Critical Path

Drama, decisions, ride

Designers: Amanda Brown, Jill Krynicki Dutcher, James Silverstein, Brandon Brylawski, Doug Freedman (US)
Number of participants: 9
Duration: 4 hours
Genre/style: a low-mechanics, high-drama game involving mature, angst-ridden themes
The presenter feels that this larp IS NOT suitable for people under the age of 18

REVISIT – this larp is coming back to The Smoke after a successful run here in 2018

About the larp

DATELINE: Cape Canaveral, 2043 – Faster-than-light Travel Possible!

“We dedicate this voyage to children around the world,” billionaire philanthropist Killian Shepard said, as he and his small crew of researchers boarded their experimental craft. “It is their future we hope to secure.”

Critical Path is a game of intense interpersonal drama and shifting perspectives set aboard the Victoria II, a prototype starship on its maiden voyage. Join the crew as they race to the edge of possibility, pushing the boundaries of knowledge – of themselves and the universe around them.

This is a low-mechanics, high-drama game involving mature, angst-ridden themes. In fact, it’s kind of all about them. It is the result of five twisted minds getting together and asking, “How many times can we twist the angst-knife in two hours?” Players looking for a game where their character can solve the problem and “win” should look elsewhere. Just strap in and enjoy the ride (but don’t say we didn’t warn you).

Content Warnings:  Critical Path deals with grief, guilt, jealousy, betrayal, sexuality, fear, ambivalence, death, regret, and existential questions. We are happy to answer questions regarding specific issues. This is not a game to be taken lightly and it is not for children under 18.

Environment notes: This game involves reading a number of short passages in possibly dim light. It also includes (assuming the LARP gods smile upon us) various lighting and audio effects. If you have issues with any of these things, please reach out to us to see what accommodations can be made.

Presented by

Sue Lee (UK): Nominally responsible for UK Freeforms, and part of the team that builds and presents Consequences. I’ve run many games in many places, including lasertag, freeforms, nordic and build your own. Gaming brings a huge amount of the joy into my life and I want to share it with as many people as possible.


Communication style Lots of speech
Movement style Walking
Tone Intense
Characters Characters are fully predesigned
Narrative control Intensely plotted and designed, but players have freedom as to how to achieve their goals
Transparency There are predesigned secrets the organizers have from the players, and also that the players will have from each other
Representation level The fictional space looks very unlike the play space, but players will use their imaginations
Play culture Players are individually trying to achieve goals, such that not all can succeed

Saturday afternoon, Studio 6