Games of Fall 2025
The schedule of games being run in Fall 2025 under the auspices of the MIT Assassins' Guild is as follows.
Make sure that you are on the Assassins' Guild Mailing List to receive the application forms for these games.
Contents
- 1 [9/6 Weekend] On the Hogwarts Express
- 2 [9/20 Weekend] Persephone's Gift
- 3 [10/4 Weekend] Telephone LARP LARP
- 4 [10/11 Weekend] The Atkins Conjecture
- 5 [10/25 Weekend] Descent Into AntiDeath
- 6 [11/1 Weekend] Monster Mash
- 7 [11/8 Weekend] Escape from Building 24
- 8 [11/15 Weekend] Gilded
- 9 [TBD] Fall Guild Meeting
- 10 [11/22 Weekend] A People's Meeting
- 11 [12/6 Weekend] Nexus
[9/6 Weekend] On the Hogwarts Express[edit]
GM: Ariel Segall, Andrew Menard
It's your seventh year at the Hogwarts School of Witchcraft and Wizardry, but you know already that nothing will be the same. The notorious former Professor Snape is your new headmaster, after the rumored murder of his predecessor. Muggleborn students have been banned, and students from elsewhere are coming to Hogwarts for the very first time for their final year of schooling. The train ride to school is always energetic, between the last gasp of summer, anticipation of the term to come, and an excess of sugar; however, this year it's full-on chaos. The Weasley Twins have somehow managed to make even more trouble than they ever did as students, the Ministry of Magic has sponsored a card tournament in a ridiculous attempt to improve their reputation, old rivals are trying to recruit new allies, and someone's managed to set a veritable zoo of creatures loose on the train. Traveling to Hogwarts has never been so troublesome, but at least you won't be bored!
Running the weekend of 9/6! On the Hogwarts Express is a lighthearted beginner-friendly one-night (four-hour) live action role playing game game written by Ariel Segall and Andrew Menard. It was originally written as a prequel for a Harry Potter Year 7 ten-day game, which may run again someday, but is an entirely separate and spoiler-free game. No knowledge of the Harry Potter universe is required to play.
The GMs completely disavow JKR's opinions and prefer to reclaim the fandom. Our wizarding world is very explicitly trans-friendly, though it has no plot relevance in this particular game. No money was provided to JKR as part of the development and running of this game.
[9/20 Weekend] Persephone's Gift[edit]
GMs: Silk Yu, Kim Eppling
The Spacer world Persephone is in trouble. A mutation in the native life led to the collapse of Persephone's carefully managed environment. The atmosphere is now unbreathable and human life impossible outside of force-field-covered areas.
The Settler world of Echo is also troubled. The support for colonization was cut before the new ecology was stable. Without an additional injection of citizens the terraforming project will fail.
A plan was devised to overcome both worlds' problems by relocating the population of Persephone onto Echo. For this to work, though, both sides will need to overcome the centuries-long mistrust between Settlers and Spacers, and deal with their cultural differences, especially with respect to the use of robots.
Then the ship transporting the first group of colonists arrived at Echo, destroyed.
Persephone's Gift is a 4 hour LARP set in the universe of Isaac Asimov's robot novels. No prior knowledge is needed to play. This game is written by Daniel Kane running under the auspices of the MIT Assassins' Guild the weekend of September 19-21.
[10/4 Weekend] Telephone LARP LARP[edit]
GMs: Kim Eppling
As newfound LARP enjoyers, you and your new friends are co-writing a game for the MIT Assassins’ Guild. Unfortunately, Discord, the only platform you have each others’ contacts on, went down in the thunderstorm keeping the lot of you confined to your separate dorms. Even worse, your Zampolit report is due tomorrow — and you haven’t even agreed on a theme for the game! You’ll have to work quickly and independently to get your game in shape to run, but will it make any sense? Do you even care?
Telephone LARP LARP is a 4? hour ``game’’ in which you co-write a Guild game according to your in-character objectives and can only communicate through extremely abstruse means. At the end, there will be a theoretically runnable one-night produced, which you may then choose to either run or not at a later date.
[10/11 Weekend] The Atkins Conjecture[edit]
GMs: Michelle Liang, Athena Wu
Famous English mathematician Charles Atkins has invited half of London to his birthday party, promising to reveal a grand new discovery at the stroke of midnight. It’s creeping closer and closer to eleven, and Atkins has yet to show. Catch up with old friends and colleagues, spite old enemies, meet your heroes. There sure are a lot of mathematicians about, some of them even odder than the usual breed of social inept anoraks.
The Atkins Conjecture is a 4-hour LARP.
[10/25 Weekend] Descent Into AntiDeath[edit]
GMs: Nico Sbrocca, Esther Jung, Thomas Costa
Two weeks ago, two adventuring parties across the world woke up to find mysterious letters next to their smoldering campfires, all signed by the enigmatic figure known as Garthew. The letters said as follows:
“Hello, little mammals, bugs, and bolts. Aren’t you tired of delving through dungeons that have already been picked clean and refilled by the Paragon of Treasures hundreds of times? Bored of exploring crypts whose traps and hazards have been well documented for centuries? Want to explore something fresh?
Very, very recently, a small church militia group led by a solar inquisitor bumbled into an ancient underground ruin filled with traps, monsters, and treasure. They were woefully underprepared and their numbers shrank quickly, but strangely, those who perished within the dungeon found themselves reappearing unharmed at the entrance. A brand new, untouched dungeon where you don’t have to worry about dying? Sounds to me like a dungeoneer’s dream come true, and I’ve chosen to inform you about this opportunity as an act of pure good will (this is a Lie, goodwill is for beings with souls).
At night, two weeks from now, come to Maergiu, the city watched over by the Paragon of Law. Follow the arrows in the stars away from that wretched city and towards a hidden hole in the East Jumo Mountain. Oh, and don’t expect to be alone! Beyond you who has received this letter, I have invited one other party to this same place, and the Church of the Sun has sent three Paladins there as well. Whatever the grand prize is at the bottom, only one of three parties is going to be able to take it, which means you’re going to find yourself in a little violent race against the people you meet there. See you soon, little creatures, and may the best adventurers pick the dungeon for all that it’s worth.
With Love (This is a Lie, love is for beings who mate), Garthew
P.S. The Clowns have taken interest as well. Yes, this includes the Big Man.”
[11/1 Weekend] Monster Mash[edit]
GMs: Wren Berlanga
Life at the Monster Institute of Technology is always exciting. From Bio-Exorcism 7.BJ to Witchcraft 3.033 there's always something interesting to learn. And taking classes with a Giant and a Fairy that are taught by a sentient 7-foot cube of slime, makes unique challenges a constant in your life. But nothing is more important to you right now than Monster Prom, the premier social event of every year at Mons Tech. But alas, you poor monsters are woefully single. So you only have the rest of school today to find the one to take you to Monster Prom. Whether you're looking for someone with looks, someone with charm, or someone with the green to please you, they're out there waiting for you to find them. Navigate the ever-twisting social scene of Monster Prom, finding the right monster for you, and your seemingly impossible classes. If you manage all that, you'll be sure to have a night you'll remember forever.
Monster Mash is a 5 hour one-night of light-hearted romance, goofy shenanigans, and dancing set in a world of spooky and silly characters.
[11/8 Weekend] Escape from Building 24[edit]
GMs: Nine Morch, Jack Lewis
You and all your friends are trapped inside a magical barrier, and you must use your pathetically basic understanding of magic spells to fight your way free and kill the wizards holding you hostage before their nefarious ritual completes! Escape from Building 24 is a 2 hour SIK game that uses spell packets for ranged combat. The spells you've learned are useful, but only if you can figure out how to work together to make use of them, and along the way you'll have to figure out how to break some puzzling wards as well.
Escape from Building 24 is the second half of [insert name here], but knowledge of [insert name here] is not required, or even particularly useful, to play. In [insert name here], players discovered they were stuck inside the world of a badly-written Assassin's Guild game, trapped by evil GMs who wanted to destroy the Guild. If the GMs completed their six-hour ritual while the players were still oblivious, they'd be trapped forever. Players learned the reality of their world, began to panic-study magic from the tomes the GMs inadvertently left behind, and began to break free, but did not defeat the GMs before six hours were up. We're giving you one more chance at success.
[11/15 Weekend] Gilded[edit]
GMs: Vincent Zhu
Step into the glittering world of Gilded, a murder mystery game set in a family gold plating business. When the head of the family is found dead in a locked room under suspicious circumstances, the shimmering legacy of their business becomes tarnished with secrets. As you assume the roles of various family members and visitors, you will work out what happened together. It doesn't have to be the truth, just one that suits your personal agenda.
[TBD] Fall Guild Meeting[edit]
GMs: The High Council
Argue about politics out-of-game, eat food, and shoot each other (still just with NERF guns).
[11/22 Weekend] A People's Meeting[edit]
GMs: Tamasin Wohlers
"The King has had his council, but the nobility could only squabble with each other, too busy with their petty feuds to fix the problems of your daily life. In the streets, the whispers of discontent grow more deafening every day. No matter where one turns, one word is on everyone’s lips: revolution. The situation for the common man becomes more and more intolerable: no one can continue like this, but what is there to be done? Everyone says something must be done, but few seem to agree on what, and how – and is that person suggesting a different way really on your side, or a member of the feared secret police?
In Ruritiania, the winter of 1847 has been a harsh one – but springtime must come, and soon."
[12/6 Weekend] Nexus[edit]
GMs: Stephen Balzac, Aimee Yermish
"Welcome to ContactCon '04! The Bay State's newest science fiction convention is starting with a real bang. What could be more exciting than a weekend devoted to alien contact? Fans from all over are coming; the costuming looks to be absolutely fantastic. Distinguished guests from popular television series promise to make the convention a big success. All those UFO sightings in the past few weeks are just coincidence. Or are they?
Something Strange is Going On...
Why are so many prominent scientists, military officials, and business men showing up? Isn't this taking multi-media to a bit of an extreme? And the costumes! Those tentacles look incredibly realistic. Why would anyone go to such lengths to produce such awful smelling slime? Could it be a prop from one of the TV shows? But doesn't Star Trek use computer rendering? Just what has happened to the weapons policy? Some of those toy guns look oddly functional... How do those guys get that little black box to float six inches off the ground? What about the legendary ghost? Just another clever effect? Why would anyone come to a science fiction convention dressed as a gangster? And that guy with the floppy hat and long scarf? Nah, couldn't be..."