Game Book - ACNW 2008

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Thursday, November 6, 2008 - 7pm to midnight

Ahead of the Storm
 

GameMaster: Eric Todd

   
  Teen Friendly? No

Game Description: Adventure / Heroic

You are a proud child of Amber, born in the golden age that is Emperor Benedict's eternal reign. Power is your birthright, duty your mother's milk.

For twenty years you and your small cohort of young scions have paid your years of service, have learned the ways of the empire. Today you step forward into the sunlight of adulthood, unaware of the storm that looms behind you, threatening to wash all away.

[Ran at Ambercon US 2008. Repeat players discouraged.]

Setting: Benedict is the Emperor of Amber and has been such for nearly two thousand years. Think Rome ruled by an eternal Augustus. You are Benedict's youngest children, born of his harem, raised to be fierce and duty-bound. He is a distant, demanding, god-like father.

Most of the other elders and characters from the books are long dead or missing.

Character Instructions: Characters created before Con based on 100 points. No advanced powers. No artifacts. No sold-down stats.

I'll send out a more detailed briefing on the setting when I know who is in the game.

Player Information: Minimum: 6 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: erictodd [at] gmail [dot] com
Characters to be created before the session per the instructions above.

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Amber Shadows
 

GameMaster: Lee Short

   
  Teen Friendly? Yes

Game Description:Adventure / Heroic

This will be a collaborative storytelling game. I will come to the game with no prepared plot, and we will make it up as we go along -- so be prepared for that. Also be prepared for nontraditional player roles; each of the players will be GM for one of the other players. We will be using tarot-based rules. On the website (http://www.darkshire.net/jhkim/rpg/starmoonandcross/) there is an excerpt from the game with the resolution rules and the PlayAid/CharSheet I will be using for the ACNW game.

Setting: The Elders have gone off the to Patternfall War, leaving Gerard and you young pups. You have to tend house while the 'rents are gone.

Character Instructions: Characters will be pregens. If you contact me before the game and want to read the rules and generate your character, you can. But they must be completed at least a week before the con.

Player Information: Minimum: 3 Maximum: 5

Players need not contact the GM(s) in advance of the convention.

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Between Venus and Mars
 

GameMaster: Thaddeus Rice
**Game may run late into the evening.**

   
  Teen Friendly? No

Game Description:Other; N/A -- Non-Amber

The Year is 197-, the place is Am-, and your life just isn’t what it should be, what it could be. You stumble achingly through a decaying nation suffused with paranoia and fear, catching vague glimpses of a better time, a better place, a different world: a world that embraces life, art, love, and wonder. You spend your days wandering like a colour cut-out in a black and white world, but you can feel it all slowly bleeding out and fading away. Drugs help, so does sex, and music, and art, but it’s never enough. Your nights are spent in a desperate attempt to feel something, anything, and the hope that your dreams will take you to a place called Amber.

You play ‘normal’ people caught up in a shifting tide of conspiracy, metaphysics, drugs, and lost dreams who struggle through a night of soul-altering experiences. Unlike the majority of humankind, you hang on to an image of a better world, but is that your blessing or your curse?

Soundtrack by David Bowie, T.Rex, Brian Eno, Roxy Music, Lou Reed, Sweet, Iggy Pop, Elton John, and more!

Can Amber be Glam? - Is Bleys the nazz?

Setting: Earth, the 1970s as envisioned by New Wave SF, Postmodernity, and the Glam era. This is a Non-Amber game; though some familiar names may be used, this is not connected to The Pattern, Oberon, Shadows, Chaos, etc., but reality may not be quite what it seems either.

Character Instructions: Rules: The game will use a modified/simplified, diceless version of Changeling: The Dreaming by White Wolf to represent the struggles of our “dreamers” against the forces of Banality and Bedlam. If we are playing well, this game should include sex, drugs, music, and other potentially *adult* themes!. PS Anyone dressed appropriately GLAM during the game will receive a bonus!

Characters will be made via email prior to the game.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: thaddeusrice [at] comcast [dot] net to set up characters.

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Brand and Fi Make a Porno
 

GameMaster: Jennifer Zimmerman, Chris Lightfoot

   
  Teen Friendly? No

Game Description: Humor / Spoof -- Alternate Amber

Friends Brandon Burns and Fiona Strega are alumni of Amber High School (Fightin’ Unicorns!) and confirmed slackers grappling with a host of seemingly-insoluble common problems. Their 10-year reunion is coming up, and they have little to show for the last decade except casual drug use, a string of disastrous relationships and flunked jobs, and anorexic bank accounts. How can Brand and Fi raise some cash while proving they are not total losers to all the college-graduate, married-with-house-and-kids professional career types that will strut around at the reunion?

As with many ill-considered questions, the answer is: porno. Brand and Fi collect other underachieving, low self-esteem alumni – along with a few hard-up professionals willing to work on the cheap – to make a low-budget adult movie. Because who wouldn’t want to see their classmates in a film like that?

Note: Due to the themes of this adult-humor game, players can join by invite only.

Setting: Inspired by Kevin Smith, our story takes place in present-day Shadow Earth.

Character Instructions: Pre-generated characters are shadow versions of people appearing in Zelazny’s Amber Series (and have no close family relationship - we're *not* talking brothers and sisters here). Character selection and player orientation will occur before the con.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: devilwoman [at] bolthy [dot] com, chris [at] lightfootonline [dot] com. GMs will handle character selection and personalization via e-mail.

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Endless Starlight: Far from Heaven
 

GameMaster: Kath Nyborg and Andi Blija

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Alternate Amber

Twice times a thousand years has past since the Realm of Faery was made Real. Twice times a thousand years since the Jewel of Dreams came to rest at the throat of Arafel, and so changed your world. Twice times a thousand years since Faery broke from Amber's sway and became the Heart of Dreams for the universe.

But two thousand years is not forever, and the dreaming has been dark of late. Amber has long been silent, divorced from the Realm of starlight and heart's magic, and even the Heart of the World, Fiona, has faded from knowing. Arafel, the guardian of the Jewel of Dreams, the source of Faery's power, is restless, as are all of Faery's champions. Dreams of death and destruction, of nightmare creatures and friends turned foe bear you company each evening, and only the stalwart heart can stand before the endless, tortured visions the dimming of starlight brings.

It is there, just on the horizon, just at the edge of sight something comes, something changes, and all of Faery hangs in the balance.

Setting: Somewhere out in Shadow, in the realms of Faerie and Dream.

Character Instructions: While this is the final installment of the Endless Starlight trilogy, all players are welcome, with priority seating given to returning players. All character goodness should be hammered out prior to the start of the con, so the GMs may plot and plan around you.

Full information re character creation may be found at http://endlessstarlight.pbwiki.com/Far-From-Heaven

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: kath[dot]nyborg[at]gmail[dot]com

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Forgotten Scions -- New Beginnings Part 2
 

GameMaster: Dawn Greenlee
**Game may run late into the evening.**

   
  Teen Friendly? No

Game Description: Adventure / Heroic -- Traditional Amber

Continuing New Beginnings Part 1, as King Random hosts another event in New Orleans this time in the hopes of drawing out more children of amber that had been hidden on Shadow Earth before the Pattern Fall war.

Its a pleasant late spring day in New Orleans, out in the fair grounds where the Devorinshire Reneissance Faire was set up. Here and there amid the acres of semi-permenant structures of what was a nicely reproduced town, are of course the 'faire residence' dressed up in period clothing from the peasent men and woman all the way up to men decked out in chainmail and court/noble ladies in gowns.

Each of you are at the faire for one reason or another, whether its as an attendee in or out of grab, to one of the faire workers, or a member of the media or security forces. And of course if your are a returning player you will be part of 'Lord Random's Clan' who are 'faire members'.

Setting: Setting: To Start Earth Prime -- New Orleans Devorinshire Reneissance Faire After that will depend on the players actions.

Character Instructions: Note if you are a returning player bringing in the same character, all you need to do is send me a copy of your character and any game notes you have. You will get some XP for sending me your notes. And if you have your picture still for your character from last game send that as well.

Character Instructions for all new players: All characters are ‘apparently human’, in that they don’t start with the traditional amber powers. There will be no bidding for stats or requirements to have points set aside for Pattern. Stats will be limited to anything under Amber Rank 0 pts.

The 4 standard stats: Psyche, Endurance, Strength, Warfare.

What I do request is that for your character that you note down any skills that your character has of noteworthiness. And anything that might be special about your character. Remember you come from Earth Prime, where people with special abilities are vastly limited and rather rare. I am not saying you can’t say be an empath or even some incredibly lucky gambler or stage magician or world class martial artist, something along that line. Just that you need to keep in mind that actually ‘pattern abilities’ just don’t happen – not yet. You can have quirks and talents such as, always knowing your way regardless of where you are, or being able to speed read and comprehend what you read instantly, photographic memory, famous musician, etc. You don’t need to be famous or infamous – but you can have these quirks, that is up to you.

Essentially I would like each of your characters to have something unique/different from other people – this will give me hints at who your parents are.

i.e. mental abilities, talents -- psyche;
physical warfare or competition skills – warfare;
marathon, decathalon, mom/dad with 3 kids etc – endurance
weight lifter, professional or otherwise – strength

You are not limited to just one of these categories, but you need to have at least one.

Your character can be adopted, I don’t require this. Though at least one of your characters parents will be an Amberite. Most of them passed through Earth Prime one time or another looking for Corwin and failed. And pretty much all of them could have stayed long enough to either have a child or sire one. If you have a burning desire to be a scion of a specific Amberite, let me know. I can’t guarantee it but I will do what I can to facilitate that parentage. Only living elders available for parents are those known to be alive during the Chronicles of Corwin (i.e. the first 5 books). And yes you can be a child of Corwin if you want, Unicorn knows he probably left a trail of kids over the hundreds of years he has been on Earth.

The age of your character should be between 19 and 32. Everything else is pretty much up to you for sex, nationality, race etc.

One consistent fact is that all of your characters are reasonably healthily, no illness, diseases etc. Now if you want to be carting around extra pounds or maybe had some kind of accident that injured your character and hence add that element of humanness into your character, that is ok. But I will warn you that most of these type of things will go away eventually, especially if your character walks the Pattern.

I do plan on this game being a continuing campaign -- once I get enough of a base of player characters. So if you are one of those long range type of planners, I know some of you are, consider that in your construction of your character.

I do use stuff (good and bad), so beware if you want to have it. Just let me know that you want it and how much for your character – max 5 points.

I will allow the equivalent of partial powers such as limited sorcery for those that want to be magicians or illusions, or even something unique like a chi master. If you are the type that just has to have some special heirloom item from your Amberite parent that is ok but no more then 2 points and – your character doesn’t know what it does. No trumps!

All characters concepts must be approved prior to the con. I will allow a few minutes for general Q&A at the beginning of the game for anything last minute but I would like to focus the time we have on game play – that is what we are all therefore.

So send to me, character name, age, sex, racial mix (if applicable), your stat ranks, skills, stuff notes (good and bad), and a pic if you have one. Anything you think I should know about your character. And of course if you have some burning desire to have X for your Amber parent. But I should warn you, some Amber parents come with bad stuff attached to them :)

And if you have a picture for your character please send it to me, you will get a freebie or two if you do so.

Player Information: Minimum: 2 Maximum: 5

Players are requested to contact the GM(s) prior to the convention: moonryu [at] yahoo [dot] com Contact to work up requirements for character before game. All characters must be approved before game start.

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A Friendly Exchange
 

GameMaster: Meera Barry and Kingsley Lintz (as Martin)
**Game may run late into the evening.**

   
  Teen Friendly? No

Game Description: Dark / Grim -- Alternate Amber

You have spent a quarter century as a prisoner of your own honor amongst the people of the Thelbane.

You have learned secrets, dangerous secrets, and you have suffered for it. The Courts are always darker than you think.

Your sentence is concluded. You are free to go.

Except...

They say you can never go home again.

Setting: I looked and I saw Random. He was standing with his back to us about thirty meters away, on a shelf of rock, facing the storm. It was very close now, and a wind whipped his garments. Lightning trails crissed and crossed before him. The thunder boomed almost constantly.

"How long-has he been there?" I asked.

"Only a few minutes," Fiona replied.

"That is how long it has been - since our return?"

"No," she said. "You have been out for a fairly long while. Random talked with the others first. The real Lords of Chaos. They've thanked you for indulging their pets, but the storm isn't of the Pattern, or the repair. The storm," she emphasized, "is them. Or some of them."

I turned my head.

There was movement along the black road, a dark column heading out toward the citadel. Gossamer strands drifted between us; there were a few sparks at the far end, about the nighted hulk. Overhead, the sky had completely reversed itself, with us beneath the darkened half. Again, I felt that strange feeling of having been here long, long ago, to see that this, rather than Amber, was the true center of creation. I grasped after the ghost of a memory. It vanished.

I searched the lightning-shot gloom about me.

"All of them - gone?" I said to her.

"They return. The rules have changed, Corwin. You have changed." She looked down at herself for a moment, then looked back up with a sly hint of a smile. I cursed silently. She had changed, too, and not for the better. "Do you wish to follow them now?"

I shook my head.

"I'm staying here with Random."

"I knew you would say that." She did, too. "We'll be bringing some of them back. They'll foster some of ours. Perhaps we'll learn better this time."

Her gaze took in the Abyss, and for a moment, perhaps it looked back into her.

Character Instructions: You are one of the children of the Amber Elders. You were there as Brand was struck down, helping Amber, a cause in which you believed. You can choose your parent(s) pretty freely (no Dworkin/Oberon/Creature.) You have 100 points, with the note that you will have Basic Shapeshifting for free - it was necessary to survive, after all. You may have additional restrictions, bonuses, and guidelines depending on the House of Chaos you have chosen via the quiz at

http://www.skyseastone.net/mabarry/Quiz/exchange.html

- if for some reason the quiz does not work in your browser, please e-mail me and I will offer it in my response and "grade" it myself.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Please contact Meera Barry at the [dot] fierce [at] gmail [dot] com with the House you've been chosen to, and any details you think I ought to know about your character.

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The Guns of Abalaa
 

GameMaster: Michael Sullivan, John Neinart, Madeline Ferwerda

   
  Teen Friendly? No

Game Description: Tense / Real-time -- Alternate Amber

The African country of Abalaa's sun-scorched countryside is stained with blood. Rebels, quiet these last ten years, rise against a corrupt government, and dark rumors of atrocity filter from the far provinces to the capital. This can mean only one thing: News!

Eric Davies and Bleys Hammond race for the scoop, only to find out that Eric's old rival, Corwin Beckman, has abruptly returned to the world of international reporting. As the journalists fight to break the story, they find themselves among a crowd of aristocratic ex-colonials, cynical capitalists, hard-drinking ex-pats, soldiers of fortune, missionaries, and more: people only too happy to provide information, for a price. But the story can't serve everyone's interests, and Africa has swallowed more than one reporter in its time.

This is a game of intrigue and perception, the truth and its shades. The rivalry for Amber's throne is recast as a struggle to break the biggest story of the year, or to make sure that that story benefits you and your allies.

Setting: The fictional country Abalaa, in Africa. Please note that this game features no supernatural elements of any kind.

Character Instructions: The GMs will contact you prior to the con to match you with a pregenerated character. Feel free to contact us -- use sullivanmb at gmail.com, and we'll try to answer any questions.

Player Information: Minimum: 11 Maximum: 14

Players need not contact the GM(s) in advance of the convention.

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ShadowWorld (Game 1)
 

GameMaster: Edwin Voskamp
**Game may run late into the evening.**

   
  Teen Friendly? No

Game Description: Dark / Grim -- Other; N/A

ShadowWorld is a diceless roleplaying game based in our world, except that, under the facade of media, politics, political correctnes and 'reality' there is an Underworld 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.

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

Setting: 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). For (much) more detail, see http://mainline.shadowworld.org/forums/ and read the 'Public Knowledge' forum.

NOTE: To avoid spambots and to maintain player privacy, contact me by email (gm [at] shadowworld [dot] org) to get access.

Character Instructions: 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. You can find the rules for these at http://mainline.shadowworld.org/forums/files/shadowworld_corerules_r8v3.pdf. You have seventeen (17) points to create your character's powers.

Player Information: Minimum: 3 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Edwin Voskamp <gm [at] shadowworld [dot] org>

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Snakes on a Plane
 

GameMaster: Drew Wood (contact GM), Amber Cook, Melissa Kocher
**Game may run late into the evening.**

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Non-Amber

At 30,000 feet can everyone hear you scream?

An apparently random group of individuals find themselves boarding a government sponsored flight out of an unnamed airfield in the US southwest. What could possibly happen? Sign up to find out.

Over the top violence, unbelievable danger, Action Movie one-liners, and a fair amount of paranoia, are expected and encouraged. This game falls into the horror, spoof, adventure, mystery, real time genre, and falls into the Amber Universe only as far as 'everything' does. The game will be run 'teen friendly' if any teens sign up. Otherwise expect 'R' rated subject matter to be a possibility. Heavy on the stuff of action films rather than 'adult subject matter'.

Setting: This game takes place in the world of action films and paranoia. Government conspiracies, aliens, unexplained phenomanae, and the like. Characters will be 'real' people, as long as you accept horror, comic-book, x-file, action film events to be 'real'. The events of the game begin in the SW US and take off from there.

While there is no plan to run late, if the players are having fun and still awake it could happen.

Character Instructions: You are a 'normal' person from the here and now. Sometime in the last 6 months you came into contact with one federal agency or another.

Character creation will be based on a Questionaire that will simulate your interview by this government agency.

Player Information: Minimum: 8 Maximum: 20+

Players are requested to contact the GM(s) prior to the convention: woodsonwater@elltel.net

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Pub Theory & Game Crawl 3
 

GameMaster: Leslie Lightfoot
**Game may run late into the evening.**

   
  Teen Friendly? No

Game Description: Other; N/A -- Other; N/A

Proving that there are some Amber players who just can’t get enough, I’m going to be crawling and theorizing yet again this year.

Please join me in this relax-a-slot as we tour the various drinking establishments of McMenamins Edgefield and propound our favorite ADRPG (and other game) theories. This will be a loose (probably unhinged by the end of the evening) discussion forum and a perfect chance for the jet-lagged or the slow-starter to warm up for the Con. As an added bonus, I will buy the first round.

Setting: McMenamins Edgefield, Black Rabbit bar starting at 7pm. After that? Who knows.

Character Instructions: Bring your theories, opinions, and thirst.

Player Information: Minimum: 2 Maximum: 10

Players need not contact the GM(s) in advance of the convention.

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Friday, November 7, 2008 - 9am to 1pm

AmberWorld
 

GameMaster: Emma Sansone

   
  Teen Friendly? Yes

Game Description: Humor / Spoof

This is not the Earth you know... because Zelazny's Amber series took off in a major way, and became a worldwide success. There were movies, merchandising, and now, AmberWorld has just opened! A brand new theme park, and you have tickets for a whole weekend there - what more could an Amber fan ask for? The luxury resort bus leaves from downtown at 9.00 a.m., and you're looking forward to a weekend of fun!

Setting: Earth, now. Except that the Amber books are as popular as Harry Potter and The Lord of the Rings put together.

Character Instructions: You play yourself. All your stats are Human Rank (unless there's something you haven't been telling us), your equipment consists of what you carry with you into the game room, and as for personal shadows, you only have the one you cast when you stand in the light.

Player Information: Minimum: 4 Maximum: 6

Players need not contact the GM(s) in advance of the convention.

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Aurellis (Game 1)
 

GameMaster: Tim Hart

   
  Teen Friendly? No

Game Description: Other; N/A -- Amber with a Twist

The real world is our home. It is safe and nice. Nothing bad could happen to us here. No. Really.

Or could it?

Some people have found out the hard way that there are creatures and things on our world that are neither safe, nice, or good. Will you join the teams that go forth to put right those things which ought to be right?

Setting: The Aurellis multiverses include Earth (otherwise know as either Quantico, or St. James, depending who you talk to) and other places, real and less real, both familiar and strange.

This sceanrio will be different to the ones in slots 7 and 8 - players are welcome to sign up for multiple slots.

Character Instructions: Returning characters are always welcome. New characters need to be created via a quiz, in advance of the con, and should ideally come from Earth, early 21st century, and have some reason to become involved with Special Operations work in either the US or Great Britain.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Tim Hart (tim [at] fugue [dot] org or gm [at] aurellis [dot] org)

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Being Prince Benedict
 

GameMaster: Yi-Mei Chng & Jules Morley

   
  Teen Friendly? Yes

Game Description: Humor / Spoof -- Amber with a Twist

Remember that game that everyone was talking about at ACNW'05, that you kicked yourself for not being in? Well, this game ran the same year as that one. But if you were in this game in '05, go sign up for Shadow World instead. I'm sure it's running opposite us.

For those of you still reading, though:

It's common knowledge that Castle Amber is riddled with secret passages. Most of these tunnels connect rooms and corridors of the palace, their original purpose lost in time. Some of these passages are dead-ends, or lead to secret rooms long fallen into disrepair. But none of these passages lead to Prince Benedict's psyche.

...until now.

'Being Prince Benedict' is a light-hearted(?) tale of what happens when the home help finds a way to become a Prince in Amber, simply by crawling down a tunnel behind the old scullery. The players take the roles of house staff who make this remarkable discovery.

Setting: Amber, sometime after the events of the first series.

Character Instructions: Chargen on the day. Be prepared to play house staff. Pages, Scullery Maids, Butlers, Equine Waste Recyling Experts, etc (you get to choose, just throwing out some ideas there). Don't sweat it, but be prepared for something that's not vanilla Amber DRPG.

Player Information: Minimum: 3 Maximum: 6

Players need not contact the GM(s) in advance of the convention.

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Bits and Pieces
 

GameMaster: Malcolm Heath

   
  Teen Friendly? No

Game Description: Dark / Grim -- Non-Amber

As a member of the FBI's Special Taskforce on Extraordinary Crimes (STEC), you've seen a lot of things you'd rather not have. But you are an elite, a team of specialists, highly skilled in the detection, pursuit, and apprehension of the most bizarre and sophisticated serial killers on the planet.

You've just been flown out to Portland, Oregon, to take over the investigation of a series of horrific slayings in the city. The local police seem helpless. The killer appears to strike at random, leaves almost no trace, and has struck 5 times in the last month.

Despite all your experience, you have the feeling that this one is going to be hard. It will take every ounce of your cunning, abilities, and guts to stop this killer, and the clock is running.

Are you up to the task? Or will other innocents lose their lives in the Rose City?

Setting: Set in modern day Portland, Oregon, albeit a slightly more gritty and dark version.

Character Instructions: Players will develop characters prior to the con. Characters are all specialists in various fields - forensic science, law enforcement and investigation, special weapons and tactics, psychological profiling and other related disciplines.

Please note that this game will involve some rather graphic situations and themes, including ritual murder, violence and general slaughter.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Please contact malcolmpdx [at] gmail [dot] com ASAP. Significant character development is required.

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Combat Diaries: Omaha Beach
 

GameMaster: Ogre Whiteside

   
  Teen Friendly? Yes

Game Description: Other; N/A -- Non-Amber

On June 6th 1944, allied forces landed on the beaches of Normandy. Some of the heaviest fighting occured on Omaha beach. Join the men of the 1st infantry division as they open the gateway to the liberation of Europe.

This is a second tier playtest of a game I'm writing for publication. It's a rules light/story heavy system, and a detailed knowledge of WWII is not necessary.

The game attempts to emulate the narrative style of movies and series like Saving Private Ryan, and Band of Brothers.

Characters will be generated on the spot, which should take about two minutes.

The game is teen-friendly, but if none show up the chow-time jokes will be dirtier.

Setting: Earth, 1944, France.

Character Instructions: Not applicable

Player Information: Minimum: 4 Maximum: 10

Players need not contact the GM(s) in advance of the convention.

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Down These Mean Streets
 

GameMaster: Madeline Ferwerda

   
  Teen Friendly? Yes

Game Description: Mystery

Deiga. Hot, dirty, and beautiful. Like the bay that feeds her, bright and sparkling on the surface, murky and deadly beneath. In the hills, the rich dance by the light of burning carbon electrodes. In the slums, floods of demon refugees from the Black Road War grind their lives away in the factories, flickering out like poorly-maintained gas lamps... If they're lucky.

In the months since the assassination of Amber's Prince Caine, and the demon riots, it's not even newsworthy anymore when some working demon turns up beaten to a pulp in a midtown alley... But the gruesome mutilated corpses of half-breeds that have been appearing in the slums are exciting comment from even those deepest in denial. Amid the backstabbing and asscovering of a broken society, rumors swirl: magic, revenge, secret societies... You've got that kind of luck that means you live in interesting times, and now you're due to come to the attention of powerful people.

Setting: This will be a fast-paced Noir game, set in a Deiga where the evolution of electricity is just beginning, and taking a different path. Arc pistols lash out at close range to electrocute; but crossbows, swords, and saps never go out of style. Cars run on asbestos-wrapped batteries, streetcars run on sparking overhead wires, iceboxes run on kerosene. Socially, you will find it very like LA of the 40s-50s, with a bit of London of the 1880s-90s. This is in the midst of the Merlin series, a few months after Caine was murdered.

Character Instructions: Pregenerated hardboiled competent characters. You may choose in email beforehand, or at the slot.

Player Information: Minimum: 3 Maximum: 6

Players need not contact the GM(s) in advance of the convention.

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Friday Morning Board & Card Games
 

GameMaster: Pôl Jackson
**10:00 am Start-Time**

   
  Teen Friendly? Yes

Game Description: Other; N/A -- Other; N/A

Short board games and card games. Bring your own, or select from one of mine.

Setting: I don't have many new games. If you have a new game you'd like to play, I'd love to try it out!

Character Instructions: Please bring a few of your favorite games that can be played in less than an hour. Definitely contact me in advance if you'd like to arrange to play a longer game. I'm up for it, but we would need input from the entire group.

Player Information: Minimum: 2 Maximum: 20+

Players need not contact the GM(s) in advance of the convention.

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In the Kingdom of the Blind
 

GameMaster: John Kim

   
  Teen Friendly? Yes

Game Description: Tense / Real-time -- Alternate Amber

For the last four years, Corwin has been imprisoned in the dungeon beneath Castle Amber with his eyes ground out. He has worked on escape, but now has been brought out yet again to celebrate the fourth anniversary of King Eric's coronation. However, the party is interrupted by the intrusion of the strange dwarf Dworkin. This is a live-action event using a variant of the Parlor Larp system. Many events of the series are brought to a head early, by Dworkin taking a more active role rather than just helping Corwin escape.

Setting: In Castle Amber, during the period of Nine Princes in Amber

Character Instructions: Characters will be premade, and the selection made available to those who sign up. You should give preferences for characters in advance, and may make requests regarding features.

Player Information: Minimum: 6 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Contact me at jhkim [at] darkshire [dot] net for character selection.

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The Lost Room, Part 1
 

GameMaster: Amber Cook, Drew Wood
**This is the first part of a two-part game, so make sure you sign up for Part Two in Slot 3**

**10:00 am Start-Time**

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic

Imagine a key that opens every door. With it you can go anywhere.

It takes you to a motel room. A room unanchored in space and time.

Something happened at that sleepy roadside motel along Route 66 thirty years ago, something so powerful and momentous, it left behind the Objects and the mysteries that surround them.

Based on the Sci-Fi Channel’s 2006 mini-series ‘The Lost Room,’ this crossover game is very much tied to the original, while being its own thing. There is no significant advantage to having seen the mini-series versus playing fresh (except, perhaps, the fun of anticipation), so anyone is welcome to sign up for this game.

You get to play ordinary, everyday characters who encounter something “extra”-ordinary and get caught up in a once-in-a-lifetime adventure, while, as a player, encountering the Amberverse from a different perspective.

(The fact that there are two games this year based on The Lost Room is coincidental, but cool, and I hope will recommend the miniseries to people who haven’t seen it.)

Setting: Amberverse. Shadowearth. Our world.

Our world, but one in which there are Objects and a Lost Room.

(To clarify for people deciding whether this game would make a good fit for them or not, this Lost Room scenario will be in the Amberverse, where the forces of Order and Chaos are real powers and all of shadow lies between them, but do not expect to see, or be, Amberites/Chaosians in it.)

Character Instructions: I have pre-gens – categorized by type of role in the story (heroic, dramatic, tragic, plucky comic, etc.), for you to choose from. This is one way to match you with a character you’ll like playing, without giving too much info away just in the character selection process.

There will be a flexible amount of fleshing out to make them yours – you can make it quick, or put more into it according to style and inclination.

I’m interested in trying a top two choices kind of process for this game, and will take ‘votes’ as soon as players have officially been slotted into the game. There are some pairs of characters so if you want to team up with another player let me know. If I don’t hear from you in a few days, I’ll start assigning to those who are more motivated about their characters and assume you are easy going and not worried. Aside from that, every effort will be made to make sure you have a character you’ll enjoy playing.

We will be using simplified ADRP rules where it applies.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Amber at changeling [at] hevanet [dot] com

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The Madness of King Lir
 

GameMaster: Meera Barry

   
  Teen Friendly? Yes

Game Description: Exploration -- Amber with a Twist

KING LIR

What dost thou profess? what wouldst thou with us?
DWORKIN
I do profess to be no less than I seem; to serve him truly that will put me in trust: to love him that is honest; to converse with him that is wise, and says little; to fear judgment; to fight when I cannot choose; and to eat no fish.
KING LIR
What art thou?
"What art thou indeed? That your blood is like flame, and yet the cool waters of the En-ehtlab do not soothe you. That your ethereal nature is not of this or any other realm? Can I trust one such as you that eats not fish? I dub thee Taninim. Begone from my realm, child of the Leviathan."

Moire swears by Lir's bones, leading us to believe there is more to this story. After all, there are many secrets hidden in the depths. Secrets like, who was Lir? And where are his bones? Why is the castle built for tritons, and not the soft feminine inhabitants?

And the strangest secret... how did the women take over?

Setting: In Rebma, it is still a time of legends and magic. The things Random has changed in Amber reflect oddly in the mirrors of the ladies. Information may pass up to Amber and maybe even to the other side of the universe.

Character Instructions: You are children of Moins, sisters (or perhaps a brother) of Moire. Partially pregenerated, you are adventurers, explorers, and keepers of secrets. Have an idea? Give me something between a 100 and 200 point character, and I'll tweak it to fit.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: the.fierce@gmail.com ; send it in early and I'll set up pre-game discussion.

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The Sable Game (Game 1)
 

GameMaster: Trish Hart
**Game 1 in Slot 2 and Game 2 in Slot 3 are separate games this year, so you may sign up for one or both**

   
  Teen Friendly? No

Game Description: Adventure / Heroic

The PCs are talented mortals who are the trusted agents of the King of Sable - soldiers, diplomats, merchants, investigators,etc - chosen to help in the smooth running of the Kingdom, and to thwart the plans of Sable's age-old enemy, the Reich, as well as other, newer adversaries. Returning characters from any iteration of the Sable Game are welcome.

The game website is available at: http://www.sable.org.uk/.

Setting: The Sable Game is a serial campaign based on the Amber Diceless RPG, but is set within a non-Amber realm.

Character Instructions: New-made characters should be built on 70pts, but with all stats starting at Chaos. Partial buy ups and buy downs are possible. Existing characters will be offered the opportunity for advancement.

Most Powers are available - although not full Pattern or Logrus - and an alternate form of magic is available. No constructs. Other items will need to be cleared with the GM.

Players are requested to contact the GM in advance to deal with character creation, because as I'm playing in short slots this year, there won't be time to do character generation on the day.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Trish Hart: sable [at] fugue [dot] org

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SW1905 (Game 1)
 

GameMaster: Joe "new knee" Zottola

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic

A game set in 1905 before computers, cell phones, fast cars, jets and instant coffee. Be a member of the Society a organization dedicated to the preservation of humanity and allowing humanity to develop un-influenced by those who would do so for their own gratification.

(Game uses system loosely based on the Shadow World diceless system)

Setting: 1906 San Fransisco CA at least it starts there

Character Instructions: returning players are always welcome, new players are encouraged. please contact the GM before the con, as returning players will want to know what has been happening and new players will need to work on that whole character developement thingy.

If new player, there are no needs my goal is to let you have fun and enjoy your character and the world. So give it some thought, no idea is bad unless it is never put forward.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: YM arumel9, Gmail chat arumel33, e-mail joe [dot] zottola [at] toro [dot] com

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Welcome Home
 

GameMaster: Stephen Acton

   
  Teen Friendly? Yes

Game Description: Exploration -- Traditional Amber

The warm aromas of breakfast gently rouse you from a glorious sleep.... What the?!? This is not your bed! Where are you? How did you get here? You were definitely not THAT drunk last night. That was last night, right?

Setting: This is revealed in game.

Character Instructions: There are infinite Shadows between Amber and Chaos, your character may be from any one of them. Characters may not be from Amber or Chaos. 125 points, no Pattern, Logrus, Trump, or Advanced powers. Any thing else is negotiable providing it fits into the story. Characters should have skills a militaristic organization would find desirable.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: sacton99 [at] gmail [dot] com; 262-388-3659

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Friday, November 7, 2008 - 2pm to 6:30pm

Amber-Stargate
 

GameMaster: Roy Grutchfield

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Other; N/A

An investigation into Dierdre’s death has discovered some interesting old information concerning a shielded shadow near the Courts. Unfortunately the information has been leaked to Chaos (Corwin to blame), so speed is required. A highly talented yet expendable team has been assembled.

Setting: Amber after the books, Random King / Stargate universe/shadow

Character Instructions: Restriction:- Strength and Warfare are different, Warfare is planning, leadership, tactics etc; Strength is muscle, co-ordination, martial arts and feats of arms etc;

Characters are either ‘drafted’ or ‘volunteers’ for a mission for Random. If I get a character before you come to the Con your character is a volunteer and gets a full briefing.

100 point characters who are ‘loyal’ to Amber.

Any questions: e-mail roygrutchfield [dot] vorpal [at] ndo [dot] co [dot] uk

Player Information: Minimum: 4 Maximum: 5

Players need not contact the GM(s) in advance of the convention.

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The Ambrato Project
 

GameMaster: Denise Gibbons, Casey De Groof

   
  Teen Friendly? No

Game Description: Adventure / Heroic -- Amber with a Twist

“System failure…Emergency action level Alpha”

You awake to the too slow sound of a mechanical voice, echoing through a once sterile hospital. How did you get here? Where is here? Who are you? No clothes to be had here, just a faded white sheet. More importantly no real memory.

What are these machines attached to you? Some of it life support, but then what was in the other tubes and bags? What is this place?

You hear sirens in the distance and the power in this room flickers. A hiss of fresh air enters the stale room as the door seal breaks. You hear movement something is getting closer…

Setting: The players won't know for sure- but for those who want the pre-brief...

Somewhere in Shadow- Sometime after Random became King in Amber.

Players really should not have an innate fear of Zombies- or have mixed feelings about survival of the fittest.

Character Instructions: Character's will have pregenerated sheets however- We would like to exchange an email beforehand to help us assign characters.

Players should consider the following:

- If you were to base your character off of one of the prominent Amberites or Chaosians from the novels- who would you choose?

- What type of character do you prefer playing and which attributes/powers do you prefer?

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: ctdegroof [at] gmail [dot] com, dthiessens [at] yahoo [dot] com We will send out an email with further instructions once the players are selected.

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Justice Legion Militia
 

GameMaster: John Schippers

   
  Teen Friendly? No

Game Description: Other; N/A -- Other; N/A

The Justice Legion is the premier super-team, its roster composed of the world's mightiest heroes. Long have they striven to keep the citizens of the world safe by standing for truth, justice, and honor; however, there are some jobs that, while necessary, cannot be associated with the heroes in whom the public has placed their trust. These are handled by lesser-known and, in some cases, unacknowledged, members of the Justice Legion Militia. PCs are volunteer B-level heroes or conscripted supervillains.

Setting: A dark and gritty superhero universe. Elements of the silver age blended with all the nastiness of the current age of tarnish.

Character Instructions: Must contact GM and construct characters before the game. Previous characters may not be OK due to rules revision.

Player Information: Minimum: 4 Maximum: 5

Players are requested to contact the GM(s) prior to the convention: jschippers [at] supervillainy [dot] com Characters must be finalized and approved before the con. I want to play not talk about rules and so forth.

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The Lost Room, Part 2
 

GameMaster: Amber Cook, Drew Wood
**This is the second part of a two-part game, so make sure you sign up for Part 1 in Slot 2**

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic

Imagine a key that opens every door. With it you can go anywhere.

It takes you to a motel room. A room unanchored in space and time.

Something happened at that sleepy roadside motel along Route 66 thirty years ago, something so powerful and momentous, it left behind the Objects and the mysteries that surround them.

Based on the Sci-Fi Channel’s 2006 mini-series ‘The Lost Room,’ this crossover game is very much tied to the original, while being its own thing. There is no significant advantage to having seen the mini-series versus playing fresh (except, perhaps, the fun of anticipation), so anyone is welcome to sign up for this game.

You get to play ordinary, everyday characters who encounter something “extra”-ordinary and get caught up in a once-in-a-lifetime adventure, while, as a player, encountering the Amberverse from a different perspective.

(The fact that there are two games this year based on The Lost Room is coincidental, but cool, and I hope will recommend the miniseries to people who haven’t seen it.)

Setting: Amberverse. Shadowearth. Our world.

Our world, but one in which there are Objects and a Lost Room.

(To clarify for people deciding whether this game would make a good fit for them or not, this Lost Room scenario will be in the Amberverse, where the forces of Order and Chaos are real powers and all of shadow lies between them, but do not expect to see, or be, Amberites/Chaosians in it.)

Character Instructions: I have pre-gens – categorized by type of role in the story (heroic, dramatic, tragic, plucky comic, etc.), for you to choose from. This is one way to match you with a character you’ll like playing, without giving too much info away just in the character selection process.

There will be a flexible amount of fleshing out to make them yours – you can make it quick, or put more into it according to style and inclination.

I’m interested in trying a top two choices kind of process for this game, and will take ‘votes’ as soon as players have officially been slotted into the game. There are some pairs of characters so if you want to team up with another player let me know. If I don’t hear from you in a few days, I’ll start assigning to those who are more motivated about their characters and assume you are easy going and not worried. Aside from that, every effort will be made to make sure you have a character you’ll enjoy playing.

We will be using simplified ADRP rules where it applies.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Amber at changeling [at] hevanet [dot] com

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The Monsters Within
 

GameMaster: Meera Barry

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Traditional Amber

You are King Random's subject, and you like to think, his friend as well as a relative. He's been a good king. The kingdom has prospered. Garnath grows new leaves, and new ships find ports farther and stranger. The Eregnor issue has been resolved. Rebma is thriving. Apprentices are being trained to investigate new ideas rather than solve the old ones.

Queen Vialle vacations in the green land of Eregnor during Council Seasons, spending time with her young Kashfan counterpart, Coral. She leaves in a bit of a hurry this time, after receiving a package from King Rinaldo.

And then she's gone, and no one can reach Luke on his Trump.

"She left a note," Random summons The Girls.

"It says?" Fiona asks.

"'The old man made sure I believed in the shapeshifters under the bed, and the Snake [scribble], and the Nothing on the stair. [lots of blotted words] Enough to keep an eye! out, I guess. Dad [scribble] make a deal. [blot] Pattern was a contract written in blood. Same blood they had [lots of burnt bits] so I guess it was just a matter of time before someone figured [something?] right to renegotiate.'" Random twists and turns a burnt scrap this way and that. "Luke's handwriting."

"Can't you even read right?" Florimel mutters.

"Old troubles?" Fiona sighs.

"There's rumour of a Shadow in the South," the King replies, nodding grimly. "We'll send a small group to scout it out."

"Could be nothing," Fiona says, hopefully.

"I doubt it," Florimel, the angel on the King's other shoulder opines.

Setting: After the Merlin books.

No, really. Don't freak out - we're not talking Singing & Dancing Powers, but the events happened... if the details are a little different. Corwin's gone to his Paris, Caine and Gerard manage the fleet, Julian's sulky and brooding in Arden, Fiona's around but Bleys and Brand aren't, Benedict and Martin went off somewhere (rumours of a dynamic duo are just that) and since Merlin has taken the throne, the whole of Chaos seems pretty quiet. Florimel flits in and out, and Llewella seems content in Rebma. The Dread Pirate Dalt should have been guarding Vialle. That only leaves a few dozen children of Oberon to be found somewhere amongst the Shadows, right?

Character Instructions: You must believe and trust in King Random. This is your King. He will not lead you astray unless he, too, is being fooled.

80-point Ambercentric characters, with basic Pattern aptitude for free. (Aptitude includes: Basic attunement, ability to walk, ride, or run through Shadow, maybe some rudimentary shifting-towards-desire skills. Blood curses are personal, not via Pattern. Anything more has to be negotiated separately and will cost points.) You may have a twenty-point bonus for getting the character to me before October 18th.

Artifacts should be of a "signature" nature, with no more than four points invested, and no self-propelled/intelligence abilities. Keep your talking battlecats at home.

Trump cannot trump objects, one can only trump to Real places. No trump artist can paint the Pattern or any place of Power reliably.

Backs of cards are stylized by the Artist as part of the Sealing of the Trump (kind of like a zero-point sorcery effect.)

All powers burn Endurance, so buy up in the stat. I'd recommend having allies, too.

Each character has one unique, useful magical talent. What's yours?

Player Information: Minimum: 3 Maximum: 5

Players are requested to contact the GM(s) prior to the convention: the [dot] fierce [at] gmail [dot] com As noted above: you may have a twenty-point bonus for getting the character to me (e-mail preferred) before October 18th. If you want to run a pre-generated Elder, I will also have Fiona and Florimel available, but they must be claimed by that date.

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NINF: Where There's Smoke
 

GameMaster: Sara Mueller

   
  Teen Friendly? No

Game Description: Mystery -- Alternate Amber

One hundred and fifty years have passed since Patternfall. You are the Speakers of The Law, sworn to no country, no queen. Some call you Llewella’s Hounds. You ride the Between Lands from Black Zone to Golden Circle, and you keep peace. Llewella has summoned you to her camp. She has a special assignment for you.

Setting:

...but the Jewel of Judgement was shattered in the repair of the Pattern, and there was no hope that the children of Oberon would survive the massive storm which swept down on them through Shadow; but Princesses Fiona, Llewella, and Flora joined their efforts together and parted the world storm. In the aftermath, Fiona became Queen of Chaos, and Flora was made Queen of Amber. Llewella walked the worlds between, and kept the peace.

Character Instructions: Speakers come from all walks of life, all places, all social circles. Characters 150 pts, plus 10 for character questionnaire, plus 10 points for picture (You need not be an artist. Torn out of a magazine is fine as long as it can give the other players a grip on your character.) You must possess a power which allows Shadow travel.

Player Information: Minimum: 3 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: sara [at] sff [dot] net If you are new to the game, please send your character sheet prior to the start of the Con. If you're playing a new character, ditto. If I've seen your character before... just show up with the sheet in hand.

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Nine Ghosts in Amber
 

GameMaster: James Mueller

   
  Teen Friendly? No

Game Description: Dark / Grim -- Traditional Amber

The dawning of a new era in Amber: King Random has started a new age of peace, strength and prosperity. The Royal Family of Amber has never been more united, or at least more publicly cooperative. The elder Princes and Princesses have brought their children to Amber in numbers, ending the days of fear and suspicion. A Golden Age...

But there is something....wrong. Random's son, The Infant Prince, is ill with a sickness that defies all remedy. How can this be? What -- or who -- is causing this illness, a blight in the very heart of Amber, of the Royal Family itself?

The past doesn't rest quite so easily as many had hoped. What lies at the bottom of the mystery that threatens to strike down the most innocent Royal, and possibly end the Golden Age before it begins....?

Setting: The game is set in Amber itself and most or all of the action will take place there, after the Corwin Chronicles, a decade into Random's reign. The game will have elements of mystery as well as dark themes -- though not really falling entirely into any particular category. Merlin's Chronicles have not happened yet.

Character Instructions: Characters should have ties to Amber, particularly the Royal Family, and a reason to want to solve family/national problems. Children of the Elders are strongly preferred, but I'll listen to other ideas. No Chaosians. The player can make a character on 100 points, but that will be primarily to help frame up the concept. The game will not revolve around stats or powers. Personality and interaction will be the main drivers.

Players may contact the GM to discuss background, etc. if they choose, or just show up to the game with a character outline. Please have a concept ready, as we don't want to spend too much time fleshing out characters during the session.

Player Information: Minimum: 4 Maximum: 8

Players need not contact the GM(s) in advance of the convention.

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Objects of Obsession
 

GameMaster: Stephen Acton

   
  Teen Friendly? No

Game Description: Sci-Fi / Futuristic -- Non-Amber

Are the Objects real? Oh yes, you have seen them in action. Some think the Objects are a conduit to God. Others contend the Objects are an abomination and want to destroy them in the name of God. Still others think the Objects are God.

Who is right? Does it matter?

Some of the Objects are powerful, some are useful, some are odd, and some are just plain quirky. Together the Objects may be capable of changing the fabric of reality.

What are you willing to do to possess the Object of your obsession?

Objects is inspired by the Sci-Fi Channel miniseries The Lost Room.

Setting: Objects is set in a modern day world much like our own with a slightly darker tone.

Character Instructions: Character creation will be an interactive process between the GM and players via email before the con. I'll ask you to describe what your character does and we'll take it from there. Once the players are selected, I will send out more creation details.

Characters are aware of the Objects at the start of the game, but will not possess any.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: sacton99 [at] gmail [dot] com; Mobile: 262-388-3659

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Patriotism isn't what its cracked up to be
 

GameMaster: Lee Bynum

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Amber with a Twist

The past year in Chaos has certainly been a "unique" experience, but you are all looking forward to a well-earned return to normalcy. Sadly, Amber isn’t quite as you remember. It isn’t as if anything is wrong. Everyone is happy, the crown is loved by all, the family is getting along just swell, the...

Well, I guess that could count as wrong in your worldview. Amber has turned into a happy place where everyone gets along. Someone has to get to the bottom of this!

This game will be more serious that I usually run, but will likely be lighter than your average romp through Amber.

Setting: Amber after a year long exchange program.

Character Instructions: Characters will be built with 150 pts. You may play either a returning Amberite or a member of the Chaosian delegation beginning the new year long exchange. Amberites may start with Pattern for free while Chaosians get Shape Shifting.

Most of Oberon's Children a valid parents as are their equivalents in Chaos. Since I don't know the Chaosians well, you'll be expected to provide a bit more detail if you have a Chaosian parent.

I reserve the right to say a character is to far out there, but I am fairly open.

Finally, I offer a 10 pt bonus to characters submitted before the con.

Player Information: Minimum: 4 Maximum: 8

Players need not contact the GM(s) in advance of the convention.

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The Pattern Authority
 

GameMaster: Thaddeus Rice

   
  Teen Friendly? No

Game Description: Dark / Grim -- Alternate Amber

Resting at the top of the vibrational peak of Quantum Reality, Amber, the Eternal City, casts its shadow across the Continuum by manipulation of the Qalculus of the Pattern, but the cost of Order is eternal vigilance. The Pattern Authority guards Amber’s Hegemathematical Rule from the forces of Chaos, Entropy, Quantum-Solipsism, and Rival Hegemathematics. These Scions of Amber are entrusted with the power to be judge, jury, and executioners of Omniversal Justice, The Highest Authority in Reality. And, as they say, with great power comes great responsibility but they also say absolute power corrupts absolutely... which will it be?

This game explores the nature of ultimate power as Cosmic Beings with hidden motivations and vulnerabilities protect ‘All That Is’ from ‘All That Isn’t’. Characters will be analogues of our favorite Amberites, infused with doses of Jack Kirby’s New Gods, The Silver Surfer, Mark Millar and Warren Ellis’s Authority, Joe Casey’s Godland, Alan Moore’s Miracleman, and Grant Morrison’s superhero work. Though the source material is “comics”, these are adult oriented, unflinching works.

Setting: An alternate Amber guarded over by Super Beings who ensure the Pattern is the multiverse's highest Authority.

Character Instructions: Character’s will be pre-made based on your choice of Elder Amberite (core/canonical cast only please) and answers to pre-game questions.

Rules will be a free-form adaptation of the indie game “With Great Power” that focuses on the how the external struggles of superheroes reflect on the internal struggles of all too human characters.

Player Information: Minimum: 5 Maximum: 9

Players are requested to contact the GM(s) prior to the convention: thaddeusrice [at] comcast [dot] net: Contact GM with choice of top 3 Elder Amberite's you would like to play in the "Pattern Authority"-genre. Be ready to answer a few questions.

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The Princess Game and Other Micro-RPGs
 

GameMaster: Pôl Jackson

   
  Teen Friendly? Yes

Game Description: Other; N/A -- Other; N/A

The Princess Game is about a little girl, exploring the world and meeting people. The players play her love, her fear, her curiosity, and more.

I'm expecting that this will be a fairly short game. There should be time after the game to play one or two other "short form" RPGs. We can either play what I bring, or you can run something for the group.

Setting: Along with the Princess Game, I could run Executive Decision, or Once Upon A Time (OK, yes, technically that's a card game). I could also demo some other RPGs, by running through character creation and explaining a bit about the rules.

Character Instructions: If you're willing to run a short RPG, please let me know! I'd love to play Puppetland (I own it, but I'm not up to running it), Narrative Cage Match, or The Extraordinary Adventures of Baron Munchausen.

Player Information: Minimum: 3 Maximum: 6

Players need not contact the GM(s) in advance of the convention.

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The Sable Game (Game 2)
 

GameMaster: Trish Hart
**Game 1 in Slot 2 and Game 2 in Slot 3 are separate games this year, so you may sign up for one or both**

   
  Teen Friendly? No

Game Description: Adventure / Heroic

The PCs are talented mortals who are the trusted agents of the King of Sable - soldiers, diplomats, merchants, investigators,etc - chosen to help in the smooth running of the Kingdom, and to thwart the plans of Sable's age-old enemy, the Reich, as well as other, newer adversaries. Returning characters from any iteration of the Sable Game are welcome.

The game website is available at: http://www.sable.org.uk/.

Setting: The Sable Game is a serial campaign based on the Amber Diceless RPG, but is set within a non-Amber realm.

Character Instructions: New-made characters should be built on 70pts, but with all stats starting at Chaos. Partial buy ups and buy downs are possible. Existing characters will be offered the opportunity for advancement.

Most Powers are available - although not full Pattern or Logrus - and an alternate form of magic is available. No constructs. Other items will need to be cleared with the GM.

Players are requested to contact the GM in advance to deal with character creation, because as I'm playing in short slots this year, there won't be time to do character generation on the day.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Trish Hart: sable [at] fugue [dot] org

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Friday, November 7, 2008 - 8pm to midnight
Amberian Nights
 

GameMaster: John Kim

   
  Teen Friendly? Yes

Game Description: Other; N/A -- Alternate Amber

Oberon can be a cruel overlord over his children, and since his mysterious fight recently with Osric he has been more paranoid than ever. All the young princes and princesses are for the present kept inside the castle, as Oberon determines whom he will execute. To pass the time, they tell each other stories of the universes they have passed through - by shadow walking or just in their imaginations. This will be played using the "A Thousand and One Nights" game by Meg Baker, where each player takes a turn being GM of the story.

Setting: In the distant past of Amber, when Oberon was king and the princes and princesses were young.

Character Instructions: Characters will be pregenerated based on young versions of the canonical Amberite siblings. Players can request a specific Amberite and make requests in advance, or just pick one at the game.

Player Information: Minimum: 4 Maximum: 5

Players are requested to contact the GM(s) prior to the convention: You may contact me at jhkim@darkshire.net to pre-select a character, but it is not required.

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Crimson Dawn
 

GameMaster: Murray Writtle

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Amber with a Twist

The grandson of Shogun Benedict preserves order and beauty in the shadow of the Eternal Mountain. The glorious purity of Amber's Golden Circle slumbered unsullied by external contact for centuries until the Federated Republic of Individual Liberty finally sent their unstoppable Dragon Boats to enforce their desire for open trade. Now the Unicorn Empress sends an ambassador bearing a precious Gift to the Consuls. The Gift must travel beyond the farthest outpost of Amber, beyond the shade of Ygg, where it will be met by an escort of Federales who will accompany the Gift, the Ambassador, his bodyguards and servants and a major shipment of wealth from the Frontier across the chaotic, lawless untamed badlands to the Obsidian Mansion of the Consuls using the newly completed LogrusWay along which travels the Iron Caterpillar.

Setting: Centuries after Patternfall the reclusive and hidebound honour of Amber meets the wild and wooly, lawless exuberance of an expansionist Chaos. Any similarities to Japan and the Wild West are entirely intentional.

Character Instructions: Bodyguards or servants of the Amber Ambassador. Honour and Duty are your watchwords: 60 points plus an atrophied form of Pattern. No shapeshift, Trump, Logrus or advanced powers. You have never travelled beyond the Golden Circle.

Wily Outlaws on the run from the Federal Marshals. Masters of the badlands. Survival and loot are your watchwords: 25 points plus shapeshift and free access to Logrus powered Trisps and Trisp-lances. No Trump or Pattern.

Notes: Logrus is powerful and has recently breached Pattern defenses. The geography of the frontier badlands is wierd and ever changing and is plagued by bands of savage nomadic demons slowly being eradicated by unwashed settlements, misionaries and the Federal army. This is role-playing not power gaming.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: murray [at] campobianco [dot] com

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To Dance with The Devils
 

GameMaster: Ben Bernard

   
  Teen Friendly? Yes

Game Description: Dark / Grim -- Amber with a Twist

King Oberon has been away from Amber only twenty years this time: barely long enough for the throne to get cold. But don't get any ideas. He'll be home soon, and with a surprise. You see, your father has decided that it's time the Eternal Kingdom had a new Queen. True to form, he didn't consult you, or anyone else in the universe for that matter. Your deep suspicion that this means trouble is confirmed as soon an you realize who he's eloped with...

There is also the matter of the Roses that have been seen around the castle recently. Many of the elders have been acting strange, sneaking around, and even disappearing for times. The Unicorn has also been present more than usual lately, does this herald major changes in the royal family? Will the scions of Amber stand by while the King marries an enemy?

Setting: Set mainly in Amber, pre-pattern fall.

Character Instructions: You play Alternative Elders, ones that Corwin just forgot to mention in his books. Characters built off of 150 points + pattern before the con, additional instructions in email

Player Information: Minimum: 3 Maximum: 7

Players are requested to contact the GM(s) prior to the convention: Ben Bernard amberconnw [at] benjaminbernard [dot] com

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Knight of Thistles [Part 9 of the Winnie-ther-Pooh/Amber games]
 

GameMaster: Jeremy "Silly Old Bear" Zimmerman

   
  Teen Friendly? Yes

Game Description: Humor / Spoof -- Amber with a Twist

Her name was Kanga, and I'd been darn certain she was gone forever back on November 8 when it all began. My finding her stuffing scattered around and destroying the doglike creature which I'd thought had done it were pretty much the way it started. And we had been friends, which I suppose was how things had really commenced. Long before.

Perhaps I could have trusted her more. Perhaps I should never have taken her on that adventure which led to denials that took her away from me, down dark ways and into the studio of Piglet, a nasty ungulate I later had to beat up--the same Piglet who was himself the dupe of Rabbit's friends and relations. But now, perhaps--just barely--I might have been in a position to forgive myself for what I'd thought I'd done, for it seemed that I hadn't really done it after all. Almost.

That is to say, I learned that I hadn't been responsible for it while I was in the act of doing it. It was when I dumped a jar of hunny on the mysterious sorcerer Agnak, who had been on my case for some time, that I discovered that Agnak was really Kanga. My half brother Eeyore, who's been trying to beat me longer than anyone else in the business, snatched her away, and they vanished then, immediately following his transformation into a kind of living Trump.

Setting: The Poohniverse

Character Instructions: All characters will be created with the ever creative "Nine Princes in the Hundred Acre Wood" attribute system, starting with 100 points. This Groundbreaking System can be found at http://www.bolthy.com/pooh/.

As always I'd ideally like this to be a fairly character driven plot, with players going off on Adventures and doing Neat Things. If worst comes to worst, though, I again have a Plot I can impose on players. =) Returning players will have 10 points for advancement. Players who get their characters to me before the con also get an additional 10 points. Those who bring tea-related items may also get 10 points for contributions.

Player Information: Minimum: 3 Maximum: 10 http://www.bolthy.com/pooh/ Players are requested to contact the GM(s) prior to the convention: You can contact me at bolthy [at] bolthy [dot] com. But I'll probably contact you first.

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Phoenix Facility
 

GameMaster: Glen Seymour

   
  Teen Friendly? No

Game Description: Adventure / Heroic

You've always lived in the Facility. You aren't allowed to go out into the wasteland. The doctors here are very nice, at least that is what they've always told you.

Setting: In shadow.

Character Instructions: Characters created during game.

Player Information: Minimum: 4 Maximum: 8

Players need not contact the GM(s) in advance of the convention.

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Professor Dworkin’s Sing-Along Blog
 

GameMaster: Chris Lightfoot

   
  Teen Friendly? Yes

Game Description: Humor / Spoof -- Alternate Amber

The status is *not* quo. The world is a mess and you just need to rule it.

No argument that Mad Professor Dworkin is mad, as mad as mad scientists get. But he knows his evil. He’s a patient mentor, an indispensable supplier of gadgets and tactics, and his blog is essential for anyone serious about getting ahead in the villain game.

He’s gathered his disciples for an important announcement: Captain Pattern just fell an epic battle against the Chaotic League of Chaos, but so did several members of the CLC. Now Bad Snake, who rules the League with an iron scale, has opened applications for replacements.

You’ve struggled for years to distinguish yourself from other third-rate villains like Ghostwheel, Baron Borel and Mask. This is your chance to have everything you ever wanted. All that matters: taking matters into your own hands.

Evil is on the rise.

Will you combine powers with your compatriots in crime? (That’s the plan. Rule the world. You and me. Any day.) Or climb to ascendance on the rungs of their humiliation? (There will be blood. It might be yours.) Be prepared to scheme, to fight to sing! (Don’t worry if it’s hard, if you’re not a friggin’ tard you will prevail.)

And don’t forget to strengthen your “Bwah hah hah.” A lot of guys ignore the laugh. And that’s about standards.

Setting: “It’s a brand new day/and the sun is high/all the angels sing/because you’re gonna die”

Super-powered musical tragicomedy inspired by Joss Whedon’s marvelous internet video series “Dr. Horrible’s Sing-Along Blog,” cross-pollinated with Roger Zelazny’s Amber series.

Character Instructions: Create an Amber- or Chaos-themed supervillain who aspires to evil stardom.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: chris [at] lightfootonline [dot] com Rules will be provided via e-mail.

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Random's Regular Game
 

GameMaster: Todd, Jason Ray

   
  Teen Friendly? No

Game Description: Humor / Spoof -- Throne War

Once a year, Random takes off his crown and hosts a poker game between family and friends in the back room of the dirtiest, most dangerous bar in Texorami. For one night only, anyone can drink, swear, and smoke cigars away from the pressures of everyday life. Come prepared with a description of how your character is dressed and be prepared to narrate your entrance to the rest of the group.

This game is one step removed from Jason Durall and Thaddeus Rice's "Drinking and Talking" Amber game. You get to pretend to be an elder playing in Random's regular card game. Emphasis will be on fun, character interaction (insulting and mocking your relatives), and playing cards. There is no other 'plot' to the game. Jet lagged and semi-inebriated people are especially encouraged to sign up.

Setting: Random is King. Benedict is the Lord Protector of Amber.

All of the elders alive at the end of the Corwin chronicles are still alive.

The game takes place in a back room of a seedy tavern in Texorami. All powers work here, but with a twist. Based on your character, you will have a very limited ability to affect the cards and/or chips. However, if you change a card in some way and the same 'real' card is later revealed, you have been caught cheating. For example, your power allows you to change the suit, so you change an 8 of spades to an 8 of diamonds. Another player reveals that she has the 8 of diamonds as one of her down cards. You are caught and get to have a 'special roleplaying experience' with your fellow players.

Character Instructions: The GM's will be playing Random and Benedict. Everyone else is available. Please bring your own character or a choice(s) of an elder from the Corwin Chronicles. Available elders are listed below: Benedict, Corwin, Bleys, Fiona, Caine, Julian, Gerard, Flora, Llewella, Martin, Merlin, Mandor, Dara, Suhuy.

Returning Players have first choice, then it's "first come, first served."

*Note that due to this game having run for 5 years, returning players can claim all of the existing elders. Therefore, all players may choose to play one of their own characters or an NPC from a game they have run. Power cards will be given to you based on your character's abilities, powers, and sexual prowess.

This year we will be mixing things up slightly. Don't expect the exact same power cards as you have had in the past.

Player Information: Minimum: 4 Maximum: 10

Players need not contact the GM(s) in advance of the convention.

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Separate Nations
 

GameMaster: Michael Sullivan
**Game may run late into the evening.**

   
  Teen Friendly? No

Game Description: Other; N/A -- Amber with a Twist

For two years, since Oberon sacrificed himself to repair the Pattern, Amber has been isolated, cut off from Shadow by storms of unbelievable power. Now, finally, there are breaks in the storm, and Shadow once again becomes accessible. This moment has long been dreamed of by those who had made themselves and Amber rich with trade.

But can Amber regain her place as the jewel of all nations? Still suffering from the war, and wracked with tensions caused by the absorbed former Chaosite soldiers, and now competing against a resurgent Rebma, nothing is certain. And Shadow is not the place it once was...

This is the third year of a continuing campaign (the previous installments were called A Separate War and Separate Peoples). New and old players alike are welcome. New players will have roles in which they do not need to absorb any complicated history. We may run half an hour or so late into the evening, but we'll try to wrap it up fairly promptly.

Setting: In the years after the Corwin Chronicles, when most of the Elders were still stuck in Chaos. Amber and surrounding Shadows.

Character Instructions: Returning players are welcome to play their previous characters. New players will be given a choice of several pre-gen Shadowdweller leaders, comparable in power to the existing characters

Player Information: Minimum: 4 Maximum: 7

Players are requested to contact the GM(s) prior to the convention: sullivanmb [at] gmail [dot] com

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ShadowWorld (Game 2)
 

GameMaster: Edwin Voskamp
**Game may run late into the evening.**

   
  Teen Friendly? No

Game Description: Dark / Grim -- Other; N/A

ShadowWorld is a diceless roleplaying game based in our world, except that, under the facade of media, politics, political correctnes and 'reality' there is an Underworld 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.

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

Setting: 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). For (much) more detail, see http://mainline.shadowworld.org/forums/ and read the 'Public Knowledge' forum.

NOTE: To avoid spambots and to maintain player privacy, contact me by email (gm [at] shadowworld [dot] org) to get access.

Character Instructions: 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. You can find the rules for these at http://mainline.shadowworld.org/forums/files/shadowworld_corerules_r8v3.pdf. You have seventeen (17) points to create your character's powers.

Player Information: Minimum: 3 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Edwin Voskamp <gm [at] shadowworld [dot] org>

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The Sum of All Fears
 

GameMaster: Kath Nyborg
**Game may run late into the evening.**

   
  Teen Friendly? Yes

Game Description: Sci-Fi / Futuristic -- Non-Amber

"I do the job, and then I get paid."

Out in the vasty nothing of the Black or on one of the balls of dirt that people call home, a job is what keeps you alive, afloat, out of the Alliance's suffocating net of control and enforced reliance. And this a job, just like any other. Salvage. Perhaps a smidge on the wrong side of Alliance do-goodery, but if they wanted it, they'd have come and got it now, wouldn't they? Stands to reason. Besides, the quiet word is that the IAV Astraeaus has been out of commission for over a year, so a body would have to think the Purplebellies would have hauled her corpse back to an Iskellian drydock if they wanted what's left of her

Word also is that she's amazingly hard to find for a dead ship.

All the same, you've been given a ballpark location for the Astraeaus, somewhere out on the edge of the Rim, and the job's simple; retrieve some personal effects for your client. Nothing hard about that, and you've been given half the credits up front. Salvage of non-traceable goods and enough credits to fuel your ship for a generous while, and God knows you need the funds. Even if it weren't a milk-run, for that amount, a body would be willing to do many a thing.

Many a thing.

Setting: This is set in Joss Whedon's Firefly universe, just about eight years after the Battle of Serenity Valley and the end of the War of Independence.

Character Instructions: This is a heavily character-driven game, so a solid concept is a must. While NPCs can always fill in any spaces left open, ideally I'd like the characters to be a ship's crew, either a long standing team or one newly put together by the Captain or ship's owner.

Character creation is simple, but players *must* have their concepts in to the GM by the Sunday before the Con. Soonest is most definitely best. Info on character creation, and more details on the set up can be found : http://endlessstarlight.pbwiki.com/The-Sum-of-All-Fears

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: kath[dot]nyborg[at]gmail[dot]com

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Top Amberite
 

GameMaster: Cort Odekirk, Andy Blija, Kai Ford

   
  Teen Friendly? Yes

Game Description: Humor / Spoof -- Amber with a Twist

For these eight contenders, Top Amberite is the chance of a lifetime.

Contestents will be competing for 100,000 gold crowns provided by the Bayle line of fine beverage products, a 2008 Morgenstern Foal and of course the title:

Top Amberite.

Setting: Top Amberite headquarters in Texorami.

Character Instructions: Characters should be brought to the game, generate using 150 points and please stick to book powers (partial point costing is fine, but run by the GMs). If you are looking at anything you think might be iffy, shoot an email to the GMs at webmaster@maelstromx.com.

Player Information: Minimum: 8 Maximum: 8

Players need not contact the GM(s) in advance of the convention.

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Travelling the Black Road: Late Harvest (redux)
 

GameMaster: Simone Cooper
**Game may run late into the evening.**

   
  Teen Friendly? No

Game Description: Adventure / Heroic -- Alternate Amber

You knew nothing of the Black Road. Amber and Chaos were just words to you, and war was a purely human evil that waxed and waned with the tides of history.

That was before the barriers finally eroded away, and the darkness that waited outside Earth's understanding boiled through. In the first waves of insanity and violence, memory of human war was wiped away. More than half of the world's population was destroyed before any resistance could be organized. A few pockets remain untouched... a reminder that there's still something worth saving.

You are among the few extraordinary men and women who might make a difference.

It's 2007. Welcome to Hell.

(NOTE: This game was cancelled in 2007 during the con due to the plague. First priority will be given to players who got in last year and want to try again; any remaining slots will be assigned normally.)

Setting: Earth-based characters in or travelling to San Francisco in 2007...

Character Instructions: 20th Century Earth-based characters or Chaosian travellers to be created with a total of 50 points, up to 5 points of which can be in skills. More specific skills beat more general skills, but have fewer applications. For example: the character with 3 points "I am a top sprinter" is better at running fast than 3 points "I am a top athlete." Skill plus stat, properly applied, beats an equal amount of pure stat.

No powers except basic shape-shifting; no artifacts. Maximum 5 points Stuff either way.

Players must have e-mail access. Characters must be developed in advance.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: simone [at] wyrdrune [dot] com

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We Need A Hero
 

GameMaster: Lee Bynum

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic

The enemy is at the gates and Amber needs a hero. The Crown Prince of Chaos has been abducted by the worst of sorts during a diplomatic visit to Amber and needs to be rescued. You don't really expect the Elders to stick their necks out for some random Chaosian, do you?

Save the Prince, save the world... Or something like that.

This game is meant to be heroic and lighthearted. Come ready to laugh and have a good time.

Setting: Off in Shadow where ever the plot leads us.

Character Instructions: Characters will be built with 150 pts and are encouraged not to make the GM cry. I reserve the right to veto characters but don't expect it will be needed.

Characters received before I get on the plane will get 10 bonus points.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Lee Bynum - kainesh [at] yahoo [dot] com

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Saturday, November 8, 2008 - 9am to 4:30pm
The 4400: The Rise of Promicin
 

GameMaster: Amber Cook
9:30 am Start-Time

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Non-Amber

(This game is open and welcome to new players as space permits.)

You were abducted, and then suddenly returned in mass on August 14th, 2004. A brilliant sphere of light deposited you on the shores of Highland Beach and then simply vanished, leaving you surrounded by four thousand and forty three fellow abductees and abandoning you to be herded into a quarantine facility outside of Seattle, WA and detained there for months by the government.

You remember nothing of the time you were gone, but now know that something happened to you or was done to you – because you returned with an ability.

Some people believe there is a reason why you were ‘given’ this ability, some say you are here to save the future of humanity. Many more are either afraid of you or envious of your new power. The whole situation has been greatly inflamed by NTAC’s covert attempt to supress the abilities of the 4400 on one side, the assassination of Jordan Collier, and retaliatory terrorist acts by certain members of the 4400 on the other.

Having escaped the affect of the injections by the unconscious use of an ability by one of your fellow care group members, your abilites emerged first, and have begun to grow beyond the others. Was this outcome planned ahead of time or is it coincidence? Some among you discovered and stopped one of your own - a serial killer bent on destroying the 4400. But was she placed there to do just that – murder certain individuals among the 4400 in the name of the long-term ripple effect? If not, why did they return her at all? Were you manipulated into place to put a check on her when she’d played out her role to a certain point?

When your unique status became known, the government returned you, along with a couple other members of the care group, to Camp Dekker and held you for tests, until friends and family on the outside were able to sucessfully lobby for your release. Somehow informed of this, Dennis Wryland, the ex-head of NTAC now working in the private sector, took it one step further and secured you all in a private facility, where you were forced to push your abilities to the limits. While there, the motivation to escape bonded you into a formidable team, and you were not only able to secure your freedom, but destroy the facility in the process, thus ending the ‘soldier program’ (volunteers injected with promicin to induce an ability in order to produce an army able to combat the 4400 in case of a civil war).

Between incarcerations, you discovered a group photo of some of your care group in a newly opened time capsule dating back a hundred years, with a message on the back that lead you to Marco at NTAC and the unknown origins of the 4400, as well as the knowledge that agents from the future are among us, working against the 4400, trying to protect a future in which they are the haves and everybody else desperate have-nots.

What will you do now that you are free again?

Welcome back.

Setting: Two and a half years after the 4400 returned.

Your fellow abductees, after having been released from quarantine and now off the inhibitor, are exhibiting abilities left and right. The 4400 Center under Shaun Ferrell has become the nexus of 4400s activity, a place where 4400s can be themselves, together.

With the powerful, world-wide demonstration by the Nova Group, turning a huge section of dessert into fertile farmland, popular opinion of the 4400s has never been higher, while those who fear them are working harder than ever to try and find a way to match their power, assisted and manipulated by the Marked.

And now Jordan Collier had returned from the dead, claiming that in the future:

The human race is dying out. And a privileged elite have locked themselves away in the world’s last city where they hoard the planet’s remaining resources, leaving the rest of what’s left of civilization to fight for survival in the wasteland the earth has become.

He stresses that 4400s and non-4400s must work together in order to prevent this bleak future, and roams the country speading this message among people on the streets, and a nascent religion seems to be springing up around him.

Character Instructions: We will continue to build on the great characters you brought to the game in previous years – both in their personal lives, the effects of being a 4400, and the larger scale issues threatening to escalate into disaster.

The only thing I’d ask you to think about between now and the con is how the events of the game finale last year affected your character and where they want to go from here.

For new players, I’ll get you info on character creation by email and we’ll set you up a 4400 returnee before the con. Then we can work out what that character was up to during the first two plus years at the beginning of the game session in conjunction with the other players. New characters will have been part of the original care group in quarantine, but will have had reasons for not staying in the area once released, and reasons to become involved now.

Player Information: Minimum: 4 Maximum: 7

Players are requested to contact the GM(s) prior to the convention: Amber at changeling [at] hevanet [dot] com

New players contact me for character creation info.
Returning players please check in before the con.

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Before Time Began
 

GameMaster: Sara Mueller

   
  Teen Friendly? No

Game Description: Mystery -- Alternate Amber

Before the Pattern, before the shining castles and turrets of Amber... there was chaos. Among the shifting planes and twisting nethers houses vied for supremacy and warred on one another. Only two things are certain in a place of shattered shadows. Anything is possible... and someone is out to get you.

Setting: Pre-Amber, Pre-Logrus Chaos

Character Instructions: Forty points plus ten points of good stuff if you work through Sara's Obligatory Character Questionnaire (tm). Five more for bringing a character picture to the game - you don't need to be an artist, torn out of a magazine or printed out from the internet or anything similar is fine.

No Logrus, No Pattern. Alternate powers may be available. Partial Powers are fine. If you have a concept, talk to me about it.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: sara [at] sff [dot] net Please please please. Player input and questionairres will significantly inform the development of Houses.

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The Blood-dimmed Tides are Loosed
 

GameMaster: Ben Bernard, Melissa Kocher, Mickey Schultz, Lee Short, Ogre Whiteside, Drew Wood

   
  Teen Friendly? No

Game Description: Dark / Grim -- Traditional Amber

“Amber will be destroyed.” Brand nearly succeeded, and Dara said it would happen, but the Moonriders may be the ones to deliver on her promise where Chaos failed. The balance of powers waxes and wanes; the Blood of Oberon is spilled. Old enemies have arisen and their vengeance is nigh.

A catastrophic assault on Amber leaves the PCs to pick up the pieces of Amber’s heritage. What can be saved and what must be sacrificed? How will they deal with the loss of much they hold dear, and face harsh truths new and old? Decisions and alliances made now will shape the future. How will the scions of Oberon rebuild their world?

Setting: Amber and environs, 10 years or so after Patternfall

Character Instructions: 75 Points. Free Pattern. No items over 4 points, no broken pattern. May buy only one stat down (only to Chaos). Advanced patterns only on a case-by-case basis.

Player Information: Minimum: 12 Maximum: 20+

Players are requested to contact the GM(s) prior to the convention: Lee Short, blackcat [at] pro-ns [dot] net

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Children of the Storm
 

GameMaster: Cort Odekirk

   
  Teen Friendly? Yes

Game Description: Mystery -- Amber with a Twist

It was a nice day, a normal day, then the storm came. Not like any storm you had ever seen, storms should be dark but this one just brought whiteness; colors fading to pastel then grey than to nothing at all.

It lasted forever, and no time at all, then it was a nice day again. Everything is the same, no one remembers anything, like it never happened. But you know it did, it had to, because ever since then you’ve felt, different.

Setting: Shadow Earth, modern day.

Character Instructions: Players should create normal modern day earth humans, anything they like, within reason. Players will also need to complete a small character quiz before the game starts, contact they GM once you have been assigned to the game via email to get the quiz.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: webmaster [at] maelstromx [dot] com

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Chronoguard 2.0
 

GameMaster: Jennifer Zimmerman

   
  Teen Friendly? No

Game Description: Mystery

It has been a year since the implosion of Mainframe and the death of nearly every Chronoguard officer in the timestream. The remaining Chronoguard officers, now avatars of Mainframe 2.0, have had their hands full with the defense and management of time. The learning curve has been steep, but things are finally starting to become manageable...until now.

Strange signals from the timestream have been reaching Mainframe, and the system seems unable to account for them. It is up to the Chronoguard to determine where these signals are coming from and what they mean -- for the timestream, for Mainframe, and for the fabric of reality as they know it.

Setting: Anywhere in time.

Character Instructions: Players will be sent brief character-creation rules.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Jennifer Zimmerman devilwoman [at] bolthy [dot] com

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Firefly - Criminal Element
 

GameMaster: Emma Sansone

   
  Teen Friendly? Yes

Game Description: Sci-Fi / Futuristic -- Non-Amber

Not everyone in the 'Verse is a Big Damn Hero. There are many interesting ways to make a living, just as there are interesting times to live in. Niska pays well, if you're good at what you do. And you are. He has a job for you: find something he wants, bring it to him, get paid. Get [Unrepeatable Chinese Swearword] well paid. No questions, no mistakes, no excuses. Easy money, right?

Setting: In the Serenity 'Verse, about seven years after the end of the War of Independence.

Character Instructions: Characters are members of the criminal underworld in the 'Verse, in the pay of the infamous Niska. I'm using ADRP rules with slight modifications, I'll send details.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: emma [at] campobianco [dot] com

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Ho Ho Ho Chi Minh Trail
 

GameMaster: Yi-Mei Chng & Jules Morley

   
  Teen Friendly? No

Game Description: Adventure / Heroic -- Non-Amber

SOMEWHERE OVER LAOS, December 21st, 1969 - It's a surreal moment; the Vietnamese crew chief of the insertion H-34 Kingbee has hooked a battered 8-track up to the intercom system, piping the crooning voice of Bing Crosby into the headsets of your Prairie Fire team. Maybe he thinks it's soothing for you - a reminder of home, of what you're fighting for. Or maybe he's just a bastard.

The dark canopy of the Laotian jungle is a barely-seen presence beneath your feet - almost close enough to touch, illuminated only by the sporadic false dawn of exploding munitions on the horizon. The boys of the 8th Air Force are doing their job, dropping tonnes of ordinance on the Ban Karai pass to cover your passage across the border. Assuming the pilot can thread his way through the bomb zones and doesn't overfly an unmarked AAA battery, you'll be on the ground deep behind enemy lines in five minutes.

The mission is unusual even by S.O.G. standards - another Prairie Fire team, headed by your buddy Mike 'Truck' Sheridan, went MIA here three days ago looking for a new tunnel complex. The last radio message said they'd found something, but they didn't make their extraction point. The brass at Da Nang wants a two-fer: find that tunnel system so the Air Force can reduce it, and find out what happened to Truck and his men so their families back home will have closure for the holidays. It's a long shot. Risky as all hell. But hey, it's Christmas - the season of miracles.

What this game is not:
It is not a straight-up historical piece.
It is not an Amber cross-over, but there will be elements of the fantastic in it.
It is not a comedy, although we expect some moments of dark humor.
It is not suitable for teens. There will be harsh language, gunplay, unkindness and moral ambiguity.

Influences: Apocalypse Now. Saving Private Ryan. Pan's Labyrinth. And the Mystery Movie.

System: We haven't decided yet. Perhaps Twilight 2000 (first edition). Don't worry if you don't know it - we have no intention of letting the system get in the way of the game.

Setting: Christmas.

Character Instructions: We'll work with the players before the 'con to work up backstories for the team. Be willing to kill for the CIA.

Player Information: Minimum: 3 Maximum: 6

Players need not contact the GM(s) in advance of the convention.

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The Knights Quest (Knights of Baddon II)
 

GameMaster: Roy Grutchfield
**9:30 am Start-Time**

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Alternate Amber

The Great City of Amber lies ruined, razed to the ground. The final death toll will never be known but was in the hundreds of millions on both side. Amoung the dead lay Fiona, Julian, Martin and Gerard.

The land has been free by the people, lead by their champions. The enemy, the foul Amberites have fled but for the castle. They are marshalling their forces under the hated Benedict.

Setting: Amber

Character Instructions: New Characters: - You are a ‘lucky’ survivor and a leader of your people. The peoples champions, the high council need new blood, you. All 4 Stats start at Chaos Level and you have 10 points to spend, i.e.; Str+3, Warfare +2 etc; Your character start with their old torn clothing, and an old weapon, a Heirloom (GM approve required).

Restriction: - Strength and Warfare are different, Warfare is planning, leadership, tactics etc; Strength is muscle, co-ordination, martial arts and feats of arms etc; No Pattern, Logrus, Shapeshift.

(Swashbuckling style hopefully)

Player Information: Minimum: 5 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: roygrutchfield [dot] vorpal [at] ndo [dot] co [dot] uk

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Pax America
 

GameMaster: Eric Todd, Michael Sullivan

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Non-Amber

You are an American, born in the roaring 20s, weaned on the energetic aftermath of the Great War. Your adolescence was marked by Black Tuesday, marred by the world-wide economic collapse that would some day be called the Great Depression. You grew to adulthood with the rise of nationalist demagogues, the return of War to Europe, and America's entry into that war.

You will join that war effort, may rise to greatness, may leave your mark upon history.

Setting: This is a non-Amber game set during the Second World War.

This game was originally run in the 1990s by Erick Wujcik. Repeat players are discouraged.

(I'm running it now in his honor and because it's one of the most memorable games in which I've played! I hope we do it justice. -Eric)

Character Instructions: Characters will be talented members of the American military, but will not have any sort of supernatural powers. The game will be diceless and largely systemless.

Prior to the con, please come with a general notion of your character's background, leading up to their involvement with the war effort. Characters may be of either gender and any race, but will have to deal with the sexism and/or racism that was prevalent at the time.

Player Information: Minimum: 6 Maximum: 9

Players are requested to contact the GM(s) prior to the convention: erictodd [at] gmail [dot] com Please contact Eric with your character background prior to the convention.

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Pulp Chaos 4: Big Trouble in Little Chaos
 

GameMaster: Jeremy "Bolthy" Zimmerman

   
  Teen Friendly? Yes

Game Description: Mystery

It perched in the center of its web, gazing at me with eight cold black eyes that knew the depths of oblivion. Around me were tanks filled with piping masses of ooze, vials with colors unknown to humanity and an array of sliced meats of an alarming shade of green in the cold case. The creature's mandibles worked, intoning words that seemed to fill the air with a toxic haze. A horde of spiderlings clambered over one another on the counter. When the creature in the web finished talking, the spiderlings spoke up, translating the thick patois of gutter Thari mixed with an assortment of languages from beyond the Rim. The spiderlings' voices were high and shrill, many of them speaking in unison, but not necessarily all at once. Some would join in on the translation while others dropped out of it. It left the sensation of a wave of words churning above their playful morass.

"Granpa says he hasn't seen Steve in a couple weeks," they skirled. "He used to come in all the time, getting a lot of his shopping done here. He wasn't from the Old Country but he liked to put on a good show of eating the traditional stuff."

"He ever run into Steve out on the street?" I asked.

They didn't bother translating, instead replying, "Granpa doesn't leave the shop. Says the light here is too straight and hurts his eyes."

I restrained a sigh and instead fished out a calling card, tossing it onto the undulating mass of spiderlings. They passed it back across the counter, from pedipalp to pedipalp.

"If your grandpa remembers anything else about Steve, have him send a message to my office," I said. I nearly left, but something caught my eye.

"Is that sponge cake made with real sponge?" I asked, three of my feet already headed towards the door. "My mom swears she hasn't been able to find any good stuff since before the war and would eat me alive if she found out I'd found some and didn't buy her any."

Setting: This year's installment of Pulp Chaos moves away from the seamy underbelly of DaggerWays and into the demon ghettos of Amber. Left there after Black Road disappeared, many demons and Lords of Chaos started a new life as refugees in the Eternal City. Expatriate Lords of Chaos had the clout and the human-like anatomy to live in the nicer parts of town. Most of the demons, however, have been unable to live anywhere better than the worst of ghettos, a place most Amberites refer to as "Demon Town" or "Little Chaos."

This is the fourth in a series of games, taking place roughly a year after Pulp Chaos 3. Knowledge of the previous games is not necessary. New players are welcome.

Character Instructions: Character creation uses a fast-and-loose system that can be found here at http://www.bolthy.com/pulpchaos/. I will try and have the site updated to reflect Demon Town as well. Players are heavily encouraged to supply characters in advance as the storyline will be heavily tailored to fit the characters in the game. Failing to provide a character in advance will only serve to make your own enjoyment of the game less.

Because this moves the arena of action from the Courts of Chaos to Amber, characters local to Amber, the Golden Circle or even Rebma will be considered. For a glimpse at possible characters for Rebma, check out the site for "Rebma Confidential" at http://www.bolthy.com/rebmaconfidential/.

Returning characters will get a small bonus, such as an ally or a promotion. This bonus is larger if you give me an update prior to the con of what your character has done in the intervening time. Characters who played at ACUS's Rebma Confidential are also welcome.

Player Information: Minimum: 3 Maximum: 5

Players are requested to contact the GM(s) prior to the convention: Players should contact GM at bolthy [at] bolthy [dot] com, assuming he hasn't contacted you first.

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SW1905 (Game 2)
 

GameMaster: Joe "new knee" Zottola

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic

A game set in 1905 before computers, cell phones, fast cars, jets and instant coffee. Be a member of the Society a organization dedicated to the preservation of humanity and allowing humanity to develop un-influenced by those who would do so for their own gratification.

(Game uses system loosely based on the Shadow World diceless system)

Setting: the year is 1906 Teddy Rosevelt is president, the russian revolution is in it's beginings. LA disapeared in a tragic accident ghosts are out and about. Rumors of a coup in Lithunia are rampant, but no one seems to care.

Character Instructions: returning characters always welcomed, new ones are encouraged. contact me before the con, so things can be either updated or character created.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: e-mail joe.zottola [at] toro [dot] com YM arumel9 Gmail arumel33

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Warlord's Quadrant: Repatriation
 

GameMaster: Stephanie Itchkawich

   
  Teen Friendly? No

Game Description: Adventure / Heroic

The retreival of individuals taken by the Warlord Society has generated a number of social problems and questions as they are returned to their home societies. Also, an unprecedented opportunity exists to obtain information about the Warlord culture and its technology from the returnees.

The team is tasked to cope with the special problems presented and give a report of findings/recommendations regarding the disposition of the returnees and the information gleaned from their debrief.

Returning players welcome, new players will fit in just fine.

Setting: This is a modified Space Opera setting.

Character Instructions: contact GM before con for new player character generation

Player Information: Minimum: 3 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Stephanie Itchkawich darkharp [at] hotmail [dot] com

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Saturday, November 8, 2008 - 7pm to midnight
Aurellis (Game 2)
 

GameMaster: Tim Hart
**Game may run late into the evening.**

   
  Teen Friendly? No

Game Description: Other; N/A -- Amber with a Twist

The real world is our home. It is safe and nice. Nothing bad could happen to us here. No. Really.

Or could it?

Some people have found out the hard way that there are creatures and things on our world that are neither safe, nice, or good. Will you join the teams that go forth to put right those things which ought to be right?

Setting: The Aurellis multiverses include Earth (otherwise know as either Quantico, or St. James, depending who you talk to) and other places, real and less real, both familiar and strange.

This sceanrio will be different to the ones in slots 2 and 7 - players are welcome to sign up for multiple slots.

Character Instructions: Returning characters are always welcome. New characters need to be created via a quiz, in advance of the con, and should ideally come from Earth, early 21st century, and have some reason to become involved with Special Operations work in either the US or Great Britain.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Tim Hart (tim [at] fugue [dot] org or gm [at] aurellis [dot] org)

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Burn the Land and Boil the Sea - Keep Flyin'
 

GameMaster: Emma Sansone
**Game may run late into the evening.**

   
  Teen Friendly? Yes

Game Description: Sci-Fi / Futuristic -- Non-Amber

Previously on "Resolution": 'Mr. Brooks' the fed agent bought a painting to match his wife's eyes, and left the crew alone; Doc Clemens avoided some thugs and some awkward questions; Cecily Liu bought some too-desirable antiques; Jolee Harris cooked some splendid meals. There were some suspicions and misunderstandings, finally resolved. The ship sped away into the Black leaving behind a little canister with a transmitter quietly going "beep... beep... beep...".

There are loose ends to be tied, and a whole 'Verse out there to tie them to.

Setting: In the Serenity 'Verse, about seven years after the end of the Independence War.

Character Instructions: This is a continuation game, using ADRP with some modifications. Characters from Burn the Land and Boil the Sea last year have precedence, new characters welcome if space is available. Players who do not wish to return are requested to let me know so that I can turn their characters into plot hooks :-)

Players who are unable to attend the Con this year but are reading this anyway are requested to let me know so I can devise a way for them not to be crucial to the plot. Returning characters get 5 points to spend. Returning characters who took notes and send them to me get 1 point for every event I've forgotten! (this is your chance...)

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Emma Sansone emma [at] campobianco [dot] com 480-699 8471

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The Central Library
 

GameMaster: Ben Bernard

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Non-Amber

To Leaders of the Houses of Literature

I hereby summon your representative to the Written Court. The Great Scribe Jules Verne has petitioned me to engage a expedition to the Central Library to bring the Librarian back from that most sacred place and bring a new golden age to the world. I am commanding all of the Houses to send a companion for Sir Verne to assist in this greatest of quests. There will be much danger but also much reward, as those who journey to the center of the world will have their names live forever in the Word.

The High Wordsmith
Great Wordsmith of the House of Horror
Queen Mary Shelley

---

What if the world really did revolve around books? What if you could journey to that fabled Central Library and see what it contained? What if lived off of reading books? What if you gained magical powers from reading the greatest of novels or becoming widely read? Journey to the Central Library with Jules Verne and find out!

Setting: Set in a quasi-historical victorian setting. A world where reading books provided sustenance and all the librarians are a little pudgy. A fantastical world of literature and magic, all driven by the imaginations of the Wordsmiths.

The system will be Persona, a very lightweight and fast system detailed here:

http://tckroleplaying.com/Persona.html

Character Instructions: Characters will be made at Con, though I am available for email consultation before hand. I will send out some more world information before the game via email as well.

Player Information: Minimum: 3 Maximum: 7

Players need not contact the GM(s) in advance of the convention.

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The Clan of Wandering Shadows
 

GameMaster: Malcolm Heath

   
  Teen Friendly? No

Game Description: Other; N/A -- Non-Amber

A game set in MAR Barker's World of Tékumel

You are a member of a roving troupe of puppeteers. Puppetry, in the Empire of Tsolyánu, is a highly respected art form, and the puppets themselves are enchanted with spells known only to the clans that specialize in this difficult style of performance. While the status of such clans is quite low, they have access to the halls of the mighty.

The troupe has been summoned to perform at a party that the governor of Mekú. The governor is infamous for having destroyed the Temples of Sárku and Hrü'u during the recent civil war, a complete breach of the Concordat of peace between the Temples. He will be surrounded by hundreds of sycophants, hangers-on, nobles, and enemies, and protected by the best guards in the city.

Previously, there have been some mysterious deaths a week or two after you performed at other venues. Sometimes, people have disappeared during your performances. At other times, your puppets have said things that have made people wonder, or perhaps even feel a bit uncomfortable with the truth coming out of the small wooden people, delicately carved and very life-like. Your troupe has other "skills" as well, it seems.

Nevertheless, your performance is highly anticipated. Can your troupe manage to entertain the whimsical and vicious Governor? Can you accomplish whatever else the troupe leader has planned without getting into trouble, or casting shame on your clan? Can you navigate the shadows and come into the light?

Setting: Set in the Empire of Tsolyánu, in MAR Barker's World of Tékumel. Newcomers to Tékumel are welcome, as are old hands.

Character Instructions: Characters will be pre-gen, issued before the con via email to allow for questions and tweaks. Significant amounts of background material will be provided for newcomers to Tékumel, again via email, with time to allow for questions and further info.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: please contact me at malcolmpdx [at] gmail [dot] com

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The Florimel Show
 

GameMaster: John Kim

   
  Teen Friendly? Yes

Game Description: Mystery -- Amber with a Twist

Life is just grand at Castle Amber! Someone stable and boring is on the throne, but the important thing is that everyone is well-dressed. Everyone is cheerful and the parties sparkle, and it's all thanks to Florimel. But lately she's beginning to wonder if everything is quite what it seems to be. This is an Amber Diceless game, where the characters are Florimel and a cast of characters around her who could be canonical siblings or wholly original characters. As implied by reference to the Truman Show, there is a something off about this reality that is centered on Florimel. Different characters will get different background information.

Setting: Who knows?

Character Instructions: Characters should be arranged in advance by email. You can request a character including Florimel or one of her siblings (I'd like someone to play Florimel), or submit an idea for another acquaintance of hers.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Contact me via email at jhkim [at] darkshire [dot] net

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Grendel: Critical Mass
 

GameMaster: Simone Cooper

   
  Teen Friendly? No

Game Description: Dark / Grim -- Non-Amber

Everyone has scars. Very few touched by Grendel or the storms that follow live to show them off. They are there, some long lost, some as normal on the surface as you. Or me.

Setting: Fifteen years after Grendel was killed and his myth unmasked in New York City, the wounds he left linger on....

Character Instructions: Returning characters; or new, modern day Earth characters will be developed IN ADVANCE OF THE CONVENTION based on a character quiz. Your enjoyment of this game is highly dependent on the depth of your character's development. DO NOT SIGN UP for this game if you are too busy to do the quiz and e-mail back and forth considerably in the weeks leading up to the Con.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Simone Cooper, simone [at] gmail [dot] com

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Grindhouse 2
 

GameMaster: Jeremy "Bolthy" Zimmerman and Thaddeus Rice
**Game may run late into the evening.**

   
  Teen Friendly? No

Game Description: Other; N/A -- Non-Amber

This winter, the Grindhouse brings you not one, but TWO pulsepounding games in one slot.

First: Thaddeus Rice's "Punk Rock Apocalypse"

Movie Voice over guy (video shots):
Urban Decay! (clip of ruined city street, burning garbage cans, punk rockers (black leather, football pads, mohawks, bright green/pink hair, etc.) with chains and knives and baseball bats walk toward the camera)

Random Violence! (Punk rock girl screechy laugh track in background while Mohawked Road Warrior reject leans out of a beat up chevy and fires a hand cannon into a crowd of people standing in line outside of "Food" place. "Do it again Slasher! Do it Again!)

Wasted Youth! (Punk rockers in a trashed cellar, graffiti covering the walls, garbage everywhere, classic fire in a TV set shot as camera spins dizzyingly around the room to show: threesome sex in the corner, punker taking hits off a bong, hardcore pierced punk chick playing mumbly peg with a huge knife, glazed eyed punker pogo-ing with headphones on...)

Anarchy! (Punkers throw a molotov cocktail into a police car, crowd riots outside city hall, dance club shot)

At the dawn of the 21st century, America's youth rule the streets and the police will go to any lengths to bring them back under control!

(Police men tied to grungy operating tables with green fluid pumping through them-Zombie cop lunging through back window of old car SMASH! FUCK! AAAAAA!- punk rocker attacking zombie cop with chainsaw! IT WON'T DIE!!)

What happens when Nihilists awaken the Undead! (Vague Ramone's like music playing in background as chainsaw punk rocker with huge mohawk steps out of the shadows, chainsaw noise fades over music and punk lifts the head of zombie with a police hat on it up to the camera!)

PUNK ROCK APOCALYPSE!

Part of the Grindhouse 2 double feature at ACNW, get your tickets now!

Then: Jeremy Zimmerman's "Chain Gang Amazons vs. The SNAKEAGATOR!"

A game as shocking as it is true! In this prison rules, and new inmates, are meant to be broken. This is a world where men and women live like animals and the emotions left are hate and lust. When you live like an animal, anything goes. These women are soft to the touch but hard as steel, but even that will not help them when a mutant terror stalks the swamps with an appetite for destruction: The SNAKEAGATOR!

Based on a true story.

See you in hell compadre.

Setting: For "Punk Rock Apocalypse": Some generic modern city.

For "Chain Gang Amazons vs. The SNAKEAGATOR": A generic swamp in the southern United States.

Character Instructions: This game will feature two indie RPGs run back to back, each about two and a half to three hours long, each run by a different GM. The GMs have not decided on the systems they will use for each but will send that information to the players before the con starts.

Due to the very tight time frame for the game, the GMs ask that players be available before the con to discuss over email some of the details of the game and make characters as needed.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: We will send out an email to the players before the con, but feel free to contact us early at bolthy [at] bolthy [dot] com and thaddeusrice [at] comcast [dot] net to start the ball rolling.

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Merlin's Regular Game: Giants in the Playground
 

GameMaster: Lee Short & Melissa Kocher

   
  Teen Friendly? Yes

Game Description: Humor / Spoof

It's Friday night, and the Amber geeks are gathered around a gaming table to play some D&D. Merlin is the dungeonmaster, Mandor plays a brawny barbarian, and Corwin plays a wanton succubus.

Giants In The Playground will be a spoof of D&D tropes and the social foibles of roleplaying. D&D 3.5 rules will be used; some player knowledge will be expected. D& D characters are based on characters from Rich Burlew’s “Order of the Stick” http://www.giantitp.com/comics/oots0586.html

Setting: Dara's basement, of course.

Character Instructions: Character Instructions: The players should email the GM with their first three choices of Amberites (listed below with their D&D characters). The Amberites' player characters will be generated by the GM.

Mandor (Thog, NE half-orc barbarian)
Jurt (Belkar, CE halfling ranger)
Random (Elan, CG half-elf bard)
Dara (Haley, NG half-elf rogue)
Flora (Hilgya, CE dwarven cleric)
Julian (Leki Windstaff, NE gnome druid)
Benedict (Miko, LG human paladin)
Bleys (Nale, LE human fighter/sorceror/rogue)
Luke (Roy Greenhilt, LG human fighter)
Fiona (Vaarsuvius, N elven wizard)
Martin (Yek-yek, CE kobold rogue)
Corwin (Sabine, CE succubus)
Gerard (Durkon, LG dwarven cleric)
Julia (Celia, LG sylph)
Gilva Hendrake (Therkla, LE ninja)

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Lee Short blackcat [at] pro-ns [dot] net

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Midnight on the Firing Line
 

GameMaster: Seana McGuinness, Sara Mueller
**Game may run late into the evening.**

   
  Teen Friendly? No

Game Description: Dark / Grim

Twenty years ago, the Thell invaded your world and subjugated it. Today you slew their queen and learned a lot about yourself, possibly more than you wanted to know. You are the results of a genetic experiment, combining the DNA of one of thirteen progenitors and all manner of other things, most not human. Including the Thell. Now you are somewhere else completely, with a rescued woman named Deirdre, a man named Bleys and three children, none of them yours and the absorbed power of the Thell running through your veins. A giant abyss lies behind you. Your home somewhere in front. And there are still questions unanswered. What's happened at home in your absence? What's so special about these progenitors? Do they know about you? If they don't, what will happen when they find out? And is that the sounds of drums starting behind you?

Setting: Wideranging, but probably out in shadow for the most part.

Character Instructions: Returning players only.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Seana McGuinness (seanmcguinness [at] yahoo [dot] co [dot] uk) Sara Mueller (sara [at] sff [dot] net)

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Primetime Adventures: "Erection"
 

GameMaster: Pôl Jackson

   
  Teen Friendly? No

Game Description: Humor / Spoof -- Non-Amber

It boiled up like a tower.
A monument in the park.
It's the cock of a rifle.
A memory in the dark.

-The Faint, "Erection"

In Primetime Adventures, you play characters in the best TV show never made.

Our show is "Erection", a drama of passion, lies, and office politics in a trendy, up-and-coming architectural firm. The players will establish everything else about the show, including characters, setting, and tone.

Our session will be one "episode" of the show, somewhere in the middle of the season.

Setting: It's a modern-day setting, in some big city we'll decide on before play.

Character Instructions: Think of a character that you'd like to see in a TV office drama, and write a line or two about them. Until we settle on a tone for the game, try to avoid characters that are too serious ("dying of cancer") or too campy ("transgendered amnesiac"). If you like, you can pick a real-world actor who might play your character in the show.

Player Information: Minimum: 3 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: I'll set up an e-mail list so that we can chat a bit about the game. I want us to share character concepts, and make sure we're on the same page about the tone of the show. At the very least, please e-mail me your character concept (just a line or two). If you own Primetime Adventures, feel free to stat up your character. The more we can get nailed down before the session, the better.

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Shadowworld - Crime Leagues
 

GameMaster: Robert Haight

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic

Italian, Russia and Jewish Mafia, Chinese Triads, Japanese Yakuza and all comers vie for control for control of the United States.

Setting: Based on the Shadowworld web site based on the rules found at http://www.shadowworld.org/

Character Instructions:

Player Information: Minimum: 4 Maximum: 10

Players need not contact the GM(s) in advance of the convention.

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Wands of Avalon - Redux
 

GameMaster: Mickey Schulz
**Game may run late into the evening.**

   
  Teen Friendly? Yes

Game Description: Other; N/A

Ok, last year's Wands of Avalon was a mess (thank you norovirus), and this year I'm rebooting it. We'll be hauling it back to the year after the first Harry Potter game (Nine Princes in Hogwarts), and preference is going to be given to the players in that game. I still have a list somewhere if needed.

Basically, Hogwarts, children of Amber, magic and teen angst and hormones... Do you really need more of a description than that?

Setting: Hogwarts

Character Instructions: Email me and if I still have your original character sheets no problem. If not, we'll have to recreate them via email.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Mickey - sirriamnis [at] gmail [dot] com

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Sunday, November 9, 2008 - 10am to 4:30pm
Aurellis (Game 3)
 

GameMaster: Tim Hart

   
  Teen Friendly? No

Game Description: Other; N/A -- Amber with a Twist

The real world is our home. It is safe and nice. Nothing bad could happen to us here. No. Really.

Or could it?

Some people have found out the hard way that there are creatures and things on our world that are neither safe, nice, or good. Will you join the teams that go forth to put right those things which ought to be right?

Setting: The Aurellis multiverses include Earth (otherwise know as either Quantico, or St. James, depending who you talk to) and other places, real and less real, both familiar and strange.

This sceanrio will be different to the ones in slots 2 and 7 - players are welcome to sign up for multiple slots.

Character Instructions: Returning characters are always welcome. New characters need to be created via a quiz, in advance of the con, and should ideally come from Earth, early 21st century, and have some reason to become involved with Special Operations work in either the US or Great Britain.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Tim Hart (tim [at] fugue [dot] org or gm [at] aurellis [dot] org)

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Blackmoor - Invite only
 

GameMaster: Kat Lemmer

   
  Teen Friendly? No

Game Description: Other; N/A -- Amber with a Twist

For players in Kat's pbp game. You know who you are.

Setting: N/A

Character Instructions: N/A

Player Information: Minimum: 4 Maximum: 4

Players need not contact the GM(s) in advance of the convention.

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Doctor Who: “The Changing Land”, Part 1 and “Master of the FORTRESS”, Part 2
 

GameMaster: Amber Cook, Roy Grutchfield
**10:30 am Start-Time**

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic

This game will play out like a two-part episode of Doctor Who – aiming to end on a cliffhanger before we have lunch, and then returning to conclude the adventure in the next episode.

Players from last year’s “A Timelord in King Merlin’s Court” and the previous year’s “AMBER vs. the Flying Saucers” game are welcome back, and new players are welcome as well, as this will be the third installment of the Doctor Who Crossover series, but the games are stand-alone scenarios with different characters (excepting of course the Doctor and Captain Jack).

Setting: The Doctor Who-verse of the new series, and ‘The Changing Land’ as subsumed therein.

To be more specific: an unspecified time during the current BBC season in which any and (almost) all of the significant characters thereof could conceivably be in the TARDIS at one time; and the Castle Timeless setting of the second Dilvish the Damned book.

(To put it another way, this game is doctorwho-centric, not an ADRPG.)

[Disclaimer: Dilvish the Damned will not be featured in this game, despite his immense popularity and compelling, complex character. Apologies to those whose hopes are hereby dashed and defeated.]

Character Instructions: You will be able to pick from among several of the DW characters: including the Doctor himself, Donna Noble and Captain Jack (unless claimed by his previous and now proprietary player), some of the earlier Doctors, or from a small number of pre-generated companions created specifically for this game.

It will be first come, first serve, so contact me right away for the pregens.

You’re welcome to suggest other characters from the series, and I will consider it – just let me know your intentions to do this soon after game assignments so I can factor the new character into the scenario.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Amber at changeling [at] hevanet [dot] com

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In Dolor Veritas
 

GameMaster: Eric Todd, Todd Worrell

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic

You, your people, are the foundation upon which a mighty Amber was built. Your family led the land out of the ancient reign of Kings and into the long Summer of splendor that was Amber's true youth. Yet it was also your family -- Benedictus -- that in later times undid the council, took power in hand and forged an empire upon the remains.

That was a thousand years ago. What was once young and soon grew to maturity now creaks under its own decadence, split into Inward and Outward Empires, striving against itself, teetering ever closer to disaster.

You are the last pure children of the Benedictus line, born as sacred priests in the Church of the Unicorn, defenders of beauty. Defenders of Amber. Long has the church been neglected, but now the Outward Empire seeks to claim all of Amber, and eyes turn to your order once more.

Setting: This game is set in a far future Amber, where the monarchy of Oberon and his successors is a distant legend. Gone too is the corrupt council that ruled for nearly a thousand years after the Kings. Today there are two seats of power: The Inward Empire and the Outward Empire... with the people and city of Amber an oft-neglected pawn between the two. (Note: This game takes place in the distant future of "Kinship and Tears". It is not a direct sequel in any sense and will likely deal with very different themes.)

Character Instructions: Your characters will be children of the the Benedictus lineage, raised in Amber city to take your proper place among the sacred priests of the Church of the Unicorn. Characters will be generated through roleplay at the beginning of the session.

Player Information: Minimum: 8 Maximum: 10

Players need not contact the GM(s) in advance of the convention.

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Infernal Desires: Chaos Café (redux)
 

GameMaster: Jennifer Zimmerman

   
  Teen Friendly? No

Game Description: Mystery

With Swayville's death two years ago, Chaos has been in turmoil as the machinations and assassinations rage to bring forth a successor to the throne. At last one remains standing: Merlin, son of Prince Corwin.

You have been invited to travel to Chaos (with the royal family or by other means) to witness the coronation. Everyone hopes for a smooth transition, but such a thing is not expected. As in Amber, the denizens and visitors of Chaos have their own dreams and desires.

(This game should have been run at ACNW 2007, but imploded due to the virus.)

Setting: Three decades into King Random's rule.

Character Instructions: Pre-gen characters.

Player Information: Minimum: 5 Maximum: 5

Players need not contact the GM(s) in advance of the convention.

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The Keep
 

GameMaster: Mickey Schulz

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Alternate Amber

As part of an unofficial truce, the elder Amberites have hidden their children in a Keep in a Medieval European analog Shadow. The children are raised by foster families, and may or may not know who their actual parents are. Some sort of attack occurs at the Keep, and the children who were stuffed into a bolt hole by their foster families, are the only survivors.

Can be teen friendly if we get any, if not then we'll grim it up.

Setting: A Shadow similar to, say, 1400s Wallachia with supernatural stuff bolted on.

Character Instructions: Your character concept will be one part who your Amber parent is, if you know, and one part what your foster family did, i.e. "Julian's child, daughter of the weaver."

We will be using the Bridge System, which requires two D-6, and once you have registered and contacted me, I will send you a pdf of the rules. It's only a couple pages. We can do character creation via email, but if we pick up any last minute stragglers, it's fast enough to do on the fly as well.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Mickey - sirriamnis [at] gmail [dot] com Send me your character's Amber parent, age, sex, and the occupation of your foster family. I'll send you either the pdf or an explanation of traits, and we can finalize the characters over email.

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Life, the Universe, and Everything
 

GameMaster: Glen Seymour

   
  Teen Friendly? No

Game Description: Other; N/A

A new universe has been brought into existence. You are a god of the new pantheon. This game will cover the millenniums as your universe grows, and possibly dies.

Setting: A universe.

Character Instructions: What are you the god of? Do you live in a version of heaven, earth or hell? How do your people worship you?

Player Information: Minimum: 4 Maximum: 9

Players need not contact the GM(s) in advance of the convention.

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ShadowWorld (Game 3)
 

GameMaster: Edwin Voskamp
**Game may run late into the evening.**

   
  Teen Friendly? No

Game Description: Dark / Grim -- Other; N/A

ShadowWorld is a diceless roleplaying game based in our world, except that, under the facade of media, politics, political correctnes and 'reality' there is an Underworld 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.

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

Setting: 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). For (much) more detail, see http://mainline.shadowworld.org/forums/ and read the 'Public Knowledge' forum.

NOTE: To avoid spambots and to maintain player privacy, contact me by email (gm [at] shadowworld [dot] org) to get access.

Character Instructions: 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. You can find the rules for these at http://mainline.shadowworld.org/forums/files/shadowworld_corerules_r8v3.pdf. You have seventeen (17) points to create your character's powers.

Player Information: Minimum: 3 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Edwin Voskamp <gm [at] shadowworld [dot] org>

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Spikards'n'Spice
 

GameMaster: Erik Florentz

   
  Teen Friendly? No

Game Description: Strategy -- Traditional Amber

First FTF version of my online campaign game. Enough of the players will be present and have asked for it...so who am I to argue?

Setting: The setting is not many years after the first series. Amber has won the Patternfall war and Random has begun his rule. Chaos is reeling from its defeat and humiliation. Corwin's new Pattern has begun to cast its own Shadows.

A project began during the last war to find those of the Blood and bring them home continues. A younger generation begins to make their presence felt.

Character Instructions: All new characters begin with 100 points in total, with a maximum of +/- 3 Stuff. It is possible to have a temporary surge positive or negative in stuff, depending on actions taken in the game.

If you write a good short story to introduce your character to the campaign you will be awarded with extra points, up to 10.

More details in the wiki on www.spikard.com

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Erik Florentz, e [at] spikard [dot] com for character generation

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Sunday Slackers: Spontaneous RP Fun
 

GameMaster: Karrin Jackson
**11:30am start time**

   
  Teen Friendly? Yes

Game Description: Other; N/A -- Other; N/A

As in years past, this game is all about showing up late and making a good time out of whatever brain cells you've got left by the end of the con. We'll vote on a genre, whip up some characters, and have ourselves a game.

Last year, we did The Randiest Vaudeville Act in Space. It was exactly as awesome as it sounds.

There is no prep for this game. Show up and see what happens!

Setting: That is entirely up to you. If we get teen players, we'll keep it PG-13.

Character Instructions: In the past, I've had people email me character archetypes. This year, we're winging it.

Player Information: Minimum: 4 Maximum: 8

Players need not contact the GM(s) in advance of the convention.

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Teen Titans ala Amber
 

GameMaster: Dawn Greenlee

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Amber with a Twist

Its a glorious summer day in Portland, the weather can't be better, the air is clear with only a few wispy clouds to show for last night's surprising thunder storms. The smell of frying bacon, coffee, herbal teas and sweet pastries awakens the members of the Portland Titans.

As you all gather in the dinning/meeting/family room -- you can all see on the vids, the morning news. Apparently some time last night during the thunderstorm the local super powered hoodlums known as the Chaos Seven, had yet again done serious graffite to the sides of more then a few buildings scattered thoughout the city -- using of course their trademarked magical spraypaint, which was a pain in the rear to remove.

Likely after breakfast the Portland Titans were going to have to do something about this.

Setting: Mid Summer in Portland, Oregon -- Shadow Earth+ 2008
Starting in the Portland Titans -- warehouse headquarters.

Character Instructions: All characters are teenagers ranging between the ages of 16 and 19. They are the sons and daughters of Amberites that have been placed on this Shadow Earth+ to learn something about fighting and being heroes -- for their future duties of being princes and princess of Amber when they are old enough to do so. No character will have walked the Pattern, no exceptions.

Sample of Powers available to characters include:

sorcery -- available to all
psionics -- available to children of Fiona, Bleys, Brand
enhanced strength -- available to child of Gerard, Bleys or Corwin
enhanced martial abilities -- available to children of Benedict, Corwin, Eric, Julian
enhanced ninja abilities -- available to children of Caine
If there is a power you want not in this list ask, and I will let you know what the limitations are of this. And if you feel that a child of someone else should be able to justify a power group, ask, if you can justify it -- I will let you know.

Build your characters with the following 5 stats:

Endurance -- need for both mental and physical abilities
Psyche -- strength of will, needed for sorcery and psionics
Psyche Warfare -- how good you are at fighting/defending psychically
Strength -- strength of body, needed for physical combat
Warfare -- how good you are at fighting/defending physically
You have 100 points create your characters.
Psyche Abilities cost 15 pts (think of these as magic of the mind -- think Jean Grey of X-men)
Enhanced Martial abilties cost 15 pts (super fighting ability think of this as someone like Captain America)
Enhanced Ninja abilites cost 15 pts (super ninja abilities think of this as someone like Batman)
Other Abilties cost 15 pts (this is everything odd / exotic or just plain weird).
Little things like, breathing underwater or seeing in the dark, as long as they are in concept for your character, they are free. Be prepared to justify these odd/little abilities.

You will get extra points (awarded before the game starts), to spend if you have an original character idea and more extra points if you can send me a picture (doesn't have to be in hero id) of your character. But you should be prepared to describe your heroic appearance.

So build yourself a teenage hero or heroine. This is a teen friendly game, there will be some action, nothing dark or horrorific. But it will be serious in that - a characters actions will have impact.

Any questions email me.

All characters must be approved before Game.

Player Information: Minimum: 3 Maximum: 5

Players are requested to contact the GM(s) prior to the convention: Contact me at moonryu [at] yahoo [dot] com

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XXXXtreme Street Luge
 

GameMaster: Ogre Whiteside

   
  Teen Friendly? Yes

Game Description: Humor / Spoof -- Non-Amber

Join the fast paced world of XXXXtreme Street Luge where fame is right around a hairpin curve, and your mom thinks you're famous, unless you lose.

This is an XXXXtremely silly game written by Ben Lehman where the characters can attempt to be the best street luger in the game, or, you know, get a real apartment move out of their parent's basement, or what the hell, go for broke and try both.

If you'd like to read the game download the pdf from http://www.tao-games.com/

Setting: Your mom's.

Character Instructions: We'll make characters at the table.

Player Information: Minimum: 3 Maximum: 5

Players need not contact the GM(s) in advance of the convention.

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Game-related questions should be directed to Simone.
Last Modified: 10/15/04