Skip to main content

Star Trek: Tethys - USS Croatia run review


Many of you probably remember the first run of Star Trek: Tethys, early last December - here's both a description of the run and the full larp scenario. Yesterday, I ran it again - this time in Star Trek fan club USS Croatia, together with my sister-in-law. Despite a rather sudden announcement, this run went very smoothly - and gives a lot to be excited about.

Seven players were interested in playing - which meant one more than the game was written for. The seventh character was quickly improvised as "the counselor", monitoring the mental well-being of the crew. Players were a mix of regular clubmembers and more experienced role-players. A lot of them were wearing uniforms - one even got her uniform made on such a short notice. There were a few props around that were used - namely, a plush tribble and a cell phone with Star Trek sound effects that acted as a tricorder that the group managed to get working... In their version of the twist ending, what happened was not a reality - and characters were a subject of a Vulcan mind experiment.

Using the Ball of Yarn method to define character relations before the larp started

The run went well, and the players liked it. Afterwards we discussed larp for a while more, including some stuff like design elements, why were they included and how would some other elements work. The interest in a Star Trek larp was great, and in fact - having had a taste of larping now - USS Croatia is planning to start a series of Star Trek larps in the near future, expanding the larping scene. This is excellent news.

Players discussing their situation

Popular posts from this blog

The 15 rules of larp

The following 15 rules (warning: strong language) were written some years ago in Great Britain, and have been pretty much generally accepted on the British larp scene. Especially popular is rule 7 - widely known by its number and commonly considered to be the most imortant rule of all (and I agree). Even the biggest British larp forum has taken Rule7 as its name.

The rules have been originally created by the Drunken Monkeys and edited by Rick Wynne who added some extra stuff in the explanations to make them more understandable to international audience (it still contains some British larp lingo though), more work-safe and to throw in his two cents. (copy of the original wording is available here)

1. Don’t play a mighty warrior; play a warrior and be mighty.
Don’t label your character. As soon as you say that you are the best swordsman in the land someone will come along and kick your ass. Just get into the mindset of the person and role-play it out.

2. No one cares about your character b…

These 10 Easy Steps Are All You Need To Start Larping!

"How to become a larper? How to start larping? Where do you begin? How to join a larp? How to prepare for your first event? How to gear up? What do I need to know for my first larp?" Etc.

These are all questions that people interested in larp ask all the time. And in over three years of writing this blog and over 350 posts on it, I just remembered I haven't written any decent advice for new and potential players. And that's why it's harder than it seems. Not preparing for your first larp, but writing about it. Different larps can be quite different, and can be even more confusing to existing larpers (used to another style) than to those who never larped before.

However, I decided to do it - and write a comprehensive guide about it, with a catchy Upworthy-style title that's sure to catch the attention, right? After all, it did catch yours. Below you will find a 10-step guide that will answer the most fundamental questions about larping that you might have.

But…

Mind's Eye Theatre: Werewolf The Apocalypse rulebook review

Just under three years ago I wrote a review for Mind’s Eye Theatre: Vampire the Masquerade rulebook. It was the first book published by By Nights Studio, and a year later I reviewed one of its supplements - Storyteller Secrets.

Now, after a long period of work, after the success of their kickstarter campaign, By Night Studios finally released the full version of the new larp rules for Werewolf the Apocalypse setting. This was preceded by various alpha, beta, gamma, delta and omega slices - each containing a different playtest version of the rules, slowly released from September last year until July this year.

First impressions were that the artwork is very cool, and that the book is HUGE. Numbering at 762 pages, that's over 200 pages more than Vampire the Masquerade.

But before I start going in-depth, I'd like to mention that this blog's readers come from various backgrounds - and I'll adjust my review accordingly. I assume I'll have some larpers who haven't p…