Once again we will be holding a One Shot Night to open the semester this weekend of February 1st! Games will start shortly after 2:00; and will wrap up before Game Night, at which point you're either free to continue your one shot, run another one, or play ordinary board games.
One-shots are excellent opportunities to learn about playing RPG's, experience short stories normally unsuitable for a full campaign, experiment with interesting mechanical options, and try out systems or games you might not have heard of before! It is also an opportunity for GM's taking on players this semester to present their games to potential new players!
One-Shot: Nightshift
Facilitators: Derek
System: Custom Nightshift System. Rules Posted Below.
Block: Afternoon, 2:30 – 6:30 PM
Players: 3-5
Description: Back at it again at your local Stop-N-Gas. Work is as (deadly) boring as usual. Just trying to (survive) get through the night shift yet again. Maybe this time Management will (answer your prayers) get off your back. Let’s just hope the bathroom doesn’t (open into hell) need cleaning again. It's too bad (we own you) you really need this job. Fuck the dayshift.
One-Shot: Shadowrun in the Sprawl
Facilitators: Emily
System: Shadowrun
Block: Afternoon, 2:30 – 6:30 PM
Players: 4-5
Description: "Some Ares Macrotech suit wants us to pull off a dataheist for them- get the crew together. Check your mags, charge up your drones, and summon some spirits- because it might get loud. And watch your back- we don't want a repeat of the Wuxing gig, do we?"
One-Shot: Aldiin
Facilitators: Devin
System: Custom d20
Block: Evening, 7:00 - 11:00 PM
Players: Max 6
Description : 100 years into the 6th era, the Great Bestial Boom, a long period of Economic and Cultural prosperity for Eastern Aldiin is in full swing; the youth of the times spending their time and money reveling in the wonders of the new age. At the heart of the early 6th era is disco, a new trend of dance and party that, after the past 70 years in popular culture, appears here to stay. The party begins as revelers in the country of Nymphos, at the harbor city of Myz’radynn, known around the Eastern world as “Boogie Wonderland”. Through circumstance, career path, or even morbid curiosity, the adventurers find themselves acting as drug smugglers, whose mark meets them in a local dance club. Though a substantial amount of countries in the Human Economic Bloc are under strict blockade of goods and contraband from the south, there are many paths that can be taken on their assignment, including through the perilous yet rewarding “Holiday Road”. Over the span of many days, and many miles of travel, these intrepid adventurers are out to show the world how to get down. I will be running a homebrew system that I made for this setting in particular, made to be modular for setting while having basic RPG mechanics and little rolls. I will only require players to spend some time before the game to familiarize themselves with basic lore which I will provide and build a quick character sheet they can use in game for builds, writing skills, and to keep track of health, items, groove and money. The system is extremely narrative and storytelling based, with less emphasis on combat and mechanics in place of mutual story crafting and simple rolls for deciding actions.
One-Shot: Varos
Facilitators: Colin
System: D&D 5e
Block: Evening, 7:00 – 11:00 PM
Players: Max 6
Description: Hey adventurer! You want to make some quick gold? Stop by the job board and see what suits you. Is it necromancers in the forest you’re looking to kill? Fae in the woods you looking to make terrible decisions talking too? Strange portals to the Outer Realms you want to touch? Whatever it is you're looking to kill yourself doing, you’re sure to find it in the Valley.
One-Shot: Do We Know No Fear?
Facilitators: Katherine
System: Only War [Warhammer 40k FFG RPG, Imperial Guard]
Block: Afternoon [2:30-6:30]
Players: Max 6
Description: Heroism is never as easy as the Regimental Standard says it is. Remember, Orks are small and stupid, and easily overpowered by a well-trained Guardsman.