Event Structure
Note that exact times may be subject to change
Time table
Thursday Day 1
15:30 Arrival
17:00 Arrive by latest
17:30 Start Mandatory Workshops with a small Snack
20.00 Getting dressed and personal calibration
21:00 - 23.00 The Joys of the Past - Mandatory IC Workshop dinner
23.00 Personal calibration & Off game chatting
0:00 Quiet time (silence upstairs)
Friday Day 2
8:30 - 10.00 Breakfast
12.30 Lunch - Celebrating those who cannot be here
19.00 Dinner
20.00 Bachelor parties - Celebrating the present
0:00 Quiet time (silence upstairs)
Saturday Day 3
8:30 - 10.00 Breakfast
13.00 Lunch
15.00 Wedding ceremony
16.00 Wedding reception with cake and dancing
19.00 Dinner - Sealing your future allegiance
20.30 Until death do us part (Swearing loyalty)
22:00 End game / Start Afterparty
0:00 Quiet time (silence upstairs)
Sunday Day 4
8.00 - 9.00 Breakfast
10:00 Everyone needs to leave the venue
Structure
The Larp is structured around a series of shared set piece events that bring players together at key moments throughout the weekend. These moments act as the structure for the narrative and align with the underlying three act structure of Past, Present and Future.
Between (and mostly during) set pieces, play is open and player-driven. Players decide who to engage with, what relationships to build or break, and what conflicts or alliances to pursue. Organizers exclusively provide structure through the timing of set pieces, there is no ongoing plotted storyline. The aim is to create a combination of structured, event-based pacing and emergent, player-authored narrative.
Past - Joys of the Past (Thursday, 21:00-23:00)
An opening workshop played in character, introducing the families through shared memories of happier times from before the raid. Each of the families will eat in separate places and roleplay focuses on building memories and getting to know your family members more closely. The tone should be light and festive as if seen through the lens of good memories.
Past - Celebrating Those Who Cannot Be Here (Friday, 13:00-14:00)
A memorial gathering just before lunch where the families honour those whom they lost during the raid and before. This provides space to explore grief, loyalty, and old feuds while remembering the people who shaped the current generation. Each family will honor those that have fallen in their own way, which we’ll establish together in the family calibration session.
Present - Bachelor Parties (Friday 20:00-...)
An evening of celebration before the wedding, one last night before everything changes forever. Anything can happen at a bachelor party so this is the final chance to speak to that long lost love, lay the hurt on your enemy before they turn into family tomorrow, gamble for your future or just smoke a good cigar while watching the youth be foolish. Some the characters will be involved in the party planning and execution, those have already been contacted.
Present - Wedding Ceremony (Saturday 15:00-16:00)
The Goddaert and Renz families are to be united in marriage, a bond of blood forged in the face of God. A true traditional marriage overseen by the family priest and attended by everyone. All will be gathered to witness the start of the new era.
The ceremony will be short and should provide enough room for play on the side or small play on the emotions of the moment. Please don’t engage in long drawn out objections as everyone here knows a wedding needs to happen for the deal to go through.
After the ceremony there is time for cutting the cake, congratulating the happy couple (whoever they may be) and dancing, the part after the ceremony is optional.
Future - Until Death Do Us Part (Saturday 19.00-21:00)
The final convergence point of the game, where all character stories of the weekend come together. At the final dinner on Saturday evening all characters are asked to show their true colors by sitting and dining with the family they choose to be aligned with.
During dinner the final decisions on who gets to be head of the family should be made. The answer to this needs to be unanimous from the family else the new Don will appoint a head and that is sure to help them more than you.
After dinner there is a little time for play before the actual ceremony of swearing loyalty to the new order starts. One of the organizers will help with the logistics so no need to memorize the below but please read it carefully once.
In this ceremony the new leadership positions will be filled and all families will swear allegiance to the new Don and their leadership.
The Seagate family selects their Head of the Family, who will automatically become the new Don. Should the family members not reach an unanimous decision the agreed contract states that Elias Seagate will be appointed
The Goddaert family selects their Head of the Family. Should the family members not reach an unanimous decision the newly chosen Don will appoint someone from amongst the Goddaert family
The Renz family selects their Head of the Family. Should the family members not reach an unanimous decision the newly chosen Don will appoint someone from amongst the Renz family
The Don appoints someone from the Seagate family to swear fealty on their behalf and lead the family in his name.
The Don appoints two lieutenants from amongst all gathered.
All five chosen people will swear fealty to the new Don on behalf of themselves and their families. This concludes the ceremony
Characters can choose to not attend the ceremony which will symbolize their unwillingness to commit to this life and the new order. This will not be without consequence though, there is some time left in the game after the ceremony to play on the outcome and the consequences of being absent. Please note we don’t expect many people to not attend as most characters have been in this life for a while now and it is not easy to leave this life. The most likely outcome is that you will end up hunted and shot in the aftermath of the gathering.
Character death is possible, but it should never be treated lightly. There are no backup characters waiting to join the game. If your character dies, your weekend as a player is effectively over.
Before choosing actions that could lead to a character's death, consider whether they will create a stronger story for everyone involved. We encourage dramatic consequences, difficult choices and meaningful sacrifices, but we're not aiming for an event where bodies pile up and everyone simply moves on to the next conversation. After all, we have creative players and there are a lot of things far worse than death.
If a character dies, it should feel significant. A death should change the course of the story, not simply remove someone from it. It also should most certainly not occur before everyone has had their dinner on Saturday.