PlotLuck Game List
| Title |
Players |
Run time |
Game Description |
Notes |
| Connect the Plots |
15-20
|
One six hour session or two five hour sessions |
Strange things are happening at this year's Secret Societies Research Organization meeting. For one thing, why have so few people showed up when so many more preregistered and reserved rooms? What's going on with the weather? Has someone learned something no one should know? |
Ready to run! We ran this one for GenCon 1999 and UCon 1999. |
| Family Plot (PlotLuck II aka Biedermann Family Reunion) |
25-40
|
One six hour session or two five hour sessions |
In 2187, the descendants of Herman and Matilda Biedermann gather for their annual reunion. The Family has its own island estate that is run under its own laws. The government is only waiting for an excuse to shut it down, but so far the Family's money has provided protection. Attendance is not for the faint of heart, but it can be a great adventure.
|
Ready to run! Some characters are family reunion stereotypes, but there's a lot going on for those who are willing to get involved. There's a lot of background information involved, so this game works best when players can receive their characters in advance.
This game has been run several times in previous forms, most recently by Jeff Rutter and Gale Tang at Berkeley.
In it's current form, it has been run for Confusion 19100 |
| Funeral Plot |
15-20
|
One six hour session or two five hour sessions |
An aging millionaire whose only child has recently died gathers a group of people in his hunting lodge for a party. The group seems a bit strange for a social gathering, and that isn't helped when several people seek shelter at the lodge from an early blizzard.
|
Requires minor tweaking. |
| License to Plot (PlotLuck I) |
14-28
|
One six hour session or two five hour sessions |
A number of people have been trapped in a hotel in rural New Mexico by bad weather. This is good news for some and disaster for others. |
Ready to run. This was the first game I ever wrote. I've run it at least 7 times (including our GenCon debut). This game was also run by Jeff Rutter and Gale Tang at Berkeley. |
| Olympus co-written with Lee Liming |
N/A
|
N/A |
A mix of mortals, gods and demigods in ancient Greece. |
This game is not available for running. It would require extensive work to make running it possible, and I would not want to alter it without Mr. Liming's approval. |
| Plot and Circumstance |
15/20
|
One six hour session or two five hour sessions |
Notables have gathered at Remot Abbey for a royal wedding to solidify the alliance between two great interdimensional powers. Unfortunately, not everybody wants the alliance to go through, and some would like to change the terms. |
Available to run. This scenario contains a lot of background information and so works better for groups whose members can get their characters in advance of the game than it does for convention play. This game was run by Jeff Rutter and Gale Tang in Berkeley. |
| Plot In the Dark |
15/23
|
One six hour session or two five hour sessions |
Shortly after the beginning of the twentieth century, the Kindred in New York find themselves in serious trouble. The Camarilla is still in control, but everyone knows that there are Sabbat agents in the city. The big threat, however, comes from Europe. The Giovanni headquarters in the city was attacked by demons, and the Giovanni have demanded that the Camarilla find the Infernalists. An outside investigator has come to town and has demanded to meet all the Kindred in the city. |
Ready to run. We ran this scenario three times within a few months. It's been my only venture into a single genre game. It's set in White Wolf's Vampire the Masquerade universe but uses the PlotLuck rules system. I made no attempt to stick to canon history, so some purists may be offended. There's a lot of background intended for those who don't already know the setting, but it can generally be bypassed by those who have played either the table top or the LARP versions of Vampire the Masquerade. |
| Plot Nine |
15/20
|
One six hour session or two five hour sessions |
Imagine waking in a large almost featureless gray room
There are other people there; some you recognize and some you don't. Then a voice starts speaking over some sort of loud speaker. Too bad its using a language you don't recognize. |
Requires retooling and some minor rewriting. This scenario was run on the east coast by a woman whose name currently escapes me. This game has plenty of space for extra players if they're willing to be creative and know some history. |
>
| Plot of My Own |
25/30
|
One six hour session |
A large new landmass has suddenly appeared in the middle of the Atlantic. The discoverer has claimed it and plans to set up his own country. Scientists have come to investigate. Diplomats have come to negotiate and threaten. Celebrities have come to see and be seen. Others have come, too; their reasons remain to be seen. |
Requires rewriting. It was originally written in WordPerfect for the Amiga and has not yet been fully translated. |
| Plotting the Course |
15/20
|
One six hour session or two five hour sessions . |
The cease-fire's holding. So far. Diplomats, politicians and warriors are gathering at Ecofel Station to prepare for negotiations. All eyes are on these representatives since their actions will determine the cessation or continuation and the terms for each of the war that has cost the worlds of this sector so much. Who will notice the things whispering and gliding through the shadows? It's not what you think |
Was run at UCon 2000.
Ready to run! |
| Potluck PlotLuck |
12/14
|
One 4-6 hour session, preferably with a potluck dinner |
Those attending the party in Warren Hahn's penthouse apartment watch the rioting below with bemusement. After all, none of them had planned to leave any time soon. But plans change
|
Ready to run. This game can work well as an introduction to PlotLuck for a smallish group, but this scenario has a different bent than most of my scenarios and should not be considered typical. |
| Search for Schlock (PlotLuck III) |
35/44
|
Two six hour sessions |
In the not too distant future, a constitutional convention has removed the separation of church and state and established a national Christian church in the United States. Membership is mandatory for all citizens. The rest of the world is equally unrecognizable. A group of notables gather for the official celebration of the tenth anniversary of the founding of the United States of God. |
Not currently available. This game will require extensive rewriting to be playable. It contains numerous in-jokes that don't translate well, and some plots depend on specific outcomes of some of our other scenarios (as well as giving away plot secrets for those scenarios). |
| Ship Out of Luck co-written with Scott Rutter |
15/20
|
One six hour session or two five hour sessions |
A generation ship has reached its intended destination but finds an FTL ship from earth has preceded it. Cautious negotiations ensue as both ships enter an area filled with asteroids and other debris. |
Ready to run. This scenario was run by Jeff Bailey in Lake Zurich, IL. |
| Snowflake (Schneiderweb II) by Dr. Anne Schneider |
???
|
Two 4-6 hour sessions. |
The Snowflake is a repair ship that can dock with several other vessels at once and can tow vessels to more elaborate repair facilities if necessary. On this occasion, the Snowflake has answered three calls for help. Each of the other vessels contains unexpected dangers for the crew of the Snowflake and for the passengers of the other vessels. |
Only available with Dr. Schneider's permission. She wrote and ran the original version, so it's entirely her property. We ran a version of it once. This scenario requires some (hopefully) minor retooling before it's ready to run. Players do not have to attend both sessions as long as they inform the GM in advance. |
| The Plot's Afoot |
15/20
|
One six hour session or two five hour sessions |
When a tour bus breaks down, the tour group is forced to take refuge in the only building nearby, a mansion that looks too stereotypically run down and dangerous to be real. Of course, none of the inhabitants are what they seem, but then neither are the tourists... |
Requires rewriting. It was originally written in WordPerfect for the Amiga and has not yet been fully translated. This game has room for a few extra players if they're willing to be creative and work at getting involved. |
| Trading Plots |
15/20
|
One six hour session or two five hour sessions |
The new nation of Quebec has demanded admittance to NAFTA as a successor state to Canada. Canada objects. While the heads of state meet in Washington, negotiators have gathered on a remote island in hopes of resolving the dispute. When things go wrong back home, the people on the island discover that the stakes have changed. |
Ready to run!
Was run at GENCON 2000 |
| Voyage Home (PlotLuck IV) |
15/20
|
One six hour session or two five hour sessions |
In an alternate universe, diplomats, spies and other troublemakers gather aboard the yacht of British billionaire Elijah Marillion. The main point of discussion is aid to the rebels in the Imperial Chinese province of Mei Guo (what we'd call western North America). But all is not what it seems... |
Requires a rewrite. This scenario was run by Jeff Rutter and Gale Tang in Berkeley. |
| Plot and be Wise |
15/20 |
One six hour session or two five hour sessions |
Money's tight as always. Everybody's got an angle, an idea for a way off this rock, but there's nowhere to go. Earth's still got pieces of the moon falling on it, and Mars is ruled by the mob and the megacorps. But anywhere's better than here. Your plan will work
|
Will premere at GEN CON 2001 |