List of Freeforms for 2022

Continuum 2022

REGISTRATION IS NOW OPEN!

At present, you can only sign up for a place in one game; a second slot for everyone will open up at 8pm on Tuesday 28 June, with any remaining slots being freely bookable from 6pm on Saturday 2 July.

You will need to be logged in to your Continuum account, and to have bought a ticket so that we can upgrade your account. Then, just go to this page to sign up.

A “Maximum LARPS selected” message appears if you have already signed up for a game, in which case – should you want to change your choice – you can go to the signup page of the game you previously opted for and select “None”. That should allow you to make an alternative pick.

Please note that depending on traffic, the site may be slow or freeze. Apologies for that, and in that case, please just try again later. In case of serious problems, email me @ ContinuumFreeform2022 -AT- Gmail -DOT- com, and I’ll see what I can do.

– Mark Galeotti

We have a range of fantastic offerings from well-established game writers, with eight games running across the weekend, everything from psychological drama to modern horror, high fantasy to low farce, both small and large.

Sign-up details will be coming soon, but remember that you’ll need already to have registered on this site and bought your pass, so don’t delay!

Whilst you are waiting for the sign-up to open, take a look at that is already on offer. All games will run in a single slot and not be more than 4 hours long.

The Resurrectionists: For The Greater Good

GMs: David Townsend & Jenny Dunn

“Oh, to be alive in such an age, when miracles are everywhere, and every inch of common air throbs a tremendous prophecy, of greater marvels yet to be.”

At the start of the nineteenth century in Aelbion, whilst there is a tumult in politics and religion, science seemingly has made all things possible, from steam engines to flying craft.

In this Golden Age of Glories, why should medicine lag behind? Disease, palsy, fever, the frailties of old-age, perhaps even mortality are merely another obstacle to be challenged and overcome so long as there are enough cadavers for the eager medical students to study.

At the prestigious school of Dr Alexander Duncan, they are preparing for tonight’s announced public demonstration in front of the King’s eldest daughter, and yet, when they gather about the table to view tonight’s subject, they find themselves gazing not at a piece of street refuse or the contorted features of some criminal turned off at the gallows but the face of one of their own

“Up the close and down the stair,

In the house with Burke and Hare,

Burke’s the butcher, Hare’s the thief,

Knox the man who buys the beef”

A game for twelve players in the backwaters style of character sheets, plot and no workshops, this Victorian gothic game may contain themes of murder, revolution, medicine, ethics, revenge, religion, Shakespeare, money, love, treachery and similar Victorian obsessions. Whilst Aelbion regards the sexes and race as equal in the professions, many of the other flaws of the age may be mentioned in the game. If you feel that these might be triggering, this is probably not the game for you.

Castleford Ladies Magic Circle Meets Tonight

GM: Sue Lee & Kevin Jacklin

Welcome to Digby-Pratt Hall, not far from the North Yorkshire coast.

The Castleford Ladies Magical Circle, complete with broomsticks (75p from Woolworths) and cat baskets (containing increasingly angry cats), have taken the country bus to Digby-Pratt Hall to meet the widow Ivy Armitage (from nearby Bridlington).

Tonight, 31 October 1978, they are conducting their annual hermetic rite of the summoning of the might of Beelzebub, which must be carried out during Samhain (tonight!) at the sacred stones in the grounds of Digby-Pratt Hall.

The hall was originally part of the nearby Convent of Our Lady of Perpetual Disappointment but is now owned by the National Trust. It is closed for winter, although the grounds are open all year round. (Dogs welcome.)

Unfortunately, not all of the Circle have made it to Digby-Pratt Hall tonight. While Germaine, Lizzie, Roger and Bill took the country bus, Ivy took her motorcycle and hasn’t arrived. So, with time ticking on and the threat of imminent rain, the four Circle members start the rite…

Castleford Ladies Magic Circle Meets Tonight was written by Phil Dall, Steve Hatherley, Kevin Jacklin, Sue Lee and Christi Scarborough at Peaky 2021. Based on the ribald lyrics of Yorkshire folk-singer Jake Thackray, the game contains mature themes (such as smut, innuendo and single-entendres). Parental guidance advised.

The Curious Affair of Henrietta Blenkinsop: A Regency Romance

GM: Chris Jensen-Romer (cj)

August 12th, 1807. King George is indisposed  by illness according to the papers, but the five Fennel sisters care not for such matters. Today their sister Henrietta married the Reverend Patrick Blenkinsop, and soon she will depart for a life as a country parson’s wife in Blo Norton, Norfolk.

Here at Wyke House the weather has been unseasonably inclement, but tonight the sisters keep hovering around the door, awaiting the crunch of carriage wheels upon the gravel. Tonight the wedding guests, and potential suitors come, and there will be talk of love and marriage and all manner of excitement! Who will be next to be betrothed?

A lighthearted Game of Not Quite Regency England, devoid of Cthulhu, Zombies, or other Supernatural shenanigans; being an entertainment by Mr. Jensen-Romer for a goodly company of persons of quality.

Four Gods and a Funeral

GMs: Megan Jones & Helen Jones

For as long as anyone can remember, Chalion and Roknar have fought. So when the Queen of the neutral Island of Arin invited delegations from both states to negotiate a peace treaty, it seemed like an unmissable chance to end the bloodshed, at least for a while.

But all is not well in Arin. The royal family have been dying fast, amidst rumours of a curse. Now, only young Queen Ellen remains. Forced to consider an heir outside her own family, she has offered to make someone from Chalion or Roknar her heir … if she believes they will honour the treaty and Arin’s neutrality.

With such a prize at stake, the rival factions have been painfully polite. But decades of war leave their scars, and the delegates bear many grudges and secrets, some of which threaten to destroy the negotiations entirely. Particularly after the Roknari Prince’s sudden death, and the scandalous events of his funeral this morning …

Four Gods and a Funeral is an angsty, political fantasy game set in the world of Lois McMaster Bujold’s Five Gods books: a world reminiscent of 15th/16th-century Spain.

Players be aware: This game is quite reading-heavy, with roughly 10 A4 pages of background (a players’ guide including theology, politics, game schedule etc.: I’ve tried not to make it too painful, honest!) and about 5 – 10 pages for the character sheets. A very few characters may also have some extra reading to do in-game.

This game does have some mature and potentially difficult themes, including stillbirth/infant mortality, religious persecution, drug addiction, child neglect and the death of (adult/teen) children. As such, this game is not suitable for anyone under the age of 18.

Although this game is set in Bujold’s World of the Five Gods, and involves a lot of magic based in the rules of this universe, anyone can play this who hasn’t read the books. Costuming is not mandatory, but is encouraged, and should be renaissance fantasy style. Any combat will be resolved by GM fiat.

Neferure

GM: Ray Hodson

It’s the find of the century!

Esteemed Egyptologist Dr Rowan Miller has discovered the mummy of Neferure, the only known child of that amazing 18th Dynasty Pharaoh Hatshepsut. The mummy was found in a storage room in The Anubis Foundation, Swansea having been first discovered in 1901 by Patrick Clark and transported to Swansea by Sir Henry Wellcome as ‘unknown female mummy RC5’

The Anubis Foundation is to hold a small talk on the life of Neferure, followed by a viewing of the sarcophagus. The mummy and sarcophagus will then be transported to King’s Hospital for an MRI.

A game of history, the supernatural and lies, where no one is what they seem.

Circus of Wonders and Shadows

GMs: Nickey Barnard & Charlie Paull

It is 1930, post-show in the tents of the Circus of Wonders and Shadows. The public have all gone home, only those that make their living from the sawdust and the spangles remain. The Circus is set up outside yet another dirtball town somewhere in midwest America, but the Great Depression is beginning to tighten and the audiences are not what they once were. The circus folk are uneasy in the face of an uncertain future. The fairy tales told by those from the Old Country, tales of blood and sacrifice, are beginning to take root in people’s minds. The wind that whips between the guy ropes is beginning to taste of dust and ashes. What can a few outcasts and outsiders desperate to keep the magic alive do in the face of an uncaring world?

The Circus of Wonders and Shadows is a game of dark fantasy and deception in a world that sits on that uneasy edge between magic and reality.

Winning the Peace

GMs: Alison Rider-Hill & Kevin Jacklin

You are part of a small mixed group of civilian and military personnel from a Casualty Clearing Station outside Mons, who are on your way back to England following the Armistice. What will England in peace time bring for each of you? Having won the War, will you each be able to win the peace? Outside the train the flu epidemic rages, and social change cannot be stopped with the recent announcement of female suffrage only one of the changes that you will have to come to terms with.

Consilience

GM: Martin Jones

The neuropsychological technique Consilience has the potential to transform our understanding of the mind. It produces a state of transcendent empathy, and in some cases has provided astonishing cures for intractable mental illness. This is all the more remarkable given that we do not really understand how it works, only that it does.
Now an extraordinary find has been made: a collection of full sensory recordings that chronicle the Alpha Experiments, those during which Consilience was first “achieved”. You have volunteered to be part of a group to to re-experience these episodes and discover more about how this breakthrough came to be. This process is not without danger, but the project designers are doing all they can to prevent serious emotional harm.
By journeying into the minds of those who were there, the characters will learn more about themselves and unravel a fundamental mystery. Here was a scientific endeavors that culminated in a series of successful experiments and was published. It could and should have opened up an entirely new field of neurology. But nothing came of it. Why?
Consilience is an intense interpersonal LARP of experiencing other people’s memories and dealing with the consequences while trying to understand an extraordinary event that took place in the distant past. It includes adult themes, among them emotional trauma, infidelity, alienation, and failure.
Players will play a primary character of their preferred gender for most of the game. They will play a number of different male and female characters during short flashback scenes.
Do note, Consilience is an exploration of emotional transformation and trauma that includes interpersonal problems such as infidelity, alienation, and failure. It also includes discussions of and potential experience with serious mental illness, such as delusions, false memories, and loss of identity.

Written by Brandon Brylawski


Castleford Ladies Magic Circle Meets Tonight

GM: Kevin J
Where & When: Room: , Slot: 6 (Sunday morning)
Min. Players: 12
Max. Players: 18
Male Characters: 4
Female Characters: 5
Gender-Neutral Characters: 5
PVP: No
Mature Themes: No
Player Led: No

Description:

Welcome to Digby-Pratt Hall, not far from the North Yorkshire coast.

The Castleford Ladies Magical Circle, complete with broomsticks (75p from Woolworths) and cat baskets (containing increasingly angry cats), have taken the country bus to Digby-Pratt Hall to meet the widow Ivy Armitage (from nearby Bridlington).

Tonight, 31 October 1978, they are conducting their annual hermetic rite of the summoning of the might of Beelzebub, which must be carried out during Samhain (tonight!) at the sacred stones in the grounds.

The hall was originally part of the nearby Convent of Our Lady of Perpetual Disappointment but is now owned by the National Trust. It is closed for winter, although the grounds are open all year round. (Dogs welcome.)

Unfortunately, not all of the Circle have made it tonight. While Germaine, Lizzie, Roger and Bill took the country bus, Ivy took her motorcycle and hasn’t arrived. So, with time ticking on and the threat of imminent rain, the four Circle members start the rite…


Circus of Wonders and Shadows

GM: Charlie
Where & When: Room: , Slot: 2 (Friday evening)
Min. Players: 12
Max. Players: 12
Male Characters: 4
Female Characters: 4
Gender-Neutral Characters: 2
PVP: No
Mature Themes: Yes
Player Led: No

Description:

It is 1930, post-show in the tents of the Circus of Wonders and Shadows. The public have all gone home, only those that make their living from the sawdust and the spangles remain. The Circus is set up outside yet another dirtball town somewhere in midwest America, but the Great Depression is beginning to tighten and the audiences are not what they once were. The circus folk are uneasy in the face of an uncertain future. The fairy tales told by those from the Old Country, tales of blood and sacrifice, are beginning to take root in people’s minds. The wind that whips between the guy ropes is beginning to taste of dust and ashes. What can a few outcasts and outsiders desperate to keep the magic alive do in the face of an uncaring world?

The Circus of Wonders and Shadows is a game of dark fantasy and deception in a world that sits on that uneasy edge between magic and reality.

Character sheets will be medium length – 4 to 6 A4 pages would be typical. The game has dark themes in backgrounds including murder,


Consilience

GM: mlj
Where & When: Room: , Slot: 4 (Saturday afternoon)
Min. Players: 8
Max. Players: 8
Male Characters: 0
Female Characters: 0
Gender-Neutral Characters: 8
PVP: No
Mature Themes: Yes
Player Led: No

Description:

The neuropsychological technique Consilience has the potential to transform our understanding of the mind. It produces a state of transcendent empathy, and in some cases has provided astonishing cures for intractable mental illness.

Now an extraordinary find has been made: a collection of full sensory recordings that chronicle the Alpha Experiments, those during which Consilience was first “achieved”. You have volunteered to be part of a group to to re-experience these episodes and discover more about how this breakthrough came to be. This process is not without danger, but the project designers are doing all they can to prevent serious emotional harm.

Consilience is an intense interpersonal LARP of experiencing other people’s memories and dealing with the consequences while trying to understand an extraordinary event in the distant past. It includes adult themes, among them emotional trauma, infidelity, alienation, and failure.

Written by Brandon Brylawski


Four Gods and a Funeral

GM: mej
Where & When: Room: , Slot: 7 (Sunday afternoon)
Min. Players: 18
Max. Players: 18
Male Characters: 5
Female Characters: 6
Gender-Neutral Characters: 6
PVP: No
Mature Themes: Yes
Player Led: No

Description:

For as long as anyone can remember, Chalion and Roknar have fought. So when the Queen of the neutral Island of Arin invited delegations from both states to negotiate a peace treaty, it seemed like an unmissable chance to end the bloodshed, at least for a while.

But all is not well in Arin. The royal family have been dying fast, amidst rumours of a curse. Now, only young Queen Ellen remains. Forced to consider an heir outside her own family, she has offered to make someone from Chalion or Roknar her heir … if she believes they will honour the treaty and Arin’s neutrality.

With such a prize at stake, the rival factions have been painfully polite. But decades of war leave their scars, and the delegates bear many grudges and secrets, some of which threaten to destroy the negotiations entirely. Particularly after the Roknari Prince’s sudden death, and the scandalous events of his funeral this morning.

An angsty, political fantasy game set in the world of Lois McMaster Bujold’s Five Gods books


Neferure

GM: sekhmethodson
Where & When: Room: , Slot: 3 (Saturday morning)
Min. Players: 8
Max. Players: 8
Male Characters: 0
Female Characters: 0
Gender-Neutral Characters: 8
PVP: Yes
Mature Themes: No
Player Led: No

Description:

It’s the find of the century!

Esteemed Egyptologist Dr Rowan Miller has discovered the mummy of Neferure, the only known child of that amazing 18th Dynasty Pharaoh Hatshepsut. The mummy was found in a storage room in The Anubis Foundation, Swansea having been first discovered in 1901 by Patrick Clark and transported to Swansea by Sir Henry Wellcome as ‘unknown female mummy RC5’

The Anubis Foundation is to hold a small talk on the life of Neferure followed by a viewing of the sarcophagus. The mummy and sarcophagus will then be transported to King’s Hospital for an MRI.

A game of history, the supernatural and lies where no one is what they seem.


The Curious Affair of Henrietta Blenkinsop: A Regency Romance

GM: CJ
Where & When: Room: , Slot: 8 (Sunday evening)
Min. Players: 16
Max. Players: 20
Male Characters: 7
Female Characters: 7
Gender-Neutral Characters: 6
PVP: No
Mature Themes: No
Player Led: No

Description:

August 12th, 1807. King George is indisposed by illness according to the papers, but the five Fennel sisters care not for such matters. Today their sister Henrietta married the Reverend Patrick Blenkinsop, and soon she will depart for a life as a country parson’s wife in Blo Norton, Norfolk.

Here at Wyke House the weather has been unseasonably inclement, but tonight the sisters keep hovering around the door, awaiting the crunch of carriage wheels upon the gravel. Tonight the wedding guests, and potential suitors come, and there will be talk of love and marriage and all manner of excitement! Who will be next to be betrothed?

A lighthearted Game of Not Quite Regency England, devoid of Cthulhu, Zombies, or other Supernatural shenanigans; being an entertainment by Mr. Jensen-Romer for a goodly company of persons of quality.


The Resurrectionists: For The Greater Good

GM: DT
Where & When: Room: , Slot: 5 (Saturday evening)
Min. Players: 12
Max. Players: 12
Male Characters: 4
Female Characters: 4
Gender-Neutral Characters: 4
PVP: Yes
Mature Themes: Yes
Player Led: No

Description:

“Oh, to be alive in such an age, when miracles are everywhere, and every inch of common air throbs a tremendous prophecy, of greater marvels yet to be.”

At the start of the nineteenth century in Aelbion, whilst there is a tumult in politics and religion, science seemingly has made all things possible, from steam engines to flying craft.

In this Golden Age of Glories, why should medicine lag behind? Disease, palsy, fever, the frailties of old-age, perhaps even mortality are merely another obstacle to be challenged and overcome so long as there are enough cadavers for the eager medical students to study.

At the prestigious school of Dr Alexander Duncan, they are preparing for tonight’s announced public demonstration in front of the King’s eldest daughter, and yet, when they gather about the table to view tonight’s subject, they find themselves gazing not at a piece of street refuse or the contorted features of some criminal turned off at the gallows but the face of one of their own


Winning the Peace

GM: Alison Rider-Hill
Where & When: Room: , Slot: 4 (Saturday afternoon)
Min. Players: 10
Max. Players: 10
Male Characters: 6
Female Characters: 4
Gender-Neutral Characters:
PVP: No
Mature Themes: No
Player Led: No

Description:

You are part of a small mixed group of civilian and military personnel from a Casualty Clearing Station outside Mons, who are on your way back to England following the Armistice. What will England in peace time bring for each of you? Having won the War, will you each be able to win the peace? Outside the train the flu epidemic rages, and social change cannot be stopped with the recent announcement of female suffrage only one of the changes that you will have to come to terms with.