The Place: Somewhere in Space
The Year: 3245
The Galactic Space Service Titan is making her maiden voyage from Kuiper-7 to the Galactic Port at Arcturus, a trip of several months, in the most opulent luxury that several quarillion credits can afford. For some, the endless social engagements, high society and endless buffet are worth the six-figure "conscious transit" ticket, but for those looking for a more practical travel to Arcturus, the Sleeper Bay is more preferable. The ship is captainless, piloted by a new brand of A.I called ROS, and a number of handy metal servants that are programmed to learn the specific needs and quirks of each guest.
It is only two months into the voyage, when the blinking "STANDBY" light on your Sleeper pod flicks to green, and the reanimation process begins....
Fate Accelerated is a modification of Evil Hat's Fate system for shorter play and more roundabout problem solving. Less focus has been placed on mechanics of the game in favour of a richer narrative experience. There is nothing that you cannot do, so long as you do it in the right way...
Plot outline: In the town of Gladstone, QLD, in the year 2314, the water is running out. Rain hasn’t fallen for years, and the deep water table bores are bringing up less and less, at worse quality. But there are rumours that Dr Mick Greeningham had been working on something that he claimed could reverse global warming before the bombs fell, and that the legacy of his work can be found in 1770, a town just down the road.
It’s an easy job, get in your car, go down the road, pick up the mysterious relic of the old world, and get your behind back to Gladstone. Fair dinkum, cobber.
But war. War never changes.
Fate is a game about narrative freedom and light mechanics. The power to drive the story is in the hands of not only the GM but the players as well. Created by Evil Hat, Fate Core allows for any genre and any scenario. In this case we're taking a look at what would happen in the Australia of a post-apocalyptic universe similar to (but not quite) that found in the Fallout computer game series.
It is a period of unrest and opportunity in the galaxy. The GALACTIC EMPIRE struggles to maintain control in the midst of civil war. Meanwhile, scoundrels and smugglers, explorers and expatriates, and fringers of all types scramble for a living on the edges of galactic civilisation. It is a hard life, but these renegades have more freedom and opportunity than any citizen of the Core Worlds.
Hunted by the crime lord, TEEMO THE HUTT; a small group of renegades have stolen the starship KRAYT FANG from the Trandoshan slaver, TREX. Now as they speed away from TATOOINE little do they realise their ship carries a cargo that TEEMO will do anything to retrieve....
Edge of the Empire II: The Long Arm of the Hutt is an adventure using Fantasy Flight Game's Edge of the Empire RPG. It is the second of two linked adventures running this weekend. (The first being Escape from Mos Shutta.) Where the Star Wars franchise primarily dealt with the Rebel Alliance, Edge of the Empire adventures involve the actions of the fringers - Explorers, Scoundrels and Scouts who operate in the outer rim keeping out of the way of the Empire where they can.
Familiarity with the Star Wars universe is an advantage, but no system experience is required.
Note - Both adventures are stand alone and do not require being played together. However having played Escape from Mos Shuuta will be beneficial and more rewarding for players.
It is a period of unrest and opportunity in the galaxy. The GALACTIC EMPIRE struggles to maintain control in the midst of civil war. Meanwhile, scoundrels and smugglers, explorers and expatriates, and fringers of all types scramble for a living on the edges of galactic civilisation. It is a hard life, but these renegades have more freedom and opportunity than any citizen of the Core Worlds.
On the desert world of TATOOINE, a few such renegades have run afoul of a local crime boss, TEEMO THE HUTT. Trapped in the tiny spaceport of Mos Shuuta, the renegades have no choice but to steal a starship and flee Teemo's forces. Fortunately, a suitable starship has recently docked at the landing bay: a freighter called the KRAYT FANG, captained by a Trandoshan slaver named Trex. As they flee through the suns-baked streets, the renegades duck into the local cantina to hide from their pursuers...
Edge of the Empire I: Escape from Mos Shuuta is an adventure using Fantasy Flight Game's Edge of the Empire RPG. It is the first of two linked adventures running this weekend. (The second adventure being The Long Arm of the Hutt, running on Sunday.) Where the Star Wars franchise primarily dealt with the Rebel Alliance, Edge of the Empire adventures involve the actions of the fringers - Explorers, Scoundrels and Scouts who operate in the outer rim keeping out of the way of the Empire where they can.
Familiarity with the Star Wars universe is an advantage, but no system experience is required.
Note that players don't have to play in both scenarios, but playing Escape from Mos Shuuta prior to The Long Arm of the Hutt will be more rewarding.
It is a time of civil war.
Throughout the galaxy, the outmanned REBEL ALLIANCE battles the GALACTIC EMPIRE. The Rebels have scored their first victory, destroying the DEATH STAR. Despite recent upheaval, the Galactic Civil War does not dominate the galaxy.
The REBEL ALLIANCE has discovered a plan by the Imperial Navy to test a new prototype starship, one that could decimate the Rebel Fleet. Unable to allow the weapon to remain in the hands of the EMPIRE, the Alliance deploys a team of operatives in an attempt to capture the prototype before it can be used against them.
Operation: Shell Game is an introductory adventure to Fantasy Flight Games second Star Wars RPG - Age of Rebellion. Where Edge of the Empire focuses on the scoundrels and explorers who keep out of the Empire's affairs, Age of Rebellion places players directly in the role of operatives of the Rebel Alliance.
Familiarity with Star Wars will be an advantage, but no system knowledge is required.
I'm dreaming of a white Christmas...
"...shutting down as blizzard conditions come out of nowhere..."
with every Christmas card I write
"...there's a lot of passengers facing Christmas in an airport terminal Chuck..."
May your days be merry and bright
"...please if anyone can hear us, help, please, there's something out there... Please help us! It's coming!"
and may all your Christmases be white.
EPOCH is a game of character-driven survival horror. The goal is to deliver a tense and scary experience in a single game session. EPOCH players are active participants in the creation of the game atmosphere and have complete control over the creation and ultimate fate of their characters.
Some bonds can't be broken. Bonds forged in mud, under enemy fire, the heart pounding, home just a memory, sharing misery and the frenzy of combat. Your unit was in Afganistan, and then you became mercenaries in Central America. You fought soldiers and terrorists, and the dark creatures that control them: drug dealers, politicians, vampires. You learned about secret wars in the shadows, where nothing is what it seems. And in a world where nothing can be trusted, you trusted each other.
You were one of the lucky ones who made it, and came home when the unit disbanded.
Now the Lt has sent you a message. Four letters long. "Help"
So you're coming. On Greyhounds and Amtrak, you're rolling into town to do whatever it takes to defeat whoever, or whatever, has him up against the wall.
(The game is a SDC sketch by Alasdair Sinclair, being run by Sean Broadley. Despite the veteran characters the game is investigative and character based, rather than being a combat-fest.)
Something Bad Happened.
Not sure what, but the world really went to hell. Now zombies, bandits, and worse roam the world under the moon, and what dregs of humanity remain try to eke out a living as best they can. You are Runners, the only people brave, skilled, or mad enough to face the horrors on the surface and travel between settlements, carrying much needed supplies, intel and salvage. The night is harsh, the monsters are everywhere, but you are strong, skilled and bad-ass.
You are the only ones that can be relied on to keep everything going. Without you, everyone dies. So when the Grey Man handed the head of your chapter a briefcase and told him "This will change everything", you knew you would be the one to make it happen.
Run fast, take care, avoid the Aberrants.
And don't be outside when the sun goes down.
Rough Cuts are a series of short, focused, easy to pick up role playing systems. This one, Runners, is base around a specific consequence and damage system. The characters you play are skilled, and generally can complete any task without making a roll. The challenge comes in dealing with the consequences of your actions.
The Company of the Argent Banner were a bold band of adventurers led by the Elven Warrior-Mage Quendalon. The Company included a mighty dwarven warrior by the name of Grundel Hammerfist, a Norlander Swordsman called Lars Larson, Brother Thomas- a gentle follower of St Trilby, Petunia Lightfingers - a halfling treasure-finder, the enigmatic wizard Tiberious and his faithful familiar Ermintrude. While the exploits of these intrepid adventurers were many, the most famous (and also the most profitable) was the raid on the temple of the Demon-Lord Moglor.
However, old-age waits for no man, and after fifty years on the road many of the Company decided it was time to retire. Quendalon the Elf, being less affected by the ravages of time decided to start a retirement home, and out of generosity he offered to let his former companions dwell there free of charge. That is how you came the call "The Golden Pegasus" your home.
Fifty years of Doctor Who! Here's a game to mark the occasion.
The Chatfields were an ordinary enough family, until 1963. Then things went a bit strange. And they kept on getting stranger. Over the ensuing decades they would keep crossing paths with a very interesting man indeed. He was called the Doctor, and he would change their lives forever...
This is an 11th Doctor adventure, so you'll be playing the Matt Smith incarnation and companions from his run.
It is also the Moffatiest adventure I could come up with. It will probably work best with people who've watched some recent Doctor Who and have enthusiasm for timey wimeyness. Obviously. But there'll be plenty of nods to the history of the show - classic Who geeks might enjoy the references, but you don't need to know anything about them to get along.
Anyway. This will probably be a bit unpredictable and might not work. It would be good if players came ready to set scenes and do some narrative stuff. Oh, and I have no idea how to end it, but that's just another Moffaty feature, innit.