
Live Action Role-Playing (LARP) in the UK has grown from a scrappy underground movement into a polished and diverse hobby. While often shaped by fantasy literature and tabletop gaming, it also developed in response to unique British settings and community-led initiatives. Its story unfolds best across time periods, as each era introduced distinct formats, styles, and cultural shifts.
Early 1980s: From Tabletop to Castle Grounds
The origins of British LARP trace back to the early 1980s, closely linked to the popularity of Dungeons & Dragons. Enthusiasts began to explore what it might be like to step physically into the roles they once only played on paper. The first major breakthrough came with Treasure Trap, launched in 1982 at Peckforton Castle. It set the tone for high-fantasy live roleplay, using real-world medieval settings, costumed characters, and structured game rules. Treasure Trap’s influence was far-reaching, inspiring new systems across the country.
Late 1980s and 1990s: Underground Dungeons, Fortresses, and the Rise of Festival LARP
By the 1990s, UK LARP had diversified significantly. The decade was defined by two parallel strands: site-based combat adventures and the emergence of large festival-style events.
Labyrinthe, held in the Chislehurst Caves in Kent, offered a physically immersive and ongoing dungeon-crawl experience. Players returned weekly, often playing long-running characters in a subterranean maze that delivered visceral, close-quarter encounters. The cave setting contributed to a uniquely oppressive and moody atmosphere rarely replicated elsewhere.
Around the same time, DarkHaven used Fort Borstal in Kent as its base. The Napoleonic fort’s passageways and chambers became home to a gritty fantasy world with a strong player-led story and internal politics. These games placed a premium on continuity and in-world realism, providing consistent character development across years of events.
The late 1990s also marked the start of festival LARP in the UK. These were sprawling weekend events with hundreds or thousands of players camping in-character. Summerfest was the prototype, quickly followed by the Lorien Trust (LT), which formalised this model. The LT’s flagship event, The Gathering, drew thousands to Locko Park for a mixture of mass combat, faction politics, and festival camaraderie.
Out of Summerfest also came Curious Pastimes (CP), which maintained a similar large-scale format with different lore and mechanics. Both LT and CP events established the expectations for costume standards, faction identity, and grand narrative arcs that would define festival LARP in Britain for the next two decades.
2000s: Expansion, Innovation, and Consolidation
The 2000s saw the UK LARP scene grow in professionalism and variety. Festival systems continued to thrive, but new groups brought experimentation and thematic breadth. Urban horror, steampunk, post-apocalyptic, and Nordic-influenced games appeared, appealing to players seeking alternatives to fantasy battles.
The infrastructure around LARP improved too. Dedicated traders began supplying high-quality gear, armour, and props. Safety rules and game mechanics became more refined, while online forums and mailing lists helped build a national community.
Meanwhile, in mainland Europe, particularly Germany, LARP was expanding into an entirely different scale. Events like ConQuest and DrachenFest became the largest in the world, drawing over 10,000 players. These games offered impressive production values, structured factions, and immersive towns built from the ground up for the event. German LARP placed a strong emphasis on spectacle and player-led drama, and many UK players began travelling to experience it.
2010s–Present: Empire and the Modern Renaissance
In 2013, Empire launched in the UK, developed by Profound Decisions, already known for Maelstrom. Empire represented a significant leap in design. It offered a deeply structured political and military system, a rich and original setting, and high production values. Each event gathered 1,500 to 3,000 players, balancing warfare with diplomacy, economics, religion, and magical research.
Empire placed emphasis on world-building and civic gameplay, encouraging player agency not just in battles, but in shaping laws, rituals, and national culture. It also led the way on consent and accessibility policies, helping modernise British LARP culture.
Today, the UK LARP scene is more diverse than ever. Festival systems like Empire thrive, while smaller systems continue to offer everything from intimate character dramas to hard science fiction warfare. Connections with the European scene, particularly through DrachenFest and ConQuest, have fostered cross-border collaboration and raised the standard for immersion and storytelling.
Realated: Best LARP Events from Europe and America
What next?
From dungeon runs in cave systems to multi-day battles in German-built towns, LARP in the UK has always been defined by creativity and community. Each decade brought its own tone and challenges, but the core has remained the same: collaborative storytelling made real through costume, character, and shared imagination. Whether in the depths of Chislehurst or the fields of Anvil, LARP has become a cultural movement with its own evolving legacy.

Image credit: Thanks to Profound Decisions for help sourcing images and the photographer Tom Garnett