Professionally, I’m a product principal for dxw.com, who welcomed Neontribe, a digital agency I’d co-founded, into the family in 2023.
I’m also a larper. I play and (help) design and run live action roleplaying games. I’ve been involved with games by Profound Decisions for 20 or so years. I wrote for Empire and I’ve crewed every year ince, I helped design Odyssey and helped run Maelstrom, which looked a bit like this. Before that, I helped run a faction for the Lorien Trust for 8 years, which involved running smaller larps for the Viper faction under the banner of Earthworks Manchester and Stab In The Back, and other events as part of other ad-hoc teams. Way back in the day, I spent a weekend at a castle called Peckforten, then helped run a linear system called Overkill which started in 1983, I think, and lasted until a swansong in 1995.
Those two worlds cross over when I’m thinking about the sorts of experiences I want people to have at the games I help with. Some of the same issues, and some similar techniques for exploring at them, and all about people.
I’ve been meaning to blog about this for ages. Just to empty some of my brain out, so I organise and structure some of how I think about larp a bit. I’m no writer.
This is also where I announce the larps I’m producing. Recently, that’s larps such as Daemon, – twice Bonds Unbroken, and Bard’s Tale. Written by excellent people, from across Europe, with me and a small but growing team on board to bring them to life. I have also designed – part of the team that ran All For One, and Wing and a Prayer – but increasingly, producer is where I sit in a larp.