Games of Fall 2022

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THIS IS A DRAFT SCHEDULE, AND NOT YET FINALIZED

You only need concern yourself with this page if you are a GM bidding for the upcoming semester.

Instructions for GMs

This is a draft schedule.

If you are a GM bidding for this semester, please take the following actions:

  • Confirm your weekend
  • Finalize your zampolit report, if necessary
  • Check your entry for errors

If you need to contact the Scribe about your entry, send mail to guild-scribe -- or just reply to the draft email they sent you. If you need to contact the High Council, send mail to high-council.

Confirm your weekend

Check with your entire GM team, and confirm whether the weekend assigned to you is acceptable. It should be, because you entered it as an acceptable weekend on the form, but you should confirm it now.

Once your entire GM team has confirmed, please take one of the following actions to signal this:

  • Edit this page to change the NO to a YES next to the "Weekend confirmed?" line under your game.
  • OR send mail to the Scribe, and include the specific weekend that you are confirming, in case things got moved around and it's unclear.

If your weekend is NOT acceptable for any reason, please let the Scribe know as soon as possible, so that they have enough time to shuffle around other games as necessary.

Finalize your zampolit report

Check the "Zampolit status" section under your game.

If it is EXEMPT, your game is not required to have a Zampolit. You do not need to take any action. (Games are exempt if they previously ran in the Guild or they were ran by you successfully at another LARP group. Non-game events are exempt from needing a Zampolit.)

If it is APPROVED, the Zampolit report for your game has been received, and you're all set. You do not need to take any action.

If it is PENDING, the Zampolit you named has not yet sent in a report. Please contact them as soon as possible and ensure that they turn in a report promptly.

If it is NEEDED, your game is not exempt from needing a Zampolit, but you did not provide one. If you believe that your game should be EXEMPT instead, please contact the Scribe as soon as possible. Otherwise, please acquire a reasonable Zampolit, and let the Scribe know once you have done so.

Check your entry for errors

This Wiki page will be turned into the final schedule directly, by removing this top section and eliminating the "Zampolit status:" and "Weekend confirmed?" lines from each entry. You should check everything else for typos and other errors, to ensure that they are correct.

If a list of GMs is inaccurate, and GMs need to be added or removed, contact the Scribe, rather than updating the Wiki yourself, so that they can also update lists elsewhere, such as the GM-wide mailing list.

If you find any errors besides missing or extra GMs, such as spelling errors or missing text, please take one of the following actions:

  • Edit this Wiki page to correct the error.
  • Send mail to the Scribe describing the correction you would like made.

Please do not make edits to the scheduling dates on this page.

DRAFT SCHEDULE: NOT FINALIZED

The schedule of games being run in Fall 2022 under the auspices of the MIT Assassins' Guild is as follows.

Make sure that you are on the Assassins' Guild Mailing List to receive the application forms for these games.

Patrol

First and Third Saturday of the month, 8-11:00pm, 36-115

Travel to strange new classrooms. Meet interesting, unusual people, and kill them! Patrol is a high-action game of live combat with rubber-dart guns. Shoot your friends, then watch out as they try to take their revenge.

[9/16 Weekend] On the Hogwarts Express

GMs: Ariel Segall and Andrew Menard

It's your seventh year at the Hogwarts School of Witchcraft and Wizardry, but you know already nothing will be the same. Snape is your new headmaster, after the rumored murder of his predecessor. Muggleborn students have been banned, and students from elsewhere are coming to Hogwarts for the very first time. The train ride to school is always energetic, between the last gasp of summer, anticipation of the term to come, and an excess of sugar; however, this year it's downright chaos. The Weasley Twins have somehow managed to make even more trouble than they ever did as students, the Ministry of Magic has sponsored a card tournament in a ridiculous attempt to improve their reputation, and old rivals are trying to recruit new allies. And on top of everything else, the train has somehow gone and gotten itself stuck. Travelling to Hogwarts has never been so troublesome, but at least you've got plenty to do while you're here.

On the Hogwarts Express is a lighthearted one-night (four-hour) game run by Ariel Segall and Andrew Menard, set six months before the events of the Harry Potter Year 7 ten-day game, and introducing several of the ten-day mechanics. Playing the one-night will not affect your casting in the ten-day when it runs; this is a spoiler-free game.

[9/30 Weekend] Time Crunch

GMs: Jesse Ashcraft-Johnson, Dexter Chan, Will Kalb

Also on Weekends of 10/14 and 11/4

You are research staff at the Delta Facility, a secretive subsidiary of the Khronodyne Corporation. Two hours ago, a terrible accident happened deep in the basement labs, where the most unstable experiments are conducted. The lockdown alarms sounded and the external blast doors slammed shut just before a wave of spatiotemporal distortion ripped through the building, destroying equipment and knocking half your lab unconscious. Chaos erupted as anomalous creatures and rogue spacetime rifts escaped containment and ran rampant through the labs and corridors. You saw dozens of your coworkers be killed by escaped experiments, sucked into strange holes in reality, or warped beyond recognition by forces beyond your understanding.

Finally, a Code Violet alarm went out. You knew what that meant. The self-destruct failsafe had been triggered. You had only moments before the Delta Facility would be utterly destroyed, along with everything and everyone inside it. You braced for the coming explosion, making your last prayers to whatever gods you still believed in as the blinding wave of searing pain blasted you into the wall--

--and you were suddenly whole, on your feet, unharmed, two hours in the past. The first alarm was just going off, the shutters were slamming shut. You remembered this. You ducked for cover before the chemistry experiment you were working on could explode. There it went. Everything was happening again, exactly the same. Or, almost exactly the same. At least this time, you didn’t have a head wound.

This was going to be a longer day at work than you'd expected.

Time Crunch is a 2-hour time-loop game focused on fighting your way through a dangerous facility full of unknown enemies with unnatural powers. Game will run multiple times over the course of several weeks, with one trip through the time loop each session, until the characters figure out how to break free of the cycle. Players are encouraged to play in multiple runs and bring more people for subsequent weeks, sharing what they learn about how to quickly defeat the various enemies and challenges, in order to make it to the deepest areas of the facility and solve the underlying crisis before time starts over again.

[10/7 Weekend] Laura Placeholder

GMs: Laura Boylan

Insert Game Here

[10/28 Weekend] Long Ago and Far Away

GMs: Stephen Balzac & Aimee Yermish

Welcome to the sleepy Kingdom of Balmoria, a land of nobles and peasants, sorcerers, witches, and the occasional talking animal. Under the wise leadership of the beloved King Balendin, nothing much of note happens in Balmoria. Really.

But something strange is going on…

Why are so many people and, well, not people converging on King Balendin’s castle? What got the dragon so burning mad? And what was going on in Barrel Barbick’s tavern that night? Why is the Big Bad Wolf so unhappy? Did he eat someone that disagreed with him? What was that up in the sky? A bird? A plane? What is a plane? Why do the Terrible Triumvirate look so smug? What is that strange apparition glimpsed in the hallways of the castle? And why is the wicked witch smiling?

Join us for Long Ago and Far Away, a short LARP based in a world of fractured and intersecting fairy tales, where magic is real, the animals talk, and "happily ever after" isn't guaranteed.

[12/2 Weekend] Good-Enough Games Done Quick

Organizer: Jesse Ashcraft-Johnson

Ever thought about writing a LARP? Stop thinking! Grab a friend and a pen, write some sheets, and join us for a festival of short, small, and/or silly games! Doesn't matter if they're for two or twenty players, two hours or two minutes long, we'll play them! Got a half-baked noir setting you want to inflict on the world? An idea for an amnesia mechanic that you're not sure how it will play out? A one-page game you found on itch (or in a ditch)? Let's give them a try! We're not looking for masterpieces here, we're looking for quick and dirty games put together in a couple weekends.

[12/2 Weekend] Fall Guild Meeting

Politics and backstabbing *without* character sheets!

Officer Reports. Standing Policy debates. Masterings. And probably some constitutional edits.