GM: Ian Sanford.
Title: "it only takes a spark"
Game System - Call of Cthulhu 7e
Time slot: All day. 10am till 4:30pm
Players - 6
Game Description
October 1941 - The US army has put together a specialist team to investigate the reasons behind, and restore, the lack of electrical power to an army fort on an island in the New York Sound. The fear is of sabotage but the real reason provides a greater danger not only to everybody on the Island but also the populations of close-by New York and Boston.
GM: Paul Anderson.
Game: Delta green.
Time slot Sunday after noon. 2.30PM TO 6.30PM
It's a published scenario called Kali Ghati that concerns the US draw down of forces in Afghanistan. Delta Green are brought in following the disappearance of a CIA asset who became obsessed with ancient legends of something slumbering beneath the hills of the black valley or 'Kali Ghati'
Max players 4/5
Title: Squaddies: Dropship Down
GM: Dr Bob
Slot: Saturday 10.00 to 13.00
Players: 3 to 6
System: Cortex+
Genre: military science fiction
Blurb: Intelligence said the enemy wasn't in this area. Guess what? Those non-existent enemy just shot down your transport! There's good news and bad news. The good news is there is no risk of fire. The bad news is that's because you are sinking into a lake...
Title: The Show Must Go On
GM: Dr Bob
Slot: Sunday 10.00 to 13.30
Players: 3 to 6
System: Maschine Zeit: Ghost Stories on Space Stations.
Genre: A horror RPG in the vein of movies such as Pandorum or Event Horizon. Think movie logic, not hard science fiction.
Blurb: It is 2110. You are on an expedition being mounted to an abandoned space station, looking for a missing TV crew. There are rumours of survivors. And there are rumours of... other things..
Title: The Unseen Storm GM:Graham Hood.
Slot: Sat 10:00 - 13:00 Players:4 to 5
System: Rifts (Palldium)
Genre: Hi-tech, hi-fantasy, post apocalyptic.
Blurb: The group have agreed to act on behalf of a powerful patron to find the fabled Unseen Storm, a weapon of immense power, rumoured to be currently available at the dimensional market of Atlantis. In exchange, their patron will provide them transport to and from the island, and protection whilst visiting. Atlantis under the Splynn is not known a place for its fondness or tolerance of humans. Should be simple, right?
GM: Simon Burley
Players: 2-6
Slot: Saturday Morning
System: The Code of Steam & Steel
Title: The Great Martian Tripod Race
Franklin is the first human competitor in tripod racing history, but his team has hit a few problems.
His corporate sponsor is tied up in a hostile takeover bid, so the money has dried up. The Martian tripod racing clan is out to stop him, to keep tripod racing for Martians only. Who knows what dark deeds they will resort to?
As the members of Franklin’s race team, can can you overcome all obstacles and get him to the start line?
A game of Scientific Romance and Steampunk adventure, set on the Victorian colony of Mars.
Played using my own THE CODE OF STEAM AND STEEL rules. Just 2d6, frighteningly easy, fast and fun - with magic happening every time you roll a double. Pip, pip!
Original scenario by: Martin Pickett
System: THE CODE OF SHŌJO AND SHŌNEN.
Referee: Simon Burley
Players: 2-6
Slot: Saturday Afternoon
Title: Kong Island Rangers
Description: You know the score. There’s this mysterious island somewhere out in the ocean and your film crew/explorers/special ops team has decided to investigate. This will be an exciting Giant Monster/Anime mashup.
Pre-generated characters are available, but – ideally – you’ll create brand new, island-exploring, characters as part of the game. It doesn’t take very long and is great fun. Fay Wray, Jack Black, Tom Hiddleston, Samuel L. Jackson or someone from your own imagination. The world’s your oyster! (Probably a giant man-eating oyster.)
THE CODE OF SHŌJO AND SHŌNEN is own lightweight Anime rules. Just 2d6, easy to play. But when you roll doubles, truly magical things start to happen.
Notes: This is a fun and exciting game and suitable for all ages and types of players. However, fans of the King Kong, Godzilla, Pacific Rim or Power Rangers films should find it particularly enjoyable.
Referee: Simon Burley
Players: 2-6 (apparently the SPACESHIP counts as the 7th member of the team - go figure!)
Slot: Sunday Morning
System: The Code of the Spacelanes
Title: Babylon Recall - A Blakes Seven adventure
An "adventure that never was", based on the classic British TV Space Opera. The freedom fighting crew of the powerful, enigmatic, alien spaceship "Liberator" soon won't be the only ones with access to the unbelievable technology of an ancient race.
The idea of Ancient Martians has always been something of an urban legend. Now - it seems - all the stories may have been true. "Something" has been unearthed on Mars. A secret so powerful it threatens to tear The Federation apart with civil infighting, with the victor gaining the ability to grind the galaxy under their heel. (Probably the spiked, white, leather heel of Supreme Commander Servelan.)
What's needed is a brave, mad (suicidal) dash into Earth system - with its defence systems and fleets of Federation pursuit ships - to seize or destroy the enigmatic discovery from under the noses of the various Federation factions before it can foment a conflict that would envelop and kill millions of innocents.
Seven against the Federation. What else is new?
Play any character from any of the four seasons of the original series. What does it matter if Oleg Gan never met Del Tarrant? Jenna and Soolin would probably be fast friends! I've character details for all of them, but you're free to amend them - if you think I've underestimated Blake's leadership abilities - or design your own original Hero.
Played using my own THE CODE OF THE SPACELANES rules. Just 2d6, frighteningly easy, fast and fun - with magic happening every time you roll a double.
Referee: Simon Burley
Players: 2-6
Slot: Sunday Afternoon
Game System: THE CODE OF THE SPACELANES
Title: All of Time and Space
Trapped aboard a runaway TARDIS a motley collection of characters have the time of their lives. A Dr Who adventure without The Doctor. Play any character from anywhere across Time and Space – just not one from the TV series. Set in the Dr Who universe, you’ll create and play a character of your own design. It only takes a few minutes. They can come from anywhere across all of Time and Space – even a Timelord if you really want (just not one of the ones from the TV series). The adventure starts with a motley selection of characters thrown together aboard an out of control Tardis. As “the round things” explode all around you: IF you can get along IF you can land the ship one piece and IF you can get the doors open
then outside could be anything, anywhere and anywhen in Time and Space. A classic Dr Who adventure – without the Doctor. Notes: played using my lightweight, cinematic, fun THE CODE OF THE SPACELANES rules this is the exact same scenario I offered at Concord last year and I've been offering at dozens of conventions across the UK for almost 3 years. It's as if Terry Nation wrote a story for the tenth Doctor. Players take the offer to create ANY CHARACTER from ANYWHERE in Time and Space as a challenge and let their imaginations run wild. Which is always massive fun. Who will YOU make?
Referee: Simon Burley
Players: 2-6
Slot: Sunday Afternoon
Title: "it only takes a spark"
Game System - Call of Cthulhu 7e
Time slot: All day. 10am till 4:30pm
Players - 6
Game Description
October 1941 - The US army has put together a specialist team to investigate the reasons behind, and restore, the lack of electrical power to an army fort on an island in the New York Sound. The fear is of sabotage but the real reason provides a greater danger not only to everybody on the Island but also the populations of close-by New York and Boston.
GM: Paul Anderson.
Game: Delta green.
Time slot Sunday after noon. 2.30PM TO 6.30PM
It's a published scenario called Kali Ghati that concerns the US draw down of forces in Afghanistan. Delta Green are brought in following the disappearance of a CIA asset who became obsessed with ancient legends of something slumbering beneath the hills of the black valley or 'Kali Ghati'
Max players 4/5
Title: Squaddies: Dropship Down
GM: Dr Bob
Slot: Saturday 10.00 to 13.00
Players: 3 to 6
System: Cortex+
Genre: military science fiction
Blurb: Intelligence said the enemy wasn't in this area. Guess what? Those non-existent enemy just shot down your transport! There's good news and bad news. The good news is there is no risk of fire. The bad news is that's because you are sinking into a lake...
Title: The Show Must Go On
GM: Dr Bob
Slot: Sunday 10.00 to 13.30
Players: 3 to 6
System: Maschine Zeit: Ghost Stories on Space Stations.
Genre: A horror RPG in the vein of movies such as Pandorum or Event Horizon. Think movie logic, not hard science fiction.
Blurb: It is 2110. You are on an expedition being mounted to an abandoned space station, looking for a missing TV crew. There are rumours of survivors. And there are rumours of... other things..
Title: The Unseen Storm GM:Graham Hood.
Slot: Sat 10:00 - 13:00 Players:4 to 5
System: Rifts (Palldium)
Genre: Hi-tech, hi-fantasy, post apocalyptic.
Blurb: The group have agreed to act on behalf of a powerful patron to find the fabled Unseen Storm, a weapon of immense power, rumoured to be currently available at the dimensional market of Atlantis. In exchange, their patron will provide them transport to and from the island, and protection whilst visiting. Atlantis under the Splynn is not known a place for its fondness or tolerance of humans. Should be simple, right?
GM: Simon Burley
Players: 2-6
Slot: Saturday Morning
System: The Code of Steam & Steel
Title: The Great Martian Tripod Race
Franklin is the first human competitor in tripod racing history, but his team has hit a few problems.
His corporate sponsor is tied up in a hostile takeover bid, so the money has dried up. The Martian tripod racing clan is out to stop him, to keep tripod racing for Martians only. Who knows what dark deeds they will resort to?
As the members of Franklin’s race team, can can you overcome all obstacles and get him to the start line?
A game of Scientific Romance and Steampunk adventure, set on the Victorian colony of Mars.
Played using my own THE CODE OF STEAM AND STEEL rules. Just 2d6, frighteningly easy, fast and fun - with magic happening every time you roll a double. Pip, pip!
Original scenario by: Martin Pickett
System: THE CODE OF SHŌJO AND SHŌNEN.
Referee: Simon Burley
Players: 2-6
Slot: Saturday Afternoon
Title: Kong Island Rangers
Description: You know the score. There’s this mysterious island somewhere out in the ocean and your film crew/explorers/special ops team has decided to investigate. This will be an exciting Giant Monster/Anime mashup.
Pre-generated characters are available, but – ideally – you’ll create brand new, island-exploring, characters as part of the game. It doesn’t take very long and is great fun. Fay Wray, Jack Black, Tom Hiddleston, Samuel L. Jackson or someone from your own imagination. The world’s your oyster! (Probably a giant man-eating oyster.)
THE CODE OF SHŌJO AND SHŌNEN is own lightweight Anime rules. Just 2d6, easy to play. But when you roll doubles, truly magical things start to happen.
Notes: This is a fun and exciting game and suitable for all ages and types of players. However, fans of the King Kong, Godzilla, Pacific Rim or Power Rangers films should find it particularly enjoyable.
Referee: Simon Burley
Players: 2-6 (apparently the SPACESHIP counts as the 7th member of the team - go figure!)
Slot: Sunday Morning
System: The Code of the Spacelanes
Title: Babylon Recall - A Blakes Seven adventure
An "adventure that never was", based on the classic British TV Space Opera. The freedom fighting crew of the powerful, enigmatic, alien spaceship "Liberator" soon won't be the only ones with access to the unbelievable technology of an ancient race.
The idea of Ancient Martians has always been something of an urban legend. Now - it seems - all the stories may have been true. "Something" has been unearthed on Mars. A secret so powerful it threatens to tear The Federation apart with civil infighting, with the victor gaining the ability to grind the galaxy under their heel. (Probably the spiked, white, leather heel of Supreme Commander Servelan.)
What's needed is a brave, mad (suicidal) dash into Earth system - with its defence systems and fleets of Federation pursuit ships - to seize or destroy the enigmatic discovery from under the noses of the various Federation factions before it can foment a conflict that would envelop and kill millions of innocents.
Seven against the Federation. What else is new?
Play any character from any of the four seasons of the original series. What does it matter if Oleg Gan never met Del Tarrant? Jenna and Soolin would probably be fast friends! I've character details for all of them, but you're free to amend them - if you think I've underestimated Blake's leadership abilities - or design your own original Hero.
Played using my own THE CODE OF THE SPACELANES rules. Just 2d6, frighteningly easy, fast and fun - with magic happening every time you roll a double.
Referee: Simon Burley
Players: 2-6
Slot: Sunday Afternoon
Game System: THE CODE OF THE SPACELANES
Title: All of Time and Space
Trapped aboard a runaway TARDIS a motley collection of characters have the time of their lives. A Dr Who adventure without The Doctor. Play any character from anywhere across Time and Space – just not one from the TV series. Set in the Dr Who universe, you’ll create and play a character of your own design. It only takes a few minutes. They can come from anywhere across all of Time and Space – even a Timelord if you really want (just not one of the ones from the TV series). The adventure starts with a motley selection of characters thrown together aboard an out of control Tardis. As “the round things” explode all around you: IF you can get along IF you can land the ship one piece and IF you can get the doors open
then outside could be anything, anywhere and anywhen in Time and Space. A classic Dr Who adventure – without the Doctor. Notes: played using my lightweight, cinematic, fun THE CODE OF THE SPACELANES rules this is the exact same scenario I offered at Concord last year and I've been offering at dozens of conventions across the UK for almost 3 years. It's as if Terry Nation wrote a story for the tenth Doctor. Players take the offer to create ANY CHARACTER from ANYWHERE in Time and Space as a challenge and let their imaginations run wild. Which is always massive fun. Who will YOU make?
Referee: Simon Burley
Players: 2-6
Slot: Sunday Afternoon