Adrift: Beyond Time

Adrift: Beyond Time A Larp about escaping the quantum void between life and death. Hidden in Ætheric nothingness. Letting players 'cash-out' defeated villain's unused resets. i.e.

Where those torn apart by grief and forlorn heroes Reign over pure thought, left to restore the very fabric of being, forgotten by time in the only safe place in all existence; hidden where thought meet actions, matter meets mind, and life meets death. Zero Point is designed to be the first of a new genre of games, ‘Sports Adventure Role-playing (Sp.A.R.), where action meets intellect and playe

rs create and play persisting characters in a dynamic, Live-action world. The game was conceived in hopes to create an environment in which players can engage in a rich variety of real world experiences such as acting, sparing, swimming, subterfuge, tracking, archery, and a number of other out-door, social, and situational activities that are all supplemented by a logistical system to interact safely and fairly with, not only other characters but also setting itself and everything in it. This can be done tactically through Real-time combat, logistically through in-play item crafting, and creatively with use of spell casting, each ultimately catering to the interests of any and all adventure gamers. The game's events takes place at a variety of out-of-play locations such as state parks and campsites that, for a given time, are fully immersed in the games setting. Game Highlights
A super stream-lined, fantasy Sports Adventure Roleplaying Game with a quantum arcane twist.

-12 classes, consolidated into 3 careers at it's core, with 4 class variations to each.

-A plot with elements congruent with real world Science, Metaphysics and para-psychological notions: Experimental physics, Symbology, Esoterics, Biology and Memetics.

-Dynamic item and spell augmentation system: using sticker based item-tags and in-bunk craft laboratories. craft in game at YOUR leisure.

-Mana system: Only prepare spells if you're a craft-based wizard, letting occultists like the mind-bending hypnotists and the time-warping seer distort the minds and/or heal characters with the very flow of time on the fly.

-A game of width. Learn just the basics and character creation then get lost the the combinations. Too many option for players to memorize!

-Career Advancement Tier system "The C.A.T." letting players magnify effects like 'afflictions,' progressively strengthening spell or creating more potent items.

-Rest resets: Giving players the power to choose when to replenish ablities. Addisiontally give players option at high level to effect your or other players 'rests' or even forcing players out of even (still being compensated in Time based skill advancement).

-In-play out of play Geo-grid system so players can logistically interact with the REAL world, setting up there own mods creating a player-driven self-sustaining sandbox style of play, AT MULTIPLY REAL WORLD LOCATION driving a player-controlled economy and environment.

-Villain NPC type. Player reward loot equal to unused resets [if evil artificer is sealed away 2 months early on 4 month plot (all taking place as rule-based characters in the system) players gain remain points worth of loot!!]

-Catch up with higher level players.... If you dare.

-Monstering explained in-play, with mentalities (a cognitive race alternative) system. Set players into monster mode.

-Death compensation system or the 'Fates and Fortunes' chart. Bond with comrades who you have fallen with, add and mix mentalities to gain monstrous race bonuses or 'monstrosities,' and gain archetypal powers by insights returning from the raw ephemeral nothingness that is "Quantum Aether"

-Reincarnation cycle: Return to play as permed character after navigating "Reincarnation"

-Hybrid classification combination option and charts.

-...and much more.

08/24/2024

So to give me some insight on territories in Adrift.

Their are campsites where all these games are played. I've said this before but one game could be played at two different campsites and the players are expected to consider each different campsite to be the same town even though they're different places. Feels kind of weak, logically.

On the other hand two different Games can be played at the same campsite and we as players just have to deal with these two games being played in the exact same places with the exact same layout as other games.

The Territoies system and M.A.P.S. zones are aimed to fight these logical incontinuities

See the problem is when you steal the science chart you've gotta steal all the incredibly awesome ingredients which will...
07/20/2024

See the problem is when you steal the science chart you've gotta steal all the incredibly awesome ingredients which will never be fully released.

05/10/2024

The way I'm going to do different etheric depths in Adrift: Beyond Eternity is that the deepest level is away for wealthy occultists to safely travel around the world from aetheric gate to aetheric gate while the poorer characters have to travel through what's called "wrathrail" where ghostly monsters hide and are prone to attacking in.

03/19/2024

So when I posted about the mutable automated play site (an AR playing environment), an enemy LARP in the week after I posted it started rattling off things like "Ummm FLOWERS and um DOGS and um DOORS! And WALLS!! All regular things that would be included in any setting, and then they basically go "we call dibs on ALL those things there OURS!!"

I want to ask Mordavia a question: If you didn't hear about my MAPS system what would you have "come up with" regarding AR environments? I kind of feel like hearing my idea is the Only reason you had anything to say it all...

01/29/2024
09/11/2023

Id love to explain where I got my LARP's bio grid.

Every other LARP tries to pass off different site as the same town and it always felt weird and stupid so I was like I want each site to be a different, unique, persistent place.

Then the idea for collecting resources came from conflict theory in sociology. Which was is similar to the idea from 2007 for cutting off supply lines. For instance players could cut off supply lines and no one could sell Coke in the tavern for instance (except for the people who cut off the supply line. They'd gain control).

That's the whole story.

09/10/2023

Id love to explain where I got my LARP's bio grid.

Every other LARP tries to pass off different site as the same town and it always felt weird and stupid so I was like I want each site to be a different, unique, persistent places.

Then the idea for collecting resources came from conflict theory in sociology. Which was spun off of an idea from 2007 for cutting off supply lines. For instance players could cut off supply lines and no one in the tavern could buy Coke for instance (except for the people who cut off the supply line they'd gain control).

That's the whole story.

09/10/2023

The only thing in the whole b[i/o]field system for in Adrift that wasn't my idea was a suggestion of what was call a 'scene' which was just basically backyard play like small area one day play and giving a name to a one-day event area call the "locale," which was just a different name for a one-day event that was already being done.

Absolutely everything else is all my ideas..

If I would have remembered that I adopted sorcerer into my LARP system and Intentionally omitted that I used it, do you ...
03/01/2023

If I would have remembered that I adopted sorcerer into my LARP system and Intentionally omitted that I used it, do you not realize how much misery I would have caused for myself?

There are NOT ENOUGH WORDS in the English language for damaging magic user. Magus sounds dumb and doesn't work, and shamen in the real world are outkast. I HAVE TO use either warlock or sorcerer there are no other right words in English

02/13/2023

At absolutely No point in the Larp I was working on were Seers blind..

They see the grief that was true and their sorrow is so deep that reality collapses in on itself and revises causality. They're deeply and unimaginably troubled because are the only souls who've seen how bad reality really was. That's why Clara's The Queen of Tragedies none have seen more loss then her.

It was su***de, their reality collapsed on su***de

02/13/2023

At absolutely No point in the Larp I was working on were Seers blind..

I was doing a new thing that was exclusive to my setting. They see the grief that was true and their sorrow is so deep that reality collapses in on itself and revises causality. They're deeply and unimaginably troubled because are the only souls who've seen how bad reality really was. That's why Clara's The Queen of Tragedies none have seen more loss then her.

They just imagining up tropes and projecting them on my game. I hope they feel stupid.

02/13/2023

At absolutely No point in the Larp I was working on were Seers blind

these enemies are just imagining up tropes and projecting them on my game.

I was doing a new thing that was exclusive to my games world and setting. They see the grief that was true and their sorrow is so deep that reality collapses in on itself and revises causality. They're deeply and unimaginably troubled because are the only souls who've seen how bad reality really was. That's why Clara's The Queen of Tragedies none have seen more loss then her.

I hope they feel stupid.

I'm about to release a version of my larps interactive handbook that has a gold ‘adrift original content’ markerThis is ...
01/06/2022

I'm about to release a version of my larps interactive handbook that has a gold ‘adrift original content’ marker

This is ONE page's original content. But alas all larps are built on larps before it

And spellweaving will be explained fully and correctly

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