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Campaign Choices on Deck

    • North Cambridge Pride (modern fantasy anthropomorphic)

      • Locale : Based on Alewife area.

      • System : Fate: Secrets of Cats

      • Concept : All legends are true. Cats are the defenders that stand against the threats that come in the night. Cats have special forms of magic but need to fight in the shadows since “mundanes” can not take the mental stress of realizing monsters exist.

    • Gamblers and thieves (Gritty fantasy)

      • Locale : My Arcania campaign world in city of “Dibs” a Lawless “Freeport” where life is cheap and everything is for sale.

      • System : FAE with magic from either Pathfinder hack or Freeport

      • Concept : Players are regulars in a shady casino with enemies in the Police and city government. Make allies in the city, solve mysteries, and fight rival gangs that want to take a piece of your business. May have elements of investigation into city’s enigmatic artifacts. Continuation of elements from last few Arcania campaigns. (Thules gold, Exodus, and Rise of monsters)

    • Jadepunk (fantasy / wuxia)

      • Locale : Corrupt Asian City where everything runs on magically charged Jade

      • System : Jadepunk (FAE with special rules such as professions instead of approaches)

      • Concept : In a city of corrupt corporate and political powers small groups of martial artists and Jadetech engineers have taken to small acts of resistance to protect neighborhoods from the worst effects of gangland fights, corporate shakedowns, and political cronyism. All magic performed through either martial arts techniques or jade devices created by Jade Tech engineers.

    • Pirates (Seafaring Fantasy)

      • Locale : Pirate vessel plying the waters of the Kingdom of the Isles

      • System : FAE with magic from either Pathfinder hack or Freeport

      • Concept : Players start as recently conscripted pirates and work their way from conscripts up to having their own vessel and plying the high seas. Tales of epic treasures send the group on regular dungeon crawls and later on pirate political intrigues become the main story as other countries attempt to shut down piracy on the high seas.

    • Witchhunter (Magical CSI in magically contaminated fantasy setting)

      • Locale : Culturally rich cIty of Haven. Ruled by small asian upper class, Merchant class largely prosperous from Albienne middle class (upper class from previous invasion) with oppressed local populace.

      • System : FAE with magic from Freeport. Magic has a corrupt aspect to it that is basis of campaign. Psionic rules for individuals in ruling class.

      • Concept : Magic is wild and chaotic and using it can give amazing powers but one wrong move and you can be turned into a powerful monster that slays indiscriminately. To make it safe it is regulated closely to ensure that a user stays within their capabilities and never attempts to exceed their abilities. The ministry of magic is in charge of regulating magic use and magical items.Players are members of the ministry of magic assigned to ward thirteen the most run down magically charged area of Haven. Tasked with finding unregulated magic and shutting it down before it goes critical the story progresses like a case of the week cop drama.

    • Captains of Industry (Megacorp backed Capitalistic Superheroes)

      • Locale : Alternate reality modern day

      • System : FAE or Fate: Venture City

      • Concept : Superhero games of heros and villians. Except “Heroes” are all corporate shills sponsored by multinational corporations to protect the bottom line and the Capitalist way of life. Villains are anyone with powers not protected by a multinational corporation from the liability of using their powers. Power use frequently has fallout and collateral damage can run many millions of dollars so anyone not backed by deep pockets is a terrorist threat that must be shut down. Players may either be a secret Villain group doing what they can to get by or a supergroup of corporate all stars that are tightly managed by their handlers to appear in PR spots and fight crime deemed to be in the companies best interest.

    • Players choice (Any)

      • Locale : Determined during character creation

      • System : Fate Accelerated (FAE)

      • Concept : Players each come up with a character concept and plot ideas they would like to see. Plots and characters are combined using campaign mapping minigame that defines character relationships and plots that will be used in the campaign (campaign mapping - https://docs.google.com/file/d/0B9JrITv9ZsqZM1hrQlBIc21ucWs/edit)