Nighthawks: Scylla

Hopelessness, Death, Legacy

Designers: Malcolm (Calum) Campbell
Number of participants: 6-10 (ideal 8)
Duration: 3 hours
The presenter feels that this larp IS NOT suitable for young people aged 16+

About the larp

“When the cold and dark comes inside, remember the good things, and smile.”

Life support failing. Jump drive stolen. None of you are experts. Most, if not all of you, are going to die.

But what death do you choose: to tell your story even in death, throw the dice on an impossible long shot, or hope that an enemy is more merciful than your own people? Or do you have darker ideas about how to survive?

Humanity is dying. Planets burning. Fleets destroyed. The Enemy has won. The freighter Scylla fled with as many survivors as it could carry, heading to rendevous with the battleship Pollox. But Pollox didnt give them the welcome they expected. Marines from Pollox held them at gunpoint, removed any skilled crew, removed their jump drive, and most of their supplies – leaving them all to die.

Now those of you that remain on Scylla have only a few days before the cold and dark of space claims them. How will you choose to use that time?

Content Warnings: Characters have been left to die, may have to make decisions about who lives and dies, almost certain to die near the end of the game.

Malcolm (Calum) Campbell: Malcolm has been writing small LARP games since the early 90s – and particularly likes trying new things, both as a player and a writer. 2019 was his first time at the Smoke, and he’s determined to come back every chance he gets.

Parameters

Physical contact Not relevant for this larp; e.g. just standing in a room and talking
Romance and intimacy Not relevant for the larp
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 Sitting or lying
Characters Players create their own characters, in a workshop
Narrative control The shape and direction of the story is entirely, or almost entirely, determined by player choice
Transparency Transparent design, but players can create secrets during play and keep them from each other / reveal them when wished
Representation The fictional space is pretty similar to the play space
Play culture Characters will almost certainly fail in their goals. No options are good.
Tone Intense

Sunday morning, Boardroom