97PR is a high-production immersive larp set in the city of Revachol, in the world of Disco Elysium. It provides a slice-of-life view of a community struggling with poverty, living in a polarised society. We want to look at how a community of people arrives at the point of rebelling against the order of things — and what happens after the revolution, when people still need to work and live together.
Our aim is to create an immersive and thoughtful two-day experience where the participants experience a slice of life in the city of Revachol. This life will include the politics and drama of that fictional setting, as well as a glimpse of the everyday, with real and meaningful work the players will engage in. The game has a gritty, social realism theme, with the shabbiness of poverty contrasting with the glory of days past and great political and revolutionary ideas standing in opposition to the quotidian grind. Under the surface, there is also a supernatural, new weird aspect of Unseen Voices in the form of characters’ impulses, embodied by a group of players, who can sometimes influence other characters.
The larp will be designed for 95 players who will receive pre-written characters and play the larp for two straight days around the clock, with calmer downtimes for rest. The game will be preceded by one day of workshops, allowing participants to co-create relations and content and get a feel for the atmosphere. 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 in order to play this larp (although we highly recommend you do).
The larp relies on pre-written, organiser-provided content, and all players will receive a detailed character with pre-written relations, a backstory, in-game groups, goals, and affiliations. There will be space for co-creating and fleshing out additional relations and details in the pre-game workshops on-site.
Certain characters will also offer more space for pre-game co-creation.
There will be 95 characters, and players can play any character regardless of any off-game characteristics, including gender, age, ethnicity, appearance or anything else. Most characters will be playable as any gender, with gender-based discrimination not playing a role in the society we create. However, some characters will have a given in-game gender, which may matter in individual plots.
- 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
- 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 from it, but opt-in or calibration will not be required for this sort of play.
- Body-related discrimination — Real-life appearance and any physical traits will not be a part of any negative play in this larp.
- Sexuality-based discrimination — characters will have a variety of sexualities. However, 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.
La Cage. A dilapidated building next to Boogie Street. Encumbered with the past, the former hospital is now wheezing with decay. Today, it is reputed to be one of the worst tenements in the whole city of Revachol. For its inhabitants, the half-crumbled walls are both a prison and a refuge — but there is still life here. The heart of the building beats to the rhythm of anodic music.
Immigrant families far from home, penniless students of Mazovian socio-economics with bleak futures, shady gang members, and those who merely try to put food on their family tables. All together, squished under one roof.
Every day they toil to scrape by. When food is scarce, dreams must sometimes be sacrificed and eaten to survive. But in this waist-high cesspool of poverty, there is not only despair but also solidarity. An unusual piece of happiness in everydayness. Some seek solace in family, faith, art or a plan on how to turn their life around once and for all. Others nurse feelings of injustice and gather courage for radical action. Amongst it all — the Unseen voices of their inner fears and desires roam, ready to play their insidious games.In the next few days, this community will experience not only the mundanity of everyday life. It will be complemented by undertones of the surreal, a microcosm teetering on the edge of revolution. La Cage’s various ideologies, disputes and life decisions are a prismatic mix, fizzling and ready to burst at the seams. But until that happens, everyone will do their utmost to simply exist. Because even in a broken place, life is worth living. The event is divided into the following parts:
- Workshops (Wednesday evening to Thursday afternoon) — You will get your equipment and your place of residence, learn how to best 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 Coalition unit comes in. The larp starts with pre-scripted starting scenes, which will be more cinematic to get everyone into the game.
- Chapter 1 (first evening and most of the second day) — 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 (second 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 will have this as a sort of down, chill time to either freely party or just prepare for their new roles the next day.
- Chapter 2 (most of the third day) — The morning after the revolution 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 a traditional sports event that will end up with a fight between the hard core of the suzerainists and the globalists. Both the RCM Searchlight unit and some Union headbusters arrive, played by the former Gang / Mercenaries players.
- Countdown (last hours of the game) — Everybody knows that there will be blood on the streets while 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 follow one side or the other. 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.
- 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 really try to keep some semblance of normality in their lives. Workers, teachers, caretakers, owners of the local sweatshops, disgraced doctors, and others live here.
- Immigrant Housing
- People love creating distance between one another. Migrants from Graad and Oranje and some undocumented poor souls live here, stuck between horrible jobs in local sweatshops and old dreams.
- Local Union Branch
- Called the Club by most locals, the Local Union Branch has served a particular purpose for almost forever. While the boss and his team might still be posing as well-meaning union organisers, just collecting some fees here and there, but this facade has become extremely thin. They are the local gang, and they rule the place with an iron fist dressed in an expensive velvet glove. They have been able to withstand all pressure — but their end is approaching fast. However, they will go out with a bang.
- The Reconstruction Office
- Years ago, the Moralintern has 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. What is easy to see are the new arrivals in Coalition uniforms, decked not only in reáls and nice suits but also bodyarmor, personal weapons, and special equipment.
- The Hideout
- The survivors of an ambush gone wrong were forced to seek temporary respite in the tenement. Seasoned mercenaries in a close-knit group with quite a few dark secrets, major problems and high-powered weapons. (The Hideout game is very specific, and its design centres around waiting, slow tension, claustrophobic relationships and boredom.)
- 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 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.