Whirls of Pontar - FAQ


Plot and game design

How does this game differ from The Creeping Night?


These are two different games set in the same universe – the world known from The Witcher 3 by CD PROJEKT RED. The Creeping Night focuses on exploring themes related to fear, anxiety, and apprehension stemming from various sources, while Whirls of Pontar delves into the broad topic of boundaries and barriers – political, social, physical, and mental – and what happens when they are crossed.


TCN is built around individual character dramas, with detailed character sheets and tightly directed gameplay that includes numerous events guiding players toward escalating madness. In contrast, WoP centers on groups and their internal and external interactions. Character sheets are written individually based on responses from the questionnaire, and the game itself is less structured, giving players more freedom to shape their experience.


Both games depict everyday life in extraordinary circumstances. In TCN, this is the sudden confrontation of a remote village's inhabitants with outsiders. In WoP, it’s the Harvest Festival Fair, where festivities intertwine with a variety of plotlines depending on the group (spanning social, economic, political, religious, supernatural themes, and more).


Another distinction lies in the spatial design. In WoP, the division of the area into intensity zones has been carefully crafted to allow participants to control the intensity of the danger their character faces.


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How do intensity zones work?


It's a meta technique to shape the game environment, plot and player expectations.

In the safe zone – there will be more light, more people flowing throgh, more attention from the guards, and the general understanding – his is the safest part of town. On the meta level – no serious bodily harm will happen to your character unless you as a player really, really want it. Even if some fighting happens (unlikely and unrecommended), everybody can just shrug off and quickly patch up all wounds (even more unlikely).

The middle zone is "the bad neighborhood". Crime thrives, adventures and shennanigans happen, but it's not a place to avoid at all costs. The risk level is balanced. On the meta level – serious fights can happen, with wounds and maybe character death if one wills it.

The most dangerous zone has the extra layer of shady on top of it. Also, this is the zone where all the potential supernatural phenomenons will happen, where a murderous band may operate. On the meta level – all kinds of things can happen, ultimately the player decides about character death but serious consequences of physical altercations are probable and encouraged.

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Will there be a broader storyline beyond the festival and border-town politics?


The storyline of Whirls of Pontar is based not only on the fair and local politics but also includes other, as-yet-undisclosed elements that will drive the game and influence character decisions. The larp is modular – it has a predefined narrative structure, framework, and potential plotlines. However, to reveal more details, we need to know which groups and how many players will actually take part in the game. Based on player expectations expressed in the application form responses, we will refine and develop the storyline further.

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How much of the game will be directed by NPCs and scripted events?


The game will include NPCs and events that introduce additional plotlines, but the direction is designed to be seamless and unnoticeable to participants :) We do not plan for "caretaker NPCs" assigned to each group. We encourage players to actively seek out activities and storylines, though simply "being present" and going with the flow of the action will also be a satisfying experience.

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Groups and characters

If I play a Moonshiner, will I be distilling moonshine, and if I play a Gravedigger, will I have to dig graves?


The game takes place during a festival, and most groups will not be performing their daily jobs during this time. Instead, they will focus on celebrating and engaging in activities they usually don’t have time for: building relationships, resting, or trying to improve their situation ;) However, some professions are likely to have "work" during the festival, such as Melitele priestesses, herbalists, or guards.


We encourage playing into the distinctive elements of your profession, but we don’t require anyone to learn a craft or prepare an abundance of props necessary to portray their work.


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What do you need to do to play in a specific group?


Purchase a ticket in the store for the specific group :) Each group has a set number of tickets available in the store, matching the number of roles we plan for that group – there won’t be any casting afterward. If the minimum number of players for a group isn’t reached (which can happen), the sign-up form will include a question about which other groups you’d like to play in that case. On the Facebook event and Discord, we’ll post updates at least once a week about how many tickets have been sold for each group and how many are still available.


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What should I do if the group I was interested in is sold out?


Start by thinking about why you’re particularly interested in that group, and then write to us :) If you want to play with friends, we can suggest another group that will have a lot of narrative interactions with the first one. If you’re looking for specific storylines or experiences, there’s a chance characters from other groups might offer them as well. The sign-up form will include a question about other groups that might interest you besides the one you have a ticket for – you can also include your preferences there.

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Practical

What are the differences between the accommodation standards?


The location of the larp is an open-air museum, so the accommodation offered there is closer to a camping standard than to a hotel standard. “Standard” cottages have no electricity or beds (we will provide you with a mattress, which can be placed on the floor or a wooden bench, you need to take a sleeping bag), and their residents share bathrooms and toilets in a pavilion. “Comfort” cottages have beds with bedding in shared rooms, access to electricity, and an internal bathroom.

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