Assassins’ Guild elders arrange a team-building exercise. While aboard ship, you plot a theoretical murder of the captain. One with the best plot wins a theoretical prize. What could go wrong?
Details
Timing:
Fri 1:00 PM - Fri 4:00 PM
Location:
JW
/ Griffin Hall
/ HQ
Long Description:
"Tired of the endless one-upmanship of many of their members, those in power at the Assassins’ Guild have arranged for a ‘team-building’ exercise upon a ship known as The Morporkian Muddler. The exercise is to spend the day on board, eat, drink, talk - and plot the theoretical murder of the ship’s captain. Upon arrival back, the assassin with the best theoretical plot wins a theoretical prize. What could go wrong?
Ankh-Morpork is set In a distant and secondhand set of dimensions, in an astral plane that was never meant to fly. Discworld itself operates like a story, and players are going to have to contend with it if they want to forge their own story in a world bursting at the seams with stories. Players will use their character and dice to see if they have what it takes to beat the narrative into the shape they want. Be careful, however - sometimes it beats back. Rules taught!"
Event Website:
Organizing Group:
GM Names:
William Blazek dale.barnes@icloud.com
Event Type:
Game System:
Terry Pratchett's Discworld: Adventures in Ankh-Morpork
Rules Edition:
1st
# Players:
2 - 6 players
Age Required:
Teen (13+)
Experience Required:
None (You've never played before - rules will be taught)
Materials Provided?:
No
Tournament?:
No
Sessions Hide unavailable sessions
Thursday
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Friday
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This event
1:00 PM - 4:00 PM
6 tickets available
Saturday
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Sunday
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