Madame Macavity's Witchcraft Academy is the preeminent educational establishment for the discerning young witch or wizard. All students are instructed in the essential skills of witchcraft, as well as manners, deportment, and behaviour befitting a member of the upper classes. Safety standards are the highest of any boarding school in the country, magical or otherwise; accidents are almost unheard of, and both teachers and students may experiment with their magical abilities in safety and comfort.
So it's somewhat embarrassing, to say the least, that the entire staff and student body appear to have lost their memories.
It's up to the assorted teachers and students of Madame Macavity's to sort out who they are, what's going on, and what exactly they're going to do about it.
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.
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.
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.
"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 GM is Ayla who is an new young GM emerging from Adventure Squad, and assisted by Luke. Its is suitable for all ages, including teenage players.
It's another day in the bowels of Ravnica keeping the system moving. You're part of Golgari Recovery Squad 23 and you've got plenty on your hands in the miasmic sewers of this immense city. Your job is to recover what the citizens above didn't want to lose and dodge what they did. But your buddies have got your back and you're going in for another 10 hour shift. It's time to ship out.
The Great War has ended. The Vislae have returned to the Actuality and the Glistening City is rebuilding.
But the scars of war remain. Even though nobody remembers precisely what happened or who was on what side, or even what sides there were.
Magical Cysts are all across the city, places where the magic of the war has left behind areas too toxic to enter.
It’s a time of rebuilding and healing.
And today in your office a new client has come with an unusual problem. A Vislae has been murdered and they want you to help them find who murdered them and recover their body...
Invisible Sun is a surreal urban fantasy where our world is a lie. A false shadow of the real world, the Actuality, which exists under the Indigo Sun. One of the eight known suns of reality.
You are a Vislae, people of immense power. Dealers in magic and secrets. Those who follow the ninth, Invisible Sun.
You live in the Glistening City of Satyrine, a place where the impossible is an everyday occurance. Where for many death is not the end but an inconvenience.
It’s a game of mysteries and secrets. Some in game and some using the game components.
"Who Am I?"
That is the question burning in you.
"Am I these powers, powers that appeared in me for a reason I don't understand? Or am I my home, my job, my everyday life? Am I the things I love or hate?"
You don't know. You feel that there's a legend growing inside you, a Mythos, but it's a mystery to you. You're afraid to let go. There are things holding you back. Are you going to choose the life you know or be the legend you always felt you should be?
In this City, everybody is a legend but nobody can tell. There's something out there makes it all look ordinary. Something hides the truth. If you want answers, remember one thing: what you see it not always what's there. The read City is veiled, hidden from you by the foggy dream you call your life.
The city you see is nothing but a City of Mist.
City of Mist is an investigative urban fantasy where the PCs are superheroes given power by some ancient force within them. An avatar. But there is the Mist that obscures the truth. And there are other... things... stirring in the city. Forces and enemies that need to be exposed and defeated.
You know that TV show with the vampire, the werewolf and the ghost all flatting together? It's pretty funny, until it gets really dark and sad...
well this game is the game of that idea. You're all not quite human and you're all flatting together. Sure it's cute that the zombie is making friends with the kid next door but is it really safe for him to be babysitting them? Who's turn is it to do the dishes anyway? And why does the new flatmate keep drowning people?
Blood and Water is a shared narrative game, character and player driven. Expect black comedy and emotional connections.
"It was the middle of the day when the dame walked into my office. I could tell the moment I saw her that she was trouble - good-looking trouble, but trouble nonetheless. She slammed a foot-long wooden stake down on my desk and said she had a problem, a vampire problem, and she wanted it gone. I told her I didn't believe in vampires. She produced a thick wad of cash and asked how much. 'Honey, for $500 a day, I'll believe anything...'"
I'm going back to my roots for KapCon 2018: you'll be playing hard-boiled detectives working for the San Francisco branch of the Continental, stolen from Hammett. I'm going to bring to the table Tommy guns, fast cars, sultry seducers of all genders, clues, murder, extortion, arson, and because we love tropes: Vampires. You're going to bring hard-boiled dialogue, hard-boiled action, and hard-boiled morals. Together we're going to kill a lot of Vampires or die trying. Probably die trying.