The British call it the Great Game, but not every piece is on the board at the beginning of play. One important piece, the Maharaja of the Sikhs, is being held under guard in England. His Majesty the Tsar wants you, brave Avantyuristi, to get hold of this Prince and put him back into play to better Mother Russia’s chances in the Game.
The Six Gun Seven In The Good, The Bad, and The Creepy
Description:
The dime novels call you the Six Gun Seven and tell the thrilling tales of how you hunt down bank robbers, gunslingers, and other bad men. Most people are completely unaware of the real threats haunting (sometimes quite literally) the American West. As special agents of President Grant, it’s your job to handle the things most people are better off not knowing about.
Tired of playing dungeon crawlers, spaceship captains, super-heroes, angsty monsters, and all rest? Wouldn’t it be nice to place something different, like a Regency Romance heroine, a monsterploitation private detective, or a Laser Pony? In this panel the staff of Hex Games will tell you how to mix and match genres, develop strange ideas, and make odd concepts work.
We’ll Always Have Happilyeverafter: A Fairy Tale/Noir
Description:
She was just a dame - yeah, right, “just a dame.” What she knew and what she stood for could rock, Fairytaleland to its sugar and spice - and that could be bad for tourism. Fairy tales meet Film Noir in this caper. Sing it, Samwise.
In this brave new 20th Century the world faces ever more diabolical menaces. To combat them, the Greatest Inventor of the Age has assembled a team of dedicated men and women and equipped them with the most advanced technology. When word comes to Menlo Park that “Big-ass (pardon my French, ma’am) three-legged walkin’ battle machines” have invaded New Mexico territory, it’s time for Edison Force to respond!
In most games, magic-using characters wander around hurling fireballs and teleporting across the globe. Really, though, the 'flash-bang' style of magic found in most RPGs has no precedent in real-world magical tradition. In this panel, Hex Games will tell you how to make magic in your game more subtle, symbolic, frightening, and...well...magical.
Summer’s done, school has started again, and baseball season is almost over. Can things get any worse for Charlie Brown and his friends? Sure they can. An asteroid could hit the Earth, Martians invade, or, heck, the dead could rise and walk the earth. Can our heroes face the challenge of their lives and win the Little League pennant?
Remember when super heroes had muscles upon muscles, highly improbable poses, and grimaced an awful lot? Return to those bygone days of the ‘90s when image was everything. There will be plenty of bad attitudes, big guns, and enough time travel paradoxes to make your brain hurt in this easy to learn role playing game.
In the magic land of Panagonia, ponies romp and play. These are no ordinary ponies–they are Laser Ponies, who can shoot lasers out of their eyes. All is well, until a meteorite lands in the Red Plains. With the meteorite, the evil Cavern Queen will be able to take over the world. Join the fun as the Laser Ponies zap monsters, braid each other's manes, and learn valuable lessons about friendship!
Take a chance! Brave the unknown! At the beginning of this game, the GM will use the Book of Dumb Tables to randomly determine the game’s concept, setting, and plot. Players will be able to create their own characters, though they will randomly roll their characters’ names. The GM will then provide a full, satisfying adventure. No one knows what this game will be about, but it’s sure to be fun.