When
17–24 October 2025
Where
University of Westminster Harrow Campus.
Watford Rd, Northwick Park Roundabout, Harrow HA1 3TP
Curated by Annie Jael Kwan
Our Shrines – David Blandy
David Blandy’s presentation incorporates ShrineShare, a project conceived and made with Malaysian artists and writers Sharon Chin and Zedeck Siew, and Our Place, No Place, a game made in collaboration with Jo Lindsey Walton where we imagine the complexities of a better future together.
Event programme: Friday 24 October
University of Westminster Harrow Campus
10:00am – 6:00pm | Print Gully zine fair Print Gully is a frenetic zine fair where nothing goes as planned. Drawing inspiration from the chaos of shopping plazas, with dangling wires, faulty plumbing, backstreets stacked with newsprint, and makeshift printing processes.
A selection of works from Print Gully Zine Fair and Brent Biennial 2025 artists will be on display in the library.
11:00am – 12:30pm | Play Through This – Panel discussion about speculative worlding and emancipatory gaming with David Blandy and panellists
In this discussion we will consider speculative worlding and emancipatory gaming, considering the possibilities and limits of tabletop roleplay for solidarity and societal change. David and his fellow panelists (TBC) will look at the history of gaming and resistance, covering, amongst others, the work of Avery Alder, Jay Dragon, Soul Muppet and Zedeck Siew.
12.30pm – 1.30pm | Our Place, No Place – David Blandy gaming workshop
In this session, we will play Our Place, No Place, a game made in collaboration with Jo Lindsey Walton, we imagine the complexities of a better future together. Our Place, No Place is a tabletop role-playing game where we create a shared world, drawing a map and defining its landscapes, then step into the lives of characters who inhabit it. As we navigate a year in this imagined space, unexpected local events shape our stories and a community emerges through play. Our space, 200 years in the future, is no longer an abstract concept, but an imaginatively lived reality. The work insists that we will survive these traumas, but asks what will life then be like, in this different, sustainable, more collaborative world? No prior experience of gaming is necessary to play.