Everything You Ever Wanted

Growth, Reflection, Eerie

Designer: Hazel Dixon and Jos Porath
Number of participants: 8 – 10
Duration: 3 hours
The presenter feels that this larp IS NOT suitable for young people aged 16+

About the larp

Everything You Ever Wanted is a game about what people will trade to fulfil their deepest desires. It combines elements of college drama and folk horror to see how characters grow and develop after making a literal deal with a devil. The story will start at a party at a student flat and from then, we will see how the characters goals, relationships and stories are shaped as they try to accomplish the wildest dreams and unearth the secrets that lie within. This game is suitable for people interested in exploring themes of interpersonal growth within a loose fantastical setting. We will be exploring themes of narcissism, self-perception, image creation+projection, fear of vulnerability, social status, hedonism/escapism/sensualism as coping mechanism, addictiveness of hyperreality.

Presented by

Hazel Dixon: Hazel Dixon is an academic and designer based in Newcastle, UK. They have written several LARPs locally as well as been professionally involved in Escape Room Design.

Jos Porath is a director of immersive installations, born and raised in Berlin, Germany. They have studied, trained, lived and worked in Germany, the United States, England, Bolivia, France and Austria. Jos has been directing and producing immersive installations since 2014, with a strong focus on creating work in and for the fringe performing arts scene in Berlin. Their installations explore notions of accountability, self-determination, vulnerability and poetic experientiality in interdisciplinary immersive formats. Everything You Ever Wanted is their first LARP, created with Hazel Dixon as part of The Smoke mentoring program 2019-2020.

Parameters

Physical contact Light contact; touching hands or forearms
Romance and intimacy Romantic themes but no player contact; e.g. discussion of romance, illicit glances
Conflict and violence Themes of conflict, but not enacted by players; e.g. quiet threats and vengeful stares
Communication style Lots of speech
Movement style Walking
Characters Players create their own characters, in a workshop
Narrative control Players have some influence over story, but there is basically a script or structure that they’re within
Transparency Transparent design, but players can create secrets during play and keep them from each other / reveal them when wished
Representation level Some mixture of props to create a space and fictional representation.
Play culture Players are collaborating to achieve joint aims
Tone Dramatic

Saturday afternoon, Studio 6