Assassins’ Guild elders arrange a team-building exercise. While aboard ship, you plot a theoretical murder of the captain. One with the best plot wins a theoretical prize. What could go wrong?
Description:
"Tired of the endless one-upmanship of many of their members, those in power at the Assassins’ Guild have arranged for a ‘team-building’ exercise upon a ship known as The Morporkian Muddler. The exercise is to spend the day on board, eat, drink, talk - and plot the theoretical murder of the ship’s captain. Upon arrival back, the assassin with the best theoretical plot wins a theoretical prize. What could go wrong?
Ankh-Morpork is set In a distant and secondhand set of dimensions, in an astral plane that was never meant to fly. Discworld itself operates like a story, and players are going to have to contend with it if they want to forge their own story in a world bursting at the seams with stories. Players will use their character and dice to see if they have what it takes to beat the narrative into the shape they want. Be careful, however - sometimes it beats back. Rules taught!"
Assassins' Guild elders arrange a team-building exercise. While aboard ship, you plot a theoretical murder of the captain. One with the best plot wins a theoretical prize. What could go wrong?
Description:
Tired of the endless one-upmanship of many of their members, those in power at the Assassins’ Guild have arranged for a ‘team-building’ exercise upon a ship known as The Morporkian Muddler. The exercise is to spend the day on board, eat, drink, talk - and plot the theoretical murder of the ship’s captain. Upon arrival back, the assassin with the best theoretical plot wins a theoretical prize. What could go wrong? Ankh-Morpork is set In a distant and secondhand set of dimensions, in an astral plane that was never meant to fly. Discworld itself operates like a story, and players are going to have to contend with it if they want to forge their own story in a world bursting at the seams with stories. Players will use their character and dice to see if they have what it takes to beat the narrative into the shape they want. Be careful, however - sometimes it beats back.
Are You There, Bel-Shamharoth? It's Me, Cultist #44
Summary:
Most worshippers of the Soul-Eater decided they'd rather be devoured by Nameless Things than do community outreach. You're the last members left and on the hook for the cult leader's plans.
Description:
Since Bel-Shamharoth was banished to the deeper chthonic planes, worshippers of the Soul-Eater practicing in the sewers beneath Sator Square have found themselves searching for meaning in the absence of their abominable master. The cult leader has decided to truly gain dominion requires removing potential obstacles for amassing power in the future. Other cultists have decided they’d rather be devoured by a Nameless Things than do community outreach; you as the last members standing and on the hook for everything that is planned. Discworld itself operates like a story, and players are going to have to contend with it if they want to forge their own story in a world bursting at the seams with stories. Players will use their character and dice to see if they have what it takes to beat the narrative into the shape they want. Be careful, however - sometimes it beats back.