Username
RosemaryAndThyme
Beigetreten seit
2024-05-21 18:39:31
Herkunftsland
Germany
Bewertungen
3
Bewertungen Stimmen
5 / 0
Level
Wandering Squire (140 )
Punkte zum nächsten Level: 160
Nächster Titel: Kingdom Explorer
uber mich
Bewertungen by RosemaryAndThyme
The inhabitants of Quiet Nook have lived in peace for decades, cut off from the wars and the hustle and bustle of the world at large. Until recently. The collapse of a bridge on the Royal Route has brought an influx of outsiders for the first time in recent memory, and with it come conflict and distrust. Most of the travellers paid little mind to the secluded community, but it soon becomes clear that something is afoot in Quiet Nook - and the villagers, mired in their own customs and traditions, are wary of the strangers, their squabbles and agendas. This is the set-up for The Creeping Night, a highly atmospheric LARP that evokes feelings of classic folk horror in the vein of stories like The Wicker Man and Midsommar. Players take on the role of either a villager or a member of one of several distinct groups of outsiders. Alas, by no means are the villagers the only ones with something to hide - each of the complex, carefully constructed characters comes with their own agenda, questions and answers, and of course their own, intimate fears that keep them at the edge of sanity. The game is more atmospheric than procedural, and doesn’t feature traditional quests so much as a plethora of hooks to play off of. There is a story unfolding over the course of the LARP, but advancing that story beat by beat is not what this LARP is about - instead, it is left to the players to feed into and build the atmosphere of strangeness, distrust and fear. Players aren’t left to their own devices, though, and behind the scenes a fantastic crew is working diligently to support, enhance and further this communal goal. This includes scenario writers and NPCs to adjust the game on the fly and keep the tension going, and highly skilled makeup artists giving credence to the pound of flesh that is the price for many of the characters’ sins or curiosity. The location, Wioska Fantasy - the Fantasy Village - is gorgeous as ever, and enhanced by decorations and props specifically brought to this game. The Creeping Night doesn’t relegate itself to just the usual visual cues - scent and sounds utilised to make the illusion perfect as well. Events in the game alternate between the mundane and the ethereal, and parts of the LARP feel almost dream-like, especially after the sun has set and the shadows creep into every nook and cranny of the village. The is catered by LARP kitchen Pod Owczarkami, who provide three hearty meals a day, and a well-stocked tavern providing reasonably priced drinks on top of the included beverages. Meals are taken in-game, with the option to have breakfast before the start of the game. The schedule is generous, with the LARP running from 9pm on the first to about 10 pm on the third day, with a 10-hour night break between 1am and 11am each night, ensuring there is ample time to rest, unwind and calibrate between the days. The LARP is preceded by mandatory workshops to ensure the wellbeing of players and crew, especially given the potential tough topics the LARP may brush up against, and safety people are on site and available throughout to assist players in distress, as well as medical personnel to assess and treat physical ailments on site if needed. The one thing at this LARP I personally found difficult was to find the right pacing for myself - given the relatively great agency players are trusted with at this LARP, it feels difficult to gauge when one’s secrets should come out, when tensions should escalate and allegiances should shift to preserve the ideal flow for the characters’ narrative arcs, but the community as a whole, players and organisers alike, provide a good framework to not get lost entirely; so even as things seemed to stall or move along too quickly at times, I felt that by and large, it was made easy to get back on track. I wholeheartedly recommend this LARP to anyone who enjoys a slow burning kind of horror built on feelings of unease, distrust and dark secrets. At this point, I am almost eager to try my hand at it again, this time not as an outsider, but part of the villagers’ community, and I have heard many of my co-players utter the same sentiment over the last couple of days. pictures by Rekografia (https://www.instagram.com/rekografia/)
Based on Dracula's journey from to London as described through newspaper clippings and diary entries in Bram Stoker's epistolary novel "Dracula", this LARP subjects its players to the claustrophobic confines of an early 20th century sailing ship. It is important not to expect a creature feature here - Dracula's presence is mostly perceived through the uneasiness and mounting paranoia of the characters, not jump scares or dashing fight scenes. The horror originates with the strangers the characters share the ship with during the 10 day voyage from Varna to Whitby. The characters don't know it yet, but the players are all too aware: When the ship drifts into Whitby harbour, no one aboard will be left alive. The LARP is a masterclass in building an atmosphere of mounting tension and dread "the old way", and feels similar to the creeping horror and madness one would expect from a Lovecraft-inspired Mythos setting. Since the journey of ten days is compressed into a little less than 48 hours, the LARP is played in chapters, with some mandatory calibration- and sleep breaks in between - something I was initially sceptical about since I felt it could impact the immersion into the game world. In the end, it worked very well for a LARP inspired by a literary work though, and didn't bother me at all. The LARP being played on a sailing ship, on the open sea during the day, some limitations must be born in mind: Since there is no room for an additional crew, players must chip in with the necessary chores: cleaning, cooking, and not least of all sailing the ship can't all be done by the LARP crew and the actual skeleton crew of the ship alone. Furthermore, moving around the ship requires climbing steep stairs and using hatches way smaller than your average doorway. Lastly, while there are small restrooms on board, showers are only available in the two ports the ship is moored in overnight. Finally, people prone to seasickness might have an awful time of it if the sea gets even just a little rough. Also, owed to the real life sailing ship, there will be breaks in the illusion here or there that can't be avoided. There will be modern cars and streetlights visible in the ports, not all modern appliances onboard can be perfectly hidden; some willing suspension of disbelief is required. For all of this, players are rewarded with a fantastic game experience though. Characters come pre-written and feel like they have been plucked from the pages Victorian literature; in some cases, one can hazard a guess at the character's inspiration. It is within these characters, their sins and secrets where the tools for building internal tensions lie. The game utilises shadowplay to dredge up these dark spots on the characters' sould, and externally, the number of ill omens keeps mounting. Blame, accusations and threats of violence soon follow, and drive the crew and passengers towards the inevitable finale. The Baltic sea in autumn helps a great deal facilitating this mood - in dreary weather, the water looks almost black, and standing on deck, gazing out at sea, gives a conversation between characters additional weight. Demeter was a wonderful experience of old-timey, literary horror and is especially well suited to lovers of the genre. Photo by Beol Ljungborg
Set in the Witcher universe conceived by Polish author Andrzej Sapkowski and popularised internationally by the vide game trilogy of the same title, the LARP draws its inspiration from both the books and games, chronologically set after the end of the game trilogy. The story focuses on a gathering of influential representatives of the Northern Kingdoms some time after their conquest by the Nilfgaardian Empire. The goal of the summit is to bring lasting peace and stable profitability to the North; alas, making all these people - politicians, military and faith leaders, visionaries and mages, and, not to forget, a ragtag handful of Witchers - forget their own agendas for the greater good seems an impossible task. The LARP is played over a bit more than 48 hours of actual game time, with mandatory workshops taking up some time before the game. The venue itself is beautiful - an old catalonian country house in the mountains outside Barcelona - and the already rustic interior is complemented by additional props and furniture from the organisers' own stocks. Accommodation is comfortable, youth hostel style, with 3-6 people rooms and shared bathrooms; the sleeping areas are off-game. Meals are served in-character. While breakfast (bread, cold cuts and cheese, scrambled eggs) is an informal occasion that allows the players a slow start into the day, lunch and dinner are part of the political side of the LARP, with seating arrangements based on the favour curried with the dignitaries so far and the opportunity for praise and backhanded insults via toasts. The food is simple catalonian cuisine and regularly features two courses; red wine is served with the meals, while coffee and water are freely available throughout the day. Other beverages, including alcoholic ones, can be purchased with real money at the in-game tavern. Players are asked to moderate their alcohol intake, of course. The original player characters are pre-written, and here's where Something Ends, Something Begins really shines. While players are grouped by kingdom (six players per group), there are multiple plots and relationships outside these groups. Players can pick and choose which of those to pursue, and while the main plot of the LARP is political, many of the subplots are not and deal with a variety of other themes instead. The LARP is played by the "what you see is what you get" principle, with an emphasis of player agency. The target of any action decides the severity of the effect, and playing to lift, playing for flow and, to a degree, playing to lose is required for the best experience. There are a few scattered techniques in place to allow the organisers to exert some control over the LARP and to facilitate actions like magic spells and the like, but they are few and far between. The LARP allows for optional calibration between players or players and organisers, but other than that, there are no mandatory interruptions. I got to play a Temerian sorcerer with an unhealthy obsession with prophecy, willing to go to awful lengths in favour of a "bigger picture" only he seemed to be able to see. Constantly embroiled in both the political side of things and his personal quest, there wasn't a boring minute to the game, and by the time saturday night rolled around, I was truly exhausted and exceedingly happy. photo by A. Solana Photography (https://www.instagram.com/asolanalarpgraphy/)
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Bewertungen by RosemaryAndThyme
The inhabitants of Quiet Nook have lived in peace for decades, cut off from the wars and the hustle and bustle of the world at large. Until recently. The collapse of a bridge on the Royal Route has brought an influx of outsiders for the first time in recent memory, and with it come conflict and distrust. Most of the travellers paid little mind to the secluded community, but it soon becomes clear that something is afoot in Quiet Nook - and the villagers, mired in their own customs and traditions, are wary of the strangers, their squabbles and agendas. This is the set-up for The Creeping Night, a highly atmospheric LARP that evokes feelings of classic folk horror in the vein of stories like The Wicker Man and Midsommar. Players take on the role of either a villager or a member of one of several distinct groups of outsiders. Alas, by no means are the villagers the only ones with something to hide - each of the complex, carefully constructed characters comes with their own agenda, questions and answers, and of course their own, intimate fears that keep them at the edge of sanity. The game is more atmospheric than procedural, and doesn’t feature traditional quests so much as a plethora of hooks to play off of. There is a story unfolding over the course of the LARP, but advancing that story beat by beat is not what this LARP is about - instead, it is left to the players to feed into and build the atmosphere of strangeness, distrust and fear. Players aren’t left to their own devices, though, and behind the scenes a fantastic crew is working diligently to support, enhance and further this communal goal. This includes scenario writers and NPCs to adjust the game on the fly and keep the tension going, and highly skilled makeup artists giving credence to the pound of flesh that is the price for many of the characters’ sins or curiosity. The location, Wioska Fantasy - the Fantasy Village - is gorgeous as ever, and enhanced by decorations and props specifically brought to this game. The Creeping Night doesn’t relegate itself to just the usual visual cues - scent and sounds utilised to make the illusion perfect as well. Events in the game alternate between the mundane and the ethereal, and parts of the LARP feel almost dream-like, especially after the sun has set and the shadows creep into every nook and cranny of the village. The is catered by LARP kitchen Pod Owczarkami, who provide three hearty meals a day, and a well-stocked tavern providing reasonably priced drinks on top of the included beverages. Meals are taken in-game, with the option to have breakfast before the start of the game. The schedule is generous, with the LARP running from 9pm on the first to about 10 pm on the third day, with a 10-hour night break between 1am and 11am each night, ensuring there is ample time to rest, unwind and calibrate between the days. The LARP is preceded by mandatory workshops to ensure the wellbeing of players and crew, especially given the potential tough topics the LARP may brush up against, and safety people are on site and available throughout to assist players in distress, as well as medical personnel to assess and treat physical ailments on site if needed. The one thing at this LARP I personally found difficult was to find the right pacing for myself - given the relatively great agency players are trusted with at this LARP, it feels difficult to gauge when one’s secrets should come out, when tensions should escalate and allegiances should shift to preserve the ideal flow for the characters’ narrative arcs, but the community as a whole, players and organisers alike, provide a good framework to not get lost entirely; so even as things seemed to stall or move along too quickly at times, I felt that by and large, it was made easy to get back on track. I wholeheartedly recommend this LARP to anyone who enjoys a slow burning kind of horror built on feelings of unease, distrust and dark secrets. At this point, I am almost eager to try my hand at it again, this time not as an outsider, but part of the villagers’ community, and I have heard many of my co-players utter the same sentiment over the last couple of days. pictures by Rekografia (https://www.instagram.com/rekografia/)
Based on Dracula's journey from to London as described through newspaper clippings and diary entries in Bram Stoker's epistolary novel "Dracula", this LARP subjects its players to the claustrophobic confines of an early 20th century sailing ship. It is important not to expect a creature feature here - Dracula's presence is mostly perceived through the uneasiness and mounting paranoia of the characters, not jump scares or dashing fight scenes. The horror originates with the strangers the characters share the ship with during the 10 day voyage from Varna to Whitby. The characters don't know it yet, but the players are all too aware: When the ship drifts into Whitby harbour, no one aboard will be left alive. The LARP is a masterclass in building an atmosphere of mounting tension and dread "the old way", and feels similar to the creeping horror and madness one would expect from a Lovecraft-inspired Mythos setting. Since the journey of ten days is compressed into a little less than 48 hours, the LARP is played in chapters, with some mandatory calibration- and sleep breaks in between - something I was initially sceptical about since I felt it could impact the immersion into the game world. In the end, it worked very well for a LARP inspired by a literary work though, and didn't bother me at all. The LARP being played on a sailing ship, on the open sea during the day, some limitations must be born in mind: Since there is no room for an additional crew, players must chip in with the necessary chores: cleaning, cooking, and not least of all sailing the ship can't all be done by the LARP crew and the actual skeleton crew of the ship alone. Furthermore, moving around the ship requires climbing steep stairs and using hatches way smaller than your average doorway. Lastly, while there are small restrooms on board, showers are only available in the two ports the ship is moored in overnight. Finally, people prone to seasickness might have an awful time of it if the sea gets even just a little rough. Also, owed to the real life sailing ship, there will be breaks in the illusion here or there that can't be avoided. There will be modern cars and streetlights visible in the ports, not all modern appliances onboard can be perfectly hidden; some willing suspension of disbelief is required. For all of this, players are rewarded with a fantastic game experience though. Characters come pre-written and feel like they have been plucked from the pages Victorian literature; in some cases, one can hazard a guess at the character's inspiration. It is within these characters, their sins and secrets where the tools for building internal tensions lie. The game utilises shadowplay to dredge up these dark spots on the characters' sould, and externally, the number of ill omens keeps mounting. Blame, accusations and threats of violence soon follow, and drive the crew and passengers towards the inevitable finale. The Baltic sea in autumn helps a great deal facilitating this mood - in dreary weather, the water looks almost black, and standing on deck, gazing out at sea, gives a conversation between characters additional weight. Demeter was a wonderful experience of old-timey, literary horror and is especially well suited to lovers of the genre. Photo by Beol Ljungborg
Set in the Witcher universe conceived by Polish author Andrzej Sapkowski and popularised internationally by the vide game trilogy of the same title, the LARP draws its inspiration from both the books and games, chronologically set after the end of the game trilogy. The story focuses on a gathering of influential representatives of the Northern Kingdoms some time after their conquest by the Nilfgaardian Empire. The goal of the summit is to bring lasting peace and stable profitability to the North; alas, making all these people - politicians, military and faith leaders, visionaries and mages, and, not to forget, a ragtag handful of Witchers - forget their own agendas for the greater good seems an impossible task. The LARP is played over a bit more than 48 hours of actual game time, with mandatory workshops taking up some time before the game. The venue itself is beautiful - an old catalonian country house in the mountains outside Barcelona - and the already rustic interior is complemented by additional props and furniture from the organisers' own stocks. Accommodation is comfortable, youth hostel style, with 3-6 people rooms and shared bathrooms; the sleeping areas are off-game. Meals are served in-character. While breakfast (bread, cold cuts and cheese, scrambled eggs) is an informal occasion that allows the players a slow start into the day, lunch and dinner are part of the political side of the LARP, with seating arrangements based on the favour curried with the dignitaries so far and the opportunity for praise and backhanded insults via toasts. The food is simple catalonian cuisine and regularly features two courses; red wine is served with the meals, while coffee and water are freely available throughout the day. Other beverages, including alcoholic ones, can be purchased with real money at the in-game tavern. Players are asked to moderate their alcohol intake, of course. The original player characters are pre-written, and here's where Something Ends, Something Begins really shines. While players are grouped by kingdom (six players per group), there are multiple plots and relationships outside these groups. Players can pick and choose which of those to pursue, and while the main plot of the LARP is political, many of the subplots are not and deal with a variety of other themes instead. The LARP is played by the "what you see is what you get" principle, with an emphasis of player agency. The target of any action decides the severity of the effect, and playing to lift, playing for flow and, to a degree, playing to lose is required for the best experience. There are a few scattered techniques in place to allow the organisers to exert some control over the LARP and to facilitate actions like magic spells and the like, but they are few and far between. The LARP allows for optional calibration between players or players and organisers, but other than that, there are no mandatory interruptions. I got to play a Temerian sorcerer with an unhealthy obsession with prophecy, willing to go to awful lengths in favour of a "bigger picture" only he seemed to be able to see. Constantly embroiled in both the political side of things and his personal quest, there wasn't a boring minute to the game, and by the time saturday night rolled around, I was truly exhausted and exceedingly happy. photo by A. Solana Photography (https://www.instagram.com/asolanalarpgraphy/)
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Christian Kastaun
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