Please include a same page description of your game, to help people understand the play style.
You play as an arcanist, one who breathes and harnesses magic. You are part of a secret magical community. You can see what the mundanes cannot: there are more worlds than this one. There is the world beyond, where beings of pure magic, familiars, and fae creatures dwell in between dimensions. There is the underworld, where demons, werewolves, and vampires stalk the night and mingle in night clubs.
But above all these worlds, is the world of magic. Your world. You and your fellow arcanists rewrite reality, perform your rituals, revel in your magic.
But then, there is the Conspiracy, a shadowy organization of arcanists who seek to manipulate, control, and bleed magic and those who use it. And you have angered them. You have been cast out, declared Oathbreakers, by those too foolish and prideful to see the Conspiracy for what it is.
No one will believe you. You only have each other. Together, you must gather enough clues to destroy the Conspiracy. You must break the Conspiracy before it will break you.
This is a narrative-heavy storygame take on something like Mage. Session Zero will be us collaboratively creating a setting and situation.
- This will be a GM-ful game, where we all share the tasks traditionally performed by a GM. Ideal for people new to GMing, as the load will be shared among all of us.
The game is still in a beta version, so it's fully playable but not polished.
We might use the Session Zero toolkit to get started.
- Who prepares the story? Everyone's a GM. We work together to make interesting stories. The rules and the system coordinate it all.
- What can players contribute to the story/setting? Whatever they want, subject to the group's approval, which should adhere to our shared, agreed aesthetic.
- 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.
- Proposed by: Neil Smith
- System: The Oathbreakers, based on the Belonging Outside Belonging system
- Players: 3–6 (adult themes likely)
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…
- Continuing Game - Returning players have priority
- Proposed by: Dev D
- System: D&D 5e
- Players: 4–6
- Level: 2-3
- 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!
STAR TREK : These are the Voyages ...
The Shackleton Expanse is a large region in the Beta Quadrant, beyond Federation space and proximate to the borders of Klingon and Romulan space. Named after the the 20th century arctic explorer Ernest Shackleton, the expanse is home to substantial gravitational eddies, bizarre spacial anomalies, and other stellar phenomena. The expanse is a dangerous and largely unexplored place.
The year is 2371, shortly before the war with the Dominion. The players are the senior crew of the Starship Excalibur. Newly assigned to Narendra III, a joint Klingon/Starfleet starbase on the edge of the Shackleton Expanse, the Excalibur is enroute to its new assignment when it receives a priority message from Starfleet Command ...
The USS Alcubierre, a small science vessel testing a new experimental faster-than-light drive, has missed its last few scheduled check-ins with Starfleet and is assumed to be in distress. The Excalibur, as the nearest ship in the sector, has been tasked with search and rescue. Can the Excalibur determine what happened to the Alcubierre and its crew?
Unbeknownst to the crew, the disappearance of the Alcubierre leads to the discovery of a major threat to the United Federation of Planets from an unexpected direction. Can our heroes thwart the plans of a classic Star Trek villain?
- Proposed by: Martin Goodson
- System: Star Trek Adventures
- Players: 4–6