
How is new Krystalium: Seed of Revolution different?
Agnieszka Kisiel
Jan 24, 2026
Our Krystalium larp trilogy has already been launched twice: once as an international, anglophone event which started in 2024, and once as a polish-language event which started in 2025. Running the game again for Polish players, we have strived to improve it by taking into account the international players' reviews, but also by following our narrative instincts now that the Krystalium world had had time to solidify.
Now, we want to re-open the Krystalium world again to all English-speaking players. Our experiences with both the INT and PL editions were incredibly valuable, showing us what works and what needs to be changed, and how. Mixing the ideas and conclusions from these two editions, we have refined our Krystalium recipe and would like to once again offer you a great, epic adventure where a bright future seems attainable, but must be brought through dark deeds. The Krystalium Trilogy.
Elements which worked well from the start:
- Our dark universe. Players have enjoyed the original setting, the shadow of tzarist oppression hanging over everyone's entire existence, the moral dilemmas, the brutality, and the unique flavour.
- Our secrets. Characters have their own secrets, but so does the world itself, and discovering them is an important part of the game.
- A player-driven game. We center the players and their initiative. Characters can influence the world in many ways, and the players control how their character's story unfolds throughout the trilogy.
- Post-game reports. We invite our players to create post-game reports, which we then work with to plan subsequent episodes of Krystalium. Changes in our plots and our world grow from player input and initiative, making the world feel responsive, alive, and frequently logical. Or illogical in fun ways.
- Fully optional romantic content. Krystalium games never introduce romantic sub-plots or relationships to players outright - no one will see "you're in love with this person" in their character sheet. Instead, we use a special mechanic for players to signal their interest in such content, so that only these participants who are interested in romantic plots engage with them.
Elements which worked well at the Polish edition:
- A clearer world vision. We have distilled the setting elements and focused on the aspects useful for roleplaying, particularly when it comes to nations.
- Revised character sheets. We have made them shorter and clearer, focusing on that which motivates a character and offers a starting point for further development, as well as the things the character struggles with or is ashamed of.
- A distinct goal. The first chapter of the Krystalium trilogy now centers on the tangible decision of where to direct the Revolutionary effort to incite a new uprising.
- Modified training process. We have re-structured the way our players learn about the available specialisations, so that it feels less like a school and more like entering an already working facility. Yes, you still have to learn a thing or two, but it's not just walking from lesson to lesson.
- Modified captain experience. Captains now have more power, more decisions to make, and are expected to exercise more leadership while having less lore- and technical-task-oriented responsibilities.
- More drama. The Polish edition has convinced us we should not pull our narrative punches.
Tips we picked up from our International players:
- Clear identification. We have simplified our military rank insignia and added nametags for easy character identification.
- More meta-information. We can now communicate with our players better and help them enjoy the game. Balancing between clear communication and keeping the setting secrets was not easy at the start, but we have gotten better at it and hope to get better still.
- Field Manual. A printed book handout with both in-game and out of game information has greatly helped our players when something slipped their mind and we're sticking with this idea. It even fits in the uniform pocket!
- A clear schedule. You will know when the game is moderated and planned around scheduled events, and when you can focus on personal matters. Or just unwind.
- Blackbox room. Always available to play out a retrospection, a scene outside the current space-time continuum, to suit your emotional or narrative needs.
Tips we picked up from our Polish players:
- A stricter military hierarchy. We have made some modifications already, but apparently players want an even denser hierarchy that will help them feel the military ambiance.
- Brushed-up technology. The krystalium technology props are an incredibly ambitious project, and the machinery is temperamental. But we are always working on making it more cooperative, and there is progress.
- Time scheduled for integration within the national groups and brushing up their introduction scenes. We have planned some time and techniques to workshop this, and apparently this has worked quite well, but there is still room for improvement and we’re going to work on this.

Are you interested?
Here is a non-binding survey – you do not need to buy tickets or commit 100%. However, if you would like to return or visit the world of Krystalium for the first time, your vote matters in deciding whether we will do it.
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