It has been ten days since the world went dark; the sun is gone, the stars are gone, and now only darkness remains.
Then, five days ago: THEY came!
You are at Wellington airport, along with a host of other people. The terminal has become an emergency center, at least it had until people started disappearing... disappearing in the dark. Now people are scattering and the backup power is dwindling. News on the shortwave radio (the only comms still working) has talked of evacuations in the harbor, you have also heard of strange things being sighted in the city itself. Will you hunker down and wait for help? Go for evac? Or investigate the city?
Whatever you do though, just remember to STAY IN THE LIGHT.
Ten Candles is a tragic horror game where every player knows that their character will die by the end of the session but the characters themselves still hold on to hope for their survival!
This game will feature mood lighting, LED candles, and atmospheric music.
No dice or pens needed. All materials provided. Character creation is part of the session.
Content Warnings:
Horror, violence, (potentially graphic) death.
For over a thousand years the things that lurk beneath the waters, skulk in the darkness and lie hungrily in dank crypts have been patient, while all around them men and monsters bicker amongst themselves, bold enough to traverse the dark caverns' depths, but afraid or perhaps wise enough to leave the forgotten vaults and hidden passages alone.
And still, they wait, undisturbed. They are waiting for you!
We will use 1400, James Lennox-Gordon's Lo-Fi Hi-Fantasy hack of Jason Tocci's Lo-fi Sci-fi RPG 2400, to play through Jennell Jaquay's iconic 1979 Judge's Guild mega(ish) dungeon The Caverns of Thracia.
This is a detailed and interrelated old-school sandbox dungeon with some ancient Greek vibes that potentially includes politics between different groups, quite disparate power levels between sections, and fantasy monsters of a low-grade horror sort. We'll do lines and veils at the start and use an X-card and the open door policy.
Greetings troubleshooters. Welcome! You slimy, newly synthesized clones, to Alpha Complex!
Your best friend and benefactor is the omnipotent, omniscient omnivore AI - Friend Computer. As a hyperintelligent AI, naturally he has better things to do than to solve the issues plaguing you troublesome remnants of humanity, so...
That’s where you come in, troubleshooter! You have been stuck with the important job of bringing a Hallowed Programmer to fix an issue with Friend Computer’s master terminal. Where is this located? Well that’s classified, above your clearance level. And what are you so interested for? Next you’ll want to know how to get there, and who you’ll be going with. Why do you want to know so much information? Sounds like something a communist spy would do! Know your clearance. Anything above your clearance is none of your concern. Anything below? Well that’s up to you to decide.
Paranoia is a classic RPG from 1984. A relic from a world still recovering from the red scare and the cold war. Filthy traitorous communists are your enemy. Treachery is all around. It’s as much a game of you versus the environment as you versus the other players. After all, how would it look to Friend Computer if you let them steal all the glory?
No prior game knowledge is required, but useful (And also illegal, how did you get a copy of that knowledge? That’s beyond your clearance!) ‘Tis a silly game. Prior roleplaying experience preferred, though a willingness to betray each other and argue profusely will do.
It’s a party at the lakehouse, and anyone who’s anyone is here. Sure, you can’t remember how you got here, or how you all know each other. But who cares when there’s shots at the bar, banging tunes, and so many beautiful and strange people to explore.
A (safe respectful) adult-themed, rules light, game of mystery and monstrous mayhem. The players will (mostly) be monsters, but even worse, hormonal teenagers. Based on the Monsterhearts mechanics, but with adapted rules.
Content warning: Includes adult themes, so R18 only. An 'X Card' will be used for players to indicate if they are uncomfortable with anything.
As an expert in your field it's not uncommon for you to be approached by organisations who want your assistance. So when a representative of "DeNeCo" got in touch you were quite happy to consider their proposal. The initial brief was vague (the accompanying confidentiality agreement was much more robust) but they paid well. Very well. After doing some research on DeNeCo you decided to accept the offer.
For the past 2 years you've visited the facilities once every 6 months with a group of other experts who have a wide variety of skills. The work is engaging and challenging and is similar in many respects to other projects you've been a part of - with two major exceptions: You don't know what you're actually helping develop, and you're always brought to the facility wearing a blindfold.
Note: This game may not be suitable for players with claustrophobia or who otherwise might not be comfortable being blindfolded for a long period of time. Players will likely be leaving the building for all or a portion of the round. Pre-registration essential as character bios will be mailed out in advance of the game. Any costuming required (minimal) will be provided at start of game.