The Final Voyage of the Mary Celeste
RPG system: LARP
Participants: 10-17 players
Organized by
Interactivities Ink.
By
✏️ | Jim MacDougal |
Intercon B (2002), Chelmsford Radisson, Chelmsford, Massachusetts, United States
Mike Young |
Description
In the late 1800s, the Brigantine Mary Celeste was found abandoned and adrift. Her cargo was untouched and she showed no signs of damage. Over the years, many crackpot theories were developed, from ghosts, to aliens, to the lost city of Atlantis. What if they were all true? Come find out what might have happened on the final voyage of the Mary Celeste!
For more information, see the Interactivities Ink website.
It is November 1872. The brigantine Mary Celeste has been at sea for 23 days en route from New York to Genoa with a cargo of 1700 casks of commercial alcohol. It is a cargo the ship's complement is unfamiliar with. The Mary Celeste lies approximately 500 miles off the island of Santa Maria in the Azores... A week later, the ship is found, abandoned, its cargo untouched. The crew is never found. Over the years, many bizarre theories have arisen to explain what happened on that fateful night, from aliens, to sea monsters, to time travelers. But what if they were all true?
After many years away, Foam Brain Games is excited to return to run one of our favorite games and to give people a chance to play in one of the classics of LARPing. This will be our 27th run of The Final Voyage of the Mary Celeste since 2005 and our first in 10 years.
The Final Voyage of the Mary Celeste is a game of secret identities, weird conspiracy, and paranormal action on the high seas. Combat is resolved by comparison of paper stats and GM narration
Played at
Intercon B (2002) | |
♻ | Amazing Consequences (2007) |
♻ | Intercon U (2022) |
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