Files
contingency2027/docs/schedule.md
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slaguru666andClaude Opus 5 563ccf6921 Reschedule slate; rebuild DEAD AIR around the Fuehrerbunker and Ahnenerbe
Slate: Another Bloody Treasure Map moves to Wed afternoon at 6 players; DEAD AIR
moves to Thu/Fri/Sat evenings at 6 players. Black Summer, The Favour and Mr
Parker's Diary shift to the freed afternoons. Game folders renumbered to match.

DEAD AIR reframed: an SS-Ahnenerbe unit built an acoustic chamber below the
Fuehrerbunker to make one broadcast on the last night. The occult programme was
not a regime finding power, it was something cultivating a regime that could
build transmitters. Part One retitled Ash & Concrete. Bible gains a Handling the
Nazi material section as a binding design constraint (no wonder-weapon glamour,
victims named, bunker kept banal, no regalia in the art) and a six-player design
section (Act Twos split 3+3).

Flyer, Warhorn blurbs, schedule and production tracker rebuilt; flyer re-verified
as a single A4 page.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 22:18:20 +01:00

4.8 KiB
Raw Blame History

Contingency 2027 — Schedule & GM Load

Wed 27 – Sun 31 January 2027 · Searles Leisure Resort, Hunstanton

Running times

Slot times below are placeholders. Contingency 2026 ran three slots a day (morning / afternoon / evening). Confirm the 2027 published times against Warhorn before printing anything, then update this table.

Session Assumed time Play budget
Afternoon 14:00 – 18:00 3h30 play + 10 min break
Evening 19:30 – 23:30 3h30 play + 10 min break

House rule: 3h30 of play in a 4-hour slot, planned to ~3h15 of actual content. Session clock counts play time only and pauses for the break.

The grid

# Day Session Game System PCs
1 Wed 27 Afternoon ANOTHER BLOODY TREASURE MAP VANITY 6
2 Wed 27 Evening AFTERIMAGE Blade Runner RPG 4
3 Thu 28 Afternoon BLACK SUMMER — Last Flight Out Walking Dead Universe (modified) 5
4 Thu 28 Evening DEAD AIR I — Ash & Concrete Call of Cthulhu 7e 6
5 Fri 29 Afternoon THE FAVOUR The Dee Sanction 5
6 Fri 29 Evening DEAD AIR II — The Quiet City Call of Cthulhu 7e 6
7 Sat 30 Afternoon THE CURIOUS CASE OF MR PARKER'S DIARY Vaesen 4
8 Sat 30 Evening DEAD AIR III — Full Volume Call of Cthulhu 7e 6
9 Sun 31 Afternoon Reserve — —
10 Sun 31 Evening Reserve — —

Why the slate sits this way

  • DEAD AIR owns Thursday, Friday and Saturday nights. Same session, three consecutive evenings: a player who wants the whole arc books one time of day and never clashes with themselves. Night suits it — this is the bleakest material on the slate and it wants a dark room and no daylight afterwards. Each part is written to stand alone for drop-ins.
  • The trilogy runs at 6, the biggest tables of the week. These are document-heavy investigations; more hands means more of the archive gets read, and every Act Two is built to split 3+3.
  • Wednesday opens light. Another Bloody Treasure Map is the arrival-day game — a loose comic dungeon crawl for a table that is half strangers and entirely unsettled — and AFTERIMAGE follows in the evening needing no prep at all, because it is already finished.
  • Afternoons carry the variety. Zombie survival (Thu), Elizabethan horror (Fri), Nordic folk horror (Sat) — each one a complete change of register from the Cthulhu that follows it that night.
  • Never two bleak games in a row on the same day is now impossible to fully honour, since every evening is Dead Air. The afternoons therefore do the balancing: Thursday's Black Summer is the only other genuinely grim game, and it sits before Part One rather than after it.
  • Sunday is deliberately empty. People leave, energy drops, and two reserve slots absorb overspill demand or a re-run without new prep. If Sunday evening never fills, that is a feature.

GM load check

Day Games Prep-heavy? Notes
Wed 2 One (ABTM) AFTERIMAGE is a port — read-through only. Gentle opening day
Thu 2 Both Black Summer, then Dead Air I. Heaviest day of the week
Fri 2 Both The Favour, then Dead Air II
Sat 2 Both Mr Parker's, then Dead Air III — the arc payoff, needs the most playtesting
Sun 0 booked — Reserve

Consequence: three consecutive nights of six-player Cthulhu is a demanding run for one GM, and the three afternoons before them are all new material too. The trilogy shares a setting bible, NPC lineage and art direction, which is what makes the count achievable — treat DEAD AIR as one production with three outputs, not three productions. If anything on the slate has to give, it is a Sunday reserve, never a playtest.

Prep deadlines (working back from 27 Jan 2027)

By What
End Sep 2026 All eight scenario drafts at v1. Trilogy bible locked.
End Oct 2026 Pregens complete for all eight (three sets of six for the trilogy). First desk playtests on DEAD AIR I–III.
End Nov 2026 Playtest fixes applied (v2). Handouts and art briefs written.
End Dec 2026 Art generated, handouts laid out, GM console modules built.
10 Jan 2027 Print pack produced: sheets, handouts, GM screens.
20 Jan 2027 Read-throughs done. Everything marked convention-ready.

Open logistics questions

  1. Confirmed slot times from Warhorn — the table above is assumed, not verified.
  2. Table size at Searles: three of the eight games seat six. Confirm the game rooms take a six-player table comfortably, or the trilogy drops to five.
  3. Whether the DEAD AIR trilogy can be flagged on Warhorn as a linked series with booking priority for players taking all three nights.
  4. Power/table space for the GM console tablet in the evening rooms.