Concrete Cow games

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The following games will be offered at the Concrete Cow 12 convention on 10 March 2012. If you have something you'd like to offer, please email concrete-cow-owner@yahoogroups.com. See the Concrete Cow 11.5 games page for what was on offer last time.

The Bit.ly link for this page is http://bit.ly/eiw4wQ.

Contents

Game Slots

To keep some sense of organisation about the day (ha!), this is the approximate timetable for the day.

Doors open 9.00am
Morning games 10.00am - 1.30pm
Afternoon games   2.30pm - 6.30pm
Evening games 7.30pm - 11.00pm
Close 11.00pm

At previous Concrete Cows, the morning slot often has an excess of games, the afternoon slot is OK, and the evening slot has very few. You may want to bear that in mind when you're deciding when to offer your game.

Allocating games to players is by sign-up sheets on the day, on a first-come-first-served basis. You can download blank sign-up sheets as sign-up sheet (MS Word) or sign-up sheet (PDF).

Note that, depending on circumstances, not all of these games may run on the day.

Send us your game blurbs at concrete-cow-owner@yahoogroups.com and we'll put them here!

(Please add games in alphabetical order)

The Final Voyage of The Selene

A guided-narrative freeform telling the story of a disaster in space, but the story begins with the The Selene leaving the frontier of explored space, heading for Earth, and the disaster doesn't happen until almost the end of the game.

UnGM: James Mullen
Number of Players: 4 or 5
Slot: #2, 2.30-6.30

Grim's Gangs

The game from Reaper's Revenge! More details when we have them.

GM: Bob the Dice Man
Slot: Morning

In Camera

This is a game that's meant to capture the style & tone of films likes The Blair Witch Project, Cloverfield, Paranormal Activity and Apollo 18.

In the first two rounds of play, everyone creates cameras, using them to introduce locations or characters that will appear frequently in the story.

In subsequent rounds of play, each player can direct an event: during this, a deck of cards is used to pace the event, with red cards equating to light or positive situations and black cards equating to dark or negative ones. The director of the scene has a small hand of cards to hand out to the other players, facing their characters with an appropriate situation as he does so, but the director can make use of the cameras in the scene to 'edit' the footage with cuts, pans and zooms, changing the cards he has and therefore the situations.

There is a reciprocal process in action, in that players decide how their characters respond to the situation they are dealt and this decision feeds back into the cards that are available in later events, weighting them towards light or dark content.

UnGM: James Mullen
Number of Players: 3 or 4
Slot: #3, 7.30-11.00

It's Not Paranoia If They're Really Out to Get You

A reverse-hack of the well-known Paranoia RPG, this is a super-rules light version of the game, where players only ever roll two types of dice: Hazard & Treason.

Roll Hazard when you follow orders, use skills, operate tools, live up to the ideals of your Service Group, display loyalty or heroism and ask the Computer for aid or guidance.
Roll Treason when you use forbidden knowledge, disobey orders, possess contraband, live up to the ideals of your Secret Society, use your Mutant Power or openly exhibit treachery and betrayal of your fellow Troubleshooters.

Got Sixes? You succeed!

Rolled a set? Shit happens!

GM: James Mullen
Number of Players: 3 or 4
Slot: #1, 10.00-1.30

Mirror of the Soul: Panthea

Set in an Fantasy-themed world with Magic and Antropomorphic races. The game-world is rich in politics and turmoil to suit all parties, with multiple factions and a deep and unique history that has evolved from direct player interaction.

The system moves away from the old "Golden Rule" of "If the ST doesn't like the rule, change it" to "If the player can blag it, then they can try it." This has produced some 'interesting' results like a sword being deflected by a smile... no, seriously... a smile.

The scenario starts with a simple job offer you can't refuse, but the unfolding of events depends greatly on player choice.

GM: Simon Cornwell
Number of Players: Up to 5
Slot: Morning and Afternoon
NB: Beta playtest of the rules set by the author
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