You could not believe your eyes as the merchantman came into view, fat with booty and ripe for the taking. Solar sails the size of buildings and shimmering with waves of energy. The crew were starving for the filthy lucre that they could take from the hold. Silks from Saturn, Plutonian Ales and arcanotechnology to fit the ship with.
You are the Privateer Crew of the RAS Grey Caller fighting in a space opera world. You will sail the archipelagos of the rings of Saturn, dive to the depths of the Neptunian seas and fight with the lizard men of Mars only to slip away into the Aether and avoid the reach of the Terran Navy.
A game of swashbuckling action and planetary romance.
Imperial Operations on Typhon are stretched to breaking point, with supply lines coming under constant fire from the Heretic Traitors dug into the mountainous terrain. The main supply line, known as the Red Ball Express, is the most vital of these routes, being the only viable passage for the heavy vehicles of the Astra Militarum between the Landing Zone and the battle lines.
With heavy losses on the front, the survivors of the 92nd Cadian have been reassigned to guard duty on the convoys while they await desperately needed replacements. Little do the men and women of the Second Company know what dangers await them on the Red Ball Express
It is the 41st Millennium, and in the Grim Darkness of the far future, There is only war!
Lady Blackbird is on the run from an arranged marriage to Count Carlowe.
She hired a smuggler skyship, The Owl, to take her from her palace on the Imperial world of Ilysium to the far reaches of the
Remnants, so she could be with her once secret lover, the pirate king Uriah Flint.
Just before reaching the halfway point of Haven, The Owl was pursued and captured by the Imperial cruiser, Hand of Sorrow, under charges of flying a false flag.
It was meant to be a simple job: recover a "package" from the locked cargo vault of a crashed starship on SR-388. And then everything went wrong...
"Uncharted Worlds" is a Space Opera roleplaying game of exploration and debt, powered by the Apocalypse. Players will select and customise their characters, including their relationship to the galaxy's key factions, before being dropped into an SF heist gone horribly wrong. How they dig themselves out is up to them.
Welcome to Gately Comprehensive, a secondary school where no two days are the same. It could be anything, from the swimming pool being filled with jelly, a stampede of zebra through the gymnasium, right up to an alien invasion.
As the put upon teaching staff it's your job to take care of these problems, while ensuring you still cover all your classes, keep up with the marking and avoiding being volunteered for any extra-curricular activities. And all sorted in time for a pint down the pub after school, of course.
The Mission could not be allowed to fail. Lives depended on your success.
Now you’re adrift in space and nobody knows what happened. You don't even remember the mission. But it hardly seems important right now, because you need to find out what's going on right now. The navigational aid has vanished, and that's never a good sign.
Fifty years of Doctor Who! Here's a game to mark the occasion.
The Chatfields were an ordinary enough family, until 1963. Then things went a bit strange. And they kept on getting stranger. Over the ensuing decades they would keep crossing paths with a very interesting man indeed. He was called the Doctor, and he would change their lives forever...
This is an 11th Doctor adventure, so you'll be playing the Matt Smith incarnation and companions from his run.
It is also the Moffatiest adventure I could come up with. It will probably work best with people who've watched some recent Doctor Who and have enthusiasm for timey wimeyness. Obviously. But there'll be plenty of nods to the history of the show - classic Who geeks might enjoy the references, but you don't need to know anything about them to get along.
Anyway. This will probably be a bit unpredictable and might not work. It would be good if players came ready to set scenes and do some narrative stuff. Oh, and I have no idea how to end it, but that's just another Moffaty feature, innit.
The fantastically wealthy and eccentric Henry Delacroix is throwing his sixtieth birthday party in his vacation home in Antarctica, inviting the handful of associates who can actually stand to be around him. That night, old crimes will resurface and fallen souls will rise in rebellion. Isolated from the rest of the world, the guests must untangle the old man’s life and his disturbing theology in order to take sides in a cosmic battle. Their successes and failures will decide the fate of the gods and the future of the world.
A LARP with some very disturbing, adult themes from Shifting Forest Storyworks.

This is a Traveller World hack of the original Traveler Double Adventure 1: Shadows. Science fiction adventure in the far future, powered by the apocalypse.
On a cold and snowy night in the year 2213 eight very dangerous individuals gather in a bar, in the city of Baumgartner on the planet of Magellan.
Why are they there? Who are they? What connects them? And just who is the guy with the duck head?
Tonight, these questions will be answered, but possibly not to everyones liking.
This is a SF themed game, set in THE FUTURE!