Games we have played

From Milton Keynes RPG Club
Jump to: navigation, search

These are games we have played previously at the club.

Block 1: 5 March 2019 – 23 April 2019

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

Hoard of the Dragon Queen

Continued from the previous block.

It started off in the town Greenest and it is under attack by mercenaries, kobalds and a dragon, they're murdering and robbing the townspeople, usual bad guy stuff.

The adventure has started but it's still in chapter 1.

We have a laugh and don't take it to seriously to be warned. The group also likes combat so I try and focus on that whilst still progressing with the story.

Spoilers ahead: Dragons will be featured and the main big bad group is the cult of the dragon which you will be following across the sword Coast trying to prevent an ancient ritual

Game Details

Shadow of Caerigan

You are a bunch of friends (who get along) going on holiday for two weeks to the north-Welsh town of Caerigan, near mythical Anglesey and historical Conwy. You expect a nice, relaxing holiday lazing on a beach in the July sun (it does get sunny there, I promise) or perhaps going around a castle or neolithic burial mound whilst spending some quality time with each other.

What could possibly go wrong?

This is set in the real world with real world danger and ramifications and you are playing relatively normal humans who do not have the ability to dodge bullets or stab people a thousand times a minute. The exception to this is that low-level psychic powers exist, which the player may choose to purchase. Psionics/Magic is viewed the same way as in the real world – pseudo-science at best, quackery or lying at worst.

This is very sandboxy so be aware if you like plots with a linear feel (I have plot beats, but how you go about things can be quite nebulous) as in theory you could just have a nice Welsh holiday with no weirdness whatsoever if you just decide to sit around – basically, as you explore the story should unfold. How, when and in what order you explore may change the plot. The main focus of the game is roleplay/story rather than combat.

Same page description

  • Who prepares the story? I provide the set up and the plot beats but the characters should have a large impact on the plot.
  • What can players contribute to the story/setting? Their character's thoughts, actions, and backstory; everything else is owned by the GM.
  • The rules will be: Mostly followed, though ignored when they conflict with what "should" happen, based either on realism, the setting, or the genre (or if I’ve messed up, as I’ve made most of the rules.)
  • Player characters are: expected to work together as you’re good friends, but I don’t disallow interparty strife so long as it makes sense IC.
  • How brutal is the game? If you do dumb things, you character will die quickly (or get arrested).
  • 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.
  • Do you play to win? Good play isn't a win/lose kind of thing.
  • How much comedy/wacky/silliness should there be? Some. When comedy emerges from situations in play that's great, but let's not turn our epic fantasy into an episode of Xena.

Game Details

  • Trigger Warnings, in case anyone needs them: violence towards pregnant women, threat and violence in general, adult (not sex!) themes.
  • Genre: Fantasy/Supernatural (with possibly a little horror).
  • System: Homebrewed/Modified version of Advanced Fighting Fantasy, so relatively rules-light and simple with 2D6. Things have been play-tested only once, so please bear with me if it’s a bit rusty.
  • Players: 3-5
  • GM: Maz Moran

I also record my games on a Dictaphone – if you’d like a copy, just ask. Also, please forgive my pronunciation of Welsh words.

Justice for Froz!

The Empire is in flames.

After the Empire's defeat at the BATTLE OF YAVIN, the idyllic world of FROZ rose up and declared for the Rebel Alliance. Grand Moff DARGON made an example of the planet, annihilating all life with an orbital bombardment. But this only pushed the other worlds of the CORELLIA sector towards the Rebel Alliance. Skirmishes, smuggling, and piracy are now rife across the sector.

Meanwhile, the few Frozians who escaped the genocide have only a limited life-span off the planet. They desperately search for the ZUDVIR, an unknown substance on Froz that supported their lives.

A small group of smugglers have received a lead on the identity and location of zudvir. Can they find it before anyone else? How much can they sell it for? And why did a Corellian agent murder the Nosaurian who sold the data to the smugglers?

More detail about the game is on the Justice for Froz! page.

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. Within that structure, 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 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. Conflicts between them are mostly for show.
  • 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

  • System: Star Wars: Edge of the Empire (the FFG funky dice system)
  • Players: 3-5
  • GM: Neil Smith


"In this the Guild’s Year 691 (being 1432 of the Auld Imperial Calendar) thou art Commanded and Required to take up thy arms in the name of his Grace Gwenellus Ambrosius Vigilus Grand Duke of Paladyn, Lord of the Southern Marches and prefect to the Crown of the Holy Avrian Empire. Thou art to go hither and thither across these Wilderlands, and exercise thy duties in the commission of Witch-Finders. Thou art to dispel such spectres and ghouls as might be found there, and determine in cases of Sorcerous Malfeasance whether arcane powers are being exercised in contravention to the Edicts of the Magician’s Guilds. Thou art to deal most harshly with Necromancers, Demonologists, and those practicing the magicks of the Dark Tyrants of yore. To this end thou art issued the right to carry arms, cast spells, and pass without let or hindrance through all the lands of Our vassals. Signed Sir Roderick Gothelle Witchfinder General under the seal of the Avrian Empire."

The lands of Dormaernia are a dangerous place, a thin band of craggy hills and valleys between the civilised lands of the north, and the icy wilderness of the southern wastes. In these rugged lands, and these desperate times, superstition is rampant, and many still practice the “Old Ways” of Dark Magic. You have been sent into the dales to investigate the disappearance of a sheriff of the crown. But what has befallen him out on the frontier, and does it really require the attention of a witchfinder?

Game Details

  • System: Dungeons and Dragons 5th Edition
  • Players: 2d4 (2-8)
  • GM: Alex Barrett
  • Length: 6 Weeks (from week 3 onwards)

Earlier Games

Games played in 2018

Games Played in 2017

Games Played in 2016

Games Played in 2015

Games Played in 2014

Games Played in 2013

Games Played in 2012

Games Played in 2011

Games Played in 2010

Games played in 2009

Games played in 2008

Games played in 2007

Games played in 2006

Games played in 2005

Games played in 2004

Games played (undated)