Kapcon 2020

Bury the Living

Facilitator: 
Alasdair

The Berlin Wall has fallen, signalling the end of the Cold War, of spies, secrets, and the threat of totalitarianism. It is a time to build bridges and to rebuild the world. As with charity, the best rebuilding begins at home, and to rebuild you must destroy.

This is a scenario about finding a way to remove the tumour growing in the heart of The Establishment and throwing that baby out - without losing the bathwater. The scenario is likely to play out as a series of raids and confrontations, and for sure, not everyone is getting out alive or in one piece.

The game is inspired by the masers of Cold War action, Robert Ludlum and Ian Fleming*, but this being a roleplaying game, of course there's more going on than checking the slide on a Beretta or setting the timers to the same six minutes you always use.

* As unproblematic as I can make his style of action anyway.

System: 
Gumshoe

Two can keep a secret

Facilitator: 
Alasdair

The Berlin Wall has fallen, signalling the end of the Cold War, of spies, secrets, and the threat of totalitarianism. It is a time to build bridges and to rebuild the world, but there are plenty of secrets left to grow anew in the ashes of burned spies. Now you know the truth, you've got to either disappear forever, or fight.

This is a scenario about what spies do when they finally learn a secret they can't keep, can't bury, and can't forget. Can they use what they know to serve their country, or will they be destroyed for the Greater Good? Depending on the approach taken, this could be a tense chamber piece of trust, or a more free-wheeling chain of investigation to climb the ladder of lies.

The game is inspired by the masters of Cold War paranoia and moral ambivalence, Graham Greene, Frederick Forsyth and John le Carre, but this being a roleplaying, of course there's more going on than sweating through confidential files and breaking alibis.

System: 
Gumshoe

The Rabbit Snare

Facilitator: 
Alasdair

The Berlin Wall has fallen, signalling the end of the Cold War, of spies, secrets, and the threat of totalitarianism. It is a time to build bridges and to rebuild the world. But there is freedom, and there's freedom: when a junior government minister begins to behave erratically and take sudden trips abroad, questions must be asked. Asking questions is your business.

This is a scenario about a covert mission behind the fallen drapery of communism to trail a government minister and determine whether they're merely guilty of political crimes, or something more serious. Infiltrate, find the truth, and exfiltrate. Depending on the approach taken, this could run as something between a heist, a snatch-job, and an assassination. It's fairly certain not everyone makes it out of this one alive.

The game is inspired by the masters of Cold War infiltration, Frederick Forsyth and Len Deighton, but this being a roleplaying, of course there's more going on than trench-coats trudging through the snow and sweating in hidden listening posts.

System: 
Gumshoe

Voidheart Symphony

Facilitator: 
Luke Walker

There's a wound in the world, and nobody seems to care. You've seen it all around you - the glint of hellfire in an abusive manager's eyes, the hungry fangs in the mouth of a debt collector, the twisting shadow of a corrupt politician. But everyone around you is too complacent, downtrodden, or busy to fight.

But you have found a cheat code in reality that allows you to stand up and rebel. The wound is a nightmare castle, tucked away in backstreets and disused stairwells: a void seeking out the worst predator and provoking them. You’ll dive into that castle, steal its power, and see how that predator topples when the void abandons them.

Voidheart Symphony is an RPG of gothic urban fantasy injected with fantastical action and the survival horror. The characters are ordinary people who have found a way to fight against everyday horrors by venturing into a realm that reflects the dark psyche of those who cause pain with unearned power. Voidheart Symphony draws on a inspirational blend of Persona 5, Inception, and Silent Hill.

The RPG uses a Powered by the Apocalypse system which facilitates the players to contribute to the story in meaningful ways both in the real world and that other place.

System: 
Powered by the Apocalypse

By the Will of the Gods

Facilitator: 
Sam Walker

“I have spent the last few days in the grip of an unpleasant feeling. Wherever I look I see strange, unsettling signs... It started with the bizarre flights patterns of a flock of starlings, slowly fading into the northern sky. Then, I noticed that the stump of a long dead tree along the road going north had started producing new sprouts.

“I stayed up for the past two nights to observe the stars, trying to draw an auspicium, an answer from the gods, but all I got was silence and a terrible headache. I’m afraid I’m too old for this! That’s why I need your help: You will travel north, to the castrum of Augustodunum. There you will start an investigation and report to me with the results.”

- Marcus Nepos, an magister of the cursus auguralis

So starts the official assignment of a hard bitten Cohort stationed on the edge of the Empire the long conquered southern lands of the Kellic tribes. However, this proves to be no safe task, as the tale hides the legacy of a king which threatens to awaken a slumbering threat.

Ruma: Dawn of Empire is a Powered by the Apocalypse RPG set in an alternate Roman Empire where myth and magic are real. The PCs are a Cohort tasked by the senate to tackle unknown threats on the edge of the new empire.

System: 
Ruma: Dawn of Empire

South Yorkshire Tales

Facilitator: 
Luke and Ayla Walker

"There’s more to the world than most of us know. Academic wizards and gutter mages, vampires and werewolves, Men in Black working for a secret religious order and a police division investigating Fortean crimes. The cities and the very landscape encompass haunted places and lost bubbles of history, faerie courts and places of power.

"But you know. You’re at the edge of the Hidden World. Maybe you’ve seen it and can’t ignore it. Maybe you’re from the Hidden World, but with ties to humanity."

This game is set in a modern fantasy UK and inspired by the PC Grant series and Being Human TV show. The players are the South Yorkshire Irregulars, a band of people on the edge of the Hidden World who find themselves involved in cases and investigating mysteries that no one else can help with (or, to be honest, want to help with).

In this game, the GMing duties will be shared between Luke and Ayla, who is an new GM emerging from Adventure Squad. Its is suitable for all ages, including teenage players.

System: 
Liminal
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