Games of Spring 2026
The schedule of games being run in Spring 2026 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 [2/21 Weekend] Ascent to Hisseldale
- 2 [2/28 Weekend] Future As Now One
- 3 [3/21 Weekend] S I K spells SIK
- 4 [3/28 Weekend] You Who Remember Tomorrow
- 5 [4/4 Weekend] Sword Bakery Inc.
- 6 [4/11 Weekend] Midnight on Armitage Station
- 7 [4/25 Weekend] Untitled Guild Game
- 8 [5/2 Weekend] Tryx’ E Trapo
- 9 [5/9 Weekend] Time Crunch
- 10 [5/16 Weekend] Telephone LARP LARP
[2/21 Weekend] Ascent to Hisseldale[edit]
GM: Kendra Beckler, Silk Yu
As residents of the Sprawl, you have always taken technology for granted. It’s always been the only thing cheap enough to afford for the impoverished majority. Even with a life of abject misery, you could get by with enough drugs, simstims, cybernetic implants, and the latest trends on the black market. Jacking into cyberspace was your best escape from the dusty, rat- infested slums under the gray artificial sky.
That’s over now – you’re getting out of the Sprawl. A new cylinder called Hisseldale was recently commissioned by the Hissel company based on the northern coast of Paris; construction has only just begun, bringing promises of employment and of influencing the culture and government of Hisseldale’s future populace. Maybe you’ll follow in the footsteps of so many other early migrants who set themselves up for success and became one of the wealthy high-orbit first families. You’re on the TYL Pegasus Nightingale shuttle out to Hisseldale, the first shuttle in the first wave of voyages carrying Hisseldale’s prospective workers, visitors, and migrants.
Just after the shuttle takes off on its 4 hour voyage, all passengers settle in and grab their decks so they will be jacked in for the flight. But something isn’t right. Jacked into cyberspace, one can with ease reach Chiba City and Tokyo, or the Freeside cylinder’s colony of New Zion, or the set of Orbits Of Our Lives, or anywhere else desired. Except now. You can only jack into a cyberspace room the size of the shuttle, and you can’t exit or flip to any other locations. You are completely cut off from Earth and the omnipresent cyberspace spanning it and all of its orbital colonies.
You’re stuck with only the few people on board until the shuttle reaches Hisseldale. There is no escape by jacking in. You’ll have to do something with these next few hours. Do you get to know the other passengers? Investigate the break in the connection to Earth’s cyberspace? Argue philosophy? Deal with interpersonal drama that you’ve been avoiding? Try to find drugs to calm your mind? Start developing Hisseldale’s culture and politics? Turn the shuttle around to head straight back to the Sprawl? While you think about these, a weightier question looms.
How will their society survive if cyberspace on Hisseldale is also cut off from Earth?
Cyberpunk set in the Sprawl, a world with sentient AIs, cloning, personality uploading, cryonics, and cybernetics, the game tackles philosophical issues of self, identity, humanity, and over-reliance on an omnipresent digital world.
[2/28 Weekend] Future As Now One[edit]
GM: Kim Eppling
Today is OURX, Ouroborough University’s annual Research Exposition, presenting its novel research and technology to the public. Though few events in Ouroborough are more prominent and celebrated than this prestigious exposition, this year’s is certainly shaping up to be a doozy. The highlight of today’s festivities? Testable, provable time travel into the past. After decades of study, the laboratory of the preeminent Dr. August Möbius has finally achieved what was long thought impossible.
Of course, more happens at OURX than just seeing what these hallowed halls produce. New breakthroughs draw the movers and shakers in technology and where important people mingle, opportunity is sure to arise. For one reason or another, you’ve got your own plans in Ouroborough today. Be it commerce, construction, or crime, there’s a mere four hours to accomplish what goals you may have before the Möbius Lab’s presentation concludes the night.
Future As Now One, possibly better known as projective geometry LARP, is a 4-hour one-night running the weekend of July 18-20. It was designed around the finite projective plane of order 3, though knowledge of mathematics beyond subtraction is not required to play. Characters are designed in several parts randomly shuffled and combined for each run. This is a low politics, low to medium combat, and medium to high death game in an alternate present sci-fi setting with time travel as a backdrop but not a mechanic.
[3/21 Weekend] S I K spells SIK[edit]
GM: Ren Chair
It is up to you (plural) to defeat the Horrific Hippopotamus. But who (singular) will?
(A SIK game where you can spell words using letters from your felled enemies to craft equipment.)
[3/28 Weekend] You Who Remember Tomorrow[edit]
GMs: Kendra Beckler, Grey Orr
The apocalypse happened yesterday -- or is it today?
You're certain. Well, you're pretty sure. You can't possibly have imagined that excruciatingly painful death based on nothing... but you've woken up again just before the disaster.
You've come to what you remember to be ground zero to try to prevent the worst from happening... again? in the first place? The best sign that you aren't crazy is that a group of other people have showed up with the same reasoning.
Can you work together to figure out what happened in the futurepast and prevent it?
[4/4 Weekend] Sword Bakery Inc.[edit]
GMs: Eugeniya Artemova, Matthew Cox, Iselle Barrios
Sword Bakery Inc. is a world-renowned corporation producing the finest baked sweets. At Sword’s test kitchen, the cooks and office staff are about to experience a chaotic day!
For one, you’re being audited today. Everyone will have to put on a professional face for the auditors, whether you’re a cook trying out new recipes or a corporate employee vying for a promotion — any shenanigans will have to be pulled off under the auditors’ noses.
Also, today is the bizarre annual corporate compliance training. You’re not sure why the compliance training involves things like taboo, pictionary, and little dot stickers you have to find, but apparently it’s something about active learning?
And what’s this you’ve heard of a move towards savory baked goods? The company couldn’t possibly leave behind its long history of sweets — right?
This will be a short low-death one-night.
[4/11 Weekend] Midnight on Armitage Station[edit]
GMs: Spencer Lane, Kimberly Lane
2087
The Syndicate War continues to escalate, leaving few neutral territories. Here on Armitage Station the future is uncertain. Serving as a Lagrange point way station between Earth and Mars, it has served both sides so far to preserve its neutrality but now rumors spread that the last unaligned corporations may be considering an alliance and the balance of power may be shifting. Understaffed (and underpoliced), the increasingly malfunctioning station has become a hub for more than just legitimate trade. Can the residents maintain the station? Will its independence be preserved?
Or is it...
Midnight on Armitage Station
Midnight on Armitage Station is a four hour cyberpunk LARP of intrigue, diplomacy, espionage, and electroswing written by kbeth and slane.
[4/25 Weekend] Untitled Guild Game[edit]
GMs: Hua Fang, Athena Wu
It's a lovely morning in the village. Surely nothing can go wrong.
[5/2 Weekend] Tryx’ E Trapo[edit]
GMs: Vincent Zu, Bianca Hanly
Tryx’ E Trapo is a game played by evil players.
Once a LARP, Tryx’ E Trapo escaped the table and became a way people practiced power, compromise, and sacrifice. It worked too well. After years of unrest and a recent armed conflict that split the country in two, we are now at the first Rebuild Conference, to plan reconstruction after the long unrest. Beneath the cheerful speeches lies an unease that the war did not start by accident, and the delegates are also to decide what must be remembered, what must be erased, and who will carry the cost.
The game unfolds over four hours of speeches, debate, and negotiation with limited combat but plenty of emotions and intrigues. This game was conceived at the Telephone LARP LARP, a game-writing game run in Fall 2025. We thank the other original writers whose ideas made this game possible.
[5/9 Weekend] Time Crunch[edit]
GMs: Jesse Ashcraft-Johnson, Dexter Chan
You are research staff at the Delta Facility, a secretive subsidiary of the Khronodyne Corporation. Two hours ago, a terrible accident happened deep in the basement labs, where the most unstable experiments are conducted. The lockdown alarms sounded and the external blast doors slammed shut just before a wave of spatiotemporal distortion ripped through the building, destroying equipment and knocking half your lab unconscious. Chaos erupted as anomalous creatures and rogue spacetime rifts escaped containment and ran rampant through the labs and corridors. You saw dozens of your coworkers be killed by escaped experiments, sucked into strange holes in reality, or warped beyond recognition by forces beyond your understanding.
Finally, a Code Violet alarm went out. You knew what that meant. The self-destruct failsafe had been triggered. You had only moments before the Delta Facility would be utterly destroyed, along with everything and everyone inside it. You braced for the coming explosion, making your last prayers to whatever gods you still believed in as the blinding wave of searing pain blasted you into the wall--
--and you were suddenly whole, on your feet, unharmed, two hours in the past. The first alarm was just going off, the shutters were slamming shut. You remembered this. You ducked for cover before the chemistry experiment you were working on could explode. There it went. Everything was happening again, exactly the same. Or, almost exactly the same. At least this time, you didn’t have a head wound.
This was going to be a longer day at work than you'd expected.
Time Crunch is a combat-focused time-loop game focused on fighting your way through a dangerous facility full of unknown enemies with unnatural powers. The game will be a physically-active experience featuring high-action combat using Nerf weaponry and similar toy guns.
This game is built to be played multiple times, with players learning how to quickly defeat the various enemies and challenges, in order to make it to the deepest areas of the facility and solve the underlying crisis before time starts over again.
[5/16 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?