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Games played in 2022

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Block 4: 25 October 2022 – 13 December 2022

Odyssey of the Dragonlords (continued)

Thylea is a foreign land, set across a great expanse of ocean.

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.

Settlers have struggled to survive on this land at the beginning, forever having to choose between appeasing the cruel Twin Titans or fighting a losing battle against the land’s natives.

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.

The Oath of Peace is now coming undone and the Titans once again tightens their grip upon the mortals…

  • 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!

Game details

  • Continuing Game - Returning players have priority
  • Proposed by: Dev D
  • System: D&D 5e
  • Players: 4–6
  • Level: Starting at 7
  • In Person

The Cost of Living

A-state-splash-image-small.jpg
Welcome to The City. A world of contrasts and contradictions. The citizens live their lives in a tangle of technological obscurity. In crumbling brick tenements, they crowd round dim televisions and crackling talkboxes. In the factories, workshops, mills, and mines, they toil and strain with rusting, decaying machinery. Above them all, the Trusts stand like gods, islands of privilege in a sea of fish oil, flaking iron, and reeking gas.
Welcome to The City. A world of pain, fear, longing and hatred. Where petty authorities eagerly enforce inhuman regulations, where precious secrets are betrayed for a good pair of shoes, where desperate people cripple each other for a dull shilling while crowds shout themselves hoarse. Yet light, life, love and hope manage to raise their voices, occasionally heard above the clamour of darkness. Through all the evil and wreckage, some still retain a sense of decency and community.

a|state is a game about a circle of troublemakers drawn together to bring hope to one small corner of The City, a dark and threatening place full of strugglers, gangs, chancers, and powerful warring factions. We play to find out if their alliance will bring a better future to the people on their corner.

The first session will see us create our Corner, the little bit of The City where the PCs are trying to make a difference. We'll also create the problems faced by the people in the Corner. We'll play to find out how the PCs deal with those problems and how The City reacts. Maybe the PCs can bring some Hope to their Corner, or maybe The City will grind them down.

You will never forget The City. But The City will forget you.

Same page description

  • Who prepares the story? The players prepare long-term goals for their characters. The GM shapes everything else around the pursuit of those goals.
  • What can players contribute to the story/setting? Their character's thoughts, actions, and backstory. We're co-creators, so players are expected to contribute ongoing details, subject to group approval.
  • The rules (including agreed house rules) will be: followed, come what may
  • Player characters are: expected to work together. Major conflicts might erupt and never see reconciliation.
  • How brutal is the game? Whenever I miss a roll – and sometimes even when I make it – I want the situation to escalate. But, 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: where the character becomes an NPC, right away or fairly soon. (You may make deals with the devil, but you won't become a devil yourself.)

Game details

  • Proposed by: Neil Smith
  • Players: 3-5
  • In person (masks compulsory)
  • System : Forged in the Dark (based on Blades in the Dark)

All ain't cool in the Kulak (continued)

Lizards playing between giant mushrooms

We rejoin Kulak island with the Vurnuk tribe still grappling with the arrival of a group of strange smelling, overly moist newcomers who have established an outpost on the north side of the island. All manner of strange things have been introduced to their world, the curiously delicious squeakernut, the delicious blood root, furry hadrosaurs and more weirdness.

New revelations are yet to come, secrets within and without the Kulak will bring even more upheaval to the island and it's inhabitants - and revelations that reach far into the destiny of both cultures.

  • GM : Robin Poole
  • Players 5 (Preference given to returning players)
  • System : Adapted D&D 5e
  • Tags : Science Fantasy, Weird Settings, Role Reversal, 2nd-4th Level
  • In Person

Journeys through The Radiant Citadel (continued)

OThe Radiant Citadel has flourished as a place of diplomacy and trade, as well as a repository for history and knowledge but, under closer inspection, the city is revealing that it may not be the utopia it once presented itself to be. Trouble in Atagua has flooded the city with refugees, overwhelming the citadel and forcing the Speakers for the Ancestors to shutdown the Concord Jewel that permits passage to Atagua. A decapitated body has been found within the city, with no clear suspect, the Truth Seekers are having a hard time investigating the case. As rumours circulate that this may not be the first beheaded victim within the city. The revelation of the existence of the Undercity, a place where magically manipulated criminals are exiled to, to see out the rest of their days within the mines as punishment for their crimes.

As well as discovering all this, our party have so far resolved a generation spanning family feud between two families, a feud that was being fuelled to serve the interests of another trade family within the Dyn Syngh Market, as well as uncover a humanoid trafficking operation moving elf maidens through the city that had mistakenly captured a Dryad called Willow, thinking her to be elven, until separation from her Terral for too long led to her physical deterioration. Now the party are attempting to escort Willow back to her home in Godsbreath, known as the Ribbon. The agricultural communities of this formerly fertile land falling on hard times of late.

There is adventure to be had with Journeys through the Radiant Citadel

Game details

  • GM: John Holton
  • System: 5e
  • Players 3+
  • In Person or Online - In person
Soldier standing in front of mech

The Rise of Fenris

The world of 1920+ is different than thought in history books, the world is full of uncertainty. Thanks to the work of nikola Tesla , mechs are common place on the city streets as on the battlefield. Recently a group known as Fenris has been discovered to be behind a warmongering plot to destroy all of Europa in all out war. This failed, but border skirmishes risk plunging the country of Polania into a field of dirt and death.

In the meantime, the Rusviets and Saxonions are adapting to new monarchs who are wanting to test their new weapons.

You are a group from multiple backgrounds, maybe an Usonian Airship pilot or A mercenary from Clan Albion, a Frankish spy or a Polanian freedom fighter. Join together to fight Fenris, and the even newer emerging threat

  • GM: Will
  • System: Genesys
  • Players: 3+
  • In Person (unmasked)

Block 3: 9 August 2022 – 27 September 2022

Odyssey of the Dragonlords (continued)

Thylea is a foreign land, set across a great expanse of ocean.

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.

Settlers have struggled to survive on this land at the beginning, forever having to choose between appeasing the cruel Twin Titans or fighting a losing battle against the land’s natives.

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.

The Oath of Peace is now coming undone and the Titans once again tightens their grip upon the mortals…

  • 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!

Game details

  • Continuing Game - Returning players have priority
  • Proposed by: Dev D
  • System: D&D 5e
  • Players: 4–6
  • Level: Starting at 6
  • In Person

Rattlesnake Pass: Season 3

Continuing from previous long block... The lights in the saloon were burning low, but the old prospector kept nursing his drink. He was a withered old dwarf, with white flecking the ends of his bushy whiskers. His ten gallon hat was pulled low over his brow, throwing his eyes into shadow. Normally no one would have looked twice at the bedraggled old man, but he’d paid for his drink with a solid gold nugget. The clink it had made as he placed it on the bar had gotten the attention of every person in the parlour. “What did you find out there?” a young skytrader asked at last. “Up there, in the pass? Is there really gold in every river? Can a man make his fortune if he can brave the storm?” “Forget all that!” the old man spat. “I barely made it out alive, most of my crew weren’t so lucky!” “What happened?” the barman asked. The prospector grimaced, swilling his drink. It took a long time before he answered, and when he did, there was venom in his words. “The be gnolls in them there hills”

This is a steampunk D&D game with a western vibe. You are a band of hired guns, frontiersmen and soldiers of fortune. You have been hired to escort a wagon train full of prospectors and pioneers up into the wild lands beyond the Rattlesnake Pass. The expedition will be long and dangerous, taking many months of travel and needing careful planning. They say that you can make your fortune in the high cascades, but most find only death. Now you have 100 people in your charge, as well as all their wares and livestock. If you are to see them safely to their destination it will take all your courage, wit, grit and a quick draw to survive the perils of the trail. Perhaps you are brave explorers who have faced the pass before, down and out adventurers seeking your fortunes, or outlaws with nowhere else to run. Either way, adventure awaits you beyond the Rattlesnake Pass. The game will have a similar format to my Terra Incognita adventure from a couple of years back, albeit with a “wagon train” genre rather than a nautical one. The party have to manage resources, solve problems and keep their people alive. You will be taking charge of subordinates, and making decisions that will affect the lives of the NPCs in your charge. I expect the game to take a couple of blocks to play out. It is set in the same world and era as my other Steampunk D&D games, but is a new story.

Game details

  • GM: Alex Barrett
  • System: D&D 5e
  • Players 2-6
  • In Person (hopefully!)

The Radiant Citadel

Radiant Citadel Photo.jpg

Through the mists of the Ethereal Plane shines The Radiant Citadel. Travelers from across the multiverse flock to this mysterious bastion to share their traditions, stories, and search for heroes. The city has flourished as a place of diplomacy and trade, as well as a repository for history and knowledge.

Founded eons ago by great civilizations, the Auroral Diamond is a massive gemstone that emits life-giving magic. A fossilized skeleton of a giant creature is wrapped around the Auroral Diamond. The founding civilizations carved a city into the fossil and used the Auroral Diamond's powerful magic to create links to their homes on the Material Plane by using orbiting crystal shards to travel to various locations in the multiverse.

A crossroads of wonders and adventures, the Radiant Citadel is the first step on the path to legend. Where will your journey take you?

Game details

  • Proposed by: John Holton
  • Players: 3+
  • In person
  • System : DND 5e

All aint cool in the Kulak

All aint cool in the Kulak

You are new to the world, youngsters of the Vurnuk, exalted scale brother and sisters, yours is only one generation among many above and below. Each child born in the same year and trained by the many mothers is sent out on a first trial to test their mettle. Now is your turn to face this task. Hunt, hide, hike along the long trail to the sacred spire and back.

You are all inhabitants of Kulak, a small island on a very remote part of a vast ocean, a fungal forest and swamp on an in a sea uncharted. Legends speak of other lands but none have ever come here. The people of the loam, the accursed poisoned ones are the only other inhabitants but myriad dinosaurs and flora are dangers too.

The campaign focuses on your generation, destined to be heros during times of trial for the island inhabitants. Not all of you will live to tell the tale, survival is often difficult, but your people endure as Semuanya demands.

Game details

  • GM: Robin
  • System: Adapted DND 5e
  • Players 5
  • In Person or Online - In Person

When is a Monster a Monster?

Nilfguard has plunged the north into war, and the northern kingdoms have not provided the stability required to fight it. They have taken Vizima and are poised to finish off the remainder of Temaria. King Radovid, in his "wisdom" has decided to let loose his Witchhunters, barely more than thugs, and has pushed into Temaria himself to secure his southern border The Elves and Dwarves take no part, though wish for Nilfguard to win so that they may be equal amongst the northmen. All of this while monsters terrorise the locals, causing famine and woe.

This is where you come in, as a group of "adventurers" (Bards, Men-at-arms, mages and yes, a Witcher or 2) Travel around, get involved, fight the monster, win! Or dont, avoid the politics, become bandits, work for the "enemy"

Same page description

  • Who prepares the story? The players prepare long-term goals for their characters. The GM shapes the world and moulds it around those goals.
  • What can players contribute to the story/setting? Their character's thoughts, actions, and backstory.
  • The rules (including agreed house rules) will be: followed within reason
  • Player characters are: Expected to work together, though not without their own thoughts
  • How brutal is the game? Brutal as all F
  • Doing the smartest thing for your character's survival: will keep you alive
  • After many sessions of play, during one session, a player decides to have her character side with an enemy. This is: unlikely

Game details

  • GM: William Morris
  • System: The Witcher TTRP
  • Players 2-5
  • In Person or Online - In person

Symbaroum

Symbaroum

Dark fantasy in the hostile forests of Davokar. A different, darker hue on fantasy stories with a mix of exploration, dungeon delving, political wranglings and the all pervasive corruption seeping into the world.

Game details

  • GM: Frank
  • System: Symbaroum
  • Players 3+
  • In Person or Online - Online

Block 2: 4 May 2022 – 12 July 2022

Odyssey of the Dragonlords (continued)

Thylea is a foreign land, set across a great expanse of ocean.

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.

Settlers have struggled to survive on this land at the beginning, forever having to choose between appeasing the cruel Twin Titans or fighting a losing battle against the land’s natives.

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.

The Oath of Peace is now coming undone and the Titans once again tightens their grip upon the mortals…

  • 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!

Game details

  • Continuing Game - Returning players have priority
  • Proposed by: Dev D
  • System: D&D 5e
  • Players: 4–6
  • Level: Starting at 6
  • In Person

Rattlesnake Pass: Season 3

Continuing from previous long block... The lights in the saloon were burning low, but the old prospector kept nursing his drink. He was a withered old dwarf, with white flecking the ends of his bushy whiskers. His ten gallon hat was pulled low over his brow, throwing his eyes into shadow. Normally no one would have looked twice at the bedraggled old man, but he’d paid for his drink with a solid gold nugget. The clink it had made as he placed it on the bar had gotten the attention of every person in the parlour. “What did you find out there?” a young skytrader asked at last. “Up there, in the pass? Is there really gold in every river? Can a man make his fortune if he can brave the storm?” “Forget all that!” the old man spat. “I barely made it out alive, most of my crew weren’t so lucky!” “What happened?” the barman asked. The prospector grimaced, swilling his drink. It took a long time before he answered, and when he did, there was venom in his words. “The be gnolls in them there hills”

This is a steampunk D&D game with a western vibe. You are a band of hired guns, frontiersmen and soldiers of fortune. You have been hired to escort a wagon train full of prospectors and pioneers up into the wild lands beyond the Rattlesnake Pass. The expedition will be long and dangerous, taking many months of travel and needing careful planning. They say that you can make your fortune in the high cascades, but most find only death. Now you have 100 people in your charge, as well as all their wares and livestock. If you are to see them safely to their destination it will take all your courage, wit, grit and a quick draw to survive the perils of the trail. Perhaps you are brave explorers who have faced the pass before, down and out adventurers seeking your fortunes, or outlaws with nowhere else to run. Either way, adventure awaits you beyond the Rattlesnake Pass. The game will have a similar format to my Terra Incognita adventure from a couple of years back, albeit with a “wagon train” genre rather than a nautical one. The party have to manage resources, solve problems and keep their people alive. You will be taking charge of subordinates, and making decisions that will affect the lives of the NPCs in your charge. I expect the game to take a couple of blocks to play out. It is set in the same world and era as my other Steampunk D&D games, but is a new story.

Game details

  • GM: Alex Barrett
  • System: D&D 5e
  • Players 2-6
  • In Person (hopefully!)

Towers of Arkhovia

A tale of Political Dungeon Crawling. Long ago, there was an Empire, and that Empire made great wonders, and great horrors. They built a Great Tower, suspended it above the Endless Chasm, and secluded themselves in its infinite fractal labyrinths. Any then they opened the gates to the Outsiders, and got everyone killed. Then adventurer's re-discovered the Towers that lie at the centre of the Endless Chasm, and re-discovered the great wonders within. Shaping the course of the world beyond, the various Kingdoms, States, Fiefdoms and more all realised the power that rested within the Towers, and then sent their own teams to the Towers. Now, the dungeon town of Nova Praxis serves as a new base, where futures are forged, where adventurers delve so they may shape history, where thieves and cults roam to steal a bit of power, where traders stop off on the way between the three corners of the known world, where people move in search of a new life. We will tell the tale of one such band of adventurers, and the shapes they work on the world, no matter how small. Hopefully, they'll live to tell their tales.

Same page description

  • Who prepares the story? The players prepare long-term goals for their characters. The GM shapes the world and moulds it around those goals.
  • 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: Ironically, expected to work together. Major conflicts might erupt and never see reconciliation - this is a team-based game first and foremost. BUT: Their agendas don't have to neatly align, and if EVERYONE at the table agrees to a betrayal arc ahead of time, then I might reconsider. Even then, if it looks like this is being abused, I'll happily cut it short: Fun at the expense of the other players isn't going to be tolerated for long.
  • How brutal is the game? Whenever I miss a roll – and sometimes even when I make it – I want the situation to escalate. 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: something the player, and the other players, and the GM should have set up ahead of time.

Game details

  • GM: Alex Crossley
  • System: GURPS
  • Players 2-6
  • In Person or Online - We'll discuss what people feel comfortable with on the Discord!

When is a Monster a Monster?

Nilfguard has plunged the north into war, and the northern kingdoms have not provided the stability required to fight it. They have taken Vizima and are poised to finish off the remainder of Temaria. King Radovid, in his "wisdom" has decided to let loose his Witchhunters, barely more than thugs, and has pushed into Temaria himself to secure his southern border The Elves and Dwarves take no part, though wish for Nilfguard to win so that they may be equal amongst the northmen. All of this while monsters terrorise the locals, causing famine and woe.

This is where you come in, as a group of "adventurers" (Bards, Men-at-arms, mages and yes, a Witcher or 2) Travel around, get involved, fight the monster, win! Or dont, avoid the politics, become bandits, work for the "enemy"

Same page description

  • Who prepares the story? The players prepare long-term goals for their characters. The GM shapes the world and moulds it around those goals.
  • What can players contribute to the story/setting? Their character's thoughts, actions, and backstory.
  • The rules (including agreed house rules) will be: followed within reason
  • Player characters are: Expected to work together, though not without their own thoughts
  • How brutal is the game? Brutal as all F
  • Doing the smartest thing for your character's survival: will keep you alive
  • After many sessions of play, during one session, a player decides to have her character side with an enemy. This is: unlikely

Game details

  • GM: William Morris
  • System: The Witcher TTRP
  • Players 2-5
  • In Person or Online - In person

Block 1: 8 March 2022 – 22 April 2022

Odyssey of the Dragonlords (continued)

Thylea is a foreign land, set across a great expanse of ocean.

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.

Settlers have struggled to survive on this land at the beginning, forever having to choose between appeasing the cruel Twin Titans or fighting a losing battle against the land’s natives.

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.

The Oath of Peace is now coming undone and the Titans once again tightens their grip upon the mortals…

  • 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!

Game details

  • Continuing Game - Returning players have priority
  • Proposed by: Dev D
  • System: D&D 5e
  • Players: 4–6
  • Level: Starting at 6
  • In Person

Rattlesnake Pass: Season 2

Continuing from previous long block... The lights in the saloon were burning low, but the old prospector kept nursing his drink. He was a withered old dwarf, with white flecking the ends of his bushy whiskers. His ten gallon hat was pulled low over his brow, throwing his eyes into shadow. Normally no one would have looked twice at the bedraggled old man, but he’d paid for his drink with a solid gold nugget. The clink it had made as he placed it on the bar had gotten the attention of every person in the parlour. “What did you find out there?” a young skytrader asked at last. “Up there, in the pass? Is there really gold in every river? Can a man make his fortune if he can brave the storm?” “Forget all that!” the old man spat. “I barely made it out alive, most of my crew weren’t so lucky!” “What happened?” the barman asked. The prospector grimaced, swilling his drink. It took a long time before he answered, and when he did, there was venom in his words. “The be gnolls in them there hills”

This is a steampunk D&D game with a western vibe. You are a band of hired guns, frontiersmen and soldiers of fortune. You have been hired to escort a wagon train full of prospectors and pioneers up into the wild lands beyond the Rattlesnake Pass. The expedition will be long and dangerous, taking many months of travel and needing careful planning. They say that you can make your fortune in the high cascades, but most find only death. Now you have 100 people in your charge, as well as all their wares and livestock. If you are to see them safely to their destination it will take all your courage, wit, grit and a quick draw to survive the perils of the trail. Perhaps you are brave explorers who have faced the pass before, down and out adventurers seeking your fortunes, or outlaws with nowhere else to run. Either way, adventure awaits you beyond the Rattlesnake Pass. The game will have a similar format to my Terra Incognita adventure from a couple of years back, albeit with a “wagon train” genre rather than a nautical one. The party have to manage resources, solve problems and keep their people alive. You will be taking charge of subordinates, and making decisions that will affect the lives of the NPCs in your charge. I expect the game to take a couple of blocks to play out. It is set in the same world and era as my other Steampunk D&D games, but is a new story.

Game details

  • GM: Alex Barrett
  • System: D&D 5e
  • Players 2-6
  • In Person (hopefully!)

The Children of Talat

Capharnaum-cover.jpg

A month ago, a group of Quaternian tomb-robbers plundered an ancient Agalanthian tomb deep in the Aramla el-Nar, the Desert of Fire. The robbers slaughtered the tomb's guardians to get to its treasures then fled to the coastal cities of Sagrada and Fragrance to sell their gains. In their ignorance, they didn't realised they had also freed the afreeti monsters that were trapped in the tomb. The robbers are marked for death by the afreeti, and who knows how many others the afreeti will kill?

Unless you stop them. You are Dragon-marked and members of the Children of Talat, the sacred society sworn to protect the world form the horrors in the tomb of Calixtus Acropolita. The tomb's slain guardians were your brothers- and sisters-in-arms. You must recover the artefacts, stop the afreeti, and re-bind them in the tomb, before death stalks all the land of Jazirat.

Capharnaum is a translated French game of pulpy adventure set in a fantasy Middle East; think Arabian Nights, Argonauts, and Crusades. Saabi are the Levantine locals, polytheistic "Muslims"; Shiradim are "Jews"; Quaternians are "Christian Europeans"; and Agalanthians are "Byzantines".
PCs are "Dragon-marked", blessed with mystical powers that surpass those of normal people, and are marked for greatness.

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.
  • 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 group approval. Other contributions welcomed throughout play
  • The rules (including agreed house rules) will be: followed, come what may
  • Player characters are: expected to work together. Major conflicts might erupt and never see reconciliation.
  • How brutal is the game? Whenever I miss a roll – and sometimes even when I make it – I want the situation to escalate. But, 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: where the character becomes an NPC, right away or fairly soon.

Game details

  • Proposed by: Neil Smith
  • Players: 3-5
  • Online
  • System : Carphanaum

The Roaring 20s.

Chicago, 1928. The city everchanging with newly built skyscrapers reaching into the sky, Music Playing through radios in our homes, Automobiles slowly filling up the roads, gangsters running the streets and people from all across the globe travel here to start a new life.

You know from experience that there’s always more going below the surface. You have seen that which is unseen, the world of monsters and inhuman creatures that stalk the shadows and walks within our midst.

You came to Chicago, either in pursuit of the supernatural, or in fleeing from it.

Suddenly, fires are starting to pop up around the city, men are getting knocked out by something unseen and wake up woozy from bloodloss, and the Children wake up screaming in the night to see glowing eyes in the windows.

Are these things connected? It's up to you to find out, before tragedy strikes.

Monster of the week is a Game system based on TV shows of the same genre: Supernatural, Primeval, Buffy the vampire slayer. The players must investigate supernatural events to try and find the monsters responsible, find its weakness and hunt it down. Players will be talking to witnesses. investigating crime scenes, surviving attacks and protecting the innocents.

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.
  • 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: 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.
  • 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: something the player and the GM should have set up ahead of time.

Game details