Below is a list of all of the confirmed games for our upcoming Summer Freeform Free-for-All, including the times at which the games will be played and player counts. Our schedule breaks down into a morning/afternoon/evening schedule, and with the exception of the final slot which includes a game for all participants, there are games of multiple styles and tones in each slot so you can find the experience that’s right for you!
9:30am – 12:30pm, 3 – 10 players
In a world of perilous adventure and dark dungeons filled with precious riches, one group of aspiring adventurers are having their first day in a new job, and it’s not quite working out as planned. The Hirelings is a role playing game in which you play out the preparations and the aftermath of a failed dungeon crawl.
The Hirelings draws heavily upon cliches from fantasy role playing games such as Dungeons & Dragons, video games, comics and fantasy literature. In addition there are also elements from modern life, like job interviews, group therapy, sports and team building. The characters in the game are all novice adventurers, who are preparing to head out on their first real quest.
9:30am – 12:30pm, 6 – 12 players
Prosthetics is a game about a couple trying to salvage their crumbling relationship by building a house together. But the project proves to be both harder and more expensive than they thought. Instead of dealing with the situation, the couple starts drifting further and further into their own fantasy world until they lose contact with reality.
In the game, players are divided into three roles: Alex, Noe, and “Complementary characters and game master”. Each set of characters will tell their own story, but at a point they will intertwine to mark the descent into the fantasy world. The game is divided into three acts: “We’ll get through this”, “We are strangers to each other” and “Breathe”.
9:30am – 11:00am, 4 – 10 players
Happy Hour is a freeform for eight players, adhering to the Dogma 99 Manifesto. This game has been created along the lines of 13 at the table.
Every player receives a firm’s organizational structure, where he/she will find all the characters’ names, jobs and years spent working for the firm, along with the firm’s organizational chart. Then every player chooses one of the ten ID badges (so there will be two badges left), where he/she will find his/her character’s name and job. At the beginning only these informations are available; all the rest is improvised from scratch during the after-work drink which makes the game’s setting. Simply, an information becomes true in the moment when a character mentions it.
Have fun! Accept the other players’ ideas, and develop them! Say yes! There are no limits in this improvisation, except for the names, the jobs, the years in service, and the organization. Nothing you can say or do is wrong. It’s sufficient to avoid entering contradictory informations; should it happen anyway, the first information entered will be accepted by everybody as “the truth”, while the second will be nothing more than gossip.
The One That Got Away
9:30am -11:00am and 11:00am – 12:30pm, 2 players each
A father and his adult son in a fishing boat. The only things on their minds – apart from the fish – are the things they cannot bring themselves to say to each other. But someday there will no longer be a chance to say what seems impossible to say now. Is this really the time?
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.
“Did I make you proud?”, “What did I do wrong?”, “Does he even like me as a person?”, “Why can’t he understand?”. These questions are clichés in the relationship between fathers and their children, but here they will play into the fantasy we harbor about settling the score once and for all with our relatives, with finally fixing and defining our feelings for each other and proving the existence of unconditional love.
Expect plenty of silence in this scenario – in fact, expect to use silence as a mechanic. The words we choose may cost us, so they shouldn’t be used carelessly.
Point of No Return
9:30am -11:00am and 11:00am – 12:30pm, 2 players each
Do you ever think “what if I had done that?”, and imagine how your life would have been different, if you made another choice? Even the small stuff matters. Which school you went to, if you got on that football team, if you made that phone call. Now imagine the biggest choice you’ll ever make, one that will impact every aspect of your life, forever. The time you think back to, the moments when you made that decision, is right now.
A young couple is sitting in a waiting room. In two hours, they will have an abortion. Unless they change their minds. No matter what they do, they will live with this decision. While they wait, they remember how they got here, and imagine what their lives will be like from now on. With or without a child.
And the clock is ticking. Whatever they have to say to each other they need to say now, because they are approaching the point of no return. Other themes will be family, dreams and expectations, becoming an adult, and gender roles. The game will be played in real time, but use techniques to play out memories from the past and possible futures.
In Your Hands
11:00am – 12:30pm, two games, 4 players each
Expressions like “My hands are tied” or “I’m up to my neck in this”, indicate just how much we link many experiences to our physical body. “Your body is a temple”, says the bible. The big question is what happens to us, when we no longer posses the control of our own bodies – when our country forces us to go to war, when we are wrongfully put in prison, made slaves or forced to carry children to a husband we did not choose?
The scenario is about two best friends who are pushed apart. They both enter a new life situation where they lose their freedom, and the control over their own body. The story is set in three acts, from a farewell to a reunion.
To tell this story the scenario has both the two characters and the helpers. The helpers symbolize the losing of control of your body. They hold back, carry, push, pull or put pressure in such a way that the emotional experience and expressions are strengthened by the physical sensations created. The players will take turns as these roles.
The Great After-party
1:30pm – 5:30pm, 6 – 10 players
This is a comedy that plays with the stereotypes of larpers, fantasy larp and post-larp parties. In this scenario, the players portray a bunch of excited larpers meeting over a beer just after a classic fantasy larp in the forest. Players will both create the story of the fantasy larp they just finished and play out the consequences it has for relationships at the after-party. Did the princess fall in love with the orc? Why did the general steal the magic feather from the bard, and are they kissing in that corner? The larp belongs to the players, anything can happen, and anything that can happen has already happened in the larp-within-a-larp, Mist over Goblin Peak.
1:30pm – 5:30pm, 6 – 12 players
“People tend to forget that the world we live in is just a game designed by our governments. Our economic systems are just a game.”
– CCP Chief Executive Officer Hilmar Petursson to the Wall Street Journal
Hug Street takes place in an alternate reality. Instead of selling and buying shares, stocks, and derivatives like on Wall Street, players trade in hugs, handshakes, “aaahhhs” and “mmmmms.” But a recession is coming – will you be able to steer through this crisis without going under?
The game explores an economy where the goal is spending, not saving. In this world, consuming is a positive act, as long as you consume positively, for the good of everyone.
During the game, the traders swap simple products such as hugs, handshakes and vocal sounds. You choose what products you feel comfortable selling and buying. The money you don’t use rusts, and by a reversed lottery you can risk losing everything, in which case you’ll have to start from scratch. But since everybody is dependent on everybody else for the economy to function, we all wish you back in business as quick as possible. In Hug Street, not having is a resource just as much as having, as long as you are willing to trade, and having is not worth anything if you keep your resources to yourself.
The scenario follows a working week in the life of a Hug Street trader. From Monday until Saturday you will sell and buy hugs, handshakes, sounds. We will experience both an expanding and shrinking economy, and a gradual opening up of the market, where you move from trading with the basic products to design your own.
1:30pm – 5:30pm, 4 players
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.
The journey – a scene-based scenario that takes the players for a dark and quiet ride through a frozen landscape in the shadows of the apocalypse of civilization. Focus is placed on depicting the fatalistic mood, barren dialogues and a constant tone of silence.
Better Living Through Robotics
1:30pm – 5:30pm, 6 – 10 players
In the BioDome, the last known outpost of human civilization, life is as beautiful and technologically advanced as we always pictured it would be: flying cars, automated kitchens, and of course, personal robot assistants. Robots, so helpful and affordable these days, allow humans the life of ease that they deserve. They can take care of everything from household chores and administrative assistance to childcare, even overseeing other robots. And, despite all of them having individual personalities, they are completely trustworthy because every one of them is programmed to obey the Four Laws above all else:
Law 1: Robots may not injure a human or, through inaction, allow a human to be harmed. Law 2: Robots must obey the orders given to them by human beings, except when this conflicts with the First Law. Law 3: Robots must protect their own existence, as long as such protection does not conflict with the first or second laws. Law 4: Robots may not leave the BioDome, unless failing to leave the BioDome conflicts with the first three laws.
These everyday wonders are all thanks to the benevolent corporation Solar Energies! Solar Energies runs the BioDome that makes our lives possible and produces the new technologies that make our lives a joy. Its founder and CEO is the genius who harnessed solar power even after the Catastrophe blackened the skies. Now she has called a family board meeting so that she might decide who among her children will succeed her as CEO. They have come, with their loyal robot assistants in tow and a multitude of secrets to hide.
A mechanics-light scenario for 10 players that focuses on roleplaying and interpersonal drama. Like all utopias, it is not as sweet and light as it seems. Triggers include consensual incest, sex with robots, and violent temper. This game is for players age 16 and older.
6:30pm – 8:30pm, everybody
To Infinity is a freeform game about the consequences of interstellar space travel and the evolution of life on distant worlds. This game requires a fairly large play space to better demonstrate space exploration. Players will take on two roles that of a planet dweller wherein a species will evolve based on their decisions and that of a space traveler wherein new worlds will be explored. Players will explore the vastness of space and the passage of time.
To Infinity was designed by our very own Jessica Giardino.