Please include a same page description of your game, to help people understand the play style.
- 1 Odyssey of the Dragonlords
- 2 Liminal
- 3 Keep on the Shadowfell
- 4 Monsterhearts
- 5 Demon Hunters : A Comedy of Terrors
- 6 The Whitechapel Mystery - A Vampire: the Masquerade Chronicle
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.
- 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...
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.
- 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.
- Proposed by: Will M
- System: D&D 4e
- Setting: The Forgotten Realms
- Players: 4-5
- NB: I'm not changing it to 5e
- 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).
- 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.
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.
- 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.
- 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.
- Proposed by: Amy H
- System: Vampire the Masquerade
- Players: 4-6