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 so that we may invoke the Great Outer God Yog-Sothoth as we announce our quarterly roadmap and secure our next round of funding!

In Public Offering the 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:10 to 13, no gender suggestions.
Time:4 hours.
Replayability:Medium.
Some characters have secrets that may be interesting to keep unknown. Multiple endings.
Leitmotiv:Tech startup, Lovecraftian doomsday cult, comedy and horror.
Handouts:Corporate teambuilding
Accelerated Work Day
Character sheets
Opening Ritual

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 in the face of tremendous riches, and what was once a united crew now finds itself on the brink of mutiny.

Mutiny on the Asp follows the crew of a pirate ship as it builds itself up from nothing and then tears itself apart. Players will turn character outlines into a daring crew by charting their relationships through their early triumphs and failures in a series of theatre-style prologue scenes. Then cracks will appear and rumblings of mutiny will begin to take hold as the whole crew must decide whether to risk their lives on the biggest prize they’ve ever seen, or live to plunder another day.

Author:Joanna Piancastelli.
Roles:6 to 14, no gender suggestions.
Time:3 hours.
Replayability:Medium.
Some content is repeated, but there are no secrets to spoil. Randomisation and player agency in character creation will make the characters different each time.
Leitmotiv:Piracy, backstabbing, relationships and division, risk and reward.
Handouts:The Captain’s speech
Character sheets

Building a XORS

The long awaited moment. Contact made. 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. And finally, we’ve learned that they’re on their way.

Building a XORS is a game about first contact through furniture assembly. Our first extra-terrestrial 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, the players will construct a XORS, learn more about each other, and interpret the aliens’ true intentions.

Authors:Kathryn Hymes & Hakan Seyalioglu.
Roles:4 to 8, no gender suggestions.
Time:2 hours.
Replayability:Medium.
High degree of interpretation. Fixed sequence in every game.
Leitmotiv:Building furniture, aliens, surreal, uncertainty.
Handouts:Character sheets
Assembly steps

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 follow the capybara.

The Protagonist of Capybara Day will face a parade of perfectly identical days. Meanwhile, the other players stage an Environment for the Protagonist to interact with… Quite the generous display. It’s all in the words of improv guru Keith Johnstone: «Make your partner look good!».

Author:Simone Bonetti
Roles:3 to 7, no gender suggestions.
Time:2 hours.
Replayability:High.
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

The beginning of the end

Two time travelers from conflicting sides of a millennia-spanning war meet during armistice. One knows their shared future; the other remembers their past. Each has every reason to hate the other one, yet they are bound together by what they share. For them, time is a map and they need to find a new path to tread.

There are no good endings, there are just, simply, endings. That’s how most stories go. The beginning of the end is not one of them. The players will plot a crash course for their characters, starting from two extremes; one manipulating the past from their future’s perspective, the other, making plans for a future of their choice. The scenario is designed to guide the characters to their shared present, and temporarily free the players from limitations of linear time.

Authors:Ell Glowacka & Karolina Fedyk
Roles:2, no gender suggestions.
Time:2 hours.
Replayability:High.
Characters are created by the players using objects from their environment. The story will vary greatly from one run to another.
Leitmotiv:Non-linear time, time travel, reconciliation and understanding, reconnecting with people you once knew, nostalgia, weight of experiences, loss.
Handouts:Character sheets

Letters not about love

What to write about! My whole life is a letter to you. Writing about love is forbidden, so I’ll write about two brothers. That ought to be sufficiently remote. Bratishka and Starik, the younger and the elder, bound together and torn apart by a single, crazy train ride.
In search of her, from St. Petersburg to Moscow, while reality runs past the window, bathed in reddish light.

No character sheets, but an exchange of letters. No unity of action or place, but the five legs of a journey. No definite ending, but the whims of fate lurking behind every corner. No love story… Or is there one? It’s hard to tell, with a Russia straight out of a novel casting its melancholy shadow over it all.

Authors:Oscar Biffi & Alessandro Giovannucci
Roles:2 males.
Time:2 hours.
Replayability:Medium.
Room for interpretation in the relationship between the two characters. Multiple endings, dictated by game mechanics.
Leitmotiv:Brothers, letters, love, revolution, Russian literature, turn of the century, train journey.
Handouts:Itinerary for Bratishka’s player
Letters for Bratishka
Itinerary for Starik’s player
Letters for Starik