LARPs
LARPs, or Live Action Role-Playing Games, take your role-playing experience to the next level. Instead of sitting at tables and rolling dice, the game takes place all around you. LARPing combines traditional RPGs with elements of improvisational acting, where often you are given a character and told to “be them.” How you do that is up to you.Because of the unique nature of LARPs, there are certain rules that must be followed for everyone to have a good time:
- No one may be turned away from any LARP based solely on age.
- All LARPs use the Games Registration system (unless otherwise noted) and may be signed up for online or at the Games Reg table.
- Each LARP that exceeds maximum capacity will be given an official overflow list, which will randomly sequence people who registered but did not get in. Drop-in players may be added to the end of the list by the GM(s) on a first-come, first-served basis. All players from the printed overflow list must be accommodated before drop-ins can be considered.
- You must show up to your LARP on time or your spot will be given to someone on the overflow list.
- Don’t touch anyone you don’t know or don’t have permission to touch. Before initiating any sort of contact, ask permission and when in doubt, don’t touch. This also means don’t touch anyone with anything (baseball bat, feather, whatever). This applies to all DDC events.
- LARPs are just a game. Say “I pull the fire alarm.” Do not actually pull the fire alarm. Never do anything illegal or immoral as part of the game.
- If you can, please resolve your own disputes. LARP rules are often very simple, so please try to handle in-game disagreements between yourselves before getting a GM involved. This makes the whole experience better for players and easier for GMs.
- If you have to leave during a LARP, please tell a GM — don’t just disappear.
LARP Central is located between the entrances to California Salons 2 and 3. This area contains the complete set of rules mentioned above, as well as the current schedule, posted player lists, LARP flyers, LARP Lending Library, and any other pertinent announcements.
A Night of Gold and Silver
Length: 6 hoursGM Troupe: Redhouse Bardic Productions
Type: LARP
System: Dreams of Dierdre/GM Fiat
Players: 18
Provided: All characters provided by GM
Variations: Modified (High Narrative Focus, Low Mechanics)
LARP Experience: Experience Useful
Game Content: Mature Themes
Genre: High Fantasy
Costume Suggestions: Midwinter Ball aboard a Floating Nobles Ship
A Night of Gold and Silver is an Arthurian style fantasy Secrets and Powers LARP.
Every year it seems the winters get worse. The grey skies show up sooner, banishing the fading sun with gently falling snow. The winds blow just a bit harsher, their teeth biting more easily through wool and fur that so easily used to keep them at bay. It takes longer for the icy grip to loosen on the land, letting desperate farmers out into the fields to sow the crops that will keep bellies full and famine at bay.
Or maybe not. Maybe things have always been this way and the quiet grumbling rumors are just the old-folks way of imagining how good everything used to be. After all, the flowers still bloom year after year. The potatoes, wheat, and barley still grow and nourish the land. The sun still shines, making its way undaunted past the clouds when they pass. Maybe the grim tidings mean as little as they always have.
And true or not, tonight is the winter Solstice, the night to celebrate. Tonight is the darkest night before the dawn. When the sun rises above the treetops tomorrow, summer will begin to slowly creep in and claw back the days. Tonight marks another year survived, and the turning of the tide in this season's fight against the cold. What better reason to toast?
What better reason to throw the grandest midwinter party in all the land on the Frell Family's Concerto, a veritable Floating Palace? Guests and representatives from all the most important noble families have shown up to schmooze, gain advantage, find love, and more than anything else enjoy being alive on the longest night of the year. What could possibly go wrong?
Operation B.O.G.U.S.
Length: 6 hoursGM Troupe: 2 Geeks, 1 Game
Type: LARP
System: GM Fiat and L.A.R.P.S.
Players: 16
Provided: All characters provided by GM
LARP Experience: Beginners Welcome
Game Content: Mature Themes
Genre: Amusing sci-fi
Costume Suggestions: Casual postwar attire for operating an isolated station near the North Pole
Project Botanical Operation for Global Storage (BOGUS): The world is a different place after WW2. Nuclear weapons threaten all life on the planet. A generation ago, the League of Nations determined that the world needed a vault to keep seeds and plant lines pure as part of its mission to prevent the ghastly damage that future wars might wreak. The League disbanded before the project was fully implemented, but the United Nations kept its funding intact upon replacing the League. An elite group of scientists, soldiers, and administrators are needed to guard the world's biodiversity.
Led by world-renowned scientist Dr Shankland, this project should be an elite posting, but the United Nations barely remembers this project exists. Problems have plagued this project: is it bad planning or sabotage? Outside interference or internal issues? Juggling competing Projects scattered around the world, the UN has lowered Project BOGUS' status multiple times. From Status: Ultra Priority to Status: Don't Ask is a long way down. Shipped to the middle of nowhere, you are stuck here at Project: BOGUS. It's up to you whether you want to keep your head down, scheme to get sent home, or make your best effort to succeed.
Do not ask what Project: BOGUS can do for you, but what you can do for Project: BOGUS!
Bonanza!: All That Glitters is not Dilithium
Length: 6 hoursGM Troupe: Team Volare' Productions
Type: LARP
System: L.A.R.P.S.
Edition: 1st edition
Players: 20
Early-Assigned Seats: 10
Provided: All characters provided by GM
Variations: some GM Fiat
LARP Experience: Beginners Welcome
Game Content: Mature Themes
Genre: Sci-Fi - Star Trek TOS
Costume Suggestions: Star Trek, Kirk/Pike series
Star date: 2263: The survey results are in and this planet in the Neutral Zone is full of heavy minerals and dilithium deposits! As per the treaty, as long as there are no natives on the planet, the first group to build a base gets it! The Federation Starship Endeavor has maintained maximum warp speed to get there first, only to arrive at almost the exact moment the Klingon vessel I.K.S. Charghwi' and the Romulan ship R.I.W. Cestus Pax arrived. Sensors also detect structures on the planet surface, but there is some form of extreme planetary interference with scans, making transporters impossible. Time to take a shuttle down to the surface and open negotiations. A Team Volare' Production.
Star Trek: Tethys
Length: 2 hoursGM: Antonio Morton
Type: LARP
System: Yes and Improv
Players: 6
Early-Assigned Seats: 3
Provided: Characters created at game
LARP Experience: Beginners Welcome
Game Content: Mainstream
Genre: Star Trek: During the time of Deep Space Nine
Costume Suggestions: None needed, though the game is set between Star Trek the Next Generation and Star Trek Voyager eras
Star Trek: Tethys is a 2-hour larp for 4-6 players. Set in the Star Trek universe, players are the crew of a crashed shuttle named Tethys. While waiting for rescue, the team must try to piece together what happened to them through the power of collaborative storytelling.
The Freighter Coralus
Length: 3 hoursGM: Antonio Morton
Type: LARP
System: Yes and improv
Players: 8
Early-Assigned Seats: 4
Provided: All characters provided by GM
LARP Experience: Beginners Welcome
Game Content: Mainstream
Genre: Hard Space Science Fiction
Costume Suggestions: All gray clothing. I will have name badges prepared for each character.
You are the crew of the Coralus, a rickety old freighter carrying much-needed relief supplies to a settlement on the planet Ithaca, which has been cut off by ion storms for the past year. Twenty minutes ago an accident occurred, forcing the crew to make a critical decision. This game will include several short improv exercises to enhance enjoyment of the game.
Saints, Sinners, and Socialites
Length: 6 hoursGM: Rebeka Trubowitch
Type: LARP
System: GM Fiat/mix
Players: 14
Provided: All characters provided by GM
LARP Experience: Beginners Welcome
Game Content: Mature Themes
Genre: Victorian gothic
Costume Suggestions: 1910s/turn of the century
It’s 1910 in San Jose and you have been invited to the house of the reclusive Sarah Winchester for a seance unlike any other. She hasn’t allowed anyone but her servants inside in four years, ever since the 1906 San Francisco earthquake. This party is sure to be the event of the season in this agrarian little town. Your fellow visitors at the mansion will be socialites, members of the press, world renowned spiritualists, and experts in the occult. Are you there to speak with a long lost loved one? To see and be seen by the well to do? To witness the farse? Everyone has their reasons for coming tonight, and when the clock strikes midnight, the spiritual realm will awaken.
Moonglows Hallow: Evening at the Night Market
Length: 6 hoursGM Troupe: The Council
Type: LARP
System: Homebrew
Players: 20
Early-Assigned Seats: 10
Provided: All characters provided by GM
LARP Experience: Beginners Welcome
Game Content: Mature Themes
Genre: Undead Mystery Marketplace and Party
Costume Suggestions: Comfort, mobility, and atmosphere are more important than historical accuracy.
The mysterious events at the Night Market were solved; all is returning to normal. But can a market for the undead, where the currency is dreams, memories, and the occasional body part, ever be truly normal?
Just outside the city of Pontevedra, an unusual market has been set up by the undead and their (mostly) allies. Here ghosts, ghouls, skeletons, banshees, zombies, and even the occasional vampire share mystical, memorable, and sometimes gruesome wares with each other and with the living who dare to enter the underground bazaar.
But there’s been a murder in Pontevedra, and some want to link it to the market and its unseemly inhabitants. And the wards that were failing during recent disturbances are slow to come back online.
Moonglows Hallow, the most numinous night of the year, is usually a time of celebration – this year there’s a wedding, an auction, an election, and a passing of the proverbial (or is it literal?) torch. But there’s also an investigation, a betrayal, and a sense that change is afoot; change that could save or destroy the market once and for all.
LARPers will play characters from the Night Market or the City of Pontevedra as they “enjoy” this mystical midnight gala. Some characters will be undead. Others, living beings with their fate tied up in the Night Market. Characters will explore various mysteries or opportunities as the regular events of Moonglows Hallow continue through the night.
Will the Night Market survive this Moonglows Hallow? Its entire fate may rest in your hands.
[Note: There may be some contests of wit, but there is little to no player on player violence or fighting – it’s a party after all. There will be a ton of improv and acting in character.]
Simple, suggestive costuming is encouraged as much as elaborate outfits. Choose one or two distinctive pieces that express your character: a merchant's sash, a weathered cloak, unusual jewelry, a ritual mask, a veil, or a striking accessory. Undead characters might hint at their nature through pale makeup, faded clothing, veils, funeral adornments, or otherworldly touches rather than overt horror effects. The market welcomes every style, from ancient spirits and elegant ghosts to scavengers, scholars, smugglers, and curious wanderers. Street clothes for the city locals are also fine!
Ghost Court
Length: 2 hoursGM: Amber Willburn
Type: LARP
System: Ghost Court
Edition: Original
Players: 20
Provided: All characters provided by GM
LARP Experience: Beginners Welcome
Game Content: Family-Friendly
Genre: Supernatural court procedural
Costume Suggestions: None needed
Ghost Court is a live-action party game about spectral justice in a small claims court.
Play focuses on a few players at a time, as the judge and court officers hear testimony while the rest of the players take turns as plaintiffs and defendants arguing over the petty disputes between the living and the dead.
Cases last a few minutes and are ridiculous. Will you be an over-the-top landlord, aggrieved at a scheduled haunting gone off the rails? Will you be a sad poltergeist who only wants to make a bad smell? In Ghost Court you might get to be both.

































