THE ASCENDANCY WAR
The LARP game
This LARP Game was developed by the LARPifiers. This LARP game serves as complementary material to Chapter 3.”Cooperation and Teamwork”. It is meant to be a transformative experience that the participants can reflect upon, which may be used before or after the introduction to the BE YOU Guide. You can download the full manuscript below.
What is LARP?
LARP stands for Live Action Role Playing, and it has been employed as an educational tool for informal and non-formal education. It is a very engaging experience-based learning activity, that allows participants to delve into the subject from a place where they feel rather than study, making it easier to understand and empathize with the subject discussed.
During a LARP game, participants take on roles that they act out as, in a discussed setting. This may be done for a variety of reasons, ranging from play fun to psychotherapy. Imagine it a little bit like an improv theater performance, only instead of having performers, you have a bunch of people interacting with each other. The players are called upon to act as their roles, and let the game unfold. The rest is up to the facilitator to set the stage for the objectives of the game to be realized.
Please read the full manuscript before you run it, making sure you understand what you need to do, and you have all the necessary steps ready before the run.
HOW IT WORKS
This LARP game was developed to accompany the “I collaborate and integrate” chapter of the B.E. Y.O.U. guide.
It involves players assuming the roles of nobles in a galactic Empire in the far future. These nobles must secretly come together to ensure that the Prince/ Princess of their choice ascends to the throne, while also trying to achieve their own personal goals.
Specifications
Thirty of the world’s brightest minds have been invited to a secluded mansion, owned by reclusive multimillionaire and visionary, Robert Green. Each of you is an expert in your respective field – technology, medicine, psychology, engineering, artificial intelligence, cybersecurity, and more. The invitation was mysterious, offering little detail beyond a promise that this gathering could lead to a project that would change the world forever.
spaces
2 seperate spaces
PLAYERS
12 – 30 people
TIME
3 hours approximately
MATERIAL NEEDED
1 table big enough for all player sit together
Coloured Papers (Red, Yellow, Green, Blue)
Printed Character Cards and Rules
Briefing/Debriefing presentation
WhatsApp Application
Projector
PREPARATION STEPS
Divide your number of players by 4. For each 4 players, add a Royal and 3 Nobles of their affiliation (1 from Influential, 1 from Stable and 1 from Conscientiousness) from the “The Ascendancy War Characters + Events” file. If you have additional players, each Affiliation has an additional character for you to add. After you have selected the characters that are going to be played, prepare a separate WhatsApp group chat for each Affiliation. Place the printed Rules in a place visible and accessible to the players.
(Tip: It is recommended that before the game, you have your characters separated in Dominant/ Influential/ Stable/ Conscientiousness in a place not visible or accessible to the players for easier distribution.)
BRIEFING
“PERSONALITY TEST” (BASED ON DISC)
Leave the coloured papers in a place accessible to your players and put the Briefing/Debriefing presentation on the projector. Instruct them to pick the paper that corresponds to their honest answer for each question. The questions are:
1) If your friend was causing trouble, how would you deal with it?
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Stop them, by any means necessary (D)
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Talk to them (I)
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Avoid getting involved (S)
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Step back and assess the situation (C)
2) What brings you joy?
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Results (D)
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Recognition (I)
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Peacefulness (S)
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Perfection (C)
3) You are expecting an important phone call, but your phone is at 5% battery. What do you do?
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Call them and ask them to reach you at a different time (D)
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Ask people around you if they have a charger you can borrow (I)
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It’s ok, they will call you back later (S)
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No problem, you have your power bank with you (C)
4)Which phrase resonates with you the most?
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The ends justify the means (D)
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Treat others as you wish to be treated (I)
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If it’s not broken, don’t fix it (S)
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If you want it done right, do it yourself (C)
5)You are faced with a gigantic task. What do you do?
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Push through and get it done (D)
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Ask someone else to help you with it (I)
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Approach it one step at a time (S)
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Research the best way to do it (C)
Dominant (D) -> Red
Influential (I) -> Yellow
Stable (S) -> Green
Conscientious(C) -> Blue
Distribute Characters according to coloured papers with equal distribution in mind.
Instruct the players to keep the side of the Character Card with their Affiliation/ Personal Ability/ Goal hidden.
(Tip: You might have more people with a majority in one characteristic than you have available characters. For example, out of your 12 players, 5 might have mostly red papers, but you only have 3 Royals [Dominant characters] to distribute. In these types of cases, distribute so that all roles have some connection to the players. In the above example, if you have fewer people with yellow pieces of paper and one of your players with mostly red has one yellow paper, give them an Influential character.)
CONTEXT OF THE GAME
The year is 25025 AC and Empress Aurora Borealis is ready to step down from the Throne of the Galactic Empire and let one of her children succeed her based on the desires of the people of the empire. Thus, the great race to be the Supreme Monarch began! Nobles from every corner of the Empire conspire to secretly assist their preferred Royal in gaining the throne, but that doesn’t mean they don’t have an agenda of their own…
FLESHING OUT THE CHARACTER
Give players 5 minutes to think of a story for the character given to them, while taking them one by one to secretly scan and join the WhatsApp Chat of the Affiliation indicated on the Character Card. Remind your players that the golden side of their Character Card must remain secret. Once all players have joined their respective chats, gather the players into a circle and have them share their characters’ Title, Name and Sub Title / Nickname ( E.g. “ I am Princess Xenorith, the Unmovable!”
(Tip: This is a good time to also privately answer any questions players might have about their Personal Abilities or Personal Goal)
RULES & MECHANICS
MISSIVES STAGE:
During this stage, players are seated at a table and communicate with each other via their Affiliation WhatsApp group chat. At the end of the allocated time Royals write on a piece of paper their name and how much EZ their Affiliation is donating for the resolution of the current crisis. After this is done, Nobles may reveal themselves and use their personal power.
(Tip: This stage is supposed to simulate the Nobles and Royals being on their home planets and secretly conspiring with their allies. Encourage your players to stay as quiet and secretive as possible to not reveal their allegiances.)
BALL STAGE:
During this stage, players are gathered in a separate area and are welcomed to interact with each other. If at any point, any player wishes to make any public announcements or declarations, they may approach the facilitator to gather everyone’s attention for them. If players wish to exchange EZ for favours, they may do so during this stage.
(Tip: This stage is supposed to simulate the Nobles and Royals attending a big televised event for the elite, like a gala, an award ceremony, etc. Encourage your players to try to talk and interact with as many people as possible not only to try and gain more information on who is working with whom, but also to not betray who their allies are.)
CHARACTER CARD:
Two-sided cards that one side indicates Character Name / Starting Money / Tax Revenue / Description, and Affiliation / Personal Ability / Goal on the other.
STARTING MONEY:
The money that the character begins the game with.
TAX REVENUE:
At the start of each Missives phase, with the exception of the first one, each Noble and Royal receives the amount of money indicated on their character card.
(Tip: Your players will be tasked with keeping track of their own EZ amounts, but due to all of the plotting and scheming, they might forget about their Tax Revenue. It is recommended that you verbally remind them to add their Tax Revenue to their current total at the beginning of each Missives stage.)
EZ:
EZ is this game’s currency. It can be used to resolve a Crisis, to achieve certain characters’ Goals or, potentially, during the Ball stage, exchanged with other characters for various favours.
PROBLEMS IN EMPIRE!
Every Ball rumours of unrest spread amongst the Nobles of a problem some of the populace of the Empire is currently facing. During the Missives phase, Royals gather funds from their factions and themselves to donate to the solution of the problem. At the end of the Missives stage, Royals write down their name and the amount their Affiliation is donating and give it to the facilitator. Highest donation gains +5 populace approval, second highest +3 and the rest +1. If not enough money is gathered, all factions gain -2 populace approval and the lowest bid gains -3. If more money than is required is collected, excess money is lost.
(Tip 1: This mechanic creates a secret bidding war environment where players not only have to coordinate the use of their funds and personal powers in their affiliation, but also anticipate what the other affiliations might use. The “if not enough money is gathered” mechanic exists to discourage players from not donating anything, while the “excess money is lost” mechanic exists to discourage players from using all of their resources in one crisis and having nothing to do for the rest of the game.)
(Tip 2: For more roleplay possibilities, if time permits, you may invite the Royal of the faction with the Highest donation to make a speech on how they wish the crisis to be resolved)
POPULACE APPROVAL:
Points that show how much a Royal is liked by the General Population. The faction with the most points by the end of the game wins.
(Tip: This is what in board game terms we would call “Victory Points”. It is the goal of each affiliation to get the most out of these by the end of the game.)
NOBLES OF THE MONTH:
- Contempt: A Noble who has angered the general population. The Faction that this noble belongs to gains -2 populace approval this phase.
- Glory: A Noble who contributed greatly to the common good. The Faction that this noble belongs to gains +2 populace approval this phase.
(Tip 1: This mechanic simulates public opinion outside of the crisis situation. If a Noble is in “Contempt”, you can think of them as “cancelled”; thus, many people don’t want to support them publicly, while if they are in Glory, more people are joining the “bandwagon” and singing their praises.)
(Tip 2: Royals cannot be in Contempt or Glory because speaking ill of the royals in most feudalistic societies would get you a severe punishment. Additionally, in game mechanic terms, Royals in Contempt or Glory would give too much spotlight and power to the players playing the Royals.)
PROMISE TO THE PEOPLE!:
During a Ball, the Royals may address the general populace and make a public promise (E.g. “I, Princess Xenorith, promise on my name that I shall solve the ongoing crisis!”).
If the promise comes true, Royal’s affiliation gains +3 populace approval. However, if the promise does not come true, the Royal’s faction gains -5 populace approval. This rule can be used by each Royal once every two Ball stages.
(Tip 1: This is a big gamble mechanic. It encourages players to either think creatively if they are behind in points or use the tools they have to gain a greater advantage. The “once every two Ball stages” and “-5 populace approval” are there to discourage players from abusing the mechanic. Remember that as the facilitator, you have to be the judge on whether the promise came true, and points should be awarded.)
(Tip 2: Given that the phrasing of the promises might be vague, make sure to publicly verify what exactly the Royal is promising to the people.)
PUBLIC DECLARATION!:
During a Ball, once per game, each Royal may make a public declaration regarding a Noble whose Alliance has been revealed. They may sing the praises of a Noble in their faction to make them the Glory, Noble of the Month or accuse a Noble of an opposing faction to make them Contempt: Noble of the Month.
(Tip: For this mechanic, as well as “Promise to the People!”, if the player wants to make the declaration but is having problems grabbing the attention of the crowd, make sure to assist them. Example, “Your attention please! Princess Xenorith would like to make an announcement!”)
PERSONAL ABILITY:
Unique ability each Noble can use once per game. When they use it, they must flip their character card, revealing their Affiliation, Personal Ability and Character Goal.
(Tip: While personal abilities are very strong, the requirement for their activation is not only revealing their Affiliation and more importantly, their Personal Goal, but also making the Noble vulnerable to other Noble’s personal abilities. To enforce this to your players, you can associate it with someone reading their diary or their inner thoughts.)
CORONATION
During the Coronation, the winning Royal ascends to their throne and all Nobles check if they have achieved their Goals. After all Goals have been revealed and checked, the game ends.
(Tip: This stage acts as a segway to players sharing their stories and transitioning to the debrief. As the facilitator, you should establish a festive atmosphere and celebrate the efforts of all the players.)
GAMEPLAY LOOP AND TIMELINE

Tip: These time limits are guidelines. If you notice that your players require more time, feel free to steal a minute or two from another stage.)
THE GAME
FIRST MISSIVES PHASE (~10 minutes)
The Missives phases will be taking place at a space prepared with a table, big enough for all of the players to be seated, and a projector. During this phase, encourage players to recognise who belongs to their Affiliation and engage in some role play using only their allocated WhatsApp Chats. Players are not allowed to speak to each other during the Missives phase (they are supposed to be on their home planets). At the end of the 10 minutes, invite them to the secondary space you have prepared for the Balls. It is important that, when moving to the next area, players leave their player cards in front of their seats in the position they were at the end of each Missives Phase.
(Tip: This stage serves the purpose of allowing the players to see who their teammates are and start forming their group dynamics, similar to the Forming stage in Tuckman’s stages of group development)
FIRST BALL PHASE (~20 minutes)
The Ball phases will be taking place in a secondary space (preferably an open one) prepared with snacks and drinks. During this phase, encourage the players to role-play face-to-face, re-introduce themselves to each other if they wish or start to make new alliances and deals. After ~5 minutes, start spreading rumours of the crisis of your choice (slides 7-12 of the Briefing/Debriefing presentation). 15 minutes into this phase, dramatically announce the crisis you have selected. After a total of 20 minutes, invite the players back to the first space.
(Tip 1: This phase not only serves the purpose of allowing players to interact with Nobles of other Affiliations but also to encourage them to roleplay with each other. To facilitate this, you could act as “staff of the venue”, announcing each Noble and Royal as they enter the secondary space or walking around offering snacks and refreshments.)
(Tip 2: The spreading of rumours before the actual announcement of the Crisis is there not only for it to be more organically introduced to the players, but also to give them material to roleplay about.)
MISSIVES PHASE (~5 minutes)
Announce to your players that they may add their “Tax Revenue” to their current EZ total. Then, reveal your chosen Crisis (Slides 7 – 12 of the Briefing/Debriefing presentation) and give players 4 minutes to communicate, via their WhatsApp group chats, how to deal with the current crisis. Nobles and Royals communicate how much of their current EZ they would like to donate for the resolution of the Crisis (Players are expected to keep track of their individual EZ totals using pen and paper). At the end of the 4 minutes, Royals must write on a piece of paper their character name and the amount of EZ their Affiliation is donating, and give it to the facilitator. Before revealing the donations, ask the players if any of them would like to use their Personal Ability. Apply any Personal Abilities used and then reveal the donations. Reward points accordingly and ask the Royal of the highest bidding Affiliation how they resolve the Crisis. After that, invite your players to the secondary space for the next Ball phase.
(Tip 1: Depending on the number of players, a Crisis might seem too difficult or too easy to resolve, so use your judgement when selecting which one to announce. Additionally, the “excess money is lost” mechanic creates strategic complexity even in a Crisis requiring a low amount of EZ, since players will tend to try not to overdonate while keeping an advantage over their opponents.)
(Tip 2: Personal Abilities can be manipulated from the donation of an Affiliation to the Crisis itself ,so it is imperative that they are used before revealing the donations.)
(Tip 3: This phase serves the purpose of challenging the current group dynamics by making players weigh the value of their individual needs [Personal Goal] with the needs of the group [resolving the Crisis], similar to the Storming stage in Tuckman’s stages of group development)
BALL PHASE (~15 minutes)
Allow time for the players to roleplay, and at 5 minutes, start spreading rumours of the upcoming Crisis. At 10 minutes, dramatically announce the Crisis you have chosen. Remember to be available to grab everyone’s attention if any players wish to make announcements or declarations. After 15 minutes, invite the players back to the first space.
FINAL BALL PHASE (~15 minutes)
After 5 Missives Phases have been completed, the game goes into a Final Ball. During this phase, allow the players to role-play to their hearts’ content and resolve any narrative threads that remain. After 15 minutes, or when it feels appropriate, you can transition to the Coronation phase.
CORONATION (~10 minutes)
This is the final phase of the game. If you have a prop of a crown, a sceptre or a fancy chair, you may ceremoniously present it to the Royal of the Affiliation that gathered the most Populace Approval. After a brief celebration, gather your players in a circle. One by one, they can reveal their character’s goal and whether they managed to achieve it or not. After all players have shared, you can transition to the Debrief.
Debrief
DEROLLING
Gather your players with their character cards in a circle. Instruct them to close their eyes and take a deep breath. As they exhale, instruct them to start shaking their body as if trying to remove something stuck on their skin. This process is called “Shaking off the character”. After this process is repeated three times, players should say in order, “ I am no longer [Character Name], I am [Player Name]” and throw their character card in the centre of the circle.
(Tip: It is important to do “Derolling” at the end of every roleplay experience to create a clear separation between Character and Player. This way, not only do you make clear to the players that the actions of the people around them were part of the game, but you create an alibi for their own actions. E.g. “Princess Xenorith was dismissive of Prince Gareth”, not “I was dismissive of John”.)
STORY SHARING
At this point, with your players already in a circle, ask them the following questions:
- “What was the funniest moment for you? Was there a funny story that happened that maybe not everybody noticed?”
- “Did you have any ‘AHA!’ moments? Moments where you felt you learned something from your character or an interaction you had?”
- “Did you feel frustrated at any point? Was there a plan that got ruined or an interaction that didn’t go as you wanted?”
Allow around a minute for each person who wishes to share during any question.
(Tip: With this step, we invite players to recollect on the events of the game and reflect on their characters’ actions. Through this reflection, players can find out about themselves through seeing their characters’ actions through the perspective of both the characters in the situation and as their own perspective after the fact.)

DICLAIMER
Funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the ANPCDEFP. Neither the European Union nor the ANPCDEFP can be held responsible for them.