No secrets this time…

In previous LARP’s, only the Story Master and a handful of others knew the events that would transpire.  June 16th (5 p.m. to 11 p.m.) will be different.  The schedule below tells exactly what will happen and in what order.  Why?  So you can plan your “script”, your objectives, skills, deficiencies, and how to make it fun for others.

Schedule for the day:

(All times are approximate.)

4:45      People arrive and wait at the air-port (near where New Falton was)

  • Pray

5:00      Board the ship.

  • Get to know the other passengers
  • play cards
  • play checkers
  • read the newspaper
  • read a novel
  • nap in the hammocks
  • Work on your personal objectives

5:30      Hat’s on a Dirigible

  • Act out the “Hats on a Dirigible” story and announce the ship is going to crash

5:35      Crash is imminent

  •  Captain announces a crash
  • Briar is barking out orders for how to minimize the damage and loss of life.  Fix things!  Jettison stuff!
  • Professor Victor Valley grabs the propeller hat and jumps to safety with his bugles rather than having them jettisoned to lighten the load.

6:00      Ship crashes

  •  People are thrown about.  No one is seriously injured.
  •  We start looking for ship parts strewn across the land and solving “repair” puzzles.

6:45      Finish repairing the ship.

  • Lift off and fly to FaltIron.

7:00      Dance and supper

8:00      Learn there are crimes to solve

  • See the scene of the murders.  Help solve the crime based on the evidence.
  • Gather evidence.  Build your story.  Determine who to accuse.
  •  (Note:  There is no “real” answer.  Each player/group just pieces the story together as they see it, and make their accusation in a way that makes it fun.)

8:45      Convene at the stage before the Grand Jury

  • Each player/group has 90 seconds to present their “story” and convince the Grand Jury that their “story” is true about who committed the murder and why.

9:00      Grand Jury decision

  • Grand Jury selects the account/accusation/story that sounds most entertaining.

9:10      Conduct the trial

  • Prosecutors, plantiffs, witnesses, etc. all take turns in this mock trial.
  • (Note: Since there is no “real” answer, everyone is just winging it for our entertainment.)

9:40      Judge makes his decision of guilty or innocent

9:45      Socially reprogram the guilty

10:00    Open Mic and lots of snacks

  • If you choose to take the stage, “Be willing to sacrifice a personal win for the fun of others.”  Assuming we have 20 performers, each act should be about 3 minutes.
  • The Audience is what really makes our Open Mic time so magical.  Laugh heartily, sing loudly, encourage everyone.
  • Huzzah!!!

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