These are the freeforms currently scheduled to run this year. Short blurbs are below, followed by the long-form descriptions towards the bottom of the page. Please note that a number are now full (and are greyed out) but I am still taking names for waitlists, in case any players drop out.
Sign-ups are now wholly open – in other words, even if you are already signed up for a number of games, you can apply to join as many more as you want.
In general terms:
- Only attendees who have already signed up for Continuum can sign up for freeform games
- Send an email to continuumfreeforms2022 -AT- gmail.com (yes, 2022!) with the Subject line FREEFORM SIGN-UP.
- Please make sure the email includes your real name as well as whatever alias you signed up to Continuum, if the two are different
- Likewise, as some games have specific male/female casting, please let me know the gender with which you identify
- By sending this email, you consent to my sending your name and email address to the GM of whichever games you join. This information will ONLY be used for that purpose, and will be purged after the convention.
I will endeavour to give everyone their top choice(s) if possible, subject to sign-up maxima, the gender balance of games, and the order in which people make their submissions.
Any questions, do contact me on the above email address.
Mark Galeotti
(Freeform wrangler)
SUMMARY
Friday evening (slot 2)
FIGHT FOR SURVIVAL
Zombies have taken over the world and you feel like the last survivors. But you all come from different walks of life and one of those people that you collected has started sneezing. Is that a symptom? And then there’s the radio, is it giving you information or is the broadcast more sinister? Who can help you and will they even try? Are you trapped or safe? (10 players; lead GM: Ray Hodson)
Full details below.
SOMETHING IS WRONG HERE
FULL – NOW TAKING NAMES FOR THE WAITLIST
This is a dark dream of troubled times. Something Is Wrong Here is an unsettling story of identity confusion and dark surrealism inspired by the uncanny work of David Lynch. In this experimental, workshopped game, you play troubled humans who struggle with their dark pasts and inner demons in order to make connections with each other. (6 players; lead GM: Jenny Dunn)
Full details below.
Saturday morning (slot 3; 10am start)
TOWER OF THE MOON
FULL – NOW TAKING NAMES FOR THE WAITLIST
It is the beginning of the Third Age of Middle-Earth. In the city of Minas Ithil, the bulwark that holds back the hordes of Mordor, a grand festival is happening. But with the stirring of Sauron’s forces on the border and a missing Royal Warden sending the city into disarray, only time will tell if the festival will be a chance for hope, or the beginning of an inexorable fall to darkness. NB: will start at 10am. (12 players; lead GM: Nickey Barnard)
Full details below.
Saturday afternoon (slot 4)
VETERANS DAY
25 years ago was the age of Superheroes, who saved the Earth from the Alien threat. Today we celebrate the end of the war, and honour their sacrifice, with the last remaining veterans. You are at the reception to present medals to the last remaining veterans. Scores may be settled and secrets revealed. (21 players; lead GM: Martin Jones)
Full details below.
Saturday evening (slot 5)
PARTY LIKE IT’S 1993
FULL – NOW TAKING NAMES FOR THE WAITLIST
It’s lock-in time at the Waffenbunker, a grungy nightclub in the basement of a former Soviet barracks in 1993, a time when techno is king, denim suits are still considered fashionable, and East Berlin is enthusiastically exploring every once-denied Western vice. Amongst the happy punters, there seem several groups of people there for some other purpose. A drug deal? A settling of scores? What could bring together Serbs, Arabs and Russians other than the latest C-Tank track and an alcopop? (20 players; lead GM: Mark Galeotti)
Full details below.
Sunday morning (slot 6; 10am start)
None
Sunday afternoon (slot 7)
GHOSTS… IT’S NOT IBSEN
FULL – NOW TAKING NAMES FOR THE WAITLIST
Lewis entered an online lottery and became the owner of a Grand Old Money pit in the country. Lewis’ wife Petra did not sue for divorce and together they have done the impossible and are one step away from re opening Oatley Hall as a country hotel. This is not going to be straightforward, not least as there are previous occupants who have opinions on who can and cannot invade their home. Ghosts is a light-hearted game inspired by the popular TV series Ghosts. Players will play either a living human or a ghost originating from different periods in history (in-depth historical knowledge is not needed). There will be some moments of angst, there will be secrets to reveal, there will be ways and means to influence the outcome and the future of Oatley Hall, but above all, hopefully, there will be laughs. (14 players; lead GM: Fiona Lloyd)
Full details below.
THE ASHLIGHT LABYRINTH
FULL – NOW TAKING NAMES FOR THE WAITLIST
The Ashlight Labyrinth is a character and relationship focused larp of fantasy angst for eight players. The land of Elvexa is suffers under the yoke of an evil mage and their undead army. You are key members of a resistance movement facing imminent defeat, who call on ancient and unknown forces in a last ditch attempt to save a doomed land. The labyrinth may contain that which you need to set things right, but at what personal cost? (8 players; lead GM: Nick Curd)
Full details below.
Sunday evening (slot 8)
THE GEHENNA MEMO
FULL – NOW TAKING NAMES FOR THE WAITLIST
Bletchley Park – the most secret place in the British war effort. Five thousand boffins and debs work on cracking German codes. The resulting intelligence, code-named ULTRA, is so secret that entire cities have been sacrificed to protect it. But there are secrets here even darker than ULTRA While the staff of Bletchley are discouraged from talking about their work, everyone knows that There Is No Hut 13. The eyes just slide off it. And in that gap in people’s minds, the Research Section of Special Operations Executive division 3 – also known as the ‘Laundry’ – works on countering Hitler’s magical war effort. Byakhee night-fighters, oneiromantic debriefing, glamoured infiltrators – the mathematicians, old-school sorcerers and computers of the Research Section have found solutions to them all. But now they have a new crisis: the Nazis are close to completing their secret Wannsee Invocation, and if they are successful, they will win the war in a matter of months. The Research Section needs to come up with a strategic response, and fast. But the cost of winning the war may very well be destroying the world… (13 players; lead GM: Jenny Dunn)
Full details below.
FULL DETAILS
Friday Evening (Slot 2)
FIGHT FOR SURVIVAL
GM: Ray Hodson
Written by: Ray Hodson
6-10 players, any gender. NB: The GM feels that this game is NOT suitable for young people aged 16+
Duration: 3 hours
Zombies have taken over the world and you feel like the last survivors. But you all come from different walks of life and one of those people that you collected has started sneezing. Is that a symptom?
And then there’s the radio, is it giving you information or is the broadcast more sinister?
Who can help you and will they even try? Are you trapped or safe?
Be aware: the game may contain character death at the end, there will be mention of pre-game viruses and the death of friends and family, there could be arguments and players will be paranoid.
SOMETHING IS WRONG HERE
GMs: Jenny Dunn
Written by Kira Magrann
5-6 players, any gender but age 18+
Duration: 3 hours
This is a dark dream of troubled times. Something Is Wrong Here is an unsettling story of identity confusion and dark surrealism inspired by the uncanny work of David Lynch. You play troubled humans who struggle with their dark pasts and inner demons in order to make connections with each other.
This is an experimental, workshopped game, atmospheric, emotional and personal. No preparation is required, though Lynch-inspired costume is welcome. It is likely to deal with adult themes including addiction, depression, suicide and abuse.
Saturday Morning (Slot 3: starting at 10am)
THE TOWER OF THE MOON
GMs: Nickey Barnard
Written by Nickey Barnard, Alex Helm, Rich Perry, Alex Jones and Lucinda Machell-ffolkes
12 players, any gender
Duration: 3 hours
It is the beginning of the Third Age of Middle-Earth. Númenor may have fallen but the Númernóreans have not – Gondor is strong and the line of Elendil holds the throne in Osgiliath.
In the city of Minas Ithil, the bulwark that holds back the hordes of Mordor, a grand festival is happening. Royal Warden Arahael has put out a call for suitors for the hand of the Royal Heir, Andreth. The contenders have come from far and wide to prove their worth in the hope of marrying into royalty. However, the festival is also a chance for diplomacy, so emissaries from the different peoples of Middle-Earth have come to discuss matters and forge alliances.
However, things are not all well at Minas Ithil. A year ago, the forces of Mordor started building a great host outside the city walls, with the clear intention to invade. They are led by a strange shadowy figure who inspires dread and sorrow in anyone unfortunate to be close enough.
A few months later, the Royal Warden, Leara disappeared. With the Heir, Andreth, still too young to inherit, the crown passed to the Royal Consort, Arahael. More than a few people have wondered too about the increasing influence of the court advisor, Deleb Grimheart.
Perhaps the festival is a chance for hope – a way to bring light to the heart of a beleaguered realm. Or perhaps it is merely a step on the city’s long inexorable fall to darkness. Only time will tell…
Saturday Afternoon (Slot 4)
VETERANS DAY
GMs: Martin Jones
Written by Clare Gardner, Mike Grace, Alex Helm, Martin Jones, Adrian Smith, Mike Snowden
21 players, of whom 10 male, 6 female, 5 any gender
Duration: 3 hours
25 years ago was the age of Superheroes, who saved the Earth from the Alien threat. Today we celebrate the end of the war, and honour their sacrifice, with the last remaining veterans.
You are at the reception to present medals to the last remaining veterans. Scores may be settled and secrets revealed.
The game may be slightly dark in places, possibly indicating a PG or ’12’ Rating. Background events offstage include violence, deaths (including child deaths) and some references to prior sexual liaisons. But nothing worse than you’d find in your average superheroes comic or SF novel.
There are no major costuming requirements – the game is a vice-presidential reception, so anything vaguely formal looking will do fine. Character sheets are about 8 sides of A4, and a few pages of additional background briefing material for most characters.
Saturday Evening (Slot 5)
PARTY LIKE IT’S 1993
GMs: Mark Galeotti
20 players, of whom 2 male, 18 any gender
Duration: 2½-3 hours
It’s lock-in time at the Waffenbunker, a grungy nightclub in the basement of a former Soviet barracks in 1993, a time when techno is king, denim suits are still considered fashionable, and East Berlin is enthusiastically exploring every once-denied Western vice. Amongst the happy punters, there seem several groups of people there for some other purpose. A drug deal? A settling of scores? What could bring together Serbs, Arabs and Russians other than the latest C-Tank track and an alcopop?
There is the possibility of (non-contact!) violence or its threat, themes relating to alcohol, drugs, secrets and political violence, and all the bad taste of early 90s popular Eurotrash culture. Depending on the character, there will be 2-6 sheets of background information, and costuming is optional, but acid-washed denim would, sadly, be entirely appropriate.
Sunday Afternoon (Slot 7)
GHOSTS …IT’S NOT IBSEN
GMs: Fiona Lloyd & Malk Williams
14 players, any gender
Duration: 3 hours
Lewis entered an online lottery and became the owner of a Grand Old Money pit in the country. Lewis’ wife Petra did not sue for divorce – after some deep soul searching and the need to try to save face with family. Together they have done the impossible and are one step away from re opening Oatley Hall as a country hotel.
This is not going to be straightforward.
They have to convince the representative of the local tourist board that they have done enough to qualify for re-registration with the local authority.
They have to convince the representative of a prestigious Tour Company that they are good enough to become a regular overnight stop on the trips organised through the area.
There is a very irate American claiming the Hall has been acquired illegally.
…And there are previous occupants who have opinions on who can and cannot invade their home.
Ghosts is a light-hearted game for 14 players inspired by the popular TV series Ghosts. Players will play either a ghost or a living human. Gendering of characters will be the players’ choice. The ghosts will originate from different periods in history but in-depth historical knowledge is not needed. Other living humans are based in the present day. Costuming is at the discretion of the players, but does help to add to the enjoyment of the game. Lewis can see and converse with the Ghosts but the other living humans cannot see or hear them.
There will be some moments of angst, there will be secrets to reveal, there will be ways and means to influence the outcome and the future of Oatley Hall, but above all, hopefully, there will be laughs.
Players are encouraged to watch some episodes of the BBC TV series to get a feel for the setting of the game and players are advised that the ghosts will have the morality and social understanding of their own periods of history, combined with whatever they think they understand about the world as it is today.
THE ASHLIGHT LABYRINTH
GMs: Nick Curd
Written by Ben Cole, Natalie Curd, Nick Curd, Michael Jones & Christi Scarborough
Players: 8, ages 16+
Duration: 3 hours
The Ashlight Labyrinth is a character and relationship focused larp of fantasy angst for eight players. The land of Elvexa is suffers under the yoke of an evil mage and their undead army. You are key members of a resistance movement facing imminent defeat, who call on ancient and unknown forces in a last ditch attempt to save a doomed land. The labyrinth may contain that which you need to set things right, but at what personal cost?
Content Warnings: The game is set in a fantasy world where not all is well, and is expected to be somewhat dark in tone. Players may well encounter some of the following in background or during the game: betrayal, compulsion, helplessness, human sacrifice, mind control, murder, relationship breakdown, suicide, systemic oppression (on the basis of magic use and/or wealth only), totalitarianism, undead, war.
Players will have the opportunity during casting and anonymously before the game to indicate if there is any other topic they would not like to appear in the game and this will be communicated to all players in the pre-game briefing.
Age restriction: This game contains some mature themes and is not suitable for players under the age of 16.
Player communications: Characters are pre-generated, and there is no pre-game workshop. There is an online casting questionnaire. Character hints will be sent out by email once casting is completed. Character sheets are around 5 pages or less and will be sent out prior to the game, probably a about a week in advance. There will be some reading in game, but we will accommodate any requests for reasonable adjustments in respect of this that we can.
How will combat be resolved?: Combat is not the focus of this game and characters will usually be unable to harm other characters. Characters may attempt violent action against another character, and if they do this will be resolved by the GMs.
Sunday Evening (Slot 8)
THE GEHENNA MEMO
GMs: Jenny Dunn & Graham Ruston
Written by Malcolm Harbrow
10-13 players, age 16+
Duration: up to 4 hours
Bletchley Park – the most secret place in the British war effort. Five thousand boffins and debs work on cracking German codes. The resulting intelligence, code-named ULTRA, is so secret that entire cities have been sacrificed to protect it.
But there are secrets here even darker than ULTRA.
While the staff of Bletchley are discouraged from talking about their work, everyone knows that There Is No Hut 13. The eyes just slide off it. And in that gap in people’s minds, the Research Section of Special Operations Executive division 3 – also known as the “Laundry” – works on countering Hitler’s magical war effort. Officially, their job is to research the implications of the newly-discovered Dee-Turing theorem and its applications to the war effort. In practice, they’re the crisis team. And the crises just keep on coming. Byakhee night-fighters, oneiromantic debriefing, glamoured infiltrators – the mathematicians, old-school sorcerers and computers of the Research Section have found solutions to them all.
And now they have a new crisis: REVELATION. The Nazis are close to completing their secret Wannsee Invocation, and the latest intelligence is that if they are successful, they will win the war in a matter of months. The Research Section needs to come up with a strategic response, and fast. But the cost of winning the war may very well be destroying the world…
Content warning: Lovecraftian horror; madness; negative attitudes to females in the workplace and homosexuality; ethics of mass destruction and genocide. Some characters use simple maths and cryptography in game – this will be included on the casting form. Costumes not compulsory but appreciated. This is a traditional freeform larp with pre-written character sheets of between 4-6 pages.