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The Official Kingdom of Loathing LARP

Edited June 14, 2026

During KoL Con in 2009, 2010, and 2011, we held an in-person immersive KoL game that we referred to as "the LARP" even though there wasn't much actual LARPing involved.

The game took place at a local charter high school, which we were able to use for free because several friends of ours were teachers there. There was a central waiting area and four classrooms, each of which was set up as an adventuring zone.

Players signed up ahead of time and gathered into parties of three. The game took place over four "days," so each team got to play in each of the zones. The goal of the game was to collect the most Meat.

Characters

Players chose a character class, and were given an 8.5x11 character sheet printed on posterboard, hung around their neck with a string.

The blank space at the bottom was reserved for stickers representing items and treasure, which we'll get to in a little while. The checkboxes represented resources to be spent in the rooms, and were checked off with a Sharpie by the room attendants during play.

Players were issued a foam core weapon prop based on their class: A seal-clubbing club, a turtle totem, a pasta spoon, a saucepan, a disco ball, or a stolen accordion. These were just for fun, and had no effect on gameplay.

Here is best boy Nytmare, demonstrating his grip. David did most of the work in putting these events together. Pictured also is one of the many electric knives that gave their lives that we might entertain our players.

The Adventuring Zones

Each of the four rooms was filled with large scale foam core props. Each turn, a player would choose on of the five props to investigate, then get a random number between 1 and 8 -- each room had its own randomizer, but they were all essentially just a d8. The attendant running the room would then consult their guide book, tell the player what they had found, and run the encounter.

Silly Encounters

Sometimes the player would just have to tell a joke, or do a dance or something, at which point they'd be given a reward.

Combat Encounters

If the player encountered a monster, they had to fight it by throwing darts at a posterboard cut-out of the monster. Their class determined how far away from the board they had to stand. Various items and skills could be used to alter the distance, retry throws, add extra darts, place darts by hand, etc. After the first year, we replaced the cutouts with monsters printed on normal sheets of paper, which was much easier to deal with.

Noncombat Encounters

For these, we devised a bunch of physical and mental challenges for players to perform. These are all described in the room guides. Most of them used props we made out of foam core, or stuff we bought from a dollar store.

After an encounter, the player would be given an item or treasure, which were stickers printed on Avery labels and placed on their character sheets.

Some of the things in the documents below don't line up exactly right, because they're from slightly different versions of the game. You get the idea, though. Every version of every file is available in a ZIP archive at the bottom of this article.

The Misspelled Cemetary

Points of interest in the Cemetery were:

Zone Guide

Items and Treasures

Monsters

The Wizard's Laboratory

Points of interest in the Wizard's Laboratory were:

Zone Guide

Items and Treasures

Monsters

The Carnival

Points of interest in the Carnival were:

Zone Guide

Items and Treasures

Monsters

The Frat House

Points of interest in the Frat House were:

Zone Guide

Items and Treasures

Monsters

Supplemental Material

Generic Treasures

Every room also had some generic treasures. These were also used as rewards for puzzles and activities out in the main room.

Here is a ZIP file containing all of the LARP materials we were able to find when putting this document together. Thanks to David and Kevin for poring through old archives.

Download: larp/all_kol_larp_files.zip

Conclusion

The LARPS were truly a land of contrasts. We're really proud of them, and players really enjoyed them, but they were incredibly time and labor intensive to run. We had pretty much nailed down all of the content by the second year, but operating the event ate up an entire day for almost a dozen people -- people who were already exhausted and/or hung-over from the rest of the convention. It was fun while it lasted.
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