Proposed games

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Block 4: 22 August –10 October 2017, vote on 8 August 2017.

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.

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.

Sky Realms: Beast Hunt

Floating above the desolate, monster ridden planet of Endrin are the Sky Realms.

Created by the Gods in a sacrificial act to save the races of Endrin from a cataclysmic event, known as the Rending, each realm is imbued with the magical essence of one or more of these Gods to keep it floating high in the sky.

The only race not to be saved were the V’eshcani Empire. Believed to have caused the Rending, they were left to perish and all knowledge of their culture locked away behind magical seals, that can only be opened by those deemed worthy.

Beast Hunt

We begin on a realm known as Lorn, a small realm that has very recently been occupied by the Shynian Empire and is currently experiencing an extended Wynter that has stopped all sky ship travel to and from Lorn. 

The Wynter is a magical, mysterious creature that has a realm wide aura of cold that brings icy winds and snow to a realm. The Empire is desperate to drive off the Wynter to free up sky ship travel and trade.

Creatures become significantly more dangerous during Wynter, as only the strongest survive, and to do so they push the boundaries of their hunting grounds. One such beast has pushed its boundaries into the provinces of Ellaran and Tarnstead; their respective wardens are both keen to show the empire their efficacy in dealing with this recent threat.

Same page description

  • Who prepares the story? The PC’s have been enlisted by the warden of Ellaran, other than that, GM plans nothing. It’s open world really. I might even randomly generate the beast. The PCs decide how and where they want to take the beast on. If it has not been defeated by the end of the block, the group hired by Tarnstead got there first and slayed it. There’s a chance this other group will turn up in week 8 if the circumstances head that way. This might or might not lead to a good story.
  • What can players contribute to the story/setting? Lorn is rich in magical aura as it has an abundance of wildlife and plant life that can be tapped for resources (no magic shops here). The character's will need to decide/discover what they need to take on the beast and go out and get it.
  • The rules will be: Homebrew. A simple 2d6 system with a pass, fail and partial success result. The GM rolls no dice but can use environment, injuries and NPC abilities to affect player rolls.
  • Player characters are: Working against the other hunting party and any denizens of Lorn who impede their success. There is no money in this world, you improve your station through service to the empire by completing tasks. Failure is frowned upon, and can affect your families station for generations.
  • How brutal is the game? I am here to provide the challenges, not to help you succeed. I will play every NPC as honestly as I can with regards to agendas and tactics. Combat can be very dangerous, especially if you are not prepared, and monsters are not going to go easy on you.
  • Doing the smartest thing for your character's survival: Means making sure you are well equipped and prepared to take on an enemy in combat. From a social aspect, working out NPC agendas and how to use that to your advantage; knowing who wants to help you and why.
  • 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. You gotta do what you gotta do for the sake of your future generations. Of course, honour is a factor and switching sides will bring dishonour, but not as much as failure.

Game Details

  • Rules System: Sky Realms Homebrew
  • Players: 3–5 (strictly)
  • GM: John Holton

The Tycherosi Bat

Vey, one of your crew, went out last night on a small job for Myre. He turned up dead this morning. Now Lizette the leech has arrived, offering you a bit too much money to steal a book from the Wraiths, another gang. She's put some money on the table, but she's fingering something else in her pocket.
She wants your answer.
Do you ignore her to go after Myre? Do you take the money? Do you tell Lizette to fuck off? Do you pretend to agree, then tell the Wraiths? Is this all a trap to find out what Lizette knows? If so, do a flashback and plan the trap.

Blades in the Dark is a game about a group of daring scoundrels building a criminal enterprise on the haunted streets of an industrial-fantasy city. There are heists, chases, escapes, dangerous bargains, bloody skirmishes, deceptions, betrayals, victories, and deaths.

We’ll play to find out if the fledgling crew can thrive amidst the teeming threats of rival gangs, powerful noble families, vengeful ghosts, the bluecoats of the City Watch, and the siren song of the scoundrel’s own vices.

Same page description

  • 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 story bits when the rules call for it.
  • The 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? 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 meaningful moment, powerful and an example of excellent play.

Game details

  • System: Blades in the Dark
  • Number of Players: 3–5
  • Proposed by: Neil Smith

The Crimson Idol


New York City, 1951. Home of the innocent, and the depraved.

The rain endlessly rattles against the windows, casting a dour mood over an already gloomy office. It's been two months since the last case, and the strain shows on every face in the room. Silent glances, idle holding of empty cups and emptier bottles, ash in a cigarette tray. Seemed like everything had run out except the rain.

Work is scarce when you have a reputation as mixed as the ours. It's not that we didn't get the job done, but let's just say that the doing of it often led to questions potential clients would rather not deal with.

They weren't wrong. You'd have to be foolish, or down-right desperate to hire us in that state. That's when the knock came at the door.

A showman, soaked in rain and fear. Spoke of some broad, an actress, a starlet, found dead on his stage. Now the police, the banks, and the devil were after him. Claimed he was innocent, that he was framed. Who knows, but his money is better than his word.

A desperate man at the end of his tether turns to a pack of jokers like us. What else could we do? We took the case.


As detectives in an American 1950's era noir PI firm, the players will have to uncover the truth behind a deadly mystery that not only threatens the lives of those investigating it, but the lives of innocents should they fail. Money is ever tight, and this case is all that stands between you and the poor house.

Each investigator has come from a different walk of life, such as an ex-cop or a retired soldier, and has brought with them their own vices and flaws. Players will have to contend against their vices throughout the game, however sometimes giving in to a flaw could be beneficial to the case, and to their very survival.

This is a serious game. That's not to say that you can't crack a witty pun - just don't expect to insult the mafia crime lord and walk away without a new pair of concrete shoes.


DramaSystem promotes player interaction and dramatic situations above all else. Players will have opportunities to create interwoven relationships, guide the direction of the story, and change the narrative as it unfolds.

Players will be rewarded for progressing their investigation into the crime, as well as for giving in to temptation and vice.

A more detailed system breakdown is available here:

Game Details

  • System : DramaSystem
  • Players: 3 - 6

Proposed by: Anthony Edmonds

Heaven & Earth: Ye cannot serve God and Mammon

Potter's Lake, Kansas - a little slice of paradise in the middle of rural America. After the recent development of the Lakeside Housing Estate, investors in Kansas City have turned their eyes on the town. Plans are underway to build a large number of large, fashionable timber lodges. It will bring more people to the town, boost the local economy, and really put the small town on the map. The local lumber mill is getting ready to cut down a large area of the woods to the west of the town. The woods have long been a place the locals have shunned, despite its beauty. Maybe its time to put the superstitions of the past to rest in the name of progress and the economy...

This is a continuation of the "Welcome to Potter's Lake" campaign that I ran several long-blocks ago. New players and returning players (especially now they've finished playing Masks of Nyarlathotep!) are both welcome.

Game Details

The Return to Blackmouth


The guards of Blackmouth left the town with a mission to find the missing supply trains. They have managed to holt an alien invasion and find the reason behind the missing supplys.....or have they?


This will be a continuation of the game I ran last long block so prefrence will be given to returning players and if they all return then it will be full unfortuntly. But if they don't then there will be plenty of space and a good spot for new players to also join.

Game Details

Heroes of the Dragon Empire

Enroute to the mighty city of Horizon, famed city of wonders, our heroes stop off at the small coastal town of Eldolan. Eldolan is a town well known to the residents of the Dragon Empire, for the three colleges of Magic that make the town their own have a good-natured rivalry that keeps the town's guards constantly busy and the bards well supplied with tales to amuse.

But there is a darkness growing in Eldolan. Dark stories are whispered of people disappearing from the streets, never to be seen again. There are those seeking an ancient power, and plans are afoot to remind people what true fear is.

This is an adventure for 13th Age, a d20-like that combines some of the best features of multiple editions of Dungeons and Dragons with a number of innovative story-based features such as Iconic Relationships, One-Unique-Thing, the escalation dice, backgrounds, Icons, and a loosely defined game setting that the players help flesh out during play.

Game Details


The Last War has begun. Demons feed on innocent souls while angels obliterate cities. Humans are caught in the middle: possessed, devoured, judged, damned.

The world needs a hero. Unfortunately, there aren't any -- so what the fuck, you might as well give it a try, right?

You're a Disciple, a blood-drenched sociopath on the front lines. Wielding bizarre magics like Sexpletive, Death Panel, Photobomb, and Gunfetti, you must hunt down merciless demons and repulsive angels, rescue innocent civilians and maintain a grip on the tattered vestiges of your humanity. How far will you go to destroy your enemy? Will you resort to cannibalism? Are you certain? Listen, don't knock it until you've tried it.

Pandemonio is a fast-paced game of splatterpunk action in a world of violence and decay. You'll need some 12-sided dice and a mind full of nailbombs, scaphism, and hollow-point bullets.

Same page description

  • Who prepares the story? The GM preps a map with NPCs and/or monsters. The players have their characters travel anywhere they can reach on the map, according to their own goals.
  • 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 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? If you do dumb things, your character will die quickly.
  • 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.

Game Details

Utter East: A Thousand Feuds

Elevator Pitch

Political Thriller meets Martial Arts epic in a Himalayan Fantasy setting. It’s like Game of Thrones with jungles, mountains and Kung Fu! D&D 3.5 with Pathfinder and Nine Swords switched on (Level 5).

The Story

The remote town of Lharanabad is a dangerous place, a melting pot of cultures, full of intrigue and betrayal, danger and death. It is a frontier settlement on the edge of the towering Mountains of the Philosophers. Here the Holy River flows over an immense waterfall, down into the jungle shrouded lands below. Lharanabad is a town caught between the civilised Riverlands below, and the rugged Wilderlands above.

It is also yours.

Your noble family is on the rise in the great political game; your uncle was recently on the right side of a failed coup attempt against the Maharaja, and has gained ruler ship of the traitor’s lands. You are the retinue of a prince, princess or lord, sent to govern the city and its surrounding lands. Most importantly of all you are now custodians of its precious silk gardens, the key to your noble standing. You find yourselves in a city of spies and assassins, saboteurs and malcontents, but fortunately you have agents of your own. Play your cards right and this could be the first step on the path to greatness, fail and you will earn the ire of your family, if you survive the daggers in your back.

The World

The setting is a fantasy world loosely based on the Himalayas, with races and philosophies drawn from the myths and folklore of South East Asia. The lands along the rivers are dotted with human cities ruled by scheming nobles, but these are points of light in wider darkness. The deep jungles contain the lands of the serpentine Naga, and monkey like Vanara of Indian legend. High in the cloud swathed mountains are remote monasteries where ancient orders of monks study the traditions of the Nine Swords. Other common races include the descendants of the river spirits, and exiled lords with fire in their blood.


This game will use Dungeons and Dragons v3.5, with Pathfinder options switched on. In general I am happy for people to mix and match 3.5 and pathfinder as they see fit. Playable races will be restricted somewhat due to the themes of the setting (Humans, Naga, Vanara, Ifrit, Goliath, and Gillfolk.) I want to make sure that this game serves as a good introduction to 3.x D&D for anyone who isn’t familiar with it so will not be allowing character optimisation (It will be a more social game anyway). Books which are of particular relevance for this game are: The Book of Nine Swords, Oriental Adventures, and Ultimate Intrigue. You will be fifth level (so 2 feats, 1 ability score increase, 9000 Gp Starting wealth).

Same Page

Utter East: Same page description.

  • Who prepares the story? The players prepare goals for their characters. The GM prepares the agendas and plans of NPCs in the world around them. These goals interact in interesting ways, as the GM and players shape them into a coherent narrative.
  • What can players contribute to the story/setting? The Players bring their character's thoughts, actions, and backstory. The GM shapes the world in which they live in, but will happily consider suggestions from the players.
  • The rules (including agreed house rules) will be: Ignored when they conflict with what would be good for the story or what "should" happen, based either on realism, the setting, or the genre.
  • Player characters are: Pursuing their own agendas. They will likely start out working together, but some may have divided loyalties. Conflicts may arise and never see reconciliation.
  • 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.
  • Do you play to win? Your characters will, the players might not.
  • How much comedy/wacky/silliness should there be? As GM I will write a serious game, in the knowledge that the players will inevitably try to turn it into a wacky comedy. These opposing forces will generally cancel out to provide a drama based game with plenty of light hearted moments.

It is worth stressing; this is a political thriller, not a hack and slash style game. If you find yourself in a dungeon you have probably been (wrongly?) imprisoned by one of your rivals.

Game Details

  • System: D&D3.5/Pathfinder (lvl 5)
  • Players: 3-6
  • GM: Alex Barrett