”For God and Country’ is a prewritten LARP organized in the Netherlands by a volunteers. After a successful first run in Dutch, it will be organized in English for an international audience in 2026.


International Run 1-4 October 2026 in Leersum, The Netherlands.

Sign up period is February 2 till 16 in 2026.

  • Regular Ticket € 325,-
  • Subsidized Ticket € 175,- (5 tickets budgeted)
  • Supporter Ticket € 415,-

Please read the design document below for all information. The information on this webpage is an incomplete summary.


“For God and Country” is set at the dawn of the Eighty Years’ War; the conflict between the Low Countries and the Spanish Empire  that would eventually give rise to the Dutch Republic. Though later celebrated as a heroic struggle for freedom, the outcome at the time was anything but certain.

In the late sixteenth century, discontent simmered across the Low Countries under Spanish Habsburg rule. The reasons varied: many citizens felt their religious practices were being restricted, others were enraged by rising taxes, and regional leaders resented Madrid’s heavy hand in local affairs.

This LARP delves into a time were simmering tensions boil over into open revolt. Players are invited into a retelling of period when everything hung in the balance’. Here, individuals with vastly different stakes cross paths to debate how this growing conflict should continue: through ruthless force, careful diplomacy, or something in between? Who will emerge as the region’s leading voices, and how will they shape the future of these lands as the “Father of the Fatherland”?

At the start of the game, the characters gather just before a council of war. Most are patriots who, despite profound differences in conviction, claim to act for the good of the Low Countries. Their first confrontation arrives quickly: a group of Spanish-aligned envoys on a diplomatic mission, soon to be taken captive by the others.

Rebellion is now undeniable. The question that remains is whether the path ahead demands more bloodshed in pursuit of freedom, or whether concessions must be made to prevent the conflict from becoming darker still.

Amid these turbulent times, people still lived, loved, and struggled. Families sought ways to survive, or even to seize new influence in the shifting landscape. After all, history is shaped not only by great battles and councils, but by the choices of individuals much like you and me.


The following aspects tell you a bit about the game’s design choices. Please read the Design document for more information.

  • Characters – All thirty-seven prewritten characters are based on historical sources and inspired by people who really lived, though their stories have been adapted to add drama. They come from all levels of society and are meant to be interpreted by players, with their fates left open rather than fixed.
  • Open ending – Although the LARP is inspired by history, it does not have to end the same way. The motto of the LARP is “History is written by the victors”.
  • Play to lose & lift – The purpose of the LARP is not to ‘win’ but to experience the small and large dynamics that guide the fate of humanity. All characters are their own main characters, and have their own full storylines and purpose in the larger story. Some characters are more focused on personal tragedy than politics. Characters can only die in the last hours of the game, and only by the victims choice.
  • Phasing – All of the LARP happens in one continuous event- there are no timeskips. Several times per day; an ‘event’ will happen. This can be something for the soldiers to ‘solve’, or a letter to the nobility. These events help characters to act and change opinions based on a changing world. The LARP does follow ‘Acts’, where players are encouraged to focus on a a specific conflict.
  • Workshops – There will be pregame scenes to co-create memories before the game starts. The game will also have two workshops: OC game techniques, and IC setting.

  • 16th century feeling food, documents and props.
  • Soldier camplife and searching for food and foes alongside your fellow soldiers.
  • Fierce arguments over small religious differences.
  • An elaborate banquet, performances and games befitting nobility
  • Cursing the nobility for their waste while the people starve.
  • Hoping or fearing for your (family’s) future after the war.
  • Large-scale combat with latex weapons and magical healing after being wounded.
  • Reenactment-quality historical accuracy
  • An early feminist or class revolution. Democracy or a fair, modern society.
  • Actual physical hunger or cold.
  • An elegant ball.
  • Sexual violence or threat thereof.
  • A simple division between “good” and “evil.”

For God and Country was a deeply immersive experience, capturing a turbulent period in Dutch history. The characters were created with great care and a strong commitment to historical atmosphere. I loved exploring the norms and values of the era while portraying a commoner with a rich backstory. The “non-face card”(non-noble characters) roles added so much depth to the overall narrative — we truly made history come alive!
Lizzie

“Grand history on a human scale. The team made a story that is deeply emotional and personal, set in a time that not only echoes through Dutch history, but gives us interesting parallels for the modern world. Heavy themes are handled very well, which makes this is a story about so much more than just politics.”
Gijs


‘For God & Country’ was designed and run in The Netherlands in 2025. We want to thank the following people:

  • Willemijn for writing and being the story director.
  • Merel for co-writing and for her warm community management and safety.
  • Jasper for smooth running of general logistics, location and website.
  • Guy, Jolanda and Esther for the plentiful, historic, delicious food.
  • Roos, Corne (frivolous engineering) and Saar for amazing props and their intense performance in several NPC roles
  • Karijn and Sander for valuable feedback and proofreading.
  • Ork for his wonderful photography.
  • Tjidde, Sharre, Anne for other tasks that were indispensable to make this LARP happen.
  • Anna Katrine, Harry, Josefina, Nikoline, Sebastian, Eline and Iva for proofreading the translated characters for an international audience.