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Larp: Foundations

Description

by Hanbury Hampden-Turner & Rachael Hampden-Turner

In the year 2253, a wave of asteroids hit the Earth, bringing devastation and chaos in its wake. In the ensuing years, humanity began picking up the pieces, slowly rebuilding itself. Gradually, five nations emerged from the chaos: the theocratic state of Greatland, the bureaucratic European Federation, the corporate Ashkaran Prevelates, the nomadic Floating City, and the barbaric Cyrillic Clans.

But this was just the beginning. Analysis of the wave showed it to be made up of fragments from a moon in a nearby solar system, whose orbit had decayed, sending it crashing into it own planet, obliterating both bodies. A second wave was to follow; a wave composed of fragments of the planet itself, which would hit the Earth in just over a hundred years time.

The year is now 2362. The PCs are members of five newly-completed space stations constructed in the Earth's solar system as part of an uneasy alliance between the nations. The stations - known as 'Foundations' - have been equipped with the best tech available, and it is up to their occupants to find a way to defend the earth, and to balance their own divided loyalties.

How the Session Works

Plots will be introduced in various ways. Some ways will be instigated by the GMs, and include: in-session events, NPCs, and news and information, some of which will be given to you at the start of the game. You may also effect the plots yourself through your own actions. The results of your actions may also generate news articles, and change the course of the game. You can interact with the world outside of the game session, either through directly travelling there if it is close enough to Mirai, or through the Communications Relay Point. The Communications Relay Point is where you send messages to your allies and contacts, and otherwise give orders for anyone acting on your behalf.

The character sheet given will contain a brief background, along with some details about your abilities and resources. Feel free to interpret the character how you wish, and react to other PCs however you think is appropriate; if you wish to hate them or lust after them, that is up to you. It also contains some goals that your Nation and Foundation have expressed; you are however under no obligation to follow these goals, and indeed may choose instead to try and prevent them, although your backers may get somewhat annoyed if they discover you actively working against them.

Spoilerability
normal
Length
4-hour
Size
15 to 20 players