Games played in 2020

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Block 5: 24 November - 12 January 2021

Coriolis: Emissary Lost

When the Emissaries came from Xene, opinions were split. Were these dark beings, demons from interstellar space? Or were they incarnations of the icons, as they claimed? Then, one of them, the Messenger, came to Coriolis and was invited to take a seat on the council.

Around the same time, the Mystics' disease broke out. People around the Horizon started manifesting strange psychic powers. Some call it a blessing, some a plague.

On Coriolis, such mystics have started disappearing. A call comes in from Althea - she needs your help, urgently. Does this have to do with recent events?

This is the beginning of the long story campaign of Fria Ligan's Coriolis - mystical SciFi with an Arabian Nights vibe. There will be plenty of mystery, deduction and some action and fighting, too. It is a long story arc and the prologue was the first Coriolis Scenario I ran at the club - the Last Voyage of the Ghazali. A note of caution - the first instalment will not feature a lot of space ship action...

Sessions will be via Foundry VTT. New and returning players are welcome, with priority for returners (see below for clarification). 3-5 players would be best. We will contrive a story reason for previous crew members to embark on this together, but it is also an opportunity to create a new character.

Any questions, let me know!

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. The GM gives hints to provide direction, but players can shape where we are headed.
  • What can players contribute to the story/setting? Their character's thoughts, actions, and backstory, interaction between characters provides depth and entertainment.
  • The rules (including agreed house rules) will be: Followed, unless too complex or forgotten...
  • Player characters are: Expected to work together. You are a team. You may disagree about the best way to achieve your aims, but you should buy into the overall aims.
  • How brutal is the game? It is not focused on conflict, but there will be some. There are some dark scenes, threat, mild horror. Fights can end up lethal with some gory injuries.
  • 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: possible and we will deal if it should happen

Game details

  • Proposed by: Frank G
  • System: Coriolis (YZE)
  • Players: 3–5 (6 possible, 5 preferred)
    • Because the question came up - Priority for returning players, but there are two tiers - those from the previous block and those from longer ago. I would love to give equal priority to each, but if push comes to shove, the more recent players would pip the players from longer ago.
  • The system is based on YZE by Free League, run via Discord and probably Foundry VTT, 3-5 players. I might not stick slavishly to the rules. The story and fun will have higher priority.

Humblewood

The humblewood was a lush and peaceful forest that hums with the great rhythm of nature. But now, fires and bandits have embroiled the woods in chaos. Even in these dark times, brave heroes can be found within the wood. Only they can quell the raging flames that have been unleashed upon the land, and restore balance to the realm. will you answer the call?

The birdfolk races have ruled over Humblewood from their canopy villages and fortified cities for as long as anyone can remember. Play as one of the five core birdfolk races:

  • The astute crow-like Corvum who safeguard Humblewood’s knowledge
  • The dignified fowl-like Gallus who have faith in the power of communit
  • The aloof pidgeon-like Lumas who use their gifts to bring joy into the world
  • The agile hawk-like Raptors who blaze new trails through the forest
  • The powerful owl-like Strig who defend what they believe is right

The humblefolk live in small villages throughout the Wood, but are occasionally found in birdfolk cities. Play as one of the five core humblefolk races:

  • The hearty deer-like Cerva who strive to achieve their goals
  • The sensitive hedgehog-like Hedges whose empathy lets them see what others cannot
  • The brave mouse-like Jerbeen who inspire those around them with deeds of heroism
  • The resourceful raccoon-like Mapach who can craft a solution to any problem
  • The cunning fox-like Vulpin who are always one step ahead of their foes
Starting at 1st Level

Game details

  • Proposed by: Robin P
  • System: D&D 5e adaptation
  • Players: 3–6 - returning players have priority

Odyssey of the Dragonlords

Thylea... A foreign land, set across a great expanse of ocean. Though a war between Titans and Gods have left their mark on the lands, it is still a land of great beauty and ancient splendor.

Great Beasts wander her plains, and fey creatures haunt her woods. Centaur tribes war for control on the steppes, and reptilian savages battle across her islands.

Though at time of their arrival the new settlers had no dominion over the untamed land, over the thousands years they have adapted, fought and in time thrived. Initially through ritual sacrifices to the Twin Titans to gain their oaths of protection, the foreign arrivals survived, albeit at the mercy of the Twins.

In time on Thylean shores arrived great champions of the old world, the Dragonlords! They heralded an upheaval and overthrew the Titans, and thus the Oath of Peace was forged. Then followed 500 years of peace.

Mortals now live in relative harmony and peace, and though the need is no longer as dire, they still worship the new Gods. Gods that have been known to walk amongst the mortals in disguise, siring children and giving blessings.

And though their names maybe long forgotten, people sometimes talk about the 'Old Gods and Titans'. Ones that have existed even before the Dawn of Time. Rumour has it that they also live amongst us in disguise having grown tired of their Godly responsibilities. But rumours are just that. Rumours.

But be it old gods or new, everyone agrees that these beings beyond our understanding often take interest in the Great Games hosted in the city of Mytros! Make an exceptional performance and you just might get an audience with a god and maybe... just maybe earn their blessings...

Game details

  • Proposed by: Dev D
  • System: D&D 5e
  • Players: 4–6
  • Level: Starting at 1
  • NOTE: The game will follow the pre-published modules with homebrew elements and stories mixed. Playable classes and races from other D&D publications welcome!

Spices of Death

There is turmoil brewing in the Independent State of Horom. Andong Chihye, wealthy matriarch of the Andong clan, is in failing health. She refuses to sell the clan's spice-trading businesses to Colonel Kaitei, one of the friendly military advisors from the Azumi Empire. Meanwhile, intrigue within the Andong clan means loyal servants are being cast out into destitution.

Then you get word of the blackmail attempt on Andong Moon-Soo, daughter-in-law of Chihye. Is this the moment that everything will change?

You are all connected to this unstable situation. Are you a member of the Andong family, looking to secure your inheritance? Are you one of their retainers, perhaps a cybernetic kaijin? Are you an agent of Colonel Kaitei, aiming to enrich Azumi (and yourself)? Or are you connected to Ken of the Black Wind, master criminal who seeks only to help the poor?

Tenra Bansho Zero is a hyper-Asian RPG of intense melodrama and over-the-top action, with magic, fighting robots, and weaponised insects. Transforming samurai with magic katanas do battle with mechs piloted by innocents and kijin cyborgs, ninjas lurk in the shadows, living-doll kugutsu soothe (or invade) your dreams, and religious adherents wield great power.

The game will be a blood opera, with all the PCs acting in their own interests is some very interesting times.

Same page description

  • Who prepares the story? No-one plans anything. PCs and NPCs just do what seems right at that moment. This might or might not lead to a good story.
  • What can players contribute to the story/setting? Their character's thoughts, actions, and backstory, plus occasional story bits when they spend a resource (such as whimsy cards or hero points) or make certain kinds of rolls, subject to GM's approval.
  • The rules (including agreed house rules) will be: followed, come what may.
  • Player characters are: pursuing their own agendas. They might work together, they might work against each other.
  • How brutal is the game? Don't hurt my character without warning. Tell me what the consequences of failure could be and let me back out if I don't like it.
  • 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: a perfectly valid choice and no big deal.

Game details

War of the Lords

The world seems so dark and unclear. Things start coming back to you. Your childhood, your life, your memories...

The last thing you remember is being in the middle of a big fight as part of the "War of the Lords" as it had been called by the citizens of the world.

You open your eyes, looking straight up into the sky. Everything is spinning as if a strong force has knocked you from your feet. Was it a spell you failed to dodge or an attack from something - or someone..? You can't seem to recall. None of that matters now. Instinct kicks in and you rise to your feet, armour still weighing heavily on your body. Your eyes start to focus and you see your weapon at your feet. The sound of battle is still echoing around you.

You stand up straight and the first thing you notice is the wall of dirt surrounding you.

"I must've fallen into a ditch..."

The light of the moon illuminates a stone which appears to have some inscription. It's a tomb stone with your name on it! You scramble out of your grave but nearly fall back in as you see an army of Undead walking towards a hill just a stone's throw away. Atop the hill there is a man mounted on a horse, pointing his sword in the direction that the undead army is marching.

Why are the undead not attacking you? How did you not notice it before now? The stench of death emanates from your body...

"My god... I'm undead!"

Game details

  • Proposed by: Andrew T
  • System: 5e starting at Level 10
  • Players: 3–6

Block 4: 08 September - 27 October

Walnutpeck Rebirth

Two years ago, in the Winter War, the Guard held off the weasels, but a great cost. Part of that cost was the fall of the town of Walnutpeck. Refugees in Sprucetuck and Gilpledge want to go back to their home. The Guard have been tasked to reopen the town, and your patrol is to take the lead. You'll have to cope with the dangers of the wilderness, the ever-present threat of weasel attack, and the mediating between the conflicting desires of the mice in the Territories.

Mouse Guard is a game of anthropomorphic mice, but it's not cute. It's about people struggling to make a difference for good in a hostile and dangerous world. It's about stepping up and being a hero when the easy thing is to run and hide.

Same page description

  • Who prepares the story? The players prepare long-term goals for their characters and pursue them. The GM prepares set-piece missions and the PCs participate in them. Everyone respects how these must combine to create good play.
  • What can players contribute to the story/setting? Their character's thoughts, actions, and backstory; plus occasional story bits when they spend a resource (such as whimsy cards or hero points) or 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? Don't hurt my character without warning. Tell me what the consequences of failure could be and let me back out if I don't like it. At the same time, if you do dumb things, you character will die quickly.
  • 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

Fae and Fatalities

The Wolverton Research Group have taken out one of the powerhouses of British vampire society. The effects on the resulting power vacuum have yet to be seen, but in the mean time, there are still cases coming in, and the Lady of Willen Lake is particularly keen for them to learn more about the fae.

Liminal is a game of urban fantasy and folk horror, taking inspiration from works such as Rivers of London, Neverwhere and The Dresden Files.

Game details

  • Proposed by: Sue S
  • System: Liminal
  • Players: 3–6 (returning players have priority)

Humblewood

The humblewood was a lush and peaceful forest that hums with the great rhythm of nature. But now, fires and bandits have embroiled the woods in chaos. Even in these dark times, brave heroes can be found within the wood. Only they can quell the raging flames that have been unleashed upon the land, and restore balance to the realm. will you answer the call?

The birdfolk races have ruled over Humblewood from their canopy villages and fortified cities for as long as anyone can remember. Play as one of the five core birdfolk races:

The astute crow-like Corvum who safeguard Humblewood’s knowledge

The dignified fowl-like Gallus who have faith in the power of community

The aloof pidgeon-like Lumas who use their gifts to bring joy into the world

The agile hawk-like Raptors who blaze new trails through the forest

The powerful owl-like Strig who defend what they believe is right


The humblefolk live in small villages throughout the Wood, but are occasionally found in birdfolk cities. Play as one of the five core humblefolk races:

The hearty deer-like Cerva who strive to achieve their goals

The sensitive hedgehog-like Hedges whose empathy lets them see what others cannot

The brave mouse-like Jerbeen who inspire those around them with deeds of heroism

The resourceful raccoon-like Mapach who can craft a solution to any problem

The cunning fox-like Vulpin who are always one step ahead of their foes

  • Starting at 1st Level

Game details

  • Proposed by: Robin P
  • System: D&D 5e adaptation
  • Players: 3–6

The Third Horizon

"An ice hauler has gone missing on its trip from the Rimward Reach back to the core worlds of the Kuan system. Lucky for you - after all, the ship owner is looking for people to search the ship and is willing to pay well. So, set a course towards the Reach and find the lost souls!"

I have run Coriolis at the club before and while previous players are very welcome to join, this is not a direct continuation of the story line. The world of Coriolis (the Third Horizon) is a remote stretch of space that has a distinctive "Arabian Nights" flavour, somewhere close to Firefly with an oriental spin. The crew can create their own concept, ranging from haulers to corsairs, from journalists to a travelling circus or from archaeologists to pilgrims. This means that although I have a first mission in mind (2 sessions probably), the subsequent stories will be the ones you seek out.

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. The GM gives hints to provide direction, but players can shape where we are headed.
  • What can players contribute to the story/setting? Their character's thoughts, actions, and backstory, interaction between characters provides depth and entertainment.
  • The rules (including agreed house rules) will be: Followed, as far as I remember them...
  • Player characters are: Expected to work together. You are a crew. You may disagree about the best way to achieve your aims, but you should buy into the overall aims.
  • How brutal is the game? It can be quite deadly - conflict is definitely there but you can end up maimed, mad or dead quite swiftly.
  • 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: possible - especially if they can convince the rest of the crew..

Game details

  • Proposed by: Frank G
  • System: Coriolis (Free League)
  • Players: 3–5


Block 3: 23 July - 11 August

Haunts and Shadows

The Wolverton Research Group have found missing people, retrieved stolen property, and most recently taken on Jack the Ripper and his vampire baristas.

But the mission to protect people from supernatural predators is far from over, and the schemes of vampires, wizards and fae present a threat that only a team of liminals can handle.

Liminal is a game of urban fantasy and folk horror, taking inspiration from works such as Rivers of London, Neverwhere and The Dresden Files.

Game Details

  • GM: Sue S
  • System: Liminal
  • Players: 3-6

Walnutpeck Rises

Two years ago, in the Winter War, the Guard held off the weasels, but a great cost. Part of that cost was the fall of the town of Walnutpeck. Refugees in Sprucetuck and Gilpledge want to go back to their home. The Guard have been tasked to reopen the town, and your patrol is to take the lead. You'll have to cope with the dangers of the wilderness, the ever-present threat of weasel attack, and the mediating between the conflicting desires of the mice in the Territories.

Mouse Guard is a game of anthropomorphic mice, but it's not cute. It's about people struggling to make a difference for good in a hostile and dangerous world. It's about stepping up and being a hero when the easy thing is to run and hide.

Who prepares the story?

The players prepare long-term goals for their characters and pursue them. The GM prepares set-piece missions and the PCs participate in them. Everyone respects how these must combine to create good play. What can players contribute to the story/setting? Their character's thoughts, actions, and backstory; plus occasional story bits when they spend a resource (such as whimsy cards or hero points) or 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? Don't hurt my character without warning. Tell me what the consequences of failure could be and let me back out if I don't like it. At the same time, if you do dumb things, you character will die quickly. 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: Mouse Guard (2ed)
  • Players: 3–5

Keep On The Shadowfell

Is 5th ed at the club not tactical enough for you? Do you long for a simple game with tough enemies and complex tactics? Do you want to prove me wrong and prove 4e is horrible? Then come along to Keep on The Shadowfell.

4th edition gets a pretty bad rap but it's pretty damn good. We can run with pregens or you can make your own characters! Psionic Battleminds, Martial Warlords and Divine Seekers among the classes missing from 5e.

Game details

  • GM: Will M
  • System: D&D 4e
  • Setting: The Forgotten Realms
  • Players: 4-5
  • NB: I'm not changing it to 5e

The Great Mist

In the world of Eberron, on the continent of Khorvaire, where the 5 nations of the Last war ended 4 years ago.The war came to an abrupt end when the nation of Cyre was destroyed over night. No one knows why or how; all that is known is that day is known as the "Mourning" and is now marked as the end of the war.

As members of the "Clifftop Adventures Guild" you have been selected to fulfil a contract on behalf of one the great 12 houses to travel to a town that borders what was once the nation of Cyre and investigate a new disease that the village has succumbed to.

Is this disease the cause of the great mist that now surrounds where the great nation of Cyre lied or is there something else the citizens of Khorvaire need to worry about.....

Game details

  • GM: Andrew T
  • System: D&D 5e
  • Setting: The Forgotten Realms
  • Players: 3-6

The Glittering Dark

Amongst the glittering, crystal towers of Chiaroscuro chaos is growing. While urban Delzahn nobles plot to control the Tri Khan’s heir, their nomadic cousins look on with contempt of the softness of their kin. In the windswept desert there is a whisper of a new god with their eye on Grandmother Bright’s domain. The Realm, as ever, fears rebellion in it’s satrapies, and word on the street is the Wyld Hunt are coming, lured to the city by the presence of hidden Anathema.

That’s you, the Anathema, newly minted demigods branded demons by a world that believed you wiped out a thousand years ago. What will you do with the power you have been blessed with by the Unconquered Sun? Help Grandmother Bright defend her city, interpose yourself between the city’s future leader and the nobles that would use him for their own gain or carve out an empire of your own.

The intention for this game is that it is largely player led, I will provide a setting and some antagonists, but the players will be expected to bring their own goals to drive the plot. Week 1 will be character gen and we will discuss character motivations, goals and where that plot is likely to go.

Game details

  • GM: Tom D
  • System: Exhaulted 2e
  • Players: 3-5

Prisoners of the Wardrobe

Game details

  • GM: Martin G
  • System: Doctor Who
  • Players: 3-5


Block 2: 7 April – 26 May

Odyssey of the Dragonlords

In a land where even the gods are bound by oaths and prophecies...

At the dawn of time, a war between the gods and Titans left the world of Thylea forever changed. Thousands of years later, the first mortals arrived, carried by ship and dragon.

The Dragonlords were the champions who overthrew the Titans 500 years ago and forged the Oath of Peace. But the power of the Oath has waned, and now the Titans seek vengeance.

You are one of the heroes called by prophecy to end the conflict once and for all. Poets will sing of your deeds for centuries to come... if you survive.

Game Details

  • Proposed by: Jess E
  • System: 5e
  • Starting Level: 1
  • End Level: 15-20
  • Players: 4-6

The opener is that you, a group of small time heroes of Thylea, have been summoned to prove yourself: are you, in fact, the ones spoken of in prophecy, who will prevent the downfall of Thylea? (Presumably, yes, unless you manage to pull off a TPK in the opening segment!)

In addition to PHB playable races, you can also choose a race native to Thylea: Centaur, Medusa, Minotaur, Nymph, Satyr or Siren. Native characters also get their own special Background options, and all characters get to choose an Epic Path; I've pictured some of these below so you get the idea! They are Greek Epic specific, and work alongside the Background you've chosen. My only expectations of players are that you'll be all in for the game, and that you will respect each other and work collaboratively the vast majority of the time.

If you want All The Info, you can download the Players Guide for free: https://www.drivethrurpg.com/m/product/267073

There's way more delicious flavoursome in-game elements than I can summarise here, and Character Gen will certainly take the first week of the block. I expect it to run for a couple of years, honestly...! If you're up for Epic in Every Way, then this may be the game for you...

Liminal

There is a world beyond the mundane. A hidden world of fae courts and wizard colleges, of vampire clans and werewolf gangs, and haunted places where the walls between worlds are thin.

As a liminal you stand between the two worlds, whether as a mortal with knowledge of the supernatural or as someone with supernatural abilities of your own. You don't quite fit in on either side. But you have a crew of people like you, and together you take on cases and solve mysteries while working to further your crew's goals.

Liminal is a game of urban fantasy and folk horror, taking inspiration from works such as Rivers of London, Neverwhere and The Dresden Files.

Game details

  • Proposed by: Sue S
  • Rules System: Liminal
  • Setting: Modern-day UK
  • Players: 3–6
  • GM: Sue S

Keep on the Shadowfell

Is 5th ed at the club not tactical enough for you? Do you long for a simple game with tough enemies and complex tactics? Do you want to prove me wrong and prove 4e is horrible? Then come along to Keep on The Shadowfell.

4th edition gets a pretty bad rap but it's pretty damn good. We can run with pregens or you can make your own characters! Psionic Battleminds, Martial Warlords and Divine Seekers among the classes missing from 5e.

Game details

  • Proposed by: Will M
  • System: D&D 4e
  • Setting: The Forgotten Realms
  • Players: 4-5
  • NB: I'm not changing it to 5e

Monsterhearts

By the time they hit adolescence, most people have gotten over their fear of the dark. They spend their midnight hour on gushy phone calls, diary ramblings, and wet dreams. They fall asleep peacefully, assured that the shadows hold no monsters.
But the shadows do hold monsters. You know because you’re one of them. Wickedness dwells within your heart, hunger courses through your veins. High school weighs on you and teen drama puts you on edge, but you have power. What do you do next?

Monsterhearts 2 lets you and your friends create stories about sexy monsters, teenage angst, personal horror, and secret love triangles. When you play, you explore the terror and confusion of having a body that is changing without your permission.

This game is powered by the Apocalypse World engine. It draws inspiration from Twilight, Buffy, Ginger Snaps, The Vampire Diaries, and The Craft.

Details of the setting will be co-created by the players in the first session, but my default is to base it around characters attending Milton Keynes College.

Content note: this game leans heavily on the trope of "monstrous abilities as a metaphor for puberty." I'm expecting it to feature characters encountering changes and challenges of gender and sexuality. The game explicitly features that your emotions and hormones aren't under your control (but how you act on those feelings is under your control). I expect that most PCs will have sexual relationships and encounters in game (probably with other PCs).

Same page description

  • Who prepares the story? No-one plans anything. PCs and NPCs just do what seems right at that moment. This might or might not lead to a good story.
  • What can players contribute to the story/setting? Their character's thoughts, actions, and backstory; plus occasional story bits when they spend a resource (such as whimsy cards or hero points) or make certain kinds of rolls, subject to GM's approval. The setting will be co-created by the group before play; once in play, the GM controls the NPCs and other non-PC elements.
  • The rules will be: followed, come what may.
  • Player characters are: pursuing their own agendas. They might work together, they might work against each other.
  • How brutal is the game? Whenever I miss a roll – and sometimes even when I make it – I want the situation to escalate.
  • 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: a perfectly valid choice and no big deal.

Online play resources

  • Monsterhears web page as a source of character sheets and reference material.
  • Kumu.io for the game's relationship map.
  • Gauntlet resources for other resources, including the character keeper.

Game details

Demon Hunters : A Comedy of Terrors

(I was going to offer Pathfinder this long block, but with the current hiatus I don't really feel comfortable offering PF2 remotely. So instead, let's go for some laughs and a quick and easy to pick up game that doesn't take itself too seriously ...)

You are Demon Hunters, members of an ancient order tasked by Heaven with defending the world from the Forces of Evil™ and Darkness™. It's your job to track down the things that go bump in the night and then bump back hard with extreme prejudice using magic, guns, ninja skills, mad science, movie trivia expertise, baking skills, ancient artifacts, and - surprisingly often - obscenely large quantities of military grade high explosives.

You and your fellow hunters are a chapter of the ancient Brotherhood of the Celestial Torch, and you are planet Earth's last - OK, only - line of defence against the supernatural threat of Devils, Demons, Malevolent Fae, Ancient Warlocks, Werewolves, Vampires, Extra-dimensional non-Euclidean Entities, Boogeyman, Imps, and a whole bunch of other supernatural assholes.

There will almost certainly be at least a reasonable facsimile of a plot. It's even possible it may make some degree of sense, although probably not too much.

Demon Hunters. Beat the crap out of the forces of evil, and have a laugh while doing it.

Same page description

  • Who prepares the story? The GM prepares the overall shape of the story, which the players will probably then ignore and go off and blow something up or something. The GM gives hints to provide direction, and then quietly weeps as those directions are largely ignored. Probably.
  • What can players contribute to the story/setting? Pretty much anything they want as long as it's sufficiently awesome.
  • The rules will be: followed, pretty much, but the rule of cool is in effect.
  • Player characters are: expected to work together. You're the good guys, damn it!
  • How brutal is the game? Don't hurt my character without warning. Tell me what the consequences of failure could be and let me back out if I don't like it.
  • Doing the smartest thing for your character's survival: ... seriously? You're a Demon Hunter. If survival were your number one priority you'd never have signed up for this gig.
  • After many sessions of play, during one session, a player decides to have her character side with an enemy. This is: Hooking up with the forces of Evil™? Are you being mind-controlled? Never fear! Your fellow Demon Hunters will do their utmost to save you. Or shoot you. Possibly both.

Game details

  • Proposed by: Martin Goodson
  • System: A weird mix of FATE and Cortex Prime.
  • Players: 4-6

The Whitechapel Mystery - A Vampire: the Masquerade Chronicle

London, England. It is the winter of 1888, and a notorious killer haunts the gaslit streets, stalking his victims through the night time fog. Each of his victims is found with throat slashed, body mutilated, organs removed. The human population brave the darkness with reluctance, travelling in groups when they must venture abroad. Though the Kindred of the city would not usually concern themselves with mortal affairs they are forced to take an interest when one of their own is killed, staked in the street and left to burn in the sun. Concerned, the Prince requires a group to investigate the murders and bring the killer to justice.

Enter the players: A group of neonate vampires, newly released from their sires, hoping to make a name for themselves in the city. They are perfect for the Prince's task: young, eager, and above all disposable. They must work together to uncover the truth of the Whitechapel murders, to earn their status, and to survive.

Game Details

  • Proposed by: Amy H
  • System: Vampire the Masquerade
  • Players: 4-6


Block 1: 21 January – 10 March

Horror on the Orient Express

Continued from the previous block.

MAN DIES THREE TIMES IN ONE NIGHT!

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

The Ambitions of Accord

Northern Arlayne is a wild, unforgiving place. The deep yet gentle forests that cover much of the western coast turn feral, here. On the very edge of the Treewilds sits the ruined city of Accord, once a seat of great power, now all but forgotten. The new ruler of these parts, a young man named Lord Tyrrick who inherited the seat from his late uncle, is man of... ambition. He wants to make his mark not just on the city of Accord, but on the whole of Arlayne. He intends to take back his lands from the ever encroaching forest, and has begun sending parties of soldiers north, deep into the woods.

So far, none of them have returned.

You and your party are seasoned adventurers, always up for a new job, especially when the money is good... and in this case the money is, indeed, good. If anyone can take this on and return victorious for gold and glory, it's you. You've arrived in Accord to meet this Lord and find out what exactly it is that he's looking for in the forest... After all, you've faced terrible things before and lived to tell the tale. How bad could it possibly be?

Who prepares the story? The GM plans and prepares the story, then hastily improvises a new one when the players do the 1 thing that she hadn't actually planned for...

The rules will be: mostly followed, but sometimes narrative is more important than the rules.

How brutal is the game? I will not protect you; you can only protect yourselves. Roll good.

Doing the smartest thing for your character's survival: is not always the most interesting of narrative choices.

After many sessions of play, during one session, a player decides to have her character side with an enemy. This is: perfectly acceptable, as long as it is in character.

Anything else I should know? Playable races are Human, Dwarf, Halfling, Gnome. The party may contain 1 Tiefling OR 1 Dragonborn OR 1 Half-Orc, first come first served. No elves, because World Lore. I promise that playable races is the only thing I'm a stickler about!

Game details

  • System: D&D 5e (Level 5)
  • Setting: Homebrew
  • Players: 3-5
  • GM: Jess E

This Dark and Happy Place Of Ours

So, you remember that terrible thing you may or may not have done? That thing that got your life imprisonment and now you’re doing hard labour for… well, until you succumb to inevitable death or go doolally?

That thing is forgivable, according to the crown, if you and the rest of your prisoner friends accept a different fate. See, hard labour isn’t sitting well with the local community, prisons are so full up they’re fit to burst, and it costs a lot of money to keep feeding you lot. Letting you just expire from starvation might cause picketing, that, and the mountain of bodies cleansing the hard-labour camps would leave would just be… annoying.

So, you’re given a choice. You can stay, and be executed or, with your families (who are also imprisoned, because that’s the world you live in ), and friends (if you can call them that, given they’re also ex-convicts), brave The Wailing Waste in EXILE.

The Wailing Waste, by the way, is that big place no one wants to claim because it’s terrible. Really, terrible. No, seriously. It’s bad.

So, you find yourself in The Wailing Waste (because really, it can’t be THAT awful, can it?). You need to find yourselves a home. After a long trek, you find some suitable spots. Now, which one will you go for, can you get the water working, how about those shelters, and… what IS that thing that’s been following you since you arrived?

Good luck, Pioneers. You’ll need it.

A short 5th Edition roleplay game where you set up a homestead, go on a series of adventures to improve your new settlement, and try to figure out exactly why no one ever seems to survive...

Game details

  • Proposed by: Kathryn Jenkins
  • System: D&D 5e
  • Setting: Kat’s Made Up Magical Fun Land… also know as “The Wailing Wastes”.
  • Players: 3–4

"Who The F*@K Is Jenny?"

1928 - England.

A seemingly unconnected group of people all receive an invite to a weekend gathering at Heatherfield Manor. Their attendance is mandatory on the threat to release something deeply incriminating about them to their friends, family or the press. Each invite is signed simply: Jenny...

What transpires on that fateful weekend will change their lives forever.

Murder, mystery, intrigue along with monsters, magic and mayhem.

And above all - just who the F*@k IS Jenny?

Game Details

  • Proposed by: Scott T
  • System: Gurps 4th Edition
  • Players: Ideally Six

The Rimward Reach

So, the Crew of the Alyia have made it back to Coriolis Station. You escaped a doomed cruise ship that fell into the sun, delved deep into mysterious ruins in the wild jungles of Kua and battled ancient evils. Now you have a lead that will take you to the dark edge of the Kuan system, into the wild space called the Rimward Reach. Will you catch your mark and find out what took hold of Lavim Tamm and called him to the Kandah Cloud? Will you face off with the Fatimah's Bounty who left you in a lurch on the Ghazali? What mysteries will you find hidden beyond the freebooters' asteroid base at Djachroum?

Game details

  • Proposed by: Frank G
  • Game System: Fria Ligan Coriolis (Year Zero Engine in a crunchier iteration)
  • Setting: The Third Horizon, The Light Flower's Dark Leaf - based on a Swedish source book
  • Players: 3-5
  • NB: Continuation of a previous plot line, so returning players have priority, but it is definitely possible to hop aboard if there are spaces

Down Darker Trails

A new Call of Cthulhu mini-campaign set in the USA around 1870. Will run for one 8-wk block, maybe two. No previous experience of playing Call of Cthulhu or being a cowgirl/boy required.

Game Details

  • Proposed by: Paul Fricker
  • System: Call of Cthullu
  • Players: 6

Witchfinders 2: Far from the Tree

A man has been found drowned in the early hours of the morning. Normally this wouldn’t require the attention of the Witchfinders. The city of Paladyne has fast flowing rivers, and it’s not unusual for a corpse or two to wash up on the strand. This case is different though. People don’t usually drown in their own drawing rooms with no sign of water in sight. And it’s possible that he wasn’t the first. This game is set about a year after the last Witchfinders game, and will find you back in the big city. Returning players will get priority, but it will be a brand new investigation, so no knowledge of “the Curse of Brantis Morn” will be required.

Game details

  • Proposed by: Alex Barrett
  • System:D&D 5ed (6th level)
  • Players: 6 (RPP)