Mutiny on the Asp

The wind is high, the sailors’ blood is up, and the Captain has set a course… Away from the biggest prize the Asp will ever have the chance to plunder! The Captain is certain that the Spanish treasure galleon will be too well guarded for the Asp to survive and many agree with the experienced sailor’s judgement, but no one signs onto a pirate vessel to shy away from bloody risk. Or the promise of tremendous riches. What was once a united crew now finds itself on the brink of mutiny.

In Mutiny on the Asp, players come together to tell the story of a pirate crew. By stepping on an imaginary stage in small groups, they’ll chart their relationships through a series of Prologue scenes and see the success or failure of their last adventure in the Epilogue scenes. In between, fate will turn them into mutineers or loyalists. When the time comes to choose between the biggest prize they’ve ever seen or living to plunder another day, who will prevail? The Captain’s authority, the pirate’s free spirits, or the sudden blast of gunfire?

Author:Joanna Piancastelli
Roles:6 to 14. No gender suggestions. Additional sailors can join the game in a minor role.
Time:3 hours.
Prologue and Epilogue scenes have two variants each. Mutineer and Loyalist roles are randomly assigned. The final outcome is a mix of collective votes and random card draws.
Leitmotiv:Piracy, backstabbing, relationships and division, risk and reward.
Handouts:Signal flags and stage cues
Mutiny cards
Name tags
Character sheet: Captain Evers
Character sheet: Quartermaster Persad
Character sheet: First Mate Reyes
Character sheet: Weapons Master Creek
Character sheet: Sailing Master Shih
Character sheet: Surgeon Balkey
Character sheet: Shanty Caller Jack
Character sheet: Bosun Morgan
Character sheet: Cook Holst
Character sheet: Cannon Master Demir
Character sheet: Carpenter Rubio
Character sheet: Helm Wynn
Character sheet: Rigger Lunis
Character sheet: Vanguard Gambi
Character sheet: Able Sailor

Public offering

Welcome to Gatekeeper Cloud Services! We are so excited to have you join our team of innovators and technology voyagers! We are definitely not an apocalyptic cult disguised as a disruptive internet startup, and our leadership team are most assuredly not invested in inducting our new hires into our secret rites of worship. We’re almost ready to announce our quarterly roadmap and nobody is plotting to invoke the Great Outer God Yog-Sothoth in order to secure our next round of funding!

In Public Offering, players will take the roles of employees of an internet startup circa 2008. The founders are cultist who must bring enough people on board to perform a ritual summoning of Yog-Sothoth (he is the Gate, the Key and Guardian of the Gate, IA!) to grant them the arcane knowledge and power to dominate the industry. Will they succeed, risking their lives and sanity to get their next round of funding? Will this affect their 410k?

Author:Marc Majcher
Roles:9 to 13. 7 male, 4 female, 2 non-binary.
Time:4 hours.
Some characters have secrets that may be interesting to keep unknown. Multiple endings.
Leitmotiv:Tech startup, Chtulhu Mythos, secret roles, comedy, horror.
Handouts:Business Cards
Character sheet: Gregory Perkins
Character sheet: William Rice
Character sheet: Adela Sorazos
Character sheet: Ernest Frye
Character sheet: Seneca Billings
Character sheet: Noah Lapham
Character sheet: Josef Silva
Character sheet: Alice Warren
Character sheet: Surajit Chandra
Character sheet: Fern Czanek
Character sheet: Francis Morgan
Character sheet: Curtis Ricci
Character sheet: Charlotte Germain

Building a XORS

The long awaited moment. First contact. Radio signals blindly reaching out across the stars have finally reached their long awaited destination. Sentient life. Or at least, sentient life with adequate enough technology and inadequate instinct toward self-preservation to reach back out and grasp our outstretched hands. The barrier to communication is still very high, but we are making progress. We’ve learned enough to know they’re on their way.

Building a XORS is a game that mixes third encounters of the third kind with that profound and deeply human pastime: furniture assembly. Our first extraterrestrial visitors are on their way, but preparations must be made. Something called a XORS. They sent pieces, but their method of providing instruction is… Unorthodox. Through a series of visions, players will attempt to produce a XORS, learn more about each other, and interpret the aliens’ true intentions.

Authors:Kathryn Hymes & Hakan Seyalioğlu
Roles:4 to 8. No gender suggestions.
Time:2 hours.
There’s a high degree of interpretation for characters and instructions. Fixed sequence in every game.
Leitmotiv:Building furniture, aliens, surreal, uncertainty, blanket forts.
Handouts:Tasker briefing
Character sheets

Capybara Day

Does every day look the same to you? Is your routine starting to feel like a cage? And what if you were truly, actually, literally trapped in an endless loop – what would you be willing to do to break free? The solution might be closer than you think. Sometimes, all you need to do is think outside of the box and maybe follow a capybara.

The Protagonist of Capybara Day will face a parade of perfectly identical days. Meanwhile, the rest of the players will breathe life into the Environment where the Protagonist moves, all with a good helping of altruism. All in the words of improv theatre guru Keith Johnstone: «Make your partner look good!».

Author:Simone Bonetti
Roles:3 to 7. No gender suggestions.
Time:2 hours.
All roles are generated by players. The structure lends itself to all kinds of settings. Let’s go wild!
Leitmotiv:Pressure, routine, surreal humour, lateral thinking, altruism in play, escalating time limits.
Handouts:Time factor
Order of the day
Protagonist sheet
Supporting character sheets
Who framed Andy Allison?


It’s the oldest game in the world: Beasts race on the track and more beasts bet on them. When you lose, you double down; hold on enough and you’ll break even, maybe even turn your luck around. It’s a foolproof system, almost mathematical. Almost is a great word, though: You can’t be almost a winner. Nor can you be almost alive, for that matter. At what point does chance stop being a game?

In a Martingale, everything is decided by combinations. Not just the course of events, but the character sheets as well. No role stays the same from one game to the next and the flip of a coin can be enough to change everything. The result goes beyond heads or tails: What makes a difference is always a clash of wills, systems and superstitions. Every damn race ends right at the photo-finish.

Author:Oscar Biffi
Roles:3 male.
Time:2 hours.
The combinations are designed to make characters different from game to game. The results of the race are not predetermined and depend on character intervention.
Leitmotiv:Chance and risk, gambling, crime, self-fulfilment, horse-racing, twists of fate.
Race commentary


Here’s the recipe for today’s game: Two characters who haven’t seen each other in a long time, garnished with an unlikely chemistry; One failure to ward off, with a good helping of assorted setbacks; One or more pieces of honest advice, to taste. All these ingredients, well-amalgamated and baked for a little over an hour, will yield a light story that makes for a wonderful afternoon break. In fact, the secret ingredient is cookies.

Q.B. is a live action roleplaying game that mixes dialogue, narration, and cooking. No need for experience in the kitchen, nor with this kind of game. All that matters is being willing to have a chat while you bake a batch of cookies. Probatum est.

Authors:Maria Guarneri
Roles:2. No gender suggestions.
Time:1 hour.
The characters’ relationship is defined by the players. Some main narrative elements are written by players as well, while others are randomly drawn.
Leitmotiv:Amalgam, kitchen, cookies, personal relationships, failure, secrets.
Handouts:Recipe for Q.
Recipe for B.
Materials & Ingredients
Fortune cookies