Last week, we wrapped the world’s first English-language jubensha convention, Jubensha Con, held at the Theatre Deli in London. While my memory is still fresh, I wanted to jot down a few notes for posterity and to help anyone thinking about organising a similar event.
Note: These are my personal recollections and opinions, not necessarily shared by my co-organisers, Arlo Howard, “t&c”, Joe Strickland, and David Middleton.
Several people have asked me how Jubensha Con came about and why I had ended up organising it. Here’s the full story, which illustrates the importance of writing on a public stage and having spaces that encourage repeated spontaneous interactions over time.
Jubensha Con had its genesis at the Immersive Experience Network summit in October 2025, where I was running a panel about larp. Also present were an unusual number of jubensha designers including t&c from Suspense Studio (makers of the first original English-language jubensha), Joe Strickland from Chronic Insanity, and Arlo Howard (co-creator of Spy of the Year).
I knew t&c because he’d reached out following my March 2025 blog post on jubensha, after which I interviewed him and invited him to speak in Edinburgh that May. I’d also met Arlo in that same year’s Nordic Larp conference and at other immersive events in London.

Jubensha Con audience awaiting the talks
I didn’t know Joe, but I was struck by how excited the audience were in his workshop on making jubensha. Most had heard of jubensha before. They’d seen People Make Games’ 2024 video describing its enormous popularity in China and wanted to know more. Through his detailed and thoughtful presentation, Joe made the prospect of designing jubensha seem both creatively thrilling and commercially feasible.
I caught up with Arlo, t&c, and Joe, and pitched the idea of a convention. Suspense Studio had run jubensha at conventions like PAX since 2024, but as far as I knew, no-one had ever run a convention dedicated to English-language jubensha, where designers could network and run their games, the public could try out a wide selection, and experts could present their research.
I was sure this would happen on its own eventually, probably in 2027 in the United States, but it felt like this was an opportunity to make it happen even faster in the UK. I thought it might help that I wasn’t actively making jubensha and so could act as a kind of “neutral” organiser who wouldn’t have obvious incentives to favour any particular company. More prosaically, while I was still in the midst of writing my book on the history of immersive experiences, I had the time and funds to pay a venue deposit, and I’d previously organised other events.
The day after the IEN Summit, Arlo connected me to our venue, Theatre Deli, and things moved rapidly thereafter. I was confident there would be enough interest in at least a small event, and with the promise of jubensha by Arlo, t&c, and Joe, on 18th November I pre-announced the convention dates of May 8–9, 2026 on my blog and social media, inviting people to fill in a survey.

David Middleton talking about escape rooms and jubensha
After receiving 140 responses in two weeks, it was clear we could hold at least a full day of games and talks. The official website went live and tickets went on sale on 18th January. By this point, people were pitching talks and games, including David Middleton, who joined as a co-organiser, and Ophelia Au, who knew Joe and ended up offering a free game at the convention and contributing a remote talk. Notably, Celia Pearce from Playable Theatre International and Northeastern University put together a group with extensive experience of jubensha from China to present a special session at the convention.
Hopefully this rather exhaustive account illustrates a few things:
We ended up with a 1.5-day event, running from Friday 6pm to Saturday 9pm. This gave us four slots of around four hours each, more than long enough for the typical two- to three-hour duration of our jubensha. Since David was offering some shorter games, theoretically an attendee could play five unique games during the convention, though in practice most seemed to play two or three.
We put all the talks in a single slot on Saturday afternoon, so attendees could maximise their game time. That meant talks were just fifteen minutes long, with very brief Q&As.
I spent a while looking for a ticketing platform that would let us sell tickets to the convention and then sell tickets to individual timed games running in parallel, each with limited capacities. The only such platform I could find was, unsurprisingly, developed by an RPG convention whose name I forget and, in any case, didn’t look particularly useable for our purposes.
In the end, I sold convention tickets via Ticket Tailor and individual game organisers sold their own tickets (£15-30) separately, usually via Eventbrite. I wasn’t very happy with this outcome – it risked people buying game tickets without convention tickets, which did happen – but I believe it’s not unusual at big games conventions, so I resigned myself to it.
I wanted the ticket price to be as low as possible. Most immersive experience conferences cost hundreds of pounds to attend, and some cost well over a thousand. It goes without saying that this poses an enormous barrier to entry and stifles innovation. Jubensha Con tickets were £15, enough to cover the venue hire and discourage no-shows. David donated all the lanyards and I spent about £50 on printouts, masking tape, sharpies, flashcards, and a hole punch. Joe provided the gear to record our talks, and t&c paid for hot meals for our volunteers.
Other costs included the website (£72 for a two-year WordPress plan), domain registration (£35 for two years via Mythic Beasts), and event insurance (£58).

The official Jubensha Con sign, made by volunteers
Excluding my travel and accommodation, I probably spent a few hundred pounds of my own money beyond the income from our 140 ticket sales. None of the organisers or volunteers were paid, though we did offer a small fund to subsidise travel and accommodation for speakers and attendees. While I realise even a few hundred pounds is too much for some organisers to front, especially if they aren’t getting paid, the point is that you really can run a good event on a comparatively tiny budget.
I could have spent more money making things fancier, but ultimately a highly unprofitable event is unsustainable and sets unrealistic expectations for other events with shallower pockets.
Theatre Deli takes over empty spaces in city centres and turns them into rehearsal and event spaces for artists. I’d visited their location in the City of London several times for The Smoke larp festival and Voidspace Live, and thought it was almost perfect for our needs, with plenty of small and medium-sized rooms that could host groups of six to eight around a table.
Almost, because it didn’t have an auditorium or a space where we could erect a stage for talks. This meant we had to host our talks in what was effectively an open-plan office. The building’s dense column grid meant we’d be in trouble if we had more than eighty people who wanted to watch the talks, and even then, I worried greatly about noise bleed from the game rooms. In a pinch, we were prepared to set up a simulcast room.
I felt a little bad holding the convention in London. I’ve lived in Edinburgh for several years and always want to run more events for people here. However, the very young nature of English-language jubensha demanded we give it the best chance of success, and that meant making it reachable tby the greatest number of potential attendees from the UK and Europe. Still, I didn’t like the fact that I wasn’t able to easily visit in advance.
I had hoped to print a small publication for the convention with speaker and talk descriptions, game info, and a few short essays and interviews. This wouldn’t have cost much at all – around £90 for twenty A5 pages via Mixam – but in early 2026 I was in the final stretch of writing my book and didn’t have the mental bandwidth to co-ordinate and design it.
I was honoured, then a bit intimidated, by the calibre of people pitching talks and requesting tickets. Academics and experts at the top of their fields in game studies and larp announced their intention to attend. Jubensha Con wasn’t an academic conference. We didn’t have their funding or institutional backing. Still, we were the first convention of our kind, and clearly that was very exciting for people studying jubensha-related topics.

Me moderating a Q&A with Yulin Tian and Joanna Lyu
Jubensha grew popular in China. It would’ve been unacceptable if we didn’t have anyone who’d worked or studied there, so I prioritised experts familiar with the Chinese scene. At the same time, jubensha came to China via Korea and France and, further back, Britain and the United States in the form of boxed murder mysteries, so I was happy that our British designers reflected the historically global nature of the wider form.
I informed speakers they could count on the audience knowing the basics, so they should skip any “jubensha 101” introductions and jump to a more sophisticated discussion.
We sold out of tickets within weeks, and after we expanded our lineup and released extra tickets, those sold out quickly too. As such, no additional marketing was necessary beyond the organisers’ social media accounts, word of mouth, and my posting to various larp and immersive forums.
It’s still too early to assess Jubensha Con’s legacy. We plan to survey attendees for their feedback, and there are some press stories and blog posts in the works. It’ll be months and years before all the effects are known, however – hopefully in the form of new collaborations, new ideas, and new jubensha.
In the meantime, here are my initial thoughts on how things went:

Chronic Insanity with four games in a single room!

Ophelia Au’s remote talk

Mike Pohjola (right) and his larp-jubensha
No event is perfect. We had a couple of complaints about the convention’s lo-fi trappings, which I think are broadly answered by its first-time, non-profit, zero-budget nature. And of course, there are lots of things we could have improved upon.
Overall, I’m very happy about the event. I was kept busy but it was less stressful than I expected and nothing really bad went wrong. Over a hundred people played multiple games of jubensha, attendees got to hear cutting edge talks and meet interesting people, and designers sold lots of tickets and boxed games. We moved the field of English-language jubensha ahead!
I imagine we’ll do another event, though I don’t know exactly when or where. More importantly, I hope other jubensha conventions are organised elsewhere!

Via Jan Schneider