Every Person, or Group, or even Empire is made up of stories, those they’re told, and those they tell themselves; Change the story, and you change THEM.
What Terrible Secret Lurks In The Heart Of The Canadian Wilderness?
And Possibly In The Heart Of Every Canadian?
A group of friends journey through a crumbling MMORPG to fulfill one last Quest.
There’s no risk here, but your boss isn’t going to be happy about all the work you’re missing, and Mom’s basement just isn’t as cosy as it used to be.
If your lives, actions, and very thoughts are being controlled by a bunch of ‘Players’ of an ‘RPG’, the very least they could do is PAY ATTENTION!!
Due to dwindling pool of traditional recruits, the job of reaping souls is given to mechanical replicas. Results are… ….mixed.
A relic of the before-fore times, a metal Goliath hunts those trapped in its deadly arena. Is it a scourge to flee or the biggest score of a lifetime?
An aging mad scientist and a grizzled hero face each other for what seems like the millionth occasion. Is it time for a truce… …or the DEATH ROBOT once more.
The tireless machines re-terraforming the battered Old Earth are a daily hazard to those humans that remain. Worse yet, they are smart enough they starting to get bored. Continue reading →
A specialised but oddly thematic team operates on the edges of a semi-collapsed future.
Extraterrestrial battle fleets we can deal with.
Rogue dimension-shifting monstrosities can be contained.
We’re not sure what to do about George the coffee guy.
What are the different approaches to Secret Agenting?
“Well, yes, our scheme IS underhanded, but we never expected it to get out of hand in this manner.”
The Supervillain approach to removing young Superheroes from danger is meant well, but isn’t always that nice.
A writer’s villain appears to have escaped into the real world, and is running for office. Is it a direct consequence of their visit to a mysterious source of inspiration?
A powerful artist’s muse has been stolen. Or have they actually been extracted and freed?
Years ago, a group of apocalyptically powerful super-heroes & super-villains decided that all they were doing was making things worse for themselves & the world in general, so they went into hiding. When a great threat emerges, they reluctantly team up to deal with it, but are trying to do it on the down-low, so that nobody knows that they’re back.
When you’ve spent your time writing stories about fantastical terrifying things to drum up sales for your newspaper, how do you get people to believe you when there really is a threat?
Also, given that the threat in question IS the newspaper, how do you even get the word out?
Can We At Least Get Through This Without It Being In All The Papers? : The game of ever diminishing expectations.
A heist game where crime doesn’t pay.
A supervillain tries to get someone, anyone, to intervene & stop a pre-teen superhero before they get themselves killed.
Pictsies making their home in a roadside diner in the desert scurry into action when criminals on the run take hostages and settle in for a stand-off with the Law
Investigating foul play in the crushing depths of the Jovian atmosphere requires a purpose-built body to protect you. But it’ll only protect you from the physical environment; The factional backstabbing can be just as fatal.
A group find themselves unexpectedly deified, long before hitting the level when that’s supposed to occur. What did they do to deserve this accolade, and can they live with their future selves?
The quarry of determined pan-dimensional agent tries to throw them off the scent by making them the focus of this reality’s premier religion.
A gaggle of cultists attempt to get their unwilling messiah to accept the mantle of “Eldritch Chosen One”.
Everyone knows the name of the savior of the world, but no-one knows what they did or how they accomplished it. Dare you find out? Has the world saving actually happened yet?
In the wasteland left behind after the collapse of civilisation, one deranged cult based upon a niche podcast thrives due a single important point of difference; Not being arseholes.
Extraordinarily modified overlords delve into their own forgotten pasts to discover how, and why, they came to be the people they are today.
TAZ has just what you require for all your genre-hopping gaming needs.
Kedamono introduces two culturally-impoverished folks from the Edge of the Empire to possibly the worst generation ship story ever.
What would cause someone to make a deal with an entity they KNOW is going to turn on them? And what happens to the people dragged into that dance of consequences and avoidance?
A lushly forested ark cruises between stars, collecting waifs and strays. What are the motivations of the statue-like guardians, and what is visible though the cracks in the walls?
An interstellar gold-rush spurs travelers to distant stars, but the extinction of the human race makes them the rarer commodity mid-transit.
A world where the boundaries of genre are so thin, the heroes pursue their opponents from paradigm to paradigm seeking to leverage their laws to their advantage.
The elderly roleplayers of the future raise up against their overly conciliatory robotic caretakers.