The MIT Assassins' Guild

To err is human...
To forgive is not our policy.

Scheduled Games

Patrol!

Saturday Nights, 8-11:00pm, 36-115

Travel to strange new classrooms. Meet interesting, unusual people, and kill them! Patrol is a high-action game of live combat with rubber-dart guns. Shoot your friends, then watch out as they try to take their revenge.

Wretched Hive of Scum and Villainy

weekend of September 13
GMs: Ariel Segall, Brian Sniffen, and Charles Leiserson Jr.

A long time ago in a galaxy far, far away...

STAR WARS
Episode 3 1/2

WRETCHED HIVE OF SCUM AND VILLAINY

It is the end of an age. The old Galactic
Republic is falling, and no one is sure what
will replace it. The head of the Galactic Senate
has taken personal control of the military, and is
beginning to solidify his power base on the outer planets.
Even now the troops are landing.

Tatooine has always been a haven for less savory members
of society. Smugglers, bounty hunters, and slavers ply their trades
freely under the watchful eyes of the Hutt crime lords. In these uncertain
times, this dubious haven has had an additional influx of refugees, spies, and
others who keep their business to themselves.

It is evening in the Cantina, and a sandstorm has confined everyone inside....

The Importance of Being Convergent

weekend of September 20
GMs: Xavid, Halftime

Tetrana is a small but ancient and prosperous kingdom. It's most distinctive feature is its strong caste system, which divides every individual into a rigid caste based on affinity to one of the four elements: Air, Fire, Water, or Earth. Each caste has rigidly defined roles and a strict place in the social hierarchy.

Most unusually, however, every 100 years a mystical Convergence of the four elements reshapes the structure of Tetranan society, allowing the caste hierarchy to be realigned! This is obviously a most important event, and you are privileged to represent one of the four castes at the Convergence, with the power to determine if a Realignment will occur. You do this, of course, by using your elemental gems to summon your spirit butterfly. Because everything about Tetrana makes perfect sense.

Of course, it'd be highly improper for anyone to pretend to be a member of a caste they are not, and especially so at such an important event that will decide the future of the country for the next century. So you have every assurance that everyone is exactly who they appear to be.

The Importance of Being Convergent is a short game of politics, secret identities, and romance, but primarily ridiculousness. It won 2nd place in the Iron GM contest at Intercon N. It is optimized more for roleplaying, humor, and dramatic scenes than for cutthroat competition, and has few mechanics.

Tomb of Inconveniences

weekend of September 27
GMs: Ben Lehnert, Nathan Serrano, Ken Clary, Mika Braginsky

Calling all aspiring adventurers! Come to Clever Beaver Tavern and learn from the best! The high-level Crimson Adventuring Company will teach you the basics of combat, adventuring, and working together as a party. After being instructed and equipped, you'll be sent to a specially prepared dungeon to test your mettle. You must avoid moderately clever traps, fight somewhat challenging monsters, and defeat aspiring necromancer Ace in the depths of his lair, the infamous Tomb of Inconveniences!

Tomb of Inconveniences is a SIK training game -- it gives an introduction to the techniques and tactics of playing high-action SIK games -- inspired by Dungeons and Dragons.

Exposure

weekend of October 11
GMs: Katie Sedlar, Mats Ahlgren

A late-summer meteor shower rains down green streaks across the sky. Yet this astronomical phenomenon did not exist in antiquity; it is less than a year old.

Back home in Stonegate-upon-Vonne, the city sleeps not-so-quietly in the night. By gaslight, families discuss sightings of not-exactly-animals scurrying across rooftops and gratings. An atmosphere of superstition and caution casts a shadow across the recent scientific discoveries and national defense projects. Word is spreading on the streets: the Occurrences have increased... the disappearances, the growling, the claw marks visible when the day breaks. Nearby towns are experiencing their first emergency curfew. The hospitals are crowded with the shunned plaguetouched, and armored cars are often seen heading towards the distant asylums.

However, these are all urban phenomena, and you're not in the city.

Today it is a warm summer afternoon. You are young adults of diverse background, sent away from the city for your own safety. Branches rustle and tree frogs chirp as you settle into the forest cabins.

The schedule at Camp Clearwater for tonight may seem fairly light. There will be survival training seminars. There will be physical competitions to test one's skills. And of course for the rambunctious and hormonal, there will be the usual rumor mills and social posturing, perhaps even the fragile possibility of blossoming relationships. For the adventurous, legends and stories from prior years may shine some light for wilderness explorers... or at least keep the campfire interesting.

Enjoy the summer away from the emergency. Perhaps in your spare time, you might be able to piece together fact from fiction, discover who you are, and even effect meaningful change of some sort or another. Hopefully things won't get out of hand.

Last Seder

weekend of October 18
GM: Sparrow Rubin

Why is this night different from all other nights?

The world is in turmoil. The waters are rising. Food is scarce. But still the traditions live on.

At the home of a controversial figure, thirteen friends gather to share a meal, to drink some wine, and to recall the story of the Exodus. Expecting the police at any time, the friends will spend their last few hours of freedom together, retelling the past and discussing the future.

A science fiction parable set in a dark version of the present day, The Last Seder is an interactive storytelling game with echoes to the tales of the Exodus and the Last Supper. Live the myth as it is made by playing out a series of scenes across the ages.

IMPORTANT NOTE: This is a conversation based game with a pre-determined story arc, which the characters can interpret as they see fit, but which they have little opportunity to significantly alter. If not having significant player influence over the story will bother you, The Last Seder is not for you.

Guild Meeting!

weekend of November 1
GMs: The High Council

Officer Reports! Free Food! Elections! Possibly Other Business!

Gallifrey: The Fall of Arcadia

weekend of November 8
GMs: Jack Cockerill, Spencer Lane, Ceres Lee, Andrew Menard, Ariel Segall, Steven Valdez

"I was there at the fall of Arcadia. Someday, I might even come to terms with that." -- The Doctor

It was the safest city on the safest planet in the middle of the war that turned the universe into hell. The city of Arcadia on the planet Gallifrey was where the Time Lords sent the refugees; the civilians, the children, the injured in mind and body. The once-grand city was now an overcrowded slum, but at least it was safe. Protected by the heaviest defenses in the universe, there was no way for the Dalek fleets to get to its vulnerable population; the soldiers manning its streets were raw recruits, learning their new roles where mistakes wouldn't get them killed. In a war with no constants, Arcadia was a steady beacon of hope.

Until one day-- it wasn't.

No one knows whether the Daleks found a hole in the defenses or if Arcadia was betrayed. In the end, it doesn't matter. Arcadia is falling. And its inexperienced soldiers are the last line of defense against an invincible army, fighting to protect not only the civilians but the rest of the planet. There's no way to win, in a situation like that; every fighting soldier knows today is the day you die. But that doesn't mean fighting is hopeless. Every civilian you can rescue is one more life saved. Every Dalek you kill is one less monster to put your family at risk. And if you can hold the invaders here for long enough for the planetary defenses to kick in, you can save the rest of Gallifrey. Everyone wants to live, but sometimes there are more important things to fight for.

Gallifrey: The Fall of Arcadia is a horrors-of-war SIK game set in the Doctor Who universe, written by Jack Cockerill, Spencer Lane, Ceres Lee, Andrew Menard, Ariel Segall, and Steven Valdez. It's a prequel game to a ten-day currently being written, but the characters in the prequel will not be PCs in the ten-day (hint: they're all going to be dead) and playing in the prequel will not affect casting in the ten-day.

Oh, and you might want to watch this first.

A Meeting at Signal Bridge

weekend of November 15
GMs: Susan Shepherd, Jenny Ramseyer, Eli Davis

History is marked by Cycles, times when the moons are full and the spheres of Heaven and Earth are equally stable. Between these Cycles are times of chaos, when wars and disasters plague the land and not even the gods are safe.

In Mishar, a defensive war has been waged and lost, and now the proud, formerly independent city-states of Mir and Lu-Sang are ruled by their conquerors, lumped into the same political region despite vast cultural differences and a mixed history. On the eve of the new Governor's arrival, with the time of chaos drawing to a close, the conquerors have called a meeting of interested parties to establish the terms of governance going forward. Time grows short, for the dawn of the next Cycle will set the status quo in stone, with all the powers of heaven and beyond aligning to maintain the new order.

A Meeting at Signal Bridge is a four hour game of magic, diplomacy, strange gods and bitter rivalries set in a high fantasy world.

Isla San Diablo

weekend of December 6
GMs (runtime): Ken Clary, Charles Hope, Jay Muchnij

The fog was thick that morning as the longboats neared the beach. If it weren't for the twinkling lights of the tikki torches in the native village, a body would think not a single soul lived on the whole accursed island. The Cap'n stepped ashore and turned to face the crew.

"Alright, ye scurvy dogs, listen here. I know the gold's so close, ye can smell it on the wind, but we ain't goin'ta get that yet. Many's the man who's come after the treasure, and all have failed. We ain't goin'ta make ther mistakes. We're goin'ta take this island and kill every mother's son that don't speak a civilized tongue. When ther ain't no one left to make heroics, we can dig up the gold as dainty as we please."

The pirates terrorized the island, looting and pillaging. That evening they sat in the charred remains of the native village, drinking and laughing, dreaming of their new lives as rich folk. Soon it was time to - JOLT - The fog was thick that morning as the longboats neared the beach. If it weren't for the twinkling lights of the tikki torches in the native village, a body would think not a single soul lived on the whole accursed island. The Cap'n stepped ashore and turned to face the crew.

"What the bloody 'ell was that?"

-----

The natives of Isla San Diablo barely looked up when the horn sounded, announcing the approaching ship. The Gods and their priests will protect us, they said to each other, like always. No need to stop gathering coconuts for dinner.

Then, the pirates struck! Mass hysteria, screaming, running away, dying! A bloody nightmare! Why have the gods allowed this disaster? What can we do to appease them? I know, we can sack the Catholic Mission! No, no, we must sacrifice a Virgin to the Volcano! Nothing worked, and all seemed lost, when suddenly - JOLT - the village was restored. The dead are alive again! The gods haven't abandoned us! We're saved! But wait, the pirates are landing again? Never mind. This time, we've got a plan!

Isla San Diablo is a tongue-in-cheek one night featuring time loops, high adventure, and schtick. It is not, despite the blurb, a SIK game.

Castillian Kings: Intrigue and Inquisition

weekend of January 10
GMs: Kendra Beckler, Bram Sterling

In 1328, some of the greatest political and religious leaders of the Middle Ages have gathered in Navarre. With King Charles I of Navarre recently deceased, and Papal Inquisitions ever a threat, plotting, backstabbing, and negotiating are the order of the day; arranged marriages and secret liaisons are not far behind.

The Kingdoms of France and Navarre have been closely aligned since the late 13th century. With Joanna I, daughter of the King of France, the presumed claimant to the throne of Navarre, what will happen to the ties between the two kingdoms?

In the Kingdom of England, it has been almost two years since the notorious King Edward II was deposed by his wife, made to sit trial and judged guilty of incompetence (among many other charges), and presumed assassinated. His son, King Edward III, is on his honeymoon trip to the Continent. What will happen between father and son when accidentally reunited?

On the religion scene, the current Pope in Avignon has been inflaming Catholic leaders around Europe with his controversial support for the Beatific Vision. A new Antipope has just come to power by popular support in the Vatican. What will Pope John XXII do about the new Antipope? With the current pope publicly tolerant of Judaism and Islam (despite the backlash from the Archbishops and Antipope over this), will the Abrahamic religions figure out how to coexist?

This game features real historical characters in 1328. Each character's life up until 1328 is exactly what it says in the history books, with only discrepancies, gaps, and motivations filled in. However, with key religious and political figures all in the same place at the same time, the future of Europe is up for grabs.

Memphis

Friday 1/23 through Sunday 2/1
GMs: Ken Clary, Lian Guertin, Stephanie Paige, Joy Perkinson, Eli Stickgold

A 10-day game of modern-day magic...

The city is centered on a short bluff, along the Mississippi, at the head of the Delta, at the greatest focus of the continent's largest watershed. It is named for another city, that sat at the head of another delta, in an abandoned time.

Every seven years, they come, and this year is no exception. Some live here, but most do not. They come from near and far. The Convocation invites all of power, though most that travel are the mages. This year, the gifted will deal with greater matters than usual --- the winters are worsening, and those northern runemages who still follow the old traditions whisper of fimbulvetr, and the return of the Frost Giants. Meanwhile, a grand doom is settling upon the city, of a strength not seen since 1945 in Kyoto, when the Order of Gray Knights was able to divert the world's first nuclear strike. The auguries may be cloudy, but one thing is certain: a storm, one that will not be forgotten, is brewing.

Some will pray, some will feast, some will wander, some will speak. Memphis is a game of food and soul, of memory and horror, of treachery and faith, of power and reckoning, all bathed in mighty waters.

The game is partly inspired by the songs of Delta Rae, the most relevant of which can be found here.