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Proposed games

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This page is for games that are on offer for the next long block, 2024 Block 2, starting 30 April 2024, vote on 9–16 April 2024.

Please include a same page description of your game, to help people understand the play style.

Proposed short-block games are on a separate page. Upcoming long games and Upcoming short games are more speculative game proposals. The Wish list is for games you'd like to see on offer.

Odyssey of the Dragonlords (continued)

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Dramatic Pitch – 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 and so followed 500 years of peace. The Oath of Peace is now coming undone and the Titans once again tighten their grip upon the mortals…

NOTE: The game will follow the pre-published modules with homebrew elements and stories mixed in. Playable classes and races from other D&D publications welcome!

Game details

  • (continued; Returning Players have priority)
  • System: D&D 5e
  • Players: 4–6
  • Location: In Person
  • Level: Starting at 14

Journeys through The Radiant Citadel (continued)

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Halcyon, the fractured Dawn Incarnate, has tasked our band of eclectic adventurers, known as Owl Patrol, with gathering the scattered crystals of it's being, and return them to their full form. Having removed Tirras Brokenhorn, a large player in the criminal underbelly of the Radiant Citadel, Owl patrol now look to help appoint a potentially better replacement in Madame Samira Arah. Samira is aware of the group's quest to reunite Halcyon and, as the leader of the Guild of Jewellers, has access to the piece of Halcyon they require. She is willing to give the Bastite piece over to Owl Patrol, if they help her become one of Zinda's ruling elite, the Kings of Coin.

This could be the game for you if you like: Glittering night markets, undersea cities, angel-ruled city states, and a rich tapestry of stories in never-before-seen lands.

Game details

  • GM: John Holton
  • System: 5e
  • Players: 3-6 (with returning players having priority)
  • Location: In person

Wicker Valley (continued)

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Wicker Valley is a small rural town known for its festivals and charming B&B’s. On the outskirts of the Wicker Forest National Park, it sees a lot of hikers and nature enthusiasts year round. Of course, sometimes hikers don’t always make it out of that forest. Lately it seems nature has been a lot more dangerous.

Will you be a Hunter like the Winchester boys, a government agent like Mulder or Scully, or The Chosen One like Buffy. Because the monsters are real and someone needs to step up and protect the regular folks.

Game details

  • System: Monster of the Week
  • Players: 3-5
  • GM: Heather
  • Location: In Person

Talons of the Hawk

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10,191 AG. The desert world of Arrakis. The only source of the spice that allows interstellar travel.
The Padishah Emperor has just transferred the fief of Arrakis from House Harkonnen to House Atreides. In the eternal power-plays of the Empire, House Harkonnen will do all it can to sabotage House Atreides' takeover of the planet and the spice mining.
Duke Leto Atreides has sent a detechment of elite agents to Arrakis, to prepare the ground in advance of the main Atreides mission. You have two weeks to root out Harkonnen spies and saboteurs, negotiate with smugglers and freelancers, and deal with the Fremen natives of the deep desert who are expecting their Madhi to arrive from the stars.

This will be a game of adventure-espionage and intrigue, drawing from both James Bond and John le Carré. Characters will have their own agendas, as well as the goals set by House Atreides.

Same page description

  • Who prepares the story? The GM will provide a bunch of tasks; you'll have to juggle them, deciding which ones to address and which can wait. You'll also have your personal goals to drive the story.
  • What can players contribute to the story/setting? Their character's thoughts, actions, and backstory, plus additional features of the world when they spend a resource (such as whimsy cards or hero points) or make certain kinds of rolls, 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? What's at stake is clear in each conflict.
  • 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: only going to last until the other player characters find out and do something about it.

Game details

  • GM: Neil Smith
  • System: Dune: Adventures in the Imperium (Modiphius 2d20 system)
  • Players: 3-5
  • Location: in person, masks preferred
  • Safety tools: X-card, Lines & Veils

Tales of the Shadowguard

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The queen of a small elven kingdom named Etira has called for heroes to assist them with a matter of diplomacy. You answered the call and have been chosen to form a Shadowguard for the princess Elwin and escort her across the realm to the neighbouring kingdom of Syl. The elven kingdom has been plagued for years with a necromantic crisis, and their resources are dwindling. It is vital that Elwin is successful in her task.

This is a homebrew adventure lasting a single long block with an episodic nature. It will require you to make a backstory for your character and some motivations (a paragraph is fine). While venturing through the cursed kingdom, the past will come creeping up on each of the chosen heroes, for better or for worse...

Game details

  • GM: Nikki A
  • System: D&D 5e
  • Players: 3-6
  • Location: In person
  • Level: Starting at Level 3

Horror on the Orient Express (continued)

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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!

Game details

  • Rules System: Call of Cthulhu 7th
  • Players: 4–6
  • GM: Amy Hewitt