Games 22.5

Here's some of what was on offer at Concrete Cow 22.5.

Morning Games (10am-1.30pm)

Thrilling Tails!

Woof! Bark! Sniff! What an exciting world you and your pack live in, with so many nice kind hoomans to look after you; in return, you look after them when they need some brave, fierce, clever dogs like all you to protect them from burglars, bandits and worst of all: cats!

An adventure game about dogs and their neighbourhood and all the shenanigans they get up to as they protect it from threats both real and imagined.

System: Heckin' Good Doggos
GM: James Mullen
Number of players: 4

Paris Gondo - The Life-Saving Magic of Inventorying

"A SIMPLE EFFECTIVE METHOD TO BANISH ENCUMBRANCE FOREVER!
PARIS GONDO is a spiritual custodian who left behind their physical form when they realised it did not “spark joy” in them.
This revered multidimensional organiser will help you DECLUTTER YOUR GEAR ONCE AND FOR ALL, through the 6 STEPS of their play-based GonParis Method.
It will not just free your equipment slots, IT WILL CHANGE YOU TOO. You will feel more blessed, roll more successes and get inspiration to complete the hero's journey you want."

WHAT IS THIS GAME?
This game is a tongue-in-cheek tribute to encumbrance rules and tropes commonly found in our beloved dungeon-crawling tabletop roleplaying games. It can be summed up as Marie Kondo but for murder hoboes.
The game starts as the Adventurers made their way to the very end of a Dungeon.
They just defeated their final foes and it is time to discover what wondrous items reward their efforts.
However, before embarking on their journey home, they must decide what to keep or throw away.
One does not simply walk home with more Encumbrance than they are allowed.
If Adventurers hold-on to possessions which "spark joy", they are likely to feel invigorated and satisfied for the rest of their lives…
…but letting go of less emotionally-charged, often more useful Belongings, might prove to be a deadly mistake on their Journey Home.

System: GonParis Method
GM: Kalum
Number of players: 5
Notes: 10+  This game uses safety tools.


Afternoon Games (2.30pm-6.30pm)

Inside the Library

You are part of a team that investigates supernatural occurrences and deals with them in order to keep the general public safe & ignorant. Using your diverse skill sets, from magic & vampirism to armed combat & just being immortal, you get sent into the dangerous situations so that no-one else has to. This latest gig sounds easier than normal; after all, what could go wrong inside one little library?

An action horror game of unique individuals working as a team to face off against the unknowable and protect the world from the supernatural.

System: Abyss (PbtA Action Horror Roleplaying)
GM: James Mullen
Number of players: 4

Paris Gondo - The Life-Saving Magic of Inventorying

"A SIMPLE EFFECTIVE METHOD TO BANISH ENCUMBRANCE FOREVER!
PARIS GONDO is a spiritual custodian who left behind their physical form when they realised it did not “spark joy” in them.
This revered multidimensional organiser will help you DECLUTTER YOUR GEAR ONCE AND FOR ALL, through the 6 STEPS of their play-based GonParis Method.
It will not just free your equipment slots, IT WILL CHANGE YOU TOO. You will feel more blessed, roll more successes and get inspiration to complete the hero's journey you want."

WHAT IS THIS GAME?
This game is a tongue-in-cheek tribute to encumbrance rules and tropes commonly found in our beloved dungeon-crawling tabletop roleplaying games. It can be summed up as Marie Kondo but for murder hoboes.
The game starts as the Adventurers made their way to the very end of a Dungeon.
They just defeated their final foes and it is time to discover what wondrous items reward their efforts.
However, before embarking on their journey home, they must decide what to keep or throw away.
One does not simply walk home with more Encumbrance than they are allowed.
If Adventurers hold-on to possessions which "spark joy", they are likely to feel invigorated and satisfied for the rest of their lives…
…but letting go of less emotionally-charged, often more useful Belongings, might prove to be a deadly mistake on their Journey Home.

System: GonParis Method
GM: Kalum
Number of players: 5
Notes: 10+  This game uses safety tools.

The Walk of Light

You live in paradise. Your home is a vast valley, surrounded by mountains so high the peaks are covered with snow all year round. Down in the valley there are wild moors, lush forests filled with game and cold streams. You are never alone – your tribe is never far away. The tribe is your safe haven, your home. But paradise is a prison. Walls and fences buzzing with lethal current block all paths out of the valley. Every attempt to tear the fences down or climb them is punished harshly by the Watchers. Your jailers.

Your and your siblings are descendents of the ancient feral ones, uplifted by man who will one day return. Today is the day of your first trial, to take a journey of proving with an experienced hunter into the wild between the habitats on your Walk of Light. Players will be humanoid Cervines, Rodents, Reptiles and more exploring a world in the aftermath of disaster.

System: Mutant Year Zero/Genlab Alpha
GM: Robin Poole
Number of players: 5


Evening Games (7.30pm-11pm)

The Wrath of the Lamb

April 11th 1799, Easter Sunday.

"And I beheld when he had opened the sixth seal, and, lo, there was a great earthquake; and the sun became black as sackcloth of hair, and the moon became as blood"

Two weeks ago the trial began, darkness fell across the land as the sun was doused, and death followed with it! We are held together, saint and sinner alike in the Church of St Guthlac, Passenham, Northamptonshire. We have prayed together as the dark took those penitents and beasts that thrashed at our door. But now we feel we have the faith to open those doors. And it is with the hunger that gnaws at our bellies that we walk into that dark abyss, to seek our final judgement with the Lord.

"For the great day of his wrath is come; and who shall be able to stand?"

Ten Candles is a zero-prep tabletop storytelling game designed for one-shot 2-4 hour sessions of tragic horror. It is best played with one GM and 3-5 players, by the light of ten tea light candles which provide atmosphere, act as a countdown timer for the game, Ten Candles is described as a "tragic horror" game rather than survival horror for one main reason: in Ten Candles there are no survivors.

System: Ten Candles
GM: Robin Poole
Number of players: 5
Notes: 18+

The Riddermound Delve

Dragonbane is the reincarnation of the classic 80s Swedish Roleplaying Game Drakar och Demoner. This OSR system has been tweaked a bit and launched as a new Kickstarter. In a typical fantasy setting, we will be playing through the Quickstart and the Riddermound dungeon crawl it features. Expect more fighting than deep character play. The central mechanic is a D20 roll under system, rules are quite simple at their core, aiming for a Mirth and Mayhem playstyle.

Setup - You have heard tales of the tombs of the dragon knights in the Misty Vale. Your Loremaster's research points to a promising haul in one of the barrows. Full of hope, your indefatigable party sets out on this adventure. Will the barrow hold precious loot or precious little? Only one way to find out.

System: Dragonbane (Drakar och Demoner)
GM: Frank Graeff
Number of players: 5
Notes: Characters will be pregens. May feature over-sized arachnids, undead, ducks, grave robbing and perfume bottles.