Upcoming long games

From Milton Keynes RPG Club

Jump to: navigation, search

This page is for games that will be on offer for some upcoming long block, though not the next one. Firm proposals for the next long block are on the Proposed games page. Create sub-pages where necessary, or this might become a big list! If ideas in here sound interesting to you, please leave a comment, or contact the GM in question.

Contents

Mutants and Masterminds : Children of the Gods

"What a piece of work is man. In action how like an Angel! in apprehension how like a god!....and mankind built us, cell by cell, DNA strand by DNA strand...a family of superbeings, symbols of our countries, to represent the best of mankind....but there is a serpent in this new Eden we have built...and I intend to find it, and kill it."

The Optiman "London", 2012

"If only I'd have known. If only I'd have listened. Perhaps I could have saved them...but I am an old man now,the last of my kind, and too old to hold back the night. When I am gone, the darkness will have won, and soon I will die. But once upon a time....there were heroes"

The Optiman "London", 2032

An action-and-investigative M&M game, for fans of Xmen, the Watchmen, Grant Morrison etc. Has a fairly "realistic" tone. Expect it to last approximately 2 blocks.

proposed by Andy Nicholson

M Branch

I roll it around in my head, sometimes, wonder what it must be like. Packed onto the rail every morning, slogging it out in an office, nine to five. Each day identical to the one before , work, eat, sleep and eventually die. No voices from beyond the grave, no ghosts of long dead friends and enemies popping in like they’ve arrived for tea and biscuits. Showering off London grime and soot each night rather than the dried blood of some bastard that had it coming. What is it like, the bullshit romanticism of having someone to grow old with or even lie down and die beside? Just one night’s sleep without being haunted would be nice. But then I knew the rules going in. (Taken from Gravel, written by Warren Ellis).

Welcome to M Branch home of the screwed up and disillusioned. All members have survived an encounter with the supernatural and now help (not always voluntarily) to protect Britain’s shores from the paranormal. Your new role in life is to police and stabilise the consensus public reality from radical elements who desire a less ‘static’ form of reality. Game will be investigative in nature and the first episode is call “Deicide”. The game will be played using Spycraft 2.0 rules. Inspiration for this game comes from the TV series Ultraviolet, manga film Wicked City and the comic series The Invisibles and The Occult Crimes Taskforce.

The Shadow of Yesterday

As the game's blurb puts it:

The Shadow of Yesterday is pulpy romantic sword-and-sorcery at the end of one world and the beginning of the next. This game melds the best of standard fantasy role-playing and a hard-charging narrative engine.
Set in a post-apocalyptic fantasy world where the creation of a moon has ravaged cultures and thrown the fate of the earth into question, TSOY is like a Weird Tales contribution written by Emily Bronte.

This will be a player-led game. I intend that we spend the first week collaboratively deciding on characters and which bit of the setting we'll be playing in. If you want to find out more about the game, the rules are freely available online.

Metahuman Response Force

(Mutants & Masterminds)

Superhumans come together to form one of the world’s best anti terror organisations in the world. Called in by governments when the threat is too large for ordinary operatives to handle they help keep the world safe.

Stealth, combat and negotiation, you and your team must deal with some of the worst terrorist incidents in the 21st century. Hostage rescue and anti terror tactics, with superpowers. Inspired by Rainbow 6, Watchmen and Checkmate.

Burnt Offerings

A pathfinder game for characters level 1-3.



Goblins chew and goblins bite.

Goblins cut and goblins fight.

Stab the dog and cut the horse,

Goblins eat and take by force!

--

Goblins race and goblins jump.

Goblins slash and goblins bump.

Burn the skin and mash the head,

Goblins here and you be dead!

--

Chase the baby, catch the pup.

Bonk the head to shut it up.

Bones be cracked, flesh be stewed

We be goblins! You be food!

--

The Pathfinder scenario that reinvented the Goblin (with a little help from Joe Dante).

When Goblins raid the peaceful village of Sandpoint, is it just the typical mayhem brought by the evil little things, or is it the foreshadowing of something far, far worse waking up...?

  • proposed by Andy Nicholson.

Cold Steel

A Sorcerer One-Sheet

Premise

Cold Steel is about the danger of trying to see off one outside threat by allying with another. The protagonists are key players in the fate of their community, and run the risk of destroying themselves or everything they care about in their attempt to save it.

Setting

1931 has been a hard year for the people of Melrose, Pennsylvania. The Great Depression has hit the steel business hard, and the empty steel mills that dominate the town now serve only as mocking reminders of when the town had purpose. And now that Prohibition has been repealed, the local bootleggers have become full-blown gangsters: jackals stripping the carcass of Melrose through extortion, gambling, loansharking, prostitution and any other way they can find to prey on those weaker than themselves.

This is your town, a community of immigrants, once held tight by the bonds of family, faith and shared heritage. It is still a dream worth fighting for, even as those who should be leading you out of darkness succumb to their own weaknesses and temptations. A times it seems like a hopeless battle.

But you know a truth that the others have forgotten: the legends of the old country are more than mere myths.

Sorcerers

Sorcerers are people who have learned the ways of Faerie. Maybe they learned the secrets behind the folk tales from their grandmother; maybe they have found books of lore disguised as children’s stories; or maybe they have fallen foul of fairies in the past, learning their ways and secrets.

Now they know enough about fairies to call them into our world, to bargain with them or trick them into service, and to fight or destroy them if necessary. They know the weaknesses, powers and strengths of those from beyond

Demons

No one knows exactly what fairies are. Maybe they are the spirits of our dead, made strange to us by their transformation; some say they are fallen angels; they could be the original rulers of this world, or visitors from a different world beyond our understanding.

You know that in behaviour, they are generally like the fairies of Scottish and northern English folklore. They are largely honourable creatures, and never lie or break their promises, but they are rarely our friends.

The Seelie Court are haughty and noble, but still tricksters at heart. Given the opportunity, they will bind humans in traps made of bargains and gifts, making us little more than their playthings or slaves. They are beautiful,exacting and merciless.

As frightening as the Seelie Court are, the Unseelie Court are worse. They are monsters and predators, less given to trapping you with fine words than breaking your bones and sucking the marrow while you watch. They are the monsters that prowl the darkness and live in the nightmares of children.

Sorcery

Sorcery is the fine and dangerous art of pacting with fairies. It may be possible to trap a fairy into your service through trickery or obligation (such as saving its life), or through old and forgotten magic, but it is more common to make bargains, with payment offered for specific acts.

Humanity

Humanity is the bonds of family and community that tie the people of Melrose together. Humanity loss is risked by acts that betray those who depends on you, and Humanity can be gained through acts that strengthen the community or family.

The Realm of Faerie

Faerie touches upon our world, and in some places it is hard to know where our world stops and theirs begins. It is still an alien and dangerous world, full of poisonous beauty and living nightmares, and those who venture there are brave to the point of madness.

Influences

Books

War For the Oaks, by Emma Bull

American Gods, by Neil Gaiman

The Grapes of Wrath, by John Steinbeck

The Fairies in Tradition and Literature, by Katharine Briggs

A Dictionary of Fairies, by Katharine Briggs

Films

The Roaring Twenties

White Heat

Pan’s Labyrinth

Freemarket

An RPG of pre-apocalyptic transhuman conspiracy and fun. Except without much in the way of conspiracy.

A bizarre transhumanist game set on a space station with a post-scarcity economy. "It's a world without death, without poverty, without sickness and without any need for laws." Freemers are functionally immortal, telepathic infovores. Material needs are all taken care of. Instead, people pursue their own interests and hobbies, building and spending social capital while doing their best to make life interesting for everyone else. For various definitions of "interesting."

It's pithily described as "Down and Out in the Magic Kingdom": The Game.

To give a handle on play style, here are the answers to Chris Chinn's Same Page Tool:

  • Do you play to win?: Good play isn’t a win/lose kind of thing.
  • Player characters are: expected to work together; major conflicts might erupt and never see reconciliation.
  • 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’ roles are: to set goals for their characters, and pursue them proactively.
  • Doing the smartest thing for your character’s survival: isn’t even a concern or focus for this game.
  • The GM’s role to the rules is: follow them, come what may.
  • 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 (insofar as there are "enemies" on Freemarket).

Hot War

London. Winter. 1963.

It is a year since the Cold War went hot.

And this was not just a nuclear war.

Far more sinister, darker weapons were deployed from the shadows.

Survival and re-building are all that matter now. But human nature and tragic circumstances mean that everyone has their own ambitions.

...a Government desperate to hold on to what remains of the country.

...military forces who wish to expand their power and influence.

...frightened and brutalised refugees who simply want a place to call home.

Into this maelstrom steps the Special Situations Group, a motley band of men and women tasked with the jobs too dirty or dangerous for anyone else.

This is Hot War: A game of friends, enemies, secrets and consequences in the aftermath.

The first session of this game will be used for World Burning: all participants will agree on themes & tones for the game, suggest antagonists and supporting characters, write some snippets of history from their characters' personal war experiences and establish relationships with the other characters. Using this source material as a series bible, I'll attempt to weave together an over-arcing storyline that pushes the PCs buttons and creates a cohesive narrative for their personal dramas to take place in.

STAR TREK : Strange New Worlds Season 3

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 avoid exploding while boldly going where no one has gone before ...

The continuing story of the crew of the USS Wyvern, the most unlikely bunch of galaxy-saving heroes known to Starfleet. What happened to them? 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, may well be answered. If you're lucky.

  • Proposed by Martin Goodson
  • For 3-6 players. New players, as well as veterans of previous seasons, more than welcome.

Star Wars Legacy: Origins of the Force

With a clunk and a hiss the transparent door in front of you slides back and you step out of the tube that has been your home. Looking around, you can see other naked people also looking slightly bewildered, some you recognise, some you don’t. In front of you is a mirror, yes it’s definitely you, but you’re younger, your skin blemish free, those scars you picked up in the years you travelled gone. A tired old man appears in a doorway, “For Frak’s sake, get dressed and join me in the meeting room. We’ve got a lot to go through.”

“For those of you whose brains are still defrosting, my name is Vlenn Ba’Hett. It’s 140 years after the Battle of Yavin and I positioned you all to stop a great catastrophe from happening, you failed and now the universe is howling in agony because of that. At the time of our meeting, I took DNA samples and you are clones of who you were. You have your memories up to our meeting but nothing after that. Outside these walls a war to end all wars is occurring, it will destroy the galaxy. The One Sith, under the stewardship of Darth Krayt are fighting the Triumvirate – a powerful Sith faction who deny his claim to power. This war will literally tear the galaxy apart, I tried to prevent it, I put you in places where you could do the greater good and instead you gave way to darkness. So a second chance. You must learn the truth about the force and it’s nature in the same way I did, by experiencing its history. From the origins of the Force through to the present day, you will see why I’ve done what I’ve done and learn what needs to be done to save us all."

A new ongoing campaign set in the Star Wars universe. Suitable for new and old players, older players can keep their characters but they will need re-building to suit the game. To get an idea of the type of games I run please see: Star_Wars:_Legacy

Same page description

  • Do you play to win?: Good play isn't a win/lose kind of thing.
  • Player characters are: expected to work together; major conflicts might erupt and never see reconciliation
  • The GM's role is: The GM preps a set of events – linear or branching; players run their characters through these events. The GM gives hints to provide direction.
  • 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: …sometimes isn’t as important as other choices.
  • The GM's relationship to the rules is: ignore them when they conflict with what “should” happen, based either on realism, the setting, or the genre.
  • After many sessions of play, during one session, a player decides to have her character side with an enemy. This is: something the player and the GM should have set up ahead of time.
Personal tools