Concrete Cow games

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The games below will be offered at the Concrete Cow 18 on 17 March 2018. If you have something you'd like to offer, please drop us a line via the UK Roleplayers forum or any of the other places where we publicise Concrete Cow. See the Concrete Cow 17.5 games page for what was on offer last time.

Game Slots

To keep some sense of organisation, this is the approximate timetable for the day.

Doors open 9.00am
Morning game sign up 9.40am (ABCDEFGHIJ)
Morning games 10.00am – 1.30pm
Afternoon game sign up   2.10pm (JIHGFEDCBA)
Afternoon games   2.30pm – 6.30pm
Raffle draw 6.30pm
Evening game sign up 7.10pm (EFDGCHBIAJ)
Evening games 7.30pm – 11.00pm
Close 11.00pm

Sign-ups will be on the day only. You may want to learn more about our signup system.

Offering games

You can download blank sign-up sheets as sign-up sheet (MS Word) or sign-up sheet (PDF). (If you're offering a game, please note that you're still responsible for writing your own sign-up sheet; we don't create them for you.)

Send us your game blurbs via the UK Roleplayers forum or any of the other places where we publicise Concrete Cow and we'll put them here!

Note for GMs

If your game has pre-generated characters, please take a look at their demographics. If the pre-gens are mostly straight white men, ask yourself why. If that's what's required by the scenario, fine. If not, please include more diversity in the characters.

If you game involves content that some people might find upsetting, please note that in the game blurb.

If you don't want someone at your table, you have every right to ask them to leave, at any time. You don't have to provide a reason, but please try to remain civil. Ask an organiser to step in if it's needed.

During a game, if you notice that one person's behaviour is making someone else uncomfortable, please don't ignore it. Do something about it. Take note of the harassment policy.

The GenCon Games on Demand advice and parts of How to Run Safer, Accessible, and Inclusive Game Conventions go into much more detail, even if it is rather US-centric.

The Games

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

Morning

Call of Cthulhu: The Hero Affirmed

December 2017. Every Christmas, the Wayne State University donates hundreds of care packages to the growing homeless community in the city. Small groups of students, accompanied by their lecturers, head out to various homeless shelters across the city. Tonight, as temperatures fall well below zero, not just the homeless are coming in from the cold.

GM: Matt Sanderson
Players: 4-6

Call of Cthulhu: Islands in the Stream

South Pacific 1925. A National Geographic Team have to make some vital repairs to their yacht after a storm. They land on a small island to effect repairs and take on fresh water. A nice spot to take some pictures and research for the Magazine Article.

GM: Paul Eyles
Players: 6

Playtest Double Bill

Two small games for playtesting:

Godjobs: Destiny has a plan for all of us, with unlimited free texts and 50Gb of data. In this game, the player characters are fairly ordinary people who pick up gigs through an app on their phone, like one of those taxi or delivery service things but these gigs are usually carried out by mythological beings!

Relies on player input and creativity.
Uses a simple, narratively driven system and character playsheets.
Take on the jobs of the Grim Reaper, a Muse, Cupid, etc, and guide mortals to their destinies!

Boss Fight! Never mind all that questing, let’s get to the good stuff; it’s the ultimate battle of Good Vs. Evil… again! A rather silly game of using battle tactics and special powers to smash the Ultimate Big Bad, without having to play through the whole adventure or campaign to get there!

Emphasizes strategy and tactics, putting the Game into RPG.
Requires light exercise: you will not be sitting still for the entire game.
Requires physical contact with other players.
Did I say it was a bit silly?

Sign-up for one and get both! Or just one, whatever, you don't have to play both if you don't want to: why not get a cup of tea, go shopping or prepare for games later in the day?

Un-GM: James Mullen
Players: 4 to 6

Manifold: The Wilbur (Series 1 episodes 1&2 "Fools Rush In" and "Where Angels Fear to Tread)

A short descriptive pitch:The Wilbur is set on the titular U.S.S. Wilbur (ECV-196), a mid-level exploratory space vessel in the Planetary Union, a 25th-century interstellar alliance of Earth and many other planets.

You play the Captain and crew of the ship. You're not the finest that the Union has to offer, but there are over 2,000 ships in the fleet and they all need a crew.

Pregens will be available but, ideally, you'll make your own characters using my easy to understand MANIFOLD rules. Human, Alien, Artificial or any combination you want. The Union ain't that fussy, apparently.

Your first mission - a distress signal has been received from the U.S.S. Valiant (EV-27). The ship went missing almost a century ago on a mission to breach the energy barrier at the edge of the Galaxy. Looks like this is your chance to find out what happened to it. But better hurry. The signal is coming from the disputed region and the Krill may already gave dispatched a ship (or several) of their own to investigate.

But what's that knocking sound in the Quantum drive? You thought that last delivery of Dysonium smelt a bit off......

Manifold is my own multi-genre rule set. Just 2d6, easy to learn and play. Massive fun with magic happening every time you roll a double.

(Warning: I've also been watching "Discovery")

GM: Simon Burley
Players: 2-6

Afternoon

Seco Creek Vigilance Committee

Seco Creek Vigilance Committee is a game of JUSTICE, LAW, REVENGE and the difference between WHAT IS RIGHT & WHAT IS GOOD.

Three notorious outlaws sit in Seco Creek’s jail. The evidence against them for the current crime is scant. They’re probably not guilty—at least of this. But their reputation precedes them and the townsfolk have no intention of letting them make it to trial. You’re part of the posse that apprehended them and the fate of the three outlaws is tied to your actions. But so is your own. What will you do?

GM: Neil Smith
Players: 4–5

Kult: Divinity Lost - Pollero

On the outskirts of Ciudad Juárez, there is a bar frequented by the criminal underworld. Tonight, the head of a local cartel has invited two groups of people there that have recently come to him for help. Two groups of seemingly ordinary people, although from very different walks of life, and different sides of the border. Their host says they might be able to help each other. Both groups are looking for something, and both know that the clock is ticking.

GM: Matt Sanderson
Players: 4-6

Manifold: The Genre Bender

Trapped aboard a runaway TARDIS a motley collection of characters have the time of their lives. A Dr Who adventure without The Doctor. Play any character from anywhere across the Far Frontiers of Time and Space – just not one from the TV series. The adventure starts with a motley selection of characters thrown together aboard an out of control Tardis. As “the round things” explode all around you:

IF you can get along
IF you can land the ship one piece and...
IF you can get the doors open
then outside could be anything, anywhere and anywhen in Time and Space.

Or even, perhaps, nothing, nowhere and nowhen. Because THIS adventure is based upon the classic "second Doctor" story "The Mind Robber". The lines between reality and fantasy, fact and fiction, news and fake news are blurred as a classic villain reappears five decades after they first threatened to unbalance the Space-Time continuum.

Manifold is my new easy to play multi-genre RPG. Easy to play using just 2d6 but with magic happening every time you roll a double.

GM: Simon Burley
Players: up to 6
Notes: Set in the Dr Who universe, you’ll create and play a character of your own design. It only takes a few minutes. They can come from anywhere across all of Time and Space – even a Timelord if you really want (just not one of the ones from the TV series). Players take the offer to create ANY CHARACTER from ANYWHERE across the Far Frontiers of Time and Space as a challenge and let their imaginations run wild. Which is always massive fun. Who will YOU make? (Pregenerated characters are available , if preferred.)

Evening

Bluebeard's Bride

Bluebeard’s Bride is an investigatory horror game, based on the Bluebeard fairy tale.

The Bluebeard fairy tale is simple enough: A young bride is wed to an ugly but powerful man with a blue beard. On their wedding night he must attend to other urgent matters. He gives her the keys to every room, inviting her to explore… but one room in his house is forbidden. The bride eventually falls prey to her curiosity and opens it, discovering the gruesome sight of former brides who had been murdered… evidence that reveals her husband to be a killer of women.

When you play Bluebeard’s Bride, you aren’t repeating the dark events of that morbid tale. You’re following the skeleton of that story to tell a new one covered in your own bloody fingerprints. The Bride’s story is unpredictable and engaging, leading her down a dark path to an unknown future. Your fate, the terrible contents of the final room, may not yet be fixed, but every step you take moves you closer to your doom.

The players are the Sisters, different aspects of the Bride's personality. All can influence what the Bride does at each turn, but only one has direct control at a time; when she exercises that power, control moves to another Sister.

Investigate rooms, discover the truth of what happened, experience the nightmarish phantasmagoria of this broken place, and decide whether or not you are a faithful or disloyal bride.

GM: Neil Smith
Players: 2–4, including some female-of-centre

Unspecified

Board & Card Games...

...will be available should anyone be without a game