NeptuneBlack1
Welcome to the homepage for MindGame Productions. Here you will find basic event announcements, links to FAQ and Player Packs for each event.
For regular updates, sign up on our main FaceBook page for general announcements and information, although specific event planning and details will appear in the specific FB groups for each event.
Be sure and read the players packs published for each event as they will contain important information on team structure, radio channels and other event details.
Note that there may be some event additions or date shifts based on securing of interesting new locations during the year.

 

UPCOMING EVENTS

 

Wasteland 18
November 21-22, 2026
Wayne’s World of Paintball, Ocala, FL
$65 Advance Registration / $75 Onsite

Registration opening soon!
Players Pack coming soon!
Complete your online waiver
Facebook Chat Group

Wasteland 18 continues MGP’s Wasteland event series in this alternate reality event inspired by the FallOut computer games. Our game continues in the central Florida Wasteland of 2296…

This is an interactive storytelling experience. The Florida Wasteland storyline continues to build on itself and has evolved across previous events spanning nearly two decades. Players come to have fun, and immerse themselves in complex world of violence, negotiations, deal-making, and double-crossing. Deals are made and broken. Total strangers may come to save you from dire predicaments. “Trusted allies” may suddenly turn on you. Many players spend considerable effort making the perfect post-apocalyptic costume and building props for the event. Teams that have come for multiple years actively take part in creating new missions and objectives sponsored by their own team to further develop the experience.

November 2296 — The Florida Wasteland crawls from the ashes

The skies over Florida are quiet again. For weeks this summer, they were anything but. Following the surge of the Scorch plague this spring, the Brotherhood of Steel sent an urgent request to the Capital Wastes. The response came in the form of the Argo — a Brotherhood airship carrying soldiers, vertibirds, munitions, and orders to stop the plague before Florida became another Appalachia.

For weeks, the Argo prowled the skies above the Florida Wasteland, unleashing a relentless aerial campaign against regions believed to be overrun by the Scorched. Bombs and incendiaries fell across infected territory. NCR artillery batteries hammered Scorched migration routes as Brotherhood aircraft continued the assault from above. Entire herds disappeared beneath fire and smoke. And it worked. The Scorch surge was broken. But victory has a price.

Across Central Florida, settlements lie shattered. Homes, farms, trading posts, and scavenger camps disappeared beneath the same bombardments that destroyed the Scorched. Some communities were evacuated in time. Others were not. Now survivors crawl from cellars, bunkers, drainage tunnels, and whatever ruins remained standing, staring across landscapes they barely recognize.

The Brotherhood calls the campaign necessary. The NCR calls it containment. Most wastelanders call it something else entirely. And the Legion has been listening.

The Bull Among the Ashes

Where the Brotherhood and NCR see a hard-won victory, the Legion sees opportunity. Legion recruiters have begun appearing among displaced settlements and raider tribes, pointing toward the ruins as proof of what they have warned for years: The great powers do not intend to save Florida. They intend to rule it.

Legion emissaries say the Brotherhood’s technology and the NCR’s promises of civilization brought fire upon innocent wastelanders just as surely as the Scorched brought plague. According to the Legion, the plague itself is no accident. It is judgment. A curse upon degenerates, profligates, mutants, and those who cling to the corruption of the old world. And only through strength, discipline, and purification can Florida survive.

To raiders who have lost their territory, settlers who have lost their homes, and survivors searching for someone to blame, the message has begun to find an audience.

The Plague is not Dead

Despite the destruction, the Scorched remain. Isolated sightings continue throughout Central Florida. Infected creatures wander the wilderness. Entire areas remain too contaminated or dangerous to reclaim. And somewhere beyond the devastated zones, more Scorched may still be gathering.

The Responders know the bombing bought Florida time. Nothing more. Their scientists continue working feverishly on an experimental treatment derived from Nuka-Cola, Scorch research, and samples gathered throughout the Florida Wasteland. They call it Nuka Scorched.

If their work succeeds, it could provide both an immunization against the plague and perhaps even a treatment for those exposed before the infection takes hold. If it fails, Florida may simply be waiting for the next surge. And so the Responders work and seek others who will help them in finding the supplies and equipment required to produce Nuka Scorched. Because the next time the Scorched come, there may not be another Argo.

The Legend of SUNSHINE

In times like these, people look for hope wherever they can find it. Sometimes they find religion. Sometimes they find a bottle. And sometimes they find an old wasteland story.

For years, raider gangs throughout Florida have whispered about something called the SUNSHINE Project. Nobody seems to know exactly where the story began. According to the legend, shortly before the Great War, the government established a secret facility somewhere in Florida designed to survive the destruction of the United States.

Not a Vault. Something bigger. A continuity-of-government installation intended to preserve the ability to govern Florida after nuclear war.To generations of raiders, that explanation has always meant one thing: treasure, weapons, ammunition, gold, pre-war technology. Perhaps even entire armories sealed away for more than two centuries, waiting for someone clever—or violent—enough to find them. Countless raiders have searched for SUNSHINE. Some claimed to have found clues. A few claimed to know its location. None ever proved it.

Eventually SUNSHINE became just another wasteland legend. Until now. Because the raiders are no longer the only ones looking.

Everyone wants the SUNSHINE

The New California Republic has taken the rumors seriously. If SUNSHINE truly was designed to preserve Florida’s government, NCR officials believe its archives may contain maps, communication systems, power-grid controls, infrastructure records, and technology capable of reconnecting settlements scattered across the state. To the NCR, SUNSHINE could become the foundation upon which civilization in Florida is rebuilt.

The Enclave has reached a remarkably similar conclusion. Although what the Enclave considers “civilization” may be considerably different. To them, SUNSHINE may represent something even more important: surviving authority from the government of the old United States—and perhaps systems that were never intended to fall into anyone else’s hands.

The Brotherhood of Steel sees another danger entirely. If SUNSHINE contains the technology the stories suggest, allowing raiders, the NCR, the Legion—or especially the Enclave—to gain unrestricted access to it would be unacceptable. Such technology must be located, secured,catalogued, and placed under the protection and governance of the Elders.

Then there is the Legion. The Bull has little interest in resurrecting the old world. But weapons, communications, infrastructure, and the ability to command the resources of Florida? Those are tools of conquest. In Legion hands, SUNSHINE would not rebuild Florida. It could help subjugate it.

And somewhere among all these great powers are the people who first carried the story across the wasteland. The raiders. They have spent generations searching for SUNSHINE. And they have absolutely no intention of letting some flag-waving army take their treasure.

WELCOME BACK TO THE FLORIDA WASTELAND

Key Event Details

Airsoft LARP rules:

  • PLEASE read players pack before you arrive!
  • Player “skills” system in game
    • Certain items require selection of skill to use them (plan which skills you select)
      • Full Auto Fire
      • Support Weapons
      • Grenades
      • Rocket Launchers
      • Sniper Rifles
      • Power Armor
      • Rendering first-aid
      • Other special abilities and perks from the skills you choose
  • Post-apocalypse theme – dress appropriately. Not looking for standard milsim looks.
  • Be sure to bring dead rags and at least two Ace bandages/milsim tourniquets. Even if you don’t take the first-aid skill, maybe someone else can provide you treatment!
  • Radios encouraged!

FUTURE EVENT DATES

Galactic Civil War – Flames of the Rebellion 4 – January 30-31, 2027