System: 13th Age Glorantha
GM: Guy Milner
Strange times have come to the settlements around Kero Fin, Ernalda’s sacred mountain. Bandits attacked you on the road wearing Orlanthi temple guard robes, and now the quiet settlement of Halfway reports that none of their pilgrims that set off up the mountain this past fortnight have returned. Can you ascend the sacred mountain and clear out the chaos infestation that has corrupted it?
13th Age Glorantha combines the spear-shattering tactical excitement of D&D with free-wheeling narrative improvisation of shared-GM storygames. Glorantha is an exciting mythic world with anthropomorphic ducks in it. No knowledge of either is required.
GM: Simon Burley
System: The Code of the Spacelanes
Three months ago Judge Burke and Judge Hair headed out into the Cursed Earth to track down the evil Malignant Seven. Now Judge Hair has called for retrieval of the survivors. A Manta Prowl Tank was duly dispatched. However, on the way back an engine fault has cashed it to crash, killing some of its crew and some of the prisoners are loose. Malfunction or Sabotage? Can you make it back to Mega City One alive and with perps under arrest?
System: The Code of the Spacelanes
GM: Simon Burley.
An “adventure that never was”, based on the classic British TV Space Opera. The freedom fighting crew of the powerful, enigmatic, alien spaceship “Liberator” soon won’t be the only ones with access to the unbelievable technology of an ancient race.
The idea of Ancient Martians has always been something of an urban legend. Now – it seems – all the stories may have been true. “Something” has been unearthed on Mars. A secret so powerful it threatens to tear The Federation apart with civil infighting, with the victor gaining the ability to grind the galaxy under their heel. (Probably the spiked, white, leather heel of Supreme Commander Servelan.)
What’s needed is a brave, mad (suicidal) dash into Earth system – with its defence systems and fleets of Federation pursuit ships – to seize or destroy the enigmatic discovery from under the noses of the various Federation factions before it can foment a conflict that would envelop and kill millions of innocents.
Seven against the Federation. What else is new?
Play any character from any of the four seasons of the original series. What does it matter if Oleg Gan never met Del Tarrant? Jenna and Soolin would probably be fast friends! I’ve character details for all of them, but you’re free to amend them – if you think I’ve underestimated Blake’s leadership abilities – or design your own original Hero.
Played using my own THE CODE OF THE SPACELANES rules. Just 2d6, frighteningly easy, fast and fun – with magic happening every time you roll a double.
System: Dead of Night
GM: Udo Kaiser
It is the 18.07.1997 and you all enjoy the 100-year celebrations of Stewart Creek. Jens Adamson, your great-great-grandfather, was one of the founders of the town. The Gold Rush brought him here and he thrived. You, the last remaining members of his family, are important and honoured guests at the festivities. What a great day…
This game uses the Dead of Night rpg system by Steampowered publishing. It is a highly regarded indie-rpg, that is tightly focused on giving a horror experience.
So “General” Baldrox is dead. Good riddance.
You can just leave him there in the dust and let the vultures eat his corpse (or maybe not, perhaps even Vultures have taste). Now your unit from Lunar Tarsh, survivors of the fall of Pavis, can make a run for home. The problem is that your group is known as Baldrox’s Bastards amongst the locals, home is hundreds of miles away across enemy territory, and supplies and morale are running low. Your only hope is to make it through the desert from the hole you are currently hiding in. Avoid the Beast Riders who are hunting you. Pray you don’t stumble across any foul chaos monsters. Then you might be able to find the testing ground that Sorcerers of the Imperial College of Magic set up in the Wastes. Perhaps they have a Moon Boat which you can sail all the way home?
So chin up solider. The Red Moon Will Rise Again!
This is a game using the new RuneQuest Glorantha rules. No familiarity is needed with either the setting or the rules (although if you are familiar with Call of Cthulhu you are halfway there). Be aware you are playing the villains of the default set up, in a game that riffs of the tropes of spaghetti westerns and more gritty World War 2 movies (such as Cross of Iron/Das Boot/Stalingrad).
Please Note, this is one of the games being offered for November’s meetup, for which we are doing player registration for so we know numbers.
GM: Chris Hart (aka Dirk The Dice).
Get feathered up and enter the Vurt space of Bolton: one of the wealthiest and most influential areas of Manchester, where you’ll find the most courageous feather-heads who have a taste of all the new feathers before they hit the other boroughs; Hybrids, Blacks and yellows, they’re all here and you’ll get to taste them. Meet me in ‘The Man and Psyche’ as we adventure in futuristic Manchester created by Jeff Noon. It’s a cyber-punk journey into dream-space with unusual characters and exotic encounters: it’s Numenera, with rain. (Mature content- simulated drug use – 18+)
This is one of the games being offered for November’s meetup, which we are doing player registration for so we know numbers.
Just a quick announcement, there will be no Go Play Manchester in April. Due to a combination of me being busy (two conventions one after another, plus Easter Holidays) and the venue being busy with tournaments. The next GPM will be held in May (date to be confirmed). See you in May 🙂