Ambercon 2016

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Agents of the Argent Rose: City of Night (2016)

Boardroom
R.F. McCaughey
Slot 1 - Thu 7pm-12am - 5 hours
FULL

France. The year is 1924. An age of wonder and contentment has come upon the world. The modern vision of great bards like Jules Verne has begun to see realization. The world hub for artistry, genius, and innovation is the banks of the river Seine. Paris. Spring approaches and the Muse Queen is throwing a Party for Dion and Simone, who have the same birthday.

Corwin grumbles when he learns the Party will be in the Lands of Night. Grandpere warns that this is a bad omen and encourages all to turn down the Party invites. Kali has other ideas. Your mission, keep the peace and support the Great Republic. The Argent Alliance, the honor of your family and innocent lives may hang in the balance.

please note the web page to understand the background of Corwin's France and the Argent Rose is defunct, contact the GM

Could run late.

What do players need to do to prepare for the game
PCs must be from "Argent France" built for 80 pts. Characters submitted to GM prior to convention can be built for 100 pts. Note special costs for some powers at web site. Welcome to returning players (write me!), new players encouraged to make early contact with GM: arrefmak@gmail.com
Alternate Amber, Amber with a Twist, Series

Amber Wasteland

423
Mike Deneweth
Slot 1 - Thu 7pm-12am - 5 hours
1 TO 6 RETURNING PLAYERS ONLY

Continuing campaign of Amber characters trapped in the ruins of what used to be their universe.

What do players need to do to prepare for the game
Alternate Amber

Good Night Sweet Prince

314
Erik Florentz, Linda Duncan
Slot 1 - Thu 7pm-12am - 5 hours
SPACE FOR ANY 3 TO 6 PLAYERS

After putting the day to rest, you fall into a deep slumber.

You wake up in another place, not quite familiar.

Are you awake? Or still dreaming? Or... something else?

What do players need to do to prepare for the game
Play a favorite character you know well. Baseline 200 points. Please submit character sheets and background information to gm@spikard.com and lindapduncan@gmail.com prior to the Con.
Alternate Amber

Kung Fu Challenge: The House of Seven Dooms

Jim Phillips
Slot 1 - Thu 7pm-12am - 5 hours
DOES NOT RUN

Every nine years in the Imperial City of Kanraku, the Jade Emperor allows a few elite warriors to enter the House of Seven Dooms, there to compete in the Ikusa-Ko, a grand melee in which the fighters vie among themselves to determine which of them has the mightiest Kung Fu. When an uncontested victor emerges from the field of battle, he or she is awarded the post of Emerald Champion and the honor of standing at the Emperor's right hand for the next nine years.

But something has gone wrong. Nine years ago, although an impressive group of fighters entered the House of Seven Dooms, no new Emerald Champion emerged. It’s rumored that the Emperor's oracles were able to divine that all the fighters died within, visited by treachery most foul. Now, nine years later, you are one of the current year's contestants, and the Emperor asks that you accept the burden of a twofold duty. Not only must a new Emerald Champion be selected, but the Emperor wishes that the realm's greatest mystery be solved: that the dark fate of the previous contestants becomes known. Surely the mettle of both your wisdom and warfare will be tested. Could the same peril still be waiting for you, in the unfathomable shadows of... the House of Seven Dooms?

Character generation will be vaguely-not-quite quasi-similar to the Amber DRPG rules, and in-game bonuses will be awarded for admirably cheesy Kung Fu role-playing. Shout the name of your signature move as you attack, swear vengeance upon your foes in the name of your honored master, whatever – the cheesier, the better. Characters to be generated before the Con, using a diceless Kung Fu system concocted by the GM.

What do players need to do to prepare for the game
Put as much work into character creation as you prefer or are able! Players are welcome to write me a novel or accept a pregen character, or anything in between. System info will be provided to all players via e-mail.
Teen-friendly, Adventure, Humor, Mystery

Memetic Incursion Bureau: Clurichauns and Mayhem

355
Anne Delekta
Slot 1 - Thu 7pm-12am - 5 hours
FULL

"Here's the first thing you need to know: all the fairy tales are true. The second, and most important thing... once a story starts, it won't stop on its own. There's too much narrative weight behind a moving story, and it wants to happen too badly. It won't stop until somebody stops it." -Seanan McGuire, Indexing

Saint Patrick's Day is normally full of drunken disorderliness; this year, things have gone decidedly weird. There are reports of little men riding dogs, sharp-toothed women swimming in the Detroit River, and drunks running around ranting about pots of gold. The first wave of police response seems to have been absorbed into the crowd of revelers, and it's time to call in the big guns: you.

You are agents of a secret government agency known as the Memetic Incursion Bureau. Fairy tales are real. Your job is to stop narrative intrusions into Reality - and this one will be a doozy. You have badges, guns, and a little bit of Fairy Tale on your side. They have leprechauns, and it's Saint Patrick's Day.

What do players need to do to prepare for the game
Customizable pre-gen characters distributed at con. If you have a character idea you are eager to play, contact me at zimradancer@gmail.com and we can work something out. This is loosely based on Indexing by Seanan McGuire. A quick glance at the book's description should tell you all you need to know.
Teen-friendly, Adventure, Non-Amber

No game in slot 1

Slot 1 - Thu 7pm-12am - 5 hours
SPACE FOR ANY 1 TO 1 PLAYERS
What do players need to do to prepare for the game

Princesses Unknown: Episode I, Tabula Rasa In Parte

419
Adam Easterday
Slot 1 - Thu 7pm-12am - 5 hours
SPACE FOR ANY 3 TO 7 PLAYERS

You have been having a dream, nay, a nightmare...it is odd in that you know it is a dream, you usually don’t know that until after you wake up. You know something cataclysmic has occurred and you struggle to break the surface of your consciousness and awaken - with increasing desperation. But something, no someone, is holding you back, the voice...you know the voice, an old one, one you have not heard in centuries...Dworkin.

Around you there is the odd nonsensical scene of your dreamstate - a visual and aural cacophony of unrelated images, snippets and fragments of things familiar and unfamiliar but his voice cuts through clearly - he’s speaking slowly,steadily, ignoring your struggle to awaken as if narrating the whole thing, speaking to you as if to a child. After a moment or two you hear his voice repeating the same narrative: “All is not lost. I failed but you must not. Begin again, you are the best of what we are or were. What was is not all gone, but do not trust it, do not rely on it - I have tried to keep the pieces that might work intact but I cannot tell what remains that should and what remains that must not. Awaken and begin anew.”

You awaken in Castle Amber - or a version of it -- you remember your dream, the message from the old man but the rest of your memory is unclear, you are a Princess of Amber, these are your rooms but beyond that there is nothing much you remember , not even your own name.

Princesses Unknown: Episode I - Tabula Rasa In Parte is an alternate Amber campaign whose events align largely with those of the Corwin Chronicles and gamestart occurs roughly around the time of Oberon’s attempt to re-draw the Pattern in The Courts of Chaos.

What do players need to do to prepare for the game
Character generation will be handled pre-con via email and will be based on your responses to a series of quiz questions. Your characters will be roughly 150 point characters but the specifics of Powers, Attributes, Items etc. will be revealed through gameplay. Contact GM.
Alternate Amber, Exploration, First Game, Ongoing

Razor-Edge of Fate (Thursday Night)

455
Kit Kindred
Slot 1 - Thu 7pm-12am - 5 hours
FULL

"My child, know this: though you are the offspring of a god of Olympus, you are not one of them. That as long as you live you will stride across two worlds, but not truly be welcome in either. Both men and gods will want to use you to their advantage. And because you are greater than mortal men, your better nature must rise to meet the challenges that are set before you, for in your heart of hearts you are a hero. As a hero, a demigod, you will be stalked by monsters, demons and lesser gods who will hate you for the sake of your mere existence. The artifacts of the modern world will not make fighting them any easier than if you limited yourself to the weapons used by the ancient Greeks. Know that when the worlds of men and the halls of the gods are threatened, it will fall to you to undertake the task for such is your life, your purpose, and the geas that the Fates have set upon you at birth."

The skein of Fate has drawn demigods together. Have they been drawn together for a heroic quest? Is there a great monster to slay? Or is something darker at work? Is someone or something hunting them?

What do players need to do to prepare for the game
Please email kitkindred@gmail.com ASAP for character generation instructions or to request a pregen character. Characters are demigods drawn by Fate to perform heroic tasks in a modern world that believes their godly parents are only myths and legends, a world that must remain blissfully unaware of the secret dangers that threaten it. There is another session of Razor-Edge of Fate in Slot 4. It is a different adventure in the same setting. Players may play in one or both games if they wish.
Teen-friendly, Adventure, Non-Amber, Other Genre, Role Playing Game, Series, Tabletop

ShadowWorld Mainline (Thursday Night)

555
Edwin Voskamp
Slot 1 - Thu 7pm-12am - 5 hours
FULL

ShadowWorld is a diceless roleplaying game based in our world, except that, under the facade of media, politics, political correctnes and 'reality' there is a ShadowWorld where strange things happen: psionic powers, ancient secrets, dark conspiracies that are hidden from or dismissed by the general public. The players are psionically gifted operators of a secret organization sent on a mission. Though an ongoing world setting, it is an episodic campaign: new players are welcome.

The real world in the current day, with a few changes (e.g. Quebec, Ontario the provinces east of it became a country and, with Cuba, Ecuador and Vanuatu, formed a Commonwealth). To the public there is more terrorist acts, more military action, and, recently, more weird events (e.g. Jupiter ignited into a star, astronomers claim we skipped ahead a day in Earth's orbit, Scotland got covered in ancient forests and physically became larger, the Ark of the Covenant was found).

CONTENT WARNING: ShadowWorld involves many adult themes, in particular, if you take (your) religion seriously, playing ShadowWorld likely is not for you.

Game will run late: I expect, and will work hard to, end at 1am.

What do players need to do to prepare for the game
If you don't have an existing character that you will play again, contact the GM by email (gm@shadowworld.org) with at least a vague idea for an outline of a concept. You can play any character with regards to background, skills, etcetera, as long as your background makes you suitable to be recruited by a US-based organization. Your character will have one or more psionic powers, have some mystical nature, or both.
Dark, Non-Amber, Ongoing, Role Playing Game, Series, Tabletop

Star Wars: Kanata Castle

401
Kris Kunkel, Tara Kunkel
Slot 1 - Thu 7pm-12am - 5 hours
SPACE FOR ANY 2 TO 8 PLAYERS

~30 years ABY

Just before the destruction of Republic capital on Hosnian Prime and the Resistance's retaliatory attack on the First Order's Starkiller Base there was a pitched battle between the two forces in the Western Reaches of the galaxy on the Mid-Rim world of Takodana. Once a haven for spies, pirates, smugglers and explorers, the battle left naught but ruins of Maz Kanata's castle, a free port that served the assorted scum and villany. The proprietress herself had spent centuries as a smuggler and pirate. Who knows what treasures might still be buried under the rubble?

What do players need to do to prepare for the game
Familiarity with any of FFG's Star Wars RPGs (Edge of the Empire, Age of Rebellion, or Force and Destiny) helpful but not necessary. We will be using their proprietary diced game mechanic. Contact GMs prior to convention for character generation rules or to request pre-gens.
Teen-friendly, Adventure, Non-Amber, Role Playing Game, SF, Tabletop

Time and Again

538
Sean McCabe
Slot 1 - Thu 7pm-12am - 5 hours
SPACE FOR ANY 3 TO 5 PLAYERS

You are a passenger or worker on an ocean liner on New Year’s Eve 1899. It's 30 minutes to midnight when the lights go out all over the ship. That’s when the clock starts ticking. From that point on the game is played in real time and you have until midnight to stop the ship from sinking. If you fail time restarts. Will you be trapped forever or save yourself and everyone else on board?

What do players need to do to prepare for the game
Players will create characters ahead of time via email using altered Amber rules.
Adventure, Dark, Non-Amber

Agents Extraordinary

455
Kit Kindred
Slot 2 - Fri 9am-1pm - 4 hours
FULL

1966. While the superpowers vie against one another in the Cold War, the real battles for the fate of the world are being waged in secret by elite agents.

Now, extraordinary circumstances demand that the world's greatest secret agents come together to face a threat greater than any one nation can handle. From the streets of Vienna to the casinos of Monte Carlo, the dark forces of SPECTRE, THRUSH, and SMERSH are making plans and the secret war for world domination has begun.

What do players need to do to prepare for the game
Players should have some familiarity with the style and tropes of 1960s era cinematic espionage. Please email kitkindred@gmail.com ASAP to request a character. The mission will be based on which characters are in play, so please contact the GM ASAP. Pregenerated characters will be provided. Characters will be cinematic spies active in 1966 and cinematic spies created after 1966 whose histories would allow them to ave been active in the mission in 1966. Characters such as the Avengers, the men and women of U.N.C.L.E. and the I.M.F. are all options. Comedy, parody, comic book, and cartoon characters will not be options. There is no set list of characters. Request one and if it is viable and available, I will create the pregen for you.
Teen-friendly, Adventure, First Game, Mystery, Non-Amber, Other Genre, Role Playing Game, Series, Strategic

An adventure in the Dresden Universe: Victims of the Denarians

332
Michael Kucharski
Slot 2 - Fri 9am-1pm - 4 hours
FULL

Heroes are sent to the Garden of Eden to save the world.

What do players need to do to prepare for the game
New players need to contract GM to generate character
Teen-friendly, Series

Blood, the Shadowing: Ace of Spades

538
Matt Andrews
Slot 2 - Fri 9am-1pm - 4 hours
FULL

For centuries, the Blood have warred on Earth, hidden from the world at large. Long-lived and possessed of powers beyond those of normal men, their origin shrouded in mystery, the Blood battled in secret. All that changed when The Adversary came, seeking to draw the world under the shadow of his rule. Can the Blood set aside their differences to fight back and save their world? Blood: The Shadowing is a loose, episodic series - you don't need to have played in a previous game to join in.

The strongholds of the Blood's factions are shattered, and the Blood are on the run. The Adversary has infiltrated the governments of the world, twisting the minds of the unBlooded. Can the Blood unravel his schemes? If so, the question, as ever, becomes - who will take control?

Blood: the Shadowing is set in the world of Blood Shadow. It is an Amber game, but the players are unlikely to see Amber, and have no knowledge of the place. The Blood are the distant descendants of one or more Amberites who spent time in the Shadow a long time ago. Think World of Darkness, The Highlander TV show or The Matrix for a general feel - a modern world where people somehow manage to conceal large weapons under their trenchcoats. For more info, see here

What do players need to do to prepare for the game
Characters are built using the Amber DRPG system using 115 points if sent in before the con (Contact Matt Andrews (curgoth@memento-mori.ca), or 105 points if built at the con. All attributes are pre-sold down to Human level. See The wiki's char gen page (http://www.memento-mori.ca/dokuwiki/doku.php?id=rpg:blood_shadow:character_generation) for more information on power availability, etc. Wacky custom powers welcome if negotiated in advance. PCs should choose a faction to be allied with.
Teen-friendly, Adventure, Amber with a Twist, Ongoing, Role Playing Game

Emergence (1 of 2)

512
Rae H. Williams
Slot 2 - Fri 9am-1pm - 4 hours
2 TO 7 RETURNING PLAYERS ONLY

Year 19: Will the characters survive and make it to Year 20? That remains to be seen. Is Cthulhu really gone? Or are the players just insane? Another year, another mess.

What do players need to do to prepare for the game
Show up.
Campaign

Infinite Amber: Eternal Cities on the Edge

Board Room
J.P. Brannan
Slot 2 - Fri 9am-1pm - 4 hours
SPACE FOR 3 TO 8 Returning Players given preference, New Players welcome

Amber: eternal; the city without an end. After the adventures of Corwin and Merlin, it is no longer believed to be the center of the universe. Instead it is one pole of reality. War and rivalries have reshaped the universe. Kings Random and Merlin sit on the thrones of Amber and Chaos. Random will call upon all the resources at his disposal to preserve and reassert Amber's primacy. Those resources include you, his nieces and nephews, the latest generation of Amber's growing royal family. Together you'll face a threat unlike many Amber has faced before. And if at all possible, don't let King Merlin know anything is going on. He'd only make it weirder.

Scratch that. It can't get any weirder. It may be time to tell Merlin.

NOTE: Though technically an 'ongoing series' this is highly episodic and new players will NOT be at a disadvantage.

What do players need to do to prepare for the game
Characters will be King Random's nieces and nephews. An alternative rule set will be used for "Infinite Amber", which will be circulated online. The GM will contact players to help with character generation prior to the convention. (For people already familiar with this: we'll be using the Infinite Amber version 2.1 rules, a simplified revision of rules that have been played at other conventions.) GM is willing to assist with character generation or even provide pre-generated characters if notified in advance: jp@brannan.jp
Teen-friendly, Adventure, Ongoing, Role Playing Game, Series, Tabletop, Traditional Amber

Merlinspawn (Friday Morning)

555
David Vandenabeele
Slot 2 - Fri 9am-1pm - 4 hours
SPACE FOR 1 TO 5 Returning Players given preference, New Players welcome

Our heroes in Her Majesty's service are swept up in an ancient conflict between recently reborn faerie courts. Specifics of the plot will be tailored to the characters present. Some elements may carry over from slot to slot, but these are separate events.

Steampunk Victorian England a century after the return of Merlin and the reawakening of magic.

What do players need to do to prepare for the game
Submit a one paragraph description of your character, I'll ask a few clarifying questions, and off we go! david.vandenabeele@gmail.com
Adventure, Non-Amber, Ongoing, Role Playing Game, Series, Tabletop

Muppet Paranoia

339
Amanda Robinson
Slot 2 - Fri 9am-1pm - 4 hours
SPACE FOR ANY 3 TO 8 PLAYERS

Your mission, should you choose to accept it (and if you don't accept it, you are clearly a commie mutant traitor and will be executed): Put on a show.

If your show is acceptable to The Computer, you will be the stars of Alpha Complex. Since the only conceivable reason it would not be acceptable to the computer is that you are commie mutant traitors who sabotaged the show, if the show is not acceptable to The Computer, you will be executed.

Players should be passingly familiar with The Muppets. Using funny voices for your Muppet is not required, though if you want to do it I'm certainly not going to stop you. Players will find it easier if they've at least read the Wikipedia page on the Paranoia roleplaying game, but you can probably muddle along with just "Security clearances are color coded, and you're going to get shot a lot but you've got spare clones so don't worry about it too much. Also, The Computer is your Friend."

What do players need to do to prepare for the game
Pick a Muppet. Traditionally, Paranoia characters have a mutation and a secret society. You may pick them at character creation, or risk having them foisted on you by the GM when she feels like it. Suggestions for Muppets include: Kermit-G-FRG, Pigg-Y-MSS, Scoo-O-TER, Gonz-O-GRT, Fozz-Y-BER, Rowlf-G-DOG, Docto-R-TTH, or whatever else you come up with.
Teen-friendly, Humor, Non-Amber

No game in slot 2

Slot 2 - Fri 9am-1pm - 4 hours
SPACE FOR ANY 1 TO 1 PLAYERS
What do players need to do to prepare for the game

Tales of the Escalara: Our Gang

401
Kris Kunkel, Tara Kunkel
Slot 2 - Fri 9am-1pm - 4 hours
SPACE FOR 3 TO 8 Returning Players given preference, New Players welcome

Whether they followed a stranger through a magical Door or escaped from a sinister Expanse, there are children here that are more than just seen or heard.

These are their tales.

The Grand Stair has many gathering places and well... a kid's gotta eat, right? Welcome to the Agora. Just don't let them catch you picking pockets or shoplifting.

What do players need to do to prepare for the game
PLayers of last year's Fountain Rotunda game are welcome to revisit their characters, but new members of the gang are welcome. 0 point LoG&S characters, pre-gens available, communicate with GMs prior to con for authorization or pre-gen customization, returning players contact GMs for advancement.
Adventure, Exploration, Humor, Lords of Gossamer & Shadow, Non-Amber, Role Playing Game, Series, Tabletop

An Unkindness of Ravens

455
Adam Easterday
Slot 3 - Fri 2pm-6:30pm - 4 1/2 hours
FULL

Priest. Noble. Thief. Adventurer. Whatever you were before doesn't matter now. You have a new life. You have taken a new name. You are something better now. You've joined the Raven Legion. For over a thousand years the Raven Legion has been the premier mercenary corps of the vast multiverse of Gossamer worlds. The Legion is the stuff of legend up and down the Escalara, the Grand Stair, and in the Gossamer worlds where it has seen action. An eclectic mix of sentient beings from across the breadth of known worlds, they are a fearsome fighting force making the multiverse a better place, one job at a time-provided the cause is just and the price is right. Do you have what it takes?

A mysterious Gossamer world has been discovered, a complex web of worlds held together by a complicated and fragile structure. It is also under siege by the ancient and powerful Dwimmerlaik. It is to this world that the Raven Legion has been dispatched.

What do players need to do to prepare for the game
Characters are members of the Raven Legion. More than just thugs or soldiers for hire, they are a team of dashing mercenaries. The Raven Legion has given them a new chance on life to be someone new, someone better. Email Kit at Kitkindred@gmail.com and Erik e@spikard.com for chargen instruction. Pregen Raven Legionnaires will also be provided upon request. This is a shared world game with The Temper of Heroic Hearts. Depending on player actions, there may be some interaction between the two games.
Teen-friendly, Adventure, Lords of Gossamer & Shadow, Non-Amber, Ongoing, Role Playing Game, Series, Tabletop

And Beyond

342
Eric Todd
Slot 3 - Fri 2pm-6:30pm - 4 1/2 hours
FULL

After rigorous experimental validation of the Sawyer EMDrive, the race is on to create a super-conducting version and with it the technology needed explore the solar system in earnest.

Living in the shadow of the once great Baikonur Cosmodrome, a small team of disaffected students reach for the heavens in hopes of doing the impossible and returning Russia to the forefront of space exploration!

What do players need to do to prepare for the game
Characters will be created at the start of the game, so no preparation is needed.
Teen-friendly, Exploration, Non-Amber, SF

Blessed are the Peacemakers

JP's Pres suite. Room number forthcoming.
Erik Florentz
Slot 3 - Fri 2pm-6:30pm - 4 1/2 hours
SPACE FOR ANY 3 TO 9 PLAYERS

1,ooo years ago, the terrible Dwimmerlaik nearly conquered and destroyed the gossamer worlds. They faced solitary worlds, alone and unprotected. Vulnerable worlds with no strong leadership to defend them.

Should the Dwimmerlaik return, they will not find scattered defenseless worlds along the Grand Stair ripe for conquest. No, instead, they will find worlds united and strengthened by their part in the Ascendancy.

The Ascendancy is now the greatest empire in the multiverse. It grows in power and size every day. Worlds will be made safe, lest they become a beachhead for the enemy. The Ascendancy will grow larger and more powerful, for the good of all.

The Conciliatore are those honored to defend the Ascendancy. Handpicked by Lord Bastiano, they are his greatest warriors. They will keep the Ascendancy strong, no matter the cost.

What do players need to do to prepare for the game
Please email kitkindred@gmail.com for character creation rules or to request a pregen character.
Teen-friendly, Adventure, Dark, Exploration, First Game, Lords of Gossamer & Shadow, Mystery, Non-Amber, Other Genre, Role Playing Game, Series, Tabletop

Emergence (2 of 2)

512
Rae H. Williams
Slot 3 - Fri 2pm-6:30pm - 4 1/2 hours
2 TO 7 RETURNING PLAYERS ONLY

Year 19: Will the characters survive and make it to Year 20? That remains to be seen. Is Cthulhu really gone? Or are the players just insane? Another year, another mess.

What do players need to do to prepare for the game
Show up.
Campaign

Merlinspawn (Friday Afternoon)

555
David Vandenabeele
Slot 3 - Fri 2pm-6:30pm - 4 1/2 hours
FULL

Our heroes in Her Majesty's service are swept up in an ancient conflict between recently reborn faerie courts. Specifics of the plot will be tailored to the characters present. Some elements may carry over from slot to slot, but these are separate events.

Steampunk Victorian England a century after the return of Merlin and the reawakening of magic.

What do players need to do to prepare for the game
Provide a one paragraph description of your character, I'll ask a few clarifying questions, and off we go! david.vandenabeele@gmail.com
Adventure, Non-Amber, Ongoing, Role Playing Game, Series, Tabletop

Night in the Lonesome October

Paul Vlamis
Slot 3 - Fri 2pm-6:30pm - 4 1/2 hours
SPACE FOR ANY 4 TO 8 PLAYERS

In the book Jack the Ripper saved the world, at Ambercon 2008 it was Long John Silver. The world is again in jeopardy; will you save it or help bring about its demise? This game is based on the Roger Zelanzy book of the same name. Knowledge of the book is not required, but will help convey the theme and pacing. Players take on any iconic character from history or fiction (the Great Detective, the Man of Steel, the deadly robot from the future, the eccentric millionaire, etc.) and decide whether they wish to bring about the end of the world, or save it. The players’ actions during the course of October determine the fate of the world on Halloween!

What do players need to do to prepare for the game
Teen-friendly, Non-Amber, Stand-alone

No game in slot 3

Slot 3 - Fri 2pm-6:30pm - 4 1/2 hours
SPACE FOR ANY 1 TO 1 PLAYERS
What do players need to do to prepare for the game

The Global Frequency: "UVB-76"

312
Tymen VanDyk
Slot 3 - Fri 2pm-6:30pm - 4 1/2 hours
SPACE FOR ANY 3 TO 7 PLAYERS

Are you on the Global Frequency? What is the Global Frequency? Some call it an Urban Myth, some say it’s a Faerie Tale and some call it a world conspiracy. What it is, is a world-wide independent intelligence organization, a rapid emergency response team and a private defense force all rolled into one. They deal with the threats that the world’s governments don’t want you to know about and can't handle themselves. They know trouble's coming before anyone else does. There are 1001 operatives on the Global Frequency, Intelligence Operatives, former Special Ops soldiers, ex-Cops, Scientists, Athletes. If you are an expert in your field, whatever it may be, you could be called on by the Global Frequency. You could be called on to save the world. Wait, hear that, that special ring-tone, you’d better answer it, they're calling you. You are on the Global Frequency.

Global Frequency is a game set in our world and our time. It is a gritty and messed up world, like ours is and you are its protectors. You are the agents of the Global Frequency called upon to stop a catastrophe or clean up the mess after one. Secretly and without fanfare. You handle the situations that no one else can.

What do players need to do to prepare for the game
Character creation rules will be using James Arnoldi's Key 2.0 rules. I will send them out. You play experts in your field, examples Scientist, Athlete, Soldier, Detective, etc.... Minor psychic abilities may be allowed, ask me. I would like character's done at least one week before the Con. Tymen VanDyk tymen@rogers.com
Teen-friendly, Dark, Non-Amber, Ongoing, Role Playing Game, Series, Tabletop

The Nano-Victorian Future: Eat the Rich

538
Matt Andrews
Slot 3 - Fri 2pm-6:30pm - 4 1/2 hours
FULL

In a world that has turned back from the brink of annihilation and the edge of the Singularity both, Queen Victoria rules the Empire of America. Europe is a transgenic nightmare, and top hats, spats and bustles are fashionable.

The technology to turn any random hydrocarbon chain into good food is cheap and plentiful - and artificially locked so that orphans have to work 80 hour weeks just to eat. A group of Anarchists and troublemakers have a Modest Proposal for another way to feed the poor.

The Nano-Victorian Future is a loose, episodic series - you don't need to have played in a previous game to join in.

The Nano-Victorian Future; A world of goggles, airships made of diamond, corsets and nanotech frock coats. A world where steampunk meets cyberpunk for high tea and memory implants.

Characters are built using 150 points if created before the con, 130 if created at the con. The game uses non-Amber rules as explained at the wiki's char gen page.

What do players need to do to prepare for the game
Contact the GM if you want to build your character before the con.
Teen-friendly, Humor, Non-Amber, Ongoing, Other Genre, Role Playing Game, SF

The Temper of Heroic Hearts

455
David A McCreless, Kit Kindred
Slot 3 - Fri 2pm-6:30pm - 4 1/2 hours
3 TO 10 RETURNING PLAYERS ONLY

For over two thousand years, Lord Drake has taken up arms against what is unjust. Under his flag, farmers discover themselves to be heroes, priests become legends, and mercenaries find their honor, no matter how deeply it was buried. He has knighted boys, women, men, and beings undefined in your experience. And he has knighted you, to carry the fight forward against the growing Dark. You are of that Code now. You ride for Justice. You are a Knight and your heart knows passion for what is Right. The Grand Stair is Infinite. No band of Knights, not even commanded by Drake, can stand against all the Darkness that may pour out of that Infinite wondrous design. What matters is that someone will make that stand. See to your gear, the call has gone out again. We ride.

Now, a brave company of Doormen has found itself transported to the void of Shadow. There, in the darkness between the Doors, stands the citadel of the Great Enemy itself. Alone and hopelessly outnumbered, they must face the greatest challenge to ever befall their order.

What do players need to do to prepare for the game
Please contact Kitkindred@gmail.com. ASAP This is a game of swashbuckling action with a chivalric code. The game is part of vast multiverse of Lords of Gossamer & Shadow, and will preview material from an upcoming supplement. This is a shared world game with An Unkindness of Ravens and Blessed are the Peacemakers. Depending on player actions, there may be some interaction between the two games. <p><span style="line-height: 1.5em;">Characters are Drake's knights, the bravest and most loyal guardians of the Grand Stair. In another place and time, he was King Arthur. He has chosen you to carry on the traditions of lost Camelot.</span></p> <p><span style="line-height: 1.5em;">Pre-generated characters will be provided.</span></p>
Teen-friendly, Adventure, Lords of Gossamer & Shadow, Non-Amber, Ongoing, Role Playing Game, Series, Tabletop

Cthulhu International, LLC

Parliament
John Czarnota
Slot 4 - Fri 8pm-12am - 4 hours
SPACE FOR ANY 3 TO 8 PLAYERS

Most of the major governments have an agent or two, dedicated to the icky, unexplainable cases that nobody else wants. You are such an agent. The rest of the party is to, but not from your government. Each character will be representing their country in an international effort to deal with the mess du jour, this time something ancient stirring in Nepal.

Ancient evils versus the modern world's best agents, with a heavy twist of international politics and side agendas. Still nobody wants that ancient horror to triumph, do they?

Will be run diceless, but I will be using a modified Fate system "under the hood." No knowledge of system or setting is necessary.

Veterans: Similar feel to "Gift of the Gods" of yesteryear.

What do players need to do to prepare for the game
Pick a country and a gender, at minimum, may add "really want to play..." touches from there. I'll pregen each character, including private agendas. Countries are first come first served, and only one pc per country.
Dark, Mystery, Stand-alone

House of Shroudlings: A Farewell to Spikards

330
R.F. McCaughey
Slot 4 - Fri 8pm-12am - 4 hours
FULL

And how do you verify that weapons put down are really gone? When does a forbidden tactic become viable again? Who watches the watchmen? When the consequences are so far in the past that the present needs to re-learn the lesson, those weapons come back.

Is there no way to put the terror of spikard misuse to rest once and for all?

The Lords of the Living Void invite the PCs to go on a surreal journey to un-make the spikards and remove this threat against the future of civilization once and for all.

Volunteers take one step forward. You are all members of the lost race: Shroudlings.

Amber canon.... out in the infinite shadows. Random is King. Zelazny's books are somewhat reliable. Characters have grown up trained in the hidden culture of the Lost Race of Shroudlings and can work on ties to other PCs with the GM before Con. Some mood info and other tidbits from campaigns here: https://intheshadowofgreatness.wordpress.com/?s=shroudling

What do players need to do to prepare for the game
No Pattern. No Logrus. Mirror Powers are allowed. PCs must be built for 80 pts. Characters submitted to GM prior to convention can be built for 100 pts. At the game, First come, First served, the GM will hand out the secret resources of three Shroudling sects (black, white, and red.) White Way followers believed that Passion involved commitment to others and in growing destinies together. They were often polyamorous. Red Way followers believed that Passion involved sacrifice and burdens and sharing pain so that joy would rise more precious. They were often celibate but for certain festivities. Black Way followers believed that Passion involved commitment of will to overcome any challenge that would detract from your passions. They were often monogamous. For some flavor see: https://intheshadowofgreatness.wordpress.com/2003/08/20/imc_shroudlings/
Teen-friendly, Amber with a Twist

No game in slot 4

Slot 4 - Fri 8pm-12am - 4 hours
SPACE FOR ANY 1 TO 1 PLAYERS
What do players need to do to prepare for the game

Razor-Edge of Fate (Friday Night)

455
Kit Kindred
Slot 4 - Fri 8pm-12am - 4 hours
SPACE FOR ANY 3 TO 9 PLAYERS

"My child, know this: though you are the offspring of a god of Olympus, you are not one of them. That as long as you live you will stride across two worlds, but not truly be welcome in either. Both men and gods will want to use you to their advantage. And because you are greater than mortal men, your better nature must rise to meet the challenges that are set before you, for in your heart of hearts you are a hero. As a hero, a demigod, you will be stalked by monsters, demons and lesser gods who will hate you for the sake of your mere existence. The artifacts of the modern world will not make fighting them any easier than if you limited yourself to the weapons used by the ancient Greeks. Know that when the worlds of men and the halls of the gods are threatened, it will fall to you to undertake the task for such is your life, your purpose, and the geas that the Fates have set upon you at birth."

The skein of Fate has drawn the demigods together to help one of their own. A demigod thought dead years ago cries out for help. Are the demigods up to the challenge? Or will they be lost too?

What do players need to do to prepare for the game
Please email kitkindred@gmail.com ASAP for character generation instructions or to request a pregen character. Characters are demigods drawn by Fate to perform heroic tasks in a modern world that believes their godly parents are only myths and legends, a world that must remain blissfully unaware of the secret dangers that threaten it. There is another session of Razor-Edge of Fate in Slot 1. It is a different adventure in the same setting. Players may play in one or both games if they wish.
Teen-friendly, Adventure, Non-Amber, Other Genre, Role Playing Game, Series, Tabletop

ShadowWorld Mainline (Friday Night)

555
Edwin Voskamp
Slot 4 - Fri 8pm-12am - 4 hours
SPACE FOR 1 TO 8 Returning Players given preference, New Players welcome

ShadowWorld is a diceless roleplaying game based in our world, except that, under the facade of media, politics, political correctnes and 'reality' there is a ShadowWorld where strange things happen: psionic powers, ancient secrets, dark conspiracies that are hidden from or dismissed by the general public. The players are psionically gifted operators of a secret organization sent on a mission. Though an ongoing world setting, it is an episodic campaign: new players are welcome.

The real world in the current day, with a few changes (e.g. Quebec, Ontario the provinces east of it became a country and, with Cuba, Ecuador and Vanuatu, formed a Commonwealth). To the public there is more terrorist acts, more military action, and, recently, more weird events (e.g. Jupiter ignited into a star, astronomers claim we skipped ahead a day in Earth's orbit, Scotland got covered in ancient forests and physically became larger, the Ark of the Covenant was found).

CONTENT WARNING: ShadowWorld involves many adult themes, in particular, if you take (your) religion seriously, playing ShadowWorld likely is not for you.

Game will run late: I expect, and will work hard to, end at 1am.

What do players need to do to prepare for the game
If you don't have an existing character that you will play again, contact the GM by email (gm@shadowworld.org) with at least a vague idea for an outline of a concept. You can play any character with regards to background, skills, etcetera, as long as your background makes you suitable to be recruited by a US-based organization. Your character will have one or more psionic powers, have some mystical nature, or both.
Dark, Non-Amber, Ongoing, Role Playing Game, Series, Tabletop

The Client's Dead

424
Kristen Gibbs Nyht
Slot 4 - Fri 8pm-12am - 4 hours
SPACE FOR ANY 3 TO 6 PLAYERS

The year is 1912. You are a famed (or perhaps, once-famed) detective. A solver of puzzles. A person to go to when murder most foul happens, especially those mysterious cases that has the police stumped.

So it is not unexpected that you receive a letter in the mail seeking your help. It begins...

"Dear M_____
I have heard of your fame in solving murders, and would like to hire you to solve one. My own, as it happens. For by the time you receive this, I will be dead..."

It may be personal pride, to take this commission. It may be greed. It may be desire for fame or recognition. Whatever the case, you travel with letter in hand to a remote part of Europe, and then the game begins.

What do players need to do to prepare for the game
Make a character before the on using the GM's guidelines. Character should be a famous(-ish) fictional detective working in 1912. Examples include Miss Marple, Poirot, Phryne Fischer, Sherlock Holmes, etc.
Teen-friendly, Non-Amber

The Directive: The Seas Calling...

355
Kris Kunkel
Slot 4 - Fri 8pm-12am - 4 hours
SPACE FOR 3 TO 8 Returning Players given preference, New Players welcome

A department under the Franco-Argent Ministry of Shadow Affairs in Corwin's Franco-Argent Empire, The Directive's stated mission is, "To serve and protect the Empire from the illegal use and trafficking of illicit technologies within Franco-Argent and the partner nations of the Argent Court."

What The Directive does? Well, that's only known to their operatives. Earlier this month the Orleans branch discovered some odd items being shipped by a spice merchant through Orleans, they traced the shipments back through Tours and as far as La Rochelle. Directed by the Minister to investigate further, the operatives discovered incognito Amberites following the same leads. It's sure that the Emperor will be concerned when he returns from his Eastern Progress.

Knowledge of last year's game is not necessary, but returning players are welcome to revisit their characters from the Orleans, Tours, or La Rochelle cells.

The Directive /is/ set in the same universe as The Crimson Guard campaign, but knowledge of the one will have little impact on playing in the other and is not suggested nor discouraged by the GM. Imagine that Corwin drew a pattern and has drawn together his own Argent Court, much like the Golden Circle. He has found a need for an agency to keep the 17th C. French countryside well grounded in 17th C. technology, despite the influx of people and ideas during the Founding of Argent and immigration from the local allied Shadows.

Pre-generated characters will be provided.

What do players need to do to prepare for the game
Contact GM via email prior to convention for pre-gen customization.
Adventure, Alternate Amber, Ongoing, Role Playing Game, Series, Tabletop

The Warren: The old farm

222
John Nienart
Slot 4 - Fri 8pm-12am - 4 hours
SPACE FOR ANY 2 TO 4 PLAYERS

Generations ago, the farm was a place where the rabbits of the warren could go and find all kinds of wonderful food, and all they had to worry about was the dog, and sometimes a cat. But lots of the farm got dug up and is now covered in the Black, and humans are walking all around day and night, making loud noises and smelling like poison. When the humans started doing that, the warren moved into the fallow meadow behind the farm. That's been a good place for a long time now, and most of the rabbits are content.

The Warren is a game by Marshall Miller, that's about intelligent rabbits trying to make the best of it in a word filled with predators, hazards, and, worst of all, other rabbits. It is a game about survival and community. It is Apocalypse World crossed with Bunnies and Burrows.

What do players need to do to prepare for the game
Nothing
Adventure, Non-Amber, Other Format, Other Genre, Stand-alone

Though Much is Taken, Much Abides: Blood, Honor, and Politics

Boardroom
J.P. Brannan
Slot 4 - Fri 8pm-12am - 4 hours
FULL

Amber is made weak by time and fate, but is still strong in will.

Twenty years ago a new King, Random, returned victorious from the Patternfall War fought in the Courts of Chaos. The Epoch of Oberon had ended, and Eric's attempt to ignite a new age of glory had already died in ashes when it had scarcely begun. The King found he had inherited a kingdom cut off from its trading partners, depleted by war, and only kept afloat in the intervening years by the heroic efforts of Prince Regent Gerard.

Now you are younger members of the royal family in service to the throne, working not only to preserve and defend Amber, but to create the Amber of the future. Diplomats, soldiers, traders, courtiers, and provocateurs, you must be proud, bold, pleasant, resolute, and now and then stab, as occasion serves.

In the high-magic Golden Circle nation of Bengolona a rebel faction has taken a diplomatic conference hostage. The situation is delicate and the handling of this event may start a war within the Golden Circle. Am ber has no official stake in the matter and cannot intervene. Queen Vialle has summoned you to a private meeting before your trip. You don't remember planning any trips....

What do players need to do to prepare for the game
See full details and character generation available at: http://brannan.jp/mw/index.php?title=Much_Abides and contact the GM. Note: though technically 'teen friendly' there may be adult content such as international diplomacy, important trade and investment relations, and potentially even macroeconomics.
Teen-friendly, Lords of Gossamer & Shadow, Role Playing Game, Series, Stand-alone, Tabletop, Traditional Amber

Variation Seven

512
Mike Manolakes
Slot 4 - Fri 8pm-12am - 4 hours
SPACE FOR ANY 2 TO 5 PLAYERS

You are a Traveler, one of twelve individuals who possess the most powerful object on Earth -- the timeband. Travelers can control time: slow time down, stop it, or travel to any era to rewrite history. Some Travelers are your allies. Others are your deadly enemies. All are engaged in a struggle spanning many centuries to achieve -- or prevent -- the destiny of mankind known as Variation Seven.

"Variation Seven" is my adaptation, in game form, of my science fiction novel of the same name. Preferably players should not have read the book prior to playing the game (although I'd love it if you read it afterwards). Player-characters will be individuals who have come into possession of a timeband and can be from any era in history, real or alternate. Rules for character generation will be sent out prior to the con, and characters should be submitted prior to the con.

What do players need to do to prepare for the game
Character generation rules will be sent out prior to con. Players will need to create and submit a character prior to the con.
Teen-friendly, Adventure, Non-Amber, Role Playing Game, SF, Stand-alone

X-Men: Oh You Pretty Things!

538
James Arnoldi
Slot 4 - Fri 8pm-12am - 4 hours
FULL

Years have passed since the world learned of homo superior; better known as mutants. Since then, media has been filled with images and stories of these fantastic people. While most mutants try to keep a low profile, to stay out of the controversy and avoid hateful attacks from those that fear them, there are still many who embrace the attention and limelight. A reality show, X-Factor, follows the adventures of a bunch of young mutants and is one of the highest rated shows on the air. Millions fill stadiums to see a pop star who claims to be a mutant with the ability to create light shows from her music. Many theorize it is a hoax, but it doesn't keep the teens away.

With many supporters on one side and many fearful of mutants on the other, our nation has never been more split and the upcoming presidential election may be decided based on where people stand on mutant rights. All it will take is one spark....

What do players need to do to prepare for the game
Contact GM to design character
Teen-friendly, Adventure

"When the Queen Says, 'Go and Die'..": But.. It's Never the Huguenots!

455
Kit Kindred
Slot 5 - Sat 10am-5pm - 7 hours
SPACE FOR 3 TO 14 Returning Players given preference, New Players welcome

In the hopes of fostering Protestant rebellion in the city of La Rochelle, the accursed English have invaded the island of Ile de Re and now lay siege to the city of Saint-Martin. In response, the cardinal and their majesties, the king and queen, have brought the court and the army to the walls of La Rochelle.

To celebrate the 15th anniversary of this game, the musketeers are going to war.

What do players need to do to prepare for the game
Characters are Musketeers in France of Shadow Earth. E-mail the GM for character creation guidelines. Characters are to be created and submitted ASAP.
Teen-friendly, Adventure, Non-Amber, Ongoing, Role Playing Game, Series, Tabletop

Amber in Twilight

332
Michael Kucharski
Slot 5 - Sat 10am-5pm - 7 hours
SPACE FOR 5 TO 8 Returning Players given preference, New Players welcome

Amber is old. The Pattern no longer confers power but simply comfirm a royal blood line. The king is failing, and has no successor. Someone has begun killing off members of the royal blood lines.

What do players need to do to prepare for the game
Returning players need to contact GM for advancement points; new players to determine/generate character they are playing.
Teen-friendly, Traditional Amber

AmberWatch

513
Sol Foster
Slot 5 - Sat 10am-5pm - 7 hours
FULL

Plucked from the ranks of the most skilled non-royals in all the history of Shadow, AmberWatch guards the timestream of the multiverse from those that would rewrite history for their own ends. Someone meddling with time has changed history so that Amber lost the Patternfall War. Can our stalwart heroes set things right without letting the Royal Family know that time travel exists?

This game will use the TimeWatch RPG system. It's simple, nearly diceless, and designed to support standard time travel tropes. https://www.kickstarter.com/projects/kevinkulp/timewatch-gumshoe-investi...

What do players need to do to prepare for the game
We will create characters ahead of time. I will e-mail players the quick TimeWatch character creation rules once I have the player list.
Teen-friendly, Series

And All Our Yesterdays Have Lighted Fools, Part 13

512
Rae H. Williams
Slot 5 - Sat 10am-5pm - 7 hours
FULL

Although this isn’t an ongoing campaign, there is a continuity to the stories. Each year is based on a different Shakespeare play, don’t worry I don’t use the language and you don’t have to be familiar with all the plays to have fun.

First year, the players freed Eric and imprisoned Corwin. Fiona killed Moire and someone returned the Eye of Serpent/Jewel of Judgment to Chaos. Second year, the players spent time in a maze world, thanks to some caskets that were delivered to Amber. Third year, there were a bunch of duplicate Elders running around. Fourth year, the group helped to unite a pair of lovers from Rebma and Chaos (Martin and a Hellmaiden) who seemed ill-fated prior to their intervention. Fifth year, the players went to Thailand on vacation and built a large sand castle, which became a very real castle and hotel (complete with elevator). They also helped defend the Arden, from an outlying area that led into the Arden, by beasts ala the Black Road, led by a Chaosian who didn’t know the war was over (it is a big universe after all). They learned of Julian's on again/off again romance with a lady from the area, Rosalind. Sixth Year, Another attack by a Chaosian, this time Jack found out who his mother and father were (Osric). She threatened to take Amber if her son wasn’t put on the throne. Jack swore allegiance to Amber, Eric became the king again, and the other side was defeated. Seventh Year, Yyvrael went hunting with Julian, the Pattern and Logrus appeared on tiles at Edmund’s zoo. The Triplets were sent on duty on board the 3 Gérard’s ships, which were attacked by pirates. Various people saw ghost who had warnings for the future, including a group on Tir-na Nog’th. Eighth Year, Somehow, all the characters ended up in an ancient version of Chaos, prior to Amber’s existence. Aurelia’s mother was younger and didn’t recognize her. They met baby Mandor’s mother Jocelyn and her sister Peller, and a few people joined a much younger Dworkin in battle and some sailed the seas with Edmund. When they finally were able to remove the spell from Dworkin, he returned to be with Peller, who he was in love with. Shortly after that, they returned to the “normal” universe. Ninth Year: Corwin's face began appearing in the most unlikely places: cards, books, etc. Some of them encountered a young boy, who turned out to be a kitchen worker's son, by Corwin. When players contacted him, he was in a hotel room in Shadow, unwashed and drunk. He couldn't understand why none of his Trumps worked, or why he couldn't move through Shadow and find his way to Amber. When asked what he remembered last, he said it was the attack on Castle Amber with Bleys. With a little help from Merlin, Gérard, Llewella, Mandor and Llewella, they found out that Moire had found a way to put a ty'iga in Corwin's body. In this way, she controlled the events that eventually led to Random (the then King of Amber) being killed. Once exonerated, and with the help of a few other Elders, Corwin returned to Amber, and was told to marry Jenny, who he proposed to. Tenth Year: A masked ball to celebrate Corwin and Jenny’s engagement turned sour when a cleric from the Church of the Unicorn accused Jenny of being a high priestess in the Church of the Serpent, and would not allow the marriage to take place in Amber’s main church. When asked for proof, the cleric produced a document from Amber’s spies in Chaos which confirmed her standing. Swayvill was accused of sending a spy to the Court of Amber, though the Chaosian had no idea who she was. Yyvrael and Aurelia went to Chaos and found the Serpent had replaced Bances as head of the Church and was planning an attack against Amber. It opened a Trump portal through Jenny’s body, which exploded opening the gate. Many Amberites were brought to the Church and aided by some Chaosians and the Unicorn, attacked and contained the Serpent. Aurelia removed its only eye and Yyvrael sent it to the edge of the Pit. The Eye was given to Swayvill and the Amberites returned home. Eleventh Year: The players found that the guards at Castle Amber were missing, along with all the other inhabitants of Amber, except the younger generation. When the Yyvrael threw pebbles on the Pattern, Edmond stayed to guard it, and Steed and Yyvrael went to the Primal Pattern, which wasn’t lit and was about half the size. Their Trumps of the older generation were warm and ineffective. Snow, odd night hours, and a gray mist that seemed to destroy things thrown into it. Checking the Rebma Pattern showed a quarter of the reverse Pattern. When the Pattern Masters put their minds to it, they were able to create and walk a full Pattern in their minds and return to the real Amber. After hearing some odd music which was recognized as the music of creation, they finally tracked down the source of the trouble. Harmony, who will be taking over for GhostWheel in running the universe, was running a beta program in a pocket universe. Twelfth Year: Amber seems ripe for the taking, as it always seems to be under attack. This year was no different. An army from out of Shadow came in and the eternal kingdom was under attack once again. This time though, it wasn’t Chaos, it was led by a woman claiming that she was the daughter of the Old Gods and rightful heir to the kingdom. She and her army were defeated thanks to some help from Chaos.

Each part of this series is based on a different Shakespeare play. You don’t have to be an aficianado to enjoy the game. Part 1 was based on "MacBeth." Part 2 was "The Merchant of Venice." Part 3 was "The Comedy of Errors." Part 4 was "Romeo And Juliet." Part 5 was "As You Like It." Part 6 was “King John.” Part 7 was “Henry VI, Part 2.” Part 8 was “All’s Well That Ends Well.” Part 9 was "Measure For Measure." Part 10 was “Henry VIII.” Part 11 was “The Tempest.” Part 12 was “Henry VI, Part 1” 13 is based on another Shakespeare play, but you'll have to guess which.

What do players need to do to prepare for the game
Even if you haven't played before, I can fit you in. 150-200 point character. Prefer Amberites, but will consider Chaosians. No exalted powers.
Teen-friendly, Amber with a Twist, Series

Magnetic East

David Vandenabeele
Slot 5 - Sat 10am-5pm - 7 hours
FULL

The continuing adventures of Amberites dealing with the fallout of Dworkin's abdication of the Pattern. Post-Dworkin Amber. The Black Road has returned and been beaten back.

Will probably snack during, and may carry the game to dinner.

What do players need to do to prepare for the game
Ten point advancement from last year. New characters to be built on 250 points. Contact GM for details on Exalted Powers. david.vandenabeele@gmail.com
Adventure, Campaign, Ongoing, Role Playing Game, Tabletop, Traditional Amber

No game in slot 5

Slot 5 - Sat 10am-5pm - 7 hours
SPACE FOR ANY 1 TO 1 PLAYERS
What do players need to do to prepare for the game

Target AMBER V2

555
Edwin Voskamp
Slot 5 - Sat 10am-5pm - 7 hours
SPACE FOR 3 TO 8 Returning Players given preference, New Players welcome

This time, this place (well, sorta, there were a few minor changes). You are elite soldiers from militaries around the world, and attached specialist and even civilians, in a black ops program dealing with invasion of Earth by non-humans, the TARGETS. The Colonels' Council running the program generates missions ranging from reconnaissance of parallel worlds reachable through the tunnel system, to support and expansion of off-world bases and even a proto-colony, in case Earth falls.

This is current day Earth, sort of. This is Amber, sort of. Target:AMBER grew out of Patrick Brady at AmberCon UK running a one-shot (which became a 9 year campaign that ended half a decade ago) musing on the casual strength and resilience of Amberites described in the first books, and consider what the whole package would be, in speed, reaction speed, senses. Consider dogs that can run down a Mercedes and tear pieces off of it, and think what it would mean to face a pack of those, as a mere mortal, with Earth arms and armor. Consider how many Amberites have visited Earth over the years, and how they play games. This starts on Earth as we know it, but a bit different. The multiverse after the first five books, and then some.

This is Target:AMBER V2. It is not a spin-off, not a reboot, this is a continuation of Target: AMBER, as run by Patrick Brady at AmberCon UK, and the spinoff set in the same universe run by Tim Hart at Ambercon NorthWest. What more can I tell you?

What do players need to do to prepare for the game
Contact Edwin Voskamp at ambercon.com@voskamp.org. Characters are created using the Amber Diceless Role-play system, but based on 10 points rather than the 100 points of normal ‘Amber’ characters (though attributes are Human = 0, Chaos = 5, Amber = 10). Points can be spent on Attributes, Stuff, Background, and Items.
Teen-friendly, Amber with a Twist, Exploration, Ongoing, Role Playing Game, Series, Tabletop

The Crimson Guard: But Some Sober Brow Will Bless It...

355
Elizabeth Ray-Trumitch, Kris Kunkel
Slot 5 - Sat 10am-5pm - 7 hours
3 TO 8 RETURNING PLAYERS ONLY

BASSANIO
So may the outward shows be least themselves:
The world is still deceived with ornament.
In law, what plea so tainted and corrupt,
But, being seasoned with a gracious voice,
Obscures the show of evil? In religion,
What damned error, but some sober brow
Will bless it and approve it with a text,
Hiding the grossness with fair ornament?
There is no vice so simple but assumes
Some mark of virtue on his outward parts:
How many cowards, whose hearts are all as false
As stairs of sand, wear yet upon their chins
The beards of Hercules and frowning Mars;
Who, inward search'd, have livers white as milk;
And these assume but valour's excrement
To render them redoubted! Look on beauty,
And you shall see 'tis purchased by the weight;
Which therein works a miracle in nature,
Making them lightest that wear most of it:
So are those crisped snaky golden locks
Which make such wanton gambols with the wind,
Upon supposed fairness, often known
To be the dowry of a second head,
The skull that bred them in the sepulchre.
Thus ornament is but the guiled shore
To a most dangerous sea; the beauteous scarf
Veiling an Indian beauty; in a word,
The seeming truth which cunning times put on
To entrap the wisest. Therefore, thou gaudy gold,
Hard food for Midas, I will none of thee;
Nor none of thee, thou pale and common drudge
'Tween man and man: but thou, thou meagre lead,
Which rather threatenest than dost promise aught,
Thy paleness moves me more than eloquence;
And here choose I; joy be the consequence!

From W.Shakespeare's The Merchant of Venice

Corwin drew a new Pattern on the way to Chaos. He planted Ygg's branch there. This is the story of what happened next - heavily influenced by Jacqueline Carey's Kushiel Cycle, flavored with Dumas and Brust.

What do players need to do to prepare for the game
Adventure, Amber with a Twist, Campaign, Ongoing, Role Playing Game, Tabletop

The Doctor Is In

Boardroom
Kristen Gibbs Nyht
Slot 5 - Sat 10am-5pm - 7 hours
FULL

Christmas, 2016. A fine lady lands delicately near a trash heap at the end of a desolate street, and begins to talk at the cans sitting there.

“He needs help! truly this time.”

“Oh, it's you, huh? Back for seconds.”

“Oh come now. You promised if it was dire enough, or long enough, that we’d reveal ourselves. Don’t make that a piecrust promise.”

“Humph. There is no long enough for what he did. You’ve always been too soft on the boy.”

“Practically perfect people never permit sentiment to muddle their thinking.”

“Bah. I’ll be in my can. Keep watch and let me know if things look REALLY dire. Then we can call in the troops.”

The Doctor is in trouble. His enemies are working together in an unholy alliance. His Companion is captured; the Doctor himself is wounded, kept from regenerating as his power seeps from him slowly, feeding the Machine that will end the World.

It may finally be time to end his banishment. Maybe. If the remaining Time Lords can be convinced to come out of hiding… If they can forgive him for the unthinkable.

Pre-gen Time Lords include: Mary Poppins, Oscar the Grouch, Snoopy, Santa Claus, Willie Wonka, Gandalf, and Calvin (with Hobbes). Others available if you can convince the GM and write up the character prior to the con.

What do players need to do to prepare for the game
Pick one of the pre-generated characters. Or come up with your own time lord per instructions I will send. Either works for me as long a you pick one and do it well in advance!
Non-Amber

The Pendrad: Lords! (2016)

330
R.F. McCaughey
Slot 5 - Sat 10am-5pm - 7 hours
SPACE FOR 2 TO 6 Returning Players given preference, New Players welcome

In Pretty Amber, there sits a King of All Order. In Dark Chaos, there hovers a Queen on the Edge of the Tree of Matter. Amber and Chaos have vexed us since before the Nameless spit out the Logrus. Terrible immortals, they parcel the universe and squabble over mysteries.

Pendrad is found. Lords of Shadow and Gossamer have uncovered that which was so Long Lost we nearly forgot it ourselves. Once the Glorious Pendrad was the weapon the UnderGods feared. Too long the universe has forgotten who built the Pendrad. We call you of all Bloods together, for a Memory returned. We call you to Dance. Young Immortals are pretty, but not the prettiest or most wicked. For they are not Fae. Come dance the Escalara....

...and perhaps we shall have Children to join us!

Play the Immortals who existed before the Universe had Shadows. Play the Fae. They are incredibly ancient. They have mad skillz. They breathe Magic. They are nearly extinct... but maybe that can change!

please read 'Lords of Gossamer and Shadow' by Jason Durall. Your PCs will be tasked by the Great Khans of the Fae... you may pick your own Khan (returning players have first choice), based on character design OR contact with the GM by email. The web page to get flavor background of Pendrad series is https://intheshadowofgreatness.wordpress.com/2005/01/09/imc_fae_khans/.

What do players need to do to prepare for the game
Players encouraged to make early contact with GM: arrefmak@gmail.com. Create characters before the con to have more points. Please use the rule set 'Lords of Gossamer and Shadows' instead of the Amber DRPG.
Teen-friendly, Alternate Amber, Amber with a Twist, Series

A Ghost Story: Razor

Darrell Butler
Slot 6 - Sat 7pm-12am - 5 hours
SPACE FOR 4 TO 7 Returning Players given preference, New Players welcome

A sequel to A Ghost Story: Ice. This is a diceless game in the horror genre, intended to be character driven.
Following the events of Ice, a wrathful spirit has taken its revenge on those that wronged her in life. Now, our investigators have gotten wind of a strange series of murders in Chicago. Could a new wraith have risen, or is this something even worse?

No powers, no special abilities. Just an irresistible desire to know the truth. There may be blood, gore, and use of graphic description to inspire dread. It's a horror story.

Prior players and new players are welcome. Characters will be provided.

What do players need to do to prepare for the game
Working with the GM provide information sufficient to create a character in present-day Chicago.
Teen-friendly, Adventure

Don't Open this Door!

541
John Czarnota
Slot 6 - Sat 7pm-12am - 5 hours
SPACE FOR ANY 3 TO 7 PLAYERS

LoGaS is great, right? A breath of new life to an old and beloved system?
Yes but...

I miss the Amberites.

So....

This is a new campaign set in the LoGaS universe with LoGaS mechanics, but the chief NPCS are the elder Amberites, modified to fit.

There will be lots of political intrigue, and lots of room for characters to develop their own agendas. There will be big, world-threatening plots, and lots of side-plots/plotting. In short, its all that you love about Amber campaigns, but with the new life of a different Multiverse.

Intrigued?

What do players need to do to prepare for the game
Character creation will be part of the game; just give some thoughts to a personality ahead of time. LoGas knowledge helpful but not necessary. Some familiarity with the elder Amberites is likewise helpful.
Teen-friendly, Amber with a Twist, Campaign, First Game, Lords of Gossamer & Shadow, Ongoing

Guerdon of the Argonauts

312
David Blackwell
Slot 6 - Sat 7pm-12am - 5 hours
SPACE FOR ANY 4 TO 7 PLAYERS

The year is 1851, the newly formed state of California is awash in humanity. Northern ports once held by Imperial Russia, a newly formed legislature in San Jose, and fortune hunters from around the globe in deadly confrontations in the Sierra Nevada range, if they survive to make it that far inland. Any sin or vice you desire can be found on Pacific street, if you don't run afoul of the Sydney Ducks. But there is one thing on everyone's mind: Gold.

From around the globe, sailing ships and steamers make their way to the San Francisco bay, they carry goods and people, and hope to leave low in the water with the weight of the gold they carry. With just two of its First Class Frigates in the Pacific, the US Navy forces are stretched thin trying to cover over 800 miles of coast.

You have been wronged. What are you willing to risk to set the world aright?

The State of California in 1851, as it might have been described in the writing of Alexandre Dumas. "Business? It's quite simple; it's other people's money."

What do players need to do to prepare for the game
Characters are provided, no preparation is required.
Non-Amber, Role Playing Game, Stand-alone

Lords of Gossamer & Shadow

455
Kit Kindred
Slot 6 - Sat 7pm-12am - 5 hours
4 TO 14 RETURNING PLAYERS ONLY

Twelve people from modern earth have somehow found their way to the Escalara, the Grand Stair connecting the multiverse. Someone or something continues to pursues them. Having fled to the Athaneum, can they learn enough to survive before they become casualties in the great games of the Gossamer Lords?

The official Lords of Gossamer & Shadow Ambercon campaign continues.

What do players need to do to prepare for the game
Email Kit ASAP please.
Adventure, Campaign, Exploration, Freeform, Lords of Gossamer & Shadow, Mystery, Non-Amber, Ongoing, Role Playing Game, Series, Tabletop

No game in slot 6

Slot 6 - Sat 7pm-12am - 5 hours
SPACE FOR ANY 1 TO 1 PLAYERS
What do players need to do to prepare for the game

Shadowworld: Crime Leagues

555
Robert Haight
Slot 6 - Sat 7pm-12am - 5 hours
SPACE FOR 3 TO 8 Returning Players given preference, New Players welcome

This serial campaign is set on Earth in the 1950s, an alternate timeline where psionics exist and most psionics for various reasons turn to a life of crime. Characters are drawn into a newly established criminal syndicate to use their wits, cunning, powers and brute force in the transformational years where old world orders are crumbling with money and power to be had in plenty for those who can take it. Note: This game has the potential to turn historic and religious events upside-down. Players who have difficulty separating their personal cultural or religious beliefs from those of their characters may find elements of this game disturbing and may wish to look elsewhere.

Psionic ability is not a heritage of the privileged unless they have gone off to war or suffered terrible misfortune. It is much more common among the poorest classes struggling for survival. However psionic abilities remain largely unknown to the general population. Science pokes and prods at the concepts of psionics, but because few people come forward claiming psionic ability and because scientists have been unable to bring people to the breaking points where psionic abilities emerge. Psionics are often drawn into the underworld because they have grown up on the street and their abilities give them a chance at a step up in life, they are combat veterans looking to stay in the profession or variously find that what they seek in life is not to be found in more reputable occupations and lifestyles

What do players need to do to prepare for the game
Campaign, Dark, Non-Amber, Ongoing, Series, Tabletop

Shinigami

314
Erik Florentz
Slot 6 - Sat 7pm-12am - 5 hours
FULL

Player Characters are Shinigami, a Japanese version of the Grim Reaper. They dwell in a place known as Soul Society or the afterlife (also called the spirit world). It is meant to correspond to Heaven or Nirvana in Human belief systems. It is the place where most departed souls and the Shinigami dwell. The culture is based on ancient Japanese customs and traditions, with a blend of high technology and high magic. Soul Society is ruled by the Spirit King, formally addressed as The Heavenly Sunflower or informally as Benedict. In actual practice a civilian government known as Central 46 calls the shots. Shinigami are sworn members of the military and are honor bound to follow the orders of their superiors. Things have been changing more rapidly than normal in the Real World. Rituals that have long been powerless are now starting to work. Names that have been tossed around since time began are now being used in the present tense. Shinigami have gone missing and the Balance of Souls is leaking. A Task Force has been assembled to confront these new circumstances.

 

What do players need to do to prepare for the game
Email gm@spikard.com for chargen instructions prior to the Con.
Exploration

Star Wars Episode I: The Edge of the Dark Side

513
James Arnoldi
Slot 6 - Sat 7pm-12am - 5 hours
FULL

A FSP (First Series Purist) Star Wars adventure.

A long time ago in a galaxy far, far away....

It is a period of civil war. Obi-Wan Kenobi and Anakin Skywalker have traveled to the Seral Spaceport to meet with members of the Clone Revolutionaries that threaten the galactic peace.

Meanwhile, the IMPERIAL SENATE prepares for the very real possibility of GALACTIC WAR....

This game takes place about 20 years before A New Hope and will explore what the universe might have been like before the classic sci-fi trilogy. Players will build their characters by e-mail using the KEY RPG system before the con. The order of the Jedi have been dwindling for centuries and are believed by most to be a myth, but players can play Jedis if they wish. There's also plenty of opportunities for scoundrels with a weak spot for hard luck cases, soldiers with a conscience turning away from their training to do the right thing, or any other character concepts...as long as you are a character with some sort of moral code. (NO DARK SIDE CHARACTERS.)

Please note: To be clear, nothing that happened outside of the original movie trilogy is canon for this game. No Jar-Jar. No Trade Federation. This is an alternate Star Wars universe.

What do players need to do to prepare for the game
Teen-friendly, Adventure, Non-Amber, SF

The Court of the Crimson King

Boardroom
Anne Delekta
Slot 6 - Sat 7pm-12am - 5 hours
SPACE FOR ANY 3 TO 6 PLAYERS

Deep in antiquity, a Court rose up around the edge of the Abyss. It is a land of great splendor and imagination, as the people have learned to harness the energy of creation that the Abyss provides. Art, music, architecture, literature, poetry, magic... the Court overflows with wild creativity and abundance.

In celebration of the 500th Cycle of the Crimson King's rule, all are summoned to rejoice with the Court. There will be a tournament, balls, exhibitions, feasts and revelry. Everyone is invited, from the highest Lords and Ladies to travelers and those in the lower walks of life. But amidst the gaiety, rumors emerge. Tragedy strikes.

This game is set in the early days of the Courts of Chaos, before the drawing of the Pattern. More Court, less Chaos, and plenty of room for creative interpretation.

What do players need to do to prepare for the game
Come up with a character concept for a denizen of Ancient Chaos. Powers, magic, etc. are open to creative invention. Character creation will happen at the con. If you have any questions beforehand or are eager to create a character in advance, email me at zimradancer@gmail.com
Teen-friendly, Amber with a Twist, Mystery

The Secret Advesary

Adam Easterday
Slot 6 - Sat 7pm-12am - 5 hours
DOES NOT RUN

After the ravings of the dying Body in the Library of Castle Amber (yes it was Brand) lead our intrepid heroes though the Corridor of Mirrors to the Grand Stair, our heroes find themselves in possession of a Key - Kolwynia, the Key that was Lost. Now the trouble is everyone wants that Key and our heroes don't know whom to trust and where to turn for help, the Powers they know are ...different here on the Stair and the way back to Amber seems blocked.

This game is a continuation of last year's Body in the Library Amber to Lords of Gossamer Crossover. New and returning players welcome. Character creation and modification/advancement for returning players will be handled pre-con via email with the GM.

What do players need to do to prepare for the game
Contact the GM for recap of last year's events and character creation/advancement.
Teen-friendly, Amber, Campaign, Crossover, Lords of Gossamer & Shadow

Voices And Visions

512
Rae H. Williams
Slot 6 - Sat 7pm-12am - 5 hours
FULL

“Voices and visions’ll give you the choices to take! But voices and visions leave you the decisions to make!” A walk around Castle Amber can sometimes lead to the unlikeliest of places. Remember that one misstep can lead to happiness or misery. Where will this walk take you?

What do players need to do to prepare for the game
Play your favorite Amberite before the Amber books. Oberon is King and you are his children. We'll talk about age and power(s) when you've chosen, though the youngest may be a teen (not child). All Amberites are available.
Teen-friendly, Traditional Amber

Alumni

355
Erik Florentz
Slot 7 - Sun 11am-5pm - 6 hours
SPACE FOR ANY 3 TO 6 PLAYERS

Your character swore a blood oath to His Imperial Majesty and then endured the eight years of grueling personalized training before beginning a lifetime of service to the Empire of Ultima Terra. Now that you’re Alumni of the elite Imperial High Blood Academy the real lessons begin. Expect a career filled with archeology, exploration, intelligence, research, search & rescue, and all that you may personally contribute to further the Empire’s interests.

Post Paternfall. The Earth Belt surrounding Ancient Earth is dominated by the Empires of Antilla and our very own, Ultima Terra. Bleys is King in Amber after narrowly winning an election where Gerard came in a close second. Brand forged his own Pattern in Brandenburg however he’s mostly dormant in a coma. Corwin’s on the lam from his own realm of Parys which is presently governed by his treacherous wife Dara and their son Christophe. Chaos is ruled by Swayville who is recovering from long term efforts to poison him.

What do players need to do to prepare for the game
Email gm@spikard.com for chargen instructions prior to Con.
Alternate Amber

Discworld Expendables

Amanda Robinson
Slot 7 - Sun 11am-5pm - 6 hours
DOES NOT RUN

Everyone on the Disc has heard of Cohen the Barbarian, but what about the other heroes (and not-quite-heroes, and anti-heroes) who are masters of not dying? Sure, there's the usual Guild meetings (for those who are Guild members) where the youngsters pat you on the head, tell you that you're a legend, and then leave you behind while they go off and have all the fun. There's only so many Early Bird specials that one can enjoy at Mrs. Kurfle's diner before you just have to go off on One More Adventure. (Unless it's meatloaf day. Mrs. Kurfle makes the best meatloaf ever.)

Players are residents of the Disc who had lives filled with adventure (on purpose or not) but are now in their "golden years" and itching for just one more go. There are only two restrictions: 1) you can't be any canon character (you can be BASED on one, as long as you have a different name), and 2) you have to be in Ankh-Morpork when the game starts. (How else would you get to have Mrs. Kurfle's meatloaf? All attempts to ship it elsewhere have resulted in a greasy mess and a trail of vermin.)

Players do not have to be familiar with The Expendables at all. A little bit of familiarity with Terry Pratchett's Discworld will help, but you need not be steeped in the knowledge of All Things Disc(tm)-- you just need enough to know the tone of the series and what sort of people might be roaming around bored from failing to die.

What do players need to do to prepare for the game
We will be using Dave Vandenabeele's Paragraph System, in which you tell me a paragraph (give or take) about your character. I reserve the right to ask questions about it.
Teen-friendly, Humor, Non-Amber

Mad Max: Thunder Road

Parliament
Cyrano Jones
Slot 7 - Sun 11am-5pm - 6 hours
SPACE FOR ANY 1 TO 6 PLAYERS

[Mad Max]
Welcome to No Mahah. It’s the place you’ve called home your whole life. There’s a few hundred of you here, In the middle of the Korn. The Korn make Kornolene, which feeds your machines and fuels your bellies. Korn stalks pave your roads, they raise your buildings when the steel wears out and the brick is shy. Korn is the number one cause of death here in No Mahah. They don’t take kindly to being harvested, and if your team gets careless, they don’t come home. The deeper you go, the fatter and sweeter the Korn is, and the better El Masa pays you. Which is still not much, but he owns the processing plant, and therefore he owns the town. Sometimes the Korn creep in a little too close to town, and Korn squads cut them back or burn them down with Kornolene fire. And sometimes, the Kornfield comes all at once. They demand a sacrifice--compost for their deep and powerful roots.
[Springsteen] You love this place because it’s your home and inside you’re terrified that you’re going to end up stuck here for the rest of your life with all the other losers. You don’t have much, and you could easily lose even that. But you’re a Romantic, you’ve gotta fight, and make something good out of the shit sandwich life gave you for dinner. You’ve got a dream, and you’re ready to make it happen.

What do players need to do to prepare for the game
Establish a character concept. Characters will be finished the day of the game.
Teen-friendly, Adventure

Merlinspawn (Sunday Day)

David Vandenabeele
Slot 7 - Sun 11am-5pm - 6 hours
SPACE FOR 2 TO 5 Returning Players given preference, New Players welcome

Our heroes in Her Majesty's service are swept up in an ancient conflict between recently reborn faerie courts. Specifics of the plot will be tailored to the characters present. Some elements may carry over from slot to slot, but these are separate events.

Steampunk Victorian England a century after the return of Merlin and the reawakening of magic.

What do players need to do to prepare for the game
Provide a one paragraph description of your character, I'll ask a few clarifying questions, and off we go! david.vandenabeele@gmail.com
Adventure, Non-Amber, Ongoing, Role Playing Game, Series, Tabletop

My Lady is the Sea

455
Kit Kindred
Slot 7 - Sun 11am-5pm - 6 hours
FULL

Moire, Queen of Sea and Darkness, is eternal. Her closest counterpart, King Oberon of Amber, has passed into the Abyss and is no more. Yet, she remains, sovereign and guardian of the Sea and the Lands Beneath. Her undersea realm of Rebma is a maelstrom of intrigue, magic, high adventure, romance, and danger. It's a good place to live. And an easy place to die. When enemies from the lands above and the depths below threaten, it is your duty and your pleasure to defend the realm and serve the beautiful and terrible Moire.

Now, Queen Moire has commanded her knights to escort the Lady Vialle to the most dangerous and treacherous realm of all: Amber.

What do players need to do to prepare for the game
Email kitkindred@gmail.com asap for character generation rules or to request a pregen character. Characters are Moire's knights. This is a game of dashing and heroic knights defending the realm of Rebma
Teen-friendly, Adventure, Amber with a Twist, Ongoing, Role Playing Game, Series, Tabletop

No game in slot 7

Slot 7 - Sun 11am-5pm - 6 hours
SPACE FOR ANY 1 TO 1 PLAYERS
What do players need to do to prepare for the game

Riddles Quest

Bridgette Ruggles
Slot 7 - Sun 11am-5pm - 6 hours
4 TO 7 RETURNING PLAYERS ONLY

The Queen gave them a quest the cousins have agreed they don't want, only one is truly beholden, there are still Uncles to question, but they darn hard to find, and since the gaze into the mirrors no one has slept well. The dreams leave them tossing and turning, waking with a sense of dread but nothing but foggy nebulus visions.

The days at the manor house, with the predictable, unevadable dinner bell schedule and Wilhelmina's everywhere at once presense, seem like a very long time ago.

What do players need to do to prepare for the game
Teen-friendly, Adventure, Alternate Amber, Ongoing

Riddles: Of Faerie Queens and Promises Made

443
Bridgette Ruggles
Slot 7 - Sun 11am-5pm - 6 hours
4 TO 7 RETURNING PLAYERS ONLY

The Cousins have met someone scarier than Grandma Fiona and there's no dinner bell to save them. Now they have a new riddle, a quest and a year to figure it out.

What do players need to do to prepare for the game
Teen-friendly, Adventure, Alternate Amber, Ongoing

ShadowWorld Mainline (Sunday Day)

555
Edwin Voskamp
Slot 7 - Sun 11am-5pm - 6 hours
SPACE FOR 1 TO 8 Returning Players given preference, New Players welcome

ShadowWorld is a diceless roleplaying game based in our world, except that, under the facade of media, politics, political correctnes and 'reality' there is a ShadowWorld where strange things happen: psionic powers, ancient secrets, dark conspiracies that are hidden from or dismissed by the general public. The players are psionically gifted operators of a secret organization sent on a mission. Though an ongoing world setting, it is an episodic campaign: new players are welcome.

The real world in the current day, with a few changes (e.g. Quebec, Ontario the provinces east of it became a country and, with Cuba, Ecuador and Vanuatu, formed a Commonwealth). To the public there is more terrorist acts, more military action, and, recently, more weird events (e.g. Jupiter ignited into a star, astronomers claim we skipped ahead a day in Earth's orbit, Scotland got covered in ancient forests and physically became larger, the Ark of the Covenant was found).

CONTENT WARNING: ShadowWorld involves many adult themes, in particular, if you take (your) religion seriously, playing ShadowWorld likely is not for you.

Game will run late: I hope, and will work hard to, end by 5pm. It may run as late as 6pm. I hope to end the Mainline games at ACUS big.

What do players need to do to prepare for the game
If you don't have an existing character that you will play again, contact the GM by email (gm@shadowworld.org) with at least a vague idea for an outline of a concept. You can play any character with regards to background, skills, etcetera, as long as your background makes you suitable to be recruited by a US-based organization. Your character will have one or more psionic powers, have some mystical nature, or both.
Dark, Non-Amber, Ongoing, Role Playing Game, Series, Tabletop

Silver Screen Heroes: Episode Two

Michael Kucharski
Slot 7 - Sun 11am-5pm - 6 hours
SPACE FOR 5 TO 7 Returning Players given preference, New Players welcome

The Jade Claw still loose in the world and as such is a threat to world peace.

What do players need to do to prepare for the game
contact GM to work out what the character has been doing since the last session.
Teen-friendly, Non-Amber

The Company: Beyond the Fountain

401
Kris Kunkel, Tara Kunkel
Slot 7 - Sun 11am-5pm - 6 hours
SPACE FOR 3 TO 8 Returning Players given preference, New Players welcome

With the help of a scrap of Carta and the courage of a scouting party, The Company has discovered the fabled Fountain Rotunda, and perhaps the body of their founder's long lost daughter. Even with those accomplishments, the mystery is ever deepening. Why is she trapped beneath the crystal waters of the Fountain? To where did all the recent residents of the Expanse disappear? Is the owner of the adjacent Domain to blame, and where has he or she gone? All questions that the founder would like answered.

A series? Yes. A campaign? No. While returning players are free to revisit their characters from last year's Youth Eternal (or create new ones), no knowledge of that episode is necessary.

What do players need to do to prepare for the game
50 point LoG&S characters. Email contact with GMs prior to con preferred. returning players contact for advancement.
Teen-friendly, Adventure, Exploration, Lords of Gossamer & Shadow, Non-Amber, Role Playing Game, Series, Tabletop

Artful Design: The Forge

312
David Blackwell
Slot 8 - Sun 7pm-12am - 5 hours
FULL

By the hand and will of Oberon the shining city grew and prospered. His alliances of blood birthed a legacy, and his children, grown, built upon the foundations laid by the father. Amber, the one true realm, has one King, but many heirs and their ambitions may rival his own. How will their choices alter his artful design?

Players portray the children of Oberon in an early Amber, where the foundations of the castle are being laid, the caverns under Kolvir are being explored and worked. Where the docks of a thriving port, and the roads and terraces and shops of the city are new and young.

This is the second year of an ongoing campaign. New players will complete character creation at the convention, but will be asked to make some choices in advance.

This is an Alternate Amber in the sense that player characters are children of Oberon in the early years of Amber. It is not precisely a play the elders game though if successful it may become one in the fullness of the campaign. It is a game where player choices profoundly affect the direction of the story.

What do players need to do to prepare for the game
Character creation was originally handled during the first session of the game. There is limited room for new players, new players must contact the gamemaster before the slot as there are some decisions that must be made in advance.
Teen-friendly, Alternate Amber, Campaign

Blood is Thicker; the Hand is Quicker: Night in Avalon

455
Kit Kindred
Slot 8 - Sun 7pm-12am - 5 hours
3 TO 8 RETURNING PLAYERS ONLY

A year has passed since Princess Florimel took the youngest lords and ladies of Amber under her care. During that time, they have recovered and trained to face the many foes that hunt them.

Now, the time has come to risk moving them further into Shadow. To better prepare for the trials to come, they must travel to the Shadow Avalon.

But is even the realm of Prince Benedict safe? Can their unknown enemy reach them even there?

What do players need to do to prepare for the game
Email Kit at kitkindred@gmail.com asap to discuss what your character has done for the last year. Collections of food vouchers and cash will occur as normal for a late night raid on the kitchens of Castle Avalon The game is likely to run late.
Teen-friendly, Adventure, Campaign, Dark, Horror, Ongoing, Role Playing Game, Tabletop, Traditional Amber

Brave New World Reloaded

My Hotel Room.
Rae H. Williams
Slot 8 - Sun 7pm-12am - 5 hours
2 TO 10 RETURNING PLAYERS ONLY

Last year: Trying to trace the source of Bayle’s vintages stockpiled in various places in their home Shadow, they found other things unexpected there. Patricia explored new seas a bit more, and GoBo’s patience was tried when everyone wanted to use his bridges between the worlds. For some reason, this silly game as turned a bit serious.

What do players need to do to prepare for the game
Get some sleep during the convention. Will run as late as we can.
Amber with a Twist, Campaign, Humor

Familiars of Hogwarts: Pirates of Black Lake

355
Amanda Robinson
Slot 8 - Sun 7pm-12am - 5 hours
SPACE FOR 4 TO 12 Returning Players given preference, New Players welcome

Players are the familiars of witches and wizards at Hogwarts School of Magic. Typically, they get bored and wander off to find a fun way to pass the time. This time, there's a handy ship over there. Hey, anyone want to play Pirates? Or maybe Pirates vs. Ninjas?

It's not necessary to be familiar with the Harry Potter series, though it will help if you're vaguely aware that some books were written about a boy at a magic school. It's not necessary to be familiar with the Pirates of the Caribbean series at all, and it may be better not to be because mostly they're used as things to provide puns and bad jokes. New players are welcome.

The GM likes her sleep, and will move heaven and earth to end on time or early.

What do players need to do to prepare for the game
Character creation is simple: pick a species. Pick something you're good at. Pick something you're bad at. Congratulations, you're done. (You will find the game much easier and more fun if your chosen species has some form of locomotion, and the GM will find a way to severely handicap any wildly over-powered characters.) Contact alrobins@gmail.com with characters. Or don't, and just have an idea of what you want to play when you show up.
Teen-friendly, Freeform, Humor, Non-Amber

Merlinspawn (Sunday Evening)

David Vandenabeele
Slot 8 - Sun 7pm-12am - 5 hours
SPACE FOR 2 TO 5 Returning Players given preference, New Players welcome

Our heroes in Her Majesty's service are swept up in an ancient conflict between recently reborn faerie courts. Specifics of the plot will be tailored to the characters present. Some elements may carry over from slot to slot, but these are separate events.

Steampunk Victorian England a century after the return of Merlin and the reawakening of magic.

What do players need to do to prepare for the game
Provide a one paragraph description of your character, I'll ask a few clarifying questions, and off we go! david.vandenabeele@gmail.com
Adventure, Non-Amber, Ongoing, Role Playing Game, Series, Tabletop

Nine Megacorporations in Amberzone

Craig Sparling
Slot 8 - Sun 7pm-12am - 5 hours
DOES NOT RUN

People call it the Amberzone, and it’s not a cheerful, friendly place. Mega corporations have ruthlessly consolidated power, and they make everyone, from the lowliest sage slave to the most powerful government leader, dance to their tune.

While technology has merged with flesh. Sorcery is still about, too slipery for minds of mental. All of the fair races of Elves, Dwarfs, Gnomes, and humans rub shoulders in the light, careful not to lift their boot of the neck of the less fair. Dragons and Unicorns aren’t just in adult colouring books, they own stock.

Many people sell their lives and the lives of their children to these megacorps, believing they have no choice, and the feeble safety that documentation earn them is worth the contractually lost freedom.

Below the Documented, there are the undocumented, scratching their lives out of the rust, dust, filth or what ever margin or wasteland they can calim an hold as their own.

In between theses two, there are PI-MERC(s), literally Pirate-Mercenaries, the few who have the skills, the guts, the gear and the nerve to stay independent, finding a way to live in the gray areas of a world not built with them in mind.

People who, who wants to hold on too, or take some things from some one else conducts deniable operations or special forces missions done in a manner to which even if the operators are caught or killed, cannot be traced back to the country that undertook the mission. Hence the country doing the mission can "Deny any involvement" .

If they’re real lucky–thrive in the corners and shadows of the world. They’re outlaws, but they’re tolerated by the powers of the world because they’re useful.

after all Pirate-Mercenaries are completely deniable.

~~

What do players need to do to prepare for the game
Email csparling@rogers.com for chargen instructions prior to the Con. Think low magic, cyberpunk set in a shadow of Amber, where the shadows of Corwin and his brothers were not Princes but, Chief Executive Officers.
Exploration

No game in slot 8

Slot 8 - Sun 7pm-12am - 5 hours
SPACE FOR ANY 1 TO 1 PLAYERS
What do players need to do to prepare for the game

ShadowWorld WWII

555
Edwin Voskamp
Slot 8 - Sun 7pm-12am - 5 hours
FULL

ShadowWorld is a diceless roleplaying game based in our world in May 1942, playing operators of a branch of the Special Operations Executive, Room 33. They are sent out to interrupt the nonstandard research and development efforts the Third Reich is performing: black magic, psionic powers, ancient secrets, dark conspiracies that are hidden from or dismissed by the general public.

The players are operators of the SOE, with magical, psionic gifts or mutations, sent on mission into occupied Europe. It is a serial campaign: a series of missions that can be played independently in an ongoing world setting. You don't need to do any preparation or play more than once, but the more you put in, the more you get out of it. Note that this setting shares game mechanics, but no cosmology, history, or anything else with the 'Mainline' ShadowWorld campaign.

The setting is the real world in spring 1942 with some changes (all due to player character actions): the Bismarck wasn't sunk and is now hidden with her sister ship the Tirpitz, and the two battleships Scharnhorst and Gneisenau in the Norwegian fjords, but more importantly, the leadership of Germany and Italy were massively changed:

  • In February, 1942 Hess and Himmler were killed.
  • In early April, 1942 Hitler, Von Ribbentropp, Mussolini, and Galeazzo Ciano were killed.
  • In late April, 1942 Heydrich took over as Führer and had Goering, Bormann, and Canaris killed.
  • On April 30, 1942 Heydrich and the assembled top of the SS were killed.

(Mis)guided by the advice of Aleister Crowley, consultant on mystical matters to the SOE, a team manipulated events to put Erwin Rommel in place as the new Führer.

CONTENT WARNING: ShadowWorld WWII involves many adult themes.

Game will run late: I expect, and will work hard to, end at 1am.

We will splurge remaining food vouchers, money and all to conduct the traditional chicken armageddon sometime mid game.

What do players need to do to prepare for the game
Contact the GM before the con with enough of a character concept (see below) to create a character from. If the kindly GM does not get a character concept by the weekend before the Con, you won't be able to play. You can play any character with a background, skills, et-cetera, that makes you suitable to be recruited by the SOE, an English organization (e.g. resistance, intelligence, military, et-cetera). You must be able to pass for a German in the more selective of its armed forces (e.g. blue-eyed, blond-haired, physically well), and not only speak German like a native, but have an understanding and appreciation for Germany and its culture (e.g. exchange student, German nanny, et-cetera). Your character will have one or more psionic powers or mutations. If you're familiar with the ShadowWorld system, these are looser and can be more mystically oriented, and you have 4 points (i.e. 8 orders less powerful than ShadowWorld Mainline characters).
Dark, Non-Amber, Ongoing, Role Playing Game, Series, Tabletop

The Soft Cimmerian: HeartGlass (2016)

Boardroom
R.F. McCaughey
Slot 8 - Sun 7pm-12am - 5 hours
FULL

Peace belongs to Rebma near and far. You watch Rebma prosper and grow. Success and growth of Rebma's powers includes Moire forgiving King Random for his past trespass on the Royal Line of Rebma.

Random is throwing a week long event in Queen Moire's honor at Castle Amber. Moire asks the Mirror Warriors to attend many of the diplomatic parties and to discover, as possible, what mirror powers Prince Bleys commands. At least three Aoife must attend, but the Queen is not opposed to the entire cadre sitting in as needs must. The Aoife serve as Warrior Diplomats to insure the arcane health of Rebma is successful. Once more, the clever Aoife act to further the purposes of Rebma!

Prior reading of 'Alyse through the Afanc Glass' by Llewes Carroll is not required. Zelazny canon game.

...she opened the mirrored brass lid to tap and mix the sand within, and an icy draft swirled around the inside of the craft until she closed the thing again. The draft had a sea scent to it, salty and sharp. "All mirrors lead to Rebma," she said, as though it were an axiom.

What do players need to do to prepare for the game
PCs must be from Rebma built for 80 pts. Characters submitted to GM prior to convention can be built for 100 pts. Special powers only by GM approval. Players must have e-mail access. Notes: Expect the kind of fun that tired gamers generate. No Pattern, no Logrus. Marriage, mature sex, and npc children. All PCs are oath married to each other and bound to the Queen's will. Ask questions of the GM if new to the game background.
Adventure, Amber with a Twist, Ongoing, Role Playing Game, Series, Tabletop, Traditional Amber

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