Game Day #04
Game System: Lasers and Feelings (variant)
GM: Kevin Elmore
Min – Max number players: 2-6
The Ice Spires are normally so quiet, but reports from the border have troubled the populace. Can you discover what the threat is before you get nasty frostbite?
A light-hearted RPG session using a variant of the totally super-complex one-page rules of Lasers and Feelings.
Game System: Trickerion – Legends of Illusion
GM: Wade Tripp
Min – Max number players: 2-4
Play the just released game of Trickerion (if it comes in) https://www.kickstarter.com/projects/438141406/trickerion-legends-of-illusion/description a people mover game.
Game System: Psi*Run
GM: Jeremiah Frye
Min – Max number players: 2-4
Screaming. A bone-crunching impact. The sounds of crumpling, twisted metal. Everything goes black.
Who are you? Where are you? Why can you cause things to happen just by thinking about them? Why are you in a in a red and green striped jumpsuit?
And most importantly is that an elf in the driver’s seat? And why do you feel like elfs are chasing you and mean you harm?
Game Title: LoST and FouND
GM: Matt Harrop
Game System: Paranoia XP
Number players: 4-6
Friend Citizen, are you prepared to face the enemies of Alpha Complex? Will you terminate the evil and foul Commie Mutant Traitors that threaten us at every turn? Will you sacrifice your clones in the name of the Great and Omnibenevolent Computer? The mandatory answer to all of these questions is a resounding “Yes!” (All other answers are, of course, treason). Remember treason is all around you. Stay alert! Trust no one! Keep your laser handy!
Game System: Into the Odd
Session start: 2PM
Players: 3-6 players
Vornheim is a treaty city where humans and fey live side by side. The vast gray maze was not pulled into the recent Tellurian war, but the war broke many ancient seals and freed energy to wash through realms that were previously sedate and quiet.
Baroness Titania of Scrodd is the Vornheim aristocrat in charge of maintaining the Barrowmaze, where the ruling class of Vornheim are interred. Flooding energy has been quickening some of its long-dead inhabitants.
The Baroness has contracted with several adventurers to manage exploration crews to enter tombs, make sure everything is at rest, and remove anything magical or made of precious materials that could harbor supernatural energies.
You play veterans of the Tellurian War, now self-employed and looking for enough wealth and peace of mind to retire. At least one of those may be found in the endless stony darkness of the Barrowmaze. Flick on your electric torch, check your ammunition, and descend into the haunted tombs!
Game System: Firefly
GM: Angela Robertson
Your crew has just successfully completed a job for Badger, by delivering a rare, genetically engineered plant to an outcast socialite on Ariel.
The mysterious Zan Chui then offers you another sweet job — use her security backdoor to get into the Planetary Museum in Arial City and bring back her family’s prized possession, the last Ming Vase. In return, your crew can keep whatever other bounty you want to carry out.
Will you and your crewmates successfully defeat the security protocols and make it out of the museum clean? Do you know what items are worthwhile to take with you? What might happen if rival thief Camille hears about this exhibition too? What could possibly go wrong?