Welcome to Jaeger
What is Jaeger?
Jaeger is a live action roleplaying game (LARP). You'll embody your character on a live site - dressed in costume as them, making decisions in real time, sharing in a collaborative story with the other players and crew.
There are no winners here, and no victory condition. You'll succeed in some areas and fail in others. What Jaeger offers is a chance to inhabit a character, navigate a dangerous world, and be part of a series of stories none of us could write alone.
If you've never LARPed before, that might sound a bit out there. The simplest way to put it; think of it as collaborative improvisational theatre, where every player is both actor and audience, and the world responds to what you do.
If you're an experienced LARPer joining from another system - welcome! Some things will be familiar, others less so. We're thrilled to have you on board.
A Live Site Game
Jaeger events usually take place on a scout camp, activity centre, or similar outdoor location. We make sites like this "live" - an active environment that exists regardless of the players within it.
The site becomes the world for the duration of the event. Different buildings, clearings, and forested areas become different locations within the story. NPCs and monsters move through those spaces, and the plot unfolds around you. You're not just watching events happen - you're right in the middle of them.
Crucially, the world does not wait for you. Events will occur, situations will develop, and things will change whether or not your character is present to witness them.
Exploration isn't just encouraged - it's how you engage with the full breadth of what's on offer.
The players who wander down an unfamiliar path, linger a little longer than usual, or follow a thread that isn't obviously tied to their own goals are often the ones who find the most rewarding experiences.
The Setting in Aynca
Jaeger is set in Aynca, a fictional continent in a pseudo-18th century.
It draws on the aesthetic of Enlightenment-era Europe; printing presses and gunpowder, candlelight and superstition, class tension and dominating institutions. However, underneath the veneer of civilisation, something ancient and hungry is still very much present.
This is gothic horror where the supernatural is real. Demons deceive, Fae bargain, and Angels are not entirely comforting. The world is dark and at times bleak, and your characters will need to navigate that.
But dark doesn't mean dour. Aynca knows exactly what it is, and has fun with it; dramatic flowing frock coats, silver-tongued villains, monster hunters cracking one-liners mid-swing.
Think less brooding arthouse horror, more a world that leans into its own theatricality; sincere, blood curdling dread one moment, gleeful melodrama the next, and rarely apologetic about either. If you've ever wanted to fight a werewolf in an excellent wide brimmed hat, this is that game.
Half of your job at Jaeger is to have a great time.
The other half is making sure everyone around you does too.
Collaborative Roleplay, and Why it Matters Here
Jaeger lives or dies on collaborative roleplay. This is a core principal that's integral to how the game works.
There can sometimes be a feeling of competition at LARP, where your character might have a rivalry with another player's character, factions might work against each other, and the Game Team might genuinely feel like the opposition you're working to outwit. That tension can be thrilling - but in the end, Jaeger is a cooperative experience, and the goal is a great story for everyone in it.
The plots we design have flex; some things have multiple solutions, some threads have hard endings, but how you get there is rarely fixed. The same situation, approached by different groups of players, will produce different stories and results. Which alliances form, what sacrifices get made, and which lines characters refuse to cross are all things that matter to how the game unfolds.
Your job isn't just to pursue your own character's goals, it's to give other players something to react to, and to be as interested in what the person across from you is experiencing as in what you're experiencing yourself.
This matters especially in a horror setting; dread needs room to breathe. A scene that could be genuinely unsettling gets hollowed out if everyone's rushing to get to the next hook.
Trust the atmosphere and your fellow players. Some of the best moments in Jaeger happen when people slow down and share the experience together.
Character Bleed
You are not your character, and your character is not you.
This sounds obvious, but it's worth stating clearly. Your character may hold views you find repugnant. They may fail at things you'd succeed at, or succeed at things you'd find abhorrent. They may be put through the wringer, or sneak through unscathed. Whichever way it goes - that's the game.
Equally, other players are not their characters. If another character has wronged yours, the player has not wronged you. Conflict in character is exactly that - in character.
If something crosses from in-character into genuine discomfort for you as a player, use your safety tools. That's what they're there for. The flip side matters too: some of the best roleplay comes from players willing to push the boundaries of their characters - to let them lose, suffer, or be changed.
Jaeger rewards curiosity. Dig deep, and explore.
