ConFusion is split into three sessions. Each session is three hours long, and sessions have enough time between each that you'll be able to grab a bite to eat, stretch your legs, and catch up with your friends.
Register your game
Want to run something at ConFusion 2018? You're in luck: we want your game!
Got questions about games? Want to know what you could run? Lucky for you, we have a page dedicated to GM- and facilitator-specific questions.
Signing up for games
You can sign up for session 1 by registering as a player. If you can't register for the convention in advance, you can still register on the day, but your preferred game may have filled up already.
You can sign up for sessions 2 and 3 by filling in a session signup form at the convention proper. We'll tell you more about session signup on the day. If you have any questions, feel free to either get in touch with us before the convention, or visit the signup desk on the day.
Some games are marked surge protection. These games are backup games, in case we find ourselves with more attendees than we expect in a given session. All surge protection games will run as normal games at some other point in the convention.
You're free to sign up for surge protection games as you would a normal game, but if everything goes well they won't need to run.
If you've been assigned to run a game for surge protection, fill in a session signup form as if you weren't running. Desk staff will get in touch if you're needed to run for a given session.
Game blurbs will be posted here as GMs register their games.
Dread: Redwater Rapids
- GM: Jay 'Rakdos' Daysh
- System: Dread
- Content: Violence and maybe gore, maybe racism, horror
The little town of Redwater, Texas. Home to a good seven hundred souls and the Quincey Morris University.
It is a time of curiosity, debauchery and intensity. The Swinging Sixties is in full swing, and it is summer break of 1967. Not a lot of songs reference the Summer of '67, but to hell with that, it's time to party!
However, there are a lot of tales.
Wright Patman Lake, the biggest lake for miles, has a few myths about it, as well as the university itself.
The infamous Minotaur Scares of '63 and '66 were bloodbaths, a group of five people in the woods and another group of four in the streets of Redwater itself, with both survivors blaming bull-headed figures wielding axes
The Mud Drownings in '62 had a group of campers drown, eventually fished out covered in hardened, clay-like mud.
The Quincey Morris Bitings in '66, found out due to a student who tattled on those involved, had a handful of students kill each other, some with bite marks on their necks and one impaled in the woods not far from the university.
But come on, those stories are all just myths. No such things as minotaurs, or vampires, or mud monsters, exist... Right?
The Fleshwarped Queen
- GM: Richard Fields
- System: Pathfinder (Pathfinder Society)
Blurb to come.
Heavy Metal Æons
- GM: Michael Sands
- System: Heavy Metal Æons (playtest version)
- Content: If it could be in a metal song, it could be in the game.
Epic adventure in the style of heavy metal songs.
Note: All places taken for this game in Session 1.
The King is Dead
- GM: Sarah Gosse
- System: The King is Dead
Blurb to come.
The Shrouded Moon of Tagata-V
- GM: Luke Walker
- System: D&D5 - Esper Genesis
The moon of Tagata-V is shrouded by its many rings - rings that stories say are haunted. The first attempt to colonise the moon failed before it landed. The crew and passengers aboard the colony ship, Khonsu, simply vanished. The derelict now floats amid the rings like a tomb.
The second attempt successfully established the mining outpost of Izu. But the miners have been plagued by sinister events and a growing sense of dread. As vital supplies and travellers disappear without a trace, the situation has become critical. With the Stellar Amalgamate failing to respond to calls for aid, the colonists now seek salvation from those brave (or desperate) few who are prepared to risk death for reward and reputation.
This scenario is inspired by introductory adventures for D&D, though it is set in the space opera universe of Esper Genesis. There will also be a light use of miniatures and maps.
Note: All places taken for this game in Session 1.
Morts: Don't have a Cow, Lich
- GM: Brett Taylor
- System: Fate Core + Morts: a Fate World of Adventure
- Content: Ghosts, zombies, skeletons and other hellish monstrosities.
The zombie apocalypse was rough, but that was, like, a hundred years ago. It's time to move on already.
Zombies, lich kings, ghosts...they're a reality now, and somebody's got to keep them in line. But it's not a dream job. More like the last refuge for losers and desperate teenagers in need of a little cash. You're a Mortician or "Mort," facing down the undead for minimum wage and possibly getting eaten in the process. Training's overrated, but you do get a shotgun, a couple of chintzy ritual components, and a chewed-up leather jacket.
And now that sentient undead have equal rights, they too can have a literal hell-on-earth government job.
You and your team of Morts are chasing down a cow out beyond the outskirts barricade. But ... haven't cows have been extinct for over 45 years? And cows have 6 legs and glowing eldritch eyes, right? ...right?
Planet Mercenary: Rough Road
- GM: William Huggins
- System: Planet Mercenary: D6 Mayhem
In an attempt to improve your poor reputation you took a tricky job rescuing a kidnap victim from a pirate haven, the so-called "private" world of Khilosh. Against the odds you pulled it off and got the hostage safely aboard your ship - but now the mercenary company providing "security" for Khilosh won't let you leave. You don't know why but there sure aren't any reasons that are good for you and unfortunately their fleet is rather larger than your ship.
It's funny how this spaceport didn't seem like a death trap on the way in…
"Travel the Galaxy! Meet Fascinating New Life Forms, Then Kill Them!"
Set in the universe of the long running webcomic Schlock Mercenary, Planet Mercenary is a fast paced and hopefully humorous game about trying to make money by shooting people, or in this case selling a bunch of someone else's stuff. Knowledge of the game system is not needed, knowledge of the comic is a bonus!
- GM: Malcolm Harbrow
- System: Larp
- Content: Mental illness, suicide, drug use, being evil bastards
WINTERHORN: the code name of a small but passionate group of "peace and justice" activists. On the surface they project innocent, if misguided, zeal, but you know better. You've dealt with groups like this before, and there's always a dangerous core. Gun-runners. Bomb-makers. People who deserve to be thrown in a dark hole somewhere.
As government agents, your goal is to nudge them into destroying themselves, using every trick in the book – black bag jobs, disinformation, spinning up rival front groups, and even escalating to vandalism and violence when necessary. Your mission, with the full force of the government behind you and time running out, is to get WINTERHORN's members fighting like rats in a bucket. They need to fall apart before they can hurt anyone, and the state's hands need to stay clean.
They won't know what hit them.
WINTERHORN is a live action game for 3-8 players about how governments degrade and destroy activist groups. By playing law enforcement and intelligence operatives working diligently to demoralize and derail, you'll learn about the techniques used in the real world in pursuit of these goals. While developed as an educational tool for activists, this is an entertaining larp in its own right.
Good Society: A Jane Austen Roleplaying Game
- GM: Donna Giltrap
- System: Good Society (quick start rules)
This will be a playtest of the quickstart rules for Good Society: A Jane Austen Roleplaying game. Expect Romance, Scandal, Manners (maybe not in that order).
- GM: Paul Wilson
- System: Marvel Heroic Roleplaying
Riker's Island has a secret. Just off-shore is the Raft: a supermax prison for the worst of the worst.
Normally the prison is one of the safest places in New York. S.H.I.E.L.D. agents patrol the cell blocks and Stark tech serveillance watches each of the prisoners with an eagle eye.
But there is a huge storm knocking out the power throughout the city and the raft systems are breaking down. Communication to the Raft is down and the worst of the worst might just find their way out.
Can you find out who is behind the system failures?
Can you protect the city?
Can you stop the breakout?