Games from 2A

Morning Games

Atomic Butterflies and Feral Buddleia

Watching the swarm of butterflies flowing between the Buddleia at the ‘meadow’ where you play is peaceful in the sunshine and the silence is welcome after all the arguments at home. But why is it so quiet, where is the birdsong, and what are all these little bones scattered about in the grass?

GM: Darran Simms

System: Tales from the Loop RPG

Notes: Player-led, Sci-Fi (Alt-History), nostalgia play, no pre-gens, rules-lite

Players: 3-5 (Newbies welcome!)

Better Living Through Chemistry

In the aftermath of the Apocalypse War, life is hard in Mega-City One, even for the Judges in Sector House 170. Widespread desolation, mutie incursions through the Cursed Earth Wall, and a scarcity of resources are making it hard to uphold the Law. But new teams are being put together to ensure the citizens are kept in line, and that law and order are maintained. While fighting crime on the mean streets of the Mega-City, the players will need all their skills and cunning, but can they also find… better living through chemistry?

GM: Dirk the Dice (Chris Hart)

System: Judge Dredd RPG (Games Workshop)

Notes: Murder investigation, comic-book violence (12+)

Players: 4 – 6

The Christmas Crisis

You are Team Good Mighty (each hero, from the mind of a 4 year old!), getting ready to celebrate another Christmas. Until you receive a message from your nemesis, SUPER-BAD. He has trapped you in your HQ, whilst his team, BAD GUY FRIENDSHIP, embark on a rampage. Can you save Christmas?

GM: Chris Dean

System: Is It a Plane?

Notes: Is It a Plane? is the next RPG prototype from Psychic Cactus Games, creator of I Love the Corps. In this comic book game, you don’t just play a character, you create the comic book! Instead of rolling a dice to decide your actions, players have a limited amount of time to DRAW their actions. The GM then interprets the frantic drawings to dictate what happens next.

Players: up to 6

Dreams of a Sword

As a member of King Arthur’s warband you’ve grown used to dreams of war and bloodshed but having the same dream of the time before the Romans came over and over isn’t normal. Merlin has told you that the Spirits are speaking to you and an old Treasure is about to reappear from where it was hidden to keep it safe. He even recognised one of the landmarks you described to him – only one problem it is deep in the territory of the warlike and fearsome Silures.

GM: John Newell

System: Mythic Britain for RuneQuest

Notes: Suggested for Mature players – this is a Dark Age setting and Runequest is notably realistic on bloodshed and approach to the realities of day to day living.

Players: 3-6

 

Package to Pashkal

The Aeon Priest Serrik Brawl has hired you to deliver a package to his sister, the leader at the village of Pashkal. It seemed like a simple job but you soon uncover a deadly mystery in the woods and villagers desperate for help.

GM: Blythy

System: Numenera (Cypher System)

Notes: Numenera is set a billion years in the earth’s future. Eight great civilisations have risen and fallen. All are shrouded in mystery, although some are known to have been interstellar and at least one inter-dimensional. Human civilisation now exists in a state similar to the dark ages, called the Ninth World, but the remnants (the ‘Numenera’) of the eight prior-words still exist, creating a landscape of ruined alien cities and wildernesses full of bizarre creatures and crazed machines. And of course, many of the Numenera still wait to be discovered.

Players: Up to six

 

Real Housewives of Atlantis

Atlantis, the Greatest City on Earth, home of culture, science, sorcery and psionics… but what does all that matter when your party planner lets you down and your husband’s ex-wife just bought the manor next door? Catch all the drama of your over-privileged, humdrum existence for the cameras and grab the spotlight from your friends, rivals and associates.

GM: James Mullen

System: Primetime Adventures

Notes: This is an entirely player-lead game, there is no plot or adventure; instead, players collaborate in telling a ‘slice-of-life’ tale in the style of a reality television program.

Players: 4-6

 

Relics of House Dragonfly

It’s the forties. You live in a bayside city that’s secretly under the control of an insect cult, and tonight you’re going to prove it.

GM: Sean Smith

System: EXUVIAE

Notes: Horror-noir conspiracy investigation: imagine David Cronenberg had directed The Maltese Falcon. EXUVIAE procedurally generates an investigation using the beats of noir and the players’ contacts and actions.

Players: 1-4

The Wilbur

(Series 1 episodes 1&2 “Fools Rush In” and “Where Angels Fear to Tread)

The Wilbur is set on the titular U.S.S. Wilbur (ECV-196), a mid-level exploratory space vessel in the Planetary Union, a 25th-century interstellar alliance of Earth and many other planets.

You play the Captain and crew of the ship. You’re not the finest that the Union has to offer, but there are over 2,000 ships in the fleet and they all need a crew.

Pregens will be available but, ideally, you’ll make your own characters using my easy to understand MANIFOLD rules. Human, Alien, Artificial or any combination you want. The Union ain’t that fussy, apparently.

Your first mission – a distress signal has been received from the U.S.S. Valiant (EV-27). The ship went missing almost a century ago on a mission to breach the energy barrier at the edge of the Galaxy. Looks like this is your chance to find out what happened to it. But better hurry. The signal is coming from the disputed region and the Krill may already gave dispatched a ship (or several) of their own to investigate.

But what’s that knocking sound in the Quantum drive? You thought that last delivery of Dysonium smelt a bit off……

GM: Simon Burley

System: Manifold

Notes: Any other information: Manifold is my own multi-genre rule set. Just 2d6, easy to learn and play. Massive fun with magic happening every time you roll a double (Warning: I’ve also been watching “Discovery”)

Players: 2-6

 

Afternoon Games

Better Living Through Chemistry

In the aftermath of the Apocalypse War, life is hard in Mega-City One, even for the Judges in Sector House 170. Widespread desolation, mutie incursions through the Cursed Earth Wall, and a scarcity of resources are making it hard to uphold the Law. But new teams are being put together to ensure the citizens are kept in line, and that law and order are maintained. While fighting crime on the mean streets of the Mega-City, the players will need all their skills and cunning, but can they also find… better living through chemistry?

GM: Dirk the Dice (Chris Hart)

System: Judge Dredd RPG (Games Workshop)

Notes: Murder investigation, comic-book violence (12+)

Players: 4 – 6

The Black Archive

Bazso Bas of the Lampblacks needs some very particular blackmail on Alderman Grendel, up and coming politician of Crow’s Foot. There’s just one problem: The details are in a secure vault within the archive of Governor’s secret police, situated just beyond the ghost-fence that rings the city.

So all you need to do is find a way onto the rocky outcrop, get into the fortress, past the Blue Jackets and their masters the secretive Sentinels. Find the vault, disable the alarm systems and get inside. Oh, then get out again in one piece.

Simple.

All in a days work for a gang of thieves in Duskwall.

GM: Matt Machell
System : Blades in the Dark
Players: 2-4

 

Collision

The colony of New Start has called for aid. They are under rebel attack. You are the last of the marines to awaken aboard the UCMC cruiser, Heracles. You are to head to your dropship and await further orders. But, getting off the ship might be harder than usual…

GM: Chris Dean

System: I Love the Corps

Notes: This game will be a highly gory survival horror and is not for kids (though teens should be fine, with adult approval.)

Players: up to 6

Fever Swamp

The air is moist. The moisture mixes with your sweat–the heat is relentless. The drone of insects give you headaches, and the fever from the infected wounds has left you delirious. Your raft is damaged, and there are spirits in the trees. You’ve only been here for three days.

Now where in hell is that Nilfenbergian boat?
GM: Sean Smith

System: QUARREL & FABLE–a streamlined and robust British OSR system; the feisty younger sister to Fighting Fantasy.

Players: two to six

The Genre Bender

Trapped aboard a runaway TARDIS, a motley collection of characters have the time of their lives. A Dr Who adventure without The Doctor.

Play any character from anywhere across the Far Frontiers of Time and Space – just not one from the TV series.

The adventure starts with a motley selection of characters thrown together aboard an out of control Tardis. As “the round things” explode all around you:

  • IF you can get along
  • IF you can land the ship one piece and…
  • IF you can get the doors open…
  • Then outside could be anything, anywhere and anywhen in Time and Space.

Or even, perhaps, nothing, nowhere and nowhen, because THIS adventure is based upon the classic “second Doctor” story “The Mind Robber”. The lines between reality and fantasy, fact and fiction, news and fake news are blurred as a classic villain reappears five decades after they first threatened to unbalance the Space-Time continuum.

GM: Simon Burley

System: Manifold – my new easy to play multi-genre RPG. Easy to play using just 2d6 but with magic happening every time you roll a double.

Notes: Set in the Dr Who universe, you’ll create and play a character of your own design. It only takes a few minutes. They can come from anywhere across all of Time and Space – even a Timelord if you really want (just not one of the ones from the TV series). Players take the offer to create ANY CHARACTER from ANYWHERE across the Far Frontiers of Time and Space as a challenge and let their imaginations run wild. Which is always massive fun. Who will YOU make? (Pregenerated characters are available , if preferred.)

Players: up to 6

 

Slaves of the Demon Isle

The player characters are among the passengers aboard ‘The Silver Fortune’, a large cog bound out of Vilmiria, the capital of Vilmir, for Aflitain, the capital of Shazaar, across the Oldest Ocean. Half way through what has been an uneventful voyage, five days out of port, they encounter a galley with black sails…

DM: David Gallico

System: Dungeons & Dragons, Fifth Edition

Notes: No age restrictions, but players will need to think as well as fight! The adventure is inspired by the ‘Elric’ novels of Michael Moorcock, and is set in the Young Kingdoms in that world. However, it is NOT necessary to have read any of the books to play, and hopefully, enjoy this adventure.

Players: 4 – 6 Players

Temple Heist

You have been hired by a member of the Tarsh Exiles to rob the new Lunar Temple the night before before it opens.

What could possibly go wrong?

GM: Andrew Jones

System: Heroquest Glorantha

Notes: Newcomers to Glorantha or Heroquest (or both) are very welcome.

Players:  up to 4 maximum

There’s Somebody at the Door

A small party of assessors have been sent by the Xenith Corporation to assess Planet Sigma-Mu-4 for profit opportunities; with just a few days left on their mission before they return home, everything looks quite positive and they are sure to be rewarded. Then there is a knock at the door…

GM: James Mullen

System: Hot War

Notes: Thriller, science-fiction, character-driven, psychological horror, body horror.

Players: 4-6

 

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