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Final Orbit

JMC Magnetic Helium Miner 32 is falling toward Jupiter -- as it does routinely, twice per orbit. But with most of the crew dead and the computers out, how will the few survivors prevent it from disapearing beneath the clouds forever? With only hours before the station is lost, can you afford to trust the very people who may have caused the "accident"?

Do you have any choice?

Run:

  • Originally run at Stratigecon in September, 2005
  • Run in San Luis Obispo, CA in January, 2006
  • Run at Dundracon in February, 2006

Comments:

Final Orbit is, in my opinion, a nearly perfect convention LARP. The game is short, the setting is accessible, the pacing is tight and the character goals are simple and gripping. While everyone who has played this game enjoyed themselves (even those whose characters died) there is one reoccurring complaint. Players have immense difficulty figuring out the cause of the disaster and find this slightly frustrating. Of course, the LARP is more about survival than solving the mystery -- but we still should include a few more clues. Nonetheless, Final Orbit is a blast to run. - Kurt Horner, Writer, GM

As often happens when I pair with Kurt for larp creation, Final Orbit was filled with red hearings, wild coincidences, and a few bad puns. Unusually however, we strayed far from our usual ethic of discouraging player death. The idea was to create a tense survival environment, a life-boat scenario in which both circumstance and the mistrust of the other players conspired to doom each character. The goal of this game was to simply to get out alive and we wanted to make that as hard as possible. Despite the grim overtones this game plays very soundly and each time I have run it, everyone has stayed till wrap-up even if they died early on. (Which is always a good sign that the players were enjoying themselves.) I think the characters remain compelling and interesting despite the con-style cut restrictions*. Over all I am quite proud of this larp; though not particularly ground-breaking (unless you count the absurd number of items) it provides dependable entertainment every time it's run. - Zac Parsons, Writer, GM

*For larps intended to be run at gaming conventions (as opposed to special events dedicated to a particular larp) we try and create plots and character lists that can "collapse" from the maximum number of players to whatever we end up playing. This can be tricky when you refuse (as we do) to make useless "cut-able" characters.

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© 2006 Verisim