Proposed games
From Milton Keynes RPG Club
This page is for games that are on offer for the long block commencing 10th April 2012. Voting for this block will be on 27th March 2012.
Proposed short-block games are on a separate page.
Upcoming long games and Upcoming short games are more speculative game proposals.
The Wish list is for games you'd like to see on offer.
Block 2: 10th April 2012 to 29th May 2012.
Contents |
Black Stars Rise
- Strange is the night where black stars rise,
- And strange moons circle through the skies,
- But stranger still is
- Lost Carcosa
Whispers are passing through the bohemian circles of fin de siècle Paris, whispers of a play called The King in Yellow. Even for a culture in love with decadence and decay, its words are considered poisonous, but beautiful enough to be irresistible once encountered. Madness is reputed to take those who read it, changing their perceptions and giving them glimpses into the reality behind the story.
Meanwhile, on the shores of Lake Hali, the shadows lengthen. Those who walk in Carcosa, under strange moons, can hear the songs of the black stars. The time of unmasking approaches.
Black Stars Rise is a Primetime Adventures series inspired by the works of Robert W. Chambers. While writers such as Lovecraft and Derleth and games such as Call of Cthulhu have built upon them, creating a canon, none of that exists for the purposes of this game. Hastur may just be the name of a place. Any extensions to the vague hints and names Chambers created will come purely from play.
I would like to keep the tone of this game entirely serious and reasonably subtle, with no world-breaking summonings or superhuman characters, but simply a community of artists driven to madness by hints from beyond our world. The characters will also have analogues in Carcosa, which may just be their mad imaginings, and play will alternate between the two worlds.
Having read the King in Yellow stories isn't mandatory, but it may help with creating an even tone. They're freely-available online and they're very readable.
Same page description
- Do you play to win?: Good play isn't a win/lose kind of thing.
- Player characters are: pursuing their own agendas – they might work together, they might work against each other.
- The GM's role is: the GM has no plan – the GM simply plays the NPCs and has them act or react based on their motivations.
- The players' role is: to fling their characters into tough situations and make hard, sometimes, unwise choices.
- Doing the smartest thing for your character's survival: isn’t even a concern or focus for this game.
- The GM's relationship to the rules is: follow them, come what may. (including following house rules).
- After many sessions of play, during one session, a player decides to have her character side with an enemy. This is: a meaningful moment, powerful and an example of excellent play.
- System: Primetime Adventures
- Proposed by: Scott Dorward
- Players: 3-5
STAR TREK : Strange New Worlds - Season 3
STAR TREK : Strange New Worlds is an episodic slightly quirky drama - with the odd extra bit of lunacy and insanity expertly provided by the Player Characters.
Roll credits ...
Space: the final frontier. These are the voyages of the Starfleet Runabout Wyvern. Its ongoing mission: to explore strange new worlds, to seek out new life and new civilizations ... to boldly avoid exploding while boldly going where no one has boldly gone before.
The continuing story of the crew of the USS Wyvern, the most unlikely bunch of galaxy-saving heroes known to Starfleet. Are the Drakaerans still 'Not Evil'? Is a certain mentally-disturbed Vulcan still wearing hot pants? Has Morbrok Brok managed to get the Wyvern to travel faster than warp five without exploding? All of these questions, and possibly even some more if you're very lucky, may well be answered. Of course, if you're unlucky, one or more of the crew may get shot with a phaser, poisoned, exploded, mind-controlled, vapourized, or transported out into space without a spacesuit. But hey, if you didn't want an exciting life you shouldn't have joined Starfleet!
- System: STAR TREK : The Next Generation / Deep Space Nine RPG (Last Unicorn Games)
- Proposed by: Martin Goodson
- Players: 3-5. New players, as well as veterans of previous episodes, more than welcome.
Faded Glamour
Once Upon A Time...
when your heart was full of joy and the path before you was paved with gold, you knew no fear and no sadness. You were a citizen of the Shining Realm, that perfect land that mortals can only dream about, where the rain is like a lover’s kiss and the sunshine a mother’s hug. Magic was yours to wield, ensuring you a long and happy life filled with wonder and romance.
Put all that behind you and try to forget the privilege that was yours: the memories will only torment you and drive you deeper into your sickness. This is the life you chose, forsaking your glamour in order to live as a human being in this squalid city of empty promises and unfulfilled desires. Like the other exiles here, you can try to bring a little of the Shining Realm to the tawdry streets of Los Angeles, and maybe it will even stave off the cancer in your soul.
Is it worth giving up immortality to bring a little happiness into these tiny lives? Probably not.
Do you have a choice? No.
A game of exiled Faeries in 1930s Los Angeles, the game uses the emotional states of the charters to determine what happens: each emotion gives you three actions you can take, but taking one of them can change your emotional state and therefore the options open to you. There are no random elements, all conflicts are resolved by the players bargaining over the outcome.
- Proposed by: James Mullen
- No. of Players: 3-4
