Wellington Anniversary Weekend January 18th - 19th 2025

Ghostbusters (NZ)

Facilitator: 
Rory

Ever wanted to set up your own Ghostbusters (TM) franchise in Wellington? Your opportunity is here!

You will have to fill in the required paperwork, disclaimers and liability charges, of course, and be ready and willing to fight all sorts of paranormal infestations and occurrences as required. Interested enquiries (both employment and otherwise) can be made to our offices, currently located above the Ho Chi Ming takeaway and laundry services. Please ignore the smell.

Basically, if you want to try out an award-winning, blast from the past, comedy RPG experience from the original and influential 1980s WEG Ghostbusters game, then please sign up.

System: 
Ghostbusters D6 dice pools (WEG)

Three goblins in a trenchcoat: The north pole

Facilitator: 
Bridget Hughes

You're goblins, sneaky, smelly goblins. You lie, you cheat, and you have a mission.

Christmas has just passed, and there's a labour dispute at the North Pole. The leader of your clan sees an opportunity to get in at the ground floor. Whether you're there as union busters, applying for a job, or just swiping whatever you can and setting the place on fire as you leave, is up to you.

This is a slightly modified version of the game "3 goblins in a trenchcoat" By Daniel Rodriguez. It's super rules light, there's no prep needed, and you get to wander around being goblins in (and out of) a trench coat, fooling those stoopid hoomans and elves.

While I don't forsee there being many triggering themes, we'll be using lines and veils and the X card in this game.

System: 
3 Goblins in a trench coat

Supers Anonymous

Facilitator: 
Bridget Hughes

It is a time of superheroes. Paragons of strength, justice, and freedom patrol the skies seeking to stop evil in it's tracks. The guild of heroes is organised into strings. The A string deals with planet wide threats, the B string deals with national threats, the C string deals with more localised threats and so on. The guild of heroes provides training, regulation, lawyers, makeup, and PR for heroes so they can focus on being beacons of virtue (and getting great endorsement deals)

But not every super is a hero, and not every power is wonderful. You are the G string: Supers with powers (or personalities) too strange, unstable, or ridiculous to be allowed to wander around loose, but who haven't done enough wrong that they can lock you up (yet).

The jerks at the guild would rather you didn't exist. They'd have you fetching coffee if there wasn't a solid chance you'd blow it up, so you've been banished to some backwater city. Your secret base is a janitors cupboard, and your companions are the residents of a retirement home that isn't all it seems. Maybe you want to prove yourself and rise in the ranks, maybe it was this or jail, maybe you have a score to settle, or maybe you just took a wrong turn and no one's told you what's going on yet.

This game leans heavy into the tropes, the more ridiculous the better. The goal isn't to win so much as to be as bizarre as possible while doing it.

We will be using lines and veils, and the X card. Pregens will be provided, but some customisation (as time allows) can be done. We may deal with themes including addiction, (comedic) nudity, and mental health, but this will be discussed before the game starts and we'll rule out themes that folks are uncomfortable with.

System: 
FATE

Reality TV

Facilitator: 
Bridget Hughes

A group of strangers compete for fabulous prizes on a reality TV show. Alliances will form, tensions will flare, bonds will be broken, heads will roll - Wait, what?

A modern fantasy/horror game that leans into the tropes. Plenty of room for comedy too. The object isn't to win the game so much as to play out the shenanigans, try to survive, or die amusingly trying.

System: 
FATE

The Lich King's Commission

Facilitator: 
Richard Love

King Valdern was a wise sorcerer king who ruled over a golden age of peace, artistry, and plenty.

That was three hundred years ago.

Two years ago, adventurers pillaged the old king’s tomb. In their haste for treasure, the tomb raiders broke seals that returned Valdern to the world as the evil Lich King. Since then, the Lich King’s armies of skeletal warriors have marched the land; each defeat suffered by the living swelling the ranks of the dead. Now only the capital, Heledon, remains.

Three days ago, the living King Barnardous the brave, and his sons, marched north with his remaining soldiers to meet the armies of the dead king in battle. No bodies have floated back down the river. This is a bad sign, and now the remains of Barnardous and his sons surely march south upon the capital at the side of the Lich King.

The only desperate hope left is you, the royal artists. You must save the kingdom by devising great works of art to present to the evil Lich King and awaken the wise soul of King Valdern.

System: 
Custom

Bright Lights of Aotearoa

Facilitator: 
Tim Crow

Their System Doesn't Work For You. Megacorps, companies grown so unstoppably large they defied governments, set laws, carved off land and set up militaries. Names like Alphabet, Xiao Heavy Industries, and Nutrimaxx are on all the shelves, with fingers in all the pies. They have power, money, and hunger. They don't have ethics.

Welcome to high tech, and low life. Everything is neon, chrome and dirty. The nights are never dark, neon reflecting from chrome adds telltale glints to everything. TIn the shadows cast by these corporations, you come in.

You're a person of professional skill: A Hacker, a Hunter, a Pusher, a Tech. You've got your wits, your will, a desperate need. You're scraping by, living and 'working' in the remains of what was New Zealand, before it was carved up and sold off. You do 'jobs', criminal activities sponsored by one mega corp targeting another. Deniable work done by disposable assets without real people getting their hands dirty.

You've gotten a call: It's a job, an extraction of a data scientist from Xiao Heavy Industries, and by the sounds of it they're all too ready to leave.

It's time to pack your ammo, booth up your cyberware, jack into the matrix.
Throw on a trenchcoat, gel up that mohawk, and wrap on some mirrorshades.

System: 
The Sprawl

The Elder Rolls

Facilitator: 
Chris Haddock

Yes you read that right. No it's not a typo.

The Elder Scrolls is a beloved videogame series, famous for broad open worlds, a tabletop inspired setting and bugs. Many Many bugs.

I've been working for the last half year or so I have been developing a tabletop conversion of the setting, as I was dissatisfied with what systems have been created. It follows a few core principles:

- The core experience of an Elder Scrolls game (free open world, developing your skills, collecting cheese).
- Engaging systems that are easy for a GM to run, and gives power to the players.
- Takes examples of the best parts of Elder Scrolls III, IV and V.

The system is at a point where I would love to get some feedback on how it works, and just try my hand at telling some tales set in the land of Tamriel.

This is a d100 system, most of the dice rolling is done using 2d10. Rolling under your skill rating lets you do what you want.

If you're a fan of the Elder Scrolls, or just want to help test out a new game system, please feel free to sign up! Read on for a brief blurb of what we'll be up to.

"The Nerevarine has brought peace to Vvardenfell, ending the Blight Storms and terror that came from Red Mountain. But the work was not over for Jiub, a former Dunmer prisoner and his companions. For the land of Morrowind was plagued by another terror, one that not even Nerevar Reborn could quell.

Cliff Racers.

Play as Saint Jiub and his companions as you seek to rid Vvardenfell of its most hated inhabitant. What surprises will await you as you carry out the holy work assigned to you?"

System: 
The Elder Rolls d100

Catventure Time

Facilitator: 
Nicoletta De Maio

Adventure Land. A world of excitement and peril, where hulking wheeled monsters sleep in their steel and canvas dens. They dream uneasy dreams, waiting to be reborn as the ivy slowly grows to engulf them all. They dwell in a place abandoned by humans long ago - a place since reclaimed by its rightful owners.

That'd be cats, of course.

Not the foxes and stray dogs that attempt to take over the place night after night. Not the pigeons and magpies from across the river either. And especially not those upstart rats that seem to infest every nook, cranny and corner they can get their grubby little paws on. Definitely not them.

No, the Great Idea favours quality over quantity. And it wouldn't be the Great Idea if it'd got things wrong now, would it?

Given your standing as a proud example of the feline species, you feel that things are exactly the way they should be. You're one of the chosen few. Defender of your favourite playground. Discoverer of the Sacred Duck Pond. Hero of the Mirror Maze.

Rescuer of...kittens?

Welcome to Adventure Land.

System: 
Call of Catthulhu

Girl Underground

Facilitator: 
Lauren McManamon

Girl Underground (www.girlunderground.org) is a tabletop rpg about a curious girl in a wondrous world, inspired by Alice's Adventures in Wonderland, Labyrinth, the Wizard of Oz, Spirited Away, and similar tales; written by Lauren McManamon and Jesse Ross.

Follow a young girl's journey of self-discovery through a whimsical, twisty fantasy land with the friends she meets along the way. Explore willowy woods filled with whisper-soft lies, or tricky fairy rings with riddling promises, all on the way to overthrow an unjust ruler, until you eventually find your way back home.

Players will create the Girl who is our protagonist for this adventure. They will also create unique companions to support her along the way. Some familiar faces include the Beastie (Puss in Boots, the Cheshire Cat, and other rebellious animals), the Faun (half-person, half-magic, all indulgence and whimsy), and the Runaway (Peter Pan and similar lost children).

Content notes: This is a game about discovering your core beliefs as a young person and using them to overthrow society's rules and norms. Some themes that may arise are gender exploration, gaslighting, growing up and the shame and awkwardness that comes with it, and patriarchal constructs.

However, the players choose which themes will come up in the game, and we will absolutely not touch upon subject matter that would be un-fun, upsetting, or triggering. This game is intended to be a safe, fun way to explore growing up.

System: 
Powered by the Apocalypse

After Alice: The White Rabbit

Facilitator: 
Ryan Conroy

Welcome to Wonderland, or at least what's left of it. All hell broke loose after Alice disappeared. The Red Queen's rise to power went almost completely unhindered until the resistance rose up, led by the Mad Hatter and his Tea Party Guests. Turfs wars broke out with the Queen's many Cards taking control of the majority of the territories. In this place you better learn to keep your head down if you want to keep it squarely on your shoulders.

Now we come to you, one the discarded, the wanderers, the lost still looking to be found. You may have arrived in Wonderland recently, or maybe you've been here longer than can be remembered - it doesn't matter, time is irrelevant here. All you know is you've ended up here for some reason or another, drawn to the rabbit hole. This has left you surrounded by a rag tag assembly of individuals you don't really know, with the White Rabbit before you making a request that you can't bring yourself to deny. But how will you proceed?

Minimum requirements for this game are:
one D4
two D6
one D8
one D10
you may or may not need a D12

System: 
Savage Worlds
Syndicate content