Wellington Anniversary Weekend January 22nd - 23rd 2022

Troika: Egg of Time

Facilitator: 
Tim Oliver

Some fellow-travellers among the hump-backed sky might learn the secrets of the multiverse and indeed improve it somewhat. Or they might just pass their time conversing with tigers.

Play a mathmologist, a monkeymonger, a monarch (downsized), or a member of Miss Kinsey's dining club. Troika is a light science-fantasy game with a lot of Wolfe and Moorcock influence.

System: 
https://www.troikarpg.com/

The Spittleford Women’s Franchise League

Facilitator: 
Karen Wilson

Mrs Eliza Creswick and the ladies of the Woman’s Christian Temperance Union invite all parties interested in the extension of electoral privileges to women to a public meeting on Saturday 27th May 1892 at St Anne’s church hall. Mrs Creswick proposes that Spittleford should follow the example of our fellows in Wanganui and Dunedin and form a Women’s Franchise League to promote the newest petition requesting the franchise. The Honourable Thaddeus Butler, Member of Parliament for Spittleborough has been invited to attend. Refreshments will be served.

This game will be a series of vignettes set in a fictional New Zealand community in mid-1892, during the period before the passing of the Electoral Act 1893, as people on both sides of the issue organise and attempt to influence the local MP.

System: 
Homegrown,

Murder in Moradin Street

Facilitator: 
Nicoletta De Maio

Murder most foul! Branir Nathander, of respectable and successful trading house Nathander & Buckman, has been found dead. Shot by his own crossbow, in the study of his own house at midnight. Well, you think it was at midnight. No, you don't know for certain but it has a nice ring to it. It was at night in any case. Between his leaving the dining table in the evening and the butler finding the body the next morning.

No, that's not very precise. As far as precision goes, it's about the same as saying that opening a fish and chip shop on the site of the old temple in Dagon Street is 'a bit misguided'. But it's better than nothing, isn't it? People can do a lot of things with 'better than nothing'. And you're not just ordinary people, you're a member of the watch.

Not just any watch - THE watch. Yes, alright, it's the only one. And yes, you have to admit that you have to be a bit nuts to work there. The hours are long, the pay is low and advancement is slow to non-existent. But you've taken the king's shilling and sworn an oath: to uphold the law and protect the innocent. Now if you could only work out who they actually are...

System: 
D&D

The Sprawl: Urbo-Genesis

Facilitator: 
Anarchangel

You are the extended assets of vast multinational corporations, operating in the criminal underground, and performing the tasks that those multinationals can’t do — or can’t be seen to do. You are deniable, professional and — ultimately — disposable.

In this session you will create characters, get a job, and play to find out whether they can get paid. We will also set up the Corporate players and the setting for further games of The Sprawl run in Games on Demand over the rest of the weekend. There is no requirement to play in further games and no requirement that you play in this one to play in the others at GoD, it's just a neat way of building a shared set of stories and experiences over the course of the convention.

At this and GoD iterations, I will be playtesting a number of modified rules to facilitate on-the-fly mission and complication generation and smoother hacking rules.

Content Warning: depending on the table action movie violence is highly likely. A heavy-helping of neoliberal corporate bullshit is to be expected. We will use the Script Change safety tool, Open Door policy, and begin with a discussion of lines and veils.

System: 
The Sprawl

Ironsworn: Beginnings

Facilitator: 
Anarchangel

You are a hero sworn to undertake perilous quests in the Ironlands. As an Ironsworn, you will explore untracked wilds, plunge into subterranean caverns, fight desperate battles, forge bonds with isolated communities and uncover the lost secrets of this harsh land.

Are you ready to swear iron vows and see them fulfilled--no matter the cost?

In this session you will create Ironsworn and the iron vows they have sworn, and play to find out whether they can fulfil those vows. We will also set the setting dials for further games of Ironsworn run in Games on Demand over the rest of the weekend. There is no requirement to play in further games and no requirement that you play in this one to play in the others at GoD, it's just a neat way of building a shared set of stories and experiences over the course of the convention.

Content Warning: depending on the table horror elements are likely, also murder is highly likely. We will use the Script Change safety tool, Open Door policy, and begin with a discussion of lines and veils.

System: 
Ironsworn

Planet Mercenary: Salvage Run

Facilitator: 
Taiveraad

The capitol ships need repairs, but the price of materials has skyrocketed. The Commodore doesn’t want to afford it and has decided to turn a few idle ships and crews to the task of looking for salvage during the refit.
That would be you.

She’s had analysts scour the hypernet for every salvage rumour they can find and given you a list. Your freshly recruited crew were rival gangs last week, your fellow officers are… special, and you’re learning first-hand just how much empty the universe has in it. But hey, at least no-one is shooting at you. Right now.

System: 
3d6 Mayhem

Role for Initiative

Facilitator: 
Campbell Wright

Do you love Critical Role? Chain of Acheron? Acquisitions Incorporated? Or perhaps you prefer live shows such as D&D Live at BATS theatre, Dungeons and Comedians, or the live Fate of Isen show? Do you ever watch these shows and think: "This is great, but I want to be the one on stage playing D&D!" Well look no further than Role for Initiative, the experimental live D&D show where you play the heroes, the monsters, AND the villains! Somewhere between a LARP, an Improv Comedy Show, and Live D&D, Role for Initiative takes a well known format and twists it for the stage. Instead of watching a D&D show, you'll be playing in it, and instead of rolling dice, you may find yourself throwing them...

Role for Initiative is currently a show/format in progress. Games run as part of KapCon will be experimental and used to test the format of the show for performance as part of the New Zealand Fringe Festival. While I am facilitating the show, and will try to keep it audience appropriate, due to the improvised nature and audience participation, the show could contain some potential triggering content and may not be appropriate for younger audiences.

System: 
N/A

The Prophecy Heist

Facilitator: 
Chris Haddock

In the wake of the Alchemist's Conference, a band of criminals set out to perform the biggest heist in Kaldera's history! The Soup of Prophecy is said to grant the common folk unfiltered views of the future, a path to infinite wealth and power! However before the heist can even be planned the extracts of the famous Fallivaro must be stolen, to provide the ingredients for a potion that will obscure the thieves from the future sight of the Seers. If everything went to plan, they should have the formula now…..

Or do they!?

Fate is a narrative roleplaying game - the outcome of the story is more often than not a collaborative one, rather than the GM determining the consequences. Your character's aspects and backstory are integral to their stats, and can impact on how the game plays out.
Kaldera is a custom setting using the Fate 3 rules. Kaldera is a land of magic, where the fundamental building blocks of the universe exist in the form of Glyphs, ancient symbols that are used to write spells. Every spell is different, because each Glyph contains a myriad of interpretations - the Glyph for Fire also means Passion, for passion burns hot like a flame. It also means life, as warmth is vital to survival, but can mean danger too - because fire burns! Three Glyphs combined with the intention of the user creates a spell. Your characters in Kaldera are expert users of Glyphs, the only limit is your imagination!

This game, The Prophecy Heist, is the second in a two part game. The events of the game will be influenced by the choices of the players in The Alchemist's Conference!

System: 
Fate

The Alchemist's Conference

Facilitator: 
Chris Haddock

The annual Alchemist's conference has come to Kaldera, along with all the chaos it can bring. Barry's Boys are planning a grand heist of the Seer's council, but before they rob from those who literally see the future they have to whip up some spells to fog the eyes of the wise. Rumour has it the grand Alchemist Fallivaro has concocted just such a formula.

That's where you come in. Barry has hired you as a deniable asset - you'll be performing the heist of Fallivaro's new formula, before his Boys pull off the main heist later in the week. You'll need to plan your approach, come up with some sneaky spells to get the goods, then make it out without the Heat catching you!

Fate is a narrative roleplaying game - the outcome of the story is more often than not a collaborative one, rather than the GM determining the consequences. Your character's aspects and backstory are integral to their stats, and can impact on how the game plays out.
Kaldera is a custom setting using the Fate 3 rules. Kaldera is a land of magic, where the fundamental building blocks of the universe exist in the form of Glyphs, ancient symbols that are used to write spells. Every spell is different, because each Glyph contains a myriad of interpretations - the Glyph for Fire also means Passion, for passion burns hot like a flame. It also means life, as warmth is vital to survival, but can mean danger too - because fire burns! Three Glyphs combined with the intention of the user creates a spell. Your characters in Kaldera are expert users of Glyphs, the only limit is your imagination!

This game, The Alchemist's Conference, is the first in a two part game. The events of this game will affect the events in The Prophecy Heist!

System: 
Fate

Call of the Deep

Facilitator: 
Emlyn

This trip was just supposed to be a nice break from the stress of University. It wasn't supposed to end like this. It was just a stupid abandoned Manor, there surely wouldn't be anything actually dangerous there. Right?

You are a group of Uni friends, on a remote trip away, and you've made the potentially fool-hardy decision to explore an abandoned seaside manor. What was supposed to be a fun romp, turns into a nightmare, as something stalks the halls, and mysteries lie within every room and hallway. Will you escape? And if you do, will you be the same person who entered?

This is a Homebrewed Dread game. The Dread system uses a Jenga tower instead of dice, with each action being a "Pull" of the tower. As such this game requires a level of manual dexterity. Otherwise, it is heavily narrative and RP focused.

System: 
Dread
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