January to March Rotation


System Paranoia

Game Master Richard

Venue: Glanville Hall Wednesday night

Paranoia is a game of dark humor that occasionally — or frequently, depending on the group — veers into absurdity. The player characters aren’t misunderstood heroes; they’re bumbling idiots with little power of their own, caught in a rigid hierarchy that pits them against each other. Ruled by an erratic tyrant, the PCs are ordered from place to place with little explanation and tasked with resolving problems far beyond their understanding or capabilities. Petty infighting and character death are not just possible; they’re actively encouraged. This game isn’t meant for min-maxers: players aren’t even allowed to know the full rules, nor are GMs expected to strictly follow them.

The key to making all this work is the setting. When Paranoia was first published, the Cold War had been looming over the world for more than 30 years. The game builds on that history using some stock science fiction tropes, imagining a future where humanity has been either partially or completely eradicated (presumably by nuclear war). Before this great cataclysm, a number of bunkers were created to preserve the future of the human race.

One such bunker is Alpha Complex. Its overseer is The Computer, a perfect satire of Cold War programming. The Computer is erratic, manipulative, authoritarian, demanding, and above all paranoid: its overriding fear is that Communists, mutants, and traitors are lurking everywhere within its otherwise spotless enclave. To defeat these (potentially imagined) threats, The Computer enlists the help of select citizens called Troubleshooters who, as the name indicates, find trouble and shoot it. Of course, if nebulous ne’er-do-wells have infiltrated Alpha Complex, then it stands to reason that some of the Troubleshooters might also be Communist mutant traitors…

Harrlock's Legacy

System: Dark Heresy 2e

Game Master Jo F

Venue: Glanville Hall Wednesday night

Dark Heresy Based in the grim dark Warhammer 40k universe where the future is an eternal war, mankind unites under the God Emperor’s banner to battle aliens and demonic entities from the Warp.

In Dark Heresy players take on the roles of Acolytes of the God Emperors' Inquisition. You stand in the front line of a great and secret war where your duty is to hunt out the foul stench of heresy, the vile alien, and the twisted influence of Chaos.

You will tread where others fear, venturing to distant planets, ancient space hulks and the unsavoury depths of the under-hive. You will never know fame nor reward, yet if you stand resolute your deeds will be whispered to the God-Emperor of Mankind and your name will be revered for millennia. Something terrible stirs upon the pleasure planet of Quaddis. Portents and ancient evils become evident as the penultimate 13th Hour approaches.

Will your Acolytes be able to discover the secret of the Haarlock's Legacy in time?

From the bloody, labyrinthine Red Cages to the mansion of Gabriel Chase, the adventure draws the Acolytes into the dark underside of Quaddis.

The affairs of the notorious Rogue Trader Erasmus Haarlock take form, setting the stage for the fate of the Calixis Sector

dark heresy 2e


System: D&D 5e

Game Master Andrew W

Venue: Glanville Hall Wednesday night

Call of Cthulhu game (probably gaslight or 1920’s) or a 5e D&D game for characters starting at level 1.

Either game will be run over one rotation for about 8 – 10 weeks.

If one of these games progresses to being voted on then please note that I will not be at club on the 5th and 21st October so would need to run those sessions online. I will also be away at some point over half term in October.

It would be good to get your feedback on whether you would vote for either game so I know if one can progress to the vote.

d&d 5e


System Warhammer

Game Master Chris

Venue: Glanville Hall Wednesday night

Travelling to the City of Nuln a group of adventures form, their desire to make connections, get employment and more importantly, earn some Crowns being all too enticing. Finding a job in the city of opportunity isn't too hard, but the deep swill of the city's heart is as dark and rotten as the dangers it contains. How will you face these dangers and flourish with your lives, body and mind intact?

WFRP 4e uses a D100 system with bonuses for targets, D10s are recommended. The system itself is mid/high-fantasy and far more brutal than D&D. Prepare to lose stats, fingers, limbs, sanity and characters on your adventure. It would be recommended to have a basic understanding of the lore at a high level, there are plenty of resources around for free that can be read in a few minutes


System: Multiple

Game Master Jerrie

Spend the rotation getting together to play board games.

Be it one offs, small or epic games and even campaign games.