Andre runs a theatrical style game with a presentation designed to create an immersive role-playing experience. Characters are provided with modest biographies and description to give players a solid role to play. Lights, sound, music, handouts, and some props are used to help set the scene and the mood. Players should expect a solid session and some fun role-playing opportunities. Below is a list of prepared games that gamers can choose from for paid sessions! (Andre can be reached via gamesoapbox AT yahoo.com and on Face Book.)

Game Soapbox Productions is Andre’s studio and publishing company dedicated to the passion and power of storytelling. In the works are campaigns set in the dark 50s and a shadowy post Lovecraftian 30s, soundscapes, e-books, and immersive RPG tabletop production elements. The booklets Bringing Theater to the Mind: Theatrical Elements in Roleplaying and Madness and Mayhem Live Action Role-Playing are both available via Amazon and RPGNow. The Lucid Dreams Role-Playing Engine, a core system for gritty role-playing, is in the final stages of development as well! Game Soapbox Productions is also offering game studio design consulting, helping gamers set the scene in their own game rooms!

Andre Kruppa is now partnering with Dark Phoenix Events to offer highly immersive role-playing sessions at your events. Services include everything from bare bones to fully catered events or theme parties. Contact Andre or Dark Phoenix Events for more information about making a premium game experience happen for you!

www.gamesoapbox.com

Andre’s Prepared RPG List

All games on the list are prepared to run with handouts, incidental sounds, some lighting, and in most cases a soundtrack as well. (Scenarios listed by other authors are published works I have prepared for presentation.)

Lucid Dreams Role-playing Engine:

Dark Hills
Lucid Dreams Role-playing Engine
10th Century Saxon England
4 – 6 Players
5 – 6 Hour Running Time

As 922 waxes it is difficult in the lands re-taken from the pagan Danes by Aethelflaed, the Lady of Mercia. Your band of thanes and retainers is tracking kidnappers heading into brooding hills said to be home to giants, fairies, shadow walkers, and ghosts.

Mystery at Knobbe Hill
Lucid Dreams Role-Playing Engine
Roaring Twenties
4 – 6 Players
6 – 7 Hour Running Time

Your best friend Jack is dead and a strange promise to investigate must be fulfilled. Jack had been behaving a bit oddly in recent years, delving into odd books and traveling to different universities and historical societies instead of hunting and fishing. As you drive deep into the woods you wonder as to your fate?

The Missing
Lucid Dreams Role-playing Engine
Mid-19th Century
4 – 7 Players
7 – 8 Hour Running Time

In August of 1840 the Rosalie was found under sail with cargo intact and water in the bilge. The ship’s cat, a few chickens, and some starving canneries were still aboard the large cargo ship. Each member of your posse had loved ones aboard the Rosalie who seemingly abandoned the ship in haste, while under sail, and so the search is on!

Homecoming
Lucid Dreams Role-playing Engine
10th Century Saxon England
4 – 7 Players
7 – 8 Hour Running Time

Lady Aethelflaed and King Edward drove the heathens from the Danelaw. Summer of 923 finds your band of thanes and retainers returning home from pursuing pagan raiders from York. Oft you wonder what lurks in the darkness of this ancient land.

The Opening
Lucid Dreams Role-Playing Engine
Early 20th Century
4 – 6 Players
4 – 5 Hour Running Time

Late in the Egyptian archaeological season of 1905, the team, holding a Valley of the Kings concession by way of Theodore Davis, financier of the Antiquities Service, has completed the initial excavation of KV19 and have begun to explore the chambers within. The tomb has mysterious anomalies such as a large shrine dedicated to Sobek and an inner chamber door with an unusual sigil resembling a leaf within a circle. This weird symbol has never before seen at any other Egyptian site and it is accompanied by a strange curse written above the door. Most of the group is working to catalog the contents of the shrine and to decipher several hieroglyphic sequences as well as series of Hieratic texts inscribed upon the walls. A few others are working on getting the next door open, making the breaking of the strange seal inevitable.

The Jazz Man
Lucid Dreams Role-Playing Engine
Mid-20th Century
4 – 6 Players
4 – 5 Hour Running Time

The Special Investigations Unit of the Secret Service, including their Paine Foundation advisors, have a very important mission impacting national security for your team. As President Eisenhower gets his administration up and running, things have become so weird and twisted that whackos are taken semi-seriously. What is more scary is that some of them are not actually crazy! This one, a famous jazz musician folks call "The Stork", has strange fits and claims aliens want to meet the President. With everything else that has been going on, according to your Top Secret briefs, such as extraterrestrial ship crashes, alien abductees learning the horrible truth about their past, and weird lights in sky, the truth has gotten bizarre! No one knows what alien horror awaits amid the cold steel and concrete of the new Atomic Age.

Executive Meeting
Lucid Dreams Role-Playing Engine
Mid 20th Century
4 – 6 Players
4 – 5 Hour Running Time

Your team has been pulled for a very important and vital mission to provide security for a very high level V.I.P. presumably from the Eisenhower administration. As agents of the Special Investigations Unit of the Secret Service or Paine Foundation advisors this task has fallen to you. The excitement and the grumbling have reached nearly a fevered pitch between wondering who the mission is to protect and wondering why a few agents with a specialist support staff suited to investigating bizarre phenomenon have been chosen for a protection mission. One thing is likely to be sure and that is that it is not going to be an cake walk. With all of the crazy stuff about ancient aliens, strange horrors, and worse going on things are likely to get FUBAR fast!

Incident at Owl Lake
Lucid Dreams Role-Playing Engine
Mid-20th Century
4 – 6 Players
5 – 6 Hour Running Time

You and your friends have anticipated this camping trip for a long time. The site is a fine isolated spot very far from civilization, a place to share some peace and quiet. It is a time to rest, find solace in your companions, and escape the dreaded yet unremembered nightmares. You hope to banish the vague sense of unease, that sense of loss, which has disturbed you for so long. Surely nothing horrific could happen here in the dark forest near the lake beneath the bright night sky. Such a peaceful place could not be the location of unimaginable horror and a giddy descent into terror and madness, could it?

Call of Cthulhu:

Moonglow
Call of Cthulhu (7th Ed)
by John Almack
4 – 6 Players
4 – 5 Hour Running Time

Your team is set to relieve the crew of Moonbase Shackleton, at the rim of the gargantuan Shackleton Crater, for six months of duty. Harvesters work the surface of the perpetually dark titanic crater collecting and processing water-ice and minerals, with the precious Helium-3 being shipped to Earth orbit. Oddly your departure date was suddenly moved up two weeks, the Flight Engineer was replaced, and then you were told the base is out of contact.

Dead Light
Call of Cthulhu (7th Ed.)
By Alan Bligh
Early 20th Century
3 – 6 Players
4 – 5 Hour Running Time

A brutal storm is lashing land and sea. The howling wind and battering rain is too much for safe driving, with roads turning into rivers of mud, trees falling, and flooding threatening to wash away bridges. The race against the storm is rapidly becoming a disaster, and the need to seek shelter is plain. Once the storm abates, the roads will be not be navigable for some time. The sense that something awful lurks in the darkness can only be banished by light and warmth.

Missed Dues
Call of Cthulhu (7th Ed.)
Roaring Twenties
by Mike Mason
4 – 6 Players
4 – 5 Hour Running Time

Owing the boss ‘cause of flub up is rotten, but it took a lot to get a whiff of the big time! Gotta see The Hammer and face the music. Until recently things have been just jake. At least the boss isn’t offering the icy mitt, right? It has been a little weird ‘round Arkham lately and it is enough to give you the heebie jeebies.

And Some Fell on Stony Ground
Call of Cthulhu (7th Ed)
Roaring Twenties
by Paul Fricker
4 – 6 Players
4 – 5 Hour Running Time

Stowell is a classic example of small-town life in 1920s America. Friendly folks have lived happy, fulfilling lives here for many years, spiced up with the occasional feud or gossip. Children play barefoot in the street, and folks buy fresh food from local farms, supplemented with items from the general store. Life has been good and decent here, but now something seems wrong. Just how wrong is hard to say. You have a feeling that you are about to find out what terror lurks in the darkness beneath the town's placid surface!

Method to Madness
Call of Cthulhu (6th Ed)
Roaring Twenties
By John Almack
4 – 6 Players
4 – 5 Hour Running Time

Wormwood Aslyum for the mentally insane is home to a number of disturbed individuals seeking solace. The patients at the asylum have been institutionalized by a well meaning family member or for the rehabilitation of a wide variety of metal problems. As the Roaring Twenties roll on by, some hope for peace and quiet and a return to normalcy, others are beyond hope. What possible horrors could await the patients of Wormwood?

Mysteria Matris Oblitae
Call of Cthulhu (6th Ed)
Roaring Twenties
By Dennis Detwiller
4 – 6 Players
4 – 5 Hour Running Time

It is the summer of 1929 and a letter and a truly odd photograph from Tula, Mexico has arrived at the University sent by the village priest. The photo shows a bizarre pale and misshapen multi-limbed crustacean-like creature clearly dead from gunfire surrounded by a group of Mexicans and Indians. It is clearly a new species that must be examined and its origin must be investigated. The university is sending a handpicked team to have a look. As the team prepares, giddy with excitement, horror and madness await.

The Inheritance
Call of Cthulhu (6th Ed)
Roaring Twenties
4 – 8 Players
5 – 6 Hour Running Time

After the trials of your youth you have come far. College was wonderful and everything now seems grand. You and your fellow orphaned siblings and cousins are on the eve of your inheritance. The time has come to return to your ancestral home and learn of the wonders that the foundation has in store for you. Only one thing mars your experience, the nightmares of so long ago have returned...

A Resection of Time
Call of Cthulhu (6th Ed)
Late 20th Century
By Sam Johnson
4 – 6 Players
10 – 11 Hour Running Time

The characters are drawn in with a call from a wealthy patron regarding a dead colleague. A strange autopsy report and an increasingly bizarre mystery offer a chance to prove their worth. It seems each one has a chance to act and overcome the brooding that has oppressed them of late. In the tenebrous darkness lurks terror, horror, and madness. Only the most courageous souls have a chance to survive and learn the truth.

Ghost Light
Call of Cthulhu (6th Ed)
Roaring Twenties
By Gary Sumpter
4 – 6 Players
4 – 5 Hour Running Time

It is September 27, 1927 and the lighthouse tender Helios is steaming to relieve Hallowsay Light. The lamp has gone dark and it is a wonder that no shipping has yet run aground in the treacherous North Sea. The intrepid crew and keepers must investigate and restore the light. Terror lurks in the cold darkness on the distant and isolated island and madness and death await the unwary.

Lost on the Road
Call of Cthulhu (6th Ed) (Gothic Horror!)
Nineteen Thirties
4 – 6 Players
7 – 8 Hour Running Time

In this gothic style story inspired by Grimm’s tales the characters are drawn into a terrifying and strange wood in search of a lost friend. Awful horror awaits the innocent and unsuspecting friends. The shadow of eons old power crosses their path and can leave them horribly changed or dead. The characters need all of their guile and strength to grapple with their fate. Color narration and role-playing bring the story to life. Guile, wits, maneuver, and carefully applied violence are the order of the day.

The Burning Stars
Call of Cthulhu (6th Ed)
Nineteen Thirties
By David Conyers
4 – 6 Players
7 – 8 Hour Running Time

Awaking in a US Military Hospital in Haiti on October 30, 1930, suffering from prolonged blackouts and amnesia, plagued by a dreadful fear, and still searching for Jack Sterling is just the beginning of the horror. The air is heavy and warm, the beds cloaked in mosquito nets, and the staff is bustling to and fro in the hall. Jack Sterling is still whereabouts unknown. The last week is a blank. It is a must to find Jack and pierce the veil of fear, pain, and loathing. There are many questions: What happened? Where is Jack? When can we get out of this hospital?

The Colony
Call of Cthulhu (6th Ed)
Mid-20th Century
By David Conyers
4 – 6 Players
4 – 5 Hour Running Time

Your unit has been encamped in the Libyan Desert near strange ruins recently exposed in the sands. Once a halt was ordered and the order to set up camp given, you knew your fate was sealed. It is clear that the rest of the army is falling back and the British forces are pressing. It is only a matter of time before you are overrun and must make the ultimate sacrifice for the fatherland. In the meantime the desert awaits, the ruins hint of strange horrors from the past, and evil lurks in the darkness creeping ever closer.

Farewell My Sanity: Under the Boardwalk
Call of Cthulhu (6th Ed)
Roaring Twenties
By Aaron Vanek
4 – 6 Players
6 – 7 Hour Running Time

It has been slow lately at the Guzman-Willent Detective Agency. Watching the ceiling fans spinning slowly while smoking cigarettes at your desk has become a tedious way to spend your time. Lately, it seems as though there is little to keep you busy even in exciting Southern California. Where all the dames wanting their husbands watched and mugs wanting their wives watched are is beyond you. As shadows crawl across the floor and smoke curls up from the ashtray, you wonder when the next case is coming. Hoping for excitement is a funny thing in this racket. Your next case won’t lead to terrible secrets, tenebrous horrors reaching from beyond, and maddening revelations, will it?

The Vault
Call of Cthulhu (6th Ed)
Roaring Twenties
4 – 6 Players
7 – 8 Hour Running Time

Your group of friends and relatives has spent years tracking down an ancient vault secreted on an old family property. Despite the labor problems with the superstitious locals, the difficulties of excavation, and the years of painstaking research, you are finally ready to open the vault. The false notions of the locals and the reservations of some of your kin and friends have not deterred you. After all, what could be dangerous about an old long sealed vault?

The Night War
Call of Cthulhu (6th Ed)
Roaring Twenties
By Kevin Ross
4 – 6 Players
4 – 5 Hour Running Time

The apocalyptic nightmare seems interminable, with the endless rain, lakes of blood, and awful, sticky septic mud; the screaming shells and choking gas; the machine guns spitting lead. The Great War is a savage ordeal of senseless destruction and death beyond comprehension. But when the whistles blow, it is time to go over the top, and then the real terror begins. Horror lurks in the muddy, noxious darkness, coiling to strike—something far more loathsome than simple human destruction.

Final Flight
Roaring Twenties
By David Crowe III
4 – 6 Players
4 – 5 Hour Running Time

Pan Caribbean airlines flight 101 is making a night flight from Curacao to Bogota. The passengers are traveling for a variety of reasons, a number are bound for a Mesoamerican Studies conference sponsored by Universidad Nacional de Colombia. 1938 is an exciting year to be alive and be able to take a flight aboard an airliner. The DC-2 is one of the most modern of aircraft and reassurance can be found in her gleaming lines. The passengers are able to enjoy the comforts offered by a professional crew and a simple but well equipped mini-galley. Coffee, food, and a chance to sleep while on the go

Horror at Harwicke Castle
Roaring Twenties
4 – 6 Players
7 – 8 Hour Running Time

You are attending an auction at Harwicke Castle on Glendower Island in Southern England. As this is a normal affair surely one need not be concerned about horrors in the dark, sudden violence, terror beyond imagination, and madness. Surely, there will be nothing to fear…

Arrival – Rise of the Dead Part One
Call of Cthulhu (6th Ed) (Zombie Horror)
Late 20th Century
4 – 8 Players
4 – 5 Hour Running Time

With the strange reports of cult activities around the world, widespread assassinations, the apocalyptic devastation of the earth by a red comet, the tidal waves and fallout, civilization as you know it is in collapse. At least you and your friends are secure in your mountain camp with your basic needs at hand. After all, it could not get any worse…

Rise of the Dead: Part 2 – The Raid
Call of Cthulhu (6th Ed) (Zombie Horror)
Late 20th Century
4 – 8 Players
4 – 5 Hour Running Time

With the apocalyptic devastation of the Earth by a red comet, the tidal waves and fallout, civilization as you know it has collapsed. To make matters even more horrific the dead have begun to rise and attack the living. If that was not terrifying enough, it seems that the zombies are being organized into armies by black uniformed cultists. You are part of a handpicked team of volunteers chosen for a special mission to gain vital intelligence. You are expendable, but your mission is critical to the survival of your family, friends, and loved ones. There are many questions: Who are they? What do they want? Why are the dead rising? Can we stop them? Can you help the leaders of your rag-tag group of survivors find any answers?

Cthulhu Invictus:

Kith and Kine
Cthulhu Invictus
Early 2nd Century AD
by Phredd Groves
4 – 6 Players
4.5 – 5.5 Hour Running Time

Your band has been dispatched to Britannia. The Autirellauni tribe, led by Titus Flavius Nectoprastus, whose silver mines feed the empire, is having trouble with a growing barrow cult. Diplomacy is vital to prevent a tribal uprising with the legions off in the north!

Doom
Cthulhu Invictus
Early 2nd Century AD
by Chad Bowser
4 – 8 Players
4 – 5 Hour Running Time

Gnaeus Antonius Tremulus has had dreams of fearsome portent and he has urgently received your band during the morning salutatio. There is heaviness to the chill air and a feeling of something impending like the calm before a storm. It is hard to imagine to what strange dark corner of the empire this odd mystery may lead.

Star Wars (Fantasy Flight Games):

Under a Black Sun
Star Wars EoE Intro Game
by Jeff Hall of
4 – 6 Players
4 – 5 Hour Running Time

Coruscant, now Imperial Center, once a magnificent jewel of the Republic, is now under a shadow with fearful citizens, rising crime, and a bustling black market controlled by the infamous Black Sun. Your team infiltrated a Black Sun outpost and sliced up a data file on a PYKE crime family betraying bounty hunter and now it is time to go! (Note: The Edge of Empire Game Day scenario. Please don’t read in advance!)

Debts to Pay
Star Wars EoE Intro Game
by Dave Allen and Shawn Carmen
4 – 6 Players
5 – 6 Hour Running Time

The Empire is ruthlessly consolidating power after the Rebel Alliance won their victory at Yavin. Most beings struggle to make a living amid the war torn galaxy. Many have fled toward the rim fleeing entanglements, war, or seeking a fresh start. The black and gray markets are thriving, at the moment, amid the disruption. The crew of the Ornery Mule find themselves working for Bargos the Hutt and his rim-based criminal enterprise. He has a simple job for them, an easy run, it is said. If one thing seems true, there is no such thing as a simple run these days. (Note: The Edge of Empire Screen scenario. Please don’t read in advance!)