Philosophy, death, surrealism
|Designer: Sydney Mikosch (Germany)|
|Number of participants: up to 14 (even numbers)|
|Duration: 3 hours|
|The presenter feels that this larp IS NOT suitable for young people aged 16+|
About the larp
You are dead. Your existence came to an end after your time on earth. Your soul is in the “In-between”. Everything moves in a circle, over and over again. You were here before, before you were reborn. Now you remember, now you are here.
How did you die? What did you experience in your life? You will meet here your past life, your future life and your soulmate. You will learn what will wait for you in your next life. Will you go on? Or will you step out of the circle forever?
Past lives is a metaphoricle game about decisions, moral and self-reflection. Your decisions will have a direct impact on the other characters.
Characters will be created by the players and can be out of every time-period, every parallel-universe.
Content Warnings: Death, different types of dying, fear, potential topics: suicide, homicide, starving etc.
The game uses dedicated intimacy and physical conflict mechanics and safety mechanics the players will agree on beforehand
Sydney Mikosch: I am a german larp designer, in real life i am an assistant director. I am especially interested in safe and divers larps where you can go deep in the emotions of the character. I also like to open a philosophical debate with my larps that can be engaged by the players.
|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|
|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||The fictional space is so abstract that its physical representation isn’t important|
|Play culture||Players are individually trying to achieve goals, such that not all can succeed|