
Genre: Post-apocalyptic pulp
Costume Suggestions: 1980s apocalypse

You are a convict on island of Manhattan. The government has decided to cut off all supplies drops, so it is up to you and your fellow convicts to survive. Will you build up your own gang to take over the entire island, or will you focus on breaking out and teaching the government a lesson.
This LARP uses a homebrew mechanic that is a blending of Minecraft, civilization, and Escape from New york. Each gang will be responsible for a much needed resource. These resources can be used to build defenses, weapons, or other assests to advance your team's goals. It can be cooperative or competitive. There isn't really combat built into the game, it is more of a political/social game, but we want you to feel like you can play the game however you want! It is the same mechanic with some slight tweaks as our Goblintown game.

273 Oliver Jones and the Turbulent School

Saturday 11 AM in 570 for 6 hours
Room Map
GM Troupe: Kim
Type: LARP
System: Homebrew
Players: 10
LARP Experience: Beginners Welcome
Game Content: Family
Genre: Modern Fantasy/Harry Potter

Set in 2049, two generations from Harry Potter's day, this is a time of hope and a time of turmoil at Hogwarts. The wizarding world has been shaken up, and the new Hogwarts students are stranger than ever - mixing not just muggle-borns and purebloods, but also half-giants, goblins, and even house elves. This is a character-based larp about difficult adjustments, with various Harry Potter references and a dollop of magic.
Website: darkshire.net/jhkim/rpg/larp/wizardingworld/

471 Alpha Complex Goes To The Olympics

Saturday 6 PM in 165, 166 for 4 hours
Room Map
GM Troupe: Koutnik
Type: LARP
System: Paranoia
Players: 12
Variations: Form-based combat
LARP Experience: Beginners Welcome
Game Content: Mainstream
Genre: Hilariously Dystopian

Friend Computer has decided to hold a competition to decide who is the most loyal sector, with huge rewards for the winner. Naturally, the secret societies have all planted their best and brightest to try and take first place.

Join us for fierce competition, wacky artifacts, next-level hacking and form-based combat.

NOTE: Despite 'Olympics' in the title, no physical ability is required to play.

472 Fallout: Showdown at Bighorn Gulch

Saturday 6 PM in 570 for 6 hours
Room Map
GM Troupe: Shiny Thing Games (T & Danielle)
Type: LARP
System: GM Fiat
Players: 15
Variations: Fallout, Quiet Year
LARP Experience: Beginners Welcome
Game Content: Mainstream
Genre: Post-Apocalypse, Western
Costume Suggestions: Western, Mad Max, Fallout (optional)

Caesar's Legion has fallen in the wake of the Battle of Hoover Dam, but bands of desperadoes still plague the Mojave. Towns find themselves forced to choose between freedom and the risk of annihilation, or the restrictive protection of the expanding New California Republic.
The people of Bighorn Gulch are threatened by vicious deserters looking for the most precious resource in the Wasteland: clean water. With only days to prepare, the ranchers, farmers, and traders of Bighorn must decide whether to stand and fight, or to flee into the hills.

473 The Hero's Reward

Saturday 6 PM in Salon AB for 8 hours
Room Map
GM Troupe: Tempest in a Teapot Productions
Type: LARP
System: 7th Sea
Players: 30
Variations: Modified L.A.R.P. syster rules
LARP Experience: Useful
Game Content: Mature Themes
Genre: 16th and 17th century European Swashbuckling!
Costume Suggestions: 16th and 17th century, European Courtiers, Pirates, Gowns, Ren-Faire garb

Intrigue, secret societies, and plots against the king! Tempest in a Teapot Productions returns from an 8 year GMing Hiatus to bring you another exciting adventure in the world of Theah and the amazing 7th Sea setting.

War rages in Theah. The might of the Montaigne war machine brings destruction on two fronts, and the people of Castille have suffered a series of defeats - morale hangs in the balance. Yet in its darkest hour, Theus provides a glimmer of hope. Good King Sandoval and the court of Castille have gathered to honor a war hero, through who?s actions a major blow has been dealt to the Montaigne invaders. The best, brightest, and most influential have turned out, and they have brought their intrigues and schemes with them. Tonight Inquisitors and spies hatch plans in the shadows, scientists and explorers search an ancient palace for secrets and relics long forgotten, and courtiers engage in the ruthless struggle to control the Castillian throne and its young King. Dastardly deeds must be dashed, buckles must be swashed, for tonight, you are the Hero that Theah needs.

571 Grimm Shock

Sunday 11 AM in Salon AB for 6 hours
Room Map
GM Troupe: Team Volar?
Type: LARP
System: L.A.R.P.S. System
Players: 30
Variations: Some GM Fiat
LARP Experience: Beginners Welcome
Game Content: Mature Themes
Genre: Historical Science Fiction
Costume Suggestions: None required, but early 70's or Supers costume is fine

Saudi Arabia, Spring 1974. Six months after the OPEC oil embargo created an international oil shock and enflamed geopolitical tensions, a summit has been called to find a solution. Representatives from the U.S., Europe, the Middle East and the meta human nation of Thule are attending. World Powers and Super Powers will collide. A Team Volare' Production.

671 The Unseelie Accords

Sunday 4 PM in 570 for 8 hours
Room Map
GM Troupe: Peculiar Crossroads Productions (Robert Paul)
Type: LARP
System: Dresden Files
Players: 20
Variations: Invented System
LARP Experience: Useful
Game Content: Mainstream
Genre: Supernatural Noir
Costume Suggestions: Pick a character type from the Dresden books and you'll fit in.

In 1994, two dozen members of the Supernatural Community were gathered by Mab, queen of Air and Darkness and met in Milwaukee to discuss the Unseelie accords. You will be one of those individuals, defining the future of the world and the fates of everyone.

Instead of running Amber this year, we've decided to do a Dresden Files style LARP. Players will be taking on the roles of canon characters, new arrivals and historical individuals. Knowledge of the series is useful but not required. Come prepared for politics, intrigue, and mystery. Costuming is encouraged.

771 Left Behind - A Wolf and Unicorn Production

Sunday 6 PM in Salon AB for 6 hours
Room Map
GM Troupe: Wolf and Unicorn (Zev and Rebeka)
Type: LARP
System: Modified GM FIat
Players: 18
LARP Experience: Expected
Game Content: Mature Themes
Genre: Sci-Fi - Battlestar Galactica
Costume Suggestions: ?

Libran Freighter Galen?s Passion 336 hours since the destruction of the colonies...

''We?ve been left behind. 14 days ago civilization as we knew it ended. After 52 years we lost the war. Those of us that survived gathered everyone we could and fled, guarded by the last of our protectors, the Battlestar Galactica. We hoped that she would lead us to safety, and eventually would lead us to a place where we would be able to make a new home for ourselves. Just two days later, our FTL engines failed, and the Galactica, and all the ships she was protecting abandoned us.

Our ship is compromised, and the command section is cut off from the hold where over 100 survivors have made improvised quarters. They have access to most of the provisions and supplies, but will have to rely on us to get them somewhere safe. I?m told it is unclear how long the ship will be able to remain flightworthy if we can?t make major repairs.

We will not give up hope. Even when the ship malfunctioned, we survived. We made it into the nebula and watched as the Cylon armada arrived and left in pursuit of the fleet. Since then we?ve been travelling towards a planet we?ve detected inside the nebula. While conditions do not look welcoming, it should give us the shelter we need to make repairs, or even to make a new home for ourselves.

We will endure. We?ve survived the destruction of the Colonies. We?ve survived being left by the fleet. We will survive this.''

''Captain, look at this! We appear to be picking up colonial transmissions?''