Background
I've recently started an rpg club at the foreign university I work at. I sold this to my bosses by saying it would be a way for students to practice their English and develop the following 'competencies':
- creativity & imagination
- teamwork
- problem solving
Things are going well - a dedicated group are meeting to play D&D 5e with me as DM. But my bosses still don't really understand what it is we do and I think the best way is to show them by running a one-shot adventure. Two of the four or five people I have in mind have already expressed an interest in coming to the club and playing, but I think that would be too awkward for the student members and too difficult to get the bosses up to speed without derailing the game and/or confusing them too much.
Game recommendation
My bosses are are a mixture of career academics and business professionals with excellent English, though we could decide to play in another language (Russian is the most likely). In any case, no-one doubts that the club is good English practice, so I don't have to prove that to anyone.
My overall aim is to introduce them to the idea of tabletop roleplaying games as an activity (play a PC, interact with the game world, make decisions, roll dice to determine outcomes). My criteria for the scenario are:
- GM led tabletop rpg
- modern (1950s - present) setting (super ideally set in a university or office)
- no magic / supernatural elements
- serious tone
- a written scenario which showcases the above 'competencies'.
- 3-5 pregenerated PCs
- possible to play in 90 minutes (I know this is tough, but this amount of time will already be a big ask)
- available in English, Russian or German, ideally as a legal (paying or free) pdf
As for the nature of the rules I'm flexible and happy to learn, but the mechanics shouldn't be so heavy (or difficult to pare down) as to dominate the already limited play time, nor so light or innovative as to confuse people who have no idea about what an rpg is about. For example Savage Worlds or NWoD would be fine as base rulesets, but The Pool or Fate too confusing for the players.
In some ways this question is the evil twin of this one but the serious tone is the big difference.
I've also Googled what I can, but found it hard to get the combination of setting, tone, play time and being GM-led.