Maybe the first thing you remember was your grandmother reading you old scary stories before bed, about beautiful princesses and talking animals. Maybe you discovered an old book of fairy-tales in the school library and became fascinated. Perhaps people kept on saying you were “a real Prince Charming”. However it happened for you, eventually you started to realise that you were part of a larger story, one of many which have been passed down from generation to generation, an archetypal part of it. And you started to notice kindred spirits, people tied to archetypes and into the stories along with you, and felt a kinship with them. Now, you live under the influence of that role you have always felt so connected to.

But you are still human, still having to live a real life. And real life in the divided Germany of the late-60's was not always easy. Families and friends living either side of the Iron Curtain. Distrust and fear on both sides. Two different sets of ideals. Two different ways of living.

The post-war economic boom of the West is coming to an end, and unemployment is starting to appear. The old communities are crumbling, but their sexist and bigoted ways hang on. Student protests are starting and a wave of individualism is growing. Which gives people freedom to dress how they want, listen to whatever music they like, and explore themselves. Even if it means trampling over those less fortunate than yourself and only looking out for your own pleasure.

Whereas, despite trust in Mother Russia crumbling, the East's central planning means that everyone has a place to live and a job (if you want it or not). Everyone contributes, and everyone is much more equal in the eyes of the state — your gender isn’t as important as whether you are in the Party or not. Communities, families, and a sense of shared responsibility are strong here, even if freedom of expression isn't. If you want to hear The Beatles, or enjoy anything that isn’t sanctioned by the State, you have to smuggle it in from the West and hope you don’t get found out.

In fact, the only thing both states really have in common now — apart from part of their name — is that they are both just tools of either side in the Cold War.

And now, the Americans have launched a rocket. In a few days, mankind will turn the Moon from a place of dreams into just somewhere else to put a flag. And with it, the old stories, the old truths that people told each other — your stories — will loosen their hold on people's imaginations, to be replaced by tales of science and engineering and rationality. You all know things will not be able to continue as they are after this, so you have met up to see what happens next.

Most of you plan to indulge yourself in the fairy-tales with your friends one last time before leaving the stories behind, forgetting about them like everyone does, in the end. But there might be a way to adapt — stories have always changed over the years, haven’t they? In this moment, as the world holds its breath waiting for Man to step foot on the Moon, perhaps anything is possible.

As organisers, we want the players to really feel the magic of fairy-tales & stories. We encourage you to read stories to each other, adapt them, perform them and follow their rules. Find your own take and your own spin on these characters and evolve them, and your own understanding, throughout the game. Your characters have been living under the influence of an fairy-tale archetype deep in their soul, enriching but also complicating their lives. Now everyone knows that the Real World is coming for them, and nobody will leave the hotel after the Moon landing unchanged. All the characters will end up losing at least part of themselves; but maybe gaining something new. What that will be is up to you, and the decisions you and your character will make.


Grimm Side of the Moon is a larp where collaborative storytelling is the number one goal; it’s all about interpersonal drama and the power of the stories we tell ourselves. We want the players to have their characters struggle or lose rather than win easily, and all the participants should aim to lift, rather than block, the play of their co-players. Players should also respect other people’s experiences and safety: avoid any behaviour or attitude that can hurt the immersion or the experience of other players but also keep in mind that people are more important than the game.

We have got a fantastic 1970’s hotel to play in, and we want the event to be as immersive in that time-period as possible. This ranges from wanting people to wear the fashions of the time to showing the historically accurate prejudices and attitudes of the two halves of a divided Germany — even though their fairytale archetypes might break free from those.

Please Note: Whilst everyone is some kind of fairytale character, they are also all humans. That means we do not want any obviously supernatural prosthetics, masks, crowns, makeup or similar. But references to your character’s archetype, within the scope of the late-1960’s, is strongly encouraged.

Also, within some obvious constraints (no burning down the hotel, etc.) the game is timetabled, but otherwise open. So whatever you want to do ingame is up to you, without any quests or riddles created by the organisers. And you can do so in comfort — Grimm Side of the Moon will not be a physically demanding larp — the hotel has beds and showers and running water, a swimming pool that’s free to use, and you always will be fed properly throughout.

Whilst the organisers will provide prewritten character briefs with backgrounds, relationships, and roles already established, we will also ask the players to develop the character and their connections before the larp to bring them to life. We will help and encourage this development before the game starts. All the character briefs are opt-in transparent — they be available to all participants in a shared Google Drive folder, but we recommend that you only read your own character. If you wish to share secret knowledge player-to-player, check first that the other participant is happy with that.

The main focus of the game will be on interpersonal drama. Since all the characters are human, albeit ones tied to specific fairy-tale characters, the supernatural aspect will be rather subtle. There’ll be different plot lines and stories being told, but mostly focused on a more personal scale. Things like romance, politics, rivalry, and family drama, all in a world that we want to look like the late 60’s and feel like a classic fairytale in modern garb. And there’ll be a strong focus on the themes of loss/forgetting/changing and finding oneself. There won’t be, however, a classical “fairy court” or anything similar — instead, expect the sort of intrigue and tension you’d see in a 60’s spy movie.

All participants will agree to use our safety toolkit at all times, and take responsibility for their behaviour. We will always have an offgame room where you can gather yourself, relax for a little while, or discuss ideas, problems or questions with fellow players, a safety person, or an organiser. You can also switch your bedroom to be temporarily offgame when needed.


Language: The only language used during the workshops and larp will be English. We also ask you to always speak English, even when alone with friends so no one feels excluded. This a second language to most of us so please bear in mind that mistakes can happen and don’t worry if they do. Also keep in mind that participants will come from different larping cultures, so please be extra open-minded.

Location: The event will take place at Parkhotel 1970, near Frankfurt, Germany. We will have use of the entire hotel and it’s grounds, including the pool. There will be no other guests staying during the larp. Please Note: This hotel is full of 50-year-old furnishings and decor, so treat the place with respect and fake blood or other things that could damage the premises are not permitted.

Accessibility: Unfortunately the event won’t be fully accessible: many of the rooms are up and down steps, and they do not have wheelchair ramps. If you have any specific needs, please get in touch and we will do our best to accommodate you.

Transport: A bus will be arranged to go from Frankfurt to the hotel and back again. The price will depend on how many people need this service which you can request during the sign-up process. The hotel also has its own parking area for those coming by car, and we will provide you with a document to organise shared rides.

Sleeping: Nearly all of the rooms have double beds, so no matter whether one is a single character or a couple, you will almost certainly be sharing a double bed with another person. There are a few rooms for three people, which include both a double and a single bed, but no single rooms at all. Most rooms are in-game and are part of the play area, but it will always be possible to switch a room to off-game at any point by hanging a “do not disturb” hanger on the door knob. All rooms include bed linen, towels and a sink. Some rooms have a private toilet and shower, others will have shared facilities.

Eating: Breakfast, lunch and dinner are included and will be served in the hotel dining room, or out on the terrace. We are aiming to provide traditional German meals by default, although we will accommodate most dietary requirements (please let us know in the sign up form).

Alcohol & Drugs: There is a bar in the hotel which will be selling alcoholic drinks, but we request you to drink sensibly. Any player deemed too intoxicated to behave in a responsible way towards others or themselves will be sent home. No real drugs will be permitted, but there will be fictional replacements provided by the organisers for certain characters.

Setting & Costume: The event is set in July 1969, and we certainly want a late-60’s to early-70’s feel to all the costumes to supplement the look of the hotel. And whilst the characters are all fairy-tales, we want people to look like humans, rather than fantastic creatures. But some references and callbacks towards your character are welcome. Here is a Pinterest board with further inspiration.

Age Limit: This is an over-18 event only.

Contact Email: contact@grimm-moon.com

Facebook: Grimm Side of the Moon


For Grimm Side of the Moon we will to provide you with what we call tools not rules. These will inform you on what to do, which in turn also show what not to do.

We expect the best of each of us as participants in this event: Be fair humans to each other, and to remember that everyone is different. As a participant we want you to know, understand, and be able to make correct use of the following:

  • “EMERGENCY”: if at any point during the game there’s a situation that warrants the need to fully halt the game, this is the word to use. (Someone needing medical attention for example)
  • “CUT”: When a scene needs to be stop by those taking part in it. This word can be used by both the person who needs the scene to stop or an observer who feels the scene needs to stop. This can be warranted by emotional, physical, psychological, and other appropriate reasons.
  • LOOKDOWN: This is your in game opt out tool. If or when you feel you no longer want to or can keep taking part of a scene, putting your hand over your eyes covering them while looking down and getting out of the room/area, will be sufficient to notify your fellow players that they can continue with the scene, but that they will have to this without you.

We expect you to be able to give people the opportunity to learn from you and to be fully open to learn from others. Give yourself the opportunity to be inquisitive, and learn from the experience, however small it may be.

We wish to empower players to make safe choices, understand and be upfront about their boundaries.

Make a point not to be hurtful, and understand that you can be. If and when it happens, make use of the tools given to you, they are your insurance, take the opportunity to learn as well as make apologies and reparations.

Come to the organisers with any special needs upfront. We want to have those so we know what to do in case something unexpected happens.

Make sure to monitor yourself, and to tell a friend, a fellow player, or an organiser when something is wrong.

There will be a designated safety area which you can use all the time. All the characters in the game will have their own different problems — but none of these will be based on rape. We will try to cast characters to respect any topics you do not want to play on, but if there is an issue in your character, please approach us as soon as possible with your concerns.

All members of the organization are also Safety Team Members. In case you need to contact us privately with any doubts or concerns refer them to Cripzy RRomero, Veronika Stangl and/or Warren Merrifield.

Safety is more important than immersion and always remember that people are more important than the game.

Who We Are

  • Veronika Stangl

    Main Organiser
    Main organiser, crazy cat lady, mistress of doggos, evil, err, creative mastermind behind all of this, and available for all of your questions and concerns. She has always felt deeply connected to the fairy tales of her childhood and strives to make this larp a place for people to share this love and make everyone feel welcome. This game is her take on giving back to the international larp community she has had the pleasure to enjoy for some years now.

  • Pia Haller

    Practical & Creative Mind
    Full-time geek and part-time orga-witch. She has been casting spells to create larps for over 15 years now, on national and international projects, and will go on doing so by working some magic to support our project with both creativity and wisdom. She’ll be part of both creating plots and characters and taking care of logistics like finances and bookings. Also will probably be busy warding off curses.

  • Alexandra “Lu” Beck

    Communications Officer
    Lu has been larping for about fifteen years and organising larps for about ten of them. She sometimes claims to have a larping problem (which she simultaneously happily ignores) and has a tendency to get involved in every project on the planet, because you simply can’t spell volunteer without Lu. For Grimm Side of The Moon, she’ll be your (mostly) friendly player communication person handling social media and e-mails.

  • Cripzy Romero

    Head of Safety
    Being Puertorican, short, black, girl, mixed race, bi, immigrant, wife, geek, larper, dramaturgist, Cripzy is truly a multi-faceted magical being. She has been part of the international scene for a bit over five years and part of the core Safety Team for NotOnlyLarp for three. She enjoys Vampires, role playing, tabletop games, not having to walk too much. And she wants peace in the world — or at least the LARP world — so she's committed to be our Head of Safety, distributor of hugs, and shoulder to cry on.

  • Warren Merrifield

    Project Manager
    From a rainy little island called England, but often found in Germany or elsewhere on the continent at some International larp or other. He has been running tabletop RPGs since the 80's, but got into larp a few years ago. Now goes to as many as he can. Project Manager, idea-bouncer-off-er, and general support person at Grimm Side of The Moon. Also has a nice butt.


Sign-up has now closed. You can still fill the form in, but you will be added to our waiting list, and we will contact you if a space becomes available.

Standard tickets will cost 300€. This will include all your accommodation & food. There will be 50 player tickets available.

If you wish, you can choose to pay 350€ instead. This support will allow us to provide a subsidised ticket at 250€, which we will make available to a larper who is unable to afford the standard ticket price. (It won't increase your chances of getting a place – we will treat your signup in the same way as everyone else – but we and the other players will be very grateful.)

If you’d like to apply for a subsidized ticket, you’ll be able to do so on the signup form. You won’t have to tell us your reasons for needing the lower price.