Our heroes have once again escaped from the direst of peril. But will they make it back to Miller's Grove this time? Who are we trying to kid. Rules light, humorous role-playing stressed.
In a time before cell phones & the Internet, six residents of a small, Midwestern town find themselves psychically linked. Focus on relationships and story, not mechanics. RP stressed.
Description:
In a time before cell phones and the Internet, a resident from a small Midwestern town might believe their life was isolated from the larger problems of the world. In 1968, six residents of one small town will discover otherwise. A game about relationships in the midst of supernatural crisis inspired by Stranger Things and its cousins. Role-playing stressed. Focus on story not mechanics.
Thanksgiving-a time for turkey and stuffing with cranberry sauce, football, and reviving old family arguments. Six normal individuals’ lives were changed just months before by a freak psychic phenomenon that empathically bound them together. Something is coming, something related to their connection, and they may not have much time.
This is not a game of superheroes, but of ordinary people who’s individual lives have been changed, but not ended, by the psychic event that brought them together.
In a time before cell phones & the Internet, six residents of a small, Midwestern town find themselves psychically linked. Focus on relationships and story, not mechanics. RP stressed.
Description:
In a time before cell phones and the Internet, a resident from a small Midwestern town might believe their life was isolated from the larger problems of the world. In 1968, six residents of one small town will discover otherwise. A game about relationships in the midst of supernatural crisis inspired by Stranger Things and its cousins. Role-playing stressed. Focus on story not mechanics.
Thanksgiving-a time for turkey and stuffing with cranberry sauce, football, and reviving old family arguments. Six normal individuals’ lives were changed just months before by a freak psychic phenomenon that empathically bound them together. Something is coming, something related to their connection, and they may not have much time.
This is not a game of superheroes, but of ordinary people who’s individual lives have been changed, but not ended, by the psychic event that brought them together.
It's 1926. You just want to enjoy your firewhisky & gigglewater at the Blind Pig speakeasy. If you lay low, maybe you won't find any trouble - but where's the magic in that? Roleplaying stressed.
Most Downeasters think the folk of Fog Island are keeping secrets or are crazy. Maybe there really is a curse. The only sure thing about the place is the fog. Role playing & problem solving stressed.
For the D&D Crowd: Bring Me a Problem I've Not Seen Before
Summary:
Each player brings me a problem. I meld the problems into one story. I've been doing this since Gen Con 13.
Description:
All you really need to play this game is pencil and paper and pizza. And in a pinch you can skip the pencil and paper. What kind of character do you want to play? Why is your character in this place at this time? What is your character’s name? I’ve been running this game since Gencon 13. Bring me a problem I haven’t seen before.
Relocated witnesses are found dead in mysterious circumstances before they can testify. The FBI team that specializes in tracking down super powered serial killers will be tested on many fronts.
Relocated witnesses are found dead in mysterious circumstances before they can testify. The FBI team that specializes in tracking down super powered serial killers will be tested on many fronts.
Relocated witnesses are found dead in mysterious circumstances before they can testify. The FBI team that specializes in tracking down super powered serial killers will be tested on many fronts.
Relocated witnesses are found dead in mysterious circumstances before they can testify. The FBI team that specializes in tracking down super powered serial killers will be tested on many fronts.