Other Games Games for Spaghetti ConJunction 3b

#1
Now that Concrete Cow is over, its time to announce:


SIX wonderful games for Spaghetti ConJunction 3b on 19th October:


HOOVES OF FIRE, HEARTS OF ICE

System: RuneQuest: Roleplaying in Glorantha

Players: 5-6

Adult Content: No (some violence and mild horror)

Winter has come early for the Char-un of the northern steppe, though the celebrations of the Sacred Time offer some respite from the cold. But the festivities are interrupted by the murder of a kinsman, drawing you north into the icy wastes seeking revenge. Can you brave the frozen wilderness, track down the culprit and restore the honour of your clan?

A one-off adventure set among the horse nomads of the Gloranthan steppe. New and more experienced players both welcome.

More games at Spaghetti ConJunction 3b: Dungeon Crawl Classics

Title: The Ship Beyond The Sands
GM: Andrew Delaney
System: Dungeon Crawl Classics
Description: Throughout the world, strange portents and crumbling ruins tell the tales of an elder race that came from stars. The creations of these creatures are legendary and all those who have found weapons forged by them have risen to become kings and emperors. Your band of adventurers has heard rumors of a place that may also harbor the creations of these elder beings - an oasis, buried in the heart of the Glowing Dune Desert, a place known only to be barren and lifeless, within which is said to be a fortress, or perhaps a ship, created by these travelers and hidden for centuries. With a tattered map and full packs of rations, you set off to find... The Ship Beyond The Sands
Players: 3-6
Slot: Morning


Title: Frozen In Time
GM: Andrew Delaney
System: Dungeon Crawl Classics
Description: Eons-old secrets slumber beneath the forbidden Ghost Ice. Since the time of the Elders, the local tribes have shunned the crawling glacier, knowing it as taboo land that slays all who tread its frigid expanse. Now, the Ghost Ice has shattered, revealing hints at deeper mysteries entombed within its icy grasp. Strange machines and wonderful horrors stir beneath the ice…
Players: 3-6
Slot: Afternoon


Scum and Villainy: Firefly

Find a crew, find a job, keep flying. You've got the first part sorted, but the rest is proving troublesome due to not having a ship. But that could be about to change. A Firefly class transport has been spotted on the drift in the skies above Dyton. Word is it's in pretty good shape. At worst, it's worth a pile of credits in salvage, and at best it could still be spaceworthy. This could be your ticket to independence. You just have to get there first.

GM:Sue Savage
Players:2-6


The Beings from the Glass Sea
5AE LEGACY
Jim Heru

Morning and afternoon
3-6 players

Your home is the jungles of Loso, one of three flying islands that make up the post-futuristic world of Owre. Close to your peaceful treetop village is what the locals call ‘The Glass Sea.’ An immense black, smooth, crystal surface that stretches for miles. Word has it that strange, dark creatures have been spotted lurking around the edges. To protect your village, you must find out what these creatures are, and what their purpose is.

You are a team of curious Wenamin and Bronte. Set in the far distant future - 25,000 years to be exact. On a world not too dissimilar from the world of 5th Edition. The races have changed and the world has evolved.

You must uncover the mystery of the beings from The Glass Sea.

Mystery, Adult Themes, Science Fiction - Cyberpunk, Intrigue, Introduction, Rules-Lite, Semi-Serious Play, Pregens.


Title: Babylon Recall - A Blakes Seven adventure

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.

Tags: 1970s, BBC, Terry Nation, Perms, SciFi on a budget, The Dirty Dozen in space.
Referee: Simon Burley
Players: 2-6 (apparently the SPACESHIP counts as the 7th member of the team - go figure!)
System: The Code of the Spacelanes
Slot: Morning
 
#4
Contact form filled in. And here is the blurb here, too!

Vampire the Masquerade 5th edition.
5 players
GM: Dr Bob
The Anarchs have kicked the Camarilla out of the Scottish city of Oldcastle. No more elder vampires bossing everyone about. No more Do what I say or I’ll sentence you to death rules and regulations designed to keep the powerful in power. The new city is almost democratic. Almost.

But there’s one of the old laws which still stands: The Masquerade: Thou shall not reveal thy true nature to those not of the Blood. Someone still has to cover up evidence of vampires and supernatural activity in the city. Those someones are the PCs.
 
#6
A fun day, as usual. Lots and lots of GMs were offering games, so there were 4 or 5 games in each slot which got no players.

I played in 2 of Darran's games: Tales from the Loop and Aliens. Both stylishly run by Darran, with lots of photos and maps for us on his laptop. I loved the stills from Outland and Alien in the Aliens game. And the fold-out 'agenda origami' character sheets for Aliens were a thing of beauty. Good bunch of players in both games.

That was my first taste of Aliens. The system was fast and easy, and it makes a very good con game. Given the death rate (5 dead of 7 players), I'm not sure how it would play as a campaign. Unless character gen is reeeeeaaaally quick...
 
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