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.
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?
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.
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.
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)


