Five players and their GM have grown bored of their campaign. The PCs have grown too powerful, and the game too easy. To save their favorite pastime, they enlist a professor of medieval history to reinvent their campaign. They embark on a rescue mission against the backdrop of true history.
Your ship landed yesterday and won't be taking off for a few days. Fate brings a rescue job your way with the promise of credits and prestige... if you complete the mission. So far, nobody has returned. Bring your lucky d6’s you’ll need them.
Your ship landed yesterday and won't be taking off for a few days. Fate brings a rescue job your way with the promise of credits and prestige... if you complete the mission. So far, nobody has returned. Bring your lucky d6’s you’ll need them.
We all remember going to the fair, the rides that made people sick, the food the you knew was bad for you but you ate anyway. The fair is in town and has been doing very well for a few weeks, however the flashing lights and laughter are hiding something sinister.
Sato and Yamazaki manage to finish their hentai game in time for the winter comic market only to discover it sucks - and not in a good way. Bye-bye future and bye-bye friends! Now our hikikomori hero has to fend for himself and face his greatest test of all: Misaki's "final exam." However, there is more riding on this test than even Sato realizes.
Sato's life is going down the drain. He's dropped out of college, only goes outside once a week, and sleeps sixteen hours a day. Surviving on a steady diet of internet porn sites, he finds himself falling further into a pit of despair. Then he has a sudden epiphany. Sato decides that the broadcast company known as "The NHK" is trying to transform their viewers into jobless, societal recluses by bombarding them with images of cutesy anime girls.
Give into peer pressure, learn to play GURPS, all of the cool kids are doing it. GURPS, allows you to create characters, not stereotypes. We’ll go over the game mechanics and character creation. Next play a multi-genera adventure where you can’t go home again, because home never existed. In “We’ve Lost Homeline†players have to figure out who screwed up the Multiverse and prevented your home timeline from existing.
What is a hook? And why do I need it? How can I get my players really involved in my story? Join us for a panel discussion of what GMs can learn from writers, including tips on how to write your next adventure.
Two brothers love the same woman. Will kinship or desire win out, or will everyone fall prey to whatever lurks in the White Cavern below the village. A fantasy based on myths of the American Southwest.