It is an ancient time in the Kingdom of Amber. King Oberon wages war with invaders out of Ghenesh.
There is a sudden unexpected reversal in the war, and Castle Amber is under threat by a surprise attack of Ghenesh forces. The Warmaster of Amber, your Aunt Lilith, is taking the children to safety in Arden Forest while the army prepares to defend the City.
The children will be camping in the wild somewhere about the Grove of the Unicorn and preparations are for a week's absence. The season is winter and the King has forecast snow!
The characters are children of the Elders, ages 8 to 12. You may request a particular Elder as your parent, but GM may veto.
PC submittals should be in for GM approval 2 weeks before convention as Attribute niches will fill quickly and GM will filter out submittals that step on other submitted PC designs.
The game is free form, not a throne war, not a war story, but a mashup designed around PC backgrounds submitted.
May be toned for pre-teen friendly depending on submitted Players.
This game is guaranteed to be a DISASTER!
As the title says, you are members of the dance band on the Titanic. Some of you have played together over the years. You were hired by C.W. and F.N. Black to work on the White Star Line’s RMS Titanic, and given ticket number 250654 as a member of Wallace Hartley’s orchestra. Though your berths are second class, you pretty much have the freedom of the ship, since you were hired to entertain the first class passengers. In your free time, you can go almost anywhere on the ship.
There’s only one member you didn’t know until he arrived at the final rehearsal on land. Due to illness, the original bassist had to withdraw and was replaced by someone rather unknown to all of you, John Frederick Preston Clarke. He seems nice enough and hasn’t said much, but does play bass as well as any you’ve heard. Now for a nice long voyage and maybe a booking in New York on arrival.
This game is based on an idea from "Variation 7" by Mike Manolakes. You do NOT have to have read the book for the game though I recommend it.
You are a complex person really. Good, but flawed. You have your own agenda, but mostly it keeps you social. Still, someone knows your weakness and has offered that one thing you just can't resist. - Can "happily ever after" even exist with a title like this?
Modern day... Normal(ish) world. Full, detailed pregens will be provided. Collectively these characters and backgrounds will inter-relate and complicate. Accent on deep character motivations and interactions.
You are actors on a space western about revolutionaries who lost the war.
But these aliens who showed up just aren't understanding the "actor" part. They want you to help them fight in their own civil war, and they won't take "no, thanks anyway" as an answer-- or at least, it doesn't appear that way, since they just abducted you and you're on your way to their homeworld.
While the setting is intended to be Firefly-esque, you do not have to play the same actors playing the same characters-- your pilot can be someone other than Alan Tudyk, playing someone other than Wash.
Players are not expected to be scholars of either Firefly or Galaxy Quest, but it would be helpful if they were aware of the general plotlines and tones of both.
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.
"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 once again drawn the demigods together. The winds of change are blowing across Earth and Olympus itself. 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? Are they but pawns in a great game? Can they find answers to the mysteries that conspire to destroy them?
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.
After generations of peace and relative quiet, last summer your Warren suffered a terrible crisis, in the form of Cottontail's arrival. But despite some sad losses, the Warren survives: You managed to drive off or trap the rabbits from the other warren; Wintergreen's leadership was amply demonstrated; and you've all learned a remarkable new skill. Now, as long as you don't run into that fox again, and She doesn't notice you at the wrong time, you can return to the peaceful lives you're used to.
This game is a sequel to the one run at ACUS 2016. Returning players can keep their same characters, or create new ones as they prefer; in the latter case their previous rabbits will have died—why?
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.
Random's worked hard to rebuild what he can of the Golden Circle military and trade alliance. It's hard to rebuild something that took Oberon centuries to build, and those who remember Amber before the war whisper that Amber hasn't regained the full measure of it's former glory. Now representatives of three 'allies' are converging on Amber for a summit. Failure could set back Amber's progress considerably. His Majesty has informed you that you'll be damned if you let little things like the representatives wanting to murder each other or delegates wanting find an excuse to back out of their treaty obligations, or infighting within Amber interfere with the summit's success.
As a scion of Power, you have an infinity of worlds for diversion, edification, and interest. Your only limit is your own imagination. You can find whatever you desire and mold it to your image.
What do you want? Simple enough, go find it. Unfortunately, you can’t get there from here.
This game takes place after the Merlin books. Random rules in Amber; Merlin reigns in the Courts and all is, ah, was well and stable in the multi-verse.
Ambercons should have Amber games and this is an old-fashion shared world game that operates as a serial. Bring a favorite character: Amberite or Chaosian. While points are limit to 200, a strong concept and a well known background are more important than the point count.
As Anti-Mutant sentiment threatens the peace of the world, a new threat comes from the stars.
This game is set in an alternate Marvel Universe created by the GM and players. Players can create their own mutant or play their own version of an existing Marvel character.
Characters will be created before the con using the Meta-X RPG (based on they KEY RPG rules).