Events

What are our immersive events?

A book allows you to experience a story in your mind.
A film allows you to perceive a story through sight and sound.
Immersive Experiences go further: they place participants directly in the heart of the story.

Our immersive events are inspired by role-playing games but place particular emphasis on deep immersion and authentic environments. Unlike traditional role-playing, participants can choose their fundamental role concept and the level of intensity with which they wish to engage in the experience.

Education and Self-Discovery

A Real-Life Experience expands the concept of large-scale improvisational theater: every participant is both player and observer. The goal is not perfect acting, but actively experiencing another world. This approach allows participants to engage with complex societal themes, reflect on ethical dilemmas, and explore their personal reactions in a safe environment.

Intensity

Participants can set their own focus: they may stage an elaborate performance, quietly explore the world, or seek out tasks and challenges within the game. The diversity of individual approaches makes the world feel authentic and alive.

Stories

The interplay between participants and the carefully designed setting generates not only a central overarching story but also hundreds of smaller narratives, each rich and instructive in its own right. How much one engages with these opportunities is up to the individual.

Experience

Beyond immersing in the story, the format encourages experimenting with unconventional behaviors, reflecting on their consequences, and engaging with moral and societal questions. Whatever focus is chosen, participants leave the experience with new insights and unforgettable memories.

Experience Design Overview

Greylight 2142 - The Prelude is a live action roleplaying experience set in a cyberpunk environment with fantastical elements. The design of the event intentionally uses fictional worldbuilding as a framework to explore contemporary social, political, and economic themes through metaphor.

Rather than presenting direct real-world scenarios, the game translates structural dynamics into speculative forms, allowing participants to engage with complex subjects at a reflective distance.

Design Intent

The experience is constructed to encourage reflection on:

  • Structural inequality
  • Access to opportunity
  • Economic gatekeeping
  • Regulation of power
  • Social responses to systemic disruption
  • Autonomy within ownership-based systems

The fictional cyberpunk–fantasy framework provides emotional and narrative distance, enabling participants to engage critically with these subjects without directly reenacting real-world identities or conflicts.

Greylight 2142 is therefore not designed primarily as escapist fiction, but as a structured narrative environment for exploring contemporary societal dynamics through speculative metaphor.

Visit the Greylight 2142 website

Wealth Concentration and Structural Power

The Ascended are individuals who have gained access to engineered magical enhancement through extreme financial resources. Their existence represents the consolidation of wealth and the amplification of influence that accompanies it. Magic, in this context, functions as a metaphor for inherited and purchased power — access that is restricted, regulated, and unevenly distributed.

The event examines how systems reinforce inequality, how privilege perpetuates itself, and how social hierarchies are maintained through economic barriers.

Marginalization and Systemic Instability

The Rifters unpredictably during a global magical event. Their existence was not planned or chosen, and their appearance disrupted existing systems. As a group, they represent individuals and communities who become marginalized when institutions are unprepared or unwilling to accommodate difference.

The design intentionally avoids replicating real-world stereotypes. Instead, Rifters function as a structural metaphor: they explore how societies react to disruption, how fear and uncertainty shape policy, and how “otherness” is constructed within bureaucratic and economic systems.

Debt, Ownership, and Modern Dependency

Androids in the setting were created as property — labor units without legal autonomy. Following the Awakening, some begin to develop self-awareness. Their situation serves as a metaphor for modern forms of economic entrapment, particularly systems in which individuals are functionally bound through debt, contractual dependency, or structural lack of mobility.

The android narrative examines questions of agency, personhood, labor rights, and the boundaries between ownership and autonomy within highly financialized societies.

Privatization and Governance

The broader setting — a privatized city administration selling districts to corporate bidders — reflects themes of deregulation, commodification of public space, and the shifting boundary between state and corporate authority.

By situating the story within a district facing potential acquisition, the design focuses on how macroeconomic decisions affect local communities and how governance structures prioritize profit over stability or wellbeing.

The Game

Blankspace is a symbolic horror event about guilt, hope and running away from the past. It is inspired by the (book and) film Bird Box, although we explicitly distance ourselves from its treatment of mental illness. Other inspirations include the films Alien and The Babadook as well as many other media. The style is inspired by the traditions of Nordic Larp and German Modern Larp.

The event is set in an unspecific retrofuturistic future where Earth is desolate and space is hostile to life. On the spaceship Enkidu, its crew and some settlers are travelling towards the planet Eos that promises a simple, carefree life and a new beginning. But the past catches up with them - in the shape of a monster that drives most of those who see it to suicide.

Through the metaphor of horror, the game aims to explore how we deal with the shadows of our past: Do I run away? Do I face my demons? How long can I look away? Is there any hope of forgetting? Can I make amends? Am I a different person? Can people ever change at all?

Visit the Blankspace website


Is this game for me?

Blankspace is first and foremost an experience about the personal development of characters and how they deal with their past, secondly horror and thirdly science fiction. It is less a science fiction game than a surreal chamber play in a science fiction aesthetic. If you're looking for sci-fi horror but don't like internal character play, you won't enjoy the game very much - however, if you like character development but aren't the biggest sci-fi fan, you should have a lot more fun.

The metaphor of a monster

Every character has something they are running away from. That's what the monster represents to them. It shockingly confronts them with their own demons and worst memories, with the worst possible view of themself.

This means every encounter is an opportunity for roleplaying with yourself. How you react to the monster should be a representation of how your character deals with their monster - and what the monster says and does will in turn depend on your reaction. We will practice in the workshop how you can represent different reactions to your monster - repression, overcompensation, ... - and create meaningful scenes.

Shadows of the Past

To bring the past into the present, some relations will have a second layer: Shadow Relations. Each character will have other characters that represent the past or one of their themes. This can be a person from the past, but also a need, ideal or concept - or a development. What exactly the shadows are can vary from character to character and for some follows its own rules. Reality and shadow connections are typically not completely different, but rather two ends of a spectrum.

THE CORE: Blankspace Drive

Strange things are happening close to the core of the Blankspace Drive. Some say its radiation triggers hallucinations, others believe it breaks the continuity of space, time and dimension. Only one thing is certain: if you get too close to the core, you experience things that can't actually be real. Things from the past, the future, a different version of reality. Nevertheless, everyone remembers it afterwards as if it had really happened - and anyone who gets hurt there suffers a real wound.

The core works a bit like a blackbox: You can play out scenes from the past or future, dream sequences or alternative realities. But unlike a classic larp blackbox, the scenes you play here are integrated into the flow of your story without an off-game time jump. This means that even if the scene takes place in the past or future, everyone involved has the memory of having just experienced it and suffers the consequences now.

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Style of our events

Themes

The games draws on many different themes - some of them from classical cyberpunk worlds, autoritharian systems, others from the unique issues that fictional worlds bring.
Every group and character will have their own themes, but there are some main themes pervading the games.

Greylight 2142: Discrimination, Oppression, Consequences.

Blankspace Shadows of the past, hope and beauty, fear and despair.

Safety

We take safety (physical & emotional) seriously. At the experience, there will be a dedicated offgame room as well as dedicated safety personel. For more information, look up our Code of Conduct.

Characters

All characters in the game are pre-written and have a richly defined background and motivations, including their connections to others. All characters have a strong personal story.

Workshops

The game will use some workshops before it starts to help convey the world, get into character and relay important meta-techniques. These workshops are mandatory for all participants.

Sex & Gender

We want a world where everyone can be what they want. There are no clear roles or even rules for different genders and society has progressed to a point where what would be considered a liberal view nowadays is the norm. Therefore, your character's gender will pose no boundaries on how you express yourself in terms of costume.
Traditionally, classical Cyberpunk aesthetic is known for a hyper-sexualized aesthetic, especially of women. This is something we clearly do not want to be a theme at Greylight 2142. In our worlds, everyone can dress any way they want and nobody will interpret any sexual intention into it. Please consider this when putting together your costume - aim for expressing your style and identity, not at appearing hot. Furthermore - there is no defined beauty standard - everyone has their own style.

For more information, see Inclusivity

What We Aiming For

Live action games are always a collaboration between us, the designers/writers and you, the participants. Hence we want you to know what we aim for with this game, what kind of world you will help create.

THEMES

EXPERIENCE

YES

NO

classism

discrimination

hyper-captalism

identity

responsability

struggling against an unchanging system

sexism

sexual assault

gender phobia

offgame discrimination

a game full of interesting, personal stories

experiences you will be able to share with others afterwards

a rich world, which deals with themes of responsibility, oppression and discrimination

taking down and reforming an oppressive system

a world where everything is black and white

clear sides, with a huge conflict between “good” and “evil”

stories which are about “winning” for the player
and for the characters

a game which is about gunslinging and massive shootouts

Meet the Fractured Reality Studios Team

Here you can learn a bit about the people who create and run our games. Greylight 2142 and Blankspace These wonderful people worked for months and even years to ensure the project's success. If you hover over the images (PC) or tap them (mobile) you can learn a bit about them.

Kevin Blank

Kevin Blank

Organisation, Design & Writing Kevin is one of the main organizers and head writer of Greylight 2142, which means he mostly does nothing and is impressed with the hard work everyone is doing.
Armin Sass

Armin Saß

Organisation, Design, Building & Media Armin is one of the main organizers and head builder of Greylight 2142 and Blankspace.
Lara

Lara

Writing & Design, Visual Art Lara is the Lead designer and organiser of Blankspace and worked on design and characters for Greylight. She created various illustrations and paintings.
Afra

Afra

Organisation, Design & Writing, Building

Afra is Organizer vor Greylight and Blankspace, helped with Redesign and building props and the venue. Supported the runtime team and managed a part of Diffraction. Certified lavalamp coordinator.
Tobi

Tobi

Writing, Design & Proofing Tobi worked on many Design Elements of Greylight and Blankspace, particularly the Rifter and Magic design.
He wrote many Characters for both games and was mainly responsible for Citizen, Transference and Galen Characters.
Grey

Andre Balzuweit

Production Design & Building Andre worked on the production Design of Blankspace and is responsible for the Greylight VR Club and SYNC Area concept, design and buiding. In addition, he was involved in a few prop works and created the Rifter Neon Extractor.
Sebastian Hahn (Tichi)

Sebastian Hahn (Tichi)

Support, The App, Building & Multi-Tool Tichi is community manager for Blankspace, did requirement elicitation and testing of the Greylight app. He helped building game props, and held workshops on site. On run time he played digital and jumper NPCs.
Hartmut

Hartmut Wächter

Organization, Logistics Hartmut is one of the main organizers and lead in all logistic matters of Greylight 2142. He literally has warehouses full of lights, media equipment and usefull and less usefull stuff. In real life he's an event organizer as well.
Robin

Robin

Tech-Head, App Robin created the App and is responsible for setting up and maintaing the necessary infrastructe on site.
He also managed the ingame chats and played chat NPCs as well as writing in game news.
Robin spent weeks inside the venue to make sure GR-L8 is in top shape.
Toji

Toji

Design, Support Toji worked on the Android (Re-)Design and filmed some stuff for the Pre Game Video Briefings. He also NPCed various characters for Run 4.
Susanne

Susanne Evans

Organization, Logistics, Finances Susanne manages communication to external partners. She also helprd building up and deconstructing the venue. She in companion with Steffi managed the catering for the building crew before and after the event and tries to have her head and hands at the place they are needed.
Steffi

Steffi

Organisation, Teammanagement & Kommunikation Steffi took care of team management and team support. In addition, she provided advice to the organization. She organized supplies and had the overview that everthing is complete on-site. Steffi also took care of the team(R2) and emotional safety during runtime (R1).
Anita

Anita

Writing, Proofing & Emotional Safety Anita wrote the Chrome Marauders as well as most of the Megacorp characters and helped proofing other factions. She also designed Workshops, and especially helped design the emotional safety concept. She is Gamemaster for Crime (R4&5).
Ina

Ina

Writing, Proofing & Emotional Safety Ina worked on various design elements in the game and wrote Everlife and Emerald Blade and the characters in those fractions.
She wrote workshops and briefings and helped with the emotional safety design. She also was part of the planning and building of the Everlife space. She is Gamemaster for corporations (R3).
Alexander

Alexander

Writing & Design, Building Alexander was responsible for the Iagatomi redesign and helped with other writing tasks. He also built the Falcon Security nerfs. During the events he support the runtime team.
Afruz

Afruz

Building Afruz worked on the Rifter design and Transference faction. She is the NCP in Transference (R3). She helped with the design for workshops and briefings. Afruz worked on costumes. Also on planning & building up the Chrome Marauders Biker Bar.
Andreas

Andreas

The App Andreas created the core of Greylight App with all the backend capabilities. He tirelessly implemented to all the last minute changes and fixed many problems remotely.
Jessi

Jessi

Support, Building & Runtime Jessi had her hands in various building projects. She also took care of some on-site infrastructure and provided runtime support for players and team. Jessi enriches the game as a commander NPC at falcon security (R3)
Christian

Christian

Building, Props & Artworks Christian created many of the mobile Props, including the Falcon Security scanner, tech for the Cat-in-a-Jar, Iagatomi Android tasers and the Galen Medical nanotech healing Gun. He also helped with the buildup and finishing of the Android chair, the Plants-in-a-can and the Transference Artwork.
Vik

Vik

Writing & Design, Building Vik worked on the Ascended Design and wrote characters for Emerald Blade and the BMCI.
They sold their soul to the team for a glowing collar once, kept an eye on the discord and helped with player checkin/checkout.
They also played minor NPC Roles (R3) and the NPC Chief of Falcon Security (R4).
Julia

Julia

Building, Candy Corner Julia build the Candy Store for Run 3 & 4
Daniel

Daniel

Master of Construction Daniel was managing the build up of the whole setting in which the Greylight District came to life. He also is the main electrician of Hartmuts team and was always on spot when there was a bug to fix.
Tina

Tina

Building & Support Tina is responsible for the Moktezuma buildup.
She also helped with the AC-Boxes and repair the Galen Medical Displays. On site she was your DJ at the VR Club (R4) and helped with checkin/checkout and keeping the team hydrated.
Sven

Sven

Building & Support Sven supported building some props and also provided the magic behind the CTD crystals.
Arnd

Arnd

Building, Runtime Tech Support Arnd helped building up the venue. He did a lot of light- and sound stuff and did some last minute fixing as well as repairing stuff during the game.
Marita

Marita

Buildin: Wellness Space Leads the Wellness place team. Responsible for build up and runtime and people of wellness space.
Nikola

Nikola

Building, Electronics, Programming Nikola helped to solder, programm and decorate the enviorment
Pauline

Pauline

Building Pauline was helping decorating and styling the enviorment
Martin

Martin

Electronics & Building Martin is member of the VR Club and SYNC Area team. Mainly responsible for all electronics and light programming
Matthias

Matthias

Graphics, Logos Matthias created most of the faction logo designs, color themes as well as many of the ingame Posters.

Frivolous Engineering

Frivolous Engineering kindly supported the Greylight project by redesigning and building the Everlive Consciousness Transfer Device.

"Frivolous Engineering is a non-profit organization that creates various (electronic) props for LARP. We are a collective of creative crafters based in the Netherlands and our common denominator is 'Sure we can!'.

We design and build (interactive) props to fit the setting of the LARP event that will use them. This includes, sometimes, creating game systems and accompanying software to make the props behave certain ways. Players should feel enhanced in portraying their characters. Props can stand out, but should feel in place. Therefore we pay close attention to integration and immersion into the world and we work together with the LARPs organizers during the building process.

Extended team and helpers

Many more amazing people helped us to create Greylight 2142 - directly before, during and after the game.

Logistics and Support

Sandra (Logistics, Finances & Organisation)
Alexander P. (Team Support & Building)

Location buildup

Jasper (Master craftsman)
Constantin Bär
Daniel 2

Runtime safety

Lu

Food and Kitchen Crew

Anne (Offgame Catering)
Lucija (Offgame Catering)
Wibora (Hanks Noodle Bar R3)
Leonie E (Hanks Noodle Bar R3)
Jan Philip Rinck (Hanks Noodle Bar R4)
Jan C (Hanks Noodle Bar R4)

Faction buildup help

Christoph (Candy Corner)
Laura (SYNC & TREES)

Runtime support

Birgit Wächter
Teppich

External helpers

Hagen Hoppe (Photography)
Nik (Greylight Theme Song)
Ork (Photography)
Phil Re (Photography)
Patrick Waldmann (Videography)
Axel Mayer (Printing Materials)

Former Team & Helper

Eva Leidecker (former core team - organization & communication)
Yvonne (former core team - organization & interior design)
Andreas K. (Iagatomi android chair)
Volker G. (Writing Iagatomi)
Michael (Corporations, original Elf & Magic design)
Kisa (Corporations, original Elf & Magic design)
Andreas von Knobloch (Candy Corner: interior design)
Christian Hellinger (interior design)
Carsten (Graffiti artist)
Jörg (Graffiti artist)
Mel Strunk (location buildup)
Ranus Magnus (location buildup)
Kim (on location support team)
SilKe (runtime savety)
Josh (Network & RFID specialist)
Gina (costumes & Chrome Marauder bar buildup)
Mike Segner
Mirko Sager
Jürgen Evans (Arduino Support)
Carmilla (original app work)
Devin (writing)
Sjut (proofing)