• Prophecy Part 1
The Prophecy Live Action Roleplaying Game was conceived by Robert and Deva Fagan in the Summer of 2000. Several close friends were invited to collaborate with them, creating the design of the game world and the overall story arc. In 2002 the Prophecy Epic began at the Middlesex 4H camp in Ashby, MA. There followed an extremely successful 3 year campaign.
• Prophecy Part 2
At the end of the first campaign, the Fagans had decided to turn the game over to their close friend, John Behnken, to continue the Saga. With the help of Casey Canfield and many of the original Crew from the first game (and a few players who moved to the cast), the new story was created for the Second Campaign: Rachenza, which begins April 21, 2006.
• Our Philosophy
We love Live Action Roleplaying. Our jobs are just our jobs, but LARPing is our career. It is more than just a brief escape into a fantasy world – it is an opportunity to create a work of art, a living novel, which will challenge and inspire both the Cast and Players. LARPing is such a large part of our lives, something we invest so much into, that we want it to mean something in "the big picture". We want to look back at all our hard work and see that we truly accomplished something good in the world, something that will endure even beyond us. These are our goals:
To Challenge the Bodies of our Players: LARPing is a physical activity, in which boffer combat plays a large part. Additionally, there will be physical obstacles such as tunnels, jumping stones, and just plain walking around the forest for most of the day. We want to motivate our Players to confront these challenges. We also want to always remember to be understanding of people's tolerance. Safety should never be compromised. Nor do we want our Players or Cast pushing themselves beyond their limits.
To Challenge the Minds of our Players: We will provide a rich setting, complicated plots, and ancient puzzles waiting to be unraveled. We want Players to use their minds, to put the pieces together, trying to figure out the big picture. Players should be encouraged to plot, to scheme, to think! This is not just a fluffy, mindless action movie with no plot.
To Challenge the Hearts of our Players: This is the most important of our goals. This is how the game really can become something greater, something that will live forever. We want Prophecy to help people learn about themselves. Hokey as it may sound, we want our Players and Cast to become better human beings! This doesn't mean we plan to hit them over the head with moral platitudes. Rather, we want the characters to be real, we want the plots to strike to the heart, we want the Players to feel the triumph that comes from working together to overcome great odds, the joy of discovering faith in themselves. The world (both in game and out) may be full of great darkness, foul and evil things, despair and cruelty. This leaves us with choices about how to live our lives. We want to encourage our Players to consider these choices, for it lies before them in real life as well as in game.
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