KapCon 23 in 2014 is on Saturday 18th and Sunday 19th of January. Monday 20th is a statutory holiday for Wellington workers and can be used for recovery.
KapCon is a not-for-profit role-playing game convention run annually in Wellington, New Zealand, every January. Over a hundred people get together for a weekend of role-playing, in a diverse range of styles and systems. Over the weekend, more than 30 individual games are run, with volunteer GMs (or storytellers, narrators or facilitators) running games between one and six times over the course of the convention.
Some wounds never fully heal; you can’t remember how long you’ve been here in the hospital, but the nurses say that you were injured during a battle. They say you’re lucky to be alive. You remember the mud and the blood, the trenches and the whistle and roar of incoming artillery… But there’s something else, something terrible and elusive that lurks at the edge of your memory. Your war may be over, but the horror has only just begun.
EPOCH is a game of character-driven survival horror. The goal is to deliver a tense and scary experience in a single game session. EPOCH players are active participants in the creation of the game atmosphere and have complete control over the creation and ultimate fate of their characters.
Here's the design for this years Kapcon t-shirt.
Price will be $25, available in 6 colours and both men's and women's cuts. Last day for orders will be 5th of January.
You can order here.
Everything has been building up to this moment! Across this series, our lonely gentleman has farewelled sixteen beautiful ladies. Now only four remain! Across one whirlwind weekend it will be time to decide who the gentleman will choose as his.... True Love Match!
This game is inspired by the subgenre of romance reality TV, the most famous example being The Bachelor, with a side helping of the satirical Burning Love.
In True Love Match, one player will be the lonely gentleman and four others will be the ladies competing for his heart. Romantic developments between the gentleman and ladies will unfold using a version of Emily Care-Boss's Breaking the Ice; interactions between the ladies will use the rules of Gregor Hutton's Best Friends; the confessional-to-camera rules from Jared Sorensen's Inspectres might make an appearance too.
I have no idea if this is going to work. I guess we'll find out.
Two houses divided by centuries of hate.
A Brotherhood with an ancient scheme about to reach fruition.
A Prince with a dream of a new path to peace.
Two star-crossed lovers bound by a mysterious secret.
An epic tale of love, politics and conspiracy in under three hours.
This is not your traditional inspired by Shakespeare roleplaying experience.
Players will first choose a faction that they will play - A noble house, a secretive religious order, the ruling family - and then select a character from within that faction. Each character has a different agenda and seeks to direct the faction towards their own goals.
As the characters scheme and plot, they will also affect the fates of the factions they are connected with and ultimately the fate of a nation. No session will play quite the same as children vie with their parents for control of their families' fortunes and members of an ancient holy order compete to decide it's future.
Everyone has an agenda.
Everyone has a plan.
But not everyone can succeed, and someone will fall.
April 2013 in the sleepy town of Lost Creek, Missouri, the arrival of a stranger sets in motion a sequence of peculiar events. Maybe things are not as they seem, perhaps it is just a trick of the mind or possibly nothing…will happen.
In the dark shadows of our city streets, children with special powers are trained to fight for the safety of people they have never met. They are given no names and are considered monsters. This is a story of children who began to wish for Armageddon.
In modern world of dark conspiracy, super-powered individuals fight in high octane duels against monsters; monsters who they themselves will become if they push beyond their limits and lose those things that they care for and seek to defend.
Double Cross is one of Japan's most popular RPGs now translated into English. Drawing on inspiration like X-Men, Darker than Black, Gantz and Chronicle, Double Cross is an action packed game in which the characters weigh what they can do against what they can save. This game will be run with player generated scenes and 'open secrets' so that everyone can direct the flow of play and contribute ideas to maximise the drama the characters face.
For a long time, we were at war with The Jackals. But now, we’ve driven them off, and we have this – a year of relative peace. One quiet year, with which to build our community up and learn once again how to work together. Come Winter, the Frost Shepherds will arrive and we might not survive beyond that. But we don’t know about that yet. What we know is that right now, in this moment, there is an opportunity to build something.
By Håken Lid and Ole Peder Giæver
In a world of perilous adventure and dark dungeons filled with precious riches, one group of aspiring adventurers are having their first day in a new job, and it’s not quite working out as planned. The Hirelings is a role playing game in which you play out the preparations and the aftermath of a failed dungeon crawl.
The Hirelings draws heavily upon cliches from fantasy role playing games such as Dungeons & Dragons, video games, comics and fantasy literature. The characters in the game are all novice adventurers, who are preparing to head out on their first real quest.
The game is divided into five parts: A pre-game workshop, three acts describing the preparations, the implementation and the aftermath of a dungeon crawl, and finally an epilogue and allotment of experience points. The game mixes LARPing with narrative storytelling techniques
This game is from the "Larps From The Factory" book by the Oslo and Trondheim Laivfabrikken.
2277, May 17, Asteroid Habitat Aoraki Mountain, Captain's Address to Crew:
"People, we've done this before. The system newcomer Oblivion, whatever its mass, is just another flying rock. Killing rocks is our trade - we have the technology, the manpower, and the will. Earth will not fall on our watch."
2278, April 4, Asteroid Habitat Aoraki Mountain, Captain's Address to Crew:
"... in light of Oblivion 3's failure due to catastrophic equipment malfunction, technical crews will be inspecting Aoraki's infrastructure early this year. We trust that our crew will behave in the spirit of Aoraki as Oblivion passes through our orbit..."
2278, April 4, Captain's Private Log
"This isn't over."
For more than a hundred years the people of Earth and its surrounding space habitats have been fighting the Rock War - a collection of solid masses are passing willy-nilly through the Solar System, many of which could profoundly damage the mother planet. Most have been neutralised - humanity is winning! But now the largest planet-killer of them all, code-named Oblivion, has defeated the last three attempts to divert it. Soon it will pass through the orbit of Asteroid Habitat Aoraki Mountain, almost close enough to see, and the Captain has one last desperate gambit in mind...
But oh - this will cost. Join the habitat's officers in the last two hours before an irrevocable decision is made. Sometimes there aren't any good choices.
What compromises will you make, in the Face of Oblivion?