Block 1: 30 January 2018 - 20 March 2018, vote on 16 January 2018.
This page is for games that are on offer for the long block.
Please include a same page description of your game, to help people understand the play style.
To Boldly Go ...
Space: the final frontier. These are the voyages of the starship Excalibur. Her ongoing mission: to explore strange new worlds, to seek out new life and new civilisations, to boldly go where no one has gone before!
You are the senior crew of a Starfleet vessel newly embarked on an exploratory mission to the extreme borders of federation space, and beyond.
There will be strange new worlds. There will be new life and new civilisations. There will definitely be quite a lot of boldly going where no one has gone before.
This is a mission hopefully emphasising diplomacy and exploration, but space can be a dangerous place: keep your phasers and shields on standby, just in case.
- Rules System: STAR TREK ADVENTURES (Modiphius)
- Players: 4+
- GM: Martin Goodson
Death in Pavin
- For decades, refugees have braved the treacherous Ice-Binder Mountains to Aldis, to escape the horrors of the Shadow-land of Kern. Three years ago, Jaellin, Queen of Aldis, assassinated the Lich-king of Kern to stop his latest war. Since then, many more have fled Kern, seeking sanctuary from Kern's descent into utter anarchy. They settle in Aldis's northern forests in the Pavin Weald.
- But some of those who cross are not refugees, but agents of the Lich-king's lieutenants, aiming to bring down the noble and tolerant Kingdom of Aldis from the inside. You are all notable people in the town on Ennevan, on the frontier of the Pavin Weald and its forbidding forests. Your latest problem surrounds Izlisar Torran, daughter of Mayor Annian, who's run off with her boyfriend, the Kernish exile Yordithas, in fear of their lives from Annian.
This will be a player-led game. There will be a situation that unfolds around the characters, but each PC will have their own agenda, kicked off by something (written by the player) that overturns their personal status quo.
Blue Rose is a "romantic fantasy" game; as far as I can tell, "romantic fantasy" covers all of fantasy apart from the bits best described as "grimdark" and "murderhobo". It's a game where characters will have connections to other people, and those connections and communities are probably the most important feature of the characters.
- Who prepares the story? The players prepare long-term goals for their characters. But 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; everything else is owned by the GM.
- 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? 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 meaningful moment, powerful and an example of excellent play.
- Rules System: Blue Rose
- Players: 3–5
- GM: Neil Smith
Fire in the Depths
The adventurers find themselves upon the shores of Southquast, a realm still bearing the scars of the Elemental Scourge, and steeped in mysteries. Each character has been drawn here by differing motives, and finds themselves embroiled in the discovery of a hidden danger. You are unlikely heroes in an unnatural land, and you will need all your wits and cunning to survive the tasks ahead of you.
Will the party be able to make allies with the Fort of Blades, or will it's trials prove too much for them? Can you rise against the strange and deadly marauders of the Mesathrix Depths, and discover the secrets hidden in the wastelands? And what powers will be unleashed to thwart your heroics?
Designed for at least 1 block, with the possibility of continuing into further long blocks. Week 1 will be a session 0, for the group to create characters, define their goals, learn about the setting and the world, and to get to know each other. Characters will start at levels 4-5 (depending on group size) and if the group performs well, will gain levels very 2-3 sessions.
- Rules System: D&D 5th Edition
- Players: 4–6 (possibly more, but not exceeding 8 )
- Proposed by: Wesley Kenton
Horror on the Orient Express
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!
- Rules System: Call of Cthulhu 7th
- Players: 4–6
- Proposed by: Amy Hewitt