Wellington Anniversary Weekend January 23rd - 24th 2016

KapCon 25

KapCon 25 in 2016 is on Saturday 23rd and Sunday 24th of January. Monday 25th is a statutory holiday for Wellington workers and can be used for recovery.

What is KapCon?

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.

LARP: The Demon Gate

Catherine Pegg

Squatting outside the city the Demon Gate, roofed as it is, is an uncertain haven for travellers, vagrants, mendicant monks, criminals, lost spirits... and you.

There was a trial, about a man that died. They made you speak there. You saw something, right? You still don't understand it; the pieces don't fit. There was a trial, and there will be an execution, and your part is done. But it haunts you.

There are two hours before the ferry comes and you can get out of here. Which leaves you stuck with answering the question: what exactly happened?

A storytelling game for 10-12 players loosely based on The Rashomon (Akira Kurosawa), and "In A Grove" and "The Rashomon" (Ryunosuke Akutagawa). While relatively dark, this game won't have any themes of sexual violence.

Live action; rules light

Shadowrun: Do No Harm

Grant Robinson

Can you ruin a man’s life in 10 days?

Ms. Johnson needs you to soften someone up for extraction. The catch? No Killing. No major property damage. No Police. Other than that-use your imagination!

This is a registered Shadowrun Missions Game, pre-generated characters will be available, but you are welcome to bring along your own freshly made characters.

Shadowrun 5th Edition

LARP: Drink Me

Donna Giltrap

Written by Betsy Isaacson

Three mysterious travelers, all hailing from Victorian London, run into one another at a place of great power and mystery -- the famed Cave of Elixir. Within the cave there are six potions, which could perhaps grant their deepest desires, and they all seem heedless of any price they might have to pay.

Alexander Clay doesn't age and doesn't die -- he's as beautiful now as he was at twenty-five. This wicked immortal has spent heartless decades seducing and discarding a string of innocent lovers. What could he possibly want with a cave of potions and wishes? He already has eternal life at his fingertips, so what could be worth risking madness and destruction?

Vesper Von Eternity lives a life of danger and adventure on the edges of the empire. She's stared down tigers, tamed snakes, studied with mystics and riddled with rajahs. In more "civilized" climes, the public thrills to reprinted accounts of her exploits. But some tragedies can't be averted with fame or guts or brains, so Vesper is determined to claim the magic she needs before it's too late.

Edgar Eakins might have been celebrated for his genius in a more tolerant age, but his obsessions and eccentricities have left him on the outskirts of London society. This shabby, sunken, despised man is rumored to have wrought hellish wonders in his taboo scientific experiments. His true goals, however, remain unknown...

It is no coincidence that these three have come across one another. Now they must parley, and palaver, and gamble their fortunes, and risk their very lives -- and drink.


Note Drink Me is only 1-hour long
Trigger warnings: Suicide; Sexuality


LARP: Nightfloors

Donna Giltrap

The ArtLife Foundation is a non-profit organisation that purchases property and rents it out to professional artists at low cost. However, no building has given them more trouble than the MacAllister building. For some reason there always seems to be a high turnover of tenants.

As residents of the MacAllister building you know things that the ArtLife Foundation could not even imagine. By night the building changes, doors appear where none were before and the exit which once lead to the roof now leads into a near-endless expanse of rooms where nothing is impossible anymore. For some of you this is exhilarating, for others terrifying. However, you will soon discover that the true cost of living in the MacAllister Building is more than the rent charged by the ArtLife Foundation.

Inspired by the DELTA GREEN Scenario of the same name by Dennis Detwiller


What Lies Beneath

Luke Walker

All that is gold does not glitter;
All that is long does not last;
All that is old does not wither;
Not all that is over is past.

At the request of Elrond, the company join a Ranger, Hiraval, on his quest to reclaim his ancestral home in the ruins of ancient Arthedain. He hopes that the manor will serve well as a base of operations for the Dúnedain, make travelling in Eriador safer for everyone. The quest sees the companions reveal a darkness plaguing the Weather Hills, as they travel the great East Road.

This is a scenario set in JRR Tolkien's Middle Earth in the time after the Battle of Five Armies. It uses the D&D5e system as presented in Cubicle 7's Adventures in Middle-Earth. It is a simple tale in the vein of The Hobbit and will appeal to fans of Tolkien, as well as fans of fantasy RPGs both old and new.

D&D 5e - Adventures in Middle-Earth

Of Leaves & Stewed Hobbit

Luke Walker

The Road goes ever on and on
Down from the door where it began.
Now far ahead the Road has gone,
And I must follow, if I can.

The company search for the Easterly Inn, a piece of the Shire in the land of the Beornings, only to find that the Wild is still the Wild and it takes more than Hobbit cooking to keep adventures at bay. In no time, the companions become involved in the search for a missing trade caravan. Their quest will put them on the road to the High Pass, and see them go over hills and under hills.

This is a scenario set in JRR Tolkien's Middle Earth in the time after the Battle of Five Armies. It uses the D&D5e system as presented in Cubicle 7's Adventures in Middle-Earth. It is a simple tale in the vein of The Hobbit and will appeal to fans of Tolkien, as well as fans of fantasy RPGs both old and new.

D&D5e - Adventures in Middle Earth

The Derelict

Dillon Burke

A Call of Cthulhu scenario written by Sandy Petersen (the original designer of the Call of Cthulhu roleplaying game) and Mike Mason.

Despite the concerns and worries of life, a final voyage is being made on the luxury yacht, Delilah, taking the vessel from America to its new owner in England. The icy waters of the North Atlantic hold many secrets. One such secret is about to be discovered...

Call of Cthulhu 7th Edition

What Happens in 1520

Bruno Knewstubb

1520, France. The Field of the Cloth of Gold is one of the most popular destinations for the time-travelling tourist. It has everything: splendor, romance, excitement.

But what if your holiday was interrupted by a master criminal importting futuristic weapons that could swing the course of the Hundred Years' War and erase you from time? What if the forces of order could only preserve history with your help? Worse, what if stopping that criminal meant you would miss your ticket back to the modern day?

A slightly silly adventure in the distant past, based loosely on the TimeWatch setting for GUMSHOE and The Time Travel Handbook (Wyllie et al).

Feng Shui 2!

The Colossus of Atlantis

Dr Dillon Burke

This is a strategy roleplaying Megagame, incorporating themes from the Bronze Age of Classical Greek history, Plato's writings, giant steampunk robots, the Cthulhu mythos and the gonzo pseudo-history of Atlantis.

At the start of the game most players are members of an Atlantean noble House, as it starts to use its superior technology to conquer the world. Key player activities include exploration, governing colonies, trade negotiations and warfare. Teams compete in technological research to build the best bronze colossus to smash their way across the landscape, and in occult research to summon eldritch horrors to devour their enemies. The temptations of power being what they are, corruption can set in and doom may fall on Atlantis.

A megagame is a combination of strategy boardgame and live action roleplaying, where the players compete in teams against other groups of players. Success in the game requires imagination, dedication, and the ability to make decisions while under pressure. Megagames have attracted a bit of media attention over the last year, with the success of the "Watch the Skies" megagame, and the Facebook group Megagame Makers now has over 1,200 members worldwide.

Unlike some LARPS, there are no hidden secrets or bait and switch plots, instead the player facing rules of the game facilitate emergent gameplay. In the Colossus of Atlantis, players can swear mighty oaths in the Temple of Poseidon, with dreadful consequences if they break their vows, or they can present legal cases in front of the sacred Kings when other players engage in dishonourable behaviour.

Anyone wanting to assist with game control or playtesting should contact the designer, Dillon Burke, at grand.vizier@gmail.com.

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