Merely Roleplayers
Vigil: Bad Dog, Act 3
In which the occupation of Sherrydown expands; archaeological fraud is mooted; and hounds and ravens make their voices heard.
Wizard theory (Vigil Backstage)
We come up with some background about magical organisations in Vigil’s England, some of which will be highly relevant to Bad Dog.
Vigil: Bad Dog, Act 2
In which a threat is named; a girl ignores a warning from her elders; and Gwynned (among others) is made to feel unwelcome.
Common ground (Vigil Backstage)
We establish some connections between the characters, including Vigil’s first canon ship.
Vigil: Bad Dog, Act 1
In which local youths are hounded from their usual haunts; their elders rush to investigate; and a romantic trip is interrupted.
Space wisdom (First Nova Backstage)
The cast reflect on their favourite moments, what it was like to share the gamemaster responsibility, and some theories and questions about what happened after the story finished.
The First Nova, Act 3
The crew of the Mustang Sally make an important discovery on the Trinary Noon. Can they use what they learn to save the galaxy, or will the Mandate prove too relentlessly interminable to overthrow?
Idle dreaming (First Nova Backstage)
Our cast describe the people their characters have relationships with, choose the desires for each of the game’s four pillars, and finally do a little idle dreaming to set the scenario for this season’s story.
The First Nova, Act 2
As Mandate troopers descend on the crew of the Mustang Sally, Revan and Val attempt to neutralise the threat while the others begin to unlock the mysteries of the ominous Trinary Noon.
Our space family (First Nova Backstage)
Our cast introduces the space characters they’ve created, which playbooks they’ll be using, and how the characters are connected.
The First Nova, Act 1
The crew of the Mustang Sally attempt to put their damaged ship back together after an encounter with the Mandate, when they stumble upon an ominous space-shipwreck that just has to be explored.
Jess, the Spooky (Vigil Backstage)
Meet Jess: shift worker, tarot reader, Spooky. Jess has always known she’s bigger than Sherrydown - and her new spirit guide is ready to help her prove it.
Kincaid, the Professional (Vigil Backstage)
Meet Kincaid: sceptic, agent, Professional. A disgraced special agent kicked down to a bullshit basement detail, he just wants an easy life, but how long can his scepticism hold out?
Melody, the Constructed (Vigil Backstage)
Meet Melody: hipster, ambivert, 200 year-old construct. Having escaped her creator, this well-meaning café owner has a tendency to come apart at the seams.
The fallout (Ghost Recall Backstage)
After an intense in-character debrief, it’s time for a much more relaxed and friendly out-of-character debrief.
Codename Mosaic: Ghost Recall, Act 2
The debriefing call is running long and nerves are starting to fray. Who will take credit for sinking the Consultancy, and who will be scapegoated for the Service’s leaks?
Codename Mosaic: Ghost Recall, Act 1
Four Service agents have survived a mission aboard the Consultancy’s marine hover-fortress. Now comes the real ordeal: surviving a conference call with the higher-ups.
Vigil: Cold Snap, Act 6
Imbued with divine flame and each carrying the mantle of the forest guardian, the hunters battle against the Winter King. Whatever happens, this isn’t going to be a quick thaw.
Jinny, the Spellslinger (Vigil Backstage)
Meet Jinny: local business owner, devotee of the natural world, spellslinger. Jinny has had many names and has lived many lives. She uses her centuries of arcane knowledge to draw power from the earth beneath her feet, manipulate the elements, and fleece tourists for every penny they have. As owner and operator of the Grove of Oddities, Jinny is a well respected resident of Sherrydown and a true force of nature. Join Josh as he fills in Jinny’s character sheet with help from compère Matt and fellow hunters Dave and Ellen.
Environmental literacy
Entertainment