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.
- 1 Burnt Offerings
- 2 Death in Pavin
- 3 Horror on the Orient Express
- 4 The Enemy Within
- 5 USS ORION (NCC 5289)
- 6 The Meat Trade
- 7 The Irony of Utopia
A continuation from the previous block.
After a tragic fire and spate of brutal murders, the people of Sandpoint eagerly anticipate the Swallowtail Festival to commemorate the consecration of the town’s new temple. At the height of the ceremony, disaster strikes!
In the days that follow, a sinister shadow settles over Sandpoint. Rumors of goblin armies and wrathful monsters in forgotten ruins have set the populace on edge. As Sandpoint’s newest heroes, the PCs must deal with treachery, goblins, and the rising threat of a forgotten empire whose cruel and despotic rulers might not be as dead as history records.
- Rules System: OSR D&D
- Players: 3–6
- GM: Andrew Nicholson
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
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
The Enemy Within
This is the classic Warhammer campaign. From humble beginnings, Adventurers will rise to encounter Princes and Dukes of the The Empire in an attempt to uncover corruption and betrayal — if they survive
- And at the appointed time we shall rise from our secret places and throw down the towns and cities of The Empire. Our brethren shall pour forth from the forests to slay and burn. Chaos will cover the land and we, the chosen servants, shall be exalted in HIS eyes.
- Hail to Tzeentch, Changer of the Ways - Njawrr'thakh 'Lzimbarr Tzeentch'
- Excerpt from The Book of Transmutation
The Empire, greatest land in the Old World, is under attack, not from enemies on its borders but from within. Lurking within the tangled depths of the vast forests are mutants, beastmen and even the occasional dreaded Chaos Warrior. From time to time, these groups run amok, slaying and burning until their bestial appetites are sated with the blood and suffering of their victims. Mostly, though, they wait for the day when they shall pour out of the forests to burn the cities and claim The Empire for Chaos. According to various omens, that day is coming...
- Rule System: Warhammer Fantasy Roleplay (2nd Edition)
- Players: 4–6
- GM: Paul W
USS ORION (NCC 5289)
These are the Voyages...
Space, the final frontier. These are the voyages of the starship Orion. Its mission: to seek out new life, and new civilisations, to boldly go where no-one has gone before!
Set between stardate 50893.5 (First Contact) and 56844.9 (Nemesis), players will take command of their very own starship. Each week will be one Star Trek episode, with a foe, challenge, or obstacle determined by the group. So long as it fits in the theme and world of Star Trek, it is fair game! Perhaps you want to make contact with a new species, encounter a hostile alien ship, or take a break in the holodeck.
The USS Orion (NCC 5289) is an Akira class Federation starship, freash off the production line at Utopia Planetia Fleet Yards. With a new ship comes a new crew, and there are sure to be many flaws and hitches to be ironed out during its shakedown cruise and maiden voyage.
Players will take command as senior officers.
DramaSystem is a highly narrative, character focused system that puts the players in control of what happens on screen! What happens, who it happens to, and how it ends, is all in the control of the group as you narrate your adventures through the alpha quadrant. It's not all easy sailing, however - the real drama comes from your interactions with other players and NPCs, each who have their own goals and desires.
Anyone interested in dipping their toes into a highly narrative, rules light system, should consider playing!
DramaSystem is heavily reliant on the players. If you feel you won't be able to attend most weeks reliably, please consider not signing up to play as it will impact the game negatively for the other players!
The Meat Trade
The inevitable air raid has come early today and you've been caught on the hop. Public shelters are grim at the best of times, with no running water or lavatories, forcing you to bed down with a bunch of strangers. You can't choose who you're shut in with, and some sorts are stranger than others. No matter what you've been through so far, tonight will be one for the books.
Before the night is out, you'll have made new friends and powerful enemies, drawing you into a secret battle fought in the shadows for decades. The threats that lie under London's feet are at least as deadly as those falling from the skies.
This is an adaptation of one of the scenarios from the World War Cthulhu: London book, expanded to short campaign length. The investigators will be ordinary Londoners, trying to survive the Blitz.
- Rule System: Call of Cthulhu 7th
- Players: 4–6
- GM: Scott Dorward
The Irony of Utopia
- The city of Utopia stands as a bastion against the zombie apocalypse. we stand as one, we will not fall.
- Well you stand over there and fight Protector, we will watch from behind this wall.
You will be playing as a new squad of Protectors, a paramilitary police force that serves as law enforcement, and armed response for a variety of missions.
Basic training was very cut throat, Protectors are well paid, and the perks are great, but you have already gone through that, the hard part is behind you, you graduated and were assigned to a squad, Team training was a test to see if you all could work together, and forget what you did to get to this point.
Zombie attack in The Burbs, Protectors are sent in. A salvage team is sent out into the waists, Protectors accompany them. something strange in the sewers eating random people, you bet your arse Protectors are sent down there to "deal" with it.
- Rule System: World of Darkness
- Players: 4+
- GM: Venom