The East Coast Run
If you would like to join the waitlist, email the GM team at childrenofthegods@googlegroups.com
Children of the Gods is a weekend long one-shot “secrets and powers” style LARP for 37 players. The game was written over the course of several years by Acata Felton, Aaron Sunshine, Eric Fritz, Jeremy Cole, Kelsey Miranda, and Koh Henderson.
Welcome to the world of Cengea. The Gods have gifted the people with magic, but at a cost – the ravages of magical devastation roaming across the land once every 3 years. Only a chosen few students can manipulate the path of these magical Storms. Until recently, a treaty ensured a tenuous peace. The three nations agreed that the Storm should hit each nation in turn, sharing the devastating burden. Although the Storms always took their toll, no one nation suffered too greatly. That all changed when the treaty was broken, and a nation betrayed. Although their engineers and diplomats struggle to repair what was lost, the work won’t be complete by the next Time of Deciding.
Our story begins at the center of the known world. Here at the College of the Gods, students are trained in the rituals necessary to change the path of the Storm. Instructors maintain the veneer of impartiality, but in reality, each fights for their own nation’s interests to varying degrees, all vying for control of the magical disaster. And the powers that be watch, in the form of political advisors, there to ensure it all goes to plan, though whose plan is up to debate. But despite their efforts, no nation has the complete picture – and new interests conspire to change the fate of the world. Where the magic will ravage next – and what consequences it will have – are for you to decide.
This is a game that centers around impossible choices, deep and conflicted interpersonal relationships, metaphysics and (fantasy) theology, cultural exchange and the tension that arises from it, how stories (and history) change over time, intrigue, and, for some characters, political negotiations or coming of age. You can read more about the themes of the game in the Design Document.
While a majority of the play takes place through conversation, this game has some abstract mechanics as well. A range of characters are available, from mechanics heavy to mechanics light, and will be matched based on player casting preferences. Players will have the opportunity to conduct research, uncover secrets about reality, have magic duels, solve puzzles, give speeches, perform rituals, write letters to convince governments, debate magical theory and theology, fall in and out of love and friendship, and engage in subterfuge. Through these actions, players will change the course of the entire world. If players ever feel at a loss of what to do, your GMs are here to help!
There are three job cohorts in this game that the characters come from. Players will have the opportunity to express interest in one or more of these when they apply:
Students: As a top student of the College, you have been chosen to guide the course of the storm. While others may offer wisdom about the best place to send the storm, the choice ultimately falls to you and your classmates.
Faculty: As one of the best instructors in the world, you normally teach at the College. But there are no classes to teach during the Time of Deciding; instead, you support the students and ensure nothing goes amiss this weekend.
Advisors: As diplomats, clerics, and scientists, the Advisors are here to represent their nation’s interests, influence the students to vote accordingly, and try to negotiate a new treaty.
Note: Some characters are also Clerics, who lead rituals, provide spiritual guidance, command divine magic, and more.
Each character hails from one of the 3 nations. Players will have the opportunity to express interest in one or more of these when they apply:
Children of the Sun: A pastoral land that deeply values all forms of life, with a rigid structure of nobility, magical music, and the cracks starting to show in the noblesse oblige.
The Wave Riders: A collection of highly nomadic and democratic seafarers who have suffered terribly for the past two storm cycles and are flirting with fascism in their search for retribution.
The Free People’s Federation: A mountainous land of rapid scientific advancement where the privileges of money and connection are waved off as unusually good ingenuity.
Note: Some characters have ties to multiple nations, which often leads to personal conflicts of interest.
Religion is everything in Cengea. Though all Gods are honored and acknowledged, and many Gods exist, each nation has its own patron deity. The Gods are present regularly, sending prophecy, providing boons, and more. Following a Patron God means following their edicts and taboos, but doing so protects you from other Gods’ rules. Woe be to anyone who chooses to reject the Gods, as they no longer have protection from any God’s whims.
This game is:
A one-shot weekend long larp with 37 detailed characters rich in personal conflict and interpersonal relationships and whose motives, relationships, and interconnected goals drive the game.
A game that cares about safety, with pre game workshops, post game debrief, and GMs who are there at all times in between. This is a game where the player is more important than the game.
A larp where LGBTQ identities are accepted and celebrated out of game and all characters are available to everyone. LGBTQ identities are always accepted in game as well, though the aristocracy of one culture (Children of the Sun) does have a bias towards producing biological children in marriages.
A larp in which you play to discover. Dig into the rich lore and deep history of Cengea. Use magic and your wits to affect other characters and the world around you.
A larp where we “play to lift.” Characters pursue their goals, but as players, we pay attention to those around us and help everyone tell a rich and nuanced story.
A game where the management and uncovering of world and character secrets is an integral part of the play experience.
This game is not:
A blockbuster, what you see is what you get (WYSIWYG) larp. While players should expect to be immersed in their characters, most locations will be represented abstractly (but we assure you that the site we chose is lovely!)
A highly negotiated, highly transparent larp. Things may happen to your character that you as a player will not see coming. You will have the opportunity as part of applying to the game to communicate any topics or experiences you need to avoid. Relevant content warnings will be provided.
A larp in which you are expected to bring your own plot, pre-plan scenes, and/or negotiate the outcome of encounters.
A larp with actual physical fighting (aka boffer larp).
A larp where characters reach for violence and murder as the default way to solve problems. And even if your character does die, it is not the end of your character’s story or play at the event.
Dates and Times:
12:00pm on Friday, October 4th through
5:00pm on Sunday, October 6th, 2024
Location:
Silver Lake Camp and Retreat Center,
223 Low Rd., Sharon, CT 06069
Cost:
$400 base ticket price
(with sliding scale available)
“Children of the gods was a great experience! The world background was rich and gave players a real sense of where their character came from, why they were present for the events that unfolded, and how that was different from other players. The pacing was engaging, with something going on all the time. I had a fantastic time.”
– Zev Trubowitch
“I really enjoyed playing in Children of the Gods. The plot was well-crafted, the gameplay went very smoothly, and I formed great emotional connections with other characters. I’d highly recommend it to anyone who is interested.”
– Marie C.
“The most exciting student government meetings you’ll ever be a part of.”
– Anonymous
“Children of the Gods was fantastic. I got to play a character torn apart by his inner ideals: does he dedicate himself to the person he loves, or to the cause he believes in? How far will he go to uphold those goals? Will he even destroy himself to preserve the things he cares about? It was a beautiful mess. The system itself was also simple and intuitive. The combat mechanics were clean and very suitable for improvisation and role-playing: you can describe the nature of your magical attacks, and your opponent has the chance to react to them. The plots were intricately layered, giving you a choice of several different stories and mechanics to interact with. I experienced a sense of both desperation and hopefulness that is not easy to weave into a game, and I highly recommend it.”
– Joe Landolph
“My experience at Children of the Gods was rich in story, secrets, and complex, creatively rendered interpersonal relationships. The blend of robust pre-written worldbuilding and collaborative worldbuilding done via workshops with other players made it easy and engaging to inhabit our characters together and discover new things about the world and each other through play. I was never at a loss for things to do in game – the stakes were high, the rivalries and alliances were fierce, and divine and dangerous magic was all around us. I’m excited that other players will get to weave a new iteration of this story!”
– Moss B.
“As my first-ever weekend LARP, Children of the Gods was the experience of a lifetime. I was both deeply immersed in a vivid character and a thrilling epic fantasy setting, while never feeling lost. As a queer person, it was a lovely escape from reality, and as a neurodivergent person, I found it accessible and safe.”
– Aer van de Water (they/them)
“Children of the Gods is an absolutely exquisite LARP experience. Its rich diversity of characters allows players of all interests—from puzzles to romance to interpersonal intrigue—to engage with its story and shape its final outcome. Highly recommend!”
– Sam Tillis