Mythmakers – An Exciting Team LARP After-School Adventure!

Step out of the classroom and into a magical world!

In Mythmakers, every day is a new adventure and an opportunity to be a hero.

Mythmakers is Majestic Adventures’ after-school fantasy adventure program. Like all our LARP programs, it focuses on fun, personal growth, and empowerment through storytelling. In Mythmakers, the story unfolds as a series of daily, self-contained adventures all set in the same area of our magical world. These daily adventures are customized to Adventurers’ interests, and flexible adventuring groups let kids play with their friends and make new ones. Ten Adventurers can decide to defend a village from a huge rock titan threatening to crush it, while another three go off to help a witch find her missing cat familiar. On the days where a child doesn’t want to heed the call of Adventure, we have engaging alternative activities such as Sword Games. As they explore, Adventurers will face dynamic duels, silly social situations, perplexing puzzles and fickle fitness challenges. Every success and setback offers the opportunity for personal growth and empowerment by fostering teamwork, problem solving and a host of other skills. By completing daily adventures and other activities, players make progress toward long term goals such as building a defensive wall or defeating a powerful villain. These goals allow them to build on one another’s achievements and by the end of the program, celebrate all that they’ve accomplished together.

In Mythmakers, Adventurers aid the people of Vehrea, a world of magic, chaos, and nature dotted with a few determined bastion cities. Vehrea is alive and dynamic, designed to be shaped and changed by Adventurers’ choices. Mythmakers uses a simplified version of The Wilds Within game. Each session, players pick one or more Archetype cards to empower their character. Different Archetypes let players do what is most fun for them, whether that’s battling foes, sneaking around, negotiating deals, solving mysteries or commanding the elements. An Adventurer could try a different Archetype every session, or find their favorite and stick to it. The game is designed to support teamwork and player agency; the choices an Adventurer makes are more important than what’s on their Archetype card. See a map of Vehrea.

Program Details

  • Ages 6 to 17 years old

  • Fosters teamwork and collaboration to achieve goals

  • Creative problem-solving, ethical reasoning, group decision-making

  • Groups of around 8 kids per adult leader encourages teamwork and group play

  • Ample opportunities for individual ideas, actions, and self-expression

Mythmakers Logo

FAQ – How much is this like Adventure Quest?

Mythmakers is a LARP program for kids designed to work in the once-per-week nature of after-school programs. Though not an Adventure Quest program, it is active, exciting, and creative experience that draws on storytelling, imagination, acting, teamwork, foam-sword dueling, improvisation, and co-creation. Questers will find lots to be excited about! It allows a slightly higher ratio of kids to adults (1:10 vs 1:6), and so kids can enjoy questing on a team with more of their friends together.

What’s Changing:

  • The game system/rules: Participants can play a version of their same character, but will not have the same powers or items that they do in Adventure Quest. Characters will also not gain XP and “level up” in the same way.
  • The fantasy world: Participants will explore a new world of wonder and intrigue where their choices have a lasting impact.
  • The format of the adventures: Each day has its own self-contained mini-quest that concludes by the time participants sign out. Participants can opt to play sword games if they are not interested in the daily adventure. (This format is exclusive to our After-School programs and will not feature in our day camps, even if the day camps use this game system.)

What’s Staying the Same:

  • Epic Live Action Roleplay: Participants are the heroes of the story. They play characters in a fantasy world who go on awesome adventures.
  • Experiential Learning: Adventures and games challenge participants to develop their teamwork, decision making, and problem solving skills.
  • Fun is #1: Our priority is still delighting and entertaining participants with sword fights, puzzles, silliness, drama, and much more.
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