Vision

97 Poets of Revachol is a high-production immersive larp set in an old, decaying building in the world of Disco Elysium. It provides a slice-of-life view of a community struggling with poverty, living in a progressively more polarised society.

A backyard revolution or struggle to keep the status quo. Fighting for freedom, ideals, and that nice armchair you want to steal for your living room. Transcendent music to be composed in your uncle’s cellar and effervescent paintings sprayed on tenement walls, covered with drunken graffiti scrawls. Broken windows composed into disco balls, shining over a dance floor filled with your neighbours and enemies. And secrets of the world manifesting themselves in old corridors.

Poverty, politics, art, drugs, and melancholy. That is La Cage.

We aim to create an immersive and thoughtful experience where the participants experience a slice of life in Revachol, in a world slightly different from ours but similar in many ways. You will experience the political turmoil of revolution in a shabby old tenement block and the lives of the poor, the artists and the students who inhabit it.

The game offers social realism and a gritty experience of people who have to toil in sweatshops to make ends meet. It focuses on the beauty – the art, the glitter of parties, the allure of designer drugs – that emerges through the cracks. It offers a supernatural, surreal aspect – rooms that speak to you and strange people who sometimes change into the voices in your head – the Unseen. All this is La Cage – a living, breathing community we hope you will help us create.

Photo by Jan Haken

The basics

The larp is for 96 players of Regular roles, characters of the people who live in La Cage. A few of these roles are double roles – they start the game in two very special and powerful groups, the Gang and the Mercenaries, leave in the middle and return to play the police officers of two precincts of the RCM.

Alongside them, we offer 13 roles of Unseen Voices. These roles are unique – they are not real people. Instead, they are something else – the impulses in your head made flesh, personified concepts, sometimes passing by as that random teen who is never noticed but sometimes whispering with the voice of your wildest dreams. To learn more about these roles and find out if they are right for you, click here.

Before the game starts, from Wednesday evening, we will go through one day of activities where we will teach you how to play in our La Cage, let you meet your co-players, and create together. The pre-game part is mandatory for everyone. However, we do not expect any co-creation or pre-play from you before you arrive on site, and we do not encourage it.

The event is designed for international participants from all over the world and will be played in English. It is produced by the Czech larp association Rolling and a team of international larp designers.

You do not need to have played Disco Elysium to play this larp. Players can play any character regardless of player characteristics, including gender, age, ethnicity, appearance or anything else. Most characters are playable as any gender, and gender-based discrimination does not play a role in the society we create. Racism and xenophobia against in-game nationalities are strong topics in the game, but these are based purely on the fictional world.

Every player will receive a character sheet of around 8 pages with an in-game occupation, backstory, ambitions, problems, and relations. All characters are also involved in groups that carry additional stories and relations. We view each character as the hero of their own story, and all characters are pre-written by us. It is not possible to write your own character or request one. Players can flesh out their characters and add details and interpretations, but key character points are not changeable without consultation, and we expect players to at least start the game by playing the characters as written. All characters also receive an itinerary with a general timeline of group meetings they need to attend and some public activities that may provide options for play.

The game works with some secrets – players only have access to their own character sheet, not others, and are encouraged not to share their in-game secrets with other players. However, all players will transparently know the overall arch of the larp and all the planned meetings of their groups. As such, players always know where the main story will head and can adapt and prepare as they want. Equally, the main responsibility for carrying the story’s structure lies on the players – the amount of new input or direction from organisers during the game time is limited.

Photo by Zuzana Šubrtová

The world of Revachol

Our world of Revachol is inspired by the world of the famous indie game Disco Elysium. It is an excellent game we can recommend to everyone, but knowing it is not needed for having a fulfilling time at the larp. If the themes of art, beauty in broken things, melancholy and political radicalisation speak to you, you can join in, and we will give you all you need to know to enjoy the larp.

Let us lead you into a world where continents are divided by a strange white mist that makes people lose their memories and gain others, where the scars of old communard revolutions are still seen on the walls, and the glory of old empires is washed over by fancy new corporations. It is a world different enough from ours to be fantastical but similar enough for its messages to resonate, and we would love to introduce you to it.

97 Poets of Revachol is, however, also a homage to the beautiful world of Disco Elysium. If you are a fan, you can sit around having drunken conversations at the bar about the good old days of the Regnum Cocainum or lecture radical students on Mazovian socio-economics in a damp basement. Just expect some things to be different from the game – and none of its characters appear in our larp.

Everyday life and Playfulness

Our larp is about life in a real community. There is a grand overarching story and many individual ones, but we also want everyone who comes to simply engage in living in La Cage. Your characters will go to work, sit at meetings of the block council, sell their drugs, record music, or go to their regular tabletop roleplaying sessions. We want La Cage to feel lived in and alive.

As such, we rely on you to take what we give you and play with it. Make that art, and then publicly tear it apart! Go and have a dance-off with your friends. Make a petition to cancel the previous petition by your neighbour and get fake signatures for it. We will give you a story, events, tools, and activities, but the playfulness is up to you.

Photo by Zuzana Šubrtová

Poverty, socio-economics and politics

La Cage is a harsh place that chews up dreams and shits out people. A major theme of 97 Poets of Revachol is poverty and the class structures of Revachol, about how poverty breeds desperation, and about community, about how even among the poorest, there are different degrees of just how bad things are. It’s about making ends meet, the injustice of it all, and finding someone to blame. It’s about making do with little and how even dreams sometimes have to be killed and eaten over the winter to survive.

This is also a larp about politics and ideologies. Revachol has a turbulent and violent history, and among the dilapidated houses of the poor quarters, the polished facade of Moralism often cracks. And through those cracks come seeping out the anger of Mazovian-Nilsenism, the hungry spectre of fascism and the nostalgic and embittered Suzerainism of old.

Prejudice & racism

Revachol is a melting pot of cultures, where people from all over Elysium come and have their dreams crushed against its sooty walls and its throngs of people. In this environment, racism, prejudices, and simple ignorance flourish, and this is an aspect of the lore we will not shy away from exploring as well — whether it be fascist ideas of haplogroup supremacy, ethnic tensions, colonial traditions and misconceptions, or just simple culture clash. We intend to handle this thoughtfully and carefully. 

All in-game racism is directed at in-game ethnicities, which are fictional and only tentatively inspired by the real world. Players can choose their characters regardless of any off-game characteristics, and any off-game discrimination is strictly not allowed and will be addressed by our safety team. We will workshop how to play on this topic sensitively before the larp. During casting, characters that are specifically victims or active perpetrators of racism have a content warning – but the presence of the theme in the larp cannot fully be avoided.

The surreal and the Unseen

One of the themes of our game is the surreal – that which lies beyond our immediate, measurable reality. The surreal, the supra-natural, and the infra-material play a key part in the world of Revachol, and none can say how much of it really exists. After all, the continents of this world are divided by the Pale, a white mass that speaks with long-lost voices and drives people mad. The prominent religion of the world worships the Innocences – saint-like people who actually exhibited mystical powers.

In the game, the supra-natural will come into play in many ways. Some might just believe in ghosts or the mould on the walls having a voice. Others might seek out glimpses of alternate realities in drug-induced hallucinations. In this larp, reality sometimes becomes a bit blurry – and that is ok. Has your painting just spoken to you in a revelatory vision, or was that just a bad trip? We may never know.

A key aspect of the supra-natural in 97 Poets of Revachol are the Unseen – a special group of player characters. At first glance, they are people who do not get noticed in everyday life. That weird old lady upstairs, the veteran begging at the corner, that young party teen everybody knows, but nobody really knows. In most situations, people just do not care about them. But if you blink – that ordinary cloak disappears, and they become the Unseen voices in your head, nudging you to drink that extra shot, finally tell your parents what you think about them, or to go and have another pointless argument with your wife. They are not real – but they can really, really play with reality. 

You might want to play an Unseen character if you like knowing and influencing the stories of other players, you enjoy a lot of creative freedom and responsibility in your larp, and you are OK with being more of a director behind the scenes than in the centre of the stage. To learn more about the experience, go here.

Photo by Jan Haken

Safety

The larp is international, and we expect our players to come from various countries and cultures. As such, we would like to foster a space of tolerance and mutual understanding where we all assume the best intentions but also proactively guard our boundaries and ask for help when needed. Any off-game harassment or discrimination is unacceptable. There will be mechanisms for cutting play and opting out of individual scenes. There will also be an off-game space available at all times, and consultants will be able to help players with their game or any emotional safety issues. All safety mechanisms will be practised during the workshops.

We do not distribute roles based on off-game player traits, such as gender, age, ethnicity, etc. That also means players can’t request to play a specific type of relationship only with players with a certain characteristic – like wanting to play romance with only players of a certain gender or age. In cases where playing a specific relation with some people would not be comfortable, players can generally pick characters that do not have a firmly pre-written relation of that sort.

General content warnings

The following topics will be present in the game, and while you may individually avoid actively playing on a specific facet of them, they will be played on around you:

  • In-game racism (unrelated to off-game race or ethnicity)
  • Extremism, including ideologies similar to communism or fascism
  • Violence, including domestic violence, psychological and structural violence.
  • Substance abuse and addiction, including gambling
  • Poverty and classism
  • Real work. This is not very physically demanding for any characters, and some have even lighter jobs, but all characters have scheduled work times that players generally should use to play around the character’s job.
  • Suicide
  • Death in family, loss of a loved one, serious illness
  • Physical play. A certain level of physical play is seen as standard, including touching, getting grabbed/held, etc. It will be possible to opt out of it, but opt-in or calibration will not be required for this sort of play.

Individual content warnings

Characters also have individualised content warnings. These mean that as a player of that character, you WILL meet that topic to a greater degree, and it is a significant part of the character’s pre-written content. Please note that we can never ensure you will not encounter additional content through free play or co-creation, but you can always opt out during play.

  • Acts of racism (victim and/or perpetrator)
  • Bullying
  • Cult-like behaviour
  • Domestic violence
  • Handling prop corpses
  • Handling taxidermy specimens
  • Infidelity
  • Mental illness
  • Pregnancy, including abortion
  • Leadership

Topics we avoid

Some topics are simply not part of the game. We will NOT include them in any plots, and you should also not use them as topics in your game. These are:

  • Sexuality-based discrimination — characters will have a variety of sexualities. There will be no homophobia or other discrimination based on sexual orientation in our Revachol.
  • Sexism — While individual characters may have stories with a gendered dynamic, our Revachol’s society does not operate with gender-based discrimination, and most characters can be played as any gender.
  • Sexual violence — while some relationships can have toxic dynamics and pressures, there is no representation of rape in-game.

These are points where we have decided to step away from the source material in order for everyone to be able to enjoy the game without having to deal with real-life shit like this.

Photo by Zuzana Šubrtová

Timeline

The event is divided into the following parts:

  • Workshops (Wednesday evening to Thursday afternoon) — We give you your costume and your room, and you learn how to enjoy the game and have time to calibrate and co-create with your co-players. The workshops are mandatory and designed to work for both experienced larpers and first-timers to the hobby.
  • Prologue (first hour of the game) — The local gang ambushes the Wild Pines convoy. The mercenaries retreat into an improvised hideout, the Gang licks its wounds, the locals see opportunities everywhere, and a unit of Moralintern officials arrives. The larp starts with pre-scripted starting scenes, which will be more cinematic to get everyone into the game.
  • Chapter 1 (Thursday evening and most of the Friday) — Day-to-day life in La Cage. Political groups rally, the building’s secrets get uncovered, and the Gang escalates its violence. And still, work needs to be done, and art wants to be made. The chapter ends with the Gang and the Mercenaries leaving the game — the only question is how.
  • The Intermezzo (Friday night) — The tyrants are gone, and the people celebrate. A long-awaited anodic music rave, a disco show for the old-timers, and general festivities. The surreal takes hold for a few hours, with the Unseen taking centre stage for a short while. The players of the Gang and Mercenaries play in special roles – returning as their younger selves or glam party personas.
  • Chapter 2 (most of Saturday) — The morning after brings more sober questions. People are grasping for power, orienting themselves in the new environment, or just stealing comfy and expensive furniture left over by their former overlords. La Cage is changing forever, and still, life has to go on. Work to be done, performances to be performed, and grotesque pictures to be painted. The chapter culminates with elections followed by a traditional sports event that will end up with a fight between the hard core of the suzerainists and the globalists. Two precincts of the local police, the RCM, arrive, played by the former Gang / Mercenaries players.
  • Countdown (last hours of the game) — Everybody knows that there will be blood on the streets as our part of the city descends into a battle between those who stand up for strong, independent Revachol and those who believe in cooperation and internationalism. Choices are made, the very few people with the privilege to leave do so, and all plots are finished.
  • The Battle of La Cage — Unable to resolve their differences in a world that is falling apart, La Cage will either pick the side of an interconnected Globalist rule or a new sovereign, nationalist Revachol. Everyone comes out in the square, weapons or just pieces of furniture in hand. When the talks are over, and people run into each other, the scene freezes. We do not know what happens after that.
Photo by Zuzana Šubrtová

Groups and dwellings

Characters in the game are divided into groups based on who lives where. The groups might have slightly different play styles, and “where you live” is a key socio-economic indicator, but characters are also connected by many other interests, plots and so on.

  • Apartment Blocks A and B
    • Everybody who lives in La Cage is mostly poor and desperate. The families and professionals living in blocks A and B are the ones who try to keep some semblance of normality in their lives. Workers, teachers, caretakers, owners of the local sweatshops, disgraced doctors, and others live here.
  • Migrant Housing
    • People love creating distance between one another. Migrants from Graad and Oranje and some undocumented poor souls live here temporarily in the migration centre, waiting for their verdict from the authorities, stuck between horrible jobs in local sweatshops and old dreams.
  • Sewer People
    • The lowlifes at the bottom of the barrel. They have been toughened by all the punches that life has dealt them and have very little to lose. And some of them are maybe even… happy here? (The sewer people will live in the cellar of the building in a cleaned-up but still dark room.)
  • The Moralintern Mission
    • Years ago, the Moralintern set up a reconstruction office tasked with “restoring the building, re-skilling the inhabitants, empowering local self-governance, and promoting values of liberal, procedural democracy”. The effects are hard to see, but the office still functions. Now, though, a new group has arrived. The new arrivals wear the uniforms of Moralintern officers, decked not only in reáls and nice suits but also body armour, personal weapons, and special equipment.
  • Local Union Branch (1st half characters)
    • Called the Gang by most locals, the Local Union Branch has served a particular purpose for almost forever. The boss and his team might still be posing as well-meaning union organisers, just collecting some fees here and there, but the facade has become extremely thin. They are the local gang, ruling the neighbourhood with an iron fist in an expensive velvet glove. They have withstood many challenges — but their end is approaching fast. However, they will go out with a bang.
  • The Hideout (1st half characters)
    • The survivors of an ambush gone wrong were forced to seek temporary respite in the tenement. Seasoned corporate mercenaries in a close-knit group with quite a few dark secrets, major problems and high-powered weapons, they will end Act 1 by clashing with the local gang – and then leave the game, one way or another.
  • RCM (2nd half characters)
    • La Cage falls under the jurisdiction of two precincts of the RCM, Revachol’s police with a dubious reputation. Neither of them used to be very keen to go there. But at the start of the second chapter, they arrive to investigate two reported shootouts – and pursue their own agendas.
  • The Unseen
    • The people you meet every day but never really pay attention to. The hidden avatars of various concepts, steering the fates of the people around them. They are a special group of characters with a separate sign-up process.

All characters (except the Unseen) are also part of at least one (mostly more) secondary group. These include characters from across multiple primary groups — and usually represent some smaller community or interest. For example, the Suzeranists, the North Wing Slammers, the Church of La Cage, and the Theatrical Taxidermy Society. There are also many other places in La Cage. A bar, two competing music clubs, the clinic, an immigrant-run tea room, a pawnshop, a place of remembrance for those already lost and many others.

What the larp is

  • A pre-written come-and-play game with a solid amount of timeline-based content and some co-creation possibilities. Players will receive detailed characters based on their preferences; most co-creation will be concentrated in the workshops.
  • A community story focused on relations, societal changes, and a simulation of life in one tenement block — including work, art, meals, and hobbies.
  • A 360 experience with detailed set design and the main parts of the costume provided for players. Mechanisms will be minimal, focused on the supra-natural elements of the larp.
  • A story of poverty and real people who live their lives in a setting full of political and societal turmoil.
  • A somewhat spartan experience with limited comfort — basic hygienic facilities on site, chemical toilets, sleeping communally on mattresses.

What the larp is not

  • A gamist experience that can be won. We will focus on telling stories, and while there may be individual goals, they will serve to develop characters, not to be won.
  • Reenactment of Disco Elysium. The larp is set in the city of Revachol, but the events and characters of the game will not be present in it or only as background tidbits.
  • A fully customizable sandbox experience. The larp will have pre-written content and structure, and while players can add to them, they cannot change them drastically.
  • A larp about a rebellion against oppression with a happy ending. The larp will include a small revolution or even several — but those are not the point. There is no black-and-white enemy, no one oppressive system that needs to be overthrown so that everything improves. The story of the larp is about planning and executing a revolution — and then living with the results and disillusionments of it.
  • A professional, profitable venture. The larp is organised by a non-profit association and volunteers. Any potential income will go back to improving the larp and making it sustainable for more runs. That also means the comfort will be limited, and players may be asked to help with some stuff. 97PR is a community larp — both in-game and out of the game.