Trojan Women

Mourning, community, tragedy

Designer: Troels Ken Pedersen (DK)
Number of participants: 5
Duration: 4 hours
Genre/style: Nordic, theatrical, tragedy, freeform
The presenter feels that this larp IS NOT suitable for people under the age of 18

About the larp

Troy has fallen to the cunning and violence of the Greeks. We’re not playing the Greeks but the Trojan women sitting with the children, waiting to be handed out as spoils of war. From one point of view, the women are helpless victims of circumstance and the Greeks; from another, the women are fighting a desperate rearguard struggle to save the remains of the soul of their city. “Trojan Women” is a theatrical but passionate freeform tragedy of grief, anger, despair and comfort. There are mourning dirges, ragged pieces of torn-asunder hopes and dreams, and there are Greeks in awful masks.

Player type: You want to play out drama about powerful and dark emotions, and to comfort and be comforted. Knowledge of Classical culture is not necessary.

This is a freeform roleplaying adaptation of the Classical Athenian drama by Euripides.

Content Warnings: The game contains dramatic madness, loss of family/children, rape, social violence and threats of physical violence. All physical violence happens off stage (that is, narratively only).

Presented by

Troels Ken Pedersen (DK): Troels is a veteran designer of freeform and tabletop roleplaying games, hailing from the Danish/Fastaval tradition. He has made occasional forays into blackbox and larger-scale larp, and his abiding interest is in identity, oppression and conflict. Some of his games appear to be fun romps, most of them will take you to fairly serious places. He is a great, squeeing fan of Shakespeare and Euripides (the ancient Athenian playwright), and he likes his tragedies more messy and horrible than solemn and stately.


Communication style In different phases, speech and ritualistic wailing
Movement style Walking, but can accommodate players with restricted mobility
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 Mostly transparent – players do not keep secrets from each other as such, but the plot has twists and turns
Representation level The fictional space looks very unlike the play space, but players will use their imaginations
Play culture The concept of rivalry or cooperation between players doesn’t really apply

Sunday afternoon, Studio 4