Games on Demand: Sunday 9am-1pm

Games on Demand: Sunday 9am-1pm
  • Sun Oct 14, 9:00 AM - 1:00 PM
  • Alan Scott, Brian Williams, Dale Horstman, June Garcia, Kevin Leung, M., Matthew Melville, Walter German, Alexander Guerrero-Randall
  • Urban Shadows/Monsterhearts 2/Cortex Prime/Rhapsody of Blood; Torg Eternity/Scum & Villainy; Blades in the Dark/Breakers; Monsterhearts 2/Threadbare; One Last Job/Fiasco; By the Author of Lady Windermere's Fan/A Cozy Den; Night Witches/The Quiet Year; Dungeon World/Microscope; World Like Clay/Magical Girl!
  • Contra Costa I (48-55)
  • 2 or 4 Hour

Description:

Don’t have any games scheduled but want to play something? Stop by the Big Bad Games On Demand! Games start every two hours (with a break around 1PM and 6PM) in Contra Costa Salon I.

Check the listing of all our awesome Games on Demand!

Sunday 9am-1pm (4-hr games)

GM: Alan Scott

System: Urban Shadows (PbtA)

Players: 3 to 4

Player Age: 18+
The City Hungers. Will You Feed It?

The streets bleed shadows as the supernatural politics of the city threaten to swallow you whole. Will you die a hero—a savior for those who have never had enough—or live long enough to become the villain? Will you fight the darkness…or give in for power? The choice is yours.

Urban Shadows is an urban fantasy tabletop roleplaying game in which mortals and monsters vie for control of a modern-day city, a political battleground layered just under the reality we think we know. Vampires, faeries, hunters, and wizards fight to carve out a piece of the streets and skyscrapers, ready to make deals with all those who have something to offer.

System: Monsterhearts 2 (PbtA)

Players: 3 to 4

Player Age: 18+

By the time they hit adolescence, most people have gotten over their fear of the dark. They spend their midnight hour on gushy phone calls, diary ramblings, and wet dreams. They fall asleep peacefully, assured that the shadows hold no monsters.

But the shadows do hold monsters. You know because you’re one of them. Wickedness dwells within your heart, hunger courses through your veins. High school weighs on you and teen drama puts you on edge, but you have power. What do you do next?

Monsterhearts 2 lets you and your friends create stories about sexy monsters, teenage angst, personal horror, and secret love triangles. When you play, you explore the terror and confusion of having a body that is changing without your permission.

System: Shasta Weird (Cortex Prime)

Players: 3 to 5

Player Age: 13+

Scientists say it’s an active volcano. UFOlogists say it’s a landing site for aliens. Mystics say it’s a lost colony of a fallen civilization. The Locals say it’s good skiing.

Shasta Weird is a game of small town Cascadian weirdness. It draws its cues from sources like Gravity Falls and Stranger Things as well as the many real-world stories about the mountain.

System: Rhapsody of Blood (PbtA)

Players: 3 to 5

Player Age: 13+

Every generation the blood moon rises, and the castle exalts a villain with its dark gifts. They shall command its legions, use its powers to twist reality, and seek the godlike power of the unholy grail.

You’re here to stop them. Your bloodlines have fought the castle since its first emergence, and that legacy has granted you endless tenacity, strange powers, or unbreakable faith. Together, you will root out the wards of the castle where they have infested the mundane world, slay the acolytes of the castle’s regent, steal their dark power for your own and banish the regent and the castle with them.

GM: Alexander Guerrero-Randall

System: World Like Clay

Players: 2 to 3

Player Age: 13+

Your words shape cultures. Your actions move mountains. You are a Shaper, a mythic being whose presence and power change the world around them. You will terraform the world, have epic encounters with strange beings and surreal locations, and discover your own identity as you play.

You’ll also be controlling your own pieces of the world as a Narrator and telling Shapers who go there what happens in them. This game is GMless and fairly rules-light, appropriate for first-time roleplayers and veterans alike. No dice-rolling involved. Run by the author.

System: Watch Out! Heartfelt Magical Girl Clash 200++!

Players: 2 to 4

Player Age: 13+

Defeat your enemies with the power of your emotions as a Magical Girl! Have mid-battle flashbacks to the time you all got ice cream at the mall! Yell the name of your special attack! Tell everybody about your rad outfit and theme music during a transformation sequence!

This game includes a section on agreeing about what tones you want to include, so it can fit anywhere on the sliding scale from Sailor Moon to Madoka Magica, and is also fun and accessible for people who’ve never seen any Magical Girl type shows! No dice-rolling involved. Run by the author.

GM: Brian Williams

System: Torg Eternity

Players: 3 to 6

Player Age: 13+
The Near Now, tourists visiting San Francisco expect thrills when they book a ride on the Jet Boat, what they don’t expect is a plesiosaur. Five passengers set sail that day on a three-hour tour, and what happens next will leave you speechless!

System: Scum and Villainy (FitD)

Players: 3 to 5

Player Age: 13+
A band of daring outlaws on the knife’s edge between failure and fortune out in the deepest black. Just you, your crew, your ship. Are you ready? Let’s be bad guys.

GM: Dale Horstman

System:  Blades in the Dark (FitD)

Players: 3 to 6

Player Age: 18+

Blades in the Dark is a tabletop role-playing game about a crew of daring scoundrels seeking their fortunes on the haunted streets of an industrial-fantasy city. There are heists, chases, occult mysteries, dangerous bargains, bloody skirmishes, and, above all, riches to be had — if you’re bold enough to seize them.

You and your fledgling crew must thrive amidst the threats of rival gangs, powerful noble families, vengeful ghosts, the Bluecoats of the city watch, and the siren song of your scoundrel’s own vices. Will you rise to power in the criminal underworld? What are you willing to do to get to the top?

System: Breakers (PbtA)

Players: 3 to 6

Player Age: 13+

The magical realm of Kyvr’ax has collided with Earth, shearing the dimensions and creating a mashed-up borderland between our reality and the monster-infested domain of the wizard Kai Shira Kai. You play working-class heroes who explore the twisted Break seeking fame and fortune. But don’t stay too long, or the Cloud of Woe will surely find you!

The whole point of Breakers is for modern-day, wise-cracking characters to go into dungeons and deal with monsters and magic as a matter-of-fact kind of ordinary job. It’s a little bit Ghostbusters, a little bit Hellboy, and a little bit Ash from Army of Darkness.

GM: June Garcia

System: Monsterhearts 2 (PbtA)

Players: 2 to 4

Player Age: 18+

Maturity level – adults only
Monsterhearts 2 lets you and your friends create stories about sexy monsters, teenage angst, personal horror, and secret love triangles. When you play, you explore the terror and confusion of having a body that is changing without your permission.

This game is powered by the Apocalypse World engine. It draws inspiration from Twilight, Buffy, Ginger Snaps, The Vampire Diaries, and The Craft.

System: Threadbare (PbtA)

Players: 2 to 4

Player Age: 13+
Maturity level – any
Play a broken toy in a broken world! In this post-apocalyptic tabletop role playing game, you’ll work together to overcome obstacles, fix broken stuff, and make new friends—sometimes literally.

The rules mechanics are based on the Apocalypse World engine: you roll 2d6 and add your modifiers to determine the direction your story will go.

GM: Kevin Leung

System: One Last Job

Players: 3 to 5

Player Age: 13+

“You haven’t worked in a while, and you haven’t worked with each other in a long, long time. Not after what happened. But now the the old crew is back together and you’re going to have to make it work. Reckon you’ve still got what it takes?”

One Last Job is a setting-less, heist RPG where you don’t get to make your own character. Instead, other players will create the concept and backstory for your character, and you do the same for them. Plan and execute the heist (think Ocean’s 11) to finish One Last Job.

System: Fiasco

Players: 2 to 4

Player Age: 13+
Fiasco is inspired by cinematic tales of small time capers gone disastrously wrong – inspired by films like Blood Simple, Fargo, The Way of the Gun, Burn After Reading, and A Simple Plan. You’ll play ordinary people with powerful ambition and poor impulse control. There will be big dreams and flawed execution. It won’t go well for them, to put it mildly, and in the end it will probably all go south in a glorious heap of jealousy, murder, and recrimination. Lives and reputations will be lost, painful wisdom will be gained, and if you are really lucky, your guy just might end up back where he started.

GM: M.

System: By the Author of Lady Windermere’s Fan

Players: 3 to 5

Player Age: 13+
In this GM-less, storytelling game of wit and stage drama, players (of the game) will become players (on the stage), creating a story in the vein of Oscar Wilde: full of wit and social faux pas. As you juggle playing multiple characters and running the show, also strive to earn audience favor (or just send your fellow thespians into fits of laughter)!

System: A Cozy Den

Players: 2 to 5

Player Age: 18+
A Cozy Den is an intimate game of domestic winter. Players roleplay as Lesbisnakes who all have different needs in their Den and various ways of approaching these needs, from cuddling, to napping, to wrestling. Lesbisnakes are half snake, half human, and all lesbian. Various threats are waiting outside of the Den throughout winter putting stress on the Lesbisnakes feelings. Can the Lesbisnakes maintain a community of coziness during the overwinter time?

GM: Matthew Melville

System: Night Witches

Players: 3 to 5

Player Age: 18+

Night Witches is a tabletop role-playing game about women at war. As a member of the 588th Night Bomber Regiment, you’ll answer the call of your Motherland in her darkest hour. Can you do your duty and strike blow after blow against the Fascists? Can you overcome discrimination and outright sabotage and rise above your sexist comrades? Are there limits to patriotism—or endurance? Play Night Witches and find out!

System: The Quiet Year

Players: 3 to 5

Player Age: 18+

The Quiet Year is a map game. You define the struggles of a post-apocalyptic community, and attempt to build something good within their quiet year. Every decision and every action is set against a backdrop of dwindling time and rising concern.

The game is played using a deck of cards – each of the 52 cards corresponds to a week during the quiet year. Each card triggers certain events – bringing bad news, good omens, project delays and sudden changes in luck. At the end of the quiet year, the Frost Shepherds will come, ending the game.

GM: Walter German

System: Dungeon World (PbtA)

Players: 2 to 5

Player Age: 13+
Dungeon World is a fantasy adventure RPG with a narrative focus and player collaboration in world-building. Characters will be created at the start of play.

System: Microscope

Players: 2 to 3

Player Age: 13+
Microscope is a GM-less world building game of fractal time scale, from the epic to the personal. There are no steady characters apart from the world itself. Instead, players take turns directing scenes that highlight pivotal moments in the history that the players collaboratively create. We’ll start by deciding what kind of world we wish to create: fantasy, sci-fi, alternative history, etc.


How It Works

This year we will be using a model closer to what is used at GenCon and Origins than at Go Play. Our purpose is to give players a few hours of fun while presenting games they might not be familiar with. In brief:

  • People registering to play will receive a GoD boarding pass from the host.
  • Each GM for the session will have a menu indicating the games they are offering.
  • At the start of the time block, the host will call boarding passes; we’re using a system that randomizes boarding passes while giving priority to people who have not played yet.
  • People whose boarding passes are called will pick a spot from the games that have not reached capacity at the moment.
  • GMs and their players sit down at their table and enjoy

Please swing by at least 10 minutes before games start to talk with a Games on Demand host. They can tell you more about what’s on offer and answer any questions about the games. They’ll also give you a boarding pass to get into games in the next slot.

On the hour the hosts will ask everyone to make some space and then start calling out boarding passes. When your boarding pass is called, give it to the host. You will be able to select a game from the available list.

Tags: Games On Demand

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