For a long time, we were at war with The Jackals.
Now, finally, we’ve driven them off, and we’re left with this: a year of relative peace.
One quiet year, with which to build our community up and learn again how to work together.
Come Winter, the Frost Shepherds will arrive and this is game will end. But right now, in this moment, there is an opportunity to build something.
*London. Winter. 1963. It is a year since the Cold War went hot. This was not just a nuclear war, as darker weapons with their roots in World War II's suffering and fringe science were deployed. Survival and re-building are all that matter now. But human nature and the breakdown of society mean that everyone has their own ambitions. Into this maelstrom steps a motley band of women and men tasked with the jobs too dirty or dangerous for anyone else. They have to deal with relationships, loves, hatred, and hidden agendas in a collapsing, ravaged, horror-strewn Britain.*
Hot War is a classic indie RPG returning this year in a new updated edition. This game will offer a preview of the revised rules.
Old Man Gloam hid something in or around Five Pine Hill. Something worth getting into all sorts of trouble over, folks want it, some folks need it. There's even some rumors floating around that you know where his stash might be...
At the table, we're going to figure out what Gloam hid, why people want it so bad, and what you're prepared to do about it. Come for the drama.
Apocalypse World is a game about cool, competent survivors of the post-apocalypse fighting for a place in a world that's been burned and burned again. This new edition has toned down a bit of the horror and adult themes, and has sharpened and modernized other parts of the design. Some potentially sensitive subject matter, so we'll have a chat and use lines and veils before we get started to make sure we're all happy.
I sometimes wonder what sunlight was like. My grandfather told me stories his mother had told him - how you could stand on a tall building and see the city stretching away from you and bustling with life. How you could stand in a field - a field! - and close your eyes and bask in its warmth. How every day it painted the entire sky, reds and blues and purples. But that was then, and this is now.
Now the only light we have is the light we make, burning oil for each moment a fizzing bulb or burning lamp is shining. And every hour of every day they burn, because outside the light they might be lurking. The wraiths came when the sun went out - though maybe they were always waiting. Their bodies are smoke, and their eyes are flames that cast no light, but their claws? Those are most certainly real. Even now I can hear their whispers and songs outside, but in a way I'm grateful - it's a welcome distraction from the splutters of our dying generator.
Something must change. We must make a change. I'm going to head out into the darkness tomorrow, friends at my side, and find a way to bring the sun back.
This is a Powered by the Apocalypse scenario for Legacy: Life Among the Ruins. The players will create and drive the story and action by playing not only their PCs, but also narrating the actions of the families and organisations which those PCs are an integral part of. The scenario uses partially completed playbooks for both levels of play, to allow for more time to play through the scenario.
Engine Heart is a game about little robots. When the humans were around, nobody paid any attention to them, but now that the humans are gone, the robots are on their own in a world that's falling apart.