Post-apocalyptic Way out West

Playing Way out West in a post-apocalyptic setting

We had a lovely email recently from Ilya Yefimov, who turned our free version of Way out West into a dramatic, Fallout-inspired post-apocalypse parlor larp!

Hello, Freeform Games team! I’d like to share how I hosted my first parlor LARP party in Saratov, Russia, for 20 participants.

I should mention right away that I adapted the plot and characters to fit a retro-futuristic, post-apocalyptic “Fallout” setting.

Playing Way out West in a post-apocalyptic setting

I started with the 10 characters provided in the free version and created 14 additional ones. I used the existing “Abilities” system, incorporated your “Pickpocket” mechanic, and added a few new features—such as allowing journalists and lawyers help characters avoid arrest, and giving sheriffs the power to make short-term arrests even without evidence.

In my event booklet, I credited “Way Out of West” by Freeform Games as the source material. Not every player read that part, but those who commented on how great the plot was were told that it was based on your version.

I’m particularly proud of the three “secret agents” I added, representing a different faction (the Brotherhood of Steel); their objective was to identify one another using a code phrase and then locate a treasure map. To stir up some chaos, I also included a note in each of their individual mission briefs stating that they were the ones in charge of the operation!

Playing Way out West in a post-apocalyptic setting

For many of the participants, this was their first parlor LARP, and for everyone involved, it was their first murder mystery event. Newcomers really enjoyed it, but experienced reenactors were less satisfied, feeling constrained by the mechanics (some wanted to shoot freely, some tried to destroy evidence by stealing marked cards from an accomplice).

Just to be clear, I’m not criticizing! I’m thrilled with how the event went.

We’re not surprised by this, as our games aren’t written for experienced larpers. They might find our games a little basic compared to what they are used to!

Playing Way out West in a post-apocalyptic setting

Changes to the setting and rules

Ilya made a few changes to the rules and setting:

Background changes

Beyond simple name changes, I replaced the Native American characters with Ghouls (in the Fallout setting, these are people who lived before the nuclear war and subsequently mutated). The silver mine has been swapped for an old military depot.

Instead of competing over a railroad, the NCR and a private company are both looking to repair a pre-war bridge—a bridge that has become home to a community of Ghouls. The first option offers the Ghouls new housing, but the repair costs fall on the town; the second option is cheaper but involves the use of force. Personally, I find both options problematic, though the players didn’t seem to notice, and neither side made any real effort to win over the townspeople.

Playing Way out West in a post-apocalyptic setting

I introduced a Technician, a Surveyor, and a Caravan Buyer—all of whom are secret agents for the Brotherhood of Steel.

I also created some “abstract” roles—such as Detective, Smuggler, and Vault Dweller—to serve as backups, just in case the player count exceeded 30 or the primary characters ended up killing each other.

One player came up with their own character concept—a Raider—and since they had a fantastic cosplay to match, I gave the green light and added a few extra abilities for them.

Playing Way out West in a post-apocalyptic setting

Rule changes

Changes to the rules include:

Players have 2 HP (hit points). A first-aid kit can bring a downed player back to their feet, or—if they are down to their last HP—save them from death.

A revolver has 3 uses instead of 6. A hunting knife also has 3 uses. A garrote has unlimited uses; it renders the target unconscious for 10 minutes without causing any HP loss.

Poison gives the victim 10 minutes to find an antidote; after that, it reduces their HP by 1.

Arrest has been split into two types:

  • Standard Arrest: Lasts 10 minutes; law enforcement characters have a shared pool of three uses.
  • Extended Arrest: Lasts 30 minutes; requires the Game Master (GM) to verify evidence. Each law enforcement character has one individual use.

Added mechanics for release by a law enforcement officer, escape using lockpicks, and a “Petition for Release.” The latter only applies to a standard arrest. Following a release, there is a 10-minute grace period during which the character cannot be subjected to another standard arrest.

Playing Way out West in a post-apocalyptic setting

Thrilled with how it turned out

I am thrilled with how the event turned out. Many people really enjoyed it and have already asked when the next game will be. Everyone remarked on what an engaging and pleasant evening it was, capturing the atmosphere of their favorite video game.

Participants found the character biographies—along with the “Connections” section, which specified who they needed to talk to—very helpful.

Unfortunately, most players felt the character biographies were too long; they kept forgetting the details, which meant they had to constantly refer back to their materials.

This was likely an issue with my own organization—for instance, I ended up designating certain non-player characters (NPCs) on the fly (such as a guard for a kidnapped husband, or a witness to a scam). Another challenge was that I wanted to avoid printing a mountain of paperwork, so I developed a web application that automatically assigned roles to players, tracked their “Abilities” and “Actions,” and included timers for arrests or stuns. I even prepared a presentation video styled like a Vault-Tec advertisement, but I couldn’t get it to play through the projector. The participants also felt they didn’t receive enough instruction. Two players even left, saying, “This requires too much active engagement, and we’re already exhausted from work.”

We have found that players from a traditional larping background are sometimes uncomfortable with the detailed character backstories and rules used in our games and other chamber larps.

Playing Way out West in a post-apocalyptic setting

Some of those who found it “too complex” had previously doubted that a “murder mystery party” could even be held in our city—they thought the “Abilities” and “Actions” were too rigidly defined and the biographies too extensive.

Sadly, aside from the “sheriffs,” few people were interested in investigating the murder; two players left as soon as they finished their own personal quests. Perhaps for the next game, I’ll rework the “Abilities” into one-time-use action cards and write shorter character backgrounds.

Once again, thank you so much for all your hard work. I hope you enjoy the photos!

More of Ilya’s photos.

Cover to Way out West

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Written by Steve Hatherley

26 October 2026

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