Current games

From Milton Keynes RPG Club
Jump to: navigation, search

This page is for info on the long block games we're currently playing/are about to play. You can also see the proposed games for the next long block, and the games we have played recently. The block calendar has the timing of what happens when.

These are games for Block 2: 21 May – 9 July. The vote to select these games was held on 19 February.

We currently have spaces in several games: ask us for details.

Room allocations by week

Week Beechey 2.1 2.2 2.3 3 Hall
21 May Horror on the Orient Express Long Road to Heaven Darkening of Mirkwood Edge of the Map Princes of the Apocalypse Grey Areas
28 May Grey Areas Storygames Horror on the Orient Express Princes of the Apocalypse Long Road to Heaven
Darkening of Mirkwood
Edge of the Map
4 June Grey Areas Storygames Long Road to Heaven Darkening of Mirkwood Edge of the Map
Princes of the Apocalypse
Horror on the Orient Express
11 June <Vacant> Storygames Long Road to Heaven Princes of the Apocalypse Horror on the Orient Express
Edge of the Map
Grey Areas
18 June Grey Areas Edge of the Map Storygames Horror on the Orient Express Long Road to Heaven
Darkening of Mirkwood
Princes of the Apocalypse
25 June Darkening of Mirkwood Horror on the Orient Express Princes of the Apocalypse Long Road to Heaven Edge of the Map Grey Areas
2 July Grey Areas Storygames Long Road to Heaven Horror on the Orient Express Edge of the Map
Princes of the Apocalypse
Darkening of Mirkwood
9 July <Vacant> Storygames Darkening of Mirkwood Edge of the Map Horror on the Orient Express
Long Road to Heaven
Grey Areas
Princes of the Apocalypse

Note that Darkening of Mirkwood is not running on 11 June.

Horror on the Orient Express

Continued from the previous block.


A puzzling headline begins a front-page article found in the Times of London. Three men, all identical in identification, were found dead in the same room of the Chelsea Arms Hotel. All were dispatched in a similar manner stabbed through the heart.

Then the home of a valued friend burns to the ground, severely injuring him in the process. An odd summons, a surreptitious meeting, and a thousand-mile journey begins on the legendary rail service carrying the investigators to Constantinople, the Gateway of the Orient.

Horror on the Orient Express is one of the legendary Call of Cthulhu campaigns. It contains up to nineteen adventures spanning several eras. The majority of the story takes place in the 1920s, with a number of optional scenarios occurring in different eras. The main campaign sees the investigators journey to Paris and thence to the ancient city of Constantinople. With luck, they also return home.

This adventure ran at the club some years ago, and took around 18 months to complete (without many of the optional modules). I don't expect players to have to commit to the whole campaign - as the story follows the rail route across Europe a player who misses part of the story can easily rejoin - if they don't mind missing out on the plot, of course!

Game details

  • Rules System: Call of Cthulhu 7th
  • Players: 4–6
  • GM: Amy Hewitt

Grey Areas

Your team have been watching adverts on television for a weekly science 'believe it or not' program announcing that they are going to prove, over two episodes, that aliens exist. As you watch the first episode which starts of with the usual believer interviews, and then a scene in a laboratory with a respected doctor flanked by a professor of anthropology and a famous UFO debunk-er. Behind them is a large canister that contains a humanoid. Your team know the truth - The body is of a genuine GREY !

...and in our next episode we will be performing an autopsy on this alien body found in UFO wreckage during an incident 2 weeks ago in Canada. - CUE credits

The team need to confirm if it is a real Alien and if so cover up the whole situation. The public should not have proof of the existence of Aliens , the team must remove all traces.

You have to do this before the next episode due to air in a week.

The more in the team the easier it will be to investigate, remove the evidence / trace of existence. The team need to also establish a base of operations and requisition the equipment to investigate and then deal with it Delta Green style ( AKA deep ones event in Innsmouth)

Game details

  • System: Delta Green
  • Players: 3–6
  • GM: Andrew B

A sample of story games

Want something a little different? A selection of games with more experimental rules systems and a great deal of player input. This is a chance to experience gaming with a heavy emphasis on the role play aspect, where both the rules and the GM role take more of a back seat. Every game week we will try a new single shot game, all of which are pretty much designed for one shot play and let the players take equal say over the story and how it works. Some are more improvisational than others and closer to chamber LARP - but they are all great fun.

Some examples of games I will be running :

Juggernaut - It is July third, 1950, you have invented a computer that can see the future. JUGGERNAUT is a live-action game about free will that plays like a creepy Twilight Zone episode and requires almost no prep. Replay value is high and it is always weird and intense To play.

Our Last Best Hope - During the game, you and your friends will play through a classic disaster movie, like Sunshine, Deep Impact, The Core, or Armageddon, where your characters are the stars. Each game is unique, as your group confronts a new Crisis with a new set of characters and a new plan to save the Earth.

Ten Candles - Ten Candles is a zero-prep tabletop storytelling game designed for one-shot 2-4 hour sessions of tragic horror. It is played by the light of ten tea light candles which provide atmosphere, act as a countdown timer for the game, it is a game about what happens in the dark, and about those who try to survive within it. It is a game about being pushed to the brink of madness and despair, searching for hope in a hopeless world, and trying to do something meaningful with your final few hours left.

A penny for my thoughts - a storytelling game involving amnesiac characters who ask leading questions of each other to find out their histories.

Lovecraftesque - A GMless storytelling game of brooding cosmic horror. You tell the story of a lone Witness at the mercy of strange and terrifying events. The game helps you create a slow-building mystery, culminating in a climactic scene of horror.

Fiasco - A game of powerful ambition and poor impulse control" and "inspired by cinematic tales of small time capers gone disastrously wrong—films like Blood Simple, Fargo, The Way of the Gun, Burn After Reading, and A Simple Plan.

Game Details

  • System: Various Artists
  • Players: 3-4
  • GM: Robin Poole

The Edge of the Map

In a world of myth and magic, there might actually be dragons… We are pioneers, heading into unexplored territory in search of a new life. For one reason or another we have chosen to leave civilisation behind and venture into the wilds. No one knows what lies beyond the Barrier Peaks, and few explorers have ventured there and returned. But war, plague or another calamity has meant that the settled lands that were once our home are no longer as appealing. We’re sure we can make a bright future for ourselves in the Wilderlands, even if we have to fight to do so.

How it will work

This will be a fifth edition Dungeons & Dragons campaign with a difference. The position of DM will rotate among the players as the campaign progresses, with each participant writing an “episode” before handing the reins to the next player. I will fill the role of “showrunner”. I will run the first episode, and liase with the rest of our “writers room” about their ideas. I will work to schedule the episodes in a sensible order, giving everyone sufficient time to plan their games. I will also have an episode up my sleeve in case we need to fill a gap at short notice. These episodes will probably last two weeks, so that we have time to explore that story before moving on to the next. We’ll gradually fill in a map as we go, so no one will have an overall idea of where we are going until we discover it! By the end of the campaign we should have created a new, shared world, which any of us can use for other games going forwards. My hope is that this will give some players who don’t generally DM a quick and easy way to try it out, and hopefully get hooked! Not everyone in the group will need to DM, but hopefully most will consider giving it a try. Ideally we need three or four GMs to get this to work. If it proves successful we may run into the short block, or pitch a second long block, to ensure that everyone who wants to gets a turn in the DM’s chair.


  • Session 1: Character Creation, and concept meeting. We will build our characters, and work together to figure out the basic parameters of the world and setting. I will discuss ideas with those planning to DM, and we shall set up an approximate schedule for when each DM is to take over.
  • Session 2: The Edge of the Map, I will run the introductory adventure, as our characters set off into the wilderness
  • Session 3: DM 2 takes over…
  • Session 4: DM 2 wraps up their episode and hands over to the next DM…
  • Session 5: DM 3 takes over…
  • Session 6: DM 3 wraps up their episode and hands over to the next DM…
  • Session 7: DM 4 takes over…
  • Session 8: DM 4 wraps up their episode and hands over to the next DM…

Game Details

  • GM: Alex Barrett, John Holton, Cameron Parmar, et al.
  • Players: 3-4 additional players and the advertised GMs.
  • System: Dungeons and Dragons fifth edition.

The Long Road to Heaven

When the gods get together it’s a party, or a war. . . Sometimes it’s both.

Well that makes you the luckiest bunch of half mortal heroes on the planet right now cos you get front row seats to the next big meeting of the Pantheons. The gods are in summit and you have been told to provide security, stop the mortals finding out what’s going on, cater to the needs of your Pantheon’s representative, oh and take care of any monsters that come knocking. And you get to handle all of this in sunny Las Vegas, city of sin, fun and anything goes so don’t worry about being too discreet, no one's going to care anyway.

Game details

  • Proposed by: Jon Carter
  • System: Scion 2nd Edition
  • Players: 4–6

The Darkening of Mirkwood

The Necromancer may have been cast out of Dol Guldur, but a lingering darkness remains over Mirkwood, a shadow that will grow ever longer as the years draw on – unless a fellowship of heroes step forward and hold back the gloom.

This is a Middle Earth / Lord of the Rings campaign that tells the story of the growing power of the Necromancer (Sauron) in the years between the events in The Hobbit and The Lord of the Rings. The PCs will be people with a stake in Mirkwood, perhaps Free Folk in and around the forest. They will have homes and families to defend and draw strength from. They will be heroes, struggling against the forces of Darkness as they grow and strengthen.

The One Ring is a system designed to emulate the feel of the Lord of the Rings books, with heroes performing great deeds despite the corrupting influence of the Shadow. As with Lord of the Rings, the landscape is a key part and journeys through the wilderness are a big part of play.

This could easily become a multi-block campaign if people want it.

Note that I'm not a Middle Earth expert, so there will be plenty of scope for this game to diverge from "canon".

Same page description

  • Who prepares the story? The GM prepares the overall shape of the story, linear or branching. Players run their characters through these events.
  • What can players contribute to the story/setting? Their character's thoughts, actions, and backstory, plus occasional story bits when they make certain kinds of rolls, subject to GM's approval.
  • The rules will be: followed, come what may.
  • Player characters are: expected to work together. Major conflicts might erupt but you'll patch them up given some time.
  • How brutal is the game? Tell me what the consequences of failure could be before I do something. But sometimes, there are no good choices.
  • Doing the smartest thing for your character's survival: sometimes isn't as important as other choices.
  • After many sessions of play, during one session, a player decides to have her character side with an enemy. This is: where the character becomes an NPC, right away or fairly soon.

Game details

  • Proposed by: Neil Smith
  • System: The One Ring
  • Players: 4–6

Princes of the Apocalypse

Details to follow.

Game details

  • Proposed by: Kieran Magill
  • System: D&D 5ed
  • Players: 4–6