TL;DR: we need surge protection in all rounds! Please volunteer. You get GM picks for offering, even if you don't have to run.
With less than a wee to go, we've done the analysis of game spaces to demand, and this is what we've got:
Round 1: 15 games + 1 surge protection, 82 (+5) spaces + 18 GOD (15 (+5) free)
Round 2: 17 games + 1 surge protection, 92 (+5) spaces + 15 GOD (18 (+5) free)
Round 3: 12 games, 61 spaces + 15 GOD
Round 4: 4 games, 17 spaces + 10 GOD
Round 5: 14 games, 71 spaces + 14 GOD + adventure squad
Round 6: 14 games + 1 surge protection, 74 (+6) spaces + 15 GOD + adventure squad
Round 7: 7 games, 34 spaces + 7 GOD (need more!)
Our big uncertainties are how many extra people will walk through the door on Saturday morning; how many people will stick around for round three; and how many people will stick around for round seven (in both cases it tends to be "more, if there are games", but some people take the evenings off, or focus on cleanup in round seven).
Based on current anticipated numbers, it looks like we need:
Round 1: 1 surge protection game
Round 2: 1 surge protection game
Round 3: 2 surge protection games (just in case)
Round 4: 1 surge protection game (just in case)
Round 5: 2 surge protection games
Round 6: 1 surge protection game
Round 7: 2 more games
If you can help with this, please fill out the "Run a Game!" form, or email kapcon@gmail.com.
There are a couple of larps running at kapCon this year which require pre-casting:
Signups for welcome the Stranger in round two are handled through the normal registration form. Just select it as your round two game option, and the GM will be in contact. Signups for the GIANT CRAB MONSTER and REVIEWING STAND double feature will be handled on the day.
A game that fosters creativity and promotes safe risk-taking, grounded in a shared understanding of balanced limits while offering nearly limitless options for character creation. Players can develop characters that align with various themes or play styles and easily blend them with others.
The game uses a d20 action-focused system, incorporating other dice as needed. It supports the creation of any skill, power, gear, or magic spell, ensuring balance within the storytelling framework.
Experience points are gained by performing challenging tasks, fostering a culture where failure leads to learning and encourages players to explore creative solutions. Flaw rules can add difficulty, rewarding players with experience upon overcoming these challenges.
The system maintains balance by standardizing how positive and negative effects interact with characters and the game world. Additionally, it can integrate seamlessly with narratives from other game systems or modules, with minor adjustments by the game master to maintain balance.
This will be me talking about the game system and going over section of it and answering questions and teaching people how it functions as I would like publish this in the near future
In a world rich with ancient magic, societies flourished under the guidance of powerful sorcerers and mystical beings, where spells and rituals shaped daily life. With the advent of science, scholars began to deconstruct magical phenomena, uncovering the principles behind these once-enigmatic spells, leading to the development of alchemical technology—machines echoing old enchantments but operating on natural laws. As technological advancements surged, innovations like the internet created a vast grid that interconnected everything, allowing magic to blend seamlessly with digital realms. This fusion birthed a cyber fantasy era where science and magic coexisted; cyber-enhanced sorcerers wielded spells through advanced algorithms, and technomancers manipulated both code and arcane energy, transforming daily life into an exhilarating mix of the enchanted and the electronic.
player receives a message inviting them to the bar, where a local town representative is offering a good paying job to help out a small town that is on the outskirts of the city that has fallen on hard time and looking for the return of an item that will help them
(The Rule of Cool system is an in-development system and will have an explanation during the game)
In the year 2375, the United Galactic collection of planets or the U.G.C.O.P to incorporate other galaxy exploring planetty systems that have yet to join the space race but seem to be close to contact or getting to that stage. However, not all planets welcome the intervention some choose to keep to themselves and some even actively case problems for other space dwellers.
Some of these vessels also act as supply and cargo support ships so many on the ships can very from members of the U.G.C.O.P or are just there for the ride from galaxy system to galaxy system
The crew is made up of varying races of backgrounds and skills progression in a crew typically gained through a combination of experience, training, merit, and sometimes even specific achievements in missions.
The players are part of the crew aboard the U.G.C.O.P Valor, a medium-sized exploration and transport starship. The Valor has received an urgent distress signal from the planet, Shortly after there signal is received, the Valor gets caught in the planet's electromagnetic field that has messed with the ships core functions including long-range communications. and the players are called on to help the original landing team
(The Rule of Cool system is an in-development system and will have an explanation during the game)
A group of skeletons who have been serving a necromancer while helping defend from a small attack the players have flashs of the events where they were a group that happened to be on the bridge that ended with them landing in the heavy current of the water and have now suddenly found themselves washed up on a beach at the far end of there island home. The events have triggered something and have regained there minds and skills from there life before and now with a drive and connection to there old master back at the other end of the island as they are unsure how long this freedom of thoughts will last and so the party has to navigate across an island.
The Rule of Cool system is an in-development system and will have an explanation during the game
The charity you work for has been given a huge old house with an amazing garden and lifestyle block somewhere in the Hawkes Bay. From the pictures, it seems like the perfect setting to help your clients get some distance from their troubled lives and do some healing work. When you Google "Sunbreak Station", the farmlet seems to have a bit of a shady history - spiritualist rituals, a hippy commune, some locals reckon there are ghosts or echoes of the past. All of you have seen some strange things - maybe you were fascinated, repelled or have a rational explanation for what happened to you - but you certainly aren't going to discuss that with your colleagues now. You're arriving at the farm today to get set up. Your first retreat starts in a week and it looks like you have a lot of work to do before your clients arrive.
Two Gas Stations both alike in dignity
In Exit 244 where we lay our scene...
Across a deadly no-ones land two intertwined hardholds ruled and inhabited by violent sexy fuckers stare uneasily at each other. Trigger fingers are twitching, needs and desires are itching, the psychic maelstrom is uneasy, and Esk, Count of the Purple Court is coming. This ain't no Texico and Juliet story, but you can be sure there will be a deadly ending.
Play your way into some Twin Peaks weirdness with me.
Something Is Wrong Here is a game by Kira Magrann. You'll be troubled people dealing with dark secrets in a broken David Lynch Americana. It's surreal and scary and sad. There is no plot, just moments to explore together. It's not a larp, but it's pretty larpy. Dress yourself for it if you like.
If your Empire is Inland and your Drive is Mulholland, come join me for this game.
A band of brave fantasy heroes set off to fight the forces of evil. This game is about the people waiting for them at home.
Heroes of the Hearth is a game by Stiainín Jackson from the Seven Wonders anthology from Pelgrane Press. We create the world together and then make the pregenerated characters our own, and then play through a structured narrative as the family and loved ones of the brave heroes wait for their return. It's about family, and worry, and love, and fear.