It is 2007, the Sinaloa Cartel is the largest drug trafficking organization in the world, a vast network of narcos, halcones, y sicarias moving billions of dollars of drugs into Los Estados Unidos.
Take on the role of someone tied to the Sinaloa Cartel in Durango, Mexico, trying to stay alive in a dangerous game of drugs, money, and power. Navigate shifting alliances and deadly schemes, while desperately struggling to hold on to what's yours.
This is a largely character-driven game of compromised people in a corrupt world. High player agency is expected, as the world reacts to the drives and actions of the central characters.
Note: this game deals with some dark materials, including potential player character fatality, so will begin with a safety briefing and use safety tools throughout.
"We have maybe two days of food for all of us. The pickup won't get much farther before we're running on fumes. And LT's wound looks bad. He keeps fading in and out of conscious, but even when he's awake he's not talking sense. Dammit, he always knew what to do when the things seemed hopeless, but it looks like this war finally broke him."
In the aftermath of a last desperate attack against the Soviets, you and a few survivors find yourselves holed up in an abandoned farmhouse behind enemy lines. You were probably one of the lucky ones. What the hell are you gonna do to get out of this alive?
Twilight: 2000 is an alt-history post-apocalyptic military survival RPG. The Soviet Union never fell, and the superpowers went to war in 1997. The nukes began falling one year later. The world as we knew it is gone. You and your comrades, a mix of volunteers, draftees and civilians, have been fighting a hellish war in Poland for three years. One month ago, word came through from command about a big offensive, what they called Operation Reset. A last gasp of the superpowers to stab at each other. One week ago, the NATO offensive was crushed at Kalisz. The last words from HQ were "Good luck, you're on your own".
This is naturally a fairly dark game, especially given Putin's illegal war in Ukraine. These topics may come up during the game: violence, war, disease, forced labour, cannibalism, gory injuries, mental distress. Lines & Veils and the X card will be used.
The tone for the game is primarily serious, but a bit of dark humour is welcome to break tension. The only role-playing knowledge needed is being able to tell a d6, d8, d10 and d12 apart.
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.
Shaftown is a rough town full of rougher people, but nothing really happens in the dreary little place. There's nothing special about the town or its inhabitants. Well there is that house on the hill..
No one really talks about the place unless it's in hushed whispers. It's just a weird house, no one has lived in it in years, and barely anyone can work out when it was built.
Yet a group of people find themselves outside its doors one fateful night, drawn to the place for one reason or another. What happens next. Well we'll just have to see won't we.
This game is about a group of people exploring an abandoned house where strange and mysterious things happen and is a prequel to a campaign I am setting up.
What's in the Box is back, as a LARP!
You wake up in a room, with no memory of how you got here. You are not alone, as there are 5 others also waking up dazed and confused.
The room you are in is a classroom, except there are no doors or windows. Looking around, you do not recognise any of the people who are with you.
How did you get here? Who are these people? And what is in the small black box positioned in the middle of the room?
PLEASE NOTE:
The characters in this LARP are not nice people. This game includes themes such as drugs, murder, drinking, and other subjects that some people may not like.
Characters:
Doctor
Entertainer
Holy Person
Bar Tender
House Spouse
Police Officer
You wake up. You're lying on an old hospital bed, you know the ones with metal frames and a terrible mattress. The sheets making your skin itch slightly. How did you get here? Where is here? You have no memory of what has happened. One minute you were at home getting ready for work, the next you wake up here.
Slowly you sit up, your muscles learning how to move again. Looking around you notice that you are not alone. There are five other occupied beds in this room, all exactly the same as yours. The room itself is unusual, no doors or windows, just cream and green tiled floor, white walls, and mucus green ceiling. In the center of the room is a basic wooden table, and on that table is a box.
A small black box.
How did you get here? Who are all these people in this room? Why can't you remember much? Where are the doors and windows of this room? And what's in the box?
###WARNING###
All playable characters are BAD Human Beings
Once your life was one of leisure: your food served to you, so that you only needed to hunt for pleasure. There was always a warm spot to lie in, a warm lap to curl up in. Yes, life was grand.
But then, came the night of panic. A loud scream split the air, and all your humans left, taking little more with them then those extra-skins that they wear. You were forgotten, abandoned.
And now the streets lie empty, the houses cold and dark. Your belly rumbles with hunger.
And the dogs are rising up against you.
(Very) Loosely inspired by Stephen Moore's book of the same name, "Tooth and Claw" is the fate of the cats and dogs left behind when their humans are evacuated; survival of the fittest, the fastest, and the most bloody-minded.
Will the cats be able to band together, against their common adversity? Or is there worse to come?
"Like all men of the Library, I have traveled in my youth; I have wandered in search of a book, perhaps the catalogue of catalogues; now that my eyes can hardly decipher what I write, I am preparing to die just a few leagues from the hexagon in which I was born. Once I am dead, there will be no lack of pious hands to throw me over the railing; my grave will be the fathomless air; my body will sink endlessly and decay and dissolve in the wind generated by the fall, which is infinite."
The Library of Babel is comprised of an infinite number of books written in infinite combinations of letters and punctuation. Surrounded by so little of meaning, some of its inhabitants devote their lives to finding those rare books that contain any form of it. Others, believing that any book containing intelligible text is an affront to the library's purity, seek them out in order to destroy them.
An experimental LARP based on Jorge Luis Borges' 'The Library of Babel.'
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.)
In a moment of disorientation they are transported to a room with no doors, no windows and mirrors everywhere. The room is stocked with food, water and other necessities—all indications suggest that they will be there for a long time.
They are complete strangers, ordinary people with little common ground and less understanding of what has happened to them. With the passage of time, tension and dire imperatives, they will have to sift values and make answers to both each other and the shadows behind the glass.
This game deals with difficult choices and rough circumstances.
By Shifting Forest Storyworks