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.
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
"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?
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.
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...
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.
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.
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.
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....
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.
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....