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The Difficult Life of the Costumed Henchmen

by Thorin Tabor

Most villains have them: themed, costumed henchmen who aid them with their fiendish heists and dastardly plans. They may appear faceless behind their masks, but those henchmen have lives, too. And their lives can be difficult. They have to put up with crusading heroes, the cackling madmen who employ them, and poor working conditions. It's tough work, for which they get little respect. Something has to be done about this! It's time for the costumed henchmen to unionize.

Tonight select henchmen in the employ of the city's most prominent villains have gathered to decide how they should proceed, and what collective demands they will make to their employers. Will this be the start of a new era? Or, like those of so many villains, will their plans be foiled?

4 hours
up to 12 players

Long Description

Most villains have them: themed, costumed henchmen who aid them with their fiendish heists and dastardly plans. They may appear faceless behind their masks, but those henchmen have lives, too. And their lives can be difficult. They have to put up with crusading heroes, the cackling madmen who employ them, and poor working conditions. It's tough work, for which they get little respect. Something has to be done about this! It's time for the costumed henchmen to unionize.

Tonight select henchmen in the employ of the city's five most prominent villains have gathered to decide how they should proceed, and what collective demands they will make to their employers. Will this be the start of a new era? Or, like those of so many villains, will their plans be foiled?

The Difficult Life of the Costumed Henchmen is a 4 hour secrets and powers LARP. Players will take on the role of a henchman in the employ of a themed, notorious supervillain:

The majority of the larp will take place at a meeting to try and unionize for better working conditions. Characters may have differing opinions on which issues are important to them, or may even have alternative reasons for being at the meeting! Either way, there will be plenty of time for wheeling and dealing. Any combats that may break out will be resolved with a variation on rock-paper-scissors, and will likely be run by GMs.

Costuming is not required, but it is encouraged to wear something that matches the theme of their villain group. GMs can provide some help with costume pieces if need be.

Runs

Run at Intercon T: Turtles

run at 02:00 PM

Players: