Proposed games

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This page is for games that are on offer for the next long block, 2025 Block 5, starting 18 November 2025, vote on 4 November 2025.

Please include a same page description of your game, to help people understand the play style.

Proposed short-block games are on a separate page. Upcoming long games and Upcoming short games are more speculative game proposals. The Wish list is for games you'd like to see on offer.

Journeys through The Radiant Citadel (continued)

Radiant Citadel w-Concord Jewels.png

Halcyon, the fractured Dawn Incarnate, has tasked our band of eclectic adventurers, known as Owl Patrol, with gathering the scattered crystals of it's being, and return them to their full form. Having removed Tirras Brokenhorn, a large player in the criminal underbelly of the Radiant Citadel, Owl patrol now look to help appoint a potentially better replacement in Madame Samira Arah. Samira is aware of the group's quest to reunite Halcyon and, as the leader of the Guild of Jewellers, has access to the piece of Halcyon they require. She is willing to give the Bastite piece over to Owl Patrol, if they help her become one of Zinda's ruling elite, the Kings of Coin.

This could be the game for you if you like: Glittering night markets, undersea cities, angel-ruled city states, and a rich tapestry of stories in never-before-seen lands.

Game details

  • GM: John Holton
  • System: D&D 5e
  • Players: 3-6 (with returning players having priority)
  • Location: In person

The Tales of Madahar (continued)

A fairly typical D&D 5th Edition adventure: feats encouraged, combat... Happens. Now using the gritty reality optional rest rules.

The kingdom of Madahar is a fairly decent place to live. The towns have hospitals, the elderly retire, and the children don't even start working the fields until 13! Unfortunately, just as night follows day, where sentient creatures reside war will ever follow. A war that has lasted for over a hundred years, waged against their neighbors which has left their border barren and desolate, with undead creatures created in this wasteland often wandering into the otherwise (relatively) peaceful border villages.

A lot has happened to everyone's (least - depending on who you ask) favourite adventuring party over the last few weeks. For a start, they have another new name - the "Dead Owl Society" (yeah I know). And as a little aside while searching for a funny new name, they have been fighting undead, in the service of the necromancer Kredan, and even managing to find his secret lair where he plots to invade the nation. While they're at it they found the ancient druid Seren, and freed her from her centuries long curse, adding the powerful nature spirit Undine to their ranks. While Kevin prepares to fight Kredan on his own terms, the armies of Madahar prepare to stop an undead army at their borders, and the party are sent off to clear out and investigate the supposed tomb of Malkohir, one question remains above all else - how many owls will die this time?

Game details

  • GM: George A
  • System: D&D 5e
  • Players: 4-7 (returning players priority)
  • Location: In person
  • Level: 7+

Curse of Strahd (continued)

Curse of Strahd.jpg

Under raging storm clouds, a lone figure stands silhouetted against the ancient walls of Castle Ravenloft. The vampire Count Strahd von Zarovich stares down a sheer cliff at the village below. A cold, bitter wind spins dead leaves about him, billowing his cape in the darkness.

Lightning splits the clouds overhead, casting stark white light across him. Strahd turns to the sky, revealing the angular muscles of his face and hands. He has a look of power-and of madness. His once handsome face is contorted by a tragedy darker than the night itself.

Rumbling thunder pounds the castle spires. The wind's howling increases as Strahd turns his gaze back to the village. Far below, yet not beyond his ken, a party of adventurers has just entered his domain. Strahd's face forms a twisted smile as his dark plan unfolds.

He knew they were coming, and he knows why they have come-all according to his plan. He, the master of Ravenloft, will attend to them.

Another lightning flash rips through the darkness, its thunder echoing through the castle's towers. But Strahd is gone. Only the howling of the wind—or perhaps a lone wolf-fills the midnight air. The master of Ravenloft is having guests for dinner. And you are invited.

Game details

  • GM: Heather
  • System: D&D 5e
  • Players: 4-6 (returning players priority)
  • Location: In person

Echoes of an Edda (continued)

Holmgang.png

Svilland is a land of last resort. The ancestors of its people have escaped here from the deadly Black Winter of the north.

Through its three ages, they have founded civilizations, and kingdoms. Still, Svilland remained and will always remain a land of people that are on the edge of massacre. The cycle keeps repeating itself as the new replace the old, and those who settle here are never relieved from their need to survive.

Svilland has a ruthless, grim, and dark atmosphere. People here come to share in these qualities with the challenges they face over time posed by the land, its inhabitants, and its divinities.

The Gods and Goddesses of Svillanders demand bloody sacrifices and viciously test mortals to see their worth. The admiration of the divinity is not inherent here; it is earned, often through deadly means. The pantheon of Odin the Allfather does not provide protection and power out of the sheer power of love.

The cultures of Svilland reflect this deadly cosmology as well. Kings and queens need to be tough and fierce warriors, as much as they need to be respected by their kin. Political struggle and raids on villages are a common part of Svillanders’ way of life. Consequently, adventurers in Svilland are not well-greeted everywhere, because of the mistrust between different ancestries, or even clans.

A good reputation is hard to earn in Svilland, but it is well-respected once it is earned. The good news is, as many places are under the constant threat of hostile clans, jarls, or monsters in the wilderness, there is always a fight to be fought to prove yourself worthy of Valhalla.

Be wary on your travels. Always keep an eye on the horizon and set up patrols among your party. Those who are arrogant enough to underestimate this unrelenting land, may soon find themselves become the hunted.

Game details

  • Proposer: Dev
  • System: Homebrew (5e core)
  • Players: 4–6 (4 spots available, returning player priority)

Beast Feast! (continued)

The rustic village of Elmore nests atop a strange perch - the labyrinthine Plover Caves, home to creatures as delicious as they are dangerous. As the powerful magic protecting Elmore begins to falter, its bravest residents must venture underground to save the day... and find their place on the food chain.

What secrets might our unlikely heroes find beneath the surface? Which delicacies will prove to their tastes? Just how deep will they delve to save their home? And - most importantly - will they munch, or be munched?

Beast Feast is one of Daggerheart's core campaign frames - placing this game somewhere between prewritten and homebrew. It follows a party of newfound, humble adventurers - hardly trained with swords or staves, their trusty rakes, mops, and cooking knives will have to do! We'll keep a recipe book to name and describe the party's greatest (or tasteless) culinary creations.

Players are encouraged to make humble villagers of Elmore. PCs must be willing to work with the party and actively engage with the campaign, with at least one motive that aligns with the plot. Maybe they want to protect their family back above ground; maybe they’re here to map the depths; maybe they’re here to write their debut cookbook - etc.!

Same page description

  • Who prepares the story? The GM will prepare the overall shape of the story, linear or branching, and give hints to provide direction; sometimes with areas where the players can drive their exploration.
  • What can players contribute to the story/setting? Their character's thoughts, actions, and backstory (within the bounds of the premise); everything else is owned by the GM, who occasionally asks for player input (e.g. "you notice something strange about the trees here, what is it?"), subject to approval.
  • Player characters are... expected to work together. Major conflicts might erupt but you'll patch them up given some time.
  • How brutal is the game? Most combats shouldn't pose a lethal threat, but bad rolls and boss fights could be deadly.
  • Doing the smartest thing for your character's survival... sometimes isn't as important as other choices.
  • After many sessions of play, during one session, a player decides to have her character side with an enemy. This is... something the player and the GM should have set up ahead of time, and where the character becomes an NPC, right away or fairly soon.
  • Player character secrets are... shared with the GM, and optionally with fellow players.

Game details

  • System: Daggerheart, with Beast Feast's special equipment, harvesting, and cooking mechanics.
  • GM: Callum B
  • Tone: lighthearted and comedic, a little absurd, sometimes creepy - and be warned: the deeper we go, the darker things get...
  • Content warnings: occasional gore, maybe some light body horror, Lines and Veils TBD as a group; PC death is a possibility.
  • Players: 2–5 players, beginners welcome.

Monsterhearts Gothic

There is something unspeakable in the cellars; shadows stalk the halls at night, whispering in your dreams; the head of the school has a secret they will kill to keep; and you have an assignation in the library after lights out where perhaps you will learn the identity of your secret admirer...

Monsterhearts is a PbtA game of messy teenage romances between inhuman characters; Monsterhearts Gothic is a hack of that game that transports the setting from Modern High School to Victorian Boarding School, with a strong dose of melodrama mixed in. Explore scandalous intimacies with other students, uncover the dark secrets of your school and explore what it means to be not quite human in a world that fears you.

The playbooks and basic moves for this hack have been altered from original Monsterhearts but the core principles remaine the same: this isn't a game you play to win or to level up your character, but instead to engage in an emerging story and find out what your character's ultimate fate is. The characters are always the focus of the story and things happen because of them, not despite them; you're always in the spotlight, no matter what.

Content Warnings: Teenage Romance, Queer Sexuality, Adolescent Issues, Monstrous Horror, Gothic Gore, Class Inequality, Colonialism & Prejudice.

Same page description

  • Who prepares the story? The players provide story hooks through the backgrounds & agendas of their characters; the GM cooks these into a plot that engages all PCs in unexpected ways.
  • What can players contribute to the story/setting? Whatever they want, subject to GM's approval, which should be as forgiving as possible.
  • The rules (including agreed house rules) will be: followed, come what may.
  • Player characters are: pursuing their own agendas. They might work together, they might work against each other..
  • How brutal is the game? Don't hurt my character without warning. Tell me what the consequences of failure could be and let me back out if I don't like it.
  • Doing the smartest thing for your character's survival: sometimes isn't as important as other choices.
  • After many sessions of play, during one session, a player decides to have her character side with an enemy. This is: a meaningful moment, powerful and an example of excellent play.
  • Player character secrets are: open. Characters have secrets from each other, but all the players know everything.

Game details

  • GM: James Mullen
  • System: Monsterhearts Hack
  • Players: 4-6
  • Location: in person

Masks of Nyarlathotep

It’s gone 7pm on the 15 January 1925, you move through the quiet, dark, snow and slush covered streets in Harlem on your way to see your friend Jackson Elias. Jackson, a well published, reserved and mentally sound man and, more importantly, someone you would call a friend, sounded strangely worried and on edge the last time you spoke with him earlier in the day, has asked that you meet him today as he needs some help following up some news?/information? about the Carlyle expedition.

In the street you see some more people apparently heading the same way…. A wave, a smile, a nod as you pass the street lights or shop fronts … other friends of Jackson you have met at different events over the last few years.

You reach and enter the hotel Chelsea where he asked to meet. At 8 pm, Jackson does not like anyone to be too early … or late…. You knock hard on the door of room 410, which swings open and... Roll initiative

This is the (modified) classic, as in first published in 1984, globe spanning CoC game where you will do things to prevent things - come on you do not want the plot spoiled do you?

In terms of game length, this depends on what the party does and in what order, but it will take a number of long blocks to complete. In that respect I have no issues with players coming or going. Similarly, I expect that as this is a fairly dangerous adventure for characters (physical and mental) that players may well go though multiple characters either voluntarily or otherwise…

WARNING To paraphrase my favourite podcast: This is an adult game, played by adults, and you should be an adult too!!!

This is Call of Cthulhu set in 1925, so as well as the normal horror etc the game also includes both overt and covert racism and misogyny. The game/adventure also includes references to gender based violence and extremely inappropriate related behaviour. I have looked to see if it would be possible to remove these, but without rewriting the entire adventure (so it would not be Masks ..) it is not possible.

Finally, while I feel this should go without saying, what the NPCs etc have or do during the game in relation to the three areas listed above do not reflect myself and while characters may consider acting in accordance with prevailing but far from ubiquitous expectations for that time any player behaving that way will be asked to leave the table.

Game details

  • GM: David J
  • System: Call of Cthulhu (7th edition) + minor in-house rules
  • Players: 2-6
  • Location: in person

Starforged

Ironsworn: Starforged

It's been two centuries since the cataclysm that lead humanity to flee its home planet and venture out into a vast new galaxy. Now home is the Forge - a bright island of stars in a dark void. But the new settlements are not always a safe haven. Rival factions clash, pirates roam the spaceways, ancient ruins hold dangerous power and strange creatures dwell on stranger planets.

You and your crewmates you are spaceborne heroes sworn to undertake perilous quests. You will explore uncharted space, unravel the secrets of a mysterious galaxy, and build bonds with those you meet on your travels. Most importantly, you will swear iron vows and see them fulfilled — no matter the cost.

Starforged takes inspiration from shows like The Mandalorian, Firefly, The Expanse, and anything else where a ragtag group of adventurers fly their spaceship through strange new worlds.

Same page description

  • Who prepares the story? The GM has no plan – the GM simply plays the NPCs and has them act or react based on their motivations.
  • What can players contribute to the story/setting? Whatever they want, subject to GM’s approval, which should be as forgiving as possible.
  • Player characters are... expected to work together. Major conflicts might erupt but you'll patch them up given some time.
  • How brutal is the game? Most combats shouldn't pose a lethal threat, but bad rolls and boss fights could be deadly.
  • Doing the smartest thing for your character's survival... sometimes isn't as important as other choices.
  • After many sessions of play, during one session, a player decides to have her character side with an enemy. This is... something the player and the GM should have set up ahead of time, and where the character becomes an NPC, right away or fairly soon.
  • Player character secrets are... shared with the GM, and optionally with fellow players.

Game details

  • GM: Sue S
  • System: Ironsworn: Starforged
  • Players: 2-5
  • Location: in person