Gods, World-building, Rivalry |
Designer: Martyn Meeks |
Number of participants: 12-16 |
Duration: 3 hours |
The presenter feels that this larp IS suitable for young people aged 16+ |
About the larp
It is the age of gods. At the very beginning of time a new world has been created and out of nothing come the first divine beings ready to shape the cosmos. They must populate this world with flora, fauna and creatures to worship them.
What kind of deity will they choose to be? Will they create harmony or discord? Treachery or cooperation? Who will form a pantheon with who? How will they appear to their worshippers? How will the world look when they have finished? Or will the era of divinity end before they can complete their task?
If you were a god, what choices would you make?
When the age of gods comes to an end, the age of mortals begins. At the end of the larp we can take a look at the decisions that everyone has made and the mark they have left on the world.
Content Warnings: There is nothing in the design that should precipitate this. Players will have the option of re-flagging themes that they are uncomfortable with before the game
Martyn Meeks: Martyn has been playing LARP, since it was called LRP. Cutting his teeth in a regular local club before heading to the UK fest systems and eventually being asked to help write faction plot. Got bitten by the international LARP bug a few years ago and has been to as many as he can since then. Now turning his hand to the organisational and writing side as well while hiding from his day job. A regular denizen of the Smoke and past writer.
Parameters
Physical contact | Not relevant for this larp; e.g. just standing in a room and talking |
Romance and intimacy | Not part of the design, but the players may develop this amongst themselves |
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 build their characters around a predesigned skeleton or archetype |
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 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 |
Tone | Dramatic |