7-8 players, no GM, 2 45-minute sessions.
Four couples sitting together at a social event, pretending everything is fine. This game runs twice in a row: Once as a "traditional" low-mechanics theatre-style LARP, and once again using Jeepform storytelling techniques.
Themes: Conversations, keeping up appearances, lost opportunities.
Author: J. Tuomas Harviainen
4 players, 0-1 GM, 3-6 hours.
Tom and Julia are actors who love each other both on and off the stage. The game alternates between scenes from their everyday life and scenes from their play, where they portray a couple named Peter and Nicole. Two players play as Tom and Julia in real life and extras in the play, while the other two players play as Peter and Nicole in the play and secondary characters in real life.
Themes: Love, hard feelings, temptation and fidelity.
Authors: Fredrik Axelzon and Tobias Wrigstad
3 players, no GM, 1-1.5 hours
This LARP alternates between a man named Ove who has locked himself in a public restroom to drink himself to death and a series of flashbacks leading up to that moment. The players play as Ove, his wife Pia, and their daughter Lisa, and frequently exchange roles over the course of the game. Much darker in tone and subject matter than most of the other LARPs in this list.
Themes: The power of alcohol, choosing the easy way out, dysfunctional families.
Author: Tobias Wrigstad
2+ players, no GM, 1+ hours.
Create an improvised soap opera full of all the melodramatic twists and turns you can dream up! This LARP is structured as a series of episodes, complete with commercial breaks and cliffhangers. Players are challenged to tell a story mostly through dialogue, with very little action. Closer to traditional Nordic freeform LARP than Jeepform per se.
Themes: Entirely up to you!
Author: Thorbiörn Fritzon
12 players, 1 GM, 4 hours.
Each year, Claire has a garden party for her birthday. She brings her family to enjoy a quiet meal in her beautiful and well-tended garden. This game charts the course of her life and the lives of those around her through a series of scenes. In each scene, four characters will face certain dilemmas, and make decisions that will affect the course of their lives. At the same time, two other groups of players will be playing the same characters and, possibly, making different decisions. Between scenes, players will be shuffled into different groups. They will generally play the same characters, but those characters may have made different decisions in the prior scene, causing them to start the next scene in a different situation.
Themes: Choices, family.
Authors: Nat Budin, Vito D'Agosta, Susan Weiner
3+ players, 1+ GMs, 1+ hours.
The players are terrorists who have seized control of the NYSE trading floor and taken all the stockbrokers hostage. The focus of the game, however, is not on the action and who lives or dies, but on what happens between the characters as the story unfolds. Players attempt to ensure that every aspect of the story--from the overarching plot to character relationships to individual character traits--follows a satisfying dramatic arc.
Themes: Terrorism, hostage situations, narrative structure.
Authors: Thorbiörn Fritzon and Tobias Wrigstad
10-25 players, 1 GM, 2 hours.
Play as an alternate version of yourself who happens to be an aspiring contemporary artist, attending a gallery opening where one of your new works has just been unveiled. Mingle, flirt, and network with the other guests as you try to reach a major personal breakthrough in your own art.
Themes: Ambition, ambivalence, aloneness.
Authors: Tor Kjetil Edland, Arvid Falch and Erling Rognli
4 players, 1 GM, 1-2 hours.
A tale of love and passion, but also of murder, ghosts, and revenge. Two scenes, one in the past and one in the present, are played out in parallel, side by side, with focus switching back and forth between the two. As the story progresses, the ghosts of the past invade the present.
Themes: Coping with change, jealousy, trust, desire.
Authors: Frederik Berg Olsen and Tobias Wrigstad
5-12 players, 1 GM, 1-2 hours.
This is a game of emotions and decisions. There are no right or wrong answers here, and the choices are often difficult. In each scene, a different player will take on the role of a main character who is struggling to make a hard decision. The other players will take on the role of voices in the main character's head. These voices may represent real people, emotions, or even concepts. The roles are assigned at random, but each player will have the opportunity to be the main character for at least one scene. The tone for this game is generally serious, but as a game that is driven by the emotions of the players, anything can happen.
Authors: Mike Young and Aaron Vanek
6 or 8 players, 1-3 GMs, 2-5 hours.
In the reality-TV hit "The Upgrade!", couples arrive at a luxurious resort only to be split up and paired with new partners. At the end of each week, each contestant must decide whether they would rather STAY in their old relationship or UPGRADE to the new one. Gameplay alternates between the current episode where the results of the first week will be announced, clips from previous episodes, and possible futures imagined by the various contestants. Designed to showcase a wide variety of Jeepform techniques.
Themes: Relationships, fidelity, reality TV.
Authors: Olle Jonsson, Thorbiörn Fritzon and Tobias Wrigstad
4 players, 1 GM, 3-5 hours.
You and your fellow players are four Elvis impersonators in a small town, with your sights set on an Elvis convention in Las Vegas. A feel-good scenario in the style of a Tarantino movie, highly scripted with an intentionally railroad-y plot. Expect sudden violence, elements of fantasy, and plenty of flashbacks and flash forwards.
Themes: Comedy, weirdness, Elvii.
Authors: Anders Nygren and Olle Jonsson