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LARPs

These are the LARPs selected for the BOX in February 2026.

 

The morning slot will run from 10am-2pm, with an hour-long break before the the afternoon slot, 3pm-7pm.

 

There are also a handful of "backup" LARPs to will fill gaps in the event that any organisers need to drop out.

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Access and content notes are provided along with each summary. Please do contact us if you would like to know anything that isn't covered there.

MORNING

Arsenic & Lies

Organised by Karolina Soltys

Melodrama, secrets, murder    

6-10 players​​


It is 31 December 1919 and the party at Weatherby Manor is in full swing. The guests exchange furtive whispers of intrigue, blackmail and forbidden love. At midnight, a glass of poisoned champagne shatters, dropped from a dying hand. The family has to find – or frame – the killer before the police start looking too closely into their secrets.
A larp inspired by Downton Abbey and Agatha Christie novels. It focuses on the emotions, relationships and secrets of the characters involved: solving the murder might be less important than pursuing your clandestine affairs, arranging marriages of convenience or blackmailing your enemies.


This game uses a small amount of written text, on cards used during the pregame workshop. It also has a soundtrack, but this can be removed if requested.
 

Bothy on the Mountain

Organised by Bee Aitken
Horror, Social, Paranoia

5 players

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In Bothy on the Mountain you play a collection of small groups forced to shelter upon a mountain in a freak storm. As time ticks on and tensions mount it becomes apparent that not all inside the Bothy are who they say they are. What will people do to keep their secrets? What happened to the previous inhabitants of the bothy and what hidden twists will be uncovered as the cold and dark draw in?


This game is intended to be played in low light with ambient backing noises of wind and rain.

The Ceremonial Chaos Charity Shop

Organised by Thomas Florence & Elizabeth Florence
Magic, Community, Chaos

15 players

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Step into The Ceremonial Chaos Charity Shop, where volunteers raise money for a good cause while dealing with magical mayhem! As enchanted donations roll in, ordinary items like teapots, cloaks, and books spark chaos, mystery, and unexpected powers. Can you navigate mischievous customers, solve magical problems, and keep the shop running smoothly? With quirky characters, heartwarming moments, and plenty of surprises, this fun and whimsical larp invites players to collaborate, explore strange items, and embrace the wild unpredictability of charity work in a magical world. Perfect for new larpers and seasoned adventurers alike—bring your creativity and a sense of humor!


This games uses simple, easy-to-read labels for magical items and customer requests. There will be no complex documents or fine print.
Short, readable character sheets will be provided to each participant with clear role descriptions. Participants can receive character information verbally or via accessible formats (e.g., large print or screen reader-compatible documents) if needed.
The larp is designed to be low-impact with no strenuous physical activity.
Players may move around the room to interact with props or other players, but the movement is minimal and self-paced.
Players with mobility needs will be able to engage fully from a seated position, and props or interactions can be brought to them if needed.

The Space Bar

Organised by Nicky Lawrence 
Aliens, shenanigans, 'mild peril'
20-30 players

 

Cross the cosmos in style with the Proxima Interstellar Transport Service! 
Welcome to The Space Bar – where even if your trip is for business, your journey will always be a pleasure!  Please drink responsibly: remember that some beverages on offer may be lethal to your species. 
All our vehicles are equipped with universal translators. For added convenience, a personally calibrated Gravity and Atmospheric Pack can be found on your seat along with a complementary mint.
If you have any questions, please consult your Nominated Passenger Computer. 
Thank you for choosing the PITS.  Have a pleasant flight.     

AFTERNOON

Anatomy Lesson

Organised by Mo Holkar
Crime, Punishment, Dissection

10-15 players

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Amsterdam, 1632. Violent criminal Aris Kindt mugs a passer-by, trying to steal their valuable cloak. Kindt is arrested, tried, and executed by hanging. The body is publicly dissected by Dr Nicolaes Tulp, the official city anatomist: Rembrandt paints this macabre scene.
You will play through this sequence of events eight times. Each run-through lasts 10–15 minutes, and is made up of three short scenes: the mugging and arrest, the trial and execution, and the dissection and painting. The scenes are set to music and are non-verbal. In each run-through, each participant will play a different role in the story.

 
This game is explained verbally, but text can be provided on request.

The Final Broadcast

Organised by Thomas Florence    
Hope, Grief, Connection

30 players


The world ends at midnight. You’re the final crew of Radio Free Humanity—an underground station broadcasting one last show. Share songs, memories, conspiracy theories, confessions, and messages to those you’ve lost or left behind. Is anyone still listening? “The Final Broadcast” is a bittersweet, low-pressure larp about found family, fading hope, and the power of a voice in the dark. Players create characters on the day and take turns broadcasting in character—no tech needed, just imagination. Inspired by Welcome to Night Vale, Children of Men, and late-night pirate radio. Expect heart, humour, and quiet emotional intensity.


This game will provide short character prompts as a starting point for play, with players welcome to improvise if they prefer.
There will be very little physical demand—players mostly sit or stand while delivering short broadcasts or interacting with each other. All scenes are accessible to seated participants.

Haunting in Harwick

Organised by Steve Hatherley

Ghosts, family scandal, confidence men, murder mystery, weird science

10 players​


It is 1958, and Quinn Hartwick is selling the ancestral home in Hartwick, Connecticut. The new owner will be Blake Crowley, who plans to turn it into a "spirit sanctuary" for ghosts. But not everyone thinks this is a good idea…


This game uses pre-written characters which will be provided on the day, with 30 minutes set aside to read them. Items will be represented by cards, with other written handouts such as a background newspaper.
 

My Last Request

Organised by Jack Williamson
Mystical Murder Mystery

5 players


Lord Swan, recluse magnate and rumoured wizard, has been murdered. The opening of his will is to be performed, and a number of invitations have been sent out to those who are to hear his final testimony. Who knows what treasures they will find, or what secrets might be found within this event?
This game involves discussions of violence and loss of bodily autonomy, but does not include these things happening to characters during play.

BACKUP LARPs

The Knights of Queen Tiffany

Organised by Mo Holkar

Actors. Arthurian, Devising

5 players

 

What if King Arthur had instead been Queen Tiffany? That’s the question being asked by genius (self-described) theatre director Darvish Lightowler. And you are playing the company of actors that Darvish has gathered together to devise a play on that theme.

The larp covers five days of the devising process. Your actors will work together to build the story of the play  but they each have their own issues and anxieties, which they bring into the process and into their relationships with one another.

It's a very talk-y larp, aiming for low drama, with realism heightened only a bit.

 

This game uses a mix of verbal explanation and text, but this can be adjusted on request.

Scum & Infamy

Organised by Woody Bevan (written by Chrissie Lamb)

Sci-Fi , Crime, Fun    

10-15 players

 

There are not many places in the galaxy where those who live on the fringes of society or outside of the law can gather and enjoy a drink. This is one of those few places, no-one is ever quite sure when or where the ship the Space Bar will appear. But when it does everyone flocks in for a drink. The rules are simple, you can drink and bicker all you like, but no fighting happens inside this ship. Also, this might be the one place where everyone can solve their problems.    

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This is a "talking" Larp with little movement. There is a small amount of reading, which can be in large print on request.

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