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I abstain from voting, as I can't guarantee that I'll be able to make it that Sunday. I'm due to submit my PhD thesis the following week.<br>Then again, I may need the social interactions for sanity-maintenance reasons.<br><br>Liz <br><br><div><hr id="stopSpelling">From: catodon@whale-mail.com<br>To: churchofgaming@rpgreview.net<br>Date: Sun, 21 Aug 2011 16:19:06 -0700<br>CC: e.bowman@pgrad.unimelb.edu.au<br>Subject: [Churchofgaming] one off game at COG place your votes.<br><br>
One off game next week.<br>
So what can I run with less than a weeks notice?<br>
The games are presented in alphabetical order. Votes due in by Tuesday 7pm. Vote on your top three choices ONLY. <br>
1=most wanted (3pt)<br>
2=next most desirable (2pt)<br>
3= Its ok. (1pt)<br>
Game with the most votes wins. I’m not having a vote.<br>
<br>
1889: Luna<br>
Science fiction adventure in a more civilised time. Generate your Victorian Science Fiction character and set off on a mission of rescue and exploration on the far side of the moon. I have run this a few times A nice setting but the combat system is a but clunky.<br>
<br>
1889: Temple of the Beastmen!<br>
In this board game select one of ten Victorian science fiction characters and rescue hostages from the clutches of the bestial Martian king. Never played this but would like to give it a spin.<br>
<br>
A Time of War: The Battletech RPG Quick Start Rules<br>
The Battlemech is the king of the battlefield but there are some missions that a 30’ tall walking tank cannot achieve. A hard SF universe as imagined in the 1980’s. Take part in a daring raid behind enemy lines to steal a ‘Mech. Pregenerated characters. I have never run this game but these are simplified quick start rules intended to introduce people to the games.<br>
<br>
Battletech Quick Start Rules: <br>
A series of short war-games to teach the latest version of this classic game of the future of war. Starting with giant ‘Mechs and building up to combined forces battles with ‘Mechs, aircraft, tanks, infantry etc. I have never played this game but I know others have and we will be using the simplified quick start rules designed to teach the game.<br>
<br>
Classic Traveller <br>
Science fiction adventure in the far future. Generate inexperienced characters (1 term) and investigate a sinister pyramid on a hostile world. What secrets does this ancient alien structure hold? A rpg classic from1977 that has some quirks but stills plays well today. I ran several traveller campaigns during the 1980s.<br>
<br>
Fighting Fantasy<br>
Generate your bloodthirsty greedy warriors and send them into a monster filled dungeon. Kill things! Take their stuff! The group rpg version of the favourite of 12 year olds the world over. Really simple rules with few options but we can generate warriors and start in short order. THe adventure is a simple dungeon hack.<br>
<br>
Savage Worlds: Mars!<br>
This is Mars as it should be – ancient, dying, but not yet dead. A world where a vast canal network brings water and life to spired cities. Generate your dashing native of this fantastic world, take up your sabre and blaster and race out for swashbuckling adventure! I have never run the Savage Worlds rules but the system is rules light and designed to be fast playing. Uses miniatures/counters.<br>
<br>
Savage Worlds: Pirates!<br>
Yarr! 1670 the golden age of piracy Generate your salty sea dogs and investigate the wreck of a treasure ship on a Caribbean island. I have never run the Savage Worlds rules but the system is rules light and designed to be fast playing. Uses miniatures/counters.<br>
<br>
Tunnels and Trolls<br>
Generate your bloodthirsty greedy heroes and send them into a monster filled dungeon. Kill things! Take their stuff! A very early rpg sold as a simpler cheaper alternative to D&D. Unlike fighting fantasy you can play magic using characters and non-humans. I have some house rules to allow for tactical combat rather than just the all in brawls of the rules as written.<br>
<br>
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