Love listening to podcasts? Ever wanted to start your own? Warped FM is for those who love podcasts (like Serial or Hello from the Magic Tavern), late night talk shows (like the Tonight Show), and chat shows (like Very Important People and Midnight Gospel). Features lite rules for playing without a game master, a branching story campaign, and plenty of roll tables to make your creatures as unique as they are goopy. Warped FM is great as a one shot or as a breezy campaign to play with friends.
Love listening to podcasts? Ever wanted to start your own? Warped FM is for those who love podcasts (like Serial or Hello from the Magic Tavern), late night talk shows (like the Tonight Show), and chat shows (like Very Important People and Midnight Gospel). Features lite rules for playing without a game master, a branching story campaign, and plenty of roll tables to make your creatures as unique as they are goopy. Warped FM is great as a one shot or as a breezy campaign to play with friends.
Love listening to podcasts? Ever wanted to start your own? Warped FM is for those who love podcasts (like Serial or Hello from the Magic Tavern), late night talk shows (like the Tonight Show), and chat shows (like Very Important People and Midnight Gospel). Features lite rules for playing without a game master, a branching story campaign, and plenty of roll tables to make your creatures as unique as they are goopy. Warped FM is great as a one shot or as a breezy campaign to play with friends.
20 years after graduation and going your separate ways, you are drawn back to their hometown to help your friend to unveil the secrets of the VLA and prevent a catastrophe.
Description:
A group of old friends are pulled back to a small, New Mexico town to help their former classmate prevent a catastrophe. Play as everyday adults, thrown in way over their heads, as they navigate the dynamics of a small town. Work with your team to infiltrate the VLA, and uncover the mystery hidden by the US government for the last generation.
Join 6 players and 2 GMs for a long format, RP-focused game, using a ruleset derived from Kids on Bikes with dashes of Blades in the Dark! Character sheets will be provided. The story will involve elements of science fiction, engineering, espionage, and adventure. Most of all, have fun!
During the last conflict, a whisper of an ancient power was released. Can you leverage the bounty you've amassed to outlast the storm? D&D, 4X, and Wargaming themes combine in this climactic finale!
Description:
Tabletop RPG, 4X strategy, and wargaming tactics all combine in the legacy conclusion to the World Builder series! A chill wind rolls off the ocean and those attuned to the ebbs of magic are certain that ill tidings will soon come ashore. Use your dwindling resources, exploit strategic positions, and band together with your allies to weather the coming storm. This will be the first adventure in a three-part series. Participation in all three parts is not required but is encouraged. Characters will be provided and all rules will be taught as you go.
During the last conflict, a whisper of an ancient power was released. Can you leverage the bounty you've amassed to outlast the storm? D&D, 4X, and Wargaming themes combine in this climactic finale!
Description:
Tabletop RPG, 4X strategy, and wargaming tactics all combine in the legacy conclusion to the World Builder series! A chill wind rolls off the ocean, and those attuned to the ebbs of magic are certain that ill tidings will soon come ashore. Use your dwindling resources, exploit strategic positions, and band together with your allies to weather the coming storm. This will be the second adventure in a three-part series. Participation in all three parts is not required but is encouraged. Characters will be provided, and all rules will be taught as you go.
During the last conflict, a whisper of an ancient power was released. Can you leverage the bounty you've amassed to outlast the storm? D&D, 4X, and Wargaming themes combine in this climactic finale!
Description:
Tabletop RPG, 4X strategy, and wargaming tactics all combine in the legacy conclusion to the World Builder series! A chill wind rolls off the ocean and those attuned to the ebbs of magic are certain that ill tidings will soon come ashore. Use your dwindling resources, exploit strategic positions, and band together with your allies to weather the coming storm. This will be the third adventure in a three-part series. Participation in all three parts is not required but is encouraged. Characters will be provided and all rules will be taught as you go.
A supernatural struggle breaks down a universitys social barriers, if only briefly. A story focusing on social interactions, politics, puzzles, and a healthy dose of drama.
Description:
Pisgah university is a remote haven of thought, prosperity and promise. With roots dating back to the first European settlers, it boasts far more CEOs and Nobel prize winners among its alumni than any other US university. In this Ivy-strewn campus, future world leaders rub shoulders with upcoming tech giants. Through generous grants, students from modest means with passion and inspiration toil for even a small taste of the privilege so evident around them. In these halls of learning, tucked into the Appalachian wilderness, something sinister is rising, and a small, diverse group of students will find themselves in an unexpected position, channeling ancient powers to shape the universitys future. This is a story of class and privilege and the price of ambition and of conscience. A social interaction game with a taste of politics and puzzles, and a healthy dose of interpersonal drama.
In a time before cell phones and the Internet, seven 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, seven 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 whose individual lives have been changed, but not ended, by the psychic event that brought them together.
In a time before cell phones and the Internet, seven 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, seven 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 whose individual lives have been changed, but not ended, by the psychic event that brought them together.