Heroic Consequences, November 20–23, 2014, Naish Holiday Village, Christchurch, Dorset Heroic Consequences starts in -3653 days, -4 hours and -31 minutes!
Neverdreams |
By day, you work at The Company. You sit at your desk, daydreaming, convinced that you are the only person there who is secretly colourful and interesting. However, none of that matters now. It’s all just a vague memory, that other life of yours. Because now you are dreaming, and you dream of action and adventure; of daring deeds and mischief; and of magic and wonder, in a land called Neverland. You are aware that your role here is somehow important to everyone in the Other World, and that tonight is the most important ceremony of all. Tonight is a special night; the Summoning of the Never Spirit, which happens every one hundred years. Five people will stand in the summoning circle tonight at the appointed time, and their stories and character will determine the dreams and daydreams of the human race for the next hundred years. To be asked to do so is considered a high honour, and the lucky five will doubtless smugly lord it over everyone else when they get home. There are five factions involved in the ceremony, and a representative from each will stand in the Circle: the Lost Boys, the Fairies, the Tribe, the Merfolk, and the Beasts. They will likely use the meeting to discuss pacts and swap stories, renew or break old alliances, and create new legends from their personal quests. Peter Pan usually stands on behalf of the Lost Boys, but seems to be missing tonight. There is of course also a sixth faction on the island; the Pirates. They have been excluded from this ceremony, but rumour has it that some may have found their way to the Neverpeak tonight. This is a game of storytelling; of whimsical childhood games and daring deeds; and of the power of dreams. |
Author(s): | Rei Hampden-Turner & Judy | ||||
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Game EMail: | solitude_saiyajin AT hotmail DOT com | ||||
GM(s): |
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Lead GM: | Rei Hapden-Turner | ||||
Game System: | Storytelling mechanic using 'Once Upon a Time' | ||||
Information for Players: | This game makes use of a storytelling mechanic, where players are strongly encouraged to make up stories of their characters adventures using the cards from the 'Once Upon a Time' deck. We anticipate this storytelling as being a major feature in the game. | ||||
Male Players: | Min: 0 / Max: 0 | ||||
Female Players: | Min: 0 / Max: 0 | ||||
Neutral Players: | Min: 24 / Max: 30 | ||||
Total Players: | Min: 24 / Max: 30 |
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Hampden-Turner, Rachael
Rei was born in a vast industrial wasteland where the sky glowed burnt orange at night and the odd explosion rocked the nearby houses. Rei is descended on one side from a mysterious orphaned farm boy, which may explain the suspiciously hobbit-like traits, and on the other side from a fierce war veteran matriarch. Rei's early diet consisted almost entirely of books, and later years involved being inducted into a mysterious local group listed in the phone directory only as a satanic cult, where Rei learned to wage war and perform magic while hordes of people insisted on giving Rei expensive pieces of cardboard. Rei finally escaped, and ran away to spend the next few years in an ivory tower to study the workings of imaginary universes, thankfully well populated with books and fellow cult members. Rei now spends weekdays disguised as a mild-mannered insurance risk mathematician, and evenings and weekends learning how to fly, poledancing, climbing silks, studying whichever subject seems fascinating this month, making music, sailing, riding, diving, and occasionally hitting people with things, although sometimes Rei gets confused and turns up at work in silly costumes. Rei uses a time machine to fit in freeform writing into this busy schedule, which is the only explanation for the 5 theatre style LARPs, several combat LARPs, a couple of tabletops, and a number of play-by-e-mail games that Rei has nevertheless managed to churn out. Rei's concentration span is often ooh shiny.
Humphrey, Judy